TEXT:   
    
      
  2nd Edition 
  For use with the Swords & Wizardry White Box RPG 
    
      
  
   
   
  1 
  The Phoenix Barony 
   
  2nd Edition 
  For use with  
  Swords & Wizardry White Box 
   
  By David Bezio© 2007, 2008, 2015  
  Art: Thomas Reidy & David Bezio 
   
  SWORDS & WIZARDRY is a trademark of Matthew J. Finch 
  David Bezio is not affiliated with Matthew J. Finch or 
  Mythmere Games ™ 
      
   
   
   
  As we opened the ancient portal, the hinges 
  screamed in protest.  Before us was a rough hewn 
  stair descending into a black pit of emptiness.  The 
  air was old, damp, and carried a smell of things long 
  dead.  I lit a torch and prayed to my Deity to 
  protect us.  Our quest had led to these dark caverns, 
  and in we must go… 
   
   
  I began role playing in 1981 with a basic version of 
  the very first RPG.  Through many years the setting 
  you hold in your hands gradually developed, grew 
  and changed…and changed some more. 
   
  The Phoenix Barony isn’t going to be for everyone.  
  It’s only real “unique” quality is that it doesn’t try to 
  be.  This setting is hopelessly traditional vanilla 
  flavored fantasy.  The setting takes a more 
  lighthearted view of fantasy.  It draws its inspiration 
  from cartoons, comic books, some fantasy literature, 
  and the early RPGs that inspired my style of play the 
  most.  Still, it is my hope in sharing that it is just the 
  thing that some people have been searching for. 
   
  In recent years there has been a movement called 
  The Old School Revival or Renaissance (OSR) in 
  which people are returning to their roots.  Playing 
  old games they loved or “retro-clones” of these 
  beloved games.  With the OGL, gamers, both old 
  and new, have a chance to share their works with 
  other like-minded gamers.  This setting uses the 
  Swords & Wizardry White Box rules.  I hope others 
  have as much fun exploring and expanding The 
  Phoenix Barony as I have.   
   
  So, without further ado, I present you with my vision 
  of a fantasy world ripe for adventure… 
  
   
   
  2 
   
   
  We had been traversing the tunnels for 2 days.  Our 
  damp clothes did little to fend off the chill and the 
  only sound for hours had been our own footfalls and 
  the echoes of dripping water. 
   
  My flickering torch cast eerie shadows on the faces 
  of my companions.  Tival, a Halfling from Frunder’s 
  Rest, was unusually dour as he glanced nervously 
  behind us into the darkness.  Between us strode 
  Gloral, the Elf Sorceress who was far removed from 
  her wooded homeland.  I, Duncan, holy warrior of 
  Irnoch, felt responsible for their lives. 
   
  The merchant had hired us to find the Amulet of 
  Dreg in this forbidden place, and perhaps discover 
  the fate of the previous party of adventurers he had 
  sent on this same mission.   
   
  The 
  smell 
  hit 
  us 
  even 
  before 
  we 
  saw 
  the 
  decomposing remains.  The rats who had been 
  feeding skittered away with angry squeals.  Tival 
  cautioned us to stay back while he investigated.  
  Perhaps he was checking for danger?  More likely 
  he wanted to loot the bodies away from our prying 
  eyes.  I prodded the nearest body with my boot.  
  Here lay the merchant’s adventurers.  Would a 
  similar fate befall us in this dreary place? 
   
  A gasp from Gloral attracted our attention.  
  “Something is coming,” She whispered, beginning 
  the incantation for a spell.  I held the torch aloft and 
  drew my sword, facing the gloom ahead. 
   
  Goblins, at least a dozen, their gruesome mouths 
  spread in wicked grins as they drew rusty blades 
  from scabbards made of human skin! 
  Introduction 
   
  Nestled uncomfortably between the Gloomwoods 
  and the Black mountains is the remote Phoenix 
  Barony of Baron Marshall.   
   
  This setting is a relatively small area about 80 miles 
  square.  In my campaign world The Phoenix Barony 
  is located in the Southwester most corner of the 
  Kingdom of Eagris and borders the wild unexplored 
  lands to the west.  Due to its rather secluded nature, 
  the Barony can easily be placed in any fantasy 
  world without causing too much upset. 
   
  The world itself is, physically, very similar to our own.  
  It is about the same size, has one moon, and rotates 
  at about the same distance from its sun.  To this end, 
  many of the mundane details, such as 24 hour days, 
  7 day week, 12 month and 365 day years, climate, 
  flora, and fauna, comfortably resemble our own 
  Earth.  Day and month names are (strangely) the 
  same as those of our own earth (as proclaimed by 
  the Church of Irnoch). 
   
  Due to its southern locale, the climate of the area 
  tends to be mild.  Summers are long and temperate, 
  if a little humid.  Spring and fall are comfortable, 
  while winter is short and generally mild (although 
  great snowstorms do occur on occasion). 
   
  History 
   
  The Phoenix Barony is set in an ancient world.  
  Civilizations are built on the ruins of ancient fallen 
  civilizations that have been built on similar past 
  civilizations.  History is changed, rewritten, or lost with 
  each age, generation, or faction that comes into 
  power.  Legends become history while myth and 
  fiction becomes accepted truth. 
   
  The coming of Irnoch is technically the beginning of 
  recorded time, referred to from this point on as the 
  Age of the Phoenix (or AP), in the Phoenix Barony.  
  However, most historically accurate documents from 
  the area can only be traced back about 500 years 
  or so.  Before that most stories are myths, legends, 
  and folklore told by word of mouth, and only later 
  recorded. 
   
  The current year, according to scribes, is 3,212 AP, 
  the 50th year of Baron Marshall. 
  
   
   
  3 
  The Time Before Time 
  In the time before time the four titan races battled 
  eternal.  Their bodies crushed and broke the land, 
  creating the mountains, valleys, chasms, and rivers.  
  The Behemoths fell first and in punishment each was 
  chained to the very ceiling of the sky.  Next the 
  Leviathans were vanquished, and their number 
  chained to the bottom of the Great Goblin Head 
  Lake, where even now they fight against their chains 
  and cause turbulence, waves, and storms.  The 
  Dragons and the Giants fought to near extinction, 
  each generation becoming less magnificent than 
  the one before.  Even now, their hatred for each 
  other rages on. 
   
  It was after this that the great Deities and Demigods 
  came to the world and created all its wonders, 
  including 
  Man, 
  Elf, 
  Dwarf, 
  and 
  Halfling.  
  Unfortunately, 
  the 
  Demons 
  also 
  came 
  and 
  populated the world with evil monsters and cruel 
  humanoid races.  
   
  The Coming of Irnoch 
  The most important event in the history of the 
  Phoenix Barony is the coming of the Demigod Irnoch 
  to the land.   
   
  Thousands of years ago the sky split open and Irnoch 
  arrived on the back of the mighty flaming Phoenix.  
  He came in the form of a man, but, was obviously so 
  much more.  He brought with him incomprehensible 
  magics, and taught the good races of the Phoenix 
  Barony wondrous wisdoms and knowledge.  When 
  his time was done, Irnoch left the world never to 
  return.  To this day he is still the patron deity of The 
  Phoenix Barony.  
   
  Recent History 
  Most records in the recent recorded history concern 
  the line of true kings of Eagris.  This mostly includes 
  political treaties, wars between the other kingdoms, 
  civil wars, and the laws and customs that have 
  shaped the kingdom and its society.   
   
  The land that would later become the Phoenix 
  Barony fits little into this history, being a selfish land of 
  clan wars, adventurers, and rogues.  It wasn’t until Sir 
  Marshall was granted the Barony, and awarded the 
  title of Baron, that the Phoenix Barony became a 
  truly unified holding. 
   
  The most important history shaping event was the 
  usurpation of power in the area by Geltrod, the 
  Vermin Lord, 140 years ago.  Geltrod was eventually 
  overthrown (by a group of do-good adventurers) 
  and tied to the bottom of the Skeeter Fen to be 
  gnawed on by creatures that crawl in the slime.  This 
  turned out to be a mistake as Geltrod defied death, 
  returning 100 years later.  His body appears ruined, 
  but he is more powerful than ever as a result of 
  selling his soul to the demon Vulcoo and his studies 
  of the Black arts.   
   
  Geltrod withdrew into the Black Mountains and 
  through evil magic expanded the Skeeter Fen as an 
  effective barrier.  There he built the dark fortress 
  Geltsberg.  Powerful undead, goblin clans, and all 
  manner of evil creatures converged under Geltrods 
  banner.  The cursed land of Geltrod’s has remained 
  a blight on the Phoenix Barony ever since. 
   
  Geltrods plans are a mystery, but his land is near 
  impenetrable and small battles between his forces 
  and that of the Phoenix Barony rage constantly. 
   
  In the last 50 years Baron Marshall has cleaned up 
  the land.  Towns are thriving with trade contracts 
  both within the barony and without.  Laws are in 
  place, and modest taxes provide a certain amount 
  of security to the land.  Still, it is a wild land, sparsely 
  inhabited and dangerous.  But, under Baron 
  Marshall’s wise rule the Barony has been gaining 
  status and power. 
   
  Politics 
   
   
   
  The Phoenix Barony is ruled by Baron Marshall.  It was 
  granted to him 50 years ago by Duke Adrian of 
  Pellenon after young Sir Marshall, then 15 years old, 
  slew a Dragon, single handedly saving an entire 
  village.   
  
   
   
  4 
   
   
  I remember how it all began…  I had just left the 
  monastery in the capitol city, Sunderia.  My mission 
  to spread the faith to the common man would lead 
  me north to less civilized lands.  
   
  Barely a day out of Sunderia, I was ambushed by a 
  band of roadside brigands.  I wasn’t expecting an 
  attack so close to the domain of the Baron, but 
  even so, I managed to beat off their assault.   As 
  they fled, I yelled after them to repent in the name 
  of Irnoch!  My mission was underway. 
   
  I was about to set off again when I heard muffled 
  noise.  I wasn’t the only victim of the brigands.  
  Bound and gagged I found the Halfling Tival.  In 
  thanks for my rescue, he offered to accompany me 
  north.  He seemed like an honorable man, checking 
  over the bodies of the brigands, to make sure that 
  none were still alive and needed healing.  He did a 
  thorough job of checking through their pockets, I 
  assume for identification  to notify any relatives.  
   
  After traveling many leagues we arrived in the town 
  of Tathor.  While much smaller than the sprawling 
  city of Sunderia, Tathor proved to be the home of a 
  more diverse crowd.  There, we met the beautiful Elf, 
  Gloral.  After she saved my neck in a barroom brawl, 
  she joined our group. 
   
