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0, 2010

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Written
by
David Caffee

Layout
by
Robert Hemminger

Some Art by Sade

1
Contents
Introduction Page 3
Background Page 3
Adventure Synopsis Page 3
Adventure Hooks Page 4
Area Overview Page 6
Bloodworm Bog Page 9
VILLAGE OF RAVENWOOD Page 10
BRANDYWINE VILLAGE Page 12
PORT OF LAST HOPE Page 17
Random Events Page 22
INTERLUDE: RAVENWOOD Page 30
ENCOUNTER 1: THE MERCENARIES Page 30
INTERLUDE: ABANDONED LIGHTHOUSE Page 32
ENCOUNTER 2A: LIGHTHOUSE, FIRST FLOOR Page 32
ENCOUNTER 2B: LIGHTHOUSE, SECOND FLOOR Page 33
ENCOUNTER 3A: TEMPLE GROUNDS Page 34
ENCOUNTER 3B: SUNKEN TEMPLE Page 36
INTERLUDE: WILDERNESS AMBUSH Page 37
ENCOUNTER 4A: SCOUTING PARTY Page 37
ENCOUNTER 4B: GOBLINS Page 39
ENCOUNTER 4C: MORE GOBLINS Page 40
ENCOUNTER 4D: THE GENERAL Page 41
CONCLUDING THE ADVENTURE Page 42
NEW MONSTERS AND HAZARDS Page 44

2
The early settlers would not inhabit the area long.
As their homeland fell from glory the settlers found
themselves without the support of their noble
patrons. A series of civil wars and the decline of
Introduction
civilization decreased trade along the lakeshore and
Bloodworm Bog is a dangerous and terrifying place, this deeply hurt the economy of the first settlements.
home to outlaws and savage swamp dwellers. Nasty As the early settlers abandoned their holdings they
creatures lurk in the muddy waters while ghosts were gradually replaced by the people of the
stalk mortal folk from the shadows. Legends and northern hill clans and freeholders from the west
rumors surround the bog and the many souls who who had been drive from their own lands.
where lost to its depths.
Over the course of the last century and a half the
This book is a non-linear adventure for fans of people of this area have been repeatedly attacked by
Dungeons and Dragons 4E. The DM can transplant military forces from the great hobgoblin city-states
Bloodworm Bog into any preexisting campaign from the far north. The hobgoblins and their savage
world or homebrew setting. The adventure contains allies have been able to take and hold large stretches
setting information; plot hooks, quests, new of land for a short time. During one campaign they
monsters, NPCs, and everything else the DM should penetrated as far as Port of Last Hope. Most of the
need to run adventures in this the area. The work time the goblin forces are content to simply raid the
also provides plenty of room for the DM to expand outlying settlements for slaves and livestock. Just
on what is written by including places to put over a year ago, a kingdom from the east of the bog
original dungeons. launched its own campaign against the hobgoblin
cities but this war ended in disaster for the attackers.
Bloodworm Bog is a DUNGEONS & DRAGONS
adventure for characters of 1st to 3rd level. You
need the Player's Handbook, Monster Manual, and Adventure Synopsis
Dungeon Master's Guide to play.
The area around the bog is home to a small number
Background of independent towns, villages and homesteaders.
These settlements are generally poor and the lives
The region bordering on the bog has a long history of their residents are quite hard. Without the aid of a
of violence and tragedy. The area was once home to large standing army, most of the populace is at the
tribes of human barbarians and savage humanoids. mercy of anyone that wishes to take what is theirs.
Settlers from the southern shores of Lake Misery The people live in fear of the monsters and undead
occupied this region hundreds of years ago. It was creatures that call this region home. Bandits and
these settlers who built the first permanent other more mundane threats are also a constant
structures in the region, including the abandoned problem. Only the very bravest souls dare to
lighthouse and the sunken temple. Conflict between venture outside of their homes at night.
the settlers and their uncivilized neighbors erupted
into open warfare and the native inhabitants were
driven north into the Iron Ridge Mountains.

3
The people of this region are in need of hope. More
importantly, they are in need of heroes. The
common folk are too busy trying to simply feed
their families to venture into the depths of the bog. Adventure Hooks
However, great rewards can be had by anyone who
is brave enough to do just that. HOOK: JUST PASSING THROUGH

Ravenwood: The adventurers encounter a group of The adventuring party is passing through the area on
mercenaries who are extorting the people of this their way to someplace else. They may have
small village. The villagers would be extremely business in the Iron Ridge Mountains or on the
grateful to anyone who would run them out of town. opposite shores of Lake Misery. This journey may
The party may be here on a quest to rid the village require the adventurers to charter a boat from one of
of the mercenaries or they may simply be passing the local people or cross through bloodworm bog on
through Ravenwood when trouble starts. See foot. As the characters attempt to make their way
Encounter 1 for more information. through the region they will have plenty of
opportunities to explore the bog and experience its
The Abandoned Lighthouse: Rumor has it that a dangers.
treasure is hidden in the ruins of an ancient
lighthouse. The adventurers may discover this HOOK: MERCANARIES
location while exploring the bog. See Encounter 2A
The adventurers are contacted by a resident of the
and Encounter 2B for more information.
Village of Ravenwood. The village recently hired a
Temple Ruins: The adventuring party must travel group of mercenaries to protect their homes from
deep into the bog to a ruined temple that is slowly monsters and bandits. As the months passed, these
sinking into the muck. The adventurers must fight soldiers of fortune have made it clear that they are
their way past traps and restless spirits to give a less interested in defending the village and more
proper burial to the warriors who died defending interested in lining their purses. They have
this sacred place. See Encounter 3A and Encounter repeatedly used the threat of force to extract ever
3B for more information. higher payments from the council of elders. They
have also been mistreating the villagers, starting
Wilderness Ambush: The adventurers face down a fights with people and often taking whatever they
goblin raiding party that is making its way across want from their shops and farms without paying for
the bog. The party may be on a quest to stop these it. They eat and drink at the local inn every night
raiders or they may simply stumble across them as without anything leaving for the innkeeper anything
they explore the bog. See Encounter 4A, Encounter except broken furniture.
4B, Encounter 4C, and Encounter 4D for more
information. Quest: Free Ravenwood

The adventurers are asked to liberate a village from


a gang of thugs.

4
Start: The adventures receive a message from
someone in the Village of Ravenwood, such as a
local merchant or a member of the council of elders.

Goal: The party must defeat or drive off the


mercenary troop that has been extorting from the HOOK: INVADERS
villagers.
A rumor has been circulating that an up and coming
Outcome: Upon completing this quest the hobgoblin general is looking to make a name for
adventurers gain 150 Quest XP. The local innkeeper himself by raiding the human villages that ring the
will be so pleased with this deed that he will offer to shores of Lake Misery. This general has pressed a
put the party up in his inn for free whenever they neighboring tribe of goblins into service and is
pass through. Should the adventurers fail in this leading them on a scouting expedition through the
quest, the mercenary troop will continue to rob the bog.
villagers’ blind and will eventually take control of
the entire village. Quest: Stop the Hobgoblins

HOOK: ANCIENT TEMPLE The adventuring party must halt the advance of a
goblin raiding band.
The adventurers learn of a temple that was built
Start: The adventures hear about a group of goblins
hundreds of years ago. As the wetlands encroached
making their way through the bog.
upon this site, the temple slowly sunk into the bog.
Legend tells that this temple held vast wealth and Goal: The party must stop the goblins from reaching
magnificent treasures. An army of hobgoblins the settled part of the bog.
raided the temple but the temple guardians fought to
the death to protect this sacred place. It is said that Outcome: Upon completing this quest the
the souls of these guardians now haunt the sunken adventurers gain 750 Quest XP. The residents of the
temple. neighboring settlements will rejoice in their victory
and hold many days of feasting in their honor. Should
Quest: Proper Burial the adventurers fail to stop the advance of this raiding
band, they will plunder the nearest village and enslave
The adventurers must bring peace to restless souls.
the populace. When this slave train returns to the
Start: The adventures learn of a haunted temple north, the hobgoblin cities will take a break from their
that is supposed to contain fabulous riches. perpetual internal wars to launch a full scale assault of
the southern region. The triumphant general will burn
Goal: The party must enter the sunken temple and
everything in sight and return to his city with as many
provide a proper burial to those that died defending
slaves and whatever riches that can be found.
it.

Outcome: Upon completing this quest the


adventurers gain 150 Quest XP. If the adventurers
fail to put the tortured souls to rest then they will
continue to haunt the ruins for all eternity.

5
Area Overview The chilly waters are often covered in fog and its
shores are home to many sandbars and submerged
The area surrounding Bloodworm Bog is known as
rock formations. The shallower parts of the lake are
the Moors. The Moors are bordered by Lake Misery
overgrown with aquatic plants that clog channels
to the south and east. To the north lie the Iron Ridge
and catch the hulls of boats. Frequent storms with
Mountains and to the west one can find the foothills
high winds make travel dangerous. Only the most
of the mountains giving away slowly to open plains.
skilled sailors can travel safely across the lake.
The bog itself is a rocky wetland that alternates Despite its many dangers, the lake is beneficial to
between muddy ground and pools of shallow water. the surrounding communities. Fish are found here in
The region is covered in thick, coarse grasses and abundance. Also, the waters of the lake make long
the occasional clump of trees. Thick layers of peat distance trade possible, though this is not as com-
moss blanket much of the bog. Many parts of the mon as it once was.
bog that appear to be solid land are actually
B. WHITESTONE RIVER
comprised of a thick sheet of vegetation that rests
over a layer of water. The soggy ground often shifts The Whitestone River winds its way down from the
and tilts under the weight of a walking person and Iron Ridge Mountains and passes through the bog
sometimes even causes the trees to sway. This sheet on its way to Lake Misery. As the river makes its
of vegetation will give out under the weight of way across the land it passes through a canyon with
horses and carts, causing them to sink into the bog. steep walls of pale rock, hence its name. The height
of the land drops dramatically along the northern
There are no major roads in this region, only a few
stretches of the river and the riverbed itself is lined
goat tracks and game trails. Most long distance
with massive boulders. The fast moving water
travel is done by boat. Anyone journeying across
creates a large number of dangerous rapids that
the bog can find broken remnants of an old stone
make traveling down this part of the river nearly
highway but most of it has long since been
impossible. As the river passes through the bog its
consumed and covered by the peat of the bog. To
waters turn brown. The area where the river meets
the west of Brandywine village there is a dirt trail
the lake is marked by a permanent pool of dark
that leads to a crossroads many miles distant.
water.
Trading caravans use this trail to move goods to the
Iron Gate Trading Post but it is tricky moving C. BRANDYWINE VILLAGE
wagons and carts over this rough terrain.
This village sits just north of the shores of Lake
A. LAKE MISERY Misery, near the dark pool where the waters of the
Whitestone River enter the lake. This simple
This large lake is known for its treacherous waters.
settlement is built on a stretch of open, stony ground
Lake Misery is just over 120 miles across at its
near the edge of the bog. The houses here are built
widest point and it is nearly a thousand feet deep in
from fieldstone and clay and often thatched with
the center. Hundreds of islands of various sizes
thick coverings of straw. The people here make their
mark the surface of the lake.
living by smelting iron and gathering peat from the
bog.

