TEXT:  
  Issue #01: Beware the Beekeeper! 
   
  
   
   (This page intentionally left blank) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Issue #01: “Beware the Beekeeper” 
  by Gabor Lux (various), Istvan Boldog-Bernad and Sandor Gebei (p. 27) 
  Illustrated by Denis McCarthy (cover, pp. 5, 12, 29, 35), Stefan Poag (pp. 19, 22), Ga-
  bor Lux (pp. 17, 24) & past masters (pp. 3, 4, 21, 26, 27) 
   
  Published by Gabor Lux, sole prop., Kiraly Str. 39, 7621 Pecs, Hungary 
  www: beyondfomalhaut.blogspot.com 
  e-mail: beyond.fomalhaut@gmail.com 
  ISBN 978-615-00-1351-0 
   
  These were the last words of a famous hero of old, and it is 
  these words that shall serve as the motto of this zine. It is a pro-
  ject that has weighed on my mind for far too long, and this first issue feels like settling an 
  old debt. Over the years, I have written for many fanzines (my first RPG writings were re-
  leased in Chaos Ultra, a venerable Hungarian RPG diskmag), but I have never published 
  my own, and it always felt like missing out. Echoes From Fomalhaut is a way to create 
  something personal and tangible. It is primarily a physical product (with what I hope are 
  worthwhile extras), but I hope this PDF edition will also be of interest to gamers who pre-
  fer things digital, or who would like to print their own home copies (a habit I whole-
  heartedly endorse!) It is also provided free of charge to people who have purchased 
  the print edition. All the maps are included in a separate file archive. 
  The zine’s contents will mainly be drawn from my home campaigns, with an em-
  phasis on adventures and interesting locations. This inaugural issue is mostly focused on 
  the idea of “good vanilla” (standard “adventure fantasy” with a heart), while future in-
  stalments will also deal with more out there stuff from the weird world of Fomalhaut and 
  beyond. In time, I would also like to showcase other creators from the Hungarian old-
  school scene, whose work is mostly unknown to the international audience. This issue 
  includes a set of morale and follower rules, excerpted from the RPG Kazamaták és 
  Kompániák (“Catacombs & Companies”), and there is more to come.  
  As always, the decisions are yours. These materials are intended to inspire and 
  serve as springboards for further development. To this end, not all cheques have been 
  cashed in, and some of the mysteries have been left undisturbed. From the blank spac-
  es shall spring the fruits of your own imagination, and that’s how it should be. Fight On! 
   
   
   
  Gabor Lux 
  Pécs, 1 may 2018 
   “Fight On!” 
  
   
  2
  Bazaar of the Bizarre
   “[Nature] [Persona] is selling [Wares], [with Complications]” 
  Roll 
  Nature (1d2) 
  Persona 
  Selling 
  Complication (1d2) 
  1 
  agile 
   academic  
   advice  
   all exquisitely made  
  2 
  amorous 
   acolyte  
   antiques  
   apologises, returns money  
  3 
  arrogant 
   aesthete  
   armour  
   as a form of penitence  
  4 
  audacious 
   agent  
   armour  
   as bait  
  5 
  avaricious 
   apprentice  
   armour  
   as collateral  
  6 
  backstabbing 
   assassin  
   baskets  
   as distraction for thieves  
  7 
  beaming 
   auctioneer  
   baths  
   as insurance scam  
  8 
  benevolent 
   barbarian  
   blown glass  
   as last-ditch gambit  
  9 
  bereaved 
   bureaucrat  
   camels  
   as political protest  
  10 
  bloated 
   captain  
   cards  
   as side job  
  11 
  blunt 
   castrato  
   ceramics  
   at reduced prices  
  12 
  brutal 
   child  
   crystals  
   at wit's end  
  13 
  complaining 
   craftsman  
   dancing girls  
   awaiting certain doom  
  14 
  corrupt 
   cripple  
   documents  
   bearing secret identifying signs  
  15 
  cowardly 
   crone  
   doubts  
   but gets prices wrong  
  16 
  craven 
   crusader  
   dreams  
   but it is all a mirage  
  17 
  credible 
   dancing beast  
   drinks  
   but it is all a nightmare  
  18 
  dangerous 
   dancing girl  
   drugs  
   but it is not even his stand  
  19 
  deformed 
   dervish  
   dusts  
   but there is a higher bid  
  20 
  deranged 
   drunk  
   essences  
   but they are adultered  
  21 
  devious 
   eunuch  
   eye-spoons  
   but they are already sold  
  22 
  devoted 
   exile  
   feathers  
   but they are cursed  
  23 
  dim-witted 
   explorer  
   fetters  
   but they are fakes  
  24 
  direct 
   factor  
   fine wines  
   but they are stolen  
  25 
  discreet 
   fakir  
   geometric 
   but they have just been stolen  
  26 
  disgusted 
   farmer  
   glass panes  
   but things don't add up  
  27 
  dishonest 
   fisherman  
   gourds  
   buy two, get three  
  28 
  distant 
   fool  
   guidance  
   carrying plague  
  29 
  distracted 
   freebooter  
   hair  
   change of heart imminent  
  30 
  domineering 
   gentleman  
   haircut  
   claiming false benefits  
  31 
  double-dealing 
   gladiator  
   heresies  
   closing up shop  
  32 
  downtrodden 
   god(dess)  
   him/herself  
   concealing real persona  
  33 
  dreamy 
   guard  
   horses  
   concealing real temperament  
  34 
  driven 
   haggler  
   houris  
   containing illicit additives  
  35 
  dull 
   hedonist  
   impressions  
   drawing small crowd  
  36 
  duplicitous 
   horse lord  
   incense  
   escaped slave  
  37 
  effete 
   horseman  
   indulgences  
   everything must go  
  38 
  elegiac 
   housemaid  
   instruments  
   free product samples  
  39 
  enigmatic 
   judge  
   intoxicants  
   from city property  
  40 
  envious 
   justiciar  
   jewelry  
   from demon dimension  
  41 
  feeble 
   khan  
   kingdom title  
   from foreign dimension  
  42 
  fidgety 
   lad  
   law books  
   from impounded property  
  43 
  flamboyant 
   lady  
   lizards  
   from pile of pillows  
  44 
  foul-mannered 
   lictor  
   manuscripts  
   from silk tend  
  45 
  frowning 
   lord  
   maps  
   from treasury  
  46 
  gaunt 
   lotus-eater  
   mascara  
   from Underworld  
  47 
  gossipy 
   lout  
   measures  
   in exchange for something  
  48 
  greasy 
   maid  
   metals  
   in generous supply  
  49 
  harried 
   matron  
   mirrors  
   in sting operation  
  50 
  heavy-set 
   merchant  
   mother of pearl  
   instead of true wares  
  
   
  3
   
  51 
  helpful 
   merchant prince  
   mould  
   makes secret sign  
  52 
  hot-headed 
   monastic  
   noble title  
   member of secret police  
  53 
  humble 
   money-changer  
   objects of art  
   member of spy network  
  54 
  hungry 
   monster  
   oils  
   member of tax authorities  
  55 
  hypnotised 
   mother  
   opium  
   miscalculates price  
  56 
  indifferent 
   nomad  
   paintings  
   misgenders character  
  57 
  influential 
   northerner  
   paints  
   mourning misfortune  
  58 
  intoxicated 
   official  
   pendulums  
   now on sale  
  59 
  jovial 
   outcast  
   philtres  
   of cats  
  60 
  kindly 
   overman  
   pillows  
   of flowers  
  61 
  lecherous 
   palace-slave  
   privileges  
   of snakes  
  62 
  licentious 
   patrician  
   prophecy  
   offering a deal  
  63 
  lice-ridden 
   pauper  
   protection  
   on a condition  
  64 
  lithe 
   peddler  
   rare metals  
   on brink of insolvency  
  65 
  lordly 
   penitent  
   reflections  
   on the run  
  66 
  loud 
   pilgrim  
   rights  
   out of looted store  
  67 
  malleable 
   pirate  
   rugs  
   out of stock  
  68 
  miserable 
   poet  
   salts  
   pursued by bear  
  69 
  miserly 
   porter  
   secrets  
   pursued by cats  
  70 
  muscular 
   priest  
   seeds  
   pursued by lynch mob  
  71 
  obese 
   priestess  
   shave  
   pursued by mummy  
  72 
  offended 
   prophet  
   slaves  
   pursued by rival  
  73 
  oleaginous 
   prostitute  
   slaves (1d3 types)   pursued by undead  
  74 
  orderly 
   provocator  
   slaves (1d3 types)   sealed and packed  
  75 
  paranoid 
   sailor  
   slaves (1d3 types)   sighing in disgust  
  76 
  penitent 
   savant  
   slaves (1d3 types)   to attract new customers  
  77 
  perverted 
   scavenger  
   slaves (1d3 types)   to be rid of curse  
  78 
  philosophical 
   scribe  
   smoke  
   to blackmail clients  
  79 
  poetic 
   sell-sword  
   snacks  
   to corner the market  
  80 
  polite 
   servant  
   snakes  
   to enact devious scheme  
  81 
  prestigious 
   slave  
   soul  
   to facilitate arrest  
  82 
  professional 
   slum-lord  
   spectacle  
   to fulfil prophecy  
  83 
  proud 
   snake-charmer  
   stimulants  
   to hide them  
  84 
  prudent 
   spirit  
   stocks & deriv. 
   to plant wares on target  
  85 
  pushy 
   stranger  
   sugar water  
   to ruin competitor  
  86 
  reliable 
   strongman  
   sugared fruits  
   to shame rival  
  87 
  rueful 
   subordinate  
   sundials  
   to sponsor vice  
  88 
  severe 
   swordswoman  
   tea  
   wanted by enemies  
  89 
  shifty 
   taskmaster  
   teachings  
   where thieves wait  
  90 
  sincere 
   thane  
   textiles  
   while moonlighting  
  91 
  slovenly 
   thrall  
   art of the deal  
   while recruiting for cult  
  92 
  smiling 
   town crier  
   torture impl.ts 
   while spouting propaganda  
  93 
  stupid 
   trained beast  
   turbans  
   with a condition  
  94 
  sybaritic 
   tribal  
   veils  
   with bonus tea  
  95 
  testy 
   urchin  
   warning  
   with certain side effects  
  96 
  unassuming 
   vagrant  
   weapons  
   with certification  
  97 
  unctuous 
   virgin  
   weapons  
   with extra offer  
  98 
  untidy 
   workman  
   weapons  
   with generous discount  
  99 
  venerable 
   yogi  
   winning tips  
   with ulterior motives  
  100 
  wise 
   youth  
   worms  
   without licence  
   
   
  
   
  4
  Caravan Goods
   
  Roll 
  Goods type 
  01-10 
  alcohol / drugs 
  11-20 
  animals 
  21-25 
  artwork 
  26-27 
  curios 
  28-37 
  dishes & household 
  38-40 
  exotic 
  41-50 
  materials 
  51-60 
  oil / wax 
  61-63 
  religious artefacts 
  64-69 
  slaves (2-3/100 gp) 
  70-73 
  spices 
  74-85 
  textiles 
  86-90 
  tools 
  91-92 
  treasure 
  93-00 
  weapons & armour 
   
  Smaller caravans consist of 2d4 carts or camels, larger ones of 2d4*5, each carrying 1d6*100 gp worth 
  of goods. A 2nd level guard will accompany the caravan for every 100 gp carried, and a 3rd level one for 
  every cart or camel. Smaller caravans have one leader, while larger ones have 1d3, their level to be 
  rolled by percentile dice: 01-10 novice (1st), 11-25 seasoned (2nd), 26-55 veteran (3rd), 56-70 elite (4th), 
  71-90 mid-level (1d4+4), 91-00 high level (1d4+8). Most of these are fighters or thieves. Smaller cara-
  vans are 1:6 to be accompanied by travellers seeking safety in numbers, while larger ones are 1:2 to be 
  followed by such. 1d6 travellers will be of interest, the rest being pilgrims and the like. 
   
  ycycycycycycycycycycy 
  The Rules of the Game 
   
  While much of old-school gaming originates from the same lineage, and its products remain 
  largely cross-compatible, there is much devil in those details. Every table and every party 
  has its own ideas and house rules, and it is a good idea to lay these assumptions out into the 
  open. Therefore, the conventions governing this fanzine are thus: 
  · 
  Unless otherwise noted, the materials published here were designed for Advanced rules. 
  · 
  A thousand gold pieces is worth a small fortune. Monetary treasure is relatively scarce. 
  · 
  Conversely, XP for treasure is gained through squandering it in hedonistic excess (or 
  any kind of lavish spending which has no discernible benefit), with a *5 multiplier. If 
  you adjust the treasure values, adjust the multiplier as well. 
  · 
  Level demographics form a very flat pyramid: low-level NPCs (1st to 4th level) are 
  commonplace, while mid-level ones (5th to 8th level) tend to be outliers – present in 
  most communities, but never numerous. Few NPCs reach more than 9th level, and 
  over 12th is almost unheard of. 
  · 
  Magic is limited to 5th level spells or lower. Magic items are limited to +3. 
  · 
  Fighters can do carryover damage: when fighting grouped opponents, the damage 
  remaining after a killing blow is transferred to the next opponent. 
  · 
  Roll-under morale is in effect (see article). 
  · 
  The gods are limited in their powers, but actively involved in the fate of the world. 
   
