Hex 2
Hex 2
org/hex-describe/describe/random/alpine#desc0503
Hex Descriptions
Gnomeyland SVG Map Icons Copyright Gregory B. MacKenzie 2012, Alex Schroeder 2013-2019. This work is licensed under the Creative Commons A ribution-ShareAlike 3.0 Unported License
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Procedures: random encounters are 1 in 6 per day and 1 in 6 per night if you’re not
behind walls. If you’re looking for something that isn’t as obvious as a town or village
built in plain sight, your chance of finding it is also just 1 in 6 per day.
Scrolls, prayers and spells: a scroll can only be read by magic users and elves that
know the spell or have access to read magic; a prayer can be read by anyone. The
spells used are from the Spellcasters project.
1–3 10
4–6 20
7–9 50
10–12 75
13–15 100
16–17 250
18–19 750
20 1000
Treasure: the value of a gem is determined by rolling a d20 and looking it up on the
table; the value of jewelry is determined by rolling 3d6×100gp.
History: Lady Baraa the Profound is once again at odds with Duchess Risani. This time,
however, Warlord Ogon the Mighty has entered into an alliance with Duchess Risani.
0101: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is large enough to admit a giant, made of wood and iron and decorated in
bronze, held together by spells. The doors show a crowd of demonic faces, teeth,
horns, claws, and bulging eyes.
Rising above the wall is a massive tower that suffered mightily under some heavy
blows. It still stands but it is smashed open, the insides laid bare for all to see.
This is the realm of stone giant Worn Boulder (HD 9 AC 4 3d6 or 3d6 ranged F9
MV 12 ML 9 XP 900; stone shape and control weather at will). 15 gems. 13 jewelry. A
map to 9 jewels hidden in a secret compartment in the dwarven forge Great Hammer
(0205). They are methodically moving cut stones the size of ca le, rebuilding the
tower. They place a block, then move back and contemplate itʹs position for an hour,
then repeat.
A stair leads up to the top of the tower but nobody ever takes it for up there the air
is unnaturally cold and half-transparent spectre is staring at the necropolis below.
“Everyone I know has gone away, in the end.” All they are interested in is talking
about the great armies they took to the east and to the north, how they fought the
armies of Cheifala the Powerful, the manoeuvres they executed, the traps they set, the
princes they had assassinated. This is High Priest Amalgysil. Turning the
conversation away from their achievements makes them very irate (HD 6 AC 2 1d8 +
drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons;
immune to sleep and charm; summon 1d4 servants with the same stats). 100 platinum
coins.
The necropolis turned to dust over the years and now nothing but a few statues and
crumbled mausoleums remain. Amidst this decay stand newer huts made of wood
and dried mud, covered in grass and decorated with banners of magenta and cyan.
16 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) live up here, led by
Golden Eyes (HD 4). A map to the 3 silver hat pins worth 4000gp in the barrow of
Tolthalew (0402). The huts are guarded by 5 giant wasps (HD 4+1 AC 5 1d6 + poison
F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die). At night they gather
around a central fire and sing songs of old, of love, of longing and of leaving, of
great deeds and the old days.
In the middle of all this is a platform that rises 20 into the air. Wide stairs lead up
to a baldachin and under this canopy rests the sphinx Chardemana (HD 5 AC 6
1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day, raise dead 1×/day, summon tengus
(2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Tell her a good pun and
she’ll be friendly. Answer her riddle to be granted a boon.
(time)
0102: The Pass of Olwen on the way to Dead Teeth is guarded by a ruined fortress
currently occupied by 2 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500;
magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged
combat); phantasmal force (use illusions to split the party); mirror image (1d4 images to
protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and their
giant scorpion mounts (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
4000 silver coins.
The fortress and its surrounding land is ruled by the medusa Stone Lady (HD 4 AC 8
1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth 5000gp to
an alchemist). The courtyard and rooms are full of her petrified victims and the
bones of the dead. Silk curtains and some paintings on the walls. 11 gems.
0103: The valley up here is hard to find. This is where the orcs of the Plague Eye tribe
raise bighorn sheep and make their superior lemon yogurt. 20 orcs led by Uggol
(HD 3) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 5000 silver
coins. 3000 gold coins. A helmet with the gilded face mask of Old Tariq of
Zerrin emanating an aura of fear, reducing enemy morale by 1. Uggol is a
famous sword smith in the Wicked Man Biter tradition.
The orc avoid the mine because a bunch of gnomes has se led here and extended
the crawlspaces with even more tunnels. 5d8 gnomes (HD 1 AC 5 1d6 F1 MV 6
ML 8 XP 100; speak with animals, stone talk and earth swim at will) led by Feodor Antos
(HD 5) live here, looking for gems. 7000 silver coins. 600 platinum coins.
These caves are protected by 3 badgers (HD 5 AC 7 1d8 F3 MV 15 ML 8
XP 500) They resent intruders.
0104: A cold wind blows snow and ice down the mountain. Visibility is down to
maybe 30 . This is the Dead Teeth glacier. Every night, a procession ghosts
struggles barefoot across the ice. You can hear their wailing, their tiny bells ringing,
and you can see the flickering candles they are carrying. If you follow them for an
hour, you are going to cross over into Jötunheim with them. The procession leads
you to the castle of the frost giant Ice. 6 frost giants and 1 white bears (HD 4 AC 6
1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug deals
an extra 2d8) live here. An amulet of shape changing, blessed by Loki (sea lion, allows
you to swim).
To release the ghosts from their eternal wandering, you need to tell their relatives in
Scrabmill (0305) how the traitor Lo ie (0108) had betrayed them and led them to their
doom many years ago. All they want is revenge, but actually just telling their
relatives of what happened and helping them to find closure is enough to bring
peace to the ghosts (although they don’t know it).
Between these mountains lies a hidden valley where the Immortal Patriarchs have
built a temple dedicated to Thor. The members of this secret society have erected a
prayer hall, a sleeping hall, and a prayer drum. 30 women (HD 1 AC 8 1d6 F1
MV 12 ML 7 XP 100) live up here. 4000 silver coins. They are led by abbess Symi
(level 4).
0105: The Deep Forest has turned into a water logged swamp. The smell
of wood-rot is strong. A waterlogged Pondshingle trunks bob lazily in
the mire. 6 giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12
ML 8 XP 200).
On a small island in a li le lake, one can see one bank barrow, 20 in diameter. This
is a crypt of a wight general. If any dare disturb the ground here, they will discover
a hidden chamber, built with stone slabs, yielding six corpses, their sarcophagus
painted jet with a man with an eye patch and the inscription Old Kali of Rajana. The
journey to the a erlife was sped with an antler spindle whorl (2 gp), a stone sickle
blade (3 gp), a bone carving of a goddess (2 gp), and 6 silver bowls worth 3000gp.
0106: The hemlock of Deep Forest cast long shadows. The ground is full of their
brown needles. Occasionally, you can see tree stumps so somebody must be logging
these trees. At dusk and dawn, you can sometimes see the local guardian spirit, a
demon boar (HD 9+1 AC 3 1d12 F9 MV 15 ML 9 XP 900; charm person 3×/day; shape
change into human form at will; only harmed by magic, magic weapons or silver
weapons).
The local smith is a foul-mouthed ass called Abir. You can get your
mounts shod and your spades fixed. Recently somebody dropped off the
following: plate mail @ 800gp, thievery tools @ 30gp, and a silver dagger
@ 14gp.
The healer Sébastien is at their wits end. Theyʹve never seen Terra co a red
Ache spread so swi ly. Worry turns to terror when they also begin
displaying symptoms.
Bone Creek runs through here. Fjell has a small ra that can carry ca le
and people across.
Old Ca le Way, Cheese Path, and Cheese Lane meet here, under the
gallows.
0107: The junipers of Deep Forest cast long shadows. The ground is full of their
brown needles. There is a cave housing the e in called Club and Nail (HD 11 AC 3
3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6).
Between two rocky outcrops, one can find barrow one disc barrow, 20 in diameter,
hinting at an ancient people. If any dare excavate here, they will discover a hidden
chamber, built with wooden posts, yielding two corpses, their tombstone painted
blood red with a dragon breathing fire. The journey to the a erlife was sped with
stone arrowheads, a charcoal horse on stone (2 gp), a stone scraper (1 gp), and
seashell necklace beads (2 gp).
0108: This is the Deep Forest. There is a clearing in this forest where an old statue of
Freya still stands.
30 orcs led by Golhúr (HD 7) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 6000
gold coins. A smoking, quivering black arrow of death +2, carrying the curse of
Nergal, ready to take root in a target: if hit, save vs. death or die; the arrow’s curse is
lost when shot whether it hits or misses. A suit of elven plate armour +1
with elven runes naming its maker: Elien. They keep a low profile, living
deep in the forest, but lone travellers, or fools that don’t make it back to
the village before sunset, or reckless idiots looking for trouble, they’ll all
find the orcs to be more than willing to kill.
Their retainer is the fighter Melidiane (level 8). A scroll of fire ball (6d6,
save vs. spells for half).
They are served by two retainers. One is the knight Almas (level 5). The
other is the wizard Seykou (level 4). The spells known are based on The
Book of Ursomancy by Ufala One Eye: 1. shadows, bear strength, 2. bear
shape, shadow step. A potion of jump (sapphire, 20min, allows you to jump
up to 60 high and land safely).
The secret society of the Immortal Patriarchs has a representative here: the
sorcerer Arabella (level 3). The spells known are based on The Book of Odin
by Hadrael the Dragon-Slayer: 1. restore faith, sleep, 2. hold person. A
golden necklace +2 dedicated to Mitra. They believe that the ruling class
has been taken over by vampires. They prepare for the big fight by
studying ancient books and training with silver daggers.
The caravan has a bard called Lirijan who is on their way to Hockeye
(0106). The songs they like to perform are How the Locket was Forged and
Sindeja’s Perilous Journey to the Thorny Vine Copse.
Gravel Trail, Mud Track, and Old Ca le Way meet here, under the
Fencerest tree.
0109: There’s a li le stream here, making its way through the Deep
Forest, wrapping itself around a beautiful, big, old tree. This is a
Pawnbriar tree, inhabited by a dryad of the same name: Pawnbriar (HD 4
AC 7 1d6 F8 MV 12 ML 6 XP 400; charm, sleep, speak with plants, tree travel, animate tree
(3×/day): HD 8 AC 2 2d6/2d6 F8 MV 6). She’s crying because her lover Aurélian (a
level 4 warrior) just le her. Bring him back, she implores you!
Gravel Trail and Sunken Trail meet here, near Green Hill.
0110: This is the Deep Forest. There are many trails made by loggers, wood
gatherers and swine herders leading to a village.
Hiding between the trees are the watchful eyes of 8 bugbears led by Death Wind
belonging to the Bear Claws band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise
on 1–5 in 6). 1 jewelry. Bugbears are usually a bad sign for they are o en employed
as spies by the elves of the netherworld. These carry amulets of passage bearing the
Black Children of the Spider Flower sigil.
The local smith is a humble soul called Jenees. You can get your horses
shod and your shears repaired. Surprisingly, they have some interesting
things for sale: a pick @ 3gp, a large dart @ 1gp, a quiver with 20 arrows
@ 6gp, 10 spikes @ 2gp, a shovel @ 3gp, and a flail @ 9gp.
The travelling elf bard Disor is here, playing the flageolet and reciting
Why Unprincipled Goldush Defeated Fearless Padwen’s Sister and singing
Why Nefarious Goldush Slew Valiant Padwen’s Sister. The audience
applauds enthusiastically. If you ask them about the war, they’ll say that
captain Rejan was last seen in Houndland carrying the banner of Warlord
Ogon the Mighty (0606).
0201: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is a blackness of cold and despair. Anybody close to the gate feels their life
drain away and as their body ages. Touch the gates drains and eventually kills you.
To the right of the gate stands a massive tower that had its top blown off. Over the
years, this has allowed plants to gain a foothold. Bushes and grass grow from the
top like green hair from a huge stone face.
A bunch of ragged tents between wall and tower are the broken dreams of some
desperate people. 10 bandits (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100). They are led
by the sorcerer Melda (level 4). The spells known are based on The Book of
Armies by Moroson the General: 1. bolt of power, voice of the ruler, 2. eyes of
the overlord, chariot of fire. The amulet of the luck stealer allows you to
borrow luck from a willing person near you: when rolling a d20, roll
2d20 and take the higher result, but the next time they need to roll a d20
in a similar situation, they roll 2d20 and take the lower result.
The top of the tower is an inaccessible mess of wood, hair and bones, the result of 6
wyverns living up here (HD 5 AC 4 1d8 + poison F5 MV 24 ML 7 XP 500). 300
platinum coins. A scroll of live burial (60 , the earth opens up underneath a person,
save vs. death to avoid ge ing pulled into the depths to certain death).
The necropolis turned to dust over the years and now nothing but a few statues and
crumbled mausoleums remain. Amidst this decay stand newer huts made of wood
and dried mud, covered in grass and decorated with banners of cream colored and
cyclamen. 17 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) live up here,
led by Daughter of Drake (HD 6). The huts are guarded by a giant wasp (HD 4+1
AC 5 1d6 + poison F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die). 500
platinum coins. 6 gems. At night they gather around a central fire and sing songs of
old, of love, of longing and of leaving, of great deeds and the old days.
In the middle of all this is a column an perched on it, 60 above the surrounding
land rests the sphinx Baldebranda (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure
disease 3×/day, raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10
MV 15 ML 8; flying). Tell her a good pun and she’ll be friendly. Answer her riddle to
be granted a boon.
(a grill)
0202: The snow fields beneath the Dead Teeth are difficult to traverse. You need a
guide and skis. The stone walls rising from the snow are home to a hungry
mountain lion (HD 3 AC 6 1d6 F1 MV 24 ML 7 XP 300; surprise on 1–4 in 6).
0203: These mountains are called the Dead Teeth. The rolling peaks here hide a
dungeon. This is The Horrible Grave of Xasa.
Wandering Monster: 5 goblins pacing with weapons at the ready (HD 1-1 AC 6 1d6
F1 MV 6 ML 7 XP 100).
Empty: Rockfall.
3
0204: The Pass of Gwaednerth on the way to Hungry Giants is guarded by a ruined
fortress currently occupied by a warlock (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9
XP 500; magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in
ranged combat); phantasmal force (use illusions to split the party); mirror image (1d4
images to protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and
his giant scorpion mount (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11
XP 400). 5000 gold coins.
The fortress and its surrounding land is ruled by the medusa Desert Sister (HD 4
AC 8 1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth
5000gp to an alchemist). The courtyard and rooms are full of her petrified victims
and the bones of the dead. A few gobelins cover the walls. 200 platinum coins. A
suit of elven plate armour +1 with elven runes commemorating the slaying of the
green dragon Piercing Despair of the Trees. A suit of elven plate armour +1 with elven
runes naming its owner: Tithendir.
0205: Somewhere up here between the cliffs there is a secret door. In the presence of
an amulet of passage bearing the Black Children of the Spider Flower sigil, the door
glides opens and reveals stairs leading down to the underground Fortress of
Amdireth.
This is the former dwarven forge Great Hammer. The bronze iris gate leads to the
abandoned barracks and a maze of spiders webs by 4 giant spiders (HD 4 AC 6 1d6
+ paralysis F2 MV 15 ML 7 XP 400; climb). The main stair sha leads from the
barracks down to the core forge which is still operational.
The fire giant Stórr (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100)
works the forge. 8000 silver coins. 8 gems. A potion of silver tongue (verdigris, black
residue, 1h, everybody who hears your voice must save vs. spells or be charmed).
Stórr is served by 11 duergar (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100; immune to
fire).
The dwarven living quarters have turned into a warrens of dark tunnels full of
secondary entrances, traps and secret doors.
The elves are protected by 8 bugbears led by Quiet Breath belonging to the Cat Eyes
band living like animals in small caves near the gate (HD 3+1 AC 5 1d10 F3 MV 9
ML 9 XP 300; surprise on 1–5 in 6). The helmet of the dark lord with smoke and red
light dripping out of its visor grants the ability to tell when others within 10 are
lying.
0206: A steep hill rises from the forest and at its top stands an old statue of Set, about
20 tall. Who ever built this statue is long gone but the trail leading up to the statue
looks well worn.
0207: A few stunted hemlock grow in these highlands. This is the edge of the Deep
Forest. At night, the orcs of the Festering Spine tribe hunt these lands. 40 orcs led by
Golg (HD 2) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 8 gems. A
map to the 4 platinum necklaces worth 5000gp in the barrow of Yngva
Bravekeeper (0508). Their se lement is protected by a palisade and
guarded by a boar (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are
two big skull pyramids near the entrance with about 200 skulls each.
0208: It’s colder up here and the Deep Forest is dominated by larches. At dusk and
dawn, you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1
MV 15 ML 9 XP 300).
Between two rocky outcrops, one can find barrow one long barrow, 10 in diameter,
memorialising an ancient tragedy. If any dare dig here, they will discover a hidden
chamber, built with stone slabs, yielding one corpse, their sarcophagus painted red
with rats. The journey to the a erlife was sped with a stone harpoon head (3 gp), a
stone rotary quern (1 gp), and rings with glass heads (4 gp). A feather of the divine owl
which, when a ached to an object that can be carried by a bird will make sure the
object gets delivered to any individual in this realm known by name, sight, hair or
bone.
0209: There’s a li le stream here, making its way through the Deep Forest, wrapping
itself around a beautiful, big, old tree. This is a Shagseed tree, inhabited by a dryad
of the same name: Shagseed (HD 4 AC 7 1d6 F8 MV 12 ML 6 XP 400; charm, sleep,
speak with plants, tree travel, animate tree (3×/day): HD 8 AC 2 2d6/2d6 F8 MV 6). At
the foot of the tree lies a human skeleton. She is looking for a new lover!
0210: There’s a li le stream here, making its way through the Deep Forest, wrapping
itself around a beautiful, big, old tree. This is a Hillwatcher tree, inhabited by a
dryad of the same name: Hillwatcher (HD 4 AC 7 1d6 F8 MV 12 ML 6 XP 400; charm,
sleep, speak with plants, tree travel, animate tree (3×/day): HD 8 AC 2 2d6/2d6 F8 MV 6).
She’s coy and flirtatious because she knows full well that her lover Ishak (a level 3
knight) is bound to show up any minute now. Oh how she loves to see those
peacocks fight! A suit of elven plate armour +1 with elven runes commemorating the
slaying of the green dragon Verdant Death of the Forest.
0301: The coniferous trees of Deep Forest cast long shadows. The ground is full of
their brown needles. There is a cave housing the e in called Sick and Tired (HD 11
AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6). 9 gems.
0302: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Beavers have built dams, drowning the land. The area has been se led by a tribe of
19 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Nest Builder
(HD 6). A map to the 3 silver hat pins worth 4000gp in the barrow of Tolthalew
(0402). A silver necklace +1 dedicated to Thor. The li le village of mud huts is
guarded by a giant lizard (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). 4000 silver
coins.
These lizard people like to sing some of the Songs from the Dead, songs about
doomed heroes in the Old Liberation Wars which the lizard people lost oh so long
ago.
0303: The sunny side of the valley is covered in pink splashes of roseroot. Here stands
an old watchtower built by giants during the reign of Tariq the Terrible of Merlen. You
can still find the runes of Merlen on the old stones but the current inhabitants can’t
read and they don’t care: 8 hill giants led by Man Finder (HD 8 AC 4 2d6 F8 MV 12
ML 8 XP 800). 4000 silver coins. 400 platinum coins. The amulet of the luck stealer
allows you to borrow luck from a willing person near you: when rolling a d20, roll
2d20 and take the higher result, but the next time they need to roll a d20 in a similar
situation, they roll 2d20 and take the lower result. A prayer of summoning (a plague
of poisonous frogs boiling up from lakes and ponds or raining down from the
heavens; anybody caught in a storm of poisonous frogs must save vs. poison or die).
0305: It’s colder up here and the Deep Forest is dominated by hemlock. There is a
clearing with a weathered statue of Freya still standing. Sometimes you can see some
deer.
The local smith is a braggart called Arta. You can get your mounts shod and your
shears fixed. Looks like they pillaged this from somewhere: a spiked club
@ 2gp, a quiver with 20 arrows @ 6gp, plate mail @ 800gp, a javelin @
1gp, and scale mail @ 40gp.
Wolf Mustard grows in the care of the hermit druid Generys (HD 9 AC 7
1d6 F9 MV 12 ML 9 XP 900; heat metal; tree travel; animate tree (3×/day):
HD 8 AC 2 2d6/2d6 F8 MV 6; limited shape change into a bear: HD 4 AC 6
1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their
bear hug deals an extra 2d8) and their 14 wolves (HD 2+1 AC 7 1d6 F1
MV 18 ML 6 XP 200). They are of course unwilling to part with any of
it.
War Rivulet flows through here. Old Jean-Pierre has a small ra that can carry ca le
and people across.
0306: One of the hills has an old lookout from which you can see most of the Deep
Forest. It is also Fir Man’s favourite spot. The old treant loves to watch the sun set
from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate
trees two trees each, using the same stats).
0307: The hills of Deep Forest are do ed with ruins. Among the ruins is the entrance
to a dungeon. This is The Miry Gro o.
Wandering Monster: 4 satyrs cheering on two who are wrestling (HD 5 AC 7 1d6 F5
MV 9 ML 7 XP 500; party tunes: when playing the flute, anybody listening must save
vs. spells or join the party; chill-out tunes: when playing the flute, anybody listening
must save vs. spells fall into a magical slumber; only harmed by magic, magic
weapons or silver weapons).
1. Latrine: The entrance to this dungeon has the overwhelming stench of recently used
latrine pits.
2. Guano Pit: A ro ing wooden bridge, recently swept clean but with occasional spots of
guano, leads over a pit full of the stuff. The smell is worse than any privvy. Anyone
who rolls above their dexterity score breaks a board and drops into guano, taking 1d6
damage.
Trap: Spiked Ball, save vs breath or 2d6 dmg.
Treasure: 162 silver coins 30 gold coins. (set in; floor)
0308: It’s colder up here and the Deep Forest is dominated by conifers. The lack of
branches and trees lying on the forest floor is a sign of regular wood gatherers.
Sometimes you can see some deer.
The local smith is a simpleton called Dalson. You can get your donkeys
shod and your ploughs fixed. Looks like they pillaged this from
somewhere: 5 small darts @ 1gp, a grappling hook @ 3gp, a javelin @ 1gp,
3 stakes and a mallet @ 4gp, a ma ock @ 14gp, and a silver-tipped arrow
@ 7gp.
Those who live here are o en in terror. Goats are found mutilated. Cat entrails are
spread around sites holy to Orcus. Herders have reported seeing a devil with the tail
of a scorpion early in the morning.
A natural hot springs blocks the entrance to a cavern, which hides a shallow cave
complex occupied by a coven of devils. They derive psychic energy from the terror
of others.
Salt Path and Mud Track meet here, near Big Crag.
0309: The junipers of Deep Forest cast long shadows. The ground is full of their
brown needles. At dusk and dawn, you can sometimes see a male boar seaching for
food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
0310: This is the Deep Forest. The lack of branches and trees lying on the forest floor
is a sign of regular wood gatherers.
10 orcs led by Lughúr (HD 7) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 7000
gold coins. A pair of gloves of strength (strength 18). They keep a low profile, living
deep in the forest, but lone travellers, or fools that don’t make it back to
the village before sunset, or reckless idiots looking for trouble, they’ll all
find the orcs to be more than willing to kill.
The local smith is a quiet one called Haoyu. You can get your horses shod
and your axes fixed. Surprisingly, they have some interesting things for
sale: a ba le axe @ 9gp, a sling with 20 metal pellets @ 2gp, a silver-
tipped arrow @ 7gp, 30 quarrels @ 3gp, and a two-handed greatsword @
33gp.
The treasure hunter magic user Azad (level 3) is trying to hire some fools
to get some hell hound embers (0408). The spells known are based on The
Book of Geomancy by Zorkan of Mount Whiterock: 1. flying stones, stone
fist, 2. golem craft. The staff of the minotaur, summons the minotaur Truth
Teller, always willing to talk and offer advice (HD 6 AC 6 2d6 F6 MV 12;
mesmerize any listeners at will, i.e. listeners must save vs. spells or cease
all hostilities and speak nothing but the truth; immune to sleep and charm); the staff’s
magic is lost when the minotaur is killed. “Surely Keysha (0509) will pay us well. I
will provide all the expertise: five shares of the sales made for me, the rest to be
shared equally amongst the other survivors.”
Red Waters flows through here. Weird Berdar has a small ra that can carry ca le
and people across.
Gravel Way, Gravel Trail, and Ca le Track meet here, by the Lostdir elf stone.
0401: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Vibrant green duckweed floats still on the stagnant water’s surface. On a rocky
outcrop stands a tower. Here lives the necromancer Jenees (level 7),
protected by 4 werewolves in human disguise, welcoming, but rough
(HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only harmed by magic, magic
weapons or silver weapons; call 2d6 wolves which arrive within 10min:
HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200). The spells known are based
on The Book of the Dead by Agrimach the Necromancer: 1. locate corpse,
aura of fear, read magic, 2. converse with corpse, summon ghoul, 3. immunity to fire,
animate dead, 4. grafting. It is surrounded by a moat and inside the moat lives a
pyrohydra chained to the foundations of the tower (9 heads, HD 9 (8hp per head)
AC 5 1d10 per head F9MV 12 ML 9 XP is 900; whenever a head is lost, two heads
regrow the next round (up to 12) unless the wound is cauterised using ice or fire (a
melee a ack with a torch will do); fire (as much as the hydra has hp le , save
vs. dragon breath for half); poisonous blood (cu ing off a head with a melee weapon
exposes the a acker to it: save vs. poison or die; hydra’s blood is worth 5000gp each
to an alchemist)). Silver cutlery and beautiful wine glasses. The dagger Stonecu er
+1 which allows you to slowly cut through stone. Two sets of black iron chains +2 to
wrap around your arms, with the runes of Set on every link. An elven cloak (5 in 6
chance of hiding in the wilderness using magic camouflage when standing still).
0402: The Deep Forest is sinking beneath the water. A sulphur smell hangs over the
swamp. A giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12
ML 8 XP 200).
On a small island in a li le lake, one can see two square barrows, each 20 in
diameter. This is an ancestral shrine of the elves. If any dare disturb the ground here,
they will discover a hidden chamber, built with stone slabs, yielding two corpses,
their sarcophagus painted blood red with a woman riding on a broom and the
inscriptions Tolthalew. The journey to the a erlife was sped with human bones, a
stone spearpoint (1 gp), an antler spindle whorl (2 gp), and 3 silver hat pins worth
4000gp.
0403: High up on on a ridge is an old elven tower made of green glass. A breeze
carries the scent of gardenia and lilacs, though none can be seen anywhere. In The
Ballad of Celedil the Bear, they call it Cangwaur’s Last Stand.
Inside the tower, in the entry hall, 3 crystal living statues stand silent guard (HD 9
AC 1 3d6 MV 12 ML 12 XP 900; immune to arrows, immune to poison; immune to
spells). Unless the party speaks the name of the tower’s builder, Silivrendir, the
guardians will a ack any who a empt to ascend to the next level.
The walls of this room near the top are cracked and all the windows are broken. This
is the lair of 14 very protective griffons (HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10
XP 400). They are o en seen hunting the land around this tower. The 3 griffon eggs
are worth 5000gp each to an alchemist.
