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Tainted Forest Adventure for DCC RPG

This document provides background information and details for a Dungeon Crawl Classics RPG adventure called "The Tainted Forest Near Thorum". It involves a necromancer named Macrobius who has come under the influence of a demon named Dzyvatz. Macrobius is desecrating graves and corrupting the village of Thorum. The player characters are tasked with investigating strange happenings in the village and the surrounding forest and dungeon, where they will confront Macrobius and his cult.

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Bo Poston
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75% found this document useful (4 votes)
2K views29 pages

Tainted Forest Adventure for DCC RPG

This document provides background information and details for a Dungeon Crawl Classics RPG adventure called "The Tainted Forest Near Thorum". It involves a necromancer named Macrobius who has come under the influence of a demon named Dzyvatz. Macrobius is desecrating graves and corrupting the village of Thorum. The player characters are tasked with investigating strange happenings in the village and the surrounding forest and dungeon, where they will confront Macrobius and his cult.

Uploaded by

Bo Poston
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Background: Introduces the history and context of Macrobius, a significant figure in the adventure, detailing their ambitions and settings.
  • Adventure: Details the mission for adventurers investigating events in the village of Thorum and the challenges they face.
  • Places To Go: Describes significant locations within Thorum, including inns and churches, setting the scene for encounters.
  • The Tainted Forest: Details encounters adventurers might meet in the Tainted Forest and adjacent areas including wilderness dangers.
  • The Dungeon of Macrobius: Explores the dangerous and mysterious labyrinth designed by Macrobius, providing room-by-room instructions for exploration.
  • People To See: Lists notable characters crucial to the story, including their attributes, roles, and motivations.
  • Appendix N: New Magic Items: Introduces new magical items, including their features, applications, and creative concepts.

This PDF Edition of Crawl!

fanzine 4, The Tainted Forest Near


Thorum, contains a letter sized copy of the map of Thorum and its
environs and the Map of Macrobius' Dungeon at the end of the PDF.
No.4
PDF Edition

The Tainted Forest Near Thorum


A Level 5 Adventure for DCC RPG
by Yves Larochelle

Additional Writing by Reverend Dak


Cartography by Marc Chevarie and Scott Ackerman
Cover Art by Scott Ackerman
Additional Art by Scott Ackerman & Count Spatula
Edited by Reverend Dak, Brad Littman & Stevo
Designed & Published by Reverend Dak

This product is based on the Dungeon Crawl Classics Role Playing Game,
published by Goodman Games. This product is published under license.
Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All
rights reserved. For additional information, visit www.goodman-games.com
or contact [email protected]
Adventure awaits...
The 4th issue of Crawl! is a bit of an experiment. As a whole it’s an
adventure for 4 to 8 5th-level characters. In its parts it’s a riverside
village with a hidden secret, a dark forest with an extraordinary
dragon and a dungeon with a sinister evil. The adventure was written
by a member of the DCC RPG community, Yves Larochelle, who goes
by sheriffharry on the Goodman Games forums. Primary art is by the
talented and extremely hardworking artist, Scott Ackerman. For me,
the editorial challenge was fitting a complete adventure of this scale
into the zine format while keeping it loose enough to use at any table.
Most of all, I hope my readers find something of use for their gaming!
Game On!

Reverend Dak
(Dungeon) Master in Chief

Correspondence, Concerns and/or Criticism? Contact!


Crawl! Fanzine
2121 N SAN FERNANDO RD #7
LOS ANGELES, CA 90065
or email: [email protected]

Subscriptions!
Send $21 US ($24 CAN, $29 Overseas) for a 6-Issue subscription to the above
address. Or visit www.crawlfanzine.com to purchase online. Individual
Issues at $3.50 US($4.00 CAN, $4.75 Overseas) or $3.50 at your FLGS. Contact
[email protected] for other arrangements.

Submissions!
Original submissions are welcome. Everything that gets published will
belong to the author, artist and creator. For art submissions, send a link to
some samples. I prefer old-school D&D style black and white line-art with
hatching or halftone. Smaller, incidental fantasy themed pieces are always
needed. If you have a brilliant idea or proposal, I want to see it, but make
sure you use a short and informative subject line. Include a quick blurb or
sample text in the email. Don't send attachments until requested. All
contributors will get a free copy of the zine. Email [email protected].
2
The Tainted Forest Near Thorum
A Level 5 Adventure for DCC RPG
by Yves Larochelle

Contents!
Background 4
The story so far
Adventure 5
The adventure starts here
Places To Go 7
The Village ofThorum and it's environs
The Tainted Forest 9
Random wilderness encounters
The Dungeon Of Macrobius 11
The sanctum ofa quasi-immortal necromancer!
People To See 17
The major characters in and around Thorum
Appendix H 21
Hargn The River Dragon
Appendix N 23
New magic items

