TEXT: 1
  The Siege of 
  The Siege of 
  Bonemoore Keep
  Bonemoore Keep
  A Level 0 Adventure 
  A Level 0 Adventure 
  by Mihailo Tešić
  by Mihailo Tešić
  
  2
  The Siege of 
  Bonemoore Keep
  Credits
  Author: Mihailo Tešić
  Editor: Perry Fehr
  Artists: Kristen M. Collins, Gary Dupuis, Brett 
  Neufeld, Matt Hyzer, Matt Morrow
  Maps: Brett Neufeld
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Playtesters: Marta Mandić, Milena Popović, Miha-
  jlo Veličković, Vladimir Perišić, Strahinja Todorović, 
  Kosta Todosijević, Igor Vojnović, Željko Nenadić, 
  Aleksandar Vilotić, Svebor Midžić
  Special Thanks to Daniel J. Bishop
  The Siege of Bonemoore Keep © 2020, Purple Duck Games; Author Mihailo Tešić
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by 
  Goodman Games. This product is published under license. Dungeon Crawl Classics and 
  DCC RPG are trademarks of Goodman Games. All rights reserved. For additional informa-
  tion, visit www.goodman-games.com or contact info@goodman-games.com.
  
  3
  The Siege of Bonemoore Keep
  A Level 0 Adventure
  Introduction
  This adventure takes place at a single location, Bonemoore Keep, over the 
  course of a single night, during an attack by a superior and terrifying enemy 
  force. The characters are ordinary people from the surrounding region who 
  have gathered here to seek refuge from a marauding army comprised of 
  cannibals and flesh puppets. They have been conscripted and are now a part 
  of the grim garrison that will take a fateful stand against the terrible Thrall-
  master and his minions. The battle to come will likely leave some characters 
  dead but could make heroes out of others, as epic battles are wont to do. 
  This will allow the party to build a sense of camaraderie and distinguish 
  themselves enough to be sent on  a special mission, where they will discover 
  a terrible weapon hidden beneath Bonemoore Keep – an ancient platinum 
  golem.
  The adventure is divided into three parts, each one focusing on a specific 
  aspect of the OSR experience, making this funnel suitable for new players 
  and veterans alike. At the very start, the players are thrown into a desper-
  ate defensive battle, with rock golems dropping from the sky and ghuls 
  storming the walls as the keep is set ablaze. In the aftermath of the assault, 
  they are tasked by a demon in disguise to find the Lord of the Keep, and 
  will have to interact with various NPCs to reach the finale: the dungeon 
  beneath, where they have to overcome devious puzzles and traps in order 
  to get out alive, while possibly unleashing a horrifying calamity upon the 
  world!
  The adventure presents an alternative advancement system that directly 
  links player actions to rewards, which are not expressed as experience 
  points, but mostly as improvements to Ability scores, and sometimes as aid 
  such as allies, equipment or replacement 0-lvl characters.
  Background
  For centuries, the six-spired silhouette of Bonemoore Keep has been the 
  most prominent landmark in the remote flatlands inside the gargantuan 
  Farwall crater. Rising at the very center of the fecund Crater plains, the 
  
  4
  keep was built by Loew - wizard, constructor and explorer, known as the 
  greatest mind of his generation; also, as Loew the Demented.
  The hexagonal tower that is the heart of the keep was first set up ostensibly 
  as a border hold, to Loew‘s design, in accordance with mystic geometries. As 
  the colonists began settling the area, Loew was given the title of the first graf 
  of Farwall. He made the keep his residence and invited select people to join 
  him there, offering them freedom under his ward to become explorers of the 
  senses and the limits of human spirit. In his designs, the keep was to be a 
  place for all who would share his taste for freedom unrestrained by conven-
  tion and custom. In this faraway enclave of enlightenment, he would both 
  escape obligations towards his arranged wife and unwanted son and be able to 
  perform his important research far away from the prying eyes of clerics.
  Loew had secretly built a laboratory underneath the keep, where he could 
  dedicate himself to that most noble of alchemical pursuits - discovering the 
  essential property of life itself, the elan vital – and the means of controlling 
  it. His ultimate goal was to become a master over life, akin, if not equal, to 
  gods themselves. Over decades, Loew and his followers experimented with 
  pleasures and transgressions to uncover the hidden ways of power. He wrote 
  that knowledge down in dragon blood, etching sigils that trace the barriers 
  between being and potential on a scroll of fairy skin. And he built  a recep-
  tacle for these words to animate, just as gods put words in clay to create man: 
  a wondrous metal giant, an indestructible body of platinum gears and steel 
  plating, a machine waiting for its ghost, the first golem.
  Finally, the time came when Loew needed just one more word to complete 
  his Scroll of Life; a word that was not of this world. To hear it uttered he had 
  to conjure an entity outside of reality, a being that weaker minds would call a 
  “demon”. In demonogenealogies, the being was dubbed The Malthusian and 
  it had one infernal purpose: to mar any noble idea, turning it on its head so it 
  would cause endless suffering instead. So, Loew sacrificed an innocent soul to 
  summon the demon.
  As Loew heard the Malthusian’s word and wrote it down, he clearly saw in it 
  all his folly and hubris. For the final word needed for the enchantment was 
  one of pure chaos, a speck of antithesis, the black dot of yang in the white 
  yin. He knew then that he could never place the scroll in the Golem’s head, 
  because the demon’s taint would allow its purpose to be warped, and for it to 
  be turned into a vessel of destruction. Consequently, this had to be the nature 
  
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  of life itself, to succumb to chaos and entropy. This realization about the folly 
  of his life’s work drove Loew quite insane. Still, he could not bear to destroy 
  the secret of life, so he hid the scroll in his laboratory, which he sealed off and 
  warded against demons, and expelled all the residents from the Keep, remain-
  ing alone there.
  Word of Loew’s madness eventually reached his son, who set out to find out 
  what had happened to his sire. When the lad arrived, months later, he found 
  Loew dead, seemingly by self-imposed starvation. Now the graf of Farwall, 
  the young lord burned his father’s remains and scattered the ashes to the four 
  winds, and then refitted the hexagonal keep into a proper border fortress, es-
  tablishing a force that would guard the ever-growing population of colonists 
  from the wandering beasts and the native tribes raiding the newly established 
  farms and roads. The laboratory was never found.
  Centuries passed. Today, after countless battles with surrounding native tribes 
  and cannibals the locals call ghuls, Bonemoore Keep still stands unconquered 
  on the artificial island in the marshland that Loew had erected. Although it 
  has not seen a major conflict in well over a century, its garrison is made of 
  hard men, veterans and crafty opportunists. But none of them know that 
  the venerable keep is harboring a terrible secret: an unimaginably powerful 
  golem, and the words that can breathe life into it.
  All that will change soon. The Malthusian has finally come for his due, as a 
  dark army is marching on Bonemoore Keep, led by the mysterious Thrall-
  master. The days are turning dark and that which has never lived may yet rise, 
  ending all life as we know it.
  
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  JUDGE’S NOTES
  The Keep
  Bonemoore Keep rises on an unnatural rocky patch that is elevated scarcely 
  a few feet above the surrounding plains stretching for a hundred miles in 
  each direction. Its immediate surroundings are marshland, which by itself 
  has deterred many an invader seeking to conquer the fertile crater lands. The 
  Keep proper is guarded by a moat filled with a substance known as quick-
  mud, which acts as quicksand, albeit stickier and more foul-smelling; a single 
  drawbridge is the only point where the moat can be crossed to enter the Keep 
  above.
  The keep has four round corner towers, the main hexagonal Hightower, the 
  last remnant of Loew’s original design, and two guardhouse towers as tall as 
  the walls. The walls themselves sprout seamlessly from the rock below, to a 
  height of 50 feet above the plain. They are 10 feet thick, with outer 3 feet 
  being the battlement with 3-foot wide openings spaced evenly every 10 feet. 
  Each wall is approximately 200 feet long, with outer towers being 30 feet in 
  diameter.
  The Hightower is a hundred feet high. The top is fitted with an observation 
  deck with a signal bonfire, and a wondrous farseeing glass called the Skyeye, 
  built by Loew himself. Looking through it, observers can cast their gaze at 
  any place in the vast Crater plain, dotted with settled farms, brisk woods of 
  poplar and groves of black locust.
  It is through the Skyeye that the dark forces of the Thrallmaster were first 
  spotted five days ago, massing in the mountain passes and advancing down 
  into the great Crater plain. With only a short time to spare, the Keep’s de-
  fenses have been improved where possible. Old machicholacions in the inner 
  walls were repaired, and the two smaller gatehouse towers equipped with oil 
  (well, swampwyrm tallow)-filled cauldrons. The Keep’s only scorpio, a mas-
  sive spear-throwing siege weapon, was taken out of its grease vats and as-
  sembled and attached to the Skyeye, its harpoons ready to be set ablaze in the 
  great beacon fire which now called all Crater denizens to refuge, as moths to a 
  flame.
   
  
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  The Lord has dispatched one of his three prized clockwork hounds to run 
  to the Homeland, with a letter seeking aid and warning of the Thrallmaster 
  – but it will take even the tireless hound days to reach a city of note, from 
  which the message would be relayed to a relief force, and there is no telling 
  how long the assembly and arrival of such a force would take.
  The refugees from the surrounding plain soon came flocking to the Keep, at 
  least those who had escaped the ghul-scouts of the Thrallmaster. Farmer fami-
  lies, ranger and trapper bands, merchants, mendicants, and traveler troupes, 
  are all now enlisted as troops in defense of the Keep. Anyone who could hold 
  a spear in one and a shield in the other has been mustered and given basic 
  training, no matter their age or gender. The rest, mainly the sickly and elderly, 
  some women and all small children, were packed into the Hightower and 
  barricaded inside. The place is now a hotbed of rumors, the more subdued 
  ones regard the ways in which the Lord will make sure the folk are killed 
  rather then taken by the ghuls.
  The two score horses used by Outriders and their commander, sheriff Dohr-
  Ian, are tied up in the long stable near the eastern wall. Other buildings of 
  note in the courtyard are the leatherworks and smithy, both working around 
  the clock, assembling leather armor and forging arrowheads. The roofs of all 
  three buildings have been covered with mud to prevent them from catch-
  ing fire, and the water pump, which is fed from deep underground, has been 
  oiled, with dozens of buckets  prepared.
  Some two hundred soldiers of the garrison have been deployed on the battle-
  ments in three shifts, their longbows at the ready, and down in the inner 
  courtyard, the drafted defenders have made their miserable camp. Some five 
  hundred sturdy, foolish or simply brave men and women huddle around a 
  few measly fires, some whispering, some sleeping, the luckiest among them 
  sharing what are probably their last ever flasks of wine or plum brandy.
  
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  The Player Characters
  The characters are all placed in the same unit, which is supposed to serve as 
  the first reserve - that is, those who will relieve the archers and man the walls 
  in melee, should it come to that. The upside of this situation is that they were 
  given top notch gear, out of the equipment the defenders could spare. Each 
  player character receives a leather armor (and helm), shield and spear, in 
  addition to any starting equipment gained by their occupation.
  The unit is commanded by Sarjeant Zim, a no-nonsense veteran and war 
  hero, and is divided into five detachment of 15-25 people, each group led 
  by an experienced soldier. If any characters are mercenaries or soldiers or 
  have any sort of martial background, they are assigned as the leader of  the 
  detachment and effectively, the party, since it is could be assumed the charac-
  ter serves in the garrison (and consequently, is familiar with the fort layout, 
  including the location of the dungeons). If there are three or less players, it is 
  recommended to allow 5 characters each.
  Any other character can choose to be a part of the Keep’s garrison, providing 
  the player gives a satisfactory explanation (Judge‘s discretion). For example, 
  halfling cooks or farmers supplying the garrison with produce could have 
  spent time in the Keep. Dwarves could have been brought to work as masons, 
  while elves could be outriders or scouts. More colorful explanations for demi-
  humans can be given, in accordance with the campaign setting.
  Rewards
  This adventure includes a different approach to handing out rewards, intend-
  ed to better approximate and evoke what it means to live through a bloody, 
  ruthless battle, discover that there exist things one has not even dreamed of, 
  and come out on the other side a 1st level hero! The Siege of Bonemoore 
  Keep will become the stuff of song and legend, an epic last stand, a tale of a 
  brave few who turned back the doom that has threatened to erase all human-
  ity - or who caused it to be, depending on the outcome of the adventure.
  But whether those who survive are remembered as heroes, villains or fools, 
  they will come out of the harrowing experience changed, with increased 
  depth of perspective, sharper personality, more wisdom and improved muscle 
  memory, especially if they have committed some deeds that have changed the 
  course of the battle or saved lives.
  
  9
  Instead of awarding experience points, each successfully resolved encounter or 
  challenge in this adventure results in an increase of an Ability score, handed 
  out at the end of that encounter or section. This bonus is usually +1, for the 
  character(s) who used the relevant score to overcome the encounter – using 
  skills and performing actions that depend upon that ability score. Addition-
  ally, completing segments of the adventure nets all characters fleeting Luck, 
  which can be given to other characters similar to the Halfling Lucky Charm 
  ability. However, a PC loses all current fleeting Luck when he rolls a 1. Any 
  fleeting Luck not used is converted to permanent Luck at the end of the 
  adventure.
  Playtesting has shown that characters who already have a relatively high 
  Ability score tend to gravitate towards situations or resolutions that rely on 
  that score being used, which results in further increase of that score. A strong 
  character will go to pump water and an intelligent character will try to work 
  out the puzzle. This results in 1st level characters which have a better chance 
  of possessing high or relatively high ability scores relevant for their future 
  class, as well as increased player investment into those fragile 0- level PCs. In 
  any case, the Judge should not inform the players upfront what Ability will 
  be increased, but rather hand out the rewards in accordance with players’ ac-
  tions. 
  Every encounter or challenge has a suggested Ability increase award, both 
  for surviving or resolving it, as well as for some courses of actions that can be 
  taken during the encounter. The players are often creative in seeking solutions 
  that will use their preferred abilities, so the Judge is advised to be ready to 
  improvise different bonuses if a player solves a situation relying on an Ability 
  score that is not listed as a potential reward for an encounter.
  Some Ability increases are awarded for coming up with solutions or ideas. 
  Since these come from players, the player should decide which of the charac-
  ters they control will receive the reward. Finally, if a character reaches a Luck 
  score of 18 over the course of the adventure, any additional fleeting Luck can 
  be used to increase any other Ability score. Those blessed with fortune are 
  blessed, indeed!
  Of course, if this approach does not suit your style, you can always use DCC 
  experience points or simply have any survivors level up at the end of the 
  adventure.
  