  
   
  5
  The Singing Caverns 
   
  Playtesters:  
  Gabor Acs (Phil the Terror of Turkeys [a.k.a. Karl, the Guardian of the Flower], halfling Thief 4),  
   
  Istvan Boldog-Bernad (+Balthasar the Elf-bane, dwarf Cleric 3 of Haldor) 
   
  Kalman Farago (Drolhaf Haffnarskørung, northman Barbarian/Thief  2/2) 
  Laszlo Feher (+Franz Who Wasn’t Even There, Illusionist 4, Buck, half-orc Cleric 3 of Agak) 
  Gabor Izapy (Gadur Yir, half-orc Fighter 5, champion of Haldor) 
   
  E 
  
   
  Background 
   
  “Beware the Beekeeper!” This is the advice given to those who would go exploring in the 
  caverns close to Heartless Hugo’s keep, and it is one many have disregarded at their own 
  risk. However, the strange hermit is not the only denizen of this old cave system, even if he is 
  the most unpredictable and dangerous. Bandits have been raiding honest traders along the 
  road, and shady sorts said to be trafficking with orcs have also been sighted. Deeper still are 
  mysteries left over from the earlier ages of Erillion, and some who have passed through the 
  three cave mouths became rich. With promises like that, why worry about some bees? 
  BBBB O O O BBBB 
   
  Random Encounters 
   
  Roll random encounters every time the characters pass through a keyed area, or every 10 
  minutes they spend in a high-traffic area. Encounters occur on a 1:6 probability. Reaction rolls 
  are crucial in this adventure, as the inhabitants of the caverns are used to traffic, and often prefer 
  to avoid confrontation. Bandits and orcs may parlay with the company on a good roll, while giant 
  rats, bee swarms and the Beekeeper may just go their own way. Living statues always attack 
  humans on sight, and fight to the death. Once a type has been depleted, treat result as no en-
  counter. Random encounters below the well (40–50.) are with 2d6 mossmen from 44. 
   
  1. Bandits (2d6): HD 1+1; AC 7 (leather, shield); Atk longsword 1d8 or hand axe 1d6 or sling 
  1d4; ML 7. 
  Hp 
  5 
   
  7 
   
  8 
   
  9 
   
  6 
   
  9 
   
  9 
   
  6 
   
  7 
   
  6 
   
  2 
   
  8 
   
  2 
   
  8 
   
  2 
   
  2 
   
  5 
   
  8 
   
  5 
   
  4 
   
  6 
   
  8 
   
  5 
   
  7 
   
  8 
   
  5 
   
  8 
   
  6 
   
  8 
   
  9 
   
  2 
   
  9 
   
  5 
   
  7 
   
  6 
   
  6 
   
  9 
   
  5 
   
  7 
   
  6 
  Scruffy, bearded woodsmen based in their lair at 25–26, and also found exploring the cav-
  erns. Most of them blend in well enough to visit Hugo’s keep with impunity. 
   
  2. Orcs (2d6): HD 1; AC 6; Atk spear 1d6 or battleaxe 1d8 or scimitar 1d8; ML 7; LE. 
  Hp 
  7 
   
  4 
   
  2 
   
  2 
   
  2 
   
  2 
   
  7 
   
  6 
   
  4 
   
  2 
   
  6 
   
  4 
   
  1 
   
  6 
   
  1 
   
  2 
   
  6 
   
  6 
   
  3 
   
  1 
   
  2 
   
  6 
   
  4 
   
  6 
   
  3 
   
  1 
   
  8 
   
  6 
   
  2 
   
  1 
  A rowdy bunch, they are guests at Truglag’s (4), but when they are not sleeping off the drink, 
  they venture out in search of plunder and adventure. 
   
  3. Rats, giant (1d4*5): HD ½; AC 7; Atk bite 1d4; Spec disease 5% per wound; ML 5; N. 
  Hp 
  2 
   
  4 
   
  2 
   
  1 
   
  4 
   
  1 
   
  3 
   
  3 
   
  4 
   
  3 
   
  2 
   
  4 
   
  4 
   
  2 
   
  4 
   
  2 
   
  2 
   
  1 
   
  3 
   
  4 
   
  3 
   
  3 
   
  4 
   
  3 
   
  1 
   
  3 
   
  1 
   
  1 
   
  2 
   
  3 
   
  1 
   
  4 
   
  4 
   
  1 
   
  4 
   
  2 
   
  4 
   
  2 
   
  1 
   
  4 
  Cowardly scavengers, they try to drag down stragglers or rip open food bags. 
   
  
   
  7
  4. Living Statues: HD 4; AC 2; Atk 2*fist 1d8; Spec +1 or better to hit, immune to cold, fire 
  and mind-affecting; ML 12; N. 
  Hp 
  24 
   
  20 
   
  19 
   
  17 
  They are fashioned in the likeness of primitive men, and pursue slowly but relentlessly. 
   
  5. Bee swarms (1d3): HD 4; AC 3; Atk swarm 2d4 + poison (3d4 Hp); Spec ½ damage from 
  piercing/slashing, immune to mind-affecting, 1d4 damage to swarm on each successful hit; 
  ML 10; N. 
  Hp 
  22 
   
  12 
   
  11 
   
  12 
   
  11 
   
  17 
   
  17 
   
  21 
   
  22 
   
  16 
   
  18 
   
  9 
   
  13 
   
  24 
   
  18 
   
  19 
   
  17 
   
  19 
   
  10 
   
  25 
  They are peaceful most of the time, but react poorly to sudden movements, and the smell of 
  human sweat. 
   
  6. The Beekeeper (+1d3 Bee swarms): Druid 7; AC 4 (bark and honey, Dex); Atk staff 1d6 
  or 6*darts 1d4+1; Spec pass without trace, ID plant & animal type, immune to woodland 
  charms, change shape 3/day; ML 10; CN. 
  Spells: 4/4/3/1; 1: animal friendship, entangle, faerie fire, speak with animals; 2: charm per-
  son or mammal, heat metal, obscurement, warp wood; 3: plant growth, snare, summon in-
  sects (+1 bee swarm); 4: cure serious wounds. 
  Hp 
  34 
  A ragged man clad in what seemed like dirty, resin-reinforced birchbark. His limbs are caked with 
  a black filth and his face is covered with a thick veil. He cannot speak except make sibilant buzz-
  ing voices in the imitation of the bees which constantly accompany him. The Beekeeper is insane 
  and utterly unpredictable, and has been known to torment intruders to death with his bees as well 
  as to lead the lost back to the surface. 2:3 of the time, he outright ignores others unless dis-
  turbed. He is respected and shunned by all other cave dwellers. 
   
  The Caverns, Level 1 
   
  The three cave mouths are found in plain sight at the foot of a hill. Blooming meadows and 
  small groves of trees cover the landscape. Near the cave mouths is an old wooden hut 
  swarming with bees. 1d3+1 bee swarms, 1:6 of the Beekeeper, and several pounds of hon-
  ey. The caves all “sing” faintly as the wind reverbates while blowing through their passages – 
  together, they make for an odd choir. 
   
  1. Font: Water trickles from the mouth of a grinning, long-nosed and strong-chinned stone 
  head into a dented brass basin. Several footprints in the mud.  
  The wind wails through the twisting passage, 1:3 blowing out torches. A few steps down, 
  a crude tripwire trap has been rigged up to knock out a support beam bring down a shelf 
  loaded with stones on the unwary (2d6 Hp). 
   
  2. Cavern: A cavern seeing heavy traffic. Discarded torch butts litter the floor, walls and 25’ 
  ceiling are black from accumulated soot. 1:3 of drunken ranting and singing from northeast. 
  Wooden sign next to 10’ ledge and hanging rope reads: “TRUGLAG’S TAVERN. RING 
  FOR ADMITTANCE.” Pulling on the rope summons a giant lynx, followed by two orcs ask-
  ing about characters’ business. They will lower a ladder and admit guests as long as they 
  have not been revealed as enemies. 
  
   
  8
  3. Orc den: Densely packed with bunk beds and crude furniture, this is the barracks for 3d6 
  orcs and Felice, their tamed giant lynx. They have recently traded their loot for a cartload of 
  beer from the bandits, and are happily enjoying it. 
   
  Felice, giant lynx: HD 3+3; AC 6; Atk 2*claws 1d6 and bite 1d6; Spec 90% undetectable, 5:6 
  surprise, 75% detect traps; ML 9; N. 
  Hp 
  24 
   
  4. *TRUGLAG’S TAVERN*: Two torchlit rooms are shored up with wooden beams and fur-
  nished with simple benches and tables. 1:2 of 1d6+2 bandits, 1:3 of suspicious merchant, 
  1:3 of NPC (could be old acquaintance from surrounding area!). 
  At the counter, Truglag, a potbellied orc wearing a dirty leather apron, serves the local 
  fare: beer, a ragout with mushrooms, honey-roasted ham hock, and honey scrapes. He also 
  has 1d3 smoked cave swine hams for 6 gp each (they are cured, oddly spiced and a little 
  mossy, but make for 10 days’ worth of iron rations). Truglag knows a thing or two about the 
  caverns and the wilderness, and can help find illicit deals… for a fee. 
  Behind the bar, a locked door leads to the back rooms: Truglag’s quarters with a 
  locked chest (150 gp, the chest itself is an antique worth 500 gp), a warehouse for stolen 
  goods (100 gp worth of beer, 300 gp worth of cloth), a locked hideout (1:3 of fugitive hiding 
  from law), and a secret passage leading outside to the forest. 
   
  Truglag: HD 3; AC 4; Atk two-handed club 1d10; ML 6; LE; opiate (sleeping poison), keys to 
  the tavern, 18 gp. 
  Hp 
  17 
   
  5. Well room: Water pours from a stone pipe embedded in the wall into a low-rimmed well. 
  The only protection against falling down the 30’ opening (turning into a mossy slide 20’ 
  down), a wrought iron grille, lies bent and useless in a corner.  
  Debrish and scraps litter the flagstones, and the walls are decorated with scratched graf-
  fiti, such as: “Above this pit yonder / Do not your buttocks sit / It is slick and you may blunder 
  / And go down with your <word missing>”, or “For a good time, call for Bloody Lucy”, or “Go 
  fall down the well, trolls-arse – Y.” 
   
  6. The Door of Faces: Remains of an extinguished campfire. A massive iron door decorat-
  ed with three grotesque faces blocks further passage. There is no keyhole, but a grille allows 
  wind to blow through and bees to fly in and out. 
  The faces are angry, sleepy, and jolly. Scratches in the iron show all three can be turned 
  clockwise or counter-clockwise.  
  · 
  Turning the angry face opens a gas valve when mouth lines up with hole in the door, 
  open flame explodes for 3d4 Hp (save ½).  
  · 
  Turning the sleepy face carefully opens the door, but turning it in a rash manner ex-
  tends blades which slice off fingers (1d4+2 Hp, save vs. paralysis or one finger is 
  gone per 2 Hp). 
  · 
  The jolly face emits a shrieking laugh, resulting in a random encounter with 1d3 bee 
  swarms swarming through grille. 
  From inside, the door can be pushed open, but it closes in 1d3 turns, and if propped open, 
  the Beekeeper will soon remove the blocking items. 
   
  7. Intersection: Three skulls and a torn piece of veil on the floor. A signpost pointing east 
  has been broken off and rendered illegible. This is the Beekeeper’s lair, and both he and his 
  bees resent intrusion (all reaction checks produce result one step worse than rolled). 
   
  8. Beekeeper’s lair: Rectangular beehives are piled on top of each other in dusty towers, cov-
  ered with 1d3+2 swarms of buzzing bees. The bees attack anyone who is sweating (physical 
  exertion within 20 minutes). 1:3 of the Beekeeper tending his flock. 
  
   
  9
  Openings in the wall hide 6 crystalline cores of hardened honeycomb (heal 1d6+1 Hp 
  each if ingested, value 100 gp each). In the corners, leathery corpses are frozen in hard-
  ened honey and wax, preserved in their grotesque state by the Beekeeper, who has in-
  scribed them with red runes:   
   
  (“THE LOST”) 
  The Beekeeper’s nook has a handful of incense sticks (bee repellent), jar of polymor-
  phic honey (turn into desired form or random animal), and a piece of amber preserving the 
  echoes of a long-dead druid, speaking about the glory of the undisturbed wilderness. 
   