6
7
C. BRANDYWINE VILLAGE

This village sits just north of the shores of Lake


Misery, near the dark pool where the waters of the
Whitestone River enter the lake. This simple
settlement is built on a stretch of open, stony ground G. ABANDONED LIGHTHOUSE
near the edge of the bog. The houses here are built The early settlers built this lighthouse hundreds of
from fieldstone and clay and often thatched with years ago to protect fishermen and trading boats that
thick coverings of straw. The people here make their plied the waters near Dancer's Isle. The treacherous
living by smelting iron and gathering peat from the waters between the island and the shore of the lake
bog. have claimed many lives over the years. When the
D. TEMPLE RUINS culture of the original settlers began to fade the
lighthouse was abandoned and fell to disrepair.
Built centuries ago, this ruined temple has slowly More information about this area can be found in
sunk into the soggy ground of Bloodworm Bog. Encounter 2A and Encounter 2B.
Very little is known about the temple, no one is
even certain to which god it was dedicated. H. DANCER'S ISLE
However, local legend speaks of a great battle that Sailors and fisherman have long told stories about a
was found here, where a handful of temple knights beautiful woman who would appear on the shores of
fought to the death against an army of hobgoblin this island and dance on the beaches during moonlit
raiders. More information about this area can be nights. Many people scoff at these stories and
found in Encounter 3A and Encounter 3B. dismiss them as the fancy of bored and lonely men.
E. THE VILLAGE OF RAVENWOOD Others insist that this mysterious dancing woman is
real and that there is something magical about this
This small settlement sits on the sandy shores of fog enshrouded island.
Lake Misery. The buildings here are simple wood
and stone structures with wooden roofs that are tiled J. PORT OF LAST HOPE
with bark. The people of Ravenwood are fishermen This once thriving port town is the largest
and boat builders. This village is named for a small settlement in the region. Though few trading ships
patch of woodland to the north of the settlement. stop by the port these days, Port of Last Hope does
More information about this area can be found in serve as a home base for a small fishing fleet. Lake
Encounter 1. pirates and smugglers have also been known to
F. BLACK MERE make calls here. The port features an artificial
harbor that was made by dumping stone and earth
This wide, shallow lake is named for its extremely into the lake to create a barrier against the
dark and murky waters. Measuring several miles at treacherous winds and waves of Lake Misery. This
its widest crossing, Black Mere is never more than harbor is the only safe mooring for miles around;
100 feet deep at any point. The dark waters of the hence the town was named Port of Last Hope by the
mere are home to both fish and waterfowl. sailors who traverse the lake.

8
Bloodworm Bog

Bloodworm Bog is a region located in the Moors,


between the Iron Ridge Mountains and Lake
The buildings here are well made wooden structures Misery. This is a temperate region with mild
with raised stone foundations. The roofs are usually summers and harsh winters. The bog itself varies
covered in clay tiles and the walls are plastered. The greatly in appearance depending on the time of year.
typical building in Port of Last Hope is a longhouse In early spring, the area is flooded by the snow fed
that is composed of several small rooms that open waters of the Whitestone River. Overflow from the
to the outside. Most houses are surrounded by a low river covers much of the bog, forming a myriad of
wall of stacked clay tiles and mortar. These walls channels and puddles, along with small pools of
enclose a small garden and storage buildings. The dark red water. During the winter months the waters
more expensive houses are comprised of several retreat and parts of the bog freeze, making the area
longhouses and a courtyard that is hemmed in by a look more like a patch of tundra than a wetland.
large wall of cut stone. On the northern outskirts of
town the houses are much poorer and resemble the FEATURES OF THE BOG
wood and thatched roof buildings of Brandywine
The following features describe the general layout
and Ravenwood.
and make up of Bloodworm Bog.

Sustenance: Despite its forbidding appearance, the


bog is filled with many different kinds of edible
berries and other sources of food. The DC of a
Nature check to forge for food is 15 for a single
person and 25 for up to five people.

Illumination: There are few trees in the bog,


meaning that there is nothing to obscure natural
illumination. The bog is brightly lit during the
daytime and dimly lit at night. Occasionally fog
from Lake Misery rolls over the bog, obscuring
vision. When the land is covered in fog, creatures
that are more than five squares away have total
concealment.

Doors: Almost all of the doors found in this region


Difficult Terrain: The bog is covered in thick mud, are simple wooden doors. A DC 16 Strength check
shallow water, and slime coated boulders. Unless is required to break one down. These doors have AC
otherwise noted, the entire area is considered and Reflex defenses of 5, Fortitude defense of 10,
difficult terrain. The overland movement of anyone and 20 hit points. A Thievery check (DC 20) is
making their way through the bog is reduced by 1/2. required to pick the lock on one of these doors.

9
VILLAGE OF RAVENWOOD Commerce: Most people in this village make their
living as fishermen. Other people participate in
A small village on the shores of lake misery, related industries such as boat building and running
Ravenwood is home to fisherman and boat builders. smoke houses. Few traders or merchants ever come
to this tiny community and the ones that do arrive
Population: 145, another 90 or so people live along
by boat. The lack of trade means that the locals
the lakeshore or on the outskirts of the bog. The
have to travel to Bradywine or Port of Last Hope to
people of Ravenwood are all human, though a
sell their smoked fish and purchase the goods that
number of elves and halflings live in the
they need.
surrounding area.
There is only one inn in Ravenwood; a run down
Government: The village is ruled by a council of
place called the Black Raven House. The Black
elders. Residents of the village are automatically
Raven Taproom is also the only tavern.
appointed to the council when they reach the age of
fifty and one. Few villagers make it to such The largest merchant house in the village is Ram
advanced years, so the council tends to have no Horn Traders. This trading house is the local green
more than a dozen members. grocer and they also supply much of the fishing
equipment that is used by the locals.
Defense: The village has employed the services of a
small group of mercenaries. The mercenary band Organizations: The Lakeside Altar is a small
numbers five (2 human guards, 3 human bandits). temple dedicated to Melora.

10
The mercenary band that “protects” the Village of
Ravenwood can often be found in the Black Raven
Taproom where they drink large amounts of ale and
brandy without ever offering to pay. The hired
Key Locations soldiers also mistreat Krauss, the serving staff, and
the other patrons. The leader of the mercenaries, Sef
1. DOCKS
Grenwald, is especially prone to picking fistfights
The lifeblood of this village is the docks. More than with the local fishermen. On one occasion he pulled a
a dozen families moor their small fishing vessels knife and stabbed a man, severely wounding him.
here in this secluded cove and there is extra room
for the occasional trading boat as well. The village
smokehouses are located next to the docks and the
smell of smoked fish hangs thick in the air.

A nomadic halfling clan called the Farwalkers is


known to bring their fleet of houseboats into the
cove from time to time. The Farwalker clan barters 3. RAM HORN TRADERS
with the locals during these visits, trading trinkets,
cloth, and herbs for foodstuffs and other supplies. The Ram Horn Trading Company is the largest
The head of the clan is a leather-faced old halfling business in Ravenwood. The proprietor, Jari
named Zed Farwalker. Zed has lived his entire life Koldstone, is a no-nonsense, hardnosed merchant
on the lake and he knows every inlet and island like who doesn't pass up an opportunity to squeeze an
the back of his hand. Because they are constantly extra coin out of one of his customers. Jari has his
traveling from port to port, Zed and his kin are an own boat docked in the cove and he makes regular
excellent source of information about the lake and trips up to the Iron Gate Trading Post outside of
the settlements around it. Brandywine. He buys fish from the smoke houses and
then barters with the Iron Gate merchants in exchange
2. BLACK RAVEN HOUSE for rope, tools, vegetables, grain, and casks of brandy.
Ram Horn Traders is a good place to buy any of the
The Black Raven House is a stoutly built wooden
structure on the far northern edge of the village. The mundane gear and supplies from the Player's
owner is an elderly man named Krauss Hornsby. Handbook.
The rooms at the Black Raven House are less than 4. LAKESIDE ALTAR
ideal, as the aging building is often damp and chill
from strong drafts. The kitchen serves fresh fish and This small chapel overlooking Lake Misery contains
rye bread for every meal. The local fishermen an altar dedicated to Melora. There is no professional
gather here for drinks in the taproom after returning clergy in attendance; the chapel is maintained by a
from the lake. On the rare occasion that a traveler or small group of elderly widows. The fishermen often
trade boat arrives in the village, Krauss is more than gather here to pray and make offerings before
happy to offer them a modest room for 4 sp per heading out on to the lake each morning. A feast in
night. Those of lesser means can sleep on the floor honor of Melora is held at the chapel once per year at
of the taproom for 12 cp. the start of spring.

11
Defense: The village has a small militia that is
5. OLD GRAN'S SHACK about 200 strong.
Many people believe that Old Gran is a mad Commerce: Most of the economic activity in
woman. Others believe that she is a witch, a dark Brandywine is based around Bloodworm Bog. The
sorceress who is in league with demons and devils. villagers dig through the muck to mine bog iron,
The truth is that Gran is an eccentric old woman which they smelt into bars of rust-resistant iron.
who makes a meager living by telling fortunes and They also collect peat, which is dried and sold as
selling talismans, charms, and the like. Her shack fuel and fertilizer. A few specialized tradesmen
on the far northern edge of the village is in constant search for preserved bogwood, which is used for
disrepair but the garden where she grows rare herbs making furniture. These raw materials are moved
and roots is well tended. overland to towns and cities to the west. Trade boats
Old Gran earns her coin by playing on the occasionally pull up to the beaches outside of
superstitions of the local villagers but she has Brandywine in order to barter with the villagers as
actually learned a good bit about magic over the well.
course of her long life. Aside from her useless The people living outside of the village are mostly
charms, Gran also sells alchemical reagents, rare freeholders who farm the rocky ground on the
herbs, and mystic salves. She can supply the western edge of the bog. The land here is not ideal
components that are needed to perform any ritual for agriculture and crop yields are often poor. These
with the Arcana, Heal, or Nature keyword. She also farmers raise potatoes and vegetables, along with
has limited access to the following ritual scrolls; some cereal grains such as rye and barley. Pigs and
Animal Messenger (2), Enchant Magic Item (1), sheep are commonly raised and the freeholders keep
Eye of Alarm (1), and Gentle Repose (1). Brandywine furnished with a constant supply of
pork and mutton.

