TEXT: SCORCHFIRE
  By
  Malrex
  Your party successfully emerges from whatever dark hole you were conquering (or fleeing from) to
  be greeted by fire-swept terrain; a burning hell! A wildfire leaves a blackened and charred
  landscape. Ash storms blanket the smoldering remnants of charred trees and smoke blurs vision. Is
  the nearby town unscathed? Any survivors? Is there safe passage through the inferno?  The
  adventure isn’t over….it just begun.
  An OSR adventure for Levels 7-9.
  MM 1
  
  Author/Maps/Layout: Malrex
  Editor: John F. Pare’ “Milo”
  Cover Artist: V-Shane
  Backcover Artist: Patrick E. Pullen
  Artists: V-shane, Patrick E. Pullen, Indi Martin,
  some artwork copyrighted by Robert
  Hemminger–used with permission, Gary
  Dupuis, Maciej Zagorski-The Forge Studios,
  Publisher’s Choice Quality Stock Art © Rick
  Hershey/Fat Goblin Games, Joe Calkins, some
  artwork used with permission William
  McAusland,Matt Morrow, Nathan Attebery.
  and www.critical-hit.biz–Tobias Strunz
  Contributions: Kevin Mannell, the
  Supplementalist Patreon level, for the Mana
  Nail magic item.
  Author’s Note
  This adventure is dedicated to
  Sonoma County #SonomaStrong
  for surviving the Tubbs Fire of 2017.
  From the ashes, we shall rebuild!
  I would like to thank my patrons on
  Malrex’s Modules. Really
  appreciate the support guys!
  I’d like to thank V-shane for sending
  me the cover piece! Check out his
  Patreon!
  https://www.patreon.com/VShane
  /overview
  I would also like to personally thank
  Nathan Attebery for his artwork of
  the Fusaka, which I renamed to
  Phellinus and Leptographium (both
  real plant pathogens). I found his
  art piece on Facebook and he
  graciously allowed me to use it! I
  will be using this creature with a
  more active role in a future
  adventure–A Thorn in the Side.
  Scorchfire
  Artist: Patrick E. Pullen
  2
  
  Introduction: Forest fires have swept through the
  landscape, devouring every tree, bush and fuel
  source with its burning wrath. The sky is hazy, while
  drifts of smoke billow through the valley. Conditions
  are prime for watery-eyes making breathing difficult.
  The destruction is jaw-dropping, and the safety of the
  nearby town is questionable. The moisture from a light
  rain is a welcoming sight; blanketing the parched and
  ash-ridden terrain.
  Summary: The fire was
  unintentionally created by an
  ill-prepared wizard by the
  name of Traevik. A fire
  elemental summoning spell,
  gone horribly wrong,
  unleashed the angry agent of
  fire upon Traevik, and
  continued its appetite upon
  the sleepy town of Rakle’s
  Stand (or a GM’s town). The
  town is destroyed and the few
  survivors are desperate for help! They beg the party to
  lead them to safety through the fire-swept wilderness.
  Not only is the fire a potential dangerous obstacle for
  the party, but the challenge is to keep the townsfolk
  alive through a dangerous environment that has
  drawn the attention of several fire-loving creatures.
  GM’s Notes: With foresight by the GM, the party
  may want to return to town to check on friends or
  favorite NPC’s, or their owned establishment, or to sell
  their loot, train, and recover from their dungeon
  delving. The main challenge of this adventure is to
  keep 0-level townsfolk alive in a dangerous
  environment. It’s recommended to research wildfires
  before running the adventure.
  A Environment Result Table is provided to assist the
  GM with the direction and/or intensity of the fire.
  Currently, the wind has guided the fire north and east
  into the forested hills, but pocket fires are prevalent in
  the area and the landscape is continually burning
  and smoldering. Luckily rain has arrived, dampening
  the area and slowing the spread of fire, but rain on
  bare earth and hydrophobic soils is causing additional
  problems with sudden mudslides and flash-floods. It’s
  suggested to roll on the table once per 2 mile hex.
  Adventure Hooks: This adventure makes
  adventure hooks obsolete as a situation happened
  and now it’s up the characters in how they wish to
  handle it (and give them free reign!). However,
  foresight by the GM can include these hooks for why
  the party is there in the first place:
  1. The adventurer’s were hired by someone in town to
  recover Rakle’s enchanted sword so that it could be
  buried with him. Rumors suggest it’s inside the old
  ruins, cave, dungeon, etc. nearby. Once collected,
  the party can return it for a reward.
  2. Typical beast(s)threatens the town and adventurers
  are hired to slay it in its lair.
  3. Characters were captured and recently escaped
  to find a burnt landscape.
  4. Characters fought a fire-breathing beast or cast a
  poorly placed fireball that started a fire. Winds
  whipped it into a frenzy.
  5. Characters were tasked to bring something to
  someone in Rakle’s Stand. An easy trip that just
  became more difficult!
  Wandering Monsters: Most of the forest and
  mountain inhabitants have fled, but some are
  attracted to the fire. Roll for each hex a d12, a result
  of 1 signifying an encounter, or roll a d12 twice a day.
  Winds begin to pick up, moving fires towards the west.
  The entire area is smoldering, smoky, and hard to see and
  breathe. Each party member rolls a saving throw vs. Dragon
  breath or sustain 1d3 damage from walking through a hot spot,
  being hit by a burning fallen branch, or collapsing through the
  ground from a burnt out root structure.
  Winds direct fires swiftly to the east.
  Flash Flood! Water roars down a gully. 1d4 people effected. Save
  vs. Breath Weapon or be taken by the flood. Take 1d6 damage
  from protrusions until a successful strength check to stop oneself.
  Winds direct fires swiftly to the south.
  The area is still burning and impassable (without magic).
  Mudslide! Save vs. Dragonbreath or get caught in an avalanche
  of mud and burning debris
  Roll
  Environment Result
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  for 3d8 damage. A 25% chance that
  characters become buried and suffocate without assistance.
  Each point of character's constitution is a round of time before
  suffocation.
  Winds push the fires to the north, away from the general area.
  Through the smoke and haze, an inferno of fire rapidly
  approaches the party, from three sides! Party has 1d6+2 rounds
  to act before the fire is upon them.
  Mudslide aftermath. Movement rate is halved.
  Besides the stench of burnt debris and ash, the area is safe to
  travel through.
  Flash Flood! Water roars down a gully. 1d10 people effected.
  Save vs. Breath Weapon or be taken by the flood. Take 1d6
  damage from protrusions until a successful strength check to
  stop oneself.
  Artist: Joe Calkins
  Artist: William McAusland
  3
  