  It was later at the inn that the merchant 
  approached us.  He was a shifty looking little man 
  who dealt in certain antiquities.  He was looking to 
  recover an ancient amulet, and we seemed just the 
  heroic types to do it. 
   
  The barony was rewarded with mixed sincerity.  Sir 
  Marshall had come to the attention of High King 
  Cent of the Kingdom of Eagris.  Duke Adrian was 
  jealous, yet needed to show gratitude under the 
  gaze of the High King.   
   
  The Phoenix Vale (as it was then called) was a 
  lawless land on the border of his Duchy plagued by 
  strife from within and without.  Young Marshall was 
  granted this barony under the assumption that he 
  would most likely perish at the hands of his subjects, 
  or at least fail miserably as a leader.  However the 
  new Baron surprised both Duke and High King when 
  he took the reigns and shaped the Phoenix Barony 
  into a productive land, and effective defense 
  against the monsters of the wild lands to the west. 
      
  Baron Marshall still rules the Phoenix Barony from his 
  castle in Sunderia.  He is a man of honor and 
  respected by his subjects.  Directly under him are the 
  High Wizard of the Order of Sunderia and The 
  Archbishop of the Church of Irnoch.  Together they 
  form a ruling council known as the Phoenix Triad. 
   
  Trusted Lords and Ladies rule the Baronies main 
  settlements and the surrounding areas.  Villages are 
  often ruled by an elected mayor, or some other 
  commanding figure.  In Geltsberg, Geltrod rules 
  supreme and holds no allegiance to the Baron, 
  Duke or the High King of Eagris.  Underneath him are 
  his lieutenants, various commanders, and special 
  agents.  All of these are expendable fodder in his 
  mind. 
   
  Population 
   
  The Phoenix Barony is rather sparsely populated.  The 
  four main races are prevalent throughout.  Humans 
  are the most populace and adaptable. Dwarves, 
  Elves, and Halflings are roughly equal to each other 
  in population. Together their number is equal to the 
  total Human population. 
   
  The Dwarves, Elves, and Halflings each have one 
  major community.  These contain few visitors, and 
  even fewer residents of other races.  Most “human 
  cities” are peppered with members of the other 3 
  races, both visiting and living there.  Tathor is the 
  only city that is a true melting pot of all the races in 
  relatively equal parts.   
  
   
   
  5 
  Travel 
   
  Travel in the Phoenix Barony can be very dangerous.  
  The Barony is rather sparsely populated.  There are 
  often roads or paths between settlements, but these 
  offer little protection.  Travel between towns, 
  villages, or even lone homesteads can take days 
  without any sign of a friendly face, with the key word 
  being “friendly”. 
   
  There are a few main trade routes, both by land and 
  water, which provide a bit more protection.  They 
  are frequented more often and there is power in 
  numbers.  These trade routes are also patrolled by 
  the Baron’s road wardens.  There is an awful lot of 
  road to guard though and on occasion the wardens 
  become bigger bullies than the highwaymen they 
  are supposed to be protecting the citizens from. 
   Organizations 
   
  The Phoenix Barony is alive with organizations, both 
  secret and public.  Elite warrior groups, guilds, clans, 
  churches, and cults all thrive while attempting to 
  accomplish their own agendas.  Below are listed a 
  few of the most famous organizations. 
   
   
   
  The Church of Irnoch 
  There is no more powerful organization in the 
  Phoenix Barony than the Church of Irnoch.  The 
  Archbishop Horace preaches and rules the baronies 
  churches at the Grand Temple of the Divine in 
  Sunderia.  He also acts as chief advisor to the Baron 
  in the Phoenix Triad.  Each of the major towns has a 
  temple or church dedicated to Irnoch and or a 
  patron saint, while even the smallest village has at 
  least a simple shrine.  
   
  The Archbishop is so powerful, in fact, that the 
  wisdom and strength of Baron Marshall is the only 
  thing that keeps him from usurping complete power.  
  Many fear that the Barons heir (Sir David) may not 
  be strong enough to keep him in check  
    
  The power structure of the church is as follows.  
  Reigning above all is the Archbishop.  Directly under 
  him are the 5 Bishops, one assigned to each of the 
  major towns.  Under them are the various Clerics, 
  wandering Clerics and missionaries. 
   
  The church does not tolerate the worship of pagan 
  gods and any violators are usually banished.  The 
  worship of demons is prohibited and blasphemers 
  are joyously executed. 
   
  Irnoch’s Templar 
  Irnoch’s Templar are an elite order of warriors.  The 
  order was established by the Baron himself in the 
  second year of his rule.  They are a religious order of 
  fighters, totally dedicated to the law and the gospel 
  of Irnoch, the Baron, and finally to the Archbishop. 
   
  The Templar wander and patrol the barony doing 
  good wherever it is needed.  A Templar generally 
  travels alone save for one loyal squire (usually a 
  formidable fighter himself). 
   
  The current leader of the order is Sir Duncan.  Sir 
  Duncan is the epitome of Lawful values, often to the 
  point of being the object of bar room jests.  None, 
  however, would challenge his virtue and all hold 
  utmost respect for his loyalty to the people of the 
  Barony and his dedication to their protection. 
   
  The Order of Sunderia 
  The Order of Sunderia is the major wizard’s guild in 
  the Phoenix Barony.  The Majority of the most 
  powerful and influential wizards belong to the guild.  
  Those who don’t belong to the order are considered 
  hedge wizards and won’t be taught spells by 
  members.  However, some wizards are proud not to 
  belong to the conventional guild. 
   
  The order’s main base of operation is the Grand 
  College of Magic located in Sunderia.  This is a huge 
  complex of towers and learning halls where the 
  greatest wizards practice their arts and teach those 
  of lesser experience.  The High Wizard Zie dwells at 
  the college.  He rules the order, acts as dean of the 
  school, and is one of the chief advisors to the Baron 
  in the Phoenix Triad.   
  
   
   
  6 
   
   
  The merchant had paid us half of our wage in 
  advance.  Much of that was already gone as the 
  denizens of the Inn were more than happy to raise a 
  glass in the praise of my God Irnoch…as long as I 
  kept 
  buying. 
  My 
  generosity 
  converted 
  many 
  heathen that night.   
   
  When asked for some Sunderian entertainment, I 
  proceeded to recite some poetry.  By the third verse 
  my converts were starting to loose interest.  At the 
  coaxing of the crowd I drew my sword and gave 
  them a show.  My blade never cut the air as sharply 
  when I demonstrated the whirlwind of Irnoch, a 
  move I had learned from my mentor.  I clove 
  through 4 goblets hat were tossed in the air with one 
  deft stroke! 
   
  Not to be outdone, Gloral proceeded to show her 
  magical skills.  She created fantastic illusions in the 
  air before us.  As a finale she shot a great bolt of fire 
  from her fingertips.  The power of the bolt blasted a 
  hole in the tavern wall.  The crowd went wild with 
  applause.  I begged for more but Gloral advised 
  that she would most likely need her strength for the 
  mission ahead.   
   
  The Innkeeper was so entertained he almost felt 
  guilty charging us for the damage to the wall and 
  the 4 goblets I destroyed. 
   
  Later that night I asked Tival why he didn’t show the 
  Inns patrons his personal skills.  He smiled at me and 
  patted his fat little purse.  “I already did “, he 
  chuckled, “I already did!” 
   
  Nimble Fingers Liberation Guild 
  More than any organization, the thieves guild has its 
  fingers in almost everything that involves money, be 
  it trade, political, or illegal (especially illegal!).  There 
  is a branch of the Nimble Fingers in every major 
  town, and even some villages and hamlets. 
   
  The Guild is currently run by the Guilyfoil family.  
  While the Guilyfoils are generally good natured, their 
  agents are more than willing to put non- member 
  practitioners in their place…usually floating face 
  down in the river.  
   
  Trade Advancement Guild 
  The Trade Advancement Guild is a political group 
  composed of representatives from various merchant 
  families.  They are dedicated to making the barony 
  a major trade power in the Kingdom of Eagris.   
   
  While the Guild has done a lot for the Baronies 
  economy, internal conflicts have hampered its 
  operation.  In the opinion of some, the Trade 
  Advancement Guild is little better than the thieves 
  guild.  In fact, there are rumors that both are in 
  league together. 
   
  The Baron’s Border Guard 
  Each town in the Phoenix Barony is required to 
  maintain a Militia to act as border guards for their 
  particular territory.  These include the Archers of the 
  Lady in Deledon, Frunder’s Riders from Frunder’s 
  Rest, the Bordain Rangers, and the Tunnel Fighters of 
  Kragagor.  Irnoch’s Templar patrol the entire Barony.  
  Tathor, being close to the boarder of Pellenon, 
  enjoys protection from that quarter, although they 
  do maintain a (very lax) militia. 
   
  There is a great amount of respect between these 
  groups, and also a lot of friendly competition.  There 
  are two prominent alliances between the Barons 
  Border Guard. The Bordain Rangers and the Archers 
  of the Lady find each others company pleasant, 
  and often work together.  The Tunnel Fighting 
  Dwarves never miss an opportunity to join Frunder’s 
  Riders for missions or festivities.   
   
  Still, there is a bit of hostility worth mentioning.  The 
  Archers of the Lady find the squirrelly Frunder’s Riders 
  irritating, especially when they get it in their minds to 
  play pranks on them. 
   
  
   
   
  7 
  Religion 
   
  While all Deities and Demigods are revered and 
  worshiped, Irnoch is the patron Deity of the entire 
  “civilized” Phoenix Barony.  The Holy Church of 
  Irnoch has dictated the religious beliefs of the area 
  since the early days of the Age of the Phoenix.  
  Details of the religion have been craftily changed to 
  suit the times.  Faithful believer or doubting Thomas, 
  there is no doubt that holy clerics and warriors of the 
  gods receive spells from some source. 
   
  Irnoch 
  Irnoch came to earth in the lands now known as the 
  Phoenix Barony over 3,000 years ago.  He came in 
  the form of a man and spread civilization, peace, 
  and knowledge.  His main gospels were that the 
  strong must protect the weak, respect your brothers, 
  and always be honorable.  It’s a hard doctrine to 
  follow, but a noble goal. 
   
  Above all this, Irnoch came to warn of the coming 
  of Vulcoo!  According to Irnoch, the demon and his 
  demonic horde would eventually come to wipe out 
  all that is good in the world.  It is even said that he 
  told the exact time and hour…but for some reason 
  that information has become lost over the years. 
   
  Eventually Irnoch was forced to leave the earth and 
  his human form and take his place again with the 
  gods.  It is said that the sun is his eye that watches 
  and protects eternal in the sky.  The flaming eye is his 
  avatar and holy symbol. 
   
