TEXT: Redwolf’s Tomb
  Old Scroll
  Issue 1
  
  April 2021
  32
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  15 COPYRIGHT NOTICE
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  System Reference Document © 2000, Wizards of the
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  Williams, based on original material by E. Gary Gygax
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  Darwin’s World © 2002, RPGObjects; Authors Dominic
  Covey and Chris Davis.
  Mutant Future™ © 2008, Daniel Proctor and Ryan
  Denison. Authors Daniel Proctor and Ryan Denison.
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  Proctor. Author Daniel Proctor.
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  Role- Playing Deluxe Edition, © 2010, LotFP. Author
  James Edward Raggi IV.
  First Level Magic-User Spells Grindhouse Edition Spell
  Contest: Bookspeak, © 2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell
  Contest: Howl of the Moon, © 2011 Joel Rojas).
  Lamentations of the Flame Princess: Weird Fantasy
  Role- Playing Grindhouse Edition, © 2011, LotFP,
  Author James Edward Raggi IV.
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  Cave Cricket from the Tome of Horrors, © 2002,
  Necromancer Games, Inc.; Authors Scott Greene and
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  Gygax.
  Labyrinth LordTM © 2007–2009, Daniel Proctor.
  Author Daniel Proctor.
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  Author Gavin Norman.
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  Gavin Norman. Author Gavin Norman.
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  Author Gavin Norman.
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  Norman. Author Gavin Norman.
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  Norman. Author Gavin Norman.
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  2018 Gavin Norman. Author Gavin Norman.
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  Magic- User Spells © 2018 Gavin Norman. Author
  Gavin Norman.
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  2018 Gavin Norman. Author Gavin Norman.
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  2018 Gavin Norman. Author Gavin Norman.
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  2019 Gavin Norman. Author Gavin Norman.
  Redwolf’s Tomb © 2021 Wayne Peacock. Author
  Wayne Peacock.
  END OF LICENSE
  
  31
  Old Scroll
  Open Game License
  DESIGNATION OF PRODUCT IDENTITY
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  1
  Old Scroll
  Welcome to
  Old Scroll
  Author’s Notes
  Old Scroll ‘zine is dedicated to OSR
  gaming, featuring the Old School
  Essentials (OSE) ruleset.
  This ﬁrst issue delves into Redwolf’s
  Tomb, a new adventure for OSE which
  can be placed in any game setting. This
  module could be used as a location in a
  hex crawl, or a two or three session
  diversion. Once run, it could be
  expanded into other adventures
  depending upon the players’ interest in
  the story hooks presented within. Every
  effort has been made to allow a referee
  to easily integrate the adventure’s
  background, NPCs names, genders, etc.
  into an ongoing game.
  I hope you enjoy the ‘zine and come
  back for more.
  –Wayne
  Legal
  Old-School Essentials is a trademark
  of Necrotic Gnome. The trademark
  and Old-School Essentials logo are
  used with permission of Necrotic
  Gnome, under license.
  Layout inspired by Old-School
  Essentials by Necrotic Gnome
  Credits
  Writing and Layout: Wayne Peacock
  Additional Words: Dee Mckinney
  Playtesters: Jon Hanna, James Majure,
  Keith Martin, Colter McWhorter
  Sage Advice: Mark Zimmer, Dee
  McKinney, Keith Martin, Michael
  Schapria, Harrigan, Phil McClorey,
  Stephen Bridges
  Typo Wrangler: Michael Schapira
  Kickass Original Art: Runehammer
  ♦Covers; pp. 2, 8, 10, 26
  Public Domain/CC Art:
  ♦Scroll (p.2) by Zolee, OnlyGFX.com
  ♦Momento Mori (p.4) Naples National
  Archaeological Museum, Public
  domain, via Wikimedia Commons
  ♦Travail de la vigne (p.11) Unknown
  author, Public domain, via Wikimedia
  Commons
  ♦Archimedes (p.12) Unknown author,
  Public domain, via Wikimedia
  Commons
  ♦Wolf (p.16) CC0 1.0 svgsilh.com
  ♦Fasces (p.17) Jérôme BLUM, CC BY-SA
  3.0, via Wikimedia Commons
  ♦Falx (p.18) Petter Bøckman, CC BY-SA
  3.0, via Wikimedia Commons
  ♦Skulls (p.20) by Zolee, OnlyGFX.com
  ♦Roman Shield (p.30) Redtony, CC BY-
  SA 3.0, via Wikimedia Commons
  Maps created with DungeonDraft by
  Megasploot
  Fonts: Blackwood Castle, Caesar
  Dressing, Times New Roman
  April 2021
  30
  Librum Militum Belli
  This book on military strategy is bound
  in plates of bronze depicting a siege of
  a fortiﬁed town on the front and
  engravings of supply carts and teams of
  oxen pulling siege engines form the
  back cover. The magical nature of the
  tome springs to life when opened. The
  effects depend upon the PC’s class.
  ►Non-martial classes: (gnome,
  illusionist, magic-user) must save vs
  spells or lose 1 CHA.
  ►Semi-martial classes: (acrobat,
  assassin, bard, cleric, druid, half-orc,
  thief) Recognize the usefulness of its
  clear dictums on strategy. A week's
  worth of study bestows +1 STR or
  CHA and the character can choose a
  new secondary skill (military engineer
  or tactician).
  ►Martial classes: (barbarian, drow,
  duergar, dwarf, elf, half-elf, halﬂing,
  knight, paladin, ranger, svirfneblin)
  Instantly see the brilliance of its clear
  dictums on discipline, and military
  stratagems. By studying it for a week, a
  PC gains +1 STR and +1 CHA. The
  character may also choose a new
  secondary skill (military engineer or
  tactician).
  ►One use: The book’s insights can
  only be gained once by a PC. The
  morning after a PC’s study is ﬁnished,
  a winged military courier of
  supernatural beauty will appear to
  collect it, wordlessly leaving a map in
  its stead. They depart, leaving no trace
  of their presence or destination. This
  map will detail the terrain of a battle in
  the PCs future, giving them and their
  allies +1 to AC and saves. Once used,
  the map turns to red dust and blows
  away.
  Redwolf’s Spear (+2)
  This spear has a long leaf-shaped blade
  engraved with a wolf’s head. The shaft
  is carved with twining vines revealing
  images of hunting and war from the
  Atun-Kor.
  ►Wolf friend: The bearer gets +3 on
  any reaction check to wolf, or wolf-like
  creatures
  ►Thirst: If the spear has not
  participated in a hunt after one lunar
  month, its wielder suffers a -2 to
  attacks until appeased.
  ►Howl: When thrown in anger, it
  howls like a wolf.
  ►After being thrown: It returns to its
  wielder’s hands.
  ►Vaulting: The wearer can use the
  spear to vault up to 10’ high and 15’
  long.
  Shield of Lightning
  This large +1 magic scutum is
  embossed with stylized lightning bolts.
  ►Lighting bolt: Once per day, it can
  create a lightning bolt as a 5th level
  caster which emanates from the boss
  on the shield face. The wielder must
  shout, “fulminis!”
  ►Absorption/recharge: Should the
  wielder successfully save vs. an
  electrical attack while wielding the
  shield, they take no damage and the
  shield absorbs the effect entirely,
  including recharging its lightning blast
  if previously spent that day.
  
  29
  Old Scroll
  New Magic Items
  Here are a list of the new magical items
  found within Redwolf’s Tomb.
  Axe of the Valiant
  This +1 woodcutters (hand) axe is
  decorated with beautiful knotwork
  designs inlaid with silver.
  ►Ghostblood: Blows from this axe
  still produce ghostly wounds and blood
  to incorporeal creatures.
  ►Valiant: +3 on saves vs. fear effects.
  Codex Fabrorum
  This book’s carved wooden cover
  depicts mathematical symbols,
  diagrams of the elements, archways,
  columns, etc. Its vast spine is made of
  brass which somehow retains its
  polished luster. When opened, the
  codex holds a powerful enchantment
  depending upon the prime requisite of
  the character’s class.
  ►Prime requisite(s) include INT or
  WIS: These characters sense that the
  book is ﬁlled with insights into
  geometry, reason, elements, natural
  philosophy and architecture. Studying
  it for a week gives the player the
  choice of taking a new secondary skill
  (architect, astronomer or natural
  philosopher) and also gains +1 INT or
  +1 WIS.
  ►Other prime requisites: must save
  vs spells or lose 1 WIS.
  ►One use: The book’s insights can
  only be attained once by a PC, though
  some covet its secrets and refuse to
  pass it on.
  Invictan Execration Figurines
  These 3” crude clay ﬁgurines have
  little curses written upon them. They
  take one hand to use. The user directs
  their gaze at the target, pronounces the
  curse inscribed on the ﬁgurine and
  snaps off its head, releasing the magic.
  The target saves vs. spells or the effect
  takes place. One use. Most last for 1d3
  rounds, but the referee may rule that
  ﬁgurine is more or less effective.
  Each ﬁgurine has one of the following
  effects (d20):
  1. The mark farts or burps explosively.
  2. The target drops whatever they hold in
  their primary hand.
  3. The recipient sneezes or hiccups.
  4. The target gains a tremendous erection.
  5. The victim loses their erection.
  6. A moving target pratfalls.
  7. The victim spits out their drink or
  food.
  8. The recipient’s reaction towards the
  user improves by one step.
