TEXT: 1 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Saga of the Splintered Realm 
  Book 2: Adventures 
  by Michael T. Desing 
  Cover by Todd McGowan; Node of Earth by Erik Tenkar 
   
   
   
  Published by Splintered Realms Publishing 2015 
  www.splinteredrealm.blogspot.com 
  See page 2 for copyright information 
  ISBN-13: 978-1511930376   
   
   
   
   
   
   
   
    ISBN-10: 1511930373 
  
  2 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Kickstarter Support  
   
   
   
   
   
   
   
   
   
   
   
   
   
  This game would not exist without the generous support of the Kickstarter 
  backers who joined the quest to complete this new edition. Thanks also to Erik 
  Tenkar, who contributed the Node of Earth, pages 85 through 90, and to Kevin 
  Chenevert, who provided bonus materials for boxed sets.  
   New content I created or others contributed is released under an 
  Attribution Share-Alike Creative Commons License. You may take, re-mix, and 
  re-use all original content herein, as long as you give credit. 
   The core game engine and its mechanics are released under the Open 
  Game License (see pages 143-144). 
  In short, the Splintered Realm is now your playground. Have fun in it! 
   
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  3 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Introduction 
  Lurking beneath the human and dwarf settlement of Fort Morovar, the massive 
  dungeon called the Vault of the Goblin awaits exploration and plundering by 
  those daring enough to challenge it.  
  This book provides an overview of the dungeon itself, expanding to the 
  region around it, and ultimately into the larger realm beyond.  
   
  Note: This entire book is written as a resource for the referee to use in running 
  games. If you plan to take part as a player, you should probably put this book 
  down so as not to spoil the fun! 
   
  What’s Inside? 
   Part 1: Dungeon Crawls; The Vault of the Goblin (page 6). The heart of the 
  game is the dungeon crawl, and much of this book is dedicated to providing a 
  locale that you can use, again and again, as a place for your fellowship to 
  adventure, explore and pillage. The Vault is intentionally designed as a modular 
  locale; you can use it exactly as written, or you can mix and match pieces of it 
  to suit your needs. For example, if you’ve moved beyond this dungeon and the 
  fellowship is exploring another region far away, but you need a small fortress 
  for inside of a volcano, you can grab the map and write up for the Node of 
  Elemental Flame and drop it in.  
   Part 2: Social Intrigues; Fort Morovar (page 101). As they emerge from the 
  dungeon, the characters need to have a place to call home. This is their base of 
  operations; it is the place from which they launch quests, and to which they 
  retreat. It is a place to rest and recover, recreate, barter, trade, and live free 
  from the constant threat of monster attack. Fort Morovar is a typical 
  wilderness fortress, providing both a level of security and close proximity to a 
  wide range of adventure opportunities. 
   Part 3: Wilderness Treks; The Untamed North (page 113). Eventually your 
  players may feel the call of the wild, wanting to explore the deep woodlands or 
  trackless mountains surrounding Fort Morovar. This section outlines the nearby 
  wild lands, including a number a short adventure that you can plug into any 
  wilderness.  
   Part 4: The Larger World (page 121). As the fellowship grows in power and 
  influence, their reach may extend beyond even this small forest, and you may 
  travel into the larger world beyond. This section outlines the major regions, 
  forces and factions of the Splintered Realm. 
   Appendix: Realms Beyond (page 142). Eventually, the fellowship may 
  become aware of the larger tapestry around them, the multiverse of infinite 
  worlds that may draw within their reach. This section explores how the 
  universe is set up, discussing how and why the fellowship may travel into other 
  worlds, encountering creatures of nearly godlike power. 
  
  4 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Opening Thoughts: On Building a Saga 
  One of the key tasks of the referee is to create and run the adventures 
  (possibly tying these into an extended saga) that the fellowship takes part in. 
  The more interesting, dynamic and varied the adventures you create, the more 
  memorable your games will be, and the more your players will immerse 
  themselves in the game world. 
   
  Heroes may take part in three basic types of adventures: dungeon crawls, 
  social intrigues and wilderness treks. Each of these provides a wide range of 
  possibilities for adventure and excitement. Over time, you and your players will 
  decide which types you enjoy the most, and you as GM will develop adventures 
  accordingly.  
   
  However, a balanced saga will use elements of all three, even if the focus is 
  clearly on one. If the players love dungeon crawls above all else, you should still 
  look for opportunities to pull in elements of the other two types. It may be that 
  the dungeon complex the group will explore lies in a remote location that 
  requires some wilderness travel to reach. Additionally, the 
  city in which the heroes sell goods and rests between treks 
  to the dungeon might be the home of a competing group 
  of adventurers that secretly plots against the heroes, 
  trying to outdo their success. 
   
  Characteristics of a Good Adventure 
   A good adventure allows the heroes to use several 
  (if not all) of their abilities. A hero who purchases 
  Bardic Voice, but who never gets to work a crowd, has 
  an unused ability. 
   A good adventure provides a wide range of 
  conflicts. If all that the heroes do is fight against 
  every creature they encounter, and if each puzzle 
  can be resolved with a single die roll, the adventure 
  will quickly grow stale. 
   A good adventure hooks not only the heroes, 
  but the players as well. Each player develops a 
  personal connection to the storyline or the 
  objectives for the adventure, finding personal 
  motivation for his or her hero. 
   
   
   
  
  5 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Adventure Design & Sagas 
  A saga unifies an ongoing series of linked adventures, threading these together 
  to create a larger story. At lower levels, the heroes may only touch upon or 
  become secondarily involved in the story, but eventually they are pulled into 
  the larger tapestry. While it may be tempting to use a ‘top down’ approach to 
  designing a saga, it may prove better to start with a general theme or direction, 
  and then ask a series of questions to develop the saga’s larger themes. 
   
  For example, you make the primary villain a powerful priest who leads a 
  cult dedicated to rats. Designing ‘top down’, you have the villain march into 
  town and declare, “I am here to take over the world… in the name of rats!” This 
  is not very dramatic, and makes it impossible for the heroes to win; the villain is 
  far more powerful than they are. Instead, start ‘bottom up’: 
   What can the heroes face at level 1? The heroes find out that local sewers 
  are overrun with huge rats (this is a good opening challenge for level 1 heroes). 
   What’s special about these rats? They are all branded with a strange 
  symbol, and are especially aggressive, using strategy and tactics. 
   Why? They are being bred by a merchant who has been pulled into a cult. 
   How do the heroes find the cult? They either gather the location from the 
  merchant, or allow the merchant to ‘escape’, tracking him to the cult’s hideout. 
   What’s at this cult’s hideout? Hobgoblin witch doctors experiment with rats, 
  attempting to breed them with other creatures, all branded with this symbol. 
  They have created monstrous rats with a variety of special abilities: 
  regeneration, great speed, great strength, poisonous bites, barbed tails, minor 
  magic, or breath weapons. 
   What leads them onward?  They find orders from a mysterious leader of a 
  distant city to build the rat army for war upon another community.  
   What happens on the way to the city? In addition to a few minor 
  encounters (unconnected to the main plot), they meet pilgrims fleeing from the 
  city, who warn of the insanity that has gripped its people. 
   What do they find in this city? People unwilling to speak with them, others 
  who refuse to acknowledge the existence of such a cult, and one figure grateful 
  for their arrival who gives them clues about how to find the cult.  
   Where does this ultimately lead? In a series of tunnels beneath the city, 
  massive rats and even more monstrous rat hybrids await in the dark, 
  surrounded by devoted cultists, magic users and clerics of some power. 
   What allows the saga to continue? This leader was but one of several 
  members of the inner circle of a cult, and the heroes find evidence that the cult 
  is preparing to wage its great assault. In fact, it’s already begun. 
   
   
  This arc could easily take a group of heroes from level 1 all the way through 
  level 7 or better. The great thing about this approach is that you don’t need to 
  know all of this before you begin playing. All you have to know is that the rat 
  cult is going to be the central threat, and build from there as needed.  
  
  6 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  1. Dungeon Crawls  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A dungeon crawl encompasses any adventure where the heroes go into a 
  structure and move through it. Whether they are plundering an ancient tomb, 
  clearing out a sewer tunnel, exploring a ruined tower or recovering an item 
  from a lost mine, the heroes have undertaken a dungeon crawl. 
   
  Why Use Dungeon Crawls? 
  Dungeon crawls activate the imagination, since they suggest lost times and 
  forgotten secrets. As remnants of the past, dungeons hide great treasures 
  within dark tunnels. In terms of design, dungeon crawls allow you to control 
  the flow of the action, sequencing events in order. For example, the only way 
  to get to the lair of the salamander is to defeat the spiders standing watch over 
  the portal, but before that you have to overcome the pack of rats that has 
  taken residence in the entry cave. 
   
  Dangers of Dungeon Crawls 
   Undead often inhabit tombs and catacombs. Since the Great Reckoning, 
  those who revere death have begun working in secret to create undead, 
  desecrating the bodies of the fallen to prepare them for un-life. Now, many of 
  these undead lie in wait, ready to answer the call to rise when it comes. Others 
  have emerged (sometimes hesitantly) from their tombs to plague the living. 
   Dark beasts and monstrous insects favor the dark and isolation dungeons 
  offer. Such creatures will actively seek out these locations as a home base, 
  often using the advantage of location to lure unsuspecting creatures in. 
   Dungeons are often designed to keep invaders out, and may be littered 
  with a variety of traps and wards. 
   A lack of access to simple things like light, breathable air and clean water 
  become dangers when deep underground. 
   
   
   
  
  7 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Ten Reasons to Undertake a Dungeon Crawl 
   
  1. A creature has come from the deep, reaching out its tendrils into the lands 
  of man, posing a threat to society. The heroes must travel to its lair and root it 
  out. 
  2. A secret society or beast cult has taken control of a formerly-abandoned 
  ruin, now using it as a staging point to launch attacks (overt or covert) against 
  the larger society. The heroes must break the power of this organization. 
  3. New rumors emerge of a powerful item or artifact secreted away in a vault. 
  The heroes must delve into the dark and seek the item out. 
  4. Creatures of evil have established a foothold too close to the lands of man, 
  and now pose a threat to security and travel. The heroes must drive out the 
  creatures and overthrow their leaders. 
  5. A former stronghold of law has been rediscovered, and the heroes 
  undertake a quest to reclaim it for light by cleansing it of chaos and any vermin 
  that may have infested it in the intervening days since its glory. 
  6. The dungeon was not created to keep something out, but instead to keep 
  something in. The creature that was once contained inside this prison has now 
  broken (or nearly broken) its confines, and the heroes either have to restore 
  the prison’s security or destroy the creature within. 
  7. The dungeon was built to defend a gate to another realm that has been 
  dormant for a time, but has recently been reactivated, drawing creatures from 
  other lands. The heroes must bypass the creatures that have been summoned 
  by the power of the gate before finding a way to disable it. 
  8. A magical dungeon complex lying in a space beyond time has been 
  discovered in an unusual place. The heroes must explore this new discovery 
  and report back.  
  9. The dungeon comes to the heroes. A magical tower appears in the sky over 
  their homes, or an earthquake reveals the entrance to an ancient tunnel 
  complex. 
  10. A dungeon is discovered underneath their home town. While building a 
  new section of sewers or expanding a mine, excavation reveals a hitherto 
  unknown tunnel complex buried in the deep; the heroes are sent to investigate 
  and report back to ensure that the greater society is not at risk. 
   
   
   
   
  
  8 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  The Vault of the Goblin  
   
   
   
   
   
   
   
   
   
   
   
   
  Before the Great Reckoning, several entities of great evil and power used a 
  mighty army of goblins to construct a huge underground complex. This has 
  fallen under siege several times, ultimately cleansed by the combined efforts of 
  creatures of law. However, old evil has returned, and the Vaults again pose a 
  threat to man and his allies. 
   
  Organization: 
  The Vault of the Goblin is organized into areas and nodes:  
   An area is a single room or small section of a larger node. Each area has a 
  unique number within the Vault; the Vault of the Goblin comprises 166 
  different encounter areas. 
   A node is a larger section of the dungeon, usually comprising several 
  encounter areas. Nodes are generally themed so that each section has its own 
  internal consistency. 
   
  General Notes 
  - Doors and locks that are secured or locked require a pick locks FEAT to open, a 
  STR check to force, or the use of magic to bypass. Unless otherwise noted, 
  these are target 20. -2 or -4 indicates that the lock is more difficult (forcing a 
  penalty to the roll result), while +2 or +4 indicates that the lock is easier 
  (granting a bonus to the roll result). 
  - A portcullis (appearing as three dots: … ) is a gate of metal bars that falls to 
  block the path. A portcullis can be operated by a winch from one side, but must 
  be forced open (requiring a STR check at -4 to the roll) to lift from the opposite 
  side.  
   
  About Running the Vault of the Goblin 
  This dungeon is a living, dynamic environment. It will change, reacting to the 
  actions of the fellowship, and continuing to evolve over time. However, the 
  entire dungeon as outlined here as ‘frozen in amber’ on the first day of Spring 
  of the Year 228 AR. You can elect to change encounter areas based on the 
  passage of time (if encountered later than that date), or use them as they are, 
  regardless of when the fellowship interacts with that area.  
   
   
   
  
  9 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Time 
  For the dungeon to become a believable environment for your players, you 
  should keep track of time carefully, and apply logical consequences in time to 
  the actions of the fellowship. If the fellowship defeats a group of spider cultists 
  on the 3rd day of spring, but a few escape, you should consider how the cult 
  responds. By the 5th day, they may have sent reinforcements to find and 
  exterminate the fellowship, or they may have cut their ties with that section of 
  the dungeon (and attempted to eradicate any evidence they were ever there) – 
  or the cultists who fled may have been forced to return (with no additional 
  help) in order to make up for their previous failures. 
   
  Size 
  The Vaults are a massive complex spanning hundreds of miles of underground 
  tunnels and halls. This book does not attempt to map and define the entire 
  system. Instead, key areas (nodes) are presented, along with notes about the 
  connecting tissue that pulls the whole together. In my own experience, this has 
  made the dungeon more ‘user-friendly’: an evening can be spent exploring a 
  particular node, and the journey to the next node (including such things as two 
  miles of hard travel through broken tunnels) happens between game sessions. 
   
  One Dungeon to Rule Them All 
  The Vault of the Goblin is conceived as a ‘mega-dungeon’, meaning that it 
  comprises a single environment you could use to center an entire saga – or 
  several sagas. The goblin designers of this dungeon have intentionally built 
  connections to other dungeons and underground lairs, so as to allow the 
  goblins to quickly move to other places in the realm. This means that those 
  who enter the dungeon may find themselves stepping through doorways into 
  other dungeons, other lands, or even other realities. Some of the notable links 
  to other dungeon environments in the Splintered Realm include: 
   The Sewers of Torm’s Hold. The goblins maintained platforms that took 
  them into locales under the mighty fortress of Torm’s Hold. They routinely 
  traded with the orks in both goods and slaves, but now all connections to that 
  mighty hold have been severed. 
   Mount Brim. This terrible fortress of the Fire King Surdur has a platform 
  connecting it to a deep well within the Vault. Traitorous servants, including a 
  fire giant of considerable power, have traveled here to wrest the mighty 
  Goblin’s Master Forge from its moorings. 
   The Pits of Mistledawn. Beneath the city of Mistledawn, the elves maintain 
  a complex wherein their most vile enemies are imprisoned. This inescapable 
  prison has recently been infiltrated by servitors of darkness whose sole 
  purpose is to establish a passage into the Vault of the Goblin – a passage that 
  would allow the most heinous prisoners of the elves a means of escape.  
  
  10 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  History 
  The goblins claimed the mound upon which Fort Morovar now stands some 
  210 winters ago, as wandering tribes of goblins (displaced by the Great 
  Reckoning) discovered the natural caves. They crafted a stronghold under the 
  authority of High King Garash. Garash established his clan here, forging an 
  alliance with the aboleth Xahada that lived in the darkness below, learning of 
  the temporal rift in the proximity of the caves. 
  Under the influence of Xahada, Garash managed to combine 13 individual 
  tribes under his banner, building an army some 10,000 goblins strong. His 
  followers made a mighty stronghold here, digging far underground and 
  constructing a massive complex of tunnels. Eventually, the goblins learned from 
  Xahada that their patron, the demon lord Glyn the Trickster, had been trapped 
  during the Great Reckoning, lost in the deepest abyss. They set to work to find 
  and recover their god, building a series of platforms (using magic learned from 
  the aboleth) that opened gates into other realities.  
  After decades of searching (during which time Garash grew more vile, now 
  consuming the ichor of the aboleth, and corrupted beyond salvation), the 
  goblins freed Glyn from his prison and brought him here. Seeing the work of his 
  servants, and realizing the power of the Vaults in traversing realities, Glyn 
  called for his own mistress, the Succubus Queen Lilandara. She had been 
  engaged in war with Orkus (Prince of Undead) since the Great Reckoning, both 
  attempting to claim ruler ship of the infernal realms in the absence of Bael. 
  Confident that this dungeon, with its location on a temporal rift, would sway 
  the balance in favor of Lilandara, Glyn set to work to establish a means by 
  which Lilandara could launch a surprise attack upon the very hall of Orkus 
  himself. 
  But then the Goblin Wars broke out. The goblins on the surface; moving too 
  greedily, acting too rashly; fell into a series of conflicts with men, dwarves and 
  elves. The Goblin Wars ensued well before Glyn and Lilandara had finished 
  their plans, forcing them to divide their efforts between pushing back mortals 
  who descended from the surface, establishing conduits to other realms, and 
  plotting against Orkus. They formed tentative alliances with powerful entities, 
  including lords of minotaurs, giants and dragons. They built a mighty network. 
  But they had not reckoned with the power of men, dwarves and elves. 
   
  During the First Goblin War, a combined army of humans and dwarves fell 
  upon the fortress and, at great expense, drove the goblins from the upper halls, 
  scattering their forces. Xahada and her spawn retreated into the deep and 
  waited. During this war, Glyn learned a terrible secret: Lilandara’s plans 
  included sacrificing Glyn and all of his goblins in her mad gambit to wrest 
  power from Orkus. Although Glyn ultimately fell at the hands of man and was 
  banished from the realm, he first managed to trap Lilandara in the lowest pits, 
  an inescapable tomb he had devised for Orkus, but which now held his own 
  queen.  
  
  11 
  Saga of the Splintered Realm Book 2:  Adventures 
   
   
  During the Second Goblin War, men plundered the halls, slaying Garash, 
  sealing up many sections, and slaughtering vast numbers of goblins that dwelt 
  below. They effectively cast the goblins from the halls entirely, sealing them up 
  and claiming what they assumed was a final victory, believing the vaults had 
  been cleansed and sealed permanently.  
   
  Now 
  The Vaults lie waiting. Glyn has – after his 66 years of banishment – begun to 
  whisper back into the Vaults. His servants have returned to re-establish the 
  Vaults from their dark holes. The aboleth have emerged from the deep places. 
  Followers of Lilandara have set upon a quest to free her from the prison 
  devised by the master trickster, Glyn. Dark creatures have gained access to the 
  Vaults via the teleportation platforms. Fell entities have learned of the Vaults, 
  and have set out to claim them for themselves.  
   
  Features: Teleportation Platforms 
  These stone platforms carved with goblin runes activate teleportation to other 
  places. These use dark magic to power their transport, and routine interaction 
  with these platforms can ultimately have negative consequences, changing 
  characters to think and behave in vile ways. 
   
  Game Note: Teleportation Platforms 
  A character may use a teleportation platform a number of times equal to his 
  WIS score before a platform may affect him. Each use thereafter forces a FEAT. 
  Failure means that the character moves one alignment step towards chaos: a 
  lawful character becomes neutral, and a neutral character becomes chaotic. 
  This is only reversible by exceedingly powerful magic, and would require a 
  quest of great magnitude. 
   
  Gates 
  Before his banishment, Glyn allied with several powerful entities who taught 
  him secrets of establishing gates. These gates are scattered throughout the 
  Vaults, linking the Vaults to other pocket realms of existence. Each gate is 
  unique in its construction: some are mirrors, some are paintings, some are 
  stone archways; each operates under unique circumstances and requires 
  different methods of activation. These gates lead into many (perhaps dozens) 
  of pocket realms of existence that were cast off during the Great Reckoning.  
   
  Doors 
  Unless otherwise noted, doors will be locked on a roll of 1-3 on 1d6, and will be 
  trapped on a roll of 1 on 1d6. See page 16 for trap options. 
  
  12 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Factions 
  Several factions maintain or are attempting to establish a foothold here: 
   Circle of the Spider. The Singing Spider (an Arachling dwelling in the area 
  80) is under the power of the harp of dominion. When Regent Andros Ralik (see 
  page 106) assaulted his lair, the Singing Spider charmed Ralik. Realizing an 
  opportunity, the Spider used Ralik to recruit ‘followers’ from among the 
  citizenry of the keep above. His rudimentary cult, the Circle of the Spider, has 
  attained a level of status among youth of the keep, recruiting dozens of new 
  members who are willing to die to advance the purposes of this cult.  
   Followers of Glyn the Trickster King. Glyn the Trickster was the servant of 
  the Queen of the Succubi, Lilandara. When she betrayed Glyn and his goblins, 
  they fought back. His goblins have recently found ways back into the Vault and 
  are attempting to re-establish a foothold here – and to restore their patron. 
   The Children of Lilandara. Lilandara is imprisoned in the lowest levels of the 
  Vaults. Breaking into her prison and freeing her is the sole purpose of her 
  followers, many of whom are chaotic clerics commanding undead.  
   The Aboleth. These powerful creatures dwell in a few large ‘natural’ pools 
  filled with waters from the river Styx that has been trapped here and further 
  defiled by the Aboleth.  
   
  About the Nodes 
  Each node includes a challenge rating (CR), background, and individual area 
  keys. The CR is the suggested average level for a fellowship of about 4 heroes. 
  A solo hero should be at least 2 levels higher than the challenge rating to meet 
  some success, while a larger group could be 1 level lower and still be able to 
  overcome many of the obstacles of that node. Background gives a brief 
  overview of the node, who controls it, and the sorts of challenges it presents. 
   
  Creature Listings 
  Creature listings include a shortened version of the stat block in the core rules: 
   
  Monster Name (Number Appearing) 
  Armor Class; Hit Dice (current hit points); FEAT modifier; Move rating; Attack 
  abilities (with the attack bonus/damage ratings/* indicates a special ability) 
  Any notes about the creature, including a special ability related to damage. 
  Random Encounters on Lower Nodes 
  The Entry Well (page 14) has random encounters unique to that area. On lower 
  levels, there is a 1 in 6 chance of a random encounter each hour. Ignore or 
  change encounters where they don’t make sense. If you can’t justify why 
  zombies wander around the Node of Flame, ignore the encounter… or have the 
  zombies flee in terror, screaming “it burns!” as they immolate. Your call. 
  
  13 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Random Encounters CR 2 and CR 3 Levels (Roll 1d8) 
  Roll 
  Encounter 
  1 
  Dire Rats (2d8) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON 
  2 
  Gelatinous Cube (1) 
  AC 11; HD 4d8 (hp 16); FEAT +8; Move 30’; 1 tendril (+4/2d4*) 
  Tendril paralyzes on a failed FEAT 
  3 
  Goblin Zombies (2d4) 
  AC 11; HD 2d6 (hp 7 each); FEAT +6; Move 20’; claw (+2/1d6) 
  4 
  Large Spiders (1d4+1) 
  AC 14; HD 3d6 (hp 10 each); FEAT +7; Move 40’; bite (+4/1d10*) 
  The bite forces a FEAT or paralyzed for 1d4 turns. 
  5 
  Rot Creeper (1) 
  AC 12; HD 3d6 (hp 10); FEAT +7; Move 30’; bite (+3/1d4*) 
  Bite forces FEAT or paralyzed for 1 turn 
  6 
  Shadows (1d4) 
  AC 13; HD 2d6 (hp 7 each); FEAT +7; Move 30’; claw (+2/1d4*) 
  Claw strike forces a FEAT or lose 1 point of STR; returns at 1 point/turn 
  7-8 
  Goblins (2d6) 
  AC 13; HD 1d6 (hp 3 each); FEAT +4; Move 20’; sword/bow (+1/1d6) 
   
  Random EncountersCR 4+ Levels (Roll 1d8) 
  Roll 
  Encounter 
  1 
  Dire Rats (3d8) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON 
  2 
  Goblin Zombies (2d6) 
  AC 11; HD 2d6 (hp 7 each); FEAT +6; Move 20’; claw (+2/1d6) 
  3 
  Huge Spiders (1d4+1) 
  AC 15; HD 4d8 (hp 16 each); FEAT +7; Move 40’; bite (+4/1d12*) 
  The bite forces a FEAT (at -2) or paralyzed for 1d4 turns 
  4 
  Ochre Jelly (1) 
  AC 11; HD 5d8 (hp 20); FEAT +9; Move 10’; 1 tendril (+5/2d6) 
  Only harmed by cold or fire; other attacks create smaller 2 HD jellies 
  5 
  Rot Creepers (1d4) 
  AC 12; HD 3d6 (hp 10 each); FEAT +7; Move 30’; bite (+3/1d4*) 
  Bite forces FEAT or paralyzed for 1 turn 
  6 
  Shadows (2d4) 
  AC 13; HD 2d6 (hp 7 each); FEAT +7; Move 30’; claw (+2/1d4*) 
  Claw strike forces a FEAT or lose 1 point of STR; returns at 1 point/turn 
  7-8 
  Goblins (4d6) 
  AC 13; HD 1d6 (hp 3 each); FEAT +4; Move 20’; sword/bow (+1/1d6) 
  
  14 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  A: The Entry Well  
   
   
   
   
     
   
   
   
      CR 1 
   
   
   
  Background 
  This area acts as the primary entry and crossway for a number of factions. 
  Three different exits lead up into Fort Morovar, and five exits lead into other 
  sections of the dungeon, making this a busy crossway from a number of 
  directions. In general, hallways and rooms (unless otherwise noted) have 10’ 
  ceilings. 
   
  
  15 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Random Encounters 
  Roll 1d6 once per hour for a random encounter. Also roll whenever the 
  fellowship makes considerable noise (i.e. during a fight) to see if a wandering 
  monster is attracted. A random encounter occurs on a roll of 1. 
   
  Random Encounters (Roll 1d8) 
  Roll 
  Encounter 
  1 
  Skeletons (2d4), the remains of dead goblins 
  AC 12; HD 1d6 (hp 2 each); FEAT +6; Move 20’; claw (+1/1d4) 
  2 
  Zombies (1d4), the remains of dead goblins 
  AC 11; HD 2d6 (hp 7 each); FEAT +6; Move 20’; claw (+2/1d6) 
  3 
  Spider Cultist Initiates (2d4), traveling between areas 5 and 13.  
  AC 10; HD 1d6 (hp 3 each); FEAT +4; Move 30’; dagger (+1/1d4) 
  4 
  Small Spiders (1d4) 
  AC 12; HD 1d6 (hp 3 each); FEAT +6; Move 40’; bite (+1/1d6*) 
  Poison bite forces FEAT (at +4) or paralyzed 1d4 turns. 
  5 
  Poisonous Snake (1) 
  AC 12; HD 1d8 (hp 5); FEAT +6; Move 30’; bite (+1/1d4*) 
  Poison forces a FEAT (at +4) or death in 1d10 rounds.  
  6 
  Dire Rats (2d4) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
  7 
  A Trap. See the next page. 
  8 
  Unique Encounter (roll below). Each will be encountered only once. 
   
  Unique Encounters (Roll 1d4)  
  Roll 
  Encounter 
  1 
  The Ore Eater from area 10 (unless already slain)  
  AC 17; HD 5d6 (hp 16); Feat +8; Move 40’; attack (+/1d6*) 
  Metal items are destroyed by bite unless a successful FEAT is made. 
  2 
  Hobgoblins (1d4+1), investigating the halls 
  AC 13; HD 2d6 (hp 6 each); FEAT +6; Move 30’; bow (+2/1d6) or 
  sword (+2/1d8) 
  3 
  Ogre (1) who has wandered up from the lower areas after getting 
  into a fight with his friends. 
  AC 14; HD 4d8 (hp 19); FEAT +7; Move 40’; great club (+4/1d8+3) 
  4 
  Lieutenant Kallow (see below),  a soldier from Fort Morovar, and 
  Spider Cultist Initiates (1d4) (see table 1) 
  Lieutenant Kallow, Human Fighter 2 
  Fighter 2; AC 14; HD 2d6 (hp 12); FEAT +6; Move 30’; axe (+3/1d8+1) 
   
   
  
  16 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  Traps 
  The goblins prided themselves on their creation and use of traps. Over time, 
  traps have been set, then tripped, then re-set, then re-tripped, then destroyed, 
  then re-built… as a result, the locations and functions of traps have changed 
  dramatically over time.  
   
  When a trap is encountered, there is a 2 in 6 chance that the trap is not 
  working; either it already has been sprung and has yet to be re-set, or it was 
  foiled by previous travelers.  
   
  Traps may require two rolls: a sense FEAT to locate the trap to begin with, 
  and a foil traps FEAT to disarm the trap (if necessary). Allow a normal sense FEAT 
  to locate a trap if characters are actively searching for traps, but allow a roll (at 
  -4) for a character merely passing near a trap without actively searching. A 
  character running (such as fleeing from a monster) has no chance to notice a 
  trap. 
   
  When a trap is encountered, roll for the nature and function of the trap: 
   
  Traps (Roll 1d8) 
  Roll 
  Trap 
  1 
  Ankle Trap. The trap requires a FEAT to avoid, or the target has an 
  ankle caught in a spring-loaded mechanism that deals 1d6 damage 
  and holds tight. A successful MGT check (at -2) is required to force 
  the trap open and free the target’s leg. 
  2 
  Falling Block Trap. The trap requires a FEAT to avoid (at -2); triggering 
  the trap causes a stone block to fall, dealing 2d6 damage to all 
  creatures in the area of effect (a 5’ square). 
  3 
  Pendulum Blade Trap. The trap requires a FEAT to avoid, or the target 
  is struck by a scything blade that deals 2d6 damage. 
  4 
  Poison Dart Trap. The trap requires a FEAT to avoid or the target is 
  struck by a spring-loaded dart. The dart deals 1 point of damage, and 
  forces another FEAT (at +2). Failure means that the target dies in 1d10 
  rounds. 
  5 
  Poison Gas Trap. The trap requires a FEAT (at +2) to resist; triggering 
  the trap fills a 10’ square with poison gas, forcing all living creatures 
  who fail the FEAT to die in 1d10 rounds. 
  6 
  Simple Pit Trap. The pit requires a FEAT to avoid (at -2), and deals 1d6 
  damage to anyone who falls in. 
  7 
  Spear Trap. The trap requires a FEAT to avoid or the target suffers 
  2d6 damage from a spring-loaded spear. 
  8 
  Spiked Pit Trap. The pit requires a FEAT to avoid (at -2) and deals 1d6 
  falling damage, +1d6 damage from the spikes in the bottom. There is 
  a 1 in 6 chance that the spikes are also coated in poison, forcing a 
  FEAT or an additional 1d6 damage from poison is also dealt. 
  
  17 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  About Magical Doors 
  Four of the chambers (areas 6, 10, 12, 14) feature large, heavy, reinforced 
  double doors that lead into other sections of the dungeon, and which are 
  magically sealed. The doors (except the door to the south) can only be opened 
  with the correct password. The doors cannot be affected by weapons of less 
  than +2 enchantment or spells of lower than sphere 3. Each of the doors has AC 
  20 and 50 hp, if the characters try to break them down. 
   
  The passwords for the doors are intentionally left out of these rules. The 
  GM should develop his or her own unique passwords. In my home game, these 
  were the goblin words for north, east, south and west respectively, but you 
  may want a more challenging set of passwords. 
   
  1. Entry  
  This room features the skeletons of several humanoids, and the remains of a 
  fight from some time ago. Scorch marks of magical fire line the floor of the 
  upper platform (center of the room) and a dried pool of blood covers the 
  southern stairs. Any noise in this room causes a check for a random encounter. 
  Anyone searching the corpses of humanoids (a successful sense FEAT reveals 
  that these are hobgoblins) will find a total of 17 sp, a usable short sword, and 
  23 arrows. Everything else is in such poor condition as to be unusable. 
   
  2. Secret Chamber 
  This small, low-ceilinged chamber (6’ ceilings) was used as a storage room. 
  Recently, a stoutling explorer used this to store his findings (including a map of 
  the entire entry well) and a scroll on which he has written three command 
  words (for the doors in areas 6 and 12, and for the platform in area 7). He also 
  left 2 potions of healing here, a spare short sword, one week’s iron rations, and 
  an extra suit of studded leather armor +1. He died several weeks ago, and has 
  not returned (his corpse is in area 6). 
    
