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FP1 False Promises (Basic, BX)

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0% found this document useful (0 votes)
12 views

FP1 False Promises (Basic, BX)

OSR

Uploaded by

magicsales38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FP1 TSRS 2501

False Promises
An Adventure for Character Levels 1-3
By Thom Wilson

An Old School ThrowiGames LLC


Adventure for Old 103 Route 7 South
School Games! Falls Village, CT 06031
Contents Legal and Notice
Copyright © 2014 by Thomas R. Wilson, throwigames.com. All
rights reserved worldwide. May not be copied or distributed
Introduction 1 without prior written permission with the exception of personal
roleplaying use.
Prepare 1
Special Guidelines 1
Adventure Background 1
TSRS2501, 1st Printing, November 2014
Play 3
Leaving Bordovia 4
Gresdalia 4
Optional Road Encounter 6
Harkanan 6
Kwaltast 7
The Mine 10

Wrap Up 11
Optional Ending 12
Bwiltist, the Mountain Retreat 13
Tomb of the Mad King 13

Appendix 15
New Monsters, “Red Slime” 15
New Magic Items 15
New Spells 16
Foe Statistics 16

Illustrations and Maps


Final Battle, by Lucas Pandolfelli front cover
Baron Wyrmbul, by Lucas Pandolfelli 3
Sivonan Map, by Thom Wilson 4
Gresdalia Map, by Thom Wilson 5
Harkanan Map, by Thom Wilson 6
Warehouse Rats, by Lucas Pandolfelli 9
Burial Crypt Finale, by Lucas Pandolfelli 11
Goblin Lair Map, by Thom Wilson 12
Bwiltist Retreat Map, by Thom Wilson 13
Tomb of the Mad King Map, by Thom Wilson 14
Thringalesh’s Temple Map, by Thom Wilson 16
Kwaltist Mine Map, by Thom Wilson 17
Kwaltist Town Map, by Thom Wilson 17

Special Thanks
Benjamin Wilson: playtester
Christian Logue: playtester
Dom Caiati (Rogue Creative): ThrowiGames logo
Efraim Hermes: playtester
Elijah Leffingwell: playtester
Jeremy Kaminski: playtester
Lucas Pandolfelli: illustrator
Malcolm Scott: playtester
Tracey Wilson: editing, feedback, tireless support
Special Guidelines Needed
This adventure requires only the basic roleplaying books from the
False Promises 1980’s. No additional user-developed or special guidelines are needed
An easy adventure for 3-5 adventurers (levels 1-3). to run this adventure.

Adventure Background
Everyone in Sivona and neighboring provinces knows of Thrinbor, the
Introduction god of the Dwarves. The Mountain Father has been worshipped by
False Promises is the first Throwigames campaign series released for the that stout race for as long as anyone remembers. Nearly forgotten by
classic roleplaying systems of the 1980s. It is designed for three to five all but the holiest of clerics and wisest of their race, is Thrinbor’s twin
adventurers of first to third level – the encounters found herein should
brother, Thringalesh. Unlike is neutral brother, Thringalesh was an
be very challenging to a small group of players.
evil and vile creature, created by an unholy union of god and mortal,
and was grossly deformed at birth. As he matured, he blamed the
The contents of this book are broken into four sections: Prepare, Play,
mortal world for the unfairness of his life. Although he aged in
Wrap Up and Appendix. The Prepare section provides all the necessary
details and background for the GM to get ready to run the adventure. physical appearance as a mortal would, he maintained a god-like
The Play section details individual encounters, puzzles and challenges youthfulness combined with immortal abilities.
that the player will likely face. In the Wrap Up section, the GM can
find concluding details for the adventure or additional hooks for His path was always one of greed, revenge, and pain. Thringalesh’s
upcoming adventures. The Appendix provides information such as following of misfits, criminals, and castaways grew in power,
player handouts, encounter sheets, new monsters and guidelines tremendously upsetting the balance of the mortal world. The other
(specific to this adventure), and special magical items and treasures. Terra gods demanded that Thringalesh be removed from power, and
looked to his brother for assistance [author’s note: Terra gods cannot
Enjoy! destroy each other unless they are of the same bloodline. However, gods can
be destroyed by mortals with one of the ’immortal weapons’]. Thrinbor
Thom Wilson pleaded with his brother to restrain his urges and behavior but to no
avail. Thringalesh, now drunk with power, continued to grow his
following of evil dwarves and human outcasts.
Prepare
This section provides background information for the GM. If you plan Thrinbor was finally forced to remove his brother from Terra Minor
on playing an adventurer within False Promises, stop reading now. If forever. An epic battle between the brothers and their devout
you are the GM, keep reading. followers raged for days until Thrinbor defeated his brother deep
underground. Thrinbor could not bring himself to kill his brother, but
Important Notes instead elected to cast him out of Terra. He would have to separate
This adventure is designed for a group of adventurers of levels 1-3. Thringalesh’s body from his soul. Thrinbor cast his brother’s soul into
Adventurers should have a good mix of classes, with at least one the depths of the underworld while sealing his physical form in a solid
Fighter and one Cleric. This scenario requires group coordination for glass cube within a mountain crypt. Several of Thringalesh’s followers
the players to succeed. were also magically frozen in similar glass blocks. Thrinbor
accidentally caught one of his own in the spell but could not release
Magic-users and Thieves will help the group tremendously; there are him without undoing the entire spell. Only Thringalesh’s soul was
plenty of encounters that will challenge the players in their respective cast out – the other five caught in the spell are only frozen in time.
classes.
The whereabouts of that last battle and Thringalesh’s crypt have
Materials Needed remained a mystery for thousands of years. All but a few dozen
As the GM, you will want to be familiar with the original (basic) ancient sages recall the stories of the twin brothers and of them, only a
roleplaying books from the 1980’s; these books should be at the table few even believe the stories to be true.
with you when you play. Knowing how to run this game is important!
Facts
Although not necessary, having read the expert books will benefit you
Over the last few years, the hard working dwarves of Sivona have
as a GM. The TSRS World Guide map will be helpful with the
location of Kwaltist and the nearby towns of Wynhelm. been digging deep within the western end of the Dragonstail
Mountains. Recently, they uncovered an ancient crypt, buried within
The players should have basic character sheets to make game-play the earth. Within the burial chamber, they found five glass blocks;
easier. You should also have experience or encounter sheets, if four contained ancient dwarves entombed in perfectly clear glass, and
desired. All of these materials can be found at numerous websites or a fifth darkened glass block. The curious miners shattered the glass
in plenty of classic books sold by gaming companies of the 1980’s. around one of the ancient dwarves, freeing the first acolyte of
Thringalesh. This acolyte in turn freed the other three, and began
Both you and the players should have your own complete set of converting the weaker minded miners to Thringalesh. Those that were
polyhedral dice. You and players can use table top miniatures and not converted were killed.
other visual game aids if desired.

1
The four followers and their newly converted have unsuccessfully Bordovia
tried everything they can to awaken their god Thringalesh. The This adventure primarily takes place on the road to and in Kwaltist.
darkened glass cannot be broken my any known means. The newly This book does not contain a map of Bordovia and the many points of
converted have turned Thringalesh’s crypt in to a temple, and up until interest there. If the players are starting their adventurers as Bordovia
a few days ago, were still seeking ways to return him to life. locals, they would likely know the city well enough to navigate it
Eventually, the body of Thringalesh will find its way to Darkhome city without need of a map.
of Shadowvale, where priests of an ancient temple will piece together a
solution to reunite their god’s soul and frozen body [author’s note: this Encounter Areas
part of the story takes place in FP2, “Fury of Thringalesh”]. The following table lists the main encounter areas in this book:

The mining town of Kwaltist is all but deserted; all the miner’s families Area Foe(s)
have fled to the hills. New converts of Thringalesh have killed any Road 4 Wolves, 1 Alpha Male
non-believers who arrive in Kwaltist or enter the mines, including 37 12 Giant Rats, 1 Alpha Male
those sent by the Baron. These dwarves are not inherently evil, but are A 7 Converted Dwarves
C 2 Converted Dwarves
under the spell of Thringalesh’s entombed body.
E Giant Red Slime (new monster)
H 5 Converted Dwarves
The followers will not be able to find a way to bring Thringalesh back
I 2 Converted Dwarves, Mung-Tu-Kep (special unique foe)
to life while entombed in the crypt. They will instead transport the
Table 1-1
solid glass-block coffin to Darkhome where they believe acolytes and
priests that still worship their god exist. A handful of converts will There are several other possible encounter areas including wandering
remain in the mine to defend the temple. The adventurers should monsters within Kwaltist and the mines.
arrive after Thringalesh’s body has left the mine.
Hints to Playing the Main Actor(s)
Hooks Four magically frozen followers of Thringalesh have been freed and
For two weeks, Kwaltist, the mining town just outside the entrance to are now in charge of bringing him back to life. All four were warrior-
Principal Mine 127 has stopped all shipments of ore and gold to priests from a time when the god-brothers waged war for generations.
Bordovia. All messengers sent to the mining town have not returned. These ancient dwarves have a single mindset – return Thringalesh to
Baron Ungur Wyrmbul of Bordovia demands to know what has Terra.
happened to his best ore producing mine.
Uumgass the Bold is a dark skinned, stout dwarf who believes in
The adventurers should start this story in Bordovia, a midsized town weapons instead of words. He speaks little and despises those who
in the northern reaches of Sivona. Ungur Wyrmbul has asked his speak too much. He tends to swing his battle hammer at the littlest
advisors to seek out stalwart adventurers for a secret mission in to irritation. He demonstrates his faith for Thringalesh by crushing the
Kwaltist. After weeding out locals and the less than capable, they will weak and supporting his fellow warrior-priests with his own life if
recommend the player’s characters as good choices. The Baron will necessary. Uumgass’ black beard nearly reaches his toes.
reward the group with 100 silver pieces total for information on the
state of Kwaltist and Principal Mine 127. They will be given a letter, Bixnax is tall and very slender for a dwarf. His left arm is completely
stamped with the Baron’s family seal that authorizes the group to do withered and useless. He has a scruffy beard that is unusually short
whatever is necessary to uncover the problems at Kwaltist. for one of his race. Bixnax is as quiet as Uumgass, but has eyes that
speak volumes. He is very intelligent and will use his mind and faith
Kwaltist is 25 to 30 miles northeast of Bordovia. The road to the mine to convert even the toughest of non-believers.
is treacherous as it travels close to the border of Darkhome; raiding
parties from Darkhome often use this part of Sivona on their way to Jwellna Sissnop, also known as “Mankiller” for all the men she has
northern Wynhelm. It is more than likely that the adventurers will run bested in battle, is a muscular yet feminine looking dwarf. She does
in to Darkhome denizens on the way to the mine. not have a beard (some female dwarves do), and has a somewhat
shapely figure. Her prowess in battle is nearly unrivalled; only
There are several other ways for players to begin this adventure. The Uumgass in his earlier days could match her axe wielding attacks.
list below offers a few suggestions for GMs.
Finally, Mung-Tu-Kep, a half dwarf, half human warrior, completes
• The adventurers are passing through Bordovia and get the four follower group. Mung-Tu-Kep does not use weapons, but
recruited to scout Kwaltist. prefers using his hands and feet to incapacitate his foes. He has an
• The adventurers stumble upon the mining town and mine. intentionally small beard and big belly. He is surprisingly agile for
• They somehow have heard of the weird events in this area one of his stature.
and investigate.
• One or more of the adventurers has family in Kwaltist and is Statistics for Mung-Tu-Kep can be found in the Appendix. The three
desperate to find them. other followers will not be encountered in this adventure – their
statistics will be found in the second and third books of this series.
Of course, the GM can add this adventure as a side excursion or quest
as part of a larger campaign. A fifth dwarf from the long-forgotten battle lies encased in a glass
tomb (see Area I in the mine). Gulldek Rumblefist was a faithful
disciple of Thrinbor, and was accidentally caught in the imprisonment
spell cast upon the other followers. If freed, he will assist the group in
2
finding Thringalesh and the other followers. If the group discontinues
the search or goes in a different direction than one that Gulldek
believes leads to the god, he will break from the party and head after Play
Thringalesh on his own. The adventure starts with an early morning summoning to the Baron’s
spacious office in Bordovia. There will be several guards and
Gulldek is a stout, young looking dwarf with red hair and beard. His assistants in the office when the adventurers are summoned. Read the
onyx black eyes are always open, even when he sleeps. He is skilled in following to the players when ready:
combat and healing (see the Appendix for statistics).
You have been brought in to the Baron’s office chambers. Guards and
Baron Ungur Wyrmbul is a classically trained military leader. He is a pages are quickly moving about the area and in and out of the many
fair town ruler, as long as he stays in power. He often wishes for war doors to the room. After a moment, a tall man in armor notices your
between the provinces, preferably between Sivona and Darkhome. He group and moves towards you.
is a believer in quick justice and will often resolve differences by
strength of arm and sword. “Ah, are these the ones you’ve selected?” he asks an assistant. “They
look a little green but they will do, I suppose.” He walks in front of
The ore, silver, and gold of the northern mines all travel through each of you as a soldier would of his regiment. After scrutinizing the
Bordovia before moving any further south. The Baron ensures that his last of you, he speaks again. “Have they been told of their duty?” A
family and town receive a substantial cut of the profits of the work nearby assistant shakes his head. “No? Must I do everything?” he
performed in the mines. He is not greedy, keeping the profits for quips. “Perhaps I should go to Kwaltist myself then?” His assistants
himself, but uses the mine profits to keep the military troops and all begin talking immediately but are cut off quickly. “Stop, I was
militia well fed and trained, and the town residents in decent housing. joking.” He sighs. “No sense of humor with these advisors.” He
winks in your direction. You can’t help noticing the man’s obvious
good nature.

An additional note on the converted dwarves: the newly converted “Well now, on to business then. I am Baron Ungur Wyrmbul. You
dwarves are fanatical in their devotion to Thringalesh. They will fight have been elected by your training masters for this endeavor because
to the death – however, any converted who are healed to positive hit you are the best that they have. That means you are the best that I
points have a 50% chance of returning to their previous state. have.” He pauses. “We have a situation to the northeast that requires a
bit of investigation. Are you up for that?” he asks you. Before you can
answer, he says “Of course you are. Who wants to be working in the
library, stables, training yard, or wherever you are each day when you
can be out in the wilderness, serving your Baron?” He gestures to each
of you as he makes his point.

He begins again. “As you know, we rely on our dwarven friends to


work our mines for metals, both precious and practical, to support our
own causes as well as our neighbors. Our best mine near Kwaltist has
fallen silent for two weeks now.” His face tightens and his jaw firms
up. “It is no doubt that it is some foul play of our northern adversaries,
seeking our financial ruin and testing our military strength.” His fist
pounds into his large hands. “We must fix whatever has befallen our
compatriots in Kwaltist. We must return that mine to work.” He looks
at you sternly. “You must help us find out what is wrong there.”

He looks at you and sees that your minds are working out questions.
“I can see you’re ready to ask, ‘Why not send a troop of soldiers to the
town to see what has happened?’ Well, my troops are already spread
too thin, protecting both our borders and Wynhelm’s.” He looks to the
window for a moment. “Prince Fensor will not allow me to raise
additional troops as he believes this sends the wrong message to
Darkhome.” He chuckles to himself and says, “As if they would
understand any subtle behavior, those dimwitted dogs of whores!”
The room becomes silent after the Baron’s outburst.

The Baron sighs. “Ah, but that is another thing. For now, let us focus
on the immediate problem; Kwaltist and the missing shipments. Will
you accept this task? Can you ride forth to the mine and investigate
the goings on there?” Before you can respond, he says “Ah, yes, and of
course, there is a reward. One hundred pieces of silver for your group
upon your return as long as you have the answers to our questions.”

He looks at you and awaits your answer.


3
Assuming the group agrees, the Baron leaves you with his advisors to The GM can increase the chance that someone in the nearest village
work out the logistics. Each adventurer will be given two pieces of may have real insight to what happened at Kwaltist (a result of a 3 or 4
leather armor (or one steel piece), one weapon, an adventurer’s kit, on a 3d6 roll).
and a riding horse. The advisors clearly mention that the horse is to be
returned afterwards.

The Baron will be anxious for the group to depart. The advisors will
recommend that the group depart no later than after noon meal. At an
easy pace, Kwaltist should be reachable within two to three hours.
Once released, the character’s training masters will give last minute
advice before heading back to their other students.

Leaving Bordovia
Once the group is ready, they can leave Bordovia via the northernmost
gate and follow the main road that heads easterly. This is the
Northern Mine Road and will lead to several mining towns in the
lower Dragonstail Mountains and northern Helmsrow. Staying on the
road is the safest and fastest way to Kwaltist.

If the adventurers stay on the main road, they will pass through two
small villages on the way to Kwaltist. Each town has good signage;
directional guideposts indicate roads out of each village to different
locations in Sivona. Every village has a sign for Kwaltist as it is one of
the best mines in the north. Both of these small villages have the
standard town makeup; a tavern and/or inn, a blacksmith, a supply
shop, and dozens of villagers. Occasionally, each town may have a
Gresdalia
This small village is roughly half the distance between Bordovia and
few Sivonan guardsmen stationed or passing through. The closer the
group gets to mountains, the number of dwarves that live in the Kwaltist. Little more than one hundred villagers live here, living off
villages increases (human Sivonans live closer to the shore or in the the travelling merchants, miners, and soldiers using the main road
towns and cities). running through the center of the village. Dwarves number about half
the population in this small village.
If asked, villagers from either town will have their own thoughts on
the missing shipments. Most statements will be false (you can use the Although the town’s appearance is relatively unimpressive, the
Hammer’s Head Alehouse is famous for their local brew, Hammer’s
rumor list below for ideas), but there is a slight chance that someone,
likely a dwarf, will have heard something about the real events at the Head Ale. Several notable personalities of Sivona, including Baron
mine (a roll of a 3 on 3d6 indicates a tidbit of actual information). Wyrmbul, travel to the Hammer’s Head Ale House regularly for their
fantastic beer.
Village Rumor Table (2d6)
Building 1: Southern Guardpost
Roll Villager Result
One or two village guards occupy this guardpost day and night.
2 Town Guard “I heard it was Darkhome Raiders, done
travelled over the Dragonstails.” Barely trained for any real combat, these guards primarily keep the
3 Baker “The mine collapsed. We heard it from peace with drunken locals or fend off the occasional wolf or bear.
here!” Sivonan guard patrols travel through Gresdalia several times per week
4 Innkeeper “Poison gas from deep in the mines and are their primary source of protection with anything more serious.
killed them all, I heard.”
5 Tavern Patron “Them shipments stopped ‘cause they’re Guards at the post will ask travelers for their names and destinations
keeping all that gold for themselves.” as per the magistrate’s instructions. Refusal to supply this information
6-8 Farmer “I heard that mine plum ran out of gold will result in a meeting with the magistrate and any Sivonan soldiers
and silver. They’s all done there and
in town for additional questioning.
moved on.”
9 Store Clerk “I really don’t know anything about that.
Building 2: Jellana’s Supply Depot.
My specialty is supplies. Say, you look
like you need some rope…” This two story structure is the home of the town supply shop. Jellana,
10 Young Child “It ‘twas Dragons! They flew down and a tough looking dwarven woman, runs a busy supply shop. Her store
ate all them dwarves up!” Runs around is stocked with the usual items needed by travelling miners and
making chomping noises and flying. soldiers, and a few items that the infrequent adventurer might need.
11 Bar Waitress “All that gold made ‘em greedy. They
killed each other to keep it! Not another Jellana was once a seasoned scout before settling in Gresdalia. She
bit of it for the Baron or us now.” wields two daggers better than most and will likely take care of any
12 Retired Miner “Well, they all quit. Got tired of it I
“problems” in her store with ease. She has a small iron box under the
suppose. I know I did. Been retired now
for thirteen years, I’ve been…” counter containing 33 sp, 2 gp, and a ruby she has yet to get appraised
Table 2-1 (worth 100sp).

