The Moldiwarp - S Burrow - Woad Warrior
The Moldiwarp - S Burrow - Woad Warrior
1: Caith has been mingling with dangerous miscontents, figures that are half a 2: Caith has been experimenting with the magic formula he ought to be
step away from banditry, such as Falmd the shepherd and his 16 rascal learning prior to becoming a fully frocked Prestidigitator, a major taboo for
cousins, and Vulso the Pygelean. Caith does this not because he genuinely any Magic User due to the corrupting danger it poses. If his work is reviewed,
believes it, but because he feels deprived of a real chance of advancing, a Magic User will find it surprisingly potent, capable of combining Magic
specifically to the station of his father. Missile and Dancing Lights into one 1st-level spell.
If characters of at least level 2 threaten the knaves they, will cut him loose. If If PCs bring Caith’s work to a name-level Magic User, they will first offer to
Elder Bodvoc is informed of this, he will talk him out of it and take him under pay 500gp, then up to 1500gp for the notes, but be unable to recreate the
his wing as a sage. If Caith’s views are questioned by respectable and effects as a spell below 2nd level. If the PCs are capable of providing personal
impressive (no belching fools or Bob the thirds) seeming characters, he will anecdotes concerning the dangers of magic Caith will relent. If no successful
back off. If no successful action is taken, he will narrowly avoid being caught action is taken, one of Caith’s experiments will go awry, resulting in a field of
up in a plan to assassinate Elder Bodvoc and be scorned by half the village. barley growing kinky and causing coughing fits as well as turning Caith’s
hands a pallid white with black nails, for which he will be ostracised.
“Last week twas the Empire, month before twas the druids, now e’s decided it’s
the clan elders is the problem. These strange folk our Caith’s been holding “Bang! Scraich! Slock! All these queer noises, and that’s to say nothing of the
fellowship got me afeared” glittering smokes and lubber on the walls. You are learned of wyrding things,
are ye not? Can ye be having words with him?”
3: Caith has begun breaking various religious taboos and blaspheming; he 4: Caith has been feuding with another lad named Felic for a long time. The
does this because he enjoys the feeling of power in defying the gods. recent development of Felic winning the heart of a girl named Eythw has
ignited the feud into pure hatred.
Unless the PCs have a very good relationship with him, nothing short of a
grand spectacle will stop Caith from doing this, which will result in all local This also will be difficult for PCs to intervene in, having little sway in the matter
religious authorities speaking ill of him and any of his friends. of teenage romance. If they can have her think him responsible for returning
the 1 gp silver bell collar of her pet lamb that drowned in the river (Giant Pike
“Tis as if the names of the gods are little more than old worn shoes to him; he lair 7 mi downriver) or engineer the release of her older brother from
throws them hither and thither with naught a care. Mother have mercy, I even conscription in Roderrow, as well as coaching him in courtship, he may
saw him pointing his finger at the village oak t’other day and whistling at the succeed. If no successful action is taken, Caith will secretly crucify a raven to
druid an all” Felic’s door; this blatant attempt at daemonology will spook the girl such that
she will break up with Felic, avoiding the village and barring either boy from
her family’s farms. Only the very last of goodwill inherited from Caith’s father
will prevent Caith’s total proscription for this crime.
“Don’t know what the lad expected, scarce he would so much as talk to her …
an’ his eyes are pretty sure, but no young maid likes to be stared at like ‘at”
Feeding Tunnels Inside the second cartwheel are stacks of 500 platinum coins.
The upper levels of the giant mole lair are the feeding tunnels; they are a Inside the first chest are 15 old love letters between a carpenter named
closed system with no entrances, so the only method of ingress is to dig – Morgan and a Sorceress of the Blue Band named Heletiea, detailing their
through the soft tilth of the molehills or the harder soil of the hillside; move up early passion and its gradual decline as her station grew ever higher and the
from the main tunnel or to be dragged into the tunnels by one of the moles. letters began to be coded. In addition, there is a coded scroll with diagrams
Molehills can be burrowed through with shovels in 13 turns of excavation for of the chest contraption below. If the code were deciphered, it would reveal
a single man with shovel (fewer with more excavators or of different races; his plan of using the chest and potions of diminution in an elaborate heist.
consult p.106 of the AD&D DMG for mining rules). Inside the crib are 50 100gp amber gems (reputed to ward off disease).
