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217 views37 pages

Slagheap

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cal
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SLAG HEAP

By Davis Chenault with Stephen Chenault


Conversion: JASON VEY
Editor: NICOLE CHENAULT, CHRISTIAN HARRIS, CHRISTINA STILES
Front Cover: PETER BRADLEY Interior Art: PETER BRADLEY, DANIELE BIGLIARDO, JASON WALTON, ERIK
WILSON
Art Direction/ Cartography: PETER BRADLEY, JASON WALTON, DAVIS CHENAULT

1818 North Taylor, #143, Little Rock, AR, 72207


email: [email protected]
website: www.trolllord.com or
www.castlesandcrusades.com

©2016 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2016.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2016 or Troll Lord Games. All Rights Reserved. All content
copyright 2016 Troll Lord Games. All Rights Reserved.

Printed in the United States of America


PREFACE DCs should be between 10 and 20.
Those of special note are described in
This module is designed primarily the module.
for those adventurers and heroes
who have only recently whet their
NPCS AND STAT BLOCKS
appetite for glory and fame. Should
any characters brave enough care to Unlike in our past two Fifth Edition
venture deep into the Barren Wood, conversions, the minor NPCs in
they will find many enemies to battle this module are not given full stat
and some to spare. Here, they can blocks. This is done in the interest
engage in combats and battles under of brevity; rather than take up
the eaves of an ancient forest and space with detailed stat blocks for
beneath the black earth of the Slag characters who may represent only
Heap, where they will face creatures a passing encounter, we direct you
of mythic evil and dire portent. In to the appropriate section of the
these dank and forbidden holes, glory Fifth Edition monster tome, which
and wealth lie for the taking, and the includes breakdowns of a wide variety
iron bonds of friendship are forged on of human and demihuman characters
such adventurers. Beware though, which should easily suit your needs,
for death lingers at every corner and should stats be required for these
beneath every tree. And should their NPCs. Instead, basic statistics such
time come, it is theirs to choose: die as hit points, AC, saves and attack
valiantly against mighty foes, or fall a bonus are provided.
craven coward in a vain attempt to
forestall the inevitable. INTRODUCTION
This adventure is best suited as a gateway to other adventures A great empire once spread across the known world and enclosed
and escapades of the Castle Keeper’s making. The module’s all within its grasp. These were cold and wretched times for
monsters, characters and settings, though tied together by many peoples. Winters were long and thick snowy blankets lay
themes and plots, all offer an abundance of interesting asides and across the world like a white mantle for many months out of the
the potential for other adventures which are wholly unrelated year. The skies were perennially overcast, gray, and carried cold
to the Slag Heap. It is strongly recommended that the Castle winds from the fortress of Aufstrag. It was an unhappy time for
Keeper develop and expand upon the encounters and associated many and was known as the Winter Dark.
adventures the characters may find themselves engaged with or
interested in. Allow them to explore what interests them most, Through much of this time, the gnomes of the world remained
and greater fun will be had by all. far from the grasping fingers of the empire’s governors, generals,
ambassadors, armies, and tax men. They hid themselves far
Those picking up the adventure after exploring Assault on away in remote hills and mountains, deep forests, and trackless
Blacktooth Ridge will find the material related in the Slag savannahs. The Barren Wood was just such a place. Its expanse
Heap both different and familiar. Slag Heap details a region of ancient trees and undulating hills are dotted with hidden
south of the Hruesen River, Ludensheim, and Botkinburg; and dales and valleys that are known only to a few. So the Barren
the events that unfold here are only loosely connected to those Wood provided a perfect place in which to escape the choking
related in the previous module. Though it is recommended, it hold the empire had on much the rest of the world. In these
is not necessary that this module be played in conjunction with woods resided many fay of varying nature but all of the same
Assault on Blacktooth Ridge. mind concerning the Emperor in Aufstrag. They cared nothing
for him and labored ceaselessly to prevent his finding their most
Slag Heap is presented in three parts. It begins with a brief sacred and holy spots.
description of the two small thorpes which set the stage for the trip
to the Slag Heap. This is followed by a similarly brief exposition on In one such hidden dale a large family of gnomes settled. Long
the areas between the thorpes and the Slag Heap and what may be friends of the fay, these gnomes were guided there and offered
encountered along the way. The final portion of the module details safety. The dale they settled in was nestled at the foot of a large
the Slag Heap and what lies in its winding tunnels. hill, and their new home they named Havenwale, for it was
a place of safety to them. The fay called it Syvanwale, which
This adventure is designed for 3-5 characters of 2nd-3rd level. in the speech of man, is Sparkling Hill. They called it thus for
Should a larger party of adventurers be involved, increase the all the quartz crystals that were found in the area and, in this
number of creatures encountered and their armor class, or give particular spot, the diamonds.
them better weapons to adequately challenge the party. For
the major non-player characters or monsters, increasing hit For many a long year, the gnomes lived there in safety, having
points and levels might also be necessary. This should suffice to little contact with the world at large. The clan grew and
maintain a challenge for the characters. Further, attribute check prospered, though never so much as to expand beyond the dale.

2 5TH EDITION ADVENTURE


Only with the passing of the evil lord in Aufstrag and the return conquest. He was supposed to have helped sow the seeds of war
of the long summers did the gnomes begin venturing forth again and discord in the communities about and make Diamond Dale
into the wide world. a gathering point for the cohorts of the Witch Queen in her
planned conquest of the area. Had the Witch Queen a reliable
They quickly established commercial ties with several nearby servant, her desires may be closer to fulfillment and war already
communities of men. Ludensheim was the nearest large town, be upon the land. Yet, Seroneous is a faithless servant to the
and it was here that the gnomes began trading diamonds for Witch Queen and her goals are a long way off. Though the
goods and wares they had long grown accustomed to living wheels have been put in motion and winds of war are blowing,
without. The folk of Ludensheim coined the name Diamond her servant’s self-obsessions have delayed her plans; such are
Dale for the gnome community, and it soon stuck, while the the ways of the evil malcontents of the world.
name Havenwale was used almost only by the gnomes. The new
name proved a propitious event. Of late, however, a new arrival in the dale has changed things
and this loyal servant of the Witch Queen may fulfill his mission
In the long years after the passing of the Winter’s Dark, the and satisfy her desires with greater relish and efficiency than
gnomes relaxed and became less watchful. They did not see that Seroneous. It is into this gathering storm that our heroes are
the Horned One’s passing only diminished the power of those heading.
in far off Aufstrag, but not the evil that resided in the hearts of
man and the other nefarious creatures of the Barren Wood.
FOR THE CASTLE KEEPER
Soon miners and diggers of all sorts came to the Barren Wood The hunt is on: the infamous Red Caps are raiding along the
in search of diamonds and similar wealth. Several mining Hruesen River, and the Baron Volkmar Botkin of Botkinburg
communities were established. These were often peopled by wants their depredations to end. It is rumored an agent has hired
greedy types, eager to make a quick fortune and move on. The the Red Caps to undertake the raids that are causing so many
gnomes hid their homes and trafficked less with the folk of problems or even that a sinister alliance between the bandits
Ludensheim. The mining towns never prospered and shortly of the Barren Wood and the Red Caps of the Blacktooth Ridge
became the abodes of bandits, brigands, outlaws, and the has been arranged. Baron Volkmar Botkin is in need of men of
general flotsam of society. stout heart to uncover the truth of this, find the perpetrators,
In more recent days, the gnomes watched with growing concern and have them brought to justice. The truth is, of course, both
when the Lords of Ludensheim fought amongst themselves less and more than the Baron suspects.
and the rightful lords were turned out. They sought only the Dietbold Heimer, the Baron of Ludensheim, has indeed
protection of the Vale and the magic of the fay to keep them contracted the Red Caps to undertake raids in and around
safe. This proved a disastrous move, for long before the Red Botkinburg, and they are being paid for it. His agent managed
Caps fell into the employ of the Baron Dietbold (see Assault on this agreement through various meetings with the leaders of this
Blacktooth Ridge), the gnomes of Diamond Dale fell to ruin. nefarious group of goblin raiders. Baron Dietbold Heimer had
A creature, called the Witch Queen by her servants, had come hoped that Baron Volkmar Botkin would come to him for aid,
from the ruin of Aufstrag seeking to cast her power upon the aid which would be given in exchange for an oath of fealty.
people of the Barren Wood. Hearing rumors of limitless wealth However, things have gotten out of hand and the goblins’
from the Diamond Dale, she thought to gird herself for war with persistent raids have raised the ire of Baron Volkmar Botkin,
the coin of gnomes. Her servants soon infested the mining towns but he has not called upon Ludensheim for aid. Rather, he has
and, through means magical and foul, discovered the location of turned to those folk who wander these lands of Outremere.
Havenwale. She sent her loyal cohorts into that dale and they To the great annoyance of Dietbold, Volkmar has called for
quickly overcame the gnomes. Few survived, and those that did aid from knights, rangers, adventurers, bounty hunters, and
were either ensorceled and enslaved, or fled deeper into the whatever other folk he can rouse. To further Baron Dietbold
Barren Woods or abroad. Heimer’s problems, the Red Caps are now demanding more
For several decades, it has been such. The Witch Queen’s gold than was agreed upon to discontinue their raids. If he does
servants have fortified Havenwale and dug many a pit in search not pay, they have also threatened to expose him to the folk of
of diamonds and other precious minerals. All to little or no Botkinburg and the other lands about.
avail, as they have neither the inclination nor skill to mine the Baron Dietbold is desperate to prevent anyone from discovering
diamonds with any efficiency and have delivered very little to the truth of his machinations. The gathering of notables and
the Witch Queen. The once-beautiful gnome village and dens nefarious characters alike in Volkmar’s Botkinburg presages
became a warren of viperous fiends and brigands. The foul disaster, so Dietbold has sent agents out to waylay anyone
debris of these folks turned it all to brackish rock and a heap of attempting to discover his plans and some others to pay the Red
ruin, so that in time it came to be called The Slag Heap. Caps to cease raiding.
Seroneous, the present ruler of The Slag Heap, cares little for The hotbed of this activity is centered on two old mining
any of this history. This abomination from the pits of Aufstrag communities in the Barren Wood, Gipsheim and Dreddstun. It
was sent here for one reason only: to make ready for war and is here that the agents of Dietbold Heimer have met and meet

SLAG HEAP 3
with the Red Caps and the bandits of the Barren Wood. And Miles Freland and his crew of ne’er-do-wells are spread out
it is here that they are now gathering. These two thorpes are between Gipsheim, Dreddstun, and the surrounding territories.
ostensibly overseen by Miles Freland, a notorious brigand, and Miles is concerned about harming either of the above-
his crew of malcontents. Though not initially involved in any mentioned parties, as this will bring down the wrath of one or
of Baron Dietbold’s shenanigans, he has become enmeshed in both the Red Caps and the Baron of Ludensheim. Miles also
solving the problem as bounty hunters and others have started has a claim to the Barony at Ludensheim, a claim he intends to
to make their way to his hideouts. He would rather all Baron make good on (see below).
Dietbold’s men leave and the bounty hunters be eliminated.
Rugnar the Toothless is an old-fashioned rogue (assassin).
There are several important personalities involved in this Thoroughly evil and inconveniently capable, he has been hired
rather complicated mess the Castle Keeper should be aware by Baron Dietbold to rid the woods and lands about of bounty
of: Deertrik Shelentz, Kreetkruk the Ogre, Miles Freland, and hunters, treasure seekers, and other ilk. He is currently in
Rugnar the Toothless. Gipsheim, awaiting his first target.

Deertrik Shelentz, an agent of Baron Dietbold, has come to Other than greed, iniquity, depravity, and villainy (characteristics
Gipsheim to pay off the Red Caps. He has brought several of his one can liberally sprinkle upon all the aforementioned), what
henchmen with him to ensure that the issue is resolved. If the currently propels the action in this area is none other than the
Red Caps do not accept a final payment and promise to stop the arrival of an ungern battle lord, Froithmot, to the Slag Heap.
raiding, he has been instructed to kill his contact and send the
head back with a threat of martial retaliation if the Red Caps Froithmot has been sent to the Slag Heap by the Witch Queen
do not quit raiding. in order to bring fire back to the rule of Seroneous. He has taken
to the Witch Queen’s mission with religious zeal and is trying the
Kreetkruk is Deertrik’s new contact with the Red Caps. His sow discord in the region as never before. He has managed to
previous intermediator has gone missing, and in his place is this engage the Red Caps and pays them generous sums to continue
nasty ogre with a jutting jaw and cruel disposition. With him are raiding along the Hruesen River, and is even offering aid in their
several of the more capable and sneaky Red Caps. Kreetkruk endeavors. He has also agreed to help Deertrik negotiate with
has been instructed to demand even more money from Deertrik, the Red Caps, knowing full well it will come to naught. And
and should he be refused, to kill Deertrik and send his head finally, Froithmot has cast his support behind Miles Freland’s
back to Ludensheim and threaten even more pillaging should desires to regain the throne of Ludensheim.
they not be paid.
So, this is the stage upon which the characters will make their
As both parties to this negotiation have brought conflicting appearance. Where it shall end up, none may know until all the
demands and the forces to back up their demands, both have die are cast. As the adventure begins, the situation is static with
retired from their negotiations while they plan their next move. each party gauging the other’s capabilities and their own options.
Deertrik is in Gipsheim, while Kreetkruk is in Dreddstun. The characters may be able to connect the trail of deceit and
treachery, or they may not, depending upon their want, desire
and action. Nevertheless, upon
their arrival at the Slag Heap
they should find Froithmot or
any of his various minions, and
be introduced to even more
strange and horrible monsters
as the characters first meet the
servants of the Witch Queen.

The Castle Keeper should keep


the motivations of the various
actors in mind when running
encounters in the adventure, as
any activity can have great or
small impacts on the others in
the adventure. In essence, the
Red Caps are after more gold,
Froithmot simply hopes to cause
strife and war between the local
barons, while Miles Freland
ultimately desires a return to his
birthright. As the negotiations,
actions, and conflicts are in a
stagnant stage, alliances can

4 5TH EDITION ADVENTURE


shift and plans can change. The characters’ actions will have the halflings in Botkinburg or even from an itinerant gnome at
much impact on this should they choose to become enmeshed the House of Sludge. So impressive should this tale be that no
within the rivalries, or even should they enjoin each as enemies self-respecting adventurer would consider anything other than
or allies, collectively or individually. going to investigate.

INVOLVING THE CHARACTERS IN THE BARREN WOOD


As with most adventures, only the most general of reasons In any respect, the characters must travel to Gipsheim for the
can be supplied that encourages players to stroll down a adventure to get underway. They will likely begin their travels
particular boulevard of adventure. In the case of the Slag Heap, from either Ludensheim or Botkinburg along the River Road
encouraging players to travel to dangerous places with such or, as it is known in Ludensheim, the Ludensway. From here,
unattractive names as Gipsheim and Dreddstun can almost the characters must travel south along Riggler’s Trail until they
only be done by bounty or greed. Several manners of bringing reach the town of Gipsheim and thence to Dreddstun.
the characters into the action are described below. Of special
note: if continuing the adventure from Assault on Blacktooth
Ridge, read the final entry.
RIGGLER'S TRAIL
Riggler’s Trail is the path leading to Gipsheim and thence onto
HOOK 1. A 500gp bounty has been offered for the capture of Dreddstun. It leaves off the Hruesen River Road about midpoint
Miles Freland, a notorious bandit known to be in the area. This between Botkinburg and Ludensheim. A mere 60 miles must
can offered by either Baron Dietbold Heimer or Baron Volkmar be crossed before arriving in Gipsheim. Rarely used anymore,
of Botkinburg. this thickly overgrown track passes over gentle hills, through
shallow dales, and across occasional grassy fields before finally
HOOK 2. Numerous peasant and merchant families in and
ending in Gipsheim.
around Ludensheim have demanded that Baron Dietbold locate
and free the slaves thought to be in Gipsheim and Dreddstun. The trail appears to be laid out in a fairly haphazard
The characters are hired to locate the slaves and report back fashion, moving first one way then another. In many
on their condition and who is holding them, or rescue them if places, the road has been completely washed out or
possible. covered with so much bramble as to be nearly impossible
to make out. At other times, it crosses soggy lowlands
HOOK 3. Rumors abound that agents of the Witch Queen are
flush with tall grasses. It also crosses numerous small
south of the Hruesen River. An order of goodly knights or river creeks which flood to impassable in the late spring and
wardens has contracted the characters to discover if this is true. early summer. These aspects, combined with the usual
They point to Dreddstun and Gipsheim as possible locations for chiggers, ticks, spiders, ants, gnats, mosquitos, snakes,
these nefarious and evil people. and other small pests make travel along Riggler’s Trail
HOOK 4. It is rumored that there is a town named Diamond an altogether unpleasant experience unless one prefers
Dale somewhere in the Barren Wood. A long-abandoned lonely abandoned byways in which to spend time.
mining community where many a sparkling bauble was found, Several old farmsteads and abandoned shacks are also located
the mines are said to be ripe for the picking, as the gnomes have near the old trail. Of course, all that is left now are the weed
all but disappeared. shrouded husks of houses, barns, and outhouses. Some have been
HOOK 5. If continuing this adventure from Assault on used recently, as is evidenced by fire pits and refuse, but none are
Blacktooth Ridge, the characters’ attention might turn to inhabited. Occasional wheel ruts and horse tracks are also noted
the Slag Heap for a number of reasons. Barldus Mikenfird, along the trail, revealing that some traffic passes this way.
if he escaped the Vargolg, will go to Gipsheim and thence to But that is not the least of it. The trail passes through a region
Dreddstun to escape the characters, should they be giving uncontested by any civilized baron or lord or most anyone or
chase. As a last resort, he will make his way back to Ludensheim. anything of good will. This stretch is wild and untamed by any
While in Gipsheim or Dreddstun, Barldus and Deertrik will standard, such that roaming bands of humanoids, wild beasts, and
work together to eliminate those who trail. some even say, giants terrorize any caught moving through here.
If Barldus is killed and the characters have cleared the Vargolg, Of the bandits and thieves, the most notorious is Miles Freland
they quickly find that the Red Caps are still raiding. Baron and his surly band of cutthroats. These are known to be robbers
Volkmar may have been impressed by the characters’ mighty and thieves of the most nefarious kind, and any encounter with
prowess and ask them to go to Gipsheim, where he suspects them is “surely to lead to death - or even worse,” the locals
something sinister is up, as the Red Caps have been seen in the often say. They never say what the “worse” might be, though.
vicinity of the two small mining communities. Further, Miles The Baron of Ludensheim has placed a 500gp bounty upon the
Freland has been raiding the lands about again, and he needs head of Miles and a 25gp bounty upon the head of any of his
to be stopped. followers. One is left to wonder though, if Miles is so evil and a
HOOK 6. As a final option and perhaps the most promising, wanted man, why so many have had encounters with him and
the characters hear a tale of Diamond Dale from several of lived to tell the tale.

