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Only for use with Upon the Northern Isthmus campaign setting, any other campaign setting can result in death and dismemberment.

Special Thanks to Andrew Kelley, Eva Klyn.

Rumors

There are no rumors of this place. The only way to know of it is to stumble upon it.

Floor 1

Room 1 Entrance

Looking down one could see a dust covered stone floor. It is a 15’ drop to get down there. Upon first entrance to the hole there is a 1-in-12 chance of a rival adventuring party is also at the entrance. Upon exit, and no other adventuring party has been encountered there is a 1-in-3 chance the rival group is there. No group is interested in sharing the treasure.

The rival party is called the Wolves of Brenhald made of 1d3+1 members chosen from the list below.

1d8 Wolves

  1. Luule the Moonlight Whisperer (1st level wizard)
  • Looks: Wears a bright yellow but tattered skirt.

  • Desires: Finding information on the disappearance of elves.

  • Verbal Mannerism: Gives a dove coo laugh at strange times.

  1. Hargar Copperhead (2nd level thief)
  • Looks: Wiry, bright ginger hair, front teeth turned inward.

  • Desires: Has no true allegiance, can be essayed with money.

  • Verbal Mannerism: pauses and hmms before answering questions.

  1. Eanolt Orator of the Cycles (3rd level cleric)
  • Looks: Shaved head and deep set green eyes.

  • Desires: To learn of the second cycle above all else.

  • Verbal Mannerism: Always asks probing questions.

  1. Thund the Quick (2nd level fighter)
  • Looks: Lyeblond hair revealing brown roots, a crooked broken nose.

  • Desires: Wishes to gain a magical weapon as bragging rights.

  • Verbal Mannerism: Nervously stammers.

  1. Bero the Fox (2nd level fighter)
  • Looks: Wears many silver rings and a braided silver chain.

  • Desires: To not be here and instead be comfortably drinking.

  • Verbal Mannerism: Constantly interrupts others.

  1. Alsar the Brave (2nd level fighter)
  • Looks: Wears a stark white wolf pelt.

  • Desires: To amass enough power to become a conqueror king of the entire isthmus

  • Verbal Mannerism: His speech has an infectious confidence.

  1. Theobald (1st level fighter)
  • Looks: Messily cut raven blue hair, a shield bearing a boar’s face.

  • Desires: To arm the boar clan.

  • Verbal Mannerism: Shockingly deep voice.

  1. Atte (1st level fighter)
  • Looks: Crazed eyes with dark bags underneath.

  • Desires: To crack heads as he was hired to do.

  • Verbal Mannerism: Doesn’t speak.

Room 2 Mural Room

A mural depicting a group of elven warriors slaying a boar headed lindworm sits hidden under a layer of dust. Rich red blue and black paints depict a scene of it tearing through a village before a group of 8 hunt it down. Only those who take the time to wipe away the dust will see it.

Room 3 Root Room

Tree roots burst through the ceiling and into the floor below. This room smells distinctly of dirt compared to the must of the rest of the complex. The roots fill up the entire room and are too tightly packed to navigate around.

The roots are too rich with water to burn. Anyone with an axe can hack through the roots, it takes 2d4 combined turns of work to clear a passage.

Room 4 Badger Den

A badger has set up residence in this room. Its three cubs are young, and a mother badger is not willing to let any humans near her cubs.

BX Badger: HD 2, ATK Claw X 2 (1d6), AC 7[12] (protective fur); MV 120’[40’]; SV D– 12 W–13 P–14 B–15 S–16; thac0 16[+3]; ML 11; XP 70

Special: due to their ferocity the badger fights as if an HD 4 creature.

DCC Badger: Init +3; Akt Claw +4 Melee (1d6); Crit M / d10; AC 12 (protective fur); HD 2d6 +1; MV 40’; Act 1d20; SP crits as HD 4 creature, +9 Bonus to morale checks; SV Fort +3, Ref +2, Will +0, AL N.

Room 5 The Brazier

A small brazier sits central in the room, the ashes are as cold as can be, no fuel lies in there.

A nearly invisible crack in the construction of the wall can be found on the western wall. Although there is no obvious mechanism of opening the wall up

Anyone who slowly pours beer into the brazier while it’s lit will open up the western wall via methods unknown.

Inside the western wall is a small room, with hardly any dust in it, and a sword sitting on a pedestal. The sword is made of a cough but clear crystal. The walls are painted with vibrant red paint in geometric patterns like the ones berserkers paint themselves with.

The Crystal Sword: +1 Bastard Sword. The sword is +3 against lindworms. The sword does not communicate verbally but it gives telepathic urges to the wielder. If the wielder ever flees from a lindworm it will attempt to take control of the wielder and slay the worm. If the wielder manages to succeed the check the sword refuses to be used by someone as cowardly as this, and becomes a -1 sword until the wielder engages in combat with the lindworm.