  9. Shroom cavern: Lush shrubbery and giant, luminescent mushrooms on heaps of wet 
  earth and decomposing vegetation – smell of wet decay. Wind echoes from northern passage 
  in a sound suggesting distant singing. Some mushrooms are infected with the stalks of a dry, 
  thin fungus corrupting their flesh (harmless to humans). Vines bear tasty wild raspberries. The 
  earthen wall in NE chamber (a) has been excavated with a discarded pickaxe left next to an 
  empty lantern, revealing ancient bones in jumbled disarray. 
   
  10. Cavern of the statue: More leafy plants and fungi in dazzling varieties; water dripping from 
  stalactites. A squat, crudely carved statue of a primitive man stands covered with moss, sunk-
  en to the ankle in a low earth pile. The bearded statue has three wide mouths in a row above 
  each other, carvings imitating a hairy, naked chest, and an enormous... cudgel. A concealed 
  crawlway is found behind the figure, but it begins babbling and moves to attack if molested. 
  The crawlway opens into a small crevice half filled with debris. Among the stones are 
  found several broken clay pots previously wrapped in treebark, and containing some kind of old 
  tarry substance. A discarded piece of brass hammered into the crude likeness of a fish is mag-
  ical, and will make for a spear +2 if mounted on a shaft. 
   
  The Babbling Statue: HD 5; AC 2; Atk 2*club 1d10; Spec +1 or better to hit, immune to cold, 
  fire and mind-affecting, babble (confusion, characters saving successfully are henceforth 
  immune); ML 12; N. 
  Hp 
  17 
   
  11. Crude passage: This mostly circular, rough-hewn passage has a musty odour to it; re-
  mains of greasy tallow candles rest in sooty wall niches. 
   
  12. Empty burial chamber: Five sarcophagi have been broken open and looted. Wall niches 
  with ancient pottery containing tallow and wicks; 5*50 ancient electrum pieces are still preserved 
  inside, undisturbed by the defilers. Cave paintings made with charcoal and pigments depict the 
  primitive images of a hunt; wild animals chasing down and killing fleeing humans with spears and 
  javelins. A broken shield with the mark of a pierced, bleeding heart lies in a corner. 
   
  13. Vegetation: Wet smell, moss and plant matter everywhere. Pieces of torn flax, the remains 
  of rope bindings, litter the floor. 
   
  14. Empty burial chamber: The contents of the chamber are smashed and in disarray. Long 
  stems and vines of a green plant have covered an open sarcophagus in a vegetable mass, 
  bearing several finger-long pods. The pods are delicious, fresh green peas, but a character 
  trying them will be so obsessed with consuming all of it that he will stop at nothing to obtain 
  them (save vs. spell). 
  Two clay statues, one of a griffin and one of a giant lynx, have had their heads smashed 
  open, revealing the cavities within which contain the bones of the original beasts. If they are 
  opened up further, their bellies will be found to contain two decayed baskets with 230 ancient 
  electrum pieces each. 
  
   
  10
   
  
   
  11
  15. Runes of doom: A runic inscription is found on the southwest wall above a shallow de-
  pression:  
   
        
  (“HALT AND THY WEIGHT I SHALT JUDGE”) 
  This insidious trap has been set by the Beekeeper. The “wall” is a lifelike clay construct, and 
  the depression is a pressure plate concealed under dirt and a little mud. Those who halt to 
  decipher the runes will first hear a scraping noise, then something bouncing behind the ball, 
  and must then save vs. petrifaction or be ground under the enormous stone boulder that has 
  rolled down the slope from 16 and broken through the clay wall (6d6 Hp). 
  With the wall opened, ethereal tunes can be heard wailing through the curved upwards 
  passage. 
   
  16. Grol’s pipes: A pedestal in the centre of a small domed room holds a set of brass pan 
  pipes resounding with an ethereal melody. The source of the tune is the wind whistling through 
  a ventilation shaft overhead. A bard who plays this fine old instrument shall learn Grol’s Hop-
  ping Dance (jump spell; if used in conjunction with the pipes, it can also be cast on an unwilling 
  subject being commanded to “jump”, but this requires a save or the pipes split). 
   
  17. Hellonda’s cavern: Gentle winds carry in clean air with the scent of wildflowers; an under-
  ground stream of pure spring water bisects a set of caverns filled with beautiful, undisturbed 
  limestone formations.  
  Outside in a secluded meadow lives the lost maiden Hellonda, who has recently awoken 
  from a long, deep slumber, and still acts slightly odd and dreamlike. Hellonda wears a simple 
  buckskin outfit and a flower in her hair. She is the daughter of a tribe long lost to time and 
  memory. If she is killed, she collapses into a flurry of wildflowers. 
   
  Hellonda: Amazon 6; AC 3 (leather, Dex, Amazon); Atk spear 1d6+2; Spec gaseous form 
  and dimension door 1/day; Str 18, Dex 16, Con 13, Int 11, Wis 15, Cha 15; ML 9; N. 
  Hp 
  38 
   
  18. Cavern of the great tree: Light streams in through enormous hole in the ceiling. An 
  enormous oak tree overlooks a tiny paradise of berry bushes, leafy plants and blooming flow-
  ers buzzing with bees (1d3 swarms, peaceful until disturbed). Five mossy statues stand 
  watch. To the north, a rickety bridge crosses a 20’ chasm overlooking a deeper cavern (31). 
  The hole is 20’ above the cavern floor. Creepers clinging to the side are too loose to 
  climb without suffering a fall. It connects to a hilltop sinkhole. 
  The oak tree is an ancient specimen, wrapped in ivy. Its hollows are populated with tiny, 
  harmless emerald and sapphire snakes. It is faintly magical, but only reveals its powers to a dru-
  id, who can call on it to call woodland beings, commune with nature, or pass plant (with a range 
  of up to 2 hexes) once a week, 1:6 to have been used by the Beekeeper. A druid instinctively 
  knows the tree’s powers by touch, but if he uses them without being prepared (lower experience 
  level than the level of the spell), he must save vs. spell or lose all memorised spells for a week. 
  The ivy around the oak tree has small fruit clusters. This is darkberry, whose juice is a 
  valuable thickening agent used in magical potion. 
  The statues are as follows: 
  - 
  NE (next to chasm): wears bucket over head, hiding cruel gaze; save vs. petrification 
  or jump into chasm (2d6 Hp). 
  - 
  NW: mouth has been stuffed with tarred rags. Removal results in unsettling, unceas-
  ing moaning sound (no effect). 
  - 
  Centre (over a fresh mound of earth): bees fly in and out of grotesque open mouth, in-
  terior contains honeycomb (heals 2d4 Hp), wax in ears heals wounds (2*1d4+2 Hp). 
  The mound of earth is the freshly dug grave of a young man (bandit), his face cov-
  ered with flowers. 
  
   
  12
  - 
  SW and SE (by cave entrance): two faceless war-
  riors. If two people look into the blank faces sim-
  ultaneously, they move aside to reveal a treasure 
  pit: 5 sp, 25 electrum, 25 gp, 3 pt, 50 gp cameo 
  depicting warrior maiden, 50 gp belt buckle. 
  The bridge is in bad condition, only held in place 
  by the massive central pillar. 1:6 of broken board, 1:3 
  of attack by 12 vampire bats. 
   
  Vampire Bats (12): HD 1+1; AC 8; Atk bite 1d4 + 
  blood drain; Spec blood drain 1d4/round, up to 12 Hp; 
  ML 6; N. 
  Hp 
  2 
   
  3 
   
  9 
   
  9
   
  4 
   
  5 
   
  7 
   
  7
   
  7 
   
  4 
   
  9 
   
  7 
   
  19. Midden: Cavern walls are darkened with genera-
  tions of torch soot. Burned animal bones and ancient 
  cadavers which have decayed into compost. More re-
  cent carvings in the wall consist of crude messages 
  and a death’s head. 
   
  20. Mossy cavern: Moss-covered stone formations 
  faintly resembling human figures: melting, waxlike fea-
  tures, mouths opened in silent screams. A dead bandit 
  has been drained of all body fluids; haversacks still has 
  cheese, loaf of mouldy bread, flask of wine, flint & 
  steel, knife. A buzzing, warbling sound from distant 
  room signals presence of 5 bombardier beetles, 
  peaceful until nest is disturbed. 
   
  Bombardier Beetles (5): HD 2+2; AC 4; Atk bite 2d6; 
  Spec 1:2/r of acid cloud, 3d4 Hp and 1:6 stun 2d4 r; 
  ML 7; N. 
  Hp 
  8 
   
  11 
   
  8 
   
  8
   
  17 
   
  21. Forest Grotto: In a ravine exposed to faint natural light after an ancient cave-in, lush 
  forest of moss-laden trees seems to keep away explorers with its multitude of resisting 
  branches. A tall statue of a hooded figure with hands held up in supplication stands above 
  an altar stone worn smooth by the elements. 
  In the upheld palm of the statue, tiny seedlings have sprouted in a handful of earth; con-
  suming them imparts magical spells which can be used once, regardless of class and level: 
  detect snares and pits, invisibility to animals, pass without trace. They can double as 3 piec-
  es of mistletoe. 
  The altar’s base is a hollow sarcophagus, and the top can be moved aside to reveal a 
  cavity filled with a greasy, scented balm (700 gp) containing a mummified cadaver. The 
  mummy must make an open doors check (1:2) to break its prison. Its mere sight causes mor-
  tal terror among onlookers (save vs. magic or flee). Its treasures are a golden 720 gp head-
  band decorated with delicate silver leaves, a 120 gp golden chain, and the bag of winds (can 
  be used to release gust of wind 1/day). 
   
  Mummy: HD 6+3; AC 3; Atk hit 1d12 + rot; Spec fear, mummy rot, +1 to hit, ½ damage from 
  weapons, susceptible to fire; ML 12; AL CE. 
  Hp 
  36 
  
   
  13
  22. Cavern of the Unearthed Prophecy: Stream of clean water flowing through cavern; shal-
  low pool with tiny, blind white newts (harmless). Stalactites have been broken off at several 
  locations, and spades and shovels have been left scattered next to an unearthed burial pit.  
  The pit contains torn scraps of ancient sackcloth, 5 mud-caked electrum pieces, and a half-
  buried statue of crimson clay. If this primitive image, depicting a naked mother, is removed from 
  its grave and restored to an upright position, a random character speak the following prophecy: 
  “BURIED DEEP AND PLUNDERED THE WORLD LIES FRAYED AND DEFILED / A NEW 
  SPRING IT BRINGS AND RESTORED TO STRENGTH IT ADMIRES ITS OWN SIGHT” 
   
  23. Fishing spot: Three stools and fishing equipment (rod, landing net, bucket). 1:2 of 1d3 
  fishing bandits. 
   
  24. The Gauntlet: A metal arm wearing an iron gauntlet is embedded in the wall. Its grasp 
  causes 1d4+1 Hp; someone who can beat it in three rounds of arm wrestling will make it fall 
  and turn into the gauntlets of Arnold Schwarzenogre (grants 18/00 Str). 
   
  25. *ROTHALD’S ROUGHNECKS*: These caverns and 26 below are the lair of Rothald the 
  Ruffian and his merry men (the jovial Brother Salloric and 4d6 bandits – the rest are out on 
  an expedition). They are a known band in the area, careful to pay their dues to Sir Hugo to stay 
  unmolested, and receive the odd secret mission when he needs a band of enforcers. All doors 
  are locked and bolted, with a peephole to check on anyone who’d come knocking. Rothald 
  and two of his lieutenants hold the only keys. 
  The bandits lead a comfortable life down here, mostly in the common room (a) heated by 
  a recently built fireplace, playing cards, singing (“Rothald’s Romance”, a popular folk song, is a 
  favourite) and drinking around a long table. The bandits are surrounded by their ill-gotten loot 
  (currently 400 gp of Arxine amber oil, 600 gp of precious fur clothes, and 100 gp worth of beer). 
  The armoury (b) has 12 spears, 8 longswords, 6 suits of chain shirt, 2 suits of chainmail, 
  and a platemail which has been cut in half by an enormous blow. 
  Separated from the corridor by a leather curtain, Brother Salloric’s room (c) contains a 
  simple bed, a prayer rug, and a simple altar to Filongar, patron of wanderers, decorated with oak 
  leaves and a crudely hammered golden plate (40 gp). However, a cleric has a 1:6 of noting irreg-
  ularities in the altar’s symbols, and a cleric of Filongar is 5:6 to recognise it for a mockery. 
  The exit tunnel (d) leads to a lookout overlooking a clearing in the wilderness. 
   