Introduction
The party of adventurers is asked to investigate strange
occurrences in the remote village of Thorum. Local rumors tend
to point to a group of bandits established in the nearby forest
that have been harassing the town for years. But all may not be
what it seems in the village of Thorum... 3
Background
Macrobius was an ambitious and talented necromancer. His sanctum
was a small tower deep in a forest surrounding the village of Thorum.
He lived there seeking new spells and enchanting magic items with the
help of his wife, the witch Esmeralda, and his apprentice, the elf Fillis.
Meanwhile in a Chaotic Overworld, the demon Dzyvatz was dreaming
of power and recognition. He devised a plan to become a demonic
prince. The first part of that plan was to establish a cult in his honor on
the material plane. He stole an evil and powerful magic item, the Black
Root of Abysmal Domination. The Black Root can subvert the hearts
and minds of the weak-willed races of the world. He set his eyes on the
remote village of Thorum, home of a devout order to the Goddess of
Justice. He decided to make Macrobius the instrument of his will. He
sent one of his minions, the succubus Fridoline, with the Black Root to
corrupt him. Macrobius, eager for power and prestige, received
Fridoline with much enthusiasm. She secretly taught him much about
the black arts of demonology and necromancy. Enthralled by his newly
acquired powers, he achieved quasi-immortality and left everything to
establish a new lair on a desolated island on the river near Thorum.
Fridoline, disguised as a novice, used the Black Root to seduce the head
cleric of the order, Cedric. The same was done to his brother, Alberic.
They both had been secretly desecrating the church. They have also
started preaching that the Gods are becoming deaf to human prayers
and that a great change is coming. But they were, in fact, preparing for
the coming of a new order in Thorum, the cult of Dzyvatz. A secret
shrine, dedicated to Dzyvatz, has been built beneath the Church of the
Goddess of Justice.
Recently, the abandoned Esmeralda was tipped by a scrying spell that
foul things were at work concerning her former husband. Suspicious
of the clerics’ new preaching doctrine, she decided to hire Richter's
bandits, the Terrible 13, to abduct Alberic. She had him brought to her
tower and is currently interrogating him to understand what is going
on.

4
The Adventure
The party has been requested to visit the village of Thorum. They’ve
been asked to investigate recent and disturbing occurrences,
culminating in the disappearance of a local cleric.
Investigating in Thorum
The following clues can be gathered by the party:
1. Recently the holy symbols of Justice have been stolen, destroyed or
damaged in the church of Justice.
2. Bodies (as many as 3 dozen) have been taken away from their
graves in the cemetery. Some have been horribly disfigured and have
shown up in the river.
3. Alberic, the brother of the head cleric, has recently disappeared.
The head cleric doesn’t seem concerned.
4. Most people suspect the “Terrible 13”, a group of bandits led by the
Half-orc Richter, to be the cause of the recent problems. They have
been sporadically raiding the village for years, but somehow the local
militia has never been able to get rid of them (in fact Krolas regularly
receives bribes from Richter to “forget about him”). Interestingly,
never have the bandit raids been so sacrilegious. Their hideout is
rumored to be in the forest near a clearing south of the village, but no
villager knows exactly where. On top of the bandits' bad reputation,
the forest has supposedly become “evil” in the last 10 years and
nobody wants to enter it willingly.
5. If the party closely investigates the local Order of the Goddess of
Justice, or actually go to the church during a service, they'll learn that
recently Cedric has been subtly preaching about the disinterest of the
Goddess of Justice towards humans and the coming of great changes in
the world.
6. If the party meets the drunken Fillis at the Inn, he might talk about
his former master, Macrobius, and how he would be able to solve the
problems plaguing the town. But Fillis' ramblings should be pretty
much incoherent, and he will categorically refuse to discuss Macrobius
when sober, unless solid proofs of Macrobius’ evil deeds are shown to
him.
7. The eldest villagers may have vague memories of a crazy magician
and his wife living in a tower deep in the forest decades ago.
5
Notes for the Judge
“The Terrible 13”
The party may try to locate Richter's hideout. Either by bargaining or
by finding a letter on Richter's body, they will learn of the tower of the
mysterious “E”. If there is any mentioning of this in Thorum, elder
villagers or Fillis will point to the former necromancer's tower in the
forest and the witch Esmeralda.

The Tainted Forest


While traveling either from the bandits' hideout or from Thorum to
Esmeralda's tower, the party faces perilous encounters in the Tainted
Forest (See Tainted Forest Wandering Monsters table on page 9. )

Esmeralda
When they finally find Esmeralda (and a now un-charmed Alberic),
she will know about most of the details of Macrobius' vile plot. She
will try to convince the party to help her defeat him and Fridoline. If
the party kills her, they will find most of the important information
about Macrobius' plot in Esmeralda's private journal, or the un-
charmed Alberic will get them up-to-date on the quasi-immortal
necromancer's scheme.

The Underground Shrine ofDzyvatz


The party may discover the evil cult of Dzyvatz underneath the church
of the Goddess of Justice in Thorum. They will have to deal with Cedric
and Fridoline.

Macrobius
Either using the Mirrors of Quick Getaway, or help from Esmeralda or
her journal, the party (and possibly with a little help from some of the
more powerful Thorum residents) should find the dungeon of
Macrobius, and come face to face with the Quasi-immortal
Necromancer and retrieve the Black Root of Abysmal Domination.
Maybe...