  1. Dungeon:  The entire area from the exit is
  completely scorched. Trees are charred and
  blackened, reaching through the billowing smoke
  clouds towards the sky like long skeletal fingers.
  Manageable fires still hungrily devour fallen trees and
  debris. Ash continues to fall from the sky.
  ● The environment has changed drastically! This
  could potentially lead to destroyed landmarks,
  trails, roads, and other features the party used to
  find their way to this location. 95% of the green
  vegetation is destroyed and only sticks, char, and
  ash remain.
  ● The air is hard to breathe, and vision is obscured
  by smoke and ash. Those not taking precautions
  may become fatigued and light-headed after a
  few hours of travel due to the floating particulate
  matter.
  ● Vision is extended from the lack of vegetation--
  hampered by occasional billows of smoke and
  heavy spurts of blackened rain.
  2. Cave Bears: Water and ash mix together to form a
  dark and foreboding rain. The soil crunches like dry
  crackers as each step breaks through the soil crust
  formed by high heat conditions, revealing dry soil
  underneath. Hydrophobic soils repel water, sheeting it
  off the hillside quickly and into gullies, creating a
  turmoil of dirty water.  Suddenly a giant creature
  hurtles down the hillside, snapping burnt trees like
  twigs, stirring up ash clouds, and roaring
  a bestial growl.
  ●The Cave Bear is mad with pain from
  burnt paws. It has a 50% to notice the
  party as it makes its way to the stream.
  A second one follows in 1d3 rounds.
  (2) Cave Bears: AC 6, Move 12, HD 6+6,
  hp 48, 42 Attack 3 (2 claws 1d8, bite
  1d12), Size L, Morale 13, XP 650 ea.
  Special: A hit of 18 or greater results in a
  hug for an additional 2d8 damage.
  Once at 0 hp, Cave Bears fight for 1d4
  rounds or until -9 hp before collapsing.
  Treasure: The bear hides could fetch
  150 gp each.
  3. The Chase: Baying and barking dogs
  can be heard for 1d4 rounds. 5 deer
  bound down the hill, dodging
  smoldering stumps and smoking piles of
  fallen trees. Several dark, reddish furred
  pony-sized hounds chase the deer, not
  bothered by the smoldering land.
  Behind them, a huge dog howls in
  challenge and the glowing eyes of the
  hounds light up to a new scent.
  ● The Hell Hound Leader is huge and definitely
  stands out from the others.
  (1) Hell Hound Leader:  AC 4, Move 12, HD 8, hp 60,
  THACO 13, Attack 1 (bite 3d6), Size L, Morale 15, XP
  1,400 ea. Special: Breath weapon up to 10 feet for 8
  hp of damage.
  (8) Hell Hounds: AC 4, Move 12, HD 6, hp 42 ea,
  THACO 15, Attack 1 (bite 1d10), Size M, Morale 12, XP
  975 ea. Special: Breath weapon up to 10 feet for 6 hp
  of damage.
  Treasure: The Hell Hound leader wears a belt-sized
  spiked collar inset with diamonds (1,700 gp) with a
  inscribed name inside, “Sparky”.
  4. Stream Crossing: The once beautiful forest stream is
  now murky and debris choked. Several muddy boot
  prints emerge from the stream and head east.
  ● The stream is about 15 feet wide and 3’ to 6’
  deep.
  ● Boot prints are from townsfolk who took refuge in
  the stream during the fire.
  AC -1, Move 12, HD 15+, hp 88, 76, THACO 5, Attack 1 (slam 1d8 or by
  weapon +10), Size H, Morale 13-14, XP 11,000 ea. Special: Fire resistance, hurl boulders.
  Items: Bag with 125 gp and 77pp. This loving couple is in a great mood due to the
  chaotic fires, but is seeking their pet, 'Sparky' (hellhound).
  AC 5, Move 12 (24 flying MC 2), HD 3+1, hp 20, 18, 18, 17, 15, THACO 18,
  Attack 2 (2 claws 1d3) Size M, Morale 8, XP 175 ea. Special: Breathweapon jet 15' long 1'
  wide 1d8+1 damage. These mephits are joyfully throwing and breathing fire upon
  anything that burns.
  AC 8, Move 24, HD 1, hp 5 ea, THACO 20, Attack 3 (2 hooves 1d2, bite 1d2), Size
  M, Morale 4, XP 7. These deer crash through the burnt brush and hop pass quickly.
  AC 6, Move 6, HD 6+6, hp 38, 32, THACO 13, Attack 1 (bite 1d8) size M,
  Morale 12, XP 2,000. Special: Immolation, immunity to fire. Save vs death or be engulfed
  in raging flames, slain instantly. Successful saves take 1d12+1 damage. These bright red
  scaled basilisks are tromping about the terrain. They attack once they notice the party.
  AC 7, Move 12, Level 6, hp 35, THACO 18, Attack 1 (spear 1d6), Size M,
  Morale 10, XP 975. Orias preaches that fire is a natural occurrence and can even be
  beneficial to the ecosystem. Although aloof of people's sadness and frustration of losing
  everything, Orias means well and offers to heal wounds, etc.
  The Party stumbles upon a half-burnt, abandoned campsite. Evidence of tents, a pot,
  odds and ends, and a bag with 45 gp.
  AC 7, Move 1/27 (flight, MC 1), HD 1, hp 4 each, THACO 19, Attack: 3 (1
  beak 1 damage, 2 claws 1d3 damage) Size S, Morale 6, XP 35 each. These vultures are
  seeking an easy dinner. They may land nearby and harass the party with squawkings but
  are harmless.
  AC 4, Move 18, HD 4, hp 26 ea, THACO 17, Attack: 2 hooves (1d6) or by
  weapon, Size L, Morale 14, XP 120 each. The centaurs are armed with spears, shields,
  and shortbows. These centaurs are stressed out and in a foul mood. They are trying to
  avoid the
  Roll
  Wandering Monster
  1
  (2) Fire Giant:
  2
  (5) Fire Mephits:
  3
  (8) Deer:
  4
  (2) Pyrolisks:
  5
  (1) Druid (human):
  6
  7
  (9) Vultures:
  8
  (12) Centaurs:
  9
  (4) Hill Giant:
  10
  fires and find a new home.
  AC 5, Move 12, HD 12, hp 88, 78, 76, 65, THACO 9, Attack: 1 (slam 1d6 or by
  weapon +7 damage, Size H, Morale 13, XP 6,000 ea. These giants evacuated their caves
  and are thrilled with any easy targets. In a few sacks, they have 500 cp, 350 sp, 2,300 gp,
  and 2 ambers (75 gp ea).
  The party stumbles upon a scene of terror. Scorched bones of humans and/or
  humanoids that didn't escape the fires.
  4
  