  10
  Legends and Rumors
  Before beginning the adventure, each player should roll 1d16 on the follow-
  ing table as many times as is the total Personality modifier of their characters 
  (minimum of 1): this represents the rumors overheard from other conscripts 
  and soldiers. Rumors are marked T for true, PT for partially true, and F for 
  false.
  D16
  Rumor 
  1
  The Keep was once a temple to a dark god of perversion, its original inhabitants living in debauchery 
  and turned to demon-worshipping, before they were driven away by the first lord Farwall and became 
  man- eating ghuls from beyond the Crater wall. (PT)
  2
  The Lord has sent his fastest clockwork hound with a message for the Imperial forces, but there is no 
  way that help will get here in time. (T)
  3
  The Lord has a clockwork eagle which he keeps at the top of the tower, it can guide lightning from 
  the heavens to crackle down and destroy the Thrallmaster‘s army. (F)
  4
  The Thrallmaster controls his army like a puppeteer, all of them are tied by almost invisible strings to 
  his fingers, thousands of strings converging on his battlewagon, which is as big as a manor. (PT)
  5
  Magda‘s daughter is sick, she‘s a goner if that Priest can‘t help her. (T)
  6
  The Outriders have captured some scouts from the enemy army. They are like animals, only capable 
  of killing and pillaging. They say their eyes are pools of black, like tar. (PT)
  7
  Gruel, the gargantuan dragon lays asleep below the crater, as big as a cloud. It will awaken if 
  Bonemoore Keep falls, laying waste to the lands of man. (F)
  8
  The mud in the moat around the keep is alive, it grabs at you with hands of mud and pulls you down 
  never to be seen again. Thousands of attackers have perished in it over the centuries. (T)
  9
  The Sheriff was bitten by a ghul when on patrol, now he is down in the dungeons with a ghastly 
  fever., The Lord will have to order him killed, but he cannot bear to do that to his old friend. (F)
  10
  Dohr-Ian the Sheriff had a row with the Lord, and he ended up locked in the dungeon, nobody 
  knows why... Except maybe that crazy-eyed old Priest who has not left the Lord‘s side for the last 
  four days, ever since he came to the Keep. But good luck hearing anything sensible from that bloody 
  doomsayer! (T)
  11
  Maoran the Gaoler will let you in the dungeon to ‘ave a go at the prisoners, just bring him booze. 
  (PT)
  12
  A bunch of women in the main tower have started turning to each other for consolation. It is like an 
  orgy in there now, and that lecherous priest Nais is in the middle of it! (F)
  13
  Nais the Priest can heal a man with a touch of his hand, blessed be Igman the Saviour. He did it to 
  young Morty here, who poked his own eye out during yesterday‘s spear training. Bet he could do it 
  for that gaoler what with his leg all swollen and smelling something horrible! (T)
  14
  We are doomed, that Priest has said so. He says that this army is unstoppable. He says that Thrallmas-
  ter’s knights are not of living flesh and do not feel pain. (T)
  15
  The Lord has captured a wendigo some years ago, and now keeps the nightmare beast locked up in a 
  reinforced cell in the dungeons below. The Lord brings it live game every night. (T)
  16
  The Lord and the Sheriff... Didn‘t you hear? They have a go at it at night, in the Lord‘s bedroom. 
  Been doing it for years. (Judge’s decision)
  
  11
  Event 1: Predawn Assault
  Read or paraphrase the following to the players to set the scene and the 
  mood.
  The night seems to have no end, for none of you have gotten much sleep. 
  The walls of Bonemoore keep rise around you, like a prison for those 
  sentenced to death, its huge hexagonal Hightower looming above you in 
  the dark, the large signal fire on its spire now extinguished. The damp air 
  sticks to your undergarments, not bringing much respite from the summer 
  warmth, least of all to those who are forced to spend it in leather armor, 
  and especially not to those whose detachment has been told to wait at the 
  ready in the courtyard, right next to the tanner’s works, as yours has. The 
  clammy heat makes the stench from the tanned hides somehow even more 
  unbearable than the one that rises from the moat beyond the walls, filled 
  with bubbling mud and carcasses of farm animals deemed more valuable 
  as sources of hide and sinew.
  Despite the dampness, your mouths crack dry. Water has been rationed, 
  amid rumors of the wells being poisoned. You cast quick glances at the 
  Keep‘s water pumps, the nearest some fifty feet away. It could as well be 
  behind the mountains, since Sarjeant Zim and his first detachment are 
  stationed there. But what has kept you awake most of all is the ominous 
  rumble from beyond the walls. The screeching and wailing and murmur-
  ing of the Thrallmaster’s army. The enemy has arrived.
  It has been five days since the army was spotted, massing in the mountains 
  that circle the  fertile plain most of you have called home since you were 
  born. Now, ghuls have overrun your ancestral farms, your cattle has been 
  slaughtered or lost, your fields burned, and the wild tribes of mountain-
  men, led by the sorcerer known only as the Thrallmaster, have converged 
  on the very heart of the province, the old Bonemoore Keep, where all the 
  surviving populace has sought refuge. Anyone fit to hold a spear and a 
  shield was given one, including you, and now this garrison, led by your 
  Lord, graf Farwall, is to mount a desperate defense. Others, the sickly, 
  elderly, young women and children, are barricaded in the Hightower, 
  where Magda the Housekeeper is doing her best to keep the situation 
  relatively calm.
  
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  For the last few days, you have endured grueling training, gruel meals and 
  sleeping on blankets in the Keep’s courtyard, in order to become somewhat 
  passable soldiers, although Sarjeant Zim would be disinclined to agree, 
  loudly. The drills are at least a means to help you take your minds off the 
  rumors that have been floating around, about the horrible Thrallmaster 
  and his ghul minions.
  The news has only grown grimmer as more refugees arrive. Some thousand 
  people, less than half of them able-bodied, are now in the fortress – but at 
  least twenty times as many approaches under the grotesque banner of the 
  Thrallmaster, the Outriders have reported after their final foray, before 
  they too joined the wall defenses. Strangely, their Sheriff, Dour Ian, has 
  not been seen for the last two days.
  The ramblings of a wild-eyed wandering Priest called Nais do not help 
  – as he calls water from heavens to fill your cups and blesses the sickly, he 
  rambles on about this being the end times and how only the Lord Protec-
  tor Farwall can stop it. Some men whisper that he was the harbinger of 
  this doom, while some think him a saint who has come as a sign of your 
  victory.
  You overhear one young soldier in the detachment next to yours start talk-
  ing loudly. “I‘ve listened to the Priest, and he says we’ll all be killed! The 
  Lord should be ‘vacuating us!“. His tirade is cut short by a loud smack: 
  Sarjeant Zim has come up to him fast as a python and punched him 
  square in the mouth. As the recruit lands in on his bottom in the mud, 
  weeping and clenching his bloody jaw, Zim picks up the teeth strewn in 
  the mud. He tosses them to you. “Here, might bring you some luck. They 
  were lucky enough to get out of his stupid mouth”.
  There is 1 tooth per player. Each tooth bestows 1 point of fleeting Luck, 
  given to one character.
  The characters have been assigned to a single “detachment“, and in these 
  past few days they‘ve shared bread, stories of their past and bruises from the 
  drills that Sarjeant Zim has made them go through. Allow the players a few 
  minutes to get acquainted with each other’s characters, and suggest each 
  player share an interesting story about one of their characters, such as would 
  be traded in a soldiers’ tent. If a character is further developed in such a way, 
  
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  they get +1 to an Ability of Judge’s choice. They have stood out and could 
  easily be looked up to by other characters.
  This is also the time for players to decide if some of their characters are sol-
  diers or auxiliaries at the Keep. If at least one such character is in the party, 
  give the players Handout A, Player Map of the Keep. Otherwise, the players 
  can only sketch the map from the Judge‘s description. Once the players have 
  had a good look at the map, read or paraphrase the following:
  It is near dawn, and the moon is hidden behind the clouds. Some recruits 
  seem to have gotten used to the horrible sounds coming from outside the 
  Keep‘s walls and have dozed off. Then, you hear commotion spreading 
  through the soldiers – proper soldiers, on the walls. You look up, to see 
  the Lord on the huge triangular balcony of the Hightower, wearing a 
  ceremonial uniform with decorations and insignia whose meaning escapes 
  you, accompanied by his clockwork hounds. As the lord looks over you, he 
  draws a breath to speak, and is suddenly illuminated by orange light from 
  the north.
  All of you turn your gaze to the pre-dawn sky, only to see four, nay, five, 
  oh gods, now it is six fiery comets streaking across the sky towards the keep! 
  The Lord only has time to shout: “To arms, heroes!“, as the first comet 
  falls, revealing itself as a huge multifaceted flaming rock – and then 
  strikes short, disappearing behind the walls and into the moat, with a 
  thundering splash.
  Zim shouts for you to get your weapons and form up. The second mon-
  strous missile falls even shorter, but you can hear it outside the walls, as 
  it rumbles and rolls towards the Keep, finally splashing into the moat. As 
  two more fiery boulders fly over your heads lighting up the sky, you can 
  almost feel the heat on your eyelashes. They overshoot, splashing into the 
  marshland to the south. But then you are almost thrown to the ground by 
  a huge blast from the north wall, and then another, from the east.
  The fifth boulder has hit the stables, killing most of the horses, sending oth-
  ers fleeing in terror around the courtyard where the tents are, occupying the 
  Outriders and the hundreds of recruits in that part of the courtyard. But the 
  PCs will have to deal with the sixth, which has hit the arrow storage (1A), its 
  impact killing a dozen men and scattering the survivors. The flame quickly 
  begins spreading to the wooden platform and rolls of arrows that are now 
  
  14
  strewn all around. The fiery chunk of rock begins to stir, unfurling one ap-
  pendage, then the other, rising upon huge legs, revealing itself to be a curled-
  up rock golem, towering some 12 feet, and ablaze with intense fire.
  The second golem will climb to the northwestern corner tower, after wreak-
  ing havoc on the tents and the horses. The characters can see the tower is now 
  also ablaze, a huge humanoid shape clinging to its side like a grotesque ape 
  with no facial features or fine detail, its appendages spreading flame wherever 
  they strike, swatting at hails of arrows that pepper it. Eventually, it will fall 
  into the quickmud amidst archers’ cheers.
  The creatures are animated rock, created with the breathe life spell by the 
  Thrallmaster and then doused in alchemist fire and lit before being cata-
  pulted. It spends every round moving its full speed and swiping its long arms 
  at the defenders, killing most of them instantly, sending bodies flying like toy 
  soldiers.
  As Sarjeant Zim calls to charge, have players roll for initiative.
  Come on, you sacks! Do you want to live forever? 
  - Sarjeant Zim
  Area 1: The Courtyard
  The defenders have four rounds to destroy the intruder before it reaches the 
  Hightower. In the first round, the rock golem will strike at guard tower A. In 
  round two, it will move to point B punching at the barbican wall. In round 3 
  it will follow the barbican wall to point C, and the inner gatehouse will be set 
  ablaze. In round 4 it will go to the water pump (D), destroying it and leav-
  ing a small geyser in its place; and finally it will run out of flames in round 
  5, charging into the Hightower door, crashing it in, whereupon the Lord will 
  stop it. After each destructive act, the golem will engage in melee with de-
  fenders.
  The Judge should keep note of the rounds on the Flame Spread matrix, 
  which represents both the spread and the intensity of fires started by the rock 
  golem’s rampage. Every place where the rock golem finishes its movement and 
  makes an attack will catch fire. Since there is not much flammable material, 
  the fires will spread slowly. For each round that the rock golem is alive, check 
  
  15
  a new flame on the Flame Spread matrix, corresponding to the location in the 
  courtyard (A, B, C, D, E) and then check a flame above each already checked 
  flame, showing how existing fires are growing in intensity.
  Although it is possible the players will want to man the pump and start put-
  ting out fires while the golem is rampaging, the questionable wisdom of that 
  choice should be obvious from the golem‘s trajectory.
  Flame Spread Matrix
   
  Fire #A 
  Gatehouse
  Fire #B
  Barbican 
  Wall
  Fire #C
  Inner Gate
  Fire #D
  Water 
  Pump
  Fire #E
  Tower 
  Door
  The Combat
  The characters‘ detachment is next in the line of the rock golem. The first 
  detachment has been destroyed by his fall, and the second one, commanded 
  by Zim, is already engaged and taking heavy losses, as Zim curses horribly at 
  the PCs to join the fight.
  As the rock golem advances, it swings its long flaming appendages about, 
  mowing troops down. Roll to hit once, (the golem effectively hits on 2+) but 
  3d6 damage is distributed among everyone who is engaged in melee with it. 
  In round 0, the golem is fighting another detachment of 1d10+15 recruits, so 
  roll to see how many are killed; they will engage in melee combat until none 
  are left.
  Starting with round 1, have all the characters involved in melee roll under 
  Luck. Each PC that fails must take damage, but the amount is distributed as 
  
  16
  the players agree upon between themselves. A character can soak up all dam-
  age of one hit, sacrificing themselves for the others. This mechanic is intended 
  to simulate both the chaos and the bonding that is forged in combat, as the 
  players will calculate and possibly offer to sacrifice some character for the 
  good of the group, jumping in front of the golem or dragging their wounded 
  comrades away.
  If any NPCs are in the melee, they absorb damage first (1 HP per soldier, no 
  Luck check). How much damage Zim will absorb is up to the Judge. Zim has 
  charged between the monstrosity’s legs, and is slashing at the knees with his 
  longsword, his mighty deeds of arms focused on crippling it.
  Additionally, anyone who takes damage from the rock golem and survives 
  must roll a Reflex save equal to damage taken or catch fire, taking an ad-
  ditional d6 damage. This is only until the beginning of round 5, when the 
  flames on the golem are all but extinguished. Its melee damage also drops to 
  2d6.
  The situation is additionally complicated by the archers. In round one, Zim 
  calls for archers, and they deliver: have each player roll a d6 and add up the 
  results. That is the damage taken from the hail of arrows. Half of this damage 
  is spread among the PCs and NPCs in melee. Have each character in melee 
  roll under Luck. If they fail, they must take some damage from the arrows, 
  after any NPCs. Zim will recall the archers as soon as the first PC calls out 
  to him to do so. If no PCs take damage, the golem still only takes half of the 
  damage rolled.
  If a character tries to avoid combat, they quickly realize that there is no place 
  to go but the walls and corner towers. The stables have been destroyed. The 
  main tower door is blocked and the guardswomen inside will shout at any 
  stragglers to get back to combat. If a character wanders onto a wall or a tower, 
  they can try to stop the archers or join the archers (roll under Luck each 
  round to find an archer dead from the golem impact, with a longbow and 20 
  arrows), adding a d6 to archer volley damage if they hit. Any character on the 
  wall or a tower can also make out the Thrallmaster‘s army approaching in the 
  predawn gloom (see The North Wall Must Not Fall below).
  If the rock golem is still active at the end of round 5, it will crash into the 
  Hightower door, below the balcony where the Lord is standing. All the 
  archers will concentrate on it, on the Lord’s command – last one before the 
  