6
Places to go...
The Village ofThorum
The village lies in between a main road and a wide river (Map found
on inside cover. ) Its population of about 1000 is mostly human, with
about 150 halflings. The two major churches in the village are those of
the Goddess of Justice (Law) and the God of the Halflings (Neutral).
Area A. Inn ofthe Greyhaak’s Moonshine
Small, smoky, and noisy, the Inn of the Greyhaak's Moonshine could be
the best inn you ever set your adventurers' feet in. And on top of it all, a
halfling is bartending!
If questioned about recent events, the innkeeper Belboc’s personal
feelings tend to be like those of most of the villagers and he suspects
Richter's gang. Veronica, the local waitress has dated one bandit of the
Terrible 13 a couple of years ago, she doubts they are involved in
Alberic's disappearance but would lead the party to their hideout. Fillis
is basically a failed wizard, but he knows about Macrobius.
Belboc, halfling male: Init 0; Atk Dagger +0 melee (dmg 1d4); AC 11;
hp 3; MV 20’; Act 1d20; SV Fort 0, Ref +1 Will -1; AL:L.
Veronica, human female: Init 0; Atk hands melee (dmg 1d3); AC 11; hp
2; MV 30’; Act 1d20; SV Fort 0, Ref +1 Will 0; AL:N.
Fillis, see People to see.
Area B. Church ofthe Goddess ofJustice
(and Underground Shrine ofDzyvatz!)
While not of very large size, the Church of the Goddess of Justice is a
very nice piece of architecture. Acolytes of Justice are tending to their
duties.
Inside the church, signs of vandalism can be found: beheaded statues,
missing Holy Symbols, evil writings, etc. These are actually the acts of
the charmed Cedric and Alberic before his disappearance. If the party
is given an opportunity to investigate the church, they will find a
secret door in the church kitchen leading to the underground shrine of
Dzyvatz. Fridoline can be found here training Cedric. The hidden
shrine is always guarded by four Ghastly Ratmen. One of the Mirrors
of Quick Getaway (see Appendix) is in the shrine leading to Macrobius’
island.
7
Acolytes of Justice (4): Init 0; Atk Mace +0 melee (dmg 1d6); AC 12; hp
5; MV 30’; Act 1d20; SV Fort +1, Ref +0 Will +1; AL L.
Ghastly Ratmen (4): Init +1; Atk unarmed +1 melee (1d6+2); AC 13; HD
2d8+1; hp 13; MV 40’; Act 1d20; SP Paralyzation (on a successful hit,
character must make a DC 12 Fort save or be paralyzed for 1d3
rounds), infravision 75’, SV Fort +2, Ref +0, Will Immune; AL N.
Ghastly Ratmen are the intolerable crossbreeds of undead humans and
rodents. They cannot tolerate daylight.
Cedric & Fridoline, see People to see.
Area C. Church ofthe Halfling God
Like Thorum's halfling population, the halfling's church is small. The
interior is nice and clean, reflecting the pride ofthe halfling community.
Here the party can find Iasmin, who can be of great help to the party if
convinced of the evil things going on underneath the church of Justice
or on Macrobius’ Island.
Iasmin, see People to see.
Area D. Burgomaster's office and Militia
quarters
This is Thorum's only official “civil building”. It looks just imposing
enough to convey the Burgomaster's self-importance.
Ivan Dutill, burgomaster, see People to see.
Krolas, head of the Militia, see People to see.
Lieutenants (2): Init +2; Atk Longsword +3 (dmg 1d8); AC 16; HD 2d12;
hp 13; MV 30’; Act 1d20; SP Rally troops; SV Fort +1, Ref +1 Will +0; AL
N.
Rally troops: Once per turn, a lieutenant can give soldiers that have
failed their morale check another check. If the check is successful the
soldiers can return to battle.
Soldiers (30): Init +1; Atk Longsword +2 (dmg 1d8); AC 15; HD 1d8; hp
5; MV 30’; Act 1d20; SV Fort +1, Ref +1,Will 0 AL L.

8
The Tainted Forest
An encounter occurs 2 in 6 for every mile traveled in the forest, use
each encounter only once.
Tainted Forest Wandering Monsters (1d6)
1. Soldier ants, giant (1d5+3): Init +2; Atk bite +6 melee (3d4+3);
AC 18; HD 3d8+6; MV 50’ or climb 50’; Act 1d20; SP 20% have
poisoned stinger (+6 melee, dmg poison: DC 16 Fort save or 2d4
Stamina) ; SV Fort +7, Ref +3, Will -3; AL L.
Spawning Ant Queen: Init -4; Atk bite +0 melee (1d3); AC 12; HD
5d8+10; MV 10’ or climb 10’; Act 1d20; SP The Queen can spawn
1d3 new giant ants each round (50% chance), SV Fort +4, Ref -4,
Will +8; AL L.
2. Thorum’s White Gorillas (1d5+3): Init +3; Atk slam +7 melee
(dmg 1d10+3); AC 14; HD 5d8; MV 35’ or climb 25’; Act 2d20; SV
Fort +9, Ref +7, Will +2; AL C.
3. Hargn, the dragon of the river: A giant fishlike creature, the
size of a house, with shimmering green and silver pearlescent
scales moves through the forest.
See the Appendix H: Hargn The River Dragon.
4. Venomous Deathwolves (1d6+4): Init +2; Atk bite +5 melee
(dmg 1d6); AC 13; HD 2d8; MV 30’; Act 1d20; SP can breathe
venom for additional 1d8 damage ; SV Fort +1, Ref +0, Will +0; AL
C.
5. Ghastly Ratmen(1d6+4): Init +1; Atk bite +1 melee (1d6+2, SP);
AC 13; HD 2d8+1; hp 13; MV 40’; Act 1d20; SP Paralyze,
infravision 75’, SV Fort +2, Ref +0, Will Immune; AL N.
Paralyze: On a successful hit, character must make a DC 12 Fort
save or be paralyzed for 1d3 rounds.
6. Sneaky Bandit Patrol (1d3): A small group of sneaky bandits
(See Area E) are patrolling the area. If they spot the adventurers,
they’ll attempt to slip away and report back Richter. Richter may
seek out the interlopers, or await in ambush.