4
Building 3: Hammer’s Head Alehouse. Building 6: Temple of Umwei.
The sign over the door depicts a dwarven hammer raised by a The building at this location is a temple honoring Umwei, the god of
muscular hand and arm. This brew house is well known throughout commerce and trade. Priest Renwurr delivers his energetic services
Sivona; dwarves and humans travel from miles around to get a mug of twice daily and encourages attendees to donate generously.
Hammer’s Head Ale.
The donation coffer behind the altar is large, glass bowl, containing
The pub is run by Hepar Irontoes, a former Sivonan Sergeant and 1,066 sp and 2 gp. Those that believe in Umwei will say that stealing
retired miner. He is tall for a dwarf, and bigger around than most of from him will result in a lifelong curse of lost money and riches.
his race. Although quite round, Hepar is still a formidable foe; he
tosses dwarves and humans out of the pub several times per day. Building 7: Gresdalia Blacksmith.
Currently, the dwarven blacksmith Grubold Gwimmergate is missing.
A double-mug of Hammer’s Head Ale costs 1 sp, making it a very If asked, town villagers will guess that he left after hearing the rumors
expensive beer. Rarely does anyone dislike a mug of this ale, but if of Kwaltist. Actually, Grubold has family in Kwaltist, and after
anyone voices their displeasure of the brew too loudly, Hepar will hearing different rumors about the mine, left to check on them.
likely toss them out very quickly.
After reaching Kwaltist and finding it in ruins, Grubold immediately
Stairs to the brew kettle and fermentation tanks in the basement are left for the mountain shelter. Unbeknownst to villagers, he made it
blocked by locked double doors and guarded by one brew house safely to the retreat, meeting up with most of his family. He will stay
worker during open hours. Hepar guards his ale recipe very seriously. at the mountain retreat until Kwaltist is safe for his family to return.
The alehouse money box under the counter holds 126 sp, 3 gp, and 4
promise-to-pay notes. A thorough examination of the forge will reveal several weapons left
behind in mid-work, and a few completed items – a steel helm, two
Building 4: Biggle’s Bedpost. daggers, and 20 arrowheads. Grubold’s money box is missing.
Weary travelers of the main road can stop at Biggle’s Bedpost for the
night to rest. Biggle Benderpot, an old but cheerful human innkeeper, Building 8: Northern Guardpost.
has seventeen rooms in his two story inn. Room rates are listed below. This guardpost is manned in the same manner as the southern post.

Biggle’s Bedpost Rates (per day) The unnumbered buildings on the Gresdalia map are the villager’s
Cost Occupancy Details homes. Most are standard one to three bedroom dwellings with the
1 sp Common room, up to 20 Common sleeping area simple comforts of common folk.
2 sp Small, simple room (8) Private room, 1 bed, unlocked
door, small wood stove
5 sp Large, simple room (2) Private room, 2 beds, 2
sleeping mats, locked door,
wood stove
10 sp Fancy room (4) Private room, 1 large bed,
locked door, table/2 chairs,
fireplace
20 sp Fancy Suite (2) Private room, 1 large bed, 2
sleeping mats, table/4 chairs,
fireplace, wood stove
Table 2-2

The Bedpost has a decent kitchen that provides common fare at


reasonable rates for guests. Biggle employs four local villagers to help
in the kitchen and clean rooms as necessary. Biggle carries a small
leather bag under his tunic containing 17 sp.

Building 5: Magistrate’s Office and Home.


Gresdalia’s town magistrate is Merkel Flintwise, a retired
moneychanger from Sivonia. He runs the village like a business and
ensures that both villagers and his family prosper in his village. The
town office is in the front room of his large, two-story home. In the top
drawer of his large, locked desk, is a steel box containing 173 sp. A
wall safe is hidden behind a grand picture of Merkel’s father. It
contains 766 sp, 12 gp, and a bag of 88 emeralds (worth 5 sp ea).

Merkel keeps a record of all travelers and shipments that come


through town. This recordkeeping has assisted Baron Wyrmbul on
several occasions.

5
Optional Road Encounter Building 2: Temple of Thrinbor.
Priestess Ungalla Redstone leads services to the Mountain Father three
The main road between Gresdalia and Harkanan has always been a
times per week. Although Harkanan is a small simple town, the
well travelled and safe road, but with the Baron’s troops focused on
temple to the dwarven god is incredibly beautiful, adorned with
strengthening the northern border, passage has become more
gilded trimmings and gem-studded walls.
dangerous. Goblins and wolves have been seen much more frequently
than in past years, causing villagers and merchants to travel only when
A solid gold donation plate sits beside the altar, holding 27 sp. The
necessary. One such villager, Oanna Gildengorl, makes her way from
plate itself is worth several thousand sp.
Harkanan to Gresdalia each week without fail. Her potions and salves
are a great blessing to those in need in both villages. Building 3: Inn Harkanan.
Nearly empty except during dinner, Inn Harkanan serves food and
Oanna’s latest trip has not gone according to plan; her small ox cart
drink to the locals and travelers, and provides simple rooms for those
has been driven off the road, chased by a pack of hungry wolves.
requiring a place to sleep. Kemma Youngheart and two staff perform
When the adventurers arrive at the location on the map, they will see
all the tasks needed to operate the Inn, pub, and smithy.
an old woman atop an oxcart fending off several wolves with her staff.
The wolves are just realizing that she isn’t a threat and are closing in. The Inn has six simple private rooms for 1 sp per night. Each room has
two beds and a small pot-bellied stove. Food is served in the common
There are four wolves (AC 7, HD 2+2, HP 10 each, #AT 1 bite , D 1-6,
room and pub area.
MV 60’), and one larger jet black wolf who is the pack leader (AC 6,
HD 4+1, HP 17, #AT 1 bite , D 2-8, MV 50’). The four wolves are Behind the Inn is the blacksmith shop. Although an accomplished
circling the wagon with the alpha standing back watching for other blacksmith, Kemma doesn’t have time to make any unneeded items.
enemies. The wolves are hungry and will not give up their “meal” The shop has three picks, two shovels, and five horse shoes. She will
easily - if the alpha wolf is killed, the rest of the wolves will flee. accept requests for work but warns customers that it could take her
Otherwise, they fight until killed. weeks to produce items.

Assuming the adventurers prevail, Oanna will reward them with a Kemma carries most of the business money on her person; she has two
single Potion of Healing and a few vegetables from her cart. She will leather pouches (one for the inn, the other for the smithy) that contain
be anxious to make it back to Harkanan before nightfall and will 31 and 22 sp respectively.
welcome the adventurers as road companions if they ask. She knows
the village of Harkanan well and can answer questions about locations After turning her home in to the town office, Kemma now sleeps in the
and the people there if asked. She knows little of Kwaltist as she has back of the kitchen.
not been there for dozens of years. However, she will mention that
one of her best disciples in the art of brews and concoctions, Tilly Buidling 4: Magistrate’s Office.
Geffingale owns and operates a small apothecary there. She has very The town office doors remained locked unless Kemma Youngheart
little knowledge of the recent events in Kwaltist and can only offer one needs to attend to official business. Her simple desk has a lockbox
or more rumors that she has heard (use the village rumor table). with 67 sp, to be used in emergencies only.

Harkanan
Half way between Gresdalia and Kwaltist sits Harkanan, an extremely
small village numbering less than a dozen buildings. Primarily a
dwarven town, this small village is the home to part time miners and
farmers. When the Kwaltist mine runs behind schedule or discovers a
new vein, the part time miners from Harkanan are called upon. When
the underground doors in the Kwaltist mine were discovered, all of the
miners from Harkanan left to help.

Kemma Youngheart, the town’s magistrate, is also the innkeeper,


barkeeper, and blacksmith, and runs the supply store. With many of
the miners gone to Kwaltist and not returned, she is also helping the
farmers with crops and cattle. Kemma is very worried about her
missing townsfolk.