BRANDYWINE VILLAGE There are two inns in the village of Brandywine, the
Whitestone Lodge and the Cloudberry Inn. The
A large village near the Whitestone River, the Whitestone Lodge is the more expensive of the two
people of Brandywine support themselves by and it caters to merchants and caravan masters. The
harvesting raw materials from the bog. Cloudberry Inn is a more modest establishment that
serves the needs of poor travelers and fishermen.
Population: 860, roughly another 500 people live
in the countryside near the village. The majority of As its name suggests, Brandywine Village is home
the people in Brandywine are humans, elves, and to a well known distillery where berry wine is
half-elves. A small number of halflings and dwarves fermented and then distilled into strong, clear
make their homes here as well. liquor. This brandywine is then aged in oak barrels
until it takes on a caramel coloring. These spirits are
Government: The village is ruled over by a group
the pride of the village. Local brandywine is served
of clan chieftains who represent the major human
in the taproom of the Whitestone Lodge as well as
and elven clans in the village. These chieftains are
the Market Street Tavern, alongside imported ales
in charge of administering justice and each of them
and wines.
commands a force of militia soldiers.

12
The majority of the business at the lodge comes
from the merchants and caravan masters who are
doing business at the Iron Gate Trading Post. There
are also a small number of permanent residents who
Just to the southwest of the village is a walled
live at the lodge and rent rooms there year round. A
compound called the Iron Gate Trading Post.
spacious and comfortable room at the Whitestone
Merchant caravans and trading boats make regular
Lodge can be had for the price of 2 gp per night.
stops here.
The lodge's kitchen is well known in the vicinity for
Organizations: The smelters guild is the largest its lamb chops and crown pork roast. They offer
and most important guild in town. There is a large fresh fruit and honey for dessert. The lodge always
shrine in the center of the village where Pelor, keeps a ready supply of the finest aged brandy in the
Sehanine, Corellon, and the Raven Queen are each taproom alongside an assortment of wines and ales.
worshiped in turn.
The owner of the Whitestone Lodge is attractive
Key Locations older woman named Taril Wolfsbane. Taril is also
one of the clan chieftains who run Brandywine and
1. WHITESTONE LODGE she uses the taproom of the lodge to hold meetings
among the other chieftains. Taril runs the lodge with
The largest and best kept of the two inns in
Brandywine Village, the Whitestone Lodge is an her husband, Erin. Erin Wolfsbane is a pleasant but
impressive brick building with a clay tiled roof. The reserved half-elf who seems much younger than he
lower floor of the lodge is sunken into the ground actually is. Erin speaks very little but he hears
and patrons must enter by going down a flight of everything and keeps his wife well informed about
rough stone stairs. The Whitestone Lodge sits on the the happenings in town.
western edge of Brandywine Commons.

13
There is a long standing feud between Taril's
Wolfsbane clan and the Raindrinker elves that hunt
in the foothills of the Iron Ridge Mountains. This
animosity stems from the fact that her husband is
the bastard child of the late Raindrinker chieftain.
Because of his unfortunate siring, Erin was unable 3. IRON GATE TRADING POST
to inherit his father's title as chieftain. When their South and west of the village proper you will find
father died, Erin's brother Cos drove him from the the Iron Gate Trading Post. This formidable walled
clan. When he married Taril Wolfsbane, the new compound is surrounded by a solid wooden palisade
chieftain was outraged to hear that his brother had and a ring of earthworks. The only entrance to the
taken on his wife's family name. Seeing this as an trading post is protected by a removable bridge and
attempt by his brother to become a chieftain by a heavy wrought iron gate. A small force of hired
other means, Cos Raindrinker has become actively guards protects the trading post from bandits and
hostile toward the Wolfsbane clan, especially his raiders. The Iron Gate is run by a retired human
new sister-in-law. Not one to be intimidated, Taril adventurer called Fynis the Scar-Eyed. Fynis is a
has responded in kind. Only the intervention of the tough but affable man with a hundred stories to tell
other village chieftains has prevented the feud from and plenty of time to tell them. Though he has a
becoming violent. greedy streak, Fynis is reasonable and can usually
2. MARKET STREET TAVERN reach a fair price with just about anyone. Operating
the trading post has been a profitable venture for
The large central boulevard through the village runs Fynis and he becomes noticeably irritated when
north to south and passes through Brandywine trading boats pull up onto the beach in order to
Commons. Outside of town it turns into a rough dirt barter with the villagers directly.
trail that the local farmers use to transport their
wares to the commons on market day, hence the Merchant caravans and trading boats come to the
name Market Street. trading post in order to barter their goods free from
the threat of bandits and raiders. The village's bog
The Market Street Tavern is a bustling and often iron is highly prized by foreign merchants for its
rowdy drinking establishment where the peat rust resistant properties. These merchants come here
diggers, bog miners, and farmers go to have a to buy bars of iron as well as peat, bogwood, and
brandy or a tankard of ale after a hard day's work. brandywine's namesake spirits. In exchange, the
The tavern also plays host to a gang of young rioters merchants sell finished products such as ale, wine,
who spend their days drinking, fighting, and playing metal tools, and pottery. The travelling merchants
dice. On days when the dice are not being kind to that do business at the trading post occasionally deal
them, these wayward youth have been known to in more expensive items such as gemstones, works
resort to picking pockets. The oldest and toughest of of art, and the like. A few have been known to keep
the group is Johl Frestrom, a vicious cur who also stores of weapons and armor. The Iron Gate Trading
makes a living as a hired thug. Johl will savagely Post is a good place to find any of the mundane
beat anyone for the price of a few copper coins. equipment from the Player's Handbook.
Gamblers and merchants often employ his services
in order to collect on old debts.

14
5. BRANDYWINE COMMONS

The village's central square is known as


Brandywine Commons. The local farmers come
here on market day to sell livestock and foodstuffs.
One can always find heaps of peat along the eastern
edge of the commons where it is dried and sold as
fuel to heat the local houses. Local artisans also
participate in the activities of market day, closing
The Fynis the Scar-Eyed and his fellow traders are a their shops and selling their goods from blankets
tight pursed lot. They will refuse to pay more than and carts. The traders from the Iron Gate turn out as
30 gp for any single item, regardless of its actual well, bringing in their latest treasures under the
value. They almost never deal in magic items and protection of armed guards.
will demand a partial payment up front before even
making inquiries about such things. The rest of the time Brandywine Commons is a
place for people to meet with friends and family.
4. CLOUDBERRY INN The local children have races and wrestling matches
on warm days and on summer nights the commons
The Cloudberry Inn is a modest, yet comfortable,
is used to hold dances and festivals.
structure on the far southern stretch of Market
Street. Made from stout logs and mortar, the 6. DISTILLERY
Cloudberry Inn looks more like a military fort than
a respectable inn. The rooms are small but warm On the eastern outskirts of the village is the famous
and well appointed. A night at the Cloudberry Inn distillery that gave Brandywine its name. The
costs 5 sp. The inn serves porridge two meals a day village distillery is the oldest and most distin-
and pork soup with cabbage, onions and barley for guished business in Brandywine. This wooden
supper. A glass of watered down ale or wine is building is nearly two hundred years old. The
served with each meal but heavy drinking is village residents are justifiably proud of the high
prohibited. quality spirits that are produced here. The proprietor
and brew master is a stern faced dwarf named Hoff
The proprietor of the Cloudberry Inn is a portly Gravelbeard. Families that work in the bog often
elven fellow named Cutter. Not much is known take their children with them to pick berries. Hoff
about Cutter except that he left the area many years buys these wild berries from the children to make a
ago only to return recently and buy up a dilapidated
variety of wines, which are then distilled into
old warehouse. This warehouse was then torn down
and the Cloudberry Inn was built on its foundation. brandy and aged in oak barrels. The owner buys
When he isn't minding the inn, Cutter leaves his these casks from a barrel maker in Port of Last
cousin, Marobert, in charge and goes on hunting Hope and he makes sure that the Gravelbeard
trips for days at a time. The dining hall of the inn is family crest is clearly burnt into the surface of each
decorated with Cutter's many hunting trophies. It is one.
rumored that Cutter and Fynis the Scar-Eyed used
to be adventuring partners but they had a falling out
over some unknown dispute. If this is true then
neither of them has ever spoken about it.

15
The exact recipe for making this distinctive brandy
is a Gravelbeard family secret and Hoff guards it
jealously. The brew master sees very few people
save for his three biggest customers, the owners of
the Whitestone Lodge, Market Street Tavern, and Alya makes and sells sanctified incense and mystic
the Iron Gate Trading Post. Though he is a bit salves. She can supply the components that are
paranoid, Hoff will willingly grant visitors a tour of needed to perform any ritual with the Heal or
his facilities, complete with free samples. Anyone Religion keyword. She has limited access to the
who asks questions about the process of making the following ritual scrolls, Hand of Fate (1), Cure
brandy will be rudely shown the door. Disease (2), Discern Lies (1), and Raise Dead (1).

The distillery holds cask after cask of finished 8. SMELTER'S ROW


brandywine but Hoff will not release a single drop
The center of the town's economic activity is a line
of it until he is convinced that it has aged the proper
of soot-filled streets on the southern edge of town.
amount of time. Some of the barrels in the basement
Smelter's Row is the area where members of the
are older than Hoff himself.
smelter's guild turn chunk of reddish ore into bars of
7. CENTRAL SHRINE fine bog iron. Smelting iron is hard and dirty work.
Those villagers unfortunate enough to live near here
In the middle of Brandywine Commons is a small are afflicted with a chronic cough. When the wind
hill, atop which rests a simple shrine of cut stone. blows the wrong way the entire village becomes
Four alcoves inside the shrine hold idols that coated with soot and smoke from the charcoal
represent the four gods that are honored here. burning bloomery furnaces. The bloomeries convert
Before each idol is a platform on which worshippers the raw ore into sponge iron, which is then sent to
can leave offerings to that god. On religious other shops to be reheated and beaten with a
holidays, the faithful gather in mass around the hammer until it has been turned into wrought iron.
shrine to join in prayer and ritual lead by the clan Bars of wrought iron are then weighed before
chieftains or Alya, the village priestess. During shipping.
these holidays, the idol of the god being honored is
moved to a place of prominence on the central The smelters guild sets the price for iron in the
platform of the shrine. village and they regulate the activities of all the
furnaces and forges on Smelter's Row. They also
The priestess Alya is a disciple of the Raven Queen decide how much the furnace owners can pay for
and she leads services on holidays that honor her
raw ore and this puts them in direct conflict with the
god. The winter solstice and the eve of the new year
are particularly important to her. She also offers local miners. However, the wrought iron is far more
prayers for the dead during funeral services. Alya is valuable than the raw ore and this gives the furnace
often found at the shrine, either engaged in prayer owners the advantage. In addition, the bog miners
or selling incense and religious relics to the have no guild of their own so their members are
villagers. She has also nurtured a reputation as a constantly undercutting each other. The smelter's
fortuneteller and for a few copper coins she will tell guild has forcefully discouraged the miners from
you all about the threads of fate in your life.
forming a guild, in order to retain control of the
industry.