  17
  balcony comes crashing down. The Lord will jump away and jump on the 
  creature from above, as it flails its arms with the Lord‘s two hounds clinging 
  onto them, stabbing from above with his sword, killing it spectacularly, leav-
  ing a huge cloud of dust and a pile of stones. In the aftermath, one hound, 
  marked with a “II” on its forehead plate, is obviously broken, lying on its side 
  in the rubble, its legs making jerky walking motions. The Lord is nowhere to 
  be seen. Go to The North Wall Must Not Fall, but if any of the characters 
  stay to observe a little more, they will see the Lord bidding his last farewell to 
  his hound and going inside the Hightower, and will later be the ones whom 
  Nais the priest will approach and try to beguile at the beginning of Part 2 of 
  the adventure.
  Huge Rock Golem (on fire): Init -2; AC 18; HD 12d8+16; HP 
  53; Attack: flaming fist +12 melee (3d6, 2d6 after 4 rounds) MV 
  30’ or dig 10’. SP: Set ablaze, sweeping strike, immune to mind- 
  affecting spells; Act 1d20 SV Fort +4, Ref +2, Will +4
  Rewards: Any PC who joins the archers and damages the golem receives +1 
  Agility. If any PC shouts to recall the archers, they receive +1 Intelligence. If 
  a PC is the one to land the final blow on the rock golem, that PC is hoisted 
  up on the troops’ shoulders amidst cheering, gaining +1 Personality and is 
  dubbed the Rockbreaker by the troops. If the rock golem is killed by arrow 
  fire, Sergeant Zim will be the one to effectively finish it off with a mighty 
  deed of arms. Every character that has engaged the rock golem in melee com-
  bat and survived gains +1 fleeting Luck.
  Fire of a Known Origin
  As the rock creature drops, breaking apart into chunks of stone and a 
  dusting of fine soil, you turn around to see the courtyard in chaos: dozens 
  of dead, some men burned to a crisp, horses neighing in terror and several 
  fires spreading around this part of the Keep, the largest one being in the 
  place where the monster impacted, near the guardhouse and munitions 
  storage.
  The fire is spreading, slowly but surely. Your detachment seems to be the 
  only one left in this part of the courtyard. As you stand in the midst of the 
  carnage or emerge from the piles of heavy hides scattered by the flaming 
  rock creature‘s passage, you look at each other, when Zim‘s scream tears 
  
  18
  through the chaos: “To the pump, you nincompoops!”
  Once the golem falls, the Judge should continue counting rounds and check-
  ing new flames in the activated columns of fire in the Flame Spread matrix, 
  one per column per round. If a fire column reaches the top, that part of the 
  keep is destroyed. The rounds are now “non-combat“, i.e. they last an entire 
  minute.
  There are scattered buckets around the water pump (or its remains) – equal 
  to d20 + the Luck score (not modifier) of the first PC that comes to them. It 
  should take the party at least 1 round to get to the pump and organize a line 
  of 10 people, so add at least one checked flame to each fire column on  the 
  matrix. The number of buckets determines the maximum length of the line. 
  If there are 18 buckets and 18 people, the chain can reach a fire 90 feet away, 
  which is the furthest fire from the pump. If there are not enough characters, 
  some NPCs will have to be recruited for the cause – not Zim, though, he is 
  busy triaging the wounded. If there are not enough buckets, the characters 
  will have to come up with another way of extinguishing the flames, see below.
  A character can pump up to his Strength score in rounds, before having to 
  make Strength checks, beginning with DC5 and increasing the DC by 1 ev-
  ery subsequent round. Failing means the character is exhausted and takes -1d 
  to all action and damage rolls for the next encounter. If the pump has been 
  destroyed in the golem’s rampage, one character can stand at the pump filling 
  the buckets and getting soaked with icy-cold water for as many rounds as is 
  his Stamina score, after which they must make Stamina checks, beginning 
  with DC5 and increasing the DC by 1 every subsequent round. If they fail, 
  they are freezing and have to warm themselves up for a turn, and they skip 
  the next scene (The North Wall Must Not Fall).
  Every round spent extinguishing a fire brings its column down by 1 flame per 
  5 people in line. The line can be lengthened every round, if there are PCs urg-
  ing other defenders to help the effort. A successful DC10 Personality check 
  will persuade a fellow NPC soldier to help and join the line. The Rockbreaker 
  can roll d24 for this check.
  Alternatively, hides and leather from which elite hide armor is made, can be 
  thrown on the fire to extinguish it. It will take one hide to extinguish one 
  flame in a single column on the matrix. The hides are foul-smelling, and it 
  takes a DC8 Stamina check to carry one to the fire without losing a round to 
  
  19
  
  20
  vomit, and if a PC wants to carry two, the check is 12. Picking up a hide is 
  an action, as is throwing it on the fire. Each character can carry two hides.
  There is also the option to find the Priest Nais in the tower. Any NPC sol-
  dier can be asked if they have seen him. Have the PC roll under Luck and 
  the NPC will say that they saw him extinguishing the fire in the stables. It 
  will take a PC 20-Luck score rounds to find him and bring him to a fire in 
  the courtyard. Nais will call upon divine favor to create water and extinguish 
  three flames in a single column per round.
  Rewards: the character who recognized that hides can also be used to fight 
  the fires receives +1 Intelligence and the first character to come to the 
  leatherworks finds d3+Luck bonus hide armors. Any character who dumps 
  hides onto the fire without vomiting receives +1 Stamina. The character who 
  fetches the Priest receives +1 Personality. The character who has worked 
  the pump until the fire was extinguished and did not fail (or need to roll) a 
  Strength check, gets +1 Strength. The character that has stood in the freezing 
  geyser until the fire was extinguished and did not fail a Stamina check, gets 
  +1 Stamina. Every character that participates in the firefighting efforts gains 
  +1 fleeting Luck.
  The North Wall Must Not Fall
  Just as the last of the fires is extinguished, there is a cry from the walls 
  – ghuls screaming and sarjeants calling for the archers to get ready with 
  their flaming arrows. As the first volley is fired at the enemy you know 
  now must be charging the walls, you regroup and seek each other out in 
  the chaos. What remains of your detachment huddles in one place.
  If a character observes the surrounding commotion, looking for someone 
  who knows what they are doing, roll a Luck check. If they pass, they will 
  notice one of the Lord‘s clockwork hounds, marked II. The mechanical crea-
  ture has been badly damaged; it has fallen on its side, but its winding gears 
  still force its legs to maniacally move forward, pushing at the ground. The 
  creature moves in a circle, a sorry wreck. Finally, the Lord, dusty and bloody, 
  appears and inserts the tip of his dagger behind its ear, at which the beast 
  freezes. The Lord stares for a spell as the hound’s sapphire eyes go dark, then 
  disappears inside the Hightower, among sobs and shouting of the refugees in-
  side, followed by his one remaining clockwork hound. Anyone brave enough 
  can pry the hound’s eye out and have themselves a nice 1000 gold piece 
  
  21
  ruby but should roll for Luck. If failed, they are spotted by some soldiers and 
  immediately attacked. The soldiers will not talk, there are d6+1 of them and 
  they have the same stats as the offending character.
  The archers have been firing their volleys for a good minute, when the call 
  from the battlements comes: Reserve! To the wall! To the wall! Read or para-
  phrase the following:
  Zim again leads by example, charging through your group, shoving (the 
  characters with lowest Luck) in front of him, pulling others behind him. 
  Before you know it, you are being herded up the ladders and on the 
  northern wall, to the right of the gate. Next to the ladder is a flight of 
  small stone stairs leading up to the guard tower, where there is a cauldron 
  bubbling with a boiling mass, over a large burning brazier.
  Zim stops (the character who has a military background, or the one with 
  the highest Personality or the Rockbreaker), and pushes a small bulb-
  shaped flask into your hands, shouting into your face: “This is a fairy fire. 
  It will draw the attention of the scorpio, so they know to fire where it has 
  been used. Do not use it if they breach the battlements, but before, you 
  hear me?“ He shakes another bulb in his hand as he runs up.
  The PCs are on the wall, where they can finally take a good look at the Thrall-
  master’s army, illuminated by four large beacons – monstrous catapults that 
  must have launched those living rocks. The flaming arrows of the defenders 
  fly from the walls and dot the crusty marshland around the Keep like carnival 
  lanterns, revealing a terrifying scene: hundreds of ghuls, sprinting on all fours 
  towards the mud-filled moat, screeching hellishly. Almost half a mile away 
  behind ranks of hide-bound wild men, rises a monstrous tent, shaped like a 
  beastly hand, its five fingers flailing with the wind, alight with a ghostly glow.
  The enemy charge is two-pronged, and each prong is aimed at a place where 
  the mud-moat has been filled up by one of the two rock golems that fell 
  short of the Keep at the beginning of Pre-dawn Assault scene. Now, to the 
  defenders‘ horror, the creatures have melded with the mud, creating two earth 
  bridges across the moat, to the base of the walls. One of them is directly in 
  front of the gate. The other is directly in front of the PCs, on the same wall 
  that houses the gate. 
  The characters are ordered to position themselves on the battlement. There 
  
  22
  are twelve openings in the wall and each character is assigned one opening, 
  3 feet wide. If there are more than 12 characters, the ones with highest Luck 
  come to the battlements last and find a large wooden  pitchfork each (adds +2 
  to rolls to push away poles, see Combat below). One extra character can man 
  each opening, or they can go for the cauldrons, which are on the guard tow-
  ers above the gate, narrow stairways leading to them from both sides. If there 
  are empty battlements, have them manned by NPC soldiers, and leave it at 
  that. As the characters take position, they can see the attackers.
  Have no doubt: these are ghuls, cannibalistic degenerates from the caves, 
  craving human flesh and poisoning the air with their beastly screeching. 
  Some are naked, some in rags, furs or wearing bits of flayed skin, yellow 
  eyes gleaming in the dark. They carry grappling hooks and long poles upon 
  which other ghuls already hang, but most are content to jump at the wall 
  and climb using the sheer strength of their sinewy muscles. The hooks be-
  gin clanging, poles sprout up, and barely a couple of heartbeats later, the 
  first ghuls are already in your faces!
  The Combat
  Do not roll for initiative. The heroes have automatic first strike in every 
  round in the ensuing combat. Additionally, they gain +4 to AC due to being 
  protected by the battlements. However, each PC must fend off 2d6-Luck 
  bonus ghuls that will try to climb a pole and push through that opening in 
  the battlements. 
  A character can forego their automatic first strike in order to push away the 
  pole. If they survive the ghul‘s attack, the character rolls a Strength check, 
  DC8+number of ghuls on the pole/hook. If successful, all the ghuls fall and 
  the character is considered to have single-handedly cleared their “opening“.
  If a PC attacks the ghul in melee and kills it, the ghul below rolls a DC10 Re-
  flex save or also falls down. If a ghul is hit, but not killed, it rolls a Reflex save 
  (DC10+damage taken) or falls down and the ghul below rolls a DC10 Reflex 
  save. If there are two PCs at an opening, they can kill a ghul each. If two or 
  more ghuls are killed or knocked over on one opening, there is no ghul attack 
  on that pole in that round.
  If a PC clears out all the ghuls on a pole, they can move to help a comrade. 
  However, if a PC dies or moves away from their battlement opening once 
  combat has begun, all remaining ghuls from that pole are redistributed 
  
  23
  among the other PCs, but they appear first, and until all these surplus ghuls 
  are killed the PC does not get the +4 AC bonus. The players should keep 
  track of how many ghuls each character has coming up and which are surplus 
  and deny the battlement AC bonus. Allow the players to allot these surplus 
  ghuls among the characters as they see fit. This is, again, to foster the camara-
  derie that is forged in combat.
   
  Ghuls: HD d6, AC12, Attack: bite +2, (d6) dmg bite. SP: Fort 
  save DC12 or contract ghoul fever, and the wearer becomes a 
  ghul in d3 days. Ref save + 2. Note: ghuls are not undead, they 
  are living creatures who have become like this because they have 
  feasted too much on human flesh.
  There are also two cauldrons of boiling wyrm tallow on the guard towers, 
  ready to be spilled in front of the gates, or through murder holes inside the 
  barbican, or even down the wall openings. Each cauldron hangs by its semi-
  circular handle on a 10-foot pole. The poles are securely set into two hooks 
  on the inner side of guard tower battlements. There are similar hooks on 
  every battlement, so a cauldron can be popped out of its current place and 
  slotted to fit right into the middle of any  battlement opening, to be poured 
  over the ghuls, eliminating all the enemies in a lane i.e. that are attacking that 
  opening.
  It takes two PCs to carry the cauldron safely. They will need a round to pick 
  it up, another to bring it down, and another to set it up and turn it over. This 
  requires a DC5 Agility check for each PC: one PC rolls in the first round, the 
  other in the second. If one check is failed, the oil spills on the PC and does 
  d6 damage. If both fail, all PCs on the wall must make a DC8 Reflex save or 
  suffer d6 dmg. Even a successful save prompts a Luck check. Those who fail 
  the check have jumped too far away from the battlements and lose their AC 
  bonus for the remainder of this combat. If left on the guard towers, the caul-
  drons can be tipped over and onto the ghuls in front of the gates with a DC 5 
  Agility check, failure means d6 searing oil damage.
  
  24
  
  25
  The Battering Skull
  Describe this to the first character who has cleared their ghuls and now has 
  time to scan the assault at the keep that is going on around them:
  A couple of hundred feet away, you make out what seems to be a fast-
  moving battering ram. It is carried by what seems to be a swarm of 
  twenty or so man-sized cockroaches, scuttering on both of its sides. The 
  business end of the ram is a black iron skull, as large as a giant’s. As the 
  ram approaches, the dead iron eyes of the skull blaze with fire, as if they 
  are focusing on the main gate.
  These are also ghuls, but crouched under giant cockroach carapaces, which 
  are affixed as a cover to the battering ram. They are trotting towards the 
  bridgehead created in the moat by the golem that has melded into the quick-
  mud. It will take them four rounds to reach the gate. A character can throw 
  the fairy fire in the direction of the ghuls to signal the scorpio, roll ranged to 
  hit AC12. The scorpio crew will fire in the next round after the signal; it has 
  +8 to hit and can fire up to six bolts in a round, doing 2d8 damage each. If 
  no PCs do it by the third round, Zim will signal for the scorpio spear-thrower 
  and shout for the cauldrons. Note: if a PC fumbles the fairy fire roll, consider 
  having the scorpio fire at the PC.
  There are twenty ghuls around the ram, with max HP and +4 to AC and 
  half damage from fire due to the cockroach armor. If one cauldron is poured 
  on them as they bash at it, it will kill d6+1 of them outright, both will kill 
  2d6+2. If the number of ghuls falls to single digits, they scatter and flee, leav-
  ing the ram.
  Victory
  If all the attack lanes are cleared and the battering ram is destroyed, the attack 
  is stopped. The defenders get a brief respite, as they see well-armored troops 
  fall into formation in the dim dawn. But these troops move in a strangely 
  ordered, synchronized and precise manner, almost like they are not human.
  As the chill of the morning and unsettling realizations about the nature of the 
  enemy set in, the Keep is in turmoil. The wounded are being carried to the 
  Hightower, but those inside will not admit them. Magda refuses to allow the 
  barricade to be dismantled, since it would be too risky at this moment.
  Nais is also there, healing the wounded and seeking out the PCs. Everybody 
  
  26
  is asking for the Lord, but he is nowhere to be found. Rumors begin spread-
  ing that he has died defending the battlements, but the PCs know he was not 
  there with them, and some may have even seen him enter the Hightower.
  Defeat
  If the party drops to less than half of the number of characters that have first 
  manned the walls, it means that the ghuls have overwhelmed the defenders, 
  even if the battering ram is destroyed. If the battering ram is not destroyed 
  7 rounds after it was first spotted (it takes 3 rounds for the ghuls to batter 
  down the gate), the gate will crash and ghuls will pour into the barbican and 
  through the damaged guardhouse into the courtyard beyond, under heavy 
  fire from the archers who are now manning the barbican walls. The ghuls are 
  soon decimated, but not before a screaming horde of mountain-men pours 
  through the gate, led by groups of men in full plate mail armor, walking in 
  horrifying unison like automata, seemingly oblivious to attacks. The puppet-
  knights cut at defenders cruelly, maiming them but not killing them, as if 
  they want to capture anyone who has survived the ghuls.
  All surviving PCs should roll Luck. All who have rolled under gather in front 
  of the reinforced door to the Hightower. Those who fail must first single-
  handedly face an enemy that pops up in front of them in the chaos of the 
  breach.
   