Inside the second chest is something bizarre and extraordinary, small cogs
Access to feeding tunnels requires clearing 500 cubic feet of tilth. Treat tilth and a hamster-wheel-like contraption seem to provide propulsion to a set of
as thrice the speed of very soft rock, and all other soil as twice for purposes wheels, which can be steered with a tiller in the centre. Padded doll-sized
of excavation in the hill. seats with straps line the walls, and a small glass viewport hidden in each
wall. The curious chest can be sold for 250gp
The wine rack contains 28 bottles of fine wine worth 10gp each (50cw each)
Just 5’ or so below the surface, the feeding tunnels are narrow, only 5’ wide and 19 virtually identical bottles that are actually potions of diminution.
and in places, less than 5’ in height. Dungeon movement is unchanged, but Elf’s Cellar: The floor in the tunnel around the blocked-up corridor leading into
moving faster than this is impossible. Pay close attention to weapon space this cellar is riven with dwarf footprints leading to the loose pile of earth, just
requirements and weapon length (AD&D PHB p.38). Any character wielding a 2 man-turns of excavation is needed to push through to the dirt-covered but
weapon with more than 2’ space required will do only d4 damage and attack finely furnished cellar. 7 silver candlebowls (250gp each), 12 earthenware
as unproficient. If the weapon is more than 4’ in length, the character will act vases (125 each) and 10 rugs (50gp each) cover the floor. The walls are
last in initiative in any round in which they change facing. decorated with wood panels showing elf children with knives behind their
backs, dancing with woodland animals.
a: Party of foraging ants became trapped in feeding tunnels; their Library: What would have once been an incredible library is now useless
mandibles click impotently as they struggle. mouldering parchment piled in bookshelves spaced 4’ apart throughout the
b: Magically infused yarrow roots protrude from the ceiling, can heal room. Following the track of dirt will allow the party to evade the 7 tripwires
d3 hp for someone below ½ hp, harvesting requires pulling, that (2 in 6) will bring down heavy clay pots for d6 damage. Two of these
incurring a roof collapse in d20’ radius for 4d6 dmg, and save vs pots, indicated by green dots, contain green slime that will tip onto their right
death or be buried and suffocate in 4 rounds. arm. In the bookshelf at the centre of the northern wall a set of 8 books
c: A dead questing paladin of Sol Invictus lies against the chain- remain intact, one of these can be pulled to open a secret door behind. The
barded bones of his trusty (now rusty) steed. A 250gp holy symbol others are the last 5 of 19 volumes of the Non-Consanguineous Gnomish
and ward against fairies is still clutched in his gauntlet Genealogies (60gp each), The Adventures of Rogan and Zelligar (15gp), and
d: Growing both above ground and in the tunnel is a dark clump of A Critique of Demigod Divinity (2000gp but banned in this realm)
moss; this is obliviax Shrine: A bare and surprisingly clean room, a filthy washbasin and pile of
e: A mole here almost seems to be sitting on a chair, eating worms rags sits by the stair. Standing along the northern edge of the room are 3
from a felt hat. It is the familiar of the moldiwarp in the library and altars containing 6 statuettes, a multitude of smelly tallow candles and strange
will report the arrival and makeup of the party to its master in 1 wicker fetishes. Three of these statuettes are large: Herne the Hunter – god of
turn. If caught, it will pretend to be a normal mole hunting and summer; Mielikki – goddess of spring and fertility; and The
f: A small rune-carved menhir here taps into the ley-lines running Queen of Air and Darkness – goddess of winter and murder, each of which is
through this hill. A chaotic magic-using character can press their worth 500 gp. Beside them are Herne’s chief captain Toutatis, Mielikki’s
hand to the menhir and project their consciousness to several points daughter Tuulikki, and The Queen’s henchwoman Syphilis, each worth 150 gp.
along the line. It is the latter whose shrine is covered in candles and whose feet at which the
g: 3’ under the surface of the tunnel is a chest containing 1850 pp, moldiwarp is kneeling, tormenting a ferret. Around the Moldiwarp’s head
4502 gp, and a 2500gp prince’s crown. The location of this chest circle a pink rhomboid and an iridescent spindle (Ioun stones of +1 CON and
can be ascertained from the innkeep or miller in the village air-breathing). His dwarven plate mail +2 lies at his side.