SLAG HEAP 5
Check twice during the day and once during the night for LIESL LAMPREKT (She is a chaotic neutral, human, 2nd lev-
encounters. Roll a d10 and a 1 indicates an encounter has el fighter. Her vital stats are HP 12, AC 16. Her saves are
occurred. Then roll a d20 and refer to the table below for the strength and constitution. Her significant attribute is dexterity
type of encounter. 17. Her attack bonus is +3 (battle axe, 1d1O) She carries a
chain shirt, battle axe, dagger, mace, 2pp, 14gp, 2sp, and trave-
TABLE 1: RIGGLER'S TRAIL RANDOM ENCOUNTERS ling equipment.)
D20 Encounter
DARIN GOBBLENECK is a gnomish prospector looking for his
1 2-8 Brigands, members of Miles’ band with 3rd level distant family in Havenwale.
fighter
DARIN GOBBLENECK (He is a neutral good, gnome, 2nd level
2 4-12 Goblins, members of the Red Caps with 3hd
leader monk. His vital stats are HP 17, AC 12. His saves are con-
stitution and strength. His significant attribute is dexterity 15.
3 2-6 Bounty Hunters, see below His attack bonus is +5 (+2 magic staff, 1d8+2) He carries a
4-5 3-12 Fay magical +2 staff, a light flail and 2 throwing daggers, 2gp, 15sp,
6-7 2-8 Orcs and some traveling equipment.)
8-9 1-6 Boars FARL TURKL is an escaped convict from Ludensheim seeking to
10 1 Brown Bear join Miles’ band.
11 2-4 Ogres FARL TURKL (He is a neutral evil, human, 3rd level rogue.
12 Knight and 2-4 retainers, see below His vital stats are HP 8, AC 13. His saves are dexterity and
13-15 Herd Animals wisdom. His significant attributes are dexterity 17 and charisma
15. His attack bonus is +5 (short sword 1d6 plus 1d6 sneak
16 Traveler, see below attack). He carries leather armor, 3 throwing daggers, short
17-18 Cougar sword, short bow, 35sp, and traveling equipment.)
19 Giant Owl, see below
LITHERIAM OF SOLIN FELTHIUM is an elf traveling east and
20 Escaped Captive, see below searching for his ancient birthright.
BOUNTY HUNTERS: This band consists of a mix of characters. LITHERIAM (He is a chaotic good, elf, 2nd level ranger. His vital
Minimally, there is one tracker (1st -3rd level ranger) and a stats are HP 14, AC 16. His saves are strength and dexterity.
capable fighter (1st-3rd level fighter). The Castle Keeper should His significant attributes are strength 15 and dexterity 16. His
determine the class of the others (though they should all be attack bonus is +5 (longsword 1d10) or +6 (longbow 1d8).
1st-2nd level). He carries scale mail, shield, longsword, longbow, dagger 120sp,
55gp and traveling equipment. He casts the following spells: 1st
KNIGHT AND RETAINERS: This group consists of a Paladin
level (2 slots): Cure Wounds, Hunter’s Mark.)
(4th level) and his esquires (2nd -3rd level fighters). The
knights will be mounted, but the others may not be. Half GIANT OWL: This large owl is of an ancient breed. They are
the retainers should be men-at-arms (HD 1d8, Attack intelligent and wise, knowing a dozen languages or more. The
+2, Longsword (1d8 slashing)) and the remainder stouter owl is seeking out an ancient roost. When the characters meet
warriors (1st-2nd level fighters). the owl, it has been wounded and cannot fly.
TRAVELER: The lone traveler should be one of the following: GIANT OWL (N Large Beast) HP 19 (HD 3d10+3), AC
12, Spd 5ft. fly 60ft. Str 13 (+1) Dex 15 (+2) Con 12
LARS BIRGHIT is a priest in search of a holy relic believed to be
(+1) Int 8 (-1) Wis 13 (+1) Cha 10 (0). Perception
located in the woods south of Dreddstun.
15(+5). Stealth +4. Talons +3, 1 target, 8 (2d6+1) slash-
LARS BIRGHIT (He is a lawful neutral, human, 3rd lev- ing. SA: Flyby (doesn’t provoke opportunity attacks), Keen
el cleric. His vital stats are HP 16, AC 15. His saves are senses (advantage on sight and hearing). Understands com-
strength and wisdom. His significant attributes are wisdom mon, sylvan and elf.
14 and constitution 14. His attack bonus is +3 (heavy
ESCAPED CAPTIVE: This fellow has escaped from Miles’ band
mace, 1d8). He carries a chain shirt, shield, heavy mace,
and is making his way back to Ludensheim, or so he hopes.
staff, sling, 10gp, and two potions of healing, as well as some
He is the nephew of the head of the Sheepherders Guild in
traveling equipment. He casts the following spells: Cantrips
Ludensheim, and his safe return will be greeted with much
(at will): Guidance, Light, Resistance 1st level (4 slots), 2nd
enthusiasm by his uncle. It is also not improbable that he is
level (2 slots).)
being chased by none other than Miles Freland.
LIESL LAMPREKT is the daughter of a wealthy merchant who
ARAD (He is a neutral, human commoner. His vital stats are
is believed to have been killed by Miles Freland, and she seeks
HD 1d6, HP 3, AC 10. He carries only clothing.)
revenge for this act.

6 5TH EDITION ADVENTURE


MILES & HIS MALCONTENTS MILES FRELAND (He is a chaotic neutral, human, 7th level
monk. His vital stats are HP 51, AC 17. His saves are constitu-
Miles Freland is detailed in the following paragraphs, though
tion, dexterity, and intelligence. Proficiency +3. His significant
he may never be used in this adventure. Miles is provided as a
attributes are strength 13, dexterity 13, and constitution 14. He
bogeyman for the adventure and for future adventures which
carries a +2 spiked gauntlet, a ranseur of tripping which causes
the characters may undertake. He is a notorious bandit whom
anyone hit with it to fall prone unless a successful dexterity check
all the characters should fear to meet and should be used only
is made, a +3 armband of protection, a gem-studded belt worth
to propel the story forward or scare the characters into action,
500gp, fine (if not worn) clothing, 50gp, and traveling gear.)
such as being approached and given the information that
“Miles is coming.” Before bringing the characters into contact THADS MULLINGIN: He is Miles’ right-hand-man. Loyal and
with Miles, the Castle Keeper should make them aware that brutal, Thads is feared by all who know him.
he is of some repute and not a person to be trifled with. In
fact, Miles and his close companions are capable of quickly THADS MULLINGIN (He is a neutral, human, 6th level ranger.
dispatching a low level party of adventurers. The real value of His vital stats are HP 45, AC 19. His saves are strength and dex-
this non-player character is not as a typical adversary, rather terity. Proficiency +3. His significant attributes are strength 16 and
he is a potential ally and offers a whole slew of adventures dexterity 17. He carries +4 leather armor, +1 ring of protection,
unrelated to the one at hand, should the characters choose to +1 flail, a longbow, 5 gems worth 10-100gp, 20gp, and traveling
ally themselves with him. gear. He casts the following spells. 1st level (4 slots): Fog Cloud,
Hunter’s Mark, Cure Wounds 2nd level (2 slots): Spike Growth)
Miles and his close companions are rarely in Gipsheim or
ABNER DIRST: This priest is Miles’ spiritual advisor. Abner is a
Dreddstun. Often he is out raiding, carousing, or traveling.
secretive person and dedicated to Miles, who saved him from an
Miles and his companions (the “Malcontents”) travel the road
execution many years ago. He is obsessed with Miles’ heritage
between Ludensheim and Botkinburg, the South Way and the
and placing him back on the throne of Ludensheim (see above)
Hruesen River Road, raiding and waylaying travelers. For the
but is quiet about it.
most part, they are careful not to kill people, as that would
bring down the wrath of those at Ludensheim, Botkinburg, the ABNER DIRST (He is a lawful neutral, human, 4th level cleric.
Guilds, and others. So simple thievery is considered the safest His vital stats are HP 28, AC 15. His saves are wisdom and intel-
route to prosperity and safety. While in Gipsheim or Dreddstun, ligence. His significant attributes are wisdom 14 and intelligence 17.
though, there is little to prevent them from doing as they please Proficiency +3. He carries a +5 blessed cloak of protection which
to whomever they please and whenever they please, as there is confers this armor class only to those who worship his ancient and
no authority other than the capacities of the inhabitants. For uncommon deity of the dead, a +1 mace, a flail, a holy symbol
the most part, however, they leave the inhabitants alone and worth 1,000gp, 30gp, and traveling gear. He can cast the follow-
occasionally offer protection to them from goblins and others. ing number of cleric spells: Cantrips (at will): light, sacred flame,
Many of his brigands, however the less reliable and capable, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of
remain in Gipsheim and Dreddstun. These are described below. faith 2nd level (3 slots): hold person, spiritual weapon.)
Should he arrive, or be used in this or following adventures, NELLY “THE AXE“ JEGGER: She is Miles’ significant other and
the following knowledge will be of use. The crew is led by Miles one mean-spirited agitator here for very personal reasons.
Freland, a notorious thief and brigand. Miles has a past! His
grandfather was the Lord of Ludensheim before the arrival NELLY “THE AXE“ JEGGER (She is a neutral evil, human, 5th
Dietbold Heimer. Some three decades before the present day, level rogue (assassin). Her vital stats are HP 22, AC 14. Her
Miles’ grandfather and father, along with most of his family, saves are dexterity and intelligence. Her significant attribute is
were killed in a violent palace coup led by an upstart mercenary dexterity 18. Proficiency +3. She carries padded armor, +2
from the south, Dietbold Heimer. Since that time, Miles has dagger of paralyzation that causes anyone hit by it to be para-
sought alternately to regain what was lost to him or to forget lyzed for 1d12 rounds unless a successful constitution check is
it. His banditry is, in part, personal and at other times survival. made, a hand crossbow, 10pp, and traveling gear.)
Often times, he sees himself attempting to start a revolt,
destabilize Dietbold’s hold on power, and regain his rightful MARTZTEN SLUDGEHURN: He is Miles’ mild-mannered schemer
inheritance. At other times, he views himself as nothing more with a bent towards self-serving stratagems.
than a renegade out to gather some gold, food, or goods. In
MARTZTEN SLUDGEHURN (He is a lawful evil, human, 4th
all, though, he is neither an evil man nor a good man. Though
level sorcerer. His vital stats are HP 16, AC 11. His saves are
capable of evil deeds, he is also capable of profoundly good acts.
wisdom and intelligence. His significant attributes are intelli-
He is simply a man whose time has passed or, perhaps, whose
gence 18, dexterity 15, and charisma 17. Proficiency +3. He
time lies somewhere in his future.
carries a +3 ring of protection, a +2 dagger, a vial of gas-
Miles Freland and the Malcontents consist of those listed eous form, a vial of invisibility, a scroll of color spray, 50gp,
below and others of lesser note with little or no repute who and traveling gear. He can cast the following number of spells:
occasionally follow him on raids. The actual wealth they gather Cantrips (at will): light, prestidigitation, ray of frost 1st level (4
from brigandry is hoarded in a small cave some two dozen miles slots): charm person, magic missile, shield 2nd level (3 slots):
from Gipsheim’s location known only to those named below. darkness, scorching ray.)

SLAG HEAP 7
KILLIAN STEMSTER: The gem in Miles’ crew is this shrewd Gipsheim is also a place of refuge for several escaped convicts,
and hawkish thief. Often called “The Nose” or simply “Stem,” petty criminals, and other nefarious individuals. Though not
Killian is an expert thief, burglar, pick pocket, and sneak. members of Miles’ crew, they still abide by his wishes while in
Gipsheim. They travel through here, taking a room at the Ram’s
KILLIAN STEMSTER (He is a neutral, human, 7th level rogue. Head or occupying any of the abandoned buildings in town.
His vital stats are HP 32, AC 15. His saves are dexterity, wis- Often they must pay Miles a fee or do some service for him for
dom, and intelligence. His significant attributes are dexterity 17 the right to remain here. Some few agents of the Witch Queen
and intelligence 15. Proficiency +3. He carries +1 leather ar- also pass through here.
mor, +1 short bow, gloves of the rogue conferring a +2 to all
rogue ability checks, a dagger, 16gp, and traveling gear.) The remainder of the inhabitants of the community are made
up of commoners. Almost all are kept here entirely against their
GIPSHEIM will, and some have been kidnapped from merchant caravans
and farms near Ludensheim. They do some farming and raise a
Before you lies a small thorpe consisting of several dozen
few cattle to feed Miles’ crew. All would enjoy being freed. The
dilapidated buildings and a score or so of small cottages
commoners can and should be used for further adventures or
in various states of disrepair. A single muddy lane
even replacement characters should any die in this adventure.
twists through the center of town, with a few houses on
These are not all humans either. There are dwarves, gnomes,
either side of it. The other buildings are spread out to
and halflings amongst their numbers.
its left and right amongst small farm plots and animal
pens. Only two structures stand out. There is a two- The farmhouses and shacks in which these people live are almost
story wooden structure with a large sign hanging above all dilapidated and rotting. The interiors are dark, dank, and moldy
its doorway. This is the Ram’s Head Tavern. The other since no one cares for them in the least. Several are abandoned
is a mill house, just visible over the brush and scrub, and can be occupied should the characters choose, though that
located on a small creek north of town. There are a few might cause some issues with those in the Mill House.
folk moving about, some working their plots and fields.
They are a mangy lot, being ill-clothed and generally COMMONERS (HD1d6 (HP 4), AC 10, Mv 30ft. Str 10 Dex
poor. However, those employed with sitting on steps or 10 Con 10 Int 10 Wis 10 Cha 10. Perception 10. SA None.
generally hanging about are armed with light weapons Treasure: None.)
and armor. They look as surly and suspicious as the Overall, Gipsheim is a potentially dangerous place. It is little
others do poor and tired. more than a den of thieves and bandits who bide themselves only
Gipsheim was once a community of miners and prospectors. because of the threat posed by Miles and his close compatriots.
That was some time ago. Most of the inhabitants have since Few bother challenging him or the status quo. Those who have
left, having given up on finding diamonds or any other precious stayed or are being forced to stay here live a precarious existence
stone in the nearby hills. Those that remain now “make a as serfs or slaves and have only a thin veil of protection from the
living” farming small plots of land and raising cattle. They thieves and brigands who also live here. The characters will be
sustain themselves and even sell or trade their extra food to treated with suspicion and wariness (it is not just anyone who
Miles’ crew. Most of these would prefer to leave the area but would walk into such a place), but little will be done to them
are simply not allowed to do so at this point. Miles has ordered unless they start any trouble with the farmers or with any of
that any caught leaving are to be brought back or executed. Miles’ crew. Then, all of Miles’ men will attack the party and
Occasionally, Miles takes prisoners and forces them to work the likely dispatch them.
fields and care for the cattle. This is the source of all the slavery
rumors in Ludensheim and elsewhere. THE RAM'S HEAD TAVERN
This is an old dilapidated, two-story building with a
Several members of the community are nothing more than
broad balcony on the front. It is a wood-frame structure
bandits and thieves from Ludensheim and elsewhere. There
with little in the way of ornamentation. A large sign
are also numerous members of Miles Freland’s band here. They
dangles below the balcony with an engraving of a ram’s
rarely leave the town and then only to go on raids where large
head drinking from a mug of brew engraved upon it.
numbers of people are needed. Those who profess loyalty to
The place was built more than fifteen years ago when
Miles usually stay at the Old Mill House.
Gipsheim had many miners and travelers passing
The thorpe is ostensibly controlled by Miles. In practice, through. Its prosperity was short lived, though, and after
however, he offers little in the way of enforcing anything other most of the town’s inhabitants left, it fell into disrepair.
than the fulfillment of his immediate desires, wishes, or needs. The ground floor has a large, single common room with several
Miles keeps his men in check for the most part, as he needs this chairs and tables in it. A large door, often propped open, leads
thorpe as a place of refuge. In general, when newcomers arrive, to the rear of the ground floor where the kitchen and living
they are not immediately accosted. Rather, they are ‘sized up’ quarters of the owners are located. The upper floor has a half-
and measured for their strength and intent. If perceived as weak a-dozen small rooms with several cots in them and one large
or working for the authorities of any local baronies, they are dormitory or common room. All the furniture in the place is
often robbed and used or sold as slaves, or simply killed. rickety and old, barely serving its purpose as furniture. Candles

