TEXT: 1 
   
   
   
  ©2019  
  Rosethrone  
  Publishing/ 
  WR Beatty 
   
  The Chantry of 
  the Deepflame 
   
  High on a mountainside in the Northern Tier, the Chantry of 
  the Deepflame was once a Dwarf temple and the source of a 
  great deal of the wealth of the region.  Rumors suggest that 
  the Dwarves dug too deeply, they got too greedy, they, if the 
  locals are to be believed, scratched the roof of the Outer 
  Darkness and unleashed the very Spirit of the Darkness.  
   
  Plague struck, the Chantry was sealed, the temple forgotten 
  for generations. Then the Goblins came. Immune to what-
  ever plague had struck the Dwarves, the Goblins have re-
  claimed and rebuilt large sections of the ruins.   
   
   
  
   The Chantry of the Deepflamea 
  2 
  The Chantry Of 
  The Deepflame 
  A Highlands Campaign Adventure 
  For Characters Levels 4-10
   
   
  Writing, Editing, Cartography  
  and Layout: WR Beatty 
  Art: Public Domain (art edited, altered and compo-
  sited by WR Beatty, returned to Public Domain) 
  Except: “The Deepflame” page 63 by WR Beatty 
  The Chantry of the Deepflame uses Swords & Wiz-
  ards in the Highlands rules, a rules variant of 
  Swords & Wizardry, but is fully compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
  © 2019 Rosethrone Games/WR Beatty 
  Swords & Wizardry, S&W, and  
  Mythmere Games are  
  trademarks of Matthew J. Finch. 
  Rosethrone Games is not  
  affiliated with Mythmere Games 
  or Matthew J. Finch 
  This large dungeon complex is located in 
  Hex 42 of the Norther Tier Hexcrawl. 
  The Northern Tier is located in Hex E-4 
  of the Highlands Campaign Setting. 
  
  The Chantry of the Deepflame 
   
  3 
   
       
   
   
  Table of Contents
  THE CHANTRY BACKGROUND ........ 6 
   
  HISTORY .................................................................... 6 
   
  THE CURRENT SITUATION ........................................ 7 
   
  GETTING THE PARTY INVOLVED ............................. 8 
  RUMORS: ................................................................ 8 
  A GOOD OFFER: ..................................................... 9 
  FOR ANY LEVEL PARTY: ....................................... 9 
   
  RANDOM ENCOUNTERS: APPROACHING THE 
  CHANTRY ................................................................. 10 
  THE UNDER MOUNTAIN TRAIL ............................. 10 
  THE OVER MOUNTAIN TRAIL ................................ 11 
  THE RIVER TRAIL .................................................. 12 
  MOUNTAIN ENCOUNTERS IN THE TIER .................. 13 
  GENERAL MOUNTAIN ENCOUNTERS ..................... 13 
   
  SPECIAL RULES ....................................................... 14 
  CASCADE EFFECT .................................................. 14 
  DIMINISHING DICE ................................................ 14 
  PERSON HOURS OF WORK ..................................... 14 
  RANDOM TABLES .................................................. 14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  APPROACHING THE CHANTRY OF 
  THEDEEPFLAME ................................. 15 
   
  UNDERMOUNTAIN TRAIL ..................... 16 
   
  THE BRIDGES ........................................ 20 
   
  SOUTH KEEP ......................................... 22 
  THE CREVICE ....................................... 24 
   
  THE DEEPGATE .................................... 28 
   
  OVER MOUNTAIN TRAIL ....................... 30 
   
  RIVER TRAIL ........................................ 32 
   
  BLACKROCK RIVER .............................. 33 
   
  RIVERGATE .......................................... 34 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   The Chantry of the Deepflamea 
  4 
   
   
   
  THE CHANTRY OF THE DEEPFLAME 
   
  ENTRANCES TO THE CHANTRY ................. 38 
   
  SPECIAL ENCOUNTERS OR BACKGROUND 
  EVENTS ..................................................... 40 
   
  THE TWO TOWERS OF ARANSH ............ 41 
   
  THE RUINED TOWER KEY .................. 42 
   
  THE SILENT TOWER KEY ................... 44 
   
  THE SILENT TOWER DUNGEON KEY .... 48 
   
  THE HALLS OF THE MILITANT 
  BRETHREN ........................................... 50 
   
  DUNGEON ENCOUNTER KEY ................ 55 
   
  THE BEAUTIFUL GATE KEY .................. 90 
   
  TUNNELS OF THE SCORNED BRETHREN
   ............................................................. 92 
   
  THE GRAND STAIRCASE KEY ............... 94 
   
  THE DORMORTY OF THE CLOISTERED 
  BRETHREN ........................................... 96 
   
  SANCTUM OF THE HIGH PRIEST ......... 133 
   
  SANCTUARY OF THE HONORED GUESTS
   ........................................................... 149 
   
  THE DEEPS ......................................... 162 
   
  G1. STOREHOUSES .......................................... 165 
   
  G2. THE RESERVOIR ...................................... 168 
   
  G3. THE NORTH MINES .................................. 169 
   
  G4. THE SOUTH MINES AND REFINERY THE 
  SANCTUARY OF THE SHADOW KING ............. 171 
   
  G5. DEEPGATE KEEP ...................................... 178 
   
  G6. THE FIRST DEEP ...................................... 179 
  APPENDICES 
  NEW ITEMS……………………………….…181 
   
  DISEASE…………………………………..…..194 
   
  NEW SPELLS …………………………….…..195 
   
  FACTIONS OF THE CHANTRY ..………….196 
   
  NPCs OF THE CHANTRY ..…………………197 
   
  GOBLIN-KIN ..………………………………..203 
   
  MONSTER STAT BLOCKS ..………………..205 
   
  RANDOM TABLES .………………………….208 
  TABLE 1: GOBLIN NAMES ..……....…...208 
  TABLE 2: WHAT MOTIVATES …...…...209 
  TABLE 3: WHERE THE BODIES GO …210 
  TABLE 4: RANDOM NUISANCES .…….210 
  TABLE 5: THE DOORS .…………...…….211 
  TABLE 6: TO SLEEP/TO DREAM ……..211 
  TABLE 7: BED, BAG OR POCKET ...…..212 
  TABLE 8: JUST WEIRD …………………214 
  TABLE 9: GOBLIN APPEARANCE ……216 
   
  MAPS 
   
  MAP 1 APPROACHNG THE CHANTRY ......218 
   
  MAP 1a PERSPECTIVE .…….……………….219 
   
  MAP 2 UNDER MOUNTAIN TRAIL …….….220 
   
  MAP 3 THE BRIDGES ………………….…….221 
   
  MAP 4 SOUTH KEEP ….……………………..222 
   
  MAP 5 THE CREVICE ……………………….223 
   
  MAP 5a CAVES OF THE WHISPERING WIND .224 
   
  MAP 5b SEVEN RUBIERS TRIBE ………….224 
   
  MAP 5c STONE GIANT ………………………224 
   
  MAP 6 THE DEEPGATE ………………….….225 
   
  MAP 7 OVER MOUNTAIN TRAIL ..….….…226 
   
  MAP 7a THE SHATTERED KEEP .…….…...227 
   
  MAP 8 RIVER TRAIL ….……….………..…...228 
   
  MAP 9 RIVERGATE ……………...……….….229 
   
  MAP 10 TWO TOWERS OF ARANSH ..........230 
   
  MAP 11 HALL OF MILITANT BRETHREN .........231 
   
  MAP 11a MILITANT WEST ...........................232 
   
  MAP 11b MILITANT EAST ............................233 
   
  MAP 11c KING'S WATCH RUINS .................234 
   
  MAP 12 CLOISTERED BRETHREN .............235 
   
  MAP 13 HIGH PRIEST ....................................236 
   
  MAP 14 HONORED GUESTS .........................237 
   
  MAP 15 THE DEEPS SIDE ..............................238 
   
  MAP 16 THE STOREHOUSES .......................239 
   
  MAP 17 THE RESERVOIR .............................239 
   
  MAP 18 THE NORTH MINES ........................240 
   
  MAP 19 THE SHADOW KING .......................241 
   
  MAP 20 DEEPGATE KEEP ............................241 
   
  MAP 21 THE FIRST DEEP .............................242 
  LICENSE...........................................................................243 
   
  
  The Chantry of the Deepflame 
   
  5 
   
       
  A Note From the Author 
   
  Ten years. Wow. It has taken a long time to get here, but it’s finally done.  
   
  Back in the 2009 One Page Dungeon Contest Chigowiz’s entry was called “The Chantry of the Earthflame.” I found 
  the name very evocative and the whole little dungeon had a great theme and feeling, especially considering the limi-
  tations of the OPD format (which are a feature and not a bug, I understand). I dropped The Chantry of the Earthflame 
  into my own campaign (though no one has discovered it… yet).  
   
  Two years later I started working on what I thought would be a fairly small, focused project. I had read an article 
  (blog post almost certainly) that talked about reading through the descriptions of monsters and finding that one detail 
  that you had missed over the years: write an adventure around that. I had just re-read the description of the Barguist 
  and immediately thought, “What if a Barguist is caught in the physical world and wants to get back to the Abyss? It 
  looks like a Goblin.  So… how would it leverage that?” And that set my “smallish” dungeon idea into motion.  
   
  The first draft I can find that I saved of “My Goblin Lair” is from June of 2011, but it’s pretty fully formed already, 
  and the map is a semi-complete version of Hall of the Militant Brethren so clearly work began a bit earlier. As I laid 
  out the ideas for the rooms, I came to the large circular room with the winding staircase and decided that this would 
  be a focal point for the dungeon. As I worked through the “history” of this place, I knew I wanted a kind of “fixed” 
  artifact that could be a macguffin for an adventure or even a focal point for a whole campaign.   
   
  And I remembered that OPD from 2009 - the Earthflame - that’s what the Dwarves would have created: something 
  that draws on the power of the earth and maybe fire…  But… not the Earthflame (at least not as described by 
  Chigowiz). So, this became the Chantry of the Deepflame: a dwarven holy site that was abandoned because of a 
  plague and taken over by, of course, Goblin-kin.  
   
  And so, over the past 8 years this project has grown in size and scope, spawning a regional hexcrawl, another handful 
  of “Highlands Locations” and a whole host of NPCs, creatures and magical mysteries.  
   
  W.H. Auden paraphrased Paul Valéry, “Poetry is never fin-
  ished, it is only abandoned.”  
   
  I believe that is true of nearly all creative endeavors. 
  There’s always a temptation to make one more pass, to add 
  one more thing, to edit out this or that, to clarify or obfus-
  cate or… well, there’s always the opportunity to “make it 
  better.”  
   
  But at some point, you draw a line (Valéry says, “weari-
  ness, satisfaction, the need to deliver, or death…”) and that 
  is the end.  Enough.  No more “inner transformations.” Call 
  it complete and move on to the next endeavor.   
   
  So it is with the Chantry of the Deepflame.  
   
  Some combination of satisfaction and the need to deliver 
  has brought us to this point. The Chantry is ready for re-
  lease… or, at least as ready as it will ever be. 
   
  I hope you enjoy using this. 
   
  WR Beatty 
   
  
   The Chantry of the Deepflamea 
  6 
   
   
   
  The Chantry Background 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  History 
  The ruins of an ancient dwarven monastery, the Chantry 
  of Deep Flame is now home to a dangerous horde of gob-
  lins. 
   
  When a plague decimated the dwarven people more than 
  a thousand years ago, this holy site was devastated by the 
  disease and was subsequently sealed off by the High 
  Priest.  Legends among the dwarven people lift up Gera-
  zath, the High Priest, as a hero who saved the dwarven 
  nation by trapping the plague in these holy halls. Survivors 
  fled for the relative safety of the dark deep places and told 
  their stories about the horror of the Deepflame.  
   
  In the centuries following, many of the halls have col-
  lapsed and many of the relics and treasures have been 
  plundered. But there are areas of the Chantry untouched 
  since the High Priest Gerazath locked the gates and sealed 
  the halls.   
   
  Generations ago when a horde of Goblins moved into the 
  region, they discovered the Chantry and immediately 
  moved in.  While exploring the rubble, the goblins discov-
  ered a path to the necropolis and the great temple.  There 
  the goblin king established his small kingdom and the gob-
  lins thrived preying on the occasional caravan and battling 
  other goblin tribes and Fey creatures in the area.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The former Goblin King was wise enough to generally give 
  the humans of the Rosewood Highlands area a wide berth, 
  knowing that calling too much attention to his little kingdom 
  could bring the wrath of the human leaders. 
   
   
   
   
   
  
  The Chantry of the Deepflame 
  7 
   
       
  The Current Situation 
  Five weeks ago, a powerful goblin stranger (a Barguist) 
  broke open the gates of the Chantry and single-handedly 
  carved his way all the way to the Goblin King’s throne 
  room.  The Barquist shrugged off attacks from the guards, the 
  War Wolves and Bugbears who swarmed to protect their 
  king and it marched into the throne room, murdered and de-
  voured the goblin king.  Sitting himself on the throne, the Bar-
  quist then demanded the fealty of the survivors, establishing 
  himself as the Goblin Godking.   
   
  The goblin kingdom that was nearly 600 strong now stands at 
  less than 200.  Most of the Bugbears and War Wolves were 
  killed in the barguist’s assault, though some remain (out of 
  fear, not out of loyalty). 
   
  One of the new king’s first decrees was that his subjects cap-
  ture some powerful humans and sacrifice them to him.  The 
  goblins, weakened by their new king’s coup, were at first re-
  luctant, however threats, backed up by eating a few more gob-
  lins, including the most powerful sub-chief, have been a par-
  ticularly effective method of motivation.  
   
   
  The goblins managed to capture a particularly confused wan-
  dering wizard named Parilar.  The Barquist quickly devoured 
  the mage and grew more powerful.  He spit out a ring the 
  mage had been wearing and, sensing it was magic, put it on 
  one of his fingers.   
   
  Since, the new king has been acting more erratic.  The Ring 
  of Parilar was a ring of suggestion (spell turning).   
   
  The tribal shaman has discovered that the new Godking is 
  very susceptible to suggestion, which the shaman has been 
  exploiting to his own benefit. 
   
  Several of the sub-chiefs have become discontent with the 
  power that the Shaman has attained.  The goblin lair is a pow-
  der keg of bitterness and resignation waiting for a spark to 
  ignite it. 
   
   
   
   
   
   
   
   
   
   
  
   The Chantry of the Deepflamea 
  8 
   
   
   
  Getting the Party Involved 
  • Rumors: 
   
  “The Goblins got a jump on the baron’s men a cou-
  ple o’ weeks ago.  Took one of ‘em up to that Dwarf 
  Temple north o’ the falls. He’s a goner for sure.” 
   
   
  “I hear tell that them Dwarfs dug too deep for their 
  gold and they scraped the roof of hell and all manner 
  of evil flooded out and killed ‘em all.  Serves ‘em 
  right, I say, for pokin’ around places ain’t fit for folk 
  to be pokin’ around. Still… the gold’s probably still 
  there…” 
   
   
  “Got a cousin who chased an elk up the river past 
  Wisdom Falls.  Said he came on this place where all 
  the animals stood still as statues.  About scared the 
  life outta him.  He turned tail and ran so fast he lost 
  his shoes and just kept a-runnin’!”  
   
   
  “Look’ee, it’s a Dwarf Pile, ain’t it?  There’s gonna 
  be gold all over the place.  It’s just Goblins. How bad 
  can it be?” 
   
   
  “I hear tell that the King Under the Water is paying 
  100 gold a head for the Dwarf Ruin Goblins. ‘Course 
  not sure you can trust that Goblin lover, either, 
  right?” 
   
   
  “Somewhere, deep under the ruins of the Dwarf 
  Temple, is a giant wheel made of pure gold.  It’s 
  enough to buy a kingdom I tell you.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • Caravan Guards 
  A time-honored profession for those who seek adventure! 
  The caravan is attacked by Goblins from the Chantry.  
   
  The party might be tasked to: 
   
  1. Retrieve the Gula Spice, a rare ground leaf from the 
  Oasis of the Seven Nights (worth at least 6000 gp). 
  Place in the Shaman’s treasure trove in a wax sealed 
  porcelain jar decorated with palm trees. 
  2. Avenge the murder of the Caravan Master’s son who 
  was killed in the raid (reward: a small caravan way-
  house on a major trade route) 
  3. Retrieve Strings of Athan, allegedly magical harp 
  strings. They are in a crate filled with silk robes. 
  Place the crate, smashed, in the chamber of the Offal 
  Dweller. 
  4. Free the slaves: some of the caravan drivers, guards 
  and merchants were dragged off in chains – en-
  slaved! Who could let such an injustice go una-
  venged? 
   
  • A Plea for Help 
  The party is approached peacefully by: 
   
  1. Birdmen who want to hire some “wingless valiant 
  ones” to rid the mountain of their arch-nemesis, the 
  Glitterwings who “live in the Crack in the World 
  near the Stone Giant.” 
   
  2. A small group of distraught nobles. They introduce 
  themselves as a retinue from the Duke of Newtown. 
  A Goblin raiding party has kidnapped the Princess 
  and they are unable to rescue her. If a few of the car-
  avan’s strong and able looking guards would be will-
  ing to recover her majesty, the reward would be... 
  well, more than you can imagine... 
   
  They are not truly nobles, but peasants who have 
  mocked up some finery to try to convince a willing 
  party to rescue a local girl (who is daughter, niece, 
  cousin, etc. to these “nobles”). They have no money 
  to actually pay for her rescue. The girl can be identi-
  fied by three small beauty marks on her right cheek. 
  The girl, who should be with the Slavemaster, will 
  have no idea why her rescuers are calling her, “Your 
  Majesty”... 
   
  3. Solitary Goblin. He is very deferential and speaks in 
  simple one- or two-word phrases. He will try to com-
  municate a need for his Godking to be freed from a 
  curse that the Shaman has placed on him.  He knows 
  where the best treasures are and will even offer to 
  lead the party in one of the back doors and right to 
  the Shaman, if they will only promise to help him... 
   
   
   
   
   
  A Note About Undead: 
  All undead in the Rosewood Highlands drain ability scores, 
  though most only temporarily. Skeletons, for example, drain 1 
  Strength point per successful hit while Zombies drain 1 Consti-
  tution point. The attribute loss lasts for 10 minutes per HD of 
  the undead unless the creature’s description says otherwise (for 
  example, attributes drained by wights, wraiths and spectres are 
  permanent unless magically healed). 
  A Note About Goblin-kin: 
  Goblins are a somewhat complicated race.  They begin life as 
  a growth – a tumor in the flesh of their parent-host goblin, drop-
  ping off after a time and crawling away to a dark place to grow.   
  The stages of (potential) growth are: Whelp (Kobold), Goblin, 
  Hobgoblin, Bugbear, Troll or Formorian Giant.  The Bestiary 
  will have more information about Goblin-kin but suffice it to 
  say that all of these beings are closely related. 
  Bestiary of the Rosewood Highlands: 
  Whether traditional or mythological creatures well-described 
  elsewhere in numerous monstrous compiliations, or new crea-
  tures found only in the highlands, all creatures found herein 
  (and in all the Highlands products) are fully described in the 
  Living Document The Bestiary of the Rosewood Highlands. 
  When adventures and sourcebooks are completed, the creatures 
  found in the adventure are added to the Bestiary – thus the Liv-
  ing Document. 
  
  The Chantry of the Deepflame 
  9 
   
   
       
  • A Good Offer: 
  Beodan*, the one-eyed, one-legged Dwarven Artificer, 
  has been asking around for help in locating some ancient 
  Dwarven artifacts.  Namely, something called The Deep-
  flame.   
   
  He has very little information about the artifact but will 
  pay handsomely (in the 20,000 gp range) for someone to 
  bring it to him.  He will pay considerably less, but still 
  handsomely (say in the 6,000 gp range) for detailed in-
  formation about the artifact.  He even offers to supply 
  some minor magical items, either for the party to keep or 
  on loan.   
   
  What Beodan knows: 
   
  The Dwarven artifact is in the Dwarf Temple Ruins 
  (he will call it The Chantry) 
   
  The Deepflame is shaped like flames, somehow, and 
  is made of stone (probably white stone, he believes) 
   
  The Deepflame is a powerful ward against evil, par-
  ticularly undead 
   
  He believes it has powers against other types of evil 
  like demons and fey creatures 
   
  He believes that the artifact can be used to heal, cure 
  disease and even raise the dead 
   
  He knows that Goblins have overtaken the Chantry 
  ruins and that there are many of the wicked creatures 
  there 
   
  He knows the Chantry was abandoned centuries ago 
  because of a plague that decimated the Dwarven peo-
  ple (he does not believe that it is currently dangerous 
  for Dwarves) 
   
  He believes there are many paths into the Chantry 
  but that all of them are dangerous 
   
  He believes the High King might pay for information 
  about the Goblins, their defenses and their intentions 
   
  He believes that there is a 1 gp bounty per Goblin ear 
  (right ear only, please), paid by either the local trade 
  guild or the High King or the Clan leaders or the 
  monks at St. Alboran’s 
   
   
  • Scouting (For Any Level Party): 
  NOTE: this is a way to introduce even a low-level party to the Chantry without 
  forcing them to go inside and potentially face a mob of Goblins and their allies. 
   
  Duke Aidaen Aftan* with four Kingsguards (all in disguise as 
  merchants, though they aren’t very good at pretending) ap-
  proach the party surreptitiously with an offer: scout the old 
  Dwarven Temple Ruins and bring back information about the 
  defenses, entrances, etc.   
   
  Rumor has it that the goblins who have taken over the mines 
  and dungeons are becoming bold and attacking caravans and 
  disrupting trade in the Northern Tier. The party is discouraged 
  from engaging with the Goblins on a large scale. 
   
  Aidaen’s Offer: 
   
  Up to 100 gp each party member per entrance scouted, 
  mapped and general defenses noted 
   
  Up to 100 gp each party member for the various ap-
  proaches scouted mapped and general defenses noted 
   
  Up to 500 gp for the party if they bring back a leader alive 
  for questioning (subject to getting useful information from 
  said leader) 
   
  Up to 500 gp for the party if contacts with potential allies 
  are made  
   
  Negotiations: 
  Aidaen is the High King’s nephew and is working under his 
  uncle’s authority. He is arrogant and entitled, he looks down on 
  those “beneath him” (including the warriors in his retinue).  He 
  will begin negotiations much lower than the maximums listed 
  above and try to negotiate as much information for as little 
  money as possible.  
   
  (For higher level parties, the maximums could be raised perhaps 
  ten-fold.)  
   
  Despite his flaws, Aidaen is a brave and honorable man at heart 
  and any slights toward his character will be met with an angry 
  reaction.  
   
  The Kingsguard will defend Aidaen to the death but speak sar-
  castically to and about him.  
   
   
   
   
   
  
   The Chantry of the Deepflamea 
  10 
   
   
   
  Random Encounters: Approaching the Chantry 
  The Under Mountain Trail 
  Winding through a spur of the mountains, the Under Moun-
  tain trail is dark and dangerous.  The Under Mountain Trail 
  was an integral part of the defenses of the Chantry, being a 
  disorienting place for non-Dwarves.   
   
  The Goblins have adapted the defenses for their own purposes 
  and the Under Mountain Trail has, perhaps, become even 
  more dangerous. 
   
   
  Under Mountain Trail (Area 1) 
  1d6 
  Encounter 
  Doing… 
  1d6 
  Encounter 
  Doing… 
  1 
  1d6+6 Gob-
  lins 
  1. Going out on patrol, careless, noisy 
  2. Coming back from patrol, wounded (1d2 
  hp each) 
  3. Searching for a lost: 
       1. Bag full of ears 
       2. Diamond (600 gp) 
       3. Friend 
       4. Prisoner  
            1. Runaway slave (1d4) 
            2. Renegade Troll 
            3. Dwarf Scout 
            4. Glitterwing 
  4. Escorting: 
       1. Longarm envoy of the Gnome King 
       2. Hobgoblin, envoy of another Goblin 
  tribe 
       3. Four Ogres who want to hire on as mer-
  cenaries 
       4. An envoy from the Silver Queen 
  4 
  1 Glitterwing 
  (from 1.15) 
  1. Scouting, trying to stay hidden 
  2. Looking for allies 
  3. Fleeing from something 
  4. Asleep in a dark crevice 
  2 
  6 Goblins 
  and 1 Hob-
  goblin 
  1. Going out on patrol, cautious, disciplined 
  2. Coming back from patrol, victorious (50 
  gp each) 
  3. Searching for: 
       1. Intruders 
       2. Hidden passages 
       3. Spies 
       4. Allies to fight against the Godking 
  4. Escorting: 
       1. A small dragon carcass (borne by 
  slaves) 
       2. Cart full of supplies 
       3. Cart of slaves 
       4. Cart full of weapons 
  5 
  1d6 Giant  
  Centipedes 
  1. Nothing, they just fed and are le-
  thargic 
  2. Starving, will attack anything alive 
  3. Swarming an unfortunate Goblin 
  4. Prepared to ambush (drop from ceil-
  ing) 
  3 
  Giant Grey-
  back Spider  
  (from 1.8) 
  1. Hunting 
  2. Searching for a mate 
  3. Running from something 
  4. Chasing something 
       1. A Goblin 
       2. A Glitterwing 
       3. A human slave 
       4. A Giant Centipede 
  6 
  1d6 Rats  
  (from 1. 11) 
  1. Scouting for the Broker 
  2. Following a Hobgoblin’s trail 
  3. Eating the flesh from a human arm 
  4. Watching intently 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
  11 
   
   
       
  Random Encounters: Approaching the Chantry 
   
  The Over Mountain Trail 
  The mountains here are wild and untamed, rough and broken 
  ground, sometimes rising sheer for hundreds of feet, some-
  times sloping gently.   
   
   
   
  Most of the slopes are tree and brush covered, providing al-
  most complete cover when not on a trail or beside the river. 
  No birds sing from the trees and few animals move through 
  the brush, though insects buzz constantly.  
   
  Over Mountain Trail (Area 11) 
  1d6 
  Encounter 
  Doing… 
  1d6 
  Encounter 
  Doing… 
  1 
  1d6 Goblins, 
  faces painted 
  with a blue 
  handprint 
  (Kuce’s Raiders 
  from 11e) 
  1. Going out on patrol, careful, silent 
  2. Coming back from patrol, wounded (1d2 hp 
  each) 
  3. Searching for a lost: 
       1. Bag full of knucklebones 
       2. Bejewelled dagger (500 gp) 
       3. Friend 
       4. Prisoner  
            1. Runaway slave (1d4) 
            2. Renegade Troll 
            3. Dwarf Scout 
            4. Glitterwing 
  4. Escorting: 
       1. Longarm envoy of the Gnome King 
       2. Hobgoblin, envoy of another Goblin 
  tribe 
       3. Four Ogres who want to hire on as mer-
  cenaries 
       4. An envoy from the Silver Queen 
  4 
  1 Birdman 
  1. Scouting, trying to stay hidden 
  2. Looking for allies 
  3. Fleeing from something 
  4. Hunting 
  2 
  1d6+6 Goblins, 
  faces painted 
  with a blue 
  handprint 
  (Kuce’s Raiders 
  from 11e) 
  1. Going out on patrol, cautious, disciplined 
  2. Coming back from patrol, victorious (50 gp 
  each) 
  3. Searching for: 
       1. Intruders 
       2. Secret Messages 
       3. Spies 
       4. Allies to fight against the Godking 
  4. Escorting: 
       1. A griffin carcass (borne by slaves) 
       2. Cart full of supplies 
       3. Cart of slaves 
       4. Cart full of weapons 
  5 
  1 Dwarf 
  (from 11g) 
  1. Wounded by Goblins (dead bodies 
  lay all around) 
  2. Scouting for the Elder Divine 
  3. Hunting and gathering 
  4. Tracking a Bugbear 
  3 
  Griffin 
  (NOTE: there are 
  17 Griffins in the 
  mountains apart 
  from those nest-
  ing in the Beauti-
  ful Gate) 
  1. Hunting 
  2. Searching for a mate 
  3. Running from something 
  4. Chasing something 
       1. A Goblin 
       2. A Birdman 
       3. A human slave 
       4. Faerie Dragon 
  6 
  1d6 Wolves 
  1. Hunting 
  2. Resting (if more than 3, remainder 
  are cubs) 
  3. Wounded, driven mad 
  4. Feasting on an elk carcass 
   
   
   
   
  
   The Chantry of the Deepflamea 
  12 
   
   
   
                  Random Encounters: Approaching the Chantry 
   
  The River Trail 
  This path winds up the mountainside hugging close to the 
  Blackwater River.  It is clearly marked and easy to follow.   
   
   
   
   
  Grasses and small brush grow near the water’s edge, but few 
  trees grow here, and little cover would be provided for one 
  trying to sneak into the Chantry via this approach. 
   
  River Trail (Area 12) 
  1d6 
  Encounter 
  Doing… 
  1d6 
  Encounter 
  Doing… 
  1 
  1d6+6  
  Goblins 
  1. Going out on patrol, watchful, hungry 
  2. Coming back from patrol, wounded (1d2 hp 
  each) 
  3. Searching for a lost: 
       1. Bag full of ears 
       2. Diamond (600 gp) 
       3. Friend 
       4. Prisoner  
            1. Runaway slave (1d4) 
            2. Renegade Troll 
            3. Dwarf Scout 
            4. Glitterwing 
  4. Escorting: 
       1. Longarm envoy of the Gnome King 
       2. Hobgoblin, envoy of another Goblin tribe 
       3. Four Ogres who want to hire on as merce-
  naries 
       4. An envoy from the Silver Queen 
  4 
  1d6+6  
  Goblins 
  1. Going out on patrol, watchful, hungry 
  2. Coming back from patrol, wounded (1d2 
  hp each) 
  3. Searching for a lost: 
       1. Bag full of ears 
       2. Diamond (600 gp) 
       3. Friend 
       4. Prisoner  
            1. Runaway slave (1d4) 
            2. Renegade Troll 
            3. Dwarf Scout 
            4. Glitterwing 
  4. Escorting: 
       1. Longarm envoy of the Gnome King 
       2. Hobgoblin, envoy of another Goblin 
  tribe 
       3. Four Ogres who want to hire on as 
  mercenaries 
       4. An envoy from the Silver Queen 
  2 
  6 Goblins and  
  1 Hobgoblin 
  1. Going out on patrol, cautious, disciplined 
  2. Coming back from patrol, victorious (50 gp 
  each) 
  3. Searching for: 
       1. Intruders 
       2. Hidden passages 
       3. Spies 
       4. Allies to fight against the Godking 
  4. Escorting: 
       1. A small dragon carcass (borne by slaves) 
       2. Cart full of supplies 
       3. Cart of slaves 
       4. Cart full of weapons 
  5 
  6 Goblins 
  and  
  1 Hobgoblin 
  1. Going out on patrol, cautious, disci-
  plined 
  2. Coming back from patrol, victorious (50 
  gp each) 
  3. Searching for: 
       1. Intruders 
       2. Hidden passages 
       3. Spies 
       4. Allies to fight against the Godking 
  4. Escorting: 
       1. A small dragon carcass (borne by 
  slaves) 
       2. Cart full of supplies 
       3. Cart of slaves 
       4. Cart full of weapons 
  3 
  Giant Grey-
  back Spider  
  (from 1.8) 
  1. Hunting 
  2. Searching for a mate 
  3. Running from something 
  4. Chasing something 
       1. A Goblin 
       2. A Glitterwing 
       3. A human slave 
       4. A Giant Centipede 
  6 
  Giant Grey-
  back Spider  
  (from 1.8) 
  1. Hunting 
  2. Searching for a mate 
  3. Running from something 
  4. Chasing something 
       1. A Goblin 
       2. A Glitterwing 
       3. A human slave 
       4. A Giant Centipede 
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
  13 
   
   
       
                  Random Encounters: Approaching the Chantry 
   
  Mountain Encounters in the Northern Tier 
  The mountains of the Northern Tier are wild and dangerous.  
   
   
   
   
   
   
  General Mountain Encounters 
  1d12 
  Encounter 
  Doing… 
  1d12 
  Encounter 
  Doing… 
  1 
  Goblin Raiding 
  Party (1d8+6 goblin 
  warriors) 
  Scouting for the King Under the Wa-
  ter 
  1. They surrender immediately 
  2. They run away 
  3. They turn on each other 
  4. They fight to the death gaining +1 
  to hit (no morale checks needed) 
  7 
  1d3 Firbolg 
  1. Scouting the area for the Firbolg King 
  2. Searching for the Witch of the West 
  Wind 
  3. Hunting Giant Beetles 
  4. Preparing to assault the Chantry 
  2 
  3-30 Stirges 
  1. Feeding on elk herd, ignore in-
  truders 
  2. Hungry and hunting 
  3. Flapping helplessly on the ground 
  4. Tied together with heavy twine 
  8 
  1-2 Behir 
  5 hungry behir wander the mountains. If 
  more than one is encountered, the behir 
  will be encountered fighting each other. If 
  uninterrupted, one will eventually kill the 
  other and then turn on the party. This behir 
  will have only 20-50% of hit points re-
  maining (10%*1d4+1).  
  3 
  1d10+10 Wolves 
  1. Starving, very dangerous 
  2. Hungry, cautious but aggressive 
  3. On the move, generally ignore 
  others 
  4. Chasing a herd of mountain goats 
  9 
  1-3 Slicer Bee-
  tles 
  12 of these fearsome giant insects roam the 
  forest while a seemingly endless number 
  live in the mountains. When encountered, 
  there is a 30% chance the beetles will flee 
  on sight, 40% chance they will stand their 
  ground, 30% chance they will attack on 
  sight. Inside each beetle are 1d10-6 gp 
  from a previous meal. 
  4 
  Goblin Raiding 
  Party (1d6+5 goblin 
  warriors) 
  Deserters from the Chantry 
  1. They surrender and tell all they 
  know 
  2. They try to run away 
  3. They turn on each other 
  4. They wait silently, standing stone 
  still 
  10 
  1-2 Cave 
  Bears  
  These aggressive creatures are seeking 
  meat. Weak opponents will be attacked 
  from multiple sides at once if two bears are 
  encountered while an attack against a larger 
  or obviously powerful opponent will be a 
  frontal assault.   
  5 
  3 Hill Giants  
  They are wandering in the area, ex-
  ploring, not conquering, they are ra-
  ther cowardly and will not willingly 
  fight to the death 
  11 
  1 Spectre – 
  only one Spec-
  tre haunts the 
  mountains, af-
  ter defeating 
  this creature, 
  treat as no en-
  counter 
  A single Spectre haunts this region. Always 
  encountered at night, the Spectre wanders 
  looking for his daughter. Children (or 
  halflings) will cause the Spectre to flee. 
  Any red-haired woman will be approached 
  by the Spectre for an embrace (which is, in 
  effect, an attack). If the embrace is not re-
  turned, the Spectre will fly into a rage and 
  attack everyone accompanying the red 
  head. If the party contains no red-haired 
  women, use standard encounter reactions.  
  6 
  2-8 Griffins (there 
  are 17 Griffins in the 
  mountains aside from 
  those nesting in the 
  Beautiful Gate) 
  1. Hunting – they will try to swoop 
  down and grab horses but nothing 
  else 
  2. Hunting a Goblin patrol 
  3. Curious but not aggressive 
  4. Searching for a lost young Griffin 
  12 
  2-4 Wights 
  (nighttime 
  only, if during 
  day treat as no 
  encounter) 
  These wicked undead spirits haunt the re-
  gion seeking to slay the living. If one or 
  more are killed, the survivors will flee, then 
  stalk the opponents (the next encounters 
  will always be with the Wights until all are 
  destroyed). 
  
   The Chantry of the Deepflamea 
   
  14 
   
   
   
  Special Rules 
  Cascade Effect 
  When making a roll where the outcome could be a cascading 
  chain of events, make the roll.  If it succeeds, the number rolled 
  on the first roll is added to the second roll to see if it succeeds.  
  If it does, the number rolled on the second roll is added to the 
  third roll, and so on, until the roll fails.   
   
  Basically, when something happens, the number rolled on the 
  die is added to the next roll to see if the effect happens again… 
  and again… and again… 
   
  In the case of a saving throw, the cascade effect is that the 
  number rolled is SUBTRACTED from the next roll… 
   
  Diminishing Dice 
  Occasionally the adventure will call for “diminishing dice.” 
  This means that for each prescribed length of time (round, turn, 
  day, etc.) roll the indicated die.   
   
  If a 1 or 2 is rolled, the next time the die is rolled use the next 
  smaller die. Continue until a 1 or 2 is rolled on a d4, ending the 
  diminishing dice chain for that effect.  
   
  For example, a fire breaks out that does 1d8 points of damage 
  per round, diminishing dice. 
   
  If the damage done is 3-8, the next round the GM again rolls a 
  1d8 for damage.  In any round that the damage rolled is a 1 or 
  a 2, the subsequent round’s die becomes a 1d6. This continues 
  until the GM rolls a 1 or a 2 on 1d4 for the last round of damage 
  in the chain. 
   
   
   
   
   
  Person Hours of Work 
  Occasionally, the text will call out the fact that it takes x-per-
  son hours (or rounds, or turns) to accomplish a task.  If four 
  characters work four hours each, the total is 16-person hours 
  of work. 
   
  Random Tables  
  Perhaps not a “special rule” so much, but occasionally loca-
  tions will include a random table for contents, effects, or other 
  special circumstances and random tables are included for all 
  manner of additional material from Goblin names to weird 
  things going on.   
   
  • 
  Most tables are pretty straightforward (roll d8 or d6 and 
  consult next column).  Some tables have multiple columns 
  of contents.  Either roll multiple dice (one for each col-
  umn) or read the single rolled die across, as the GM pre-
  fers.   
   
  • 
  Some tables are “nested” tables.  That is, the rolled entry 
  might require an addition die roll to determine what the 
  exact nature of the item or event is. 
   
  • 
  Finally, some tables use a random roll for both the column 
  and the row. Such tables would have numbers across the 
  side and the top.  Roll one of each type of die and consult 
  the grid.   
   
  And, of course, the GM is free to just use the tables for inspi-
  ration – or even use all the entries on the table at once!  
   
   
   
   
   
   
   
  NOTE: Names marked with an Asterix (*) are more fully described in 
  the Appendix: NPCs of the Chantry (page 195) and most magic items 
  are fully described in the Appendix: New Items (page 179). 
  
  The Chantry of the Deepflame 
   
  15 
   
   
   
   
   
  l                 Outdoor Map Key                  l 
  1. Under Mountain Trail 
  (Map 2) 
  2. Stone Bridge  
  (West Bridge, Map 3) 
  3. Swinging Bridge  
  (River Bridge, Map 3) 
  4. Southgate Keep 
  (Map 4) 
  5. Two Towers of Aransh 
  (Chantry A) 
  6. The Beautiful Gate  
  (Chantry B) 
  7. The Crevice  
  (Map 5) 
   
  Scale 
  1 square = 100’ 
  8. King’s Window  
  (Chantry B) 
  9. Deep Gate 
  (Map 6) 
  10. The Broken Bridge  
  (East Bridge) 
  11. Over Mountain Trail 
  (Map 7) 
  12. River Trail 
  (Map 8) 
  13. Blackrock River 
  (Map 1&8) 
  14. River Gate 
  (Map 9) 
   
  Map 1 
  Approaching the 
  Chantry of the 
  Deepflame 
  
   The Chantry of the Deepflamea 
   
  16 
   
   
   
   
   
  1.1. The Undermountain Road Entrance 
  • The cave entrance is well hidden behind brush and 
  a false-stone door (wood poorly painted to appear 
  as stone). Not locked. 
  • 4 Goblins nominally guard the entrance – they 
  sleep, drink, eat, argue, gamble, fight, boast, etc. 
  (Shortbows, daggers). Easy to surprise (5-6 
  chance).  
  • A firepit, always burning in the center of the cham-
  ber – 50% chance something (or someone) roast-
  ing over the fire. 
  • The ceiling is 14’ here. 
  • The walls are covered in untanned animal hides, 
  most rotting (2d12 are salvageable, if one has the 
  skill).  
  • If not surprised or if hard pressed in melee, the 
  goblins will try to set the hides on fire and flee 
  down the corridor (smoke will fill the chamber in 
  1 round and down the corridor (to areas 2, 3 & 5) 
  at the rate of one “square” per round. Visibility 
  limited to 10’. Save vs. poison every other round 
  in the smoke or begin coughing and choking, tem-
  porarily losing 1 Constitution point for each lost 
  save. If Constitution reaches 2, character falls un-
  conscious. If Constitution reaches 0, character 
  dies.  
  • Barring magical restoration, Constitution points 
  lost in this manner are restored at the rate of 
  1/hour. A PC knocked unconscious by the smoke 
  will not awaken until Constitution is fully restored. 
   
  1.2. Trolls 
  • 8 Trolls are chained to a center 
  post here, freely able to move 
  throughout area 2. They have a 
  white flame acid branded on their 
  chests. The trolls cannot reach 
  above 12’. 
  • Walls 
  are 
  rubbed 
  perfectly 
  smooth. 
  • The irregular ceiling domes from 
  about 12’ at the edges of this 
  chamber to 26’ at the center.  
  • The trolls do not attack automati-
  cally – they wait expectantly for 
  1d4 rounds. If fresh meat is given 
  to them (at least the size of a deer 
  or a human or a goblin), they will 
  descend on the offering and ig-
  nore any living creatures in the 
  room. The trolls throw the meat/ 
  blood/ bones throughout the 
  chamber, splattering the floor and 
  the walls. Then they proceed to 
  lick the flesh and blood from the 
  stone surfaces.  
   
  1.3. The Dark 
  • Magical darkness obscures this 
  whole corridor (dispel as 10th 
  level magic).  
  • The obsidian walls are chipped 
  to leave razor sharp protrusions 
  throughout.  
  • Groping the walls will cause 
  1d4 damage per hand per round 
  – gloves must save or be de-
  stroyed (leather gains +1 bonus 
  to save, metal gains +3 bonus to 
  save). 
  • Many goblin tracks traverse the 
  center of the corridor, both 
  ways. 
   
  The Corridor ends in a pit trap  
  • trap door collapses when more 
  than 100 pounds is on it 
  • dropping 20’ on to 3’ long ob-
  sidian pylons (as stakes) 
  • 2d6 falling damage, 1d4 py-
  lons hit for 1d4 hp damage 
  each 
   
  Undermountain Trail 
  Area 1 (Map 2) 
  
  The Chantry of the Deepflame 
   
  17 
   
   
   
   
  1.4. Fungus Garden 
  • Giant mushrooms grow amid pools of 
  red, yellow and green slime.   
  • Goblins generally avoid this chamber 
  because their skin reacts to the slimes 
  (changes their skin color via painful 
  rashes) 
  • Humans are immune to the slimes 
  here, but the mushrooms will release 
  spores if a fire is lit in this chamber. 
  Save vs. poison or a white, rock-hard 
  fungal growth begins sprouting from:  
  •  
  1. Head 
  4. Arm 
  2. Back 
  5. Leg 
  3. Stomach 6. Buttocks 
   
  -1d4 to Charisma. Removed with Cure 
  Disease in addition to any magical 
  healing, cast at the same time. 
  • The giant mushrooms and the slime 
  are edible and nutritious… but taste 
  awful. Also, if fire is applied to the 
  mushrooms (directly or indirectly, 
  say…in stew), eating the mushrooms 
  causes the skin to change color to 
  greenish-white (save vs. poison to ne-
  gate). Cure Disease restores natural 
  skin color.   
   
  1.5. False Path 
  • Chalk markings on the wall with ar-
  rows pointing toward areas 6 and 9 
  (glyphs for “safe path” “dwarf home” 
  and “goblins beware”). Goblin foot-
  prints crisscross the cavern floor. 
   
  1.6. Bones of the Past 
  • The floor here is littered with thou-
  sands of bones. 
  • Any magic that is cast in this area will 
  cause 1d4 Skeletal Horrors to arise 
  and attack.   
  • Hanging from the ceiling, hidden 
  among the stalactites is a leather bag 
  containing 32 gp, 17 sp and 4 dia-
  monds (worth 350 gp each). 
  • Intermixed with the bones is a carved 
  red dragon bone wand (3’ long, carved 
  with effigies of many fire-breathing 
  dragons) the Wand of Conflagration. 
  1.7. Spirits of the Stone 
  • Three 30’-50’ tall stalagmites reach up 
  from the floor here toward the ceiling. 
  • When any living being comes within 30’ 
  of them, a Stone Spirit will step out of 
  one and indicate with its hands for the liv-
  ing beings to stop. It will articulate in a 
  dozen ancient languages (beginning with 
  Ancient Dwarven, then the Northmen lan-
  guage, then an ancient Highlands dialect, 
  then Goblinoid, etc.) saying the same 
  thing each time, “Return to the realm of 
  the mortals or thou wilt suffer the fate of 
  the Lost.” 
  • If invading living beings heed the warn-
  ing (that is, they turn back), the Stone 
  Spirit will fade away after 1d6 rounds.  
  • If the Stone Spirit is ignored or attacked, 
  it will attack with its Life Binding attack. 
  • Once the Stone Spirit is engaged in com-
  bat, each round a Stone Spirit Slave will 
  emerge from a Stalagmite and join in the 
  attack.  There are 13 Stone Spirit Slaves 
  here: 3 dwarven, 3 human, 4 goblin, 1 
  bugbear, 1 formorian giant, 1 gnole.  
  • The Spirits will pursue intruders to the 
  bones in area 6 or the webs in area 8. 
  • Any beings slain by the Stone Spirit be-
  come Stone Spirit Slaves. 
   
  1.8. Spiders 
  • Webs choke the corridor outside this 
  cave. 
  • Husks of goblins, humans, animals, giant 
  centipedes, giant insects, etc. dangle 
  among the webs. 
  • Living in the cave are four Giant Grey-
  back Spiders who will defend their cave 
  and their webs to the death.  
  • Webs burn fast and hot, doing 1d6 hp 
  damage per round, burning for 1d6 rounds 
  in any given area.  
  • Hidden among the webs can be found: A 
  pint flask stamped with an Ostaven seal 
  containing olive oil, a threadbare, faded 
  and age-worn banner bearing the old sym-
  bol of the High King of the Highlands 
  Clans, an ashwood tambourine, 312 gp in 
  a rotting leather sack, 1213 sp in a rotted 
  and fragile wooden box, a potion of invis-
  ibility in a glass flask and a scroll contain-
  ing a map of the safe route through the 
  Undermountain Road. 
  • Any fire among the webs will destroy all 
  the treasure in the cave except the gold 
  and silver which will be fused into several 
  large lumps of metal by the extreme heat.  
   
  1.9. False Path 
  • Chalk markings on the wall with ar-
  rows pointing toward area 10 
  (glyphs for “safe path” “dwarf 
  home” and “goblins beware”). 
   
  1.10. Fallen Hero 
  • The floor in this descending corri-
  dor is dirt covered and has been 
  brushed with some type of broom to 
  obscure tracks.  
  • On the wall is a red handprint, 
  about 3’ above the floor, about 
  every 10’ or so on both sides of the 
  corridor.  
  • As the corridor descends, the air be-
  comes more and more poisonous 
  (an undetectable gas like carbon 
  monoxide).  
   
  Once halfway down the corridor, 
  save every 1d4 rounds or lose 1d4 
  Constitution points. Points lost in 
  this manner are regained at the rate 
  of one per hour once removed from 
  the poison air.   
   
  When Constitution reaches 2, the 
  PC falls unconscious. When Con-
  stitution reaches 0, PC dies. Uncon-
  scious PCs must fully regain their 
  Constitution score before they will 
  awaken.  
  • The corridor dead-ends in a mas-
  sive pile of rubble. Poking out from 
  the rubble is a skeletal hand hold-
  ing a rotting bag (in which is 13 cp 
  and 4 sp). Also sticking out of the 
  stone is a gleaming sword.  
  • The goblins buried a bunch of 
  bones under tons of rubble hoping 
  to lure travelers into investigating 
  the debris, thus delaying them so 
  they will succumb to the poison 
  gas.  
  • 
  The coins are real and among 
  the bones are a 2d6 additional 
  silver coins which can be re-
  covered at the rate of one per 
  person turn of digging.  
  • 
  The sword is an otherwise nor-
  mal sword on which an en-
  chantment was laid to cause it 
  to 
  always 
  appear 
  freshly 
  cleaned and polished (Gavin’s 
  Bluff). 
   
  Undermountain 
  Trail 
  Map 2    page 2 
  
   The Chantry of the Deepflamea 
   
  18 
   
   
   
   
  1.11. The Broker 
  • Two stalactites reach from ceiling to floor (as indicated on the map). They are 
  scratched (as per claws) in a clockwise spiral pattern from floor to ceiling. 
  • There are many foot and boot prints in the dusty floor.  
  • Polished, bright white goblin skulls are set in dozens of niches in the irregular stone 
  walls. Occasionally a small rat will poke its nose out of an eye socket. 
  • Living in a cave above the ceiling (see side view) is The Broker: a Ratpiper* who 
  will play a tune which varies depending on the nature of the intruders who enter the 
  cave below. 
  • There is, effectively, an unlimited number of normal rats who will respond to the 
  Ratpiper’s song (practically speaking, it is in the thousands…) 
   
  • The Broker’s Cave is piled high with his treasure: 
   
  6084 sp  
   
  Sword +1, Cursed (Gablan’s Folly) 
   
  Ring of the Night Stars 
   
  Grandal’s Sphere of Conflagration 
   
  • The Broker will negotiate with non-goblinoid parties to offer safe passage through 
  the Undermountain Road – for a price – beginning at 1000 gp per average level/HD 
  of the intruders. The Broker only speaks in Poetry. 
   
  Intruder 
  Tune 
  Rat 
  Response 
  Broker 
  Motive 
  Goblin-kin 
  Lullaby 
  Drop from ceiling 
  Lull intruders to sleep for rats to eat 
  (sleep spell) 
  Ogre, Giant-kin, etc. 
  Discordant 
  Attack en masse 
  Drive intruder away (fear spell) 
  Humans 
  March 
  Line up in formation 
  around the walls 
  Watch for a response (charm person) 
  Demi-Humans 
  Dirge 
  Hide 
  Make intruders leave (suggestion spell) 
   
  1.12. Impossible Falls 
  • Water trickles up the Eastern wall in 
  this cave, running from a 1” wide x 4’ 
  long crack in the floor to a 2” wide x 
  6’ long crack in the ceiling. 
  • Goblins are freaked out by this (natu-
  ral?) phenomenon and refuse to enter 
  this cave even under penalty of death 
  (except Trolls, who are completely 
  insane). Thus, this could be a safe ha-
  ven for an exploring party. 
  • The water is not magical, but it is re-
  freshing. Anyone who drinks this wa-
  ter at least once an hour for 24 hours 
  gains double hit points on their next 
  rest. 
   
  1.13. Column of Passage 
  • Hundreds of vines dangle from the 
  ceiling in these caves (13 above and 
  13 below). 
  • An enormous (and hollow) stone col-
  umn/statue dominates each of these 
  caves: a Dwarven warrior wearing 
  full plate, with a sword to his right, tip 
  on the cave floor, and a shield resting 
  on the floor of the cave to his left. 
  • The shield is a secret door activated 
  by pulling the well-worn and dirty 
  sphere at the center of the shield’s de-
  sign. Spiral stairs connect 13 Top and 
  13 Bottom inside the statue(s). 
  • Hiding in the shadows at the 24’ceil-
  ing of each cave are 8 Goblins (short 
  swords and daggers) and 2 Bugbears 
  (longswords and shortbows with 12 
  arrows each) who guard the Column 
  of Passage.  They will try to hide ef-
  fectively enough to get the drop (lit-
  erally) on intruders. The Bugbears 
  will fire arrows until they run out, 
  then both will try to flee to warn any 
  nearby guardians of the intrusion. 
  • To the East of the lower cave, the tun-
  nel descends sharply (toward 17) un-
  til the tunnel splits into two narrow 
  crevices which begin to rise irregu-
  larly. To the South of the lower cave, 
  the tunnel ascends gradually (toward 
  14). 
   
  Undermountain Trail 
  Map 2     page 3 
  
  The Chantry of the Deepflame 
   
  19 
   
   
   
   
  1.14. – 1.16. The Way that 
  Leads to Destruction 
  A slow and steady incline from area 
  13 to area 16 with a well-worn path 
  meandering through the tunnels. 
  Naturally glowing crystals in the 
  ceiling provide nominal light (equal 
  to about pale moonlight). 
   
  1.14. A Welcome Rest 
  • A pool of fresh water in the South-
  western part of the cave 
  • A firepit stocked with firewood (in 
  a small shack built against the cav-
  ern wall) next to the pool with a 
  natural chimney in the 12’ ceiling. 
  • 8 niches in the Western wall, each 
  about 2’x3’x5’ with fresh straw 
  pallets.  One of the niches has a 
  canteen and a cup. Another has a 
  lamp (with a fresh wick but no oil). 
  A third has a half a loaf of moldy 
  bread (a couple weeks old per-
  haps). 
  • Fire in this area attracts the Glitter-
  wings in area 15.  
   
  1.15. Glitterwings 
  • Holes pock the walls and ceiling here.  
  • Any smoke (a fire in area 13 or 16, 
  torches, etc.) or the sound of falling 
  stalactites (area 16) will (100%) attract 
  the notice of the 43 Glitterwings who 
  live in the walls and ceiling. 1d4+4 will 
  investigate. 
  • “Normal” noise in this cave (talking, 
  footsteps, clanking of equipment, etc.) 
  is 50% likely to attract the notice of the 
  Gitterwings. Shouting or combat is 
  80% likely to attract them. 
  • The Glitterwings hate goblins and will 
  attack on sight. They might otherwise 
  be negotiated with. They know the lay-
  out of the caves and tunnels of the Un-
  dermountain Road and where the sig-
  nificant dangers lurk (like the unstable 
  ceiling of cave 16). If a favorable reac-
  tion is rolled (or if they are gifted 
  enough gems), they might even lead an 
  expedition as far as either of the gates. 
  • Glitterwing Clan: (1) Queen; (4) 
  Royal Attendants; (8) Guards;(12) 
  Drones; (4) Nurses; (27) Eggs. 
   
  1.16. Falling Death 
  • The (32’) ceiling here is covered with 
  thousands of stalactites while the floor is 
  generally smooth, but a lot of stone detri-
  tus is scattered all about (stalactite frag-
  ments).  
  • “Normal” activities (walking, talking, 
  etc.) have a 10% chance of dislodging 
  1d20 stalactites, cascade effect. 
  • Noisy activities (running, shouting, etc.) 
  have a 20% chance of dislodging 3d10 
  stalactites, cascade effect. 
  • Combat or other very noisy activities 
  have a 40% chance of dislodging 2d20 
  stalactites, cascade effect. 
  • Falling stalactites “attack” as a 2 HD 
  monster. Victims receive NO benefit for 
  armor but do apply dexterity bonus if ap-
  propriate and a helmet offers a +1 bonus 
  to AC while a shield offers a +3 bonus to 
  AC (vs. falling stalactites only!). 
  • Falling stalactites are heard by the Glitter-
  wings in area 15 and the Goblins in area 
  18. 
   
  1.17. The Narrow Road 
  • The tunnel from area 13 to the west de-
  scends sharply (moving toward Cave 17) 
  until the tunnel splits into two narrow 
  crevices which begin to rise irregularly. 
  From the split these caves and tunnels rise 
  steadily, if unevenly, to area 18. 
  • Traveling this path is slow going (move at 
  ¼ movement rate) because of the broken 
  nature of the floors here. 
  • Chance of random encounter is 2-6 every 
  turn. 
   
  1.18. Stone Bridge Entrance 
  • 18 Goblins (short swords, shields, dag-
  gers) are stationed in this cave. They are 
  vigilant, watching both the long tunnel to 
  the west and the cave exit to the east, with 
  2 watching each exit at all times.  
  • Noise to the west (falling stalactites or 
  combat) will cause them to be on alert, 16 
  of them armed and ready to ambush any 
  creature that comes from the west, with 
  the remaining two ready to flee to the 
  Chantry to warn of invasion. 
  • Intrusion from the east will confuse the 
  Goblins momentarily (lose initiative), but 
  they will rally and defend the Under-
  mountain Road. 
  • If more than half are taken out of combat, 
  the rest of the goblins will attempt to flee 
  the nearest exit. 
   
  Undermountain Trail 
  Map 2     page 4 
  
   The Chantry of the Deepflamea 
   
  20 
   
   
   
   
  Map 3 
  The Bridges 
  Areas 2, 3, 4, 10     Map 3 
  Random Encounters: 
  1. Goblins (1d4) with a wounded bugbear, taking it to 
  either to recover or to be cooked. 
  2. 3d6 Goblins leading a chained Troll (who is snacking 
  on a Goblin who was a little too slow to get out of its 
  grasp). The Troll will beg to be released, then go ber-
  serk if freed. 
  3. A Giant Hawk swoops down and grabs at a horse, a 
  mule or an unarmored human to take to a nest as a 
  snack. 
  4. 1d6 Birdmen circle high in the air, scouting the area. 
  5. 1d4 Glitterwings circle high in the air, searching for a 
  lost comrade. 
  6. 1d4 Ogres looking for employment with the Shaman. 
  7. 1d6+4 Goblins and 1 Hobgoblin returning from pa-
  trol.  All are wounded (1d3 hp each) and not looking 
  for a fight. They have the ears of 27 humans in pouches 
  with 1d6 sp each. 
  8. A Bugbear (Grimmoth*) in chains led by 2 Hobgob-
  lins and 8 Goblins. Grimmoth is a renegade from the 
  tribe who tried unsuccessfully to lead a slave uprising. 
  He got away with a dozen slaves (who he subsequently 
  ate) but was captured and is being returned for execu-
  tion (eaten by the godking).  
  
  The Chantry of the Deepflame 
   
  21 
   
   
   
   
   
  Broken Bridge/East Bridge (Area 10) 
  • High flying stone bridge has been shattered, the center 40’ 
  destroyed.  Across the gap is a rope and plank suspension 
  bridge. 
  • On the western side is the ruins of a small keep built into the 
  side of the mountain that is garrisoned by 14 Goblins (dag-
  gers, shortswords and shileds), 4 Ogre Mercenaries 
  (Leather armor, longbows, longswords), 12 Bandits (Chain 
  armor, shortbows, broadswords), and 1 Hobgoblin, Gara-
  ban*, (Chain armor, longbow, longsword +1) who is com-
  pletely loyal to the Shaman.  
  • If warned about invaders, the Bandits will fire arrows from 
  the roof of the keep, the Goblins will be shut out of the keep 
  to defend the bridge while the Ogres and the Hobgoblin re-
  main inside the keep, firing arrows through arrow loops in 
  the front of the keep. 
  • If hard pressed, the Hobgoblin will attempt to flee, taking 
  any remaining Ogres with him, to warn the Chantry of inva-
  sion (and save himself). 
   
  1d6 
  Treasure 
  1 
  11,159 cp, (10) Rhodochrosite (10 gp each) 
  2 
  Magic Wings (allow wearer to Feather Fall for 1d4 
  rounds, once per day) 
  3 
  Silver Goblet (decorated with dragons and dwarves) 
  worth 250 gp 
  4 
  984 sp, 3011 ep, Sword +3 (Frostfire): flames 
  etched on the blade, silver filigree on the grip  
  5 
  Dwarf Priestly Vestments with gold filigree (800 gp) 
  6 
  Magic User Spell Scroll (3rd level) -Bestow Curse, 
  Potion of Healing 
   
  Swinging Bridge/River Bridge (Area 3) 
  • “The Swinging Bridge,” a rope and plank suspension bridge, 
  hangs precariously over the river (80’).   
  • Four Ogres (mercenaries, paid by the Shaman) are posted in 
  a cave here on the southwest side of the river.  
  • The bridge cannot support the weight of the ogres. 
  • The Ogres will confront any non-goblin-kin who approaches. 
  They are afraid of the Shaman (who pays them) but if offered 
  at least 50 gp per person, they will “look the other way” while 
  intruders cross the bridge.   
   
  • In the cave, among the bones and offal, are: 
  o 
  343 gp 
  o 
  668 sp 
  o 
  In a hidden niche above the cave entrance is a magical 
  dagger (the ogres don’t know it is there): Black Silence 
  - a black-bladed long, curved dagger. 
   
  Stone Bridge/West Bridge (Area 2) 
  • An ancient granite arched bridge high over the fast-moving 
  Blackrock River. The Stone Bridge is guarded by a slow-wit-
  ted Hill Giant named Balagan* (a mercenary paid by the 
  Shaman) and 4 Trolls (exiles from the Chantry under the nom-
  inal command the giant). 
  • The trolls live under the bridge, swinging from hammock-like 
  nests (with their treasure, see chart below) while the giant sits 
  (awake or asleep) on a dung-carved throne on the northeast 
  side of the bridge.  
  • In a pouch on the giant’s belt is 134 sp and buried beneath his 
  “throne” is an unlocked iron chest with 1643 sp and 120 gp in 
  it.  The gold is in a leather pouch with a white crow stamped 
  on the side. The giant likes to shake down small groups of 
  goblins for a “toll.” If not paid, he tosses the goblins into the 
  river.  The trolls try to catch the flying creatures.  The giant is 
  not very intelligent, but he will oppose any non-goblin-kin or 
  anyone not accompanied by goblin-kin. He can easily be con-
  fused by a fast-talking foe. 
   
  1d8 
  Troll Treasure 
  1 
  1d10 gp each 
  2 
  10d20 gp each 
  3 
  10 gp Banded Agate, 500 gp Jet, 90 gp Star Rose Quartz 
  4 
  6104 cp, Scroll of Protection from Undead, Sword +2, Dragon 
  Slayer, Potion of Healing 
  5 
  5715 gp, 1000 gp Jade, 1200 gp Jacinth, 1400 gp Black Sapphire, 
  2000 gp Diamond, 500 gp Jet, 500 gp Spinel, 500 gp Tourmaline, 
  5000 gp Jacinth 
  6 
  Trident of the Sea Gods, War Hammer +2, Potion of Clairaudi-
  ence 
  7 
  1980 gp Crown (silver with jade and diamond patterns), 700 gp Seal 
  (gold edged brass, seal of the High King of the Highlands), 10000 gp 
  Platinum Chain 
  8 
  3419 gp, Potion of Heroism, Potion of Invisibility 
   
  The Bridges 
  Map 3      page 2 
  
   The Chantry of the Deepflamea 
   
  22 
   
   
   
   
   
   
  South Keep 
  Area 4   Map 4 
  Ground Level/Basement 
  • Southeast room: door to basement 
  locked (key hanging on a hook beside 
  the door) 
  • Muddy Floor, wet stone walls, smells 
  of excrement and rotting flesh 
  • Sluices (5’w x 1’h) in western wall:  
  Southwest: water flows in through 
  iron grate 
  Northwest: water, mud and waste 
  flow out through iron grate 
  • Buried in the mud are 6 Trolls who 
  will slowly sit up, mud dripping off 
  their deformed bodies, if the door in 
  the south east is opened. They do not 
  immediately attack as they are accus-
  tomed to being forced by the giant or 
  the humans of the keep to act at their 
  command. 
  • If the door is not closed immediately, 
  the trolls will try to escape, pushing 
  aside or attacking anyone in their 
  way. 
  • If the door is closed, they will wait for 
  1d4 rounds, expecting to be shackled. 
  If not chained, they attack – roll d6 for 
  the number of trolls that attack the 
  first opportune round. The remainder 
  join in the next round. 
  • Northern L shaped rooms are midden 
  pits.  
  Entrance Level 
  • Main door (iron bound oak, guard shutter at eye-level) 
  locked (keys: MU, F, Giant, guards) 
  • 2 Bandits (F1, leather, shortsword) lounge at the door, 
  more interested in what is going on in the main room 
  than their duties. Challenge anyone who knocks with, 
  “What’s your business?” Correct answer is, “Whatever 
  the Lord requires” or something similar. They are fairly 
  easy to bluff. 
  • Main Hall has 10 Bandits (F1, leather, shortsword) 
  gambling with 34 Goblins (daggers). The humans are 
  cheating, the goblins are suspicious, everyone is on 
  edge. 
  • Sitting between the arrow slits on a chair made of Griffin 
  bones is Solashan, the Formorian Giant*, watching 
  the spectacle before him, eating a roasted human leg. 
  • The smaller chambers around the hall have bows (2 at 
  each station) and hundreds of arrows neatly stored for 
  easy access. 
  • The L shaped chambers to the north are middens, drop-
  ping to the pits below. 
   
  2d4 
  Treasure in 
  the Keep 
  2 
  3000 gp 
  diamond 
  2000 gp ruby 
  3 
  10d100 gp 
  4 
  8d8 gp 
  12d20 sp 
  5 
  6d6 gp  
  12d12 sp 
  6 
  10d10 pp 
  7 
  1d8x1000 gp 
  8 
  Magic Item 
  1. Dagger +1 
  2. Gem of 
  Seeing 
  3. Chain +2 
  4. Throwing 
  Axe +2 
   
   
  
  The Chantry of the Deepflame 
   
  23 
   
   
   
   
   
  Second Level/Great Hall 
  • At the stairs are 4 Bandits standing vigilant guard. They chal-
  lenge anyone on the stairs.  
  • Set up as an audience chamber with a number of chairs scat-
  tered about. Two mis-matched but well-carved chairs sit against 
  the northern wall, between the window wells.  
  • Usually here are Askara Dengotias, the Yellow Mage* (MU8) 
  and Ballan the Bandit Prince* (F7) along with 1d4+4 Ban-
  dits, 1d4 Hobgoblins, and 1d10+5 Goblins. 
  • L shaped rooms to the north are the living chambers of Askara 
  (NE) and Ballan (NW). 
  • Remaining chambers (W, SW, S, E) are the spartan living 
  chambers of the 4 Hobgoblins (who will be here, if not in the 
  Great Hall) though they will be moved out if guests need lodg-
  ing or captives need imprisoned. 
   
  Third Level/Gallery 
  • Generally unoccupied. Corridors around the central open area 
  are lined with dozens of bows and thousands of arrows. 
   
  Fourth Level 
  • A large, filthy curtain divides the main room north and south. 
  • 45 Goblins (minus those elsewhere) live in the southern half of 
  the room: the floor is covered in offal and excrement; the walls 
  are scrawled with obscenities. A semi-cleared path leads along 
  the eastern wall toward the curtain. Extra weapons (short 
  swords, daggers, shields, goblin-sized leather armor) are scat-
  tered about. Goblins will be sleeping, fighting, nose-picking, 
  gambling, etc. They ignore anyone who comes into the room 
  unless their “stuff” is touched… 
  • 30 Bandits (minus those elsewhere) live here in the northern 
  half of the room in almost military order: 15 double bunks with 
  chests on either side (mundane belongings). Notable: the cen-
  tral area of the floor is covered in an expensive rug on which 
  sits two tables and 12 chairs. Half the Bandits will be sleeping, 
  half will be sitting at the table playing cards or dice, regardless 
  of the noises (even melee) that come from south of the curtain. 
  South Keep 
  Map 4   page 2 
  Conflicts in the South Keep 
  • Soloshan the Formorian Giant hates the human mercenary 
  interlopers and would unite the goblin-kin in a revolt 
  against them. 
  • The bandits are bitter about being bunked with goblins and 
  would readily slaughter every one of them, if they could 
  blame it on someone else… 
  • The goblins hate their new masters but are too cowardly to 
  openly defy them.  They would follow anyone who prom-
  ised to liberate them… until they chose not to, of course. 
  • Ballan and Askara are lovers, but also frequently conspire 
  against one another, trying to gain an advantage over the 
  other and increase their standing with the bandits. They 
  will defend one another to the death against outsiders, but 
  also will not hesitate to use circumstances to their own ben-
  efit. 
  • Askara suspects that the Shaman has been exerting some 
  kind of magical influence on the godking. 
  • Balagan the Hill Giant (see Stone Bridge) is a close ally 
  with Soloshan the Formorian Giant here in the keep and 
  would join him in an uprising against the human mercenar-
  ies. 
  • NOTE: If Grimmoth (see Random Encounters, page 16) is 
  present with a party, Soloshan will immediately send a 
  goblin to rally Balagan and the mutiny of the South Keep 
  will begin whether or not the party agrees to take part.  
  
   The Chantry of the Deepflamea 
   
  24 
   
   
   
  Tunnel Worms of the Earth God 
   
  These tunnels crisscross throughout both 
  sides of Crevice.  The Tunnel Worms are 
  mammoth creatures, burrowing through 
  stone, eating bits of igneous rock (like mar-
  ble and granite) and random organic mat-
  ter, and excreting tiny precious stones (10-
  30 gp value each).  There are thousands of 
  tiny gems in these tunnels, but also hun-
  dreds of worms.   
   
  Tunnel Worms venerate the Earth God, a 
  massive (200’ long, 40’ diameter) Grey 
  Tunnel Worm.  Any creatures captured by 
  the Tunnel Worms will be sacrificed to 
  their God, who consumes igneous rock and 
  living matter and excretes large precious 
  gems (100-300 gp each). There are 2d10 di-
  amonds, 3d8 emeralds and 4d6 rubies scat-
  tered about the Earth God’s chamber.   
  Climbing Around The Crevice 
   
  Since the walls of the Crevice are mostly 
  vertical, unless intruders have special-
  ized gear and training or magic at their 
  disposal, navigating the Crevice will be 
  a serious challenge, but not impossible.  
   
  Handholds and ledges abound, so it is 
  possible even for untrained to make their 
  way down the cliff sides.  
   
  • 
  Thieves gain a bonus 20% to their 
  climb ability (check once per turn – 
  vertical climb 50’ per turn) 
  • 
  Non-Thieves make a Dexterity 
  check (Dex or less on 4d6) one per 
  turn (50’ vertical climb per turn) 
  • 
  Any non-Thief with a background 
  or proficiency in climbing, acrobat-
  ics, or similar physical training 
  make Dexterity checks on 3d6. 
  The Gloomwatch 
   
  • Watchtower carved into the moun-
  tainside. 
  • Still manned by 32 Plague Zombies 
  and one Unholy Priest. 
  • Lining the walls are thousands of 
  skulls of a variety of races: goblin-
  kin, dwarf, elf, human, giant; as well 
  as 
  many 
  creatures: 
  manticore, 
  dragon, chimera, glitterwing. (3,218 
  skulls) 
  • Hidden inside the skulls are coins.  
  Most contain 4d6 cp. Each skull has 
  a 5% chance of having something 
  more: 
   
  1d6 
  Additional Treasure 
  1 
  5d10 gp 
  2 
  3d12 sp 
  3 
  10d10 sp 
  4 
  3d10 gp 
  5 
  2d12 rubies (100 gp each) 
  6 
  1d6 diamonds (500 gp each) 
   
   
  The Crevice 
  Area 7   Map 5 
  
  The Chantry of the Deepflame 
   
  25 
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Caves of the Whispering Wind  
  Filled with stalactites and stalagmites, the wind sings as it blows 
  through these caves. 
   
  Save vs. Magic every 1d4 rounds or fall under the effect of a 
  Charm Person spell (under the control of the nearest sentient crea-
  ture). 
   
  1. Seven Corpses of the Dwarven Lords 
  Dwarf Mummies (7) with 112 Dwarf Skeleton attendants (each 
  with a sword) The mummies gain +1 to hit while in this cave. 
  7434 gp divided among the mummies (about 1000gp per 
  mummy), sewn into their guts. Any single hit of 10 or more dam-
  age causes a rupture, spilling out damage die times 10 gp. 
   
  2. Sinkhole to The Hall of Judgment 
  A near vertical shaft has rough steps carved into the side leading 
  down to a hole in the ceiling of the Hall of Judgment in the Sanc-
  tum of the High Priest (E14) 
   
  3. Caves of the Winged Ravagers 
  Eleven Winged Ravagers flit in and out of these caves, singing 
  the haunting song of the caves. 3452 sp. 12 Rubies (300gp each) 
   
  4. Gallery of Three Thousand Deaths 
  Three thousand (non-animated) dwarven skeletons are scattered 
  about here.  If the bones are disturbed, 1d4 Skeletal Horrors will 
  rise and attack.  The Horrors will not leave this stepped cavern. 
  Buried among the bones are many treasures:  
   
  8427 gp, 19 rubies (200 gp each), Magic Sword (Swordsong), 
  Dagger +2 (black obsidian blade). 
  The Crevice 
  Map 5     page 2 
   
   
  5.  Halls of the Gawrush-Dun 
  Roaming these upper caverns is the 
  Gawrush-Dun*, an undead dwarven 
  priest who was murdered by a rival.  
   
  His spirit lives on here, endlessly repeating 
  The Ritual of the Firehands, seeking revenge 
  on his (now long dead) rival.  The creature will 
  attack any living being.  
   
  Roll 1d20. If the number is equal to or less  
  than the Gawrush-Dun’s HD (9), the ritual was completed 
  that many rounds ago and if the number is greater than 9, 
  that is how many rounds the creature will attempt to ignore 
  invaders to complete the ritual.  If the Ritual is completed, 
  add to the creature’s attack the effect of Burning Hands 
  spell each round for 22 rounds. Then he attempts to begin 
  the ritual again, regardless of the presence of opponents. 
   
  6. Catacombs of the Five Champions 
  Entombed in these natural caves are five Skeletal Warri-
  ors (equipped with the Glory of the Five Champions: full 
  plate+1, swords +2), dwarven champions of a long-forgot-
  ten era.  They rise from their eternal slumber if a mortal 
  being enters the caves. 
   
  Caves of the Whispering 
  Wind 
  Map 5a 
  
   The Chantry of the Deepflamea 
   
  26 
   
   
   
   
  The Crevice 
  Map 5     page 3 
  The Seven Rubies Glitterwing Clan 
  This clan of Glitterwings predates even the coming of the 
  dwarves to this area, though few remain today. Every 
  Glitterwing in this tribe wears a brass diadem with seven 
  points, each set with a ruby (50 gp) on the end. They have 
  lost many of their clan to the depredations of the goblins 
  in the Stone Giant and patrols around the Chantry, so they 
  are reluctant to aid outsiders unless given some assurance 
  of success against their enemies. The queen who is timid 
  and uncertain, will offer every ruby remaining in the tribe 
  to either be escorted to a safe place far from here or for 
  clearing out the Goblins from the Chantry.  She will not 
  allow non-Glitterwings to stay in the caves unless given a 
  significant offering: magical protection of some sort or at 
  least 1000 gp worth of rubies. 
  1. The Outer Court 
  Four Drones work at constructing traps here. They 
  will flee rather than fight. Two Guards hover near the 
  high ceiling here. They will try to stop any intruders. 
  2. Guards 
  Three Guards watch from the upper (rear) area of this 
  chamber which is 30’ higher than the approaching cor-
  ridor. 
  3. Guards 
  Two Guards are throwing dice. The chamber is15’ 
  higher than the top “stair” leading up to it (the same 
  level as area 2). They have a mixture of coins between 
  them (83 cp, 41 sp, 18 gp, 5 pp) 
  4. Upper Balcony 
  Six Guards are very attentive here, patrolling this 
  whole area from the Outer Court (1) stairs to the en-
  trance to the Domed Chamber (5). If intruders are de-
  tected they move to protect the Nursery and the Queen, 
  waking any of their kin sleeping in the Domed Cham-
  ber. 
  5. The Domed Chamber 
  1d4+6 Drones, 1d4 Nurses, and 1d6+4 Guards rest 
  here. Some are sleeping, all are surprised if no alarm 
  has been raised. 
  6. Egg Chamber 
  Five slivery-white spheres (Glitterwing eggs) are par-
  tially buried in mud in this chamber. None of them will 
  hatch (so are worthless even to alchemists) though the 
  tribe will protect them to the last (moving them to the 
  Royal Chamber if possible).  3 Nurses attend the eggs 
  and four Drones tend the mud. 
  7. Her Majesty’s Royal Chamber 
  The Glitterwing Queen (Marassia*) sits on a stone 
  throne here, on a shelf 20’ above (rear of chamber), 
  surrounded by four Royal Guards and attended by 
  three Drones. If an alarm has been raised, all remain-
  ing Glitterwings will try to come to this chamber 
  (along with the eggs from area 6). Marassia will nego-
  tiate (as above), but she is willing to die for her clan. 
   
  Treasures of the Queen 
  • 
  9477 gp 
  • 
  Wand of the Night Queen 
  • 
  27 yards of shimmering, gossa-
  mer fabric (spun from giant spi-
  der silk) worth 100 gp per yard 
  • 
  100 rubies (50 gp each) 
  • 
  1344 tiny gemstones (variety, 
  worth about 2 gp each) which 
  the Glitterwings snack on 
   
  Seven Rubies Glitterwing 
  Tribe   Map 5b 
  
  The Chantry of the Deepflame 
   
  27 
   
   
   
   
   
   
   
  The Heart 
  The chest area of the Stone Giant is occupied by the rest of 
  the Goblin Host of this watchtower.   
   
  1. Barracks, Kitchen and Latrine 
  24 Goblins (leather, shortsword, dagger) and 4 Hob-
  goblins (chain, longsword, dagger) live, fight, gamble, 
  sleep and eat amid piles of refuse and filth.  Each has 
  4d4 sp. 
  2. Eternal Flame 
  A bound Fire Elemental (12 HD) is magically chained 
  to the south wall here.  The goblins occasionally tor-
  ment it (without much effect).  If released, it will serve 
  its liberators for 1 week (maximum – if asked too much 
  or put in too much danger, it will gate away). 
  3. The Watchmen 
  4 Goblins watch the stairs intently.  They will not re-
  spond to noises (even combat) in other areas of the 
  Stone Giant unless a Hobgoblin or the captain com-
  mands them.  
  4. The Spoils 
  1243 sp, 83 gp, 98 rubies (50 gp each) 
  5. The Captain of the Host 
  A Formorian Giant (Rogar*) is chained by the neck 
  to the Northeast corner.  The chain is long enough to 
  reach area 2, the Eternal Flame. He wields a massive 
  sword and gains +4 to hit and damage. 
  The Stone Giant 
  A 300’ rock spire, the top 100’ of which was long ago carved to 
  resemble a dwarven warrior. Used for generations as a watch-
  tower, now the Stone Giant fallen to the ravages of time. 
   
  The Goblins cleared the rubble from the long spiral stairs from the 
  Execution Chamber on the Militant Brethren level (B23) and use 
  the ruins to keep track of the other inhabitants of the Crevice. 
   
  At night, the crevice in the chest of the Stone Giant glows, a bea-
  con for those who know what to look for (see The Heart, 2 below). 
  The Crevice 
  Map  5 page 4 
       
    
  The Head 
  Caved in from an attack from a dragon, all that remains usable in 
  the head of the Stone Giant is the chambers behind the eyes, each 
  with 4 Goblins (leather, shortbows, shortswords and daggers – 
  nets, see below) and 1 Hobgoblin (chainmail, longbow, long-
  sword, dagger) serving as watchmen.  The view out of the “eyes” 
  (well, eye and…gaping hole) reveals the entire valley below: ba-
  sically 29, 30, 34, 35, 36, 39, 40, 41 on the Northern Tier hex map. 
   
  The Goblins have an ingenious net launching device that they use 
  to capture flying creatures which they will try to use against in-
  vaders as well (attacks as a bow but if a hit is scored, no damage, 
  entangled as web spell and pulled toward shooter via rope tether). 
  Stone 
  Giant 
  Map 5c 
  
   The Chantry of the Deepflamea 
   
  28 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. The South Tower 
  Housing 12 Goblins, 1d12 of whom will be here at any given 
  time. 
   
  4. The North Tower 
  Housing 22 Goblins, 2d10 of whom will be here at any given 
  time. 
   
  5. Watch Barracks 
  Filled with broken furniture, blood and offal; used by the Gob-
  lins as a butchery.  
   
  6. Watch Commander 
  A broken-down old cart is filled with filthy rags and moldy 
  straw, the Hobgoblin Oorgus*, Commander of the Watch’s 
  bed.  Buried among the refuse is 328 gp, a very sharp dagger, 
  and three glass vials (each containing a greenish-yellow liquid: 
  Distilled Demon Ichor  
   
  7. Armory 
  Well organized, racks of bows and hundreds of bundles of ar-
  rows, a rack with a dozen short swords, 14 leather cuirasses, 
  six whetstones, nine helmets. 
  The Deepgate 
  Area 9    Map 6 
  First Story 
  1. The Gate 
  These iron-bound oak gates hang precariously on rusty hinges, 
  broken and rotted.  The portculli within have fallen and the 
  mechanisms that once raised them have long since fallen to ruin. 
  Just beyond the innermost (third) portcullis is a 20’ long, 20’ 
  deep pit covering the width of the tunnel. 
   
  2. The Killing Floor 
  Long, narrow murder holes in the floor allow for arrows, boiling 
  oil, etc to be dropped on those below.  This massive room is a 
  mess with bones, excrement, broken furniture, rubble and all 
  other manner of trash heaped about.  
   
  4d6 Goblins will be present at any given time. 
   
  If the the trash is searched, for every 10 person-turns of search-
  ing, one or more of the following might be found: 
   
  • 
  Boots with fashionable button-back cuffs. 
  • 
  A broadsword and scabbard.  
  • 
  A battle-scarred shield painted black. 
  • 
  A two-handed axe with a leather sling-strap. 
  • 
  A few sheets of brittle parchment. 
  • 
  An age-dulled leaden pot engraved with a line of scripture 
  to stave off hunger. 
  • 
  A battle-scarred sword etched with a sacred oath to serve 
  St. Alboran always (weilder who is a faithful follower of 
  St. Alboran gains +1 to hit and damage). 
   
  2d4 
  Treasures in Deepgate 
  2 
  +2 Magic Weapon  
  1. Sword, 2. Mace, 3. Dagger, 4. Longbow,  
  5. Spear, 6. 1d12 Arrows 
  3 
  1d4 Gems 1. Dimond (500 gp), 2. Ruby (500 gp), 3. Amythest 
  (600 gp), 4. Pearl (800 gp), 5. Emerald (600 gp), 6. Garnet 
  (900 gp), 7. Jade (1200 gp), 8. Sapphire (650 gp) 
  4 
  11 Ivory tusks (1000 gp each), one is hollow… 
  5 
  Coins: 1. 12988 cp, 2. 9433 gp, 3. 11538 sp, 4. 933 pp, 5. 8932 
  gp +3977 sp, 6, 16887 gp + 32944 cp 
  6 
  12 Golden Statues of Saints (1000 gp each) 
  7 
  1d4 Potions 
  1. Treasure Finding, 2. Polymorph Self, 3. Fire Resistance, 
  4. Growth, 5. Levitation, 6. Longevity, 7. Healing, 8. Hero-
  ism, 9. Undead Control, 10. Invisibility 
  8 
  Roll again, use both results. If a second 8 is rolled, use all  
  entries on the table. 
  
  The Chantry of the Deepflame 
   
  29 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Deepgate stands largely untouched by time.  Fitted stone 
  walls built out from the cliff face.  The Deepgate Fortress is 
  isolated from the Deepgate Road. 
   
   
   
   
  Second Story 
  8. Old Watch Barracks 
  Piled high with boxes, crates, barrels and 
  sacks, this is where the Goblins keep their 
  supplies. Mostly foodstuffs and other trade 
  goods, some interesting items might be found 
  (one for every 8 person turns of searching): 
  • 
  A hallowed tome of presumably great 
  value (200 gp), bearing a prayer ribbon 
  wax-sealed to the cover. 
  • 
  A scroll case containing riverboat cap-
  tain's navigational charts cluttered with 
  hand-written notes. 
  • 
  A razor-sharp dagger engraved with a sa-
  cred oath (in old Dwarfish), with a leather 
  sheath.  
  • 
  ornately crafted shield emblazoned with 
  the image of a twin-tailed comet (St. 
  Didamus’ Shield) 
  • 
  A pitted shortsword with a cracked pig-
  skin scabbard festooned with blessed 
  prayer ribbons. Though worn and rusting, 
  both are expertly inscribed with a motif 
  of suns, moons and stars. 
   
  9. South Tower Commander 
  A bitter and ancient Formorian Giant (Shangart) sulks in this 
  room.  He hates the Watch Commander (Room 6), twice having 
  tried to unseat his rival.  None of the Goblins respect him, 
  though they still obey his commands out of fear.  
   
  He is wrapped in fine ermine fur (1200 gp worth) and has a bag 
  containing 349 gp, a Goblin skull, a dozen human knucklebones 
  and a braid of yellow hair. 
   
  10. South Tower Second Floor 
  The floor here has shifted and tilted, unstable.  No Goblin-kin 
  will willingly enter this room.  Every step any being weighing 
  more than 60 pounds takes has a cumulative 1-in-20 chance of 
  crashing through the floor 25’ to the floor of the South Tower 
  (second step is 2-in-20, third step is 3-in-20, etc.) 
   
  11. Armory 
  Well organized, racks of bows and hundreds of bundles of ar-
  rows, a rack with 17 short swords, 18 leather cuirasses, four 
  whetstones, eleven helmets. 
   
  12. Widow’s Watch 
  Windows which give a sweeping view from the east face of the 
  mountain.   
   
  13. North Tower Second Floor 
  24 Goblins are housed here. At any given time 2d12 will be 
  here. 
   
   
  14. Kitchen and Mess 
  A fire burns in the large fireplace/oven. Battered and worn, but 
  serviceable, kitchen items. Sulferous smelling stew bubbling (if 
  stirred, a few knucklebones and an eyeball or two float to the 
  surface). 
   
  2d12 Goblins are usually here. 
   
  15. Storage 
  a. Locked door: 3 Human Slaves, maltreated and emaciated, 
  hopeless and weak. 
   
  b. Locked door: Spoils of War  
  588 gp, 2319 sp, ten longswords bearing the High King’s per-
  sonal guards’ seal, a small walnut box (unlocked) containing 
  7 diamonds worth 60 gp each 
   
  c. Broken door: the remains of a dozen humanoids (Human, 
  Goblin, Shadow Creeper, Dwarf) piled among shards of bro-
  ken pottery  
   
  16. Stair Guard 
  4 Goblins stand vigilant guard here, watching the staircase that 
  winds up the side of the cliff. 
   
  1d6 
  What the Goblins of Deepgate are doing: 
  1 
  Eating, sleeping, gambling, complaining 
  2 
  Recovering from a patrol 
  3 
  Preparing for a patrol 
  4 
  Getting yelled at 
  5 
  Gambling: dangerous games like “catch the dagger” 
  6 
  Getting drunk, already drunk, and/or unconscious 
   
  The Deepgate 
  Map 6    Page 2 
   
  
   The Chantry of the Deepflamea 
   
  30 
   
   
   
   
   
  11a. The Four Brothers 
  This stone pillar is topped by four vaguely hu-
  manoid shaped spires (each is 40’ tall, the whole 
  pillar is about 100’ tall).   
   
  The spires are magically bound Stone Guardi-
  ans, cursed by the dwarves thousands of years 
  ago to stand eternal guard.   
   
  All of Kuce’s Raiders know the secret to reani-
  mating the Guardians: the stone must be chipped 
  by silver, giving control of the Guardian to the 
  one who wakes it. Control lasts for 12 hours and 
  then the Guardian is freed from servitude. 
   
  If Kuce’s compound is overrun, any surviving 
  raiders will fling their silver plated slingstones at 
  the Brothers. 
   
  A hidden cave (treat as secret door) 30’ above the 
  west face of the pillar contains the bones of a 
  dozen dwarves. The grave was long ago looted, 
  but the Goblins of the region do not know the 
  cave exists.  
   
  11b. Goblin Ambush 
  The path here goes through a 12’ 
  deep cut in the rock.  10 Goblins, 
  faces painted with a blue hand print, 
  (Kuce’s Raiders) have placed 
  deadfall traps on each end of the cut 
  (boulders and trees fall to block 
  exit) while they hide in blinds, 
  shooting arrows down from above.  
   
  If hard pressed or faced with an 
  overwhelming force, one or more 
  of the Goblins will attempt to flee 
  toward 11a, the Four Brothers, and 
  free the stone creatures in defense 
  of the Chantry. 
   
  Each raider has a shortbow, 30 ar-
  rows, shortsword, leather armor 
  and a bag containing 1d8 goblin 
  knucklebones, a sling and 5 silver 
  plated slingstones. 
   
  Over Mountain Trail 
  Area 11   Map 7 
  
  The Chantry of the Deepflame 
   
  31 
   
   
   
   
  11c. General Kuce’s Raiders 
  Five bored Goblins, faces painted with a 
  blue handprint symbol, (Kuce’s Raiders) 
  stand bickering with each other about the 
  worth of a turtle shell.  They are armed 
  with spears at the ready, bows and shorts-
  words at their sides (leather armor).  
   
  Each has a pouch with 2d4 sp and a sling 
  with 1d4+1 silver plated slingstones. 
   
  11d. General Kuce’s Raiders 
  Seven arrogant Goblins, faces painted 
  with a blue handprint symbol, (Kuce’s 
  Raiders) stand with spears ready, bows 
  and shortswords at their sides (leather ar-
  mor). They demand to know what busi-
  ness any travelers have and expect to be 
  paid a toll for safe passage (the right-hand 
  path toward the Keep, 11e).   
   
  If engaged in combat, one will run toward 
  the keep while the remainder beat a 
  fighting retreat toward the Fallen Tower 
  (11f) where they will try to stir up the 
  Stone Wights against the intruders.  
   
  Each has a pouch with 2d4 sp and a sling 
  with 1d4+1 silver plated slingstones. 
   
   
  11e. The Shattered Keep of 
  General Kuce 
  A renegade commander of the godking’s 
  forces, General Kuce (Formorian Gi-
  ant) is regarded by this force of Goblin 
  Raiders as a god-like figure. Kuce hates 
  the godking and would eagerly entertain 
  the idea of a coup d’état, provided that he 
  would be installed as the new godking. 
   
  Entry Level  
  Much of the keep has fallen into ruin, but 
  48 Goblins (Kuce’s Raiders) wearing 
  leather armor and armed with shorts-
  words and daggers, bearing the blue 
  handprint symbol on their faces, live here. 
  Each has a pouch with 1d6 sp and a sling 
  with 1d6 silver plated slingstones. 
   
  Ground Level 
  This is General Kuce’s* apartment. He 
  is usually here with 1d4 human slave 
  women, and 4 Troll bodyguards.  He oc-
  casionally lops off a troll hand or foot and 
  eats it.   
   
  Upper Levels  
  These levels are unstable, but Kuce keeps 
  his treasure hidden in the ruined hallway 
  across the gap from the stairwell on the 
  Third Level/Gallery (see below for treas-
  ures).  
  11f. Fallen Tower of the 
  Stone Wights 
  A crumbling circular tower, about 40’ 
  in diameter with a make-shift roof 
  where the second story floor once was. 
  Firewood is stacked neatly against the 
  outside wall and an oiled canvas sheet 
  covers the doorway.   
   
  Inside is dry and reasonably comforta-
  ble.  The tower is haunted by Stone 
  Wights who will attack any living 
  creature who comes within 10’ of the 
  tower, with a preference for attacking 
  and killing mortal beings (such as hu-
  mans…).  
   
  Goblins from 11d will likely try to lure 
  invaders here for the Stone Wights to 
  attack.  There are 13 of the undead 
  creatures here and they attack 1d6 at a 
  time (roll every third round for number 
  attacking). When they are not attack-
  ing, they try to merge back into the 
  stone of the tower. 
   
  Buried under the firewood is a rotting 
  leather sack containing 35 rubies (50 
  gp each) and a vial of powdered Glit-
  terwing wings (dust of levitation, 10 
  pinches) 
   
  11g. Camp of the Elder Di-
  vine and Company 
  Ten Dwarves led by a gnarled and an-
  cient Dwarven Priest (the Elder Di-
  vine*) are on a mission to retake the 
  Chantry for the Dwarven people. They 
  are somewhat hesitant around outsid-
  ers.  
   
  They will readily ally themselves with 
  a party who has invasion in mind but 
  will be insistent that all treasures and 
  artifacts of a dwarven origin be left 
  alone.  Unstated, but important to the 
  Dwarves, is that all gold, silver and 
  gems found within the walls are con-
  sidered Dwarven artifacts… 
   
  Each dwarf has Full Plate, a Warham-
  mer, a shield, a sword and a helmet.  
  The Elder Divine is a 12th level Cleric 
  and two of the dwarves are 4th level 
  clerics. The others are stout warriors 
  (level 1d4+6).  
  Treasures in the Keep 
  • 8422 gp 
  • 12987 sp 
  • Sword 
  +2 
  (Gamber’s 
  Blade Silver edged blade) 
  • Ring of Spell Turning 
  • Mace +1, +3 vs. regener-
  ating creatures 
  • Spell Scroll (Magic User: 
  Polymorph Self) 
  • Scroll of Protection from 
  Demons 
  General Kuce keeps tabs on 
  these treasures and will use 
  them if possible. 
  Mountain Trail 
  Map 7     Page 2 
  Shattered Keep 
  Map 7a 
  
   The Chantry of the Deepflamea 
   
  32 
   
   
   
   
  River 
  Trail 
  Area 12 
   Map 8 
  12a. The Languid Path 
  The plants sway unnaturally slowly in 
  the slight breeze. Any animals noticed 
  here also move very slowly or are stand-
  ing statue-still.  This is an effect of the 
  water (see 13a). Any creature who 
  spends more than 2 hours in this 100’ 
  stretch of the river is affected by the wa-
  ter (as Slow Spell).  If anyone drinks the 
  water, they stand statue-still for 2d12 
  hours minus level/hit dice. 
   
  12b. Coins for Free 
  The river bends close to the mountain-
  side here, so the path narrows and be-
  comes a muddy track.   
   
  Just at the edge of the river is a verdi-
  grised bronze-bound oak chest with a 
  slot in the top.  The chest is locked (and, 
  if inspected, the keyhole hasn’t been ac-
  cessed in a long time as the bronze mech-
  anism is as corroded as the bindings of 
  the chest).  The back panel (facing the 
  river) is removable (as secret door).  In-
  side is 3d20+11 cp, 2d8+4 sp and 1d8 gp. 
   
  Embedded in the mud are 3d12 cp, 2d8 
  sp, and 1d6 gp.  Coins that should have 
  been tossed at the Guardians (Water 
  Sprites, 13b) but the Goblins who were 
  passing by were rude to the Guardians 
  and were attacked and dragged under, 
  eaten by the Water Sprites.  
   
  The Water Sprites will challenge any 
  creature who approaches – if an appro-
  priate “toll” is paid, they will warn trav-
  elers about the Blackwater Horror (area 
  13d) and the Stillwater area (13a). 
   
  12c. Brushed Clear 
  The entire floodplain here has been 
  swept clear, no footprints, no trees or 
  bushes, only some large rocks and very 
  little grass remains. The path skirts the 
  edge of a deep and wide pool in the river 
  in which lives the Blackwater Horror 
  (see 13d for more information).  
   
  Any Goblin-kin encountered near here 
  will be carrying something as a sacrifice:  
  1. Deer carcass 
  2. Half of an elk carcass 
  3. Two ogre legs 
  4. Two dead Goblins 
  5. A human torso 
  6. Four sacks full of dead ravens. 
   
  12e. Crumbling Path 
  The path hugs the cliff here about 60’ above 
  the river, the edge is broken, and the path 
  narrows noticeably.  
   
  Creatures weighing more than 100 pounds 
  must save (vs. petrification or DEXTERITY 
  Check) every 1d6+9 feet (10-15’) of the 90’ 
  long path here or the path crumbles and the 
  creature must make a second save/check or 
  tumble into the ravine below. 
   
  12f. The Bone Gate 
  A locked gate and wall fabricated from hu-
  man, griffin, goblin-kin, giant and dragon 
  bones blocks the path.   
   
  On the north side are four Ogres (mercenar-
  ies hired by the Shaman) and 12 Goblins. 
  One of the Goblins has the key to the gate 
  and will be the “spokesman” for the guards. 
  They can be easily bluffed or bribed. 
   
  12g. To the Bridge 
  The path continues upward to Area 3, the 
  Swinging Bridge. 
   
  12d. The Switchback 
  The trail winds up the mountainside 
  here, quite a distance from the river.  
  At each of the three turnbacks, is a 
  small fortified position which the 
  Goblin-kin would use in case of an 
  invasion.  
   
  At each position is a small cave 
  manned by a single Goblin who 
  tends the supplies: firewood, shut-
  tered lantern and oil, bundles of ar-
  rows (200+ at each), 1d6 shorts-
  words, 1d10 daggers.  In times of 
  high alert, these posts will all be 
  manned by 2d10+10 Goblins armed 
  with shortbows, shortswords and 
  daggers. 
   
  NOTE: Patrols and travelers to and 
  from the Chantry rarely check on 
  these lone sentries unless invaders 
  have been spotted so sacking one or 
  all of these positions isn’t likely to 
  draw any attention. 
  
  The Chantry of the Deepflame 
   
  33 
   
   
   
   
   
   
   
   
   
   
   
   
  13a. Stillwater 
  While the river tumbles and rushes down the mountain-
  side north and south of this area, for about 100’ stretch of 
  the river the water is completely still.  
    
  There is a 30% chance that a large animal stands unmov-
  ing next to the water here, head down, drinking from the 
  water, and a 90% chance that 1d10 small animals are un-
  moving in the brush and weeds around the water here.   
   