  9. The mark guffaws, like a donkey.
  10. The target sings off key.
  11. The victim loses any sense of rhythm
  for a turn (affecting dance,
  musicianship, etc.).
  12. The target forgets their train of
  thought.
  13. The user becomes invisible to the mark
  (as invisibility spell).
  14. The recipient returns whatever they
  stole from the user.
  15. The target fumbles their attempt to
  open a door, scabbard, window, etc..
  16. An inopportune, button, lace, etc.
  becomes undone on the victim.
  17. The victim forgets the name of the
  person they are speaking to.
  18. The target is distracted by something
  behind them.
  19. The recipient apologizes to the user.
  20. The victim stands if seated or vice/
  versa.
  April 2021
  2
  Index
  Introduction.............................3
  ♦ Old School Rules .........................3
  ♦ Starting PC Levels .......................3
  ♦ Background..................................4
  ♦ Integrating the Adventure ............5
  ♦ Extending the Adventure..............6
  The Tomb...............................7
  1. The Dry Riverbed ........................8
  2. The Entrance................................9
  3. The Halls & Random Events .......11
  4. White Forest.................................15
  5. Battle of Eskerria .........................17
  6. Necropolis of the Unquiet Dead ..19
  7. Red Armatura...............................21
  8. Flames of Betrayal......................23
  9. Waters of Clarity..........................25
  10.Crypt of the Worm .......................27
  New Magic Items
  ♦ Axe of the Valiant ........................29
  ♦ Codex Fabrorum ..........................29
  ♦ Invictan Execration Figurines......29
  ♦ Librum Militum Belli...................30
  ♦ Shield of Lightning ......................30
  ♦ Redwolf’s Spear...........................30
  Monsters
  Brown Mould*..................................7
  Burning One......................................24
  Eskerrian Skeletal Falx Wielder........18
  Eskerrian Skeletal Skirmisher...........18
  Fettered Spirit of Nientes..................10
  Ghast* ...............................................20
  Ghoul* ..............................................20
  Infected Stirge*.................................12
  Invictan Skeletal Legionnaire ...........17
  Insatiable Ones..................................28
  Skeletal Retarius ...............................22
  Skeletal Sabertooth ...........................22
  Skeletal Secutor ................................22
  Skeletal Spectator..............................22
  Summa Rudis....................................22
  Redwolf: The Host of Uchukar.........28
  Winter Wolf Phantom........................16
  Zombie*............................................11
  Rewards
  XP & Gold Chart...............................24
  *These monsters from Old School Essentials
  have abbreviated write-ups for ease of reference
  (omitting TT, etc.) See OSE Monsters for full
  versions.
  
  3
  Old Scroll
  Redwolf’s Tomb
  Introduction
  It's mid-afternoon on your trek down
  an ancient, but now seldom-used
  mountain roadway. You're crossing an
  old stone bridge with three archways
  over a mostly dry river. The far side of
  the bridge ﬁts between two sheer cliffs
  towering above you. The riverbed here
  is broken into rock shelves — like the
  steps in a titan’s home dropping away
  towards the sea. As you get to the
  midpoint of the bridge a ﬂat boulder
  catches your eye, it’s nestled where the
  river bottom meets the steep cliff face.
  It’s perfectly round, formed of starkly
  white stone, wider than a man is tall
  and ﬁtted to the wall like a giant plug.
  Normally it would be hidden deep
  under one of the river channels —
  whatever lowered the water level has
  left it exposed. Carved onto the outside,
  but nearly worn away you see an
  image of a wolf leaping over a spear.
  That’s the symbol for Redwolf the
  conqueror, the greatest barbarian
  queen of her age. Could this be her lost
  tomb?
  Legend tells that she led her tribe, the
  Atun-Kor, in a guerrilla war against
  the military might of the city-state of
  Invicta. Famed because of her military
  genius, she infamously looted Invicta
  itself — carrying off vast sums of
  plunder. Tragically, she was said to
  have died from her wounds not long
  after this great victory. She was so
  beloved by her people, the Atun-Kor,
  they buried her in some hidden spot
  and heaped the lion’s share of the
  treasure upon her grave.
  The tomb consists of several chambers
  designed to celebrate deﬁning moments
  from Redwolf’s life: how she got her
  name, her success as a general, and the
  sack of Invicta. Yet, the tomb is not a
  place of rest. The war, bloodshed and
  betrayal between the haughty Invictans
  and ﬁerce Atun-Kor continues within
  the crypt. Opening the tomb may
  release these back into the world.
  Old School Rules
  & Advanced Options
  The adventure uses Old-School
  Essentials (OSE) rules. But any OSR
  game of the B/X rules family, or
  similar old-school games will work
  with little or no modiﬁcation. All
  monsters have their full write-ups, but
  some magical items and rules material
  comes from these OSE books which
  the referee may want at hand:
  ►Old School Essentials Core Rules
  ►OSE Classic Fantasy: Cleric and
  Magic-User Spells
  ►OSE Advanced Fantasy:
  Reference Booklet
  ►OSE Advanced Fantasy: Treasures
  ►Old-School Essentials Advanced
  Fantasy Player's Tome/Referee's
  Tome (Suggested OSE Advanced
  Fantasy options: limits on turning
  undead, secondary skills.)
  Character Levels of 4-7
  This adventure was written with expert
  level characters in mind. Like other
  OSR adventures, not all encounters are
  balanced to the characters’ abilities.
  Mere force will likely get the
  characters killed or permanently
  impaired. Smart play, attention to clues
  and storyline will improve the PC’s
  chances.
  The playtest used XP rather than levels.
  PCs started with 16.5k (half for
  retainers). Most PCs were between 4th
  and 5th level.
  April 2021
  28
  2 Insatiable Ones (Redwolf’s
  Bodyguard)
  An insatiable one is a person who has died
  while infected with the insatiable disease.
  These bloated undead show signs of rot and
  decay, including infestation by maggots,
  larvae, ﬂies and other carrion eaters. They
  are attracted to the places and people they
  knew while living, but will consume any
  living creature. The guts of well-fed
  insatiable ones are swollen with the rotting
  carcasses of their victims.
  AC 8 [13], HD 4*** (18hp), Att 1 × ﬁst
  (1d4), 1 × bite (1d6 + infection), THAC0
  16 [+3], MV 90’ (30’), SV D10 W11 P12
  B13 S14 (4), ML 12, AL Chaotic, XP 225
  ►Undead: Make no noise until they
  attack. Immune to effects that affect living
  creatures (e.g. poison). Immune to mind-
  affecting or mind-reading spells (e.g.
  charm, hold, sleep).
  ►Necrotic spray: When an insatiable one
  takes damage from any source except ﬁre
  or acid, any creature standing next them has
  a 2 in 6 chance of being splattered by their
  necrotic efﬂuvium and possibly infected.
  ▶ Infection: A character bitten by, or who
  contacts the blood or efﬂuvia of an
  insatiable one must save vs. poison or
  become infected. (GM may give bonuses to
  the roll based on the amount of exposure
  and the armor worn by the PC, +1 to +3).
  The disease takes full effect in 1d6 days,
  showing signs of infection after half the
  time. From that point on they will only feed
  upon human ﬂesh and blood. Their blood
  may also pass on the curse. If killed, an
  infected will arise as an insatiable one in
  1d3 rounds.
  ►Regeneration: Regain 2hp per round.
  Severed limbs reattach.
  ►Return from death: If killed (0hp),
  regenerate and ﬁght again in 2d6 rounds.
  ► Fire, acid, holy water: Cannot
  regenerate damage from these sources. The
  only way to permanently kill an insatiable
  one.
  Redwolf: The Host of Uchukar
  Redwolf’s corpse is dressed in ragged chain
  armor; her skin, regenerating but diseased,
  writhes with corruption. Her partially
  exposed brains are honeycombed with the
  tracks of insects and maggots, which ﬁll the
  skull cavity and writhe out of her eyes and
  mouth. One of these is the sign of
  Uchukar’s curse — a large white maggot
  with 5’ telescoping, fanged proboscis like a
  bloodworm. It is immune to damage except
  by Nientes or his kin. (See page 26 for the
  illustration.)
  AC 6 [13], HD 6*** (27hp), Att 1 × ﬁst
  (1d8), 1 × fanged proboscis (1d10 +
  infection), THAC0 14 [+5], MV 90’ (30’),
  SV D10 W11 P12 B12 S14 (6), ML 12, AL
  Chaotic, XP 800, NA 1
  ►Aura of fear: All coming within 30’
  must save versus spells or ﬂee for 1 turn.
  ►Undead: As insatiable one.
  ►Necrotic Spray: As insatiable one.
  ►Infection: As insatiable one.
  ►Regeneration: As insatiable one.
  ►Return from death: As insatiable one.
  ➤ Vulnerable to ﬁre, acid, holy water:
  Suffer an extra point of damage per die of
  damage from these sources.
  ➤ Accursed Unlife: Only damage done by
  one of its summoners or by a member of
  their bloodline cannot be regenerated.
  ➤ Defeating the Curse: Using Nientes'
  skull, or perhaps the bones of his undead
  relations from the necropolis as weapons
  (1d4 damage) could work. Should Nientes
  possess one of the PCs, their blows would
  count. This would be a very hard bargain to
  strike!
