TEXT:                                                                                              Blackfalls Hall 
   
   
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  Blackfalls Hall 
   
  The Palace of the 
  King Under the Water 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the King Under the Water sought to establish his kingdom and build 
  his palace, he claimed two ruins in close proximity to one another: an 
  ancient monastery dedicated to an obscure religion worshiping Birdmen 
  which clung to the cliffs on either side of a grand waterfall, and a more 
  modern (but nevertheless ruined) keep and its dungeon beneath which stood 
  at the confluence of two branches of the Westflow River (a tributary to the 
  Raging River), just above the cliffs. The old monastery is now called the 
  Water Gate by the denizens and the keep is called Blackfall Keep.  The 
  King Under the Water carved new halls to connect these two existing 
  structures: The Queen’s Hall, the Temple of the Rabble, and the High 
  King’s Hall. In addition, one other level was carved out, though few of the 
  denizens know about it: the Grotto of the King Under the Water. 
   
  
  Blackfalls Hall                                                                                                       i 
   
   
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  Blackfalls Hall 
  The Palace of the  
  King Under the Water 
  A Highlands Location 
  In the Northern Tier 
   
   
   
  This dungeon is located in Hex 37 in the  
  Northern Tier Hexcrawl, a wilderness area  
  found in Hex E-4 of the  
  Highlands Campaign Setting. 
   
   
   
  Writing, Editing, and Layout: WR Beatty 
  Cartography: Dyson Logos, used with permission 
  Art: Public Domain 
   
   
   
  The Northern Tier uses Swords & 
  Wizards in the Highlands rules, a rules 
  variant of Swords & Wizardry, but is 
  fully compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
   
   
  © 2018 Rosethrone Publishing  
  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. 
   
   
   
   
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
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  TABLE OFCONTENTS 
  THE WATER GATE 
  5 
  BLACKFALL KEEP 
  11 
  BLACKFALL KEEP DUNGEON 
  14 
  THE QUEEN’S LEVEL 
  18 
  THE HALLS OF THE FALSE KING 
  27 
  THE TEMPLE OF THE RABBLE 
  36 
  THE GROTTO OF THE TRUE KING 
  42 
  ADVENTURES IN BLACKFALLS HALL 
  46 
  Rumors 
   
  46 
  Adventure Ideas 
   
  46 
  Machinations 
   
  46 
  Encounter Reactions 
   
  47 
  Random Stuff in Blackfalls Hall 
   
  47 
  LICENSE 
  48 
  APPENDIX: NEW ITEMS 
  49 
  APPENDIX: MAPS 
  51 
  The Water Gate / The Monastery of the Feathered Prophets 
  51 
  Blackfall Keep 
   
  52 
  Blackfall Keep Dungeon 
   
  53 
  The Queen’s Level 
   
  54 
  The Hall of the False King 
   
  55 
  The Temple 
   
  56 
  Grotto of the True King 
   
  57 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
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  ormerly a Monastery dedicated to the 
  Birdmen of the Endless Mountains, the 
  monks and priests of this Monastery held 
  on to their devotion for many generations. But 
  after the Birdmen left the region a thousand 
  years ago, the religion worshipping them slowly 
  dwindled until only an aged and bitter high 
  priest remained.  
   
  He cursed these halls with his dying breath and remains in his unlife in the deepest, most 
  well-protected chambers in the Monastery: the catacombs. Those who spend a significant 
  amount of time in the monastery begin obsessing about birds… 
   
  Several generations ago, the King Under the Water claimed this abandoned monastery as 
  the front door to his palace.  He enslaved thousands to dig the tunnels and halls that became 
  the Blackfalls Hall, the palace of the King.  Most of the denizens herein are absolutely loyal 
  to the King who rules atop the Seer’s Throne (see False King’s Level, area 28). However, a 
  majority of the host of the King Under the Water are unaware of who truly rules the palace: 
  the True King Under the Water who dwells deep under the palace and manipulates and 
  maneuvers the False King and others to do his bidding.  
   
  The goblins dwelling in the ruins of monastery have become particularly obsessed with 
  birds, some of which has filtered into the upper levels of Blackfalls Hall. The Bluecap 
  Hobgoblins are fiercely loyal to the False King, but would betray him in an instant if 
  evidence of the True King were revealed to them. The Blackcap Hobgoblins will happily 
  sacrifice their lives for the True King, but will not put much effort into defending the False 
  King or his entourage.  
   
  F
  
                                                                                               Blackfalls Hall 
   
   
  5 
   
  The Water Gate 
  The Monastery of the Feathered Prophets 
   
  1. The Road of the Faithful 
  The path up the cliff side is winding and treacherous, following 
  a series of switchbacks, ending at the bottom of a series of 
  buildings clinging to the cliffs on the western side of the 
  waterfall. The entrance is about 50’ above the great pool below. 
  The door here is thick oak, reinforced with iron bands and 
  painted red and blue (the royal plumage of the Birdmen).  
   
  The door is locked. Inside the 15x20 foot room are 7 Goblin 
  Guards and a Bird Shaman, called “The Sky Watch” by the 
  other denizens. Normally they simply sit at tables playing dice 
  or complaining. If alerted, one will climb the spindly winding 
  stairs to the next levels to alert the garrison guard while the 
  remaining six stand against the wall on either side of the door to 
  ambush anyone who comes through while the Shaman casts 
  darkness which covers the whole room.   
   
  Each Goblin wears leather armor with a blue waterdrop symbol 
  crudely painted on the chest, fights with a shortsword and a 
  dagger and has 1d4 sp and 1d10 brilliantly colored bird feathers 
  in a leather belt pouch.  The Bird Shaman is covered head to toe 
  in blue and red feathers. In addition to his spells, he wields the 
  Staff of the Air (Stinking Cloud 2x/day, Predict Weather 
  3x/day, Air Blast 4x/day). Air Blast pushes an ogre sized 
  volume of air (3’x5’x8’) at an extremely rapid speed, pushing 
  up to 600 pounds of weight 4d6 feet (save for half distance). Air 
  Blast does no damage. 
   
  Goblin Guards (7): hp 2,2,5,7,4,8 
  Bird Shaman: hp 9 
  Spells:  Fly, Feather Fall,  
  Bird Form (limited polymorph self) 
   
  2. The Firstwatch 
  The walls of these two chambers were painted with colorful, if 
  amateur, painting of birdmen. The plaster is worn and chipped, 
  but has been scrubbed clean.  
   
  2a. Sky Watch Guards 
  4 Hobgoblins wearing eagle feathers on their sleeves and 
  bearing shortbows, shortswords and daggers. They spend their 
  days watching the sky out the single window of this room. If on 
  alert they will surround the spiral stairs with arrows nocked, 
  ready to pincushion enemies who come up that way.  
   
  If the Bird Shaman “Sky Watch” has retreated up the stairs, he 
  will brush past the Hobgoblins and lock himself in his chamber 
  (2b.). The Sky Watch Guards will fight to the death to defend 
  their Shaman but if he is killed, they will flee if one or more is 
  killed. Besides their weapons, each Hobgoblin has 1d6 sp. One 
  of them has a note from The Crooked One (the Hall of the False 
  King, room 16), though he can’t read it.  The note contains 
  instructions to the Captain of the Keep to hurry the reparations 
  to the keep. 
   
  Hobgoblins (4): hp 5,6,7,12 
  2b. The Sky Watch’s Chamber 
  The Bird Shaman’s chamber looks like a chaotic mess. The 
  Southeastern corner, beneath the two large windows, is piled 
  high with stick and leaves and bits of cloth.  
   
  Mixed in the chaotic mess is 37 gp, 19 sp, 19 rat skeletons, a 
  potion of healing and a magic winged helmet (Helm of the 
  Vulture King: ESP communication with anyone wearing the 
  matching helm).  The Bird Shaman will attempt to use the magic 
  helm to contact the captain of the King’s Flight (area 9, the 
  Rookery) to warn of the intruders and call for reinforcements.  
   
  If the Bird Shaman connects with the captain, the Giant Vultures 
  will be quickly saddled and a flight will be sent to their aid. If 
  the situation seems hopeless, the Bird Shaman will throw 
  himself out the window to “Fly to the gods!”  
   
  3. Firstwatch Garrison 
  The walls of these two rooms are freshly whitewashed and a 
  crude sketch of odd, twisted birdmen covers the northern wall 
  of room a, on either side of the archway connecting the two 
  rooms. 
   
  3a. Piles of Pallets 
  Twenty dirty pallets are piled beneath the windows on the south 
  wall during the day and are scattered throughout the room at 
  night with guards sleeping on them. 6 Goblins and 3 
  Hobgoblins are here, off-duty.  
   
  If on alert, they will call up to the Brothers upstairs, then gather 
  their weapons (Goblins have shortswords, daggers and leather 
  armor as in area 1, Hobgoblins have shortswords as in area 2a, 
  the shortbows remain in that area at all times) and release their 
  “pet” in area 3b, and descend the stairs if they are able to join 
  their brethren in defending the Water Gate. The Hobgoblins are 
  completely devoted to the Sky Watch and will defend the Bird 
  Shaman to the death.  
   
  Goblins (6): hp 2,2,6,7,7,7 
  Hobgoblins (3): hp 6,8,8 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
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  3b. Stairs Up/ “Kennel” 
  The stairs wind up two stories from here in the western side of 
  this alcove. On the eastern side, the guards keep a cage with an 
  insane Shadow Creeper.   
   
  If a being wearing magical jewelry comes within 30’ of the 
  Creeper, the creature will go crazy trying to break out of its cage 
  to reach the person wearing the ring, amulet or whatever. If the 
  Gate is on alert and being invaded, the guards will drag the cage 
  out into the main room and open it at the top of the stairs, 
  releasing the Creeper who will either charge down the stairs 
  (80% chance, going berserk and attacking whoever or whatever 
  is in its way) or jump around room 3a for a round, the flee up 
  the stairs to 4 and beyond, to disappear into the King Under the 
  Water’s palace (20%, to wreak whatever havoc the GM decides- 
  NOTE that the Creeper is completely unaware of the Tireless 
  Watcher in area 5a). If the cage is opened and anyone wearing 
  magical jewelry is within 30’, the Creeper will attack that being 
  first, seeking to obtain the magical jewelry, then, if successful, 
  the Creeper will attempt to flee with its prize. Otherwise it fights 
  to the death. 
   
  Shadow Creeper: hp 7 
   
  4a. The Scarred Brothers 
  Two huge and very scarred Bugbears lounge here, tormenting 
  an enslaved Mazel which is chained to the wall. Bugbears are 
  very powerful, if not too bright, and these two have been 
  stationed here to keep the lesser kin from leaving their posts 
  below. Any Goblin or Hobgoblin that tries to climb the stairs 
  will be roughly pushed back down.  If alerted to an invading 
  force (if the guards from below shout up), the Scarred Brothers 
  will grab their spears and swords and defend the stairs. They 
  will not descend to help their lesser kin for any reason. The 
  Mazel will not aid the Bugbears in any way nor will it attack. If 
  freed, the Mazel will seem grateful, offering to join with those 
  who free him. Eventually his nasty disposition will overtake his 
  thankfulness and he will turn on them. Each Bugbear has a large 
  leather sack which contains: (sack 1) 21 cp, 18 sp, 5 gp and (sack 
  2) 22 cp, 9 sp, 7 gp. In addition, on the wall is a gold plated 
  sculpture of a stylized water drop (worth 10 gp in gold, but 
  studded with a 100 gp Jasper, a 35 gp Azurite, and a 75 gp Blue 
  Quartz). 
   
  Bugbears (2): hp 20,25 
   
  4b. The Bone Pile 
  Hundreds if not thousands of gnawed bones are scattered across 
  the roof here. Vultures frequently roost here, picking away at 
  bits of flesh and scattering the bones (60% chance, if 
  encountered 1d4+2 Vultures with a 30% chance of 1-2 Giant 
  Vultures). Any magic spells cast on the rooftop will cause the 
  bones to begin animating, forming 1d6 Skeletal Horrors which 
  will take one round to form and then attack. Once Skeletal 
  Horrors begin to animate, 1d6 will animate every round until 
  those who disturbed the bones are dead or leave the rooftop. 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 on this rooftop. There is no treasure 
  here. 
   
  Skeletal Horrors (1d6): hp 5 each 
  5. Watching the Path to 
  Blackfall Hall 
  A crudely carved tunnel (with occasional steps) winds 
  downward to the west here. The tunnels winds downward for 
  some 2000’ linear feet (while descending about 60’) to Black 
  Falls Hall Queen’s Level area 1. 
   
  5a. The Tireless Watcher 
  A gaunt, grey-skinned ancient looking man stares unblinkingly 
  out the windows in the southern wall. If any being enters the 
  room (from the stairs, the door in the east wall or the archway 
  to the north), the Tireless Watcher will turn slowly (taking a 
  full round), to turn its gaze on the intruders. Servants of the King 
  Under the Water are aware of the Watcher’s abilities and hurry 
  through this room. 
   
  Tireless Watcher: hp 16 
   
  5b. Cells of the Feathered 
  Prophets 
  Each of these three cells contains the mummified body of a 
  Feathered Prophet. The bodies, partly covered in musty feathers, 
  are beginning to deteriorate. Beneath the grave wrappings are 
  various treasures: first body wears three gold rings, each 
  inscribed with a different prayer to the Birdmen, worth 120 gp 
  each; the second body wears a gold circlet on its head with 3 
  small rubies and 2 small blue garnets inlaid (worth 425 gp total); 
  and the third body has four emeralds (worth 130 gp each) in its 
  chest cavity and wears a magic ring inscribed with stylized eagle 
  wings and inset with a small topaz (a ring of flying). If the 
  Shadow Creeper from 3b comes within 30’ of this body it will 
  spend a round ripping the ring, finger and all, off the mummified 
  corpse. 
   
  5c. Eternal Darkness 
  The door to this room is locked and the room is cloaked in 
  impenetrable magical darkness. The floor of this room is 20’ 
  below the level of the outer hallway and lying on this floor are 
  three human skeletons and five goblin corpses, which will rise 
  as animate skeletons and zombies if any living thing comes into 
  contact with them.  The undead have no weapons or treasure. 
  Any creature killed in this pit rises in 2 days as a zombie. 
   
  6. Abandoned Guest House 
  The north wall has the remains of a mural depicting clouds and 
  a sunrise, with a dozen beautiful Birdmen flying among the 
  clouds. This wall has been scrubbed clean and, perhaps, some 
  of the paint has been touched up. The remains of 8 wooden beds 
  is pushed up against the southern wall, mostly dry rotted and 
  ruined. Among the jumbled planks and bits of wood are 33 
  arrows and 4 spears. There is probably enough rubble to 
  blockade the doorway. 
   
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  7 
   
  7. Blackfall Bridge 
  The bridge over the falls is about 120’ above the great pool 
  below. It is always wet and slippery, and the masonry is 
  crumbling in places, but it is safe and easy enough to cross as 
  long as one moves no more than half their normal maximum 
  speed. Combat on the bridge, walking full speed or running is 
  tricky (use a save or a Dexterity Check – DEX or less on 4d6 
  drop lowest). 
   
  7a. Guest Tower 
  This small square room once had a door which opened to the 
  west onto the rooftop of 6 below but it has been crudely bricked 
  up. The mortar used in the bricking up of the doorway is highly 
  flammable, so any flames brought close to the wall has a 100% 
  chance -2% per inch away from the wall of exploding doing 1d6 
  damage to everyone in the room, save for half damage. Thus, a 
  torch held a foot away from the mortar would have a 76% 
  chance of exploding, beyond 33”, there is no chance of 
  exploding.  The room is otherwise unremarkable – stairs going 
  down, a doorway in the east wall leading to the bridge. The 
  rooftop which has been blocked off is haunted. A Spectre, the 
  spirit of a Winged Prophet who committed suicide after 
  committing a particularly heinous sin, is trapped in the place of 
  his death. The Spectre will pursue no one beyond the edges of 
  the rooftop, but it will attack any living thing that steps foot on 
  the rooftop. 
   
  Spectre: HD 7; hp 26 
   
  7b. The Terrace of the Prophets 
  The rooftop which makes up this terrace is deeply scratched and 
  scarred. There are a number of 3”-6” holes are chiseled in the 
  stone wall and in the cliff face in regular patterns (elaborate 
  wooden scaffolding was once set up here for the hundreds of 
  birds who roosted here when the Winged Prophets inhabited this 
  monastery). 
   
  7c. Prophets Tower 
  A warning (written in six different languages, none of them 
  current dialects, however) is written on the north wall here: “Ye 
  who have not been cleansed by the wind and the sun must pass 
  not beyond the Tower of the Winged Prophets for thy spirit 
  cannot endure the holiness of the sanctum.” Save a few feathers 
  in the corners, this room is empty. Anyone who passes through 
  the archway without wearing feathers of some sort will 
  experience a massive electric shock (1d8d6 in electrical damage 
  – that is, the amount varies – 1 to 8 six sided dice of damage, 
  save for half). 
   
   
   
   
   
   
   
   
   
   
   
   
   
  8. Acolyte Hall 
  These chambers are mostly empty. 8a has 17 javelins piled in 
  the southeastern corner.8b has twenty rough burlap sacks filled 
  with thousands of feathers stacked against the southern wall.  
  Each feather-filled sack also has 1d6+11 small stones in the 
  bottom.  3 of the sacks (#4, #13, #16) have small (35 gp) rubies 
  mixed among the small stones.   
   
  9. The Rookery 
  This level of the Water Gate is home to the King Under the 
  Water’s winged mounts and their handlers. These are the best of 
  the Goblin warriors in all of Blackfalls Hall, nearly as fierce and 
  trustworthy as the Bluecap Hobgoblin King’s Guard. 
   
  These chambers are conspicuously clean, even though this is the 
  roost of nearly a dozen Giant Vultures. 
   
  9a. The Birdmasters 
  The small chambers between the steps up to the west and the 
  steps down to the east houses members of the King Under the 
  Water’s “cavalry brigade.”  
   
  8 Goblins bunk in each chamber. When in full uniform, all these 
  Goblins wear leather armor emblazoned with wings on the chest 
  and winged leather helmets. These are the King’s fliers. 16 of 
  these Goblins are seasoned veterans, having flown the giant 
  birds into combat on numerous occasions (and survived!). One 
  of these 16, the captain of the King’s Flight, wears a metal 
  winged helmet (Helm of the Vulture, the match to the Bird 
  Shaman’s magic winged helmet, area 2b) and the wings on his 
  armor are edged with gold (paint).The eight who bunk in the 
  center chamber are those who are still training (their uniforms 
  only have one wing emblazoned on the chest – they earn the 
  other by surviving their first battle).  
   
  Each of these 24 Goblins is armed with a dagger, a small shield 
  and 1d4+3 javelins and the 16 veterans each have 1d6+5 sp and 
  1d4-2 gp. The Captain’s dagger is magical (Greenhsine +1, -1 
  vs. humans and demi-humans) and two of his javelins are 
  magical (lightning javelins, an additional 2d6 electrical damage 
  on a successful strike). 
   
  Goblins  (24): hp  (1-1HD) 2,2,5,5,7,7,7,7  
  (1HD) 1,1,4,5,5,5,7,7  
  (2-1HD) 5,6,7,8,11  
  (2HD) 5,6,12 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
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  9b. The Flight 
   
   
  11 Giant Vultures nest here, along with a number of 
  normal vultures. The Giant Vultures are groomed and 
  the nests are kept very clean by four Goblins who wear 
  red sacks as makeshift “dresses,” cinched at the waist 
  by lengths of rope.  
   
  18 oddly shaped saddles and 25 bridles, all obviously fitted for 
  the huge birds, are carefully organized in the western alcove, 
  along with several dozen javelins, 18 spears and 23 clubs. In 
  the Southeastern corner are a dozen bags filled with carefully 
  cleaned vulture feathers and, prominently displayed in the 
  corner is an exquisitely carved weapon rack (mahogany inlaid 
  with ivory, worth 300 gp) on which are brooms, shovels and 
  various other tools. 
   
  The four Goblins are being punished for some slight against 
  the (False) King and sleep among the great birds. They will go 
  to great lengths to get into the good graces of the Captain of 
  the Flight, trying to capture any intruders without rousing an 
  alarm. They can quickly arm themselves with javelins, spears 
  and clubs. If one or more is killed, one Goblin will try to flee 
  to warn the rest of the Roost to the incursion. 
   
  Goblins (4): hp 2,2,4,6 
  Giant Vultures (11): hp 5,8,10,11,12,12,13,14,14,16,20 
   
  Roll 
  1d6 
  Random Item(s) 
  Hidden where? 
  1 
  A brass belt buckle (bull’s 
  head, 25gp value) 
  In the feathers of a giant 
  vulture 
  2 
  Chainmail gloves 
  1. Rusty steel, 2. Mithral, 
  3. Magical (+1 to hit), 
  4. Cursed (fumbling) 
  Behind a loose stone in  
  1. The wall, 2. The floor, 
  3. The ceiling, 
  4. The cliff-face 
  3 
  A leather pouch with 1. 2 cp 
  2. Ruby (2gp), 3. Jade (30gp) 
  4. 22 sp, 5. 13 gp, 6. A rock 
  In a pile of excrement 
  near the edge 
  4 
  Diamond (300 gp) 
  In a nest  
  5 
  A medal of honor from the 
  High King’s Guard 
  In the gullet of a giant 
  vulture 
  6 
  13 chess pieces (worth 1 sp 
  each) 
  In a hidden place among 
  the tools 
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  9 
   
  10. The Blue Guard 
  These rooms are always guarded by Bluecap Hobgoblins. These 
  are members of King’s Guard who rotate their service with those 
  of the Black Falls Queen’s Hall. They spend 2 weeks on duty 
  here, the day they change “shifts” with their compatriots an hour 
  or more can go by with this level completely unoccupied.  
   
  The main garrison of the King’s Guard (the Bluecaps) is on the 
  Queen’s Level. 
   
  10a. The King’s Guard Barracks 
  17 Bluecap Hobgoblins bunk here, all with blue tunics fitted 
  over their leather armor, all with blue caps sporting blue and red 
  feathers.  
   
  The accommodations are Spartan, 24 pallets, 3 small tables and 
  a dozen chairs.  
   
  One Hobgoblin, notable for the very large plumage on his cap, 
  is the Captain of the Guard. 16 of these Hobgoblins wield 
  longswords and daggers while the Captain of the Guard wields 
  a magical longsword (Bitter Root: longsword +2, can only 
  penetrate magical armor, useless against non-magical armor, 
  though still cuts flesh). Each of the hobgoblins has 2d4 gp and 
  1d8+4 sp. The Hobgoblin captain also carries a small hand-
  carved birdman idol (worth 45 gp to the right buyer).  
   
  The King’s Guard will defend the Water Gate with their lives, 
  though as soon as the Captain realizes there is a threat he will 
  send one of the Hobgoblin troops upstairs to rouse the Flight and 
  one Hobgoblin to warn the King of the danger. That Hobgoblin 
  will tell the Rat (11 below) on his way through as well. If 
  possible, the Captain will organize the defense in the Prophet’s 
  Tower (7c), trying to force intruders off the Terrace to hopefully 
  fall to their doom. 
   
  Hobgoblins (16): hp 4,5,5,6,6,6,7,7,8,8,9,12,12,12,13,14 
  Hobgoblin Captain: hp 21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10b. The Queen’s Moon Room 
  Compared to most other rooms in the Water Gate, this long 
  narrow room is lavishly appointed. A large bed against the east 
  wall is piled high with colorful blankets and pillows. Carpets 
  cover the floor and a dozen or more dresses hang on a rack 
  (worth 1d10x10 gp each). Three golden lamps (worth 75 gp 
  each) and fifty or more candles (in brass candlesticks worth 
  maybe 1 sp each) rest on tables and shelves around the room.  
  Finally, a huge bouquet of fresh flowers with 3 long, fluffy 
  feathers sits on a table beside the bed. Two reasonably 
  comfortable looking pallets are tucked under the bed.  
   
  Fresh flowers are placed in this chamber every day, in case the 
  king and/or queen visit the Water Gate. 
   
  10c. The Queen’s Patio 
  Four wooden chairs and a long, narrow table are kept up against 
  the wall beneath the window and placed out beyond the awning 
  when the Queen visits. The great pool is 90’ below. When the 
  Queen visits, she enjoys throwing petals from the patio to the 
  pool below.  The Hobgoblin guards only come out here to set up 
  the table and put things away, unless directed by the King or 
  Queen.   
   
  Between the cliff face and the eastern side of the building is a 
  hollow space at shoulder height, about 9” in diameter and 24” 
  deep, sloping downward. If anyone reaches in, the hole in the 
  stone is smooth and tapers to become more narrow the farther in 
  one reaches until a human hand can just pass through.  At the 
  end the shaft opens up into an 18” diameter hollow space. Just 
  in reach is a fist-sized stone. Anyone who grasps the stone finds 
  their hand won’t fit through the opening while holding the stone. 
  The stone will fit through the opening, or a hand, but not both. 
  The hole is too deep for demi-human arms and the diameter is 
  too small for Goblin-kin or other creatures to reach in. 
   
  The stone is an Ioun Stone, egg-shaped, about 6” long and 4.5” 
  in diameter, marbled blue and green. The stone gives either +2 
  to Wisdom or 5 temporary hit points, determined at time of 
  deployment, able to be changed at noon every day. 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  10 
   
  11. The Clay Golem and the Rat 
  The windows on this level command a view of the entire west 
  side of the Water Gate, as well as a good view of the Great Pool 
  below. The King Under the Water has stationed his most trusted 
  guards here. 
   
  11a. The Rat 
  Constantly watching out the windows (45% toward the Great 
  Pool, 45% toward the western side of the Water Gate, 10% far 
  off to the east), the Rat lives here amid gnawed bones and offal. 
  The Rat is one of the few denizens of Blackfall Hall who knows 
  the commands to activate the Clay Golem (see below).   
   
