TEXT:   FA1 
  Adventures in Filbar 
  By Frank Schmidt 
   
   
   
  Fens of Malack 
   
  An adventure setting based in the Filbar campaign for any 
  number of characters of any level. Part of the Filbar 1st/2nd 
  edition series it is Playable in any campaign with Minor 
  modifications! 
   
   
  Exclusively at www.RPgnow.com 
  
  Fens of Malack 
   
   
  Players Background:  
  The foothills around Spire Rock run next to the Fens of Malack and Gossling 
  River. This foul swampy area is the home to various and sundry creatures with 
  no love for humans. Large reptiles inhabit the swamp along with spiders and 
  avian life in abundance. The ground is soft and murky and quite uninhabitable. 
  Malack was, by most accounts, a rather insane fighter who felt that the area 
  would be a good spot to start his “kingdom”. After several failed attempts to 
  build a fortress, he succumbed to a fever and hasn’t been seen since last year. 
  The people of Tomore never understood why Malack chose a swamp to build a 
  fortress but did confirm that he was most likely insane.  
   
  DM Background: 
  Spire Rock is the largest peak in the Spire Hills region northwest of the village of 
  Tomore.  It is a dormant volcano and towers above the foothills surrounding it. It 
  is a dangerous climb, however once in its lofty reaches, the view goes for miles. 
  Caves dot the formation with a variety of different inhabitants. Rumors abound 
  that Dragons or Griffons call Spire Rock home but these are mostly unconfirmed 
  reports by ale-ridden adventurers who boast a lot.  
  The foothills that surround Spire Rock are also home to many monsters of 
  magical and human/humanoid kind. It is said that the bandits of the North Road 
  have an encampment in the foothills, but no one who has ventured forth has 
  returned to provide answers. The foothills are standard rocky terrain with no 
  extra modifiers to travel.  
  The fens however will slow travel by a factor of ½. The swamp area is covered 
  in water and a muck that makes travel arduous to say the least. Initiative will be 
  at -1 for those that don’t have some type of free action capabilities. The cattails 
  in the swamp grow to approximately 6’ tall and do inhibit vision. The party will 
  NOT be able to surprise anything in the swamp. 
   
  
  Tomore Rumor Listing: 
  1. Malack Spotsdam is a crazy sorcerer and has a magical storehouse in the fens 
  2. Dragons fly around Spire Hills and steal children in the night 
  3. A group of evil gnomes are hiding in Spire Hill 
  4. Caravan bandits are hiding in the hills around Spire Rock 
  5. Goblins have been stealing cattle from the farmers and are hiding in the fens 
  6. The world’s largest alligator lives in the fens and eats everything it sees 
  7. A giant alligator lives in the swamp and is called “Old Squinty” 
  8. An abandoned Dwarven gold mine are in the foothills of Spire Rock 
  9. The Fens of Malack are named for a crazy old fighter trying to build his castle 
  there 
  10. 
  A 2-headed ogre is in charge of the bandit raiders not Genghis Torad 
  11. 
  Genghis Torad is the leader of the caravan bandits.  
  12. 
  Dragon eggs would be great to eat…an omelet fit for a King! 
  13. 
  I wonder what you could make out of a giant alligator skin 
  14. 
  The caravan bandits are goblin warlords 
  15. 
  The dragon on the spire breathes poison gas and not fire 
  16. 
  Troglodytes rule the swamp and kill everyone who enters the fens 
  17. 
  Genghis Torad is actually from the free cities and is a spy 
  18. 
  Wolves abound in the foothills around Spire Rock 
  19. 
  Trolls come out of the swamp at night and eat the sheep 
  20. 
  The bandits are normal men nothing more nothing less 
   