9
Area E. The Bandits Hideout
The bandits hideout is a large bunker-like compound in a small clearing
in the forest.
The Terrible 13 are a dangerous bunch. One of the bandits is always on
guard duty. If the party is spotted from far away, Richter may ask Illico,
the illusionist, to cast an illusion to misguide them.
The “Terrible 13”
Richter, see People to see.
Bandits, muscle (6): Init +4; Atk Longsword +d5 melee (dmg 1d8); AC
16; HD 3d12; hp 27; MV 30’; Act 1d20; SP push back SV Fort +1, Ref +2
Will +1; AL:C.
Push back: On a successful hit, a muscle bandit may push back his
target 5 feet. The target may make a DC 15 Fort save to resist.
Bandits, sneaky (5): Init +2; Atk Short sword(+1) +2 melee (dmg
1d6+1); AC 14; HD 3d6; hp 13; MV 30’; Act 1d20; SP sneak attack; SV Fort
+2, Ref +3, Will +1; AL:C.
Sneak attack: A sneaky bandit can sneak silently, hide in shadows and
backstab as a Thief at +4. A successful sneak attack results in an
automatic critical hit (See Crit Table II/d12).
Illico, human female, wizard: Init +0 Atk Dagger(+2) +2 melee (dmg
1d4+2); AC 12; HD 5d4; hp 14; MV 30’; Act 1d20+1d14; SP Spells; SV Fort
+2, Ref +1, Will +3; AL C.
Suggested Spells: d20+7 (judge’s discretion); Fireball, Fly, Invisibility,
Phantasm, Magic Missile, Ropework.
Treasure: 6d12 x100 gp worth of gems and misc. coins. Illico’s
spellbook with 1d4 spells.
Area F. The Tower ofEsmeralda
This is an old brick tower, about 40 feet high with very small windows. It
would look uninhabited if not for the little puffs of smoke coming out
from the top.
The tower has only three rooms, one on each level, linked together by a
central staircase.
The front door is locked. The first room/floor is a kitchen, and
although in a rare state of untidiness, it is not at all messy or dirty. The
second floor is Esmeralda's chamber. Esmeralda's laboratory is on the
third floor. If the party is careful, they can easily surprise Esmeralda
10
in her laboratory while she is questioning Alberic.
Esmeralda and Alberic, See People to see.
Area G.The Island ofMacrobius
The Island itself is desolate apart from rodents and a few copses of
dying trees. A Mirror of Quick Getaway (See Appendix N: New Magic
Items) is hidden among one of these trees. The dungeon entrance is a
cave leading underground and is fairly easy to locate.

The Dungeon of Macrobius


The dungeon air is damp. Unless noted otherwise, a light source is
required for characters without infravision. (Map found on page 13.)
Room G1 (Dungeon entrance)
The entrance ofthe cavern doesn't look unusual and all is calm at first
sight. There is however a horrid stench coming from within.
This room is completely filled with dead animals in various stages of
decomposition, hence the smell. There are no monsters or anything of
value for the party.
Room G2 and G3 (Ghastly Ratmen Lair)
These are dark and moist caverns. Noises can be heard in the darkness...
These caves are the lair of Giant Hedgehogs and Ghastly Ratmen. They
are there to scare away animals or foolhardy villagers. They will attack
interlopers on sight. The stairs in G3 lead to the labyrinth's entrance in
G4.
Giant Hedgehogs (8): Init +2; Atk bite +2 (1d4); AC 12; HD 2d8; MV 20’;
Act 2d20; SP Projectile spines; SV Fort +1, Ref +3, Will +1; AL N.
Projectile spines: As an attack action, giant hedgehogs can project
spines up to 100’, Atk +4 (1d6).
Ghastly Ratmen (6): Init +1; Atk bite +1 melee (1d6+2); AC 13; HD
2d8+1; hp 13; MV 40’; Act 1d20; SP Paralyze, infravision 75’, SV Fort +2,
Ref +0, Will Immune; AL N.
Paralyze: On a successful hit, character must make a DC 12 Fort save or
be paralyzed for 1d3 rounds.
Room G4 and G5 (The Labyrinth and Lair)
At the bottom of the stairs you end up in a long, straight corridor. The
air here is much cleaner, but nonetheless a feeling of fear and disgust
overwhelms you. 11
This is actually a labyrinth that is the lair of 4 renegade Men-Beast-
with-Elephant-Head helped by 5 Hellish Razorback servants, which
were “hired” by Macrobius to guard the entrance to his dungeon. The
walls of the labyrinth are magically protected from damage. Exit of the
labyrinth in G4 leads to G6.
Men-Beast-with-Elephant-Head (4) : Init +8; Atk tusks +8 melee
(1d12+2) or axe +8 melee (1d10+4); AC 15; HD 6d8+6; hp 35 each; MV
30’; Act 2d20; SP never surprised; SV Fort +6, Ref +8, Will +2; AL C.
Hellish Razorback (3): Init +4; Atk bite +6 melee (1d10+2); AC 13; HD
3d8; hp 16 each; MV 35’; Act 1d20; SP breath weapon, protection from
fire; SV Fort +3, Ref +2, Will +1; AL C.
Hellish Razorbacks are infernal cousins of standard wild boar, but
more ferocious and deadly. They can breathe fire that does damage
equal to their current hp, DC 12 Ref save for half damage.
Treasure: 5d6 x100 gp
Room G6 (Bottom ofthe stairs)
The area at the bottom ofthe stairs seems empty. The uneasy feeling you
felt upstairs increases as you enter this room.
There are no monsters in this room. The “uneasy feeling” the
characters feel comes from the proximity of the Black Root.
Room G7 (Garbage room)
Before you can see anything in that room, the smell grips your nose: this
is a junkyard of some kind with countless debris of an organic and
inorganic nature.
Within the pestilential piles of garbage lying in that room roam four
giant predacious Death Watch Beetles ready to attack the party if they
get near them.
Giant Death Watch Beetle (4): Init -2; Atk mandibles +3 melee (1d4+2,
acid); AC 15; HD 2d8+2; hp 11 each; MV 30’ or climb 20’; Act 1d20; SP
Acid; SV Fort +1, Ref +0, Will -3; AL N.
The bite of a Death Watch Beetle excretes an acid that can dissolve
organic materials, such as wood, leather or skin. This does an
additional 1d6 damage (DC 10 Ref save for half.) A piece of equipment
worn or carried (determined randomly), made of organic materials,
has a 10% chance of being destroyed for every point of acid damage
taken.

