DF23 The Haunted Keep
DF23 The Haunted Keep
Concept: Steve Zeiser Contributors: Stuart Marshall, Mike Harvey, Sean Stone, Gavin Pinchback, Chuck Griffith, Edgewaters @ DF, Ray maddog Allen, G.A. "QuantumEFX" McDougall, J.L. Peppers
Proofreading: G.A. "QuantumEFX" McDougall, Dana Shea Cover Art: Jason Braun Artwork: Andy Taylor, Sean Stone Maps: Steve Zeiser
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WANDERING MONSTERS
THE TOWERS
d20 # App. 1-3 1-8 4 1 5-8 2-12 9-11 1-3 12-13 2-8 14-16 1-3 17-18 5-50 19-20 1-10 Monster Bandits Crab Spider, Giant Giant Rats Giant Ferrets Goblins Hobgoblins Normal Rats Stirges AC 7, HD 1, #At 1, Dam 1-6, Mv 120' (40'), Sv T1, Ml 8 AC 7, HD 2*, #At 1, Dam 1-8*, Mv 120' (40'), Sv F1, Ml 7 AC 7, HD 1/2, #At 1, Dam 1-3*, Mv 120' (40'), Sv NM, Ml 8 AC 5, HD 1+1, #At 1, Dam 1-8, Mv 150' (50'), Sv F1, Ml 8 AC 6, HD 1-1, #At 1, Dam 1-6, Mv 60' (20'), Sv NM, Ml 7 AC 6, HD 1+1, #At 1, Dam 1-8 (by weapon), Mv 90' (30'), Sv F1, Ml 8 AC 9, HD 1/8 (1 hp), #At 1, Dam 1-6*, Mv 60' (20'), Sv NM, Ml 5 AC 7, HD 1*, #At 1, Dam 1-3, Mv 30' (10'), Flying 180' (60'), Sv F2, Ml 9
The giant ferrets hunt the giant rats and will not attack the party unless attacked first. They can be tamed by elves or with offers of dead rats. Tame ferrets will follow the party for a while but will only help fight rats or wererats. No more than one group of ferrets can be tamed at a given time. Stirges nest in the rafters and ruins above and attack through occasional holes in the ceiling. They attack both party members and monsters indiscriminately. They will flee back to their nests above if morale fails. Giant crab spiders also lurk in the rafters and prey on the stirges. Rats swarm everywhere. They do not bother the goblinoids because of the influence of the wererats. They are preyed upon by ferrets, stirges, and occasionally giant crab spiders.
THE CATACOMBS
d20 # App. 1-3 3-12 4-7 3-18 8-10 1-6 11-13 14-16 17 18-20 2-12 1-6 5-50 2-8 Monster Skeletons Giant Rats Ghouls Goblins Hobgoblins Normal Rats Zombies AC 7, HD 1, #At 1, Dam 1-6 (by weapon), Mv 60' (20'), Sv F1, Ml 7 AC 7, HD 1/2, #At 1, Dam 1-3*, Mv 120' (40'), Sv NM, Ml 8 AC 6, HD 2*, #At 3, Dam 1-3/1-3/1-3 + paralysis, Mv 90' (30'), Sv F2, Ml 9 AC 6, HD 1-1, #At 1, Dam 1-6, Mv 60' (20'), Sv NM, Ml 7 AC 6, HD 1+1, #At 1, Dam 1-8 (by weapon), Mv 90' (30'), Sv F1, Ml 8 AC 9, HD 1/8 (1 hp), #At 1, Dam 1-6*, Mv 60' (20'), Sv NM, Ml 5 AC 8, HD 2, #At 1, Dam 1-8 or by weapon, Mv 90' (30'), Sv F1, Ml 12
Undead are never encountered in the western catacombs, as the goblins keep them clear. The eastern catacombs are frequented by undead, and the eastern ladder has been removed to keep more of them from crawling up out of the caverns. The goblinoids use parts of the level and are trying to clear the rest of it. The goblinoids only use the western shaft for moving between levels, although they travel through the eastern catacombs to get access to the eastern tower. The Rodemus family had their cells and interrogation chambers on this level.
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AC 5, HD 3+1, #At 1, Dam by weapon +1, Mv 90' (30'), Sv F3, Ml 9 AC 5, HD 4*, #At 1, Dam 1-12, Mv 90' (30'), Sv F8, Ml 8 AC 8, HD 4*, #At 1, Dam 2-8 + special, Mv 60' (20'), Sv F2, Ml 12 AC 7, HD 1/2, #At 1, Dam 1-3*, Mv 120' (40'), Sv NM, Ml 8 AC 6, HD 1+1, #At 1, Dam 1-8 (by weapon), Mv 90' (30'), Sv F1, Ml 8 AC 6, HD 3**, #At 2 or 1, D1-3/1-3 or by weapon, Mv 120' (40') Sv F3, Ml 10 AC 7(9), HD 3*, #At 1, Dam 1-4 or by weapon, Mv 120' (40'), Sv F3, Ml 8 AC 8, HD 2, #At 1, Dam 1-8 or by weapon, Mv 90' (30'), Sv F1, Ml 12 AC 5, HD 3*, #At 1, Dam special, Mv 90' (30'), Sv F3, Ml 12
The eastern caverns are infested with undead, as the Rodemus family disposed of bodies in the deep eastern caves. The bugbears oversee the eastern caves; they hate and fear the undead. Bugbears command the goblin forces and serve the wererats, while hobgoblins serve as sergeants and messengers for them. The wererats roam at will among both goblinoids and undead and, in fact, have combined some of them into thouls (which can also be found everywhere). At least one doppelganger has infiltrated the goblinoids but is ready to move on, if only a suitable target presents itself...
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If the desk is moved aside and the rug rolled up, a trapdoor is easily visible in the middle of the room. The trapdoor opens upwards and reveals a long stairway heading down into the depths. 5. CHAPEL: This room is packed with crude bunks along the walls. Twelve goblins (AC 6, HD 1-1, hp 5 each, Mv 60' (20'), #AT 1, D 1-6, Sv F1, Ml 7, AL Chaotic) occupy this room, either sleeping or playing dice games. Two of the goblins watch the door at all times. If loud noises are made nearby, these goblins will warn and wake the others, preventing the party from achieving surprise. The goblins have no treasure. If the room is searched, it will become apparent that it once was a chapel. An observant character will note the absence of a lower bunk. A dust-covered altar with a stone statuette of a muscular man with a rat's head is hidden under one of the crude bunks. The statuette is covered with grime and has been somewhat defaced. It is only valuable as a curio. 6. EMPTY ROOM: This room contains a number of thin, jagged pieces of wood strewn across its dusty floor. Close examination of the wood reveals the remains of lacquer on some surfaces, and a single wooden peg juts out of the end of the longest piece. Observant characters may deduce the wood is the remains of furniture broken up for firewood. 7. SLIME ROOM: Several scraps of cloth and old, dusty feathers sit in a heap in the middle of the room. The cloth is embroidered on one side and bears a clear resemblance to a seat cushion. On the ceiling directly over these objects hangs a green slime (AC none, HD 2*, hp 13, Mv 3' (1'), #AT special, Dam special, Sv F1, Ml 12, AL Neutral). Characters moving directly to the pile of debris will not see the green slime until it attacks; characters observing the room first will note it as an odd, green discoloration of the ceiling.