  Wandering Monsters  
  Swamp area (1 or 2 on a d8) and the hills are (1 on a d6) 
  1. Bug swarm 
  2. Pop up shower 
  3. 1-10 Goblins -- AC6 HD 1-1 HP 6, 5, 5 #AT1 D 1-6 
  4. Strange half man/half ape runs through the area but can’t be caught 
  5. 1-2 Wolves -- AC7 ] HD 2+2 HP 14 #AT1 D 2-5 
  6. 3-6 Gnolls -- AC 5 HD 2 HP11 #AT1 D2-8 T 25gp ea. 
  7. “Dragon sighting” flying high in the clouds 
  8. 2 Bugbears -- AC 5 HD 3+1 HP 22 #AT1 D 2-8 T 50gp ea. 
  9. Wererat -- AC6 HD3+1 HP 24 ea. #AT1 D 1-6 SA hit only by silver/magic  
  10. 
  2-8 Orcs -- AC6 HD 1 HP5 #AT1 D 1-6 (short sword) 
   
  
  A.  Old Squinty 
  The cattails in this area seem to be amiss with a higher proportion of water than 
  muck. This seems to be a small pond area. Several alligators can be seen swimming 
  back and forth. 
  DM: This pond is the home to “Old Squinty” the giant alligator of the swamp. Old 
  squinty won’t make be noticeable until the party has engaged in combat with 
  several of the regular sized alligators as he is aware of, despite his animal brain, 
  that if the party is surprised he has a better chance of winning. Old Squinty will wait 
  until the party is engaged with two or more of his congregation/pod members then 
  he will attack. The pond itself is only 3’ deep in most of the areas but will be quite a 
  hazard if engaged with the reptiles. There are 4 other alligators present. 
  MONSTER: Old Squinty AC 4 HD 7 HP 52 #AT 2 D 3-18/2-20 
  MONSTER: Alligators (4) AC 5 HD 3 HP 22 #AT 2 D 2-8/1-12 
   
   
  B.  Domain of Malack Spotsdam 
  A tattered red pennon flies in the distance of the swamp which leads to a small 
  clearing. Upon entering the clearing a ramshackle unfinished structure is present. 
  From appearance it looks as though it was the start of some kind of fortress 
  structure although even that is a remote guess. Hanging from one of the higher 
  timbers by a leg is a human skeleton with carrion birds pecking at what’s left of the 
  corpse. On the ground below is a shield covered in mud. Under the shield are some 
  eggs. 
  DM: This structure was the start of Malack’s castle which was a disaster from the 
  start. Malack was insane to start and his illness grew worse the longer he stayed in 
  the swamp. With the fever consuming him Malack was still trying to build his castle. 
  The fever affected his balance and he fell off the structure hanging upside down. 
  The current resident of his domain found Malack defenseless and with one poisoned 
  bite ended the rain of Malack. A +1 Shield is still in good shape but his long sword 
  has succumbed to the elements. The structure is made of loose rotting timber and is 
  quite unusable.  
  
  The eggs under the shield are from the huge viper that has decided to live in this 
  area. It has quite a nasty temperament and a worse bite. The snake will attack the 
  first to disturb her nest and eggs and will not back down. 
  MONSTER: Giant Viper AC 5 HD 4+2 HP 32 #AT1 D 1-3 + Poison ½ damage 3-18 
   
   
  C.  Bandit Camp 
  A cave opening sits on the rise and is somewhat noticeable amid the brush 
  attempting to cover it. Footprints in the dirt show that this area has had a high 
  amount of foot traffic. 
  DM: This small cave complex is the home to Genghis Torad the bandit outlaw and 
  his group. They have not had any serious threat to their livelihood at this point so 
  they haven’t bothered to post guards on the outside of the cave. If several forays 
  are attempted at this area guards will be present which will be deducted from the 
  total number of bandits. The complex is detailed below. 
  The caves are all soft limestone and are naturally made with very little manmade 
  assistance. Some furniture exists although for the most part this is an outlaw cave 
  complex and their life is difficult to say the least. Torches are lit throughout the 
  caves. 
   