Building 1: Harkanan Supply.


Kemma Youngheart keeps the supply store closed now that the village
is nearly empty and shipments from Kwaltist that once ran through
town have now stopped. She can open the store for supplies if asked.
Much like the store in Gresdalia, the store in Harkanan primarily
supplies the miners and farmers in the area. There are a few items that
adventurers might need, e.g. rope, torches, and lanterns. In a drawer
under the counter is tray holding 33 sp.

6
Entering Kwaltist Building 1b: Southside Entry Guard Post. This guard post is much
like 1a, but without the blood stains on the door.
This last stretch of dirt road to Kwaltist will lead the adventurers
between two sets of mountain ranges, the western tip of the
Building 1c / 1d: NE Side and SE side Guard Posts. These guard
Dragonstails and an offset from the Helmsrow.
posts are much like Buildings 1a and 1b except that they do not guard
an entrance and are more like a lookout post. They are deserted.
Read the following to the players as they near the village of Kwaltist:
Buildings 2-9 are the main shops in Kwaltist.
With the foothills from the Helmsrow to your south, and the end of the
Dragonstail to your north, the road to Kwaltist dips down in to a
Building 2: Long Tale Tavern. This tavern was a popular meeting
small, fertile valley. Rolling hills covered in trees and farmed land rise
place for miners and their families before the event in the mine.
and fall beneath your horse’s feet as you travel what you assume is the
Benches and tables have been knocked aside as the Thringalesh
last few miles of road.
dwarves pillaged the beer and spirits, and food from the bar and
kitchen. In their haste to find sustenance, they have left the lockbox
Several minutes later, the road rises a final time in front of you to
under the bar. The lockbox contains 49 sp and note that reads, “IOU
reveal a small town of single story houses nestled in the mountains
for 13 beers – Gilby”.
about a half mile ahead of you. This must me Kwaltist at last!
Building 3: Kwaltist Supplier. The local supply shop maintained all
Kwaltist the necessary materials for the mining town, including rope, sacks and
The village of Kwaltist stands in a small valley between two sets of bags, shovels, picks, boxes, and mining helmets. Most of these crucial
hills. The village was built several generations ago by talented supplies are now gone, taken by the rampaging dwarves or fleeing
dwarves; single story, stone houses line perfectly straight cobblestone inhabitants. A careful search may reveal two 50’ ropes in a large sack,
streets. Each structure was built with precision and has been under a fallen set of shelves.
maintained exceptionally well.
Building 4: The Dragon’s Scales Trading Company. Those miners
The road in to Kwaltist goes straight through the town and directly to who could not afford to buy supplies at the Supplier nearby could
the mine entrance. The mine entrance itself is beautifully built; the trade for needed items here. Before the looting, local and exotic items
massive forty foot entrance is lined with gem studded stones. The could be found here.
stone street continues in to the mine.
Upon entering the store, the adventurers will immediately smell the
After the event in the mine, the converted dwarves have looted the rotting corpse of the former store owner, Gunchada. He lies dead
town, searching through store and home for food, beer and money. A behind the counter, a crossbow bolt through the eye and several axe
casual observer will notice that doors are open, windows are broken, wounds to the torso. Gunchada was not willing to let the converted
and smashed items lay upon the street in various places. take anything from his store, nor was he willing to flee the town. If the
corpse is searched, a small coin purse can be found in its hand – it
Encounters in Kwaltist (1d6 roll) contains 20 sp and 2 gp. The lockbox lies open and empty on the
Roll Location Detail counter.
2 Street 4 looting dwarves,
1 in 6 chance of Mung-Tu-Kep Building 5: Stonecrafter and Mason. Kwaltist dwarves are unrivaled
2 Shop 2 looting dwarves in the field of stone masonry. This store was run by two brothers,
2 Residence 2 looting dwarves Hyxic and Tussal, both who have fled Kwaltist. Nothing of use can be
3 Street 2 looting dwarves
found amongst the ruins.
3 Shop 1 looting dwarf,
1 in 6 chance of Mung-Tu-Kep if in
Building 6: Bunder’s Bakery. Bunder’s cakes and breads were well
Building 9
3 Residence 1 looting dwarf known in this area of Sivona. Besides a few sacks of flour, the shop is
4-5 Anywhere Nothing, empty of edible treats.
1 in 6 chance of hearing a distant
noise or seeing distant movement Building 7: Tilly’s Apothecary. This shop of herbs, potions and
6 Street D6+2 Feral dogs concoctions was owned and operated by the daughter of Magistrate
6 Shop 3 looting dwarves Runderblast Geffingale. Tilly, a smart and beautiful young dwarf
6 Residence 1 in 6 chance of finding a survivor! gathered her most precious materials as the looting began and fled
Table 2-3 with her mother to the mountain retreat.

Note that there are only 24 converted dwarves left in Kwaltist, of A secret panel under the counter can be found if thoroughly searched.
which 8 can be found as wandering monsters. A small lockbox and two wooden potion cases were left behind in
haste. The lockbox contains 23 sp. A hardened ebony container holds
Building 1a: Northside Entry Guard Post. This square building
three small vials: an Elixir of Bravery (add +1 to attack and saving
stands apart of from the others due to its small size. There is enough
throw rolls for 24 hours), a Love Cordial (the consumer falls in love
room in the building for a stool and small woodstove. It is currently
with the next person they see), and a Tonic of Brute Force (adds +1 to
empty. A thorough search will reveal two blood stains that look like
melee attack rolls, lasts 1 hour before wearing off). The second
hand prints on the inside of the door.
container has an engraved heart on the lid and contains three Potions
of Healing.

7
Building 8: The Cabineteers, a Wood Working Shoppe. Dozens of The nightshift mining schedule is posted in the kitchen by the back
smashed tables, chairs, cabinets and other finely crafted furniture door. Like the schedule found in Building 10, it is three weeks old.
pieces can be found strewn about this shop. Nothing else of value can
be found. Building 19: Residence of Korauk Hammerfist. This plain granite
home was the residence of the Kwaltist Captain of the Guard, Korauk
Building 9: Kwaltist Payment Office. Miners received their daily Hammerfist. When the alarm in the mine was sounded, he and several
wages here after their shift ended. Officer Tymel Stonefist was town guards ran to give aid. He and his men were unprepared to deal
responsible for paying each miner every day. with the converted dwarves, many who had been friends and family.
Korauk was cut down in Area B, along with a few of his devoted
When the adventurers enter this office, they will see several dead guardsmen.
dwarves surrounding the corpse of Tymel. He defended the Kwaltist
treasury to his death, taking 9 converted dwarves down before Korauk was secretly courting Tilly, the owner of the Apothecary
expiring. Tymel’s body will have over two dozen wounds, and several (Building 7 and 22). His simple home was that of the typical dwarven
broken crossbow shafts emerging from his leather armor. bachelor; axes, shields, and swords can be found on the walls and on
furniture throughout the home. Under a loose floorboard near the
The converted have taken the main treasury: 10,000 sp, 100 gp, 100 bedroom fireplace is a small metal box containing 88 sp, 2 gp, and red
silver bars, and 10 gold bars. (This treasure has been transported with the scarf with purple hearts, engraved with the initials “TG”.
glass cube containing Thringalesh northward into Darkhome.) The looting
dwarves were unaware of the emergency treasury secreted away in the Building 22: Residence of Tilly Geffingale. The daughter of the town
back wall of the office. An extremely well hidden secret panel may be magistrate, Runderblast Geffingale, lived in this stone home, right next
found in the southwestern portion of the back wall. This secret door to her parents. Tilly ran the Apothercary (Building 7) and
compartment contains five lock boxes, each filled with 200 sp. escaped the converted dwarves by fleeing Kwaltist with the other
women and children. She left most of her belongings behind.

Her kitchen serves a dual purpose; she cooks her meals here but also
Buildings 10-33 are residences for the miners and their families. All experiments with new concoctions and herbal remedies when she’s not
homes are currently empty – each one is very similar to all the others. at the Apothecary. She left behind many components and partial
Buildings of interest have been highlighted in the next section. experiments when she fled. Several beakers and stone cups can be
found on her counters, all filled with strange smelling liquids and
Building 10: Residence of Cael Earthcutter. The long, brown stone
pastes. The following list details what can be found in the kitchen:
structure here once belonged to the dayshift mine foreman, Cael and
his family. His wife Edana and their four children fled south after the
Tilly’s Experiments
rumor spread through town that the entire dayshift mining crew was Container Smell Color Result
killed in a battle deep within the mines. Fearing her husband dead, Liquids
Edana grabbed all she could carry and left. Stone cup Rotting leaves Brown Warm sensation, foul
breath, thirstiness
In fact, it was Cael who decided to break the glass around the first Stone cup Old wine Red Tingly tongue,
frozen dwarf Uumgass. Once freed of his imprisonment, the ancient warming, -1 to attack
dwarf wasted no time determining who was in charge and removing rolls for the next hour
them from any further decision making. Glass vial Urine Brown Horrible taste,
increases hostility, all
A careful search of this home may reveal the family safe box under the offensive actions are
considered aggressive
parent’s bed. The box contains 4 silver bars and a pouch of 75 sp. A
for the next hour
search of the kitchen will reveal the shift schedule for the mine – it is Glass Cup No smell Clear Tastes like water – it
three weeks old. actual is water
Pastes
Building 16: Residence of Renan Quartzhand. The nightshift Wooden Rotting Green, Pasty, gritty taste, heals
foreman of the Kwaltist mine lived here with his newly wed wife, Bowl vegetables brown 1 hit point of damage
Catronia. Renan responded to the alarm in the mine when the battle Wooden Blood, meat Red, Bitter, burns tongue or
started; his body can be found in Area B of the mine. Catronia waited bowl brown flesh, if applied to a
too long for her husband to return from the mine and was killed by the weapon, deals 1 hit
point extra damage
converted dwarves in her bedroom (her decaying body is still there –
(poison) – used once.
she has an axe wound from chin to sternum).
Wooden Stagnant Water Brown Tastes sweet, numbs
Plate lips and tongue, causes
A quick search near Catronia will reveal a note that she was in the blurry vision for d4
process of writing: “My love, I am following the other women to the hours.
mountain shelter. I hope to” is all that she could write before being Table 2-4
surprised by the ransacking dwarves. If her body is moved, a small
sack can be found containing 27 sp, a pearl necklace (worth 50 sp), and Under the kitchen counter, a thorough search may reveal a small
a golden broach (worth 100 sp). leather purse containing 12 sp and a gold promise ring from Kourak
(worth 125 sp).