3 elven ghosts led by Mithreniel inhabit the topmost chamber. (HD 6 AC 2 1d8 +
drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons;
immune to sleep and charm) They don’t know how long they have been trapped here,
but if they can be freed (by washing the tower of the millennia of blood), the party
could expect an unusual boon: A scroll of fog (1km, within 10min, for 1h, visibility
10 ).
0404: A steep hill rises from the forest and at its top stands an old statue of Mitra,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
A tiny foot trail leads into a copse of Hermitrest trees. There, one finds barrow one
cruciform barrow, 10 in diameter. This is an ancestral shrine of the elves. If any
dare dig here, they will discover a hidden chamber, built with wooden posts,
yielding one corpse, their headstone painted red with a skull pyramid and the
inscriptions Lalaithien. The journey to the a erlife was sped with a stone weaving or
wool-carding comb (3 gp), a bone carving of a lion (2 gp), human bones, and 5 silver
hat pins worth 6000gp.
0405: The Deep Forest is sinking beneath the water. Soon, small leeches are
squirming furiously against your clothing. Se ing up camp here is not safe. There’s
a wooden hut here. Its inhabitant appears to be a hermit called Gaston. In
actual fact, this is a doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10
XP 400; shape change at will). 3000 gold coins. It will try and see whether
it can replace one of the party members and leave the area with you.
0406: The Deep Forest is sinking beneath the water. Vibrant green duckweed floats
still on the stagnant water’s surface. There are plenty of eels. Those who know how
to find it can gather St. Cynddelw the Imperial’s Purge.
0407: A few stunted pines grow in these highlands. This is the edge of the Deep
Forest. Within this wood is a dungeon. This is The Grey Vaults of Darkness.
Wandering Monster: 2 kobolds singing (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or
weapon-1 Save NM ML 6 AL C XP 5 ).
0408: This is the Deep Forest. Vibrant green duckweed floats still on the stagnant
water’s surface. In the old days, these stagnant pools were used to drown evil
necromancers. At night, 5 wights led by King Eilif of Merlen crawl out of their wet
graves and roam the land in search of more followers (HD 3 AC 5 drain F3 MV 9
ML 12 XP 300; only harmed by magic or magic weapons; immune to sleep and
charm). 5000 gold coins. 3 jewelry.
The trees here are painted with the blood of pigs and men. Carcasses full of maggots
hang from hooks and the air is buzzing with flies. This is where a coven of witches
has built an altar to Hel, the goddess of magic. They live in the wooden tree houses
nearby. The area is guarded by 5 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9
XP 500; 2 in 6 chance that instead of biting, it breathes fire (5d6); see invisible; hell
hound embers burning inside them are worth 500gp to an alchemist). 40 cultists
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live here. 1000 gold coins. They are led by
their cult leader Ann-Marie (level 3), a raving lunatic.
0409: It’s colder up here and the Deep Forest is dominated by junipers. In this fir
forest is a li le campsite with 12 bugbears led by Quiet Foot belonging to the Cat
Ears band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6).
0410: It’s colder up here and the Deep Forest is dominated by pines. If you wander
into these woods, you’ll soon hear laughter and revelling. These satyrs demand
weekly tribute in the form of the finest vintages of wine from the nearby se lement,
but all the cellars have already been drained dry and the grape harvests are months
away. Every day, the 8 satyrs grow more impatient and rowdy (HD 5 AC 7 1d6 F5
MV 9 ML 7 XP 500; party tunes: when playing the flute, anybody listening must save
vs. spells or join the party; chill-out tunes: when playing the flute, anybody listening
must save vs. spells fall into a magical slumber; only harmed by magic, magic
weapons or silver weapons).
0501: The conifers of Deep Forest cast long shadows. The ground is full of their
brown needles. In this fir forest is a li le campsite with the bugbear Silent Eyes
(HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6). 4000 silver coins. 3
gems.
0502: The hills of Deep Forest are do ed with ruins. Among the ruins is the entrance
to a dungeon. This is The Lowest Grave.
0503: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is a blackness of cold and despair. Anybody close to the gate feels their life
drain away and as their body ages. Touch the gates drains and eventually kills you.
Towering above the walls is a bulging tower with vertical slits serving as windows,
like the visor of a fancy helmet.
There is an improvised toll booth next to the tower and some tents further back.
These people ask 50gp per head “to keep the area safe.” 10 bandits (HD 1 AC 8 1d6
F1 MV 12 ML 7 XP 100). 3000 silver coins. They are led by the warrior Biatris (level
3). A scroll of fire ball (6d6, save vs. spells for half). A dwarven short
sword +2 with dwarven runes commemorating the slaying of the white
dragon Deep Despair of the Glacier.
The top of the tower is an inaccessible mess of wood, hair and bones, the
result of a wyvern living up here (HD 5 AC 4 1d8 + poison F5 MV 24
ML 7 XP 500). 9 gems. A scroll of crashing gates (destroy one door up to 20m wide).
A long sword of light +3 (60 ), made in Asgard for the valkyrie Mercy (the sword
rejects anybody who refuses to join three fights while carrying the sword).
The necropolis turned to dust over the years and now nothing but a few statues and
crumbled mausoleums remain. Amidst this decay stand newer huts made of wood
and dried mud, covered in grass and decorated with banners of slate grey and
midnight blue. 23 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) live up
here, led by Nest Builder (HD 4). An elven shield +1 with elven runes naming its
maker: Melwen. A necklace of the tiger width 8 teeth le ; each one allows the wearer to
turn into a tiger and back (HD 6 AC 6 1d6/1d6/1d12 F3 MV 15 ML 9 XP 600; surprise
on 1–4 in 6). The huts are guarded by 5 giant lizards (HD 4 AC 5 1d10 F3 MV 12
ML 7 XP 400). 6000 silver coins. A scroll of fog (1km, within 10min, for 1h, visibility
10 ). At night they gather around a central fire and sing songs of old, of love, of
longing and of leaving, of great deeds and the old days.
In the middle of all this is a column an perched on it, 60 above the surrounding
land rests the sphinx Theudegard (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure
disease 3×/day, raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10
MV 15 ML 8; flying). Tell her a good pun and she’ll be friendly. Answer her riddle to
be granted a boon.
(a bell)
0504: It’s colder up here and the Deep Forest is dominated by hemlock. The trees
along the trails through this forest have all been coppiced, i.e. cut down near the
ground level in order to produce wood. Sometimes you can see some deer.
The local smith is a braggart called Mya. You can get your mounts shod
and your ploughs repaired. Recently somebody dropped off the
following: a javelin @ 1gp, a flail @ 9gp, and a sling with 20 metal pellets
@ 2gp.
The many corpses are poisoning the air. The stink is horrendous. Flies are
everywhere. The water is foul. Ghoul fever is spreading: Bernard and their family
have turned into 6 ghouls roaming the graveyard at night, looking for some sweet,
sweet human flesh.
0505: The swamp of Deep Forest seems to stretch forever. Soon, small leeches are
squirming furiously against your clothing. Se ing up camp here is not safe. A
ruined tower standing on a small island is home to the e in called Finesse and
Subtlety (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6).
7000 silver coins. 9000 gold coins. 1 jewelry. The branches of many trees bear
hanging corpses, warning signs for all the fools that would come and disturb the
e in peace.
On a small island in a li le lake, one can see three bell barrows, each 20 in
diameter. This is an ancestral shrine of the dwarves. If any dare excavate here, they
will discover a hidden chamber, built with wooden posts, yielding four corpses,
their sarcophagus painted rosewood with an apple tree and the inscription Hulda
Riveraxe. The journey to the a erlife was sped with a bone carving of a lion (2 gp), a
carved antler baton (2 gp), a copper sickle (4 gp), and 5 silver beakers worth 2000gp.
0506: The swamp of Deep Forest seems to stretch forever. Beavers have built dams,
drowning the land. On one of the islands there is a huge mud mound. 42 goblins
live here, led by Death Basher (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The goblins
have tamed 4 giant weasels (HD 5 AC 7 1d8 F3 MV 15 ML 8 XP 500). Goblins love to
ride these into ba le.
0507: The swamp of Deep Forest seems to stretch forever. If you drink the water
here, save vs. poison or spend the rest of the day vomiting. These lakes are home to
16 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts
for 60 until they roll a 1 for damage; from then on they a ack with their beaks;
afraid of loud ra ling, drumming or bells ringing; swamp crane feathers are worth
50gp each to an alchemist). Their dung is poisonous to most creatures on land.
0508: This section of the Deep Forest swamp is a well known death trap. The trees
are older here. They remember every axe wielder, every ship builder, every
carpenter, every fire maker, and they hate them with the hate of the primal forest.
These trees are protected by 6 treants led by Moss Man (HD 8 AC 2 2d6/2d6 F8 MV 6
ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same stats)
who would like nothing be er than to squash anybody capable of wielding tools.
Between two rocky outcrops, one can find barrow one bowl barrow, 30 in
diameter. This is an ancestral shrine of the dwarves. If any dare dig here, they will
discover a hidden chamber, built with stone slabs, yielding two dozen corpses, their
mummy painted charcoal black with a vulture and the inscription Yngva Bravekeeper.
The journey to the a erlife was sped with a bone carving of a goddess (2 gp), horse
bones, a limestone spindle whorl (2 gp), and 4 platinum necklaces worth 5000gp.
0509: The swamp of Deep Forest seems to stretch forever. Pale yellow froth clings to
the Wolfcover roots here. A distant splash is followed by frantic waterfowl calls. On
a rocky outcrop stands a tower. Here lives the necromancer Keysha (level
7), protected by 4 noble ghouls, decadent, immortal, foppish, and always
hungry (HD 2 AC 6 1d4/1d4/1d4 + paralysis F2 MV 9 ML 9 XP 200; aura of
fear (save vs. spells or flee for two rounds); when bi en, save
vs. paralysis or be paralysed for 1h; limited shape shift into a hyena). The
spells known are based on The Book of the Dead by Agrimach the
Necromancer: 1. aura of fear, read magic, locate corpse, 2. summon ghoul, hold person, 3.
limited shape shift, animate dead, 4. death ray. The stinking dungeons below the tower
are filled with cells where a hundred people or more must have died over the years.
A pit of ro en flesh and bones awaits all who die here. Silk curtains and some
paintings on the walls. Two sets of black iron chains +2 to wrap around your arms,
with the runes of Nergal on every link.
0510: The stagnant waters of Deep Forest are foul and smell of vomit. The bleak,
black, and brackish water teems with mosquito larvae and lily pads. In the old days,
these stagnant pools were used to drown evil necromancers. At night, the wight Old
Kali of Erlechai crawls out of a wet grave and roams the land in search of followers
(HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or magic weapons;
immune to sleep and charm). 5000 silver coins. 500 platinum coins.
0601: A few stunted conifers grow in these highlands. This is the edge of the Deep
Forest. In this fir forest is a li le campsite with 10 bugbears led by Death Paws
belonging to the Bear Claws band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise
on 1–5 in 6). 400 platinum coins.
0602: One of the hills has an old lookout from which you can see most of the Deep
Forest. It is also Birch Father’s favourite spot. The old treant loves to watch the sun
set from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate
trees two trees each, using the same stats).
A tiny foot trail leads into a copse of Barnwreath trees. There, one finds barrow four
long barrows, each 20 in diameter, remembering an ancient tragedy. If any dare
disturb the ground here, they will discover a hidden chamber, built with stone
walls, yielding two dozen corpses, their mummy painted alice blue with a skull
pyramid. The journey to the a erlife was sped with a stone weaving or wool-
carding comb (3 gp), a pick made from an antler (4 gp), a bone spindle whorl (2 gp),
and a gem worth 1300.
0603: The swamp of Deep Forest seems to stretch forever. The bleak, black, and
brackish water teems with mosquito larvae and lily pads. At itʹs heart are
abandoned ruins that lead to a dungeon. This is The Filthy Depths of Súna Spiralpeak.
barking (distant).
3. Workshop: Old wood tables hold scratches, burns,
and dents, but no tools.
Empty: An incomplete halfling skeleton.
4. Chapel: A circular stone font, dry but with a stain around the water line, smells of cut
green onions. A carefully sculptured marble altar shows images of Pazuzu. But
instead of an offering it holds only dried flower petals.
Trap: Trapdoor Spider Pit, triggered on 1 in 6 per PC to fall in pit with a
giant spider (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
Treasure: 614 silver coins 20 gold coins. (covered; panel)
5. Living Quarters: The room shows signs of habitation: A hammock sways on pegs,
and a half-eaten meal sits on a small table. Shabby clothing is strewn about the floor.
Monster: an e ercap wrestling (HD 5 AC 5 1d4/1d4/1d6 + poison F5
MV 12 ML 9 XP 500; climb; poison: when bit, save vs. poison or be
paralysed for 2h).
Treasure: 570 silver coins (hidden; floor)
6. Kitchen: An old campfire, still smelling of smoke and ash, has left soot marks on the
ceiling.
Empty: Garbage pile.
7. Temple: The room is centered on a mausoleum. Water-soaked prayer mats line the
floor and smell of brine and sewage.
Boss Monster: a a wererat (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only
harmed by magic, magic weapons or silver weapons; call 2d6 wolves
which arrive within 10min: HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200)
Treasure: unguarded: 369 silver coins (set in; ceiling) (exposed; ceiling)
0604: There is a hill rising high above Deep Forest with a nice cave which offers
shelter from the rain. A tunnel leads into the hillside. Timber supporting the ceiling
is a sign that this used to be a small mine. People used to dig here for gold, in the old
days. The cave is home to a male bear, wounded a er recently defending its
territory from an interloper. (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400;
when both claws hit, their bear hug deals an extra 2d8). The cave is punctuated with
a few blunt and bumpy stalagmites. At the back, there is a narrow gap, too large for
the bear to squeeze through. The people from Hansel de Jesus’s Pit (0705) call this the
maw of Big Teeth.
0605: The river splashes down the hillside and ends here in, Dead Mere. Near the
edge of the lake, surrounded by willows, an old statue of Orcus still stands. Beneath
the waves, algae clings to the ruins of an ancient town. Skeletal trees emerge from
the water like bleached bones.
Red Waters, Maelmadog’s Brooklet, and Blue Runnel merge here. It has cut a ravine
through the rock. Every now and then a stream tumbles into the depths below.
0606: The Deep Forest reaches these highlands and slowly thins out. A few spruces
are the last ones to brave the snow at these altitudes. The trees along the trails
through this forest have all been coppiced, i.e. cut down near the ground level in
order to produce wood. At dusk and dawn, you can sometimes see a male boar
seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a foul-mouthed ass called Varinia. You can get your
horses shod and your farm implements repaired. Surprisingly, they have some
interesting things for sale: padded armour @ 7gp, a spiked club @ 2gp, 3
stakes and a mallet @ 4gp, and 20 nails @ 1gp.
There is a refugee camp, here. You can recognise the green colours of
Warlord Ogon the Mighty amongst the rags (blazon: Vert an elephant Or). 30
survivors (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) are camped here,
leaderless and despondent.
The locals are no longer willing to support the refugees, calling them maggots and
worms and worse. Nobody is willing to kill, however, and so the situation just
lingers, the refugees too weak to kill the locals and simply take what they need and
the locals to afraid to do away with the extra mouths.
Mud Lane, Salt Path, and Old Gravel Path meet here, under the gallows.
0607: A steep hill rises from the forest and at its top stands an old statue of Mitra,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
0608: The hill overlooking Deep Forest is the home of the treant called Old Man
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Black Pond.
0609: A few stunted firs grow in these highlands. This is the edge of the Deep
Forest. There is a clearing with a moss covered statue of Odin still standing. At dusk
and dawn, you can sometimes see a group of 15 female boars and their young
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a braggart called Joah. You can get your horses shod
and your shears repaired. Looks like they pillaged this from somewhere:
a flask @ 2gp, a javelin @ 1gp, and a pick @ 3gp.
The notorious dwarf bard Nís Cragbrace is here, playing the zither and
retelling The Legend of Valiant Fjalin Goldjaw and the Devout Tiara and
reciting How Courageous Oni Redjaw Blinded Cruel Goldush. The audience
isn’t reacting well and throws ro en fruit and vegetables. If you ask them about the
war, they’ll say that captain Rejan was last seen in Houndland carrying the banner of
Gravel Way and Old Mud Trail meet here, near Gold Crag.
0610: The hill overlooking Deep Forest is the home of the treant called Trunk Strong
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Black Mere.
0701: A few stunted larches grow in these highlands. This is the edge of the Deep
Forest. Occasionally, you can see tree stumps so somebody must be logging these
trees. Sometimes you can see an elk.
The local smith is a simpleton called Elva. You can get your mounts shod
and your axes repaired. Looks like they pillaged this from somewhere: a
flask @ 2gp, a tinderbox @ 3gp, a lance @ 7gp, and a halberd @ 14gp.
When Old Lady Chlodogysila was drowned in the mill pond last week, the
locals thought their troubles were over. Few paid any mind to the curses
she spat out shortly before she died. Now impossible swarms of
Raspberry locusts seem to scream her name as they ravenously devour every leaf,
stalk, and bud in the farmerʹs fields.
0702: The Deep Forest reaches these highlands and slowly thins out. A few hemlock
are the last ones to brave the snow at these altitudes. The land up here is the hunting
ground of a manticore called Grandfather Hate living in the ruins of an old tower
overlooking the area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24
spikes (60 , 1d6), up to 6/rd).
0703: Huge, grey stones have been connected by smooth grey walls, blocking off the
valley. There is a grey tower and a massive gate in the wall.
The gate is large enough to admit a giant, made of wood and iron and decorated in
bronze, held together by spells. The doors show a crowd of demonic faces, teeth,
horns, claws, and bulging eyes.
Rising above the wall is a massive tower that suffered mightily under some heavy
blows. It still stands but it is smashed open, the insides laid bare for all to see.
There are plenty of thick, wooden poles rising from the wall and sticking in the
flanks of the tower. If the sun is up, you an see a crow-headed warriors jumping and
shadow fighting up there: 7 tengu, led by the master swordsman Sword of Death
(HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Master Sword of Death can teach a
fighter about quick drawing a sword: gain an extra a ack when your target.
The top of the tower is inaccessible from the interior. A circus of 9 young griffons
(HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400) is roosting up there when
they’re not trying to impress each other with fantastic displays of aerial stunts. The
2 griffon eggs are worth 5000gp each to an alchemist.
The valley is filled with ruins. This must have been a large monastic complex in its
heyday. These days the ceilings have fallen, walls have crumbled, weeds are
growing everywhere and anything not made of stone has ro en away. It’s hard to
say what these buildings were used for. Here you can see an engravings of a vulture,
over there is an engraving of a star with eight outward pointing daggers.
In the middle of all this is a platform made of stone, circular and about five feet
high. On it a wooden structure rises up into the air and at the very top rests the
sphinx Bertman (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day,
raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8;
flying). Tell her a good pun and she’ll be friendly. Answer her riddle to be granted a
boon.
(a mole)
0704: The hill overlooking Deep Forest is the home of 2 treants led by Oak Wood
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Black Mere.
Between two rocky outcrops, one can find barrow one long barrow, 20 in diameter,
memorialising an ancient religion. If any dare dig here, they will discover a hidden
chamber, built with stone slabs, yielding two dozen corpses, their mummy painted
carnelian with a bird man. The journey to the a erlife was sped with a stone rotary
quern (1 gp), painted pebbles, a stone handaxe (1 gp), and a gem worth 900.
0705: The pines of Deep Forest cast long shadows. The ground is full of their brown
needles. There is a clearing with a barely recognisable statue of Set still standing.
Sometimes you can see an elk.
The local smith is an ambitious manipulator called Evelyn. You can get
your oxen shod and your scythes fixed. There is li le here for
adventurers, though: ring mail @ 30gp, a rapier @ 35gp, a metal shod
staff @ 2gp, and half plate @ 400gp.
The treasure hunter magic user Kasper (level 5) is trying to hire some
fools to rob an ancient tomb (in 0704). The spells known are based on The
Book of the Warp by Korokoro the Mad: 1. mishap, amnesia, 2. outgrowth,
plague touch, 3. animate rock. “I am generous: two shares of the treasure
found for me, the rest to be shared equally amongst the other survivors.”
The tomb is in fact the resting place of an old hero. Sadly, according to
the inscriptions they lost their war and never found eternal rest. They are still here,
eager to fight, eager to recruit an army and resume their war: 3 spectres led by
Tudful the Reverent. A flying carpet (four people).
Red Waters flows through here. Weird Kanya has a small ra that can carry ca le
and people across. It has cut itself a deep canyon. You can hear it murmuring
somewhere in the darkness below.
0706: The hills of Deep Forest are do ed with ruins. Among the ruins is the entrance
to a dungeon. This is The Dreadful Cellar of Tragedy.
Trap: Statue with Diadem, quartz booby-trapped with poison gas, save
vs poison (3d6 damage plus poison).
4. Prison Cells: In the corner of the room is a crude wooden cage, its door missing.
Empty: An incomplete gnome skeleton.
Sound: One can hear a subdued grunting (ahead).
5. Leader’s Room: A polished round table is surrounded by six chairs, equally spaced
apart. Many wooden chests line the walls.
Boss Monster: a a wererat (HD 4 AC 5 1d10 F4 MV 18 ML 8 XP 400; only
harmed by magic, magic weapons or silver weapons; call 2d6 wolves
which arrive within 10min: HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200)
Treasure: unguarded: 171 silver coins (enclosed within; niche) (set in;
corner)
Old Gravel Path crosses over the water below at Mitra’s bridge.
0707: The Deep Forest is sinking beneath the water. The bleak, black, and brackish
water teems with mosquito larvae and lily pads. You need a boat and a guide to
navigate these waterways. If you travel on foot, you’ll soon a ract the a ention of a
crocodile (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
0708: The Deep Forest is sinking beneath the water. The woodpeckers never stop
hammering up above in the trees. Incessant buzzing betrays the mosquitoes
desperately looking for a place to land. On one of the islands there is a huge mud
mound. A giant black tree stands here. This is the Old King (HD 8 AC 2 2d6/2d6 F8
MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same
stats; hold person, charm person, animate dead). Upon reciting the mantra ʺwe are all
goblins,ʺ the tree will step aside and reveal the entrance to an underground goblin
town.
The goblin town has three factions: the Plate Lovers, the Desperados, and the Grey Wolf
Riders.
The Plate Lovers live in the upper parts of town, near the entrance. 36 goblins, led by
Beetle Basher the princeling of evil (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). They
live together with 8 giant beetles (HD 4 AC 3 2d6 F2 MV 9 ML 9 XP 400).
The Desperados faction live in the middle part town, around the temple of Pazuzu. 39
goblins, led by Death Poker the skull-rider (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100).
They failed to tame any giant animals and for this they are forever ridiculed by the
other goblin factions.
The Grey Wolf Riders faction controls access to the old cisterns built by giants, and the
goblin market. 31 goblins, led by Death Poker the king of thieves (HD 1-1 AC 6 1d6 F1
MV 6 ML 7 XP 100). They live together with 10 intelligent giant wolves (HD 4+1
AC 6 1d8 F2 MV 15 ML 8 XP 400).
The useful stuff requires contacts. Big Wolf King wants to increase the prestige of the
Pazuzu temple and is looking for a special relic: the silver bowl of St. Catrin kept at
the temple of Nergal (0806). Bring it here and Wolf King will give you a li le trinket
they recently acquired: A silver crown +1 commemorating the immortal Gwainwen.
0709: This is the Deep Forest. If you drink the water here, save vs. poison or spend
the rest of the day vomiting. These lakes are home to 16 swamp cranes (HD 1 AC 7
1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts for 60 until they roll a 1 for
damage; from then on they a ack with their beaks; afraid of loud ra ling,
drumming or bells ringing; swamp crane feathers are worth 50gp each to an
alchemist). Their dung is poisonous to most creatures on land.
On a small island in a li le lake, one can see two D-shaped barrows, each 30 in
diameter, remembering an ancient folk. If any dare disturb the ground here, they
will discover a hidden chamber, built with wooden posts, yielding two dozen
corpses, their tombstone painted white with a vulture. The journey to the a erlife
was sped with a stone bowl (3 gp), ca le bones, a limestone spindle whorl (2 gp),
and a gem worth 1200.
0710: A steep hill rises from the forest and at its top stands an old statue of Odin,
about 20 tall. Who ever built this statue is long gone but the trail leading up to the
statue looks well worn.
0801: The Deep Forest rises up into these hills. At the end of this valley is a small but
beautiful waterfall. This looks like a dead end. There is, however, a halfling lookout
up there and if all it can see are halflings, then they will lower a rope for them.
There’s a hidden plateau up there. This is the home of 17 halflings (HD 1 → 1d6
AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6, inside: surprise on 1–2
in 6) led by Roesia (level 7). The amulet of the luck stealer allows you to
borrow luck from a willing person near you: when rolling a d20, roll
2d20 and take the higher result, but the next time they need to roll a d20
in a similar situation, they roll 2d20 and take the lower result. 2000 silver
coins. They hate and fear all outsiders. And what they fear most of all is
that somebody would betray the location of their home.
0803: This is the Deep Forest. The bleak, black, and brackish water teems with
mosquito larvae and lily pads. The area has been se led by a tribe of 18 lizard
people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Silent Hunter (HD 6). A
potion of silver tongue (verdigris, black residue, 1h, everybody who hears your voice
must save vs. spells or be charmed). A scroll of fire ball (6d6, save vs. spells for half).
The li le village of mud huts is guarded by 2 giant wasps (HD 4+1 AC 5 1d6 + poison
F2 MV 15 ML 9 XP 400; when stung, save vs. poison or die). 4000 gold coins.
These lizard people like to sing the Songs of Loss and Longing, a cycle of heroic poems
involving the wars against Kyran the Cruel of Silah.
0804: The waters of Glass Mirror seems to stretch forever, mirroring the sky above. A
large black snake glides away through the reeds. Se ing up camp here may not be
safe.
5 very polite turtle people led by Still Calm live here (HD 3 AC 2 1d8 F3 MV 6 ML 8
XP 300; two a acks when damaged). 2 jewelry. They are of the Skoldpadda clan. These
turtle people are gathering fleshy green plants from the water.
Red Waters and Fflamddwyn’s Rindle merge here. It has cut itself a deep ravine.
You can hear it murmuring somewhere in the darkness below.
0805: The swamp of Deep Forest opens up somewhat and you can see the sky again.
The smell of wood-rot is strong. A waterlogged Clusterbramble trunks bob lazily in
the mire. On a rocky outcrop stands a tower. Here lives the vivimancer Tyron (level
5) with 7 thulian pink skums (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300;
only harmed by magic or magic weapons; makes eyes water
uncontrollably; immune to sleep and charm) which fill the vats and
cauldrons. Outside the tower, on some wooden stilts, is a small house
with bedding and laboratory. The tower itself is not safe. The spells
known are based on The Book of the Warp by Korokoro the Mad: 1. recoil,
mishap, 2. outgrowth, ooze, 3. animate rock. The dagger Heart Eater +1/+3 vs. humans,
with etchings on its blade showing a human sacrifice.
Red Waters runs through here. It has dug itself a deep channel. You can see it
churning down there, a death trap to any who would dare brave it.
0806: A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the
top of the fence are adorned with skulls of humans and other humanoids.
The gate is a blackness of cold and despair. Anybody close to the gate feels their life
drain away and as their body ages. Touch the gates drains and eventually kills you.