16
PORT OF LAST HOPE

A port town on the shores of Lake Misery, Port of


Last Hope is a rough and tumble place, often
The head of the smelter's guild is a grungy little
home to lake pirates and smugglers.
spit of a man named Has Claybourne. Has may be
small in stature but he possesses powerful muscles Population: 2,425, another 1,800 or so people
from years of working the bellows and swinging live in the countryside a few miles north of town.
hammers. Has is as dumb as a rock but he knows The population is predominantly human, though
the business of smelting iron from the inside out. members of all races can be found living inside
After finishing work and closing up his furnace, the town.
Has enjoys heading down to the Market Street
Tavern to raise a tankard of ale and maybe bust a Government: The town is ruled by an elected
skull or two. council. Only citizens are allowed to vote or run
for office and the majority of the residents are not
citizens but rather they are subjects. A person must
own at least 50 acres of land and hold no debts in
order to qualify as a full citizen with political
rights. While only the landholders can vote for the
council, anyone can buy their loyalty and
corruption is rampant.

Defense: The Port Company is a professional


army with 150 troops (human warriors). Their
barracks is Fort Misery, located on the lakefront.
Most of the landed citizens and wealthy merchants
keep a small band of soldiers to look after their
personal holdings. The town also employs a vigil
comprised of volunteers who patrol the streets at
night to watch for fires. True to their name, these
vigilantes also take it upon themselves to dispense
a rough form of justice should they witness a
crime.

Commerce: The people of the Port of Last Hope


make their living from the lake. The port acts a
home base for a small fishing fleet. Trading boats
from other parts of the lake also dock here, though
commerce of this type has declined in recent
years. As an active port, the town supports a
number of shipping related activities such as
making rope, barrels, sails, and metal tools.

17
18
Key Locations

1. HARBOR

Stretching out into the waters of Lake Misery is an


Merchant houses on the waterfront furnish the arm of rocky land that forms a half-circle around
incoming boats with supplies. They also purchase the harbor. A second, man-made barrier completes
their cargoes and sell commodities of their own. the circle, leaving a gap between the two that boats
The primary import is timber, as this area has few can pass through. This artificial bay was built
hardwood trees. A significant portion of the centuries ago by the original settlers. The land was
population makes their living as artisans. Potters, extended a little at a time by dumping rubble, stone
woodcarvers, smiths, weavers, and many more can and earth into the lake until a new mass of land had
be found in shops around market square. formed. The harbor here is the only deep water
anchorage on this part of Lake Misery. Large
The vast majority of the people living in the coun- trading boats must seek shelter here during storms,
tryside north of town are tenant farmers who live on which is how the town came to be known as Port of
land rented from the wealthy estate holders. These Last Hope.
people work as planters and herders that raise hemp,
oats, potatoes, and vegetables along with sheep and Trading boats move in and out of the harbor but
chickens. The landholders charge such steep rents there are also a number of fishing boats that dock
that their tenants barely produce enough to eat and here permanently. This small fishing vessels are
only rarely do they have enough left over to sell owned by local families. The area immediately
their produce in the local market. bordering on the harbor is filled with warehouses;
smoke houses, and shops that produce rope, netting,
The finest inn in town is the Dancing Bear. Most of barrels, etc.
its clients are estate holders who have come into
town on business or wealthy merchants that are 2. TOWNHALL
passing through. The rest of the inns in Port of Last
The center of government in port of last hope is a
Hope are dingy, run down flophouses that serve the
large stone building surrounded by a low wall. This
needs of sailors and other common travelers.
structure was once a keep owned by the last noble
There are many taverns and brew houses in Last lord to rule over Port of Last Hope. When the lord
Hope, most of them located near the docks in an was overthrown in a rebellion, the keep was made
area known as the Bronze Quarter. This is a rough into the meetinghouse of the elected council. Low
part of town that is notorious for brawling, ranking administrators and scribes can be found
gambling and heavy drinking. working here when the council is not in session.

Organizations: There are many guilds and


associations in town but none are as influential as
the merchants and moneylenders guild, which is
headquartered at the Silver Guildhall. The Port of
Last Hope is home to a very large Temple of Erathis
as well as the Hall of Storms (Kord).

19
3. FORT MISERY

The barracks of the Port Company is a stone walled


compound that sits on a hill over looking the harbor.
Fort Misery was built on the site of a much older The high priest of this shrine is a dwarven male
structure. The stone outer wall is all that remains of named Rowan Grimeye, who tends the hall along
the original fortress. The buildings of the fort are with a dozen lesser priests. A retired soldier turned
newer structures made from wood. holy man; Rowan has lived his entire life in praise
of mighty Kord. The Hall of Storms is a rollicking
Next to the hilltop fort is a patch of level, open
place where feasting and toasts to Kord's name are
ground that is used as a drilling yard for the soldiers
common occurrences. Rowan Grimeye has a special
of the Port Company. Soldiers who are not on duty
place in his heart for the men and women of the
at the town gates or otherwise occupied meet here
Port Company and he sees himself as a guide and
every day to practice their martial skills.
mentor to them.
The commander of the Port Company is a
5. DANCING BEAR INN
dragonborn female named Captain Kora. A stern
disciplinarian and harsh drillmaster, Captain Kora The Dancing Bear is the largest and most expensive
trains her troops with a fanatical zeal. While the inn in Port of Last Hope. The inn is surrounded by a
common troops hate and fear their captain with a low stonewall that encloses an expansive courtyard
passion, she has shaped them into a deadly and and several longhouses. Each longhouse is sur-
disciplined fighting force. Kora often disagrees with rounded by a covered patio. In the center of the
the decisions of the town council, especially when main courtyard are two L-shaped buildings that fit
they deny her requests for more funding. However, together to form an inner courtyard. The main
the captain knows that it is her place to serve at the courtyard is used as a kitchen garden to grow
whim of the elected government so she is restrained fragrant herbs, spices, and hot peppers. The inner
in her criticism. courtyard contains a massive fire pit where meat is
roasted and oats are boiled. On warm days tables
4. HALL OF STORMS
and chairs are brought out so guests may eat in the
The Hall of Storms is a large wooden building that sunshine.
houses a shrine to Kord. Smaller shrines outside of
Rooms at the Dancing Bear are small but well
the hall honor Melora and Avandra respectively. It is
appointed and very comfortable. The serving staff is
located across from the drilling grounds where the
large and well trained, seeing to the slightest whims
Port Company trains. The Hall of Storms is
of the guests. The kitchen serves a wide variety of
frequented by the members of the company who
exotic dishes and the finest ales and wines are
pray to Kord for strength in battle. The hall is also
served with dinner. A night's stay at the Dancing
popular with fishermen and sailors who wish to stay
Bear costs 2gp.
in the good graces of the god of storms.

20
7. SILVER GUILDHALL

The headquarters of the merchants and moneylenders


guild is known as the Silver Guildhall. This
organization controls the majority of economic activity
The innkeeper is a pleasant halfling female named in Port of Last Hope. The guild sets standard interest
Talia Brightwick. Talia is quite young by Halfling rates on loans, makes sure that merchants honor
standards but she has acquired a great deal of contracts with each other, and generally ensures that
experience and wisdom for her years. She runs the commerce continues uninterrupted. The decline in trade
Dancing Bear with great efficiency and attention to across the lake has meant a steady decrease in the
detail. The serving staff knows that she will not profits of the guild's members. This trend has reduced
tolerate any slip ups. A burnt meal or poorly washed the power of the Silver Guildhall but they are still a
blanket will be met with a swift rebuke. While force to be reckoned with inside the city.
friendly and accommodating to her guests, Talia The Guild Master is a wizened old miser named Norris
will not tolerate any course behavior from her Highsun. A human male of nearly seventy years, Norris
patrons. Public drunkenness, quarrelling, and severe looks like he is nearing one hundred. Generations of
breaches of etiquette will be answered with a guild members have learned their craft under the
friendly warning the first time. Talia has no problem tutelage of old Master Highsun. He has instructed his
tossing a landed citizen out on his rear if he cannot pupils in known every way of cheating someone for a
mind his manners. copper piece without breaking the law or appearing to
6. BRONZE QUARTER be dishonest. He is also somewhat of a legal scholar
and the guild merchants and moneylenders pay Norris a
This district of the city is named for the massive great deal of money in order to have him write un-
amount of copper coins that flow through here every breakable contracts for them.
time the traders and fishermen enter the port.
Located a short distance from the harbor, the bronze It is often rumored that Norris Highsun has bought the
quarter is home to many cheap inns and a half loyalty of the elected council. This is patently false.
dozen taverns. On the side streets of the quarter one The clever Guild Master knows that it is far cheaper to
can find numerous street vendors selling everything rent the loyalty of a politician than to buy it outright.
from trinkets and charms to bowls of noodle soup. He also knows that there is no need to bribe the entire
council when a simple majority will do.
Many illegal activities take place in the Bronze
Quarter. Tucked in among the run down inns and 8. TEMPLE OF ERATHIS
seedy taverns are a number of gaming houses and Sitting on the far northern edge of the Market Square is
thieves' dens. Many of the local warehouses are run a grand temple dedicated to Erathis. This impressive
by fences that buy their goods from lake pirates, structure is made from pale stone that was brought
smugglers, and pick pockets. Prostitutes are a down from Whitestone Canyon at tremendous expense.
common sight here and drunken brawls are a The temple features a columned façade that leads to a
nightly occurrence. Even the town vigil hesitates to massive inner hall. At the far end of the hall is a raised
walk through the quarter at night. platform where a large statue dedicated to the god of
civilization rests.