8 5TH EDITION ADVENTURE


are often used to light the common room at night; during the defeat Deertrik and his entire crew, upon interrogation, several
winter, the fireplace is used for light and heat. do reveal their plans and mention Kreetkruk. Those that escape,
if any, go to Kreetkruk for help, claiming that they are found out
The owners, Jakoby and Nate Fardelnerl, live in the rear and and it would be in their best interest to help dispatch the party.
make a living serving brew to the locals. They often do not Deertrik may also decide that the characters are perfect patsies
charge for brew, rather giving it to whomever asks and receiving and try to use them to defeat Kreetkruk. He does this by secretly
goods in return. As for Miles and his men, they are the ones confiding in them that he is an agent of “powerful people” in
who give Jakoby and Nate the brew more often than not, so are, Ludensheim sent here to eliminate some Red Caps known to
of course, not charged. Jakoby and Nate essentially watch over be in Dreddstun. He also throws in the untruth, but seeming
the Ram’s Head at Miles’ pleasure. His men occasionally stay in possibilities, that Miles is in cahoots with the Red Caps.
the rooms on the upper floor.
DEERTRIK SHELENTZ (He is a neutral evil, human, 4th level
The rooms themselves are unfurnished, and if available, are rogue (assassin). His vital stats are HP 17, AC 15. His saves
free to whomever wants them. There is no care for the rooms, are dexterity, and intelligence. His significant attributes are dex-
though. They are dirty, unkempt, and foul. Newcomers are terity 14 and intelligence 16. Attack +4 (short sword 1d6+2
charged a few silver coins for a cot, nothing too steep for the plus 2d6 sneak attack) or +5 hand crossbow (1d6+1). He
establishment. This is usually done simply to see how much carries +2 leather armor, +1 hand crossbow, thieves tools, a
coin the person has. Food costs vary for newcomers (Miles’ short sword, 6 vials of poison causing paralyzation upon contact
men and those working the land do not pay), running between for 3d12 rounds, a dagger, 56gp, and traveling gear.)
5cp and 1gp, depending on the amount of food requested.
BARLDUS MIKENFIRD (He is a chaotic neutral, human, 3rd
Payment is always in advance. Beer costs between 1cp and 1sp,
depending on the desires of Jakoby and how much he believes level rogue. His vital stats are HP 13, AC 11. His saves are
the characters may have on them. dexterity and charisma. His significant attribute is dexterity 13.
Attack +3 (short sword 1d6+1 plus 1d6 sneak attack). He
The arrangement works as well as could be expected for those now carries leather armor, a short sword, a dagger, 1gp, and
involved. Although Nate would rather be in Ludensheim or traveling gear.)
some other place which offers more safety and greater anonymity KARL-HEINZ (He is a chaotic evil, human, 3rd level fighter. His
from the powers-that-be. Jakoby, for his part, concerns himself vital stats are HP 22, AC 16. His saves are strength and con-
with little of anything, other than tapping the keg, that is. Most stitution. His significant attributes are strength 17, dexterity 14,
especially, he avoids thinking about what a future might hold and charisma 13. Attack +5 (falchion 1d10+3) or +4 (short
and focuses on simply surviving the present. They think anyone bow 1d16). He carries a chain shirt, shield, falchion, short bow,
who comes here is escaping the law, but do try and figure out dagger, club,12gp, 22sp, and traveling equipment.)
what the characters are doing in town.
STAFEN GOODLEMIER (He is a neutral evil, human, 3rd level
Deertrik Shelentz and several of his men are here. They are rogue. His vital stats are HP 12, AC 13. His saves are dexter-
staying in the common room so, unless they have gone, no one else ity and wisdom. His significant attributes are dexterity 14 and
should be allowed to stay in this room. Barldus Mikenfird is also wisdom 13. Attack +4 (short sword 1d6+2 plus 1d6 sneak at-
here if he was not killed or captured, (see Assault on Blacktooth tack). He carries leather armor, crossbow, thieves’ tools, a short
Ridge, Area 23). Deertrik’s companions are: Karl-Heinz, a drunk sword, a dagger, 6gp, and traveling gear.)
with an attitude and always ready to fight; Stafen Goodlemier RALFIN-ALBITRON THEDEMONEOUS (He is a lawful evil, hu-
or “Lurch,” a quick-witted rapscallion and knave; Ralfin-albitron man 2nd level wizard. His vital stats are HP 9, AC 12. His
Thedemoneous, a mean and lowly maker of magic; and Gisela saves are intelligence and dexterity. His significant attributes are
Lector, a devoted servant to the Lords of Death. intelligence 16 and dexterity 16. Attack +5 (dagger 1d6 plus
1d6 poison). He carries a poisoned dagger that deals+1d6 dam-
Deertrik and the others do not suspect any newcomers are
age unless a constitution save is made, 3 scrolls of comprehend
after them, believing themselves to be on a secret mission that
languages, 20gp, and traveling gear. He can cast the following
is unknown to anyone else. The only exception to this will be
number of wizard spells: Cantrips (at will): fire bolt, light, mage
if Barldus is here. He may recognize the characters immediately
hand, prestidigitation. 1st level (2 slots): mage armor, magic
upon their arrival (assuming they met in Assault on Blacktooth
missile, shield)
Ridge). If this is the case, Deertrik and his men will attempt to
ambush the party and kill them. In all other cases, Deertrik’s men GISELA LECTOR (She is a chaotic evil, human, 3rd level cleric.
ignore, as much as possible, the party. However, drunks, taverns, Her vital stats are HP 16, AC 14. Her saves are wisdom, dex-
and weapons are a notoriously bad combination. Deertrik and his terity, and strength. Her significant attribute is strength 15. She
men often gather in the tavern, but do not discuss business there. carries a chain shirt, mace, flail, a holy symbol worth 100gp,
This is reserved for when they are in the common room. It should vial with one sip of a strength potion, scroll with sanctuary on
be noted, the walls in the inn are flimsy and easy to hear through. it,10gp, and traveling gear. She can cast the following number of
All attempts to listen through the walls are made at +3. cleric spells: Cantrips (at will): light, sacred flame, thaumatur-
gy. 1st level (4 slots): command, inflict wounds, shield of faith.
If Deertrik and his crew get into a fight with the party, they will 2nd level (2 slots): hold person, spiritual weapon)
attempt to kill all of them to a person. If the party manages to

SLAG HEAP 9
THE OLD MILL BRIGANDS X3-36 (These are neutral evil, human, 1st level
fighters. Their vital stats are HD 1d8, AC 12 or 13. Perception
Upon the banks of a slow moving, wide creek stands
10. They wear leather armor with a 50% chance of having a
the remnants of an old water mill. A turn wheel, still in
shield. They use a club, a short sword or longsword determined
some decent shape moves slow in wide, lazy circles as
randomly, and 20% have short bows. Attack bonus +3. All
the creek gently pushes it on. The outside of the mill is
carry daggers. Each also has 2-20cp, 1-10sp, and 16gp.)
a wreck. Weeds, tangled briars, and small scrub oak dot
the area and grow up to the long-untended building. Old BRIGAND RINGLEADERS: 1 for every five brigands (These
wagons and broken and discarded material are thrown are neutral evil, human, 3rd level fighters. Their vital stats
all around. Years of plundered goods that have been are HP 15, AC 14. Perception 12. Attack +4 (longsword
discarded litter the area. There are big fire pits, piles of 1d10+2). They carry studded leather armor, shield, crossbows,
rotted food and refuse everywhere. Big-leafed, clinging longswords, and 2-20gp in various coin.)
vines camouflage much of the building. A half-dozen
slovenly brutes lounge around outside the mill, playing
games, wrestling, slinging knives, or occasionally fishing.
DREDDSTUN
Dreddstun is located some 35 miles south and west of Gipsheim.
This is an abandoned mill house. It is a large structure sitting It too sits upon the banks of the Rizin Creek, though here the
on the banks of the Rizin Creek. A large turn wheel still water moves a little faster and the creek is a little wider.
moves ponderously when the waters of the Rizin are flowing
fast. Although once used to mash grain, it is now occupied by The road leading to this little ramshackle hamlet is
Miles’ men. These men are a fairly useless lot as far as Miles little more than a muddy track. It is rarely used and
is concerned. Though ruffians, they are poorly motivated and overgrown. At times one might have difficulty even
utterly undependable. As such, they stay in Gipsheim until locating it. The road ends on top of a knobby hillock
Miles needs them. The latter case is rare and only when big cleared of all vegetation. There are several old shacks
raids are being planned. Within are always 3-36 of Miles’ men. and houses that seem to be piled atop it.

They set no guards and spend most of their time drinking, joking, During its most prosperous times, Dreddstun was a backwater
gambling, and fighting one another and whatever else it is lazy and poor community. Now, it is little more than a dozen or
criminals do. There are no guards nor lookouts in the place. If so small houses and shacks teetering and leaning askew,
confronted with a fight, many simply run away. Each common awaiting a strong wind to blow them over. At the center of
brigand here must make a successful mental saving throw or the hamlet is a broad, two-story building that was once the
run should a fight break out. The few ringleaders present are general store, tavern, trading depot, and religious center.
not required to make the check, though should over half the Now it is nothing more than a home for the most powerful
brigands run or be killed, they begin looking for a way to escape ne’er-do-wells in the vicinity. It has been renamed by its
or surrender. latest inhabitants, the Ogre Inn.

THE FIRST FLOOR: This floor is spacious but cluttered with Other than those in the Ogre Inn, there are only 30 or so people
the belongings of those staying here. In the center of the room and several of Miles’ men in Dreddstun. All but Miles’ men
is a large grindstone and the trough in which the wheat was are kept here against their will and essentially used as slaves
once ground to meal. The mechanism is broken so no longer by the others. They raise some pigs, a few cattle, and have
works. There are a half-dozen trunks, opened and emptied several vegetable gardens. Mostly though, they just serve beer,
except for common goods: piles of rope, two barrels of nails, run errands, and get kicked around and beat a little too much.
some woodworking tools, boxes of salted fish, several kegs of There is one family of gnomes here as well, the Guttleburs. As
beer, cloth, grain, rotted apples, and other goods taken from for Miles’ men, they do not stay in the Ogre Inn, rather, they
plundering over the years. The brigands do most of their cooking have moved to another house a few doors down.
here and outside by the creek. A large fire pit is near one end of
the room while piles of food scraps are littered about the floor. All newcomers to Dreddstun are treated with outright distrust
and hostility until they prove themselves to be of the mean
THE UPPER FLOOR: This floor houses the machinery for sort and capable of fighting. This does not mean that the locals
turning the grindstone on the first floor. The connection to will attack strangers immediately, but they will threaten any
the water wheel is snapped so none of the gears are turning. interlopers and test their will. It takes only a little to slight any of
Furthermore, the machinery is so old and poorly kept that it those here, and a fight to the death could be had in moments. If
would not work even if the connection were fixed. This is also any of Miles’ men or those in the Ogre Inn suspect the interlopers
the sleeping quarters. There are three dozen blankets and a few are bounty hunters or working with any “de pantylooned curs in
beds haphazardly scattered about this room. There is little loot Ludensheim,” they will dispatch them forthwith.
except what is carried by the brigands, but many common items
can be found up here such as rope, hats, shields, arrows, knives, There is much to be learned in Dreddstun and much to be
some chain, pots, tinder boxes, a few flasks of oil, and other feared. The slaves and Miles’ men are well aware of the forces
sundries. Most valuables are kept on the brigands’ persons. of evil gathering to their south in the Slag Heap. They have all
seen the ungern in Dreddstun and the Ogre Inn talking. They

10 5TH EDITION ADVENTURE


impart this information to the characters if a reasonable
rapport has been established.

THE OGRE INN


Before you is a ramshackle building, long and
low, fashioned of stout trees with a thatched roof.
Its size is greatly diminished, however, as half of
it lies in ruins. Some poor excuse for an artisan
has sketched a crude portrait of an ogre bashing a
gnome with a club on the building’s teetering door.
A lone bench sits outside the door, upon which sits
an old man, whose lackluster appearance denotes
both dumbness and deafness.

The Ogre Inn is a broad, two-story, wooden building


with a thatch roof. One-half of it has collapsed and lies
in ruins. The roof leaks, and during a heavy rain, water
pours into the upper floor and down into the lower
floor. The lower floor consists of three large rooms.

MAIN ROOM: Here is the main room and bar area. It


is approximately 50 x 100 feet in size. There are many
tables and chairs of all types in here as plundering has
afforded some comforts. There is one large red velvet
stuffed chair which Kreetkruk sits in. No one else
does, and should anyone attempt it, a fight will occur.
Kreetkruk and/or some of his goblins will almost always
be here or in the kitchen unless they are away on some
business. There are large kegs of beer in the room and
many cups piled near it. Additionally, there is always
some village inhabitant or two in the room to serve
Kreetkruk. It is up to the Castle Keeper to decide upon
the disposition of Kreetkruk and his goblins in order to
best serve the adventure.