To the right of the gate stands a massive tower that had its top blown off. Over the
years, this has allowed plants to gain a foothold. Bushes and grass grow from the
top like green hair from a huge stone face.
The wall and the tower are decorated with colourful banners but it’s hard to discern
anything intelligible. Apparently anything that flu ers in the wind gets used up
here. A giant black tree stands here. This is the Alder King (HD 8 AC 2 2d6/2d6 F8
MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same
stats; hold person, charm person, animate dead). Upon reciting the mantra ʺwe are all
goblins,ʺ the tree will step aside and reveal the entrance to an underground goblin
town.
The goblin town has two factions: the Losers and the Weasel Friends.
The Losers live in the upper parts of town, near the temple of Nergal. 41 goblins, led
by Eye Poker the ranger (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). 3 gems. They
failed to tame any giant animals and for this they are forever ridiculed by the other
goblin factions.
The Weasel Friends faction controls access to the hot springs, and the goblin market. 21
goblins, led by Wolf Rider the ranger (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). They
live together with 11 giant weasels (HD 5 AC 7 1d8 F3 MV 15 ML 8 XP 500).
The useful stuff requires contacts. Big Wolf Killer wants to increase the prestige of the
Nergal temple and is looking for a special relic: the mithril goblet of St. Lowri kept at
the temple of Pazuzu (0708). Bring it here and Wolf Killer will give you a li le trinket
they recently acquired: A pair of gloves of strength (strength 18).
A stair leads up to the top of the tower but nobody ever takes it for up there the air
is unnaturally cold and half-transparent spectre is staring at the necropolis below.
“Everyone I know has gone away, in the end.” All they are interested in is talking
about the great armies they took to the north and to the east, how they fought the
armies of Cheifala the Powerful, the manoeuvres they executed, the traps they set, the
princes they had assassinated. This is High Priest Bertgysil. Turning the conversation
away from their achievements makes them very irate (HD 6 AC 2 1d8 + drain 2 levels
F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune to sleep
and charm; summon 1d4 servants with the same stats). 7 jewelry.
In the middle of all this is a platform that rises 20 into the air. Wide stairs lead up
to a baldachin and under this canopy rests the sphinx Sigiswind (HD 5 AC 6 1d6/1d6
F10 MV 15 ML 9 XP 500; cure disease 3×/day, raise dead 1×/day, summon tengus (2d6)
1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Tell her a good pun and she’ll be
friendly. Answer her riddle to be granted a boon.
(wine)
0807: The rocks up here are covered in grey and orange lichens. Here stands an old
watchtower built by giants during the reign of King Tariq of Silah. You can still find
the runes of Silah on the old stones but the current inhabitants can’t read and they
don’t care: 7 hill giants led by Nose Squisher (HD 8 AC 4 2d6 F8 MV 12 ML 8
XP 800). 7000 gold coins. 12 gems. An elven long sword +1 with elven runes naming
its maker: Dëandreth.
0808: High up on on a ridge is an old elven tower made of green glass. A breeze
carries the scent of gardenia and lilacs, though none can be seen anywhere. In The
Song of Horse Home, they call it Erchasain’s Folly.
Inside the tower, in the entry hall, 2 crystal living statues stand silent guard (HD 9
AC 1 3d6 MV 12 ML 12 XP 900; immune to arrows, immune to poison; immune to
spells). Unless the party speaks the name of the tower’s builder, Sammariel, the
guardians will a ack any who a empt to ascend to the next level.
The room above, with its polished floor, arching columns and a beautiful mosaic of
mushrooms and roses and scenes from The Romance of Autumn, is inhabited by a
blue dragon called Thunder Bone the Raging (HD 9 AC 0
1d8/1d8/3d10 F9 MV 24 ML 9 XP 900; lightning (as much as the
dragon has hp le , save vs. dragon breath for half)). Exposure to
elven dweomers has made the dragon surprisingly jovial. 50000
gold coins. 40 gems. 40 jewelry. A potion of cold resistance (dark sepia, smelling like
dung, 1h).
The top of the tower appears long abandoned. Elven relics are covered with dust
and the tapestries are faded and mostly threadbare. 1 jewelry.
0809: Up here in the mountains lies lake Blue Dream. 6 very polite turtle people led
by Long Calm live here (HD 3 AC 2 1d8 F3 MV 6 ML 8 XP 300; two a acks when
damaged). They are of the Testudo clan. These turtle people are engaged in an
elaborate dance on the lake shore.
0810: A few stunted firs grow in these highlands. This is the edge of the Deep
Forest. There is a cave housing the e in called Thunder and Lightning (HD 11 AC 3
3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6). 6000 silver coins. 6000
gold coins. 7 gems.
0901: The Deep Forest reaches these highlands and slowly thins out. A few yews are
the last ones to brave the snow at these altitudes. There is a cave housing the e in
called Sick and Tired (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised
on a 1 in 6). 4000 gold coins. 6 gems.
0902: These Bloodblister hills in Deep Forest belong to the Arm-Slaying tribe. 10 orcs
led by Radrod (HD 2) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
10000 gold coins. Their fort is guarded by 5 boars (HD 3+1 AC 6 1d8 F1
MV 15 ML 9 XP 300). There are several skulls hanging over the entrance,
swinging in the breeze.
0903: High up on on a ridge is an old elven tower made of green glass. At night, a
pale light emanates from the windows of the tower in the form of wisps of vapour.
In The Birth of Owl Dale, they call it The Thorn of Nawadil.
The delicately carved Gnometipped wood doors of the tower have been ripped open
and splintered. The bo om floor of the tower is home to a male bear, wounded a er
recently defending its territory from an interloper. (HD 4 AC 6 1d4/1d4/1d6 + hug F2
MV 12 ML 5 XP 400; when both claws hit, their bear hug deals an extra 2d8).
The bodies of 2 adventurers are decomposing on the stairs leading up the next level.
They seem to have died a painful death and yet they have no obvious injuries. They
did not know about the poison gas trap triggered by the third step. If triggered,
save vs. poison or die.
The room above, with its polished floor, arching columns and a beautiful mosaic of
fern and trees and scenes from The Lay of Eagle River, is inhabited by a blue dragon
called Storm Agony the Raging (HD 9 AC 0 1d8/1d8/3d10 F9 MV 24
ML 9 XP 900; lightning (as much as the dragon has hp le , save
vs. dragon breath for half)). Exposure to elven dweomers has made
the dragon surprisingly friendly. 40000 gold coins. 40 jewelry. A
silver diadem +1 dedicated to Thor.
The top of the tower appears long abandoned. Elven relics are covered with dust
and the tapestries are faded and mostly threadbare. 6000 silver coins. 5000 gold
coins. 6 jewelry.
0904: A cold wind blows snow and ice down the mountain. Visibility is down to
maybe 30 . This is the Sharp Giants glacier. Every night, a procession ghosts
struggles barefoot across the ice. You can hear their wailing, their tiny bells ringing,
and you can see the flickering candles they are carrying. If you follow them for an
hour, you are going to cross over into Jötunheim with them. The procession leads
you to the castle of the frost giant Cold. 3 frost giants and 1 white bears (HD 4 AC 6
1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug deals
an extra 2d8) live here. 7000 silver coins. 8000 gold coins. 15 jewelry. A potion of
bellowing (sparkling purple, smelling like pee, 1h, allows you to bellow so loud that
your voice can be heard for many miles).
To release the ghosts from their eternal wandering, you need to give them all a
proper burial, braving the evil guardian of the ice that holds them, the ice worm
Spawn of Sami (HD 5 AC 4 1d12 F5 MV 6 ML 8 XP 500; when hit, save vs. paralysis
or be helpless for one round; helpless creatures are swallowed the next turn;
swallowed creates take 1d6 damage every round and may only slash from the inside
using a dagger).
0905: These mountains are called the Sharp Giants. Towering black rocks and snow
capped peaks are all around you. A forgo en civilisation dug short tunnels through
the most terrible cliffs, making these passes navigable. 5 winter wolves live up here
(HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6 chance that instead of biting, it
breathes a cloud of ice (5d6); see invisible; winter wolf icicles growing inside them are
worth 500gp to an alchemist)
0906: There is a hidden meadow up here, protected by the Sharp Giants. 19 giant
apes led by Ironstomp live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 100
platinum coins.
0907: Rectangular blocks of stone have been carefully stacked here forming rounded
domes of various shapes and sizes. The domes are all clustered together giving the
appearance they grew from this valley like anthills. This is Kaluitan.
One of the smaller domes has a pathway leading to it, flanked by a maw of thorns: a
tunnel with a thousand inwards pointing needles several feet long and but a thin
path winding its way through it. In front of the maw is a platform, facing south. It is
much warmer here than one would expect this far up. The area has been se led by a
tribe of 19 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Egg
Mother (HD 6). A potion of invisibility (dark apple green, smelling like apples,
20min, no a acks). The necklace of dharma allows you to borrow actions from your
future self: act twice this round to do what needs to be done but skip the next
round. The li le village of mud huts is guarded by 5 giant lizards (HD 4 AC 5 1d10
F3 MV 12 ML 7 XP 400).
These lizard people like to sing songs from the Epics of Reason, long and winding
poems about ancient machines in the Philosophers’ War.
Once past the entrance, a tunnel winds itself up into the hollow sphere of the snake
sanctum: the upper hemisphere is decorated with a seven headed snake and a star
with eight outward pointing daggers. Above hangs a chandelier about 50 wide
beset with a thousand stones glowing in a warm light. It’s impossibly hot in here.
Ramps connect rows and rows of circular platforms leading down the lower
hemisphere to the bo om of the sphere. One these platforms are the huts of 26
snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by
Egg Mother (HD 5, lightning bolt (5d6) 2×/day). A prayer of protection of the moon (8h,
prevents were-creatures from approaching). The stable nearby holds a giant lizard
(HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
At the very bo om of the sphere is a ramp descending into the darkness below.
This is where the spirit naga Magnificent Wisdom of Venom guards the passages to
Svartal eim (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at
will; only harmed by magic or magic weapons; a naga tongue is worth 1000gp to an
alchemist) and where pools of Earth Blood corrupt both the living and the dead. If
you spend an hour here, your death warrant is sealed: slowly, you will die, or turn
into an e in, or a goblin, or some other dreadful creature.
0908: Scorched tree stumps and puddles of poisonous brown bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). 7000 gold coins. 7 gems. A
potion of healing (sparkling robin egg blue, smelling like ro en eggs, 1d6+1).
The tunnels above the lindwurm caverns are inhabited by 30 goblins, led by Eye King
(HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). 100 platinum coins. They will happily
defend the lindwurm using their bows and arrows. If pursued, they will try and
lure fools into the nets of 2d4 giant spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15
ML 7 XP 400; climb). There is a 2 in 6 chance that running leads people into a web
trap. Anybody trapped is helpless.
0909: Scorched tree stumps and puddles of poisonous brown bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). 16 gems. A potion of cold
resistance (dark sepia, smelling like dung, 1h).
The tunnels above the lindwurm caverns are inhabited by 22 goblins, led by Wolf
Basher (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). 3 jewelry. They will happily defend
the lindwurm using their bows and arrows. If pursued, they will try and lure fools
into the nets of 2d4 giant spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400;
climb). There is a 2 in 6 chance that running leads people into a web trap. Anybody
trapped is helpless.
0910: Secreted among the snow fields beneath the Dire Teeth is a dungeon. This is
The Fearful Temple.
Wandering Monster: 7 kobolds alert (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG 1d4 or
weapon-1 Save NM ML 6 AL C XP 5 ).
On a peak nearby stands a statue of Odin, built by elves. At the foot of the statue, a
few followers of Odin have built a small temple consisting of a prayer hall, a
sleeping hall, and a small library dedicated to St. Hywela for travelling philosophers
and sages. These days it is frequented by the sorcerer Alesandro (level 7).
The spells known are based on The Book of Weaving by Iauniel the
Hidden: 1. rope command, spider climb, silk, 2. liquefy, spider senses, 3.
observation, web, 4. return. A silver diadem +1 dedicated to Thor. 30 women
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live up here. 5000 gold coins.
They are led by abbess Mamuna (level 6). A potion of flying (light carrot
orange, 1h). A scroll of piercing steel (sudden growth of a permanent iron
spike 5m high, 4d6, save vs. spells for half). A horn of The Supreme Might
of the Burnt Vanaheim (summons a vulture demon from Vanaheim:
HD 8+1 AC 5 1d4/1d4/1d6/1d6/1d8 F16 MV 18 ML 11; flying; only
harmed by magic or magic weapons; when killed, they are released from
their bond to the horn).
1001: The swamp of Deep Forest seems to stretch forever. A sulphur smell hangs
over the swamp. There’s a wooden hut here. Its inhabitant appears to be a hermit
called Emillia. In actual fact, this is a doppelgänger (HD 4 AC 5 1d12 F10
MV 9 ML 10 XP 400; shape change at will). It will try and see whether it
can replace one of the party members and leave the area with you.
A tiny foot trail leads into a copse of Moonberry trees. There, one finds
barrow four pond barrows, each 20 in diameter, remembering an
ancient people. If any dare excavate here, they will discover a hidden chamber, built
with stone slabs, yielding one corpse, their headstone painted bone white with a pig.
The journey to the a erlife was sped with etched deer teeth beads (2 gp), a stone
hammerstone (3 gp), a stone rotary quern (1 gp), and a bone carving of a man (2 gp).
1002: Hidden deep in the Deep Forest is a a narrow timber framed co age with
contrasting brown and cream colours On the door is a nice big sign saying
ʺWelcome!ʺ
The main room is full of dried herbs hanging from the ceiling, there is a bu erfly
collection on a shelf, and there is a dissected dog on a table. A cauldron is bubbling
in the corner. The cauldron is covered with a lid. If you open it, roll for surprise. If
you’re surprised, you cannot help but shout in disgust as teeth bob up in the broth
and disappear again.
In a cage, standing near the fire, crying for help, is the dwarf Ganin Yewkeg, the last
survivor of their mining party.
Niroosan the slave sits in a corner, quietly rocking back and forth, neck leashed to an
iron ring. The magic leash starts strangling its victim as soon as they try to free
themselves.
1003: This is the Deep Forest. Pale yellow froth clings to the Catcap roots here. A
distant splash is followed by frantic waterfowl calls. On a rocky outcrop stands a
tower. Here lives the vivimancer Nethanel (level 5) with 16 fulvous slime
molds (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300; a racted to fire; rots
wood; immune to sleep and charm) which have integrated themselves into
the walls. Outside the tower, on some wooden stilts, is a small house
with bedding and laboratory. The tower itself is not safe. 4000 gold coins.
The spells known are based on The Book of the Warp by Korokoro the
Mad: 1. amnesia, mishap, 2. plague touch, ooze, 3. warp mind. A scroll of moving ice
(grow an ice bridge up to 30m long from existing snow or ice). The dagger Lifeblood
+1 which allows you to transfer the power of life by cu ing somebody and having
somebody else drink it. A silver diadem +1 dedicated to Orcus.
1004: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. Vibrant green duckweed floats still
on the stagnant water’s surface. Without a guide, you soon end up in the lands of
the witch Llian, Ferret-Mother, who is cursing all the young men of these lands with
the drowning sickness. HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; on a 20: magic
water fills victim’s lung, save vs. death or drown; beautiful (until kissed), charm male,
kiss of mind control (24h), invisibility, turn to fog, curse of water lungs: save vs. death or
drown in 1d6 days. 4000 silver coins. 10000 gold coins. A potion of shrinking (purple,
smelling like tree resin, 1h, shrinks you and everything you are carrying by a factor
of 12 including the effect of any spells you cast and any damage you deal). A prayer
of protection of the moon (8h, prevents were-creatures from approaching).
1005: The air up here is cold. You can see the Sharp Giants looming up ahead. Small
canyons and giant boulders provide shelter from the icy wind. A giant ape called
Rockstomp lives here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 4000 gold coins. 1
gem.
1006: Huge, grey stones have been connected by smooth grey walls, blocking off the
valley. There is a grey tower and a massive gate in the wall.
The gate is large enough to admit a giant, made of wood and iron and decorated in
bronze, held together by spells. The doors show a crowd of demonic faces, teeth,
horns, claws, and bulging eyes.
Rising above the wall is a massive tower that suffered mightily under some heavy
blows. It still stands but it is smashed open, the insides laid bare for all to see.
There are plenty of thick, wooden poles rising from the wall and sticking in the
flanks of the tower. If the sun is up, you an see a crow-headed warriors jumping and
shadow fighting up there: 2 tengu, led by the master swordsman Beak of Wisdom
(HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Master Beak of Wisdom can teach a
fighter about quick drawing a sword: gain an extra a ack when your target.
At the top of the tower, through a painted arch and out onto a platform there is a
throne, and on it sits the spectre Queen Bertbranda, desiccated and old, bones held
together by leather straps and nails. They’re looking at the necropolis below. “This is
my empire of dirt. You can have it all!” They butchered all their enemies. They rose
in the ranks of Kyran the Cruel of Silah. They held offices in Vadiz of the Shining Walls.
Talking about the presence angers them (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15
ML 11 XP 600; only harmed by magic or magic weapons; immune to sleep and charm;
summon 1d4 servants with the same stats). 7 gems. The staff of the minotaur, summons
the minotaur Spririt Guide, always willing to talk and offer advice (HD 6 AC 6 2d6
F6 MV 12; mesmerize any listeners at will, i.e. listeners must save vs. spells or cease
all hostilities and speak nothing but the truth; immune to sleep and charm); the staff’s
This might have been a necropolis hundreds of years ago but now it’s more like a
meadow. There are still some overgrown headstones to see, some mausoleums are
still standing, some statues can be discerned, but most of it is pasture now, yaks
grazing and a bunch of orcs working on their waterproof woollen coats. The banners
on their tents intents identify them as Tongue-Butchering orcs. 10 orcs led by
Lagnákh (HD 2) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). The
headband of karma allows you to borrow luck from your future self: when
rolling a d20, roll 2d20 and take the higher result, but before doing it
again you need to pay your debt in a similar situation and roll 2d20 and
take the lower result. Lagnákh is a famous sword smith in the Long Horse
Stab tradition.
In the middle of all this is a platform that rises 20 into the air. Wide stairs lead up
to a baldachin and under this canopy rests the sphinx Adalmund (HD 5 AC 6
1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day, raise dead 1×/day, summon tengus
(2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Tell her a good pun and
she’ll be friendly. Answer her riddle to be granted a boon.
(a towel)
1007: The Pass of Eilonwy on the way to Hungry Teeth is guarded by a ruined fortress
currently occupied by a warlock (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500;
magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged
combat); phantasmal force (use illusions to split the party); mirror image (1d4 images to
protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and his giant
scorpion mount (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400). 5000
silver coins.
The fortress and its surrounding land is ruled by the medusa Desert Lady (HD 4
AC 8 1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth
5000gp to an alchemist). The courtyard and rooms are full of her petrified victims
and the bones of the dead. A few nice carpets cover the floor. 11000 silver coins. A
dwarven shield +2 with dwarven runes naming the owner: Fjóla Quar smelt of High
Grind.
A green glass tower has been built in this lake. It is now inhabited by a green
dragon called Forest Bone the Sly (HD 8 AC 1 1d6/1d6/3d8 F8 MV 24 ML 9 XP 1000;
In the murky darkness below lies the lair of 3 sea serpents (HD 6 AC 5 2d6 and 1d10
vs. ships F3 MV 15 ML 8 XP 600).
1009: The glacier of Hungry Domes ends at a small lake. At night, damned souls rise
from icy graves and walk across the ice on their feet, howling and crying. If
approached, 4 wraiths (HD 4 AC 3 1d6 + drain F4 MV 24 ML 12 XP 400; only harmed
by magic or magic weapons; immune to sleep and charm) turn their a ention on you,
trying pull you in the procession. If you manage to remain undetected and follow
them to their resting places as morning comes, you can find what is le of their
frozen bodies buried in the ice.
1010: These mountains are called the Dire Teeth. Between these cruel stone peaks
lies a sea of ice: a glacier, slowly inching towards the warmer lowlands. Up here,
passage is difficult. Only a empt a crossing with a mountaineer or you will all end
up dead in a crevasse. 5 winter wolves live up here (HD 5 AC 4 1d6 F5 MV 12 ML 9
XP 500; 2 in 6 chance that instead of biting, it breathes a cloud of ice (5d6); see invisible;
winter wolf icicles growing inside them are worth 500gp to an alchemist)
1101: The Deep Forest reaches these highlands and slowly thins out. A few
coniferous trees are the last ones to brave the snow at these altitudes. There is a
clearing with an old statue of Freya still standing. At dusk and dawn a pack of 13
wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
The local smith is a simpleton called Moa. You can get your mounts shod
and your farm implements fixed. Some of the stuff the locals aren’t
buying: a large dart @ 1gp, 20 arrows @ 3gp, a flask @ 2gp, and a long
dagger @ 3gp.
The treasure hunter warrior Nepomuk (level 3) is trying to hire some fools
to rob an ancient tomb (in 1102). A prayer of summoning (the naga Most
Exalted Terror of Embryonic Life, from Eiterhorg, Set’s hall in Svartal eim:
HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at
will; only harmed by magic or magic weapons). An elven long sword +1
with elven runes commemorating the slaying of the green dragon
Verdant Agony of the Forest. “I am generous: two shares of the treasure
found for me, the rest to be shared equally amongst the other survivors.”
The inscriptions of the mausoleum tells tales of bloodshed and violence. The tomb
is in fact the resting place of 6 vampires led by Józsi (HD 9 AC 2 1d10 + drain F9
MV 18 ML 11 XP 900; only harmed by magic or magic weapons; immune to sleep
and charm; charming gaze: save vs. spells when looking into its eyes as it speaks or
be charmed for a day; limited shape shift into a bat or mist; coffin bound: when
reduced to 0hp, turns into mist and slowly creeps back to its coffin; regenerate: in its
coffin, regenerates completely within a few hours; vulnerability: to kill it, expose it
to sunlight or submerge it under running water for 10min), and the entrance is
guarded by 11 skeletons (HD 1 AC 7 2d10 F1 MV 6 ML 7 XP 100; immune to sleep
and charm). 200 platinum coins.
Cold Creek runs through here. Carleton has a small ra that can carry ca le and
people across.
1102: The Green Grave appears to have been a quarry of some sort. Perhaps giants
dug this hole in the old days. The turquoise blue waters look welcoming, though the
lake sides seems steep and precarious. A large black snake glides away through the
reeds. Se ing up camp here may not be safe. Beneath the waves, algae clings to the
ruins of an ancient town. Skeletal trees emerge from the water like bleached bones.
1103: At the end of this valley the mountains rise up like a wall and on that wall is a
giant seven-headed snake made of living stone, as if melted and reshaped by the
strongest spells. In each of the seven heads there burns a magic fire. This is Ambil.
Down below, at the foot of the wall, there is a walkway lined on either side by carved
stone pillars, each shaped to give the appearance of an enormous snake wrapped
around it, there opened mouths threatening those who pass. If you misstep, the
snakesʹ mouths shoot poison darts at the unwary: save vs. poison or die.
Inside, the central temple contains four bronze snake statues oriented towards the
cardinal directions. Large red candles at the base of each statute give a flickering and
smoky light. Each statute has a different colored gem set in its forehead (500gp
each). The north wall contains a giant mural of a seven headed snake and the floor is
decorated with a mosaic of a star with eight outward pointing daggers.
Under the mural, a passage leads further north, past the quarters of 16 snake people
(HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by Golden Eyes
(HD 5, lightning bolt (5d6) 2×/day). The stables nearby are empty. 5000 silver coins.
This is where the spirit naga Dread Spirit of Retribution guards the passages to
Svartal eim (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at
will; only harmed by magic or magic weapons; a naga tongue is worth 1000gp to an
alchemist) and where pools of Earth Blood corrupt both the living and the dead. If
you spend an hour here, your death warrant is sealed: slowly, you will die, or turn
into an e in, or a goblin, or some other dreadful creature.
1105: Steep cliffs make progress practically impossible without climbing gear. Where
the clouds don’t reach, where the air is thin and cold, there is an inscription on the
rocks, each le er higher than three men standing on top of each other, proclaiming
the power and glory of Queen Thyia of Yzarria, as well as the riches and treasures of
Vadiz of the Shining Walls.
1106: A long stone causeway, adorned with statues of dwarves hauling up cages
holding sculpted crawfish, crosses what is now tundra, leading to a squat fortress,
grey, with horizontal slits. The entrance is hidden and fortified with many iron gates
in narrow tunnels. These days narrow wooden ladders simply lead up to one of the
those slits. A human would have to crawl into the opening. At night, wild howling
can be heard.
quite managing to kill each other for good. 500 platinum coins.
1107: Up here in the mountains lies lake Glass Mirror. 12 nixies led by Tears of Sorrow
live here (HD 1 AC 7 1d4 F1 MV 12 ML 6 XP 100; charm, water breathing). They are
worried about a clan of dwarves that is erecting a waterwheel at the other end of the
lake.
Actually, this is going to get worse. The waterwheel is just the beginning: they are
trying to start a small forge! 25 dwarves work and live here (HD 1 AC 4 1d6 D1
MV 6 ML 8 XP 100), led by Várdís Forgegreed (level 3). A few gobelins
cover the walls. 9 gems. 3 jewelry. The staff of the minotaur, summons
the minotaur Truth Teller, always willing to talk and offer advice (HD 6
AC 6 2d6 F6 MV 12; mesmerize any listeners at will, i.e. listeners must
save vs. spells or cease all hostilities and speak nothing but the truth;
immune to sleep and charm); the staff’s magic is lost when the minotaur
is killed.
1108: The Pass of Glyn on the way to Dire Teeth is guarded by a ruined fortress
currently occupied by 4 warlocks (HD 5 → 5d4 AC 4/2 1d6 M5 MV 12 ML 9 XP 500;
magic missile (3×1d6+1); shield (reduces AC 9 to AC 4 in melee and AC 2 in ranged
combat); phantasmal force (use illusions to split the party); mirror image (1d4 images to
protect the caster); lightning bolt (5d6 damage, save vs. spells for half)) and their
giant scorpion mounts (HD 4 AC 2 1d10/1d10/1d4 + poison F2 MV 15 ML 11 XP 400).
6000 gold coins.
The fortress and its surrounding land is ruled by the medusa Stone Mother (HD 4
AC 8 1d6 or poison F6 MV 9 ML 8 XP 400; petrification; a medusa’s head is worth
5000gp to an alchemist). The courtyard and rooms are full of her petrified victims
and the bones of the dead. Silver cutlery and beautiful wine glasses. 7000 silver
coins. 200 platinum coins.
1109: There is a hidden meadow up here, protected by the Hungry Domes. A giant
ape called Bu fist lives here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 400
platinum coins. 2 jewelry.
1110: These mountains are called the Hungry Domes. A great volcano dominates
these mountains. A smoke column rises from its top. During the night you can
sometimes see red hot material being ejected and rolling down its sides. In the warm
chambers below there sleeps the red dragon Red Despair of the Deeps (HD 10 AC -1
1d8/1d8/4d8 F10 MV 24 ML 10 XP 1000; fire (as much as the dragon has hp le , save
vs. dragon breath for half)). 40000 gold coins. 1300 platinum coins. 40 gems. 50
Close by, on a li le hill, one can see barrow one bank barrow, 10 in diameter,
memorialising an ancient tragedy. If any dare disturb the ground here, they will
discover a hidden chamber, built with stone slabs, yielding one corpse, their
mummy painted black with a seven headed snake. The journey to the a erlife was
sped with a carved antler baton (2 gp), seashell necklace beads (2 gp), a chalk
spindle whorl (2 gp), and a stone scraper (1 gp).