  Enemies Pouring into the Courtyard
  D6
  Enemies
  1
   A small rock golem falls from the sky right before the PC. The PC has one 
  chance to flee but has to win initiative. Init -2; AC 18; HD 4d8+16; Attack: fist 
  +4 melee (d8) MV 30’ or dig 10’. SP: immune to mind-affecting spells; Act 1d20; 
  SV Fort +1, Ref -1, Will +2
  2
  Ghul HP d6 AC12, Attack: bite +2, jumping from above in front of the character. 
  The character has initiative.
  3
  Tribesman scalper: Init +0; Atk khukri +1 melee (d5); AC 11; HD d4
  4
  Tribesman gorger: Init +0; Atk spear +1 melee (d6); AC 11; HD d6
  5
  Puppet warrior – offers a chance of surrender; Init -1; Atk axe +5 melee (1d8+2); 
  AC 17; HD 5d8 (10d8 for officer); MV 20’; Act 1d20; SV Fort +8, Ref +4, 
  Will+8; Int 12, Str 16, Agi 10. See the Finale for more details.
  6
  Puppet officer – tries to capture the PC, subdual damage (dmg d6+2); MV 25’ If 
  knocked out, the character is taken to the Thrallmaster. See the Finale for more 
  details.
  
  27
  In any case, when all the surviving PCs are at the Hightower door, go to Part 
  2.
  Rewards: All surviving characters gain +1 fleeting Luck. Those who have 
  handled the cauldrons successfully without failing their checks, as well as 
  those who have escaped the hot oil spill gain +1 Agility. Any character that 
  has single-handedly fought off all his attackers during the wall defense gains 
  a choice of +1 Strength or +1 Personality. Anyone who survives a random 
  encounter gains +1 max hp.
  
  28
  Event 2: Deeper Delve
  This rest of the adventure is time-limited, but the limit is intended to be 
  dramatic rather than realistic: if the party dallies for more than an hour of 
  game time in the Hightower and the dungeon, the keep shakes from a subter-
  ranean explosion, hinting that the invaders are trying to reach the laboratory 
  by blasting and burrowing their way through, and there is another massive 
  attack on the walls. This attack will culminate only when the characters find 
  the scroll of life in Part 3 of the adventure.
  Area 2: Hightower
  The priest Nais either approaches the characters in the chaos of retreat or they 
  find him tending to the wounded after the wave of ghuls is thrown back from 
  the walls. When he sees them, he glares at (the character with highest Person-
  ality or the leader of the detachment) with his unsettling black eyes.
  You! Your face. You should know. You must know. There is a way, to end 
  this, now and forever! The Lord is gone. He is lost. He could not handle 
  the truth, but you, you must!
  If asked to clarify further, these are some of the answers he offers:
  The Lord? He has gone! Gone mad! Gone gone! (if pressed further) He 
  must have used a secret exit, the vision that came to me, he was too weak 
  to meet his destiny, he used the sacred knowledge that I have divined for 
  his cowardly ends!
  Bonemoore Keep holds a secret, my god has shown me what mortal eyes 
  cannot see, hidden behind the rock, deep underneath the Keep.
  A golem- A human-shaped, soulless engine of destruction! Built to guard 
  the lands of man from any threat. Never used. Until now! Now is the 
  time, or everything will be lost! And our Lord is missing, so the gods have 
  chosen you! I have seen your faces in my vision!
  There is a hidden laboratory below the dungeons, seek out the entrance 
  in the dungeons. I have seen the door in the floor in my vision. In this 
  laboratory you must find a scroll with words of magic and power, and you 
  
  29
  must place that scroll into the golem‘s head, as per the ancient ritual of 
  Loew Farwall! I have seen it! It must be done! It is the only thing that can 
  put this right!
  But even should you encounter the Lord hiding somewhere down like a 
  coward, do not trust him! He must have gone mad from the strain that 
  has been in his family forever. It was his ancestor, Loew the Demented, 
  who built this Keep. That is why it is his most powerful creation, the 
  Golem, is the one thing that can save us now! I have seen it! The gods 
  have shown it to me!
  To further impress upon the characters the need to act, he heals them (roll as 
  usual, Nais does not suffer disapproval, but if he rolls a 1, his demonic nature 
  bursts through - which he uses to hasten the characters into action, telling 
  them the Thrallmaster is attacking him with spells and leaves), Nais tells them 
  that they have been blessed by his god of suffering and sacrifice and they are 
  but his weapons - so go, sentinels of mankind! He even gifts a character that 
  first accepts the mission with food of the gods, enough for 5 people to heal 
  d4+3 damage each and restore a point of ability loss.
  He wants to see them succeed. If pressed on what has happened with the 
  Lord, Nais says he must have escaped the Keep through a secret exit there 
  once he learned of the Laboratory, but implores them to keep silence on that, 
  he has no proof but the fact that the Lord is missing.
  If the characters are suspicious of Nais, they have little opportunity to act 
  upon it. He is well-respected by all, especially the wounded and any move 
  against him is bound to turn everyone against the PCs. As a final solution, he 
  can charm the most prominent character, but only after taking them aside or 
  somehow talking to them alone.
  Your suffering is necessary. There is no joy without 
  suffering. Stay content in the knowledge that your suf-
  fering may well become the source of joy to someone. 
  -Nais the Priest
  
  30
  2A: Hightower Entrance
  A heavy wooden door, large enough to haul a cartwheel through, rises 
  above several wide stairs. The entrance to the tower is closed and barred 
  from the inside. You can hear voices shouting from behind the door.
  The Priest will bring the surviving heroes here, imploring them again to go 
  to the Laboratory quickly and find the scroll; he cannot go with them, since 
  he is needed here to tend to the wounded. And as if to prove his point, the 
  horn alarm blares, as another wave of attackers splashes against the walls. 
  The troops are called out to man the walls again, Zim shouts for everyone to 
  get to the walls, while the Priest sends the party up the wide steps, into the 
  Hightower.
  If the Hightower door has been breached, they can just run or walk in, where 
  they encounter Magda (see NPCs of Note), tending to the people, trying to 
  keep them calm. If the door stands, they are stopped right there by sentries – 
  Magda‘s girls, who do not open the door while talking to them.
  In both cases, first they must contend with Magda and her flock, who will 
  turn them back, shouting at them bitterly to go to the walls, unless they 
  present some credible explanation why they are not on the walls, fight-
  ing. Possible avenues of persuasion could include: carrying the body of the 
  clockwork hound (to the Lord, for repairs); one of the characters knowing 
  Magda and simply asking her to trust them; mentioning the Priest – Magda‘s 
  daughter is sick  (and is also with child, but that is a secret  only the mother 
  and the daughter share), and if the Priest can spare a few minutes away from 
  the wounded to heal her, a character could go fetch him quickly. Nais will 
  be more than happy to do so, after he tends to the wounded for d2 turns. 
  Magda will not ask for that, however - only if a PC  engages any of the girls 
  in conversation, that girl will divulge the information. (“Look, how brave she  
  is. She will get us out of here, if anyone can, Magda will. That‘s why I follow 
  her. You could never tell that her own daughter is sick, she still takes care of 
  everyone!”)
  Magda is a friend to the Lord, and she knows that he has gone to the dun-
  geons, but he has not told her the exact reason - he only announced that he 
  is going to make sure doom doesn’t take us all. She chose to interpret those 
  words positively, believing that the Lord has some sort of secret weapon down 
  there, but she only guesses it could be the wendigo (see The Dungeon) – and 
  
  31
  prays that the Lord returns soon. If the characters express concern about the 
  Lord or show intent of saving him or bringing him back, she divulges what 
  she knows and guesses, hinting at her disapproval of the whole wendigo busi-
  ness, but bashful to tell the whole story.
  If the characters threaten violence, the girls will stand their ground, until the 
  characters successfully break down the door, which is a DC20 Strength check. 
  Three additional characters can try helping, each one adding +2 to the roll. 
  This can be attempted only once, but several groups of four characters can 
  have a go. If the door is broken down, the girls are caught off guard and some 
  even throw down their spears – they are after all, here mostly because they are 
  unfit to fight. The characters can stroll on, over Magda’s protests, but neither 
  she nor the girls will initiate violence.
  Rewards: Persuading Magda to let the party in gets the character +1 Person-
  ality. Getting information about the Lord from Magda nets +1 Intelligence. 
  Breaking down the door brings +1 Strength, to all characters that have par-
  ticipated.
  2B: Main Hall
  The great hall is teeming: a few hundred miserable people are clinging to 
  their possessions or hugging their loved ones, chattering nervously, some 
  sickly with fear, others with old age or hunger. As you walk among them, 
  they look at you hopefully, little children bemused by seeing armed soldiers 
  here, their mothers frightened that this means the battle is not going well.
   
  Once inside, the party is free to enter the dungeons below. If they roam 
  through the great hall and the granary, they must push through hundreds of 
  refugees packed tightly together, tension running high. The people here are 
  mostly women and children, a few men too old or sickly to hold a weapon. 
  All of them are scared spitless, but unable to do anything about their horrible 
  predicament except pray to the gods for the defenders to prevail.
  Roll for one rumor (overheard from the people gossiping around in hushed, 
  trembling voices) and for one encounter on the following table every time the 
  party enters the Hall or the Granary.
  
  32
  2C: Granary
  This large silo is fenced off into two halves, you enter the one where 
  refugees have made camp, at least two hundred more huddle here tightly, 
  mostly women and children. The fence is guarded by several armed 
  women. Another, quite large and striking woman is arguing with them in 
  a deep voice.
  The back half of the granary is where food and water are stockpiled. There are 
  six of Magda’s flock there, and the one arguing with them is Genheric (see 
  Random Encounter table).
  D6
  Hightower Encounters
  1
  A young mother with a day-old child, asking for ale or just lots of water, 
  she needs to get her milk flowing, for her baby is wasting away. If a PC has 
  food of the gods, or at least some ale or fresh water from the water pump, 
  she gulps it down and blesses the PC, asking them for their name. She will 
  name the child after the character. The character can re-roll their Lucky 
  Number if they desire to do so.
  2
  A girl of sixteen comes up, looking at the characters‘ faces, as if trying to 
  find a familiar one. If engaged in conversation, she reveals that she was 
  hoping one of them is (PCs name, preferably a character whose player has 
  lost at least one other character so far). Her parents sent her on a horse and 
  told her to look for the PC, who is an acquaintance here, but she ended 
  up locked in here with the other refugees and she has not been able to talk 
  much to soldiers. Unfortunately, her parents have not reached the Keep 
  before the siege began. She is a 0- lvl character.
  3
  Genheric, an actor and theatre owner, dressed as a woman. He seems to be 
  pulling it off, but an observant PC will notice something too manly in the 
  voice and gait of that tall woman with an obvious wig and heavy makeup. 
  If confronted, he will plead for the PCs to spare him, offering them good 
  wine as a bribe, which could be useful in the dungeons below – he knows 
  the Gaoler, a horrible man, but a lover of a good drink. If the PCs coerce 
  him into following them into the dungeon, he will accept. He has knowl-
  edge of history, art and even something of the occult, allowing him a 
  d20+1 roll for this type of knowledge, but he will leave the party at the first 
  opportune moment, which likely will not happen until the very end of the 
  adventure.
  
  33
  4
  An old man, withered and bent, comes up, clutching a sword in his ar-
  thritic hand. He introduces himself as Daedal and volunteers to follow the 
  PCs. He is (roll d4) 1. Blind in one eye, 2. Deaf as a doorknob. 3. Walks 
  half speed, 4. A sage of no small repute, versed in religion and culture, 
  who could have something to say about the symbolism in the mural at the 
  entrance to the Laboratory.
  5
  A pair of twin orphan boys, Oli and Gogi, age 12, who wish to follow the 
  PCs. If one of the characters is the Rockbreaker, they will not take no for 
  an answer and will shadow the party into the dungeons, which could lead 
  to potentially disastrous consequences if the wendigo is released. They have 
  +2 to Sneak and Hide but are 0-lvl characters otherwise.
  6
  An elderly mother asks the PC with the lowest Luck if they have any news 
  of her son. Roll Luck, if successful, the PC knows the man and the player 
  must decide what has happened to him - and whether he will tell the truth 
  to the mother. If the Luck roll is failed, the PC does not know the man 
  is dead, but could still choose to comfort the mother with a lie. If the PC 
  tells her the truth, he gains +1 permanent Luck. If he comforts her with a 
  lie, she gives him a pair of socks to take to her son, or to remember her son 
  by. The socks are lucky - as long as the PC has them on his person, he gets 
  +1 fleeting Luck at the beginning of the session. If the character ever loses 
  one sock, he loses the bonus, and if he loses both, he loses one additional 
  point of Luck.
  2D and 2E: Bailey and Guardroom
  You enter a small bailey in the middle of the Hightower, and the iron 
  dungeon door is there, on the other side. As you descend the wet stone 
  steps, you hear grunting and heavy, messy gulping.
  You enter a small guardroom, with several metal boxes stacked neatly on 
  top of each other to the left of you, and a large grate door taking up most 
  of the wall on the other side. To the right of the wall sits a bloated, belch-
  ing man: his leg is swollen and emits a smell that would make a ghul’s 
  eyes water.
  He holds a jar of what must be brandy in one hand, and a small baton 
  in the other. He does not seem at all eager to leave his chair, seemingly 
  content to chug at the jar and eye you suspiciously. His  eyes are red and 
  watery, and his nose is broken.
  