  This water is enchanted and any who drink of it are caught 
  in a kind of stasis that lasts 2d12 hours minus level/hit die 
  of victim.  
   
  13b. Guardians 
  In the river here are a 
  dozen 
  Water 
  Sprites 
  who will challenge any 
  trespasser and demand a 
  toll 
  for 
  safe 
  passage 
  (coins in the chest, see 
  12b).   
   
  They hate goblin-kin and 
  are 50% likely to attack 
  kobolds, goblins, hobgob-
  lins or bugbears on sight 
  even if the toll is paid, 
  though stronger creatures 
  are carefully assessed be-
  fore engaging in combat.  
   
  (They drag creatures down to their lair and then eat their 
  corpses). 
   
  If they are hard pressed by an opponent, they will almost 
  certainly back down and swim down to their river bottom 
  lair, in which can be found 8724 cp, 239 sp, 118 gp, sep-
  arated by type and stacked neatly. 
   
   13c. The Net 
  Stone and iron grating restrains the Blackwater Horror 
  (see below). 
   
  13d. Blackwater Horror 
  The shore here is swept completely clean.  Deep in the 
  river is a massive Tentacaled Horror with twelve tenta-
  cles which can reach from the center of the bottom of the 
  river here to the western cliff-face. The Horror senses vi-
  brations of beings who pass by and the tentacles will lash 
  out if a sacrifice (the size of a deer, goblin, human, or 
  larger) is not tossed into the water. (see area 12c). 
   
  13e. The Sluices 
  The Blackwater River drops down a series of falls here, 
  effectively trapping the Blackrock Horror in its pool 
  (13d).  
   
  This eastern branch of the river is completely unguarded 
  - except by the treacherous terrain on either side of the 
  falls.  
  Blackrock River 
  Area 13    (See Maps 1&8 for details) 
  
   The Chantry of the Deepflameaa 
   
  34  
   
   
  1. The Broken Bridge 
  A solid stone bridge now in ruins. Be-
  neath the bridge at the water’s edge lairs 
  a 5HD Ankheg. Its lair tunnels under the 
  road: two chambers filled with bones and 
  husks of victims. 
   
  The Ankheg and the Giant Spiders (see 
  are 3) compete for control of this area 
  (and for prey). The Ankheg is afraid of 
  the Spiders and will flee to its lair if more 
  than one Spider is present. 
   
  Roll 
  1d6 
  What’s in the Ankheg’s Lair? 
  (roll or use all of these) 
  1 
  1d4+2 eggs (worth 100gp each), the acid 
  melted arms and legs of dozens of Gob-
  lins,  
  2 
  A huge mass of masticated organic ma-
  terial creating a kind of cocoon in which 
  the Ankheg sleeps. Inside are 23 goblin 
  skulls and 1219 gp. 
  3 
  Scattered about are bones and bits of 
  cloth, armor, broken weapons, etc. 
  Among the debris: 244 gp, a human leg 
  bone carved with magical sigils (wand 
  of frost), and a full mountain goat skele-
  ton which will animate if touched. 
  4 
  132 gp, 449 sp,  human leg-bone etched 
  with devotions to St. Ashar, a 4-gallon 
  barrel with an 'X' painted in burgundy on 
  the side, full of watered down ale, leather 
  boots with button-back cuffs, and a scroll 
  case holding a piece of mildewed parch-
  ment on which is written the death war-
  rant for a murder suspect. 
  5 
  A full goblin skeleton, partially digested. 
  The skeleton will animate if released, 
  though it will not necessarily attack. 
  Skeleton has gained Acidic touch (1d6 
  additional damage) 
  6 
  The mostly digested remains of a Hob-
  goblin with a magic short sword (Bitter-
  man’s Spike Shortswordblack leather 
  wrapped hilt with silver wire underneath, 
  blade has seventeen nicks near the hilt) 
   
   
   
   
   
   
   
   
  Encounters in Rivergate 
  Roll 1d8 every turn.  
  Encounter on 8 
  Secondary Encounter on 1 
   
  1d8 
  Encounter 
  Doing… 
  Secondary  
  Encounter 
  1 
  1d6 Dwarven Spec-
  tral Haunts 
  Searching for: 
  1. a lost child 
  2. gold 
  3. a solution to a mystery 
  4. a lost artifact 
  Stones fall from an up-
  per story (outside) or 
  ceiling (inside). An in-
  visible Sprite is re-
  sponsible, simply play-
  ing a prank 
  2 
  1d8 Human Spectral 
  Haunts 
  1. Haggling 
  2. Hauling goods 
  3. Staring at the sun (moon) 
  4. Dancing 
  A Spectral Haunt 
  rushes at a random PC, 
  passes through him or 
  her, turning skin blue 
  3 
  2d8 Dwarven Spec-
  tral Haunts and 2 
  Shadow Hounds 
  1. Hunting 
  2. Searching for a criminal 
  3. Battling each other 
  4. Running off to battle 
  A hawk swoops down, 
  grabs a dove nearby, 
  abandoned nest has 4 
  baby birds 
  4 
  1d4 Dwarven and 
  1d4 Elven Spectral 
  Haunts 
  1. Fighting each other 
  2. Bartering 
  3. Arguing 
  4. Embracing 
  Unstable Rubble: DEX 
  check or twist ankle 
  (move half for 1d4 
  days) 
  5 
  Ankheg (see 1) 
  1. Hunting 
  2. Returning from a hunt 
  3. Seeking a mate 
  4. Running away 
  Water begins bubbling 
  up out of the ground: it 
  is mildly poisonous 
  6 
  Ghost (see 2f) 
  1. Chasing a Spectral Haunt 
  2 seeking vengeance 
  3. Seeking release 
  4. Murderous 
  A small breeze be-
  comes hurricane force 
  wind for 1d8 turns 
  (DEX check or fall) 
  7 
  Giant Spider (see 3) 
  1. 1d4, hunting 
  2. 1, scouting 
  3. 1d4, chasing Ankheg (area 
  1) 
  4. 1d6 hunting 
  Unstable Ground: sink-
  hole opens, save or fall 
  1d10+10 feet for dam-
  age and possible ankle 
  twist 
  8 
  1d6 Glitterwings 
  Scouting for their tribe. If only 
  one is encountered, a lone sur-
  vivor from a patrol 
  A rat funs past…. 
  Then a swarm of 6d8 
  rats runs past. 
   
   
  Rivergate 
  Area 13f  Map 9 
  
  The Chantry of the Deepflame 
   
  35 
   
   
   
   
   
   
  Rivergate 
  Map 9 Page 2 
    
  2. Rivergate Village 
  Building Ruins 
  a. Stable 
  Ghostly mules stamp and fret amid the 
  rubble of shattered stalls.  
   
  b. Green Gables Inn 
  The inn’s sign hangs precariously on a 
  rusty chain, twisting in the breeze.  
  Nightly, 
  ghostly 
  patrons 
  (Spectral 
  Haunts) sing ancient travelers’ songs 
  and hoist ethereal tankards of ale, toast-
  ing the gods of gold. If a mortal being ac-
  cepts the offer of a ghostly ale, when the 
  mortal being dies, he or she raises as a 
  Spectral Haunt. 
   
  c. Bridgemaster’s Office 
  Half the upper floor still remains intact. 
  Behind the ruins of the counter, hidden 
  under the floorboards, is a very rusty iron 
  bound locked chest containing 3371 gp, 
  8447 sp, 6 rubies (80 gp each).  
   
  d. Grainary 
  Tall silos fallen to ruin.  Beneath the rub-
  ble is a trap door leading down to a small 
  cave: 9 sealed clay pots filled with an-
  cient, poisoned wheat. At the bottom of 
  one of the pots is a Dagger +1. 
   
  e. Teamster’s Hall 
  Angry 
  ghostly 
  dwarves 
  (Spectral 
  Haunts) taunt and “attack” any mortal 
  being who comes near. 
   
  f. Captain’s House 
  The Ghost of the Captain of the watch 
  haunts this ruin, attacking any mortal 
  who comes within the ruined walls.  
  3. Rivergate Tower 
  These two-story towers are infested with 24 
  Giant Spiders. 
   
  4. Broken Gate 
  Massive oak gates have been torn from their 
  hinges and lay in ruins…  
   
  Fallen stones here are vaguely humanoid 
  shaped, six of them are under the control of the 
  Stone Mistress in area 6 and will move to 
  block the entrance. Animated stones are non-
  combative, can take 30+2d12 hp damage each 
  (move 12). 
   
  5. Warehouse 
  Piled high with broken boxes, moldering 
  sacks and opened crates and barrels.   
   
  Searching the rubble is arduous (1 item per 10 
  person turns of searching, table below). 2d4+4 
  items may be discovered. 
   
  Make a random encounter check for every 
  turn of searching: Roll 1d8, encounter on 8, 
  Stone Mistress animated stone (area 4) on 1. 
   
  Random Items in the Warehouse 
   
  1 
  2 
  3 
  4 
  1 
  1000 gp 
  ruby 
  A weather-stained piece of 
  parchment on which is in-
  scribed a deed of ownership 
  for a plot of land near New-
  town 
  A strong box 
  (locked) containing 
  4812 cp and 19 sp. 
  1. Gem of Seeing 
  2. Boach of Shielding 
  3. Pearl of Wisdom 
  4. Crystal Ball (Clairaudience) 
  2 
  500 gp 
  chryso-
  beryl 
  A well-worn battleaxe with 
  dwarves and demons etched 
  onto the head, the haft is 
  some kind of stone. Axe s not 
  magical but gains +1 agaist  
  A leather sack with a 
  tear in the bottom 
  containing 3199 gp. 
  Potion 
  1. pale blue liquid, Healing 
  2. transluscent red liquid, Fire Re-
  sistance 
  3. thick red syrup, Super Heroism 
  4. ever shifting colors, random ef-
  fect potion 
  3 
  70 gp 
  eye 
  agate 
  An traveller's age-worn 
  leather jerkin sized for a 
  halfling and bearing the em-
  bossed image of the crescent 
  moons. 
  A gold scarab, inlaid 
  with silver, pearls 
  and emeralds (1200 
  gp) 
  Wand 
  1. Size Alteration 
  2. Negation 
  3. Fireballs 
  4. Wand of Wonder 
  4 
  1000 gp 
  star sap-
  phire 
  A soldier's padded coif, 
  chainmail mantle and dented 
  steel helm stamped with the 
  symbol of a bear's head 
  (wearer can transform into a 
  bear 1/day Helm of the 
  Bear) 
  A platinum disk in-
  scribed with an an-
  cient Dwarf calendar 
  and set with 9 rubies 
  (one for each age of 
  the world) worth 
  2400 gp. 
  Ring: 
  1. Plain gold band (Spell Storing) 
  2. Silver, etched with vines (Plant 
  Control). 
  3. Plain brass, (Feather Falling) 
  4. Silver wire wound gold band 
  (Polymorph self) 
  5 
  250 gp 
  coral 
  An ermine fur-trimmed cloak 
  of green velvet (250 gp). 
  A silver backed mir-
  ror (120 gp) 
  A spell book (Magic User: Invisibil-
  ity, Feeblemind, Simulacrum) 
  6 
  50 gp 
  hematite 
  A leather sack containing a 
  shortbow, a flask of linseed 
  oil and bowstrings, and a 
  quiver of 30 arrows 
  A leather sack con-
  taining 10 vials of 
  spider poison anti-
  dote 
  1. Cloak of Displacement 
  2. Charm of Protection 
  3. Cloak of Protection 
  4. Bracers of Defense 
  7 
  100 gp 
  Moon-
  stone 
  A 10-gallon barrel with a 
  twin-tailed comet painted in 
  red on the side. It is full of 
  good ale. 
  Porcelain tea set (3 
  cups, 4 saucers, 
  chipped teapot with-
  out a lid, sugar pot) 
  worth 400 gp 
  1. Horn of the Calling Sea 
  2. Sandals of Spider Climbing 
  3. Gloves of the Thieves 
  4. Amulet of the Elemental Planes 
  8 
  100 gp 
  sar-
  donyx 
  A wrought iron key, a small 
  brass key stamped with a ra-
  ven, and a treasure map that 
  shows an X just north of vil-
  lage of Arwadar in the Ghost 
  Downs (hex 40 of the North-
  ern Tier hexcrawl) 
  A gold wire bracelet 
  with seven gold me-
  dallions, one for each 
  of the seven major 
  saints of the Church. 
  Praying for an hour 
  wearing it, gain bene-
  fit of bless spell for 1 
  hr.  (2500 gp) 
  Spell Scrolls: 
  1. MU: Feather Fall, Ice Storm, Pol-
  ymorph Self 
  2. MU: Flame Arrow, Dimension 
  Door, Project Image 
  3. Cl: Glyph of Warding, Locate 
  Object, Divination, Exorcise, Flame 
  Strike, Quest, Wind Walk  
   
  
   The Chantry of the Deepflameaa 
   
  36  
   
   
   
   
   
   
  6. Warehouse 
  A Stone Mistress* lives here among a 
  dozen animated stone statues (see area 
  4 for details).  
   
  She wants to be left alone and will com-
  mand the stones of the area to block and 
  push away intruders, instructing them to 
  attack only as a last resort.  
   
  The bones of dozens of Goblins are 
  strewn about.  
   
  She keeps her treasures in a small stone 
  box that she can make “walk” away.  
   
  1d6 
  Stone Mistress’ Treasure 
  1 
  600 cp, 6000 sp, 2400 gp, 100 pp 
  2 
  Potions: Extra Healing, Gaseous 
  Form, Invulnerability, Invisibility 
  3 
  Brass Seal of the High King (1400 gp), 
  Gold armband – snakes and spiders 
  (3000 gp) 
  4 
  Ring of Spell Turning, Ring of Spell 
  Storing 
  5 
  4000 sp, 6000 gp 
  6 
  Ancient gold crown set with rubies 
  (24000 gp) 
   
  7. Fallen Portcullises  
  Tilted slightly, pavement beneath them 
  cracked from impact. Combined 42 
  Strength to lift. 
   
  8. Cells 
  These ten small rooms each have two 
  fragile beds and other small everyday 
  items.   
   
  1d12 Items 
  Coins 
  1 
  A rusted crowbar 
  1d8 gp 
  2 
  A golden key marked with 
  the Hamlish Emperor's 
  Seal (100-1000 gp) 
  2d20 sp 
  +1d6 gp 
  3 
  A Dwarf hammer covered 
  with geometric engravings 
  1d6x100 
  gp 
  4 
  A pair of embroidered 
  black trousers 
  8d8 pp 
  5 
  A belt pouch with Goblin 
  toe bones sewn into it 
  4d6 gp + 
  1d8 sp 
  6 
  An annotated leather-
  bound edition of Prayers 
  of the Seven Saints (30 gp) 
  10d10 gp 
  7 
  4 bottles of wine 
  4d8 sp 
  8 
  An ivory flute etched with 
  the image of an eye (10gp) 
  6d10 gp 
  9 
  A rough map of the High-
  lands, showing its rivers, 
  forests, mountains, and 
  only its largest towns and 
  cities. Notes have been 
  written all over it, but the 
  language isn't anything 
  known in the region 
  10d20 cp 
  + 9d8 sp 
  + 10d6 
  gp +1d8 
  rubies 
  (30 gp 
  each) 
  10 
  A 15-pound bag of nuts 
  and dried meats 
  2d20 gp 
  11 
  The hide of a black wolf 
  3d12 sp 
  12 
  A laced jerkin trimmed 
  with sheepskin 
  4d4 gp 
   
   
  9. The Traveler’s Inn 
  Kitchen, pantry, servant rooms.   
   
  1d8+4 Spectral Haunts roam about 
  cooking, serving, cleaning. 
   
  10. The Traveler’s Inn 
  Taproom, guest rooms, common room. 
   
  1d8+8 Spectral Haunts celebrating, 
  fighting, carousing. 
   
  1d10 
  Items in the Traveler’s Inn 
  1 
  A small engraved pewter case contain-
  ing several paintbrushes and pots of 
  prepared oil paints, a few sponges and 
  sheets of thick linen canvas 
  2 
  A cloak made of black bear's hide 
  3 
  An oiled leather jack with the embossed 
  image of a crossed spears 
  4 
  A pewter flask filled with brandy en-
  graved with a crossed hammer and 
  chisel 
  5 
  9 bottles of wine 
  6 
  Cask of good ale 
  7 
  Cask of spoiled ale 
  8 
  A primitive shield engraved with an 
  oath of allegiance to St. Ashar 
  9 
  A pewter pendant of a demon face on a 
  fine chain 
  10 
  A tambourine carved from a whale 
  bone engraved with stars and crescent 
  moons 
   
  Rivergate 
  Map 9 Page 3 
  
  The Chantry of the Deepflame 
   
  37 
   
   
   
   
   
  Approaching the  
  Chantry 
  Perspective (Map 10) 
  
   The Chantry of the Deepflameaa 
   
  38  
   
   
   
  Entrances to the Chantry 
   
  The Crevice: 
  Outdoor Map 5, Page 26 
   
  Chantry Rift through the Sanctum of the High Priest, The 
  Halls of the Honored Guests, The Cloistered Brethren Dor-
  mitories and the Halls of the Militant Brethren.  
   
  The Deep Gate: 
  Outdoor Map 8, Page 30 
  Deepgate Keep, the Deeps (G5.9), Page 180 
   
  Occupied by Goblins who are largely cut off from the rest of 
  the Chantry. Tunnel leads to the mines of the Deeps and the 
  kingdom of the Shadow Crepers. 
   
  The River Gate 
  Map 9, Page 36 
  The Deeps Trading Post (G1.13 and 14), Page 169 
   
  Haunted by a Ghost and the lair of the Stone Mistress. 
   
  The Sinkhole – The Caves of the 
  Whispering Wind 
  Outdoor Map 5, Page 27 
  Sanctum of the High Priest, Hall of  
  Judgment (E14), Page 143 
   
  Caves of the Winged Ravagers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Spiral Stair – The Stone Giant 
  Outdoor Map 5, Page 29 
  Halls of the Militant Brethren (B23), Page 69 
   
  Watchtower for the Goblins. Largely cut off from the rest of 
  the Chantry. 
   
  The Two Towers of Aransh:  
  Chantry Area A, Page 43 
   
  This was the Militant Brethren’s entrance to the Chantry. The 
  goblins of the Ruined Tower watch the Silent Tower as 
  closely as they do the horizon. 
   
  The King’s Watch:  
  Chantry Area B 57, Page 85 
   
  This was a fortified, secret exit disguised as a Moonwatch 
  tower. The High Priest used this exit for clandestine meetings 
  and as an escape route.   
   
  The Beautiful Gate:  
  Chantry Area B 62-65, Page 92  
   
  The once grand entrance to the Chantry during its days as a 
  Holy Shrine. Now a ruin, the Chantry can be accessed through 
  the Beautiful Gate and the Tunnels of the Scorned Brethren. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  39 
   
   
   
   
   
   
   
   
  
   The Chantry of the Deepflameaa 
   
  40  
   
   
   
  special Encounters or 
  Background Events 
   
  The Chantry is a dynamic environment, filled with daily chal-
  lenges. Use any (or all!) of these events either as special en-
  counters or to create a living backdrop of the daily life of the 
  goblins in the Chantry. Each of these encounters is unique and 
  affects the entire Chantry. 
   
  1. Tentacled Horror Has Escaped!  
  The first indication of this might be partially eaten goblin bodies or far 
  off screams. Regardless, the entire Chantry will be mobilized to either 
  kill or drive off the Son the Seven Mothers (B24, Page 70). The presence 
  of intruders will be largely ignored unless they get in the way.  
   
  Tactics: the Godking snarls commands to the sub-chiefs who drive the 
  goblin horde in search of the Horror, using slaves as bait. The Shaman 
  will be secreted away in his hidden chamber with the Book of Infinite 
  Spells, undecided as to whether or not he should turn the page.  
   
  The Horror will lurk in dark corners, lashing out to any living being who 
  comes near.  
   
  Left on their own, the goblins will kill the Horror in 5d4 hours, losing 
  5d8 goblins and (30% chance) 1 sub-chief.  
   
  2. The Offal Dweller Has Escaped!  
  The first indication of this turn of events might be trails of slimy offal 
  and waste. The goblins will be mobilized, but not panicked, as they at-
  tempt to find the creature and herd it back to the Offal Pit (B25, Page 
  72).  
   
  If cornered, the Offal Dweller will fight, if threatened with fire it will go 
  berserk (gaining +2 to hit, but a -2 penalty to AC, due to its frenzied 
  attack).   
   
  Intruders will be noted (causing more panic than the monster on the 
  loose) and the goblins will split their attention, actually focusing more 
  attention on the intruders than the Offal Dweller.  
   
  It will take 3d6 hours for the goblins to get organized and herd the Offal 
  Dweller back to the Offal Pit, 6d6 hours if the goblins are distracted by 
  intruders. 
   
  3. Darkness Rising!  
  A Shadow creeper invasion has begun. The Firstwatch (B61, Page 90) 
  has been completely overrun and the creatures are pouring up from the 
  Deeps, attacking any living thing they encounter. Intruders will be ig-
  nored unless they choose a side to join in the melee.  
   
  The goblins will make their stand at the Temple (B38-49, Page76-81) 
  largely abandoning the remainder of the Chantry.  
   
  The Dark Stalkers leading the Creepers have been planning this invasion 
  for a long time and use every advantage they can devise, including a 
  shield wall, magic, etc.  
   
  The battle could take days to finally end. The outcome is left up to the 
  GM (or, could be played out using mass combat rules).  
   
  4. Ghoul Rain!  
  Undead drop from the crevice above area (B7a, page 60) from the Clois-
  tered Brethren Level. 1d6 Ghouls appear every hour as the magic that 
  has bound them to that level has weakened somehow. There is virtually 
  no limit to the number of Ghouls that could appear… 
   
  5. The Madness of the Godking!  
  The influence of the ring of delusion that the Godking wears has finally 
  caused him to go over the edge and he is rampaging throughout the Chan-
  try, killing everything (goblin and human alike) in his wake.  
   
  Most goblins flee from his onslaught. Whatever sub-chiefs remain will 
  make an organized attack against him (with the Shaman, most likely, 
  though his motives remain inscrutable).  
   
  6. The Great Search!  
  Organized goblin groups are searching through every area of the Chan-
  try, collecting gemstones. The Shaman has figured out a little bit of how 
  the Deepflame functions (gemstones in the back of the throne), though 
  he has no idea what the effects of actually getting the artifact to operate 
  fully will be.  
   
  Intruders will be dealt with normally, though the search will continue 
  even in the heightened state of security.  
   
  Of course, the Shaman cannot fully ignite the Deepflame, as some of the 
  required gems are secreted away in (to him) inaccessible areas of the 
  Chantry, unless some invaders have found the gems and somehow make 
  sure the Shaman receives them… 
   
  7. Coup d’ Etat!  
  The sub-chiefs, unwilling to live under the oppressive and unpredictable 
  rule of the Godking, have united and a faction war is beginning.  
   
  The Bugbears, hobgoblins, and 70% of the goblins will support the sub-
  chiefs in the Coup attempt. However, the Shaman will side with the God-
  king and raise up his undead army (which will cause a morale check 
  among the common goblin troops opposing them). Intruders in this sce-
  nario will be ignored, unless they take a side in the insurrection.  
   
  8. The Cure!  
  The Godking has removed the ring of delusion (suggestibility) that he 
  has been wearing and frees himself from its curse.  
   
  His first action will be to summon the Shaman and rip out his heart and 
  eat it (thus gaining one HD). From this point on, treat the Godking as a 
  normal Barquist, seeking to gain strength and return to the Outer Dark-
  ness. 
   
  1d8 
  Event 
  1d8 
  Event 
  1 
  The Tentacled Horror 
  Has Escaped! 
  5 
  The Madness of the Godking! 
  2 
  The Offal Dweller Has 
  Escaped! 
  6 
  The Great Search! 
  3 
  Darkness Rising! 
  7 
  Coup d’ Etat! 
  4 
  Ghoul Rain! 
  8 
  The Cure! 
  
  The Chantry of the Deepflame 
   
   41  
   
   
  The Two Towers of Aransh 
  (Area A) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  These two ruined towers are joined to-
  gether, side-by-side, though they are of 
  very different construction. The smaller, 
  squarish stone tower is probably older, of 
  dwarven construction (at least the bottom 
  two stories). This is The Ruined Tower. It 
  is a testimony to the skill of its builders that 
  it is still standing as the walls are pocked 
  and broken. The upper stories are of a dif-
  ferent construction, possibly dwarven influ-
  enced, and much more recent, made of 
  stone and wood. These levels of the tower 
  are in much worse shape than the base. The 
  Ruined Tower is one of the gatehouses to 
  the Chantry.  
   
  The larger, circular tower is a more recent 
  construction of a style unknown in this re-
  gion. This is the Silent Tower. The stones 
  of this tower are all hexagonally shaped and 
  fitted together very tightly. The upper mid-
  dle of this tower has been violently dam-
  aged, exposing the dark interior. The Silent 
  Tower guards a brooding, malevolent being 
  and has nothing to do with the goings on in 
  the Ruined Tower or the Chantry itself. 
   
  Only the Ruined Tower has any entry at 
  ground level (large, oak doors, see 1, be-
  low) and windows on the second and third 
  levels. The Silent Tower has no doors or 
  windows but has a gaping hole in the side 
  (areas 6 and 7 of the Silent Tower) facing 
  the Ruined Tower. 
   
  Atop the Silent Tower are four-winged stat-
  ues: North, a lion, East, a man, South, a Sa-
  tyr, West, a Minotaur. These are the Silent 
  Guardians.  
   
  If anyone attempts to enter the Silent Tower 
  by any method other than the door on level 
  three of the Ruined Tower (climbing, fly-
  ing, teleporting, passwall), the Silent 
  Guardians will silently drop from their 
  perches and attack, pursuing intruders until 
  the intruder or the guardian is destroyed. 
   
   
   
  
   The Chantry of the Deepflameaa 
   
  42  
   
   
   
  The Ruined Tower Key 
  The Ruined Tower is traditional stone block construction, though the lowest level has been carved from the very bedrock of the 
  mountain. It stands in stark contrast to the larger circular tower beside it. 
   
  1. 
  Stable Level 
  Large, double, heavy oak doors (10’ high x 8’ wide each) on 
  the western wall show signs of serious recent damage and 
  hasty (and inexpert) repairs. The doors are barred from within.  
  • 
  The ceiling of this chamber is 20’ above the floor, though 
  a hayloft hangs about 12’ above the floor level.  
  • 
  Stalls line the walls.  
  • 
  The two stalls in the Southwestern corner are home to a 
  dozen war wolves which are chained to the walls here, 
  and Wolfmaster Ashran*, a bugbear runt, who has a 
  dirty pallet here. The wolfmaster has 13cp, 4sp, a dull 
  shortsword (-1 to damage), a ram’s horn, and a hooded 
  lantern. 
  • 
  Scattered about the remaining stalls are hundreds of 
  bones, mostly horse and donkey bones though others are 
  mixed in as well.. 
  • 
  A rickety (but relatively safe) ladder leads up to the hay-
  loft, which is bereft of hay, but piled high with bat guano.  
  • 
  A bat swarm roosts here. If disturbed, the bats will swarm 
  for 1d8 rounds, then fly out of the tower through cracks in 
  the upper walls (see below). 
   
  If surprised, the Wolfmaster will attempt to move in among the 
  war wolves and blow the ram’s horn to warn those above of 
  the invasion. 
   
  If given warning (such as the PCs battering down the large oak 
  doors), the Wolfmaster will 
  • 
  Loose the war wolves from their chains to roam free in the 
  stalls. Six of the wolves will attack in the round the door 
  opens and the other six will hide in shadows and attempt 
  to ambush PCs who are engaged in melee with their breth-
  ren in the first several rounds.  
  • 
  Meanwhile, the wolfmaster will climb to the hayloft with 
  his sword, lantern and horn. Once the PCs engage the 
  wolves, he will un-hood the lantern and prod at the bats, 
  causing them to swarm (see below) and then blow the 
  ram’s horn warning those above of an attack. 
   
  Bat Swarm: when disturbed, the bats (there are more than 300 
  of them) will swarm around inside the stable level of the Ru-
  ined Tower.  
  • 
  A bat swarm causes confusion, -2 to attack, +2 to AC, 
  DEX check each round to remain on feet.  
  • 
  The bat swarm “attacks” as a 3 HD monster and does 1d4 
  hp damage on a successful “hit.”  
  • 
  Such “attacks” are not true attacks but represent a mas-
  sive number of small bodies hitting the PC all at once.  
  • 
  Area effect spells can destroy, deflect a bat swarm (for 
  example, a fireball spell will kill every bat in the area of 
  effect and drive off any remaining bats). 
   
   
  2. The Guardians of the Tower 
  Two Bugbears and eight Goblins guard the entrance to the 
  chantry here.  
  • 
  Each bugbear has a broadsword, wears tattered leather ar-
  mor and have some coins (8 cp, 9 sp for the first and 22 sp 
  and 1 gp for the second).  
  • 
  The goblins are armed with dull iron shortswords (-1 to 
  damage). They have no personal treasure.  
  • 
  They will respond quickly to hearing Ashran’s horn (from 
  below) or the gong from above.  
  • 
  The door to the north is not locked.  
  • 
  Outside the door are the ruins of a once grand bridge that 
  spanned the gap between the tower and the ornate entrance 
  to the Chantry of the Deepflame. Now a rope and wooden 
  plank suspension bridge spans the gap. While the sus-
  pension bridge looks unsafe, it is fairly stable and well-
  constructed. 
   
  If seriously threatened, the bugbears will push behind the gob-
  lins and attempt to flee across the bridge, cutting it from the 
  mountain side if they are successful (regardless of how many 
  goblins remain on the bridge, if any) in an effort to save their 
  lives and warn the Chantry of the invasion, unless Gurin the 
  Sub-chief (from the level above) has joined the fight. 
    
  If Gurin is directing the defense of 
  the tower, all the defenders will 
  fight to the death.  
   
  If Ashran, the wolfmaster, (in the 
  stables of level one) is still alive 
  and able, he will release the war 
  wolves and engage in combat to 
  defend his brethren on this level.  
   
  Likewise, those on the third level 
  (the Watchers) will descend to 
  help repel an attack if they hear 
  the sounds of battle here.   
   
  If the invaders seem too powerful 
  for the guardians of the tower to 
  dispatch, it is likely that one of the 
  Watchers from the upper level 
  will ring the gong (see area 3) to 
  warn the entire complex of an in-
  vasion. 
   
   
  
  The Chantry of the Deepflame 
   
  43 
   
   
   
   
  3. The Watchers Above 
  This level is of different construction than the lower levels, be-
  ing partly wood, and is in much worse shape than the lower 
  levels. 12 Watcher Goblins and Gurin, the Sub-chief guard 
  the door to the Silent Tower, which is locked and barred from 
  this side. These are the Watchers, a more elite guard among the 
  goblins of the Chantry. 
   
  • 
  A large iron key hangs next to the door (the key is for this 
  door). A 2’ diameter gong stands near the staircase to the 
  east which radiates magic if detected (if struck, this gong 
  will resonate with the gong in the Great Temple, warning 
  the entire complex of an invasion).  
  • 
  An ill-fitting trap door in the ceiling (which is 10’ high 
  here) leads to the attic. It is bolted closed, swings upward, 
  and hasn’t been opened in decades. 
  • 
  Dirty pallets are scattered about the floor and a makeshift 
  bed is in the SW corner. Gurin sleeps in the bed and the 
  Watchers sleep in shifts in the pallets.  
   
  Searching the bed will turn up:  
  • 
  a rolled parchment covered in profanities 
  • 
  the hide of a black wolf 
  • 
  an elegant elvish dagger with a leaf-shaped blade en-
  graved with ancient runes and a motif of interlaced leaves 
  and bare branches and a fine-grained leather sheath deco-
  rated in a similar fashion (worth 150 gp), 
  • 
  cedarwood mourner's flute engraved with a design of a 
  sailing shi 
  • 
  a leather bag containing a small tent, cord, pitons and a 
  mallet 
  • 
  a leather sack containing 42 gp, 22 sp and a ruby chip 
  worth 25 gp. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Next to the bed is a small shelf on which is a dwarven skull 
  resting on a pillow (The Skull of St. Khasta). The radiates 
  faint divination magic if detected.  
   
  If the Watchers are overwhelmed by an attack or if the door to 
  the Silent Tower opens, they will attempt to ring the gong by 
  the staircase. The Watchers and Gurin fight to the death de-
  fending the tower. 
   
  Searching among the pallets will turn up a lot of debris and 
  worthless junk but also:  
  • 
  a leather eye mask like that worn by a highwayman 
  • 
  an expensive white shirt caked in mud 
  • 
  a bent trident 
  • 
  a warm mantle made of fox pelts, with a gold clasp in the 
  shape of a running hare (worth 75 gp) 
  • 
  a threadbare tabard sized for a dwarf 
  • 
  a 10-pound sack stamped with blasphemous symbols and 
  profane imagery full of moldy fruits and vegetables 
  • 
  a pouch full of half-smashed grubs 
  • 
  a grimy 25-pound sack of peat and a pair of peat-man's 
  filthy leather boots 
  • 
  a 20-pound bag of millet, half of which has rotted 
  • 
  a fine leather case holding jeweler's tiny files, chisels and 
  hammers, monocle, buffing cloths and other gem-cutting 
  tools (worth about 100 gp) 
  • 
  a 50-pound bag of rye flour, most of which has turned 
  green and moldy. 
   
  4. The Attic 
  The walls and ceiling here are completely ruined, with huge 
  gaps in the roof and the Northern wall has completely col-
  lapsed. The floor is piled with moss covered rubble, small trees 
  and grass growing among the detritus.  
   
  Among the rubble is the moss-covered, skeletal 
  remains of a dwarven monk (locate as secret 
  door), most of his possessions long rotted away.  
  Clasped in the skeletal hand is a warhammer 
  which will radiate magic if detected (this is 
  Baran’s Wrath).   
   
  If intruders listen very carefully, they might hear 
  a muffled gurgling, purring sound coming from 
  the other side of the wall in the Silent Tower (See 
  area 7). Access could be gained to the Silent 
  Tower by climbing the rubble here (normal DEX 
  check) and into the breach in the Silent Tower’s 
  wall (though the Silent Guardians will notice, un-
  less the invaders are invisible, and attack the in-
  truders).  
   
  Note, also, anyone who enters the Silent Tower 
  this way is likely to step on the Gibbering Masses 
  perched atop the rubble on the other side of the 
  wall (area 7). 
   
  
   The Chantry of the Deepflameaa 
   
  44  
   
   
   
  The Silent Tower Key 
   
  Except for the highest level (Level 5, the Silent Mistress), the floor of each level of this tower is really just a balcony around a 
  30’ diameter open space that runs the entire height of the tower. There are no obvious ways to move from level to level (no stairs, 
  ladders, etc.). About 15’ separates each level. 
   
  5. The Silent Mistress 
  This level, the topmost level of the Silent Tower, has no visible 
  means of access. In fact, the chamber is completely sealed. 
  Spells like passwall can gain access to the level as could brute 
  force spells (such as fireball) or some other physical attack on 
  the walls, floor or ceiling itself (this should not be easy - per-
  haps 150 hp damage). 
   
  Inside sits the Silent Mistress, a darkly beautiful woman of 
  indeterminate age, on her throne which appears to be formed 
  of bones in the shape of a spider web. She wears a gold and 
  diamond necklace worth about 6,000 gp and a red silk robe, 
  worth about 100 gp. The chamber is shrouded in Gloom and 
  black, dark grey and dark brown drapes line the walls.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Before the Silent Mistress is a 10’ diameter pool of liquid 
  which reflects moving images, though they appear as dis-
  jointed and indecipherable from any angle other than the 
  throne. The Silent Mistress is not automatically hostile but re-
  mains aloof and cold regardless of how the PCs treat her. When 
  she communicates, her voice appears in the selected PC(s) 
  head. Her lips never move, her expression never changes, un-
  less she is using the Window (see below). 
   
  The pool is The Window of Sharan and functions something 
  like a crystal ball, but with some special additional features. 
  The Window allows the person sitting in the throne to not only 
  view things happening in the world around, but to call forth 
  effects from the outside world to be realized in the tower.  
   
   
  
  The Chantry of the Deepflame 
   
  45 
   
   
   
   
   
  The Silent Mistress primarily uses the Window to capture spell 
  effects from spell casters in the outside world. She will speak 
  the command word (which she will whisper so that no one else 
  can hear it), then call for the Window to show her a spellcaster 
  in the midst of casting whatever spell she desires to capture the 
  effect of (when she is alone, she likes to capture illusions, but 
  in melee she will seek out any spell that will benefit her) which 
  she will then release at targets in this room. Each use of the 
  Window costs a CONSTITUTION point (for game purposes, 
  the Silent Mistress has 22 CON points and she regenerates 2 
  CON points per day).  
   
  For example, if the PCs engage the Silent Mistress in melee, 
  she might call forth a lightning bolt or flame arrow to attack, 
  she might try charm person or sleep, or she might try globe of 
  invulnerability or another protective spell. She can command 
  the Window to find a spellcaster casting the spell, but she has 
  no control over what level spellcaster is found, so roll 1d20 and 
  round up to minimum level able to cast the spell if necessary. 
  The command words must be vocalized to use the Window, 
  these are the only words the Silent Mistress ever utters aloud. 
   
  If desperate, The Silent Mistress will turn the pool’s attention 
  to the Beast of the Deep (area 13) and scream out its True-
  name, allowing the beast to climb through the Window. In def-
  erence to the Mistress’s freeing it, the Beast will not attack her 
  until all the other enemies have been dispatched in the room. 
  She believes the Beast will honor her for releasing it from its 
  prison. In fact, it will turn and attack her before fleeing the 
  tower to pursue its own devious agenda.  
   
  6. Howling Guardians 
  • 
  The northern wall in this level is completely shattered, 
  with a great deal of rubble scattered on the 15’ wide floor 
  below.  
  • 
  The inside walls are bumpy and uneven, unlike other walls 
  in the tower, as if smooth stones have been fused to the 
  insides of the tower here.  
  • 
  These “bumps” (which extend into the tower as far as 5’ 
  in some places) completely cover the walls, floor to ceil-
  ing.  
   
  In fact, these are not stones but Howling Guardians. They are 
  currently dormant (not having had contact with anything more 
  threatening than a bird in several generations of goblins). For 
  each round the PCs remain on this level, there is a 5% cumu-
  lative chance that a Howling Guardian will awaken. Touching 
  the walls increases this by an additional 10% per PC touching 
  the walls per round. Poking the walls, attacking the walls or 
  casting any spells on the walls increases this to 50% per PC 
  per event. Once one Howling Guardian awakens, it will begin 
  howling, the remainder of the Guardians will awaken 1d12 at 
  a time until all 47 are awakened. Remember, the howling effect 
  of Howling Guardians is cumulative. 
   
   
   
  7. Gibbering Masses 
  • 
  The northern wall on this level is partly shattered, open to 
  the sky.  
  • 
  The rubble beneath the opening in the wall has been neatly 
  piled against the wall.  
  • 
  Atop the rubble are two gelatinous looking masses of 
  flesh.  
  • 
  If the PCs listen carefully, these masses of flesh are mak-
  ing a kind of gurgling, purring sound. 
   
  The two masses of flesh are Gibbering Masses. They are 
  sleeping and will continue to sleep unless attacked, stepped on, 
  or otherwise seriously provoked. Each round spent in this area 
  gives intruders a one percent cumulative chance per being in 
  the area to awaken the Gibbering Masses.  Thus, for every 
  round 6 PCs spend on this level, there is a 6% chance of awak-
  ening the Masses. 6% the first round, 12% the second round, 
  18% the third round, and so on. If one is awakened, the second 
  will wake the next round. 
   
  If awakened, each of the Gibbering Masses will seek to en-
  velop the nearest PC, suddenly stretching out to become a 
  sheet of flesh about 10’ square (and 1” thick). The Masses at-
  tack as 12 HD monsters. Enveloped PCs become immobile but 
  take no damage while enveloped. Enveloped PCs are drained 
  of their abilities, 1 random ability point per round (d6 to choose 
  which ability).  
   
  The Gibbering Mass will not release an enveloped PC until all 
  abilities are reduced to 0. Every point absorbed regenerates the 
  Mass’s hit points by 1d4. Damage done to a Gibbering Mass is 
  also done to the enveloped victim. 
   
  8.  Crawling Horrors 
  • 
  The walls of this level are intact, the floor is stable, though 
  dusty.  
  • 
  The dust is stirred up, scratched as if tiny sticks were 
  dragged across the surface.  
  • 
  A clicking or tapping sound echoes lightly in the room.  
  • 
  The door in the north wall is locked and barred from the 
  other side.  
   
  Clinging to the ceiling are 143 Crawling Horrors. These 
  small, insect-like horrors watch the door day and night, waiting 
  for it to open. They are charged with a single task, destroy any 
  living creature that comes through the door. They will only at-
  tack if an invader enters the chamber through the door.  
   
  NOTE: If invaders climb up or down from any other level, the 
  Crawling Horrors will simply watch, clicking their tiny legs 
  against the ceiling.  
   
  PCs can leave the level through the door in the north wall, but 
  if they return through that same door, the Horrors will attack. 
  They fight to the death and do not pursue beyond this level of 
  the Silent Tower. 
   
  
   The Chantry of the Deepflameaa 
   
  46  
   
   
   
  9. The Antechamber 
  This level appears to be empty except for a prayer rug laying 
  at each of the cardinal points of the compass: North, South, 
  East and West. If anyone kneels to pray at one of these rugs, 
  or attempts to take any of the prayer rugs, and is not a follower 
  of the Church of the Holy Saints, a Shadow Fiend will mate-
  rialize out of the wall and attack. 
   
  For the faithful of the Master, praying on the prayer rugs give 
  the petitioner a +1 to s luck score or piety if either exist in the 
  campaign (or +1 on all frolls for the next hour) and they gain 
  the benefits of a bless spell for the next three turns. 
   
   The rugs themselves have no significant value. 
   
  10. Malevolent Eyes 
  • 
  The walls of this level are painted with thousands of eyes.  
  • 
  The floor of this level is open in the middle like the ones 
  above, though 20’ below the floor level, the chamber is pre-
  cisely carved out of bedrock, perfectly circular, except a 
  small alcove in the north.  
  • 
  The floor is perfectly level. 
  • 
  At the center of the room on the floor is a metal door that 
  is painted with runes. 
  • 
  The alcove has two stone pillars holding up a number of 
  large, flat stones that look precariously perched between 
  the pillars and the level above.  
  • 
  On the floor of the alcove is a huge stone basin filled with 
  greenish, unpleasant smelling water.  
  • 
  Anyone who drinks the water will become uncomfortably 
  ill (dysentery for 3d8 hours) but will gain immunity to the 
  effects of the Malevolent Eyes (see below).  
   
  If any eye on any of the walls here is stared at for more than 
  three full rounds, with the observer not blinking, the eye on 
  the wall will blink.  If the walls of the lower part of the cham-
  ber are examined, hundreds of eyes are lightly carved into the 
  wall’s circular surface.   
   
  The eyes will radiate faint magic if detected. These are Malev-
  olent Eyes, guardians of the Beast of the Deep.  
   
  The Eyes remain completely inert (except for the possible 
  blinking) no matter what is done to them (attacks, spells, etc, 
  all of which the images seem to be impervious to) unless the 
  trapdoor in the floor is disturbed.  
   
  If anyone disturbs the door in the floor (which is not locked, 
  except for the runes, see below), the Eyes will begin a high-
  pitched screeching which will stop if people move away from 
  the door, which will increase in pitch and volume until it be-
  comes distracting (third round, -1 to hit, -1 to AC), painful 
  (sixth round, -3 to hit, -3 to AC), to finally becoming debilitat-
  ing (tenth round, -10 to STR, CON, INT, WIS, DEX ). 
   
   
   
   
   
  This final effect is a temporary loss, only lasting while the eyes 
  screech (it will take 1d8 rounds for the ability scores to return 
  to normal once the eyes stop screeching).  
  • 
  Anyone who has one ability score drop below 3 must 
  make a save vs. death magic every round or be stunned 
  (unable to do anything that round).  
  • 
  Anyone who has 2 or 3 ability scores drop below 3 saves 
  vs. death magic every round or be knocked unconscious 
  for 1d12 rounds.  
  • 
  Anyone who has 4 or more ability scores drop below 3 
  must save vs. death magic at -4 or be knocked unconscious 
  for 1d12 rounds.   
   
  The screeching of the Eyes draws the Shadow Fiends from the 
  Antechamber (area 9), the Gibbering Masses (area 7), and the 
  Howling Guardians will begin dropping into the chamber at a 
  rate of 1d6 per round.  
   
   
   
  
  The Chantry of the Deepflame 
   
  47 
   
   
   
   
  In addition, the sound will alert the goblins and bugbears in the 
  Broken Tower and the Silent Mistress in area 5 far above, 
  though none of these will necessarily act, they will be on high 
  alert (and the Silent Mistress will watch what the PCs do care-
  fully through the Window.  
   
  • 
  If all the invaders become incapacitated by the screeching 
  of the Malevolent Eyes, the Shadow Fiends will remove the 
  unconscious bodies and take them to the base of the Broken 
  Tower, leaving them in front of the large oak doors.  
  • 
  If all the invaders are not incapacitated by the screeching, 
  those who remain conscious will be attacked by the defend-
  ers of the tower in an attempt to subdue them to uncon-
  sciousness rather than trying to kill them. 
   
  The trapdoor in the floor of the chamber is protected by spe-
  cial magical runes painted on the surface. Each rune (there are 
  four) must be dispelled individually (cast as 15th level magic). 
  Dispelling lasts for 1d8 turns.  
   
  The runes are:  
   
  Symbol: Pain 
  Symbol: Persuasion (to leave the Silent Tower) 
  Power Word: Stun 
  Power Word: Kill.   
   
  Touching the Trapdoor causes one of the Runes to be triggered 
  at random, inflicting the effect on the person touching the door 
  (choose at random, d4).  
   
  Triggering the rune does NOT erase it. 
   
   Specific protections may circumvent these runes (which, ex-
  cept for their permanence, function as the spells of the same 
  names). 
   
  If the runes are dispelled or somehow bypassed, the door opens 
  easily, revealing a 40’ long, smooth-sided circular tunnel lead-
  ing straight down (to area 11). 
   
   
  
   The Chantry of the Deepflameaa 
   
  48  
   
   
   
  The Silent Tower Dungeon Key
   
  These caverns are the prison of a dark and evil being, simply known as the Beast of the Deep. The Silent Mistress has been set 
  as the eternal guardian of the Beast and she has populated the Silent Tower with what guardians she was able to call. If the PCs 
  gain the Dungeon, none of the Tower’s guardians will follow them. 
   
  11. The Pit 
  The tunnel in the ceiling which leads from area 10 above (the 
  Malevolent Eyes) simply opens into the roof of this cavern, 
  which is 65’ above the cavern floor. The cavern floor is liter-
  ally covered in bones, 3-5’ deep, mostly goblin bones. Any PC 
  who falls down from area 10 will fall a total of 85 feet (8d6 hp 
  damage) and incur an additional 3d6 hp puncturing damage 
  from all the bones (chain and platemail reduces this additional 
  damage by half, rounded down). Buried among the bones are 
  a number of useful and valuable items. Finding anything use-
  ful, however, is simply random chance - roll d20 every round 
  searching and on a 20, something useful or valuable is found.  
   
  Every round the bones are disturbed, there is a 5% cumulative 
  chance that 1d6 Skeletal Horrors will animate and attack. 
  Once Skeletal Horrors begin to animate, 1d6 will animate 
  every round until those who disturbed the bones are dead or 
  leave the cavern. No matter how many Horrors are defeated, 
  the bones will simply reform the next round. Thus, there is an 
  essentially endless supply of Skeletal Horrors in this cavern. 
   
  Among the bones can be found: 51 silver 
  pieces in a hand-made pouch bursting at the 
  seams, a dull bronze eating fork that may be 
  older than any human kingdom, and possibly 
  of extreme value (intrinsic value: 2sp, to a col-
  lector: 150 gp),  bracelet made of a string of 
  teeth, a pair of buff leather archer's wrist 
  guards stamped with a nearby city’s seal, an 
  ages-old sleeved chainmail coat with a ham-
  mer symbol painted on the breast in blue, 
  robes embroidered along the border with a mo-
  tif of suns and stars, a pair of black breeches, 
  a spoon, knife and fork made of fine pewter, a 
  pigskin pouch holding several brass, silver and 
  copper coins from throughout the ancient 
  world, the whole collection worth only 7 sp, a 
  well-made sword, the pommel of which is em-
  bossed with a bird’s-eye symbol, a human 
  skull wrapped in leather strips onto which 
  have been inscribed, in scrawling hand, pas-
  sages from 'The Words of the Prophets', a blue 
  wool shirt with wide cuffs beautifully embroi-
  dered in a maze pattern, an age-dulled brass 
  key embossed with the seal of the cult of St. 
  Albara, an emerald-studded knife sheath, but 
  no knife (worth about 300 gp) and a massive, 
  uncut sapphire on a hempen cord necklace, 
  which could be highly valuable (worth about 
  300 gp as is, 2500 gp is cut and polished). 
   
  12. The Water Trap 
  This choke point between the two caverns is a natural chimney 
  of rock which connects area 11 and area 13, which is 40’ below 
  area 11. On the north wall at the base of the chimney is a foun-
  tain with two decorative bulls flanking the spout and a basin 
  into which the water flows. The entrance to area 13 is blocked 
  by a wall of force (cast at 15th level ability). 
   
  The water in the fountain detects as magical. If the water is 
  touched by mortal hands, a second wall of force seals off this 
  chamber from area 11 and the water begins to overflow the 
  fountain. The first round, the water simply spills onto the floor. 
  But every round thereafter the water fills the room to a depth 
  of 1 foot. After 40 rounds this chamber is completely filled 
  with water and will remain so until the Beast (see area 13) 
  touches the wall of force separating areas 12 and 13 (which 
  will dispel the wall of force) or the PCs manage to dispel one 
  of the walls of force to escape.  
   
  A rule of thumb for drowning is a PC can hold his or her breath 
  for a number of rounds equal to double their Constitution 
  score.  The Beast usually waits a day or so before he dispels 
  the Wall of Force, and then feasts on whatever creature 
  drowned in the water trap (see 13 below for more details). 
  
  The Chantry of the Deepflame 
   
  49 
   
   
   
   
  13. The Beast of the Deep 
  A sad and lonely but malevolent creature lives in this cavern, 
  The Beast of the Deep.  
  • 
  the ceiling is 30’ above, and glows faintly 
  • 
  the floor has a channel cut in it from the entrance to area 
  12 to a grate in the wall on the far side of the cavern.  
  • 
  the grate usually catches anything larger than a dagger that 
  is caught by the water trap.  
  • 
  the Silent Mistress hasn’t allowed any creature to enter the 
  Pit in decades so the Beast may “rescue” any creatures 
  caught in the grate from the water trap and speak with 
  them, telling them a (false) story of how, “The dark, silent 
  Lady trapped him in this prison and only she can release 
  him by speaking his true name.” 
  • 
  if the captured beings seem sympathetic to his plight (he 
  will tell any lie he can to convince them that he is good 
  and the Silent Mistress is evil), he will offer them what 
  help he can to aid them in freeing him.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  He will offer sympathetic beings up to three items:  
  • 
  a clay pot with a sticky substance in it which he claims 
  will render them invisible to all the Tower’s guardians if 
  they smear it all over themselves (there is enough of this 
  sticky substance to cover 10 people) 
  • 
  a curved dagger with a ruby in the hilt that he claims will 
  cut through the stone of the Silent Mistress’s chamber, 
  creating a man-sized door 
  • 
  and, finally, the Beast will remove one of his curled horns 
  from his own head which he claims will give all who touch 
  it the ability to fly 
   
  His claims are true, to an extent.  
  • 
  the sticky substance is the Unguent of Alamar, which 
  does indeed make a person invisible, but only works as 
  long as the one “wearing” the Unguent believes it is work-
  ing 
  • 
  the dagger is Yalara’s Touch, a ceremonial dagger im-
  bued with special magic that allows it to cut through solid 
  stone, up to 30 feet thick 
  • 
  the Horn of the Beast will, in fact, give those who are in 
  physical contact with it the ability to levitate provided they 
  remain in contact with the Horn. 
   
  In addition, the Beast has: 
  • 
  three more (ten person each) jars of the Unguent of Ala-
  mar 
  • 
  four 3,000 gp diamonds on a gold crown (worth an addi-
  tional 500 gp) 
  • 
  the Sword of Dalaziel, the Shield of the Faithful, and a 
  bone flute (Dizreal’s Charming Instrument) 
  • 
  piles of mundane items can be found here and there, 
  mostly worthless, though 1,533 gp and 879 pp can be dug 
  out of mess with enough time and effort (for every 20 per-
  son turns of searching, 1d10% of the coins can be discov-
  ered) 
   
  If attacked, the Beast will use every ability at his disposal 
  to defeat the PCs and will fight to the death himself. 
   
  The Beast is confined to areas 
  11-13 unless his Truename is 
  spoken within his hearing, 
  then he will be free to leave 
  the prison.  
   
  He is magically prevented 
  from telling anyone his True-
  name. He will hint at his 
  Truename and try to encour-
  age the PCs to guess what it 
  might me, but he is magically 
  forbidden to reveal it out-
  right.
   
   
   
  
   The Chantry of the Deepflameaa 
   
  50  
   
   
   
  The Militant Brethren Level 
  Main Level 
  The Goblin Lair 
  (Area B) 
   
  Much of this level has collapsed, though the goblins long ago 
  reclaimed some of the more important areas like the Deep-
  watch and the Sanctuary. The goblins have spent generations 
  excavating tunnels and chambers within the chantry. 
  This level is the main encounter area of the Chantry (all the 
  other levels are considered sublevels to the Militant Brethren 
  Level), thus has the most extensive Random Encounter Table. 
  Generally, encounters occur on a 8 on 1d8, rolled once per 
  hour, 7-8 when on high alert. 
   
   
  Random Encounters ON the  
  Militant Brethren Level 
   
   
   
   
  3d12 
  Roll 
  Encounter 
  3d12 
  Roll 
  Encounter 
  3d12 
  Roll 
  Encounter 
  3 
  2d4 rats +1d2 giant rats  
  14 
  1d4 goblins  
  26 
  Basher the Ogre  
  4 
  2d3 rats + 1d2 giant rats  
  15 
  1 goblin  
  27 
  Bugbears and a hobgbolin 
  (from area 16)  
  5 
  Goblin Shaman  
  16 
  Hunt Leader Rushath  
  28 
  Giant spider  
  6 
  3 goblins, 2 giant rats, 6 
  rats   
  17 
  1 goblin corpse  
  29 
  3d4 giant centipedes  
  7 
  1d3+1 humans slaves + 3 
  goblins  
  18 
  1d4 goblins  
  30 
  1d4 goblins  
  8 
  3d6 rats  
  19 
  3 rats +1 giant rat  
  31 
  3d2 goblins 1d2 bugbears  
  9 
  2d4 giant centipedes  
  20 
   1 Shadow creeper  
  32 
  1d6 Outcast Brothers  
  10 
  1d2 giant rats   
  21 
  2d6 goblins  
  33 
  Sickly Goblin   
  11 
  2d4 Scorned Brethren + 
  4d10 bees  
  22 
  1d6 goblins  
  34 
  Defector  
  12 
  2d3 Scorned Brethren +1d4 
  giant rats  
  23 
  Sub-chief Galorax  
  35 
  Expeditionary Force 
  13 
  1 Longarm  
  24 
  Sub-chief Gurin and 1d6-1 
  Watcher Goblins  
  36 
  The Godking  
  Using the Random Encounter Table 
  Encounters may be determined at the DMs discretion, perhaps checking once per 
  turn by rolling a d8 (8 indicating an encounter takes place). Adjust to taste (more or 
  less often, using a greater or smaller die).  
   
  Also, encounters are given a “frequency” - that is, some happen once, some are finite 
  (that is, they can occur over and over with whatever variation the GM fabricates until 
  the encounter comes to some resolution, such as the named creature in the encounter 
  is killed or a listed task is accomplished) and many are unlimited (that is, such en-
  counters can occur as many times as they are rolled, though the GM must devise a 
  way to make each encounter unique - some suggestions are included). If a completed 
  “once” or “finite” encounter is re-rolled, choose the nearest available encounter in-
  stead. (3d12) 
   
  
  The Chantry of the Deepflame 
   
  51 
   
   
   
   
   
   
  Militant Brethren Level 
  Random Encounter Descriptions 
   
  3. 2d4 rats +1d2 giant rats: 
  These are spies from the Scorned Brethren community 
  (B66-75). They will be hiding in shadows when encoun-
  tered and observing the party. If threatened, they will flee. 
  If ignored, they will follow the party at a safe distance un-
  til the party’s next encounter, then they will scuttle off, 
  communicating to the Scorned Brethren what they have 
  seen.  
  (unlimited) 
   
  4. 2d3 rats + 1d2 giant rats:  
  These are spies from the Ratmaster* (B61a). They will be 
  hiding in shadows when encountered, observing the party. 
  If threatened, they will stand their ground. If ignored, 
  threatened or attacked, they will attempt to swarm the 
  nearest unarmored character with the intent to steal a small 
  object (necklace, ring, pouch, wand, hat, etc). They have 
  no sense of value, so they will grab the first thing they can 
  (treat them collectively as a single 5th level thief with an 
  attempt to “pick pockets” each round until successful, 
  even if individual rats are being killed). Once an object is 
  secured by a rat, the pack scuttles off into the darkness, 
  taking the item to the ratmaster.  
  (unlimited) 
   
  5. Goblin Shaman*:  
  The Shaman is wandering in search of someone (an elu-
  sive underling, a slave, one of the Sub-chiefs who is avoid-
  ing him, etc) or something (an ingredient for a spell, lunch, 
  a suspected magic item, etc). He is always distracted (-1 
  on initiative and surprise) and always in a terrible mood. 
  He will attempt to enlist the PCs in a plot to kill off the 
  Sub-chiefs, to thus secure the Godking’s power on the 
  throne (and his own position, of course). He will likely 
  betray them in the end, whatever the PCs decide to do.  
  (finite) 
   
  6. A human, 2 giant rats, 6 rats:  
  This is the Ratmaster* (see area 61a for full details) and 
  his retinue. If possible, the Ratmaster will try to withdraw, 
  preferably out of sight, take out his flute and play a dis-
  cordant tune (Discordant Heart) that drives the rats into a 
  homicidal frenzy, causing them to attack at +1 for 2d4 
  rounds (but fight to the death regardless) while the Rat-
  master runs away.  
  (once) 
   
   
   
   
   
   
   
   
  7. 1d3+1 human slaves + 3 goblins:  
  These slaves (human, goblin, kobold, etc) are pushing 
  carts toward the refuse pit (B25). The carts are filled with 
  dung, bodies, garbage, anything the goblins consider re-
  fuse. If attacked, the goblins will try to raise an alarm. If 
  the goblins are slain, the slaves (all at 1 hp) will tell the 
  party about the other slaves in the Chantry and beg the 
  party to release them.  
   
  If the slaves do not accompany the party, they will be 
  found within 1d10 rounds and killed. If the slaves do ac-
  company the party, they are useless in combat unless fully 
  rested and healed (one week of rest and food or magical 
  healing). Any non-human slaves will remain allies until 
  they gain freedom from the chantry, then they will run 
  away.  
  (unlimited) 
   
  8. 3d6 rats:  
  These rats are unallied, wild rats. They will dart out from 
  the darkness and attempt to swarm the lead PC, gaining a 
  +1 bonus on surprise. When half the rats or more are 
  killed, they will scatter in all directions. (unlimited) 
   
  9. 2d4 giant centipedes: 
   These creatures pour out of a crevice in the wall or ceiling 
  or floor, attacking mindlessly.  
  (unlimited) 
   
  10. 1d2 giant rats:  
  These giant rats have escaped from the Ratmaster. They 
  are hiding as deeply in the shadows as possible, hoping to 
  remain unnoticed. They will not attack. If threatened, they 
  will run away, but in their terror, they will run through the 
  party. 
  (once) 
   
  11. 2d4 Scorned Brethren + 4d10 bees:  
  These Scorned Brethren spies will watch the party from 
  the ceiling. They will not attack. If threatened, they will 
  direct the bees to attack the PCs to cover their retreat. The 
  bees will swarm for 1d3+1 rounds and any remaining bees 
  will flee.  
  (unlimited) 
   
   
   
  
   The Chantry of the Deepflameaa 
   
  52  
   
   
   
   
   
   
  12. 2d3 Scorned Brethren +1d4 giant rats:  
  These Scorned Brethren are looking for a lone goblin to 
  capture and drag back to their lair (B66-75) to torture for 
  information. If the party can help them gain a prisoner, 
  they will inform their chief of the party’s aid. If attacked, 
  they will withdraw and all further encounters with the 
  Scorned Brethren will be hostile  
  (finite) 
   
  13. 1 Longarm:  
  This guest of the Godking is lost and wandering the halls. 
  The Longarm will try to parley with the PCs, offering its 
  very limited knowledge of the Chantry to save itself. It 
  will not betray the other envoys of the Gnome King nor 
  will it be truly helpful to the party (it will flee at first op-
  portunity). If engaged in combat, the Longarm will con-
  tinually attempt to break off combat to parley. If killed, 
  the other envoys of the Gnome King will seek revenge.  
  (once) 
   
  14. 1d4 goblins:  
  These goblins are shirking duty by sharing a jug of sour 
  wine (or dried rat, or bat goo, or some other unpleasant 
  goblin treat) and trying very hard not to be found by any 
  sub-chiefs. When encountered, they will act aggressive 
  and menacing, but if one or more is killed, they will try to 
  flee. They will not raise an alarm. (unlimited) 
   
  15. 1 goblin:  
  This solitary humanoid has been sent on a task by the 
  Shaman. If attacked, he will defend himself but he will try 
  to flee if at all possible. He has a small silver disc with 
  strange mystical writing on it in his belt pouch.  
  (once) 
   
  16. Hunt Leader Rushath*:  
  The Bugbear Hunt Leader is prowling the corridors of the 
  Chantry looking for a fight (50% chance with his body-
  guards, B5). There is a 25% chance that he (and his body-
  guards, if present) is menacing someone (1d6 goblins, 2 
  goblin slave masters and 1d8 slaves, the Shaman, etc) or 
  torturing a creature (giant rat, centipede, kobold, etc). The 
  Hunt Leader will attack the PCs on sight and will not raise 
  an alarm until nearly dead.  
  (finite) 
   
  17. 1 goblin corpse:  
  This goblin was recently killed, a dagger in the back, and 
  every meagre possession has been stripped from the body, 
  a not-quite-goblin bloody footprint beside the body.  
  (once) 
   
  18. 1d4 goblins:  
  These goblins are arguing over something (a dice game, a 
  leg of some unfortunate victim, whose body odor is worst, 
  etc) so they lose initiative and surprise. If attacked they 
  will try to raise an alarm, but no one will care…  
  (unlimited) 
  19. 3 rats +1 giant rat:  
  The giant rat is Grot and the three rats (full hit points) are 
  his attendants. Grot will attempt to parley with the PCs. 
  He cannot speak human but will attempt to pantomime a 
  truce. If the party will follow him, he will lead them to 
  area 18a and the Speak with Animals scroll hidden there. 
  If the party manages to communicate with Grot, he will 
  seek their aid to overthrow the Ratmaster and his “Song 
  of the Mystic Charm.” If the party helps Grot and the rats, 
  they will gain loyal (if rather unsavory) allies.  
  (finite) 
   
  20. 1 Shadow Creeper Spy*:  
  The Shadow creeper (see area 26) stalks the party from the 
  shadows. If confronted, it will attempt to flee, then parley 
  (though it does not speak) offering its services as a guide 
  for some compensation (food, minor magic item, protec-
  tion). If the party attempts to enter the rift, the Shadow 
  creeper will abandon them.  
  (finite) 
   
  21. 2d6 goblins:  
  These goblins are going to relieve other guards some-
  where in the Chantry complex. They are confident, well 
  rested and as well armed as any goblin in the Chantry 
  (short swords, half have bows). They will attack intruders 
  on sight and try to raise a general alarm.  
  (unlimited) 
   
  22. 1d6 goblins:  
  These goblins are searching for something (lazy goblins, 
  escaped slave, wounded rat, lost item, etc). As soon as 
  they are encountered, they will raise an alarm if at all pos-
  sible. The largest (most hp) goblin will push the others 
  forward and force any who fail morale checks to keep 
  fighting.  
  (unlimited) 
   
  23. Sub-chief Galorax* (B7): 
   The sub-chief is distracted (-2 on surprise, 80% likely to 
  miss anyone remotely concealed) because he is  
  1. carrying too many (7 or so) giant centipede carcasses  
  2. sharpening his sword  
  3. studying the runes on a stone he found (which he be-
  lieves is magical)  
  4. partially blinded from giant spider spittle (-2 on attacks)  
  5. dragging three chained together slave corpses (one is 
  not completely dead, having 1 hp, but will die in 5 rounds 
  from this treatment)  
  6. drunk (-2 on attacks, -2 penalty to AC) The sub-chief 
  will raise an alarm immediately.  
  (finite) 
   
   
   
  
  The Chantry of the Deepflame 
   
  53 
   
   
   
   
   
  24. Sub-chief Gurin* (A3) and 1d6-1 Watcher Goblins:  
  The Sub-chief is  
  1. escorting 1d4 prisoners to the Godking (random race) 
  to become slaves/meals  
  2. returning from being reprimanded by the Godking 
  (heightened awareness, unable to be surprised)  
  3.drunk (-2 to hit, -2 penalty to AC)  
  4. in the mood to talk (will parley with a party if given the 
  opportunity, though will not betray the goblin clan). The 
  sub-chief will raise an alarm if reduced to 50% hit points 
  or half his retinue is killed.  
  (unlimited) 
   
  25. Sub-chief Tirang* (B15) and 1d4-1 goblins:  
  Tirang and his guards (if any) are prowling the halls:  
  1. searching for intruders (unable to be surprised)  
  2. escorting a lost Longarm guest back to its quarters (the 
  Longarm will not engage in combat, may parley, will not 
  betray the goblins unless others of its kind already have)  
  3. hunting a loose giant spider (normal chance of being 
  surprised by anything but a spider)  
  4. accompanied by sub-chief Galorax and 1d8 goblins pre-
  paring to leave the Chantry on a raid  
  5. carrying a pouch containing 53 documents (most are 
  shipping information from caravans, bills of sale, etc 
  though two are scrolls, one containing Magic Missile at 
  10th level and the other containing Color Spray at 8th 
  level)  
  6. carrying a wounded goblin on a stretcher (with an arrow 
  still in its shoulder)  
  (finite) 
   
  26. Basher the Ogre* (16c):  
  Basher is drunk (-1 to hit, +1 to damage) and loose in the 
  Chantry, wreaking havoc on  
  1. 1d4 goblins  
  2. a Longarm and Chitter guest  
  3. 1d4 giant centipedes  
  4. 1d4 slaves 
  5. a giant spider  
  6. the nearest wall (finite) 
   
  27. 3 Bugbears and a Hobgbolin (16b):  
  These monsters are skulking through the Chantry  
  1. looking for beer  
  2. looking for the Shaman  
  3. running away from something (giant spider, giant cen-
  tipedes, their own shadows, etc.)  
  4. carrying stolen “food”  
  5. ready to talk (will parley, will betray the goblins if given 
  enough incentive)  
  6. not-quite-drunk (-1 on attacks, easily surprised)  
  (finite) 
   
   
   
   
   
   
  28. Giant spider (18c):  
  This predator will: 
  1. attack mercilessly, fighting to the death  
  2. run away  
  3. attempt to catch the first rank in a web  
  4. panic and freeze for a round  
  5. spit poison at the party  
  6. play dead  
  (finite) 
   
  29. 3d4 giant centipedes:  
  These creatures are  
  1. devouring a goblin corpse  
  2. swarming a living goblin  
  3. laying in wait to ambush some unwary traveler  
  4. fighting each other  
  5. playing dead 6. marching in a straight line, ignoring the 
  party  
  (unlimited) 
   
  30. 1d4 goblins:  
  These goblins have a Howling Guardian that is  
  1. dead  
  2. nonconscious  
  3. fighting them  
  4. eating a goblin hand  
  5. a pet  
  6. voiceless.  
  The goblins will attempt to parley if possible. They want 
  to cook and eat the Howling Guardian but cannot crack its 
  carapace. Anyone who helps them will receive a kick in 
  the shins as the goblins run off to cook their prize  
  (finite) 
   
  31. 3d2 goblins 1d2 bugbears:  
  These malcontents are trying to escape the Godking. They 
  are willing to ally themselves with the PCs if given enough 
  incentive (food, gold, the head of the Godking, etc). They 
  are likely to betray the party, but that is not their intent. 
  The goblins will run away if the bugbears are killed.  
  (finite) 
   
  32. 1d6 Outcast Brothers:  
  These deformed goblins (2a) skitter about the darkness  
  1. hiding (detect as secret door)  
  2. searching for a cure for their deformities  
  3. looking for beer  
  4. looking for food  
  5. tracking a wounded giant centipede  
  6. carrying the carcasses of 1d2 giant centipedes. They are 
  likely to parley but they will certainly betray the party at 
  the first chance they get. 
   (unlimited) 
   
   
   
  
   The Chantry of the Deepflameaa 
   
  54  
   
   
   
   
   
   
   
  33. Sickly Goblin:  
  This pathetic creature has been outcast by the tribe be-
  cause somehow he has become infected with the plague 
  that ravaged the dwarves who lived here. He seems near 
  death’s door (2 hp) but his desperation makes him danger-
  ous (+1 to hit and damage - any damage potentially passes 
  on the plague – attacker save vs. poison or become in-
  fected/carrier - see plague rules). The creature is half-in-
  sane (though terrified of goblins and bugbears) and will 
  attack most creatures on sight.  
   
  When encountered he is:  
  1. moaning in pain  
  2. chewing on a giant spider leg  
  3. vomiting  
  4. tracking them  
  5. talking to himself  
  6. banging two rocks together.  
   
  If killed, its pus-filled distended abdomen will erupt with 
  blood and gore, splashing all in a 5’ radius (no save). 
  Those in 5’-10’ radius make a Dexterity check (DEX or 
  less on 3d6) to avoid getting splashed. Individuals 
  splashed make a save vs. poison to avoid becoming in-
  fected/carrier of the plague.  
  (finite) 
   
   
  34. Defector:  
  A solitary goblin wants to leave the clan because he is 
  more afraid of the Godking than he is of the outside world. 
  He will seek to parlay if possible and will give intruders 
  whatever information they might need. He will not raise 
  an alarm and will not betray intruders.  
  (finite) 
   
   
   
   
   
   
   
   
   
  35. Expeditionary Force:  
  5d6 goblins, led by Sub-Chief Galorax* (B7) returning 
  from a successful raid. These goblins are confident and 
  will attack intruders on sight.  
   
  Their plunder is  
  1. 2d4 human slaves  
  2. 303 gp (carried by the sub-chief)  
  3. The Ashes of Fortune (see new items)  
  4. 13 rings (10 gp each), 6 silver broaches (20 gp each) 
  and 2 necklaces (one set with diamonds 300 gp and one 
  set with rubies 200 gp) looted from a cemetery.  
   
  The goblins will drop everything to try to take intruders 
  prisoner so they can bring them to the Godking (as slaves 
  or sacrifices). If Galorax is slain, the other goblins will 
  flee, if more than half the goblins are slain, Galorax will 
  flee. Galorax will not raise an alarm.  
  (finite) 
   
  36. The Godking*:  
  The Barquist is stalking the halls alone. All the inhabitants 
  of the Chantry are giving him a wide berth.  
   
  If encountered, he will attempt to parley, offering intrud-
  ers virtually anything he believes might convince them he 
  will not betray them. Given the first opportunity, the God-
  king will raise a general alarm and attack the intruders. 
   
  If reduced below half his hit points, the Godking will seek 
  an underling, rip out its heart and devour it to regain his 
  life points. When attacking levelled intruders (such as the 
  PCs), the Godking will recognize their power and seek to 
  rip out the heart of his victim to make himself more pow-
  erful.  
  (once) 
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  55 
   
   
   
  Dungeon Encounter Key 
   
  1. Entrance to the Chantry 
  The bridge from the Ruined Tower is anchored to a ledge 
  here. Two goblins typically stand guard here, though they are 
  very lax, often asleep, trusting in the Watchers and other gob-
  lins of the Ruined Tower to give advanced warning of any 
  intrusion. One of the goblin guards has a ram’s horn that he 
  will attempt to blow, directing the sound at the open doorway, 
  if intruders cross the bridge or if the Bugbears from the Ru-
  ined Tower cross and drop the suspension bridge in their 
  flight.  
   
  The stone around the entrance has been crudely carved to rep-
  resent a gigantic goblin face, the doorway in the huge gaping 
  maw. 
   
  The great stone door that once sealed the Chantry has been 
  shattered recently, fragments of the stone litter the ground 
  around the entryway. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In times of high alert, a Goblin Sub-chief (choose at random) 
  typically commands a troop of a dozen or so goblin archers 
  who find cover among the rocks as best they can (+1 bonus to 
  AC). 
   
  To the right of the entryway is a small cave with very old 
  remains of a fire and stacks of dry wood. The goblin guards 
  (and the dwarven brethren before them) once used this cave 
  in times of bad weather (when the door to the Chantry was 
  locked and barred behind them) but now they simply huddle 
  inside the main doorway when the weather turns. The goblins 
  never check this cave, so it is a relatively save retreat place 
  for parties who make incursions in the Chantry though there 
  is a 10% chance of being detected per living being in the cave 
  (15% if a fire is built). 
   
   
   
   
  
  The Chantry of the Deepflame 
   
  56  
   
   
   
  2. Broken Room 
  The walls and ceiling of this room are cracked and broken. 
  Every step the PCs make causes dust and tiny stones to sift 
  down on them as they walk through the room.  
   
  Goblin, Bugbear and other footprints zig-zag all about this 
  room. This is clearly a well-used room (so, despite the con-
  stant rain of dust and debris, is completely safe). 
   
  2a. Outcast Brothers 
  Here sleep 14 deformed goblins who have been outcast from 
  the tribe because of their imperfections. They are treated by 
  the Bugbears and goblins as slaves, though they will not align 
  themselves with that faction in any of the Chantry’s politics.  
   
  The Outcast Brothers generally try to stay out of the way of 
  everyone. While they are the most cowardly of the goblins in 
  the Chantry, the Outcast Brothers will feign cooperation with 
  a strong party, giving just enough information to the intruders 
  to move them to a place where a stronger group within the 
  Chantry can engage them. Then the Outcast Brothers will turn 
  on the party and engage in melee, though they will attempt to 
  flee if two or more of their number are killed. Even if they 
  would manage to overcome the party themselves, they would 
  not be rewarded by the goblins and bugbears of the Chantry. 
  Instead, they would be shoved out of the way and another 
  stronger group would take credit for defeating the PCs.  
   
   
  These 14 goblins have accrued some interesting treasure hid-
  den amidst piles of debris and mundane items.  
   
  • 
  They share an Eye of the Falcon (see new items), pass-
  ing around the scrying device so each has a turn for a 
  full day.  
   
  • 
  Also, they have a Flagon of Barachas (see new items) 
  which has been dispensing fine wine for them for gen-
  erations.  
   
  • 
  Finally, the Outcast Brothers have Cloak of Shimmer-
  ing Colors (see new items).  
   
  • 
  In addition to these magic items, the Outcast Brothers 
  have 213 gp, 112 sp and three blue topaz gems worth 
  100 gp each. 
   
  • 
  The Brothers may be willing to trade some of these 
  items (not the eye). Given the opportunity, they will try 
  to purchase unique items the PCs might have. If they 
  cannot negotiate a purchase, there is a 50% chance that 
  one or more of the Outcast Brothers will try to steal an 
  item that has caught their eye (they have a base 20% 
  chance of succeeding, modified by circumstances).  
   
   
   
  2b. Echo Chamber 
  This chamber has a small stone table against the far wall on 
  which are four bells, about 12” tall, each made of a different 
  metal.  
   
  From left to right, they are  
  Iron 
  Brass 
  Clay  
  Silver  
   
  They are worth 10gp, 50 gp, 350 gp and 200 gp respectively.  
   
  If any of the metal bells are rung, the sound will echo and 
  magnify. The Clay bell doesn’t ring very loudly, and there is 
  a cumulative chance per round equal to the ringer’s strength 
  that the Clay bell will shatter, rendering it worthless.   
   
  All sounds in this room echo and are amplified. Talking 
  sounds like shouting, whispering like talking, etc.  
   
  Ringing the silver or brass bell causes discomfort (and the 
  sound will travel throughout areas 2-7).  
   
  The clay bell hardly makes any sound, even in this chamber.  
   
  The iron bell, if rung, could cause permanent damage. Beings 
  in the chamber when the iron bell is rung must save vs. dragon 
  breath or become deafened for 2d12 hours. At the end of the 
  duration of the deafness, affected beings must make an addi-
  tional save. If failed, the deafness is permanent unless magi-
  cally cured. Outside of this room, the bells ring normally (they 
  are not magical).  
   
  Creatures in areas 2-7 are accustomed to some sounds from 
  the chamber, so talking (which is, because of the nature of this 
  room, effectively shouting) in the chamber won’t necessarily 
  raise any suspicion, though every creature in areas 2-7 knows 
  the sound of these bells and will respond to the sound if one 
  is rung.  In 1d6+3 rounds the denizens of areas 1d6+1 beings 
  from the area will gather to investigate the sound of a ringing 
  bell.   
   
   
   
  
  The Chantry of the Deepflame 
   
  57 
   
   
   
  3. Lazy Bugbear Guards 
  6 Bugbears lair here, lounging on broken wooden furniture 
  and moth-eaten rugs (worthless) complaining about their new 
  king.   
   
  One of the bugbears is playing with a curved two-handed 
  sword with a laced scabbard.  
   
  In the center of the room is a small fire pit with a stew pot 
  hanging precariously on an improvised iron hook. The fire is 
  long dead and the stew is cold.  
   
  The stew is a mixture of human and kobold meat and would 
  be mildly poisonous to any human or demi-human who eats 
  it (save vs. poison or suffer gastro-intestinal distress for 3d6 
  hours giving a penalty of 2 to AC and 2 to attacks, slowing 
  movement rate to half).   
   
  Among the piles of rubble in the room are a number of items 
  plundered from caravans: 
  • 
  Some old clothes consisting of a grey smock, simple leg-
  gings, muddy sandals and a simple cap. They have been 
  patched and repaired many times.   
  • 
  A twelve-gallon cask featuring an hourglass painted in 
  black on the side. It is full of oil (10gp value).   
  • 
  An enormous glazed vase painted with a courtly scene, 
  probably quite valuable and fragile (500 gp).  
   
   4. Bruthan the Outcast 
  An ostracized bugbear named Bruthan the Outcast* sleeps 
  here (unless roused by his compatriots – though he is a very 
  deep sleeper) atop a pile of rotted furs, discarded bones and 
  his own filth.  In addition to normal damage from this revolt-
  ing creatures’ attacks, PCs hit by the bugbear must save vs 
  poison or be infected with a random disease.  
   
  While Bruthan is an outcast because of the diseases he carries, 
  he is fiercely loyal to Rushtath, the Hunt Leader, and will 
  obey any command given to him by the senior Bugbear, 
  fighting to the death in defense of his brethren (but only other 
  bugbears, Bruthan feels that bugbears are superior to all other 
  creatures) or at Rushtath’s command.   
   
  Amid the debris in the room the PCs might find a few semi 
  useful items, though each round a search is made requires a 
  save vs poison or be infected with a random disease (roll d6 
  each round for each character searching, a 6 indicates one of 
  these items is unearthed…)..  In the jumble are:  
   
  • 
  A shield painted white, battered and dented 
  • 
  a lead candlestick and three candle stubs,  
  • 
  a leather skullcap with a galloping horse design imprinted 
  in the front  
  The secret door in the north wall is known to the Bugbears 
  and the Goblins who live in this area, as well as the other gob-
  lin Sub-chiefs.  
  5. Hunt Leader Rushtath 
  The walls of this chamber are blackened and sooty.  A ratty 
  rug has been unrolled onto the floor and a broken-down bed 
  is in the corner.  This is the chamber of the Bugbear hunt 
  leader (Rushtath*) and his two Bugbear bodyguards.  The 
  bugbears each have four vials of very flammable oil.   
   
  On a shelf is a small ivory box etched with an imperial 
  seal.  Inside are 11 blue aquamarines that detect faintly as 
  magical.  The crystals are Keystones of the Deepflame (see 
  Appendix - New Items for more information about the Deep-
  flame and the Keystones).  Under the bed are four bottles of 
  cheap, sour wine. 
   
  A fireplace in the wall is serviceable, and Rushtath has burned 
  some papers recently.  Amid the ashes can be found a frag-
  ment of a treasure map (there is an x marked in a forest be-
  tween a river and a plateau – the word “Rosewood” is 
  scrawled near the bottom), fragments of several spell scrolls 
  and many ancient religious books and scrolls. 
   
  6. The Fireplace Room 
  9 Goblins sleep here (or try to).  
   
  This room has a large table in the center where the Golorax 
  the Sub-chief and Rushtath the Hunt Leader often meet to 
  make plans. In the SE corner (the angled corner) is a grand 
  fireplace which has long ago fallen to disuse.  
   
  Unfortunately, the fireplace is home to a nest of Giant Cen-
  tipedes. There are 97 Centipedes in the blocked-up chimney 
  and if the chimney is poked (say, with a ten foot pole), they 
  will drop out at a rate of 3d6 per round until all 97 have 
  dropped. They will attack any living thing in the room.   
   
  These goblins have no treasure or valuable items. 
   
  7. Secret Passage Guards 
  This chamber has been swept clean. seven pallets are on the 
  floor and a chest is in the corner.   This is the quarters of a 
  goblin sub-chief, Galorax*, and six Elite Goblin Warriors 
  (Watcher Goblins).   
   
  The walls are decorated with bas relief scenes of dwarven my-
  thology.   
   
  On the wall with the secret door is a depiction of the dwarven 
  flight from the sun.  The stylized sun is actually the mecha-
  nism for opening the secret door.  All of the occupants of the 
  lair know how to operate the mechanism and, in fact, if it is 
  looked at carefully, the PCs will notice that the stone behind 
  the stylized sun is scraped in a circular motion, as if the stone 
  of the sun was scratched across the surface of the wall - by 
  turning the sun.  If the stylized sun is turned counterclock-
  wise, the secret door pops open. 
   
  
  The Chantry of the Deepflame 
   
  58  
   
   
   
  7a. Trapped Stairs 
  This corridor slopes down sharply.   
  • 
  If the invaders have been delayed in finding this secret 
  corridor by at least three turns, the goblins will coat the 
  floor with oil and set 20 knife blades in slots in the floor 
  at the base of the corridor.   
  • 
  Anyone who hits the oil have to make a save vs Dexterity 
  (as this is a challenge, roll DEX or less on 5d6) or slip on 
  the oil and slide down the entire length of the corridor, 
  hitting the knives at speed, taking 1d6 falling damage and 
  hits 1d20 knives for 1d3 hp each.   
  • 
  If the goblins haven’t oiled the corridor, the stairs can be 
  navigated easily (roll DEX or less on 3d6), coming to the 
  end where they might notice 20 narrow slots in the stone 
  floor. 
   
  8. Diseased Pool  
  The stream feeds this pool from beneath the main cavern 
  floor.  The water pools here and dissipates through small fis-
  sures in the stone in the floor of the pool, which is filled with 
  fouled water. The stone here has a magical quality.   
  • 
  The goblins have defiled the pool by pouring blood and 
  urine and other offal and wasate into the waters, negating 
  the positive effect of the pool.   
  • 
  If the pool is purified (purify water spell), then it will be 
  restored to its blessed state.  A PC who drinks the unpu-
  rified water will contract a random disease unless a save 
  vs. poison is successful. 
  • 
  When the water is pure, drinking it offers the effect of a 
  bless spell for good creatures who bathe in the waters, 
  though it confers the opposite effects for evil creatures 
  who even touch the waters.   
   
  9. Ambush Funnel 
  As the cavern opens up, the goblins have piled up refuse, bro-
  ken stone, bones and rotting corpses 8-12 feet above the cav-
  ern floor.   
  • 
  The floor and regions near the refuse piles are blackened 
  and sooty.   
  • 
  Mixed in with the refuse is broken glass, rusty bits of 
  metal and sharpened bone fragments.  PCs climbing the 
  refuse heap will find themselves with nicks and cuts 
  every round (1 hp/round if any exposed skin – eg glove-
  less hands).  PCs who get cut on the refuse heap have a 
  25% chance of contracting a random disease (save vs. 
  poison negates).   
  • 
  The narrowing of the cavern is intended to funnel attack-
  ers under area 10 where the goblin defenders spring their 
  trap (see 10 below).   
  • 
  The ceiling rises from about 8’ at this narrowest point to 
  20’ at area 11 and 55’ at area 23, to over 100' in the grand 
  cavern (areas 28 and beyond).  
  10. Fiery Ambush 
  The floor of this corridor here are very blackened.  The gob-
  lins have cut murder holes that open up into the ceiling of the 
  cavern below.   
  • 
  There are six 20-gallon barrels of highly flammable oil.   
  • 
  If the goblins are defending the lair, they will watch for 
  invaders to cross under the murder holes, then dump 1d6 
  of the barrels of oil down on them.  One round later, they 
  drop a small torch.   
  • 
  Each barrel of oil spreads out to about a 20x20 foot area.   
  • 
  When the torch hits the oil, it explodes (20-40 feet-cubed 
  volume of fire) for 3d6hp damage/barrel poured for those 
  caught in the area of effect (save for half damage).  
  • 
  Damage continues until affected PC moves out of the 
  burning area and puts the fire out (min 2 rounds - 1 to be 
  ignited, 1 to put out).   
  • 
  Anyone covered in the oil when it ignites will suffer 6d6 
  hp damage (save for half) and the same rule applies about 
  putting the fire out (that is, they will sufferer 6d6 hp dam-
  age per round until they are smothered - minimum of 2 
  rounds).  
  • 
  A fire from below has a 15% chance of igniting the oil in 
  this corridor – a fire directed through the murder holes in 
  the floor up into this corridor has a 99% chance of ignit-
  ing the oil in this corridor.   
  • 
  If the barrels are ignited, they will explode, shooting 
  flaming oil through the murder holes and down the corri-
  dor toward area 16.  Such an explosion has a 50% chance 
  of igniting the oil barrels in room 16d (see below for ef-
  fects of such a catastrophe). 
   
  11. Fresh Water 
  A stream of water breaks through the cavern wall here in a 
  tunnel that is about 2’ high, the water roughly 2’ deep the 
  length of this tunnel.  The goblins use this tunnel to quickly 
  travel to the upper rooms.   
   
  The Ratmaster’s minions sometimes use this tunnel as well, 
  though only to leave their lair (room 61a). The tiny (3” diam-
  eter) hole leading to the lair is just above the surface of the 
  water. 
   
  The bottom of the channel is slippery in spots, requiring a 
  DEX check (DEX or lower on 3d6) for non-goblin creatures 
  every 10’ traveled.  
   
  To the East, the stream cuts across a corridor (just south of 
  area 12).   
  • 
  The walls are cracked and broken and show evidence of 
  having been shored up.  The goblins recognize the insta-
  bility of the walls in this area, and the corridors to the 
  south here. Desiring to use this hidden way, the goblin 
  miners buttressed the walls here.   
  • 
  If the goblin citadel appears to be falling, the goblins 
  might knock out the buttresses here, causing the ceiling 
  and walls to collapse on invaders (though also potentially 
  trapping themselves in the upper rooms). 
  
  The Chantry of the Deepflame 
   
  59 
   
   
   
   
   
   
   
  12. Barricades and Oil Trap 
  The walls of this chamber are cracked and broken, having 
  been shored up and repaired in a similar fashion to the 
  walls in area 12.   
   
  In addition, the goblins have erected a barricade of stone 
  and wood behind which goblin archers stand in times of 
  defense.   
   
  Above the doorway hangs a barrel of oil, hung by ropes 
  and pulleys.   
  • 
  If attackers breach this room, the goblins will drop 
  the barrel on the first rank though the doorway and 
  then fire flaming arrows at the attackers.   
  • 
  The keg of oil spreads out 10’ into the corridor and 
  10x20’ into the room and explodes for 3d6 hp dam-
  age for those in the area of the oil, 6d6 hp damage 
  for those covered in the oil (both save for half dam-
  age).   
  • 
  See area 10 for more information about flaming oil.  
  • 
  Exploding the oil will cause the walls in area 12 to 
  become unstable, 20% chance per round of collaps-
  ing the corridor. 
   
  
  The Chantry of the Deepflame 
   
  60  
   
   
   
  13. The Hall of the Deep Flame 
  This circular chamber rises far beyond sight, the walls gold 
  veined white marble.   
   
  • 
  The floor is littered with stone rubble and dirt and bones 
  (parts of the grand staircase have collapsed, and large and 
  small chunks of stone are scattered about – though the 
  goblins have cleared away some of the rubble). 
   
  • 
  A grand staircase ascends clockwise around the room, 
  beginning to the left of the archway.  In the center of the 
  room a sculpture rises into the gloom above.  Impossibly 
  thin strands of the same white marble that the hall appears 
  to be carved from wind and twist upward, almost appear-
  ing to be thin, long flames or webs.  
   
  • 
  About every 40’ up is a 4' diameter orb of the deepest 
  black marble, polished to a glowing shine, with a rim 
  around the top third of the orb.   
   
  • 
  At the bottom of this monument, where the stone flames 
  or webs emerge from the polished white floor is a mosaic 
  carved into the very surface of the stone: a geometric pat-
  tern of lines connecting eight small indentations in the 
  floor (about 1/2” x 1”, 1/4” deep).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The sculpture is the Flames of Alboran, a piece of the Deep-
  flame, an ancient dwarven artifact.  See the Appendix - New 
  Items for more information about this artifact.   
   
  The goblins hate this sculpture, yet they fear it even more 
  than they hate it (including their Godking).  They have 
  thrown things at it, tried to set it afire, the shaman has cast 
  spells at it – nothing has damaged it.  
   
  Long ago, the goblins discovered they could not climb the 
  staircase without setting off the very deadly trap so they aban-
  doned any attempt to gain the upper levels. Once the Godking 
  took control of the chantry he sent several patrols up the stairs 
  who also fell victim to the traps and he, too, has given up the 
  pursuit (for the time being).  
   
  The staircase spirals upward connecting to several other lev-
  els above (see Area C - The Spiral Stair for full information 
  about climbing the stairs).  The PCs may wish to climb the 
  stairs to get a better view of the Deepflame sculpture. 
   
  The geometric pattern on the floor is where the The Great 
  Throne must be placed in order to use the Deepflame.  Each 
  of the eight feet of the Great Throne should be placed in the 
  indentations of the floor here. Anyone bearing the Crown of 
  Alboran (the Fire Crown), seated on the Throne (with all 
  the jewels properly placed) gains control of the powers of the 
  Deepflame. 
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  61 
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  62  
   
   
   
  14. Bored Sentry 
  The Grand Spiral turns one and a quarter turns before reach-
  ing a small landing here (rising about 20’ above the floor at 
  area 13).  
   
  A goblin sentry is always stationed at this balcony, though 
  he is 60% likely to be asleep (even if combat has occurred in 
  are 12 below).   
  • 
  If awake when invaders enter the chamber, the sentry will 
  pour oil across this balcony and down the first 20’ of the 
  steps (causing those walking through the area to make a 
  DEX check at -2 per step taken or fall, an additional DEX 
  check to prevent falling over the rail [25% chance – 5d6 
  damage] or tumbling down the grand staircase [75% 
  chance – 2d6 damage]) and then sneaking off to warn the 
  others in the upper rooms that the area has been breached. 
  • 
  The oil used in defense here is not flammable, though the 
  PCs might have reason to think otherwise, based on ex-
  periences elsewhere in the lair.   
   
  • 
  The balcony has a stool, a cask of oil, a bone flute and a 
  short bow with 17 arrows.  
   
  The sentry, Dancing Gersh*, wears a deep blue cloak that he 
  is convinced makes him invisible. When he thinks he is invis-
  ible, Gersh prances around, making exaggerated gestures he 
  doesn’t believe can be seen. The other goblins mock Gersh 
  behind his back but pretend that the cloak really does make 
  him invisible for their own entertainment. 
   
  NOTE this sentry is watching upward as carefully as he is 
  watching below, if he’s awake. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15. Tirang, Goblin Sub-chief 
  The large room at the end of this hallway houses the Hobgob-
  lin Sub-Chief Tirang*, two goblin bodyguards and four hu-
  man slaves.  
   
  • 
  The sub-chief had dragged into this chamber a ragged 
  and tattered overstuffed chair (it is anyone's guess where 
  it came from). 
  • 
  Beside the chair is a chest (locked – key is on a string 
  around the Sub-Chief's neck) on which rests a large 
  book and a small cedarwood box.  
  • 
  Three pallets of decomposing animal skins are along the 
  north wall. 
   
  The slaves will cower in the corner if melee breaks out. If 
  freed, they will still cower in the corner and will have to be 
  forcibly removed from the lair (if left alone, they will wander 
  back to the main hall of the goblin lair – the Temple in area 
  40). 
   
  The sub-chief wields a massive dwarf-made sword (Gob-
  linbane) that is decorated in a distinctive geometric design. In 
  addition, he carries a magical mace (St. Blarin’s Disci-
  pliner). Tirang has a general idea of the powers of these 
  weapons (he knows, for example, that the sword is very dan-
  gerous when used against his kind and that the mace can cause 
  even the most powerful to cower and submin sometimes) and 
  has used them to gain his position. 
   
  • 
  The chest contains a tin of red paint and a jester's costume 
  with many bells sewn on it and a grotesque face mask, a 
  beautifully decorated vase (worth 10 gp), a Malanish sol-
  dier's identification papers (hopelessly outdated and 
  worthless) and beneath all this is the goblin sub-chief's 
  personal treasure, 27 gp and a small ruby (100gp). 
   
  • 
  The book on top of the chest is a book of prayers to one 
  of the campaign's gods of light and wisdom (in Daen Ral, 
  it is a book of prayers of the Church of the Holy Saints, 
  approved by the arch-abbot Dioranthis) containing a 
  Blessed Bookmark (once per week, the bookmark will 
  confer the blessing of 3 points of wisdom for 1d3 hours 
  – activated by staring at the designs on the bookmark for 
  1 full turn).  
   
  The sub-chief cannot read, but accidentally gained the 
  benefit of the blessed bookmark a few months ago and 
  has kept the book since, puzzling over the curious char-
  acters scribed on the pages and hoping for that magical 
  burst of insight again. He will fight to the death to retain 
  the book and will trade every other treasure, his slaves, 
  even the lives of his bodyguards to keep the book. 
   
  • 
  The cedarwood box is lined with velvet and is set with a 
  smoking pipe carved from an enormous piece of jade. 
  The pipe is carved with the image of a dragon. Also in 
  the box is a pouch of fine tobacco. The whole is worth 
  perhaps 150gp. 
   
  
  The Chantry of the Deepflame 
   
  63 
   
   
   
   
   
   
  Sub-Chief Tirang 
  
  The Chantry of the Deepflame 
   
  64  
   
   
   
  16. The Brethren’s Barracks  
  These four rooms (A, B, C, D) have the same basic descrip-
  tion.   
  • 
  These ten by thirty-foot rooms have 14 horizontal alcoves 
  cut into the walls (these were “bunks” housing dwarven 
  acolytes before the chantry was abandoned – two, one 
  atop the other, in each of the 10’ wall sections).   
  • 
  Between the sets of alcoves are iron torch brackets, very 
  ornate though rusted and battered.   
  • 
  In the NW corner of each room is a 1’ diameter hole 
  (garderobe – shaft drops 50’ to a deep, fast moving un-
  derground stream).   
  • 
  Unless otherwise noted, each occupant of these rooms 
  has a pallet in one of the alcoves in the walls.  
   
  Combat or other disturbances will draw the attention of all 
  creatures in the area (including areas 14 and 17). 
   
  16A.  Contentious Goblins 
  • 
  This room houses 8 goblins. 
  • 
  In the SW corner is a barrel of bitter tasting water.   
  • 
  Each goblin has a short sword and two of them have short 
  bows (8 arrows and 5 arrows).   
  • 
  These goblins usually spend their time gambling and 
  fighting to each other. 
   
  16B.  Bully Bugbears and the Magical Machine 
  • 
  This room houses 3 bugbears, 6 goblins, 1 hobgoblin 
  and a human slave.   
  • 
  The bugbears and the hobgoblin push the goblins around 
  who, in turn, abuse the human slave.   
  • 
  These humanoids spend their time trying to assemble a 
  pile of metal pieces they accumulated from various 
  places in the lair, convinced that they are assembling a 
  magical dwarven super weapon (the true nature of 
  these pieces is left to the GM to determine).   
  • 
  Each bugbear has 5 gp, each goblin has 8 sp and the hob-
  goblin has 29 sp, 7 gp and a quartz gem worth 25 gp. 
   