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dagger and a hand axe, which he will throw before closing for melee. The dagger has a jeweled pommel and is worth 100 gp. He has 35 gp in his pockets, and is armed with a sword +1. 12. BANDIT QUARTERS: Four more bandits are quartered here (AC 7, HD 1, HP 4 (x4), #At 1, Dam 1-8, Mv 120' (40'), Sv T1, ML 8, AL Chaotic), along with the wreckage from a carriage the bandits attacked a few days ago. They were convinced the carriage was carrying more than just a valuable hostage and servant, so they tore apart the whole thing and searched every inch. The wood, which is now in a pile in the SE corner, is used in the kitchen (room 15). Aside from some expensive women's clothes (left on the table - worth 25 gp), they found nothing: The bandits want money - not ladies' gowns! If offered a bribe of 3 gp each, they will desert their popinjay of a leader. If offered 5 gp each, they will gladly serve and fight for the one who pays them. Corridor: Two bandits, armed with polearm and hand axe, (AC 7, HD 1, HP 5, 4, #At 1, Dam 1-10, Mv 120' (40'), Sv T1, ML 8, AL Chaotic) guard the hostages. If no commotion comes from rooms 10-12, the not-too-bright guards will ask the PCs to give them all the ransom money (mistakenly thinking the party is there with money to secure the release of the prisoners) so they can run away with it! Loyalty is not their strong suit... 13. BEDROOM: Quartered here is Lemunda the Lovely (F2, S:10, I:14, W:12, D:15, C:15, Ch:17; AC 9, HD 2, HP 12, #At 1, Dam 1-4, Mv 120' (40'), Sv F2, Ml 10), AL Lawful, the daughter of a powerful lord. She has a dagger hidden among her belongings, but she hasn't tried to escape yet. This is the second time she has been kidnapped. The first time, her father paid a hefty reward. However, this most recent kidnapping occurred right after her father was secretly assassinated by his bodyguards (though neither Lemunda nor anyone else knows this yet), so any party expecting a reward when they bring her home is going to be in for a rude surprise!
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16. BANDIT ROOM: 5 bandits (AC 7, HD 1, HP 5, 4, 4, 2, 2, #At 1, Dam 1-6, Mv 120' (40'), Sv T1, ML 8, AL Chaotic) guard the entrance to the western tower. They are lax, and they will be surprised on a 1-3. Hanging from the back wall of this room is a largish ox-horn bound with bronze (worth 10 gp.) This object is the warning signal for the tower, and the bandits will attempt to reach it and sound the horn. If they succeed, reinforcements from the surrounding rooms will start to arrive. Normal combat noises will not alert them, since fights between bandits are commonplace here, and a fight with the PCs will sound indistinguishable from one of these. Two statues, of husband and wife (these are ancestral members of the Rodemus family), are in this room. Careful inspection will reveal that the tips of their top two front teeth are showing against their lower lip, giving the faces a slightly rodent-like aspect.
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of the length of their spears. If the PCs attempt to stand back and attack with missile weapons or spells, the goblins will hurl rocks at them for 1-2 damage per rock. The largest goblin (the 7 hp one) has a leather pouch containing three yellowish, translucent gemstones (worth 50 gp each). One of the 6 hp goblins has a necklace of sharks' teeth (worth 10 gp as a curiosity) while the other carries a set of brass knuckles (gives +1 damage in hand-to-hand attacks.) 20. FORMER STUDY: This room appears to have been the study of an erudite and literate person. However, the roof has leaked and ruined most of the documents. The player characters, on opening will observe a writing desk with two each containing three drawers; a and a bookshelf. The writing desk is with papers. The writing desk contains: * 38 sheets of blank vellum * 1 inkpot of beaten bronze (worth 20gp) * 1 partridge-feather quill (worth 10gp) * 4 clerical scrolls of cure light wounds * 1 clerical scroll of bless * 1 clerical scroll of light * 5 mage scrolls of detect magic * 1 mage scroll of sleep * 1 mage scroll of levitate * 41 scrolls which are now illegible * 1 scroll on which the words "Rodemus" and "rat" can be distinguished. The fireplace has, on the mantlepiece, a pair of ceramic statuettes of nude nymphs. These are cheesecake rather than art, but would nevertheless sell for 25 gp each. However, they are rather fragile and need to be handled with care. If the bricks at the back of the fireplace are examined, one may be found to be loose (detect as a secret door). This loose brick is trapped with a poison needle (save vs. Poison or die) and behind it is a purse of 534 gp. the door, pedestals, fireplace; piled high
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somewhat groggy, having spent the time of their captivity largely under the influence of strong drugs that keep them docile. A trapdoor down to the second level is in plain sight in this room. 23. STIRGE BEDROOM: 4 stirges (AC 7, HD 1*, HP 7, 6, 3, 2, #At 1, Dam 1-3, Mv 30' (10'), Flying 180' (60'), Sv F2, ML 9) will be found here. They are flying around in a state of agitation and cannot be surprised. The reason for their agitation is that a Giant Ferret (AC 5, HD 1+1, hp 6, MV 150' (50'), #AT 1, D 1-8, Save F:1, ML 8, ) is crawling around in the rafters where they normally dwell, and it has disturbed them. Because the stirges fear the ferret, they will attack and kill it in preference to attacking the PCs, unless the PCs attack the stirges first. The Giant Ferret can be temporarily tamed by an elf, provided the elf rolls positive encounter reactions. If this is done, it will help the party to hunt giant rats. 24. STORAGE: The door between rooms 23 and 24 has been spiked shut, as the bandits are scared of the stirges. In here are empty shelves where rare foodstuffs were kept in better times. Now there's just the hardtack, salt pork, and other items that the bandits brought with them.