KITCHEN: In the back is a narrow room once used as a


kitchen but now used for sleeping and storage, as it is
the driest place in the whole building. It is about 20 x
40 feet in size with a door leading to the outside at its either fails, the trap is sprung. If the character elects to stop and
rear. Kreetkruk and his goblins all sleep in here. They rarely remove his tools and try to disable the lock without picking it at
keep watch, stay up late drinking and gambling, and get up well the same time, the trap will spring also. The Castle Keeper may
after the sun rises, sometimes near dusk sleeping the whole day warn the character that this latter might occur by indicating his
away. There are a dozen crates of food in here, bolts of cloth, tool seems to be caught on something inside the lock.
barrels of beer, several lanterns, a large barrel of pitch, a dozen If the trap is sprung, a poisonous gas is emitted that covers
small ceramic containers with oil in them, a grappling hook, 20-square feet. It causes all within its sphere to collapse,
some woodworking tools, and a plethora of cooking utensils. paralyzed for 2-24 hours and take 1d6 damage unless they make
There is also a small metal trunk in a cabinet. This contains a successful save versus poison. In this case, paralyzation for 1d6
some of the payoff offered by Baron Dietbold to put an end to hours occurs. It is a powerful toxin. The trunk contains 100pp
the raids. The trunk is locked and trapped. Kreetkruk has the and 10 gems each worth 100gp.
key on a chain around his neck. A trap is inside the lock and ROOM OF WORSHIP: The other room was once a chamber for
impossible to locate by detecting traps, until one tries to pick worship but is now simply abandoned and desecrated. In the
the lock. If the key is used, the trap is disabled. Once the lock center is a large stone basin. Once filled with holy water, it now
is being picked, the character must roll a detect traps check. If is scribed in foul runes and filled with trash. No one enters this
successful, the character notes an odd sound of glass clinking room anymore.
and can stop his action. He has detected the trap. At this point,
the character can attempt to disable the lock but must roll a UPPER FLOOR: The upper floor of the Ogre Inn is usually
disable lock and pick lock at the same time to be able to do so. abandoned. Occasionally one of Kreetkruk’s men will come up
Both rolls must be successful in order to succeed at the task. If here to sleep off a drunk, but other than that, few ever come

SLAG HEAP 11
up here. There are six small rooms sitting over the main room THE RED CAPS: These are Kreetkruk’s foot soldiers. They are a
down below. They are separated by a hallway such that three wily, tough band of goblins. They all wear the familiar red caps.
rooms are on each side of it. Each of the rooms is empty except
for broken furniture and other debris. They are moldy and, RED CAPS X 12 (NE S humanoids): HP 7 (HD 2d6), AC
depending on the time of year, lice and flea infested. 15, Spd 30ft. Str 8 Dex 14 Con 10 Int 10 Wis 8 Cha 8. Per-
ception 9. Stealth +6. Scimitar +4 (1d6+2) or shortbow +4
The following are the important members of Kreetkruk’s band. (1d6+2). SA: disengage or hide.
Each wears a dark red cap.
THE KNOCKERS
KREETKRUK: He is a mean-spirited and cruel ogre of massive
proportions. He is also quick witted and smart, unusual for an The Knockers are a dozen or so members of Miles’ crew. They
ogre. He is not in Dreddstun to start any trouble, just to kill have been here for some time, rarely going to Gipsheim or
Deertrik or get some more gold. That said, he is not unwilling raiding with Miles. They are here at Miles’ behest as part of
his effort to lay claim to the territory for what that is worth. In
to smash a few heads. Kreetkruk speaks the common tongue of
truth, though, these are some of the least reliable of those who
the region but in a somewhat broken manner.
claim allegiance to Miles and have been sent here to keep them
KREETKRUK (CE Large Giant) HP 59 (HD 7d10+11), AC from causing trouble elsewhere. They are an abusive lot who
11, Spd 40 ft. Str 19 (+4) Dex 8 (-1) Con 16 (+3) Int 5 fight with one another more than with anyone else.
(-3) Wis 7 (-2) Cha 7 (-2). Perception 8 (-1). Greatclub +6
They are currently staying in a large house on the north edge
(2d8+4) or Javelin +6 (2d6+4 30/120ft). SA Darkvision
of town and close to the fast-flowing Rizin Creek. The house
60ft. He carries a leather jerkin, a key hangs around his neck on
is dilapidated but, unlike the rest of the town, has wooden
a chain, and has a pouch with 45gp in it.
shingles and is thereby a little drier during wet weather. It is
NORDIN THE VULTURE: He is the only human in the bunch. He a single-story structure with only two rooms. There is a large
has come along as a translator to aid Kreetkruk if necessary. His room where the Knockers gather and eat and sleep and another
keen eyes, combined with the moist grimace constantly etched on smaller room where they have stored their material. In here
his face, makes him look like a vulture, hence his nickname. they have some foodstuffs, clothing for winter, and various and
sundry items taken from raids. Most of it is worthless.
NORDIN (He is a chaotic evil, human, 3rd level rogue (assas-
sin). His vital stats are HP 15, AC 14. His saves are dexterity, The group is lead by Reglar Mud, a ruffian of the highest order,
and his companion in arms, a dwarf named Gratl Durhill.
intelligence, and wisdom. His significant attributes are intelli-
Reglar is aware that there are some ungern and orcs located
gence 17 and dexterity 16. Attack +5 (short sword 1d6+3
somewhere to the south of Dreddstun but he does not know
plus 1d6 sneak attack). He carries leather armor, short sword,
where and has not gone looking for them. He cares little for
6 x throwing daggers, a potion of levitation, a potion of healing,
anything other than what immediately affects him.
22gp, a ring valued at 150gp, and traveling gear.)
The two have taken as much loot as they can hide from Miles,
GRAZSH: This goblin is a spiritual leader for the band. He is a
and hidden it in a small box buried beneath an old oak across the
cruel fighter and enjoys entering the fray. He also knows the
Rizin Creek. In it are 80gp, 175sp, 575cp, and 22 pieces of jewelry
location of the Slag Heap and is planning on making a trip there
worth between 1-10gp each. There is also a box of goods in the
in the near future to confer with Froithmot.
mess in here that belonged to the Guttleburs. Within it are several
GRAZSH (NE S humanoids): HP 7 (HD 2d6), AC 15, Spd 30ft. pieces of cookware, some candles, and other sundries. Along with
Str 8 Dex 14 Con 10 Int 10 Wis 8 Cha 8. Perception 9. Stealth this are several sheets of paper listing items which they carried
+6. Scimitar +4 (1d6+2) or shortbow +4 (1d6+2). SA: disen- with them and a genealogical note establishing heritage to the
gage or hide. He carries a shield, chainmail hauberk, large mace, 3x clans at Havenwale. This latter sheaf of paper is actually a map to
javelins, onyx holy symbol in the shape of three javelins worth 100gp Havenwale (the Slag Heap) disguised as something else. To access
the map though, a simple word must be said over it, Havenwale.
and traveling gear. He can cast the following number of cleric spells
The map reveals the quickest and easiest route to Havenwale.
(Save DC 10): Cantrips (at will): Guidance, Resistance, Thau-
maturgy, Sacred Flame, 1st-3 slots, 2nd-2 slots.) REGLAR MUD (He is a neutral evil, human, 4th level ranger. His
vital stats are HP 24, AC 15. His saves are strength and dexterity.
OOGLZ: is cunning and sneaky even for a goblin. He attempts to
His significant attributes are strength 17 and dexterity 14. Attack +5
escape should serious trouble occur and return to the Vargolg.
(long sword 1d10+3) and dagger (1d4+3) or crossbow +4 (1d8).
He, too, knows the location of the Slag Heap as he once followed
He carries a chain shirt, large crossbow, 10 x +2 non-magical bolts,
Grazsh there, without Grazsh’s knowledge.
a long sword, dagger, 26gp, 47sp, a 20gp, and traveling gear.)
OOGLZ (NE S humanoid): HP 7 (HD 2d6), AC 17, Spd 30ft. GRATL DURHILL (He is a neutral evil, dwarf, 2nd level fighter.
Str 8 Dex 18 Con 10 Int 10 Wis 8 Cha 8. Perception 9. Stealth His vital stats are HP 24, AC 17. His saves are strength and
+6. Scimitar +4 (1d6+2) or shortbow +4 (1d6+2). SA: constitution. His significant attributes are strength 15, constitu-
disengage or hide, sneak attack and climb as a rogue. He carries tion 13, and dexterity 14. Attack +5 (battle axe 1d8+3). He
a shortsword, leather armor, 3x throwing daggers, thieves’ tools, carries a chainmail, shield, crossbow, battle axe, +2 throwing
15sp, and clothing.) dagger, 16gp, 97sp, and traveling gear.)

12 5TH EDITION ADVENTURE


THE RUFFIANS X10 (These neutral evil humans’ vital stats are TO THE SLAG HEAP
HD 1d8, AC 14 or 15. Attack (+3) by weapon. They wear
leather armor with a 50% chance of having a shield. They use The trip to the Slag Heap from Dreddstun is long and arduous.
a club, a short sword or longsword determined randomly and There is a trail, but it is indistinct and so rarely used that it is
20% have short bows. All carry daggers. Each also has 2-20cp, virtually indistinguishable from the forest floor. Without a guide
1-10sp and 16gp.) or the map, travel to the Slag Heap is nearly impossible. One
other option is to trail one or more people moving to and from
GUTTLEBURS Dreddstun and the Slag Heap. Froithmot and several of his orcs
will eventually go to Dreddstun to meet with Kreetkruk and
The Guttleburs are a family of gnomes who came here in search then travel back. Grazsh and Ooglz know the location and may
of their cousins in Havenwale. The father of the family, Nurfin,
reveal it if forced to or they can be tracked to it.
and his two sons, Hopple and Neeble, are the only ones left
in town. Reglar sold (or traded, as he likes to think) Nurfin’s If the characters attempt it on their own, they must make a
wife, Frema, and daughter, Owlin, to Froithmot the ungern in successful tracking check every day of the trip. This tracking
return for some gnomish wine (which Froithmot took from a check begins at a -1 penalty. The penalty increases by -1 each
wine cellar at the Slag Heap). This arrangement also ensures day so that on the 5th day of travel, the tracking check is at
that Nurfin and his sons will stay here and acquiesce to Reglar’s -5. It takes six days to get to the Slag Heap from Dreddstun
requests, as he promises to return his wife and daughter as soon
assuming 10 miles of movement a day.
as possible. Reglar is, of course, lying.
And 10 miles of movement a day will be a challenge. This
Nurfin, Hopple, and Neeble care for some hogs and have a little
ancient forest is littered with dead fall, small mires, thick
garden with which they supply food to Reglar and those in the
undergrowth, and all manner of obnoxious critters that bite,
Ogre Inn. They are exceedingly despondent as a result of their
situation but imagine no way out of it until Frema and Owlin sting, slither, crawl, latch, buzz and simply annoy. All this and
are returned. They will be grateful for any help the characters the constant attention needed to keep an eye on the trail makes
can give them. They will even agree to leave Dreddstun with movement very slow. Overland movement is halved. It is about
the characters and guide them to Havenwale if the characters 60 miles to the Slag Heap.
promise to free Frema and Owlin, or at least try.
Should the characters lose the trail, they are on their own. The
However, they do not know exactly where Havenwale is. That Barren Wood is deep and wide and filled with all manner of
information is located on a map which Reglar took from them creatures. Many small paths crisscross this area of the forest and
when they were captured. Without it, they can only guess where many of those end up at The House that Meg Built (see below)
Havenwale is and will most likely end up getting the party lost. or the Dread Mire (see below). Regardless of whether the players
stumble upon that haunted place they must, if they remain lost,
NURFIN, HOPPLE AND NEEBLE (These chaotic neutral gnomes find their own way to Dreddstun, Gipsheim, or wander around
vital stats are HD 1d8, HP 7, 5, 4, AC 10. Proficiency +2. until they find Havenwale. The author trusts that at that point
They have no equipment.) the Castle Keeper will find a method to entertain the party in a
most horrible and deadly fashion.
THE INHABITANTS OF DREDDSTUN
The inhabitants of Dreddstun are kept here against their will.
Their fear is palpable, and they all would be happy to be freed of
THE HOUSE THAT MEG BUILT
the place. However, they fear the wilds about Dreddstun almost South, deep in the Barren Wood, along an unnamed creek
as much as they fear staying in Dreddstun. They will request the that meanders through an equally unknown meadow stand the
characters lead them to Ludensheim or Botkinburg should they remnants of an old house. Shoddily built, the house has not
be freed. There are 35 humans here. Six are children, eight are stood the test of time. Its roof is gone and the walls little more
adult women and the remainder are adult males. than a row of planks sticking haphazardly from the ground. The
whole meadow is dark, and cobwebs hang from the surrounding
Many of the inhabitants have seen the comings and goings of trees and stretch across the ground. The grasses of the meadow
many people here. Several will mention Miles’ passing through on have not grown in some time, and the area looks more like a
occasion. However, what is interesting are the Red Caps. Recently, beaten down clearing.
they have been here in large numbers, and they have been having
many men of Ludensheim. Further, a great ungern chief comes to A horrible stench hangs over the meadow, and shadows
Dreddstun on rare occasions. This should inspire concern and fear pervade it all. The trees are old, the barks blackened
in any hearing it. Ungern are rare south of the Hruesen River. They with soot and the leaves, brown and clinging on more by
are the true minions of the Horned One, made in his image, and the webs hanging from the trees than anything else. At
their loyalty resides to him above all things. With them around, the mouth of the only path that leads into the meadow,
nothing good can be in the making. Many here have also heard of where the creek enters it, hangs a long cylinder of web.
Havenwale or Diamond Dale, though none know where it is.
It rocks gently in the breeze. Upon closer examination,
COMMONERS HD1d8 (HP 4), AC 10, Mv 30ft. Str 10 Dex an old, gnarled, petrified hand protrudes from the web.
10 Con 10 Int 10 Wis 10 Cha 10. Perception 10. Knife or hand
This is the house that Meg built.
axe +2 (1d4). SA None. Treasure: 1d6cp.

SLAG HEAP 13
Once upon a time there was a little girl named Meg. Meg was born The ettercaps live in and about the meadow. They dwell in the
into a farmer’s family that dwelt upon the edge of the Barren Wood. trees mostly, living out their miserable lives in the dark cones
They lived in the comforting shade of the Baron of Botkinburg, of webbing that they themselves have spun. They are always
enjoying that Lord’s protection. But Meg was different than most hungry, extraordinarily evil, and likely to attack anything that
children, for she was mean, cruel, petty, and vicious. She loved comes into the clearing.
to tease her siblings and reveled in the torment of animals. At an
early age she displayed unusual abilities, able to cast petty spells ETTERCAPS 4 (NE medium monstrosity) HP 44 (HD
and illusions. She used these abilities to ever greater mischief so 8d8+8), AC 13, Spd 30ft, climb 30ft. Str 14 (+2) Dex 15
that by her teenage years young Meg had become a living terror (+2) Con 13 (+1) Int 7 (-2) Wis 12 (+1) Cha 8(-1). Per-
to her family, other farmers, and the farm’s animals. ception 13(+3). Stealth +4, Survival +3. Bite +4 (1d8+2
plus 1d8 poison (Con DC 11)) and claws +4 (2d4+2) or
Meg’s father, a stern man not governed by the superstitions Web +4, range 30/60, target restrained (Str DC 11 Neg/Esc),
of many folk that dwelt in Botkinburg, threatened Meg with Recharge 5-6. SA Darkvision 60ft., Spider climb, web sense
banishment if she failed to mend her ways. Many said it was (tremorsense on webbing), web walker (ignore webbing).
the fay that made Meg touched, and her mother made excuses
for her. But Meg’s father was unflappable, and he said unto her: In and about the meadow lies the accumulated treasure of Meg
“Continue this behavior and you shall live out your days in the and her sons. There are 340gp, 750sp; there is a lyre worth 250gp
dark of the Barren Wood!” in working condition, a box of mechanical dwarf toys, mostly
marching soldiers and orcs worth 150gp; lying in the ruins of the
Meg, tiring of her father’s idle threats, enchanted her father’s house is a much corroded +2 battle axe (easy enough to knock
work boots so that they gave her father boils whenever he wore the corrosion off) and a rod of wonder; in the cocoon where Meg
them. In a rage, he gathered up her few belongings, bound her, hangs, upon her finger is a magical ring of evasion.
and tossed her over the back of his best mule. For four days
and nights, he traveled into the wood, cutting no trail, but THE DREAD MIRE
meandering through glen and dale, down animal tracks and
across streams and creeks, until at last he came to a lonesome The Dread Mire is an ancient battleground that has now
meadow where a slow-moving creek wandered through. Setting become a swamp. Some millennia past, a local elfin lord
her and her satchel upon the ground, he cut her bonds and aligned himself a human kingdom to battle against the
spoke to her, saying only, “Meg. You’re an evil child and you’ll onslaught of the Horned One’s army. In the first clashing
make a worse woman. You mean nothing but harm to those of arms, the human king betrayed his ally and fell upon the
around you, so I give you to the forest where the harm you do elfin rearguard as the armies of the Horned One weighed
will pass unnoticed by the long years.” into the vanguard. The humans slaughtered all of the elves
in a horrific battle. But Andual, a warrior priest and the last
With that, he turned and left her, never looking back. of the kindred to die, laid a curse upon these men: “May
your treachery bind you to this earth! May it devour you and
For a great while Meg wept, pulled at her hair, wailed and spit you back up as a shadow of yourself. Thirst now for a
howled to the deepening dusk. Eventually, she collapsed in a life you cannot have. I curse you and bind you here until the
pitiful heap and lay thus for many long days and nights. She lay Damnun slakes your agony. Know no peace.”
that way until a young hobgoblin came across her. So wretched
was her condition that he took her for one of his own. But no The men laughed at Andual and slew him, casting his body
sooner than he fed her did he realize that she was a human aside. But soon they found the elfin curse bore teeth, for
and then thoughts of eating her overcame him. But Meg, they could not leave the ground upon which they stood, the
having recovered her strength, saw through the hobgoblin and battlefield of the elves. If they approached the edges of it a great
bewitched him, taking him as her spouse. terror overcame them, and they fell back upon themselves,
fighting for room. Eventually, the men went mad from fear and
And so, Meg dwelt in the forest with her hobgoblin husband raged against each other until they were all dead.
for many years. Both of them grew more wretched and evil
with each passing year, and they haunted the lands around, The Horned One, ever appreciative of deceit, despised the men
terrorizing any and all creatures that came into their domain. for their treachery and left them to die.