  34
  “Who in hells are yer? Git off, no business for yer here”, he growls, his 
  voice unexpectedly high, his breath expectedly pungent. A set of keys on a 
  ring dangle as he takes another swig, shifting his considerable weight on 
  the tiny chair.
  This is Maoran the gaoler. He has been stationed here because of his gan-
  grenous leg as much as his abrasive alcoholic personality. However, he lacks 
  any real means of stopping the PCs from taking the keys away from him, 
  although he will put up a show of doing so. If anyone threatens him with 
  violence, he will fall from the chair and hoist his horribly smelling leg at 
  the PCs. Anyone in a 10 feet radius must make a Fortitude save DC12 or 
  become ill from the smell, having to leave the room for d6 rounds for each 
  point of difference between the roll and the DC, suffering -1d to all rolls for 
  the duration.
  Alternatively, the party could offer Maoran something to drink, which he will 
  gladly accept, but will not let them pass. However, he will let slip that the 
  Lord has ordered him not to let anyone in until he comes back from the dun-
  geon. He is already quite drunk (although he holds it well) and unreasonably 
  optimistic regarding the battle and asks that the character who has given him 
  drink toasts with him. He believes the Lord will release the wendigo inside 
  but will only mention the wendigo if a character drinks with him. After four 
  drinks, he will fall asleep, mumbling something about how the characters can 
  just go in and enjoy themselves... The character can simply pretend to drink, 
  or can roll Fortitude saves at an increasing DC 5, 8, 12, 15 to not get drunk. 
  Each failed save nets a -1 to attack and skill rolls as well as +1 to Will saves for 
  1 hour.
  Maoran’s heavy key ring has six smaller and six larger keys, as well as a comi-
  cally big key for the grate door. The six smaller keys open the metal boxes, 
  where the prisoner belongings are kept. Box 1 contains two composite short 
  bows and a two quivers of 20 arrows; Box 2 contains Dohr-Ian’s bastard 
  sword and his sheriff’s badge; Box 3 contains a pair of beautiful soft boots 
  that fit the wearer‘s feet and a cloak, light as cobweb, yet warm and snug 
  when worn. These belong to Norfain, who is locked in cell 3. Box 4 holds 3 
  torches. Boxes 5 and 6 are empty, but box 6 has a secret compartment, which 
  has recently been accessed (Spot check DC 8 to notice), shaped to fit a T-key. 
  If box 5 is searched, another such compartment is revealed, with a spare T-
  key, which serves to easily open the trap door in cell F.
  
  35
  Rewards: The character who tries intimidating Maoran gains +1 Personal-
  ity. The character who drinks him under the table gains +1 Stamina. Anyone 
  who successfully resists the horrible smell gains +1 Stamina.
  Maoran the Gaoler: Init -2; HP 6; AC8; Attack: baton +0 melee, 
  (d6); Act d20; SP: Gangrenous leg, DC12 Fort save or nausea and 
  must leave the vicinity . Saves Fort +1, Ref -2, Will +2; AL N.
  2F: The Dungeon 
  The door opens to a long hallway, without any light. You can make out a 
  hard, iron, cell door in the right wall, and another, a little further in the 
  left wall. There seems to be more down the hall.
  Each cell is barred with a heavy iron door, with the only opening being a slit 
  used both for food and for observing the prisoners. The gaoler’s larger keys 
  can unlock any cell. Otherwise, the lock can be picked (DC15) or broken 
  (Strength check DC17). Add +5 DC to both for cell 6.
  The cells are 12x12 feet, with no beds and a hole for a toilet. There is some 
  straw and two dirty blankets in each cell, as well as shackle rings in the walls, 
  but no prisoners are currently shackled.
  Cell 1: Two men are lying on the dirty, bloody blankets. They are badly beaten, 
  their faces hidden under bruises, but their baldness, their sinewy frame and the 
  complexion of their skin give them away as mountain tribesmen. The enemy.
  Drim and Pinha, two tribal scouts for the Thrallmaster’s army are inside, 
  badly underfed, thirsty and brutally tortured. They are both beaten to a pulp 
  and Pinha cannot even talk, his mouth is so swollen, most of his teeth miss-
  ing. They will not initiate any talk, expecting more beatings. The beatings 
  were orchestrated by Maoran, who has been taking booze from soldiers to let 
  them in and attack the prisoners.
  If the PCs are kind to the prisoners, giving them water, Drim is the one to 
  talk, but only if the PCs insist on him answering questions. Otherwise, he 
  fears some ruse to further hurt him. He knows little: they are both from the 
  Hawkill tribe, their chieftain and shaman said that they have been called to 
  battle by the hawks, and the hawks follow the big tent on wheels, one shaped 
  
  36
  like a clawed hand; it was waiting for them at the bottom of the mountains, 
  and flesh-eaters were gathering, too, but they seem to revere the hand on 
  wheels and it tells them not to eat tribesmen. But the ghuls he knows. It is 
  the armored men that scare him. They are men but they are not. They are 
  flesh but not really alive. Like puppets made of meat, encased in armor.
  Drim and Pinha believe that the keep is doomed and ask for nothing, the 
  Thrallmaster’s forces will overwhelm the defenders and probably release them, 
  and then their chieftain will flog them, maybe even expel them from the tribe 
  for being captured. They can be persuaded to join the party; they are both 0 
  lvl.
  Cell 2: Your movement down the dark hallway has elicited a prisoner to bang 
  on his door. “The battle! How does it go? Speak to me, whoever you be!” a man’s 
  sonorous voice demands.
  Dohr-Ian is locked here (see NPCs of Note). He will ask to know how the 
  battle is going, and then will plead for the PCs to release him. He knows 
  that the Lord has gone down and he knows why. He has been charmed by 
  the Priest Nais, so he believes that the weapon below should be used, but he  
  is also aware that he is needed as a commander now that the Lord is gone. 
  Therefore, he is on edge and nervous, being deeply and obviously conflicted 
  between releasing the golem and joining the battle. He decries the Lord as a 
  coward and a fool.
  He can tell the PCs about the trap door in the furthest cell and he knows of 
  the T-key and will tell them this to bargain for his release. If the characters 
  explicitly ask him to help them and mention that they are on a mission from 
  Nais, he will insist on retrieving his sword and the reserve T-key fast and he 
  will run off to cell 5, opening the trap door and jumping down.
  If the PCs release him but do not try to persuade him to go with them, he 
  will immediately ask for his sword, and will attack the PC holding the sword 
  if he is refused, using his attack to try and wrest the sword away, then run-
  ning out of the dungeon to join the battle. If he is given free access to the 
  sword, he will be thankful and dispense a few choice pieces of advice, urging 
  the PCs to go below, as Nais has requested.
  Of the wendigo, he simply tells them not to listen to the whispers and not 
  to go down the hall further than the last cell on the left – the final cell is the 
  
  37
  Lord’s matter. If further pressed, he tells them the story of the wendigo and 
  expresses his disdain at the Lord keeping the creature there, but insists that 
  it is much too dangerous to be released (paradoxically, since he advocates 
  releasing a much more dangerous thing; this inconsistency could be seized by 
  clever players to conclude that Dohr-Ian is under the Priest‘s sway).
  If Dohr-Ian is released and goes off to join the battle, his sense of duty will 
  prevail over the Priest‘s charm, and he will take command of the defenses. 
  This means that the characters get an additional hour until the blast forces 
  them down into the Laboratory, but more importantly, Dohr-Ian makes a 
  sortie and goes for the Thrallmaster‘s tent, wounding the dark lord, but dying 
  in the process. However, this is enough to allow the refugees to escape, as the 
  invading army comes to a grinding halt while its master recuperates. Dorh-
  Ian‘s gambit pays off, since the Thrallmaster is only after the golem, and does 
  not pursue the survivors, most of his unruly ghuls being killed in the battle, 
  anyway.
  Cell 3: As you approach the door, the spyhole on the door slides open—by itself 
  since it could not have possibly been opened from the inside! But the voice that 
  comes through it seems to suggest otherwise – a soft, yet exuberant ringing of an 
  elven tongue.
  “Ah, finally someone who mayhap listen! If I may implore you gentlefolk to lend 
  me your ears, although I already have a pair that is the envy of the Elflands, for it 
  is I, Norfain the Wanderer, who stand before you. Well, not before you as you may 
  see, there being a rather unpleasantly ironic door between us, the matter of which 
  you may be able to help me resolve, to my – and your—advantage! You see, there 
  has been a misunderstanding...”
  Norfain, the elven explorer and traveling prestidigitator, has been locked here 
  under suspicion that he is a spy for the Thrallmaster, as he was found skulk-
  ing in the woods. He insists that it was all a misunderstanding, he is simply a 
  traveler, and asks brazenly to be released. He promises that he will be in-
  debted to the PCs, waxing poetic about the gratitude of an elf and his stature 
  at the Elfland Court (where he is a member of very dubious standing). If 
  released, he will immediately go search for his boots and cloak. If allowed to 
  get them, he will don them and immediately leave, slipping out of the castle, 
  almost invisibly, walking on quickmud in his magical boots. Upon the ad-
  venture’s end, the PC who has released him will stumble upon a fairy glade in 
  the nearby forest and get invited to the Seelie court in the Elfland. If they go, 
  
  38
  they will spend d7 years there, which will seem like mere days. What strange 
  quests and unbelievable sights will they encounter is left to the Judge. Suffice 
  it to say that it will be worth at least one EXP per year, or a gift of elven cloak 
  and boots, allowing the wearer to see and walk the portals into Elfland.
  If the PCs have already taken Norfain’s gear, he will smell it on them and ask 
  for it, offering to lead them out, but only if they give it to him, it is unfortu-
  nately literally impossible otherwise (he is lying, he will just leave them if he 
  gets his gear). If the PCs are unrelenting and desire to keep his gear, he will 
  offer to call forth his Patron and remove them all to Elfland. He is willing to 
  stand by his word, but of course he hesitates to share that this will mean that 
  the PCs will be gone for d7 years and will return to a much different world, 
  effectively short-circuiting the adventure. If the PCs do not accept that, he 
  will offer to join them and employ his magical powers to their benefit. How-
  ever, he will stay out of harm‘s way and will not venture anywhere first and 
  will make that clearly known. If an opportunity presents itself, he will steal 
  his boots and cloak and sneak off.
  Norfain the Seelie: Init +2; Atk +1 melee; AC 12; HD 1d6; hp 
  5; MV 30’; Act 1d20; SP spells (Invoke Patron, Patron Bond (The 
  King of Elfland), Cantrip, Ventriloquism, Comprehend Languages); 
  heightened senses, iron vulnerability, infravision; SV Fort +0, Ref 
  +3, Will +2; AL C.
  Cell 4 is empty.
  Cell 5 is empty but contains a trap door, noticeable only by a tiny round hole 
  in the floor. It requires the T-key to be fit into the hole and the door can then 
  be lifted up, accessing the shaft fitted with handles, serving as a ladder down 
  into Area 3, the Laboratory. The trap door locks if closed.
  Cell 6: As you advance down the hall, you seem to hear faint whispers, like soft, 
  eerie beckoning...
  This cell is at the end of the hall, some thirty feet from other cells. A wendigo 
  will start whispering to any character who comes down this corridor, but only 
  one PC at a time. The wendigo’s whisper is husky and unrelenting, but not 
  altogether unpleasant. It causes the individual who hears it to become drowsy, 
  and acts as the sleep spell cast at the lowest strength (DC13). A successful 
  save means that PC is immune to the wendigo’s whisper. The wendigo has 
  
  39
  the power of manifesting in the dreams of anyone who has been put to sleep 
  in such a way. There, it asks to be released, promising unrelenting servitude, 
  until death. This takes only one round, and the PC can be awoken by normal 
  means after that. If the PC refuses, the wendigo attacks and kills them in the 
  dream, which causes the PCs heart to stop, Fort save DC13 to survive.
  The beast is exceedingly dangerous. Norfain the Elf can explain about it if 
  asked but will steer clear of advising any course of action. Maoran the Gaoler 
  also knows the basics and will shout at the PCs to not open that cell.
  A wendigo eats only beings intelligent enough to dream. It needs to devour 
  one such creature every night (fortunately for the beast’s captors, hares and 
  mice dream) and the way it hunts is horrifying. The wendigo can put crea-
  tures to sleep with its sweet whispers, but it can also smell dreams, and slip 
  into any dream it catches a scent of. There it manifests only to kill the dream-
  er savagely in their own dream, usually after a wild and wondrous hunt. This 
  causes the victim to awake, but paralyzed. Then, the wendigo appears in flesh 
  and devours its unfortunate prey, slowly.
   
  If released it will indeed be thankful and follow the PC just out of sight for 
  the rest of his days, bringing fresh meat nightly while in the wilderness, (Luck 
  check DC 5 or the meat is of a humanoid being) coming to his dreams when 
  in the city, denying the character rest until the character leaves for the wilder-
  ness again. The only way out is to kill the wendigo or to die, although one 
  could try capturing it as Lord Farwall did. A wendigo prefers killing sleeping 
  victims and will not defend its “master” or help in combat unless explicitly 
  called upon by the character who has befriended it, and then only at night, 
  demanding a blood price afterward: a dreaming creature freshly killed, by the 
  character.
  The wendigo must have some real meat. Any other PC, follower or prisoner 
  will do, and the player who controls the PC must decide who it will be, now. 
  Wendigo: Init +2; Atk: +5 melee (d6); AC 16; HD 2d14+4; HP 
  22; Act 2d20; SP sleep whisper (DC14 Will save or fall asleep), 
  haunt dreams, scent, Sneak & Hide +6, Int 6, Per 16. SV Fort +4, 
  Ref +4, Will +5; AL N
  Rewards: Any characters who live to go down the shaft receive +1 fleeting 
  Luck. They’ll need it.
  
  40
  You... 
  I see in your 
  dreams... 
  You... 
  Roaming... 
  Conquering... 
  Feasting... 
  You are a worthy 
  one...
  Worthy to run side 
  by side with... 
  A wendigo... 
  With me... 
  Fate finds its way... 
  Always... 
  Let us hunt...
   Together... 
  Always... 
  Let me out... 
  And we will be 
  running free... 
  Always... 
  Like it was meant 
  to be... 
  This was meant to 
  be... 
  Now... 
  - Wendigo Whispers
  
  41
  Event 3: Loew’s Laboratory
  Area 3: The Laboratory
  The walls and floors of the laboratory, including the disinfection chamber, are 
  all made of the same white, polished rock as the walls of the keep. The labora-
  tory is a cavity in the huge rock that Loew magically conjured in the middle 
  of the Crater Plain. The rooms are illuminated with magical lights embedded 
  in either the ceiling or the top of the walls, equivalent to full daylight, and all 
  ceilings are 15 feet high, except in the center of 3B and 3E.
  Every door in the laboratory is opened in the same manner – by locating a 
  panel near the door, which is hidden in the wall (Int or Luck DC10) and 
  pressing it. However, each panel contains the same trap: once touched, the 
  palm of the unlucky character who did so will fuse with the rock, trap-
  ping the character. This can be avoided (or the character released, if already 
  trapped) by smearing Lord Farwall’s blood on the panel or on one’s palm, 
  since he is the direct descendant of Loew, who designed this security measure 
  in order to foil any intruders. Only if he drew his own blood would the doors 
  open. He apparently did not even entertain the possibility that he could 
  be killed, and his blood used in this manner. Of course, if trapped, there is 
  always the option to cut off one’s palm skin or even entire hand off, which 
  inflicts 1 or d3 points of damage respectively, with 1 point of Agility loss, 
  permanent if the entire hand is cut off.
  Lord Farwall has discovered this the hard way: his hand was trapped in 3A, 
  but when he tried peeling his palm skin away with the knife, as his blood 
  touched the panel, it released his hand. That is why the PCs can open the 
  door to 3B, 3C and 3D without triggering the trap – there is still enough 
  blood on them, from the Lord passing through.
  Note that if Dohr-Ian has been persuaded to help, he has jumped down the 
  shaft and the sound of screeching and sword clinging on metal can be heard 
  along with his cries before the characters descend. After three rounds it dies 
  down: he and the clockwork hound will kill each other before the characters 
  arrive, to find him bloody and mauled, the hound mashed up, but clutching 
  at his throat, still jerkily moving its one working leg. The heroes can now loot 
  his sword.
  