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Kalakia has no money on her, but a small locked chest by the rack contains 300 gp; the key is the one in Kalakias haversack. 31. ZOMBIES: Anyone of Chaotic alignment attempting to open the door to this room will suffer 1d10 hps of damage. Those of the Neutral or Lawful alignment will not be affected. This chamber is empty and bare except for the 6 Zombie guardians (AC 8, HD 2, HP 12, 11, 10, 9, 9, 7, #At 1, Dam 1-8 or by weapon, Mv 90' (30'), Sv F1, ML 12, AL Chaotic). Each one of these warriors is armed with sword and shield. No treasure or valuables are in this room. The walls of this room are decorated with various murals telling stories of the Sun god and his minions. 32. MORE UNDEAD: Anyone of chaotic alignment opening this door will suffer the effects of a Sleep spell cast on them. Inside this room are the desiccated corpses of Wilhemina and Rodolfus Rodemus. These corpses will rise up and attack anyone of Chaotic alignment who enters the room. Animated Corpses: (AC 5/4, HD 3, HP 21, 18, #At 1, Dam 1-6 or by weapon, Mv 120' (40'), Sv F3, ML 12, AL Chaotic). One is armed with a mace +1; the other is armed with a sword +1, +2 vs. lycanthropes and wears chainmail +1 (thus the better AC listed for one of the corpses). In this room are several scrolls, a desk, and what looks like a laboratory. Most of the scrolls are various notes of little meaning or use to the party. If the party spends 1d6 turns reading these scrolls, they will find two useful scrolls here. The first is a Map to Level 2 West. The second is a chronicle of sorts. It reads as follows: August 3, 1291: Another attack on a local farmstead has occurred, the survivors claim to have seen a band of goblinoids lead by a lanky humanoid with an extremely long nose,
weapon out) and a scourge (causes 1d4+2 damage). Kalakia wears a Ring of Protection +2 (thus her better than normal AC). She also has a wand of Paralyzation, and in her haversack is a key, a potion of gaseous form (3 doses), a potion of healing (6 doses), and a scroll with two M-U spells: Web and Phantasmal Force. NOTE: Kalakia is very interested in staying alive; she will bargain, lie, and cheat to do so. If her life is in true danger, then she will attempt to drink a dose of the potion of gaseous form to escape. The Dwarf is Derrigan (S: 15, I: 11, W: 12, D: 9, C: 13, CH: 12, hp: 1 (8 hp when healed), AL Lawful). The Dwarf has 1 hp left and is severely drugged; it will take two Cure Light Wounds spells or healing potion doses or 8 hours of sleep to bring him about. Derrigan, once recovered, will readily agree to assist the party in their quest (he also has a score to settle). In the corner of the room is the Dwarfs equipment: chainmail, battle axe, 2 hand axes, and a backpack with 1 week of iron rations, a hammer with 12 spikes, 6 torches, and an empty wineskin. When the party enters the room, Kalakia will order the goblins and the rats to attack first. If they dont succeed, she will order the Hobgoblins into the fray. If they seem to have the upper hand, she will enter into physical combat with her dagger and scourge. If the Hobgoblins are having a rough time of it, she will hang back and attempt to use her wand when possible. Each goblin has 1d6 sp on them, and the hobgoblins have 1d8 gp,
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covered in fur, and toting a two-handed sword August 22, 1291: Yet again another farm attacked, sadly no survivorsI have traveled there and examined the seen of the attack; such savagery! Some of the animal corpses look as if they were dissolved, very strange indeed. October 7, 1291: My beloved, and 12 men at arms, and myself laid an ambush for these bandits The ambush is successful - 8 goblins, 3 hobgoblins, were slain as was their leader that was a horrifying visage of rat and man blended together, I had only read of such beasts, the wererat. What happened next though was even more horrifying. The beasts when slain revert to their human form. The man we saw laying at our feet was none other than my brother-in-law, my beloveds older brother Cedric Rodemus the III, the godfather to our children October 10, 1291: We have returned to the castle the children have been checked and all appear safe and healthy, we have sent them to live with my family, my beloved and I have agreed to stay and try to bring this evil to a close before his entire family is destroyed. December 19, 1291: Yule approaches and yet this is a time of horror, not joy. The evil we have uncovered is greater than we ever imagined. My beloved is distraught at the terrible deed we must perform. The whole family is infected! We do not believe that they are aware of our plans but we must act sooner than we hoped to keep the element of surprise December 21, 1291: This will be my last entry I fear. I have laid the last enchantments upon the chambers to seal our bodies beyond their grasp (including the blasphemy of animating the corpses of the deceased to stand guard at our door.) My beloved has already slipped into unconsciousness, I have given him his last
rites and said my last prayers, and I will soon join him and together we will pass on to the great beyond. We have retreated here to my private sanctuary here among the dead. What horrible evil that resides here must be destroyed but alas it is a deed not for my beloved and I to perform. They had found us out! Then at the end of yuletide dinner they revealed their knowledge of our plans and that they had poisoned our food with a slow acting poison so we could spend our last Yule together. I weep for my childrens loss but take solace in their safety. We pray that others will follow in our footsteps and bring this evil chapter of history to a close. Also located here are four vials of holy water and a tome entitled Religious Discipline. Any cleric spending the 1d3 days needed to read it will gain a bonus of 500 xp. 33. STORAGE ROOM: In here are several barrels of embalming fluid and various sacks of supplies (lye powder, aromatic spices, etc.), all ruined and of no value. Hiding under the sacks are 5 Giant Centipedes (AC 9, HD . HP 3, 2, 2, 2, 1, #At 1, Dam poison, Mv 60' (20'), Sv NM, ML 7) that will rush out if anyone disturbs the sacks. 34. GUARD ROOM: Four Goblins stand guard here (AC 6, HD 1-1, HP 7, 7, 7, 5, #At 1, Dam 1-6 or by weapon, Mv 60' (20'), Sv NM, ML 7). They are each armed with a spear and a hand axe. They also each have 1d8 sp on them. If attacked, they will attempt to raise an alarm to alert the occupants of room 29 of the presence of intruders. If they are losing, they will try to make a fighting retreat into room 29. 35. LADDER SHAFT: Empty. This shaft is very moist and humid. As such, the ladder rungs are wet and slick, thus requiring a DEX check for every 20' descended. If the check fails, the character failing is allowed another check at 1/2 his or her DEX score to catch the ladder. If that also fails, the character falls the remaining distance for 1d6 points of damage per 10' fallen.
