aa1 adventure anthology one r14
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Adventure Module AA1
Adventure Anthology OneA Basic Fantasy Role-Playing Game Adventure Module
Copyright © 2007-2014 Chris Gonnerman and Contributors
All Rights Reserved
1st Edition (Release 14)
CreditsContributors: Ray Allen Rob !innell "ldrad #ol$sbane %a& 'he "(pert s&is&o
'homas )olter %ali&i *im +obb ,tuart %arshall hmartin70 *. /. eal
/avid Gerard nno 'asler *ason Reilly ,ott A. %urray and /avid Grant ,inlair
!roo$reading: /avid Gerard *ames 3emon *. /. eal and Chris Gonnerman
Cover Art: /ennis +amberger
Art: +rian Glad 'homas %ihael ,udsy ,utherland +rian /eCler5 and
Cory ,honu$$ Gelnett
%aps: *. /. eal /ennis +amberger and Authors
!laytesters: Alan *ett *ason +rentlinger and Chris #ol$meyer
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dventure nthology ne !ntroduction
Introduction
#elome to the $irst Adventure Anthology ,eries
multi-adventure module $or the Basic Fantasy Role-
Playing Game6 erein you 8ill $ind a olletion o$
small adventure modules playable in a session or
t8o submitted by a variety o$ authors.
Note: ,ome o$ the monsters in this 8or& are $ound in
the Basic Fantasy Field Guide. As 8ith the +asi
9antasy Role-!laying Game rules and this adventure
it is also available $or $ree in !/9 $orm $rom our
8ebsite www.basicfantasy.org .
Gold in the Hills Page 3by Ray Allen
Gold nuggets have been appearing in the hands o$
a loal goblin tribe the +la& 9angs. t is &no8n that
they lair in one o$ the old d8arven mines... has a
ne8 vein been $ound;For 2-4 characters of levels 1-3
erilla!s agic "ower Page #by Rob !innell
A$ter years o$ adventuring %erilla the %agi-<ser
settled in a small to8er in a peae$ul valley.
Reently she seems to have disappeared and her
to8er no8 stands silent. s she still alive or has she
been slain;
For 3-6 characters of levels 4-7
"he $ombraire!s %state Page &&
by Russ #estbroo&
,omething has happened to the #ren8alds but no
one in the nearby village &no8s 8hat. Anyone 8ho
investigates is pronouned dead be$ore they even
leave to8n. Can your party o$ adventurers $ind out
the ans8ers or 8ill they beome more vitims o$ the
#ren8ald urse;
For 3-6 characters of levels 2-5
Beneath Brymassen Page &#A Collaborative /ungeon
A beginning module that an be played one o$ t8o
8ays:As a /ungeon Cra8l: ,ome unsavory reatures
have set up shop under the mill in +rymassen and the
%ayor has as&ed the adventurers to lear them out
$or a small $ee o$ ourse.
As a Resue %ission: 'he hildren o$ a villager have
been &idnapped and a desperate $ather as&s the
adventurers to resue them. e doesn=t have muh
but he=ll pay 8hat he an.
For 3-6 beginning player characters
Ruin of 'ar(fir )astle Page *+by nno 'asler
A$ter sa&ing /ar&$ir Castle the /u&e $ound no trae
o$ the traitorous ,ir Reginald. +ut no8 the villagers
spea& o$ ghosts haunting the ruins and o$ the
treasure still hidden 8ithin...
For a group of beginning characters
,heherds of Pineford Page *by *ason Reilly
An anient evil is stirring in the highlands above
!ine$ord. At $irst it 8as ust sheep that 8eredisappearing but no8 the to8n=s only priest has
been savagely &illed ust outside the village. !ine$ord
is desperate $or someone to solve this mystery be$ore
more villagers share the same $ate as the priest.
For 2 to 4 characters of about 2nd level
'eathcryt of /haldhun Page 3#by ,ott A. %urray
'he mad 8i>ard 8as buried in a rypt 8ith his
$ollo8ers buried alive beside him. #ith his last 8ords
he s8ore vengeane on the desendants o$ those
heroes 8ho drove him $rom their ity. A hundred
years later the 8i>ard is stirring $rom his slumber. Can
some ne8 heroes end his urse again;
For 4 to 6 characters of about 6th level
"he 0ault of "haire Page +3by /avid Grant ,inlair
A gritty =,8ords and ,orery= adventure designed to
really hallenge your players. A sholar needs
someone to reover a lost sroll in an anient vault
aross the desert. +ut the party 8ill $ind ust getting
there 8ill be hal$ the battle.
For characters of levels 1 to 3"he ,la1er!s Fortress Page +2by Chris Gonnerman
,lavers bra>enly atta&ed the small oastal village
ta&ing all their young men and 8omen. 'hough they
didn=t &no8 it at the time they also aptured the son
o$ the Count and the young 8oman he eloped 8ith.
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!ntroduction dventure nthology ne
Can your stal8art band o$ adventurers resue them
and end the threat o$ the slavers $or good;
For 3 to 6 characters of levels 4 to 8
"aming the Flames Page
by /ave Gerard
'8o apprentie %agi-<sers got in over their heads
8hile their master 8as a8ay. Can the party set
things right or 8ill it all go up in $lames;
For 3 to 6 characters of levels 2 to 3
"he 4ost "ome Page 2by /ave Gerard
n a mad sage=s library lies a lost tome that ould be
the &ey to destroying a great evil. #hat dangers lie
in 8ait $or those 8ho see& to retrieve it;
For 3 to 6 characters of levels 3 to 4
5nsect 0alhalla Page 6*by *./. eal
/eep in the 8oods lies a 8arren o$ aves $illed 8ith
giant insets and deadly plants. ?et rumors o$
treasure 8ithin still alls out to those adventurous
enough to e(plore its dar& t8ists and turns.
For 4 to 8 characters of levels 3 to 6
5sland in Ri1er Page 62by *./. eal
,trange reatures are said to live on the island in the
river and some o$ them are said to be guarding
great treasure. /o you have the ourage to $ae
the hallenge o$ the island;
For 3 to 6 characters of levels 2 to 4
Night of the Necromancer Page #+by Raymond 3. Allen
Reently 'haen ?gmay returned to the village o$ his
birth. ,&illed in the arts o$ neromany and 8ith an
army o$ undead at his side he has delared 8ar on
his $ormer home. #ill your band o$ adventurers help
the village o$ ,tull survive the assault and de$eat the
neromaner;
For characters of levels 3 to 5
If you ight be a player in any of these
adventures! stop reading now! "eyond this
point lies inforation eant only for the
#ae $aster%s eyes&
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dventure nthology ne !ntroduction
Gold in the Hillsby Ray Allen
Background
'he anient d8arven &ingdom o$ Gry& 'hala& onespanned 'he ighlands to the edge o$ )ingsholm.
,everal hundred years ago humanoid inursions
8ea&ened the &ingdom and the southern lands
8ere slo8ly abandoned to the invaders. About the
same time the d8arves abandoned a $e8 o$ the
lesser mines in the area as they 8ere ompletely
8or&ed out. o8ever prospetors and adventures
o$ all types ontinued to investigate the mines in
hopes o$ a missed mother load but all they ever
$ound 8ere monster lairs and 5ui& deaths.
Gold nuggets have been appearing in the hands o$
a loal goblin tribe the +la& 9angs. t is &no8n that
they lair in one o$ the old d8arven mines 8hih hasled many to believe that a ne8 vein has been
$ound. 'his has led to rene8ed interest in the mines
and the +la& 9angs mine in partiular but most
people 8ho go to the mine do not return.
'he gold omes $rom a vein that a reent minor
earth5ua&e opened up. Chie$ @i&e& has been using
the gold nuggets to purhase 8eapons una8are o$
the history o$ the mine and that the vein is almost
played out. e has had the tribe digging through the
ollapsed area o$ the lair in searh o$ more gold but
it seems that they have $ound all that the
earth5ua&e revealed.
Getting the Characters Involved
,tarting in either )ingsholm or +arro8=s "dge is the
5ui&est 8ay $or the player haraters to learn o$ the
reent events in the area. !erhaps they have
enountered goblins 8ith gold nuggets or gold dust
in their pouhes or have aepted payment or paid
$or items 8ith these nuggets. %aybe they 8ere
guards $or a trader 8ho sold the 8eapons to the
goblins. 'hey ould be ne8 to to8n but are learly
adventurers and as&ed to investigate the ld
/8arven Gold %ine a$ter a group o$ prospetors $ails
to return.
'he 8al& to the mine is about a hal$ a day $rom
+arro8=s "dge and a $ull day $rom )ingsholm.
#ilderness enounters should be rolled aordingly.
A harater that an spea& /8arvish 8ould be
use$ul in this adventure.
The Mine
'he entrane to the mine is a rather unremar&able
ten or $i$teen $oot 8ide portal on the south side o$
the mountain. 'he entrane is dar& and a small
stream o$ dirty 8ater tri&les out o$ it.
$ the haraters are are$ul they an approah the
entrane 8ithout alerting the goblins inside. $ they
searh the area outside the mine they 8ill $ind
evidene o$ many goblins in the area.
$ the goblins in area 1 notie the haraters they
8ill $ire one volley o$ arro8s and retreat to area 4.
ne 8ill pause brie$ly to arm the trap in the alove in
area 2.
'he 8ater omes $rom seepage in the 8alls and
eiling o$ the $irst hamber.
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The Highlands – Scale: 1 hex = 8 miles
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!ntroduction dventure nthology ne
&. "H% G78R',: $ the haraters did not alert the
guards read the $ollo8ing:
'his t8enty-$ive by thirty $oot room appears to be a
guard area. ,itting on a benh along the east 8all
are t8o goblins apparently asleep.
$ the haraters alerted the goblins read the
$ollo8ing:
3oated near the east 8all in this room is an
overturned benh. 9rom do8n the orridor to the
north you an hear something sreaming.
$ any o$ the haraters understand goblin the
sreaming onsists o$ things suh as elp6 elp6
ntruders6B
* Goblins: AC 14 / 1-1 At 1 dagger /am 1d4
%v 20= ,v 91 %l 7 @! 10
! D ☐☐☐☐☐ ☐ 4 ☐☐☐☐
"ah goblin has 1d4 gold nuggets E8orth about 1 gp
eahF and a ne8 dagger.
*. "H% P5" 9F PR9"%)"59N: 'here is a H= long 10=
deep pit in this area. 'his trap 8as built by the
d8arves as a de$ensive measure $or the mine. 'here
is a small alove 8ith a lever that 8ill disable the pit
mehanism on the east 8all ust north o$ the pit.
Along the 8est 8all is a 1= 8ide ledge that an be
used to avoid the pit.
#hen the haraters reah the orridor 'B they 8illsee a set o$ stone double-doors to the east and only
a dar& hamber to the 8est.
3. "H% %4%08"9R "9 "H% 7N'%R'8R/:
'his hamber holds 8hat appears to be a large
open pit. %ounted in the eiling above the pit is a
blo& and ta&le. 'he ropes o$ the blo& and
ta&le are 8ell 8orn. 'he rope desends into the
dar&ness.
*ust belo8 the edge o$ the pit is the mine elevator.
'he goblins played 8ith it until the ropes slipped and
the arriage $ell. t is no8 20= do8n into the sha$t and8edged slightly side8ays. A tentale 8orm Egoblin
garbage disposalF no8 thin&s o$ it as home. As soon
as it noties the haraters it 8ill ra8l out o$ the
sha$t and atta&.
"entacle orm: AC 1 / I At D tentales
/am paralysis AC 40= ,v 9 %3 J @! 17H
! 1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
$ the haraters repair the elevator it an be used
to desend to other levels o$ the mineL this is le$t tothe G% to develop. o8ever the ropes are $rayed
and there is a HM hane that the ropes 8ill brea&
eah time the elevator is used. 'he sha$t is 100= deep
and the haraters ta&e 1dD damage per 10= $allen i$
the ropes brea& Ethus 10dD damage 8ill be su$$ered
i$ the elevator $alls $rom the top do8nF.
+. "H% 5N%: $ the goblins are aught o$$ guard:
'his large 8ell-lit area is a mine. 'o the east is a
revasse 8hih goblins an be seen toiling inside.
Along the north 8all is a large pile o$ slag 8ith 8hat
appears to be an old piee o$ mining e5uipment
partially buried in it. 'here are many goblins andlarger hobgoblins in the hamber. 'he hobgoblins
appear to be bullying the goblins and ma&ing
them mine the gold in the revasse.
$ the goblins are on alert @i&e& ,ner& and ?ulia& 8ill
be here and the 8hole tribe 8ill be ready $or a $ight
in this room. 'hey 8ill $ight to the death as this is their
lair.
& Goblins: AC 14 / 1-1 At 1 dagger /am 1d4
%v 20= ,v 91 %l 7 @! 10
! 7 ☐☐☐☐☐ ☐☐ D ☐☐☐☐☐ ☐
2 ☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ 4 ☐☐☐☐
☐☐☐ 2 ☐☐
D ☐☐☐☐☐ ☐ 1 ☐
4 ☐☐☐☐ 1 ☐
2 ☐☐ D ☐☐☐☐☐ ☐
☐☐☐
"ah goblin has 1d4 gold nuggets E8orth about 1 gp
eahF and a ne8 dagger.
3 Hobgoblins: AC 14 / 1 At 1 mae /am 1dK
%v 0= ,v 91 %l K @! 2H
! K ☐☐☐☐☐ ☐☐☐ H ☐☐☐☐☐K ☐☐☐☐☐ ☐☐☐
"ah hobgoblin has 1d4 gold nuggets E8orth about
1 gp eahF and a ne8 mae.
'he mining e5uipment onsists o$ a damaged but still
operable d8arven mining automaton. 'he goblins
have ignored it as they do not spea& d8arven and
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dventure nthology ne !ntroduction
did not &no8 8hat is 8asL there$ore they simply piled
the mining slag around the mahine and have
nearly overed it. 'he automaton loo&s li&e a round
steel tube 8ith t8o legs and t8o arms that end in
drills. 'he drill bit on its le$t arm is heavily damaged
and has a 20M hane o$ atastrophi $ailure 8hih8ill destroy the automaton and ause 2d10 points o$
damage to all 8ithin 20= o$ it 8hen it e(plodes. 'his
$ailure hane only applies i$ the automaton is in
motion.
'he automaton only understands t8o 8ord
ommands in d8arven suh as go digB move
$or8ardB atta& enemiesB. t 8ill only reogni>e
traditional enemies o$ d8arves. $ none are present
it 8ill atta& the nearest obet or reature. t also
obeys single 8ord ommands suh as stopB and
8aitB.
+ehind the seret door is another inompleteautomaton. t onsists o$ only one leg and an arm
mounted on a steel $rame. n the ba& o$ the room is
a toolbo(. $ the haraters have the ability to repair
the damaged automaton it an be 8al&ed ba& to
a to8n or ity under its o8n po8er and sold $or
several thousand gold piees.
ining 8utomaton: AC 20 / 4 At 2 drill bits /am
1dDN1dD %v J0= E0=F N 1H= EH=F 8hen utting through
ro& ,v 92 %l 12 @! 400
! 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
. "H% 485R:
'his area appears to be the lair o$ the tribe. 'here
are pallets o$ stra8 in the room and a small $ire 8ith
a large pot o$ something simmering over it. 9ive
goblins are resting in this area. 'hey seem surprised
to see you.
'he goblins in this room 8ill not go to help the rest o$
the tribe in area 4 as this is their day o$$B and they
don=t are to see the mine today.
Goblins: AC 14 / 1-1 At 1 dagger /am 1d4
AC 20= ,v 91 %l 7 @! 10
! D ☐☐☐☐☐ ☐ 4 ☐☐☐☐
☐☐☐ 2 ☐☐
☐☐☐
"ah goblin has 1d4 gold nuggets E8orth about 1 gp
eahF and a ne8 dagger.
6. "H% )H5%F:
'his hamber is better appointed than the rest o$
the ave omple(. n the $loor o$ this room is abears&in rug. Along the north 8all is a bed. A $ine
oa& hair and small oa& table stand along the 8est
8all. A hest sits along the 8all near the bed. ,itting
in the hair is a large hobgoblin. '8o other
hobgoblins stand nearby. ne is dressed in the
robes o$ a shaman.
'his is 8here hie$ @i&e& the 3oudB is resting 8ith his
shaman ?ulia& and bodyguard ,ner&. As soon as
they see the party @i&e& and ,ner& atta&L and
?ulia& starts asting. $ the battle in area 4 persists $or
more than D rounds they 8ill investigate the
problem. ote that the 8eapons used by thesethree goblins li&e the 8eapons used by all the others
in this adventure are brand ne8.
;i(e(: AC 1H / 2 At halberd /am 1d10 %v 0=
,v 92 %l 10 @! 12H
! 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
@i&e& has a ring of rotection <&
,ner(: AC 14 / 1 At 1 mae /am 1dK %v 0=
,v 91 %l 10 @! 7
! J ☐☐☐☐☐ ☐☐☐☐
=ulia(: AC 11 / 1 At 1 dagger or spell /am 1d4
%v 40= ,v %1 %l 7 @! 7
! 4 ☐☐☐☐
,pells !repared: agic issile
,pellboo&: agic issile> ,lee> Read agic
'he hest is trapped 8ith dart that $lies $rom the top
o$ the hest 8hen opened $or 1d4 points o$
damage. nside are 400 gp 8orth o$ gold nuggets
2D p 1DK sp 4K gp and 2 otions of healing.
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!ntroduction dventure nthology ne
Dungeon Map
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dventure nthology ne Merilla"s Magic #o$er
Merilla's Magic Toerby Rob !inell
Background
?ears ago %erilla the %agi-<ser adventuredthroughout the lands 8ith a group o$ adventurers.
'ogether they van5uished many $ell reatures and
aumulated great 8ealth. 'heir $ame spread $ar
and 8ide and they 8ere alled upon 8henever the
land 8as threatened. A$ter years o$ servie to the
&ingdom they $inally retired eah going his or her
o8n 8ay. %erilla settled in a peae$ul valley and
onstruted a small to8er 8here she intended to
spend the remainder o$ her days researhing spells
and reating po8er$ul magial items.
As time passed her library o$ tomes and srolls
inreased 8hile 8ord o$ her e(periments spread.
,oon /u&es and 3ords 8ere sending envoys to her to8er 8ith re5uests $or po8er$ul items 8ith 8hih to
protet their lands. ,ome she agreed to others she
did not $or men o$ po8er inevitably beome
greedy and see& more po8er by 8hatever means
available. And also the ma&ing o$ magial items
o$ten drained her leaving her 8ea& and vulnerable
$or long periods o$ time.
'hough she had speial guardians and devies to
protet her during these times there 8ere those
throughout the land 8ho too& advantage o$ those
periods sending brigands and thieves to assault her
to8er hoping to steal the oveted items. All have$ailed so $ar. o8 the 8ord is spreading again o$
her latest reations: items o$ suh po8er that 8ith
them even a ommon man might rise to
unstoppable po8er.
3oated at the $ar edge o$ a tiny duhy deep 8ithin
an enormous ravine at the base o$ the $oothills
%erillaOs to8er no8 stands silent. s she still alive or
has she been slain; as someone penetrated the
protetive $ores she has plaed 8ithin the to8er
and made a8ay 8ith the items; %any 8ould li&e to
&no8.
Ga!e Master's In"or!ation
'his senario an be run several 8aysL the most
ommon being that a loal authority 8ishes to send
a group in to gather in$ormation. Another is that
someone hires the group to assault the to8er. "ither
8ay or any other the G% omes up 8ith 8ill su$$ie.
ote that %erilla is a la8-abiding iti>en as 8ell as a
reno8ned heroL looting her $ortress andNor &illing o$$
her guardian reatures 8antonly may lead toreprisals by %erilla hersel$ or by the la8$ul authorities
o$ the land.
n any ase i$ the party reahes the upper most level
o$ the to8er 8here %erilla sleeps they may end up
saving her li$e. n suh a ase she 8ill re8ard them
handsomely E2H00 gp eah plus a minor magial
itemF.
'his adventure is $ull o$ uni5ue reatures... your
players may never have seen the li&e be$ore. "noy6
Toer #e$
%N"R= 4%0%4:
'he main and apparently only entrane to this
$ortress is a large set o$ double doors $aing to the
southeast. ?ou notie strange runi 8riting on the
door as you approah.
'he east door has a magial trap a runi insription
that releases a fireball doing 10dD o$ damage Esave
vs. ,pells $or hal$F to anyone 8ithin the usual area o$
e$$et. 'he insription is triggered by reading itL
anyone stating that he or she is attempting to read
the runes 8ill trigger the trap.ne the entry hamber is entered:
'his room ontains t8o large boo&ases along the
south and 8est 8alls o$ this hamber reahing
$rom $loor to eiling. 'hese are $illed 8ith various
srolls and tomes.
Along the north 8all is a 8or& table. '8o shelves
one above the other run along the north and east
8alls ust above the table. 'hey hold ars and
bottles ontaining a variety o$ substanes.
,outh o$ the 8or& table along the east 8all is astatue o$ a musular man standing in an attitude
o$ parade rest.
%ost o$ the boo&s and srolls are instrutional
dealing 8ith anient magial eremonies and
rituals and the materials neessary to ondut them.
thers that loo& li&e they ould be more important
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Merilla"s Magic #o$er dventure nthology ne
are 8ritten in a ode or language that nobody other
than %erilla an read. 'rying to deipher these
boo&s and srolls 8ould be a very time onsuming
tas& 8ith very little hane o$ suess.
'he ontainers are $illed 8ith various omponents
li5uids and solids and even gases6 o8ever i$ adetect magic spell is ast on these none o$ them are
giving o$$ any magial aura.
'he statue is in $at a +ron>e Golem 8hih 8ill
move to atta& any intruder approahing 8ithin 0O
o$ it or the 8or&table. nside its head is a ring of
wonderIII6
Bron?e Golem EAC 20 P / 20II EQ1F At 1 $ist Q
speial /am d10 Q speial %v K0O E10=F ,v 910
%l 12F
! D0 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
'pecial( )dditional 1d1* heat daage +hen it
scores a hit and attac,ers suffer 2d6 daage fro
suirt of olten etal if they hit it.
n the south8est orner a 2HO $oot s5uare Carpet
'rapper a8aits any 8ho stand in its enter. 'his
monster 8ill instantly &no& prone anyone 8ho steps
into the enter o$ it then roll the vitim up and
s5uee>e $or 1dK points o$ damage per round.
)aret "raer EAC 12 Esee noteF / 7 At 1
/am 1dKNrd %v 0O ,v 97 %l 12F
! 4 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
/ote that any victi trapped inside suffers 1 point of
daage per 4 inflicted on the onster. 0his is a
agical construct! and suffers daage fro dispel
magic eual to 1d6 per level of caster! +ith a save
vs. 'pells allo+ed for half daage this daage +ill
not affect a trapped victi.
9inally t8o rust monsters linger about in the ground
level o$ the to8er proper.
* Rust onsters EAC 1K / HI At 1 /am 0 ErustsmetalF %v 40O ,v 9H %l DF
! 2 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
2K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐
A 8ooden spiral stairase stands in the enter o$ the
round hamber leading up.
"9%R 4%0%4 *.
'his level o$ the to8er loo&s to be 8here %erilla
stores her treasures and other valuables. 'here arethree hests in this roomL one against the north 8all
and one on eah o$ the south-east and 8est
orners o$ the room.. All appear to be losed.
'here is also a suit o$ armor hanging on an armor
ra& against the south 8all.
'hree hests appear here. 'he north and south8est
ones are trapped 8ith a fireball spell doing 10dD
damage Esave vs. ,pells $or hal$F. A disel magic
spell 8ill disable these. nside eah is 1H000 gp.
'he hest in the southeast is a $orphganger! a
speial monster reated by %erilla. 'he
%orphganger an imitate any nonliving obet thenassume a humanoid appearane similar to
/oppleganger in its natural $orm. nly in humanoid
$orm an it atta& but due to its po8er o$ mimiry it
has a 1-H in 1dD hane o$ gaining surprise Emodi$ied
as usualF.
A suit o$ Platemail of 4ife Protection <3 hangs on the
south 8allL see the New agic 5tems belo8 $or
details. t urrently ontains D harges.
orhganger EAC 1D / 10 EQJF At 1 /am 1d12
%v 10= ,v 9H %l KF
! D0☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
"9%R 4%0%4 3.
'his level appears to be a small living area set up
$or rela(ation and meditation. 'here are a ouple
o$ overstu$$ed hairs in various plaes as 8ell as
large pillo8s stre8n about. n the northern 8all is a
raised stone slab that seems to be the resting plae
o$ a very small dragonli&e reature that is peering
at you through hal$-raised eyelids.
A Faerie ragon a reature reated by %erilla liesatop a lo8 stone slab against the north 8all. t is
mentally lin&ed 8ith %erilla and 8ill try to a8a&en
her i$ possible EHM hane per roundF. ormally it
serves more as a 8ath-dogB than a guard.
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dventure nthology ne Merilla"s Magic #o$er
Faerie 'ragon EAC 2D / K At 1 /am speial
%v 0O 9ly K0O ,v %KI %l KF
0he Faerie ragon%s only attac, is its spell use. 0he
creature%s agic is eual to an 8th level $agic-ser.
It saves at 5 vs. any sort of agic.
,pells: charm erson> magic missile> slee> detect
in1isibility> mirror image> web@ hold erson> in1isibility
&A radius> confusion> olymorh other.
! 2 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
"9%R 4%0%4 +.
'he entral stairs end at this level but another small
spiral stairase limbs to another level $rom here.
'his room is devoid o$ all $urnishings and is
ompletely empty e(ept $or the t8o strange
reatures stomping around.
'his room ontains t8o pipe beasts 8ho are
determined to &eep anyone but %erilla $rom
asending the stairs into her private hambers.
* Pie Beasts EAC 1K / DQDI At 2 Cla8sN1 'ail or
Aid ,pray /am 2dDN2dDN1d10 or 4dK %v 0= ,v 9D
%l 12F
! 0 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
2H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
"9%R 4%0%4 .
As you asend the stairs into the top level o$ the
to8er you an ma&e out the shape o$ something
asleep on the bed in north part o$ the bedroom.
ne(t to the bed t8o shado8y $igures are engaged
in some sort o$ argument over 8ho is going to end
the li$e o$ the deeply sleeping mage.
'hese are %erillaOs private hambers. Currently lying
inapaitated in her bed she is una8are o$ the
shado8y $igures 8ho have ust entered her
hamber. '8o assassins are presently arguing over
8hih one is going to assassinate her6 aving$ollo8ed the party to the loation they used saling
tools to snea& in through the only 8indo8s in the
to8er 8hile the party un&no8ingly distrated the
guardians.
8ssassin> 4e1el # EAC 1D / 7d4 At 1 /am 1dK
%v 40O ,v '7 %l JF
! 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
8ssassin> 4e1el + EAC 1D / 4d4 At 1 /am 1dK%v 40O ,v '4 %l JF
! 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
"ah assassin 8ears leather armor <& and has a ring
of rotection <&.
A small hest to the east o$ %erillaOs bed ontains
her personal e8elry and some $ine lothingL a small
des& to the 8est is overed 8ith un$inished srolls
and 8riting tools.
%erilla annot de$end hersel$ at presentL having ust
$inished reating the magi s8ord atop the table to
the south she is e(hausted and semi-omatose. $saved $rom assassination she 8ill $orgive the intruders
$or slaying her guardians and re8ard those involved
in her resue as previously noted. 'he item she has
ust reated is a sword of smiting <&.
e Magic Ite!s
8rmor of 4ife Protection Carmor featureD: 'his armor
protets against energy drain. #hen the 8earer is
atta&ed by energy draining reatures the level loss
is ta&en $rom the armor $irst. 'he armor an only be
hargedB by means o$ a sword of smiting Esee
belo8F. 'his $eature allo8s the armor to retain up toD hargesL e(ess harges are lost.
,word of ,miting Cweaon featureD: n any
suess$ul hit on a reature 8ith the ability to
per$orm an energy drain atta& in addition to the
normal damage it in$lits this s8ord 8ill add one
harge to a suit o$ armor of life rotection Esee
aboveF up to the usual ma(imum harge level. $
the user o$ the s8ord is not 8earing armor of life
rotection the e$$et is lost. 'he s8ord per$orms in all
other 8ays as a normal magial s8ord.
Ring of onder: "very day at da8n the $untion o$
this ring hanges randomly. 'he G% should seretlyroll on the magial Rings hart in the Core Rules to
determine the e$$et re-rolling any rings of sell
storing.
(
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Merilla"s Magic #o$er dventure nthology ne
Merilla's Toer Ma)
1*
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dventure nthology ne #he %om&raire"s Estate
The +o!,raire's -stateby Russ #estbroo&
Background
3ong ages ago 8hen the village near the marsh 8assettled Eon order o$ the &ing being all villagers 8ere
disgraed and e(iled re$ugeesF a $amily o$ %agi-
<sers &no8n as the #ren8alds served as the
settlementOs overlords. 'he #ren8alds 8erenOt
partiularly good or &ind but they did protet the
villagers $rom the ravages o$ the marshOs beasts and
as long as the heavy and oppressive ta(es rolled in
nobody died $rom by the hands o$ the 8i>ards.
ne night in the reign o$ 3ord *ustin #ren8ald
8hile the $amily reveled 8ith $riends the s8amp
8ith *ulianne demanded entrane as an honored
guest. ,eeing the ugly hag and unimpressed by her
reputation 3ord *ustin laughed in her $ae andordered her put out. 9or this insult the she ursed the
$amily and horrible magis rose $rom /ar& Realms.
,ome simply died 8hile others trans$ormed into
undead and the very estate itsel$ too& on the taint
o$ evil.
A $e8 villagers 8ho served on the grounds esaped
to tell the a8$ul tale and sine that night the
villagers have avoided the grounds. t is said the
ghosts o$ the dead still haunt the estate and their
sounds an be heard $rom 8ithin but that i$ anyone
goes there they never return. 'he urrent governor
$earing the urse himsel$ has dereed that anyone
entering the ruins 8ho does not return shall be
deemed a suiide.
.lot Hooks
&. All their lives the young !Cs have been 8arned
about the haunted estate and stritly $orbidden to
ever go there. 'he $amily $arm is threatened by the
looming prospet o$ yet another bad rop and ba&
ta(es. %aybe the !Cs ould save their parents land
by snea&ing into the haunted ruins; A$ter all one o$
their $riends s8ears that the old estateOs hen house is
still oupied and more than that the hi&ens lay
golden eggs6 Could this rumor be true;
*. 9or 8hatever reason the party is in the debt o$ the
nearby thieves= Eor assassinOsF guild. 'o pay o$$ the
debt the guild o$$ersB them a ob: they 8ant a pail
o$ mil& $rom the ghostOs dairy. 'hey donOt say 8hy
and they donOt li&e 5uestions but they e(pet to
meet the !Cs in t8o day=s time 8ith the goods being
in hand.