  Vulcoo 
  Vulcoo, also known as the Demon God, is the 
  embodiment of all that is evil.  He appears as a 
  gigantic snake with clawed arms and 4 dragon-like 
  heads.  Even though his physical form is imprisoned 
  in the moon for eternity his influence and essence 
  still holds much sway in the Barony.  His demon 
  servants have been known to manifest themselves 
  to tempt or destroy the good.  Evil humanoids and 
  monsters worship him or one of his many demons.  
  Members of the races of Dwarf, Elf, and Halfling and 
  Human have also been known to worship Vulcoo 
  and his servants though this is usually done in secret.  
  Even though you would think they would know 
  better, the promise of quick power, wealth, and 
  earthly pleasures is too much for some to resist. 
   
   
   
  Saints 
  There are dozens of saints.  Some particularly holy 
  and faithful mortals are granted the status of “saint” 
  by the Church of Irnoch after their deaths.  These 
  beings are worshiped along with the gods they serve 
  in the afterlife.  Patron saints are common among 
  smaller 
  communities 
  who 
  believe 
  the 
  gods 
  themselves have bigger fish to fry while a saint is 
  more likely to hear and answer their prayers. 
   
  Demons 
  There are hundreds of demons of various powers 
  that receive worship (usually from evil humanoids or 
  monsters).  These demons are servants of their 
  master, Vulcoo, and by causing as much evil as they 
  can, believe that they can facilitate the return of 
  their master to the material world. 
   
  Gazetteer 
   
  The map of the Phoenix Barony only shows the major 
  land features and settlements.  The map scale is 
  quite large, and there are dozens of smaller villages, 
  rivers, forests, mountain ranges, lakes, and more that 
  can’t be pictured on the map.  There are many 
  square miles on the map that are “empty”, that may 
  contain interesting things.  Despite looking quite 
  populated, when you consider the population of 
  settlements (this population includes surrounding 
  farmsteads) and the distances between them, you 
  will see that the Phoenix Barony is still mostly wild 
  untamed lands. 
   
  The following is an alphabetical listing and brief 
  description of all the land features and settlements 
  on the map.  
  
   
   
  8 
   
   
  Our adventure was to take us to the Troll Mountains, 
  a couple days to the northwest.  The merchant had 
  heard a rumor that the amulet was to be found 
  there.  Gloral was sure there was more to tell, but the 
  merchant was guarded with his information.  His bag 
  of gold was all the coaxing Tival and I needed to 
  accept the mission. 
   
  Before heading to the goblin caverns, we thought it 
  best to hit the marketplace and stock up on 
  supplies.  Gloral and I wandered about the various 
  tents looking for the best prices.  Tival seemed 
  confident that he could get better deals on his own 
  and went his separate way, humming a ditty. 
   
  By mid morning we had everything we needed and 
  I was happily munching on my breakfast, a rat on a 
  stick.  As we made our way to the stable where our 
  mounts had been prepared for the journey, a glint 
  of the sun reflecting off a sword caught my eye.  On 
  the edge of the marketplace sat a wagon laden 
  with weapons of all sorts.  The cart bore the rune of 
  the Dwarven smith Grimbrax. 
   
  Grimbrax was known to craft the best weapons in 
  the entire Kingdom of Eagris.  Once I held one of his 
  balanced blades in my hand, I knew I had to have 
  it!   
   
  Later that day as we rode I noticed that Tival was 
  wearing a short sword.  The weapon bore the 
  unmistakable mark of Grimbrax.  When I asked Tivil 
  the price he paid for the weapon he just smiled and 
  said, “Oh, a whole lot less than you did!”  With that 
  he winked at me and urged his riding dog forward. 
   
  Settlements 
   
  Bordane 
   
  Population:  1,500 
   
   
  Leader:  Lady Nessa Bordane 
   
  Bordane is a lakeside town built primarily of timber 
  and uncut stones.  The practial architecture 
  somehow manages to be beutifull, and is well 
  maintained and the streets are clean.   
   
  Bordane acts as a central point for trade between 
  the north and the south of the Barony while its 
  location on the Goblin River makes it invaluable to 
  trade outside the Barony. The Lady Nessa Bordane 
  keeps very good relations with the Lady Gloral of 
  Deledon.   
   
  The Rangers of Bordane are known for their 
  excellent horsemanship.  They are tasked by the 
  Baron and the Lady Nessa with patrolling the land 
  west of the Haven Forest.  They also patrol the shores 
  of the Goblin River, but rarely enter the foreboding 
  Gloomwood.  The Rangers show no mercy to any 
  evil humanoids or monsters they find roaming those 
  lands. 
   
  Personalities of Bordane 
   
  Lady Nessa Bordain (Fighter 8) 
  [HP 32; AC 4 (15) Chain +1; Sword+1 (1d6+1)] 
  Lady Nessa is a practical woman who rules justly 
  and firmly.  She comes from a militaristic fighting 
  background and is usually encountered wearing 
  leather armor and sturdy traveling clothes rather 
  than courtly garb.  Her gruff personality (beauty 
  aside) is almost the opposite of the Lady of Deledon, 
  but the two have always been the best of friends. 
   
  Bordain Ranger (Fighter 4) 
  [HP 15; AC 7 (12) Leather; Spear 1d6/Sword 1d6] 
  These horsemen are the heartiest fighters in the 
  barony.  They pride themselves on their self 
  sufficiency and are encountered in patrols of 1d6.  
  They prefer to attack from horseback with spears 
  (see below) but are just as formidable on foot. 
   
  Mounted Spear Attack:  Ranger must be mounted 
  with approximately 60’ of clear flat terrain to 
  charge.  If hit is successful, roll for damage and 
  double the result. 
  
   
   
  9 
  Deledon 
   
  Population:  1,250 
   
   
  Leader:  Lady Gloral 
   
  In the Lush Haven Forest you will find the Elven city of 
  Deledon.  There is not a more enchanting place in 
  all of the Phoenix Barony.  The city is made entirely of 
  natural living materials.  The color of the city actually 
  changes from green to golden in the autumn.  The 
  city lies both in the trees and on the ground with 
  splendid walkways joining the two.  
   
  In the center of the city is a huge and ancient oak 
  tree and its branches form the castle of the Lady 
  Gloral of Deledon.  It is said that her beauty is 
  surpassed by nothing and any who see her believe it 
  to be true.  Beauty aside she is wise and an excellent 
  ruler. 
   
  While the citizens of Deledon would do anything for 
  the lady, she hates to send her subjects beyond the 
  borders of the Haven Forest.  When she has a mission 
  that requires travel beyond her realm she often 
  summons noble adventurers from the “outside”.  
   
   
   
   
  Personalities of Deledon 
   
  Lady Gloral of Deledon (Elf variant 8) 
  [HP 25; AC 7 (12) Ring/Protection +2; Staff+2 1d6+2] 
  Lady Gloral is the guardian of the Haven Forest and 
  leader of the Elf people in the Phoenix Barony.  
  Looking at her petite and feminine appearance one 
  would not expect her power as an impressive fighter 
  and magic user.  She rules with compassion and 
  wisdom and is loved by all her subjects. 
   
  Archers of the Lady (Elf Fighter 4) 
  [HP 17; AC 5 (14) Chain; Long Bow 1d6/Sword 1d6] 
  The Archers of the Lady are an elite organization of 
  Border Guard that patrols the Haven Forest.  They 
  are especially dense along the southern shoreline 
  where pirates, Hobgoblin bandits, or worse often 
  attempt to land under cover of the trees.  
   
  They wear camouflaged cloaks and gear and are 
  generally only spotted on a 1-2 on 1d6, and only 
  then when actively searched for.  The Archers 
  themselves are never surprised in Haven and are 
  usually found hiding in trees or underbrush as they 
  observe any intruders to their Elf realm. 
   
  Frunder’s Rest 
   
  Population:  1,000 
   
   
  Leader:  Sheriff Podo Bombag 
   
  Frunder’s Rest is located in the Frunder Hills just north 
  of the Skeeter Fen.  It is named after Frunder Fizwag, 
  a Halfling hero of myth and legend.   
   
  Assembling this many Halflings in one area is no small 
  feat!  And if you say that in Frunder’s Rest you’ll 
  probably get punched in the knee by a Halfling who 
  has had it down to here with short jokes! 
   
  But seriously, Frunder’s Rest is the largest Halfling 
  community in the Phoenix Barony.   The land is lush, 
  dotted with pleasant little forests, streams, fields, 
  farms, and villages.  Frunder’s Rest itself is a quaint 
  little bustling town with wood and stone houses, 
  comfortable burrows, and extravagant tree houses.  
  Festivities, fairs, and celebrations are almost as 
  common 
  as 
  meals, 
  and 
  most 
  strangers 
  are 
  welcomed warmly. 
   
  One shouldn’t judge Frunder’s Rest by its docile 
  appearance.  Being this close to Geltsberg the 
  Halflings have to be ever cautious.  They boast one 
  of the most organized militia, bolstered by the 
  famous Frunder’s Riders.   
  
   
   
  10 
   
   
  We left the road heading northwest.  I looked over 
  my shoulder at Tathor, and the last sign of civilization 
  I could hope to see for some time.  Ahead in the 
  distance the Troll Mountains rose on the horizon. 
   
  The Troll Mountains looked foreboding in the mists.  
  Still, they looked like mere foothills compared to the 
  monstrous heights of the Black Mountains off to the 
  west.  Those evil peaks cut through land like a barrier 
  of chaos that dared any to cross.   
   
  Shortly before nightfall we stopped to make camp 
  next to a dark wood.  Gloral assured me we would 
  be safe here.  The Elves of these woods kept the 
  land clear of any beasts that would do us harm.  I 
  hunted up some firewood on while Gloral busied 
  herself preparing a meal.  Tival was busy looking for 
  soft leaves, loudly wishing he hadn’t eaten all those 
  green apples we found earlier. 
   
  After supper we settled down for the night.  Tival 
  took the first watch, serenading us to sleep with the 
  ballad Frunder Fizwag. 
   
  Oh Frunder was a bold Fizwag 
  His arms hung loose and his gut did sag 
  He traveled by night, he traveled by day 
  Because no one would let him stay 
  Oh-Hi-de-hey adventurous Frunder 
   
  There were 10 more verses to follow.  The smell of 
  Tivals Half-Folk pipe weed filled my nostrils as I fell 
  asleep.  As he puffed Tival began to giggle.  I wish I 
  enjoyed guard duty that much! 
   