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40. THOUL ROOM: This room contains three Thouls (AC 6, HD 3**, HP 13, 11, 10, #At 2, Dam 1-3/1-3, Mv 120' (40'), Sv F3, Ml 10, AL Chaotic). These creatures are greatly feared by the Troglodytes from room 39. They are mercenaries in the employ of the Rodemus family, and one of them still has a contract (written in the Hobgoblin tongue) on his person that makes this clear. Another Thoul has the key to the locked secret door leading to room 41. Aside from this they have no treasure. The secret door to room 41 is locked and trapped! The trap will spray a creature interfering with the door with acid (which has been generously donated by the Black Dragon Ssarvack). This inflicts 2d6 damage (save vs. Dragon Breath for half damage) and also has a good chance of destroying some of the character's equipment. If a character triggers the trap, roll 1d6 for each of his or her items, including magic items. On a "1" the item is made unusable and removed from play. 41. UNGUARDED TREASURE: This room contains a great deal of treasure, piled more or less randomly around the room. The treasure is as follows: A staff of healing with 22 charges, a wand of magic detection with 9 charges, a magic-user spell scroll (fireball), a scroll of protection from lycanthropes, a jeweled crown worth 4,000 gp, twenty-one sacks of silver coins totaling 12,431 sp, and seventy-six sacks of copper coins totaling 45,212 cp. 42. A DAY AT THE RACES: Even with the main doors closed, the sound of people can be heard inside this room. A faint smell of animal sweat and fetid cheese can be detected, if the PCs are within 2 feet of the door. If they listen, they will hear squeaky voices, shouting, and cheering, but no details can be discerned. The doors open easily if the PCs decide to enter. You see a long rough-hewn chamber with a dirt floor, containing small piles of rat droppings, moldy fetid cheese, and piles of miscellaneous junk in the westernmost end of
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Since the ratmen are so engrossed in their race, they can be surprised fairly easily (1-4 on 1d6). The 1st round, if not already attacked, the leader (24 hp) and the race judge (16 hp) will attack. The other two will attempt to gather as much coin and cheese as possible, attacking next round. The two racing rats will continue to race until their owners (18 hp, 18 hp) join in the combat. The two waiting rats attack immediately. If hard pressed, one of the men will bolt through the southern door for reinforcements. If that way is blocked, they will try to reach their boss (Eldwin) in room 37. The noise of combat in this room won't alert the others, as fights aren't that unusual when the races are on. Treasure: Besides the coins in the pile, each Wererat has 30 gp, 30 sp, and 30 cp on them (as well as a quarter pound of fetid cheese). The leader has a tiny blue star sapphire worth 250 gp and an extra 14 pp hidden in his clothing. 43. THINGS THAT GO BUMP IN THE NIGHT: A small rough hewn room containing a clean, almost polished, floor. A small cot is against the far (west) wall, and two sets of manacles are against both the northern and southern walls. Next to the door is a wobbly old table with a tarnished ewer and goblet. Initially, this appears to be a sleeping chamber with a table and a cot. There are some clues that this is not a poor monk's chambers though. First is the skeleton on the cot. Second is the 2 sets of manacles on either end of the room. Third is the 3 letters ROD written in blood on the wall over the cot. On the 2nd (and 7th and 12th, etc.) round that the PCs are in this room, the haunt (least) of Parius Halfore will attack. (AC N/A, HD N/A, HP N/A, #At special, Dam special, Mv 300' (100'), Sv F1, Ml 12, AL Neutral.) Parius was a former thief turned fighter turned bodyguard who ended up working for the Rodemus family. After making a less than funny quip about a dead rat, he was poisoned and left to die in this cell. As a gesture towards his
the room. Down the center of the room are two "lanes" of packed dirt which are free from the nauseating debris. In this room you see four humans in peasant garb racing two giant rats. Two other rats wait in the corner for their turn. The men have a distinctly ratlike appearance (if anyone asks). The largest (24 hp) man is sitting on a pile of debris at the far south west end of the room. Two others (18 hp, 18 hp) are five feet east of him, shouting their rats on. The fourth (16 hp) is at the far east end of the room, near the door. Between the two shouting men is a pile of coins (6 gp, 66 sp, and 45 cp) and a large pile of fetid cheese chunks, the odor of which is nearly unbearable (see room 49). The four men are wererats (AC 7 (9), HD 3*, HP 24, 18, 18, 16, #At 1, Dam 1-3 or by short sword, Mv 120' (40'), Sv F3, Ml 8, AL Chaotic). They are racing ordinary giant rats (AC 7, HD , HP 3 (x4), #At 1, Dam 1-3 + disease, Mv 120' (40'), Sv F1, Ml 8, AL Chaotic).
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(1) The PC has hit a pocket of something quite foul, and may become ill. Save vs. Poison or suffer a -6 penalty to hit for the next 1d4 rounds. (2 - 3) Nothing (4) Small silver trinket worth 5 sp (1 cn encumbrance) (5) Small gold trinket worth 4 gp (2 cn encumbrance) (6) Vial of minty green liquid (potion of healing) For every 4 full rounds the PCs spend searching, subtract 1 from the score (5 to 4, 4 to 3, etc.), indicating that the supply of good stuff is running out. Noise and voices in this room won't alert those in room 45. 45. YOU DIRTY RATS: Rough-hewn stone walls frame a room filled with debris. Ten piles of refuse, each well over six feet tall, fill large sections of this room. Only the arc the door makes when opening seems to be reasonable clear of trash. Within most of these piles faint rustling and squeaking sounds can be heard, if anyone listens. In fact, the inhabitants of this room have burrowed down into the garbage to sleep: Six Wererats (AC 7 (9), HD 3*, HP 18, 18, 12, 10, 9, 8, #At 1, Dam 1-4 or by short sword, Mv 120' (40'), Sv F3, Ml 12, AL Chaotic) plus 2d8 Giant Rats (AC 7, HD , HP 2 (x2d8), #At 1, Dam 1-3 + disease, Mv 120' (40'), Sv F1, Ml 12, AL Chaotic). All the occupants of this room are initially asleep, and thus surprised. Of course, the PCs won't immediately know that there are monsters present, unless they take steps to find out. If the PCs don't attack, every round after the 1st there is a 50% chance (1-3 on a d6) that one of the rats will awaken and sound the alarm.