3. 'he loal healer anOt ure a noted villager 8ho is
dying o$ an ugly disease. 'he man is onsidered
saintly in the village and many 8ill mourn his death.Rather than aept de$eat the healer hires the
party to go to the graveyard in the old ruinsL
aording to legend 3ord #ren8ald 8as a great
healer himsel$ and 8as buried 8ith a po8er$ul sta$$
8hih might save the vitim. 'he villagers are only
able to o$$er H0 gp apiee to the adventurers but
perhaps they 8ill do this $or the good o$ the village;
+. 'he !COs religious order has had enough o$
#ren8ald $or 8hatever reason and it=s time $or this
shrine o$ evil and all its $oul inhabitants to go6
/rea #e$
&. R98': 'he road to the estate is rutted and
gro8nup 8ith little sign o$ tra$$i. t is three miles to
the abandoned property through a light 8oods
8hih beome more unhealthy loo&ing and dead
the loser one omes to the ruin and strays $rom the
village. 'he last mile o$ the tre& is marshy 8ith the
aompanying problem o$ biting insets. ,i&
loo&ing bla& birds live in the trees near the estate
and eye the party hungrily. ear the ruins itsel$ the
trail splits 8ith a smaller path leading deeper into the
bog around behind the estate ending at the iron
gate o$ the holdingOs anient emetery.
*. BR%8)H: 'he road ends in a gap in the estateOs
8alls 8here a dirty irle sho8s the $ormer entrane.
An old art rests in the irle and the bones o$ three
dead men lay at t8isted angles about the art
along 8ith a dead mule. 9rom the loo&s o$ their
lothing and the moldered remains in the art they
8ere some &ind o$ loth merhants. #hen the party
dra8s near they animate and atta&. 'he three
human s have dirty staves.
3 ,(eletons: AC 1 / 1 At 1 /am 1dD or by
8eapon %v 40= ,v 91 %l 12
! 4 ☐☐☐☐
4 ☐☐☐☐
4 ☐☐☐☐
& ,(eletal ule: AC 1 / 2 At 1 /am 1dD %v 40=
,v 92 %l 12
! 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
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#he %om&raire"s Estate dventure nthology ne
3. 844: 'his stone 8all surrounds the property and
8hile old and moss-overed it appears relatively
intat. t rises to 1H $eet in height and a ladder in the
north8est orner gives aess to its renelated
battlements. +ri-a-bra litter this 8al&8ay as 8ell
as an oasional s&eletal arm or s&ull.+. G8R'%N: 'his garden is a horri$ying sight to behold.
'he plants here are being tended by 7 >ombies- 4
$emale 1 male and 2 hildren- 8ho 8ill shamble
over to8ards any living beings they see Eand they
are apable o$ seeing most o$ the ourtyardF and
atta&. 'hey have old rusty hoes. 'he plants are
gro8ing but they are dead- undead plants gro8ing
$rom the ground gro8ing rotten $ruit. 9lies bu>> all
about this ever putre$ying yet ever gro8ing mass o$
tangled plant li$eB and the smell o$ rottenness
permeates the 8hole o$ the property. Anyone
$oolish enough to eat o$ this undead gro8th must
save vs. !oison or die and rise as a >ombie under theombraireOs ontrol the ne(t day.
# $ombies: AC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 91 %l 12 al8ays lose initiative in
ombat
! 10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
Any battle here 8hih is e(essively loud in the G%Os
opinion 8ill be heard by the ombraire at Area K
Ee4F. e 8ill be annoyed and release the ,tirges at
Area K EeF to deal 8ith his un8anted guestsL these
8ill desend $rom the manor and aid the >ombies. $
this ours the ombraire 8ill not be surprised by the
party later on.
. %44: 'his stone 8ell gives o$$ a $oul stenh and
anyone 8ho uses its bu&et and 8enh to dra8
li5uid $rom it 8ill $ind it to be a putre$ied sludge.
Anyone $oolish enough to ingest suh a revolting
sludge su$$ers a level drain as i$ touhed by a 8raith
and i$ slain by this returns as one the ne(t night.
3eaning against the 8ell is a s&eleton in rusty hain
armor 8ith a rusty s8ord and bro&en spear. A short
s8ord pieres his breast. 'he short s8ord loo&s old
and dirty but is atually a magial shortsword <&> <*
1s. el1es and fairies.
6. B8RN: 'his is an old stone barn 8ith rotten 8ooden
double doors. 'he thathed roo$ o$ the barn is
rotted through in many plaes and hordes o$ mie
play here and there. 'he $loor is o$ pa&ed earth
and the 8alls hold pegs 8ith many and various $arm
implements- none o$ any value or 8orth anymoree(ept maybe to be grabbed and used as a
ma&eshi$t lub. n the south8est orner o$ the barn
there are piles upon piles o$ dead loo&ing seeds o$
many and various types: 'hese seeds are in $at
undead and 8hen so8n upon the estate grounds
an gro8 dead and deaying vegetables suh as in
the garden at area 4. 'hese piles magially
regenerate slo8ly due to the urse upon this plaeL
they 8ill never run out. $ the seeds are ta&en $rom
the estate they turn to dustL ho8ever i$ bu&ets o$
this dust are liberally so8n onto healthy rops it 8ill
&ill them and render them undead li&e in area 4 and
apable o$ produing >ombies. Anyone ingesting
these seeds must save vs. poison or die and the ne(t
day raise as a >ombie under the ombraireOs ontrol.
n the north8est orner o$ this building a moldering
sta& o$ ruined hay sits 8ith a pith$or& stu& in it. 'he
pith$or&B is atually a trident <& Etreat as a spearF
but its head annot be learly seen in the hay. 'he
pile is in$ested 8ith several olonies o$ rot grubs Ea
total o$ 1D o$ the little 8igglies live in the pileF and
anyone touhing the hay has a HM hane per
round to enounter 1d o$ the little monsters.
&6 Rot Grubs: AC 10 / 1 ! At 1 bite /am death
in 1d turns unless $lame or ure is applied %v H=,v 91 %l 12
note( each chec,bo belo+ represents one grub
! 1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
9ive stalls $ill out most o$ the building. 'hese are
made or rotten 8ood 8ith deaying gates and rise
to H $eet high 8ith 8ide spaed slats. "ah o$ these
stalls has an undead o8 in itL three are s&eletal and
t8o are >ombies. 'hese reatures 8ill atta& any
living being 8hih omes lose to them but 8onOt
atta& until approahed. 'he o8 >ombies still give
mil&- a grayish $oul smelling li5uid 8hih i$ drun&
drains a level li&e a 8raithL anyone slain by this mil& rises the ne(t night as a 8raith. %il&ing both o$ these
o8s are t8o $emale >ombies eah 8ho are
olleting the mil& into bu&ets. ne o$ these
bu&ets is silver and 8orth 0 gp. 9our other >ombies
three men and a hild mill about the barn. 'he
$ormerly human >ombies 8ill drop 8hat they are
doing and atta& any living being they pereive
8ithin the barn.
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dventure nthology ne #he %om&raire"s Estate
$ombies: AC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 92 %l 12 al8ays lose initiative in
ombat
! 10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
* $ombie )ows: AC 1 / At 1 /am 1dD
%v 0= ,v 9 %l 12 al8ays lose initiative in ombat
! 1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
3 ,(eletal )ows: AC 1 / 2 At 1 /am 1dD
%v 40= ,v 92 %l 12! 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
#. P%N: 'his pen is made up o$ a slatted three-$oot
high 8ooden $ene 8hih is 8ell deayed and the
southern stone 8all o$ the barn. A gate gives
entrane and 8ithin a olony o$ 0 >ombie
hi&ens have their lair. A rotten 8ooden hi&en
oop stands in the southern area and the hi&ens
mill $rom 8ithin to the yard 8ith -0 being visible to
the !Cs at any one time. 'hese $oul undead arenOt
terribly aggressive but they 8ill move H $eet or so tope& at any living being 8ithin reah. 'hey #33
beome aggressive ho8ever i$ they pereive any
living being enter the hi&en oop. #ithin there
are 0 little nests 14 o$ 8hih have a varied number
or highly smelly rotten eggs. n t8o o$ the other nests
ho8ever there are good-loo&ing eggs E$or a total o$
DF and these are $illed 8ith li5uid gold E8orth 100 gp
eahF a valuable but highly $ragile treasure. 'hese
are pressed do8n in the stra8 and $eathers ho8ever
and must be searhed out.
3A $ombie )hic(ens: AC 12 / S At 1 /am 1
%v 40= ,v 91 %l 12
! 2 2 2 2☐☐ ☐☐ ☐☐ 2☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ 2☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ 2☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ 2☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ 2☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ 2☐☐ ☐☐
/ote( 0hese creatures do not autoatically lose
initiative. ue to their sall sie! they are turned as
s,eletons.
. 8N9R: 'his stone house must have had an
elegane in $ormer times but no8 it sits $orlorn 8ith
all its 8indo8s solidly boarded up. 'he 8indo8sbeneath the boards are mere arro8 slits any8ayL
even a s&inny al$ling annot $it through them. 'he
/% an assume all the rooms have some e(ept $or
areas d T e Ethe lo8er levelF. 'he thath roo$ is 8ell
deayed letting in the elements in many plaes. n
the northeast orner a high bell to8er rises out o$ the
struture and the 8indo8s in the higher levels o$ this
to8er arenOt boarded. 'he doors are o$ 8et moldy
8ood and the $loors 8ithin are o$ $lagstone. "ah
room has sones $or torhes but these ontain only
burnt sti&s $rom eras long ago. 'he eiling is K $eet
high e(ept in areaEsF eB 8here the eilings are 1H
$eet high.
a. GR%8" H844: 'his room is dominated by t8o long
mead tables 8ith benhes. A $ireplae stands on
the north 8all and tapestries in various states o$
deomposition hand $rom all the 8alls. n the east
8all is a large and heavy portrait o$ three
generations o$ the #ren8ald $amily in happy times
8hih has esaped times ravages and no8 8ould
be 8orth 2H0 gp. +elo8 this is a podium plaed to
address the tables and on it is a brass gavel 8orth 1H
gp. 'he s&eletons o$ 1H people are splayed about this
hamber intermeshed 8ith old $ilthy 8ooden
goblets and plates and rusty &nives. 'hese orpsesare merely deadL they do not rise. o8ever the
hamber is haunted by a 8raith. ne round a$ter
the !Cs enter this hamber its maniaal laughter 8ill
be heard ehoing throughout the stone room and
then the ne(t round it 8ill emerge $rom the $ireplae
and s8eep about the hamber to atta& laughing
all the 8hile. $ the $ireplae is later searhed a
d8ar$Os s&ull set 8ith t8o emeralds $or eyes E8orth
2H0 gp eahF 8ill be $ound on a ledge 8ithin.
raith: AC 1H P / 4II At 1 /am 1dD Q energy
drain E1 levelF %v 9ly K0= ,v 94 %l 12
! 1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
b. /5")H%N: 'his anient &ithen 8as one 8ell-
e5uipped but no8 the stone mills upboards
utensils and ovens are overrun 8ith mie roahes
spiders and other vermin. o matter ho8 long the
adventurers searh nothing o$ value 8ill be $ound in
this room.
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#he %om&raire"s Estate dventure nthology ne
c. 8,"%R B%'R99: 'his bedhamber ontains its
o8n northern $ireplae a draped master bed a
8riting table a 8ardrobe and a night table. All the
$urniture is in moderate ondition old 8orn and
$aded but usable. n the 8riting table is a 5uill and
in& and $ive parhments. 'hree o$ these areunompleted spells but one is a ,lee scroll and
the other is a ,hield scroll. A silver andlesti& holder
sits beside the parhments 8orth 1H gp. A $any pair
o$ gnome-made spetales are on the night table
8orth H0 gp. 'he 8ardrobe ontains $aded garments
$rom a long $orgotten era none o$ any value. 'his
hamber is urrently being leaned by $our s&eletons
dressed in tattered maidOs out$its arrying $ilthy rags
and $eather dusters. 'hese 8ill atta& any living
beings they enounter.
+ ,(eletons: AC 1 / 1 At 1 /am 1dD or by
8eapon %v 40= ,v 91 %l 12
! 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
d. ,%)R%" R99: 'his hidden hamber Eaessible
only via seret 8all panelsF is a mageOs library. 'he
8alls are lined 8ith shelves and there are t8o tables
8ith hairs in the middle o$ the hamber. "verything
is overed in anient dustL it appears this hamber
hasnOt seen guests in a very long time. n one o$ the
tables a glittering rystal ball sitsL it is ho8ever
ra&ed and totally devoid o$ magi or value.
undreds o$ boo&s line the shelves U un$ortunately
should they be handled they 8ill rumble to dust.
'here is a urse that remains ho8ever. Anyone other than the >ombraire 8ho touhes one o$ these
volumes must ma&e a save vs. ,pells or be ursed
8ith the head and tail o$ a don&ey6 A remo1e curse
spell 8ill be needed to ounterat this e$$et.
e. ,%)R%" R99: 'his is another hamber
aessible only via seret panel. 'his is the lo8est
hamber o$ a $our-story to8er 8ith a set o$ stone
stairs running along its 8alls onneting its levels. 'he
$loors are o$ 8ood higher above and eah eiling is
1H high. 'his level is a private ommode 8ith a
8ooden struture over an out-pit. 'he hamber
smells a8$ul yet the smell is old and musty 8ith age.
3ying on the 8ooden struture are a $e8 E4F srolls o$
esoteri philosophy 8ritten in the gnomish tongue
8hih might bring 1H-2H gp eah E2dDQ1 i$ you
8ant to roll $or itF $rom the right olletor.
#ithin the anient pit $ull o$ putre$ying o$$al 10 $eet
do8n ust the tip o$ something golden an be seen
i$ a light is sho8n 8ithin. 'his is ust the last tip o$ a
$inely arved sta$$ o$ gold 8orth 1000 gp $or its metal
and artistry. 'his pri>e must someho8 be 8or&ed up
out o$ the su&ing mire ho8ever and therein lays
danger. A slip ould ause someone to $all in and
the mu& behaves muh li&e a 5ui&sand. 'hose8ho $all in have only rounds plus their /e(. modi$ier
to be e(trated be$ore they sin& totally Eand most
li&ely irretrievablyF. Also the pit is home to 20 rot
grubs and 2d4 8ill s8arm anyone 8ho enters the
mire. Anyone 8ho merely plaes an appendage in
the goo 8ill be atta&ed by 1d o$ the deadly
vermin.
*A Rot Grubs: AC 10 / 1 ! At 1 bite /am death
in 1d turns unless $lame or ure is applied %v H=
,v 91 %l 12
/ote( 9ach bo belo+ represents a single grub.
! 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
e*. ,%)9N' "9%R 4%0%4: 'his level ontains a
table and three ri&ety hairs and a series o$ old
rusty instruments $or navigation. 'he 8indo8s o$ this
hamber are open to the outside. 'he 8alls are
overed 8ith tattered yello8ed maps o$ the 8orld.
%ost o$ their in$ormation has $aded a8ay but 8hat
serets they must one have held6
e3. "H5R' "9%R 4%0%4: 'his room 8as obviously an
alhemial laboratory one but the tables are
bro&en and overturned and almost all the glass 8or&
is bro&en. nteresting stains and aid burns an be
seen here and there. A very large bird age sits inthe middle o$ this hamberL it is the home o$ a $lo&
o$ seven stirges the ombraire &eeps as trained pets.
'hey an deliver messages $or him and serve as his
spies $or one o$ the dar& gi$ts the ombraire
possesses is the ability to understand the hattering
o$ stirges and to be able to spea& to them in a
rudimentary $ashion. 'he age isnOt lo&ed. 'he
stirges 8ill atta& i$ the age is opened. 'hey 8ill also
s5ua8& loudly upon the entrane o$ any intruders
Ealerting the ombraire aboveF and 8ill not simply
be $ish in a barrel to be &illedL anyone 8ho tries to
s&e8er them 8ith anything short o$ a spear 8ill also
be open $or a ounter s8ipe 8ith their probosis.+uried in the debris are 8ell-hidden potions. 'hey
are pin& green and purple li5uids and eah i$
ingested re5uires a save vs. ,pells or the drin&er
su$$ers a urse. 'he pin& potion auses #ererat
lyanthropy Eto be disovered at the ne(t $ull moonF.
'he green potion auses a hroni disease that
auses abdominal ramps applying a -2 penalty to
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dventure nthology ne #he %om&raire"s Estate
all the vitim=s atta& and saving thro8 rolls until it is
ured. 'he purple potion auses to drin&er to age 20
years losing one point o$ Constitution in the proess.
# ,tirges: AC 1 / 1I At 1 bite /am 1d4 Q
1d4Nround blood drain %v 10= 9ly D0= ,v 91 %l J
! H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐
e+. F97R"H "9%R 4%0%4: 'his room is 8here the
>ombraire 8hih 8as *ustin #ren8ald 8ill be $ound
Ethis is the ghostB all the villagers $earF. '8o very
large 8indo8s open to the north and east but this
annot be seen beause a ermanent illusion spell
hides the e(istene o$ any 8indo8s on this level at
all. 'he roo$ here rots li&e every8here else in this
$orsa&en house. nside is a telesope E5uite bul&y
but 8orth 2000 gp to a sageF a table overed 8ithparhments 8ith sra8led astrologial notes and
mysti symbols an umbrella ase $ull o$ rusty
implements o$ torture and manales hanging $rom
the ra$ters 8hih ould imprison up to $our
oupants Ethe >ombraire has the &eys on his beltF.
3ord #ren8ald may spea& to the party but he 8ill
never surrender and 8ill $ight intelligently to the
death. idden in the ra$ters E$ound as a seret doorF
is the ombraireOs spell boo& 8hih ontains agic
issile> Floating 'is(> Protection from Good> irror
5mage> and )ontinual 4ight.
& $ombraire: AC 14 / At 1 /am 1dK %v 20= ,v
%2 %l 10
,pells: magic missile rotection from good mirror
image
tems: wand of illusion E7 hargesF ring o$ &eys ruby
ring of rotection <*
! 1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
2. GR80%=8R': 'his area is a graveyard surrounded
by a 8rought iron $ene. 'he gate is padlo&ed 8ith
a rusty Ebut sturdyF padlo& and hain and all 8ithin
is s8amp. 'he atual bounds o$ the graveyard go
o$$ the map and the leaning $allen and bro&en
tombstones aount $or nearly 40 graves 8ithin.
ere and there a o$$in has resur$aed and sho8s
signs o$ having been he8ed into. othing o$ value
lays 8ithin the ommon graves. 'here are three
above ground vaults ho8ever. 'hese 8ould re5uire
brea&ing into using D0Q ,tr. points and ro8bars but
they do ontain things o$ interest. 'hese are labeled
and detailed belo8.
A 8arren o$ giant rats honeyombs the s8ampy
ground here. "ah (B on the map indiates a
onealed 8arren entrane. 'hese tunnels are too
small $or even a al$ling to $it into but they ontain
2D giant rats. Any loud noise or ativity 8ill bring 1dD
o$ the ritters $rom random tunnels to investigateand the monsters are hungry. $ this leads to $urther
noise it 8ill also lead to $urther rats. $ the party
ma&es a really large amount o$ noise here the
ombraire 8ill spot them and send his $lo& o$ stirges
to deal 8ith trespassers as 8ell Esee areas e T 4F.
*6 Giant Rats: AC 1 / 1d4 !I At 1 bite
/am 1d4 Q HM hane o$ disease %v 40= ,8im 20=
,v 91 %l K
! 2 2 2 2☐☐ ☐☐ ☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ ☐☐
2 2 2 2☐☐ ☐☐ ☐☐ ☐☐
2 2☐☐ ☐☐
2a. "9B: 'his stone hamber ontains the remains
o$ a man and 8oman dressed in anient apparel.
'he 8omanOs e8elry is 8orth 700 gp.
2b. "9B: 'his stone hamber ontains the remains
o$ a man and 8oman also dressed in anient
regalia. e holds a staff of healing E8ith J harges
le$tF 8hile her e8elry is 8orth 400 gp. +oth are
atually undead monsters 8hih 8ill rise up and do
battle i$ their persons or property are disturbed.* )ryt 'wellers: AC 12 P Ehit only by magi
8eaponsF / 2 At 1 /am 1dD Q1dD strangulation
per round %v 20= ,v 92 %l 12
! K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
2c. "9B: 'his hamber ontains the body o$ a
8oman. ,he is dressed regally but has no treasure.
o8ever trapped 8ithin the stone bo( is a shado8
8hih 8ill atta& i$ $reed surprising on a roll o$ 1-4 on
1dD.
,hadow: AC 1 P / 2I At 1 touh /am 1d4 Q 1pt. ,trength loss %v 0= ,v 92 %l 12
! K ☐☐☐☐☐ ☐☐☐
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#he %om&raire"s Estate dventure nthology ne
&A. 'R=8' "R%%: At this point in the s8amp a $orlorn
/ryad-'ree stands. 'he urse on the area hangs over
the tree and the dryad 8ithin is a$$eted by the
urse so that she is slo8ly turning to evil although she
is $ighting the hange. er name is 3uaia and i$
she disovers the presene o$ the !Cs she 8ill senda raven to summon them so she an beg them to
slay all the undead and so set her $ree $rom the urse
Eat least she believes this 8ill end the urseL 8hether
it 8ill or not is up to the G%F. 3uaia is able to ast
spells as a rd level Cleri and is prepared to ast
one cure light wounds and one bless. ,he 8ill o$$er
her help i$ the party 8ill promise to destroy all the $oul
8al&ing deadL ho8ever she 8ill not leave the area
o$ her tree. ,he is beauti$ul but has turned old and
vinditive. ,he possesses no treasure.'ryad: AC 1H / 2I At 1 /am 1d4 or harm
%v 40= ,v %<4 %l D
! 7 ☐☐☐☐ ☐☐☐
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dventure nthology ne Beneath Brymassen
Beneath Br$!assenA Collaborative /ungeon
Background
'his dungeon an be used in t8o di$$erent 8ays: Asa standardB dungeon to be leared and looted at
the party=s leisure or as a resue mission. Room 14 o$
this dungeon is presented in t8o 8ays one identi$ied
as storylineB representing the resue mission and
the other mar&ed non-storylineB $or the traditional
dungeon ra8l version.
0ungeon Cral Background
$ you 8ish to run the traditional dungeon ra8l
version o$ this adventure you should read Eor
paraphraseF the $ollo8ing to the party:
?ou $ound your 8ay to the only tavern in the littlerural to8n o$ +rymassen and settled in $or an
evening o$ 8ashing a8ay the dust o$ the road 8ith
heap beer. As you all sat at a table drin&ing your
$irst mug o$ beer a man ame rushing inL he stood
in the door8ay $or a moment peering into the
gloomy tavern be$ore he aught sight o$ you.
e ame straight to your table 8al&ing boldly as i$
he o8ned the plaeL t8o other men ome into the
tavern behind him and $ollo8 him to your table.
?ou are the adventurers reently ome to to8n;
Greetings6 am 9orsythe %ayor o$ +rymassen and
have a business proposition $or you. t seemssome humanoid monsters goblins perhaps have
dug a hole into the basement beneath the loal
mill and the little monsters have been raiding the
mill and surrounding houses stealing everything not
nailed do8n. $ you 8ould be 8illing to enter their
lair and slay them 8e 8ould be able to pay you
$ive gold piees $or eah goblin or similar smaller
monster and ten $or eah larger reature. $
ourse you=d have to bring ba& proo$L 8e=re
8illing to aept the right ear o$ eah slain
reature $or this purpose. #hat say you;B
'he mission is e(atly as desribed. 'he G% may8ish to plae a hurh or temple 8ith a mid-level
Cleri in the to8n 8illing to provide a $e8 cure light
wounds spells per day in return $or a small donation
perhaps 20 gp per spell.
escue Mission Background
$ you 8ish to run the resue mission version o$ thisadventure you should read Eor paraphraseF the
$ollo8ing to the party:
?ou $ound your 8ay to the only tavern in the little
rural to8n o$ +rymassen and settled in $or an
evening o$ 8ashing a8ay the dust o$ the road 8ith
heap beer. As you all sat at a table drin&ing your
$irst mug o$ beer a man ame rushing inL he stood
in the door8ay $or a moment peering into the
gloomy tavern be$ore he aught sight o$ you.
e ame straight to your table almost running.
?ou are the adventurers reently ome to to8n;
!lease sirs you must help me. %y hildren have
been ta&en dragged a8ay into a hole in the 8all
o$ my ellar by hideous monsters goblins perhaps.
!lease please ome and see6B
Assuming they hoose to ome 8ith him the man
leads them to his leather8or&ing shopL his $amily lives
in a small apartment in the ba& o$ the building but
he 8ill lead the adventurers to the ellar entrane
behind the shop. is 8i$e 8ill meet the party there
and she 8ill also beg them to resue her hildren.
'hey don=t have muh money but they=ll give all
they have Ea total o$ 4H gpF in return $or the party=s
help.
'he ellar is a irular room perhaps 10= in diameterL
a = 8ide hole loo&ing rather li&e a large mouse hole
is visible in the ba& o$ the ellar and small
humanoid $ootprints E$rom some reature having
$eet 8ith blunt la8sF are visible in the dirt $loor o$ the
ellar.
0ungeon #e$
&. %N"R8N)% R99:
'he tunnel you have been ra8ling through opens
into a room about $our $eet $rom the $loor. 'he
room is 0= by 0= 8ith openings to the east and
8est near the enter o$ the 8alls.
$ the !C=s he& $or traps or other8ise e(erise
aution be$ore e(iting the tunnel they 8ill notie a
di$$erently olored stone set into the $loor near the
tunnel e(it. $ this is not deteted eah harater
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Beneath Brymassen dventure nthology ne
e(iting the tunnel has a hane e5ual to 1-2 on 1dD
o$ triggering a spear trap in the eiling E8hih $ires
straight do8nF. $ triggered the harater 8ho set it
o$$ must ma&e a save vs. /eath Ray or be hit $or 1dD
points o$ damage.
*. H5''%N ,HR5N%: 'he seret door to this room has aleverly designed lo& hidden behind a s8iveling
nub o$ ro&. 'he &ey is on the orpse in the
southernmost pit in area belo8L other8ise it ould
be pi&ed normally.
'he seret door opens to a brightly lit room that
8as turned into a ma&eshi$t shrine. 'he old stone
8alls are deorated 8ith hal& symbols and a
ma&eshi$t altar made $rom a large 8ooden rate
overed in a moldering 8hite loth holds a simple
golden halie. n the $ar side o$ the room there
is a $igure mostly obsured by the altar.
'he room 8as blessed as a santuary by a long-
dead adventuring Cleri. 'he Cleri=s body is behind
the rate in a &neeling position $aing the altar still
luthing her holy symbol. ,he is nothing more than
barely held together s&in and bones. er gear is
long gone e(ept $or her holy symbol Ea silver
starburst 8orth 20 gpF and the tattered remains o$
her robes.
'he room itsel$ 8ill detet as magial and is under
the e$$et o$ a permanent rotection from e1il spell
Eas a Dth level asterF. 'he golden halie E8orth
100 gpF radiates a so$t golden light that $ills the room.
$ holy 8ater is poured into it and then onsumed it
8ill provide the imbiber 8ith a cure light wounds
spellL this e$$et 8or&s at most t8ie a day. 'he
halie 8ill not $untion outside o$ the room.
3. "H% P5",:
As you round the orner you smell the strong odor
o$ death. Ahead you see an open pit. A very
narro8 ledge leads around it on both sides.
'here are t8o pits in this setion o$ hall8ay. 'he one
to the north is the open pit desribed above. t is 10=
deep and thus does 1dD damage to anyone $allinginto it. Any harater attempting to ross on a ledge
must roll a /e(terity ability roll to avoid $alling in.
'he southern pit is overed by a very 8ell hidden
trap door that 8ill open i$ 100 or more pounds o$
8eight are plaed on it Esuh as a harater 8al&ing
on itF. t 8ill spring losed in a single round a$ter
opening. Anyone $alling into this 10= spi&ed pit ta&es
1dD points o$ damage $or the $all plus 1d4 points o$
damage $rom the spi&esL a saving thro8 vs. /eath
Ray may be rolled to avoid the spi&es. n the bottom
o$ the pit is the orpse o$ an adventurer dead about
three 8ee&s. n his body is gp a short s8ord a
&ey Eto area 2F and a otion of healing.+. )%N"5P%'% R99:
As the party approahes this room read the
$ollo8ing:
?ou smell a terrible stenh li&e a midden or a
rotting garbage heap.
+oth doors into this room are stu& and both are
rotted through at the bottom. $ opened read the
$ollo8ing:
'his room is about &nee-deep in sludge and rottingdebris but other8ise apparently empty.
'he room an be rossed in per$et sa$ety by simply
8ading through. o8ever a harater po&ing
around 8ith a 10 $t pole spear or 8hatever has a 1 in
D hane per round o$ disturbing a nest o$ immature
giant entipedes. $ this happens 1d20Q20 immature
giant entipedes 8ill emerge. 8ing to their blinding
speed they an move up to 10 $t be$ore the player
haraters an reat and 8ill limb up poles or
spear-sha$ts onto the probing harater i$ at all
possible.
Any entipede that survives the $irst round o$ ombatmay ra8l beneath the player harater=s armor i$
the harater is 8earing any. $ this is done the
entipede gains the harater=s armor lass and
may not be atta&ed 8ithout harming the harater
until his or her armor is removed. %ean8hile the
8earing harater beomes AC 11 to the invading
entipede ignoring any /e(terity bonus.
9tional Rule: Any elven harater 8ith a baby
giant entipede ra8ling beneath his or her armor
must ma&e a save vs. /eath Ray 8ith #isdom bonus
applied or start to pani. $ the harater panis he
or she may ta&e no ation e(ept standing stillshouting sreaming sobbing or begging omrades
$or help.
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dventure nthology ne Beneath Brymassen
5mmature Giant )entiedes EAC 11 / 1 !
At 1 bite /am !oison Esave at QHF %v 40= ,v %
%l 7F
9ach chec,bo belo+ represents a single creature
there are 4* boes! but note that only 1d2* 2* +ill
be encountered.
! 40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
. 9)"8G9N84 R99:
'he oddly shaped room has doors in the north
8est and east 8alls. 'he $loors are littered 8ith the
dung and detritus o$ various reatures passing
through this room. 'here is a slight bree>e oming
$rom the east doorL the air seems slightly $resher
here.
$ the party opens the east door they 8ill $ind ahall8ay heading east that narro8s do8n into a
roughly-he8n natural passage8ay. $ the
passage8ay is $ollo8ed it 8ill eventually lead into a
8ell hidden small avern open to the outside 8orld.
6. B8""4% 8;% "R8P: 'he door to this room is not
lo&ed. #hen it is opened a large a(e 8ill s8ing
do8n $rom over the door stri&ing as a monster 8ith a
Q A+ and doing 1dK damage i$ a hit is sored. 'he
door opens into the room $oring the harater 8ho
opens the door to 8al& into the a(e=s path. $
ourse a very are$ul harater might be able to
disover a 8ay to avoid the a(e.
'he room is laid out li&e a bedroom 8ith a bed side
table $our hairs and a table 8ith a de& o$ ards
on it spread out as i$ $our players had ust laid their
ards do8n and 8al&ed a8ay. 'he ba& 8all is
overed 8ith tapestries. Also on the ard table are
a pair o$ bo8ls made o$ a rust-olored metalL 20
gold piees are in one o$ the bo8ls and eah bo8l
is 8orth 2 sp eah.
#. %P"=:
'his room appears to be empty. 'he $loor is bro&en
and ra&ed 8ith hun&s missing although none
o$ the holes are more than a $inger length deep.