  5. Lake Kelspin: Sedimentation has clouded the once
  crystal clear lake that spans a great valley. Loud,
  bellowing laughter echoes off the mountainous hills as
  a flaming tree is hurled towards the lake from behind
  a rock outcrop. A sizzling splash and a plummet of
  smoke are the only remaining signs of the tree
  followed by more howls of deep laughter.
  ● Two fire giants and two dozing hell hounds have
  been patrolling the lake for any creatures that
  attempted to escape the fire. Both giants are
  pretty inebriated.
  ● The giants can be negotiated with, provided the
  party is willing to part with 2 people for them to
  eat and 75% of their treasure.
  ● Plenty of boulders lie around for the Fire Giants to
  employ.
  (2) Hell Hounds: AC 4, Move 12, HD 6, hp 37, 40,
  THACO 15, Attack 1 (bite 1d10), Size M, Morale 12, XP
  975 ea. Special: Breath weapon up to 10 feet for 6 hp
  of damage.
  (2) Fire Giants: AC -1, Move 12, HD 15+, hp 82, 91,
  THACO 5, Attack 1 (slam 1d8 or by weapon +10), Size
  H, Morale 13-14, XP 11,000 ea. Special: Fire resistance,
  hurl boulders.
  Treasure: The giants have 3 sacks.
  Sack #1 2,500 gp, and 2 rubies (250
  gp ea). Sack #2 Half-eaten bloody
  deer. Sack #3. 700 sp, statuette of
  a dragon with sapphire eyes (750
  gp), a brooch of an obsidian raven
  (125 gp), and a Potion of Speed (2
  doses). One keg is empty, but
  another is half full with a rich
  dwarven ale (25 gp).
  6. Rakle’s Stand: Named in honor
  of General Rakle who made his last
  stand against an army of orcs, only
  wisps of smoke cling to the charred
  skeleton of what remains of Rakle’s
  Stand. Every building is burnt and only a few stone
  walls remain erect. The area is eerily silent until a sob
  breaks the air and a general muttering of people
  conversing comes from deeper within the town’s
  remnants.
  ● Several survivors (see NPC table) have gathered
  what supplies they could find and are discussing
  next steps. A debate has started between
  heading for Lake Kelspin (Area #5) to wait out the
  fires by Jarra, or Ghorglum’s idea to make the
  long journey to Port Hollowvane down south.
  ● Palisa is horrified as she saw the huge Fire
  Elemental that erupted out of Traevik’s manor
  (completely destroyed) and keeps babbling
  about it uncontrollably.
  ● Most of the townsfolk have scraped together 1d2
  days of food and water, 50% have blankets or
  clothing, and most are ill-equipped for any sort of
  traveling (no shoes, in sleepwear, etc.). A two
  wheeled cart and a donkey are their most
  valuable possessions.
  ● The townsfolk are adamant about sticking to one
  of the roads (GM’s choice) if it’s decided to travel
  to Port Hollowvane and they beg the party for
  assistance and protection.
  GM’s Notes: All the survivors have mixed emotions
  of fear, anger, sadness, and depression. A group of
  heroes showing up definitely brings hope to these
  souls who have lost everything. Most of the NPC’s
  follow orders to the best of their ability but most are
  not helpful during fights. Some of these NPC’s could
  potentially become followers or permanent hirelings if
  treated favorably. If the party takes the townsfolk with
  them, give them a bonus of 100-300 XP per surviving
  NPC.
  7. Rakle’s Tomb: A band of men and women with
  tools hover near the historic marker of Rakle’s Tomb.
  The heavy lid is removed and a few crushed, armed
  skeletons litter the entrance. A rope is tied around
  another grave marker and is dangling down the hole.
  ● If aware, all the townsfolk are angered if the tomb
  is desecrated or looted. However, with the lid off,
  they are open to having Rakle’s Amulet be
  retrieved so that it can be safely brought back to
  the town when rebuilt or to cover the costs of a
  rebuilding effort. Refer to Appendix A: Rakle’s
  Tomb.
  Croal
  Level 1 Fighter, hp 8, spear. Hardened, determined, and gruff. Grizzled veteran.
  Irella
  0-level, seamstress. Scared out of her mind.
  Belvuk
  0-level. He can't stop weeping, lost his whole family. Worked at stable, decent with
  animals.
  Ghorglum
  Level 1 Fighter, (17 str), longsword, weaponsmith. Angry, gets annoyed by people
  crying. Keeps trying to motivate people. Has taken responsibility for these people.
  Jarra
  0-level, barmaid, strong sense of survival (puts herself first), head strong. Bickers at
  Ghorglum constantly.
  Kaleb
  0-level, young boy--12ish, follows orders surprisingly well, calm.
  Tarim
  0 level, town drunk. No one is sure how he survived. Mostly useless and drinks when
  he can. Sometimes calls out false alarms.
  Palisa
  0 level, this woman is unhinged and manic. Eventually tries to kill herself by drowning
  if not watched
  Roll
  Name
  Notes
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Area #7
  10
  11
  12
  carefully.
  Ratchet
  Level 1 Thief, hp 6, can shoot a bow. Ditched the graverobbers (
  ) and wants
  to get to safety. Sticky fingers, but good natured for most part.
  Merta
  0 level, 7 year old girl. Won't let go of wooden 'dolly', shy, scared, cries a lot. She is
  frightened of Zurliss and tends to avoid her.
  Vortek
  Level 1 Fighter, (18/64 str) hp 9, club. Town bully who lost his cohorts. Although
  intimidating, people look upon him with disrespect and no fear as they have nothing
  else to lose. Secretly keeps an eye on Merta to protect her.
  Zurliss
  0 level, blind, old woman. Sharp-wit and tongue. Surpisingly self-sufficient.
  5
  Continued
  
  ● The ruffians use intimidation techniques to protect
  their dig, with the ring leader being Grobo the Bull.
  They grow bold if scared townsfolk are with the
  party.
  ● Tactics: The fighters wade in and focus on
  spellcasters. The thieves shoot bows at
  spellcasters. Grobo targets other warriors. Sareak
  casts Sleep if townsfolk are there and other
  crowd-control spells (i.e Irritation, Grease). If things
  go badly, Sareak casts Wraith Form and flees
  inside the Tomb to attack later if an opportunity
  presents itself.
  (4) Ruffians (humans): AC 5, Move 12, Level 5 Fighters,
  hp 36 ea, THACO 16, Attack 3/2 (by weapon +1 to hit,
  +2 damage), Size M, Morale 10, XP 270 ea. Items:
  Chain mail, longswords or battle axes, 1d10 cp, 1d10
  sp, 1d12 gp.
  (2) Ruffians (humans): AC 5, Move 12, Level 6 Thieves,
  hp 25, 31, THACO 18, Attack 1 (by weapon), Size M,
  Morale 12, XP 270. Items: shortswords, short bows,
  thieves tools, cloaks, 2d10 gp, one has a garnet (50
  gp) in boot heel.
  Grobo the Bull (Dwarf): AC 3, Move 9, Level 8, hp 68,
  THACO 14, Attack 2, (The Jarl, 1d8 +3 to hit, +5
  damage), Size S, Morale 15, XP 650. Items: Chain mail,
  The Jarl, 30 sp, and 50 gp.
  Sareak (female human): AC 7, Move 12, Level 6
  Mage, hp 19, THACO 19, Attack 1 (Quarterstaff 1d6),
  Size M, Morale 13, XP 975. Spells: Floating Disc, Grease,
  Magic Missile, Sleep, Level 2: Irritation, Knock, Level 3:
  Lightning Bolt, Wraith Form. Items: Spellbook, lantern,
  Mana Nail, and a Ring of Human Influence.
  The Jarl
  The Jarl is a double bladed, barbaric Battle Axe +2
  that has engravings of bears on its blade and handle.
  A thong of blue and white feathers is attached near
  the blade. The feathers are magical and provide a
  40% resistance to cold effects (magical or non-
  magical). However, if the feathers are removed from
  the axe, they lose their magical effects. The Jarl is the
  weapon of the late Chieftain of the Bear Clan, a
  barbarian tribe of the North. Hunters of the Bear Clan
  are continually searching for The Jarl to return it to
  their people. XP 1,500.
  Mana Nail
  The Mana Nail is an electrum earring that looks like a
  nail or small spike. When worn, it causes continual
  bleeding of the ear, effectively reducing 1 hp to the
  wearer permanently until taken off. However, while
  the Mana Nail is worn, it allows a caster to cast two
  extra 1st level spells per day. XP 1,200.
  8.  Old Bandit Caves: The road winds its way through a
  steep-cliff canyon. Cave mouths, once hidden by
  thick vegetation are now clearly obvious among the
  cliffs. Fires still burn loose clumps of vegetation and
  wind blows hot air through the narrow canyon. In the
  distance towards the east, the glow and flames of the
  wild fire can be observed.
  ● Please refer to Appendix B: Old Bandit Caves.
  9. Raging Fire Elemental: Fire is raging across the
  countryside and the heat is intense making it hard to
  breathe. The road comes to a crossroad. The southern
  road is more the same—burning copses of trees and
  patches of unburnt areas as the fire moves towards
  the east. The eastern road disappears into a firestorm
  hell and vision is completely obstructed by the
  conflagration and burning forest. In the midst of the
  burning chaos, an intense, towering fiery shape
  moves among the fires. Easily indistinguishable from
  the wildfire except for its two blueish flames for
  eyes….a huge fire itself at 16’ ft tall!
  ● The Fire Elemental is huge and is moving away
  from the party, intent on burning the countryside.
  ● Townsfolk with the party immediately try to flee
  the area seeing the fire elemental. Roll d6 for
  each with a result of1-3 going back the way they
  came and 4-6 heading south.
  (1) Fire Elemental: AC 2, Move 12, HD 16, hp 118,
  THACO 5, Attack 1 ( fist 3-24 damage), Size H (16’),
  Morale 17, XP 10,000. Special: +2 or better weapons to
  hit.
  10.  Smoldering Stump:  A humongous hole smolders
  with flame as the last of a sprawling stump and root
  complex is devoured by fire. Inside the hole, smoke
  emits from a series of caves created by the fire-
  engulfed roots. Along the outside stump edges are
  sizeable white fungal conks that give off an
  unpleasant smell. A small burning humanoid seems to
  be lying amid the burning roots below.
  ● Please refer to Appendix C: The Smoldering
  Stump.
  Artist: Indi Martin
  6
  