21
The temple is overseen by the High Priest Marin
Oakwood. His is assisted in his duties by a small
cabal of lesser priests and a few young men and
women who are priests in training. The High Priest
is a vibrant man in his early fifties who often acts as
an informal advisor to the town council. Marin is Random Events
trained in the arts of ritual magic. He can teach a
limited number of rituals, including Gentle Repose, The Moors are not a safe place to travel by any
Hand of Fate, and Brew Potion. means. This region is well known as a home to
9. MARKET SQUARE monsters and undead creatures. The bog is also used
as a hiding place for bandits and savage humanoids.
The Market Square is a large plaza in the center of For every few hours that the party spends in
town that is ringed by shops and businesses of all Bloodworm Bog or the surrounding hills, roll 1d20
kids. Those not fortunate enough to own their own and consult the table.
shop do business from blankets and carts in the
square itself. Most of the commerce taking place in 1-10 No event
the square involves foodstuffs, cloth, tanned hides,
and other basic items. Fishwives and grocers can be 11-14 Random Hazard
heard hocking their wares up and down the side
15-20 Wandering Monster
streets while weavers, tanners, and tailors conduct
business from their stalls. Travelling merchants stop
by here frequently as it is the largest market in the If the adventurers try to make camp in the wilds,
area. The Market Square is an excellent place to roll twice on the random events table. Any event
find any of the mundane gear found in the Player's that occurs will interrupt the adventurer's rest, so
Handbook. More exotic wares can be found from they do not gain the benefits that are normally
time to time due to the heavy traffic of traders that associated with an extended rest.
are coming and going in the square. The square is
also a good place to sell loot. The high density of RANDOM HAZARD
merchants and pawnbrokers makes it easier for
There are many hazards in the Moors besides
people to get a good price.
cutthroats and evil creatures. The environment itself
is harsh and unpredictable. Roll 1d6 and consult the
entries below.

1-2. Poison Gas Field

Deep beneath the mud and muck of Bloodworm


Bog are pockets of noxious gas that well up through
the dirty water and choke passers by. The
adventurers stumble upon one of these pockets of
poison gas as they journey through the bog.

22
Poison Gas Field Level 3 Blaster

Hazard XP 150

The muddy water begins to bubble and churn as you are overwhelmed by a foul smell.

Hazard: This region of poison gas fills 10 contiguous squares. These squares are difficult terrain.

Perception

DC 20: The bubbling water and horrid smell identifies the area as a hazard of some sort.

Additional Skill: Nature

DC 20: The character recognizes the area as a poison gas field.

Trigger

When a living creature enters or begins its turn within the area, the hazard is triggered and attacks, releasing a burst of
poisonous gas around the creature.

Attack

Opportunity Action Melee

Target: Living creature within the field.

Attack: +8 vs. Fortitude

Hit: 1d6 + 3 poison damage and 5 ongoing poison damage (save ends).

Upgrade to Elite (300 XP)

_ Increase Perception and Nature DCs by 2.

_ Increase the size of the field to 20 squares.

_ Increase damage to 2d6 + 3 poison damage and 5 ongoing poison damage (save ends).

23
Sinkhole Level 2 Obstacle

Hazard XP 125

A benign looking patch of grass and mud is actually the top layer of a deadly sinkhole. This layer of vegetation gives
out under the weight of a creature, plunging it into the black waters below.

Hazard: Five squares in the area hide water-filled sinkholes.

Perception

DC 20: The character notices that the ground quakes as he approaches.

Trigger

The hazard attacks each time a creature enters one of its five squares.

Attack

Standard Action Melee

Target: The creature that triggered the trap.

Attack: +4 vs. Reflex

Hit: The target falls into the sinkhole and secondary attack

Secondary Attack: +4 vs. Fortitude

Hit: 1d6 damage and immobilized (save ends).

Miss: The target returns to the last square that it occupied and its move action ends immediately.

Sustain Standard: A creature that is hit by the sinkhole is held under water and is subject to the hazard's secondary
attack each round until it escapes.

Countermeasures

_ A character who makes an Athletics check (DC 11) can jump over the sinkhole.

_ A character can climb out with a DC 20 Athletics check.

Upgrade to [Elite] (250 XP)

_ Increase Perception DCs and attack rolls by 2.

_ Increase damage of secondary attack to 3d6 damage.

24
5-6. Toadstool Ring

Strange fey magic and ancient curses have affected the ecology of the Moors.
Torrents of mystical energy run through the landscape. Throughout the region
there are an enchanted toadstool rings that assault the minds of those who get too
close.

Toadstool Ring Level 2 Blaster

Hazard XP 125

A group of large mushrooms grow together in a perfect circle. Mystic energy seems to surround this point. As you
approach a beautiful, ghostly woman appears in the center of the ring and beckons to you.

Hazard: This hazard fills a square. When triggered it attacks with bolts of mental energy.

Perception

No Perception check is needed to notice the toadstool ring.

Additional Skill: Nature

DC 15: The character finds it odd that fungi should grow in such a symmetrical ring.

Initiative +4

Trigger

When a creature enters within 5 squares of the toadstool ring, it rolls initiative and attacks.

Attack

Standard Action Ranged 5

Target: One creature.

Attack: +7 vs. Will

Hit: 1d10 psychic damage, the target is pulled 1 square, and dazed.

Upgrade to [Elite] (250 XP)

_ Increase Nature DCs and attack rolls by 2.

_ Ranged 7

_ Increase damage to 3d10 psychic.

25
WANDERING MONSTER swarms stay close to the wyrmpriest and viciously
Bloodworm Bog is full of terrifying creatures and attack anyone who comes near him, using pull down
dangerous foes. Anyone exploring this area is sure followed by swarm of teeth. The wyrmpriest tries to
to encounter some kind of threat. Roll 1d10 and avoid melee combat and instead attacks with energy
consult the paragraphs below. orb. It saves its dragon breath power for an enemy
that moves in close, blasting this foe with a torrent of
1. Bloodworm Swarm cold. The minions will flee if the wyrmpriest falls in
Level 2 encounter, 625 XP battle but the wyrmpriest and the needlefang swarms
fight to the death.

1 bloodworm swarm 3. Kobold Ambush

Level 1 encounter, 500


The bog was named for these horrific creatures.
Bloodworms are ravenous, blood-sucking monsters 3 kobold slingers
that attack anything they come across.
2 stormclaw scorpions
See the section on New Monsters and Hazards for
more information and accompanying stat block.
Somewhere to the northeast of Bloodworn Bog is a
2. Kobold Hunters kobold settlement built at the base of the Iron Ridge
Mountains. These kobolds worship a white dragon
Level 1 encounter, 500 XP that lairs in the mountains. Raiding parties from the
kobold tribe often times lurk of the outskirts of the
4 kobold minions settled parts of the bog. They seek to ambush people
who venture beyond the safety of their towns and
2 needlefang drake swarms villages. The kobolds want to rob their victims and
offer any captives they take to the dragon as sacrifice.
1 kobold wyrmpriest
The stormclaw scorpions are kept in hidden cages
Somewhere to the northeast of Bloodworm Bog is a that can be opened by pulling on a cord. The kobold
kobold settlement built at the base of the Iron Ridge slingers hide out of sight while waiting for the
Mountains. The kobolds from this settlement adventurers to get close to their caged scorpions
commonly hunt in the bog. Though they are in the before releasing them. The enraged scorpions attack
area chasing game animals, this hunting party whoever is closest to them. The kobolds wait until the
would be more than happy to bushwhack a party of scorpions have grabbed at least one target with their
unaware travelers. claws attack and then they emerge from their hiding
place. The slingers attack with special shot; favoring
The kobold minions begin combat by throwing their gluepot and firepot. They switch to normal sling
javelins and then rushing headlong into the attacks after using the third special shot. The slingers
adventuring party, trying to surround the weakest
have no desire to engage in melee combat and they
member and gang up on him. The needlefang drake
will flee if any of their number becomes bloodied.

26
The scouts will stay close to each other and gang up
on the same target, preferably an enemy defender or
striker. They take advantage of the difficult terrain
of the bog by attacking and then using wild step to
4. Hostile Elves shift away. If possible, the scouts will try to flank
their target and then use two-weapon rend in
Level 1 encounter, 500 XP conjunction with combat advantage. The archers
keep their distance and circle around the targets
2 elf archers while making ranged attacks. They use not so close
to counter an enemy that tries to engage in melee.
2 elf scouts The elves fight to the death.

5. The Nest
There are many clans of elves that live and hunt in
the area around the Moors. In recent days several Level 1 encounter, 500 XP
members of the Darkleaf clan have gone missing
while exploring the bog. A small search party has 2 kruthik young
been sent into the bog in order to find out what
4 kruthik hatchlings
happened to them. Seeing a party of armed
adventurers traveling through the same area is
bound to make these elves quite suspicious. The While exploring the bog, the party accidently
elves of the Darkleaf clan have not always gotten discovers the entrance to a nest full of kruthiks.
along with the other local communities and they While the parents seem to be away, the offspring are
may believe that the party is part of a force that is dangerous enough on their own.
organizing against them.
The kruthik hatchlings eagerly fall upon the party
The elf scouts approach the characters openly while using claw. The young use burrow to get behind the
the elf archers remain hidden nearby. The scouts party and begin making claw attacks of their own.
will politely but forcefully demand to know what The kruthiks fight to the death.
the party is doing in the bog. They will then begin
questioning the adventurers to see if they know
anything about their missing kin. A Diplomacy
check (DC 20) will convince the elves that the party
is innocent of any wrongdoing. If this check
succeeds, then the elves may ask the party to join
with them as they continue searching the bog. A
Bluff check (DC 17) allows a character to
convincingly give the elves false information that
will lead them away from the party. If these checks
fail or if the adventuring party refuses to answer any
questions then the elves may attack.

27
6. Bandits

Level 1 encounter, 500 XP

2 halfling thieves

2 hyenas
7. Pack Rats

A pair of halflings named Gnori and Zander


Level 1 encounter, 450 XP
Clearwater have long stalked the shores of Lake
Misery. The larcenous brothers pilfer and rob
3 wererats
without remorse, using their trained hyenas to
ambush unwary travelers.
There is a clan of wererats that lives in the sewers
These highwaymen use the Stealth skill to move
and tunnels beneath Port of Last Hope. Though they
close to enemies and surprise them. They prefer to
blend in with the humanoid population, small
concentrate on one or two enemies at a time. The
groups of these lycanthropes often venture out into
thieves send the hyenas in first in order to take
the bog so they can hunt without causing suspicion.
advantage of their harrier ability. If possible they
These particular wererats are greedy and covetous,
will stay close together so that the hyenas can use
often picking pockets while in settled areas. A group
pack attack. The halfling thieves always attack a
of well heeled adventurers provides an irresistible
target that is adjacent to one of more of the hyenas
opportunity for both food and treasure.
in order to gain the benefit of combat advantage. If
necessary, the thieves will use mobile melee attack The wererats use change shape to assume dire rat
in order to strike a troublesome foe and then move form and hide in the underbrush. Their goal is to
away. The brothers will flee if one of them becomes surprise the adventurers in order gain the benefit of
bloodied and the hyenas will follow them. The combat advantage. When the party approaches they
halflings make ranged attacks with their daggers in emerge from hiding and make bite attacks against
order to discourage pursuit. the closest targets. During the second round they
use change shape to assume true hybrid form and
begin making attacks with their short sword. If
possible the wererats will flank an opponent in order
to make use of combat advantage. If a single
wererat becomes bloodied then it will move away
from the battle and try to find cover. It will rejoin
the rest of the group once its regeneration has
brought it back to full hit points. If more than one of
the lycanthropes becomes bloodied at the same time
then the group will change back to dire rat form and
flee in different directions.