Meg bore five horrid sons to her hobgoblin husband before she The Dread Mire begins abruptly. The trees of the Barren
slew and ate him. They were not human, nor goblin, but evil Wood break onto an open, poorly drained pasture
ettercaps that followed her everywhere and did as she bid them with numerous bogs, pits of quicksand, small creeks,
to. They built her a house of horrors there in the meadow and and thick, thorny undergrowth. The bleached trunks
along the banks of the creek mostly of spider webs that they of long-dead trees dot the landscape and a wispy mist
spun themselves. Eventually, Meg died and the ettercaps bound shrouds the ground. The stench coming off the bog is
her in web and hung her from one of the trees on the edge of the horrendous and difficult to bear.
clearing where they go to pay her homage and keen over her.
Since those days, two of the ettercaps have left, but three still Anyone who enters the bog must make a successful constitution
remain in the house of their mother. save (DC 15) or begins retching uncontrollably. The retching is

14 5TH EDITION ADVENTURE


violent and lasts for several minutes, causing 1 point of damage The Damnun River is one of the Seven Rivers that flow through
each time the character fails their save. This damage heals at Shindolay, the land of fay where the elves originate. The
one hit point every two hours. Damnun intersects the Material Plane in the Twilight Wood
through the Dreaming Sea. The god Utumno watches over its
This region is an exceedingly dangerous place, as many undead material spring. It is from this river that water must be drawn in
live here. Within 1d4 rounds of entering the bog, the souls of order to cure these men of their curse.
the dead begin to moan, muttering strange curses in a forgotten
tongue. After the first four rounds have passed from entry, the OVERLAND ENCOUNTERS
first of the undead begin clawing their way out of the bog, rising
from the dead. This table details encounters that occur while traveling in the
region. Check for encounters twice during the day and twice at
The weakest of the undead, those barely clinging to the grave, night. A roll of 1 on a d10 indicates an encounter. Then roll a
rise first, followed by more powerful creatures. The first hour, d20 to determine the type.
1d12 skeletons rise; the second hour, 1d8 zombies rise; the third
hour, 1d6 ghouls rise; the fourth hour, 1d4 ghasts rise. Their TABLE 2: OVERLAND ENCOUNTERS
numbers are cumulative, so that by the third hour, the party is
D20 Encounter
encountering skeletons, zombies, and ghouls.
1-2 Bandits (2-8) / ambush, after a raid, encamped
These creatures are not all evil and bent on destruction. Some
3-4 Goblins (7-12) / spying, raiding, stealing cattle
may be enticed to talk to the characters if the characters are
able to distract them in some manner, i.e., sing a song of heroism 5 Lost traveler (1-3) / villager scared, hiding, fleeing
or lost luck or something of that nature. They impart the nature 6 Mountain Lion (1) / tracking party, may attack
of the curse if the opportunity arises. 7-10 Herd Animals / deer, elk, oxen, boar, or other
They are particularly fearful of elves and refuse to fight them. 11-12 Wolves (4-12) / eating, tracking party, moving
Elves can, in fact, prevent any fighting whatsoever. If an elf is 13 Giant Spiders (2-8) / nest area, with prey, moving
with the party, the undead may surround him, but will not attack.
14 Brown Bear (1) / hunting food 1 in 10 with cubs
SKELETONS (LE Medium undead): HP 13 (HD 2d8+4), 15-16 Fay (2-8) / pixies
AC 13, Spd 30ft. Str 10 Dex 14 Con 15 Int 6 Wis 8 Cha 17-18 Orcs (2-8) / raiding, scouting, lost, encamped, after
5. Perception 9. Short sword +4 (1d6+2) or short bow +4 fight
(1d6+2; 80ft/320ft). SA bludgeoning vulnerability, immune to
poison/ exhaustion, darkvision 60ft. 19-20 Ogre (1) / traveling, searching for home, raiding

ZOMBIES (NE Medium Undead) HP 22 (HD 3d8+9), AC This table details encounters that occur along the region of
8, Spd 20. Str 13 Dex 6 Con 16 Int 3 Wis 6 Cha 5. Perception the Blacktooth Ridge. Check for encounters twice during the
8(-2). Slam +3 (1d6+1). SA Immune to poison, Darkvision day and three times at night. Roll a d10 and a 1 indicates an
60ft, Relentless Fortitude. encounter. Then roll a d20 to determine the type.
GHOULS (CE M undead): HP 22 (HD 5d8), AC 12, Spd
30ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6. Perception TABLE 3: THE BARREN WOOD
10. 2 claws +4 (2d4 plus paralysis/1 minute. DC 10 Con neg.) D20 Encounter
and bite +2 (2d6+2). SA: Immune to poison, charm, exhaus- 1-2 Goblins (7-18) / spying, raiding, stealing cattle
tion; darkvision 60ft.
3-5 Orcs (3-12) / raiding, scouting, lost, encamped
GHASTS (CE M undead): HP 36 (HD 8d8), AC 13, Spd
6 Bandits (3-12) / ambush, after a raid, encamped
30ft. Str 16 Dex 17 Con 10 Int 11 Wis 10 Cha 8. Perception
10. 2 claws +5 (2d6+3 plus paralysis/1 minute. DC 10 Con 7 Hyenas (4-16) / hunting, around carcass, sunning
neg.) or bite +3 (2d8+3). SA: Immune to poison, charm, ex- 8-9 Wild Boar (2-6) / rooting around, relaxing at mud
haustion; advantage on saves vs. turning; stench (victims in 5 ft. hole
poisoned for 1 turn (DC10 Con neg.); darkvision 60ft.
10-12 Stirges (1-3) / hunting, with prey, flying overhead
There is no manner of clearing this land of the undead unless 13-14 Ogre (1-2) / hunting, traveling, looking for a home
the curse is lifted. To do so one has to fetch water from the 15 Wolves (3-18) / eating, tracking party, moving
Damnun River and pour it into the swamp.
16 Bear, large (1) / aggressive male or female with cub
17-20 Herd Animals / deer, elk, oxen, boar, or other

SLAG HEAP 15
THE SLAG HEAP day or night, as the orcs and ungern enjoy the heat and ashen
smoke the fresh wood renders. Within the vale, one can observe
Slag Heap sprawls over a wide area and consists of loosely the movement of orc and ungern alike as they make their way to
linked encounter areas. These are made up of small mines and and from barrows and shacks.
barrows, a haunted wood/shrine, and a host of tangled, winding
tracks. There is little left of the gnomish community. Most Much of the Slag Heap mines are in horrible condition, and
of it has been uprooted or buried. What is left is occupied by many portions have collapsed or are nearing collapse. The
servants of the Witch Queen. The Shrine of Waters, once a debris and wreckage offer a host of good and safe hiding places
holy place, has been befouled by harpies. The Deepening Well from watching eyes.
is an active mine filled with gnome slaves. Black Hole is the pit
within which Seroneous dwells. The Collapsing Caverns serve However, entering the vale can be very dangerous. Should the
as a compound for the orcs and ungern, and the Maze serves as characters attempt to storm the complexes in the vale with no
a house for prisoners. thought to stealth, the entirety of the inhabitants will come out
and work together in its defense. Only through stealth, wit, and
The Slag Heap, or Havenwale as it was once known, sits in a playing off one group against another will the characters manage
remote vale deep in the Barren Wood. Steep hills, tangled forest, to clear this place of its filthy inhabitants. Cautious characters
and a mishmash of ravines, ridges, and washes hide the vale will soon discover that entering local areas does not necessarily
from most interlopers. However, in recent years many of the raise the ire of all the inhabitants, as there are many conflicting
trees have been cut down to feed the fires of Slag Heap, leaving loyalties. For instance, both the ungern chief and drider would
a swath of destruction apparent to all a mile or so before arriving welcome the other’s death, so that one or the other could take
in the vale. Once an idyllic community of small, colorful houses, over the entire complex. So, if either knows that the other is in
deep, comfortable barrows, dark green grass and many a spring trouble, he will not respond.
flower, it is now a jumble of dark and dingy huts, churned earth,
muddy pits, and dark, unforgiving barrows. Heaps and mounds There is the option for numerous other burrows and mines which
of detritus from the diggings and tossings of the orcs and can be designed and populated as the Castle Keeper desires.
ensorceled gnomes lay all about. Fires are constantly burning, Manners of handling this are discussed at the end of this section.

16 5TH EDITION ADVENTURE


TRAITORS AND SERVANT The arrival of the gnomes changed little and they too enjoyed
The Slag Heap is loosely controlled by the drider Seroneous, an the sustenance of the waters of the shrine. They then built a
agent of the Witch Queen. He was sent to the area to find the pedestal of stone upon which the wood bowl was placed and up
diamonds of Havenwale and to build an outpost and gathering to which the water would flow.
place for others in the Witch Queen’s service. Seroneous has proven The arrival of the Witch Queen’s servants ended all this.
to be less reliable than the Witch Queen hoped. His mistress is Seroneous, the drider, befouled the Shrine of Waters and had
far from the Slag Heap, and being vile and evil by nature, he has two columns of stone erected by it. Between them he hung foul
decided to pursue his own grotesque needs and amusements, while webs and laid many an egg so that his venomous offspring would
giving little attention to those of the Witch Queen. forever keep the place unclean and the waters unavailable.
Seroneous, through intermediaries in Dreddstun or his spider “Evil begets evil,” as they say. So arrived four harpy sisters. Aged
minions, captures or purchases demi-human chattel and enemies of the fay, the harpies delighted in the befoulment of
uses them for sacrifices, food, torture and simple execution. the shrine, and they came and lit upon the columns as if in
Occasionally Seroneous uses them to help the ensorceled victory. They feasted upon Seroneous’ hatchlings and grew fat.
gnomes. But only occasionally. These pasttimes consume The harpies have made the Shrine of Waters their home. Their
Seroneous to such a degree that he cared little for what else nest has been built in the willow tree, and they often rest upon
occurred in his compound or even the region. the tops of the columns, waiting easy prey-be it orc, goblin, man or
That was until the arrival of Froithmot, an ungern in the service gnome. Their favorite food is, of course, the fay and their kin, most
of the Witch Queen. Having been sent by the Witch Queen especially elves. Two of the harpies are often in the Barren Wood
to augment Seroneous’ forces, Froithmot quickly discovered hunting prey and trying to lure them back to the Shrine spot where
that Seroneous was a fool and bent only on the pleasures of his they are killed and devoured. For Seroneous’ part, he wants them
tortured flesh. In the few short weeks since his arrival, Froithmot gone, and he has continually concocted plans to rid the vale of the
has gained virtual control of the vale and all of Seroneous’ harpies, or alternately, bring them under his control. The harpies
forces. Froithmot cares little for Seroneous and would just as guard the shrine better than he or his hatchlings ever could and are
well see him dead as alive. devilishly difficult to kill in any respect.

Before you are two large, ivy-covered, blocky, stone


AREA 1: THE SHRINE OF WATERS columns sitting upon either side of a small stone pedestal.
The Shrine of Waters is holy ground. The spring and waters Upon the pedestal is a great wooden bowl of seeming
are magical and once served as a shrine for the wood fay and common make. The ground is a shrine of some type.
gnomes. That was in happier times. About the shrine, the ground is churned and dug up such
that nothing grows but weeds and briars. The trees have
Years past, the princess Adel, a fay of wondrous beauty, fell into been chewed upon and chopped at. They are only ghostly
the grasp of one of the Horned God’s eldritch goblins. Ezelweed reminders of their once great selves. An old willow
was twisted and foul, his body the mirror of his soul. He forced survives this ruin, but it is sorely bent and scarred. All
Adel to consume a potion that would strike her mind dumb, about are bones. Some are picked clean, glistening white
so that he could force her to love him. But Adel consumed the in the light of the moon, but fresher kill is patched with
potion reluctantly and was taken with madness. She broke free rotten skin and tawny half-chewed muscle.
of Ezelweed’s clawed grasp and fled from him. His short and
stubby legs were no match for her long stride, and she quickly THE PEDESTAL AND BOWL: Water flows up the pedestal and
left him behind. In rage he cursed her and flung a dart after her spills into the bowl such that the pedestal’s column is damp
fleeing form. It struck true, though Ezelweed did not know it, and the bowl always full. The water and shrine are not actually
for she fled on, deep into the Barren Wood. befouled, simply occupied and surrounded by foul creatures.
The harpies have tried dumping the wooden bowl over but have
At last, Adel came to the end of her road and life. She lay not been able to do so, as the magic of the wood fay is too great.
down beneath the shade of an old willow tree and clutched They have tried emptying the bowl, but it fills back up almost
at her dying heart. A pod of sprites found her thus, and they immediately. They have tried fouling the waters, but within
wondered at her end. She could not speak, but they fussed over moments, it returns to its clear, crystalline nature.
her, nonetheless, and begged her life to remain. To their dismay,
she passed beyond them and died there beneath the willow tree. The harpies content themselves by sitting on their perches,
But their magic had worked an enchantment upon her. devouring what they can and littering the landscape with the
wretched remains of their victims. The bones offer solace to the
In time her blood became a pool of water, and flowers grew harpies and a warning to any interlopers.
where she fell. Short, wide-mouthed blue bells sprung to life
everywhere her form had lain, except where the dart pierced Depending on the size and power of the party, the Castle Keeper
her. There, a briar grew, long and perilous thorns springing from should have either two or four of the harpies at the Shrine of the
its horned hide. The sprites formed a bowl of wood into which Waters. Whichever the case, the harpies hide themselves in the
the water could flow, and there, in later days, they gathered canopy of the trees nearby and begin to sing a song, attempting
to frolic and dance, and from it they drew much sustenance. to woo the characters in. In general, they each sing a song in

SLAG HEAP 17
turn and not together. In this manner they attempt to attract There are very few areas of this barrow that are anything other
as many victims as possible to the Shrine of the Waters. Once than empty rooms with destroyed furniture and rotted material
they have them at the shrine, they attack those characters not in them. However, the complex is overrun with hatchlings
suffering from their particular charms. The harpies will also of Seroneous. Every half hour the characters are in here, the
leave the area if they are being sorely pressed, as they, like many chance for a random encounter occurs. A 1 on d6 indicates an
living things, would prefer not to die. encounter. Then roll a d6 to determine the type.

HARPY X 4 (CE Medium Monstrosity) HP 38 (HD 7d8+7), TABLE 4: RANDOM ENCOUNTERS


AC 11, Spd 20ft/40ft (fly). Str 12 Dex 13 Con 12 Int 7 Wis
D6 Encounter
10 Cha 13. Perception 10. 2 attacks: Claw +3 (2d4+1) and
Club +3 (1d4+1). SA Enchanting Song (Victim Charmed 1 1 small spider
and incapacitated as long as the harpy keeps singing; Wis DC 2 1-2 small spiders
11 Neg.).
3 1-3 small spiders
Should the characters choose to search through the bones of the 4 1-6 small spiders and 1 medium spider
dead, they will find some items of interest amongst the rotting 5 2-4 medium spiders
debris. In addition to shredded armor, ripped clothing, rotted
foodstuffs, bits and pieces of weaponry and traveling materials 6 1 drider
is a set of scrolls in a wooden case. There are three scrolls in ROOM 1: THE ENTRY The entry to this complex is unguarded. A
the case, each having one 1st level spell written upon it. The door was once here, but it has long since been removed, as have
Castle Keeper should choose the spells to fit the party. There all the other doors in the complex.
is a large +1/+2 kite shield which shows no signs of rust or
decay. Anyone who uses the shield gains a +1 armor class; in The entry tunnel is wide and about six feet in height.
the hands of a knight, it offers a +2 to armor class. There are Within is a small, dark room filled with cobwebs and
some coins here: 55gp, 122sp, and 120cp. There is a necklace a moist air, thick with the stench of death and decay.
with a jewel dangling from it valued at 210gp and a silver ring Beneath the foul coat, you note the remains of paneled
worth 30gp. walls and cobbled floors. The ruins of an old bench lay
on the floor, and the stubs of broken pegs line the walls,
The water in the shrine is magical. When a drink is taken, 1d8 no doubt for hats, coats, and the like. Once, no doubt,
hit points of damage are instantly restored and all charisma this place was an inviting home to those who came
checks and charisma saving throws receive a +2 bonus for 24 before the servants of Aufstrag.
hours. Its effects only occur once per day, per person. The water
There is nothing of value here. A door on the far side of the
must be taken directly from the bowl. Furthermore, it only
room leads to the Long Hall beyond. A few bones, with marrow
affects lawful and chaotic good characters; all other alignments
sucked out of them, lie beneath the rubble of the bench.
are refreshed by the water, but gain no other benefit.
ROOM 2: THE LONG HALL This was once used as a foyer by the
AREA 2: THE BLACK HOLE gnomes who lived here.
What was once an airy, homely abode for a family of gnomes The room is long and largely empty. Webs dangle from
is now a dreadfully dark maze of crisscrossing tunnels, chutes, the thick, wooden beams that line the ceiling. Like the
holes, and dens wherein live many a grotesque aberration and entry, this room is rank with the stench of death. A
unctuous malediction. This is the lair of Seroneous the drider, a host of doors line the walls to the left and right. Some
one-time servant of Aufstrag, and now a Captain of the Witch are closed, others lie upon the floor, rubble and debris
Queen’s. Seroneous has occupied this barrow for many years, spilling out of the apertures.
peopling it with his minions so that the place is now a hive
There is little of value in the hallway. Most of the doors are
filled with them. They scurry, creep, and crawl through the wet,
inaccessible, revealing only rubble and collapsed rooms. The
slick, ichor-covered warren of tunnels, hoping to avoid the ire
doors that do lead to rooms are marked on the map.
and hunger of Seroneous. Mostly, they are kin to those horrid
spiders that linger yet on the out-walls of Aufstrag. ROOM 3: THE KITCHEN Here, the gnomes of old cooked wondrous
meals and brewed cider for themselves and neighbors.
The complex is small, originally of gnomish make. As such, the
tunnels, though well-made and lined with wood panels and The room was once obviously a kitchen. Cabinets and
stone flags, are small. They are usually five feet wide and six feet counters line the walls, a large island counter sits in the
tall. Exceptions are noted on the map and in the description. middle of the room, and a huge fireplace dominates the
The tunnels the spiders have made are very small, usually back wall. Cans, barrels, and all manner of cooking ware
several feet in diameter. Room 6 The Hive is wholly made by lie scattered and ruined about the floor. The only thing
the spiders. Beyond this area, the spider tunnels are easy to spot, that seems to be intact is a huge brewing barrel, wherein,
as they are rough hewn and horribly out of place. no doubt, some creatures concoct their foul brew.
The room has little of value in it. A search reveals some few

18 5TH EDITION ADVENTURE


good pans and a little bit of old, stale, bad-tasting beer in the crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft; Dou-
brew barrel. ble move.