  If the proximity of Frunder’s Rest to Geltsberg doesn’t 
  put one on edge, the knowledge that the hills are 
  crawling with the warrens of goblins certainly will!  It 
  is rumored that these tunnels run underground all the 
  way to Geltsberg.  This is unproven as most tunnels 
  collapse upon discovery and exploration. 
   
  Personalities of Frunder’s Rest 
   
  Sheriff Podo Bombag (Halfling 3) 
  [HP 14; AC 7 (12) Leather; Short Sword 1d6-1] 
  The leader of the Halfling people is elected, not 
  appointed by the Baron.  Still, he is required to 
  pledge his allegiance to the Baron once elected.  
  Podo is gregarious, rotund, and a born politician 
  who has won his people over with his charismatic 
  ways. 
   
  Frunder’s Riders (Halfling 4) 
  [HP 17; AC 7 (12) Leather; Spear 1d6/Sling 1d6] 
  Frunder’s Riders are jovial Halflings who love a good 
  brawl almost as much as a half-pint of ale and a 
  seedcake.  They Travel in groups of 4, sometimes 
  accompanied by a traveling Dwarf Tunnel Fighter 
  from Kragagor.  These skilled mounted riders fight 
  atop the backs of giant weasels in the wilderness 
  and giant toads (the swamp hoppers) when in the 
  Skeeter Fen. 
   
  Giant Weasel [AC 7; HD 3; AT bite 1d6; MV 12; Once 
  they hit they hold on sucking blood for 1d6 until 
  prey, or they, are killed] 
   
  Giant Toad [AC 7; HD 2; AT bite 1d6-1; MV 12; Can 
  shoot tongues 15’ to snatch victims for attack, on a 
  to hit roll of 20 the victim is swallowed whole for 1d6 
  damage thereafter.] 
   
   
  
   
   
  11 
  Ale Shepherds (Halfling 2) 
  [HP 9; AC 7 (12) Leather; S-Bow 1d6-1/Dagger 1d6-1] 
  The Halfling Ale Shepherds of Aleton ride the barrels 
  of ale down the raging rivers of the Phoenix Barony.  
  They are a jolly lot and spend the hours on the river 
  singing, playing agility and word games, and joking 
  with their brethren.  They are fierce fighters when 
  need be and woe is the brigand or monster that 
  underestimates these diminutive guardians of the 
  ale. 
   
  Kragagor 
   
  Population:  1,200 
   
   
  Leader:  Lord Boloff Goldenshield 
   
  In the far northwestern corner of the barony high in 
  the Black Mountains can be found the Dwarven 
  realm of Kragagor.  This is certainly the place to go if 
  you want to purchase the finest weapons and armor 
  in the entire Barony with the famed smith Grimbrax 
  making his home here. 
   
  The walled city itself sits at the foot of the great 
  mountain Kragagor.  The Dwarven architecture 
  boasts impressive stonework inlayed with precious 
  metals and stones.  After entering the towering gate, 
  lined with armored dwarves, you can pass through 
  the city and enter the side of the great mountain 
  Kragagor.  This is where the true marvel awaits!  The 
  massive underground complex is a sight to behold.  
  The rest of the city lies in a vast cavern while smaller 
  villages, mining complexes, and ornate halls are 
  attached by miles and miles of finely sculpted 
  tunnels. 
   
  The Dwarves do not keep a standing army.  This is 
  only because each and every dwarf (male, female, 
  and child) is already a formidable fighting machine.  
  They do however provide some of their most elite 
  fighters to the Barons Border Guard.  This group is 
  known as the Kragagor Tunnel Fighters.  They mainly 
  patrol the border of the Black Mountains from their 
  northern realm all the way down to Frunder’s Rest 
  (where they are sure to stop and drink a few gallons 
  of fine Halfling ale). 
   
  Unfortunately, the dwarves share the mountains with 
  less noble creatures.  Where the refined Dwarven 
  tunnels give up to rough hewn passages one finds 
  the dangers of the Black Mountains.  The evil 
  humanoid races here wage an eternal war for both 
  riches and living space.  Battles in the tunnels are an 
  everyday occurrence in the life of the denizens of 
  Kragagor. 
  Personalities of Kragagor 
   
  Lord Boloff Goldenshield (Dwarf 6) 
  [HP 27; AC 2 (17) Plate+1; Battle Axe+2 1d6+3] 
  The epitome of the Dwarven stereotype, Lord Boloff 
  is a crotchety gruff Dwarf with little sense of humor 
  and a love of gold and Halfling ale.  He is battle 
  hardened commanding with total authority.  
   
  Tunnel Fighters of Kragagor (Dwarf 4) 
  [HP 20; AC 2 (17) Plate/Shield; Axe 1d6] 
  The only thing more fearsome than the sight of a 
  Dwarf Tunnel Fighter charging you is the same Dwarf 
  after draining a barrel of Halfling ale!  Tunnel fighters 
  generally travel on foot moving surprisingly quickly 
  and silently despite their short, stocky, and heavily 
  armed and armored appearance.  The traditional 
  weapon of the Tunnel fighter is a large axe but they 
  are fearsome opponents with any weapon. 
   
  Grimbrax the Smith (Dwarf 3) 
  [HP 15; AC 7 (12) Leather; Battle Axe+3 1d6-4] 
  Grimbrax is short, even for a dwarf.  He has an 
  uncanny affinity with metal, and can craft the most 
  beautiful (and functional) items.  There is a 1 in 6 
  chance that any weapon crafted by Grimbrax is +1, 
  simply based on craftsmanship and not magic. 
   
   
  
   
   
  12 
   
   
  The Goblins stopped just on the fringe of our 
  torchlight.  Their black nocturnal eyes and chipped 
  blades of their knives reflected the light of the 
  flames.  Saliva dripped from the corner of the 
  creature’s fang lined grins.  They cackled and hissed 
  as they cautiously approached us, muscles tense 
  and waiting to pounce! 
   
  “I am Duncan, Warrior of Irnoch!” I spoke, 
  straightening to my full height, “We have no quarrel 
  with you.  My companions and I seek the Amulet of 
  Dreg.  Can you help us?” 
   
  They looked at each other in confusion, obviously 
  not expecting to exchange words before spilling 
  blood.  Their Leader spat at me through rotting 
  teeth, “Piss off dung head, I spit on your god!  We 
  guard the Amulet for our mistress, the Dark Lady, 
  with our lives!”  With a ghastly scream his motley 
  crew charged at us, blades flashing through the air.  
   
  Their attack was sloppy, and I easily sidestepped the 
  first Goblin’s charge.  With a sweep I brought my 
  blade deftly across his midsection and into the side 
  of one of his companions spilling intestines across the 
  floor.  A sudden flash of blue light and the smell of 
  charred hair told me that Gloral had cast one of her 
  devastating spells.  In the confusion Tival stepped 
  out of the shadows behind the leader, stabbing him 
  between the ribs. 
   
  Having seen their number quickly halved and their 
  leader lying in a pool of dark ichor, the remaining 
  Goblins fled screaming into the darkness. 
   
   
  Sunderia 
   
  Population:  3,500 
   
   
  Leader:  Baron Marshall 
   
  The capital city of the Phoenix Barony, Sunderia is 
  located on the southern shores, where the barony 
  gives way to Irnoch’s Bay and the Great Southern 
  Sea.  In this grand city the Baron makes his home. 
   
  The history of Sunderia goes back thousands of 
  years.  Legend has it that when the great Phoenix of 
  Irnoch first arrived in the land.  The giant flaming bird 
  came 
  swooping 
  down 
  on 
  Sunderia 
  passing 
  judgment on its entire peoples.  The evil half of the 
  city was destroyed and sank into the sea taking the 
  unbelievers with it.  There must be at least a grain of 
  truth to these legends, for below the great cliff face 
  that Sunderia is built upon a graveyard of ruins can 
  be seen jutting from the waters. 
   
  The city proper is walled and well defended, being 
  the Baronies foremost defense against attack by 
  sea.  The city is clean and well kept up boasting an 
  impressive sewer system.  While the city isn’t without 
  crime and its seedier parts, the city watch is 
  capable and keeps crime to an acceptable 
  minimum. 
   
  The city itself is built upon a great cliff face.  
  However, to facilitate trade and travel, the trading 
  caves were constructed below the city.  This massive 
  cave allows the entry of trade boats and their 
  goods.  There is an active community thriving in the 
  cave itself and it can almost be said that it is a 
  separate 
  city, 
  containing 
  about 
  a 
  fourth 
  of 
  Sunderia’s population. 
   
  The Baron’s castle on the cliffs crest is another 
  impressive structure in Sunderia.  While not fancy or 
  artistic it is possibly the most soundly defended and 
  well fortified structure in the entire Kingdom of Eagris.  
  The large courtyard and underground storage is 
  designed as the last retreat for Sunderias population 
  in the event of a fateful attack. 
   
  The grand temple of the Divine is also located in 
  Sunderia.  This massive and gaudy structure is a 
  testimony to the power, and wealth, of the church.  
  The ground the temple is built upon is said to be the 
  place where Irnoch dismounted the phoenix. 
   
  In Sunderia you will also find the sprawling spires of 
  the Order of Sunderia’s College of Magic.  In these 
  towers the Baronies greatest wizards practice their 
  trade and train the next generation of spell casters. 
  
   
   
  13 
  Personalities of Sunderia 
   
   
   
  Baron Marshall (Fighter 10, Horn of Blasting) 
  [HP 50; AC 1 (18) Plate+2; 2H Sword +3 1d6+4] 
  Baron Marshal is a noble, honorable, and intelligent 
  man.  He rules the Barony through wisdom and 
  strength.  He is rarely encountered alone, usually 
  having a body guard of 2 Templar of Irnoch and 
  possibly 4 Sunderian Outriders.  He is normally based 
  in Sunderia though he is not afraid to travel 
  anywhere in the barony. 
   
  Archbishop Horace (Cleric 10) 
  [HP 32; AC 9 (10); Mace (scepter)+2 1d6+2] 
  Archbishop Horace is an elderly man. Over the years 
  he has become self righteous and his loyalty to 
  Irnoch has changed to thoughts of power and 
  selfishness.  While he already enjoys a lofty position in 
  the church he secretly desires total control of the 
  Phoenix Barony.  While the Archbishop respects (and 
  to an extent fears) the Baron and his power he 
  totally loathes the High Wizard Zie. 
   
  High Wizard Zie (M-U 13, Ring of Spell Storing) 
  [HP 33; AC 6 (13) Cloak/Protection; Staff/Striking 2d6] 
  High Wizard Zie is the oldest known Wizard in the 
  barony at a staggering 210 years old.  He may 
  appear somewhat distracted, even senile, but his 
  mind is truly sharp as a tack.  While he rather 
  concentrate on running the college of magic, he 
  retains his position as counselor on the Phoenix Triad 
  to help keep the Archbishop in his place. 
   