#hat appears to be the $aint outline o$ a door is onthe 8all bet8een the north and 8est door. 'he
east door has a sign on it hanging as&e8 that
reads in neat ommon letters ,'RAG" under
8hih is sra8led ot any moor Ein Common
rudely in yello8 paint and misspelledF. ,ra8led
on the north door is %y 8i$e is a o8 but her mel&
is labberd. n the 8est door in the same yello8
hand 8riting is !ush butten to opin. and a small
yello8 dot under it. 'he south door is tagged 8ith
ear be trolls and gnolls.
'his room is indeed empty and has no other $eatures.
A lose inspetion reveals that the outline o$ the
door bet8een the north and 8est 8all 8as
srathed there by someone 8ith a &ni$e or other
instrument - there is no seret door. !ushing the
small yello8 dot on the 8est door does nothing.
. /9B94', 9N "H% R7N:
3istening to this door 8ill reveal a lot o$ 5ui& 8hining
speeh oming $rom multiple voies.
<pon opening the door you see si( dog-$aed
reptilian humanoids sitting around a small $ire in a
irle disussing something.
Anyone 8ho understands &obold an determine
they are hiding $rom the big boss o$ their tribe a$ter
stealing the tribal treasure and are arguing over
8here to go ne(t.
#hen the party has a hane to loo& around the
room they see the $ollo8ing:
'he room itsel$ $eatures 8ell-ra$ted busts on
pedestals E$our against the north 8all and $our
against the southF o$ old and venerable visages a
$e8 o$ 8hih an be reogni>ed as more $amous
members o$ loal lergy or government. 'here are
ragged tapestries on eah 8all but they are 5uietanient and rotten.
'he tapestries sho8 some o$ the past history o$ the
loal region.
'he &obolds are not 8earing armor but $ive have
lubs and one has a daggerL and three have slings
8ith a pouh o$ stones. 'hey are hiding out a$ter
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Beneath Brymassen dventure nthology ne
having stolen 8hat they believe 8as the tribal
treasure but is only part o$ it. n the $loor behind
them are two bags eah tied to a $our $oot long
pole $or arrying bet8een t8o people: one holds
&>AAA s Ein oneF and +AA c Ein the otherF. "ah has
and additional dK p and dD sp on their person.'he busts are plaster 8ith thi& layers o$ paint 8hih
itsel$ is dar&ened and old. 'heir value is roughly H
gold piees eah. 'hey are ust one o$ hundreds that
8ere molded and painted heaply to elebrate a
$ounding $ather=s day - any long time resident o$ the
area 8ill li&ely identi$y them instantly.
6 /obolds EAC 11 / 1d4 ! At 1 8eapon
/am 1d4 or by 8eapon %v 0= ,v % %l DF
! 4 ☐☐☐☐ 2 ☐☐
☐☐☐ 1 ☐
☐☐☐ 2 ☐☐
2. ,"9R%R99: 'he lo& on the heavy 8ooden door
leading to this room is visibly bro&enL only a $e8
t8isted rusting piees o$ iron remain. 'he door s8ings
open easily. 'he plae 8as one a storeroom but
most o$ its ontents have long sine been looted.
o8 it ontains a small path o$ Green ,lime on the
eiling.
!eering through the door8ay you see an unlit
room about 10= s5uare that is mostly empty. 'he
remains o$ some bro&en barrels and rates lie
sattered along the 8alls and in the orners.
Read i$ the !Cs are using a torh lantern or other
light soure:
?ou see a $aint glinting a re$letion o$ the light
you=re arrying apparently $rom some small
obets lying in the middle o$ the room.
<pon loser inspetion these prove to be the badly
orroded buttons and bu&les $rom the lothing and
gear o$ the last vitim o$ the Green ,lime that lings
to the eiling. t has been a 8hile sine the Green
,lime has eaten. t oupies a H= ( H= area in the
enter o$ the eiling and is easily visible to anyone8ho loo&s up8ard 8ith a good light soure or
/ar&vision. 'he reature 8ill detet and atta& the
$irst harater venturing into the enter o$ the room
E$or instane to e(amine or retrieve the metal
obets on the $loorF. t 8ill also atta& any pole or
similar obet that is used to test the $loor.
Green ,lime EAC an al8ays be hit / 2II At 1
/am turns vitim to slime in DQ1d4 rounds %v 1=
,v 92 %l 12F
! H ☐☐☐☐☐
&A. )8"8)9B:
'he 8alls o$ this room are lined 8ith small shelves.
"ah shel$ is piled high 8ith bones and 8ith shards
and splinters and $ragments o$ bone-as $ar as you
an tell mostly human. 'he eiling is deorated
8ith a stuo mural that appears to be o$ a
religious nature. *udging by the steatopygous
muliebrity o$ the deity depited perhaps she is
some long-$orgotten goddess o$ $ertility and death.
'here are literally thousands o$ bones on the shelves.
A thorough searh has a 1M hane per round o$
dislodging something $rom among the bonesdetermined randomly on the $ollo8ing table Eroll
1dDF:
1. 'u&ed into a hollo8ed-out $emur a
sceter of healing. 'his septer
resembles a 8and 8ith a thi&ened
end and may be used only by a Cleri.
#hen the Cleri touhes a reature
8ith the 8and the reature touhed
8ill be healed 1d12-1 points o$
damage. $ a natural 1 is rolled Ei.e. the
roll totals 0F then the enhantment o$
the septer has been e(hausted and it
8ill permanently ease to $untion.
2. Glued to the inside o$ a s&ull a garnet
8orth 200 gp.
. #rapped around a hild=s ulna a scroll
of agic-7ser sells 8ith a single spell:
in1isibility.
4. 'he searher dislodges a tiny but
e(tremely poisonous spider $rom a
bone $ragment 8hih 8ill bite. 'he
searher must roll an immediate saving
thro8 vs. !oison or die.
H. 'he searher uts him- or hersel$ on a
$ragment o$ bone. e or she must roll a
saving thro8 vs. !oison adusted $or
Constitution or ontrat a blood-borne
8asting diseaseL 8hile diseased the
harater loses 1d4 points eah o$
,trength /e(terity Constitution
Charisma and it !oints. !rovided the
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dventure nthology ne Beneath Brymassen
harater does not die $rom this he or
she 8ill reover naturally in 2dD days
regaining the ability sores and hit
points lost.
D. 'he searher disturbs a bone $ormerly
belonging to the high priest o$ thedeath-goddess. e or she is
immediately ursed. <ntil the urse is
removed that harater 8ill be unable
to re$use any re5uest made o$ them
Eno matter ho8 $oolish or
unreasonableF in a language they an
understand. ote that orders and
instrutions are not re5uestsL the
benhmar& 8ord $or something to be a
re5uest is please. 'he ursed
harater may not delay or
prorastinate in $ul$illing the re5uest. A
remo1e curse spell is the only 8ay to li$tthis urse.
&&. H9BG9B45N!, R99:
'his 20=(0= room is arved $rom greenish stone and
layered 8ith arpets and tapestries and all
manner o$ deorated pillo8s lay stre8n about. A
large gri>>led and apparently anient obgoblin is
seating among the pillo8s reading a large tome.
Gri??led Hobgoblin EAC 1D / 2I A' 1 pillo8 $illed
8ith gravel /am 1dDQ2 %v 4= ,v 92 %l JF
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
'he obgoblin 8ears a medallion of %,P and has put
it to good use over the years. 'he deni>ens o$ the
dungeon routinely see& him out $or in$ormation and
in return they provide him 8ith $ood and lu(uries. e
8ill attempt to barter 8ith the !Cs o$$ering
in$ormation that they may see& by using his
medallion. ,ine he genuinely &no8s little about the
!Cs or muh else beyond these halls he 8ill usually
lie but o$$er enough hints at treasure and magi to
be interesting. e &no8s some in$ormation about this
dungeon and 8ill trade it $or gold oins EG%=s
disretionF.e 8ill not be hostile unless outright atta&ed. 'he
large tome is a oo&boo& Evalue 2 gpF. 'he
tapestries arpets and pillo8s are 8orth 7H gp but
are very bul&y dirty and di$$iult to move. A purse
ontaining 20 gp lies in a pouh under a pillo8 the
obgoblin is laying on.
&*. R99 9F G495NG ,/744,:
As you enter this otagonal room you are stru& by
an odd sight. "ah 8all has a small nihe in it and
in eah o$ them is a glo8ing s&ull. ver by the north
8all there are $ive humanoid reatures doing their best to pry out one o$ the s&ulls.
'he $ive humanoids are orsL i$ the player haraters
are $amiliar 8ith them the G% may hoose to all
them by name. 'hey are busy trying to get the s&ull
out o$ the 8all and 8on=t hear the party entering
unless they ma&e signi$iant noise 8ithin 0= o$ the
room. $ the party is reasonably 5uiet the ors are
surprised on a roll o$ 1-4 on a dDL other8ise roll
surprise as usual.
'he s&ulls are emented into the 8alls. $ a player
harater tries to remove any o$ the s&ulls by brute
$ore there is J0M hane the s&ull 8ill be destroyed.$ a 'hie$ attempts it the usual hane to ic( loc(s
is appliedL $ailure results in a H0M hane o$ the s&ull
being destroyed. "ah s&ull generates illumination as
i$ a$$eted by a light spell. 'his e$$et is permanent.
9rcs EAC 14 / 1 At 1 8eapon /am 1dK or by
8eapon %v 40= ,v 91 %l KF
! K ☐☐☐☐☐ ☐☐☐ K ☐☐☐☐☐ ☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
D ☐☐☐☐☐ ☐
&3. ,8R)9PH8G7, R99:
'he seret door opens to reveal a t8enty $oot
s5uare room. A large stone sarophagus rests in
the enter o$ the room. A s&eleton stands in eah
orner o$ the room eah one gripping an anient
spear but all remain motionless.
'he s&eletons only move and atta& i$ they
themselves are atta&ed or the sarophagus is
touhed.
'he outside o$ the sarophagus is overed 8ith
arved images a man in robes asting spells at an
array o$ $oes. A searh o$ the sarophagus reveals
no traps and the lid slides easily o$$. ne opened amagic mouth spell ativates and says:
%any baubles did plunder $rom the dead no8 it
is my turn to give up my baubles to the living may
they serve you as they have served me.
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Beneath Brymassen dventure nthology ne
A single s&eleton lies in the sarophagus dressed in
the tattered remains o$ a one $ine robe. t 8ears a
e8eled ring on its right hand and a plain s ilver ring
on its le$t hand. $ tested both rings detet as
magialL the e8eled ring is a ring of rotection <&
and the silver band is a ring of fire resistance.
+ ,(eletons EAC 1 / 1 At 1 /am 1dD or by
8eapon %v 40= ,v 91 %l 12F
! 4 ☐☐☐☐ H ☐☐☐☐☐
4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
&+. "H% E854 )%44: C,"9R=45N%D
A huge 8ooden age hangs suspended $rom the
eiling in this smo&y room. 9our small hildren an
be seen huddled together inside o$ itL $ive dog-
$aed reptilian humanoids stand around po&ing at
them 8ith various 8eapons and laughing. A larger
reature o$ the same speies is seated ne(t to a
oo&ing $ire near the north 8all.
'he hildren in the ages are the ones stolen $rom
the to8n and the &obolds in this room and their
ompatriots in Room are the &idnappers. 'he large
&obold in the ba& is the )obold Chie$tain 8ho is
rather grumpy about the loss o$ some items reently
stolen $rom him by members o$ his o8n tribe.
$ the party has members that spea& &obold and an
hear the onversation in the room be$ore entering
they 8ill hear tal& $rom the &obolds trying to deide
8hether to ransom the hildren ba& to the to8n or
sell them to or slavers 8ho are due to be stopping
by soon Ethe ors in Room &* are the ones they arespea&ing o$F.
,ine the the$t o$ some o$ their treasure the &obolds
8ill be less than enthusiasti about surrendering the
hildren espeially 8hile the Chie$tain is still alive.
'he age is suspended by a rope that is tied o$$ to a
ring on the east 8all. t 8ill probably ta&e t8o
haraters to suess$ully lo8er it to the ground to
$ree the hildren.
$ the hie$tain is searhed the party 8ill $ind a large
leather pouh ontaining 220 sp and 0 gp hanging
$rom his belt.
/obolds EAC 1 / 1d4 ! At 1 8eapon
/am 1dD Eshorts8ordF %v 20= ,v % %l KF
! ☐☐☐ 2 ☐☐
☐☐☐ 2 ☐☐
1 ☐
& /obold )hieftain EAC 14 / 2 At 1 8eapon
/am 1dDQ1 Eshorts8ordF %v 20= ,v % %l KF
! K ☐☐☐☐☐ ☐☐☐
&+. "H% B5R' )8G%: CN9N-,"9R=45N%D
A huge iron age lies on its side in this room thedoor &no&ed open. <nderneath it lies the
obviously dead body o$ a goblin rushed by the
age. A hain an be seen hanging $reely and the
$lapping o$ 8ings an be heard oming $rom the
eiling.
'he age at one time held the stirges no8 $lying
around the room. 'he poor dead goblin someho8
managed to be under the age 8hen it 8as $reed
$rom the hain and died as a result. $ the goblin is
searhed the party 8ill $ind a pouh ontaining 220
sp and 0 gp.
# ,tirges EAC 1 / 1I At 1 bite /am 1d4 Q1d4Nround blood drain %v 10= 9ly D0= ,v 91 %l JF
! 2 ☐☐ 4 ☐☐☐☐
K ☐☐☐☐☐ ☐☐☐ 2 ☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐
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dventure nthology ne Beneath Brymassen
0ungeon Ma)
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Ruin o' (ar)'ir *astle dventure nthology ne
uin o" 0ark"ir Castle by nno 'asler
.relude
,et amidst a deep $ir 8ood Ehene its nameF /ar&$ir Castle 8as home to the ,ires o$ /ar&$ir. 'he last
member o$ this $amily ,ir Reginald o$ /ar&$ir did not
adhere to the &nightly virtues o$ his $ore$athers but
$ell to vie greed being the strongest o$ them. e
turned to robbery and beame the bane o$ the
8hole duhy. 9or a long time the /u&e 8as
oupied by demi-human raiders but $inally he
alled his vassals and laid siege to /ar&$ir Castle
storming it and burning it to the ground. ?et no trae
8as $ound o$ either ,ir Reginald or his treasures. ,oon
a$ter the siege loals tried to ta&e stones $or their
homes but $led in pani as they sa8 a ghost
haunting the astle 8hih 5ui&ly $ell to ruin. <p tono8 treasure and &night remain lostVbut rumors
about both hidden in the haunted astle are still $ar
spread.
/))roaching the uin
9inally a$ter several hours o$ marhing through a
dar& $orest $ull o$ gnarled trees stumbling over
treaherous roots and passing through thorny
bushes hearing nothing but your urses and the
8ind in the leaves you ome to a learing around a
hill. <p the hill you an see a to8er rumbled $rom
time bla& $rom smo&e and green $rom ivy. t is
learly abandoned as the topmost level is shatteredand open to the elements. ,trangely no bird seem
to have built his lo$t atop the to8er and thus it
remains barren and deserted.
As you dra8 loser to the to8er you see the remains
o$ 8hat most li&ely 8as one /ar&$ir Castle:
rumbled 8alls overgro8n by mosses and lihens.
n the other side o$ the 8all opposite to the to8er
is a big pile o$ garbage and dirt 8hih has partly
been on5uered by $erns and bushes. Almost in the
middle o$ the $ormer &eep is a spot bare o$ li$e.
The Toer
97",5'% "H% "9%R
'he to8erVor 8hat remains o$ itVstands three
levels tall and is overgro8n by ivy beneath 8hih
you an hardly spot the original stone8or&. nly
the lo8er t8o levels are still ompleteL the 8est 8all
o$ the third level is missing. asionally the 8ind
arries a sharp stenh $rom the to8erL the loser
you 8al& the stronger this sent beomes. 'he
ground around the to8er is littered by debris 8hih
probably $ell do8n 8hen the upper levels
ollapsed and $ores you to 8ath your step lest
you brea& your an&le in one o$ the many holes.
'here is one gap in the to8erOs 8all 8hih might
be 8ide enough $or an average man to s5uee>e
himsel$ inside.
'his 8as one the astleOs to8er and last line o$
de$ense. 'he upper levels ollapsed under the
intense heat 8hen the astle 8as burned but the
lo8er levels someho8 survived. 'oday the seond
level is inhabited by a /ar&ling and his giant bat
ompanions their guano auses the stenh and
they are also responsible $or driving o$$ all other birds.
Inside the Toer
F5R," 4%0%4:
"(ept $or the 8estern side 8here you entered the
to8er the $loor is $ree o$ debris but the omnipresent
dust ma&es you snee>e. 'he stenh beame even
stronger. 'he little light $alling through the entrane
illuminates the inside poorly but allo8s a ursory
searh. ?ou an see a still usable spiral stairase
ne(t to the bro&en 8all a rotten table and some
heaps o$ garment.
'his room has been are$ully plundered over the
years and there is nothing o$ interest to be $ound
inside but the room an be de$ended 5uite 8ell
and its interior is not spotted easily $rom the outside
and thus 8ould probably ma&e a sa$e resting plae
Vthough due to the over8helming stenh not a
very om$ortable one. Also any 8ath 8ould be in
danger o$ seeing the ghost.
$ the heroes e(amine the $loor they an $ind a lose
stone a bit north o$ the roomOs enter. $ removed an
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dventure nthology ne Ruin o' (ar)'ir *astle
iron grip an be seen. 'his grip is part o$ a onealed
trap door 8hih shuts o$$ a seret passage into the
8ine ellar. t has not been used $or a long time Eand
never been $ound by the du&es troopsF there$ore it is
stu& and needs to be $ored open.
,%)9N' 4%0%4:
'he higher you get the stronger the stenh
beomes. As you $inally enter the seond level o$
the to8er it beomes nauseating. 'he room is
pith-dar& but you hear a very $aint sound as i$
tiny $eet 8ere 8al&ing in the distane.
'his is the dar&lingOs lair 8here he sleeps during
daytime and 8here he starts and ends his hunt eah
night. 'he dar&ling is a giant bat 8hih 8as altered
by $oul sorery. e is al8ays aompanied by a
group o$ giant bats and sleeps among them. ,hould
someone or something disturb their sleep he 8ill usehis stunning sream as $irst ation. $ the enemy
seems to strong he 8ill $lee and plot some ambush
later.
either the dar&ling nor the giant bats arry any
treasure but a 8ell preserved dar&ling trophy is 8orth
1H silver piees to some olletors and sholars.
'here is also a small interest in living dar&lings $or
researh or as part o$ a >ooL those interested might
pay up to 00 gp depending on the dar&lingOs
status.
'ar(ling: AC 14 / 2 At 1 bite or 1 sream
/am 1d4 Q 1Nround blood drain or ,tun%v 10O 9ly D0O ,v '2 %l K @! 100
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
6 Giant Bats: AC 14 / 2 At 1 bite /am 1d4
%v 10= 9ly D0= E10=F ,v 92 %l K @! 7H
! D ☐☐☐☐☐ ☐ K ☐☐☐☐☐ ☐☐☐
H ☐☐☐☐☐ 2 ☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
,tunning ,cream: 'he dar&ling=s sream is ust belo8
the range humans an hear and auses the vitim
to be stunned E&no&ed unonsiousF $or 1d4Q1
roundsL a suess$ul ,ave vs. /ragon +reath is
allo8ed to resist. 'he dar&ling=s sream may only be
direted at one target per round up to 0= a8ay. A
dar&ling may either bite or sream in any given
round but may not do both.
"H5R' 4%0%4:
#hen approahing the third level a gust o$ 8ind
ho8ls through a agged hole in the 8all. 'he ivy
overing the to8er is partly su&ed inside and $alls
ba& one the s5uall subsides. 'he 8est 8all has
nearly ompletely ollapsed and too& the eilingdo8n too. ?ou an see $ar 8est8ards but e(ept
$or 8oods and hills nothing partiular athes your
eye.
)7R,%' )H8P%4:
9orming almost a per$et otagon a spot in the
astleOs enter is devoid o$ li$e not even the slightest
plant gro8s there and no animalOs burro8 an be
seen. "(atly in its enter lies a large stone 8hih
one probably 8as $ormed by a ra$tsmen but
mean8hile su$$ered $rom 8ind and 8eather and is
mostly overed by mosses and lihens. #ithin all this
green a dar& stain uriously as devoid o$ li$e as
everything diretly around the stone dra8s your
attention.
'his is the $ormer hapel o$ /ar&$ir Castle. Reginald
8as not nearly as pious as his $ore$athers and thus
8hen a priest ame to stop the robber baron he
only laughed at him. +ut as he 8as a$raid the priest
might be a spy he allo8ed him to pray inside the old
hapel but sle8 him during his prayer. ,ine the
hapel is ursed and the murdered priestOs ghost
roams it at night and 8ill atta& anybody it meets
inside.
$ &illed in ombat he 8ill simply re$orm the $ollo8ing
night. 'o release his spirit a human Eor other sentient
mortal beingF has to pray a 8hole day and a 8hole
night $or the ghosts eternal soul at the deserated
altar in the middle o$ the spot. /uring daytime this
inludes only danger $rom beings 8ith evil intentions
oming along but during night he has to remain
there despite the ghost. 3u&ily the ghost 8onOt
atta& anybody praying at the altar but its mere
presene is su$$iient to harm the praying adventurer
as strongly as three suess$ul atta&s 8ould. ,hould
the harater survive the ghost 8ill try to magi ar
him at da8n should this sueed the harater 8ill
not only be ompletely healed $rom all damaged
su$$ered 8hile praying but also gain one additional
attribute point Eroll 1dD: 1 ,'R 2 /"@ C 4 ' H
#, D CAF.
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Ruin o' (ar)'ir *astle dventure nthology ne
P54% 9F G8RB8G%:
n the other side o$ the 8all opposite to the to8er
is a big pile o$ garbage and dirt 8hih has partly
been on5uered by $erns and bushes. 'here gro8s a
big bush at the orner o$ the dirt adaent to the
stump o$ the $ormer 8all. ?ou hear the t8ittering o$ asmall bird $rom some8here 8ithin the green leaves.
'his beauty seems someho8 out o$ plae in this
other8ise rather barren ruin.
idden behind the tree lies to entrane to the $ormer
residential building 8hih someho8 got over the $ire
and the 8all ollapsing onto it. $ the adventurers
searh under the tree they 8ill see a the lo8er end
o$ an almost rotten door inluding a 8ay leading
into the pile o$ garbage. $ they sueed a listen
he& they 8ill hear some movement inside Ethe
sounds o$ the bandits moving aroundF.
F9R%R R%,5'%N"584 B754'5NG:
t is dar& inside the tree &eeping out the little light the
door might allo8 to pass. 'he air is stale hardly any
8ind enters this plae and you smell mold and dust.
'he $loor seems 5uite lean only seldom your $oot
hits stones or garbage.
#hen searhing are$ully the adventurers 8ill $ind a
trap door leading do8n into the larder ellar and a
lot o$ un&. A small band o$ bandits hides at the
8estern 8all behind and under some rubble.
A small group o$ high8aymen too& re$uge here a$ter
their gang 8as de$eated by the loal militia. 'heyare $e8 survivors hungry tired and 8ounded and
have no interest to $ight there$ore they 8ill try to hide
i$ the haraters approah and $lee as soon as
possible. ,hould the adventurers someho8 promise
an easy target the high8aymen 8ill try to ambush
them but 8ill $lee 5ui&ly i$ the $ight turns against
them.
'hey 8ill surrender i$ the harater o$$ers them the
hane as they have no interest in being
slaughtered by 8ell-armed adversaries. $ o$$ered
$ood and shelter they 8ill ally themselves 8ith the
adventurers but it 8ill ta&e some time be$ore theybeome $ully trust8orthy.
'he high8aymen have $e8 possessions: a light
8eapon $e8 oins and ragged armor. 'hey are
8anted by the authorities and &no8 itL a bounty o$
10 gp 8ill be paid $or eah one i$ aught alive and
brought to ustie. 'he bounty 8ill not be paid $or
dead high8aymen ho8ever.
Highwaymen: AC 1 3W % At 1 /am 1dD %v
0= ,v % %l D
! 4 ☐☐☐☐ 2 ☐☐
☐☐☐ ☐☐☐
2 ☐☐
"ah high8ayman has 1dK p and 1dK sp and is
armed 8ith a light 8eapon either a hand a(e a
lub or a spear.
nderground
48R'%R )%448R:
'he steps have been ut out o$ the bedro& air and
8alls $eel hill and moist and you notie the typial
smell o$ underground storage rooms. nside you $ind
trash and un& the remains o$ shelves and rotten
$ood. 'here is a small passage 8hih is losed by a
rusted door.
'his is the astleOs $ormer storage room but 8hat
$ood 8asnOt plundered has beome rotten
mean8hile. 'here is nothing o$ interest to be $ound
in this room. 'he rusted door an be opened by
$ore only and leads to the 8ine ellar.
5N% )%448R:
'his ellar 8as plundered as 8ell as the larder ellar
only the rotten and bro&en remains o$ 8ine as&s
remind you o$ 8hat this ellarOs use 8as. ther8ise
it is similar to the larder ellar.
"R%8,7R%:
,omeho8 a small as& o$ 8ine get over till today
and still remains hidden under a pile o$ garbage in
the north-eastern orner. 'his is e(ellent 8ine and
8orth E2dDX10F gold piees.
,%)R%" '99R:
'he third 8ine as& 8hen ounted $rom north has a
double 8alled end. +et8een the 8alls is enough
spae $or an adult human. 'he rear 8all an be
s8ung outside it then opens into a seret passage.
,%)R%" P8,,8G%:
'he passage is roughly ut $rom stone the air even8orse than it had been in the ellar. ,till you an
breathe even though it $eels unom$ortable. #ithin
the passage you hear nothing e(ept your o8n $eet
on the ground and there is no 8ind but your o8n
breath.
'his passage onnets the 8ine ellar and the $irst
level o$ the to8er.
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dventure nthology ne Ruin o' (ar)'ir *astle
"R8P:
A trap on the stairs up to the to8er should prevent
8ould-be-assassins $rom entering this 8ay. #hen
stepping on the seond step $rom the bottom the
trap shoots a bolt $rom under the eighth step doing
the same damage as a heavy rossbo8 bolt. 'hereis ust one bolt le$t. E#hen the haraters ta&e a
lose loo& at the stairs it 8ill be obvious that the
trapped step is muh less 8orn than the others.F
,%)R%" '99R:
About one third the 8ay $rom the to8er to the ellar
a brass badge overed by verdigris an be $ound
on the right side. $ leared one an read the
$ollo8ing insription: nly those 8ith a spar&ling
personality 8ill $ind the treasure.B $ one someho8
reates a spar& on the badge a seret door opens
and grants aess to the treasury.
"R%8,7R=:
As you enter a small natural avern you $eel as i$ you
ould smell the rough stones themselves. ?ou $eel a
slight urrent passing by your ears 8hen you step
through the door but lose this $eeling one you are
inside.
'hough the ground is rough and uneven there are no
truly dangerous parts unless one stumbles into the
brea&through on the le$t. 'he room is 5uite empty
e(ept $or the huge hest in the middle o$ the room.
"R%8,7R% )H%,":
'his hest is only seured 8ith a simple lo& and
8ould not be di$$iult to open by $ore. t is truly $illed
8ith oinsVopper oins. 420 o$ them to be
e(at.
t seems something or somebody else plundered the
treasury already $or this simply annot be all o$ the
$abled robber baronOs rihes6 ,omeone searhing
$or trails 8ill $ind grooves leading to8ards the
brea&through as i$ something heavy has been
dra8n this 8ay. +ehind the brea&through a sha$tdesends into the depths...
'he ne(t part is up to you the G%. Create a
dungeon o$ your o8n or perhaps slip in one $ound in
another +asi 9antasy module. "noy6
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+he,herds o' Pine'ord dventure nthology ne
he)herds o" .ine"ord*ason Reilly
Background
%any years ago an adventuring band pursued an
anient lih to the mountain highlands near the
village o$ !ine$ord. ere in a dilapidated temple the
lih made its last stand. ,ummoning vile magis the
reature prepared itsel$. A$ter a long and
devastating battle the temple and the lih 8ere no
more and the adventurers too& their treasure and
le$t the highlands behind. 'he villagers o$ !ine$ord
avoided the area but rumors s8irled that all 8as not
8ell. An evil presene haunted the highlands and
those 8ho d8elt there $elt the dar&ness.
'he loal priest did all he ould to 8ard o$$ the evil
and $ight it and $or many years he 8as suess$ul.
o8ever a $e8 months ago as the $all stormsbegan sheep began to disappear $rom the gra>ing
lands. At $irst only one or t8o 8ould disappear and
this 8as attributed to the 8olves that hunt in the
nearby $orests. +ut as more sheep began to
disappear the shepherds gre8 onerned.
,houldering his stout mae the priest entered the
$orests loo&ing $or the ruins o$ the anient temple
hoping to $ind there the soure o$ this latest urse
and destroy it.
A day passed then t8o. 9inally a 8ee& 8ith no 8ord.
'he village elders gathered together and assembled
a party o$ those 8illing to go into the $orest. 'he
group set out but did not need to travel $ar. 'here
on the ground the remains o$ the priest 8ere $ound
his body torn and bro&en a path o$ dar& blood
leading deeper into the $orest. Yui&ly the group
returned to the village to determine 8hat ation
should be ta&en ne(t.
/ote( ) lich is a po+erful undead +iard! siilar in
nature to a obraire but able to continue to
advance in levels and po+er. )s the onster does
not appear in this adventure! it is not described
further here.
.lot Hooks
'he adventurers may hear about the mystery in
!ine$ord in any number o$ 8ays. Rumors o$ po8er$ul
magi spells and even the treasures o$ the old
temple still irulate through the loal ommunities.
Although many onsider the rumors to be ust that
oasionally they do attrat adventurers to the
area eah eager to $ind the lih=s lost gold.
$ the promise o$ magi and gold is not enough a
messenger 8ill arrive at the nn mar&et 8herever the
adventurers happen to be 8ith ne8s o$ thedisappearanes and the murder o$ the priest. 'he
village elders have prepared 8ritten noties to be
handed out and the messenger probably a young
boy is happy to give the adventurers one. t spea&s
o$ 8hat has ourred 8ith the sheep and the priest
and as&s $or all those 8ho bravely bear arms to
ome to the villages aid. A re8ard is o$$ered to those
that de$eat 8hatever evil has ome to !ine$ord.
9inally !ine$ord is a onvenient loation $or travel. t
is at a high elevation but the simple sheep path that
allo8s the herds to travel bet8een pastures ould
also allo8 the adventurers to travel 5ui&ly through
the mountains to get to some other importantloation. As suh many might reommend that the
adventurers stop at !ine$ord to buy provisions and
get reports o$ the lay o$ the land. #hen they arrive
the adventurers being armed and obviously
dangerous 8ould be approahed to solve the
problem plaguing the village.
The illage o" .ine"ord
!ine$ord is a small village. %ost o$ the region is small
homes and ot holds sattered about but the
primary interest o$ the party 8ill li&ely be the village
proper. 'he village onsists o$ homes and struturesmade o$ granite blo&s and stones. "ah has a slate
roo$ himney and usually an enlosed yard. 'he
main part o$ the village onsists o$ 14 primary
strutures based around a large stone bridge built
over the stream. 'he large dirt road that the village is
built around is obviously 8ell traveled. At any given
time the human and hal$ling inhabitants o$ the
village an be seen moving ba& and $orth in the
enlosed $ields or ta&ing a herd o$ sheep north8est
out o$ the village and into the enlosed pastures.