  
  27
  Old Scroll
  10. Crypt of the Worm
  The room was once a natural pool with
  slightly acidic water due to the deposits
  in the stone. While weak, the acids help
  control the number of insects produced
  from Redwolf’s body as most do not
  survive the bath, nor live long without
  a host. At any one time, a few have
  climbed out along the chains and roam
  the tomb.
  ►Cage: 5’ square cage of iron bands
  forms Redwolf’s tomb. 4 chains keep it
  suspended 3’ above the surface of the
  pool.
  ►Capstan: The chains feed into
  carved demonic mouths and can be
  raised to its current height or lowered
  into the water by a capstan off to one
  side.
  ►Immersing the cage: the acids in
  the room have severely weakened the
  cage ﬂoor. If immersed, Redwolf will
  free itself in one round, but take 1d3+1
  damage from the water.
  ►Acidic pool: Immersion in the water
  causes 1d3 damage per round.
  ►Illumination: Phosphorescent fungi
  within the pool cast an eerie green light
  from the depths of the pool. Four
  torches produce light from magical,
  heatless ﬂame.
  ►Full Search: 16 turns
  ►Reaction: Redwolf’s personal
  bodyguards reside on top of the cage.
  When the PCs enter they will crawl on
  the chains to engage the party. Redwolf
  will begin tearing at the bars of the
  cage. Due to the poor condition of the
  cage, Redwolf has a 2 in 6 chance of
  freeing herself at the end of each turn.
  ►Defeating the curse: The referee
  may rule that using Nientes’ skull, or
  perhaps the bones of his undead
  relations from the necropolis as
  weapons (1d4 damage) will circumvent
  the hosts’s regeneration. Should
  Nientes possess one of the PCs, their
  blows would also. (This would be a
  very hard bargain to strike!) The
  remove curse scroll may also work.
  ► Treasure: Treasure is scattered
  around the ﬂoor. Two chests like near
  the capstan. Both are locked. The keys
  are on one of the guards. In addition,
  Redwolf is wearing the Crown of
  Invicta.
  ♦ Scattered: 500gp 1000sp, 50 minor
  gems 20 gp each, lyre with gold leaf
  (200gp) and 1 sapphire 200gp
  ♦ Chest #1: Ring of Protection +1,
  scroll (dispel evil, protection from
  evil, remove curse), Potion of
  Levitation, Codex Fabrorum,
  Librum Militum Belli
  ♦ Chest #2: 2,000pp, 12,000sp, beryl
  gemstone (50gp), ruby (500gp),
  diamond (1,000gp),
  ►Spirit of Redwolf: Should the
  players permanently slay the Host of
  Uchukar, they will also set free the
  spirit of Redwolf. The spirit of the
  Queen of the Atun-Kor will appear
  before the players and thank them for
  their sacriﬁce. (See the Extending the
  Adventure section, above.) If the
  players also have Nientes’ head along
  this will cause quite a stir. If they also
  have her axe, Redwolf’s spirit may re-
  enact her killing of Nientes should the
  referee wish a gruesome end.
  April 2021
  4
  Background
  Redwolf was a warrior of the Atun-Kor
  tribe who rose from mercenary levee to
  a general in the Invictan legions. She
  not only mastered their arts of war, but
  also became a patron of their science
  and engineering, eventually becoming
  a citizen and general. During a
  prolonged famine brought on by a
  drought, the Invictan King Nientes
  increased the Atun-Kor’s tribute of
  food and money — casting the tribe
  into starvation. The tribe rebelled, and
  Nientes sent Redwolf to put down the
  rebellion.
  Confronted by her people’s plight,
  Redwolf rebelled against Nientes. With
  this spark, a general rebellion spread
  among other Invictan client states. The
  Atun-Kor crowned her queen and
  Redwolf’s army grew quickly under
  her banner: a red wolf leaping over an
  Invictan spear. The war raged for years,
  but eventually Invicta itself was
  sacked, but here the truth diverges from
  the legend. Redwolf did not die of her
  injuries sacking Invicta. She was
  cursed by Invictan blood magic. She
  died from the curse days later, but for
  her, death was not the end.
  Invictan myth’s most despised demon
  prince was Uchukar the Insatiable, a
  loathsome carrion eater. Perhaps it was
  the famine that brought the demon’s
  name to the Invictan high priest’s
  mind. As the walls of sacred Invicta
  were breached, as Redwolf’s horde
  descended upon Invicta, the high priest
  came to King Nientes offering a costly
  last act of revenge against Redwolf and
  the Atun-Kor. The priest’ spell required
  a precious ingredient, the king’s blood.
  The priest bound the demon Uchukar
  to the living king’s blood. King Nientes
  then challenged his erstwhile general to
  brave but hopeless personal combat; he
  was no match for the warrior queen.
  When Nientes’ blood spattered over the
  hands of Redwolf, the curse ﬂowed
  into her veins. From that moment on,
  only human blood would slake
  Redwolf’s thirst, only human ﬂesh
  would appease her hunger. Within three
  days, Redwolf, mad from hunger,
  began attacking her family and court.
  In a desperate act, Redwolf’s own son
  drove a spear through his mother’s
  heart. Death was the ﬁnal preparation
  for Uchukar’s vessel. What arose the
  next night was more demon than
  human.
  Somehow the guard managed to chain
  their queen’s body. The mockery of all
  that was Redwolf was locked away.
  Her loyal servants, honor guard, and a
  host of Invictan nobles (now slaves)
  slipped away from the conquered city
  bearing the body of their hero, and
  carrying away the most precious booty,
  the body of Nientes and the Regalia of
  Invicta. Without the regalia, no true
  king of Invicta could ever sit on its
  alabaster throne. The cunning
  engineers that served Redwolf came up
  with a plan to seal away their shame
  and horror. It took months, but they
  built a cofferdam in the river, and
  prepared the rooms and traps for her
  tomb. Once ﬁnished, they sealed
  themselves inside and triggered the
  collapse of the cofferdam, erasing their
  efforts from view, and all knowledge of
  Redwolf’s Tomb.
  
  5
  Old Scroll
  Questions
  Ask these of the table if you would like
  their help with the lore.
  ♦ Who or what now resides in the
  ruins of the city-state of Invicta?
  ♦ Does the Atun-Kor tribe still exist?
  Where are they now?
  ♦ Why were the gods of Invicta so
  feared?
  Redwolf Rumors (d6)
  Additionally, PCs may have heard
  these rumors about Redwolf.
  1. Soon after Redwolf’s death, her
  people were struck with a plague;
  pyres of their dead lit the night sky.
  2. It is said that half of the wealth of
  Invicta was buried with Redwolf.
  (False)
  3. Many of the nobility of Invicta
  were carried off from the battle and
  buried alive with Redwolf.
  4. Redwolf was once a general of a
  Invictan Legion, who rebelled after
  she was asked to slaughter her own
  people, the Atun-Kor.
  5. Ask one of the players to describe
  some fabled non-magical gem or
  jewelry, replace one of the treasures
  below with that item.
  6. Redwolf’s honor guard and
  advisors created a secret tomb.
  They committed suicide after the
  task was done to ensure that no one
  would ﬁnd the tomb. (False)
  Integrating the Adventure
  While the adventure assumes the PCs
  stumble upon the tomb, it will have
  maximum impact (and fun) if the
  referee spends some time thinking
  about these issues beforehand:
  ►The dry riverbed could be due to a
  terrible drought upriver, or some other
  natural (or unnatural phenomenon) that
  diverted most of the water and revealed
  the tomb entrance: an earthquake, a
  dam, pissed off river god, etc. A canny
  referee can set this up in a preceding
  adventure with hints of whatever
  phenomena may have caused the river
  to run dry temporarily.
  ►Background knowledge is key. It is
  imperative that PCs recognize the
  potential value of their ﬁnd. Do not
  rely entirely on PC die rolls to impart
  the backstory and the tales of fabulous
  wealth buried within.
  ►Make it your own. The module was
  written with historical and genre tropes
  to make customization easy. You
  should change the lore presented here
  to best ﬁt the history and legends of
  your world. Along those lines, please
  change gender identities and cultural
  cognates to best ﬁt the culture of your
  table. Here is a list of the essential
  terms you may wish to modify:
  ♦ Invicta/Invictan: a rich city-state,
  with a powerful army that once
  dominated a nearby area of your
  world. (Yes, Rome is the
  archetype.)
  ♦ Atun-Kor: A barbarian tribe
  (Goths, Vandals, etc.) that was a
  tributary of Invicta, but eventually
  threw off that status and destroyed
  their masters, the Invictan state.
  ♦ Redwolf: a barbarian leader, once
  in service to Invicta; eventually led
  her people to freedom and
  vengeance (Boudicca and Alaric
  were both inspirations).
  ♦ Nientes: the last king of Invicta.
  Skilled politician and hero in their
  (and his own) eyes.
  ♦ Uchukar the Insatiable: a demonic
  spirit associated with worms,
  carrion, cannibalistic appetites.
  ►Tick, tock, drip, drop. The PCs
  must act now. They should realize that
  the tomb entrance will not be available
  for long, and once covered by a fast-
  moving river, it will be lost to them.
  Even if they had the time to martial
  April 2021
  26
  
  25
  Old Scroll
  9. Waters of Clarity
  This roughly 15’ x 15’ alcove separates
  the Flames of Betrayal from the Crypt
  of Redwolf. It is a shrine to Redwolf
  and a ﬁnal warning to those who have
  journeyed this far.