  42
  3A: The Disinfection Chamber
  You descend the dark shaft, straight towards the circle of light at the 
  bottom, a bright contrast to the dark dungeon above you. As you climb 
  down, you can see that the shaft opens into a room of some sorts, with a 
  polished white rock floor. As your eyes adjust to the whiteness, you realize 
  that there are smears of water on the white rock, as if the room was re-
  cently mopped. The last of the ladder handles are on the wall of the room, 
  some 10 feet high. You cannot see how large the room is from the shaft, 
  but perhaps if someone poked their head out...
  If the players stop before descending into the room, have the characters in the 
  shaft roll a DC12 Luck check. Anyone who succeeds will hear a strange, sub-
  dued noise coming from the room – like iron grating, slowly, but relentlessly.
  This is the “growling” of the clockwork hound, its gears turning the teeth in 
  its maw in order to keep them from rusting. Anyone poking their head will 
  see that this is a well-lit (there is a magical light in the ceiling) circular room, 
  with the Lord’s clockwork hound IX standing ready to pounce in the middle 
  of it. It is glistening with water on its polished protective plates; water has 
  seeped into its gears, which could have the effect of making the hound slower 
  to respond.
  The reason for this is a small plate in the wall of the round chamber (see Area 
  3 Map), which can be pressed to activate the steam cloud shower system, put 
  there by Loew to sterilize anyone entering the laboratory. Pressing the obvi-
  ously protruding plate activates the blast of scalding water, a painful but quite 
  effective means of sterilization, which Loew enjoyed putting himself through. 
  Everybody in the room takes d4 damage from steam and anyone holding 
  metal weapons or shields must drop them unless they make a DC10 Reflex 
  save, which also halves the damage to a minimum of 1.
  Clockwork creatures are slowed for 1 hour if they fail the save and any flam-
  ing attacks are disabled. The Lord has activated the plate when entering the 
  Laboratory, not knowing what it does. He has left the hound to dry and 
  guard against anyone potentially following him, ordering it to kill.
  If a character examines the plate, a DC16 Intelligence check will reveal its 
  true function. Other clues include stains from dripping water, which can be 
  found at the height of about 4 feet all around the room, collecting in a thin 
  horizontal groove that circles the entire room. Tracking the stains upward to 
  
  43
  the height of 7 feet will reveal camouflaged pipe openings. The hound’s rusty 
  movement and the somewhat wet floor could also serve as hints that there is 
  water lurking near.
  There is another similar pressure plate hidden in the wall (DC10 Int or Luck 
  check to find). Casually examining it reveals that there is a smear of dried 
  blood on it. Pressing it opens the wall-door into 3B, Loew’s Chapel. The 
  hound will hear the characters coming down and will be ready to pounce as 
  soon as a character comes low enough. If the characters try to shoot at the 
  hound from the shaft, they will have to make a DC10 Agility check each 
  round to shoot from the ladder and remain in cover, otherwise falling and 
  taking d6 damage.
  Two characters per round can enter the room. If they are aware of the hound, 
  roll normal initiative. Dropping from more than 10 feet requires a DC10 Re-
  flex save or the character takes d6 falling damage. Anyone who has witnessed 
  the Lord deactivating his other hound can try to stab with a piercing weapon 
  behind the hound’s ear. The slot is AC18 and hitting it deals +2d6 dmg.
  The floor of the room is still slippery. Anyone moving in combat must roll a 
  DC5 Reflex save or fall prone. The hound is immune to this. Note that the 
  wendigo cannot help in the fight against the hound - since the clockwork 
  beast does not dream, the wendigo does not even acknowledge its existence.
  Canine IX: Init +2; Atk: +4 melee (2d4) or +2 ranged (d6 flame 
  spew, range 15’); AC 14; HD 2d10+8; HP 17; MV 50’; Act 
  2d20; SP superior hearing, infravision 60 feet, pounce +4 to hit, 
  immune to mind-effecting spells; SV Fort +4, Ref +4, Will +4; 
  AL N.
  Rewards: the character that strikes the killing blow gets +1 Strength.
  
  44
  
  45
  3B: Loew’s Chapel 
  The wall section rotates around an invisible axis and a passage is opened 
  into a large, domed room, as if you have stepped into a forbidding temple. 
  The room is a rotunda, some 50 feet in diameter, its colorful mosaic floor 
  sloping towards the middle, where there is a level surface 10 feet in diam-
  eter. 
  The flat, circular middle of the chamber is dominated by a dial of some 
  sorts, curved but ending in a point, aiming straight at the door you 
  have just entered through. There are words etched into the floor on three 
  equidistant points at the inner edge of the circle. The words are, clockwise 
  beginning at the closest WHATEVER, WILT and THOU. If you come 
  closer, you realize that the dial is shaped like a question mark and that 
  the words are marked by notches in the edge of the dial, one, two and 
  three.
  Present Handout B to the players and show them the Thelemic sign of Loew.
  Then, the ceiling draws your eye. The entire surface of the dome, 15 to 30 
  feet above you, has been decorated with wall to wall frescoes in fine detail. 
  As you examine the paintings, you realize it is one huge composition, 
  dominated by a building, a fortress or an abbey of sorts, its pointy tower 
  peaking at the highest point of the dome and eerily like the Hightower of 
  the Keep above. A symbol almost identical to the sigil of house Farwall  
  adorns the tower, above its massive open gates. Hundreds of figures dot 
  its walls, pass through its gates, frolic in its gardens, engaging in activi-
  ties so varied and colorful one could spend hours studying each vignette, 
  as it tells a particular story, and not even scratch the surface, as there are 
  thousands more all over the ceiling.
  However, it soon becomes obvious that all vignettes have at least one thing 
  in common: all people – men, halflings, dwarves, even elves – depicted 
  are doing something that brings them joy. They are exuberant and joy-
  ful, raising their arms in ecstasy, even when the activity they are engaged 
  in seems a mundane joy such as conversation, eating or something more 
  sensual. There are so many vignettes that any enjoyable activity one could 
  imagine is found here, and some of them reveal themselves to border with 
  depraved. It soon becomes overwhelming to study the mural.
  
  46
  This chamber is Loew’s architectural and artistic masterpiece. The floor is an 
  intricate abstract mosaic which serves as a powerful repulsion against demons. 
  He also painted the mural on the ceiling and was adding to it until the day 
  he went mad. Careful observation a player announcing that their character 
  is studying the mural despite its unsettling nature and passing a Will save 
  (DC10 if Neutral, DC15 if Lawful, no need to roll if Chaotic) check to not 
  avert eyes when encountering a particularly horrific vignette will lead to a 
  realization that the mural is divided into five segments, by a subtle difference 
  in background color, but also by a repeating pattern. Further observation 
  and another DC 10 Int check will reveal that every figure depicted in a single 
  segment holds up the same number of fingers. In the leftmost segment every 
  figure holds three fingers up. In the second left, it’s two fingers. In the middle, 
  one finger. In the right, three fingers again. And in the rightmost, it’s two 
  fingers again. The Judge is free to divulge this information without Ability 
  checks to players who pose detailed questions about the characters depicted, 
  their positions, similarities etc.
  This is the principle clue to the dial mechanism combination needed to un-
  lock the door into Laboratory proper. An additional clue could be the con-
  tent of the mural itself, the Thelemic sign above the abbey gates, which was 
  Loew’s sigil, and people depicted doing whatever they desire, experimenting 
  with the limits of sensation, in accordance with Loew’s Thelemic teachings. 
  Thou wilt whatever thou wilt.
  The question mark dial can be moved into four positions, one neutral and 
  three pointing to each of the words etched into the floor. Dial movement is 
  noiseless, but it is followed by an audible clicking sound when the dial rests 
  at one of the four slots. The proper combination is to move the dial, begin-
  ning from the neutral position, which resets the mechanism: THOU, WILT, 
  WHATEVER, THOU, WILT.
  When the dial clicks the final time, a panel will reveal itself in the wall. 
  Examining it reveals blood on it (freshness depends on how long it took to 
  figure out the puzzle). Pressing it opens the door to 3C. The Wendigo can 
  recognize the blood as lord Farwall’s and will urge his “master” to go in. 
  Rewards: The characters that participated in solving the puzzle get +1
  Intelligence.
  
  47
  3C: Workstation
  The wall slides open to reveal a large semicircular room dominated by a 
  long table crowded with alchemical equipment, whose names and purpose 
  you can only guess at. There are sheets of metal placed on the walls, some 
  shining like gold and platinum in the milky bright light coming from 
  the wall. There is a pristine forge in the other corner, with smith’s tools 
  as exquisite as a noble’s spurs. Next to it stands another table, filled with 
  gears and clockwork mechanisms, springs and precision tools. There is a 
  door in the opposite wall – an open panel in the wall gives it away, since 
  it is discernible only as a thin line, being made of the same white rock as 
  the walls. What seems to be a window opening into another room gapes a 
  few feet from the panel.
  Everything in the rooms seems almost new, no traces of wear or specks of 
  rust, but the archaic style of writing on the various parchments suggests that 
  this is a long abandoned place. Any character looking at the “window” will 
  see another room, but from a strange perspective, as if they were standing in 
  the corner of the room, at a height.
  The room also has white walls, but the view is dominated by a huge statue 
  of a sitting, fully armored knight, seemingly meditating, a large disk-
  like hat covering its head so you cannot see its face. The statue is made of 
  metal, and the style of the armor is ancient, with intricate patterns all 
  over it.
  This is a screen that displays the view of the magical eye that Loew has set 
  in the Golem’s Den (3E) to perform test runs of the golem remotely. If any 
  character looks at the “window” for a minute or so, they will notice a figure 
  moving in front of the huge statue. A DC 10 Int check will reveal it is Lord 
  Farwall.
  The sheets on the wall are 3x3 feet and made of various metals; among them 
  there is one partially cut-up platinum sheet and 4 gold sheets. Gold sheets are 
  worth 100 gold pieces each, and the platinum sheet is worth 500 gold pieces. 
  The sheets are quite bulky and heavy - a character carrying a sheet cannot do 
  much more than move with a -10’ penalty. There is also a sheet of strange 
  gold-like metal, lighter and probably also precious. It does not incur a move 
  penalty and can be sold for d6x100 gp in a city. It emits invisible decaying 
  energy, which leaves the one carrying it sick unless they pass a DC 15 Forti-
  
  48
  tude save each hour it is carried. If the save is failed, the carrier loses 1 point 
  of Stamina permanently.
  The alchemist equipment could be randomly looted to yield d6x100 gold 
  pieces in any city that has a wizard or an alchemist. Otherwise, it can be sold 
  for d6x10 silver pieces as kitchen utensils or simple curios. There are also 
  hundreds of notes on parchment, which no one can understand since they 
  are written in Loew’s secret code language, but the parchment can be sold for 
  d6x10 gold pieces.
  The forge is fully usable, its fire ever-burning, and the tools add +1d to a 
  skilled smith’s rolls when forging armor. They are worth at least a 1000 gp, 
  but good luck finding a smith with so much money on his hands. Alterna-
  tively, the tool can be given to a smith in return for forging superior metal 
  armor with halved armor check penalties and -1d to fumbles.
  The door leading to 3D opens by pressing a panel that has been left open, 
  with more blood on it.
  3D: Corridor
  You enter a corridor, its white walls gleaming from the bright lights above 
  you, making you squint as if you are staring into a sunrise. The corridor 
  intersects with another one, some 30 feet away, and ends in a huge double 
  door, made of the same white rock. There is a sigil engraved on the door, 
  identical to the one you saw on the abbey depicted in the mural.
  The corridor leads to 3E, while the intersecting corridor connects the store-
  room 3G and the library 3F, which have normal-sized doors, like the one in 
  3C. The panel in front of the huge doors to 3E is open and there is a smidgen 
  of blood on it. If the characters have taken more than an hour to get here 
  since the start of Part 2, the blood is too dry – there is just enough of it to 
  open the door, but the last smidgen will be erased and anyone touching the 
  panel will be trapped. Otherwise, they can open the doors to 3E by pressing 
  the panel. Once this happens, the Lord, who is inside 3E, enthralled by the 
  sheer magnificence of the golem, takes cover behind the golem and waits for 
  characters to enter.
  Doors to 3F and 3G have hidden panels (DC 10 Int or Luck check to dis-
  
  49
  cover, but the heroes should be able to deduce that they are there by now). If 
  touched, they trap the character touching them and the doors do not open.
  3E and 3H: Golem’s Den and Reservoir
  The huge door swings open into the room beyond, and inside, seated on a 
  circular dais of sorts, you finally see the Golem: it is taller than two men, 
  even when sitting there like a lotus. Instead of a head, a huge disk is on 
  its shoulders, almost like a straw hat, and underneath it, two dark blue 
  sapphires, as large as a fist. Between them is a dark slot, horizontal, like 
  a mouth a child would draw in one pencil stroke. Its huge armored arms 
  rest in its lap, the shiny plates reflecting your flabbergasted faces. The con-
  struct is unmoving, nothing distinguishing it from a statue.
  As soon as a character enters the room, the Lord’s voice can be heard from 
  behind the golem – and then he will show himself, pointing a crossbow at the 
  nearest character, or the one with the lowest Luck.
  “Stand right where you are!” a familiar voice booms from behind the 
  golem. Your Lord Farwall stands before you, a light crossbow in his hands. 
  “Now I do not understand or pretend to understand much of this here”, 
  he points with his chin around the room, and the golem specifically, “but 
  I do know what needs to be done. And what you need to be doing now 
  is to stay calm and tell me how and why you have come to this place? 
  Speak!”
  If the wendigo has been released, it immediately attacks the Lord, scream-
  ing for revenge. It is up to the characters who they will support in the ensu-
  ing combat, if anyone. Otherwise, the Lord is cautious. He is quick to fire a 
  surprise shot if he suspects any mischief from the characters, using his mighty 
  deed of arms to pierce any character that has missile weapons – if the dam-
  age drops the character and the deed roll succeeds, the arrow can end up in 
  another character, roll to hit as normal. The Lord will then charge at any who 
  have missile weapons, dealing subdual damage, using his mighty deed to roll 
  normal damage dice while doing so. The Lord has 1 hp less than maximum, 
  from blood loss.
  If the PCs explain that the Priest has sent them, he will frown and tell them 
  that the Priest is certainly mad – the golem is the work of a madman and 
  