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Poison or die). It contains 2,000 sp, and has a false bottom that contains two golden bracelets worth 600 gp each in a jewel case of carved ivory worth 100 gp. 48: EMPTY CHAMBER: Nothing of interest or value is here. 49. THE CROCKERY CHAMBER: Piled in this room are numerous pots, crocks, and large earthen bowls. Most of the crockery have bits of moldy, cheesy residue within them. A small wooden pedestal is near the door. Sitting atop the pedestal is a copper pan-flute. The pan-flute is non-magical and worth 10 gp. The hallway that connects rooms 49, 50, and 51 is filled with an awful stench. Essentially it smells like rotten meat only much, much stronger. So much so, that anyone within this hallway must save vs. Poison or become violently ill. Characters becoming ill suffer a -4 penalty to their to hit rolls and will remain ill as long as they remain in the hallway and rooms 50 and 51. NOTE: The doorways to rooms 50 and 51 are not doors, rather they are veils of flowing, green mist. These veils of mist are so dense they prohibit characters in the hallway from seeing into rooms 50 and 51. 50. THE CHAMBER OF THE CHEESE: The adventurers pass through the veil of mist. Fixed to the far wall are three sconces in which torches blaze and sputter. In the center of the room is a large iron vat (5 feet tall and 10 feet in diameter). The contents of the vat are what is causing the horrible stench. In the vat is a huge, pulsating mound of fungusencrusted cheese. The mass of cheese quivers and belches, releasing its fetid fumes. It is obvious to anyone with a nose that this is the source of the stench. On the floor at the foot of the vat are many bones; some appear to be humanoid. Hanging from a peg
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pan-flute or any other wind instrument, as they will be too busy retching. NOTE: Both Eldwin and Lucretia Rodemus visit rooms 49 and 50 quite often. They are both skilled at playing the pan-flute. 51. THE CHAMBER OF DISINTEGRATING: The swirling green mists from the doorway also fill the room. Adventurers are unable to see anything beyond 3 feet. This room is a malfunctioning Disintegrator Trap. Each character must roll a d6 for each round they remain in this room. Results: 1. The room has no effect. Roll again next round. 2. The character must save vs. Death Ray or everything he or she is wearing, carrying, or holding is disintegrated, leaving the character completely nude and with no belongings. Roll again next round. 3. As 2 above, only instead of being disintegrated, the characters belongings are teleported to room 55. The character is completely nude. Roll again next round. 4. A character must save vs. Death Ray or be teleported to room 55, nude (as all of his or her belongings have disintegrated). 5. As 4 above, only instead of being disintegrated, the characters belongings remain in room 51. The character is transported nude to room 55. 6. The Disintegrator Trap functions normally. The character must save vs. Death Ray or be disintegrated. All of his or her belongings are teleported safely to room 55.
on the wall is a large wooden paddle. Bits of moldy, cheesy residue cling to it. Anyone within this room is susceptible to the effects of the stench as above. In the vat is a type of Yellow Mold. This type is known as a Fetid Cheese Mold. It is an amorphous blob approximately 10 feet in diameter, yellowishwhite in color, and encrusted with fuzzy green spores. Similarly to a Yellow Mold, this Fetid Cheese Mold attacks by releasing its spores in a 10' x 10' x 10' cloud. Anyone caught within the cloud of spores must take 1d6 hp per round and must save (each round) vs. Death Ray or choke to death within 1d6 rounds. The cloud of spores will dissipate after 3 rounds. Spores attach themselves to corpses and accelerate the process of decay. The spores feed on the decaying corpse and multiply. Once the body has been consumed down to its bones (a process taking 12 hours), the spores crawl back into the vat. The spores are tiny and bloated with rotten flesh, so this process also takes several hours. After they have returned to the vat, the spores are consumed by the cheese. A Fetid Cheese Mold is much more sensitive to vibrations than a Yellow Mold and will automatically release its spores when anyone passes the veil of mists and enters the room. The only way to keep the Fetid Cheese Mold from attacking is by playing a singsong melody on the pan-flute, which seems to mesmerize the creature. This melody must begin in the hallway before one enters room. Only a pan-flute or other flute-like instrument may be used to lull the Fetid Cheese Mold into passivity; other instruments have no effect. Once the pan-flute stops playing for longer than a round, the Mold releases its spores. By use of the pan-flute, the were-rats are able to feed the cheese corpses, causing it to grow larger and larger; also while it is in its passive state they may gather bowls of the cheese for consumption. NOTE: If a character becomes violently ill due to the stench, they will be unable to play a
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King Grinank (Huge Bugbear) (AC 3, HD 3+1, HP 25, #At 1, Dam 1-8 (morningstar), Mv 90' (30'), Sv F3, Ml 9, AL Chaotic). He wears a ring of protection +2. 3 Large Bugbear Guards (AC 4, HD 3+1, HP 20, 20, 20, #At 1, Dam 1-8 (morningstar), Mv 90' (30'), Sv F3, Ml 9, AL Chaotic). Both guards are wearing bugbear-sized chain mail and carry large shields. Each has 1d4 gp and 1d10 sp. To the south of the entrance of the cavern is a wall of debris that blocks the tunnel nearly to the ceiling. This barrier keeps the Rust Monsters from room 56 out of the area, but it isn't tall enough that the army can't cross it and exit through the dragon's tunnel in room 57. The black dragon, Ssarvack, is not allied with the bugbears and is not aware of Grinank's plan to raise an army. Ssarvack sometimes attacks the bugbears as they exit through room 57 but is generally neutral to their presence in his domain. King Grinank wishes to ally with the dragon but has not yet found a good way to approach the dragon. It killed his emissary that he sent yesterday, which the Gelatinous Cube later collected. The tribe's treasure horde is in a chest under the bed. Inside is 1305 cp, 489 sp, 159 gp, and three dark red rubies (150 gp value each). 55. FLYING BUGBEAR SKELETON: When you enter this room, a shocking sight appears. A skeleton of a bugbear, 3 small rocks, and several coins are slowly flying toward you. This Gelatinous Cube has been cleaning this level for several years. Recently, it picked up the body of a dead bugbear that was killed by Ssarvack in room 57. Although it is an unintelligent creature, it avoids Ssarvack in room 57 and the Carrion Crawler in room 60. Currently, it does not move north into rooms 52-54. The Bugbears learned of the Rust Monsters before they smelled the bugbears' treasure and have built a rock barrier in the
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tunnel near the entrance to room 54. There are 16 cp inside the cube. Gelatinous Cube (AC 8, HD 4, HP 22, #At 1, Dam 2-8 + special, Mv 60' (20'), Sv F2, Ml 12, AL Neutral) 56. THEY REALLY LIKE HEAVY METAL: As you walk down the slope toward the chamber, you can hear something moving ahead. Suddenly, two large armadillo-like creatures run out of the darkness. Two rust monsters (AC 2, HD 5, HP 28, 19, #At 1, Dam special, Mv 120' (40'), Sv F3, Ml 7,
AL Neutral) are in this room. They came into the dungeon from the dragon's tunnel in room 57 and immediately smelled the iron deposit in room 56. They have been slowly eating the north-east wall. If they hear combat in room 55, there is a 50% chance they will investigate. 57. STATUE OF RODEMUS: Upon entering this chamber your torch lights the edge of a precipice and a few columns created from the calcification of stalagmites and stalactites. The ledge of the precipice continues to the north out of the torchlight. In the northern section of the room is a statue.