   
   
   
   
  16C.  Basher the Ogre 
  • 
  This room houses an ogre that Sub-chief Tirang calls 
  Basher* who is controlled by the sub-chief in room 16 
  (who has used the mace, St. Blarin’s Discipliner, against 
  the ogre to keep him in line).   
  • 
  The ogre sits on a pile of rotting wood carving a huge 
  piece of mahogany into an unidentifiable (to a non-ogre) 
  shape.   
  • 
  Melee in the corridor will not rouse the ogre unless the 
  sub-chief calls out to the ogre. Melee in this room will 
  draw the attention of everyone around.  
  • 
  Buried in the rotting wood pile are 125 gp, 88 sp and a 2’ 
  long brass tipped steel wand (Wand of Magic Missiles 
  with 11 charges remaining). 
   
  16D. Flaming Oil and Goblin Guards 
  • 
  This room houses 9 goblins.   
  • 
  Stacked in nearly every available space in this room are 
  barrels of highly flammable oil (see areas 9 & 10 for de-
  tails about the use of the oil – 26 barrels, each 20 gal-
  lons).   
  • 
  If a fire were started in this room, the room would ex-
  plode in one round, destroying all the area 16 rooms, area 
  18 and 17, collapsing the tunnel that leads from these ar-
  eas to the giant spiral staircase (area 12-14).   
  • 
  In addition, the room above area 9 (area 10) is 70% likely 
  to collapse.  
  • 
  If such a collapse occurs, the cavern will be barely pass-
  able (a bit of clearing and digging) and any PC caught in 
  the explosion (being in the room or in short corridor or 
  the 10’ hallway just outside the chamber) will receive 
  30d6 damage in fire damage (save vs. dragon breath for 
  half) and 20d6hp crushing damage and, short of a wish 
  or some divine intervention, the bodies are irrevocably 
  lost. 
   
  1d4 
  Machine Part 
  Material 
  Modified 
  Special Properties 
  Useabilty 
  1 
  Helmet 
  1.  Steel, 2. Stone, 3. Bronze,  
  4. Bone, 5. Leather,  
  6. Combination 
  1. Cut in pieces, 2. Flat-
  tened, 3. “Runes” carved 
  into, 4. Painted 
  1. None, 2. Malleable,  
  3. Fireproof, 4. Water 
  damaged but waterproof 
  With re-
  pairs 
  2 
  Armor:  
  1. Breastplate, 2. Shoulder 
  plate, 3. Leg guard,  
  4. Bracer 
  1. Bronze, 2. Steel, 3. Bone,  
  4. Leather, 5. Metal mesh,  
  6. Laminated cloth 
  1. Holes cut into,  
  2. Riveted to another item, 
  3. Covered in goo,  
  4. Painted 
  1. Brittle, 2. Magical,  
  3. Indestructable, 4. Flex-
  ible 
  Unusable 
  3 
  Statue part:  
  1. Head, 2. Leg, 3. Arm,  
  4. Torso 
  1. Stone, 2. Bronze, 3. Wood,  
  4. Plaster, 5. Pottery, 6. Paper 
  1. Slashed, 2. Fractured,  
  3. Bent, 4. Full of holes 
  1. Always cold, 2. Shines 
  even in darkness, 3. Un-
  explicably light, 4. None  
  Ready to 
  use 
  4 
  Weapon:  
  1. Sword, 2. Spear,  
  3. Dagger, 4. Polearm,  
  5. Knife, 6. Javelin 
  1. Brass, 2. Oak, 3. Ash,  
  4. Glass, 5. Crystal, 6. Iron,  
  7. Silver, 8. Pottery 
  1. Burned, 2. Painted,  
  3. Greased, 4. Glued,  
  5. Cut to pieces, 6. Bent 
  into a circle 
  Grants: 1. Flight,  
  2. Invisibility, 3. A curse, 
  4. A disease 
  Unusable 
  
  The Chantry of the Deepflame 
   
  65 
   
   
   
  17.  Goblin Kitchen 
  This large room is used by the inhabitants of the upper rooms 
  as a kitchen and dining hall.  
   
  • 
  Seven ramshackle tables and twenty-five rough benches 
  are scattered about.   
  • 
  The floor is covered with filth.   
  • 
  A huge ornate fireplace dominates the western wall with 
  an elaborate system of hanging pots and spits and kettles 
  in which bubbles suspicious and noxious “food” stuffs 
  • 
  The goblin cook, a particularly fat and ugly goblin 
  named Garash the Cleaver*, wields a meat cleaver. 
  • 
  Garash’s three assistants (female goblins or lesser gob-
  lins) wield carving knives.   
  • 
  6 human slaves (the number will slowly diminish, as the 
  goblins eat the slaves, one every three days though they 
  supplement their diet with spiders from area 18 as well as 
  centipedes and the occasional disrespectful goblin) help 
  with the butchering and cooking.   
  • 
  The partially butchered remains of a human torso cover 
  the table and in the pot is bubbling a stew made from hu-
  man meat and organs. Any human PC who tastes the stew 
  must make a save vs. poison or contract a disease (gut-
  worms, in the world of Daen Ral) and anyone who takes 
  more than a taste must also make a save vs. magic or have 
  a tendency toward cannibalism (see Appendix, disease) 
  or possibly be cursed with full-fledged cannibalism.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Combat in this area will quickly rouse the creatures in the 
  nearby rooms: 
   
  • 
  Tirang will arrive within 2 rounds, without his body-
  guards (who will be guarding his slaves), though he will 
  immediately call for his bodyguards if combat is occur-
  ring or obviously has. The bodyguards will abandon their 
  charges to defend the chief (coming within 2 rounds of 
  being called). 
   
  • 
  Goblins in area 16 (A, B and D) will arrive within 1d8 
  rounds (roll for each group).  
   
  • 
  The bugbears and hobgoblin in 16B will tarry, coming 
  after 10 rounds (unless Tirang comes to them and de-
  mands they move). 
   
  • 
  The sentry at area 14 (Dancing Gersh) will come after 12 
  rounds. 
   
  • 
  Basher the Ogre is only 50% likely to hear his master’s 
  call (if Tirang, indeed, calls for his “pet”). If he does not 
  hear Tirang’s summons, he will not join in combat. 
   
   
   
   
  
  The Chantry of the Deepflame 
   
  66  
   
   
   
  18.  Webbed Corridor 
  • 
  This long dark corridor is lined with webs.   
  • 
  Once, this corridor connected with the Beautiful Gate 
  (rooms 62-65) but the earthquakes have collapsed the 
  corridor so that only a very tiny pathway exists now (see 
  the Scorned Brethren Lair, Area D, page ______). 
  • 
  The goblins had used this area as a trap similar to areas 9 
  & 10 above, but they abandoned it when giant spiders 
  moved in.  Instead of fighting the spiders, they occasion-
  ally toss a slave toward the spiders and now and again 
  they capture an arachnid and eat it.   
  • 
  The spiders fear the goblins but will attempt to pick off 
  lone goblins who wander into the area (which happens on 
  occasion when they get drunk).   
  • 
  The spiders no longer fear humans (since every human 
  they’ve ever encountered has been a meal and not an en-
  emy) so they will attack humans on sight.   
  • 
  The lettered areas are alcoves set high in the wall (15’ up 
  from floor level, the ceiling in this corridor is 40’ above 
  the floor level).   
  • 
  Each of the alcoves is a giant spider nest.  
  • 
  If invaders enter the corridor, there is an 80% chance 
  that the spiders will detect the movement and swarm 
  the PCs.   
  • 
  All of the spiders in the corridor will attack immediately:  
  o 
  the Large Spiders from area A attacking in the first 
  round 
  o 
  the Huge Spiders from area B attacking two rounds 
  later (third round) 
  o 
  the Giant Spiders from area C attacking in the 7th 
  round 
  The spiders will not pursue beyond the bend in the corridor 
  (the entrance to area 17), so if any attackers flee beyond that 
  point, the spiders will stop and scuttle back toward their 
  nests.   
  Note that in Daen Ral, spider poison is not “save or die” but 
  does 1 hp of damage per round for 1d12 (large spiders), 2d8 
  (huge spiders) or 2d10 (giant spiders) rounds. 
   
  18A.  Large Spider Nest 
  14 large spiders nest here.   
   
  Buried in the webs and the bones are:  
  • 
  73 gp 
  • 
  9 emeralds (worth 50 gp each) 
  • 
  a cherry wood whistle carved with the image of a unicorn  
  • 
  a scroll of Speak with Animals 
  • 
  a staff (a priest’s staff with a copper holy symbol of the 
  Church of the Holy Saints severely tarnished – it could 
  be charged to be a staff of healing, though it is not so 
  charged and, consequently, does not detect as magic)  
   
   
   
  In the corner of this chamber is a secret cache behind a small 
  stone (detect as secret door).   
   
  In the cache can be found three mithril bars (nearly price-
  less – in Daen Ral only dwarves can work mithril – and they 
  would attack anyone bearing mitrhril bars knowing that they 
  had to be stolen – while an alchemist or collector might pay 
  50-300 gp per bar, a dwarf, if somehow negotiated with, 
  would give a king’s ransom for each bar – in the tens of thou-
  sands of gold pieces). 
   
  18B.  Huge Spider Nest 
  This is the nest of 5 Huge Spiders.   
   
  Buried in the filth and bones are 85 cp, 42sp, 33gp.   
   
  One of the piles of bones is a jumble of 7 animated skeleton 
  (monsters) that the spiders keep scattering the bones as they 
  try to reform.   
   
  If the spiders are gone from the lair for more than 10 rounds, 
  the skeletons will form up and climb down the wall, attacking 
  any living thing in their path.  If the Huge Spiders are not 
  dead, they will attack the skeletons and drag the bones back 
  up to the nest. 
   
  18C.  Giant Spiders 
  This is the lair of 4 Giant Spiders.   
  Buried in the goo and filth are:  
  • 
  4858 sp 
  • 
  587 gp 
  • 
  a Potion of Invisibility and three jars of Ointment of 
  Restoration 
  • 
  One of the bones in the pile is a bone flute that detects 
  as magical.  The bone flute, The Whisper of the Dead, 
  in the hands of a bard or other skilled musician, functions 
  as a potion of undead control (different tunes affect dif-
  ferent undead).    
   
  On the floor of the corridor just below this alcove is a barrel 
  half filled with the very flammable oil that the goblins used to 
  use in the trap here, as in area 8 & 9 above.   
   
  This barrel (containing 10 gallons of oil) was forgotten when 
  the goblins abandoned this corridor and now is covered with 
  webs and barely noticeable (discovered as secret door).  A fire 
  in this area (say, from burning the webs) will cause the barrel 
  to explode (3d6 damage to anyone within 20’, save vs. dragon 
  breath for half damage).  If the oil explodes in the area, any 
  spiders will disengage from attacking and flee the lair, aban-
  doning their nests and treasures.   
   
  18D. Gap In The Wall 
   A small gap in the rubble here (about 8” wide and 12” high) 
  is actually a tunnel, leading to Area D - the Scorned Breth-
  ren Lair. 
   
   
  
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  67 
   
   
   
  19. Second Fiery Ambush   
  This area is blackened and charred from the goblins having 
  dropped oil through the murder holes in the ceiling above 
  (area 18) and igniting it in the past.   
   
  Because of the incursion of the spiders in area 18, the goblins 
  have abandoned the area above, and there is no chance that 
  flaming oil will fall on the characters here, though they have 
  no way of knowing that.   
   
  The soot blackened, scorched walls in this area are carved in 
  bas relief with scenes of death and the journey to the Dwarven 
  underworld. 
   
  20. Pool of the Oracle   
  The stream from area 8 splashes over the edge of a deep sink-
  hole here.  The water falls 20’ from the cavern floor to the 
  surface of the pool, which is 180’ deep.   
   
  The walls around the pool are carved in intricate script, much 
  defaced (by chisel and excrement), prayers to the Dwarf 
  Saints written in ancient Dwarfish. 
   
  In this pool dwells a water spirit who would sing prophetic 
  songs to the dwarven priests as they processed to worship.   
   
  The spirit, a Fosse Grim*, now hides 
  in the depths of this pool, away from 
  the evil and ruin of the Chantry.   
   
  Speaking any part of the prayers is 
  65% likely to attract the Fosse Grim’s 
  attention. Cleaning or otherwise tend-
  ing to the prayers will automatically 
  attract his attention.  
   
  On first meeting the Fosse Grim, he 
  will assess the intentions of those who 
  roused him.  If deemed acceptable, he 
  will offer a song (see below) and will 
  instruct them to seek him by holy peti-
  tion as often as they have need.  
   
  If deemed unacceptable, he will warn 
  them sternly to leave his holy pool and 
  meddle not in the affairs of the An-
  cients.  
   
  If any  non-evil creature prays at the 
  edge of the water, there is a 10% cu-
  mulative chance per turn of prayer that 
  the Fosse Grim will rise and sing, its 
  songs function as Augury and Chant 
  spells as well as bestowing a +2 to mo-
  rale for all dwarves within the sound 
  of the spirit's voice. 
  21. Unstable Corridors  
  These hallways are very damaged and unstable.  The goblins 
  know this and avoid these corridors completely.   
   
  • 
  The goblins have scattered a handful of coins throughout 
  the corridors (12 gp, 19 sp) hoping to lure invaders into 
  these dangerous places.   
  • 
  For each 10’ traversed, there is a 3% per character cumu-
  lative chance of a cave in.   
  • 
  If a cave in occurs, each character must make a DEX 
  check (Dex or less on 4d6) or be buried under the cave 
  in.   Buried characters take 2d6 damage per round (save 
  vs petrification for half damage).  
  • 
  Buried characters can be dug out in 4d4 rounds (4-16).    
  • 
  Characters that make their DEX check avoid damage 
  completely.   
  • 
  The collapsed area will be a 40’ radius.   
  • 
  Once one corridor collapses, the chance for collapse in 
  other areas doubles (that is 6% per character cumulative 
  chance per 10’ traversed). 
   
  22. Natural Steps 
  A natural and worked stone staircase climbs the wall here.  The 
  steps are slippery and covered with dried and fresh blood.   
   
  The goblins drag prisoners up these steps to sac-
  rifice to the Horror in the Pit (area 24). 
   
  23. The Execution Chamber  
  Rusty but solid iron bars line the SE opening of 
  this large cave, with a door in the center.   
   
  Blood stains the floor and bits of bone and chunks 
  of flesh are scattered about the floor here.   
   
  Prisoners to be executed are brought here and 
  pushed quickly through the barred door (occa-
  sionally losing a goblin executioner or two in the 
  process, if they aren’t fast enough).   
   
  Prisoners who are too large to be thrust through 
  the door are cut to pieces before being thrown to 
  the tentacled horror below.  
   
  Invaders who make too much noise here may find 
  (20% chance per round) tentacles whipping 
  through the bars grasping at anything moving in 
  the cave beyond (the tentacles of the tentacled 
  horror have about a 12’ reach) – see area 24 be-
  low. 
   
   
   
  
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  24. The Son of Seven Mothers 
   
  • 
  The floor of this huge cave is rough and uneven with stal-
  agmites and stalactites throughout.   
  • 
  Bars seal off the entrance, being set into the floor and 
  ceiling here with no opening.   
  • 
  Seated behind the bars are seven statues of weeping 
  women (the “seven mothers”).  
  • 
  Bars also line a small opening in the southern wall of the 
  cave through which a tiny stream trickles, and bars close 
  off an opening high in the northern wall near the ceiling 
  (about 35’ up).   
   
  The Statues: 
  The light is bad enough here that the statues are easily mis-
  taken for actual women seated behind the bars.  
   
  In fact, each of these statues is a witch who was turned to 
  stone eons ago, seven sisters who embody the range of good 
  and evil. From left to right the witches are: Chaotic Evil, Neu-
  tral Evil, Lawful Evil, Neutral, Lawful Good, Neutral Good, 
  Chaotic Good.  
   
  Stone to Flesh or similar magic can revive these creatures 
  (though they have been stone for 500 years, so each must 
  make a system shock save).  
   
  If one sister is revived, she will desire, expect even, that her 
  sisters also be revived. If her desires are thwarted, she will 
  seek to avenge the slight on her sisters (the severity of the 
  vengeance depends on the revived sister’s alignment).  
   
  Any Sisters revived has a 25% chance of being able to control 
  the Son of Seven Mothers, though the Tentacled Horror gets 
  a save vs. magic every round to break the control. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Son of Seven Mothers: 
  If intruders have been fairly quiet and not brought bright light 
  here (nothing brighter than a single torch or a single lantern), 
  the Son of Seven Mothers (Tentacled Horror) in this cave 
  will be resting, appearing as just another rough place on the 
  floor of the cave (in the middle of the 5 in the number 25 la-
  beling the room).   
   
  If intruders have been noise or if they have bright lights (more 
  than one torch, a light spell, etc), the tentacled horror will be 
  poised to attack, launching itself at the bars if anyone is fool-
  ish enough to press him/herself up against them, gaining sur-
  prise on a 1-10 on a d12.  
   
  The tentacled horror has been trapped in this cave for hu dreds 
  of years and seeks escape (it is far too large to fit through even 
  the open door in the sacrifice area above).   
   
  If given an opportunity to flee, the tentacled horror will take 
  it without hesitation.   
   
  The tentacled horror disposes of its waste in the tiny stream 
  of water that runs through this cave, falling into area 25 be-
  low.  
   
  
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  70  
   
   
   
  25.  Refuse Pit 
  The “steps” leading down into this cavern drop 5’ each, so the 
  floor of this cavern drops a full 25’.  This large cavern reeks 
  of offal and death.   
   
  This is the goblin tribe garbage pit and midden.  Waste is 
  carted here from all over the lair and dumped into the pit of 
  this cave (the bottom of the large “steps” leading down into 
  the cave.   
   
  In the midst of the muck and dung is an Offal Dweller.   
   
  There is no treasure or items of interest in this foul cave. 
   
  26.  Hidey Hole 
  High above floor in area 26 is a small opening in the wall, just 
  where the ceiling meets the wall.  This opening leads to a 
  large cave in which dwells a single Shadow Creeper Spy* 
  who preys on solitary goblins and their allies and gathers in-
  telligence for his dark brethren in the Deeps below (See the 
  Deeps, area G).  
   
  The Offal Dweller is aware of the presence of the Creeper, but 
  leaves it alone believing (mistakenly) that the Creeper is an 
  ally of the goblins.  Occasionally the Creeper will toss scraps 
  to the Offal Dweller to keep the peace.   
   
  The Shadow creeper has explored nearly every inch of the 
  Chantry and is very aware of the Goblins’ routines and has 
  devised numerous strategies to avoid detection.  
   
  The creature has gathered a bizarre mixture of items, mostly 
  mundane, to make itself more comfortable.    
  • 
  a great axe with a burgundy leather grip 
  • 
  a sticky four-gallon cask of tar 
  • 
  a bolt of moldy canvas (4’x30’) 
  • 
  a stack of ten pewter dinner plates 
  engraved with scenes of great 
  dwarven feats 
  • 
  a ten-pound sack of dried peas 
  • 
  a blood-stained blanket 
  • 
  a red leather quiver embossed 
  with the seal of the Dwarven King 
  containing 8 crossbow bolts 
  • 
  a box with flint and steel 
  • 
  three well preserved bear pelts 
  (which the Shadow creeper has 
  been using for a bed).  
   
  The Creeper carries its personal treasure hidden in pockets on 
  its cloak: 32 gp, 98 sp, a magic dagger (Gasher). 
   
   
   
   
   
  27.  Steep Slope 
  From the point where the corridor leading to area 22 enters 
  this cavern (the grey line on the map) to the edge of the rift 
  (area 28), the floor slopes sharply here (about a 30-degree an-
  gle).   
   
  Non-underground dwelling creatures (non-dwarf, goblin-kin, 
  etc), must make a Dex check for each 10’ traversed or fall, 
  requiring a second Dex Check at -4 or slide toward the rift 
  (sliding check must be made each 10’ passed over as well – 
  successful Dex check means the sliding PCs catches him/her-
  self and stops the sliding).  
   
   
  28. The Rift.   
  This cavern drops a thousand feet into the darkness below.   
   
  Anyone who falls into this rift is killed and the body essen-
  tially lost forever.   
   
  The goblins fear the rift and will scurry quickly across the 
  bridge (see below) when they have to cross it.  Occasionally, 
  a slave will leap from the bridge when no longer able to cope 
  with the viciousness of their captors.   
   
  See area G for the Deeps. 
   
   
   
  
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  71 
   
   
   
  29.  The Bridge of Armas Duath.   
  This 20' wide stone arch bridge was carved from a single 
  block of black marble.  Along the sides are 3' high railings 
  and every 10' is a statue of a dwarven saint.   
   
  The bridge is extremely strong and sturdy, able to withstand 
  dragonsbreath and magical fire and lightning.  It is not inde-
  structible, but it is nearly so.  
   
  On the western side of the bridge, where the bridge itself 
  rises from the sloping floor, sit a giant stone statue on either 
  side of the bridge.  The statues are carved to appear as dwa-
  rven warriors, fully armored and armed with double bladed 
  axes, seated on stone thrones.  The statues are 45' high 
  (seated) and 20' wide.   
   
  If the Deep Flame is ignited, these statues can be animated by 
  the bearer of the Fire Crown (q.v.).  These stautes are Mar-
  ble Guardians, Colossal. 
   
  On the eastern side, the bridge itself ends abruptly as the rift 
  wall rises above it on either side, leaving a gully through 
  which those crossing the bridge must pass.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dragon Statues:  
  On the cliff face on either side of the bridge on the eastern 
  side are carved huge dragon forms, as if they are leaping out 
  of the cliff face toward the bridge, mouths gaping.  If the Deep 
  Flame is ignited, the bearer of the Crown of Alboran (the 
  Fire Crown), (q.v.) can command these dragon forms to 
  breathe fire onto the bridge 2x per day each (8d6 fire damage 
  per breath, save for half, and possibly knocking the target(s) 
  from the bridge - DEX or lower on 5d6 for those hit, DEX or 
  lower on 3d6 for those who made their save). Such magical 
  fire leaves no mark on the bridge surface. 
   
  Alert: If the goblins are alerted to the presence of invaders 
  and are in defensive mode, there will be 20 goblin archers 
  posted on the western end of the bridge, each with a short bow 
  and 30 arrows, harassing the PCs as they navigate the slope 
  of area 28.  When invaders get to within 20' of the end of the 
  bridge, the goblins will turn and run across the bridge, taking 
  up positions on the platforms at the base of the great temple 
  stairs. 
   
   
  
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  72  
   
   
   
   
   
  
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  73 
   
   
   
  30. Narrow Pass 
  Walls rise steeply on either side of this pass, creating high 
  plateaus to the north and the south (25' above to the north and 
  40' above to the south).   
  • 
  A 20' wide road has been paved here; the flagstones 
  carved in relief depicting dwarves engaged in every im-
  aginable religious activity.   
  • 
  The road travels straight to the base of the platforms at 
  the base of the stairs leading up to the high temple, then 
  branches (10' wide each) to the north and the south, skirt-
  ing the platforms and terminating at the side staircases 
  leading up to the the lower platforms. 
  • 
  If the goblins are on alert, the bluffs above and the plat-
  forms to the east are lined with goblins with bows who 
  will fire without quarter on invaders.  This is the penulti-
  mate line of defense for the goblins. 
   
  31. North Bluff 
  This plateau rises 25' above the level of the cavern floor here, 
  natural stone steps rising along the northern rim to gain access 
  to the top of the plateau.   
   
  There is some evidence that there was at one time some sort 
  of stone works atop this bluff, but what it was is indiscernible 
  to any but a dwarf, who will speak of the Underpriests' duties 
  and altars and religious duties.   
   
  The goblins post guards on this bluff at all times (6 goblins) 
  though if in high alert, the bluff will be crowded with 1/3rd of 
  the remaining goblins, each armed with bows, 15 arrows, and 
  short swords. 
   
  A secret door (undiscovered by the goblins) leads down into 
  a series of small chambers which housed the underpriests' 
  vestments and vessels of their worship.   
   
  • 
  The chambers would be considered a holy place by dwa-
  rves and entering them (not to mention ransacking them) 
  would be considered heresy to a dwarf.   
  • 
  In the chambers are cups and bowls and other utensils of 
  worship, all carved of flawless white marble, worth 
  500gp for the collection, though a dwarf will instantly 
  recognize them for what they are and demand they be re-
  turned (for free, of course, since they would be consid-
  ered stolen items) to a dwarven temple.  
  • 
  In addition, silk vestments, immaculately preserved 
  (worth about 400 gp for the 12 sets), 12 silk stoles (worth 
  about 10 gp each) and a ceremonial helm, steel inlaid 
  with gold, silver and rubies (worth 1200 gp in precious 
  metals and gems).  
  • 
  A ceremonial warhammer is hidden beneath all the cloth-
  ing (can be found if thorough search is made).  This is the 
  Hammer of the High Priest. 
  32. South Bluff 
  • 
  This plateau rises 40' above the level of the cavern floor 
  here, natural stone steps rising along the southern rim to 
  gain access to the top of the plateau.   
  • 
  In the center of the plateau is an indented, bowl-shaped, 
  area, about 20' across carved out of the stone here. Small 
  holes line the rim of the bowl (in better times, water 
  would flow through the holes, filling the bowl with holy 
  water).  
  • 
  This bluff is normally unguarded but in times of high 
  alert this bluff will be crowded with 1/3rd of the remain-
  ing goblins, each armed with bows, 15 arrows and short 
  swords. 
   
  33. Plateau of the Great Kings 
  • 
  The floor of the cavern on the eastern side of the great rift 
  has been worked and smoothed to be perfectly level and 
  in the days of the dwarves, polished to a high sheen.   
  • 
  In the intervening centuries since dwarves abandoned the 
  chantry, the floor no longer shines and is pitted from fall-
  ing stone, littered with debris and, since the goblins 
  moved in, bones and other garbage.   
  • 
  The walls on the cavern on this side of the rift are carved 
  with scenes of the lives of dwarven saints, seemingly ran-
  dom to most observers, though a dwarf will immediately 
  see the pattern to the carvings.   
  • 
  If on high alert, barrels of highly flammable oil will be 
  randomly placed about the plateau.   
  • 
  Goblin archers on the landings will attempt to ignite the 
  barrels with flaming arrows as the invaders traverse the 
  plateau.  Beings near an exploding barrel take 4d6 hp 
  damage (save vs dragon breath for half).  
   
  34. High Altar 
  A platform rises 30' above the Plateau of the Great Kings.  In 
  the center of this 30'x40' stone platform is a granite altar.  
   
  In times of high alert, the tribal shaman will post himself here 
  with his body guards and whatever undead he has at his dis-
  posal (see area 49 for complete details of the shaman), raining 
  spells and sling stones on the invaders as they cross the open 
  area at the end of the bridge (area 29).   
   
  If the battle goes badly for the goblins, the shaman will at-
  tempt to escape up the great staircase to the temple, sacrificing 
  his undead and bodyguards if necessary. 
   
   
   
  
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  74  
   
   
   
  35. & 36.  Lower Platforms 
  These platforms are normally empty and quiet, rising 10' 
  above the plateau of the Great Kings.   
   
  In times of high alert, each of these platforms will have the 
  balance of the remaining goblins (1/3rd roughly evenly split – 
  as well as any archers who flee across the bridge from area 
  29) armed with bows, 20 arrows each and short swords.  
   
  37. Middle Platform 
  This platform is normally empty.   
   
  In times of high alert, two of the Godking's ogre bodyguards 
  will be on the platform waiting to engage invaders in me-
  lee.  They wield spiked clubs. 
   
  38. Great Bronze Doors 
  Two huge bronze doors rise at this landing, 40' tall and 10' 
  wide each.  The doors stand open (though see below).  Giant 
  statues, 24’ tall, flank the doors, depicting dour dwarven war-
  riors in full armor and armed with double bladed axes.  If the 
  Deep Flame is ignited, the bearer of the Fire Crown (q.v.) can 
  command these statues to animate as Marble Guardian, 
  Large. 
  • 
  In times of high alert, the Godking will oversee the battle 
  from this landing, shouting orders (in goblin) in a voice 
  loud enough to be heard over the cacophony of battle.   
  • 
  If the Godking is felled here, the remaining defenders 
  will panic and flee from the battle in random directions, 
  seeking only to save themselves.  
  • 
  If the battle goes badly, the God-
  king will turn and stalk into the 
  temple and make his last stand at 
  area 41 (see below).  The fleeing 
  goblins will follow their Godking 
  into the temple.   
  • 
  If the shaman survives, he will di-
  rect the strongest of the remaining 
  defensive forces to close the great 
  doors and bar them, though no 
  one else will think of this, so if the 
  shaman is killed, the doors will re-
  main open.   
   
  The barred closed doors will take a 
  combined 100 strength to force 
  open.  Magic or brute force can batter 
  the doors open (AC 0, hp 100).  While 
  invaders attempt to force open the 
  doors, the Godking will shout orders 
  to his remaining forces. 
   
   
   
  39. Balcony 
  Normally, goblins wander around and lounge on the balcony 
  above the nave, sleeping, eating, and relaxing while being at-
  tended to by slaves.  
   
  Under normal circumstances, there are 64 goblins here and 11 
  whelps (kobolds) as well as 14 human slaves and 3 bugbears. 
   
  If the goblins are defending this area in a last stand, the bal-
  conies will be lined with all the remaining goblins with bows 
  as well as the young will also line the upper balcony and throw 
  stones, bones and anything else they can at the invaders (see 
  45 for an additional tactic). 
   
  40. Nave 
  The majority of the goblins lounge here, fight with each other, 
  cower before their Godking and his ogre bodyguards.   
   
  Normally, there are 143 male goblins here, 44 female gob-
  lins, 13 young, 22 human slaves, 2 kobold slaves, 4 bug-
  bears and 2 hobgoblins.  
   
  The floor here is strewn with filth and rubble, the goblins un-
  caring about their living quarters and the Godking under the 
  effects of the ring of delusion, has become lax in his disci-
  pline.  
   
  When the defenders make their last stand, the goblins with 
  bows will line the balconies and rain arrows down on any in-
  vaders while the remaining goblins, bugbears, ogres and un-
  dead will make their stand just inside the Great Double Doors. 
   
  41. Seat of the Godking 
  The Barquist, the Godking*, spends 
  most of his time lounging in the High 
  Priest’s throne atop a dais here.   
   
  This is the Great Throne of the 
  Deepflame (q.v.). This stone Throne 
  is carved from a single gigantic piece 
  of black obsidian.  
   
  The seat is very wide, wide enough to 
  seat three people, and the back of the 
  throne has two triangular peaks rising 
  high above head level.  
   
  This massive stone seat rests on eight 
  legs carved in the likeness of stylized 
  dragons. The throne is carved and em-
  bellished stonework, gold inlaid, and 
  gem encrusted.   
   
   
   
   
  
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  The previous generations of goblin kings pried many of the 
  gems from the throne and picked away much of the gold.  
   
  28 gems are still missing, and most of the 47 gems that the 
  Godking has set in the back of the throne are in the wrong 
  place, in indentations that form rows in the back of the throne: 
  top to bottom, 7, 8, 9, 10, 11 12, 9 and 9 indentations in per-
  fectly straight, evenly spaced rows.  
   
  These are where the gems which are the Keystones of the 
  Deepflame must be placed to activate the Throne and the 
  Deepflame.  
   
  The Keystones will need to be placed in rainbow order, red at 
  the top in this order: 7 red garnets (80 gp each, all are present), 
  8 orange citrines (worth 110 gp each, all are present), 9 yellow 
  tourmaline (worth 60 gp each, 4 are present), 10 green jade 
  (worth 150 gp each, 4 are present), 11 blue aquamarines 
  (worth 90 gp each, none are present), 12 purple amethyst 
  (worth 250 gp each, all are present), 9 diamonds (worth 2000 
  gp each, 3 are present), 9 black onyx (worth 300 gp each, all 
  are present).  
   
  Missing, 5 yellow Tourmaline, 6 Green Jade, 11 Blue Aqua-
  marines, 6 Diamonds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Beside the throne of the Godking is a large (8’ diameter) gong. 
  If the gong in area A3 (Ruined Tower, the Watchers Above) 
  is struck, this gong will ring as well. Likewise, if this gong is 
  struck, the gong in the Ruined Tower will ring. 
   
  If parleyed with, the barquist is very suggestible.  If the 
  shaman is nearby, he will do everything he can to steer the 
  Godking's decisions to his own benefit. 
   
  The Godking’s bodyguards, 4 ogres armed with spiked 
  clubs, generally sit on the steps here, pushing around the 
  slaves and the goblins as they go about their tasks. The bar-
  quist wears a crown (the fire crown, q.v.) all the time, as be-
  fits his royal status.  It also wears a magic ring (the Ring of 
  Parilar - a cursed ring of spell turning/contrariness) which 
  makes him very suggestible.   
   
  The tribal shaman is constantly at the Godking's side, whis-
  pering in the barquist's ear. The Godking, a barquist, wears 
  two swords, a dagger, and chain armor, all for effect, he uses 
  none of it in combat relying on his instinct and natural weap-
  ons.  
   
  Four slaves constantly attend the Godking, dangling delica-
  cies before him and fawning over him.  When angered, the 
  barghest is likely to lash out against the slaves. 
   
  Visiting here are envoys from the Hall of the Gnome King: 6 
  Long Arms and 2 Chitterers.  These Visitors are suspicious 
  of the Godking and Shaman, believing that the Shaman is 
  somehow controlling the Godking and have been stalling in 
  their negotiations. The Gnome King has been concerned 
  about the intentions of the Godking and wants to form an al-
  liance (or at least a non-aggression pact).  
  
  The Chantry of the Deepflame 
   
  76  
   
   
   
  42.  Treasure Chamber 
  Behind the concealed door lies an odd shaped chamber piled 
  high with the goblin tribe’s treasures.   
   
  Among piles of mundane items like moldering carpets and 
  broken chairs lie a number of potentially useful and valuable 
  items:   
  • 
  a gold-plated jewelry box (50gp) 
  • 
  a shiny silver plate decorated with a pattern of loops and 
  swirls (worth 5gp) 
  • 
  a brown leather sack holding 119 gp, and 87 sp 
  • 
  a censer embossed with the seal of the Church of the Holy 
  Saints 
  • 
  a red leather quiver with 14 crossbow bolts 
  • 
  a 2’x3’ painting of the battle of the South Hills 
  • 
  a ten-gallon cask with a twin tailed comet painted in red 
  on the side full of good ale 
  • 
  a two-handed axe with a string of pearls tied to the handle 
  (worth 22 gp for the axe and 500 gp for the pearls) 
  • 
  a leatherbound book describing a variety of plants and 
  their medicinal uses (worth 50 gp to the right buyer) 
  • 
  a chest containing 4,745 sp and four rubies (500 gp each). 
  • 
  a small carved ivory box (carved with scenes of the lives 
  of Dwarf saints, worth 100 gp to most, 1200 gp to a faith-
  ful Dwarf). 
  • 
  a chest containing: 
  o 
  Chime of Opening 
  o 
  4 Potions of Extra Healing 
  o 
  1 Elixir of Madness 
  o 
  a Scroll of Protection vs. Petrification 
  o 
  a Scroll of Protection vs. Shapechangers 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  43. Slave Master 
  The goblin tribe’s slave master, Santarial-Dualli* lives 
  here.  He is a one-eyed gnole who rules the slaves with an 
  iron fist.  His room is spotless and very organized.   
   
  Shelves line the northern wall and a large bed dominates the 
  eastern wall.   
   
  Next to the bed is a table and a chair with an oil lamp and a 
  dozen candles, some pens and bottles of ink and parchment.   
   
  On the shelves are:  
  • 
  a gilded merchant's broach (worth 125 gp) 
  • 
  richly decorated plate gauntlets with a prayer ribbon wax-
  sealed to one of them 
  • 
  a small wooden box containing a variety of dead insects 
  • 
  a pile of rich garments (grey tunic, dark gown, plain 
  leather shoes, leather hat, brown wool cloak, and a cam-
  bric shirt) 
  • 
  a necklace of prayer beads, with an iron pendant in the 
  shape of a bear's head 
   
  44. Slaves 
  A total of 74 slaves, mostly humans, are crowded in these lit-
  tle cells, terrorized by the Slave Master.   
   
  The cells have piles of dirty straw on the floor and buckets of 
  human waste in the corners.  There is nothing of particular 
  value here. 
   
  45. North and South Alcoves 
  Each of these alcoves has a statue of a dwarven saint in it.   
   
  Behind one of the statues in the 
  southern alcove is a secret door 
  (originally, it was simply a con-
  cealed door, but the shaman did 
  some work on it to hide it better and 
  lock it, he carries the only key to the 
  door).    
   
  If the goblins are making their last 
  stand in the Great Temple (see area 39, 
  The Balcony), the women and young 
  will even push the statues out of the al-
  coves and try to push them over the rail 
  and down onto the invaders below. 
   
  46. Young and Female Goblins 
  19 Goblin whelps live here along with 13 Goblins. They de-
  fend this chamber to the death. 
   
  
  The Chantry of the Deepflame 
   
  77 
   
   
   
  47. Altar of the Dead 
  The room is dominated by a jet-black marble block 3’x3’x7’, 
  an altar with Dwarfish runes carved on the sides. 
   
  The walls of this chamber are painted and carved with tiny 
  icons depicting thousands of dwarves, noble and common, 
  great and small.  
   
  The shaman has posted two undead, Skeletal Warriors, 
  kneeling behind the altar.  Non goblin-kin are attacked on 
  sight unless in the presence of the shaman.   
   
  This was the first stop of dead bodies to be buried in the dwa-
  rven catacombs or chapel of the dead.   
   
  A commoner body would be laid out before this altar while a 
  noble or priestly body would be laid out on the altar.    
   
  48. Common Catacombs 
  Buried in niches and chambers covering nearly every inch of 
  the walls and floor of these chambers are the ancient remains 
  of thousands of dwarven dead.   
   
  • 
  The shaman has pried open some of the ossuaries and an-
  imated some of the remains to animate as guardians.   
  • 
  Twenty niches have been opened and some bones are 
  scattered about the room.   
  • 
  There is a 20% chance that the shaman will be here pry-
  ing open another burial niche preparing to create another 
  undead guardian (unless the lair is in high alert).  
  • 
  There are 90 animated skeletons (dwarf) waiting in bur-
  ial niches for the Shaman’s command. 
   
  49. Chapel of the Dead 
  This chamber is a chapel to the dead, with rows of benches 
  facing an altar in the southwestern corner of the room.  Sym-
  bols of dwarven nobility and symbols of the dwarven priest-
  hood dominate the room.   
   
  • 
  If the shaman is not in the main hall attending the God-
  king (50% chance) or in the common catacombs (20% 
  chance) he will likely be here (30% chance).   
  • 
  Six Skeletal Warriors sit on the benches in this cham-
  ber.  They will not move unless commanded by the 
  shaman, even if invaders ransack the area.  
  • 
  The shaman tried opening a noble crypt here intending to 
  animate the remains, but the dwarven noble’s spirit re-
  turned to the body and attacked the shaman.  He wisely 
  turned to common catacombs for his raw materials for his 
  necromantic activities.    
   
   
   
  
  The Chantry of the Deepflame 
   
  78  
   
   
   
   
  • 
  The shaman worships a god of death.  He wields a 
  Staff of the Dead and a Black Iron Mace. 
  • 
  He wears an Amulet of the Undead and a Ring of Pro-
  tection +2.  
  • 
  He wears a silver necklace with a key on it (unlocking the 
  secret door to this area) and a pendant with a stylized fire 
  symbol (The Talisman of the High Priest Durazan).  
  • 
  He wears, a ragged black woolen cloak that gives him a 
  50% chance to hide in shadows.  
  • 
  The shaman is not a true goblin, but a demonic half gob-
  lin abomination  
   
  The pendant the Shaman wears is a Talisman of the High 
  Priest of Durazan. This pendant was part of the regalia of 
  the High Priest of the Chantry. When the Shaman found it 
  and put it on, he immediately sensed it was a powerful arti-
  fact. What he was, in fact, sensing was the powerful presence 
  of the pendant’s true owner: the High Priest, who is now a 
  lich (E15). The High Priest has been influencing the Shaman 
  through the pendant via ESP.  
   
  About a year ago Durzan’s Spirit led the Shaman to the secret 
  location of one of the Chantry’s great treasures: A Book of 
  Infinite Spells (B49a) which the Shaman has employed to his 
  perverse benefit with the ability to animate dead, raising a 
  small undead army which he has considered using to unseat 
  the Godking (though he isn’t sure his undead army is power-
  ful enough, nor is he sure the Sub-chiefs would support him. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  His personal treasure is here (the Shaman doesn’t know what 
  the potions are, so he won’t use them, and he is unable to use 
  the sword):  
  • 
  Potion of Treasure Finding 
  • 
  Potion of Growth 
  • 
  Potion of Levitation 
  • 
  Spell Scroll (Cleric: Golem, Penetrate Disguise, Mes-
  senger, Spike Stones, Penetrate Disguise) 
  • 
  Spell Scroll (Mage: Knock) 
  • 
  A small chest containing some jewelry: 1000 gp Coronet, 
  1400 gp Statuette, 3000 gp Medal, 6000 gp Buckle, 100 
  gp Buckle, 8000 gp Collar, 800 gp Buckle, 5000 gp 
  Headband, 900 gp Earring, 1000 gp Fob, 6000 gp Sceptre 
  • 
  Sword +2, Giant Slayer (Deepwound) 
   
  Cleric Spells (9th level casting ability): 
  Level 1: Create Water, Cure Light Wounds, Purify Food 
  and Drink, Sanctuary 
  Level 2: Find Traps, Hold Person, Speak with Animals, 
  Spiritual Hammer 
  Level 3: Continual Light, Cure Disease, Glyph of Ward-
  ing 
  Level 4: Cure Serious Wounds, Speak with Plants 
  Level 5: Flame Strike 
   
  Magic User (8th level casting ability):  
  Level 1: Comprehend Languages, Light, 
  Shocking Grasp, Floating Disc 
  Level 2: Detect Invisibility, Stinking Cloud 
  Level 3: Blink, Fly, Infravision 
  Level 4: Fumble, Ice Storm 
   
   
  
  The Chantry of the Deepflame 
   
  79 
   
   
   
  49a. The Book of Infinite Spells 
  On a large book stand are three books. Two are fairly mun-
  dane (though valuable) works on Dwarven Theology worth 
  about 340 gp each. The other is a huge tome, opened to the 
  fifth page. It radiates magic if detected. A magic user will rec-
  ognize that the spell page that is open is Invisibility (Illusion-
  ists are 75% likely to recognize it, clerics and thieves are 50% 
  likely to recognize the spell), though they probably won’t rec-
  ognize the true nature of the book.  
   
  The Lich High Priest has communicated through the amulet 
  to the shaman the location of the Book of Infinite Spells. The 
  shaman took 11 hp damage when he opened the book and was 
  stunned for 13 Turns. He was able to cast Animate Dead 9 
  times before the page turned to Invisibility which he em-
  ployed to his great enjoyment. He turned past preserve and 
  torment, cast material as many times as he could – one – then 
  opened to Animate Dead. The shaman was thus able to ani-
  mate 90 corpses before the page turned… 
   
  Book of Infinite Spells: 24 pages 
  Spell name (Spell Level - Casting Level) 
  Preserve (MU2 – 4) 
  Torment (MU7 – 15) 
  Material (MU3 – 6) 
  Animate Dead (MU5 – 10) 
  Invisibility (MU2 – 4) 
  Neutralize Poison (DR3 – 4) 
  Grasping Hand (MU7 – 15) 
  Shield (MU1 – 2) 
  Detect Illusion (MU3 – 6) 
  Blank 
  Blank 
  Remove Curse (CL3 – 6) 
  Sepia Snake Sigil (MU3 – 6) 
  Burning Hands (MU1 – 2) 
  Blank, Portent (CL1 – 2) 
  Neutralize Poison (CL4 – 8) 
  Volley (MU7 – 15) 
  Blank, Ceremony (CL1 – 2) 
  Chant (CL2 – 4) 
  Blank 
  Blank 
  Legend Lore (MU7 – 15) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  50. Secret Escape Tunnel 
  The door here is concealed as part of the stone wall. All of the 
  goblins and bugbears in the Chantry know about the door and 
  use it occasionally. If the Godking is defeated, many of the 
  denizens of the Chantry will flee via this route. 
   
  51. Trap 
  The “safe” route through here is to go the long way - that is, 
  to take the left branching corridor (coming from area 50), go 
  past the next right and curve back around to the main corridor.  
   
  The straight path or the first branching path are both trapped 
  with concealed pit traps which stretch the width of the corri-
  dor.  
   
  The pits are lined with rusty spikes for 1d6 hp falling damage, 
  +1d4 hp spike damage. Save vs. poison (at a penalty equal to 
  the number of hit points spike damage taken) or contract a 
  debilitating disease (permanently lose 1 hit point per week un-
  til dead). 
   
  52. Swift Stream 
  The freshwater stream flows quickly under the corridor here, 
  moving 300’/round and flowing from the pool in the cavern 
  to the north east to the south west, down a steep incline and 
  over many sharp rocks. The sound of the rushing water can be 
  heard in the corridor. It would be possible to dig through the 
  corridor floor here (spells like stone to mud, of course, would 
  work, but also 200 hp damage).  
   
  Just southwest of the corridor, the stream cuts through three 
  channels, each of which passes through a Large Water Ele-
  mental. The water elementals have been bound here for cen-
  turies, protecting the cave upstream from intruders. They will 
  attack any living being that comes within reach.  
   
  Anyone caught in the rushing water without 
  any way of directing his or her way among 
  the channels shoots through one randomly 
  (d6: 1-2 left, 3-4 center, 5-6 right). The Wa-
  ter Elemental in the channel (if still alive) 
  will capture any living being who comes 
  through  the channel(from either direction) 
  and shoot it downstream (for 1d6 damage, 
  DEX or less on 3d6 for half damage, 6 
  points of damage with failed DEX check 
  chance of drowning - PC must make DEX 
  check each subsequent round (on 4d6 first 
  round, 5d6 second round, 6d6 third and fol-
  lowing round) until a save is made or PC 
  drowns after five total DEX checks, taking 
  1d6 hp damage each round DEX check is 
  failed). The Water Elementals’ goal is to 
  keep creatures away from area 58 and 59.  
   
   
  
  The Chantry of the Deepflame 
   
  80  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  53. The Tollmaster 
  Inside the cave is a stone chair and a stone box. 
   
  The Tollmaster* is a weak and cowardly Rutterkin who 
  lives in this cave, tormenting and bullying any weaker crea-
  tures that pass by. It doesn’t usually bother larger groups of 
  goblins unless it happens to be in a foul mood. It will likely 
  stop the PCs, demanding a toll to allow the PCs the pass. He 
  will push them around and make grand threats, but if seriously 
  threatened will back down (though he will secretly plot that 
  party’s demise, using every resource at his disposal to make 
  it happen).  
   
  If anyone wants to pass beyond the secret door, however, it 
  will demand “Full payment and proof of your worthiness.” 
  (see below) 
   
  The Tollmaster doesn’t care who passes beyond the secret 
  door, only that they pay the proper toll. 
   
  The stone box contains the money gathered by the creature as 
  tolls: 221 ep, 1129gp, 120 gp Moonstone, and 600 gp Alex-
  andrite.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The secret door in the back of the cave is not trapped but it is 
  locked, though not in the traditional sense. There is no mech-
  anism to open the door – no secret latch, catch, or knob to 
  twist. The door is “attuned” to the Tollmaster, and only he can 
  open it. The Tollmaster places his hand in the center of the 
  door at about human head height (the spot is kind of worn). 
  Only the Tollmaster’s hand (or another Rutterkin’s) will open 
  the door – dead or alive.   
   
  The Tollmaster’s demand, “Full payment and proof of your 
  worthiness,” is the code for entry by the goblins seeking to 
  become Watcher Goblins. They pay at least 50 gp worth of 
  treasure and offer the head of some worthy enemy. If the PCs 
  offer money but no heads, the Tollmaster will tell them they 
  are not worthy. If they press him, he will reveal the need to 
  bring the heads of a worthy enemy – one for each being who 
  wishes to pass beyond the secret door.  
  
  The Chantry of the Deepflame 
   
  81 
   
   
   
  53a. The Toll of the Worthy 
  • 
  This cave is lined on the western and eastern walls with 
  hundreds of niches, rough cubes about 18” on a side. In 
  thirty-seven of these niches are heads in various states of 
  decay. Nineteen of the heads are goblin, seven are 
  shadow creeper, three are hobgoblin, three are human, 
  two are Shemaras, one is Longarm, one is elf, one is 
  dwarf. In the mouth of each of the heads is 2 cp. In addi-
  tion, in the mouth of the Longarm head is a large diamond 
  worth 3200 gp which will radiate magic if detected. The 
  diamond is cursed. If it is ever sold (traded for money, 
  goods or services – such as to pay the Tollmaster, for ex-
  ample), the seller will be cursed with extreme bad luck (-
  2 penalty on every roll) until the diamond is recovered 
  and given away. Only giving the diamond away will ne-
  gate the curse. 
   
  • 
  Two tunnels lead from this cave deeper into the moun-
  tain. If the Tollmaster is with the party when they are in 
  this chamber, he will tell them, “Wisely choose your path 
  to immortality. This is your first test. It is the test of the 
  mind.”  
   
  • 
  Each path appears well worn. The left path is dark, and 
  the right path is lit with a pale blue glow. Ten feet in, both 
  paths are strewn with goblin bones. If the party is partic-
  ularly attentive, they will note that the light path has 
  skulls mixed in with the rest of the bones, while the dark 
  path has no skulls and the bones on the dark path look 
  much older than those on the light path. Additionally, 
  those on the light path have nicks and cuts on them, some 
  of them are severed cleanly as if by a very sharp blade. 
  The bones on the dark path are all whole.  
   
  • 
  Those who take the lighted path will trip a trap. Begin-
  ning at 20’ in, a blade swings out every 2’ along the path 
  from a random direction (attacks as 10th level fighter, 
  does 1d8 hp damage, upon death a body part is severed). 
  There are 15 blades that swing from the walls (at varying 
  heights) and the ceiling. The bones on the dark path are 
  very old goblin bones. Whenever a living being passes 
  the 20’ point, the bones in this tunnel begin rattling and 
  moving. If the living being continues forward, all the 
  bones in the tunnel will assemble into headless skeletons 
  (87 skeletons) which will line the tunnel, pointing toward 
  the northern chamber. They will not move or attack. If 
  attacked, the individual skeletons will collapse on a suc-
  cessful hit. When a living being passing through the dark 
  path reaches the northern cave (The Test of the Champi-
  ons), the headless skeletons will collapse with a loud rat-
  tle and crash.  
   
   
   
   
   
  53b. Test of the Champions 
  This chamber is cloaked in magical darkness. A Blinding 
  Darkness spell (see Appendix – New Spells) has been per-
  manently cast here. A Blinding Light spell will counteract the 
  effect for 4d4 rounds. No other light source can penetrate this 
  darkness. Darkvision, true seeing, and similar abilities and 
  magic will function normally here, however. 
   
  This is the prison of a Primordial Time Elemental .The El-
  emental appears as a blurry, indistinct humanoid form, 
  wrapped in a magical field. An appendage (hand?) of the El-
  emental extends outside the magical field.  
   
  • 
  If a mortal being grasps the appendage of the Elemental, 
  the being sees his or her life pass by as if a dream. The 
  moments of greatest impact are heightened, causing ex-
  treme emotional reactions in the being. Thus, if he or she 
  was profoundly affected by a trauma in childhood, seeing 
  the event under the influence of the Elemental causes it 
  to be experienced a hundred times more powerfully.  
  • 
  The mechanical effect is that anyone who grasps the ap-
  pendage of the Elemental must make a Wisdom Check 
  (WIS or less on 4d6) or go insane.  
  • 
  Additionally, those who pass the Wisdom check must 
  make an additional Constitution Check (CON or less on 
  4d6) or die.  
  • 
  Those who survive receive a unique special ability: he or 
  she will effective stop moving through time.   The basic 
  mechanics of this ability function thus: while awake, the 
  being moves backward in time, while asleep, the being 
  moves forward in time.  Damage taken while moving 
  backward in time actually heals the being (up to an addi-
  tional amount of hit points equal to double full hp). How-
  ever, all such damage accrued during the day suddenly 
  drains out of the being when he or she falls asleep (thus, 
  if the creature takes more than double full hp of damage 
  during the day, he or she will die as soon as sleep comes). 
   
  The magic field the Elemental is wrapped in can be negated 
  by casting dispel magic vs. 15th level magic.  
   
  If the Primordial Time Elemental is freed, it will give each of 
  its liberators a blessing: a mark will appear on the back of the 
  right hand of each of its liberators – an hourglass tattoo. Each 
  being so marked will be granted the ability to rewind up to 10 
  minutes of time for themselves. Each use will run sand out of 
  the hourglass commensurate to the amount of time rewound. 
  When the full ten minutes has been used, the hourglass mark 
  remains, but becomes non-magical. 
   
   
   
  
  The Chantry of the Deepflame 
   
  82  
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  83 
   
   
   
  54. Abandoned Guardroom 
  There is evidence here of a long disused fire, some old sleep-
  ing pallets, some extra firewood.  
   
  The walls are marked up with regular patterns, as if someone 
  were counting something.  
   
  Hidden in a crevice beneath one of the pallets is a leather bag 
  with 122 gp and a silver dagger.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  55. Secret Exit Watchers 
  10 Watcher Goblins are posted here. They are always on 
  high alert and are very hard to surprise. They listen for knock-
  ing at the Dwarf King’s Door (56) and will open the door if 
  those on the other side are very persuasive. Like all Watcher 
  Goblins, these will fight to the death defending their post. If 
  seriously threatened, one will try to slip away, warn the rest 
  of the Chantry of an intrusion, and then try to return to fight 
  with his brethren. Each of these goblins has 7 gp and is armed 
  with a shield, shortsword, bow and 12 arrows. 
   
  The corridor to the east climbs up to the High Priest’s Level 
  Area E5b. 
   
  56.  The Dwarf King’s Door 
  This magical door can only be opened from within. There is 
  no pull or handle of any kind on the outside.  
   
  On the inside, the door seems to push open easily, but once it 
  closes, it cannot be opened from the outside (barring magical 
  intervention, of course). The Goblins keep a very small wedge 
  of stone in the corner to prevent the door from closing fully.  
   
  Anyone who opens the door but does not know about the 
  wedge is 80% likely to knock it loose. 
   
  57. King’s Watch Ruins 
  Steps carved into the very stone itself lead up the mountain-
  side to these ruins. High up on the mountainside, this tum-
  bled-down tower was a Moonwatch Tower, an observatory 
  where the Dwarf King studied the stars.  
   
  Now, little remains of the white marble structure’s former 
  glory and purpose, serving now as simply another watchtower 
  for the Godking’s forces.  
   
   
   
  
  The Chantry of the Deepflame 
   
  84  
   
   
   
  57a. The Ascent 
  A steep stone staircase carved in the very rock itself.  Once 
  fine craftsmanship now savaged by the centuries: when trav-
  ersed, steps will crumble underfoot.  
   
  The Goblins have laid a trap here: the two unstable piles of 
  stone flanking the stairs (to left of and above the number – 
  57a) are tied to tripwires to collapse the stone pillars. 
   
  If the trap is triggered: 
  • 
  the unstable rock pillars will fall, crushing those in the 
  immediate area for 4d6 hp of damage (save for half), 
  knocking them down the stairs and, possibly, the side of 
  the mountain 
  • 
  anyone on the stairs below the trap will also be swept 
  down the mountain (save to avoid such a fall, but take 
  half damage nonetheless) 
  • 
  all who get swept down the mountain by the trap must 
  make a save vs. petrification or continue being swept 
  down the mountainside – saves are made each round, 
  Cascade Effect (see new rules: basically, the number 
  rolled on a failed save is subtracted from the next roll of 
  a save until the save is made or the effect comes to its 
  natural outcome…) 
  • 
  those falling down the mountainside take 1d6 falling 
  damage each round a save is failed – a successful save 
  means the victim has stopped falling – the tumble down 
  the mountainside would take 134 rounds… 
  • 
  if the trap is disarmed, the piles of stone remain very un-
  stable and are still 25% likely to collapse as above if any 
  being passes by them unwary.  
   
  57b-d. The King’s Tower 
  This solidly built two story (plus the crenelated roof) tower 
  overlooks the valley below.  
   
  Each floor (57b & c) has 24+1d12 Watcher Goblins manning 
  the tower, guarding the secret entrance/exit of the Chantry, 
  under the leadership of the King’s Watch Guardian (57e). 
   
  The roof (57d) has a small catapault currently “aimed” toward 
  the Ascent (57a).   
   
  Off the roof, the left door into the side of the mountain sprials 
  down to the middle level (Floor 1, 57c) of the castle while the 
  center door leads to the Guardian’s chamber (57e).  
   
  • 
  These Goblins have served this post for four years with 
  little to do but challenge one another to dangerous games 
  of chance (like “catch the dagger” – though they are very 
  good at this game) or torture some unfortunate (a Glitter-
  wing or a rogue Kobold) 
  • 
  They have orders to not allow any who pass through to 
  speak a single word 
  • 
  They have had no “fresh meat” for almost a year. If blood 
  is spilled here, or if any mortal being approaches these 
  Goblins with a fresh wound, they will go into a berserk 
  frenzy, attacking anything living – including one another 
  – for 1d6+6 rounds until the Guardian retakes control of 
  the berserkers.  
  • 
  They know nothing of the new Godking (see below).  
  • 
  They know nothing of, and care nothing for, the factions 
  and politics of the Chantry. 
  • 
  They are loyal to the Guardian out of fear. If he is killed, 
  captured or incapacitated, they will attempt to flee back 
  into the Chantry (if possible) or down the Ascent (57a) 
  with a 90% likelihood that one or more will forget about 
  the trap set there as they flee.  
   
  57e. The King’s Watch Guardian 
  A solitary cloaked and hooded figure broods on an ancient 
  carved wooden throne-like chair in the very center of this 
  room.  The walls are scrawled with writings and on the floor, 
  behind and beside the “throne” are several piles of detritus. 
   
  This is the King’s Watch Guardian, a Shadow Stalker Defec-
  tor named Ealia*. Ealia wears a bejeweled longsword and 
  dagger (worth 1200 gp and 800 gp respectively) and a gold 
  pendant worked with rubies and sapphires (worth 2800 gp). 
  He is 80% likely to have a book (see below) in his hand. 
   
  Ealia rules the King’s Watch absolutely and allows no disre-
  spect or lack of discipline. He has withheld the information 
  about the fall of the Chantry, going so far as to allow no com-
  munication whatsoever with outsiders.  
   
  The writing covering much of the walls may appear to be 
  random scratches and swirls. It is decades of his strategies and 
  plots and plans for unitng “the peoples of the Darkness” writ-
  ten in Ealia’s own shorthand code (while he learned to speak 
  Goblin, he had to make up his own method of writing).  
   
  The piles of detritus contain the 
  torn, stained and burned remains of 
  many manuscripts: military strat-
  egy, philosophical treatises, reli-
  gious texts, holy writings from 
  many orthodox, heterodox and he-
  retical movements and even a hand-
  ful of books for children. Most are 
  battered beyond repair. If Ealia is 
  holding a book, it will be in this 
  vein.  
   
  However, one famous book, The 
  Way of Peace by Saint Ashar, in his 
  own hand no less, could be reas-
  sembled in a nearly complete folio 
  (taking at least 300 person hours to 
  accomplish). 
  The 
  reassembled 
  book would be worth 1000 gp to 
  any Church of the Holy Saints li-
  brary, monastery or large church 
  and perhaps up to 2500 gp to a col-
  lector in a large city.  
   
   
  
  The Chantry of the Deepflame 
   
  85 
   
   
   
  57f-i. The Caves of the Synarian Beast 
  While the Synarian Beast lairs in cave 57i (50% chance), it 
  might be roaming any of these caves (10% chance for each 
  57f,g or h) unless it is out hunting (20% chance).  
   
  Any sound at all in any of the caves will likely attract the 
  Beast’s attention if it is in any of the other caves, unless it is 
  sleeping in 57i.  
   
  The Goblins of the Chantry rarely chance coming up through 
  these caves to the King’s Watch as it is likely to be a suicide 
  mission. The Watcher Goblins in the tower (57b-d) wait until 
  the Beast flys off hunting if they need to descend to the Chan-
  try proper.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  57f. The Slaughtering Cave 
  The stench of this cave is overwhelming to most mortal crea-
  tures (save vs. poison or begin retching and vomiting, -2 on 
  all rolls in this cave and for 1d6 turns after leaving it – anyone 
  who fails a save in this cave begins retching and vomiting on 
  returning to the cave, no save, even if years later).  
   
  Bones, feathers, hair, blood, offal, excrement all mix in 
  noisome piles throughout the northern half of this cave. 
   
  If the Synarian Beast is here, it is feeding on: 1. A Gob-
  lin, 2. A Bugbear, 3. A Griffin, 4. A Black Bear, 5. An 
  Elk, 6. A Human man. 
   
  Buried in the disgusting mess can be found: 
  • 
  a few leaves of mildewed parchment that will 
  likely crumble to dust if handled carelessly – if 
  handled carefully very carefully they assemble to 
  be a Scroll of Protection from Undead 
  • 
  a roughly-made jerkin lined with sheepskin. 
  • 
  a pot of strong mustard 
  • 
  a warhammer engraved with a sacred oath to serve 
  The Lord Alboran always (Hammer of Uthgar) 
  • 
  a curved dagger etched with devotionals to St. 
  Bilian the Paton Saint of Criminals (worthless ex-
  cept for a 200 gp ruby hidden in the hollow hilt) 
   
   
  57g. Unstable Floor 
  The floor here is cracked and several larger fissures appear 
  here and there. 
   
  Any creature weighing more than 200 pounds is 40% likely 
  to crash through the stone floor here on any given step (save 
  vs. petrification or Dexterity Check to catch the lip of the floor 
  as falling… with a 40% chance that it, too will give way…).  
  Those who crash through the floor tumble and bounce down 
  60 feet (4d6 hp damage) as the floor under the cave here is 
  riddled with Tunnel Worm tunnels. 
   
  57h. The Hidden Door 
  The Synarian Beast doesn’t understand the nature of the secret 
  door here but can smell every time some creature is on the 
  other side of it or some creature has tracked through its home 
  while it was out hunting. See 56 above for more information. 
   
  57i. The Beast’s Lair 
  The cave ceiling here is covered in long, pointed stalactites.  
  The uneven floor is littered with small bits of stone rubble and 
  several smooth, rounded stalagmites. 
   
  If the Synarian Beast is sleeping here (50% chance) it is 
  hanging from the ceiling among the stalactites, almost indis-
  tinguishable – 90% “invisible” unless some magical means is 
  used to discern its true nature (such as a Gem of Seeing).  
   
  The “stalagmites” are actually piles of excrement and close 
  inspection will reveal that immediately.  
   
  The Beast is a sound sleeper, so normal movement and inves-
  tigation is only 20% likely to wake the creature, but shouting, 
  combat, dropping anything to the ground will wake the beast 
  which will take a round or two to consider its options and then 
  either attack or flee.  
   
    
   
  
  The Chantry of the Deepflame 
   
  86  
   
   
   
  58. The Fell Guardian 
  Water covers the bottom of this vast chamber to a depth not 
  perceptible from the surface. The ceiling rises 80’-100’ above 
  the surface of the water. Huge stalactites hang from the ceil-
  ing, and stalagmites rise from the water, which seems still 
  even though at either of the entrances from the chantry, the 
  water rushes out of the cavern down a sharp slope. The ceiling 
  gives off a dull glow, the effect of full-moonlight.  
   
  Two rounds after any living being enters the chamber, the Fell 
  Beast rises out of the water. The night-black creature has the 
  face of a bearded man, a human-like body with great bat 
  wings and horns on its head. It stands a full 50’ tall. The Beast 
  will speak in a deep, echoing, but strangely soothing, voice, 
  warning any who enter the chamber to turn back or face the 
  wrath of the Light.  
   
  Those who leave may do so unmolested. Those who advance 
  get another warning, then the Fell Guardian attacks will all of 
  its powers with the intent of rendering the intruders helpless 
  so that he can set them loose downstream.  
   
  The Beast often begins with Blinding Light, attempting to 
  blind the party, then hold person, sleep, web, etc. to incapac-
  itate the party.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If reduced to 50% of it hit points, the Fell Guardian will be-
  come very aggressive, employing all of its powers in an at-
  tempt to destroy the intruders, rather than incapacitate 
  them.  If the Fell Guardian is killed, its body will begin to dis-
  solve two rounds, taking 10 rounds to completely disappear. 
  After 8 turns, the Fell Guardian will rise again from the depths 
  of the pool in this chamber (actually, a different Fell Guard-
  ian, sent by whatever beings continue to make certain the Gate 
  in area 59 is protected).  
   
  The pool is 200’ deep and amid the rugged stones at the bot-
  tom are dozens of skeletons (mostly dwarf and human, though 
  a few less recognizable humanoid skeletons are scattered 
  about as well).  
   
  Amid the remains and the stones are 3,012 gp, 525 sp, a silver 
  dagger (Aylin’s Tooth) which radiates as magical if detected, 
  a magical helm (Grimbrow) and a magical longsword (Spit-
  ter). If searching, each round roll d12: 
   
  Pool Search 
  1d12 
  Result 
  1-9 
  nothing found 
  10 
  5-100 (5d20) sp 
  11 
  4-48 (4d12) gp 
  12 
  magic item (above, select randomly) 
  
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  87 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  59. Heaven’s Gate 
  This cavern stretches for what appears to be miles into… a 
  void (the chamber is impossibly bigger on the inside...). 
  Somehow, from no source whatsoever, there is light in the 
  room (as bright as a light spell).  
   
  The cavern itself is actually a gate to another plane, a higher 
  plane where angelic beings live (the campaign world’s 
  heaven).  
   
  When the PCs enter the chamber, the gate will begin to form. 
  An angel will begin flying in a circle about a half mile away. 
  Five rounds later, the angel will be joined by four more. Five 
  rounds later, a dozen angels will join, the circles they spin will 
  seem chaotic, but if watched for some time, a pattern will be 
  discerned. Five rounds later, 144 angels join, then five rounds 
  later thousands, spinning around an opening about 300’ in di-
  ameter, 2500’ from the cavern entrance. Light will fill the cav-
  ern to near blinding brightness.  
   
  Those of good disposition (alignment, etc.) will be under the 
  effect of a bless spell, those who are of neither good nor evil 
  disposition, will be under the effect of a compulsion spell 
  (compelled to leave the cavern) negated by a save vs. spells, 
  and those of evil disposition will be struck by the effect of a 
  power word: stun spell, negated by a save vs. spells. Stunned 
  creatures are gathered up by the angels and deposited in the 
  fast running stream to be shot downstream past the Water El-
  ementals near area 52.  
   
  Any creature who attempts to enter the gate will be accosted 
  by 2 angels per creature attempting to enter the gate. The an-
  gels will tell those who wish to enter the gate that it is not their 
  time to pass into the Realm of Light but that there is much 
  opportunity for redemption and bringing Light into the world. 
  Those of good disposition will not physically be barred from 
  entering the gate, but the angels will get more and more agi-
  tated as they get closer to entering the gate.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The angels will say anything (truthful) they can to dissuade 
  them to enter the gate. Those of neither good nor evil dispo-
  sition will be physically restrained if they try to enter the gate. 
  “Combat” in this case works thus: if the PCs “hit”, they have 
  broken free, and can move toward the gate. If the angel “hits,” 
  the PC is restrained again.  
   
  If the neutral PCs move away from the gate, the angels will 
  not bother them. Those of evil disposition will be attacked if 
  they attempt to enter the gate, combat will proceed as normal.  
   
  The gate leads to the Realms of Light, an adventure that is 
  beyond the scope of this adventure, but which can be created 
  by the GM (a follow-up adventure is planned, On the Edge 
  of Heaven). 
   
   
  
  The Chantry of the Deepflame 
   
  88  
   
   
   
   
  60. The Deepwatch 
  This small fortress hangs off the edge of the rift.  
  • 
  The Deepwatch consists of two round, three story towers 
  on the east side and a two-story rectangular tower on the 
  west side.   
  • 
  The wall of the west tower is open on the rift-side.  
  • 
  There are several (intentional) holes in the wall, as well.  
  • 
  Pushed against the wall on the first floor of the west tower 
  are several large gears and other bits of broken machin-
  ery.  
  • 
  There are 37 goblins here, scattered about the towers. 
  They each have 2d4 sp, a bow, 12 arrows and a shorts-
  word.  
  • 
  There is no furniture left in the fortress and little of inter-
  est.  
   
  Scattered about the rubble and rubbish in the fortress can be 
  found:  
  • 
  a rusted dagger engraved with a litany against cowardice, 
  along with a leather sheath 
  • 
  a belt of threaded cord 
  • 
  a pair of thick leather (dwarf-sized) boots with wide but-
  ton-back cuffs 
  • 
  a blood-stained caravan captain's log cluttered with hand-
  written notes, cargo manifests, travel itineraries and crew 
  pay-outs 
  • 
  a dented pewter goblet (worth about 3 gp). 
   
  Thousands of years ago, this area was a dwarven outpost and 
  mine. When the dwarves abandoned the mines they continued 
  to revere this area as “The Source of the the Earthlife”, creat-
  ing the Deepflame and establishing a pilgrimage for dwarves 
  from all over the Midlands.  
   
  However, deep in the abandoned mines, dark and evil crea-
  tures claimed the empty caves and tunnels deep in the earth.  
   
  The evil creatures swarmed up the rift and overwhelmed the 
  Chantry, nearly destroying everything. Only the power of the 
  Deepflame staved off the invasion.  
   
  After the invasion, the dwarves built fortifications to protect 
  the Chantry from below. 
   
  61. The First Watch 
  This 20’ diameter, 2 story tower guards the long, winding 
  staircase that leads down into the deeps.  
  • 
  The tower is in ruins now, the floor of the second story 
  will collapse if anyone steps on it.  
  • 
  The gates that once barred the path through the tower 
  now hang at odd angles on broken hinges.  
  • 
  There’s a 30% chance that 1d6 Shadow creepers will be 
  here, a 30% chance that 1d8 Goblins will be here, other-
  wise the tower will be empty.  
  • 
  The stairs beyond lead to the Storehouses of the Deeps 
  (G1.1). 
  61a. The Ratmaster 
  This small chamber is only accessible via a spiderweb of tiny 
  tunnels that run throughout the chantry (they vary from 1” to 
  6” in diameter and shift vertically and diagonally unpredicta-
  bly. 
   
  Ensharal, the Ratmaster*, a wererat who served under the 
  previous godkings, lives here. He hates and fears the current 
  godking and will readily ally himself with any beings who 
  will rise up against his rule.  
   
  Ensharal has the class abilities of a 9th level thief and can sum-
  mon, speak with and command all rats within a 1-mile radius. 
  Even the rats of the Scorned Brethren (see area ______) and 
  the Ratpiper (Under Mountain Trail, 1.11, page 20) will come 
  at the Ratmaster’s command.  
   
  He is loath to summon too many rats, however, as his connec-
  tion with them overwhelms his senses and he becomes a feral 
  giant rat for 1d10 days after any such mass summoning. He 
  normally controls 20d6 rats at any given time.  
   
  There are about 10,000 rats in a 1-mile radius.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  89 
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  90  
   
   
   
  The Beautiful Gate Key 
   
  This was the public entrance into the Chantry when this was a place of pilgrimage. Outside the mountain was a sanctuary built 
  of flawless white marble. Inside the mountain, the great halls were covered in mosaic tiles and inlaid in precious metals and 
  gemstones. Over the years since the Chantry was abandoned, earthquakes and plunderers have taken their tole on the Beautiful 
  Gate, and now it is a broken shadow of its former self. 
   
  62. Haunted Tower 
  The Griffins and Scorned Brethren (see area 63 below) leave 
  the tower alone because it is haunted by the Ghost of the 
  Lowpriest Agaran who died during the plague that consumed 
  so many in the Chantry.  
   
  The tower is three stories, with a staircase winding around the 
  inside walls.  
   
  The Ghost generally stays in the ruins of the chamber at the 
  top of the tower. The Ghost will try to possess a PC, a cleric 
  if possible, then a fighter, then any available class, preferring 
  dwarves, gnomes, then humans. Elves and halflings will be 
  the last resort. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If Agaran manages to possess a PC, he will attempt to gain 
  access to the Chantry, first through the Beautiful Gate, then 
  through the Double Tower, and finally through the King’s 
  Gate (if necessary).  
   
  He will make as straight a line as he can for the High Priest 
  (E15), to seek absolution.  
   
  When the spirit of Agaran comes into the presence of the High 
  Priest, recognizes that the High Priest has become corrupted, 
  Agaran will fly into a rage and the possessed PC will have to 
  make a WISDOM check (roll WIS or less on 4d6) or become 
  insane (beserker rage). 
   
  
  The Chantry of the Deepflame 
   
  91 
   
   
   
  63. Sanctuary of the Setting Sun 
  Once a grand cathedral, much of the roof and upper walls have 
  fallen in. A nest of Griffins have been lairing in the ruins of 
  the first floor.  
   
  There are 12 Griffins here and 4 eggs in the nest. The adult 
  Griffins will defend the nest to the death.  
   
  Among the remains of their victims can be found:  
  • 
  5120 sp 
  • 
  Potion of Herism  
  • 
  Potion of Invisibility 
  • 
  Potion of Fire Resistance 
  • 
  Map to Mystigar’s Treasure: outdoors, 29 miles distant 
  and is secreted in a town. (4000 copper pieces, 3000 sil-
  ver pieces, 28000 electrum pieces, 3000 gold pieces, 
  Sword +1, Cursed, Shield -1, missile attractor, Battle Axe 
  +3, Scroll of Protection - Undead - Wights, Axe +4, 
  Bronze Plate Mail +2) 
   
  At the back of the Sanctuary was a massive double gilded 
  door, each 10’ wide and 18’ high. The doors have been ripped 
  from their hinges and the gilding has been stripped from the 
  doors. 
   
  4-24 Scorned Brethren live in the ruins of the second story.  
   
  • 
  If the party engages the Griffins, the Brethren will watch 
  with interest.  
  • 
  If it appears that the PCs might push on deeper into the 
  Beautiful Gate 1d8 of them will try to slip through the 
  broken doorway so they can warn their people of a pos-
  sible invasion (areas 66-75).  
  • 
  They will not engage the PCs but will flee, trying to hide 
  amid the rubble. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  64. Hall of Radiance 
  The walls and ceiling of this huge hall were once covered in 
  mosaics depicting processions of dwarves entering the depths 
  of the earth, and some sense of this can still be seen if studied. 
  Many tiles have been pulled down and broken, stripped of 
  precious metals and gemstones that once decorated these tiles 
  but enough remain to get the gist of the imagry.  
   
  The ceiling height here is 60’.  
   
  • 
  The three hallways to the east all lead to area 65, but only 
  the center hallway is safe to travel. The Scorned Brethren 
  use this hallway only when travelling through the Halls.  
  • 
  The ceiling height in these hallways is 25’ feet.   
  • 
  The northern hallway (area a) is extremely unstable and 
  for each PC who travels each 10’ of the corridor there is 
  a cumulative 10% chance of a cave in. PCs caught in a 
  cave in make a DEXTERITY check (DEX or less on 
  4d6) to avoid the cave in. Buried characters take 2d6 
  damage per round (save vs petrification for half dam-
  age). Buried characters can be dug out in 4d4 rounds (4-
  16). A cave-in fills the entire cavern.  
  • 
  The southern hallway (area b) is stable, but the ceiling is 
  covered (from about 10’ from the west entrance com-
  pletely to the east entrance) in Black Oozing Death 
  which will drop on the party when most or all of them 
  are under it. 
   
  65. Hall of the Saints 
  This enormous hall is filled with statues (and the ruins of stat-
  ues), all of them dwarven. The detail on the statues is incred-
  ibly life-like. Most of the statues depict what appear to be ei-
  ther warriors or priest-types.  
   
  If counted, there are 243 statues here. They don’t seem to be 
  arranged in any particular order (though they are, or were, 
  when first placed here - many have been moved by tomb raid-
  ers and earthquakes over the years). The ceiling height here is 
  45’. 
   
  The center of the eastern wall and part of the ceiling above 
  has collapsed, leaving rubble strewn about the floor. The tun-
  nel exiting the hall to the east is small, about 10” wide and 
  12” high, is located about 7’ above the floor level. Treat it as 
  a CONCEALED DOOR, found if actively searched for, but 
  not obvious on a casual overview of the wall.  
   
  Posted just inside the tunnel exit are two Scorned Brethren 
  who will flee down the tunnel to warn their people if the PCs 
  discover the tunnel. 
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  92  
   
   
   
  Tunnels of the Scorned Brethren 
   
  While the Scorned Brethren warren isn’t necessarily intended to be visited by the party, players are unpredictable, so some details 
  follow. This area is dimly lit by phosphorescent moss and lichen, normal vision to 30’. 
   
  Notes on the map: most of the warrens are above the ruins of the main tunnel. Dashed lines are used to represent warren tunnels 
  that are over the main passage. In the area just left of the number 2 on the map, however, the dashed lines represent a warren 
  tunnel that goes under a warren chamber. 
   
  The ceiling in the ruined main corridor is about 30’. Ledges in area _____ are about 20’ from the floor and are used for the 
  Scorned Brethren to observe the party and to defend their lair. There are 74 Scorned Brethren in this lair, an elder Scorned 
  Brethren, 54 rats, 17 giant rats and a wererat. 
   
  Note that the Scorned Brethren typically do not fight to the death, even to defend their warren. They are much more likely to run 
  away. The corridors of the Scorned Brethren warren are about 15” in diameter (varying between 10”-22”) unless otherwise noted 
  and the chambers are generally about 24"-30" in height (unless otherwise noted).  
   
  66. Scorned Brethren Vandalism 
  The pool here is sulfurous and very cloudy. The water is 60 
  feet deep, but normal vision in the water is only 5’. 
   
  The pool radiates strong evil and magic because at the bottom 
  of the pool is a magically cursed dagger, Darron’s Blade. 
   
  67. Guardroom 
  Inside the cave are always 9 Scorned Brethren guards (hp 3 
  each) and 0-3 giant rats (1d4-1, hp1 each).   
   
  The Brethren in this chamber are hyper-vigilant.  
   
  If invaded, eight of the Brethren, along with any giant rats, 
  will attempt to delay the invaders while a single Scorned 
  Brethren will attempt to run off and warn the rest of the com-
  plex. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  68. Throne Room 
  Here the Scorned Brethren Elder, Direarn* (hp4), rules his 
  clan on a tiny carved bone throne.  
   
  Beside the Elder is the Wererat Advisor, Gramil Filian*, 5th 
  level Illusionist who was infected with lycanthropy several 
  hundred years ago(Wererat Illusionist: AC 6; MV 120’; I5; hp 
  13; THAC0 16; #AT 1; D 1-8 or by wpn; SA Surprise on 1-
  4; SD +1 or silver wpn to-hit; SZ S~M; Int Very; AL LE; XP 
  195?? [NOTE: I figured 90 base (lvl 5) +5/hp + 40 for special 
  ability - being a wererat/hit by silver or +1].)  
   
  The Wererat wears an amulet (demonic visage in wrought 
  gold, the very amulet the Shadow Fiend in the Honored Guest 
  area is seeking), has a tiny Dagger +2 and wears a Ring of 
  Shrinking which allows him, and items “on his person,” to 
  shrink down to ¼ size – in his case 16” tall and carries travel-
  ing spell books. Gramil has been the advisor to the Elder, 
  Direarn, since long before the Chantry fell.  
   
  His spells are: 
  First Level: Color Spray, Detect Invisibility, Hypnotism, 
  Phantasmal Force 
  Second Level: Detect Magic, Improved Phantasmal 
  Force 
  Third Level: Continual Darkness 
   
  Gramil has a secret stash of treasure in the Garden of the Night 
  (High Priest’s Level, area 24G) that he would like to recover 
  and leave the service of the Scorned Brethren, which has be-
  gun to chafe.  
   
  It is Gramil who will push the Elder to send the PCs into the 
  High Priest’s level.   
   
  There are always 3-36 Scorned Brethren, 2-16 rats and 1-6 
  giant rats in the throne room with the Elder and the Wererat.  
   
   
   
  
  The Chantry of the Deepflame 
   
  93 
   
   
   
   
  69. Rat Warren 
  This filthy, disgusting place is cluttered with garbage and of-
  fal.  
   
  If non-Brethren enter this area, a general alarm will be raised 
  by the first rat they encounter (3-6 chance every round in these 
  warrens) which will bring the entire population of rats to the 
  warren (normal and giant) to attack the intruders (there are 43 
  Rats and 22 Giant Rats in these warrens).  
   
  The tunnels here are slightly larger than in most of the 
  Scorned Brethren warren, being a full 30" in height and about 
  24" in width. In this warren, the rats will fight to the death.  
   
  This area has become the dump for the Scorned Brethrens’ 
  waste. In the central chamber there is a pit, 3’ across and falls 
  32’ into a small stream. The rats push anything they don’t 
  want into this pit where it washes downstream.  
   
  A search of the central chamber could reveal chain+1, long-
  sword +1, shortsword +1, 351 sp, 14 gp, arrowheads, spear 
  heads, daggers, swords, bits of chainmail, helmets, etc. 
   
  70. Truth Seeker’s Cave 
  This cavern (8' ceiling) is bloody and fetid. The opening into 
  the Ruined Hallway is about 8’ above the hallway floor. The 
  Scorned Brethren use ropes and chains to haul victims up to 
  this chamber from the main hallway to torment.  
   
  If they capture a goblin or bugbear, they will likely torture it.  
   
  There are usually 4 Scorned Brethren here, along with a 
  grizzled and scarred old Scorned Brother called the Truth 
  Seeker*. He is +1 to hit and does 1d4+2 hp damage. The 
  Truth Seeker has an intuitive understanding of physiology and 
  can find the most vulnerable (and/or the most painful) points 
  on any being encountered.  
   
  Buzzing around this chamber are hundreds of bees and in the 
  center of the chamber is a hollowed out stone column which 
  is the hive of the Sacred Bees of Wisdom.  
   
  These bees, and the column, are magical (the bees are from 
  the fairy lands). The combination of magical energies within 
  the bees and the column gives the honey that the bees produce 
  a magical quality as well: anyone who consumes the honey (a 
  mouthful) gains 2d6 Wisdom points for 1d10 rounds. If re-
  moved from the hive, the honey will retain its efficacy for 1d3 
  days, after which it becomes poisonous (save vs. poison or 
  become unconscious for 1d10 rounds and lose 2d6 points of 
  Wisdom for 1d10 hours). 
  71. Trophy Room 
  This chamber soars at 6' in height. 12 Scorned Brethren (2 
  hp each) and 1-10 rats are always present.  
   
  Lining the walls and filling the room are the trophies of the 
  Scorned Brethrens’ conquests. There are skulls from goblin-
  kin of all kind, an ogre and a True Giant.  
   
  There are a couple of weapons here (a normal war hammer, a 
  normal sword, a shortsword +2 and a helm of telepathy) and 
  13 ornamental gemstones (GM choice – base 10gp value 
  each) and 2 small purple amethysts (base 100gp value each). 
   
  72. Common Room 
  There are 4-48 Scorned Brethren, 1-12 rats, 1-6 Giant Rats 
  are typically here bickering, grooming, sleeping, eating, etc.  
   
  73. Cave of Watching 
  Two Scorned Brethren are always posted here in this small 
  cave that overlooks area 23.  
   
  The opening looking down into area 23 is very small, only 
  about 6” in diameter and is about 12’ from floor level.   
   
  The Scorned Brethren will flee to the throne room if threat-
  ened. 
   
  74. Choke Point 
  The walls here have crumbled, nearly filling the hallway with 
  rubble.  
   
  A very narrow passage cuts through the rubble, only about a 
  foot wide.  
   
  The Scorned Brethren sometimes ambush goblins here, when 
  the Goblins have crawled through the tunnel that connects 
  area 75 and area 18. 
   
  75. Chantry Tunnel 
  A narrow (2’ in diameter) and convoluted tunnel leads 
  through the rubble to the Chantry proper. 
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  94  
   
   
   
   
   
  The Grand Staircase Key 
  (Area C) 
   
  General Description: 
  The Grand Staircase, or the Grand Spiral, 
  rises through solid rock 210’, with the 
  vaulted ceiling of this grand chamber a full 
  280’ above the floor.  
   
  The Grand Staircase winds clockwise (begin-
  ning just to the le2ft of the archway at area 
  B13 and ending on the landing at area E1) up-
  wardly around this 110’ diameter circular 
  chamber for about 10 total turns (about 1,000 
  total steps).  
   
  Each step is 10’ wide, 6’ deep at the widest 
  radius and about 5’ deep at the narrow radius. 
  The rise of each step is only about 2 inches, 
  making the Grand Spiral almost a ramp rather 
  than a staircase.  
   
  If the Deepflame hasn’t been activated, the 
  entire chamber is dark.   
   
  The goblin guard - see below and area B13 & 
  14 for more information - watches in com-
  plete darkness, so the only potential light 
  sources for this huge chamber are whatever 
  invaders bring.  
   
  Every one of the 1,000 steps is etched with 
  different runes and images, symbolically ris-
  ing from the Dwarven depiction of Hell, 
  through the deeps of the world, through a 
  fairy-land and ascending to a Dwarven repre-
  sentation of Heaven which appears in colored 
  mosaic tiles on the vaulted ceiling at the 
  height of the chamber.  
   
  The walls and steps are gold veined white 
  marble.  
   
   
   
   
  
  The Chantry of the Deepflame 
   
  95 
   
   
   
  Features: 
  After one and a quarter turns is the Goblin Guard Post landing 
  (Area B14) where Dancing Gerash watches the darkness 
  above.  
   
  After about 5 turns, on the East Side is a one-way secret door 
  that only opens from the other side, that is from the quarters 
  of the Brethren of Hospitality in the Sanctuary of Honored 
  Guests (area F2b).  
   
  After 7 Turns, on the West Side, is the landing and entrance 
  to the Dormitory of the Cloistered Brethren (Area D). 
   
  Finally, at the top (10th turn) is the entrance to the Sanctum of 
  the High Priest (Area E1). 
   
  The Deepflame:  
  The Deepflame is an enormous sculpture rising in the middle 
  of this chamber a full 280’ from floor to ceiling.  
   
  The sculpture is a bit abstract: impossibly thin stone flutes 
  twist and rise in imitation of flames, stretched out, writhing 
  toward the ceiling.  
   
  At 70’ intervals (that is, at 70’, 140’ and 210’) are spheres of 
  black stone, about 6’ in diameter, hanging suspended by im-
  possibly thin stone supports.  
   
  When the Deepflame is inactive, the entire chamber is 
  cloaked in a magical darkness.  
   
  When the Deepflame is activated, the “flames” burn with a 
  white/blue light, bright as mid-day sunlight while the Spheres 
  burn with a deep purple light. When different powers of the 
  Deepflame are invoked, the spheres and the flames change 
  colors. 
   
  Traps:  
  The stairs are trapped. The 20 steps on the West side of every 
  even turn (see shaded area on Grand Staircase Map) of the 
  spiral stairs is a magical trap (and can be detected as such).  
   
  If any being steps on any of these steps unaccompanied by 
  someone possessing Dwarf blood, the section will collapse - 
  but there is a delay. The trap springs when the the lead unac-
  companied person reaches the 20th step. A person is consid-
  ered “accompanied” if he or she is within 20 steps of the 
  Dwarf blood.  
   
  Simple ways to avoid these traps are: levitate or fly up the 
  shaft, walk up the Grand Spiral with a Dwarf, carry some 
  Dwarf blood (any amount, even some splashed on a shield, 
  etc) as it doesn’t have to be “living” blood (one of the limits 
  of this type of magic), or skip the 20th step in the section, 
  though the 20th step of each trapped section is not marked in 
  any special way (it could be determined by a vertical inspec-
  tion of the missing sections - see below - or by the use of de-
  tect magic/detect traps).  
   
  NOTE: when a trap is triggered, a gap of about 110’ is created 
  in the Grand Staircase, anyone caught on those steps plum-
  mets to their doom.   
   
  Two traps have been triggered already: 
  Turn 2 and 4, so there are TWO remaining traps, turns 6 and 
  8, as the Grand Spiral ends on Turn 10 at the landing of the 
  Sanctum of the High Priest (E1). 
   
  Broken Sections:  
  The goblins, generations ago, sent a squad of warriors up the 
  Grand Spiral, setting off the trap on the second turn, just 
  above the Guard landing (B14), killing the 35-member goblin 
  squad and a dozen or more below.  
   
  Until the Godking showed up, the upper levels were consid-
  ered taboo, an evil place that the goblins wouldn’t ever dare 
  go. The Godking, curious as to what was lurking in the shad-
  owy places above his kingdom, forced slaves and goblins 
  alike to erect a bridge across the gap created by the first trap 
  and sent a troop up the Grand Spiral. At the fourth turn, the 
  troop triggered the second trap and collapsed the section of 
  stairs, destroying the makeshift bridge below, and killing an-
  other group of goblins.  
   
  Frustrated, the Godking levitated 
  another small group of goblin 
  warriors up to the landing (area 
  E1 of the Sanctum of the High 
  Priest) where they were slaugh-
  tered by the guardians and traps 
  that the entrance to that area held. 
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  96  
   
   
   
  The Dormitory of the  
  Cloistered Brethren 
  Chantry Level Two 
  Plague-Sealed Level 
  (Area D) 
   
  When the plague struck the Chantry, 
  many of the Cloistered Brethren died in 
  their cells.  The High Priest ordered the 
  level of the brothers to be guarded against 
  the rise of undead and, when most of the 
  brethren had died, the level was sealed 
  and warded.   
   
  In the eons since the fall of the Chantry, 
  the wards and seals have held and no mor-
  tal being has breached the level (though 
  some creatures live therein, see be-
  low).  The magics that seal the level pre-
  vent the undead from leaving through any 
  but the main exit, which is sealed, warded 
  and trapped against. 
   
  Most of this level is given over to the in-
  dividual cells for the brothers of the Chan-
  try. Of the 130 or so numbered locations 
  on this level, most of them are nearly 
  identical (brothers’ cells) differentiated 
  primarily by their state of disrepair and, 
  possibly, by the creatures in them.  
   
  There are a few special locations on this 
  level:  
  • 
  The Haven of Peace (the entry way) 
  • 
  The Brothers’ Chapel 
  • 
  The Library 
  • 
  The Well 
  • 
  The Rift 
   
  The water table has shifted, and this level 
  is very wet. A lot of mold, slime and fun-
  gus grows on this level which has drawn 
  a number of giant insects (cave crickets 
  and giant centipedes) which have, in turn, 
  drawn a number of giant spiders to the 
  level.   
   
  These creatures and the undead have a 
  natural ambivalence toward one another, 
  being neither enemies nor allies, though if 
  the undead engage in melee with the party 
  it is 30% per round likely to draw giant 
  spiders, and vice versa. 
   
   
   
  
  The Chantry of the Deepflame 
   
  97 
   
   
   
  Years ago, an earthquake rocked the region and collapsed 
  parts of this level, including opening a huge crevasse in the 
  northern section of the level.  
   
  Corridors and chambers are littered with rubble.  
   
  Describing the Rooms 
  • 
  On the map, if rubble crosses a corridor, it is considered 
  impassable (the corridor where the water runs just north 
  of area 42 for example). Perceptive PCs may seek (and, 
  in area 42, find) ways to dig through the rubble to gain 
  access to the buried areas, but the mechanics for such will 
  generally be up to the GM (unless otherwise noted). 
   
  • 
  Every room has moldy and ruined items in it, the GM is 
  free to describe the mundane (and destroyed) contents of 
  such rooms as desired beyond what is given.  The room 
  descriptions will contain any significant items (even if 
  destroyed by mold and fungus) and any treasure and use-
  ful items that may be found in these rooms.   
   
  • 
  The ceilings of the rooms and chambers are about ten feet 
  unless otherwise noted. 
   
  • 
  Most of the rooms on this level are devoted to the sleep-
  ing chambers of the dwarven brotherhood. There were 
  about 180 such chambers in the heyday of the Chantry, 
  before the plague and before the earthquake that de-
  stroyed parts of the chantry. All rooms marked Cell will 
  be the same basic description: 
   
  • 
  “A 20’x20’ room with 4 stone slab beds, 4 intricately 
  carved stone desks and four stone chairs. Niches cut into 
  the walls contain various mundane items.” 
   
  • 
  Individual room descriptions will have any additional in-
  formation on contents or particular condition of the indi-
  cated room. The GM is free to decide what the value of 
  any of the mundane items in the rooms might be. 
   
  • 
  In addition, many of the rooms have been used as make-
  shift graves after the plague, so evidence of dwarven bur-
  ial rites is throughout this level.   
   
  • 
  Remember, most dwarves who die become earthly un-
  dead so this level is filled with zombies, ghouls, ghasts 
  and the like and will be very, very dangerous for the 
  party. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounters: Areas 1-62  
  North and East of the Crevice 
  2d6 
  Result 
  2 
  Pack of Rats 
  3-4 
  Cave Crickets 
  5-6 
  Giant Centipedes 
  7-8 
  Spider (from area 21 or 60, 50% chance each) 
  9 
  Ghoul 
  10 
  Ghast 
  11 
  Giant Lizard 
  12 
  Special (GM creativity or two rolls on table) 
   
   
   
  Encounters: Areas 65-133 
  West and South of the Crevice 
  2d8 
  Result 
  2-3 
  Pack of Rats 
  4-5 
  Giant Centipedes 
  6-7 
  Cave Crickets 
  8-9 
  Spider (from area 73 or 75, 50% chance each) 
  10-11 
  Ghoul 
  12-13 
  Ghast 
  14-15 
  Giant Lizard 
  16 
  Special (GM creativity, or two rolls on table) 
   
    
   
   
  
  The Chantry of the Deepflame 
   
  98 
   
   
   
  1. Outer Entrance 
  The Stairway from Level 1, Room 13, Spirals upward, clock-
  wise, around this chamber, rising to the landing on the south-
  west end of the landing.  
   
  A heavy, 3’ high stone balustrade runs the course of the land-
  ing, broken in many places. The wide stairs continue upward 
  clockwise, from the northeast edge of the landing. 
   
  Two massive (10’ wide, 18’ high each) doors are set into the 
  Western wall of the landing. They have bas relief panels de-
  picting a variety of dwarven mythological moments and 2’ 
  diameter iron pulls centered at human waist level on each 
  door.  
   
  The doors, which swing outward, are locked and magically 
  sealed.  
   
  To the right of the door is a triangular shaped rune that if 
  touched will ring a bell in chamber 51, the Gatekeeper’s 
  Chamber. 
   
  SEAL: the doors are sealed with the signet of the High Priest 
  and Wizard Locked.  In the center of the doors, about 4’ above 
  the floor, is a large blob of bronze into which is pressed the 
  image of the High Priest. The High Priest’s amulet (Talisman 
  of the High Priest) can be used to unlock and unseal the door 
  if the proper command is spoken and the proper ritual is fol-
  lowed.  The command is “release” (in dwarven) and the amu-
  let has to be pressed into the seal-shaped indentation, a dispel 
  magic spell (any level caster) cast on the door, then the amulet 
  turned clockwise (the only way it will turn).  The door will be 
  unlocked and the wizard lock and the magical ward will be 
  dispelled from the door. 
   
  Other Methods of bypassing the ward include:  
  • 
  a knock spell – at 10th level or better 
  • 
  26+ combined strength 
  • 
  60 hp damage. 
   
  If the amulet is not used, a magical ward will be set off when 
  the door opening is attempted.  It explodes in magical energy 
  outward, encapsulating the entire landing in blue light.   
   
  All who are on the landing, or within 20’ above it, save vs. 
  magic at -3.  Success means stunned for 1d3 rounds.  Failed 
  save means captured in a stasis field for 3d4 turns, unable to 
  move, speak, etc.  PCs who fail the save will be unconscious 
  for the duration of the “stasis” and the field captures all for 
  the same duration (that is, do not roll 3d4 for each PC, but for 
  the entire affected party).  
   
  In addition, if the amulet is not used, a huge stone block (with 
  a rune carved on the bottom side – see 2b below) slams down, 
  sealing off the level permanently (unless the PCs have a way 
  through 20’ of solid stone) and triggers the INNER WARD 
  (see below), against the undead in the level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INNER WARD: If the outer seal is breached without using 
  the amulet, the magic of the level triggers an inner ward which 
  creates a protection from evil area in this first room.   
   
  Any evil creatures in the room when the inner ward is trig-
  gered must save vs. spells (or other appropriate save – no evil 
  creature is immune) or be destroyed, dispelled or sent to the 
  negative material plane. Once the ward is triggered, all evil 
  creatures (all undead, for example) will avoid the room at all 
  costs. They cannot be forced, cornered or tricked into the 
  room.  
   