  Sir Duncan (Fighter 8) 
  [HP 40; AC 3 (16) Chail+2; Flaming Sword 2d6+1] 
  Sir Duncan, at age 25, is the youngest man ever to 
  lead the Templar of Irnoch.  At times he seems 
  almost naive but his nobility and righteousness are 
  unquestionable.  It is assumed that the Barony will be 
  passed on to him someday as he is the areas 
  greatest hero. 
   
  Sir David (Fighter 3) 
  [HP 12; AC 3 (16) Plate; Sword+1 1d6+1] 
  Sir David is Baron Marshall’s only son.  This young 
  Templar doesn’t seem to have inherited his father’s 
  strength and nobility (or wisdom) and has yet to 
  earn the respect of the subjects of the Phoenix 
  Barony.  
   
  Templar of Irnoch (Fighter 5) 
  [HP 22; AC 5 (14) Chain;  
  Sword 1d6/H-Crossbow 1d6+1] 
  The Templar of Irnoch is a Holy fighting order 
  dedicated to the service of the Baron and the 
  church.  They roam the Barony spreading the word 
  of Irnoch’s gospel, protecting the innocent, and 
  enforcing the law. 
   
  Tathor 
   
  Population:  750 
   
   
  Leader:  Lord Arbottom  
   
  Tathor is known throughout the Barony as “the 
  adventurer’s town”.  It is a melting pot of all types of 
  races and professions.  One can even find the 
  occasional Gnome, Ogre, or decidedly clean 
  Goblin outcast in the city.  It is a popular base town 
  for the more adventurous types in the Barony and 
  the town is set up to accommodate this. 
   
  Since so many “interesting” items come through 
  Tathor, the Nimble Fingers Thieves Guild has set up its 
  main “secret” base here.  While they don’t 
  challenge Lord Arbottom’s rule, they do share a 
  certain amount of power, since Tathor’s economy 
  relies on the fortunes of adventurers. 
   
  Tathor’s only official defense is their admittedly inept 
  city watch.  They prefer to rely on the protection of 
  the town’s plethora of adventurers who are always 
  just looking for a just cause to fight for.   
   
  Personalities of Tathor 
   
  Lord Arbottom (Fighter 6) 
  [HP 25; AC 3 (16) Plate; Morning Star+2 1d6+2] 
  Lord Arbottom is a bear of a man, almost always 
  seen armed for battle and dressed in the furs of a 
  northern barbarian (complete with dear antlered 
  helm).  He is gruff and quick to anger, but, with the 
  aid of councilors, rules Tathor as well as can be 
  expected, considering the towns populace. 
  
   
   
  14 
   
   
  Having found the map in the tunnels of the spider 
  clan goblins, we made our way northwest along the 
  Troll Mountains.  Our destination was an ancient 
  Keep built long before the Age of the Phoenix by 
  some long dead civilization. 
   
  “Go! Go to the keep and get your cursed amulet!” 
  the Goblin shamam had screamed, spitting blood 
  with every word as he clutched the fatal wound in 
  his chest.   The hate could be seen in his eyes, and 
  before he swallowed his last dying breath he 
  whispered, “The guardian shall wreak my revenge! 
  HaHaHaHaHa…urggg!”   
   
  Surely it was the mutterings of madness? 
   
  As our travels took us deeper and deeper into 
  unfriendly territory, we came upon the small, but 
  well maintained shrine to Irnoch run by the hermit 
  priest Nicodious.  
   
  Although my companions were against the delay, I 
  know it is wise to pay tribute to those divine beings 
  more powerful than myself. Nicodious cackled with 
  glee as I emptied my purse into his open palms.  He 
  then mumbled some blessing, or passage from some 
  holy texts I wasn’t familiar with.  It sounded like a 
  parable about going to town to revel in wine and 
  women?  
   
  In the shrine of Irnoch, my patron deity, I gave 
  thanks and asked for the strength to overcome the 
  challenges that I had yet to face. 
   
  Flossy Guilyfoil (Halfling 4, Robe of Blending) 
  [HP 15; AC 5 (14) Leather+2; Dagger+1 1d6] 
  Flossy is the mastermind behind the Nimble Fingers 
  Liberation Guild.  Outwardly he is a good natured 
  young, wiry, prankster with a bit of kleptomania.  He 
  is however, a skillful organizer of thefts and less than 
  honest ventures. 
   
  Tathor City Watch (Fighter 2) 
  [HP 10; AC 6 (13) Leather/shield; Spear 1d6] 
  The Tathor City Watch is the classic stereotype of 
  inept and bumbling city guard. 
   
  Nindoo (Magic-User 8, Crystal Ball, Wand of Fear)  
  [HP 17; AC 4 (15) Bracers of Defense; Staff+1 1d6+1] 
  Recently Tathor has had run-ins with an evil wizard 
  named Nindoo “The Insane”, who has taken up 
  residence in the Troll Mountains.  Nindoo seems to 
  have intentions for Tathor that only he knows of.  He 
  seems to have appeared from nowhere, yet has a 
  fortresses and minions.  The extent of his power and 
  his intentions are unknown while his actions seem to 
  have little rhyme or reason. 
   
  Colette the Spider (Fighter 5, Boots of Elvenkind)  
  [HP 22; AC 7 (12) Leather; Dagger+2 1d6+1] 
  Colette (A.K.A The Spider) is a mysterious figure in 
  Tathor.  Everyone knows of her, but nobody really 
  knows who she is or how to find her (she usually finds 
  you).  All agree she is a young, lithe, woman with a 
  friendly demeanor.  She seems to know everyone’s 
  dark little secrets, but only uses this knowledge to 
  help those with good intentions. 
   
   
  
   
   
  15 
  Forests 
   
  Feywood 
  Many travelers have gone to great lengths to 
  traverse around the enchanted Feywood.  The forest 
  drips with magic.  Not only are beasts and monsters 
  to be feared but the pixies, gnomes, and other fairy 
  creatures hold court here and love nothing more 
  than to cause travelers all types of misfortunes.  
  Perhaps the most feared creatures are the rumored 
  evil elves that call the Feywood their realm.  These 
  reclusive elves shun the outside world preferring the 
  company of their own kind and that of forest 
  dwellers to the civilizations of man.  The elves of 
  Haven deny the very existence of these dark 
  relatives. 
   
  Gloomwood 
  The massive sprawl of Gloomwood is an unpleasant 
  place.  The wood is ancient and some say even the 
  vegetation is evil.  The ground is squishy and in some 
  places swampy.  The whole place smells of rot and 
  decay.  Creatures that dwell here are horrendous 
  and vile, but fortunately, stay within the borders of 
  the wood itself.  The Gloomwood is literally crawling 
  with giant spiders of the creepiest sort.  This is 
  probably the single most common reason that sane 
  people avoid the place. 
   
  Despite its reputation, adventurers still enter the 
  Gloomwood on numerous occasions.  There are 
  many rumors of ruins and treasures from ages past, 
  before the land was consumed by the wood and 
  swamp.  Some say a hostile race of Treants live in 
  the Gloomwood.  Whether they are evil, or simply 
  protecting their homes, is unknown. 
   
  Haven Forest 
  The Haven Forest is the realm of the elves under the 
  direct protection of the Lady Gloral of Deledon.  If 
  one is in the good graces of the elves and has 
  permission to pass through this land they will never 
  find a safer more beautiful place.  Enemies of the 
  elves will surely find a swift fate.   
   
  Other than Deledon one can find small elf villages 
  and outposts throughout the Haven Forest, all loyal 
  to the lady.  Wandering druids and rangers also 
  make the forest their home.  It is said that the wildlife 
  of the Haven Forest work with the elves to retain 
  balance and it is told that many of the elves can 
  communicate with these animals. 
   
   
   Mountain Ranges 
   
  The Black Mountains 
  This massive mountain range borders the entire 
  western wild lands as if daring any to cross.  It is 
  mostly uncharted and speculation as to what can 
  be found in its depths is a popular topic of discussion 
  in adventurer taverns.  Surely there is no shortage of 
  evil humanoids and monsters but there are also 
  many ruins and lost kingdoms from past ages.  
  Considering the vastness of the Black Mountains one 
  wouldn’t be surprised to find entire self sufficient 
  civilizations living in their center.   
   
  Needless to say, adventurers can find more 
  adventure in the Black Mountains than they can 
  shake a sword at.  If nothing else, any cartographer 
  would pay handsomely for accurate maps of any 
  portion of the range. 
  
   
   
  16 
   
   
  In the glow of the full moon, we could see the 
  dreaded keep silhouetted on the horizon.  I was as if 
  the eye of Vulcoo was mocking us, by giving us such 
  a crisp view of our doom.   
   
  Thorny vines crawled up its side and ancient 
  tattered rags covered dark windows.  Although the 
  air was still, the vines writhed, and the drapes 
  fluttered as if moved by a gentle wind.  Long dark 
  shadows threatened to hold unseen horrors just 
  watching and waiting.  
   
  Despite the Goblin Shaman’s warnings of the 
  fearsome guardian of the Amulet we entered the 
  keep without challenge.  Weapons drawn we crept 
  silently through the rusted portcullis, our breathing 
  the only sound penetrating the eerie silence. 
   
  Skeletons littered the floors of every chamber.  Skulls 
  were cleaved in half and limbs had been severed 
  and scattered about.  The entire complex reeked of 
  death yet we reached the inner chamber with little 
  problem. 
   
  The chest sat across the room, an evil looking thing 
  of wood and iron with skulls and demons engraved 
  on its entirety. Tival lunged toward it with surprising 
  speed for such short legs.  After a quick check for 
  traps he opened the lid to gaze at the prize. 
   
  It was then that the shadow fell over the Halfling and 
  the guardian made his presence known! 
   
  The Troll Mountains 
  The Troll Mountains are a broken and hostile range 
  of peaks jutting eastward from the Black Mountains 
  and extending south to the Goblin Head Lake.  Like 
  the Black Mountains the Troll Mountains are host to 
  all sorts of evil humanoids and monsters, especially 
  their namesake…trolls! 
   
  The Troll Mountains aren’t totally impregnable and 
  the dwarves have discovered many passes through 
  them.  These are used as dangerous trade routes to 
  Tathor and Pellenon. 
   
  The Troll Mountains are riddled with ancient ruins, 
  tunnel complexes, and fortresses which are manned 
  by various factions, abandoned, haunted, or worse.  
  The Troll Mountains are a veritable haven for 
  adventurers seeking action. 
   