Sunken Road crosses over the water below at the bridge of St. Arthfael the
Apprentice. This is actually a toll bridge: the bridge troll Silver Misery (HD 6+1 AC 4
1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or dissolved in acid)
demanding 5gp per person “for the maintenance of the bridge, you understand.”
1202: The hills of Deep Forest are do ed with ruins. Among the ruins is the entrance
to a dungeon. This is The Terrible Cellar.
1. Latrine: The entrance to this dungeon has the overwhelming stench of recently used
latrine pits.
2. Kitchen: Stained and gouged crude wooden tables and a clay brick oven can be found
here. Several burlap sacks of broccoli are piled haphazardly in the center of the room.
Monster: 4 satyrs laughing (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party
tunes: when playing the flute, anybody listening must save vs. spells or
join the party; chill-out tunes: when playing the flute, anybody listening
must save vs. spells fall into a magical slumber; only harmed by magic,
1203: The swamp of Deep Forest seems to stretch forever. Soon, small leeches are
squirming furiously against your clothing. Se ing up camp here is not safe. In the
old days, these stagnant pools were used to drown evil necromancers. At night, 7
wights led by Old Tariq of Trazadan crawl out of their wet graves and roam the land
in search of more followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed
by magic or magic weapons; immune to sleep and charm).
1204: It’s colder up here and the Deep Forest is dominated by coniferous trees. This
1205: The swamp of Deep Forest seems to stretch forever. Beavers have built dams,
drowning the land. This is Frog Hop, a colony of 40 swamp gnomes (HD 1 AC 5 1d6
F1 MV 6 ML 8 XP 100; speak with animals; walk on water) led by Piotr Mazur (HD 5).
6000 gold coins. 11 gems. 10 jewelry. A dwarven shield +2 with dwarven
runes naming the owner: Dís Birchbeards of Anvil. A black iron slave collar
+2 dedicating its wearer to Pazuzu. The gnomes of this colony are known
for their bright orange and moss green hats and carpets. The gnomes live
in elaborate multi-story huts on stilts, protected by 4 giant turtles (HD 4
AC 2 1d10 F2 MV 3 ML 7 XP 400). These colony-folk are listening to their
oracle predict the best places to fish and dressed in green patchwork clothing and
conical reed hats.
1206: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Turtle rest on a floating log in a murky pool and slip slowly into the water when
approached. The air is thick and humid. In the old days, these stagnant pools were
used to drown evil necromancers. At night, the wight King Tariq of Zerrin crawls out
of a wet grave and roams the land in search of followers (HD 3 AC 5 drain F3 MV 9
ML 12 XP 300; only harmed by magic or magic weapons; immune to sleep and
charm). 2000 silver coins. 9 jewelry.
On a small island in a li le lake, one can see one long barrow, 30 in diameter. This
is an ancestral shrine of the dwarves. If any dare excavate here, they will discover a
hidden chamber, built with stone walls, yielding one corpse, their sarcophagus
painted blue with a skull staff and the inscription Alfar Gembeards. The journey to
the a erlife was sped with a stone handstone (3 gp), a bone carving of a woman (2
gp), an oak spindle whorl (2 gp), and a silver bowl worth 1000gp.
1207: The Deep Forest has turned into a water logged swamp. Vibrant green
duckweed floats still on the stagnant water’s surface. A ruined tower standing on a
small island is home to the e in called Finesse and Subtlety (HD 11 AC 3 3d6/3d6 F10
MV 12 ML 9 XP 1100; only surprised on a 1 in 6). 3 gems. The branches of many
trees bear hanging corpses, warning signs for all the fools that would come and
disturb the e in peace.
On a small island in a li le lake, one can see four bowl barrows, each 10 in
diameter. This is a crypt of a wight general. If any dare disturb the ground here, they
will discover a hidden chamber, built with wooden posts, yielding two corpses, their
mummy painted black with a four winged demon and the inscription Old Maura of
Pichuhiatl. The journey to the a erlife was sped with an antler spindle whorl (2 gp),
po ery shards, a stone harpoon head (3 gp), and 2 silver urns worth 7000gp.
1208: The valley up here is hard to find. This is where the orcs of the Fierce Scab tribe
raise llamas and make their well-known iron rations made of bacon, honey and
roasted cashews. 40 orcs led by Orcofimbul (HD 5) live here (HD 1 AC 6
1d6 F1 MV 12 ML 8 XP 100). 4000 silver coins. 6000 gold coins. 8 gems.
Orcofimbul is a famous dual-wielding sword dancer.
The orcs live in a ruined mountain fortress built during the reign of King
Kyran of Merlen. The stone carvings still tell the story of the subjugation
of these lands. Amidst the rubble, the orcs have built a handful of wooden huts.
Beneath some covers are tents and tent poles for the entire clan. The fortress itself is
guarded by 5 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). At the back is an
entrance to an abandoned mine. This was a small mine, maybe family operated,
with space for three or four people digging for coal.
1209: The glacier of Dire Teeth ends at a small lake. A gorgon lives up here (HD 8
AC 7 2d6 F8 MV 12 ML 8 XP 800; poison breath 30 ; charge into combat for double
damage). A piece of the glacier has broken off and revealed an old temple of Odin,
razed, defiled, and cursed with the presence of a gorgon. There are plenty of dead
birds which have died due to the poisonous fumes. 11000 silver coins. 5000 gold
coins. 7 gems.
1210: The glacier of Dire Teeth ends at a small lake. At night, damned souls rise from
icy graves and walk across the ice on their feet, howling and crying. If approached, 2
wraiths (HD 4 AC 3 1d6 + drain F4 MV 24 ML 12 XP 400; only harmed by magic or
magic weapons; immune to sleep and charm) turn their a ention on you, trying pull
you in the procession. If you manage to remain undetected and follow them to their
resting places as morning comes, you can find what is le of their frozen bodies
buried in the ice. 500 platinum coins. 8 jewelry.
1301: This is the Deep Forest. There are many trails made by loggers, wood
gatherers and swine herders leading to a village.
The camp of 4 bugbears led by Deadly Wind belonging to the Cat Eyes band is hard
to find (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6). They hunt
these woods at night and like to kill anybody that didn’t make it back to the village
during daytime.
The local smith is a braggart called Lis. You can get your mounts shod
and your shears fixed. There is li le here for adventurers, though: half
plate @ 400gp, a halberd @ 14gp, leather armour @ 13gp, 20 nails @ 1gp, a
large dart @ 1gp, and a long dagger @ 3gp.
The dragon hunter fighter Stellina (level 7) is trying to hire two score
desperate peasants to go and slay Storm Agony the Raging (0903). “I will
provide all the expertise: five shares of the treasure found for me, the rest
to be shared equally amongst the other survivors.” A map of the
dungeon The Terrible Cellar (1202). A pair of nightvision goggles (60 ).
Cold Runnel runs through here. Big Lamine has a small ra that can
carry ca le and people across.
Hollow Road and Sunken Road meet here, under the hanging tree.
1302: A few stunted yews grow in these highlands. This is the edge of the
Deep Forest. At the foot of Witching Cliff, there is a cave inhabited by a troll called
Rock (HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned
or dissolved in acid). 7000 gold coins. 6 gems.
1303: A few stunted hemlock grow in these highlands. This is the edge of the Deep
Forest. If you wander into these woods, you’ll soon hear laughter and revelling.
These satyrs roam the roads of the nearby se lement, covering the walls of houses
with rude graffiti and profane writings. They jab and jeer at anybody doing honest
work and corrupt the young ones with wines and charms. And yet, nobody dares to
stop the 9 satyrs (HD 5 AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when playing
the flute, anybody listening must save vs. spells or join the party; chill-out tunes:
when playing the flute, anybody listening must save vs. spells fall into a magical
slumber; only harmed by magic, magic weapons or silver weapons).
Between two rocky outcrops, one can find barrow two long barrows, each 30 in
diameter. This is an ancestral shrine of the dwarves. If any dare excavate here, they
will discover a hidden chamber, built with wooden posts, yielding one corpse, their
sarcophagus painted blue with a bird man and the inscription Fía Wintertrickle. The
journey to the a erlife was sped with a stone adze blade (3 gp), painted pebbles, a
stone cup (3 gp), and 5 silver bracelets worth 8000gp.
1304: This section of the Deep Forest swamp is a well known death trap. The trees
are older here. They remember every axe wielder, every ship builder, every
carpenter, every fire maker, and they hate them with the hate of the primal forest.
These trees are protected by the treant called Root Master (HD 8 AC 2 2d6/2d6 F8
MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same
stats) who would like nothing be er than to squash anybody capable of wielding
tools.
1305: Deep Forest covers a few hills here. One hill is inhabited by an ogre called Pain
leading 5 more ogres (HD 4+1 AC 5 1d10 F4 MV 9 ML 10 XP 400) and 40
orcs of the Red Brain Scratcher tribe (HD 1 AC 6 1d6 F1 MV 12 ML 8
XP 100). The hill top is a maze of trenches to allow them to move about
unseen, small caves for them to spend the day protected by spiked pits,
all access to this area protected by sharpened wooden stakes rammed
into the ground to prevent anybody from storming it.
1308: The trees of Deep Forest open up and there’s a small island up ahead, covered
in giant trees shrouded in spiderwebs. There are dessicated birds and bats and
bigger things (wyverns, young dragons, griffons?) caught in the web up there. If
you’re patient, you can see movement beneath the water as giant spiders dart out of
their silken diving bells to kill fish. 2 giant diving bell spiders (HD 4 AC 6 1d6 +
paralysis F2 MV 15 ML 7 XP 400; climb; swim) live in this lake. It is not safe for
swimming.
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 2 silk bales worth 500gp each. 9 silk ropes, each
worth 50gp. 3 cages with trained giant huntsman spiders (HD 4 AC 6 1d6 +
paralysis F2 MV 15 ML 7 XP 400; climb; takes directions using tiny drumsticks) 4
cages with trained giant wheel spiders (HD 1-1 AC 7 1d6 + paralysis F1 MV 15 ML 7
XP 100; climb; takes directions using tiny drumsticks; can roll along the floor with
the wind)
The island itself is quite small. Up in the trees are some tree houses connected by
several ropes. If you’re not afraid of heights, you can easily walk from one to the
other, feet on one rope and hands holding another one. The tree houses are home to
5 e ercaps led by Tent Ant Mimic (HD 5 AC 5 1d4/1d4/1d6 + poison F5
MV 12 ML 9 XP 500; climb; poison: when bit, save vs. poison or be
paralysed for 2h). Hanging from the ceiling is a cocooned prisoner,
crying for help: Mateja is the last survivor of a company of merchants.
Up above, where the giant branches form a wide canopy, the brood
mother (HD 9 AC 3 2d6 + poison F9 MV 3 ML 9 XP 900; climb; poison: when bit, save
vs. poison or die) has laid her eggs, guarding them with her life, and ready to spend
hers to feed the young ones when they hatch, ravenous and desperate.
1309: The swamp of Deep Forest opens up somewhat and you can see the sky again.
From the gnarled boughs of ancient Shadetrunk trees dangles Sweatdrop moss. This
is Boggy Ground, a colony of 20 swamp gnomes (HD 1 AC 5 1d6 F1 MV 6 ML 8
XP 100; speak with animals; walk on water) led by Alka Balik (HD 5). 300
platinum coins. The gnomes of this colony are hostile to humans. The
gnomes live in homes built of reeds that just fit on tiny islands in the
marsh, protected by 4 giant owls (HD 3 AC 6 1d4/1d4/1d6 F1 MV 15
ML 5 XP 300; when both claws hit, may carry halflings, dwarves or
gnomes up for a bit before dropping them again for 1d6 falling damage).
These colony-folk are gathering reeds to make huts and garments and dressed in
green patchwork clothing and conical reed hats.
1310: The water has dug a deep chasm through the mountain. A strange monolith
stands here. In the weeks when the sky is clear and a full moon casts its silvery light
onto the monolith’s surface, silvery spirals can be seen. If you trace them with your
finger, you are transported to a similar tall monolith (2508).
1401: The hemlock of Deep Forest cast long shadows. The ground is full of their
brown needles. There is an abandoned shrine to Hel up here. It is haunted by the
spectre of Maelona, the last priest who cared for it (HD 6 AC 2 1d8 + drain 2 levels F6
MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune to sleep
and charm). 600 platinum coins.
1402: The Deep Forest is cold and dark up here. The ground is so and covered in
the needle-like leaves of spruces. The trees along the trails through this forest have
all been coppiced, i.e. cut down near the ground level in order to produce wood.
Sometimes you can see some deer.
The local smith is a simpleton called Chidubem. You can get your
donkeys shod and your scythes fixed. Looks like they pillaged this from
somewhere: a javelin @ 1gp, 20 nails @ 1gp, a large dart @ 1gp, a ba le
axe @ 9gp, a steel mirror @ 5gp, and a lance @ 7gp.
There is a refugee camp, here. You can recognise the red and blue colours
of Duchess Risani amongst the rags (blazon: per cross Gules and Azure). 10
survivors (HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) are camped here, leaderless and
despondent.
As the wounded start dying, the stench is spreading. Flies are everywhere. Soon,
cholera and typhus will be showing up. The locals want the refugees gone, but
who is going to argue with armed men? Be er to stab them during the night, some
might say.
1403: A few stunted yews grow in these highlands. This is the edge of the Deep
Forest. At dusk and dawn, you can sometimes see a group of 10 female boars and
their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
1404: The Deep Forest is cold and dark up here. The ground is so and covered in
the needle-like leaves of pines. The lack of branches and trees lying on the forest
floor is a sign of regular wood gatherers. At dusk and dawn, you can sometimes see
a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a quiet one called Gülsüm. You can get your oxen shod
and your ploughs fixed. Some of the stuff the locals aren’t buying: a case with 30
quarrels @ 6gp, a silver holy symbol of Pazuzu depicting a bird man @ 35gp, pole
The travelling elf bard Hadhodhwi is here, playing the corne and reciting
The Legend of Clever Padwen and the Locket and singing How Valiant
Gwestawi Defeated the Felonious Sphinx. The audience applauds
enthusiastically. If you ask them about the war, they’ll say that captain
Niccoló was last seen in Deerstow carrying the banner of Duchess Risani
(1402).
1405: The stagnant waters of Deep Forest are foul and smell of vomit. If
you drink the water here, save vs. poison or spend the rest of the day vomiting.
These lakes are home to 23 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100;
shoots feathers like darts for 60 until they roll a 1 for damage; from then on they
a ack with their beaks; afraid of loud ra ling, drumming or bells ringing; swamp
crane feathers are worth 50gp each to an alchemist). Their dung is poisonous to most
creatures on land.
1406: The Deep Forest is sinking beneath the water. Soon, small leeches are
squirming furiously against your clothing. Se ing up camp here is not safe. On a
rocky outcrop stands a tower. Here lives the vivimancer Delaor (level 6),
protected by 11 myconids (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind,
dominate, knockout, gravity control (3d8): save vs. spells to avoid; silent
message). Delaor is looking for a swamp crane feathers (1405). Unused
carpets rolled up and stacked up. 1 gem. The spells known are based on
The Book of the Warp by Korokoro the Mad: 1. recoil, amnesia, 2. ooze,
outgrowth, 3. grow limb, warp mind. A potion of bellowing (sparkling purple, smelling
like pee, 1h, allows you to bellow so loud that your voice can be heard for many
miles). A prayer of protection of the moon (8h, prevents were-creatures from
approaching).
1407: One of the hills has an old lookout from which you can see most of the Deep
Forest. It is also Trunk Wood’s favourite spot. The old treant loves to watch the sun
set from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate
trees two trees each, using the same stats).
1408: The Deep Forest is cold and dark up here. The ground is so and covered in
the needle-like leaves of coniferous trees. Occasionally, you can see tree stumps so
somebody must be logging these trees. Sometimes you can see an elk.
The local smith is a braggart called Marie-Sophie. You can get your mules
shod and your ploughs fixed. Some of the stuff the locals aren’t buying:
20 arrows @ 3gp, a shovel @ 3gp, a tinderbox @ 3gp, and a metal shod
staff @ 2gp.
1409: Rectangular blocks of stone have been carefully stacked here forming rounded
domes of various shapes and sizes. The domes are all clustered together giving the
appearance they grew from this valley like anthills. This is Danao-Danao.
One of the smaller domes has a pathway leading to it, flanked by a gate of snakes: a
knot of two impossibly large stone snakes with a passage underneath illuminated by
torches and guarded by 19 snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200;
charm person 3×/day) led by Son of Set (HD 7, lightning bolt (7d6) 2×/day). The stables
nearby hold 2 giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400).
Once past the entrance, a tunnel winds itself up into the hollow sphere of the snake
sanctum: the upper hemisphere is decorated with a seven headed snake and snakes.
Above hangs a chandelier about 50 wide beset with a thousand stones glowing in a
warm light. It’s impossibly hot in here.
Ramps connect rows and rows of circular platforms leading down the lower
hemisphere to the bo om of the sphere. One these platforms are the huts of 23
snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by
Daughter of Drake (HD 6, lightning bolt (6d6) 2×/day). An orcish spiked plate armour +1
forged by Bolduf, preventing all sorts of wrestling and hugging by bears, cats,
gorillas and the like The stables nearby hold 5 giant lizards (HD 4 AC 5 1d10 F3
MV 12 ML 7 XP 400). 5000 silver coins.
At the very bo om of the sphere is a ramp descending into the darkness below.
This is where the spirit naga Most Exalted Queen of Embryonic Life guards the
passages to Svartal eim (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day;
charm person at will; only harmed by magic or magic weapons; a naga tongue is
worth 1000gp to an alchemist) and where pools of Earth Blood corrupt both the
living and the dead. If you spend an hour here, your death warrant is sealed: slowly,
you will die, or turn into an e in, or a goblin, or some other dreadful creature.
1410: Scorched tree stumps and puddles of poisonous black bile are everywhere.
The icy wind bites mercilessly. Rocks loom overhead as the valley floor reaches a
maw, a blackness that leads into the bowels of the earth. This is is lindwurm
territory (HD 5 AC 4 2d6 F5 MV 24 ML 7 XP 500; poisonous gas surrounds it at all
times: when within 30 , save vs. poison or loose 1d6). A scroll of crashing gates
(destroy one door up to 20m wide).
The tunnels below the lindwurm caverns are inhabited by a troll called Stone
(HD 6+1 AC 4 1d6/1d6/1d10 F6 MV 12 ML 10 XP 600; regenerate unless burned or
dissolved in acid).
1501: This part of the Deep Forest is sometimes called Silver Wood. Spider webs
between the trees make progress impossible. Desiccated deer and birds hang in
these nets. Touching these nets or se ing them on fire a racts 3 giant spiders (HD 4
AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
Up ahead is a rocky outcrop, about 100 high, wrapped in spider webs. In the
cracks of this rock live 6 e ercaps led by Slender Orb (HD 5 AC 5
1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb; poison: when bit, save
vs. poison or be paralysed for 2h). Hanging from the ceiling is a
cocooned prisoner, struggling to free themselves: the dwarf Ragnvaldur
Frostgut is the last survivor of their mining party passing through.
The e ercaps have created a landing pad up in the air where they discovered a
passage to the world tree Yggdrasil. This is where they keep their chests of silken
wares. 2 silk bales worth 500gp each. 4 cages with trained giant spark spiders (HD 4
AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb; spark: once per fight, when hit or
when hi ing, 1d6 damage to the other party because of a big spark; takes directions
using tiny drumsticks) On nights of the full moon, or on a 1 in 6, the portal opens. 16
elves (HD 1 → 1d6 AC 5 1d6 or lunar runes 1×/day E1 MV 12 ML 10 XP 100) led by
trade-captain Gorlhain (level 2). The spells known are based on The Book
of the Sea by Lady Gerdana of Lagnabadalë: 1. lunar runes, charm person.
The elves are looking to buy silken wares or trade them for spells cast.
They are accompanied by a weasel (HD 5 AC 7 1d8 F3 MV 15 ML 8
XP 500)
A bit further up is a colourful tree house decorated with trinkets and presents from
all over. This is where the beautiful araneina Rhonwen lives, the immortal lover
(HD 9 AC 9 1d6 + poison F9 MV 12 ML 9 XP 900; climb; poison: when bit, save
vs. poison or die; charm: save vs. spells or fall madly in love with her; glamour: every
hour in her company when not madly in love, save vs. spells to notice a flickering of
her glamour revealing her eight eyes, or the spider legs growing out of her back).
1502: The stagnant waters of Deep Forest are foul and smell of vomit. Pale yellow
froth clings to the Kindlebean roots here. A distant splash is followed by frantic
waterfowl calls. A giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1
MV 12 ML 8 XP 200).
On a small island in a li le lake, one can see two square barrows, each 30 in
diameter. This is a crypt of a wight general. If any dare disturb the ground here, they
will discover a hidden chamber, built with wooden posts, yielding four corpses,
their headstone painted cerise with rats and the inscription Thyia the Terrible of
Pichuhiatl. The journey to the a erlife was sped with a jet ring (4 gp), a stone sickle
blade (3 gp), rings with glass heads (4 gp), and a gold plate worth 11000gp.
1503: The swamp of Deep Forest opens up somewhat and you can see the sky again.
The smell of wood-rot is strong. A waterlogged Stinkwedge trunks bob lazily in the
mire. 3 giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1 MV 12
ML 8 XP 200).
1504: A few stunted yews grow in these highlands. This is the edge of the Deep
Forest. At night, the orcs of the Pointy Lake tribe hunt these lands. 20 orcs led by
Gorbal (HD 3) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 4000
gold coins. 4 gems. A pair of gloves of strength (strength 18). A dwarven
short sword +2 with dwarven runes naming its maker: Jansí Longvault of
High Grimm. Their se lement is protected by a palisade and guarded by
4 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are three skulls
hanging over the entrance, swinging in the breeze. These orcs are
looking for allies to go to war against Malfield (1604).
1505: The swamp of Deep Forest seems to stretch forever. The smell of wood-rot is
strong. A waterlogged Yokebane trunks bob lazily in the mire. 20 froglings (HD 1
AC 7 1d6 F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into combat for double
damage; swim) live here, led by Far Tongue, a priest of Tsathoggua:
lightning bolt 2×/day (5d6, save vs. spells for half). The mud village built
around the temple is guarded by 4 giant toads (HD 4+1 AC 7 1d6 +
swallow F2 MV 3 ML 6 XP 400; human children, elves, halflings and
dwarves are swallowed when hit: save vs. death once per round or
suffocate).
1506: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. Vibrant green duckweed floats still
on the stagnant water’s surface. On one of the islands there is a huge mud mound.
28 goblins live here, led by Beetle Impaler (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100).
On a small island in a li le lake, one can see three bowl barrows, each 20 in
diameter, hinting at an ancient noble. If any dare excavate here, they will discover a
hidden chamber, built with stone slabs, yielding two dozen corpses, their tombstone
painted tomato red with a woman standing beneath an apple tree. The journey to
the a erlife was sped with painted pebbles, a stone handaxe (1 gp), a limestone
spindle whorl (2 gp), and a bone carving of a woman (2 gp).
1507: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. The smell of wood-rot is strong. A
waterlogged Knightbare trunks bob lazily in the mire. 27 froglings (HD 1 AC 7 1d6
F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into combat for double damage;
swim) live here, led by Long Tongue, a priest of Tsathoggua: lightning bolt
2×/day (5d6, save vs. spells for half). The mud village built around the
temple is guarded by 2 giant toads (HD 4+1 AC 7 1d6 + swallow F2 MV 3
ML 6 XP 400; human children, elves, halflings and dwarves are
swallowed when hit: save vs. death once per round or suffocate).
Between two rocky outcrops, one can find barrow one cruciform barrow, 20 in
diameter, remembering an ancient people. If any dare disturb the ground here, they
will discover a hidden chamber, built with stone slabs, yielding two dozen corpses,
their tombstone painted indigo with a man with an eye patch. The journey to the
a erlife was sped with a bone carving of a god (2 gp), a stone axehead (1 gp), and a
bone carving of a goddess (2 gp). A feather of the divine owl which, when a ached to
an object that can be carried by a bird will make sure the object gets delivered to any
individual in this realm known by name, sight, hair or bone.
1508: This is the Deep Forest. Pale yellow froth clings to the Bi erdye roots here. A
distant splash is followed by frantic waterfowl calls. 17 froglings (HD 1 AC 7 1d6 F1
MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into combat for double damage; swim)
live here, led by Wonder Eyes, a priest of Tsathoggua: lightning bolt 2×/day
(5d6, save vs. spells for half). The mud village built around the temple is
guarded by a giant toad (HD 4+1 AC 7 1d6 + swallow F2 MV 3 ML 6
XP 400; human children, elves, halflings and dwarves are swallowed
when hit: save vs. death once per round or suffocate).
Long Stream, Long Streamlet, Long Streamlet, and Bone Rill merge here.
1509: The Deep Forest is cold and dark up here. The ground is so and covered in
the needle-like leaves of hemlock. The land up here is the hunting ground of a
manticore called Lord Ambition living in the ruins of an old tower overlooking the
area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60 ,
1d6), up to 6/rd). 11 gems.
Close by, on a li le hill, one can see barrow one square barrow, 20 in diameter. This
is an ancestral shrine of the dwarves. If any dare dig here, they will discover a
hidden chamber, built with stone walls, yielding two corpses, their sarcophagus
painted snow colored with a bird man and the inscription Tórunn Ha ings. The
journey to the a erlife was sped with ca le bones, a bone flute (2 gp), a bone spindle
whorl (2 gp), and 6 electrum bowls worth 2000gp.
1510: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Pale yellow froth clings to the Wrackwinter roots here. A distant splash is followed
by frantic waterfowl calls. There are plenty of lampreys. Those who know how to
find it can gather Cat’s Mantle.
1601: The swamp of Deep Forest seems to stretch forever. Vibrant green duckweed
floats still on the stagnant water’s surface. There’s a wooden hut here. Its inhabitant
appears to be a hermit called Men. In actual fact, this is a doppelgänger
(HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at will). 5000
silver coins. 5 jewelry. It will try and see whether it can replace one of the
party members and leave the area with you.
1602: The swamp of Deep Forest seems to stretch forever. From the gnarled boughs
of ancient El lind trees dangles Sweatdrop moss. This is Wet Socks, a colony of 10
swamp gnomes (HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; speak with animals; walk on
water) led by Bazyli Wisniowski (HD 5). 400 platinum coins. A diadem of
the slaver (when targeted by a spell, it is redirected to a person within 10
if you save vs. spells). The gnomes of this colony are hostile to humans.
The gnomes live in a riverboat propelled by gnomish oarsmen, protected
by 2 dire raccoons (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400;
when both claws hit, their bear hug deals an extra 2d8). These colony-folk
are celebrating a traditional holiday and repairing the hull of a damaged boat.
1603: The Deep Forest reaches these highlands and slowly thins out. A few firs are
the last ones to brave the snow at these altitudes. Within this wood is a dungeon.
This is The Hideous Graves.
coughing (approaching).