  The magical ward prevents them from entering (it is as if an 
  invisible wall covers the doorways), thus creating a “safe ha-
  ven” in this room for PCs and preventing the undead from 
  exiting level.  
   
  Along with the huge stone blocking the doorway, this was the 
  High Priest’s failsafe for the level.  
   
  The magical ward becomes unstable after two weeks, how-
  ever, and has a cumulative 5% chance per week thereafter of 
  failing (unlike the ward on the High Priest’s level, which is 
  tied to an artifact, this was triggered by a powerful rune carved 
  into the stone). 
   
  
  The Chantry of the Deepflame 
   
  99 
   
   
   
  2. Haven of Peace: Entry 
  The plastered walls of this large room are painted with scenes 
  of the Dwarven afterlife. Every scene flows into the next in 
  an endless story of the journey of life and death and eternal 
  life (whatever that looks like in the GM’s campaign). 
   
  A. This large alcove has frescoes of the height (or depth) of 
  Dwarven afterlife (“the throne room of the dwarven god” or 
  some such).  
   
  • 
  A small stone altar table stands here with two silver can-
  dlesticks (worth 50sp each). Ancient dwarven runes have 
  been carved into the altar table and into the frescoes here, 
  deftly incorporated into the images in such a way as to 
  seem to be a part of the frescoes themselves. Observant 
  characters will note that these runes don’t appear else-
  where in the room.  
   
  The runes are the prayers of the dying dwarves in the time 
  of the plague, carved in their last days as a petition for 
  salvation. The dialect is old, so anyone able to read mod-
  ern dwarven only has a 60% chance of accurately trans-
  lating any individual rune, though the general gist of the 
  runes will be evident.  If the runes are studied for a turn 
  by someone who can read them, they will read several 
  prayers calling for the “power of the Deep Flame” and 
  the “Lord of the Fire Crown” to bring healing and release 
  them from their suffering. 
   
  B. This is the only access to the main level. If the outer ward 
  has been breached (see area one), then a large 10’x10’ slab of 
  stone has crashed down, sealing off this room. If that is the 
  case, it appears that there are no exits to this room (that is, 
  beyond the huge sealed doors is a single chamber). Perceptive 
  PCs will note that the frescoes on this slab are of a slightly 
  different coloration compared to the walls to either side (de-
  tect as secret door). 
   
  If the outer ward has not been breached (the PCs used the am-
  ulet to gain access to this level), then the hallway to the north 
  is open and the ceiling (12’ above) is carved in a giant rune 
  (the High Priest’s rune). 
   
  3. Cell 
  The furniture in the room appears completely undisturbed, as 
  if the beds were made yesterday. Only a thin layer of dust be-
  trays the long centuries of disuse. 
   
  In the niches in the walls of this room are:  
  • 
  a broken flute 
  • 
  a corroded bronze candle snuffer 
  • 
  charcoal 
  • 
  a yellow coat with a torn brown leather belt 
  • 
  a ruined brown jerkin 
  • 
  moldy black trousers 
  • 
  torn black leggings  
  4. Cell 
  Webs cover the walls and floor of this chamber.  
   
  The furniture is overturned and broken, covered in (spider) 
  offal.  
   
  The floor is littered with the husks of rats and centipedes, as 
  well as a few giant lizards.  
   
  The niches contain: 
  • 
  a ruined heavy rusted warhammer 
  • 
  a corroded brass bowl 
  • 
  jar of lantern oil 
  • 
  a corroded brass small bell 
  • 
  a bent bronze kettle 
  • 
  a grey canvass bag containing 6gp and 613cp 
   
  5. Cell 
  Rubble piles the floor here from the ceiling partly collapsing.  
   
  Most of the furniture has also been broken (two chairs, one 
  desk and one bed are still serviceable).  
   
  Hiding amid the rubble is a Ghoul which will leap out (gain-
  ing surprise) after the first creature has entered the cell. 
   
  Scattered around the room are: 
  • 
  a small rusty metal mirror 
  • 
  some piles of guano 
  • 
  some rat tracks in various spots 
  • 
  a spool of orange thread (70 feet long) 
  • 
  a tinderbox with 9 sp hidden under the tinder 
  • 
  a jar of lantern oil  
   
  6. Penitent Acolytes’ Room 
  This is one of the few rooms on the level with a (stone) door 
  that locks (the key can be found in room 35) though it is not 
  presently closed or locked.  
   
  It is bereft of furniture.  
   
  The walls are carved from floor to about 5’ height with an-
  cient dwarven runes. Those who read modern dwarvish have 
  a 60% chance of determining the general sense of the runes, 
  which is that of penitence and seeking forgiveness.  
   
  There are faint stains on the floor.  
   
  Undead on this level are reluctant to enter this room, remem-
  bering their fear of it in life, so locking themselves in this 
  room will afford invaders some protection from the dangers 
  of this level (but the door would have to be locked - simply 
  closing the door is not enough to deter the creatures of this 
  level). 
   
  
  The Chantry of the Deepflame 
   
  100 
   
   
   
  7. Senior Acolyte Chamber  
  This room contains a single bed, a desk covered in wax blobs 
  from white candles, and a chair.  
   
  This cell is much smaller than the typical cell on this level.  
   
  In the center of the room is a huge pile of bones (dwarven) 
  that have been gnawed on.  
   
  Beneath the pile of bones is studded leather armor in usable 
  condition.  
   
  In the niches in the wall are:  
  • 
  an iron hand saw 
  • 
  a red cushion (secreted in the pillow are 2 pp and 2 gp) 
  • 
  a spherical glass bottle of perfume 
  • 
  a wooden club (dry rotted) 
  • 
  a rusty metal pliers 
   
  8. Garderobe 
  A small shelf with five holes that drop five-hundreed feet to a 
  swift moving stream.  
   
  The holes are about 2’ in diameter each and a desperate being 
  could easily slide down them to the stream below (taking only 
  1d6 hp damage per hundred feet of slowed descent).  
   
  The water below is dangerously cold, however, doing 1d6 hp 
  of damage per round. The stream at times narrows to inches 
  in its travel through the deeps. 
   
  9. Rubble 
  Debris nearly blocks the corridor here, making access to 7, 10 
  & 11 difficult, but not impossible.  
   
  12 Giant Centipedes nest in the rubble in this junction and 
  will swarm to attack. 
   
  10. Cell 
   A fine layer of dust covers everything in this cell, but it was 
  unused even in the heyday of the Chantry. 
   
  11. Cell  
  The Northwestern wall has collapsed inward here.  
   
  All the furniture lies in heaped piles in this room.  
   
  Among the piles of stones are:  
  • 
  small iron bound wooden chest (detect as secret door) 
  containing 88 sp, 8242 cp, 3 violet agates (20gp each) 
  • 
  a wooden dish 
  • 
  a ruined brass goblet 
  • 
  a clay smoking pipe. 
  12. Cell 
  The western and part of the southern wall have collapsed in 
  this cell as has most of the ceiling.  
   
  Two beds and one chair remain unbroken on the eastern side 
  of the room.  
   
  Among the rubble can be found: 
  • 
  11 ruined scrolls 
  • 
  rags 
  • 
  dwarf sized rusted plate mail armor 
  • 
  hanging above one of the beds on the east wall is small 
  polished iron mirror 
   
  13. Cell 
  A small bit of the ceiling has collapsed in the NW corner of 
  this room. 
   
  Bits of rock and rubble are on two beds, two desks and a chair, 
  but all the furniture is intact.  
   
  In the niches of this room can be found: 
  • 
  one leather boot 
  • 
  bits of bones and teeth 
  • 
  a small needlepoint loop 
  • 
  a ruined brass tankard 
  • 
  a pick handle 
  • 
  a tinderbox 
  • 
  goblin bones 
  • 
  6 pieces of burnt parchment 
   
  14. Cell 
  The east wall has completely collapsed when the roof of the 
  room to the east fell in, but most of this room is intact, includ-
  ing all the furniture.  
   
  In the niches in the southern wall can be found: 
  • 
  a rusty iron dipper 
  • 
  a copper hammer head 
  • 
  30 feet of moldering twine 
  • 
  an ashwood comb 
  • 
  a splendid elven tree-patterned jacket on a fine green 
  leather, sized for a dwarf 
  • 
  a battered sword with a tanned leather scabbard 
  • 
  a whetstone  
  • 
  a flask of polishing oil 
   
   
   
  
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  101 
   
   
   
  15. Cell 
  A sinkhole has collapsed in the western side of the room, tak-
  ing with it one bed and teetering one desk and another on the 
  edge of the sinkhole. Rat droppings cover the floor here.  
   
  The niches of this room have been ransacked carelessly; all 
  the items strewn about the floor. These include: 
  • 
  chiseled drawings of geometric shapes on small marble 
  chits 
  • 
  10 bronze tacks 
  • 
  bronze tweezers 
  • 
  a gold spoon worth 75 sp 
  • 
  s rat skull 
  • 
  a corroded iron bowl 
  • 
  a basket with a skull of a human inside it 
  • 
  a ruined bronze brazier  
  • 
  a small ivory comb (worth 100 gp) 
   
  Someone chiseled constellations on the west wall and part of 
  the ceiling. The geometric shapes (scattered about the dlor, 
  there are exactly 50 of them) can be lined up in the patterns of 
  the constellations to create spell-like effects.  
   
  This power only works in this room, but the spell effects last 
  for normal duration. 
   
  A random arrangement of the tiles has a 5% per intelligence 
  point of the arranger (or average of the arrangers) to produce 
  the following effects (suggestions): 
   
   
  1 
  2 
  3 
  4 
  1 
  Bless 
  Detect Evil 
  Create Food 
  & Water 
  Haste 
  2 
  Protection 
  from Evil 
  Detect In-
  visibility 
  Cure Blind-
  ness 
  Darkvision 
  3 
  Remove Fear 
  ESP 
  Cure Disease 
  Slow 
  4 
  Resist Cold 
  Invisibility 
  Dispel 
  Magic 
  Non-Detection 
  5 
  Slow Poison 
  Levitate 
  Remove 
  Curse 
  Spectral Force 
  6 
  Speak with 
  Animals 
  Mirror Im-
  age 
  Cure Serious 
  Wounds 
  Atonement 
  7 
  Locate Ani-
  mals 
  Strength 
  Divination 
  Cure Critical 
  Wounds 
  8 
  Predict 
  Weather 
  Change 
  Self 
  Tongues 
  Raise Dead 
  9 
  Locate Plants 
  Detect Illu-
  sion 
  Protection 
  from Fire 
  Contact Other 
  Plane 
  10 
  Comprehend 
  Languages 
  Gaze Re-
  flection 
  Water 
  Breathing 
  Projected Im-
  age 
  11 
  Enlarge 
  Hypnotism 
  Clairaudi-
  ence 
  Shadow Magic 
  12 
  Read Magic 
  Phantasmal 
  Force 
  Clairvoyance 
  Alter Reality 
   
   
   
   
   
   
   
  16. Cell 
  The rubble pile in the area outside the doorway of this cell is 
  in a pile partly blocking this doorway.  
   
  Climbing or clearing the rubble pile will disturb a Yellow 
  Mold that has grown beneath the rubble (not apparent unless 
  a very thorough search is made). 
   
  Inside, the room is fully intact. Indeed, the room seems com-
  pletely untouched by time, except for a very thin layer of dust 
  over everything.  
   
  The niches on the walls are bereft of anything valuable, alt-
  hough there are a number of small clay pots and jars (empty) 
  neatly lining them. 
   
  17. Cell 
  Most of the furniture in this room has been destroyed. Atop 
  the pile of rubble from the partially collapsed ceiling near the 
  center of the room is a Ghast. 
   
  Jumbled about the room amid the rubble can be found:  
  • 
  a maple handled hairbrush 
  • 
  a corroded bronze branding iron 
  • 
  a jar of lantern oil 
  • 
  a corroded sword blade 
  • 
  8 yellow candles 
  • 
  a brown canvas rucksack containing: 1pp, 117sp, 160cp 
  is under one of the beds. 
   
  18. Inaccessible Cells/Rat Lair  
  Access to these cells is difficult as the doorways are com-
  pletely blocked by rubble.  
   
  If the party spends the time and effort to clear away the rubble, 
  they will find very damaged cells. The furniture is broken and 
  rubble piles litter the floor which is cracked and uneven.  
   
  In one of the places where the floor has cracked in the right 
  cell, however, the party could find a small sack of gems that 
  was hidden here containing a spinel (100 sp), a jade (100 sp), 
  an eye agate (10 sp), a topaz (500 sp), a garnet (100 sp) and a 
  pearl (100 sp).   
   
  The left cell has 67 sp scattered throughout.  
   
  The two cells serve as a rat lair for 112 Rats. 
   
   
   
  
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  102 
   
   
   
  19. Cell  
  Everything in this cell has been rat chewed and has rat drop-
  pings covering it. The furniture is broken and dirty. There is 
  nothing of use here.  
   
  A small hole in the north wall leads to the rat lair in the cell 
  to the north. 
   
  20. Webbed Corridor 
  Spider webs hang throughout this corridor junction and into 
  the corridors radiating to the north, east and west.  
   
  21. Cell 
  This cell is completely covered in spider webs.  
   
  Dwelling here is a Giant Greyback Spider.  
   
  Buried beneath thousands of rat and centipede bones and 
  webs and waste are the following:  
  • 
  94gp 
  • 
  148sp 
  • 
  2640cp 
  • 
  a Deep Blue Spinel (70gp) 
  • 
  two Alexandrite (40gp each). 
   
  22. Cell 
  This cell is covered in webs.  
   
  The furniture was once piled up against the doorway. Some-
  thing powerful pushed its way through the barricade.  
   
  The floor has dark stains on it.  
   
  23. Cell 
  The walls here are crumbling and water is flowing freely un-
  der the wall from east to west and out toward the crevasse (at 
  63).  
   
  The air smells acidic here and the floor has a greenish slime 
  covering it (which is harmless).  
   
  In the water is a rusty pail, some rusty pliers (unusable) and 2 
  cp (completely covered in slime and hard to see).  
   
  Beneath the pail, covered in slime, is a black canvas bag con-
  taining 5gp, 9ep, 3sp and 190cp. 
   
   
   
   
  24. Cell  
  Water covers the floor to depth of 2 inches and stains the walls 
  and furniture 6-12 inches higher with algae and black mold. 
  The water flows from the north through the doorway and un-
  der the north wall (in broken places) and flows out through 
  cracks and breaks in the southern wall.  
   
  In the cell is a broken cauldron, inside of which is a silver 
  candle stick worth 40 sp and a half-eaten body of a giant cen-
  tipede.  
   
  In one of the niches is a leather bag containing 197 gp and a 
  silver earring with an emerald in it (worth 150 sp). 
   
  25. Cell 
  Water covers the floor here to the depth of 2 inches.  
   
  A Subterranean Lizard gnaws on the body of a giant centi-
  pede. The lizard will attack anyone who enters the chamber 
  but will ignore anything happening in the corridor.   
   
  The furniture here has been knocked about, most of it is dam-
  aged and useless.  
   
  The point marked X on the map is a sinkhole where the floor 
  has broken away. It is roughly 4’ in diameter and about 9’ 
  deep.  
   
  Any character who falls into the hole will easily be able to get 
  back out, but has a chance to accidentally swallow brackish, 
  diseased water. PCs who fall into the hole make a DEX check 
  (roll DEX or less on d20) or swallow water. PCs who swallow 
  water have to make a save vs. death ray or contract dysentery 
  (or another random disease).  
   
  A thorough search of the floor will reveal a loose floor stone 
  (detect as secret door if actively searching) beneath which is 
  a slimy canvas bag containing 24gp, 61sp, 2080cp. 
   
  26. Cell 
  Part of the ceiling has collapsed here. Scattered about the 
  room are: 
  • 
  a moldy black pillow 
  • 
  a small black carpet with a tree worked in dark green 
  (well made, worth 100 gp but bulky, about 30 pounds) 
  • 
  a grindstone 
  • 
  bent iron pliers 
  • 
  2 pieces of partially whittled wood 
  • 
  a small brass hanging mirror (corroded and bent, but able 
  to be polished, worth 10 sp) 
   
   
   
   
  
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  103 
   
   
   
   
   
  27. Cell 
  Dust covers the furniture in this room. 
     
  Rats and giant centipedes have disturbed the dust, but other-
  wise, there is nothing of interest here. 
   
  28. Cell 
  The furniture here has been shoved to the south wall and jum-
  bled into a pile. Four ghouls are lurking in the shadows. 
   
  Amid the pile of furniture is: 
  • 
  a wooden club 
  • 
  a pile of ashes with a broken bolt next to it 
  • 
  a quill and dried up inkwell 
  • 
  some piles of bat guano 
  • 
  a ruined torch 
  • 
  8 ingots of lead (worth 2 sp each). 
   
   
   
  
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  104 
   
   
   
  29. Cell 
  All the furniture has been cleared out of this room and a huge 
  pile of dirt and rubble fills the center of the room and part of 
  the ceiling has collapsed.  
   
  Anyone climbing to the top of the pile of rubble can look up 
  the hole in the ceiling.  
   
  Prodding the hole will cause a rain of giant centipedes (this 
  ceiling hole is a huge centipede nest) dropping 2-12  Giant 
  Centipedes on the prodding PC per round of prodding and 
  causing 2-24 Centipedes to swarm out of the ceiling hole per 
  round until all 89 Centipedes have swarmed out of the nest 
  and attacked the threat. 
   
  Buried in the dirt and rubble are: 
  • 
  Many rat bones  
  • 
  a brass dwarven holy symbol (very tarnished, worth 10 
  sp for the brass, but selling it would be considered blas-
  phemy to a dwarf) 
  • 
  a small leather sack (containing 2 pearls worth 200 sp 
  each) 
  • 
  392 sp 
   
  Part of the wall near the East ceiling has crumbled, opening 
  to the room to the east (room 30). 
   
  30. Cell 
  Part of the ceiling has collapsed here, raining rubble on the 
  furniture in the room. Otherwise, the room unremarkable.  
   
  A bit of the top of the West wall, opening to the room to the 
  west (room 29).  
   
  The centipedes in room 29 access this room through the hole 
  in the western wall.  
   
  31. Cell 
  The Eastern wall has collapsed, the furniture here is broken 
  and scattered about. Amid the rubble are three quills, a bent 
  iron tool handle and a small, rusty iron saw.  
   
  A small pile of lumber (rough cut, about two dozen boards, 
  approx. 2” x 10”) along the western wall.  
   
  Tucked between two boards is a chalk sketch of a complicated 
  wooden contraption but no indication what the contraption 
  might be or what it might be used for. 
   
   
   
   
   
  32. Cell 
  The furniture in this cell is broken and jumbled about. Two 
  Ghasts battle a Giant Lizard in this room. They will continue 
  to battle until one emerges the victor.  
   
  If interrupted, the Ghasts will disengage from the battle with 
  the Lizard and turn on the party. The Lizard will take such an 
  opportunity to try to escape but will fight if cornered. 
   
  33. Cell 
  This room has a stone door hastily fashioned and set on iron 
  hinges. The door is locked. On the door is a green glowing 
  rune.  
   
  Attempting to open the door will unleash the magic of the 
  rune causing a fireball to explode in the corridor for 3d6 hp 
  damage to anyone within a 20’ radius of the door (it will also 
  obliterate the door and blast the pile of rubble in the corridor 
  opposite the door, scattering it about the hall). Setting off the 
  rune has a 25% chance of bringing down the ceiling in room 
  33 and the corridor outside within 3 rounds (d4-1).  
   
  Touching the door does not set off the rune nor does attempt-
  ing to pick the lock, only physically opening the door sets off 
  the rune. Dispel magic at 10th level or higher will dispel the 
  rune. 
   
  Inside, the room is in complete disarray even if the rune has 
  not been triggered.  
   
  A Wight, the former occupant of this room who, during the 
  time of the plague tried to ward off the effects magically, 
  sealed himself in this room, has gone completely insane.   
   
  The wight will attack a random target each round and will 
  pursue to continue any combat until either the wight is de-
  stroyed or its attackers are dead. 
   
  Beneath the rubble of the desk is a grey leather knapsack con-
  taining 3472 cp, 2 rubies worth 300 sp each and Ring of Spell 
  Storing (cleric). 
   
  34. Cell  
  The furniture in this cell is overturned and broken.  
   
  Sitting on the highest niche is a long (3’) metal object. It is 
  obviously a sheet of metal (brass) that has been righly rolled 
  up like a bar or rod of brass.  If unrolled (taking a combined 
  40 STRENGTH and 2d8 rounds), the item will be revealed to 
  be a large, round (3’diamter) tarnished brass serving platter. 
  Inscribed on the platter are ancient Dwarven runes. Anyone 
  who can translate modern Dwarvish has a 60% + INT chance 
  of translating these runes. The runes are a curse causing all 
  who read them (or hear them read) to become blind until a 
  successful remove curse is cast. Save vs. magic for no effect. 
  
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  105 
   
   
   
  35. Cell 
  Anyone approaching this cell can smell before they enter the 
  corpse of a giant lizard, on its back, dead for at least a week 
  in the center of this chamber.  
   
  • 
  On one of the desks are some parchments that, in ancient 
  dwarvish, are primarily mundane but if studied (Intelli-
  gence check - roll INT or lower on 4d6 per hour of study) 
  some passages can be found that speak of “the secret 
  writings of the Brothers of the Fissure” who “seek to 
  darken the deep flame”.   
  • 
  The walls in the northeastern part of this room have fallen 
  inward, opening to the room to the north (room 36).  
  • 
  Hanging on a hook near the doorway is a small brass key 
  which opens the door to room 6, the Penitent Acolyte’s 
  Chamber. 
   
  The intact niches of the room contain: 
  • 
  a rusty iron branding iron 
  • 
  a copper candlestick worth 10 sp 
  • 
  a whetstone 
  • 
  a bronze dented helm (still viable) 
  • 
  a silver candlestick worth 21 silver.  
   
  36. Cell 
  Carved above the door to this cell is a curious bas relief: a 
  saintly figure on horseback with a long spear killing human 
  knights, while other religious figures pray in the background. 
  If the halo of the saintly figure is traced with an ungloved fin-
  ger, the spear becomes detachable. This is a Stone Spear of 
  St. Albaran. 
   
  The furniture in this room has been neatly stacked along the 
  west wall. The southeast wall has collapsed, causing an open-
  ing between this room and the room to the south (room 35). 
  Amid the rubble are: 
  • 
  17 hardened blobs of once melted metal (brass) 
  • 
  bottle (filled with poisonous honey from the Sacred Bees 
  of Wisdom see Scorned Brethren area 70, page 39 for 
  more information) 
  • 
  an incomplete and scattered chess set carved from ivory 
  (11 pieces worth 1 sp each) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  37-39. Dangerous Area 
  These three rooms are filled with rubble and bits of broken 
  furniture.  
   
  For every round spent in any of these rooms, there is a cumu-
  lative 5% chance that the ceiling in all three rooms will col-
  lapse, causing 10d6 damage to anyone caught cave in.  
   
  (NOTE: any time spent in any of the rooms increases the like-
  lihood of the cave in).  
   
  37. Shattered Cell 
  Amid the jumble: 
  • 
  a 3-by-30-foot spindle of raw linen (moldy and ruined) 
  • 
  red silk robes embroidered along the fringe with a motif 
  of hourglasses and skeletons (also moldy and ruined) 
  • 
  a fine throwing hammer 10 yards of rope 
  • 
  a well-made warhammer with an oilskin grip (worth 10 
  sp) engraved with a motif of skulls and 'X' symbols. 
   
  38. Shattered Cell 
  Scattered about the rubble: 
  • 
  a cracked clay jug 
  • 
  a knife with a broken point and no sheath 
  • 
  a glass phial of mercury 
  • 
  an ivory whistle engraved with the image of a horse's 
  head (worth 5 sp) 
  • 
  a diamond-quilted pair of tanned leather leggings with 
  the embossed design of a running wolf (if cleaned up, 
  worth 10 sp) 
   
  39. Shattered Cell 
  Neatly arranged in the corner of the room: 
  • 
  a roll of linen bandages (dirty and torn, but usable) 
  • 
  an ancient iron knife (worth 2 sp but does double damage 
  vs. undead and fey) 
  • 
  a fur-lined leather jerkin on which is embossed the crest 
  of the High Priest of the Chantry of the Deep Flame 
  • 
  a thin marble amulet embossed with the crest of the High 
  Priest of the Chantry of the Deep Flame (worth 100 gp) 
   
   
   
  
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  106 
   
   
   
  40. Cell 
  Rat’s nest. The rubble in this room is covered in rat waste and 
  scraps centipede remains and lizard bones.  
   
  The rubble to the north and the rubble in this room is the lair 
  of a large number of Rats (87).  
   
  They have nothing of value.   
   
  If the nest is disturbed, the rats will come pouring out, attack-
  ing any living creature in the area. 
   
  41. Cell 
  This cell is in complete ruin, nothing is recognizable in the 
  jumble of rubble.  
   
  Two Ghasts lurk in the shadows. One carries a hooded lamp 
  and a boat oar. The other carries a broken cutlass. 
   
  Easily found scattered on the floor are 872 sp, 334 cp, 18 gp 
  and a pair of leather gloves (Maral’s Touch). 
   
  42. Cell 
  Water covers half the floor here. Rubble from the partly col-
  lapsed ceiling litters the middle of the room. The furniture is 
  moldy and overturned but largely intact.  
   
  In the niches are: 
  • 
  a pair of red leather wrist guards inscribed with devotion-
  als to the High Priest 
  • 
  a sun-bleached tabard 
  • 
  behind one of the desks is a 25-gallon cask of cheap red 
  wine.  
   
  Any items taken from here have a 25% chance of being infil-
  trated with mold.  
   
  If mixed with other items carried, make an item saving throw 
  for each item in proximity to the moldy items. Failure means 
  these items have become infiltrated with mold, though the 
  newly infected items will not show evidence of infiltration for 
  18+1d12 hours.  
   
  Newly infiltrated items will become “infectious” 24 hours af-
  ter becoming infiltrated. 
   
   
   
   
   
   
   
   
  43-46 Inaccessible Area 
  These chambers are blocked by rubble, sealed off from the 
  rest of the level. Water flows beneath the rubble from the 
  north to the south, indicating to the observant that there might 
  be something on the other side of the rubble.  
   
  Clearing the rubble to gain access would take 20 minus the 
  number of people helping minus 1d6 turns, unless some 
  magic means is used. 
   
  Digging out the rubble will attract all the ghouls in the cham-
  bers in the inaccessible area. 
   
  43. Shattered Cell 
  This chamber has seemingly been untouched by the ages. 
  Dust covers everything.  
   
  4 Ghouls will leap from the shadows to attack. 
   
  Tucked away in the niches are a few interesting items:  
  • 
  a pair of leather boots with buckles 
  • 
  a dwarf's iron and silver beard-clasp 
  • 
  a storm lantern stamped with the image of a mermaid 
  • 
  a quart flask of whale oil and a handful of matches\ 
  • 
  a rain-stained parchment covered in profanities 
  • 
  a quiver of 11 arrows 
  • 
  an age-worn buff leather jack stamped with a stylised owl 
  • 
  an age-dulled leaden pot engraved with a line of scripture 
  to stave off hunger  
  • 
  beneath one of the beds is an iron strongbox with a locked 
  padlock containing 4gp, 15sp, 1,070cp 
   
  44. Shattered Cell 
  The area is pretty un-extraordinary at first glance. The air is 
  damp and everything is covered in a thin layer of blackish 
  slime.  
   
  The furniture is in ruins here and a bit of rubble is strewn 
  about from the wall and ceiling collapsing in the back corner.  
   
  Throughout the area is: 
  • 
  a ruined brass dipper 
  • 
  4 corroded bronze spikes 
  • 
  a moldy brown washcloth 
  • 
  torn and stained rags 
  • 
  brasss candle snuffer 
  • 
  wooden pitcher 
  • 
  battered bronze pan 
  • 
  8 ingots of iron (worth 18 gp each) 
   
   
   
  
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  107 
   
   
   
  45. Shattered Cell 
  This cell is in utter ruin. The ceiling has collapsed in the center 
  of the room and water drips continually.  
   
  The furniture has been reduced to unrecognizable bits and 
  piled mostly in the corners of the room. The niches are stuffed 
  with dwarven remains.  
   
  7 Ghouls rise up to attack. 
   
  Amid the rubble are a few potentially useful and interesting 
  items:  
  • 
  a dozen sheets of moth-eaten parchment 
  • 
  a bar of greasy soap made of frog fat 
  • 
  a 10-gallon cask full of ale with a sheaf of wheat painted 
  in red on the side 
  • 
  a throwing knife etched with a dour prayer to ward off 
  fear 
  • 
  a rusted pot helmet with diamond-shaped studs around 
  the brim 
   
  46. Shattered Cell 
  Most of this room has collapsed and water is pouring out of 
  the north wall.  
   
  Rubble is piled up especially in the north and south parts of 
  this room.  
   
  The furniture that remains in 
  this room seems to be differ-
  ent than most of the other 
  cells encountered so far.  
   
  Along the east wall is a long 
  stone table containing: 
  • 
  a corroded brazier 
  • 
  9 wet scrolls that are 
  mostly illegible (but if 
  attempted to be read are 
  in ancient dwarven runes 
  - religious texts most 
  likely) 
  • 
  a cask of lantern oil 
  • 
  a small tarnished brass 
  hanging mirror 
  • 
  amahogany 
  coffer 
  (worth 50 sp) containing 
  a small magical ring 
  (this is Ashdan’s Band) 
  • 
  16 blank scrolls, rags, a 
  small bottle of black ink. 
   
   
   
   
   
  47. Cell 
  This room is somewhat jumbled and the north wall has a 2’ 
  hole in it about halfway up. Rubble piles dot the floor and the 
  furniture is overturned.  
   
  A dozen Giant Cave Crickets dwell here. They do not attack, 
  but if disturbed they will begin chirping loudly and triple the 
  chance for encounters within this area (Rooms 39, 47, 48). 
   
  Scattered about the room are mostly unremarkable items and 
  a few potentially interesting items including:  
   
  • 
  a few unremarkable knick-knacks 
  • 
  a bone scroll case containing sheet of parchment on 
  which is written a map of the ancient borders of the Dwa-
  rven kingdom 
  • 
  a 25-gallon cask of oakum with a twin-tailed comet 
  painted onto the side 
  • 
  a diamond-quilted skullcap marked with the livery of a 
  long forgotten kingdom 
  • 
  a rolled parchment on which is written a deed of owner-
  ship for a vessel named 'Anchor IV' 
  • 
  a dry sheet of vellum 
   
  48. Cell 
  The north wall has partly collapsed here, crushing much of 
  the furniture in the room. What remains is mostly unusable.  
   
  A group of 15 Giant Cave Crickets 
  makes this room home. They do not 
  attack, but if disturbed they will 
  begin chirping loudly and triple the 
  chance for encounters within the 
  area (Rooms 39, 47, 48). 
   
  Among the rubble are a few items:  
   
  • 
  a useless blacksmith’s hammer 
  • 
  piles of yellow (harmless) fun-
  gus growing on some small, un-
  identifiable items 
  • 
  a worn but usable grindstone 
  • 
  a pile of ashes with a moldy 
  brown skullcap lying on top of 
  it 
  • 
  10 ingots of rusty iron (20 gp 
  each) 
  • 
  a corroded bronze axe with de-
  mons inexpertly scratched on 
  the sides of the head 
   
   
   
  
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  108 
   
   
   
  49. Cell 
  Rubble is neatly piled in the middle of this room, appearing 
  almost as if someone has tried to construct something out of 
  the room’s rubble (and perhaps dragged some in from else-
  where).  
   
  A thin layer (2”) of water covers the floor. Something moves 
  in the water. Moving in the water are thousands of tadpoles. 
  There are no frogs nearby, however. 
   
  The furniture on the floor is actually a carefully constructed 
  magical rune. If disturbed, it will be activated, causing a blast 
  of pure darkness to radiate out, shaking the walls and inflict-
  ing 4d6 hp damage on everyone in the chamber and the corri-
  dor, collapsing the ceiling in the corridor here 50% of the time 
  and 50% likely to collapse the chambers at 37-39 (qv). Setting 
  off the rune will also disturb the crickets in chamber 48 and 
  kill all the tadpoles in this chamber.   
   
  There is nothing else of interest in this chamber. 
   
  50.  Cell 
  Slightly submerged room. The floor here slopes about 20 de-
  grees from the doorway to the back corner.  
   
  The furniture is coated with a thin covering of slime. Every-
  thing in this room is ruined.  
   
  Anyone who carelessly steps into the room must make a DEX 
  check at -2 due to the slimy nature of the floor (roll DEX or 
  less on d20) or slip on the slippery surface and fall. PCs who 
  fall in the water make a second DEX check (roll DEX or less 
  on d20) or swallow water. Anyone who swallows water has 
  to make a save vs. death ray or contract dysentery.  
   
  There is nothing of even passing interest here. 
   
  51. Gatekeeper’s Chamber  
  Chiseled on the floor in the doorway to this chamber are runes 
  of protection (folk runes, non-magical, non-effective).  
   
  A single bed, a desk and a chair. On the wall is a ruined tap-
  estry of the mountain where the Chantry is located. 
   
  • 
  A small table by the bed holds a wooden dish, a copper 
  music box worth 56 sp 
  • 
  A marble weapon rack holds a trident - the fork is made 
  of iron and has a wood handle, a light mace, a quiver of 
  bolts (11), dagger - the blade is made of iron and has a 
  iron handle with a bear leather grip with the name Dera-
  shalla is engraved on the handle, broken morning star.  
   
  There are 7 small stones scattered around the room, each 
  carved with a different ancient dwarven rune. These stones 
  are “luck stones” (folk religion, no effect).   
  51a. Spyhole  
  A door on rusted iron hinges closes from inside out (but the 
  hinges are frozen, 20+ strength to move, knock spell or 30 
  points in damage).  
   
  The door automatically locks if closed (the mechanism is like-
  wise rusted and frozen, there is no key on this level for this 
  door).  
   
  This chamber has three chairs, some chains on the wall and a 
  small iron brazier.  
   
  About 3’ above the floor, at the halfway point on this wall is 
  a hinged circular cover that slides down over a hole in the 
  wall. The cover is 3” in diameter, the hole (should anyone un-
  cover it) is 1” in diameter.  
   
  There are dark stains on the floor. 
   
  52. Storage 
  This room is a jumbled mess. Originally, this was a linen 
  closet, but the contents have rat chewed and torn apart and 
  mold and mildew cover everything.  
   
  Broken stone shelves line the walls.  
   
  A simple search of this room will reveal: 
  • 
  a mummified dwarven hand 
  • 
  30 yards of useful linen cloth (mostly sheets) 
  • 
  43 rat skeletons.  
   
  A thorough search of the room will also reveal 2 gold pieces 
  and has a 20% chance of collapsing the shelves (causing 1d6 
  damage - DEX check to avoid the damage: Roll DEX or less 
  to avoid the damage). 
   
  53. Storage 
  This small room contains the remains of 86 dwarf sized monk 
  robes (all dark grey).  
   
  Most (79) are so full of mold and rot that they are little more 
  than rags, though 7 of the robes are in a wearable state, though 
  still moldy and mildew covered. 
   
  54. Storage 
  Stone shelves line the walls in this chamber, most of which 
  are empty. A cracked clay jug is lying in the far corner and on 
  the highest shelf (8’ above floor level) are seven copper 
  pieces, set in a row along the shelf, each exactly 3” from the 
  next. The jug contains a brown, sticky goo and 18 small, 
  squishy orbs.  These are Giant Centipede eggs. If left undis-
  turbed, they will hatch in 2d10 days. If handled roughly, they 
  will explode, spraying foul-smelling goo on all within 5’ of 
  the erupting egg. 
   
  
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  55. Cell 
  This cell contains two beds, two chairs and desks and an or-
  nately carved stone chest (locked).  
   
  Among the niches are: 
  • 
  a 4-gallon cask of rancid walnut oil 
  • 
  a rawhide sling with a pouch full of stones on which are 
  carved an ancient dwarven rune for accuracy (non-magi-
  cal) 
  • 
  A small silver statuette of an angel (worth 120 gp)  
  • 
  a bit of stone etched with a design of a wagon wheel 
  • 
  a pinewood tambourine engraved with images of skulls 
  • 
  a centuries-old banner in the colors of an ancient dwarven 
  religious/military order. It has been carefully folded. It is 
  faded and moldy, but would be easily recognized by prac-
  titioners of the faith and is worth about 20 sp 
  • 
  in one of the niches, behind a false stone at the back of 
  the niche, is the key for the stone chest below 
   
  The Chest: 
  The chest is trapped with a poison needle (though the poison 
  is now inert, the needle is discolored, and the victim of the 
  trap might well assume there is poison on the needle) at the 
  lock. Unsuccessful picking of the lock triggers the trap.  
   
  The needle does 1 hp damage.  
   
  Breaking the lock destroys the value of the chest (it is worth 
  200 sp, though it is rather heavy - and fairly large - 2’x3’x2’).  
   
  The chest contains several blankets under which are: 
  • 
  32 sp 
  • 
  a book Absolom’s Maleficent Arcana. 
  • 
  four crystal goblets (worth 12 sp total) 
  • 
  a silver dagger with a tiny ruby in the hilt (intrinsic value 
  is 30 sp for dagger, 10 sp for ruby, 50 sp for weapon as a 
  whole).  The dagger is Bayson’s Blade and it radiates a 
  faint magic 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  56. Cell 
  This cell is choked with spider webs. The husks of 12 giant 
  centipedes dangle here as well as 22 rats and 3 giant crickets. 
  A handful of bats are caught in the webs as well.  
   
  Buried among the sticky webs are: 
  • 
  a ring of keys, the most notable of which is made of old 
  bronze and marked with the seal of the cult of the Dwa-
  rven gods 
  • 
  a heavy ring of keys, one of which is made of verdigrised 
  copper and embossed with the High Priest’s seal (which 
  opens the secret door between the library 84 and the 
  Gnostic Brethren Chambers 87) 
  • 
  an ivory statue of an ancient dwarven prophet (Dharshal-
  Dhag – worth 17 sp) 
  • 
  a tarnished silver pendant in the shape of a running wolf, 
  strung from a hemp cord necklace (worth 32 sp) 
  • 
  a pewter candleholder and candles  
  • 
  also buried in the sticky mess is a very unstable scroll 
  with 3 (9th level casting ability) Fireball spells on it.  
   
  Note that if the webs are burned, they will burn quickly, but 
  there is a 25% chance per spell on the scroll that all three 
  spells will ignite (causing 27d6 hp damage to the room, col-
  lapsing the ceiling to this room, 55 and 58 and doing 1-6 d6 
  damage per person in the corridor outside any of these cham-
  bers.  
   
  In addition, such an action will attract encounters (double the 
  encounter chances for 3 turns following such an event). Such 
  an explosion will seal off the corridor NOTE: unstable scroll 
  - the scroll functions normally 80% of the time 10 % chance 
  the spell will fail outright, 5% that it will work at a diminished 
  capacity [9 minus 1d8] and 5% chance that it will function 
  explosively [9 TIMES 1d4]).  
   
  57. Collapsed Corridor & Stream  
  The rubble here is unstable. The water flows through here to 
  a depth of about 5 inches.  
   
  The floor is very slippery, so any combat or very quick move-
  ment requires a DEX check (DEX or lower on d20) to remain 
  upright. Falling in the corridor has a 20% chance of dislodg-
  ing the rubble, causing it to cascade down and block the cor-
  ridor to a height of 2’, damming the water behind it and flood-
  ing everything on this side of the chasm (64) to a depth of 18” 
  of water (adjust all room descriptions accordingly). 
   
   
  
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  58. Cell 
  The outside of this cell is covered in spider webs, but the in-
  side seems to have been untouched since the fall of the Chan-
  try.  
   
  The most prominent feature of this room is a chalk circle with 
  a complicated symbol inscribed within. Seven pieces of am-
  ber (worth about 100 sp each) are evenly spaced on the circle.  
   
  The center of the room has been cleared for the chalk circle, 
  all of the furniture being inexpertly piled against the southern 
  wall.  
   
  The eastern wall is partly collapsed as rubble from the col-
  lapse in the room to the east has pushed through the wall and 
  some of the ceiling has fallen in near the eastern wall.  
   
  59. Cell 
  The far corner of this chamber has collapsed into the chasm 
  (area 63).  
   
  The edge where the corner of the room has collapsed is very 
  unstable. Anyone standing within 2’ of the edge has a 20% 
  chance having the edge collapse under them, slipping them 
  into the chasm below (see area 63 for information on falling 
  into the chasm).  
   
  The furniture in this room is overturned and broken, some 
  light rubble is on the floor.  
   
  In the niches in the walls are: 
  • 
  a small bottle of ink 
  • 
  a small iron bell (rusted, worthless) 
  • 
  torn rags 
  • 
  a bent and dented bronze shield emblazoned with the 
  crest of an ancient Dwarf family (worth 5 sp if cleaned) 
   
  60. Cell 
  This chamber is completely covered in webs and the furniture 
  is broken and scattered about. A Giant Greyback Spider 
  dwells here. 
   
  Buried among the cricket and centipede husks are: 
  • 
  a throwing axe etched with a righteous prayer to inspire 
  courage in the faithful 
  • 
  some warm wool robes (moldy and ruined by the webs) 
  • 
  a serrated dagger etched with the livery of the High Priest 
  with a leather sheath 
  • 
  a rusting ring of keys, the most notable of which is made 
  of pewter and stamped with an ancient Dwarven rune liv-
  ery 
  • 
  a small, locked oaken chest containing 444 cp. One of the 
  rusting keys will open the chest. Trying to pick the chest 
  up filled with the coins will cause it to fall apart, spilling 
  out all the coins as the chest is rotted 
  61. Cell 
  This chamber is filled with webs and the husks of a dozen or 
  so cave crickets, another dozen or so centipedes and hundreds 
  of bats.  
   
  A Ghast is trapped in the webs here. 
   
  Amid the webs and the ruins of the furniture of the room can 
  be found: 
  • 
  a 45 foot coil of moldy rope 
  • 
  a corroded brass candle snuffer 
  • 
  a walnut chest (which contains a glass eye, a cork from a 
  wine bottle, a small black leather book containing the 
  daily journal of one of the Brethren of the Chantry, and a 
  deck of playing cards) 
   
  62. Cell  
  Spider webs cover the ruins of the furniture in this room. Doz-
  ens of bats hang in the webs.  
   
  Hanging among the webs near the back corner is a giant egg 
  sack which contains 36 spiders about to be born (within the 
  next 2 days). If disturbed, the sack will break open and 3d12 
  Immature Giant Greyback Spiders will swarm out of the 
  sack (the rest are not mature enough to survive).  
   
  If burned before disturbing the sack, all the spiders in the sack 
  will be killed. 
   
  The webs will burn, but fire causes the eggs to break open. 
  Fire will kill some of the immature spiders (2d4) before they 
  can react. Fire used in this way will destroy any flammable 
  items in the cell. 
   
  • 
  Among the ruins of the furniture and webs in the room 
  can be found 
  o 
  a silver pendant in the shape of a dog, strung from a 
  leather cord necklace 
  o 
  a simple wool cap (moldy and ruined by the webs) 
  o 
  an hourglass made of silver and colored glass, en-
  graved at one end with the High Priest’s Crest (worth 
  350 sp) 
  o 
  a clay flagon 
  • 
  Among the broken pieces of furniture is an expertly 
  carved illustration of the chief Dwarf saint carved into a 
  piece of limestone 18” square (about 1” thick) that might 
  be worth 100 sp to the right buyer.  
  • 
  Finally, scattered about the room are  
  o 
  17 gp 
  o 
  33 sp 
  o 
  a ruby (100 sp) 
  o 
  a diamond (500 sp) 
  o 
  a finely crafted warhammer with the Chantry’s sym-
  bol carved into the head (worth 200 gp) 
   
   
   
  
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  63. The Chasm  
  Gasses and noxious fumes rise from this chasm creating a 
  foggy, sulfuric atmosphere in this area.  At some point in the 
  past, an earthquake rocked this area and opened up a fault line 
  here, splitting the mountain.  
   
  • 
  The chasm here rises up about 60’ to area 25 of the Sanc-
  tum of the High Priest (Area E) and falls down about 50’ 
  through area 7 of the Sanctuary of the Honored Guests 
  (Area F).  
  • 
  The southern portion of this chasm reaches all the way 
  down, about 150 feet, to the top of the cavern near the 
  water cave (7) in the Militant Brethren Level (Area B).   
  • 
  Water streams off the edges in two places, shooting up 
  plumes of mist into the air, making the room oppressively 
  humid. 
  • 
  Many of the edges are unstable, giving anyone who 
  stands within 2’ of the edge a 10% chance of having the 
  stone beneath their feet crumble away and have them 
  plummet to the depths. Characters who fall must make a 
  Dexterity check (DEX or lower on 4d6) to avoid an in-
  stant drop into the chasm. Those who succeed the Dex-
  terity check grab onto the edge as they fall and have 1 
  round to act (or be acted on) before falling into the chasm.  
  A fall into the Chasm will almost certainly be fatal (pos-
  sibly a 1% chance of survival without some magical 
  means of slowing or stopping the fall), considering the 
  fall will be 150’ (a minimum of 15d6 hp damage). 
   
  64. Broken Ledge  
  The floor here varies between 6” and 2’ in width as it curves 
  around the wall here.  
   
  As with the other edges of the chasm, this ledge is unstable: 
  20% chance per 5’ traveled (non-cumulative) that the ledge 
  will give way (see area 63 for details on falling).  
   
  Anyone traversing the broken ledge has a 60% chance of at-
  tracting the attention of the Giant Spider lairing in room 76. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  65. Gathering Chamber  
  10 steps descend 5’ from the east or south into this chamber, 
  making the ceiling 15’ high here.  
   
  The floor is inscribed with thousands of runes and glyphs, 
  prayers for protection and warding against evil and disease.  
   
  Anyone who can read these ancient dwarven glyphs and 
  spends at least 1 full turn reading them out loud (which 
  equates to about four full readings through) gains protection 
  from evil 10’ radius and the effect of a bless spell for 1 full 
  day. This power is able to be invoked once per week.  
   
  Invoking this power inscribes a permanent rune (as tattoo) on 
  the invoker’s body: 
  1. Face 
  2. Arm (50% left, 50% right) 
  3. Chest 
  4. Back 
  5. Leg (50% left, 50% right) 
  6. Hand (50% left, 50% right) 
   
  66. The Well  
  Lurker in the Well.   
   
  Bits of ghoul, ghast, giant spider, giant lizard, giant centipede 
  and cave cricket litter the floor around the well here.  
   
  The walls of this area are carved in bas relief, depicting the 
  ancient god of the Dwarves as the one who blesses with living 
  water (a scarce resource in the deeps).  
   
  The water in the well here is black and completely still.  
   
  If the water is disturbed in any way, the Lurker in the Well 
  will attack. 
   
  The well runs very deep (perhaps 200’ or more).  
   
  At the very bottom of the well, among hundreds of creature 
  parts, are: 
  • 
  324 sp 
  • 
  an arm crusted with lime and calcium with a magic ring 
  (Anundural’s Dream) on a bone finger  
  • 
  a tarnished silver sword (non magical, but inscribed with 
  dwarven runes and able to be enchanted) 
  • 
  a lime encrusted wand (easily overlooked among the silt 
  and body parts) - this is Anundural’s Wand of Fire 
   
   
   
   
   
   
   
   
  
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  67-69. Charnel Water Cells  
  Each of these cells is piled floor to ceiling, wall to wall with 
  mummified dwarven bodies.  
   
  The undead of the level avoid these chambers, though the 
  other creatures do not. Some of the bodies are rat chewed and 
  Giant Centipedes have crawled among them over the centu-
  ries. Still, most of the bodies are relatively intact.  
   
  Each chamber has 80 plus 1d20 mummified corpses in them.  
   
  67. Charnel Cell 
  The bodies in the NE corner have been pushed in by the col-
  lapse of the wall.  
   
  If the room is thoroughly searched (4d4 turns, mostly pulling 
  bodies), the following items can be uncovered:  
  • 
  a flail with a dwarven holy scripture etched on the handle 
  • 
  a 25-gallon cask with an hourglass painted in red on the 
  side 
  • 
  a silver ladle with the High Priest’s symbol embossed on 
  the handle (worth 30 sp) 
  • 
  a fine silver ring in the shape of interlocking leaves 
  (worth 50 sp).   
   
  NOTE: This room is within the radius of effect for the Bless 
  spell cast upon the altar in room 71. 
   
  68. Charnel Cell 
  The bodies in this chamber seem untouched, a few bits of 
  grave cloth and a knuckle or two lie about the floor. 
  Carved into the center of the floor is an ancient dwarven 
  rune of protection.  
   
  Buried with the dead are the following items (3d4 turns to 
  uncover):  
  • 
  a moth-eaten pennant in the colors of the Marshatal 
  merchant family 
  • 
  a bow that has warped and rotted over the centuries, 
  a jar of beeswax 
  • 
  an ashwood walking stick topped with a human skull 
  with the numeral IV inscribed in its forehead 
  • 
  a dusty and mouldery cloak lined with sheepskin 
  • 
  a tiny chess board (worth 5 sp) 
  • 
  a fishbone nose ring (worth 5 sp) 
  • 
  a 25-gallon oaken barrel of water 
  • 
  a well-worn greatsword etched with a sacred dwarven 
  prayer to ward off fear, with a buff leather scabbard 
   
   
   
   
   
   
   
  69. Charnel Cell 
  Much of the ceiling here has fallen in. The bodies here are 
  jumbled and broken with the grave cloths unraveled and bits 
  of dwarven corpse scattered about.  
   
  Digging in this room takes 3d8 turns and has a 5% cumulative 
  chance per turn of causing a cave in (burying and doing 6d6 
  hp damage to anyone in the chamber).  
   
  Clearing the room reveals the following items:  
  • 
  a brass key emblazoned with the image of a tree 
  • 
  a shiny burgundy oilskin jacket sized for a dwarf and em-
  bossed with the stylized image of a tree 
  • 
  a horned steel helmet 
  • 
  a tarnished silver key stamped with the High Priest’s seal 
  • 
  a storm lantern 
  • 
  a quart flask of whale oil and a flint 
  • 
  a steel flask of vinegar 
  • 
  eight sheets of flame-damaged vellum covered with pray-
  ers and hymns printed by the Brethren of the Chantry 
   
  70. Two Statues  
  Two intricately carved statues stand here of winged demonic 
  figures (images of Watcher Demons).  
   
  The figures are life sized (roughly 10’ tall) and carved from 
  red-veined black marble. They will radiate a very faint magic 
  if detected.  
   
  These statues are not animate. However, if the wings of the 
  statues are stroked downward, a character gains the power to 
  fly for 3 turns (per the spell).   
   
   
   
  
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  71. Private Chapel 
  Small stone benches line this chamber and a small altar is cen-
  tered on the northern wall.  
   
  The east and west walls have crumbled, and rubble is scat-
  tered about the chamber.  
   
  A permanent Protection from Evil, 10’ Radius spell has been 
  centered on this chamber and a permanent Bless has been cen-
  tered on the altar.  
   
  The radius of the bless spell encompasses this chamber, half 
  of area 70, the stairs between 70 and 65 and chamber 67. The 
  undead of this level avoid this chamber, but the other crea-
  tures do not. When rolling for encounters, if undead are indi-
  cated, treat as no encounter.  
   
  On the altar are: 
  • 
  a gold bowl (25 sp value) 
  • 
  4 silver candlesticks with red candles in them (10 sp 
  each) 
  • 
  a very faded and rat chewed altar cloth.  
   
  Taking any of the items from the altar out of 
  the chamber destroys the beneficial spells 
  cast upon the altar (returning them once re-
  moved does not reinstate the spells).  
   
  Lighting both candles and letting them burn 
  for 1 full turn gives the effect of a Divination 
  spell with a 60% chance of accuracy. For 
  each turn the candles burn, an additional 5% 
  accuracy is granted. The candles will burn 
  for up to 6 turns. 
   
  72. Cell 
  This chamber has been largely untouched by time. Even the 
  blankets on the beds are barely moth eaten, only a thick layer 
  of dust and a bit of bat guano tells of the passage of the ages.  
   
  Among the niches can be found: 
  • 
  an ashwood smoking pipe on which is engraved a flame 
  • 
  a 4-gallon barrel of water embossed with the design of 
  crossed hammers 
  • 
  a quartz crystal charm on a fine chain necklace (60 gp) 
  • 
  a leaden talisman bearing an inscription of an ancient 
  Dwarven rune 
  • 
  a red oilskin headband fitted with a prayer-box, inside of 
  which are small pieces of parchment inscribed with sa-
  cred scripture, psalms and passages 
  • 
  a hammer with blessed ribbons sealed to the handle 
  • 
  a silver bailiff's hourglass stamped with a design of a 
  cowled skeleton (80 gp) 
   
   
   
   
  73. Destroyed Cells  
  The crumbled walls in this area are completely covered with 
  spider webs and bat and rat husks. A Giant Greyback Spider 
  lives here. 
   
  Buried amid the webs and the bodies can be found: 
  • 
  a cedarwood box lined with velvet holding jeweler's very 
  small files, chisels and hammers, monocle, buffing cloths 
  and other gem-cutting tools (worth 100 sp) 
  • 
  a once valuable ermine-lined greatcoat, now ruined by 
  the webs and time 
  • 
  a small phial containing a pungent herb known to help 
  with stomach ailments (worth 5 sp) 
  • 
  a blood-encrusted great-axe (worth 25 sp).  
   
  Also, among the webs and bodies are: 
  • 
  a brown canvas sack containing 11 gp, 27 sp and 60 cp 
  • 
  a pewter coffer (locked – key is in chamber 74) contain-
  ing 7,432 cp  
  • 
  a silver and gold goblet (worth 90 sp). 
   
   
   
   
   
   
   
   
   
   
   
  74. Cell 
  The furniture in this cell has been overturned and 
  is cracked and broken. Gnawed bones (mostly 
  goblin) are piled near the door.  
   
  Four Giant Lizards make their lair 
  in this cell, hiding under the furni-
  ture.  
   
  Among the ruin of the furniture can 
  be found: 
  • 
  a clay pipe marked with the image of a hand 
  • 
  an unreliable map of the local area 
  • 
  a grimy pewter key (for the lockbox in chamber 73) 
  • 
  an embroidered green shirt sized for a dwarf 
  • 
  the iron mantle of a warrior-priest of the High Dwarven 
  Lords 
  • 
  a shield etched with devotionals to the Dwarf saints 
  • 
  a tiny stone statuette of the High Priest 
  • 
  a black canvas knapsack containing 
  24 sp, 61 gp and 2080 cp. 
   
   
  
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  116 
   
   
   
   
  75. Cell 
  Part of the wall has collapsed near the doorway here. A 
  strange glow emanates from the room.  
   
  The contents of this room (blankets, robes, papers, etc) are 
  covered in a glowing mold that is completely harmless but 
  glows with the effectiveness of a permanent light spell.  
   
  The Mold: 
  The problem is that the mold transfers itself and spreads rap-
  idly on contact with non-stone or metallic objects. Any such 
  objects of beings coming into contact with the glowing mold 
  are instantly affected – having a small patch of the glowing 
  stuff appear within a round.  
   
  Non-living material like leather or cloth is infiltrated by the 
  mold slowly (about a week) while living flesh coming into 
  contact with the mold is infiltrated by the mold in a day. The 
  mold can be scrubbed off if washed within 72 hours of first 
  contact, after which if melds with the skin/flesh and becomes 
  permanent. Two weeks after becoming permanent, the mold 
  will begin causing damage to the infected item or being. Items 
  must make a save every day to prevent from being damaged 
  by the mold (though the exact type of damage is up to the 
  GM). Living beings affected by the mold must begin making 
  a save every day or take damage which increases each failed 
  save in a Fibonacci sequence which is: the previous amount 
  of damage plus the one previous to that. So the first failed save 
  is 0 hp. The second failed save is 1 hp (1+0). The third is 1 hp 
  (1+0), The fourth failed save is 2 hp (1+1). The fifth failed 
  save is 3 hp (2+1), then 5 (3+2), etc. Here’s the sequence: 
   
  0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 
  1597 
   
  A cure disease spell or more powerful magic (such as a wish) 
  can then remove the glowing effects. 
   
  There is nothing else of interest in the room. 
   
  76. Cell 
  This cell is covered with spider webs. It is the lair of a Giant 
  Greyback Spider. 
   
  Strewn about the room, buried under the webs and the bodies 
  of rats and centipedes and lizards are the following: 6 small 
  red stones, a rusty brass dipper, a useless hourglass, a rusting 
  pry-bar, slender crate about 4 feet long, securely locked. If 
  opened, it will be found to contain: 
  • 
  four usable and oiled crossbows packed in wood chips 
  stamped with the High Priest’s symbol 
  • 
  a metal ring etched with devotions to the Dwarven High 
  Lords 
  • 
  a studded leather jerkin stamped with the stylised design 
  of a flame. Also here is a purple cloth sack containing 
  382 sp, 4441 cp and an obsidian (worth 22 gp). 
  77. Cell 
  The furniture here has been thrown about and destroyed. Eve-
  rything in the room is in disarray.  
   
  Scrawled on the wall are dwarven runes (in spider blood - 
  complaints about injustice of life) and bits of spider are scat-
  tered about. If anyone reads the dwarven runes aloud, the 
  Haunt (area 81) will appear. 
   
  Searching the room (1-3 turns) has a 30% chance of attracting 
  the Haunt from area 81 but will turn up: 
  • 
  a mud-caked chainmail shirt with an axe symbol painted 
  on the breast in red 
  • 
  a copper piece at the bottom of a filthy pouch 
  • 
  a tiny but well-executed carving depicting the Chantry’s 
  entrance (before it was defaced by the goblins) 
  • 
  a traveling Dwarven judge's identification papers 
   
  78. Cell 
  The contents of this cell are broken and scattered about, cov-
  ered in spider and centipede parts.  
   
  Searching the room (1-3 turns) turns up: 
  • 
  a well-made sword richly detailed with an engraved motif 
  of hourglasses and skeletons, including a polished leather 
  scabbard marked with the High Priest’s symbol 
  • 
  a wax timekeeping candle striped black and white 
  • 
  a scratched pewter earring with a diamond inset (worth 
  85 sp) 
  • 
  a battle-scarred pair of pigskin bracers decorated with the 
  Chantry’s rune 
  • 
  a small file and rusted knife, with a piece of bone to whit-
  tle 
  • 
  a pewter key embossed with an ancient Exile (elven) seal 
  • 
  an ages-old knife with a verdigrised copper hand guard 
  and pommel (worth 35 sp). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  79. Cell 
  Unlike many of the other cells on this level, this chamber has 
  no furniture. Instead, the room is filled with eight giant (4’ 
  diameter) round clay pots. Two rows of three, and a row of 
  two near the door. Each pot has a lid sealed with wax and each 
  lid further bears several dwarven runes painted in black.  
   
  For anyone who can translate the runes are a warning to not 
  open the “Casks of the Exalted Ancestors.” Prominent on the 
  sides of each pot is a dwarven death rune. These casks radiate 
  powerful magic if detected. 
   
  Inside the casks are the body parts of a huge, ancient immortal 
  creature: the Garhaal.  
   
  • 
  The front two casks each contain a leg.  
  • 
  The second row contains an arm in each of the outer casks 
  and hands in the center cask.  
  • 
  The pots nearest the wall contain the upper and lower 
  torso in the outer casks and the head in the center cask.  
   
  If the PCs open the hands or the legs, these appendages will 
  animate after two rounds and attempt to open the other casks. 
  If they open the pot with the head in it, after two rounds, the 
  eyes will open, and the Garhaal will begin screaming to be 
  released from this prison of darkness.   
   
  Once one of the casks with the legs in it or the hands is 
  opened, the Garhaal will reform in a matter of time if left 
  alone, unless destroyed.  
   
  If the Garhaal reforms, it will try to kill any dwarf it encoun-
  ters while it attempts to make its way to the High Priest, to 
  seek its revenge on the one who imprisoned it. When the Gar-
  haal encounters the High Priest, and realizes what has become 
  of the once powerful dwarf (having become a lich, having be-
  come entrapped by his own machinations, being killed by the 
  adventurers, whatever), the Garhaal will laugh manically, 
  turn, and attempt to stalk out of the Chantry. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  80. Cell 
  The southern part of this room has collapsed, and the furniture 
  has been thrown about the room.  
   
  Searching the room (1-3 turns) has a 30% chance of attracting 
  the Haunt from area 81. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A thorough search of the room could turn up:  
  • 
  the forbidden book Slaves to Darkness bound in pigskin, 
  with warding ribbons wax-sealed to the cover 
  • 
  a polished two-handed sword of elvish design with a sap-
  phire-studded scabbard. Both are of excellent quality and 
  richly decorated with a motif of trees and leaves with a 
  few eagle feathers tied to the grip (worth 150 gp) 
  • 
  a leather jack embossed with the High Priest’s seal 
  • 
  a small, empty metal tin richly engraved with a motif of 
  suns and stars 
  • 
  the black robes and horn-peaked headdress of a pagan 
  priestess, 
  • 
  a diamond-encrusted earring (worth 150 gp) 
  • 
  a red leather greatcoat, the borders of which have been 
  decorated with a motif of hammers and anvils 
   
   
   
  
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  81. Corridor 
  This area is the primary area where a Haunt roams in eternal 
  frustration, seeking a sentient living being to possess to fulfill 
  its unfinished task: to stop the plague that killed so many of 
  the Brethren in the Chantry.  
   
  This particular dwarf feels the eternal regret of knowing that 
  he brought the plague to his brethren, effectively killing all of 
  his fellow monks.  If it is possible for him to fulfill his task 
  and how that might be accomplished is up to the GM.  
   
  If the Haunt is convinced that his task is hopeless, he will fly 
  into a despair-driven rage and attack everything on sight until 
  destroyed. 
   
  Among the piles of rubble in the corridor might be found: 
  • 
  383 gp (scattered) 
  • 
  522 sp (scattered) 
  • 
  a finely crafted leather quiver embossed with an image of 
  a lion's head, containing 15 arrows 
  • 
  a sword engraved with dwarfish runes, with a mis-
  matched scabbard of human design 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  82. Cell 
  The furniture in this cell seems nearly untouched, though all 
  is covered in a patina of greyish slime.  
   
  There is a large puddle of brackish water at the entrance, cov-
  ering the floor of over half the entrance to a depth of half an 
  inch. The water covers a shallow sinkhole in the floor here 
  and drips slowly from the ceiling.  
   
  In the sinkhole, beneath the surface of the water, is a Gray 
  Ooze. The creature has been dormant here for centuries but 
  will attack anything that disturbs it. Each round thereafter it 
  will attack random targets.  
   
  If the water remains undisturbed, the creature will remain 
  dormant and will not attack.  
   
  Combat in this area (from random encounters, for example, or 
  a chase from a different area) has a 10% cumulative chance 
  per round of rousing the grey ooze who will attack random 
  targets each round.  
   
  Inside the room, everything of interest has been destroyed by 
  the grey slime (otherwise hamrless) that covers everything in 
  the room. 
    
  83. Cell 
  Piles of rubble outside the door completely block the en-
  trance to this cell.  
   
  Inside, the room has been untouched by any creature 
  since the level was sealed by the High Priest. One chair 
  is overturned, but otherwise, the room is in surprisingly 
  undisturbed condition, though dust covers everything, 
  and rubble has tumbled into the room where the ceiling 
  has collapsed in the southwest corner.  
   
  Among the mundane items in the niches can be found: 
  • 
  a throwing axe etched with a sacred litany against 
  fear 
  • 
  a 4-gallon barrel of wine with a black dwarven rune 
  painted onto the side 
  • 
  a grey shirt with a ruffled collar 
  • 
  an elegant elvish knife with a leaf-shaped blade en-
  graved with N’Daerian runes, 
  • 
  with a fine-grained leather sheath decorated with 
  pearls and colored glass 
  • 
  a driftwood signal-whistle etched with a design of 
  a sword and shield, 
  • 
  3 gold coins and 18 copper pieces at the bottom of 
  a moldy pouch 
  • 
  a pair of richly decorated plate leggings with a 
  blessed ribbon wax-sealed to one of them 
  • 
  a bracelet made of a string of seashells 
   
   
  
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  84. Library 
  Shelves line the walls and stand freely here, though many of 
  them are knocked over. Hundreds of books litter this room, 
  on shelves, on stands, on the floor. Some are intact, many are 
  shredded, pages strewn about. The room is in disarray. Six 
  Ghouls lurk among the shelves here.  
   
  Books, codices and scrolls fill the shelves and spill onto the 
  floor, many of which are molding and mildewed. Most of 
  the works are of Dwarven theology and religious practice, 
  however there are a number of famous works here as well 
  (each worth 10x1d20 sp each): 
   
  Alaxiod, Argaran 
  Beor of the Wolf 
  Book of the Acts of the Great Saints of Old 
  Caermon's Hymn 
  Canticles of the Dwarven High Lords 
  The Book of the City of Lords 
  Book of the Civilized People 
  The Book of Hashtur Ashtaratha 
  The Chantry Tales 
  The Cloud of Unknowing 
  Consolation of Philosophy 
  Death of the King 
  The Dialogues with the Ancients 
  The Diseases of Lesser Races 
  Divine Drama 
  The Ecclesiastical History of the Dwarven People 
  Elder Elemental Orders 
  Eternal Light of the Gods 
  The Knight in the Bear Skin 
  The Lance of the Fallen Knight 
  The Letters of Ancient Saints 
  Metrical Meditations 
  Mystical Journeys of Master Palo 
  Niben’s Ring 
  Nundial's saga 
  Pazival 
  Poem of the Joust 
  Prologue to the Heavens 
  The Quest of the Holy Writ 
  Revelations of Divine Heavenlies 
  Roaring Waters in the Midlands 
  Sir Howarn of the White Rose 
  The Song of Gyrie 
  Spiritual Exercises 
  The Sum of All Men 
  The Tale of a Failed Empire 
  Theology Reform 
  Travels of the People of the South 
  Tyranny Falls 
  Waltharia 
  Younger Kingdoms 
  Yarian: The King of the Lord 
   
   
   
   
   
  Additionally, four clerical scrolls are hidden here among 
  some very mundane scrolls detailing the day to day life of 
  dwarven clerics in the early days of the Chantry.  
   
  Scroll 1:  Sticks to Snakes, Flame Strike, Resist Fire, Wyvern 
  Watch 
  Scroll 2: Remove Curse, Cloudburst, Prayer 
  Scroll 3: Control Weather, Abjure, Divination, Atonement 
  Scroll 4: Cure Serious Wounds, Purify Food and Drink, Wy-
  vern Watch, Conjure Animals 
   
  The secret door to room 87 is locked, the key is in room 56. 
   
  85. Special Collection  
  The secret door to this room is locked, the key is in room 90. 
  This secret room houses secret and heretical books that the 
  dwarven brethren felt were too important to destroy but too 
  unorthodox to allow any but the initiated (the Gnostic Breth-
  ren) access to these books. Most of the books and scrolls here 
  are not of interest even to scholars and religious leaders today, 
  but there are a few books of interest - and value (20x2d20sp 
  each): 
   
  The Secret Book of Jerus 
  The Hopeless Fragment 
  Messengers to the Mother 
  Dialogues with the Heretics 
  Good News of the Mountain 
  Marks of Marcian 
  Epiphanies of Eternity 
  Orphan Diagrams 
  Good News of Truth 
  Excerpts of Theodus 
  Acts of Pita 
  Acts of Timeas 
  Prayer of Adzar and Song of the Faithful 
  Book of the Susurrus 
  Belarian and the 
  Book of Bara 
  Epistle of the Weeping Prophet 
  Book of Tobias 
  Book of Justice 
  Bennais Sirach 
  Ecclesiastical Wisdom 
  Sire Seira 
  Wisdom of Jesse, Son of Sire Seira 
  Wisdom of the High King 
  1 & 2 Books of the Revolution 
  Books of the Days of Light 
  Holofrenas 
   
  In addition, within the pages of one of the books (chosen at 
  random or DMs discretion) is a scroll of Demon summoning 
  (random type). 
   
   
  
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  86-89: Gnostic Brethren Chambers  
  These rooms housed the Gnostic Brethren, a sub-sect of the 
  Brethren who were charged with keeping the orthodoxy of the 
  faith.  
   
  The ceiling and walls to the north of these chambers have col-
  lapsed, making the corridor to these chambers inaccessible. 
  Clearing the rubble away reveals an apparently blank wall.  
   
  The concealed door can be detected on a normal chance, it is 
  not locked, but it is trapped.  
   
  The Mechanism: 
  The door is concealed by a panel with the symbol of the High 
  Priest carved in it. If the symbol is turned counterclockwise 
  one turn and then pushed inward, the door opens safely. Any 
  other manipulations of the symbol will set off the trap which 
  causes a 5’x5’ section of the floor in front of the concealed 
  door to swing open, dropping anyone standing on it into an 8’ 
  deep pit (DEX or lower on d20 or take 1-2 hp damage).  
   
  86. Gnostic Brother Cell 
  Only two beds, desks and chairs fill this cell, which also fea-
  tures a colorful (though time faded) tapestry of the Chantry 
  mountain at sunrise that nearly fills the undamaged part of the 
  Northern wall.  
   
  The far corner (Northwest) is somewhat damaged and parts of 
  the plaster have fallen in and dust covers everything.  
   
  In one of the desks are some papers that appear to be letters 
  to someone named Ashaile (which can be confirmed to be an 
  Exile - elven - name via GM’s preferred methods) asking 
  questions about “the origins of the People” and “the Deep-
  flame turning the souls of the sons and the fathers to the song 
  of the universe” and the “first teachings of the deeps.” It ap-
  pears to be written in some kind of ancient dwarven code, 
  however, so it is difficult to translate.   
   
  Among the mundane items in the niches in the walls can be 
  found: 
  • 
  a great-axe with a burgundy leather grip 
  • 
  a horned helmet with an oilskin chinstrap 
  • 
  small stone statue of one of the Old Gods (Darkness) 
  • 
  a gold coin featuring a star and bear (worth 7 gp) 
  • 
  a well-executed bas relief carving of Servash the Wise, 
  Patron Saint of the Chantry 
  • 
  a water-warped artist's sketchbook, with good charcoal 
  sketches of wild beasts of all kinds 
  • 
  a tiny topaz (worth 10 sp) 
  • 
  a well cared for axe with a pommel in the shape of an 
  hourglass, with a polished leather sling-strap (worth 25 
  sp) 
  • 
  a pewter statuette of a wolf god (worth 60 gp) 
   
  87. Gnostic Brothers Cell 
  This cell has two beds, two desks, two chairs and a large table 
  against the southern wall with a shelf above the table.  
   
  The wall to the right of the doorway has partly collapsed, 
  some of the rubble spilling onto one of the beds.  
   
  The large table has a book, a bowl filled with an odorless pow-
  der, three stoppered vials of clear liquid and a sheaf of papers 
  with some kind of coded notations on them (incantations for 
  demon summoning in old Dwarfish).  
   
  • 
  The shelf contains a dozen small idols (demonic) and a 
  human skull (with a gold tooth, worth 12 sp).  
  • 
  The book on the table contains earth elementalist spells: 
  Stone Shape, Transmute Rock to Mud/Transmute 
  Mud to Rock, Move Earth, & Conjure Earth Ele-
  mental.  
  • 
  The powder is pulverized chalk.  
  • 
  The vials contain clear oil that will burn brightly (treat as 
  lamp oil). 
   
  88. Shattered Gnostic Brothers Cell 
  The eastern wall has collapsed in this room, pushing the fur-
  niture and crushing one of the beds.  
   
  The northern wall is painted with wild colors in geometric 
  patterns.  
   
  If the patterns are studied for more than three rounds, save vs 
  spells or suffer the effects of Mass Suggestion spell affecting 
  all in the room. The suggestion is to wait in meditation and 
  prayer until the third bell chimes...no bells ever chime on this 
  level... 
   
  Buried in the rubble of the eastern wall can be found: 
  • 
  a small, empty metal tin richly engraved with a motif of 
  suns and stars 
  • 
  a cheap bronze ring (worth 1 sp) 
   
  89. Gnostic Brothers Cell 
  The two beds in this cell are unmade and the desks are over-
  turned. The chairs are broken and things are thrown about the 
  room, as if it were ransacked.  
   
  A bookcase fills the southern wall, all the books have been 
  pulled off the shelves and are scattered on the floor. The books 
  are mostly dwarven theology and gnostic writings. Some 
  pages have been torn out and are scattered about. Some 
  smashed pottery and glass bits are on the floor as well.  
   
  Behind a false panel in the wall behind the bookshelf (treat as 
  secret door if searching) is a small chest containing 381 sp, 
  228 gp and 767 cp. 
   
  
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  121 
   
   
   
  90. Inaccessible Cell  
  Clearing the rubble away takes 1-3 turns. This cell has a single 
  bed, a large desk, five chairs and a small table along with a 
  stone wardrobe.  
   
  The niches in this room are bare.  
   
  Inside the wardrobe beneath a pile of rags is a small silver 
  jewelry box (worth 100 sp). Inside the box is a platinum ring, 
  radiating strong magic (Pashal’s Ring of Wonder). 
   
  91. Cell 
  Webs cover over the doorway here and across the hallway and 
  ceiling outside the chamber. Inside the chamber is filled with 
  webs as well as the husks of hundreds of rats, as well as cen-
  tipedes, crickets and bats.  
   
  Among the ruins of the furniture, beneath the sticky mass of 
  webs, can be found: 
  • 
  a blood-flecked woollen pouch holding a couple of old 
  copper coins, green and weathered (worth 100 gp to a 
  collector) 
  • 
  a pewter pot 
  • 
  a polished silver bell (worth 75 gp) 
  • 
  a wax prayer candle embossed with the seal of the High 
  Priest of the Chantry 
  • 
  a grey leather jerkin sized for a dwarf 
  • 
  a richly illustrated tome entitled Alashar’s Guide, being 
  a textbook for the apothecary and herbalist trades (worth 
  up to 100 gp) 
  • 
  a pewter flask of lamp oil 
  • 
  a canvas pouch with a six copper coints, a few colorful 
  pebbles and a folded piece of parchment with the warrant 
  and 1 gp bounty for the head of any wolf shot within the 
  Duchy of Arashar 
  • 
  a leather pouch with 17 gp. 
   
  92. Small Storage Room  
  This small room is a wreck. Webs cover part of the doorway, 
  but not the interior of the room.  
   
  The shredded, moldering remains of blankets and robes are 
  piled on the floor and there is a strong acidic smell here.  
   
  A small crack in the ceiling toward the back of the room al-
  lows water to trickle in and run down the wall.  
   
  There are several small holes in the back wall.  
   
  The earthquake that rocked the area diverted an underground 
  stream to cut across a seam of rock that creates an acrid smell 
  that the giant spider in room 76 finds offensive enough to 
  leave the room alone.  
   
   
  The room has become a safe haven for a pack of Giant Rats, 
  who don’t mind the smell whatsoever.  
   
  Small holes in the back wall allow the rats egress from the 
  room 
   
  There are 42 Giant Rats here.  
   
  Amid the jumble of the rat’s nest can be found:  
  • 
  a serrated dagger, a red leather wrist-brace 
  • 
   a pouch containing several ancient brass (7), silver (14) 
  and copper (11) coins from throughout the Midlands, the 
  collection is worth 86 sp 
  • 
  a deerhide pouch with rat skulls sewn into it, with sling 
  bullets 
  • 
  a frayed pennant in the colors of an ancient mercenary 
  company 
  • 
  a deer-hide money belt branded with the seal of the city 
  of Ostaven and holding 24 gp, 10 sp and 82 cp 
  • 
  an antique, decayed bronze knife engraved with the mark 
  of the Caliswood, a name that has existed since before the 
  founding of the Empire, which might be sought after by 
  historians, and is quite valuable to the right collector (per-
  haps as much as 900 gp) 
  • 
  Scattered throughout is also 7432 cp, a huge pearl (worth 
  500 sp) and an amethyst and gold necklace (worth 1200 
  sp). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  122 
   
   
   
  93. Cell 
  Amid the jumble of rubble and furniture in this room are hid-
  ing 11 Cave Crickets.  If startled, they will begin chirping, 
  attracting the attention of other creatures on the level (increas-
  ing the chances for random encounters by 50% for the next 6 
  turns).  
   
  The Cave Crickets do not fight. 
   
  A thorough search of the room with turn up:  
  • 
  a quart flask marked with a Daamsport seal, containing 
  olive oil 
  • 
  a 7-inch white marble ox (worth 6 sp) 
  • 
  a square tin, richly decorated with unspeakably indecent 
  acts, full of mold, 
  • 
  a clay pipe embossed with the image of a laurel wreath 
  • 
  a water-warped sheet of brittle parchment inscribed with 
  the name and address of an almshouse in the town of 
  Ostaven 
  • 
  a pair of high boots worn so dull by years of use that no 
  amount of polish will bring back their shine 
  • 
  a pewter flask emblazoned with the seal of the Duchy of 
  Emfram which is full of brandy 
  • 
  a part of a golden torc, set with rubies worth 300 sp, 
  worth more if the rest can be found (in niches in room 
  123, Brethren Chapel - together the whole torc is worth 
  1000 sp) 
   
  94. Storage Room  
  Water has ruined nearly everything in this room and rubble is 
  piled on the floor. There is nothing of interest or use here. This 
  is a Giant Rat nest, home of 31 Giant Rats: 
   
  Small holes in the back wall allow the rats to move freely be-
  tween this storage room and room 92. 
   
  95. Cell 
  Water has pooled into the center of this room, causing part of 
  the floor to sink in. White fungus covers nearly everything in 
  the room except a pile of rubble in the far (SE) corner.  
   
  The rubble is a Giant Centipede Nest containing 17 giant 
  centipedes. 
   
  Everything of interest in the room has been destroyed by the 
  centipedes and fungus.  
   
  The fungus is safe to eat and nourishing, providing up to 12 
  meals. 
   
   
  96. Cell 
  Water is pooling in this room. A white, chalky fungus is grow-
  ing over everything. The furniture and contents of the room 
  are unrecognizable under the fungus.  
   
  Many of the creatures of the level feed on the fungus, so 
  chances of an encounter here are doubled (treat undead as no 
  encounter, however).  
   
  The fungus is quite safe to eat and is nourishing, providing up 
  to 23 meals. 
   
  97. Cell 
  Water covers the floor of this room and white fungus is grow-
  ing everywhere, including on the ceiling and outside the door.  
   
  The furniture and other contents of this chamber have long 
  since been ground to dust by the fungus.  
   
  Many of the creatures who dwell on this level eat this fungus, 
  so chances of an encounter here are doubled (treat undead as 
  no encounter, however).  
   
  The fungus is safe to eat and can provide 17 meals. 
   
  98. Cell 
  Water has pooled on the floor in this cell and a white fungus 
  covers everything. There is no rubble or furniture in this room, 
  just empty floor, walls and ceiling covered in the white fun-
  gus.  
   
  Because many of the creatures of this level eat the fungus, 
  chances for encounters here are doubled (treat undead as no 
  encounter).  
   
  The fungus is safe to eat and can provide 13 meals. 
   
  99. Blocked Cell 
  Rubble blocks the entrance to this cell completely.  
   
  Nothing has been in this cell since the earthquake, which 
  blocked in 4 Ghasts. 
   
  The ghasts have destroyed nearly everything in the room in 
  their frustration over their long imprisonment.  
   
  A thorough search through the rubble of the contents of the 
  room will reveal 43 gp and a gem (topaz) worth 125 sp. 
   
   
   
  
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  123 
   
   
   
  100. Cell  
  The southern wall of this room has collapsed, and parts of the 
  ceiling have fallen in. The furniture in the room has been 
  crushed and thrown about.  
   
  In the shadows are lurking seven Ghouls. 
   
  Amid the rubble can be found: 
  • 
  an ornately crafted and richly decorated (with Dwarf 
  saintly images) breastplate 
  • 
  a leather sack containing a long bow, a flask of polishing 
  oils and bowstrings, a fletching kit with extra feathers and 
  needle and thread for repairing arrows 
  • 
  a pair of stylish blue trousers made by a master tailor in 
  Ostaven 
  • 
  a gopherwood staff 
  • 
  a water-stained foil etching of a sacred oath (if meditated 
  upon for 24 hours, gain bonus of +1 on all rolls for 1 
  hour)  
  • 
  87 gp scattered about 
   
  101. Pool 
  5 Giant Lizards are battling with 4 Ghouls.  
   
  Normally, they leave one another alone but the lizards had just 
  taken down a giant spider when the ghouls happened on the 
  scene. The lizards reacted to the new threat, protecting their 
  kill. Thus, the battle began.  
   
  The combatants will ignore any newcomers in the area unless 
  the newcomers interfere, then both groups will turn on the 
  newcomers (until the lizards can make off with the spider, that 
  is - they will cut their losses and run with their quarry at the 
  first opportunity). 
   
  102. Stream  
  The water flows across the floor here and branches through 
  the partly fallen wall at the edge of the chasm (63) and over 
  the edge into the oblivion.  
   
  On a small ledge about 8’ down, between the two waterfalls, 
  is a small glint of shiny metal.  
   
  On that ledge is a very dented golden chalice (worth 225 sp) 
  and a silver necklace with two ornate silver charms on it 
  (prayer beads - one of bless and one of cure). 
   
   
   
   
   
   
   
   
   
  103. Destroyed Cell   
  The entrance to this cell is almost completely blocked by rub-
  ble from the ceiling that has collapsed here, with only a small 
  opening (about 1’ high by 2’ wide) near the top of where the 
  doorway should be.  
   
  Inside the cell 87 Bats which will swarm out if the rubble is 
  breached. 
   
  Mountains of guano cover everything in what little is left of 
  this room.  
   
  There is nothing left of value here.  
   
  104. Distinguished Guest Cell  
  The far corner (southwestern wall and ceiling) has collapsed 
  here, destroying a huge, elaborate bed that was against the far 
  wall. Similarly, an armoire was crushed by the collapsing wall 
  here. Still in fairly decent shape are an ornate stone table and 
  four stone chairs (that once were upholstered but have long 
  since rotted away) and an iron bound oak chest.  
   
  The Ghost of the former occupant, a visiting dwarven warrior 
  priest from another sect became infected with the plague and 
  died here. His spirit haunts this chamber but goes no further 
  (as, in life, he feared running water, in death his spirit will not 
  cross the water outside this chamber). 
   
  Among the rubble of the room (mostly in the ruin of the ar-
  moire) can be found: 
  • 
  a  pair of embroidered white leather shoes (ruined) 
  • 
  a noisy chainmail shirt sized for a dwarf decorated with 
  ceremonial religious runes 
  • 
  a massive battleaxe decorated with images of storm 
  clouds, lightning and wolves and dressed with two blood-
  flecked blessing ribbons affixed to the striking head 
  • 
  a silver bell engraved with the design of a candle (worth 
  50 sp) 
  • 
  a rusty iron key 
  • 
  a half a bottle of gold-label Malanese brandy.  
   
  The iron bound chest is locked (the rusty iron key unlocks the 
  chest) and contains (all dwarf sized) a red surcoat and a black 
  mantle, like new chain mail, a great mace and a scroll. 
   
  • 
  The scroll contains the clerical spells Aerial Servant and 
  True Seeing  
  • 
  The mantle and surcoat are normal items, suitable for 
  dwarven priests (though several centuries out of fashion).  
  • 
  The chain mail is magical - it is Darfal’s Blessing.  
  • 
  The mace is also magical - it is a near legendary weapon 
  known as Mitragar’s Bane.  
   
  Semi- hidden under the (remains of) the bed is a magical staff 
  known as Darfal’s Hammer.  
   
   
  
  The Chantry of the Deepflame 
   
  124 
   
   
   
  105. Protectorate Brothers  
  The entrance to this cell is completely blocked, and the south 
  and west wall and ceiling have collapsed littering rubble 
  throughout the room.  
   
  It is difficult to discern the original layout of this chamber; the 
  furniture has been destroyed and broken stone and dirt covers 
  everything.  
   
  Searching the room could take hours and would only turn up 
  broken bits of pottery and shreds of cloth, broken bits of 
  painted plaster, two broken swords, the remains of a crossbow 
  and a completely flattened and useless helmet.  
   
  The walls of this chamber were plastered and painted in fres-
  coes (see 130 & 131 for details of what these frescoes may 
  have looked like) but the plaster shattered and crumbled to the 
  floor.  
   
  There is nothing of value in this room. 
   
  106. Cell 
  Southern wall of this chamber has collapsed, rubble pouring 
  through the opening from the completely collapsed chamber 
  to the south.   
   
  Tearing apart the already broken bedframes in this chamber 
  are 3 Ghasts. 
   
  While the contents of this room are generally destroyed, a 
  complete search of the rubble and detritus will turn u: 
  • 
  a tarnished armor breast-and-backplate boldly decorated 
  with the symbol of the high priest 
  • 
  a tiny ivory idol of the hero Ahlboran strung on a tar-
  nished silver bracelet 
  • 
  a bundle of untreated torches 
  • 
  a bone mourner's flute engraved with a design of a tree 
  • 
  a 5-foot iron torch pole with a fistful of charcoal in the 
  cage (magical – Torch Pole) 
   
  107. Cell 
  The furniture in this room is broken and scattered about the 
  room.  
   
  Amid the rubble can be easily found:  
  • 
  a richly decorated black vest tailored in Malan’s famous 
  garment district 
  • 
  a battered stiletto covered in sacred dwarven scripture 
  runes 
  • 
  a frayed, fire-damaged and age worn flag in the colors of 
  the King Hargeth. 
   
   
   
   
  108. &109. Garderobes 
  A low shelf along the wall has four holes in it. The shafts fall 
  over 300’ to a swift-running underground river. 
   
  The holes are about 2’ in diameter each and a desperate being 
  could easily slide down them to the stream below (taking only 
  1d6 hp damage per hundred feet of slowed descent). The wa-
  ter is dangerously cold, however, doing 1d6 hp of damage per 
  round. The stream at times narrows to inches in its travel 
  through the deeps. 
   
  110. Storage 
  This room was obviously a storage room but has fallen to ruin. 
  For every round searched per person, there is a 5% cumulative 
  chance of finding one of the following items: 
  • 
  An excellent dagger with a decorative handguard in the 
  shape of opposing dragons' heads, and a black leather 
  sheath featuring embossed gothic crosses (Nighthawk) 
  • 
  A grimy two-handed flail with an iron striking-head in 
  the shape of a wolf's skull. It has a worn leather strap de-
  signed to tie the chain to the handle for storage. 
  • 
  An embroidered dress. 
  • 
  An annotated leather-bound edition of The Life of Saint 
  Gallius 
  • 
  A fine throwing hammer engraved with a motif of skull 
  symbols recognized by followers of The Death Dealer. It 
  includes a pigskin tether. 
  • 
  A hammer etched with the coat of arms of the Seward 
  clan, a family known for making trouble in Royal poli-
  tics. 
  • 
  Searching the room is also mildly dangerous: there is a 
  %age chance of 25 minus the PCs Dexterity score of get-
  ting a cut on any unprotected hand (1 hit point, -1 to at-
  tack for one day, save vs. poison or become infected: fe-
  ver and chills for two days, -2 to AC). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  125 
   
   
   
  111. Cell 
  Haunting this area are the spirits of six Dwarven Underpriests 
  who died here (Spectral Haunts). Their spirits wander the 
  hallway outside this room, trying to steer the living into this 
  cell.  
   
  Inside, the six corpses are laid out on the floor, mummified by 
  time.  
   
  If the spirits lead the PCs into the room, each spirit will stand 
  next to a different corpse and stared down at it, with their 
  heads tilted to the side, sad looks on their faces.  
   
  This cell has six bed niches in the wall, but none of the other 
  “regular” furniture expected.  
   
  Instead, there are six great throne-like stone chairs along the 
  wall opposite the door.  
   
  From left to right, the backs of the chairs 
  are carved with scenes depicting: a dwarf 
  warrior fighting a dragon, a dwarf priest 
  blessing a child, a dwarf mage working a 
  wonder, a dwarf wearing a hood, half-hid-
  den behind a pillar, a dwarf priest driving 
  back a demon, a dwarf warrior fighting a 
  giant snake. 
   
  If any character sits on any of the 
  “thrones,” one of the Spectral Haunts will 
  try to possess the PC. The Underpriests 
  represented six different brotherhoods 
  among the monks in the Chantry, depicted 
  by the symbols on the backs of the chairs. 
  Two were single classed clerics, the rest 
  were dual classed: two fighter/clerics, two 
  magic-user/clerics, 
  one 
  assas-
  sin/thief/cleric.  
   
  PCs who sit on the throne get a Wisdom 
  check (WIS or less on 4d6) to resist posses-
  sion. 
   
  If the Spectral Haunts succeed in pos-
  sessing any of the PCs, the possessed PCs 
  will attempt to search the Chantry for sur-
  vivors of the plague. For every day that 
  passes in the search, the PC makes a Wis-
  dom check with a bonus of -1 to the roll to 
  resist the Spectral Haunt’s presence. After 
  four days of fruitless searching, the Spec-
  tral Haunts possessing any PCs will give up 
  in despair, leaving the PC, and the mortal 
  world, forever, wailing and moaning as it 
  trails off in the distance (increasing the 
  chance for wandering monsters wherever 
  this happens). 
   
   
  Possessed PCs “become” the Underpriests when they are pos-
  sessed, speaking, thinking and acting as devout dwarf leaders. 
  Time and death has made them a bit insane and they have for-
  gotten much, except their obsession to find survivors, to re-
  store the Chantry.  
   
  However, once the Spectral Haunts leave the possessed PCs, 
  each PC may retain some memories from the Underpriests. 
  PCs will retain one memory per plus of Wisdom bonus the PC 
  possesses. In the case of a PC having a penalty on his or her 
  wisdom, that PC actually loses one of his or her own memo-
  ries when the Spectral Haunt dispossesses them! The GM is 
  free to use these memories to drop hints to the party about 
  areas of the Chantry, or they could be simple happy childhood 
  memories, or random nightmares, or whatever the GM imagi-
  nes. 
   
   
  
  The Chantry of the Deepflame 
   
  126 
   
   
   
  112. Cell 
  The ceiling of this room has fallen in.  
   
  If the PCs search through the rubble, there is a 5% cumulative 
  chance per person per round of bringing down more rubble 
  from the ceiling. If this happens, PCs make a Dexterity check 
  (DEX or lower on 4d6) to avoid the collapsing rubble.  
   
  A collapse here has a 50% chance of bringing down the ceil-
  ing in each adjoining room. A collapse in another room has a 
  50% chance of causing a collapse in adjoining rooms, and so 
  on until the chain of collapsing ceilings stops. 
   
  113. Cell 
  4 Ghasts will leap out and attack anything that enters this 
  room. The furniture is scattered and destroyed.  
   
  There is nothing of interest or value in this room. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  114. Cell: 
  This cell has a wooden door which is closed and locked (the 
  key is long lost). On the door are carved the dwarven runes of 
  danger and death. The stonework around the door is chipped 
  and scraped and clawed, while the door itself remains per-
  fectly intact. A powerful variant of the protection from evil 
  spell 10’ radius covers most of this chamber (centered on the 
  sarcophagus, see below). 
   
  Inside, all of the normal furniture has been cleared from the 
  room. In the center of the room is a sarcophagus. Behind the 
  sarcophagus is an altar table with two candelabras with burn-
  ing flames.  
   
  The flames fuel the protection spell as long as they burn. If 
  the flames are extinguished (and any natural means will do 
  so), the spell weakens: with each flame extinguished the ef-
  fective radius of the spell weakens by 2’ with the last two 
  flames sealing the sarcophagus and keeping the occupant in 
  stasis (see below).  
   
  Inside the sarcophagus is the remains of the first dwarf 
  who carried the plague into the chantry. The creature has 
  become a Plague Wight. Provided the flames on the altar 
  candles remain burning, the Plague Wight appears to be 
  the decaying remains of a dwarf. 
   
  If the candles are extinguished, the 
  Plague Wight will burst forth from the 
  sarcophagus and attack. 
   
  The Plague Wight will attack with its 
  claws and bite (in an attempt to infect its 
  victims), ignoring the mace in the sar-
  cophagus.  
   
  Buried with the creature were all of its 
  possessions:  
   
  • 
  a cloak made of black wolves' hides 
  • 
  a mold-eaten piece of parchment on 
  which is written “The Prayer of Ahl-
  boran,” an abridged edition of “The 
  Life of Ahlboran” simplified for the 
  lay reader 
  • 
  a mace (Wrathbringer) 
   
   
   
  
  The Chantry of the Deepflame 
   
  127 
   
   
   
  115. Cell 
  The furniture in this cell is relatively intact, though moldy and 
  damp.  
   
  In the center of this room is a 1’ cube of perfectly black basalt. 
  The stone does not radiate magic, there are no seams or flaws 
  in the block of any kind. As a stone, it is worth 100 gp (weight 
  250 lbs - a hint that there might be something more here than 
  meets the eye since 1 cubic foot a basalt is about 187 lbs).  
   
  The center 6” cube of the block is hollow and contains a 6”di-
  ameter solid golden sphere (worth 15,000 gp) 
   
  116. Cell 
  This cell is well lit, a flickering glow that spills out into the 
  corridor beyond. In addition to the normal furniture that most 
  cells contain (which is in fairly good condition), in the far cor-
  ner of this cell is a brazier which is burning with a warm, or-
  ange, smokeless fire.  
   
  The brazier, which is about 4’ in diameter and weighs about 
  400 lbs, is magical. The command words for the brazier are 
  lost to time.  In addition to warmth and light, the brazier radi-
  ates a repel evil magic, 30’ radius.  
   
  This is not as powerful as protection from evil. It causes evil 
  creatures, or beings with evil intent, to dread the area and de-
  sire to be away from it. However, if there is something partic-
  ularly desirable to the evil creature within the sphere of magic, 
  they roll a save vs. magic and if successful, the evil creature 
  may overcome its aversion and enter the magically protected 
  area.  
   
  The undead of this area avoid this cell whenever possible. 
  They are not likely to even look inside unless they see some-
  one enter or hear particularly loud sounds coming from 
  within. The aura of “protection” extends to cell 126 and the 
  nave of the Chapel of the Brethren as well. 
   
  117. Cell 
  What little furniture this cell had in it has been reduced to rub-
  ble.  
   
  Searching this room (1-2 Turns) reveals: 
  • 
  a large bird cage 
  • 
  a pair of worn and moldy leather shoes 
  • 
  26 gold coins at the bottom of a stinking oilskin sack 
  bursting at the seams 
  • 
  black wool robes embroidered along the fringe with a 
  motif of ravens and bare branches 
  • 
  a belt of knotted cord, red in color 
  • 
  a bone pipe engraved with odd magister's symbols 
  • 
  an age-worn pennant in the colors of a long forgotten 
  merchant house 
   
  118. Cell 
  Four Ghasts are hiding in the rubble in this room.  
   
  There is nothing else of interest or value in this room as the 
  furniture has all been destroyed. 
   
  119. Secret Treasure Room 
  The secret door to this room is locked and trapped. The walls 
  here are carved with an intricate geometric design, with a hole 
  in the wall at each intersection point of the design (there are 
  approximately 2,200 holes, each about ¼” in diameter), ex-
  tending down the “corridor” of this area 10’, and the entire 
  10’ section of wall containing the secret door.  
   
  If the key is not inserted in the correct hole and turned twice 
  clockwise, 2,200 poison darts will shoot into this corridor. 
  The poison has long since dried up and is inert (it was a sleep-
  ing poison), but every tiny dart is clearly coated with some 
  black substance, which should give the PCs pause for some 
  concern. 6-120 (6d20) will hit any given PC in the corridor, 
  doing one point of damage per 10 darts which hit (rounding 
  down – thus 24 darts would do 3 hp damage). 
   
  When the High Priest became unstable and began dismantling 
  the Deepflame, some of the Cloistered Brethren gathered 
  some of the Keystones and hid them here along with a few 
  other powerful items they feared could fall into the hands of 
  the High Priest if their worst fears were realized (and they 
  were). They set the most powerful guardian they could on this 
  chamber, a Guardian Demon, and trusted in their secret, 
  their faith and their guardian to keep these items safe. 
   
  Inside the chamber, area 119, is the secret treasures of the 
  Brotherhood of the Chantry: 
  • 
  a golden box embossed with dwarven saints worth 600 
  gp, inside the box are 6 pieces of green jade (worth 150 
  gp each) which radiate faint magic if detected (these are 
  some of the Keystones of the Deepflame, q.v.) 
  • 
  a silver chalice worth 200 gp 
  • 
  a smaller golden chalice worth 250 gp 
  • 
  three dwarven ceremonial golden caps worth 200 gp each 
  • 
  three golden dwarven holy symbols worth a total of 420 
  gp 
  • 
  a prayer book (worthless) 
  • 
  an Image of Alboran, Dwarven Hero and savior of the 
  Chantry (terra cotta, worthless to most, priceless to a 
  faithful dwarf).  
  • 
  an Elixir of Life 
  • 
  three Potions of Longevity 
  • 
  a gem of seeing 
  • 
  a Robe of Stars 
  • 
  a Staff of Striking 
   
   
   
  
  The Chantry of the Deepflame 
   
  128 
   
   
   
  120. North Narthex 
  Carved into the floor here is an intricate ancient dwarvish de-
  sign. If detected, it will radiate a faint magic.  
   