  Recently, an evil and (wouldn’t you know it) insane 
  wizard named Nindoo has taken up residence in the 
  Troll 
  Mountains. 
   
  This 
  wizard 
  is 
  making 
  the 
  southeastern Troll Mountains his home and has been 
  rallying a formidable army of kobolds, goblins, and 
  hobgoblins to his banner.  His intentions remain 
  unknown.  Speculation is that he is either in league 
  with Geltrod or in direct competition with him. 
   Rivers, Bodies of 
  Water & Islands  
   
  The Ale River 
  The Ale River runs slowly out of Black Mts. And 
  through the hills around Frunder’s Rest.  It weaves 
  lazily through hills, grasslands, and woods until 
  emptying into the Goblin Head Lake. 
   
  The Ale River gets its name from the Halfling riverside 
  village of Aleton located a day northwest of 
  Frunder’s Rest.  Aleton, as you can guess, is known 
  for its fine ale breweries.  This ale is packed in barrels 
  which are tossed into the river to make the journey 
  to Bordain, Sunderia, and outside the Phoenix 
  Barony.  These barrels, along with the brave barrel-
  riding ale shepherds, are a common sight along the 
  Ale River.  The journey has its dangers but the ale 
  shepherds are formidable fighters (when sober).  
   
  The Goblin Head Lake 
  The Goblin Head Lake is a huge body of fresh water 
  in the rough shape of a Goblins head (hence the 
  name).  Fishing is great here and there are several 
  fishing villages on its shore.  Unfortunately there are 
  
   
   
  17 
  also a lot of swampy areas around the lake that 
  attract all kinds of undesirables like Lizardfolk and 
  Troglodytes.   
   
   
   
  Fishermen are cautious not to go too far out into the 
  lake due to choppy waters, horrifying creatures that 
  dwell in the depths, and the mist.  Even on the 
  windiest of days the northern Goblin Head Lake is 
  bathed in a thick mist that makes navigation 
  difficult.  If the mist is too thick the fishermen stay off 
  the lake altogether.  When the mist creeps into the 
  village itself the locals do everything they can to 
  stay indoors until it passes.  While there is no 
  particular superstition explaining the mist, it is 
  thought of as evil.  Anyone who is caught in its 
  damp cold touch feels much the same. 
   
  The Goblin River 
  The wild and choppy Goblin River pours rapidly out 
  of the Goblin Head Lake heading east.  This is the 
  chief water trade route for dealing outside of the 
  Phoenix Barony as the river runs straight through 30 
  miles of the Gloomwood into the Duchy of Pellenon.  
  The way is rough and only the most skilled boatmen 
  even attempt the journey guiding the sturdiest 
  riverboats.  Even then many meet their fate on the 
  hateful rapids and in the ice cold waters. 
   
  The river mellows a bit as it enters the Gloomwood 
  but the perils that come from that quarter are often 
  worse than mere nature.  While it is totally possible to 
  have an uneventful journey it is more likely to run into 
  hostile humanoids, monsters from the murky depths 
  of the river, giant spiders that drop from the trees 
  above, and longboats manned by legions of 
  Undead Pirates. 
  The Great Southern Sea 
  Irnoch’s Bay opens up to a vast ocean designated 
  as The Great Southern Sea.  The east coast leads to 
  the fairer shores of Eagris and the 10 Kingdoms 
  beyond.  The west coast follows the rising cliffs of the 
  Black Mountains to the end of the world.  Whoever 
  travels in that direction signs their own death 
  warrant, being dashed against the massive razor 
  sharp reefs, swallowed by whirlpools or monsters, or 
  they simply disappear as if they never were.  Some 
  50 miles to the south are the Island Kingdoms. 
   
  Irnoch’s Bay  
  This inlet to The Great Southern Sea is ideal, 
  defensively, because it is filled with reefs, sandbars, 
  and the ruins of sunken Sunderia.  Thus a nautical 
  assault on the barony is all but impossible.  Smaller 
  craft can be easily repelled by the Barons modest 
  navy and shoreline defenses. 
   
  Trade ships from the tropical Island Kingdoms, and 
  other lands, anchor their ships well outside of the 
  bay.  They then send smaller longboats, skiffs, or rafts 
  carrying their goods to the caves below Sunderia.  
  There is still a lot of open water in the bay, and 
  piracy is a constant danger, as well as the mundane 
  hazards of navigation, weather, and giant monsters 
  that can swallow boats in one gulp. 
   
  Isle of Mists 
  In the thickest mists of the Goblin Head Lake lies the 
  Isle of Mists.  Few travel to this cursed Isle although 
  the myth of why it is “cursed” has been lost in ages 
  past.  On rare occasions a boat passes close on a 
  day when the wind has thinned the mist.  The men 
  on these boats report, with awe, the sight of great 
  ruined buildings of unnerving design.  Needless to 
  say, many a foolish adventurer has set out to explore 
  and plunder the isle.  If any have ever returned they 
  tell no tale of what they have found. 
   
  King’s River 
  The Kings River flows northeast out of the Goblin 
  Head Lake.  Longboats and riverboats carrying 
  trade goods use this route to take goods from 
  Sunderia or Bordain to Pellenon.  
    
  The Kings River isn’t as dangerous as the Goblin 
  River, but in exchange for its safety one must endure 
  the many toll points and locks.  These toll houses also 
  offer lodging and protection.  Over the years, the 
  families that control the toll points have become 
  hostile toward each other and several “house wars” 
  have broken out on the Kings River. 
  
   
   
  18 
   
   
  I stood over the body of the Guardian and wiped 
  the blood from my sword. 
   
  At last we possessed the Amulet of Dreg.  Tival 
  reluctantly handed it to me and I held it aloft.  It cast 
  a faint red glow on everything in the chamber.  It 
  was beautifully crafted, yet, somehow terrible to 
  behold. 
   
  I held it out to Gloral but she backed away.  “We 
  have been deceived!” she said with a tremor in her 
  voice, “The Merchant told us this was a mere trinket 
  but I recognize this as an Artifact of the Demon God 
  Vulcoo the Cursed!  We must take this to the Wizards 
  of the Order of Sunderia.  They will know what to 
  do.” 
   
  I looked at the Amulet and at the faces of my 
  companions.  I thought our adventure had come to 
  an end.  It appears it had only started…. 
   
   
  The Phoenix River 
  According to legend, when Irnoch came to the land 
  he rode atop the back of the Phoenix, a mighty 
  flaming bird.  As this bird approached the mortal 
  world it wreaked havoc in its wake.  The greatest 
  scar left on the land from the Phoenix is the mighty 
  Phoenix River.  This river collected all the waters of 
  the Black Mountains and spilled them into the valley, 
  flooding the land and creating the Goblin Head 
  Lake.  It is guessed that the river runs clear through 
  the Black Mountains to the untamed western lands 
  beyond but the river is too rapid to traverse so this 
  remains unproven. 
   
  The Phoenix River is massive being up to 5 miles wide 
  at some points.  Fishing villages are scattered along 
  the coast as one travels away from the lake.  Further 
  toward the Black Mountains the river has spots that 
  are said to contain gold dust supposedly carried 
  from the underground realms below Kragagor.  
  Some are brave enough to prospect and pan for 
  this gold dust but the proximity to the Black 
  Mountains make it extremely dangerous.  As one 
  moves further into the Black Mountains there are 
  numerous goblin tribes that make their camps along 
  the Phoenix River.  These tribes sometimes trade with 
  the human villages along the river…sometimes they 
  just kill and eat them instead. 
   
  The Trog River 
  Running along the eastern border of Skeeter Fen is 
  the murky Trog River.  This slow running mucky river 
  weaves past many dilapidated villages and husks of 
  ancient ruins before passing the fortress of Geltsberg 
  and eventually emptying into the Skeeter Fen.  
  Carrion birds glare down at the river, and many 
  speculate these are spies for Geltrod.  Several years 
  ago a group of dwarf Tunnel Fighters got it in their 
  heads to use this river to launch a surprise attack on 
  Geltrod.  They traversed the Black Mountains 
  carrying several lightweight riverboats upon their 
  backs till they came to the Trog River.  They had 
  barely paddled into the cursed land before a horde 
  of troglodytes rose from the muck to kill them all (or 
  so the tale goes). 
   
  Swamps 
   
  Skeeter Fen 
  If there was ever a more foul and unfriendly place 
  than the Skeeter Fen, it has yet to be discovered.  It 
  is a sprawling fetid humid swamp filled with bogs 
  and rotting vegetation.  The air is thick with gnats 
  and mosquitoes that make a feast of travelers.  
  Sinkholes, quicksand, and belching toxic fumes 
  make each step treacherous. 
   
  The swamp is the home to all sorts of hungry 
  creatures.  Giant leaches, scorpions, spiders, and 
  worse hunt the Fen.  If all of natures hazards don’t kill 
  you, patrols of kobolds and goblins surely will.  If you 
  are somehow fortunate enough to survive all that, 
  you must still face off against the necromancer’s 
  undead minions, known to rise through the scum 
  encrusted surface of the swamp and lumber its 
  vastness looking for intruders. 
  
   
   
  19 
   
   
  Geltsberg 
  Population:  1,000 
   
  Leader:  Geltrod, the Vermin Lord 
   
  If there is a place that radiates pure evil it is 
  Geltsberg.  Built upon a great plateau, it is more of a 
  fortress than a city, and it is from this fearsome 
  abode that Geltrod rules his depraved domain. 
   
  While the wasteland around the fortress is the home 
  of many evil humanoids there are also several 
  enslaved villages populated by oppressed humans, 
  elves, dwarves, and halfling.  Escape seems futile, 
  since the land around Geltsberg is so hostile and 
  fortresses guard the only feasible escape routs. 
   
  The roads leading to this loathsome place are 
  adorned with the victims of those unfortunate 
  enough to have felt Geltrod’s wrath. Cages on iron 
  poles filled with prisoners or their decomposed 
  remains, serve as beacons leading to the gates of 
  doom.  In the distance one can behold bodies 
  skewered on long spikes or crucified on rusty iron 
  crosses while others sway gently on the end of a 
  noose tied to gnarled trees.  
   
  Geltsberg itself is surrounded with 200 foot tall Iron 
  walls covered with bolts, spikes, the webs of giant 
  spiders, and the skeletal remains of victims chained 
  to the exterior.  Thousands of torches and glowing 
  evil eyes light the battlement.  Behind the wall 
  twisting stairs and towers reach relentlessly to the sky 
  while dark smoke belches forth from long chimneys 
  bathing the entire area in an acrid sooty darkness.   
  There are only two ways to enter Geltsberg.  The first 
  is the winding road that leads directly to the heavily 
  fortified and guarded iron gates.  The second is 
  through miles and miles of monster infested tunnels 
  that burrow through the entire plateau itself and into 
  the city’s vast dungeons.  One can only gamble 
  which path will lead to a quicker death.   
   