8
Building 23: Residence of Runderblast Geffingale, the Town Building 34: Southwest Warehouse and Shops. The dwarves of
Magistrate. Sitting between the two homes of their grown children is Kwaltist used this and the other three buildings like it to store the coal,
the home of Runderblast and Toireasa Geffingale. This finely built ore, and gold from the mine, and excess crops from the surrounding
home has been thoroughly locked and barred from the inside. When farms. This particular warehouse doubles as an indoor marketplace
the battle began in the mine, Runderblast sent his wife and daughter during the cold months or on rainy days.
Tilly to the mountain shelter, but locked himself inside his home. He
stayed there, watching from the windows, until he realized that the This building has been turned inside out by the ransacking dwarves.
town was lost. After waiting several hours for his son Gilof (Building Casual searches will reveal nothing of interest here. If the adventurers
24) to return from the mine, the magistrate fled the home. He used an spend an hour or two searching, they may discover a few silver coins
escape tunnel in his kitchen to flee his home; the tunnel exits to a trap or useful tools. If they search longer than that, they may discover a
door in the floor of the northeastern warehouse (Building 37). removable wall board in the southeastern corner that hides a small
pouch containing 7 sp.
DM Note: Magistrate Runderblast never made it to the shelter; he was
captured by a group of goblins who were scouting the area outside of Kwaltist. Building 35: Southeast Warehouse. This warehouse was used
A side adventure to rescue the magistrate has been provided at the end of the primarily to store large sacks of coal. Over 250 sacks, each weighing
book. 75lbs, will be found in this building. There is nothing else of interest
here.
The home is filled with several dwarven works of art and master
crafted furniture. A careful search of the small office in the back of the Building 36: Northwest Warehouse. Built very much like the others,
home may reveal a few things of value. In the locked top drawer of this warehouse was used to store excess grains and crops cultivated
the desk is a pouch of 100 sp. from the surrounding farms. Almost all of the produce has been taken,
and nearly half of the grain bags are spoiled.
A loose stone tile under the rug opens to reveal a steel lock box of fine
dwarven quality. It contains 250 sp, 5 silver bars, and 1 gold bar. The Building 37: Northeast Warehouse. Hundreds of empty shelves line
steel box itself is worth 100 sp for its fine quality and advanced locking the interior and exterior walls of this warehouse. These shelves were
mechanism. once filled with raw and processed gold from the mine. The converted
dwarves have taken every nugget, bar, and coin from this warehouse,
A map of the surrounding area can be found on the wall. A careful eye leaving it completely bare of the precious metals.
may find the location of the hidden mountain shelter that many of the
Kwaltist citizens fled to during the attacks. If the adventurers spend more than a few minutes in this warehouse,
there is a strong chance (1-4 on a d6 roll) that they may encounter a
Building 24: Residence of Gilof Geffingale. Gilof, the youngest child pack of 12 giant rats (AC 7, HD 2 hit points each, #AT 1 bite , D 1-3 +
and only son of Magistrate Geffingale, used this home as his primary disease, MV 40’) that have recently moved in to the deserted building.
residence while he was in Kwaltist. An ambassador to the many rural The pack is led by a particularly large and mean alpha rat (AC 7, HD 4
mountain villages in northern Sivona, Gilof was rarely in his home hit points, #AT 1 bite, D 1-3 + disease, MV 40’) that will not tolerate
town. His home is sparsely populated and lacks the finely crafted and intruders.
expensive trappings like his parent’s home.
Searching the building thoroughly will reveal the secret trap door in
When the mine alarm was raised, Gilof first checked on his parents the floor and a tunnel leading to the Magistrate’s home (Building 23).
and sister, and then raced to the mine. Unfortunately, Gilof stumbled
in to the end of the one-sided battle in Area B and was immediately cut
down.

Gilof’s travel bag is the only item of value in the home. Found
hanging from the bed post in the bed room, it contains five Potions of
Healing and 12 sp.

Building 25: Residence of Bunder the Baker. This home belonged to


the superb Kwaltist baker, Huunfund Bunder. The adventurers will
quickly pick up the smell of decay as they enter the home – poor
Bunder took too long to flee and was murdered by the ransacking
dwarves. His body will be found in the kitchen, face down. Searching
his body may reveal an iron key in his left hand. Additional searching
in the kitchen will result in finding a secret compartment in the ceiling.
The iron key found in Bunder’s hand unlocks the door to reveal a
small wooden box full of tiny rubies (128 rubies, each worth 2 sp).
Unlocking the trap door without the key is possible but should be
harder than the average lock.

All other valuable items and baked goods have already been taken by
the dwarves.

9
The Mine dead. A thorough search may reveal a few useful tools and a couple of
loose silver coins, found in the dirt.
The massive entrance to the mine is roughly 50 feet from the most
eastern Kwaltist buildings. The impressive stone road continues
straight in to the forty foot high and thirty foot wide entrance in to the Area D: Early South Tunnel and Mining Chamber. Much like Area
mine. Before the uprising, this roadway would be busy with miners C, this tunnel and chamber are no longer mined for gold and ore. It
and material movers as they went about their work. Now, it’s an was mainly used for storage and mine cart repair. Several old mining
empty walkway leading to an oddly quiet mine. carts can be found in various states of rehabilitation.

If the adventurers approach the mine entrance carefully, they have a When the adventurers enter this chamber, they will find three
slight chance (1 on a d6 roll) of seeing movement within the entrance. converted dwarves (AC 7, HD 1, HP 4 each, #AT 1 - hand axe, D 1-6,
Seven converted dwarves guard the entrance to their new temple – MV 20’) searching several corpses. The piles of dead are some of the
they will remain quiet and will try to ambush the unsuspecting miners who resisted the conversion process or unsuccessfully
adventurers as they enter Area A. attempted to flee the mine. They have been stripped of anything
useful or valuable.
Area A: Kwaltist Mine Entrance. Approaching adventurers will likely
notice the impressive stonework of the mine entrance before they see
Area E: Closed Mining Tunnel. More than a decade ago, the miners
the several crates piled up a few feet inside. Hiding behind the crates
working this tunnel broke through solid rock into a natural cavern
are seven converted dwarves, waiting for the right time to ambush the
deep within the mountains. Exploring further, they found several
approaching party. If the adventurers charge into the mine, they will
passages connected to the cavern, leading deeper into the ground.
face five dwarves with crossbows and two with hand axes and shields
Days after the cavern was found, they encountered a pool filled with a
(AC 7 or 6, HD 1, HP 4 each, #AT 1 - hand axe or crossbow, D 1-6, MV
red, oozing mass. Unbeknownst to the miners, the pool was actually a
20’). Once their position is revealed, the converted dwarves will fire
Red Slime. The gelatinous slime consumed several dwarves before
bolts at the unprotected party for as long as necessary (they have
they could escape the cavern. Fearing a foe they could not slay, the
nearly 300 quarrels stockpiled in this area). They will not advance into
tunnel was ordered sealed to prevent any further loss of life.
the open and will use the crates as cover if the adventurers return
missile fire. These dwarves will fight to the death. Besides their
The large Red Slime (AC can always be hit, HD 3*, HP 16, #AT 1 -
weapons and leather armor, they have nothing else of value.
special, D special, MV 1’ – see Appendix for details) still oozes about
the tunnels, searching for prey. Goblins from deeper within the
If things go poorly for the converted miners, one of the dwarves will
mountain tunnels occasionally stray too far from their holes and fall
run through Area B and continue to the east tunnel to get help.
prey to the slime. If the slime is destroyed, several non-organic items
can be found within its mass: a steel helm, a finely engraved dagger,
This area will contain several hand axes, crossbows, and shields.
two hand axe heads, a small metal box containing 22 sp, and an
Additionally, there will be 10d6+200 crossbow bolts positioned about
exquisite longsword. This longsword is actually an ancient artifact
the area for quick use.
from the Dragon Wars (more information about these wars and time period
can be found in other TSRS materials). The blade was named “Dragon’s
Area B: Central Mine Chamber. The central chamber is just beyond
Curse” by the warrior-king who wielded it, but was also known as
the mine entrance. A circular set of mine cart tracks allows carts to
“Wyrmscourge” by the dragons who feared it. This magical sword
move between the various tunnels and declines. Five tunnels lead out
provides the wielder with a +1 bonus to attack rolls and damage, and a
of this chamber.
+2 bonus to breath weapon saving throw rolls. Additionally, the blade
can “absorb” up to 1 point of damage from elemental attacks (fire or
A one-sided battle fought weeks ago has left dozens of decaying
water/ice). The absorbed point of damage can be used in the next
bodies within this chamber. The bodies of Korauk Hammerfist and his
successful attack with the blade. Absorption occurs when a breath
guardsmen are here, along with several other fleeing dwarves. The
weapon attack is successfully saved against.
body of Gilof Geffingale can be found in the center of the mine cart
roundabout. Several daggers, hand axes and crossbows can be found
The pit where the Red Slime was found many years ago is often where
amongst the dead. A careful search near Korauk should uncover his
it is still found; there is a 50% chance (1-3 on a d6 roll) that the slime
trusty battle axe “Foecutter”, a Battle Axe +1. A few dozen silver coins
will be found here. Several items will be found at the bottom of this
might be found on the bodies of the dead. The undamaged armor has
shallow pit, including 133 sp, 2 gp, and a Ring of Protection +1 (+1
been removed from the bodies to be used by the converted.
bonus to armor class and saving throws).