  50
  there is no telling how anyone could control it once it is awakened. The only 
  option is to destroy it, and the characters can help him do just that. They 
  must find the scroll that the Priest wanted them to insert into the golem’s 
  head – and then destroy the scroll. Even if it means it will blow up in their 
  faces. That is why he needs the characters, but he will not break that to them 
  yet, just saying that he needs help finding the scroll. It is not in this room, or 
  the first one, he is sure. He still hasn’t checked the other two doors.
  If the PCs refuse, he tells them that he is the only one who can open those 
  doors, so they have no chance of finding the scroll without him. He suggests 
  that he could release anyone trapped by the panels. If they still refuse, he has 
  reached the limit of his reasonableness and fires his crossbow. He tries to kill 
  them all except the character with the highest Luck, whom he subdues. If the 
  PCs cooperate, the Lord takes them to either 3F or 3G, roll randomly. He 
  cuts his hand and smears blood on the panel to open the door (taking 1 hp of 
  damage).
  This room is a huge dome, its highest point some 30 feet above the floor. 
  There is a hidden door, which the Lord has found in his search around the 
  room but will not tell the PCs about until necessary, which opens into a 
  chamber with a chute in the floor. The chute leads into the reservoir (3H). 
  Various heavy metals, warping concoctions and strange radioactive materials 
  have accumulated here. There is no way for the PC to suspect this, except a 
  strange metallic smell from the water, and a couple of glowing bars that emit 
  an eerie light, allowing them to glimpse an exit tunnel under the surface. 
  Anyone diving in can quickly get to a tunnel leading out of the basin. After 
  5 rounds of swimming, the tunnel rises above water level and then goes on 
  for more than a mile, deep under the quickmud and swamp soil, to exit in a 
  small grove, the Keep visible as it succumbs to the Thrallmaster’s assault.
  Platinum Golem: Init +0; Atk fist +25 melee (d20+8); AC30; 
  HP 300; MV 40’; Act 2d24 + d30 spell; SP immune to magic, 
  lightning damage acts as haste cast at the same result, detect life 
  120’ radius, Spells: (+10 spell check) choking cloud, magic missile. 
  SV Fort+10, Ref +10, Will +10
  Rewards: Anyone who swims down the basin and out the tunnel gets a 
  choice of either +1 Agility or +1 Stamina, but has to roll a DC10 Fort save 
  or suffer a mutation from the toxic water (roll on any mutation or minor cor-
  ruption table you might have) that will take d30 days to manifest fully.
  
  51
  3F: Library
  The door slides open to reveal a room with aisles of iron shelves, as high 
  as the ceiling, each overflowing with scrolls, parchment rolls, snake skins, 
  tomes and grimoires. This must be Loew’s library. [If Lord Farwall is 
  present] The Lord lets out a deep sigh. “It must be here.”
  The scroll of life is indeed here, but cleverly hidden. If the Lord is present, he 
  orders the characters to search around. Searching the shelves is pointless but 
  can net spectacular knowledge (see Library Finds Table) and the Lord will 
  enter the library after all PCs have had a chance to roll once, whether they 
  have passed or failed the Luck check. Anyone declaring they are searching the 
  bottom of the bookshelves will realize that the shelves stand on tiny wheels: 
  they can be moved back and forth and moving the one farthest from the door 
  reveals an adamantine safe in the wall. The combination to the safe is 3, 2, 1, 
  3, 2, the movements same as on the dial in 3B. If the players don’t figure it 
  out fast, the Lord will get impatient and strike the safe door with his sword, 
  breaking the lock, and his sword.
  When the safe is opened, a scroll filled with fiery, almost living runes can be 
  seen lying inside, uncurled. The Lord will reach for the scroll or demand it 
  of the character who has opened the safe. If he takes the scroll, he will have a 
  hard time resisting glancing at it (Will save DC 15 for the Lord to resist).
   
  This is a scroll of explosive runes. It is warm to the touch and even says “Do 
  not read explosive runes” in an ancient language, which the Lord actually 
  knows how to read, but will explode right in the face of anyone trying to read 
  it, inflicting 4d6 fire damage (Reflex save DC 20 for half as well as to avoid 
  blindness and d6 Personality damage if the character survives the blast). If 
  there is an elf with the party, they can make a DC 12 Int check to recognize 
  the scroll without reading it, before the Lord reads it. The wendigo will also 
  smell the trap and cackle bestially when the lord uncurls it, which could serve 
  as a signal to the PCs to stop the Lord from reading it.
  The actual scroll of life is hidden behind a false panel which is easily opened if 
  one tries to feel around the safe. It is similar to the scroll with explosive runes, 
  but its writing flows with multicolored energies and changes so it can be read 
  by anyone, even the illiterate – the writing becomes images, like a comic 
  book.
  
  52
  Rewards: If anyone tries to read the scroll of life, they gain +1 to a random 
  ability, including hp – roll d7. If anyone actually reads the entire scroll, 
  which is highly unlikely since it will take 4d5 turns minus the character‘s 
  Intelligence bonus to get to the end of the writing, they get +1 to all abili-
  ties and hp, but their alignment becomes chaotic and they receive a greater 
  corruption.
  3G: Storage
  This is a large cube-like room, filled with various materials, stacks of stuff, 
  boxes, chests, barrels and crates, all of them ancient in design and origin.
  There is not much of use here, although more than two thirds of the available 
  space is filled with ancient containers. At the exact moment the characters 
  discover the true scroll of life, a huge blast is heard from this room. A rock 
  golem has burrowed its way to the Laboratory, and will blast through the 
  door into the corridor, going straight for 3E and the platinum golem. Two 
  rounds later, 8 puppet warriors and 2 puppet officers arrive through the tun-
  nel the golem has punctured.
  The PCs have six rounds (a minute) to do something with the scroll or flee 
  with it before the rock golem reaches 3E and begins dragging away the 
  Platinum Golem, while the puppets come to the intersection and cut off the 
  character’s retreat. The puppets will offer the characters a chance to surrender, 
  while the rock golem takes twelve more rounds to drag the Platinum golem 
  to the tunnel and start climbing back up with its precious cargo. The Lord, 
  if present, will not yield and will attack the puppets, but the puppets aim to 
  subdue him and the party.
  Puppet Warrior (8): Init -1; Atk axe +5 melee (1d8+2); AC 17; 
  HD 5d8; MV 20’; Act 1d20; SV Fort +8, Ref +4, Will+8; Int 12, 
  Str 16, Agi 10.
  Puppet Officer (2): Init +0; Atk axe +6 melee (1d8+2); AC 17; 
  HD 10d8; MV 25’; Act 1d20; SV Fort +8, Ref +4, Will+8; Int 
  12, Str 16, Agi 10.
   
  
  53
  Library finds
  Roll under Luck, then roll a d24 on this table. A character can try to roll 
  under Luck only once before the Lord gets impatient (if he is in the room) or 
  finds the PCs (if he is not in the room.)
  D24
  Finding
  1
  Necrocomicon. This book is filled with dark magic but infused with 
  a necessary dose of black humor to make it palatable. The reader 
  must roll a DC12 Will save or die laughing upon reading a single 
  page. If they survive, they can learn Int modifier spells. Non-wizards 
  can learn these spells but cast with d16 and each casting nets a mi-
  nor corruption. The book becomes the owner’s patron after a week, 
  roll for patron bond as normal.
  2
  Rage of Lurd. A purple prose depiction of a dwarf’s hard life. Its 
  many injustices, as well as the inexplicable behavior of its protago-
  nist will lead anyone to tear the book up in rage. The reader then 
  gains the ability to enter battle rage up to Stamina bonus times per 
  day, lasting 1 round per level – simply remembering passages from 
  the badly written novel is enough to make one fly into a frenzy.
  3
  Manual of Manly Melee. Reading the book makes a 0-level charac-
  ter into a 1st level Warrior. If read by a Warrior, gain +1 to hit. 
  4
  Grey Falcon Capers. Reading the book makes a 0-level character 
  into a 1st level Thief. If read by a Thief, gain +1 to all Thief skills.
  5
  Dressed-up Supper. This stream of consciousness novel transports 
  one into different dimensions.  Anyone who spends an hour daily 
  reading it will master different realities, allowing them one reroll per 
  day but making them increasingly paranoid.
  6
  The Lingering Changeling. Reading the leafy scrolls makes one 
  into a 1st level Elf, regardless of the character’s race or class. 
  7
  Tome of Seven Serpents. These snake skins hold mysteries and 
  incantations known only to scale-kind. Anyone reading them will 
  learn how to charm snakes. Roll d20+personality+level, the ophid-
  ian rolls a Will save.
  
  54
  8
  Concerto II in Sky Minor, Op. 39. A notebook containing the 
  most beautiful song in the world. If anyone tries to play it, they 
  will be compelled to continue, rolling a DC20 Will or Reflex save 
  each round. If eight saves are failed, the unfortunate performer will 
  make too many mistakes, blemishing the absolute beauty of the 
  melody and kill themselves. If the song is played to the end, which 
  takes 20 rounds, the performer will gain +1 to Intelligence and+1 
  to Personality as well as the ability to enthrall audiences, rolling 
  d20+Personality+level, with each creature hearing the song rolling a 
  Will save.
  9
  Coulier’s Cookeries. This tastefully leather-bound tome contains 
  the recipes of the legendary chef Coulier. Mastering them will 
  require investing 300 gold pieces in both mundane and rare ingre-
  dients and 3 months’ time, but anyone who does will have a safe 
  future as a cook.
  10
  Ulcers, by Ur-celsus. A catalogue of types of ulcers in humans and 
  demihumans.
  11
  Songbird and Nine Apples. A protracted fairytale with a question-
  able moral. Ask the player if the character agrees with the moral. If 
  they do, they get +1 Intelligence. If they disagree, they lose 1 point 
  of Intelligence.
  12
  Nadir-khan and 40 Soon-to-be-ex-virgins. A collection of 40 
  exquisitely engraved plates depicting erotic escapades of Nadir-khan. 
  A true treasure for connoisseurs.
  13
  Angeliconium. A list of angelic beings. Reading the book makes 
  one into a 1st level Cleric. If read by a Cleric, gain +1 to spell 
  checks.
  14
  Mighty Brains, Mightier Deeds by Spartacis. Reading the book 
  allows one to substitute their Int bonus for their Strength bonus in 
  melee combat. Warriors can add their Intelligence bonus to their 
  Mighty Deed rolls.
  15
  Mercurial Magic Effects. A list of mercurial magic effects. Any wiz-
  ard will be able to tell what their mercurial magic effect is on a given 
  spell right after rolling it.
  16
  5-dimensional Space De-cluttering Procedures by Khondo the 
  Merry. A manual of arcane geometry that holds the secret of utiliz-
  ing any space to its maximum potential. Adds +50% to the carrying 
  capacity of the character.
  
  55
  17
  Shieldbook. A heavy book with a leather binding strap that can be 
  fitted onto an arm. It acts like a shield that gives +2 to AC. 
  18
  Grand Book of Castles. A wonderful book of pop-up castles. Each 
  of 2d12 folds represents an actual existing castle, depicted to minute 
  detail and can serve as a functional map to that castle.
  19
  A scroll with a Type IV demon’s true name on it.
  20
  An ink bottle containing a forgotten servant ink imp. It will serve 
  the PC who releases it but will cause no end of mischief while actu-
  ally trying to be helpful. It knows where the safe is and everything 
  that happened with the Malthusian, up until Loew’s death.
  21
  Nicopernicus‘ Conclave of Constellations. The reader will learn 
  everything about constellations and how they affect the fate of be-
  ings. Their Lucky Roll bonus will now change with their Luck score.
  22
  A strange coloring book, wonderfully colored in. It contains 
  several colors unknown to man and as such will be highly sought 
  by artists, alchemists and wizards alike. It also contains a hidden 
  sequence of pictures, one on each page, suggesting the horrific fate 
  the child who colored it has suffered in the hands of Loew as it was 
  groomed to be sacrificed to the Malthusian, whose face is the same 
  as Nais’.
  23
  Theodicy of Albewic. The book that explains the motivations of the 
  gods. It will change the alignment of the reader into Chaotic and 
  will turn them into a hateful atheist, despising all clerics as fools at 
  best, dangerous at worst. Clerical spells and healing do not affect the 
  character anymore.
  24
  Manual of the Golems. Effectively, the breathe life spell codified 
  into a ritual that anyone can perform with proper ingredients. The 
  process is ridiculously expensive but will allow one to create golems 
  of all sorts.
  
  56
  Finale
  If Dohr-Ian has been released and leads the defenders, have the golem and 
  puppets freeze after d3 rounds of combat and then immediately leave the way 
  they have come: the Thrallmaster has been wounded. The characters have one 
  hour before he recuperates to make a break for it and leave the Keep while the 
  ghuls run amok, and mountain tribesmen fall to infighting. Zim will organize 
  a breakthrough, taking 5d100 + combined PCs luck score people with him. 
  Magda and her daughter will be among them.
  Otherwise, if the PCs are captured with the scroll of life, they are taken to 
  the Thrallmaster, after having a chance to see the Keep fall and its defend-
  ers butchered. They witness the Thrallmaster reading the scroll and cackling 
  madly, before burning it. He then has the PCs cut up and used to make more 
  flesh golems.
  If the characters are captured with the scroll of explosive runes, they are taken 
  to the Thrallmaster, after having a chance to see the Keep fall down and its 
  defenders butchered. But the final satisfaction will be theirs, as they witness 
  the scroll blow up in the Thrallmaster’s face. He is killed and all the puppets 
  and golems fall over, tribal chiefs and ghuls released from his domination, 
  and the army descends into chaos of in-fighting. Award all characters a +1 
  bonus to an Ability of their choice, including hit points.
  The platinum golem is inactive until the scroll of life is slid into the slot be-
  tween its eyes. In the next round, it will awaken and turn towards the near-
  est living creature, which is most likely the one who has inserted the scroll, 
  attacking it until it is dead, unless it climbs on its disc-hat, which is its only 
  blind spot. It will continue homing in on the nearest living creature, cast-
  ing choking cloud if there are multiple creatures around. It will beat the rock 
  golem to a pulp, before turning on the puppets, since they were created with 
  the breathe life spell, they have the energy of life in them.
  The platinum golem will work his way through the PCs or the puppets, 
  whomever is present, exiting through the tunnel the rock golem has burrowed 
  and continuing to methodically slaughter the Thrallmaster’s entire army. If 
  the characters somehow escape back into the Keep, they are met with enthu-
  siastic cheers from the men on the walls, observing the golem’s carnage. But 
  
  57
  after several minutes, the cheers die down, as people start to get uncomfort-
  able. Only the cackling of Nais the Priest is still heard. If anyone tries to talk 
  to him or touch him, the Malthusian manifests and flies off into Hell laugh-
  ing thunderously, foretelling the doom of Man, caused by its own creation.
  That is the right moment for someone, probably Zim, who has miraculously 
  survived unscathed, to order evacuation, and the people hurry to leave the 
  castle in disorder, but glad to be alive, hoping that the golem will need more 
  time to deal with the entire army. It will, in fact, take the platinum  golem d3 
  days to fully stomp out the Thrallmaster’s forces – and any other living thing 
  it encounters - since after it destroys the puppets and the tent, it will go away 
  into the mountains, after the tribesmen who have fled.
  The characters can destroy the scroll of life with fire, the nearest one being in 
  the forge, or a torch could do the trick. The character that does it receives 
  +1 Personality. If the scroll is destroyed, Nais the Priest screams furiously 
  and the scream turns into a deafening roar, as the Malthusian reveals his true 
  form and leaves for Hell, cursing all the characters (Will save DC 24 or suf-
  fer a Curse) so that they can hear it wherever they are. They have a powerful 
  enemy now, working to turn any noble deed of theirs into ruin.
  If the scroll of explosive runes is inserted into the platinum golem, it will 
  explode in its head, destroying its precise machinery, effectively rendering it 
  useless. The character who comes up with the idea gets +1 Intelligence. The 
  character who actually does it gets +1 Agility.
  If the characters hold on to the scroll of life and flee back to the Hightower or 
  out of the Keep, Nais appears as they exit the dungeon. He grabs the scroll 
  and turns into the Malthusian, killing the cowardly character who was trying 
  to escape with the scroll. He then teleports back to Hell, scroll in hand. The 
  entire army of puppets and mountain-men stops for a brief spell, enough for 
  the defenders to make a break for it. 
  Any surviving characters gain +1 permanent Luck at the end of the adven-
  ture.
  