3. Guano Pit: The clamor of high-pitched chirps and
squeals echoes from the darkness above, the stench of ammonia hangs heavy in the air
above a floor covered in guano.
Monster: 2 troglodytes chanting (AC 5 HD 2* MV 120ʹ (40ʹ) DMG
1d4/1d4/1d4 Save F2 ML 9 AL C XP 25 Special They have a chameleon
ability that lets them surprise others on a 1 to 4. They secrete oil that
smells that nauseates unless a save versus poison is successful. Anyone
nauseated will suffer -2 to a ack.).
Treasure: 260 silver coins 40 gold coins. (secreted; ceiling)
4. Workshop: A large rusting anvil dominates the center of the room. Half a pair of
tongs rests in a corner.
Monster: 9 troglodytes arguing (AC 5 HD 2* MV 120ʹ (40ʹ) DMG
1d4/1d4/1d4 Save F2 ML 9 AL C XP 25 Special They have a chameleon
ability that lets them surprise others on a 1 to 4. They secrete oil that
smells that nauseates unless a save versus poison is successful. Anyone
nauseated will suffer -2 to a ack.).
Treasure: 423 silver coins (uncovered; alcove)
5. Throne Room: Two unadorned stone thrones sit here, side by side, one larger than the
other.
Boss Monster: 1 lizardfolk oracle (level 2). The spells known are based
on The Book of Liminurgy by Elam the Recluse: 1. extra pocket, charm person.
and her 8 devoted kobolds starving (AC 7 HD 1d4 hp MV 60ʹ (20ʹ) DMG
1d4 or weapon-1 Save NM ML 6 AL C XP 5 )
Treasure: unguarded: 413 silver coins 20 gold coins. (embedded; chest)
(uncovered; alcove)
1604: The larches of Deep Forest cast long shadows. The ground is full of their
brown needles. The trees along the trails through this forest have all been coppiced,
i.e. cut down near the ground level in order to produce wood. Sometimes you can
see an elk.
The local smith is a humble soul called Sudenaz. You can get your mules
shod and your axes repaired. They probably robbed a corpse for this
stuff: a large dart @ 1gp, a pike @ 5gp, 10 spikes @ 2gp, a spiked club @
2gp, pole arm @ 10gp, and 20 arrows @ 3gp.
Old Gold Track and Old Ca le Way meet here, behind Djaylan’s new mill.
1605: The swamp of Deep Forest seems to stretch forever. Turtle rest on a floating
log in a murky pool and slip slowly into the water when approached. The air is thick
and humid. A ruined tower standing on a small island is home to the e in called
Finesse and Subtlety (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised
on a 1 in 6). 12000 gold coins. The e in has rammed long spikes into the water in
order to deter any approach.
1606: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. Vibrant green duckweed floats still
on the stagnant water’s surface. Without a guide, you soon end up in the lands of
the witch Gwennan, the Crone, who is cursing sheep, ca le, and all the other tamed
animals with the drowning sickness. HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; on
a 20: magic water fills victim’s lung, save vs. death or drown; beautiful (until kissed),
charm male, kiss of mind control (24h), invisibility, turn to fog, curse of water lungs: save
vs. death or drown in 1d6 days. 12 gems. A horn of Abilard (summons 3 wights led
by Rhydwyn the Sober: HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by
magic or magic weapons; immune to sleep and charm; when killed, they are released
from their bond to the horn).
1607: The hills of Deep Forest are full of ancient ruins. On one of these hills right
here you can find the foundations of an old keep. The walls are long gone but the
cistern and the storage rooms below are still usable. There is a camp of 40 outlaws
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) led by Silent Hood here. They call
themselves the Eternal Men. The scouts in this camp know all the
creatures of 1508. The camp is protected by 2 hunting hounds (HD 2+1
AC 7 1d6 F1 MV 18 ML 6 XP 200). These outlaws are wary from a patrol
of town guards roaming nearby and fishing for dinner.
1608: Hidden deep in the Deep Forest is a low stone hut, covered in sweet-smelling
vine blossoms A fortified wooden door fit for a tower, but somebody drew a lot of
tiny red hearts on it. The chimney looks very small so that you’d have to be a child, a
dwarf, or a halfling to enter that way.
The main room is hung with stuffed monkey heads and bats, there are snakes in
glass bo les on the shelf, and human skulls piled onto each other on the table. A
cauldron is bubbling in the corner. The cauldron is covered with a lid. If you open it,
roll for surprise. If you’re surprised, you cannot help but shout in disgust as fingers
bob up in the broth and disappear again.
Valdrim the thrall is cleaning the shelves, singing quietly, dressed in rags.
There’s a steep staircase leading to a cellar below where Bronwen keeps her mirror of
entrapment (covered by some linen). When looking into the mirror, save vs. spells or
be trapped in the mirror realm of Bronwen’s sister, Gwawr the vampire witch (use
stats from the witch above and the vampires below).
1609: The swamp of Deep Forest seems to stretch forever. Soon, small leeches are
squirming furiously against your clothing. Se ing up camp here is not safe. This is
Last Copper, a colony of 20 swamp gnomes (HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100;
speak with animals; walk on water) led by Feodor Mazur (HD 5). 9000 silver
coins. 4000 gold coins. 14 jewelry. A potion of jaws (white, silvery flakes,
20min, turns your jaws and teeth into a huge, supernatural shark demon
jaw able to bite through any material, if you can get it between your new
teeth; deal 2d6 in melee). A map to the 6 electrum bowls worth 2000gp in
the barrow of Tórunn Ha ings (1509). A scroll of piercing steel (sudden
growth of a permanent iron spike 5m high, 4d6, save vs. spells for half). The gnomes
of this colony are known for their bright taupe and fawn brown cloaks and banners.
The gnomes live in a riverboat propelled by gnomish oarsmen, protected by 2 giant
turtles (HD 4 AC 2 1d10 F2 MV 3 ML 7 XP 400). These colony-folk are gathering
reeds to make huts and garments and watching the skies to divine the weather.
1610: The trees of Deep Forest open up and there’s a small island up ahead. Giant
trees grow on that island. A sweet, musky flagrance of wisteria and roses fills the air.
On these trees 3 giant bolas spiders hunt for prey (HD 4 AC 6 1d6 + paralysis F2
MV 15 ML 7 XP 400; climb; bola: 30 ranged a acks with a weighted capture blob of
sticky silk on a line).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 6 silk bales worth 500gp each. 6 silk ropes, each
worth 50gp. 3 cages with trained giant spark spiders (HD 4 AC 6 1d6 + paralysis F2
MV 15 ML 7 XP 400; climb; spark: once per fight, when hit or when hi ing, 1d6
damage to the other party because of a big spark; takes directions using tiny
drumsticks) 3 cages with trained giant wheel spiders (HD 1-1 AC 7 1d6 + paralysis
F1 MV 15 ML 7 XP 100; climb; takes directions using tiny drumsticks; can roll along
the floor with the wind)
The island itself is quite small. Up ahead is a rocky outcrop, about 100 high,
wrapped in spider webs. In the cracks of this rock live 6 e ercaps led by King Legged
(HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb; poison: when bit,
save vs. poison or be paralysed for 2h). 3 gems. 4 jewelry.
A bit further up is a colourful tree house decorated with trinkets and presents from
all over. This is where the beautiful araneina Rhedyn lives, the immortal
lover (HD 9 AC 9 1d6 + poison F9 MV 12 ML 9 XP 900; climb; poison: when
bit, save vs. poison or die; charm: save vs. spells or fall madly in love with
her; glamour: every hour in her company when not madly in love, save
vs. spells to notice a flickering of her glamour revealing her eight eyes, or
the spider legs growing out of her back).
1701: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Soon, small leeches are squirming furiously against your clothing. Se ing up camp
here is not safe. 8 giant fish can be seen below the water surface (HD 2 AC 7 1d6 F1
MV 12 ML 8 XP 200).
1702: The firs of Deep Forest cast long shadows. The ground is full of their brown
needles. The trees along the trails through this forest have all been coppiced, i.e. cut
down near the ground level in order to produce wood. At dusk and dawn a pack of
12 wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
The local smith is a simpleton called Isidro. You can get your mounts
shod and your sickles repaired. Recently somebody dropped off the
following: a grappling hook @ 3gp, a flail @ 9gp, 5 small darts @ 1gp, 20
arrows @ 3gp, and 3 stakes and a mallet @ 4gp.
The sly elf bard Istaion is here, playing the zither and reciting Why
Malicious Muzg Kidnapped Sly Ugga’s Sister and retelling How Bold Ugga
Tricked the Vicious Dragon. The audience is happy and you can hear
muted praise. If you ask them about the war, they’ll say that captain
Niccoló was last seen in Deerstow carrying the banner of Duchess Risani
(1402).
Old Gold Track, Old Gold Trail, and Old Ca le Lane meet here, under the Cartleaf
tree.
1703: The Deep Forest reaches these highlands and slowly thins out. A few yews are
the last ones to brave the snow at these altitudes. At night, the orcs of the Rune
Scratcher tribe hunt these lands. 50 orcs led by Lugdog (HD 5) live here (HD 1 AC 6
1d6 F1 MV 12 ML 8 XP 100). An elven long bow +1 with elven runes naming its
owner: Amrúnwen. Their se lement is protected by a palisade and surrounded by
spiked pit traps (2d6). There are several big skull pyramids near the
entrance with about 200 skulls each.
1704: This is the Deep Forest. Pale yellow froth clings to the Barrelfolly roots here. A
distant splash is followed by frantic waterfowl calls. There’s a wooden hut here. Its
inhabitant appears to be a hermit called Me e. In actual fact, this is a
doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at
will). 5 gems. It will try and see whether it can replace one of the party
members and leave the area with you.
1705: One of the hills has an old lookout from which you can see most of the Deep
Forest. It is also Birch Father’s favourite spot. The old treant loves to watch the sun
set from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate
trees two trees each, using the same stats).
1706: It’s colder up here and the Deep Forest is dominated by coniferous trees. There
are a few trails leading towards a small se lement. At dusk and dawn, you can
sometimes see a group of 15 female boars and their young (HD 3+1 AC 6 1d8 F1
MV 15 ML 9 XP 300).
The local smith is a simpleton called Hazret. You can get your oxen shod
and your scythes repaired. They probably robbed a corpse for this stuff: a
silver dagger @ 14gp, a two-handed greatsword @ 33gp, 10 spikes @ 2gp,
and chain mail armour @ 55gp.
A natural hot springs blocks the entrance to a cavern, which hides a shallow cave
complex occupied by a coven of devils. They derive psychic energy from the terror
of others.
Loud Streamlet runs through here. Crazy Angely has a small ra that can carry ca le
and people across.
1707: There is a hill rising high above Deep Forest with a nice cave which offers
shelter from the rain. A tunnel leads into the hillside. Timber supporting the ceiling
is a sign that this used to be a small mine. People used to dig here for silver, in the
old days. The cave is home to a small family of 2 bears, on edge due to the mating
season (HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both claws hit,
their bear hug deals an extra 2d8). The cave is riddled with small pools and puddles
of stagnant water. At the back, there is a narrow gap, too large for the bear to
squeeze through. The people from Invervay (1706) call this the burrow of Honey
Sweet.
1708: The Deep Forest has turned into a water logged swamp. Beavers have built
dams, drowning the land. 13 froglings (HD 1 AC 7 1d6 F1 MV 4 ML 6 XP 100;
surprise on 1–5 in 6; jump into combat for double damage; swim) live here, led by Far
Lick, a priest of Tsathoggua: lightning bolt 2×/day (5d6, save vs. spells for half). 400
platinum coins. 4 gems. The mud village built around the temple is guarded by 5
1709: The Deep Forest has turned into a water logged swamp. The woodpeckers
never stop hammering up above in the trees. Incessant buzzing betrays the
mosquitoes desperately looking for a place to land. A ruined tower standing on a
small island is home to the e in called Wait and See (HD 11 AC 3 3d6/3d6 F10 MV 12
ML 9 XP 1100; only surprised on a 1 in 6). 10 gems. 1 jewelry. A straight path leads
straight to the e in tower. Further ahead, it passes under a big, dark tree. Anybody
looking up will immediately see the hanging log trap set to swing down and smash
everybody into the waters. On a 1–2 in 6, you are hit for 2d6 and pushed into a hole.
With metal armour and no friends to pull you up, save vs. death or drown.
On a small island in a li le lake, one can see two square barrows, each 20 in
diameter, hinting at an ancient religion. If any dare disturb the ground here, they
will discover a hidden chamber, built with stone walls, yielding one corpse, their
mummy painted ruby red with a vulture. The journey to the a erlife was sped with
a bone flute (2 gp), a stone bowl (3 gp), ca le bones, and etched deer teeth beads (2
gp).
1710: The swamp of Deep Forest opens up somewhat and you can see the sky again.
From the gnarled boughs of ancient Yellowflower trees dangles Rockbeard moss. 28
froglings (HD 1 AC 7 1d6 F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into
combat for double damage; swim) live here, led by Great Jump, a priest of
Tsathoggua: lightning bolt 2×/day (5d6, save vs. spells for half). The mud
village built around the temple is guarded by 4 giant toads (HD 4+1
AC 7 1d6 + swallow F2 MV 3 ML 6 XP 400; human children, elves,
halflings and dwarves are swallowed when hit: save vs. death once per
round or suffocate).
Close by, on a li le hill, one can see barrow one long barrow, 10 in diameter,
memorialising an ancient religion. If any dare dig here, they will discover a hidden
chamber, built with stone walls, yielding two corpses, their sarcophagus painted
burgundy with a skull staff. The journey to the a erlife was sped with a bone
carving of a god (2 gp), a bronze sickle (4 gp), a bone pin (2 gp), and a gem worth
1600.
1801: At dusk and dawn, you can sometimes see a male boar seaching for food
(HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300) in the Deep Forest here.
1802: The Deep Forest reaches these highlands and slowly thins out. A few hemlock
are the last ones to brave the snow at these altitudes. At night, the orcs of the Corpse-
Melter tribe hunt these lands. 10 orcs led by Lugthak (HD 4) live here
(HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 7000 gold coins. Their
se lement is protected by a palisade and guarded by 4 boars (HD 3+1
AC 6 1d8 F1 MV 15 ML 9 XP 300). There are several large iron spikes
with a dozen skulls each near the entrance.
1803: The trees of Deep Forest open up and there’s a small island up ahead, covered
in giant trees shrouded in spiderwebs. There are dessicated birds and bats and
bigger things (wyverns, young dragons, griffons?) caught in the web up there. If
you’re patient, you can see movement beneath the water as giant spiders dart out of
their silken diving bells to kill fish. 6 giant diving bell spiders (HD 4 AC 6 1d6 +
paralysis F2 MV 15 ML 7 XP 400; climb; swim) live in this lake. It is not safe for
swimming.
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 4 silk bales worth 500gp each. 7 silk ropes, each
worth 50gp. 5 cages with trained giant wheel spiders (HD 1-1 AC 7 1d6 + paralysis
F1 MV 15 ML 7 XP 100; climb; takes directions using tiny drumsticks; can roll along
the floor with the wind)
The island itself is quite small. Up ahead is a rocky outcrop, about 100 high,
wrapped in spider webs. In the cracks of this rock live 4 e ercaps led by Death
Wanderer (HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb;
poison: when bit, save vs. poison or be paralysed for 2h). Hanging from
the ceiling is a cocooned prisoner, screaming, overcome by madness and
fear: the dwarf Estur Longtrickle is the last survivor of their mining party
passing through.
Up above, where the giant branches form a wide canopy, the brood mother (HD 9
AC 3 2d6 + poison F9 MV 3 ML 9 XP 900; climb; poison: when bit, save vs. poison or
die) has laid her eggs, guarding them with her life, and ready to spend hers to feed
the young ones when they hatch, ravenous and desperate.
From the stagnant water rises a pyramid. It’s bo om lies under the surface, but there
is an opening further up. The waters around the pyramid harbour 4 crocodiles
(HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6). The boat is well hidden
(1 in 6 chance per day and search party). Inside the pyramid is a sacrificial altar of
Set, a snake pit, and the halls of the assassins in training, the Set acolytes. 20 cultists
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live here. 1000 silver coins. 500 platinum
coins. They are led by their cult leader Quiana (level 6), a megalomaniac. A potion of
shrinking (purple, smelling like tree resin, 1h, shrinks you and everything
you are carrying by a factor of 12 including the effect of any spells you
cast and any damage you deal). A pair of gloves of strength (strength 18).
Sunken Lane, Shady Lane, and Old Ca le Lane meet here, near Green Rock.
1804: One of the hills has an old lookout from which you can see most of the Deep
Forest. It is also Root Man’s favourite spot. The old treant loves to watch the sun set
from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate
trees two trees each, using the same stats).
Sunken Lane crosses over the water below at the bridge of St. Madlen.
1805: The Deep Forest has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Sulphuric Snake of the Backwaters has built its
lair on a huge pile of ro ing leaves that form a steaming island in
the warm water (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24 ML 8 XP 700;
acid (as much as the dragon has hp le , save vs. dragon breath for
half)). 10 gems. 40 jewelry. The necklace of dharma allows you to
borrow actions from your future self: act twice this round to do
what needs to be done but skip the next round. If you enter the water, you’ll soon
a ract the a ention of a crocodile (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise
on 1–5 in 6).
1806: Steep cliffs make progress practically impossible without climbing gear.
Amidst the stars, where the barrier between the worlds is fickle, there is an
inscription on the rocks, each le er higher than three men standing on top of each
other, proclaiming the power and glory of Queen Thyia of Yzarria, as well as the
riches and treasures of Cheifala the Powerful.
1807: The Deep Forest has turned into a water logged swamp. The smell of wood-rot
is strong. A waterlogged Nymphbane trunks bob lazily in the mire. You need a boat
and a guide to navigate these waterways. If you travel on foot, you’ll soon a ract the
a ention of 3 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in
6).
1808: The water has dug a deep chasm through the mountain. Here stands an old
watchtower built by giants during the reign of Queen Thyia of Erlechai. You can still
find the runes of Erlechai on the old stones but the current inhabitants can’t read
and they don’t care: 6 hill giants led by Dwarf Smash (HD 8 AC 4 2d6 F8 MV 12
ML 8 XP 800). 3000 silver coins. 400 platinum coins.
1809: This is the Deep Forest. A sulphur smell hangs over the swamp. The area has
been se led by a tribe of 16 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200)
led by Nest Builder (HD 6). A dwarven short sword +2 with dwarven runes naming its
maker: Járndís Proudkeep of Thunder. The li le village of mud huts is guarded by
spiked barriers. 3000 silver coins. 6000 gold coins.
These lizard people like to sing songs from the Epics of Reason, long and winding
poems about ancient machines in the Philosophers’ War.
1810: A few stunted larches grow in these highlands. This is the edge of the Deep
Forest. There are a few trails leading towards a small se lement. Sometimes you can
see an elk.
The local smith is an arrogant fool called Aleena. You can get your mules
shod and your farm implements repaired. Recently somebody dropped
off the following: chain mail armour @ 55gp, a metal shod staff @ 2gp, a
pike @ 5gp, and 30 quarrels @ 3gp.
There are some tents outside the se lement and you can spot the blue flag
of Lady Baraa the Profound (blazon: Azure a fox’s mask Or). 40 mercenaries
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) are camped here, waiting for orders. A
potion of shrinking (purple, smelling like tree resin, 1h, shrinks you and everything
you are carrying by a factor of 12 including the effect of any spells you cast and any
damage you deal). They are led by the mercenary captain warrior Leny
(level 6). A potion of jaws (white, silvery flakes, 20min, turns your jaws
and teeth into a huge, supernatural shark demon jaw able to bite
through any material, if you can get it between your new teeth; deal 2d6
in melee). A scroll of unlocking doors (unlocks and unbars a door up to
2m wide).
Leny is recruiting, promising a gold piece per day while on campaign, and a share
of the loot! The young and gullible are already falling for it. You can see the
beardless faces of Merisa, Prasanth, and Brooklyn amongst the tents. And you can
see some elderly people crying outside the captain’s tent. “We beg you! We need
the young ones to work the fields! Don’t take them off to war!”
Deep Rill runs through here. Olmo has a small ra that can carry ca le and people
across.
1901: This is the Deep Forest. Within the forest are a few clearings with small cherry
and plum tree orchards.
You shouldn’t stray too far from the trails because this forest has been cursed by the
presence of 7 harpies (HD 3 AC 7 1d4/1d4/1d6 F6 MV 15 ML 7 XP 300; charm song)
luring men into the depths of the forest and to their death with their magical
singing. 6000 gold coins. The amulet of the luck stealer allows you to borrow luck from
a willing person near you: when rolling a d20, roll 2d20 and take the higher result,
but the next time they need to roll a d20 in a similar situation, they roll 2d20 and
take the lower result. A prayer of protection of the moon (8h, prevents were-creatures
from approaching).
The wizard Breyling (level 9) lives in the tower. The spells known are
based on The Book of Aquamancy by Jezembal the Ice Queen: 1. ice wall,
wave, icicles, 2. frozen path, energy, tentacles, 3. water way, ice storm, water
breathing, 4. frozen slumber, flash flood, 5. ice bridge. A dwarven dagger +2
with dwarven runes commemorating the slaying of the white dragon
White Death the Sleeper.
Their retainer is the fighter Arije (level 8). A potion of cold resistance (dark
sepia, smelling like dung, 1h). An elven long sword +1 with elven runes
naming its owner: Erebiel.
They are served by two followers. One is the magic user Lauryn (level 5).
The spells known are based on The Book of the Warp by Korokoro the
Mad: 1. mishap, amnesia, 2. plague touch, ooze, 3. animate rock. A silver
necklace +1 dedicated to Orcus. The other is the magic user Eldian (level
2). The spells known are based on The Book of the Mountain Witch by
Asphyx the Aeromancer: 1. feather fall, eagle eyes. The headband of karma
allows you to borrow luck from your future self: when rolling a d20, roll
2d20 and take the higher result, but before doing it again you need to pay your debt
in a similar situation and roll 2d20 and take the lower result.
The local contact for the secret society of the Pale Family of the Brigades is
the warrior Abisega (level 6). A black plate armour of Orcus +3, inscribed
with runes of fire spelling doom and despair. An elven cloak (5 in 6
chance of hiding in the wilderness using magic camouflage when
standing still). To be free of shackles is what they want. They free slaves
and wreck the tools of their feudal lords.
Breyling is willing to pay 500gp to whoever brings back the outlaw Wild
Bear (1903), dead or alive.
The dragon hunter magic user Jenishan (level 8) is trying to hire two
score desperate peasants to go and slay Corroding Breath of the Backwaters
(2001). “I will provide all the expertise: five shares of the treasure found
for me, the rest to be shared equally amongst the other survivors.” The
spells known are based on The Book of the Dead by Agrimach the
Necromancer: 1. aura of fear, read magic, locate corpse, 2. summon ghoul,
converse with corpse, hold person, 3. immunity to fire, limited shape shift, 4. poison,
grafting. A map to the a gold plate worth 11000gp in the barrow of Thyia the Terrible
of Pichuhiatl (1502). A magic tongue dagger +1 with a sticky tongue wrapped around
its grip which can pick up unguarded items within 2m, consecrated to Tsathoggua.
Cyffin’s Rindle flows through here. Lorinda owns the ferry boat that carries people
across.
1902: The larches of Deep Forest cast long shadows. The ground is full of their
brown needles. This fir forest is home to a pack of 7 wolves (HD 2+1 AC 7 1d6 F1
MV 18 ML 6 XP 200).
1903: The hills of Deep Forest are full of ancient ruins. On one of these hills right
here you can find the foundations of an old keep. The walls are long gone but the
cistern and the storage rooms below are still usable. There is a camp of 40 outlaws
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) led by Wild Bear here. They call
themselves the Stolen Coalition. The scouts in this camp know all the
creatures of 2002. The camp is protected by 4 war dogs (HD 2+1 AC 7
1d6 F1 MV 18 ML 6 XP 200). These outlaws are wrestling to see who has
first watch tonight and tending to wounds from a recent raid.
1904: The Deep Forest rises up into these hills. The sheer cliffs are nearly a 500
high. For those in the know however, there is a hidden path that leads up to the
plateau. Up there, wisent are grazing. This is the home of 16 halflings (HD 1 → 1d6
AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6, inside: surprise on 1–2
1905: On one of the rock faces you can still see the markings of the old dwarf forge
Great Grimm. The ruin has been se led by the Snout-Slicer tribe. This is where they
study dwarven technology and build strange and wonderful machines from the
wreckage, and this is where they cultivate their mushrooms to make boiled Burnt
orange King Chanterelle covered in oregano and orange gravy with curry and
glazed broccoli.
The orcs have built their se lement in the old cistern, on a wooden platform built
above the water, with access via rickety bridges, ropes and ladders. The round huts
are protected by a boar (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). The open spaces
between the huts are small and filled with dwarf junk: pipes, cogs, jagged metal
plates.
1906: The valley up here is hard to find. This is where the orcs of the Slaughter Boils
Melting tribe raise mountain goats and make their waterproof woollen coats. 50 orcs
led by Bollúk (HD 7) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
10 gems. Bollúk is a famous singer of epics, his favourite being The End of
Corroding Snake of the Backwaters.
The orcs live in an old stone tower from the old days, patched up with
planks and shingled. In one corner is an altar and a statue of Orcus with
the orcish rune of violence. It is guarded by a boar (HD 3+1 AC 6 1d8 F1 MV 15
ML 9 XP 300). There are two large iron spikes with a dozen skulls each near the
entrance.
1907: A white dragon called Cold Tooth the Eternal lives in a ruined
mountain fortress guarding the approaches to the Dead Peaks
(HD 6 AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the
dragon has hp le , save vs. dragon breath for half)). 10 gems. A
scroll of unlocking doors (unlocks and unbars a door up to 2m wide).
A dwarven shield +2 with dwarven runes naming the owner: Bjalla Thunderpeak of
Grimmlight.
1908: These mountains are called the Dead Peaks. The jagged peaks here hide a
dungeon. This is The Awful Fathomage.
ro ed.
2. Cistern: Corroded tin barrels line the walls, some
6
7
1909: The green valley up here has some mountain goats and a kid called Cole
guarding them.
1910: The valley up here is hard to find. This is where the orcs of the Ugly Wart
Slaying tribe raise llamas and make their famous composite bows. 60 orcs led by
Muzmeg (HD 5) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
Muzmeg is a famous sword smith in the Toothed Pig Slicer tradition.
2001: The Deep Forest has turned into a black swamp and the smell of sulphur
hangs in the air. A black dragon named Corroding Breath of the Backwaters is hunting
these muddy waters, submerged like a crocodile but vicious and
greedy like only dragons are (HD 7 AC 2 1d6/1d6/2d10 F7 MV 24
ML 8 XP 700; acid (as much as the dragon has hp le , save
vs. dragon breath for half)). 50000 gold coins. 60 gems. A scroll of
live burial (60 , the earth opens up underneath a person, save
vs. death to avoid ge ing pulled into the depths to certain death). A potion of fire
belching (cyan, 20min, 3d6, save vs. dragon breath for half). The helmet of the dark lord
with smoke and red light dripping out of its visor grants the ability to tell when
others within 10 are lying. If you enter the water, you’ll soon a ract the a ention of
2 crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
2002: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. Turtle rest on a floating log in a
murky pool and slip slowly into the water when approached. The air is thick and
humid. This is Still Marsh, a colony of 20 swamp gnomes (HD 1 AC 5 1d6 F1 MV 6
ML 8 XP 100; speak with animals; walk on water) led by Celek Dabrowski
(HD 5). 6000 silver coins. 4000 gold coins. 500 platinum coins. 14 jewelry.