As the adventurers ome to eah building read the
5ui& desription at the end o$ eah building
setion.
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dventure nthology ne +he,herds o' Pine'ord
8. "%P4%:
'his beauti$ul building stands 5uietly against the
stream. 'he strong stone seems to rest om$ortably
on the grass and seems more a natural e(tension
o$ the landsape than a building. o8everdespite its beauty and obvious importane to the
loal village there is a 5uietness a sense o$
emptiness around it. n the adaent graveyard are
ro8s o$ graves 8ith tall trees here and there
among them. #herever you stand in the area the
sound o$ the stream is learly audible and over the
moors the sound o$ sheep bleating an also be
made out.
'he temple is a large struture made o$ stone 8ith
t8o prominent oa& doors eah arved 8ith images
o$ sha&ira the hal$ling God o$ ,hepherds. 'he
building overloo&s the stream and has a large
number o$ glass 8indo8s.
A graveyard lies to the 8est o$ the temple
surrounded by a lo8 stone 8all. 'all 8ell-trimmed
trees are sattered throughout the graveyard and a
stone rypt is in the $ar north8est orner.
nside the building is a very plain temple 8ith a small
study and library o$$ the main 8orship room. Above
reahed by a small stair ase is an apartment. t=s
nothing more than a private 8orship area a 8indo8
overloo&ing the pastures and a ot and hest.
nside the hest are priestly vestments and a
beauti$ul holy boo& and symbol.
/ote( :sha,ira is a halfling god of shepherds and is
represented by a suirrel. 0he #$ ay! of course!
alter this as needed for his or her o+n capaign.
B. %80%R!, G754':
'his building is mar&ed as a loal hapter o$ the
#eaver=s Guild. 'he stout door is made o$ oa&
rein$ored 8ith bron>e bands and the 8indo8s
are overed in metal grates. A small 8ooden
pla5ue hangs over the door on it an artisti
representation o$ a loom has been lovingly
painted. n a large 8alled in yard ne(t to the#eaver=s Guild are large 8ooden vats being
tended to by an older gnome. e 8al&s 8ith a
ane and 8ears a $inally 8oven robe and loa&.
'he Guild is interested in ontrolling soures o$ 8ool
and has established a loal presene in the village.
'his is both a home $or the resident 8eaver and also
a plae to store 8ool until a aravan an ma&e a
pi& up. As suh the 8eaver a 8i>ened old gnome
usually has a large stash o$ urreny available to
purhase the best 8ool $rom the loal shepherds.
'he plae has a good strong door and barred
8indo8s $or seurity.
'he gnome=s name is )lostie and he is a master 8eaver. ,ine the troubles started many years ago
he has 8or&ed hard to develop some &ind o$
protetion $or the loal villagers. e is 8illing to trade
and tal& 8ith the adventurers. e has reated thi&
overoats and vests using nothing but 8ool and
leather 8hih an be used as padded armor.
"ye )ost eight 8)
!added veroat 2H gp 2H 14
!added West 10 gp 10 12
/ote( If there are no gnoes in your capaign! a
d+arf or huan provides a fine substitute. ;lostice represents a <foreign< presence! and should be an
older individual +ho could perhaps give an outsider
perspective to the adventurers.
'his building is mar&ed as a loal hapter o$ the
#eaver=s Guild. 'he stout door is made o$ oa&
rein$ored 8ith bron>e bands and the 8indo8s are
overed in metal grates. A small 8ooden pla5ue
hangs over the door on it an artisti representation
o$ a loom has been lovingly painted. n a large
8alled in yard ne(t to the #eaver=s Guild are large
8ooden vats being tended to by an older gnome.
e 8al&s 8ith a ane and 8ears a $inally 8ovenrobe and loa&.
). P5N%F9R' 5NN:
'he nn is a large 8hite 8ashed struture that is
obviously the enter o$ village ativity. A set o$
stairs leads $rom the street over the gutter and into
the main part o$ the building. A 8alled yard has a
small stable and plenty o$ room $or a mar&et.
+ehind the building near the stream is a t8o story
building 8ith a large 8ater 8heel. bviously a mill
o$ some &ind. 9rom the door into the nn omes
the smell o$ $resh bread and ste8. nside a small
ro8d an be seen having a meal being servedby a pleasant hal$ling in a badly stained apron. 'he
$loors are old and 8orn smooth by years o$ passing
$eet. "ven the granite steps have a slight polish to
them6
'he !ine$ord nn is a large t8o story building 8ith
multiple himneys. 'he building itsel$ inludes a
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+he,herds o' Pine'ord dventure nthology ne
ommon dining room 8ith $ive tables a bar and a
large $ireplae. ver the $ireplae is a shield and
8arhammer one used by the proprietor in his more
adventurous youth. 'he upstairs onsists o$ t8o
rooms one $ull o$ bun& beds 8here those 8ho stay
the night an rest and one is a private hamber $or very 8ealthy guests suh as a aravan master. A
small &ithen provides the inn $are mostly ste8s and
breads. 'he nn also has a 8alled yard 8hih has a
ri&ety stable and a small t8o story mill and
8ater8heel. ere bread is made $or the village.
'he proprietor is an older hal$ling 8ith thi& grey hair
and a large smile $or any 8ho enter his nn. e has
lived here his entire li$e and is happy to tal& about
the beauti$ul vistas bounti$ul land and the very
good neighbors. e o$$ers bread $or sale iron rations
and o$ ourse meals and lodging $or reasonable
pries. is home and $amily live in the 8heel house
on the seond $loor.
'. F8R%R H9%,:
A small luster o$ homes sit $aing the road. Around
eah are large plots o$ land leared $rom 8all to
8all to provide room $or $arming. <nli&e the $arms
passed $urther south these are $ar smaller a$$airs
and probably ust provide enough $ood $or the
needs o$ the village. %en 8omen and hildren
human and hal$ling dot the $ields either 8or&ing
the earth tending to the plants or arrying the
tools and material needed $or their trade. A $e8
loo& up at you but only $or a moment be$orereturning to their 8or&.
'hese small strutures are lustered together on the
south east side o$ the stream. ere small $arming
plots have been leared $rom the $orest and are
tended to by the $arming $amilies. As the adventurers
pass them at any given time o$ day the $ields
probably have 8or&ers in themL the 8or&ers are
about e5ually li&ely to be hal$lings or humans. 'his is a
very simple ommunity and ativity $ouses around
survival: $arming shepherding or gathering 8ood
and supplies $rom the $orest. As suh people spend
their time 8or&ing rather than adventuring.
%. B7")H%R "8NN%R=:
'his lo8 building has a large number o$ himneys as
8ell as large vats and 8ooden strutures in the
yard. 'here is a slight stenh to the yard ho8ever
it is learly a very busy plae. A $e8 poles omeout o$ the roo$ and $rom them dangle t8o deer
arasses obviously being leaned and prepared
$or $ood. A sign prolaims 9ine 3eather Goods and
another near the building delares Game %eats.
ere a man is 8or&ing a large number o$ s&ins
have been spread out on a table in $ront o$ him
and he is methodially utting into them 8ith a
large &ni$e.. 'he man nods to you as you 8ath
him but seems very $oused on 8hat he is doing.
ere the three hunters o$ the village live and 8or&.
'8o usually enter the $orests in the morning and do
not return till the evening usually 8ith a large bu&
or a large number o$ rabbits. 'he meat is proessed
and sold or bartered to the villagers and the s&ins
are used to reate leather goods suh as bags
gloves boots and belts. 'he hunters are t8o
humans and a hal$ling. 'he hal$ling is an e(pert
trapper and slinger usually returning 8ith rabbits
pigeon and other suh game. Although there is
urrently no leather armor made and available $or
sale the three are 8illing to ma&e a set $or any
interested player. 'his 8ill ta&e a $e8 8ee&s and 8ill
be e(pensive: 0 gp instead o$ 20 gp. o8ever it
8ill be tailor made and 8ill last longer than regular
armor 8ithout maintenane. 9or an additional 20 gp
the loal bla&smith 8ill add bron>e bu&les andpins. 'his provides an additional Q1 armor lass bonus
and ma&es the leather armor studded.
F. B48)/,5"H:
'he sound o$ metal stri&ing metal reverberates $rom
this building. +la& smo&e billo8s out o$ the
himney staining the roo$ a soot bla&. 'he $ront
entrane is atually overly large made o$ t8o iron
rein$ored oa& doors easily able to ta&e in a small
art or 8agon. 'he building itsel$ is one and hal$
stories in height 8ith a slate roo$. A sign sho8ing an
anvil and hammer ma&e it lear that this building ishome to the bla&smith. 3oo&ing through you an
learly see that another pair o$ doors go straight
out into the ba&yard. Around are 8or& tables and
shelves overed in iron 8or&ing tools and various
goods. A single apprentie stands near the $orge
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dventure nthology ne +he,herds o' Pine'ord
heating metal 8ith a pair o$ tongs. utba& a loud
voie alls out re5uests probably the bla&smith
loo&ing $or some neessary item.
'he smithy has a large open area and a lo$t 8here
the bla&smith and his $amily live. %ost o$ the $irst$loor is dediated to the business 8ith a large area
$or sho8ing o$$ $inished goods suh as plo8 blades.
'he yard in ba& is $ull o$ small 8ooden strutures
used $or storage. ere 8ood is stored $or the $urnae
and ore is stored to be proessed. 'his area is also
used to test the e5uipment made here. Also in ba&
is a large and doile pony used by the bla&smith to
arry his items to his ustomers. ere the adventurers
an buy basi iron and bron>e goods suh as pitons
lamps nails horseshoes and so on. n addition to this
there are number o$ tools that are easily onverted
to 8eapons suh as a(esL ho8ever he has no
partiular ability as a 8eaponsmith or armorer.
G. ,H%PH%R'!, H844:
'his building is large 8ith great glass 8indo8s. 'he
8alls are 8hite 8ashed 8ith a strong slate roo$.
ver the door is a small holy symbol the same as
the temple. A sign above the door reads
,hepherd=s all. 'he building has a large grassy
yard are$ully tended and the building itsel$ is but
a single room dominated by a large table and
ro8 a$ter ro8 o$ benhes. 'he hall 8as built to
regulate trade and is the last building o$ the village
be$ore you enter the pasture lands. ere shepherdsan leave noties $or eah other trade their herds
and also regulate the use o$ pasture land.
'his hall is the enter o$ all shepherd trade in the
valley as 8ell as the de facto ity hall. 'he hall is
8here shepherds arrange trades and breeding o$
their herds as 8ell as ma&e important deisions suh
as 8hih gra>ing $ields go to 8hom. t is also used by
the village ounil made up o$ the eldest villagers
8ho gather here to drin& tea and disuss important
matters.
$ the adventurers 8ish to help the village they 8ill
need to ome here and meet 8ith the villageounil. 'hey 8ill be told about the history o$ the
village and the evil that haunts the $orests and valley.
'he adventurers 8ill be o$$ered 1H0 gp i$ they
suess$ully disover 8hat is going on and de$end
the village $rom $urther evil. 9urther various villagers
o$$er to pledge support. 'he bla&smith $or e(ample
might o$$er lanterns and oil and the %aster #eaver
might be onvined to o$$er up a set o$ padded
vests or overoats.
The orests o" .ine"ord
'he $orests around !ine$ord are 8here the maority o$the adventure ta&es plae. 'o begin the $orests
streth to the south o$ the valley 8ith the village
nestled bet8een the $orests and the upper valley
pasture lands. 'he old temple 8as built long be$ore
the village 8as settled. t is about three days 8al&
through the 8oods built against the mountains.
t is here the lih ame to hide itsel$ $rom those 8ho
pursued it. 'he reature 8as po8er$ul and devious
and &ne8 that it 8ould need time and protetion. ,o
it used its perverted and evil magi to 8arp the
energies o$ the $orest and the old temple. 'he $orest
provided both shelter and the ra8 material in 8hih
to rebuild. <sing Gro8th o$ !lants throughout thearea the lih $ormed a thi&et pulsating 8ith evil. t
then began to 8arp and distort the plant and
animal li$e see&ing to raise an army $rom the $orest.
'he reature 8as suess$ul though its dar& magi
did not $ully ta&e e$$et until 8ell a$ter the reature=s
destrution.
n this aura o$ evil a ne8 plant too& root a t8isted
and perverted vine turning a8ay $rom soil and
see&ing blood instead. 'his reature slo8ly stal&ed
and &illed the other animals that had ongregated
around the temple until only it remained bloated
and evil. o8 it hunts the $ields loo&ing $or more $leshto onsume. t is responsible $or the missing sheep.
"ventually it enountered the priest 8ho $ought the
monster but eventually lost. o8 it stal&s the $orest
the adventurers are about to enter.
8ssassin 0ine: AC 1H / DI At 1 Q speial
/am 1dK Q speial %v H= ,v 9D %l 12 @! HHH
'pecial )ttac,( )n assassin vine does 1d8 points of
daage on a successful hit! plus it entangles the
victi! causing an additional 1d8 points of daage
each round the victi reains trapped.
! 0 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
'he assassin vine spends as muh time as it an in
the $orest but it is dimly a8are that doile pray lives
in the open $ields. As suh it 8ill lay in 8ait near a
stone 8all and as sheep ome near it 8ill rear up
stri&e out and grab one and li$t it up and over the
8all to $east on it in the $orest. ,uh a meal 8ill &eep
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+he,herds o' Pine'ord dventure nthology ne
it satis$ied $or a $e8 days. A party that 8ishes to
observe 8hat is going on rather than harge
re&lessly into the 8oods might eventually 8itness
suh an atta&.
'here are several strategies the player haraters
may employ to de$eat the assassin vine:
,"8/%97": 9or eah day that the adventurers spend
8athing the $ields roll 1dD $or eah harater
8athing. n a roll o$ 1 that harater 8itnesses the
assassin vine in ation. #hen this happens read the
$ollo8ing:
?ou have been 8athing this partiular herd $or a
8hile and nothing has happened. 'he sheep bleat
at eah other gra>e and 8ander about. n $at
the 8ath has been unevent$ul $or hours. ot even
a large rabbit has bro&en the ritual o$ shepherd
and sheep. *ust as you began to $eel that the dayould not get any longer it happened. ne o$ the
sheep approahed the 8all bordering the $orest
and as it stood and stared about a large green
vine 8hipped out $rom behind the 8all to snag the
reature dragging it sreaming into the $orest. ?ou
s8ear it loo&ed li&e some &ind o$ evil plant.
$ the adventurers $ollo8 the vine they an easily
ath up to it. $ instead they retreat to the village
the elders 8ill reommend researhing the evil at the
village temple 8here there is a small library o$ boo&s
in the !riest=s study. ere the adventurers have a 10M
hane o$ learning 8hat the reature is.
,%8R)H5NG "H% F9R%,": 9or eah hour the
haraters searh the $orest roll 1dD. n a 1 they
enounter the assassin vineL on a D they do not
atually see it but it beomes a8are o$ them.
n addition the G% should roll a regular enounter
he& three times a day Eand three times a night i$
the adventurers hoose to hunt into the nightF. <se
the standard +9R!G stats $or these reatures but
desribe them as $eral and dangerousL also inrease
the morale o$ living reatures enountered by one
point. <se the 8ilderness enounter table in the Core
Rules and $eel $ree to replae any reature that you$eel the party ould not handle.
'he hanes o$ spotting the reature in the $orest are
slim: it is dar& it is a plant and the adventurers might
not &no8 8hat &ind o$ reature it is they are
pursuing. #hen they meet it at last i$ it has already
beome a8are o$ the adventurers the assassin vine
8ill have no hane to be surprised but 8ill surprise
the adventurers on a 1-H on 1dD Eas it has arranged
an ambushF. $ it is enountered be$ore it is a8are o$
the player haraters it still surprises on 1- on 1dD.
8F"%R "H% 8,,8,,5N 05N% 5, '%F%8"%':
)illing the assassin vine 8ill only temporarily stop 8hatis going on. 'he true threat lies in the ruined temple.
The uined Te!)le
t 8ill ta&e the adventurers three to $our days to travel
$rom the village to the temple. 'hey 8ill $ind it
surrounded by evil loo&ing thi&ets trees sprouting
thorns and dripping bla& sap. 'he area has a strong
aura o$ evil: the soil is dry and dead the air is old
and lammy and the vegetation is si&ly and
8ilting. As the adventurers approah the temple
read the $ollo8ing:
'he air seems dar& and old and dry vegetation
ra&les under $oot as you ontinue through the
$orest. Ahead the undergro8th gro8s e(tremely
thi&. 'he air has gro8n still old and lammy. As
you push $or8ard the 8ay beomes di$$iult thi&
vines overgro8n thistle and lo8 hanging branhes
all see& to slo8 you do8n. ?our progress has almost
been redued to a stop. o8ever eventually you
do push through the thi&et and enter a learing.
ere the dirt is bare and ra&ed and tumbled
stones lay every8here. n the enter stand the
remains o$ the temple: tall pillars a $e8 8alls and
8hat loo&s li&e an altar 8ith some &ind o$ obelis& on
it.
'8elve pillars rise out o$ the ruins 8hih one
supported a grand arhing dome a beauti$ul
struture long sine rumbled to rubble on the $loor.
#hen the adventurers enter the ruins they should
note that light seems to dim be it torhes spells or
natural daylight. At the base o$ eah pillar is a
human s&ull bits o$ the salp and hair still attahed.
nside eah s&ull=s mouth is a bloodstone. Any asting
o$ detect e1il 8ill sho8 that the 8hole area radiates
evil.
'he bloodstones $orm the basi matri( o$ the spellstruture the lih 8as building. o8ever it 8as never
ompleted and thus is easy to destroy. All the player
must do is reah into the eah o$ the s&ulls and pull
the gemstone out. /oing so 8ill release the s&ull $rom
the spellL in 1d4 rounds it 8ill $orm into a s&eleton
8hih 8ill atta& immediately. ote that the
adventurers 8ill probably remove a number o$
stones be$ore the $irst s&eleton $orms. A$ter eah
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dventure nthology ne +he,herds o' Pine'ord
s&eleton is de$eated it rumbles into dust as does
the gemstone removed $rom its s&ull.
'here is really no 8ay $or the adventurers to reover
the bloodstonesL i$ they $lee ta&ing the stones 8ith
them the s&eletons 8ill pursue them. "ah s&eleton
8ill $ollo8 the holder o$ its stone tra&ing that
harater unerringly.
,(eleton: AC 1 / 1 At 1 /am 1dD or by
8eapon %v 40= ,v 91 %l 12 @! 2H
! K ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
4 ☐☐☐☐ D ☐☐☐☐☐ ☐
D ☐☐☐☐☐ ☐ D ☐☐☐☐☐ ☐
K ☐☐☐☐☐ ☐☐☐ H ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐ H ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
Read the $ollo8ing 8hen the last s&eleton $alls:
'he battle is over. 'he last s&eleton ollapses into
dust $alling to the ground. A small tremor sha&es
the ground and the bloodstones also begin to
sha&e and hum then they also turn to dust. As you8ath small hips $all o$$ the pillars and the altar.
'he ground sha&es a 8hile longer and 8hen it
stops you an see that ra&s have spread
throughout the pillars and 8hat is le$t o$ the 8alls.
'he sense o$ evil has gone replaed by a peae$ul
$eeling as i$ rest has $inally ome to a person long
tormented. #ith a $inal sigh the altar ra&s loudly
and $alls in on itsel$. A number o$ stones $all loose
and a hest an be seen among the ruins o$ the
$allen altar.
'he hest is obviously very old and 8as missed by
the general looting o$ both the lih and the
adventurers 8ho $ollo8ed. nside is a great treasure:
fi1e old tomes $rom the order that one oupied
this temple an invaluable treasure to the mother
hurh. 'hese tomes are 8orth up to 2H0 gp to a
olletor. All $ive are in good ondition.
Also in the hest is an oa(en rod apped by a
golden holy symbol. 'he rod is a po8er$ul udgel
against evil reatures stri&ing $or 2d4 damage
against undead and 1d4Q1 against any other evil
reature. t arries no magial atta& bonus and
does only the normal 1d4 damage o$ a udgel
8hen used against non-evil opponents. E'he G%
must udge evilB as be$its his or her ampaignLrevie8 the spell detect e1il in the Core Rules $or
guidane on this.F
'he last items in the hest are two taestries. $ they
are strethed out they 8ill reveal a beauti$ully
embroidered $abri. '8o %agi-<ser spells o$ the
G%=s hoie may be $ound embroidered into the
loth. 'hese should be 1st or 2nd level spells. 0his is
euivalent to a spell boo,! not a spell scroll it is not
possible to cast the spells =ust by reading the
tapestries.
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dventure nthology ne (eathcry,t o' -haldun
0eathcr$)t o" #haldunby ,ott A. %urray
Background
A entury ago adventurers 8or&ing $or a sorerer &no8n as )haldun unearthed a strange tome bound
in the $lesh o$ a medusa. nly one member o$ the
troupe survived the return trip the rest $alling ill 8ith
an ine(pliable disease that t8isted the mind. <pon
reeiving the boo& )haldun se5uestered himsel$ in
his underground study and dismissed his guards and
hirelings not emerging $or $ive 8ee&s.
#hen he $inally sur$aed )haldun ravaged the
region 8ith pestilent magi. undreds $ell to disease
during the $irst night and those that 8ere not burned
rose again as undead horrors at the bidding o$
)haldun. Resolved to put an end to the terror the
bravest 8arriors o$ the territory drove )haldun intothe 8ilderness 8here he died in the bitter old o$
8inter.
o8ever it 8as not to be his end. +e$ore his passing
he instruted his $ollo8ers to not only build him a
rypt but to also seal themselves in the tomb as 8ell
8here they 8ould die o$ starvation and rise again as
maddened undead guardians. At his death
)haldun s8ore to ta&e his revenge on the
desendants o$ those 8ho e(iled him. o8 on the
eve o$ the 100th anniversary o$ his banishment you
the desendants o$ those mighty de$enders stand
ready to put an end to )haldun=s urse as he stirs$rom his slumber...
/da)ting the Module
#hile this module is intended to be run as a
standalone adventure it an easily be integrated
into an e(isting +asi 9antasy R!G ampaign.
!erhaps the deathrypt is hidden 8ithin a larger
dungeon omple( rather than beneath a hapel.
'he ba&ground provided $or the module might also
be disarded 8ith the Game %aster asting
)haldun as merely a po8er$ul lih or mummy.
0ungeon #e$
&. "H% )H8P%4:
!athes o$ loose sno8 and ie over the bro&en
stone $loor o$ this small hapel. 'he dull orange
$lames o$ burning bra>iers ast deep shado8s along
the $rostbitten 8alls. A $ro>en $ountain sits against the
8est 8all and a spiral stair8ell desends into gloom.
An iy 8ind ho8ls through the evergreens outside
and 8hips through the opening o$ the hapel.
'he hapel is the haratersO last hane to ma&e
preparations be$ore desending into the rypt. 'he
stair8ell desends to area 2.
*. F84,% )R=P":
#hen the haraters reah the bottom o$ the stairs
read:
/usty bones litter the $loor o$ this 8ide ob8eb-
ho&ed tomb. A rumbling sarophagus lies
beyond an imposing demoni $ountain that
regurgitates bla& li5uid. 'he 8hisper o$ the $etid
8ater brea&s the eerie stillness o$ the hamber. Apair o$ ornate pillars to the 8est supports a high
vaulted eiling above 8hile another pair o$ pillars
lies bro&en to the east.
'his hamber is in $at a $alse rypt designed to lure
adventurers to their death. A throng o$ >ombies and
s&eletons rise $rom the $loor 8hen any adventurer
moves 8ithin 1H $eet o$ the sarophagus eah
atta&ing the nearest target until destroyed.
6 ,(eletons EAC 1 / 1 At 1 si&le /am 1dD or by
8eapon %v 40= ,v 91 %l 12F
! 1 ☐ ☐☐☐ ☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ D ☐☐☐☐☐ ☐
$ombies EAC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 92 %l 12F
! ☐☐☐
H ☐☐☐☐☐
H ☐☐☐☐☐
D ☐☐☐☐☐ ☐
J ☐☐☐☐☐ ☐☐☐☐
'he ollapsed pillars to the east have $ormed a pile
o$ rubble 20 $eet in diameter Emovement rates
halved 8hile rossingF. $ any reature moves into the
10(10 $oot trapped area sho8n on the map a
portion o$ the eiling ollapses. Charaters in the
a$$eted >one must ma&e a save vs. /eath Ray or
ta&e 2dD points o$ damage and be &no&ed do8n.
%onsters in the trapped area are instantly destroyed.
'his trap only ativates one per adventure.
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(eathcry,t o' -haldun dventure nthology ne
A harater may hoose searh the debris. 'he G%
should seretly roll a 1dD adding 1 to the result i$ any
o$ the searhing haratersO ntelligene sores is
greater than 1H:
1 Collapsing eiling trap Eas above may
ativate even i$ already triggeredF
2- othing
4-H "5uipment Ea $las& o$ holy 8ater and a
lanternF
D-7 ,a& ontaining 1D00 p K00 ep and 2
greenstones Evalue 7H gp eahF
Charaters moving to8ard the pillars to the 8est
notie the stairs are partially blo&ed by enormous
spider 8ebs. #hile the 8ebs an be passed through
8ith a $e8 minutes o$ e$$ort disturbing them
a8a&ens a mated pair o$ giant bla& 8ido8 spiders.
'hey atta& any reature that tries to pass throughthe 8eb but 8ill not pursue retreating enemies.
* Giant Blac( idow ,iders EAC 14 / I At
1 bite /am 2dD Q poison %v 20= #eb 40= ,v 9 %l KF
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
'he 8ater in the $ountain is mur&y and tastes $oul but
is not harm$ul. A harater searhing in the $ountain
$inds a ra&ed erami bo8l that holds about a
5uart o$ 8ater.
'he sarophagus is empty.
3. ,HR5N%:
A narro8 $light o$ ra&ed stone steps desends into
dar&ness.
'he stairs lead to a small orridor that ontains a
hidden pit trap Esee mapF. Any harater that steps
onto the pit must ma&e a save vs. /eath Ray or $all
D0 $eet ta&ing DdD points o$ damage. ne the pit
trap is triggered or i$ it is $ound a harater may
leap aross 8ith a suess$ul /e(terity he&.
'he door beyond the pit is arved $rom polished
bone. #hen it is opened read:
A bloodied altar sits amid a gloomy ramped
harnel house. +eetles suttle aross the stone
$loor and a hilly dra$t $ilters in $rom some unseen
orner. Ra&s o$ bleahed bones line the 8alls. A
8a( idol arved into the shape o$ a bla& dragon
stands perhed atop the altar. 'he idol seems to
radiate strange 8hispers 8hose melodies suggest
a hymn.
'he bla& dragon idol is ursed. #hen a harater
manipulates the idol in any 8ay the G% shouldseretly roll 1dD adding 1 i$ the harater has a 1H or
higher #isdom:
1- Curse Ecoulet of ruin save vs. %agi
#ands or ta&e 4dK points o$ damage and
lose 1 held or 8orn magi item i$ anyF
4-7 othing
Casting a detect e1il spell 8ill sho8 the idol as
emanating evil but nothing more. A Cleri o$ 4th
level or greater an identi$y the idol as being ursed
8ith a suess$ul ability roll he& at a -4 penalty
Eadding #isdom bonus to rollF. Casting remove urseon the idol negates the ouplet o$ ruin urse and no
roll is needed be$ore manipulating it.
$ the idol is searhed an iron s(eleton (ey and a
small sarab amulet Ea ,carab of Protection 8ith H
hargesF are hidden inside.
$ the coulet of ruin is triggered a pair o$ 8raiths
emerges $rom thin ra&s in the 8alls a$ter 1dD
rounds pursuing the haraters until destroyed.
* raiths EAC 1H P / 4II At 1 touh /am 1dD
plus energy drain E1 levelF %v 9ly K0= ,v 94 %l 12F
! 1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
+a. 8N"%)H8B%R:
'he odor o$ dried parhment and embalming $luid
hangs heavy on the stale air. A rusted suit o$
eremonial plate mail stands against the south
8all and a stone sarophagus bearing the imprint
o$ a hand leans against the north. Around the
orner a 8ide $light o$ broad stone steps asends
into dar&ness. A ruel s&ull painted in dried blood is
visible on the stairs.
'he suit o$ armor is in $at an iron living statue and
8ill atta& 8hen the sliding stairs trap is triggered.
5ron 4i1ing ,tatue EAC 1K / 4I At 2 $ists /am
1dKN1dK Q speial %v 10= ,v 94 %l 12 non-magial
8eapons an sti& insideF
! 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
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dventure nthology ne (eathcry,t o' -haldun
A harater deteting the seret door to the south
Esee mapF noties that many o$ the masonry blo&s
in the 8all are derepit. 'hese blo&s an be pulled
do8n or burst through 8ith a suess$ul ,trength
he&. 'he seret door reveals a steeply sloping
orridor that ends at a similar seret door.$ the haraters inspet the sarophagus more
losely they 8ill $ind that it does not lean but in $at
is set into the north 8all and annot be moved. 'he
lid is very heavy and re5uires a suess$ul open
doorsB he& to remove. pening the sarophagus
reveals that it has no ba& U instead a seret
orridor leads $rom this hamber to a banded iron
door oated in ashen dust. 'his orridor an be
sensed 8hile the sarophagus is losed 8ith a
suess$ul detet seret doorsB he& made on a
1d10.
$ a harater limbs the stairs to the south andreahes the last H $eet o$ the steps it triggers the
sliding stairs tra. 'he steps shi$t position beoming a
steep hute and at the base o$ the $light a 20 $oot-
deep pool o$ aid opens Esee mapF. 'he triggering
harater and all haraters on the stairs must
sueed on a save vs. /eath or be ast into the
pool ta&ing KdD points o$ aid damage initially and
2dD points o$ aid damage $or eah subse5uent
round spent in the li5uid. A harater su$$ers 1d
points o$ aid damage eah turn $or 1dD turns a$ter
esaping. $ the trap is deteted ahead o$ time it
an be ammed E8ith a suess$ul Remove 'raps rollF
suh that it 8ill not ativate.A harater may leap over the pit 8ith a suess$ul
/e(terity he& ho8ever that harater must also
ma&e an immediate ,trength he& to limb the
hute or $all into the aid.
+b. ,%P74)H%R 9F 0%"748:
#hen the haraters asend the stairs in area 4a Eor
alternatively 8hen they pass through the seret
orridorF read:
'his 8ide sepulher is bathed in the ominous red
glo8 o$ a bra>ier 8hih sits in the la8ed hands o$
a domineering neromaner statue ahead. A
brass gong hangs in the $ar southeast orner
glistening in the $irelight. A s&eletal armored $igure is
silhouetted by the light and it turns to $ae you as
you approah. ts bro&en armor is midnight bla&
and a red s&ull is painted onto his heavy shield.