  The Rat is a Ratman, cowardly by nature, but spurred to 
  courage if reminded of his devotion to his King. He will fight, 
  but not to the death, choosing to run (possibly throw himself out 
  a window) to save his life if too seriously threatened or parlay, 
  giving away any secret he is privy to in order to save his own 
  life. If on high alert, or if he has observed fighting on the west 
  side, he will be prepared to activate the Clay Golem and 
  command it to protect the entrance to the High King’s Halls 
  (11c), activating it when he knows a threat is nearby.  The Rat 
  fights with a magic sword and dagger as well as trying to bite 
  his opponents to inflict his disease.  The sword is Windrider’s 
  Arm (sword +2, -2 vs air dwelling creatures, allows wielder to 
  fly up to 20’ per round at will) and the dagger is Biter (dagger 
  +1, blade inflicts disease causing an additional 1 hp loss per day 
  until cured, save to negate). 
   
  Ratman: hp 4 
   
  The entrance to the level below (12) is closed off with stone and 
  sealed with lead. Painted on the stone are some magic looking 
  (but meaningless) runes.  Amid the mess of bones and waste and 
  scraps of wood and cloth the Rat has scattered his treasure: 3000 
  sp, 3000 ep, Gems (3): 10 gp Eye Agate, 100 gp Star Rose 
  Quartz, 150 gp Jet.  
   
   
  One of many scraps of parchment has the following scrawled on 
  it: VD, TTCK, DFND, RST 
   
  (These are the Rat’s reminders for the command words – he has 
  removed the vowels – Evade or Avoid, Attack, Defend, Rest). 
   
  11b. The Golem Guard 
  Leaning against the wall in the southeast corner is a very poorly 
  molded clay sculpture. The intent may have been to fashion a 
  human-like sculpture, but the head is too large and misshapen, 
  the arms are huge, long, and almost end in claws. The legs are 
  stumpy but large. This is a Clay Golem, fabricated by the 
  combined efforts of the Bird Shaman (Water Gate areas 1&2) 
  and The Crooked One (Hall of the False King, room 16). 
   
  The Golem can follow simple commands. The Rat will only 
  command it to Avoid, Attack, Defend and Rest. If a command 
  is too complex, there is a 50% chance that the Clay Golem will 
  mis-interpret it, 45% chance the Golem will ignore it, 5% 
  chance that the Golem will fly into a berserk rage and attack 
  everything randomly. 
   
  Clay Golem: 50hp 
  11c. Entrance to Blackfalls Hall 
  The tunnel winds from here, with occasional steps carved into 
  the floor, for 1300 linear feet, rising at least 50’ vertically and 
  looping over itself at least twice, to connect with Blackfall Keep 
  Dungeon, room 3. 
   
  12. The Catacombs of the Winged 
  Prophets 
  This is where the Winged Prophets buried their honored dead 
  (most of their membership would have been cremated and their 
  ashes scattered to the winds). Feathers are stuffed into every 
  nook and cranny of these chambers, making movement through 
  here a bit of a challenge, feathers eventually covering anything 
  that moves through this area – especially the corporeal undead 
  found below. 
   
  12a. The Spectre of the Last High 
  Priest and Goblin Skeletons 
  7 Goblin skeletons lie in pieces at the bottom of the ladder. A 
  translucent humanoid dressed only in feathers stands at the 
  western side of the room, near the window. The figure looks 
  angry. 
   
  In addition to a Spectre’s normal attacks, the Last High Priest 
  can animate dead: 1d6+4 HD of undead per round. His first 
  action will be to animate the 7 Goblin Skeletons. As they engage 
  intruders, he will attempt to animate the corpses in area 12b as 
  well, sending any animated dead not fully engaged up the 
  ladder. Once he has animated all the corpses on the level, he will 
  climb the ladder and begin animating all the dead he finds in the 
  Water Gate. He cannot leave the Water Gate to go outside or to 
  enter Blackfalls Hall.  If the Last High Priest is slain, all the 
  animated dead collapse the following round. 
   
  Spectre: hp 32 
  Skeletons (7): hp 3,5,6,6,7,7,8 
   
  12b. The Crypts 
  This area has four small chambers and 126 niches cut in the 
  walls. The niches each have a corpse in it which can be animated 
  by the Spectre of the Last High Priest (12a) as skeletons (50%) 
  or zombies (50%).  
   
  Each of the small rooms has a single mummified corpse laid to 
  rest. These four can be animated by the Spectre as Unholy 
  Priests which will use their “command undead” ability to 
  additionally direct the animated corpses under the Last High 
  Priest’s control (giving them tactical directions such as “attack 
  that one” or “find and defend the High Priest”). One of the four 
  wields a magical staff of wind control (control wind, as spell 
  cast at 9th level, 2x/day, summon air elemental 1x/month, Air 
  Blast 4x/day). ). Air Blast pushes an ogre sized volume of air  
  (3’x5’x8’) at an extremely rapid speed, pushing up to 600 
  pounds of weight 4d6 feet (save for half distance). Air Blast 
  does no damage. 
   
  Unholy Priests (4): hp 30,31,32,32 
  Skeletons: hp 5 each 
  Zombie: hp 10 each 
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  11 
   
  Blackfall Keep 
   
   
  hile most of this keep has fallen to ruin, the walls on 
  the eastern side still stand 8’-20’ tall and the 
  westernmost wall is fully intact (though the top 
  stories of the western towers have fallen).   
   
  All the gates and doors are new and very sturdy, thick oak 
  reinforced with iron bands.  
   
  The Keep is garrisoned by the dregs of Blackfalls Hall’s Goblins 
  and Hobgoblins. Many of the Goblins have cysts and the 
  Hobgoblins have festering wounds. They are tasked with 
  rebuilding the keep for the defense of the Hall.  
   
   
   
   
   
  The Captain of the Keep hates this duty, hates his subordinates 
  and hates his servitude to the (False) King Under the Water. The 
  Captain, a Thrall Vampire, desires the destruction of the False 
  King so that the Captain can become a free-willed Vampire.  
   
   
  The Hobgoblins under the Captain’s command know their 
  commander has no respect for them and could potentially be 
  convinced to mutiny against their captain. 
   
  The Garrison of Blackfall Keep is as follows: 
  Goblins (145): hp 3 each 
  Hobgoblins (9): hp 10 each 
   
  W 
  
  Blackfalls Hall                                                                                                       i 
   
   
  12 
   
  1.  Main Gate 
  NOTE: the western arrow slits are 3’ higher than the eastern 
  arrow slits (to account for the slight elevation difference, see 
  map) 
   
  The outer gate: These two 5’ wide by 12’ tall doors are always 
  kept closed and locked. The western door has a small window 
  cut in it, secured with an iron grill, about chest height for an 
  average man.  
   
  The inner gate: these two 6’ wide by 14’ tall doors are usually 
  kept open, unless the Keep is on high alert, in which case they 
  are closed and barred. 
   
  Typically 4 Goblins are posted at the outer gate (from the tents 
  in area 7), one of whom will attempt to question anyone who 
  approaches the gates.  
   
  The goblins are not terribly intelligent and will probably ask 
  leading questions like, “What business do you have with the 
  King Under the Water?” If those who approach the gate simply 
  say they are on the King Under the Water’s business (they don’t 
  even have to specify what that business is), the Goblins will 
  allow passage. Belligerence will be answered with a couple 
  arrows shot through the small grilled window. 
   
  2. Third Gate 
  Massive hinges are set in the wall here and the beginnings of two 
  more massive doors are being constructed in this courtyard. 
  Under normal circumstances, 8 Goblins (from area 7) and their 
  overseers (3 Hobgoblins from area 13) will be working here.  
   
  In times of alert, the courtyard is abandoned, but two wagons 
  just outside the southern door opening are pushed together to 
  block the large opening and give the archers at 3 and 5 
  opportunity to use the arrow slits against invaders. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Westhall 
  The roof on this room has fallen to ruin. In normal 
  circumstances, 2d8 Goblins will be working clearing rubble and 
  rebuilding the walls and roof. 
   
  In times of alert, 6 Goblin Archers (area 7) and a Hobgoblin 
  leader (area 13) will be here, ready to defend the Third Gate 
  courtyard. 
   
  4. Westgate Tower 
  In normal circumstances this room is empty. Stairs wind up to a 
  second story where is normally stationed a single goblin watcher 
  who will warn the keep if he sees trouble.  In times of alert, 12 
  Goblin Archers (area 7) and a single Hobgoblin leader (area 
  13) are stationed on the first floor, while the second story goes 
  unoccupied. 
   
  5. Greathall 
  The Captain of Blackfall Keep, a Thrall Vampire (see room 
  14 for his description and statistics) uses this room for all the 
  important activities of the keep. This is where he will plan 
  strategy if invaded, where he meets guests of the King or other 
  visitors, interrogates prisoners, etc. During the day (from before 
  sun up until after sundown) the Captain will be here. At all 
  times, the Captain keeps his guardian chained here beside a 
  large vat of water: a Water Drake. 
   
  The room is not well kept. Trash litters the floor, the tables are 
  covered with papers and open books and bits of moldy leftover 
  meals. Blood stains the floor and walls in several places.  Amid 
  the detritus can be found a number of important documents:  A 
  partial map of Blackfalls Hall, orders from the King Under the 
  Mountain to rebuild the keep (along with diagrams and notes on 
  how to accomplish the task “with the meagre mortal tools we 
  have available to us…”), a warning about the Tree Brothers 
  becoming interested in what is happening at the keep, a note that 
  a representative from the Coven of Five will be visiting and to 
  give her every courtesy. In times of alert, the Captain will be 
  here with 2 Hobgoblin leaders and the Goblins not assigned 
  somewhere else (normally 21, if none have been previously 
  killed), all armed with bows and swords. 
   
  Drake, Water: hp 24 
   
  6. Eastgate Tower 
  Normally this tower is completely empty. In times of alert, 16 
  Goblin Archers fill the first story and 4 climb to the (partially 
  collapsed) second story. 
   
  7. Eastern Goblin Tent City 
  This courtyard slopes downward from west to east the width of 
  area 5, changing elevation about 6’ to the lowest point of the 
  complex here (the area between the South Tower 15 and the 
  Small Gate at 16).  
   
  There are 13 rough tents in this area each containing 5 Goblins 
  for a total of 65 Goblins. 30 of the Goblins have bows, 
  shortswords and dagger, 30 of the Goblins have shortswords and 
  daggers, 5 of the Goblins have longswords and daggers. The 
  Goblins with the longswords have full hit points and gain +1 on 
  attacks with their swords. See note below for times of alert. 
   
   
  
                                                                                               Blackfalls Hall 
   
   
  13 
   
  8. Western Goblin Tent City 
  There are 16 rough tents in this area, each containing 5 Goblins 
  for a total of 80 Goblins. 50 of the Goblins have bows, 
  shortswords and dagger, 25 of the Goblins have shortswords and 
  daggers, 5 of the Goblins have longswords and daggers. The 
  Goblins with the longswords have full hit points and gain +1 on 
  attacks with their swords. 
   
  In times of alert, 4 of the Hobgoblin leaders will rally the 
  remaining Goblins (not accounting for premature deaths, a total 
  of 56 Goblins) will move to wherever they are needed. A single 
  Hobgoblin leader will descend the steps at area 16 (if able) and 
  warn the rest of Blackfalls Hall of an intrusion. 
   
  9. & 10. Western Parapet 
  Under normal circumstances, this area is a beehive of activity, 
  Goblins (from areas 7 & 8) working to clear rubble and rebuild 
  the walls and towers. The working Goblins are simply armed 
  with daggers, their other weapons remaining in their tents. 6 
  Hobgoblins (fully armed, from area 13) oversee the work. 
  During times of alert, a dozen or so Goblin archers are stationed 
  at each tower, watching the courtyard as intently as the 
  surrounding area. 
  11. Mess Hall 
  The Hobgoblins eat here, served by Goblins from the Tent 
  Cities. The food is cooked in the northeast corner. Long tables, 
  benches, torches, sacks and boxes of foodstuffs. 
   
  12. Chapel of the Water King 
  Normally, a number of benches are stacked against the angled 
  southern wall.  
   
  Once a week, at midnight on middle day of the week, the 
  Captain of Blackfall Keep holds a worship service here for the 
  Hobgoblins and the most trusted Goblins. The Captain acts as 
  the priest. In the small western room, kept behind a locked door 
  (Captain has the key) is a 9’ tall crystalline sculpture of what 
  looks like a water creature (the statue bears a striking 
  resemblance to the huge statue in the Temple, area 8). For 
  worship, the captain places it in the northeast corner of the room 
  and all the benches face it.  
   
  The Crystal Statue is an imprisoned Evil Water Elemental. If 
  it is ever touched with uncovered skin (hands with no gloves, 
  for example), it will animate and attack, though it will only 
  remain stable for 1d8+6 rounds, as it is too far from a large body 
  of water to survive any longer.  
   
  The Elemental recognizes the Captain and the Hobgoblins from 
  the months of paying homage to it, but it does not hold Goblins 
  (or the Player Characters) in any such regard. Thus, it will 
  choose to attack the Captain and the Hobgoblins last, unless 
  attacked by them. As a “Sculpture”, the Elemental is worth 2400 
  gp. It radiates as magical if detected (imprisoned by magic). The 
  True King will sometimes watch the goings on in Blackfall 
  Keep through the eyes of this elemental statue. 
   
  Water Elemental: HD 8; hp 31 
   
   
   
  13. Hobgoblins 
  9 Hobgoblins bunk here. They keep this area scrupulously clean 
  and orderly. There are 14 bunks and 14 chests here. If the 
  Hobgoblins aren’t sleeping, it is impossible to tell which 
  belongs to which (unless the chests are opened, only 9 have 
  contents, of course). In addition, three tables in the center of the 
  room have 4 chairs at each. The 9 chests contain very mundane 
  items (scraps of cloth and parchment, small trinkets, clothing, 
  mostly worthless). Each will have 1d10 gp worth of small semi-
  valuable items (gems, jewelry, tiny idols, etc.). In times of high 
  alert, the Hobgoblins will rally Goblin Troops (see rooms 3,4,5 
  and 8).  
   
  A heavy black curtain separates are 13 from are 14 to the west. 
   
  14. The Captain of Blackfall Keep 
  This is the resting place of the Captain of Blackfall Keep. The 
  chamber has a dozen or so candelabras with lit candles, four 
  overstuffed chairs, a beautiful (350 gp value) carpet on the floor, 
  woven to depict an abstract moonlit mountain. Against the 
  northern wall is a coffin. The Captain of the Blackfall Keep is a 
  Thrall Vampire, enslaved to the False King Under the Water. 
  The Captain is aware that the False King is not the true power 
  of Blackfalls Hall, but he does not know who really rules.  
   
  The Captain wears black leather armor and a black leather helm. 
  He wields a longsword (magical, Blackfang, sword +2 vs. 
  mortal creatures, -1 vs. undead, allows the wielder to gate in a 
  minor demon 1/week, an evil blade). He has a number of keys 
  on a ring on his belt (seven keys, one opens the statuette room 
  in the Chapel, area 12, and one opens the southern door in room 
  3 of Blackfall Keep Dungeon, one opens the Heavy Bronze 
  Doors sealing the Deep Dungeon, areas 5-9 in the dungeon, the 
  other four he keeps even though he doesn’t know what lock they 
  fit). 
   
  Blackfall Keep Captain/Thrall Vampire: HD 7; hp 33; AC 
  2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 
  11; AL C; CL/XP 7/800; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (1/round), , charm 
  gaze, possible permanent hit point loss. 
  15. South Tower 
  This squat tower is a single story, two stories tall (that is, the 
  ceiling here is 21’above the floor). A single Goblin is normally 
  stationed here (one of the strongest, armed with a longsword) to 
  keep the rabble out of the Hobgoblin barracks.  
   
  In times of high alert, 8 Goblin Archers are usually stationed 
  here. 
   
  16. Small Gate 
  This door has been heavily reinforced with iron and the Captain 
  of Blackfall Keep has cast a spell on it which keeps it locked 
  unless the proper words are spoken (“Hail the King Under the 
  Water”). The door is likewise trapped – if not disarmed (by the 
  phrase) 2d6 magic missiles will shoot from the center of the 
  door in a 90 degree arc (45 degrees from each side of the door). 
  The missiles will be evenly distributed. 
   
  The steps here lead down to area 1 of the Blackfall Keep 
  Dungeon.  
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  14 
   
  Blackfall Keep Dungeon 
   
  lackfall Keep Dungeon originally housed storage and, of course, the original inhabitant’s prison. The King Under the Water 
  has expanded the dungeon, connecting it to some nearby natural caves as well as carving out  stairs and tunnels connecting 
  the Keep’s dungeon to the other levels of Blackfalls Hall. 
   
  1. Dungeon Stairs 
  Stairs up here go to the ruins of Blackfall Keep (area 16, the 
  Small Gate). The eastern balcony (looking over area 2, below) 
  has a low picketed balustrade.  At the far eastern end of the 
  balcony on the wall is some writing scrawled in something 
  reddish black: 
   
  The Night is coming 
  Face the end of days 
  When the light fades to darkness 
  And the dark fades away. 
   
  If anyone reads the words out loud, the entire chamber is 
  plunged into magical darkness and somewhere, far off, a bell 
  will chime one time for each being on the balcony or stairs (the 
  bell rings in area 4e – the Jailer’s Room, but can be heard 
  throughout this level). 
   
  2. Oil Storage 
  Seventeen very large (4’ high, 2’ diameter) clay jars of lamp oil 
  are stored here.  Each holds about 30 gallons of oil. The total 
  weight of each jar is about 400 pounds (half the jar, half the oil). 
  One jar has a crack in it and is leaking slightly so the floor 
  around the jars is lightly covered in oil and a small stream of it 
  trickles out toward the door.  Most of the denizens of the 
  Blackfalls Hall who use this area to access the surface know 
  about the trickle of oil and avoid it. They will notice if it is 
  disturbed. The oil is very flammable and, even though it is not 
  explosive, if flame is put to these pots the fire would be massive 
  enough to collapse this area with a 75% chance of collapsing the 
  stairs up from 1 to the surface and a 40% chance of collapsing 
  room 3 beyond as well.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Tunnels and Doors 
  This room has two doors, one on the west wall, one on the south 
  wall, and two corridors, one leading downward to the north, the 
  other leading downward to the east. In the center of the room is 
  a small bronze statuette of blind justice, mounted on a pedestal. 
  Above the two doors are rectangular bronze plates.  
   
  The north corridor spirals down about 2200 linear feet to drop 
  40’ in elevation, connecting to Queen’s level room 12.  The east 
  corridor spirals down about 1200 linear feet to drop 25’ in 
  elevation, connecting to the Water Gate, area 11c.  The door to 
  the south is locked. The Captain of the Keep above (Keep room 
  14) and the Jailer (Dungeon room 4c) each have keys. 
   
  If any living being passes through one of the doors and 
  approaches another without touching the statuette, the being will 
  receive a powerful electric shock which will shoot out of the 
  metal plate above the door (3d6 electric damage, save for half). 
  The Jailer (room 4) and the Captain of Blackfall Keep (Keep 
  room 14) and the Hobgoblin guard (Keep room 13) know about 
  the statue, as do most of the more powerful creatures in 
  Blackfalls Hall. The Goblins in the Keep (Keep areas 7 and 8) 
  do not know about the trap and, if sent on an errand to this area, 
  are likely to die in carrying out their orders. 
   
   
   
   
  B 
  
                                                                                               Blackfalls Hall 
   
   
  15 
   
  4. The Dungeon Jail 
  This is a long, Z shaped hallway. The pits from 15 above drop 
  into pits in the floor in the hallway. The pits in this hallway are 
  10’ deep meaning someone who drops from area 15 above will 
  fall a total of 35’ to the bottom of these pits. An 18” wide plank 
  lays across the eastern side of each pit. 
   
  4a. Ambran’s Corpse 
  The body of a man, Ambran of Faller Village. His head lies in a 
  pool of blood and blood drips from a hundred tiny puncture 
  wounds all over his body. He has been dead for three days. If 
  the body is examined, it can be noted that there is a definite 
  pattern to the tiny puncture wounds about the body: magical 
  patterns intended to allow evil spirits to inhabit the body, 
  animating it as an undead being. In 3 more days, at exactly 
  midnight, the body will rise as a Zombie. 
   
  4b. The Broken Man 
  Curled up in a ball in the northeastern corner of this cell is a 
  man. If the door is opened, he will try to curl tighter in a ball and 
  will not respond to any coaxing or encouragement – except 
  threats backed up with sharp violence. He has been completely 
  broken by the Jailer (4e) and will likely be of no use even to his 
  saviors. A restore spell (or similar) will make him mostly better, 
  though even then he will be terrified of Ogres.  He is Edgar, 
  Baron Nyqrot’s son and the Baron would very much appreciate 
  having his son back. Edgar was once a great warrior (level 5 
  fighter). 
   
  4c. The Captured Envoy 
  An Envoy of the Silver Queen sits in magical chains in this cell. 
  The Faedaor is being held until the King Under the Water calls 
  for it. The chains prevent the creature from using any of its 
  innate magical abilities (a kind of dispel magic field around the 
  being in the chains). If released, the Faedaor might join with its 
  liberators for a time, though it will desire to leave this place and 
  warn the Silver Queen of the plots of the King Under the Water. 
   
  Envoy of the Silver Queen (Faedaor): HD 10; hp 58 
   
   
   
   
   
   
   
   
   
   
   
   
  4d. Headman Ashford 
  In chains in this cell is a middle-aged man who will introduce 
  himself as Durian Ashford, the headman of Woodbridge, 
  captured by the forces of the King Under the Water. If Durian 
  Ashford has been met, he will be recognized, but will not 
  remember the meeting (he will blame it on having been hit on 
  the head, and he doesn’t remember a lot of things, like the names 
  of his children even).  The fact is, while everything about the 
  man looks right, he is in fact a Doppleganger, trying to replace 
  the headman of Woodbridge. If released, he will stealthily make 
  his way to Woodbridge and try to murder the headman and take 
  his place. If his liberators escort him to Woodbridge, he will 
  accuse the current headman of being a changeling and taking his 
  place after he was captured.  
   
  Doppelganger: hp 18;  
  4e. The Jailer 
  The Jailer is an Ogre, and a particularly cruel one at that. He 
  delights in torturing the Broken Man, dragging him from his cell 
  to this chamber where he uses the many implements of torture 
  he has lying around to torment the man.  
   
  The Jailer wears a belt with a large bag attached, and a ring of 
  keys. In the bag are three human skulls, 73 gp, 119 sp, a dagger, 
  19 arrow heads, a mummified rat corpse. The key ring has a key 
  for the door to room 3, the Heavy Bronze Doors (see below) and 
  one for the cells. In combat, he will wield anything he can get 
  his hands on as the equivalent of a club. 
   
  Hanging on the wall is a magical bronze bell, linked to the 
  graffiti on the wall at area 1. The bell will ring very loudly when 
  the writing is read aloud. Also hanging on the wall is an Ogre-
  sized leather belt and leather helmet and a long shaft of a very 
  dark wood. The shaft has a leather thong at one end and a bronze 
  spike on the other end.  
   
  The belt and helmet must be worn to activate the shaft, which is 
  a Trollguard, a magical pole which can be keyed to different 
  creatures (this one has been invested with Troll blood, keying it 
  to this creature). What a Trollguard does is stun the troll for 1d8 
  turns if a successful hit is scored. The trolls in the caverns (5-9) 
  are terrified of the Trollguard and will either flee from it or try 
  to destroy it. 
   
  Ogre: hp 20. 
   
   
   
   
  The Heavy Bronze Doors: (area 4 and area 8) These two 
  massive portals are very thick, reinforced with iron and with 
  spells. The Jailer, the Captain of the Keep, and the False 
  King Under the Water each have keys for these doors. If a 
  key is not used to open the doors, they will open and remain 
  so for only a round, then slam shut (with a force equal to a 
  50 Strength) and relock. There is no keyhole on the other 
  (cavern) side of the doors.  
  
  Blackfalls Hall                                                                                                       i 
   
   
  16 
   
  5. The Gutter 
  Water runs down the walls into algae filled pools. The air is hot 
  and very humid, so much so that torches and lanterns burn at 
  half their brightness. The door to area 4 is locked (the Jailer, the 
  Keep Captain and the False King Under the Water have keys) 
  with no keyhole or mechanism to open the door on this side. 
   
  Bones litter the floor (mostly human bones, some Goblin and 
  Hobgoblin bones, one oddly malformed pile of bones, which are 
  Troll bones which have passed through+ the Giant Troll). The 
  steps and the floor are very slippery, giving creatures who 
  traverse the area a 4 point penalty on their Dexterity. 
   
  A Giant Troll lurks in this cavern, 50% chance it will be 
  sleeping in the far east alcove. The Giant Troll is so fat that it 
  can’t fit up either staircase leading out of this room. For its size, 
  the Giant Troll is still very fast. Any creature who comes down 
  into the Gutter will be attacked unless the being is wielding the 
  Trollguard.  The Giant Troll is almost completely insane, so it 
  cannot be reasoned with, but it will respond positively to the 
  presence of flowers and anyone who wears or carries purple 
  flowers will be befriended by the Giant Troll (it still has a 20% 
  chance per day of simply going berserk and attacking even its 
  “friends”). The other Trolls fear the Giant Troll and will not 
  willingly enter the Gutter. 
   
  The Giant Troll has accumulated a bit of treasure from several 
  corpses it has consumed over the years: Gems (4): 10 gp 
  Bloodstone, 10 gp Moss Agate, 1000 gp Fire Opal, 50 gp Tiger 
  Eye Agate. 
   
  Giant Troll: hp 46 
   
  6. 7. 8. & 9. Troll Den 
  These three caverns are home to 7 Trolls. One has full hit points, 
  and is obviously the leader of the group. 2 of these Trolls are 
  incredibly stupid (even by Troll standards) and are each 20% 
  likely to get in the way of their brethren in any combat or serious 
  situation.  
   
  The most clever strategy the Trolls have ever come up with 
  against an opponent has been to split the group and come at their 
  opponents from two different directions.  There is a 20% chance 
  per Troll that it will be asleep when this area is entered. The door 
  at the top of the stairs is one of the Heavy Bronze Doors (see 
  area 4 for information). Under normal (non-alert) circumstance, 
  at least one Troll is always in cave 9, watching the high shelf in 
  the northern wall. 
   