  For those who like to live on the edge, Geltsberg 
  and the surrounding area is a literal haven of 
  adventure.  Humanoid lairs and ancient ruins dot the 
  borders of the Black Mountains, while the Skeeter 
  Fen hides the secrets of lost cities.  For the noble 
  hero there are unfortunate villagers that need to be 
  rescued.  
   
  Geltrod, the Vermin Lord (Magic-User 15) 
  (Robe of Wizardry, Ring of Spell Turning) 
  [HP 40; AC 4 (15) Bracers of Defense; Staff+3 1d6+3] 
  Geltrod may very well be the most powerful being in 
  the Phoenix Barony and even all of Eagris.  He is 
  certainly the most evil.  In a ritual known only to him 
  he sold his soul to Vulcoo long ago in return for 
  eternal life.   
   
  His skin is scarred, cracked, and mummified from 
  being staked to the bottom of the Skeeter Fen.  His 
  ears are pointed like a demon, his eyes are sunken 
  and dark, and his features are gaunt and pulled.  
  One mustn’t be fooled by his frail appearance as he 
  is both powerful of body and mind! 
   
  Geltrod is a Necromancer, and uses the Animate4 
  Dead spell to surround himself with skeletons and 
  zombies.  These undead are his unfortunate victims. 
   
  Geltrod is a Wererat unlike any other in the Phoenix 
  Barony.  His abilities are wholly unique and one must 
  wonder if he is the sire of all wererats.  Geltrod is 
  formidable in both his forms and is immune to 
  attacks 
  from 
  non-magical 
  weapons 
  even 
  in 
  “human” form.   
   
  In his wererat form Geltrod can cause the disease of 
  lycanthropy.  Victims of the disease become 
  wererats enthralled to the vermin lord.  When in 
  wererat form, Geltrod has 3 attacks, each doing 1d6 
  damage. 
   
  
   
   
  20 
  Map of the Phoenix Barony 
  1” = approximately 10 miles 
   
   
   
   
   
  
   
   
  21 
  Visiting Tathor
  Visiting Tathor
  Visiting Tathor
  Visiting Tathor    
   
   
   
  Tathor provides a good base town or a popular stop 
  for fortune seekers heading west and south.  It’s a 
  good place to find work, start adventures, and a 
  safe place to rest when the work is done.   
   
  Tathor is under the protection of the knight, Lord 
  Arbottom, the third of his line.  His modest keep 
  serves as a defensive position and safe haven for 
  the citizens in times of attack.  His city watch patrols 
  the town and the surrounding farmlands.      
   
  Tathor’s main streets are fairly clean and it is 
  surrounded by a fast flowing stream that extends 
  from the Troll Mountains and eventually drains into 
  the King’s River, providing drainage and a natural 
  sewage system as well as a fresh water supply.  
  Since the village’s main source of wealth is from 
  adventurer’s treasure several stores have set up 
  shop to cater to these customers.  Player characters 
  can find most of the gear and services they may 
  need, as well as a place to sell and trade treasure 
  they may acquire in their escapades. 
   
  As DM, it’s your job to keep Tathor a living breathing 
  place.  Characters will make friends and enemies of 
  the locals.  Things they do should have long term 
  repercussions (for good or bad).  Most importantly 
  time should pass and changes should take place.  
  The city watch is a bumbling lot, but they do keep a 
  reasonable amount of order, and breaking typical 
  laws should be dealt with accordingly. 
  Map of Tathor 
   
   
   
  1)  Sir Arbottom’s Keep 
  This small stone keep is both the home of Sir 
  Arbottom and the town’s last line of defense in case 
  of attack.  The town has 50 second level fighters that 
  serve in the city watch. About 40 of those are on 
  active duty each day.  10 patrol the keep itself, 20 
  patrol the town, and the remaining 10 pair off and 
  patrol the surrounding countryside on horseback. 
   
  Lord Arbottom (Fighter 6) 
  [HP 25; AC 3 (16) Plate; Morning Star+2 1d6+2] 
   
  Tathor City Watch (Fighter 2) 
  [HP 10; AC 6 (13) Leather/Shield; Spear 1d6] 
   
  2)  Market & Festival Square 
  Traveling merchants who come to Tathor can hock 
  their wares in this large clearing.  During the week 
  there are usually a half dozen or so carts set up but 
  on the weekends it becomes a farmer’s market and 
  there are about 20 carts.  All of the town festivals are 
  celebrated in the square.  On occasion, a criminal 
  will be put in the stocks and placed on display here. 
   
  3)  Spitting Dragon Fountain 
  This fountain is ancient.  When the first settlers arrived 
  in Tathor the fountain was already there supplying a 
  source of fresh water.  The town grew up around the 
  fountain but no one knows of its origin. 
   
  
   
   
  22 
  4)  Inn of the Sleeping Dog 
  This is Tathor’s inn run by Gwen and Bobbert Tobit.  
  The inn contains a dining and tavern area (that 
  serves good food and drink at moderate prices), a 
  common sleeping room (where one can spend the 
  night for 5 sp), and 6 small rooms (5 gp room and 
  board per day).  There are 1d6 random travelers 
  staying at the inn at any given time.  Create your 
  own NPCs, or use the ones below. 
   
  Greybeard Thorinson (Dwarf 1) 
  [HP 6; AC 6 (13) Leather/Shield; Axe 1d6] 
   
  Eleanor Greenroot (Elf, Variant, 2) 
  [HP 10; AC 7 (12) Leather; Sword/Longbow 1d6] 
   
  Snivle (Gnome, a small frail, crotchey dwarf HD 2) 
  [HP 10; AC 9 (10); Little Club 1d6-1] 
   
  Grog (Human with Ogre blood HD 3+1) 
  [HP 17; AC 5 (14); Huge Club 1d6+3] 
    
   
   
  Kippy Funtoes (Halfling 3) 
  [HP 14; AC 7 (12) Leather; Sling 1d6] 
   
  Erik of the Island Kingdoms (Fighter 3)   
  [HP 15; AC 9 (10); Axe x 2 1d6] 
  Erik wields 2 axes and attacks twice per round. 
   
  Thomas Shortstick (Human Merchant, 100gp) 
  [HP 4; AC 9 (10); Dagger 1d6-1] 
  5)  Red Tom’s Stable 
  Red Tom is a dwarf and retired adventurer.  Red Tom 
  loves horses but has never actually ridden one.  
  Horses can be lodged (1 gp per day) or purchased 
  here (same prices as the S&W WB rulebook). 
      
  Red Tom (Dwarf 3, Gauntlets of Ogre Power)    
  [HP 16; AC 7 (12); Leather; Warhammer 1d6+6] 
   
  6)  Church of Irnoch 
  The patron deity of Tathor is none other than Irnoch 
  himself.  Visitors can obtain healing and spiritual 
  guidance here for a modest donation.  Friar Fergus, 
  a retired adventurer, runs the church.  There are 4 
  first level clerics serving under him at any given time. 
   
  Friar Fergus (Cleric 6, Lenses of Charming) 
  [HP 21; AC 4 (15) Chain/Shield; Mace+2 1d6+2] 
   
  Cleric of Irnoch (Cleric 1) 
  [HP 4; AC 5 (14) Chain; Flail 1d6] 
   
  7)  Joint Venture, Guild House 
  This massive building houses all the Town’s guild 
  offices.  These not only include the various character 
  class guilds, but more mundane guilds like the 
  merchant’s guild, the trapper’s guild, ect.  Many of 
  these guild offices double as workshops.  For 
  example, the village’s locksmith runs the locksmith 
  guild house and runs his shop out of the office here.   
   
  The “secret” Nimble Fingers Liberation Guild’s main 
  office and training center is located in the sub-
  basement of this building.  Flossy Guilyfoil, the guilds 
  leader, can be found here 50% of the time, as well 
  as 1d4 2nd level Thieves and 1d6 1st level thieves. 
   
  Flossy Guilyfoil (Halfling 4, Robe of Blending) 
  [HP 15; AC 5 (14) Leather+2; Dagger+1 1d6] 
   
  Cutpurse (Fighter 1) 
  [HP 3; AC 7 (12) Leather; Dagger 1d6-1]   
   
  Burglar (Fighter 2) 
  [HP 7; AC 7 (12) Leather; Sword 1d6]   
   
  8)  Battle-Axe Forge 
  This is the town’s smithy and leather working shop. 
  Gax Greyfaxx the proprietor is old and crotchety but 
  does excellent work.  When not hard at work here, 
  Gryfaxx can often be found at the Dancing Troll 
  throwing back pints of cheap grog.  
   
  Gax Greyfaxx (Dwarf 3)   
  [HP 12; AC 7 (12); Leather; Battle Axe 1d6+1] 
  
   
   
  23 
  9)  Grimlie’s Gear 
  Grimlie’s Gear is an adventurers shop.  All the 
  equipment found in the S&W WB rule book can be 
  found here at the same prices listed in there.  Grimlie 
  is an overly friendly human who will pester any 
  shoppers to tell him tales of their latest escapades.  
  Of course, this makes him a great source of 
  information (although much of it is rumors and lies. 
   
  10)  Abandoned Store  
  This building (a bakery) has fallen into disrepair.  The 
  Proprietor, a human named Arthel, disappeared 
  without a trace about 6 months ago.  In one year’s 
  time 
  any 
  abandoned 
  building 
  becomes 
  the 
  property of Sir Arbottom and can be sold. 
   
  11)  Tathor General Store   
  This store, run by Granny Ella, contains all Tathor’s 
  more mundane items.  Thread, cloth, dry good food 
  items like grains and nuts, ect.  The prices are 
  reasonable.  Though Granny Ella doesn’t know it, a 
  small gang of kobolds has a secret entrance into her 
  basement, which they use to pilfer food. 
   
  3 Kobolds  
  [AC 6 (13); HD ½; HP 2, 3, 4; Spears 1d6]   
   
  12)  Tathor Hall  
  This building is used for any town meetings, 
  weddings, or other celebrations. 
   
  13)  Records, Taxation, and Jail  
  This building serves multiple purposes for the Town.  
  The first is to house records to include all legal 
  documents, historical records, and Tathor’s modest 
  library of books.  The second purpose is to house the 
  office of the tax men, money changers, and 
  bankers.  Finally the building has a court room and 
  large holding cell.  This is only used for minor offenses 
  as major offences are dealt with by Sir Arbottom 
  himself.  Dangerous prisoners are kept in the keep’s 
  dungeons, usually awaiting some form of execution. 
   