  3. Ceremonial Hall 
  This great hall was once a ceremonial meeting hall, but has since been 
  abandoned. It boasts large columns and a huge, vaulted ceiling. A series of 
  large cracks crosses the floor, many as deep as 2’. This serves as the nest for a 
  large constrictor snake and its nine newborn spawn (these cannot fight). It is 
  difficult to see into the hole even with darkvision, and the snake takes +11 to 
  sneak FEATS while in the hole. 
   
  Large Constrictor Snake 
  AC 13; HD 3d8 (hp 14); FEAT +7; Move 30’; bite (+3/1d6*) 
  Forces STR check (at +2) to break free of constriction; deals 1d6 per round 
   
  
  18 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  4. Teleportation Platform 
  The command word and destination for this teleportation platform have been 
  lost. This is left for you to develop later, as you see fit. 
   
  5. Hidden Hallway 
  This hallway is difficult to find, hidden behind an illusory wall along the main 
  corridor. The illusion requires a successful sense FEAT (at -4) to see trough, 
  although the illusory section of wall can just be walked through. Beyond, 2 
  medium spiders stand guard at the stairs, leading to area 10 of Fort Morovar. 
   
  Medium Spiders (2) 
  AC 13; HD 2d6 (hp 8 each); FEAT +6; Move 40’; bite (+2/1d8*) 
  Poison forces a FEAT (at +2) or paralyzed for 1d4 turns. 
   
  6. Eastern Doors 
  These doors once required a password, but have been broken open with 
  magical weapons. 2d8 aggressive dire rats dwell in this area, and will attack 
  anyone who enters. If they fail morale, they will flee eastward through the 
  broken doors. The broken doors now hang at odd angles. The doors and the 
  frame have clear marks from an axe; each axe mark has an accompanying mark 
  from lightning.  
   
  A creature examining the marks may make an INT check (target 20) to recall 
  lore about the axe Stormcleaver that was carried against the goblins twenty 
  winters ago, but whose dwarf bearer never returned from his last foray here 
  (see page 39). These marks could have only been made by such a weapon. 
  Characters may easily move through the doors, but must do so one at a time. 
   
  Dire Rats (2d8) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
   
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
   
  7. Pool  
  This teleportation platform has been built inside of a stone pool, with 2’ deep 
  water of dark yellow. 21 dire rats live here; 2d6 will be in the pool at any time; 
  if the platform is activated, these will be teleported out. If anyone teleports in 
  via the platform, the rats get automatic surprise. Their treasure is hidden 
  among a pile of refuse along the east wall: 372 cp, 24 sp and a ring worth 7 sp. 
  Sounds of combat will summon a random encounter on a roll of 1-2 on 1d6. 
   
  Dire Rats (21) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
   
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
  
  19 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  8. The Dark Temple 
  A dark altar rests atop a raised platform at the south of this chamber, and this 
  emits magical darkness that fills the entire room (magical light will neutralize 
  this effect for the spell duration). 3 shadows roll sneak FEATS at +11 due to this 
  magic. They will attack any living creature moving into the chamber. The altar 
  itself generates the magical darkness; it also summons shadows (one per day), 
  up to a maximum of three shadows that serve it. The altar can only be affected 
  by magic or magical weapons, is AC 15, and can sustain 25 hp before being 
  destroyed. Destroying the altar is worth +10 XP. 
   
  Shadows (3) 
  AC 13; HD 2d6 (hp 8 each); FEAT +7; Move 30’; claw (+2/1d4 +) 
  Claw strike forces a FEAT or lose 1 point of STR; returns at 1 point per turn. 
   
  9. Fire Pit 
  This was once a feast hall of the goblins, and a large fire pit dominates the 
  center of the chamber. Embers still burn here, fueled by magical flame. A 
  minor fire elemental now lives within. It will attempt to wait until creatures 
  draw close to the pit to attack. Creatures must make a sense FEAT or be 
  surprised by the elemental. The embers are not magical, but the pit itself draws 
  power from the mighty Goblin Forge far below (area 153). 
   
  Minor Fire Elemental (1) 
  AC 15; HD 4d4 (hp 11); FEAT +7; Move 30’; strike (+4/2d6) 
   
  10.  Northern Doors 
  The doors to the north require a password to bypass. The areas beyond the 
  north doors are left for the GM to develop. Eventually, these lead to a natural 
  cave that ends at the Ruins of Beacon Tower, Area 3. See Book 1: Saga of the 
  Splintered Realm (page 129). 
   
  An ore eater has established its abode here among dozens of pieces of 
  rusted armor, weapons, shields and other rusted items, as well as several 
  pieces of skeletons. There is only a 2 in 6 chance that it is out searching for 
  more food. A careful search allows a sense FEAT (target 20) to find a special 
  item. Roll once for each turn spent searching. Each item will only be found 
  once.  Roll 1d6: 1) a gem worth 100 sp, 2) a ring of fire resistance, 3) a jeweled 
  bracer worth 9 gp, 4) a scroll with 1 spell scroll: web; 5) a club +1; 6) a sling +1. 
   
  Ore Eater 
  AC 17; HD 5d6 (hp 16); FEAT +8; Move 40’; attack (+/1d6*) 
  Metal items are destroyed by bite unless a successful FEAT is made. 
   
  
  20 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  11. Bathing Pool 
  A 2’ deep pool (once a bath for goblin leaders) dominates the center of the 
  chamber. Although the water is stagnant, it is warm and quite salty. A minor 
  water elemental now dwells within. It will attempt to wait until creatures draw 
  close to the bath to attack. Creatures must make roll a sense FEAT or be 
  surprised. In the pool are 3 gems each worth 4 gp and Eldirium, a short sword 
  +1 that causes magical objects and creatures it touches to emit a light blue 
  glow for 1d4 rounds (this is the weapon of the dead stoutling in area 12). 
   
  Minor Water Elemental (1) 
  AC 15; HD 4d4 (hp 9); FEAT +7; Move 30’; strike (+4/1d6) 
   
  12. Southern Doors 
  These large double doors require a password to bypass. 
   
  2 rot creepers live here. Their nest is small (1' across) and buried 10' deep 
  into the SW corner, 10' overhead. Seeing the nest while searching requires a 
  sense FEAT, at +2 to the check. Their nest contains the bones of a stoutling who 
  carried a small sack with 55 sp and 2 potions of healing; he still wears boot of 
  elfinkind that are dirty but usable. He wore chainmail armor, but it and his non-
  magical weapons were destroyed by the ore eater to the north (area 10). Only 
  a stoutling or goblin is small enough to crawl into this lair. 
   
  Rot Creepers (2) 
  AC 12; HD 3d6 (hp 11, 9); FEAT +7; Move 30’; bite (+3/1d4*) 
  Bite forces FEAT or paralyzed for 1 turn. 
   
  13. The Mirror of Transit 
  The mirror magically transports creatures into J, Sanctum of the Spider Cult. 
  Any creature that touches the mirror with two points of contact (i.e. two 
  hands, a hand and forehead, one finger each from two different hands) is 
  instantly teleported into area 68. 
   
  14. Western Doors 
  The great doors here are magically sealed, requiring a password to bypass. 
   
  Two gargoyle statues frame the doors on the north and south. These 
  radiate faint magic, but are not actually animated creatures; however, any 
  contact with the statues will summon a minor earth elemental in the alcove to 
  the east, directly opposite the doors. The earth elemental gains surprise against 
  any creature failing a sense FEAT. It will attack immediately. 
   
  Minor Earth Elemental (1) 
  AC 15; HD 4d4 (hp 10); FEAT +7; Move 20’; strike (+4/1d6+2) 
  
  21 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  15. Forgotten Chamber 
  The fellowship finds the skeleton of a huge snake (over 20’ long) that died 
  some time ago. Broken wine bottles litter the area. Spider cultists have covered 
  it in graffiti and sometimes gather around it to have meetings (and get drunk). 
  There is a 3 in 6 chance that 2d4 spider cultist initiates are here now. 
   
  At the northern end of the chamber, a large pile of rubble from a partially-
  collapsed ceiling prevents further exploration. A small niche in the ceiling leads 
  up into the Temple of Law in Fort Morovar (area 2). Servants of the temple 
  occasionally enter here (descending from a rope above) to explore, 
  endeavoring to stem the tide of chaos. The cultists are unaware of this alcove, 
  and it is very difficult to notice even when looking for it (-4 to sense FEATS). 
   
  2d4 Spider Cultist Initiates 
  AC 10; HD 1d6 (hp 3 each); FEAT +4; Move 30’; dagger (+1/1d4) 
   
   
  
  22 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  B: The Narrow Bridge  
   
   
   
     
   
   
   
      CR 2 
   
  Background 
  The goblins 
  constructed this 
  crossway through a 
  huge natural cave 
  (with 50’ ceilings, 
  and a drop off of 
  160’) to allow 
  passage to other 
  sections of the 
  dungeon. The 
  wooden bridge 
  crossing the 
  expanse is old but 
  solid. 
   
  16. The Eastern Stair 
  The bottom of these stairs is always trapped, although the nature and function 
  of the trap is constantly changing. Roll on the traps table (page 16) for the trap 
  currently set here. Setting off the trap will likely (1-4 on 1d6) attract the 
  attention of the giant bats in area 18. 
   
  17. The Western Stair 
  The western stair is currently inhabited by a gray ooze that blends in with the 
  stonework and is difficult to detect (sneak +12). 
   
  Gray Ooze (1) 
  AC 11; HD 3d8 (hp 16); FEAT +8; Move 10’; tendril (+3/2d8*) 
  Sticks to victim after first hit, dealing damage each round thereafter;  
  dissolves most objects in one round. 
   
  18. Bat Cave 
  3 giant bats dwell here. Among the excrement and dozens of bones that covers 
  the natural cliff here is their treasure:  43 cp, a dagger +1, and a potion of 
  gaseous form. Getting to their cliff dwelling, which is 25’ from the goblin 
  walkway, may prove challenging.  
   
  Giant Bats (3) 
  AC 13; HD 2d6 (hp 8 each); FEAT +6; Move 10’ (fly 60’); bite (+2/1d4) 
  
  23 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  C: Still Waters Run Deep   
   
     
   
   
   
      CR 2 
   
   
   
  Background 
  This small but exceptionally deep underground lake was used by the goblins as 
  a source of food; it is teeming with thousands of cave fish (some of monstrous 
  size) that are moderately aggressive, and 1d4 of the smaller variety will attack a 
  creature that falls into the water. The water is up to 500’ deep in places. 
   
  A narrow underwater cave (at a depth of 250’) leads into an opening that 
  ends at the small pool in area 47. The aboleth (area 22) sometimes travels 
  there, but spends most of its time here in the larger water. 
   
  Small Cave Fish (1d4) 
  AC 12; HD 2d4 (hp 5 each); FEAT +5; Swim 60’; bite (+2/1d4) 
   
  19. Shoreline 
  The rocky shoreline descends quickly to a rotting pier. Two boats are moored 
  here, and they are old but still serviceable. Each boat will comfortably hold four 
  man-sized creatures. The shore has the remains of several broken fishing nets, 
  but none of these are usable. 
   
  
  24 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  20. Rocky Island 
  This small rocky island is the resting place of 2 minor earth elementals that 
  became trapped in this cave and barely made it to the island before sinking into 
  the deep forever. They slumber on the island, appearing as huge stones. 
   
  Minor Earth Elementals (2) 
  AC 15; HD 4d4 (hp 9, 11); FEAT +7; Move 20’; strike (+4/1d6+2) 
   
  21. Cave 
  This small island has a narrow cave that descends into a slimy hole about 5’ 
  deep. This is the lair of an aquatic troll. This is like a normal troll in all respects, 
  although it is able to swim at its full movement rate, and is able to breathe 
  underwater. The cave fish have learned that this creature is not edible, and 
  leave it alone. The troll speaks the trade tongue, and loves to trade riddles if 
  given the opportunity. He fears the aboleth, but lives in great envy of the ‘very 
  pretty thing’ that the aboleth possesses (its magical band). The troll has a 
  treasure including 2 gems worth 12 sp each, 1 potion of water breathing, 1 
  potion of greater healing, and a scroll in a bone scroll case with the faith spell 
  dispel magic.   
   
  Aquatic Troll (1) 
  AC 15; HD 6d8 (hp 22); FEAT +8; Move 40’; 2 claws/1 bite (+6/1d6/1d10) 
  Can breathe underwater; swims at full move; regenerates 3 hp per round 
   
  22. Aboleth Lair 
  The aboleth lairs on a shelf that is only 30’ below the surface of the water. 
  Among many fish and humanoid skeletons are littered its treasure: 114 gp, 659 
  sp, 41 cp, 7 gemstones each worth 6 gp, a shield +1 and 9 crossbow bolts +2. It 
  also has a band of displacement, which it wears at all times around one of its 
  tentacles. 
   
  Aboleth (1) 
  AC 15; HD 8d8 (hp 43); FEAT +10; Move 20’ (swim 60’); 4 tentacles (+6/1d6*) 
  Tentacles force a FEAT or target turns into underwater dweller 
  Casts charm, darkness, phantasmal force once per turn. 
  Band of displacement forces an attacker to roll two successful attacks to hit. 
   
   
  
  25 
  Saga of the Splintered Realm Book 2:  Adventures 
   
  D: Mushroom King’s Domain  
     
   
   
   
      CR 2 
   
   
   
  Background 
  This large natural cave (with the ceiling up to 100’ overhead in places) 
  overflows with all manner of natural and magical mushroom and other fungi. 
  The warm river causes the entire cave to fill with a constant foggy haze, limiting 
  visibility to about 100’. 
   
  The River 
  A broad river runs from north to south, traveling at a fair pace. It runs 4’ deep 
  at its middle, and is surprisingly warm (heated by the Node of Flame). Those 
  trying to wade across the river without help (for example, without using a rope 
  secured to one bank) must make a MGT check at +4, or they will be pulled by 
  the current. A new check is allowed every 30’ until exiting the tunnel; at that 
  point, the character is swept away and perishes at a waterfall into razor-sharp 
  rocks 100 yards beyond. 
   
  23. Shrieker Fields (Forever) 
  At one time, shriekers lived throughout this cave, but they were all eaten by 
  the decapus – except for on this ridge in the southeast corner of the cave. The 
  decapus patrols the ridge, looking for shriekers. 
   
  Along the ridge, each square has a 2 in 6 chance of having a shrieker 
  growing in it, among the other various natural toadstools. A creature who 
  doesn’t attempt or fails a sneak FEAT (target 20) sets off a shrieker within 10’.  
  
  26 
  Saga of the Splintered Realm Book 2:  Adventures 
   
   
  A shrieker’s siren attracts the decapus at the end of the next round, who 
  spends one round eating the shrieker before deciding whether or not to engage 
  a fellowship of heroes. If he is attacked he fights back, but otherwise he will go 
  back to searching for more shriekers on a roll of 1-3 on a d6. 
   
  Decapus (1) 
  AC 14; HD 4d8 (hp 18); FEAT +7; Move 30’ here; 8 tentacles (+4/1d4) 
   
  Shrieker (up to 1d4 per 10’ section) 
  AC 12; HD 2d4 (hp 6 each); FEAT +5; Move 3’; No attacks* 
  Living targets within 30’ of shriek must roll a FEAT or take -2 for 1 turn. 
   
  24. The Bridge 
  The old wooden bridge is covered in a thick, light-brown mold. This is actually 
  yellow mold, and will emit spores if a living creature within 10’ either fails or 
  doesn’t attempt a sneak FEAT (target 20). The mold will burn easily, but the 
  bridge will be destroyed in the flame, and this will alert the shroomers in area 
  25 of the presence of outsiders. 
  The mold has no effect on the creatures of the cave, all of whom are 
  immune to its effects either naturally or through adaptation.  
   
  Yellow Mold (1 patch) 
  AC none; HD 2d6 (hp 11); FEAT +7; Move 0’; spores (1d6*) 
  Targets within 10’ must roll a FEAT (at +2) or suffer 1d6 damage and die in  
  1d6 rounds. 
   
  25. The Shroomers 
  A group of goblins became trapped here some time ago, eating strange 
  mushrooms to survive. Their inbred descendents are the shroomers, a group of 
  11 strange goblins between 7 and 37 years old. They spend their days here 
  counting mushrooms, contemplating their purpose, and worshipping the 
  Mushroom King in area 4. They are 0-level creatures, will refuse to fight, and 
  are exceptionally mellow. If approached non-violently, they are quite 
  welcoming, and will offer to share food.  
   
  Eating the food of the shroomers (pasty, brownie-like objects) forces the 
  target to roll a FEAT or fall under a delusion for 1d4 hours that they are in a 
  perfect place, never wanting to leave. This also makes the character non-
  violent, willing to defend himself only if he suffers damage first. The shroomers 
  have eaten so much of this that they can never recover from the spell. 
   
  Shroomer (11) 
  AC 10; HD 1d6 (hp 2 each); FEAT +4; Move 30’; fist (+0/1 point) 
   
  
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  26. The King’s Throne 
  A series of toadstools of increasing size acts as a stairway to a 20’ tall toadstool 
  on which sits an organic, twisting throne. The Myconid King lives here, along 
  with his 7 wives.  
  The King typically lives 1d6 days, while each wife lives 1d4 days. Within 
  1d20 hours after death, the spirit of the dead myconid settles upon another 
  large toadstool somewhere within the chamber, and the creature rejoins the 
  assembly here, retaining all memories of its former lives. 
   
  While generally non-violent, the myconids will fight if pressed. One of the 
  myconids (‘the third wife’) is prone to bursts of anger, and may be hostile 
  towards outsiders. She tends to linger at the northern end of this area, at the 
  bottleneck across from the bridge. 
   
  The king brews three different types of draughts, and has one dose of each 
  currently at the ready, bubbling at his side atop the throne.  
   The first acts as a potion of levitation. 
   The second acts as a potion of speed. 
   The third forces the drinker to roll a FEAT (target 20) or be transformed into 
  a myconid slowly over the course of 1d4+2 days. After the third day, the 
  change is irreversible. Before this time, the character may have the effect 
  reversed with dispel magic or remove curse. 
   
  Myconid Wife (7) 
  AC 10; HD 2d6 (hp 10 each); FEAT +6; Move 0’; strike (+2/2d4) 
  Those striking the wife in melee combat suffer 1d4 hp damage. 
   
  Myconid King (1) 
  AC 10; HD 4d6 (hp 20); FEAT +7; Move 0’; strike (+4/4d4) 
  Those striking the king suffer 1d4 hp damage; emits spore cloud (see 
  below). 
   
  Myconid 
  Neutral Medium Animated Fungus; CL 1-4 
  Armor Class: 10 
  Hit Dice:  
  1d6 to 4d6 
   
  FEAT:  
   
  +6 or +7 
  Move:  
   
  20’ 
  Combat:  
  Strike (+1 to +4; 1d4 to 4d4 damage) + cloud (see below) 
   
  The humanoid fungi called myconids are generally peaceful and aloof. Any 
  melee attack or touch of a myconid deals 1d4 damage to the target. A 
  myconid of 3HD or better may exhale a spore cloud once per turn. This cloud 
  acts as a confusion spell affecting all within the cloud.  
   
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  E: Slaver’s Stockade  
   
   
   
     
   
   
   
      CR 3 
   
   
   
  Background 
  This node once served as a slave complex for prisoners of the goblins who 
  would be put to work. Now, the place sits in ruins, unclaimed by any major 
  force, but inhabited by several smaller forces. 
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  27. Entryway 
  This area is where prisoners were once processed. Broken tables and rotting 
  rolls of poor paper record the names of prisoners and the locations/ 
  assignments for slaves. There is a 1 in 10 chance per hour of looking over 
  various records that a member of the fellowship finds a record of one of his or 
  her own distant ancestors.  
  Each hour searching also gives a searcher a 1 in 20 chance of discovering 
  the password for the platform in area 38, which is the goblin term for “Ork 
  Slave” (ursik vek) alongside notes about agreements with the Orks for slave 
  purchases. On their end, the orks have the pool permanently surrounded with 
  a dozen heavily-armored guards, and only the Ork Overlord Groth has access to 
  the command word, and would never use it. He considers the Vault of the 
  Goblin a cursed place to orks, and will no longer let his minions travel there. 
   
  28. Prisons 
  A series of cells held the most powerful of slaves taken by the goblins. The main 
  door is a heavy wooden portal with a small barred window. The door is locked 
  with a standard lock. 
  Each cell has a 2 in 6 chance of having something from the contents column, 
  and another 2 in 6 chance of something from the features column. Contents 
  marked with an (*) require a successful sense FEAT (at +2) to discover the 
  item(s) hidden in the dirt or behind a stone. 
   
  Cell Random Tables (roll 1d4) 
  Roll 
  Contents 
  Features 
  1 
  A normal skeleton of a man-
  sized creature 
  Bars are bent; a stoutling can fit 
  through; others require a STR check 
  to force open further.  
  2 
  1 gemstone worth 1d6 sp (*) 
  Unlocked. The lock still works. 
  3 
  A journal with personal notes 
  from a century ago (*) 
  Mad ramblings scratched into the 
  walls. 
  4 
  1d20 cp (*) 
  Blood stains on the ceiling 
   
  29. Guard Post 
   
  The skeletons of three large goblins (actually bugbears) lie here in rotting 
  armor and with broken weapons. One of the goblins carries a series of keys 
  that opens all of the doors to the prisons (area 28). They come to life and 
  attack anyone entering the room. 
   
  Bugbear Skeletons (3) 
  AC 14; HD 1d8 (hp 7 each); FEAT +6; Move 20’; sword (+1/1d8) 
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  30. Wailing Hall 
  A series of chains adorns the walls, used to hang prisoners upside down in 
  order to inflict longer suffering. Two of these still contain the skeletons of dead 
  human-sized creatures that expired here. 
  A banshee wanders this hall, but will only use her scream against goblins (or 
  those she perceives as goblin-like). She has no interest in fighting a fellowship 
  of humans and other ‘noble creatures’, and will gladly parlay with a friendly 
  fellowship. She will, however, defend herself if attacked. 
  At one time, the goblins maintained a deeper hall of terrors where 
  prisoners were flayed and burned, beyond the southwestern staircase. This hall 
  collapsed some time ago, and would require a tremendous effort to free again, 
  as 30’ of collapsed ceiling stand between this area and that one.  
   
  Banshee (1) 
  AC 14; HD 6d6 (hp 20); FEAT +8; Move 30’; 2 claws (+6/1d8*) 
  Once per turn may wail, forcing all within 60’ to roll a FEAT or die. 
    
  31. Prisoner Pit 
  A 15’ deep pit is filled with bones of former prisoners who died. If someone 
  descends into the pit, 13 goblin skeletons will arise from the pile of bones and 
  attack. Each turn spent searching has a chance (on a successful sense FEAT) of 
  finding 1d6 cp among the skeletons. No more than 133 cp total will be found. 
   
  Goblin Skeletons (13) 
  AC 12; HD 1d6 (hp 3 each); FEAT +6; Move 20’; claw (+1/1d4) 
   
  32. Former Barracks 
  The remains of two-dozen bedrolls and personal belongings, along with dozens 
  of broken weapons and fragments of armor, litter this room. 5 zombies (former 
  goblin guards) still ‘live’ here. They act as though still alive; they get up, patrol 
  southward, ‘watch’ over the ‘prisoners’ in area 5 for half the day, and then 
  return here to ‘sleep’. They’ve undertaken the same ritual for a century. If not 
  attacked, they will likely ignore a fellowship coming through. 
   
  Goblin Zombies (5) 
  AC 11; HD 2d6 (hp 9 each); FEAT +6; Move 20’; claw (+2/1d6) 
   
  33. Feast Hall 
  The goblins that dwelt here prepared food and ate in this hall. The area is now 
  in ruins and filled with broken items. Along the southern wall are a series of 
  casks filled with a poor wine that has long since turned to a bitter vinegar that 
  forces a FEAT or makes the drinker sick (-1 CON) for 1d4 days. 
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  34. Shaman’s Hall 
  Since the goblins considered torture and enslavement religiously significant, 
  they maintained a chapel (area 35) and a quarters for their shaman (this room). 
  His quarters are still in fair condition, with a rotting bed of straw and several 
  religious objects (that have little value – bat wings, jars of spider webbing, a 
  collection of tongues, various animal bones).  
  Hidden under his bed is his prayer book, containing the reversed faith spells 
  cause fear and blight. However, opening this book without speaking a 
  command word (the name of the demon he served, Vazalak) will summon an 
  ice imp that will attack the one who carries the book. 
   
  Ice Imp (1) 
  AC 13; HD 3d4 (hp 9); FEAT +6; Move 20’ (fly 60’); 2 claws (+3/1d4) or spell 
  Can cast elemental spark once per round, dealing 1d4+2 damage to 30’. 
   
  35. Chapel 
  A blood-stained altar to a minor goblin demon lord Vazalak is here. Defiling the 
  altar is worth +15 XP, but will incur the enmity of this demon lord, who will 
  seek retribution against those who defile this altar. This retribution will appear 
  in 1 of 4 ways (roll 1d4): 
   
  1. Summons an aspect of Vazalak (a gargoyle of maximum hit points who 
  speaks as Vazalak and will not roll morale, attacking relentlessly until 
  destroyed). 
  2. Forces all who have participated in defiling the altar to roll a FEAT or lose 1 hit 
  point (no way to reverse this) for 1d4 days. 
  3. Permanently turns one normal item possessed by one member of the 
  fellowship into a cursed item (roll randomly for the member affected and for 
  the type of curse). 
  4. Makes one member of the fellowship roll a FEAT (at -4) or erupt in open sores 
  that ooze constantly with puss and hurt. This causes the character to take -2 to 
  CHA until magically cured, requiring a remove curse.  
   
  36. Guard Post 
  This was once a guard station, and 2 goblin ghouls remain here. Their weapons 
  and armor are rotting, but one of the ghouls still carries a potion of levitation in 
  a steel flask. 
   
  Ghouls (2) 
  AC 13; HD 3d6 (hp 10 each); FEAT +8; Move 40’; 2 claws (+3/1d6*) 
  Claw forces non-elf target to roll a FEAT or be paralyzed for 2d4 rounds. 
   
  
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  37. Torture Chamber 
  Here, the goblins conducted some of their torture. A number of torture devices 
  remain, remnants of the suffering that was once inflicted. 
  The hall is also haunted by 4 shadows, the tortured remains of prisoners 
  who were slain here under horrific circumstances. They will attack living 
  creatures who enter, but are forever bound to this chamber and will not leave. 
   
  Shadows (4) 
  AC 13; HD 2d6 (hp 8 each); FEAT +7; Move 30’; claw (+2/1d4*) 
  Claw forces a FEAT or lose 1 point of STR; returns at 1 point per turn. 
   
  38. Teleportation Platform 
  This large, rectangular platform once carried regular commerce of slaves and 
  payments between the goblins and orks, but those days are long gone. Now 
  the platform sits dormant, a thick coating of dust covering the whole. Directly 
  above the door is a large web that serves as the lair of a huge blink spider. It 
  takes +9 to sneak FEATS, and will drop on the second character who enters, or 
  directly behind a solo character. 
   
  In its web, the spider has collected its treasure: 5 gems each worth 10 gp, a 
  ring of acuity +1 and a cursed war hammer -1. 
   
  Huge Blink Spider (1) 
  AC 15; HD 4d8 (hp 29); FEAT +7; Move 40’; bite (+4/1d12*) 
  The bite forces a FEAT (at -2) or paralyzed for 1d4 turns. 
  Blinks up to 3x per turn, traveling up to 60’. 
   
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  F. The Builders’ Tombs  
   
   
     
   
   
   
      CR 3 
   
   
   
  Background 
  The architects of the Vault of the Goblin were ceremonially killed as they 
  neared the end of their lives. Their brains were then eaten by their chosen 
  successor, and the work on the Vaults continued. The 24 architects are buried 
  herein, while competing tribes of wererats and their rat minions have infested 
  the node, some of which are vassals of the aboleth that lairs in area 22. 
   
  39. Monument to the Builders 
  The builders were given a grand hall (50’ vaulted ceilings) with carvings 
  covering the walls showing the history of the Vaults. Those studying the 
  carvings may make an INT check to decode some of the stories, seeing the 
  organization of the vaults. For those who make a check, secretly roll 1d6; this is 
  how many clues they discern for later revelation. Each time the character 
  encounters a new node, have the character make an INT check to see if the 
  surroundings of that node trigger a memory that may help in the exploration.  
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
   
  For example, the character may remember that a secret door is located 
  along the western wall (because this looks like the area the builder was crafting 
  a secret door and the markings were for the west). This will happen 1d6 times, 
  and after that no more clues will be given.  
  The statues are effigies of the four goblin high kings that ruled over the 
  Vaults during their construction. The statues are each 15’ tall, but otherwise 
  normal. The statues in the northeast and southwest corners have tunnels dug 
  beneath, leading into the rat tunnels. Each requires a sense FEAT (at +2) to find. 
   
  Pits 
  Two large pits hold the bones of the goblins who built the Vault of the Goblin. 
  Each of these pits is 30’ deep, and filled to 25’ with bones. None of the bones 
  are magical or animated. There is miscellaneous coinage at the bottom of each 
  pit (2d20 cp each), but this would require weeks to recover. 
   
  The Tombs 
  The tombs are stone sarcophagi set into the walls. These must be pulled out (a 
  MGT check at -2) and forced open (a standard MGT check). Inside, the remains 
  of each builder is interred. Each tomb has a 1 in 6 chance of a monster, a 1 in 6 
  chance of a trap (see page 16), and a 2 in 6 chance of treasure.  
   
  Monsters (roll 1d4) 
  Roll 
  Monster 
  1 
  The builder has been changed into a zombie 
  AC 11; HD 2d6 (hp 9 each); FEAT +6; Move 20’; claw (+2/1d6) 
  2 
  The builder has been changed into a ghoul 
  AC 13; HD 3d6 (hp 11); FEAT +8; Move 40’; 2 claws (+3/1d6*) 
  Claw forces non-elf to roll a FEAT or be paralyzed for 2d4 rounds. 
  3 
  The builder has become a shadow 
  AC 13; HD 2d6 (hp 9); FEAT +7; Move 30’; claw (+2/1d4*) 
  Claw forces a FEAT or lose 1 point of STR; returns at 1 point per turn 
  4 
  An insect swarm is with the remains of the builder 
  AC 12; HD 2d6 (hp 10); FEAT +5; Move 30’ (fly 60’); bites (2 hp/round) 
   
  Treasures (roll 1d6) 
  Roll 
  Treasure  
  1 
  1 piece of jewelry worth 2d6 gp 
  2 
  1 suit of leather armor +1 (only found once) + valuable worth 1d6 gp 
  3 
  1 mace +1 (only found once) + valuable worth 1d6 gp 
  4 
  1 short bow +1 (only found once) + valuable worth 1d6 gp 
  5 
  1 wand of phantasmal force (only found once) + valuable 1d6 gp 
  6 
  1 cloak of protection +1 (only found once) + valuable worth 1d6 gp 
  
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  40. First Tombs 
  This hall ends in a hidden tunnel (sense FEAT at +2 required to find it) that leads 
  into the rat tunnels. Halfway up the passage, a huge spider lairs in the ceiling 
  (requiring a normal sense FEAT to see). It will drop on those moving up the 
  passage. It has no treasure. 
   
  Huge Spider (1) 
  AC 15; HD 4d8 (hp 17); FEAT +7; Move 40’; bite (+4/1d12*) 
  The bite forces a FEAT (at -2) or paralyzed for 1d4 turns. 
   
  41. Second Tombs 
  This hall has been claimed by a powerful wight that has set a trap for the 
  unwary. He waits at the end of the hall, around the northeast corner. The 
  wererats know to avoid this hall. The wight will wait until at least one character 
  has passed over the pit, and then he activates a trigger, opening it. Any 
  character standing over the pit must roll a FEAT or fall, taking 1d6 damage. The 
  character on the north side will be cornered, and then the wight will rush out 
  and attack. In its tomb (around the northeast corner), the wight keeps its 
  treasure: 2 rings each worth 6 gp and a dagger +2. 
   
  Wight (1) 
  AC 14; HD 4d6 (hp 23); FEAT +8; Move 40’; 2 claws (+4/1d6) 
  The wight can only be struck by magic or magical weapons. 
   