  ►Pool of fresh, cool water. This
  water will grant users one additional
  saving throw against any ongoing
  magical effects (fear, etc.)
  ►Redbriar bush: This bush produces
  2d6 ruby berries per day. Warm to the
  touch. Each heals 2 hps, but only if
  consumed in this room. The cold
  produced by the bush has condensed in
  a patch of snowy frost nearby.
  ►Totem of the Atun-Kor. Lies face
  down, where it tumbled from its stone
  pedestal. It has carved representations
  of bear, wolf, human, deer and owl.
  ►Statue of Redwolf rests in a niche.
  She wears Invictan armor, but her cape
  is wolfskin, and jewelry features the
  scrollwork of the Atun-Kor. She wears
  a laurel crown. The shaft of the spear
  she holds is carved with twining vines
  revealing images of hunting and war
  from the Atun-Kor
  ►Treasure: a bag of Invictan gold
  coins (500) lay spilled at the statue’s
  feet along with dried ﬂowers and herbs.
  A pitcher and basin sit nearby.
  ►Reaction: When anyone approaches
  the totem, its animal ﬁgures will begin
  stirring, ﬂexing wing and hoof. A
  mufﬂed voice can be heard from the
  totem, but its face is buried in the sand.
  2-3 characters can easily stand the
  totem back up or simply roll it over.
  The central face is that of the older
  man seen in the murals. It
  speaks...repeating its story 3 times
  before falling silent.
  ►The totem’s tale: I was Euric, high
  druid for the Atun-Kor. Attend my
  words. You have risked much to be
  here. I do not know if more than mere
  greed drives you, but you must have
  seen the life of Redwolf: her bravery,
  skill at battle, her betrayal and
  redemption. Perhaps this has given you
  wisdom. The wisest course for you is to
  take what treasure you have found,
  reseal the tomb and tell no one.
  What lies beyond this threshold is the
  Host of Uchukar and two infected by
  it, the insatiable ones. If you step
  through, likely you too will become one
  of their spawn, spreading the curse
  which was almost the doom of the
  Atun-Kor. Let their blood under your
  skin and you will become one of
  Uchukar’s cannibals. Die and you’ll
  arise as a demonic ghoul. After losing
  many, we found that the insatiable ones
  cannot be laid to rest except by ﬁre,
  acid or holy water.
  The Host of Uchukar controls the
  mockery of Redwolf’s body and nests in
  her skull. Only one from the bloodline
  of its summoners can lay it to rest and
  break the curse. While it infests her
  body, Redwolf's spirit cannot rest.
  Forget the wealth. Flee!
  ►Nientes’ reaction: Nientes must
  have the crown (on Redwolf’s head),
  but has no desire to see Redwolf
  redeemed.
  April 2021
  6
  more resources, word spreading of this
  ﬁnd will bring other treasure hunters —
  in fact who is to say that others are not
  already hastening to the site? Consider
  having the PCs perceive rain upriver,
  and let them see that the water is once
  again beginning to trickle down, then
  have it start to rain. Perhaps they ﬁnd
  evidence that others have tried
  removing the covering stone recently.
  In short, let them know that they are on
  the clock and it is ticking...
  ►Alternate Opening: Instead of
  seeing the door to the tomb, what if the
  party ﬁrst discovers the trail of a rival
  group of tomb raiders, who have been
  stymied by the door? This group has
  marked a trail that leads the PCs to the
  tomb entrance.
  ►Get to it: The PCs have been
  searching for Redwolf’s tomb. Ask half
  the group to come up with the false
  leads, and dead ends that almost
  thwarted them. Have the others explain
  what breakthrough or stroke of luck
  brought them to the entrance. (A good
  way to start a one-shot or con game.)
  The Regalia of Ancient Invicta
  The regalia of Invicta includes two
  pieces. They are non-magical but hold
  immense cultural value to any who
  know of their past. Only the possessor
  of these two items could be said to be
  the Ruler of Invicta. Characters who
  know of history or politics may be
  aware of this signiﬁcance. When sold
  to the right dealer, they could be worth
  a fortune. They may even be more
  valuable as a political or social tool.
  ►Fasces: this is a bundle of rods,
  secured around a gold-plated, single-
  bladed axe. To the Invictans it was a
  symbol of their state’s unity and power.
  The rods representing the unity of the
  people, the axe representing the power
  of the state (200gp materials, ~2000gp
  extrinsic value). This lies in The Battle
  of Eskerria.
  ►The Crown: This crown features
  stylized laurel leaves of gold and
  mistletoe berries of pearl (300gp
  materials, ~3000gp extrinsic value).
  This is on Redwolf’s head in the Crypt
  of the Worm.
  Extending the Adventure
  Return of the regalia: What if there is
  an heir of the Invictan royal line?
  Destiny: What if one of the PCs are
  actually descendants of the Atun-Kor
  or the Invictans? (Both?)
  Ruins of Invicta: Are there still
  “empire makers” among them?
  Remnants of the Atun-Kor: Did they
  use the knowledge/science of the
  Invicta to make themselves bigger/
  better? Or did they self-destruct?
  The Wolf Guard: A secret sect of
  Atun-Kor regularly returns to the tomb
  to prevent its discovery and enact
  revenge upon any who plunder it. Will
  the Wolf Guard attack the PCs to
  prevent their entrance? Will they track
  down its deﬁlers? How will they
  respond if the PCs manage to lay
  Redwolf to rest?
  Technology: Do either the descendants
  of the Atun-Kor or Invictans have some
  sort of interesting tech that they
  extrapolated from Invictan creations
  now lost? (What if someone had
  continued improving the science of
  aqueducts? How would that have
  changed civilization?)
  Spirit of Redwolf: Should the players
  free the spirit of Redwolf, her spirit
  will appear before the players and
  thank them for their sacriﬁce. She may
  reward them with information
  concerning the location of other
  treasure spoils from the Atun-Kor, or
  the location of treasure hidden in her
  old villa in Invicta (see Redwolf’s
  spear). She may ask the PC to cremate
  her corpse, and/or take it back to her
  tribe, if the Atun-Kor still exist.
  
  7
  Old Scroll
  The Tomb
  Illumination: Some rooms have
  torches, candles or braziers that burn
  with heatless, magical ﬂame. These
  ﬁxtures are not removable. Otherwise,
  there is no illumination.
  Construction: Except for two natural
  caverns, the rest of the tomb was
  carved from living stone, most rooms
  are 10’ tall, hallways are domed. The
  stone is ﬂecked with quartz, giving off
  odd ﬂashes of light
  Doors: unless noted, doors are made of
  iron-bound oak and are not locked.
  Bone piles: most of the skeletal
  defenders lie as piles of bone and gear
  until they react to the presence of tomb
  robbers — eerily reassembling
  themselves for battle.
  Searching: A rough estimate for how
  long it would take one PC to search an
  area, based on 10’ x 10’ section taking
  1 turn.
  Current Inhabitants
  The tomb contains several types of
  undead and supernatural creatures, the
  most important being the demon-
  possessed body of Redwolf and
  Nientes' spirit tied to his abandoned
  skull.
  ♦ 2 Brown Moulds (N)
  ♦ 8 Burning Ones (R)
  ♦ 1 Fettered Spirit (King Nientes) (I)
  ♦ 6 Ghouls (I)
  ♦ 3 Ghasts (I)
  ♦ 2 Winter Wolf Phantoms (N)
  ♦ 16 Skeletons (N)
  ♦ 2 Insatiable Ones (U)
  ♦ 4 Infected Stirges (U/N)
  ♦ 1 Summa Rudis (I)
  ♦ 1 Uchukar’s Spawn (Redwolf) (U)
  ♦ 6 Zombies
  Factions
  ►Neutral forces (N): These creatures
  are completely mindless or not
  afﬁliated with any of the factions.
  ►The Invictan dead (I): Many years
  after the tomb was completed and
  sealed, the Invictan nobles used to
  build the crypt were entombed alive in
  the necropolis (ghouls and ghasts),
  along with King Nientes' head rose
  again as undead. Nientes desperately
  hates Redwolf and wishes to see a new
  Invictan kingdom rise.
  ►Uchukar (U): The demon’s power
  animates Redwolf’s body, but also
  exists in her guard, the insatiable ones,
  and a ﬂock of infected stirges found
  roaming the tomb. Uchukar itself is
  hateful, evil and cannibalistic. Once its
  victims are destroyed, its inﬂuence is
  defeated.
  ►The Atun-Kor/Redwolf (R):
  Redwolf’s spirit is still tied to her body,
  though her body is controlled by
  Uchukar’s curse.
  2 Brown Mould Patches
  AC No hit roll required, HD 2* (8, 10
  hp), Att None, THAC0 18 [+1], MV
  0’ (0’), SV D12 W13 P14 B15 S16 (2),
  ML 12, AL Neutral, XP 25
  ►Cold aura: The area around a brown
  mould is noticeably cooler than
  average.
  ►Area: Each 10 square feet (e.g.
  2’×5’) covered in brown mould is
  treated as one “individual”.
  ►Immunity: Unharmed by all attacks
  but magical cold.
  ►Heat drain: Any creature within 5’
  of the mould suffers 1d8 damage per
  round.
  ►Multiplication: Fire within 5’
  causes the mould to grow rapidly.
  Burning torch: 2 × size, burning oil: 4
  × size, ﬁre ball: 8 × size. Multiplication
  takes one round.