The staff of the minotaur, summons the minotaur Truth Teller, always
willing to talk and offer advice (HD 6 AC 6 2d6 F6 MV 12; mesmerize any
listeners at will, i.e. listeners must save vs. spells or cease all hostilities
and speak nothing but the truth; immune to sleep and charm); the staff’s
magic is lost when the minotaur is killed. The scouts in this colony know all the
creatures of 2102. The gnomes live in a flotilla of boats joined by rickety planks,
protected by 3 giant owls (HD 3 AC 6 1d4/1d4/1d6 F1 MV 15 ML 5 XP 300; when
both claws hit, may carry halflings, dwarves or gnomes up for a bit before dropping
them again for 1d6 falling damage). These colony-folk are celebrating a traditional
holiday and drying fish fillets on wooden racks in the sun.
2003: It’s colder up here and the Deep Forest is dominated by firs. In this fir forest is
a li le campsite with the bugbear Deadly Breath (HD 3+1 AC 5 1d10 F3 MV 9 ML 9
XP 300; surprise on 1–5 in 6). 1000 gold coins. 100 platinum coins. A necklace with a
big gem set in silver containing the elemental prison of a jinn called Builder of the
Seven Towers (HD 7+1 AC 5 2d8 F14 MV 24 ML 12 XP 700; illusion, invisibility, gaseous
form, whirlwind and creation at will; only harmed by magic or magic weapons).
2004: The hemlock of Deep Forest cast long shadows. The ground is full of their
brown needles. The trees along the trails through this forest have all been coppiced,
i.e. cut down near the ground level in order to produce wood. Sometimes you can
see an elk.
The local smith is a humble soul called Robin-Aline. You can get your
horses shod and your shears fixed. Looks like they pillaged this from
somewhere: a tinderbox @ 3gp, 20 nails @ 1gp, a short sword @ 14gp, a
sling with 20 metal pellets @ 2gp, a flask @ 2gp, and a javelin @ 1gp.
The caravan has a botanist called Sitra who will sell po ed Cow Pepper or
Mother Lily at 50gp each (20 of each available), and the very costly Cone
Plum at 500gp each (just 2 available).
2005: The Deep Forest reaches these highlands and slowly thins out. A few
coniferous trees are the last ones to brave the snow at these altitudes. If you wander
into these woods, you’ll soon hear laughter and revelling. These satyrs seeking to
convince all the married women of the nearby se lement to leave their homes. Half
have already fled into the forest laughing and singing. They really don’t want to
come back and the 12 satyrs will support them (HD 5 AC 7 1d6 F5 MV 9 ML 7
XP 500; party tunes: when playing the flute, anybody listening must save vs. spells or
join the party; chill-out tunes: when playing the flute, anybody listening must save
vs. spells fall into a magical slumber; only harmed by magic, magic weapons or
silver weapons).
2006: Somewhere up here between the cliffs there is a secret door. In the presence of
an amulet of passage bearing the Black Children of the Spider Flower sigil, the door
glides opens and reveals stairs leading down to the underground Palace of Amdiron.
This is the former dwarven forge Grind. The bronze iris gate leads to the abandoned
barracks and a maze of spiders webs by 5 giant spiders (HD 4 AC 6 1d6 + paralysis
F2 MV 15 ML 7 XP 400; climb). The main stair sha leads from the barracks down to
The fire giant Eldr (HD 11+1 AC 4 5d6 or 3d6 ranged F11 MV 12 ML 9 XP 1100)
works the forge. 9000 gold coins. 300 platinum coins. 9 jewelry. Eldr is served by 10
duergar (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100; immune to fire).
The old storage caverns have been turned into a network of ropes and nets
connecting elven houses that have been stuck the walls and ceilings like oversized
swallow nests.
The elves are served by 31 rat-like goblins, led by Eye Poker (HD 1-1 AC 6 1d6 F1
MV 6 ML 7 XP 100). Only dwarves or halflings can fight in the tiny tunnels these
creatures use to move from place to place.
2007: The glacier of Dead Peaks ends at a small lake. A gorgon lives up here (HD 8
AC 7 2d6 F8 MV 12 ML 8 XP 800; poison breath 30 ; charge into combat for double
damage). A piece of the glacier has broken off and revealed an old temple of Freya,
razed, defiled, and cursed with the presence of a gorgon. There are plenty of dead
birds which have died due to the poisonous fumes. 300 platinum coins. A potion of
fire resistance (foamy amaranth, smelling like wet dog, 1h).
Between these mountains lies a hidden valley where the Immortal Patriarchs have
built a temple dedicated to Mitra. The members of this secret society have erected a
prayer hall, a sleeping hall, and a prayer drum. 10 women (HD 1 AC 8 1d6 F1
MV 12 ML 7 XP 100) live up here. 2000 silver coins. 2000 gold coins. They are led by
abbess Bruria (level 4).
2008: Secreted among the glaciers beneath the Dead Peaks is a dungeon.
This is The Dreadful Warrens of Mystery.
Wandering Monster: 4 hobgoblins pacing with weapons at the ready (HD 1+1 AC 6
1d8 F1 MV 9 ML 8 XP 100).
1. Charnel Pit: Most of the entrance is around a deep pit, filled with bones and corpses of
indeterminate type.
2. Smithy: The smithy contains a giant wrought iron
4 1
anvil, a brick hearth, and an empty slack tub.
Monster: 7 giant rats (AC 7 HD 1d4 hp
MV 120ʹ (40ʹ), Swim 60ʹ (20ʹ) DMG 1d3 +
disease Save F1 ML 8 AL N XP 5 Special
5 3 2
2009: The swamp of Deep Forest opens up somewhat and you can see the sky again.
From the gnarled boughs of ancient Oozewarm trees dangles Bloodflow moss. There
are plenty of eels. Those who know how to find it can gather Lavender Gum.
2010: The Deep Forest is sinking beneath the water. The smell of wood-rot is strong.
A waterlogged Mageleaf trunks bob lazily in the mire. 27 froglings (HD 1 AC 7 1d6
F1 MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into combat for double damage;
swim) live here, led by Great Tongue, a priest of Tsathoggua: lightning bolt
2×/day (5d6, save vs. spells for half). The mud village built around the
temple is guarded by 4 giant toads (HD 4+1 AC 7 1d6 + swallow F2 MV 3
ML 6 XP 400; human children, elves, halflings and dwarves are
swallowed when hit: save vs. death once per round or suffocate).
2101: The tall Barrelcurl trees of Deep Forest and their dense canopy keep the
sunlight away. They say that the trees here will try to lead you astray. Without a
guide, you will get lost on 1–2 in 6. Down here in the shade there are big
mushrooms everywhere. If eaten, save vs. poison or lose your voice for a week. The
locals avoid doing this.
2102: The coniferous trees of Deep Forest cast long shadows. The ground is full of
their brown needles. At dusk and dawn, you can sometimes see a male boar
seaching for food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
2103: A few stunted hemlock grow in these highlands. This is the edge of the Deep
Forest. There is a cave housing the e in called Finesse and Subtlety (HD 11 AC 3
3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6). 6 gems.
2104: The Deep Forest is cold and dark up here. The ground is so and covered in
the needle-like leaves of spruces. If you wander into these woods, you’ll soon hear
laughter and revelling. These satyrs roam the roads of the nearby se lement,
covering the walls of houses with rude graffiti and profane writings. They jab and
jeer at anybody doing honest work and corrupt the young ones with wines and
charms. And yet, nobody dares to stop the 13 satyrs (HD 5 AC 7 1d6 F5 MV 9 ML 7
XP 500; party tunes: when playing the flute, anybody listening must save vs. spells or
join the party; chill-out tunes: when playing the flute, anybody listening must save
vs. spells fall into a magical slumber; only harmed by magic, magic weapons or
silver weapons).
A tiny foot trail leads into a copse of Yokebramble trees. There, one finds barrow
one cruciform barrow, 30 in diameter, memorialising an ancient loss. If any dare
dig here, they will discover a hidden chamber, built with wooden posts, yielding
one corpse, their tombstone painted black with cockroaches. The journey to the
a erlife was sped with a carved bone disc (2 gp), a stone scraper (1 gp), a stone
hammerstone (3 gp), and a gem worth 800.
2105: Small creeks have dug deep canyons into Deep Forest. The going is tough.
Some of the hidden valleys are very hard to reach. 5 giant apes led by Doublekick live
here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300).
2106: The stagnant waters of Deep Forest are foul and smell of vomit. Vibrant green
duckweed floats still on the stagnant water’s surface. At itʹs heart are abandoned
ruins that lead to a dungeon. This is The Charcoal grey Trenches of Wonder.
1. Catacombs: In one wall of the entrance are many deep niches, each containing a half-
orc skeleton.
Green Brook, Green Rivulet, and Brown Stream merge here. It has cut itself a deep
channel. You can hear it murmuring somewhere in the darkness below.
2107: It’s colder up here and the Deep Forest is dominated by firs. The trees along
the trails through this forest have all been coppiced, i.e. cut down near the ground
level in order to produce wood. Sometimes you can see some deer.
The local smith is a braggart called Robert. You can get your mounts shod
and your shears fixed. Some of the stuff the locals aren’t buying: a steel
mirror @ 5gp, 10 spikes @ 2gp, a flask @ 2gp, a grappling hook @ 3gp,
and a pick @ 3gp.
There are some tents outside the se lement and you can spot the blue flag
of Lady Baraa the Profound (blazon: Azure a fox’s mask Or). 30 mercenaries
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) passing through on their way to a temple of
Mitra (2007). Will you join them on their pilgrimage? 1000 silver coins. 4000 gold
coins. They are led by the mercenary captain sorcerer Louna (level 3). The
spells known are based on The Book of Witchcraft by Qunu the Beautiful:
1. charm male, silent message, 2. bedazzlement.
Green Brook flows through here. Nurhat has a small ra that can carry
ca le and people across. It has dug itself a deep canyon. You can see it
churning down there, a death trap to any who would dare brave it.
2108: This section of the Deep Forest swamp is a well known death trap. The trees
are older here. They remember every axe wielder, every ship builder, every
carpenter, every fire maker, and they hate them with the hate of the primal forest.
These trees are protected by the treant called Birch Water (HD 8 AC 2 2d6/2d6 F8
MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same
stats) who would like nothing be er than to squash anybody capable of wielding
tools.
Green Brook flows through here. It cuts through the landscape like a knife. You can
see it flowing calmly far below, unreachable without many ropes and pitons.
2109: Further up, there are white patches of edelweiss growing between the rocks.
Amidst the rocks, there is a hidden entrance to a dungeon. This is The Deep Abyss of
Maeve.
2110: The Deep Forest reaches these highlands and slowly thins out. A few yews are
the last ones to brave the snow at these altitudes. The trees along the trails through
this forest have all been coppiced, i.e. cut down near the ground level in order to
produce wood. At dusk and dawn, you can sometimes see a group of 23 female
boars and their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
The local smith is a humble soul called Sabeeh. You can get your mounts
shod and your axes repaired. Surprisingly, they have some interesting
things for sale: a lance @ 7gp, a pike @ 5gp, a shovel @ 3gp, manacles @
20gp, and a shield @ 10gp.
earthenware jars of dried Purple Fireapple Chanterelle and Bat Ear. They
know rumours about the goings on in Inversbury (1810), having recently
been through there.
Cheese Path, Ca le Path, and Mud Trail meet here, at the old Rajana milestone.
2201: These trees are part of Deep Forest. The narcotic vapours of the trees make
people tired and careless. Without a guide, you will get lost on 1–2 in 6. A system of
big tunnels is home to 6 giant weasels (HD 5 AC 7 1d8 F3 MV 15 ML 8 XP 500).
There are 9 light elves (HD 1 → 1d6 AC 5 1d6 or charm person 1×/day E1 MV 12
ML 10 XP 100) in gleaming armour, with lances and shields on impossibly thin grey
horses with long manes, led by Feiraon (level 6). The spells known are
based on The Book of the Sea by Lady Gerdana of Lagnabadalë: 1. charm
person, sleep, 2. eternal starlight, glamour, 3. water breathing, lightning bolt.
An elven long sword +1 with elven runes in memory of Root Water. A pair
of gloves of strength (strength 18).
The flowing le ers on their white banners identify them as Bright Hunters of the
Light Empress elves. “Have you seen any other light elves? Take heed for the
Timeless Children of Crouching Freya are ridden by a strange madness. Avoid them if
you can.”
2202: This is the Deep Forest. The woodpeckers never stop hammering up above in
the trees. Incessant buzzing betrays the mosquitoes desperately looking for a place
to land. This is Crane’s Nest, a colony of 20 swamp gnomes (HD 1 AC 5 1d6 F1
MV 6 ML 8 XP 100; speak with animals; walk on water) led by Bohdana Zajac
(HD 5). 9000 silver coins. 9 jewelry. A scroll of unlocking doors (unlocks
and unbars a door up to 2m wide). The gnomes are secret spies for the
witch Collwen (2704). The gnomes live in a flotilla of boats joined by
rickety planks, protected by 4 giant fish (HD 2 AC 7 1d6 F1 MV 12 ML 8
XP 200). These colony-folk are gathering reeds to make huts and
garments and weaving nets for hunting and fishing.
2203: The firs of Deep Forest cast long shadows. The ground is full of their brown
needles. If you wander into these woods, you’ll soon hear laughter and revelling.
These satyrs just won’t leave the nearby se lement. They’re polite and nice enough,
but it’s so hard to get work done with all the drunken louts in the square all day
long. Hospitality is wearing thin, but these 14 satyrs are intent on staying (HD 5
AC 7 1d6 F5 MV 9 ML 7 XP 500; party tunes: when playing the flute, anybody
listening must save vs. spells or join the party; chill-out tunes: when playing the flute,
anybody listening must save vs. spells fall into a magical slumber; only harmed by
magic, magic weapons or silver weapons).
2204: The Deep Forest is sinking beneath the water. Turtle rest on a floating log in a
murky pool and slip slowly into the water when approached. The air is thick and
humid. An abandoned temple of Hel stands here, half sunk. The acrid stench is
overwhelming. On the small piece of solid ground rising above the water you can
see an arch welcoming pilgrims to the temple. A gorgon has cursed this temple with
its presence (HD 8 AC 7 2d6 F8 MV 12 ML 8 XP 800; poison breath 30 ; charge into
combat for double damage). 300 platinum coins. 12 gems. A crystal of starlight (60 ).
2205: The swamp of Deep Forest opens up somewhat and you can see the sky again.
If you drink the water here, save vs. poison or spend the rest of the day vomiting.
These lakes are home to 13 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100;
shoots feathers like darts for 60 until they roll a 1 for damage; from then on they
a ack with their beaks; afraid of loud ra ling, drumming or bells ringing; swamp
crane feathers are worth 50gp each to an alchemist). Their dung is poisonous to most
creatures on land.
2206: The Deep Forest rises up into these hills. O en cliffs block your way. But here’s
a crack in the cliff and if you follow the small creek into the ravine you can reach a
hidden valley. Small pigs rooting between the oak trees, here. This is the home of 22
halflings (HD 1 → 1d6 AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6,
inside: surprise on 1–2 in 6) led by Charibert (level 3). A potion of
bellowing (sparkling purple, smelling like pee, 1h, allows you to bellow
so loud that your voice can be heard for many miles). 2000 gold coins.
These halflings are wicked raiders, disappearing into the wilderness
without leaving a trail.
2207: Up here, winters are cold not much grows here. Amidst the rocks, there is a
hidden entrance to a dungeon. This is The Foul Maze.
the walls.
Monster: 2 giant snakes (HD 5 AC 6 2d6
2 1
+ constrict F3 MV 9 ML 8 XP 500; constrict: 3
2208: The Glacier Mere appears to have been a quarry of some sort. Perhaps giants
dug this hole in the old days. The turquoise blue waters look welcoming, though the
lake sides seems steep and precarious. The silvery glint of scales gives away large
fish hunting near shore. An entrance to a dungeon can be found by diligently
exploring the shore. This is The Miserable Basement of Panic.
Wandering Monster: 2 lesser air elementals (AC 2 HD 8 MV 60ʹ (20ʹ), Swim 180ʹ
(60ʹ) DMG 1d8 Save F8 ML 10 AL N XP 650 ) .
ro ed.
2. Temple: Rows of stone pillars form a square 2
Green Brook and War Runnel merge here. It has dug itself a deep ravine. You can
see it churning down there, a death trap to any who would dare brave it.
2209: Hidden deep in the Deep Forest is a walking house with giant crane feet. There’s
a li le ladder leading up to the entrance. The door is made of tiny, smiling baby
faces, opening and closing their eyes, warm to the touch.
The main room is full of dried herbs hanging from the ceiling, on the shelves are
spiders in glass bo les, and there is a dissected dog on a table. A cauldron is
bubbling in the corner. The cauldron is covered with a lid. If you open it, roll for
surprise. If you’re surprised, you cannot help but shout in disgust as toes bob up in
the broth and disappear again.
There’s a rickety ladder leading up to the a ic where Dilwen keeps her guard broom,
a strong willed broom that will a ack intruders and raise a ruckus (HD 2 AC 3 1d6
F4 MV 6 ML 12 XP 200; only harmed by magic or magic weapons; immune to sleep
and charm).
Cheese Path crosses over the water below at the bridge of Set the Wise.
2210: The Deep Forest reaches these highlands and slowly thins out. A few
coniferous trees are the last ones to brave the snow at these altitudes. If you wander
into these woods, you’ll soon hear laughter and revelling. These satyrs seeking to
convince all the married women of the nearby se lement to leave their homes. Half
have already fled into the forest laughing and singing. They really don’t want to
come back and the 5 satyrs will support them (HD 5 AC 7 1d6 F5 MV 9 ML 7
XP 500; party tunes: when playing the flute, anybody listening must save vs. spells or
join the party; chill-out tunes: when playing the flute, anybody listening must save
vs. spells fall into a magical slumber; only harmed by magic, magic weapons or
silver weapons).
A tiny foot trail leads into a copse of Yellowbramble trees. There, one finds barrow
one oval barrow, 10 in diameter. This is an ancestral shrine of the elves. If any dare
excavate here, they will discover a hidden chamber, built with stone slabs, yielding
four corpses, their mummy painted old lace white with a four winged demon and
the inscriptions Dewlind. The journey to the a erlife was sped with a carved antler
baton (2 gp), sheep bones, a stone handaxe (1 gp), and 5 gold anklets worth 2000gp.
2301: This is the Deep Forest. There is a clearing in this forest where a barely
recognisable statue of Odin still stands.
The local smith is a simpleton called Rizgan. You can get your donkeys
shod and your sickles repaired. They probably robbed a corpse for this
stuff: a two-handed axe @ 25gp, a large dart @ 1gp, leather armour @
13gp, and a flask @ 2gp.
The sly halfling bard Gundobad is here, playing the trumpet and singing
Why Cowardly Muzg Underestimated Clever Meginhard’s Brother and
reciting How Daring Meginhard Slew the Cowardly Vampire. Many are nodding in
approval. If you ask them about the war, they’ll say that captain Louna
was last seen in Monton carrying the banner of Lady Baraa the Profound
(2107).
2302: This is the Deep Forest. Within the forest are a few clearings with small cherry
and plum tree orchards.
Deep in the forest there is a cave where the e in Ball and Chain lives (HD 11 AC 3
3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6). It is known for its fury
and its appetite for human flesh.
1. The alchemist Noha has for sale common potions and acquires rare
substances. (A member of Immortal Patriarchs.)
2. The antiquarian Laith purchases rare artifacts that may be of interest to their
clientele. (A member of Essential Supporters of the Ephemeral Gro oes.)
3. The gambler Sania is an excellent source of gossip. (A member of Immortal
Patriarchs.)
4. The innkeeper Kesang rents out the most secure rooms in town but charges
1gp a night for individual rooms, 2sp a night per guest for the common room.
5. The jeweler Tharun purchases up to 1,000gp of gemstones.
6. The merchant Rhian purchases in bulk spices, metal ingots, and other trade
goods.
7. The moneylender Gioiella will keep funds safe (10% surcharge). (A member of
Pale Family of the Brigades.)
8. The provisioner Yanusha sells all types of equipment. (A member of Pale
Family of the Brigades.)
9. The pursemaker Guezide, an avowed follower of Odin, travels town praying.
(A member of Immortal Patriarchs.)
10. The smith Mohamud has for sale new - and refurbishes old - armor.
(Clandestinely favors Lady Baraa the Profound.)
11. The spice merchant Nadiya has just refurbished her shop. (A member of Pale
Family of the Brigades.)
12. The tavern owner Cita runs the Princess Crown here, visited by the propertied
and the rabble-rousers. (In a feud with the trader.)
13. The trader Kaya-Kaan purchases used equipment and any unusual finds.
(Clandestinely supports Lady Baraa the Profound.)
14. The watchman Aven frequents the shops the party visits and tails them.
(Second-in-command of the Immortal Patriarchs.)
(For a rumor about allegiances, roll a d10 and a d6. On a d6 of 1-3, tell the truth
about the tradesperson corresponding to the results of the d10; on a 4-6, lie about
them.)
The inner bailey is open to the select few and houses these noteworthy officers:
The captain of the guard Muhamad. (An open enemy of Immortal Patriarchs.)
The castellan Nobiel. (Trusted confident of Duchess Risani.)
The corporal of the watch Njomza.
The marshal Marie-Luisa, overseeing the cavalry. (A member of Pale Family of
the Brigades.)
The scribe Eirini. (A member of Pale Family of the Brigades.)
Half the buildings in this town have been burnt to the ground. There is an on-going
all-out war between two secret societies. Choose your side wisely.
Pale Family of the Brigades is led by the knight Ezile (level 4). They are
inventors, working on tools to free themselves from the shackles of
sword and spell.
Immortal Patriarchs is led by the warrior Jarrel (level 3). This is a society
for the rich and powerful, and those who want to join their ranks. Work
hard, enslave the poor, and you will rise in their ranks.
Green Brook runs through here. A toll bridge has been built here.
2303: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Turtle rest on a floating log in a murky pool and slip slowly into the water when
approached. The air is thick and humid. A ruined tower standing on a small island
is home to the e in called Punch and Break (HD 11 AC 3 3d6/3d6 F10 MV 12 ML 9
XP 1100; only surprised on a 1 in 6). The e in has rammed long spikes into the
water in order to deter any approach.
2304: It’s colder up here and the Deep Forest is dominated by junipers. Sca ered
throughout the forest are macabre structures built of bones and twigs. At last you
reach five flat topped, squarish boulders covered in scratches and gouges. They
would seem natural if it weren’t for the careful and almost reverent landscaping
trimming the grasses around them. In The Travels of Olwen, this place was called The
Dancers.
This is hallowed ground to the druids. The druids have found powerful allies in the
forest: 8 treants led by Old Father (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise
on 1–3 in 6; animate trees two trees each, using the same stats).
A bone-li ered path leads west to a disused bear den, stacked high with marrow-
rich bones. 5 druid acolytes are wrestling with each other, trying to learn the ways
of the bear; the highest initiate is Brython (HD 3 AC 7 1d6 + 1d6 crushing staff F3
MV 12 ML 9 XP 300; heat metal; crushing staff).
Another bone-li ered path slithers north to a natural overhang, gouged into a low
cliff side. The druid Awena has freed herself from the shackles of civilisation and
lives here like a wild beast in a hovel (HD 9 AC 7 1d6 F9 MV 12 ML 9 XP 900; heat
metal; tree travel; animate tree (3×/day): HD 8 AC 2 2d6/2d6 F8 MV 6; limited shape
change into a bear: HD 4 AC 6 1d4/1d4/1d6 + hug F2 MV 12 ML 5 XP 400; when both
claws hit, their bear hug deals an extra 2d8). 3 druid acolytes are intently weaving
grass baskets and mats.
All they want is to unite the sylvan creatures and take back what is theirs: let the
villages burn! Lashed to several spiny barked trees are a few corpses and 6
prisoners led by Thalia-Amalie, struggling to free themselves.
2305: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Vibrant green duckweed floats still on the stagnant water’s surface. In the old days,
these stagnant pools were used to drown evil necromancers. At night, the wight
Queen Thyia of Farlazzan crawls out of a wet grave and roams the land in search of
followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by magic or magic
weapons; immune to sleep and charm). 5000 silver coins. 5 jewelry.
2306: Deep Forest covers a few hills here. One hill is inhabited by an ogre mage
called Storm Witch of Blood (HD 6+1 AC 5 1d10 + 1d6 fire F6 MV 9 ML 10
XP 600; fog; invisibility; snow storm 3×/day for 6d6 damage up to 30 .,
save vs. spells for half) and their partner (HD 4+1 AC 5 1d10 F4 MV 9
ML 10 XP 400). They dug a big cave into one of the hills here. The roof is
supported by many wooden columns. From the timbers along the roof
hang wooden cages. The halfling Primeveire is the last survivor of their
village, so ly humming a simple melody. 8000 silver coins.
2307: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Pale yellow froth clings to the Queenbramble roots here. A distant splash is followed
by frantic waterfowl calls. You need a boat and a guide to navigate these waterways.
If you travel on foot, you’ll soon a ract the a ention of 3 crocodiles (HD 6 AC 3 2d8
F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
On a small island in a li le lake, one can see one square barrow, 30 in diameter.
This is an ancestral shrine of the elves. If any dare excavate here, they will discover a
hidden chamber, built with stone walls, yielding two corpses, their sarcophagus
painted licorice colored with a skull staff and the inscriptions Feiraiel. The journey to
the a erlife was sped with painted pebbles, a stone scraper (1 gp), a bone carving of
a lion (2 gp), and 4 silver grails worth 5000gp.
2309: There is a hill rising high above Deep Forest with a nice cave which offers
shelter from the rain. A small cave has been dug into the ground, the entrance itself
is flecked with strange inclusions. The cave is home to a small family of 4 bears,
tired from dragging home a wild boar to feed her young (HD 4 AC 6 1d4/1d4/1d6 +
hug F2 MV 12 ML 5 XP 400; when both claws hit, their bear hug deals an extra 2d8).
The cave is covered in leaves blown in by the wind. The people from Fox’s Farm
(2408) call this the hollow of Scar Snout.
2310: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. If you drink the water here, save
vs. poison or spend the rest of the day vomiting. These lakes are home to 25 swamp
cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts for 60
until they roll a 1 for damage; from then on they a ack with their beaks; afraid of
loud ra ling, drumming or bells ringing; swamp crane feathers are worth 50gp each to
an alchemist). Their dung is poisonous to most creatures on land.
On a small island in a li le lake, one can see one disc barrow, 20 in diameter. This
is an ancestral shrine of the dwarves. If any dare dig here, they will discover a
hidden chamber, built with wooden posts, yielding four corpses, their mummy
painted eggshell white with cockroaches and the inscription Ánania Braveshaft. The
journey to the a erlife was sped with a stone handaxe (1 gp), a stone knife (3 gp),
stone gaming pieces (4 gp), and 4 silver chalices worth 4000gp.
2401: The Deep Forest is full of rustling and bustling sounds as giant ants can be
seen scurrying back and forth along invisible trails and up and down the giant
Clusterneedle trees. Rising from the earth ahead is a dome-shaped pile constructed
of head-sized stones and pine needles with twigs. It is the size of a small hill. The
area is devoid of plant life. There are 2 well-worn pathways, about as wide as a deer-
trail, that radiate down from the summit in different directions.