  42. Third Tombs 
  These tombs have six standard sarcophagi. 
   
  43. Fourth Tombs 
  These tombs have six standard sarcophagi. 
   
   
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  44. The Rat King 
  The deposed ruler of the wererats dwells here, along with his 2 wererats (loyal 
  servants) and 13 dire rats. They plot a means of overthrowing the rebel rat 
  leader (area 47) who has been charmed by the power of the aboleth. They 
  have no treasure, and are desperate to reclaim their lair. They will work with a 
  fellowship if given the opportunity, betraying them as soon as the rebellious 
  wererats are slain. 
   
  Ruler of the Wererats (1) 
  AC 12; HD 4d6 (hp 15); FEAT +8; Move 40’; bite (+4/1d4*) or sword (1d6) 
   
  If over half of hp are suffered from bite, roll a FEAT or become a wererat. 
   
  Wererats (2) 
  AC 12; HD 3d6 (hp 9 each); FEAT +8; Move 40’; bite (+3/1d4*) or sword (1d6) 
   
  If over half of hp are suffered from bite, roll a FEAT or become a wererat. 
   
  Dire Rats (13) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
   
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
   
  45. Rat Warren 
  27 dire rats dwell here, ripping apart the carcasses of several large insects they 
  have captured. They are ill-tempered and quick to fight, and will fall upon a 
  fellowship that interrupts them. They are unlikely to try to warn the wererats 
  of outsiders, preferring to fight on their own. They have no treasure. 
   
  Dire Rats (27) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
   
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
   
  46. Slime Chamber 
  A pile of rat bones is on the eastern side of the chamber. A large green slime 
  lives on the ceiling of this natural cave, along the eastern side (it devoured the 
  rats and left the bones behind). The rats tend to avoid this cave because of the 
  slime, but skirt the western wall if they must move through here. 
   
  Large Green Slime (1) 
  AC 10; HD 3d8 (hp 21); FEAT +8; Move 3’; 1 drip (+3/1d38*) 
   
  On a successful attack, slime sticks to victim, dealing damage each round. 
   
  Only fire will harm the slime, also damaging target; cure malady destroys it. 
   
  
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  47. Rat Abode 
  3 rebellious wererats dwell here, charmed by the power of the aboleth (area 
  22). They are ‘advised’ by a troglodyte that has been assigned here by the 
  aboleth, who ensures that they continue to serve his master’s purposes. 7 dire 
  rats also dwell here.  
   
  In the event of combat, the troglodyte will flee into the pool to the east; the 
  cave crossing over to area 22 is at the bottom of this 60’ deep pool. If the 
  aboleth is still alive, it will emerge here and attack after 3 turns.  
   
  In a wooden chest (that is locked and trapped with a poison gas trap, see 
  page 16) is the treasure of the rats: 190 sp, a jeweled necklace worth 25 gp, a 
  suit of chainmail +1; a bag of holding, and a rope of climbing. 
   
  Dire Rats (7) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
   
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
   
  Charmed Wererats (3) 
  AC 12; HD 3d6 (hp 11 each); FEAT +8; Move 40’; bite (+3/1d4*) or sword (1d6) 
   
  If over half of hp are suffered from bite, roll a FEAT or become a wererat. 
   
  Troglodyte Advisor (1) 
  AC 14; HD 2d6 (hp 9); FEAT +6 (sneak +8); Move 40’; 2 claws + 1 bite (+2/1d4) 
   
  Those within 10’ roll a FEAT or take -2 to hit rolls while in melee combat. 
   
   
  
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  G. Shadow Dragon’s Abode  
     
   
   
   
      CR 3 
   
   
   
  Background 
  A series of small natural caves at the bottom of the pit (Node B) has been 
  turned into something of a worship hall for a black dragon. About a century 
  ago, two dwarf brothers discovered the lair and assaulted it. They managed to 
  kill the dragon, but at the cost of their own lives. The dragon’s shade, the spirits 
  of the dwarf brothers, and a mighty treasure remain 160’ down for those 
  daring enough to challenge it. 
   
  48. Arrival 
  This square chamber has been cut into the bottom of the natural pit from B: 
  The Narrow Bridge, 160’ below the bridge. This chamber is littered with various 
  rocks that have fallen from above, as well as skeletons of several animals and 
  humanoids that have fallen over time. A large, frayed rope (over 200’ long) sits 
  in the middle of the chamber. It is good rope and still usable, but was clearly 
  cut at the top (stranding the ones who used it down here…). There is nothing 
  else of value here. 
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  49. The First Battle 
  This chamber was once some sort of ceremonial chamber, with four pillars and 
  a 30’ arched ceiling. There was clearly a large battle here: one of the pillars is 
  nearly cracked in half, and the western wall is covered in pock marks (a 
  successful INT check reveals that this was caused by acid). Near the south of 
  the chamber, the skeleton of a small humanoid (it was a dwarf) is clad in armor 
  and carries a shield; a hammer lies on the floor next to a huge skeletal wing as 
  if from some great bat. This is the remains of one of two dwarf brothers who 
  challenged the black dragon that once dwelt here. The armor is scale mail +1, 
  the shield is a shield +2, and the hammer is a war hammer +2. Touching the 
  remains of the dwarf summons forth his wraith, which lingers in the floor 
  beneath his body. It will attack until destroyed.  
   
  Wraith (1) 
  AC 16; HD 5d6 (hp 18); FEAT +9; Move 40’; 2 claws (+5/1d8*) 
  Can only be struck by magic/magic weapons; drains 50 xp on failed FEAT. 
   
  50. The Second Battle 
  This chamber was a sacrificial hall to the dragon, but now is in ruins. A huge 
  battle once took place, and the skeleton of a dragon (with many broken ribs 
  and a missing wing), whose skull has been broken in half, lies here. In its mouth 
  is the skeletal remains of a dwarf (the other brother). He still wears his armor, a 
  suit of chainmail +1, and he has in his grip stormcleaver, a neutral battle axe +2 
  that deals an additional +1d4 electrical damage. It speaks via empathy, has INT 
  9 and EGO 15. Its purpose is to destroy air elementals or creatures composed 
  of elemental air, dealing +1d8 (instead of 
  +1d4) to such creatures.  
   
  Touching the remains of the 
  dwarf summons forth his 
  wraith, which (like his 
  brother) lingers in the floor 
  beneath his body, and will 
  attack until destroyed. 
   
  Wraith (1) 
  AC 16; HD 5d6 (hp 22); FEAT +9; Move 40’; 2 claws (+5/1d8*) 
  Can only be struck by magic/magic weapons; drains 50 xp on failed FEAT. 
   
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
   
   
  51. The Dark Pool 
  This large natural cave (30’ ceilings) has been and continues to be the abode of 
  the dragon. Once it laired in the 10’ deep waters to the east, and now its shade 
  continues to abide there. A living creature coming into the chamber will 
  summon forth the dragon’s shade in 1d4 rounds, and it will attack. 
   
  Along the western side of the natural cave is a dark altar built to the 
  dragon. It actually gives the dragon’s shade power, allowing it to regenerate 2 
  hp per round. The altar is AC 16, and can be destroyed if it suffers 15 hp or 
  more damage. 
   
  At the bottom of the pool (10’ deep) is the dragon’s considerable treasure: 
  93 gp, 770 sp, 3 gems each worth 10 gp, and a longbow +2 that has been 
  preserved by its magic.  
   
  The Dragon’s Shade (1); CL 7 
  AC 15; HD 5d12 (hp 40); FEAT +9; Move 60’; 2 claws (+5/1d6) + 1 bite (+5/2d6) 
  Once every three rounds, will breathe a cloud of darkness (60’ diameter) 
  that forces all targets to roll a FEAT or lose 1d4 STR for 1d4 hours. Those 
  reduced to STR 0 become shadows. 
   
   
   
   
  
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  Saga of the Splintered Realm Book 2:  Adventures 
   
  H. The Summoner’s Hall  
   
   
   
   
   
   
   
      CR 3 
   
   
   
  Background 
  The high summoner was an important goblin, charged with calling forth 
  entities from the lower realms to serve the purposes of the goblins. He was 
  slain during an assault on the Vaults, but his spirit remains, and he uses undead 
  goblins to continue his work. 
    
  52. Entry Hall 
  Here the summoner met with outsiders who sought his help. It was once 
  lavishly furnished, but now all is ruined, tattered, and covered in dust. There is 
  nothing of value in this chamber, although a secret door (requiring a sense FEAT 
  to find) leads into a deeper hall. 
   
   
   
  
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  53. Primary Hall 
  This was once used to summon creatures from other realms, but now all is 
  ruined. The various wards inscribed into the floor have been scratched and 
  broken, and signs upon the walls have been marred. The entire area radiates 
  slight magic, and any attempt to summon a creature here increases the 
  effectiveness of the caster; any summoning or conjuration performed here is as 
  if by a caster at +1 level. 
   
  54. Zombie Work Force (or you get what you pay for) 
  This area suffered a collapse of the southern stairs recently, and the summoner 
  has tasked his 16 zombie minions with clearing this hallway, chop chop. They 
  are on it, ‘trying’ to clear it, not realizing that they are only blocking it again. 
  They literally pick up rocks and throw them further down the stairs all day long, 
  eventually getting back to the rocks they started with. They will welcome an 
  opportunity to attack living creatures as a diversion. They have no treasure. 
   
  Zombies (16) 
  AC 11; HD 2d6 (hp 7 each); FEAT +6; Move 20’; claw (+2/1d6) 
   
  55. Summoning Hall 
  This is one of several halls used to summon forth creatures from the lower 
  realms. At present, a summoning circle in the middle of the room holds what 
  appears to be a small human girl. She is trapped in the circle, and is crying. She 
  claims that she just wants to get out… in fact, this is a succubus that appears in 
  human form. She wears a ring of masking, making it impossible to read her 
  mind, to discern her alignment, or even to detect the evil radiating from her. 
  She reads as ‘neutral’ to all efforts to discern her thoughts or motives. She is 
  very manipulative, and seeks freedom above all else. She has been trapped in 
  this circle for several decades, and cannot use any of her powers or abilities 
  while so trapped. Any effort to harm her, or any effort to deface the circle, 
  frees her immediately, and she assumes her normal form, attempting to gate a 
  hellhound to help her with her first action. 
   
  Succubus (1) 
  AC 19; HD 6d6 (hp 22); FEAT +9; Move 40’(fly 90’); 2 claws (+6/1d4) 
   
  Can attempt to charm a male once/turn (at -4 if kissed). 
   
  Gates a hellhound on a successful FEAT; regenerates 2 hp/round. 
   
  Hellhound (1) 
  AC 15; HD 5d8 (hp 22); FEAT +9 (sense +15); Move 60’; 1 bite (+5/2d4) or breath 
  Breath weapon (30’ jet of flame) has 10d6 per turn, max 5d6 per round. 
   
  
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  56. Summoning Chamber 
  This is one of several halls used to summon forth creatures from the lower 
  realms. At present, a summoning circle in the middle of the room holds what 
  appears to be a large humanoid of fiendish appearance. This is a bone fiend. He 
  appears in his normal form, and is quite willing to barter for freedom. He has 
  been trapped for two decades, and is willing to give a magical weapon, his 
  dagger bloodtooth, in exchange for release. He will keep his word, turning over 
  the dagger and leaving immediately if given the opportunity. If attacked, he will 
  attempt to gate a hellhound to fight for him, fleeing as soon as the hellhound 
  arrives. 
   
  Bloodtooth is a chaotic dagger +2 that deals a wound forcing a living target 
  to roll a FEAT or bleed for 1 hp per round thereafter until magically healed. It 
  communicates via empathy, has INT 11 and EGO 17, and its purpose is to slay 
  living creatures. If it does not deal at least 20 hp of damage per day, it attempts 
  to take over its wielder, driving him to murder to meet its thirst until the 20 hp 
  of damage have been dealt. 
   
  Bone Fiend (1) 
  AC 20; HD 7d8 (hp 37); FEAT +9; Move 40’; bone hook (+7/2d6*) 
  Targets hit with hook must roll Feat or lose 1 STR for 1 turn. 
  Casts cause fear; invisibility at will; regenerates 2 hp/round. 
   
  Hellhound (1) 
  AC 15; HD 5d8 (hp 22); FEAT +9 (sense +15); Move 60’; 1 bite (+5/2d4) or breath 
  Breath weapon (30’ jet of flame) has 10d6 per turn, max 5d6 per round. 
   
  57. Summoner’s Study 
  The summoner keeps his workshop here, with several tables and dozens of 
  scrolls scattered across them. He moves from table to table, babbling 
  incoherently, lost in thought. Any effort to sneak is at +4 against him, since he 
  is so distracted. He wears boots of levitation, and always moves around floating 
  3’ over the ground, even though he doesn’t know he’s doing it. 
   
  Among the scrolls here, the summoner keeps nature magic scrolls of 
  summon ally II and poison cloud, as well as faith magic scrolls of augury, 
  spiritual hammer, and locate object. He has all of these spells prepared, and 
  will use spiritual hammer, poison cloud and summon ally II (calling forth a huge 
  spider) before entering melee combat with his claws. 
   
  The Summoner, a Wight (1) 
  AC 14; HD 6d6 (hp 28); FEAT +9; Move 40’; 2 claws (+6/1d6) 
  The wight can only be struck by magic or magical weapons. 
   
  He casts all spells as a caster 6. 
   
  
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  Huge Spider (1) 
  AC 15; HD 4d8 (hp 16); FEAT +7; Move 40’; bite (+4/1d12*) 
  The bite forces a FEAT (at -2) or paralyzed for 1d4 turns. 
   
  58. Summoner’s Chambers 
  The summoner has a house staff of 3 zombie goblins that clean his room. They 
  do that without fail, and will ignore a fellowship of heroes unless attacked, or 
  unless someone attempts to touch the master’s belongings… in a locked and 
  trapped chest (poison needle as per page 16, dealing 3d6 poison damage on a 
  failed FEAT) he keeps 210 sp. 
   
  Zombies (3) 
  AC 11; HD 2d6 (hp 7 each); FEAT +6; Move 20’; claw (+2/1d6) 
   
  59. Owl Bear Laboratory 
  The summoner accidentally called forth 2 owl bears, and had to trap them in a 
  laboratory until he decided what to do with them… they have since destroyed 
  the study, subsisting on giant insects that the summoner calls forth once per 
  day for them to eat. They beat at the door constantly (it is barred from the 
  outside, so is easy enough to open from this side), and will savagely attack any 
  creature foolish enough to open the door. They once had several potions and 
  magic scrolls in this room, but these have all since been destroyed in their 
  trashing of the chamber. 
   
  Owl Bears (2) 
  AC 14; HD 5d8 (hp 27, 23); FEAT +8; Move 40’; 2 claws (+5/1d6) + bite (+5/1d8) 
  If both claws hit, hugs for 2d8 damage each round thereafter. 
   
   
   
  
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  I. Lorekeeper’s Hall  
   
   
   
   
        
   
   
   
      CR 4 
   
   
   
   
   
  
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  Background 
  The Lorekeeper was a goblin of some import, although few beyond the 
  summoner, the chief, and the elder shamans saw his work as important. He 
  kept the historical records of the goblins, maintaining texts of names, events, 
  lineages and blood lines. 
   
  60. Great Hall 
  This hall is a testament to the power of the goblins. Carved images show 
  goblins laying siege to great cities, marching across wastes, and engaged in 
  violent battle with humans, elves and dwarves. At the center of the room, a 
  skeleton of a man holding a book lies on the floor. This is a normal skeleton 
  clutching a cookbook, but it is a form of bait that has been set by a nearly-
  emaciated lair lurker that is spread out on the floor at the middle of the hall; it 
  will starve to death in a few days if it doesn’t eat (its weakness is reflected in its 
  low hp total). It will attempt to surprise a fellowship. 
   
  Lair Lurker (1) 
  AC 14; HD 10d10 (hp 24 of 65); FEAT +10; Move 10’; traps for 1d6 per round 
   
  A successful sneak FEAT allows attack at +12 total, trapping those within 10’ 
   
  61. The Library 
  Here dozens of shelves hold hundreds of ancient scrolls, tomes, volumes and 
  papers. These are horribly disorganized, and the entire room is nearly in ruins. 
  Examining any document requires 1 turn and a DEX check (target 20) to handle, 
  or it crumbles in the hands of the examiner. Each document has a 1 in 10 
  chance of being magical; it will be a random arcane or faith spell of spheres 1 
  through 3. (1d6 for type: 1-3 = arcane; 4-5 = faith; 6 = nature; roll 1d4 for 
  sphere). These scrolls must be scribed or cast while in this room; any effort to 
  take the scrolls out will inevitably destroy them. No more than 10 total spells 
  will be found here. Throughout are histories, lineages, records and books of 
  poetry all composed by goblins, all serving as pro-goblin propaganda. 
   
  62. The Lore Keeper’s Chambers 
  The door to this room is locked. The Lore Keeper dwells here. His room appears 
  to have been undisturbed for several decades; thick dust and cobwebs cover 
  everything. Next to his bed rests a large, locked foot locker (standard lock, no 
  trap). Within, he keeps 180 gp and a shortbow +2 of elemental cold.  
   
  This foot locker radiates both magic and evil if checked for. The foot locker 
  serves as the lore keeper’s coffin (he’s small enough to fit inside), and here he 
  will retreat if he is wounded, and if the foot locker is still intact. The foot locker 
  can be destroyed by burning it or can be rendered inert by pouring a vial of 
  holy water upon it. 
  
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  63. The Hall of Oozes 
  6 large glass jars of various sizes (from about 3’ wide to 10’ wide) hold 6 
  different oozes, slimes or jellies. Jars are AC 10 and break when they suffer 5 hp 
  damage. Each has a table nearby with several pages of notes, sketches and logs 
  of the activities and reactions of each creature. The room also has a variety of 
  tools for examining and testing the creatures.  
   
  While the oozes pose no danger while in their jars, the gibbering mouther 
  continues to emit its gibbering of confusion; on a roll of 1 for confusion results 
  (page 41 of the core rules), the confused character begins trying to smash glass 
  jars holding oozes (roll randomly for which jar is attacked first). Oozes have 
  treasure (visible through the glass) as noted. The oozes here include: 
   
  Black Pudding (1) 
  AC 13; HD 10d8 (47 hp); FEAT +12; Move 20’; 1 touch (+10/3d8) 
   
  Only harmed by fire; other attacks create 2 HD puddings. 
   
  Gelatinous Cube (1) 
  AC 11; HD 4d8 (hp 25); FEAT +8; Move 30’; 1 tendril (+4/2d4*) 
   
  Tendril paralyzes on a failed FEAT 
   
  Has a jewel of water walking and 3 jewels (value 12 gp each) inside. 
   
  Gibbering Mouther (1) 
  AC 18; HD 4d8 (hp 19); FEAT +8; Move 10’; 6 bites (+4/1 per round) 
   
  The gibbering forces targets within 60’ to roll a FEAT or suffer confusion. 
   
  Gray Ooze (1) 
  AC 11; HD 3d8 (hp 16); FEAT +8; Move 10’; tendril (+3/2d8*) 
  Sticks to victim after first hit, dealing damage each round thereafter;  
  dissolves most objects in one round. 
   
  Large Green Slime (1) 
  AC 10; HD 3d8 (hp 21); FEAT +8; Move 3’; 1 drip (+3/1d38*) 
   
  On a successful attack, slime sticks to victim, dealing damage each round. 
   
  Only fire will harm the slime, also damaging target; cure malady destroys it. 
   
  Ochre Jelly (1) 
  AC 11; HD 5d8 (hp 24); FEAT +9; Move 10’; 1 tendril (+5/2d6) 
   
  Only harmed by cold or fire; other attacks create smaller 2 HD jellies 
   
  Has a crystal dagger +2 of elemental earth stuck inside. 
   
   
  
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  64. The Hall of Potions 
  This was once a hall wherein magical potions were stored. However, a group of 
  9 lightning imps has recently been freed here, ravaging the place. They will 
  turn and attack a fellowship. All that remains of the former potions are 2 
  potions of extra healing, 2 potions of giant strength (STR 15), and 2 potions of 
  speed. 
   
  Lightning Imps (9) 
  AC 13; HD 3d4 (hp 9); FEAT +6; Move 20’ (fly 60’); 2 claws (+3/1d4) or spell 
  Can cast elemental spark once per round, dealing 1d4+2 damage to 30’. 
   
  65. The Lore Keeper and the Sphinx 
  The Lore Keeper, a goblin vampire, is here, engaged in a heated discussion with 
  a sphinx. The sphinx has been here for some time, kept in magical chains by the 
  Lore Keeper, who keeps demanding knowledge from it. The Lore Keeper will 
  react violently and harshly to interruptions, attacking if a warning to leave is 
  not heeded. The sphinx has no interest in fighting, and is here against her will. 
  The four chains binding it are magical, and require a magic weapon to break 
  them. Each has AC 16 and 10 hp, and all four must be broken to free the 
  sphinx. 
   
  If freed, the sphinx (a lawful female) will offer to cast any cleric spell of up 
  to sphere 5 to benefit the fellowship that they desire, casting additional spells if 
  they can answer her riddles. For each correct answer, she will cast one 
  additional spell as desired. If the sphinx is freed, and after parlaying with the 
  fellowship, it will flee to the southwest, escaping through the Minotaur Maze 
  to return to its home. 
   
  Three Riddles for the Sphinx to Use: 
  1. The man who invented it doesn’t want it; the man who bought it doesn’t 
  need it; the man who needs it doesn’t know it (A coffin). 
  2. What belongs to you, but others use it far more than you do? (your name) 
  3. Why is it a crime for a man living in the north to be buried in the south? 
  (because he’s still alive) 
   
  The Lore Keeper, Goblin Vampire (1) 
  AC 17; HD 7d6 (hp 23); FEAT +11 (sense +13); Move 40’ (fly 60’);  
   
  2 claws (+5/2d6*); hit requires FEAT or lose 70 xp; regen 3 hp per round. 
   
  Sphinx, Lawful Female (1) 
  AC 19; HD 10d10 (hp 67); FEAT +11; Move 60’ (fly 120’);  
   
  2 claws (+10/2d6) + bite (+10/3d6) 
  Casting abilities as human cleric 10; roar (1x per turn) forces FEAT or flee. 
   
  
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  66. Lost Entry to the Underdark 
  Here was once a passage to the underdark (an evil realm deep underground), 
  and here the Lorekeeper met with creatures of terrible evil to barter in secrets 
  and knowledge. Now, the chamber is ruined, the ceiling collapsed by servants 
  of good who realized the existence of great evil beyond, cutting it off since it 
  could not be driven out. Only about a half mile beyond (although 700’ of this 
  includes collapsed tunnel) is a city inhabited by powerful shadow elves. They 
  are quite happy to be rid of contact with the goblins, and post only one guard 
  at their end in case someone should re-open the passage, but otherwise ignore 
  it entirely. 
   
  In the middle of the room, a stone golem still stands watch. It will prevent 
  any creature from crossing the middle of the room. It will give a mechanical 
  warning of “Only the Lorekeeper may pass” as anyone enters the room, but 
  anyone attempting to get past it will get a stone fist to the face for his efforts. 
   
  Stone Golem (1) 
  AC 18; HD 10d8 (45 hp); FEAT +11; Move 40’; 2 fists (+10/2d6) 
   
  Once per turn emits 30’ wide cloud of gas forcing FEAT or slowed for 1 turn. 
   
  67. Entry to the Labyrinth 
  Here is a passage that leads into the Labyrith. Before the Elemental Nexus 
  (Node O) was constructed, the Lore Keeper had to travel through the Labyrinth 
  to consult with creatures from other realms. The creation of the Elemental 
  Nexus, which he was a key architect of, made this much easier. At one point, a 
  stone golem stood in the middle of the room. All that remains of the golem is 
  its legs (both broken at the knee) near the middle of the room, and large 
  chunks of its body that are cast behind it. 
   
   
  
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  J. Sanctum of the Spider Cult    
   
   
   
      CR 4 
   
   
   
  Background 
  This hall is accessible only through the magical mirror that connects to area 13. 
  It has been claimed by the arachling (area 80) and his minions. They are under 
  the sway of the harp of dominion (see page 54). 
   
  68. Arrival 
  Those arriving here (via the mirror) must roll a FEAT the first time, or be stunned 
  for 1d4 rounds as they recover from the sensation of traveling through the 
  mirror. This area is empty. 
   
  
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  69. Cultist Entry/ Guard Chamber 
  3 charmed spider cultists stand guard here. They are fiercely loyal to the 
  arachling, and are frustrated with the other cultists who don’t ‘get it’.  
   
  Spider Cultists (3) 
  AC 10; HD 1d6 (hp 3 each); FEAT +4; Move 30’; dagger (+1/1d4) 
   
  70. Temple of the Cultists 
  The cultists stay here. There are 12 sets of bunk beds, and the room shows 
  signs of revelry and drunkenness; bottles and empty kegs, dirty cups, and 
  pieces of old meals litter the chamber. Only 5 spider cultists are here now, and 
  they whisper in fear; they have not yet been charmed by the harp. They do not 
  want to attract the attention of the spiders in area 72. 
   
  Spider Cultists (5) 
  AC 10; HD 1d6 (hp 3 each); FEAT +4; Move 30’; dagger (+1/1d4) 
   
  71. Cultist Storage 
  The cultists have used this area to store supplies. Many common goods are 
  kept here, but nothing valued at better than 10 sp. 
   
  72. Crossway and Guard Post 
  2 large spiders stand guard here. They are particularly mean-spirited. 
   
  Large Spiders (2) 
  AC 14; HD 3d6 (hp 11 each); FEAT +7; Move 40’; bite (+4/1d10*) 
  The bite forces a FEAT or paralyzed for 1d4 turns. 
   
  73. Slaves 
  3 human slaves (spider cultists) await transformation into ettercaps. They are 
  thralls of the harp, and hang here (chained to the walls) in misery, crying out to 
  hear the harp ‘one more time’. They will gladly submit to the process that 
  transforms them to ettercaps as long as they are promised another chance to 
  hear the harp. They will savagely attack anyone who frees them, seeking only 
  the harp and its presence. 
   
  Spider Cultists (3) 
  AC 10; HD 1d6 (hp 3 each); FEAT +4; Move 30’; dagger (+1/1d4) 
   
  74. Worship Hall 
  Paintings to the spider queen adorn this chamber. It is otherwise empty. 
  
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  75. Rat Cages 
  A dozen large wooden cages hold 76 dire rats between them. These are the 
  primary food for the spiders and the ettercaps. The rats would love to get out, 
  and squeal loudly at all times. They are just as likely to attack as they are to flee 
  if freed. The spiders are accustomed to their squealing, and ignore it. 
   
  Dire Rats (76) 
  AC 12; HD 1d4 (hp 1 each); FEAT +4; Move 20’; attack (+0/1d3*) 
   
  Bite forces a FEAT or sick for 1d6 days, taking -1 to CON. 
   
  76. Guard Chamber 
  2 large spiders keep watch here, charged with making sure the neo-ettercaps 
  from 77 do not try to escape. They are bored, and one of them will be sleeping 
  unless previously awakened. 
   
  Large Spiders (2) 
  AC 14; HD 3d6 (hp 11 each); FEAT +7; Move 40’; bite (+4/1d10*) 
  The bite forces a FEAT or paralyzed for 1d4 turns. 
   
  77. Lair of the Neo-Ettercaps 
  3 recently-changed neo-ettercaps dwell here among spider webs, feasting on 
  dead rats and alternately writhing in pain as they change. They are sufficiently 
  changed to attack non-spiders, although they are not full ettercaps yet. They 
  have no treasure, unless you count rat carcasses as valuables. 
   
  Neo-Ettercaps (3) 
  AC 13; HD 3d6 (hp 10 each); FEAT +7; Move 30’; bite (+3/1d4) + 2 claws (+3/1d4) 
  Bite forces targets to roll FEAT (at +2) or suffer +1d6 poison damage 
   
  78. Transformation Chamber 
  Here, the spiders transform humans into ettercaps. Several stone tables with 
  straps, fragments of parchment with dark rituals, and various ointments and 
  salves fill the chamber. 2 large spiders prepare a table for the next victim.  
   
  Large Spiders (2) 
  AC 14; HD 3d6 (hp 11 each); FEAT +7; Move 40’; bite (+4/1d10*) 
  The bite forces a FEAT or paralyzed for 1d4 turns. 
   
   
   
  
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  79. The Egg Chamber 
  This hall is filled with webs that crisscross the chamber, supporting hundreds of 
  eggs that pulse with life. The entire chamber emits an eerie green glow. Two 
  ettercaps have been charged with protecting and nurturing the eggs, and these 
  creatures move about the chamber, checking on the eggs and making sure they 
  are wrapped tightly in webbing. They will seek to protect the eggs rather than 
  warning the arachling to the north. 
    
  Ettercaps (2) 
  AC 13; HD 5d6 (hp 17 each); FEAT +7; Move 30’; bite (+5/1d6) + 2 claws (+5/1d4) 
  Bite forces targets to roll FEAT or suffer +1d8 poison damage 
   
  80. The Singing Spider’s Lair 
  This large temple to the spider queen serves as the sanctuary of the “singing 
  spider” and its adherents. They hang in an intricate series of webs strung up in 
  hammocks around the chamber. The ‘singing spider’ is an arachling that has 
  come into possession the harp of dominion. He has used this harp to bring the 
  leadership of Fort Morovar under the harp’s authority. He, too, is a thrall of the 
  harp, spending all of his time admiring the harp and gently strumming it while 
  spiders attend him. While the harp is, far and away, his greatest treasure, he 
  also keeps a pair of locked chests. They are both trapped with poison needles 
  (see page 16) that deal 3d6 poison damage on a failed FEAT to resist. Inside the 
  first is a velvet cloth holding 12 gems each worth 10 gp and his scrolls of arcane 
  dart, web and hold person. Inside the second is 600 sp, a potion of fire 
  resistance and 12 crossbow bolts +2. He also wears a ring of protection +2 
  (hence his improved AC). His first action will be to attempt to charm a member 
  of the fellowship to fight on his behalf; if he is slain, any charmed member of 
  the fellowship will seek the harp for his or her own (see notes on the harp on 
  the next page). 
   
  Arachling (1) 
  AC 18; HD 6d8 (hp 33); FEAT +11; Move 60’; spear (+6/1d8) or spell 
  In addition to the powers of the harp, he knows arcane dart, web and hold 
  person. 
   
  Large Spiders (3) 
  AC 14; HD 3d6 (hp 11 each); FEAT +7; Move 40’; bite (+4/1d10*) 
  The bite forces a FEAT or paralyzed for 1d4 turns. 
   
   
   
  
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  The Harp of Dominion 
  The Harp of Dominion is a relic of great power and danger, crafted by Lilandara 
  the Succubus Queen. Once per turn, it may be strummed to cast a mighty 
  charm that forces one living target within 30’ to roll a FEAT at -4 or be charmed 
  by the bearer of the harp for life. Only the bearer can remove the charm, and 
  only by playing the exact sequence of notes that first charmed the listener. If 
  the bearer of the harp is slain, all former victims of its charm will seek the harp 
  with almost manic purpose, and the next possessor assumes control of all 
  previous thralls to the harp’s charm, but no knowledge of the specific sequence 
  of notes needed to release them.  
   
  The Harp is an intelligent object (INT 13) of chaos with EGO 24. It speaks in 
  soft whispers that only its bearer can hear, but which will eventually drive its 
  bearer mad. Its sole purpose is to enslave mortal creatures.  
   
  Each time the harp is used, the bearer must make a WIS check against its 
  EGO or be forever enslaved to the power and will of the harp. If the harp goes 
  24 hours without enslaving someone, it will use its EGO to try to compel its 
  bearer to use it against a mortal creature.  
   
  A remove curse or dispel evil spell will allow a victim of the harp’s power to 
  roll another FEAT (at -4) to fight off the charm, but only if cast by a caster of 
  level 10 or better, and this effort may only be made once per year. 
   
  Only destroying the harp will free its thralls forever. While there are a few 
  methods by which this could be accomplished (crushing it against the Gates of 
  either Valhalla or Pandemonium, breaking it in the maw of the skeleton of 
  Cinnabryl the Dragon King at the bottom of Lake Dragonspear), the easiest 
  would be to burn it in the mighty Goblin Forge in area 153. The goblins have 
  recorded lore about this harp in areas 39, 57 and 61, and there is a small 
  chance (-4 on an INT check) that a character may have heard rumors of this 
  elsewhere. 
   
  Destroying the harp of dominion and freeing the leaders of Fort Morovar 
  from its hold can become a major sub-plot driving the exploration of this 
  dungeon, if you so choose. Destroying the harp is worth 5,000 xp.     
  