  Troll: hp 26,29,30,32,36,40,41 
   
  9a. The Shelf 
  This small alcove is 20’ above the floor where the Trolls live. 
  Hiding in the back of this shelf is a small creature, about 2’ tall, 
  vaguely man-shaped, completely covered in wild, matted hair.  
   
  This is a Dancing Man, a Faerie creature imprisoned by the 
  King Under the Water. A Dancing Man can charm intelligent 
  creatures with its dancing. It discovered that Trolls are not 
  intelligent enough to be charmed, so the Dancing Man hides in 
  the darkness here.  
   
   
  If he is freed, he will be willing to join his liberators for a time, 
  but every day he is 60% likely to become bored with his new 
  companions (80% likely to leave, attracted to something else, 
  20% likely to try to charm one or more of his liberators). The 
  Dancing Man hides a small stone idol, a depiction of Saint 
  Albaran. 
   
  Dancing Man: hp 6 
   
  10. & 11. Storage Rooms 
  Crates and boxes, many rat-chewed and broken, are scattered 
  about these rooms. Most of the broken boxes have spoiled 
  foodstuffs in them.  
   
  Each room has 1d4+3 unbroken crates which contain clothing, 
  small trinkets, etc. There are 4 banners in room 10, captured 
  from the King of Hamlin years ago and room 11 has 40 spears, 
  3,000 arrows, 12 shields and 114 suits of (Goblin-sized) leather 
  armor neatly stacked.  
   
  The denizens of Blackfalls Hall don’t come here often, only in 
  times of invasion or when someone needs to have a clandestine 
  meeting for some reason. 
   
  12. Gruesome Guardians 
  Four heavily armored knights hang on chains from the ceiling at 
  the western terminus of the corridor (if the party has 
  encountered the Hanging Knights in hex 25 of the Northern Tier 
  Hexcrawl, this appears similar but these are not the Sons of 
  Boeh Hect). All of the armor, bearing the symbol of Saint Ashar 
  (the black winged stallion) on the chest, is severely damaged 
  and bloodstained. Apart from turning back and forth very 
  slowly, the corpses are unmoving. If any of the denizens of 
  Blackfalls Hall (except the False King) are observed passing this 
  area to the door to room 14, they will be seen bowing their heads 
  and intoning, “I pray passage in the name of the King.” A deep 
  voice will speak, “Who is the king?”  The servant will then 
  answer, “The King is the King Under the Water,” and then go 
  to the door. If a group passes, only one member of the group 
  must make this obeisance. The False King (or the True King, for 
  that matter) can pass uncontested. 
   
  The hanging bodies are the corpses of four paladins who tried to 
  come against the King Under the Water. The King has bound 
  four Spectres to these corpses who, if the questions aren’t 
  answered properly, will spring forth from the four corpses, 
  attacking the impudent and the ignorant. Along with their 
  damaging cold touch, these Spectres drain Strength with their 
  touch (1d4-1 points per successful hit). 
   
  From the four damaged suits of platemail, a single useable suit 
  could be formed, though the emblem of St. Ashar will raise 
  questions from any paladins or clerics of St. Ashar encountered. 
  If such an encounter occurs, the cleric or paladin will demand to 
  know where these corpses are so that they can be given proper 
  burial rites (a possible return adventure). 
   
  Spectre (4): hp 31,32,35,36 
   
   
  
                                                                                               Blackfalls Hall 
   
   
  17 
   
   
  13. Mosaic Tile Floor 
  The floor here is tiled in ceramic tiles, depicting 
  a river, a castle and a dragon flying in the sky. The 
  floor is very dirty and bits of debris have fallen 
  here and there. A clear path is through this area 
  from the door to room 1 and around the corner to 
  area 12 and, to a lesser extent, to the door in the 
  east wall (to room 15). The floor around the door 
  to the west (to room 14) is dust and dirt covered, 
  small stones and a discarded board are scattered 
  about.  
   
  The door in the west which leads to area 14 is 
  locked and magic locked (at 14th level). The 
  denizens of Blackfalls Hall know this and leave 
  this door alone. 
   
  The door in the east which leads to area 15 is not 
  locked, but seems infrequently used. If opened, 
  the door will creak very loudly, the sound echoing 
  throughout this area (rooms 1,2,3,10-15). 
   
  14. Stairs Down 
  Steps cut directly in the bedrock spiral down 
  vertically about 50’ to room 16 of The Halls of 
  the False King. 
   
  15. Trap Room 
  Two trap doors are in the middle of this room, 
  closed but easily noticed. In the floor to the east 
  of the trap doors are two levers, standing about 2’ 
  high, which release the trap doors. The trap doors 
  lead to the Z-shaped corridor at 4, west of the Jail 
  Cells.   
   
  A desk and seven chairs are pushed against the 
  south wall, arrayed in a loose circle. Around the 
  circle of chairs are small bones and some bits of 
  wood and paper. 
   
  Pushed up against the north wall is a large, ragged 
  and moth eaten carpet and several piles of debris.  
  Among the debris could be found: A bloodied 
  chainmail coat with an axe symbol painted on the 
  breast in red, a moldy and worm eaten book 
  entitled 'Duties of Magistrates & Wardens', 
  describing standard approaches to judicial 
  matters, an ages-old, decaying iron axe engraved 
  with the mark of the Ashanas, a clan that has 
  existed since before the coming of Hargeth the 
  Great. It might be sought after by historians, and 
  quite valuable to the right collector. 
   
  The Denizens of Deepfalls Hall rarely use this 
  room, occasionally a group of guards will sit 
  around the chairs and drink and eat and, 
  eventually, throw one of their comrades down the 
  trapdoors to pits below.   
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  18 
   
  The Queen’s Level 
   
  his is the main level of Blackfalls Hall wherein dwells the Queen of Blackfalls Hall and the majority of the King’s forces. The 
  walls here are lined with cracked and crumbling white marble. Empty torch brackets hang every 20 feet.  
   
  1. Feathered Guards 
  Four Goblin and two Bluecap Hobgoblin guards sit around 
  tables here. Those who come down the stairs which lead to the 
  Water Gate, room 5B. The guards wear long, bedraggled 
  feathers in their hair.  If an alarm has not been raised, the guards 
  will not question anyone entering the room unless they enter the 
  room hesitantly or violently.  Once an alert is sounded the 
  captain (room2) will emerge, 3d6 goblins will enter from room 
  3 in 2 rounds and 2d6 of the Bluecaps from room 45 will come 
  here in 1d6+6 rounds. There is a 50% chance that Barash the 
  Wide and his handler (room 7) will come in 2d6+6 rounds. An 
  additional troop of 4d6 goblins from room 26 will arrive after 
  3d4+8 rounds. 
   
  Goblins (4): hp 4,7,9,9 
  Hobgoblins (2): hp 15, 17 
   
  2. Ashkaras the Skinwearer 
  When the door is opened, the stench of death and decay is 
  overwhelming. This is the Captain of the Doorguard’s Chamber, 
  Ashkaras, a Skinwearer. The Goblins fear him, the hobgoblins 
  respect him and the more powerful denizens of the Queen’s 
  Level are repulsed by him. Ashkaras wears rotting goblin skins 
  and his chamber is a charnel house of goblin bones and rotting 
  flesh (which he eats). He wields a magical shortsword 
  (Ashkara’s Rage: shortsword +1, +2 vs. goblin-kin, head-
  cleave or decapitation on a natural 20 if max damage is rolled as 
  well). 
   
  Among the loathsome debris can be found Ashkaras’ treasure: 
  2040 gp, Gems (2): 100 gp Smoky Quartz, 1000 gp Topaz, a 
  black cloth arm-band, a 4-gallon cask with an the brand of 
  King’s Finest painted in brown on the side, full of stout ale (with 
  a salty aftertaste), a candelabra with a human skull at its center, 
  a 4-gallon cask of rancid walnut oil, half a baked peach pie 
  wrapped in waxed paper. 
   
  Ashkaras the Skinwearer: hp 26 
   
  3. Goblin Barracks 
  48 beds are here, 2d6+8 occupied at any given time along with 
  1d4+4 other Goblins sitting around. Each Goblin has a 
  shortsword and 1d4 sp. There are 19 bows and 304 arrows here 
  as well.  
   
  Piled in the corners are dozens of beaver and fox pelts (perhaps 
  300 gp worth), a tarnished breastplate trimmed with wolf's fur, 
  proudly decorated with the stylized sun symbol of the Chantry 
  of the Deepflame, and bag containing a militiaman's bow, 
  leather wrist-guards, a flask of wood oils and bowstrings, and a 
  quiver of 30 arrows. 
   
  Goblins (4): hp 4,7,9,9 
   
   
  4. The Hooded Statue 
  A poorly sculpted statue of a hooded figure, arms stretched out 
  before it stands on a short stone pedestal here. The statue faces 
  the northwest corner normally though if Argonis the (False) 
  King or the Crooked One are consulting the Oracle (room 5) the 
  statue will be oriented toward the southeast corner. 
   
  The statue rotates easily on the pedestal. When the statue faces 
  a corner, the two doors its hands are extended toward are open, 
  the other two are magically sealed (at 17th level). Thus, when the 
  statue faces the northwest corner, the doors to rooms 3 and 6 are 
  open and the doors to rooms 5 and 7 are locked. When the door 
  faces the southeast corner, just the opposite is true.  
   
  When the statues faces a door, all four doors are locked (the 
  arms gesturing toward the walls rather than doors). 
   
  5. The Chained Oracle 
  The door to this room is locked. Argonis the (False) King and 
  the Crooked One both have keys to this room.  In addition, the 
  door is magically sealed unless the statue in room 4 is oriented 
  the proper way. 
   
  In the very center of this room, chains run taut to all four pillars, 
  is a misshapen, grotesque figure of a man. Scars and open 
  wounds, festering and oozing, cover his body. One eye is 
  missing. Blood stains spatter the floor, some fresh, some clearly 
  very old. Implements of torture are scattered about the room. 
   
  The west wall is dominated by a huge fireplace and in the 
  northwest corner of the room is a full coal bin.  
   
  The man is Garralan Setoura, the Oracle. He can cast Augury 
  up to 3x/day (80% accuracy), Commune 1x/week (a single 
  question) and Contact Other Plane 1x/month (1 or 2 related 
  questions). 
   
  Garralan Setoura: HD 1; hp 4; AC 9[10]; Atk nil; Move 9; 
  Save 17; Special: divination. 
   
  6. Waiting Room 
  Several chairs line the walls of this room. A frayed and worn 
  carpet covers the floor.  
   
  Against the north wall is a small stone table with a vase 
  containing dead flowers in it. On the north wall is a large 
  painting of a crystal dragon with wings outspread (this is the 
  True King Under the Water). On the east wall is a smaller 
  portrait of the (False) King Under the Water: turbaned and 
  wearing a robe, surrounded by six panthers. When he 
  concentrates, the (False) King can see through the eyes of the 
  portrait on the east wall. The True King has a constant 
  connection to the portrait on the north wall, able to see and hear 
  what occurs in this chamber. 
   
  T
  
                                                                                               Blackfalls Hall 
   
   
  19 
   
  7. Barash the Wide 
  This room has a very high ceiling (about 20’). Huddled 
  against the south wall is a massive creature, back turned, 
  curled in a ball. A chain runs from the creature to a sturdy 
  ring set in the southern wall.  The creature chained to the 
  wall is Barash the Wide, a huge Ogre. Barash huddles 
  against the wall hoping that anyone who enters the room 
  will come within the chain’s length (about the halfway 
  point of the room – he can reach the southwestern and 
  southeastern corners with a little slack in the chain). If 
  someone approaches close enough, he will roar and attack 
  violently while a cackling laughter rains down from the 
  shelf above the door. 
   
  High above the northern door, about 20’ up from the floor, 
  is a stone shelf (about 8’ long and 3’ wide) lives Arlian 
  Canatoon, a Night Fairy who is Barash’s handler. This 
  tiny, but wicked, fae creature controls Barash and will not 
  allow the Ogre to attack anyone important to Blackfalls 
  Hall, but enjoys seeing the occasional intruder or goblin 
  dismembered by Barash. She controls Barash by perching 
  on his shoulder and whispering into his ear. Barash will do 
  anything for her.  Arlian loves coins and jewelry and she 
  has been paid handsomely by the (False) King Under the 
  Water to control the Ogre.  
   
  On her ledge are: 3220 cp, 4863 sp, 500 gp Gold Anklet, 
  600 gp Ring (gold with two small rubies set), 300 gp 
  Necklace (silver with a silver and turquoise pendant). 
   
  Barash the Wide, Ogre: hp 19 
  Arlian Canatoon, Night Fairy: hp2 
   
  8. The Hall of Tribute 
  The floor here is tiled in blue, green and white tiles, 
  forming wavy lines across the floor which sparkles in the 
  light. Posted outside the door to the north are two vigilant 
  Bluecap Hobgoblins. Standing from floor to (30’) ceiling 
  against the east wall, flanking the door there, are two 
  columns inexpertly carved to resemble angels. While the 
  walls and ceiling here are native limestone, the 
  column/statues are marble.  The Bluecap Hobgoblins will 
  flee through the door at the first sign of an obvious threat, 
  locking it behind them and raising the alarm in the rest of 
  the complex. Ambushes will be set up in rooms 19 and 45 
  if at all possible. 
   
  The statues are Marble Guardians, Large and are 
  controlled by the Dour Prince, Gallath (room 11) via his 
  Laurel Crown. If the alarm has been raised, Gallath will 
  activate the Marble Guardians with the command to kill 
  any non-goblin-kin living being who comes into the room. 
  Otherwise, they remain motionless. What makes the floor 
  sparkle in the light is gemstone dust (diamond, ruby, 
  emerald, garnet, topaz, etc.). Petitioners coming to seek the 
  counsel of the Dour Prince will often cast a pinch of 
  gemstone dust on the floor for good luck. If gathered up, 
  about 300 gp worth could be accumulated (probably a large 
  sack worth of dust weighing about 50 pounds).  
   
  Hobgoblins (2): hp 8,16 
  Marble Guardians (2): HD 60 hp 
  9. The Lantern of Finnian Mandalar 
  In the northeast corner of this room is an iron cage hanging from the 
  ceiling. Hanging in the center of the cage is the Lantern of Finnian 
  Mandalar, a minor magic item which acts in every way as a normal 
  lantern save one: it never uses any fuel. 
   
  10. The Fountain of Remorse 
  A large fountain covers much of the western wall. Water pours from 
  three spouts into a large rectangular basin. Three rubies lie on the 
  bottom of the basin. The rubies are worth 300 gp each and are mildly 
  magical.  The water that flows out of this fountain is dangerously 
  poisonous, the gems counteract the poison. If all the gems are in 
  place, the water is potable. If only two gems are in the basin and the 
  water is consumed, save vs. poison or suffer dysentery and vomiting 
  for 2 hours and be weakened (-2 STR and -2 CON) for 3d12 hours. 
  If only one gem is in the basin and the water is consumed, save vs. 
  poison at -2 or be infected with a parasitic disease (-2 to STR and -2 
  to CON until cured). If no gems remain in the basin and the water is 
  consumed, save vs. poison at -2 or die. The Dour Prince uses the 
  fountain to discipline his charges. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  20 
   
  11. Audience Chamber of the Dour 
  Prince 
  The entire chamber is covered in black obsidian. A black throne 
  stands on a three step dais against the southern wall. Six silver 
  candelabras flank the throne atop the dais, each with 6 lit black 
  candles. Seated on the throne (if encountered here) is Gallath, 
  the Dour Prince, a Thrall Vampire of Argonis, the (False) 
  King. Gallath dresses entirely in black and wears a silver 
  medallion around his neck. 
   
  The smoke from the 36 candles acts as a Mass Suggestion spell 
  for any living creature in the room. If all 36 candles are lit, the 
  save vs. spells is at -2; if 30 are still lit, the save is at -1; if 24 
  are lit, the save is at no penalty. If 23 or fewer are still lit, the 
  spell effect ceases. Gallath uses the candles to keep his troops in 
  line. As long as the candles remain in the candelabras, they burn 
  without being consumed. 
   
  If an alarm is raised and the threat seems to warrant it, the Dour 
  Prince will go to room 17 and petition the Shining Lady for her 
  help. 
   
  The door to area 12 is locked (Gallrath has the only key) and 
  magically trapped. If Gallrath’s hand is not the hand that first 
  touches the door, the floor of this entire chamber (not the dais) 
  turns to mud (as stone to mud spell) taking one round to do so. 
  The mud is 2’ deep. After three more rounds (a total of 4 rounds 
  from when the door was touched) the mud turns back to stone, 
  trapping anyone caught in the mud (this transformation also 
  takes a single round). Dispel magic will neutralize the magic 
  trap on the door for one round per level of the caster. 
   
  Gallath, the Dour Prince/Thrall Vampire: HD 7; hp 23; AC 
  2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 
  11; AL C; CL/XP 7/800; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (1/round), , charm 
  gaze, possible permanent hit point loss. 
   
  12. Gallath’s Treasure 
  At the farthest end of this L-Shaped corridor is Gallath’s coffin 
  (simple wooden box) with a false bottom in which Gallath keeps 
  his personal treasure: 404 pp, Potion of Delusion, Scroll of 
  Protection against Demons, Chain Mail +3 (overlaid in brass 
  in the center of the chest with the holy symbol of the Church of 
  Light). 
   
  13. Simean the Fungus Dweller 
  This room is quite a contrast to other rooms on this level: it is 
  hot, damp, and musky. The floor is covered in soil and manure 
  (to a depth of 1’).  Growing throughout this room are all manner 
  of mushrooms. Lounging amid the mushrooms is a strange 
  creature, looking half-human, half-fungus. This is Simean, the 
  Fungus Dweller. Simean was a cleric of the God of Light who 
  had infiltrated the Hall some months ago and ran afoul of this 
  chamber.  
   
  The mushrooms in this chamber are safe for goblin-kin to eat, 
  but for humans, the mushrooms are highly addictive and bring 
  about a gradual transformation into a fungoid creature.  
   
   
   
   
   
   
  The transformation begins the day after first consuming the 
  mushrooms, when small warty bumps appear in 1d6 spots on the 
  body. The total transformation takes over a year. Every month 
  spent consuming the mushrooms decreases one’s ability to resist 
  the mushrooms (saves are made against addiction – save vs. 
  poison – are made at a -1 each month the mushrooms are 
  consumed). Once the mushrooms begin to transform a person, 
  but before the transformation is complete, the effects can be 
  counteracted by the application of a cure disease spell once per 
  month for the number of months (rounding up) a person has 
  been under the influence of the mushrooms. The craving for the 
  mushrooms never disappears. One benefit gained is that every 
  day a mushroom is eaten, the consumer is immune to poison for 
  that day. 
   
  Simean is ignored by most of those who dwell on this level, 
  though he never leaves this chamber. He knows that the (False) 
  King rules this complex, but suspects that the Queen is the true 
  power behind the throne. He is terrified of the Crooked One and 
  Lemuel, the High Priest of the Temple Level. He suspects that 
  Argonis and Gallath and a few others are undead, though he 
  does not know for certain, nor does he know the relationships 
  between them. 
   
  Simean The Fungus Dweller: HD 2; hp 7; AC 7[12]; Atk 2 
  fists (1d2/1d2); Special: Immune to poison 
   
  14. Messy Room 
  While the path between the two doors of this room has been well 
  cleared, to the north and the south is piled high with junk: boxes 
  and barrels and sacks filled with all manner of detritus (spoiled 
  grain, broken dishes, moth-eaten cloth).  
   
  This is the general path for those traveling from to and from the 
  Dungeon of Blackfall Keep (Blackfalls Keep Dungeon, room 
  14, through room 16 to the southeast) 
   
  Searching turns up the following items, 1d8 rounds each (roll 
  for each – finding the first might take 4 rounds, then an 
  additional 1d8, say 2 rounds for the second, an additional 1d8 
  rounds for the third, etc): An ages-old pigskin jack stamped with 
  the seal of St. Albaran, the top half of a cloven Warhammer, a 
  fire-damaged parchment covered in profanities, a well-crafted 
  dagger with a snakeskin grip, a tiny cherrywood box containing 
  several rubies (1d6, 200 gp each), a clay pot of rancid walnut oil 
  engraved with the image of a skeleton, a small box with the 
  image of the stylized sun engraved on the lid, the inside, set in 
  velvet, contains several sticks of sealing wax and a gold signet 
  ring (worth 150 gp for the gold, the signet is from King 
  Hargeth), a scroll of parchment inscribed with a crudely-drawn 
  map of the tunnel system beneath the Highreach City, a studded 
  leather bracer with the embossed image of a ring of stars. 
   
  Disturbing the items too much (searching for more than 10 
  rounds) will alert any of the regular denizens who pass by here 
  (thus, the alarm will be raised in 5d8 rounds). If careful, the 
  materials here could be repositioned in such a way as to create 
  a hidden “safe” space behind/beneath the jumble large enough 
  to fit 2 humans. 
   
  
                                                                                               Blackfalls Hall 
   
   
  21 
   
  15. The Long Hall 
  Torches line the walls at 5’ intervals. A long, frayed and faded 
  carpet runs the length of this room and scraps of banners flutter 
  in a barely felt breeze. The hall smells faintly of incense and 
  sweat. 
   
  16. The Ogre and the Ettin 
  The room has two enormous chairs, a small table with a lantern 
  on it. Bones litter the floor around the chairs. Stationed here at 
  all times are a pair of guards, Ushan the Ogre and the Red 
  Guard (Wyss and Samis, the Ettin), seated in the enormous 
  chairs.  
   
  The two hate each other, but both fear the (False) King so they 
  are diligent at their task of guarding the way to the Dungeon of 
  Blackfall Keep, room 3.  
   
  One of the Ettin’s heads is always awake. When both heads are 
  awake and the Ogre is awake (30% chance), all three bicker and 
  fight with each other. Otherwise, a single head and the Ogre will 
  engage in pleasant conversation with each other and any 
  travelers through the room. The guards will casually question 
  anyone who passes through, but will not stop anyone unless 
  threatened or an alert had been raised. 
   
  Ushan, Ogre: hp 17. 
  Wyss and Samais, Ettin: hp 63 
   
  17. The Shrine of the Shining Lady 
  Prayer rugs are scattered about the floor facing an empty dais. 
  Praying to the dais for more than 20 minutes summons a ghostly 
  image: The Shining Lady.  This translucent woman radiates a 
  bright (but not painful for undead) light.  
   
  The Shining Lady is a manifestation of a Demon Lord, 
  Ashtarath the Bright. If the devout summon Ashtarath’s 
  image, the demon will bestow a powerful blessing on them (+1 
  to all rolls for the next day). There is a chance (20%) that 
  Ashtarath will hear a petition from the faithful and actually 
  come in person to aid the petitioner.  
   
  If he has enough time, when an alarm is raised and the threat 
  seems to warrant it, the Dour Prince (room 11) might come here 
  to petition the Shining Lady to come to his aid. Those who don’t 
  worship Ashtarath, yet summon the demon, are cursed (-1 to all 
  rolls for the next day) and have a 5% chance per level of the 
  petitioner to actually summon Ashtarath herself.  
   
  If summoned, Ashtarath will attack the insolent being(s) who 
  dared drag her to this reality, using their blood to create a gate 
  to return to the Outer Darkness. 
   
  Ashtarath the Bright: hp 50 
   
  18. Spyhole 
  Generally unoccupied, this small secret room is sometimes used 
  by the Crooked One (Halls of the False King, Room 17) to spy 
  on the other occupants of Blackfalls Hall. Very small holes in 
  the secret door at 3’, 4’ and 5’ off the floor. A number of feathers 
  can be found on the floor. 
  19. Bait Room 
  This long hall is no longer used by those who live in this 
  complex. The door to the north is locked. 7 silver pieces are 
  scattered in the southwest corner, three more are on the floor 
  beside the eastern column and another 3 by the eastern door. 
  They are not magical. They are also not pure silver (actual value 
  is 7 cp each) as they are mixed with copper. The coins, while 
  not magical, are of the exact alloy to trigger the trap in room 21. 
   
  20. Collapsing Room 
  The southern wall here has collapsed, as has a portion of the 
  ceiling. Any noise louder than a whisper will bring a shower of 
  dust and tiny stones.  
   
  The rubble and the walls of this room are blackened. The door 
  to the north is locked. Combat in this room has a cumulative 5% 
  chance per round of bringing down some or all of the ceiling. If 
  the trap is triggered in room 21, an 8d6 fireball will explode in 
  the center of this room, completely collapsing the ceiling, 
  trapping intruders in room 21. The north door is unlocked.  
   
  21. The Trap 
  Passing through the western doorway with any of the coins 
  found on the floor in room 19 will cause two things to happen, 
  a massive portcullis will drop from the ceiling as indicated on 
  the map and the fireball in room 20 (qv) will explode, collapsing 
  that ceiling, trapping anyone who survives in the western half of 
  room 21 and drawing the residents of rooms 22, 24, 44, and 45.  
  The portcullis requires a combined 45 strength to lift. 
   
  22. Dumaris the Vigilant 
  This chamber is devoid of any comfort save a massive log, on 
  which sits a pale-grey skinned creature, its stringy black hair 
  framing its scarred face. It wears ragged brown clothes and 
  stares with sightless eyes.  
   
  Dumaris theVigilant is a Fae creature summoned by the True 
  King Under the Water to guard his Halls. Dumaris has 
  exceptional hearing and smell, detecting those within 30’ as if 
  able to see them. Spells affecting sight, such as dancing lights 
  or invisibility, are useless against Dumaris the Vigilant. 
  Dumaris can detect lie at will and can use ESP 3x per day. 
   
  Dumaris the Vigilant: hp 19 
   
  If the trap is sprung in room 21, Dumaris will send a mental 
  message to the True King and then investigate, attacking 
  intruders. He will never choose to fight to the death but will 
  desire to parlay if seriously threatened, offering his treasure or 
  information for his life.  
   
  He will not, however, betray the True King Under the Water 
  (but has no such loyalty to the Argonis, the (False) King).  
   