12
Notes:
The stairs in G3 lead down to G4 (near the bottom left corner of the maze.)
The stairs out of G4 (at the top right of maze) lead down to G6.
13
Room G8 (The “debarras”)
This room looks like a storage area ofsome kind, everything is lying pell-
mell. You see piles of broken furniture, rusted weapons and armors,
bones, old books and many broken statues and works ofart.
Within one of the piles of bones are three Fungaloids, humanoid fungi,
ready to engulf the party.
Fungaloids (3): Init -5; Atk slam +4 melee (4d4+poison); AC 18; HD
2d8+6; hp 13 each; MV 10’; Act 2d20; SP poisonous slime, infravision
100’; SV Fort +8, Ref -4, Will +4; AL N.
Humanoid fungi people are covered in a poisonous slime. On a
successful hit the slime can cause severe mental damage, [PCs]
temporarily losing 1d4 Intelligence points and if they fail a DC 15 Fort
save, they will permanently lose an addition 1d4 personality points.
Treasure: Many statues are worth 1000+ gp.
Room G9 (The laboratory)
This room is clearly some sort of alchemical laboratory, there are tables
covered with books, burners and glass containers that are filled with
strange liquids. Everything is covered in dust.
The entrance door frame to that room is actually a fierce Mimicking
doorway. It will attack the first character passing near or through it.
Mimic, Door Frame: Init +2 (Surprise 90% automatic); Atk “mouth” +5
melee (3d4); AC 15; HD 6d8+8; hp 40; MV 20’; Act 1d20; SP camouflage;
SV Fort +6, Ref +1, Will +4; AL N.)
Treasure: Many alchemical tools and books may be found in the
laboratory. Various items used by wizards may be found in this room
(Judges discretion.)
Room G10 (“Deathtrap!”)
As you open the door, you see an old man, obviously a powerful wizard,
scrying through a gigantic Crystal Ball (1 0' high). Within the Crystal Ball
you recognize the streets of Thorum, but many buildings are on fire and
demons are killing the villagers. The wizard has his back to you and
doesn't seem to have noticed your presence. He says: “And now, for my
final touch..!” and starts casting a spell, still looking through the crystal
ball. Between him and you, there seem to be some sort of a “force-field”
protecting him, activated between two enormous columns.
This whole room is a (death)trap. The whole scenery is a
Perpetual/Programmed Illusion devised by Macrobius. The door is
14
actually a one-way Wall of Force (also devised by Macrobius) that will
let any character in, but not out. Anyone entering will disappear into
the room. On the other side of the door the room is actually completely
filled with water, and any character unable to breath under water will
take 1d6 points of Stamina damage each round. When Stamina reaches
0, a character loses 1d6 hit points each round.
Every character entering the room could feel something is “fishy” with
the room (DC 15 Int check) or get out before being trapped in (DC 20
Reflex save). If somehow the characters can break the Wall of Force
(DC 25 Str check or DC 25 Knock Spell check), the water will be
released in the corridor but most will flow back to the river through a
trapdoor in the entrance. Any character in the water has a chance of
being sucked into the trapdoor (DC 15 Ref save) resulting in 2d6
damage from the 20 ft drop. The walls of the pit are slick (DC 25 climb
check.)
Room G11 (The last defenders)
This cavern is empty and all is quiet. Maybe too quiet.
Hidden in the room are two Flesh Mounds that will fight the party to
death.
Living Flesh Mounds (2): Init +0, Atk +8 limb slap (1d12); AC 14; HD
8d8+8; hp 40 each; MV 15’; Act 2d20; SP collect limb ; SV Fort +12, Ref
+2, Will +6; AL C.
Living Flesh Mounds are animated conglomerates of flesh, bones,
brain tissues and viscera from different dead beings magically glued
together and acting as a single, cruel entity seeking revenge from its
intolerable condition by killing other, more “normal” beings. On a
successful hit, target must make a DC 12 Fort save or take an additional
d10 damage and lose a limb, usually an arm or leg, that is absorbed
and assimilated into the Flesh Mound.
Room G12a-b (The last stairs)
As you start descending the stairs, the eerie feeling you felt before is now
a sense ofpresent and clear danger. But you must go forward!
The stairs are just that, stairs! The stairs in G12a leads to G12b.
Room G13 (The Black room)
This room is completely obscure.
Macrobius cast a special improved version of Continual Darkness 15'
radius and of Silence 15' radius within this room. No light, natural or
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magical will penetrate it. There are no monsters or traps here but
Macrobius will be alerted (via a number of magical Glyphs on the
floor, wall and ceiling) whenever it is entered.
Room G14 (Shrine ofDzyvatz)
This room is a shrine dedicated to some evil demon. Apart from several
large columns you see an altar at the end and a gigantic demon statue
near you... and a shriveled wizard at the other end ofthe room!
The statue is made in the image of the demon Dzyvatz, ape-like
humanoid with gigantic palmate antlers, crab-like claws for arms and
a long spiked tail, it will fight the party to death. Meanwhile Macrobius
will cast many spells to protect him.
Macrobius’ Golem (statue of Dzyvatz): Init +2, Atk +10 melee 2d10;
AC 13; HD 9d8+16; hp 62; MV 15’; Act 2d20; SP Haste (win initiative
automatically), Magic weapon to hit only, Immune to most spells; SV
Fort +11, Ref +4, Will +15; AL N.
Macrobius, see People to see.
Room G15 (Macrobius’ lair)
Strangely enough Macrobius' lair is very spartan. There is only a couch
and some books here.
The Black Root of Abysmal Domination is kept in a secret vault. Cedric
was brought to the island to cast two, overlaid, Glyphs of Warding
(10d6 electrical damage each) on the vault door. Macrobius’ phylactery
(containing his soul, no less!) and his spell-book (containing many high
level spells) are also kept in the vault.