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  K. Minotaur Maze  
   
   
   
   
   
   
   
   
   
   
      CR 4 
   
  Background 
  Here the goblins forged 
  their first access points 
  into other realms, building 
  alliances with minotaurs 
  to construct conduits 
  linked to their Abyssal 
  Labyrinth (Node M). This 
  maze still links the 
  Labyrith to lower 
  passages. In addition to 
  the three minotaurs who 
  dwell within, a terrible 
  black pudding wanders 
  this maze.  
   
  Roll 1d10 once per 
  turn for its appearance; 
  the fellowship crosses its 
  path on a roll of 1. 
   
   
   
   
   
  Black Pudding (1) 
  AC 13; HD 10d8 (hp 55); FEAT +12; Move 20’; 1 touch (+10/3d8) 
   
  Only harmed by fire; other attacks create 2 HD puddings 
   
  81. First Minotaur 
  A minotaur clad in scale mail +2 stands guard at the top of the stairs. He 
  attacks with a battle axe +1. He attacks all creatures in melee range of his axe 
  each round, due to his sundering talent. 
   
  First Minotaur (1) 
  AC 20; HD 7d8 (hp 47); FEAT +9; Move 40’; axe (+8/1d8+3) + gore (+7/1d6) 
   
   
   
  
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  82. Second Minotaur 
  A minotaur clad in chainmail +3 stands guard at the top of the stairs. He attacks 
  with a greatsword +1. He attacks twice per round, due to the quick strike 
  talent. 
   
  Second Minotaur (1) 
  AC 20; HD 7d8 (hp 40); FEAT +9; Move 40’; sword x2 (+8/1d10+3)  
   
  + gore (+7/1d6) 
   
  83. Third Minotaur 
  A minotaur clad in plate mail +1 stands guard here. He attacks with 2 short 
  swords +2, which he attacks with each round due to the two weapons talent. 
   
  Third Minotaur (1) 
  AC 20; HD 7d8 (hp 44); FEAT +9; Move 40’; 2 swords (+9/1d6+4) + gore (+7/1d6) 
   
   
  
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  L. The Medusa’s Lair  
   
   
   
   
   
   
   
   
      CR 5 
   
   
   
   
   
  
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  Background 
  A group of medusa sisters dwells here, paying homage to their powerful 
  master, a cruel hag that has made them her vassals. They hate each other, all 
  living things, and their vile mistress. They only seek to overthrow each other 
  and take the hag’s place. The fellowship may have several problems here, but 
  facing a group of disciplined foes that work together isn’t going to be one of 
  them. 
   
  84. First Medusa 
  A medusa is here, cleaning a 20’ tall statue of a monstrous woman. She will 
  pretend not to notice anyone entering the room, and will wait for her gargoyle 
  pet (who sits on a perch above the entry) to fall upon a fellowship of heroes 
  before she turns around and attempts to petrify them. She has no treasure. 
   
  Gargoyle (1) 
  AC 14; HD 4d6 (hp 15); FEAT +8; Move 30’ (fly 50’);  
   
  2 claws (+4/1d3) + bite (+4/1d6) + horn (+4/1d4) 
   
   
  Medusa (1) 
  AC 11; HD 4d6 (hp 14); FEAT +8; Move 40’; bite (+4/1d6) or bow (+4/1d6*) 
   
  Look forces FEAT or petrified; poisoned arrows force FEAT (at +2) or die. 
   
  85. Second Medusa 
  Likely alerted by sounds of commotion from area 84, the second medusa will 
  be hiding around the western corner. Her gargoyle stands as a statue in the 
  small alcove to the north, attempting to appear as a normal statue. The 
  medusa carries 56 sp in a satchel with her arrows, along with a magical arrow 
  of giant slaying (it will kill any one giant it strikes who fails its FEAT). 
   
  Gargoyle (1) 
  AC 14; HD 4d6 (hp 18); FEAT +8; Move 30’ (fly 50’);  
   
  2 claws (+4/1d3) + bite (+4/1d6) + horn (+4/1d4) 
   
  Medusa (1) 
  AC 11; HD 4d6 (hp 17); FEAT +8; Move 40’; bite (+4/1d6) or bow (+4/1d6*) 
   
  Look forces FEAT or petrified; poisoned arrows force FEAT (at +2) or die. 
   
  86. Broken Statue 
  This was once a gargoyle, but it has been destroyed. It appears as if some effort 
  was made to put the gargoyle back together (metal wire ties pieces of it atop 
  the broken legs and waist), but this effort was eventually abandoned. 
   
  
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  87. Basilisk’s Lair 
  A basilisk, the pet of the hag, roams this chamber among piles of straw, dung 
  and broken statues. It avoids the medusa sisters, and they avoid it. It wanders 
  amid seven statues, all of which have been sufficiently broken that they cannot 
  be restored to life. If the basilisk is slain, the creatures crumble to skeletons and 
  withered corpses, but their valuables can be recovered. All told, the creatures 
  here carried 320 sp, 800 cp, and 40 sling bullets +2. 
   
  Basilisk (1) 
  AC 15; HD 6d8 (hp 48); FEAT +9; Move 40’; 1 bite (+6/2d6) or gaze 
   
  Those within 30’ meeting the gaze must roll a FEAT or be petrified. 
   
  88. Hall of Statues 
  The third medusa sister dwells here, amid dozens of broken statues. These 
  were turned to stone long ago by the mother of these three, a more powerful 
  medusa who still lives, albeit in another realm. These statues cannot be 
  recovered during this adventure (although the fellowship is free to make a plan 
  to track that creature down and try to save some of these statues… and the GM 
  is free to plant a statue here of a character they would have an interest in 
  saving). The statues are arranged in such a way that the medusa has sneak +12 
  in this chamber, and +2 to AC against missile weapons due to the excellent 
  cover she is able to take behind and amid statues. Members of the fellowship 
  take only +1 to cover, since they are not as familiar with the layout of the room 
  and organization of statues. She carries a satchel containing 37 gp and fights 
  with a longbow +1. 
   
  Medusa (1) 
  AC 11; HD 4d6 (hp 21); FEAT +8; Move 40’; bite (+4/1d6) or bow (+5/1d8+1*) 
   
  Look forces FEAT or petrified; poisoned arrows force FEAT (at +2) or die. 
   
  89. The Hag’s Hall 
  Jacinth the Hag sits at a long table here, shuffling cards. She has grown bored 
  with reality, with her role as ruler over the medusa, and with constant assaults 
  upon her power. She will gladly parlay with a fellowship of mortals, and would 
  rather play games with them instead of battling to the death. She will do the 
  latter if hard pressed, but seeks entertainment of a non-violent sort if only for a 
  change of pace. She possesses a deck of fate, and will allow characters to draw 
  cards from it if they cut themselves with her ceremonial blade (a chaotic 
  dagger +1), placing one drop of blood into a bowl she keeps nearby. A 
  character doing so gives up 1 hp permanently, but may then draw from the 
  deck of fate. 
   
   
  
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  Jacinth, The Hag (1) 
  AC 16; HD 10d6 (hp 39); FEAT +11; Move 30’ 2 claws (+10/2d4) + spells 
   
  Caster 10 (favored spells hold person, lightning bolt, mass cause wounds) 
   
  Deck of Fate 
  This powerful magic item grants either a boon or bane upon the drawer of a 
  card. You can either roll randomly, or sort standard playing cards (as listed) for 
  the results of the draw. No matter what, no character may draw from a deck of 
  fate more than once per year. 
   
  A creature taking possession of a deck of fate must reckon with its great 
  power. It wants nothing more than to gamble on the lives of mortals. A chaotic 
  relic of great intellect (INT 15) and strong will (EGO 25), it will attempt once per 
  day to take control of its possessor, driving that creature to do nothing but 
  offer the deck to others, demanding blood sacrifices and becoming its slave 
  entirely (and likely a non-player character controlled by the GM). 
   
  Deck of Fate Results (roll 1d12 or select a card) 
  Roll 
  Card 
  Effect 
  1 
  Jack of Hearts 
  Take permanent +1 to CON 
  2 
  Queen of Hearts 
  Take permanent +3 to hit points 
  3 
  King of Hearts 
  Take permanent +1 to FEAT rating 
  4 
  Jack of Diamonds 
  Take permanent +1 to CHA 
  5 
  Queen of Diamonds 
  Take permanent +1 to WIS 
  6 
  King of Diamonds 
  Move to XP midpoint of next level 
  7 
  Jack of Spades 
  Take permanent -1 to CON 
  8 
  Queen of Spades 
  Take permanent -2 to hit points  
  (beyond previous payment to use the deck)  
  9 
  King of Spades 
  Take permanent -1 to FEAT rating 
  10 
  Jack of Clubs 
  Take permanent -1 to CHA 
  11 
  Queen of Clubs 
  Take permanent -1 to WIS 
  12 
  King of Clubs 
  Drop to XP midpoint of previous level 
   
   
   
   
   
  
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  M. The Abyssal Labyrinth  
   
   
   
   
   
        CR 5+ 
   
  Background 
  An inter-planar network of passages that undergirds all of creation, much of 
  the Abyssal Labyrinth survived the Great Reckoning, and still serves to connect 
  various fragments of reality, both within and beyond this realm. The Labyrinth 
  is a series of inter-connected minor nodes, each represented by one of six 
  geomorphs (see page 63). When crossing into the Labyrinth from K (the 
  Minotaur Maze), characters step into one of the six geomorphs on page 63 (roll 
  1d6 for which geomorph, and roll 1d8 for which entry point, starting from the 
  ‘western’ entry on the ‘north’ side) they cross into. That entry point always 
  becomes the direction from which the fellowship arrived; if they exited the 
  previous geomorph on the ‘east’ side, they enter the new geomorph on the 
  ‘west’ side, even if the result was ‘south’ on the next geomorph. Turn the map 
  sideways as needed to represent the new direction. 
   
  You can always go back from the geomorph you are in to the previous one, 
  retracing your steps backwards as far as needed. However, if you exit the 
  labyrinth into any other realm of existence, the labyrinth ‘re-shuffles’ for your 
  encounter with it, making return to your original entry point virtually 
  impossible. Minotaurs know their way through the labyrinth intuitively, and can 
  always travel to their desired destination, which always requires travel through 
  2d6 of the geomorphs. 
   
  When exiting a geomorph, roll for the nature of the next area encountered: 
   
  Exiting a Geomorph (roll 1d10) 
  Roll 
  Area Entered 
  1-6 
  One of the geomorphs on page 62. 
  7 
  Exit into a geomorph of your own creation (10 squares by 10 squares, 
  with entry points at squares 3 and 8 on each side) 
  8 
  Exit into another point in this realm 
  9 
  Exit into another realm of existence 
  10 
  Exit into Synod, the Minotaur City at the center of all things. 
   
  Note: These geomorphs are based on a design popularized by Dyson Logos. If 
  you do a web search for geomorphs, you will find hundreds of designs that 
  others have created, and you can substitute these in place of the ones in these 
  rules, as needed. An encounter with the labyrinth can, and should, be an 
  incredibly expansive, confusing, and disorienting experience. 
   
   
   
  
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  90. Challenges of the Labyrinth 
  Each of the geomorphs presents a different challenge. Every time the 
  fellowship encounters the ‘same’ map, it will be different; its orientation will 
  likely change (what was ‘north’ is now ‘west’) as will its general properties 
  (what was a hall of ice is now a place of infernal energies carved from 
  brimstone) and inhabitants (no longer flame salamanders, but a cruel tribe of 
  brutal gargoyles). 
   
  For example, the pool in geomorph 4 could represent a pool of acid the first 
  time the fellowship enters that area; however, when they enter this area 
  ‘again’ later on (randomly finding it, probably from a different access point, 
  traveling in a different direction), this is now a pool of flame… or a pool of 
  green slime… or a pool of liquid crystal. The nature and inhabitants of the 
  geomorph will change, even though the basic map remains the same.   
   
  A Geomorph’s Nature (roll 1d12) 
  Roll 
  Nature and Inhabitants 
  1 
  A link to infernal realms, inhabited by fiends 
  2 
  A place of elemental cold, inhabited by frost elementals 
  3 
  A place of elemental earth, inhabited by earth elementals 
  4 
  A place of elemental flame, inhabited by fire elementals 
  5 
  A place of elemental ice, inhabited by ice elementals 
  6 
  A place of elemental lightning, inhabited by storm-touched creatures 
  7 
  An aquatic place, claimed by an aboleth and his troglodyte servitors 
  8 
  Inhabited and guarded by 2d6 minotaurs 
  9 
  Many webs cut through natural caves; inhabited by spiders and 
  ettercaps 
  10 
  The lair of a hag and her harpy minions 
  11 
  The lair of a mad dragon 
  12 
  Tombs of fallen souls, inhabited by ghouls and wights 
   
  
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  N. The Deeper Prison  
   
   
   
   
   
   
   
   
      CR 5 
   
   
   
  Background 
  Here the goblins bartered with creatures of the underdark, trading in slaves, 
  chaotic magical devices, and other dark things. They maintained prisons for 
  their most powerful foes (who they had deemed to let live for some reason, 
  likely more torture). The great pit at the center of the node is a seemingly 
  bottomless abyss leading into a nether realm near the lost throne of Bael 
  himself. The hall has been, until very recently, protected by forces of law to 
  keep evil from returning from below; the members of the fellowship are free to 
  leap into the pit if they so desire, and they’re sure to find plenty of adventure 
  at the bottom. They just may have a hard time getting back. 
   
  Now, this area is being used by several fiends of some power as a staging 
  area for an assault on the Pit of Despair, in an effort to destroy Lilandara, who 
  they hate. The four archons who once stood guard over the pit have been 
  nearly destroyed, and evil is about to claim a major victory here, unless… 
   
  91. Guard Chamber 
  This was once a guard chamber, but now is in ruins, having been ransacked by 
  previous visitors. The portcullis to the east is broken, requiring a STR check (at -
  4) to force open. 
   
  
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  92. Prison Hallway 
  Prisoners were once kept here. The prison marked (B) is the pen of a ghost of a 
  fallen human thief who attempted to steal from the goblins. He is clearly a 
  ghost, and can freely move through the bars; he is unaware of this, and will 
  remain unaware unless the fellowship tells him. Then, he becomes instantly 
  violent and aggressive, attempting to possess a member of the fellowship, 
  immediately seeking to slay the horned fiend Balrak who runs this prison (area 
  101). The ghost has no treasure. 
   
  Ghost (1) 
  AC 19; HD 10d6 (hp 33); FEAT +11; Move 30’; 1 touch (+10/2d4*) 
   
  Touch ages 10-40 years on failed FEAT 
   
  may possess target within 60’ unless target makes FEAT 
   
  93. Prison Hallway 
  Prisoners were once kept here. Only one of the cells (cell C) is currently 
  occupied, holding an imprisoned succubus of especially nasty temperament. 
  She has been unwilling to cooperate with her captors, and is fiercely loyal to 
  Lilandara, seeking to free her from the prisons below (Node U). Cells A and B 
  once held succubi, but only their bloody carcasses remain. She wears a collar 
  that makes it impossible for her to gate in allies. Only Balrak can remove it. 
   
  Succubus (1) 
  AC 19; HD 6d6 (hp 21); FEAT +9; Move 40’ (fly 90’); 2 claws (+6/1d4) 
   
  Regenerates 2 hp per round 
   
  94. Guard Chamber 
  4 gargoyles stand watch here. They are tasked with making sure the succubus 
  (area 93 C) does not escape. 
   
  Gargoyles (4) 
  AC 14; HD 4d6 (hp 14 each); FEAT +8; Move 30’ (fly 50’);  
   
  2 claws (+4/1d3) + bite (+4/1d6) + horn (+4/1d4) 
   
  95. The First Archon 
  At one point, an archon stood watch over the terrible pit that leads into the 
  abyss. Now, that archon is dead, its bloody remains smeared across this 
  chamber, its great sword broken in many pieces. A horrid fight happened here. 
  31 dead goblins are here. 
   
  96. The Second Archon 
  A scene of a lost battle appears much like area 95. 14 dead goblins are here. 
  
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  97. The Third Archon 
  A fight happened here, but there is no sign of either archon or its sword (it is 
  now in area 105). 22 dead goblins litter the hall. 
   
  98. The Fourth Archon 
  A dead archon is here (as in area 95), although its sword is conspicuously 
  absent. 35 goblins are here, ripping the archon apart. They may react to a 
  fellowship at any of the other balconies, and will mobilize to attack. 
   
  Goblins (35) 
  AC 13; HD 1d6 (hp 3 each); FEAT +4; Move 20’; sword/bow (+1/1d6) 
   
  99. Chained Werebear 
  A werebear named Marmaduke is chained here. He is the plaything of the 
  gargoyles and goblins, and Balrak allows them to come here to torment it for 
  their amusement. Though prone to fits of violence and rage, Marmaduke will 
  work with a fellowship (possibly joining for a time) as long as they make 
  vengeance upon Balrak their utmost priority. His chains are AC 18 and each can 
  sustain 10 hp before breaking. 4 chains bind him. He currently has 3 hp of his 
  29 total. 
   
  Werebear (1) 
  AC 16; HD 6D8 (29 hp); FEAT +9; Move 60’; 2 claws (+6/2d4) + bite (+6/2d8) 
   
  100. Balrak’s Vault 
  Balrak keeps his treasure here in three heavy chests carved from brimstone. He 
  has chained an invisible 6-headed hydra here to protect his valuables; the 
  hydra will allow only Balrak to enter, and will immediately attack all other 
  creatures. A sense FEAT (at -4) is required to notice the hydra, which is sitting in 
  the middle of the room, unmoving. As soon as it strikes, it will become visible. 
  All three chests are locked and trapped (-2 to rolls to find and to disarm) that 
  deals 4d6 unholy damage (roll a FEAT for half) to anyone setting the trap off. 
   The first chest contains 180 gp and 210 sp 
   The second chest contains 630 sp 
   The third chest contains an amulet of telepathy, gauntlets of ogre power, a 
  ring of spell storing. Balrak wears all three when he prepares for combat, but 
  he isn’t expecting combat today… he might have been wrong about that. 
   
  Hydra (1) 
  AC 14; HD 6d10 (hp 60); FEAT +8; Move 40’; 6 bites (+6/1d10) 
   
  For every 10 hp suffered, one head ceases attacking. 
   
   
  
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  101. Balrak’s Lair 
  The horned fiend Balrak dwells here along with 4 gargoyles. He is making plans 
  to destroy the final archon (area 105). He plans to make an assault on Node U, 
  slaying the succubus queen and claiming her power for his own. He has a 
  number of plans written in an ancient, fiendish script that is nearly impossible 
  to decipher (-6 on INT checks to read it); these reveal what happens if someone 
  slays the succubus queen (see page 99). 
   
  Balrak the Horned Fiend (1) 
  AC 21; HD 8d8 (hp 50); FEAT +10; Move 30’ (fly 60’);  
   
  2 claws (+6/1d4) + bite (+6/1d6) + tail (+6/1d4) or flail (+6/2d6*) 
   
  The flail forces a FEAT or target suffers 1 hp of damage per turn until healed 
   
  ESP, cause fear at will; gates a hellhound on a successful FEAT 
   
  He regenerates 2 hp per round 
   
  Gargoyles (4) 
  AC 14; HD 4d6 (hp 14 each); FEAT +8; Move 30’ (fly 50’);  
   
  2 claws (+4/1d3) + bite (+4/1d6) + horn (+4/1d4) 
   
  Hellhound (1) 
  AC 15; HD 5d8 (hp 20); FEAT +9 (sense +15); Move 60’; bite (+5/2d4) or breath 
   
  Breath weapon (30’ x 5’) deals up to 10d6 per turn, up to 5d6 per round 
   
  102. Wounded Hellhounds 
  Two hellhounds are here, licking their wounds from a recent battle with the 
  archon (area 105). They are at 8 hp and 11 hp, respectively. 
   
  Hellhounds (2) 
  AC 15; HD 5d8 (hp 22); FEAT +9 (sense +15); Move 60’; bite (+5/2d4) or breath 
   
  Breath weapon (30’ x 5’) deals up to 10d6 per turn, up to 5d6 per round 
   
  103. Gravity Trap 
  The room appears empty, except for the 30’ ceiling that is covered in spikes. 
  Among the spikes are many bones and fragments of armor and weapons. The 
  entire room has gravity reversed, causing objects entering the room to ‘fall’ 
  against the ceiling, suffering 4d6 damage.  Dispel magic will end this effect for 1 
  turn, but nothing else will affect the gravity. Any creature ‘falling’ to the ceiling 
  will be attacked by the skeleton of a huge snake that waits amid the other 
  bones. From the broken and rusted objects, the fellowship could recover 7 
  arrows +2 and 14 gp. The fiends have learned to avoid this trapped chamber.  
   
  Skeletal Snake 
  AC 15; HD 5d8 (hp 30); FEAT +8; Move 40’; bite (+5/1d10) 
  
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  104. Berserker Trap 
  The skeletons of several fallen adventurers from long ago lay in various states 
  throughout the room. Their skulls are crushed, many bones broken, and they 
  died from what appear to be very violent strikes. The room may be entered 
  from other side, but when the opposite door is touched, both doors arcane lock 
  (at caster level 12), and the room fills with a thick gas. The gas forces all 
  creatures to roll a FEAT or fall into a berserk frenzy for 1 turn. The character(s) 
  suffering from this frenzy immediately attack the nearest creature with a melee 
  attack, moving to the next creature once the first target falls; even casters will 
  draw melee weapons and attack instead of using spells. This frenzy lasts for 1 
  turn, after which time all doors open, and the trap re-sets (it will activate again 
  in one hour). Amid the bones are 70 gp, 2 potions of healing and a cloak of fire 
  resistance.   
   
  105. Archon’s Last Stand 
  The final archon of the four who once guarded this hall has retreated to this 
  chamber, surrounding itself with as much warding magic as it can muster. It 
  wields both its own sword and that of its fallen brother. It has knocked over a 
  great stone tablet over the top of a staircase leading down to area 106, 
  warding that with holy magic as well.  
   
  It will fight to the death against a group or force composed entirely of 
  chaotic creatures, will parlay with neutral creatures, but will earnestly seek 
  conversation with lawful creatures. If a lawful human fighter (or even better, a 
  paladin) is present, it will offer to bequeath the sword of its fallen brother, a 
  holy avenger, to that character. It will ask that the character slay all evil below 
  that it can, most especially Lilandara the succubus queen. If she falls, her 
  adherents will no longer invade these Vaults or seek her freedom, and maybe 
  the dark secrets of this place can fall back into obscurity. 
   
  Moving the great platform requires a combined STR of 30. The archon itself 
  has STR 13, so an additional STR 17 from the fellowship is required to move the 
  stone and reveal the stairs down. 
   
  No matter what, the archon will remain here until destroyed, determined to 
  prevent any more evil from traveling below. 
   
  Archon (1) 
  AC 20; HD 12d6 (hp 60); FEAT +12; Move 40’ (fly 120’); sword (+10/2d8) or spell 
   
  Casting as human cleric 10; can only be struck by magic/magic weapons 
   
  A holy avenger is a greatsword +3. It may only be wielded by a lawful human 
  fighter. It may cast both light and aura of warding 3x per day. In the hands of a 
  human paladin, it also deals automatic critical damage on a successful attack 
  roll against undead and fiends; a roll that would normally critical deals x3 
  damage.  
  
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  O. Elemental Nexus  
   
   
   
   
     
   
   
   
      CR 5 
   
   
   
  Background 
  Here the goblins discovered the primal node, a conduit into all realms, 
  constructing the Elemental Nexus around it. The Elemental Nexus exists outside 
  of time. This crossway of creation was forged to bridge conduits into a number 
  of realms of existence. Many pocket realms have been linked here (through 
  magical paintings) while four larger realms of full elemental power exist as side 
  passageways off of this main thoroughfare. 
   
  Time does not pass here, not that this matters much to the immortal 
  creatures that routinely cross through this node. While in the node, creatures 
  do not need to eat, drink or sleep. 
   
   
   
  
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  The Paintings 
  A series of paintings provides conduits into small pocket realms, fragments of 
  creation that have been preserved after the Great Reckoning. A special 
  creature, the painter, has been gifted with the vision to see these realms and to 
  make paintings that open conduits to them. He infuses these paintings with his 
  own blood, bringing the regions he paints to life. 
   
  The painter (area 120) works on creating and maintaining the paintings that 
  provide conduits to other pocket realms. Most of the paintings have been 
  ripped, requiring healing magic to reopen the conduit. Any healing magic will 
  work (even pouring a potion of healing on the tear in the painting). As soon as 
  the hp total required has been reached, the painting comes to life and the 
  portal to another land opens. Any tear in the painting (AC 10) causes it to 
  become inert, breaking the connection between realms until magically healed. 
   
  Only magical bladed weapons may harm a painting; the paintings are 
  immune to all other spells and weapons. A painting will sustain up to 99 hp of 
  damage before being destroyed. The painter will become aware of a destroyed 
  painting in 1d6 days, and put re-painting it on his list of things to do… 
   
  106. The Grand Bazaar 
  Creatures arrive here from the circular staircase leading down from area 105. 
  This huge hall (with 60’ ceilings) has been turned into an incredible bazaar of 
  the bizarre. Dozens of vendors (including fiends, undead, djinni, efreeti, a cloud 
  giant, a hag and a pair of enterprising ogre mage brothers) buy, sell and trade 
  almost any conceivable item, all day, every day. 
   
  Six stone circles are spread throughout the market, and creatures routinely 
  teleport in and out of the market via these platforms. Characters could attempt 
  to eavesdrop to hear the command words to activate the platforms, but these 
  may lead into hostile realms, and may be better avoided… 
   
  Almost anything a character could want might be for sale here. If a 
  character is looking for a specific item, have the player roll a FEAT (target 15 + 
  the level of the item) to see if he can find it for sale at one of the dozens of 
  vendors. In general, a magical device has a cost of about 10 gold x the xp value 
  of its level (from page 116 of the core rules). For example, a level 6 magic item 
  (xp value 50) would cost an average of 500 gp at this market, whereas a level 
  12 item (if it could be found) would cost an average of 3,000 gp at this market.  
   
  Any creature who attempts to do harm to or steal from another, to use 
  magic against another, or to subvert another in any way (even using such 
  talents as pilfer or bardic voice) while within the market proper (all of area 106) 
  is instantly struck with a bolt of magical energy dealing 2d6 damage (no FEAT 
  allowed to resist) and teleported to area 105 above. The character cannot 
  enter the market again by any means magical or mundane for 24 hours. Normal 
  CHA checks for bartering are still allowed and expected. However, a creature 
  slighted here may be inclined to follow adventurers to exact revenge later… 
  
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  107. First Pedestal 
  At the center of the room is a marble pedestal (3’ tall) that has a niche which 
  will hold one fist-sized gemstone. One of the four elemental gems (recovered 
  from the four elemental nodes) can be placed in this pedestal. All four gems are 
  interchangeable in all four pedestals, but all four are required to activate the 
  pedestals. Once all four gems have been placed in all four pedestals (areas 107, 
  110, 113, 116), stairs open beneath all four pedestals that ultimately connect 
  together (under the grand bazaar in area 106) and lead down to the Pit of 
  Sorrows (area 157). 
   
  108. Ruined Painting 
  A painting once hung on this wall, but it has been completely destroyed. It is 
  impossible to tell what it once was, as only burned scraps of tatters remain. The 
  painter (area 120) is working on a replacement for it. It cannot be repaired. 
   
  109. Painting of the Brass City 
  A flaming field leads to a city of solid brass in the distance. The painting has 
  only a small tear, requiring 3 hp to restore it. 
   
  If activated, the painting immediately radiates intense heat, dealing 1d6 
  damage to any creature within 10’ of it, each round. A character stepping into 
  the painting suffers 2d6 flame damage per round as he or she moves across the 
  burning landscape, and will suffer 3d6 per round in and around the great brass 
  city. This city is inhabited by efreeti of great power and a variety of fire 
  elementals and assorted creatures.  
   
  110. Second Pedestal 
  This chamber is exactly the same as area 107. 
   
  111. Painting of the Cloud City 
  This painting depicts a huge cloud fortress inhabited by cloud giants. The 
  painting has a considerable rip, requiring 27 hp to restore it.  
   
  The fortress is almost a mile in the distance, and cannot be accessed 
  without some means of flight. The cloud giants are neutral and would be 
  interested to meet and barter with creatures from other lands, but have no 
  interest in exploring this realm or leaving their city. They are quite content 
  there, having become a strong democratic state of philosophers and artists. 
   
   
   
  
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  112. Painting of the Sky Ship 
  This painting depicts an expanse of sky, with a single small ship hovering in the 
  distance (about 100 yards) moored to a floating chunk of rock. About a dozen 
  other chunks of rock are visible in the distance scattered throughout the aerial 
  realm. In the foreground, a small sky skiff is tethered to the edge of the 
  painting. The painting has a tear requiring 12 hp to restore. 
   
  The small skiff will hold up to eight medium creatures, and travels 60’ per 
  round. The other ship is 600’ away (so 10 rounds to travel to it). It is crewed by 
  12 wight pirates led by a skull warden. At present, only 5 of the wights are 
  aboard the ship; the other 7 and the skull warden are in a cave on the rock 
  island, recovering a treasure from the lair of a young blue dragon they have just 
  slain at great cost (they once had 35 wights on the crew). 
   
  The wights have posted a lookout, and he will roll a FEAT each round to see 
  if he notices the oncoming skiff. If he sees it, the 5 wights will raise an alarm 
  (calling the rest of the crew in 3 rounds) and will begin firing upon the skiff at 
  +4 to hit, unleashing one flaming ballista bolt per round (range 100’) that deals 
  2d6 damage if it hits. The skiff is AC 15 and can sustain 25 hp damage before 
  being destroyed. A flaming bolt that hits the skiff will continue to deal an 
  additional 1 hp damage per round, if the flame is not put out. At 25 hp damage 
  or more, the skiff cracks apart, and drops its passengers… forever. 
   
  The pirate ship is a large flat skiff as well (AC 17, hp 40, Move 60’). The 
  fellowship is free to explore this pocket realm, but the vast sky and 11 other 
  rocky islands (each of which has a 3 in 6 chance of being inhabited) are all that 
  this realm includes. 
   
  The treasure they claimed was pretty considerable: 3500 cp, 2500 sp, 170 
  gp, a ruby worth 50 gp, 2 potions of flying and a girdle of giant strength (STR 
  17). On his person, the captain carries the gem of elemental lightning. 
   
  Skull Warden Captain (1) 
  AC 20; HD 9d6 (hp 35); FEAT +12; Move 30’; sword (+9/1d10+2) 
   
  Wounds from sword cannot be healed; casts fear once per turn 
   
  Wight Crew Members (12) 
  AC 14; HD 4d6 (hp 13 each); FEAT +8; Move 40; 2 claws (+4/1d6) 
   
  113. Third Pedestal 
  This chamber is exactly the same as area 107. 
   
   
   
  
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  114. Painting of the Mire 
  This painting depicts a narrow path winding through a murky bog. In the 
  distance, a dark tree at the center of the mire holds a deep green gem that 
  glows with an eerie light. The gem of elemental earth is there. The painting has 
  the smallest of tears, requiring only 1 hp to bring to life. Hidden in the mire, 2 
  bog horrors lurk, waiting to strike those who enter. The first will attack within 
  1d6 rounds, and the other will attack 1d6 rounds later. They will attempt to 
  sneak (which they can do as a FEAT due to the darkness of the bog). While the 
  path is safe, any creature leaving the path has a 1 in 6 chance each round of 
  stepping into quicksand (requiring a STR check at -4 to break free of, rolled 
  once per round) which will pull the character under and to his death in 1d6 
  rounds. 
   
  Bog Horrors (2) 
  AC 19; HD 8d8 (hp 35 each); FEAT +9; Move 20’; 2 fists (+8/2d6) 
   
  If both fists hit one target, STR check required or bound for 1d4 per round. 
   
  115. Painting of the Sea Shore 
  A rocky beach looks out at a light house 300’ across a stormy bay. Its light cuts 
  through the thick storm. The painting has been very badly damaged, requiring 
  42 hp to restore. 
   
  The light house would be very difficult to access (requiring travel across a 
  turbulent sea filled with razor-sharp rocks), and the only thing in the light 
  house beyond the light is the ghost who maintains it, waiting for a ship that will 
  never come in. It’s a rather sad tale, come to think of it. 
   