  Rothald the Ruffian: Archer 3+2; AC 4 (chainmail, Dex); Atk 3*longbow 1d6+1 or longsword 
  +1 1d8+2; Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 15; ML 9; N; fine green clothes, amu-
  let vs. detection, 5*25 gp rings, 200 sp, 10 gp. 
  Hp 
  16 
   
  Brother Salloric: Cleric 4 (of Barzog); AC 10; Atk staff 1d6; LE; false symbol of the oak leaf 
  (Filongar), hidden symbol of the Priests of Barzog, 2*unholy water. 
  Spells: 3/2; 1: bless, cure light wounds, light; 2: hold person, spiritual hammer. 
  Hp 
  14 
  KQ Q Q Q Q M Q Q Q Q Q J 
   
  
   
  14
  The Caverns, Level 2 
   
  26. *ROTHALD’S ROUGHNECKS*: The lower level to the bandits’ lair. The large cavern (a) 
  is the council room, where Rothald, Brother Salloric, and Rothald’s lieutenants plan their 
  raids. Walls are bedecked with old tapestries, shields and trophies, and the floors are cov-
  ered in dirty carpets. 
  Rothald’s room (b) is dominated by a fireplace and a bearskin rug where he is sleeping. 
  The picture of a girl hangs on the wall, and a locked chest holds 100 sp, 550 electrum coins 
  (very old), 550 gp, and a set of secret instructions identifying low-risk, high-gain targets.  
  The rest of the bandits sleep in their own quarters (c); sparsely but adequately furnished. 
  If they have captives, they sleep next to their captors, unfettered as long as they are on good 
  behaviour. The lower exit (d), guarded by two sentries at all times, is blocked with a heavy, 
  battered iron door. It leads to a clearing outside. Not far from here, there is a hidden stable in 
  the woods with two horses. 
  A hidden exit (e) known to the bandits lies behind the statue of a dwarf rendered in a 
  tasteless style, with a brass chain around the neck and a bottle of drink placed in his out-
  stretched arm. Pulling on the arm opens the secret door; closes automatically in 1d3 rounds. 
   
  27. Secret entrance: The secret way in to the bandits’ hideout is behind the statue of a north-
  ern warrior. Runes in the round base read 
  (“GRANDELLON”). Its 
  arm can be pulled down, but it only opens the secret door if a hidden switch is flipped in the 
  back of the base; otherwise, it animates to attack. 
   
  Living Statue: HD 4; AC 2; Atk 2*battleaxe 1d8; Spec +1 or better to hit, immune to cold, fire 
  and mind-affecting; ML 12; N. 
  Hp 
  14 
   
  28. The Hallway of Kings: Indistinct reliefs on the wall depict geometric patterns and an-
  cient battles between armies of northern warriors. The end of the hall has collapsed, blocking 
  further passage. Part of the ceiling has also buried the eastern side, with rubble choking the 
  crawlway to d (looks like rock formation on first sight, can be cleared in 3 turns). 
  a) The statue of 
   (“KAZZODORIC”) wears a rusty, dented helmet. 
  Reliefs depict his fight with a dragon. 
  b) The statue of 
   (“RADERGUND”) has been knocked off its pedes-
  tal. Reliefs depict how he was entangled and killed by plants. 
  c) The statue of 
   (“ILLONAR”) had a secret niche in its pedestal, but it has 
  been looted. Reliefs depict him killing his two sons. 
  d) The statue of 
   (“ADALRIC”), still holding an ancient spear +1, is sur-
  rounded by roots hanging from cracks in the ceiling. Some of the roots are fresh-white and 
  edible. Dripping waters have collected in a puddle. Reliefs depict Adalric planting the great 
  tree in the cavern above, and his multitude of children and servants. 
   
  29. Cavern of the Hermit: A stench like old meat comes from behind a ragged leather cur-
  tain. Here in a muddy cavern dwells an ancient Hermit (Hp 6), his mud-caked hair and beard 
  sprouting fungus, his back stooped, his limbs knotted, and his eyes replaced with two 50 gp 
  gemstones that somehow don’t fill out their empty sockets. He wears a pair of serpentile 
  electrum bracers (200 gp), and holds a scroll filled with unintelligible gibberish. 
  The Hermit  demands a donation (“Twenty gold coins you shall count out before me, 
  and you shall go freely, avoiding the weight of my curse.”), or he will bestow a curse on the 
  intruders, reducing them to stooped wretches. He knows of the caverns, and the green 
  realms below – he has been through the threshold, and clawed out his own eyes at the glory 
  he had beheld. (“It is a forbidden place, yes... it is said the Beekeper had been down there, 
  once, before he was the Beekeeper… and I had looked when I had eyes to see… The mys-
  teries of the old world are buried underneath – stay away!”) 
   
  
   
  15
   
  
   
  16
  30. The undercavern: Stairs descend deep into the depths of the earth, broken by the occa-
  sional rest with rough stone benches and empty flame pots. At the end, an archway sup-
  ported by the statues of two dwarves opens into a massive cavernous space. Here, an up-
  side-down stone circle pulses with unearthly light that shines even with eyes shut, and po-
  tent words of power rumble from subterrene realms. Those who enter, play with their own 
  lives and sanity! 
   
  31. Cavern of the leaves: Leafy plants cover the piles of earth and debris which fill this long, 
  high cavern. There is faint illumination from the sinkhole high up, and the place is usually 
  shrouded in a thin mist. 
  Halfway up the pillar of the bridge above, unknown to all but the long dead, a secret door 
  hides a small chamber where a small table is set with a large 400 gp plate made of hammered 
  gold, 7*10 gp silver goblets, and the Grail of Clouds. This cup is constantly overflowing with fog, 
  and it can pour a fog cloud any time its owner desires. It also has the power to conjure the cloud 
  of dreams, whose vapours bring lucid dreams of uncanny symbols and portentous omens, but 
  someone who partakes of it too often must save vs. death or suffer a cerebreal œdema. [No 
  clues within the caverns point at this sorcerous relic, but some external source might.] 
   
  32. The nexus of the strange priest: Passages converge on a round pedestal, above 
  which the statue of a hooded priest levitates upside down. Several smaller items are in 
  orbit around the strange enigma. Further objects hurled at it or touching its surface will be 
  caught in its pull – impossible to remove save for a targeted dispel magic (1d3 rounds). The 
  current objects are: #1 stone, #2 lump of soap, #3 purse with 40 gp, #4 dagger, #5 fist-sized 
  rough stone cube, #6 wooden mug, #7 stone, #8 torch. 
   
  33. Mushroom caverns: Tall, man-sized mushrooms in fantastic colours fill this cavern, 
  while plant life and hypnotically swaying flowers thrive among the thick fungal stems. Small 
  wisps of light float like fireflies, congregating above an undisturbed pool of water.  
  Someone peering into the pool with only the wisps to illuminate it shall see the mirrored im-
  age of a tall tower therein, its top marked by the crescent moon, and a narrow window letting one 
  gaze into a room heaped with plundered treasures. A mere touch or a word causes the image to 
  fade. The image is too indistinct to see clearly by torchlight. 
  The northern passage leads outside into the densely wooded hills. This is an orc trail, 
  with a 1:2 of an immediate orc encounter. 
   
  34. Swine lair: Muddy footprints offer ample warning about two cave swine and their four 
  young. The swine are munching on the rich green vegetation, and have also dug up a handful of 
  truffles (6*70 gp). In one corner, moss and rot have consumed the remains of an old table. 
   
  Cave Swine (2): HD 3+3; AC 7; Atk gore 3d4 or 2d4 (sow); Spec fight until -7 Hp or 1d4+1 
  extra rounds; ML 10; N. 
  Hp 
  14 
   
  18 
   
  35. The jovial statue: Two stairs converge on a small waiting room dominated by the statue 
  of a benevolently smiling monk opposite a passage barricaded with old barrels and crates. 
  The statue is smeared with all kinds of foulness, a bottle has been smashed on its head, 
  and someone has written “LIES!” in charcoal on the wall. A plaque below the statue reads: “BE-
  LIEVE MY WORDS, MY TRUE FRIEND, HERE YOU SHALL FIND YOUR HEART’S CON-
  TENT.” Anyone striking the statue must save vs. spell or turn and strike a companion instead. 
   
  36. Open pit: A hinged pit has broken permanently under an enormous weight. A half-
  broken wooden sign on the wall reads: “VILLOFORT THE WIZARD. THE WIZARD IS: OUT 
  / [this part broken off]”. At the bottom of the 30’ pit, a trapped and stuck living statue waits to 
  strike its victim. Bone shards and the badly mauled body of an orc. 
   
  
   
  17
   
  
   
  18
  Living Statue: HD 4; AC 2; Atk 2*fist 1d8; Spec +1 or better to hit, immune to cold, fire and 
  mind-affecting; ML 12; N. 
  Hp 
  21 [14] 
   
   37. The wizard’s door: Simple wooden bench, spittoon, walls decorated with multitude of 
  fancy but non-magical glyphs. Heavy, iron-reinforced door has a bestial image speaking 
  through a magic mouth: “Touch me not!”, “Await your turn!”, “Back, I say!”, “Have patience 
  until you are called!”, and so on – can bite as 4 HD monster for 1d8 Hp. 
   
  38. Villofort’s den: Ransacked and looted laboratory with broken equipment, bent cages are 
  wide open. Upside down mummified parrot croaks excitedly: “Barrott! Barrott! They were here! 
  They were here! Massterr! Massterr! They have taken it! They have taken it!”, followed by repeat-
  ing several names of potential interest. 
  a) Disembodied spellbook floats within a magic circle, benches along the wall are glowing-
  ethereal. The spellbook must be turned inside out with a firm pull to turn physical, and it also 
  hides a serpentine sigil (save vs. paralysis or striking serpent holds in stasis for 1d4+6 weeks). 
  Therein are five spells: dispel magic, fireball, slow, polymorphisation, mnemonic enhancer. 
  b) Intact kitchen and storage, already searched for valuables. Everything old, but some of 
  the wine is still good. Scroll is shopping list from nearby monopoly. 
  c) Sleeping chamber has been searched through and the pillows ripped up. A slender column 
  hides an opened lockbox. Mounted wolf’s head has copper ring in ear: ring of spatial reorienta-
  tion temporarily turns whole room complex sideways 90 degrees (burns out in 2 rounds). 
   
  39. Room of paintings: Damp, rough-hewn room with the decomposing corpse of a cave bear. 
  Primitive cave paintings of wild animals. The stone door to 50 has no locking mechanism, and 
  does not budge from this side to anything but a knockspell. 
   
  40. Watery cavern: Low ceiling above still lake. Water is chest deep and very-very cold. 
  a) Rotting columns lead to cracked marble stairs, arched gateway of great antiquity. Letters 
  read: “POOLS OF RENEWAL”. 
  b) Pool deepens towards middle. A submerged black pudding lashes out at approaching PCs 
  from below the surface. The pudding is plugging a drain to a subterranean grotto, and if slain or 
  dislocated, the entire lake will drain away in 1d3 hours. The grotto is filled with 1100 gp worth of 
  crystal formations, and a limestone-caked oak gate leads to unkown wonders. 
  c) Flooded tunnel soon turns into a siphon with ceiling going underwater. On other end, 
  twisting cave passage eventually leads beneath Keep’s latrines. 
   
  Black pudding: HD 10; AC 6; Atk 2*pudding 2d8; Spec dissolve metal & wood, immune to 
  cold, electricity and physical attacks divide monster; ML 11; N. 
  Hp 
  39 
   
  41. Baths: Clammy black foulness over glittering mosaics in abandoned bathhouse.  
  a) Lichen-covered marble benches, stale rot. 
  b) Collapsed passage, bent brass sign pointing S reads “BATHS”. 
  c) Water leaks through S wall. Rivulets cascade down limestone-encrusted barrels filled with 
  yellow mould. A skeleton holds a pick, lantern, has 40 gp scattered around ragged body. Glit-
  tering green thing within skull is green slime. 
  d) Bathhouse with broken seats, peeling frescoes, empty pool to S. Toppled statue has only 
  the stump of legs remaining, but the cracked head in a pile of rubble still has a pair of gemstone 
  eyes, 2*90 gp. A dry font holds a discarded gauntlet, a silver piece rattling inside. Reinforced, 
  stuck iron door to W opens into storage with bath salts worth 170 gp. A rainbow-coloured glass 
  vial holds potion of visions (see Philtres & Dusts, this issue). 
  e) The passage has caved in, needing three hours of work to open a crawlway.  
  f) The waters of subterranean thermal springs are collected in a steaming pool under a marble 
  dome, curing all diseases 1:3 (one chance only). 
  
   
  19
  42. Fugitive: Hiding in the corner is an orc, Harry Haversack, who fell down the well in a 
  drunken stupor, and is too afraid to venture past the dead at 43, or even make a noise. He 
  has already eaten one of his boots. Harry carries Sir Hugo’s silver dinner service in a sack 
  (600 gp), gifting rescuers generously. If unnoticed, he will sneak after a company, hoping 
  they can lead him back to Truglag’s. 
   