16
People to see...
Macrobius
Quasi-immortal necromancer and all over bad guy
Init +5, Atk necrotic touch +6 melee (1d10, plus SP); AC 20; HD 10d8+16;
hp 78; MV 20’; Act 2d20; SP Spells, Chilling touch (1d10+ DC 15 Fort save
or paralyzed for 1D4+2 rounds), Magic weapon to hit only, immune to
charm, sleep, polymorph, lightning; SV Fort +10, Ref +6, Will +13; AL C.
Suggested Spells: As wizard, d20+10 (Judge’s discretion); Prismatic
Sphere, Gate, Monster Sum. VII, Mass Charm, Monster Sum. VI, Finger
of Death, Reverse Gravity, Anti-Magic Shell, Programmed Illusion, Wall
of Force, Animate Dead, Phantasmal Killer, Confusion, Lightning Bolt,
Hold Person, Fireball, Haste, Invisibility, Darkness 15' radius, Magic
Missile, Magic Shield , Hypnotism.
Motivation: Macrobius is completely subjugated by Dzyvatz, he wants
everybody either dead or serving him and worshipping the demon.
Cedric
Male human cleric of Justice, hunchback head of the church of Goddess
ofJustice
Init +1; Atk mace(+2) +2 melee (1d6); AC 18; HD 4d8; hp 24; MV 20’; Act
1d20; SP spells; SV Fort +1, Ref +2, Will +4; AL C (tainted by the “root”).
Suggested Spells: As Cleric, d20+6 (Judge’s discretion): Darkness,
Paralysis, Protection from Good, Word of command, Banish, Binding,
Curse, Snake charm.
Motivation: The “hunchback” Cedric is currently charmed by
Macrobius using the Black Root and completely subject to his will.
Fridoline
Succubus, perfidious seductress
Demon Type IV: Init +8, Atk claw +12 melee (1d10) and tusks +12
(1d12); AC 20; HD 12d8+16; hp 88; MV 20’ or fly 60’; Act 2d20; SP
Infravision, Demon Type IV abilities, Ability drain, Spells; SV Fort +12,
Ref +10, Will +11; AL C.
Fridoline appears as a plain female acolyte. Her true form reveals the
head of an elephant and her body is a cross between a human and a
winged wasp. She has demon Type IV immunities, abilities and an
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expanded crit range of 17-20. On a successful hit, the target must make
a DC 20 Will save or permanently lose 1d4-1 Intelligence or Personality
points (determine randomly.) She can cast spells as Wizard and Cleric.
Suggested Spells: As Wizard, d20+12 (Judge’s discretion); Charm,
Forget, Demon summoning. As Cleric, d20+16; Darkness, Word of
Command.
Motivation: Disguised as a new novice of Justice, Fridoline has gone
undetected in the Church. At night she helps Cedric establish the new
cult of Dzyvatz in the secret shrine beneath the church. When
attacked, she’ll begin by summoning demons, and escaping to
Macrobius’s Island. If pushed, she may prove to be deadly.
Esmeralda
Female human witch, hag with a heart ofgold
Init -2; Atk claw -2 melee (1d4-1) or curse (DC 16 Will save) or spell; AC
9; HD 3d6; hp 33; MV 20’; Act 1d20+1d20; SP familiar, curse, spellcasting
(+8 spell check); SV Fort +4, Ref +0, Will +8; AL N.
Suggested Spells: As Wizard, d20+8 (Judge’s discretion); Polymorph,
Lightning Bolt, Knock, Spider Web, Feather Fall, Charm Person.
Motivation: When the party encounters Esmeralda for the first time,
she is probably interrogating Alberic on the 3rd level of her tower,
trying to uncharm him. She will have learned much about Macrobius’s
machinations: Macrobius’s quasi-imortality, the Black Root, the
succubus Fridoline, the secret shrine to Dzyvatz and that Cedric is also
under a charm. Depending on the party’s actions she might be a deadly
enemy or a resourceful ally against Fridoline.
Alberic
Male human cleric, younger brother of Cedric recently abducted by
Esmeralda
Init +0; Atk mace +3 melee (1d6); AC 17; HD 3d8; hp 15; MV 20’; Act
1d20; SP spells; SV Fort +0, Ref +1, Will +3; AL L (C while tainted by the
Black Root).
Suggested Spells: As Cleric, d20+3 (Judge’s discretion); Purify Food,
Blessing.
Motivation: Alberic, once un-charmed, will help the party, even if that
means going against his brother Cedric.