Sloping sharply downward the entrance leads to a large open area with smoother
walls. 5 giant giant warrior ants (HD 4+1 AC 5 1d10 F2 MV 15 ML 9 XP 400; acid
spray 1×/h: anybody within 20 takes 2d6, save vs. poison for half; irascible: a acks
anything that’s out of place) are standing guard against intruders. From this cavern,
there is a rock-strewn sha sloping downward to the east and another fungi-covered
burrow that slopes southwest.
The first passageway leads to a bone-li ered and deep pit where lying forgo en are
5 rough gold nuggets worth 50gp each.
The second passageway goes much further down and the air gets hot and humid. It
leads to a fire-baked cavity full of chi ering sounds. Here lounges a massive queen
ant with a pulsating purple abdomen, laying eggs. 6 giant worker ants (HD 4+1
AC 5 1d10 F2 MV 15 ML 9 XP 400; acid spray 1×/h: anybody within 20 takes 2d6,
save vs. poison for half; busy: tries to avoid fights unless alarmed) and 5 giant
bombardier ants (HD 4+1 AC 5 1d10 F2 MV 15 ML 9 XP 400; acid spray 1×/h:
anybody within 20 takes 2d6, save vs. poison for half; acid: can spray cone of
corrosive acids for 3d6) scurry to the queen’s defense. The queen’s royal jelly is worth
5000gp to an alchemist.
Mud Track and Ca le Fish Lane meet here, under the hanging tree.
2402: This is the Deep Forest. Within the forest are a few clearings with small apple
tree orchards.
The camp of the bugbear Quiet Foot is hard to find (HD 3+1 AC 5 1d10 F3 MV 9
ML 9 XP 300; surprise on 1–5 in 6). A dwarven shield +2 with dwarven runes naming
the owner: Sólrun Spiralfriend of Thunder. They hunt these woods at night and like to
kill anybody that didn’t make it back to the village during daytime.
The warrior Benie (level 10) lives in the manor house. A potion of fire
belching (cyan, 20min, 3d6, save vs. dragon breath for half). A map to the
5 silver dishs worth 2000gp in the barrow of Fanuien (2602). A suit of
elven plate armour +1 with elven runes naming its maker: Teliaien.
Their retainer is the sorcerer Jerushika (level 7). The spells known are
based on The Book of Weaving by Iauniel the Hidden: 1. silk, spider climb,
rope command, 2. glamour, spider senses, 3. observation, phase walk, 4. return.
A map to the 5 silver dishs worth 2000gp in the barrow of Fanuien (2602).
A dwarven dagger +2 with dwarven runes naming its maker: Rathspori
Thunderworm of Anvillight.
Their follower, the sorcerer Tayfun (level 4), also lives here. The spells
known are based on The Book of Liminurgy by Elam the Recluse: 1. lock,
extra pocket, 2. visiting the afterlife, door.
The local contact for the secret society of the Essential Supporters of the
Ephemeral Gro oes is the wizard Yuri (level 4). The spells known are
based on The Book of Geomancy by Zorkan of Mount Whiterock: 1. stone
fist, magic message, 2. speak with stones, raise stone. Two sets of black iron
chains +2 to wrap around your arms, with the runes of Hel on every link.
To be free of shackles is what they want. They free slaves and wreck the
tools of their feudal lords.
Benie is willing to pay 500gp to whoever brings back the outlaw Wild Bear (1903),
dead or alive.
Ca le Fish Lane, Ca le Trail, and Sheep Trail meet here, behind the cesspit of
farmer Leard.
2403: This section of the Deep Forest swamp is a well known death trap. The trees
are older here. They remember every axe wielder, every ship builder, every
carpenter, every fire maker, and they hate them with the hate of the primal forest.
These trees are protected by 5 treants led by Root Strong (HD 8 AC 2 2d6/2d6 F8
MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two trees each, using the same
stats) who would like nothing be er than to squash anybody capable of wielding
tools.
2404: The conifers of Deep Forest cast long shadows. The ground is full of their
brown needles. At dusk and dawn, you can sometimes see a male boar seaching for
food (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
2405: The Deep Forest has turned into a water logged swamp. The woodpeckers
never stop hammering up above in the trees. Incessant buzzing betrays the
mosquitoes desperately looking for a place to land. You need a boat and a guide to
navigate these waterways. If you travel on foot, you’ll soon a ract the a ention of 3
crocodiles (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6).
On a small island in a li le lake, one can see four long barrows, each 30 in
diameter. This is a crypt of a wight general. If any dare disturb the ground here, they
will discover a hidden chamber, built with stone slabs, yielding one corpse, their
mummy painted blood red with a man with a raven on his shoulder and the
inscription Old Eilif of Silah. The journey to the a erlife was sped with a bone
carving of a boat (4 gp), a slate spindle whorl (2 gp), a stone axehead (1 gp), and 6
silver saucers worth 11000gp.
2406: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. Soon, small leeches are squirming
furiously against your clothing. Se ing up camp here is not safe. In the old days,
these stagnant pools were used to drown evil necromancers. At night, 3 wights led
by Kyran the Cruel of Rajana crawl out of their wet graves and roam the land in
search of more followers (HD 3 AC 5 drain F3 MV 9 ML 12 XP 300; only harmed by
magic or magic weapons; immune to sleep and charm).
2407: One of the hills has an old lookout from which you can see most of the Deep
Forest. It is also Moss Water’s favourite spot. The old treant loves to watch the sun set
from here (HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate
trees two trees each, using the same stats).
Close by, on a li le hill, one can see barrow one disc barrow, 10 in diameter. This is
a crypt of a wight general. If any dare excavate here, they will discover a hidden
chamber, built with wooden posts, yielding two dozen corpses, their headstone
painted black with a skull staff and the inscription Eilif the Cruel of Merlen. The
journey to the a erlife was sped with a stone hammerstone (3 gp), seashell necklace
beads (2 gp), a stone knife (3 gp), and 4 silver goblets worth 3000gp.
2408: The hemlock of Deep Forest cast long shadows. The ground is full of their
brown needles. The trees along the trails through this forest have all been coppiced,
i.e. cut down near the ground level in order to produce wood. At dusk and dawn,
you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15
ML 9 XP 300).
The local smith is a quiet one called Ercole. You can get your oxen shod
and your sickles fixed. Looks like they pillaged this from somewhere: a
silver dagger @ 14gp, a two-handed axe @ 25gp, a sling with 20 metal
pellets @ 2gp, and a rapier @ 35gp.
A large, colorful canvas tent set up to the side of your path ahead is
emblazoned with large le ering proclaiming that this is property of the circus
Cranog & Friends Instant Travelling Fair. Rumors say that the performers are actually
exiled nobles. Off to one side, you can see various individuals unloading things from
carts and watering and feeding some extremely hardy work horses.
On their last visit to Bushcoma (2110), the circus managed to bilk the community
out of most of their wealth. 40 villagers armed with pitchforks and torches led by
Be iyel has been tracking them down to forcibly request refunds.
2409: The Deep Forest has turned into a water logged swamp. The smell of wood-rot
is strong. A waterlogged Bluefolly trunks bob lazily in the mire. You need a boat and
a guide to navigate these waterways. If you travel on foot, you’ll soon a ract the
On a small island in a li le lake, one can see three bowl barrows, each 30 in
diameter, remembering an ancient tragedy. If any dare dig here, they will discover a
hidden chamber, built with wooden posts, yielding four corpses, their headstone
painted red with a hand showing the sign of oath swearing. The journey to the
a erlife was sped with a stone scraper (1 gp), a stone dagger (3 gp), stone
arrowheads, and an amber bead (4 gp).
2410: The Deep Forest reaches these highlands and slowly thins out. A few pines are
the last ones to brave the snow at these altitudes. The land up here is the hunting
ground of a manticore called Avarice living in the ruins of an old tower overlooking
the area (HD 6+1 AC 4 1d6/1d6/1d10 or spikes F6 MV 18 ML 9 XP 600; 24 spikes (60 ,
1d6), up to 6/rd). 5000 gold coins.
Close by, on a li le hill, one can see barrow one oval barrow, 20 in diameter,
remembering an ancient folk. If any dare dig here, they will discover a hidden
chamber, built with stone walls, yielding six corpses, their mummy painted russet
with cockroaches. The journey to the a erlife was sped with a carved antler baton (2
gp), an amber bead (4 gp), a bronze bracelet (4 gp), and horse bones.
2501: This is the Deep Forest. The lack of branches and trees lying on the forest floor
is a sign of regular wood gatherers.
Deep in the forest there is a cave where the e in Pain and Gain lives (HD 11 AC 3
3d6/3d6 F10 MV 12 ML 9 XP 1100; only surprised on a 1 in 6). It is known for its fury
and its appetite for human flesh. 8000 silver coins.
The local smith is an ambitious manipulator called Ammonja. You can get
your horses shod and your ploughs fixed. Some of the stuff the locals
aren’t buying: a short sword @ 14gp, a ba le axe @ 9gp, a mace @ 5gp, a
sling with 20 metal pellets @ 2gp, a lance @ 7gp, and a halberd @ 14gp.
The dragon hunter sorcerer Suhara (level 7) is trying to hire two score
desperate peasants to go and slay Corroding Breath of the Backwaters
(2001). “I am generous: two shares of the treasure found for me, the rest to be shared
equally amongst the other survivors.” The spells known are based on The Book of
Liminurgy by Elam the Recluse: 1. extra pocket, charm person, lock, 2. extra
room, door, 3. gaseous form, teleportation trap, 4. summoning gate. A potion
of goo (deep lava red, smelling like ro en eggs, 20min, turns you into
living goo, able to squeeze through any crack). A pair of silver armlets +1
dedicated to Mitra.
Mud Track and Shady Lane meet here, behind the old abbey ruins.
2502: There’s a li le stream here, making its way through the Deep Forest, wrapping
itself around a beautiful, big, old tree. This is a Firewarden tree, inhabited by a
dryad of the same name: Firewarden (HD 4 AC 7 1d6 F8 MV 12 ML 6 XP 400; charm,
sleep, speak with plants, tree travel, animate tree (3×/day): HD 8 AC 2 2d6/2d6 F8 MV 6).
At the foot of the tree lies a human skeleton. She is looking for a new lover!
2503: The tall Highcrèche trees of Deep Forest and their dense canopy keep the
sunlight away. The undergrowth is thick and thorny, leading to long detours.
Without a guide, you will get lost on 1–2 in 6. Down here in the shade there are big
mushrooms everywhere. The mushrooms are guarded by 9 myconids (HD 3 AC 8 –
F3 MV 6 ML 7 XP 300; read mind, dominate, knockout, gravity control (3d8): save
vs. spells to avoid; silent message).
2504: The pines of Deep Forest cast long shadows. The ground is full of their brown
needles. There is a clearing with a moss covered statue of Pazuzu still standing. At
dusk and dawn a pack of 9 wolves roam these lands (HD 2+1 AC 7 1d6 F1 MV 18
ML 6 XP 200).
The local smith is an ambitious manipulator called Samirah. You can get
your mounts shod and your scythes fixed. Looks like they pillaged this
from somewhere: a sling with 20 metal pellets @ 2gp, a flask @ 2gp, and a
helmet @ 14gp.
The famous dwarf bard Thekkvari Crageye is here, playing the bladder
pipe and retelling Why Evil Goldush Slew Bold Ugga’s Sister and singing
Ugga’s Perilous Journey to the Dire Teeth. Many in the audience are moved
to tears. If you ask them about the war, they’ll say that captain Louna was
last seen in Monton carrying the banner of Lady Baraa the Profound (2107).
Ba le Rivulet flows through here. Big Simel has a small ra that can
carry ca le and people across.
Old Cheese Way and Ca le Trail meet here, under the hanging tree.
2505: The Deep Forest is sinking beneath the water. Vibrant green duckweed floats
still on the stagnant water’s surface. The waterways eventually lead to a wooden fort
rising out of the water, inhabited by 14 hobgoblins (HD 1+1 AC 6 1d8 F1 MV 9 ML 8
XP 100) and led by Axe of Law (HD 3+1). The fort is defended by a small watchtower
with an archer. 5000 silver coins. 2 gems.
2506: A few stunted junipers grow in these highlands. This is the edge of the Deep
Forest. There are a few trails leading towards a small se lement. At dusk and dawn,
you can sometimes see a male boar seaching for food (HD 3+1 AC 6 1d8 F1 MV 15
ML 9 XP 300).
The local smith is a humble soul called Sajida. You can get your mounts
shod and your spades fixed. Recently somebody dropped off the
following: a metal shod staff @ 2gp, a lantern @ 10gp, 20 nails @ 1gp, a
large dart @ 1gp, 10 spikes @ 2gp, and a flask @ 2gp.
The sly dwarf bard Brá Blackhold is here, playing the chalumeau and
singing How Sly Fjalin Goldjaw Outmaneuvered the Corrupt Manticore and
reciting Why Corrupt Muzg Slew Valiant Oni Redjaw’s Brother. The
audience is not taking it well and some have started insulting the bard. If
you ask them about the war, they’ll say that captain Louna was last seen
in Monton carrying the banner of Lady Baraa the Profound (2107).
Ba le Rivulet flows through here. Hakon has a small ra that can carry ca le and
people across.
2507: A few stunted coniferous trees grow in these highlands. This is the edge of the
Deep Forest. At night, the orcs of the Foul Boils Biting tribe hunt these lands. 30 orcs
led by Ufdog (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 6000 gold
coins. 6 gems. The helmet of the dark lord with smoke and red light dripping out of its
visor grants the ability to tell when others within 10 are lying. Their se lement is
protected by a palisade and guarded by 5 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
XP 300). There are three skulls hanging over the entrance, swinging in
the breeze.
2508: A few thorny bushes between the rocks are the only green patches
up here. A tall monolith stands here. In the weeks when the sky is clear and a full
moon casts its silvery light onto the monolith’s surface, silvery spirals can be seen. If
you trace them with your finger, you are transported to a similar strange monolith
(1310).
2509: A steep hill rises from the forest and at its top stands an old statue of Set, about
20 tall. Who ever built this statue is long gone but the trail leading up to the statue
looks well worn.
2510: The Deep Forest rises up into these hills. The sheer cliffs are nearly a 500
high. For those in the know however, there is a hidden path that leads up to the
plateau. Up there, yak are grazing. This is the home of 16 halflings (HD 1 → 1d6
AC 7 1d6 H1 MV 9 ML 7 XP 100; outside: surprise on 1–5 in 6, inside: surprise on 1–2
in 6) led by Fredegunde (level 3). A map to the 4 silver chalices worth
4000gp in the barrow of Ánania Braveshaft (2310). These halflings are
cruel flesh eaters, like ravenous wolves they hunt and eat humans and
elves alike.
2601: Among the trees of Deep Forest lies a dungeon. This is The Murky Temple.
(concealed; ceiling)
3. Crypt: Iron doors conceal niches filled with the picked-clean bones of ancient human
lords.
Monster: 12 watchful zombies (HD 2 AC 8 1d8 F1 MV 12 ML 12 XP 200;
immune to sleep and charm) .
4. Storeroom: Pieces of wood, splinters, and sawdust from smashed wooden crates. Some
empty crates have been turned upside down and have been used as makeshift benches
and a table.
Monster: 6 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6
chance that instead of biting, it breathes fire (5d6); see invisible; hell hound
embers burning inside them are worth 500gp to an alchemist) .
Treasure: 576 silver coins (stacked; wall)
5. Chapel: An elevated dais is faced by 5 rows of wooden pews, which crowd this room.
Crouching within a recess is a large ornamental font, surrounded by carvings of a
snow-covered forest.
Boss Monster: a spectre (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11
XP 600; only harmed by magic or magic weapons; immune to sleep and
charm) and 5 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6
chance that instead of biting, it breathes fire (5d6); see invisible; hell hound
embers burning inside them are worth 500gp to an alchemist)
Treasure: 3000 silver coins. 5000 gold coins. (stacked; ceiling)
2602: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Soon, small leeches are squirming furiously against your clothing. Se ing up camp
here is not safe. On one of the islands there is a huge mud mound. 32 goblins live
here, led by Beetle Basher (HD 1-1 AC 6 1d6 F1 MV 6 ML 7 XP 100). The goblins have
tamed 10 intelligent giant wolves (HD 4+1 AC 6 1d8 F2 MV 15 ML 8 XP 400).
Goblins love to ride these into ba le.
On a small island in a li le lake, one can see one cruciform barrow, 20 in diameter.
This is an ancestral shrine of the elves. If any dare dig here, they will discover a
hidden chamber, built with stone slabs, yielding two dozen corpses, their mummy
painted white with a hammer and the inscriptions Fanuien. The journey to the
a erlife was sped with a limestone spindle whorl (2 gp), a stone saddle quern (1 gp),
an iron sickle (4 gp), and 5 silver dishs worth 2000gp.
2603: It’s colder up here and the Deep Forest is dominated by larches. In this fir
forest is a li le campsite with 6 bugbears led by Quiet Eyes belonging to the Cat Ears
band (HD 3+1 AC 5 1d10 F3 MV 9 ML 9 XP 300; surprise on 1–5 in 6).
2604: The Deep Forest has turned into a water logged swamp. Vibrant green
duckweed floats still on the stagnant water’s surface. At itʹs heart are abandoned
ruins that lead to a dungeon. This is The Infested Caves.
Wandering Monster: a swarm of flies (AC 7 HD 2, 3, or 4 MV 30ʹ (10ʹ), Fly 60ʹ (20ʹ)
DMG 2 points Save NM ML 11 AL N XP 80 Special mosquitos taking up 10ʹx30ʹ of
space automatically hi ing anyone where victims with no armor take double
damage. It takes 3 rounds to completely swat away insects a er escaping. Torches
will only do damage to them as weapons doing 1d4 damage.).
type. 2
9 10
2605: The hills of Deep Forest are do ed with ruins. Among the ruins is the entrance
to a dungeon. This is The Lowest Basement of Emperor Vibius.
4. Arena: Traces of moldy sawdust are piled up along the edges of a shallow pit in the
center of this room.
Trap: Treasure Mirage, a hoard of gold pieces that has alerted the nearest
monsters to come and a ack, at which point the gold pieces will
disappear.
5. Kitchen: Stained and gouged crude wooden tables and a clay brick oven can be found
here. Old clay vases hold a variety of liquids, while crates smell of fruit and dried
meats.
Trap: Stagnant Pool, boat on the far side.
6. Cistern: A deep granite well stands in the center of this room, a dented bucket on a
very short length of rope nearby.
Monster: 5 bugbears led by Deadly Eyes belonging to the Cat Ears band.
7. Chapel: The room is dominated by a central dais, three slate steps above the floor. A
giant copper lamp dangles from a chain from the ceiling. Three frescoes each display a
hellscape ruled by a devil: a devil with vestigial wings and the tail of a bull, a devil
with the head of an eagle, and a devil with the tail of a rat.
Boss Monster: a balor named Adorján (HD 9+1 AC 4 1d6/2d6 F9 MV 12
ML 11; flying; aura of fire (anybody in melee takes automatic 1d6 fire
damage); if the first a ack with the flaming whip hits, the second a ack
with the flaming sword is at +4; only harmed by magic or magic
weapons; immune to fire)
Treasure: 7000 silver coins. 200 platinum coins. 2 jewelry. A potion of
strength (sparkling blue-grey, 20min, strength 18). (hidden; wall)
8. Cave: Covered in leaves blown in by the wind.
9. Crypt: 3 old stone sarcophagi line the wall here. The lid of each has been removed and
cast into a pile.
Monster: 6 phase spiders.
10. Shrine: A tall bright mulberry flame rises from the floor in the middle of this room.
Damaged mosaics depict religious parables along the walls of this room.
Empty: Rat tunnels.
Smell: The strong odor of quenched pig iron.
11. Workshop: A rusty saw blade sits broken in a long wooden plank on a workbench
here.
Special: A concealed entrance/exit to the surface, a tight fit for a elf.
Sound: One can hear a feeble rustling (above).
12. Bedroom: A termite-ridden poster bed sags in one corner near a listing, charred
wardrobe.
Trap: Trap Door, triggered on 1 in 6 per PC for 10-foot fall and 1d6
damage; trap door springs shut (roll under your strength to open).
Treasure: 21 silver coins 50 gold coins. (enclosed within; corner)
13. Vault: Wooden shelves from many cabinets and bookcases have been toppled and are
ro ed, the empty lairs of vanished termites. Stone vaults, their great doorways broken
and sca ered, sit empty.
Monster: 11 bugbears led by Silent Foot belonging to the Cat Ears band.
14. Treasure Room: The treasure room has long been looted. Among the rubble, though,
2606: The swamp of Deep Forest opens up somewhat and you can see the sky again.
A sulphur smell hangs over the swamp. This is Frog Hop, a colony of 30 swamp
gnomes (HD 1 AC 5 1d6 F1 MV 6 ML 8 XP 100; speak with animals; walk on water) led
by Otylia Antos (HD 5). 7000 gold coins. 200 platinum coins. 9 gems. A
suit of elven plate armour of fire resistance +1 made with scales of the red
dragon Burning Death of the End Times, forged by Oroneth. Otylia Antos is
a renowned healer (mend broken bones; grow limb, but with the drawback
of a racting all sorts of water loving animals during the night). The
gnomes live in a flotilla of boats joined by rickety planks, protected by 2
alligators (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600; surprise on 1–5 in 6). These
colony-folk are choosing the child to be the next leader and drying fish fillets on
wooden racks in the sun.
2607: Rectangular blocks of stone have been carefully stacked here forming rounded
domes of various shapes and sizes. The domes are all clustered together giving the
appearance they grew from this valley like anthills. This is Paral.
One of the smaller domes has a pathway leading to it, flanked by a maw of thorns: a
tunnel with a thousand inwards pointing needles several feet long and but a thin
path winding its way through it. In front of the maw is a platform, facing south. It is
much warmer here than one would expect this far up. The area has been se led by a
tribe of 22 lizard people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200) led by Forked
Tongue (HD 6). A potion of bellowing (sparkling purple, smelling like pee, 1h, allows
you to bellow so loud that your voice can be heard for many miles). The helmet of the
dark lord with smoke and red light dripping out of its visor grants the ability to tell
when others within 10 are lying. The li le village of mud huts is guarded by 3
giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). 4000 silver coins.
These lizard people like to sing the Songs of Remembrance, a cycle of ballads
involving the wars against Kyran the Cruel of Silah.
Once past the entrance, a tunnel winds itself up into the hollow sphere of the snake
sanctum: the upper hemisphere is decorated with a seven headed snake and snakes.
Above hangs a chandelier about 50 wide beset with a thousand stones glowing in a
warm light. It’s impossibly hot in here.
Ramps connect rows and rows of circular platforms leading down the lower
hemisphere to the bo om of the sphere. One these platforms are the huts of 14
snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by
Golden Eyes (HD 7, lightning bolt (7d6) 2×/day). A pair of black iron broken manacles +2
with fiendish runes dedicating its wearer to Set. A ring of invisibility which turns you
invisible until you a empt to harm somebody. The stables nearby hold 5 giant
lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). 4 gems.
At the very bo om of the sphere is a ramp descending into the darkness below.
This is where Dread Sorcerer of Retribution, the spirit naga resides. (HD 9 AC 7
1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at will; only harmed by
magic or magic weapons; a naga tongue is worth 1000gp to an alchemist) She has
spent centuries contemplating and planning. Her minions operate in secret in towns
and villages. Parties bringing tribute or valuable information may survive a parley.
2608: Secreted among the snow fields beneath the Desert Mounts is a dungeon. This
is The Ancient Mines of Shadows.
2609: Somewhere up here between the cliffs there is a secret door. In the presence of
an amulet of passage bearing the Black Children of the Spider Flower sigil, the door
glides opens and reveals stairs leading down to the underground Bastion of
Dammaëth.
The bronze gates lead to the eternal throne room of Dammaëth, an ancient spectre
that still sits here on a throne of iron nails and hundreds of elephant tusks (HD 6
AC 2 1d8 + drain 2 levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic
weapons; immune to sleep and charm). 5000 silver coins. 7 jewelry. The elves live
amongst the vaults and mausoleums of Dammaëth’s servants and retainers, their
sarcophagi serving as decorations and altars.
The central space around which the elven mansions have been built is a fungus
garden. 9 myconids tend to it (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind,
dominate, knockout, gravity control (3d8): save vs. spells to avoid; silent message).
2610: The hills of Deep Forest are do ed with ruins. Among the ruins is the entrance
to a dungeon. This is The Infested Grave.
1. Mine Sha : The beginnings of a mine for a vein that soon tapped out. Some
abandoned ma ock and pick blades are here, their wooden handles long ro ed.
2. Smithy: This room is empty except for a brick cupelation hearth and a cold, formless
pile of slag.
Empty: Partial cave-in.
3. Mushroom Farm: A once richly appointed room has been overtaken by cyclamen
AC 8 1d8 F1 MV 12 ML 12 XP 200;
immune to sleep and charm) .
4. Nursery: Three cradles stand silently here, among
2 6
swaddling.
Special: Cave paintings.
Sound: One can hear a muffled laughter (behind).
5. Mushroom Farm: Every wall here is covered in faintly glowing silver grey shelf-
mushrooms, the air smells of cedar shavings.
Trap: Trap Door, triggered on 1 in 6 per PC for 10-foot fall and 1d6
damage; trap door springs shut (roll under your strength to open).
6. Debris Room: Broken and useless furnishings have been piled here, out of the way.
Special: Frescoes of Freya.
Smell: The distinct odor of saffron and sage.
7. Well: A well - a half circle of brick, a half circle of rubble - opens into watery depths,
filling the air with the scent of brine and dead fish. In a corner lies a bucket with a
broken iron chain.
Boss Monster: 2 skeletal minotaurs gambling (HD 6 AC 6 2d6 F6 MV 12;
mesmerize any listeners at will, i.e. listeners must save vs. spells or cease
all hostilities and speak nothing but the truth; immune to sleep and
charm)
Treasure: unguarded: 616 silver coins 60 gold coins. (enclosed within;
corner) (uncovered; niche)
2701: This is the Deep Forest. The trees along the trails through this forest have all
been coppiced, i.e. cut down near the ground level in order to produce wood.
You shouldn’t stray too far from the trails because this forest has been cursed by the
presence of 4 harpies (HD 3 AC 7 1d4/1d4/1d6 F6 MV 15 ML 7 XP 300; charm song)
luring men into the depths of the forest and to their death with their magical
singing. 7000 gold coins. 15 gems. A dwarven shield +2 with dwarven runes naming
the owner: Nísi Brassbane of Great Star.
The local smith is a simpleton called Yi i. You can get your oxen shod
and your ploughs repaired. Some of the stuff the locals aren’t buying: a
large dart @ 1gp, a flask @ 2gp, and 30 quarrels @ 3gp.
Fish Lane and Shady Lane meet here, near Big Cliff.
2702: The swamp of Deep Forest opens up somewhat and you can see the sky again.