  Harry Haversack: HD 1; AC 6; Atk broken spear 1d4 or dagger 1d4, 2*burned out torches, 
  flint&steel; ML 4; LE. 
  Hp 
   
  5/6 
   
  43. Bodies: Small fungi sprout everywhere. The skeletal remains of an expedition has turned 
  into a mass of rags, bones, pieces of splintered wood and copious amounts of moss. A few items 
  – 3 bottles of wine, belt buckles, a steel oil flask and a prism – survive. Beyond lie the fungus-
  infested caverns of the mossmen (44). 
   
  44. Cavern of the mossmen: Damp cavern of earth piles, colourful fungi and curtains of moss. 
  Here dwells a colony of 24 mossmen. An overgrown sarcophagus looks like a mound of moss 
  until closely investigated. With the moss scraped away, runes read  
   
  (“ELLOMARG THE HUNTER”). 
  Mouldering bones within have partially crystallised, with dark ochre hues (600 gp). A chipped 
  stone knife is lodged in the split skull. 
   
  Mossmen (24): HD 1-1; AC 7; Atk cave junk 1d4; Spec rot, mindless; ML 6; N. 
  Hp 
  2 
   
  6 
   
  6 
   
  3 
   
  6 
   
  5 
   
  5 
   
  1 
   
  3 
   
  5 
   
  5 
   
  7 
   
  5 
   
  1 
   
  5 
   
  1 
   
  3 
   
  4 
   
  3 
   
  1 
   
  4 
   
  1 
   
  5 
   
  5 
   
  
   
  20
  45. Narrow cavern: Fantastic limestone formations; stalactites and stalagmites join in columns. 
  One column has enveloped a calcified corpse, now barely distinct. Bioluminescence glows within 
  the eye sockets, and the maw is dark with a rubbery black drool that emerges from the mouth of 
  the odd cadaver (causes disease if ingested). 
   
  46. Crystal wall: Silvery metallic nodules embedded within a glittering white quartz wall are a 
  potent but unstable magnetic ore, whose field will cause metal-wearing intruders to be spun 
  around and ejected violently from the tunnel (1:2 of 1d6 Hp). 
   
  47. The shrine of Keora: Fungi and moss populate this cavern. The great, crudely hewn 
  stone face of a woman looms over an altar block. This is the shrine of Keora the Stone 
  Woman, Lawful Neutral goddess. She is indifferent to the world’s fate, but desires the sacri-
  fice of valuables, and will reward a generous bounty with the invitation to join her followers 
  (+1 Hp per level, full divine champions receive +2). Those who anger her must save vs. petri-
  faction or become as slow as a statue. 
   
  48. Boulder cavern: Limestone formations around a round boulder full of holes resembling 
  swiss cheese. Within are 18 rock worms (like rot grub, but made of stone and AC 3), guarding 
  their nest, a central cavity with a cluster of amethyst eggs (19*20 gp) 
   
  49. Egress: The grotto’s floor and walls, including the stone door to 39, are covered in a car-
  pet of fungi. The door opens with a lever mechanism, but the wooden part has rotted away, 
  and must be replaced before operation. Once open, it closes automatically in 1d6*10 minutes. 
  PVVVVDVVVVVP 
   
  Mossmen (3d10 or 1d20*6) 
  Level: 1-1 
  Armour Class: 7 
  Attack: cave junk 1d4 or javelin 1d6 
  Special: rot, mindless 
  Morale: 6 (but regroup quickly) 
  Alignment: Neutral 
  Treasure: - 
  Size: Small 
   
  These diminutive and featureless beings, the size of a hunched child, are human-shaped 
  clumps of moss animated by mysterious powers. They are barely sentient, but can pose a 
  danger due to their numbers. Most are armed with sharp rocks, broken stalactites, or 
  (aboveground) sharpened sticks that serve as javelins. Anyone killed by the mossmen de-
  composes within 8 hours, only the bones and resilient items remaining. They have no treas-
  ure but that of their victims. Occasionally, their lair is located next to ancient menhirs, stone 
  circles, and other such structures. 
  PVVVVDVVVVVP 
   
   
  
   
  21
   
   
  em Philtres & Dusts dt
   
  this stoppered and 
  sealed vial can be broken open to re-
  lease a gray-green cloud of acidic va-
  pours. The cloud causes 2d4 damage 
  per round for 10 rounds. 
  mixed 
  into wet earth or clay, the dust can be 
  used to create life through sheer will-
  power. One dose contains 2d6 pinches, 
  each of which can create 1 level’s 
  worth of life. To determine the success 
  of the operation, roll under either Intel-
  ligence or Wisdom.  
  - 
  On a failure by at least 6, the crea-
  ture is malformed and perishes. 
  - 
  On a failure, it is half-strength.  
  - 
  On a success, its physical abilities 
  are average for its type.  
  - 
  On a success by at least 6, its abili-
  ties are outstanding, and it may 
  have special capabilities.  
  - 
  On a success over 12, the results 
  are alarmingly impressive.  
  It must be noted that the relationship 
  between creator and creature may not 
  be entirely harmonious; and also that 
  certain beings could be harder or easier 
  to make. 
  this dust 
  is so efficacious at removing moisture 
  that a single dose will instantaneously 
  dry up a pool or well, and significantly 
  lower the water level of a smaller lake 
  (bodies of water with significant re-
  serves are unaffected). If ingested, save 
  or turn into a desiccated husk. 
  rare 
  spices and the internal dusts of ex-
  humed mummies are used in the prepa-
  ration of this airborne poison, which 
  requires two saves for its primary and 
  secondary effects, 5d6 Hp both times. 
  
   
  22
  Those who succumb to the dust shall 
  rise as zombies in 1d4 rounds, and may 
  be commanded with verbal instructions. 
   
   
   
  Mung’s 
  black-hearted monks manufacture and 
  disseminate 
  this 
  demoniac powder. 
  Sprinkled on a recently slain corpse, it 
  causes such excruciating pain to the 
  deceased that he must make a saving 
  throw, or his spirit will answer any 
  question in the manner of 
  . As a less-known side-effect, 
  1:6 of these tormented spirits shall re-
  turn as wraiths or spectres to pursue 
  their persecutors. 
  a 
  golden 
  granulate 
  resembling 
  finely 
  crushed glass, the particles of this dust 
  can be hurled into the air, where they 
  stay afloat and become pinpoints of 
  searing heat. Passing through a field of 
  particles causes 3d8 damage. The dust 
  settles in 1d6 hours. 
  venomous 
  spiders must be crushed to produce this 
  deadly powder, which will bring death 
  to those who breathe it in as an air-
  borne poison (save at -2). 
  a most rare and precious sub-
  stance, gaseous in nature but pos-
  sessing the characteristics of liquids. 
  Essences are extracted from the stuff 
  of foreign dimensions through an un-
  known process, and sold through an 
  obscure chain of intermediaries by an 
  unknown party. All nine types are a 
  different colour, and of the 1d4 batches 
  usually found, there will almost always 
  be multiple types. Roll 1d20: 1-4 blue, 
  5-8 yellow, 9-12 red, 13-14 green, 15-16 
  purple, 17-18 orange, 19-20 black, 
  white or negative. 
  1x types (blue, yellow and red) 
  can be mixed to form 2x types (green, 
  purple and orange), which may not be 
  mixed further. All three 1x types result 
  in one of the 3x forms (black, white 
  and negative). In the latter case, the 
  result of the mixture 
   depends 
  on the balance of environmental fac-
  tors. In places filled with life (such as a 
  garden), the result will be white es-
  sence, and in those associated with 
  death (such as a mortuary), it will be 
  black. The proximity of potent magical 
  auras results in a negative essence (and 
  this will 
   be the result in the 
  company of characters laden down 
  with several magic items). 
  The effects of the types are de-
  scribed below. Note that these catego-
  ries are neither exact nor exclusive: 
  essences are versatile and their effects 
  often act on the symbolic level. 
  - 
  stabiliser. It 
  will slow down life processes, in-
  cluding the work of poison, disease 
  or major burns. It can be used to 
  
   
  23
  counter various forces, natural and 
  supernatural.
  - 
  potent life en-
  ergy. One dose will cure wounds, 
  disease, ability decrease, poison, 
  etc. However, it is so powerful that 
  the subject must save vs. polymor-
  phisation to avoid death from phys-
  ical strain. One dose can be diluted 
  into three 
  . 
  - 
  highly com-
  bustible, it will even melt metal with 
  its rapid reaction. Damage 1d6*10 
  Hp, but only on direct contact. 
  - 
  working 
  downwards from the surface, it will 
  crystallise a body of water into 
  green glass. Creatures caught with-
  in immediately perish. Glassifica-
  tion depends on the surface area: 
  in a large lake, the result is only a 
  thin crust, and it shall collapse un-
  der its own weight. 
  - 
  it has a re-
  invigorating effect, restoring 1d6 
  years, preserving the form of peo-
  ple or objects, and halting the on-
  set of time.
  - 
  it quickens 
  and accelerates processes. On living 
  beings, the effects are similar to 
  haste, accompanied by the growth of 
  hair, nails, and the restoration of lost 
  limbs. Also ages 1d6 years. 
  - 
  extracts 
  lifeforce (save vs. death magic 
  twice, 2d6 Constitution on each 
  failure), turning it into a dull grey 
  foam. The foam is mildly curative, 
  healing 2 Hp for every point of 
  Constitution absorbed. 
  - 
  completely 
  opaque, its effects have not yet 
  been learned. 
  - 
  it is 
  named after a peculiar characteristic: 
  captured in a vial, it turns all colour 
  viewed through the transparent liq-
  uid into its opposite. It evaporates 
  very rapidly when opened, and its 
  effects are a mystery. 
  essentially a bot-
  tled 
   which explodes upon open-
  ing, fire, or sudden impact for 6d6 Hp. 
  If swallowed, the damage is 10d6 Hp, 
  no save. 
  this blessed oil 
  can be used on persons and objects, with 
  many possible beneficial effects. Weap-
  ons anointed with the oil will hit magical 
  creatures for the span of one battle. 
  while under 
  no compulsion to speak, the imbiber 
  suffers dreadful cramps and torments 
  if he lies (save applicable, 3d6 nonle-
  thal damage). 
  similar to a 
  , but the imbiber, who is 
  incapacitated for 1d3 turns, does not 
  control the vision. Rather, the potion 
  reveals a vague prophetic insight, always 
  laden with hidden significance. 
  ferrous metals sub-
  jected to the dust corrode instantly if 
  they fail a saving throw. Every magical 
  power or modifier grants +2 to the save. 
  the fossilised 
  bones of the ancient undead are ground 
  together with funereal spices to produce 
  this mixture. Subject must save or be 
  reduced to the strength of an infant. 
  certain rare yellow moths are dried and 
  crushed to produce this dust, which 
  forms a poisonous cloud and lingers for 
  2d6 turns. Primary and secondary ef-
  fects are 3d6 Hp and 4d6 Hp. 
  mixed with a minute amount of water 
  or spit, one pinch yields a wineskin’s 
  worth of pure drinking water. 2d4 are 
  usually found. 
  
   
  24
   
  Red Mound 
  Lost in the arid red vastness of the Broken Wastes, Red Mound is a jagged stone outcrop-
  ping in the middle of nowhere. Travellers use it as a stopping point on their journeys, and 
  when the barbarians gather to attack the northern lands, they leave ritual offerings to their 
  strange and terrible gods here to help them in their endeavour. Red Mound’s peak is roughly 
  three hundred feet above the wasteland. Its rocks are as red as the surrounding lands and 
  searing hot in the afternoon. The wind blows constantly through the gap in the cliffs, sound-
  ing like moans from the Underworld. 
   
  There is no sign of animal life save for vermin – giant scorpions and beetles, who lurk in the 
  crags by daylight and emerge to hunt at night (1:6 of an encounter at each location by day, 
  1:3 by night – equal chance of either). Humans are rarely seen, since water is scarce and the 
  place has an ill reputation. The Red Men hold it in both awe and fear – it is rumoured to be 
  the resting place of a great hero from the glory days of their empire. Ancient and crumbling 
  stairs, carved into the rocks, climb up to the summit. It must be noted that the Red Men will 
  not take it kindly if they notice strangers here – while they will not set foot on the mount be-
  yond the first small cavern, they will not allow anyone to leave alive, either. 
   
  Giant Scorpions (1d4): HD 5+5; AC 3; Atk 2*claws 1d10 and stinger 1d4 + poison; ML 8. 
  Hp 
  29 
   
  29 
   
  25 
   
  31 
   
  20 
   
  Giant Fire Beetles (1d6+2): HD 5; AC 3; Atk mandibles 2d6; Spec spit heated oil 1/3 rounds 
  for 3d6 Hp; ML 9. 
  Hp 
  14 
   
  23 
   
  21 
   
  15 
   
  30 
   
  A. Sacrificial Cavern: This point is the furthest local guides and the Red Men will go. A 
  small cavern holds dozens of clay jars with offerings of grain, iron and brass tools, bones 
  and clay figurines. There are also two large stone slabs with an ancient and faded mural. 
  They depict a prosperous city with white marble-domed palaces, lush and green pleasure 
  gardens and a central, three-tiered ziggurat. 
   