  Ghost (1) 
  AC 19; HD 10d6 (hp 40); FEAT +11; Move 30’; 1 touch (+10/2d4*) 
   
  Touch ages 10-40 years on failed FEAT 
   
  may possess target within 60’ unless target makes FEAT 
   
  Elemental Gems 
  Four elemental gems have been ‘hidden’ in various paintings (areas 112, 114, 
  117, and 118). However, these gems are usually quite obvious to those 
  viewing the paintings. Each gem can be activated three times per day, 
  granting complete immunity to damage from the elemental type to the 
  bearer for 1 turn; all four gems must be placed and left in the pedestals (areas 
  107, 110, 113, 116) to open the stairs leading to area 157. After opening that 
  portal, the gems will disappear for 1d4 months each, eventually re-appearing 
  somewhere the Painter can find them, and ending up in another painting in 
  this node. 
   
   
  
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  116. Fourth Pedestal 
  This chamber is exactly the same as area 107. 
   
  117. Painting of the Molten Pool 
  Inside a volcano, a narrow stone pathway leads across a molten pool to a rock 
  island. The painting has a considerable rip on the right side, requiring 18 hp of 
  healing to bring to life. 
   
  The island (30’ across) is 60’ into the painting, up the 10’ wide stone 
  pathway. Any creature falling into the molten pool suffers 1d10 hp of damage 
  per round. On the island is a stone altar with the gem of elemental ice. If the 
  head of the gem is manipulated in any way, 2 flame salamanders leap from the 
  molten pool and attack, cutting off the means of escape. 
   
  Flame Salamanders (2) 
  AC 17; HD 8d8 (hp 40 each); FEAT +9; Move 40’; 2 claws (+8/1d4) + bite (+8/2d6) 
  Emit heat, dealing 1d6 damage/round to all in melee (no FEAT to resist) 
  Immune to damage from fire 
   
  118. Painting of the Desert 
  In a desolate waste, a single black obelisk rises from the sand. The painting has 
  a small tear, requiring 4 hp of healing to bring to life. 
   
  The obelisk is 200’ from the entrance to the painting. Atop it (20’ up) sits 
  the gem of elemental flame. If the gem is touched or moved, 2 manscorpions 
  come to life and rise from the sand, attacking the creature touching it. 
   
  Manscorpions (2) 
  AC 18; HD 6d8 (hp 27 each); FEAT +8; Move 40’; spear (+6/2d6) + tail (+6/1d8*) 
   
  Tail sting forces FEAT or target dies 
   
  119. Painter’s Workshop 
  Here a large workshop has several easels, dozens of containers of paint, many 
  brushes, work benches, and scattered vellum pages with sketches of a variety 
  of landscapes and creatures. A handful of large, blank canvases (many as large 
  10’ x 20’) are rolled up in corners of the hall. Everything here radiates a small 
  amount of magic, but is mundane by all other accounts. All told, the entirety of 
  the room may be worth up to 50 gp, but it would take a great deal of care and 
  attention to get it to market safely. No one at the Grand Bazaar (area 106) will 
  barter for any item from this chamber, and will refuse to deal with a character 
  who presents such an item for trade. 
   
   
   
  
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  120. The Painter’s Dwelling 
  This is just like area 119. However, the painter dwells here. He manically works 
  on a new painting to replace the lost painting in area 109. He has a large canvas 
  (20’ x 10’) spread out on the floor. He has applied a coat of bright red paint to 
  it, and is mixing a coat of yellow-orange paint for his next layer. He will work 
  and ignore interruptions, mumbling in a language the fellowship cannot 
  understand. If he is attacked, he will fight back only to drive off those who 
  interrupt his work, and will then return to the task at hand as soon as the 
  opportunity arises. 
   
  If he is slain, the node will select a new painter in 1d6 weeks, transforming 
  that creature into a lich-like force, and setting him upon his sole purpose of 
  crafting paintings. A slain hero could easily be re-animated as the next painter, 
  if appropriate… 
   
  The Painter, A Goblin Lich (1) 
  AC 19; HD 13d6 (hp 51); FEAT +13; Move 30’; touch (+13/1d10*) 
   
  Forces all creatures of level 6 or lower to flee in fear. Others must roll a FEAT 
  (-2) to move within 60’. Touch forces a FEAT or paralyzed for 1d10 days. Has the 
  casting abilities of a magic user 12. He will use a word of sleep first to dissuade 
  an attacker, following with elemental spells (lightning bolt, ice storm) as 
  needed. He will not use fireball, since this could damage his tools. 
   
  121. Painter’s Workshop 
  This area is just like area 119. However, 5 ogres are going through the 
  chamber, picking through the paint supplies and ripping up drawings in a 
  search for something tasty or valuable. 
   
  Ogres (5) 
  AC 14; HD 4d8 (hp 20 each); FEAT +7; Move 40’; club (+4/1d8+3) 
   
  122. Painter’s Workshop 
  This area is just like area 119. 
   
   
   
  
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  P. Node of the Winds  
   
   
   
   
   
   
   
   
      CR 5 
   
   
   
  Background 
  This node includes a rift into a plane of elemental air. It is controlled by a 
  vampire who plans to use kidnapped giant eagles (after experimenting) to 
  attack the tower of the cloud giant far above, stealing the giant’s mighty 
  treasure. An ogre mage (assistant to the vampire) has been conducting 
  experiments and interrogating the kidnapped djinni, butler of the cloud giant. 
  
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  123. Hatchery  
  This large chamber serves as a hatchery. 65 giant eagle eggs are scattered 
  throughout the chamber amid dozens of kennels and nests. Straw is 
  everywhere. 6 bugbears in white lab coats conduct experiments upon eggs 
  under the direction of an ogre mage. Near the center of the chamber, a large 
  table contains a variety of beakers and tubes, including 8 potions: 
   healing (x3) (light blue) 
   giant strength (STR 16) (muddy brown) 
   curse (lose 2 points of CHA until remove curse used) (gold) 
   fire breath (allows breath weapon for 1 turn, 6d6 pool with maximum 
  breath of 3d6 to 30’) (deep red) 
   cold resistance (milky white) 
   gaseous form (cloudy gray) 
   
  Bugbears (6) 
  AC 14; HD 3d8 (hp 13 each); FEAT +7; Move 40’; club (+3/1d8+1) 
   
  Ogre Mage (1) 
  AC 14; HD 5d8 (30 hp); FEAT +9; Move 40’; sword (+5/1d10)  
   
  Spells (each once per day): charm person, darkness, fly, ice storm, 
   
  invisibility, phantasmal force, sleep 
   
  124. Great Hall 
  This great cave is a conduit through to an elemental plane of air. Anything that 
  drops off the platform falls 500’ through the rock hole and into a plane of air, 
  where it then falls forever. A mighty cloud fortress floats a half mile overhead. 
  It is from this castle that the giant eagles here have been captured.  12 
  bugbears stand guard duty around chamber, and a wyvern dwells on the 
  central platform in a large nest, the pet of the ogre mage. 6 giant eagles are in 
  the cages (one per cage). The eagles are quite hungry, and will attack any living 
  creature that could be edible. Each has been the subject of experiments by the 
  bugbears. Eagle mutations include:  
   Flame breath (6d6 per breath, 12d6 per turn) 
   Ice breath (6d6 per breath, 12d6 per turn) 
   phasing (as blink dog, 3x per turn, cannot blink while in cage)  
   electric aura (1d6 damage per round vs. melee attackers)  
   explodes once per turn for 6d6 damage in a 10’ radius (spends rest of turn 
  re-forming) 
   
  Giant Eagles (6)  
  AC 15; HD 6d8 (hp 24 each); FEAT +8; Move 30’ (fly 90’);  
   
  2 claws (+6/1d6) + 1 bite (+6/2d6) 
   
  
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  Wyvern (1) 
  AC 17; HD 7d10 (hp 50); FEAT +9; Move 30’ (fly 90’); bite (+7/2d8)  
   
  + tail (+7/1d6*); tail forces FEAT or target dies from poison 
   
  125. Bat Cave 
  17 giant bats dwell here with a huge eagle carcass. They have no treasure, but 
  are quite aggressive. 
   
  Bat, Giant (17)  
  AC 13; HD 2d6 (hp 8 each); FEAT +6; Move 10’ (fly 60’); bite (+2/1d4) 
   
  126. Hall of the Ogre Mage  
  The ogre mage resides here. The ogre mage is usually in area 123. In addition 
  to his bed and a small table is a locked and trapped chest (FEAT at +2 or die 
  from poison needle); the chest contains 120 sp, 25 gp, and ring of air elemental 
  resistance. 
   
  127. Prison of the Djinni 
  Here, a lesser djinni is bound inside a circle (can be freed with dispel magic or a 
  successful INT check). He is loyal to the cloud giant, and wants revenge against 
  the vampire and the ogre mage. The cloud giant will pay 500 gp for his safe 
  return. 
   
  Lesser Djinni (1) 
  AC 15; HD 7d8 (hp 32); FEAT +10; Move 40’ (fly 120’); fist (+7/2d8) or whirlwind 
   
  Whirlwind deals 2d6 to all creatures within 5’; FEAT for half damage 
   
  Once per turn may turn invisible or cast phantasmal force 
   
  128. Bugbear Storage  
  This area contains mostly dry goods, weapons, and gear for riding bats. There is 
  little of value here. 
   
  129. Bugbear Barracks  
  24 bugbears are garrisoned here. Only 6 are here at present. Each carries 1d6 
  silver coins. 
   
  Bugbears (6)  
  AC 14; HD 3d8 (hp 13 each); FEAT +7; Move 40’; club (+3/1d8+1) 
   
  
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  130. Planning Room 
  This chamber includes a table with notes, maps of the giant’s tower, designs for 
  sky ships, and harnesses for bats. One map of the fortress contains a note 
  about ‘5,000 gold’, a fact that they have tortured from the djinni in area 127. 
  They plan an assault on the cloud giant’s fortress to raid his treasuries. 
   
  131. Vampire’s Study  
  The vampire’s spell book is kept here, along with notes and books of various 
  sorts. It contains his spells: arcane dart, charm person, web, fireball, ice storm. 
   
  132. Vampire’s False Lair  
  This area contains a false coffin. Inside, the coffin has a wight who serves the 
  vampire, and pretends to be the vampire (even wearing false teeth). The coffin 
  contains 125 sp and a cursed ring of foolishness (reduces WIS to 2). 
   
  Wight (1) 
  AC 14; HD 4d6 (hp 13); Feat +8; Move 40’; 2 claws (+4/1d6) 
   
  133. True Coffin 
  Hidden behind an illusionary wall (requiring a sense FEAT at -4 to see), the coffin 
  is buried in 3’ of dirt with a narrow tube allowing him to enter and exit in 
  gaseous form; 3 huge spiders keep guard. Within the coffin, the vampire keeps 
  his treasure: 5 gems each valued at 20 gp, a scroll of protection from air 
  elementals and Arachnos, a longsword +2 that casts web once per day, allows 
  the wielder to spider climb at its normal movement rate 3x per day (1 turn 
  each), allows speech with spiders at all times, and grants +4 to CHA when 
  speaking with spiders. Irdana is likely here resting in his coffin. Sounds of battle 
  will draw him out (in gaseous form) to attack. 
   
  Spider, Huge (3) 
  AC 15; HD 4d8 (hp 19 each); FEAT +7; Move 40’; bite (+4/1d12*) 
   
  The bite forces a FEAT (at -2) or paralyzed for 1d4 turns 
   
  Irdana, Vampire Magic User 
  AC 17; HD 7d6 (hp 31); FEAT +11 (sense +13); 2 claws (+7/2d6*) 
   
  Claw forces FEAT or target loses 70 xp; regenerates 3 hp per round 
   
  Summons 10d6 bats once per turn 
   
  Spells as caster 7: arcane dart, charm person, web, fireball, ice storm 
   
  Bats, Normal (10d6) 
  AC 12; HD 0 (1 hp); FEAT +4; Fly 40’; disorientation 
   
  those in swarm must roll FEAT or suffer -2 to all actions 
  
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  Q. The Node of Ice  
   
   
   
   
   
   
   
   
   
      CR 5 
   
   
   
  Background 
  The ice queen has been granted dominion over this portal into her realm, and 
  she would prefer to be left alone! This entire complex is carved from ice. 
  
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  134. The Dwarven Miners 
  7 dwarf myrmidons use picks to hack at the ice that covers the floor of this 
  chamber. 10’ below appears an illusion (-4 to FEAT rolls to resist) of something 
  that the viewer would desire. For the dwarves, this is a chest burgeoning with 
  gold and valuables.  
   
  The miners have been here for several months, and have gone mad with 
  lust for the treasure. The ice magically repairs itself faster than anyone can 
  possibly break it. The ice is actually 30’ deep, but the magic makes the treasure 
  always appear 10’ below. 
   
  Dwarf Mymridons (7) 
  AC 15; HD 3d6 (hp 15 each); FEAT +8; Move 30’; pick axe (+3/1d10+1) 
  Each wears chainmail armor and wields a huge pick axe 2-handed; each 
  carries 1d10 gold coins. 
   
  135. Slip Sliding Away 
  The floor of this chamber is quite slick (a DEX check at +2 is required to cross 
  the chamber without falling down), and a slide exits the east end (descending 
  to area 137). Someone going down the slide will suffer 1d6 damage at the 
  bottom, as they slam into the base of the fountain below. This chamber is 
  otherwise empty. 
   
  136. Tomb of the Traitors 
  The floor of this chamber is a clear sheet of ice; about 5’ down are the bodies 
  of three human adventurers that were brutally slain. They wear armor and 
  carry weapons, but each exhibits obvious mortal wounds. 
   
  The three are actual remains, but any effort to melt the ice or recover 
  things from their bodies will summon 3 wraiths, the remains of these 
  creatures, and dwell in the walls. Each wraith will appear in 1d6 rounds (they 
  may appear at different times, drawn from different places). They are in great 
  suffering, but attempt to ‘protect’ their remains. The first body wears studded 
  leather armor +2 and has a quick short sword +1; the second body wears chain 
  mail armor +1, bears a shield +1 and carries a mace +1; the third body wears 
  scale mail armor +1 and carries a battle axe +2. Altogether, the three carry 190 
  sp and 25 gp. Their non-magical gear has all been ruined over many decades 
  frozen here. 
   
  Wraiths (3) 
  AC 16; HD 5d6 (hp 17 each); FEAT +9; Move 40’; 2 claws (+5/1d8 each) 
  A successful hit forces living targets to roll a FEAT or lose 50 xp. 
   
   
  
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  137. The Frozen Fountain 
  A scene sculpted from ice features villagers skating in front of a fountain. There 
  are five skaters, and at the north end is a huge ice sculpture of a bearded man 
  in armor bearing a mighty hammer. 
   
  The skaters are 5 minor ice elementals and the man is a frost giant who has 
  been trapped here by the ice queen for plotting against her. The giant is 
  watched over by the five elementals. The giant can be thawed by dealing 10 
  points or more of fire damage to him (beyond 20 points, he will suffer damage 
  as well), but any investigation of the giant will bring the five ice sculptures to 
  life, and they will attack. The giant is hesitant to fight, and would prefer escape 
  if given the option.   
   
  Frost Giant (1) 
  AC 16; HD 10d10 (hp 28 out of 65); FEAT +10; Move 50’; hammer (+10/4d6) 
  Carries a satchel containing 365 sp and two huge rocks (+10/3d6/range 90’).  
   
  Minor Ice Elementals (5) 
  AC 15; HD 4d6 (hp 12 each); FEAT +8; Move 20’; 1 strike (+4/1d6+2) 
  Immune to cold damage, but take double-damage from fire-based attacks. 
   
  138. The Frozen Dragon 
  A solid ice floor covers over a white dragon that appears to slumber 20’ below. 
  The ice is actually much thinner than it appears, and 10 points or more of 
  damage will crack the ice and bring the dragon to life. 
   
  If broken, the ice will shatter into small islands that fill the whole chamber. 
  At the beginning of each round, each creature in the chamber must make a DEX 
  check at +4 or fall down. A creature who falls has a 2 in 6 chance of sliding into 
  the blue liquid, suffering 1d10 cold damage per round. A fallen creature still on 
  an ice block acts at -2. The dragon can float in the water, and is unaffected by 
  the ice. The icy fluid is 20’ deep. A creature in medium or heavier armor will 
  sink. 
   
  20’ down, at the bottom of the pool, the dragon has 12 crystal gems each 
  worth 60 sp, a crystal dagger +2 that grants resist cold (as the spell) 3x per day, 
  and a crystal staff of ice that allows the wielder to cast 7 spheres of spells each 
  day, as a caster 7, choosing from arcane dart (cold), ice storm and wall of ice. 
   
  White Dragon (1) 
  AC 16; HD 6d12 (hp 55); FEAT +10 (sense +14); Move 40’ (fly 90’); 2 claws  
   
  (+6/1d4); 1 bite (6/2d8) or breath (12d6 per turn, up to 6d6 per breath) 
  Breath is cone of frost 60’ long and 30’ wide. Speaks but does not cast 
   
  spells. 
   
  
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  139. The Fire Trap 
  A large ornate chest sits in the center of this frozen chamber. Any movement in 
  the chamber causes a fireball (6d6) to erupt from a hole in the south wall. This 
  explodes in the narrow northern chamber, at the foot of the southern 
  staircase. This will immediately crack the ice, and the dragon will emerge (area 
  139) at the end of the next round (if not already dealt with). 
   
  The chest is an actual treasure chest, the valuables of the dragon that will 
  not survive underwater. It is locked with an arcane lock from a caster 7. It has 
  within a cloak of invisibility, 2 potions of greater healing, a scroll of greater 
  protection vs. magic, and 2 arcane scrolls: elemental wall (cold) and ice storm. 
    
  140. The Glacier 
  From the south, a glacier slowly pushes its way into this node. The glacier is 
  clear and blue; 250’ into the glacier, the fellowship can see the crystal palace of 
  the Ice Queen. It would be very difficult to access her fortress, and she does not 
  take kindly to intruders. Any action to harm the ice (such as trying to chip at the 
  glacier with a weapon or cast a spell upon it) summons 2 fur-covered caecilian 
  that burrow up through the ice at the feet of the fellowship and attack. The ice 
  queen is a magic user 12, and has dozens of elementals of various sizes that 
  serve her. 
   
  Caecilia (2) 
  AC 13; HD 6d10 (hp 35 each); FEAT +8; Move 20’; 1 bite (+6/2d6) 
  These are immune to cold and cold-based attacks. A natural 19 or 20 means 
  the target is swallowed whole, suffering 1d8 damage per round thereafter. 
   
   
   
  
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  R. The Node of Earth, Upper Tier  
   
   
      CR 5 
   
  
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  Background 
  The Node of Earth is not your usual dungeon crawl. The actions of the players 
  can swing a delicate balance between two competing groups of cursed undead 
  beings – the Dwarves of the StoneCracker Clan and the Goblins of the Dirty 
  Maw Tribe.  
   
  Both the dwarves and the goblins have been cursed to fight perpetual 
  battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting 
  the curse of the Necromancer that cursed them centuries ago. They mine, fight 
  and die undead deaths, only to repeat such events again at dawn of the 
  following morn (not that any have seen a dawn in ages.) Sometimes one of the 
  miners will spot the gem whose recovery can remove their curse, but they 
  never get to it in time before the dawn resets everything back to as it was. Thus 
  it happens, day after day, year after year. 
   
  The dwarves and goblins are intelligent undead. Their bodies might be 
  rotting but their minds are strong. Both sides know that part of their curse is 
  that they are evenly matched. Their leaders try to raid the other side, hoping to 
  someday turn the battle in their favor early enough in the day to have enough 
  time to recover the Gem of Crakjeko and remove their curse. 
   
  The Goblins of the Dirty Maw Tribe occupy the Upper Node of Earth while 
  the Dwarves of the StoneCracker Clan occupy the Lower Node of Earth. Both 
  races will converse with the PCs if given the opportunity. They seek allies, and 
  know the PCs can turn the tide of battle and destroy the delicate balance. They 
  will offer all sorts of rewards. They only speak their racial tongues with accents 
  that are hundreds of years old. There are 33 undead dwarves and 33 undead 
  goblins total in the Node of Earth. 
   
  The status of the Node of Earth should be determined in advance using the 
  table at the top of the next page. The GM should either roll randomly, or 
  choose the result he feels the most comfortable running. Note: PCs will be 
  entering the Upper Node of Earth. Throughout these two nodes, all goblins and 
  dwarves have the following stats, unless otherwise noted: 
   
  Undead Goblin Miners 
  AC 14; HD 3D6 (hp 10 each); FEAT +7; Move 20’; pick (+3/1d6) 
   
  Undead Dwarf Miners 
  AC 15; HD 3D6 (hp 10 each); FEAT +6; Move 20’; pick (+3/1d6)  
   
  Note on Wandering Encounters 
  Roll a 1d6 every turn. A roll of 1 indicates an encounter. Roll another 1d6. On a 
  roll of 1-4, the PCs encounter 1-4 wandering “native” undead, moving from one 
  location to another. On a roll of 5-6, 1d4 “invading” undead are encountered. 
  They are looking to raid. 
   
   
  
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  Current Status of the Node of Earth 
  Roll 
  Status of the Node 
  1-2 
  Goblins and Dwarves are both mining. There have been no raids yet 
  today. 
  3 
  Goblins are raiding the Lower Node of Earth. 1d3 teams each 
  comprised of 2d4 goblins are in the raid. 
  4 
  Dwarves are raiding the Upper Node of Earth. 1d3 teams each 
  comprised of 2d4 dwarves are in the raid. 
  5 
  Goblins were victorious! There are undead dwarven and goblin bodies 
  strewn across both levels. Roll 2d4 for the number of surviving undead 
  goblins (there are no surviving dwarves.) They will be mining the Lower 
  Node of Earth in a desperate attempt to locate the Gem of Crakjeko. In 
  5d6 rounds, the dungeon will reset. 
  6 
  Dwarves were victorious! There are undead dwarven and goblin bodies 
  strewn across both levels. Roll 2d4 for the number of surviving undead 
  dwarves (there are no surviving goblins.) They will be mining the Upper 
  Node of Earth in a desperate attempt to locate the Gem of Crakjeko. In 
  5d6 rounds, the dungeon will reset. 
   
  The actions of the PCs can disrupt this delicate balance. PCs will be ignored 
  unless they engage one of the dwarves or goblins directly. If conversed with in 
  their native tongue, they will answer questions to the best of their ability. If the 
  PCs offer to help, they will be asked to engage the undead creatures’ enemies. 
  If PCs attack one of the dwarves or goblins, all of the same race within 40’ will 
  attack the PCs. 
   
  If PCs take a side in the battle, keep track of their total kills. At 33 dead foes, 
  the battle ends, roll 2d4 for the number of allied survivors and add the number 
  surviving PCs (and their allies) to the total. If the total equals 12 or more, there 
  are enough survivors to recover the Gem of Crakjeko before sunrise, thus lifting 
  the curse. Most of those now uncursed will choose to pass on to their well-
  deserved afterlife, but one or two may decide to return to the world of the 
  living, giving an opportunity to replace or add a PC or henchman. 
   
   
  The Upper Node of Earth 
  The Upper Node of Earth appears to be the work of ancient dwarves. The walls 
  are of stone, with pockets broken away here and there by undead goblin 
  miners. It is lit by sputtering torches that leave an oily smoke hanging in the air. 
  Depending on the status of the Node of Earth, the sounds will be either that of 
  pick ax on stone or that of combat. Remember that the status may also change 
  what the goblins are doing in each location. Make adjustments accordingly. 
   
  
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  141. Entrance Hall 
  This well-lit room is marked by two large cracks running down the center of it. 
  To the east, west and south, stairs lead to the Lower Node of Earth. To the 
  north are more rooms. The corridors in the south east and south west have 
  collapsed. At any given time there are 2d6+6 goblins in the room. If they are 
  mining, they are working the cracks and the rubble of the collapsed corridors 
  and walls. 
   
  142. Collapsed Ceiling 
  Behind this rubble are the remains of three adventurers. They managed to 
  draw the attention of nearly 2 dozen undead goblins, and collapsed the ceiling 
  in attempt to hold them off. While successful in holding off the goblins, they 
  were unable to escape. Their weapons and armor have rusted and rotted. 
  There is nothing of value. It is not known why the collapsed ceiling did not reset 
  along with the rest of the dungeon the following dawn. 
   
  143. Mining Shaft 
  Back when this was truly a working mine, dirt and rocks were brought up from 
  the Lower Node to the Upper Node by a large bucket and pulley system. 
  Theoretically, the pulley and bucket system still works, but the ropes have 
  rotted over time. If any PC attempts to lower himself via one of the 2 buckets, 
  there is a 20% chance the rope will break. If it does break, roll 1d4 x 10’ to 
  determine how far the PC falls before landing on the next level, suffering 1d6 
  damage per 10’ fallen. At any given time there are 2d4 goblins in this room. If 
  they are mining, they are dropping buckets of dirt and rocks down the shaft. 
   
  144. Receiving Room 
  This used to be the room where visitors were met. A dwarven lord would sit on 
  the raised platform to the north. These days, goblins mine the southeast corner 
  of this room. At any given time there are 2d6+4 goblins in this room. 
   
  145. Secret Storeroom 
  This room has been forgotten by the dwarves and is unknown to the goblins. 
  Along with 10 suits of dwarven sized chain armor, 10 metal shields and 10 
  dwarven warhammers (all still in a serviceable state), there is a magical suit of 
  dwarven plate mail armor. It offers zero encumbrance and is silent when one 
  moves in it. Otherwise, it is a normal suit of plate mail armor in regards to 
  armor class. 
   
   
  
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  S. The Node of Earth, Lower Tier  
   
   
      CR 5 
   
   
   
  The Lower Node of Earth 
  The Lower Node of Earth has all of the signs of being a working mine. In the 
  southern half, the walls are made of stone worked by dwarven hands. To the 
  north, the walls are rough stone and earth. It is lit by green-tinted glowing 
  stones placed throughout the level. If PCs remove any of the stones from the 
  Node of Earth, stones will cease glowing in 2d6 days. In the meantime, stones 
  will shed light to the intensity of an oil lantern. 
   
  Depending on the status of the Node of Earth, the sounds will be either that 
  of pick ax on stone or that of combat. Remember that the status may also 
  change what the dwarves are doing in each location. Make adjustments 
  accordingly. 
   
   
   
  
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  146. Old Barracks 
  When this was a working mine, the miners slept in these bunk beds in shifts. 
  Now, the straw is gone and the wood is rotting. This room will only be occupied 
  if the goblins are raiding, as 1d4 goblins will be searching the room for the Gem 
  of Crakjeko. 
   
  147. Storeroom 
  In the past, this was packed to the ceiling with tools, provisions, water and ale. 
  Now, the perishables have either rotted away, evaporated or turned stale and 
  sour. That doesn’t keep the former dwarven provisioner from constantly 
  tallying what remains of his storeroom. 1 dwarf provisioner will be found here 
  at all times. 
   
  Dwarf Provisioner (1) 
  AC 16; HD 5D6 (hp 21); FEAT +7; Move 20’; tankard (+5/1d6+1)  
   
  148. Mine Cart Staging Area 
  This is where the laden mine carts are giving a thorough picking through before 
  being emptied to the north at the end of the tracks. At any given time, there 
  will be 2d6+2 dwarves at this location. Stairs on the west side of this area lead 
  up to the Upper Node of Earth. 
   
  149. Spare Mine Cart Storage 
  A mine cart or two is usually here, ready to be used at a moment’s notice if the 
  miners in area 151 suddenly generate a large amount of dirt and rock that 
  needs to be removed. There are usually 1d4 dwarves here. 
   
  150. Mine Cart Tunnel  
  Laden mine carts were pulled along these tracks from west to east by dwarven 
  hands when this was a living mine. Now, undead hands pull rock and dirt laden 
  carts. At any given time, 2-4 carts are being pulled by 1d4+3 dwarves. Stairs to 
  the Upper Node of Earth are located to the west, east and south. 
   
  151. Mine Pit 
  This is where the undead dwarves tirelessly mine. At any given time, 1d6+8 
  dwarves are working the pit, digging and picking and pulling mine carts up the 
  winding slopes. If the dwarves are going to find the Gem of Crakjeko, this is 
  where they believe it will be. If the goblins overrun the dwarves, whatever few 
  goblins left will be desperately mining this pit. 
   
   
  
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  Notes: 
  While the total number of undead dwarves and undead goblins is set at 33 
  each, you will notice that most locations have a random number of occupants. 
  That is intentional. The Nodes of Earth are dynamic and living, even if they are 
  occupied by cursed undead beings. Your players can tip the finely-balanced 
  scales, and if they do they can help break the curse for either the clan or the 
  tribe. The other side, however, will remain cursed, forever looking for an object 
  that will never again be found. 
   
  If or when one side finds the Gem of Crakjeko, the gem will bathe all in light. 
  The cursed race that recovered the gem will now be un-cursed. Most will 
  choose a peaceful, eternal rest. A handful may wish to return to life. If you 
  need to replace or introduce a PC, this is your opportunity. 
   
  After the light goes out, the bodies of those going to eternal rest will turn to 
  ash. The Gem of Crakjeko will fall to the ground. If one of the PCs picks it up, all 
  PCs will feel a slight wave of lethargy, which quickly passes. 
   
  The Gem of Crakjeko 
  This magical gemstone appears as an unremarkable, dull, cloudy stone about 
  the size of a man’s fist. Upon picking up the gem by ANY PC, each PC in the 
  fellowship permanently loses 1 hp. Once per day, it will heal one creature for 
  the total number of hp lost by the fellowship. Example: if 5 PCs each lose 1 hp, 
  the gem is then capable of healing for 5 HP once per day. 
   
   
  
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  T. The Node of Flame  
   
   
   
   
   
   
   
   
      CR 5 
   
   
   
  Background 
  To the goblins, this node was their crowning achievement. By opening a rift to a 
  plane of elemental flame, they were able to power a forge of unbelievable 
  power, and to smelt ore quickly and efficiently, establishing a mighty workshop 
  here for their weapons of war. Now, the forge is an object of desire for 
  creatures of evil, including Chandar the Fire Mage. 
   
  Magma Pools 
  The magma pools that traverse this level deal 1d10 damage per round to any 
  creature that falls or is pulled into them. 
  
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  152. The Great Hall of Flame 
  To the east stands a statue of a huge goblin warlord. At his feet, a fall of magma 
  erupts from 20’ up, splashing into the pool below. This magma flows into 
  channels to the west, north and south. 
   
  In the northern pool dwells a cruel and unwelcoming fire elemental. In the 
  southern pool dwells a pair of flame salamanders. These are hungry, and will 
  attack quickly. 
   
  Large Fire Elemental (1) 
  AC 19; HD 12d8 (hp 60); FEAT +12; Move 30’; strike (+12/3d6) 
  Deals 1d6 damage per round to any creature in melee combat 
   
  Flame Salamanders (2) 
  AC 17; HD 8d8 (hp 35 each); FEAT +9; Move 40’; 2 claws (+8/1d4) + bite (+8/2d6) 
  Emit heat, dealing 1d6 damage/round to all in melee (no FEAT to resist) 
  Immune to damage from fire 
   
  153. The Mighty Goblin Forge 
  Here, Asher, a rebellious fire giant, commands a band of 9 fire newts (fire-
  adapted troglodytes). He is trying to wrest the goblin forge from its moorings to 
  take with him to establish a competing kingdom against Surdur the Fire Giant 
  King. Surdur has a standing warrant for the killing of this rebel, and will pay 500 
  gp for proof of his demise.  
   
  If given the opportunity, Asher will try to bargain with the fellowship to get 
  their help in removing the forge and finding a way to transport it. It weighs in 
  excess of 100 tons, so this is no small task… 
   
  Asher, Fire Giant Rebel (1) 
  AC 17; HD 11d10 (hp 65); FEAT +11; Move 50’; sword (+11/5d6) 
  Immune to damage from fire; rock range 120’ (3d6 damage) 
   
  Fire Newts (9) 
  AC 14; HD 2d6 (hp 9 each); FEAT +6; Move 40’; spear (+/1d1) 
  Immune to damage from fire 
   
  154. Southern Workshop 
  Here the goblins maintained a huge workshop, with dozens of anvils and 
  assorted tools for the manufacture of their tools of war. The entire passage is 
  now empty. 
   
  
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  155. Northern Workshop 
  Here the goblins maintained a huge workshop, with dozens of anvils and 
  assorted tools for the manufacture of their tools of war. 3 goblin mummies 
  continue to work here, hammering upon a huge anvil and working together to 
  craft a piece of armor. They are only partway through this piece, which is for 
  Glyn the Trickster King to don upon his return to the realm. It is still a month 
  away from completion. They will not take kindly to any interruption to their 
  work, and will attack immediately. 
   