   
  1. Bandit Quarters 
  This 30 x 40 cave is quite Spartan with bedrolls on the damp dusty floor. Present are 
  five unkempt angry looking bandits. 
  DM: This first area is a sleeping chamber for some of the bandits. Anything of value 
  is kept on their person as even bandits don’t trust each other as far as their eyes 
  can see. There are five bandits in ring mail present. Each will have the same ‘value’ 
  amount of treasure as it is divided equally on raids. Each bandit will have some type 
  of jewelry, gemstone, and coinage to augment their wealth.  
  MONSTERS: Bandits (5) AC 5 HD F3 HP 26 ea. #AT1 D 2-12 
  
  2. Armory 
  This 30 x 30 cave contains a large cache of weapons. It appears to be the armory. 
  DM: This cavern is used for extra weapon storage taken from raids on the caravans. 
  It has several weapons available for the bandits to use in the event that their armor 
  and weapons fail on them. The weapons can be resold if taken to market. Most are 
  in good shape and quite usable. 
  The weapons cache consists of 2 short bows, 50 arrows in 4 quivers, 3 short 
  swords, 2 long swords, 4 heavy crossbows, 15 bolts, 3 bucklers, 7 daggers, one suit 
  of Elven sized chain mail, 20 spears, and a coil of 100’ of rope. There is also a small 
  cart present with blood on it. There are no guards present. 
   
   
  3. Kitchen 
  This large cave holds a few tables and two large cooking pots. Wildlife hangs from 
  the walls off spikes driven into the stone. Four large ‘bandit-y’ types are present 
  attempting to prepare food. 
  DM: This area doubles as kitchen and food storage for the complex. The four bandit 
  cooks enjoy throwing their hatchets and knives before closing on any attackers. 
  Aside from the foodstuffs pillaged and hunted there is nothing of value in this area. 
  MONSTERS: Bandits (4) AC 5 HD F3 HP 26 ea. #AT1 D 2-12 
   
   
  4. Bandit Quarters 
  This 30 x 30 chamber has bedrolls and blankets on the floor and has 5 angry looking 
  armed men in it. 
  DM: This is another bandit quarter room. Five more bandits reside here and will 
  attack with everything they have. Their treasure is similar to the bandits in area #1. 
  MONSTERS: Bandits (5) AC 5 HD F3 HP 26 ea. #AT1 D 2-12 
   
  
  5. Bandit Quarters 
  Bedrolls and blankets are aplenty in this chamber too. This cave has six bandits. 
  DM: The third and final general bandit quarters are located in this area. Much like 
  #1 & #4 they are ill tempered and smell.  
  MONSTERS: Bandits (6) AC 5 HD F3 HP 26 ea. #AT1 D 2-12 
   
   
  6. Genghis Torad 
  This cave is larger than most and it seems to sit lower in the hills but is dry. There is 
  a cot, table, 5 chairs and a large iron chest in this room. The walls have several 
  wanted posters that you have seen indicating a reward for Genghis and his bandits. 
  They have apparently been stealing them as well. There are four well-armed bandits 
  in this area.  
  DM: This is the personal chamber of Genghis Torad and the amassed booty of the 
  bandit tribe. The four bandits are reviewing maps of the area and are attempting to 
  scout out a better source of income. Among the piles of paper is some kind of letter 
  discussing “The alliance” but it has had wine spilled on it and is mostly unreadable. 
  The chest is locked and trapped with a poison needle trap D 2-24 with poison at -1 
  save. The poison will incapacitate any victim of it for 1-4 days. The key to the chest 
  is around Torad’s neck. It contains 400gp, 2000sp, 4 gold rings valued at 25gp, 
  35gp, 75gp, and 120gp <ruby inset>. There is a necklace of opals valued at 300gp. 
  A small wooden box contains two potions. One is healing and one is invisibility. 
  There is a silver vanity set <mirror, brush, comb> valued at 200gp and a silver 
  serving set worth 220gp. Behind the chest are three rolls of cloth worth 35gp each 
  and 3 casks of ale with the mark of Sag Hon from the Griffin’s Head Inn at Xer. Each 
  cask has a 50gp value. Torad’s head will fetch 1000gp while each of his bandits will 
  fetch 25gp. For the squeamish only ears would be needed from the bandits. 
  MONSTER: Genghis Torad AC 3 HD F6 HP 43 #AT 2 D 2-8/2-8 +1 (+1 broad sword) 
  MONSTERS: Bandits (3) AC 5 HD F3 HP 26 ea. #AT1 D 2-12 
   
   
  