  A hidden panel in the side of the stone chair (released by 
  kicking/hitting it) opens to reveal Dumaris’ treasure: 10 gp and 
  37 sp, a parchment with the Ballad of the Fire Saint hand written 
  on it, seven black eagle feathers and a small crystal globe (worth 
  1 gp). 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  22 
   
  23. Stairs Down 
  This room is generally unoccupied. The stairs spiral down about 
  200’ and then open to a small natural cave/tunnel leading to 
  Temple room 1. 
   
  24. The Penitent’s Hall 
  Prayer rugs cover the floor, stained with blood. Racks of silk 
  robes line the eastern wall, most of them black (goblin sized) 
  and red (hobgoblin sized), though some are purple (human 
  sized). There are hundreds of robes here, many soiled and 
  stained.  
   
  25. The Tainted Pool 
  Water trickles down the northeast wall of this corridor crossing, 
  collecting in a small, grey/brown pool of water in a shallow 
  depression in the floor. Crumbs of bread and other foodstuffs 
  are scattered about the floor. 
   
  Living in the pool is a small, ancient Grey Ooze. The Goblins 
  and Hobgoblins and other dwellers of the Halls toss bits of food 
  at the Ooze, keeping it well fed and happy. If warm blooded 
  creatures come within 5’ of the pool, the Ooze will expect some 
  kind of food to be dropped into the water.  
   
  If food is not forthcoming within 2 rounds, it will stretch out an 
  amorphous tendril and touch the first creature it can reach for 1 
  hp of acid damage, trying to get the creature’s attention. If food 
  is still not forthcoming, it will attack after 2 more rounds, trying 
  to devour the nearest warm-blooded creature.  
   
  The water in the wall is a bit acidic, but safe to drink.  
   
  Grey Ooze: hp 10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  26. Goblin Barracks 
  112 Goblins dwell here. At any given time there will be 3d6+10- 
  goblins sleeping here and an additional 2d6+5 goblins lounging.  
   
  The Goblins have 1d8-1 sp and 1d4-2 gp each. They are armed 
  with shortswords and clubs. 
   
  Goblins: hp 4 each 
   
  27. Armory 
  Racks of shields (141), bows (44), arrows (454), shortswords 
  (87) and daggers (117). 
   
  28. The Green Shaman 
  This room is cluttered with alchemical equipment (mostly 
  disconnected and broken), jars, pots and boxes of odd elements 
  (powders, liquids, oils, etc).  
   
  An enormous stuffed Bugbear looms over the center of the 
  room. Somewhere amid all this mess is the Hoboblin Shaman, 
  Garabat. A larger than normal Hobgoblin, Garabat’s skin is a 
  sickly green.  
   
  The Shaman wields more power than his innate abilities would 
  normally dictate because he has, and uses liberally, a Wand of 
  Wonder (with 54 charges remaining). He is loathe to leave his 
  cozy, messy, chamber and only a call to arms from the (False) 
  King himself is likely to get him to respond to any outside threat.  
   
  Garabat the Hobgoblin Shaman, Hobgoblin: hp 6 
  Spells: Detect Magic, Sanctuary, Hold Person. 
   
  29. Secret Treasures 
  The door to this room appears to be a large (3’ wide and 4’ high) 
  stone block as part of the (fitted stone) west wall, the centermost 
  of three similar stones. The other two are 3’thick, while the 
  center, secret door stone, is only 3 inches thick. It opens by 
  pushing on the right side, swinging inwardly to the left. 
   
  Inside, the shaman keeps his greatest treasure: the Cup of 
  Truth. This magical chalice is ever filled with wine unless laid 
  on its side. Those who consume the wine from the cup must save 
  vs. poison each round or speak some deep truth about their lives. 
  Each time a save is failed, temporarily lose 1d3 CON points. 
  When CON reaches zero, the drinker passes out drunk. If three 
  lies are ever spoken while holding the cup, it will shatter into 
  dust. 
   
  In addition to the cup, the Shaman keeps here 343 gp, 111 sp, a 
  driftwood calling-whistle inscribed with a design of a mermaid, 
  a rain-beaten sheet of parchment on which is written the warrant 
  and 30 sp bounty for the capture of a soldier who has abandoned 
  his post, a leather-bound boat captain's log cluttered with hand-
  written notes, and a pair of studded leather leggings.  
   
  30. Steps Up 
  The stairs wind irregularly up to the False King’s Hall, room 19. 
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  23 
   
  31. The Hungry Walls of Mytoan 
  The sidewalls here are covered in what appears to be thousands 
  upon thousands of razor sharp teeth. Some are stained, some are 
  broken, all look very menacing.  The floor has dark stains in 
  many places.  
   
  The hallway is trapped. A 1’ wide pressure plate running the 
  width of the corridor at the center point. Stepping on the plate 
  locks both doors to this corridor and opens a hidden panel in the 
  ceiling, dropping 6 Quillmen into the room, shooting their 
  tooth-like needles at anyone or anything in the room. Once the 
  trap is triggered, the Quillmen will fight until the intruders or 
  the Quillmen are dead. If the Quillmen triumph, they will leap 
  back up into the hollow above the corridor where they lair and 
  close the secret panel. The doors to this corridor can be easily 
  opened and unlocked from the outside of the corridor (opening 
  either door from the outside resets the trap). 
   
  Quillmen (6): hp 14,15,17,17,21,23 
   
  32. Ravensguard 
  The floor is strewn with pillows and carpets, tapestries cover the 
  walls. Candles light this room. Dozens of cages, with the doors 
  open, are scattered about this room, each with one or more raven 
  perched within (there are 42 ravens here). Tending the cages are 
  seven women, each with long black hair, dressed in black leather 
  armor. These women are Ravensguard, or Ravenkin, the Bone 
  Queen’s personal guard.  
   
  Each of the seven Ravensguard is bound to six ravens, through 
  which they gain a regeneration ability. For each raven alive, the 
  Ravensguard regenerates 1 hp/round. Like trolls, the 
  regeneration occurs even if the Ravensguard is killed or 
  dismembered (unlike trolls, fire and acid do not do permanent 
  damage). Killing all six of a Ravensguard’s bound ravens not 
  only removes the regeneration ability but stuns them for 1d6 
  rounds. The ravens typically do not join in combat, but will 
  defend themselves. 
   
  The Ravensguard are devoted to the Ravensguard Queen, 
  Sharian and to the Bone Queen. 
   
  Each Ravensguard has a different magic item at her disposal: 
  1. 
  Ring of Invisibility 
  2. 
  Spear of Darkness (Spear +1/+3 vs. humans and 
  demihumans, darkness 20' radius 3x/day, LE item) 
  3. 
  Cloak of Disguise 
  4. 
  Leather Armor +3 
  5. 
  Sword of Lies (Longsword which varies from -3 o +2 
  each round) 
  6. 
  Ring of Spell Storing (Jump, Locate Object, Delayed 
  Blast Fireball, 15 HD) 
  7. 
  Quinian’s Flail (Flail +1, light on command, double 
  damage against water dwelling creatures) 
   
  In addition, ten gems are scattered among the bird cages: 10 gp 
  Lapis Lazuli, 10 gp Tiger Eye Agate, 100 gp Azurite, 20 gp 
  Hematite, 2000 gp Jacinth, 50 gp Turquoise, 50 gp Turquoise, 
  500 gp Aquamarine, 500 gp Garnet, 500 gp Jade, 500 gp Spinel, 
  500 gp Topaz, 5000 gp Amethyst. 
   
  Ravenkin (7): hp 24,28,29,33,38,38,39,44 
  33. Sharian, The Ravensguard 
  Queen 
  This chamber is sumptuous: carpets and pillows and tapestries 
  abound, lamps hang from chains and a slight breeze drifts 
  through the room carrying the scent of lilac.  
   
  Six large gilded cages with open doors stand about the room, 
  each with a giant raven within, squawking and cawing.  
   
  Lounging on a massive pile of pillows is a very tall, beautiful 
  woman with long black hair. She wears black leather armor 
  +2, a platinum necklace with a stylized raven medallion with 
  rubies set as eyes (worth 500 gp) and a long dagger at her hip 
  (Ravenclaw, dagger +2/-2 vs. flying creatures, fly 2x/day). This 
  is Sharian, the Queen of the Ravensguard. She is a Wereraven 
  and is completely loyal to the Bone Queen.  If seriously 
  threatened, Sharian will squawk and caw and in 1d8 rounds the 
  secret door in the south wall will open and the undead there will 
  pour out to her aid. 
   
  In addition to her magic items and necklace, she collects 
  jewelry: 10000 gp  Gold Choker, 9000 gp Platinum Bracelet, 
  5900 gp Gold and Amethyst Brooch, 300 gp Silver Medallion, 
  1300 gp Siler and Gold Pendant, 6000 gp Bronze and Ruby Chip 
  Brooch, 200 gp Gold Royal Seal. 
   
  Ravenkin Queen: HD 10+1; hp 49. 
   
  34. Sharian’s Secret 
  The secret door to this room is not locked or trapped. Five 
  coffins in various states of decay are arranged about the room, 
  four against the walls and one, the most decayed and crumbling, 
  stands in the center on a wrought iron pedestal.  
   
  Each of these coffins contains the remains of previous 
  Ravensguard Queens who have become Scavenging Haunts.  
   
  Each Haunt wears a platinum necklace with a stylized raven 
  medallion (worth 300 gp each). 
   
  Scavenger Haunt (5): hp 14, 19, 21, 27, 28 
   
  35. Sand Pit 
  The lower floor of this room is completely covered in sand. No 
  footprints disturb the smooth surface, though a few stones have 
  fallen from the ceiling and sit atop the surface. The east and west 
  galleries, and the door to the north, are 10’ above the sand level. 
  There are some old, dark stains on the floor of the west gallery. 
   
  Buried in the sand is a bizarre creature: a Sand Horror. This 
  gigantic tentacled creature lies in wait under the sand in the 
  center of the room. Any disturbance of the surface will cause the 
  creature to start stirring. The sand will begin to swirl and 
  undulate for 2 rounds as the Sand Horror hones in on the prey 
  and then it lashes out at anyone or anything on the surface of the 
  sand. The tentacles can reach the entire room including both 
  galleries, but attack anything not on the sand randomly, at -5 to 
  hit. When the Horror finishes its attacks, it will smooth out the 
  sand in the room. 
   
  Sand Horror: hp 9/tentacle + 26 (body) 
  
  Blackfalls Hall                                                                                                       i 
   
   
  24 
   
  36. The Queen of Bones 
  Four pillars support the roof in what is, in essence, a square-
  shaped corridor. Bones are neatly piled in each of the corners: 
  southeast, leg and feet bones; southwest, arm and hand bones; 
  northeast, ribcages and spines; northwest, skulls. 
   
  Lurking in the shadows is a delicate, if decaying, female form 
  in a white dress and veil. This is Queen Desinia, the Queen of 
  Bones. She is a White Ghul. If her repose is interrupted, she 
  will begin whispering in an ancient language. If the words are 
  translated, she is whispering: 
   
  “Where hast thou been, sister?   
  Killing swine. 
    
  Sister, where thou?   
  A sailor's wife had chestnuts in her lap, 
  And munch'd, and munch'd, and munch'd:-- 
  'Give me,' quoth I: 
    
  'Aroint thee, witch!' the rump-fed ronyon cries.   
  Her husband's to Aleppo gone, master o' the Tiger. 
  But in a sieve I'll thither sail, 
  And, like a rat without a tail, 
  I'll do, I'll do, and I'll do. 
    
  I'll give thee a wind.   
  Thou'rt kind. 
    
  And I another. 
  I myself have all the other, 
  And the very ports they blow,   
  All the quarters that they know 
    
  I' the shipman's card.   
  I will drain him dry as hay: 
  Sleep shall neither night nor day 
  Hang upon his pent-house lid;   
  He shall live a man forbid: 
    
  Weary se'n nights nine times nine 
    
  Shall he dwindle, peak and pine: 
  Though his bark cannot be lost, 
  Yet it shall be tempest-tost. 
    
  Look what I have. 
    
  Show me, show me.   
  Here I have a pilot's thumb, 
  Wreck'd as homeward he did come.” 
   
  (NOTE: this is the witches’ dialogue from Act 1, Scene 3 of 
  Macbeth so it might be recognized. Use this as a guide for some 
  weird monologue from the mentally imbalanced White Ghul). 
   
  The Queen of Bones is quite mad, but hopelessly devoted to 
  Argonis, the (False) King Under the Water (see room 37), even 
  though she hates him. While the (False) King is able to compel 
  the Bone Queen to do what he demands, she looks at him and 
  speaks to him with open contempt. She cannot act directly 
  against Argonis, but she will whisper (in a mad monologue) her 
  desire to be freed from his control. She will attempt to flee if 
  seriously threatened, hoping to reach her “husband” for his aid. 
  If fleeing, she leaps across the sand pit (room 35) from east 
  gallery to west gallery if she flees. Anyone who attempts to open 
  the door to room 37 will be immediately attacked. 
   
  Queen Desinia, The Bone Queen, White Ghul: hp 22;  
   
   
  
                                                                                               Blackfalls Hall 
   
   
  25 
   
  37. The Heart of the Queen 
  The door to this room is locked and only Argoins, the (False) 
  King has the key. At the intersection point of this T-shaped room 
  is a pedestal on which is a 3’square glass box. Inside the box, on 
  a velvet pillow, is a heart. The heart is magical and Desinia 
  believes that it holds her life. In fact, it is the key to her devotion 
  to the (False) King, Argonis.  Though Desinia resents the (False) 
  King’s control of her existence, she is powerless to stop him. If 
  the heart is destroyed, she will fly into a rage and seek out the 
  (False) King for his destruction. Beneath the glass case is a 
  hidden panel in the pedestal. It releases with a simple latch, 
  concealed on the side of the pedestal. Inside is a glass rod, about 
  2’ long. This is the Rod of Andaraman. Useable by any class, 
  the wielder of this rod can turn undead as a 5th level (one 
  charge), 10th level (2 charges) or 15th level (4 charges) cleric, 
  can cast protection from undead (1 charge) or protection from 
  undead 10’ radius (3 charges) and once per day (for up to 2 
  hours) can glow as a light spell or (for up to 2 rounds) as brightly 
  as sunlight. 
   
  Touching the box causes the east and west wall to crumble and 
  collapse, revealing hollows behind each from which will flow 
  two masses of pure darkness. These are monstrous Primordial 
  Dark Elementals and will attack anything living until they are 
  destroyed. If not stopped in this chamber, once they have killed 
  everything alive here (presumably, the party) the Dark 
  Elementals will flow out of the room, attack the Sand Horror in 
  room 35 and begin to rampage through Blackfalls Hall killing 
  everything in their paths. Note that the Elementals will ignore 
  undead, unless attacked by them. 
   
  Dark Elemental (Primordial) (2): hp 63, 95 
   
  38. Ravensguard 
  The floor is strewn with pillows and carpets, tapestries cover the 
  walls. Candles light this room.  
   
  Dozens of cages, with the doors open, are scattered about this 
  room, each with one or more raven perched within (there are 60 
  ravens here). Tending the cages are ten women, each with long 
  black hair, dressed in black leather armor. These women are 
  Ravensguard, or Ravenkin, the Bone Queen’s personal guard. 
  Each of the ten Ravensguard is bound to six ravens, through 
  which they gain a regeneration ability. For each raven alive, the 
  Ravensguard regenerates 1 hp/round. Like trolls, the 
  regeneration occurs even if the Ravensguard is killed or 
  dismembered (unlike trolls, fire and acid do not do permanent 
  damage). Killing all six of a Ravensguard’s bound ravens not 
  only removes the regeneration ability but stuns them for 1d6 
  rounds. The ravens typically do not join in combat, but will 
  defend themselves. The Ravensguard are devoted to the 
  Ravensguard Queen, Sharian and to the Bone Queen. 
   
  Among the cages are a number of gems: 10 gp Obsidian, 10 gp 
  Turquoise, 100 gp Citrine, 100 gp Moonstone, 100 gp Obsidian, 
  100 gp Smoky Quartz, 1000 gp Emerald, 1000 gp Opal, 130 gp 
  Jasper, 160 gp Smoky Quartz, 20 gp Tiger Eye Agate, 2000 gp 
  Star Sapphire, 30 gp Rhodochrosite, 45 gp Obsidian, 50 gp Eye 
  Agate, 50 gp Hematite, 50 gp Obsidian, 50 gp Rhodochrosite, 
  500 gp Alexandrite, 500 gp Coral, 500 gp Peridot, 500 gp 
  Zircon, 60 gp Citrine, 60 gp Lapis Lazuli, 7 gp Azurite, 70 gp 
  Sardonyx, 70 gp Star Rose Quartz.  
   
  Each Ravensguard has a different magic item at her disposal: 
  1. 
  Ring of Telekinesis (1,000 pound limit) 
  2. 
  Wand of Negation 
  3. 
  Slippers of Spider Climbing 
  4. 
  Sin’s Misery (sword +1, cursed – when wielded to 
  commit an evil act, wielder experiences -1 on every 
  roll until curse is removed. Penalties are cumulative, 
  so six evil acts committed gives -6 on all rolls) 
  5. 
  Staff of the Serpent  
  6. 
  Figurine of Wondrous Power: Stone Horse 
  7. 
  Ring of Human Influence 
  8. 
  Leather Armor +1 
  9. 
  Crossbow with (11) +2 bolts 
  10. Hat of Disguise 
   
   
  Ravenkin (10): hp 23,31,33,34,38,39,39,39,40,40 
   
  39. Where The King And The Queen 
  Meet 
  The western half of this room is covered in carpets, with 
  tapestries on the wall and lamps hanging down from the ceiling. 
  The eastern half of this room is completely barren of any 
  decoration. In the center of the room is a small table with two 
  padded chairs, one to the east and one to the west. 
   
  This chamber is almost never used. There is a 5% chance that if 
  Argonis and Desinia are still alive, they will be here (with their 
  retinues: Argonis comes with his Advisor Falreth, the Crooked 
  One and a dozen Bluecap Hobgoblins; Desinia, with all 17 of 
  her Ravensguard and their Queen, Sharian). The King and 
  Queen sit in tense silence across from one another, occasionally 
  one speaks. Finally, the King makes a demand of the Queen, and 
  they all leave. Otherwise, there is a 20% chance that 1d4 
  Ravensguards from room 38 will be passing through this 
  chamber on business elsewhere. 
   
  40.  The Sitting Room 
  Another room that is rarely used except to pass through to other 
  areas of the level. The floor here has several large rugs on it and 
  there are 9 comfortable looking chairs here.  
   
  41. The Greathall 
  This large, high-ceilinged (about 35’) chamber has many tables 
  and benches (enough for 100 people, easily), rushes on the floor 
  and a throne against the southern wall behind a long table.  
   
  Torches in brackets line the east, south and west walls while 
  three great candle-filled chandeliers hang down near the north 
  wall, illuminating a massive tapestry depicting the (completely 
  fabricated) coronation of Argonis as King of Blackfalls Hall by 
  a translucent draconic godly being, surrounded by demons and 
  undead, all cheering his coronation. The tapestry covers much 
  of the north wall. 
   
  The door in the eastern wall is locked, King Argonis has a key, 
  but it is also blocked by a large statue (see room 42). 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  26 
   
  42. Trap Corridor 
  This T-shaped corridor is easily accessed from room 20 and the 
  pit trap at 43, though the door to room 41 is locked and blocked 
  by the large statue that stands there. The statue is very old, 
  depicting a handsome young man whose right arm and left leg 
  have been lost to time.  
   
  The statue is actually a petrified young man who has been in this 
  state for 640 years. If returned to a living state, he will survive 
  the loss of her leg and arm (the flesh will simply close over the 
  “broken” areas), but the centuries that his brain was petrified 
  have driven him quite mad. The statue can be moved without 
  too much difficulty (for a statue weighing about 450 lbs.) as it 
  simply rests on the pedestal, but the pedestal on which it stands 
  is dropped into a tight-fitting hole, 3’ down below the floor level 
  (a 3’diameter cylinder, 5’ long, solid marble, weighing about 3 
  tons). 
   
  The T-shaped corridor has a pressure plate every 2’, though they 
  are all decoys. The door to area 43 is not locked or trapped. 
   
  The door to area 44 is locked and trapped. The mechanism for 
  opening the door has been coated with contact poison. A gloved 
  hand avoids the trap, but unprotected flesh which comes into 
  contact with the latch must save vs. poison or fall comatose for 
  4d12 hours. The poison is slightly tacky and very difficult to 
  wipe off the door. Any glove or gauntlet used to open the door 
  retains enough of the poison stuck to it to cause the effect if 
  touched to any unprotected flesh. The poison breaks down after 
  1d10 days. 
   
   
  Roll 
  1d6 
  Item Found 
  1 
  In a leather sack is a trussed up 
  Goblin, gagged and near death.  If 
  freed, it will serve for exactly 24 
  days. 
  2 
  Tied up in a wool cap is: 
  1. 3d8 gp 
  2. 2d12 sp 
  3. A stone dagger 
  4. A bag of human teeth 
  5. 32 Vulture beaks 
  6. 100 Harp strings 
  3 
  Five vials containing: 
  1. Pixie blood 
  2. Potion of Healing 
  3. Magic Tree sap 
  4. Dragon snot 
  5. Owlbear tears 
  6. Goblin bile 
  4 
  50 magical leaves. When thrown, 
  act as darkness 10’ radius spell for 
  1d3 rounds. Each time they are 
  used 1d10 leaves disappears. 
  5 
  22 Rattlesnake Rattles (filled with 
  venom, weak poison) 
  6 
  The Eyes of Hamar, mummified 
  human eyes which allow 
  Trueseeing. 
   
   
  43. The Pit of Darkness 
  This corridor is shrouded in magical darkness (light or continual 
  light spell or the like negates). The southernmost part of the 
  corridor is a pit trap. The door holds as long as 250 pounds or 
  less is upon it. More than that and the trap door swings 
  downward as anything on the trapdoor falls 25’ (2d6+1d3 
  falling damage) onto rusted spikes (falling beings hit 1d4 if 
  small, 1d6 if medium, 2d4 if large) for 1d4 points of damage per 
  spike, and each spike gives the victim a cumulative 10% chance 
  of contracting tetanus.  Among the spikes at the bottom of the 
  pit are eleven goblin skeletons and two human skeletons. All the 
  armor on the bodies is damages beyond repair but among the 
  bones are 3 shortswords, 4 clubs, 2 serviceable helms, two 
  longswords a shield and a lantern. The lantern is magical: 
  Malanare’s Memory Lantern. The lantern, once activate, 
  records a visual memory of anything that happens before it up 
  to 3 minutes and is able to project the images of the last event 
  “recorded.” The trap door has to be manually reset if the trap is 
  sprung.  
   
  44. Empty Room 
   
  45. Bluecaps’ Barracks 
  44 Bluecaps bunk here. At any given time there will be 2d6+4 
  Bluecaps sleeping and an additional 1d6+6 Bluecaps lounging 
  here.  Each Bluecap has 1d6 sp and 1d4 gp. At all times one of 
  the Bluecaps is sitting over a fire with a stewpot, cutting 
  ingredients and adding spices. The ingredients are all around: 
  sprites and fairies, boar runts, wild fowl and fish. In addition, a 
  number of other items might be found here (see chart to the left) 
   
  Hobgoblin (up to 44): hp 14 each  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  27 
   
  The Halls of the False King 
   
  his level is devoted to the puppet who is on the throne of Blackfalls Hall, the Vampire Agronis, the False King. Argonis rules 
  Blackfalls Hall with an iron fist, using intimidation and fear as the tools to keep his subjects in line. The True King cares little 
  for what Argonis does, provided the puppet responds when the True King commands.  
   
  Random Encounters 
  Roll 
  1d10 
   
  Encounter 
  1 
  Argonis (28) 
  2 
  Garran Ocan (5) 
  3 
  Bluecap Hobgoblins (14) 
  4 
  Slaves (29) 
  5 
  Acolytes (4) 
  6 
  Crooked One (16) 
  7 
  Falreth the Adviser (20) 
  8 
  Panthers (28) 
  9 
  Crows (28) 
  10 
  The Abargat Serpent (28) 
   
  1. Stairs Up 
  Steps spiral upward to room 14 of Blackfall Keep Dungeon. 
  Two Bluecap Hobgoblins (King’s Guard) stand guard here, 
  each with a key for the locked door in the northern wall. They 
  do not attack immediately unless intruders are obviously a 
  threat, but they will try to engage in conversation, asking 
  questions about the Northern Tier: any news from the Chantry? 
  Does the Silver Queen still sit on her throne? Is the Gnome King 
  still hiding in his hall? In many ways, it doesn’t matter how any 
  questions asked are answered, the guards are bored and simply 
  want to engage in some conversation. Eventually, they will ask, 
  “What business do you have with the King Under the Water, he 
  who provides, may he live forever?” 
   
  These Hobgoblins can be bluffed, if the intruders give a 
  reasonable explanation for their desire to see the King. Anyone 
  who isn’t recognized by the Hobgoblins will be escorted by one 
  of them to room 3 to await examination by the Priest of the 
  Running Currents (see room 5) who will evaluate their story and 
  decide whether to take visitors to the King (room 28) or to 
  sacrifice them to the Water Gods (room 8). 
   
  Hobgoblins (2):  hp 8,14 
   
  2. The Antechamber of the False 
  King 
  A long flight of stairs to the west leads up to the Hobgoblin 
  Guards at room 1, where another set of stairs spirals upward to 
  the Blackfall Keep Dungeon.  A number of mundane items are 
  piled in the corner of this room: piles of animal pelts, some sacks 
  of grain, a few barrels of beer. The door to the south, which is 
  marked with a large, stylized water drop, is locked. A Bluecap 
  Hobgoblin is stationed on the other side of the door to unlock it 
  if one of the guards from room 1 growls the order, or if an 
  acolyte or the Priest from rooms 4 & 5 demand to be let in.   
   
  The door to the east is not locked. 
   
   
  3. The Welcome Chamber 
  Stairs descend to this room from the west. Neither door to this 
  room is normally locked. A dozen chairs and a large table 
  dominate the center of this room. A plush carpet covers most of 
  the stone floor. Lanterns are hung on hooks on the wall to 
  provide light. The ceiling and walls are painted a pale blue 
  green.  
   