  11. Decisions:  Fires rage on either side of the road,
  though far enough away not to affect those with too
  much heat. The wind has died down providing hope
  that the area may be traversed safely. Another option
  is to travel through the wilds a couple miles to the
  river.
  ● There is an argument among the townsfolk on
  which is the better path. Some may challenge the
  PC’s decision.  “We should go to the river so we
  don’t get burned!” “I can’t swim!” “The road is
  quicker…who knows what’s off the road!” “Who
  put these guys in charge anyways?”
  ● Make a check on the Environment Result Table
  when the party travels towards the stream or
  continues along the road.
  ● Swimming in the river attracts two hungry giant
  Gar.
  (2) Giant Gar: AC 3, Move 30 (swimming), HD 8, hp 60,
  51, THACO 13, Attack 1 (bite 2d10), Size L, Morale 9,
  XP 975 ea. Special: Swallows prey on a roll of 20.
  12. Fire Lizard: Low burning fires dot the landscape as
  grasslands burn with patches of scrub brush and
  copses of trees. The charred land appears like a
  ‘moonscape’ with constant sizzling, popping, and
  crackling of the hungry fires. A copse of trees nearby
  shudders and a 30’ long monstrous reptilian beast
  crashes through it sending flames and fiery obstacles
  every which way. Its reddish head lets out a loud hiss.
  ● The Fire Lizard shakes its head, as if confused for 1
  round before attacking.
  (1) Fire Lizard: AC 3, Move 9, HD 10, hp 88, THACO 11,
  Attack 3 (2 claws 1d8, bite 2d8), Size G, Morale 11-12,
  XP 5,000. Special: Breath weapon, fire immunity.
  13. The Stand: A patch of impressive trees stands
  untouched amid the tongue of flames that continue
  traveling to either side of it a mile or so away.
  ● Entering the grove causes the party to be
  challenged by a pixie asking what they are doing!
  Favorable reactions through roleplay and the
  pixie may ask for help from the party to protect
  the grove. It leads them deeper into the grove to
  a Dryad’s tree and where other pixies are
  frantically discussing plans to battle the fire.
  ● The fires reach the grove after 4 turns and destroy
  everything unless stopped.
  ● The dryad, at her wit’s end, attempts to charm a
  party member or town person (if they are with the
  party) to gain loyalty from someone to help
  protect her tree at all costs!
  ● Successfully saving the grove (or most of it) results
  in a bonus of 400 XP to each party member. The
  dryad presents a pouch with a fist sized emerald
  (750 gp). One pixie, smitten with the heroes offers
  his services for 1 full month to one party member
  chosen at random (or if someone really stood out
  in fighting the fire). Treated favorably, the pixie
  may become a follower.
  (1) Dryad: AC 9, Move 12, HD 2 hp 14, THACO 19,
  Attack 1 (by weapon), Size M, Morale 12, XP 650.
  Special: MR 50%, charm, tree-bond. The dryad has
  another 120 gp stashed inside her tree.
  (14) Pixies: AC 5, Move 6, fly 12 (MC 2), HD ½, hp 4 ea,
  THACO 20, Attack 1 (by weapon but half damage
  due to size), Size T, Morale 11, XP 650 ea. Special: MR
  25%, Invisibility, spells.
  14. Pranksters: Cackling and exasperated laughter
  are heard up ahead through the smoldering scrub
  brush. Two hulking demon-looking creatures wreathed
  in flames are setting things ablaze by touch, pulling
  pranks and hijinks upon one another.
  �
  The creatures have horned heads, arrow
  tipped tails, and a deep orange color. They
  are in an incredibly jolly mood and won’t
  attack right away. They focus their attacks on
  those that look the most scared, reveling in
  their fear.
  (2) Fire Demons: AC 0, Move 12, HD 8+1, hp 63, 58
  THACO 13, Attack 3 (2 claws 1d8 +2 damage, bite
  1d10,), Size L (9’ tall), Morale 14, XP 7,000. Special:
  Cause Darkness 10’, Fear, Levitate, Telekinesis (300
  lbs.), Magic Resist 25%, regeneration 1 hp/round,
  immune to fire based attacks.  Breath weapon, every
  other round, can breathe fire for 2d10 damage, save
  vs. breath weapon for half.
  Artist: Robert Hemminger
  7
  