ROOM 4: THE LIVING ROOM Once a hall for entertaining guests, Stashed in the rubble not far from his cot are four bottles of
it is now a storage room for junk. gnome cider and a roll of unused paper. A bucket next to his cot
has four dead drider offspring in it and two pouches with garlic
Upon entry you are greeted by mountains of junk. Five and cinnamon in them. He’s using a bundle of robes as a pillow.
huge piles of stuff from wheelbarrows and buckets to These are elaborate ceremonial robes fashioned from spider silk
garden implements to crockery and furniture dominate that he has bound together with twine. There are six of these
the room. There is no order, nor rhyme or reason to purple robes, two each with white, red, and black trim. These
the collection. On the far end of the room stands an are for servants of the Witch Queen to wear when entering the
ornate mantel crafted of brass and iron. It enshrouds a Loklu-Mal Ziggurat (see The Wicked Cauldron.)
fireplace, before which stands a cot and a small table.
A gurgled snoring rises from the cot. The room has the ROOM 5: COLLAPSED TUNNEL Beyond the rubble lies a hidden
strange smell of cinnamon and garlic. chamber that the Witch Queen’s servants never found.

Idglu the orc lives here. He is tall and lanky, his legs being longer The Long Hall ends in a door which leads into an
than his torso. Idglu serves Seroneous as a runner, bearing news antechamber. The far end of this antechamber is
about the Slag Heap or even beyond to the Witch Queen. He is collapsed.
a coward and has little fight in him and no loyalty to Seroneous
or his chief ungern rival, Froithmot. He is presently drunk on Anyone entering the small entryway should make a wisdom
old gnome cider, a stash of which he keeps for himself, and filled check. If they succeed, they notice that the there is a pattern
to the gills on fried red spider. to the roof’s rubble. All the beams seem to be lined up in an
almost orderly fashion. Any miner, dwarf or gnome, makes this
IDGLU (CE Medium Humanoid) HP 15 (HD 2d8+6), AC check at a +4. Removing the rubble reveals an empty wall. The
13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10. Per- empty wall has a secret door of course. If this is discovered, it
ception 10. Intimidation +2. Scimitar +5 (1d8+2) or Heavy opens into a room.

SLAG HEAP 19
You see a small room before you. It is paneled in gorgeous free if they cannot save themselves. The webbing does burn,
wood relief, with stone cobbles on the floor. There are and a torch, judiciously applied, destroys the web and frees
several trunks and cabinets within. A large tapestry those ensnared.
hangs on the far wall and two velvet chairs sit beneath
it. Sitting in one is the skeleton of a small humanoid Combat in the hive is likewise difficult. Any character over
creature. The remnants of a dress cover its bones and a five and a half feet in height suffers a -2 penalty to hit. Further,
crossbow, unfired, sits in its lap. lengthy, slashing weapons cannot be used effectively in such
close quarters. Slashing weapons over 3 feet in length suffer a
The gnomes who held this place against the Witch Queen’s -1 to hit. Those over 4 feet in length suffer a -3 to hit. Slashing
minions fought them off for some time. The matron of this weapons over 5 feet in length can only be used as thrusting
barrow fled into this inner chamber and pulled the lever that weapons and only do 1d6 points of damage and still suffer
collapsed the ceiling beyond. She died here, with the gathered from the penalties mentioned above. Bows and crossbows are
wealth of her family. excepted. Polearms and spears can be used as thrusting weapons,
but cannot be used once combat is closed; the space inside is
The trunks are filled with clothes, cloaks, boots, and the like. just too cramped for effective use of these weapons. These rules
The cabinets are filled with crockery, fine plates, silver dinner do not apply in those areas greater than 10 x 10 feet in size. In
ware, and candelabra. There is a strongbox under one of the all cases, the Castle Keeper should use his best judgement.
cabinets that has 42pp and a diamond necklace worth 100gp.
There are also papers here, which, when examined, reveal the Check the map for the locations of tunnels and rooms. It is very
names of the gnomes who lived here. There are four small dark, and the characters could easily become lost in here. There
glass balls within which burn small fires. The silverware is are hosts of spiders in here, at least a hundred already hatched.
worth 100gp and the tapestry 500gp. If the items are returned
to the Micklewax family, the remnants of which now live in DRIDETS, INFANT (CE Small monstrosity) HP 5 (HD 1d6+1),
Ludensheim, they will give the party 1000gp in reward. AC 10, Spd 30ft . Str 10 Dex 13 Con 11 Int 12 Wis 13 Cha
10. Perception 13 (+3) . Stealth +5. Sting +2 (1 point plus 1d4
TRUE FIRE BALLS: (When hurled or tossed, these glass balls poison (DC 10 Con neg.) and bite +2 (1d4). SA Advantage vs.
explode on contact, engulfing the victim in an oily flame. Each Charm, Immune to sleep, Innate spellcasting (Save DC 11. at
ball does 2-12 points of damage, save for half.) will; dancing lights, 1/day; darkness), spider climb, disadvantage
in bright light, web walker. Challenge 1/2 (100 XP)
ROOM 6: THE HIVE
DRIDETS, YOUNG (CE Medium monstrosity) HP 50 (HD
All the tunnels, passageways, and chutes throughout 10d8+50), AC 12, Spd 40ft . Str 12 Dex 14 Con 12 Int 12
this area of the complex are covered in a wet, slimy, and Wis 14 Cha 10. Perception 14 (+4) . Stealth +6. Sting +3
viscous material. These are spider trails and rotted webs. (1d4 plus 1d4 poison (DC 10 Con neg.) and bite +3 (1d6).
In many areas, webbing dangles from the ceilings and SA Advantage vs. Charm, Immune to sleep, Innate spellcasting
walls, covering any remaining furniture and occasionally (Save DC 12. At will; dancing lights, 1/day; darkness, faerie
presenting obstacles for passage. Fighting and moving fire), spider climb, disadvantage in bright light, web walker.
through these tunnels is difficult and dangerous. The Challenge 3 (700 XP).
tunnels are narrow, slick, and cramped and the webs can
ROOM 7: SERONEOUS' LAIR Once a staircase and lower pantry,
snag anyone moving through them.
this room has become the lair of the dreaded Seroneous.
Here reside the host of Seroneous’ children. They are small, red,
thin-legged spiders with human-like faces. They are constantly The doorway opens to a stairwell caked in filth. Webs
hungry. They attack anything that comes their way, including cloak the walls, and a viscous slime covers the floor and
Seroneous himself. Generally, however, they stay in the hive oozes down the stairs. Bones hang from the webs here
area, for they are eaten by most everything. The orcs find and there. But the stair leads to a darker opening. The
them a wonderful delicacy, grilling the drider’s offspring, and tunnel of webbing leads to a wide chamber filled with a
smothering them with garlic and cinnamon. Seroneous himself stench that is unpalatable. You can taste the horror of it
eats his children when he finds them. as you enter. Beyond lies a room, wide and long, tunnels
of webs flow to and from the ceilings and walls. Dried
Movement in this hive is slowed to half. Moving any faster may husks of corpses lie or hang about the room. One in
result in the character becoming caught in a strand of webbing. particular catches your eye. Hanging to the right, about
Characters over five and a half feet in height suffer an additional 40 feet in, it holds a dimly glowing sword in its hand.
movement penalty for a total of 3/4 penalty. Once caught up
in the webbing, they are stuck and must make a strength or As soon as the party enters, or if they hesitate, as soon as one or
dexterity saving throw at -4 to get out. They can try this once a two of the party members enter, a trapdoor is sprung and seals
round, but failure indicates that they are even more wound up the room. The trapdoor is made of web and blends seamlessly
in the webbing, and the next saving throw is made at -5. This with the webbing in the tunnel. It can be detected only by a
penalty increases by one after each failure. For example, on the dwarf and this at a -2 from their normal check.
tenth try, the character makes a save at -14. They must be cut Once the door is closed, it takes 10 rounds to hack through.

20 5TH EDITION ADVENTURE


given him a prominent place in her
schemes.

Currently, Seroneous is trying to figure


out how to get the harpies at the Shrine
of the Waters to quit that place so
that he can reclaim the magical water.
Seroneous has tried all manner of traps
and other devices to capture and kill
the harpies, all to no avail. Now he is
attempting to enlist them as his allies
with promises of loot and treasure. The
harpies are, not surprisingly, reluctant
to form any alliance with Seroneous as
they know his nature. His latest gambit
has been that of offering sacrifices to
the harpies. At first these were just
slaves, captured humans or even the
occasional gnome. This had little
effect on the disposition of the harpies,
though, so Seroneous changed his plan
and sought out fay of whatever sort to
sacrifice to the harpies.

The latter idea worked well for Seroneous,


who was able to gainfully employ and
distract Froithmot, as the ungern lord
takes great joy in the sport of capturing
fay. He especially enjoys the prospect of
capturing the various sprites that roam
the wilderness area of the Barren Wood,
as it harkens back to his youthful days as a
hunter in the plains north of the Hruesen
River. The harpies are also somewhat
pleased with the development, as they
consider the sprites, the most common
of the fay in the Barren Wood, mortal
enemies. Several have already been
sacrificed, and Froithmot has a few more
in his dens awaiting sacrifice.
Driders present a significant chal-
lenge to 3rd and 4th level characters-
indeed, a potentially deadly one, even
It cannot be burned or otherwise destroyed except by magical
to characters who enter the battle with full resources. It is sug-
fire. Those within the room take the full brunt of the drider’s
gested that the CK allow players a full long rest before facing
attack. He does not kill any of them if he can avoid it, but
the drider; otherwise, consider reducing his “to Hit” bonus by
rather preserves them in his webbing to be eaten later. He talks
1 to +5, his poison damage to 1d8 rather than 2d8, and his hit
constantly, in combat and out of it. Most of his conversation is
points to 80. This will also reduce his Challenge to 4 and his
devoted to the harpies, cursing them and wishing to be rid of
XP value to 1,100.
them. He looks upon the interlopers as little more than dinner,
driven here, no doubt, by his servants. If the party is overwhelmed, it is possible for them to make a deal
with Seroneous. If they glean through his babbling that he needs
Seroneous rarely leaves his pit in the bowels of this maze. When
the harpies destroyed, they may offer him a deal for their freedom.
he does, it is usually to torture some hapless slave or meet with
Froithmot the ungern. With him he concocts overly zealous SERONEOUS (DRIDER) (CE Large monstrosity) HP 123 (HD
and dastardly plans of regional conquest; or on off days, some 13d10+52), AC 10, Spd 30ft . Str 16 Dex 16 Con 18 Int 13
less than savory and feasible route by which to exploit the slaves Wis 14 Cha 12. Perception 15 (+5) . Stealth +9. Bite +6
in the mines. Seroneous is not an altogether intelligent creature, (1d4 plus 2d8 poison), Longsword +6 (1d10+3). SA Multi-
but his cunning and seeming loyalty to the Witch Queen have attack (3 attacks), Advantage vs. Charm, Immune to sleep,

SLAG HEAP 21
Innate spellcasting (at will; dancing lights, 1/day; darkness), Since that time, the gnomes, malnourished, overworked, and
spider climb, disadvantage in bright light, web walker. not a little deranged due to the effects of the ensorcelment, have
dug deep, twisting tunnels into the earth. This is a near maze as
Seroneous has a great deal of treasure stored in a hollow in the the gnomes only guess where the gems are clustered, and rather
rock behind his webbing. than branching the tunnels out in an organized fashion, they dig
randomly, first this way, then that. All sense of organization and
TREASURE: (He has there 356gp, 700sp, 10 gems worth a total
even maintenance is lost, and the gnomes are digging pell-mell
of 500gp, and various pieces of jewelry worth 200gp. He also
into the ground.
has a +1 mace, a scroll case with three scrolls in it, a magical
stone horse, and the mirror of the Witch Queen (see below). Each THE ENTRY: Currently, the mine entry is well guarded to
scroll has one first level spell on it. They are dancing lights, magic prevent any of the gnomes from leaving as well as to protect the
missile, and shield.) mines against the more nefarious occupants of the Slag Heap
from getting in and snatching something of value. The ungern
MIRROR OF THE WITCH QUEEN: The mirror is one of 12
who guard the entry are of small mind, but singular in purpose.
created in the pits of Aufstrag by Nulak-Kiz-Din in ages past.
If approached by any other than the Witch Queen, Seroneous,
They are oval shaped, tall, and narrow and framed in ornately
or Froithmot, they tend to react and attack. They prefer not to
carved cherry wood. They mimic the mirror through which the
ask questions before or after a confrontation.
Horned One stepped as he came to Aihrde before the Winter
Dark. Nulak made them so that he could communicate with The trail here opens up to a deep and wide bowl-shaped
the Witch Queens, those dread servants of the Dark. During crevice in the ground. There is an opening to a mine on
the Winter Dark Wars, the mirrors were destroyed or scattered. the far side. But in the middle is a small encampment
of tall, thick muscled humanoid creatures. They are
Each mirror is a communication device. It allows the users
well armed and seem to possess more than common
to speak and hear as if they were in the same room. Powerful
discipline. They are presently gathered around a fire pit,
spellcasters can cast spells through them, and powerful creatures
listening to one of their number recount some tale or
can actually travel through them, though the last maneuver is
command.
dangerous and can end in the user’s death.
These are four ungern and six orc guards placed upon the mines
Fresh blood must be sprinkled on the mirror to activate it. A
by Froithmot. They are fiercely loyal to their chief and will not
minimum of 5 hit points of damage must be dealt to the person
permit any other to pass unless it is Seroneous or the Witch
who spills the blood. At the same time as the blood is being
Queen. If attacked, they form into a wedge formation, hurl their
spilled, one must intone the incantation written upon the
spears at the oncoming enemy, and attack with axes, crowbills,
mirror’s frame. Once this is done, any other open mirrors can
and military picks. If any of the characters speak the tongue of
be seen as if looking through a window.
Aufstrag, they can overhear the standing ungern recounting a
If a spellcaster is 10th level or higher and makes a successful tale of the days when the tower of the Horned God stood great
intelligence check, they can cast a spell through the mirror. Any in the annals of the world.
15th level/HD creatures can pass through the mirror so long as
UNGERN X 4 (LE Medium Outsiders) HP 10 (HD 2d8),
they are intelligent and make a successful intelligence save. A
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
failed save means instant death.
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4), Gore
+6 (1d8+4), scimitar +6 (1d6+4). SA Multiattack (claws,
AREA 3: THE DEEPENING WELL sword, gore); darkvision 60ft, Spell resistance, camouflage (+8
This is the only active mine in Havenwale. “Active” may be Stealth), Immune to cold. Challenge 1 (200 XP).
an overstatement, as only ensorceled gnomes are working it
Ungern are the spawn of the Horned God and as such, they
and their overseers are quite lazy and know nothing of mining.
resemble their sire. They have dark brown to red skin, and are
For their part, the gnomes who have been ensorceled are not
bestial humanoids, hairless but for a mane that runs down their
quite themselves and incapable of mining to the peak of their
back, with tri-jointed legs, cloven hooves, clawed hands and a
abilities. However, despite these problems, some diamonds are
lupine head with large, curved horns.
recovered once in a while.
ORCS X 6 (CE Medium Humanoid) HP 15 (HD 2d8+6),
When the gnomes were overtaken and ensorceled by the Witch
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
Queen’s servants, this mine was the only one still producing
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
wealth. The gnomes of Havenwale had been taught some fairy
Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
magic in their time here and knew a spell that could divine the
Double move. They carry studded leather armor, shield, scimi-
general location of diamond clusters beneath the earth. Casting
tar, heavy crossbow, 8 bolts, dagger, and 6sp.
this spell allowed the gnomes to dig in a fairly organized fashion
and find a fair amount of diamonds. Seroneous had no idea that When the guards are overcome, the characters can investigate
the gnomes were using a spell when he took over Havenwale the mine. They discover a squalid pit of interconnecting holes
and ensorceled and enslaved the gnomes. and tunnels filled with several hundred gnomes. The gnomes

22 5TH EDITION ADVENTURE


are scattered through the complex. They are not particularly BORIS MICKLEWAX (He is a chaotic good, 3rd level gnome
friendly, but nor are they hostile. Anyone who observes can fighter whose vital stats are HD 3d10, HP 17, AC 12. His
determine that they are under some type of spell. Saves are strength and constitution. His significant attributes
are strength 17, wisdom 14, dexterity 15, and constitution 17.
The Castle Keeper does not need to bog down the game with He has no weapons but what he picks up on the field.
a lengthy exploration of these tunnels. Suffice it to say that a
few hours’ exploration will convince anyone that the place is GNOMES X 11 (They are chaotic good, 1st level gnome fight-
a squalid mess and has little of apparent value. If characters ers whose vital stats are HD 1d10, HP 7, AC 10. Their saves
persist in exploring the mines, after about six hours, a change of are Strength and Constitution. Their attack bonus is +4. They
guards from the Collapsing Caves comes to relieve the ungern. have no weapons but what they pick up on the field.)