  This is where the Priest (room5) meets guests and petitioners to 
  the King Under the Water’s court.  He believes the False King 
  is actually the King Under the Water and will behave as such. 
  He doesn’t know why the King, the Adviser and the Crooked 
  One sometimes go down the “holy current of the Water Gods,” 
  (room 8), nor does he care. The Water Gods allow them to pass, 
  that is all that matters to him. He is completely devoted to these 
  Water Gods and to the False King Under the Water. 
   
  There is a 30% chance that either 1d6 Acolytes (room 4) or 
  Garran Ocan (room 5) will be in this room at any given time 
  (50% chance for either).   
   
   
  T
  
  Blackfalls Hall                                                                                                       i 
   
   
  28 
   
  4. Acolytes of the Holy Current 
  Six low level clerics share this room, with pallets rolled up and 
  stacked neatly in the northwest corner during the day. A trickle 
  of water has collapsed some of the south wall here, and the 
  Acolytes have set up a small shrine to the Holy Current here: a 
  brass basin (10 gp) which catches the water as it trickles, eight 
  glass candle holders (exquisitely made, though very fragile, 25 
  gp each) and a small crystal idol shaped, somewhat 
  amateurishly, like a water drop (Quartz, worth100 gp).  Twice 
  daily the Acolytes empty the basin into the river (room 8) with 
  a ceremony, “returning the orphan to the mother current”. The 
  Acolytes often spend time here or in room 8 praying when not 
  sent on duties elsewhere. 1d6 Acolytes will be here at any given 
  time. 
   
  Acolytes of the Holy Current (6): HD C2; hp 5,7,8,8,8,9; AC 
  9[10]; Atk 2 fists (1d2/1d2); Move 9; Save 17; Special: spells 
  1. 
  Detect Magic, Protection from Good 
  2. 
  Light, Protection from Good 
  3. 
  Create Water, Cure Light Wounds 
  4. 
  Light, Protection from Good 
  5. 
  Cure Light Wounds, Purify Food and Drink 
  6. 
  Command, Light 
   
  5. The Priest of the Flood 
  This is the chamber of Garran Ocar, the High Priest of the Flood. 
  Garran was a Lightbringer, a priest of the Way of the Master, 
  but 0drowned and was raised to unlife as a Drowned Spirit by 
  the True King Under the Water, though Garran has no memory 
  of this.  He only knows that he needs water to abate the 
  unyielding pain he experiences, so he constantly rubs himself 
  with a delicate handkerchief soaked with water poured from a 
  silver flask (worth 100 gp).  The Acolytes of the Holy Current 
  do not know their Priest is undead, a fact that he tries to keep 
  hidden from everyone (even though no one in this complex 
  would care). Garran commands the Ghouls in the Ghoul 
  Caverns (rooms 20-25) and can summon them in 2-8 rounds if 
  he so wishes. The door to the Ghoul Caverns is double barred 
  on this side and is locked, though if summoned, the Ghouls will 
  break through the door to obey their master.  Garran Ocan is 
  40% likely to be here. 
   
  Garran Ocar, High Priest of the Flood: HD C8; hp 28; AC 
  9[10]; Atk 2 fists (1d2/1d2);Move 9; Save 12; Special: Spells. 
  Level 1: Protection from Good, Resist Cold, Sanctuary 
  Level 2: Chant, Resist Fire, Spiritual Weapon 
  Level 3: Animate Dead, Cure Disease, Glyph of Warding 
  Level 4: Cure Serious Wounds, Detect Lie 
   
  6. The Cleansing 
  Water flows freely from a large crack that runs the entire width 
  of the ceiling here, creating a misty wall of water which must be 
  passed through to move to the hallway to the northwest. The 
  water drains through another crack in the floor just at the 
  northwest edge of the room. The room is not completely stable, 
  and such violence as a fireball or lightning bolt spell set off in 
  this chamber would bring the whole thing down. In addition, the 
  floor is slippery which, while not interfering with normal 
  movement, causes a penalty of -2 to Dexterity if running or 
  fighting in this chamber. Garran Ocar is often found standing in 
  the spray from the ceiling with an exultant look on his face (10% 
  chance at any given time). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7. The Flood and the Current 
  This room is open to a large pool of water in the southwest 
  corner. A large (4’ diameter) geode has been sheared in half and 
  turned cut side up at the edge of the pool with what looks like a 
  thick piece of glass laying over the top. This is the Water Altar.  
   
  There are always 2 Blackcap Hobgoblin Guards here, standing 
  outside the western door (locked, Hobgoblins have a key). The 
  Blackcaps do not interact with anyone who enters the room. 
  They will not stop anyone from entering the pool, but if anyone 
  does so, one of the Blackcaps will unlock the door and go 
  through, summoning all the forces in the rooms beyond. The 
  Blackcaps do not interact with anyone in the room, not even the 
  False King when he comes through here. They will not respond 
  to attempts to parley or empty threats. Real threats will be dealt 
  with swiftly and violently. If anyone engages the Water Spirits 
  in the Shallow Pool, they will find the body of the Blackcap 
  Guard attacking them from the rear.  
   
  Twice a day the Acolytes bring a basin of water to this altar, 
  pray for a while, and then dump the water into the Shallow Pool 
  with great ceremony.  
   
  1d6 Acolytes are 10% likely to be here, the High Priest Garran 
  Ocar is 20% likely to be here. 
   
  Hobgoblins (2): hp 7, 11  
   
  
                                                                                               Blackfalls Hall 
   
   
  29 
   
  8. Shallow Pool/Holy Current 
  The water in this pool is 4’or so deep. While the water moves 
  through pretty quickly, a person could easily walk through the 
  water, and sometimes the King and his Adviser do so. Anyone 
  not accompanied by the False King (room 8), his Adviser (room 
  20) or the Crooked One (room 16) will be attacked by 1d4 Water 
  Spirits who dwell in this pool. The priest and the acolytes refer 
  to these as the Water Gods, and honor them with sacrifices and 
  offerings. The stream to the east quickly narrows to impassible 
  (the water drops from the Westflow above) while to the west the 
  stream drops down to the True King’s Grotto (area 14). 
   
  There are a total of 9 Water Spirits who occupy this pool, so 
  when the first wave is killed or driven off, another wave of 1d4 
  will attack, and so on until all but one the Water Spirits are dead 
  or driven off, or the intruders are dead. These spirit creatures are 
  servants of the True King and if these creatures are overmatched 
  by attackers, one will try to slip down the waterfall and warn the 
  True King Under the Water of the threat to his kingdom (see 
  True King level, room 2). If the Water Spirits are engaged in 
  combat, the Blackcap Guard will attack the intruders from the 
  shore. Occasionally, the False King, the Adviser and/or the 
  Crooked One will journey down the “holy currents of the Water 
  Gods,” heading downstream to the west. None of the denizens 
  of Blackfalls Hall, except the Blackcap Guard, know why they 
  do this. None have dared to follow since an Acolyte fell in the 
  pool once and was set upon by the Water Gods. The current of 
  the water moves from east to west and on the western edge of 
  the chamber it flows past a large pillar of stone and spills down 
  a 40’ waterfall. North of this pillar of stone is an opening in the 
  wall of the cavern which leads downward to a small cave on the 
  edge of the waterfall (8a). Anyone going over the waterfall must 
  make a save or suffer 2d6 hit points of damage. 
   
  Water Spirit: hp 11,13,15,16,21,22,23,23,27 
   
  8a. Ganar’s Rest 
  A giant skeleton sits on what looks like a naturally formed stone 
  throne. The skeleton is non-animate and was looted long ago, so 
  has no treasure to speak of. If communicated with somehow, the 
  Giant’s story is: he is Ganar, son of Garnat and he was exploring 
  these caves from below, was swarmed by Water Spirits in the 
  cave above the waterfall. He fought them off, but was so 
  severely wounded that when he crawled to this cave to rest and 
  recover, he died. He can give some general information about 
  layout of the caves downstream (the Grotto of the True King 
  Under the Water, below), though he has no information about 
  the current inhabitants.  
   
  8b. The Crooked One’s Secret 
  Stored in barrels and boxes and crates are a number of mundae 
  items: foodstuffs, cloth, clothing, and the like, almost all of 
  which has been ruined by mold and mildew.  Among the barrels 
  and boxes is a small clay pot which is magically sealed. If 
  opened (dispel magic, for example), the jar contains ashes. The 
  ashes are the Trueform of the Crooked One, which he has 
  secreted here hoping no one would find them or, if they did, 
  would realize what they are. Divination type magic can reveal 
  the truth about this strange find. If the ashes are destroyed 
  (scattering them in running water, scattering them in the wind), 
  the Crooked One will crumble to dust in 1d4 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9.-13. Blackcap Guard Wing 
  There are a total of 19 Blackcap Guards, plus the Blackcap 
  Captain, and 12 slaves (all 0 level humans) scattered among 
  these rooms. 
   
  9. Blackcap Guard Common Room 
  At any given time there will be 1d8+3 (4-11) Blackcap 
  Hobgoblins in this room sitting at tables, talking, cleaning 
  weapons, eating, bullying the slaves (1d4 slaves in this room). 
  These are well trained and very disciplined soldiers so if there 
  is an alarm raised, they will be quick to come to the call. 
   
  There is a 20% chance the Captain will be here. 
   
  Hobgoblins (2): hp 11 each 
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  30 
   
  10. The Shrine of the True King 
  A large Crystal Dragon statue dominates the western wall here. 
  25 prayer rugs are neatly rolled up and leaning against the east 
  wall.  
   
  Twice a day the Blackcaps come here to pay homage to the True 
  King. If compelled (via Charm Person or the like) to talk about 
  the King Under the Water, a charmed Blackcap will lead his 
  captor to this statue and point and say, “King Under the Water” 
  but not be able to articulate it any clearer than that (so, “Where 
  is the King Under the Water” or “Who is the King Under the 
  Water” or whatever, he will simply point at the statue). 
   
  There is a 20% chance the Captain will be here. 
   
  11. Blackcap Barracks 
  Bunks for 26 line this room, each with a small chest. 19 of these 
  chests have small personal (and largely worthless) items. There 
  will be 18 minus the number of Blackcap Hobgoblins in room 
  9 hanging out here. These Blackcaps are just as well disciplined 
  as their comrades in room 9. There is a 20% chance that the 
  Captain will be here. 
   
  Hobgoblins (2): hp 11 each 
   
  12. The Office 
  This very tidy room has eight chairs, five against the wall, two 
  facing a desk, one behind the desk. Seated at the desk is the 
  Captain of the Blackcap Guards, if he has not been encountered 
  anywhere else, and is still alive. At all times, seated in one of 
  the chairs, trying to puzzle out some paperwork, is a Blackcap 
  Hobgoblin. 
   
  If the Captain is present, he will politely ask intruders their 
  business, then call for help or attack if necessary. 
   
  13. The Captain’s Private 
  Quarters 
  If he is still alive, there is a 20% chance that the Captain will be 
  found here, sleeping, reading, or doing something else to relax.  
   
  Blackcap Captain: HD 3+1; hp 21 
  Hobgoblins (2): hp 10 each 
  14. Bluecap Barracks 
  Beds for 20 Bluecap Guards, along with chests (containing 
  many trinkets and small, mostly worthless items) line the walls. 
  Two small tables with four chairs each are clustered in the center 
  of the room.  
   
  1d8+6 Bluecap Hobgoblins are always here, some sleeping, 
  some playing cards, some eating.  One bed holds the mummified 
  body of a hobgoblin which the others revere. 
   
  Hobgoblins (2): hp 10 each 
   
   
   
   
   
   
  15.-18. The Chambers of the 
  Crooked One 
  The Crooked One is the False King’s Court Wizard. He and his 
  apprentices spend most of their time in these chambers, seeking 
  secrets of the Outer Darkness. Most of the denizens of 
  Blackfalls Hall are afraid of the Crooked One and are loathe to 
  enter these chambers. Even the False King rarely sets foot here. 
   
  15. The Crooked Apprentices 
  Five beings share this room, each has been twisted and broken 
  from years of evil magic. The room, however, is very orderly: 5 
  pallets rolled up against the north wall, a long table with 8 chairs 
  in the center of the room. An armoire on the south wall holds 
  the clothing and personal items of the Apprentices. 
   
  Each of the Apprentices wears a small hourglass on a chain 
  around its neck. If their master or his work are ever threatened, 
  they will throw down the hourglass which, upon shattering, 
  summons a Minor Blood Demon. The demon will defend the 
  one who shattered the hourglass for a number of rounds equal to 
  the age of the person, at the end of which the demon collects that 
  person’s soul and takes him or her to the Outer Darkness to 
  torment.  
   
  These Hourglass Demons will serve anyone of any alignment 
  because of the pact implicit in the breaking of the hourglass. 
  They serve enthusiastically because of the reward offered, even 
  when serving an undead master who might bind them in service 
  for hundreds or thousands of years… 
   
  Marshant, Hobgoblin Apprentice: HD 2; hp 5; AC 5[14]; Atk 
  staff (1d6) +1/+1 or spell; Move 9; Save 17; Special: Spells. 
  Spells: Burning Hands, Light 
   
  Gooriath, Hobgoblin Apprentice: HD 3; hp 9; AC 5[14]; Atk 
  staff (1d6) +1/+1 or spell; Move 9; Save 17; Special: Spells. 
  Spells: Comprehend Languages, Jump, Audible  
  Glamour. 
   
  Luciar, Human Apprentice: HD M4; hp 7; AC 9[10]; Atk staff 
  (1d6) or shortbow (1d6) +0/+2 or spell; Move 12; Save 16; 
  Special: Spells. 
   
  Spells: Magic Missile, Push, Shocking Grasp,  
  Darkness 15’ radius, Magic Mouth. 
   
  Doolias, Goblin Apprentice: HD 2-1; hp 6; AC 6[13]; Atk staff 
  (1d6) -1/-1; Move 9; Save 18; Special: Spells. 
   
  Spells: Comprehend Languages, Enlarge.  
   
  Mistan, Bugbear Apprentice: HD 5; hp 16; 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. 
   
  Spells: Jump, Message, Sleep, Darkness 15’ Radius,  
   
   
  Invisibility, Strength. 
   
  Blood Demon: (Second-Category Demon): HD 9; AC 0[19]; 
  Atk 2 claws (1d3/1d3), 2 bite (2d8/2d8); Move 9 (Fly 14); Save 
  6; CL/XP 11/1700; Special: Magic resistance 50%, demonic 
  magical powers. 
    
   
  
                                                                                               Blackfalls Hall 
   
   
  31 
   
  16. The Crooked Library 
  The Crooked One is primarily interested in summoning and 
  controlling demons from the Outer Darkness. Many forbidden 
  tomes lie scattered about the room – some open with notes 
  scrawled in the margins, some piled precariously. Three books 
  have blackened and scorched covers and are locked. Buried 
  among these revolting, but largely mundane, books are three 
  books of real power and two scrolls. 
   
  Book of The Garis Man by Lucian Demmond – Included 
  among the many pages of the history of the region, speculation 
  on how the power of the Garis Man came to be, rumors about 
  the “true nature” or the Garis Man, this book also details a 
  unique connection with the Outer Darkness. It is known to some 
  that wands can be recharged at the top of the odd stone pile 
  during a thunderstorm, but rumors persist that beneath the Garis 
  Man is a sealed summoning chamber, the circle inscribed on the 
  floor is one that has been lost to the ages, the sigils and 
  incantations written there would allow one to bind some of the 
  most powerful of demon lords. According to the book, the 
  legends say the binding is permanent.  
   
  Among the many boring pages, if the 6th and 66th words of each 
  page are written down, a summoning spell can be deciphered by 
  recombining the words in the right order (some of these words 
  are underlined in red, though not all – the Crooked One is just 
  figuring out the pattern – he stops on the first page that has fewer 
  than 66 words written on it, about page 12). The spell is a 
  variation on Summon Monsters VII which only summons 
  demons. The demons will serve as per the spell description, but 
  will try to extract a price for their service (note, according to the 
  spell description, they really don’t have the leverage to extract 
  the price, but they will try nevertheless):  
   
  1. Will demand regular sacrifices of living creatures or it will 
  refuse to serve (and when compelled, will act as in 5).  
  2. Will lie to its master about everything, including its abilities 
  and limitations. 
  3. Will linger long past the end of the spell, hiding, choosing an 
  inopportune moment to reveal itself and cause havoc for the 
  master. 
  4. Will only follow orders to the letter, everything must be 
  explained in excruciating detail and the demon will still look for 
  loopholes.  
  5. Will linger long past the end of the spell, attacking at what it 
  perceives to the master’s weakest moment. 
  6. Will demand 500 gp worth of gems per turn of service, if 
  denied will serve as in 4. 
   
  Remon’s Study of the Outer Darkness: This work, a multi-
  volume set, begins with all the Scriptures from six different 
  religions which make reference to the Outer Darkness and the 
  demons therein (vol 1), then speculates on the nature of the 
  Outer Darkness (vol. 2), then speculates (wildly inaccurately) 
  on the nature of the demons and devils who dwell in the Outer 
  Darkness (vol. 3), then gives a proposed hierarchy of the 
  denizens of the Outer Darkness (somewhat accurate) and their 
  counterparts in the Heavens of Light (very incomplete and 
  inaccurate) (vol. 4), and finally (vol. 5 and 6) proposes magical 
  means and protections for traveling to the Outer Darkness (DM 
  discretion on how accurate this information is) by creating a 
  two-way gate anchored in a holy place here which, it is 
  speculated, will open near the Gateway of Damned Souls.   
   
   
  Research on this work will reveal that Remon (Darian Remon 
  Garitan, Nephew of the Fire Duke of Gallas, rider of Stormcloud 
  and Giant Slayer) lived 500 or so years ago and was a court 
  wizard for nearly 100 years until he was excommunicated by the 
  church for dabbling in things of darkness. He disappeared after 
  a dozen or so years having been imprisoned in a special cell 
  beneath the crypts of St. Ashar’s Cathedral in Gallas. All of his 
  works were thought to have been destroyed. 
   
  The Dire Oracles, by Uthart – This slim volume appears to be a 
  thousand 8 line poems written by someone named Uthart of the 
  Rippled Glass. The poems appear to be gibberish, the lines not 
  relating to one another in theme, meter or rhyme. Uthar of the 
  Rippled Glass was a powerful, if now forgotten, bard once upon 
  a time. This was Uthart’s code for writing the Songs of the Dire 
  Oracle – songs that, when sung by a bard of sufficient level, 
  mimic the effects of certain Mage spells:  
   
  L1: Charm Person, Sleep  
  L3: Hold Person, Suggestion  
  L5: Animate Dead, Hold Monster 
  L7: Charm Plants, Power Word Stun 
  L9: Astral Spell, Power Word Kill 
   
  The Bard must be of equal or greater minimum Mage level to 
  cast the spells (thus, Bard 1 for L1 spells, Bard 5 for L3 spells, 
  etc.) The spell songs disappear (from the paper and from the 
  Bard’s memory) after casting, though a limited wish or the like 
  could make the spell song available again and a full wish could 
  make a spell song permanently available to the Bard. 
   
  Scrolls: 
  #1: Monster Summoning VII (4)  
  #2: Gate (2), Imprisonment (2) 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  32 
   
  17. The Crooked One’s Rest 
  This room is a jumbled mess: a bed in the southern corner 
  covered with a variety of pillows and blankets, as well as 
  parchments and books, an overstuffed chair which is stained and 
  torn and smells horrible, a frayed carpet on which are stains and 
  bits of unidentifiable things scattered amidst papers and scraps 
  of wood and stone, some burnt clothing, a broken mirror and a 
  small table and chair, the former also covered in papers and 
  books. On the wall is a single decoration: a portrait of a beautiful 
  woman. 
   
  If not encountered elsewhere, the Crooked One is here, 
  studying some of the papers on the desk (65% chance) or 
  sleeping in the overstuffed chair (35% chance). If alerted to 
  intruders, he will cast whatever defensive spells he has available 
  and prepare for combat. If seriously threatened, he will escape 
  through the secret door in the western wall to the gate there.  
   
  The Crooked One appears as a very large Hobgoblin, with 
  vestigial horns and ears, reddish brown skin and glowing green 
  eyes. His body is twisted and crooked, but surprisingly strong 
  and agile. He is actually an undead being, his Trueform (ashes) 
  secreted at area 8b of this level. A successful hit by the Crooked 
  One drains 1 point of Intelligence from his victim. The 
  Intelligence drain is permanent unless magically healed. 
   
  If a search of the mess is made, a few interesting items and a 
  few valuable items can be found: 12 cp stuck to the bottom of a 
  rancid rawhide pouch, a massive, annotated leather-bound 
  edition of The Life of Garrolus Garriban,  pair of gold-rimmed 
  spectacles with very thick lenses (worth 35 gp intrinsic, but as a 
  curiosity perhaps 300), a blood-smeared piece of parchment on 
  which is written a deed of ownership for a plot of land near Lake 
  Fincher, 4-gallon cask full of stout ale with a wolf’s head 
  symbol branded on the side, a bone calling-whistle etched with 
  the image of a snake head, a bleached human skull etched with 
  devotions to St. Ashar and bolted to a 3-foot chain, a well-made 
  scroll-case containing a fairly good map of the trade town 
  Jacob’s Well.  On a table beside the bed is a rather unremarkable 
  key (for Queen’s Level room 5, the Chained Oracle).  
   
  Under the bed, in a dusty corner, is a 200 gp ruby which will 
  radiate faint magic if detected (this is the Red Keystone for the 
  Gate in room 18). The Crooked One carries a pouch around his 
  neck which contains 5 gem stones (diamond, blue topaz, 
  emerald, yellow citrine and black onyx). Each of the stones is 
  about an inch long and ½ an inch wide, kite shaped, about 1/8th 
  of an inch thick. These are the other Keystones for the gate in 
  room 18.  
   
  The Crooked One (Undead Demon/Hobgoblin): HD MU11; 
  hp 31; AC 5[14]; Atk 2 claws (1d6/1d6) 1 bite (1d4); Move 9; 
  Save 9; Special: Spells. 
  Spells 
   
  Level 1: Identify, Jump, Push, Shield 
   
  Level 2: Detect Invisibility, Forget, Levitate, Wizard  
  Lock 
   
  Level 3: Gust of Wind, Phantasmal Force, Suggestion,  
  Water Breathing 
   
  Level 4: Monster Summoning II, Remove Curse,  
  Wizard Eye 
   
  Level 5: Animate Dead, Telekinesis, Teleport 
   
  18. The Gate of Many Keys 
  This secret room has only one significant feature: a large (9’ 
  wide, 9’ high at its apex) arch made of some kind of dull silvery 
  metal. The arch has six indentations on the left side in a vertical 
  row. 
   
  1d6 rounds after someone opens the secret door, if not already 
  discovered, a shambling, hairy creature will lumber around the 
  corner to investigate. This is a Sentinel Demon who has grown 
  lax and lazy. The Crooked One placed the demon, which he calls 
  “Spook,” here as a guardian, but no one but the Crooked One 
  has ever entered the chamber, so the demon lumbers around the 
  corner expected to greet its master.  Spook will be surprised if 
  anyone other than the Crooked One is in the chamber when he 
  rounds the corner (or if encountered before he rounds the corner) 
  and will lose initiative on the next round as well, but then he will 
  fight to the death to defend the gate. 
   
  “Spook” hates the name that the Crooked One has given him, 
  but will not reveal his Truename to any mortal.  The Crooked 
  One knows the demon’s Truename, but is unlikely to reveal it.  
   
  The gate can be keyed to different locations, depending on the 
  order in which the Keystones are set in the indentations, how 
  many Keystones are set there, and how they are oriented. The 
  first (top) gem placed indicates the reality (or plane of existence) 
  to which the gate will open: 
   
  Red: plane of fire 
  Blue: plane of water 
  Green: plane of earth 
  Yellow: plane of air 
  Onyx: plane of darkness 
  Diamond: somewhere in the world of Daen Ral 
   
  The other five Keystones placed will pinpoint the exact location 
  on the plane where the gate will open.  
   
  1 Gem, random location on plane.  
  2 gems, specified large region (say, a nation or a geographical  
  landmark no smaller than a mountain range or a large 
  lake).  
  3 gems, a specified region (say, a district, area, region, such as  
  the Rosewood Highlands or the city of Ostaven).  
  4 gems, a “location” (as small as, perhaps, a village or a  
  landmark like the Garis Man).  
  5 Gems, a specific place within the location (such as “on top of  
  the Garis Man” or “in front of the tavern at Hope 
  Cross”).  
  6 gems, a pinpointed location (“three feet inside the main gate  
  of Jacob’s Cross, beside the west wall” or “behind the 
  throne at the Palace of the King of Hamlin”).  
   
  The Crooked One has keyed dozens of locations from the 
  millions of combinations possible: e.g. The Chantry of the 
  Deepflame, the Hall of the Gnome King, Jacob’s Well (main 
  gate), the Night Palace on the Plane of Darnkess, etc.  
   
  The gems the Crooked One carries are Keystones for the Gate 
  in this room… 
   
  “Spook,” Sentinel Demon, Third-Category Demon: hp 43 
   
   
  
                                                                                               Blackfalls Hall 
   
   
  33 
   
  19. The Nine Faces of Goran 
  The angled eastern walls here are lined with bas relief human 
  faces bearing different expressions: Angry, Happy, Sad, Sleepy, 
  Confused, Humiliated, Frustrated, Excited and Proud.  Four are 
  along the north wall, five are along the south wall. The order in 
  which they appear changes every time someone looks at them.  
   
  If an attempt to damage a face is made, all of the faces will look 
  angry, and each will shoot out a 6d6 lightning bolt targeting the 
  source of the damage. The faces are stone and can be damaged 
  normally. 12 hp damage will disable a face and 24 hp damage 
  will destroy a face. Damaged faces regenerate at a rate of 2 
  hp/turn. Any time anyone who has previously damaged or 
  destroyed a face, the remaining faces will grimace at that being 
  as he or she passes by.  
   