  15. Confluence: The road eventually comes to a
  groaning wood bridge that crosses the muddy river
  right above a river bifurcation. Several logs, trees, and
  wooden debris are jammed against the bridge
  causing a debris jam and the backed up river water
  threatens to jump its bank.
  ● The bridge creaks and groans but is relatively safe
  to cross.
  ● One turn after the party arrives, the bridge is
  destroyed by the force of water and debris and
  taken downstream. The debris flow causes
  erosional havoc along both streams as it heads
  towards Port Hollowvane and the swamps.
  16. Swamp: The road travels through a swampy
  wetland area created by the river and the tidal
  influences of the nearby sea. Moss and plants grow
  from the trees, and in some places the road is
  submerged by a few inches of the murky water.
  ● At night, a Will O’ Wisp attempts to draw the
  attention of the party and townsfolk (if they are
  with the party) deeper into the swamp towards 2
  Shambling Mounds.
  ● During the day, there is only a 50% chance the
  Shambling Mounds are encountered.
  (1) Will O’ Wisp: AC -8, Move 18 (fly, MC 1), HD 9, hp
  53, THACO 11, Attack 1 (shock 2d8), Size S, Morale 17,
  XP 3,000. Special: Magic immunity.
  (2) Shambling Mounds: AC 0, Move 6, HD 9, hp 66, 57,
  THACO  Attack 2 (Fists 2d8), Size L, Morale 11, XP 2,000
  ea.  Special: Suffocation
  Treasure: The Will O’ Wisp leads the party to the
  Shambling Mound’s lair only at night, but tracking and
  taking the time to search may reveal the treasure.
  Inside a massive rotten log are 4,000 cp, 2,000 sp,
  1,500 gp, 200 pp, a Scroll of Protection from
  Possession, a Scroll of 
  (9th level), and a Rod of
  Beguiling.
  17. Mortek’s Marauders: Smoke is prevalent in the air
  and ash drifts down from the heavens. However, from
  the rise of the last hill, Port Hollowvane and the sea
  were visible, a few miles away. Five grim men block
  the road ahead. One raises a hand in greeting.
  ● 10 men are hidden and dispersed about the scrub
  brush and boulders surrounding the party.
  ● Taking advantage of the fires, Mortek and his men
  are capturing refugees from the fires for slaves to
  a pirate captain stationed near Port Hollowvane.
  ● Mortek forcefully asks for the party’s surrender.
  ● A half mile up a game trail is Mortek’s camp. 8
  slaves have been captured and if taken to Port
  Hollowvane, the party should receive a bonus 400
  XP each.
  ● A rolled parchment in Mortek’s tent shows a
  contract for capturing slaves by a Captain
  Gwurve Kettleroar.
  Mortek: AC 1, Move 12 (24 horse), Level 9 Fighter, hp
  80, THACO 12 Attack 2 (by weapon +3 to hit, +4
  damage), Size M, Morale 14, XP 2,000. Items: Plate
  mail +1, spear (for horse), Longsword +1, Potion of
  Gaseous Form, griffon shaped ruby pendant (500 gp),
  and 76 gp.
  (14) Marauders: AC 4, Move 12 (4 on horses, 24), Level
  4 Fighters, hp 26 ea, THACO 17, Attack 3/2 (by
  weapon), Size M, Morale 10, XP 175 ea. Items: Chain
  mail, shield, longsword, battle axe, or morningstars. 4
  men use crossbows. Each has 1d10 sp, and 1d8 gp.
  18. Port Hollowvane: Port Hollowvane is a bustling
  seaport. The guards at the gate are very interested to
  hear about the fire’s intensity and may have the
  group questioned by the Captain of the Guard. A
  camp has been set up for refugees.
  Conclusion: Party members are regarded as hero’s
  by any surviving townspeople (if they decided to take
  them).  Party members could be involved in helping
  take supplies back up to Rakle’s Stand to rebuild, or
  perhaps decide to fight the fire. The party may also
  get involved in other adventures around Port
  Hollowvane, such as tracking down Captain Gwurve
  Kettleroar.
  Artist: Gary Dupois
  8
  
  Appendix A: Rakle’s Tomb
  Rakle’s Tomb is a symbol of honor, centered in the
  graveyard for the warrior-general Rakle and his final
  stand against a massive assault of orcs.  Rumors
  suggest that Rakle’s Amulet, a item of mystery, was
  buried with him and has unknown value.
  1. Entrance: Ropes or a ladder are needed to enter
  the Tomb. Immediately, sound seems to vanish within
  these halls, leaving only an eerie silence. Darkness
  creeps in, hovering on the light’s perimeter like a
  hungry predator. Ash sprinkles down from the
  opening, floating lazily down to the dusty stone floor.
  2. Alcoves: These dusty alcoves each hold a skeletal
  warrior gripping two handed swords, with tips in the
  ground. They each wear a suit of plate mail. A brass
  plaque (10 gp) is above each warrior with a name.
  ● These skeleton warriors only animate when Room
  #3 and/or Room #5 are entered.
  ● Names are Jarek, Brom, Worte, Asaliv, Farge,
  Lerolik, Halkur, Morkinis,
  Pilkis, Uranakor, Emrik,
  and Coralin.
  (12) Skeleton Knights: AC 3,
  Move 12, HD 6, hp 45 ea,
  THACO 15, Attack 2 (2-
  handed sword 1d10 +2 to
  all Attack rolls), Size M,
  Morale 18, XP 650 ea.
  Special: Cold immunity, half
  damage from slashing and
  piercing weapons, spell
  immunities-see skeleton.
  Lerolik’s sword pommel is a
  diamond (500 gp).
  3. Hall of Deeds: The walls are adorned with 6’ tall
  brass plating (13 plates, 100 gp ea, 50 lbs. each)
  detailing the deeds of 12 knights and General Rakle.
  Compact, unlit copper braziers (35 gp ea) rest below
  each plate.
  ● No matter the named plate, characters studying
  the brass plates observe several deeds that each
  knight and Rakle completed. They notice their
  names being etched in the plates near the
  bottom “(Character name) slayed by Jarek (or
  whichever knight’s plate). If unsuccessful in the
  slaying, the character’s name is removed.
  ● After two rounds, clanking noises from the skeleton
  knights in Room #2 can be heard from the hall
  and they arrive in 1d4+1 rounds. They attack
  anyone in this room hoping to add another foe to
  their plate.
  4. Rat’s Nest: The chamber is cramped with various
  bits of 5’ high junk piles strewn about the room. Pieces
  of wooden debris, miscellaneous pottery, cloth bits,
  plates, and rusted pieces of armor are jumbled
  everywhere. A slight wind whistles from an opening in
  the eastern wall. Squeaks and movement from furry
  critters erupts from everywhere!
  ● This is the lair of Murpherus the Wererat. Months of
  prowling Rakle’s Rest has spread the lycanthropic
  disease. Due to the fires, most of the ‘family’ is
  held up in this room. They panic when the doors
  open as they are aware of the undead presence.
  ● Giant rats stream in to attack while wererats
  attempt to sneak in to surprise the party. 20 Giant
  Rats and 8 wererats attack. After 1d3+2 rounds,
  the sounds of more rats entering the room from
  the opening are apparent. Murpherus casts an
  Invisibility 10’ Radius on the 15 additional Giant
  Rats and 4 Wererats before entering the room.
  ● Murpherus does not hesitate to casts Web, even if
  trapping his companions.
   (35) Giant Rats: AC 7, Move 12, swim 6, HD ½, hp 2
  ea, THACO 20, Attack 1 (bite 1d3), Size T, Morale 5-7,
  XP 15 ea.
  (12) Wererats: AC 6, Move 12, HD 3+1, hp 22 ea,
  THACO 17, Attack 1 (by weapon), Size M, Morale 11-
  12, XP 270 ea. Special: lycanthropic, silver or magic
  weapons to hit. Items: shortswords, daggers, and
  longswords
  Murpherus: AC 6, Move 12, Level 6 mage, hp 24,
  THACO 17, Attack 1 (by weapon), Size M, Morale 11-
  12, XP 650. Special: Lycanthropic, silver or magic
  weapons to hit. Spells: Burning Hands, Grease,
  Spiderclimb, Spook. Level 2: Mirror Image, Web, Level
  3: Invisibility 10’ Radius, Suggestion
  ● Mixed with the junk
   piles are rat feces,
  dried vomit, and
  other
  Unmentionables.
  Those sifting
  through the piles
  with bare hands
  have a 5%
  chance of
  contacting a
  random disease
  determined by
  the GM. One turn
  of searching
   reveals an item of
   interest on the table below.
  Artist: Maciej Zagorski
  Artist: Rick Hershey
  9
  Continued
  