Area C: Early North Tunnel and Mining Chamber. This area, along
If adventurers continue travelling northeastward through these
with Area D was among the earliest areas mined before the eastward
tunnels, they will eventually encounter the hundreds of goblins living
expansion started. Completely mined of any valuable resources, this
within the many underground goblin villages.
chamber is now used to store mining equipment and mine carts.

Area F: Smelting Chamber and Abandoned Tunnel. The area inside


Two converted dwarves (AC 7, HD 1, HP 4 each, #AT 1 - hand axe, D
the entrance to this tunnel is the current smelting chamber for all the
1-6, MV 20’) will be rummaging through the many piles of tools,
ore processing in the mine. Six huge furnaces in the floor of this
sacks, and crates, looking for anything of value. They will fight the
chamber are generally kept hot enough to melt copper, silver, and iron
adventurers as though they had the advantage, and will fight until
10
when necessary. Currently the furnaces are cold, running out of fuel Although dedicated to Thringalesh, Mung-Tu-Kep is less likely to
several days ago. A large vertical shaft in the ceiling of this chamber throw his life away if the battle favors the adventurers. He will
opens up to the sky above, allowing the toxic byproducts to escape the attempt to negotiate by using his knowledge of the events of the mine
room. At the southeastern end of the room, a tunnel continues in to and Thringalesh to stay alive. He will help the adventurers only until
the mountain. he gets a chance to escape. He will not give the whereabouts of
Thringalesh nor will he encourage the adventurers to free Gulldek.
This tunnel led the early Kwaltist dwarves to the first pure silver vein,
making this mine one of the most lucrative in Sivona. The miners Several highly valuable items from Kwaltist homes have been moved
removed nearly all of the silver from the vein years ago and began into the temple. The adventurers will find 15 wooden boxes of silver
work in new tunnels. There are a few smaller offshoots from the main coins (totaling 457 sp), hundreds of silver pitchers, cups, and plates,
passage which empty in to barren chambers; nothing of value can be dozens of ornate tapestries and exotic paintings, and over 50 silver
found in this tunnel. candlesticks.

Area G: Central Decline. This tunnel declines slowly eastward, and


continues for hundreds of yards. Small mining tunnels split off from
the central tunnel every 50 feet, leading to small hand mining
chambers. Each small chamber produces a few pounds of ore or gold
per day, until exhausted. Empty chambers are used for break areas,
latrines, or small storage closets. About 25% of the chambers are
exhausted, with most of them closer to Area B.

There is a slight chance (1 on a d6 roll) that a party may run in to a


group of converted in the central decline. See the statistics chart in the
Appendix for details.

Area H: Work Chamber 488. The farthest eastern chamber at the


lowest part of the central decline is where the crypt doors were found.
Miners, in their excitement, opened the doors finding the ancient vault
containing Thringalesh (Area I). Five sturdy converted now guard the
crypt’s entrance (AC 7, HD 1, HP 4 each, #AT 1 - hand axe, D 1-6, MV
20’).

The five guards here may be supported by the rest of the converted in
Area I if the battle rages too long or the converted in this area need
assistance.

Area I: Thringalesh’s Burial Crypt and Temple. Thrinbor entombed


his brother in a beautifully ornate chamber with hundreds of sparkling
gems embedded in the walls, ceiling, and floor. The remnants of four
glass blocks have been swept aside to make space for chairs and
benches stolen from homes above ground. Positioned in the back of Wrap Up
the crypt is a platform, once the base supporting the glass block The adventurers should somehow, either with the help of Gulldek or
containing Thringalesh, but now used as an impromptu altar to the from information from Mung-Tu-Kep, learn of the unfolding plot to
evil god. A fifth clear, unbroken glass block is found directly behind resurrect Thringalesh. The remaining converted and released acolytes
the platform. already have a several day head start northward. By the time the
adventurers finish this scenario, it is likely that the group transporting
The remaining forces of the converted are here, guarding his new Thringalesh has already entered southern Darkhome.
temple. Mung-Tu-Kep, along with two chosen protects this temple
from invaders. The two converted dwarves each carry crossbows and Possible Next Steps
battle axes, and wear chainmail armor (AC 5, HD 1+1, HP 7 each, #AT The adventurers have several options on what to do next.
1 - battle axe or crossbow, D 1-8 or 1-6, MV 20’). Mung-Tu-Kep wears
• Return to Baron Wyrmbul and report their findings.
no armor but is extremely agile (AC 6, HD 4**, HP 18, #AT 1 or 2 –
• Follow the converted northward and stop the resurrection.
punch/punch or kick, D 1-2/1-2 or 1-4, MV 40’ – Cleric 4th Level, S 14,
(The adventure continues in FP2 “Fury of Thringalesh”.)
I 14, W 17, D 18, Co 13, Ch 16, Spells: Cure Light Wounds, Remove
• Now that the town and mine is safe again, find the mountain
Fear, Bless, Hold Person, special ability: Convert Foe, 4x per day).
shelter and return the dwarves to their homes in Kwaltist.
• Additionally, see the Optional Ending and Appendix
sections for more encounter options.
11
Area 6: Throne Room.
Chieftain Uug’luk’kan runs the goblin band from his makeshift throne
Optional Ending in the back of this room. He is attended by two concubines and four
If “False Promises” ends too easily or the GM wants to add additional personal guards – he is never alone. Goblin scouts and guards come
material, there is an optional ending. As the adventurers leave the and go frequently. His personal guards are tough, seasoned goblins
mine, they are confronted by a small band of goblins who are (AC 6, HD 1, HP 5 each, #AT 1 –short sword, D 1-6, MV 20’). His
investigating the deserted area. The small band of scouts consists of concubines fight as male goblins but will prefer to stay back with their
eight goblins, half with short bows and half with short swords (AC 6, short bows first (AC 7, HD 1, HP 2 each, #AT 1 – short bow, D 1-6, MV
HD 1-1, HP 3 each, #AT 1 – short bow or short sword, D 1-6, MV 20’). 20’). Uug’luk’kan is an especially large and strong goblin, wielding a
Each goblin will have d6 sp. battle axe in combat (AC 5, HD 2*, HP 12, #AT 1 – battle axe, D 1-8,
MV 20’).
The goblins will engage the adventurers but will retreat if they are
overwhelmed. They will retreat back to their lair (marked as X on the Uug’luk’kan sleeps during the day, with two of his guards standing
map). watch. Behind the throne, a large mat of furs is used as a bed, with
smaller mats located around it for the guards. In the back corner of the
The Magistrate of Kwaltist was captured by the goblins several days room stands three small chests, the goblin tribe’s wealth.
ago and is being held for eventual ransom. The goblins have no idea
what has happened in Kwaltist or the mine. The goblin chieftain, One chest contains 432 coins that look to be silver but are actually
Uug’luk’kan leads this ragged bunch of goblins. He has great dreams carefully crafted painted stones. The goblin band believes these to be
for his small band of thieves and murderers, and aspires to increase the real silver coins. The adventurers will have to pass an Intelligence
size of his group. A hefty ransom for the magistrate will help to arm check to realize they are fake coins.
his small band of raiders.
A second chest contains fourteen daggers of various qualities.
Area 1: Lair Entrance. Thirteen are fairly common blades, but unbeknownst to Uug’luk’kan,
If the goblins are alerted to any threats near their lair, six goblins will one blade contains magical properties. “Spineripper”, a jagged blade
be stationed here. Otherwise, a lone sentry normally occupies the lair of evil origin, gives the wielder +1 to hit rolls. If the attack succeeds,
entrance (AC 6, HD 1-1, HP 3, #AT 1 – short sword, D 1-6, MV 20’). A the blade will become lodged in the foe, requiring a successful removal
large bell is mounted on the wall and will be used to alert the lair to attempt the following combat round [pass a Strength check]. The
any trouble. lodged blade isn’t finished however. Each round it is lodged in the
foe, it drives itself deeper in to the victim, causing an additional 1 hit
Area 2: Main Hall. point damage each round until removed.
Off duty goblins lounge in the main hall, eating, drinking, and
gambling. At any time, ten to twelve goblins may be found here (AC The final chest contains Uug’luk’kan’s personal effects. A suit of
6, HD 1-1, HP 3 each, #AT 1 – short bow or short sword, D 1-6, MV leather armor, steel helm, two hand axes, and pouch containing 39 sp
20’). If alerted to trouble, that number will be doubled. There are and a single ruby (worth 250 sp) are found within the locked chest.
dozens of goblin weapons found around the main hall. The chest is trapped with a temporary blindness poison that lasts for
two to four hours.
Area 3. Prisoner Cell.
A locked door to this area separates the prisoner cell from the goblin If Uug’luk’kan and his personal guard are killed, the goblins will flee
lair. The door is in rough shape and can be easily broken down the lair. Any surviving personal guard will likely take over the
instead. The prison cell has four wall rings and chains to secure leadership of the goblins if Uug’luk’kan dies.
prisoners while keeping them separate. One wall ring has a
decomposing dwarf, while a second holds Magistrate Runderblast
Geffingale of Kwaltist. He will be close to unconsciousness, having
been starved for several days. If freed, he will attempt to convince the
adventurers to retreat to the mountain village to regroup forces. He
will exit the lair on his own if he can’t convince the group to follow
him.