THE GNOMES: The gnomes have been ensorceled by the Witch


Queen and currently obey the commands of Seroneous. It is as
AREA 4: THE PICK & AXE
if they are in a trance. This was accomplished after Havenwale This is an inn located in the vale’s center. The last standing
was raided. All the surviving gnomes were rounded up and structure of Havenwale, it is occupied by a group of evil gnomes
brought before Seroneous. He forced each of the gnomes to who have joined forces with Seroneous.
look into the mirror of the Witch Queen. When the gnomes
saw her, they were ensorceled through the mirror. The building is old and rickety with obvious fire damage.
There are no windows but gaps in the walls where frames
Currently, the gnomes live to mine and eat. They do not harvest of windows probably once stood. A warped porch runs
any of their own food and depend upon the ungern and others along the front of the building and offers a little shade
to bring it to them. They live inside the mine and have not seen to the entry. A sign with a pick and axe on it has been
the light of day in many a long year. They are all wasting away. tacked to a post outside.
Time, poor nutrition, the lack of sunlight, a heavy workload,
and diminished mental capacities have taken their toll. The Pick and Axe is occupied by miscreant gnomes. They
hitched their wagons to Seroneous’ train years ago, and it is only
The gnomes will fight if they are attacked, but they make only that which has kept them alive. The inn has little in the way
a meager showing before trying to run away, hide, or surrender. of hospitality, serving as a bunkhouse for the gnomes. If they
The ungern, orcs, and others have never attacked them, so they are approached in a friendly fashion, they serve the characters
are not considered the enemy. The gnomes were ensorceled food and drink, assuming that they are bandits. However, at the
long before their arrival. first sign of trouble the gnomes flee, particularly if the gnomes
of Deepening Wells have been freed and are present. If any are
There are a few evil gnomes who gladly joined the Witch captured, they fall to the ground at the feet of the character
Queen’s forces when they arrived. They are rarely found in the they deem the most “good” and grovel, begging for their lives.
mines here, but live alone in the only habitation not despoiled They promise to give up any secrets of the Slag Heap they may
by the current inhabitants, the Pick & Axe. When they do know. Some of them are aware of the trapdoor in Seroneous’ lair
come by, it is to collect the bodies of the dead or weigh the in The Black Hole (above).
diamonds drawn out of the mines.

Breaking the ensorcelment on the gnomes can be done in one AREA 5: THE TALL WALL
of three manners. The first is to locate the Witch Queen and This complex is separated from the rest of the mine area by a
dispatch her, thereby ending her spell and its influence. She is small palisade. The 12 ungern and 30 orcs who live here have
far to the north (see Wicked Cauldron). The other is to locate little to do with the rest of the vale or its occupants. They serve
the mirror of the Witch Queen in The Black Hole (see above) Froithmot and act as guards for the Deepening Wells. The
and break it. This destroys the link between the Witch Queen palisade surrounds several buildings and a small burrow that
and those ensorcelled. The final manner is to give each of the once belonged to the chief of the gnomes of Havenwale.
gnomes a draught of liquid from the Shrine of Waters.
Froithmot, their chief, is an ungern of dreadful reputation. He
If the gnomes are freed, their memories return, and they are is clever, cautious, and a skilled tactician. He is old enough to
aware of everything that has happened to them lo these many remember Aufstrag in its waning years and to have tasted the
years. Most of them, beaten and worn out, flee the mines and power of his dreaded master. He relishes a return to the old days.
into the surrounding woods. Some, however, are still young and Froithmot maintains tight control of those under his command
possess some strength. They arm themselves with mining tools, and does not allow them to raid or plunder needlessly. He
or with equipment from the dead ungern, and will join the party seeks to remain hidden from the nearby human communities
in eradicating the remaining evil, or at the very least, take to the of Ludensheim and Botkinburg until such time as he has raised
hills to fight a guerilla war against Seroneous and his folk. They enough forces to overthrow them. He is also concerned with
are 12 in number and led by Boris Micklewax (see The Black pleasing the Witch Queen, for he has placed his hopes in her for
Hole above). If they are able to, they attack and kill every evil a return of the “good times.” He also avoids the attention of his
gnome at the Pick & Axe. erstwhile commander, Seroneous, whom he seeks to kill.

SLAG HEAP 23
1: THE PALISADE gambling, drinking, sleeping, arguing, fighting, or engaged in
This is an 8 foot tall wall made of logs sharpened at the other activities which they are not supposed be doing. There
tops. There is a small berm built up around the outside is a 50% chance the orcs will not be here when the palisade
of the wall. is first approached. If the mine complex is ever attacked, the
guardhouse will always have at least two guards and the gates
The inside wall of the palisade has four stands to allow archers will be closed and locked.
or others to defend the walls. Only one gate allows entry or
ORCS X 2 (CE Medium Humanoid) HP 15 (HD 2d8+6),
egress inside the palisade. If the complex is ever attacked, the
palisade will be manned by at least eight orcs with crossbows. AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
There are always two orcs on guard here, standing in one of the 10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
stands. They are supposed to keep an eye on the vale, but there Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
is an 80% chance that they are in the guardhouse (see below). Double move. They carry studded leather armor, shield, scimi-
tar, heavy crossbow, 8 bolts, dagger, and 1-6sp.)
ORCS X 2 (CE Medium Humanoid) HP 15 (HD 2d8+6),
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 3: SMITHY
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or This is a three-walled wooden structure with the open
Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft; side facing the setting sun. Within is a large bellows and
Double move. They carry studded leather armor, shield, scimi- stone fire pit with a two-foot lip. Heaps of wood and coal
tar, heavy crossbow, 8 bolts, dagger, and 1-6sp.) are stacked outside of it. A fire is burning inside the pit.

2: GUARDHOUSE The ungern ordered the smithy built outside, underneath the
The entry to the palisade consists of a stout wooden gate sun. Although orcs find the glare of the sun uncomfortable, the
with a small wooden structure to the door’s right. The ungern do not, and the ungern smith, Thucklus, prefers to work
rough hewn logs denote the place as relatively new and in the full light of day to better see what he is doing. Its upkeep
within the compound it is unusually clean and tidy. is the responsibility of the gnome slave, Stoin Brittlewood, who is
chained to a large rock. Numerous benches and buckets of iron
The gate is usually open and two orcs are supposed to be on ore ingots are arranged against the far wall. The smithing tools
guard here at all times. Inside the guardhouse is a fire pit and are scattered amongst the benches and near the forge. Stoin is
table. There is a small box with a store of biscuits and jerky chained to a large post and ensorceled. The chain only allows him
here as well. Although the orcs are supposed to be guarding access to the wood and the bellows but not near the tools.
the entry, as often as not, they are not even here and are off

24 5TH EDITION ADVENTURE


Most days the smith is usually at the forge making some type Bunkhouse. Furthermore, two ungern are always guarding
of weapon, trap, or interesting device for torture. He is often Froithmot and will be with him in the Burrows or wherever he
assisted by two orcs. There is a 25% chance that the smith is is presently located. If they are caught unawares in the daytime
here. If he is not, he is either in his room in the barrow, with they will most certainly be sleeping. A few may be up and about,
Froithmot, or eating in the Great Hall. If he is not here, at going to the latrine, or eating. In battle, the ungern let the orcs
least one orc will be here. This orc is often preoccupied with soften the enemy before they attack. The orcs will scatter or
pestering Stoin by throwing rocks at him or burning his skin surrender if a third of their number has been slain. The ungern
with a piece of charcoal. fight to the death unless ordered to halt by Froithmot. Every
4th ungern has maximum hit points and is that squard’s leader.
Thucklus is a very skilled smith and has several well-made
weapons and other devices. There are 40 crossbow bolts, three UNGERN X 6 (LE Medium Outsiders) HP 10 (HD 2d8),
metal animal traps, six dozen short bow arrows, three spetums, AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
four spears, two metal rimmed wooden shields, one broadsword 9. Perception 12 (+2). Stealth +8, Claws +6 (1d4), Gore
and four battle axes. All are in good condition. +6 (1d8+4), scimitar +6 (1d6+4). SA Multiattack (claws,
sword, gore); darkvision 60ft, Spell resistance, camouflage (+8
THUCKLUS (LE Medium Outsider) HP 20 (HD 3d8+6), AC Stealth), Immune to cold. Each ungern has 2d6 sp.
15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha 9. Percep-
ORCS X 24 (CE Medium Humanoid) HP 15 (HD 2d8+6),
tion 12 (+2). Stealth +8, Claws +6 (1d4), Gore +6 (1d8+4),
battle axe +6 (1d8+4). SA Multiattack (claws, axe, gore); dark- AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
vision 60ft, Spell resistance, camouflage (+8 Stealth), Immune 10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
to cold. Challenge 2 (450 XP). His equipment includes studded Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
leather armor, battle axe, 25gp gold ring, 100gp silver necklace, 2gp Double move. They carry studded leather armor, shield, scimi-
each nose ring, 7x earrings, eyelid ring, 10x shoulder rings.) tar, heavy crossbow, 8 bolts, dagger and 1-6sp.

ORC (CE Medium Humanoid) HP 15 (HD 2d8+6), AC 13, 5: LATRINE


Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10. Perception
10. Intimidation +2. Scimitar +5 (1d8+2) or Heavy cross- A foul, wretched smell rises from this small cleft, the
bow +5 (1d10; 100ft/400ft). SA Darkvision 60ft; Double sides of which are stained with blackish crud and a host
move. He carries a jewelled dagger worth 10 gp, and a pouch of crumpled leaves. A few wretchedly hanging bushes
containing 6sp.) dot the area around the cleft.
STOIN BRITTLEWOOD (This chaotic good gnome’s vital stats This is the compound’s latrine. The orcs and ungern use it
are HD 1d8, HP 5, AC10, Proficiency/Attack +2, Speak with frequently, and it stinks to high heaven. They make the gnome
animals 1/day. He has no equipment.) Stoin (see The Smithy above) climb down and slop it out once
in awhile, more to torture him than to actually clean the latrine.
4: BUNKHOUSE However, he has the last laugh for he has stolen a number of
This building is built into the ground. The roof, covered items from the ungern and hidden them down in a small crevice
in old tile and slanted is almost level with the ground, the in the latrine. He has 4gp, 21sp, three 10gp gems, a sapphire ring
door lies at the bottom of earthen steps that lead down worth 25gp, a Knight’s Ring and, his most prized possession, a
into the ground. There are no windows and only a small philosopher’s stone. This last he took from Thucklus after that
chimney from which a little smoke curls up into the sky. ungern took it from one of the gnome chiefs. Thucklus did not
know of its power. Stoin is patient, knowing that if he can escape
This building houses those ungern and orcs not on patrol, or alive, he can take the Knight’s Ring south to Ascalon and there
hunting or guarding the gnomes of the Deepening Wells. The use the stone to make himself fabulously rich.
place was once a meeting hall for the gnomes. The walls were
paneled in tongue-in-groove pine slates, the floor cobbled and Finding Stoin’s treasure will require the searcher to completely
a great four-faced fire place set in the middle of the room. The dig out the latrine as he has hidden it in a box in a crevice under
orcs use it as a bunkhouse. Froithmot’s troops have been living great heaps of orc and ungern dung. It cannot be found casually.
here for some time, and the place shows it. The walls are scarred KNIGHT'S RING: These rings are given by the Empress in
and the floors damaged and fouled. The fireplaces have all been Ascalon to those Knights who have done great service to the
ruined, only one working enough to cook meals. The ungern throne. They are not altogether rare, but are given only to
sleep at the far end of the room; there they have organized their those who command her respect and attention. Possessing one
bunks and keep the place clean. The orcs, on the other hand, grants the possessor immediate entry into many levels of the
sleep nearest the door and have piled all their refuse in heaps Imperial government and almost all high-brow social events in
with their sleeping gear. Ascalon. They cannot be sold in the open market, but on the
There are six ungern and 30 orcs stationed at the Collapsing black market can bring up to 500gp. If returned to the court, the
Caves. Four of the ungern and six of the orcs are always at one responsible is granted 25 acres of land in truage and granted
the Deepening Wells. Any orcs encountered at the palisade, citizenship.
guardhouse, or smithy should be subtracted from those at the

SLAG HEAP 25
AREA 6: THE BARROW MOUND recently moved into the throne room of the Burrows. He has
done this with the specific intention of undermining Seroneous’
This small ridge, located at the far northern end of
command by billeting with the drider’s troops. He is meeting
the vale, is punctuated with one large hill located in
with a great deal of success.
its center; this hill has a doorway in it, leading down
beneath the ridge. Trees and shrubs once decorated the There are presently 22 orcs in the Burrows. Unless a general
slope and a creek tumbled down its face to pool at the alarm has been raised in the Vale, they will be caught unawares.
vale’s center. But all that is gone; the trees burned out, If they meet any party members, they will initially suspect that
the shrubs stomped to earth, the creek scarred, and the they are part of Mile’s men and are here on business. For this
pool is now little more than a mire. reason they will be slow to raise the alarm and bring out the
whole compound. If any battle occurs that is prolonged or orcs
The small “hill” in the ridge’s center was actually the burial
are allowed to escape then they will raise the alarm, and all the
mound for the gnomes of Havenwale. Called simply “The
orcs in the compound try to assemble in Room 2.
Barrow” by the gnomes it was the last place they defended when
Seroneous entered the vale. It consisted of a number of rooms
ROOM 1: ENTRY TO THE BURROWS
and tunnels, dug out, paneled, and floored by the gnomes.
Rooms were used for individuals or whole families depending The entry to the Burrows has been dug out and
upon their burial arrangements. widened. Piles of debris are heaped around the entry
and a mountain of detritus and trash lies scattered down
The orcs of Seroneous cared little for the dead. They slew the the slope of the ridge. There are broken plates, chairs,
last of the gnomes and fay who held the vale and ransacked the tables, strips of cloth, rugs, broken weapons, glassware,
whole place. Much of it collapsed or was pulled down, leaving empty bottles and shattered kegs and other such debris.
the whole place in ruins. They piled all the gnome dead in one All in all, the entry is a messy place, and the stench is
room, desecrating them and eating what they could. But their overwhelming. The door to the burrow sits in a steep
violations did not last long, for three of the gnomes rose from sided but small hill. It is large and square, made of hard
the dead and fell upon the orcs. Ghastly creatures, these ghouls oak, and recently bound with metal straps. A large iron
were mad for revenge. They slew several orcs before the rest fled ring serves as its handle. The door opens outward.
the Barrow, sealing the door behind them.
This is the entry room to the Burrow. It is some 40 feet in
GHOULS X 3 (CE M undead): HP 22 (HD 5d8), AC 12, diameter, with a dome shaped ceiling. It is paneled in oak and
Spd 30ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6. Per- has a flagstone floor. The ceiling is supported by large wooden
ception 10. 2 claws +4 (2d4 plus paralysis / 1 minute. DC beams placed at 10-foot intervals around the room. In the
10 Con neg.) and bite +2 (2d6+2). SA: Immune to poi- center of the room is an open hatchway with stone steps leading
son, charm, exhaustion; darkvision 60ft. They possess a small down. It is fairly dark inside the room as the wood is old and
treasure scattered in the mountain of bones located in the great darkly stained. As well, only a few lanterns, hanging from the
hall’s center. 44pp, 200gp, and 400gp is jewelry. There is a beams, are lit. This is the only area where the orcs have not
+1 short sword, 4 +2 bolts, and a helm of comprehend lan- done reconstruction of the barrow, as the roof is high enough to
guages and read magic. allow them freedom of movement.