  5. Rakle’s Rest: Stairs descend into a clean, organized
  room. A stone coffin rests in the center of the room. A
  deep blue banner with a golden unicorn hangs from
  behind the coffin. Two copper braziers (35 gp) rest to
  either side of the stone coffin.
  ● When the coffin opens, Rakle stands immediately
  and gazes down upon his visitors. Rakle won’t
  attack first but defends himself.  Rakle asks
  questions: “Why have you disturbed my rest?” Are
  you here to loot my tomb?” “Have you defiled my
  friends?”
  ● Rakle utilizes his amulet to tell if the party is lying or
  not. Lies draw him to attack. Honesty brings him to
  ask the party for a request. Rakle knows about the
  orc specters in the Hall of Glory. He seeks
  assistance to destroy them but failed to open the
  door.
  Rakle, Skeleton Champion: AC 1, Move 12, HD 10, hp
  90, THACO 11, Attack 2 (two-handed sword 1d10+3 to
  attack rolls), Size M, Morale 18, AL LG, XP 2,000.
  Special: Requires +2 or better magic weapons to hit,
  cold immunity, spell immunities (same as skeleton),
  half damage from slashing and piercing
  weapons. Items: 2-handed sword, golden
  crown with rubies (1,200 gp) with
  matching bracelet (625 gp), and
  Rakle’s Amulet.
  Rakle’s Amulet
  Rakle’s Amulet is a golden amulet with matching
  chain inset with a brilliant red fire opal that continually
  glows a burning scarlet. It has the following powers:
  Detect Evil—3x per day, Detect Lie—2x per day,
  Detect Invisibility—1x per day, and gives the wearer
  infravision to 90 feet.  XP 2,500.
  6. Hall of Glory: The door has been wizard locked
  by Murpherus. A lever opens the stone door up
  and down. Two crossed halberds with a shield in
  the middle are engraved on the stone.
  The opened door reveals a statue of a charging
  armored warrior (Rakle) gripping a 2-handed
  sword. The warrior’s mouth is open in a scream of
  defiance. The statue stands between a set of wide
  stairs that lead to a room with 37 stone coffins.
  ●The coffins are stuck but can eventually be
  opened and an armored skeleton lies within. Each
  coffin holds a velvet pouch with 25 gp inside (total
  =925 gp). Those who take the gold are Cursed
  with -1 to Attack Rolls for a full week.
  ● Rotted, dark blue banners with golden unicorns
  cover the walls.
  ● After 6 rounds, the coffins open on their own and
  37 skeletons emerge to attack.
  ● In the shadows of the room is a master specter
  and its 4 thralls. They all appear as ghostly orcs
  and emerge from the shadows when the
  skeletons awaken.
  (37) Skeletons: AC 4 or 5, Move 12, HD 1, hp
  8 ea, THACO 19, Attack 1 (by weapon), Size
  M, Morale 17, XP 120. cold immunity, spell
  immunities (same as skeleton), half
  damage from slashing and piercing
  weapons. Items include longswords,
  battleaxes and maces. Some use
  shields.
  (4) Specters: AC 2, Move 15, Fly 30
  (MC 2), HD 7+3, hp, 40 ea, THACO
  13, Attack 1 (touch 1d8), Size M,
  Morale 15, XP 8,000. Special:
  Energy drain, magical weapon
  needed to hit, spell immunities.
  (1) Specter (Master): AC 2, Move 15,
  Fly 30 (MC 2), HD 7+3, hp, 56,
  THACO 13, Attack 1 (touch 1d8),
  Size M, Morale 15, XP 8,000. Special: Energy drain,
  magical weapon needed to hit, spell immunities.
  Conclusion: Rakle gifts the party with his amulet if
  they assist him against the specters. Other adventures
  may attempt to enter the tomb and unwittingly
  release the skeleton army and specters to haunt
  Rakle’s Stand if anyone returns.
  Roll
  Item of Interest
  1
  Scroll of Protection versus Gas
  2
  3
  4
  5
  Oil of Timelessness
  6
  Ring of the Ram
  7
  Scroll of
  (7th level)
  8
  9
  Dagger +1
  10
  Potion of Healing
  Small bag with 200 pp.
  A painting by famed Artist Ilevina LeBrock. Scene is of a castle with a
  lake beyond. Cleaned up, worth 4,000 gp to a collector.
  A necklace/choker in the shape of a bird with wings outspread with
  several garnets and ambers (900 gp).
  120 gp in a rotted sack and a
  .
  A statuette of a panther (600 gp).
  Half rotted backpack with 300 ep, and a
  and a 300 gp amethyst.
  Artist: Vshane
  Artist: Rick Hershey
  10
  