  If all of the faces are destroyed, the being who deals the final 
  blow to the final face gains the ability to cast one 6d6 lightning 
  bolt each day for 9 days (the being will know he or she has the 
  ability to cast the bolt, but will not know the limitations until the 
  tenth day, when the ability vanishes). For every uncast lightning 
  bolt after 9 days have passed, a single Face of Goran will 
  regenerate (at the above rate). 
   
  Just outside the door to area 15, hanging from the ceiling, are 9 
  chains of differing length, forming a sort of curtain between the 
  corridor and the room beyond. The chains are not magical 
  (though the Hobgoblins and most of the other denizens of the 
  Hall believe them to be).  
   
  The stairs to the south wind down to the Queen’s Level, room 
  30. 
   
  20. The (False) King’s Adviser 
  The door is usually locked. Only Falreth, the (False) King’s 
  adviser has a key. The eastern wall of the room opens into a 
  large cavern, dropping 15’ to an uneven floor below. 
   
  Along the northern wall of the upper part of the room are 
  bookshelves with a handful of books (The History of the 
  Firbolg, Seven Tribes of the Goshor Plains, 7 cookbooks and 
  a half-filled personal journal). Tucked in several of the books 
  are parchments with notes (some pertaining to the contents of 
  the book they are in, others seemingly random). One of 
  parchments has a love sonnet that, if read backwards, appears to 
  be some kind of spell (it is, a glyph of confusion, per the spell 
  as if cast by a 10th level Mage, affecting only the reader). Also 
  on the shelves are: A brass belt buckle in the shape of a laurel 
  wreath, a rolled-up 10-by-18-foot tapestry depicting the burial 
  of the holy child of Garastad which, though the colored threads 
  have faded, this work of art is probably of great value, an iron 
  amulet embossed with the shape of a lion's head, strung from a 
  chain necklace, a long grey cape embroidered with golden 
  swans. 
   
  The cavern is piled with thousands of bones (mostly goblin and 
  animal, but scattered here and there are human bones as well). 
  If Falreth, a Ghoul Master, is present, he will likely be gnawing 
  on a bone, or eating (a goblin). Falreth wears the full armor and 
  helm of his former life, wielding a sword in combat instead of 
  his paralyzing touch. If unwelcome visitors enter, he will cause 
  the bones in this area to begin animating, forming 1d6 Skeletal 
  Horrors which will take one round to form and then attack. 
  Once Skeletal Horrors begin to animate, 1d6 will animate every 
  round until Falreth releases the bones or is killed. No matter how 
  many Horrors are defeated, the bones will simply reform the 
  next round.  In addition, if attacked, Falreth will summon the 9 
  Ghouls from area 23 who will arrive in 1d6+4 rounds. 
   
  The archway to the north stairs is barred with an unlocked iron 
  gate. The steps descend 10’ to the floor of a high ceilinged 
  crevice - 30’ high south of the bottom of the staircase to 40’ 
  where the crevice intersects area 27. To the north of the bottom 
  of the stairs, the tunnel slopes down sharply to area 22. The 
  ceiling of the tunnel between the bottom of the stairs and area 
  22 averages 5’ and is 3 ½’ at the lowest point, just before 
  entering area 22.   
   
  The bridge to the east (to area 21) is simply two planks.  
   
  Falreth, Ghoul Master: hp 22 
  Skeletal Horrors: hp 5 each 
   
  21. Falreth’s Nook 
  The east wall is a mass of what appears to be garbage held 
  together with some kind of sticky goo. On more careful 
  investigation, an 18” diameter hole is in one end of the mass. 
  This is Falreth’s cocoon. If he has not been encountered 
  anywhere else, he will be here, sleeping and regenerating.  
   
  Mixed in the cloth, wood and other bits of detritus is the Ghoul 
  Master’s treasure: 8030 cp, 1874 sp, Potion of Clairvoyance, 
  Potion of Climbing, Mage Scroll: Locate Object, Scroll of 
  Protection from Fire, Cleric Scroll: Dispel Evil (4) Gems: 10 gp 
  Lapis Lazuli, 100 gp Azurite, 50 gp Turquoise, 500 gp Coral (11) 
  Items of Jewelry: 3000 gp Medal, 700 gp Coffer, 6000 gp Crown, 
  1200 gp Earring, 1700 gp Coffer, 800 gp Chalice, 2000 gp Brooch, 
  900 gp Decanter, 2600 gp Necklace, 3000 gp Fob, 4000 gp Fob 
   
  The cocoon will take a total of 11 rounds to dismantle to gain 
  the treasure, though two people can work side-by side (one for 
  6 rounds, one for 5). If the treasure gained is not washed off, the 
  chance for contracting the flesh-eating disease increases 1% 
  (cumulative) per round in a person’s possession. 
   
  22. The Shrieking Fungus Cave 
  NOTE the tunnel dimensions are indicated in area 20 (slopes 
  down sharply, chokes to 3 ½’ high at the entrance of this cave). 
   
  Dozens of huge mushrooms grow in this hot, wet cave. Many 
  are good for food, but mixed among them are ten Shrieking 
  Fungi which will begin making a shrill whistling noise if 
  disturbed. The sound carries to areas 3, 4, 5, 20,21, 23, 26, 27, 
  and 28, attracting all the Ghouls in the tunnels and alerting 
  anyone in the other areas to intrusion.  
   
  If the Shrieking Fungi are avoided or neutralized, this could be 
  a safe haven (the denizens of the level rarely come here), though 
  the heat and humidity make resting only half as effective for 
  those who are not adapted to it or if some special preparations 
  have not been taken (that is, it takes 2 hours of rest to accomplish 
  something that would take one hour normally, or two days to 
  accomplish something that should take one day). 
   
  Shrieking Fungus (10): hp 6,6,7,8,10,14,15,17,19,19 
  
  Blackfalls Hall                                                                                                       i 
   
   
  34 
   
  23. Ghouls and Treasure 
  The corridor here is littered with gnawed bones (perhaps a bone 
  drops from the shelf above as this area is entered). The shelf, 
  about 10’ above the floor, is home to 9 Ghouls who are 
  subservient to the Ghoul Master Falreth (room 20). The Ghouls 
  fight anything that enters the area unless countermanded by 
  Falreth. One of the Ghouls has the shreds of a backpack on its 
  back containing bits of cloth, a broken lantern and three scroll 
  cases: Mage Scroll: Hold Person, Hold Monster, Ventriloquism, 
  Detect Illusion, Scroll of Protection from Poison, Scroll of 
  Protection from Undead. Scattered about the floor, among the 
  bones and bits of debris are 1003 sp, 4218 ep, and 6 Gems: 100 gp 
  Chrysoprase, 1000 gp Jacinth, 130 gp Smoky Quartz, 20 gp Lapis 
  Lazuli, 5000 gp Ruby, 80 gp Rhodochrosite. 
   
  The Ghouls guard the (False) King’s treasure chest. The chest is 
  locked (the king has the key) and trapped (if opened without the 
  key, the lid of the chest will explode, doing 2d6 hp fire and 
  shrapnel damage to anyone within 2’ of the chest and 1d6 hp 
  shrapnel damage to anyone within a 10’ radius (save for half). 
  The explosion is likely to destroy the contents of the chest (make 
  item saves).  
   
  The (False) King keeps 412 pp here as well as a Potion of 
  Flying, Scroll of Protection from Undead, Potion of Water 
  Breathing, Oil of Etherealness. 
   
  Ghouls (9): hp 4,4,6,8,10,11,12,13,14 
   
  24. The (False) King’s Secret 
  The entrance to this small cave has been sealed by a cave-in. 
  Clearing away enough rubble to enter the cave would take 20 
  person-hours to accomplish (that is, it would take 4 people 5 
  hours, or 2 people 10 hours). 
   
  The cave appears empty. An invisible sarcophagus rests against 
  the eastern wall. The lid to the sarcophagus is magically trapped: 
  if opened, a booming sound wave will reverberate in the room, 
  stunning anyone within the room for 1d4+4 rounds (save at a 3 
  point penalty to negate), causing debris to shower down from 
  the ceiling and causing a further cave-in to re-block the entrance 
  to this cave. The boom will be heard throughout this level and 
  will bring the (False) King and as many guardians as he can 
  muster. 
   
  Inside the sarcophagus is the body of a woman, long blonde hair, 
  with a wooden stake through her heart, gripping a crystal ball 
  (ESP). If the stake is removed, barring any interference from 
  someone else, the woman will slowly open her eyes and sit up, 
  survey her surroundings for a moment and then turn to gaseous 
  form, drop the crystal ball, and escape to the throne room (room 
  28). This is Reisa, former mistress and Vampire Master of 
  Argonis, the (False) King. When she was killed, Argonis was 
  released from her bond, but chose to remain in his undead state. 
  If the stake is removed, Argonis will realize it immediately as 
  he once again becomes enthralled to his former love. 
   
  Reisa, Vampire (9HD): HD 9; hp 47; AC 2[17]; Atk 1 bite 
  (1d10 + level drain); Move 12 (Fly 18); Save 6; AL C; CL/XP 
  12/2000; Special: Immune to non-magic weapons, only killed in 
  coffin, regenerate (3/round), gaseous form, shapeshift, summon 
  animals, possible permanent hit point and ability score loss. 
  25. Argonis’ Alcove 
  In the eastern alcove of this small cave is Argonis’ highly 
  decorated stone coffin. 
   
  26. Guardian Columns 
  Two Caryatid Columns stand here in the alcoves to the north 
  and the south. The Columns will attack if commanded by the 
  (False) King, otherwise, they remain inert. If a general alarm has 
  been raised, Argonis will give them orders to attack any who 
  enter this hallway.  
   
  Caryatid Column (2): hp 17,25 
   
  27. Shadowy Darkness 
  Each of the three alcoves is shrouded in magical darkness. As 
  denizens pass by each alcove, they whisper, “For the King 
  Under the Water.”  Note that the crevice that separates rooms 
  20-21 cuts through the hallway here, creating about a 5’ wide 
  and 12’ deep gap to be crossed. 
   
  Hiding in the darkness of one of the alcoves is a Shadow Fiend 
  in the service of the True King. The Shadow Fiend will not 
  molest anyone who says, “For the King Under the Water.” In 
  truth, he is as likely to simply follow someone who passes as a 
  spy for the True King rather than to attack outright. The Shadow 
  Fiend will come if summoned by the False King. 
   
  Shadow Fiend: hp 32 
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  35 
   
  28. The (False) King 
  Under the Water 
  This is the audience chamber and throne 
  room for the (False) King, the Seer’s 
  Throne.  
   
  The Throne itself, on the dais at the northern 
  end of the hall, is elevated about 6’ above the 
  floor, fashioned of a black wood. A tapestry, 
  depicting the mystical symbols of the 
  Asharath Order, is draped over the back and 
  beneath the seat is a crystal ball.  
   
  When Argonis is seated on the throne, he is 
  dressed in odd southern garments, a turban 
  on his head, robes with strange symbols on 
  the chest and the hem.  
   
  He carries a wand of negation with 57 
  charges and a ring of keys (he has keys for 
  every locked door in the complex, unless the 
  text says otherwise – about 24 keys).  
   
  He is typically surrounded by six Panthers, 
  three per side, and at his feet, along the base 
  of the dais, lays the Abargat Serpent. 
   
  When the (False) King is here, he is attended 
  by 1d12 Zombie Attendants and there one 
  or more of his chief servants: The Crooked 
  One, Garran Ocar of the Holy Flood, Falreth 
  the Ghoul Master Adviser. 
   
  Behind the throne, behind the tapestry, the 
  wall is very weak and is beginning to 
  collapse between this chamber and the lower 
  room to the north (room 4).  
   
  Whoever is seated on the throne can use the 
  power of the crystal ball to see, within his or 
  her own mind, the location the seated one 
  desires to scry. The throne has all the 
  limitations of a normal crystal ball, except it 
  can be used by anyone.  
   
  Argonis, the False King, Vampire (7HD): 
  HD 7; hp 35;AC 2[17]; Atk 1 bite (1d10 + 
  ability score drain); Move 12 (Fly 18); Save 
  9; AL C; CL/XP 10/1400; Special: Immune 
  to non-magic weapons, only killed in coffin, 
  regenerate 
  (3/round), 
  gaseous 
  form, 
  shapeshift, 
  summon 
  animals, 
  possible 
  permanent hit point and ability score loss. 
   
  Panthers (6): hp 12,20,21,22,24,26 
   
  The Abargat Serpent: HD 8; hp 41; AC 3[16]; Atk 1 bite 
  (3d6+ poison) and constrict (3d4); Move 12 (swim 9); Save 8; 
  Special Poison, constrict, immune to poison, silence and 
  invisibility. 
  28A. The Abargat Serpent 
  When the (False) King is not on the throne, the Abargat Serpent 
  crawls to this alcove, piled with bones and offal. Scattered 
  among the debris are 4591gp.  
   
  29. The Slave Pit 
  12 Zombie Attendants wait silently in this room when the 
  (False) King is not on the throne. 
   
  Zombies (12):  hp 6 each 
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  36 
   
  The Temple of the Rabble 
   
  he stonework in this level (rooms 2, 6-12) is markedly different from anywhere else in Blackfalls Hall. The walls and ceiling 
  are almost pure black marble slabs, with just a hint of red and white veining. The floor is highly polished quartz tiles. 
  Everything is impeccably clean (except as noted). 
   
  1. The Chamber of Divestiture 
  Three tables stand in the southeastern portion of this natural 
  cave. A small, long-eared creature stands on one of the tables 
  and gestures at anyone wearing anything more than one of the 
  silk robes from the Penitent’s Hall (Queen’s Level, room 23) to 
  stop, then gestures at the table. If ignored, he will jump up and 
  down twice, shake his head, gesture toward the person and then 
  toward the table. If anyone wearing more than a silk robe (or 
  other silk clothing) attempts to move into the corridor to room 
  2, the little creature will attempt to block their way, though it 
  will not attack. If attacked it will attempt to flee to tiny cave in 
  the eastern wall. This is Grish, Hope Stealer of the Grand 
  Temple. 
   
  The last 10’ of the corridor between rooms 1 and 2 is hazy and 
  magical. Anything not a living, breathing creature or silk (which 
  derives directly from a living, breathing creature) is repelled by 
  the mist, including stone (GMs can decide on whether or not 
  wood is able to pass through, metal cannot). The Goblins say, 
  “We come only with who we are.” The Hobgoblins say, “Naked 
  I was born and naked I am before my god.” The undead cannot 
  enter the temple. 
   
  Dispel magic disables the magic field at 1 linear foot/level of the 
  caster, for 1 round per level of the caster. Other anti-magical 
  effects should work similarly, as the GM determines. 
   
  Teleport or dimension door or similar type spells work fine here. 
   
  Grish the Hope Stealer, Tunnel Mite: hp 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2. Trinkets of the Faithful 
  The tunnels to rooms 1 and 3 have been inexpertly punched 
  through the walls here, causing a number of the black marble 
  slabs on the wall and ceiling to buckle, allowing some debris to 
  periodically tumble to the floor. The room is quite save unless 
  under normal circumstances, though violent spells (such as 
  fireball, lightning bolt, etc.) or a natural explosion will cause the 
  ceiling to collapse – partial collapse for 1-40 cumulative points 
  of explosive/concussive damage, 41+ points of damage and the 
  entire ceiling collapses, trapping everyone in the temple. 
   
  The northern wall is crudely painted with a depiction of a great 
  blueish dragon as the object of worship of what might 
  generously be called goblins and hobgoblins. At the base of the 
  painting, along the floor, is a trough containing several hundred 
  numbered silver discs, numbered from 1 to 441 (treat as sp for 
  value). Missing are numbers 87, 156, 229, 311 and 404 (three of 
  these are with the High Priest, see room 12, while #404 is in the 
  stomach of Azmuth the Crafty, room 5). The faithful each take 
  a disc to enter the main temple area relatively unmolested (see 
  rooms 7 and 8 for more information).  In addition, if 101 silver 
  discs are thrown (in order) at the magic barrier between rooms 
  1 and 2 in order, the barrier will drop for 40 rounds. 
   
  The tunnel which has been broken through the eastern wall is 
  called the Low Road by the Goblins and Hobgoblins, and is their 
  preferred route to the Temple (30% chance that 1d6+4 Goblins 
  and 1d4+2 Hobgoblins will be somewhere along this route). The 
  door in the west wall leads to the High Road to the Temple, the 
  route used by the Acolytes of the Holy Flood and Garan Ocar, 
  the Priest of the Flood on the rare occasions when they enter this 
  level (5% chance). 
   
  3. & 4. Attendants of Azmuth the 
  Crafty  
  6 Bugbears dwell in each of these natural caves, their tongues 
  cut out, their ears are triple-notched. Their faces are painted with 
  a whitewash to resemble skulls (the bucket of whitewash is in 
  room 4). These are servants of the Temple, and attendants of 
  Azmuth the Crafty (room 5). 1d6 of the Bugbears will in each 
  of these chambers (those not in these chambers will be in room 
  5). If all 6 Bugbears are in a chamber, they are feasting on a 
  goblin. The Attendants have been pacified by the High Priest 
  but fight viciously in defense of the Temple or the High Priest. 
  Each of them carries a magical ceremonial stone dagger with 
  curious runes carved into the blades. The magic of the runes 
  keeps the blades razor sharp.  If strangers come through here, 
  the Servants of the Temple will try to block their passage, 
  miming to go no further, and miming “no speaking” somehow, 
  but they will not attack. Lone Goblins (or halflings) who come 
  through here are eaten by the Bugbears. On the floor of room 3 
  is a small pile of Goblin bones. 
   
  Bugbears (6): hp 19,20,23,24,30,30 
   
  T
  
                                                                                               Blackfalls Hall 
   
   
  37 
   
  5. Azmuth the Crafty 
  This room is really a pit, stairs leading downward from both the 
  entrances to an uneven floor. Stalactites hang from the ceiling 
  here and coiled around one of them is a massive serpent, 
  Azmuth the Crafty. Any Bugbears not in rooms 3&4 will be 
  here on hands and knees scrubbing the floor. 
   
  Azmuth does not attack, but he will drop his head down to eye 
  level with the first person to enter the room, staring into that 
  person’s eyes, flicking his tongue in and out. Then, if given the 
  opportunity, will drop down and encircle a great stalagmite 
  rising up out of the rough floor. Any bugbears in the room stand 
  off to the side and watch with tense anticipation, but do not 
  interfere, even if Azmuth is attacked. 
   
  Those who remain silent in the presence of Asmuth are 
  completely safe, but anyone who speaks hears their words 
  echoing in their minds as Azmuth begins working a magical 
  charm. After the first word is spoken, the speaker has to make a 
  save vs. spells, failure means the speaker hears every word 
  he/she utters echoed back in their mind. If the speaker continues 
  to speak, he/she must continue to make saves vs. spells.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The second failure means the speaker is charmed by Azmuth the 
  Crafty, who will give his victim subtle commands (like, “when 
  you next rest, poison someone’s water” or “the next time you 
  fight, you will attack your friend, but make it look like an 
  accident” or “slip away from your friends when their backs are 
  turned”). When those who become charmed eventually divest 
  themselves of their non-charmed compatriots, they are 
  compelled to return to Azmuth. Each day under this charm, save 
  vs. spells at a cumulative +1 per day. Failure means the person 
  continues under Azmuth’s charm. Success means the person has 
  broken the charm, but will not have any awareness of actions 
  taken while under Azmuth’s charm. 
   
  There is no practical limit to the number or creatures Azmuth 
  can charm at one time. Those who say nothing in Azmuth’s 
  presence cannot be charmed by the serpent. 
   
  In Azmuth’s stomach is a silver disc (#404, from room 2). 
   
  Azmuth the Crafty, Snake, Giant Constrictor: HD 6; hp 33; 
  AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 
  11; CL/XP 7/600; Special: Constrict 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  38 
   
  6. The Gallery of the Song 
  This long, wide corridor has a words painted on the curving 
  south-east wall. Where the tunnel to room 5 (the Low Road) has 
  broken through the wall, some words have been scrawled 
  around the opening, presumably the missing words. The writing 
  is the Song of the Fallen King: 
   
  BULL of conflict was he, active in dispersing an arrayed army, 
  The ruler of hosts, Indisposed to anger, 
   
  Blameless and pure his conduct in protecting life. 
  Against a hero stout was his advance,  
  The ruler of hosts, disposer of wrath. 
   
  There will be protection for thee since thou askest it. 
  For thou hast given me protection; 
  How warmly wert thou welcomed! 
   
  The hero of hosts, from what region thou comest? 
  I come from battle and conflict 
  With a shield in my hand; 
   
  Broken is the helmet by the pushing of spears. 
  I will address thee, exalted man,  
  With his shield in distress; 
   
  Brave man, what is thy descent? 
  Hound-hoofed is my horse, the torment of battle,  
  Whilst I am called Gyr, the son of Golian,  
   
  The lover of Crea, the daughter of Llunan. 
  Since it is thou, Gyr, an upright man,  
  From thee there is no concealing;  
   
  I also am Gyrandin Unselan. 
  He will not leave me in a parley with thee,  
  By the bridle, as is becoming; 
   
  But will hasten away to his home on the High Lands. 
  It is not the nearest river I speak of to thee,  
  But the furthest hills and trees. 
   
  Eagle! I will cause the furious sea to ebb. 
  Polished is my ring, golden my saddle and bright 
  To my sadness 
   
  I saw a conflict before Endless Mountains. 
  Before the Storming Lord a host I saw,  
  Shields were shattered and ribs broken 
   
  Renowned and splendid was he who made the assault. 
  Gyr Ganalan, the hope of armies,  
  Sooner would legions fall before the hoofs 
   
  Of thy horses, than broken rushes to the ground. 
  Handsome my dog and round-bodied,  
  And truly the best of dogs;  
   
  Dormal was he, which belonged to the host. 
  Dormal with the ruddy nose! what a gazer 
  Thou art upon me! because I notice 
   
  Thy wanderings on the far hills. 
  I have been in the place where was killed the High King,  
  The son of the Sea, the pillar of songs,  
  When the ravens screamed over blood. 
   
   
  I have been in the place where the Prince was killed,  
  The son of the High King, of far-extending fame,  
  When the ravens of the battle-field screamed. 
   
  I have been where the prophet was slain, 
  The son of the priest, extolled in songs, 
  When the ravens screamed over blood. 
   
  I have been where the Priest was killed,  
  The son of no man, of honorable fame,  
  When the ravens screamed over flesh. 
   
  1 have not been where Gyr was killed, 
  The son of Golian, the accomplished, 
  The resister of Father of the Moon. 
   
  I have been where the soldiers of the Undying were slain, 
  From the East to the North, faceless ones; 
  I am alive, they in their graves! 
   
  I have been where the soldiers of the Undying were slain, 
  From the East to the South, nameless ones; 
  I am alive, they in death! 
   
  NOTE: this is mostly “The Dialogue of Gwyddno Garanhir and 
  Gwyn ap Nudd” with the names changed. 
   
  The song refers to the War of the Long Night, when the Goblin-
  kin swarmed the Midlands and were only stopped at the Endless 
  Mountains by the leadership of Hargeth the Mighty and his 
  alliances with the Northmen war-chiefs and the mysterious 
  “Children of the Moon” far to the north.  
   
  If the Goblins, Hobgoblins, servants or High Priest are 
  questioned, they will indicate that the poem refers to their god, 
  the Storming Lord, the High King of the Seas and Sky. In fact, 
  the worshippers can recite the Song from memory. Recounting 
  any of the stanzas from the poem in the presence of a Goblin, 
  Hobgoblin, Bugbear or Troll of Blackfalls Hall will cause the 
  goblin-kin to stop whatever it is they are doing (including 
  engaging in melee) to stare at the speaker quizzically for 1 
  round. If another stanza from the Song is spoken, the Goblin-
  kin will join with the speaker, continuing even if the original 
  speaker stops reciting. If the speaker gets any words wrong, the 
  Goblin-kin will stop reciting the song, stare quizzically again for 
  one round, and then attack in a berserker rage. See True King’s 
  Level, area 3 for what happens if the song is recited to the True 
  King Under the Water. 
   
  7. The First Reverence 
  A 12’ tall statue of a Dragon-man stands here, arms outstretched 
  as if reaching for something. At the statue’s feet is a bronze 
  basin, about 2’ in diameter.  
   
  If any Goblins or Hobgoblins are in the Dark Presence (room 8), 
  there will be one coin from room 2 for each Goblin-kin in the 
  worship place.  While the Goblin-kin make a show of their 
  devotion as they drop their tokens into the basin, the important 
  thing is that no item of silver enter the worship chamber (see 
  below). 
   
   
  
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  8. The Dark Presence 
  The center of this chamber is dominated by a massive crystalline 
  statue of a dragon, the God Under the Mountain. The statue is 
  of a translucent blue tint and glows faintly from within. There is 
  no other illumination in the room (see below if a silver item has 
  been brought into the room). Any Goblin-kin in the chamber are 
  prostrate on the floor, worshipping their idol. If the High Priest 
  (room 12) is here, he is chanting (in Goblinese) a dark prayer. 
  There are always 1d4 servants (room 11) in this chamber. Those 
  in the room will pay no mind to an intrusion unless the intruders 
  make a disturbance (even so, it will take them 1d3 rounds to be 
  fully prepared to engage intruders)  
   
  If a silver token (or any item of silver) has been brought into this 
  chamber, the light within the statue will flicker and die, plunging 
  the room in a magical darkness (continual darkness, 30’ radius) 
  which remains until dispelled or until any silver object brought 
  into the room remains here. Once the darkness is dispelled or 
  silver objects leave the room, the statue magically appears back 
  in place, glowing softly as before (though anyone in the room 
  will see a momentary glimpse of the statue being in two places 
  at once – wherever it has moved to, see below, and its normal 
  position in the center of the room). In the first round after the 
  darkness falls, the massive statue will begin to animate. This is 
  a Giant Crystal Golem (Stone Golem Variant) which will attack 
  any living thing in the room. Unlike most golems, however, the 
  statue of the God Under the Mountain is particularly vulnerable 
  to silver (which does quadruple damage). Silver pieces hurled 
  as sling stones do 4 points of damage each (up to 4 can be hurled 
  at one time, though each coin would have to make a successful 
  hit). Other improvised “silvered” weapons should be allowed 
  (hammering silver pieces into a club, for example – 
  approximately 12 would be sufficient to be a “silvered 
  weapon”). 
   