  April 2021
  24
  Location #
  Area
  GPV
  XP
  SubT
  1
  Riverbed
  50
  50
  2
  Entrance
  763
  2,300
  3,063
  3
  Halls
  393
  393
  4
  White Forest
  350
  350
  5
  Battle of Eskerria
  200
  250
  450
  6
  Necropolis
  2,500
  525
  3,025
  7
  Red Armatura
  2,710
  880
  3,590
  8
  Flames of Betrayal
  150
  520
  670
  9
  Waters of Clarity
  500
  500
  10
  Crypt of the Worm
  14,750
  1,250
  16,000
  TOTAL
  28,091
  Rewards
  Here is a list of the rewards by room in case the referee would like to modify room
  and or the adventure totals.
  
  23
  Old Scroll
  8. Flames of Betrayal
  This cave resembles one of the many
  Atun-Kor villages put to the torch by
  the Invictan soldiers. This is what made
  Redwolf betray King Nientes.
  Stream: The water from the 3’ deep
  stream is acidic. It will quench ﬂame,
  but immersion will do 1d3 damage per
  turn. The burning ones will not cross
  the stream. Leaping over the stream
  during combat will require a STR or
  DEX check.
  Standard: An ancient Invictan
  legionary standard. (150 gps).
  ►Torches and buckets: 3 torches and
  3 buckets lie just inside the entrance.
  The buckets are heavy with 2 gallons
  of water. The torches will blaze with
  spectral ﬂames that give off no heat
  and will only function while held in
  this room.
  ►Spectral raid: As players enter, they
  will smell smoke, then see phantom
  Invictan soldiers chasing ghostly
  villagers, slaying them and putting the
  round huts to the torch. The ﬂames
  covering the huts give off no heat, but
  will burn if touched.
  ►Reaction: 2 burning ones stagger
  out of each hut. PCs bearing a (any)
  torch will cause the burning ones to
  focus attacks on that PC. Splashing
  water from a bucket on a hut will cause
  them to regard that PC indifferently
  (unless or until attacked). Anyone
  standing next to a burning one may
  ignite.
  ►Exit: The burning ones will not
  follow PCs out of this room. Slain
  burning ones will regenerate in their
  huts in one hour.
  8 Burning Ones
  Warriors killed by ﬂame and treachery
  can return as burning ones, spreading
  ﬁery vengeance in their wake. Their
  bodies, arms and armor are blackened
  and cracked, bones are split revealing
  molten marrow, as never-ending ﬂame
  erupts from their black blood.
  AC 5 [14], HD 3** (hps 10, 12, 12, 14,
  14, 16, 18, 20), Att 1 × ﬁery touch
  (1d4) or 1 × burning blade (1d8),
  THAC0 17 [+2], MV 60’ (20’), SV
  D12 W13 P14 B15 S16 (1), ML 12,
  AL Chaotic, XP 65
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►Ignite: There is a 1-in-6 chance that
  their presence within 5’ ignite
  ﬂammable materials (clothes, etc.) each
  round. This ﬁre causes 1d6 damage per
  turn until extinguished.
  ►Extinguish: Quenching a burning
  one’s body (such as by forcing burning
  ones under water) renders them inert.
  They reanimate and burst into ﬂame
  when this circumstance changes.
  ►Water aversion: These undead will
  not cross a body of moving water,
  pools, etc. Will retreat if their ﬂames
  are partially dampened.
  ►Energy immunity: Unharmed by
  ﬁre-based attacks.
  April 2021
  8
  1. Dry Riverbed
  Even during droughts riverbeds are rarely completely dry.
  This one is no exception. Small rivulets from underground
  springs dot the verge, boulders and trees are still jammed
  against rocks.
  Northern bank: is a sheer cliff face dozens of feet high.
  Western (cold) stream: This shallow stream is incredibly
  cold and refreshing. The water spouts from several thin
  ﬁssures in the rock face.
  Eastern (acidic) stream: this water is acrid and will burn a
  PCs hand (1d3 damage) where it spouts from the cliff face.
  The stream is less than a foot thick, but deepens into a channel
  about 3 feet deep where it mixes with non-acidic water
  ﬂowing from above. Skeletal remains of poisoned animals dot
  the bottom of the stream bed.
  Concrete slab: this ancient Invictan technology seals the
  tomb.
  Embossed image of a wolf leaping over a spear decorates the
  slab, marking the tomb as Redwolf’s (see below).
  Cold (covered in a thin rime of ice due to the brown mould).
  ►Moving the slab: The inset slab requires some kind of pry
  bar or other tool and a cumulative STR bonus of at least 4.
  ►Breaking the slab: Takes 6 turns. Cumulative STR
  bonuses reduce this time. (Minimum 2 turns.)
  ►Disturbing the mould: Destroying the door is enough to
  bring PCs into the brown mould’s heat drain. Two patches of
  brown mould reside in the ﬁrst 5’ of the short hallway to the
  entrance.
  
  9
  Old Scroll
  2. The Entrance
  15’ x 25’ room’s ﬂoor lies just at the
  normal water level. Should the door
  and seal be broken when the river is at
  its regular level, it will be ﬂooded. The
  stairs will be below water.
  A colorful mosaic on the ﬂoor re-
  creates the image of the red wolf
  leaping a golden spear. The spearpoint
  points to the west, the wolf looks to the
  east.
  Memento Mori mosaic on the north
  wall (p.5).
  ►Fear aura: Those viewing the mural
  within 20’ see their own face eaten by
  worms and must save versus spells or
  ﬂee for 1 turn (meaning they are likely
  to pass back through the brown mould
  again). (PCs with the correct
  knowledge of Invictan lore may
  recognize Uchukar.)
  ►Full search: 3 turns
  ►Secret doors: 3” of plaster covers
  these iron-bound doors (east and West)
  and must be scraped away. Neither are
  locked. Any search for secret entrances
  reveals the eastern secret door to the
  false treasury, as the plaster here is
  poorly ﬁnished on purpose. (The
  referee may choose to reveal this
  deception to a PC with experience in
  this kind of lore.) The west door
  reveals a hallway that turns north.
  The False Treasury
  This room contains a small portion of
  the treasure - with the hopes that
  would-be grave robbers will ﬁnd the
  gold and leave, or die by its trap. At the
  back are three chests: red, black, and
  white. As further insult to the Invictan
  king, his head was tossed into one of
  the chests as an afterthought. It has
  since attracted his spirit.
  ►Trap: The bottom of the red chest is
  attached to the trap’s trigger. If the
  chest is emptied of its contents or
  moved, it will cause a 1’ thick stone
  slab to drop on the inside of the
  doorway, trapping robbers inside.
  ►Red chest: Painted with scenes of
  ﬁne dining. 20 Gold-chased plates
  worth 10gp each, silver cutlery worth
  100 gp total, 20 jeweled goblets worth
  20gp each. Small chest of 300cp and 2
  Invictan execration ﬁgurines.
  ►Black chest: Engraved with scenes
  of hunting. Bag of 1000cp, potion of
  water breathing (as the 3rd level wizard
  spell), and potion of Levitation (both
  labeled in Invictan).
  ►White chest: The chest has an
  engraved Invictan gravestone maker
  and is crudely white-washed. It
  contains 50gp and the severed and
  partially mummiﬁed head of Nientes,
  last king of Invicta. A copper piece has
  been nailed over each eye.
  ►Full search: 1 turn
  ►Head of Nientes: When the white
  chest is opened, the spirit will ﬂow
  from the mouth of the severed head but
  will not use its fearful shriek or other
  attacks unless threatened. The spirit
  will appeal to the grave robbers, even
  help them despoil the tomb of his hated
  slayer if they promise to return the
  head and regalia to a consecrated
  Invictan burial ground or be given to
  one of Nientes' heirs. The spirit will
  require the tomb robbers to always
  April 2021
  22
  Skeletal Sabertooth
  AC 7 [12], HD 4* (hp 18), Att 2 ×
  claw (1d6), 1 × bite (2d6), THAC0 16
  [+3], MV 150’ (50’), SV D10 W11 P11
  B13 S14 (3), ML 12, AL Chaotic, XP
  120
  ►Pursuit: Always pursue prey that
  ﬂees.
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  2 Skeletal Secutores
  These skeletons wear heavy armor with
  shields. They carry a thick, hook-
  bladed swords.
  AC 6 [13], HD 3+1 (hps 14, 18), Att 1
  × sword (1d8), THAC0 16 [+3], MV
  120’ (30’), SV D12 W13 P14 B15 S16
  (3), ML 12, AL Chaotic, XP 50
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►First blow: If a skeletal warrior hits
  on their ﬁrst attack vs a new foe, they
  do +2 damage.
  ►Example commentary:
  Footwork, footwork; the battle’s in the
  feet you clods!
  Your mother gave me harder blows
  during our vigorous lovemaking last
  night!
  Where is the style? The grace? I’ve
  seen pig ﬁghts more entertaining!
  This is boring and I’m DEAD…Release
  the cat!
  That’s more like it! Here, have some
  coin!
  Time for your lesson. You’ll have to
  defeat ME to earn this rudis, child…
  6 Skeletal Spectators
  AC 7 [12], HD 1 (4hp), Att 1 × dagger
  (1d4), THAC0 19 [0], MV 60’ (20’),
  SV D12 W13 P14 B15 S16 (1), ML
  12, AL Chaotic, XP 10
  ►Undead: Immune to effects that
  affect living creatures (e.g. poison).