28
8. Death from Above 9. Wolf Pack

Level 1 encounter, 500 XP Level 1 encounter, 500 XP

5 spiretop drakes 4 grey wolves

The Iron Ridge Mountains are home to a flock of The Moors and the surrounding foothills are home
spiretop drakes. These drakes fly out over the to many wolves that often raid nearby communities
relatively open territory of the Moors in search of for livestock. Small children have even been
prey, sometimes resting on the walls of Port of Last attacked by hungry wolves. Those who travel
Hope. Though they usually content themselves with through this region have to remain alert against wolf
sheep and other livestock, the spiretop drakes will attacks.
not hesitate to attack a small group of humanoids.
The glinting of shiny metal and other trinkets is far The wolves use a simple but effective strategy. They
to alluring to pass up. focus their attacks on the weakest member of the
party, flanking him in order to gain the benefit of
The spiretop drakes take turns using flyby attack combat advantage. Once a target has been knocked
combined with snatch. Once a drake has hit with prone by combat advantage, the remaining wolves
snatch it leaves the area as fast as it can. If all five fall upon the prone target, dealing extra damage
drakes succeed in making snatch attacks they will with their bite attacks. When the other adventurers
return victoriously to their nesting grounds. If a come to the aid of their prone ally, two or more of
spiretop drake is wounded then it becomes enraged the wolves will use their greater movement in order
and begins using flyby attack in conjunction with to flank one of the allies and begin the whole cycle
bite. Once a drake begins making bite attacks it will over again. The wolves will flee if three or more of
continue fighting to the death. them become bloodied.

10. Hungry Dragon

Level 3 encounter, 750 XP 1 young white dragon

There is a dragon that makes its lair in a cave somewhere deep in Whitestone Canyon. The dragon is attended to
by a tribe of kobolds that journey across Bloodworm Bog in order to worship it and offer it living sacrifices. The
kobolds dare not approach its icy lair if they have nothing to impart to the dragon. It tolerates these weaker
creatures only when they bring it offerings of flesh or precious gems. When the kobolds fail to deliver enough to
eat, hunger forces the dragon to leave its lair and hunt. It normally prefers to snatch livestock away from the
farmers of Brandywine Village but the dragon has developed a taste for humanoid flesh and it will readily fall
upon a small group of travelers.

The young white dragon flies into the midst of the party and attacks with frightful presence. During the next
round it attacks with its breath weapon and then spends an action point to use dragon's fury. It continues using
dragon's fury each round until its breath weapon recharges. It will then spend its second action point to use once
again use breath weapon and dragon's fury in the same round. After that it uses breath weapon as often as
possible, resorting to dragon's fury during rounds that breath weapon has not recharged. The dragon fights to the
death.

29
INTERLUDE: RAVENWOOD

The adventures enter the tiny village of Ravenwood


and are greeted with a mixture of warmth and
hesitation. The villagers rarely see travelers so they ENCOUNTER 1: THE MERCENARIES
are obviously excited and curious. On the other hand,
the villagers are fearful because they know that the Encounter Level 2 (675 XP)
local mercenaries will not be happy to see a party of
armed adventurers strolling through “their” village. It SETUP
is likely that the party will have time to talk to the
local people, shop for supplies, and get to know the The mercenary band that has taken up residence in
area before any trouble starts. While in the village the Ravenwood is not at all comfortable with a party of
adventurers will witness the mercenary band armed travelers coming into the village. On the other
mistreating the local people, taking food from their hand, they aren't going to miss the opportunity to
shops and knocking people to the ground for no rea- shake someone down for money. A confrontation is
son. inevitable; eventually one side or the other will make
an aggressive move and trigger a violent conflict.
If the adventuring party has come to Ravenwood in
order to rid the people of the thugs who are extorting The PCs begin the encounter on the southern end of
from them then they may try to deliberately provoke the main street. The mercenaries are lounging about
a confrontation with the mercenary band. They may on the northern end of the street. Though they are
also try to surprise the mercenaries and attack them trying to look nonchalant, the mercenaries are alert
unaware. If the party is just passing through then the and keeping a close eye on the adventurers. The three
mercenaries will attempt to extort from them the human bandits hang on the edges of the street while
same way that do the villagers. The sell swords ask the human guards approach the party directly. The
the party what their business is and how long they guards will demand that the PCs leave. Failing that
plan on staying. They then start mentioning a “safe they will order them to surrender their weapons and
passage fee” that the adventurers will have to pay in armor. If the PCs do not immediately comply, the
order to ensure their security while in the village. The mercenaries attack.
mercenaries do not name an exact price; they wait for
This encounter includes the following creatures.
the party to make them an offer. Whatever offer the
adventurers make, the mercenaries will demand
2 human guards (G)
double. If the party pays up then the mercenaries will
leave them alone, for awhile. However, it will not be 3 human bandits (B)
long before the band is back again with another
demand for payment.

30
barrels on the street for cover against ranged attacks
while they do this. Once the battle begins in earnest,
the bandits will attempt to move behind the party,
trapping the adventurers between themselves and the
guards. The bandits use dazing strike to create a clear
When the adventurers enter the village
path through the party. The bandits will not pass up
center, read the following:
the chance to flank a target in order to make use of
The mercenaries scowl at you from the other end of combat advantage. The bandits use their mobility to
the street. They may be pretending to be interested in great advantage, shifting away from their targets after
other things but they cannot help but look your way making each basic melee attack.
with an expression of disgust. Three lightly armored
FEATURES OF THE AREA
men lean against the front wall of a shop while two
men in chainmail begin walking toward you. The Illumination: The village of Ravenwood is brightly
leader of the mercenaries calls out to you, “I am Seph lit in the daytime and dimly lit on most nights.
Grenwald, commander of the men that protect this
village. Your stay here has lasted long enough. It is Barrels: Lining both sides of the street are barrels
time that you made your leave. Turn around and full of smoked and salted fish. These barrels block
march directly away from here at once. We will not movement and provide cover.
have unlawful arms in our village. Surrender them or
Treasure: Searching the bodies of the fallen
be on your way.”
mercenaries, the adventurers find that each of them
Insight carried a purse full of silver coins. The five of them
together contain a total of 1,500 sp.
DC 12: You realize that Seph Grenwald seems very
nervous as he speaks. His forceful tone of voice
cannot hide the fact that his eyes are not on you but
instead on the villagers who have gathered to watch
these events unfold.

TACTICS

The human guards will stay within one square of each


other, depending on the reach of their halberds to
keep foes at a distance. They use powerful strike on
the first round. They continue using powerful strike
as often as possible, making basic melee attacks
during rounds when this power is has not recharged.
The narrow street of the village makes it nearly im-
possible for an enemy to move past the human guards
without provoking opportunity attacks. The human
bandits close in behind the guards and begin making
ranged attacks with their daggers. They use the

31
INTERLUDE:

ABANDONED LIGHTHOUSE
TACTICS

ENCOUNTER 2A: The rat swarms attack first, charging at the nearest
foes and attacking with swarm of teeth. They will try
LIGHTHOUSE, FIRST FLOOR to remain adjacent to as many foes as possible in
order to make use of swarm attack. The giant rats will
gang up on one or two foes and continuously make
Encounter Level 2 (675 XP)
bite attacks. The dire rats emerge from their hiding
places on the second round. They will immediately
SETUP single out a single enemy and try to flank it. If all of
The ground level of the lighthouse is a wide open the adventurers are all ready engaged in melee then
chamber that once served as a kitchen and dinning the dire rats will attack whoever is fighting the giant
room for those who tended the fires. This room is rats. The rats fight until slain.
now overrun by a horde of vicious rats. FEATURES OF THE AREA
The PCs begin the encounter at the doorway on the Illumination: The room is dark; any illumination
eastern wall of the chamber. The giant rats are lurking comes from a light source that the PCs have brought
along the eastern edge of the chamber, while the rat with them.
swarms are spread out across the entire floor. The dire
rats begin the encounter hiding in a nest that has been Stairs: A set of winding stone steps hugs the wall of
built in the old fireplace. the chamber. The crumbling stairs lead to the second
floor of the lighthouse.
This encounter includes the following creatures.
Treasure: Searching the rats' nest in the fireplace, the
5 giant rats (R) adventurers find three amethysts (100 gp each).

2 dire rates (D)

2 rat swarms (S)

When the adventurers enter the lighthouse,


read the following:

As you enter the room, you see dozens upon dozens


of rats scurrying across the floor and remnants of
furniture. At the edge of your vision, you see large
shadows stirring in the flickering torchlight.

32
Dungeoneering

DC 20: You realize that the stonework around you is


highly unstable.
ENCOUNTER 2B:
TACTICS
LIGHTHOUSE, SECOND FLOOR
When the adventurers enter the chamber, the
rockslide rolls initiative and attacks. The tumbling
Encounter Level 2 (700 XP) stones disturb the shadowhunter bats that were
roosting in the upper part of the ruin. The enraged
SETUP bats swoop down at the party and use flyby attack
combined with tail slash. The remaining walls of the
The second floor of the lighthouse was once the
lighthouse prevent the bats from making the most of
bedchamber for the fire tenders. The walls and ceiling
their mobility. The shadowhunters make up for this
have partially collapsed, leaving this chamber open to
by flying out through the openings in the walls after
the elements. Bits of rubble are scattered across the
each attack. On the next round they fly back into the
floor.
tower to delivery another flyby attack and tail slash.
The PCs begin the encounter at the top of the stairs. The shadowhunter bats fight to the death.
The shadowhunter bats are roosting on the highest
FEATURES OF THE AREA
peak of the remaining wall.
Illumination: The only light in this chamber comes
This encounter includes the following creatures and
from natural light that filters in through the missing
hazards.
pieces of the outer wall. The chamber is dimly lit in
the daytime and dark at night.
1 rockslide (R)
Rubble: Parts of this chamber are covered with
4 shadowhunter bats (S) rubble. The squares that contain rubble are difficult
terrain.
When the adventurers reach the top of the Rockslide: The outer wall of the tower is unstable.
stairs, read the following: Massive blocks tumble down from the top of the
As you ascend the stairs that lead into the second tower and land in this chamber, creating a rockslide.
floor, you feel a strong breeze cut across your face. See the D&D 4E Dungeon Master's Guide for more
The chamber before you is only partially intact, much information on this hazard.
of the ceiling and walls have crumbled away over the Treasure: A DC 15 Perception check reveals a
years. cracked wooden chest that is partially buried under
the rubble. Searching this chest reveals a pair of
Perception
wavestrider boots and a shield of protection.
DC 15: You hear a faint rustling and the sound of
claws scratching against stone.