  B. Branch: The path forks here. The wider branch approaching the gap is safe, but the nar-
  row and treacherous path to the northeast is hard to navigate (1:6 of slipping unless precau-
  tions are taken, fall 1d8*10’). 
   
  
   
  25
   
  C. Burial Cavern: There is a small rock ledge here with a narrow cave mouth – enough for 
  a bulky man to fit through. 
  1) This chamber has a layer of sand, carried in by the winds. The corridor leading to 2. has 
  an uncovered 60’ pit in the middle. 
  2) A number of clay pots, urns and jars lay on the stone floor. They are less numerous than 
  those in location A, but they are both more ancient and more sophisticated. Their contents, 
  whatever it might have been once, is dust now. 
  3) A plain stone throne sits in the chamber. A 12’ tall skeleton sits on it, still clutching a 
  magical two-handed sword (described below). The skeleton wears no clothes or identifying 
  marks, but it possesses an additional eye socket in the forehead. It is inanimate. 
   
  D. Wailing Gap: The gap in Red Mound is the source of the wailing noises. There is a huge 
  arch over a flat resting place, where about forty or fifty men could sit. Hidden among the 
  stones, there is a narrow crack in the cliffside, and a set of stairs going straight downwards. 
  At the terminus of these stairs lies a small natural grotto. Stone blocks placed seamlessly 
  into a square depression in the middle hide an Enamelled Portal made of metal. The Portal 
  is decorated with elaborate patterns of blue, red and yellow enamel, all of it as freshly col-
  oured as new. Entry is at the Referee’s discretion, but characters should be well armed! 
   
  E. Lost Altar: The summit of Red Mound has a man-made depression in the middle, with an 
  ancient stone altar. The stone is cracked, as if it had been cleft in twain by a huge sledge-
  hammer. The symbol of the god is unrecognisable. Invocations accompanied by a sacrifice 
  of burnt incense, an animal, gold, etc. are 2:3 likely to be unanswered. If they succeed, the 
  invocator and his companions must immediately save vs. spell. Failure means insanity – the 
  victim hurls himself into his doom unless restrained. Otherwise, the invocator is later visited 
  in his dreams by the god, Mnoyór of the Colour Eye Cannot Behold, who will offer great 
  power in exchange for services. The powers will be single use magical spells (level 1-3), an 
  invitation to become the god’s champion, or the like. The material form of Mnoyór is highly 
  mutable yet amorphous, and also completely invisible to humans. Mnoyór can bestow the 
  ability to summon primaeval slime as a 5th level spell; these are essentially invisible black 
  puddings. The price for this spell is to have forty-four victims consumed by the slime within 
  the fortnight; not one man less or more! 
   
  
   
  26
  Item Appendix: the Thrice-Accursed Sword 
   
  This two-handed sword +3 is made from a semi-transparent, deep blue glasslike substance. 
  The blade is smooth, but pockmarked with several small irregularities where minor bits have 
  chipped off. The sword performs as a normal magical weapon, but it also bears three curses, 
  each of which manifest a week after the weapon is taken up. Unlike normal curses, they do 
  not mean the item is stuck to its possessor – it may be discarded at will, or handed over to 
  someone else.  
  The three curses are as follows: 
  § 
  First: opponents gain +2 to hit the wielder when he is wounded below 10 Hp. 
  § 
  Second: if the wielder is fleeing from combat, every successful hit against him causes 
  double damage. 
  § 
  Third: if the sword is given up or lost, the wielder will be visited by three Red Men the 
  next time he is alone and challenged to mortal combat. The challengers will be 3rd to 
  5th level Fighters (more will come if the wielder is a high level character). They are 
  supernatural, +1 or better to hit, with 60% MR plus whatever the Referee deems ap-
  propriate. They fight until slain. If the wielder flees combat, the same is repeated 
  again and again, until he can kill all three at the same time or he is slain himself. 
  Each curse may be removed in a specific way (found out via consultation with sages, in old 
  tomes, contact other plane, etc. – these shall be short but hard quests). When all three are 
  gone, the curse will have been removed and the sword becomes an ordinary two handed 
  sword +3 that can also project an invisible heat ray causing 5d8 points of damage once every 
  day. The ray is only usable above ground when the sun is visible. 
  S CCCCCCCC P CCCCCCCC T 
   
   
  
   
  Morale & Men 
  by Istvan Boldog-Bernad and Sandor Gebei 
   
  The easiest way to find retainers is a round trip through the local barracks, pubs, inns and bordellos.  
  · 
  Troop availability will depend on settlement size: a small village wouldn’t support many men for 
  hire, while there are always never-do-wells on the lookout for a little extra in a metropolis.  
  · 
  High mortality or mistreatment can deplete the local recruit pool, or force the company to deal 
  with unscrupulous elements (1:6 of infiltration by thieves, brigands, cultists, etc.).  
  · 
  Placing advertisements or paying minstrels to sing about the company’s exploits can attract ex-
  tra manpower (1d6x50 gp for new check). 
  · 
  Recruit pools recover on a monthly basis in villages and towns, and weekly in cities and metropolises.  
  · 
  Wages shall be paid in advance, on a per expedition basis. Small gifts and extras are also expected. 
  · 
  In baseline games, retainers are 1 HD. If “Bledsawian” level demographics are in effect, roll 1d6 
  to determine level: 1-3 1st (militias), 4-5 2nd (regulars), 6 3rd (veterans) and reroll; on another 6, 
  the result is 4th (elites). Multiply hiring costs by experience level. Veterans and elites demand 
  special treatment and regular cuts from the loot. 
   
  Morale (ML) for retainers depends on two factors. The baseline value follows the employer’s Cha-
  risma, which shall be modified by a random 2d6 roll for +/– 2. Monster morale is set by the GM. 
  · 
  Morale checks must be rolled on the following conditions: first casualty, casualties over ½ start-
  ing forces, overwhelming odds, massive destructive effect, or any time the retainer is ordered to 
  do something very risky on behalf of the characters.  
  · 
  Roll morale on a 2d6. If the result is below the ML rating, the subject holds ground. If the result 
  is above ML, the subject retreats, flees in panic, or goes on the defensive. In either case, sub-
  tract one point from the subject’s ML rating. NPCs with failed morale will suggest to terminate 
  the expedition and retreat to safety, and will not take any further risks. 
  · 
  Mistreatment or deliberate endangerment may force a morale check at the GM’s discretion, 
  with the results noted secretly. These NPCs always leave the company after the expedition, but 
  they may also mutiny, turn on their masters, steal treasures or form their own company and 
  strike out on their own. 
  · 
  Morale always goes down, and very rarely up (only a major victory or a great boon – treasure, 
  title or land grant – can help). When ML reaches 3, the retainer leaves the company forever.  
  · 
  Monsters and characters with 12 ML are fearless, and do not need to make morale checks, nor 
  do they lose morale. 
   
  Type 
  Wage 
  (gp) 
  Village 
  (1d4) 
  Town 
  (1d6) 
  City 
  (1d8) 
  Metro 
  (1d10) 
  Base 
  Variable 
  Non-combatant (-) 
  1 
  80% 
  90% 
  100% 
  100% 
  Cha 
  Value 
  2d6 
  + / – 
  Light foot (wpn, shld, lthr) 
  3 
  60% 
  80% 
  90% 
  100% 
  3-4 
  5 
  2 
  -2 
  Heavy foot (wpn, shld, chain) 
  5 
  30% 
  60% 
  80% 
  90% 
  5-8 
  6 
  3-5 
  -1 
  Bowman (mace, bow, lthr) 
  7 
  20% 
  30% 
  60% 
  80% 
  9-13 
  7 
  6-8 
  Base 
  Crossbowman (dggr, cbw, ch) 
  6 
  10% 
  20% 
  30% 
  60% 
  14-16 
  8 
  9-11 
  +1 
  Rider (swd, ch, mounted) 
  12 
  10% 
  20% 
  30% 
  60% 
  17-18 
  9 
  12 
  +2 
   
  
   
  28
   
  Playtesters:  
  Gabor Acs (Phil the Terror of Turkeys, halfling Archer/Thief 3/3),  
   
  Istvan Boldog-Bernad (Armand the Scumbag, human Assassin 5) 
   
  Kalman Farago (Drolhaf Haffnarskørung, northman Barbarian/Thief  3/3) 
  Laszlo Feher (Lafadriel Hundertwasser, elf Fighter 4) 
  Gabor Izapy (Drusus the Historian, human Magic-User 5) 
  W W W W W e W W W W W 
  Background 
   
  Surrounded by the Forest of Death and located a ways from the coast, the dilapidated manor 
  house of an extinct noble family has been inhabited by many occupants, some for a few 
  nights, and some for longer periods of tenancy. Whether the manor’s abandonment was due 
  to the specific misfortunes of the once influential Bonifaces family, or the declining fortunes of 
  the coastal nobility and the rising star of Baklin, a port city to the west, would be a matter of 
  academic debate.  
  Today, the crumbling but still standing structure is guarded by a garrison of evil human-
  oids, but its true master is Saydir the Kassadian, a notorious pirate captain who maintains 
  this place as an occasional base of operations. While this fact is not widely known, the place 
  enjoys a bad reputation, and is shunned by the coastal folk. And yet, not even Saydir knows 
  everything about this forgotten half-ruin: some of its secrets have been sought by looters and 
  adventurers (with more or less success), and some of it remains safely locked away from 
  scrutiny. Who knows – maybe there is more here than meets the eye. 
  W W W W W e W W W W W 
  Forces 
   
  Most of the time, the manor is garrisoned by a rag-tag band of goblins, orcs and ogres, and 
  lead by Rudlug, a half-orc Ranger. The humanoids are in Saydir’s hire, but not terribly loyal: the 
  goblins and ogres are in it for their wages, while Rudlug and his orc bowmen are the agents of 
  Agak, the orc god, who ever seeks to extend his dominion over the realms of man. Hostile by 
  default, the occupants are open to a generous bribe, and they will turn a blind eye and let a 
  group explore underground as long their own quarters upstairs are left in peace. 
   
  Goblins (30): HD 1-1; AC 6; Atk morning star 2d4 or military pick 1d6+1 or sling 1d4; ML 6; LE. 
  Hp 
  3 
   
  4 
   
  2 
   
  3 
   
  5 
   
  2 
   
  4 
   
  4 
   
  3 
   
  3 
   
  4 
   
  7 
   
  3 
   
  2 
   
  5 
   
  4 
   
  1 
   
  1 
   
  2 
   
  4 
   
  3 
   
  5 
   
  5 
   
  1 
   
  6 
   
  1 
   
  6 
   
  1 
   
  6 
   
  4 
  They are encamped in the courtyard (1), and mostly avoid the manor interior under pain of 
  punishment. They prefer playing cruel pranks on the weak instead of dying at the hands of 
  the strong. 
   
  Orc Bowmen (4): HD 1; AC 6; Atk shortsword 1d6 or 2*shortbow 1d6; ML 8; LE; 39 ancient 
  electrum pieces, one has 9 gp and a honeycomb. 
  Hp 
  6 
   
  4 
   
  7 
   
  7 
  
   
  29
  These sinister, green-cloaked toughs, named Luguk, Kosh, Ratluck and Tallfellow, inhabit 
  the galleries (8, 11) and the watchtower (10). They prefer to pepper attackers with arrows 
  while they are still outside fighting the goblins and ogres, or let loose the hell hounds (11). 
  They are reasonably, but not irrationally loyal. 
   
  Rudlug: half-orc Ranger 3; AC 5 (chain); Atk longsword 1d8 or 2*longbow 1d6; Spec +3 
  damage vs. woodsmen, surprise on 1:2 but surprised only on 1:6, tracking, +2 save vs. poi-
  sons and diseases; ML 8; AL LE; unholy symbol of Agak (a satanic pentacle in the grasp of a 
  clawed hand), heavy iron key, 17 electrum, 10 gp. 
  Hp 
  15 
  As Saydir’s captain and Agak’s disciple, Rudlug is the master of the manor house, although he 
  wisely avoids meddling with the cellars. He is usually found in the bowmen’s den (10) or the 
  donjon (12), but is roused by the sounds of fighting. In a losing battle, he will retrieve his treas-
  ures and abandon his companions to their fate. 
   
  Ogres (2) HD 4+1; AC 5; Atk club 1d10; ML 9; CE. 
  Hp 
  21 
   
  19 
  The two ogres, Balto and Bimfor, are quartered in the dark storeroom under the NE tower (6), 
  and are eager to get out and crush some heads. They are slow to run, mainly because they are 
  too stupid to. 
   