Z am WetulaO it says in a raspy 8hisper Zguardian
o$ the tomb o$ )haldun. ?ou shall pay $or your
intrusion 8ith your soul.O
Wetula moves to8ard the gong 8hen the enounter
begins attempting to ring it 8ith the hilt o$ its a(e. $the gong is rung a demoni gargoyle emerges $rom
the bra>ier and rolls initiative. A pair o$ shado8
hounds emerge $rom t8o o$ the sarophagi 1 round
a$ter initiative is rolled.
0etula the Battle ight EAC 20 [ / HI
At 1 serrated a(eN1 touh /am 1dKQ1N"nergy
drain E1 levelF %v 1H= ,v 9H %l 1 as +ightF
! 2D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐
* ,hadow Hounds EAC 14 plus inorporeal / II
At 1 bite or 1 breath /am 1dD or dD %v 40= ,v 9%l 10 ! as hell houndF
! 7 ☐☐☐☐☐ ☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
'emonic Gargoyle EAC 1J P / 4II At 2 la8sN1
biteN1 horn /am 1d4 $ireN1d4 $ireN1dD $ireN1d4 %v
0= $ly H0O ,v 94 %l 11 as gargoyle - ta,es half
daage fro fireF
! 1J ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
'he large neromaner statue in the enter o$ the
rypt is imbued 8ith strange magi. #hen any
harater asts a spell o$ rd level or greater theG% should seretly roll a 1dD:
1 'he statue omes to li$e6
2 All numeri e$$ets o$ the ast spell Erange
damage etF are halved
-H othing
D All numeri e$$ets o$ the spell are doubled
,tone 4i1ing ,tatue EAC 1D / HI At 2 lava sprays
/am 2dD $ireN2dD $ire %v 20= ,v 9H %l 12F
! 0 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
A brass s(eleton (ey is hidden amid the oals o$ the
bra>ier. 'he statue sets the bra>ier do8n in an open
spot nearby 8hen it animates. 'he 8ater $rom the
$ountain in area 2 an be used to douse the $lames
ma&ing it sa$e to searhL other8ise searhing the
oals deals 1dD points o$ $ire damage per attempt.
3(
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(eathcry,t o' -haldun dventure nthology ne
A harater e(amining the bra>ier noties that the
rim is made o$ sorhed brass.
. F5N84 8PPR98)H:
#hen the haraters ome to the $irst door read:
'his stone door is rein$ored 8ith rusted iron bands
and set into an ornate arh8ay. A large brass
&eyhole is visible above the doorOs pull rings. An
insription above the &eyhole reads: ?< ,A33
9/ ?<R )"? '" "AR' 9 '" 9R".
'his door re5uires the brass s(eleton (ey to open. A
'hie$ an attempt an open lo&sB he& on the
door but he or she ma&es the he& as i$ they 8ere
$ive levels lesser and may only attempt the he&
one.
#hen the haraters open the $irst door read:
/o8n a roo&ed $light o$ steps looms an iron door
rein$ored 8ith blood red bands. An iron &eyhole
seals the portal and on its sur$ae is an insription:
Z?< ,A33 9/ ?<R )"? '" "AR' 9 '"
/RAG.O
'his door re5uires the iron s(eleton (ey to open. A
'hie$ an attempt an open lo&sB he& on the
door but he or she ma&es the he& as i$ they 8ere
$ive levels lesser and may only attempt the he&
one.
#hen the haraters open the seond door read:
!art o$ an anient stone door has ollapsed here
granting passage into a bla& marble orridor
beyond. A $ell 8ind blo8s through the opening
sending dust and ob8ebs dri$ting through the air.
#hen the haraters pass through the rubble or i$
any o$ them glane through the arh8ay read:
Candles illuminate a demoni $ountain that spits
lear 8ater into a shallo8 pool. Along the rim o$
the $ountain are magi runes that glo8 8ith a $aint
purple radiane. bsidian stairs desend to the
north but they appear to have $allen a8ay
leaving a ya8ning revie.
'he 8ater is sa$e to drin& and besto8s healing upon
those 8ho onsume it. ne per day a harater
may drin& $rom the $ountain regaining 2dDQD hit
points.
'he runes are a slay li1ing tra that ativates i$ any
harater attempts to read them Esave vs. ,pells or
die 2dD damage on a suess$ul saveF. 'he runes
$ade one the trap is triggered.
'he revie is 20 $eet long 10 $eet 8ide and 40 $eet
deep. A harater may attempt to balane alongthe edge o$ the revie to rossL doing so re5uires a
suess$ul /e(terity he& at a -4 penalty.
6. 0874":
#hen the haraters pass through the sarophagus
into the orridor leading to area D read:
A narro8 roo&ed passage8ay leads to8ards a
rein$ored iron door a&ed in ohre dust.
Attempting to open the door 8hile it is lo&ed
triggers a charnel dust tra. All haraters in the
hall8ay are blasted 8ith no(ious bone dust thatsprays $rom hidden holes in the eiling. A$$eted
haraters must ma&e a save vs. !oison or lose 1d
points o$ Constitution. 'his trap automatially resets
a$ter one minute.
pening the lo& on the door disables the trap. $ a
'hie$ $ails his or her open lo&sB he& by 2HM or
more the trap triggers Eunless it has not yet reset
$rom a previous triggeringF.
+eyond the door is a small hamber overed in
murals. 'he murals depit a loa&ed neromaner
raising s&eletons $rom an abyss. '8o 8rought iron
hests ontain:
1400 sp 2700 gp set o$ obsidian s&ull earrings
Evalue 1200 gpF scroll of rotection from
undead> cursed dagger -&
1D00 p 4000 sp 1200 ep 2200 gp
2 greenstones Evalue 100 gp eahF
energy draining mace <& Eon a natural 20
atta& roll this item drains one li$e energy
level $rom any living reature stru& in
addition to normal damage doneF
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dventure nthology ne (eathcry,t o' -haldun
#. "R7% )R=P":
As you pass through the obsidian arh8ay you
emerge in a vast rypt. +ones are sattered aross
the bla& marble $loor and a great s5uare 8all
rises in the enter o$ the hamber upon 8hih thevisage o$ a sneering helmeted s&ull is engraved.
Aloves $illed 8ith bones are set into the east and
8est 8alls 8hih seem to rattle in antiipation. 'he
$li&er o$ green torhes ast s&eletal shado8s
daning along the vine-ho&ed 8alls.
#hen the players round the 8all and spot the
sarophagus read:
9rom an open sarophagus ahead a $rail
mummi$ied humanoid rises. ts red eyes shine
through the gloom and it spea&s to you in a lo8
disembodied gurgle.
Z have 8aited many seasons to ta&e my revenge
on the living. am pleased to see that the mortal
&ingdoms have already sent unto me an
o$$ering\O
)haldun atta&s immediately as do the s&eletons
that emerge $rom the aloves.
6 ,(eletons EAC 1 / 1 At 1 si&le /am 1dD or by
8eapon %v 40= ,v 91 %l 12F
! 1 ☐ ☐☐☐
☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ D ☐☐☐☐☐ ☐
/haldun the ummy )leric EAC 17 P / DII At 1
touh /am 1d12 plus mummy rot %v 20= ,v 9D %l J
@! D7H as mummyF
! 0 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
n addition to its normal abilities )haldun may ast
the $ollo8s spells as a Dth level Cleri:
cause fear ☐
inflict light wounds ☐
bane ☐siritual sic(le ☐
#hen )haldun is redued to 1H hit points or $e8er
read:
Red eyes burning 8ith rage )haldun raises his
s&eletal hands 8isps o$ purple energy trailing $rom
his $ingertips. e utters a phrase o$ blasphemy and
the sound o$ lattering iron and bones resonates
$rom the aloves.
An armored minotaur s&eleton rises $rom a olletion
o$ bones ating on )haldunOs initiative. t $ights until
destroyed.
8rmored inotaur ,(eleton EAC 1D / H At 1 gore
or greata(e /am 1dD or 1d12Q2 %v 20= ,v 9D %l 11
@! H00 as minotaur plus s&eleton abilitiesF
! 2 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
#hen )haldun is redued to 0 hit points read:
)haldun $alls to his s&eletal &nees his red eyes
$ading li&e the last embers o$ a amp$ire. A urse
esapes his $leshless throat and he reahes
to8ards the eiling 8ith arms engul$ed in magialbla& $lame. As his body is disintegrated by the
arane energies the s5uare 8all begins to slo8ly
lo8er into the $loor $illing the rypt 8ith a terrible
grinding. 9rom a hidden hamber 8ithin the
armored s&eleton o$ a bla& dragon shudders
asting o$$ a 8ave o$ dust and ob8ebs. ,lo8ly it
rises and un$urls its sine8y 8ings 8hile aid begins
to drip $rom its bro&en $angs.
A hoarse a&le esapes )haldunOs throat as he
disintegrates to ash.
8rmored Blac( 'ragon ,(eleton EAC 20 / 7II At
2 la8sN1 bite or 1 breathN1tail /am 1dDN1dDN2d10
or 7dD aidN1dD %v 20= ,v 97 %l K @! 1200 as bla&
dragon plus s&eleton abilitiesF
! DH ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
#hen the dragon is de$eated read in an
appropriately resounding voie:
'he bones o$ the undead bla& dragon tumble to
the $loor in an avalanhe &i&ing up great plumes
o$ ashen dust that sting at your eyes. 'he bones in
the aloves rattle and satter aross the ground\
'he atalysmi noise slo8ly $ades and soon the
only sound brea&ing the deathly silene is the
ra&ing o$ the torhes 8hih still burn 8ith a dull
emerald $lame.
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(eathcry,t o' -haldun dventure nthology ne
#ith )haldun de$eated the haraters are $ree to
searh the rypt and any other une(plored areas o$
the dungeon. $ a harater loo&s into the
sarophagus they $ind:
H100 p 1000 sp 14H00 gp D00 pp bloodstone
E200 gpF a s&ull medallion o$ $la8less obsidian 8ithruby eyes Evalue 2100 gpF otion of in1ulnerability>
scroll of rotection from elementals> ring of
rotection <*> Boo( of /haldun
Concluding the /dventure
Grate$ul $or their bravery the magistrate o$ the
territory honors the haraters in a publi eremony
and re8ards them 8ith 10000 gp. $ this module 8as
adapted to be part o$ a larger dungeon adventure
add this 10000 gp to the hoard in )haldunOs
sarophagus instead.
'he +oo& o$ )haldun has no o$$iial abilities and is
8ritten in a language un$amiliar to the haraters.
/epending on ho8 this module 8as used the +oo&
might serve as merely a to&en o$ suess a hoo& $or
a $uture adventure or even an arti$at around 8hih
an entire ampaign is based.
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dventure nthology ne #he .ault o' #haire
The ault o" Thaireby /avid Grant ,inlair
/uthor's Introduction
n short the genre o$ this adventure is &no8n as,8ord and ,oreryB 8hih means that it is really
gritty most magi is bad and cure light wounds
spells are hard to ome by. $ you=re the &ind o$ G%
that li&es to dish out a little punishment then this ust
might be $or you.
'his adventure starts in a to8n alled <ng and it
ta&es the haraters on a short tre& through the
desert and into some ruins. %a&e sure your
haraters are prepared $or 8hat a8aits them6
!lease also ma&e sure to read this adventure all the
8ay through be$ore running it beause the $inal
sene is open-ended: there are many 8ays this
adventure an play out. 'here are also many 8aysto ontinue the adventure as 8ell.
$ anything please have $un 8ith this. $ the setting
doesn=t 8or& $or you but you 8ant to run the
adventure hange it6 'o run this you really should
have at least 4 player haraters but am or
anybody going to get in your business i$ you redue
a monster here or add a baddie there; o6 ot only
8ill not &no8 8on=t are. And that=s the 8ay Crom
8ould 8ant it6
,o 8hat are you 8aiting $or; 3et me tell you o$ the
days o$ high adventure6
.rologue .ro)osition
'he haraters start in the ity o$ <ng. A young boy
perhaps 11 years old $inds !COs one by one. e
approahes the !C and e(plains that a rih man
had instruted him to tell anyone arrying 8eapons
that entered the to8n to meet him at the ,na&eOs
Rattle nn at dus& and that he 8as buying drin&s $or
everyone. 'he boy gets 1 opper oin $or every
person that sho8s up.
#hen you arrive at the tavern it is easy to loate the
boyOs employer. e is a gaunt older man 8ith a
shaved head $air s&in and bright grey eyes. e
8ears robes o$ yello8 sil& and a blue sash tied about
his 8aist. e noties you and motions $or you to oin
him at his table. 'he bartender brings eah o$ you a
$oamy mug o$ beer as the man begins to spea&.
%y name is +anthus and am a sholar. have
alled you here beause re5uire merenaries to
assist me in the reovery o$ a lost reli believe to
be in a neighboring &ingdom not $ar $rom 8here
8e no8 sit. 8ould go mysel$ but the area is
treaherous and am un$it $or suh dangers. $ you
agree you 8ill eah be paid 2H gold piees up
$ront and an additional 7H gold piees apiee
upon the sa$e delivery o$ the reli. Any treasure you
reover along the 8ay other than the reli you
may &eep. Attalus my personal guard 8ill esort
you to the loation o$ the reli and assist you along
the 8ay. #hat say you;
$ the !Cs agree +anthus 8ill go on to in$orm them
that he see&s anient srolls that are to be $ound8ithin a lost vault loated in the ruins o$ an anient
temple. $ the players as& about ho8 to $ind the lost
vault +anthus 8ill 5uote $rom an anient sroll
roughly translated 'hrough a glass$ul o$ moonshine
the enlightened 8ill &no8 the 8ay.B t 8ill ta&e t8o
days o$ north8ard travel through a desert to get
there. +anthus laims that the ,rolls he see&s are old
and $ragile and Attalus &no8s ho8 to are $or them.
Read the $ollo8ing aloud i$ a !C ma&es a suess$ul
ntelligene roll.
n anient times this desert 8as $ertile grasslandthat 8as home to an e(tensive ivili>ation 8hose
name is no8 lost to time. A great urse $ell upon
the ivili>ation 8hih turned the land to desert and
buried its ruins under the 8ind-s8ept sands. o8
the desert is home only to sorpions and sand
8orms.
7utside the Te!)le
,cene &: 'us( 'earture
Read the $ollo8ing aloud 8hen the !Cs are ready to
depart:
As the sun begins to set behind the mountains to
the 8est you head to the edge o$ to8n 8here
Attalus is 8aiting $or you. +umping shoulders 8ith
the olor$ul loals ma&es you $eel uneasy and you
unonsiously he& your belongings by $eel
e(peting them not to be there 8hen your hand
brushes by. 'he smell o$ this ity is a8$ul but you
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#he .ault o' #haire dventure nthology ne
pretend not to notie until you pass through the
to8n gates and 8elome the $resh air o$ the
outside.
Attalus sits motionless atop his horse. is eyes are as
gray as steel. is $ae betrays nothing. #hen youapproah him 8ithout a 8ord he turns his steed
north and begins the voyage into the dar&ness. 'he
$our Eor ho8ever many needed $or the partyF
horses he brought $or your use stir an(iously. ne
turns and begins to $ollo8 a$ter him.
Note to the G: t is important $or the G% at this point
to &eep tra& o$ ho8 muh 8ater and rations the
!Cs ta&e 8ith them and ho8 muh they onsume
eah day. /epending on the outome o$ $uture
events it may lead to another ompliation $or the
!Cs to overome by the end o$ the adventure.
,cene *: orm at 'awn
'his enounter ours near the end o$ the $irst night
o$ travel.
A /esert #orm bursts $rom the sand and atta&s6
'esert orm: AC 14 / 4 At 1 /am 1d10 %v 40=
+urro8 0= ,v 9 %l 12
! 1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
$ore detailed inforation about desert +ors can
be found in the Basic Fantasy Field Guide, available
on the basicfantasy.org +ebsite.
,cene 3: Bandits in the Ruins
Read the $ollo8ing aloud at the end o$ the 2nd night
o$ travel:
'he $alse da8n begins to illuminate the mountains
to the east and as it does it also reveals the edge
o$ a valley not $ar to the north $rom 8here you are.
Attalus silently nods and stares at you 8ith his old
gray eyes. 'his must be the valley o$ the lost
temple.
Read the $ollo8ing as the haraters approah the
valley:
As you peer over the edge you see the ruins o$
8hat one must have been a spra8ling temple
omple(. #here statues olumns and alters one
stood are no8 only rubble. +asins 8here pools
one $lourished are no8 dry and giant slabs o$
marble are misplaed. As you vie8 the e(panse o$
ruin you notie a olumn o$ smo&e arising $rom the
$loor o$ the valley. t 8ould appear you are not
alone here.
'hese bandits are holing up in the ruins searhing $or treasure. 'hey have had no lu& and their supplies
are running out. 'hey 8ear layered hides that ount
as leather armor and use spears and short bo8s.
6 Bandits: AC 1H / 1 At 1 /am 1dD %v 40= ,v 91
%l J
! ☐☐☐ ☐☐☐
☐☐☐ ☐☐☐
☐☐☐ ☐☐☐
"actics: 'he bandits set up an ambush to atta& the
party as they ride in. n a roll o$ 1-2 on a 1dD the
party spots the ambush 8hile still K0 yards a8ay i$not the party is surprised. 'hey 8ill $lee i$ the !Cs get
the upper hand in ombat or $ind a 8ay to $righten
them o$$. $ the !Cs are aptured the bandits 8ill tie
them up intending to sell them $or slaves as 8ell as
steal their 8ater and provisions. 'he G% at this point
should allo8 the !Cs to esape and ta&e their
revenge someho8. $ the !Cs over8helm or parlay
8ith the +andits they may be able to pay one o$
them to oin them $or H to 10 gold oins.
'reasure: "ah bandit has K sp e(ept the leader.
e has 2 gp K sp a leather pouh 8ith seven small
gems in it E10 gp eahF and a leather thong strung
around his ne& that ontains an old medallion 8ith
a hole punhed through it $or the leather thong. n
the enter o$ the medallion is a shard o$ glass. <pon
inspetion the haraters may notie that the
medallion has a rounded $itting on its bottom so as to
be plaed atop o$ a sta$$.
7utside the Te!)le
,cene +: "he "emle Ruins
ne the haraters have dealt 8ith the +andits
they must searh $or the entrane to the temple
vault. ave them searh through the rubble $or a8hile. n a roll o$ 1-2 on a 1dD the party 8ill
enounter three Giant Rats.
3 Giant Rats: AC 1 / 1d4 !I At 1 bite /am 1d4
Q HM hane o$ disease %v 40= ,8im 20= ,v 91 %l K
@! 10
! ☐☐☐ 2 ☐☐
2 ☐☐
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dventure nthology ne #he .ault o' #haire
'hen read the $ollo8ing aloud:
?ou notie a headless statue. ne arm is missing
but the other is e(tended be$ore it and its hand is
shaped as i$ it one held something.
$ the medallion is attahed to the end o$ a sta$$ Eor a
spearF it may be plaed in the statueOs hand. n
sunlight the glass shard 8ill shine brightly but 8ill not
reate a beam. At the ne(t moon-rise the medallion
8ill ath the moonlight and $ous it to reveal the
entrane o$ the vault. All that must be done then is
to have a slab o$ marble moved. <nder the slab o$
marble is a large door 8ith a ring. pening it 8ill
reveal stairs leading do8n. 'here is no illumination.
,cene : "he 4ost 0ault
?ou desend in the dar&ness 8ith no more to light
the 8ay than the torhes you arry. 'he stairs seemto go on $orever ta&ing you deeper into the earth.
'he temperature begins to drop. 'here is no noise.
Attalus spea&s !erhaps this is 8hat it $eels li&e in
the grave.
,oon enough ho8ever the stairs end and you $ind
yoursel$ at one end o$ a large antehamber.
Inside the Te!)le
&. 4arge 8ntechamber:
'his large antehamber is easily $i$ty by onehundred $eet 8ith the eiling over thirty $eet
above your heads. 9rom 8here you stand there
does not appear to be any ornamentation or
mar&ings on the 8alls e(ept $or the holes that
one housed torhes.
'here is a arving along the south 8all in an anient
$orgotten language. $ it an be read it is as $ollo8s:
nly believers may $ind the true path to that
8hih they see&. +e8are in$idels6 ?ou may not be
able to put do8n that 8hih you all $orth6 a6
,hub-iggurath6B
'here is an e(it on the 8est 8all.
*. "eleort "ra:
As you leave the antehamber you ome to a
split in the orridor. 'here are passages going le$t
and right.
A searh in this spot 8ill reveal a large 8ooden door
that is barely distinguishable $rom the masonry o$ the
orridor.
'he medallion used to $ind the entrane 8ill open
this door and allo8 the players to esape the
teleport trap.
A similar door appears in the 8est entrane to this
room as 8ell.
$ the haraters 8al& to the right repeatedly tell
them that a$ter 8al&ing $or about H0 $eet the
orridor ta&es a le$t turn. As they ontinue 8al&ing
the $loor ontinues to slope do8n8ard at a gentleangle. 'he $og in the orridors that 8as barely
notieable at $irst ontinues to thi&en as they
ontinue do8n the sloping orridor. "very time the
haraters are teleported $rom '1 to '2 the $og 8ill
thi&en. 'hey 8ill be una8are o$ being teleported.
o8ever the sensation that the haraters are
8al&ing do8n an endless spiral 8ill beome stronger
and stronger. 'he only 8ay to esape this trap is to
turn around and 8al& the other 8ay. 'o leave this
room they must $ind the seret door.
$ the party travels to the le$t they 8ill enounter an
endless series o$ right turns. 'he $og 8ill gro8 thi&er every time the party is teleported $rom ' to '4. 'his
orridor also has the same gentle do8n8ard slope.
3. ,cary Room:
A$ter opening the solid 8ooden door and 8al&ing
out the orridor ma&es an all too $amiliar split.
'here are passages to the le$t and right.
$ the party travels to the right the orridor 8ill turn
the le$t. ,hortly a$ter the turn a setion o$ the
orridor has ollapsed blo&ing the 8ay.
$ the party travels to the le$t they 8ill enounter t8oright turns be$ore enountering an impressive set o$
double doors.
'here is a large set o$ double doors in $ront o$ you.
'he doors are barred. ?ou an also plainly see a
8inh and several large metal 8heels on the door.
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#he .ault o' #haire dventure nthology ne
$ the party unbars the door they 8ill have to turn the
8inh in order to open the door. "ah turn opens the
door slightly. "ah 8heel has a loop o$ rope that an
be used to hold these heavy doors open. Attalus 8ill
ma&e sure they are used.
+. "emle Room:
?ou open the ylopean doors and enter into an
enormous hamber. 'he $loor is polished stone and
immense olumns rise over $i$ty $eet to the eiling.
As you loo& around you notie that torhes are
$i(ed to the 8alls and at the ready to be lit.
+et8een eah pair o$ olumns are aloves in
8hih stand the s&eletal remains o$ 8arriors
omplete 8ith light armor shields and
broads8ords. Against the $ar 8all stands a
giganti monstrous statue o$ some long $orgotten
god or demon. t has $our shining eyes and si( arms
that have been arved in suh a 8ay as to suggestthat it is holding up the eiling. +et8een its $our legs
stands an enormous pot or urn. n $ront o$ the
statue is an altar atop o$ 8hih rests an ornate
hest.
Attalus turns to you and says 'his must be the
room 8e see&. 3et us light the torhes and
investigate.
"he 8ltar: nside o$ the ornate hest is a large ase
overed 8ith an un&no8n animal s&in. nside the
ase is a sroll Esee 'he ,roll o$ )alogi belo8F. $ the
hest is removed $rom the altar the s&eletal 8arriors8ill animate and atta& all 8ithin the hamber. $
only the ase or sroll is removed the s&eletons 8ill
not animate.
"he ,tatue: 'he $our eyes o$ this statue are atually
,apphires E8orth H0 gold eahF. t 8ill ta&e a
suess$ul Climbing or /e(terity 'est to ma&e it to the
demonOs $ae to remove them.
"he 7rn: 'his huge E20 $eet arossF urn is sealed aross
its top 8ith a sil&y 8a(-li&e $ilm and is overed in
arane symbols. A large emerald E8orth 200 goldF is
embedded in the seal. Removing the emerald 8ill
brea& the seal and release 'haire $rom hisimprisonment. Esee !lot '8ists belo8F.
"he ,(eletons: $ the s&eletons are disturbed they 8ill
rumble and 8ill not animate i$ the hest is removed
$rom the altar. $ animated the s&eletons 8ill
mindlessly atta& and pursue the haraters and
'haire out o$ the hamber. /e$eated s&eletons 8ill
not reanimate.
+ ,(eletons: AC 1H / 1 A' 1 /am 1dD or by
8eapon %v 40= ,v 91 %l12
! ☐☐☐ 4 ☐☐☐☐
2 ☐☐ D ☐☐☐☐☐ ☐
.lot Tists8""847,: $ at any time 'haire is released $rom his
prison Attalus 8ill sream Aiayyee the "lder God
a8a&es6B then ta&e the sroll and ma&e a run $or it.
'his may involve atta&ing another harater or
ta&ing the sroll still in the hest 8hih 8ill animate
the s&eletons. Attalus 8ill also ut the rope that holds
the doors open as he leaves. 'his 8ill then re5uire
any esaping haraters to push open the door 8ith
a suess$ul ,trength 'est $or t8o rounds Eeah !C
that helps add a Q1 to the rollF. e 8ill also lose the
seret passage and the sur$ae door as he leaves.
'he seret door may be opened by bashing through
it or ma&ing a ,'R 'est. 'he sur$ae door to the ruinsmay also be opened 8ith a simple ,trength 'est.
Attalus mounts his horse and rides ba& to his master
in the ity o$ <ng.
8ttalus: AC 1D / 2 A' 1 /am 1dK %v 0= ,v 92
% J "5uipment: 4eather 8rmor <& ,hield
3ongs8ord
! J ☐☐☐☐☐ ☐☐☐☐
"haire: 'he elder god 'haire 8ill immediately emerge
$rom the urn and atta& the haraters and any
animate s&eletons. e 8ill also pursue them out o$
the hamber. 'haire annot be de$eatedL theharaters should be smart enough to run. $ they
are not smart ho8ever you may 8ant to give them
a lue that they should run suh as having 'haire miss
a !C and grabbing a olumn or the altar instead or
having 'haire animate several more s&eletons. 'haire
8ill pause 8hile one or all $our eyes $ouses on
8hatever is in its grasp be$ore rushing it to dust.
Anyone $oolish enough to stay and on$ront 'haire
8ill $ae the $ollo8ing:
%lder God: AC 20 / 0 EQ1HF A' 1 8restling or
rush /am 0N dD %W 1H ,v 920 QH % 12
! 1K0 ☐☐☐☐☐
☐☐☐☐☐
☐☐☐☐☐
☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
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dventure nthology ne #he .ault o' #haire
"actics: !Cs that are grabbed by 'haire are
telepathially o$$ered the +argain. $ they re$use to
serve they are rushed to death. 'hose 8ho agree
to the bargain are implanted 8ith the brood and
may gain magial talents. 'he brood 8ill hath $rom
the hostOs body in 1d10 months.agical 5tem: "H% ,)R944 9F /849G5
#ritten on parhment overed 8ith dried blood
stains the ,roll o$ )alogi houses arane in$ormation
man 8as not meant to &no8. ote that the 8riting
on the sroll is in an anient language 8hih most
player haraters are unli&ely to &no8L ho8ever a
read languages spell may be used to read it as it is
not totally un&no8n in the 8orld. Anyone reading
the sroll immediately su$$ers the loss o$ one point o$
#isdom. ne reading the sroll has begun the
harater 8ill beome obsessed and annot be
onvined to stop. e 8ill spend at least 10 hours aday studying the sroll $or 2dD days ta&ing brea&s
only to eat and sleep. /uring this time a harater
may ta&e one ation only i$ he or she sueeds on a
#isdom ability roll. $ the harater attempts more
than a single ation then a #isdom he& must be
rolled $or eah one.
9oribly stopping a harater $rom reading the sroll
8ill leave the harater unable to $untion at all
save to eat sleep and beg $or aess to the sroll
one more. 'his ondition 8ill last $or 2dD days
minus the harater=s urrent #isdom bonus. At this
point the ompulsion to read the sroll 8ill abate
leaving the harater 8ith a $aint longing $or it. otethat the loss o$ the #isdom point is permanent
regardless o$ 8hether or not the sroll is ompletely
read.
ne the harater has ompleted reading the
sroll the dar& 8orld o$ the "lder Gods 8ill be
revealed to him. 'he harater 8ill have aess to
the $ollo8ing rituals.
• ,ummon an "lder God
• Change 9orm !ermanently
• "nhant any #eapon to beome a
Wampiri #eapon.
'o enat any o$ the above rituals the harater must omplete the $ollo8ing steps:
1. 'he harater must desribe and enat the
ritual.
2. At the end o$ the ritual the harater must
ma&e an ntelligene ability roll to determine
suess.
. Regardless o$ suess the harater must
permanently redue his or her Constitution
by 1. 'he only e(eption to this is i$ the
harater enating the ritual also inludes a
Edemi-Fhuman sari$ie.
'he results o$ the above rituals are up to the G%. 'he
G% may also add other rituals andNor po8ers as he
sees $it.
'he harater 8ho read the sroll also has a
umulative 1M hane per day o$ going mad. 'his
die roll is made at the beginning o$ every day a$ter
the harater a8a&es $rom a night o$ rest. $ the
harater goes mad $or that day he ats as i$ under
a confusion spell until the start o$ the ne(t day at
8hih point the hane o$ madness is redued to
1M Eand inreasing again every day until the roll $ails
one moreF.
'he harater also has no8 beome obsessed 8ith
the sroll and must ma&e a roll against his hane to
go mad anytime he sees another harater touh
the sroll or hears anyone tal&ing about it. $ he $ails
the roll then he 8ill go mad and atta& everybody
around him $or 1d4 turns.
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dventure nthology ne #he +laver"s Fortress
The laver's ortressby Chris Gonnerman
GM's Background
'his adventure begins 8hen the player haratersare summoned to the presene o$ the loal Count.
e tells them the $ollo8ing story:
t=s my $ault =m a$raid. told my son he ould not
marry the 8oman he loved so he and she ran o$$
together. t 8ould be nothing more than a minor
sandal i$ not $or the $at that the village in 8hih
they hid 8as raided by slavers.
have had 8ord $rom a aptain in the )ing=s navy
that the slavers are believed to be hiding in a
dungeon omple( on the 8estern end o$ solan
sland. &no8 o$ no one as s&illed as you at delving
into suh plaes... 8ill you resue my son;
9or more years than any man or el$ an remember
solan sland has been a plae o$ re$uge $or the
la8less. 'he island is riddled 8ith dungeons littered
8ith ruined $ortresses and in$ested 8ith all sorts o$
monsters as 8ell.
'he ount 8ill o$$er 4000 gp $or the resue o$ his son
and an additional bounty o$ 1000 gp $or the apture
o$ any o$ the slaver leaders alive. n addition he an
provide a ship to ta&e the adventurers to the island
and then pi& them up 8hen they are done.
'he slavers have a ship Ea aravelF 8hih they have
out$itted $or their purposeL it $lies the olors o$ an
enemy nation Ein the author=s ampaign it $lies the
$lag o$ ntersiaF. 'hey have a seluded ove 8here
they hide it so that it is not usually visible $rom the
sea but they have beome overon$ident and did
not properly hide it this timeL thus the adventurers 8ill
be delivered diretly to its mooring point. 9urther a
lear path has been beaten $rom the ove to the
dungeon omple( 8here they are hiding.