18
Richter
Male half-orc, unscrupulous chiefofthe “Terrible 1 3”
Init +3 Atk "Gordy" +6 melee (dmg 2d4+7); AC 17, HD 5d6; hp 25; MV
30’; Act 1d20; SP Sneak attack; SV Fort +5, Ref +5 Will +1; AL:C.
Sneak attack: Richter can sneak silently, hide in shadows and
backstab as a Thief at +9. A successful sneak attack results in an
automatic critical hit (Crit Table II/d20).
Gordy: Richter is in possession of an enchanted bastard sword with
the following characteristics: +3; Int 10, telepathy; Banes giants,
dragons, clerics; Special Purpose, slay lawful creature; SP detect gold,
shed light, vampiric touch, resistance to critical hits; AL Chaotic (See
Sword Magic in the Core Rules. )
Motivation: Richter is not necessarily hostile to the adventuring party,
but he has no reason to help them or reveal the nature of his deal with
Esmeralda. His group have nothing to do with the church vandalism or
the cemetery pillaging.
Richter can be parleyed with, but he will not under any circumstances
be pushed around, threatened or insulted. He might tell the party he
brought Alberic to Esmeralda's tower, if he sees a monetary advantage
to him doing so. Alternatively he might require that the party prove
their worth to him (by accomplishing a hazardous burglary for the 13,
or by having a character defeat two of the 13 in an armless combat, for
example).
If killed, the party finds a letter from Esmeralda on him that simply
says: “Bring the cleric to my tower, I have your gold and your gems
ready. signed: E. ”.
If the party inquires about a tower owned by an “E” in the village,
somebody will eventually remember the presence of the necromancer
Macrobius and his wife Esmeralda living in a tower in the forest,
before it became “infested with evil”.
Iasmin
Female halfling cleric, priestess ofthe Halfling God, dedicated canoness
Init +2; Atk club(+2) +4 melee (1d4); AC 15; HD 5d6; hp 16; MV 20’; Act
1d20; SP spellcasting as a cleric (+7 spell check); SV Fort +3, Ref +2, Will
+5; AL L.
Suggested Spells: As Cleric d20+7 (Judge's discretion); Blessing, Food
of the Gods, Cure paralysis, Restore vitality, Exorcise, Remove curse.
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Motivation: If she learns of the Dzyvatz cult beneath the church of
Justice, Iasmin will readily help the party in any way she can. She can
provide healing and possibly raise dead. She may join an expedition to
Macrobius’s Island if shown solid proof of Macrobius & Cedric’s
misdeeds.
Ivan DuTill
Male human commoner, burly Thorum burgomaster
Init 0; Atk hands +0 melee (dmg 1d3); AC 11; hp 3; MV 30’; Act 1d20; SV
Fort 0, Ref 0 Will +1; AL:N
Motivation: Unfortunately Ivan is as stubborn as he is a coward. With
his annoying, loud and high-pitch voice, he will refuse to act openly
against the Terrible 13 or the Church of the Goddess of Justice or to
commit any help to the party from the militia, even if presented with
solid proof of Macrobius’ ploy. Ivan is convinced that he knows
everything and has nothing to learn from “outsiders”. He will
relentlessly argue with anyone opposed to his ideas.
Krolas
Male human, dumb and strong head ofthe Thorum militia
Init +3 Atk Longsword +4 melee (dmg 1d8); AC 17; HD 3d12; hp 25; MV
30’; Act 1d20; SV Fort +1, Ref +2 Will +1; AL:N.
Motivation: Krolas secretly works for Richter. He will absolutely
refuse to make a move against Richter's hideout. In fact, short of a
direct invasion of Thorum, Krolas will not give any attack or defense
order to Thorum's militia.
Fillis
Male elf, local “sponge”
Init +1 Atk Dagger +2 melee (dmg 1d4); AC 11; HD 3d4; hp 10; MV 30’;
Act 1d20; SP Spells; SV Fort +1, Ref +1 Will +2; AL:L.
Suggested Spells: As Wizard d20+4 (Judge's discretion); Force
Manipulation, Magic Missile, Ventriloquism, ESP, Forget
Motivation: Fillis is basically a failed wizard, but he knows about
Macrobius. If kept sober one way or another, he can be a proficient
spell-caster of value for the party.

20
Conclusion
(and further adventures with Dzyvatz)
If the party succeeds in defeating Macrobius and Fridoline and
recovers (or tries to destroy) the Black Root of Abysmal Domination,
Dzyvatz will not be happy about it. As one sees fit in his/her ongoing
campaign, further adventures could involve his revenge.