  Hell Hounds (2): HD 4; AC 4; Atk bite 1d4+3; Spec fire breath 4/2 Hp, surprise on 4:6, surprised 
  1:6, locate hidden/invisible 1:2, immune to fire; ML 7; LE. 
  Hp 
  20 
   
  27 
  Satan and Cinder are kept securely locked up in 11/a to avoid killing and eating more goblins, 
  and are only let out if the manor is attacked – but then, they are unleashed without hesitation. 
   
   
   
  
   
  30
  Manor, ground floor 
   
  1. Courtyard: Carousing goblins, some fighting over a barrel of orcish ale. The lookouts on 
  the collapsed walls are watching the scene, and paying no attention to the forest outside. 
  The goblins have been forbidden to enter the manor under pain of punishment. 
  a) Richly carved marble well with a grate on top. A chain hang down 20’, where there is a 
  moss-covered lion’s head, operating a secret door to 21/d (unknown to the current dwellers). 
  b) The entrance is flanked by two badly defaced lion statues. A stone panel above the 
  entrance bears a crest depicting an anchor and three scallops (the device of the Bonifaces 
  family), and the following inscription: “I, MASTER ARCHITECT NIVIUS, DID BUILD THESE 
  WALLS IN THE YEAR OF THE CRYING DOG, AND WHILE MY APPRENTICES RAISED 
  ITS STONES, I CARVED ITS ORNAMENTS WITH MY OWN HANDS”. 
  c) Crack in the wall allows entry into Storeroom (4). Concealed by the undergrowth, crum-
  bling steps lead down into the damp cellar (16). The wooden door is locked and creaky, but 
  easy to break down. Upstairs, the broken windows have been covered with heavy curtains 
  (1:6 of collapsing ledge if climbing up). 
  d) The walls of a watchtower jut out from a tall pile of rubble. 1:6 of a collapse, 2d4 Hp. 
    
  2. Pond: Bulrushes and sedges in the wetland around a small pond fed by a cascading water-
  fall. 3 giant lizards lurk nearby. Slippery stones lead behind the waterfall, and a cave passage 
  descending to 19. This entrance is unknown to the current dwellers. 
   
  Giant Lizards (3): HD 3+1; AC 5; Atk bite 1d8; Spec 2* damage on 20; ML 7; AL N. 
  Hp 
  17 
   
  6 
   
  16 
   
  3. Stables: Empty, although work has recently been undertaken to repair the stalls, and there 
  are two sets of harness. A seaman’s chest contains a set of tools (saw, drill, etc.), and the 
  smithy to the SW has a few old horseshoes. A carved sign on the ceiling keystone depicts 
  two lobsters. The chimney in the furnace has rungs climbing up to a grate, then into 11/b. A 
  character wearing bulky equipment can get stuck 1:3 and make lots of noise trying to get out. 
   
  4. Storeroom: Damp, musty storage space filled with sacks containing rotted grain. The place 
  is in a deteriorated condition, its low ceiling supported by thick columns with peeling plaster. 1:6 
  of collapsing floor under a heavy load (1:3 if entire party), dumping characters down to 16. 
  (1d6 Hp). 
  a) Archers’ gallery overlooking stream; the shutters have been broken off. Faint ghostly voice 
  carried by the wind: “Felinoooooor…” 
   
  5. Entrance hall: Dusty space lit from the gallery above. Junk under the staircase consists 
  of stacks of chopped wood, broken benches, and a few crates of builders’ tools; the carved 
  sign of a peacock is embedded into the stones. The wide stairs are creaky, and one step is 
  close to collapse (1:6, 2 Hp and character is lame until healed). The manor’s inhabitants 
  know about the step and avoid it. 
   
  6. Ogre lair: A former storeroom and larder, now looted except for four hanging legs of ham. 
  The ogres sleep on dirty straw, and store their stolen knick-knacks in the collapsed S passage: 
  two sacks with 250 gp total, a golden medallion depicting an elven maiden (“Cassandra”), and 
  the severed head of a giant beetle. 
   
  7. Cellar access: The low ceiling is supported by a thick wooden beam. A long, nailed down 
  crate contains a ship’s spare sails (260 gp), there is a barrel of tar, and next to the spiral 
  stairs, a lantern filled with oil hangs from a hook. A painted arrow pointing down the stairs is 
  crossed out. 
   
  
   
  31
   
   
  
   
  32
  Manor, upper floors 
   
  8. Gallery: Creaking floor makes noise 1:3. Narrow windows for arrow fire overlook the 
  courtyard, while the walls are lined with rusty shields. The cobwebbed trophy of a stag has a 
  300 gp gemstone in place of a glass eye. 
   
  9. Quarters: These bedrooms have been looted; the orc bowmen rest on the straw mats when 
  off duty. A defaced painting has been removed to reveal a looted niche with the carved sign of 
  the half moon. 
  a) A toppled, worm-eaten wardrobe is decorated with the carved relief of the Bonifaces crest 
  (an anchor and three scallops). 
   
  10. Bowmen’s den: The four orcs (and 1:2 of Rudlug) spend their time here playing cards 
  in the company of a barrel of orc ale. They have 190 ancient electrum pieces, a box with 
  carved bear’s feet (empty), and the symbol of Agak (a satanic pentacle in the grasp of a 
  clawed hand). 
   
  11. Gallery and guest rooms: Narrow windows overlook the courtyard. 
  a) The hell hounds are kept here, only let out when enemies are afoot (however, they can 
  break down the door on 1:6). Their kennel contains the scorched bones of a goblin, and a 
  blackened human skull. 
  b) Empty except for a keystone with the sign of the manticore, and a disused fireplace 
  whose floor has a grate providing access into a chimney down to the stables (3), and a se-
  cret door in the back wall pivoting to the donjon (12). 
   
  12. Donjon: Large, broken windows have been covered with heavy curtains to keep out the 
  light (1:6 of collapsing ledge outside). Columns with capitals depiciting griffins support the 
  ceiling. On the walls hang several rusty old shields, and the portrait of a stern nobleman 
  wearing a black hat and a lace collar (“JOHNO BONIFACES”). 
  Rudlug has been using this place as his “throne room”, with a wooden throne (one leg 
  supported by a stack of mouldy old books) and a wolfskin rug before the fire he uses for his bed. 
  He keeps his treasure in a locked chest: 500 ancient electrum coins, a clerical scroll (divination, 
  cure serious wounds), a M-U scroll (fireball, prot. normal missiles, Mel’s multiplied missiles), an-
  other M-U scroll (sleep, ventriloquism, shocking grasp), and a personal message from Saydir: 
  “Be especially careful with Felinor. He mostly haunts his prison, but who knows if the glyphs keep 
  him for long. No matter whom he has promised to reward with his secrets, none have lived to tell 
  the tale.” 
   
  13. Antechamber: Dust, disused chairs. Red curtains with the sign of a golden serpent 
  close off the E doorway, and a warning has been nailed to the wall with crude lettering: “ON-
  LY LORD SAYDIR”. A tripwire behind the curtains has been rigged to slam down a nail-
  studded plank in the intruders’ face (1d6+2 Hp). 
   
  14. Saydir’s quarters: This room is in a better condition, set aside for the use of Saydir the Kas-
  sadian. The windows are barred from the inside with sturdy shutters. 
  Saydir has a wardrobe (spare set of clothes, filigreed walking stick with a golden ram’s head 
  170 gp), a clean bed, and a writing desk with an inkpot, several quills, a quill sharpener, and a 
  bottle of Arxine gin with berries. The drawer contains an opened message with the crest of a two-
  tailed mermaid: “The visitors will not bother you. Let Rudlug allow them through to search where 
  they want, but don’t intervene. Your reward will be paid in person on the next occasion, by the 
  sign of the threefold moon.” 
  A portrait on the wall depicts “FELINOR BONIFACES”, a pale, thin young man. Feli-
  nor’s eyes follow the intruders intently, and his mouth forms voiceless words: “Down below... 
  down below I wait for you... please save me...” 
   
  
   
  33
  15. Saydir’s storage: This cluttered storeroom is guarded by a guardian spirit in the form 
  of a black cat of perpetually shifting size. The spirit attacks immediately unless presented 
  with Saydir’s necklace. 
  - 
  The contents of the room include a crate with Arxine snowfeathers (300 gp), a crate with 
  Polarian rye essence (200 gp), and a chest filled with hexagonal crystal rods (200 gp).  
  - 
  A book contains a port manifest authorised by the Deputy Portmaster of Baklin, 
  showing a prospective list of departing ships within the next month, with projected 
  cargo and guards on board.  
  - 
  A letter addressed to “the august Archmage, Poroxius Vern” seeks help with dismiss-
  ing a haunting entity, and thanks the archmage of Mage Tower for the guardian spirit. 
  The letter promises a rich compensation for the assistance. A response written in 
  golden ink reads: “Spirit cannot be dismissed, as it belongs to place. Very strong 
  bond. No remedy against its cries, but it shall not leave its confinement.” 
   
  Guardian Spirit: HD 6; AC 2; Atk 2*claws 1d6 or bite 1d8; Spec flickering (only present 
  physically on material plane at initiative +/-1 points); ML 11; AL CE. 
  Hp 
  31 
   
  bbbbdbbbb 
  Manor, cellars 
   
  16. Cellar: Earthen floor. In NW corner, a goblin corpse lies entangled in a veil of cobwebs. 
  Pieces of stone have been pried out of the floor in the centre, leaving a shallow depression, 
  right under the carved sign of two fishes. A discarded crowbar lies next to the dig. 
   
  17. Storerooms: Rough-hewn chambers, mostly looted of all but smashed ceramics and 
  wormeaten junk. 
  a) Multiple new barrels of orc ale, sealed with a leaden seal. 
   
  18. Storeroom: Carpenters’ tools and pickaxes left by the walls; half-completed wooden door on 
  abandoned workbench. 
   
  19. Cold Cavern: This location is always unnaturally cold. 17 zombies shuffle around a 20’ 
  pit, blind, but drawn to sound. On the bottom of the pit are bones, a feral and maddened 
  wight, and 20 sp, 70 electrum and 30 gp in a rotting leather bag. 
   
  Zombies (17): HD 2; AC 8; Atk hit 1d8; Spec slow, immune to cold and mind-affecting; ML 9; 
  AL N. 
  Hp 
  13 
   
  10 
   
  8 
   
  11 
   
  9 
   
  7 
   
  11 
   
  6 
   
  15 
   
  7 
   
  2 
   
  13 
   
  5 
   
  11 
   
  16 
   
  14 
   
  6 
   
  Wight: HD 4+3; AC 5; Atk claws 1d4 + drain; Spec energy drain, silver or +1 to hit, immune 
  to cold and mind-affecting; ML 9; AL LE. 
  Hp 
  26 
   
  20. Discarded tools: Three spades by the wall. A haversack full of mouldy food, torch stubs, a 
  meerschaum pipe stuffed with ashes, and a bag of minty-smelling tobacco have been left behind 
  by previous explorers. 
   
  
   
  34
  21. Main cellar: Stacks of large, old wine barrels (some bashed in with axes) in various corners 
  of this vaulted cellar. Stone statues in corners and side-rooms. There is a mouldy smell and a 
  persistent draft that makes torches flicker and dance. In the middle, a carved stone panel has 
  been sunken into the floor: “THROUGH SUPPLICATION YOU SHALL ABLY DEMONSTRATE / 
  ‘FORE THIS DWELLING’S KIN THYSELF HUMBLY PROSTRATE / ‘NEATH THE SIGN TRUE 
  LIKE SHINING GUIDANCE LIGHTS / THE TRUE WAY SHALL BE REVEALD’, THUS THE 
  TABLET WRITES.” The cellar is peaceful, but if there is a loud disturbance, the zombies from 19 
  will come investigate. 
  a) The sign of a lizard-tailed rooster has been carved into a keystone. Beneath the carving 
  stands a statue depicting a sea captain, the caption reading “MERLIK BONIFACES”. If some-
  one kneels before the statue in supplication, it slides aside to reveal a hollow cavity. A stone 
  slab left inside has been trapped with a fire trap (5’ range, 1d4+7 Hp, save vs. spell for ½). The 
  slab is unmarked, and was a mere cover for the real treasure, a stone tablet… but this treasure 
  is gone, and the only thing in its place is a forgotten silver signet ring with the crest of a two-
  tailed mermaid. 
  b) The sign of a dragon above the statue of a noble lady in courtier’s clothes (“FELICIA 
  BONIFACES”). Before the statue lies the bloated corpse of a half-orc in green pants, red 
  morocco leather boots, and a falchion in his silk belt. If someone kneels before the statue in 
  supplication, a poisoned blade strikes from the statue (HD 6, 1d4+3 Hp, save or die). 
  c) The sign of a six-legged panther above a decapitated statue, even its name struck out. If 
  someone kneels before the statue in supplication, it topples forward (save vs. petrifaction or 
  3d6 Hp). 
   