  The carving (it is really a design of interlocking runes) trans-
  lates as: 
   
        “Consecrated ground from life to death in holy harmony.”  
   
  The design is a dwarvish blessing on the chapel, repurposing 
  it as the brethren’s tomb - thus the aura of magic in the design. 
  It is quite benign and will not affect anyone who steps on it, 
  reads it or defaces it in any way. 
   
  121. South Narthex  
  The floor here once held an intricate carving as the North Nar-
  thex floor (qv) but the upheavals of the earth have cracked the 
  floor and shifted the stones in such a way that the design is 
  unrecognizable now and all traces of the aura of the blessing 
  have dissipated.   
   
  A dozen Cave Crickets lurk here. Anyone who enters the nar-
  thex will cause the Crickets to begin chirping.  If agitated, 
  they will draw the attention of the Giant Lizards feeding at 
  area 126 and increase the likelihood of random encounters by 
  50% for the next 6 turns. 
   
  122. Chapel of the Brethren 
  The vaulted ceiling of this room rises high overhead, easily 
  60 feet or more.  
   
  The walls are carved ornately with columns and geometric 
  patterns.  
   
  Two rows of seats line each side behind low stone screens.  
   
  At the far (east) end is a large altar table standing 18’ high, 
  12’ long 5’ deep. and the far wall is carved with large niches 
  (eight niches, paired side by side, four lower, four upper).  
   
  At the southeast end of the room is a door that opens inwardly 
  (to room 124, the Vestry). 
   
  Behind the low screens on either side are piled hundreds of 
  mummified dwarven bodies. When the plague struck the 
  chantry, this chapel became the brethren’s crypt and the bod-
  ies were prepared for burial and carefully placed in holy rest 
  here.  
   
  However, not all the brethren lie at eternal rest. In the eight 
  niches in the eastern wall are 8 Guardian Mummies who will 
  attack if they are disturbed, if the bodies of the brethren are 
  desecrated, if the chapel is desecrated, or if the Repository of 
  the Secrets of the Ages (room 123) is breached. 
   
  Each of these mummies has a special ability: to raise up the 
  dead in defense of chantry and the secrets of the ages. Once 
  per round, each mummy can raise up a fallen dwarven brother 
  to attack. It is the only action the Mummy can take in the 
  round. These are Fallen Brethren, which rise in all appear-
  ances as mummies, but they are not. Fallen Brethren are spe-
  cial undead. 
   
  There are 384 mummified dwarven brethren remains here 
  that can be raised.  The Fallen Brethren will go wherever the 
  Mummies who raised them go (thus, if the mummies will not 
  leave the chapel area, neither will the Fallen Brethren). If 
  roused the mummies will attack until destroyed and will pur-
  sue throughout this room, but will not pursue beyond, unless 
  items are taken from room 123, in which case they will pursue 
  relentlessly.  
   
  The seal of the High Priest puts these spirits to rest as would 
  anyone wearing the vestments of priests (treat as if “turned” 
  by a cleric).   
   
  Scattered among the niches are: 
  • 
  3123 sp 
  • 
  3 pieces of jewelry (1 gold bracelet worked with cat fea-
  tures worth 100 sp, a gold bracelet set with jade worth 
  250 sp and part of a gold torc with rubies worth 200 sp, 
  more if the rest can be found, in cell 93 - together the 
  whole torc is worth 1000 sp).  
   
  There is a concealed door in the altar where offerings and sac-
  rifices were placed containing: 
  • 
  8 small semi-precious stones (6 quartz worth 15 sp each, 
  1 jade worth 30 sp and 1 amethyst worth 45 sp) 
  • 
  Coins: 87 cp, 17 sp, 18 gp 
   
   
   
   
  
  The Chantry of the Deepflame 
   
  129 
   
   
   
  123. Repository of Secrets 
  The door to this secret room is locked with a special lock. On 
  the wall here is a carving of a grotesque face.  
   
  To open the door safely, fingers must be inserted in the pupils 
  of the eyes of the face and the eyes must be rotated, the left 
  hand counterclockwise, the right hand clockwise, three turns. 
  If done properly, a grinding sound will be heard and the door 
  will swing open inwardly.  
   
  Inside, this room contains several shelves of books and scrolls 
  (along the southern wall), a table with five chairs around it in 
  the center of the room, and three small chests sit against the 
  eastern wall. 
   
  These treasures are protected by two Guardian Demons. 
   
  The books and scrolls are important to the dwarven religion, 
  but of little interest to others outside of the faith. They contain 
  information, however, that shakes the core of dwarven belief 
  (in what way is up to the GM) and the powers of the dwarven 
  priesthood felt it important to keep the information secret.  
   
  Unlike some of the Gnostic writings (room 85), very few of 
  the brethren even knew these writings existed.  
   
  The three chests contain some artifacts the Priesthood felt best 
  kept away from the world as well. 
   
  Chest #1: contains a Book of Damnation 
  Chest #2 contains 12 missing keystones from the Throne of 
  the Deep Flame. 
  Chest #3 contains Mallus’ Band of Splendor  
   
  124. Vestry 
  The door to this room is not locked, but it is stuck.  
   
  Inside the room are several racks of (dwarf sized) priestly 
  vestments - robes, albs, amices, cassocks, capes, chasubles, 
  gauntlets and stoles in various colors and with a variety of 
  designs embroidered into them.  
   
  The designs are hundreds of years out of fashion for any dwa-
  rven cleric, though they might be of historical interest to a 
  current dwarven temple.  
   
  Note: donning these vestments will effectively “turn” the 
  mummies in room 122 (even if they are not worn properly, 
  and even if they are not worn by a dwarf) and other undead 
  on this level as if a priest/cleric of 12th level. 
   
   
   
   
   
   
   
  125. Cell 
  The contents of the room are in disarray. Most of the furniture 
  is broken and all the wood in the room suffers from dry rot. 
  The south wall is dominated by a huge mosaic depicting the 
  Dwarven Creation story.  
   
  The mosaic radiates magic if detected.  
   
  The tiles of the mosaic, most of which are black, grey and red 
  are covered with an unidentifiable black, greasy substance 
  (harmless, but stains whatever it touches).  
   
  17 of the tiles, the irises of the characters depicted, are glitter-
  ing blue gems. If the gems are touched in the proper order, the 
  mosaic animates, telling the creation story from darkness and 
  chaos to light and order, focusing on the dwarven people.  
   
  If the blue gems are touched in the wrong order, or if they are 
  removed, 1d4 Tile Creatures drop from the mosaic per blue 
  gem touched (that is, if 6 gems are touched, 6 to 24 Tile Crea-
  tures drop from the mosaic). If there are any dwarven people 
  in the room, the Tile Creatures take on an aspect of the Creator 
  and, with one booming voice, tell characters not to meddle 
  with things that are beyond their understanding. If no dwarves 
  are present, the Tile Creatures will attack everyone in the 
  room, but will not pursue beyond the chamber. The blue gems 
  (Topaz, worth 100 gp each) can be pried from the mosaic 
  (dropping 1-4 Tile Creatures for each gem pried free) but this 
  destroys the magic of the mosaic. 
   
  There is nothing else of value in the room. 
   
  126. Cell 
  This room has been cleared of all furniture and stacked high 
  with mummified bodies of dwarven brethren, though these re-
  mains have been shredded and scattered about the room. 
  Amidst the jumble of mummy parts are two giant lizards 
  feeding on a nest of giant centipedes. The lizards will ignore 
  any non-threatening creature who enters the room while they 
  are feeding. In 4 rounds they will finish their feast and become 
  very aggressive, attacking anything that moves. 
   
  The brazier burning in cell 116 extends its radius of repel evil 
  to this chamber. See entry for 116 for more details. 
   
  Amid the mummified body parts can be found (search takes 
  2-8 rounds):  
  • 
  a half-pound tin stamped with a strange symbol, full of 
  stale tea leaves 
  • 
  a warrior-priest’s iron mantle bearing the image of a 
  twin-tailed comet 
  • 
  a woollen beret 
  • 
  a 50-pound bag of millet, long spoiled 
  • 
  an annotated edition of Founding of an Empire 
  • 
  a brass badge shaped like a coiled snake. 
   
   
  
  The Chantry of the Deepflame 
   
  130 
   
   
   
  127. Cell 
  The door to this room is locked and magically sealed. A knock 
  spell or dispel magic (vs. 5th level) will dispel the magical 
  seal, but the key for the physical lock on the door is on the 
  possession of the Lesser Priest within. 
   
  If the PCs open the door quietly (the seal dispelled and the 
  lock picked), they see an immaculately kept cell, distin-
  guished from most other cells by a larger bed and the presence 
  of several upholstered chairs.  
   
  The furniture is in useable condition. Peaceful entry will 
  cause the occupant to rise up out of the bed and greet the PCs 
  cordially, if stiffly. The Lesser Priest will ask why the PCs are 
  in his chamber, ask what has become of his brethren. He will 
  become more and more agitated as the interview proceeds and 
  eventually some small remark will set him off, exactly as if 
  the PCs had kicked the door in, below. If the PCs enter force-
  fully (Kick the door open, magically shatter the door, etc), 
  they will be greeted with an irate, insane Priest Corpse. 
   
  A general search of the room reveals:  
  • 
  a fine cherrywood box inlaid with mother-of-pearl con-
  taining jeweler's tiny files, chisels and hammers, mono-
  cle, buffing cloths and other gem-cutting tools 
  • 
  a greatsword with dried blood on it 
  • 
  a set of seer's runes carved from soapstone 
  • 
  a fork made of silver 
  • 
  a keyring with the key for this room and three other keys, 
  all brass, no identifying marks.   
   
  Behind the bed is a secret sliding panel (treat as secret door) 
  that opens to reveal a 5’ deep, 2’x4’ niche in which can be 
  found: 
  • 
  3021 cp 
  • 
  1814 gp 
  • 
  386 pp 
  • 
  Potion of Climbing 
  • 
  7 crossbow bolts +2 
  • 
  a magical Flail (Geron’s Wrath) 
   
  128. Distinguished Brother’s Cell 
  This room has been gutted by fire, the walls and ceiling out-
  side the doorway are blackened and the charred remains of the 
  wooden door hang precariously from the twisted hinges. 
  Lumps of blackened rubble litter the floor.  
   
  If the room is searched, nothing useable will turn up, but the 
  blackened bones of the former occupant can be found. If as-
  sembled, the Skeleton (Dwarf) will animate and serve the 
  first person to touch it once it animates. 
   
  Speak With Dead cast on the Skieleton will give it the ability 
  to communicate permanently. 
   
  129. Distinguished Brother’s Cell  
  Rubble piled near the doorway of this cell makes it very dif-
  ficult to access. The southern wall is collapsing as water pours 
  through, streaming out the doorway. Fungus and mushrooms 
  grow here, and molds cover everything.  
   
  Among the rubble are a number of useable items, though most 
  need cleaned of course:  
  • 
  a well-crafted sword with a rotted grip 
  • 
  a time-worn battleaxe, dented and beaten from many 
  skirmishes 
  • 
  an infantryman's pitted metal helm engraved with a now 
  unrecognizable sigil. 
   
  130 & 131. Protectorate Brothers  
  These cells (along with #105 and the completely destroyed 
  cell to the west of #105) housed the guardians of priestly vis-
  itors to the Chantry.  
   
  These brethren were skilled warriors as well as devout monks.  
   
  As the Chantry had few such visitors, the Protectorate Broth-
  ers eventually took up other pursuits, one of which was paint-
  ing. Thus, the walls of the cells are painted over (layer upon 
  layer) in frescoes of scenes depicting dwarven mythology. 
   
  130. Afterlife Cell 
  This cell contains two beds, two chests, two armor racks and 
  two weapon racks, all empty.  
   
  The walls are brightly painted in scenes of dwarven afterlife.  
   
  While the chests and niches of this cell are empty, there is a 
  secret panel behind one of the niches wherein one of the breth-
  ren hid his treasure: 1345 sp. 
   
  131. Creation Cell  
  This cell contains two beds, two chests, two armor racks and 
  two weapon racks.  
   
  The walls are painted in scenes depicting the dwarven crea-
  tion story.  
   
  One of the beds has the remains of blankets on it and one ar-
  mor stand has some rusting chainmail hanging from it.  
   
  On the weapon rack near that armor stand is a warhammer and 
  a battleaxe.  
   
  The chest at the foot of the bed has three (rotted) robes in it, a 
  pair of (dwarf sized) boots, a pair of breeches and a shirt and 
  a small brass ring (worth 12 cp). 
   
  
  The Chantry of the Deepflame 
   
  131 
   
   
   
  132. Cell 
  The furniture here is wrecked, pushed 
  toward the southeast corner.  
   
  Three Ghouls will attempt to ambush 
  any living being that enters the room.  
   
  Among the rubble, after a thorough 
  search, can be found:  
  • 
  an 
  enormous 
  ermine-bound 
  book entitled The Spoils of Win-
  ter, mostly intact 
  • 
  a ring of keys, one of which is 
  made of pewter 
  • 
  a mud-caked mail shirt with a 
  hammer symbol painted on the 
  breast in red 
  • 
  a small pewter box etched with 
  the image of an axe. It contains a 
  piece of Saint Alboran’s sandal. 
   
  133. Cell 
  The furniture in this room is neatly 
  stacked in the corner opposite the 
  doorway. If the furniture is moved or 
  searched, behind the pile of stone fur-
  niture, jutting from the wall can be 
  seen an unusual shelf.  
   
  It appears to be stone carved to represent a gnarled tree 
  branch which supports a 12” deep x 3” thick x 3’ long stone 
  shelf.  Hanging from the “branch” is a leather bag. Tied to the 
  “branch” and the shelf are a red and a green ribbon.   
   
  The bag (or, rather its contents) and the ribbons will radiate 
  magic if detected.  
   
  The ribbons are the Streamers of Halidon. 
   
  The leather bag is stuffed with hair. If someone could divine 
  the origin, it is primarily dwarf beard hair, though that is not 
  self-evident. Most of the hair is grey or white, though some 
  is black or brown as well.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The hair is magical:  
  • 
  Any dwarf who weaves the hair into his or her beard 
  gains the benefits of a bless spell for 1d4 weeks 
  • 
  A non-dwarf who applies the beard hair will be trans-
  formed into a half-dwarf unless a save vs. spells is made.  
  • 
  If transformed, the half-dwarf gains dwarven racial ben-
  efits (darkvision, detect sloping passages, etc.), and gains 
  +1 to Strength, but also has a -2 to Charisma penalty ap-
  plied (he or she becomes a particularly ugly half-dwarf).  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  132 
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  133 
   
   
   
  Sanctum of the High Priest 
  (Area E) 
   
  The Grand Staircase winds up the shaft over 600’, coming to an end at a large landing. The shaft continues to rise another 60’ 
  above the level of the landing, ending in a dome. When the Deepflame is ignited, the dome glows blue and bathes the entire shaft 
  in a cool, even light. Under current circumstances, the shaft is dark.  
   
   
  1. Grand Landing 
  The landing here is large and opulent. The balustrade, heavy 
  and intricately carved from white marble, is dark stained in 
  places.  
   
  The landing is covered in a large rug woven to depict a parade 
  of dwarven high priests bathed in light, moving through the 
  underworld. The rug is similarly stained, as if a dark liquid 
  pooled in places, ruining the ancient beauty.  
   
  Beyond the landing is an ornate entryway. Two large (7’ wide 
  by 13’) bronze doors are flanked by carvings of dwarven 
  saints.  
   
  To the left and the right, above the saints, are statues of the 
  great hero Alboran.  
   
  Above the doors and the statues, the wall is carved in ornate 
  geometric patterns.  
   
  The statues are chipped, and some have limbs that have bro-
  ken off.  
   
  The rest of the walls and the floor and ceiling here seem to 
  have weathered the long years since the Chantry was sealed 
  mostly unharmed.  
   
  In fact, these are 10 Marble Guardians (Small) and 2 Mar-
  ble Guardians (Medium), which the goblins (see below) en-
  gaged before attempting to enter the High Priest’s level be-
  yond. This is the last of the the traps set attuned to non-dwa-
  rves.  
   
  If any non-dwarf steps onto the landing unaccompanied by a 
  dwarf (or the presence of dwarf blood), the Marble Guardians 
  animate, leap down from the wall, and attack.  
   
  Like the traps on the Grand Staircase (see Area C), this trap 
  can be circumvented by not actually stepping on the landing, 
  by carrying some dwarf blood (even in a vial, or splattered on 
  a person, the amount doesn’t matter).  
   
  Once unaccompanied non-dwarves leave the area of the land-
  ing, the Marble Guardians remain animate for 4 rounds, then 
  climb back up to their places on the walls. 
   
   
   
   
   
   
  Inside the entrance to the level beyond the great doors are 
  four goblin corpses, dead for at least six months.  
   
  The Godking and the shaman levitated several goblins up to 
  the top platform once the Godking realized the staircase was 
  trapped. Fully a dozen goblins tried to gain access to the level, 
  but the Marble Guardians (above) and the power of the Earth-
  gem (qv) prevented them.  
   
  These four stuck to the floor at the entrance and died, scream-
  ing for help from the Godking (who hovered off the edge of 
  the platform watching these events unfold) until they died 
  while their comrades died at the hands of the Marble Guardi-
  ans on the landing outside. These four corpses are held fast to 
  the floor and no amount of effort (short of a wish) will release 
  more than fragments. 
   
  2. Main Hall 
  This expansive 20’x100’ hall is elaborately decorated. Even 
  the pillars which line the walls are carved and painted.  
   
  The walls and ceiling are carved with scenes out of dwarven 
  scriptures depicting the creation of the world, the dwarven 
  presence in heaven at the beginning of time. Later scenes 
  show the dwarves being expelled from heaven and led to the 
  underworld in broken chains.  
   
  The floor is tiled with highly polished stone in colorful pat-
  terns, torchlight dancing across the polished stone has the ef-
  fect of hypnotic pattern unless a save vs. spells is made (at -
  2) each round.  
   
  The eyes of the paintings follow the characters (not just 
  “seem” to, they actually do).  
   
  If anyone does anything to harm any of the murals on the 
  walls (even accidently) they will be cursed:  
  • 
  the cursed one will see eyes peering at them from dark 
  places constantly for 1 year  
  • 
  -1 on saves and making it hard for the cursed one to rest, 
  needing 25% more time to get a normal rest - 10 hours to 
  get a normal 8 hours rest, 30 hours to a normal full day’s 
  rest, etc. 
  • 
  Negated by Remove Curse (at 12th caster level or greater) 
   
   
  
  The Chantry of the Deepflame 
   
  134 
   
   
   
  3-9. The Office of the High Priest 
  3. Office 
  This chamber was obviously an administrative office. An os-
  tentatious desk, with gold filigrees and large mother of pearl 
  inlays.  
   
  On the desk are several sheaves of papers.  
   
  Facing the desk are three comfortable looking chairs flaking 
  a small table. Behind the desk are large two doors and two 
  doorways, a slight breeze and unpleasant odor comes from the 
  doorway to the left.  
   
  Along the walls are bookshelves and tables with baubles and 
  knick-knacks on them. Paintings hang on the walls and a large 
  chandelier hangs from the ceiling. 
   
  The furniture is all expertly carved from alabaster to appear 
  to be wood.  
   
  The uncomfortable looking chairs seem spindly and light, but 
  they are sturdy and heavy (but they are, in fact, uncomforta-
  ble).  
   
  The papers on the desk are written in ancient dwarven and an 
  ancient human language (DMs choice). They mostly deal with 
  the minutia of day-to-day political dealings in the area several 
  hundred years ago. It appears that some of the human lan-
  guage papers are accusations levelled toward a King Ferlaon, 
  or perhaps Warchief or Headman Ferlaon, it’s an old and un-
  used dialect. The papers accuse Ferlaon of infecting his gifts 
  with the Plague of Boils and Death that has begun to spread 
  among the Dwarves in the Southlands.  
   
  There are other papers indicating the Plague of Boils and 
  Death has been found in the Chantry and what appears to be, 
  though written circumspectly, an edict to assassinate this Fer-
  laon.  
   
  The Baubles and Knick-knacks are curiosities, perhaps valu-
  able, perhaps not: 
  • 
  an astrolabe 
  • 
  a stonemason’s compass and set square 
  • 
  a set of chisels, punches and hammers for stone shaping 
  (all non-magical, but of highest quality) 
  • 
  four large glass globes on tables contain colored liquid 
  (blue, green, yellow and orange). There is no obvious 
  means to get to the liquid short of shattering the globes. 
  They do not radiate magic. 
   
  The globes contain distilled Essence of the Elements - blue - 
  water, green - earth, yellow - air, orange - fire). These could 
  be of particular use to the PCs as a means to free the Earthgem 
  (area 11).  
   
   
  The books on the shelves are primarily ancient human history 
  which would be of some value to a historian or a library or 
  perhaps a sage, though they are bulky (30 tomes, 10-15 lbs 
  each, worth a total of 200 gp).  
   
  Tucked in one of the books is a scroll (protection from de-
  mons). 
   
  The doors in the north wall are not locked. The secret doors 
  in the north wall are locked and trapped. The High Priest has 
  the key for these doors.  
   
  If the secret doors are not unlocked before opening (or if they 
  are forced open in any way), a magical blue flame bursts out 
  of the floor in a 10’x10’ area before the door. The flame will 
  do 3d6 hp damage (save vs. dragon breath for half damage) to 
  anyone in the area of effect, but it will leave no mark and will 
  not burn any non-living item.  
   
  If the door is destroyed, the trap is destroyed, otherwise, it 
  resets every round and every attempt to force the door or oth-
  erwise open it without unlocking it will cause the same thing 
  to happen.  
   
  A successful lock picking attempt by a thief negates the trap.  
   
  Note that the secret doors automatically re-lock when closed, 
  so every time the PCs use the secret doors, they must unlock 
  them or set off the trap unless they block the door open some-
  how (or unlock the door and then destroy it).  
   
  4a. Chief Steward’s Room(s) 
  A slight breeze and an unpleasant odor comes from this area. 
  The the room abruptly ends, the wall sheared off, falling away 
  into a great rift. Normal means of light will not reach the far 
  side of the approximately 175’ wide rift.  
   
  The air in the rift swirls and is unpleasant smelling, the com-
  bined stench of rotting flesh, mold and sulfur.  
   
  This room was once richly appointed, carpets on the floor and 
  well-crafted furniture. Now everything is covered in a thin 
  layer of slime. The carpets are squishy and rotted, the furni-
  ture is stained and broken.  
   
  A corpse is scattered across the room here. The head and torso 
  with one arm attached is closest to the door with an arm be-
  hind, followed by legs and, at the edge of the pit, feet. This is 
  a Wight that crawled up from the brotherhood level and at-
  tempted to escape via this level but got caught in the Earth-
  gem’s magic (qv). If the Earthgem’s spell is broken, the head, 
  torso and one arm will crawl toward the grand staircase and 
  attack anything in its way. 
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  135 
   
   
   
  5a&b. Clerk of the Closet’s Rooms 
  5a. Antechamber - Corpse 
  This room is not a lavish as areas 3 or 4, though it still contains 
  comfortable furniture, paintings on the walls and three small 
  glass globes which contain green liquid (Essence of the Ele-
  ments - Earth).  
   
  The most prominent feature in the room is a desiccated corpse 
  sitting in one of the overstuffed chairs.  
   
  This is the corpse of the Clerk of the Closet. He is undead, but 
  will not move or respond to the PCs’ presence unless they take 
  the glass globes, enter bedchamber (5b) or attack the corpse.  
   
  A few papers on the desk (mundane items recording the up-
  keep of the Chantry) and some small trinkets:  
  • 
  a gold medallion in the image of a dragon worth 210 gp 
  • 
  a small purse containing 34 sp, 22 cp and 8 gp 
  • 
  a decorative warhammer, not well balanced as a weapon 
  (-1 to hit).  
   
  The corpse is a Priest Corpse.  
   
  If the Earthgem has been neutralized, the Clerk of the Closet 
  will not realize it until some being walks into the room. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5b. Bedchamber 
  This room is sparsely furnished: a simple bed, a small table, 
  two chairs, a chest and a chest of drawers. Three tapestries 
  hang on the walls.  
   
  The chest and the chest of drawers contains moth-eaten cloth-
  ing, ruined and worthless.  
   
  The table contains a number of pens and inkwells and sheaves 
  of blank paper.  
   
  The bed is unmade. The blankets are rough wool and the sheet 
  is ink stained.  
   
  Inside the mattress is the Clerk of the Closet’s journal. Most 
  of the pages, at first, are very mundane, ordinary, daily life 
  stuff for a dwarven cleric. Prayers and psalms are interspersed 
  here and there. Late in the journal, perhaps the last 50 or so 
  entries, appear notes about the Clerk’s distrust of the High 
  Priest. He began to suspect that some “shadow” had come 
  over the High Priest who was acting more and more selfishly 
  and erratically. The very last entries speak of an outbreak of 
  the Plague of Boils and Death among the Brethren. The High 
  Priest began to dismantle the Deep Flame, which concerned 
  the Clerk very deeply. Then, the High Priest sealed the last of 
  the Brethren into the Cloister with his amulet to die, fearing 
  the plague would spread from the Chantry to the whole world. 
  Only a handful of Brethren seem to be unaffected.  
   
  This last event seems to have caused something in the Clerk 
  to snap as his writing becomes less legible and more terse. He 
  writes a couple notes about securing the Earthgem and that 
  the Chief Steward, if he can be trusted, will have to set the 
  stone, but it will cost them all their lives. A price he is willing 
  to pay. 
   
  The secret door to the north is hidden behind one of the tap-
  estries. It is not locked or trapped. 
   
   
   
   
  Roleplaying the Clerk: 
  The Clerk will desire to see the downfall of the High Priest 
  who caused the ruin of the Chantry but doesn’t know what 
  has become of the High Priest. He believes his best course of 
  action is to allow the PCs to rummage around and wait to see 
  what they do. If the PCs take the glass globes, the Priest 
  Corpse will attack in fury (it has an irrational obsession with 
  the elemental essence). If the PCs enter the bedroom (5a), the 
  corpse will rise and try to observe without being detected.  
   
  If the PCs leave the chamber without engaging the Clerk of 
  the Closet, the Priest Corpse will attempt to follow them. 
   
  If the Earthgem is still active and the PCs have managed to 
  enter the chamber via some alternate route (walking on the 
  ceiling somehow, levitation, anti-magic,etc.),  
   
  The Priest Corpse will observe as noted above and will at-
  tempt to attack if the PCs take the glass globes (the obsession 
  really is irrational), but its feet are firmly secured to the stone 
  floor by the Earthgem.  
   
  Each round it tries to attack and the PCs are out of range, the 
  Priest Corpse must roll a 12 or less on a d20 or it will tear one 
  of its legs off of a foot in its fury and fall forward, its legs and 
  one hand now securely held fast to the floor. It will still con-
  tinue to try to attack the PCs, tearing itself apart in the pro-
  cess. 
   
  
  The Chantry of the Deepflame 
   
  136 
   
   
   
   
  6. High Priest’s Antechamber 
  This long room has a high vaulted ceiling and was clearly 
  made to impress.  
   
  Decorative pillars line the walls, separating the room into sev-
  eral areas. The walls, pillars and ceiling are painted in scenes 
  of dwarven mythology.  
   
  The room is, oddly enough, very sparsely furnished. Only a 
  few chairs and tables and a single couch in the entire 20’x50’ 
  room.  
   
  The taint of the High Priest is strong here. He practiced his 
  black magic nearby and the very walls of this room were af-
  fected by his evil. For every round spent in this room, there is 
  a 5% cumulative chance per PC that 1d4 Mural Monsters) 
  will leap off the wall and attack.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7. High Priest’s Bedchamber  
  This sumptuous chamber contains a huge, curtained four-
  posted bed piled high with silk sheets and soft blankets and 
  overstuffed pillows.  
   
  A roaring fire burns in the huge fireplace in the west wall, 
  bathing the room in a warm, flickering orange light. The east 
  wall is lined with shelves containingseveral small items:  
  • 
  three porcelain vases (worth 30 gp each, very fragile) 
  • 
  a small jade tiger (worth 100 gp) 
  • 
  a small rosewood box containing 5 yellow Tourmaline 
  (these are Keystones of the Deepflame) 
  • 
  and a gold trimmed warhammer (not well balanced as a 
  weapon, -1 to hit, this was the High Priest’s ceremonial 
  weapon of office, worth about 150 gp for the metals con-
  tained within, priceless to a faithful dwarf) 
   
  The corruption of the High Priest is almost palpable here. In 
  fact, every round the PCs remain in the chamber, they must 
  make a save vs. spells or experience fear (per the spell, as if 
  cast by a 16th level magic user).  
   
  3 Shadows took residence in this room when the High Priest 
  turned fully to evil, acting as his servants, and they remain 
  hiding in the deep darkness of the corners of the room.  
   
  If the Earthgem has been neutralized, the Shadows will allow 
  the PCs to ransack the room and they will slink out of the 
  room once the PCs leave, seeking their master. If the Earth-
  gem has not been neutralized, the Shadows will attack when-
  ever they think they have a distinct advantage. 
   
  The secret door is well hidden, but it is neither locked nor 
  trapped, opening with a simple push. 
   
   
   
  
  The Chantry of the Deepflame 
   
  137 
   
   
   
   
  8. Secret Meeting Room 
  This secret meeting room has a long history of both good and 
  evil, having been used by former High Priests for clandestine 
  meetings with allies and enemies, to make secret deals and to 
  forge important alliances. When the last High Priest began to 
  dabble in dark magic, he stopped meeting anyone in this 
  room. This became his dark altar.  
   
  None of the other underpriests or lower priests ever discov-
  ered his secret, but several suspected.  
   
  At the center of the north wall is a blood-stained altar made 
  of a single block of black obsidian.  
   
  A magic circle has been etched into the floor in the center of 
  the room in which is an invisible Invoked Demon who is dou-
  bly trapped if the Earthgem has not been neutralized.  
   
  In addition, 2 Shadows lurk in the darkness here. The shad-
  ows will attack at the first opportunity. The Demon will try to 
  negotiate its freedom with the PCs.  
   
  The only way to free the demon (once the Earthgem is neu-
  tralized) is to use the stonecutting tools in the office (area 3). 
  While these tools are technically non-magical, they can pro-
  duce a magical effect when used with certain spells. Since 
  they were the tools used to create the circle, they are the only 
  tools that can break the circle. Even spells like stone to mud 
  will be ineffective (they simply will not target the stone of the 
  circle - they will either not cast at all or target a different area 
  of stone). A wish spell may break the circle, however.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the PCs manage to free the Invoked Demon, it will try to 
  touch each of them on the shoulder. Each person touched 
  saves vs. death magic. If the save is successful, nothing hap-
  pens. If the save fails, the Invoked Demon steals a tiny piece 
  of that person’s soul, takes it to the netherworld when he 
  leaves, and will spy on the PC(s) so touched. At some point 
  in the future, the Invoked Demon may interfere in those PCs 
  lives, perhaps helpfully, perhaps not. Each time it interacts 
  with the PCs, it will attempt to touch them on the shoulder, 
  and the PC makes a save (at a penalty equal to the number of 
  times the PC has failed the save in the past).  
   
  When the Invoked Demon has touched a PC who has failed 
  its save a number of times equal to the PC’s Constitution, the 
  Invoked Demon has claimed the PCs soul completely. Unless 
  the PC does something to atone for this deal with the Demon, 
  when the PC dies, it will become an eternal servant of the In-
  voked Demon in the Netherworld. 
   
  The secret door here is locked and trapped.  
   
  The High Priest (area 15) has the key. The trap works just like 
  the secret doors at area 3.  If the secret doors are not unlocked 
  before opening (or if they are forced open in any way), a mag-
  ical blue flame bursts out of the floor in a 10’x10’ area before 
  the door, outside of room 9. The flame will do 3d6 hp damage 
  (save vs. dragon breath for half damage) to anyone in the area 
  of effect, but it will leave no mark and will not burn any non-
  living item.  
   
  If the door is destroyed, the trap is destroyed, otherwise, it 
  resets every round and every attempt to force the door or oth-
  erwise open it without unlocking it will cause the same thing 
  to happen.  
   
  A successful lock picking attempt by a thief negates the trap.  
   
  Note that the secret doors automatically re-lock when closed, 
  so every time the PCs use the secret doors, they must unlock 
  them or set off the trap unless they block the door open some-
  how (or unlock the door and then destroy it). 
   
   
   
  
  The Chantry of the Deepflame 
   
  138 
   
   
   
  9. Secret Treasury 
  The two secret doors to this room are locked from the outside, 
  but open normally from the inside. If the secret door in the 
  west wall is opened from the outside without unlocking it, or 
  if it is forced, it will set off a trap in the 10’x10’ area outside 
  the door just as described in area 8 above. 
   
  Inside the room a constant magical wind blows strong enough 
  to blow out any natural flame (even a lantern will gutter and 
  go out). Only magical light will illuminate this room. 
   
  Contained herein are some of the High Priest’s personal treas-
  ures, some of the Chantry’s treasures, and, of course, guardi-
  ans of the treasures. 
   
  To guard his treasures, the High Priest entrapped two Shadow 
  Fiends in the dark corners of the room which will attack when 
  natural light sources are extinguished, or whenever they can 
  gain an advantage. If a Blinding Light spell is cast in the room, 
  the Shadow Fiends will be powerless. 
   
  There are seven wooden boxes here. 
   
  Box 1:  1234 cp 
   
  Box 2:  987 ep 
   
  Box 3:  a pile of gems: 10 gp Blue Quartz, 10 gp Lapis Laz-
  uli, 10 gp Rhodochrosite, 100 gp Emerald, 100 gp Obsidian, 
  100 gp Sardonyx, 100 gp Turquoise, 30 gp Turquoise, 5 gp 
  Lapis Lazuli, 50 gp Banded Agate, 50 gp Eye Agate, 50 gp 
  Rhodochrosite, 500 gp Amethyst, 500 gp Tourmaline, 650 gp 
  Amber, 75 gp Turquoise, 900 gp Sapphire. 
   
  Box 4:  Jewelry (10): 12000 gp Scep-
  tre, 200 gp Goblet, 3000 gp Seal, 3000 
  gp Pendant, 900 gp Comb, 8000 gp 
  Clasp, 5800 gp Belt, 8000 gp Statu-
  ette, 600 gp Statuette, 13000 gp Brace-
  let. 
   
  Box 5: Elixir of Life, Beaker of 
  Plentiful 
  Potions, 
  Spell 
  Scroll 
  (Magic User: Rope Trick, Wall of 
  Stone, Find Familiar) 
   
  Box 6:  Statuette of Gra’anath, De-
  mon Lord of the Dark Pit (gold, worth 
  1200 gp for the metal, worth 5000 gp 
  to a demon worshipper, though selling 
  it would be an evil act) wrapped in red 
  velvet. The velvet is the Cloak of The 
  Dark Pit 
   
  Box 7:  The Regalia of the High 
  Priest (magical platemail and mace) 
   
   
  10. Stairs down to Guest Level 
   
  Just past the grand balcony, the stairs are shattered, and the 
  great rift (25) is visible through the gaping hole in the wall 
  which runs from the ceiling (which is 30’ above the balcony) 
  through two turns of the stairs on the west half of the stairwell 
  going down. The stairwell descends 110’ to the guest level 
  (see below for more details on the stairs). 
   
  There is a programmed Illusion of the Grand Carnival of 
  Effratax which appears right before the being’s eyes when he 
  or she enters the stairwell, so everyone gets an individual 
  show when they descend the stair. Each being who enters the 
  landing sees the beginning of the carnival (ethereal shapes and 
  haunting sounds dancing and performing a kind of magical 
  dance) and the full show adjusts timing for the speed at which 
  a person descends so that the show comes to a grand finale 
  just as the being steps off the staircase to the Guest Level. 
  Thus, if a person falls the 110 feet from the landing to the 
  bottom, the entire show would pass by their eyes in about 4 
  seconds. A person might linger on the landing and watch the 
  opening (which will cycle with variations indefinitely, as 
  would other points in the show as someone paused) for 
  minutes or hours.   
   
  A person who pauses could choose to return back up the stairs, 
  seeing elements of the Grand Carnival replay, turn and leave, 
  descend, etc. Dispel magic (any level) cancels the effect for 
  24 hours. The illusion is a distraction. PCs performing any 
  task that requires more concentration than walking, etc. (such 
  as spellcasting or melee) must make an Intelligence check 
  (INT or less on 3d6) to be able to perform the task success-
  fully. Failure need not be catastrophic (though in the case of 
  spellcasting, it might be…) 
   
  Like the Grand Staircase, the 
  stairs here are very wide and 
  very shallow, each step is al-
  most a small landing, being 6’ 
  deep at the widest point (about 
  5’ deep on the inside radius) 
  and 10’ wide, each rise is only 
  about 2”, making the total 
  number of turns of the staircase 
  from this landing down to the 
  guest level 5 turns, about 480 
  steps.  
   
  Crossing the 80’ gaps in the 
  stairs on the west side is the 
  great challenge in descending 
  this level.  
   
   
   
   
  
  The Chantry of the Deepflame 
   
  139 
   
   
   
  11. The Armillary of Sevar House 
  This is the intersection point of the four main corridors. Dom-
  inating this central area is a gigantic brass Armillary Sphere 
  with the world of Daen-Ral at the center. One of the great 
  brass rings represents Arias, the giant planet whose orbit in-
  tersects Daen-Ral’s approximately once every 113 years. The 
  Armillary stands 124’ high and is still functioning, the rings 
  turning slowly around the world. It detects as faintly magical 
  (the spells laid on it to keep if functioning) but its only power 
  is to show the orbit of various heavenly bodies in relation to 
  the Daen-Ral night sky. 
   
  Set in the floor is a large round mosaic (see image on page 
  137) with a brown gem set in the center.  This is the Earth-
  gem.   
   
  The Earthgem is a powerful minor artifact which binds mortal 
  beings to the earth.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Earthgem is neutralized by Elemental Essence: Cover-
  ing the gem in the blue, yellow or orange liquid from area 3 
  (by shattering the globes over the mosaic, for example), dis-
  pels the magic of the Earthgem for 1 full day, making it easily 
  removable. Covering the gem in the green liquid from area 3 
  intensifies the Earthgem’s effect by 10 (4000’ radius) and 
  makes it a sphere of effect instead of a circle, so that most of 
  the Chantry falls under the effect of the Earthgem, for 1 full 
  day. 
   
  IF THE EARTHGEM IS NEUTRALIZED:  
  • 
  6 rounds after the PCs deactivate the Earthgem, the High 
  Priest will come stalking out of the western corridor lead 
  by one of the Judgments (chosen at random). See areas 
  14 and 15 for information on these creatures.  
   
  The High Priest will ignore the PCs unless they are obvi-
  ously attempting to reset the Earthgem. His goal is to exit 
  the Chantry via the King’s Window as quickly as possi-
  ble. If engaged in melee, he will use every ability and 
  spell at his disposal to rid himself of the PCs. If he can 
  easily gain the Earthgem, he will take it, but he will not 
  risk himself for it.  
   
  • 
  10 rounds later, the Hand of Justice will lead his 
  Fallen Brethren out of the western Hall of Judg-
  ment. They, too, are seeking a quick escape from 
  the Chantry, but will attempt to descend the Grand 
  Staircase and will have to fight through any crea-
  tures left on the Militant Brethren Level (B) to 
  make good their escape. 
   
  • 
  8 rounds after the Hand of Justice and his Brethren 
  come through, the White Hand releases the 223 
  Zombies from the Hall of Audience. These mind-
  less undead will attack any living thing in their 
  path.  
   
  • 
  10 rounds later the White Hand, the Hand of Mercy, 
  will send the Acolytes of the White Hand forward. 
   
  • 
  1 round later the White Hand himself will stalk 
  through this area. The White Hand will engage any 
  living creature, especially anyone visibly holding 
  the Earthgem. He will risk everything to gain con-
  trol of the Earthgem, calling on the zombies and the 
  Fallen Brethren at his command (and attempting to 
  recall the Hand of Justice and his Brethren if they 
  still survive, though the Hand of Justice is only 50% 
  likely to respond to such a summons). The White 
  Hand will fight to the death. 
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  140 
   
   
   
   
   
   
   
   
   
   
  12. Acolytes of Justice 
  The small cells north and south of the main corridor here be-
  long to the Acolytes of Justice, monks dedicated to carrying 
  out the High Priest’s sentences of justice when pronounced.  
   
  Each small cell houses four Acolytes, while the large cell 
  (numbered 12) which has been nearly destroyed by the earth-
  quake created rift was a gathering hall for the Acolytes.  
   
  Four Acolytes rest in each cell, now Fallen Brethren under 
  control of the Hand of Justice (see area 13 for how these 
  creatures are called and controlled, and how they may work 
  in concert with the Fallen Brethren in area 16).  
   
  Thus, there are 32 Fallen Brethren in this area. The Fallen 
  Brethren are either lying in their (broken and ruined) beds or 
  standing in their cells. They will not attack unless commanded 
  by the Hand of Justice. 
   
  The broken chamber marked 12 falls away 40’ to the rocks 
  below.  
   
  On the far side of the chamber (the gap is 20’ wide) are: 
  • 
  two chairs, one of which is broken 
  • 
  a chest containing: 499 sp, 88 gp, 3 maces (one is magi-
  cal, but not necessarily beneficial - Firehand) and, in a 
  secret false bottom, a book (see below). 
  • 
  a pile of scrolls.  
   
  The book in the false bottom 
  of the chest is not magical. 
  It is, however, heretical (to 
  the ancient Dwarven faith, 
  that is). The exact contents 
  are left up to the GM, but a 
  faithful Dwarf will do al-
  most anything to see that 
  this book is hidden away or 
  destroyed.  
   
  The scrolls are execution or-
  ders spanning seven centu-
  ries, five High Priests. The 
  last High Priest has the most 
  (32) of the 67 execution or-
  ders.   
   
  One of the scrolls has Pro-
  tection from Evil 10’ ra-
  dius written on the back. 
   
   
   
   
   
   
   
   
  13. The Hand of Justice 
  This large chamber contains a bed, three chairs, and three 
  small barred cells (the southern end of the room).  
   
  This is the chamber of the Hand of Justice, whose mummified 
  remains sit in one of the chairs. He is a Guardian Mummy. 
  If the PCs enter the chamber, the Hand will not move unless 
  attacked. Instead, he will begin summoning the Fallen Breth-
  ren in the small chambers lining the main corridor (see area 
  12). He will also communicate (via ESP) with the Hand of 
  Mercy that there are intruders, summoning the Hand of Mercy 
  and his fallen brethren to his aid. The Fallen Brethren from 
  area 12 will begin arriving in 2 rounds (the first 4) and 4 more 
  will arrive each round thereafter for a total of 8 rounds. There 
  is a 60% chance that the Hand of Mercy will respond to the 
  Hand of Justice’s request for aid. NOTE: sixteen rounds after 
  the Earthgem is deactivated, the Hand of Justice will lead the 
  Acolytes of Justice out of this hall and down the Grand Stair-
  case. 
   
  Hidden in one of the cells, beneath a loose stone, is a signet 
  ring of the Count of Andraval, with a note describing his 
  crime against the Dwarves, his claimed innocence, and his de-
  sire to bequeath his lands and his fortune to the bearer of this 
  ring, provided the bearer of the ring can avenge the Count’s 
  death. The ring has an intrinsic value of about 65 gp. There 
  may be some way to lay claim to the Count’s lands, though 
  this “will” was written 430 years ago. Andraval, as a County, 
  may not even exist today... 
   
   
   
  Areas 12, 13, 16 and 17 contain 
  creatures that may work together. 
   
  
  The Chantry of the Deepflame 
   
  141 
   
   
   
  14. Hall of Judgment 
  The walls of this grand hall are painted in heavenly scenes of 
  judgment: God seated on the throne, pronouncing curses and 
  blessings, casting out the dwarven people from heaven, con-
  demning them to the darkness of the underground.  
   
  The massive columns lining the hall are carved in the image 
  of angelic beings, the fourteen of them representing the Four-
  teen Deadly Judgments on Fallen People (see sidebar).  
   
  Three bronze braziers are spaced evenly in the center of this 
  hall - from east to west. The easternmost is cold, the center 
  brazier is filled with hot coals (magical) and the westernmost 
  brazier burns with a magical, blue fire.   
   
  All the braziers are magical.  
   
  • 
  Any fire placed in the cold brazier becomes magically 
  imbued to never extinguish unless blown out by wind 
  (natural or magical).  
  • 
  The coals in the center brazier will completely consume 
  any living material placed within (including such items 
  as leather, wood and foodstuffs, as well as living flesh, of 
  course), but non-living items (metal, stone and the like) 
  are completely unharmed, and gain resistance to fire for 
  one month (as potion of fire resistance).  
  • 
  The westernmost burning brazier will completely con-
  sume any non-living item placed in it (metal, stone, etc), 
  but living items (wood, flesh, leather, etc) gain fire re-
  sistance for one month (as potion of fire resistance).  
   
  Each of the fourteen columns, carved to represent Judgments, 
  is a Marble Guardian (Small), each appearing different, 
  each with different powers and abilities (based on their pro-
  nouncement). See the sidebar for appearance and abilities. 
   
  These Marble Guardians have been tainted by the evil of the 
  High Priest, so none of them can cast Blinding Light and each 
  is cursed in some way. 
   
  The High Priest (area 15) can command the Judgments, but 
  only one at a time. Note that the Judgments are not subject to 
  the power of the Earthgem. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Judgements of the Fallen People 
   
  Adultery: This judgment is carved as a beautiful woman. It cannot 
  initiate combat, and in combat it does not use the smashing attack 
  of normal Guardians, but a simple touch. When touched, the op-
  ponent must save vs. spells or be Charmed (per the spell). The 
  curse laid on this Judgment is that its stone skin is as weak as flesh 
  (AC 9). 
  Blasphemy: This Judgment is carved in mockery of a Lightbringer (a 
  priest of the Way of the Master). This Judgment casts Blinding 
  Darkness once per turn. Its curse is that it cannot touch a mortal 
  being. 
  Cowardice: This Judgment is carved with terror on its face. It will 
  attack aggressively until it takes one or more hit points in damage. 
  Once damaged, the Cowardice Judgment is cursed to flee to the 
  farthest corner and cower, not defending itself even if attacked. 
  Drunkenness: the angel is carved with distorted proportions, as if 
  looked at through a funhouse mirror. It attacks with the normal 
  smashing attack, but is cursed with terrible balance, so attacks at 
  -3. 
  Envy: Carved with outstretched, hands, as if grasping for something. 
  The Guardian attacks by swinging its arms, side to side, which is 
  awkward so it attacks at -2. Its curse is an obsession with power. 
  It will seek out the most powerful PC to attack. 
  Falsehood: This Judgment speaks lies to the PCs, telling them that 
  loved ones are dead, that they have contracted the plague that 
  wiped out the dwarves, anything to cause despair. PCs who listen 
  to this Judgment for more than 2 rounds must save vs spells or fall 
  under a Confusion spell. The Falsehood Judgment swings at op-
  ponents, but never hits. It is cursed to be unable to look at a mortal 
  being in the eyes. 
  Greed: This Judgment is carved as if wearing tattered robes, though 
  in its hand is an amulet and a crown. The Judgment attacks by 
  swinging the amulet (which hits as a morning star +4, for d8+4 hit 
  points damage). Its curse is that it can be hypnotized by holding 
  something valuable before it (treat as hold person). 
  Hatred: The angel has been carved with an angry visage and sharp 
  fangs. It attacks with a bite instead of a smashing attack (doing 2-
  16 points of damage). The curse on this Guardian is an inability to 
  focus on a single target, but it will attack a new target every round 
  at random. 
  Laziness: This Judgment is carved to be terribly fat. It moves at one 
  quarter the normal movement rate and attacks once every other 
  round for half normal damage. It is cursed to be unable to right 
  itself if it is ever knocked over. 
  Murder: This Judgment is carved as wrapped in a cloak or a shroud. 
  It attacks with the normal smashing attack of the Guardians, but is 
  cursed to only attack from behind, attempting to surprise. 
  Perjury: This Judgment is blindfolded and carries a balance scale. It 
  attacks with spells - Power word: stun which it can use once every 
  three rounds, but only one a single target each day. It is cursed 
  with blindness. 
  Pride: This Judgment appears in regal robe and crown, carrying a 
  scepter. It attacks with the scepter (for 1d10 hit points). This 
  Judgement will seek the strongest looking PC in combat. It is 
  cursed with the inability to move forward. 
  Rage: This Judgment’s face appears similar to Hatred, though it lacks 
  the fangs. It attacks with the smashing attack normal for Guardi-
  ans.  It is cursed with berserker rage (+2 to attack, -2 penalty to 
  AC and saves). 
  Stealing: This Judgment is carved to have one hand gesturing in 
  friendship, the other hand is reaching into a purse. The Guardian 
  doesn’t attack, but attempts to pick pockets (which it does at 60% 
  accuracy). If caught in the act, the Judgment is cursed to stand still 
  as stone, even if attacked (but only if caught trying to steal). 
  
  The Chantry of the Deepflame 
   
  142 
   
   
   
  15. Great White Throne  
  Seated here, inscrutable and unmoving, is the High Priest - if 
  the Earthgem has not been deactivated.  
   
  This is Gerazath*, the last High Priest of the Chantry of 
  the Deepflame.  He is now a Lich, a desiccated corpse wear-
  ing regal (if time-worn) robes and the Holy Minister’s Mitre.  
   
  If entrapped by the Earthgem, the High Priest will summon 
  one of the Judgments of the Fallen People (random) and then 
  cast what spells he deems most effective considering the PCs 
  actions. If the Earthgem’s magic has been dispelled, the High 
  Priest will take a moment to gather his thoughts (no more than 
  a round) then stalk off toward the King’s Window to escape 
  the Chantry and wreak havoc on the world in some other 
  ways.  
   
  The High Priest can communicate telepathically with anyone 
  who bears the amulet of the High Priest (currently, the 
  Shaman).  
   
  In addition, the High Priest carries a ring of keys to all the 
  locks in the Chantry (several are “master keys” which will 
  open multiple locks). 
   
  The High Priest of the Chantry 
  21st level cleric, 8th level magic user 
  Int genius (18); AC 0; MV 12; HD 11; hp 54; THAC0 10; # 
  AT 1; Dmg 1d10 (+1 Strength bonus); SA paralyzing touch, 
  spells; SD immune to charm, enfeeblement, fear, hold, insan-
  ity, polymorph, sleep, mind-affecting, and death spells, im-
  mune to cold-based and electrical damage, regenerates 1 
  hp/round; SZ M; ML 19; MR 25%; AL LE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cleric Spells 
  First Level: Bless, Command, Create Water, Cause Light 
  Wounds, Detect Magic, Invisibility to Undead, Magic 
  Stone, Portent, Cause Fear 
  Second Level: Augury, Chant, Detect Lie, Enthrall, Hold Per-
  son, Unholy Symbol, Slow Poison, Speak With Animals, 
  Withdraw 
  Third Level: Continual Darkness, Cause Disease, Dispel 
  Magic, Feign Death, Flame Walk, Locate Object, Magi-
  cal Vestment, Negative Plane Protection, Speak With 
  Dead 
  Fourth Level: Abjure, Detect Lie, Divination, Lower Water, 
  Neutralize Poison, Protection from Good, 10’ Radius, 
  Spike Stones, Spell Immunity, Tongues 
  Fifth Level: Air Walk, Atonement, Cause Critical Wounds, 
  Flame Strike, Magic Fort, Plane Shift, Quest, True See-
  ing 
  Sixth Level: Aerial Servant, Animate Object, Blade Barrier, 
  Conjure Animals, Find the Path, Part Water 
  Seventh Level: Earthquake, Gate 
   
  Magic User Spells 
  First Level: Armor, Feather Fall, Nystul’s Magic Aura, Write 
  Second Level: Know Alignment, Mirror Image, Scare 
  Third Level: Haste, Protection from Good 10’ Radius, Protec-
  tion from Normal Missiles 
  Fourth Level: Dimension Door, Otiluke’s Resilient Sphere 
   
   
  
  The Chantry of the Deepflame 
   
  143 
   
   
   
  16. Acolytes of the White hand 
  Each of the small cells to the north and the south of the main 
  corridor belong to the Acolytes of the White Hand.  
   
  These monks were dedicated to great acts of mercy in the 
  name of the High Priest. As the High Priest became corrupted, 
  these Acolytes became twisted and evil as well.  
   
  Now they haunt these halls as Fallen Brethren under the con-
  trol of the Hand of Mercy (or the White Hand) in area 17.  
   
  Each small chamber contains 3 Fallen Brethren. There are, 
  thus, 24 Fallen Brethren lounging in these cells on broken and 
  rotted beds. 
   
  The large cell marked 16 contains shelves of books which de-
  tail the Histories of Mercy (thousands of grand acts of kind-
  ness done in the name of High Priests for centuries). It will be 
  noted that the acts trail off toward the end and the last volume 
  is very slim.  
   
  Anyone who reads all the volumes (87 volumes) of the Histo-
  ries of Mercy (an act which would take d4+3 weeks) will gain 
  1 point of wisdom.  
   
  17. Hand of Mercy 
  This large room is nearly without furniture, having an altar 
  with three silver candlesticks on it, four prayer rugs, and a 
  crumpled, mummified corpse.  
   
  This was one of the High Priest’s most powerful Acolytes, 
  The Hand of Mercy (also called the White Hand), now this 
  is the greatest Guardian Mummy.  
   
  The White Hand was a servant of purest good for most of his 
  life, until the High Priest’s evil tainted his soul, and twisted 
  him into a vile parody of his former self. He became a merci-
  less butcher.  
   
  Now in unlife he is a tortured, twisted spirit. He will not move, 
  even if attacked, but will summon the Fallen Brethren to his 
  aid (assuming the Earthgem has been neutralized). 
   
  He will, likewise, compel the Hand of Justice to come to his 
  aid with the Acolytes of Justice. The Hand of Justice is 90% 
  likely to respond to such a compulsion, if able.  
   
  NOTE: 34 rounds after the Earthgem is deactivated, the Hand 
  of Mercy will release the zombies from the Hall of Audience 
  and then ten rounds later the Hand will send the Acolytes of 
  the White Hand out, followed by himself.  
   
   
   
   
   
  18. Hall of Audience 
  The walls, ceiling, even the columns and the floor are painted 
  and tiled in scenes of gracious mercy: various monks and 
  priests bestowing blessings, handing out alms, etc.   
   
  The corpses of hundreds of Brethren huddle around the grand 
  columns of this enormous, beautiful hall.  
   
  While the Earthgem is active, the corpses are inanimate. How-
  ever, if the Earthgem is deactivated, these corpses rise as zom-
  bies (223 of them). They are mindless but will attack any liv-
  ing creature.  
   
  Scattered about the room: 
   
  NOTE:34 rounds after the Earthgem is deactivated, the White 
  Hand will send these zombies out to the Main Hall and down 
  the Grand Staircase. 
   
  19. The Silver Throne 
  This is the Seat of Grace, where the High Priest dispensed his 
  pronouncements of charity. T 
   
  he throne appears to be made of silver, but a closer inspection 
  will reveal that it is a strange silver tinged stone. It could be 
  valuable to a monarch in another kingdom (it is certainly 
  unique), though it weighs close to a ton (1900 pounds) so 
  moving it might be difficult. 
   
  If the PCs do manage to move the Silver Throne, however, 
  they will discover a small secret cache beneath the throne, 
  created by a long dead former High Priest, the knowledge of 
  which died with him.  
   
  In the cache is: 
  • 
  a Dwarven prayer book 
  • 
  seven letters from Dwarven saints (originals!) 
  • 
  a silver and bronze thurible (worth 120 gp) 
  • 
  A gold and ruby brooch in the shape of crossed hammers 
  (worth 380 gp) 
  • 
  a diamond studded mitre bearing the seal of the High 
  Priest (the diamonds are worth 12000 gp) 
  • 
  a small book in the High Priest’s own handwriting, but in 
  written code, indicating what he had learned about how 
  to control the Deepflame 
   
   
   
  
  The Chantry of the Deepflame 
   
  144 
   
   
   
  20. Guardians of the Truth 
  Scattered on the floor of the outer chamber here are a dozen 
  dwarven corpses, fairly well preserved (considering they are 
  centuries old). If the Earthgem is still activated, the corpses 
  are held fast to the floor. If the Earthgem has been deactivated, 
  the corpses are released, but do not animate. Flanking the 
  doorway in the western wall are two columns carved in Dwa-
  rven runes. If examined, the runes read, “They shall pass who 
  seek the truth, the true of heart are they who pass. Turn thou 
  now if faith untrue, Pilgrim, enter into the truth.” If detected, 
  the columns radiate magic. Non-dwarves who attempt to pass 
  between the columns will be repelled from the doorway by 
  lightning bolts which do 3d6 hit points of damage (save vs. 
  magic for half) and push the target forcefully away from the 
  door, slamming the target into the far wall (the eastern wall of 
  room 20) for an additional 1d4 points of damage.  
   
  Dwarves may pass between the columns, but only those who 
  are faithful and of Good alignment will pass through un-
  scathed. Neutral and Evil Dwarves will be repelled as above 
  (taking 2d6 and 4d6 electrical damage, respectively, and an 
  additional 1d4 damage being slammed against the far wall). 
  Dispel magic (any level) cast on one of the columns or on the 
  “doorway” will allow a single creature to pass between the 
  columns unharmed.  
   
  Dispel magic can only be effectively cast from the Eastern 
  chamber (that is, it has no effect if cast from within the west-
  ern chamber). In addition, the magic of the pillars prevents the 
  books in the western chamber from leaving the chamber (even 
  if placed in an extra-dimensional space such as a bag of hold-
  ing or a portable hole) unless a dispel magic is cast on the 
  columns or the doorway per book to be removed cast from the 
  eastern chamber only (and don’t forget, dispel magic for each 
  being passing through the columns).  
   
  The chamber beyond the columns contains the Holy Words of 
  the Fallen People. This is as complete a history and theology 
  of the Dwarven people as one might find. Every word is pains-
  takingly etched in impossibly thin stone pages (which are 
  magically fortified to make them nearly indestructible - this is 
  among the most important treasure of the faithful Dwarven 
  people after all). The chamber contains over a thousand 
  books, nearly a million paper-thin stone pages. Reading all of 
  them would take 1d8+11 months. 
   
  Dwarves and Non-Dwarves are affected differently by read-
  ing these pages. Every day spent reading, Dwarves roll on the 
  Faith Table, Non-Dwarves roll on the Truth Table.  
   
   Each day spent reading adds +1 to the roll. Always roll after 
  the first day, then ask the PC how many additional days he or 
  she wishes to read and either choose intervals (say, roll every 
  30 days) or, if you choose, roll for every day spent reading. 
  Effects are cumulative (so, yes, one can be a Doubting, Faith-
  ful, Fanatic Dwarf…) 
   
   
   
   
   
  Roll d20+  
  Modifier 
  Faith 
  Truth 
  2 
  Fanatic! Dwarf becomes wholly de-
  voted to faith - gains 3 levels of cleric 
  abilities, becomes a prophet of the faith 
  whose only concern is converting un-
  faithful Dwarves to the fold. Even if the 
  Dwarf keeps reading, he or she remains 
  a Fanatic. 
  Proselyte! Non-
  Dwarf becomes a 
  devotee of the 
  Dwarven faith - 
  gains a level of 
  cleric abilities 
  and becomes a 
  prophet of the 
  faith whose only 
  concern is con-
  verting the un-
  washed masses 
  to the Dwarven 
  religion. If the 
  Non-Dwarf 
  keeps reading, he 
  or she will re-
  main a Proselyte 
  unless the Non-
  Dwarf finishes 
  all of the Holy 
  Words of the 
  Fallen People 
  (see entry for 
  385+). 
  3-19 
  No effect 
  No effect 
  20 
  Doubter. Dwarf has read enough trou-
  bling passages to doubt his or her faith 
  (-1 to saves vs. death magic). 
  Confused. 
  21-65 
  No effect 
  No effect 
  66 
  Faithful. Dwarf gains +1 to faith (if us-
  ing such a mechanic) OR Dwarf clerics 
  gain +1 first and second level spells, 
  Dwarf fighters gain an additional Hit 
  Dice roll (that is, a third level fighter 
  would have 4 HD), Dwarf Thieves gain 
  +1 to all their saving throws, Dwarf 
  Magic Users gain +1 first and second 
  level spells. 
  Uncertain. 
  67-99 
  No effect 
  No effect 
  100 
  Fear the Lord. Dwarf feels that he or 
  she can’t measure up to the tenants of 
  the faith and constantly must atone for 
  his or her failure. -1 to Wisdom. 
  False Believer. 
  101-184 
  No effect 
  No effect 
  185 
  Trust in the Lord. Dwarf has learned to 
  trust in his or her religion deeply. In all 
  checks affected by Charisma, Dwarf 
  gains +2. 
  True Believer. 
  186-211 
  No effect 
  No effect 
  212 
  Wandering Soul. The Dwarf  
  Delusional Be-
  liever. 
  213-277 
  No effect 
  No effect 
  278 
  True Believer. 
  Intrigued. 
  279-312 
  No effect 
  No effect 
  313 
  Lost Soul. The Dwarf gives up on faith. 
  The reality of the truth is too over-
  whelming 
  Doubter. 
  314-361 
  No effect 
  No effect 
  362 
  Aplogist 
  Apologist. 
  363-383 
  No effect 
  No effect 
  384 
  High Priest. The Dwarf has finished or 
  nearly finished the Holy Words of the 
  Fallen People and may  
  On the Fence. 
  385+ 
  Theologian.  
  Scholar 
  
  The Chantry of the Deepflame 
   
  145 
   
   
   
  21. Guardians of the Wealth 
  Nineteen armored dwarven corpses lie on the floor here. Each 
  is armed with maces, shortswords and shields, armored in 
  chainmail and full helmets. If the Earthgem is still active, the 
  corpses are held fast to the floor. If the Earthgem has been 
  neutralized, the corpses remain inert unless the treasures in 
  the eastern chamber are disturbed, in which case they rise as 
  Avarice Zombies  
   
  If the helmets are removed, the corpses are seen to be head-
  less. One of the Avarice Zombies (choose at random) has the 
  key for the Secret Door to the Secret Treasury (room 22).  
   
  This is the lesser treasury, or false treasury.  
   
  If any of the items below are taken, or if the Secret Door in 
  the eastern wall is opened, the nineteen Avarice Zombies 
  will attack and will pursue those who have taken the item(s) 
  or opened the door until either the looter is dead or the Zom-
  bies are destroyed. 
   
  In the eastern chamber are:  
  • 
  four chests 
  • 
  six golden platters 
  • 
  ten 6” diameter glass globes with colored liquid in them 
  • 
  nineteen skulls 
  • 
  a crystal hammer 
  • 
  a silver chalice.  
   
  All the items (except the chests) radiate magic if detected.  
   
  • 
  the platters are gold plated bronze, worth only about 5 gp 
  each 
  • 
  the glass globes contain only colored water (3 red, 2 
  green, 2 yellow, 3 blue) 
  • 
  the skulls are normal dwarven skulls (the heads of the 
  former Guardians of the Wealth) 
   
  None of the above are true magic items, they have had a spell 
  cast upon them to give them a magical dweomer.  
   
  • 
  The chalice and the hammer are true magic items, but 
  both are cursed. The Chalice is the Cup of Adulteration 
  and the hammer is the Crystal Hammer of Nath 
  • 
  The chests open to reveal gold coins. Each has 100 gold 
  pieces on top of 450 gilded copper pieces (each worth 2 
  cp, or a year in prison if caught passing them off as gold!) 
   
   
   
   
   
   
   
   
  22. Secret Treasury 
  The secret door to this room is trapped.  
   
  Unless the key is used to open the door, the one who tries to 
  open the door without the key will find his or her hand(s) held 
  fast to the door for 1 turn unless a save vs. spells is made. The 
  victim can make a Strength check (STR or lower on 4d6) to 
  rip his or her hands off the door, but will destroy whatever 
  surface is touching the door: if bare skin, the skin of the hands 
  is ripped off and the PC loses 1 hp per round for 1d4+6 rounds 
  unless bandaged and is -2 to hit, -10% on thief abilities, etc. 
  until fully healed. If gloves, gauntlets, etc. the item (even if 
  magical) is completely destroyed. Magic items get a save vs. 
  spells to avoid the destruction.  
   
  If the secret door is bashed in, the weapon will stick to the 
  door, and the attacker’s hands will be held fast to the weapon 
  as if touching the door, for a turn. Dispel magic (at least 5th 
  level caster) to negate the effect. 
   
  Inside the secret treasury are: 
  • 
  five chests 
  • 
  three small stone boxes 
  • 
  a silver helm  
  • 
  four sets of chainmail  
  • 
  seven silk robes  
  • 
  four shields 
  • 
  three golden chalices  
  • 
  three golden platters 
  • 
  twelve 8” diameter glass globes filled with colored liquid 
  (Essence of the Elements 3 of each color) 
   
  Chests: 
  Chest 1: 38000 gp 
  Chest 2: 4000 gp, 3000 pp 
  Chest 3: 480 gp beaver fur coat, 120 gp muskrat trimmed 
  garment. 
  Chest 4: Potion of Levitation (3), Potion of Fire Re-
  sistance (3), Potion of Healing (4), Potion of Neu-
  tralize Poison (3) 
  Chest 5: Gems:1000 gp Emerald, 30 gp Eye Agate, 50 
  gp Eye Agate, 50 gp Tiger Eye Agate, 200 gp Jasper, 
  100 gp Malachite, 10000 gp Fire Opal, 13 gp Azurite, 
  80 gp Zircon, 10 gp Eye Agate, 50 gp Malachite, 50 
  gp Sardonyx, 100 gp Banded Agate, 50 gp Hematite, 
  70 gp Azurite, 100 gp Hematite, 500 gp Tourmaline, 
  50 gp Turquoise 
   
   
   
  • 
  Chalices and Platters: Each of the golden chalices and platters 
  is magical but must be used together (Vessels of the Malanese). 
  When any liquid is placed in the chalice and the chalice is placed 
  on the platter, the surface of the liquid will act as a crystal ball 
  revealing the location of the nearest source of pure water. The 
  intrinsic value of these items is about 50 gp each (total of 300 
  gp). Each set could garner as much as 500 gp to explorers, sailors, 
  etc. Being gold, the items are somewhat fragile and easily dam-
  aged (-2 on saves).  If damaged in any way they lose their magical 
  abilities.  
  • 
  Glass Globes: The globes contain Elemental Essences - three of 
  each element (blue, green, yellow, red).  
   
  • 
  The four sets of chainmail are the Blazons of the High Guard  
  • 
  the four shields are the Defense of the High Guard 
  • 
  the silver helm is not magical but is valuable, being worth 
  1200 gp 
  • 
  the silk robes are dwarf sized and valuable only to the religious 
  elite of the Chantry 
  • 
  the small stone boxes each contain a magical gem.  
  o 
  the Greenstone of Earthseeing,  
  o 
  the Firestone  
  o 
  the Lightbringer.  
   
   
  Secret Treasury Magic Items 
  
  The Chantry of the Deepflame 
   
  146 
   
   
   
  23. Guardians of the Night 
  This large room is lavishly appointed with comfortable furni-
  ture (though much of it has fallen to rot and ruin) and plush 
  carpets.  
   
  The walls are painted with tranquil scenes of Dwarven saints 
  in underground settings, many alien and beautiful. Lining the 
  southern wall are eight marble angel statues standing 20’ tall.  
   
  These are Marble Guardians (Large). 
   
  The Garden of the Night was always intended to be a private 
  retreat for the High Priest so any creature who attempts to pass 
  through the southern archway into the Garden of the Night 
  unaccompanied by the current High Priest of the Chantry will 
  find his or her way blocked by two Marble Guardians.  
   
  The Guardians will physically push back anyone who at-
  tempts to pass them. All eight will engage in melee if some-
  one persists in attempting to enter the Garden of the Night 
  unaccompanied by the current High Priest. 
   
  24. Garden of the Night 
  This large cavern is a beautiful, natural wonder. A giant crys-
  tal forest refracts the natural phosphorescence of the ceiling, 
  which rises over 100’ above the irregular cavern floor.  
   
  A giant mushroom garden grows across the far end of the cav-
  ern, a waterfall splashes down the eastern face of the cavern, 
  running to a pool in the center of the cavern.  
   
  In the center of the pool is what appears to be a large gazebo-
  like structure.  
   
  There’s a heaviness in the air, and a slightly putrescent smell. 
   
  24A. Crystal Garden 
  This area of the cavern is filled with beautiful crystalline stal-
  actites – Crystal Spires. The dim light in the cave is reflected 
  and refracted here and strangely amplified, so in some areas 
  it is almost as bright as sunlight. The stalactites are fairly frag-
  ile, and some have been damaged by the Shadow Fiend 
  trapped here. The mephits will not willingly enter the area of 
  the Crystal Garden (though they may be forced by the Shadow 
  Fiend - they will attack at -3 if they must melee in the Crystal 
  Garden due to the brightness of the light).  
   
  There are 2 Silent Deaths in the Crystal Garden (hp. 18, 19). 
  Untrained eyes will find them very difficult to spot among the 
  rubble of the shattered crystals (20% chance, 30% for dwa-
  rves and gnomes).  
   
  The Scorned Brethren know about the ‘Deaths and give them 
  wide berth. These creatures do not automatically attack. They 
  were among the High Priests’ “pets” over the eons and have 
  become quite used to the presence of mortal beings.  
  24B. The Inverted Tower 
  The Scorned Brethren have carved a fortress in a giant stalac-
  tite here.  
   
  Tiny windows and balconies riddle the stone which runs from 
  the ceiling almost touching the floor of this cavern. 
   
  There are 10-40 (1d4x10) Scorned Brethren (hp 2 each) in 
  the Tower at any given time.  
   
  The Brethren will be vigilant, spying on intruders to surmise 
  their motives. 
   
  The Scorned Brethren here may aid the party, especially if 
  they have had a favorable encounter with the main clan at 
  Beautiful Gate, though if the Earthgem’s magic is still in ef-
  fect, there is little they can do. 
   
  There are tunnels radiating out from above The Inverted 
  Tower that wind around inside the mountain and eventually 
  lead to the Brethren tunnels near the Beautiful Gate (Militant 
  Brethren Level, B, areas 66-75).  
   
  24C.  The Tube 
  A nearly perfect circle, about 8’-9’ in diameter, drops straight 
  hundreds of feet through the cave floor here.  
   
  This was the tunnel of the Giant Tunneling Worm (see 24D) 
  as it tunneled through the rock and broke through the cavern 
  floor, getting trapped here by the power of the Earthgem.  
   
  The sides of the Tube are sheer (-25% on climb checks or if 
  using a Dexterity check system, DEX or less on 6d6) and the 
  drop is several hundred feet to the Deeps of the Shadow 
  Creepers (Area G).  
   
  Around the edge of the tube are Shadow Creeper corpses in 
  various states of decay, from relatively recently dead (a month 
  ago) to a century old skeleton.  
   
  There are 27 Shadow Creeper corpses scattered around the 
  mouth of the Tube, affixed to the floor of the cavern unless 
  the Earthgem has been disabled.  
   
  If the Earthgem’s power has been dispelled, these corpses do 
  not animate. 
   
   
   
  
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  147 
   
   
   
  24D.  Mushroom Garden 
  This area is a giant mushroom field.  
   
  What may not be readily evident when first approaching the 
  wild and untended mushroom garden is that at the edge, be-
  side the Tube, is a putrefying body of a huge Tunneling 
  Worm which came up through the stone of the cavern floor a 
  century ago at full speed, fleeing from the marauding Shadow 
  Creepers below, launched itself into the air as it came into the 
  cavern, landed on the cavern floor with enough force to disa-
  ble itself, and became trapped by the magic of the Earthgem. 
  The worm’s head is free enough (laying, as it does, on a giant 
  mushroom cap), that it can move the upper 10’ or so of its 
  body - enough to forage for food among the very fast-growing 
  mushrooms of the Garden.  
   
  If released from the power of the Earthgem, the Worm still 
  cannot move (it has atrophied over the past century), though 
  it will be able to use its tail/stinger attack (the poison is very 
  weak at this point, doing 2 points of damage per round for 
  1d10 rounds, save for half damage). 
   
  This area was tended by a circle of Mushroom Men 
  who are now undead and trapped by the power of the 
  Earthgem: 
  (4) 1HD (hp 5 each) 
  (4) 2HD (hp 10 each)  
  (4) 3HD (hp 15 each)  
  (4) 4HD (hp 20 each) 
  (2) 5HD (hp 25 each).  
   
  If released from the power of the Earthgem, the Mushroom 
  men will begin to tend the long-neglected garden and try to 
  kill the Tunneling Worm invader, using its corpse as a giant 
  compost heap if they are successful.  
   
  The Mushroom Men will not engage in 
  combat unless the Garden is threatened 
  somehow nor will they willingly leave 
  the Garden under any circumstances. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Among the noisome mess around the giant mushrooms 
  could be found (one item per 6 person hours of searching): 
   
  12d6 
  Random Item Found 
  2 
  Minor Magic Item: 1. Amulet of Life Protection, 2. Broach of 
  Shielding, 3. Pendant of Reflection, 4. Silver Hourglass 
  3 
  Usable weapon: 1. Sword, 2. Mace, 3. Dagger, 4. Shortsword 
  4 
  Armor (Dwarf-sized): 1. Chainmail, 2. Platemail, 3. Banded, 4. 
  Shield 
  5-9 
  6d10 coins: 1. Gold, 2. Silver, 3. Copper, 4. Brass 
  10 
  1d6 Gems (random type, worth 1d6x100 gp each) 
  11 
  A bag containing: 1. Goblin skulls, 2. Metal Phials containing 
  blood, 4. Augury Sticks, 5. Loaded dice, 6. Minor sculpture of a 
  demon or an angel 
  12 
  Amulet of Sh’Lantaardal 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  148 
   
   
   
  24E. Water Pool  
  A stream falls from a crevice high on the cave wall (about 
  30’) and crashes down here into a pool.  
   
  The water is tastes sweet but is mildly poisonous (save at +4 
  or suffer dysentery for 1d4 days). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  24F. Island of the Shadow Fiend 
  The stream pools in the center of the cavern here and in the 
  middle of the pool is a small island on which is a plain stone 
  gazebo-like structure. The inside of the structure is shrouded 
  in darkness. 
   
  The inside of the structure has a permanent Darkness, 10’ ra-
  dius cast on it. Hiding in this darkness is a Shadow Fiend, 
  sent by the High Priest’s patron demon Gra’anath, Demon 
  Lord of the Dark Pit to retrieve Sh’Lantraardal’s amulet. 
  The Shadow Fiend became trapped here by the Earthgem’s 
  magic. If the Earthgem has been neutralized, the Fiend re-
  mains in the darkness of the structure for a day or two as it 
  tries to decide what to do next.  
   
  If released from the magic of the Earthgem, the Shadow 
  Fiend's first attack will be to cast 10' Radius Darkness over an 
  obvious spellcaster, then to cast fear 30’ radius. Next it will 
  gate attempt to summon some aid (1d4+2 Smoke Imps). 
   
  Given the opportunity, the Shadow Fiend will attempt to 
  magic jar the closest character into the 1,000 gp ruby in the 
  island treasure pile. It will then attack with its claws. Bear in 
  mind that the Shadow Fiend can move very fast, so it is likely 
  to sprint around the area, clawing at the party as it charges 
  past - leaping up to 30' to crash into characters before leaping 
  away. 
   
  In the gazebo-like structure on the island are the following: a 
  ruby (1000 gp), an onyx ring (worth 250 gp) and seven silver 
  pieces. 
   
  24G. Gramil Filian's Sanctuary 
  Gramil, the Wererat Advisor to the Scorned Brethren, dis-
  covered this small cave tucked away behind the waterfall. 
  Here he keeps his spellbooks and his personal treasure con-
  tained in a small locked chest. Gramil would dearly love for 
  the curse of the Earthgem to be lifted so that he can get to his 
  treasure and rid himself of the Scorned Brethren. 
   
  The lock is trapped with a poison needle (save vs. poison or 
  suffer 1 hp/round loss for 4-40 rounds, save for no damage)  
   
  The treasure consists of: 
  • 
  a staff of command with 2 charges left 
  • 
  a potion of flying 
  • 
  214 gp  
   
  Gramil’s main spellbooks which contain the following spells: 
   
  First Level: Color Spray, Change Self, Dancing Lights, Detect 
  Invisibility, Hypnotism, Light, Phantasmal Force 
  Second Level: Blindness, Deafness, Detect Magic, Improved 
  Phantasmal Force, Magic Mouth 
  Third Level: Continual Darkness, Suggestion 
  
  The Chantry of the Deepflame 
   
  149 
   
   
   
  Sanctuary of the Honored Guests 
  (Area F) 
  For eons of the life of the Chantry, the Honored Guests were elves of the Cayleite Forest. There was a long era of disuse when 
  the Elves went into self-exile and the Dwarves shut their gates to the realms of the sunlight. But the last High Priest began a time 
  of settling old grievances with their Elven kin. His madness, however, drove him to treachery, and the High Priest lured the High 
  Lady of Abalas and her retinue to a three-year long time of discernment of reconciliation. The time of discernment, however, 
  was a trap, and the High Priest entombed one he believed to be his greatest rival in these chambers, slowly poisoning her and her 
  followers. 
   
  1. Guest Stairs 
  The stairs wind up to the High Priest Level (see High Priest 
  Level, area 10 for full information on these stairs).  
   
  The Carnival illusion only (and always) occurs on the descent 
  of the staircase. 
   
  2. Great Hall 
  The east and west hall is 30’ wide and 60’ high, the north west 
  hall is 20’ wide and 45’ high.  
   
  The walls are decorated (painted and sculpted even in places) 
  with scenes of friendship between the Dwarves and Humans 
  and Elves. 
   
  2a. The Brethren of Hospitality 
  An illusion covers the doorway here, appearing as a continu-
  ation of the wall. Those who pass through the illusory door-
  way unaccompanied by one of the Brethren of Hospitality are 
  struck with a feeblemind spell and struck blind (save vs. spells 
  for each to negate).  
   
  The Hospitallers were a very secretive lot and guarded their 
  secrets carefully. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2b. One Way Secret Exit 
  This secret door can only be opened from this side. It opens 
  onto the Grand Staircase (see Area C for more details about 
  the Grand Staircase).  
   
  3. The Honored Guests  
  This huge chamber was used for all of the events and activities 
  involving the High Priests of the Chantry and his Honored 
  Guests.  
   
  This enormous room can be segmented into a number of lesser 
  chambers by the clever use of some massive, thick curtains.  
   
   
   
  
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  150 
   
   
   
  3a. The High Lady 
  This area is lushly carpeted and soft furniture, enough to seat 
  dozens, is scattered about the room. A great fireplace domi-
  nates the western wall.  
   
  Two things instantly grab the attention:  
   
  First, the body of a formally dressed woman lies in the center 
  of the room, crumpled and face down, surrounded by seven 
  men, whose bodies radiate out from hers like spokes on a 
  wheel, straight and evenly spaced.  
   
  Second, beside the woman’s body, an intricate design of glass 
  or crystal webbing rises from the floor to about waist height. 
  On the crystal webbing are several very large gold coins. 
   
  The woman is the High Lady, the Elven Queen betrayed by 
  the High Priest so long ago. As she was dying, she cursed the 
  High Priest, the Chantry, her fate.  
   
  Her rage was partly fulfilled in the curse/blessing on the coins 
  (see Eight Coins of the High Lady, on the following page), 
  and partly fulfilled in the fact that she haunts this chamber as 
  an Avenging Spirit and her cousins as Seven Glory Guard-
  ians. 
   
  When a mortal comes within 20’ of the High Lady she will 
  rise with her back to them and say things like,  
   
  “Who disturbs the High Lady’s torment?”  
   
  “There is no rest for the betrayed.”  
   
  “The Shattered Kinsmen have not changed.”  
   
  “Scorn the Dark Brethren, welcome the Shemarras to 
  the Light.”  
   
  “Who can end the endless night?”  
   
  Basically, she will complain about the High Priest’s betrayal, 
  she will complain about Dwarves in general, and will com-
  plain about her undead state of torment. She will turn to face 
  intruders if they approach. 
   
  If, when the High Lady rises, the intruders don’t stop moving 
  toward her, the Seven Glory Guardians will rise up in a posi-
  tion to defend the Lady. Otherwise, the Glory Guardians rise 
  when the Lady turns to face the mortals. 
   
  The High Lady will not automatically attack, but she also will 
  not necessarily engage in rational, meaningful conversation. 
  She is bitter and angry, but her long confinement has also 
  made her quite insane. All she wants at this point is either 
  vengeance on the High Priest or to be laid to rest with some 
  dignity. She has been unable to accomplish either for hun-
  dreds of years.  
   
   
   
  Use the following chart as a guideline for her actions on any 
  given round: 
   
  Roll 
  2d4 
  High Lady’s Action 
  2 
  She turns and ignores the PCs 
  3 
  She responds intelligently and helpfully to the PCs 
  4 
  She treats the PCs as servants and subordinates 
  5 
  She begins a long soliloquy about the beauty of the 
  Cayleite Forest, her home, her family, flowers and an-
  ything else that pops into her head. It won’t make any 
  sense, but she will think it is poetry. 
  6 
  She orders the Glory Guardians to attack 
  7 
  She tries to run away 
  8+ 
  She attacks in a berserk rage, commanding the Glory 
  Guardians to attack any spellcasters 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  151 
   
   
   
   
   
   
   
   
   
   
   
   
  Eight Coins of the High Lady:  
  These eight large gold coins are suspended on what appears 
  to be the finest crystal web. They detect as highly magical (as 
  does the crystal web) if detected.  
   
  The High Lady was trapped here when the High Priest’s 
  chambers were sealed during the height of his madness. With 
  her dying breath, the High Lady pronounced a powerful bless-
  ing and curse on these coins, which, until touched, cannot be 
  dispelled by magic less powerful than a full wish.  
   
  Each coin is about 4” in diameter (and worth at least 10 gp 
  each, for the weight of gold alone in the coins) and is sup-
  ported on a fine web of crystal or glass. In fact, the crystal 
  web is the High Lady’s dying breath itself.  
   
  Touching a coin: 
  • 
  If anyone touches a coin, and the High Lady has not 
  been laid to rest (she has fled, has been destroyed but her 
  remains have not be treated with respect, or somehow 
  someone manages to touch a coin without making his or 
  her presence known to the High Lady), he or she must 
  save vs. spells or be wrapped up by the hand and arm in 
  Breath of the High Lady.  
   
  • 
  Each round thereafter, the one who touched the coin must 
  attempt a save or be further entrapped in the Breath: 
  • 
  second round: torso and leg on the side of the hand 
  which initially is trapped 
  • 
  third round: the other leg 
  • 
  fourth round: the other arm 
  • 
  fifth round: the head 
   
  • 
  If a victim fails five saves and his or her head becomes 
  entrapped by the Breath of the High Lady, the PC dies of 
  suffocation in a number of rounds equal to his or her Con-
  stitution score unless released (by dispel magic spells, 
  one for each area of the body entrapped, cast against 10th 
  level magic, or a single wish or similar magic).  
   
  • 
  If someone grasps a coin with both hands and the High 
  Lady has not yet been put to rest, the Breath entraps  
  • 
  both arms on the first failed save,  
  • 
  both legs and the torso on the second failed save,  
  • 
  the head on the third failed save (but will take five 
  successful dispel magic spells to release the being 
  so trapped by Breath of the High Lady).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • 
  If a dwarf makes the attempt to 
  grasp the coin, the saves are made at 
  -2 (due to the High Lady’s antipathy 
  toward her “host” who left her to her 
  doom) while elves make the save at-
  tempts at +2. 
   
  • 
  If anyone touches a coin and the High Lady 
  is laid to rest - that is, her undead form is 
  defeated and then her remains are treated 
  with respect - the coins will confer the 
  Blessing of the High Lady. This magical ef-
  fect is bestowed on anyone who carries one 
  or more of the Coins:  
   
  • 
  The Coins of the High Lady, whether carried 
  together or singularly, confer a bonus to the ar-
  mor class of the one who bears the coin (a non-
  cumulative +2 bonus to AC).  
   
  • 
  The effect is visible only when the armor, 
  shield or skin of the one bearing the Coin of 
  the High Lady is actually struck, when a 
  glowing blue ethereal crystal web will flash in 
  the area the bearer is struck just at the moment 
  the blow lands.  
   
  • 
  If dispel magic (against 10th level magic, or 
  similar or greater magic) is cast on the bearer 
  of the Coin, the Coins lose their magic for-
  ever. 
   
   
   
   
  
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  4. The Brethren of Hospitality 
  Each of these chambers has the corpses of the Brethren of 
  Hospitality in them. The Hospitallers were deformed and 
  handicapped Dwarfs who were hidden away under loose, 
  heavy black hooded cloaks.  
   
  They wore heavy boots and thin leather gloves. These (non-
  animate) corpses are clothed in death as they were in life. Un-
  less animated by the Grand Hospitaller, these are simply dead 
  bodies (though surprisingly well preserved, if deformed).  
   
  Each of the six cells of the Brethren is generally the same, 
  with unique features listed below (a-f): stone walled cell with 
  six stone slab beds, six simple stone chairs and three desk/ta-
  bles which are hinged to the wall beneath small (2’x3’x1’ 
  niches).  
   
  The desk/tables contain inkwells (dry), pens, papers, and 
  small, worthless items. Numerous Dwarven holy symbols are 
  on the walls. 
   
  4a. 3 corpses lying with hands folded across their chests on 
  beds.  
   
  About the room are: 
  • 
  A pale grey lacy woman’s tunic 
  • 
  a warhammer engraved with the coat of arms of the Ga-
  droth family, a powerful merchant Dwarf clan 
  • 
  a mace of high quality with a hardwood grip filigreed 
  with silver 
  • 
  a brass key engraved with the image of a tree 
  • 
  52 sp 
  • 
  a dozen verdigrised cp in a very well-made hardwood 
  coin-box strung on a chain. 
   
  4b. 6 corpses crumpled on the floor.  
   
  Bundled up in a sheet on one of the beds is: 
  • 
  a Dwarf soldier's morning star engraved with a holy 
  prayer to inspire courage in the faithful 
  • 
  a brooch emblazoned with a very old Ostaven city livery 
  • 
  an ivory scroll-case holding a fairly good map of old El-
  ven Caranta City (from an era long ago, before the great 
  cataclysms which destroyed the city - the scroll case is 
  worth about 50 gp) 
  • 
  a shield with a prayer-ribbon sealed to the edge 
  • 
  311 gp 
   
   
   
   
   
   
   
   
   
   
   
   
  4c. 9 corpses lining three of the beds, kneeling as if in prayer.  
   
  Arranged carefully on the other three beds are nine daggers, 
  nine silver rings (worth 25 gp each), and nine Dwarven prayer 
  stones.  
   
  About the room are: 
  • 
  a watercolor painting of the Battle of the Seventh Deep 
  • 
  an ancient crossbow that will break the fourth time it is 
  fired (causing 1d6 hp damage to the one firing the cross-
  bow) 
  • 
  nine red wool robes embroidered along the border with a 
  motif of leaves, berries and acorns. 
   
  4d. 4 corpses crumpled on the floor.  
   
  About the room can be found: 
  • 
  a pair of red-striped wool lace-up leggings sized for a 
  Dwarf 
  • 
  a pommel-less dagger whose blade is etched with skulls 
  and vines 
  • 
  a massive two-handed sword richly detailed with an en-
  graved motif of apples, cherries and tree leaves which in-
  cludes a polished leather scabbard 
   
  4e. 2 corpses, seated on the floor, embracing.  
   
  Six wool cloaks and six light linen robes (all hooded) hang on 
  the wall.  
   
  Six pairs of very stained boots are lined against the wall near 
  the door beside six small shovels and six large pails.  
   
  Also in the room are: 
  • 
  a hemp rope 10 yards long 
  • 
  leather case containing scissors, razors and hairbrushes 
  • 
  a short bow richly engraved with a motif of hammers and 
  anvils which includes a flask of linseed oil, bowstrings, a 
  pouch of extra feathers and needle and thread for repair-
  ing arrows 
  • 
  a 4-by-30-foot roll of black canvas. 
   
  4f. 3 corpses lying on beds with their hands folded on their 
  chests.  
   
  Additionaly in this room can be found:  
  • 
  a wig of curly silver hair 
  • 
  a small leather-bound edition of The Life of the Saints of 
  the Dark Places 
  • 
  a polished silver bell (worth about 200 gp) 
   
  Anyone who completely reads The Life of the Saints of the 
  Dark Places will increase his or her faith score by 1d4 (if such 
  a thing exists in the DMs game) and Wisdom by 1. 
   
   
  
  The Chantry of the Deepflame 
   
  153 
   
   
   
  5. The Grand Hospitaller 
  The Grand Hospitaller was in charge of the hospitality of all 
  the guests of the Chantry. He was a severely hunchbacked 
  dwarf whose head was so misshapen that some mistook him 
  for a goblin when he was younger. He lived a bitter and angry 
  life, hating all those whom he served. In death, he continues 
  to harbor the bitterness and hatred he held in life and haunts 
  this chamber as a Woeful Spirit. The Spirit will attack any 
  living being which enters the chamber. The first thing he will 
  do is raise a keening wail which will animate 3d8+3 of the 
  corpses in chambers 4a-f, then he will move to strike the near-
  est creature. 
   
  The room contains a bed, a table and four chairs, and three 
  chests which contain clothing (one has 3421 gp buried under-
  neath the clothes).  
   
  Hidden in the bed is a book which details secrets of hundreds 
  of guests who stayed in these Halls over the centuries (from 
  dalliances and spurned lovers to feuds and even murder, 
  events in the lives of dukes, counts, kings and high priests). 
   
  6. The First Inquisitor 
  The First Inquisitor was the Chantry’s high disciplinarian. He 
  was a secret member of a flagellant sect of his religion and 
  when the end was near, he flayed nearly all the skin off his 
  body and hanged himself.  
   
  His corpse still hangs from the ceiling here.  
   
  Otherwise, the room is furnished in a very spartan fashion, 
  with a bed, a chair, a bench, a bed of nails and a rack of torture 
  implements.  
   
  7. The Garden of the Honored 
  This enormous natural cavern is continually lit by a dim glow 
  from the roof of the cavern, some 60 or more feet above. It 
  was once filled with hundreds of stone carved trees, each as 
  detailed and intricate as any found in a forest aboveground. 
  Over the centuries, the earthquakes that have rocked the 
  Chantry and opened up crevices between the levels have 
  knocked many of the great stone branches and leaves from the 
  trees.  
   
  Now the great Garden of the Honored Guests looks like a for-
  est after a tornado has stripped the trees bare, empty trunks 
  reaching up like crooked fingers toward an ever-glowing 
  “sky.”  
   
  Movement through the Garden of the Honored Guests is at 
  one fourth normal rate because of all of the stone debris scat-
  tered about the cavern floor. 
   
   
  8. The Rift 
  This great, deep chasm completely bisects the Garden of the 
  Honored Guests, tearing through the floor and the roof of this 
  cavern.  
   
  The rift rises 50’ to the Cloistered Brethren Level (Area D) 
  and an additional 60’ up to the Sanctum of the High Priest 
  (Area E) and falls 100’ below this level to the northern part of 
  the Halls of the Militant Brethren (Area B) below 
   
  9. Least Honored Guest 
  These chambers were one of the apartments used for the least 
  honored guests: traveling Dwarven dignitaries, human kings 
  and the like.  
   
  The High Priest hadn’t used these chambers in years, but one 
  of the last guests herein was King Ferlaon, who later the High 
  Priest would blame for the coming of the plague which deci-
  mated the Chantry.  
   
  Hidden behind a false panel in the wall hidden behind an over-
  stuffed couch in the southern room can be found three scrolls.  
   
  Two of the scrolls are notes from a Brother Adrias to King 
  Ferlaon warning him that the High Priest believes that the 
  King has betrayed the Dwarven people and has brought death 
  and ruin to them.  
   
  The third scroll is a special scroll of teleportation. It is keyed 
  to King Ferlaon’s line to teleport a single individual to the 
  King’s Throne Room - which has long since been in ruins. (It 
  is up to the GM whether or not anyone in the PC party is in 
  King Ferlaon’s line, and whether or not this scroll will still 
  work, and where the ruins of the King’s Throne Room could 
  be found – the scroll has 42 more uses and remains in this 
  chamber, it does not teleport with the person).   
   
  10. & 11. Bisected Room 
  These chambers had nice enough furniture in them, but most 
  of the furniture has fallen to ruin due to the heat and moisture 
  of the rift.  
   
  The areas close to the edge of the rift are very slippery. Those 
  who approach within 10’ of the edge must make a Dexterity 
  check (DEX or less on 4d6) or slip and fall. A second Dexter-
  ity check is required to keep from sliding over the edge (DEX 
  or less on 4d6).  
   
  12. Western Rift 
  Created by one of the many earthquakes which has brought 
  much of the ruination to the Chantry, this crevice is only about 
  50’ deep. 
   
   
   
  
  The Chantry of the Deepflame 
   
  154 
   
   
   
  13. Domed Vaults of Aran-Gath 
  Aran-Gath, a Firbolg Giant who allied himself with the High 
  Priest centuries ago, was given these vaults as for his retinue 
  to rest and relax as they enjoyed the company of their Elven 
  companions in the Garden of the Honored Guests. It was 
  Aran-Gath who erected the Shamarras Ring (Area 18) and 
  summoned the Scorned Brethren to join him in the Chantry. 
  When the Fey King darkened the Ring because of the High 
  Priest’s treachery, Aran-Gath and the rest were left to die in 
  their vaults in the Garden (see Area 18 for more information). 
   
  Aran-Gath was, ironically, a witch-hunter in life and hated 
  undead. He travelled with a servant/attendant Singer of the 
  Dead (see below) who waits patiently in the Northeast Vault 
  for a command (see The Song of the Dead below). 
   
  When anyone approaches the Vault, they will hear a low, 
  moaning sound coming from within (from the Northeast 
  chamber, specifically). The sound has no effect on the living, 
  but undead must save vs. spells of fall into a torpor (see be-
  low).  
   
  The ledge, which is the remains of the outer Vault, is very 
  unstable. The tiles (the remains of which depict a heavenly 
  scene of angels, and not much else) are buckled and broken.  
   
  Each being standing in this area gives a cumulative 5% chance 
  that the entire area (the rounded area Northwest of the West-
  ern Rift) will collapse into the Rift, widening the rift and drop-
  ping everyone on the landing to the bottom for 6d6 falling 
  damage plus 4d4 crushing damage from falling debris.  
   
  Combat on the ledge increases the chance to a cumulative 
  10% per being on the landing. 
   
  The Vaults: 
  Each of the Vaults has the same basic description:  
  • 
  a 50’ diameter chamber carved out of the living stone 
  • 
  a domed ceiling peaking 80’ above the tiled floor 
  • 
  each tiled floor depicts something different:  
  o 
  the Northeast Vault, the tiled floor depicts the Dwa-
  rves streaming out of heaven as the angels watch 
  o 
  the Southeast Vault shows the Dwarves building 
  great cities and fortresses underground 
  o 
  the Northwest Vault shows a great congregation of 
  nations: Elves, Dwarves, Men, Giants, and many 
  others in radiance 
  o 
  the Southwest Vault’s tiles have all been pulled up 
  and scattered. 
   
   
   
   
   
   
   
   
   
  The Northeast Vault:  
  This chamber is bereft of any furniture or decoration (beyond 
  the tiled floor). The only feature in the room is a large stone 
  looking creature and a long, low, moaning sound.  
   
  This is the Singer of the Dead, a creature possibly from an-
  other plane of existence, which looks like an 8’ tall stone 
  headless ape, with broad shoulders and long, powerful arms. 
  The creature’s stony skin is riddled with holes and pockets 
  through which it continuously draws air, sensing, “smelling” 
  if you will, for the presence of undead. It is the air passing 
  through these holes and pockets which creates the moaning, 
  doleful sound.  
   
  This sound has a powerful effect on undead but has no signif-
  icant effect on the living. The Singer will ignore living beings 
  in the room unless attacked, at which time it will defend itself 
  vigorously. If commanded, the Singer will join the party and 
  can become a powerful agent in a fight against the undead of 
  these levels.  
   
  The Singer of the Dead will not attack the Greatmen or Aran-
  Gath unless they attack it first (see below).  
   
  If the Singer is killed or silenced, the Greatmen of Aran-Gath 
  (see below) will revive in 1d6+3 rounds and come to investi-
  gate the silence within another 1d4+1 rounds.  
   
  If the Singer is silenced and none of the Greatmen alert Aran-
  Gath, the Firbolg king will not notice the Singer’s song has 
  stopped for 2d20+6 rounds, after which he will also come to 
  investigate. 
   