AREA 7: THE BURROWS Two large dogs are chained up on the far side of the room. These
are surly, half-starved beasts, and unless enticed with food or
The Burrows were the center of Havenwale. The gnome chief magic, they start barking ferociously whenever anyone enters.
made his home here, as did other prominent members of the
clan. Here too were the town’s large brewery, storage for the DOGS X 2 (unaligned M beasts): HD 2d8+2, HP 11, AC
militia, and other administrative offices. When Seroneous 13. Str 12, Dex 15, Con 12, Int 3, Wis 12, Cha 6. Perception
arrived, his folk plundered the Burrows and slew everyone is 13 (+3). Survival +2, Stealth +2. Bite +4 (2d4+2 plus
inside. They set about making the place their headquarters. Trip. DC 11 Str. neg.); SA Advantage avoid surprise, hearing
However, they found the quarters too cramped. To open them and smell. CL 1/4. XP 50.
up, they dug up the floors, making the halls and rooms deeper.
They used rough-cut logs to hold up the walls and ceilings. This ROOM 2: LOWER HALL
rebuilding is readily apparent to anyone who takes a moment to
A wide set of stairs lead down to a lower hall that was used as a
look. However, a skilled miner, dwarf, or gnome will note that
gathering point for the gnomes.
several of the walls have collapsed due to all the digging, and
many more are on the verge of collapse. The room is very large, being nearly a spear toss in all
directions from the center. The floor has some flagstones
Seroneous has, of course, left the Burrows and made his new
on it but it has obviously been excavated and dug deeper.
home in The Black Hole (see above). But he left the bulk of his
The support beams have been replaced and are fairly
troops behind to live in the Burrows. These comprise 45 orcs.
new. There are four large central pillars holding up an
Some are in residence, but at least half are always on patrol or
arched wood ceiling stained with smoke and grease from
keeping watch in the woods. The rest are within. Froithmot has
ages of use. There are six exits from this room. Though

26 5TH EDITION ADVENTURE


SLAG HEAP 27
each had a door at one time, currently only two have brew master be available, putting the whole thing back together
doors. again will take some time, but is possible.

The orcs and ungern use the room for weapons and arms storage Within are six orcs. At any given time, 2-3 will be inebriated
and repair, and occasionally have pit fights here. The center while the others are tasting or prepping the hops. They are not
of the room is dominated by a wide circular space that has no armed nor are they wearing armor, but do have weapons nearby
flagstones but only dirt and sand. The floor in this area is dark should a fight occur. Inebriated orcs are subject to the Poisoned
in color and stained with blood. Close inspection will reveal a condition, suffering disadvantage on attacks and checks.
few fingers, flakes of blood, bone, and bits of metal from those
killed in the pit fights. ORCS X 6 (CE Medium Humanoid) HP 15 (HD 2d8+6),
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10.
The north wall has crates of arrows. There are about 400 arrows Perception 10. Intimidation +2. Scimitar +5 (1d8+2). SA
in all. There are also 15 short composite bows and a large table Darkvision 60ft; Double move.
scattered with tools where the arrows are assembled. The east
wall has a series of racks with polearms piled on it. Beside this ROOM 5: WELL ROOM
is a stack of 20 light crossbows, and a barrel with 200 bolts in
This room was once used for drawing water to meet the needs
it. The west wall has some benches and several tables clustered
of the gnome clan.
along the wall. These are pulled up during fights so that orcs
and ungern can sit around and watch the contestants. A huge The small chamber is walled and floored in stone. A
barrel of bitter beer sits near the exit leading to Area 3. This wide, circular opening sits in the middle of the room. It
beer is watered down and not tasty, though safe to drink. is deep, and from down into its darkness, you hear the
gentle tapping of water falling. A bucket and long, thin
There is a 50% chance that while the characters are exploring
chain sit next to it.
this room that a troop of four orcs enter. The orcs are getting
armed for a patrol. Anyone who is paying attention can hear The well is still working, though the crank and frame are
them approaching from Room 3. long gone. The well is about 70 feet deep and touches into an
underground waterway that, if explored, goes far underneath
ORCS X 4 (CE Medium Humanoid) HP 15 (HD 2d8+6), the Barren Wood, with openings in many places. Escape from
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha the Slag Heap is possible through here, but would require
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or several days of deep caving and spelunking.
Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
Double move. They carry studded leather armor, shield, scimi- ROOM 6: KITCHEN
tar, dagger and 1-6sp.
Obviously a kitchen, this room is still in use. Shelves and
cabinets line the walls, a large cooking pit and several
ROOM 3: UPPER HALL
small tables are in the center of the room, and two small
This tunnel is narrow and cramped, as it was not widened after pot-bellied stoves are against the far wall. Stacks of
the orcs took over. It is only four feet wide and any weapons foodstuffs abound, as do cooking implements and the
over 5 feet in length cannot be used effectively; those from 3-5 like. The smell of cinnamon and garlic is everywhere.
feet in length suffer a -5 to hit, and those from 2-3 feet suffer a
-3 to hit. The kitchen is still in use as a kitchen. The orcs have fairly well
smashed all the crockery and burned all the wooden plates. In
ROOM 4: BREWERY general, the orcs and ungern eat off of the remaining metal pans
and cookware. They have accumulated some foodstuff over the
The gnomes had set up a very fine brewery in here. The orcs past few months. This essentially consists of dried and salted
have managed to keep it working, though the quality of the meats of various types. They are not a discerning lot, so there
brew is not quite so tasty. is raccoon, squirrel, beef, pork, boar, fowl, etc. The dried and
The room is large and well used, smelling of brew. There salted foods are piled on the shelves facing the wall. There is a
are three large wooden vats for beer in the center of the sealed barrel filled with Seroneous’ living offspring. If someone
room and a vast set of spoons and ladles used for tasting investigates the barrel, they can hear the telltale scratching
and stirring. Each vat is covered and has a spigot at the sounds of the little spiders crawling about. If it is opened, the
bottom. There is a large stove along the south wall, a spiders attack anyone at hand.
dozen barrels filled with barley and grains, and several DRIDETS, INFANT (CE Small monstrosity) HP 5 (HD 1d6+1),
crates of apples. There are also ten five-gallon clay pots AC 10, Spd 30ft . Str 10 Dex 13 Con 11 Int 12 Wis 13 Cha
full of honey. 10. Perception 13 (+3) . Stealth +5. Sting +2 (1 point plus 1d4
The orcs do not know the refinements of brewing and have poison (DC 10 Con neg.) and bite +2 (1d4). SA Advantage vs.
removed everything that hinders their simpler technique. All Charm, Immune to sleep, Innate spellcasting (Save DC 11. at
the pipes have been removed and placed to the side. Should any will; dancing lights, 1/day; darkness), spider climb, disadvantage
in bright light, web walker. Challenge 1/2 (100 XP)

28 5TH EDITION ADVENTURE


ROOM 7: STORAGE ROOM cooked or half eaten in hand. As long as these two brothers stay
This room has always been and is still a storage room. It is filled alive, the orcs have a will to fight. When they are killed, or if
with all manner of tools: shovels, pick axes, wedges, hammers, they flee, the other orcs yield.
wheelbarrows, etc. The room is often used, but is in quite a bit NOTE: Lark and Ent are notorious orcs, well known throughout
of disarray. the lands of the Blacktooth Ridge and the Barren Wood. They
are mean, foul, cuss constantly, and are always fighting with
ROOM 8: GUARDHOUSE each other. They will not stay and fight if they think they are
Down a long corridor, half collapsed, is a tunneled-out doorway. going to be killed. Rather, they will use the smaller orcs as
This room was once the feast hall of the gnomes. The orcs have shields and throw them on the party to make good their escape.
turned it into a guardhouse. There is a troop of orcs here at Ent has a potion of invisibility, which he will share with Lark in
present. They are presently resting, lately returned from a patrol. order to allow them to escape. They both have 2d8 HD, Lark
with 15 HP and Ent with 14.
The tunnel is in shambles, half dug out and half collapsed.
A foul stink lingers in the air. It ends in a wide opening ORCS X 12 (CE Medium Humanoid) HP 15 (HD 2d8+6),
that once may have been a door. Beyond, you hear the AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
plain speak of orcs. They are talking together and laughing 10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
in their cruel tongue. Peering into the room, you see a Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
mass of debris heaped against the far wall and bunks and Double move. They carry studded leather armor, shield, scimi-
beds scattered haphazardly about the room. Some orcs tar, heavy crossbow, 8 bolts, dagger, and 1-6sp.)
are sleeping; others are talking and eating.
ROOM 9: PRISON AREA
Unless the alarm has been sounded elsewhere, the orcs are
caught unawares. A determined fight will put them to flight, These were once the rooms for the various family members of the
and they will flee around the party if they can. They are led by clan. They have since been turned into cells for those captured
two brothers, Lark and Ent. These are slovenly, foul-mouthed by Froithmot. They are all empty at present. A search reveals the
beasts. Lark is always chewing a huge wedge of tobacco, often signs of many victims of many races, but little of any value.
days old, and Ent is as often as not carrying a chunk of beef, half

SLAG HEAP 29
ROOM 10: THE CHIEF'S QUARTERS plates, and flatware on it. There is a trunk in the room,
This luscious two room area used to be a home for a gnome a candelabra hanging from the ceiling, a barrel of beer,
merchant; it has become a room for the orc captain and his and a large roasted boar hanging on a spit. Chunks have
lieutenants. been removed from the boar as if something has cut
them off. There are two exits from the room.
The heavy wooden door gives way to a room in
considerable disarray. The floor and roofs have been The trunk is locked, though not trapped. Within are inks and
heavily worked on, and a large fire pit sits in the middle quills, paper and some correspondence. The language used
of the room. The roof is blackened with soot and on the letters is the Imperial Script of Aufstrag, and unless a
refuse from the pit and the room stinks of sewage and character specifically has knowledge of it, cannot read it. A
rotten meat. A large orc in an iron jacket is sitting on character well versed in languages may recognize it as such, but
a hollowed-out stool, relieving himself. He’s reading a still not be able to read it as the language is no longer taught in
tangled bit of a tapestry. any civilized environment.

The orc chief is caught totally unawares. He looks up and tells If the characters manage to decipher the letters, they learn that
the party, in the common tongue, “Get out! I’m busy. Cursed the letters are from the Baron of Ludensheim’s one-time agent,
Fried Red Dridets! Go bother Froithmot with your needs! Get Barldus Mikenfird (see above), to the goblin leader of the Red
out, Dogs!” Caps, Grallkrug, who are presently raiding along the Blacktooth
Ridge. The letters outline payments and terms of payment from
If the party leaves, he goes on about his business. If the party Baldrus to Grallkrug. It is clear from these letters that someone
attacks, he reacts quickly, calling for his lieutenant, while leaping wealthy and powerful is paying Grallkrug to raid Botkinburg
to his feet and hurling the fouled stool, with all its contents, at and that these raids were supposed to stop only when Baldrus
the party. He has a huge battle axe at hand. He picks it up and said that it was time.
uses it two handed.
ROOM 12: THRONE ROOM
ORC, CHIEF (CE Medium Humanoid) HP 85 (HD 10d8+40),
AC 16, Spd 30. Str 18 Dex 12 Con 18 Int 10 Wis 11 Cha Calling this a throne room would be a stretch. When the gnomes
15. Perception 10. Intimidation +5. Greataxe +6 (1d12+4) ruled the vale, this was the room in which the chief would sit
or spear +6 (1d6+1d8+4; 30ft/60ft). SA Multiattack (2 at- in council with the clan leaders. Froithmot currently uses this
tacks), Darkvision 60ft; Double move. He has a heavy iron jacket room as his own personal residence, being fond of its large size.
on, shield, dagger and a pouch with 12gp, 32sp. He wears an The hall is long and deep. The paneled walls here
earring worth 35gp. Challenge 4 (1,100 XP) were high enough to allow the orcs to move in without
ORC, LIEUTENANT (CE Medium Humanoid) HP 37 (HD
destroying the place. Four columns hold up the vaulted
5d8+15), AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 9 Wis ceiling and cobbles cover the floors. At the far end of
13 Cha 13. Perception 10. Intimidation +3. Scimitar +6 the hall sits a large pile of debris, shaped loosely into a
(2d8+2) or Heavy crossbow +5 (1d10; 100ft/400ft). SA chair. A huge, wickedly horned ungern chief sits upon
Darkvision 60ft; Double move. He carries studded leather ar- the makeshift throne and standing around him are four
mor, shield, scimitar, heavy crossbow, 8 bolts, dagger, 3gp, and armored ungern warriors. In his rough, gravely voice
20sp. Challenge 2 (450 XP). he speaks: “Enter, friends. Welcome to my pit. I’ll have
your names before I have to do away with you.”
The lieutenant is in a side chamber, resting on his bunk. He is
armored, as he has recently come from a patrol. He will call for Froithmot will talk with the party if they talk with him. But he
aid with a small horn if given time. The Castle Keeper should has no intention of doing anything but killing them. He’ll make
allow for at least 4 rounds to pass, as the orc will have to look offers or pretend to listen to them while he sizes the party up. If
in on his chief and see what the commotion is and then fetch an all-out brawl is called for, he will attack the strongest party
his horn. member. If there is a paladin or other knightly character in the
party he will challenge him to a duel. In all concerns, it is a fight
The room itself is a mess with little left of any real value. to the death.
Seroneous has not given the chief any treasure. There are three
FROITHMOT (LE Medium Outsiders) HP 75 (HD 10d8+30),
bottles of orc brew that can each heal 1d4 points of damage.
The liquid is foul, but nourishing AC 18, Spd 30ft. Str 18 Dex 15 Con 16 Int 14 Wis 16 Cha 11.
Perception 14 (+4). Stealth +10, Claws +7 (1d6), Gore +7
(1d10+4), tulwar +9 (1d12+4). SA Multiattack (3 attacks;
ROOM 11: THE SCRIPTORIUM
2 tulwar and gore); darkvision 60ft, Spell resistance, camou-
This was once a study, but the orcs use it as their headquarters. flage (+10 Stealth), Immune to cold. Challenge 4 (1.100 XP).
He carries chainmail, large +1 magic iron shield, +2 magic
A narrow table sits in the middle of the room with tulwar. He has a pouch with 5gp and a banded iron and a gold
three large chairs around it. The table has several mugs, ring forged in Aufstrag worth 500gp.)

30 5TH EDITION ADVENTURE


UNGERN X 4 (LE Medium Outsiders) HP 10 (HD 2d8), AC
15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha 9.
Perception 12 (+2). Stealth +8, Claws +6 (1d4), Gore +6
(1d8+4), scimitar +6 (1d6+4). SA Multiattack (claws, sword,
gore); darkvision 60ft, Spell resistance, camouflage (+8 Stealth),
Immune to cold. Challenge 1 (200 XP). Each ungern has 2-12sp.

ROOM 13: TREASURY


This room is hidden very well. The door to the treasury is
concealed in the closet of Froithmot’s room. To open this door,
one has to find it as well as find and trip the lock (see below),
and then push on the door itself. When checking for secret
doors in the closet, the check is made at -3, so well was it made.

If they find the door, there is no way of opening it without


triggering the lock. To get to the lock, one must move aside
the shelf in Froithmot’s quarters and then find the loose brick
in the wall. Finding the brick requires a successful search
check (DC 20). Removing the brick reveals a small space.
This space is about six inches deep. At the end of it is a small
handle that must be turned to release a catch that keeps the
secret door locked. Releasing this catch unlocks the door in
the closet. The door does not swing open nor is it made more
apparent. Once the lock is triggered, the door requires only
a push to open it.

Froithmot discovered the room purely by accident, of course,


but that mattered little as he came upon the stored wealth
of the gnome community. The room is well made and solidly
constructed. It has not been altered by the orcs, so it is only 10
feet square and 6 feet tall. Broad shelves run the entire length of
the walls. Most are empty now. But there are six scroll cases (all
with beer recipes), a half dozen books, a silver chalice, a small
music box, and three vials with different colored liquids in each.
Underneath and on the floor are three old wooden trunks. Each
is bound in metal straps and locked with a thick metal padlock.

FROITHMOT'S TREASURE: In one trunk are 1500sp. Another


trunk has 1000gp. A third trunk contains a velvet-lined platform
with a beautifully worked gold and platinum holy symbol of the
Horned God, a crescent moon on short staff. It is unsullied. The
books contain histories of the Winter Dark Wars (refer to the
Codex of Aihrde). The chalice is worth 50gp. The small music
box is worth 100gp, and when opened, plays a dirge of The Lay
of Mourilee, a popular tune of Kayomar. Any Knight of Kayomar
will give 1000gp for the music box.

3 potions (The potions are potion of tongues, protection from


arrows, and sanctuary.)

SLAG HEAP 31
32 5TH EDITION ADVENTURE
SLAG HEAP 33
OGL
This book is published under the Open Game License version 1.0a by permission of Wizards of the Coast, Inc. The Open Game Content appearing in this book is derived from the System Reference Document v 3.0,
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Slag Heap, Copyright 2016, Troll Lord Games: Author Davis Chenault.

34 5TH EDITION ADVENTURE

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