  Appendix B: Old Bandit Caves
  These caves are usually hidden by thick brush and
  rock outcroppings, but the fires have made them
  clearly visible. A favorite area for ambushes by
  bandits, new inhabitants have arrived to take shelter
  from the fires.
  1. Wolves: Scraps of rabbit fur and the stench of
  animal are signs that this cave may be inhabited. A
  low, warning growl emerges from the depth of
  the caves to confirm it.
  ● A wolf pack has taken shelter inside this cave
  from the fire scorched lands.
  ● They growl and use intimidation (lunging,
  snapping jaws, etc.) to persuade intruders
  to leave rather than attack.
  ● These wolves suffer a -1 to their Attack
  Rolls due to burn injuries on their paws
  and there are four pups that won’t fight.
  (8) Wolves: AC 7, Move 18, HD 2+2, hp 15 ea,
  THACO 19, Attack 1 (bite 1d4+1), Size S, Morale 10, XP
  65 ea.
  2. Massacre: Bloody, human corpses litter the
  entrance of this cave with shredded leather armor
  and blood-soaked clothing. A few mundane
  weapons are strewn about and big, bloodied
  footprints lead further into the cave. Broken kegs lay
  against the south wall in a sticky puddle. Water
  splashing and guttural laughter echo off the rock
  walls.
  ● A total of 13 corpses, all mangled and half-eaten.
  ● The kegs smell of ale but are empty. Nothing of
  value.
  ● Footprints go both north and west.
  ● Guttural laughter comes from (Area #3).
  3. Water Haven: Dripping
  water collects in a sizeable,
  natural pool. Several lanky
  greenish humanoids splash
  at each other in the pool,
  fouling its waters.
  ●These trolls fight to the
  death to protect their
  water source. They do not
  pursue outside the cave.
  ●Some of the trolls have
  scorch marks on them that
  haven’t regenerated fully.
  ●Noise of battle attracts
  the residents in Area #4,
  arriving in 1d6 rounds.
  (4) Trolls: AC 4, Move 12, HD 6+6, hp 48, 44, 37, 32,
  THACO 13, Attack 3 (2 claws 1d4+4 damage, bite
  1d8+4 damage) Size L, Moral 14, XP 1,400. Special:
  Regeneration.
  4. Troll Leaders: Crates, boxes, chests, and bolts of
  cloth are stacked against walls or broken open with
  contents spilled across this spacious chamber. Two
  dingy piles of furs are against the south wall. The top
  half of a gnawed human corpse lies haphazardly
  against the north wall. Loud sniffing betrays the
  presence of several hulking creatures.
  ●These creatures attack with
  frenzy, desperate to protect
  their haven from the fire. They
  do not pursue outside the cave.
  ●Battle attracts residents from Area #3 in
  1d6 rounds.
  (2) Two-headed Trolls: AC 4, Move 12, HD 10, hp
  78, 69, THACO 11, Attack 4 (2 claws 1d4+4
  damage, 2 bites 1d12), Size L, Morale 15, XP
  3,000. Special: Regeneration.
  (2) Trolls: AC 4, Move 12, HD 6+6, hp 48, 38, THACO 13,
  Attack 3 (2 claws 1d4+4, bite 1d8+4) Size L, Moral 14,
  XP 1,400. Special: Regeneration.
  Treasure: Accumulated treasure from the bandits
  include 7 bolts of silk (150 gp ea), 3 kegs of elvish
  Montanya wine (200 gp per keg), mundane
  supplies—torches, lanterns, lantern oil, 6 coils of 50’
  rope, 42 iron spikes, miscellaneous tools (hammers,
  picks, crowbars), copper pots and pans (45 gp total),
  a crate with 6 ceramic vases (4—25 gp, 1—75 gp, 1--
  145 gp) and a few crates of dried oats.
  Artist: William McAusland
  Artist: Maciej Zagorski
  11
  Continued
  
  A dinged up locked chest (key lost): 700 cp, 200 sp,
  1,600 gp, a platinum holy symbol (300 gp—Deity is
  GM’s choice), a broken crystal ball (worthless), a
  Potion of Extra Healing, a Potion of Gaseous Form, and
  a gaudy Mace +2.
  #2 Locked Chest (key lost): holds richly lavished
  clothing (pants, shirts, vest, etc. Buried within is a
  velvet pouch with a platinum necklace adorned with
  sapphires depicting a jumping dolphin (2,700 gp), a
  trio of garnets (75 gp ea), and a pair of diamond
  earrings (250 gp). A false bottom holds a Ring of Free
  Action.
  5. Bugbears: This small cave complex appears empty
  except for the sound of dripping water that forms a
  cold pool of water. A lone humanoid stands before
  the pool, holding a great spear. He holds a hand up
  in greeting.
  ● The cave holds 5 battered and singed bugbears
  who attempt to stealth behind the party.
  ● Their leader Horkrish attempts to parlay with the
  party in very broken common. He has lost most of
  his tribe due to the fires and wants to be left in
  peace. If pressed or intimidated, he offers to help
  against the bothersome trolls in Area #3-4 (if they
  are still alive) or attempts to leave. If trolls are slain
  and party is weakened, the bugbears attempt to
  slay the party.
  ● Attacking Horkrish causes the 5 stealthy bugbears
  to attack those in the back.
  Horkrish (bugbear leader): AC 4, Move 9, HD 4, hp 25,
  THACO 16, Attack 1 (spear 1d8 +2 to Attack Rolls), Size
  L, Morale 13, XP 175.
  (5) Bugbears: AC 5, Move 9, HD 3+1, hp 22, 20, 20, 19,
  18, Attack 1 (by weapon), Size L, Morale 11, XP 120.
  Items: morningstars, spears, and/or battle axes.
  Treasure: These bugbears don’t have much after
  fleeing the fires. Horkrish carries a pouch with 57 gp,
  and a ruby (175 gp).
  Appendix C: The Smoldering Stump
  A curious group of Fire Salamanders, attracted by the
  wildfires have investigated this humongous stump and
  have found sport within in the form of several Phellinus
  (see New Monster). The Fire Salamanders are
  pillaging, looting, and burning the rest of the stump.
  1. Stump Heart: Ash, embers, and islands of hardened,
  twisted wood create the floor of this giant 10’ deep
  smoldering stump. A strange 3’ tall humanoid, with
  root-hardened skin and a long wooden head, burns
  next to a twisted root.
  ● The burning corpse is unrecognizable but is a
  Phellinus.
  2. Rot: The ligneous cave enters a chamber with
  scatterings of white pocket rot and fibers within the
  wooden walls of the bulbous root mass.
  ● Druids and rangers can determine that the wood
  and roots of this stump are heavily diseased by a
  fungal plant pathogen.
  ● Hissing noises can be heard from Area #3.
  3. Phellinus Lair: Strange, short wooden creatures fight
  two snake-like fire creatures wielding spears. One
  short creature has a burning spear stuck to him with
  some sort of sap. Several burning corpses of petite
  root-like creatures suggest the fire salamanders are
  winning…
  ● The Phellinus lose the battle in a few rounds unless
  assisted by the party. They help the party against
  the salamanders but attempt to flee afterwards,
  unless a form of communication is established (i.e.
  Speak with Plant).
  (2) Fire Salamanders: AC 5/3, Move 9, HD 7+7, hp, 54,
  52, THACO 13, Attack 2 (constriction 2d6 damage
  and spear 1d6 +1d6 heat damage), Size M, Morale
  13, XP 2,000 ea. Special: Need +1 or better weapons
  to hit.
  (3) Phellinus: AC 3, Move 6, HD 5, hp 27, 24, 18,
  THACO 15, Attack 1 (1d6+2 or by weapon +2
  damage), Size S, Morale 14, XP 975 ea. Special: Breath
  weapon, spore form.
  Artist: Tobias Strunz
  Artist: Matt Morrow
  12
  Continued
  