  Awakening the statue alerts the True King Under the Mountain, 
  who watches the scene unfold through the statue’s eyes 
  (darkvision which penetrates the magical darkness). Destroying 
  the statue causes 60 hp of damage to the True King Under the 
  Mountain, who will subsequently send a message to the False 
  King and the Captain of the Blackhats (The False King’s Level 
  rooms 28 and 13 respectively) to rally the troops, bringing the 
  entirety of the forces of Darkfalls Hall down on the intruders. 
   
  Stone/Crystal Golem: HD 15 (60hp) 
   
  9. Meditation Rooms 
  There is a 60% chance at any given time there will be 1d3 
  servants (room 11 for description) in either of these rooms 
  tending the nine oil lamps that hang in each room.  
   
  The walls opposite the door are covered in mosaic tiles in 
  abstract geometric patterns of blue, green, white and black. Six 
  barrels of lamp oil stand against the wall between the doors in 
  each room (each barrel contains a week’s worth of oil for the 
  nine lamps in each room). 
   
  Barely audible voices whisper in the room at all times, growing 
  more distinct as one spends time meditating in these rooms. The 
  voices speak of the growing darkness, an ache for shadows to 
  grow long, for the light to flee away.   
   
   
  For each round spent meditating, make a saving throw vs. spells. 
  Failure means the person meditating will try to extinguish the 
  lamps.  
   
  The servants will not willingly allow the lamps to be 
  extinguished. If they are extinguished, Shadows will begin 
  coalescing in the corners, one Shadow for each lamp 
  extinguished. The Shadows will simply remain in the corners 
  waiting unless the lamps stop being extinguished or begin to be 
  relit. Once the Shadows begin attacking, the servants (if present) 
  will attempt to flee).  
   
  If all 9 are extinguished, in addition to the nine Shadows, a 
  Shadow Fiend leaps out of the mosaic wall and attacks any 
  living thing in the room. Relighting the lamps does not drive 
  away the Shadows of the Shadow Fiend, however, once a 
  Shadow makes a kill, it retreats back into the Outer Darkness for 
  4d6 hours.  
   
  The Shadow Fiend is dispelled if all nine lamps are relit. 
   
  This room is a “test of faith” for Goblins and Hobgoblins. 
   
  Shadows (9): hp 14,17,17,18,21,22,22,23,25 
  Shadow Fiend: hp 40 
   
  10. Hall of Communion 
  Four slender (perhaps 2’ diameter) crystal pillars stand in the 
  center of this chamber, clockwise from the northwest: Green, 
  Red, Yellow, Blue. On each of the slanting walls are pure white 
  marble slabs, each vaguely man-shaped.  
   
  A large prayer rug, well worn, covers the very center of this 
  chamber. If thoroughly searched, a small smear of blood can be 
  noticed on both the blue pillar and the white slab facing it (in 
  the southwest corner).  
   
  If a drop or more of blood touches a pillar and the slab facing it, 
  an elemental will be summoned from the Green, Red and 
  Yellow pillars (Earth, Fire and Air, respectively).  
   
  If blood touches the blue pillar and the slab facing it, an avatar 
  of the True King is summoned into the chamber.   
   
  The elementals attack mindlessly, the avatar of the True King 
  expects obsequience and groveling (which the High Priest has 
  become quite adept at).  
   
  The Avatar appears as a blue crystal dragonesque creature, 12’ 
  tall, fully formed of water. Even if confronted by strangers, the 
  Avatar of the True King will look bemused for a round or two, 
  then probably attack, though the True King can be engaged in 
  conversation, if given proper deference.  
   
  Air Elemental (8HD): hp 45 
  Earth Elemental (8HD): hp 28 
  Fire Elemental (8HD): hp 30 
  Avatar of the True King, Water Elemental (16HD): hp 74 
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  40 
   
  11. The Servants of the Temple 
  17 Servants of the Temple sleep here and 1d4+3 will be here at 
  any given time, the remainder are scattered about the Temple 
  complex performing menial tasks. The Servants wear dark 
  robes, deep hoods fully covering their faces. Beneath the robes 
  are deformed and mutilated men, tongues cut out and ears cut 
  off. 
   
  The Servants of the Temple will not willingly all gather in the 
  same room, but they will not fight if threatened and could be 
  herded into one area or compelled by magic. 
   
  If all 17 Servants are within 30’ of one another, they will all 
  begin wailing (first round), then their flesh will begin to melt off 
  their bones (second round), then they will try to heap their 
  bodies, one atop the next as their flesh continues to melt away 
  (rounds three through five), until finally they are nothing but a 
  huge pile of bones. The bones will remain inanimate for 1d6 
  rounds, then, if any living being remains in the chamber with 
  them, they rise as Skeletal Horrors.  
   
  Servants of the Temple: hp 6 each 
  Skeletal Horror (1d6): hp 5 each 
   
   
   
   
   
   
   
   
   
   
   
   
   
  12. The High Priest of the 
  Undertemple 
  This room is crowded with furniture: a huge bed piled high with 
  pillows and blankets, two desks (with papers piled high on 
  each), a large banquet table with 9 chairs, six stuffed chairs, 
  carpets on the floor and tapestries on the walls.  
   
  Lemual: Neutral (Evil) Male Human Cleric, Lvl: 12, Atr: 
  9/11/12/17/8/15, AC: 4, HP: 45 
   
  Equipment: Leather +2, Staff +2, Spear +2, Backpack, Bone 
  Case (map/scroll), Garlic bud, Holy Symbol (silver), 2 x Leather 
  Case (map/scroll), Mirror (silver), Quiver, Rations (standard), 2 
  x Sack (large), Spike, Stick of Incense, 2 x Wax Candle, Wine 
   
  Personality: Zealot, Eccentric, Perceptive 
   
  Spells: 
  Level 1: Affect Normal Fires, Burning Hands, Jump, Push 
  Level 2: ESP, Levitate, Magic Mouth, Ray of Enfeeblement 
  Level 3: Clairaudience, Fireball, Fly, Invisibility 10’ r 
  Level 4: Fire Shield, Hallucinatory Terrain, Minor Globe of  
  Invulnerability, Fire Shield 
  Level 5: Animal Growth, Feeblemind, Passwall, Teleport 
   
  Among the jumble of furniture may be found: a gold earring 
  with a garnet inset, a bailiff's boiled leather skullcap, chainmail 
  coif and pot helmet embossed with the coat of arms of the town 
  of Jacob’s Well, a goat meat pie wrapped in waxed paper, a 
  handful of broken chicken bones, a warrior's studded leather 
  bracer. 
   
   
   
   
  
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  Blackfalls Hall                                                                                                       i 
   
   
  42 
   
  The Grotto of the True King 
   
  1. Entrance 
  This tunnel is just beneath the surface of the water of the great 
  pool, about 100’ to the east of the waterfall. The tunnel is about 
  30’ high, but the width varies considerably. 
   
  2. The True King Under the Water 
  This enormous flooded cavern is lit by a softly glowing fungus 
  that covers the entire cavern roof, which is about 80’ above the 
  water level at the highest point and 40’ above at the lowest. The 
  water is about 100’ deep.  
   
  The True King Under the Water, a massive and ancient Blue 
  Crystal Dragon, sleeps coiled at the bottom of the pool, near 
  the center, atop the entrance to his lair (see below). The True 
  King keeps in mental contact with the goings on within 
  Blackfalls Hall by various means: the Avatar of the True King 
  (Temple Level room 10), the Crystal Golem (Temple Level 
  room 8), the Elemental Crystal Statue (Blackfall Keep, room 
  13), the painting in the waiting room (Queen’s Hall Level, room 
  6), the Statue revered by the Blackcaps (Hall of the False King, 
  room 10) and via his connection with the False King (Hall of the 
  False King room 28).  
   
  If combat erupts on this level (areas 1,2,3,4,5,6,9), or if the pool 
  is somehow defiled or the King is physically approached (within 
  20’), the True King will awaken and attack the intruders. 
    
  Blue Crystal Dragon (10HD): hp 40 
   
  Spells: 
  Level 1: Dancing Lights, Shield 
  Level 2: Levitate, Ray of Enfeeblement, Web 
   
  In a glittering crystal cave at the bottom of the pool is the lair of 
  the True King Under the Water. A dozen magic crystals function 
  as crystal balls, scrying various parts of Blackfalls Hall. They 
  are keyed to the True King in a way that it would be difficult 
  (but never say impossible) for mortals to liberate them from this 
  cave and retain their magical properties 
   
  In addition, the True King’s favorite treasures include: 
   
  17311 ep, 44191 gp, Ring of Feather Falling (a silver ring with 
  engraved feathers on the outside of the band), Sword +2 
  (Garadan’s Fist, Sword +2, inflicts 3d6 lightning damage on a 
  natural 20 to hit roll, gives wielder a +4 to saves vs. electrical 
  damage), Ring of Wizardry (a thin gold band with 2 garnet 
  chips set in, doubles 1st level spells), Gutter, Dagger +1, +2 vs. 
  creatures smaller than man-sized, Potion of Rainbow Hues, 
  Scroll of Protection - Elementals – Air (in a wax sealed wine 
  bottle). 
   
  The bulk of the True King’s treasure is in the treasure room (12) 
  guarded by the Demon known as the King’s Ransom. The keys 
  for the treasure chambers are buried in the pile of electrum and 
  gold here. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. The Petitioner’s Court 
  All who seek an audience with the True King (such as the False 
  King or the Crooked One) swim to this small shelf on which is 
  a small altar on which rests two stone bowls, the right bowl 
  larger than the left. A petitioner of true faith will fill the left bowl 
  with water from the cavern, place it on the altar and call out 
  something like “I come to seek the king!” or “I seek the King 
  Under the Water!” or some other invocation. The true petitioner 
  then makes an offering by placing it in the right bowl 
  (something valuable but small enough to fit in the bowl), and 
  then pours the water from the left bowl over the offering, which 
  seems to dissolve and disappear (it teleports to area 12). The 
  actual value of the offering doesn’t matter (a fact that he 
  Crooked One has discerned), so long as the proper procedure is 
  followed. 
   
  Whenever a petitioner calls out an invocation, Misha (area 10) 
  will swim out to the middle of the pool in area 2 and poke her 
  head above the water to watch. If the petitioner acts in any way 
  inappropriate, Misha will swim back to her pool and alert Gar 
  and the Guardians of the Moonstone (see room 9) and then, if 
  she feels the threat warrants, down to awaken the True King 
  (area 2). 
   
  Responses come from the Voice of the True King (see area 5), 
  speaking for the King, whose voice echoes throughout the 
  cavern. 
   
  If the Song of the Fallen King (Temple Level, room 6) is recited 
  here, the True King will surface and be under the influence of 
  the being who recited the song for as many days as the being has 
  Intelligence points (if a creature recites the song, estimate its 
  intelligence) though the True King gets the benefit of a save 
  every day.  
  
                                                                                               Blackfalls Hall 
   
   
  43 
   
  4. The Eyes of the True King 
  A creature, a massive heap of flesh and eyes, quivers atop this 
  plateau, 12’ above area 5 and 9’ above area 4. The plateau 
  surrounds a pillar on the northern end, with two more raise 
  shelves, the larger being 6’ above this level, the smaller being 
  9’ above that (15’ above this plateau) to the south of the pillar. 
   
  This creature is simply known as the Eyes of the High King. It 
  has hundreds of eyes covering the amorphous pile of flesh. The 
  True King can see through the eyes, but generally chooses not 
  to because so many perspectives sometimes disorients the True 
  King. Each of the eyes can cast a spell, one spell per round. Roll 
  d4 for type (1. Magic User, 2. Cleric, 3. Illusionist, 4. Druid) and 
  then roll randomly for level and randomly for specific spell. The 
  Eyes of the King is able to cast a spell every round, but will 
  refrain from doing so unless attacked, in which case the Eyes 
  will cast a spell every round, regardless of its utility or 
  appropriateness.  Such spells are cast at 24th level ability.  If the 
  Eyes is destroyed, every creature within a 40’ radius must make 
  a save vs. spells or be affected by 1d6 random spell effects (save 
  for each spell effect). Until the Eyes is destroyed, any damage 
  taken regenerates at a rate of 1 hp per turn. Eyes destroyed 
  regrow within 2 days (unlike a troll, when the Eyes is killed, it 
  stays dead). Killing the Eyes of the True King blinds the True 
  King for 1d4 days. 
   
  On the highest shelf, just south of the pillar, is a small locked 
  box. Inside the box is the beating heart of the Eyes and Voice. 
  If the heart is destroyed, the Voice and the Eyes of the True King 
  immediately die, melting into puddles of goo and stunning the 
  True King for 1d6 days (note the death effect of the Eyes, 
  above). 
   
  Eyes of the True King: hp 23 
   
  5. The Voice of the True King 
  On this small shelf between the Eyes’ plateau and the stairs up 
  to the Guardians of the Moonstone (rooms 7-13) dwells a 
  curious, eyeless humanoid creature, with a scaled body and fish-
  like head. The creature is equally able to breath in the open air 
  or under water. This is Baylen, the Voice of the True King. 
  Baylen carries a wooden and coral staff and wears only a 
  loincloth. Baylen spends his time chiseling a curious geometric 
  pattern on the eastern stone wall which rises above the shelf 
  here. Even though blind, the Voice has an uncanny sixth sense, 
  so he fights with no penalties.  
   
  The Staff he carries is the Staff of the Deep (quarterstaff +2, 
  ESP with water-breathing creatures at will, geyser 2x/day, 
  Summon water elemental 1x/week).When petitioners approach 
  (see area 3), the Voice begins to speak: “Who seeks to hear the 
  Voice of the King?” or “Who dares interrupt the slumber of the 
  High King?” or some other kind of confrontational introduction, 
  his deep voice echoing from this lonely shelf throughout the 
  cavern. The Voice of the True King speaks for the King more 
  so than the True King speaking through him, much like a 
  prophet. See area 5 for details on what happens if levelled 
  creatures/characters petition the True King. If the Voice of the 
  True King is killed, the True King will become mute for 1d4 
  days. 
   
  Baylen, Voice of the True King, Sea Devil: hp 11 
  6. The Deep Well 
  A shaft drops 1000’to a cave about 80’ in diameter, all 
  completely water filled. In the wall of the cave are exactly 81 
  niches, 1’ wide and 2’ deep. In each of these niches is an 
  enchanted human skull. The skulls radiate an anti-magic field, 
  in a 2’ diameter sphere around each skull, increasing by 2’ for 
  each skull within 10’ of another skull (the anti-magic field 
  around this cave is at 162’. It would be possible to set a chain of 
  these skulls 10’ apart from each other to create a 162’ diameter, 
  810’ long corridor of anti-magic… 
   
  7. Misha’s Pool 
  Misha is a mermaid who lives in this pool. She is enthralled by 
  the True King, so she will attempt to lure mortals to a watery 
  grave.  
   
  The pool is 40’ deep, silty and murky at the bottom where Misha 
  keeps her treasure amid the remains of dozens of mortal victims:  
   
  1300 gp Idol (gold idol depicting a gentle-looking fatherly 
  figure), 6000 gp Pendant (gold sunburst design with rubies and 
  orange tourmaline), 1 gp Azurite, 100 gp Jasper, 1000 gp 
  Emerald, 20 gp Moss Agate, 500 gp Amber, 500 gp Pearl, 500 
  gp Peridot and 2782 pp. 
   
  Misha, Mermaid:  hp 9 
   
  8. Gar’s Chamber 
  Gar the Ogre lives in this small cave. He is unswervingly in love 
  with Misha (though she does not return this affection, she allows 
  him to pursue her and protect her). Gar is not very intelligent, 
  even for an ogre, but he is also not as violent as many of his 
  brethren – except in defense of Misha.  
   
  The only treasure of any value that Gar has is an emerald 
  pendant (gold chain and setting – worth 1200 gp) that Misha 
  gave to him. Any other treasure he ever had he gave to Misha. 
   
  Gar, Ogre: hp 21 
   
  9. The Guardian’s Shelf 
  A Shadow Creeper lives on this small shelf. If intruders enter 
  the corridor, the Creeper will drop down to bar their way. He is 
  submissive and meek, pantomiming “danger” and “go back” 
  and the like, in an attempt to keep intruders from proceeding 
  past this point. If intruders push past him, or if they attack, he 
  will attempt to retreat up to this shelf and retrieve his weapon – 
  a wand of paralyzation with 32 charges remaining – and ambush 
  the intruders from behind if possible. 
   
  Shadow Creeper: hp 7 
   
  10.  Empty Chamber 
  The floor here is covered in old stains and odd debris: bone 
  chips, slivers of precious metals (a few ounces of gold or silver, 
  maybe 3 gp worth if gathered up), moldy flour, caraway seeds, 
  and thirty slender red-painted sticks, a black handkerchief, a 
  well-crafted shortsword with a decorative hand-guard in the 
  shape of a spread eagle, and a burgundy leather scabbard 
  featuring embossed eagles in flight, a stained heavy grey cloak 
  with several hidden pockets. 
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  44 
   
  11. The King’s Ransom 
  The door to this room is magically locked and only the True 
  King has a key. Powerful magic like a wish or Passwall or such 
  magic should circumnavigate the magical protection. 
   
  The floor of this room is bordered by red painted magical sigils 
  and glyphs in a pattern a magic user might recognize as 
  intending to contain something supernatural (like a magic circle) 
  – which is exactly what it is as seated in the middle of the room, 
  on a plush carpet is a demonic creature, held here by the True 
  King Under the Water. The demon will not immediately attack 
  but will seek to parlay. It will reveal what information it can, if 
  promised to be released. The only items in the room are two 2’ 
  poles with mummified human hands attached to the end (to 
  disarm the trap in room 12) 
   
  The magic glyphs and sigils do not really hold the creature here. 
  The only way to truly release the demon is to pay in blood – a 
  willing sacrifice of blood from 5 different beings, one at each 
  corner of the room, with an offering of the four elements (earth, 
  air, water, fire) at which time the room falls into magical 
  darkness where the fifth offering is made on the demon’s head.  
   
  The demon will not reveal that making such offerings commits 
  those offering the ransom to be indebted to the demon (that is, 
  he will call upon each of them once in the next year to 
  accomplish something evil for him or relinquish their soul to the 
  demon forever). Such information will be available if some kind 
  of powerful divination is used. If freed, the demon will laugh 
  maniacally and disappear in a cloud of smoke. If parleyed with, 
  the King’s Ransom will reveal that beyond two more magically 
  locked doors is a treasure worth more than all the other treasures 
  in all of Blackfalls Hall (which is true in the sense of the item’s 
  rarity and desirability). He will reveal that the only way to open 
  the passage to the King’s Treasure is to use a magic keys that 
  the King Under the Water has hidden. This is not technically 
  true, but the demon will insist that this is the only way to reveal 
  the entrance to the True King’s Treasure (passwall, stone to 
  mud, dimension door, etc. may work…). 
   
  Regardless, the demon will not allow anyone to enter the 
  treasure chamber without releasing him. If intruders attempt to 
  do so via any means (even if they use the key to gain access to 
  the room, but don’t promise to release the demon), he will 
  attack.  
   
  King’s Ransom, Fourth-category Demon: hp53. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12. Death Trap 
  The floor of this chamber is very thin, though it will support the 
  weight of as many as thirty people, even fully armored. On the 
  north wall are two hand-shaped recesses, about eye level, 
  shoulder width apart. If a human hand is not placed in each of 
  them within 3 rounds of the first person entering this chamber 
  (30 seconds), a massive boulder will dislodge from the ceiling 
  and crash through the middle of this room, dropping everyone 
  and everything in this room 200’ to jagged rocks below. 
   
  13. The Treasure of the King 
  Heaped about the room is the following: 
  86889 gp, 130223 sp 
   
  75 gems : 1 gp Malachite, 10 gp Azurite, 10 gp Carnelian, 10 gp  
  Hematite, 10 gp Malachite, 10 gp Star Rose Quartz, 10 gp 
  Turquoise, 100 gp Banded Agate, 100 gp Bloodstone, 100 gp 
  Bloodstone, 100 gp Bloodstone, 100 gp Carnelian, 100 gp 
  Chrysoprase, 100 gp Citrine, 100 gp Jasper, 100 gp Jasper, 100 
  gp Obsidian, 100 gp Onyx, 100 gp Onyx, 100 gp Rock Crystal, 
  100 gp Tourmaline, 1000 gp Star Ruby, 1000 gp Star Ruby, 
  1000 gp Topaz, 10000 gp Emerald, 11 gp Banded Agate, 12 gp 
  Rhodochrosite, 1200 gp Amethyst, 1200 gp Sardonyx, 13 gp 
  Banded Agate, 130 gp Star Rose Quartz, 140 gp Peridot, 1400 
  gp Black Sapphire, 16 gp Moss Agate, 20 gp Azurite, 20 gp 
  Lapis Lazuli, 20 gp Rhodochrosite, 200 gp Carnelian, 200 gp 
  Turquoise, 2000 gp Fire Opal, 2000 gp Sapphire, 3 gp 
  Malachite, 30 gp Blue Quartz, 30 gp Rhodochrosite, 35 gp Blue 
  Quartz, 45 gp Lapis Lazuli, 45 gp Turquoise, 5 gp Moss Agate, 
  5 gp Obsidian, 50 gp Azurite, 50 gp Banded Agate, 50 gp Blue 
  Quartz, 50 gp Eye Agate, 50 gp Lapis Lazuli, 50 gp Lapis 
  Lazuli, 50 gp Lapis Lazuli, 50 gp Moss Agate, 50 gp Moss 
  Agate, 50 gp Obsidian, 50 gp Obsidian, 500 gp Amber, 500 gp 
  Chrysoberyl, 500 gp Chrysoberyl, 500 gp Jet, 500 gp Jet, 500 
  gp Peridot, 5000 gp Ruby, 600 gp Alexandrite, 70 gp 
  Bloodstone, 8 gp Lapis Lazuli, 8 gp Turquoise, 800 gp 
  Aquamarine, 800 gp Smoky Quartz, 800 gp Topaz, 900 gp Opal.  
   
  15 pieces of Jewelry: 6000 gp Comb, 5000 gp Comb, 1100 gp 
  Fob, 300 gp Comb, 1200 gp Bracelet, 5000 gp Tiara, 900 gp 
  Comb, 5900 gp Necklace, 12000 gp Necklace, 8000 gp Comb, 
  1200 gp Anklet, 200 gp Anklet, 7000 gp Ring, 1200 gp Arm 
  Band, 9000 gp Locket. 
   
  9 Potions: Potion of Animal Control, Oil of Elemental  
  Invulnerability, Elixir of Life, Potion of Flying, Potion of 
  Clairaudience, Potion of Invulnerability, Potion of Vitality, 
  Potion of Levitation, Potion of Healing 
   
  On a stone pedestal in the center of the room is a polished white 
  stone sphere, about 6” in diameter, with an odd dark grey 
  circular inclusion. This is the Eye of the Moon, a minor artifact. 
  Every day the Eye of the Moon will reproduce a random effect 
  of an Ioun Stone for the person who is touching the stone at 
  midnight when the effect changes. The affected person will be 
  under the magical effect for a full 24 hours, regardless of 
  continued contact with the stone. 
   
  14. Underground Stream 
  This waterway meanders several thousand feet linearly (and 
  several hundred feet vertically) from the False King’s Level 
  (room 8). 
  
                                                                                               Blackfalls Hall 
   
   
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  Blackfalls Hall                                                                                                       i 
   
   
  46 
   
  Adventures in Blackfalls Hall 
   
  lackfalls Hall is a setting in which the GM can place his 
  or her adventures. It could be simply a mysterious ruin 
  the party visits and leaves, or it could provide many 
  sessions of play. I have tried not to force any plot on the setting, 
  the GM is free to use it a larger campaign. In fact, Blackfalls Hall, 
  the Palace of the King Under the Water, is a location found 
  within the free Northern Tier hexcrawl available from 
  Rosethrone Publishing. Other products in the Northern Tier series 
  include: The Summer Court of the Silver Queen, The 
  Chantry of the Deepflame, The Ghost Downs, The Pile and 
  Faller Village, The Hall of the Gnome King, The Sepulcher 
  of the Burning King and The Shrine of the Fallen Angels. 
   
   
   
  While there is no “mission” associated with Blackfalls Hall, and 
  encounters are not “scaled” for any particular levels, here are 
  some suggestions for possible ways to motivate players to travel 
  to Blackfalls Hall: 
   
  Rumors 
   
  1. 
  The King Under the Water wields a scepter which can 
  hypnotize his enemies and render even the most 
  powerful opponent helpless. 
  2. 
  Powerful undead beings are the true power behind the 
  Goblin King Under the Water’s throne.  
  3. 
  It is said that the King Under the Water makes human 
  sacrifices to dark gods. 
  4. 
  A great demon sleeps deep under the cliff-top keep. 
  5. 
  The King Under the Water holds several powerful and 
  wealthy people for ransom in the dungeon deep under 
  the ground. 
  6. 
  The King Under the Water is one of the old gods who 
  sleeps eternally, waiting to be awakened by the faithful. 
  7. 
  The goblins and the King Under the Water worship 
  birds. 
  8. 
  The King Under the Water is a lich. 
  9. 
  The King Under the Water is a demon 
  10. The King Under the Water has died. 
  11. The King Under the Water has allied himself with the 
  Goblin Lord in the Chantry of the Deepflame. 
  12. The Halls of the King Under the Water have been 
  decimated by a plague and are now haunted by ghosts 
  and zombies. 
   
  Adventure Ideas 
   
  Retrieve the Eye of the Moon: The Eye of the Moon (Grotto of 
  the True King, room 12) is a powerful magic item that many 
  would like to get their hands on. Perhaps a powerful magic user 
  will hire a party of adventurers to retrieve it, perhaps the party 
  will hear about the Eye and desire it for themselves.  Old 
  Whitebeard (Northern Tier Special Encounter 12) may try to 
  compel one or more people to retrieve the Eye for him. The 
  reward should be significant enough to warrant handing over the 
  Eye rather than keeping it for themselves. 
   