33
ENCOUNTER 3A:

TEMPLE GROUNDS

Encounter Level 2 (678 XP)

SETUP

The temple grounds were the site of a fierce battle


between the temple knights and hobgoblin raiders.
The casualties of this battle have risen from the dead
to attack anyone who trespasses on this site.

The PCs begin the encounter on the southern or


western edge of the battle map. The zombies are lying
in shallow pools of water on the northern edge of the
map.

This encounter includes the following creatures.

3 bog zombies (B)

6 zombie rotters (R)

When the adventurers approach the temple,


read the following:

Rising up from the muddy waters of the bog, nine


animated corpses lurch to unlife before your eyes.

Perception

DC 12: You notice that three of the zombies seem to


be well preserved while the other six are falling apart.

34
TACTICS

The bog zombies are much faster than their


lumbering allies. They rush headlong into
battle and attack whatever creature is closest
to them. The bog zombies will use run down
Bog Zombie Level 3 Soldier in order to close the distance if they have to.
The bog zombies alternate between slam and
Medium natural animate (undead)  150 XP
zombie bite. If a bog zombie manages to
Initiative +5 Senses Perception +1; darkvision grab a target using zombie bite, a second bog
zombie may choose to join in and use
HP 42; Bloodied 21 zombie bite on the same target. The zombie
rotters will move as fast as they can to join
AC 19; Fortitude 15, Reflex 16, Will 15
the battle, mindlessly attacking whichever
Immune disease, poison; Resist 10 necrotic; target they come across first.
Vulnerable 5 radiant
FEATURES OF THE AREA
Speed 6, swampwalk
Illumination: There are few trees in the bog,
m Slam (standard; at-will) +10 vs. AC; 1d10 + 3 meaning that there is nothing to obscure
damage. natural illumination. The bog is brightly lit
during the daytime and dimly lit at night.
m Zombie Bite (standard; at-will) +8 vs. Reflex; 1d6
+3; the target is grabbed until escape. A grabbed Bog: This area is covered in shallow pools of
creature takes 5 points of each round on the bog water and thick mud. It is difficult terrain.
zombie's turn.

M Run Down (standard; encounter)

The bog zombie moves up to 12 squares and then


makes a basic melee attack.

Alignment Unaligned Languages ‐

Str 17 (+4) Dex 14 (+3) Wis 10 (+1)

Con 10 (+1) Int 1 (-4) Cha 3 (-3)

35
TACTICS
ENCOUNTER 3B:
The phantom warriors materialize in the middle of the
room, between the false floor pit and the spear
SUNKEN TEMPLE
gauntlet. The ghosts do not trigger the traps so they
can move over these squares without harm. The
Encounter Level 2 (700 XP) phantom warriors will try to draw the adventurers
into the traps this way. They try to stay fairly close to
SETUP each other so thy can take advantage of phantom
tactics.
The rear of the temple consists of a raised platform
that houses the main chapel. The chapel contains a FEATURES OF THE AREA
once splendid altar but the ravages of time have
caused it to rot and decay. Illumination: This chamber is dimly lit during the
daytime as weak sunlit filters through dirty windows
The PCs begin the encounter on the steps that lead up and cracks in the ceiling. At night the chamber is
to the chapel. The phantom warriors materialize in completely dark and the only illumination comes
the space between the false floor pit and the spear from the light sources that the PCs bring with them.
gauntlet.
False Floor Pit: The entrance to the chapel is
This encounter includes the following creatures and protected by a false floor pit. See the D&D 4E
traps. Dungeon Master's Guide for more information on this
trap.
2 phantom warriors (W)
Spear Gauntlet: The main altar is protected by a
1 false floor pit (P)
spear gauntlet. See the D&D 4E Dungeon Master's
1 spear gauntlet (G) Guide for more information on this trap.

When the adventurers reach the top of the


stairs, read the following:

As you climb out of the muddy water, you see a long


chamber with a decrepit alter at the far end. Two
armored figures lay slumped at the base of the altar.

Perception

DC 20: You notice a patch of false stonework directly


in front of you.

DC 22: A short distance past the false stonework you


notice a number of trigger plates in the floor.

DC 27: You see a control panel hidden in the wall


near the altar.

36
Slain Knights: There are two decomposing bodies
clad in rusty plate armor. These valiant souls died ENCOUNTER 4A:
defending their beloved temple but were never given
a proper burial. Because of this fact, their spirits arose SCOUTING PARTY
as the phantom warriors that haunt the chapel. If the
bodies are cremated or interned in a respectful Encounter Level 1 (550 XP)
manner then these souls can rest easy in the afterlife.
If not then the phantom warriors will return the next
night. SETUP

Treasure: On the bodies of the fallen knights the The PCs encounter the leading element of the goblin
adventurers find a +2 magical long sword and a +1 scouting party on a series of hills southeast of the
symbol of battle. A Perception check (DC 20) leads temple ruins. The stony ground provides firm footing
the party to a hidden treasure cache beneath the altar. and the terrain provides enough cover to conceal the
Inside this hidden chamber is a polished wooden box party should they attempt to use Stealth.
containing 2,500 sp.
The PCs may begin the encounter anywhere they
want. The goblins enter the area in the northeast
INTERLUDE: corner of the map.

WILDERNESS AMBUSH This encounter includes the following creatures.

10 goblin cutters (C)


The adventures are trekking through the bog when
they discover evidence of a large war party that has 3 goblin blackblades (B)
recently passed through the area. They find an
abandoned campsite surrounded by trees that have
been repeatedly chopped and shot with arrows.

A DC 20 Nature check allows a character to read the


tracks and determine that the troop consists of around
three dozen medium and small humanoids. The small
creatures are barefoot while the medium sized
creatures are wearing hobnailed boots.

A DC 15 History check informs a character that the


hobgoblin armies from the north have often crossed
Bloodworm Bog on their way to raid the settlements
on Lake Misery.

If the adventurers move quickly they can move


around the war party and cut them off before they
reach the nearby villages. The much larger raiding
party is spread out and moving slowly across
unfamiliar landscape. The adventuring party, on the
other hand, is travelling much lighter and can make
better time.

37
When the goblins approach, read the following:

Staring out over the waist high grasses and thick


FEATURES OF THE AREA
scrub brush, you cannot help but feel like something
is moving out there on the edge of your vision. Illumination: The encounter takes place at twilight.
The area is dimly lit by the setting sun.
Perception
Hill: The slope of the hill is considered difficult
DC 10: You see a group of ten goblins making their
terrain for anyone moving up hill. Those who are
way quietly across the bog.
travelling downhill make their movement as normal.
DC 15: You notice a second group of three goblins
Prisoners: If any of the goblins are taken captive
following the first.
then the PCs can use Intimidate (DC 11) to cow
TACTICS them into talking. The adventurers learn that the
leader of the raiding party is an ambitious hobgoblin
When the battle starts, the goblins cutters will split who calls himself General Bloodgourd. The general
into two groups and each group will rush a different used his magical prowess to overcome chieftain of
target. The cutters hope to overwhelm their foes with their tribe and press the goblins into service as his
sheer numbers. They use goblin tactics to move foot soldiers. Bloodgourd hopes that a successful
around enemies and flank them. The goblin raid will rally other hobgoblins around him for a full
blackblades try to move behind the party and gang up out assault against the local settlements.
on a target that appears to be vulnerable. They use
sneaky in conjunction with goblin tactics in order to
swap places with each other when one of them gets
wounded. The blackblades fight to the death but the
cutters will retreat and run back to the rest of the
troop if half of their number falls in battle. Any
cutters that escape will be encountered with the
hobgoblins in Encounter 4B.

38
TACTICS

The hobgoblins form a battle line with the soldiers in


the center and one archer on each end. The battle line
moves together and the archers make a longbow
attack after each move. The archers will both
ENCOUNTER 4B: GOBLINS concentrate on a single target. When the battle line
moves in to melee range, the archers draw their long
Encounter Level 3 (750 XP) swords and fight alongside the soldiers. The
hobgoblin soldiers do their best to hold formation in
order to gain the benefit of phalanx soldier. If one of
SETUP
them is pushed out of the battle line he will use
After the first battle, the second wave of the raiding formation strike to get back in formation. The
party is alerted to the presence of the adventuring hobgoblins fight to the death.
party. They rush in to meet the threat head on. The
If any of the goblin cutters from Encounter 4A
battle takes place of the border between the hills and
survived the battle they will stay behind the battle
the bog.
line and gang up on any enemy that tries to get
The PCs begin the encounter on the western edge of behind the hobgoblins.
the encounter area; the hobgoblins enter from the
FEATURES OF THE AREA
east.
Illumination: The encounter takes place at twilight.
This encounter includes the following creatures.
The area is dimly lit by the setting sun.
3 hobgoblin soldiers (S)
Bog: The eastern half of this area is covered in
2 hobgoblin archers (A) shallow pools of water and thick mud. It is difficult
terrain.

When the hobgoblins approach, Trees: There are a number of small trees in the area.
read the following: The trees provide partial cover. Squares containing
trees are difficult terrain.
You see the second wave approaching. With
impressive discipline, they move together as a single
unit. Three hobgoblin soldiers flanked by a pair of
archers approach your position with a look of fearless
intensity.

39
ENCOUNTER 4C: MORE GOBLINS

Encounter Level 3 (750 XP)

SETUP

Following behind the group of five hobgoblins are the


goblin chieftain and his cohort. The goblins are not
interested in a head on battle. Instead they wait for
the hobgoblins to fall before trying to sneak up on the
party and attack from surprise.

The PCs begin the encounter wherever they were they stay back from the party and make attacks with
when Encounter 4B ended. The goblins begin the their javelins. They use mobile ranged attack
encounter on the northern edge of the area. combined with great position to deal extra damage
with their ranged attacks. If the goblin warriors are
This encounter includes the following creatures. forced into melee combat that use goblin tactics in
order to flank an opponent or move back and make a
1 goblin hexer (H) ranged attack. The goblin hexer will try to stay close
3 goblin warriors (W) to the goblin warriors so that he can use lead from the
rear and incite bravery. He attacks with vexing cloud
2 goblin skullcleavers (S) on the first round and sustains the effect as long as
there are enemies in the affected area. He then fol-
When the encounter starts, read the following: lows up with stinging hex the next round, targeting an
enemy melee combatant. The goblin hexer uses
After you finish off the last of hobgoblins, an eerie blinding hex while he is waiting for stinging hex to
calm falls over the battlefield. . recharge. The goblin hexer will avoid melee combat
Perception if possible and he will flee if the battle seems to be
going badly.
DC 14: You notice that a pair of goblins armed with
battleaxes are attempting to sneak up on your position
from the north.

DC 15: You realize that another group of four goblins


are following behind the first.