The Portal: Powerful gusts of wind and the wonderful smell of strawberries
Main Tunnels and hay permeate the air as one descends the stairs to see a large, empty
30’ below the surface, the lower levels of the giant mole lair are the food room lit with golden sunlight. At the far end of the room is a circle of spiral-
stores and the nesting areas. The main loops are 10-12’ wide and similarly carved stones upon the wall, inside of which the interior of a cottage made of
high, with sturdy soil resistant to collapse. The smaller tunnels are similar to straw with windows overlooking an enchanting meadow. This is the portal to
the feeding tunnels. fairyland from which came the moldiwarp.
Inside the cottage is a solid gold rocking chair (8,000gp); taking the chair will
Cellars immediately draw the ire of 12 quicklings. The portal itself is constructed of
Remnants of the destroyed human village that once perched on the hill above, sheep wool, cold iron rings, and 110 50gp moonstones. Caith may be here.
they are solid stone and timber, 12’ high. Piles of earth and rubble. Nesting Chamber A: A wonderfully cozy nest of lined straw and glittering
coins. A soft singing comes from small mushrooms that grow from the straw in
Wine Cellar: Nesting area of giant mole family B. Pillars and fallen masonry the south alcove. These are the young forms of shriekers, whose voice is less
lined with a felt-like covering of dried grasses and fur, amongst which is the unpleasant than larger forms. Their volume is insufficient to attract attention in
remaining 53 bottles of fine wine (10gp each) and a bottle of sunberry the same way, but they do react to light and touch. If magical light is brought
“sunshine” worth 200gp. Behind a loose stone wall a hidden room containing in the alcove or if they are touched the volume may (4 in 6 chance) reach and
6 400gp royal lion banners and oath stones carved with promises by several alert the moldiwarp in the shrine. Shrieker spawn can be collected in jars of
prominent nobles, 4 of whom still alive, to support a bid for the throne by earth and the 112 young fungi can be sold for 45gp each. Searching amongst
Torcanel the Brawnful in repayment for his heroics. the straw lining yields 1050gp in gnomish textiles, 505sp and a holy symbol
Cess Pit: Magical roundworms: mutated by the potion-infused waste of the of Toutatis (Amulet of Life Protection) as well as a pink silk lady’s Cloak of
adventurers above, these 3’ long teal roundworms can read and project a Charisma (as the ring).
feeling of worm-like apathy, thus any who stay for more than a turn save vs Nesting Chamber B: A well-maintained straw-lined chamber contains the
wands or suffer a mental disease in which they lose d4 CHA and WIS, only quietly exploring dog-sized forms of 4 giant mole pups. Investigation will
cured by stimulating activity (such as sex or narcotics) or magic. reveal that something sinister is afoot here, as the pups have been dressed as
Warrior’s Cellar: Half-buried trophy room of a prominent raider. Two stuffed if humans in surcoats bearing the skull and turnip of House Mandragora, the
dragon heads (adult red: 300gp, adult black 380gp), the figurehead of a elven family associated with the Moldiwarp. Searching amongst the straw
warship (no value), a bronze battle axe +1, and the mouldered pelt of a two- lining yields 900gp in gnomish textiles, 38 gp, 3670sp and 11890cp.
headed lion adorn the walls. Lying in the dirt are the helmets of nobles from
seven foreign civilisations: (Barbute:15gp, Chichak:10gp, Kulah-Khud:10gp, Store Rooms
Bascinet:100gp, Kettle Hat:1gp, Jewelled Phrygian Helmet:1000gp, Jade Store Rooms: Straw-lined round chambers used by the giant moles to store
Kabuto:1000gp) dead and paralysed prey for later consumption. As such, they are all strewn
Trapped within the Kabuto helmet is a Doc Cu’o’c (AD&D OA p. 118). Its with the bodies of all manner of subterranean life. Each storeroom will have
voice will ring out in a foreign language when touched, asking politely for 0-3 of each: large centipede, huge centipede, giant spider, giant tick, cave
help then repeating the little common it knows “put spirit head” until the helmet locust, and giant beetle, along with 10-40 giant earthworms. Disturbing the
is worn at which point it will appear in appear and mime. The Doc Cu’o’c pile may be perilous, as each creature touched has a 10% chance of
seeks to return to its distant land, discovering that it is impossible it informs the awakening as if under the Slow spell. Giant earthworms are non-dangerous.
party of the location of a portal to Fairyland (the portal room) where it
wishes to pass through and return to at least its home plane. Unbeknownst to S1: Among the other victims in this room lies a paralysed ettercap
it, the spirit will become a benevolent treant and look over this land as it once S2: Partially buried in the corner of the feeding chamber is the intact and
did its own, its time in the mystical East becoming as a dream of a dream. hollowed-out emerald shell of an ankheg.