Area 4: Women’s Quarters.


Female goblins raise their young in these chambers. They will not
engage the adventurers unless their young are threatened. Of course,
they will flee to alert the males if given the opportunity. There are
thirteen females and over forty young within this area.

Area 5. Warrior’s Chambers.


Male goblins sleep in these quarters when not on duty or raiding the
nearby woods. If the adventurers enter this area during the day, they
will find twenty four goblins asleep in various locations about the
chambers. During the evening, this area is fairly empty, with one or
two goblins cleaning up or fetching gear.

12
Building 2: North Cabin.
Those women capable of working or defending the retreat use this
cabin for sleeping. During the daylight hours, this cabin is usually
empty.

Building 3: South Cabin.


This cabin has been converted to a general mess hall and kitchen for
the retreat. Several women work to prepare bread and hunted game
for the shelter’s residents. Although the lone hunter and a few women
work hard to catch game in the mountain forests, there is barely
enough food to feed everyone.

Area 4: Tents.
The few males in the retreat sleep in the temporary tents in this
location.

If Toireasa is told that Kwaltist is safe, she will first send scouts to
check the town and mines. Following their trip and validation of the
empty town, she will return the townsfolk to Kwaltist to clean up,
bury their dead, and begin the restoration of the town and mine. She
will send news to Bordovia through the adventurers or the lone hunter
after the town has been secured.

Area 5. Protective Walls.


These areas on the map indicate the stone walls surrounding the
retreat. Built for decoration, they have now become a defensive line
around the temporary camp. At any time, day or night, d6 dwarves
will patrol these walls, watching for intruders or survivors from
Kwaltist.
Bwiltist, the Mountain Retreat
Area 6: Shrine to Thrinbor
Surviving dwarves will have escaped to a mountain retreat several
A shrine to the dwarven god Thrinbor is found roughly 100 feet east of
miles from Kwaltist. The trail to Bwiltist is both hard to follow and an
the mountain village. Hunters and villagers from Kwaltist pray here
arduous climb for most. The retreat is mainly used by hunters and
when time permits. A twenty foot marble statue of a dwarven male
those seeking a few days of solitude in the mountains. Several dozen
sits atop a grassy knoll. Unbeknownst to worshippers, this ancient
dwarves from Kwaltist are now occupying the small mountain retreat,
stone statue was actually created as a tribute to the Mad King
filling the main lodge, cabins and makeshift tents to maximum
Zundalrax who bore an uncanny likeness of the Dwarven Father.
capacity.

Over two hundred years ago, while on a treasure hunt, King


Toireasa Geffingale, the magistrate’s wife, has taken temporary
Zundalrax discovered an artifact that changed his life forever. He
leadership of the retreat, putting the mostly women and children
believed he had finally found the Circlet of Power, an ancient head
villagers to work. Only six male dwarves defend the shelter; one
piece from a race of dwarves long forgotten. He was so sure that he
strong hunter who was at the retreat when the villagers began
had found the last artifact for his immense collection that he didn’t
arriving, three adolescents, and two aged and generally feeble
fully identify the magical item. The artifact he pulled from the burial
dwarves. Several of the females are capable with crossbows but lack
chamber was actually the Circlet of Deceit. This artifact slowly
experience in serious combat.
weakens the mind of the wearer, making them believe they are more
If the adventurers arrive at the shelter without a dwarf in their midst, powerful in every way. King Zundalrax slowly lost his mind, all the
Toireasa and those guarding the gate will be very suspicious. while believing that he had become Thrinbor, the dwarven god! A
References to the town of Kwaltist and any of the findings should handful of his closest advisors, hoping to personally gain from his
reduce suspicion. maniacal behavior, perpetuated the illusion.

Building 1: Main Lodge. Fortunately, those loyal to the realm realized the king had gone quite
The main lodge has six private rooms, a kitchen, and a main hall. This insane. Fearing that Zundalrax would eventually destroy his domain
sturdy building now houses the injured and women and children unfit and all those within it, a plan was developed by a group of loyalists to
for work or defense. One of the private rooms has been turned in to a end his reign. Before the plan was executed, Zundalrax became aware
makeshift office that Toireasa uses to conduct the business of the of the treachery and sought out those who would betray him. A brief
retreat. At night, she and her daughter Tilly sleep on simple mats on but intense civil war culminated in King Zundalrax, his house guards
the floor of this room. and his faithful advisors, retreating into his future burial chambers
under a statue made in his likeness. Sensing the opportunity to end
the conflict, the opposing force sealed the king and his followers in the
tomb forever.

13
The statue at this location is the very one that sits atop his burial
chamber. Only a handful of dwarven sages recall the story of the Mad
King and his demise, but none of them know the location of his burial
chamber. Everyone who gazes upon this beautiful marble statue
believes it to be of the Dwarven Father.

The burial chamber was originally designed to be accessible after the


king’s natural death, and has a complicated mechanism. Four stone
pillars will lift the statue to its maximum height of ten feet, allowing
entry in to the burial chamber by way of marble steps downward in to
the ground. The mechanism was thought to be damaged to prevent it
from reopening but an override was installed that can now be
triggered. If the toenail on the left foot of the statue is depressed, the
override will engage and open the burial chamber.

Area 6a: Stairwell


A marble stairwell descends forty feet in to the earth before leveling off
in to a sixty foot dead end tunnel. A well hidden secret door at the end
of the tunnel will provide access to Area 6b.

Area 6b.Viewing Chamber


The secret door from Area 6a will open in to a fifty by fifty foot room.
A pressure plate on this side of the secret door will magically light up
eight sconces (two on each wall) , fully illuminating the chamber.
Adventurers will find a room completely littered with bones, ragged
clothing, with a few glints of metal peaking through the debris. Any
movement further into the chamber beyond the pressure plate will
“awaken” twelve skeletons (AC 7, HD 1, HP 5 each, # AT 1, D 1-6, MV
20’). The skeletons will take two rounds to fully form before engaging
any trespassers. Skeletons that are destroyed by normal combat will
assemble again after ten rounds.

This chamber was the final resting place of the Mad King’s household
guards and servants. Amongst the debris, 3d6 sp, two daggers, and
quality longsword can be found. Any attempt to remove a magical
sconce will permanently disable it. There are exits on each of the other
three walls in this chamber.

Area 6c: Historical Reference Chamber


A pressure plate in the floor just before this room triggers the door to
open. The door will automatically close after two hours. A simple
switch on the inside wall will reopen the door. When the door opens,
a sconce on each wall will light up magically.