Room 6 The Ghosts

Four apparitions rise up from the floor, creating a wall fo darkness in the narrow hallway. They are mere shadows in the shape of women with spears, their eyes glow a terrible and piercing green. All hirelings must test morale.

If anyone can speak elvish then the ghosts turn to them and speak one word, corruption. The spirits dissipate soon after this.

Room 7 The Molded

Four skeletal figures coated in pulsing red and white mold shamble about in the dusty room. They hate everything living they see but can hardly remember something they cannot see.

BX Molded: HD 3; ATK Boney Claw (1d6); AC 10; MV 45’[15’]; SV D– 12 W–13 P–14 B–15 S–16; thac0 17[+2] ML 12; XP 35.

Special: Molded always go last in combat.

DCC Molded: Init Always last; Atk Boney Claw +3 Melee (1d5+1); Crit M / d8; AC 10; HD 3d8; MV 15’; Act 1d20; SV Fort +3, Ref -4, Will -1; AL N.

Room 8 Activated Trap

From the ceiling a crude wooden construction has swung down, bearing a terrible bloodsoaked spike on the end. The business end was aimed northwards, and a blood trail leads from the spike to the south.

Room 9 The Corpse

A plain old man lies face down on the flood, dead and rotting. Blood has pooled and dried on his abdomen, flipping him over reveals a massive gaping wound. On his person are bloodsoaked pages of paper, too drenched to read whatever was on them.

Room 10 Workshop

Chunks of stone sit in the room alongside nearly prepared books. These dozen books talk of formulas of the body and the wonders of the first cycle. Each book is worth 30 gold to a mage.

Room 11 The Hurried Camp

A small camp made of a bed roll and an iron cooking pot sits in the center of the room. The stone is burnt from the fire and smoke marks the ceiling. Stores of food can be found:, mostly dried meats, hard bread, and heavily salted butter. There are a few barrels of pickled fish and foots as well as water for drinking and desalting the butter.

Room 12 The Incomplete Man

On a table sits a collection of rough hewn stone limbs. In the center is a stone torso sitting there hollow. There is no head to be found.

Room 13 Stairwell

A small spiral staircase leads down to the pitch black. A single stone a third the way down is loose.

Attempting to run up or down the stairs will set the stone free, requiring a BX Dexterity Check/ DCC DC 9 Agility check to avoid tripping.

Floor 2

Room 14 Als

In the middle of the room is a young man, maybe 20, He is pale with many freckles, and curly brown hair. He goes by Als.

When burials are not done properly, and the bodies are left to be consumed by the scavengers what remains is a vampire, a rail thin creature covered in sickly patches the furs or feathers of what consumed them. However, they hold on to an illusion of what they were before. Their hunger cannot be quelled, but they hold on to enough wit and humanity to hide their true intent. They can turn into their consumers form by donning and doffing a coat made of their furs or feathers.

Als is a vampire. He claims he just discovered the hole while wandering in the woods. He waits until everyone’s guard is down till he strikes.

His coat is not with him.

BX Als the Vampire (Raven: HD 5; Atk Claws x 2 (1d8); AC 6[13] (agility); MV 120’ [40’]; SV D– 10 W–11 P–12 B–13 S–14; thac0 15[+4]; ML 12; XP: 300.

Special:

Undead: Makes no noise. Immune to poisons and mind altering effects.

Illusory Nature: The vampire’s true desiccated and consumed form is hidden, until harmed by silver or gold weapons. Elves have a 1-in-12 chance of noticing the illusion but not seeing past it.

DCC Als the Vampire(Raven): Init: +3; Atk: Claw +5 melee (1d8); Crit U/d10; AC 13 (agility); HD 5d12; MV 40’; Act 1d20 + 1d20; SP Undead Traits, Illusory Nature, Random Trait: SV Fort +3, Ref +6, Will +5; AL C.

Undead Traits: Entirely Immune to paralysis, mind altering spells, cold damage, and critical hits.

Illusory Nature: The vampire’s trie desiccated and consumed form is hidden, until harmed by silver or gold weapons. Elves may make a DC 17 Will save to notice there is an illusion but cannot see past it.

Random Trait: Roll a random boon and bane for the vampire.

Boon

  1. Lunar Strength: The vampire resists all damage during a full moon.

  2. Decaying Touch: All projectiles fired at the vampire are destroyed, melee weapons have a 12% chance of rusting beyond use unless silver or gold.

  3. Serrated Claws: Attacks inflict cause the victim to bleed profusely, loosing 1hp per round unless bandaged up. Clerics may heal a up to 1 point of bleed her HD of a Lay on Hands result.