Appendix H:
Hargn The River Dragon
The shimmering river near Thorum is named after its equally
shimmering inhabitant, the dragon Hargn. Hargn tends to keep to
himself. He would rather enjoy the fish of the river than be bothered
by land loving mortals. When in water, Hargn is virtually invisible and
is never seen. If encountered out of the water, he appears as long
tailed fishlike creature with scales of a silvery green pearlescent sheen.
He walks on four legs, with each ending in large emerald like claws.
This dragon typically keeps to himself. He considers humanoids as any
other fauna, they're either food or play things. There is a 1 in 20
chance that Hargn will be hungry and a 1 in 10 chance that Hargn will
want to play. And by play, he likes to grab his play thing and bat it into
the air with his tail. This tail slap can send a man sized creature flying
10 feet for every 5 points of damage taken. If attacked, Hargn will be
highly aggressive and will fight to the death. Otherwise he will ignore
the interlopers and disappear into his river.
Hargn, the river dragon: Init +8; Atk +11, 2 claws (dmg 1d8), bite (dmg
1d12), tail slap (dmg 1d20); AC 23; HD 8d12; hp 48; MV 50’ or swim 100';
Atk 4d20; SP Breath weapon, Spells, Amphibious, Fast Reflexes, Water
passage, Wall of mist; SV Fort +8, Ref +12, Will +8; AL C.
Breath, Sleep Gas: Twice per day, Hargn can breath a cloud of sleep
gas with a radius of 1d4 x 10' up to 60' away. All caught in the cloud
must make a DC 18 Fort save or fall asleep for 1d6 hours.
Spell, Cause Fear: Spell Check d20+4; 11 or less, failure and lost. 12 or
more, target flees for 1d3 rounds. (Fumble, caster flees for 1d4 rounds.
Critical, target flees for 1d3 turns.) Will save vs Spell Check.
Spell, Magic Shield: Spell Check d20+4; 11 or less, failure and loss. 12
or more, caster gains +4 AC for 2d6 rounds. (Fumble, caster is blown
back 10’ and knocked prone, taking 1d4 damage. Critical, caster gains
+4 AC for 1d4 turns, automatically blocks Magic Missiles & mundane
attacks.)
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Spell, Magic Net: Check d20+4; 11 or less, failure and lost. 12 or 13,
failure, 14 or more, a shimmering net fills a 10 cu. ft. area for 1d6
hours. Movement within the area is halved if using magic weapons, or
strength check (DC 18) to break through the netting. (Fumble, caster
becomes wound up in a net, strength check (DC 15) to break free.
Critical, up to 20 cu. ft. area.)
Water Passage: At any time, Hargn can move into or pass through
water without leaving a wake or splash. Effectively becoming invisible
in water.
Wall of Mist: Once an hour, Hargn can summon a wall of mist. The
wall is up to 100’ x 20’ x 100’. Within the mist, targets suffer -4 to all
attacks and move at half speed.

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Appendix N: New Magic Items
The Black Root ofAbysmal Domination
The Black Root of Abysmal Domination is the sole remnant of long
gone vegetation that used to populate a small portion of a chaotic
overworld. It simply looks like a black, dry tree root, a bit less than a
foot long and with many extending foul looking tendrils. It is however
a powerful magic item. It has the following uses and side-effects:
Improved Charm Person/Monster: By touching at the same time the
root and the victim for 6 full rounds, the user is able to charm him/her
(DC 30 Will check) beyond the limits of the normal Charm Person spell
in regard to both duration and to what extreme deed the user can ask
the victim to perform.
Foul Influence: The area within ten miles of the root slowly becomes
“corrupted” and evil. That means that over months and years, all
creatures become more chaotic, or already chaotic ones are drawn to
the area.
Magic Corruption: When using the root, non-demons automatically
suffer a minor corruption. The character must make a DC 15 Will save.
If failed there is an 85% chance of suffering a major corruption and a
15% chance of a greater corruption (see Corruption in the Core Rules).
Sword Magic: The root has been imbued with Sword Magic powers. 3
x Type I, 2x Type II and 2x Type III determined randomly or pick with
Judge’s discretion (See Sword Magic in the Core Rules. )
In order to destroy the root, it must be brought back to the Chaotic
Overworld from whence it came and put deep in its soil. Within a year
it will grow back as an abysmal leafless tree and will be then
unmovable.
Mirrors ofQuick Getaway
These two very heavy mirrors (1000 lbs each), although they appear
normal, at first look like they actually show the reflection from the
other mirror, wherever it is. They are magical gates to each other
functioning in a very similar way to a teleport spell.
Magical corruption: Each use requires two DC 13 Will saves. If both
saves succeed, passage is safe. If one fails the character suffers a Minor
corruption (See Corruption in the Core Rules). If both saves fail, the
character is teleported to a plane Chaotic Overworld, likely the realm
of demonic princes! Clerics in the party should pray to their gods for
his life, and his soul...
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THE END
Special, extra loud thanks to Reverend Dak (and friends), Daniel J.
Bishop (ravencrowking), Jon Marr (purplesorcerer.com), Sylvain
Moisan, James Huff, Sándor Gebei for proofreading and/or playtesting
this adventure!
- Yves Larochelle, shriffharry on the Goodman Games Forums.
24
Notes:
The stairs in G3 lead down to G4 (near the bottom left corner of the maze.)
The stairs out of G4 (at the top right of maze) lead down to G6.

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