/etails o$ the party=s arrival at the island and any
enounters they may have on the 8ay to the
dungeon are le$t to the G%=s disretion and notdetailed herein.
Ma8or .Cs
orgath Human Fighter 4e1el 2: AC 1K A+ Q7 At 1/am 1dK Q1 %v 20= %l J
' 1H EQ1F #, 1 EQ1F CR D E-1F
%uiment: !late %ail ,hield Battle 8e <&
! 4 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
%orgath 8as an o$$ier in the military o$ Ala(tarL he
8as 8ell respeted and in$luential up until the day
he ordered the massare o$ a village in response to
a ta( protest. e 8as tried onvited and
sentened to prison but he esaped 8hile beingtransported there. e maintains that his ations in
ordering a massare 8ere reasonable and that he
8as onvited due to the politial in$luene o$ his
enemies. e runs the slaving operation e$$iiently
and is respeted i$ not li&ed by his men.
,harana Human Fighter 4e1el #: AC 21 A+ QDNQ7
At 1 /am 1dK %v 20= %l J
' 7 E-1F /"@ 14 EQ1F C 14 EQ1F CR K E-1F
%uiment: !late %ail ,hield <* 4ongsword <&I<* 1s.
,ell 7sers
! 4 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
,harana 8as a member o$ the house guard o$ /u&e
/=Angelo o$ "nterone but her innate ruelty to the
other 8omen 8arriors resulted in a dishonorable
disharge $rom the /u&e=s servie. ,he 8andered
north and met %orgath 8hom she $ound irresistible.
,he 8ill ta&e any opportunity to be ruel to another
8oman espeially an attrative andNor virtuous one.
,he partiularly hates Walor 'rue the 8ell-&no8n
"nteronean adventuress 8hom she met 8hile
serving in Castle /=Angelo.
4(
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#he +laver"s Fortress dventure nthology ne
'umystor Human agic-7ser 4e1el : AC 11 A+ Q
At 1 /am 1d4 Q %v 40= %l 7
,'R 1 EQ1F #, 1 EQ1F C 1D EQ2F
,pells: agic issile> ,hield> 0entrilouism>
)ontinual 4ight> i?ard 4oc( *> 4ightning Bolt *>'imension 'oor> 5ce ,tormL in addition he &no8s %,P
and )lair1oyance but has not prepared them
today.
%uiment: 'agger <*> Flames on )ommand> Potion
of 'elusion Elabeled JHealingKF Potion of 7ndead
)ontrol Elabeled 8ith a dra8ing o$ a s&ullF
! J ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
/umystor is a 8ea&-8illed and sniveling sort most o$
the time but 8hen he has the opportunity to use
magi o$$ensively he beomes a veritable a&ling
madman. e has 8or&ed $or %orgath $or about ayear. /umystor is 8ell a8are o$ his limited utility in
ombat and 8ill only enter into an engagement i$
he an do so $rom behind %orgath or ,harana or
$rom behind an arro8 slit. $ he is threatened 8ith
harm in any 8ay he 8ill see& to retreat regardless o$
any morale he&.
0alto Human "hief 4e1el &A: AC 1H A+ QD At 1
/am 1dD Q1 %v 40= %l J
' D E-1F #, K E-1F /"@ 1 EQ1F C 14 EQ1F
CR 14 EQ1F
%uiment: 4eather 8rmor <& ,hortsword <&
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐
Walto and Renaldo Ebelo8F are brothers. Walto the
older brother is pushy and arrogant. +oth thieves
at as souts $or the slavers entering a village and
he&ing $or military presene and other ris&y
situations be$ore the other slavers arrive.
Renaldo Human "hief: '7 AC 1H At 1 /am 1dK Q1
%v 40= %l J
/"@ 1 EQ1F C 1 EQ1F
%uiment: 4eather 8rmor <& ,hortsword <& Potion
of 4e1itation
! 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
Renaldo is ra$ty and unning and has a rat-li&e
$aeL despite this he is not a 8ererat Ethough it
8ould be understandable i$ someone thought he
8asF. $ he has the opportunity to do so unnotied
Renaldo 8ill drin& his potion then ra8l aross the
eiling moving silently and attempt to get behind
any enemies $or a ba&stab atta&.
en at 8rms: 'he slavers maintain a standing $oreo$ $ighters to man the $ortress and handle the slaves.
All are armored in plate mail and armed 8ith
longs8ords and shortbo8s e(ept as noted. "very
group o$ 12 seond level regulars are led by t8o
orporals Ethird level 9ightersF and a sergeant E$ourth
level 9ighterF save that the third 8ath has only 11
regulars.
* Human Fighters> 3rd 4e1el C)ororalsD
AC 17 A+ Q or Q2 At 1 /am 1dD Q1 or 1dD %v 20=
%l JL eah is armed 8ith a and A(e Q1
! 12☐☐☐☐☐ ☐☐☐☐☐ ☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
& Human Fighter> 3rd 4e1el C)ororalD
AC 17 A+ Q or Q2 At 1 /am 1d10 Q1 or 1dD
%v 20= %l JL this one is armed 8ith a !i&e Q1
! 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
& Human Fighter> 3rd 4e1el C)ororalD
AC 17 A+ Q or QH At 1 /am 1dD Q1 or 1dD Q
%v 20= %l JL this one is armed 8ith a ar Hammer <&
and a ,hortbow <3
! 11☐☐☐☐☐ ☐☐☐☐☐ ☐
* Human Fighters> 3rd 4e1el C)ororalsD
AC 17 A+ Q or Q2 At 1 /am 1dK Q1 or 1dD %v 20=
%l JL these are armed 8ith ,cimitars <&
! 1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
* Human Fighters> +th 4e1el C,ergeantsD
AC 17 A+ Q At 1 /am 1dK Q1 or 1dD %v 20= %l JL
these are armed 8ith +attle A(es Q1
! 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
& Human Fighter> +th 4e1el C,ergeantD
AC 17 A+ Q or QHNQD At 1 /am 1dK or 1dD Q2NQ
%v 20= %l JL this one is armed 8ith a ,hortbow <&
and 7 8rrows <&> <* 1s. ,ell 7sers
1J ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
5*
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dventure nthology ne #he +laver"s Fortress
3 Human Fighters> *nd 4e1el CRegularsD
AC 17 A+ Q2 At 1 /am 1dK or 1dD %v 20= %l J
! H ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
H ☐☐☐☐☐
2 ☐☐
☐☐☐
H ☐☐☐☐☐
☐☐☐
K ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
H ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐7 ☐☐☐☐☐ ☐☐
J ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
4 ☐☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐
4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
K ☐☐☐☐☐ ☐☐☐
4 ☐☐☐☐
D ☐☐☐☐☐ ☐
14☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐
J ☐☐☐☐☐ ☐☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
0ungeon #e$
&. %N"R8N)%:
Read the $ollo8ing as the adventurers ome in sight
o$ the dungeonL presumably they 8ill still be under
some over at this point.
?ou see a $orti$ied dungeon entrane 8ith short
to8er-li&e emplaements bra&eting it. ?ou an
see arro8 slits in the emplaements 8hih 8ould
allo8 guards 8ithin them to $ire arro8s Eor 8orseF at
anyone trying to enter.
#hat happens ne(t depends heavily on ho8 the
players hoose to proeed. 'hus the G% must
ma&e it up as he or she goes along. 'he $ollo8ing
te(t should be read or paraphrased 8hen an
adventurer $irst sees inside the entrane:
'he $loor 8ithin the entrane is overed in sand
8hih has been ra&ed into lines.
'he sand permits the guards in the various guard
posts to see $ootprints i$ invisible haraters attempt
to pass through. 'he sand ontinues unbro&en all the
8ay through the $irst and seond gauntlets and the
reeption room E4 through D belo8F.
*. G78R' P9,": n all 8athes save the third a
orporal and a regular 8ill be hereL on the third
8ath only a orporal 8ill be present. 'he orporal
has a 8histle 8hih he an use to ommuniate 8ith
the other guard post as 8ell as 8ith the arher=sgallery surrounding the $irst gauntlet Esee belo8F.
3. G78R' P9,": n all 8athes t8o regulars 8ill be
here.
+. G87N"4%": n all 8athes si( regulars and the
other orporal 8ill be hereL H0M o$ the time the
sergeant 8ill be here also. 'hey generally 8ander a
bit 8ithin the arher=s gallery Ebehind the arro8 slitsF
but i$ alerted E$or instane by the 8histle o$ the
orporal at 2 aboveF eah 8ill be standing at his
arro8 slit ready to $ire on anyone entering 8ithout
permission. Also note i$ /umystor hears the 8histle
he=ll ome to the arher=s gallery in 1dD rounds anduse his magi to aid the arhers.
. R%)%P"59N R99: 'his room is generally empty
unless visitors are e(peted. 'he slavers 8on=t $ight in
this room i$ they an avoid it as the area is too
e(posedL they pre$er to atta& 8ith both surprise and
over i$ at all possible.
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#he +laver"s Fortress dventure nthology ne
6. ,%)9N' G87N"4%": 'hree regulars 8ill be here at
any time and the sergeant is H0M li&ely to be 8ith
them. $ they are repelling an enemy regulars $rom
the $irst gauntlet 8ill arrive in 2d10 rounds to assist
generally around hal$ o$ those remaining Eso as not
to leave the $irst gauntlet ompletely unmannedFLthe sergeant 8ill al8ays be 8ith the rein$orements i$
he 8asn=t here already. /umystor 8ill also ome here
i$ he an. 'he door is made o$ an e(tremely hard
orange-bro8n 8ood and is held 8ith a lo& that
applies a 20M penalty to the pen 3o&s roll o$ any
'hie$ trying to pi& it. $ it appears that the atta&ers
might be able to do so /umystor 8ill i?ard 4oc(
the door.
ote that there are t8o 8ooden-tined ra&es in the
arher=s gallery here 8hih are used to ra&e the
sand.
#. P8R49R:
'his room ontains a high-5uality but heavily 8orn
round table and si( hairsL a de& o$ ards empty
8ine glasses and a 8ine bottle lie on the table. A
ouple o$ barrels and a rate are pushed ba&
into the $ar orner and an e(it in the middle o$ the
ba& 8all is overed by a tattered red tapestry
embroidered 8ith a &night on horseba&. A 8orn
rug lies on the $loor beside the table only partially
overing 8hat you are sure must be a large blood
stain.
Walto and Renaldo entertain guests in this room. 'his
inludes playing ards 8ith the other slavers Eand
their ustomersF as 8ell as engaging in sadisti
torture games 8ith less valuable slaves. 'his e(plains
the bloodstain under the rug.
. B%'R99:
'he $irst thing that stri&es you about this room is ho8
spartan it is. 'he only thing the room ontains are
t8o small beds 8ith a small table ne(t to it and t8o
$ootlo&ers at the end o$ eah bed. a lit andle on
eah bed provide the only illumination in the room.
'his is the bedroom o$ Walto and Renaldo. 'hey areused to spending muh o$ their time on the road so
they don=t see the need to &eep their rooms overly
deorated.
2. ,480% L78R"%R,:
'he smell o$ this room assails your senses be$ore you
even open the door. 'his is 8here the slavers &eep
their merhandise to sho8 them to their
prospetive ustomers. 'he slavers do their best to&eep the plae lean but the stenh o$ all these
people together in a small plae has le$t the room
smelling o$ body odors human 8aste ombined
8ith the sour smell o$ $ear. 'here are urrently a
group o$ men and 8omen huddled together
against the ba& 8all.
'his room is 8here the slavers &eep their slaves until
they an sell them o$$. 'here are around a do>en
men and 8omen being urrently held in the ell. 'he
/u&e=s son and his $ianee are among this group
although they 8ill be retient about revealing 8ho
they are until they are sure the party is there to
resue them.
&A. P8R49R:
'his is a small sitting room that ontains a plush so$a
and t8o om$ortable hairs surrounding a taste$ul
rug in the middle o$ the $loor. n the 8est 8all is a
large piture o$ man in a military uni$orm that 8as
obviously pro$essionally ommissioned. 'he t8o
$loor lamps in the opposite orners o$ the room give
the room a 8arm and inviting air.
'his is the parlor 8here %orgath and ,harana. t=s
usually used to entertain the slavers= more upsaleustomers and guests.
&&. B%'R99:
A large bed 8ith bla& satin sheets and pillo8s
ta&es up most o$ the room in this bedroom. t sits at
an angle in the south8est orner. Against the east
8all is a large 8ardrobe ontaining lothing o$
both the regular and intimate variety. 'here is a $ull
length piture o$ a 8oman in $ull plate mail
hanging on the 8est 8all. ?ou an=t help but
notie the sneer o$ disdain that the artist 8as able
to apture on the 8oman=s $ae.
'his is %orgath and ,harana=s bedroom. 'he piture
hanging on the 8all is a portrait o$ ,harana that
%orgath had made o$ her 8hen it 8as $ound that
one o$ the slaves they aptured 8as an artist. t=s not
&no8n 8hat beame o$ him a$ter he had $inished it.
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dventure nthology ne #he +laver"s Fortress
&*. B8RR8)/,:
'his room ontains ro8s o$ bun& style single beds
lined against both the 8est and east 8alls. n $ront
o$ eah are small $ootlo&ers that most li&ely 8ould
ontain the soldiers gear and lothing. 'orhesburning along the 8alls every $e8 $eet provide $or
a 8ell-lit environment.
'his is the barra&s $or the men at arms. t=s here that
they sleep and rela( 8hen not manning their posts or
a8ay $rom the $ortress on business.
&3. 5$8R'!, R99:
'his room ontains a 8or&table in the northeast
orner littered 8ith boo&s papers and assorted
glass8are. A bed resides diagonally aross the
room in a state o$ disarray. 'he 8alls are lined 8ith
paintingsL most o$ them seem rather poorlye(euted and many are in 5uite bad taste.
'his room is 8here /umystor sleeps. e &eeps the
8ay to the seret door lear so that none o$ his
property is li&ely to be &i&ed or stepped on by any
men-at-arms that might ome through.
&+. ,%)R%" P8,,8G%8=:
'his passage8ay onnets the 8i>ard=s room 8ith the
arher=s gallery. 9rom this side both seret doors are
obvious and easily opened.
'here is a nihe here hidden behind an illusionary8all. 'he illusionary 8all setion loo&s slightly ne8er
than the surrounding 8alls due to the $at that the
spell 8as ast long ago 8hen the 8alls were ne8.
+ehind the illusionary 8all is the slaver=s treasure
proteted by a trap:
'he treasure is in three bags:
1. 14H2 sp
2. H2K gp
. 1JK pp and a pouh ontaining the
$ollo8ing gemstones:
1 Amethyst E1H0 gp valueF
2 A5uamarines EH00 gp ea.F
7 +loodstones EH0 gp ea.F
H +lue Yuart> E10 gp ea.F
2 !eridots E100 gp ea.F
1 ,pinel EH00 gp ea.F
'opa> EH00 gp ea.F
2 'ourmalines E100 gp ea.F
1 'ur5uoise E10 gpF
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dventure nthology ne #aming the Flames
Ta!ing the la!esby /ave Gerard
Hook
'he adventurers are approahed on the road by ayoung man 8ho as&s the party=s help to resue his
brother 8ho he laims 8as aptured by demons.
Note: 'o omplete this adventure the party 8ill
re5uire one or more enhanted 8eapons as some
o$ the opponents may only be hit that 8ay. !lease
revie8 this adventure are$ully to ensure you aren=t
presenting your players 8ith an un8innable situation.
9hat:s eall$ Going 7n
'he t8o brothers named !herbius and 9inn are
atually students o$ the Arhmage "lias. #hile their
master 8as a8ay they aidentally opened aportal to the elemental plane o$ $ire. ,ome
elemental reatures ame through $oring the
brothers to $lee. 9inn 8ent ba& inside and hasnOt
been seen sineL !herbius less bold than his brother
8ent in searh o$ help.
'hey live in a small stylish burro8 built into a nearby
hillL see belo8 $or the map. 'he doors in the burro8
are all in good repair and 8ill not need to be $oredL
ho8ever some o$ the doors are lo&ed re5uiring a
&ey E8hih !herbius does not haveF. 9oring a
lo&ed door re5uires the usual roll but done on a
d12 instead o$ a dDL thus a harater 8ith 17
,trength EQ2F 8ould need 1- on 1d12 to $ore a
lo&ed door. 'he lo&ed doors may be pi&ed or
opened 8ith a (noc( spell as usual.
Compliating matters a group o$ bugbears has
been sent to investigate the home a$ter rumors
reahed them that "lias 8as alled a8ayL they are
hoping to loot it e(peting that an arhmage 8ould
have many valuable things. 'he bugbears 8ill arrive
around one hour ED turnsF a$ter the player haraters
enter the burro8L i$ they manage to omplete the
adventure 5ui&er than that the bugbears 8ill be
met at the entrane as they are leaving.
#hen the enounter begins read the $ollo8ing:
?ou hear a loud rash $ollo8ed by the sounds o$
heavy $ootsteps 8hih eho through the burro8.
As you listen you hear shouts in a language that
seems to be goblinoid. t seems that 8hatever is
ma&ing the noise there is more than one o$ them.
'he initial rash heard by the adventurers 8ill be the
bugbears entering Room 1. +eause they are
unsure 8hether "lias is there or not they 8ill be 8aryand thus surprised only on a 1 on 1dD unless the
party ta&es steps to prepare an ambush.
+ Bugbears: AC 1H / Q1 At 1 8eapon
/am 1dKQ1 or by 8eapon Q1 %v 0= ,v 9 %l J
! 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
J ☐☐☐☐☐ ☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
.Cs
'he only signi$iant !C in this adventure is !herbius.e 8ill not 8ant to return to the burro8 and 8ill only
enter i$ he is allo8ed to be all the 8ay in the ba& o$
the party. ote his moraleL he is li&ely to $lee i$ he
$eels threatened.
Pherbius Human agic-7ser 4e1el *: AC 11 At 1
/am 1d4 %v 40= %l D
E' 1D EQ2F C 14 EQ2F CR D E-1FF
,pells: 4ight> ,lee
"5uipment: #al&ing ,ta$$
! 4 ☐☐☐☐
Burro #e$
&. ,"7'=:
'his room appears to be a library or study.
+oo&shelves stand against eah o$ the 8alls and
several piles o$ boo&s rest on a reading table in the
middle o$ the room. 'he room smells o$ old paper
and tobao.
'his he(agonal room is "lias= study. 'he boo&s on the
shel$ are mostly re$erene and historial boo&s o$
importane to a mage. n the table is an open
tome that !herbius 8ill e(amine. $ given t8o rounds
o$ study he 8ill $ind the ritual needed to lose the
portal in room H. $ the haraters don=t &no8 the real
story yet !herbius 8ill not divulge that he no8 &no8s
the ritual.
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#aming the Flames dventure nthology ne
*. )99N R99:
'his is the burro8=s ommon room. 'here is a
$ireplae surrounded by ouhes on the east 8all
and 8hat loo&s to be a small &ithen and dining
area to the 8est. 'here has been a large $ierye(plosion in this room and a badly burned body lies
in the middle o$ the $loor.
'he body on the $loor is !herbiusO brother 9inn 8ho is
obviously dead. $ the haraters have not dedued
the real story by no8 !herbius 8ill tell them about
aidentally opening the portal.
3. ,"8"7%:
'he door to this room is trappedL it 8ill $ire a $usillade
o$ 2d4 darts $rom the south 8all 8hen opened. 'he
G% should deide 8hih haraters might be in the
area o$ e$$et Ein $ront o$ the doorF and divide themup as he or she sees $it. "ah dart does 1d4Q1 points
o$ damage rolling to hit as a monster at Q.
n the enter o$ this room is the statue o$ a male
$igure 8ith elven $eatures but the broad musular
body o$ a male human. t &neels on the $loor as
though $allen to that posture. +oth its arms reah
up8ard in suppliation and its $ae is a mas& o$
grie$. '8o great $eathered 8ings droop $rom its
ba& both sulpted to loo& bro&en. A large sna&e
is oiled around the statue.
'he python is tame and 8ill only atta& i$ it is $irst
atta&ed. $ he is 8ith them !herbius 8ill let the
party &no8 that !erry the !ython is harmless.
Perry the Python: AC 14 / HI At 1 biteN1 onstrit
/am 1d4N2d4 %v 0= ,v 9H %l K
! 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
+. 9R/ R99:
'he door to this room $rom the orridor is lo&ed.
'his large hamber is $illed 8ith 8or&tables and
shelves and the $loor is overed 8ith bits and
piees o$ various unidenti$iable substanes. 'here isa strong smell o$ sul$ur and smo&e in the air. '8o
large bla& dogs 8ith smo&e urling $rom their
nostrils stand in the $ar orners o$ the roomL they
don=t loo& $riendly.
'he dogs are atually hellhounds 8hih 8ill atta&
as soon as the party enters the room. o8ever i$ the
party has been 5uiet thus $ar they may be surprised
but only on a 1 on 1dD.
* Hell Hounds: AC 14 / II At 1 bite or 1 breath
/am 1dD or 1dD per it /ie %v 40= ,v 9 %l J
! 10 ☐☐☐☐☐ ☐☐☐☐☐K ☐☐☐☐☐ ☐☐☐
. P9R"84:
A tremendous roaring pillar o$ $ire burns in the
enter o$ this room. 'he $ire almost reahes the
eiling some 40 $eet high here. A mosai pattern
o$ abstrat design is tiled on the eiling though the
tiles are so burnt that the pattern is eradiated in
plaes. 'he $loor is overed in ash to a depth o$
one $oot but dri$ts and mounds o$ ash rise higher
here and there. 'he stin& o$ sul$ur is strong.
'he portal an be losed by atta&ing it 8ith magi8eaponsL use the stats belo8 i$ this is done.
Alternately !herbius an lose it 8ith an inantation
i$ he is 8ith the partyL this 8ill ta&e him 2d4 rounds.
Any $ire based reatures not destroyed 8ill vanish
8hen the portal is losed.
%lemental Fire Portal: AC 17 PEmagi 8eapons
re5uired to hitF ,ave vs /ragon breath or ta&e 1d4
$ire damage 8hile atta&ing in melee
! H0 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐
6. B%'R99:
'his room ontains t8o beds t8o tables and t8o
dressers and the $loor is stre8n 8ith $urs. A $lame
about the si>e o$ a amp$ire is moving around the
roomL it almost behaves li&e an animal. ,ome o$
the $urs are sorhed and the room smells o$
burning hair.
'his is a small 9ire "lemental 8hih 8ill notie the
adventurers and atta& them in 1d4 rounds unless
atta&ed $irst in 8hih ase it 8ill immediately
retaliate.
,mall Fire %lemental: AC 1D P / I At 1 /am 1dD
%v 40= 9ly 0= ,v 9 %l 10
! 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
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dventure nthology ne #aming the Flames
#. 8,"%R B%'R99:
'he door to this room is lo&ed.
'his is a very niely out$itted bedroom 8ith a large
bed against the 8est 8all and other 8ell-made
$urniture throughout. t seems to be untouhed by8hat is going on in the rest o$ the house.
'here is nothing o$ interest here. 'he arhmage has
hidden his truly valuable items else8here and subtle
magial 8ards disourage the monsters $rom
entering the room.
. 5''%N:
+e$ore they enter the room read the $ollo8ing to the
player haraters:
'here is a strange mar& or rune on the 8all ne(t to
this door.
A$ter the door is opened read the $ollo8ing:
?ou open the door and the ree& o$ garbage
assaults your nose. 3oo&ing inside you see a pile o$
re$use 8aist high. n the eiling above and in eah
8all are small holes that are roughly as 8ide as a
human hand.
$ present !herbius 8ill e(plain that this is a garbage
ininerator reated by "lias to ininerate their trash.
'he magial sigil on the outside is &ey to its
operationL 8ith the right phrase it an be turned onand o$$. o8ever "lias never shared the phrase 8ith
his apprenties.
2. )98"R99:
?ou appear to be loo&ing into a loset. 'here is a
ro8 o$ pegs on the east 8all 8ith various loa&s
and a&ets hanging $rom them. 'he room is 5uite
hot and you thin& you smell smo&e.
'here is a small 9lame ,alamander hiding under a
loa& in the ba& o$ the room its innate heat
sorhing the $abri.
Eu1enile Flame ,alamander: AC 1D P / 2I
At 2 la8sN1 biteQheat /am 1d4N1d4N1d4 %v 40=
,v 9 %l K
! J ☐☐☐☐☐ ☐☐☐☐
7utco!es
'he adventure onludes a$ter the portal is losed
and the bugbear patrol is de$eated. $ !herbius is still
alive at the end o$ the adventure he 8ill be
devastated by the loss o$ his brother and 8ill as& the
adventurers $or help in burying him. 'hey an assist i$
they 8ould li&e. 'here is not a lot o$ treasure to be
had in this adventure so it=s reommended that
8hen the adventurers arrive at the ne(t to8n "lias or
someone ating on his behal$ should see& them out
to say than&s. As part o$ his gratitude he 8ill pay
eah H0 to 100 gp $or their assistane. Although "lias
8as not $leshed out in this adventure his harater
ould be used in later adventures as either a
bene$ator teaher or &no8ledgeable sage.
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#aming the Flames dventure nthology ne
Ma) o" the Burro
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dventure nthology ne #he /ost #ome
The ;ost To!eby /ave Gerard
Hook
'he party is as&ed $or its assistane in retrieving a lost
tome rumored to be &ept in the 3ibrary o$ the mad
sage %arishelli.
9hat:s eall$ Going 7n
n$ormation has been interepted that the rumored
%ye of 5gor has been $ound. 'his is a magial devie
that an be used to ma&e an army o$ 9lesh Golems.
thers are searhing $or the 8hereabouts o$ the reli
but the party is tas&ed 8ith $inding the lost tome
Fran(enstones onster. 'his boo& has in$ormation
needed on ho8 to destroy the arti$at. 'he %ad
,age %arishelli 8as &no8n to have held the only
&no8n opy in her library. ,he has not been seen inyears and her library is rumored to be guarded by
strange onstruts and odd beings.
oo!s<-ncounters
&. "9B:
'his large tomb appears almost to be a shrine.
,tone statues stand in three o$ the $our orners o$
the room eah seeming to stand guard over the
sarophagus in the enter. 'he sarophagus rests
upon a dais its stone $ae bearing the li&eness o$ a
beauti$ul 8oman 8ho seems more asleep thandead. 'he arvings in the orners are also s&ill$ul
but seem per$untory ompared to the lovingly
ra$ted and li$eli&e arving o$ the 8oman.
'he statues are atually Gargoyles. 'hey 8ill not
atta& or ma&e any move unless any boo& $rom the
library is brought into the room. E$ ourse i$ any o$
them is atta&ed they 8ill all $ight the atta&er.F 'he
sarophagus in the middle o$ the room atually
ontains the remains o$ the sage %arishelli.
3 Gargoyles: AC 1H P / 4II
At 2 la8sN1 biteN1 horn /am 1d4N1d4N1dDN1d4
%v 0= 9ly H0= E1H=F ,v 9D %l 11
! 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐
1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐
*. 45BR8R=: 'he door to this room is lo&ed.
'his room is lined 8ith boo&shelves. /o>ens o$ dead8inged beings lie sattered about the $loor eah
about the si>e o$ a at. 'heir bro&en bodies are
bat-li&e and bug-li&e at the same time. "ah had
t8o sets o$ bat 8ings a long nose li&e a mos5uito
and si( legs but many 8ere split in hal$ or had limbs
or 8ings lopped o$$. 'heir $orms are little more than
dried hus&s no8 and there=s no sign o$ 8hat &illed
them.
$ the room is searhed one o$ the boo&s is $alse and
ontains 200 gp 2 gems 8orth 10 gp eah and a
+la& !earl 8orth D00 gp. ,uh a searh has a
hane e5ual to 10M per turn per party member
searhing Eso three haraters 8ould have a 0M
hane per turn o$ $inding the treasureF. 'he
searhers also have an e5ual hane o$ $inding a
note stu& inside one o$ the boo&sL it has 8ritten on it
the single 8ord yloni.B 'he 8ord appears to
have been sorhed into the paper as i$ by a hot
metal rod. 'his is the pass8ord re5uired by the dinni
belo8.
3. ,"7'=:
'his smaller area is also lined 8ith boo&shelves. '8o
bra>iers stand in the middle o$ the room. As you
loo& inside the bra>iers begin to burn merrily all bythemselves.
As soon as any party member enters the room read
this:
,uddenly a gust o$ 8ind blo8s out the $lames in the
bra>iers and at the same moment a large man in
e(oti lothing appears bet8een them. e says
#ho disturbs my slumber; ,ay the pass8ord or die
here today6B
'he large man is in $at a 'Minni. $ the pass8ord is
not shouted by one o$ the haraters he 8ill atta&.'he pass8ord is in a boo& in the library as noted
above.
'Minni: AC 1H P / 7Q1I At 1 $ist or 1 8hirl8ind
/am 2dK or 2dD %v 0= 9ly K0= ,v 912 %l 12 EKF
! H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
5(
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#he /ost #ome dventure nthology ne
+. N8RR9 R99:
'his room resembles more o$ a long losed o$$
hall8ay then it does a room. 'he north and south
8alls are lined 8ith dusty unused boo&shelves.
'here is nothing o$ interest to the adventurers in thisroom.
. R8R% "9%, 8N' ,)R944,: 'he door to this room is
trapped. A 3ightning bolt trap 8ill disharge $rom
the 8all behind the adventurers i$ it is not disabledL i$
a harater e(amines the mar&ed alove read the
$ollo8ing:
?ou see a strange devie a sort o$ pedestal about
three $eet tall made o$ bla& stone. Atop the pillar
is a shining metal ball about t8o $eet aross.
'he trap is tripped by stepping on a pressure plate in
$ront o$ the door 8hih an be deteted by theusual methods o$ trap detetion. 'he door is made
o$ oa& bound 8ith iron. ,tepping on the pressure
plate 8ill ause lightning to ar $rom the ball to the
iron bands and any harater in the area o$ e$$et
Ethe alove and the 10= s5uare in $ront o$ the doorF
ta&es 2dD points o$ damage Eroll separately $or
eahF. A suess$ul save vs. /eath Ray redues
damage by hal$. ne the trap has disharged it
re5uires an hour to reharge itsel$.
'he door is old and does not lath properly. $ it is
opened read the $ollo8ing.
A sign on the door to this room says Rare 'omes
and ,rolls.B 'he roo$ has ollapsed and the
maority o$ the room is open to the s&y. 'he $loor is
littered 8ith the remains o$ the roo$ overed in
sheets o$ ie. 'he outlines o$ humanoid $orms an
be seen $ro>en against the 8alls. A 5ui& perusal o$
the room sho8s the reason $or the damageL a
8hite dragon has ta&en re$uge in this room.
'he dragon is about H0M li&ely to be a8a&e EJ0M i$
the trap 8ent o$$F and 8ill atta& immediately.
=oung hite 'ragon: AC 17 / 4II At 2 la8sN
1 bite or breathN1 tail /am 1d4N1d4N2dD orbreathN1d4 %v 0= 9ly K0= E10=F ,v 94 %l K
! 2H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
'he hest the dragon is guarding ontains *AA g an
e(5uisite set o$ non-magial Plate ail 8rmor si>ed
$or a musular human around si( $eet tall a ,hort
,word <&> and the lost tome: Fran(enstones onster.