  The Southeast Vault:  
  This is a well-appointed sitting room. Numerous chairs, tables 
  and lounging couches are scattered about the chamber, all 
  oversized (about twice as large as normal human sized).  
   
  The walls are painted in a grand cyclorama depicting the dis-
  covery of the great veins of precious metals in the mines be-
  neath the mountain here, the founding of the Chantry and the 
  ascendency of the High Priests.  
   
  Seated on a dozen chairs are unmoving bodies of Firbolg Gi-
  ants. These are the Greatmen of Aran-Gath, who have been 
  lulled to languor by the droning of the Singer of the Dead. 
   
   If the Singer has been killed (or some other means of silenc-
  ing the beast, such as a Silence spell has been employed), it 
  takes 1d6+3 rounds for the Greatmen to revive (due to the 
  length of time they have been languishing under the Singer’s 
  spell).  
   
  Each of the Greatmen carries a massive sword (equivalent of 
  a two-handed sword), wears leather armor and has a purse 
  with 2d20+100 gp, 2d20+400 sp and 1 random small object.  
  
  The Chantry of the Deepflame 
   
  155 
   
   
   
  The Northwest Vault:  
  This is a large bedchamber, containing some fifteen huge beds 
  jumbled about the room. The bedclothes are shredded, and the 
  mattresses have been destroyed.  
   
  Searching through the rubble will turn up one interesting item 
  for every PC turn spent searching, until the following list is 
  exhausted:  
  • 
  a 10-pound bag stamped with a strange symbol, full of 
  fragrant tea leaves 
  • 
  a 4-volume set called 'Founding of an Empire' by Eras-
  mus Bymini bound in black pigskin 
  • 
  a giant-sized belt of threaded cord, white in color 
  • 
  a 25-gallon barrel of famous Ostaven red wine 
  • 
  a cask of pickled sweetmeats 
  • 
  a sun-faded piece of vellum on which is written the death 
  warrant for a burglar 
  • 
  a silver brooch bearing an inscription reading, “For the 
  glory of the Light” (worth 125 gp) 
  • 
  1700 sp covered in slime in a foul-smelling leather sack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Southwest Vault:  
  This chmaber has been completely ransacked. The floor tiles 
  have been pulled up and cast about the room, most of what-
  ever furniture once graced this room has been destroyed.  
   
  Seated on a stone ledge at the southern end of the room is a 
  gaunt, ancient looking Firbolg wearing a crown. He is holding 
  a pen and is surrounded by parchments and papers.  
   
  This is Aran-Gath, former king of the Firbolgs in the Rose-
  wood Highlands, and former Undead Hunter.  
   
  In an ironic twist of fate, the former fanatical undead hunter 
  has become in death what he hated in life: and undead crea-
  ture: an Enduring Spirit.  
   
  He vehemently denies this reality.  
   
  He has stoppered his ears with old candle stubs against the 
  song of the Singer of the Dead which he finds annoying (his 
  madness gives him a +2 to his save vs. the song of the Singer 
  of the Dead when he hears it if his ears are unstoppered).  
   
  Aran-Gath has been writing a madness-tinged story of his 
  people, very colored by his new hatred toward Dwarves (for 
  their betrayal). There are 3,453 pages of hand-written mad 
  scrawlings scattered about the Vault.  
   
  Much of the most recent writing (that written in the past 50 
  years, most of those pages surrounding him) concerns both 
  his disdain for Dwarves, his desire to get his revenge on the 
  High Priest and his concern that the “song of my Beast causes 
  me deep distress in my waning years. Perhaps soon I must 
  release it back to the Pits of Fallia, if ever I can leave this 
  cursed place!” 
   
  Anyone who reads his ravings must save vs. spells or lose 1 
  point of Wisdom for one month and be haunted by insane 
  dreams (25% chance of being unable to get full rest on any 
  given night during the month).  
   
  Aran-Gath will not automatically attack, but if the PCs at-
  tempt to engage him in conversation, he will remove a candle 
  stub from his ear and try to listen. If he makes his save, he will 
  look distressed, attempt to answer the PCs quickly if possible, 
  but will jam the candle back in his ear at the end of the round. 
  If he fails his save, he will seem to fall asleep.  
   
  Among the jumbled ruin of furniture is (one item per Turn of 
  searching):  
  • 
  a rotting leather bag containing 1237 gp, 1442 sp and 3 
  rubies (worth 200 gp each) 
  • 
  a giant-sized silver plated tobacco pipe (worth about 100 
  gp) 
  • 
  a half-pound jar of beeswax 
  • 
  a bottle of thick purple liquid (some of the magically en-
  hanced mead from area 14, 6 doses) 
  • 
  a scratched and dented metal shield (not magical, but ex-
  ceptionally well made, despite its well-used condition) 
  
  The Chantry of the Deepflame 
   
  156 
   
   
   
      14. The Sealed Apartments of the 
  High Lady’s Daughter 
  These apartments are sealed behind a rockfall. The rubble can 
  be cleared away by twenty PC turns of clearing (four turns if 
  5 PCs and their henchmen work at it, two turns if 10 PCs and 
  henchmen work at it). 
   
  The apartments beyond are decorated in ancient High Elven 
  fashion, with banners and carvings depicting forests and ani-
  mals, and many scenes depicting what is clearly friendship 
  between the Elves and the Dwarves.  
   
  The first chamber, south, has four long, low, reclining 
  couches, a small fountain (dry), three small tables, with four 
  pitchers filled with some kind of viscous liquid in them on one 
  of the tables.  
   
  The couches and the liquid are magical if detected, the foun-
  tain may detect as magical, depending on how the GM rules 
  such things (see fountain below).  
   
  The Couches: 
  The couches are the Healing Benches of the People. 
   
  If anyone lays on a couch and falls asleep, he or she will heal 
  at double the normal rate. The couches are very fragile, how-
  ever, and can only support 160 pounds of weight easily. For 
  every pound over 160, there is a 1% chance of the couch col-
  lapsing (cumulative - thus, if a 200 pound person lays on the 
  couch, the chance is 40%, and if then a 190 pound person lays 
  on the couch, that will add 30%, making the total 70% for the 
  second person). In addition, due to their age and fragility, at-
  tempting to move them is a difficult proposition – the couches 
  weigh only 100 pound each but there is a %age chance of the 
  couch collapsing equal to the strength of the person or persons 
  carrying it divided by the number of people carrying it, every 
  round it is handled.  
   
  If a couch collapses, it becomes unusable and unrepairable. 
  Certain spells could bolster the strength of the couches or 
  placing them in some extradimensional space (such as a port-
  able hole) could decrease the chances of their ruination due to 
  handling. 
   
  The Liquids: 
  The liquids are magical but have no effect if consumed indi-
  vidually - they must be combined in a separate container and 
  then consumed (though see The fountain below for usage of 
  the liquids individually). The four liquids are pale blue, dark 
  blue, pale purple and red. There are four “doses” of liquid in 
  each bottle. They are combined as indicated on the Mixture 
  Table. 
   
  Mixing all Four Liquids: If all four colors are mixed and 
  consumed (one or more doses of each color, the entire mixture 
  must be consumed) 
   
   
   
   
  NOTES: These effects are permanent unless given a time 
  limit. A creature may receive each effect only once. Every 
  combination of colors uses a full dose of each color, and the 
  entire mixture (one purple and one red for Protection from 
  Evil, for example) must be consumed to receive the effect.  
   
   
   
   
   
  MIXTURE TABLE 
   
  Light Blue 
  Dark Blue 
  Purple 
  Red 
  Light 
  Blue 
  N/A 
  Improved 
  Invisibil-
  ity for 
  One Week 
  Mirror 
  Image 
  for One 
  Week 
  Regeneration 
  for One Week 
  (1 hp/round) 
  Dark 
  Blue 
  Improved 
  Invisibility 
  for One 
  Week 
  N/A 
  Detect 
  Invisi-
  bility 
  for One 
  Week 
  Protection 
  from Evil, 10’ 
  Radius (per-
  manent) 
  Purple 
  Mirror Im-
  age for One 
  Week 
  Detect In-
  visibility 
  for One 
  Week 
  N/A 
  Protection 
  from Undead, 
  10’ Radius (1 
  year) 
  Red 
  Regenera-
  tion for 
  One Week 
  (1 
  hp/round) 
  Protection 
  from Evil, 
  10’ Ra-
  dius (per-
  manent) 
  Protec-
  tion 
  from 
  Un-
  dead, 
  10’ Ra-
  dius (1 
  year) 
  N/A 
  Light 
  Blue 
  +Dark 
  Blue 
  N/A 
  N/A 
  Haste 
  for One 
  Week 
  Giant Strength 
  for One Week 
  Light 
  Blue+ 
  Purple 
  N/A 
  1d4 Du-
  plicates of 
  Self for 
  One Week 
  N/A 
  +1 first level 
  spell castable 
  once per day 
  (of any kind, 
  even if not 
  spellcaster) 
  permanent 
  Light 
  Blue + 
  Red 
  N/A 
  +1 to 
  Dexterity 
  21 In-
  telli-
  gence 
  and 
  Wis-
  dom for 
  One 
  Week 
  N/A 
  Dark 
  Blue + 
  Purple 
  +1 to Con-
  stitution 
  N/A 
  N/A 
  +1d10 to Hit 
  Points 
  Dark 
  Blue + 
  Red 
  +1 to Wis-
  dom 
  N/A 
  +1 to 
  Cha-
  risma 
  N/A 
  Purple 
  + Red 
  +1 to Intel-
  ligence 
  +1 to 
  Strength 
  N/A 
  N/A 
  
  The Chantry of the Deepflame 
   
  157 
   
   
   
  A final note on mixing Liquids:  
  If some industrious PC pours all four bottles into a vat think-
  ing that he or she will create a giant potion enough for multi-
  ple people to receive the benefits, or chooses two colors and 
  pours all of each bottle together hoping to create a potion for 
  four or more people, the PC will be sorely mistaken. The en-
  tire mixture must be consumed by a single creature to receive 
  the benefits of mixing the liquids. If it is parted out in any 
  way, no one receives any of the benefits of the mixtures.  
   
  The Fountain:  
  If any liquid (besides the magical colored liquids in the room) 
  is poured into the fountain, it will begin producing fresh, clean 
  water after one round.  
   
  If any one of the magical colored liquids are poured into the 
  fountain (before or after it begins producing fresh water), the 
  water of the fountain will produce the following effects for 
  beings immersed in the waters: 
   
  Light Blue: Cure Critical Wounds 1x per person 
  Dark Blue: Heal 1x per person 
  Light Purple: Neutralize Poison: 1x per person 
  Red: Raise Dead 1x per person 
   
  The fountain effects of the individual colors last 24 hours and 
  can affect any number of individuals immersed in the foun-
  tai’s waters. Thus, every 24 hours, a different liquid can be 
  added to the fountain for a different effect each day.  
   
  If two or more colors are mixed in the fountain, the effect is 
  poisonous (save vs. poison at -2 or be affected by the magic 
  of  Time Halt - see Appendix - New Spells for more infor-
  mation).  
   
  This is what happened to the Heir of the High Lady in the 
  Western Chamber (who disregarded the warnings given her 
  when the gifts were given).  
   
  North Chamber: 
  The first chamber, north, is a formal dining chamber that 
  could seat 22 people.  
   
  A grand chandelier is centered in the room which lights mag-
  ically whenever a living being enters the chamber and at a 
  command can be dimmed or brightened (from pale moonlight 
  to full daylight) but cannot be “off” if there is a living being 
  in the chamber.  
   
  Books and papers are scattered about the huge (20’ long) ta-
  ble.  
   
   
   
   
   
   
   
   
   
  The Books: 
  The books and papers are in ancient Dwarven and Elven lan-
  guages. Most of the books are open to pages on Dwarven leg-
  ends.  
   
  • 
  The majority of the books recount a legend concerning a 
  Dwarf who offends a group of giants and, while impris-
  oned, creates a magical honey that he pours into the gi-
  ants’ well that causes them to fall asleep forever so the 
  dwarf can escape with the giants’ greatest treasure, a 
  golden child. In the legend, the giants never awaken. 
  There are seventeen variations of this legend here in var-
  ious books and scrolls.  
  • 
  A second legend (in several of the Elvish books) is an old 
  Elven legend about an Elven princess who plucked a 
  witch’s grapes and was cursed to sleep forever unless her 
  father and mother bathed her in a magical stream.  
  • 
  There is another legend buried in one of the Dwarven 
  books. It concerns a young dwarf who steals into the Gi-
  ant kingdom to reclaim the Pearl of Great Price and 
  comes across a sleeping giant. The young dwarf kills the 
  giant with his magic dagger (which the legend calls The 
  Fang of Geron) and pushes the giant’s body into a well. 
  When the young dwarf finally reaches the Pearl, guarding 
  it is the very giant he killed, come back to life. The young 
  dwarf manages to trick the giant and he steals the Pearl 
  by the end of the tale.  
   
  Anyone who searches through the books has a %age chance 
  equal to his or her Intelligence score to discover the relevant 
  legend, cumulative per turn. Otherwise, use something like 
  Grimm’s Fairy Tales or Anderson’s or some other source, 
  substituting a Dwarf or an Elf for the protagonist and chang-
  ing some relevant details, as desired, for unrelated legends. 
   
  Among the other papers are some in the High Priest’s hand-
  writing (if anyone has encountered his handwriting else-
  where). Most of those papers are concerning the time of Dis-
  cernment for Reconciliation that the High Priest had extended 
  to the High Lady and her Retinue. Many of these are marked 
  up with notes that question the validity of the invitation. Sev-
  eral are torn and crumpled and thrown on the floor. One im-
  portant piece, buried among the papers and books (three turns 
  of active searching to turn it up, Intelligence check - INT or 
  lower on 4d6 - to recognize the importance, unless the GM 
  wants to use some other method or mechanic) says,  
   
  “A gift for the Lady’s Lady, for health and happiness, for 
  joy and life. One ordan of each combined, no more or 
  less, for your blessing. A single ordan, no more no less, 
  in pure living water will touch the fountains of the gods.” 
   
  Center Chambers: 
  The center two chambers are lavishly appointed bedrooms. 
  They contain many minor valuable items (silk bedclothes, 
  finely woven tapestries, silver goblets, etc.) but nothing of 
  particular interest or significant value.  
   
   
  
  The Chantry of the Deepflame 
   
  158 
   
   
   
  Western Chamber: 
  The Westernmost room of these Apartments is a great hall, 
  sumptuously decorated with intricately carved marble trees 
  and bushes (many of the columns) and bas relief mountains, 
  hills and forests (the walls).  
   
  Thick, green carpets cover the floor.  
   
  What furniture is in this great hall has been jumbled to the 
  southern portion of the chamber.  
   
  Couches, tables, chairs, all in disarray, all well made and very 
  heavy (probably valuable, but extremely difficult to move).  
  The north end of this chamber has the most curious items:  
   
  • 
  a beautiful, young Elven woman in a glass coffin 
  • 
  a miniature city enclosed in a glass dome or case of some 
  sort 
  • 
  niches all along the north wall containing dozens of jugs 
  and bottles with different colored, thick, viscous liquids 
  in them 
   
  The Young Lady: 
  The young lady in the glass coffin is the Heir 
  of the High Lady. She poured two of the 
  magical liquids in the fountain in the first 
  room of the apartment, drank the liquid and 
  has fallen under the effect of the Timestop 
  Coma.  
   
  The Glass Coffin: 
  The coffin is crystal, magical in nature and 
  magically sealed. A knock spell or dispel 
  magic spell (any level) or similar magic will 
  open the crystal coffin (which, once opened, 
  is as fragile as glass, but worth 2500 gp). 
   
  Opening the coffin has no effect on the Elven 
  lady within. Nothing short of a full wish can 
  counter the effect of the magic that keeps the 
  Heir of the High Lady asleep. The only way 
  to break the curse upon her is to stab her in 
  the heart with a magical dagger (of any na-
  ture, even a cursed dagger), and then immerse 
  her body in the fountain in the first (southern) 
  room having a dose of the red liquid poured 
  into it.  
   
  The immersion has to take place within 24 
  hours from when the dagger is plunged into 
  the Elf maiden’s heart or her spirit will rise as 
  a Longing Spirit and she will be lost forever.  
   
  Beneath the Heir’s body is a slender silver 
  sword with doves and roses etched along the 
  blade in a fine white leather scabbard. This is 
  Elissa’s Gift. 
   
   
  The Tiny City: 
  The tiny city under the dome is Old Caranta City in miniature. 
  If knock, dispel magic or similar magic is cast on the crystal 
  dome, all living beings in the Apartments will be transported 
  into Old Caranta City, in miniature, in the past, for a whole 
  other kind of adventure (which is detailed in the adventure 
  City Under Glass).  
   
  The Bottles and Jugs: 
  The bottles and jugs filling the niches along the north wall 
  contain magically imbued honey.  
   
  There are 31 different bottles, each with 1d4-1 dose of thick, 
  colored liquid (some variation of blue, purple or red). 
   
  26 of the bottles have magically enhanced mead, which will 
  make anyone who imbibes the mead drunk in a number of 
  doses equal to his or her Constitution bonus (minimum of 1).  
   
  The liquid in one bottle functions as a potion of healing, one 
  functions as a potion of extra healing, two as potions of poi-
  son, and one bottle functions as a potion of restoration.  
   
   
   
   
  
  The Chantry of the Deepflame 
   
  159 
   
   
   
  15. The Hall of the Hollow Man 
  The First Room: 
  The first room in these halls is dominated by an old crone 
  who is busy stirring at a bubbling cauldron in the center of the 
  room. When she notices intrtuders (1-3 rounds, no matter 
  what actions they take), she will cackle,  
   
  “Welcome to the Hollow Man’s Hall. Come in and enjoy 
  some savory sweet meats!”  
   
  She will beckon them to dip a cup into the cauldron. Those 
  who do so, and taste the stew, will find benefits later on (see 
  Meeting the Hollow Man, below).  
   
  The crone is a Mother Hag. She is the spirit of the long dead 
  caretaker of the Hollow Man. She perpetually brews her mag-
  ical stew (which, at this point, is mostly rat and goblin meat, 
  if the truth be told) in the vain hope that visitors will come 
  seeking the counsel of the Hollow Man. If attacked, the Hag 
  will defend herself. If killed, the stew in the cauldron instantly 
  turns rancid (see Meeting the Hollow Man, below).  
   
  East Center Room: 
  The eastern center room contains the desiccated husk 
  of the crone’s earthly remains. If her body is dese-
  crated in any way, the Mother Hag and the Hollow 
  Man will attack the party. There is nothing of value in 
  this room. 
   
  West Center Room: 
  The western center room contains 86,454 copper 
  pieces in seventy four leather sacks. 
   
  Meeting the Hollow Man:  
  The Hollow Man is an enigmatic creature who 
  showed up at the Chantry almost two thousand years 
  ago, offering his services as a sage and an arbiter of 
  disputes. The people of the Chantry began calling him 
  the Hollow Man for his inexplicable lack of emotion 
  which he displayed in his adjudications.  
   
  When the Hollow Man is first encountered (always in 
  this chamber, unless intruders have desecrated the 
  crone’s remains), he will hold out his hand expect-
  antly.  
   
  The payment for interacting with the Hollow Man is 
  always two copper pieces.  
   
  If anyone begins talking with the Hollow Man without 
  paying him, he will point to his empty hand insistently. 
  If they continue talking, he will turn his back on them.  
   
  If anything is put into his hand other than two copper 
  pieces, the Hollow Man will dump the objects (no mat-
  ter how valuable) onto the floor.  
   
   
   
   
  If the proper price is paid, the Hollow Man will talk with the 
  being who makes the payment for as long as 24 hours and 
  give them as objective an answer to any questions asked that 
  he is able (he is not omniscient, he is simply emotionless, ob-
  jective, logical).  
   
  For those who tasted the crone’s stew when offered, the Hol-
  low Man will offer a blessing of good fortune (+1 to the next 
  12 rolls). If anyone tastes the rancid stew of the crone (after 
  killing her) or forces the Hollow Man to speak with them 
  without paying him, he will curse them with ill fortune (-1 on 
  the next 12 rolls - save vs. spells to negate the curse).  
   
  When the 24 hours has ended, if the petitioner is still engaged 
  with the Hollow Man, the crone will appear by his side and 
  she will say, “My lord is weary, it is time to take your leave.” 
  If the petitioner insists on even a moment longer with the Hol-
  low Man, the two attack the petitioner, attempting to drive 
  him or her from the chamber into the Minor Rift (area 16). 
   
   
   
  
  The Chantry of the Deepflame 
   
  160 
   
   
   
  16. The Minor Rift 
  Years ago, an earthquake broke open the 
  floor here, separating the Hall of the Hollow 
  Man from the Garden of the Honored Guests. 
  The rift is 80’ deep.  
   
  At the bottom of the rift is a Dwarf skeleton 
  wearing destroyed platemail and carrying a 
  broken shield and a magical sword (Drake-
  wrath).  
   
  Scattered about the broken rocks at the bot-
  tom of the rift are: 
  • 
  1923 gp 
  • 
  8227 sp 
  • 
  a ruby (250 gp) 
  • 
  3 pieces of jasper (150 gp each) 
   
  It would take 10 full turns to find all of the 
  coins and gems.  
   
  17. The Rooms of Dimean Aulth 
  When the High Priest sealed the Chantry, the Consort of the 
  High Lady locked himself in these chambers to die, against 
  the protests of the High Lady and her retinue. She cursed him 
  to remain locked in these chambers until Death came himself 
  to claim his spirit. Years later, Death came calling, and the 
  Consort challenged death for his spirit (see below). In the en-
  suing centuries, the earthquakes that have rocked this area 
  have destroyed these chambers, leaving the Consort isolated 
  in his timeless tableau across a deep, 20’ wide chasm. 
   
  The Consort who Challenged Death: 
  The Consort sits unmoving. He is completely unaffected by 
  time, so if anyone attempts to move him, attack him, etc, their 
  actions have no effect. In fact, while he feels solid to the touch 
  if someone physically touches him, a weapon will swing 
  through his shimmering body, and if someone should try to 
  push him over, they will move right through his body as if 
  through water.  
   
  When the High Lady’s Consort became trapped in these 
  chambers and was about to die, he (in classic fashion) chal-
  lenged Death to a game of chess for his soul. Death found 
  himself two moves from losing and stopped time in chamber 
  rather than lose until such a time as he can contrive a way to 
  cheat his quarry out of his prize. 
   
  Moving any piece in play from the board will not only break 
  the spell but will also remove death’s claim on the Consort’s 
  soul, making him effectively immortal.  
   
  However, this will also bring an Envoy of Death into the 
  chamber in 1d4 rounds. The Envoy will spend one round sur-
  veying the chessboard.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If possible, the Envoy will replace any pieces moved to their 
  original position, then use the amulet it wears (Death’s Fo-
  cus) to recast the spell that stops time. The Envoy will warn 
  the PCs, “Meddle not in the affairs of Death, mortals, or thou 
  wilt know Death’s Kiss!” Then the Envoy will teleport out of 
  the room.  
   
  Attacking the Envoy: 
  If the Envoy is attacked, it will attempt to gate in 1d4+1 of its 
  brethren while the Consort of the High Lady will try to escape 
  the room. The Envoy(s) will attempt to dispatch invaders and 
  reset the chessboard and recast the spell (which will return the 
  Consort to the chair, no matter where in the mortal realm he 
  has escaped to - however, if he manages to flee to the Shemar-
  ras ring and the Scorned Brethren accept him, he will be be-
  yond the recall of the spell...until he returns to the Mortal 
  Realms, that is).  
   
  If the Envoy is defeated (and any allies it gates in), the victors 
  will be cursed by Death’s Kiss (See Appendix - New Spells 
  for more information). 
   
  If the Consort is attacked after the spell is broken, he will de-
  fend himself, but will try to escape the area, a fighting with-
  drawal.  
   
  If cornered, he will fight to the death, though he can’t truly 
  die unless Death determines a way to cheat the chess game 
  (the GM is free to determine such a means if any might exist 
  - perhaps the PCs intervention breaks the “rules”). 
   
   If the Consort is reduced to 0 hit points or lower, he will rise 
  24 hours later, fully healed, unmarked, untouched by magic 
  or weapon. 
   
  
  The Chantry of the Deepflame 
   
  161 
   
   
   
  18. Shemaras Ring 
  A simple ring of standing stones, each about 24 inches tall, 
  with a black, cut stone at the center, a cube about 18 inches 
  on a side.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This is a Shemaras Ring, a gateway to the lands of the Faerie.  
  Aran-Gath erected this ring when he lived here as a guest of 
  the High Priest. The Fey King darkened this gate because of 
  the High Priest’s treachery.  
   
  It is possible that a person (such as the High Lady’s Consort, 
  Dimean Aulth) who knows the proper incantation and brings 
  the proper offering could pique the Fey King’s interest 
  enough to allow the gate to be opened briefly enough for a 
  party of sprites and fairies to pop into the Shemaras Ring to 
  question the petitioner.  
   
  The fey creatures come as envoys of the Fey King, so they 
  will be much more attentive than normal fairy-types to any 
  tale told them and will be sympathetic to beings trapped in the 
  Chantry or those pursued by powerful evil beings.  
   
  The land beyond the Shemaras Ring is detailed in the Fey 
  King’s Realm.  
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  162 
   
   
   
  The Deeps 
  (Area G) 
   
  On either side of the Great Rift, near the bottom, are the tun-
  nels and caverns of the mines of the Chantry.  Once deep and 
  extensive, now only a few levels remain and those mostly 
  played out.   
   
  Generations ago, a horde of Shadow Creepers overtook the 
  deeps and have been at odds with the inhabitants of the Chan-
  try ever since; first the dwarves, and most recently the gob-
  lins.  A wary truce exists at the moment, though a single death 
  of a Shadow Creeper or Goblin at the hands of their foe would 
  spark a war.   
   
  Shadow Creepers are not particularly organized, especially 
  when not in the presence of their leaders (Shadow Stalkers) 
  so they are not likely to mount an organized defense unless 
  their Lord and King, Bara’zau (Shadow Fiend) leads them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTE: If the Special Encounter “Darkness Rising” (event 
  #3, page 33) is selected, the Shadow Fiend (or a replacement 
  creature) must lead the invasion.  The Shadow Creepers are 
  far too disorganized to attack otherwise.  
   
  Most of the tunnels are carved into the very stone of the earth 
  though where natural tunnels and caverns were encountered, 
  they were often incorporated into the level’s design.  These 
  levels were primarily for mining, though the Chantry’s sup-
  plies were brought in and ore and refined materials were sent 
  out through the River Gate, the Deepgate was the primary mil-
  itary entrance, and the Chantry’s emergency water supply is 
  found here as well. 
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  163 
   
   
   
  Random Encounters in the Deeps 
  In the Deeps themselves, roll d8 every other turn. A 1 results 
  in a “harmless encounter”, an 8 results in a “dangerous en-
  counter.” See “Rift Encounters” for encounters in the Rift be-
  tween the Deeps. 
   
  1d10 
  Harmless Encounters 
  1 
  Giant Centipede 
  Corpse 
  1. Infected with Yellow Mold 
  2. Being Chewed on by mice 
  3. Fresh 
  4. Two weeks old 
  2 
  Goblin Bones 
  1. Partially hidden 
  2. Wired together as a macabre marionette 
  3. Painted green and blue 
  4. Sharpened to be used as weapons 
  3 
  Shadow Creeper 
  Footprints 
  1. Leading in a circle 
  2. End abruptly 
  3. Burned into the stone 
  4. Split and go off in two directions 
  4 
  Broken Item 
  1. Sword 
  2. Spoon 
  3. Statue 
  4. Glass 
  5 
  Gust of Wind 
  1. Warmer or colder than ambient air 
  2. Smells of death 
  3. Smells musty 
  4. Smells like flowers or cinnamon or some  
       other pleasant odor 
  6 
  Glowing Lights 
  1. A shower of fireflies 
  2. Phosphorescent dust 
  3. Ghostly lights 
  4. Glowing eyes of dozens of tiny insects 
  7 
  Clicking Sound 
  1. Far off, echoing 
  2. Close by, faint 
  3. Close by, loud 
  4. Complex pattern 
  8 
  Muffled Cry in 
  the Distance 
  Sounds like: 
  1. Human child 
  2. Goblin 
  3. Wounded animal 
  4. Something dangerous 
  9 
  Dripping Water 
  1. Irregular pattern 
  2. Slow drip 
  3. Trickle 
  4. Musical sound 
  10 
  Mice (1d3+2) 
  1. Dragging a wheel of cheese 
  2. Dragging a goblin arm 
  3. Tumbling and frolicking 
  4. Staring intelligently 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1d20 
  Dangerous Encounters 
  1-7 
  1d4 Shadow 
  Creepers 
  1. Alert, on patrol 
  2. Surprised, searching for a lost pet beetle 
  3. Surprised, drunk 
  4. Alert, looking for food 
  8-10 
  1d6 Giant 
  Centipedes 
  1. Being attacked by a swarm of stone beetles 
  2. Feeding on the corpse of a Goblin 
  3. Digging a new nest 
  4. Hiding in shadows (bonus for surprise) 
  11-12 
  1d4 Shadow 
  Creepers 
  with 1d2 
  Shadow 
  Hounds 
  1. Searching for an escaped slave 
  2. Searching for a renegade Shadow Creeper 
  3. Searching for a doppelganger or skin wearer 
  4. Searching for intruders 
  13 
  1d4 Shadows 
  1. Trapped in the area encountered 
  2. Are damaged by light (treat light spell as 3  
       dice fireball and continual light spell as 6  
       dice fireball for area of effect and damage) 
  3. “False” shadows – immaterial, do no damage  
       when they attack 
  4. Are immune to magic 
  14 
  Swarm of 
  Stone Beetles 
  1. Mostly harmless unless they taste blood  
       (frenzied attack) 
  2. Drop from the ceiling (doing 1d20 hp damage  
       to random targets) then swarm random target 
  3. Fleeing from something else 
  4. Forms a wall, blocking the path forward 
  15 
  1 Shadow 
  Stalker 
  1. Escorting an enslaved Dark Elemental 
  2. Disciplining a Shadow Creeper 
  3. Butchering a: 
       1. Giant Caterpillar 
       2. Riftwing 
       3. Human  
       4. Goblin 
  4. Searching for: 
       1. A lost ring 
       2. A valuable gem 
       3. The source of an odor 
       4. Hope 
  16 
  1 Dark Ele-
  mental 
  (rogue) 
  1. Attacks on sight 
  2. Only attacks Shadow Creepers or Stalkers 
  3. Regenerates damage (except fire damage) 
  4. Does not attack, but backs slowly away 
  17 
  1 Giant Spi-
  der 
  1. Battling: 
       1. 1d4 Giant Caterpillars 
       2. 2 Goblins 
       3. 3 Shadow Creepers 
       4. Another Giant Spider 
  2. Feeding on a corpse 
  3. Stringing webs 
  4. Timid, skittish 
  18 
  1d3 Giant 
  Beetles 
  1. Slicer Beetles 
  2. Fire Beetles 
  3. Stag Beetles 
  4. Random mixed lot 
  19 
  1 Oozing 
  Black Death 
  1. Drops from the ceiling on a random target 
  2. Slinking away, wounded 
  3. Stretched thin across the ceiling, trying to  
       dissolve Stone Beetle Swarm (if disturbed,  
       drops its prey onto random targets, then  
       attacks a random target) 
  4. Actually a magically cursed Prince 
  20 
  1d12 Gab-
  blers 
  1. Fleeing from Shadow Creepers 
  2. Hunting a Shadow Stalker to get revenge 
  3. Each carrying a tiny lantern, swinging them  
       rhythmically as they chant softly 
  4. Riding Giant Rats 
   
   
   
  
  The Chantry of the Deepflame 
   
  164 
   
   
   
  Rift Encounters 
  Roll 1d8 every other turn.  Encounters occur on an 8. 
   
  2d10 
  Rift Encounter 
  2 
  Tentacled Hor-
  ror 
  1. Small, three tentacles, moving up the side  
       of the Rift 
  2. Medium, 4 tentacles, entrenched 
  3. Medium, 6 tentacles, fond of Riftwings  
       and not much else 
  4. Large, 1d6+6 tentacles 
       1. Aggressive 
       2. Hibernating 
       3. Cautious 
       4. Can Speak 
  3 
  1 Wraith 
  1. Long dead dwarf, hates Goblins, will not 
  immediately attack humans or demi-humans 
  2. Recently dead Bugbear 
  3. Ancient dead, barely holding a coherent 
  shape, gains +2 to hit and damage 
  4. Afraid of light 
  4-5 
  1 Giant Spider 
  1. Traveling, wants to be left alone 
  2. Feasting on a Riftwing 
  3. Spinning a web 
  4. Playing dead 
  6-7 
  1d3 Giant Bee-
  tles 
  1. Slicer Beetles 
  2. Fire Beetles 
  3. Stag Beetles 
  4. Random mixed lot 
  8-9 
  1d4 Shadows 
  1. Immune to fire, but double damage from 
  cold 
  2. Are damaged by light (treat light spell as 3 
  dice fireball and continual light spell as 6 
  dice fireball for area of effect and damage) 
  3. “False” shadows – immaterial, do no dam-
  age when they attack 
  4. Are immune to magic 
  10-13 
  3d6+20 Bats 
  1. Flying toward party 
  2. Circling the Rift 
  3. Flying in complex (magical?) patterns 
  4. Swarming a Riftwing 
  5. Following a Will-O’-The-Wisp 
  6. Covered in: 
       1. Glowing dust 
       2. Blood 
       3. Beads and other decorations 
       4. Magical sigils 
  13-14 
  1d3 Riftwings 
  1. Riding the air currents 
  2. Hunting (will attack a random target) 
  3. Fleeing from something 
  4. Perched, watching (roll for reaction) 
  15-16 
  1d2 Giant Liz-
  ard Riders 
  1. Patrolling the Rift 
  2. Exercising (easily surprised) 
  3. Searching for: 
       1. Escaped Bugbear 
       2. Intruders 
       3. The Shadow Dragon 
       4. Treasure 
  4. Carrying a message to/from Bara’zau: 
       1. Intel about Goblin forces 
       2. Warning about intruders 
       3. A request for 30 more slaves 
       4. A treasure map 
  17-18 
  1d4 Will-O’-
  The-Wisp 
  Controlled by: 
       1. A Shadow Stalker who wants to dis-
  place Bara’zau 
       2. Bara’zau as his private scouts 
       3. The Shadow Dragon who sees what 
  they see (his spies) 
       4. Autonomous, seeking food 
  19 
  1 Spectre 
  1. Tries to knock targets into rift 
  2. Afraid of light 
  3. Immune to non-silvered weapons (even 
  magic weapons) 
  4. Hates anyone wearing armor (gains +2 to 
  hit and damage) 
  20 
  Shadow Dragon 
  1. Perched, watching, not aggressive 
  2. Flying, hungry 
  3. Hiding in a crevice 
  4. Angry 
   
   
  Room and Chamber Encounters 
  When Shadow Creepers are encountered in a room… 
   
  3d10 
  What they are doing 
  Group Treasure 
  3 
  Throwing dung at the wall 
  to see what sticks 
  Silver ring inscribed with eagles 
  (Feather Falling) 
  4 
  Grooming each other 
  Magic Dagger (Serpent’s Tooth, Dag-
  ger +2, poisoned blade – save vs. poison 
  or lose 1 hp per round for total hp dam-
  age rounds) 
  5 
  Fist fighting 
  Magic Dagger (Slasher Dagger +1/+3 
  vs undead). 
  6 
  Eating Roasted Human 
  1000 gp Topaz. 
  30 gp Lapis Lazuli. 
  10 gp Rhodochrosite. 
  10 gp Azurite. 
  7 
  Playing “toss the Gabbler” 
  500 gp Amber. 
  10000 gp Black Sapphire. 
  8 
  Dissecting a Goblin corpse 
  5747 sp 
  9 
  Staring at a mirror (rapt – 
  instantly surprised), passing 
  it around 
  Brown Diamond (5000 gp) 
  Chrysoprase (50 gp) 
  Deep Blue Spinel (500 gp) 
  Golden Yellow Topaz (500 gp) 
  Lapis Lazuli (10 gp) 
  Pink Pearl (100 gp) 
  Turquoise (10 gp) 
  10 
  Playing music with impro-
  vised bone instruments 
  10802 sp 
  11 
  Trying to light a fire with a 
  flint and steel 
  1547 pp, 30593 gp 
  12 
  Smacking each other with 
  clubs 
  3923 cp 
  13 
  Drinking fermented: 
  1. Mushrooms 
  2. Goblin Flesh 
  3. Grapes (wine) 
  4. Honey (mead) 
  5. Sprite Wings and Toes 
  6. Giant Caterpillar Venom 
  Gold earrings set with gems (6000 gp) 
  Jade earrings (1500 gp) 
  Jade ring (1900 gp) 
  Silver brooch set with gems (1000 gp) 
  Wrought Platinum earrings (1800 gp) 
  Wrought Platinum ring (1600 gp) 
  Wrought gold pendant (1100 gp) 
  14 
  Eating Giant Leeches 
  7565 gp 
  15 
  Sleeping 
  500 gp Amethyst. 
  16 
  Hiding 
  1d100 gp, 2d20 pp 
  17 
  Torturing a Goblin 
  120 diamond chips (1 gp each) 
  18 
  Eating bits of Tunnelworm 
  6d12 gp, 12d12 sp, 3d100 cp 
  19 
  Sharpening weapons 
  204 pp, 1979 sp 
  20 
  Search the lair for some-
  thing important 
  2208 gp, 3808 sp 
  21 
  Wrestling 
  Potion of Flying 
  22 
  Trying to smoke a pipe 
  loaded with  
  1. A suspicious looking sub-
  stance 
  2. Oak leaves 
  3. Fairy Wings 
  4. Tobacco 
  5. Dried dung 
  6. Sulfur crystals… 
  Gold bracelet set with gems (3000 gp) 
  Gold pendant set with gems (4000 gp) 
  Silver crown set with gems (2000 gp) 
  Silver crown set with gems (4000 gp) 
  Silver earrings set with gems (5000 gp) 
  Silver necklace set with gems (2000 gp) 
  Silver pendant set with gems (3000 gp) 
  Wrought gold brooch (700 gp) 
  Wrought gold crown (800 gp) 
  23 
  Mock fighting or practicing 
  854 pp, 8603 gp 
  24 
  Stealing from one another 
  28936 gp 
  25 
  Practicing stealing from one 
  another 
  Gold ring set with gems (6000 gp) 
  Jade necklace (2200 gp) 
  26 
  Playing “catch the dagger” 
  600 gp Jade. 
  70 gp Blue Quartz. 
  27 
  Praying 
  1000 gp Black Opal. 
  1000 gp Rock Crystal. 
  28 
  Feasting on a Giant Spider. 
  If interrupted, they will try 
  to hide their meal before en-
  gaging in parley or combat. 
  500 gp Topaz. 
  10 gp Tiger Eye Agate. 
  200 gp Onyx. 
  100 gp Star Rose Quartz. 
  29 
  Pulling the wings off captive 
  Sprites 
  Plain silver band (Protection +1) 
  30 
  Holding a religious cere-
  mony 
  Gold ring inscribed with arcane symbols 
  (Ring of the Wizards – doubles a 
  mage’s first level spells) 
   
   
  
  The Chantry of the Deepflame 
   
  165 
   
   
   
  G1. Storehouses 
  G1.1 Long Stair 
  These steps lead up to The Firstwatch (area B61) about 100’ 
  above (about 1200 linear feet, 3 switchbacks).  Encounters on 
  these steps are always with 1d4+4 Shadow Creepers. Each 
  of them carries a long crystal shaft (stalactite, treat as spear).  
   
  G1.2 Ropebridge 
  1d4 Shadow Creepers lurk here. They are cowardly and will 
  try to run from any perceived threat (crossing the chasm if 
  possible).  If chased deeper into this level, they will try to stir 
  up the Centipedes (area G1.3) by throwing stones at the nest 
  as they pass and lead invaders into the lair of Grisson and 
  Golor (G1.6).  They will avoid the webbed tunnel (G1.8a-
  G1.9a) unless their lives really are in jeopardy.   
   
  A thick rope, suspended on a wooden tower protruding from 
  the mouth of the cave, is anchored securely in the wall at the 
  back of the cave.  The denizens of the level use this long rope 
  as a bridge to cross the cavern from here up to the First Deep 
  (area G6.1).    
   
  While the rope is strong and secure, if more than 1000 pounds 
  hangs from the rope it will snap, dropping the load 200’ into 
  the abyss below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G1.3 Giant Centipede Nest 
  If the Shadow Creepers from area G1.2 flee through this 
  chamber, they hurl small stones at the Giant Centipede nest 
  here and 3d4+6 of the creatures will swarm out and attack. 
  Otherwise, roll a normal check for the creatures’ reaction to 
  intruders. 
   
  The Giant Centipede nest is in the alcove of this chamber 
  and is made up of Goblin and Shadow Creeper bones, mud, 
  dung, a few old (mostly broken) weapons and pieces of armor, 
  and a large wooden beam.  
   
  There are 87 Giant Centipedes in this nest. 
   
  Intermixed among the debris is a dozen Sulfur Crystals 
  which, if ignited in some way, burn with a bright blue flame, 
  emitting noxious smoke (save vs. poison or begin chok-
  ing/gasping). If water is applied to the burning Sulfur Crys-
  tals, a poison gas is emitted (save vs. poison or take 1d6 minus 
  Constitution bonus each round while in the vicinity [about 
  30’] of the burning sulfur).  
   
  The Sulfur Crystals are worth 50 gp each for most applica-
  tions (a city would have a dozen buyers, perhaps, while a vil-
  lage might only have one) but an artificer or an alchemist 
  might pay up to 150 gp each for these crystals (due to their 
  purity). 
   
  Additionally, 23 gp and 87 sp are buried in the debris of the 
  nest.  
   
  G1.4 Resurrection Stones 
  Five giant boulders are set in the floor here in a circle (see the 
  map), with about 2’ of clearance between each of them. On 
  the floor, in the center of the boulders, mostly covered by dirt 
  and debris, is a mosaic. 
   
  The boulders are carved with dwarven runes on the inside 
  faces (runes of life, death and resurrection).  
   
  • 
  If the floor is brushed clean, the mosaic is revealed to be 
  a depiction of Dwarven Heaven.  Missing from the center 
  are tiles in the generally shape of a body (dwarf-sized).  
  • 
  If the tiles are replaced (they are on the bottom of the 
  Reservoir, G2.4) and a dwarven corpse is placed on the 
  tiles, the body will begin to glow and can be resurrected 
  by a dwarf priest of at least 8th level.   
  • 
  Any cleric who prays in this chamber for at least an hour 
  will receive a bonus level one spell (once per day).  
  • 
  Any non-cleric who prays in this room for at least an hour 
  will receive the benefit of a bless spell (once per week).  
   
  Shadow Creepers avoid this chamber, but other creatures on 
  the level do not (treat encounters with Shadow Creepers as 
  “no encounter”).  
   
   
  
  The Chantry of the Deepflame 
   
  166 
   
   
   
  G1.5 The Long Well 
  A shaft in the floor here drops 120’ down to The North Mines 
  (G3.3a).   
   
  The inner walls of the shaft are rough: 
  • 
  Shadow Creepers can easily traverse this shaft 
  • 
  thieves get a +25% bonus to climbing 
  • 
  and the average humanoid can traverse this shaft with a 
  successful Dexterity Check – DEX or less on 3d6 
   
  G1.6 Grisson and Golor 
  The cavern is littered with bones, trash, broken tools, broken 
  glass, bits of metal; piles and plies of detritus.  
   
  Two exceptionally large (4 HD) Shadow Creepers claim this 
  cavern. One is usually awake while the other sleeps.  They 
  never leave this cavern except under the direction of a Dark 
  Stalker.  
   
  Among the piles of trash can be found (stained and battered, 
  but useful):  
  • 
  A boiled leather breastplate stamped with the image of a 
  serpent. 
  • 
  An age-dulled iron amulet on which is engraved an image 
  of St. Ashar and skeletons. 
  • 
  A cracked and dry rotted candle seller's staff 
  • 
  a dozen tallow candles. 
  • 
  A pair of brass knuckles. 
  • 
  A two-handed hammer with a leather sling-strap, the 
  head is shaped like a wolf’s head. 
  • 
  An eating knife worn dull from years of use. 
  • 
  A leather pouch stamped with the image of a rat, contain-
  ing a dozen copper coins. 
   
  G1.7 Seven Shadow Creepers 
  A lair with seven holes cut in the wall, 
  nests for seven Shadow Creepers.  The 
  floor is littered with broken shipping 
  crates and rusty metal fragments.  
   
  Each of them carries a long crystal shaft 
  (stalactite, treat as spear).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G1.8 Shrine of the Spider God 
  An enormous Man-Spider is trapped in this cave, venerated 
  by the Giant Spiders who traverse the corridor (G1.8a-G1.9a) 
  and live in area G1.9.  Magical, blue glowing chains bind the 
  creature to the back wall. 
   
  The Man-Spider is surrounded by piles of bones, offal, web-
  bound husks, intermixed with a variety of treasures. 
   
  The Man-Spider, Deralias Avanoay, was cursed in this form 
  many years ago, captured by zealous dwarven clerics who de-
  sired to remove the curse, bound him to this room shortly be-
  fore the plague claimed the Chantry.  Deralias has used his 
  powers to summon loyal spider followers and wants nothing 
  more than to be released from his prison.   
   
  His mind is broken, and he will resist removing his curse at 
  this point but if the curse is removed (spell cast at 10th caster 
  level or above), his mind will be healed and the chains will no 
  longer bind him… but his servant spiders will attack immedi-
  ately.  
   
  Treasures in the piles:  
  • 
  389 gp 
  • 
  861 sp 
  • 
  9 shortswords 
  • 
  3 broken shortbows 
  • 
  dozens of broken arrows 
  • 
  42 intact arrows (of which 11 are arrows +1) 
  • 
  a Magical Helm (St. Hallian’s Helm) 
  • 
  a Magical Mace (Ashandar’s Hammer)  
   
   
   
  
  The Chantry of the Deepflame 
   
  167 
   
   
   
  G1.8a. Webbed Corridor 
  Spider webs fill the corridor.  
   
  Non-spider creatures must make a Dexterity Check (DEX or 
  less on 4d6) every round traversing the corridor.  
   
  Burning these webs causes an explosion and a massive wave 
  of fire to course through areas 2, 4, 5, 8, 8a, 9, 9a, 11 and the 
  corner of area 13 doing 5d6 hp of damage (diminishing dice) 
  to all creatures in those areas (save for half).  
   
  G1.9 Spiders 
  Eleven Giant Spiders live in this cavern and wander about 
  the corridor (G1.8a-G1.9a), seeking food and treasures for 
  their Spider God (the Man-Spider in area G1.8). 
   
  G9a. Webbed Corridor 
  Spider webs fill the corridor.  
   
  Non-spider creatures must make a Dexterity Check (DEX or 
  less on 4d6) every round traversing the corridor.  
   
  Burning these webs causes an explosion and a massive wave 
  of fire to course through areas 2, 4, 5, 8, 8a, 9, 9a, 11 and the 
  corner of area 13 doing 5d6 hp of damage (diminishing dice) 
  to all creatures in those areas (save for half).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G1.10 Shadow Stalker 
  This chamber is piled high with gravel and sand.  Burrowed 
  in the middle is a Shadow Stalker, hibernating until called 
  upon by his Lord and King, Bara’zau the Shadow Fiend. 
   
  If the nest is disturbed, the Stalker will rise out, attack and 
  summon all the Shadow Creepers on this level.  
   
  The Stalker wears a gold chain necklace with an emerald pen-
  dant (1200 gp) and three gold rings (a plain band, a band with 
  a small emerald set in it and a band engraved with images of 
  wolves – 250 gp each).  
   
  G1.11 Shadow Creeper Nest 
  13 Shadow Creepers nest here among dozens of broken ship-
  ping crates and moldy sacks. Each of them carries a long crys-
  tal shaft (stalactite, treat as spear).  
   
  One of the Creepers has a large clay jar, sealed with wax, in 
  which is a small Oozing Black Death that the Creeper will 
  throw at a powerful party.  
   
  If hard pressed, the Creepers will try to flee. 
   
  G1.12 The Crystalline Cave 
  Long, thin, yellow crystal stalactites hang from the (20’) ceil-
  ing here.  Shattered bits of crystal are strewn across the floor.  
   
  One Shadow Creeper is hopping up and down trying to dis-
  lodge a crystalline shaft. 
   
  G1.13 Trading Post Ruins 
  Shattered pens and market stalls are scattered about this large 
  cavern.  
   
  19 Dark Creepers live among the ruins, playing dangerous 
  games of chance (catch the dagger, “I’m not touching the 
  acid,”). Clearly, several of them have lost their wagers. They 
  are very likely to invite intruders into their games (via panto-
  mime, of course), but they cheat and will always try to get the 
  upper hand.  
   
  They have 387 sp among them.  One also has a mummified 
  hand that detects as magical but doesn’t seem to do anything. 
   
  G1.14 The Road to the River Gate 
  This long, nearly straight tunnel leads down at a steady slope 
  toward the River Gate (see Outdoor Map 1, area 14).   
   
  G1.15 Watchful Guards 
  7 Shadow Creepers vigilantly watch the stairs and patrol the 
  exit to the river gate (area G1.14), alerting the entire level of 
  any intrusion.   
   
  In addition to each having a long crystal shaft (stalactite, treat 
  as spear), each has a gold band set with a diamond (200 gp 
  each).  One of the bands is magical (Ring of Protection +2). 
   
  
  The Chantry of the Deepflame 
  168 
  G2. The Reservoir 
  A deep pool is fed by natural, underground springs.  The water 
  is fresh and cool. 
  G2.1 Stairs Up and Down 
  G2.2 Shadow Creeper Nests 
  2d10 Cultivators nest here (Shadow Creepers whose main 
  job is gathering/growing food). 
  G2.3 Shadow Creeper Nests 
  2d8 Shadow Creeper guards nest here. They are inattentive 
  and bored. There is a 60% chance that all of them will be 
  sleeping. 
  Searching the nest (1 item per 1d4+6 person turns of search-
  ing) might turn up: 
  •
  A pewter spoon
  •
  A pair of ten-sided dice
  •
  A small clay lamp with a pint of whale oil
  G2.4 The Reservoir 
  The left portion of the cavern is a bare stone floor, smooth and 
  easy to travel.  The pool is shallow on the left side, but very 
  deep on the right side.  
  1d4+4 Cultivators are harvesting Giant Leeches (each has a 
  basket with 2d6 Leeches in it) from the pool. If threatened, 
  they will throw their harvest at intruders and flee. The pool 
  has a nearly inexhaustible supply of Giant Leeches in it.  
  A number of Dwarven Treasures were thrown into the pool 
  when the Chantry was first abandoned:  
  •
  11 Silver Chalices (now tarnished and dented, but worth
  50 gp each)
  •
  7 Gold Candelabras (worth 100 gp each)
  •
  19 Bronze Offering Plats (worth 35 gp each)
  •
  7 Glass Globes containing Distilled Earth Essence
  •
  112 Rubies (worth 30 gp each)
  •
  67 Black Mosaic tiles (from the floor mosaic in G1.4,
  Resurrection Stones)
  •
  1377 gp and 9844 sp
  
  The Chantry of the Deepflame 
  169 
  G3. The North Mines 
  The dwarves dug deep into the earth, with some shafts going 
  miles beneath the surface.  Many of those shafts have col-
  lapsed because of seismic activity over the years or they have 
  been purposefully collapsed as the shafts intersected with var-
  ious parts of the Deepunder and foul and greedy creatures be-
  gan to wander the Chantry Deeps. 
  Now, few deep shafts remain, and they are nearly played out. 
  Dwarves are said to believe that somewhere deep beneath the 
  Chantry is the world’s richest vein of gold. 
  G3.1 The Broken Bridge 
  1d4+2 Shadow Creepers stand guard here, watching out into 
  the rift. They are particularly on alert for Riftwings, Stone 
  Drakes, and the Shadow Dragon who is said to lair deep in 
  the shadowy depths of the Rift. Any creature who climbs 
  down (or up) to the broken bridge gains surprise. 
  If an alert is raised, these Shadow Creepers retreat to the Ele-
  mental Nest (G3.2) and the Giant Lizard Riders (G3.3) for re-
  inforcements. 
  If a call comes from the sentries across the rift (G4.1), the 
  guards here will summon the Lizard Riders (G3.3) who will 
  mount up and ride around the side of the rift to aid their Lord 
  and King. 
  G3.2 The Elemental Nest 
  Four pillars of impenetrable darkness line the back wall of this 
  large cavern.  19 Shadow Creepers nest here as well. 
  The Pillars are resting places for four Dark Elementals who 
  are semi-reliable allies of the Creepers. They do not take com-
  mands from the Creepers, but their goals seem often to be 
  aligned.  
  The Creepers will fight to the death, the Elementals will fight 
  until they lose about 50% of their hit points, then retreat into 
  their pillars.  If attacks continue, they gate away to the Plane 
  of Elemental Darkness.  
  G3.3 Giant Lizard Riders 
  Each of the four large alcoves in this cavern has 3 Giant Liz-
  ards, each with 3 Shadow Creepers attending them (a rider, 
  a groom, and a tack handler).  
  If alerted, the Lizard Riders can mount their Lizard and be 
  battle ready in 1d6+4 rounds and carries a long lance and an 
  oversized shield.  
  If a call comes from the sentries across the rift (G4.1), 
  the guards at the Broken Bridge (G3.1) will summon 
  the Lizard Riders here who will mount up and ride 
  around the side of the rift to aid their Lord and King. 
  Each of the other Creeper attendants is nor-
  mally armed with a shortsword.  
  G3.3a The Long Well 
  A shaft in the ceiling here climbs 120’ up to 
  the First Deep (G1.5).   
  The inner walls of the shaft are rough: 
  •
  Shadow Creepers can easily traverse
  this shaft
  •
  thieves get a +25% bonus to climbing
  •
  and the average humanoid can traverse
  this shaft with a successful Dexterity
  Check – DEX or less on 3d6
  
  The Chantry of the Deepflame 
  170 
  G3.4 The Quiet Chamber 
  A magical aura closes off all sensory input for mortal beings.  
  This cave is absolute darkness, silence, weightlessness, etc.  
  Anyone who spends more than 2 rounds the Quiet Chamber 
  must save vs. spells or become disoriented (-2 on all rolls) for 
  the next hour. The save must be made every two rounds spent 
  here.  
  Anyone who spends more than an hour in the cave must save 
  vs. spells or become insane (affected beings cannot hear, see 
  or feel physical touch).  
  G3.5 The Tunnelworm Feast 
  A massive tunnel worm covers much of the floor of this cav-
  ern. 
  32 Shadow Creepers, 3 Giant Lizards, and 7 Giant Centi-
  pedes are feasting on the corpse.  
  Those eating will not respond to anything short of a physical 
  attack or the command of a Shadow Stalker or their Lord and 
  King Bara’zau the Shadow Fiend. 
  The stairs up to levels G2 and G1 are unguarded. 
  G3.6 The Imposter 
  A Shadow Stalker inhabits this cavern, usually attended by 4 
  Shadow Creepers.  A Skinwearer has killed the Stalker and 
  donned its skin.  The Stalker’s body is in a stewpot, being 
  tended by a single Shadow Creeper.  The Creeper does not 
  know what it is cooking. 
  The Skinwearer wields the Stalker’s sword and dagger, but 
  has hidden away the Stalker’s jewelry (a gold an platinum 
  necklace with eight black pearls worth 1300 gp and silver 
  plated bracers worth 200 gp).   
  The Skinwearer will attempt to parley with any intruders but 
  it has little to offer.  
  If a Creeper witnesses an attempt to parley, it will raise the 
  alarm. 
  G3.7, 8, 9 Shadow Creeper Nests 
  Each of these caves is piled with dirt, wood fragments, rotted 
  fabric and various other bits of debris. 1d6+5 Shadow 
  Creepers nest in each of these caves.   
  Among the debris can be found: 
  •
  305 gp
  •
  90’ of good, hemp rope
  •
  A bullseye lantern and 9 flasks of oil
  •
  A dozen tattered and soiled sheets of parchment with hid-
  den (invisible) writing. Heat reveals the writing. Ten of
  the pages are a formula for a powerful spell (Heaven’s
  Fire, see Appendix New Spells). The other two pages are
  notes on how to create variations of the spell.
  G3.10 Shadow Hound Kennel 
  Three Shadow Creepers tend a dozen Shadow Hounds here.  
  The Hounds make no sound, even when running.  
  The handlers are flaying an elk to feed to the Hounds, but 
  “fresh meat” would be appreciated… 
  Among the offal and blood and bones might be found: 
  •
  a scratched silver earring with a diamond inset (worth 80
  gp while a matched set might draw as much as 200 gp)
  •
  a scroll on which can be found a prayer to “the saints of
  darkness, the powers of the sea, the gods of the air” call-
  ing for vengeance on the pettitioner’s enemies (this is the
  Prayer of the Powerful: praying the prayer and meditat-
  ing on it for 8 hours grants the ability to summon a small
  Elemental (Dark, Air or Water) and control it for a
  number of rounds equal to the caster’s level +1d12).
  G3.11 Entrance to the Mineshafts 
  The floor here is marked with chalk with an arrow pointing 
  toward the tunnel leading to areas 6 and 10, and another arrow 
  pointing toward area 5.  
  The mines are a twisting, diving, confusing labyrinth of tun-
  nels shored up with marble and granite supports.  
  Random Encounters in the Mines 
  1d6 
  Mine Encounter 
  1 
  Tentacled 
  Horror 
  1. Small, three tentacles, moving upside of 
  Rift 
  2. Medium, 4 tentacles, entrenched 
  3. Medium, 6 tentacles, fond of Riftwings and
  not much else 
  4. Large, 1d6+6 tentacles 
  1. Aggressive
  2. Hibernating 
  3. Cautious 
  4. Can Speak 
  2 
  1 Wraith 
  1. Long dead dwarf, hates Goblins, will not
  immediately attack humans or demi-humans 
  2. Recently dead Bugbear 
  3. Ancient dead, barely holding a coherent
  shape, gains +2 to hit and damage 
  4. Afraid of light 
  3 
  1 Giant 
  Spider 
  1. Traveling, wants to be left alone 
  2. Feasting on a Riftwing 
  3. Spinning a web
  4. Playing dead 
  4 
  1d3 Giant 
  Beetles 
  1. Slicer Beetles
  2. Fire Beetles
  3. Stag Beetles
  4. Random mixed lot 
  5 
  1 Spectre 
  1. Timid 
  2. Afraid of light 
  3. Immune to non-silvered weapons (even
  magic weapons) 
  4. Hates anyone wearing armor (gains +2 to 
  hit and damage)
  6 
  Shadow 
  Dragon 
  1. Hunting 
  2. Searching the mines for treasure 
  3. Searching the mines for a burglar 
  4. Simply “gathering his thoughts” 
  
  The Chantry of the Deepflame 
  171 
     G4. The South Mines and Refinery 
  The Sanctuary of the Shadow King 
  Natural tunnels wind about this level, played out for centuries. 
  Bara’zau and his minions have fortified this level as his per-
  sonal Sanctuary, though only the upper portion of this level. 
  The lower portion (the old mines) is given over to The Spirit 
  of the Darkness and her minions. 
  All guards are on high alert and all creatures (unless noted 
  otherwise) are loyal to Bara’zau to the death.  
  The ceiling of the main (straight) corridor is 30’, the ceiling 
  of the refinery (are 21) is 50’ high, all other rooms, caves and 
  tunnels vary from 8’-15’ in height. 
  NOTE: Prisoners taken in the outer areas (1-4) are taken to 
  the Midden Guards (G4.2) for disposal. 
  G4.1 Vigilant Sentries 
  A Shadow Stalker and 6+1d6 Shadow Creepers watch the 
  rift tirelessly.   
  If a threat is spotted elsewhere in the rift, the Sentries will 
  close and lock the great gates and the Shadow Stalker will 
  inform Bara’zau. 
  If invaders attempt to take this level from the rift, these sen-
  tries will again try to close and lock the gates while two 
  Shadow Creepers are sent to inform Bara’zau.  The remaining 
  Dark Creepers and the Dark Stalker will then organize a de-
  fense, raising the alarm among all those in areas 2,3,4,5 and 
  6, manning the barricades (G4.1a) as effectively as possible. 
  G4.1a Barricades 
  Alternating sides every 10-20 feet, these piles of trash and de-
  bris provide excellent cover for Dark Creeper archers to fend 
  off invaders. The barricades are highly flammable.  
  In times of alert, each barricade has 1d4+4 Dark Creeper arch-
  ers with 50 arrows each.  As they fall back, they shoot flaming 
  arrows to ignite the barricades. 
  A few valuable items are buried among the trash (one item per 
  8 person turns of searching): 
  •
  A total of 87 gp, 214 sp and 311 cp are scattered through-
  out
  •
  12 swords, 19 daggers, 243 arrows, 2 shields, 9 helms
  G4.1b Locked Iron Door 
  This door is always locked.  The Shadow Stalker command-
  ing the Killing Tower (G4.1c) has the only key.  
  Normally, a Shadow Creeper is posted on the corridor side 
  of the door while 4 Shadow Creepers are posted on the other 
  side of the door, in the room at the bottom of the Spiral Stair-
  well. In times of alert, these positions are bolstered with rein-
  forcements. 
  G4.1c The Killing Tower 
  A stout stone wall with numerous arrow slits on two levels 
  (floor level and 12’ height) has been built across the corridor 
  here. 
  Wooden stairs rise 12’ above the floor to a (locked) door on 
  the outside of the tower.  The Shadow Stalker within has the 
  only key. On the inside of the tower, a second wooden stair-
  case descends 12’ to the floor of the corridor below. 
  The upper floor hosts a Shadow Stalker and 9 Shadow 
  Creepers armed with bows and hundreds of arrows.  The 
  lower floor houses 12 Shadow Creeper archers similarly 
  armed.  
  G4.1d The Fire Trap 
  The stairs leading down from the Killing Tower are wooden. 
  The walls of this corridor are black and charred. 
  A trough runs down the center of the corridor here, filled with 
  oil.  The floor slopes slightly away from the center and is slip-
  pery.   
  Oil filled wooden barrels line the sides of the corridor at in-
  tervals of about 20’. 
  The Trap: 
  Intruders who make it past the Killing Tower (G4.1c) will find 
  this corridor flooded with oil and the massive doors at the far 
  end closed and barred from the other side.  
  The oil is then ignited from within area 21 (via the trough) 
  causing an inferno.   
  Beings caught in the fire suffer 1-10d6 damage (1-60 points 
  of damage) every round while in the fire.  
  Barrels will explode every 1d6 rounds (choose randomly). 
  The stairs collapse after only 3 rounds and the floor of the 
  Killing Tower collapses after 12 rounds.   
  G4.2 Midden Guards 
  A “six-hole” midden here, warily watched by a dozen 
  Shadow Creeper guards wielding spears and polearms along 
  with their normal weapons.  
  Prisoners brought here are dumped down one of the holes to 
  die at the hands (well, tentacles) of the Offal Dweller who 
  lives in the pit below.   
  Occasionally, the monster reaches a tentacle up through one 
  of the holes to catch a Creeper. 
  
  The Chantry of the Deepflame 
  172 
  G4.3 Shadow Creeper Nests 
  Rooms a-d each house 1d4+4 Shadow Creepers.  Room e 
  houses a single Shadow Creeper (see room description).  
  a.
  Nest is lined with 374 clay pots. In each pot is a gooey
  mixture of various creatures’ organs, Shadow Creeper
  urine and Giant Eel saliva.
  Some of the mixtures are poisonous (40%), most are inert
  (45%) and a few (5%) are beneficial:
  2d8 
  Beneficial effect of consuming the goo 
  2 
  Gain ability to turn invisible for 2d12 hours 
  3 
  Gain 1d4 Wisdom points for 1d6 hours 
  4 
  Automatically hide in shadows (as thief, at 100%) 
  for 1 hour 
  5-6
  Gain 1d12 temporary hit points for 1 hour 
  7-11
  Gain the ability to sense the presence of all living 
  creatures within a 100’ radius for 1d8 hours 
  12-13
  Gain Darkvision for 1d12 hours 
  14 
  Gain 1d4 points to Charisma for 1d8 hours 
  15 
  Gain a bonus +4 to hit and damage for 1d6 hours 
  16 
  Gain unlimited casting of one random first level 
  spell, no matter class, for 1 hour 
  b.
  Nest is curtained off by a curtain of reddish-brown mat-
  ted hair.  Inside, the nest is a jumbled mess of reddish-
  brown hair, blueish-green vines and sticks and branches.
  Buried among the debris is:
  •
  A weathered pigskin jerkin (treat as Leather Jack)
  •
  A polished burgundy leather jerkin stamped with the
  crest of Ostaven (treat as Leather Jack)
  •
  A bronze brooch in the shape of crossed hammers
  (worth 6 sp)
  •
  A jug of pickled oysters (nourishment for 1 person
  for one day)
  •
  A blood-flecked cloak with many hidden pockets.
  Inside the pockets are: 9 cp, 18 oyster shells, rat
  droppings, a bird skeleton, pearl dust
  •
  A military pick that has been cracked and repaired
  many times. It has a weathered sling-strap
  •
  A pewter fork
  c.
  Nest is neat and orderly, straw pallets lined against the
  walls, small lockboxes (with mundane items) at the foot
  of each.
  d.
  Nest is comprised of mud and dung, balls of spiderwebs
  and broken shards of pottery.
  Hidden in the squishy mess is:
  •
  134 gp (in an oiled lether pouch)
  •
  57 gp and 345 sp (loose) an
  •
  a Dagger +1.
  e.
  This nest is piles of rotting logs, wood chips and leaves.
  A large, tattered banner hangs on the back wall (a blue
  field with two black hammers crossed).
  This nest is the home of a single Shadow Creeper whose
  name is Assan* and has learned a few words of the local
  common language.  He can speak in single syllable words
  and can communicate only simple concepts: “up” “in”
  “hot” “fear” etc.
  Assan is afraid to let any other denizens of the lair know
  about his ability.  If reunited with his brother (Massan,
  G4.13) the two will attempt to lead a rebellion among the
  Shadow Creepers against the Lord and King Bara’zau.
  f.
  Iron Door, locked: bars fitted tightly together. Prevents
  the passing of the undead in the lower level. The key is
  hanging on the wall beside the door.
  If this door is opened, the Spirit of the Darkness will
  blow through this doorway in 1d10 rounds followed by
  all of her minions. Make 1d4 Encounter checks each
  round to see what creatures appear – when three single
  encounters (a 1 on the d4) are rolled sequentially, the pa-
  rade of creatures spilling out of the lower level has ended.
  G4.4 The Main Barracks 
  42 Shadow Creepers live among the chaos of mud, bones, 
  dung, broken furniture, and other debris.   
  Searching the debris turns up 1 item per 10 person turns of 
  searching: 
  1d6 
  Random Items 
  1 
   A 50 pound sack of: 
  1. Goose Down, 2. Rat Droppings, 3. Peanuts, 4. Human Bones,
  5. Poisoned Grain, 6. Earth Elemental Remains 
  2 
  A wax-sealed clay jar containing: 
  1. Moonshine, 2. Liquefied Goblin Eyeballs, 3. Rancid Butter,
  4. Diamond Dust (300 gp worth), 5. Healing Water (1 gallon –
  four doses of potion of healing), 6. Demon Blood
  3 
  A crate, damaged, with: 
  1. 30 pounds of flavorless rock salt, 2. Warped and stained
  leather and shoemaker’s tools, 3. A dozen rusty 20’ chains
  [30% likely to break under strain], 4. Moldy and stained vellum 
  4 
  A 30-pound block of: 
  1. Beeswax (from the Sacred Bees of Wisdom, B70 – candles
  made from the wax grant 1d4 points of Wisdom for 1d4 hours), 
  2. Ice that will not melt, 3. Inert Silent Death, compacted, 
  4. White Marble 
  5 
  A dozen axe heads, well made but with a flaw: no matter how 
  well wedged and seated, the head will fly off any handle it is 
  mounted to at a random time (when used, roll d8, head flies off 
  on a 1) 
  6 
  A moth-eaten dwarf-sized cloak of protection +2 (wearer loses 
  2 points of Charisma when worn around others of wearer’s 
  race) 
  G4.5&6 The Captains 
  One of these rooms is always occupied by a Shadow Stalker 
  (unless the whole level is on high alert).  The other room be-
  longs to the Shadow Stalker manning the Killing Tower 
  (G4.1c). 
  
  The Chantry of the Deepflame 
  173 
  G4.7-20 The Haunt of the Spirit of 
  the Darkness 
  Except for area 13, this entire area is under the effect of Con-
  tinual Darkness which, if dispelled, is renewed whenever the 
  Spirit of the Darkness passes through an area.  
  There is a 20% chance in each area (except 13) that The Spirit 
  of the Darkness will be come through the encounter area 
  within 1d10 rounds of a mortal being entering the area.  The 
  Spirit is a psychic force that manifests as a powerful 
  wind/cloud of darkness passing through the area. All who are 
  touched by the magical wind/darkness must save vs. spells or 
  become Enraptured by the Spirit.  Enraptured beings obey 
  every command of the Spirit, including dying for the Spirit 
  (and thus, becoming Enraptured Spirits themselves).  
  The Spirit of the Darkness wants more than anything else to 
  have its Heart returned to the Shrine (G4.12).  The Shadow 
  Fiend has the heart as a pendant around its neck (G4.21) and 
  will try to compel any mortal creatures it manages to Enrap-
  ture to return its Essence… or die trying. 
  Most of the numbered rooms have no set inhabitants.  Roll on 
  the following table for encounters in every numbered room 
  and once in each corridor.  
  Random Encounters: 
  1d12 
  Encounter 
  1 
  Spirit of the Darkness 
  2 
  1d4 Enraptured Spirits (Shadow Creepers) 
  3 
  1d3 Enraptured Spirits (Goblin) 
  4 
  3 Enraptured Spirits (Human) 
  5 
  1 Enraptured Spirit (Shadow Stalker) 
  6 
  1d6+6 Giant Centipedes 
  7 
  1d3 Giant Spiders 
  8 
  1d4 Wights (Dwarf) 
  9 
  1d6 Enraptured Spirits (mixed) 
  10 
  1 Enraptured Spirit (Bugbear) 
  11 
  1 Enraptured Spirit (Formorian Giant) 
  12 
  Massan (see G4.13) 
  G4.7 Message from the Darkness 
  Carved in the wall in delicate, elegant script, is the following: 
  “Night is poured around in three rows, 
           like a collar around the neck.” 
  Saying the words aloud summons the Spirit of the Darkness 
  in 1d4 rounds. 
  G4.8 The Skin Room 
  Stretched on wooden frames, various skins (goblin, human, 
  Riftwing, Dark Creeper, Tentacled Horror) hang, dried and 
  tanned.  
  G4.9 Glistening Darkness 
  This long, narrow chamber is wet and slippery.  The floor is 
  covered in algae and slime which, if consumed, either restores 
  1d4 hit points (successful save vs. poison) or reduces Consti-
  tution by 1d4 points (failed save vs. poison).   
  The effect is cumulative, but temporary: 
  •
  Hit points so gained are retained by the consumer above
  their “actual” hit points. That is, while under the effect of
  the slime, these bonus hit points are the LAST points lost.
  •
  Additionally, these temporary hit points remain for only
  while the subject is in darkness generated by the Spirit of
  the Dark. Once the darkness is dispelled in any way (or
  the subject steps into natural darkness or light), the hit
  points gained thus vanish.
  •
  Thus, a PC with 8 hit points eats enough slime to return
  to 51 hit points, the PC then encounters a Giant Centipede
  which does 11 points of damage (all the PCs original 8
  hp plus 3 more).  The party then exits the level into “nor-
  mal” darkness, at which time the PC loses all the tempo-
  rary hit points… and dies…
  •
  Constitution points so lost are regained at a rate of 1d4
  per night of rest.
  G4.10 Four Ways To Die 
  Fine mist and water drops from the ceiling of this room, hiss-
  ing slightly when it comes into contact with the stone floor. 
  Any being who enters the chamber becomes coated in a thin 
  layer of acidic oil.  As long as the being remains in the cham-
  ber, the oil is inert.   
  However, leaving via any of the tunnels causes a deadly reac-
  tion: 
  a.
  All living tissue begins to melt, doing 1d10 hp of damage
  per round (save for half). 
  b.
  All soft metals (gold, silver, copper) begins to melt into
  a mixed mass of liquid metal.
  c.
  All nonmetal, nonliving materials (such as cloth, leather,
  wood) begin to dissolve.
  d.
  The entire affected creature and all its possessions begin
  to melt, doing 1d10 hp of damage per round (save for
  half). Metal, wood, leather, etc. melt together, fused into
  a chaotic mass of goo.
  Dousing the affected body or item with water reduces the 
  damage by half (so one quarter damage if save is successful) 
  and three successful saves in a row stops the melting process. 
  Submerging the body or item in water immediately stops the 
  melting process. 
  
  The Chantry of the Deepflame 
  174 
  Massan’s Slave Revolt 
  If Massan and his brother Assan (G4.3e) are reunited, Mas-
  san will foment unrest within the ranks of the Shadow 
  Creeper slaves. He will welcome allies in the form of out-
  siders (intruders) but will be clear (in his limited vocabu-
  lary) that he is the leader of this rebellion. 
  There is a 50% chance that any given Shadow Stalker will 
  join the cause as well. 
  In a showdown with the Shadow Fiend, Creepers and Stalk-
  ers are 50% likely to abandon the revolution and take up 
  arms again for their Lord and King.  
  If a slave revot is successful, Massan will desire to broker a 
  truce with the Goblins of the Chantry.  The Godking has no 
  desire to end hostilities but if the general Goblin population 
  catches wind of a potential peace between the races, they 
  will stage a revoltion of their own, seeking to overthrow the 
  Godking (any given Goblin-kin will be 60% likely to align 
  with a Goblin revolt). 
  G4.11 Dangling Corpses 
  23 Goblin and 39 Shadow Creeper corpses are hanging from 
  the ceiling here, their feet dangling about 3’ above the cave 
  floor.  
  The corpses are inanimate unless touched, which causes the 
  dangling corpse to begin flailing wildly (Zombies).   
  Each round a corpse is flailing, roll to hit another corpse.  If a 
  second corpse is hit, it begins flailing, and so on until all the 
  corpses are failing. 
  A successful hit on a flailing corpse (attack) causes the corpse 
  to drop to the floor. It will take one round for the corpse to 
  recover and then attack. Every missed attack roll from either 
  a corpse or an invader cuts down an additional corpse. 
  Corpses which are cut down pursue the living tirelessly and 
  fight to the death. 
  G4.12 The Shrine of the Heart of Darkness 
  This large chamber is guarded by 3 Enraptured Spirits 
  (Shadow Stalker, Bugbear, Formorian Giant) at all times. 
  The Spirits fight to the death. 
  Entering the back alcove immediately summons the Spirit of 
  the Dark and 1d6+6 random Enraptured Spirits.  
  A long mahogany table, age worn but sturdy, has a box on it, 
  all of which is covered by a black silk shroud. 
  The black wooden box on the table under the shroud is lined 
  in red velvet and has an egg-shaped indentation where some-
  thing once rested.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G4.13a Iron Lined Hallway 
  Nails, rusty and broken tools, wire, and a thousand other bits 
  of iron are pounded into, hung on and laid against the walls of 
  this corridor.  
  The undead denizens of this level will not enter this hallway. 
  G4.13 The Iron Cage of Massan the Half-Breed 
  Every inch of the walls, floor and ceiling of this room are 
  crisscrossed with thin iron wire. Everything in this room is 
  made of, or covered in, iron bits. 
  This is the home of Massan the Halfbreed*, a Half-Goblin, 
  Half-Shadow Creeper mutant who is very intelligent but 
  somewhat mad.  Massan is 40% likely to be here. 
  He is dressed in “armor” made entirely of iron wire wound 
  around his body from head to toe.  He wields a broken iron 
  pickaxe as a weapon and a long, thick pine branch (with nee-
  dles and pinecones still on it) as a staff. 
  He speaks Goblin and Shadow Creeper as well as a limited 
  form of the local human dialect. When Massan speaks, he of-
  ten repeats himself (such as, “I love the taste of caterpillar. I 
  love caterpillar.”).  Massan wants to free his peoples from 
  their ages long conflict.  See “Massan’s Slave Revolt” in the 
  sidebar for suggestions. 
  Massan’s “Staff” really is magical. 
  Potentially useful items in the room (intertwined with all the 
  other junk on the walls) include: 
  •
  17 usable helmets (dwarf sized)
  •
  Enough pieces of platemail armor (dwarf sized) to assem-
  ble 6 mismatched, but usable, suits 
  •
  5 chain shirts
  •
  23 iron weapons (swords, daggers, etc.)
  •
  a Cold Iron Rod of Infliction
  
  The Chantry of the Deepflame 
  175 
  G4.14 Impenetrable Darkness 
  The magical darkness in this chamber cannot be magically 
  dispelled by anything short of the power of a wish.  The floor 
  is littered with caterpillar carcasses and giant spider bits.  A 
  few Goblin and Shadow Creeper bones and bits of equipment 
  are scattered about as well. 
  Four Shadows lurk in this chamber, attacking any creature 
  who blunders through (though the other undead in the area are 
  immune to their attacks). 
  G4.15 Giant Caterpillar Nest/Oozing Corridors 
  These three clefts in the bedrock are home to 78 Giant Cat-
  erpillars.  Their nest honeycombs the stone here. 
  The ceiling and walls of these corridors drip slime and mold 
  making the floor below very slippery.  The caterpillars are ac-
  customed to the slipperiness, but intruders act (fight, walk, 
  etc.) with a penalty (-1 on rolls or disadvantage, if that system 
  is used).  
  G4.16 The Seven Faces of Agrat 
  A ghostly, vaguely egg-shaped creature hovers near the ceil-
  ing in the darkness here.  It ignores the Enraptured Spirits and 
  the Spirit of the Darkness, but if a mortal being (such as Mas-
  san the Halfbreed or a party of adventurers) enters the room, 
  Agrat will anchor two long, thin tentacles to the ceiling and 
  then drift down toward the mortal beings. 
  Agrat has seven faces: seven masks that surround its body.  
  Each of the masks displays a different personality (the Seven 
  Deadly Sins):  
  Lust, Gluttony, Greed, Sloth, Wrath, Envy, Pride 
  Each of the faces, the masks, functions independently.  If sur-
  rounded, Agrat speaks through all seven at the same time – 
  though the faces speak in an ancient Dwarven dialect. 
  The seven faces cast a powerful curse as they speak: which-
  ever mask faces a mortal being, that being must save vs. 
  magic or fall under the curse of the Sin and thus personify that 
  sin until a remove curse (cast at any caster level) is cast. Agrat 
  has no treasure except for his faces: The Masks of Agrat. 
  G4.17 The Watchers Above 
  In addition to possible random encounters here, there are al-
  ways 9 Enraptured Spirits here watching the stairs leading 
  up to G4.21: seven are Shadow Creeper, one is a Shadow 
  Stalker and one is a Goblin. 
  Unless attacked, these Enraptured Spirits will ignore any in-
  truders.  The task set for them by the Spirit of the Darkness is 
  to tirelessly watch for the iron doors above to open, spring to 
  attack to recover the Heart of Darkness (in the possession of 
  the Shadow Fiend Bara’zau, G4.21). 
  G4.18 Spring of Living Water 
  The alcove here has fresh water running down the wall, pool-
  ing on the floor.  The water has no special properties.  
  G4.19 Slag Heap 
  A large pile of dross fills most of this cave while two broken 
  carts and a couple shovel handles are scattered about.  
  G4.20 A Lovely Display of Bones 
  The walls and ceiling of this chamber are completely covered 
  in age-browned bones, displayed in geometric patterns.  
  The patterns are Dwarven Runes which, if activated (via one 
  turn of prayer per number of “sides” of each rune and a suc-
  cessful Augury spell per rune), bestow the following benefits, 
  once per day per rune: 
  Triangle: 
  Bless 
  Square: 
  Protection from Evil 
  Pentagon: 
  Sanctuary 
  Hexagon: 
  Resist Fire 
  Heptagon: 
  Slow Poison 
  Octagon: 
  Cure Blindness 
  Nonagon: 
  Cure Disease 
  Decagon: 
  Remove Curse 
  
  The Chantry of the Deepflame 
   
  176 
   
   
   
   
  
  The Chantry of the Deepflame 
   
  177 
   
   
   
  G4.21-24 The Sanctuary of the Lord and 
  King, Bara’zau 
  This former refinery is now the throne room and treasure hall 
  of the Shadow Fiend Bara’zau who rules the Shadow 
  Creepers.   
   
  G4.21 The Throne Room 
  Bara’zau sits on a ponderous black obsidian throne in the 
  cold, dark furnace, flanked by four Shadow Stalkers and at-
  tended by 1d12+12 Shadow Creepers.   
   
  Bara’zau will negotiate with intruders if possible.  His desire 
  is to claim all the Chantry for his domain and is willing to 
  reward allies with all the treasures of the Chantry (however, 
  the Dark Stalkers and Dark Creepers under his command are 
  not as eager to share the spoils of conquest).  
   
  Around his neck Bara’zau wears a black iron chain with a 
  night-black egg-shaped pendant. This “pendant” is the Heart 
  of the Darkness a black, barely beating heart that is the life 
  essence of the Spirit of Darkness.   
   
  Destroying the heart destroys the Spirit and frees all the En-
  raptured Spirits. 
   
  The heart regenerates all physical damage unless a bless spell 
  has been cast on it before it is damaged.  It can endure 34 hp 
  in damage.  The heart is 80% magic resistant. 
   
  G4.22, 23 Dark Creeper Guards 
  A dozen Shadow Creepers lair in each of these rooms, pro-
  tecting the Lord and King’s treasure chamber. 
    
  G4.24 The Treasure Chamber 
  Piles of mostly worthless crystals are littered throughout this 
  room.   
   
  Among the crystals are some valuable gems (see table below).   
   
  One gem can be sorted out among the worthless crystals per 
  person turn of searching (gem experts and thieves can find 
  one gem per round of searching).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTE: once one of the four gems worth more than 1000 gp 
  is found (15, 57, 74, 00), no more valuable gems will be un-
  covered. The remainder of the pile is simply worthless crys-
  tals. 
   
   
   
   
  1d 
  100 
  Gem Found 
  1d 
  100 
  Gem Found 
  1 
  10 gp Blue Quartz 
  51 
  50 gp Obsidian 
  2 
  10 gp Blue Quartz 
  52 
  50 gp Turquoise 
  3 
  10 gp Moss Agate 
  53 
  500 gp Coral 
  4 
  100 gp Aquamarine 
  54 
  500 gp Peridot 
  5 
  100 gp Bloodstone 
  55 
  60 gp Onyx 
  6 
  1000 gp Aquamarine 
  56 
  650 gp Amber 
  7 
  1000 gp Zircon 
  57 
  6500 gp Amethyst 
  8 
  450 gp Tourmaline 
  58 
  1 gp Azurite 
  9 
  50 gp Banded Agate 
  59 
  10 gp Banded Agate 
  10 
  50 gp Blue Quartz 
  60 
  10 gp Moss Agate 
  11 
  50 gp Malachite 
  61 
  10 gp Obsidian 
  12 
  50 gp Onyx 
  62 
  10 gp Tiger Eye Agate 
  13 
  500 gp Amethyst 
  63 
  100 gp Citrine 
  14 
  500 gp Spinel 
  64 
  100 gp Moss Agate 
  15 
  5000 gp Black Opal 
  65 
  100 gp Sardonyx 
  16 
  8 gp Azurite 
  66 
  100 gp Sardonyx 
  17 
  80 gp Onyx 
  67 
  1000 gp Aquamarine 
  18 
  10 gp Moss Agate 
  68 
  1000 gp Spinel 
  19 
  10 gp Moss Agate 
  69 
  11 gp Tiger Eye Agate 
  20 
  100 gp Bloodstone 
  70 
  130 gp Star Rose Quartz 
  21 
  100 gp Jasper 
  71 
  20 gp Blue Quartz 
  22 
  100 gp Moonstone 
  72 
  20 gp Tiger Eye Agate 
  23 
  100 gp Sardonyx 
  73 
  200 gp Citrine 
  24 
  1000 gp Diamond 
  74 
  2000 gp Sapphire 
  25 
  1000 gp Onyx 
  75 
  30 gp Tiger Eye Agate 
  26 
  1000 gp Smoky Quartz 
  76 
  5 gp Eye Agate 
  27 
  1000 gp Star Ruby 
  77 
  50 gp Hematite 
  28 
  14 gp Rhodochrosite 
  78 
  50 gp Lapis Lazuli 
  29 
  16 gp Malachite 
  79 
  50 gp Malachite 
  30 
  350 gp Peridot 
  80 
  50 gp Moss Agate 
  31 
  4 gp Eye Agate 
  81 
  50 gp Obsidian 
  32 
  5 gp Banded Agate 
  82 
  50 gp Obsidian 
  33 
  500 gp Chrysoberyl 
  83 
  500 gp Jade 
  34 
  500 gp Jade 
  84 
  500 gp Topaz 
  35 
  500 gp Spinel 
  85 
  8 gp Onyx 
  36 
  10 gp Azurite 
  86 
  11 gp Hematite 
  37 
  10 gp Azurite 
  87 
  20 gp Turquoise 
  38 
  10 gp Bloodstone 
  88 
  200 gp Smoky Quartz 
  39 
  10 gp Eye Agate 
  89 
  50 gp Blue Quartz 
  40 
  10 gp Malachite 
  90 
  50 gp Lapis Lazuli 
  41 
  10 gp Obsidian 
  91 
  50 gp Moonstone 
  42 
  100 gp Hematite 
  92 
  50 gp Obsidian 
  43 
  100 gp Obsidian 
  93 
  50 gp Rhodochrosite 
  44 
  100 gp Onyx 
  94 
  50 gp Tiger Eye Agate 
  45 
  100 gp Rock Crystal 
  95 
  500 gp Coral 
  46 
  100 gp Smoky Quartz 
  96 
  500 gp Jade 
  47 
  1000 gp Amethyst 
  97 
  500 gp Pearl 
  48 
  1000 gp Sapphire 
  98 
  55 gp Tiger Eye Agate 
  49 
  50 gp Lapis Lazuli 
  99 
  600 gp Ruby 
  50 
  50 gp Malachite 
  00 
  8000 gp Emerald 
   
  
  The Chantry of the Deepflame 
   
  178 
   
   
  G5. Deepgate Keep 
  This are serves as the inner keep, defending the Chantry from 
  invasion if the Deepgate is ever compromised.  Enormous 
  iron doors slide on tracks cut in the very bedrock of the earth 
  to seal off the keep (G5.8 and 9) while some 200 murder holes 
  in the ceiling between the gates provide ample opportunity for 
  defenders to slaughter invaders.  
   
  Alharra the Shadowlord (see G5.5) is very intelligent and has 
  a good mind for tactics.  He will organize defense of the Deep-
  gate Keep efficiently  
   
  G5.1 The Winding Stairs 
  These stairs climb from G4.1b through this level and up to 
  G6.14.  On this level they are unguarded. 
   
  G5.2 The Kennel  
  Four Shadow Creepers nest in one of these alcoves while 
  nine Shadow Hounds are chained in the other alcove. 
   
  Goblin heads, some old and mummified, some fresh and still 
  dripping gore, hang on hooks on the walls (perhaps 50). 
   
  G5.3 The Guardians of the Deep 
  29 Shadow Creepers nest here amid piles of bones, bits of 
  wood and cloth, mud and muck.   
   
  G5.4 The Guardians of the Deep 
  17 Shadow Creepers nest here. 
   
  G5.5 Shadowlord Alharra 
  Brooding, seated on a simple wooden chair against the back 
  wall, is a gaunt, pale Shadow Stalker. The rest of the room is 
  empty except for a large chest in the corner. 
   
  Alharra the Shadowlord is a Shadow Stalker Wraith, hav-
  ing been killed by a wraith some years ago.  He rules the 
  Deepgate Keep area, nominally under the direction of 
  Bara’zau the Shadow Fiend, though only so long as Alharra’s 
  goals align with the Lord and King’s.  
   
  • 
  Alharra occasionally feeds troublesome minions to the 
  Ghost in area 10 as a disciplinary act, and always sends 
  intruders to the Ghost.  
  • 
  He is not unwilling to parley with those who have some-
  thing to offer.  
  • 
  He is particularly fond of high value gems, silk cloth and 
  white hair.   
  • 
  He also covets the Heart of the Dark (see G4.21) and 
  longs to control the Spirit of the Dark (see G4.7-20).  
  • 
  The chest contains a 2000 gp Amethyst, a 1200 gp dia-
  mond, a 600 gp jasper and a 500 gp ruby as well as a bolt 
  of red silk cloth and a thin, white shroud (made from 
  white human hair) and 2319 gp. 
   
   
   
  G5.6 Disciples of Alharra 
  4 Shadow Creepers and 1 Shadow Stalker nest here, pre-
  paring themselves to “take the test” of their Master, Alharra: 
  who will kill them, hoping they rise again as Wraiths under 
  Alharra’s control.  This has, thus far, not been successful (9 
  Shadow Creepers and 2 Shadow Stalkers have tried). They are 
  fiercely loyal to Alharra and will defend him to the death.  
   
  Each of the Creepers has a Dagger +1 and 3d10 pp.  
   
  G5.7 The Killing Floor 
  200 murder holes in the floor cover the entirety of the space 
  between the gates at 8 and 9. 
   
  G5.8 The Inner Gate 
  20’ tall and 40’ wide iron gates in tracks cut in the very bed-
  rock.  Once closed, they can be locked into place with huge 
  stone pins.  
   
  G5.9 The Outer Gate and the Road to 
  The Deepgate 
  20’ tall and 40’ wide iron gates in tracks cut in the very bed-
  rock.  Once closed, they can be locked with stone pins.  
   
  G5.10 The Haunted Halls 
  The Ghost of a fallen Dwarven commander haunts these 
  Spartan cells.  None of the Creepers willingly enter this area.   
   
  The Ghost will attack any living creature who enters the area.   
  Its remains are hidden beneath rubble in one of the cells.  
   
  For each of the cells, roll on the following table for random 
  contents: 
   
  2d8 
   
  2d8 
   
  2 
  12433 gp 
  9 
  6+1d20 gp 
  3 
  Fur-trimmed lace-up leggings 
  10 
  30+2d12 sp 
  4 
  A solid gold key marked with 
  the High Priest of the Chan-
  try’s seal (worth 300 gp) 
  11 
  Bottle of wine (60% spoiled, 
  now vinegar, 30% average qual-
  ity, 10% exceptional quality) 
  5 
  Potion of Healing 
  12 
  A pair of richly decorated black 
  leather gloves (worth 400 gp) 
  6 
  A silver pendant in the shape 
  of a wreath, strung from a 
  hemp cord necklace (75 gp) 
  13 
  A 16-gallon barrel (full of ale) 
  with stag horns painted in black 
  on the side 
  7 
  A gnarled bit of driftwood 
  carved into the shape of a cas-
  tle atop a hill. 
  14 
  A badly rusted sword with a 
  pommel in the shape of a lion's 
  head 
  8 
  Dwarf-sized clothing: 
  1. White silk shirt 
  2. White cotton shift 
  3. Brown leather breeches 
  4. White (stained) cotton shirt 
  5. Green felt hat 
  6. Blue overcoat 
  7. Yellow tunic 
  8. Red tabbard 
  15 
  1000 gp gem: 
  1. Diamond 
  2. Emerald 
  3. Ruby 
  4. Garnet 
  5. Pearl 
   
  6. Onyx 
  7. Sapphire 
  8. Amethyst 
  9. Jade 
  10. Blood-
  stone 
  16 
  Small Magic item:  
  1. Broach of Protection +2 
  (silver wolf’s head with emerald 
  eyes) 
  2. Scarf of Disguise 
  3. 1 or 2 Coins of the Dead 
  Men 
  4. Scroll (1d4 cleric spells, lev-
  els 1-4). 
   
   
  
  The Chantry of the Deepflame 
   
  179 
   
   
   
  G6. The First Deep 
   
  G6.1 Ropebridge 
  7 Shadow Creepers stand guard here. They are bored, so are 
  likely doing something to pass the time (like “catch the dag-
  ger”) rather than paying attention to the rift. 
   
  A thick rope, suspended on a wooden tower protruding from 
  the mouth of the cave, is anchored securely in the wall at the 
  back of the cave.  The denizens of the level use this long rope 
  as a bridge to cross the cavern from here down to the Store-
  houses (area G1.2).    
   
  While the rope is strong and secure, if more than 1000 pounds 
  hangs from the rope it will snap, dropping the load 200’ into 
  the abyss below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G6.2 Windwatchers 
  9 Shadow Creepers are dissecting the carcass of a Riftwing 
  and eating various bits. They are not very attentive. 
   
  G6.3 Windwatchers 
  6 Shadow Creepers are watching the rift intently. They keep 
  their weapons in hand. 
   
  The room is clean and orderly.  
   
  G6.4 Secondary Guard Post 
  8 Shadow Creepers nest here. 
   
  Among the jumbled bones and mud and sticks are: 
  • 
  a broken abacus with counting beads made of 
  ivory, silver, and large pearls (120 gps) 
  • 
  a sheaf of music written by a famous composer 
  (all incomplete compositions, but all in his/her 
  handwriting – worth 100-300 gp) 
  • 
  an alabaster jar with rare perfume (nard) worth 
  180 gp 
   
  G6.5 Phosphorescent Cave 
  The walls and ceiling (but not the floor) of this 
  cave glow with a soft, green glow (moss).  
   
  The denizens of this level try to avoid this room 
  as the glow bothers their eyes (they are effec-
  tively blinded in this room).  
   
  A non-Creeper could “hide in plain sight” in this 
  room. 
   
  G6.6 Storage 
  Piles of rotted pelts, bundles of arrows, leaking 
  barrels. 
   
  G6.7 Secondary Guard Post 
  6 Shadow Creepers nest here. Nothing of value. 
   
  G6.8 Secondary Guard Post 
  6 Shadow Creepers nest here.  This nest is particularly 
  orderly and neat, unlike most of the others.  Nothing of 
  value. 
   
   
   
   
  
  The Chantry of the Deepflame 
   
  180 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G6.9 Cold Storage 
  Two butchered tunnelworms hang here. This cave is always 
  about 30 degrees.  
   
  G6.10 The Butcher 
  A blind Ogre chops meat here: goblin fillets today. The room 
  is bloody and noisome, bits of bone, guts and skin cover the 
  floor and walls. The ceiling is remarkably clean. 
   
  G6.11 The Sullen Captain 
  A Shadow Stalker, unhappy with his post, nests here. He 
  wears a long, bejeweled dagger at his waist (worth 3400 gp) 
  and wields a +2 sword. 
   
  G6.12 The Overseer’s Crypt 
  The floor and walls around the doorway are blackened and 
  soot covered. 
   
  The doorway to this room is trapped with an explosive rune, 
  spell (permanent). Dispel magic will render the rune inert for 
  one round per caster level. 
   
  A dwarven crypt, bathed in reddish light.  Hanging from a 
  stout chain above the stone sarcophagus is a stone hammer 
  (magical: The Warden’s Fist).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Touching the sarcophagus without securing the hammer 
  causes the hammer to swing at the intruder: attacks at a F8. 
   
  The sarcophagus contains dwarven remains (in rotted 
  leather), ruby studded bronze bracers (200 gp), 3325 gp, Ring 
  of Protection +2 (Brass ring, perpetually green, set with a 
  single small blue amethyst). 
   
  G6.13 Prison 
  Five cells with iron bar doors. 
   
  a. 
  A drunken Shadow Creeper who will be very affection-
  ate toward his liberators for 1d6 turns 
  b. A very badly beaten Bugbear 
  c. 
  Empty 
  d. An Enraptured Spirit (Shadow Creeper) 
  e. 
  Empty 
   
  G6.14 Stairs Down 
  Cut into the very stone itselve, these stairs wind down through 
  G5.1 to the bottom, G4.1a. 
   
   
   
  
  The Chantry of the Deepflame 
   
  181 
   
   
  Appendix New Items 
   
  General Magic Item Notes 
   
  The Rosewood Highlands region is a magical place.  Long 
  haunted by fey spirits and renegade wizards, items and 
  creatures here are often affected by the lingering dweomer of 
  the region.  
   
  Most magic items are described in the text of this adventure 
  (including “standard” items). However, if a description of a 
  Ring, Potion, Wand or Scroll isn’t given, roll on the following 
  tables. 
   