  Goblin Mummies (3) 
  AC 16; HD 6d6 (hp 23 each); FEAT +10; Move 40’; touch (+6/2d4*) 
   
  Touch forces FEAT or inflicts rot, making magical healing impossible.  
   
  Remove curse will neutralize this.  
   
  156. Armory 
  Here the goblins organized completed weapons and gear before shipping these 
  out to the forces ready to wage war. An efreeti is here, sorting through the 
  gear, looking for a memento to take home… It will talk with the fellowship, 
  although its purposes are evil and it considers itself far above mortals – and 
  considers this room his. 
   
  While there are at least 20 suits of each type of armor, 20 shields, and 20 
  pieces of each type of weapon here, there are also a few remarkable pieces: a 
  suit of plate mail +1, a suit of scale mail +1 and a shield +1. All three are 
  enchanted to give +2 to FEATS against flame-based damage. 
   
  Efreeti (1) 
  AC 16; HD 10d8 (hp 52); FEAT +11; Move 40’ (fly 120’); Scimitar (+10/2d8) 
   
  All creatures within 5’ suffer 2d6 fire damage per round 
   
  Once per turn, may cast invisibility, phantasmal force, wall of fire 
   
   
  
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  U. The Pit of Sorrows  
   
   
   
   
   
   
   
   
      CR 7 
   
   
   
  Background 
  Herein awaits the prison built by Glyn the Trickster to hold the enemy of his 
  queen Lilandara; now this prison holds Lilandara herself. While within this 
  node, travel spells of any kind (teleport, gate, dimension door, blinking and the 
  like) will not work. 
   
  157. The Symbol Puzzle 
  The doors to the east, south and west are locked and barred, impossible to 
  open by any means except solving the puzzle on the floor, a six-point star 
  inscribed in a circle. The northernmost triangle of the circle emits a light red 
  glow, but all others appear normal. The entire thing radiates magic. 
   
   
  
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  A character may step onto the northernmost triangle (which glows with a 
  light red light), and then to the center. A character stepping on the center 
  causes the circle to begin to spin clockwise, very slowly. After one turn, it will 
  face east and stop, the glowing triangle now pointed east. This will open the 
  eastern door. Remaining on the center will cause that door to seal after 1 turn, 
  turning south (again taking 1 turn), with that door staying open for 1 turn. 
  Another turn on the center will cause the circle to turn west, and unlock that 
  door. 
   
  Stepping on any triangle other than the one that faces north initially (and 
  which ultimately points to open doors) or on to any other space on the circle 
  (except the center) causes the creature to suffer 6d6 electrical damage, and be 
  thrown from the circle. The creature may roll a FEAT for half damage.  
   
  158. Hall of Vines 
  Throughout, walls of loose earth appear to have thick tree roots growing from 
  them. Throughout these roots are stuck pieces of armor, weapons, fragments 
  of clothing, and many bones. 
   
  1d6 rounds after stepping into this room, the doors to the north will snap 
  shut. They will remain shut for 1 turn. No magic can change this. During this 
  time, the vines come to life, emerging from the walls to rip and claw at any 
  creature in the chamber. There are a total of 27 vines (AC 16; hp 40 each; FEAT 
  +8; attack +7; 2d6 damage). They attack relentlessly until either the turn ends 
  or they are all destroyed.  
   
  Within the vines are many broken pieces of weapons and armor, but a 
  medium crossbow +2 and a shield +3 can be recovered intact. 
   
  159. Pit of Annihilation 
  This room has a 20’ wide pit that appears to be 3’ deep. Above the pit, stuck to 
  the ceiling, are dozens of bones, fragments of weapons and armor, and a large 
  diamond. 
   
  Anything crossing over the pit (between the pit and ceiling) causes the pit 
  to emit a surge of anti-matter, annihilating anything over the pit and sticking its 
  charred remains to the ceiling over the pit. Living creatures are allowed to roll a 
  FEAT to resist being annihilated by this anti-matter, but even those making the 
  FEAT suffer 4d6 damage and are thrown across the room by the force of the 
  blast. 
   
  No method can retrieve the diamond (valued at 2,500 gp) from the ceiling, 
  and many have lost their lives in the effort to recover it. 
   
   
   
  
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  160. Altar of Sacrifice 
  This is the only true path forward. Before crossing through the threshold to the 
  south (the arch at the end of this area), a character must first make sacrifices to 
  Glyn the Trickster King to the north. Two altars are set up, adjacent to a statue 
  of the Trickster King. The statue and altars radiate evil and magic if checked for, 
  but may not be destroyed or harmed by any magic the fellowship has access to. 
  Glyn ‘watches’ through the statue, willing to grant favor only to those who 
  show him the proper respect. 
   
  The altar to the left has the goblin word for wealth carved on it, and a 
  golden bowl in its midst. A monetary sacrifice of at least 1 gp value must be 
  placed in the bowl for that character to continue onward. 
   
  The altar to the right has the goblin word for magic carved on it, and a 
  stone tablet rests atop it, covered in ancient runes. Magic of some kind must be 
  used on the altar (this could be a spell cast upon it, a potion poured upon it, or 
  something similar).  
   
  Once both the monetary and magic ‘gifts’ have been given, that character 
  may travel through the archway to the south. 
   
  A creature attempting to move through the southern arch without offering 
  both sacrifices first will suffer 4d6 electrical damage and be pushed backward 
  10’, no FEAT IS allowed to resist. 
   
  Once a character has made sufficient sacrifices, he or she may pass through 
  the archway for the next 24 hours without additional sacrifice. 
   
  161. The Dragon’s Bones 
  A huge, dry skeleton of a 100’ dragon dominates this natural cave. A large key 
  sits in the mouth of the dragon. The key is the only thing that will open the 
  door to the southeast. Any attempt to get the key out of the mouth animates 
  the dragon, and it attacks. It automatically wins initiative, taking +2 on its bite 
  attack. It has no treasure. 
   
  Dragon’s Skeleton (1) 
  AC 18; HD 10d12 (70 hp); FEAT +10; Move 30’; bite (+10/2d6)  
   
  + 2 claws (+10/1d8) Once per turn, it can exhale a poison cloud (page 140 of 
   
  the core rules) instead of attacking. 
   
   
  
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  162. Aspect of Jubilex 
  The eye tyrant (area 164) attempted to summon aid of a powerful entity, but 
  instead called forth an Aspect of Jubilex, a prince of fiends, and lord of 
  gibbering mouthers. This terrible foe, a huge gelatinous creature with hundreds 
  of eyes and mouths, writhes about the chamber, emitting a horrid wail. It 
  dwells in the thick waters to the north of the chamber. It is possible to sneak 
  past this creature (a successful sneak FEAT allows creatures to pass by), but a 
  roll to resist its insanity is still required. In the thick, mucous-like pool in which 
  it dwells, its treasure sits at the 5’ deep bottom. It has a 20 gems each valued at 
  50 gp, a ring of health, a staff of power and a ring of protection +3.  Roll on the 
  insanity table below to see what form of insanity a character suffers from. This 
  insanity can only be cured using dispel evil. 
   
  Aspect of Jubilex 
  Chaotic Huge Elder Fiend (CL 12) 
  Armor Class: 20 
  Hit Dice:  
  10d12 (hp 99) 
  FEAT:  
   
  +12 
  Move:  
   
  40’ 
  Combat:  
  10 bites (+10; 1d6 per round) + see below 
   
  The Aspect of Jubilex appears as a huge gibbering mouther, nearly 30’ across. 
  The constant gibbering of the creature forces all living targets within 60’ to 
  roll a FEAT (at -2) or suffer permanent insanity. It can bite up to 10 times each 
  round; a successful bite latches to the target, dealing 1d6 damage per round, 
  and will not let go until the creature or aspect has been destroyed. 
   
  Insanity (Roll 1d4) 
  Roll 
  Insanity 
  1 
  Catatonia. You fall into the fetal position and begin sucking your 
  thumb, rocking back and forth, or knocking your head against the floor. 
  You cannot act, and actions against you are at +4 for the duration of 
  your fit.  
  2 
  Hallucinations. You see and respond to things that are not there, and 
  are unaware of things that are present. You cannot act or attack, and 
  actions against you are at +4 for the duration of your fit. 
  3 
  Hungry. You become voraciously hungry, eating anything and 
  everything you can see. You start with food, but move on to anything 
  that could be edible (plants, dirt, other creatures, your friends…)  
  4 
  Sadist. You become violent and cruel, seeking to harm and inflict 
  suffering on all other creatures, starting with the one closest to you 
  right now…  
   
  
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  Insanity forces a character to roll a FEAT any time he or she is exposed to a 
  stressful situation (as in, you know, everyday life as an adventurer), but not 
  more than once per turn. If failed, the character spends the rest of the turn 
  acting as above; a creature is allowed a new FEAT at the beginning of each turn, 
  but will continue the fit until a successful FEAT is rolled.  
   
  163. Chamber of Suffering 
  4 dead succubi are here, chained to the walls. They have been tortured and 
  dismembered by the eye tyrant (area 164).  
   
  164. The Eye Tyrant 
  Across a dark pool, an eye tyrant offers sacrifices on a dark brimstone altar. He 
  seeks to free Lilandara to slay her, but has yet to discover a way to do this. The 
  Eye Tyrant uses the innards from four succubi (area 163) on his altar, trying to 
  gain enough power to slay Lilandara and claim her title. He’s willing to 
  manipulate a fellowship of heroes to free her so that he can slay her. That 
  would really make his day. 
   
  The waters are from the river of forgetfulness, and they force a creature 
  who comes into contact with them to roll a FEAT (at -2) or suffer total amnesia. 
  While characters retain their powers and abilities, all known spells are instantly 
  forgotten (as is the fact that the character can even cast spells), and spells must 
  be studied again to be able to cast them. The eye tyrant floats over this water, 
  and is careful never to dip into it, although he may attempt to goad others into 
  wading into it to fight him. 
   
  Eye Tyrant (1) 
  AC 19; HD 11d8 (hp 55) FEAT +12; Move 30’ (fly); 1 bite (+11/2d8) + special 
   
  Eyes cast anti-magic, charm, cause moderate wounds, slow and disintegrate 
   
  165. Trapped Hallway 
  Every square has a 3 in 6 chance of having a trap. For each trap, roll randomly 
  using the trap table (page 16). If there is a trap, it will be difficult (-4) to both 
  detect and remove. Traps will deal +5d6 damage from the base trap, and those 
  that poison force a normal FEAT to resist, but creatures failing a FEAT against the 
  poison die in 1d4 rounds. 
   
  This hall is a magic null zone, meaning that no magic (including find traps) 
  will work here, and only natural abilities will allow a creature to move through 
  this hall (unaided by any magical devices, since these are also rendered inert 
  while here). The eye tyrant has been unable to enter this room, since its anti-
  magic renders his ability to levitate null, and he must slowly roll out of the 
  room. He’s found it rather humiliating, to be honest. 
   
  
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  166. The Prison 
  Here is the prison of Lilandara the Succubus Queen. The only way to get to the 
  prison is to walk down the stairs (any other effort to get to the prison deals 6d6 
  damage to the creature, stunning him for 1 turn and throwing him back to the 
  entry to this chamber; no FEAT is allowed). 
   
  The statue at the north appears as an iron statue of Glyn the Trickster King, 
  although it is actually an iron golem. Any creature passing within 30’ of the 
  statue causes it to come to life and attack, unless a successful sneak FEAT is 
  rolled (at -4). Once a character or creature gets past the iron golem, that 
  creature may move freely through the lower middle part of the chamber. 
   
  Here the Succubus Queen is imprisoned in a mithril cage. She seeks 
  freedom above all things, and is willing to make any number of promises if it 
  means her freedom. She is an entity of great power with tremendous 
  resources, and she is bound to her word. While in the cage, she is completely 
  powerless, unable to use any of her abilities. 
   
  The cage itself is completely immune to all attacks, magic and weapons, and 
  the lock on the cage may only be broken by a holy weapon, wielded by a willing 
  (not charmed or otherwise manipulated) lawful creature. It has AC 10 and 1 hp 
  against a holy weapon in the hands of a lawful creature, but is immune to all 
  other attacks, damage and magic. 
   
  Iron Golem (1) 
  AC 21; HD 14d10 (hp 70); FEAT +13; Move 40’; 2 fists (+14/3d6) 
   
  Once per turn, 30’ cloud of gas forces Feat or targets die. 
   
  Fallout 
  Many things could happen next depending on the actions of the fellowship, and 
  the way they leave things. 
   Freeing the succubus queen empowers her for domination of the realm, 
  and she becomes a powerful figure of evil, attempting to build an army of 
  fiends and other chaotic creatures to claim the realm. She and her followers 
  see the fellowship as allies and heroes, but others (especially lawful forces) 
  may disagree… 
   Leaving her imprisoned incites her followers and adherents, and makes the 
  fellowship targets of vengeful strikes from her remaining minions. 
   Slaying her creates a very tricky situation. The one who lands the death 
  blow becomes the rightful king or queen of the succubi. This means that 
  succubi and other assorted fiends will seek out the new royal, looking for 
  orders and hoping to establish a new throne (and probably growing quickly 
  impatient with the new leader’s lack of chops in the ‘ruler of all evil’ category). 
  Assassination attempts are pretty much guaranteed.   
   
  
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  Lilandara, the Succubus Queen 
  Chaotic Medium Princess of Fiends; CL 16 
  Armor Class: 22 
  Hit Dice:  
  15d6 (75 hp) 
  FEAT:  
   
  +13 
  Move:  
   
  60’ (fly 120’) 
  Combat:  
  2 claws (+15 to hit; 3d4 damage) + spells 
   
  A 6’ tall female of terrible beauty, Lilandara rules all succubi, commanding an 
  army of some 66,000 of these creatures in addition to thousands of minor 
  fiends and a group of 13 lamia lieutenants while in her home realm, an 
  infernal land of darkness and horror. 
   
  She instantly forces all male mortals within 60’ to roll a FEAT (at -4) or be 
  charmed, serving her as allies as if under a charm person spell. Her kiss 
  compels a mortal male to serve her for life; no FEAT is allowed, and nothing 
  can reverse this other than the death of Lilandara. She also has the casting 
  abilities of a chaotic cleric 12. 
   
  Three times per day, she may gate a Lamia (no more than once per turn), 
  and once per turn she may gate a Succubus. Both attempts are automatically 
  successful. These abilities do not work while in this node. She regenerates 3 
  hit points per round. 
   
  Her true form is captured here, and she can be permanently slain while in 
  this node.   
   
  A Final Note 
  I have found the Vault of the Goblin to be an excellent location to build a saga 
  around. However, rather than using it as a linear adventure to tackle from start 
  to finish, I have found it to work best as a centerpiece of a larger game, taking 
  the fellowship into and out of the Vaults for various purposes, sending them in 
  for specific tasks as they grow in power and importance. The next sections 
  provide other adventure opportunities for a fellowship of heroes, and I’d 
  encourage you to mix those into an ongoing saga as well.  
   
   
  
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  Part 2: Social Intrigues  
   
   
   
   
   
   
   
   
   
   
   
   
   
  A social intrigue includes any adventure where the combat is secondary; skills 
  and role playing take center stage. Social intrigues don’t necessarily happen in 
  faraway places (although they can). Social intrigues often take place in the 
  libraries of ancient orders, the throne rooms of mighty castles, the merchant 
  squares of crossroads keeps, and the back alleys of huge cities. 
   
  Why Use Social Intrigues? 
  Social intrigues provide a different type of challenge to the players. While 
  invading the fire city of Efreeti may be one challenge, being dispatched to the 
  city as an emissary from the lands of mortals, sent to broker a peace 
  agreement, presents an entirely different opportunity for adventure. Social 
  intrigues encourage the players to invest in their characters and into the game 
  world. If the heroes have helped put the elfin princess in power and later 
  protected her from an assassination plot, they are going to have personal 
  motivation to drive off the wolf pack lairing in caves near the elfin city. 
   
  These dangers often become personal, putting the reputation or future 
  influence of the heroes at stake. Fights take place against secretive or stealthy 
  opponents who don’t dare to let the greater society see the evil of which they 
  are capable. Surprise attacks, poisons, and cursed items become the means of 
  attack, and the heroes may be limited in how and when they can respond. 
   
  Ten Reasons to Undertake a Social Intrigue 
  1. Someone in power suspects an ally of duplicity. Since the leader cannot be 
  sure in whom to place trust, he turns to the fellowship, enlisting their aid. 
  2. A secret war breaks out between factions within a city. This could be a war 
  between rival guilds or families, the fellowship caught in the middle. 
  3. A powerful (and illegal) item is stolen from a prominent member of the 
  society. The fellowship must quietly recover the item to protect reputations. 
  4. The heroes become the primary suspects in a recent crime. 
  5. After a successful quest, the heroes receive invitations to a social event or 
  earn special rank; others grow jealous of their newfound celebrity. 
  6. The leader of a community dies and the heroes become embroiled in the 
  politics of selecting a replacement. 
  7. Members of the community are being kidnapped and sold into slavery. The 
  heroes have to get to the bottom of the slavers’ plot and break their network. 
  8. A secretive cult begins to recruit members of a community into its fold and 
  the heroes must sort friend from foe. 
  9. The heroes must pose as new recruits of a secret society in order to 
  infiltrate its ranks and root out its leaders. 
  10. The heroes take the roles of ambassadors, traveling into the heart of an 
  evil society to bargain with its leaders or deliver a message. 
  
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  Starting Setting: Fort Morovar  
   
   
   
   
   
   
   
   
   
   
   
  Background 
  Sitting atop a stout 60’ tall rock that overlooks the Sea of Storms to the north, 
  Fort Morovar was once a goblin stronghold, and its outer walls and a handful of 
  structures are original to the goblins who ruled here decades past. 
   
  Fort Morovar is now a stronghold of man, a settlement of law and order – 
  at least in name. The recent Accord of Three Crowns has thrust Fort Morovar 
  into prominence, as the northern construction of the Iron Wall that will protect 
  all good peoples is starting here. This has brought thousands of migrants from 
  throughout the realm to work under the promise of security and a good wage. 
  The effects of the Accord have had a notable impact on Fort Morovar. 
   
  Who’s the Boss? 
  Three years ago, this was a fortress of woodsmen and hunters with some trade 
  coming from the south. The elected lord mayor is Lady Andrea Morovar, the 
  grand-daughter of the human founder of the Keep, and the local priestess of 
  Yahalla. However, the Accord has all but trumped her power, and she remains 
  in name only as the leader of the keep. Regent Andros Ralik has been 
  appointed to oversee protection of the keep during the creation of the wall, 
  and has been assigned 100 troops to complete the work. 
   
  
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  Who’s Watching the Watchmen? 
  Again, this is a problem. The official watch (a group of 40 human fighters 1) is 
  poorly-equipped, but charged with policing of the keep proper. This has 
  become more and more challenging, as workers from other places flock here to 
  dwell in one of the boarding houses (area 7). As many as 250 outsiders dwell 
  within on any night, and many of these are drunken and rowdy. 
   
  Under his command, Regent Ralik maintains a force of 100 members of the 
  Crimson Gauntlet. These are unconcerned with the policing of the keep, but 
  care only about protecting it from outside threats, and with protecting those 
  who build the wall. Each day, 50 troops travel to guard those building the wall 
  while 50 remain to protect the keep.  
   
  Conflicts 
  The Church of Law, under the guidance of Lady Morovar, has struggled to 
  maintain order. While the energies of the watch are fully engaged with 
  maintaining order of the keep, Lady Morovar grows increasingly concerned 
  about things moving in the dark below. She fears that the actions of the 
  Warriors’ Hall (area 4) may be calling ancient evils up from below. 
  The Circle of the Spider, a cult of spider-worshippers, has infiltrated the keep 
  from below, and has made many of the Crimson Gauntlet and their leader, 
  Regent Ralik, its minions, although she doesn’t know this. Right now, they make 
  sure a steady supply of victims (often unsuspecting migrants) gets pulled into 
  the cult. 
   
  Areas in the Keep 
   
  1. The Gate House 
  The gate house only allows access to the keep during daylight hours. It costs 1 
  cp to enter the keep, unless you are a member of the Crimson Gauntlet. Each 
  worker pays this at the end of the day to re-enter for the night (or takes his 
  chances outside, camping in one of the makeshift campgrounds located 
  nearby). 
   
  2. Temple of Law 
  This small, unadorned temple serves both as the religious center and town hall. 
  Lady Morovar spends most of her time here (she lives in the humble house just 
  east of the temple), served by four acolytes (human clerics 1 who do not fight). 
   
  In the temple basement, Lady Morovar has discovered a narrow chute that 
  leads into the Vault of the Goblin (area 15). She has sent a few trusted friends 
  below to investigate and report back on what’s happening, and she would 
  welcome the opportunity to enlist allies who would take a more active hand in 
  investigating what’s happening below.  
  
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  Among the grounds in front of the temple (the whole western side of the 
  keep) linger dozens of wounded and dying humans, mostly young men. They 
  are those who suffered great injury during the building of the wall, and have 
  been cast off here with no means to provide for themselves. They are served by 
  the acolytes daily who provide simple food and what healing they can, but 
  most of these have injuries too grievous for the magic they have available to 
  cure. These poor avoid the rest of the keep, since they are subjected to cruel 
  treatment from both other workers and members of the Crimson Gauntlet. 
  Those traveling between the gatehouse and the rest of the keep will be 
  approached by 1d6 beggars. If they give anything, another 2d6 beggars will 
  immediately join them, also begging.  
   
  3. The Catacombs 
  Here, the dead of three generations of Keep families are interred. The watch 
  has investigated two recent break-ins, as the beggars before the Temple of Law 
  seem to be growing more desperate and reckless. There is fear that some may 
  try to rob from the dead, invoking family curses. Many of the dead are warded 
  so as to rise as skeletons, zombies, or even ghouls if their remains are 
  disturbed. 
   
  4. The Warriors’ Hall 
  Gorram the Strong (a human fighter 4) is actively recruiting daring braggarts to 
  join him in staging a conquest of the Vault of the Goblin. He actually never 
  enters, but instead charges a group 5 silver + 1 sp per member to enter the 
  Vaults through the stairways in his basement, and requires a 25% cut of any 
  and all treasures recovered. He has a number of human fighters 2 who linger 
  here and drink, and they pretty much party all day and night. 
    
  The Warriors’ Hall has been granted an official charter to allow its members 
  to explore the Vault of the Goblin, and to claim treasures from below. Gorram 
  doesn’t know that this is allowed by the Singing Spider (area 80) who is baiting 
  these as dinner for his brood or as fodder to become ettercaps. 
   
  5. The Old Mill 
  This serves as the key employer of the fortress and its largest business. Lumber 
  harvested in the woods below invariably ends up here, prepared and processed 
  for shipment to other parts of the realm. At least 2d6 normal people are here 
  at all hours, and 6d6 normal people are here during daytime, hard at work. 
   
   
   
  
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  6. The Outpost 
  This three-story building boasts an incredible assortment of gear, provisions, 
  and various accoutrement of the adventuring life. The owner, Big Amrak, is an 
  outgoing human fighter 2, and a dear friend of Lady Morovar. He loves to 
  wheel and deal, and has trouble resisting a new bauble. He has an assortment 
  of strange magical items hidden in his basement (2-5 at any time, typically of 
  levels 1-4), all secured behind various wards. These he will offer (or hint at) 
  towards adventurers with sufficient coin.  
   
  7. Boarding House Row 
  A series of poor boarding houses lines this area. Each offers a poor cot and a 
  simple breakfast for from 2-3 cp per night, depending on which house. On 
  especially busy nights, prices can go as high as 5 cp for a night. 
   
  8. Tavern Row 
  A series of taverns aligns this square. This is a popular attraction for the various 
  workers, and the pub crawl among establishments is a nightly ritual. The 
  venues include the Dragon’s Tooth Inn (the finest of the establishments, with 
  good rooms for 1 silver per night and a menu of quality foods) as well as such 
  lesser lights as the copper flagon, the thirsty dwarf, and the gambler’s hole 
  (which also hosts a number of games of chance). 
   
  9. Ganymede’s Tower 
  The ‘sage of Morovar’ resides within a narrow, tall, stone tower. He is reticent 
  and rarely sees visitors, but has affinity for Lady Morovar, and cares deeply 
  about justice. Although he appears as a human magic user 7, he is actually a 
  polymorphed gold dragon.  
   
  10. The Inner Keep 
  Here Regent Ralik maintains a magnificent residence. He has become a servant 
  of the Singing Spider (area 80 of the Vault of the Goblin), and willingly serves 
  her bidding due to a powerful charm. If the spider is slain, his sole purpose 
  becomes an assault on the Vault of the Goblin, and the recovery of the harp of 
  dominion for his own. 
   
   
   
  
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  Fort Morovar Characters of Note 
   
  Andrea Morovar, Human Cleric 4 
  AC 15; HD 4d6 (hp 16); FEAT +8; Move 30’; mace (+3/1d6+1) + spells  
   
  Studded leather armor; bracers of protection +2; mace +1  
   
  Andrea is overwhelmed; she has a few acolytes who tend to the growing 
  numbers of crippled former workers who now linger before her temple.  
   
  Crimson Gauntlet Soldier, Human Fighter 1 
  AC 14; HD 1d6+ (hp 8); FEAT +6; Move 30’; spear (+2/1d8+1)/ sword (+2/1d6+1) 
   
  Chainmail; spear; short sword 
   
  Well-trained and disciplined, these soldiers serve at the will of Regent Ralik. 
   
  Ganymede, Gold Dragon (Human Form) 
  AC 11; HD 11d12 (hp 99); FEAT +15; Move 30’; spells 
   
  As MU 7: portal, read magic, ESP, levitate, lightning bolt, arcane eye  
   
  He has converted his entire treasure into gemstones over time, keeping a 
  collection of gems worth 800 gp in a small chest hidden in his tower. He wears 
  a ring of acuity +2, his only other treasure. 
   
  “Ganymede the Perspicacious” appears as human magic user 7. Ganymede 
  is actually a polymorphed gold dragon. Although he appears mad, he uses this 
  ruse to watch others. He supports Lady Morovar as best he can, but even she 
  does not know his true identity. An ancient creature, he is hesitant to act 
  hastily in any matter, and tends to wait and see before intervening. 
   
  Gorram the Strong, Human Fighter 4 
  AC 15; HD 4d6+ (hp 23); FEAT +8; Move 30’; war hammer (+5/1d10+4) 
   
  Chainmail armor +1; war hammer +1 (wields 2-handed) 
   
  Regent Andros Ralik, Human Fighter 6 
  AC 18; HD 6d6+ (hp 32); FEAT +9; Move 30’; sword (+6/1d8+2) 
   
  Scale mail armor +1; shield; longsword +1 
   
  A thrall of the singing spider, Regent Ralik works to bring others under the 
  sway of the harp of dominion (page xx). 
   
  Watchman of Fort Morovar, Human Fighter 1  
  AC 12; HD 1d6+ (hp 7); FEAT +5; Move 30’; javelin (+1/1d6) 
   
  Leather armor; javelin 
   
  Poorly equipped and minimally-trained, the members of the watch are a 
  loyal but overwhelmed lot. 
   
   
   
  
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  Newspring Festival  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  At the beginning of spring every year, Fort Morovar holds a three-day festival 
  to mark the occasion. The player characters have been invited to take part in 
  the festivities this year, joining in an all-day athletic contest among the 
  residents of and visitors to the keep. 
   
  Entering the Festival 
  A character must buy in to the festival for 1 gp. This fee is non-refundable. 
   
  Entrants 
  The GM may include as many entrants beyond the player characters as he or 
  she desires. There should be at least a number of entrants equal to the player 
  characters. All of the entrants are humans of various levels. The GM may use 
  the following NPCs in this contest, or may design unique NPCs as desired: 
   Geoff Lyonnyss. Geoff is a gifted athlete and last year’s winner. He is 
  haughty and arrogant, and will try to intimidate other characters. Use a 
  bugbear for his statistics. 
   Amandra Felan. Amandra is quietly confident in her abilities, and is a 
  capable adversary. Use a gnoll for her statistics. 
   Huey, Luey and Dewey. Triplets, these three brothers are very competitive. 
  Each is a human fighter 2. Use the statistics for a hobgobin for each. 
   Stu, Vance, Phil, Zak and Gunns. These five are guards within the keep who 
  have each used their bonuses to enter the contest. Each is a Crimson Gauntlet 
  soldier. 
   
  Cheating 
  Participants are expected to behave fairly. This means that characters may not 
  cast spells during an event, or use extra help. The use of magical items is 
  strongly discouraged, and all such items should be removed before the event 
  commences. Any character disobeying this rule runs the risk of being found out 
  and disqualified from further participation, forfeiting the entry fee and earning 
  0 XP for the event. 
   
  The Events 
  Participants take part in four events. After the final event, the total points that 
  a character has earned in each event are totaled together. The most that any 
  character may earn is 100 points. 
   
   
   
  
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  First Event: Long Jump 
  Participants will make two running long jumps. Each of these is a simple DEX 
  check (1d20 + DEX), with the results from the two jumps added together for a 
  total score. The character with the most points (the longest total distance 
  jumped) earns 20 points. The second place character earns 15 points. The third 
  place character earns 10 points. All other participants earn 5 points 
  automatically. 
   
  Second Event: Javelin Throw 
  Participants will throw three javelins. Each of these is a simple STR check 
  (1d20+STR), with the result being the number of 10’ increments the character 
  was able to throw the javelin. The three totals are added up for each character. 
  The character with the most points (the furthest total distance for three 
  throws) earns 20 points. The second place character earns 15 points. The third 
  place character earns 10 points. All other participants earn 5 points 
  automatically. 
   
  Third Event: Archery 
  Participants will make a series of missile attack rolls with simple bows made for 
  this event. The range of these weapons is only 30’, so the effective AC of each 
  target increases with each attempt, as targets get further away and the bull’s 
  eyes get smaller.  
   
  Target Number 
  Hit AC and value 
  Bull’s Eye AC and value 
  1 
  AC 10 for 1 point 
  AC 15 for 3 points 
  2 
  AC 12 for 2 points 
  AC 17 for 5 points 
  3 
  AC 14 for 3 points 
  AC 19 for 7 points 
  4 
  AC 16 for 4 points 
  AC 21 for 9 points 
  5 
  AC 18 for 5 points 
  AC 23 for 11 points 
   
  For example, against the first target, the character rolls 11. This earns 1 point 
  (hit the target, but not the bull’s eye). Against the second target, the character 
  rolls 9. This misses. No points are earned. Against the third, the character rolls 
  19. This is sufficient to hit the bull’s eye, so the character gets 7 points (but 
  doesn’t also get the 3 points for hitting the target). Only the better score is 
  given. 
   
  Fourth Event: Sword Play 
  Participants will enter a round robin or single elimination tournament 
  (dependent on the number of entrants). The sword fight operates using the 
  rules for normal combat, with a few exceptions: 
  
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   No worn armor is allowed. A character’s natural armor (for example, a 
  dwarf’s natural thick skin or a bonus from DEX) still applies, but bonuses from 
  magical armor (for example, from a magical ring) are prohibited. 
   All characters wield wooden practice swords. These swords deal 1d6 
  damage as melee weapons. When a character is reduced to hp 0, he or she has 
  been defeated, and is out of the tournament. Hit points are reset to full at the 
  beginning of the next round.  
   
  Winning first place in this tournament is worth 30 points; second place is worth 
  20 points; winning any single round of sword play is worth 10 points. In a single 
  elimination tournament involving eight characters, one character will win first 
  place, one character will win second place, and two characters will earn 10 
  points each. All other characters earn 5 points just for participating. 
   
  Totaling Points 
  Total the points from the four events. The character earning the most points 
  earns first place. 
   
  Rewards 
   For earning first place, a character earns 25 XP, and receives the prize for 
  first place: a purse of 15 gp and a magical ring granting +1 hp while worn. 
   For earning second place, a character earns 20 XP, and receives the prize for 
  second place: a purse of 10 gp and a potion of healing. 
   For earning third place, a character earns 15 XP, and receives the prize for 
  third place: a purse of 5 gp. 
   For earning at least 35 points but not placing, a character earns 10 XP. 
   For participating at all, a character earns 5 XP. 
   