6. F5GH" ,)%N%: 'he door to this room is lo&ed and
a trap also protets it. A pressure plate in the $loor in
$ront o$ the door similar to the pressure plate
desribed in area H above ontrols the trap. t 8illause a avelin to $ire at an angle do8n8ard $rom
the mar&ed trap loation past the door Epossibly
hitting 8hoever might be standing thereF i$ the
pressure plate is stepped on.
$ triggered the person standing nearest the door
must save vs. /eath Ray or ta&e 1dD points o$
damage. 'his trap does not reset itsel$.
'his room is ho&ed 8ith humanoid orpses. 'he
bodies o$ ors and ogres lie in tangled heaps
8here they died and the $loor is sti&y 8ith dried
blood. t appears the ors and ogres 8ere $ighting
eah other. 'he bodies are largely stripped o$
valuables but a $e8 bro&en 8eapons ut $rom the
bodies o$ the slain or lie disarded on the $loor. A
$e8 empty boo&shelves line the room.
'here is nothing o$ interest in this room beyond the
ontents desribed above.
#. )9N"R94 R99
'his tiny room holds a urious array o$ mahinery.
#inhes and levers proet $rom every 8all and
hains 8ith handles dangle $rom the eiling. n a
nearby 8all you note a dra8ing o$ 8hat loo&s li&e
a statue and a red bell.
'his mahine an be used as a 8ay to prevent the
gargoyles in room $rom atta&ing i$ a boo& is
removed. Anyone attempting to operate it must
ma&e a suess$ul ntelligene Ability Roll or Remove
'rap roll.
7utco!es
'he adventure onludes 8ith the party esaping
the library 8ith the 'ome. $ the adventurers are
suess$ul they an and should return the boo& as
soon as possibleL i$ this is done they should be
re8arded $or their servie at the G%=s disretion.
'his adventure an be easily turned into a longer
ampaign. 'he adventurers an be sent to help $ind
and destroy the arti$at or to $ind another sage
&no8ledgeable enough to deipher the rypti
9ran&enstoneOs %onsterB itsel$. %aybe %arishelli
hersel$ isnOt dead but is in $at the one 8ho no8
ontrols the "ye o$ gor.
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dventure nthology ne #he /ost #ome
0ungeon Ma)
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!nsect .alhalla dventure nthology ne
Insect alhallaby *./. eal
etting
'his 8arren o$ aves is a mi(ture o$ roughly he8edmines and natural 8ater-8orn hutes and tubes. t
has never been the home o$ a humanoid tribe
although miners have traveled to it on oasion. 'he
stone8or& is mostly so$t lime E8hite or yello8ishF and
some granite amid hard pa&ed earth roots and
ro&.
'here are no eilingsB $or most o$ the tunnels - they
are open letting in light and 8ater. !lant li$e and
small li$e $orms thrive in the rih loam that has spilled
do8n Eor been 8ashed do8n by rain $allF $rom the
upper sur$aes. !lants thrive in the surrounding area
gro8ing do8n into the tunnels and asting seeds
onto the $loor.
'he inhabitants o$ this ma>e are a 8arring
olletion o$ giant insets arahnids 8orms and
suh reatures. 'hey haven=t been disturbed in a
long time and have settled into a domesti li$e o$ten
as not never leaving the area they have sta&ed out
preying o$$ eah other and anything that passes by.
'here aren=t any doors and many o$ the areas are
open enough to spill in light so unless the players
deide to go through it at night they 8ill have less to
deal 8ith in terms o$ lighting Ealthough deep
shado8s 8ould ma&e arrying light 8iseF. #hile the
revies 8ould Ein real li$eF be 8inding and roo&ed
they 8ere &ept $airly straight to ma&e it easier to map
and desribe.
'he tunnels ould be e(plored by 8al&ing outside
but EaF many o$ the monsters in it an ertainly ome
ra8ling or $lying out at $resh meat and EbF during
the gro8th season the revies 8ill be lined by plants
and vines that ma&e it di$$iult to see do8n into
them. $ party tries to s&irt along the rim the G%
hanes o$ being surprised should be inreased.
%any insets rely less on eyesight than they do
hemial senses or vibrations to detet potential
prey and intruders. %u&ing around in the brush andtrees outside the tunnels is an open invitation to
ambush.
9andering Monsters
Roll: 1 on 1dD every turns E0 minutesF1. 1dD Giant Ants Eas in DF
2. 1d Giant Crab ,piders Eas in F
. 1dD Giant ,hre8s Eas in 11F
4. 1dD Giant +ees Eas in 21F
H. 1dD Cave 3ousts Eas in 2F
D. 2dD Giant Centipedes Eas in 10F
&. 5N,%)" GR80%=8R':
'his rough rudely he8ed room is $ull o$ inset
s&eletons and bits and piees o$ body parts - legs
8ings et.
'hese are the dried empty orpses o$ beetles
spiders and ants sattered in odd heaps here and
there. %ost are old and brittle. A $e8 are $resherL one
or t8o are moist to touh. As insets $rom other areas
die they are sometimes drug here to be eaten or
disposed o$.
*. "R%% 9F 9%:
A great tree has driven its massive roots do8n into
the 8ide opening here.
A devilish pair o$ bla& 8ido8 spiders has laimedthis noo& as their territory. 'hey remains hidden in the
dar&ness o$ the tangled roots o$ the tree overhead
motionless and nearly invisible hunting mainly by
noting movement. Anyone moving into the noo& has
a high hane o$ beoming entangled in the nearly
invisible 8ebs that they have strung aross the $ront.
$ they detet prey the spiders ome suttling
5ui&ly do8n ausing any daylight $rom above to
be blotted out and perhaps disorienting prey.
,lumped against the lo8er roots is the mummi$ied
s&eletal $igure o$ a human &ept together by 8ebs
and dried tissues. t is 8earing a silver holy symbol amagial mace <& attahed by a thong around one
8rist and a ba&pa& $ull o$ ordinary gear inluding
deayed $ood and a small pouh 8ith gems
8orth 100 gp eah and oins totaling 1H gp.
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dventure nthology ne !nsect .alhalla
* Giant Blac( idow ,iders EAC 14 / I
At 1 bite /am 2dD Q poison %v 20= #eb 40= ,v 9
%l K @!W 17H eah EH0 totalFF
! 1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
3. ,P5'%R, G849R%:
!lants are thi& here 8ith lea$ overed vines and
shrubs gro8ing do8n into the revie. 'he hus&s o$
dead insets are sattered here and there on the
$loor.
'his rough hall8ay is the lair o$ a number o$ spiders
$ighting an unplanned 8ar against the other insets.
'hey are holding their ground athing &illing and
eating ants and beetles that ome pro8ling around.
'he presene o$ arasses on the $loor 8ill ma&e it
obvious 8ho is here. Anyone 8ho ta&es the time to
investigate be$ore entering might see something
vague moving about no8 and then although the
spiders tend to be 8ell amou$laged and stri&e $rom
ambush. ,omeone patient enough may even
8itness a &ill.
6 Giant )rab ,iders EAC 1 / 2I At 1 bite
/am 1dK Q poison %v 40= ,v 92 %l 7 @!W 100 eah
ED00 totalFF
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐ H ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
+. 99' %8"5NG B%%"4%,:
'he $loor o$ this area is thi& 8ith old leaves and rih
earth. 'he smell o$ $reshly turned over soil omes to
the nose as 8ell as the smell o$ ra8 8ood.
A olletion o$ giant bombardier beetles are thriving
in the mi(ture o$ lea$ $oliage and rumbled 8ood on
the $loor here. $ atta&ed Eor someone gets too
loseF they atta&.
Giant Bombardier Beetles EAC 1D / 2I At 1 bite
Q speial /am 1dD Q speial %v 40= ,v 92 %l K
@!W 100 eah EK00 totalFF
! 1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
K ☐☐☐☐☐ ☐☐☐ H ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
D ☐☐☐☐☐ ☐
. H7N"5NG "5G%R B%%"4%,:
!lant gro8th is lush here espeially along the rim. A
long opening in the eiling 8ill shed bright light into
this area during the day espeially at noon.
At the opposite end o$ this tunnel lur&s three tiger
beetles are$ul and 5uiet. 'hey 8ill atta& any
movement in an attempt to seure prey lunging out
8ith a good hane o$ surprise unless the player
haraters have some method o$ illuminating it $rom
a distane to reveal them.
,everal humanoid bones lie among the litter in its
nest as 8ell as sraps o$ armor and lothing. A
pouh 8ith 00 gp has spilled onto the ground
alongside a rusted short s8ord and dagger Eho8
rusted they are is up to the Game %asterF.
3 Giant "iger Beetles EAC 17 / Q1 At 1 bite/am 2dD %v D0= E10=F ,v 9 %l J @!W 14H eah E4H
totalFF
! 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
6. 8N",:
Ahead o$ you are t8in openings in the north $ae
o$ the revie. 'he openings are rounded leared
o$ roots and brush some o$ 8hih has been
snipped o$$ lose to the root. 'here are no large
ro&s and something has evened out the 8alls and$loors.
,urrying in onstant ativity around these tunnels
are giant ants. 'hey are so busy &eeping the tunnels
lean that they 8ill usually be seen outright.
Giant 8nts EAC 17 / 4 At 1 /am 2dD %v D0=
E10=F ,v 94 %l 7 on $irst s ighting 12 a$ter engaged
@!W 240 eah E1200 totalFF
! 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
2 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐ 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
1J ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
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!nsect .alhalla dventure nthology ne
#. GR8,,= '%8"H:
'hin young trees dot this relatively open area
8hih is gro8n up 8ith tall grasses and ane.
'his is home to t8o giant praying mantises 8hih
stal& prey by blending in 8ith the vegetation. 'heyhas a high hane o$ surprising un8ary haraters
E1-4 on 1dDFL a lo8er hane o$ surprising those 8ho
might be loo&ing $or one.
* Giant Praying antises EAC 1D / H At 1 bite
/am 1d12 bite %v 40= 9ly 120= ,v 9H %l K @!W D0
eah E720 totalFF
! 2K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐
! 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
$ore detailed inforation about giant prayingantises can be found in the Basic Fantasy Field
Guide, available on the basicfantasy.org +ebsite.
. P994:
'he north side o$ this alove has a pool o$ 8ater in
it lear lean and ool. t lies plaid perhaps the
run o$$ o$ rain 8ater or something that is $ed by a
gentle underground seep. 'here is a sattering o$
ane about but overhanging ledges &eep the
area dar& muh o$ the time.
'here might be an oasional inset here drin&ing
but $e8 inhabit this area. 'he pool disappears under a shel$ opening out into the seret hamber to the
north. A8ard the party a po&et a8ard o$ E$or
e(ampleF H0 to 100 e(periene points $or $inding it
and s8imming to the other side.
2. 9,L75"9%,:
?ou see a pool o$ lear lean and ool 8ater
$illing muh o$ this hamber. t is plaid perhaps a
istern $ormed by the run-o$$ o$ rain 8ater or $ed by
a gentle underground seep. 'he roo$ is open in this
alove and s&inny but tall anes streth thirty $eet
high around the rim. An annoying bu>>ing 8hine
an be heard gro8ing more intense seond byseond.
ere 8e have giant mos5uitoes 8hih ravage the
animals in the outlying area at night. 'hey 8ill ome
bu>>ing in to atta& 8arm blooded prey any time o$
the day. 'here are a total o$ 20 Q 2dD o$ them
although rarely 8ill more than 1dDQ1 disover eah
adventurer at any time.
** to 3* Giant osuitoes EAC 11 / 1d4 !I
At 1 bite /am 1d bite Q 1dNround blood drain
%v H0= ,v 91 %l J @!W 1 eahF
! ☐☐☐ 1 ☐ ☐☐☐
☐☐☐ 2 ☐☐ ☐☐☐
1 ☐ ☐☐☐ 2 ☐☐
4 ☐☐☐☐ 1 ☐ 1 ☐
2 ☐☐ ☐☐☐ 2 ☐☐
1 ☐ ☐☐☐ 4 ☐☐☐☐
2 ☐☐ 1 ☐ ☐☐☐
1 ☐ 4 ☐☐☐☐ 2 ☐☐
4 ☐☐☐☐ 4 ☐☐☐☐ 2 ☐☐
☐☐☐ ☐☐☐ 2 ☐☐
☐☐☐ 2 ☐☐
$ore detailed inforation about giant osuitoes
can be found in the Basic Fantasy Field Guide,available on the basicfantasy.org +ebsite.
&A. )%N"5P%'%,:
o8 and then something suttles in the dry leaves
arpeting this grassy overgro8n area.
'he lea$ litter and mu& in this area is in$ested by
giant entipedes. Roll to determine ho8 many are
enountered eah minute o$ e(ploration. 1dD: 1- ]
1 4-H ] 2 D ] . 'here is a ma(imum o$ 1dDQD E7 - 12F.
# to &* Giant )entiedes EAC 11 / 1d4 !I
At 1 bite /am poison %v 40= ,v % %l 7 @!W 1
eahF
! 2 ☐☐ 4 ☐☐☐☐ 2 ☐☐
☐☐☐ 4 ☐☐☐☐ 1 ☐
2 ☐☐ 2 ☐☐ ☐☐☐
☐☐☐ 1 ☐ 1 ☐
&&. G58N" ,HR%,:
'his tunnel is $airly open but overgro8n along the
rim. 3arge $erns and bushes are gro8ing thi&
along the $loor. A $ranti s5uea&ing li&e overgro8n
mie an be heard $rom amid the 8eeds.
Attrated by 8orms and insets the giant shre8s
here are voraious and stri&e at any $orm o$ $ood
they detet. '8o sil1er-headed hand aes lie among
rubbish on the ground.
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dventure nthology ne !nsect .alhalla
&* Giant ,hrews EAC 1D / 1I At 2 bites
/am 1dDN1dD %v D0= ,v 92 %l 10 @!W 7 eah
E444 totalFF
! K ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
1 ☐ 4 ☐☐☐☐
D ☐☐☐☐☐ ☐ ☐☐☐
4 ☐☐☐☐ D ☐☐☐☐☐ ☐
☐☐☐ H ☐☐☐☐☐
D ☐☐☐☐☐ ☐ 4 ☐☐☐☐
&*. G78R' F%RN:
3arge $erns and brush gro8 thi& along the $loor
here.
'his area is de$ended by a guard $ern.
& Guard Fern EAC 14 / DI At thorn aid leaves
/am 1d4 thorn dK aid 1dK leaves
%v 0= EimmobileF ,v 9D %l 12 @!W HHHF
! 27 ☐☐☐☐☐ ☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
$ore detailed inforation about guard ferns can be
found in the Basic Fantasy Field Guide, available on
the basicfantasy.org +ebsite.
&3. ,/%4%"9N,:
?ou an tell that this hannel 8as one muh
more narro8er but has ollapsed into a heap o$
ro& and earth some time ago. %i(ed in 8ith the
rubble are grasses and shrubs gro8ing up amid8hite bone-li&e sti&s and rounded ro&s.
'he sti&s are bones and the ro&s are s&ulls. ere lie
the remnants o$ a human mining party &illed by a
ave-in unovered by 8eathering and insets.
'here are about si( s&eletons or 4 o$ 8hih are
suitable $or being animated. nluded among the
bones are 1K0 p 1 sp 1 gp and H pp.
&+. ,P5'%R F9; H94%,:
?ou see a long tunnel open to the s&y and gro8n
over 8ith grass on the $loor and long vines along
the 8alls.
idden in the north 8all o$ the tunnel are t8o
trapdoor spiders. 'hey have made e(tremely good
overs $or their burro8s and rely mostly on sound
and vibrations to detet prey. Consider the overs to
be 8ell-made seret doors. An aggressive physial
searh 8ill reveal the overings Ethey are so$t 8hile
the 8alls and $loors are hardF. A probing searh 8ill
also ause the spider 8ithin to atta&. $ they are not
disovered be$orehand roll 1dD $or eah person
passing by an openingL on a H or D a spider has
noted them and deides to atta&.* Giant "radoor ,iders EAC 1H / 4I At 1 bite
/am 1dK bite Q poison or 8restling %v H0= ,v 94 %l
K @!W 2K0 eah EHD0 totalFF
! 1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ ☐☐ ☐☐☐
1H ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
$ore detailed inforation about giant trapdoor
spiders can be found in the Basic Fantasy Field
Guide, available on the basicfantasy.org +ebsite.
&. 45""%R B9;:
A olletion o$ many di$$erent inset orpses havebeen gathered in this area puntured and
drained o$ internal $luids and organs.
+uried under the bodies 8ill be ten pounds o$ gold
nuggets Eat 10 oins per pound they an be valued
at 10 gp per poundF and t8o rough gems 8hose
unut values are 200 gp eah but 8ill approah H00
gp eah one ut.
&6. 8"%RF844:
'he onstant splatter o$ 8ater announes this pool
o$ 8ater. A stream gushes out o$ a small hole up
top and splatters do8n into the pool.
'he pool is shallo8 and $resh. 'he hole up top and is
too small $or anyone to get into. t slo8ly drains into
the porous ro& belo8.
&#. 9R B%',:
+oth branhes o$ this ?-intersetion are thi& 8ith
loam and earth. ,omething moves through the
leaves no8 and then 8ith a sna&e-li&e slither.
'hese areas are oupied by entirely ino$$ensive
earth8orms o$ 5uiet large si>e: a $oot or t8o longsometimes three or $our. 'hey live their blind li$e
enrihing the soil and providing $ood $or moles and
insets and suh. Curious players might $ind HdD ( H
pounds o$ 8orms in eah plae.
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!nsect .alhalla dventure nthology ne
&. H5,,5NG 8""8)/:
'he 8alls are go8n over 8ith tall narro8 trees and
vines. #inding do8n $rom the roo$ is a large sna&e6
ne the hungry inhabitant is dealt 8ith t8o
rushed and mostly digested anient orpses o$
d8arves an be $ound 8ith a are$ul searh hidden
among brush and leaves. A otion of healing and a
otion of gaseous form an be $ound in a smallish
8ooden as&et underneath one. A mostly digested
leather bag ontains gems 8orth 100 gp eah 12
platinum piees and 20 gp.
& Python ,na(e EAC 14 / HI At 1 bite Q onstrit
/am 1d4 Q 2d4 %v 0= ,v 9H %l K @!W HJ0F
! 22 ☐☐☐☐☐ ☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
&2. G% B%':
'his narro8 tube leads to a 8et tunnel that ends in
an area 8hih seems to have been ut by
humanoid hands. A bro&en rusted iron pi& and a
very old rotten leather so&-li&e shoe are visible
amid spilled ro&s and lumps o$ earth. 'he tunnel
8alls narro8 sharply overhead almost obsuring
any light. %oisture drips do8n no8 and then and
the $loor is muddy and s5uishy. ,ometimes you sin&
an&le deep in a random mud hole.
ere is 8hat attrated oasional miners: enrusted
into the so$t matri( o$ the 8alls are gem stones. #ith
a $e8 hours o$ 8or& the haraters an reover the
$ollo8ing unut gems Eut values in parenthesisF:
Number 0alue
dK 10 gp E2H gpF
2dK 100 gp E200 gpF
1dK 2H0 gp EH00 gpF
*A. B45,"%R 8""8)/:
'rees and brush are thi& overhead reating a
dar& morass o$ shado8s amid roots vines and
$erns.
'hree giant bombardier beetles lur& in the shado8s
preying on 8hatever passes. Among the litter o$ their
&ills is a torn leather ne&lae 8ith 10 small gems
8orth H0 gp eah lashed to it.
3 Giant Bombardier Beetles EAC 1D / 2I At 1 bite
Q speial /am 1dD Q speial %v 40= ,v 92 %l K
@!W 100 eah E00 totalFF
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
H ☐☐☐☐☐
*&. G58N" B%% N%,":
'he opening to this ubile is $airly open 8ith
random trees and brush providing some shade.
estled amid tree roots against the south 8all is a
urious e(tremely large lump o$ gray 8ood.
A hive o$ giant bees has built its nest here - a massive
struture o$ bees8a( and paper. n general the
party 8ill enounter them in 8aves o$ 1dD or 1dK
unless the !Cs do something to irritate the entire nest.
<sually 1dD or 1dK 8ill be inside the nest itsel$ at any
time and as suh sa$e Eor at least 8ith a bonus to
savesF $rom various area atta& spells. 'he hive
ontains 2dD ( 10 gallons o$ honey 8hih might be
pried at 20 to 40 gp per gallon Eabout H to 10 gp
per poundF.
& Giant Bees EAC 1 / 1d4 !I At 1 sting
/am 1d4 Q poison %v 10= 9ly H0= ,v 91 %l J @!W 1
eah Etotal 1JHFF
! 2 ☐☐ ☐☐☐ ☐☐☐
1 ☐ 2 ☐☐ 4 ☐☐☐☐
1 ☐ 1 ☐ 1 ☐
4 ☐☐☐☐ 2 ☐☐ 4 ☐☐☐☐
2 ☐☐ 2 ☐☐ 4 ☐☐☐☐
**. 8N" 8NN9=8N)%:
'he $loor o$ this passage is luttered by lea$ litter
and the remains o$ old trees.
$ the party enters this alove they 8ill be s8armed
by ants that are muh larger than normal ants but
are in no 8ay giant ants. 'hey ma&e up t8o s8arms
o$ insets that atta& in lose ombat.
* 5nsect ,warms EAC 1 / 4I At 1 s8arm
/am 1d Edouble against no armorF %v 10= ,v NA
%l 11 @!W 2K0 eah EHD0 totalFF
! 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Getting rid o$ them 8ill allo8 a searh o$ the area
revealing $ive unut gems 8orth H0 gp eah E100 gp
i$ properly utF.
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dventure nthology ne !nsect .alhalla
*3. )80% 49)7," 5N%F5%4':
Wines brush and $erns are sattered along this hall.
3ea$ litter and rotten 8ood overs the $loor. An
oasional grinding noise is heard and the pop o$
something stepping on dry leaves.
Che8ing on leaves and bro8se are giant ave
lousts. 'hey bite ump shrie& spit goo and so on
per the rule boo&. 'here is a 1 in 1dD hane that
anyone passing through stealthily 8ill spoo& them
and ause them to reat.
# Giant )a1e 4ocusts EAC 1D / 2II At 1 bite or 1
bump or 1 spit /am 1d2 or 1d4I or speial %v 20= 9ly
D0= E1H=F ,v 92 %l H @!W 12H eah EK7H totalFF
! K ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
12☐☐☐☐☐ ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐
K ☐☐☐☐☐ ☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
K ☐☐☐☐☐ ☐☐☐
*+. G78R' F%RN:
Wines brush and $erns are sattered along this hall.
'he $erns are espeially thi& near the intersetion.
'his olletion o$ $ern-li&e plants has developed a
series o$ de$enses against animals that might try to
eat it.
& Guard Fern EAC 14 / DI At thorn aid leaves/am 1d4 thorn dK aid 1dK leaves
%v 0= EimmobileF ,v 9D %l 12 @!W HHHF
! 27 ☐☐☐☐☐ ☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
$ore detailed inforation about guard ferns can be
found in the Basic Fantasy Field Guide, available on
the basicfantasy.org +ebsite.
*. FR75", 8N' B%RR5%,:
'here are no $erns here and the vines are laden
8ith red and green berries. ,everal small bushes
overed by purple berries an also be seen. A $ig
tree is to8ering overhead and nearby you see a
small pear tree.
,everal o$ the plants here produe per$etly edible
Eand harmlessF $ruits and berries during the gro8ing
season. Around 1 8ee& o$ rations $or one person an
be gathered eah 8ee& during the gro8ing season.
'he Game %aster must deide 8hen the gro8ing
season is.
*6. G58N" 8N",:
verhanging plant gro8th along the rim o$ this hallma&es the tunnel dar&. 'he tunnel seems to have
been neatly leaned o$ roots ro&s and other
obstrutions perhaps 8ith even more diligene
than human miners 8ould put into the hore.
A nest o$ giant ants has this orridor sta&ed out and
are renovating it. !iled ba& inside the nest are small
ro&s inluding eight unut gemstones 8orth H0 gp
E100 gp utF.
Giant 8nts EAC 17 / 4 At 1 /am 2dD %v D0=
E10=F ,v 94 %l 7 on $irst s ighting 12 a$ter engaged
@!W 240 eah E1200 totalFF
! 2 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
*#. 4%G BR%8/%R,:
'he $loor o$ this passage is arpeted in leaves
roots brush and a long dead immature pean
tree resting on its side.
A number o$ one-$oot and t8o-$oot 8ide holes arehidden under the lutter. $ the players ta&e are
they an disover them and mar& them or even $ill
them 8ith large ro&s or some suh ontrivane. $
they aren=t are$ul there=s a 1 in D hane o$ putting
a leg through one and ta&ing damage E1dD hit
pointsF. ne they are revealed anyone being
are$ul an move through them sa$ely but someone
running through the area has to ma&e a random dD
roll versus /e(terity Eor as the G% desiresF or they 8ill
step into one.
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!nsect .alhalla dventure nthology ne
Insect alhalla Ma)
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dventure nthology ne !sland in River
Island in iverby *./. eal
The Island
'his island an be in the middle o$ a 8ide river on aoast on a la&e - 8herever the Game %aster EG%F
8ants it. t has served various $untions in the past: as
a playground $or the rih it has been o8ned by
several people none o$ 8hom named itL and has
served as a temple site $or an obsure religion. t is
urrently abandoned. t an provide a loation $or
di$$erent adventures that all $or suh ativities as
boating aross the 8ater to storm a stronghold
ommando style. 'he urrent monsters are plae
holders $or the re$eree 8ho has little time to add their
o8n.
"9P9GR8PH=: 'he island is a rounded hal$-sphere all
sides rising to8ards the middle rising to a ma(imumheight o$ about 00 to H0 $eet above the 8ater.
'he sale is 1 s5uare ] D0 yards. 9or onveniene
haraters or reatures moving 40= per round in
ombat Ei.e. unarmored player haratersF an
move up to 4 s5uares per turn. 'his is slo8er than the
normal 8ilderness movement rate but $aster than
dungeon e(ploration and assumes that the
haraters are moving autiously and e(ploring the
8ilderness. $ the player haraters are moving
through terrain they have already e(plored or are
moving 5ui&ly and not e(ploring are$ully the G%
should permit them to move at double the givenrate. Also note that the G% should adust $or terrain
as given in the )ore Rules> 8d1enture setion
91erland "ra1el table Epage K in the 2nd "dition
ruleboo&F.
A ommon sheet o$ 5uad-lined graph paper usually
has about 0 by 40 s5uares. <sing a sale o$ 1 s5uare
] 10= ] yards $or basi adventures one sheet 8ould
over 00= ( 400= or about 100 ( 10 yards or about 2
( 2 s5uares on the island.
'he G% ould easily plae several additional
adventures here 8ithout ro8ding the island. n
partiular "he ,la1er!s Fortress $ound in thisompilation has been suess$ully used in this 8ay.
%N05R9N%N": 'he author assumes the island is
overed by trees brush and grasses all gro8ing 8ild
and thi& e(ept 8here humans and nature might
have leared it o$$. 'he G% an hange the nature
o$ the island and adust $or any seasonal hanges
Ei.e. barren trees ie and deep sno8 during 8interF.
8N584,: 'he Game %aster might sto& it $ormally or
ust mention on oasion that normal animals Eas
suits their o8n gameF live here. +irds s5uirrels smallli>ards oasional sna&es insets and other
ommon reatures 8ill thrive here. !erhaps 8ith
some $o(es bobats and oyotes or suh. %aybe a
$e8 deer live around the grassy areas. /eer s8im
5uiet 8ell and may be met in the 8ater rossing
ba& and $orth to the mainland.
B98" R%N"84: A handy support loation 8ould be a
port ity or to8n 8here players an have their
haraters do suh things as rent or buy boats
replenish supplies and rest i$ beat up.
/= 7TH 07C#
ot only a do& $or boats but at one time a long
stone ause8ay spanned the 8ater $rom island to
mainland. 'he ause8ay 8as 5uiet beauti$ul but
eventually ollapsed due to $loods and seismi
ativity. !iles o$ rubble $orm a rude stepping stone
aross the 8ay. %ost o$ these piles are $ar enough
apart to re5uire s8imming bet8een them.
B= -/T 7-;77#
+uilt as an overloo& to greet the sun as it rose this set
o$ stone strutures are plain. #ith some stone houses
to hold people 8aiting and provide shade $or strollers during hot seasons. 'hey are not houses or
suh.
C= T-M.;-
An elegant temple 8ith several sub-temples
meditation areas a nearby graveyard $or espeially
8orthy 8orshipers a $e8 8ooden huts $or grounds
&eepers Elong sine $allen through $rom rotF and
similar trappings.
0= .I/T- I;;/
ne the residene o$ a past o8ner this onsists o$a number o$ strong stone strutures that are still
standing. 'he main house is large and still maintains
most o$ its gaudy paint and stylish $rie>e trim. A large
outdoor s8imming area mu&y 8ith leaves and
vines but $ull o$ rain 8ater during the 8et seasons.
ndoor spas and baths. Grounds&eepers and servants
5uarters stables and 8agon storage.
6(
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!sland in River dventure nthology ne
-= 7-IGHT H7T-;
'his is a set o$ inns and taverns $or the more ommon
visitors. t one inluded horse and 8agon rentals
&ithens shops 8ith souvenirs and religious items
bath houses pools and other $ailities.
= 7TH 07C#
3arge solid stone and onrete strutures. nludes
boat rentals and some basi $ailities li&e stalls and
&ithens.
.re)ared -ncounters
'he Game %aster an use the island $or many things:
pirate hideouts 8i>ard to8ers and so on. +elo8 are
e(amples o$ ready-made enounters plaed on the
map by the orresponding number &ey $ollo8ed by
a 8andering monster table. 'hese are lo8 level
enountersL higher level adventures 8ould naturallyre5uire higher level enounters. 'he G% should $eel
$ree to add to or alter these enounter areas.
1= MI7T/
'his minotaur is pro8ling a 8ide area $or prey. t has a
simple ave about 10= to 20= high and deep 8here it
lives littered by bones and rubbish.
& inotaur EAC 14 / D At 1 goreN1 bite or
1 8eapon /am 1dDN1dD or by 8eapon Q 2 %v 40=
,v 9D %l 11F
! 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐
2= 7C 9/ B/0
'hese ors are souting the island trying to set up a
territory 8here they an establish a tribal ave
system. 'hey are usually $ound around the shelter o$
the temples.
& 9rc arrior EAC 14 / 2 At 1 8eapon /am 1dK
%v 40= ,v 91 %l JF
! K ☐☐☐☐☐ ☐☐☐
&* 9rcs EAC 14 / 1 At 1 8eapon /am 1dK%v 40= ,v 91 %l J EKFF
! K ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
D ☐☐☐☐☐ ☐ D ☐☐☐☐☐ ☐
H ☐☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ ☐☐☐
☐☐☐ 2 ☐☐
3= ;I+/0 M-
'he island loo&s li&e a $ine plae $or li>ard men to live
and this band is busily digging out a ne8 home.