This room was originally planned to be a library with complete works


and references to Zundalrax’s family heritage. Visitors could spend
hours researching family trees or learning about the great dwarven
realms. Unfortunately, four zombies (AC 8, HD 2, HP 9 each, # AT 1,
D 1-8, MV 40’)are the room’s current occupants, trapped here long ago. Area 6d: Storeroom and Shop
As in area 6c, a pressure plate automatically opens the door to this
Only half the bookshelves are filled. Many tomes within this chamber room.
will fetch a good price from dwarven scholars; three are exceptionally
valuable. “The Zundalrax Royal Line” provides missing information Zundalrax knew that visitors would want to receive a trinket or two
about the time of the Mad King and is easily worth 100 gp. “The from the burial chamber before departing. He intended for this area to
Dwarven Realm of Zundalrax, Including Maps, Burial Sites, and Water serve as a small shop for patrons to buy small silver and gold pins,
Sources” contains invaluable information about the area as it once was keys, and mock circlets. Half of this room was set up as a shop with
long ago. It is worth between 50 and 100 gp. The final tome, “Mother the back section used as a storage area. Two skeletons (AC 7, HD 1,
Lodes and Veins”, a map book of old mines and possible locations of HP 6 each, # AT 1, D 1-6, MV 20’) and two zombies (AC 8, HD 2, HP
rich gold and silver deposits in the area would be of great interest to 10 each, # AT 1, D 1-8, MV 40’) have knocked tables over and spilled
any individual in the region. This tome has the most value of the the contents of boxes on to the floor. Hundreds of gold and silver
three, and is worth about 200 gp to the right person. trinkets can be found in the several dozen boxes in the room; each
trinket is worth a few silver pieces.
14
Area 6e: Hallway to the Throne Room Rope of Climbing. The other chest contains the family treasury,
As adventurers enter this area, sconces will light up the hallway. A including 1000 sp, 250 gp, a small box full of rubies and emeralds
wooden footbridge suspended above a long pool of dark liquid has (totaling 250 gp), and a solid gold statuette of Thrinbor, worth 500 gp
fallen apart after years of decay. To avoid the oily water, adventurers to the right person.
must walk along the slippery edge of the hallway to get to the other
end. Failed dexterity checks will land them in the oily water. Pressure Zundalrax’s Circlet of Deceit has the following powers: When worn,
plates every ten feet under the water will drop the adjacent sconces it provides AC 2, and +1 to all saving throws. However, the wearer
from the wall in to the water, igniting the oil. Any adventurers within must make a saving throw versus Spells each time it is placed upon
the water when it ignites will burn for 1d4 damage each round until their head. If the saving throw fails, they permanently lose one point
they can exit (a successful Dexterity check means they’ve climbed out). of Wisdom. Eventually, the circlet will reduce the wearer’s Wisdom to
3 and make them insane.
Area 6f: Throne Room Reproduction.
The Mad King designed this room created to look like a smaller
version of his throne room at his keep. A hidden pressure plate in the
room will open the two doors in areas 6g and 6h, moving the
Appendix
occupants (ghouls) from Area 6i down to this room. When the This section is reserved for new monsters, magic items, encounter
pressure plate is activated, the adventurers will hear doors opening in sheets and other materials the GM will need to run this adventure.
the distance “somewhere”.
New Monsters
Two illusionary walls on either side of the throne room will prevent Large Red Slime
the adventurers from seeing areas 6g and 6h, but will not prevent the
ghouls (AC 6, HD 2*, HP 11 each, # AT 2 claws/1 bite, D 1-3 each + Armor Class Can always be hit No. Appearing 1
Hit Dice 3* Save As Fighter: 3
paralysis, MV 30’)from entering the throne room – they will appear to
Move 3’ (1’) Morale 12
emerge from the walls if the party hasn’t figured out that the walls are
Attacks 1 Treasure Type Special
fake.
Damage Special Alignment Neutral

A large black marble statue of Zundalrax sits atop a raised dais in the
far end of the room. Two large rubies (worth 250 gp each_ are set in The large red slime looks like a green slime in general appearance
the statue’s eye sockets. except that it is much larger and red in color. The red slime does not
disintegrate metal like the green slime but does destroy wood and
Area 6g.Viewing Room of Khalzada, the Wife of Zundalrax.
flesh on contact. The red slime attacks by dropping or attaching to its
This twenty by twenty foot chamber was designed to allow visitors to
prey – once attached, only a Cure Disease spell will remove the red
view the tomb of Zundalrax’s wife, Khalzada. Fortunately for the Mad
slime from the skin of the victim. Normal attacks cannot harm the red
King’s family, they were spared the early death and were not locked in
slime but elemental and magical attacks will do normal damage.
to the burial chambers with him. Both the king’s wife and only child
died later and were buried in the keep cemetery. If the ghoul from Because the red slime has no effect on metal, d6 metal items can be
Area 6i wasn’t encountered in the throne room, it will likely be found within its mass once killed. There is a 50% chance that one of
discovered here. A finely engraved, marble sarcophagus occupies the these items could be magical. Additionally, there may be several
center of the room. An empty chest sits in one corner of the room. dozen coins found if the time is taken to search the dead creature.

Area 6h.Viewing Room of Insa-bel, the Daughter of Zundalrax. New Magic Items
This area is much like Area 6g in design and layout. The second ghoul Elixir of Bravery: This elixir is often found in a red color and when
might be discovered here if not already encountered. Two small silver consumed, provides a +1 to attack and saving throw rolls for 24 hours.
boxes are found atop the stone sarcophagus. Although empty, they
are still worth 20 sp each. Love Cordial: Pink in color, this small vial makes the consumer fall in
love with the next person they see (saving throw vs. poison applies).
Area 6i: Viewing Chamber of Zundalrax
The two hallways from Areas 6g and 6h empty in to this room on Tonic of Brute Force: This grey colored tonic adds +1 to melee attack
opposite sides. If triggered, a pressure plate in the center of the room rolls for the next hour before wearing off.
will light several sconces, filling the room with bright light. In the far
eastern side of the room, a massive stone sarcophagus rests upon a Wyrmscourge or the Dragon’s Curse: found in Area E of the mine,
slightly raised dais. The lidless, black marble tomb was to display the this magical longsword provides the wielder with a +1 bonus to attack
remains of the once mighty king. After his slow death, Zundalrax’s rolls and damage, and a +2 bonus to breath weapon saving throw rolls.
insanity and hatred turned him into a wight (AC 5 [2], HD 3*, HP 15, # Additionally, the blade can “absorb” up to 1 point of damage from
AT 1, D energy drain, MV 30’). Slumbering for decades, Zundalrax elemental attacks (fire or water/ice). The absorbed point of damage
will awaken when the sconces are lit or when the sarcophagus is can be used in the next successful attack with the blade. Absorption
approached. He will be slow to start, with a -2 to initiative the first occurs when a breath weapon attack is successfully saved against.
round, and a -1 on the second round. When found, he will be wearing
the Circlet of Deceit. Circlet of Deceit: This ornate circlet provides the wearer with an
armor class of 2 and +1 to all saving throws. See Area 6i within the
Two unlocked chests are found on the western wall. One chest holds Tomb of Mad King for more details.
his adventuring gear; two daggers +1, Elven Cloak and Boots, and a
15
New Spells Mung-Tu-Kep Class: Cleric Level: 4th
Convert Foe Range: 20’ Str: 14 Int: 14 Wis: 17 Dex: 18 Con: 13 Ch: 16
Duration: 24 hours, permanent AC: 6 HD: 4** HP: 18 AT: 1-2 D: 1-2/1-2 or 1-4
This spell is from an ancient time, when gods had need for mortal Spells: Cure Light Wounds, Remove Fear, Bless, Hold Person
followers to do their bidding. Clerics of these malicious gods were Abilities: Convert Foe – 4x per day, see New Spells section for details
given the ability (this spell) to convert foes to followers. The spell
requires that the priest makes and holds eye contact with the victim.
The victim gets one saving throw versus Spells every 24 hours for the
first three days – if all three saving throws are failed, the victim is
converted forever. Any healing spell has a 50% chance of returning Kwaltist Mine, Areas H and I
the victim to his or her previous state. While converted, the victim will
follow all commands of the god and the god’s priests, even unto death.

Priests who have been given this ability can use it once per day per
level (e.g. 4th level Cleric can use it 4x per day).

Foe Statistics
This section lists all statistics for foes found within False Promises for
handy reference.

Area Foe AC HD Dam XP


Road Wolf (4) 7 2+2 1-6 25
Road Alpha Wolf 6 4+1 2-8 125
KB 17 Rats (12) 7 2 hp 1-3 6
KB 17 Alpha Rat 7 4 hp 1-3 10
KM A Dwarves (7) 7/6 1 1-6 10
KM C Dwarves (2) 7 1 1-6 10
KM D Dwarves (3) 7 1 1-6 10
KM E Red Slime Spec 3* Spec 50
KM H Dwarves (5) 7 1 1-6 10
KM I Dwarves (2) 5 1+1 1-8 15
KM I Mung-Tu-Kep 6 4** 1-2/1-4 175
GL 1 Goblins (1 or 6) 6 1-1 1-6 5
GL 2 Goblins (~12) 6 1-1 1-6 5
GL 5 Goblins (~12+) 6 1-1 1-6 5
GL 6 Goblin Guards (4) 6 1 1-6 10
GL 6 Concubines (2) 7 1 1-6 10
GL 6 Uug’luk’kan 5 2* 1-8 25
TMK 6b Skeletons (12) 7 1 1-6 10
TMK 6c Zombies (4) 8 2 1-8 25
TMK 6d Skeletons (2) 7 1 1-6 10
TMK 6d Zombies (2) 8 2 1-8 25
TMK 6g Ghoul 6 2* 1-3 x3 25
TMK 6h Ghoul 6 2* 1-3 x3 25
GM Notes
TMK 6i Wight 5 (2) 3* Spec 50
Key: KB = Kwaltist Building, KM = Kwaltist Mine,
GL = Goblin Lair, TMK = Tomb of the Mad King
Table A-1

Mung-Tu-Kep
The weakest of the four followers caught in Thrinbor’s spell, Mung-
Tu-Kep was ordered to stay behind to guard the new Thringalesh
temple. Although a Cleric in class, he is still a good warrior, preferring
to fight bare-handed using martial arts. He doesn’t do much damage
with each hit, but can punch twice per round or kick once.

He refuses to wear armor and never uses weapons. He has no


treasure, having given all his worldly possessions to Thringalesh. As
described in the “Hints to Playing the Main Actor(s)” section, he is
dedicated to his god but will avoid death if possible. Survival means ThrowiGames.com
continuing his work to further the cause. FP1 – False Promises – Basic Edition
Version 1.01
By Thom Wilson
TSRS2501
16
Kwaltist Town and Mine

17
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