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58. THE ROOST OF SSARVACK, THE YOUNG BLACK DRAGON: In this cavernous chamber lays the young Black Dragon Ssarvack (AC 2, HD 5, HP 29, #At 2 claws / 1 bite + breath weapon, Dam 1-4/1-4/2-12 + special, Mv 90' (30'), Fly 240' (80'), Sv F5, Ml 8, AL Chaotic). Ssarvack is awake when the party enters and capable of speech. Ssarvack also knows the spells: Read Magic, Detect Magic, Ventriloquism, Magic Missile, and Light. Ssarvack, despite his youth, is no fool. He will use every trick he can think of to defeat and or drive off his opponents. If overwhelmed or badly injured Ssarvack will retreat to room 64 to wait for the party to leave. If by chance they pursue, Ssarvack will follow the underground stream to a surface entrance 3 miles east of the keep. Ssarvack is not above bargaining for his life. Note that the dragon's treasure may be found in area 63, below. 59. THE DRAGON'S LARDER: As the party approaches from the tunnel junction outside rooms 58 and 61, they see a soft light glowing in the room ahead. Standing in the middle of this room are two milk cows! One raises its head and softly moos at your party. Looking for the source of the light, you see that the ceiling of the cavern has several large rocky growths that protrude downwards. Each glows brightly, shedding more light than a lit torch. The rocky growths are large and weigh 20 lbs. each. If broken off intact, they will continue to shed light. If shattered, they cease to emit light. Ssarvack captured three cows (AC 8, HD 2, HP 10, 8, #At N/A, Dam N/A, Mv 120' (40'), Sv F1, Ml 4) in his last raid of the area. He has eaten one in his lair but has decided to keep the other two here until he becomes hungry again. The southern alcove holds some fodder that the bovines have been eating.
Standing between the columns in the northern part of the chamber is a statue of a man who is holding one arm out in front of him. The hand is in a strange position, as if it were holding some item at one time. The hand is currently empty. Players familiar with the Rodemus family may make an intelligence check to realize that this statue is a likeness of a long dead Rodemus family member who was a cleric of the sun god. The hand is held in such a way that an item can be slid down through it. The statue is a magical lighting device. If the players place a torch, lantern, or other light device into the hand, the statue will enhance the light until it is blinding to look upon and brightly lights the whole area. The party will be able to see the columns, stalactites, and stalagmites of room 58 in the northwest part of the room above the water. This formation and the formations just above seem to create what looks like a reptilian face. If the statue lights the area, Ssarvack will be aware of the party and will either wait until the party enters the water and attack by launching himself through the mouth of the rock formation or lay a trap for the party at the ledge in room 61. The water is 20' below the ledge and is 20' deep at its deepest point. It appears to have stayed at a relatively consistent depth over the years and is very clear and cold! The Electric Cave Eels from room 64 will be attracted to the light in room 57 after 10 rounds. This may complicate any battles in the water.
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63. CAVERN: In this cavern live ten cave locust (AC 4, HD 2, HP 13, 12, 9, 9, 9, 8, 7, 7, 5, 2, #At 1, Dam 1-2 (bite), 1-4 (bump) or special (spit), Mv 60' (20'), Fly 180' (60'), Sv F2, Ml, AL Neutral). The locust will attempt to flee if attacked with a 50% chance per party member per locust of being bumped; roll to hit if bumped. The locust will only spit if cornered. The fleeing locust will retreat to room 35. Also living in here are five Shriekers (AC 7, HD 3, HP 21, 14, 13, 10,10, #At 1, Dam special, Mv 9' (3'), Sv F1, Ml 12). The shriekers will shriek 1-3 rounds of shrieking with a 50% chance per round of attracting a wandering monster, which will arrive in 2d6 rounds if indicated. Ssarvacks Treasure: 25,000 sp, 5,000 ep, and 48 gems (10 valued at 10 gp each, 14 valued at 50 gp each, 15 valued at 100 gp, each, 7 valued at 500 gp each, and 2 valued at 1,000 gp each). 64. BLIND ELECTRIC CAVE EELS: This area has about 12 of space between the water level and the ceiling. A human-sized creature has just enough space to walk through the tunnel with just their head above water. Demi-humans will have to swim or be carried. There are five Blind Electric Cave Eels (AC 4, HD 2, HP 10 (X5), #At 1, Dam 1-8 + electric shock, Swim 60' (20'), Sv F2, Ml 5, AL Neutral) living in this area. They feed on small blind perch that live in the cave pools, but they are very willing to attack larger prey. These animals have learned that it is unwise to attack the dragon, and their numbers are lower than they could be because of this fact. These eels are attracted to the bright light from the statue in room 57.
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NEW MONSTERS
Fetid Cheese Mold
AC: Can always be hit HD: 2* Move: 0 Attacks: Spores Damage: 1d6 per round + special No. Appearing: 1d8 (1d4) Save As: F2 Morale: Not applicable Treasure Type: Nil Intelligence: 0 Alignment: Neutral XP Value: 100 A Fetid Cheese Mold is an amorphous blob approximately 10' in diameter, yellowish-white in color, and encrusted with fuzzy green spores. Similarly to a Yellow Mold, a Fetid Cheese Mold attacks by releasing its spores in a 10'x10'x10' cloud. Anyone caught within the cloud of spores must take 1d6 hp per round and must save (each round) vs. Death Ray or choke to death within 1d6 rounds. The cloud of spores will dissipate after 3 rounds. Spores attach themselves to corpses and accelerate the process of decay. The spores feed off the decaying corpse and multiply. Once the body has been consumed down to its bones (a process taking 12 hours), the spores crawl back to the blob of cheese. The spores are tiny and bloated with rotten flesh, so this process also takes several hours. Once they have returned, the spores are consumed by the cheese. A Fetid Cheese Mold is much more sensitive to vibrations than a Yellow Mold and will automatically release its spores when anyone comes within 10'. The only way to keep the Fetid Cheese Mold from attacking is by mesmerizing it by playing a singsong melody on a pan-flute or other flute-like instrument. Only a pan flute or other flute-like instrument (perhaps even the lilting voice of a female singer) may be used to lull the Fetid Cheese Mold into passivity, other instruments have no effect. Once the music stops playing for longer than a round, the Mold releases its spores. Smaller or larger Fetid Cheese Molds can exist, they will have more or less HD depending on its size; additionally, the size of the cloud of spore it will release will be larger or smaller depending on its size. The spores of a Fetid Cheese Mold ignore all other materials besides flesh. A small Fetid Cheese Mold may be kept in a wooden keg or a leather pouch without fear of it eating through its container. Fetid Cheese Molds can only be destroyed by fire, a torch does 1d4 hp per round. Touching a Fetid Cheese Mold with a torch will cause it to release its spores, even if mesmerized. Some creatures find a Fetid Cheese Mold delicious, primarily were-rats and other rodents.