  4. Flight: The vampire flies at 80’.

  5. Graven Touch: The claw attacks deal an additional 1d4 cold damage.

  6. Grasp of Death: The vampire has a strong grip, making grapple checks with a +15.

Bane

  1. Decayed: Any time the vampire suffers 7+ damage in a single blow they suffer an additional 10.

  2. Easily Turned: Clerics gain a +1d bonus to turning the vampire.

  3. Riverbound: The vampire cannot cross flowing water.

  4. Tethered: The vampire cannot move more than a mile from the dungeon.

  5. Light repulsion: The vampire cannot move within 5’ of fire light.

  6. Daytime Weakness: The vampire suffers double damage during the day.

Reaction:

2 Feigning Fear

3-5 False Suspicion

6-8 Confused, but excited.

9-11 Eager Collaboration

12 Feigning Gratitude for Saviors

Room 15 Coffin Room 1

A room with 4 coffins made of black stone. Inside the coffins are the dried up remnants of elves. In their hands are bronze spears all too decayed to be of any use.

Room 16 Fungal Room

Fungus grows thick on all the walls, anyone with an uncovered face entering must make a (BX) Save Vs Poison/ DCC DC 14 Fort Save or begin coughing. In the center is a giant skeleton of a lindworm, covered in streaks of red and white mold that gently sways in the air. The entire thing pulses slowly, one need not cast detect evil to feel the malice laid bare here.

Upon death those that coughed will rise again in 1d3 weeks as molded over husks of themselves, unless killed by fiery means or cremated.

Room 17 Coffin Room 2

A room with 4 coffins, a layer of white slime mold coats the floor, gently pulsing. All of the coffins are overturned, a red mold grows on the inside. No corpses can be found but the remnants of broken weaponry can be found.

Room 18 Trapped Troll

A troll named Pine upon the Hill is trapped in this room. He is loxheaded and has grown too large to ever leave this room. He longs to see the moon once again, he longs for freedom. He will answer any question as long as the person promises to help them escape somehow. Only a fool would break a promise with a troll.

A few questions and answers.

Q: What is this place?

A: This is the tomb of the 8 elf riders, the slayers of the maw of greed.

Q: How old is this place

A: It was built at the dawn of this cycle, when elves still walked amongst the trees.

Q: Do you know what happened to all the elves

A: No.

Q: How long have you been here?

A: I have been trapped for 300 years.

Q: Why should I trust what you say?

A: You have no reason to.

Q: What is with the dead man up stairs? Or the stone man?

A: I do not know.

The trolls can be freed by mundane means with 8 combined months of excavation works.

Room 19 River of Vermin

From the cracks in the wall a flow of centipedes creates a river along every surface of the hallway. Movement rates inside the swarm are halved. Staying inside the swarm inflicts 2 damage per round, as the vermin consume the victim. The centipedes will not come within 10’ of a torch or lantern.

BX Casting a reversed version of Insect Plague will cause the centipedes to crawl back into the cracks from which they came.

Any character with a phobia of insects must make a Save Vs Spell or be paralyzed with fear.

DCC Casting a reversed version of Vermin Blight will create a 30’ radius area free of the centipedes with a spell check result of 18-19, a 40’ radius at 20-23, and totally dissipates the swarm at 24+.

Any character with a phobia of insects must make a DC 15 Will save or be paralyzed with fear.

Room 20 The Pedestal

Vermin flow in through the opening to the hallway. They swirl around the center in a spiral before delving back into the earth from the cracks in the masonry. In the center is a black stone pedestal with a vase atop it. Getting close one can see the world serpent caved into the pedestal, it’s cold to the touch. Inside the vase is a blue heart, unbeating. Placing it inside the incomplete man will bring it to life.

Room 21 Spring

Water bubbles up naturally from the ground here, channeled into a small waterfall into a pool. The water is clear and beautiful. Seven golden moons line the walls, each worth 30 gp. Taking even a single moon stops the natural fountain.

Room 22 The Alcove

A collapsed hallway with a raven feather cloak sitting limply on the floor. It is not covered in dust. It belongs to Als the Vampire. Without it he will not be able to transform into his bestial form.

Room 23 The Map Room

In the center of the room is a large stone carving of the surrounding area. It is a finely carved thing even taking into account the topography of the mountains. To the proper buyer it’s worth 150 platinum pieces and weighs 1000 coins.

Room 24 The Pool

Roots peak in through the ceiling and down into calm water below. Around the rim of the pool are carvings of the lunar cycles.


Texts and images are published under the Creative Commons Attribution-Sharealike 4.0 international (cc by-sa 4.0) license.

All sales will be used to publish an eventual print run. Monetary support is not require but play reports are much appreciated.

Published 3 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(7 total ratings)
Author500poundsofnothing
Tagsbx, dcc, dungon, module, Norse, viking

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