  To Bless the Dead: The party may be sent to retrieve the corpses 
  of the Paladins of St. Ashar (Blackfall Keep Dungeon 12) by a 
  mysterious figure (who might be a priest of St. Ashar, or a 
  necromancer, or a fallen Paladin of St. Ashar, or a true Paladin 
  of St. Ashar, could it be St. Ashar himself?). The reward should 
  be commensurate with the danger involved. 
   
  Rescue the prisoners: Four prison cells (Blackfall Keep 
  Dungeon 4) are occupied.  
   
  The people of Faller Village may send a hired group to 
  rescue Ambran, the Miller’s son, from the King who 
  was trying to hold him for ransom (though the Jailer has 
  killed him, the people of Faller Village will give a 
  reward for the return of his body). 
   
  Baron Nyqrot will offer a healthy reward for the return 
  of his son, Edgar.  
   
  The Silver Queen (See the Highlands Location The 
  Summer Court of the Silver Queen for more 
  information on the Silver Queen, Northern Tier hex 27) 
  may contact the party to rescue her Envoy who has been 
  a prisoner of the King Under the Water for nearly a 
  year.   
   
  The fourth cell is occupied by the doppelganger posing 
  as Headman Ashford from Woodbridge (Northern Tier 
  hex 7) 
   
  Re-establish the Monastery: The Birdmen have returned to the 
  Highlands, and a cult worshipping them is re-establishing itself. 
  The party is contacted to clear out the intruders who have taken 
  over the cliff-side Monastery of the Feathered Prophets. 
   
  Machinations 
   
  All is not necessarily at peace in Blackfalls Hall. While the 
  Goblin-Kin are unswervingly loyal to the (False) King Under the 
  Water (except the Blackcaps, see below), some of the denizens 
  of the Hall chafe under the weight of their servitude. 
   
  The Captain of Blackfall Keep (qv) hates the fact that he is 
  subservient to the (False) King and would willingly join a group 
  who vows to overthrow the tyrant (whether or not he would 
  remain loyal in such a situation is debatable).  
   
  The Queen (see Queen’s Level) despises the (False) King and 
  wants nothing more than his utter destruction, though she is 
  powerless to make this happen because of the secret she guards. 
   
  The (False) King Under the Water might be willing to betray the 
  True King Under the Water, though he cannot do so openly. 
   
  The Blackcap Hobgoblins are utterly devoted to the True King 
  Under the Water and will defend the True King with their lives. 
  The (False) King would not be averse to thinning their numbers 
  a bit. They will only half-heartedly defend the (False) King. 
  B 
  
                                                                                               Blackfalls Hall 
   
   
  47 
   
  Encounter Reactions 
  No encounter is an “automatic attack” unless the text specifically 
  states such. For reactions, generally use the following table for 
  an initial reaction and then roleplay what comes next based on 
  the party’s actions. The roll can be modified by a Character’s 
  Charisma score if appropriate: 
   
   
   
   
   
   
   
   
   
   
   
  Random Stuff in Blackfalls Hall 
   
  Roll 
  1d12 
  Stuff found 
  1. 
  A trail of footprints which end after 11 feet. 
  1. Bloody 
  2. Muddy 
  3. Excrement 
  4. Unidentifiable goo 
  2. 
  A small pool of  
  1. Blood 
  2. Vomit 
  3. Water 
  4. Ale 
  5. Dead grey ooze 
  6. Water with tiny tadpole like creatures swimming 
  in it 
  3. 
  A pile of 13 dead rats, skinned, freshly killed. 
  4. 
  Hanging from the ceiling are a dozen human 
  ribcages, stripped of flesh and bleached, wired 
  together to they all rattle against each other if one is 
  moved.  
  5. 
  Four fish heads, rotting. 
  6. 
  A small silver flask (worth 10 gp) filled with: 
  1. Ale 
  2. Wine 
  3. Water 
  4. Parasite filled water [gastro-intestinal distress for 
  1d4 days, -1 on all rolls] 
  5. Potion of healing 
  6. Diseased ale [gastro-intestinal distress for 2d6 
  hours, -1 on all rolls] 
  7. 
  Three humans, freshly killed, stripped of all usable 
  equipment except: 
  1. Ruby [120 gp] found in mouth 
  2. “Glass eye” actually a Gem of Seeing 
  3. Swallowed 25 gp 
  4. Ring of regeneration hidden in hollow boot heel 
  5. Worn Brass Spoon [food purification, 3/day, as 
  spell] 
  6. Frayed and stained cloak is Cloak of Protection +1 
   
   
  Roll 
  1d20 
  Reaction 
  1 
  or 
  less 
  Violently hostile: will likely attack unless somehow 
  restrained 
  2-5 
  Hostile: will take immediate hostile action, but will 
  not necessarily attack (draw weapons, threaten, 
  roar, beat chest) 
  6-9 
  Uncertain, roll again on table with 1d12 
  10-11 
  Neutral: cautious but not hostile 
  12-17 
  Cautious: roll again on table with 1d12+8 
  18-19 
  Friendly: makes gestures of friendship (shaking 
  hands, bowing head, purring, etc.) 
  20 or 
  more 
  Open and enthusiastically friendly 
   
   
   
   
   
   
   
  8. 
  A large bundle of feathers and a small bucket of tar. 
  9. 
  A dozen roasted giant vulture eggs.  
  10. 
  Behind a loose stone is the head of 
  1. A blackcap hobgoblin 
  2. A bluecap hobgoblin 
  3. A goblin 
  3. A human, wearing a helmet 
  4. A ratman 
  5. A statue, a handsome man (cursed, touch and 
  Charisma reduced by 1d6 points until remove curse 
  or similar magic is used) 
  6. A giant snake 
  11. 
  Curled up in the corner is what looks like a giant 
  snake. Actually, the shed skin of Azimuth the Crafty.  
  12. 
  Chalk writing covers the walls, floors and ceiling. 
  The language is unknown (casting a read languages 
  spell requires a save vs. spells or go mad for 1d12 
  turns, successful save indicates writing is no known 
  language). These are the ravings of a madman who 
  1. Is hiding nearby 
  2. Is an ally of the (False) King Under the Water 
  3. Is plotting to assassinate the (False) King Under 
  the Water 
  4. Is possessed by the True King Under the Water 
   
   
   
   
   
   
   
   
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  48 
   
  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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  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 2018 Rosethrone Publishing, WR Beatty. 
   
  Cartography Copyright Dyson Logos, used with permission. 
   
  PRODUCT IDENTITY 
  Rosethrone Publishing, the World of Daen Ral and the logos associated with 
  the same are Product Identity. 
   
  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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  49 
   
  Appendix: New Items 
   
  Biter: This small (5” long blade) dagger is nicked and 
  scratched and no attempts to polish or clean it up will be 
  successful.  Biter is a dagger +1 to hit and damage and a 
  successful hit inflicts a blood poison that causes the loss of 1 
  hp per day until cured (cure disease) or a successful save is 
  made.  
   
  Bitter Root: This longsword has a wire-wrapped hilt.  It is a 
  Longsword +2, but it cannot penetrate non-magical armor (it 
  always misses in attacks against non-magic armor).  It is +2 
  vs. magic armor and skin, hide, scales, etc. 
   
  Blackfang: This black-bladed longsword has small rubies 
  set into the ends of the guard and a slightly larger ruby set 
  into the hilt.  Blackfang, an evil blade, is a longsword +2 vs. 
  mortal creatures, -1 vs. undead, allows the wielder to gate in 
  a minor demon 1/week at the cost of the life of one intelligent 
  creature. 
   
  Cup of Truth: This pewter chalice is decorated around the 
  outside with bas relief grape clusters. The Cup is always full 
  to the brim with fine wine, unless turned on its side. Anyone 
  who consumes the wine from the cup must save vs. poison 
  each round until a save is made or he or she temporarily loses 
  1d3 points of Constitution and tells some deep truth about 
  their life each round of a failed save. If Constitution reaches 
  zero, the imbiber passes out drunk for 20 minus their 
  Constitution score hours.  If three lies are ever spoken while 
  holding the cup, it shatters into dust.  
   
  The Eye of the Moon:  This 6” diameter polished white 
  sphere (of Moonstone) has a circular grey inclusion which 
  makes it look like a giant eye. Every day, the Eye of the 
  Moon will reproduce a random Ioun Stone effect for the 
  person who is touching the stone at midnight, when the effect 
  changes.  The affected person is under the magical effect for 
  a full 24 hours, regardless of continued contact with the 
  stone. 
   
  The Eyes of Hamar: These two mummified human eyes are 
  powerful magical artifacts. When placed over a mortal’s 
  eyes, they give the mortal the ability of Trueseeing (the 
  ability to see hidden, invisible and disguised objects as they 
  really are, as well as the ability to see through illusions).  
   
  Garadan’s Fist: This longsword +2 has the scar of a 
  lightning strike blackening its blade. Garadan’s Fist gives the 
  wielder +4 to saves vs. electrical damage and on a natural to 
  hit roll of 20 delivers an additional 3d6 electrical damage. 
   
  Greenhsine: This is a rather worn and dull looking dagger.  
  It glows green in the presence of humans and demi-humans. 
  It is a dagger +1, -1 vs. humans and demi-humans 
   
   
  Gutter: This wide-bladed dagger is a Dagger +1, +2 vs. 
  creatures smaller than man-sized. 
  Helm of the Vulture King: This steel helmet (there are 
  actually two of them) has stylized wings sweeping off the 
  crown from either side.  These wings are covered with 
  vulture feathers (glued on with vulture excrement).  The 
  wearer of the Helm of the Vulture is able to communicate via 
  ESP with any creature wearing the matching helm.  
   
  Lantern of Finnian Mandalar: This is a minor magic item 
  which looks and acts in every way as a normal lantern save 
  one: it never uses any fuel. 
   
  Malanare’s Memory Lantern: This curious magic item 
  looks like a very decorative (and fragile) hooded lantern, and 
  acts as such if desired. However, a command word is 
  inscribed on the bottom of the device that will activate it. The 
  lantern, once activate, records a visual memory of anything 
  that happens before it up to 3 minutes and is able to project 
  the images of the last event “recorded.” 
   
  Quinian’s Flail: This flail has a simple 2’ long haft, a 2’ long 
  chain and a 4” diameter spiked ball. Unremarkable it it’s 
  design, it is nevertheless a Flail +1 which does double 
  damage to water dwelling creatures. The spiked ball can flare 
  into light (as the spell, duration 1d6+6 rounds) at will.  
   
  Ravensclaw: This dagger has a long, thin blade. The hilt is 
  wrapped in goblin skin. Ravensclaw is a Dagger +2, -2 vs. 
  flying creatures. The wielder is able to fly (as the spell, cast 
  at 12th caster level) two times per day.  
   
  Rod of Andaraman: This 2’ long glass rod is 2” in diameter 
  and much heavier than it should be. Useable by any class, the 
  wielder of this rod can turn undead as a 5th level (one charge), 
  10th level (2 charges) or 15th level (4 charges) cleric, can cast 
  protection from undead (1 charge) or protection from undead 
  10’ radius (3 charges) and once per day (for up to 2 hours) 
  can glow as a light spell or (for up to 2 rounds) as brightly as 
  sunlight. If the Rod of Andaraman is not “recharged” before 
  it fully runs out of charges, it shatters.  
   
  Sin’s Misery: This well-made longsword has depictions of 
  the Seven Deadly sins etched on one side of the blade and 
  the Seven Virtues on the other side of the blade. Sin’s Misery 
  is cursed.  While it is a sword +1, if the blade is ever used to 
  commit an evil act, the wielder experiences a -1 on all rolls 
  beginning 24 hours after the evil act was committed and 
  lasting until the curse is removed. Penalties are cumulative 
  (that is, six evil acts means a -6 on all rolls).  
   
   
   
  
  Blackfalls Hall                                                                                                       i 
   
   
  50 
   
  Spear of Darkness: A standard spear, this magic weapon is 
  +1, +3 vs. humans and demihumans and can cast darkness 
  3x per day. It is a LE weapon. 
   
  Staff of the Air: The Staff of the Air appears to be a broken 
  off tree branch, gnarled and forked. Using the proper 
  command words, the Staff of the Air can cast Stinking Cloud 
  2/day; Predict Weather 3/day; and Air Blast 4/day, all at a 
  cost of one charge per use.  Stinking Cloud and Predict 
  Weather are cast at 14th level caster ability. Air Blast pushes 
  an Ogre sized volume of air (about 3’x5’x8’) at an extremely 
  rapid speed, pushing up to 600 lbs. of weight 4d6 feet away 
  from the staff wielder (save for half distance).  Air Blast does 
  no direct damage. 
   
  Staff of Wind Control: This 7’ long staff is fashioned from 
  red obsidian and tipped with bronze.  Twice per day the 
  wielder can Control Wind (as spell, 9th level caster level). 
  Once per month the wielder can Summon an Air Elemental. 
  Four times per day the wielder can cast Air Blast. Air Blast 
  pushes an Ogre sized volume of air (about 3’x5’x8’) at an 
  extremely rapid speed, pushing up to 600 lbs. of weight 4d6 
  feet away from the staff wielder (save for half distance).  Air 
  Blast does no direct damage. 
   
   
   
   
  Sword of Lies:  This longsword is of average quality but 
  radiates a strong magic if detected. Each round it’s “to hit” 
  and damage bonus varies: 
   
  Roll 
  1d6 
  “Bonus” 
  Roll 
  1d6 
  “Bonus” 
  1 
  +2 
  4 
  -1 
  2 
  +1 
  5 
  -2 
  3 
  +1 
  6 
  -3 
   
  Trollguard: Trollguard is a 6’ long ash pole with a leather 
  thong at one end and tipped with a bronze spike at the other 
  end. It is magically bound to a leather belt and a leather 
  helmet which must be worn to activate Trollguard’s magic.  
  It is used like a standard staff for melee, and functions as a 
  magic (with no bonus) weapon for purposes of combat.  
  Trollguard has been invested with Troll blood, and thus is 
  particularly effective against these creatures. When a 
  successful hit is scored, Trollguard stuns the Troll for 1d8 
  turns and if the attack roll is a natural 20, Trollguard blocks 
  the target Troll’s ability to regenerate for 1d4 days.  
   
  Windriders’ Arm:  This perfectly balanced longsword has 
  stylized wings worked into the guard and the hilt. It is a 
  sword +2, -2 vs. creatures of the air. In addition, the sword 
  allows the wielder to fly at a rate of 20’ per round at will 
  (concentration is required to employ the flying ability).  
   
   
   
   
  
                                                                                               Blackfalls Hall 
   
   
  51 
   
   
  Appendix: Maps 
  The Water Gate / The Monastery of the 
  Feathered Prophets 
   
  MAP NOTE 
  The 
  orientation 
  of 
  the 
  numbers 
  on 
  the 
  maps 
  indicates the north/south axis. 
   
  Most maps have north to the 
  top of the page, while The 
  Water Gate, The Hall of the 
  False King and the Grotto of 
  the True King are all oriented 
  with north to the left. 
  Up to 
  Blackfall 
  Keep 
  Dungeon 6 
  Down to  
  Queen’s 
  Level 1 
  
  Blackfalls Hall                                                                                                       i 
   
   
  52 
   
  Blackfall Keep 
   
   
   
   
   
   
   
   
   
   
   
   
  Down  to 
  Blackfall 
  Keep 
  Dungeon 1 
  
                                                                                               Blackfalls Hall 
   
   
  53 
   
  Blackfall Keep Dungeon 
   
   
   
   
   
   
   
  Up to 
  Blackfall 
  Keep 11 
  Down  to 
  Queen’s   
  Level 1 
  Down to 
  Water Gate 
  11c 
  Down to 
  False 
  King 1 
  
  Blackfalls Hall                                                                                                       i 
   
   
  54 
   
  The Queen’s Level 
   
   
   
   
   
  Up to 
  False King 
  19 
  Down to 
  Temple 
  of the 
  Rabble 1 
  Up to 
  Blackfall 
  Keep 
  Dungeon 3 
  
                                                                                               Blackfalls Hall 
   
   
  55 
   
  The Hall of the False King 
   
   
   
  Up to 
  Queen’s 
  Level 30 
  Down to 
  Grotto of 
  the True 
  King 14 
  Up to 
  Blackfall 
  Keep 
  Dungeon 14 
  
  Blackfalls Hall                                                                                                       i 
   
   
  56 
   
  The Temple 
   
   
   
  Up to 
  Queen’s 
  Level 23 
  
                                                                                               Blackfalls Hall 
   
   
  57 
   
  Grotto of the True King 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Up to False 
  King’s 
  Level 8 
  
  Blackfalls Hall                                                                                                       i 
   
   
  58 
   
  .Creature and NPC Statistics 
   
  Creature 
  Statistics 
  Abgarat Serpent 
  Giant Poisonous Constrictor: HD 8; hp 41; AC 3[16]; Atk 1 bite (3d6+ poison) and constrict (3d4); Move 12 (swim 9); 
  Save 8; Special Poison, constrict, immune to poison, silence and invisibility. 
  Ashkaras the 
  Skinwearer 
  HD 6; AC 5[14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); Special: Gains abilities, immune to sleep and charm. 
  Ashtarath the 
  Bright 
  HD 11; AC –1[20]; Atk 2 claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; CL/XP 13/2300; Special: +1 or better 
  magic weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, immune to fire, magical abilities. 
  Azmuth the 
  Crafty 
  Giant Constrictor: HD 6; hp 33; AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 11; CL/XP 7/600; Special: 
  Constrict 
  Blood Demon 
  HD 9; AC 0[19]; Atk 2 claws (1d3/1d3), 2 bite (2d8/2d8); Move 9 (Fly 14); Save 6; CL/XP 11/1700; Special: Magic 
  resistance 50%, demonic magical powers. 
  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. 
  Caryatid 
  Column 
  HD 5; AC 5[14]; Atk 1 stone sword (2-8); Move 6; SD Snap wpns. 
  Dancing Man 
  Fay Creature: HD 1; AC 8[11]; Atk 1 weapon (1d6); Move 18; Save 15; CL/XP 5/400; Special: Magic abilities. 
  Doppelganger 
  HD 4; AC 5[14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); CL/XP 5/240; Special: Mimics shape, immune to sleep 
  and charm. 
  Dragon, Blue 
  Crystal 
  HD 10 (40hp); AC 2[17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; CL/XP 12/2000; Special: spits 
  lightning. 
  Drake, Water 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or acid water stream (2d8); Move 6 (Fly 24/Swim 18); Save 8; CL/XP 5/240; Special: 
  acid water stream, non-detection, flies. 
  Dumaris the 
  Vigilant 
  HD 4; hp 4-32; AC 3[17]; Atk 1; D 1-8 spiked club; Move 9; Save 8; Special: Mental magic, immune to visual magics. 
  Elemental, Air 
  Air Elemental (8HD): HD 8; AC 2[17]; Atk 2 strike (2d8); Move (Fly 36); Save 8; CL/XP 9/1100; Special: Whirlwind. 
  Air Elemental (12HD): HD 12; AC 2[17]; Atk 2 strike (3d8); Move (Fly 36); Save 3; CL/XP 13/2300; Special: Whirlwind. 
  Air Elemental (16HD): HD 16; AC 2[17]; Atk 2 strike (4d8); Move (Fly 36); Save 3; CL/XP 17/3400; Special: Whirlwind. 
  Elemental, Dark 
  (Primordial) 
  HD 20; AC 0[19]; Atk 1d4 cold; Move 6; Save 4; Special: Radiant Cold, Envelop attack, Immunities. 
  Elemental, 
  Earth 
  Earth Elemental (8HD): HD 8; AC 2[17]; Atk 1-4 strike (2d6); Move 6; Save 8; CL/XP 9/1100; Special: Tear down 
  stonework, damage immunity. 
  Earth Elemental (12HD): HD 12; AC 2[17]; Atk 1-4 strike (3d6); Move 6; Save 3; CL/XP 13/2300; Special: Tear down 
  stonework damage immunity. 
  Earth Elemental (16HD): HD 16; AC 2[17]; Atk 1-4 strike (4d6); Move 6; Save 3; CL/XP 17/3400; Special: Tear down 
  stonework, damage immunity. 
  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, 
  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. 
  Ettin 
  HD 10; AC 3[16]; Atk 2 clubs (3d6); Move 12; Save 5; CL/XP 10/1400; Special: None. 
  Eyes of the King 
  Fay Creature: HD 4+4; AC 1[18]; Atk random spells; Move 3; Save 13; CL/XP 6/400; Special: random spell effects, 
  regenerate. 
  Faedaor 
  Fay Creature: HD 1-13; AC 6[13]; Atk 1 rapier (1d4+1) at +2 to hit; Move 12; Save 12; CL/XP 6/400; Special: Spells and 
  Spell-like Abilities. 
  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 
  Ghoul Master 
  HD 5; AC 4[15]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 6/400; Special: Immunities, paralyzing touch 
  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. 
  Golem, Clay 
  HD 12 (50hp); AC 7[12]; Atk 1 fist (3d10); Move 8; Save 5; CL/XP; 14/2700; Special: Immune to slashing and piercing 
  weapons, Immune to most spells 
  Golem, 
  Stone/Crystal 
  HD 15 (60hp); AC 5[14]; Atk 1 fist (3d8); Move 6; Save 3; CL/XP 16/3200; Special: +1 or better magic weapon to hit, 
  immune to most magic. 
  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 
  Hobgoblin, 
  Goblin-kin 
  HD 2 or 3; AC 5[14]; Atk 1 weapon (1d8)+1/+1; Move 9; Save 17; CL/XP 1/15; Special: None. 
  King’s Ransom 
  (Demon) 
  HD 11; AC –1[20]; Atk 2 claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; CL/XP 13/2300; Special: +1 or better 
  magic weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, immune to fire, magical abilities. 
  Marble 
  Guardian, Large 
  HD 60 hp; AC 5[14]; Atk fist (4d8); Move 6; Save 11; Special: Immunities, spell-like immunities. 
  Mermaid 
  HD 1+3; AC 7[12]; Atk 1 weapon (1d6); Move 1 (Swim 18); Save 17; CL/XP 1/15; Special: Breathe water. 
  
                                                                                               Blackfalls Hall 
   
   
  59 
   
  Night Fairy 
  HD 1; AC 6[13]; Atk 1 weapon (1d2 or 1); Move 18; Save 15; CL/XP 5/400; Special: Magic abilities, poison use. 
  Ogre 
  HD 4+1; AC 5[14]; Atk 1 weapon (1d10+4); Move 9; Save 13; CL/XP 4/120; Special: None 
  Quillman 
  HD 3+4; AC 6[13]; Atk 1d6 Quills 1-2hp each; Special Surprise Camouflage (75%) in woodlands 
  Ratman 
  HD 1; AC 9[10]; Atk 1 bite (1d6+poison) or weapon; Save 17; Move 12; CL/XP 2/30; Special: Diseased bite, Thief Skills. 
  Raven, Giant 
  HD 3; AC 5[14]; Atk 1 bite (1d8); Move 2 (Fly 20); Save 14; CL/XP 4/240; Special: None. 
  Ravenkin 
  HD 8+1; AC 2[17](human)/ 4[15](mixed)/ 6[13](Giant Raven); Atk 2-12 or by wpn; Save 10; Move 12/18/24; Special: 
  Shapechange, +1 or silver wpn to-hit, Immune to mind-affecting spells. 
  Sand Horror 
  HD 14; AC 8[11]; Atk 1-8 tentacles (1d8 damage); Move 12; Save 12; Special: Grasp. 
  Scavenger 
  Haunt 
  HD 4+4; AC 5[14]; Atk 2 claws/bite (1d8/1d8/1d6); Move 12 (fly 18); Save 11; Special: Immune to mind-affecting spells, 
  slow. 
  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 
  Shrieking 
  Fungus 
  3; AC 7[12]; Atk None; Move 1; Save 14; CL/XP 3/60; Special: Shriek. 
  Simean the 
  Fungus Dweller 
  HD 2; hp 7; AC 7[12]; Atk 2 fists (1d2/1d2); Special: Immune to poison 
  Skeletal Horror 
  HD 1; AC 8[11]; Atk 1 (1d6); Move 12; Save 17; CL/XP 1/15; Special: None 
  Skeleton 
  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. 
  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. 
  Tireless 
  Watcher 
  HD 4; AC 4[15]; Atk Gaze (paralysis)/draining touch; Move 6; Save 11; CL/XP 4/120; Special: Paralyzing Gaze, Draining 
  Touch. 
  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. 
  Troll, Giant, 
  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. 
  Tunnel Mite 
  HD 1; hp 2; AC 9[10]; Atk Nil; Move 9; Save 14; Special: Move Silently. 
  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. 
  Vampire 
  (7HD): HD 7; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 9; AL C; CL/XP 10/1400; Special: Immune to 
  non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon animals, possible permanent hit 
  point and ability score loss. 
  (8HD): HD 8; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 8; AL C; CL/XP 11/1700; Special: Immune to 
  non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon animals, possible permanent hit 
  point and ability score loss. 
  (9HD): HD 9; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 6; AL C; CL/XP 12/2000; Special: Immune to 
  non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon animals, possible permanent hit 
  point and ability score loss. 
  Vampire, Thrall 
  HD 5; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 11; AL C; CL/XP 7/800; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (1/round), , charm gaze, possible permanent hit point loss. 
  Voice of the 
  King 
  Sea Devil: HD 2+1; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None. 
  Vulture, Giant 
  HD 3; AC 5[14]; Atk peck (1d6); move 3 (Fly 30); CL/XP 4/120; Special: Speech, immunities. 
  Water Spirit 
  HD 4; AC 4 [16]; Atk drowning; Move 12; Special: Immunities, regeneration. 
  White Ghul 
  HD 4; AC 0[19]; Atk 2 claws (1d6/1d6); Move 18; Save 9; Special: Spell-like abilities. 
  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 
   
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands Blackfalls Hall The Palace of the King Under the Water (SW).pdf