  After the Adventure 
  The winner of this contest has made a name for him or herself, and this can be 
  both a good and bad thing. The character may be sought after for hire as a 
  mercenary or man-at-arms (and will command higher than normal prices for 
  such services). The character may also attract a different kind of attention: 
  those who saw the festival know how much money and magic the winner(s) 
  received, and this makes someone a tempting target for thieves and brigands. 
  In addition, those who didn’t win these sorts of events tend to be poor losers, 
  and someone like Geoff Lyonnyss may hold a grudge against someone who 
  defeated him (or even who challenged him and gave him a run for his money), 
  and may think about exacting revenge at a later date (possibly later that night 
  at the inn after a few too many ales). 
   
  
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  Sewer Digging  
   
   
   
   
   
   
   
   
   
   
   
      CR 1 
   
  As part of a project to improve Fort Morovar and make it more hospitable to 
  travelers (with his eyes always on making more money), Regent Ralik has 
  begun an operation to construct a small series of sewers beneath the central 
  street and market of the keep, so that (especially during midsummer festival), 
  visitors are more likely to stay within the keep and enjoy all it has to offer. To 
  this end, he has hired six dwarves to dig into the solid stone underfoot and 
  construct this complex. The dwarves were undertaking daily forays 
  underground, returning at night to rest and eat before continuing work the 
  next day. Three days ago, however, the dwarves went down into their growing 
  complex, but did not return that night. At first, people thought they were 
  simply busy working, but have now begun to fear the worst. The player 
  characters have been offered 3 gp each to enter the new sewer complex and to 
  see if they can figure out what may have happened to the dwarves. 
   
  Notes: The dwarves were digging in the northeast corner (area 3) when a small 
  cave-in occurred, and one of their number died. As they lifted the stones off of 
  their fallen comrade, he sprung to life, and began feverishly working to break 
  through the wall to the south (into area 4). The dwarves didn’t realize until they 
  were through the wall and into area 4 that they were near an ancient temple 
  complex, or that their fallen comrade was now arisen as a ghoul. The temple is 
  the host to a gemstone of evil: the gem of skulls. Now, the remaining dwarves 
  have barricaded themselves into area 3, but are exhausted and starving, too 
  weak to do anything but take shifts holding their makeshift barricade against 
  the forces now set loose from the temple complex. 
   
  
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  1. Entry 
  This is a 20’ drop from above, and requires a rope. Once in this area, characters 
  will be able to hear the sound of scraping or scratching from the south and 
  around the corner. 
   
  2. Spider Lair 
  1 medium spider lives here now, having been set free from the tomb beyond. 
  It has created a ‘false spider’ out of materials it has found, and there appears to 
  be a spider in the web at the far end of the hall. In fact, the spider is hidden in a 
  small alcove (taking +8 to sneak) at the entry to the hall (over the crossroads 
  where the rubble ends). The spider will wait until its ‘nest’ is attacked, and then 
  drop on those in the hallway below.  Hidden in the alcove, the spider has three 
  gemstones each worth 4 gp. 
   
  Medium Spider (1) 
  AC 13; HD 2d6 (hp 9); FEAT +6; Move 40’; bite (+2/1d8*)  
   
  Bite forces FEAT (at +2) or paralyzed for 1 turn. 
   
  3. Dwarven Barricade 
  The remaining 5 dwarves have barricaded themselves here, but are being 
  attacked constantly by their fallen friend, a dwarf ghoul. The dwarves are in 
  the furthest end of the hall, and the ghoul is clawing at their makeshift barrier 
  (a pile of mining gear and wooden boards they have fastened together with 
  rope). If they are freed, they will thank the PCs and flee. None is in any 
  condition to fight, and cannot aid the PCs further. 
   
  Dwarven Miners (5) 
  AC 11; HD 1d6 (1 hp each); FEAT +5; Move 20’; small pick (+1/1d4) 
   
  Dwarf Ghoul (1) 
  AC 13; HD 3d6 (hp 11); FEAT +8; Move 40’; 2 claws (+3/1d6*) 
  Claw forces non-elf target to roll a FEAT or be paralyzed for 2d4 rounds. 
   
  4. Empty Entry 
  This area was once the entry to the temple, but is now filled with a thick mold. 
  The mold is harmless, but is a deep blue and radiates a soft light. It will burn if 
  set ablaze, but any character exposed to the toxic fumes from burning mold 
  must roll a FEAT of lose 1 point of CON for 1d4 days. 
   
   
   
  
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  5. More Spiders 
  The door to this room is locked but not trapped. 2 medium spiders pick over 
  the bones of a human who has been dead for centuries. The human is wearing 
  armor and weapons that have completely degraded, with one exception: in its 
  ruined backpack is a vial with a potion of giant strength (STR 14). 
   
  Medium Spiders (2) 
  AC 13; HD 2d6 (hp 7 each); FEAT +6; Move 40’; bite (+2/1d8*)  
   
  Bite forces FEAT (at +2) or paralyzed for 1 turn. 
   
  6. Former Entry  
  This was once the way that visitors entered the temple. At one time, a ladder in 
  the west wall lead to a trap door in the ceiling, but the ladder is completely 
  rusted and several rungs are broken off, and the trap door in the ceiling was 
  sealed and covered in 20’ of rock during the Great Reckoning. There is no way 
  to open the trap door, and no way to leave through this chamber. 
   
  7. The Temple 
  The door into this room is locked and trapped. The trap will release a 10’ wide 
  poison gas cloud in front of the door if set off. On a failed FEAT, targets suffer 
  1d6 damage. The door may be forced with a MGT check, but this will 
  automatically set off the trap if not already disarmed. 
   
  Here rests the gem of skulls. It is atop the altar at the center of the room 
  (see below). 7 skeletons are posed as statues around the room, but will 
  animate and defend the gem as soon as the door opens. 
   
  Skeletons (7) 
  AC 12; HD 1d6 (hp 2 each); FEAT +6; Move 20’; claw (+1/1d4) 
   
  The Gem of Skulls 
  The gem of skulls appears as a large black obelisk, nearly 6” long. Once per day, 
  this magical gemstone will automatically turn one corpse within 120’ into a 
  ghoul. It may be beyond the abilities of the PCs to destroy the gem, and this 
  may require a special quest or journey to complete. The gemstone is worth 500 
  gp to the right buyer, but the gemstone will definitely prove deadly in the 
  hands of the wrong character, allowing the amassing of a ghoul army. 
   
  The gem gives no power to control or influence ghouls once created, and 
  this gem could quickly lead to a character’s death. A lawful creature touching 
  the gem suffers 1d6 damage. Any creature dying within 120’ of the gem is re-
  animated as a ghoul within 1d6 rounds. While the gem is valuable (worth up to 
  250 gp on the market), it is an object of evil, and PCs who sell it will likely live to 
  regret it. 
   
  
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  3. Wilderness Treks  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A wilderness trek takes place when the heroes set out into the wild, 
  overcoming obstacles that nature puts in their path. While many of these 
  obstacles include wild animals and other beasts, additional obstacles are posed 
  by physical barriers or tests of endurance. 
   
  Not only does the wilderness host all manner of beasts, but natural 
  obstacles can pose a considerable threat. The extreme conditions of deserts 
  and glaciers make simple movement and survival difficult, and other wild lands 
  boast raging rivers that must be forded, patches of quicksand or sinkholes that 
  must be avoided, and rope bridges over deep chasms that must be crossed. 
   
  Why Use Wilderness Treks? 
  Wilderness treks can be quickly put together for play. You could generate a list 
  of twelve random events that may happen as part of the travel across the 
  wilderness, and roll at intervals of travel to see if any of these events happen. 
  In the borderlands near a keep or city, there may be a 1 in 6 chance of 
  encountering a beast of some kind every 6 hours, while in the wildest and most 
  remote of lands, this could increase to as much as a 3 in 6 chance every 3 
  hours. In both of these cases, even going to sleep poses great danger, as the 
  likelihood of an encounter increases after nightfall. 
   
  Ten Reasons to Undertake a Wilderness Trek 
  1. The heroes must deliver something to a character or creature in a remote 
  or dangerous location. 
  2. The lands of law face threats from an infestation of creatures from the wild; 
  the heroes must drive back this infestation and destroy the creatures’ nest. 
  3. Evil forces have begun waylaying travelers on a main road. 
  4. A new noble has taken ownership of a parcel in the wild, and needs this 
  land made clear of monsters before establishing a stronghold. 
  5. Strange weather or unusual conditions emanate from a distant location. An 
  unholy fog keeps rolling in from the swamps; a rainbow appears over a 
  mountain in the distant east; a huge silver cloud on the far horizon appears to 
  generate incredible thunderstorms that rage throughout the region. 
  6. Nature calls for aid. Creatures of good call upon the heroes to help defend 
  their natural stronghold from threats posed by the wild or unnatural invaders. 
  7. Ships, merchant caravans, or other travelers have gone missing in remote 
  and inaccessible locations. 
  8. A magician needs a special ingredient or item that may only be found in the 
  deepest parts of the wild, recruiting the heroes to gather it. 
  9. A ship, sunk beneath the waves, holds an item that must be recovered. 
  10. At the heart of a barren desert, an obelisk inscribed with runes holds the 
  final clues to unlock an ancient secret. 
  
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  A Starting Wilderness: The Untamed North  
   
   
   
  The Untamed North serves as an introduction to the wild: it is an unsettled 
  region locked into a corner of the realm, cut off from most other creatures by 
  forbidding mountains to the south, a frozen waste to the east, and unknown 
  dangers far to the west, beyond its tangled woods. 
   
   
   
   Copperhold is a small fortress claimed by some 125 elves. They are largely 
  independent, although have been known to engage in some trade with men if 
  treated with the requisite respect and approached with humility. 
   The Elders’ Circle is an ancient cluster of huge stones (40’ tall) that serves as 
  a place of gathering for druids and elder spirits of the woodland. 
   Hunter’s Respite is a mighty wooden fortress and way stop frequented by 
  the wild men who inhabit the western woods. 
   The Iron Ridge Mountains are a mighty range covering much of the north. 
  These western peaks are lower than other parts of the range, and are mostly 
  ice-covered, home to such cold-loving creatures as frost giants. 
   The Lost Temple was once a place of rituals for goblins of the eastern wood. 
  Now, the temple is in ruins, infested with spiders and other creatures. 
   The Sagewood Ark is the ruined remains of a mighty sky ship that was used 
  to shield humans during the Great Reckoning. Its location has been lost, and it 
  is now buried under deep snows. Rumors persist of great magic and secrets 
  that remain within the ark, if it can be found.  
  
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   The Sea of Storms is so named for the constant tempests that rage to the 
  north. Travel through the sea is fraught with peril.  
   Timbervale is a cold, largely-coniferous forest. The timber gathered from 
  here is exceptionally strong, in high demand in other parts of the realm. 
   Torm’s Hold is a mighty holding of the Ork Overlord Groth and his legions of 
  ork warriors. They are somewhat land-locked due to their location in the Vale 
  of Eternal Winters, engaging in much of their conquest by ship. To this point, 
  they have had little interest in Fort Morovar, although the construction of the 
  Iron Wall may change that.  
   The Vale of Eternal Winters is a desolate wasteland of ice and snow. Only 
  the largest and most fearsome creatures call this terrible land home. 
   
  Random Encounters in the Far North (Roll 2d6) 
  Roll 
  Encounter 
  2 
  Neutral Human Cleric 5 (druid) wandering the wild 
  AC 13; HD 5d6 (hp 22); FEAT + 9; Move 30’; staff (+3/1d6) + spells 
  Studded leather; staff; pass without trace; nature’s ally 2; poison cloud 
  3 
  Troll (1) out foraging for food 
  AC 15; HD 6d8 (hp 28); FEAT +8; Move 40’; 2 claws (+6/1d6) + bite 
  (+6/1d10) 
  4 
  Gnolls (2d4) that claim much of the woods 
  AC 14; HD 2d8 (hp 10); FEAT +6; Move 30’; club (+2/1d6+1)  
  5 
  Huge Constrictor Snake (1) 
  AC 13; HD 3d8 (hp 15); FEAT +7; Move 30’; bite (+3/1d6) + 1d8 squeeze 
  6 
  Medium Spiders (2d4) that are common threats in the region 
  AC 13; HD 2d6 (hp 7); FEAT +6; Move 40’; bite (+2/1d8) 
  Bite forces FEAT or target paralyzed for 1 turn 
  7 
  Wolves (2d4) that travel in packs throughout the region 
  AC 13; HD 2d6 (hp 7); FEAT +6 (sense +10); Move 60; bite (+2/1d6) 
  8 
  Dire Wolves (1d4+1) that travel in small packs 
  AC 13; HD 4d8 (hp 18); FEAT +7 (sense +11); Move 60’; bite (+4/2d4)  
  9 
  Boars (2d4)  
  AC 12; HD 3d6 (hp 10); FEAT +7; Move 40’; tusk (+3/2d4)  
  10 
  Elf Champions 2 (1d4+2) patrolling or on a mission 
  AC 16; HD 2d6 (hp 8); FEAT +7; Move 30’; weapon (+3/1d6) 
  Chainmail, shields, short bows, short swords; arcane dart, sleep 
  11 
  Werewolf (1) that is either alone (50%) or with 2d4 wolves (50%) 
  AC 14; HD 4d6 (hp 17); FEAT +8; Move 60’; 2 claws (+4/1d4)  
  + bite (+4/2d4) 
  12 
  Wyvern (1) out hunting 
  AC 17; HD 7d10 (hp 37); FEAT +9; Move 30’ (fly 90’); bite (+7/2d8)  
  + tail (+7/1d6*); tail forces FEAT or target dies from poison 
  
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  The Wreck of the Morning Glory  
   
   
   
      CR 1 
   
  Setup 
  A local merchant has been awaiting a shipment coming via trading vessel from 
  the east for two weeks. Yesterday, a runner arrived in the keep reporting that 
  the ship had run aground off the coast on dangerous rocks, and that there 
  appeared to be no survivors. The player characters have been hired to travel to 
  the wreck, explore it, and report back. Each player character is offered 10 gp 
  for completing this task, and may keep all they can recover (except for the 
  captain’s log and the scroll case the captain carries; see below). 
   
  The player characters are expected to do two things: 
   Travel to the wreck of the Morning Glory and determine the status of the 
  living and the dead, and to bring any living creatures back to Fort Morovar. 
   Recover the captain’s log and a large scroll case for Big Amrak of the 
  Outpost trading company of Fort Morovar. 
   
  Notes: The ship was doing fine until its last layover, when the captain decided 
  to buy two unusual items. First of all, he purchased an imprisoned shadow imp, 
  thinking it would make a good pet and symbol for his ship (a terrible mistake). 
  He also purchased a pair of captured gray oozes (an even worse mistake). The 
  imp set the oozes loose, and they have since begun to destroy the ship, and 
  devoured the crew (leaving only skeletal remains behind). The imp has driven 
  the captain insane, and he is the last survivor of the wreck. To further 
  complicate matters, when the ship ran aground, it did so over the lair of a giant 
  crab, a creature that has made a few forays into the lower belly of the ship to 
  look for food, and which dwells just under the surface of the water, waiting for 
  its next meal to wander down. 
   
  Overland Travel to the Morning Glory 
  The Morning Glory is wrecked twenty miles due east of Fort Morovar, stuck on 
  rocks 100’ off shore. On the way to the Morning Glory, a gnoll and his pet ferret 
  will attack. The two have seen the wreck of the ship, and have been waiting 
  either for survivors to come ashore (to attack them) or for rescuers to arrive. 
  They are impatient from waiting for several days, and will be aggressive in 
  attacking the player characters. The gnoll carries 32 sp. 
   
  Gnoll (1) 
  AC 14; HD 2d8 (hp 10); FEAT +6; Move 30’; club (+2/1d6+1)  
   
  Ferret (1) 
  AC 14; HD 1d6 (hp 4); FEAT +6; Move 50’; bite (+1/1d8)  
   
  
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  Crossing to the Ship 
  Getting to (and later from) the ship is going to be tricky. Swimming to the 
  Morning Glory requires two consecutive successful MGT checks. Failure 
  indicates that a character is unable to complete the trip, and must turn back, 
  requiring another check. Unless a character is able to make two consecutive 
  successful checks, he must turn back, and must make one (out of three) 
  successful rolls to get back to shore. A character who fails three consecutive 
  checks actually drowns in the tumultuous surf. The best way to get to the ship 
  is likely by rope, which the characters can anchor to a fixed point on shore 
  (there are many rocks and trees nearby) and then hook to the ship. Note that 
  this rope will likely snap when the Morning Glory turns sideways (see area 8), 
  and the player characters will need to find a new way back to shore. 
   
  Key to Areas of the Ship 
  All check are made at -1 while aboard the ship. The entire wreck rocks from 
  side to side regularly. During the battle with the captain (area 8), the ship will 
  lurch sideways and fall into the water. At this point, the clock is ticking, and the 
  player characters will have to fight to escape the ship and defeat the creature 
  they encounter in the hold. 6 turns after lurching sideways, the ship will 
  become completely submerged as it slides into the 40’ deep waters next to the 
  line of rocks it has capsized upon. Of course, the entire ship won’t immediately 
  fill with water, and some areas will have pockets of air for several hours. 
   
  At the beginning of every turn while the PCs are on the boat, roll 1d6. On a 
  roll of 1 or 2, the boat shifts suddenly to one side or the others, and all 
  characters must make a DEX check or slide to the one end of the chamber or 
  area, smacking against the opposite side and suffering 1d4 damage. 
   
  1. The Upper Deck 
  The upper deck is in disarray, with half of the tie lines torn, the sails flapping 
  wildly in the strong winds, and seven skeletons littering the deck. These are 
  normal skeletons, the remnants of the work of the 2 gray oozes elsewhere on 
  the ship. The deck also shows considerable burn marks, although these marks 
  appear to be caused by acid rather than flame. 
   
  2. The Castle 
  This area was where the navigation and planning for the ship were done, and 
  also where the first mate lived. Now, the area is in ruins, tables and chairs 
  overturned, and a large map of the area ripped to shreds and so wet as to be 
  unusable. 1 gray ooze is still here, spread out across the windowsill at the back 
  of the chamber (having been unsuccessful at eating through the glass); it will 
  attack any player character that gets near the back window. 
   
  
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  Gray Ooze (1) 
  AC 11; HD 3d8 (hp 15); FEAT +8; Move 10’; 1 tendril (+3/2d8) 
   
  Sneaks at +12; only harmed by weapons and lightning 
   
  3. Fore 
  This is simply an elevated platform at the front of the ship. It is empty. 
   
  4. Captain’s Chambers 
  This was the captain’s chamber (a well-furnished suite). Within the suite are 
  several things the PCs may find interesting. On a desk, he has his captain’s log 
  (one of the things they’ve been asked to recover). If they read through the log, 
  they will see that recent entries (as recent as a week ago) show the captain 
  declining into madness, and he keeps speaking of someone named “Fenris” 
  who keeps whispering in his ears. He has an entry as of nine days ago, which 
  states that he has “let the black things loose” because “Fenris said he should”, 
  but that he now regrets it, since he saw it consume one of his crew and leave 
  behind only its skeleton. 
   
  5. Common Quarters 
  This was the common room where the sailors lived. Their beds and footlockers 
  have been turned over and the entire area is in total disarray. If the PCs spend 
  at least one turn searching, they find a bag of coins left in this chamber (in six 
  inches of water) on a successful sense FEAT. Inside the sack are 120 sp and 8 gp. 
   
  6. Dry Good Storage 
  The floor of this room is collapsed in the middle, open to the chamber below. 
  Most of the items stored here (dry goods) have been broken open and 
  scattered about the chamber. A character attempting to cross this chamber 
  must roll a DEX check or slip and fall through the hole into the area below 
  (since the floor is so weak, and boards will easily give way). Falling into the next 
  chamber deals 1d6 damage. The other gray ooze is on the ceiling of this room, 
  trying to eat through back to the upper deck. It will attack the player 
  characters, attempting to surprise them. 
   
  Gray Ooze (1) 
  AC 11; HD 3d8 (hp 12); FEAT +8; Move 10’; 1 tendril (+3/2d8) 
   
  Sneaks at +12; only harmed by weapons and lightning 
   
   
   
  
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  7. Provisions 
  This was where the crew of the Morning Glory kept their provisions. Most have 
  fallen and broken open, and the entire cabin smells of poor wine. There is one 
  keg of wine that remains unbroken; this rolls back and forth across this 
  chamber as the ship rocks. 
   
  8. Dining and Common Room 
  The captain has barricaded himself in here. He has gone insane from his 
  contact with the imp Fenris, and will fight alongside fenris here, defending ‘his 
  ship’ and ‘his booty’ (he carries the scroll case the PCs seek) from them. He will 
  fight to the death.  
   
  After the PCs have been in the room for 1d6 rounds (whether or not 
  combat has begun), the entire ship will rock on its right (starboard) side and 
  begin sliding into the deeper water to the south. The entire ship will take on 
  water at the rate of roughly 1’ of depth (in each area) per turn. All characters in 
  this area will ‘fall’ to the far wall, and will require one round to recover from 
  falling and resume combat, now standing on the wall. After this point, travel 
  anywhere on the ship will require climbing and some creative movement to get 
  through doorways.  
   
  The Captain, Human Fighter 3 (1) 
  AC 13; HD 4d6 (hp 16); FEAT +8; Move 30’; sword (+3/1d8+1) 
   
  Wears studded leather armor and carries a longsword  
   
  Fenris the Imp (1) 
  AC 13; HD 3d4 (hp 11); FEAT +6; Move 20’ (fly 60’); 2 claws (+3/1d4) or spell 
  Can cast elemental spark once per round, dealing 1d4+2 damage to 30’. 
  Wears a ring of charming, allowing him to cast charm person 1x per day 
   
  9. Lower Hold 
  A giant crab hides just below the boat, and will come up to attack any creature 
  entering this chamber. The entire chamber is filled with rolling waters to a 
  depth of 1-2’ in all places, and the huge holes in the floor are difficult to see (-2 
  to sense FEATS). A character stepping over one of these holes falls into water 15’ 
  deep, and into the heart of the crab’s lair. If the ship has already turned over, 
  the crab is just outside this chamber, but can quickly enter through the ‘side’ 
  (the former bottom). This may be a way for the player characters to escape, as 
  they could swim out from here, since the ship is likely only partially underwater 
  as the player characters enter this room (assuming they finished area 8 first).  
   
  Giant Crab (1) 
  AC 17; HD 3d8 (hp 20); FEAT +7; Move 20’; 2 pincers (+3/2d6)  
  
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  10. Captain’s Hold 
  This chamber is where the captain had stored his personal treasures. If the 
  player characters are able to get back into the ship after it rolls sideways (or 
  they continue exploring it after this) they may enter this room. This area has a 
  large (waterproof) chest. The chest weighs in excess of 200 lbs, and will be very 
  difficult to get out of here. The chest is locked and trapped. If the trap is set off, 
  it will fire a poisoned needle into the character trying to open the chest. The 
  trap forces a FEAT or the target suffers 2d6 poison damage. Inside the chest is 
  the captain’s personal treasure: 5 gemstones each worth 10 gp and 350 sp. 
   
  Further Adventures 
  The scroll case could contain any number of things: a map to a lost treasure, 
  the secret code to bypass a doorway in a lost tomb that has, to this point, been 
  impassible, or the true name of a powerful demon – a name needed to finally 
  drive the demon from this realm. Use this to create a hook into the Vault of the 
  Goblin, or into another adventure of your own design. 
   
   
  
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  Part 4: The Larger World  
   
   
   
   
   
   
   
   
   
   
   
   
  Eventually, the players and their characters are going to want to explore the 
  larger world, digging into the history of their realm and facing the most 
  influential creatures of their land. This section provides a brief history and 
  overview of the larger Splintered Realm. 
   
  In the Beginning… 
  At the dawn of time, the consciousness of the universe separated itself into 
  two beings, a twin brother and sister. She, Yahalla the Creator, the Bringer of 
  Light, sang the universe into creation, separating the air from the ground, the 
  sea from the land. He, Bael the Destroyer, the Dweller in Darkness, set events 
  in motion leading to the decay and destruction of his sister’s works. 
   
  Overseeing the ebb and flow of creation and destruction stood the Fates, 
  immortal beings of great power to whom even the twins paid homage. Over 
  the eons, the Fates separated the universe into five realms. At the highest point 
  of creation sat the palace of Valhalla, the throne of Yahalla. Below this rested 
  the faerie realm of Arvandor, a land of order ruled over by the elves, populated 
  by fay folk and magical creatures. At the furthest depths of creation seethed 
  the realm of Pandemonium, the unholy halls of Bael. Above him, the vast 
  Barrens boasted razor-tipped mountains, boiling rivers and rotting forests. 
  Between all realms sat Aeroth, the land of man. Here the battle between law 
  and chaos unfolded.  
   
  The Fates decreed that humanity would ultimately decide a victor between 
  good and evil. Yahalla and Bael watched. And they waited. 
   
  The Golden Age 
  Over several ages, mankind explored, settled and subdued all of Aeroth to the 
  useful and the good. In every corner of the realm, progress, order, and fairness 
  took a foothold. Magic and science worked hand-in-hand, revealing incredible 
  truths and allowing great innovation. The Knights of the Sun, servants of the 
  Grand Cavarian Empire, oversaw all with a righteous hand. All was well. 
   
  The Fall 
  Having mastered all parts of Aeroth, man's grasp grew wider; his appetite grew 
  stronger. Man opened portals to other lands, seeing the bounty and plenty of 
  the elves, the suffering and desolation of the Barrens. Mankind looked up, and 
  grew jealous. Man began to see Yahalla not as a benevolent goddess, but as a 
  selfish queen, keeping the first fruits of creation for her own purposes. In its 
  hubris, mankind launched an assault upon the very fortress of Valhalla. Men 
  shook her throne. They bested her army. They slew their goddess.  
  
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  In her death throes, Yahalla's energy washed 
  across the universe, unmaking its borders and 
  splintering its lands. The halls of the great 
  palace were sealed, the depths of 
  Pandemonium cast to the farthest edge of 
  creation. Between, chaos ripped all lands 
  asunder, with thousands of fragmentary realms 
  eventually emerging from the swirling tumult. 
  One such land is the Splintered Realm. 
   
  A Dark Age Upon Us 
  228 years have passed since the Great 
  Reckoning. All are punished. The sky rains 
  flame. The foundations of the realm shake in 
  despair. The echoes from Yahalla's destruction reverberate everywhere. 
  Prayers go unanswered; the land weeps in agony. In the dark, Bael plots and 
  waits, preparing to launch his ultimate gambit to claim victory over all creation. 
   
  While the known world was once mapped and measured, conquered and 
  controlled, all has fallen to wildness and disorder. The forces of darkness 
  overrun the lands of man. A desperate call has gone out for heroes to rise up, 
  banding together to protect the weak, to recover powerful magic of the past, 
  and to help mortals survive this cataclysm.  
   
  Now 
  Remnants of the Broken Cavarian Empire (mankind’s great kingdom) have been 
  uncovered. Men of law have begun to step forward. Ancient magic has been re-
  kindled, as practitioners of those ancient arts begin to again whisper into the 
  darkness. The holy powers of Yahalla again settle upon those who are faithful 
  to her creeds and tenets. Hope rises. Key events of the last 228 years have 
  shaped the future of the realm in significant ways: 
   A new alliance, the Accord of Three Crowns (216 AR), establishes an 
  alliance unifying the forces of men, dwarves and elves against the goblin 
  armies, driving many fiends and their allies from the realm, at least for a time. 
  Three goblin wars (starting in 162 AR, 191 AR, and 214 AR respectively) 
  culminate in the fall of the Vault of the Goblin in 218. 
   Work begins on the Iron Wall, which will drive a wedge through wild lands 
  and unify strongholds of law from north to south, starting from Fort Morovar in 
  the north, and ending at Gryphon Watch Keep in the south. 
   
   
   
   
  
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  Time in the Splintered Realm 
  There has been some argument about establishing a new calendar, and most 
  view anything Cavarian as dangerous, therefore avoiding the ancient calendar 
  of their forebears. In most places, people measure time in seasons (spring, 
  summer, fall and winter), each season consisting of 9 weeks of 10 days each. A 
  year consists of 360 days. The two eras of man are those times Before the 
  Reckoning (BR) and After the Reckoning (AR). The Cavarian Calendar has been 
  largely forgotten, although by that calendar we would be in the year 813. 
  Today is the first day of the first week of spring. Major holidays are marked on 
  the first day of each season, often with a festival lasting the entire first ten-day 
  week of that season. Different regions, settlements and races also recognize 
  their own holidays based on regional events or significant milestones. 
   
  Religion 
  While most pay some reverence to Yahalla, common consensus is that she has 
  perished, and is gone forever. Mankind has no extant deity. However, the 
  recent emergence of lawful clerics possessing holy power has fueled rumor 
  that the goddess may yet live (or may soon return) and a religious revival has 
  begun to gain momentum, albeit slowly. 
   
  In some regions, great heroes of the days before the Reckoning have been 
  named saints, imbued with the local people a measure of immortality. In many 
  cases, these saints seem to be immortal creatures of some power, and have 
  been known to interact with, defend, or watch over the regions over which 
  they have dominion. Most notable of these are Saint Jurris of Jurris’ Crossing, 
  and Saint Riordan of Jythra. Many cults have also arisen, paying homage to dark 
  forces or to animals. Such cults are frowned upon in most communities, 
  typically forced underground, undertaking worship in secret. The Church of 
  Bael is largely considered a cult, although it has widespread influence. 
   
  Currency 
  It has been difficult to reach consensus on minting of new coins, and much 
  ancient coinage remains; men continue to primarily barter in the Cavarian 
  Crown (gp), Cavarian Mark (sp) and Cavarian Common (cp). The Accord of 
  Three Crowns has one of its stated goals as circulation of a new currency. 
   
  Sagewood Arks 
  Mighty ships that carried mortals through the maelstrom of the Great 
  Reckoning, seven Sagewood Arks arrived in the Splintered Realm shortly after 
  the Reckoning. Constructed of enchanted lumber native to Valhalla, the arks 
  are now in various states: some are in ruins, some abandoned, and some are 
  used as settlements by the descendents of those who found refuge in them.  
  
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  Broken Things 
  The term broken has become a common moniker for objects and items from 
  the Cavarian Empire. Three key categories of broken things include: 
   The Broken Order. The Knights of Cavaria were once the symbol of peace 
  and order across the realm; now, their knighthood is a symbol of betrayal, loss 
  and suffering. Remnants of the knighthood abound, but most are seen as bad 
  luck, and few descendants of the knights take pride in their lineage.  
   The Broken Throne. The mighty throne of Cavaria was destroyed during the 
  Great Reckoning. Many believed that the throne itself imbued the King with 
  mystical power. Rumors abound that Chandar the Fire Mage has managed to 
  rebuild part (or even all) of the throne, sitting upon it in his fiery citadel. 
   Broken Towers. The High Magists, magicians of great power, constructed 
  formidable towers across Cavaria wherein they practiced potent magics and 
  crafted powerful items at the behest of the Cavarian King. These towers were 
  destroyed and fell into ruin during the Great Reckoning, and the ruins of these 
  towers are avoided by most, viewed as haunted and possessed of evil, which 
  they likely are.  
   
  Accord of Three Crowns 
  Signed in 216 AR by fifty lords representing “the three good peoples of the 
  North”; men, elves and dwarves; the Accord signaled the first unification of 
  peoples of this new realm, and was the death knell for the emerging goblin 
  nation. The Accord established three important agreements: 
   These three peoples would work for mutual benefit, agreeing to evermore 
  speak first to settle all grievances. The Crimson Gauntlet was formed as a sort 
  of official ‘shared army’, and all allied species contribute to this army. 
   These three peoples would mint a common coinage to be used in all legal 
  business across the realm. 
   These three peoples would contribute to the construction of a mighty wall 
  that would hedge in all good peoples, civilizing the western half of the known 
  realm. 
   
  Although there was some discussion of establishing the trade tongue as the 
  ‘universal’ speech of all people, both elves and dwarves recoiled at relegating 
  their languages to any suggestion of a secondary status. As such, many elves 
  and dwarves refuse to conduct business in any language but their own, and the 
  Accord makes no provision for them to do otherwise.  
   
  Some of other peoples of the realm, notably stoutlings, felt largely snubbed 
  by this accord. Although they had served and died alongside the other peoples, 
  their strengths as nations were considered lesser, and their voice in this body 
  was minimal. One stoutling served as a token representative on this counsel, 
  and he was later accused by his own people of selling them out to line his own 
  pockets. He argued that any agreement forging peace in the realm was better 
  than no agreement at all.  
  