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makes them quiet, since they cannot leave their confinement. A speak with the dead spell will allow for communication, but nothing short of a wish will get them to leave. When encountered, PCs must roll vs. Spells to even notice the spirit. On every 5th round the spirit has enough strength to make its presence known. It may attack with its telekinesis by moving small items within 100' of itself causing 1d3-1 damage on any one character. It may choose to cause fear (save vs. Spells or -1 to hit [cumulative] for 1d12 rounds, for all within 100' of the haunt) hoping the intruders will leave. Finally, it may try to communicate with the intruders. Unfortunately, given it's limited connection to this world, the result is an ethereal scream/howl that can cause panic (save vs. Spells or -4 to hit for 1d4 rounds [cumulative] for all within 100' of the haunt). The only easy way to get rid of the spirit is to accomplish whatever task that binds it to this world (deliver an item, kill a person, save the princess, etc.). Once the task has been completed, the spirit will know and leave the world of the living. There can be a large number of Haunts (Least) tied to an area. While they cannot combine their power, the cumulative effect of multiple attacks can be devastating on low level parties.
Haunt (Least)
AC: N/A HD: N/A Move: 300' (100') Attacks: Special Damage: Special # Appearing: 1d12 Save as: F1* Morale: 12 Treasure Type: Nil Alignment: Any (Usually Lawful) XP: 9 Turned (Destroyed) as: Zombie Haunt (Least) is one of the weakest type of undead. They have no physical form and can only make their presence known through extreme effort. Bound to a particular place for some reason, usually a desire for revenge, the least spirit attacks through a limited form of telekinesis or a spell-like fear. Since they have no physical form, they are immune to all physical and most magical attacks. Clerics can turn or destroy the spirits, but turning only
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PREGENERATED CHARACTERS
FIGHTERS
Morgan Ironwolf Female Fighter, 2nd level S:16 (+2), I:7, W:9, D:13 (+1), C:14 (+1), CH: 8 (-1) HP:14, AC:3 Chainmail, shield, sword, short bow, quiver with 20 arrows, 1 silver arrow, backpack, 50 of rope, 12 iron spikes, 6 torches, one week of standard rations, large sack, and a wineskin with one quart of wine. Shell van Beck Male Fighter, 1st level (AL:N) S:16 (+2) I:8 (-1) W:9 D:14 (+1), C:16 (+2) Ch:11 HP:10 AC:1 Platemail, shield, sword, short bow, quiver with 20 arrows, backpack, small sack, 50' of rope, 12 iron spikes, 6 torches, tinderbox, one week of standard rations, waterskin, and a wineskin with one quart of wine. True Mahalia Male Fighter, 1st level S:16 (+2) I:6 (-1) D:13 (+1) C:14 (+1) Ch:12 HP: 9 AC: 2 Platemail, 2-handed sword, short bow, quiver with 20 arrows, pack #1, and 3 gp Angus Freestone Male Fighter, 1st level (AL:L) S:18 (+3) I:12 W:12 D:16 (+2) C:13 (+1) Ch:11 HP: 9 AC: 0 Platemail shield, sword, short bow with 20 arrows, 2 weeks of standard rations, backpack, waterskin, 6 torches, and a tinderbox. Avery Ferris Female Fighter, 1st level (AL:L) S:16 (+2) I:7 (-1) W:8 (-1) D:14 (+1) C:15 (+1) Ch: 13 (+1) HP: 9 AC: 3 Chainmail, shield, sword, short bow with 20 arrows, 2 weeks of standard rations, backpack, waterskin, 6 torches, tinderbox, 50' of rope, large sack, 3 small sacks, 12 iron spikes, small hammer, mirror, and 6 gp. Hagar the Unclean Male Fighter, 1st level (AL:N) S:16 (+2) I:10 W:11 D:14 (+1) C:12 Ch:9 HP: 8 AC: 4 Chainmail, battle axe, crossbow with 30 quarrels, 2 weeks of standard rations, 6 torches, tinderbox, large sack, 2 small sacks, waterskin, wineskin with 1 quart of wine, backpack, 50' of rope, and 16 gp. Celiene Female Fighter, 2nd level (AL:C) S:15 (+1) I:11 W:11 D:12 C:14 (+1) Ch:12 HP: 16 AC: 3 Chainmail, shield, warhammer, silver dagger, long bow with 40 normal arrows and 5 silver arrows, backpack, lantern with 4 flasks of oil, small hammer, 12 iron spikes, 2 weeks of iron rations, 50' of rope, 1 large sack, 3 small sacks, 2 sprigs of wolfsbane, 2 waterskins, 2 wineskins with one quart (each) of wine, 35 gp, and 8 sp.
CLERICS
Sister Rebecca Female Cleric, 2nd level S:13 (+1) I:11 W:14 D:9 C:14 CH:12 HP:13, AC:2 Platemail, shield, mace, sling with 30 stones, silver holy symbol, backpack, 6 torches, tinderbox, 2 vials of holy water, one week of standard rations, and a wineskin with one quart of wine. Spell: Cure Light Wounds Arthur "Blinding Light" Mason Male Cleric, 1st level (AL:N) S:12 I:6 (-1) W:16 (+2) D:14 (+1) C:16 (+2) Ch:11 HP: 8 AC: 3 Chainmail, shield, warhammer, sling with 30 stones, silver holy symbol, 1 vial of holy water, backpack, 2 small sacks, tinderbox, 6 torches, 50' of rope, 2 weeks of standard rations, and a waterskin.