  Immune to mind-affecting or mind-
  reading spells (e.g. charm, hold, sleep).
  Summa Rudis
  These formidable undead were once
  great gladiators or military leaders.
  They dwell in areas where they can
  create a stable of undead which they
  summon to stage combats, reenact
  training, gladiatorial combat or some
  great battle. They often shout out
  critiques of PC’s ﬁghting technique
  they ﬁnd lacking.
  AC 7 [12], HD 6* (27hp), Att 2 ×
  lead-weighted wooden sword (1d8),
  THAC0 14 [+5], MV 60’ (20’), SV
  D10 W11 P12 B13 S14 (6), ML 12,
  AL Neutral, XP 500, NA 1, TT B,
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►Summon opponents: The rudis may
  summon an opponent from its stable to
  battle any unchallenged PCs.
  ►Undead stable: A summa rudis may
  have any number of up to 4HD undead
  in its stable. They must be within ‘300
  to summon.
  ►Victor’s token: The person who
  slays a summa rudis in combat may
  bear its wooden sword as a special one-
  use magic item. They may stab the
  sword in the ground at any time hence,
  summoning the summa rudis to ﬁght
  for them. Win or lose, the summa rudis
  and its sword disappear after the battle.
  The summa rudis may not summon
  opponents in this ﬁght.
  
  21
  Old Scroll
  7. Red Armatura
  This room resembles a martial training
  facility, set aside for sparring and the
  spectacle of blood sports which the
  ancient Invictans loved.
  Galleries: Three levels of 2’ high stone
  seating form the back and sides of the
  room.
  Spectators: The skeletal ﬁgures in the
  stands will clap and gesticulate like
  members of an audience, but they
  cannot speak and only ﬁght if attacked.
  ►The judge: A summa rudis (see
  following), garbed in worn red silk
  robe sits on this throne. It bears a
  weighted wooden sparring sword
  (rudis) like a scepter.
  ►Reaction: The judge will address
  any who enter in Invictan and
  common, “Come, entertain us!” It will
  then summon one skeletal warrior from
  its stable for each PC. The Summa
  Rudis will only ﬁght if attacked,
  though it will be terribly disappointed
  if the players destroy its stable.
  ►Undead stable: The summa rudis’
  stable (see below) includes 2 skeletal
  retiarii, 2 skeletal secutores and the
  skeletal sabertooth. (The referee may
  allow any remaining undead in the
  random encounter list to serve in its
  stable.)
  ►Rewards: The summa rudis tosses
  1d10 gold coins at the feet of each PC
  for each foe vanquished. It only
  rewards the person who strikes the ﬁnal
  blow or displays creative and
  entertaining tactics and tricks (at the
  referee’s discretion).
  ►Pit trap: the grate nearest the door is
  a 10’ spiked pit trap, 2-in-6 to trigger,
  1d6 damage from fall. Roll 1d6 for
  spikes: 1-3, you hit that many spikes;
  4-6, no damage. Each spike does 1d4
  damage.
  ►Tiger pit: the grate nearest the
  Summa Rudis contains a skeletal
  sabertooth. It will burst open the doors
  and out of the 10’ pit when
  commanded. The pit has no spikes.
  ►Red circle: When the ﬁrst PC stands
  on a 5’ ﬂoor section containing the red
  circle, they must successfully save vs
  spells to leave the area without slaying
  another in combat.
  ►Full search: 9 turns
  ►Treasure: The stone coffer at the
  feet of the summa rudis contains
  1,000gp, agate (10gp), 2 × pearls
  (100gp), 3 × opals (500gp), 2 potions
  of healing, feather token (tree), 2
  Invictan execration ﬁgurines
  2 Skeletal Retiarii
  A retiarius carries a weighted net,
  trident and dagger.
  AC 3 [11], HD 3* (hps 14, 16), Att 1 ×
  net (1d3), 1 × trident (1d6), THAC0 16
  [+3], MV 60’ (20’), SV D12 W13 P14
  B15 S16 (3), ML 12, AL Chaotic, XP
  50
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►Net: If the net hits, PC must make a
  save vs paralysis or fall.
  ►Prone: A skeletal warrior gets +2 to
  hit a ﬁgure tripped by its net.
  April 2021
  10
  carry the head and the regalia (once
  found). If the robbers damage or
  abandon either the head or the regalia,
  it will appear and attack. If they try to
  back out of the deal, he will possess
  one of the party.
  ►Nientes’ help: Generally speaking,
  the spirit will not ﬁght for the PCs.
  Presenting Nientes’ head to any undead
  of the Invictan faction will cause these
  undead to behave as if turned, though
  they will retreat out of respect and awe,
  not fear. Nientes does not know the
  tomb’s layout, but may give some lore
  (always casting Redwolf in the worst
  light, of course); the amount of help is
  up to the DM.
  ►Nientes’ favorite: Should the referee
  wish, it’s possible that one of the
  human PCs could be of Invictan blood,
  or even a descendant of Nientes. If so,
  Nientes may recognize this, showering
  them with praise and seeking to recruit
  them to his cause. This will have major
  implications to the ultimate conﬂict.
  See Waters of Clarity (p.25) for more.
  Fettered Spirit of Nientes,
  Last King of Invicta
  Translucent spirit of a purple-robed
  king, wearing a crown, whose face is
  always cast in shadow. A tendril of mist
  connects its transparent form to its
  skull.
  AC 2 [17], HD 8*** (36hp), Att 1 ×
  touch (WIS drain) or possession,
  THAC0 12 [+7], MV 90’ (30’), SV D8
  W9 P10 B10 S12 (8), ML 12, AL
  Neutral, XP 2,300
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►Mundane damage immunity: Only
  harmed by silver weapons or magic.
  ►Fearful Shriek: When a fettered
  spirit howls in rage, all must save
  spells or ﬂee at maximum speed for
  1d4 rounds. There is also a 50% chance
  of dropping held items.
  ►Will draining touch: Victim is
  drained of 1d4 points of WIS. If
  reduced below 3 WIS the victim
  heedlessly obeys the spirit. If reduced
  to 0 WIS, the victim dies.
  ►Possession: A victim within 60’
  must save versus spells or become
  possessed. When possessing a victim,
  the spirit disappears.
  ►Possessed victims: The spirit gains
  full control over the victim’s body, but
  is not able to make the victim cast
  spells.
  ►Fettered: If destroyed, a fettered
  spirit reappears beside its skull in 1d4
  turns. If its skull is destroyed, the spirit
  cannot respawn. It cannot move more
  than 20’ from its skull, unless
  possessing another.
  
  11
  Old Scroll
  3. The Halls
  As the main thoroughfares, they are the
  most common places (other than the
  Red Armatura) where wandering
  monsters will be encountered.
  Ceilings of the galleries are white.
  Sounds: The referee map lists the
  common location and types of sounds,
  giving some hints to room contents.
  Mosaic galleries: The halls also tell
  the story of Redwolf via 16 large
  mosaics ﬁtted into the walls. (The
  pictures of mosaics found in this
  section are here to illustrate the style to
  the referee, aiding their descriptions,
  not the exact contents of the works.)
  Random Events
  2-in-6 chance every two turns. See the
  referee map for more info.
  1. Undead mob one: 2 Zombies, 1
  Ghoul, 1 Ghast. The ghast will
  likely be found in the middle of the
  mob.
  2. Undead mob two: 3 Zombies, 2
  Ghouls. The ghouls, somehow
  remembering their old lives often
  pick at and arrange their once ﬁne
  Invictan robes.
  3. 1d4 infected stirges dive from the
  ceiling or ﬂy at them from down
  one of the hallways.
  4. Spectral images of Invictan
  nobles excavating the tomb, their
  hands bleeding, robes streaked with
  sweat and blood.
  5. Spectral images of robed Invictan
  nobles with bloody mouths holding
  human body parts being set on ﬁre.
  6. Water dripping from the roof or
  seeping from the wall (hinting that
  the river is beginning to rise).
  The River Clock (Optional)
  One way to put pressure on the players
  to move through the adventure quickly
  is to use triggered random events to
  remind the players that the river is
  rising – possibly cutting off their only
  known means of egress from the tomb.
  If any of the random event numbers is
  rolled a second time, substitute any of
  these:
  1. Puddles appear in hallways as the
  water begins seeping in from below.
  2. Streams in Battle of Eskerria and
  White Forest rooms begin spilling
  from their banks.
  3. Vermin (insects, rats, newts,
  crawﬁsh, etc.) driven out of their
  dens by rising water appear in
  greater and greater numbers.
  4. Rivulets appear in the hallways
  making running treacherous.
  5. Drips from ceilings become
  constant streams.
  6. Sounds of water moving through
  hidden pathways in the stone
  become louder and louder.
  April 2021
  20
  6 Ghouls
  Grotesque, animalistic, undead humans
  that crave the ﬂesh of the living. They
  are dressed in the ruins of their Invictan
  senatorial robes.
  AC 6 [13], HD 2* (hps 9, 13, 12, 7, 6,
  13), Att 2 × claw (1d3 + paralysis), 1 ×
  bite (1d3 + paralysis), THAC0 18 [+1],
  MV 90’ (30’), SV D12 W13 P14 B15
  S16 (2), ML 9, AL Chaotic, XP 25
  ►Paralysis: For 2d4 turns (save
  versus paralysis). Elves and creatures
  larger than ogres are unaffected. After
  paralysing a target, ghouls will attack
  others.