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  Church of Yahalla 
   
  After the Great Reckoning, holy power was withdrawn from mortals for a 
  time. The first true cleric after the Reckoning was Tashya the First. Yahalla 
  appeared to her in a dream in 70 AR, teaching her how to call upon holy power. 
  She became the first high priestess of Yahalla, establishing the Second Church 
  at Jythra. Several high priestesses have followed. Only females may serve in the 
  role of High Priestess, and a male cleric has yet to attain sphere 6 faith magic. 
   
  Elves 
  Elves fall into three primary bloodlines within the Splintered Realm. 
   Celestial Elves dwell almost exclusively in Jythra. These are dignified, regal 
  creatures. Many have learned faith magic in addition to the arcane magic most 
  high elves have learned.  
   High Elves dwell primarily in the western woods of Grandwood, acting from 
  their stronghold at Mistledawn. These are the most common sort of elves, 
  reflecting those presented in the core rules. 
   Wood Elves dwell in small pockets throughout the realm, dwelling in 
  beautiful, natural strongholds. Wood elves tend towards neutrality, viewing 
  humans and their ilk with suspicion. Wood elves use nature magic instead of 
  arcane magic. 
   
  Fire Sorcerers 
  A powerful association of chaotic magic users, the fire sorcerers fall under the 
  authority of Chandar the Fire Mage, a human magic user of terrible power. 
  They work to further to ends of their master, subverting good and seeking to 
  bring all creatures under the mighty hand of Chandar. Chandar himself is 
  fixated on the lost objects of the Cavarian Empire, collecting Broken Things. 
   
  Ice Wizards 
  A conclave of lawful and neutral magic users, the ice wizards work in secret to 
  oppose the efforts of the Fire Sorcerers, lending aid to peoples of good. They 
  have few strongholds and only the loosest of organization, preventing any one 
  action of their enemies from greatly diminishing their power. 
   
  Spirit of Yahalla 
  A shadow of the form of Yahalla that survived the Great Reckoning, the Spirit is 
  not en entity or force such as most creatures understand it. It has been 
  described as a whisper or a wind, and it has settled upon three individuals since 
  the Great Reckoning, leading forces of law at key moments. The Spirit infuses 
  the host with tremendous power and wisdom, albeit falling short of the 
  immortality or supremacy over creation that Yahalla herself possessed.  
  
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  A Cyclopedia of the Realm  
   
   
   
   
   
   
   
   
   
   
   
  This section includes a brief overview of the primary geographic, political and 
  racial groups that influence the world. It is arranged alphabetically, and 
  includes notes about each area from the map on the next page and notes from 
  Teo’s Journal, the diaries kept by the scribe Teothas, providing a traveler’s 
  perspective on each location. 
   
  While much of the realm has yet to be explored, sages have been able to 
  piece together an emerging picture of the new realm of Del Anon. The section 
  so far discovered remains largely unexplored. The bulk of the land is composed 
  of remnants of the Barrens, and as such remains generally inhospitable, 
  teeming with all manner of aggressive beasts. 
   
  Roads 
  “A good road is hard to find” is a common lament of the traveler. The Kingdom 
  of Cavaria maintained excellent roads throughout its vast expanse, but these 
  have largely fallen into disrepair in the two centuries since the Great 
  Reckoning. Simple footpaths abound, but these are neither patrolled nor 
  maintained. Most travel outside of the settlements of man is done at great risk. 
  Merchant companies generally travel in large numbers and with many guards, 
  or not at all. Large packs of wild animals, barbaric men and humanoids, bandit 
  forces, and even more powerful monsters are common across the land. The 
  Accord of Three Crowns has the establishment of good roads as a long-term 
  goal, although this will not be a reality for some time. 
   
  Smaller Settlements 
  Small settlements such as minor keeps, villages, hamlets and family estates are 
  scattered throughout the realm. These are almost always walled, populated 
  with hardy and suspicious people who hesitate to welcome outsiders. Rare is 
  the friendly inn or open way stop for the traveler. 
     
  Ruins 
  Ruins abound. The Great Reckoning shattered most of the accomplishments of 
  man, and the remnants of the statues, fortresses, towers, holdings and citadels 
  of men and his ilk serve as a constant reminder of the losses wrought by the 
  Great Reckoning. Rare is the ruin that stands empty and uninhabited: many 
  have been claimed by monsters or humanoids, while others still host their 
  original residents, now degenerate undead, lingering in miserable memory of 
  their former life.  
  
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  Beldin Mere 
  Ripped from the Barrens during the Great Reckoning, the fort city of Beldin 
  Mere is a stronghold of rebellious dwarves. Driven skyward by the power of 
  arcane lightning, the flying citadel traversed the Sea of Storms, riding upon the 
  shackled power of lightning. This fortress of 1,500 dwarves mined mithril from 
  the clouds for years, claiming several valuable deposits before ultimately falling 
  upon the enemy mountain troll city of Gologoth ten years ago. Here the 
  dwarves claimed a decisive victory over their enemies and founded a 
  permanent home, the city’s magical flight brought to its final end.  
   
  Teo’s Journal: The dwarves of Beldin Mere are a hardy, boisterous lot. They 
  enjoy strong drink and loud song, but value hard work and practical employ. 
  They bear suspicion towards elves, who they consider both untrustworthy and 
  ‘soft’, but remain open to trading with humans. They bear great resentment 
  against trolls, and a troll in their city will be eyed with suspicion, the target of 
  whispered insults if not open assault. 
       One of the more famous landmarks in Beldin Mere is the Inn of the 99 Ears. 
  This huge inn can accommodate over 250 visitors a night. Its most notable 
  feature is the collection of ears of 99 trolls that adorn its walls. Each night, the 
  innkeeper singes these ears to keep them from regenerating (which they 
  eventually would, becoming trolls over the course of several days). The smell 
  of burning troll wafts for several miles, and has proven an effective troll 
  repellent.  
   
  Caligin Forest 
  The sprawling, wild Caligin Forest represents the most untamed of all 
  woodlands in Del Anon. The Caligin Forest harbors several factions of druidic 
  orders, ranging in demeanor from peaceful to militant, that war with each 
  other as often as they do with outsiders. 
   
  Teo’s Journal: The Caligin Forest is composed of pristine virgin woodland, the 
  most ancient such forest in all of Del Anon. Before the Great Reckoning, it 
  rested at the far edges of the lands of man, and only in the last few years have 
  civilized peoples sent campaigns into the forest to explore. Some of these 
  have returned with tales of ancient barbaric cultures and massive stone 
  temples deep in the heart of the forest, many containing untold treasures. 
  More have never returned at all. 
   
   
   
  
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  Citadel of Bronze 
  The Citadel of Bronze appears as a 
  huge fortification constructed entirely 
  of bronze. The holding burns with 
  magical fire, and stepping within the 
  gates of the city causes unbearable 
  suffering to any normal creature. 
  Because of this powerful 
  enchantment, only those warded 
  against or immune to elemental fire 
  live within. A wide range of such 
  fantastic creatures inhabits the citadel. 
   
  Teo’s Journal: I have successfully avoided the Citadel of Bronze. Whispers 
  abound of a Fire Sorcerer stronghold deep within, and I believe that Chandar 
  the Fire Mage seethes in hatred at the heart of the citadel, plotting against 
  the people of the realm. Less certain is the exact nature of the elemental fire 
  that consumes this citadel, although it likely rests atop, or may in fact be, a 
  conduit into a pocket realm of elemental flame. 
   
  City of Mistledawn 
  In the days after the Great Reckoning, the faerie races of Grandwood fiercely 
  debated if and how they would interact with the new creatures now massing at 
  the borders of their kingdom. They resolved to develop a single point of entry 
  by which outsiders could communicate and trade with the fay, but beyond 
  which further entry to the forest was forbidden. At the center of the forest, the 
  City of the Moon was dedicated as the seat of all faerie power, a forbidden 
  fortress to those not of pure fay blood. Conversely, at a point where the forest 
  touches the lands of man (at the northern edge of Lake Dragonspear), the City 
  of Mistledawn was founded. Within reside 2,500 faerie folk, in addition to the 
  hundreds of visitors from throughout the realm who frequent the city, arriving 
  on riverboats from the east and west. 
   
  The city has garnered acclaim for its busy trade district and its infamous 
  pits. The trade district overflows with exquisite objects crafted by faerie hands. 
  The Pits of Mistledawn, a massive prison complex beneath the city, serve as the 
  inescapable penalty imposed upon those who threaten the Grandwood Forest 
  or its natives. 
   
  Five delegates from the peoples of the forest rule Mistledawn. This ruling 
  council takes a softer stance on outsiders when compared to other faerie, 
  giving Mistledawn an open if still guarded atmosphere in which travelers may 
  interact and trade with the fay.  
   
   
  
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  The leaders of Misteldawn include: 
   The high elf Lady of Mistledawn, Illia Silvershadow, second daughter of the 
  High Queen. 
   Jethicus, the Unicorn King. 
   Titus, Thane of Centaurs, overseer of the defense of Mistledawn. 
   Mustardseed, Countess of the Sprites. 
   Tithania, Handmaiden of the Dryad Queen. 
   
  Teo’s Journal: I have been to Mistledawn only twice, and I have little desire to 
  visit again. While the city boasts exquisite items for barter, I find the faerie 
  folk arrogant and self-important. They make little secret of their perceived 
  superiority to other races, opening a portion of their borders only to empty 
  the purses of others; therefore, I have little regard for most fay folk. 
   
  Dreadwood Mire 
  This massive swamp of over 20,000 
  square miles is the home to the most vile 
  and nefarious of creatures. Dreadwood 
  Mire teems with undead (and far worse) 
  creatures, known to hold at least a 
  dozen magical gates to pocket realms of 
  chaos within its vast expanse.  
   
  Some believe that a gateway into the 
  heart of Pandemonium itself lies within 
  the mire, although such a gate would be 
  guarded by nearly incomprehensible evil, 
  and would be virtually unassailable by 
  the forces of law. 
   
  Teo’s Journal: Many vile entities call this mire home, its dark recesses boasting 
  even more fell beasts than have thus been encountered by man. Dreadwood 
  Mire certainly serves as a conduit to many shadow realms, and more 
  expeditions of noble adventurers have disappeared within the dark horizon of 
  the mire than have returned. Those that do survive bring far greater tales of 
  woe and suffering than of riches or wealth. 
       The strongholds of many powerful creatures lie within the mire, most 
  notably that of the Shadow Dragon King Darksihde. 
   
  Evermist River 
  The Evermist River begins in the northeastern corner of the continent (at the 
  eastern edge of the Iron Ridge Mountains, nearly 100 miles west of Jythra) and 
  runs into and through the Grandwood Forest. 
   
  
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  Teo’s Journal: If ever a physical feature were appropriately named, it is the 
  Evermist River. Thick fog envelopes this cold, slow-moving river, extending 
  through the valley it cuts across the heart of the Iron Ridge Mountains. The 
  mountains loom on both sides of the narrow passage through the rock, and 
  the banks of the river teem with all manner of evil. Travelers find passage 
  along the river exceedingly dangerous. The river averages nearly 30’ deep in 
  most places, although sections of rapids and shallows inhibit any regular 
  traffic by larger craft. 
       The Evermist River serves as the point of entry for visitors to the faerie city 
  of Mistledawn; non-fay may only travel by boat from the edges of the wood to 
  the city, all other access restricted. 
   
  Fangwood 
  A small but active woodland, Fangwood rests at a central location; its eastern 
  fringes lay within a day’s travel from Gryphon Watch Keep.  
   
  Teo’s Journal: I spend a great deal of time in Fangwood, and am constantly 
  surprised by how the tiny woodland abounds with malicious creatures; in the 
  last two winters alone I have run afoul of two tribes of werewolves, a small 
  bandit army, a clan of goblins and dozens of spiders. While I suspect (and 
  continue to search for) a hidden gate to a darker realm deep in the forest, I 
  have yet to find it. Some greater force must draw these creatures to the 
  wood, but it continues to elude me. 
   
  Flamehammer Tor 
  Flamehammer Tor, a mighty fortress held by over 5,000 stoutlings, sits at the 
  eastern edge of the Vale of Eternal Winters. These hardy folk, survivors of the 
  Great Reckoning, withstand the deadly cold to the west and the constant raging 
  storms in the seas to the north. Travel to and from the Tor is treacherous, 
  making it impossible to bring boats within 100 miles of the Tor due to the rocky 
  coastline and tumultuous waters. The rugged Iron Ridge Mountains and the 
  inhospitable Vale of Eternal Winters likewise impede overland travel. 
   
  Teo’s Journal: The stoutlings of the Tor remain surprisingly affable considering 
  their harsh environment, having accepted their new home with something 
  akin to resolution, making the best of a challenging situation, and constructing 
  massive workshops within the Tor to craft all manner of ingenious items. 
  Rumors persist that the heart of the Tor holds a magical forge of godlike 
  power, able to craft items beyond mortal understanding. 
   
   
   
  
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  Fort Morovar 
  For Morovar is detailed starting on page 102. 
   
  Teo’s Journal: Fort Morovar serves as a small but important holding of law. 
  The Vault of the Goblin, over which the keep squats, holds a sprawling 
  dungeon of seemingly unending passages and mazes, the former fortress of a 
  mighty goblin overlord. 
   
  Grandwood Forest 
  An ephemeral forest (see below), the Grandwood is the largest such forest in 
  the realm of Del Anon. Its residents consider the Grandwood an independent 
  realm, ruling it as such. Two major cities rest within the Grandwood: the City of 
  the Moon, and Mistledawn. 
   
  The City of the Moon, also called the “Forbidden City”, restricts entrance to 
  pureblood faerie folk only. Those of mixed blood may not enter this city, which 
  remains untainted by outside influences. Conversely, the City of Mistledawn 
  serves as the means for faerie interaction with the rest of the realm.  
   
  The Grandwood hosts a wide range of flora and fauna unique to this 
  woodland, found nowhere else in Del Anon, making this a favorite place for 
  alchemists and naturalists to gather raw materials for their potions, salves and 
  ointments. 
   
  Teo’s Journal: The entirety of the Grandwood has a dreamlike, ethereal 
  quality. Strictly and tightly under the control of the fay, the woods harbor few 
  other creatures. Travelers not of fay blood should be wary, as even though the 
  fay may be generally good-natured, those in the deeper parts of the wood will 
  waylay travelers whom they see as a threat, bringing them to a violent end or 
  binding them to serve a fay master. 
   
  Ephemeral Forests 
   
  An ephemeral forest is one that retains its magical enchantments from 
  Arvandor. Any non-faerie who travels within an ephemeral forest must roll a 
  FEAT once per hour; failure means that the creature becomes hopelessly lost, 
  losing all sense of direction and time. Player character elves are able to 
  navigate an ephemeral forest with ease (+2 to sense checks while within an 
  ephemeral forest), but travel for all others is exceedingly difficult. 
   
  Gryphon Watch Keep 
  Gryphon Watch, although a small keep, has become an important landmark 
  along the trade routes through the east, as it sits at a pivotal point along the 
  main trade artery running from east to west. It is going to serve as the 
  southernmost point for the Iron Wall. 
  
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  Haven 
  The ruined ‘largest of all villages’, this once-prosperous stoutling community 
  fell during the Great Reckoning. It now serves as a bustling nest of kobolds, 
  rats, and other assorted vermin. More than one stoutling has dreams of 
  cleansing Haven and returning it into the hands of stoutlings, and more than 
  one minor chaotic warlord has looked to Haven as a place to recruit foot 
  soldiers for his armies. 
   
  Teo’s Journal: The tale of Haven may be the saddest of the Great Reckoning. 
  The Stoutlings here dwelled in peace and prosperity, and the complete 
  disintegration of their home and way of life has been a misery to its people. 
  Little will exists on behalf of other folk to reclaim Haven, as it holds neither 
  financial nor military value; to stoutlings, however, it will always be their first 
  home, and the source of much of their hope. 
   
  Iron Ridge Mountains 
  The Iron Ridge looms as a vast and sprawling mountain range transplanted 
  from the Barrens during the Great Reckoning. As such, it teems with all manner 
  of evil humanoid, beast and other horror imaginable. Dozens of powerful 
  dragons lair throughout the range. The number of tribes of goblins, bugbears, 
  trolls, ogres and giants residing (and fighting amongst themselves) in the 
  mountain range lies beyond measure.  
   
  The Iron Ridge Mountains vary widely in their nature; the westernmost 
  peaks are icy and cold, many over 25,000 feet tall. The eastern peaks are lower 
  but filled with active volcanoes and huge pools (some over a mile across) of 
  boiling lava. The northern peaks are rocky and barren (especially those north of 
  the Evermist River and Loch Evermist), hosting the largest numbers of 
  humanoids. The southern mountains are forested and rugged, becoming a 
  breeding ground for a wide range of dark beast and warring tribes of assorted 
  lycanthropes, but also having large hot springs and assorted tar pits.   
   
  Teo’s Journal: Although this is considered a single range, the nature and 
  climate of the mountains vary widely depending on where you are. I would 
  suggest that you travel with extra supplies and friends, as the giant and ogre 
  tribes throughout these mountains have proven especially cruel and 
  unfriendly, displaying an uncanny knack for disposing of lesser creatures. 
   
  Isle of the Dragon’s Bones 
  The Isle lies in the eye of the mighty hurricane that constantly rages in the 
  northern Sea of Storms. It exists beyond the reach of time and beyond the 
  influence of the rest of the realm, home to ancient creatures long extinct in all 
  other areas. 
   
  
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  Teo’s Journal: Rumors abound of prehistoric creatures, lost races of man, and 
  ancient magic now forgotten in all other places. None of these appeal to my 
  particular interests, although I can understand why adventurers set off to 
  explore this lost land. 
   
  Jurris’ Crossing 
  A town of nearly 1,500 humans resting along a secondary trade route moving 
  southward through a barren wilderness, Jurris’ Crossing serves as the last 
  holding of man in this region before the terrain becomes mostly unexplored 
  wilds to the south. Jurris’ Crossing’s notoriety derives from its role as the place 
  where the Knights of Cavaria launched their final assault into the realm of 
  Valhalla. A broken outer wall serves as a reminder of the great battle that once 
  took place here. 
   
  Before this assault, Jurris (the high priest of Yahalla) stood against the 
  knighthood, falling in her temple. He has since been sainted, and his church 
  (the Temple of Saint Jurris) stands as the oldest extant temple to the goddess 
  Yahalla in the realm, serving as the launching point for many quests to restore 
  the fallen goddess to her throne. 
   
  Teo’s Journal: Those looking for a quiet town governed by sensible people, 
  which provides excellent protection from the dangers of the world, would be 
  well advised to settle in Jurris’ Crossing. The people of the Crossing rank 
  among the most open-minded and hospitable as you will find in the realm, 
  and the Church of Yahalla remains an awe-inspiring tribute to the dead 
  goddess, as well as a powerful holding of law. The quick northern river 
  provides both huge trout for all and great fear for mothers of young children. 
   
  Key Locations in Jurris’ Crossing 
  1. Jurris’ Temple (oldest temple to Yahalla in the realm) 
  2. Graveyard (includes several family tombs) 
  3. Winterwillow Family Estate (wealthy, corrupt merchant family) 
  4. Mirth and Sons (stoutling moneylenders and jewelers; stone building) 
  5. Tilnan Family Estate (‘old money’ of the town; highly respected; traditional) 
  6. Elryn’s Bakery (most famous baked goods for 500 miles – it’s THAT good) 
  7. Red Stout Inn (run by a red-headed stoutling; brews unique red stout beer) 
  8. Big Barda’s Boarding House (many cheap rooms; you get what you pay for) 
  9. Berzerk Sprite (a popular, boisterous tavern) 
  10. Twin Anvils (smithy run by twin dwarf brothers) 
  11. Madame Diva’s Exotic Spices (a neutral hag trying to turn over a new leaf) 
  12. Two Suede Shoes (old cobbler helped by a family of sprites at night) 
  13. Dwarf Ambassador’s Home (ambassadors from Beldin Mere) 
  14. The Haunted Tower (No joke. It is truly haunted. Probably.) 
  15. Southguard Tower (125 Crimson Gauntlet members) 
  
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  Jythra 
  A sprawling complex set atop the highest plateau in the realm, Jythra deserves 
  its moniker ‘the city in the clouds’. Resting nearly five miles over sea level, 
  Jythra affords an unparalleled view of the realm when the weather clears, but 
  most often sits in a dense fog. Myriad lawful creatures call Jythra home, 
  including many celestial creatures native to Valhalla, and their progeny. 
   
  Teo’s Journal: The markets of Jythra bustle with trade from all lands, and the 
  view from the spires of Jythra are a sight to behold (if you’ll pardon the 
  cliché). The vast network of crypts beneath the city has remained sealed by 
  the city’s elders, who refuse to open these to exploration. This has fueled 
  speculation that Yahalla’s tomb may rest within.  
   
  Five Wonders of Jythra 
  1. The Colossus. At one time, four 100’ statues of immortal warriors stood at 
  the pillars of Yahalla’s hall, animating to protect their goddess. Three were 
  destroyed during the Great Reckoning, but the fourth survived, and now stands 
  in the middle of the marketplace. It has not yet come to life, but scholars 
  believe that a significant threat to the realm will again call it to activity. 
  2. The Library. This collection of over 4,000 tomes, scrolls and texts is the 
  greatest single collection, by far, in all of the Splintered Realm. Many ancient 
  documents rest alongside more modern texts (including the one you read right 
  now) among the library’s vast collection.  
  3. The Stair. Once a direct conduit into the Halls of Yahalla, the Stair rises from 
  the north side of the city nearly a mile into the sky before ending at a sealed 
  golden door. No effort to bypass the door has proven successful. Two angelic 
  beings, elder archons of tremendous power, stand silent guard at all times. 
  4. The Silver Falls. A magical wellspring emerges from a fountain on the 
  northern side of the city, creating rivers that flow east, south and west, falling 
  off the edge of the plateau and dropping 5 miles, starting a river below that 
  ultimately flows into the Evermist.   
  5. The Monestary of the Mithril Dragon. A floating temple adjacent to the city 
  proper, this hall of monks and scholars learns in the presence of an obscure 
  entity called the mithril dragon. Only those who devote their lives to learning 
  and study may enter the inner halls or encounter the mithril dragon. 
   
   
   
  
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  Kron Foothills 
  The Kron Foothills encompass a series of low-lying and desolate hills. Within 
  this region, a slew of humanoids, serpents and terrible beasts dwell. While 
  humans and demi-humans rarely traverse the region, the hills hold a number of 
  valuable silver mines, and dozens of new strongholds have sprung up to 
  support mining operations. The creatures of the area constantly threaten these 
  settlements (many with fewer than 20 residents), igniting ongoing conflict. 
   
  Teo’s Journal: Control of the silver mines is hotly contested, and I suspect that 
  the Thieves’ Guild of Nethil Bay keeps a steady hand in all activities here, in 
  spite of the geographic distance from the city. I have encountered several 
  individuals in the hills who have the look of spies, and many of the region’s 
  bandits likely collect their wages in coin from Nethil Bay’s coffers. 
   
  Lake Dragonspear 
  During the Great Reckoning, the arch dragon Cinnabryl (ruler of all good 
  dragons) fell to the forces of man as they marched on the stronghold of 
  Valhalla. In order to bypass the dragon guardian, they employed a powerful 
  artifact, the Dragon’s Spear, with which they slew Cinnabryl. Her death throes 
  left a crater 100 miles wide and a mile deep, and this tomb filled with water in 
  the years immediately following the Reckoning, becoming Lake Dragonspear.  
  Many believe that the tomb of Cinnabryl, and the lost Dragon Spear, rest at the 
  bottom of this lake, a location that the fay fiercely guard. 
   
  Teo’s Journal: I don’t believe that either the bones of Cinnabryl or the Dragon 
  Spear will ever be recovered. Both of these are not only submerged beneath 
  thousands of feet of water, but are watched over by a cadre of powerful 
  magic and fay creatures of questionable motives. 
   
  Loch Evermist 
  Loch Evermist is an ancient, incredibly deep body of fresh water teeming with 
  malicious life. This loch once rested in the Barrens, but was transferred to the 
  realm of Del Anon during the Great Reckoning; it remains host to great 
  darkness in its vile depths. 
   
  Teo’s Journal: Only a fool would attempt to cross the loch by boat, as it is well 
  known to harbor massive serpents, wicked beasts of great power and size, 
  and likely a number of portals to other realms. Its bottom has not been 
  sounded, and I would wager that it never will be. The loch may in fact have no 
  bottom, its lowest depths transferring one directly into a section of the realm 
  of Pandemonium or into an aquatic shadow land. Dark things dwell in the 
  slimy deep. 
   
  
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  Mount Brim 
  Located in the western Iron Ridge Mountains, Mount Brim is the most imposing 
  fortress in all of Del Anon. Here, Surdur the Fire Giant King (the former high 
  overlord of Pandemonium and former right hand to Bael himself) claims 
  rulership over all giants. 
   
  Teo’s Journal: Surdur may the single most powerful foe in all of Del Anon, and 
  his fortress is virtually impregnable. If you see Mount Brim rising sharply 
  against the horizon, my best advice is to turn and go in the other direction. 
  Many believe that Mount Brim continues to act as a prison; a sentence there 
  is for life, and likely beyond. 
   
  Nethil Bay 
  While most creatures view the Reckoning as the great tragedy of all time, those 
  of Nethil Bay have seen an opportunity. Nethil Bay has quickly become a center 
  for trade, much of dubious origin. Nethil Bay boasts a strong upper class, an 
  emerging middle class, and the largest market in all of Del Anon. 
   
  Teo’s Journal: If you want it, you can get it here; if you don’t want it, you can 
  probably get rid of it here. As long as you don’t care about with whom you are 
  doing business, this is a great place to conduct trade. The strongest thieves’ 
  guild in the east is centered here, forming the epicenter of political intrigue in 
  the realm. 
   
   
   
   
  
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  Scaled Coast 
  Before the Great Reckoning, the area now known as 
  the Scaled Coast fell within the wild lands of the 
  Barrens. Since the Great Reckoning, this area has 
  been settled in small pockets by men who see it as an 
  opportunity to forge new kingdoms. Petty warlords 
  and would-be baron-kings routinely claim portions of 
  land, establishing holdings here.  
   
  The scaled coast holds hundreds of caves and 
  hidden strongholds once used by a variety of 
  humanoids (and other more degenerate and evil 
  creatures) from before the Great Reckoning. Many 
  awaken as time goes on, coming to the surface to 
  threaten those living or traveling in the area. The 
  Scaled Coast is not an official region, but instead 
  serves as the informal moniker attached to the area 
  ranging the entire expanse south of the Iron Ridge 
  Mountains, running from the Grandwood Forest in 
  the west to the Seersands Desert in the east. 
   
  Teo’s Journal: The Scaled Coast is the best place for a young adventurer ready 
  to challenge the world to go. Several important strongholds border the area, 
  and rough trails run throughout the region. The number of smaller ruins and 
  humanoid settlements that dot the landscape offsets this benefit. 
  Opportunities abound for the bodyguard, mercenary, or sword for hire. 
  Constant humanoid skirmishes, rogue bandit armies and wandering 
  barbarians make this land brim with opportunity. 
   
  Sea of Storms 
  The Sea of Storms surrounds the entire northeastern section of the continent, 
  making waterborne travel difficult, especially in the northeastern-most 
  sections, as hurricane-force winds routinely buffet the coastlines. 
   
  Seersands Desert 
  The Seersands was once a mighty nation in the lands of man before the Great 
  Reckoning. This encompassed the lands of the Philosopher Kings, nearly 
  immortal sorcerers of great power who had established a mighty empire. In the 
  decades before the Great Reckoning, as internal strife among mankind grew, 
  magical fire consumed the area, devastating the empire of the Philosopher 
  Kings and leaving the entire valley a vast and desolate sea of sand and ash. 
   
   
   
  
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  Teo’s Journal: Ruins of the vast Philosopher King Empires cross the Seersands 
  Desert; vast complexes sprawl beneath the seas of dust. Those seeking great 
  treasure or an excruciating death find themselves drawn to the windswept 
  dunes of this vast waste. Many rulers of the lost empire transcended death, 
  and now exist as undead monstrosities, continuing their feuds into eternity. 
   
  Timbervale 
  Burgeoning with fell creatures and darken beasts, the forest of Timbervale has 
  witnessed emerging signs of good, as a minor elf settlement of Copperhold and 
  the appearance of a number of awakened beasts have provided hope that one 
  day the forces of good may claim this tangled and icy forest. A coniferous forest 
  where overnight temperatures often drop below freezing even during the 
  summer months, Timbervale sees regular snowfall in the winter. Most consider 
  Timerbervale’s trees among the finest in the realm for shipbuilding and other 
  construction. 
   
  Teo’s Journal: While man has begun to tame and explore the northeastern 
  portions of this wood, the majority remains unexplored. Only the hardiest of 
  creatures have the fortitude to eke out a living here. Winter never ends in 
  Timbervale. 
   
  Torm’s Hold 
  As a mighty ork city, visitors find Torm’s Hold chaotic and wild, discovering 
  alehouses on every corner and a series of competing gladiator arenas to 
  provide general entertainment. The 5,000 orks residing within have remained 
  satisfied thus far with visiting violence upon themselves, but it will not be long 
  before their grasp grows wider and they set out into the realm to claim more 
  territory. 
   
  Teo’s Journal: Torm’s Hold is the place to go if you seek mayhem. Its sewers 
  teem with powerful beasts, and its gladiator pits offer plentiful coin for the 
  strong who can survive within. There is much money to make and danger to 
  find here, and that’s on a regular weekday night. 
   
   
   
  
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  Vale of Eternal Winters 
  A vast, frozen waste, the Vale of Eternal Winters hosts some of the most 
  powerful and cruel beasts to survive the Great Reckoning. Rumors persist of a 
  powerful ice queen who rules the vale, and of a great elder frost dragon that 
  traverses the wastes. The Vale was once a fertile, lush valley that, during the 
  Great Reckoning, degenerated into an icy waste. Several cities and fortresses 
  lie beneath leagues of ice, and a handful of expeditions have been undertaken 
  to recover lost relics and priceless treasures from below, many of these ending 
  in an icy tomb. 
   
  Teo’s Journal: I have only undertaken one sojourn into the Vale of Eternal 
  Winters, and it was the most difficult summer of my life. My expedition spent 
  two months crossing the waste. The Vale of Eternal Winters may be the most 
  inhospitable land in the realm. Few beasts roam this cold wasteland, but 
  these few are invariably powerful and ravenous. While some fools seek great 
  treasure, plumbing the depths beneath the ice fields of the Vale, I would 
  advise against such pursuits. Any expedition into lost lands always brings risk, 
  but such sojourns here bring the added dangers of collapsing tunnels of pure 
  ice, sudden deadfalls masked beneath a thin veneer of dusty snow, and 
  overnight temperatures that freeze exposed flesh in minutes. 
   
   
   
   
   
  
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  Appendix: The Realms Beyond  
   
   
   
   
   
   
   
   
   
  As the various portals within the Vault of the Goblin demonstrate, travel to 
  alternate realities is quite possible. Some of these realities are discussed 
  throughout the Vault of the Goblin, but other significant realms are outlined 
  below. 
   
  Celestial Sea 
  The Celestial Sea is a magical conduit that links all realms, serving as an 
  alternate means of transit. This swirling sea of arcane quicksilver flows into and 
  from all realities. Travel throughout is quite dangerous, and only a specially-
  designed vessel and an experienced guide will provide any possibility of 
  successfully navigating the celestial sea. 
   
  Halls of Valhalla 
  The Halls of Valhalla are a golden palace at the very summit of creation, resting 
  upon a distant peak nearest the sun. The doors to this palace are barred 
  (seemingly forever), the one true goddess possibly entombed within, her 
  remaining angelic servants weeping without ceasing. 
   
  Pandemonium 
  Pandemonium waits at the very pit of creation, at the bottom of all things. It is 
  a dark fortress that now serves as an inescapable prison for Bael.  
   
  Pocket Realms 
  Pocket Realms contain fragments of creation. These are often small realms of 
  limited confines. A pocket realm could consist of a single village, dungeon, 
  tower, mountain, woodland, waterway, valley or region. Often claimed by a 
  single ruler and inhabited by a limited variety of creatures, pocket realms can 
  provide unusual opportunities for adventure or exploration, and possibly even 
  conquest. 
   
  Elemental Realms 
  Elemental Realms are places of chaos, lands of pure elemental energy, and the 
  homeland of summoned elemental creatures. These inhospitable and 
  dangerous lands are best avoided by the living. Great care must be taken 
  before any expedition into one of these lands may be dared. 
   
   
   
   
  
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