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Whisper Female Elf, 1st level S:14 (+1) I:14 (+1) W:8 (-1) D:9 C:13 (+1) Ch:12 HP: 7 AC: 4 Chainmail, shield, sword, short bow, quiver with 20 arrows, 1 sprig of wolfsbane, 1 flask of oil, spell book, pack #1, and 6 gp. Spell: Charm Person Elsmit Soo Leot Male Elf, 1st level S;15 (+1) I:15 (+1) W:5 (-2) D;10 C:14 (+1) Ch:8 (-1) HP:7 AC:4 Chainmail, shield, sword, long bow, quiver with 20 arrows, dagger, spell book, and pack #1. Spell: Magic Missile Aarkon Truebow Male Elf, 2nd level (AL:L) S:15 (+1) I:15 (+1) W:8 (-1) D:16 (+2) C:13 (+1) Ch: 10 HP:12 AC:1 Chainmail, shield +1, sword, silver dagger, long bow with 40 normal arrows and 5 silver arrows, pack #2, 1 sprig of wolfsbane, 10' wooden pole, spell book, and 314 gp. Spells: Magic Missile and Shield Vireal the Young Female Elf, 1st level (AL:L) S:13 (+1) I:16 (+2) W:10 D:11 C:12 Ch:13 (+1) HP:6 AC:5 Chainmail, short sword, short bow with 20 arrows, pack #1, and spell book. Spell: Charm Person Taren Longleaf Male Elf, 1st level (AL:N) S:16 (+2) I:17 (+2) W:8 (-1) D:13 (+1) C:11 CH:12 HP:6 AC:5 Leather armor, shield, sword, dagger, short bow with 20 arrows, pack #1, and spell book. Spell: Detect Magic
ELVES
Silverleaf Male Elf, 2nd level S:13 (+1) I:13 (+1) W:9 D:13 (+1) C:12 CH:9 HP:8 AC:3 Chainmail, shield, sword, short bow, quiver with 20 arrows, 10 silver arrows, backpack, mirror, spellbook, 3 large sacks, one week of standard rations, and wolfsbane (1 bunch). Spells: Sleep and Light Tas Au Apt Vash Female Elf, 1st level (AL:N) S:17 (+2) I:17 (+2) W:10 D:16 (+2) C:14 (+1) Ch:8 (-1) HP: 7 AC: 2 Chainmail, shield, sword, long bow, quiver with 20 arrows and 1 silver arrow, backpack, small sack, mirror, 1 week of standard ration, 50' of rope, 12 iron spikes, 2 waterskins, and a spellbook. Spell: Sleep
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Jade Goodore Female Dwarf, 1st level (AL:C) S:13 (+1) I:8 (-1) W:11 D:13 (+1) C:13 (+1) Ch:11 HP:9 AC:5 Dwarven leather armor, shield, short sword, dagger, short bow with 20 arrows, pack #2, and 5 gp. Angar Surefoot Male Dwarf, 1st level (AL:L) S:15 (+1) I:10 W:13 (+1) D:18 (+3) C:15 (+1) Ch:14 (+1) HP:9 AC:0 Dwarven platemail, battle axe, sling with 30 stones, and pack #1.
MAGIC USERS
Thistle Female Magic User, 1st level S:9 I:16 (+2) W:10 D:10 C:11 Ch:11 HP:4 AC:9 Spell book, silver dagger, pack #1, and 78 gp. Spell: Sleep Sobihan Frost Female Magic User, 2nd level S:10 I:15 (+1) W:14 D;10 C:13 (+1) Ch:11 HP:8 AC:9 Spellbook, silver dagger, 2 flasks of oil, 1 sprig of wolfsbane, pack #1, and 1004 gp. Spells: Sleep and Magic Missile. Pazhulu Male Magic User, 1st level (AL:N) S:8 (-1) I:16 (+2) W:13 (+1) D:10 C:13 (+1) Ch:15 (+1) HP:5 AC:9 Spell book, silver dagger, 1 sprig of wolfsbane, pack #2, and 35 gp. Spell: Ventriloquism Jeff the Red Male Magic User, 1st level (AL:C) S:10 I:14 (+1) I:11 D:12 C:14 (+1) Ch:8 (-1) HP:5 AC:9 Spell book, dagger, 1 sprig of wolfsbane, pack #2, and 62 gp. Spell: Magic Missile
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Alieen Tenderfoot Female Halfling, 1st level (AL:L) S:15 (+1) I:9 W:10 D:17 (+2) C:13 (+1) Ch:13 (+1) HP:7 AC:4 Halfling leather armor, shield, short sword, short bow with 20 arrows, pack #2, 1 extra week of standard ration, 1 wineskin with 1 quart of wine, and 1 gp. Venden the Wanderer Male Halfling, 1st level (AL:N) S:14 (+1) I:11 W:9 D:15 (+1) C:14 (+1) Ch:13 (+1) HP:7 AC:6 Halfling leather armor, short sword, short bow with 20 arrows, pack #1, and 1 week of iron rations. Marcus the Wide Male Halfling, 1st level (AL:L) S:15 (+1) I:14 (+1) W:9 D:15 (+1) C:8 (-1) CH:9 HP:5 AC:5 Halfling leather armor, shield, sword, silver dagger, sling with 30 stones, pack #1, 1 week of iron rations, and 3gp. Bobbitt Female Halfling, 1st level (AL:C) S:12 I:15 (+1) W:14 (+1) D:17 (+2) C:16 (+2) CH:15 (+1) HP:8 AC:2 Halfling chainmail, shield, sword, sling with 30 stones, pack #1, 2 wineskins with 1 quart (each) of wine, and 31 gp.
Merick the Wise Male Magic User, 1st level (AL:L) S:9 I:18 (+3) W:14 (+1) D:16 (+2) C:17 (+2) Ch:9 HP:6 AC:7 Spell book, silver dagger, 1 sprig of wolfsbane, pack #2, 2 wineskins with 1 quart (each) of wine, and 31 gp. Spell: Sleep Tearissa Female Magic User, 2nd level (AL:N) S:13 (+1) I:14 (+1) W:12 D:13 (+1) C:13 (+1) Ch:13 (+1) HP:9 AC:8 Spell book, silver dagger, pack #2, and 263 gp. Spells: Charm Person and Sleep
HALFLINGS
Ikee Female Halfling, 2nd level S:13 (+1) I:8 (-1) W:13 (+1) D:16 (+2) C:15 (+1) Ch: 13 (+1) HP: 12 AC:2 Halfling chainmail, shield, short sword, silver dagger, short bow, quivers with 40 arrows and 5 silver arrows, 1 (additional) week of standard rations, pack #1, and 896 gp. Pireal Male Halfling, 2nd level S:17 (+2) I:12 W:14 (+1) D:18 (+3) C:16 (+2) Ch:16 (+2) HP: 14 AC:-1 Halfling platemail, shield, sword, silver dagger, short bow, quivers with 40 arrows and 5 silver arrows, 1 (additional) week of standard rations, 2 wine skins with 1 quart (each) of wine, pack #2, and 863 gp.
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Maps
First Level
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The Haunted Keep Copyright 2008 Dragonsfoot.org http://www.dragonsfoot.org "Working to bring you the best in original and free roleplay resources."
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