   
  Potions 
   
  Container 
  Material 
  Container 
  Appearance 
  Potion Color 
  Stopper 
  1 
  Glass 
  Vial 
  Red 
  Cork 
  2 
  Glass 
  Vial 
  Orange 
  Wax 
  3 
  Glass 
  Vial 
  Yellow 
  Cork 
  4 
  Glass 
  Vial 
  Green 
  Wax 
  5 
  Pottery 
  Vial 
  Blue 
  Cork 
  6 
  Pottery 
  Vial 
  Indigo 
  Wax 
  7 
  Pottery 
  Beaker 
  Violet 
  Magical Seal 
  8 
  Brass 
  Beaker 
  Pink 
  Wood and 
  glue 
  9 
  Steel 
  Beaker 
  Clear 
  Metal 
  10 
  Porcelain 
  Beaker 
  Black 
  Sap 
  11 
  Horn 
  Beaker 
  Red Viscous 
  Cork 
  12 
  Bone 
  Jug 
  Blue Fizzy 
  Wax 
  13 
  Ivory 
  Jug 
  Yellow Oily 
  Cork 
  14 
  Alabaster 
  Jug 
  Black Oily 
  Wax 
  15 
  Leather 
  Geometric Shape 
  (hexagonal 
  dodecahedron, 
  cylinder, etc.) 
  Green and 
  yellow with bits 
  of…something 
  Wood, glue, 
  wax, cork and 
  glass 
  16 
  Crystal 
  Carved, shaped 
  Clear Viscous 
  Glass 
  17 
  Bronze 
  Cube 
  Green Slimy 
  Magical Seal 
  18 
  Precious 
  Metal 
  Sphere 
  Orange Foamy 
  Wax 
  19 
  Animal 
  Bladder 
  Double sphere 
  Purple Sparkly 
  Wax 
  20 
  Magical 
  Container 
  Horn shaped 
  Roll twice, 
  swirled 
  Cork and 
  Wax 
   
   
   
   
   
   
  Wands/Staves/Rods 
   
  Material 
  Appearance 
  Adornment 
  Condition 
  1 
  Oak 
  1’ long, tapered 
  Carved 
  Very Poor 
  2 
  Ash 
  1’ long, straight 
  Carved 
  Very Poor 
  3 
  Mahogany 
  1’ long, twisted 
  Carved 
  Very Poor 
  4 
  Maple 
  1’ long, curved 
  Carved 
  Poor 
  5 
  Rosewood 
  Cherry 
  2’ long, tapered 
  Pattern painted on 
  Poor 
  6 
  Cherry 
  2’ long, straight 
  Pattern burned in 
  Poor 
  7 
  Pine 
  2’ long, twisted 
  Striped 
  Good 
  8 
  Teak 
  2’ long, curved 
  Well-worn 
  Good 
  9 
  Bone 
  1d4’ long, tapered 
  Brand new 
  Good 
  10 
  Brass 
  1d4’ long, straight 
  Feathers 
  Good 
  11 
  Copper 
  1d4’ long, twisted 
  Gems (1d6-2) 
  Good 
  12 
  Steel/Iron 
  1d4’ long, curved 
  Platinum tip 
  Good 
  13 
  Stone 
  1d6’ long, tapered 
  Faces painted, 
  etched, carved 
  Good 
  14 
  Crystal/Glass 
  1d6’ long, straight 
  Leather grip(s) 
  added 
  Good 
  15 
  Hickory 
  1d6’ long, twisted 
  Words on side 
  Very Good 
  16 
  Ivory 
  1d6’ long, curved 
  Symbols on side 
  Very Good 
  17 
  Wood 
  (random) 
  wrapped in 
  metal sheet 
  (random) 
  Impossibly thin 
  but strong 
  Faces on side 
  (people or 
  monsters or 
  animals) 
  Very Good 
  18 
  Gopherwood 
  Thick and 
  unwieldy 
  Numbers on side 
  Very Good 
  19 
  Wrapped 
  Leather 
   
   
  Excellent 
  20 
  Unique: 
  twisted hair, 
  smoke, pure 
  elements, 
  light, 
  darkness, etc. 
  Segmented: folds 
  up or breaks apart 
  or slides into 
  itself, etc. 
  Fine chain 
  attached  
  1. Silver, 2. Gold, 
  3. Brass, 4. Tin,  
  5. Platinum,  
  6. Copper 
  Excellent 
   
  Scroll 
   
  Written on 
  Written 
  With 
  Style 
  Condition 
  1 
  Paper 
  Ink 
  Common magical 
  language 
  Very Poor 
  2 
  Parchment 
  Magic Ink 
  Numerical Formulae 
  Very Poor 
  3 
  Leather 
  Blood 
  Mirrored Writing 
  Very Poor 
  4 
  Copper Sheet 
  Dragon 
  Blood 
  Code 
  Poor 
  5 
  Linen 
  Ash 
  Pictographs 
  Poor 
  6 
  Papyrus 
  Charcoal 
  Rhyming Poetry 
  Poor 
  7 
  Pottery 
  Paint 
  Free Verse Poetry 
  Good 
  8 
  Wood 
  Grease 
  Uncommon Magical 
  Language 
  Good 
  9 
  Parchment 
  Pencil 
  Illuminated Manuscript 
  Good 
  10 
  Parchment 
  Etched (as 
  with acid) 
  Annotated 
  Good 
  11 
  Linen 
  Ink 
  Common Magical 
  Language 
  Good 
  12 
  Papyrus 
  Blood 
  Geometric designs 
  Good 
  13 
  Wood 
  Pencil 
  Astrological 
  Computations 
  Good 
  14 
  Leather 
  Ink 
  Scriptural 
  Good 
  15 
  Leather 
  Ink 
  Calligraphic 
  Very Good 
  16 
  Paper 
  Ash 
  Demonic Language 
  Very Good 
  17 
  Paper 
  Charcoal 
  Angelic Language 
  Very Good 
  18 
  Parchment 
  Paint 
  Common Magical 
  Language 
  Very Good 
  19 
  Wood 
  Ink 
  Foreign Language 
  Excellent 
  20 
  Pottery 
  Magic Ink 
  Musical Composition 
  Excellent 
   
   
   
  Rings 
   
  Material 
  Appearance 
  Gems 
  Condition 
  1 
  Silver 
  Plain, unadorned 
  0 
  Very Poor 
  2 
  Silver 
  Plain, unadorned 
  0 
  Very Poor 
  3 
  Silver 
  Plain, etched 
  0 
  Very Poor 
  4 
  Silver 
  Plain, etched 
  0 
  Poor 
  5 
  Gold 
  Geometric Patterns 
  0 
  Poor 
  6 
  Gold 
  Winding Serpent 
  0 
  Poor 
  7 
  Gold 
  Twisted vines 
  0 
  Good 
  8 
  Brass 
  Religious symbols 
  0 
  Good 
  9 
  Pewter 
  Magical symbols 
  0 
  Good 
  10 
  Stone 
  Pagan symbols 
  0 
  Good 
  11 
  Bone/Ivory 
  Ancient writing 
  1 
  Good 
  12 
  Copper 
  Hidden writing 
  1 
  Good 
  13 
  Bronze 
  Birds and or feathers 
  1 
  Good 
  14 
  Platinum 
  Trees 
  1 
  Good 
  15 
  Pewter 
  Mountains 
  2 
  Very Good 
  16 
  Iron/Steel 
  Elements 
  2 
  Very Good 
  17 
  Wood 
  Monster 
  3 
  Very Good 
  18 
  Coral 
  Animal 
  3 
  Very Good 
  19 
  Combination 2 
  rolls 
  Delicate, thin, easily 
  broken 
  4 
  Excellent 
  20 
  Combination 3 
  rolls 
  Combination 1d4 rolls 
  1d6 
  Excellent 
  
  The Chantry of the Deepflame 
  182 
   
   
   
  Descriptions of Magic Items 
   
  Absolom’s Maleficent Arcana (page 109): This book is 
  written in an ancient human language. The book is primarily 
  concerned with how to curse people and objects, how to cause 
  harm from a distance and how to contact patron demons to 
  cause such effects to take place. 
   
  Amulet of the Elemental Planes (page 35): This brass 
  amulet is about 8” across and fashioned into a five pointed 
  star with each point being enameled in a different color: blue 
  (water), red (fire), brown (earth), white (air), black (darkness), 
  the colors corresponding to different elemental planes. The 
  wearer can teleport to and from these planes by pointing the 
  appropriate color at his or her feet and speaking the correct 
  command word. 
   
  Amulet of Life Protection (page 147): This pendant is a 4” 
  diameter marble disc (black veined white marble) with the 
  ancient Dwarven rune for life carved in the face. The wearer 
  of this amulet is immune to any spells that affect the soul or 
  spirit of the wearer.  Thus, the wearer cannot be possessed or 
  have Magic Jar cast upon him or her. The amulet cannot pass 
  out of the Mortal Realm. For example, a wearer who attempts 
  to use a magical gate or some other means of traveling to the 
  Spirit Realm, Heaven, The Outer Darkness, Shemarras, etc. 
  will be unable to pass through the gate.  An Amulet of Life 
  Protection carried but not worn when the bearer attempts to 
  traverse to other planes will either be prevented from making 
  the transition (40%) or make the transition to another plane 
  while losing the Amulet in the Mortal Realm.  
   
  Amulet of Sh’Lantaardal (page 147): This amulet is forged 
  of bronze and depicts a demonic face. It radiates strong magic 
  if detected. The only function of the Amulet is to return the 
  life-force of the Demon Prince Sh’Lantaardal to his infernal 
  home just before a deathblow is delivered. 
   
  Amulet of the Undead (page 78): This large (10”) gold 
  amulet fashioned as a stylized sun with a large, thin cut ruby 
  (300 gp) in the center. The Amulet offers the wearer 
  protection from undead (as spell, continuous duration) as well 
  as the ability to command 4d6 HD of undead (as spell). If the 
  ruby is removed, the wearer can still command undead but 
  loses the protection ability.  
   
  Anundural’s Dream (page 112): This ring, a silver band with 
  Anundural’s name inscribed on the inside, allows the wearer 
  to enter his or her own dreams, physically. Every experience 
  in the dream world is real for the wearer of the ring, thus he 
  or she never gets true rest (unable to regain spells while 
  wearing the ring). However, the wearer has a certain amount 
  of control over what occurs within the dreamworld while 
  wearing the ring. (For game purposes, “dream adventures” 
  undertaken while wearing the ring, the PC would be able 
  reroll any roll made during the dream and would be able to 
  choose which outcome he or she would prefer). 
   
   
  Anundural’s Wand of Fire (page 112): This magical wand, 
  a 3’ long piece of fire hardened oak, has 22 charges 
  remaining. It draws on power from the elemental plane of fire 
  and can produce the following effects. Produce flame (as a 
  candle, no charges), Flamestrike (per spell, 2 charges) Fireball 
  (2 charges per HD of damage). The wand was created by an 
  Exile (elven) mage, a Fire Elementalist named Anundural 
  2300 years ago. He led an attack on the Chantry of the 
  Deepflame more than a thou-sand years ago. He was cornered 
  in the Gathering Chamber, sought to flee via the well 
  (magically) but failed, and died in the waters. 
   
  Ashandar’s Hammer (page 166): Mace +2/+4 vs. undead, 
  undead struck by Ashandar’s Hammer must save vs. spells or 
  act as “turned” for 1 round per point of damage dealt).  
   
  Ashdan’s Band (page 107): A gaudy brass ring with glass 
  gems inset. This ring doesn’t seem to do anything when worn, 
  but it radiates magic if detected. Ashdan was a devotee of the 
  god of luck and fabricated this ring in honor of his deity. The 
  ring bestows luck to the wearer, gaining a +1 on a random roll 
  every hour. 
   
  Aylin’s Tooth (page 86): This long-bladed dagger has a 
  silver-plated blade. It is a dagger +1, +3 vs. undead and fey 
  creatures. When an attack lands against an undead creature, 
  roll d20. If this roll is a 20, the undead creature is frozen in 
  place for 1d4 rounds. 
   
  Baran’s Wrath (page 43): This well used warhammer 
  perpetually has a slight patina of green on its wooden handle 
  and steel head (no matter how it is cleaned or how well 
  maintained). It is a warhammer +1 which grants the wielder 
  the blessing (curse?) of berserk rage on every natural 20 to hit 
  roll.  
   
  Bayson’s Blade (page 109): A silver dagger with a small ruby 
  in the hilt. The dagger radiates faint magic. It is cursed. While 
  it gives a +1 to hit, it must draw blood every day. Every day 
  that passes without the dagger drawing blood, at one minute 
  before midnight the wielder of the dagger must make a WIS 
  check (WIS or lower on d20). If the check fails, he/she will 
  randomly attack the nearest per-son. For each day that passes, 
  the check is made at cumulative -1 (thus the second day the 
  check is at WIS -1, the third day it is WIS -2, etc). It the 
  wielder of the dagger is alone, he/she stabs him/herself. The 
  compulsion is simply to draw the dagger and stab, no 
  indication as to why. This was a ceremonial dagger owned by 
  a courtier named Bayson who used it to murder his lord. His 
  lord, with his dying breath, called down a curse on Bayson 
  and his murderous dagger. 
   
  Bitterman’s Spike (page 34): This shortsword +1/+3 vs. 
  Goblin-kin has a black leather wrapped hilt with silver wire 
  underneath.  The blade has seventeen nicks near the hilt. 
   
   
   
  
  The Chantry of the Deepflame 
   
  183 
   
   
  Black Iron Mace (page 78): This rusty, black iron mace has 
  a red leather wrapped handle. It is a mace +2, +4 vs. undead, 
  +6 vs. fey creatures.  
   
  Black Silence (page 21): This black-bladed long, curved 
  dagger confers +2 to hit and damage and causes a wasting 
  disease on any hit which does maximum damage (save or lose 
  1 hp per day, permanently, until magically healed). 
  Additionally, wielder may cast silence 10’r 3/day. 
   
  Blazons of the High Guard (page 145): These Dwarf sized 
  sets of chainmail always shine as if brightly polished. 
  Emblazoned on the chest in gold wire is a stylized sun. These 
  shirts give Dwarf warriors a +4 bonus to Armor Class. Twice 
  per day the stylized sun can be commanded to shine forth 
  brightly (as a Blinding Light spell) for 1d6 rounds.  
   
  Blessed Bookmark (page 62): A simple silk bookmark on 
  which has been written ta prayer to the Saints of the Holy 
  Church. Anyone who studies the bookmark for one full turn 
  gains 3 points of wisdom for 1d3 hours. This power may be 
  activated once per week.  
   
  Book of Damnation (page 133): This dark tome is filled with 
  coded incantations and pacts with demons and other forces of 
  darkness. The Book is only usable by magic users and clerics 
  devoted to evil, all others take 3d6 damage to both Wisdom 
  and Intelligence if they read the book. Evil magic users and 
  clerics gain 1d3 levels on reading the Book of Damnation, but 
  chain their souls to eternally to a demon prince.  
   
  Book of Infinite Spells (Page 79): This massive leather-
  bound tome (4’x3’, weighing about 300 pounds) grants any 
  reader the ability to cast the spells contained therein.  Spell 
  casters of any kind (magic users, clerics, hedge mages, 
  wizards, shaman, etc.) can use the book without any danger, 
  while non-spell casters save vs. magic when reading each 
  page. A successful save means the reader can cast the spell. 
  Failure means the reader can cast the spell but doing so causes 
  3d6 hp damage. The book will have 6d6 pages and the nature 
  of each page is determined randomly: 
   
   
   
   
   
   
   
   
  Once a page is turned, it can never be turned back (and the 
  ability to cast the spell on that page is lost to the reader). Once 
  the last page has been turned, the book vanishes. Unless 
  otherwise noted, the spells on individual pages are cast at 
  level 3-18 (3d6).  
   
   
   
   
   
  Bracers of Defense (page 35): These bronze wrist guards are 
  painted in gaudy colors and nicked and dented from countless 
  decades of use. They bestow a bonus of +5 to unarmored 
  beings which may be used in conjunction with other types of 
  magical protection such as a Ring of Protection or a Cloak of 
  Protection. Armored beings who wear the bracers enjoy only 
  a +1 bonus to their armor class, though this, too, may be 
  combined with other types of magical and mundane 
  protection.  
   
  Broach of Protection +2 (page 178): This tiny gold pin is 
  fashioned into the likeness of a hummingbird and has 23 tiny 
  ruby chips covering the body. The wearer gains a +2 bonus to 
  all saving throws and is immune to magical damage up to a 
  total of 100 hp. Once the Broach has absorbed 100 hp of 
  damage it either melts (80%), explodes for 10d10 hp damage 
  (15%) or animates into a magical humming bird and attacks 
  random targets (AC 0[19], HD 1, hp 100, Att 1 peck, Damage 
  1-2). 
   
  Broach of Shielding (page 35, 145): This gold clasp is 
  worked in the design of the coat-of-arms of a long dead duke 
  (page 35) or the nine-pointed star of the Brothers of the Night 
  Sky (page 145). The Broach of Shielding has 9 emeralds set 
  into it. Each of the 9 emeralds can absorb 10 points of magical 
  damage before shattering to dust. Once the ninth emerald has 
  been shattered, the broach loses its magical properties. If 
  emeralds are reset in place of those destroyed (value at least 
  1000 gp each), the replacement emeralds can absorb 1d8 
  points of magical damage each. A second reset, 1d6 each. 
  Then 1d4, 1d2, then a single point each. If such great 
  measures are taken, the gold of the broach itself will retain 
  some magical properties, shielding the wearer 1d8+1 points 
  of magical damage once per day. 
   
  Chain +1 (page 93): This long chainmail shirt has been 
  repaired numerous times and has some rust along the bottom 
  edge, but it is magical, +1 to AC vs all attacks. In addition, 
  the wearer gains +1 to all saves vs. magic. 
   
  Chain +2 (page 22): A simple knee-length shirt of chainmail 
  which has a patter of blue threads worked into the chest in the 
  design of a blue jay. The wearer gains a +2 bonus to armor 
  class and a +2 bonus to Charisma when worn in the presence 
  of Elves, Druids and Woodsmen.  
   
  Charm of Protection (page 35): This silver broach is 
  fabricated from gold and platinum with 14 emeralds and six 
  rubies set in the middle. Wearer gains +2 bonus to Armor 
  Class, able to be used with other types of protections. 
   
   
   
  1d100 
  Contents of Page 
  01-25  
  blank page 
  26-50 
  cleric spell 
  51-60 
  druid spell 
  61-90 
  magic-user spell 
  91-00 
  illusionist spell 
  
  The Chantry of the Deepflame 
  184 
   
   
   
  Chime of Opening (page 76): This 6” long metal brass tube 
  has stylized locks etched on the outside (and a command word 
  etched on the inside), rings with a loud, discordant note when 
  struck. The vibrations from the Chime cause locks, doors, etc. 
  to open, whether locked, magically sealed or naturally stuck. 
  Striking the chime while speaking the command word can 
  magically seal a door, lock, etc. at the 12th caster level (as 
  Hold Portal). Each ring of the chime has a 5% chance of 
  cracking when struck, causing the chime to shatter and 
  become useless. 
   
  Cloak of Displacement (page 35): This black wool cloak is 
  sized for a dwarf. The inside of the cloak is lined with small 
  pockets in which will be found 1d6 Goblin Trinkets (see 
  table). The first attack directed at the target will miss (unless 
  the attacker has some way of True Seeing). The wearer gains 
  +2 bonus to Armor Class and +2 bonus to saves vs. magic.  
   
  Cloak of Protection (page 35, 172): These dwarf-sized bright 
  blue and purple striped cloaks are made of silk (easily torn) 
  and are a bit frayed at the bottom. Wearer gains +1 bonus to 
  Armor Class (page 35) or +2 bonus to Armor Class (page 
  172). This protection is in addition to any other magical or 
  mundane protection the wearer may have. 
   
  Cloak of Shimmering Colors (page 56): This cloak is made 
  from some kind of silk and shimmers with all the colors of the 
  rainbow. The cloak is an awkward fit, however, so any 
  creature wearing it suffers -1 to his or her Dexterity.  The 
  wearer of the Cloak of Shimmering Colors is able to create 
  Dancing Lights (as per the spell, though the lights will be of 
  shifting colors) once per turn, and Color Spray (as per the 
  spell) twice per day. Non magic using creatures cannot use 
  the powers of the cloak (but still suffer the Dexterity penalty 
  if they don it). 
   
   Cloak of the Dark Pit (page 138): This cloak, made from 
  shed giant snakeskin and demon scales, is really more of a 
  cape. The wearer has a weak connection to the Outer 
  Darkness and is 5% likely per day to attract the attention of 
  one of the denizens of that vile place. The wearer can sense 
  beings from the Outer Darkness within 60’ and gains 
  Protection from Evil vs. any creature identified via this power. 
  In addition, the wearer gains one random demonic power 
  when they first don the Cloak. The power is permanent, even 
  if the wearer sheds the cloak.  
   
  Coins of the Dead Men (page 178): These small ancient 
  Dwarfish copper coins are the traditional “coins of passage to 
  the grave” in Dwarfish religion, placed one in each hand of 
  the corpse before being laid to rest. To an uniformed collector 
  (see below) they might fetch up to 2 gp each. Any Dwarf will 
  know the true nature of these coins with just a glance.  Any 
  mortal being who handles a Coin of the Dead Men becomes 
  cursed to become a random undead being upon his or her 
  death. The curse is broken by a bless spell cast upon the being 
  while still in possession of the Coin of the Dead Men that 
  initially inflicted the curse upon the being. This action breaks 
  the curse on the being as well as the individual coin.  
  Coins of the High Lady (page 151): These unique magic 
  items are fully described in the encounter area.  
   
  Cold Iron Rod of Infliction (page 174): This rusty, 3’ long 
  2” diameter iron bar is highly magical. The weilder of the 
  Cold Iron Rod can detect fey creatures at will (while holding 
  the Rod) and in combat the Rod does 2d8+6 hp damage to fey 
  creatures. 
   
  Crown of Alboran (Fire Crown) (page 60, 71, 74, 75) This 
  golden crown, shaped as stylized flames, is set with eight red 
  rubies. The Crown is a minor artifact in its own right. When 
  worn, it confers on the wearer eight different powers, one for 
  each ruby: cure disease, cure serious wounds, cure blindness, 
  neutralize poison, tongues, dispel magic, remove curse, 
  atonement. Each of these powers is usable once per day. 
  When coupled with the power of the Deepflame, the wearer 
  of the crown can command the Marble Guardians of the 
  Chantry and can use the daily powers on up to 6 individ-uals 
  at a time (but still only once per day). Each use of a power of 
  the Crown of Fire costs the wearer two Constitution points 
  (which regenerate at the normal rate in the game – in the 
  World of Daen-Ral, it is one point per day). 
   
  Crystal Ball (page 35): This crystal sphere is about 6” in 
  diameter. A magic-using character can use the Crystal Ball to 
  view beings and creatures over a virtually unlimited distance 
  (including other planes). The Crystal Ball is usable for 30 
  minutes per day plus a number of minutes equal to the user’s 
  Intelligence and Wisdom scores combined. The viewer must 
  be connected to the target in some way, with the depth of that 
  connection determining the success at locating the target: 
   
  Viewer has: 
  Chance of 
  Locating 
  Intimate Experience with Target 
  100% 
  Frequent Experience with Target 
  75% 
  Limited Experience with Target 
  50% 
  Physical Piece of Target (eg. 
  Fingerbone) 
  50% 
  Possession of Target (eg. Cloak or 
  weapon) 
  25% 
  Deep Study (research) of Target 
  25% 
  Limited Information of Target 
  10% 
  NOTE: If target is on another plane, decrease the chance of success by 60%. 
  Viewer always has a 1% chance of seeing target. 
   
  This particular Crystal Ball allows the viewer to listen to 
  sounds within a 20’ radius of the viewed target as well.  
   
   
   
  
  The Chantry of the Deepflame 
   
  185 
   
   
  Crystal Hammer of Nath (page 145): This extremely fragile 
  looking blue crystal warhammer is a normal weapon against 
  mortal beings, though it does bestow on the wielder a +2 
  bonus to all saving throws. It is a powerful weapon against 
  creatures of the Outer Darkness, gaining +4 to hit and damage 
  and granting Protection from Evil 10’ radius 3x per day. 
   
  Cup of Adulteration (page 145): This golden chalice has 
  rubies set into the base. When any normal liquid is poured into 
  the chalice, it becomes despoiled with a 15% chance of the 
  liquid becoming mildly poisonous. Any diseased or 
  poisonous liquid poured into the Cup becomes neutralized 
  (though this magic doesn’t change the taste of any liquid 
  poured into it).  
   
  Dagger +1 (page 22, 35): Simple long daggers with a group 
  of four rubies set into the pommel. Each dagger is +1 to hit 
  and damage but in the hands of a thief it does double damage. 
   
  Dagger +2 (page 25): A short dagger with a black obsidian 
  blade which shatters on a natural 1, doing 2d10 damage to 
  wielder and target. 
   
  Darfal’s Blessing (page 123): This armor is chain mail +1 
  and 3x per day it bestows a blessing (as per the cleric spell) 
  upon the wearer. Worn by Darfal in the early goblin wars, it 
  is said to have protected him from a hail of gobin arrows so 
  thick that sunlight couldn’t penetrate it. 
   
  Darfal’s Hammer (page 123): This staff is a staff of striking 
  with 12 charges remaining. In addition to the normal staff of 
  striking powers, Darfal’s Hammer can cast the clerical spell 
  Spiritual Hammer 1x day at a cost of 1 charge per use 
  (functions at the wielding cleric’s level, negates the need for 
  the material component in the spell). Darfal was said to have 
  slain a thousand goblins with his staff. 
   
  Darron’s Blade (page 92): This long, curved dagger is 
  cursed. It is a +2 Dagger/+3 vs. creatures larger than man-
  sized () which has been cursed to be useable by only Neutral 
  Evil creatures.  
   
  Anyone who carries the dagger must save vs. death magic 
  once per day or begin an alignment shift toward NE (one step 
  closer per failed save). In addition, everyone who carries the 
  dagger must also make an INT check daily. Failure causes 
  vague feelings of anxiety toward the dagger. Five failed 
  checks in a row and the character will suffer from Paranoia, 
  feeling that the dagger is trying to kill him/her. The dagger is 
  in the bones of a non-animate skeleton (the former possessor).  
   
  The curse on the dagger, or on the affected character (should 
  the dagger be destroyed) can be dispelled by a successful 
  remove curse spell cast at 10th level, or a wish. 
   
   
   
   
   
  Death’s Focus (page 162): This amulet is crafted in the image 
  of a grinning skull. Speaking the command word, the wielder 
  of the Death’s Focus can stop time for a single individual. 
   
  The Deepflame (page 57, 60, 74, 75): see sidebar on next 
  page. 
   
  Deepwound (page 78): Two-handed Sword with silver 
  filigree on the hilt and the pommel: +2, Giant Slayer (+4 vs. 
  Giant-kin, natural 20 to hit attack roll does double damage; 
  roll a second d20 and if a second 20 is rolled, the strike is 
  fatal.) Unusual Abilities: Int: 15, Alignment: Chaotic Good, 
  Communication: speech, Languages: 5 (Red Dragon, Stone 
  Giant, Dwarvish, Lammasu, Xorn), Powers/Abilities: detect 
  gems, kind, and number in a 1/2" radius, detect precious 
  metals, kind and amount in a 2" radius, detect magic in a 1" 
  radius. 
   
  Defense of the High Guard (page 145): These narrow shields 
  have stylized suns emblazoned on the face in gold. They 
  confer to a Dwarf cleric a +3 bonus to Armor Class. Twice 
  per day the stylized sun can be commanded to shine forth 
  brightly (as a Blinding Light spell) for 1d6 rounds.  
   
  Distilled Demon Ichor (page 28): Drinking this black, thick 
  liquid nauseates the imbiber for 1d6 turns. The imbiber gains 
  the ability to command extraplanar creatures of HD up to 
  twice the imbiber’s level or HD, gains +4 bonus to saves vs. 
  demonic attacks (physical or magical) and can Gate to the 
  Outer Darkness a single demonic creature within visual range. 
  Drinking the Ichor causes the imbiber’s tongue to turn black 
  (no save, nothing short of a wish can restore) and a slow 
  draining of Constitution (1 point per week) unless magically 
  healed (Remove Curse or Cure Disease).  
   
  Dizreal’s Charming Instrument (page 49): This bone flute 
  is carved with scenes of country life. When played by an 
  unskilled player, this is an ordinary flute. But when played by 
  a skilled player, the flute’s special abilities become available 
  which are: Charm Person 3x/day, Charm monster 3x/day, 
  Charm Mammal 3x/day. In order for the charm to take effect, 
  the player of Dizreal’s Charming Instrument must play at least 
  a full round. 
   
  Drakewrath (page 160): This longsword is forged from 
  dragonfire with ancient Dwarfish runes etched on the blade 
  (dragon and death and wrath and protection). The sword is in 
  a black dragonskin sheath. The sword is +1, +3 vs. all dragon-
  kind. The wielder gets a +3 bonus vs. all forms of dragon-kin 
  breath weapons. Hits against dragon-kin that do full damage 
  cause the wound to fester, doing damage every round 
  thereafter, Diminishing Dice.  
   
   
   
  
  The Chantry of the Deepflame 
  186 
   
   
   
   
   
   
   
   
   
   
  The Deepflame 
  The Deepflame is a powerful ancient Dwarven Artifact 
  created to protect the Chantry from evil. 
   
  After the mines played out, the Chantry became a place of worship and a 
  pilgrimage site. Generations later, Shadow creepers and other creatures of evil 
  swarmed up out of the deeps through the great rift near the Grand Temple and 
  overwhelmed the complex. The then High Priest Alboran rallied the Dwarfish 
  forces and drove back the minions of the dark-ness. Alboran spent his 
  remaining years fortifying the Chantry and creating the Deepflame. 
   
  The Deepflame is a multi-part artifact consisting of the 
  Flames of Alboran, a massive stylized flame sculpture in 
  the center of the Grand Staircase in the heart of the 
  Chantry, the Great Throne, a gigantic stone throne 
  encrusted with the Keystones of the Deepflame, 72 
  gemstones which activate and power the artifact, and the 
  Fire Crown, a golden bejeweled crown which is used to 
  direct the at will powers of the Deepflame. 
   
  If the Keystones are placed in the Great Throne in the 
  proper sequence, and the Great Throne is placed in the 
  chamber of the Deepflame (the Grand Staircase), certain 
  automatic powers begin to function:  
   
  • 
  a massive protection from evil spell, 1500’ radius begins to 
  take effect, starting at the Great Throne and expanding 
  outward at 30’ per round until it reaches its full 1500’ 
  radius.  
   
  As the sphere expands, non-undead evil creatures will be 
  driven from the Chantry through the nearest escape route, 
  regardless of level or Hit Dice, at their highest movement 
  rate. The compulsion will be so strong that they will not 
  even pause to defend themselves if attacked while fleeing. 
  Non-undead evil creatures who cannot flee for any reason 
  and are caught in within the sphere’s effect for more than 
  3 turns become catatonic until moved outside the area of 
  effect. Undead will attempt to flee as the sphere expands as 
  well. Any undead caught within the area of effect of the 
  sphere of the Protection from Evil will lose 1 HD per round 
  until destroyed.  
   
  As long as the Keystones remain in the Throne, this power 
  remains in effect, keeping out any creature of evil, 
  regardless of level or Hit Dice. 
   
  • 
  In addition, while the Keystones are in place and the Great 
  Throne is seated in the chamber of the Deepflame, beings 
  within the 1500’ radius of the Protection from Evil are 
  invisible to beings from other planes, as well as to any form 
  of scrying, magical detection, etc. 
   
  • 
  When a being attuned to the artifact (see below) is wearing 
  the Crown of Fire and is seated on the fully restored Great 
  Throne in the Deepflame chamber, that person is able to 
  “see” any area of the Chantry desired (treat as Crystal Ball) 
  and sense danger and when things are “not right” within 
  the Chantry.  
   
  • 
  The Crown wearer is able direct certain other powers 
  within the Chantry as well:  
  o 
  the wearer can control the Marble Guardians (Large 
  and Colossal) near the Temple and command the 
  dragon fire at the Great Bridge of Armas Duath.  
  o 
  the wearer of the crown, while seated on the throne, 
  with the Deepflame activated, can “ascend” or 
  “descend” in the spirit (not in bodily form) to either 
  Heaven or the Outer Darkness for 1 hour per level/HD 
  of the wearer of the Crown. 
  o 
  the Crown itself confers other powers not associated 
  with the Deepflame, see the entry for the Crown of 
  Power for more details. 
   
  The power of the Deepflame comes at a price: 
   
  The Crown and Throne will only attune to a single living 
  being (the first intelligent being wearing the Crown, sitting on 
  the restored throne in the Deepflame chamber).  
   
  As long as the attuned being is alive, the Deepflame will not 
  respond to any other creature.  
   
  The one who commands the Deepflame will: 
   
  • 
  age at a rate of five times faster than normal 
  • 
  will lose one random Attribute point per decade attuned to 
  the Deepflame  
  • 
  has a 1% cumulative chance per year that the being attuned 
  to the Deepflame will go insane (megalo-mania). 
   
  (Note, this, coupled with an epidemic of plague, drove the 
  previous High Priest to seek the path toward immortality 
  that he took, dismantling the Deepflame in the process). 
   
  
  The Chantry of the Deepflame 
   
  187 
   
   
  Earthgem (page 143): This artifact, when placed within the 
  proper sigil, creates a powerful Bind to Earth, 400’ Radius 
  spell. This spell (see New Spells) effectively traps anything 
  touching earth or stone within the area of effect.  
   
  Only that which is in contact with the earth is bound (thus, a 
  person could be lifted out of their shoes, which would be held 
  fast, or a person could lay boards down onto the affected area 
  and walk across them safely. 
   
  Neutralizing the Earthgem: 
   
  • 
  Prying the gem: it takes three successful strength checks 
  (STR or lower on 4d6) to pry the gem loose. Each 
  successful check diminishes the radius of the Earthgem’s 
  power by 1/3rd, beginning at the center and moving 
  outward (0’-133’, 133’-266’, finally 266’-400’). 
   
  • 
  Dispel Magic: Casting dispel magic (any level caster) 
  will release the Earthgem from its setting, instantly 
  neutralizing the effect of the gem for one round, allowing 
  it to be removed from the ground. This is the Earthgem’s 
  fatal flaw. 
   
  • 
  Elemental Essence: Covering the gem in the blue, yellow 
  or orange liquid from area 3 (by shattering the globes 
  over the mosaic, for example), dispels the magic of the 
  Earthgem for 1 full day, making it easily removable. 
  Covering the gem in the green liquid from area 3 
  intensifies the Earthgem’s effect by 10 (4000’ radius) and 
  makes it a sphere of effect instead of a circle, so that most 
  of the Chantry falls under the effect of the Earthgem, for 
  1 full day. 
   
  Elissa’s Gift (page 162): Elissa’s Gift is a slender silver 
  sword with doves and roses etched along the blade in a fine 
  white leather scabbard. When wielded by a woman, Elissa’s 
  Gift is +2 to hit, +3 vs. shape-changers. When wielded by a 
  woman of faith, three times per day the wielder can receive 
  the benefit of a Bless spell.  
   
  Essence of the Elements (page 138): Thick colored liquids 
  (blue - water, green - earth, yellow - air, orange – fire) which 
  are concentrated distilled elements.  They are very useful for 
  magical research and can be used to enhance the effect of 
  elemental spells.  
   
  Eye of the Falcon (page 62): The being who looks intently 
  into this glass falcon’s eye can see through the eyes of a falcon 
  within a 2-mile radius. It will randomly jump from target to 
  target if a specific falcon is not targeted.  
   
   
   
   
   
   
   
   
  Firehand (page 139): This black headed, rusty hafted mace 
  is +2 to hit and damage, which flames with blue flame as it is 
  swung. In addition to normal damage, the magical flames do 
  1d6 hp damage to a target on a successful hit, diminishing 
  dice. Anyone who touches Firehand is cursed to always tell 
  the truth. Whenever someone who has touched Firehand tries 
  to tell a lie, he or she must make a save vs. magic to 
  successfully tell the lie. Whenever a lie is attempted, whether 
  successful or not, causes a flaming sigil to appear on the back 
  of the hand (if translated from ancient Dwafish runic magic, 
  it is a combination of three runes: fire, purify, truth). The curse 
  affects the victim even when not in possession of Firehand. 
  The curse may be removed by a successful Remove Curse 
  spell cast by an 8th level or higher caster.  
   
  Firestone (page 146): This insignificant looking piece of 
  volcaninc rock (about 9” in diameter) is always warm to the 
  touch. When thrown (by hand or sling), the Firestone can be 
  commanded to produce the following effects: Fireball (as 
  spell, one die of damage for each charge expended, up to 6d6), 
  Flamestrike (as spell, one die of damage for each two charges 
  expended, up to 6d8). When used, the stone remains 
  unbearably hot (800 degrees) for 1d3 turns. The stone may be 
  recharged by casting fireball spells (one charge per casting) 
  or flame strike spells (one charge per casting). 
   
  The Flagon of Barachas (page 56): Crafted by the famous 
  vintner (and infamous drunk) Barachas of the Sandy Shore, 
  this flagon is always filled with fine wine. If tipped over, it 
  empties itself as a normal flagon, and when set upright again, 
  it is magically filled with fine wine. 
   
  Frostfire, Sword +3, Frost Brand (page 21): This finely 
  crafted longsword has flames etched on the blade, and silver 
  filigree on the guard. It is +6 vs. fire using/dwelling creatures 
  and grants the wielder Protection from Cold (as scroll/spell) 
  as long as the wielder’s flesh is touching the hilt. 
   
  Gablan’s Folly (page18): Sword +1, Cursed. A well-used but 
  fine longsword with a black leather wrapped hilt which was 
  crafted by a mage being held captive by a powerful warlord 
  named Igan Gablan: normal +1 sword except cursed to miss 
  on the first swing. Dispel magic or remove curse removes all 
  the sword’s enchantments. 
   
  Gamber’s Blade (page 31): This sword +2 has a silver edged 
  blade, Int: 12, Alignment: Neutral, Communication: semi-
  empathy, Powers/ Abilities: detect magic in a 1" radius. 
   
  Gasher (page 70): This short-bladed dagger is +1, +2 vs. 
  Goblin-kin. On a natural attack roll of 20, the blade of the 
  dagger magically twists in the wound doing double damage 
  (roll a second d20 – if a natural 20, the strike is fatal on human 
  sized or smaller creatures).  
   
   
   
  
  The Chantry of the Deepflame 
  188 
   
   
   
  Gavin’s Bluff (page 17): longsword, gleaming even in dim 
  light, like-new pommel and hilt: longsword -1, enchanted to 
  always appear cleaned and polished by a hedge wizard at the 
  behest of a lazy corporal in the High King’s army named 
  Gavin Ball who died at the hands of some goblins because his 
  sword wasn’t sharp enough to cut through their hides… 
   
  Gem of Seeing (page 22, 35, 127): Quartz crystal, about 6” in 
  diameter. When looked through, the Gem of Seeing reveals 
  the true nature of anything disguised by magic (illusions, 
  invisibility, etc.). The wielder can take no other significant 
  action while looking through the gem.  
   
  Geron’s Wrath (page 130): This is a flail +1, +3 vs giant type 
  creatures which grants the wielder protection from evil 
  3x/day. The handle has a prayer to St. Ashar (Geron’s patron 
  saint) carved in it, hidden beneath a worn black leather wrap.  
   
  The Glory of the Five Champions (page 25): Each of the 
  Five Champions, now Skeletal Warriors, wear full plate+1 
  (dwarf-sized) and wield swords +2.  
   
  Each set of platemail has leather epaulets attached at the 
  shoulder and a cape draped across the back in a different color 
  (red, blue, green, white and black). Additionally, the hilts of 
  the swords are wrapped in the same color leather bands.  
   
  Wearing the plate without the sword, or vice versa, negates 
  the magical abilities of the items (that is, the red-wrapped 
  sword is only magical as long as the wielder is wearing the 
  red decorated plate and cape, which only offers magical 
  protection to the wielder of the red-wrapped sword). 
   
  Gloves of the Thieves (page 35): These black leather gloves 
  give a non-thief a 25% chance of accomplishing any thief-like 
  task that involves the hands and they increase a thief’s 
  chances of success by the same amount. If the Gloves of the 
  Thieves are worn for more than 30 days while actively using 
  them for thief-like tasks, the wearer becomes dependent upon 
  them and, if removed or lost or destroyed, the wearer loses 
  25% in all thief-like abilities for 30+3d10 days.  
   
  Goblinbane (page 62): This Dwarf sword is decorated in 
  geometric designs and offers the wielder +1 to hit and 
  damage, doing double total damage to Goblin-kin. 
   
  Gramil’s Dagger (page 92): This slender, long-bladed 
  dagger has an amethyst set in the pommel. It is a dagger +2. 
   
  Grandal’s Sphere of Conflagration (page 18) This 9” 
  diameter glass sphere contains a blue luminescent liquid.  
  When shattered, it explodes in a massive fireball (12d6, 
  diminishing dice). 
   
   
   
   
   
  Greenstone of Earthseeing (page 145): This 6” diameter 
  green gemstone is cloudy and opaque. When held up to the 
  eye, the bearer of the Greenstone can see up to 1d6x1d10 feet 
  through solid stone, earth, etc (a 1’ diameter cylinder) for up 
  to 10 rounds. The view is mobile, though the distance sighted 
  changes each round. This ability is usable twice per day, 
  though using it temporarily blinds the user for a number of 
  rounds equal to the number of rounds used for Earthsight. In 
  addition, the stone can locate a particular type of stone or 
  metal within 100’ by holding the stone in a fist and 
  concentrating. The user will know exactly where the stone or 
  metal is located and will retain this knowledge for up to one 
  day. This ability is usable once per day. 
   
  Grimbrow (page 86): This steel pot is painted black with a 
  skull painted on the front. The wearer can sense undead within 
  a 30’ radius.  
   
  Hammer of the High Priest (page 73): This ceremonial war 
  hammer has an oversized head and long haft, both of which 
  are gilded and rune covered. As a weapon, the Hammer of the 
  High Priest is +2 to hit, +1 to damage, +3 to damage against 
  goblins, hobgoblins, bugbears and ogres, and +5 to damage 
  against giant creatures. The wielder of the Hammer can cast 
  bless, chant and augury 3x/day with the Hammer. In addition, 
  he Hammer can communicate telepathically with its wielder, 
  if the wielder is of Good alignment.  
   
  Hammer of Uthgar (page 85): This stout, well made 
  Warhammer is engraved with a sacred oath to “Serve the Lord 
  Alboran, Always.” If the wielder is a follower of Alboran (or 
  St. Alboran as he is known to the Mortals), he or she gains +2 
  to hit and damage and a +1 bonus to Armor Class while 
  holding the Hammer.  
   
  Healing Benches of the People (page 156): These unique 
  magic items are fully desctibed in the Encounter Area.  
   
  Heart of Darkness (page 174): This night black, egg shaped 
  pendant is a barely beating heart, which is the life essence of 
  the Spirit of Darkness. The heart regenerates all physical 
  damage unless a bless spell has been cast on it before it is 
  damaged. It can endure 34 hp in damage. The heart is 80% 
  magic resistant. Destroying the heart destroys the Spirit of 
  Darkness and frees all Enraptured Spirits.  
   
  Helm of Telepathy (page 93): This full-faced helm has a gold 
  trimmed steel visor which can be swiveled down to cover the 
  eyes. When the visor is lowered, the wearer is able hear the 
  thoughts of all (non-magically shielded) minds within a 60’ 
  radius. Note that thoughts are communicated in the native 
  language (if any) of the being the wearer is listening to.  
   
  Horn of the Beast (page 49): The Beast of the Deep has great, 
  curly horns growing out of the side of its head. If removed, 
  the horn becomes a horn of levitation. That is, any living 
  being which remains in contact with the horn can levitate (as 
  per the spell) under the control of the first person who grasped 
  the horn. 
   
  
  The Chantry of the Deepflame 
   
  189 
   
   
  Horn of the Calling Sea (page 35): This rather unremarkable 
  conch shell radiates magic if detected.  When blown, it makes 
  a sound that only sea dwelling creatures can hear. The Horn 
  has four primary functions: 
  1. Calm rough waters up to 1-mile radius 
  2. Dispel Water elementals and other non-mortal realm 
  water creatures 
  3. Summon 3-30 HD of Semi-intelligent and/or magical 
  sea creatures (Giant sea horses or water sprites, for 
  example) who will be friendly toward the blower of the 
  horn (as if under a Charm spell) for 2d12 hours (save 
  for half duration) 
  4. Panic normal water dwelling creatures in a 100’ radius 
  (save to negate) for 3d8 turns 
  The Horn of the Calling Sea may be successfully blown once 
  per day. Subsequent attempts to use the item will (20% 
  cumulative chance per attempt) draw the ire of intelligent 
  water dwelling creatures in a 1-mile radius.  
   
  Lightbringer (page 146): This 4” diameter piece of clear 
  quartz is flawless. Lightbringer can be commanded to glow 
  with the effect of a Light spell (1 charge), a Continual Light 
  spell (2 charges) or a Blinding Light spell (4 charges). In 
  addition, Lightbringer can be used as a Gem of Seeing 
  (expending 2 charges per round with such a use). The gem 
  may be recharged by casting Light (1 charge), Continual 
  Light (2 charges) or Blinding Light (4 charges). 
   
  Longsword +1 (page 21, 93): Well-made and well kept, this 
  sword is in a finely tooled leather sheath hanging from a worn 
  but well-made wide leather belt.  The hilt of the sword is a 
  little loose. It is +1 to hit and damage but any sword or axe 
  attack made against the wielder of this sword that does full 
  damage has a 60% chance of breaking the loose hilt, thus 
  destroying the magical dweomer of the weapon.  
   
  Mace +1, +3 vs. Regenerating Creatures (page 31): This 
  black iron mace has a white leather wrapped handle.  It is +1 
  to hit and damage normally, but it is +3 vs. regenerating 
  creatures and damage done on a natural 20 to hit roll does not 
  regenerate. 
   
  Magically Enhanced Mead (page 155, 158): This slightly 
  rancid smelling mead will make anyone who imbibes the 
  mead drunk in a number of doses (sips) equal to his or her 
  Constitution bonus (minimum of 1). 
   
  Magically Imbued Honey (page 93, 158): This honey, 
  produced by the Sacred Bees of Wisdom, is created by the 
  combination of magical energies within the bees and the 
  column in which they live. These energies give the honey that 
  the bees produce a magical quality: anyone who consumes the 
  honey (a mouthful) gains 2d6 Wisdom points for 1d10 
  rounds. If removed from the hive, the honey will retain its 
  efficacy for 1d3 days, after which it becomes poisonous (save 
  vs. poison or become unconscious for 1d10 rounds and lose 
  2d6 points of Wisdom for 1d10 hours). 
   
   
  Mallus’ Band of Splendor (page 129): This tarnished silver 
  ring has a series of numbers inscribed on the inside. The ring 
  grants the wearer a single wish once a year. Once a wish is 
  granted, the next wish will be granted exactly one year from 
  that date. The numbers on the inside of the ring change (they 
  correlate with the astrological date when the wearer makes his 
  or her first wish). If a second wish is attempted during the 
  intervening year, the ring will disappear.  
   
  Maral’s Touch (page 106): These leather gloves fit small 
  hands and are usable by any class or race that has hands. They 
  radiate magic if detected. Maral’s Touch allows the wearer to 
  detect magic 2x per day at will. 
   
  The Masks of Agrat (page 175): This odd helmet has seven 
  faces all the way around, each of the faces representing a 
  different personality/sin: Lust, Gluttiony, Greed, Sloth, 
  Wrath, Envy, Pride. Each of these “masks” functions 
  independently so if surrounded all seven will speak at the 
  same time (in ancient Dwarfish). The seven faces cast a 
  powerful curse as they speak: which-ever mask faces a mortal 
  being, that being must save vs. magic or fall under the curse 
  of the Sin and thus personify that sin until a remove curse (cast 
  at any caster level) is cast. 
   
  Massan’s Staff (page 174): This it can Cause Disease twice 
  per day (flesh rotting disease) and can transform into a Cave 
  Serpent one per day (for 1d6+6 rounds) and can bestow the 
  effect of a bless spell on up to 6 people per day. 
   
  Mitragar’s Bane (page 123): This mace +3, wielded by 
  Mitragar in the early goblin wars, grants the wielder the 
  ability to see and hit invisible, ethereal and non-corporeal 
  creatures (even if normally unable to do so). 
   
  Nighthawk (page 124): An excellent dagger with a 
  decorative handguard in the shape of opposing dragons' 
  heads, and a black leather sheath featuring embossed gothic 
  crosses, Nighthawk is a +1 dagger, +3 in darkness.  
   
  Ointment of Restoration (page 66): This thick, oily, greyish 
  substance stains skin for 1d6 days if applied. Application of a 
  single dose will close an open wound and heal 1d10+4 hp, a 
  double dose would cure disease (and heal 1d10+4 hp) while a 
  triple dose will neutralize poison, cure disease and heal 
  1d10+4 hp). 
   
  Pashal’s Ring of Wonder (page 121): A platinum ring 
  wrought with roses and set with emeralds, this ring has 19 
  charges and has the powers of a Wand of Wonder. 
   
  Pearl of Wisdom (page 35): This perfectly round, half-inch 
  diameter black pearl grants the wearer a bonus 1d4 Wisdom 
  as long as the pearl is worn in contact with the skin (the 
  increase is random, rolled every day). If the wearer goes 24 
  hours without being in contact with the Pearl, he or she 
  permanently loses 1d4 Wisdom points and can never gain the 
  benefit of a Pearl of Wisdom again. 
   
  
  The Chantry of the Deepflame 
  190 
   
   
   
  Pendant of Reflection (page 147):  This silver pendant is 
  polished to mirror brightness on one face, while the other has 
  a bas-relief silhouette of Saint Alboran. When the mirror side 
  faces outward, the Pendant intensifies a reflection of any light 
  source: beings flashed by the Pendant must save vs. spells or 
  be blinded for 1d4 rounds. The Pendant can also reflect the 
  gaze of a Basilisk or a Gorgon or other creatures with a deadly 
  gaze. Finally, the Pendant can be used to reflect a spell cast at 
  the wearer. Attempting to use the Pendant to reflect requires 
  a successful attack roll by the wearer against AC 9[10] for 
  light, against AC 4[15] for gaze attacks, and against AC 1[19] 
  for spells. Rolling a natural 1 on the attack roll means the 
  effect is reflected toward allies. Rolling a natural 20 on the 
  attack roll means the reflection is perfectly aimed and double 
  in its effect (as appropriate).  
   
  Prayer of the Powerful (page 170): This scroll is written on 
  gold foil coated paper. The writing is cramped and uneven, 
  written in an ancient Dwarf dialect. Praying the prayer and 
  meditating on it for 8 hours grants the ability to summon a 
  small Elemental (Dark, Air or Water) and control it for a 
  number of rounds equal to the caster’s level +1d12). 
   
  Priest’s Staff (page 66): This 6’ long ashwood staff has a 
  copper holy symbol of the Church of the Holy Saints severely 
  tarnished working into the head.  While the staff itself is not 
  magical, it is fully prepared, so it could be charged to be a 
  staff of healing. 
   
  Regalia of the High Priest (page 77, 138): Dwarf sized Plate 
  +2 inscribed on the chest with the symbol of the High Priest 
  (confers an aura of “blessing allies, 30’ radius” when worn), 
  Mace +1 (with runes inscribed on the haft: each rune activates 
  a spell: fly, water-breathing, protection from fire, protection 
  from evil - each lasting d6+4 rounds and cast at 10th level). 
   
  Ring of Parilar (page 8, 75): A simple silver band, the Ring 
  ar Parilar is a Ring of Spell Turning (which can turn up to 100 
  spell levels) which is cursed to be a Ring of Suggestion. 
   
  Ring of the Night Stars (page 18): This gold band is etched 
  with stars and comets and has the word, “Sha’tana” inscribed 
  on the inside. This ring only functions in darkness (nighttime 
  outdoors, indoors, underground). At will, the wearer can 
  create a dancing ball of light (as Light spell) with 100’ range. 
  Once per day the wearer may cause Starfall (1d10+4 Magic 
  Missiles, as the spell) to fall on a single area or target. Once 
  per week the wearer may unleash a Meteor Storm (as spell).  
   
  Ring of Shrinking (page 92): This simple gold band is set 
  with a single diamond chip.  Donning the ring the wearer is 
  able to shrink himself and all items “on his person” down to 
  ¼ his or her size. The effect lasts until the ring is removed. 
   
  Ring of Spell Storing (page 36): This band is made of gold, 
  silver, copper and platinum wires twisted together. Each band 
  of wires stores a single spell (so it can store up to four spells): 
  copper level 1, silver up to level 3, gold up to level 5, platinum 
  any level spell. 
  Ring of Spell Storing (cleric) (page 104): This tarnished 
  pewter ring is rather fragile. It can store up to 5 levels of 
  clerical spells which may then be called forth by the wearer at 
  will, one spell per round. 
   
  Ring of Spell Turning (page 31, 36): This silver band has 9 
  red rubies set in a row. Inside the band is etched a word, 
  “Mytogar.” (This is the name of the mage who created this 
  ring). The ring can turn up to 9 spell levels per day cast at the 
  wearer (including area effect and touch range spells). For each 
  spell level turned, a ruby will glow with a soft glow. The 
  wearer cannot control this effect (it is an automatic protection 
  – but will also turn away any spells cast by allies while the 
  ring is worn…). If a spell cast exceeds the number of spell 
  levels remaining (the number of non-glowing rubies), the ring 
  has no effect on the cast spell. Turned spells are reflected 
  away from the wearer of the ring: 25% to the right, 25% to the 
  left, 50% mirrored back at caster. (2 identical rings can be 
  found in the Chantry) 
   
  Robe of Stars (page 127): This black robe is emblazoned with 
  white stars. It allows the wearer to travel through the Aether 
  unharmed. In addition, the wearer gains a +1 bonus to saving 
  throws vs. magic. 
   
  St. Blarin’s Discipliner (page 62): This expertly crafted steel 
  hafted weapon has a spiked head trimmed in gold. A blood-
  stained and tattered ribbon dangling from the grip is a prayer 
  to St. Barin (which, if recited while wielding the mace, can 
  confer the effect of a Bless spell as long as the prayer is 
  spoken aloud). The Discipliner is mace +2 which, on a 
  successful hit, the target must make a morale check or cower 
  submissively – after a failed check, subsequent morale checks 
  are at cumulative -1 for every failed check unless remove 
  curse is cast upon the target. 
   
  St. Hallian’s Helm (page 166): this winged, full-faced helm 
  bestows a +2 to AC, gives a bonus of +1 to saves vs. mind-
  affecting spells but a -1 penalty to saves vs. dragon breath,  
  and the wearer is able to breathe normally, regardless of the 
  state of the air (or lack thereof) outside the helm for 10 
  minutes per level of the wearer. This final power us usable 
  once per day. 
   
  St. Didamus’ Shield (page 29): This ornately crafted shield 
  is emblazoned with the image of a twin-tailed comet grants an 
  Armor Class bonus of +1, +3 vs. missile attacks. In addition, 
  the bearer of St. Didamus’ shield gains Augury ability once 
  per night. 
   
  Sandals of Spider Climbing (page 35): These well-worn, 
  black leather sandals give the wearer the ability to Spider 
  Climb (as the spell) 3 times per day. 
   
  Scarf of Disguise (page 178): This dark blue, homespun 
  fabric scarf has long tassels on the four corners. When worn 
  over the head, the wearer can alter his or her appearance as a 
  limited form of the Change Self spell, affecting only the 
  wearer’s face.  
   
  
  The Chantry of the Deepflame 
   
  191 
   
   
  Scroll of Protection from Undead (page 21): Written on 
  tanned Elfin skin, in addition to its normal properties, the 
  reader can attempt to command or turn undead within the area 
  of effect of the magic (subject to save). 
   
  Shadow Creeper Dagger +1 (page 178): Wickedly sharp yet 
  poorly made, these jagged edged daggers have black handles 
  and blades. They are +1 to hit and damage and inflict triple 
  damage on an attack roll of a natural 20.  
   
  Shadow Stalker’s Sword +2 (page 180): This scimitar was 
  forged in the deepest parts of the earth and has never seen the 
  light of day. In darkness, the sword is +2 to hit and +2 to 
  damage, bestowing Darkvision on the wielder as well. In 
  bright light, the sword is -2 to hit but +4 to damage, and the 
  wielder is blinded for 1d6 rounds upon drawing the sword.  
   
  Shield of the Faithful (page 49): This is a great shield that 
  functions as a normal shield when in the hands of most people, 
  but in the hands of one who is faithful to one of the Saints of 
  the Holy Church, this becomes a shield +1; for a faithful 
  cleric, a shield +2; and for a faithful paladin, a shield +3. 
   
  Shortsword +1 (page 93): This 2’ long blade rings when it is 
  drawn from any sheath. It is a sword +1 to hit and damage and 
  does one die greater in normal damage (if shortswords 
  normally do 1d6, this weapon does 1d8).  
   
  Shortsword +2 (page 93): This wide bladed shortsword has 
  elvish script etched into the blade. In addition to the magical 
  +2 to hit and damage the wielder gains from the weapon, the 
  script on the blade is an ancient elvish blessing which, when 
  recited aloud, confers on the wielder of the sword the effect 
  of a Protection from Evil spell. 
   
  Silver Hourglass (page 147): The frame of this hourglass is 
  silver plated brass while the glass is tinted blue. The sand 
  inside is mixed with magical silver. When the hourglass is 
  turned, a powerful Sleep spell is cast affecting all mortal 
  beings in a 30+2d10 foot radius who fail a save vs. magic. The 
  sand runs for 12 rounds. There are two ways to (mis)use the 
  Hourglass that increase its power but will destroy the ‘glass. 
  First is casting a Sleep spell on the Hourglass as it is being 
  turned to unleash its magical power multiplies both the range 
  and the duration by 10 but causes the Silver Hourglass to 
  slowly melt. Second the Silver Hourglass can be smashed 
  which causes its normal effect but for a permanent duration 
  (until dispel magic is cast on each of the sleeping victims). 
  Those who fall asleep under the sway of the Silver Hourglass 
  are held in a kind of stasis, not needing to eat or even breathe. 
  The power of the Hourglass can be used once per day.  
   
  Skull of St. Khasta (page 43): This dwarven skull radiates 
  faint divination magic and can answer one yes or no question 
  per week, provided the question is asked in ancient Dwarfish. 
  The skull is not omniscient though it has an equivalent 
  Wisdom and Intelligence of 20 each. If removed from the 
  pillow on which the skull rests, it will complain incessantly 
  (loudly and in ancient Dwarfish).  
  Spitter (page 86): This longsword is forged from meteoric 
  iron, infused with faerie blood and studded with tiny rubies 
  all along the length of the blade. The sword is +2, +4 vs. non-
  mortal creatures. When an extraplanar creature is within 100’ 
  of the sword, the rubies glow softly. As the creature nears the 
  sword, the gems dim from the tip to the hilt (going completely 
  dark when the extraplanar creature is within 10’). Wounds 
  caused to non-mortal creatures by Spitter do not regenerate, 
  regardless of the victim’s ability to do so.  
   
  Staff of Command (page 148): This six-foot long staff is 
  carved to depict animals and monsters and people from a 
  single piece of ivory. It has 34 charges. Expending a single 
  charge can invoke the following powers: Charm Person or 
  Mammal or Monster, Command spell. Expending two 
  charges allows the wielder to Command Undead. Expending 
  four charges gives the wielder a chance to Command Demons 
  (subject to the target’s magic resistance).  
   
  Staff of the Dead (page 78): A 5’ long black, twisted 
  rosewood staff with a head carved in the likeness of a skull 
  with two rubies (300 gp each) set in the eye sockets.  The 
  wielder of the staff can detect undead at will (60’ radius), can 
  command undead at will (as cleric Turn Undead at 9th level). 
  Animate Dead (as spell, 1 charge once per round), Speak with 
  Dead (as spell, 2 charges once per round), Slay Living (as 
  spell, 5 charges once per day). Only those who can use magic 
  can wield the staff. The staff is evil and wielding it causes the 
  wielder’s personality to become more selfish and to seek out 
  the dead rather than the living.  When the wielder of the Staff 
  of the Dead dies, he or she must save vs. spells or rise as a 
  powerful undead being: roll d12: 1-8 Wraith; 9-10 Spectre; 11 
  Ghost; 12 Lich. 
   
  Staff of Striking (page 127): This 6’ long staff is fire 
  hardened oak and is a +3 magic weapon doing 2d4+3 points 
  of damage, though this expends a single charge. If two 
  charges are expended, the damage is doubled, while three 
  charges triples the damage. 
   
  Stone Spear of St. Albaran (page 105): This spear is carved 
  from a single piece of white granite.  It is a spear +2 and three 
  times a day can confer the effects of a Bless spell on the 
  wielder.  
   
  Sword +2, Dragon Slayer (page 21): This fairly 
  unremarkable broadsword was forged in dragonfire, is +4 to 
  hit all dragons and does triple total damage (damage roll+4 
  tripled) against fire breathing dragons. Additionally, the 
  sword grants a +2 bonus against all dragon breath weapons, 
  +4 bonus vs. dragon fire. 
   
  Sword of Dalaziel (page 49): This longsword was forged by 
  the elves in Shamaras for the great hero Dalaziel. The sword 
  is normally +1, +2 vs. Goblin-kin, +3 vs. Giants. 
   
   
  
  The Chantry of the Deepflame 
  192 
   
   
   
  Swordsong (page 25): This longsword +2 is +4 in the hands 
  of a bard. The blade rings as it is swung: enemies save vs. 
  magic or lose initiative; allies gain +1 to hit. 
   
  Talisman of the High Priest (page 77, page 98): This 
  talisman bears the symbol of the high priest and is worn on a 
  long chain. The Sigil offers the wearer Protection from Evil, 
  Protection from Undead, Protection from Demons/Devils and 
  can bestow the wearer the following powers 3x/day: ESP, 
  detect invisibility, Wisdom score boost +3 for six rounds, and 
  Charisma score boost +2 for three rounds. 
   
  Throwing Axe +2 (page 22):  This long handled (2.5 foot) 
  throwing axe has a straight, leather wrapped ash-wood haft 
  and a black iron head, razor sharp.  The head is inscribed with 
  Northman runes of battle.  
   
  Torch Pole (page 125): This 5-foot long iron torch pole 
  magically sustains whatever fuel is placed in the basket, 
  keeping the torch pole lit permanently, until the fuel is 
  dumped out of the basket. 
   
  Trident of the Sea Gods (page 21): This three-pronged 
  military fork is decorated with images of various undersea 
  creatures: sharks, octopi, squids, sea turtles, sea dragons, sea 
  serpents, etc. As a weapon, the Trident is a +2 military fork. 
  Once per day, the wielder of the Trident of the Sea Gods can 
  command up to 25 HD of sea creatures who fail a save (vs. 
  magic). Treat the creature as under a Charm spell. Those 
  creatures who fall under the effect of the charm may make a 
  save attempt every hour unless released by the wielder. 
  Otherwise, the Charm stays in effect for 24 hours.  
   
  Unguent of Alamar (page 49): This black, greasy ointment 
  causes whatever (or whoever) it is smeared on to turn 
  invisible, for as long as the applicant believes the unguent is 
  working. Any expressed doubt, or any significant break in the 
  applicant’s thought processes (sleeping, unconsciousness, 
  melee, etc.) are 60% minus the applicant’s Wisdom score to 
  break the magic of the unguent. In addition, anything smeared 
  with the Unguent of Alamar is permanently stained with 
  patches of dark grey (Dispel Magic removes the staining).  
   
  Vessels of the Malanese (page 146): Each of the golden 
  chalices and platters is magical but must be used together. 
  When any liquid is placed in the chalice and the chalice is 
  placed on the platter, the surface of the liquid will act as a 
  crystal ball revealing the location of the nearest source of pure 
  water. The intrinsic value of these items is about 50 gp each 
  (total of 300 gp). Each set could garner as much as 500 gp to 
  explorers, sailors, etc. Being gold, the items are somewhat 
  fragile and easily damaged (-2 on saves). If damaged in any 
  way they lose their magical abilities. 
   
   
   
   
   
  Wand of Conflagration (page 17): 3’ long red dragon bone 
  wand, carved with effigies of many fire-breathing dragons, 
  3d12 charges: 1 charge: Affect Normal Fires, Burning Hands; 
  2 Charges: Pyrotechnics; 3 Charges: 6HD Fireball, Flame 
  Arrow; 4 Charges: Fire Charm, Fire Shield, Fire Trap, Wall 
  of Fire; 5 Charges: Conjure Fire Elemental. Each time the 
  wand is used it must make an item save or drain double the 
  charges for expenditure and if the number of charges drained 
  exceeds the number of charges remaining, the wand explodes 
  doing 2d6 fire damage to the wielder. If the wand is reduced 
  to zero charges (but not negative charges) it may be 
  recharged. The command words are hidden among the dragon 
  carvings (Intelligence or lower on 4d6 to discover, roll once 
  per day of study).  Once one command word is discovered, 
  the rest are easily found. 
   
  Wand of Fireballs (page 35): Carved from a single piece of 
  fire breathing dragon bone, with stylized flames carved along 
  the length, this 2’ long wand is very fragile (with a -4 penalty 
  to saves vs. items). It has 37 charges remaining. Upon uttering 
  the command word, the wielder can call forth a fireball of up 
  to 10 dice, using one charge per damage die. Additionally, the 
  wielder can use a charge to Affect Fire (as per the spell). The 
  wielder can light a taper or a torch with the wand, expelling 
  no charges for such a use. The wand can be recharged by 
  casting Fireball spells into it, gaining 1 charge for every 2 
  levels of the caster.  
   
  Wand of Frost (page 34): This slender wand is a human leg 
  bone carved with magical sigils. The command words are in 
  old Dwarfish. 
   
  Wand of Negation (page 35): This 18” wand is pure black 
  obsidian, a razor tipped shard (which can do 1d6 piercing 
  damage in a pinch). The wand has 47 charges remaining. Each 
  round, the wand can be used to negate a single magical effect: 
  a spell, a spell-like function of an item or a creature. A charge 
  can be expended to dispel magic in a 5’ diameter spherical 
  area. Healing spells and the like actually recharge the wand at 
  a rate of 1 charge per level of such spells (up to a maximum 
  of 10 charges per day). 
   
  Wand of the Night Queen (page 26): This is a tiny, slender 
  black wand (perhaps 6” long). The Wand of the Night Queen 
  has up to 24 charges and is recharged by leaving it in full 
  moon light (one charge per hour). The wielder of the wand 
  can cast Darkness (1 charge), Impenetrable Darkness (see 
  new spells, 2 charges). Once per day the wielder may cause 
  Starfall (1d10+4 Magic Missiles, as the spell 4 charges) to fall 
  on a single area or target. Once per week the wearer may 
  unleash a Meteor Storm (as spell, 6 charges). The wand once 
  belonged to the Night Queen, a powerful fey noble who might 
  go to great lengths to retrieve the wand… 
   
   
   
  
  The Chantry of the Deepflame 
   
  193 
   
   
  Wand of Size Alteration (page 35): This wand is an 
  unremarkable 6” long thin steel rod. It has 32 charges 
  remaining. The wielder can cast Growth (1 charge) or Shrink 
  (1 charge) once per turn. If the wielder chooses to do so, he or 
  she may double the effect of the spells, at a cost of 4 charges 
  per casting or triple the effect of the spell at a cost of 10 
  charges per casting. If the wand is commanded to cast a spell 
  that needs to use more than the remaining charges, the spell 
  effect will be successful but the magical energy will be drawn 
  from the wielder who will grow or shrink (as per the usage of 
  the wand at the time of the casting) 6” per “charge” drawn 
  from the wielder. Such an action destroys the wand as well.  
  The wand can be recharged only if it is reduced to exactly 0 
  charges. 
   
  Wand of Wonder (page 35): Forged from primordial 
  elements, the Wand of Wonder is constantly shifting slightly 
  in appearance. It has 99 charges. Expending a charge causes 
  a random magical effect. The effect is left to the GM (who 
  can use any of the dozens of effect tables available or roll a 
  random page in a random book and use the 37th word on the 
  page to determine the wand’s effect). 
   
  War Hammer +2 (page 21): This long hafted, small headed 
  hammer bears the marks of many battles. The head has a rune 
  engraved in the side. To invoke the magical abilities of the 
  hammer, the wielder must trace the rune with his or her bare 
  flesh every round (losing initiative). Invoking the rune gives 
  a +2 to hit and +2 to damage and causes the wielder to gain 
  1d4 temporary hit points for a single round.  
   
  Warden’s Fist (page 180): This fine steel hammer has a fire 
  hardened oak haft. It is a warhammer +3 which deals double 
  damage to Goblin-kin.  Attack rolls of a natural 1 cause a fine 
  crack to appear in the handle. Ten cracks and the handle 
  splinters, destroying the enchantment on the weapon.  
   
  The Whisper of the Dead (page 66): This magical bone flute, 
  carved from a single human femur, in the hands of a bard or 
  other skilled musician functions as a potion of undead control 
  (different tunes affect different undead).    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Window of Sharan (page 44): This minor artifact in the 
  possession of the Silent Mistress is a pool of water that 
  functions something like a crystal ball, but with some special 
  additional features. The Window allows the person sitting 
  before it to view not only things happening in the world 
  around, but to call forth effects from the outside world to be 
  realized in the tower.  
    
  The Silent Mistress primarily uses the Window to capture 
  spell effects from spell casters in the outside world. She will 
  speak the command word (which she will whisper so that no 
  one else can hear it), then call for the Window to show her a 
  spellcaster in the midst of casting whatever spell she desires 
  to capture the effect of (when she is alone, she likes to capture 
  illusions, but in melee she will seek out any spell that will 
  benefit her) which she will then release at targets in this room. 
  Each use of the Window costs a CONSTITUTION point (for 
  game purposes, the Silent Mistress has 22 CON points and 
  she regenerates 2 CON points per day).  
   
  Wrathbringer (page 127): This mace +2/+4 vs. demons, 
  bestows protection from demons upon the wielder and can 
  cast a bless spell three times a day. 
   
  Yalara’s Touch (page 49): This long, curved, ivory-handled 
  ceremonial dagger is a Dagger +2 for combat purposes. The 
  wielder can cut through solid stone up to 30’ thick with the 
  dagger. Currently, the dagger has two such “charges” 
  available. This power can be recharged by casting Transmute 
  Rock to Mud upon it (one “charge” per casting, up to a 
  maximum of 5).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  
  The Chantry of the Deepflame 
  194 
   
   
   
  Appendix Disease 
   
  Cannibalism: There are a number of opportunities where 
  someone might have to make a save or succumb to a tendency 
  toward cannibalism. The mechanics of this curse are as 
  follows:  
   
  • 
  On the first failed cannibalism save, the affected creature 
  has a 20(minus level/HD)% chance of becoming a full-
  fledged cannibal.  
  • 
  The creature still has a tendency toward cannibalism  
  • 
  Every time a creature of its own race is injured for half or 
  more of its maximum hit points (all at once or cumulative 
  over a single combat), the affected creature must again 
  save vs. magic or succumb to a desire to taste the 
  wounded flesh. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • 
  Each subsequent failed save (either a new encounter with 
  a substance which can instill the cannibalistic drive, or a 
  failed save during a combat) adds a cumulative 5% 
  chance for the affected creature to become a full-fledged 
  cannibal.  
  • 
  Remove curse, restore, death and resurrection and the 
  like will remove any cannibalistic tendencies in an 
  affected creature. 
   
   
  Random Diseases 
  1d6 
  Disease 
  Effect 
  1 
  Parasite Worm 
  Unnoticed for a month.  
  Affects:  
  1. Bowels 
  2. Skin 
  3. Heart 
  4. Brain 
  Result:  
  1. -1 Constitution 
  2. -2 Constitution 
  3. -1 Dexterity 
  4. -2 Dexterity 
  Resists: Cure Disease Spell (-3 to save) 
  2 
  Green Fever 
  Affects: Skin: turned green; Constitution -2 permanent 
  Cure: Simultaneous Cure Disease and Neutralize Poison (at 8th caster level or 
  greater) 
  3 
  Fungus 
  Spores 
  Attach to:  
  1. Lungs (-2 to Constitution),  
  2. Skin (-3 to Charisma),  
  3. Eyes (-2 to Dexterity),  
  4. Possessions (all items must make save when used) 
  Cure: Simultaneous Cure Disease and Dispel Magic (at 8th caster level or greater) 
  4 
  Blood Sickness 
  (Askar’s 
  Disease) 
  When injured (lose hp), bleeding does not stop: lose 1 hp per round until save vs. 
  spells is made. 
  Cure: Cure Disease or Neutralize Poison 
  5 
  Weakness 
  (Pit Fighter’s 
  Bane) 
  Affects muscles: 
  1. -1 to Strength,  
  2. -2 to Strength,  
  3. -3 to Constitution,  
  4. -1 to Strength and Constitution 
  Cure: time (make save vs. paralysis attempt every day: four consecutive saves 
  means the disease has run its course) 
  6 
  Burning Mind 
  Affects Mind – high fever 
  1. Mute 
  2. Blind 
  3. Deaf 
  4. Blind and Deaf 
  5. Mute and Blind 
  6. Blind, Mute and Deaf 
  Cure: Simultaneous Remove Curse, Cure Disease and Neutralize Poison 
  
  The Chantry of the Deepflame 
   
  195 
   
   
  Appendix New Spells 
   
  Blinding Light/Blinding Darkness 
  Spell Level: 4       
  Range: 120 feet    
  Duration: see below      
   
  Explanation/Description: Blinding Light is similar to a light or 
  continual light spell, but it is much brighter. Blinding Light is 
  bright enough to blind unprepared creatures (for the duration 
  of the spell x1d4), cause a vampire to shrink back as if turned, 
  cause other powerful undead beings and demons and the like 
  to lose initiative each round the light is shining. Its sphere is 
  limited to 40’ in diameter. It lasts for 7 turns at 1st experience 
  level, 8 at 2nd, 9 at 3rd, etc. or until the caster speaks a word 
  to extinguish the Blinding Light. 
   
  The reverse of the spell, Blinding Darkness, functions simply 
  as a full-strength Darkness spell (that is, full duration, full area 
  of effect). The other difference with Blinding Darkness is that 
  a gem of seeing or true seeing spell or similar magic cannot 
  penetrate the Blinding Darkness.  
   
  Death’s Kiss 
  Spell Level: 7 
  Range: Touch 
  Duration: Permanent 
   
  A victim of Death’s Kiss is magically cursed to instill a 
  wasting disease in every living thing the victim touches. 
  Touched victims may save (vs. magic) to resist the disease.  
   
  Plants and animals cursed by this touch begin to wither and 
  will die within 1d8 days. 
   
  Humans, demi-humans and other medium and large creatures 
  permanently lose 1 hit point per day until they succumb to the 
  wasting disease. 
   
  The wasting disease can be halted with a successful cure 
  disease spell cast (though lost hit points are not restored). 
   
  The Death’s Kiss Curse can be removed from a victim with the 
  simultaneous casting of Remove Curse and Cure Disease, both 
  by a caster of at least 12th level.  
   
  Gloom  
  Spell Level: 2            
  Range: 10 feet/level       
  Duration: 2 turns + 2 rounds /level       
   
  Gloom is similar to darkness, but half as powerful (though 
  twice the duration and area of effect). Normal sight, normal 
  and magical lighting, infravision, darkvision, ultravision and 
  the like function at half strength in Gloom. A light spell does 
  not negate a Gloom spell but functions at half strength. The 
  material component for this spell is a pinch of coal dust. Gloom 
  persists in a sphere of 40’. 
   
  Heaven’s Fire 
  Spell Level: 6 
  Range: 120 feet 
  Duration: Instantaneous 
   
  Heaven’s Fire is a spell of Divine Magic, used by 
  Lightbringers to call fire down from heaven. A column of fire, 
  30’ in diameter, shoots down from the sky to a spot within 120’ 
  of the caster. The fire does 6d6 hit points of damage 
  (diminishing dice) to all within the area of effect.  
   
  Note that the area of effect is a 30’ diameter column from the 
  ground to heaven... 
   
  Time Halt 
  Spell Level: 8 
  Range: Touch 
  Duration: Permanent 
   
  Any being affected by a Time Halt is frozen in time. An 
  affected being is unable to move, but also unaffected by the 
  passing of time with one exception: full awareness of the 
  passing of time around the victim. With each decade that 
  passes, the victim has a cumulative 10% chance of going 
  insane, being overwhelmed by his or her helplessness. 
   
  Because this is a powerful spell, Time Halt can only be 
  dispelled by 8th level or higher magic such as a Wish or similar 
  magic. 
   
   
   
   
  
  The Chantry of the Deepflame 
  196 
   
   
   
  Appendix Factions of the chantry 
   
  Both the bugbears and the sub-chiefs are unhappy with their 
  new Godking and would like to stage a revolt, but the memory 
  of 400 of their kin slaughtered singlehandedly in a few short 
  hours is still strong.  However, if a band of adventurers took 
  care of their problem, they would be very grateful…until they 
  turned on their liberators (hopefully weakened enough from 
  the battle with the barguist that they could be easily 
  dispatched).   
   
  If somehow the party manages an alliance with some of the 
  factions within the lair, the humanoids will hang back as 
  inconspicuously as they can.  The shaman has greatly bettered 
  his standing in the tribe by manipulating the Godking and will 
  not take kindly to any uprising.  Most of the goblins in the lair 
  are terrified of their new Godking (especially after his 
  metamorphosis after eating the mage) and would have to be 
  convinced and coerced into joining a revolt, though they will 
  zealously defend their Godking if the shaman leads a 
  counterattack against an uprising. 
   
  The atmosphere in the goblin lair is tense and the presence of 
  the PCs can tip the scales in any number of ways.  Parties who 
  choose to bully their way through the goblin lair could find the 
  entire population bearing down on them, but parties (even low-
  level parties) who choose stealth and subversion could stir up 
  a revolt that seriously diminishes the goblin population. 
   
  Even divided against one another, the Godking and the various 
  other occupants still pose a significant threat. 
   
  As you can see below, the faction situation is complicated, and 
  every faction has allies and rivals. Rolled loyalties may be 
  divided - that is, those loyal to the shaman, for example, may 
  also be loyal to the Godking, or to a rival sub-chief, at GM 
  discretion or as play dictates. Goblins may change loyalties 
  due to circumstances (morale rolls can be used to great benefit 
  here) or may remain steadfast in their loyalties.  
   
   
  Some Notable Factions 
   
   
   
   
   
  The Godking  
  (not deluded): 
  Primary Ally: all sub-chiefs and shaman. 
  Commands all goblins, bugbears. 
  Rival Factions: Shadow Creepers, Bugbears.  
  Neutral Factions: Visitors. 
  The Godking  
  (deluded): 
  Primary Ally: Shaman. Commands up to 75% of 
  goblins (roll % for groups - 01-75, Godking 
  faction, 76-00, rebel faction).  
  Rival Factions: Sub-chiefs, Bugbears, Visitors, 
  Shadow creepers.  
  Neutral Factions: None. 
  The Shaman:  
   
  Primary Ally: The Godking. The Shaman can 
  command up to 15% of goblins (roll % for groups - 
  01-15 and group is loyal to shaman).  
  Rival Factions: All Sub-chiefs, Shadow creepers. 
  Neutral Factions: Visitors, Bugbears. 
  Gurin the 
  Sub-chief:  
   
  Primary Ally: all sub-chiefs, Goblins of the 
  Ruined Tower, Bugbears.  
  Rival Factions: shaman, deluded Godking, 
  Shadow creepers.  
  Neutral Factions: Visitors. 
  Galorax the 
  Sub-chief: 
   
  Primary Ally: all sub-chiefs, Goblins of the 
  Ruined Tower, Bugbears.  
  Rival Factions: shaman, deluded Godking, 
  Shadow creepers.  
  Neutral Factions: Visitors. 
  Tiresh the 
  Sub-chief: 
   
  Primary Ally: all sub-chiefs, Goblins of the 
  Ruined Tower, Bugbears.  
  Rival Factions: shaman, deluded Godking, 
  Shadow creepers.  
  Neutral Factions: Visitors. 
  Bugbears:  
   
  Primary Ally: Sub-chief Gurin.  
  Rival Factions: Sub-chiefs, Shaman, Shadow 
  creepers.  
  Neutral Factions: The Godking, Visitors. 
  Slaves:  
   
  Primary Ally; none 
  Rival Factions: The Godking, all sub-chiefs, the 
  shaman, bugbears, shadow creepers.  
  Neutral Factions: Visitors 
  
  The Chantry of the Deepflame 
   
  197 
   
   
  Appendix NPCS of the Chantry 
   
  Aiden Aftan, Duke (page 9) 
  • 
  Appearance: Standing 5' 8" tall, and leggy with pale skin,  
  this man has an impressive feel about him. He has 
  friendly brown eyes and his short, greasy, light 
  brown hair is layered. 
  • 
  Personality: Arrogant, Entitled, Horable, Brave 
  • 
  Background: The fourth son of one of the Petty Kings of  
  the Highlands, Aiden Aftan usually roams the 
  Highlands with a number of other disaffected young 
  nobles, spoiling for adventure. 
  • 
  Faction: High King 
  • 
  Notes: Aiden is fiercely loyal to the High King and to the  
  other Petty Kings of the Highlands, taking great 
  pride in his heritage. 
   
  Askara Dengotias, the Yellow Mage (page 23) 
  • 
  Appearance: Standing 5' 0" tall, and solidly-built with  
  fair skin, this woman has deep-set dark brown eyes 
  and her shoulder length, wavy, black hair is slick. 
  She usually wears ripped, elaborate clothes that are 
  modest. 
  • 
  Personality: Suspicious, Scheming, Kind-hearted 
  • 
  Background: A former apprentice of the Mage of the  
  Striped Sun, Askara struck out on her own a decade 
  ago, seeking power. She met Ballan two years ago 
  and, eventually, fell in love with him. Though she 
  will defend Ballan to the death, her heart truly 
  belongs to her quest for power. 
  • 
  Faction: Ballan, the Godking and the Shaman (hired),  
  magical and temporal power. 
  • 
  Notes: Askara always believes her actions are justified, 
  righteous even, no matter the outcome. She craves more 
  and more power. She has a weakness for those who are 
  overlooked or forgotten. 
   
  Assan, the Brother of Massan the Halfbreed (page 172) 
  • 
  Appearance: Typical of all Shadow Creepers, the only  
  thing that distinguishes Assan is a blue silk sash he 
  wears atop his grimy black leather clothes. 
  • 
  Personality: Brilliant, Cowardly, Tremendous Strategist 
  • 
  Background: Born in the Deeps, Assan is the half-brother  
  of Massan, the Halfbreed. 
  • 
  Faction: Uniting the Peoples of the Dark 
  • 
  Notes: Assan has learned a few words of the local  
  common language 
   
   
   
   
   
   
   
   
   
   
  Balagan the Hill Giant (page 21) 
  • 
  Appearance: Standing 12’ tall, Balagan wears wolf pelts  
  and a huge tattered brown robe. He squints when he 
  talks. 
  • 
  Personality: Unimaginitive, Lazy, Easily Confused 
  • 
  Background: Banished from his clan for thievery,  
  Balagan got captured by a bandit group and served 
  as a slave for a decade before killing the bandit 
  leader and escaping.  
  • 
  Faction: Godking and Shaman (hired), Soloshan the  
  Formorian Giant (page 22) 
  • 
  Notes: Balagan is greedy and chafes at servitude. 
   
  Ballan the Bandit Prince (page 23) 
  • 
  Appearance: Standing 5' 9" tall, and fat with dark skin,  
  he has beady dark blue eyes and his shoulder length, 
  greasy, brown hair is wild. He usually wears 
  perfectly pressed, casual clothes that are loose and 
  flowing. 
  • 
  Personality: Argumentative, Articulate, Uses hands to  
  emphasis speech. 
  • 
  Background: Ballan once led a formidable bandit gang  
  but rose too high too quickly and the Bandit King 
  attacked Ballan and his men, scattering the 
  company. Ballan continues in the Highlands as a 
  sword for hire. Two years ago, he met, and fell in 
  love with, Askara Dengotias the Yellow Mage. 
  • 
  Faction: Askara (to the death), the Godking and the  
  Shaman (hired) 
  • 
  Notes: Ballan’s sense of honor and loyalty (to all but  
  Askara) is defined by the amount of money he is 
  offered. 
   
  Basher the Ogre (page 64) 
  • 
  Appearance: Fat but very strong, Basher wears the tattered  
  remains of a velvet cape and little else. He has a 
  wicked scar across his face. 
  • 
  Personality: Lazy, Uncooperative, Angrty 
  • 
  Background: Captured by Subchief Tirang some years  
  ago, Basher was a formidable weapon for the armies 
  of the Chantry in years past, but has become 
  complacent and lazy, answering only to threats made 
  by Tirang. 
  • 
  Faction: Tirang the Subchief, Subchiefs (at Tirang’s  
  insistence), Godking (tenuous). 
  • 
  Notes: Basher’s favorite meal is roasted human liver. 
   
   
   
  
  The Chantry of the Deepflame 
  198 
   
   
   
  Beast of the Deep (page 49) 
  • 
  Appearance: A sad and lonely but malevolent creature, the  
  Beast stands 9’ tall, with long curving horns on the 
  sides of his head and black, wicked claws on his 
  fingers and toes. He wears a simple loincloth over his 
  scaly body.  
  • 
  Personality: Desperate to Escape, Clever, Evil 
  • 
  Background: A demon from the Outer Darkness… 
  • 
  Faction: None 
  • 
  Notes: As desperate as The Beast is to escape, he is  
  forbidden from revealing his Truename or what 
  means he has of escaping by the strong magics 
  binding him here.  
   
  Beodan the Artificer (page 9) 
  • 
  Appearance: One eye (diamond studded eyepatch), one  
  leg (an elaborate peg-leg), long stringy grey hair, 
  bright colored striped clothes, well out of fashion. 
  • 
  Personality: Moody, Compulsive, Madcap 
  • 
  Background: A washout as a wizard’s apprentice decades  
  ago, Beodan turned toward the only other skill he 
  had: tinker. He is as innovative and ingenous as an 
  Artificer as he was inept and unimaginative a 
  wizard’s apprentice.  
  • 
  Faction: Self, Knowledge 
  • 
  Notes: Beodan is always looking for some device or arti 
  fact or mechanism and will pay handsomely for such 
  items or information about such items.  
   
  The Broker: Ratpiper (page 18) 
  • 
  Appearance: Standing 5' 10" tall, and muscle-bound with  
  olive skin, this man has an unlikable feel about him. 
  He has deep hazel eyes and his elbow-length, 
  straight, brown hair features a central parting. He 
  usually wears old fashioned foppish clothes that are 
  poorly-fitting. 
  • 
  Personality: Suspicious, Paranoid. Always speaks in  
  Poetry. 
  • 
  Background: One of the ancient fey beings, little is  
  known about any of the Ratpipers, let alone one who 
  secrets himself away in the hidden approach to a 
  Dwarf shrine. 
  • 
  Faction: Unknown 
  • 
  Notes: Hates Goblin-kin, greedy and selfish 
   
  Bruthan the Outcast (page 57) 
  • 
  Appearance: Gaunt and scraggly, even for a Bugbear,  
  Bruthan’s body bears weeping sores and hideous 
  scars from the many diseases he carries.  
  • 
  Personality: Fiercely Loyal, Hesitant 
  • 
  Background: Grew up in the Chantry, befriended by  
  Rushath the Hunt Leader when he was younger (a 
  mere Goblin). 
  • 
  Faction: Rushath the Hunt Leader 
  • 
  Notes: Will fight to the death to defend Bugbears. All  
  others are beneath him. 
   
   
  Dancing Gersh (page 62) 
  • 
  Appearance: A little short, as Goblins go, and a little  
  spindly, Gersh wears a blue hooded cloak 
  • 
  Personality: Optimistic, Gullible 
  • 
  Background: Gersh wandered away from the Goblin  
  House near Jacob’s Well and came to be employed by 
  the Godking. He takes orders well and always does 
  his best to do exactly as he is told.  
  • 
  Faction: Gersh (mostly), Godking (tenuous), Subchiefs  
  • 
  Notes: Gersh believes his hooded cloak renders him  
  invisible. The other Denizens of the Chantry 
  generally “play along” to mock him.  
   
   
  Direarn Scorned Brethren Elder (page 92) 
  • 
  Appearance: Bent and grey, but for his long white hair he  
  is virtually indistinguishable from his tiny brothers – 
  except in how all the other Scorned Brethren defer to 
  him. 
  • 
  Personality: Wise, Commanding, Evil 
  • 
  Background: Born in the tunnels of the fallen Chantry,  
  Diearn is the eldest of the Scorned Brethren. 
  • 
  Faction: Scorned Brethren 
  • 
  Notes: Diearn is only concerned with the long-term  
  survivability of the Brethren, sacrificing some of his 
  kin to serve his greater good. 
   
  Ealia the King’s Watch Guardian (page 83) 
  • 
  Appearance: Always covered in voluminous black robes,  
  he has a sword and dagger tucked away, but can draw 
  them in an instant. 
  • 
  Personality: Pensive, a Peacemaker, Fair-Minded but  
  Firm 
  • 
  Background: Generations ago Ealia sought to broker a  
  peace between the Goblins and the Creepers of the 
  Deep, despising the constant warfare between the 
  rival peoples. He failed and could not return to his 
  people disgraced. 
  • 
  Faction: Creepers and Goblins 
  • 
  Notes: Ealia has, for nearly a century now, sat on his  
  “throne” and plotted how to bring about peace 
  between the peoples of the Chantry, but his plans are 
  for naught.  
   
   
   
  
  The Chantry of the Deepflame 
   
  199 
   
   
  The Elder Divine (page 31) 
  • 
  Appearance: Ancient even for a Dwarf 
  wears his ground length beard and hair in intricate 
  braids bound with gold and silver rings. He wears 
  full platemail (+2) edged with gold and bearing a 
  gold stylized sun on the breastplate and he wields a 
  gleaming gilt edged mace +2. 
  • 
  Personality: Stoic, Cautious, Righteous 
  • 
  Background: The grandson of the brother of the former  
  High Priest of the Chantry, The Elder Divine has 
  spent his entire life seeking to restore the Shrine to 
  its former glory. 
  • 
  Faction: Dwarfs, Anti-Godking 
  • 
  Notes: The Elder Divine will sacrifice everything to  
  restore the Chantry. He will not easily trust 
  outsiders. 
   
  Ensharal, The Ratmaster (page 87) 
  • 
  Appearance:  A small, timid looking man, the Ratmaster  
  wears a patchwork cloak of rat fur and has tiny rat 
  skulls dangling from his belt. 
  • 
  Personality: Naturally Suspicious, Nervous, Devious 
  • 
  Background: A longtime advisor to previous Godkings,  
  the Ratmaster has hidden himself away from the 
  current Lord of the Chantry. 
  • 
  Faction: Anti-Godking 
  • 
  Notes: Not trusting or particularly trustworthy, if Ensharal  
  makes a vow he does his best to keep it (though he is 
  loath to make a vow to begin with…) 
   
  Fosse Grim (page 67) 
  • 
  Appearance: A Fosse Grim is a water spirit that takes on 
  the form of a white-robed old man who sings 
  (sometimes plays a harp or a fiddle) and offers 
  blessings to the worthy.  
  • 
  Personality: Ancient and Proud, Righteous, Serious 
  • 
  Background: One of the many ancient beings that predate  
  even the Elves and Dwarves of the Midlands.  
  • 
  Faction: None 
  • 
  Notes: A powerful ally but easily offended.  
   
  Galorax the Sub Chief (page 57) 
  • 
  Appearance: Short, stocky, wears patchwork armor  
  (leather, chain and a few bits of plate). 
  • 
  Personality: Decisive, Has Wild Mood Swings,  
  Gluttonous 
  • 
  Background: Born and raised in the Chantry. 
  • 
  Faction: Godking, Subchiefs 
  • 
  Notes: Galorax likes the direction the new Godking is  
  taking the Chantry though he will always throw in 
  with his fellow Sub Chiefs if a rebellion arises. 
   
  Garaban (page 23) 
  • 
  Appearance: Hobgoblin in chain  
  • 
  Personality: Cautious, Loyal 
  • 
  Background: Born and raised in the Chantry  
  • 
  Faction: Godking 
  Notes: Will never betray the Chantry 
  Garash the Cleaver - Goblin Cook (page 65) 
  • 
  Appearance: Short, fat and ugly, even for a Goblin,  
  Garash wears a tattered and stained apron and wields 
  a meat cleaver. 
  • 
  Personality: Self-important, Angry, Pushy 
  • 
  Background: The sixth-generation chief cook of the  
  Goblins, Garash knows nothing of cooking and cares 
  even less. But he does like bossing others around… 
  • 
  Faction: Godking (nominal), Subchiefs (nominal), hates  
  the Shaman, would eat a slave if given the 
  opportunity. 
  • 
  Notes: Garash would ally himself with the Visitors or  
  Invaders or virtually anyone else if it would increase 
  his status (in his own estimation). Good friends with 
  Santarial-Dualli , the Slave Master (page 76). 
   
  Gawrush Dun (page 25) 
  • 
  Appearance: Ghostly Dwarf in priestly robes 
  • 
  Personality: Distracted, Easily Angered 
  • 
  Background: Murdered by a rival, Gawrush-Dun  
  continues seeking his revenge into the afterlife.  
  • 
  Faction: None 
  • 
  Notes: Endlessly repeating the Ritual of the Firehands 
   
  General Kuce: Commander of the East Approach; Lord 
  of the Shattered Keep (page 31) 
  • 
  Appearance: Powerfully built and confident looking, long  
  black hair tied back with a silver clasp, booming 
  voice 
  • 
  Personality: Slightly deranged but very charismatic, the  
  Goblins of the Shattered Keep follow General Kuce 
  unquestionably. 
  • 
  Background: Born the song of a dungslopper, Kuce rose  
  up through the ranks of the Goblin army to become 
  one of the most trusted commanders of the Godking.  
  With the new Godking in the Chantry, Kuce has 
  become something of a lone wolf, a king in his own 
  right. 
  • 
  Faction: Kuce 
  • 
  Notes: General Kuce is prone to long soliloquies about the  
  nature of life and death 
   
  Gerazath the High Priest (page 142) 
  • 
  Appearance: Dressed in tattered and time-destroyed high  
  regalia of his (former) office, Gerazath’s flesh has 
  long ago dried to leather, clinging to his bones in 
  patches. 
  • 
  Personality: Insane, Vengeful, Hateful, Selfish, Wildly  
  Unpredictable 
  • 
  Background: A powerful and proud Dwarf from a long  
  line of High Priests, Gerazath became consumed with 
  protecting the legacy of the Chantry in the final 
  doomed days of the Plague. 
  • 
  Faction: None 
  • 
  Notes: Powerful but unpredictable. Always believes he is  
  acting righteously. 
   
   
  
  The Chantry of the Deepflame 
  200 
   
   
   
   
  The Godking of the Chantry (pages74-75) 
  • 
  Appearance: The Godking, a barquist, wears two swords,  
  a dagger, and chain armor, all for effect, he uses none 
  of it in combat relying on his instinct and natural 
  weapons. 
  • 
  Personality: Overbearing, Arrogant, Powerful, but…  
  because of the ring of suggestion, is easily swayed by 
  those with influence (like the Shaman). 
  • 
  Background: Summoned by a wizard from the Outer  
  Darkness, the Godking killed and ate the wizard and 
  set off to gain more power before returning to the 
  Darkness. 
  • 
  Faction: Self 
  • 
  Notes: The Shaman’s influence is obvious to everyone,  
  but only the Shaman knows the true secret. 
   
  Gramil Filian, Wererat Advisor to the Elder Scorned 
  Brethren (page 92) 
  • 
  Appearance: Fat, dressed in rags with oily black hair and  
  narrow, slits for eyes.  
  • 
  Personality: Self-Serving, Cowardly, Fast-Talking 
  • 
  Background: Gramil wandered into the Chantry about 50  
  years ago and was captured briefly by the Goblins. 
  The Brethren attacked the slave gang that Gramil was 
  serving in and killed the Goblin masters and most of 
  the slaves. Gramil talked his way into service with the 
  Elder of the Tunnels. 
  • 
  Faction: Self, Scorned Brethren (tenuous) 
  • 
  Notes: Gramil would sell his best friend for a copper piece  
  if he thought he could get away with it. Even though 
  the Brethren saved him from a (short) life as a Goblin 
  slave, he feels no sense of allegiance to them. 
   
  Grimmoth - Bugbear (page 20) 
  • 
  Appearance: Standing 5’ 7, covered in scars and greasy,  
  scraggly black hair. He wears rags. Has a wild look 
  about him. 
  • 
  Personality: Clever, Violent, Lives to be free 
  • 
  Background: Grimmoth has always chafed under the rule  
  of a Godking, but the new Godking has him longing 
  to lead his people to freedom. 
  • 
  Faction: Self, slaves, any anti-Godking faction 
  • 
  Notes: Grimmoth has tried unsuccessfuly to fomet  
  rebellion in the past. He could be successful now. 
  He needs powerful allies. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gurin the Subchief (page 43) 
  • 
  Appearance: A little short for a Subchief. Wears a blue felt  
  forester’s hat with a feather in it.  
  • 
  Personality: Aloof, Rigid, Commanding 
  • 
  Background: Supposedly a refugee from the King Under  
  the Water, Gurin is, in fact, a spy. His allegiance is 
  with his true master, though he will reasonably 
  defend the Chantry. 
  • 
  Faction: King Under the Water, Godking (tenuous), 
  Subchiefs 
  • 
  Notes: Gurin distrusts the Shaman, certain that the  
  diabolical Goblin half-breed is exerting some kind of 
  magical influence on the Godkinhg. 
   