  14)  Border Guard Safe House 
  This building is used for lodging of any of the Baron’s 
  border guards or other important visitors.  The cellar 
  contains a secret tunnel that leads well outside 
  Tathor.  The safe house is kept up by Delor, an Elf 
  and hero of past wars who has an incredible 
  knowledge of local history and folklore. 
   
  Delor (Elf Fighter 4) 
  [HP 17; AC 4 (15) Chain+1; Sword 1d6+1] 
   
  15)  The Dancing Troll 
  This is Tathor’s rowdy tavern!  How rowdy?  Well, the 
  proprietor Lotho Grubbins keeps a trained Albino 
  Ape locked in a cage next to his bar.  If he or his 
  bouncer, Little Bill (who takes an instant disliking to 
  the PCs), can’t handle the rabble he opens the 
  cage…and all hell breaks loose! 
   
  Lotho Grubbins (Halfling 3) 
  [HP 14; AC 7 (12) Leather; Short Sword+1 1d6] 
   
  Little Bill (Halfling 4, Gauntlets of Ogre Power) 
  [HP 17; AC 7 (12) Leather; Morning Star 1d6+6] 
   
  Albino Ape [AC 6 (13); HD 4; HP 20; claws 2d6] 
   
   
   
  16)  School & Orphanage    
  Tathor is adamant about the education of its young 
  and this school, under the direction of Sister Abigail, 
  is fairly advanced for the times.  There are currently 6 
  orphan children living at the orphanage, 3 boys and 
  3 girls (Fredrick, Baldric, Danny, Glena, Daisy, and 
  Dewleaf). 
   
  Cleric of Irnoch (Cleric 2, Staff of Healing) 
  [HP 8; AC 9 (10); Staff* 1d6] 
  *The staff giveth, and the staff taketh away! 
  
   
   
  24 
  17)  Lumber Yard 
  While the lumber is actually collected and cut 
  further east of the Town this building serves as an 
  easily accessible point for storage and trade.  
  Unknown to the local Woodcutter’s Guild, the 
  current proprietor, Lonzo, has been using goblin 
  slave labor to cut wood in the Gloomwood to 
  supplement his income.  The wood arrives under 
  cover of night. 
   
  Lonzo (Fighter 3)   
  [HP 15; AC 9 (10); Axe 1d6] 
   
  Goblin Slaves  
  [AC 7 (12); HD 1-1; Att Tooth & Claw 1d4]]   
   
  18)  Fizzer’s House o’ Majiks 
  The old wizard and alchemist Fizzer Skudbaddoodle 
  has set up this shop in Tathor to enjoy his retirement.  
  He deals in buying and selling magical items and 
  runs a very lucrative business.  Most of the items he 
  has at any given time (determined randomly) are far 
  beyond the PCs budget, but on occasion they 
  should be able to trade magic items they don’t 
  want for something more serviceable.  A modest 
  number of scrolls and potions are prepared by Fizzer 
  and PCs may be able to afford these. 
   
  Fizzer (Magic-User 8, Wand of Magic Missiles)  
  [HP 17; AC 4 (15) Bracers of Defense; Staff 1d6] 
  Note: 1d6 random magic items at any given time. 
   
  Tales from the Dancing Troll 
   
  So your adventurers are in Tathor, all dressed up with 
  no place to go.  Here are a few interesting locations 
  and adventure ideas within a couple days ride of 
  town. 
   
  Fairy Wood 
  The Fairy Wood is aptly named as it is filled with fey 
  folk of all types.  Anyone who enters the wood is 
  likely to get caught between the two forces at work 
  there.  The first is the clan of The Cursed Kobolds who 
  abide in the ruins of an ancient keep.  The second is 
  a band of malicious Sprites.  The Sprites really enjoy 
  making the Kobolds lives hard, while the Kobolds 
  simply want to be left alone.  Little do the Kobolds 
  know that their keep rests upon an ancient dungeon 
  complex which holds the answer to their problem. 
    
  Fenwood 
  The Fenwood is a swampy rotting wood.  Pungent 
  run-off from the Troll Mountains gathers here, rotting 
  tree roots and fouling the vegetation.  Somewhere 
  swallowed in the muck is rumored to be an ancient 
  Elf fortress built to guard an ancient secret.  Legend 
  has it the Elves were all slain mysteriously. Whatever 
  killed the elves is said to be responsible for turning 
  the wood into the dark swampy horror it is today. 
    
  Dragon’s Head Peak 
  On the eastern edge of the Troll Mountains rises a 
  monstrous peak that bares a resemblance to the 
  head of a dragon.  This peak was once the home 
  and mine of a wealthy Dwarf clan.  In ages past the 
  Dwarves were attacked by a great dragon that 
  destroyed most of the mine and killed all the 
  Dwarves.  The Dragon usurped the peak as his home, 
  terrorizing the surrounding countryside.  The remains 
  of the Dwarf halls are said to be cursed and haunted 
  and many believe the Dragon still resides at the peak 
  simply hibernating, as Dragons are known to do.  
   
  Deep below the Dragon Head Peak; 
  The Dwarves of Roak, treasures did seek. 
  Mined gold and gems, made crown and sword; 
  In upper chambers amassed a horde. 
  The Dragon came to claim his lair; 
  Dwarven Lords taken unaware. 
  Above they heard the horrid rumble; 
  Lower chambers began to crumble. 
  The Dwarves murdered, entombed in rock; 
  The King put key to secret lock. 
  He cursed his people for lust and greed; 
  To guard hallowed halls for eternity! 
    
  Grivel’s Ferry 
  Grivel Grimfoots is the adventurous Halfling that runs 
  a Ferry across the King’s River.  He ferries passengers 
  and their wares across for 2 gp a head, 4 gp per 
  Horse, and 5 gp per wagon.  He is well liked by the 
  locals of the region and none attempt to double 
  cross him.   
   
  Grivel Grimfoots (Halfling 4) 
  [HP 17; AC 7 (12) Leather; Short Sword+1 1d6+1] 
    
  The Howling Valley 
  This valley in the Troll Mountains is said to be haunted 
  by the cursed descendents of a once great empire.  
  Ancient ruins have crumbled to unrecognizable 
  mounds, but walls of the valley still retain some of their 
  former glory.  Cave entrances, dark windows, cracked 
  stairways, and carved balconies jut from the natural 
  stone and when the wind blows it produces an eerie 
  howling noise.  Some say the caves are filled with 
  treasures and knowledge, while others say they holds 
  horrors untold. 
  
   
   
  25 
  Lake Ire 
  This deep lake (over 300 feet deep at its center) is 
  formed from run-off from the Troll Mountains.  The 
  water is fresh and clean and perch are modestly 
  plentiful. 
   
  Deep in the lake can be found the ruin of a once 
  marvelous Merfolk City.  The city dates back 
  thousands of years when a deep channel joined it 
  with the sea, but, fell long ago and only a 
  degenerate clan of Merfolk remains.  These Merfolk 
  barely resemble their attractive brethren, being 
  green and scaly and having seaweed-like hair and 
  reptilian features.  They stick to their city and the 
  subterranean tunnels that lead to the Goblin Head 
  Lake. 
   
  Dark Merfolk  
  [AC 5 (14); HD 3; Trident 1d6] 
   
  Lost Keep 
  This ancient keep is in ruins and the surrounding 
  village has been razed and burned to the ground 
  centuries ago.  It is rumored to be haunted and the 
  few who have been there report seeing strange 
  lights and shapes skittering about in the dark.  Most 
  shun the place and none know its mysterious origin. 
   
  Nindooberg 
  Nindooberg is a small fortress built high in the peaks 
  of the Troll Mountains.  This is the abode of the 
  powerful, and insane, wizard Nindoo.  How exactly 
  the fortress came into being, and what exactly goes 
  on inside is a mystery.   
  Ruins of Humble 
  In 
  the 
  foothills 
  below 
  Nindooberg 
  stand 
  the 
  dilapidated ruins of the village of Humble.  One 
  night, about 20 years ago, almost the entire 
  population of the village disappeared without a 
  trace.   
   
  The few survivors remain in humble, hoping for the 
  return of their beloved relatives someday.  To make 
  matters worse, shortly after the disappearances, the 
  fortress of Nindooberg was first spotted far above the 
  village, as if it appeared overnight. 
   
  There are about 25 buildings still standing in Humble, 
  although all of these are in disrepair, and several are 
  going to blow over with the next good stiff wind.  
  There are about 15 residents and all of them old men 
  and women.  Surprisingly enough, the Gulpin Goblin 
  Tavern is still operating, run by Odious Drool, a peg 
  legged dwarf who moves at such a slow pace it’s 
  almost maddening to any but the locals.  
   
  Spider Hall 
  Deep in the southern Gloomwood lurks, perhaps, 
  one of the most horrifying places in the Phoenix 
  Barony…Spider Hall!  Once, many centuries ago, this 
  was a wealthy and respected temple to some long 
  forgotten god.  The high priests became arrogant 
  and blasphemous.  In their lust for power, they 
  dabbled in forbidden magics, and brought forth 
  from another plane of existence, a great bloated 
  arachnid of unusual intelligence.  The creature 
  summoned spiders, both normal and giant, from 
  miles around.  The swarms lay waste to the entire 
  area, killing all in their path. 
   
  The temple became Spider Hall and all gave it a 
  wide berth.  In time, it was swallowed by the 
  changing countryside, and gradually was consumed 
  by the Gloomwood.  It is said that all the temples 
  wealth still lies amid the webs and dried husks of the 
  spiders.  What became of the powerful creature 
  from another plane, or what its sinister purpose may 
  have been, remains unknown. 
   
  Vulcoo’s Eye 
  A particularly vivid tale tells of a large pyramid like 
  structure rising out of the swampy earth on the full 
  moon only to submerge again with the dawn.  Since 
  the full moon (Vulcoo’s eye) is when Vulcoo is at his 
  most powerful, many assume that there must be 
  some relationship between the two, thus the name. 
   
  
   
   
  26 
  DESIGNATION OF PRODUCT IDENTITY of David Bezio 
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  OPEN GAME LICENSE Version 1.0a 
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  (e)”Product Identity” means product and product line names, 
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  The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may 
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. System Reference Document Copyright 2000-2003, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry, Copyright 2008, Matthew J. Finch swords & 
  wizardry: whitebox by Matt Finch and Marv Breig, Copyright 2008, 
  Matthew J. Finch.  The Phoenix Barony Copyright 2007, David 
  Bezio 
   
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