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  3 Ghasts
  Grotesque, animalistic, undead humans
  that crave the ﬂesh of the living. Exude
  a nauseating carrion stench.
  AC 3 [16], HD 4* (hps 24, 17, 13), Att
  2 × claw (1d4 + paralysis), 1 × bite
  (1d8 + paralysis), THAC0 16 [+3],
  MV 150’ (50’), SV D10 W11 P12 B13
  S14 (4), ML 9, AL Chaotic, XP 125
  ►Carrion stench: Those within 10’
  must save versus poison or suffer –2 to
  hit, while in melee with ghasts.
  ►Paralysis: For 2d4 turns (save
  versus paralysis). Creatures larger than
  ogres are unaffected. After paralysing a
  target, ghasts will attack others.
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  
  19
  Old Scroll
  6. Necropolis of the
  Unquiet Dead
  This room is an Invictan necropolis.
  These graves hold the remains of
  hundreds of Invictan nobles that were
  forced to build the tomb. When it was
  ﬁnished, many were entombed alive
  with their fallen fellows. Some of these
  arose as ghouls and ghasts.
  Niches: 50 semi-circular niches adorn
  the walls of the necropolis, 4 of the
  stone end caps for the niches now lie
  shattered on the ﬂoor. (Several ghouls
  and a ghast broke out and now roam
  the halls (see p.3).
  Stone end caps with ceramic tubes
  jutting from them cover the niches.
  Stench: While the full effect cannot be
  felt, the stench of the ghasts is evident
  causing torches to gutter and ﬂare.
  Scatological murals: In mockery of
  the murals found in the east and west
  halls, the walls to the north and south
  of each doorway are crudely painted
  with dried blood and ﬁlth. One looks
  like a human tearing a babe apart,
  another looks like a wolf headed
  woman (Redwolf) impaled on a spear.
  In the third she is leashed and being led
  by a robed ﬁgure. The ﬁnal one shows
  her caged with a fanged tentacle or
  serpent protruding from her skull. (A
  Cleric or wizard PC may identify this
  as Uchukar, an Invictan god/demon of
  putrefaction and undeath.)
  ►Libation tubes: PCs with
  knowledge of Invictan burial practices
  may recall that these tubes were used to
  give libations to the dead in their
  graves.
  ►Offerings: A stone bowl with a
  dipper, jugs of wine, and an ever-
  burning candle make up the central
  offertory. Smaller bowls and burned-
  out candles can be found scattered
  around the necropolis.
  ►Reaction: When players enter the
  room, the undead will gibber and tap
  against their enclosures expecting
  offerings of food or wine mixed with
  blood (1-2hps/libation). If disturbed,
  attacked or not properly propitiated
  before trying to pass through the room,
  they will burst forth and attack the PCs.
  ►Full Search: 12 turns
  ►Treasure: The niches hold offerings
  of coin and jewels. 4,000sp, 2 black
  pearl necklaces (800gp), gold and jet
  necklace (1300gp), 2 Invictan
  execration ﬁgurines (see appendix).
  Invictan Noble Names
  Because some player is going to ask
  for names:
  Manius Magunnus, Amulius Tiburtius,
  Quintis Iuvenlis, Faustus Pachomius,
  Galerius Calenus, Appius Decentius,
  Lar Gavrus, Appius Sabinus, Opiter
  Asina, Galerius Fraucus, Manilia
  Rustica, Lafrenia Terenteiana, Plautia
  Vopisca, Cassia Drusus, Faleria
  Crispin, Quinctia Pantensa, Flavinia
  Nelia, Horatia Messala, Munatia
  Paetina, Munatia Pollio, Faustus
  Caecina, Opiter Severus, Caelus
  Muncius, Julianus Orosius, Drusus
  Sejanus, Servius Roscius, Primus
  Arcavius, Gallus Molacus, Numerius
  Ravilla, Caius Licinianus, Opsia
  Trifer, Laelia Petronax, Olcinia
  Livigena, Lucceia Montaa, Fundana
  Patercula, Rutilia Sancta, Domitia
  Faventina, Scribonia Vettoniana, Titinia
  Falconia
  April 2021
  12
  Infected Stirges
  Feathered, bird-like creatures with long,
  sharp beaks. These have attempted to feed
  on the insatiable ones (p. 28) and now
  carry their accursed blood. They are
  starving.
  AC 7 [12], HD 1** (4hp), Att 1 × beak
  (1d3 + blood sucking + Infection), THAC0
  19 [0], MV 30’ (10’) / 180’ (60’) ﬂying, SV
  D12 W13 P14 B15 S16 (2), ML 9, AL
  Neutral, XP 16, NA 1d4
  ►Dive attack: First attack is at +2 to hit.
  ►Blood sucking: Upon a successful
  attack, attaches and drains victim’s blood:
  1d3 automatic damage per round.
  ►Infection: A character bitten must save
  vs. poison (+3) or become infected. The
  disease takes full effect in 1d6 days,
  showing signs of infection after half the
  time. From that point on they will only feed
  upon human ﬂesh and blood. Their blood
  may also pass on the curse. If killed, an
  infected will arise as an insatiable one in
  1d3 rounds.
  ►Detach: If stirge or victim dies.
  Zombie
  These creatures once guarded the
  Necropolis but now wander the halls after
  some of the ghouls and ghasts broke out of
  the room.
  AC 8 [11], HD 2 (9hp), Att 1 × weapon
  (1d8 or by weapon), THAC0 18 [+1], MV
  60’ (20’), SV D12 W13 P14 B15 S16 (1),
  ML 12, AL Chaotic, XP 20
  ►Guardians: Always attack on sight.
  ►Initiative: Always lose (no roll).
  ►Undead: Make no noise until they
  attack. Immune to effects that affect living
  creatures (e.g. poison). Immune to mind-
  affecting or mind-reading spells (e.g.
  charm, hold, sleep).
  Flooded Hallway
  The stream that ﬂows between the
  Battle of Eskerria and the White
  Forest has undermined the ﬂoor here.
  Sunken ﬂoor: PCs may notice the
  ﬂoor dipping down towards the center
  of the ﬂooded area (see map). The
  water is currently 6” deep there.
  Trap: Crossing over the ﬂooded
  section may cause it to collapse into
  the stream below. Falling through the
  broken stone will cause 1d3 damage,
  and will also plunge the PC into the
  underground stream! PCs must make a
  STR check to hold on or get sucked
  into the White Forest (p.15).
  Drowning: PCs will be trapped under
  the frozen stream in the White Forest.
  At the beginning of each turn a PC has
  a +10% chance of drowning. They will
  move 5’ under the ice without a
  successful STR check. They must hold
  their breath and somehow break
  through the ice to be rescued. A patch
  of ice has 10 hp.
  
  13
  Old Scroll
  Western Hallway
  Lining this hallway are a series of glass
  mosaics with intermittent pieces of
  gold, silver, and nickel that make them
  gleam in torch light. Some are hastily
  assembled; others appear to have been
  moved from a different location. They
  depict the life of Redwolf through rites
  of passage, battles, etc. (The mosaics
  include names identifying the Atun-
  Kor, Invictans and Redwolf.)
  ►Full Search: 6 turns
  I Birth: A woman squats on a chair
  and gives birth to a child. Pale green
  laurel leaves surround the child’s head.
  II Naming: The same woman holds a
  baby up in the light of the moon,
  surrounded by Atun-Kor wearing skins
  of bear, deer, and wolves.
  III Adolescence: A young Redwolf
  kneels before Euric, a leader of the
  Atun-Kor, and receives a spear.
  IV Fighting the winter wolf: This
  scene depicts Redwolf saving her
  infant brother from a winter wolf attack
  by hiding him in the bole of a tree and
  killing the winter wolf with a
  woodcutter’s axe. (It is a clue to the
  Winter Forest room.)
  V Mercenary: Redwolf becomes a
  hireling in the Invictan legion. Two
  Invictans are depicted with Redwolf;
  she is smaller and stands between
  them. All wear basic armor, and
  Redwolf carries a shield.
  VI General: Redwolf rides a stocky
  horse and wields a gold Invictan short
  sword; in this mosaic, her armor is
  depicted with metal tiles that replicate
  hundreds of thin scales sewn to a fabric
  tunic.
  VII War:This intricate battle scene
  shows Redwolf leading an Invictan
  legion against a horde of barbarians,
  some of which wield falx (forward
  curving 2-handed swords).
  The images show the falx cutting off
  arms and piercing shields, while the
  Invictans ﬁght in lock-step.
  April 2021
  18
  5 Eskerrian Skeletal Falx-Wielders
  AC 5 [14] (Chain), HD 3* (hps 10, 13,
  14, 15, 19), Att 1 × two-handed sword
  (1d10), THAC0 17 [+2], MV 60’
  (20’), SV D12 W13 P14 B15 S16 (1),
  ML 12, AL Chaotic, XP 50
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►Shield Sundered: When a falx-
  wielder misses vs. an opponent armed
  with a shield by one point, the
  opponent must save vs. breath attack or
  their shield is sundered by the falx.
  Magic shields may add their bonus to
  the save.