   
  
   
  35
   
   
  d) The sign of a mermaid (with a single tail) above a statue of a hooded figure (“ERGAN BON-
  IFACES”). If someone kneels before the statue in supplication, it breathes poison gas (save vs. 
  poison, primary and secondary effect 3d6 Hp). The secret door opens into the well (1/a). 
  e) Half-buried circular chamber. The sign of a skeleton above the statue of a stern-faced 
  knight (“KARNO BONIFACES”). If someone kneels before the statue in supplication, a pit 
  opens underfoot, sending all in a 10’x10’ area on a slide down into the crypt (23/c). 
  f) A massive, locked iron door with the mark of a skull enclosed within a hexagon, and pulsing 
  magical runes spelling out 
   (“DO NOT DISTURB”). Reading the 
  message detonates the explosive runes (6d4+6 Hp, no save for reader, others save for ½). The 
  air is unnaturally cold around the door, and listeners can make out faint whispers (“Felinooooor... 
  Felinooooor...”). 
   
  22. Crypt stairs: A trapped step down the stairs releases a swinging stone block (save vs. 
  petrifaction to avoid, 3d6 Hp). 
   
  23. Family crypt: Old musty smell, the damp walls are covered with black mould and soot, 
  and the floor is slick with puddles. There are sconces with burned-out torches, and ornate cof-
  fins (a rarity on the Isle of Erillion, where the dead are mandated to be buried in the Valley of 
  Barzak Bragoth). 
  The crypt is haunted by Felinor Bonifaces, the outcast of the family’s last generation, be-
  trayed by his brother Vitus, who had stolen his inheritance and honour, and left him buried alive 
  within this crypt. Felinor is quite mad, whispering “Give onto me one of yours, or I shall choose in 
  your stead...” However, he can be persuaded of a company’s good intentions, and will help them 
  in exchange for his freedom and eternal rest. His reprieve granted, Felinor will remove the spec-
  tral flame from his grave (d) and also entrust the company with a great Secret. 
  a) Two hooded statues bearing lanterns. Lighting the flames reveals the patch of green 
  slime lurking overhead. 
   
  
   
  36
  b) The statue of Roxana, Goddess of Death, with the symbol of the Silver Eye around her 
  neck, and a smile on her enigmatic face. A sign reads “GIVE A KISS, AND BY MY GIFT BE 
  KISSED”. Kissing the statue on its lips, roll 6d6 Hp. If the character’s Hp is below this amount, he 
  falls dead, and may never be raised. Survivors will learn a great Secret. Behind the barred and 
  locked gate, a reliquary holds items sacred to Roxana: a multitude of candles, three kneelers, a 
  300 gp candelabrum, and 2*450 gp gems as the eyes of a statue depicting a dead maiden. Any-
  one who steals from this room will be marked by the goddess on the forehead, and her disciples 
  will recognise such thieves as ripe for the harvest. 
  c) The sarcophagus of Merlik Bonifaces lies between two stone braziers. A sign reads: “A 
  STRANGER I CAME TO ERILLION, DEFIED QUEEN AND FOR LONG DEATH, RAISED A 
  TOWER TALL, AND BY THE HOUR MY WORK I FINISHED, MY REWARD IN PEACE AT 
  LAST I FOUND”. The sarcophagus has been broken open and looted, and only bones remain. 
  d) The sarcophagus of Felinor Bonifaces is guarded by a blue spectral flame, whose 
  touch acts as energy drain. Dispel magic, clerical turning, and similar devices only extinguish 
  it for a single turn. Inside lies the perfectly preserved body of a pale young man in modest 
  dark clothes with sootsilver jewelry (1100 gp). He holds a wand of dispelling (dispel magic, 
  14 charges) and wears a ring of wizardry IV. 
   
  Felinor Bonifaces, spectre: HD 6; AC 2; Atk touch 1d8 + drain; Spec +1 or better to hit, im-
  mune to cold and mind-affecting; ML 9; AL LE. 
  Hp 
  25 
   
  n E n 
   
  Saydir the Kassadian 
   
  Dread pirate Saydir the Kassadian plies the waters to the south of Erillion on a roundship, com-
  manding a crew of 80 men. He is allied to the Northman chief Skarlog Thane, and mercantile 
  interests within the northern provinces of the decaying Kassadian Empire. Saydir’s raids on ships 
  from Baklin and Gont have aroused the enmity of many, but he has always slipped away from his 
  pursuers. He maintains a base somewhere in the coastal area, and is a frequent sight in Knife-
  tooth, a freebooters’ stronghold located on a small island. When making landfall, Saydir brings 
  one mate and an expeditionary crew of 20 ashore.  
   
  Saydir the Kassadian: Fighter 8; AC 2 (chain, shield, Dex); Atk longsword +2 1d8+5 or 
  2*shortbow 1d6 or scimitar 1d8+3; Str 1847, Dex 16, Con 10, Int 12, Wis 9, Cha 13; ML 10; AL 
  LE; potion of healing, the dust of Khalil Azim, the dust of Yag Amnun, goatfoot boots (allows 
  great leaps but turns legs into goats’ feet), baggy silk pants, golden amulet 2000 gp (previously 
  an amulet of imprisonment within the Underworld, now out of charges), 350 gp. 
  Hp 
  40 
   
  Mates (Suladorn, Gaius, Sellon the Ox, and Skof the Rabid): Fighter 4; AC 4 (chain, 
  shield); Atk longsword 1d8 or scimitar 1d8 or dagger 1d4; ML 9; AL LE. 
  Hp 
  17 
   
  33 
   
  23 
  23 
   
  Pirates (squad of 20): Fighter 2; AC 7 (leather, buckler); Atk scimitar 1d8 or axe 1d6 or 
  dagger 1d4; ML 7; AL LE. 
  Hp 
  13 
   
  11 
   
  6 
   
  13 
   
  10 
   
  12 
   
  10 
   
  7 
   
  4 
   
  12 
   
  15 
   
  16 
   
  9 
   
  7 
   
  16 
   
  8 
   
  8 
   
  12 
   
  11 
   
  13 
  
   
   
   
  
   
  38 
   
  ycycycycycycycycycycy 
  
   
  Legal Appendix 
   
  This version of Echoes From Fomalhaut #01 is done under version 1.0a of the of the Open Game License, below, 
  by permission of Wizards of the Coast, Inc. 
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, 
  below. Open Game Content may only be Used under and in terms of the Open Game License. 
  Designation of Open Game Content: All text containing rules-related content within this book is hereby designated 
  as Open Game Content, subject to the Product Identity designation below. 
  Designation of Product Identity: The following are hereby designated Product Identity, as per section 1(e) of the 
  Open Game License: all artwork, illustrations and maps or other visual references, plot elements, description of 
  geographic features or areas, and all text not specifically designated as Open Game Content, or data derived from 
  OGL licensed material. 
   
  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. 
  1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative 
  Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modifi-
  cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be re-
  cast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product 
  Identity; (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures; 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of charac-
  ters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the asso-
  ciated products contributed to the Open Game License by the Contributor; (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) "You" or "Your" means the licensee in terms of 
  this agreement.  
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.  
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as ex-
  pressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are 
  Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  Echoes From Fomalhaut #01 © Copyright 2018 by Gabor Lux. All rights reserved. 
  Morale & Men © Copyright 2018 by Istvan Boldog-Bernad and Sandor Gebei. All rights reserved. 
  Artwork on the cover, pp. 5, 12, 29, 35 © Copyright 2018 by Denis McCarthy. All rights reserved. 
  Artwork on pp. 19, 22 © Copyright 2018 by Stefan Poag. All rights reserved. 
  
   
  40
   
   
   Helvéczia 
  n adventurous role-playing 
  game with stagecoaches, 
  wandering students, robber 
  knights, priests, Calvinist 
  troublemakers, never-do-wells, freedom 
  fighters, landsknechts, dames, devils, 
  muskets, and man-eating ravens.  
  ÈÇÈÇÈÇ â â â ÇÈÇÈÇÈ 
  â How to easily create heroes who might embark on wonderful & perilous adventures. 
  â How to save a pretty damosel from the ring of brigands threatening her, in such a 
  manner that we might depart through the window without suffering a single scratch. 
  â How to perform magic with the bleßings of the Mother Church and His Holineß 
  the Roman Pope, and how it is done without the same. 
  â How the forces of Heaven & Hell vie for the souls of men, what might happen to 
  one torn betwixt them, and why true salvation might  be found in  the  Holy Bible. 
  â How a gentleman paßes his time when he has naught else to do, and what follows 
  from this sort of idleneß. 
  â How to use the renowned Bitters of Mariazell, why the Eßence of Tokaj is a true 
  medicine, and why it is bad news to encounter the dreaded Threeyard Cat. 
  â How to play cards with the Devil, and how to extricate ourselves from the conse-
  quences of the game. 
  ~ â ~ 
  â A most affordable PDF edition; an attractive hardcover; and a sturdy & practical 
  Boxed Set whose riches will astound & delight Owner & friends alike. 
  â A range of support materials, including adventure scenarios, regional supplements, ref-
  erence screen, maps, rogues’ gallery &c. 
  â Featuring the tried letters of Nicholas Misztótfalusi Kis & several excellent illustra-
  tions by past masters. 
  ÈÈÈÈÈÈÈÈÈÈÈÈÈÈÈÈÈÈ 
  ââ C O M I N G ! â C O M I N G ! â C O M I N G ! ââ 
  ÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇÇ
   
  
   
  (This page intentionally left blank) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   Prestigious Plunder  
   
  2003 
  EMDT 1 – The Garden of al-Astorion + 
  2008 
  EMDT 2 – SWORD & MAGIC 
  EMDT 3 – MONSTERS & TREASURES 
  EMDT 4 – GAMEMASTER’S GUIDELINES 
  EMDT 5 – The Temple of Pazuzu (+) 
  EMDT 6 – Black Blood + 
  EMDT 7 – Sacrificial Lamb # 
  EMDT 8 – Broken Wastes + 
  EMDT 9 – The Unholy Secrets of Protoros # 
  EMDT 10 – Strabonus + 
  2009 
  EMDT 11 – The Menestratos School # 
  EMDT 12 – Sea Lords + 
  2010 
  EMDT 13 – Molonei + 
  EMDT 14 – Isle of the Water Sprites + 
  EMDT 15 – City Encounters # + 
  2011 
  EMDT 16 – Towards Fomalhaut + 
  EMDT 17 – The Temple of Torments # 
  EMDT 18 – The Barbarian King + 
  EMDT 19 – The Main Cities of Fomalhaut I. (+) 
  EMDT 20 – Sea Demon + 
  EMDT 21 – City Encounters II: The Nocturnal Table 
  EMDT 22 – In the Name of the Principle! + 
  EMDT 23 – Below the City + 
  EMDT 24 – Oolar’s Time # 
  2012 
  EMDT 25 – The Blood Drinkers of Yukum # 
  EMDT 26 – Khosura: City State of the Four Myst. + 
  2013 
  EMDT 27 – Trials on Tridentfish Island 
  EMDT 28 – Feathers of Fire # 
  EMDT 29 – The Ghost City of Arun-Kha # 
  EMDT 30 – The Tower of Manistrid # 
  EMDT 31 – Tempest Dreams # 
  EMDT 32 – The Burial Chamber of Carnaic Arnoc # 
  EMDT 33 – Ratcatcher # 
  EMDT 34 - HELVÉCZIA 
  EMDT 35 – GAMEMASTERS ALMANAC 
  EMDT 36 – Ammertal and the Oberammsbund 
  EMDT 37 – The Accursed Cellar 
  EMDT 38 – Slaughter in the Salt Pits + 
  2014 
  EMDT 39 – Curious Marriage # 
  EMDT 40 – Until Dawn 
  EMDT 41 – Ill-Gotten Merchandise 
  2015 
  EMDT 42 – The Cloister’s Secret # 
  EMDT 43 – The Serpent Girl and Other Stories # 
  EMDT 44 – The Fools’ Feast at Fürochen # 
  EMDT 45 – The True Weapon Cache for the Helvetians’ 
  Delight #
   
  # Indicates title written by guest author 
  + Indicates title available in English 
  Q Q Q 
   
  Table of Contents 
   
  Bazaar of the Bizarre ……………………………… 2 
  The Rules of the Game …………………………… 4 
  The Singing Caverns ……………………………… 5 
  Philtres & Dusts …………………………………… 21 
  Red Mound ……………………………………….. 24 
  Morale & Men ……………………………………. 27 
  The Mysterious Manor ………………………….. 28 
  Varia ……………………………………………….. 37 
  FIJH
  
SOURCE: textdata/thevault/EMDT First Hungarian D20 Society/Echoes From Fomalhaut/Echoes From Fomalhaut #01/EMDT46 Echoes From Fomalhaut #01 Beware the Beekeeper!.pdf