  D.  Giant group 
  Following a small plume of smoke you climbing up the hillside and have reached 
  a small plateau with an inset depression ringed by high rock. Below in the 
  depression you can see two giants around the area apparently taking a break 
  from travelling. To visualize the depression you can imagine a few dungeon 
  rooms with the ceiling removed. The trail you are on slopes down into the 
  depression then slopes back up to the North to continue the hillside climb. 
  DM: This travelling group of giants is attempting to deliver a message for the 
  alliance to garner support from other groups of humanoids. They have witnessed 
  the bandit group perform raids and have already solicited their group to join. 
  They have heard of the dragon that lives on Spire Rock and are headed there to 
  see if it is interested in joining the alliance. 
  The largest of the giants contains coded paperwork with the insignia of the 
  alliance. Inside the backpack containing the paperwork are a bag of gemstones 
  worth 880gp that the giants have been using for goodwill gestures as a join up 
  payment. The x’s are loose rocks (function as traps) that cause 1d4 of damage.  
  MONSTERS: Hill Giants (2) AC 4 HD 8 + 1 HP 40, 45 #AT1 D 2-16 
   
   
  E.  Spire Rock Wyvern 
  Spire Rock is a large dormant volcano that stands above the foothills. The way 
  up appears to be a very perilous journey with only a single file ascent up the 
  surface. Some spots appear to be damaged and may lead to a large fall. Several 
  cave entrances are visible on the climb up.  
  DM: There are several cave openings in Spire Rock but only one of them has 
  anything more than birds residing in it and that is near the top. Multiple dexterity 
  checks are in order to ascend Spire Rock. Tying everyone together will yield 
  positive results and reduce potential damage from falls.  
  Upon entering the lair of the Wyvern it should be noted that a thick layer of 
  cobwebs exists all the way to the main cave. The spiders that have made such a 
  thick blanket exist but they are nothing the adventurers need to worry about. 
   
  
  1. Dead adventurer 
  This small cave has a vortex of cobwebs going up into the darkness. A small 
  figure can be seen on the cave floor covered in webs. 
  DM: The body is that of a gnomish adventurer that perished from his efforts to 
  get to this spot. He was set upon by harsh wildlife before he entered the 
  complex and died from his wounds. The spiders have covered him in their webs 
  and have been slowly eating him. In his backpack is a +1 axe and 210gp. 
   
   
  2. Wyvern Cave 
  This large open at the top cavern is the core of the dead volcano. A huge broken 
  stalagmite stands in the center of the chamber and atop of it is a large 
  dragon…staring at your party. Bones litter the floor area and then it speaks to 
  the party  
  “Welcome brave adventurers please…..do come in.” 
   
  DM: This chamber is the hollowed out remains of the Spire Rock. The Wyvern is 
  able to fly out of the top of the mountain when it feeds or rampages and enjoys 
  its high perch in Spire Rock. The Wyvern is a female and has laid eggs in area 
  #3. Her mate has not returned in several months and is believed to be dead. For 
  game purposes it can be dead or it could have joined the alliance as a spin-off 
  adventure.  
  The Wyvern will fight to protect herself and her eggs attempting to keep the 
  adventurers away from area #3. If they move in that direction add +1 to attack 
  and +2 to damage from rage. If the party appears to be too strong she will 
  barter for their departure but will not surrender her eggs. 
  The water leading to #3 is chest deep on a human being and if an attempt is 
  made to escape through the route adventurers will discover that the muck below 
  the water slows their progress by 50% giving the Wyvern ample attack time. 
  MONSTER: Wyvern AC 3 HD 7+7 HP 60 #AT 2 D 2-16/1-6  
   
  
  3. Nest of the Wyvern 
  Amid a pile of coins is a Wyvern nest containing three very large tan colored 
  eggs. The area itself appears to be a tight fit for the Wyvern but a cozy one to 
  nurse her eggs. 
  DM: This is the nest of the Wyvern and also its area to house treasure. The eggs 
  can be harvested for eating or selling at 500gp each assuming they can be taken 
  down the mountain. A pile of coins total 400 gp, 1000 sp, and 12 gems of 
  various values totaling 350gp. There is also a full sized suit of plate mail. 
   
   
   
  
   
   
   
   
  
   
   
   
   
   
  
   
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FA1 Fens of Malack (Filbar; 1-2e).pdf