Sunlight Cellar: The midday orchid, a fantastically rare and beautiful plant, S3: By climbing up a thick root in the storeroom, a small hole to the tunnel
grows in the tiny patch of sunlight visible at the bottom of the chimney shaft. above is accessible.
Neither the moldiwarp nor animal would touch this thing or risk harm coming S4: In the unenviable position of being paralysed partially buried in living
to its beauty before it is fully flowered, for when it has blossomed in 2 months, insectae is Quentine of Burrs, an elf courtier of the above gnomish realm who
its bearing is a powerful symbol of authority in the wild lands (worth 9000gp) was attacked and left for dead by the criminals in the tower above. He is leery
Carpenter’s Cellar: A wardrobe can be pushed away from the tunnel to reveal about the rapprochement between the gnomes and the humans of Skepeside,
a carpenter’s workshop. A stool, a pair of cartwheels, and a lovingly-carved seeing it as a threat to elven influence over the gnomes and will slyly attempt
crib sit dirt-covered as unfinished projects, a pair of chests are half-buried in to undermine the goodwill generated by prospective PC heroism in his biased
the corner and a wine rack stands in the centre of the room. Immediately translations. Quentine will nonetheless offer his 150gp circlet to saviours.
obvious is that one the cartwheel is hollow and careful examination reveals S5: In this storeroom, all the insects have been slain, heads neatly sliced off by
that the other projects also contain hidden compartments. a group of 9 giant ants, 3 warriors, and 12 workers—creatures who have
Inside the stool is a potion of poison, with clear design intent to feed a needle seemingly developed a semi-resistance to the moles’ saliva and have broken
that could spring out and strike the occupant (100gp). free in the confusion.
The Curse of the Maypole
The festival of Beltane, marking the end of spring and the beginning of summer, is a holy day of communal significance and religious necessity. It marks a night
when the otherworld draws closer to the real, and spirits can pass through to wreak havoc on the delicate ecological balance upon which the people depend.
The rituals performed by the human druids and the gnomish holy women appease these spirits, allow communication with those among them who are the souls of
loved ones, and bid the benevolent ones to walk the land and bless it with fertility. Disruption of this ritual, especially if facilitated by a powerful artefact, such as
the skull totem of the slain fairy lord Raistling Leaf, could spell disaster for the entire area.
That is exactly what the moldiwarp plans: he has been granted the totem by his foul otherworld master and intends to conceal it within the focal point of the
Beltane ritual, atop the maypole — a long pole decorated with coloured ribbons that are wrapped around it by dancers. Doing so will curse the entire area with
a year without summer, where cold winds and bitter frosts will persist year-round, and crops will collapse.
The night before Beltane, in its guise as a dwarf merchant, the moldiwarp will instruct Caith to place the a skull totem atop the maypole and conceal it
with a scroll of Permanent Illusion. The moldiwarp will then return to the hill, where it will command three of its giant moles to take the skull totem back from
Caith and deliver it to him. Caith, unwilling to let the totem go, will be kidnapped by the moles and brought to the moldiwarp, where he will be left paralyzed in
the Portal Room. If the PCs have successfully turned Caith to good in 3 or 4 events, he will trick the moles with a fake skull, leaving the artefact with Cerdig for
the PCs before being taken.
As the men and gnomes dance on, spinning and weaving, laughing and singing as the pole takes colour, unease thickens the air. The glimmers and gusts that fill
the air seem to fill with shadow as lawful onlookers and strong-willed pagans heave the cry “The ritual errs, the spirits turn, end this folly!”. But heedless are the
dancers, for when their masks are torn from their faces to reveal feral unthinking eyes they dance their dance as if driven by devilry. As the ribbons wind up to
the top with a shrieking crescendo the pole falls, leaving the air filled with snowflakes and the trance broken.
The Skull Totem of Raisting Leaf: Set with moonstone eyes this elfin skull seems warm to the touch. The holder of the totem may summon creatures from the fairy
realm as Monster Summoning IV, Plane Shift to the fairy realm and Plant Growth all once/day. Fairies and Demons grant the holder of the skull a measure of
respect (+2 to reactions) and upon holy days once every year may grant the wielder a Miracle but only in service of law’s doom and always with great price.