  Treasure: A stash of 7 gems lie among the burnt roots.
  The gems consist of 3 agates (40 gp ea), 2
  aquamarine (125 gp ea), an appatite (175 gp), and a
  fire agate (600 gp). The salamanders have 475 gp
  between the 2 of them.
  4. Root Tendrils: Root tendrils cover the ceiling and
  hang down almost reaching the floor, partially
  blocking movement from within. Fire salamanders
  are scattered about this root cavern. A
  few
  are poking at the northern walls with
  spears where a splattering of white
  root rot is apparent in the wall. Others
  seem to have their attention focused
  in the eastern part of the room.
  ● 2 Phellinus attempted to
  escape using their spore form,
   but have died from the
   poking heated spears.
  (5) Fire Salamanders: AC 5/3, Move 9, HD 7+7, hp, 54,
  50, 47, 44, 40, THACO 13, Attack 2 (constriction 2d6
  damage and spear 1d6 +1d6 heat damage), Size M,
  Morale 13, XP 2,000 ea. Special: Need +1 or better
  weapons to hit.
  Treasure: Two salamanders wear golden armbands
  (150 gp ea), one wears a platinum hooped earring
  (325 gp), and another wears a Ring of Mammal
  Control (5 charges). In the corner is a pile of gems!
  30 semi-precious stones (5 gp ea), 3 rubies (150
  gp ea), and a diamond (300 gp) at the pile’s
  bottom.
  5. White Rot: A low ceiling dominates this earthy
  smelling cavern. White pockets of rot are apparent
  in the woody roots that create the chamber. A
  patch of fungus and mushrooms cling to parts of
  the roots and soil. Some of the bulbous heads are
  black or shriveled from the heat.
  ● 3 Phellinus are watching the party in this
  room while in spore form. They attack to
  defend themselves (i.e. if the white fungus
  is hacked or burnt). They assist the party
  against salamanders if fighting occurs in
  this room, otherwise they attempt to
  remain hidden.
  (3) Phellinus: AC 3, Move 6, HD 5, hp 38, 34,
  28, THACO 15, Attack 1 (1d6+2 or by
  weapon +2 damage), Size S, Morale 14, XP
  975 ea. Special: Breath weapon, spore form.
  6. Burning Room: Blackened smoke is
  pouring out of the entrance. This spacious
  root chamber is on fire and the billowing
  black smoke reduces visibility to only a few
  feet.
  ●Trap: Burning has compromised the ceiling
  and anyone making loud noises in this room
  has a 25% chance to make the ceiling
  collapse. The collapsed ceiling drops soil to
  smother the fire, but also potentially
  suffocate those inside the room.
  7. The Crack: Roots have dug through the
  soil and rock creating a deep crack (15’
  deep) which is now exposed after the roots
  burned. Gasping and rattled breath can be
  heard from down below.
  ●A heavily injured Phellinus lies in the crack below
  with multiple sappy wounds. It has used the limit of
  his spore ability for the day but has 2 breath
  weapons left. Attacking it causes it to release its
  breath weapon, otherwise it can’t move due to
  injuries.
  ● If communication is an option, it answers questions
  to the best of its ability. It refuses to join the party
  and eventually seeks a new home.
  (1) Phellinus: AC 3, Move 6, HD 5, hp 7 (39), THACO 15,
  Attack 1 (1d6+2 or by weapon +2 damage), Size S,
  Morale 14, XP 975 ea. Special: Breath
  weapon, spore form.
  Artist: Robert
  Hemminger
  Artist: Maciej Zagorski–The Forge
  13
  
  New Monster
  Phellinus/Leptographium (Inspired by
  Nathan Attebery’s Fusaka creature)
  Climate/Terrain:  Rotting stumps and
  trees usually on steep slopes,
  underground
  Frequency:  Rare
  Number Appearing: 1d12
  Organization:  Clan
  Activity Cycle: Any
  Intelligence: average to high
  Treasure: W (lair + individual) D
  (lair, Leptographium only)
  Alignment: Neutral (Neutral Evil-
  Leptographium)
  Armor Class: 3
  Movement: 6
  Hit Dice: 5
  THACO: 15
  Attack: 1d6+2 or by weapon +2
  Saving Throws: As 5th level
  Fighter
  Special Traits: Sap, spore form,
  double damage from fire.
  Magic Resistance: none
  Size: S
  Morale: 14
  Experience: 975
  The Phellinus is a short, 3’ humanoid that is a type of
  plant pathogen or root fungus. It has a wooden or
  root-like body that has tiny roots extending
  everywhere on their body, but usually the head. Their
  head is long, almost skull-like with dark, deep eye
  sockets and slits for nostrils. They wear earth colored
  robes or tunics and sometimes wield daggers or
  staves. Phellinus are shy and shun outsiders unless the
  tree they feed upon is attacked. Leptographium are
  very aggressive and attack on sight.  Both have an
  affinity for gems and other sparkling treasure. They
  have their own language through telepathy with one
  another, although communication is possible through
  the use of Speak with Plant or other similar spells.
  Phellinus and Leptographiums feed off trees and they
  are responsible for their death and decay over time.
  Trees are marked by great white conks or polypores
  on the outside trunk and a mass of white fibers in the
  heartwood and sapwood. Phellinus feed off trees for
  over 50-100 years before the tree dies.
  The darker cousin of the Phellinus, the Leptographium
  or ‘Black rot” tend towards evil, devouring and
  twisting trees after only 15 years, then moving on to
  their next meal. Instead of white conks or fibers, their
  signature markings are black in color.
  Both Phellinus and Leptographium are hunted for
  their bark-like hide, which can be
  grounded into a fine dust
  used for spices. Rumors
  suggest that the created
  spice has psychedelic
  properties and can sell for a
  high price to the right
  collector.
  Combat: Phellinus and
  Leptographium have the
  same abilities and employ
  the same tactics, although
  Leptographium are more
  aggressive. Phellinus are incredibly
  strong, delivering 1d6+2 with their
  fists. They sometimes wield
  weapons consisting of daggers or
  staves (+2 damage). When
  struck, Phellinus excrete a
  powerful sap that makes
  weapons stick to their wound.
  A character must make a
  successful save vs breath
  weapon to free their weapon, otherwise it’s stuck to
  the Phellinus, rendering it useless. Phellinus have a
  strange, cone-shaped breath weapon (5’ long x 90
  degree horizontal arc from their mouth) that they can
  do 3x per day. Those affected take 2d8 damage of
  acidic damage and after one month lose 1 point of
  charisma per month from a rotting disease. A
  successful save vs. breath weapon takes half
  damage and no disease. The disease can only be
  removed by a Remove Curse or Cure Disease spell.
  Finally, Phellinus have an innate ability to transform
  into a spore cloud 3x per day, much like Gaseous
  Form, and can ‘enter’ any type of wooden surface,
  leaving a white mark (or black for Leptographium).
  This is how they feed and spread their disease
  throughout trees. However, Phellinus can’t move
  through wood in this form and may be damaged if
  the wood surface is chipped or burnt. Employing this
  tactic to ambush enemies gives them surprise on a
  1-4. A weakness is both Phellinus and Leptographium
  take double damage from fire attacks.
  Phellinus and Leptographium hate each other, much
  like their opposing colors. They attack each other on
  sight.
  Artist: Nathan Atterbery
  14
  
  Artist: William McAusland
  15
  
  16
  
  LEGAL
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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.
  Labyrinth Lord TM © 2007-2009 Goblinoid Games; Author Daniel Proctor
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  For Gold & Glory, Copyright 2014, Justen Brown
  Scorchfire, Copyright 2018. Malrex’s Modules and Merciless Merchants.
  17
  
  Scorchfire
  The Scorchfire is an adventure suitable for characters of level 7-9 for the For Gold & Glory ruleset,
  a retro-clone of 2nd edition of the world’s most popular fantasy roleplaying game. This product is
  easy to convert for any of the old school rulesets (OSR) under the Open Gaming License v1.0a.
  
SOURCE: textdata/thevault/For Gold & Glory (osr)/FG&G Adventures/Scorchfire (FG&G).pdf