  58
  NPCs of Note
  The Lord
  The current commander is a tall, imposing man, with long whiskers and a 
  balding mane, followed everywhere by his clockwork hounds, wonders of 
  Imperial engineering. His name is Jydas Farwall, the thirty-third of his line, 
  which began with the discovery of the Crater plains by his primogenitor, 
  Loew the Constructor, a thousand years ago.
  Loew was both a wizard and an engineer, and he used his knowledge to create 
  many things now taken for granted throughout the land, from trebuchets to 
  functional wings. He was also a charismatic cult leader, using the keep he had 
  built as an abbey dedicated to exploring the limits of human freedom, and 
  ultimately, debauchery. This dark history has been a closely kept secret of the 
  Farwall family, and the Lord is well aware of it, though he found it of little 
  consequence thus far. That is, until recently, when he was made aware of the 
  existence of the laboratory and the Golem in the bowels of the Keep by Nais, 
  a wandering priest who has come to the keep to warn the defenders about the 
  advancing armies of the Thrallmaster.
  The Lord is a proud, stubborn man, used to and expecting deference from 
  all, but willing to listen to counsel of those who have proven their courage or 
  intelligence, such as Dohr-Ian. He is smart but limited in his scope of think-
  ing, being a military man first and foremost - as his ancestors were.
  He knows it in his guts that the priest’s words ring true, but he was taught by 
  his forefathers that whatever Loew did has no place in the world, and he sees 
  it as his duty to deal with the fallout of his ancestors’ dark affairs. Still, when 
  he witnesses the terrible power of the Thrallmaster and becomes convinced 
  that the enemy is after the Golem, he will head down in order to destroy the 
  scroll. The party can encounter him in the laboratory, where he will offer 
  them cooperation in destroying the scroll, or a quick death if they elect to 
  awaken the Golem.
  Lord Jydas Farwall: Init +2; Atk Ancestral longsword +d4+3 
  melee (d8+3; the sword is +2 in his hands only and directs the 
  flow of blood to blind enemies, +2 to mighty deeds for blind-
  ing) or crossbow +D4 ranged (d6); AC 16 (chain mail and shield, 
  
  59
  no helm); HP 24; MV 20’; Act 1d20; SP Mighty deeds of arms, 
  immune to mind-affecting magic; SV Ref +1, Fort +3, Will +1 
  AL L. The Lord possesses a magnifying glass and a Feather of the 
  Court, which he can use to write a magical writ that will always 
  be recognized as a seal of authority in the land.
  The Priest
  Nais is not nearly as old as he looks - his skin leather-like, his mind seemingly 
  semi-absent. The bearded old body and intensely black eyes house a spirit 
  that is, in fact, much, much older. He is the Malthusian, Seneschal of Deceit 
  and Foil, the demon who had made a pact with Loew a millennium ago. 
  Now, the chance has finally come for the pact to be fulfilled to his satisfac-
  tion.
  The Malthusian was keen on Loew completing the scroll with the corrupted 
  spell of life, so that the Golem would awaken as an engine of unthinkable 
  destruction, unleashed on the world to seek out any sentient life and destroy 
  it. Loew never used the scroll and had it sealed away in his laboratory, warded 
  against demons. But the Malthusian has existed for countless ages, what’s a 
  puny thousand years of waiting?
  When the stars aligned in a baleful constellation, he knew the time was right. 
  He arranged to be summoned into the world, then possessed the poor wretch 
  who was careless enough to summon him. He now poses in this body as a 
  penitent priest of the god of sacrifice and suffering.
  Nais arrived at the Keep a day before the Thrallmaster’s army was spotted, to 
  warn the defenders of the imminent attack. After his doomsaying was con-
  firmed to be true by the Skyeye, he sought an audience alone with the Lord, 
  where he told him that he came to the Keep guided by a vision: of an ancient 
  mechanical weapon, built to defend the land in its hour of direst need, by his 
  glorious ancestor, Loew. He revealed all about the golem and the scroll that is 
  to be placed in its head to activate it, both awaiting in the laboratory for the 
  true scion of the Farwall line to awaken them and save us all. However, he 
  has not succeeded in convincing the Lord, who is not a man easily swayed by 
  promises of power or glory and is inherently distrustful of magic and any-
  thing his ancestor was known for.
  The Malthusian then turned to the Lord’s right hand, Dohr-Ian, whom he 
  
  60
  magically charmed. But the Lord had Dohr-Ian imprisoned, so the demon 
  will now look for a chance to use the characters as patsies to enter the Labora-
  tory for him in the chaos of the siege, ideally tricking them into thinking that 
  they are on a holy quest to awaken the Golem and thus save both the Keep 
  and themselves. Until then, he can be found around the Keep, acting as a 
  benevolent, albeit gloomy holy man, healing people, never seeming to suffer 
  disapproval, although somewhat noticeably less effective on the Lawfully-
  aligned.
  Nais the Priest: Init +2; Atk hands +3 (d2) melee; AC 13; HP 
  28; MV 20’; Act 1d20; SP priest spells (all 1st and 2nd level) +7 
  spell check, Lay on hands +6; SV Ref +6, Fort + 6, Will + 6; AL 
  C. If the priest is killed, the Malthusian, a Type V demon, is re-
  leased and remains stable in his demon form for d6 rounds before 
  shifting back into Hell from whence it came.
  The Malthusian: Init: +9, Attack: kick +18 melee (d12); AC 24; 
  HP 99, MV60’ fly; Act 2d24 or 2d20 and d24; SP Type V demon 
  traits, spells (knows all wizard spells) +14 spell check;  Curse (Will 
  save DC24); SV Ref +9, Fort +9, Will +9; AL C.
  The Sheriff
  Dohr-Ian or Dour Ian as his men call him, is a handsome dark-haired man 
  with a heavy brow, gifted with a swift and fair mind, and burdened with a 
  harsh upbringing, which has made him into a cynic. After proving his brav-
  ery and loyalty many times in the Outriders, he became their leader, proving 
  himself to be a capable commander, and has since become the Lord’s trusted 
  advisor and confidante, possibly even a discreet lover. However, since the ar-
  rival of the Priest, the two have come to an impasse, only made more volatile 
  by the frantic situation developing with the advance of the Thrallmaster’s 
  army. The Priest Nais has magically charmed Dohr-Ian and now he believes 
  that the golem must be activated.
  Dohr-Ian persuaded the Lord to accompany him below the tower to con-
  firm the Priest’s claims. The two of them indeed discovered a secret entrance. 
  Dohr-Ian advised they should get in and use the weapon, whatever it is, 
  but the Lord’s deeply ingrained misgivings about his ancestor’s creation and 
  a healthy dose of suspicion had prevailed over his fascination, and the two 
  friends came to harsh words. The Lord subdued Dohr-Ian and had him 
  
  61
  locked in the dungeons, so he could not spread the word about what the 
  Keep was hiding.
  Dohr-Ian is deeply hurt and resentful towards his Lord, bordering on ha-
  tred - especially now that the attack is imminent, since he believes he could 
  do much to help the defensive effort. Everybody in the plains knows him as 
  a fearless protector and, more importantly, fair tax-collector. His outriders’ 
  morale has certainly gone to hell these two days since he has been locked up 
  without much explanation.
  Dohr-Ian can be encountered in the dungeon, where the PCs will have the 
  choice of releasing him to help the defenders, convincing him to accompany 
  them into the laboratory, or leaving him to his death there.
  Dohr-Ian Oakenson: Init:+2; Atk bastard sword +4 melee 
  (2d4+2) or longbow +4 ranged (d6+2) or fists (d3+2) AC 12 or 
  17 (with scale armor and shield); HP 18; MV 30’; Act 1d20; SV 
  Ref +3; Fort +2, Will +1 AL N
   
  The Sarjeant
  Zim is one of the few true veterans in the garrison. He has been in a proper 
  war, distinguishing himself as a hero by leading a marine charge to take an 
  enemy flagship. But all that was 20 years ago, before he came to serve in this 
  remote region. Since then, he has seen numerous skirmishes with tribal raid-
  ers, and has even chopped off the head of a ghul or three. His men practically 
  revere him, and he takes good care of them in peace, but will not think twice 
  to send them off to their death in combat if that is what the situation calls 
  for. He is tall, square jawed and beak-nosed, with widely set bull-like eyes 
  and, quite intimidatingly, lacking any visible scars from his years of service. 
  Zim will be there during the first part of the adventure to shout orders at the 
  PCs should they begin wandering around the castle or trying to leave the 
  battle, and also to help them in some crucial moments.
  Zim: Init: +3, Atk longsword +d3+2 melee (d8+d3+2); AC 16 
  (studded leather and shield, helm); HD d12+d4 HP 14; MV 30’; 
  Act 1d20; SP Mighty Deeds of Arms; SV Ref +3, Fort +2, Will 
  +1 AL N.
  
  62
  The Keeper
  Magda is of noble origin, but she fell on hard times when her husband died, 
  so she sought fortune in the far away colony, becoming the housekeeper of 
  the Keep and a friend to the Lord. She has a small but wiry frame and she 
  takes her duties as seriously as any soldier, albeit with a strong motherly bent. 
  She oversees all the servants, as well as the halfling cook and his family. But 
  mostly she oversees young girls who come to the Keep, with a focus on them 
  staying away from the soldiers. She was not so successful with her daughter, 
  Marta, a 16-year-old girl who is pregnant and refuses to name the father.
  During the siege, Magda is (wo)manning the barricaded wooden door of the 
  inner tower and single-handedly keeping the people from panicking or worse. 
  She is a stern but caring presence, sharp of tongue and slow to change her 
  mind. She is determined to project an image of someone who knows what 
  she is doing, although that technically may not be the case at this moment.
  Magda is almost supernaturally capable of catching hold of gossip and she 
  knows all the rumors - if engaged in conversation she will know which ones 
  are true or false. She can be encountered in the Hightower, accompanied by a 
  flock of six to eight women who are armed with spears and quite on edge.
  Magda: Init +2; Atk spear +4 (1d8); AC 11; HD 2d8; HP 9; MV 
  20’ Act 1d20; SV Fort +1, Ref +2, Will +2; AL L
  
  63
  Who is the Thrallmaster?
  It is highly unlikely – although possible – that the heroes will meet the Thrall-
  master. The main antagonist‘s origin and appearance are purposefully kept 
  vague. This serves not only to make it easier on Judges to use the adventure 
  as a starting point for the campaign they have in mind, but also to make the 
  enemy more mysterious and sinister. The characters can project all sorts of 
  paranoid ideas or villain tropes onto the Thrallmaster, and the Judge is free to 
  go along with them in developing him (or her) further.
  The only definitive thing about the Thrallmaster is contained in his name: 
  he is a mind-controller, a ruler whose subjects obey him unconditionally 
  and totally. He has, with equal ease, brought into his fold the chieftains of 
  wild mountain tribes and flesh-eating cannibals – and there are more sinis-
  ter troops in his employ, made of living rock as well as those armored in full 
  plate, their movements disturbingly puppet-like. These rock and flesh golems 
  are a thematic link to Loew and the Judge is free to build on that.
  As the adventure unfolds, it should become obvious that the Thrallmaster is 
  after the laboratory in the Keep and the platinum golem locked away inside. 
  How he came about that information is anyone‘s guess, but it could have 
  something to do with a certain demon whose gambit to cause immeasurable 
  suffering has been foiled once before...
   
  
  64
  Player’s Handout A
  
  65
  Player’s Handout B
  
  66
  Thelemic Sign of Loew 
  and the sigil of House Farwall
  Aleister Crowley’s rendition of the unicursal hexagram, perhaps the best 
  known symbol of, and certainly one of the most important symbols in 
  Thelema, equivalent of the ancient Egyptian ankh or the Rosicrucian Rosy 
  Cross but first derived in 1639 from Blaise Pascal’s hexagrammum mysticum 
  theorem. 
  This image exists in the Public Domain.
  
  67
  GM Map #1 - The Inner Keep
  
  68
  Descriptions of the Inner Keep
  1 - Hightower: Once the keep of Loew, this is where all non-combatant 
  refugees are. The Skyeye and the scorpio are on the top platform of the tower, 
  accessible by stairs.
  2 - Granary: This is where all the supplies, foodstuffs and goods collected as 
  tax are kept. 
  3 - Stables: The Outriders keep their horses here. Currently, all 30 horses are 
  inside their stables.
  4 - Leatherworks: Consisting of the building of the tanner’s shop and a 
  fenced-off yard where hides and leather are left in vats to soak or hung to dry.
  5 - Inner Courtyard: Also known as the killing ground. Another set of iron 
  gates, smaller and weaker than the main gates, separates it from the keep 
  courtyard.
  6 -  Gate Towers: Cauldrons with boiling wyrmtallow are on top of both 
  towers.
  7 - Melee Training Grounds: Dotted with dummies and stacks of pointy 
  sticks.
  8 - Archery Range: Targets are placed along the western wall.
  9 - Water Pumps: The PC detachment is deployed at the western water 
  pump.
  10 - Compost: Complements the foul smell coming from the tanner’s shop.
  11 - Garden: Overgrown and untended, the growth is thick and there are 
  various strange flowers and fruits to be found for anyone who braves the 
  thorns. The trail leads to a bricked-off, rusty iron door in the back of the 
  Hightower.
  
  69
  GM Maps #2
  
  70
  GM Maps #3
  
  71
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-
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  The Siege of Bonemoore Keep © 2020, Purple Duck Games; Author Mihailo Tešić
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by 
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