  5 Eskerrian Skeletal Skirmishers
  AC 7 [12], HD 1 (hps 3, 4, 6, 7, 8), Att
  1 × javelin (1d4), THAC0 19 [0], MV
  90’ (30’), SV D12 W13 P14 B15 S16
  (1), ML 12, AL Chaotic, XP 10
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  
  17
  Old Scroll
  5. Battle of Eskerria
  This room recreates one of Redwolf’s
  most famous battles as an Invictan
  general vs the Eskerrians.
  Illumination: Heatless ﬂame from
  torches and sconces light the room.
  Statues: The statue on the eastern wall
  is a robed Invictan noble. The western
  statue is a dour ﬁghter armed with a
  falx, a two-handed weapon with a
  curved blade that was sharpened on the
  inside edge.
  Terrain: The mosaics on the walls and
  ﬂoor were made to resemble grass,
  trees, etc. The stream is real (5’ deep)
  containing bones and armor. Four
  stone pillars on the easter side of the
  ﬁeld can grant cover (-1 to missile
  attacks). The bridge will force single-
  ﬁle.
  ►Full search: 18 turns
  ►Reaction: Skeletal warriors will
  form from piles of bone either in the
  western stream or in the antechamber
  on the eastern end of the room. Only
  one side will form up to oppose the
  PCs. The PC and their bodyguard will
  play the other side of the conﬂict.
  ♦ If the PCs enter from the eastern
  side they will represent the
  Invictans and ﬁght Eskerrian
  opponents.
  ♦ If they enter from the western side
  they will “play” the Eskerrians and
  ﬁght Invictan opponents.
  ►Skeletal bodyguards: 3 skeletal
  soldiers will ally with the PCs. These
  bodyguards have no stats. Each
  bodyguard will rank up with a random
  PC. Should any bodyguards survive,
  they will celebrate the PCs victory,
  then disintegrate.
  ♦ If you ﬁght as the Invictans, a
  bodyguard will give that PC +1 AC
  for the ﬁght.
  ♦ If PCs ﬁght as the Eskerrians, once
  per combat their protector will take
  damage instead of a PC. This
  damage will cause the skeleton to
  disintegrate.
  ►Eskerrian opponents: The
  Eskerrian opponents consist of 5
  skirmishers and 5 falx-wielders. They
  ﬁght as a mob, but will pursue foes into
  the hallways. They will not enter other
  rooms.
  ►Invictan opponents: 10 Invictan
  legionnaires will throw their javelins,
  then draw swords. They have one
  javelin each. They ﬁght in formation
  using intelligent, if rigid, tactics. They
  will not break ranks or leave the room.
  ►Treasure: The eastern statue bears a
  scroll in one hand. Nearby lie others
  riches...
  ♦ Divine spell scroll (Striking,
  Remove Disease, Remove Fear)
  ♦ Shield of Lightning: See magic
  item appendix.
  ♦ Fasces of Ancient Invicta. (No
  Invictan skeletons will attack
  someone who bears these.
  Eskerrians do +1 damage to any
  who carry it.)
  10 Invictan Skeletal Legionnaires
  AC 7 [15] (Chain + Shield), HD 2 (hps
  5, 7, 9, 9, 9, 9, 9, 11, 13), Att 1 ×
  sword (1d6) or javelin 1d4 THAC0 18
  [+1], MV 60’ (20’), SV D12 W13 P14
  B15 S16 (1), ML 12, AL Chaotic, XP
  20
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  April 2021
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  Eastern Hallway
  The mosaics in this hallway show the
  climax and tragic end of Redwolf’s
  life.
  ►Full Search: 9 turns
  VIII Master of war: Redwolf drills a
  mixed group of Atun-Kor and Invictan
  soldiers on foot. She bears a wooden
  sword.
  IX Citizen: Redwolf is seen in the
  same Invictan clothes, this time with a
  white cloak with red trim draped over
  her shoulder.
  X Patron of sciences: Wearing
  Invictan clothing, Redwolf holds a
  basic scale in one hand and a glass urn
  in the other.
  XI Famine.:The ﬁelds and animals of
  the Atun-Kor are shown withering, as
  people fall to the ground, starving and
  dying.
  XII Invictan soldiers burn houses.
  Redwolf is mounted in the background.
  She casts aside her golden sword.
  XIII Rebellion of the Atun-Kor led
  by Redwolf: She is wearing wolfskin
  armor and bearing an axe.
  XIV Queen: Redwolf takes an ornate
  braided circlet from the older headman
  who gave her a spear in an earlier
  scene, and she places it on her own
  head. (Note: this is Euric, see p. 25)
  XV Sack of Invicta: Redwolf leads a
  horde of tribesmen through a section of
  city wall. Invictan citizenry ﬂees.
  Temples and palaces on ﬁre in the
  background.
  XVI Death: Probably created while
  Redwolf still lived and was hale, this
  shows Redwolf riding into the heavens
  on her horse, heavy with treasure and
  her most precious belongings,
  including the ax and some Invictan
  artifacts: a gold crown and fasces.
  ►Secret mosaic: The 16th mosaic is
  recessed in the wall. A successful
  search reveals a tile that will cause a
  secret mosaic to slide down, covering
  it. It shows Redwolf infected by the
  insatiable disease. She is wearing the
  crown of Invicta, and her mouth and
  hands are covered in blood. An Atun-
  Kor wielding her spear runs her
  through. Above her head is the name
  “Uchukar.” (A Cleric or wizard PC
  may identify this as an Invictan god/
  demon of putrefaction and undeath.) A
  referee who wants the ﬁnal battle to be
  more of a surprise may choose to
  ignore this mosaic.
  
  15
  Old Scroll
  4. White Forest
  This room mimics the wintry forest
  home of the Atun-Kor where Redwolf
  earned her name. She saved her infant
  brother from a winter wolf attack by
  hiding him in the bole of a tree and
  (messily) killing the winter wolf with a
  woodcutter’s axe.
  The magical snow is 6” deep and
  crunches underfoot. Footprints
  disappear after a few minutes. (Can be
  used to kill the brown mould if quickly
  taken there.) The winter wolf
  phantoms’ skulls and the magic of the
  redbriar bushes keep the wintry
  weather in this room.
  Frozen stream: PCs make hazard
  checks (DEX ability check) to move
  across or ﬁght upon the ice without
  falling. The ice is thick. A PC must
  inﬂict 10 hp of damage to make a PC-
  sized hole.
  Stone trees: The room is dominated by
  columns made to look like trees. The
  branches will not support the weight of
  an adult human for long.
  Woodcutters camp: This area consists
  of felled trees, stacked logs and tree
  stump set up for splitting ﬁrewood.
  (See Axe of the Valiant.)
  ►Entrance: The door from the
  stairwell is embossed with a white wolf
  and red wolf. It is unlocked, but will
  swing shut and lock once the PCs have
  entered.
  ►Cradle: A hollow stump near the
  entrance contains a crude stone baby
  efﬁgy. It is immensely encumbering,
  halving any PCs movement rate who
  carries it. It is wrapped in a cradle that
  functions as a pack.
  ►Reaction: The winter wolf
  phantoms spawn in their den one turn
  after the PCs enter the room.
  April 2021
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  ►Tactics: One winter wolf phantom
  will move to block the exit while the
  other attacks, favoring any PC with the
  stone baby. They will try to attack on
  the frozen stream.
  ►Redbriar bush: Each bush produces
  1d6 ruby berries per day. While the
  area around the bushes is extremely
  cold, their berries are always warm to
  the touch. Each heals 2 hp, but only if
  consumed in below freezing
  temperatues (in this room).
  ►Den: The den contains the skulls of
  two winter wolf phantoms. If both are
  destroyed the room loses its magic, and
  the ice and snow will slowly begin to
  melt.
  ►Axe of the Valiant: This +1
  woodcutters (hand) axe is decorated
  with beautiful knotwork designs inlaid
  with silver. (See magic item section.) It
  is depicted in mosaic IV in the
  Western Hall.
  ►Full Search: 27 turns
  ►Exit: The stone door to the exit only
  unlocks when the stone baby is placed
  in the hollow stump near the exit door.
  There is no handle or keyhole. It will
  close and lock again after a turn.
  Winter Wolf Phantom
  Large, immaterial wolf spirits bound to
  their skulls by fell magic. Their feet
  glide above the snow, leaving no trace
  and making no sound.
  AC 6 [13], HD 4** (18hp), Att 1 ×
  bite (2d4) or 1 × frost breath (4d4),
  THAC0 16 [+3], MV 150’ (50’), SV
  D12 W13 P14 B15 S16 (2), ML 12,
  AL Neutral, XP 175 NA 0 (2d4), TT I
  ►Frost breath: All within 10’ of
  mouth suffer damage (save vs breath
  for half).
  ►Undead: Make no noise until they
  attack. Immune to effects that affect
  living creatures (e.g. poison). Immune
  to mind-affecting or mind-reading
  spells (e.g. charm, hold, sleep).
  ►Cold immunity: Unharmed by cold-
  based attacks.
  ►Vulnerable to ﬁre: Suffer an extra
  point of damage per die of ﬁre damage.
  ►Mundane damage immunity: Only
  harmed by ﬁre, silver weapons or
  magic.
  ►Respawn: When killed, a phantom
  wolf respawns beside its skull in 1d4
  turns. If its skull is destroyed, the
  phantom cannot respawn. It cannot
  move more than 200’ from its skull.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/OSE-BXE Periodicals/Old Scroll Issue 1 (OSE)/Old Scroll Issue 1 [booklet].pdf