& 4i?ard an 4eader EAC 12 / At 1 8eapon
/am 1dDQ1 %v 40 ,v 9 %l 11F
! 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
2 4i?ard en EAC 12 / 2 At 1 8eapon
/am 1dDQ1 or by 8eapon Q1 %v 40= ,v 92 %l 11F
! 1D ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
J ☐☐☐☐☐ ☐☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐
4= GI/T B/T
Giants bats lair in the trees along the li$$ $ae here
pro8ling the night and sometimes the day $or
vitims. $ten $lying aross the 8ater to the
mainland.
# Giant Bats EAC 14 / 2 At 1 bite /am 1d4
%v 10= 9ly D0= E10=F ,v 92 %l KF
! K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
K ☐☐☐☐☐ ☐☐☐
5= #-;-T7
,&eletons o$ humans lie bleahed among the trees
and brush here inluding lothing and various items.
'he lothing sraps that remain indiate these 8ere
8ell o$$ people on an outing 8ho perhaps made the
mista&e o$ traveling to the island on a lar&.
,omething &illed them and many o$ the bones arebro&en and he8ed on. 'heir hard goods are still
around inluding:
I a leather oin purse 8ith 100 gp HdD sp 4dD p
I a leather oin purse 8ith H0 gp D0 sp 0 p
I a silver ne&lae 8orth 1dD ( 10 gp
I a gold ne&lae 8orth 1dD ( H0 gp
I golden rings 8orth 100 H0 H0 and 2H gp
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dventure nthology ne !sland in River
6= C7TT/G-
A small ottage o$ around 10 to 20= in si>e is here. ts
8ooden and $alling do8n rotting 8ith age but 8as
one deorative and olor$ul.
%= I-CT 9/M
A huge nest o$ bees or onglomeration o$ other
insets is $ound here. +ees 8ould provide a $e8
5uarts o$ honey. 'he G% an assume the players
stumble into it or alternately give them some lues
and see ho8 they at.
& 5nsect ,warm EAC 1 / I At 1 s8arm /am 1d
Edouble against no armorF %v 10= 9ly 20= ,v NA
%l 11F
! 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
9andering Monsters
1 A li>ard man patrol.
+ 4i?ard en EAC 12 / 2 At 1 8eapon /am
1dDQ1 or by 8eapon Q1 %v 40= ,v 92 %l 11F
! 10 ☐☐☐☐☐ ☐☐☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
D ☐☐☐☐☐ ☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
2 A souting party o$ ors.
6 9rcs EAC 14 / 1 At 1 8eapon /am 1dK
%v 40= ,v 91 %l J EKFF
! K ☐☐☐☐☐ ☐☐☐ 2 ☐☐
1 ☐ 4 ☐☐☐☐
H ☐☐☐☐☐ 2 ☐☐
A lone troglodyte hunter.
& "roglodyte EAC 1H / 2 At 2 la8sN1bite or
,pear 1d4N1d4N1d4 or 1dD EspearF %v 40= ,v 92
%l JF
! H ☐☐☐☐☐
4 A small herd o$ deer.
'eer EAC 1 / 1 At 1 butt /am 1d4 %v
K0= E10=F ,v 91 %l HF
! D ☐☐☐☐☐ ☐ 1 ☐
K ☐☐☐☐☐ ☐☐☐ 2 ☐☐
K ☐☐☐☐☐ ☐☐☐ H ☐☐☐☐☐
☐☐☐ 2 ☐☐
H Croodiles lur&ing in 8ater or sunning on the
ban&.
3 )rocodiles EAC 1H / 2 At 1 /am 1dK %v0= E10=F ,8im 0= E10=F ,v 92 %l 7F
! K ☐☐☐☐☐ ☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
D Giant $rogs hidden in the underbrush roa&ing.
3 Giant Frogs EAC 1 / 2 At 1 tongue or
1 bite /am grab or 1d4Q1 %v 0= ,8im 0= ,v
92 %l DF
! D ☐☐☐☐☐ ☐
2 ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
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!sland in River dventure nthology ne
5sland a CGrah PaerD
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dventure nthology ne !sland in River
5sland a CHe PaerD
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0ight o' the 0ecromancer dventure nthology ne
ight o" the ecro!ancerby Raymond 3. Allen
/dventure $no)sis
'he haraters arrive at the village o$ ,tull and spendsome time in the village be$ore night$all. #hile in
to8n the party may learn that many $amilies on the
outlying $arms have already pa&ed their belongings
and le$t due to the reent and seemingly
unstoppable advane o$ the undead. 'hat evening
they partiipate in de$ending the village $rom an
atta& o$ >ombies that are originating $rom under the
mausoleum o$ +ru& ,tull the $ounder o$ the village
and the $ore$ather o$ the lumbering operations in the
area. 'his is a small dungeon 8here an eo-
neromanerB 'haen ?gmay has made his lair. 'he
haraters must enter this dungeon de$eat the
neromaner and his $oul undead and destroy therbs o$ eromany that are allo8ing the 'haen to
reate and ontrol so many undead at one.
ote that this adventure ma&es $re5uent re$erenes
to neromaners.B 9or the purposes o$ this
adventure a neromaner is merely someone 8ho
uses or ontrols undead monstersL it is not neessary
to do8nload the o$$iial eromaners supplement
to run this adventure.
Character Hooks
'he haraters ould beome involved in a number
o$ 8ays.
1F 'he haraters are $rom ,tull or have $amily in
,tull 8ho have been atta&ed or &illed by
the roving >ombies.
2F 'he urrent lumber mill manager Chri>topp
+arlay hires the haraters to deal 8ith this
problem as it has stopped the night time
prodution o$ the mill. 'he o8ners 8ill notie
the drop in prodution and may lose the
mill 8hih hasn=t been produing at the most
pro$itable levels in reent years.
F 'he haraters are one o$ the groups that
move supplies to the obbers in the $orest.
'hey are either atta&ed by >ombies or the
obbers have been atta&ed and are need
o$ help as they an=t log the trees 8ithout the
$orest being sa$e.
The illage o" tull
'he logging village o$ ,tull 8as $ounded K0 yearsago. %uh o$ the timber lose to the village has
already been ut and $arms have ta&en the plae o$
the tall oa&s and hemlo&s that one gre8 on the
denuded hills as lumbering has moved $ather out
$rom the village. 'he population o$ ,tull is about H00
people. "veryone is employed by lumber mill o8ners
the independent obbers or in one o$ the supporting
obs o$ the ompany to8n Ee.g. 3a5uin Company
,tore the 3a5uin ,hool or the 'emple o$ 3a8F. t is a
rather depressing plae. All buildings are o8ned by
the ompany and are o$ the e(at same plain one-
story design 8ith slab8ood roo$s. 'he +arlay home is
the one e(eption it is a beauti$ul three-story8ooden slate roo$ onstrution. 'he only buildings
that have been painted are the +arlay home otel
,holding and the 3a5uin Company ,tore.
&. H9"%4 ,)H94'5NG: 'his t8o-story building has
been painted dar&-green 8ith 8hite trim on the
8indo8s. nside is a bar on the $irst $loor and 10
rooms $or rent on the seond. 'he hotel is run by arl
Anto and his portly 8i$e %issy.
*. "9N B754'5NG: 'his small 8ooden building is
used $or the monthly to8n meetings. 'he urrent
mayor is Chri>topp +arlay 8ho is also the lumber mill
manager. e is a omplete ompany man and isnot 8ell li&ed by the to8n population. e does have
the ability to &eep things running in the mill and
there$ore &eeps ,tull $rom losing its only employer.
3. 48L75N ,)H994: 'his small one room shool is run
by the 'emple o$ 3a8. Classes are held three times
per 8ee& $rom mid-a$ternoon until ust a$ter dus&. All
hildren $rom the ages H to J are re5uired to attend.
'he teaher is an aolyte E1st level CleriF $rom the
temple named +ertrude.
+. "%P4%: 'his single story stone building is the only
temple in the village. 'he three Cleris 8ho live at
the temple Glivaus iels and 9ergba& holderemonies every day at Ham 1pm and Jpm.
Although not mandatory most iti>ens o$ the village
attend one eremony eah day. Gilvaus is the senior
Cleri o$ the three EGilvaus is rd level 8here as iels
and 9ergba& are 2nd levelF.
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dventure nthology ne 0ight o' the 0ecromancer
. 48L75N 47B%R 544: 'his large 8ooden building is
the oldest mill o8ned by the 3a5uin 3umber
Company. At one time K0000 board $eet o$ lumber
8as ut eah year but only 20000 board $eet have
been ut in the last ten years. 'he ompany has
onsidered losing the mill t8ie in that time. nlythe e$$orts o$ Chri>topp +arlay have &ept the mill at
this prodution level and there$ore $rom being
losed. o8ever it is only a matter o$ time be$ore
the mill 8ill have to be losed.
6. 48L75N )9P8N= ,"9R%: 'his single story building
is painted bright red. All items $rom the +asi 9antasy
ruleboo& may be purhased here but at a prie o$
M-H0M higher than listed. 'here is only a H0M
hane o$ any armor or 8eapons o$ a ertain si>e or
type being available as they must be shipped in
$rom a larger to8n. 'he store is run by an old 8arrior
named ,hellia. ,he $ought goblins $or years and has
the sars on her $ae to prove it. t 8as ,hellia 8ho$irst enountered the undead 8hile 8al&ing home
$rom the store one night.
#. "H% )%%"%R=: 'he emetery is loated on a small
hill above the village. n the enter is the mausoleum
o$ the village $ounder +ru& ,tull. 'his emetery 8as
niely &ept until the undead atta&s began. o8 it is
a mess o$ open graves. o one is 8illing to enter the
emetery these days. ot even in daylight.
'here are 1K0 bodies buried in the emetery. 'haen
has only animated 40 o$ them so $ar.
. "H% B8R)48= H9%: 'he +arlay home is abeauti$ul three-story 8ooden onstrution 8ith a
slate roo$. 'his is 8here Chri>topp +arlay and his
$amily live. Chri>topp an be $ound at the mill $rom
da8n to dus& eah day.
2. )48P"9N B98R'5NG H97,%: 'his is 8here all
single employees may rent a room. Rent is daily
8ee&ly or monthly E1sp Dsp or 1K spF $or a small
room 8ith a bed des& and hest. 'his t8o-story
building has a ommunal 8ash room on eah $loor.
Homes of the %mloyees: All o$ these buildings are a
single-story 8ith a entral $ireplae. "ah ontains
$our rooms and is rented by a $amily.
The -co>ecro!ancer
About ten years ago a young man named 'haen
?gmay attended the 3a5uin ,hool. t 8as in the
shool playground that the Cleris notied his
$asination 8ith dead insets as 8ell as a great
interest in trees and plants. 'haen al8ays seemed
saddened 8henever he loo&ed to8ard the mill.
'haen=s mother died 8hen he 8as t8o years old and
he 8as mostly le$t to raise himsel$. is $ather 8or&ed
at the mill 8hen he 8as sober. 'haen li&ed to 8al& in
the $orest appreiating the 5uiet among the treesLbut as the $orest 8as lear-ut $or the lumber it
ontained his peae and 5uiet disappeared 8ith it.
'haen 8as e(pelled $rom the shool a$ter he brought
a dead s&un& into the playground to sare the
hildren. A$ter8ard his $ather &i&ed him out o$ the
house in a drun&en rage. A $estering anger against
his $ather gre8 inside the young man as 8ell as
resentment against the lumber ompany that too&
his $orest $rom him. e 8andered alone $or some
time until he $ound a ult o$ neromaners in a ity
$ar $rom ,tull. 'hey taught him the dar& ra$t o$
neromany in 8hih he e(elled. ,trangely 'haen
has never $orgot the peae o$ 8al&ing in the $orest
and believes in his si& and t8isted mind that the
dead 8ill only rest i$ the $orest returns and the village
and the lumber ompany are destroyed.
,everal 8ee&s ago 'haen and a Cleri o$ the 3ord o$
Chaos +ehiri ,holi returned to ,tull 8ith several
>ombies and the rbs o$ eromanti !o8er. 'he
moved the statue in the ,tull $amily mausoleum and
entered the dungeon belo8. 'he t8o neromaners
have been e(huming the bodies $rom the emetery
and animating them 8ith the orbs. Although 'haen
has released a $e8 >ombies and s&eletons on the
outlying $arms they are ust an attempt to put $ear inthe hearts o$ the loal $armers. 'he day the
haraters arrive in ,tull is the $irst day o$ the atta&
on the village o$ ,tull itsel$.
-vents o" the .resent
,(eleton 8ttac( on the ,chool
'he 3a5uin ,hool lets out at sundo8n. 'here are 20
hildren outside playing 8hen the s&eletons leave
the emetery. 'hey have orders to go $orth and &ill all
and 8ill marh through to8n &ill ing as they
enounter living reatures. 'hey start 8ith the
hildren in the playground behind the shool
building. 'he s&eletons simply 8al& $rom the
emetery aross the shallo8 Carbon Run and into
the shool yard.
'he !Cs may beome involved 8hen the alarm is
spread throughout the village or perhaps they are at
the shool themselves. $ the !Cs do not arrive by the
Hth round +ertrude 8ill have $allen a$ter a $ailed
turning attempt.
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0ight o' the 0ecromancer dventure nthology ne
2 ,(eletons: AC 1 / 1 At 1 /am 1dD or by
8eapon %v 40= ,v 91 %l 12 @! 2H
! H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐
$ombie 8ttac( on the 4umber ill
About 1H minutes a$ter the atta& on the shool a
seond atta& begins. 'here are 2H men 8or&ing at
the mill. A group o$ >ombies enter the building and
start ausing mayhem. +y the end o$ the Hth round
the $ive o$ the lumbermen have $allen and the rest
have retreated to the band sa8 room on the
seond $loor to organi>e a de$ense. o8ever in
another 1H rounds the >ombies 8ill have bro&en
through and &illed them all.
&* $ombies: AC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 92 %l 12 @! 7H
! 7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
$ombie 8ttac( on the Barclay Home
At the same time the >ombies are atta&ing the mill
another group o$ >ombies have rossed the bridgeand entered the mill manager=s home and are
atta&ing his $amily. At the end o$ the H th round
Chri>topp=s 8i$e and t8o o$ his three hildren are
dead and Chri>topp is $ighting $or his li$e against t8o
>ombies in the &ithen o$ the house. 'he third >ombie
is searhing the seond $loor $or a $rightened year
old 8ho is hiding in a loset.
3 $ombies: AC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 92 %l 12 @! 7H
! 7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐
The Ce!eter$
'he ,tull %ausoleum is loated in the emetery. t is
made o$ marble 8ith green stripes throughout the
stone.
#hen the !Cs near the mausoleum read the$ollo8ing:
<pon approahing the mausoleum you an easily
see that the door has been torn $rom its hinges and
is laying on the ground in $ront o$ the building.
nside is only dar&ness and silene.
#hen the !Cs enter read the $ollo8ing:
nside the mausoleum it is 5uiet as the grave. 'he
t8o vaults to the le$t and right o$ a bron>e statue.
'he vaults are o$ +ru& and his 8i$e Amandi and
they appear to be undisturbed. 'he statue is o$ alarge man sitting in a hair loo&ing out the
mausoleum door to8ard the village. 'here is a
pla5ue in$orming the reader that the statue is the
li&eness o$ +ru& ,tull.
$ the haraters 8al& behind the statue they may
notie a hollo8 sound $rom their $ootsteps. #ith
good role-playing this hint may lead the haraters
to stairs belo8 the $loor. 'he statue may be pushed
ba& Etotal strength sore o$ 0 is re5uired to move
itF to reveal the stairs that lead do8n into 'haen=s
dungeon.
'he vaults are empty as the bodies 8ere interred inarea 4 in the dungeon belo8.
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dventure nthology ne 0ight o' the 0ecromancer
The 0ungeon
'his dungeon omple( 8as built by +ru& ,tull to house
the bodies o$ his $amily a$ter their deaths. o8ever
only +ru& and his 8i$e 8ere interred. 'he ,tull $amily
members moved a8ay $rom the village a$ter8ard
and &no8ledge o$ the dungeon 8as 5ui&ly
$orgotten.
As a hild 'haen too& an interest in the emetery
and started playing near the mausoleum. e
notied that a hollo8 sound 8as made 8hen
8al&ing aross the mausoleum $loor. <pon returning
to ,tull as a young man 'haen disovered the
dungeon omple( and made his lair belo8 the
mausoleum.
eatures o" the Mausoleu! 0ungeon
'he mausoleum dungeon has some ommon
$eatures throughout.
5llumination: <nless other8ise stated the dungeon is
ompletely dar&.
)eiling: 'he eilings are 10= high.
'oors: 'he doors are made o$ 4= stone and are
lo&ed 8ith the e(eption o$ the door to area D.
,ecret 'oors: 'he seret doors into area H are
opened by pushing against either side o$ the door
8hih pivots on a enter a(is.
alls and Floors: 'he dungeon is made o$ the same
green striped marble in areas 1- but all other
rooms and orridors are o$ smooth gray stone.
"urning: All undead are more di$$iult to turn in the
dungeon due the presene o$ the rbs o$
eromanti !o8er. Cleris turn undead as i$ they
are one level lo8er or at -1 on the die roll i$ $irst level.
&. ,"85R,:
'hese stairs are made o$ stone and are overed in
ob8ebs along the 8alls. 'he enter o$ the steps
appears to be dust $ree.
'he stairs desend 20= into the dar&ness. $ the
haraters listen be$ore desending they 8ill hear the s&eletons as they move $rom near the pit to8ard
the stairs.
+ ,(eletons: AC 1 / 1 At 1 /am 1dD or by
8eapon %v 40= ,v 91 %l 12 @! 2H
! H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐ H ☐☐☐☐☐
*. P5" "R8P:
'his pit is overed by a stone door. #hen the pins are
removed $rom the sides by using the level in area
10 the pit trap is ative. 'he bottom o$ this 0= deep
pit is overed 8ith DB tall spi&es. 'he total damage
$rom a $all 8ould be 4dD EdD $or the $all and 1dD $or the spi&esF. t ta&es H0 lbs o$ 8eight to trigger the
trap.
'here is a >ombie at the bottom o$ the pit that had
$allen in several 8ee&s ago. t amused 'haen so
muh that he deided to leave it there. t 8ill atta&
any harater that enters or $alls into the pit.
$ombie: AC 12 / 2 At 1 /am 1dK or by 8eapon
%v 20= ,v 92 %l 12 @! 7H
! 4 ☐☐☐☐
3. $9B5% G8"H%R5NG:
'his old 20= ( 40= area is overed in a beauti$ul
green marble aross the $loor and up to the eiling.
'here are $our other e(its in the room. o8ever
your greatest onern seems to be the >ombies
that are shu$$ling to8ard you.
'hese >ombies 8ere ordered to de$end this room
against intruders. 'hey atta& the party on sight. $
they are turned they 8ill move into room 4.
6 $ombies: AC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 92 %l 12 @! 7H
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
K ☐☐☐☐☐ ☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
4 ☐☐☐☐
J ☐☐☐☐☐ ☐☐☐☐
'he seret door is a door-si>ed s5uare setion o$
marble per$etly $itted so that the seam is nearly
invisible.
+. BR7/ ,"744!, R%,":
'his large hamber is a rypt. Along the north 8allo$ this hamber is an altar to the 3ord o$ 3a8. 'he
enter o$ the room ontains t8o sarophagi. 'he
sarophagi have been opened and bones lay on
the $loor nearby.
'his room may be the most dangerous in the
dungeon. 'he sarophagi used to ontain the
bodies o$ +ru& and Amandi ,tull 8ho=s bones no8
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0ight o' the 0ecromancer dventure nthology ne
lay on the $loor. iding in the $loor belo8 the
sarophagi are t8o 8raiths. 'hey rise up and atta&
as soon as the party omes near them. $ either o$
the 8ights is redued to 10 hit points or less they 8ill
retreat ba& into the $loor.
* raiths: AC 1H P / 4II At 1 touh /am 1dD Qenergy drain E1 levelF %v 9ly K0= ,v 94 %l 12 @! 20
! 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐
1J ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
. 9RB, 9F N%)R98N"5) P9%R:
<pon opening the door to this room you see a
strange $li&ering green glo8 in the hamber
beyond. n the $loor is a pile o$ bodies along the
8all. As you 8ath the bodies seem to t8ith and
tremble. 'here are t8o shado8s o$ humanoid
reatures moving in the room.
'here are t8o ne8ly animated ghasts in the
hamber. 'hey are the $irst ghasts to rise $rom the pile
o$ bodies in the hamber.
* Ghasts: AC 1H / 2II At 2 la8sN1 bite /am
1d4N1d4N1d4 Q paralysis Q stenh %v 0= ,v 92 %l J
@! 12H
! 10 ☐☐☐☐☐ ☐☐☐☐☐
J ☐☐☐☐☐ ☐☐☐☐
'he orbs have nearly ompleted the animation o$
the bodies. A ne8 ghast 8ill arise every 10 rounds$rom the pile. 'here are enough bodies to animate
10 ghasts. $ the orbs are destroyed 'haen 8ill lose
ontrol over the undead in the dungeon and the
party may $ind him in a $ight $or his very li$e 8hen
they reah area 10. $ the !Cs spend a large
amount o$ time else8here in the dungeon a$ter
destroying the orbs there is a possibility that both
'haen and +ehiri 8ill esape $rom the dungeon.
6. "H% ,"7'%N", 9F N%)R98N)=:
'his room ontains three beds 8ith three small
hests at the $oot o$ eah bed. 'he area appears
to be lit 8ith a lantern that is hanging $rom the
eiling. 'here are three men and three large
insets in the room. 'he men are standing in the
middle o$ the room near another inset. ne o$ the
men appears to be asting a spell on it.
nside this room are three students o$ 'haen and
+ehiri and their three animated vermin. %ali is
asting Animate Wermin on the body o$ a reently
&illed beetle. $ they have been $ore8arned o$ the
party=s presene in the dungeon they 8ill be ready
$or ombat. $ there is enough time Garret 8ill ast
hold portal on the door. ther8ise they are rela(ing
during their time o$$.alic agic-7ser 4e1el *: AC 1 3W %< 2 At 1
dagger or spell /am 1d4 or by spell %v 40= ,v %2
%l 7 @! 12H
nt 1K EQF #is 1 EQ1F /e( 1D EQ2F Con 1 EQ1F
Chr 7 E-1F
"5uipment: Ring of Protection <&
! K ☐☐☐☐☐ ☐☐☐
,pellboo&: 3evel 1 U 8nimate 0ermin> )harm Person>
,hield> agic issile
,pells !repared: 8nimate 0ermin> agic issile
%ali is an e(tremely intelligent but unli&eable
person. e has many small uts on his s&in due to a
$asination 8ith blood.
Garrett agic-7ser 4e1el &: AC 11 3W %<1 At 1
dagger or spell /am 1d4 or by spell %v 40= ,v %1
%l 7 @! 7
nt 1H EQ1F /e( 1H EQ1F Con 1D EQ2F Chr 14 EQ1F
! D ☐☐☐☐☐ ☐
"5uipment: /agger.
,pellboo&: 3evel 1 U Animate 0ermin> Hold Portal>
0entrilouism
,pells !repared: Hold Portal
Garrett is a handsome man 8ho beame a student
o$ neromany to better understand death disease
and ho8 to prevent them. e is not an evil man li&e
his t8o peers but 8ill de$end himsel$ i$ atta&ed.
Hath )leric 4e1el 3: AC 1H 3W C At 1 mae or
spell /am 1dKQ EQ2 ,tr <& aceF or by spell %v 20=
,v C %l 7 @! 17H
,tr 17 EQ2F #is 1K EQF /e( 1 EQ1F Con 1 EQ1F
! 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
"5uipment: Chain %ail ace <&.
,pells !repared: )ause 4ight ounds> Fear.
ath is an arrogant man 8ho thin&s he is superior to
%ali and Garrett due to his Clerial ba&ground.
%&
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dventure nthology ne 0ight o' the 0ecromancer
3 8nimated Giant Beetles: AC 12 / 1 At 1 bite
/am 1dD %v 20= ,v 91 %l 12 @! 2H
! H ☐☐☐☐☐ H ☐☐☐☐☐
H ☐☐☐☐☐
#. "H% "R%8,7R=: 'he door to this room is wi?ardloc(ed.
nside this strangely shaped room are $our statues
o$ s&eletons made $rom a bla& rystal and a large
hest against the south 8all.
'he $our statues 8ere plaed here by +ru& ,tull to
guard his treasures. 'hey 8ill atta& any living
reature that enters the room.
+ )rystal 4i1ing ,tatues: AC 1D / At 2 $ists
/am 1dDN1dD %v 0= ,v 9 %l 12 @! 14H
! 1K ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
'he hest has a ontat poison on it. $ it is not $ound
and removed it 8ill ause dD hp damage Esave vs.
poison negatesF to the areless harater 8ho
opens the hest. nside the hest is K00 sp and 1100
gp.
. B%H5R5)!, )H8B%R,:
'his hamber is a omplete mess6 nside is a bed
hest rug and 8ardrobe. Clothes are spreadaross the room.
+ehiri is a slob. 'he lothes are all dirty. 'he bed is
unmade. 'he 8ardrobe is empty. 'he hest ontains
more dirty lothes.
2. "%P4% 9F )H89,:
n the alove on the eastern 8all o$ this room is an
altar 8ith a small golden statue o$ the many
armed $aed and legged god o$ haos. t
appears that the eyes o$ the statue are small
rubies. 'he hamber is lit 8ith andles $rom the
altar 8ith give the statue a $rightening aura.
$ the party someho8 reahes this room 8ithout
alerting +ehiri by $ighting the undead in area 11
they 8ill see +ehiri &neeling in $ront o$ the altar in
prayer. 'he statue is o$ the god o$ haos and is 8orth
2H0 gp.
Behiric )leric 4e1el 6: AC 1D 3W CD At 1 or spell
/am 1dDQ2 EQ2 ,trF or by spell %v 0= ,v CD %l 11
@! HHH
,tr 17 EQ2F #is 1H EQ1F /e( 1 EQ1F
! 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐☐☐
"5uipment: Chain %ail ar Hammer <*> ,na(e ,taff
,pells !repared: 3evel 1 U /ar&ness E3ight reversedF
Cause 3ight #oundsL 3evel 2 U +ane E+less reversedF
old !ersonL 3evel U ,tri&ing
&A. "H8%N!, )H8B%R:
+eyond the door into this room is a 8ell-appointed
hamber. t ontains a bed des& hair rug and
8ardrobe. $ greater interest to the party is the
angry man 8ho 8as sitting in the hair until youopened the door. ,tanding in the enter o$ the
room is a vile reature that an only be undead.
'here is a lever in the 8est 8all.
'his is 'haen the eo-neromaner. e is very 8illing
to add the bodies o$ the party to the ever inrease
horde o$ his minions. 'haen 8as giving instrutions to
a 8ight to atta& the boarding house in ,tull 8hen
the party opened the door. 'he 8ight 8ill naturally
atta& the adventurers on sight. #hen 'haen sees
the party he stands up $rom his hair and sreams
'ree &illers6 ?ou must die $or your deeds against the
$orest6 'he dead 8ill 8al& $reely6B
"haen agic-7ser 4e1el 6: AC 12 3W %<D At 1
dagger or spell /am 1d4 or by spell %v 40= ,v %D
%l 11 @! HHH
nt 1K EQF /e( 1D EQ2F Con 1 EQ1F Chr 14 EQ1F
! 1J ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
"5uipment: 'agger <&> ,carab of Protection
,pellboo&: 3evel 1 U 8nimate 0ermin> )harm Person>
'etect agic> agic issile> ,hield@
3evel 2 U )ontinual 4ight> %,P> /noc(> i?ard 4oc(@
3evel U 'isel agic> 4ightning Bolt.
,pells !repared: )harm Person> agic issile *>
)ontinual 4ight> /noc(> 'isel agic> 4ightning Bolt.
ight: AC 1H [ / I At 1 touh /am energy
drain E1 levelF %v 0= ,W 9 %l 12 @! 17H
! 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
%(
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0ight o' the 0ecromancer dventure nthology ne
Also loated in this room is the lever that 8ill disable
the pit trap in area 2. nside the 8ardrobe are t8o
small bo(es 8ith a velvet lining. 'hese are the bo(es
that 8ere used to arry the $ragile rbs o$
eromanti !o8er into the dungeon.
&&. 8R)H 9F "H% 7N'%8':
'his 20= ( H0= hamber has K >ombies marhing in a
irle in the enter o$ the room. 'hey soon stop
and turn to8ards the party.
<ndead marhing in plae amuses +ehiri. $
ombat erupts in this hamber +ehiri 8ill notie
and oin in the $ray on the third round. $ the ombat
last longer than H rounds 'haen 8ill notie the noise
and 8ill send his 8ight to investigate. 'he 8ight 8ill
return to area 10 and report the presene o$ the
party and both 8ill 8al& to area 11 and oin in the
$ight on round J.
$ombies: AC 12 / 2 At 1 /am 1dK or by
8eapon %v 20= ,v 92 %l 12 @! 7H
! 1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
K ☐☐☐☐☐ ☐☐☐
1 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
4 ☐☐☐☐
J ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐
e Magic Ite!s
7r,s o" ecro!antic .oer
'he rbs o$ eromanti !o8er are a set o$ t8o
$ragile 2= globes that ontain negative magi. 'hese
orbs 8ill animate dead bodies as s&eletons >ombiesghouls or ghasts depending on the amount o$ time
the bodies spend in the negative $ield. 'he negative
energy $ield a$$ets a 0= radius. A s&eleton 8ill be
animated in a single day a >ombie in t8o ghouls
ta&e a 8ee& and ghasts must arise $rom bodies that
have been in the $ield $or t8o 8ee&s. 'he orbs allo8
the neromaner to ontrol up to 100 / o$ undead
reatures and ma&es turning undead 8ithin 400=
more di$$iult re5uiring the turning he& to be
made as i$ the Cleri 8ere 1 level lo8er.
e )ells
8nimate 0ermin Range: touh
Cleri 1 %agi-<ser 1 /uration: speial
'his spell turns bodies o$ dead insets into inset
>ombies that $ollo8 the asterOs spo&en ommands.
'hey remain animated until they are destroyed. 'he
aster may animate a number o$ hit die o$ undead
e5ual to t8ie his or her aster level and no more.
'he animated vermin have 1 hit die. An animated
vermin an be reated only $rom a mostly intat
inset. 'he aster must touh the remains to be
animated. o harater may normally ontrol more
hit die o$ undead than 4 times his or her level
regardless o$ ho8 many times this spell is ast.
&*
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dventure nthology ne 0ight o' the 0ecromancer
Ton Ma)
&1
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0ight o' the 0ecromancer dventure nthology ne
ecro!ancer's ;air Ma)
&2
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dventure nthology ne ,en Game /icense
7)en Ga!e ;icense
Designation of Open Game Content: The entire text of Adventure Anthology One (exceptthe Open Game License, as explained elo!" is Open Game Content, released under theOpen Game License, #ersion $%&a (reproduced elo!" as descried in 'ection $(d" of theLicense% Art!or incorporated in this document is not Open Game Content, and remainsthe property of the copyright holder%
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'ystem .eference Document Copyright 6&&&/6&&=, 7i5ards of the Coast, *nc%0 Authorsonathan T!eet, 3onte Coo, 'ip 7illiams, .ich aer, Andy Collins, David <oonan, .ich.edman, ruce .% Cordell, ohn D% .ateliff, Thomas .eid, ames 7yatt, ased on originalmaterial y B% Gary Gygax and Dave Arneson%
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