  Marassia: Glitterwing Queen (page 26) 
  Appearance: Small, insect-like woman with gossamer 
  clothing and shimmering wings. Wears a seven-pointed, 
  ruby tipped crown on her head. 
  Personality: Timid, Uncertain. 
  Background: The Seven Rubies Clan  
   
  Faction: Glitterwings, Fey 
  Notes: Marassia’s clan had a tacit agreement with the 
  previous Godkings of the Chantry but the current one is far 
  too aggressive for her comfort 
   
  Massan the Halbreed - Half Shadow Creeper/Half Goblin  
  (page 174) 
  • 
  Appearance: Massan wears a wild conglomeration of iron  
  and steel wires, bits of armor, etc. He wears a long, 
  flowery cloak, has a long white beard and wild eyes. 
  • 
  Personality: Massan is a powerful presence, though he is  
  a bit… off. He often repeats himself. He has mastered 
  Goblin, Shadow Creeper (whatever that is) and a 
  limited form of the local human dialect. 
  • 
  Background: No one knows (not even Massan) where or  
  when Massan appeared, he simply has always been 
  here. 
  • 
  Faction: Unity among the Creepers and the Goblins 
  • 
  Notes: Massan is confident in the presence of the Spirit of  
  Darkness (he knows the iron will protect him), but he 
  is less certain around other beings – unless in the 
  presence of his brother Assan. 
   
  Oorgus: Deepgate Watch Commander (page 28) 
  • 
  Appearance: Tall for a Hobgoblin, extremely fit and  
  strong, intelligent look in his eyes. 
  • 
  Personality: Calculating, Patient, Arrogant 
  • 
  Background: Born in the Chantry, defended the Godking  
  during a Shadow Creeper incursion 
  • 
  Faction: Godking 
  • 
  Notes: Oorgus is fiercely loyal to the Godking. 
   
   
   
  
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  Rogar, The Captain of the Host (page 27) 
  • 
  Appearance: Typical of Formorian Giants, Rogar’s  
  distinguishing feature is his pear-shaped head and his 
  massively muscled arms. And the iron collar around 
  his neck bolted to a chain bolted to the wall. 
  • 
  Personality: Bitter, Selfish, Brooding 
  • 
  Background: Once a favorite of the Godkings, Rogar  
  offended the previous Godking and his punishment 
  was to be chained in the nearly forgotten watch called 
  the Stone Giant. 
  • 
  Faction: None 
  • 
  Notes: Rogar has been tormented by many of the Goblins  
  under his (nominal) command so if he is ever freed 
  from his chain, his first action will be to kill and eat 
  as many of the Goblins of the Giant as he can. 
   
  Rushath the Hunt Leader (page 56) 
  • 
  Appearance: Tall and strong, Rushath looks like a cross  
  between a Hobgoblin and a Troll, having the worst 
  features of both those stages of Goblin-kin growth. 
  • 
  Personality: Confident to the point of Arrogance, Soft- 
  hearted toward unfortunate Bugbears 
  • 
  Background: Born and raised in the Chantry.  
  • 
  Faction: Godking (tenuous), Shaman (tenuous),  
  Subchiefs, Bruthan the Outcast. 
  • 
  Notes: Befriended Bruthan the Outcast in order to use him  
  for his own purposes. 
   
  Santarial-Dualli - Slave Master (page 76) 
  • 
  Appearance: One-Eyed Gnole, dresses in meticulously  
  kept leather armor, bears a whip, a dagger and a 
  spiked club. 
  • 
  Personality: Disciplined, Commanding, Cowardly 
  • 
  Background: Separated from a Gnole hunting party and  
  beset by Goblins, the Slave Master was taken captive 
  and made a slave by a Godking. He proved his worth 
  time and again and has risen to some prominence. 
  • 
  Faction: Godking, Subchiefs 
  • 
  Notes: Sees the Shaman as a rival. Good friends with  
  Garash the Cleaver, the Goblin Cook (page 62). 
  Sometimes supplies Garash with slaves for dinner… 
   
  Shadow Creeper Spy (page 70) 
  • 
  Appearance: Unremarkable for his kind, this mute 2’ tall  
  creature hides in the shadows of voluminous robes.  
  • 
  Personality: Friendly toward non-Goblin-kin in an alien  
  way, Stubborn, Clever 
  • 
  Background: Sent to spy on the Goblins by the Lord and  
  Bara’zau the Shadow Fiend. Fears his master more 
  than death. 
  • 
  Faction: Shadow Creepers 
  • 
  Notes: Knows the Goblin warrens and the Rift and Deeps  
  better than any other creature in the Chantry. Is 
  trusted by Bara’zau. 
   
   
   
   
  The Shaman (page 77-78) 
  Appearance: Reddish skin and distinctly human features, 
  the Shaman is a disturbing mating of a Goblin and a minor 
  demon.  
  Personality: Devious, Selfish, Strategic 
  Background: The seventieth illegitimate son of minor 
  demon, The Shaman (he hides his Truename) wandered the 
  Mortal Realm for decades before coming into the employ 
  of a previous Godking. He has found his place here at the 
  Chantry very comfortable. 
  Faction: Shaman, Godking, Chantry 
  Notes: More than he even fears the Godking, the Shaman 
  fears a mortal will discover his Truename. 
   
  Shangart: South Tower Commander (page 29) 
  • 
  Appearance: Ancient, bald, spindly but very strong 
  • 
  Personality: Protective of those who are close, holds  
  grudges for a long time 
  • 
  Background: Born in the Chantry 
  • 
  Faction: Anti-Godking 
  • 
  Notes: Bitter that he was not made Deepgate Watch  
  Commander, Shangart continues to plot the death of 
  his rival, if only he could gain some allies… 
   
  The Silent Mistress (page 44) 
  • 
  Appearance: A darkly beautiful woman of indeterminate  
  age who spends eternity seated on a throne formed 
  of bones in the shape of a spider web. She wears a 
  gold and diamond necklace and a red silk robe. 
  • 
  Personality: Melancholy, Sharp-tongued, Haughty,  
  Brilliant.  
  • 
  Background: The Silent Mistress has no history outside  
  of her chamber in the Silent Tower. 
  • 
  Faction: None, perhaps the Saints? Gods? Fey? 
  • 
  Notes: The Silent Mistress has her own secret goals and  
  agendas… 
   
  Soloshan (page 22) 
  • 
  Appearance: Soloshan has a severely deformed face and  
  torso but is very muscular.  He has long grey stringy 
  hair and wears fingers of enemies in a long necklace. 
  • 
  Personality: Brooding, Melencholy, Bitter 
  • 
  Background: A wanderer who once served the King  
  Under the Water, the giant was befriended by the 
  former Godking. 
  • 
  Faction: Anti-Godkng factions, Balagan the Hill Giant  
  (page 21) 
  • 
  Notes: Soloshan generally thinks through things  
  carefully but is prone to violent outbursts. 
   
   
   
  
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  202 
   
   
   
  The Stone Mistress 
  • 
  Appearance: Scaled, serpentine body, snakes for hair, A  
  Stone Mistress is related to Medusae and Gorgons. 
  • 
  Personality: Reclusive, Pacifistic, Fearful 
  • 
  Background: The Stone Mistress wandered into the ruins  
  some 120 years ago and just wants to be left alone. 
  • 
  Faction: None 
  • 
  Notes: She will try with all her abilities to find a non- 
  violent solution to a problem, but she is adamant that 
  she will not leave her home nor will she brook the 
  presence of intruders. 
   
  Tirang Subchief (page 63) 
  • 
  Appearance: A fairly unremarkable Hobgoblin except for  
  the Scale Mail armor and the curved sword and dark 
  mace he wields. 
  • 
  Personality: Ambitious, Proud, Loyal 
  • 
  Background: Tirang has slowly and methodically risen  
  through the ranks of the army of the Chantry. 
  • 
  Faction: Godking, Anti-Shaman 
  • 
  Notes: While Tirang is wholly devoted to the Godking, if  
  he can be convinced that the Shaman is exerting 
  undue influence on his master, he will join a revolt. 
   
  Truth Seeker - Scorned Brethren (page 93) 
  • 
  Appearance: Grizzled and scarred, the Truth Seeker is the  
  second oldest of the Scorned Brethren.  He wears his 
  years heavily. 
  • 
  Personality: Everything the Truth Seeker says will be true,  
  though not always the “whole truth.” 
  • 
  Background: Born and raised in the Chantry 
  • 
  Faction: Scorned Brethren 
  • 
  Notes: When the Truth Seeker asks a question, the being  
  to whom the question is asked must save vs. spells or 
  answer completely honestly.  
   
  The Tollmaster (page 80) 
  • 
  Appearance: Even more wretched looking than most of  
  his kind (Rutterkin), the Tollmaster wears nothing but 
  a loincloth.  His deformed body is covered in scars. 
  He wears a three bladed sword at his hip and a series 
  of pouches which contain strange objects. 
  • 
  Personality: Bully, Sociopathic, Slow Talker 
  • 
  Background: The Tollmaster fled servitude to a greater  
  demon and has been hiding in the dark recesses of the 
  Chantry for centuries.  
  • 
  Faction: None 
  • 
  Notes: The greater demon who still seeks The Tollmaster  
  is the Demon Prince Sh’Lantaardal whose amulet is 
  lost somewhere in the Honored Guest area… 
   
  Wolfmaster Ashran (page 42) 
  • 
  Appearance: A Bugbear runt always dressed in urine  
  stained leather armor.  He has a wild look in his eyes. 
  • 
  Personality: Left to tend the War Wolves, Ashram has  
  little other company, so he acts more like a wolf than 
  a Bugbear. 
  • 
  Background: Born in the Chantry 
  • 
  Faction: Shaman, Godking 
  • 
  Notes: Ashran is lonely. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix Goblin-kin 
  Goblin-kin are the most ubiquitous of the wicked faerie creatures in all of the Highlands. They are usually viewed as little more 
  than pests, though when they are united under a powerful leader, Goblin Hordes can be overwhelming. (Inspired by a post on 
  Last Gasp) 
   
  Goblin Kin: Goblins 
  Goblins on Daen-Ral are Fae creatures, the sterile offspring of 
  demon lords and faerie creatures. They are squat, monstrous 
  creatures, long nosed and sharp toothed. Their bloated 3’-4’ 
  tall bodies have patches of coarse black hair. Their skin colors 
  typically vary from green to grey to black, though nearly any 
  color or shade is possible, from deep purple through dark red. 
   
  Goblins are chaotic, warrior creatures.  
   
  Goblins have a nearly unlimited capacity to regenerate from 
  wounds, though their healing process is somewhat chaotic, 
  regenerating 1d8-1 hp per day. Goblins who receive a single 
  hit point in combat, that single hit point is permanently lost, 
  and the wound festers and it develops a cyst at the site of the 
  wound which the Goblins call “Oshgash’s Tears”.  
   
  The cyst grows for 2d12 days, looking more and more like a 
  tiny, misshapen goblin which drops off and scampers off into 
  the darkness, growing into a goblin whelp (Kobold, see below) 
  within 1d4 more days. Once a Goblin receives a “cyst wound,” 
  it stops growing.  
   
  Most Goblins are “stuck” at 1 or 2 HD (or, if previously 
  injured, technically 1-1 or 2-1). 
   
  Goblins are fierce warriors because they do not fear injury, 
  though the goblins of Daen-Ral do not relish wounding, either, 
  even though wounds mean adding to their numbers.  
   
  As creatures both fey and demonic, Goblins need not eat nor 
  sleep, though many will choose to do both self-indulgently 
  unless some outside force acts to restrain them (fear works 
  wonders against the Goblins’ baser desires).  
   
  Goblins choose to live among their own kind, generally in their 
  own broods (or clans) with their “broodmates.” While Goblins 
  will serve powerful masters, they tend to be difficult to control 
  (being chaotic of nature) and generally lazy unless diligently 
  supervised.  
   
  They are clever, but not overly intelligent, able to work simple 
  machines, make crude armor and weapons, some few can work 
  magic.  
   
  Goblin: HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 
  9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight. 
   
   
   
   
   
  Goblin-Kin: Goblin Whelp (Kobold) 
  When one of Oshagash’s Tears falls from a goblin, the tiny 
  creature matures for 1d4 days into a Whelp. Goblin Whelps 
  don’t look like Goblins until they physically mature (usually 
  1d6+6 months), though their wicked, twisted demon intellect 
  develops immediately upon “dropping” from their host/parent.  
   
  The Whelps are small (about 2’ tall) and weak (1/2 HD, -1 to 
  hit). Kobolds are very aggressive, but if injured they do not 
  regenerate their hit points (any injury sustained is permanent) 
  and the Kobold stops growing.  
   
  Goblin Whelp (Kobold): HD 1/2 (1d4hp); AC 6[13]; Atk 1 
  weapon (1d6); Move 6; Save 18; CL/XP A/15; Special: 
  None. 
   
  Goblin-Kin: Hobgoblins 
  Goblins continue to grow until they receive a cyst-generating 
  wound, at which time they stop growing. If a goblin does not 
  generate “Oshgash’s Tears,” it grows larger (5’-6’ tall) and 
  stronger, becoming a Hobgoblin.  
   
  As the goblin-kin grows larger, the creature completely loses 
  the ability to reproduce and heals at an extremely slow rate 
  (regaining only 1 hp per week). Wounds ooze and fester and 
  never really close.  
   
  Hobgoblins are lazy and selfish, but fierce fighters, especially 
  if backed into a corner.  
   
  Hobgoblins are much larger than goblins, much stronger and 
  faster, (3-4 HD, +1 to hit and damage) but are typically 
  cowards.  
   
  Hobgoblin: HD 2 or 3; AC 5[14]; Atk 1 weapon (1d8)+1/+1; 
  Move 9; Save 17; CL/XP 1/15; Special: None. 
   
   
   
  
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  204 
   
   
   
  Goblin-Kin: Bugbears 
  As Hobgoblins continue to grow, they lose their ability to 
  regenerate completely (all damage is permanent), and most 
  become mentally unstable.  
   
  These are the Bugbears, powerful warriors, but very 
  unpredictable and difficult to control. Bugbears are larger and 
  stronger than Hobgoblins (being 5-6 HD, gaining +2 on 
  damage rolls) and those who do not go insane are often 
  leaders/chieftains of Goblin Hordes.  
   
  Bugbears are clever and regardless of their sanity, incredibly 
  quiet (surprise 50% chance).  
   
  Even the most sane of Bugbears, however, are extremely 
  chaotic and unpredictable. 
   
  Bugbear: HD 5 or 6; AC 5[14]; Atk 1 bite (2d4) or weapon 
  (1d8)+0/+2; Move 9; Save 14; CL/XP 3/120; Special: 
  Surprise opponents, 50% chance. 
   
  Goblin-Kin: Trolls 
  Some Bugbears, usually the most insane, spontaneously begin 
  regenerating wounds unpredictably. Trolls are very large (7-9 
  HD, 7’-10’ tall) and very strong (gaining +1 to hit, +3 to 
  damage), but they are also unstable and cruel.    
   
  Sometimes trolls will remain in goblin hordes, able to be 
  controlled (or at least placated) by their broodmates. Most 
  often, however, the brain damage a troll suffers in its rapid 
  transformation from Bugbear to Troll makes it too volatile and 
  they are forced from the lair.  
   
  Trolls regenerate 1d8 hp per round and only fire and acid 
  damage is truly permanent. Even a scrap of unburned troll will 
  eventually re-form into a (misshapen and more brain damaged) 
  savage beast.  
   
  Troll: HD 7 to 9; AC 4[15]; Atk 2 claws (1d4) at +1/+3, 1 
  bite (1d8); Move 12; Save 11; CL/XP 8/800, 9/900, 10/1000; 
  Special: Regenerate 1d8hp/round. 
   
  Goblin Kin: Fomorian Giants 
  Bugbears that do not spontaneously begin to regenerate 
  continue to grow into these mis-shapen, lumbering hulks.  
   
  Fomorian Giants are very tall (10’-12’ tall) and imposing (9-
  11 HD). They are very strong but slow (gaining a +6 on 
  damage, but a -2 to hit).  
   
  Fomorians are also not very intelligent, following the orders of 
  either a more powerful creature (such as a demon, a wizard or 
  some other powerful creature) or the orders of their (less 
  powerful) bugbear chieftain.  
   
  Fomorian Giants are easily distracted and may even lose 
  interest mid-combat if not compelled by a more powerful 
  force. 
   
  Fomorian Giant: HD 9-11; AC 4[15]; Atk 1 weapon (2d8)-
  2/+6; Move 12; Save 8; CL/XP 9/1100, 10/1200, 
  11/1300,12/1400; Special: Throw boulders. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  205 
   
   
  Appendix Monster Stat Blocks 
   
  Creature 
  Statistics 
  Agrat 
  HD 6; AC 0[19]; Atk Mask of Agrat (dam 0); Save 11; CL/XP 7/600; Special: Mask of Agrat (cause emotion) 
  Angel, 
  Principality 
  HD 10; AC -2 [21]; Atk 2 weapons (3d6); Save 5; Move 18 (Fly 36); AL L; CL/XP 18/3500; Special: Immunities, +1 weapon to hit, magic resistance 
  (60%), magical abilities 
  Ankheg 
  HD 5; AC 2[17] underside 4[15]; Atk 1 bite (3d6); Move 12 (burrow 6); Save 12; CL/XP 6/400XP; Special: Spits acid 5d6 (1/day, save for half) 
  Avenging 
  Spirit 
  HD 8; AC 9[10]; Atk: 1 (2d8); Move 9; Save 8; CL/XP 9/1100; Special: Paralyzation, regeneration, Constitution drain 
  Barquist 
  HD 8+8; AC 0[19]; Atk 2 (4d8/4d8); Move 15; Save 8; CL/XP 12/2000; Special: Polymorph, Immunities, only hit by magic, spell-like abilities 
  Bat 
   
  Bear, Cave 
  HD 7; AC 6[13]; Atk 2 claws (1d6+1), 1 bite (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: Hug. 
  Beetle, Giant  
  HD 3; AC 3[16]; Atk 1 bite (3d6); Move 9; Save 14; CL/XP 4/120; Special: None. 
  Beetle, Giant 
  Slicer 
  HD 6; AC 2 [17]; Atk Bite (3d8); Move 9; Save 11; AL N; CL/XP 8/800; Special: Critical Bite 
  Behir 
  HD 12; AC 4[15]; Atk 1 bite (1d8); Move 15; Save 3; CL/XP 13/2300; Special: Constrict and claw, lightning breath. 
  Birdmen 
  HD 1 to 4; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 17; CL/XP 2/30; Special: Fly. 
  Cave Cricket 
   
  Bugbear, 
  Goblin-kin 
  HD 5-6; AC 5[14]; Atk 1 bite (2d4) or weapon (1d8)+0/+2; Move 9; Save 14; CL/XP 3/120; Special: Surprise opponents, 50% chance. 
  Chitterer 
  HD: 4+2; AC 0[19]; Atk 2 fists (1d12/1d12); Move 9; Save 13; CL/XP 7/600; Special: None. 
  Crawling 
  Horror 
  HD 1hp; AC 9[10]; Atk bite (1hp); Save 18; CL/XP A/5; Special: swarm 
  Demon, Beast 
  of the Deep 
  HD 12; AC -1 [20]; Atk Weapon (2d6+1) or 2 claws (1d8); Move 15; Save 3; AL C; CL/XP 19/4100; Special: Rage, spells, +1 or better weapon to hit, 
  immune to electricity, see invisibility, magic resistance (45%) 
  Demon, Fell 
  Beast 
  HD 25 (115 hp); AC -5 [24]; Atk Gore (2d6), bite (1d8), weapon (2d6+2); Move 18; Save 3; AL C; CL/XP 34/5600; Special: Roar, breath weapon, spells, 
  +1 or better weapon to hit, immune to electricity, poison and charm, magic resistance (75%) 
  Demon, 
  Invoked 
  HD 4; AC 1 [18]; Atk 2 claws (1d4), bite (1d6); Move 12/18 (flying); Save 13; AL C; CL/XP 7/600; Special: Spells, rending claws, +1 or better weapon to 
  hit, immunity to electricity and poison, magic resistance (10%) 
  Dragon, 
  Shadow 
  HD 6; AC -2[21]; Atk Bite (2d8) 2 claws (1d6+1); Move 18/24; Save 11; CL/XP 7/600; Special: Breath weapon, Darkvision, Hide in Shadows, Illusion 
  spells 
  Drake, Stone 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or stone gaze; Move 6 (Fly 24); Save 8; CL/XP 5/240; Special: stone gaze, non-detection, flies. 
  Dwarf,  
  HD 4; AC 5[14]; Atk stone axe or short sword (1d6); Move 9; Save 12; CL/XP 5/240; Special: Spell-like effects, detect invisible 
  Elemental, 
  Dark 
  (Primordial) 
  HD 20; AC 0[19]; Atk 1d4 cold; Move 6; Save 4; Special: Radiant Cold, Envelop attack, Immunities. 
  Elemental, Fire 
  Fire Elemental (8HD): HD 8; AC 2[17]; Atk 2 strike (2d8); Move 12; Save 8; CL/XP 9/1100; Special: Ignite materials. 
  Fire Elemental (12HD): HD 12; AC 2[17]; Atk 2 strike (3d8); Move 12; Save 3; CL/XP 13/2300; Special: Ignite materials. 
  Fire Elemental (16HD): HD 16; AC 2[17]; Atk 2 strike (4d8); Move 12; Save 3; CL/XP 17/3400; Special: Ignite materials. 
  Elemental, 
  Time 
  (Primordial) 
  Primordial Time Elemental: HD 20; AC 0[19]; Atk special; Move 24; Save 3; CL/XP 22/5000; Special: Time attack 
  Elemental, 
  Water 
  Small: HD 8; AC 2[17]; Atk 2 strike (2d8); Move 6 (Swim 18); Save 8; CL/XP 8/800; Special: overturn boats. 
  Medium: HD 12; AC 2[17]; Atk 2 strike (3d8); Move 6 (Swim 18); Save 3; CL/XP 12/2000; Special: overturn boats. 
  Large: HD 16; AC 2[17]; Atk 2 strike (4d8); Move 6 (Swim 18); Save 3; CL/XP 16/3100; Special: overturn boats. 
  Enduring 
  Spirit 
  HD 8; AC 9[10]; Attk Claws (2d8); Move 9; Save 8; CL/XP 8/800; Special: Paralyzation, Spell-like abilities, undead immunities 
  Enraptured 
  Spirit 
  All stats as in life 
  Fosse Grim 
  HD 5; AC 0[19]; Atk by weapon; Move 9; Save 12; CL/XP 5/240; Special: Songs, Blessings 
  Fungus Man 
  HD 5; AC 4 [15]; Atk 2 slams (2d4/2d4); Move 6; Save 12; CL/XP 5/240; Special: Resists electricity, spores, immune to charm 
  Gabbler 
  HD 1;AC 9[10]; Atk 2claws (1d4/1d4); Move 9; Save 8; Special: Fire resistance 
  Gawrush-Dun 
  HD 7; AC7[12]; Atk special; Move 12; Save 9; Special: spell 
  Ghast 
  HD 4; AC 4 [15]; Atk 2 claws (1d3), 1 bite (1d6); Move 15; Save 13; AL C; CL/XP 5/240; Special: Stench, paralyzing touch. 
  Ghost 
  HD 6; AC 0[19]; Atk Deathly cold touch (1d8 + Con drain and aging); Move (fly 12); Save 11; CL/XP 7/600; Special: Con drain, aging, cause fear. 
  Ghoul 
  HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch 
  Giant, Firbolg 
  HD 13; AC 2[17]; Atk giant weapon (1d12+ 4); Move 15; Save 3; CL/XP 13/2300; Special: Magic Resistance, Spell-like abilities 
  Giant, 
  Formorian, 
  Goblin-kin 
  HD 9-11; AC 4[15]; Atk 1 weapon (2d8)-2/+6; Move 12; Save 8; CL/XP 9/1100, 10/1200, 11/1300,12/1400; Special: Throw boulders. 
  Giant, Hill 
  HD 8+2; AC 4[15]; Atk 1 weapon (2d8); Move 12; Save 8; CL/XP 9/1100; Special: Throw boulders. 
  Gibbering 
  Mass 
  HD 5; AC 1[18]; Atk Envelop; Move 3; Save 12; CL/XP 5/240; Special: Envelop 
  
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  206 
   
   
  Glitterwing 
  Glitterwing (drone, nurse): HD 3; AC 3[16]; Atk 2 claws (1d4 each), bite (1d6), breath weapon; Move 12/24; Save 14; CL/XP 5/240; Special: Breath 
  weapon, spell-like abilities 
   
  Glitterwing (Guard): HD 4; AC 3[16]; Atk 2 claws (1d4+1 each), bite (1d8), breath weapon; Move 12/24; Save 13; CL/XP 6/400; Special: Breath weapon, 
  spell-like abilities 
   
  Glitterwing (Royal Attendant): HD 5; AC 3[16]; Atk 2 claws (1d4+2 each), bite (1d8), breath weapon; Move 12/24; Save 12; CL/XP 7/600; Special: 
  Breath weapon, spell-like abilities 
   
  Glitterwing (Queen): HD 6; AC 1[18]; Atk 2 claws (1d6+1 each), bite (1d10+poison), breath weapon; Move 12/24; Save 11; CL/XP 8/800; Special: Breath 
  weapon, poison, spell-like abilities 
  Glory 
  Guardian 
  HD: 6; AC 2[17]; Atk Sword (1d8+3); Move 12; Save 11; CL/XP 6/400; Special: Magic Resistance 
  Gnole 
  HD 2 + 2; AC 1 [18]; Atk sword or spear (1d8+1 or 1d6+1); Move 12; Save 16; AL C; CL/XP 2/30; Special: none 
  Goblin, 
  Goblin-kin 
  HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight. 
  Goblin Whelp 
  (Kobold), 
  Goblin-Kin 
  HD 1/2 (1d4hp); AC 6[13]; Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/15; Special: None. 
  Grey Ooze 
  HD 3; AC 8[11]; Atk 1 strike (2d6); Move 1; Save 14; CL/XP 5/240; Special: Acid, immune to spells, heat, cold, and blunt weapons 
  Greatmen of 
  Aran-Gath 
  HD 6; AC 5[14]; Atk Giant Sword (1d10+2); Move 18; Save 11; CL/XP 6/400Special: Magic Resistance 
  Griffin 
  HD 7; AC 3[16]; Atk 2 claws (1d4), 1 bite (2d8); Move 12 (Fly 27); Save 9; CL/XP 8/800; Special: Flight. 
  Hawk, Giant 
  HD 4; AC 7 [12]; Atk bite (2d6) 2 claws (1d6); Move 3(Fly 48); Save 13; CL/XP 4/120; Special: None 
  Hollow Man 
  HD 11; AC 5[14]; Atk 2 fists (1d10); Move 12; Save 4; CL/XP 11/1700; Special: Blessing 
  Howling 
  Guardian 
  HD 2; AC -1[20]; Atk howl; Move 3; Save 16; CL/XP 2/30; Special: Howl 
  Imp, Smoke 
  HD 2; AC 4 [15]; Atk 2 claws (1d2); Move 12/18 (flying); Save 16; AL N; CL/XP 2/30; Special: breath weapon, immune to fire, summon imp 
  Leech, Giant 
  HD 1; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 17; AL N; CL/XP 2/30; Special: Sucks blood (1 hp/round). 
  HD 2; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 16; AL N; CL/XP 3/60; Special: Sucks blood (2 hp/round). 
  HD 3; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 14; AL N; CL/XP 4/120; Special: Sucks blood (3 hp/round). 
  HD 4; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 13; AL N; CL/XP 5/240; Special: Sucks blood (4 hp/round). 
  HD 5; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 12; AL N; CL/XP 6/400; Special: Sucks blood (5 hp/round). 
  HD 6; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 11; AL N; CL/XP 7/600; Special: Sucks blood (6 hp/round). 
  Lizard, Giant 
  Subterranean 
  HD 3; AC 5 [14]; Atk 1 bite (1d8); Move 12; Save 14; CL/XP 3/60; Special: None 
  Longarm 
  HD 4+1; AC 5[14]; Atk 1 (fist 1d10 or weapon); Move 9; Save 13; CL/XP 7/600; Special: Illusion Abilities. 
  Lycanthrope 
  Wererat: HD 3; AC 6[13]; Atk Weapon or bite (1d3); Move 12; Save 14; CL/XP 4/120; Special: Control Rats, Lycanthropy 
  Man-Spider, 
  Giant 
  HD 7; AC 3 [16]; Atk 1 weapon (1d8); Move 18; Save 9; AL C; CL/XP 9/1100; Special: Spells, magical abilities 
  Marble 
  Guardian, 
  Colossal 
  HD 120 hp; AC 3[16]; Atk fist (6d8); Move 12; Save 9; Special: Immunities, spell-like abilities 
  Marble 
  Guardian, 
  Large 
  HD 60 hp; AC 5[14]; Atk fist (4d8); Move 6; Save 11; Special: Immunities, spell-like abilities 
  Marble 
  Guardian, 
  Medium 
  HD 45 hp; AC 6[13]; Atk fist (3d8); Move 6; Save 12; Special: Immunities, spell-like abilities 
  Marble 
  Guardian, 
  Small 
  HD 30 hp; AC 7[12]; Atk fist (2d8); Move 6; Save 14; Special: Immunities 
  Mother Hag 
  HD 7; AC 4 [15]; Atk 2 claws (1d6), 1 bite (1d8); Move 12; Save 9; CL/XP 7/600; Special: Spells 
  Mummy, 
  Dwarf (Fallen 
  Brethren) 
  HD 5+1; AC 3 [16]; Atk 1 fist (1d12); Move 6; Save 12; CL/XP 7/600; Special: Rot, hit only by magic weapons. 
  Mummy, 
  Guardian 
  HD 5+1; AC 3 [16]; Atk 1 fist (1d12); Move 6; Save 12; CL/XP 7/600; Special: hit only by magic weapon, ESP, summon fallen brethren 
  Mural Monster 
  HD 1d3hp; AC 2[17]; Atk tiny weapons (1d3); Move 6; Save 19; XP/CL 1/10; Special: None 
  Offal Dweller 
  HD 7; AC 3 [16]; Atk 2 tentacles (1d8), bite (1d4+1); Move 6; Save 9; AL N; CL/XP 8/800; Special: Disease 
  Ogre 
  HD 4+1; AC 5[14]; Atk 1 weapon (1d10+4); Move 9; Save 13; CL/XP 4/120; Special: None 
  Priest Corpse 
  HD 4; AC 3[16]; Atk 1 touch (1d6+ level drain); Move 9 (Fly 24); Save 13; AL C; CL/XP 8/800; Special: drain Wisdom with hit, magic or silver weapon 
  to hit, Priest spells 
  Rat, Normal 
  HD 1-2hp; AC 7[12]; Atk 1 bite (1+possible disease); Move 15; Save 17; CL/XP 1/20; Special: Disease, Swarm. 
  Rat, Giant 
  HD 3; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d6); Move 12; Save 14; CL/XP 3/120; Special: 5% are diseased 
  Ratpiper 
  HD 6; AC 7[12]; Atk Songs, sword (1d8); Move 18; Save 10; CL/XP 6/400; Special: song, control rats 
  Scorned 
  Brethren, Fey 
  Creature 
  HD 1-3 hp; AC 7[12]; Atk spear (1d4) or atlatl (1d3); Move 15; Save 18; CL/XP 1/10; Special: Hiding, detecting. 
  
  The Chantry of the Deepflame 
   
  207 
   
   
  Shadow 
  HD 3+3; AC 7[12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 14; CL/XP 4/120; Special: Drain 1 point str with hit, hit only by magic weapons. 
  Shadow 
  Creeper 
  HD 2; AC 0[19]; Atk shortsword (1d6); Move 9; Save 16; CL/XP 3/60; Special Detect Magic, Darkness, Thief Abilities. 
  Shadow Fiend 
  HD 8; AC 8/5/0 [11/14/19]; Atk 2 claws (2d4/2d4) bite (1d10); Move 12 (Fly 18); Save 6; Special: Gains strength in darkness, magical abilities, 
  Constitution drain 
  Shadow 
  Stalker 
  HD 6+2; AC 7 [12] or 0 [19] in darkness; Atk 1 short sword (1d6 + special poison); Move 12; Save 11; AL C; CL/XP 8/800; Special: Create special 
  darkness, Thief abilities 
  Silent Death 
  HD 4; AC 8 [11]; Atk 1 (2d4); Move 6; Save 13; CL/XP 5/240; Special: Paralysis, electricity, fire and cold effects. 
  Silent 
  Guardian 
  HD 4; AC 5 [14]; Atk 2 claws (1d3), 1 bite (1d4), 1 horn (1d6); Move 9 (Fly 15); Save 13; AL C; CL/XP 6/400; Special: Fly, magic weapon required to hit 
  Silent Mistress 
  HD 12; AC 0 [19]; Atk Spells; Move 6; Save 3; CL/XP 12/2000; Special: Spells 
  Singer of the 
  Dead 
  HD 8; AC 4[15]; Atk 2 fist (1d8); Move 15; Save 8; CL/XP 8/800; Special: Hug, Undead song 
  Skeletal 
  Horror 
  HD 1; AC 8[11]; Atk 1 (1d6); Move 12; Save 17; CL/XP 1/15; Special: None 
  Skeletal 
  Warrior 
  HD 9+3; AC 2[17]; Atk 1 weapon [1d8+2 or 1d10+2]; Move 6; save 12; CL/XP 13/2300; Special: only hit by magic weapons, magic resistance, detect 
  living, spell immunities. 
  Skeleton, 
  Dwarf 
  HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None. 
  Skinwearer 
  HD 6; AC 5[14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); CL/XP 6/400; Special: Gains abilities, immune to sleep and charm. 
  Spectral Haunt 
  HD 2; AC 0[19]; Atk touch; Move 12; Save 16; CL/XP 2/30; Special: Charisma Drain. 
  Spectre 
  HD 7; AC 2[17]; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 2 levels with hit, immune to 
  non-magical weapons. 
  Spider, Giant  
  HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16;CL/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey. 
  Spider, Giant 
  Greyback 
  HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 + poison); Move 4; Save 13;CL/XP 7/600; Special: paralyzing poison, webs. 
  Spider, Huge 
  HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 + poison); Move 4; Save 13;CL/XP 7/600; Special: lethal poison, webs. 
  Spider, Large 
  HD 1+1; AC 8[11]; Atk 1 bite (1hp + poison); Move 9; Save 17; CL/XP 3/60; Special: lethal poison (+2 saving throw). 
  Sprite, Water, 
  Fey Creature 
  HD 1d3; AC 4 [15]; Atk Weapon (1d3); Save 18; Move 15 (swim 24); CL/XP 2/30; Special: Spells, magic resistance 
  Stirge 
  HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 3 (Fly 18); Save 17; AL N; CL/XP 2/30; Special: blood drain (1d4), +2 to hit bonus. 
  Stone 
  Guardian 
  HD 5+4; AC 2[17]; Atk stone fists (2d6+2); Move 9; Save 11; CL/XP 7/600; Special: Immunities, regeneration, surprise. 
  Stone Mistress 
  HD 4+2; AC 3[16]; Atk 2 claws (1d6/1d6) bite (1d8) and 6+1d4 snakes (1d2 each); Move 12; Save 12; CL/XP 7/600; Special: Animate Stone, Poison 
  Immunity 
  Stone Spirit 
  HD 6; AC 0[19]; Atk Stone fist (2d8); Move 6; Save 10; CL/XP 6/400 Special: summon slaves 
  Stone Spirit 
  Slave 
  HD (as in life); AC 0[19]; Atk (as in life); Move 6; CL/XP varies; Special: abilities as in life 
  Synarian Beast 
  HD 9; AC 3[16]; Atk 2 claws (1d6+1), 1 bite (1d10); Move 9 (Fly 30); Save 7;CL/XP 10/1400; Special: None 
  Tentacled 
  Horror 
   
  HD 5; AC 4[15]; Atk tentacle (1d6 each); Move 3 (anchored) 12 (hovering); Save 12 CL/XP 5/240; Special: bind with tentacle 
  Tile Creature 
  HD 1d3hp; AC 2[17]; Atk tiny weapons (1d3); Move 6; Save 19; XP/CL 1/10; Special: None 
  Troll, Goblin-
  kin 
  HD 7 to 9; AC 4[15]; Atk 2 claws (1d4) at +1/+3, 1 bite (1d8); Move 12; Save 11; CL/XP 8/800, 9/900, 10/1000; Special: Regenerate 1d8hp/round. 
  Unholy Priest 
  HD 6+4; AC 3[16]; Atk 1 fist (1d8); Move 6; Save 11; CL/XP 7/600; Special: Command Undead, Spells, hit only by magic weapons, Immune to mind 
  affecting spells, feign death gesture, drain Wisdom. 
  Wight 
  HD 3; AC 5[14]; Atk 1 claw (1hp + ability drain); Move 9; Save 14; CL/XP 6/400; Special: Drain 1 point of Strength with hit, hit only by magic or silver 
  weapons. 
  Wight, Plague  
  HD 4+3; AC 5[14]; Atk claws (1d4+plague+ strength drain); Move 12; Save 12; CL/XP 5/240; Special: immunities, strength drain, plague. 
  Wight, Stone 
  HD 3; AC 5[14]; Atk 1 claw (1hp + ability drain); Move 9; Save 14; CL/XP 6/400; Special: Drain 1 point of Strength with hit, hit only by magic or silver 
  weapons, victim must save vs. spells or turn to stone 
  Will-o’-the-
  Wisp 
  HD 9; AC –8[27]; Atk 2 shocks (1d6/1d6); Move 18; Save 6; AL CN€; CL/XP 10/1400; Special: Lure, Lightning bolts. 
  Wolf 
  HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; Save 16; CL/XP 2/30; Special: None. 
  Wolf, War 
  HD 4; AC 7[12]; Atk 1 bite (1d8+1); Move 18; Save 16; CL/XP 4/120; Special: None. 
  Wraith 
  HD 4; AC 3[16]; Atk 1 touch (1d4+ Constitution drain); Move 9 (Fly 24); Save 13; CL/XP 8/800; Special: drain 1d4 Con points per hit, magic weapon to 
  hit. 
  Yellow Mold 
  HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; CL/XP 3/60; Special: Poisonous spore cloud, killed by fire 
  Zombie 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm 
  Zombie, 
  Avarice 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm, cause avarice 
  Zombie, 
  Plague 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm, cause disease 
   
   
  
  The Chantry of the Deepflame 
   
  208 
   
   
  Appendix Random Tables for the 
  Chantry
  Table 1: Sample 
  Goblin Names 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1d100 
  Roll 
  Column A 
  Column B 
  1d100 
  Roll 
  Column A 
  Column B 
  1. 
  Agul 
  Kunnuzum  
  51. 
  Durbaog  
  Profil 
  2. 
  Amenmoruk  Lag  
  52. 
  Duro 
  Prug 
  3. 
  Arlemen  
  Lagduf 
  53. 
  Gagol  
  Pus  
  4. 
  Aurzaut  
  Lathrod 
  54. 
  Gauthiech 
  Radbug 
  5. 
  Azbag 
  Lauf 
  55. 
  Geap  
  Ranuzun  
  6. 
  Azrat 
  Lautef 
  56. 
  Ghashza 
  Ratenm  
  7. 
  Azrod 
  Lauthies  
  57. 
  Giel  
  Ratho 
  8. 
  Azubal  
  Lepieg 
  58. 
  Gon  
  Rdomn 
  9. 
  Bolgar 
  Lith  
  59. 
  Gorduf 
  Rich 
  10. 
  Bead  
  Luf 
  60. 
  Gorogbar  
  Rizzebil 
  11. 
  Bechid 
  Lug  
  61. 
  Gorthag  
  Roreap 
  12. 
  Biet 
  Lugog  
  62. 
  Gorx 
  Rsokx 
  13. 
  Biethaug  
  Lugnákh 
  63. 
  Gorzukum  
  Rugb 
  14. 
  Bizulthak 
  Lurgagal 
  64. 
  Gothbag 
  Rusm  
  15. 
  Bod  
  Lurgrod 
  65. 
  Gralie  
  Sas 
  16. 
  Bolgnákh 
  Lurgubal 
  66. 
  Graugo 
  Sgadk 
  17. 
  Bradeaf 
  Luzgenek  
  67. 
  Grauk 
  Sheash 
  18. 
  Brag 
  Mabzuzin  
  68. 
  Grautil 
  Siechet  
  19. 
  Brat 
  Madba  
  69. 
  Greabe  
  Slothbag 
  20. 
  Breso 
  Malfaul  
  70. 
  Greag 
  Slothbug 
  21. 
  Brichieg 
  Mauhur 
  71. 
  Greas 
  Slothog 
  22. 
  Brise  
  Maunákh 
  72. 
  Grelear 
  Sopeaf  
  23. 
  Brothich 
  Mesr 
  73. 
  Gresit  
  Sradbokh 
  24. 
  Brup 
  Mkad 
  74. 
  Griegar 
  Tarkhrod  
  25. 
  Butau  
  Moks  
  75. 
  Grifab 
  Tepo  
  26. 
  Chatan 
  Morilzu 
  76. 
  Gril  
  Thasieth 
  27 
  Chauga 
  Morzek 
  77. 
  Grishduf  
  Thathu 
  28. 
  Chaupa 
  Mtor 
  78. 
  Grishog 
  Thaupeb  
  29. 
  Chief  
  Murods  
  79. 
  Groda 
  Thef 
  30. 
  Chielef 
  Muzarmor 
  80. 
  Grof 
  Thes  
  31. 
  Chuthad  
  Nox 
  81. 
  Grofa  
  Thorgundil 
  32. 
  Cugbu 
  Nibinthagar 
  82. 
  Gruba 
  Thorzukum 
  33. 
  Cudar 
  Nod 
  83. 
  Gtaxz  
  Thot  
  34. 
  Dak 
  Nud  
  84. 
  Gugob  
  Thothea 
  35. 
  Daura  
  Odbodh  
  85. 
  Ifga  
  Thuzzek  
  36. 
  Deaso 
  Orcedh 
  86. 
  Ifog 
  Thuzzukum 
  37. 
  Dedea 
  Paub  
  87. 
  Imikmab 
  Tratea 
  38. 
  Defau 
  Paudit 
  88. 
  Izilmog  
  Trati  
  39. 
  Diechead  
  Pauf 
  89. 
  Izmud 
  Treago 
  40. 
  Diechu 
  Pautieg  
  90. 
  Izukog  
  Triecher  
  41. 
  Diefau  
  Pochug 
  91. 
  Izukzad  
  Trul 
  42. 
  Dloth 
  Pop  
  92. 
  Kaluzun 
  Trupa 
  43. 
  Dotied 
  Por 
  93. 
  Kekduruk 
  Tuf  
  44. 
  Dozn  
  Preap  
  94. 
  Khimilnuz 
  Udbau  
  45. 
  Drag 
  Prer  
  95. 
  Khimnazar 
  Ugduf 
  46. 
  Drareaf  
  Pribeach 
  96. 
  Khimuzun  
  Urgog  
  47. 
  Dres 
  Pribo 
  97. 
  Kinilzith  
  Uzgundil 
  48. 
  Drietig 
  Prieleaf  
  98. 
  Kulduruk 
  Uzthizar 
  49. 
  Durbagar  
  Profa 
  99. 
  Kunmormuk 
  Volagal 
  50. 
  Durbant 
  Profan 
  100. 
  Kunmortik 
  Zod 
  
  The Chantry of the Deepflame 
   
  209 
   
   
  Table 2: What Motivates the Goblin 
   
  d20 
  Roll 
  Goblin 
  Motivated 
  by: 
   
  Variations: 
  1. 
  Hunger 
  1. Vegetarian  
  2. Desires Human Flesh  
  3. Cannibal  
  4. Weakened by hunger  
  5. Will stop and eat first thing killed  
  6. Stomach growls loudly (heard within 20’r) every 4 rounds  
  7. Enraged by hunger (+1 bonus to attack, -1 penalty to AC)  
  8. Will surrender for food 
  2. 
  Fear 
  Afraid of  
  1. Godking  
  2. Sub-chiefs  
  3. Everything  
  4. Humans  
  5. Other goblins  
  6. Bugbears  
  7. Shadow creepers  
  8. Dwarves  
  9. Elves  
  10. The Dark  
  11. Light  
  12. Religious symbols 
  3. 
  Pride 
  1. Appearance  
  2. Family  
  3. Perceived status in tribe  
  4. Relationship  
  5. Holding to traditions  
  6. Length of claws 
  4. 
  Sorrow 
  1. Loss of status  
  2. Loss of friend  
  3. Loss of treasure  
  4. Loss of faith 
   5. Loss of self-confidence  
  6. Loss of food 
  5. 
  Curiosity 
  1. Mildly curious about (1. Weapons 2. Body parts  
       3. Different races 4. Funny noises)  
  2. Curious about (1. Rocks 2. Snot 3. Voices 4. Magic)  
  3. Very curious about (1. Love 2. Hate 3. The outside world  
       4. Religion)  
  4. Obsessively curious about (1. Dung 2. Blood 3. Loud  
       sounds 4. Demons) 
  6. 
  Disgust 
  Disgusted by:  
  1. Humans and demi-humans  
  2. Other goblins  
  3. Displays of honor and “goodness”  
  4. Light  
  5. The color blue  
  6. The smell of walnuts 
  7. 
  Sense of 
  Duty 
  To:  
  1. The Godking  
  2. The dead chieftain  
  3. The sub-chiefs  
  4. Hidden motives  
  5. A demon lord  
  6. An angel  
  7. To avenge the injustices suffered by his people  
  8. To avenge the death of (1. His father 2. His brother  
       3. His chieftain 4. His sister 5. Some unnamed, forgotten  
       relative 6. A pet) 
  8. 
  Despair 
  1. A goblin’s life is meaningless, kill me  
  2. A goblin’s life is pointless, give me a reason to live  
  3. A goblin’s life is hopeless, show me something  
       meaningful  
  4. A goblin’s life never changes, show me something  
       interesting  
  5. A goblin’s life lacks color, show me something beautiful  
  6. A goblin’s life ends in blood, show me life 
  9. 
  Frustrati
  on 
  Frustrated by: 
  1. Living conditions  
  2. Working conditions  
  3. Orders from superior  
  4. Other goblins  
  5. Body lice  
  6. Intestinal problems  
  7. Unrequited love  
  8. Carrying something too heavy 
   
   
   
   
   
  d20 
  Roll 
  Goblin 
  Motivated 
  by: 
   
  Variations: 
  10. 
  Love 
  Goblin loves:  
  1. Self too much  
  2. Another goblin (1. Unrequited 2. Not made known  
       3. Expressed poorly 4. Passionate lover)  
  3. The tentacled horror  
  4. A dwarf depicted in a mural  
  5. The Godking  
  6. A sub-chief  
  7. A human slave  
  8. A demon seen in a vision 
  11. 
  Nothing 
  This goblin cannot be motivated by anything. It has no goals, 
  no desires, no regrets… 
  12. 
  Faith 
  1. In the Godking 
  2. In other goblins  
  3. In a demon lord  
  4. In an angelic being  
  5. In the dwarven gods  
  6. In ancient goblin gods  
  7. In a rock  
  8. In a self-made idol of rubble 
  13. 
  Doubt 
  Goblin doubts:  
  1. The Godking  
  2. Self  
  3. Other goblins  
  4. Reality exists 
  14. 
  Playfulne
  ss 
  Goblin will engage in:  
  1. Riddles  
  2. Puns  
  3. Horseplay  
  4. Lewd talk  
  5. Slapstick  
  6. Mime  
  15. 
  Disdain 
  Goblin feels:  
  1. Secretly superior to all other beings  
  2. Secretly superior to other goblins  
  3. Openly superior to all other beings (except the Godking)  
  4. Openly superior to goblins (except the Godking)  
  5. Disdain toward left-handed creatures  
  6. Disdain toward love  
  7. Disdain toward “good” beings  
  8. Disdain toward tall beings 
  16. 
  Hate 
  Goblin hates:  
  1. Everyone  
  2. Humans  
  3. Dwarves  
  4. Elves  
  5. Other goblins  
  6. Those taller than him  
  7. Those shorter than him  
  8. Anyone who won’t speak to him (in goblin) 
  17. 
  Confusio
  n 
  Confused by:  
  1. Math  
  2. Logic  
  3. Displays of honor  
  4. Polysyllabic words  
  5. Happiness  
  6. Mercy 
  18. 
  Twisted 
  Logic 
  1. Wrong is right  
  2. Down is up  
  3. Rivers run dry  
  4. You go backwards to go forward 
  19. 
  Surprisin
  g Logic 
  1. Strength in numbers  
  2. Discretion is the better part of valor  
  3. Better one in the cookpot than two in the darkness  
  4. He who swings fastest lives longest (alternate: he who  
       runs fastest lives longest)  
  5. Listen to hear the sound in silence  
  6. Trust no one 
  20. 
  Greed 
  1. For gold  
  2. For gems  
  3. For magic  
  4. For “pretty things”  
  5. For power  
  6. For comfort  
  
  The Chantry of the Deepflame 
   
  210 
   
   
  Table 3: Where the Bodies Go 
   
  d10 
  Roll 
   
  Body is 
   
  Additional Options 
  1. 
  Discovered by  
  1. goblins  
  2. hobgoblin  
  3. sub-chief (random)  
  4. visitor (random) and removed by slaves and taken to: 
       1. offal pit 2. edge of the deep 3. Godking 4. outside 
  within 2d10 turns, assumed died of natural causes 
  (murdered by another goblin). 
  2. 
  Discovered by  
  1. centipedes  
  2. rats  
  3. giant spider  
  4. shadow creeper  
  5. giant rats  
  6. ghoul  
       which - within 1d6 turns 
  1. begins eating  
  2. drags the prize(s) off to the darkness  
  3. severs limbs  
  4. takes random possessions  
  3. 
  Discovered by 
  the Shaman 
  who  
  within 2d8 turns. 
  1. reports to the Godking and has remains removed by  
       slaves  
  2. has remains removed by slaves and taken to the  
       catacombs where he animates them  
  3. withdraws into the shadows to watch to see if  
       perpetrator returns  
  4. shrugs and walks away  
  4. 
  Discovered by  
  1. goblins  
  2. hobgoblin  
  3. sub-chief (random)  
  4. visitor (random)  
       and removed by slaves within 2d8 turns  and taken to: 
  1. offal pit  
  2. edge of the deep  
  3. Godking  
  4. outside  
  5. 
  Remains are 
  undiscovered 
  for 10d10 
  turns, then 
  they vanish. 
   
  6. 
  Discovered in 
  3d4 turns by  
  1. goblin  
  2. hobgoblin  
  3. Shaman  
  4. Shadow creeper  
       and body is: 
  1. looted  
  2. dismembered  
  3. carried off  
  4. arranged in a frightening display. 
  7. 
  Disappear 
  within 1d4 
  rounds.  
  No evidence of 
  where they 
  have gone. 
   
  8. 
  Are dragged 
  off within 2d 4 
  turns by  
  1. spider  
  2. centipedes  
  3. ghoul  
  4. rogue slaves  
       within 2d6 turns. The trail: 
  1. lasts 100’ and ends suddenly  
  2. disappears in a well-traveled area  
  3. ends at a dead-end  
  4. leads to the Offal Pit. 
  9. 
  Mysteriously 
  melts away in 
  3d6 turns, 
  leaving:  
  1. a non-animate shadow that shifts slightly with  
       flickering light  
  2. a red stain on the floor  
  3. a red stain on the ceiling  
  4. some kind of growth (mushroom, flower, moss, etc.) 
  10. 
  Remains are 
  swarmed over 
  within 2d8 
  turns by  
  1. scarab beetles, picked clean in 3d6 rounds (leaving  
       bones well scattered)  
  2. millions of ants, picked clean in 4d5 turns (leaving  
       bones somewhat scattered)  
  3.a dozen giant centipedes, carried off in 1d3 rounds  
  4. rats, completely consumed in 4d8 turns 
   
   
  Table 4: Random Nuisances  
   
  d6 
  Roll 
  Nuisance 
  Type 
  Additional Options 
  1. 
  Uneven 
  floor  
  1. a crack in the floor has heaved, separating by 1-4  
       inches vertically and horizontally  
  2. a small sinkhole has formed in the floor - 4d8 inches  
       in diameter  
  3. rubble from the ceiling has fallen causing a tripping  
       hazard  
  4. tripwire (set by 1. goblin 2. shadow creeper  
       3. scorned brethren, 4. ogre) 
  2. 
  Surprised 
  by  
  1. a bat  
  2. a wounded goblin  
  3. a normal ant nest in a flurry of activity  
  3. swarm of mosquitoes  
  4. random sound (1. dripping water 2. a voice  
       3. falling rocks 4. chirping 5. snapping 6. growling) 
  3. 
  Smells  
  1. baking bread  
  2. rotting flesh  
  3. waste  
  4. flowers  
  5. wet dog  
  6. fresh air 
  4. 
  Slippery 
  Floor - a 
  patch of 
  the floor is 
  covered in  
  1. slippery algae  
  2. fresh mud  
  3. fresh blood  
  4. waste  
  5. mystery slime (as from slugs)  
  6. slimy water (1. harmless slime 2. green slime  
       3. grey ooze 4. harmless sticky slime  
       4. harmless slime that smells of mold  
       5. harmless slime that smells sweet  
       6. harmless slime that is beneficial if eaten 
  5. 
  Mirage  
  1. Illusion (1. dragon 2. Godking 3. nightmare 4. demon  
       5. Silent Mistress 6. a Massive goblin)  
  2. light (1. will-o-wisp 2. dancing lights 3. magical blue  
       light 4. torchlight 5. faint glow 6. ambient light  
       grows in intensity for 1d6 rounds until returning to  
       normal)  
  3. vision (1. Past 2. Present 3. Future 4. A lie) 
  4. death  
  6. 
  Sounds -  
  1. Voices (1. whispering 2. a cry of pain 3. strange  
       moaning 4. laughter)  
  2. Nature (1. water rushing 2. wind howling 3. stones  
       falling 4. water dripping) 
   3. Unnerving Sounds (1. growl 2. hiss 3. squawk  
       4. roar 5. squishy sounds 6. heavy thud 7. chiming  
       tiny bells 8. a far-off cackle)  
  4. Other sounds (1. something being dragged 2. drums  
       in the deep 3. a flute 4. a cry cut short 5. footsteps  
       6. flapping wings)  
   
   
   
  
  The Chantry of the Deepflame 
   
  211 
   
   
  Table 5: The Doors 
  Doors in the Chantry are stone (unless noted, or you decide 
  otherwise). Here’s a table to make each door somewhat 
  unique, if desired 
   
  d8 
  Roll 
  Door is… 
  Additional Options 
  1. 
  Painted 
  with  
  1. Blood  
  2. Feces  
  3. Pseudo-magical sigils (1. Blue 2. Red 3. Yellow  
      4. Green 5. Black 6. Multicolored)  
  4. Red paint  
  5. A threat  
  6. A name  
  7. Mock dwarven runes  
  8. Wolf’s head portrait 
  2. 
  Decorated 
  with  
  1. Wolf’s head  
  2. Goblin head  
  3. Human head  
  4. Fungus  
  5. Harmless mold  
  6. Harmful mold (1. Yellow mold 2. Purple mold  
       3. Brown mold)  
  7. Fingers 
  8. Hides  
  9. Shadow creeper skulls  
  10. Tentacled Horror slime 
  3. 
  Damaged  
  1. Corner missing (1d4 for which)  
  2. Hole (1. Human eye level 2. Human waist level  
       3. Goblin eye level 4. Goblin knee level)  
  3. Minor cracking  
  4. Severe cracking  
  5. Will crumble when opened  
  6. Hinges stuck fast  
  7. Cracked down center, will fall in two pieces if  
       opened  
  8. Chipped as if attacked 
  4. 
  Carved  
  1. Expert dwarven carvings (1. Religious life scenes 2. 
  Cavern scene 3. Daily life scenes 4. Dwarf myths)  
  2. Crude goblin carvings (1. Goblin curse words  
       2. Mock art 3. Human curse words  
       4. Uncertain – failed attempts at something)  
  3. Dwarven runes indicated use of room  
  4. Intricate geometric shapes 
  5. 
  Banded in  
  1. Steel  
  2. Iron  
  3. A harder type of stone  
  4. A softer type of stone  
  5. Copper  
  6. Bronze 
  6. 
  Not stone 
  but  
  1. Metal (1. Iron 2. Bronze 3. Lead 4. Iron and Bronze)  
  2. Wood and iron  
  3. An illusion  
  4. Pelts/skins 
  7. 
  Misc. 1 
  1. Heavier than expected  
  2. Lighter than expected  
  3. Hollow  
  4. Stuck 
  8. 
  Misc. 2 
  1. Trapped crudely  
  2. Trapped ingeniously  
  3. Standing open  
  4. Uncloseable  
  5. Noisy  
  6. Silent  
  7. Drags across uneven floor  
  8. Springs shut 
   
  Table 6: To Sleep Perchance 
  to Dream 
  Random nightmares for anyone who sleeps in the Chantry 
   
  d8 
  Roll 
   
  Dream 
   
  Additional Options 
  1. 
  The dreamer is 
  in complete 
  darkness as  
  1. slimy tentacles grab  
  2. hushed voices whisper  
  3. rats chitter from all around their eyes begin to glow  
  4. water begins to drip, turns to blood  
  5. water begins rising  
  6. lights strobe and a misshapen, hideous beast is seen 
  approaching closer with each flash of light 
  2. 
  The dreamer is 
  lost alone in the 
  tunnels, 
  unnatural 
  silence 
  punctuated by  
  1. violent screams  
  2. a child crying  
  3. hideous laughter  
  4. strange machinery in motion 
  3. 
  The dreamer is 
  standing on a 
  very high ledge 
  overlooking the 
  abyss with  
  1. voices whispering  
  2. thousands of bats swarming at the dreamer  
  3. the ledge crumbling  
  4. masses of monstrous creatures crawling up the abyss  
       toward the dreamer 
  4. 
  The dreamer is 
  falling into 
  darkness  
  1. with tentacles grabbing  
  2. passing ghostly faces  
  3. brushing against soft...things  
  4. with the sense of falling upward toward some unseen  
       doom  
  5. toward a glowing red something in the deeps  
        swarmed by giant toad monsters  
  6. while being eaten by some unseen horror 
  5. 
  The dreamer is 
  covered in  
  1. normal insects  
  2. giant insects  
  3. pustules and sores  
  4. magically writhing tattoos 
  6. 
  The dreamer is 
  surrounded by 
  goblins who  
  1. double in height every time the dreamer blinks  
  2. are diseased and contagious  
  3. beg for help as they are cut down by an invisible foe  
  4. reach for the dreamer, always just brushing the 
  dreamer with clawed hands, never grasping 
  7. 
  The dreamer 
  relives the last 
  combat 
  encounter  
  1. the dreamer is killed  
  2. the dreamer is horribly disfigured  
  3. the dreamer is helpless as compatriots die screaming  
  4. the dreamer turns on compatriots 
  8. 
  The dreamer is 
  alone, neck 
  deep in  
  1. waste and offal  
  2. writhing insects  
  3. writhing worms  
  4. water with things swimming and bumping against the  
       dreamer  
  5. fire and burning coals  
  6. small, furry purring ball creatures who begin to eat  
       the dreamer from the toes up  
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  212 
   
   
  Table 7: What’s in the Goblin’s Bed or Bag or Pocket? 
   
  2d20 
  roll 
  Item 
  Options 
  2. 
  Necklace 
  Strung with  
  1. Human ears  
  2. Shadow creeper fingers  
  3. Goblin toenails  
  4. Dried dung 
  3. 
  Cup 
  Made of  
  1. Dwarven skull  
  2. Coconut  
  3. Dragon horn  
  4. Battered brass  
  4. 
  Mummified 
  head 
  1. Goblin  
  2. Demon  
  3. Dwarven  
  4. Elven  
  5. Human  
  6. Kobold  
  7. Fairy  
  8. Scorned brethren 
  5. 
  Teeth 
  1. Single dragon’s tooth  
  2. Demon’s teeth  
  3. Dozens of goblin teeth  
  4. Bag of mixed human, demi-human and  
       humanoid teeth  
  5. A single crystal tooth  
  6. Four cavity filled teeth of unknown origin 
  6. 
  Brass Ring 
  1. Ear ring  
  2. Nose ring  
  3. Toe ring  
  4. Pinky ring  
  5. Utility ring  
  6. Special abilities (1. Magical 2. Hidden  
       compartment 3. Secret history 4. Cursed) 
  7. 
  Parchment  
  1. Ruined spellbook page  
  2. Tattered love letter  
  3. Soiled merchant invoice  
  4. Torn and folded, with mysterious writing  
  5. Blank, but dirty and snotty  
  6. Special (1. Cursed 2. Spell scroll 3. Treasure  
       map 4. Prophecy 5. Magical script 6. Clue to  
       ancient mystery) 
  8. 
  Clothing 
  1. An old belt (1. Leather 2. Silk 3. Metal studded  
       leather 4. Linen)  
  2. Cambric shirt  
  3. Red trousers  
  4. A tattered kilt  
  5. A once beautiful silk dress  
  6. A hat (1. Straw 2. Felt 3. Lice infested  
       4. Actually a small furry monster) 
  9. 
  Blanket/sheet 
  1. Wool  
  2. A beautify woven design (1. Nearby native  
       pattern 2. Distant native pattern 3. Clue to  
       mystery 4. Dwarven geometric/runic patterns)  
  3. Fur (1. Wolf 2. Bear 3. Rat 4. Human or  
       demihuman hair)  
  4. Leaves woven together 
  5. Soiled cotton  
  6. Pristine silk 
  10. 
  Candle Stubs 
  1. Beeswax  
  2. Black, possibly magical  
  3. Tallow  
  4. Made from goblin fingers  
  5. Chewed on tallow stubs  
  6. Fashioned from grey ooze  
  7. Fashioned from shrieker stems (candle stubs  
       scream if lit)  
  8. Fashioned from dung 
  11. 
  Statuette 
  1. Terracotta figure  
  2. Stone idol  
  3. Figurine of wondrous power (1. Functional  
       2. Semi-functional 3. Unpredictably functional  
       4. Non-functional)  
  4. Tiny jade chess piece (1. Knight 2. Rook  
       3. Queen 4. Pawn)  
  5. Tiny brass image of a saint  
  6. Perfectly carved wooden statuette looking  
       suspiciously like someone familiar (1. Random  
       PC 2. Famous person 3. Someone in the family  
       4. Friend 5. Enemy 6. Ally) 
  2d20 
  roll 
  Item 
  Options 
  12. 
  Stone 
  1. Smooth shiny stone  
  2. Chip of quartz  
  3. Lump of coal  
  4. Special (1. Firestone 2. Vision stone  
       3. Hope stone 4. Lodestone)  
  13. 
  Silver Piece(s) 
  1. A single shiny newly minted coin  
  2. Four tarnished ancient coins  
  3. Eight coins from eight eras  
  4. An ancient coin (worth at least ten X face value)  
  5. Half a silver piece  
  6. Three with holes crudely drilled in the center 
  14 
  Bottle 
  1. Wine  
  2. Wine vinegar  
  3. Spoiled wine (mild poison -1d3 Constitution for  
       1d12 days, any creature under 1 HD save or die)  
  4. Urine  
  5. Dirty water  
  6. Special (1. Neutralize poison 2. Sweetwater  
       3. Potion of healing 4. Poison) 
  15. 
  Food 
  1. Nuts  
  2. Entrails  
  3. Crumbs  
  4. A half-eaten brain  
  5. Dried meat  
  6. Rat  
  16. 
  Bones 
  1. Broken  
  2. Carved with runes  
  3. Chewed on  
  4. Complete goblin skeleton  
  5. Dragon toe bone  
  6. Fresh bones 
  17. 
  Infestation 
  1. Beetles  
  2. Lice  
  3. Fleas  
  4. Slugs  
  5. Mold 
   6. Ticks  
  18. 
  Useful items 
  1. Flint  
  2. Small mirror  
  3. Steel flask  
  4. Scroll case  
  5. Small sack  
  6. Tiny bone knife 
  19. 
  Useless items 
  1. Broken glass vial  
  2. Sole-less left shoe  
  3. Wooden splinters  
  4. Peanut shells 
  20. 
  Odd items 
  1. A buckle  
  2. A button  
  3. Turtle shell  
  4. Painted stone  
  5. Clay chit  
  6. Eyeball  
  21. 
  Household items 
  1. Cup (1. Porcelain 2. Pewter 3. Wood 4. Tin)  
  2. Plate (1. Wood 2. Clay 3. Tin 4. Brass)  
  3. Candleholder (1. Brass 2. Bone 3. Wood  
       4. Stone)  
  4. Flatware (1. Spoon 2. Fork 3. Knife 4. Ladle) 
  22. 
  Quality items 
  1. Pen and ink  
  2. Six sheets of fine vellum  
  3. Fine silk shirt  
  4. Silver dagger  
  5. Iron rations  
  6. Fine steel knife 
  23. 
  Bag 
  Filled with:  
  1. Dice carved from bones  
  2. Hair  
  3. Dirty, torn strips of fabric  
  4. Bloody rags  
  5. War banner  
  6. Metal shavings 
  24. 
  Necklace 
  1. Wooden beads  
  2. Carved bone beads  
  3. Fine sliver  
  4. Ears strung on wire (1. Human 2. Goblin  
       3. Kobold 4. Demi-human 5. Wolf 6. Bear) 
  
  The Chantry of the Deepflame 
   
  213 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2d20 
  roll 
  Item 
  Options 
  25. 
  Moldy old… 
  1. Woolen cloak  
  2. Woolen blanket  
  3. Bearskin throw  
  4. Silk shirt  
  5. Soiled trousers  
  6. Food  
  26. 
  Iron 
  1. Coin  
  2. Holy symbol  
  3. Knife hilt  
  4. Pagan medallion  
  5. Figurine  
  6. Bar  
  27. 
  Armor 
  1. Bits of chain shirt  
  2. Half leather cuirass  
  3. Bashed in helmet  
  4. Single greave  
  5. Leather studs  
  6. Single steel plated gauntlet  
  28. 
  Hat 
  1. Child’s cap  
  2. Woman’s bonnet  
  3. Wizard’s hat  
  4. Soldier’s coif  
  5. Reed hat  
  6. Skin hat (1. Rat skin 2. Goblin skin  
       3. Human/demi-human skin 4. Wolf skin  
       5. Lizard skin 6. Snakeskin) 
  29. 
  Map 
  Depicting  
  1. Chantry building plans in dwarven runes  
  2. A palace in southern desert  
  3. Treasure map (false)  
  4. Treasure map (true)  
  5. Hand drawn map of a portion of the chantry  
  6. Crude map from this point to the waste pit 
  30. 
  Jar of 
  pickled… 
  1. Slugs  
  2. Spider eggs  
  3. Eyeballs  
  4. Eggs  
  5. Mushrooms  
  6. Toes (1. Goblin 2. Human/demi-human  
       3. Shadow creeper 4. Lizard) 
  31. 
  Mirror shard 
  From a  
  1. Magical gate  
  2. Mirror of life entrapment  
  3. Mirror of opposition  
  4. Mirror of tragic circumstances  
  5. Mirror of teleporting  
  6. Mirror from a grand ballroom 
  32. 
  Surprise! 
  1. Jar of green slime  
  2. Jug of grey ooze  
  3. Tiny mimic in a box  
  4. Monkey’s paw  
  5. Cursed ring  
  6. Unholy symbol (50% chance touching it attracts  
       the attention of the dark being) 
  33. 
  Cube of… 
  1. Flesh (1. Human/demi-human 2. Cloaker  
       3. Goblin 4. Wolf)  
  2. Wonder (treat as malfunctioning wand of  
       wonder, works 18% of the time)  
  3. The mad archmage’s puzzle (each face has nine  
       colored squares…)  
  4. Sugar  
  5. Stone, each face painted with a different scene  
       from dwarven history  
  6. Bone  
  34. 
  Vial of… 
  1. Mild poison (ill for 1d20 days, lose 1d4  
       Constitution temporarily)  
  2. Honey  
  3. Mild non-magical healing draught (cure 1d3 hp, 
  3 doses)  
  4. Pure water  
  5. Mead  
  6. Blood  
  35. 
  Stone with… 
  1. Glowing fungus on it (treat as 1/4 strength  
       continual light)  
  2. Dwarven run carved on face  
  3. Fossil embedded  
  4. Gold coin embedded near hinge 
  5. Secret name written on it  
  6. Spell cast on it 
  2d20 
  roll 
  Item 
  Options 
  37. 
  Good stuff 
  1. Hourglass  
  2. Ivory comb  
  3. Silver flask  
  4. Brass monkey  
  5. Silver knife  
  6. Pipe & tobacco 
  38. 
  Great stuff 
  1. Gold comb  
  2. Ivory goblet  
  3. Silver chains  
  4. Fine wine 
  39. 
  Weird stuff 
  1. Grandma’s grape preserves, fermented (if  
       consumed, even tasted, become fall-down drunk  
       for 3d8 hours, hangover for 1d4 days)  
  2. A jar of earwax (if eaten, save vs. poison, failure  
       sick for 3d4 days, -1d6 Constitution points, if  
       successful, immune to poison for 3d4 days)  
  3. Jar of lip rouge (magical, +2 to Charisma for  
       opposite gender, -4 to Charisma for same gender  
       for 1d8 hours per application – 20 applications)  
  4. Seven turkey wishbones (which function as a  
       very weak ring of wishes – the “winner” of the  
       wishbone contest gains 1d4 rerolls for 24 hours  
       per wishbone  
  40. 
  Magic stuff 
  1. Arrow of the First King  
  2. Helm of Empathy  
  3. Strands of Titan Hair 
  4. Horn of the Great Northern Hunt  
  5. Wand of Life Detection  
  6. Goblet of the Unfinished Feast  
  7. Armband of Stoneshaping  
  8. Restraints of the Heir of Novoros 
  
  The Chantry of the Deepflame 
   
  214 
   
   
  Table 8: Just… Weird 
   
  d12 
  Result 
  1. 
  A glowing (1. blue 2. purple 3. yellow 4. red) orb appears floating 
  above the floor, 3d12 feet (1. in front of 2. behind 3. to the right of 
  4. to the left of) the party.  
   
  If approached, it begins to  
  1. 
  hum more loudly the closer approached  
  2. 
  glow brighter the closer approached  
  3. 
  grow dimmer the closer approached  
  4. 
  float higher the closer approached  
   
  and if touched it will  
  1. 
  explode in harmless light  
  2. 
  explode in magical energy for 2d6 damage, 20’ radius  
  3. 
  drop to the floor and shatter, a harmless glass globe  
  4. 
  drop to the floor and begin crawling away, an amoeba-like 
  creature  
  5. 
  bestow the effects of a bless spell  
  6. 
  bestow the effects of a curse spell 
  2. 
  A nearby sound (if none present, 1. dripping water 2. wind 3. 
  tumbling stones) seem to be forming words.  
   
  If listened to carefully (check if desired), one of the PCs name 
  (chosen randomly) is whispered along with many unintelligible 
  words.  
   
  The words are   
  1. 
  a magical blessing bestowing good luck - reroll 1d6 rolls in 
  next 24 hours  
  2. 
  a magical curse - reroll next 6 successful rolls  
  3. 
  the extradimensional ravings of a demon prince  
  4. 
  a spell trying to bind the PC’s soul to a nearby idol  
  5. 
  the voice of an invisible doppelganger  
  6. 
  a trick of a nearby enemy 
  3. 
  An undead (1. rat 2. bat 3. cat 4. mummified hand) crawls slowly 
  toward the party, intending to attack. (attacks by this creature are 
  ineffective) 
   
  If struck by a weapon it: 
  1. 
  explodes in undead zombie spores (save vs. poison or infect, 
  20’ radius) 
  2. 
  explodes in magical colorful light, no harm but 2x encounter 
  chance 
  3. 
  adheres to the weapon, corroding it (causing 1 point of 
  damage per round until removed, weapon is destroyed if it 
  receives damage equal to its full damage potential, including 
  magical bonuses - damaged weapons hit at minus whatever 
  damage they took but can be repaired, destroyed weapons are 
  destroyed forever) 
  4. 
  has no effect 
  5. 
  divides into two such creatures, neither completely whole, 
  though both more than half 
  6. 
  causes the damage to be delivered to the attacker 
  4. 
  Out of nowhere (literally) appears 
  1. 
  a dangling rope 
  2. 
  a dangling vine 
  3. 
  a dangling rope with a noose on the end 
  4. 
  a tree branch 
  5. 
  a long, blue silken scarf 
  6. 
  a rope made of light 
   
  at the end of which is 
  1. 
  an extradimensional room filled with worldly pleasures 
  (which vanish beyond the confines of the space) 
  2. 
  an invisible giant 
  3. 
  nothing 
  4. 
  a very small (1. four-inch diameter 2. twelve-inch diameter 
  3. eighteen-inch diameter 4. 24-inch diameter) portal to  
  (1. another area nearby 2. another place in this world  
  3. an evil plane 4. heaven 5. another world 6. another time) 
   
  d12 
  Result 
  5. 
  a pool of (1. black 2. glowing 3. purple 4. clear 5. polluted 6. thick) liquid 
  bubbles up from the ground forming a puddle 3d8 feet in diameter (the 
  liquid will remain for 1d8 turns, cannot be removed from area) 
   
  The liquid is 
  1. 
  demon ichor (touching causes 1d4 damage, drinking causes 3d6 
  damage and save vs. insanity) 
  2. 
  fae ambrosia (drinking heals 4d4 hp, but incapacitates for same 
  number of rounds) 
  3. 
  sacred mead (touching allows ESP contact with nearest extra-
  dimensional being for 1d8 rounds, drinking causes save vs. poison 
  or become enslaved to nearest extra-dimensional being) 
  4. 
  blood of the earth (touching summons 1d3 Earth Elementals, 
  drinking allows imbiber to control Earth Elementals for 3d8 turns - 
  summoned earth elementals remain on prime material plane for one 
  round longer than control lasts) 
  5. 
  wine of battle-lust (drinking causes imbiber to fly into a berserker 
  rage for 3d4 rounds, attacking everything and everyone nearby with 
  a +3 to hit and +3 to damage, -4 penalty on AC - WISDOM Check 
  to do subdual/non-lethal damage to allies) 
  6. 
  corrupted life (touching heals mental/magical effects, drinking 
  heals all lost hit points, effect lasts for exactly 9 hours when healed 
  effects return fully) 
  6. 
  The PCs find an egg in the shape of  
  1. 
  an uncut amethyst 
  2. 
  a green giant chicken’s egg 
  3. 
  an amber colored sphere 
  4. 
  a box 
  5. 
  a long, thin taper of flesh 
  6. 
  what appears to be a small, humanoid brain 
   
  If broken open, the shell is destroyed and inside is 
  1. 
  goo 
  2. 
  a hole in the universe 
  3. 
  primordial darkness 
  4. 
  primordial light 
  5. 
  a perfect diamond 
  6. 
  a tiny, magical being 
  7. 
  If it hatches, the egg produces 
  8. 
  an imp 
  7. 
  A slip of parchment on the ground is 
  1. 
  a spell scroll 
  2. 
  prayers to St. Albaran (+1 on all stone-related rolls for 24 hours, 
  usable 1x per day) 
  3. 
  prayers to a demon lord (+1 on all rolls when the demon lord’s name 
  is invoked for 24 hours, usable once per day - each use incurs a 
  cumulative 1% chance of attracting said demon lord’s attention…) 
  4. 
  magical paper - anything written on it will come true, in some 
  fashion (though rarely in the manner the writer wishes - sometimes 
  called Monkey’s Paw Paper) 
  8. 
  Seven fairy creatures (1. sprites 2. fairies 3. nymphs 4. pooka 5. atomie 
  6. brownie 7. buckawn 8. mixed) pop into existence in front of the party. 
  They demand 
  1. 
  a party - PCs are to provide food and alcohol enough for 100 people 
  2. 
  obedience - the fairy creatures attempt to charm the PCs. They 
  combine an innate magical talent to cast charm person as if 7th level 
  caster (save vs. spells or become enthralled for 2d6 turns). 
  Enthralled characters will be treated as domestic animals... 
  3. 
  an audience - the fairy creatures are going to put on a play - a farce 
  about adventurers diving into the deeps of the earth seeking fame 
  and fortune - they demand a gp from each audience member. The 
  play acts as a powerful sleep spell (save vs. spells or fall asleep for 
  2d4 turns) 
  4. 
  an apology - someone destroyed their (1. home 2. favorite magic 
  pool 3. pet rust monster 4. deepearth daisies) and they blame the 
  PCs. A heartfelt apology will gain the fairy creatures as a temporary 
  ally (though only for 1d8 turns, as they are chaotic, or until one is 
  injured in any way… or they see something more interesting) 
   
  
  The Chantry of the Deepflame 
   
  215 
   
   
  d12 
  Result 
  9. 
  A face appears in the wall beside the PCs claiming to be the trapped 
  essence of a powerful being named Aratos. If the PCs will free 
  Aratos, he will grant them 1 wish each.  
   
  Aratos can be freed by 
  1. 
  drawing a person’s body on the wall with any media (chalk, 
  paint, blood) - even a stick figure will do (he will take this 
  form) 
  2. 
  writing his true name (which he cannot reveal) backwards on 
  his forehead, then showing it to him in a mirror 
  3. 
  cutting a person-sized hole in the wall (at least 10’ deep) 
  4. 
  building a person out of living matter (body parts, food, 
  plants, fungus, etc). The body “built” is the form he will 
  assume 
   
  If not freed, Aratos will 
  1. 
  appear once a day for the next month and beg to be released 
  2. 
  curse the PCs (-1 on all rolls for the next month) 
  3. 
  begin to cry and wail (double chance for random encounter) 
  4. 
  begin to scream and shout at the PCs (triple chance for a 
  random encounter) 
  5. 
  fade into obscurity 
  6. 
  appear in the middle of the PCs next combat and make his 
  offer 
   
  If freed, Aratos will grant one wish each 
  1. 
  something completely unrelated to the wish is granted, and it’s 
  very bad 
  2. 
  something kind of related to the wish is granted, but it’s bad 
  3. 
  the wish is completely granted, but in the most negative way 
  possible 
  4. 
  the wish is granted 
  5. 
  the wish is granted, but in a weird and not fully helpful way 
  6. 
  the wish is granted to someone else 
  10. 
  A tiny (1. human 2. elf 3. dwarf 4. goblin 5. giant 6. demon) appears 
  in front of the PCs and challenges them to a game. If they they 
  agree, the figure will wave its hand and a random PC’s face will 
  disappear. Faceless PC can survive for number of rounds equal to 
  Constitution score. They have to guess how to make it reappear (the 
  creature will give hints).  
   
  1. 
  draw a face on the blank space 
  2. 
  put a mirror where the face is and have someone else look into 
  it 
  3. 
  skin another creature and put its face on the blank space 
  4. 
  kiss the blank face 
  5. 
  cut away the blank face 
  6. 
  submerge it in water (one feature for each dunking, bonus if 
  holy water) 
   
  Success means the creature offers 
  1. 
  a bow and an echoing laugh that lingers after it pops out of 
  existence 
  2. 
  one wish (see Aratos above for results) 
  3. 
  the being will follow the PCs for 1d4 days, applauding their 
  exploits and loudly praising their bravery and brilliance (until 
  it grows bored and disappears) 
  4. 
  a hint on the nearest treasure 
   
  Failure means one or more PCs die and 
  1. 
  the creature continues through the party one by one until they 
  succeed or all are dead 
  2. 
  the creature demands the party serve him for a year (though 
  he will grow bored with them after only a day) 
  3. 
  the creature makes a bow and disappears, though follows the 
  party invisibly and will secretly help them in their next 
  encounter 
  4. 
  the creature explodes in a magical shower of sparks that is all 
  light and no heat, doing no damage but doubling the 
  possibility for encounters 
   
  d12 
  Result 
  11. 
  Sticking out of the floor is a (1. leg 2. head 3. torso 4. eye) of a (1. 
  spider 2. goblin 3. human 4. kobold 5. elf 6. dwarf 7. shadow 
  creeper 8. giant lizard) as if the floor had somehow engulfed it.  
   
  Touching the part causes it to 
  1. 
  animate and attack 
  2. 
  animate and obey the one who touched it 
  3. 
  curse the one who touched it 
  4. 
  bless the one who touched it 
  5. 
  begin speaking (even if it has no mouth…) 
  6. 
  begin to sink into the ground, revealing ...something… 
  beneath 
  12. 
  A doll is lying on the floor. If picked up it  
  1. 
  is a voodoo doll, affecting the person who picked it up 
  2. 
  is a living doll, seemingly innocent, but evil 
  3. 
  is a child’s toy, imprinted with that child’s spirit 
  4. 
  is a phylactery for a lich 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  216 
   
   
  Table 9: What the Goblin Looks Like 
   
  Goblins randomly encountered or to add personality to encounters 
  listed, the following chart can be consulted. Roll two d8 consulting 
  across for the first die, down for the second. Many of the traits are 
  descriptive, for the GM to adjudicate (such as how the personality 
  trait “Devious” applies, or what the treasure “Knowledge” really 
  means). Gender: In Daen Ral, there is no differentiation, though in 
  other campaign worlds there might be. Treasure listed is in addition 
  to what might be included in any encounter listings…. 
   
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  1 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
  Carrying: 
  Hiding: 
  Personality: 
  Treasure: 
  Avg 
  Normal 
  Male 
  Squeaky 
  Hide Armor 
  Dead rat 
  Parchment 
  Devious 
  None 
  Avg 
  Dark 
  Female 
  Raspy 
  Chain shirt 
  Chalk 
  Holy symbol 
  Pious 
  Gold figurine 
  Avg 
  Normal 
  Male 
  Growling 
  Bucket 
  Hammer 
  Nails 
  Crazy 
  None 
  Tall 
  Dark 
  Male 
  Lisp 
  Black coat 
  Candles 
  Quartz 
  Sneaky 
  None 
  Avg 
  Normal 
  Male 
  Quiet 
  Bandedmail 
  Grudge 
  Book 
  Distrustful 
  Silver 
  Short 
  Dark 
  Female 
  Tired 
  Hair shirt 
  Cups 
  Wine 
  Drunkard 
  Wine 
  Avg 
  Normal 
  Male 
  Squeaky 
  Armor 
  Ball 
  Nothing 
  Obnoxious 
  None 
  Short 
  Dark 
  Male 
  Wobbly 
  Bent helm 
  Bent sword 
  Nothing 
  Devious 
  1d6 sp 
  2 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
  Carrying: 
  Hiding: 
  Personality: 
  Treasure: 
  Avg 
  Normal 
  Male 
  Deep 
  Rat Skins 
  Dragon bone 
  Nothing 
  Honest 
  1d4 sp 
  Very short 
  Mottled 
  Male 
  Silent 
  Green boots 
  Food basket 
  Poison 
  Traitorous 
  None 
  Slightly tall 
  Dark 
  Male 
  Chatty 
  Cape 
  “Wand” 
  Nothing 
  Flighty 
  Bones 
  Avg 
  Normal 
  Male 
  Whiny 
  Altar cloth 
  Rags 
  Wounds 
  Angry 
  Unguent 
  Hunched 
  Sickly 
  Male? 
  Old 
  Wrinkles 
  Turtle shell 
  Wisdom 
  Crotchety 
  None 
  Avg 
  Mottled 
  Male 
  Coughing 
  Sores 
  Shiny rocks 
  Food 
  Skittish 
  1 small gem 
  Very Tall 
  Normal 
  Male 
  Very deep 
  Nothing 
  Nothing 
  Fear 
  Gullible 
  None 
  Avg 
  Light 
  Male 
  Silent 
  Tattoos 
  Bag of dust 
  Genius 
  Terrified 
  None 
  3 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
  Carrying: 
  Hiding: 
  Personality: 
  Treasure: 
  Avg 
  Normal 
  Male 
  Deep 
  Nothing 
  12 Feathers 
  Gold tooth 
  Quiet 
  None 
  Very tall 
  Very dark 
  Unknown 
  High 
  Good robe 
  Staff 
  25 butterflies 
  Aloof 
  Cheap wine 
  Ogre sized 
  Mottled 
  Unknown 
  Silent 
  Scars 
  Stalactite 
  Fear 
  Coward 
  None 
  Very Small 
  Dark 
  Female 
  High 
  Platemail 
  Whip 
  Treasure 
  Violent 
  Magic knife 
  Short 
  Light 
  Male 
  Deep 
  Fez 
  Prayer book 
  Nothing 
  Carefree 
  Silk 
  Avg 
  Normal 
  Male 
  Wheezing 
  Chain shirt 
  Disease 
  Hat 
  Paranoid 
  Potion 
  Very Short 
  Mottled 
  Male 
  Very high 
  Insect armor 
  Insect head 
  Treasure 
  Devious 
  2d4 gp 
  Avg 
  Very Light 
  Male 
  High 
  Yellow scarf 
  Goblin ears 
  Nothing 
  Frustrated 
  Gold dust 
  4 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
   
  Carrying: 
  Hiding: 
   
  Personality: 
  Treasure: 
  Avg 
  Much Darker 
  Unknown 
  Whisper 
  Patchwork 
  armor 
  Club 
  Family secrets 
  Angry 
  Ruby 
  Very short 
  Very pale 
  Male 
  Loud 
  Green moldy grain 
  sacks 
  Lightning rod 
  Location of a magic 
  item 
  Gullible 
  Silver box 
  Gnome size 
  Very pale 
  Male 
  Stutters 
  Studded 
  leather 
   
  Snakeskin 
  Desire to rule 
  tribe 
  Sniveling 
  Poison 
  Avg 
  Normal 
  Female 
  Loud 
  Ermine Furs 
   
  Scepter 
  Gold Tiara 
   
  Haughty 
  Gold Tiara 
  Tall 
  Very Dark 
  Male 
  Raspy 
  Necklace of bones 
   
  Scimitar 
  Knowledge of 
  Deeps 
  Distrustful 
  1 gp 
  Short 
  Pale 
  Male 
  Whisper 
  Dragon rib bones 
   
  Acid vial 
  Alliance with shadow 
  creeper 
  Friendly 
  Map 
  Avg 
  Normal 
  Male 
  Normal 
  Leather armor 
  Crossbow 
   
  Nothing 
   
  Uncertain 
  None 
  Very Tall 
  Very Dark 
  Male 
  Very deep 
  Soft fur cloak 
   
  Drawings 
  Artistic Talent 
   
  Selfish 
  None 
  5 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
   
  Carrying: 
  Hiding: 
  Personality: 
  Treasure: 
  Tall 
  Albino 
  Male 
  High 
  Tattered robe, 
  helmet 
  Human head 
  Nightmares 
  Tortured 
  1d4 gp 
  Avg 
  Dark 
  Male 
  Resonant 
  Breastplate, shield 1 
  boot 
  Bottles 
  Motives 
  Selfish 
  1d6 bones 
  Avg 
  Normal 
  Male 
  Gruff 
  Chicken bone 
  hat 
  Feathers 
  Nothing 
  Confused 
  Rocks 
  Tall 
  Dark 
  Male 
  High 
  Hide Armor 
   
  Nothing 
  Nothing 
  Sad 
  Ivory comb 
  Short 
  Normal 
  Male 
  Cracking 
  Big boots old 
  leathers 
  Maul 
  Wound 
  Injured 
  None 
  Tall 
  Pale 
  Male 
  Chirping 
  Green cloak, orange 
  hat 
  Sticks 
  Sticks 
  Unpleasant 
  Sticks 
  Avg 
  Dark 
  Male 
  Raspy 
  Fine chain 
   
  Shield 
  Nothing 
  Crazed 
  None 
  Avg 
  Dark 
  Male 
  Chatty 
  Eagle feather 
  cloak 
  Food 
  Food 
  Aloof 
  None 
  6 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
  Carrying: 
   
  Hiding: 
  Personality: 
  Treasure: 
  Short 
  Dark 
  Male 
  Tongue-less 
  Torn chain 
  Baby skeleton 
   
  Treasure 
  Suspicious 
  2 pp 
  Short 
  Tattooed 
  Unknown 
  High 
  Wolf skins 
  Spiked chains 
   
  Treasure 
  Grumpy 
  7 gp 
  Short 
  Scarred 
  Male 
  Cracking 
  Dragon hat 
  Dragon fang 
  club 
  Potion 
  Insecure 
  Potion 
  Short 
  Dark 
  Male 
  Gruff 
  Dented helm 
  Rope ladder  
   
  Tattoo 
  Commanding 
  None 
  Short 
  Light 
  Female 
  Chipper 
  Mage robe 
  Potion, scroll, 
  “wand” 
  1 Spell use 
  Demanding 
  Carrying 
  Short 
  Mottled 
  Male 
  Croaking 
  Canvas bag 
  Broken jug, gold chain 
   
  Nothing 
  Insecure 
  Gold chain 
  Short 
  Light 
  Male 
  Whiny 
  Dust & dirt 
  Small stalactite 
   
  Magic 
  Untrusting 
  Magic 
  Short 
  Pale 
  Male 
  Scratchy 
  Striped shirt 
  Pickaxe, shovel 
   
  Nothing 
  Helpful 
  None 
  7 
  Height: 
  Color: 
  Gender: 
   
  Voice:  
  Wearing: 
  Carrying: 
  Hiding: 
  Personality: 
  Treasure: 
  Short 
  Mottled 
  Conjoined twins, 
  Male 
  Hoarse 
  Calico dress 
  Broom, cup 
  Brilliance 
  Simpering (false) 
  Knowledge 
  Avg 
  Light 
  Female 
   
  Gruff 
  Burlap 
  Silver spoon 
  Cowardice 
  False bravado 
  None 
  Avg 
  Dark 
  Male 
   
  Loud 
  Demon horn 
  Nothing 
  Nothing 
  Arrogant 
  Demon skin 
  Avg 
  Normal 
  Male 
   
  Soft 
  Nothing 
  Violin 
  Nothing 
  Friendly 
  Gold 
  Tall 
  Mottled 
  Male 
   
  Gravelly 
  Grey hat 
  Shovel 
  Alliance 
  Cautious 
  Figurine 
  Short 
  Dark 
  Male 
   
  Loud 
  Ear rings 
  Shrunk head 
  Nothing 
  Brazen 
  Ear rings 
  Avg 
  Mottled 
  Male 
   
  Halting 
  Burns 
  Oil 
  Nothing 
  Simpering 
  None 
  Avg 
  Dark 
  Male 
   
  Cracking 
  Wig 
  Glass shard 
  Wound 
  Tortured 
  Magic 
  8 
  Height: 
  Color: 
  Gender: 
  Voice:  
  Wearing: 
  Carrying: 
  Hiding: 
  Personality: 
  Treasure: 
  Tall 
  Pale 
  Female 
  Deep 
  Leather 
  Spider leg 
  Nothing 
  Suspicious 
  None 
  Avg 
  Normal 
  Male 
  Scratchy 
  Gauntlets 
  Backpack 
  Trinkets 
  Secretive 
  Trinkets 
  Avg 
  Dark 
  Male 
  Deep 
  Necklace 
  Hair 
  Jewel 
  Fidgety 
  Jewel 
  Avg 
  Mottled 
  Female 
  Normal 
  White robe 
  Candlestick 
  Flint & steel 
  Shifty 
  Tools 
  Short 
  Normal 
  Male 
  High 
  Arm bands 
  Rocks 
  Obsession 
  Bewildered 
  Tiny ruby 
  Avg 
  Normal 
  Male 
  Gruff 
  Floppy hat 
  Dead rat 
  Map 
  Insane 
  Nothing 
  Avg 
  Pale 
  Male 
  Hollow 
  Boots 
  Venom 
  Dagger 
  Distrustful 
  None 
  Short 
  Mottled 
  Male 
  Halting 
  Gauntlets 
  Dice 
  Winnings 
  Smooth 
  3d8 sp 
   
  
  The Chantry of the Deepflame 
   
  217 
   
   
  Appendix Maps 
   
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
  218 
   
   
   
   
   
   
  
  The Chantry of the Deepflame 
   
  219 
   
   
   
   
  
  The Chantry of the Deepflame 
  220 
   
   
   
   
   
   
   
   
  Undermountain 
  Trail 
  Area 1 (Map 2) 
   
  
  The Chantry of the Deepflame 
   
  221 
   
   
   
   
  The Bridges 
  Areas 2, 3, 4, 10     Map 3 
  
  The Chantry of the Deepflame 
  222 
   
   
   
   
   
  South Keep 
  Area 4   Map 4 
  
  The Chantry of the Deepflame 
   
  223 
   
   
   
   
  The Crevice 
  Area 7   Map 5 
  
  The Chantry of the Deepflame 
  224 
   
   
   
   
   
  Caves of the Whispering 
  Wind 
  Map 5a 
  Seven Rubies 
  Glitterwing Tribe 
  Map 5b 
  Stone 
  Giant 
  Map 5c 
  
  The Chantry of the Deepflame 
   
  225 
   
   
   
   
  The Deepgate 
  Area 9    Map 6 
  
  The Chantry of the Deepflame 
  226 
   
   
   
   
   
  Over Mountain Trail 
  Area 11   Map 7 
  
  The Chantry of the Deepflame 
   
  227 
   
   
   
   
  Shattered Keep 
  Map 7a 
  
  The Chantry of the Deepflame 
  228 
   
   
   
   
   
  River 
  Trail 
  Area 12 
   Map 8 
  
  The Chantry of the Deepflame 
   
  229 
   
   
   
   
   
  Rivergate 
  Area 13f  Map 9 
  
  The Chantry of the Deepflame 
  230 
   
   
   
   
   
  The Two 
  Towers of 
  Aransh 
  Chantry Area A 
  Map 10 
  
  The Chantry of the Deepflame 
   
  231 
   
   
   
   
  Hall of the Militant 
  Brethren 
  Chantry Area B 
  Map 11 
  
  The Chantry of the Deepflame 
  232 
   
   
   
   
   
  Hall of the Militant 
  Brethren 
  Chantry Area B West 
  Map 11a 
  
  The Chantry of the Deepflame 
   
  233 
   
   
  Hall of the 
  Militant 
  Brethren 
  Chantry Area B East 
  Map 11b 
  
  The Chantry of the Deepflame 
  234 
   
   
   
   
   
  King’s 
  Watch 
  Ruins 
  Chantry Area B57 
   
  Map 11c 
  
  The Chantry of the Deepflame 
   
  235 
   
   
   
   
   
  Dormitories of the 
  Cloistered Brethren 
  Chantry Area D 
  Map 12 
  
  The Chantry of the Deepflame 
  236 
   
   
   
   
   
  Sanctuary of the 
  High Priest 
  Chantry Area E 
  Map 13 
  
  The Chantry of the Deepflame 
   
  237 
   
   
   
   
   
   
  Hall of the Honored 
  Guests 
  Chantry Area F 
  Map 14 
  
  The Chantry of the Deepflame 
  238 
   
   
   
   
   
  The Deeps 
  Chantry Area G 
  Side Elevation 
  Map 15 
  
  The Chantry of the Deepflame 
   
  239 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Storehouses 
  Chantry Area G1 
  Map 16 
  The Reservoir 
  Chantry Area G2 
  Map 17 
  
  The Chantry of the Deepflame 
  240 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The North Mines 
  Chantry Area G3 
  Map 18 
  
  The Chantry of the Deepflame 
   
  241 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The South Mines and Refinery  
  The Sanctuary of the Shadow King 
  Chantry Area G4             Map 19 
  Deepgate Keep 
  Chantry Area G5 
  Map 20 
  
  The Chantry of the Deepflame 
  242 
   
   
   
   
   
   
   
   
   
   
   
   
  The First Deep 
  Chantry Area G6 
  Map 21 
  
  The Chantry of the Deepflame 
   
  243 
   
   
  License 
  Open Game License Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
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  includes the methods, procedures, processes and routines to the extent such content 
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  any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations 
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  2. The License: This License applies to any Open Game Content that contains a 
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  13. Termination: This License will terminate automatically if You fail to comply 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 
  Matthew J. Finch 
   
  END OF LICENSE 
   
  “Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks 
  of Matthew J. Finch.” Rosetrhone Publishing is not affiliated with Matthew J. 
  Finch or Mythmere Games™. 
   
  Copyright 2019 Rosethrone Publishing, WR Beatty. 
   
  PRODUCT IDENTITY 
  Rosethrone Publishing, the World of Daen Ral and the logos associated with the 
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  The specific wording of the text of this work is Product Identity in its entirety, 
  including the text of spell descriptions and monster descriptions, excluding any 
  language derived from the S&W core rules. 
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands The Chantry of the Deepflame (SW).pdf