Turtle rest on a floating log in a murky pool and slip slowly into the water when
approached. The air is thick and humid. 13 froglings (HD 1 AC 7 1d6 F1 MV 4 ML 6
XP 100; surprise on 1–5 in 6; jump into combat for double damage; swim) live here,
led by Long Eyes, a priest of Tsathoggua: lightning bolt 2×/day (5d6, save
vs. spells for half). 6000 gold coins. The mud village built around the
temple is guarded by 5 giant toads (HD 4+1 AC 7 1d6 + swallow F2 MV 3
ML 6 XP 400; human children, elves, halflings and dwarves are
swallowed when hit: save vs. death once per round or suffocate).
2703: It’s colder up here and the Deep Forest is dominated by hemlock. Within this
wood is a dungeon. This is The Cold Shaft.
Wandering Monster: 4 gargoyles led by Rock embedded as bas reliefs in the walls
(HD 4 AC 5 1d4/1d4/1d6 F8 MV 15 ML 11 XP 400; only harmed by magic or magic
weapons) .
2704: This is the Deep Forest. The smell of wood-rot is strong. A waterlogged
Lakelock trunks bob lazily in the mire. Without a guide, you soon end up in the
lands of the witch Collwen, the Mother of Cold Wind, who is cursing all the young
women of the land with infertility. HD 5 AC 6 1d6/1d6 F5 MV 15 ML 7 XP 500; on a
20: magic water fills victim’s lung, save vs. death or drown; beautiful (until kissed),
charm male, kiss of mind control (24h), invisibility, turn to fog, curse of water lungs: save
vs. death or drown in 1d6 days.
Close by, on a li le hill, one can see barrow two bowl barrows, each 20 in diameter,
remembering an ancient folk. If any dare excavate here, they will discover a hidden
chamber, built with stone slabs, yielding two corpses, their headstone painted ebony
with three men swearing an oath. The journey to the a erlife was sped with a bone
carving of a lion (2 gp), human bones, a glass-bead bracelet (4 gp), and sheep bones.
2706: The swamp of Deep Forest opens up somewhat and you can see the sky again.
The bleak, black, and brackish water teems with mosquito larvae and lily pads. You
need a boat and a guide to navigate these waterways. If you travel on foot, you’ll
soon a ract the a ention of a crocodile (HD 6 AC 3 2d8 F3 MV 9 ML 8 XP 600;
surprise on 1–5 in 6).
On a small island in a li le lake, one can see one cruciform barrow, 30 in diameter,
hinting at an ancient people. If any dare dig here, they will discover a hidden
chamber, built with stone walls, yielding two dozen corpses, their headstone
painted blue with a lightning bolt. The journey to the a erlife was sped with a bone
carving of a god (2 gp), an oak spindle whorl (2 gp), rings with glass heads (4 gp),
and a soapstone spindle whorl (2 gp).
2707: Steep cliffs make progress practically impossible without climbing gear. In the
middle of a sheer cliff, where the barrier between the worlds is fickle, a cave leads
into the lair of Jenci the Mountain Devil, a wrathful ice devil (HD 9 AC 2
1d8/1d8/1d12 F9 MV 18 ML 11 XP 900; only harmed by magic or magic weapons;
immune to spells of casters up to fi h level; ice bolt: 2d6, save vs. rays for half; ice
storm: 5d6, 60 around the devil, save vs. explosions for half), a devil with goat
hooves, white fur, long teeth, horns, and blue eyes. 5000 silver coins. 12000 gold
coins. A black plate armour of the dark lord + 2, giving your voice a magical force, if
you are not a acking: the person addressed must save vs. spells or obey a one-word
command, if they understand. A suit of dwarven plate armour +2 with dwarven
runes naming the owner: Mira Elderhoarder of Old Moon. The devil and his 6 four
armed, white gorillas (HD 4+1 AC 6 1d6/1d6/1d6/1d6/1d8 F4 MV 24 ML 10 XP 400)
live in 6 torture chambres full of racks, vats, ice baths, blades, needles, and worse.
There are dead bodies everywhere.
2708: Steep cliffs make progress practically impossible without climbing gear. Above
these cliffs, where the air is thin and cold, a cave leads into the lair of Géza the Master
of Lies, a vengeful ice devil (HD 9 AC 2 1d8/1d8/1d12 F9 MV 18 ML 11 XP 900; only
harmed by magic or magic weapons; immune to spells of casters up to fi h level; ice
bolt: 2d6, save vs. rays for half; ice storm: 5d6, 60 around the devil, save
vs. explosions for half), a devil with goat hooves, white fur, long teeth, horns, and
blue eyes. 8000 silver coins. 5000 gold coins. 3 jewelry. The devil and his pet white
dragon Ice Despair of the Glacier (HD 6 AC 3 1d4/1d4/2d8 F6 MV 24
ML 8 XP 600; ice (as much as the dragon has hp le , save vs. dragon
breath for half)) live in 4 torture chambres full of racks, vats, ice
baths, blades, needles, and worse. There are dead bodies
everywhere.
2709: On one of the rock faces you can still see the markings of the old dwarf forge
Grimm. The ruin is abandoned and dead. If you explore the ruins, you will soon find
the balor The Undiscovered River of the Gods who caused its downfall (HD 9+1 AC 4
1d6/2d6 F9 MV 12 ML 11; flying; aura of fire (anybody in melee takes automatic 1d6
fire damage); if the first a ack with the flaming whip hits, the second a ack with the
flaming sword is at +4; only harmed by magic or magic weapons; immune to fire). It
guards a portal to the realm of eternal fire, to Muspelheim.
The orcs of the Crotch-Breaking tribe serve The Undiscovered River of the Gods. 30 orcs
led by Ufdush (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
6000 gold coins. A potion of flying (light carrot orange, 1h). A golden
diadem +2 dedicated to Freya. Ufdush is a famous armour smith in the
Ancient Spike Shield tradition.
The orcs have built their se lement near the gatehouse guarding the
entrance to the forge, with murder holes and arrow slits to defend against intruders.
The round huts are protected by 5 boars (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300).
Every room has multiple li le painted wooden statues depicting animals and plants
from the surface world: goats, yaks, trees, mushrooms.
2710: A few stunted spruces grow in these highlands. This is the edge of the Deep
Forest. At night, the orcs of the Corpse-Killer tribe hunt these lands. 50 orcs led by
Shagrat (HD 4) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 11000
gold coins. Their se lement is protected by a palisade and guarded by a
boar (HD 3+1 AC 6 1d8 F1 MV 15 ML 9 XP 300). There are two skulls
hanging over the entrance, swinging in the breeze. These orcs are
looking for allies to go to war against Fox’s Farm (2408).
2801: The river widens, inundating everything. You need a guide and a boat in order
to pass through the water-logged Deep Forest. The bleak, black, and brackish water
teems with mosquito larvae and lily pads. There’s a wooden hut here. Its inhabitant
appears to be a hermit called Dogukan. In actual fact, this is a
doppelgänger (HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at
will). 500 platinum coins. It will try and see whether it can replace one of
the party members and leave the area with you.
2802: The Deep Forest reaches these highlands and slowly thins out. A few spruces
are the last ones to brave the snow at these altitudes. Occasionally, you can see tree
stumps so somebody must be logging these trees. Sometimes you can see an elk.
The local smith is an ambitious manipulator called Poojaki. You can get
your oxen shod and your shears fixed. Some of the stuff the locals aren’t
buying: a lance @ 7gp, a case with 30 quarrels @ 6gp, a metal shod staff @
2gp, a long dagger @ 3gp, and a morning star @ 11gp.
The treasure hunter magic user Joèl (level 5) is trying to hire some fools
to find Heart Crown (in 2903). “Surely Anselmo (2604) will pay us well. I
will provide all the expertise: five shares of the 3500gp reward for me,
the rest to be shared equally amongst the other survivors.” The spells
known are based on The Book of the Winter Wolf by Wogan, Freya’s Son: 1.
locate creature, wolf tongue, 2. silent paws, wolf howl, 3. ice gate. A prayer of
summoning (the troll Misery, from Ejudnir, Hel’s hall in Niflheim: HD 6+1
AC 4 1d6/1d6/1d10 F6 MV 12; regenerate when slain unless burned or
dissolved in acid). A pair of black iron broken manacles +2 with fiendish runes
dedicating its wearer to Set.
It is wise to be wary when harvesting Heart Crown for it o en grows near the
dreaded screaming mandrake, which if accidentally uprooted let’s out a piercing wail
that can cause deafness. Sadly, non-herbalists will nearly always mistake one for
the other but Joèl is not about to tell you that.
2803: The trees of Deep Forest open up and there’s a small island up ahead. Big
silken strands connect the giant trees growing on that island with the trees growing
along the lake’s edge. From it, smaller strands hang down, filling the air and sinking
into the water. During the day, you can see 5 giant spiders working these strange
fishing lines (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 4 silk bales worth 500gp each. 6 silk ropes, each
worth 50gp.
The island itself is quite small. Up in the trees are some tree houses connected by
several ropes. If you’re not afraid of heights, you can easily walk from one to the
other, feet on one rope and hands holding another one. The tree houses are home to
2 e ercaps led by Tent Wanderer (HD 5 AC 5 1d4/1d4/1d6 + poison F5
MV 12 ML 9 XP 500; climb; poison: when bit, save vs. poison or be
paralysed for 2h). 2000 silver coins. 3 jewelry. A potion of bellowing
(sparkling purple, smelling like pee, 1h, allows you to bellow so loud
that your voice can be heard for many miles).
A bit further up is a colourful tree house decorated with trinkets and presents from
all over. This is where the beautiful araneina Nans lives, the immortal lover (HD 9
AC 9 1d6 + poison F9 MV 12 ML 9 XP 900; climb; poison: when bit, save vs. poison or
die; charm: save vs. spells or fall madly in love with her; glamour: every hour in her
company when not madly in love, save vs. spells to notice a flickering of her
glamour revealing her eight eyes, or the spider legs growing out of her back).
2804: The hill overlooking Deep Forest is the home of 3 treants led by Trunk Father
(HD 8 AC 2 2d6/2d6 F8 MV 6 ML 6 XP 800; surprise on 1–3 in 6; animate trees two
trees each, using the same stats). They mostly stand around near the Black Mere.
2805: This is the Deep Forest. The smell of wood-rot is strong. A waterlogged
Stinksedge trunks bob lazily in the mire. There’s a wooden hut here. Its inhabitant
appears to be a hermit called Jorik. In actual fact, this is a doppelgänger
(HD 4 AC 5 1d12 F10 MV 9 ML 10 XP 400; shape change at will). 6 gems. It
will try and see whether it can replace one of the party members and
leave the area with you.
2806: The valley up here is hard to find. This is where the orcs of the Savage Spine
Slaying tribe raise bighorn sheep and make their waterproof woollen coats. 20 orcs
led by Lugduf (HD 5) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100).
3000 silver coins. 8 gems. A prayer of safety (transports the reader and
up to ten targets back to the last temple the reader entered). Lugduf is a
famous sword smith in the Toothed Horse Slicer tradition.
Down here is a palace made of orange metals and green glass inhabited by 4 squid
people led by Brainer Adib (HD 5 AC 9 1d4 + brains MU5 MV 9 ML 9
XP 500; on their first hit, they simply deal their damage as they grapple
with their arms and facial tentacles; on every subsequent hit, victims
must save vs. death or have their brains destroyed by tentacles forcing
their way through nostrils and eye sockets; mind blast (30 cone, save
vs. spells or be stunned for 1d4 rounds), mind domination (save vs. spells
or submit to their telepathic commands), mind reading (save vs. spells or reveal all
your intentions) at will). At the center of this palace is a huge brain floating in a
glass cylinder (HD 11 AC 9 MU11 MV 0 ML 12 XP 1100; mind blast, mind domination,
mind reading, aura of fear (60 , save vs. spells or cower in fear) at will). 9 gems. A
potion of jump (sapphire, 20min, allows you to jump up to 60 high and land
safely).
2807: There is a hidden meadow up here, protected by the Desert Peaks. 13 giant
apes led by Rockstomp live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 1000
gold coins. Hidden away and protected from the elements there is a small temple of
Pazuzu.
2808: These mountains are called the Desert Peaks. An old road winds itself through
these mountains. Whenever there is a gorge, you find an ancient bridge crossing it..
There is a dwarven forge called Grind up here. This is a small forge. 19 dwarves live
and work here (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100) led by Drós Alderkeg (level 5).
A few gobelins cover the walls. 30000 gold coins. A potion of goo (deep
lava red, smelling like ro en eggs, 20min, turns you into living goo, able
to squeeze through any crack). A map to the 4 silver goblets worth
3000gp in the barrow of Eilif the Cruel of Merlen (2407). The dagger Tin
Opener +1/+3 vs. armoured foes, with etchings on its blade showing a
peasant stabbing a knight into the visor. An orcish spiked plate armour +1 forged by
Snabal, preventing all sorts of wrestling and hugging by bears, cats, gorillas and the
like
2809: These mountains are called the Desert Peaks. An old road winds itself through
these mountains. Whenever there is a gorge, you find an ancient bridge crossing it..
4 winter wolves live up here (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6 chance
that instead of biting, it breathes a cloud of ice (5d6); see invisible; winter wolf icicles
growing inside them are worth 500gp to an alchemist)
2810: The green valley up here has some mountain goats and a kid called Tiemo
guarding them.
2901: The Deep Forest has turned into a water logged swamp. The smell of wood-rot
is strong. A waterlogged Devilfruit trunks bob lazily in the mire. An abandoned
temple of Nergal stands here, half sunk. The acrid stench is overwhelming. On the
small piece of solid ground rising above the water you can see a broken cupola.
Inside it, you can still see a relief showing Nergal blessing the pilgrims. A gorgon
has cursed this temple with its presence (HD 8 AC 7 2d6 F8 MV 12 ML 8 XP 800;
poison breath 30 ; charge into combat for double damage). A black iron crown +2
proclaiming the wearer to be Snanákh, king of kings.
2902: It’s colder up here and the Deep Forest is dominated by junipers. There is an
abandoned shrine to Mitra up here. It is haunted by the spectre of Bleddyn, the last
priest who cared for it (HD 6 AC 2 1d8 + drain 2 levels F6 MV 15 ML 11 XP 600; only
harmed by magic or magic weapons; immune to sleep and charm). 300 platinum
coins.
2903: The Deep Forest has turned into a water logged swamp. The bleak, black, and
brackish water teems with mosquito larvae and lily pads. An abandoned temple of
Hel stands here, half sunk. The acrid stench is overwhelming. On the small piece of
solid ground rising above the water you can see the old altar itself, and the old
blood stone. A gorgon has cursed this temple with its presence (HD 8 AC 7 2d6 F8
MV 12 ML 8 XP 800; poison breath 30 ; charge into combat for double damage). 300
platinum coins. 12 gems.
2904: There is a hill rising high above Deep Forest with a nice cave which offers
shelter from the rain. A small cave has been dug into the ground, the entrance itself
is draped with cobwebs. The cave is home to a small family of 2 bears, tired from
dragging home a halfling to feed her young (HD 4 AC 6 1d4/1d4/1d6 + hug F2
MV 12 ML 5 XP 400; when both claws hit, their bear hug deals an extra 2d8). The
cave is li ered with the bones of previous victims, mainly birds. The people from
Woolstep (3002) call this the maw of Scar Snout.
2905: The swamp of Deep Forest seems to stretch forever. If you drink the water
here, save vs. poison or spend the rest of the day vomiting. These lakes are home to
7 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100; shoots feathers like darts
for 60 until they roll a 1 for damage; from then on they a ack with their beaks;
afraid of loud ra ling, drumming or bells ringing; swamp crane feathers are worth
50gp each to an alchemist). Their dung is poisonous to most creatures on land.
On a small island in a li le lake, one can see one cruciform barrow, 10 in diameter.
This is an ancestral shrine of the dwarves. If any dare disturb the ground here, they
will discover a hidden chamber, built with wooden posts, yielding two dozen
corpses, their mummy painted mahogany red with a hammer and the inscription
Filthrasir Gemember. The journey to the a erlife was sped with a bone carving of a
woman (2 gp), o er bones, ca le bones, and 5 silver brooches worth 10000gp.
2906: The valley up here is hard to find. This is where the orcs of the Pointy Tongue
Breaking tribe raise yaks and make their famous silky bean-curd. 60 orcs led by
Bolrat (HD 2) live here (HD 1 AC 6 1d6 F1 MV 12 ML 8 XP 100). 9000
gold coins. 9 gems. A suit of elven plate armour +1 with elven runes
naming its owner: Cadwarwen. Bolrat is a famous dual-wielding sword
dancer.
The orcs live in a ruined mountain fortress built during the reign of
Queen Thyia of Pichuhiatl. The stone carvings still tell the story of the subjugation of
these lands. Amidst the rubble, the orcs have built a handful of wooden huts. The
rooms are full of chests covered with beautiful carpets. They are filled with polished
ancestral bones. The fortress itself is guarded by a boar (HD 3+1 AC 6 1d8 F1 MV 15
ML 9 XP 300). There are two big skull pyramids near the entrance with about 200
skulls each.
2907: Steep cliffs make progress practically impossible without climbing gear.
Amidst the stars, where the ice king rules, there is an inscription on the rocks, each
le er higher than three men standing on top of each other, proclaiming the power
and glory of Thyia the Cruel of Merlen, as well as the riches and treasures of Cheifala
the Powerful.
2908: Steep cliffs make progress practically impossible without climbing gear. Above
these cliffs, where the barrier between the worlds is fickle, there is an inscription on
the rocks, each le er higher than three men standing on top of each other,
proclaiming the power and glory of Queen Thyia of Yzarria, as well as the riches and
treasures of Vadiz of the Shining Walls.
2909: A white dragon called Hail End the Eternal lives in a ruined
mountain fortress guarding the approaches to the Desert Peaks
(HD 6 AC 3 1d4/1d4/2d8 F6 MV 24 ML 8 XP 600; ice (as much as the
dragon has hp le , save vs. dragon breath for half)). 40000 gold
coins. 50 gems. 50 jewelry. A dwarven shield +2 with dwarven runes
naming its maker: Erla Tinmold of Old Sky. A potion of healing (sparkling robin egg
blue, smelling like ro en eggs, 1d6+1).
2910: Secreted among the snow fields beneath the Desert Peaks is a dungeon. This is
The Lowest Oublie e.
(receding).
3. Dining Room: Evenly spaced iron warming 1 4
3001: The swamp of Deep Forest opens up somewhat and you can see the sky again.
If you drink the water here, save vs. poison or spend the rest of the day vomiting.
These lakes are home to 9 swamp cranes (HD 1 AC 7 1d4 F2 MV 18 ML 9 XP 100;
shoots feathers like darts for 60 until they roll a 1 for damage; from then on they
a ack with their beaks; afraid of loud ra ling, drumming or bells ringing; swamp
crane feathers are worth 50gp each to an alchemist). Their dung is poisonous to most
creatures on land.
On a small island in a li le lake, one can see one cruciform barrow, 20 in diameter,
hinting at an ancient noble. If any dare disturb the ground here, they will discover a
hidden chamber, built with wooden posts, yielding two corpses, their mummy
painted crimson with a lightning bolt. The journey to the a erlife was sped with a
bone spindle whorl (2 gp), ca le bones, and a copper sickle (4 gp). A necklace of the
jaguar width 11 teeth le ; each one allows the wearer to turn into a jaguar and back
(HD 4 AC 6 1d4/1d4/1d8 F2 MV 21 ML 8 XP 400; surprise on 1–4 in 6).
The trees here are painted with the blood of pigs and men. Carcasses full of maggots
hang from hooks and the air is buzzing with flies. This is where a coven of witches
has built an altar to Hel, the goddess of magic. They live in the wooden tree houses
nearby. The area is guarded by 5 hell hounds (HD 5 AC 4 1d6 F5 MV 12 ML 9
XP 500; 2 in 6 chance that instead of biting, it breathes fire (5d6); see invisible; hell
hound embers burning inside them are worth 500gp to an alchemist). 20 cultists
(HD 1 AC 8 1d6 F1 MV 12 ML 7 XP 100) live here. 2000 gold coins. 2 gems. 2 jewelry.
They are led by their cult leader Aarya (level 2), a die-hard fanatic. An
elven dagger +1 with elven runes commemorating the slaying of the
green dragon Piercing Bone the Devious. A black iron crown +2 proclaiming
the wearer to be loyal slave of Hel.
Fish Lane, Cheese Way, and Shady Track meet here, behind the haunted house.
3002: The Deep Forest reaches these highlands and slowly thins out. A few larches
are the last ones to brave the snow at these altitudes. There is a clearing with a moss
covered statue of Mitra still standing. At dusk and dawn, you can sometimes see a
group of 19 female boars and their young (HD 3+1 AC 6 1d8 F1 MV 15 ML 9
XP 300).
The local smith is an arrogant fool called Giorgina. You can get your
horses shod and your farm implements repaired. Looks like they
pillaged this from somewhere: a sling with 20 metal pellets @ 2gp,
leather armour @ 13gp, a metal shod staff @ 2gp, plate mail @ 800gp, and
a ba le axe @ 9gp.
Red Creek flows through here. Binas has a small ra that can carry ca le and people
across.
3003: The trees of Deep Forest open up and there’s a small island up ahead. Big
silken strands connect the giant trees growing on that island with the trees growing
along the lake’s edge. From it, smaller strands hang down, filling the air and sinking
into the water. During the day, you can see 7 giant spiders working these strange
fishing lines (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400; climb).
There’s a small pier at the island where the inhabitants like to trade. This is where
they have their chests and shacks. 6 silk ropes, each worth 50gp. 2 cages with
trained giant huntsman spiders (HD 4 AC 6 1d6 + paralysis F2 MV 15 ML 7 XP 400;
climb; takes directions using tiny drumsticks)
The island itself is quite small. Up ahead is a rocky outcrop, about 100 high,
wrapped in spider webs. In the cracks of this rock live 4 e ercaps led by Brown
Wanderer (HD 5 AC 5 1d4/1d4/1d6 + poison F5 MV 12 ML 9 XP 500; climb;
poison: when bit, save vs. poison or be paralysed for 2h). 2000 gold coins.
3004: A few stunted yews grow in these highlands. This is the edge of the Deep
Forest. Within this wood is a dungeon. This is The Damp Caverns.
Wandering Monster: 6 giant vampire bats (AC 6 HD 2 MV 30ʹ (10ʹ), Fly 180ʹ (60ʹ)
DMG Unconsciousness No. App 1-10 (1-10) Save F1 ML 8 AL N XP 20 Special A bite
does no damage but a save versus paralysis is required or fall unconscious for 1d10
rounds. They then drain 1d4 damage of blood per round).
3005: The Deep Forest is sinking beneath the water. The bleak, black, and brackish
water teems with mosquito larvae and lily pads. 30 froglings (HD 1 AC 7 1d6 F1
MV 4 ML 6 XP 100; surprise on 1–5 in 6; jump into combat for double damage; swim)
live here, led by Big Tongue, a priest of Tsathoggua: lightning bolt 2×/day
(5d6, save vs. spells for half). 4 jewelry. The mud village built around the
temple is guarded by 2 giant toads (HD 4+1 AC 7 1d6 + swallow F2 MV 3
ML 6 XP 400; human children, elves, halflings and dwarves are
swallowed when hit: save vs. death once per round or suffocate).
3006: Steep cliffs make progress practically impossible without climbing gear. Way
up, where the air is thin and cold, a pair of griffons is nesting (HD 4+1 AC 6
1d6/1d6/1d8 F4 MV 24 ML 10 XP 400). The 2 griffon eggs are worth 5000gp each to an
alchemist.
3007: The air up here is cold. You can see the Desert Domes looming up ahead.
Small channels and giant boulders provide shelter from the icy wind. 5 giant apes
led by Ironfist live here (HD 3 AC 7 1d6/1d6 F3 MV 12 ML 5 XP 300). 2 jewelry.
3008: Somewhere up here between the cliffs there is a secret door. In the presence of
an amulet of passage bearing the Black Children of the Spider Flower sigil, the door
glides opens and reveals stairs leading down to the underground Bastion of Guruon.
The bronze gates lead to the eternal throne room of Guruon, an ancient spectre that
still sits here on a throne of iron nails and human skulls (HD 6 AC 2 1d8 + drain 2
levels F6 MV 15 ML 11 XP 600; only harmed by magic or magic weapons; immune
to sleep and charm). The elves live amongst the vaults and mausoleums of Guruon’s
servants and retainers, their sarcophagi serving as decorations and altars.
The central space around which the elven mansions have been built is a fungus
garden. 8 myconids tend to it (HD 3 AC 8 – F3 MV 6 ML 7 XP 300; read mind,
dominate, knockout, gravity control (3d8): save vs. spells to avoid; silent message). 400
platinum coins.
magical force, if you are not a acking: the person addressed must save vs. spells or
obey a one-word command, if they understand. The staff of the minotaur, summons
the minotaur Spririt Guide, always willing to talk and offer advice (HD 6 AC 6 2d6
F6 MV 12; mesmerize any listeners at will, i.e. listeners must save vs. spells or cease
all hostilities and speak nothing but the truth; immune to sleep and charm); the staff’s
magic is lost when the minotaur is killed.
3009: The green valley up here has some mountain moose and a kid called Yisroel
guarding them.
3010: Secreted among the glaciers beneath the Desert Peaks is a dungeon. This is The
Old Oublie e of Foreboding.
AC 7 1d6 F1 MV 18 ML 6 XP 200).
Treasure: 3100 silver coins 20 gold coins.
(exposed; wall)
3. Kiln: Sawdust and old Shadeden branches on the floor a est to a former pile of
firewood.
Special: Iron cage hold a dead elf.
4. Prison Cells: 4 cells of iron bars line the far wall here. The elf Ligon is the last
survivor of their hunting party, stubbornly clinging to life.
Trap: Spiked Ball, save vs breath or 2d6 dmg.
5. Banquet Hall: The rusting mechanism of a turning spit graces a sooty alcove here. A
series of overturned tables line the walls.
Boss Monster: the recently escaped fighter Luana-Sophia (level
3) leads these bandits. A potion of strength (sparkling blue-
grey, 20min, strength 18). A scroll of unlocking doors (unlocks
and unbars a door up to 2m wide). An elven long sword +1
with elven runes in memory of Moss Master.
Treasure: unguarded: 487 silver coins (obvious; alcove)
(within; floor)
6. Charnel Pit: Most of the entrance is around a deep pit, filled with bones and corpses of
indeterminate type.
7. Barracks: Carved directly into the walls are bunks that could easily be mistaken for
funerary niches.
Monster: 2 chained war dogs (HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200).
8. Prison Cells: In the corner of the room is a crude wooden cage, its door missing.
Trap: Rope Trap, roll d20 under your dexterity or end up hanging from
the ceiling.
9. Barracks: Smashed footlockers are heaped in one corner, while bedding and broken bed
frames grace another.
Empty: Rubbish heap.
10. Debris Room: Broken and useless furnishings have been piled here, out of the way.
Monster: an ogre called Smash (HD 4+1 AC 5 1d10 F4 MV 9
ML 10 XP 400) who claims a large part of the bandit’s spoils.
11. Mined Wall: Rusty buckets contain rubble and stones, while a large
wooden support beam leans precariously to the left.
Monster: 6 bandits arguing (HD 1 AC 8 1d6 F1 MV 12 ML 7
XP 100).
Treasure: 66 silver coins 10 gold coins. (obvious; alcove)
12. Throne Room: An iron throne has been toppled, and the tables and benches all
broken.
Boss Monster: the recently escaped knight Suleqa (level 4)
leads these bandits.
Treasure: unguarded: 440 silver coins 20 gold coins. (piled;
niche) (covered; floor)