TACTICS

The goblin skullcleavers are eager for battle and they


will charge directly at an enemy that they determine
to be a worthy foe. The warriors are more restrained,

40
ENCOUNTER 4D: THE GENERAL

Encounter Level 3 (750 XP)

FEATURES OF THE AREA


SETUP
Illumination: The encounter takes place at twilight.
The area is dimly lit by the setting sun. The head of the goblin raiding party is a hobgoblin
warcaster who styles himself “General” Bloodgourd.
Bog: The eastern half of this area is covered in Having been made aware of the previous three
shallow pools of water and thick mud. It is difficult battles, the general is leading his troops around the
terrain. party's position and attempting to take the high
ground, namely the hills from Encounter 4A.
Trees: There are a number of small trees in the area.
The trees provide partial cover. Squares containing The PCs may begin the encounter either in the bog
trees are difficult terrain. area from Encounter 4B and Encounter 4C or in the
hills from Encounter 4A. The goblins begin the
encounter in the hills.

This encounter includes the following creatures.

1 hobgoblin warcaster (W)

5 hobgoblin grunts (G)

3 goblin sharpshooters (S)

When the encounters begins, read the following:

A terrible horn blows and the trumpet's blast echoes


throughout the area. You turn to see General
Bloodgourd and a cohort of troops standing atop the
highest hill. A loud war cry erupts from the
hobgoblins as they challenge you to dislodge them.

Perception

DC 22: You notice three goblins with crossbows are


training their weapons on you.

TACTICS

The hobgoblin grunts form a battle line and move as a


single unit in order to take advantage of phalanx soldier.
The goblin sharpshooters follow close behind them and
attempt to hide in the hills. The sharpshooters

41
CONCLUDING THE ADVENTURE

RAIDING PARTY

If the characters defeat the goblins and prevent their


assault on the local villages then they must decide
whether to return to one of the local settlements or
push even further into the wilderness. They may want
to use one of the communities in this region as a base
then make ranged attacks from heir hidden position. camp between adventures. This might mean forming
If forced into melee combat, the sharpshooters use alliances with local NPCs or establishing a
goblin tactics in order to flank an enemy or move out household.
of melee range. The hobgoblin warcaster is the
wildcard in this battle. Enraged at the loss of his FAILURE
forces, the warcaster will fight with suicidal zeal and
If the characters do not face the goblin war party or if
inflict as much damage on a single enemy as possible.
they are defeated then General Bloodgourd will
He begins the battle using force lure to draw an
march on Ravenwood and burn it to the ground. He
enemy into melee range and then follows up with
will brutally enslave the villagers and slaughter
shock staff the next round. He uses force pulse on a
anyone who resists. The raiding party turns to do the
dazed foe. The warcaster uses his quarterstaff to make
same to Brandywine but they turn back when
basic melee attacks while he is waiting for his other
confronted by the size of the village militia.
powers to recharge.
Bloodgourd returns to the mountains with his
FEATURES OF THE AREA captives in tow. Any player characters that fall in
battle and are captured will be stripped of their gear
Illumination: The encounter takes place at twilight. and shackled with the other slaves.
The area is dimly lit by the setting sun.
Soon the tale of the general's conquest spreads among
Hill: The slope of the hill is considered difficult the hobgoblin city-states and like minded warriors
terrain for anyone moving up hill. Those who are will flock to his banner. With a much greater force
travelling downhill make their movement as normal. under his command, General Bloodgourd will launch
a campaign to conquer the Brandywine and Port of
Treasure: General Bloodgourd carried a large
No Hope, enslaving the populations and looting the
backpack with him. Mixed in with his mundane gear
settlements of anything of value.
and supplies are 3 potions of healing and a leather
satchel that contains 1,000 sp.

42
NEW ENEMIES

An easy way of adding new enemies to the adventure


setting is by using any of the encounters from the
wandering monster chart that the PCs have not
CONTINUING THE ADVENTURE
already come across. Some of these wandering
There are many more adventures to be had in monster encounters can be linked together to create a
Bloodworm Bog. If you are not yet ready for the miniature adventure all its own. For example, take
party to leave the region then this setting can be used wandering monster encounters 2, 3, 4, and 10. The
again and again. A DM has plenty of room to expand PCs can be made to battle the kobolds and then run
upon the information in this book in order to continue across the elves that are looking for their missing kin.
creating adventures in this setting. One way of This naturally leads them to the dragon's lair in
turning this adventure into a longer campaign is by Whitestone Canyon.
creating new dungeons in the area or expanding the
The adventuring party may wind up battling lake
one that are provided. Another of creating adventures
pirates and thieves in Port of Last Hope or trying to
in this setting is by introducing new enemies into the
settle a clan feud in Brandywine Village. There are
story, increasing the level of these enemies as the
numerous ways that you can create new adventures
characters increase in level.
that are directly linked to events from the adventure.
NEW DUNGEONS Perhaps the mercenaries that the PCs defeated in
Ravenwood were part of a larger mercenary
A DM can easily expand the temple ruins from company. The commander of this company now
Encounter 3A and Encounter 3B into a full fledged wants revenge against the adventurers. Perhaps the
dungeon. Simply add monsters, traps and treasure to region has not heard the last of the hobgoblin army.
the empty rooms as you see fit. You can even created The party may be tasked with uniting the local
a flooded sublevel of the temple in order to create an settlements against a larger hobgoblin army.
underwater adventure with its own unique challenges.

You can also create a dungeon beneath the ruined


lighthouse from Encounter 2A and Encounter 2B.
Other good locations for original dungeons include
Dancer's Isle and the sewers and tunnels beneath Port
of Last Hope. Whitestone Canyon or the surrounding
mountains can be filled with caves that are filled with
any type of monster that you want.

43
NEW MONSTERS AND HAZARDS

These are the new threats that the adventurers may


face as they explore Bloodworm Bog.

Poison Gas Field Level 3 Blaster Sinkhole Level 2 Obstacle

Hazard XP 150 Hazard XP 125


A benign looking patch of grass and mud is actually the top
The muddy water begins to bubble and churn as you are layer of a deadly sinkhole. This layer of vegetation gives
overwhelmed by a foul smell. out under the weight of a creature, plunging it into the
black waters below.
Hazard: This region of poison gas fills 10 contiguous Hazard: Five squares in the area hide water-filled sink-
squares. These squares are difficult terrain. holes.
Perception
Perception
DC 20: The character notices that the ground quakes as he
DC 20: The bubbling water and horrid smell identifies the approaches.
area as a hazard of some sort.
Trigger
Additional Skill: Nature The hazard attacks each time a creature enters one of its
five squares.
DC 20: The character recognizes the area as a poison gas
Attack
field.
Standard Action Melee
Trigger
Target: The creature that triggered the trap.
When a living creature enters or begins its turn within the Attack: +4 vs. Reflex
area, the hazard is triggered and attacks, releasing a burst
of poisonous gas around the creature. Hit: The target falls into the sinkhole and secondary attack
Secondary Attack: +4 vs. Fortitude
Attack
Hit: 1d6 damage and immobilized (save ends).
Opportunity Action Melee
Miss: The target returns to the last square that it occupied
Target: Living creature within the field. and its move action ends immediately.
Sustain Standard: A creature that is hit by the sinkhole is
Attack: +8 vs. Fortitude held under water and is subject to the hazard's secondary
attack each round until it escapes.
Hit: 1d8 + 3 poison damage and 5 ongoing poison damage
Countermeasures
(save ends).
_ A character who makes an Athletics check (DC 11) can
Upgrade to Elite (300 XP) jump over the sinkhole.
_ A character can climb out with a DC 20 Athletics check.
_ Increase Perception and Nature DCs by 2.
Upgrade to [Elite] (250 XP)
_ Increase the size of the field to 20 squares.
_ Increase Perception DCs and attack rolls by 2.
_ Increase damage to 2d8 + 3 poison damage and _ Increase damage of secondary attack to 3d6 damage.
5 ongoing poison damage (save ends).

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BOG ZOMBIE (new monster)

The acidic waters of a bog have a way of preserving the


bodies of creatures that die there. For this reason the
victims of human sacrifice are placed into bogs to preserve
their corpses. Often times, the preserved corpses from a
bog rise again as bog zombies.

Toadstool Ring Level 2 Blaster BOG ZOMBIE TACTICS


Hazard XP 125 A bog zombie charges directly at the nearest target and
A group of large mushrooms grow together in a perfect begins attacking with slam and zombie bite. It uses run
circle. Mystic energy seems to surround this point. As you down to overtake an enemy that flees or moves out of
approach, a beautiful, ghostly woman appears in the center range.
of the ring and beckons to you.
BOG ZOMBIE LORE
Hazard: This hazard fills a square. When triggered it at-
tacks with bolts of mental energy. A character knows the following information with a
successful Religion check.
Perception
DC 20: Bog zombies are not created through necromancy
No Perception check is needed to notice the toadstool ring.
or ritual magic. They arise spontaneously out of the muck
Additional Skill: Nature of bogs that are tainted by the power necrotic energy
shadow energy. These hungry undead have no desire other
DC 15: The character finds it odd that fungi should grow in
such a symmetrical ring. than to feast upon the flesh of the living.

Initiative +4

Trigger Bog Zombie Level 3 Soldier

When a creature enters within 5 squares of the toadstool Medium natural animate (undead)  150 XP
ring, it attacks. Initiative +5 Senses Perception +1; darkvision

Attack HP 42; Bloodied 21

Standard Action Ranged 5 AC 19; Fortitude 15, Reflex 16, Will 15


Immune disease, poison; Resist 10 necrotic; Vulnerable 5
Target: One creature. radiant

Attack: +7 vs. Will Speed 6, swampwalk


m Slam (standard; at-will) +10 vs. AC; 1d10 + 3 damage.
Hit: 1d10 psychic damage, the target is pulled 1 square,
and dazed. m Zombie Bite (standard; at-will) +8 vs. Reflex; 1d6 +3;
the target is grabbed until escape. A grabbed creature takes
Upgrade to [Elite] (250 XP) 5 points of each round on the bog zombie's turn.

_ Increase Nature DCs and attack rolls by 2. M Run Down (standard; encounter)

_ Ranged 7 The bog zombie moves up to 12 squares and then makes a


basic melee attack.
_ Increase damage to 3d10 psychic. Alignment Unaligned Languages -
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)

Con 10 (+1) Int 1 (-4) Cha 3 (-3)

45
BLOODWORM SWARM (new monster)

Bloodworms are tiny red worms that gather together


in massive swarms and feast on the blood of any
creature they come across.
Bloodworm Swarm Level 2 Solo Lurker
BLOODWORM SWARM TACTICS
Large fey beast (swarm) 625 XP
A bloodworm swarm waits for its prey in pools of
shallow water. It uses its tremor sense ability to detect Initiative +7 Senses Perception +3; tremor
approaching creatures and then attacks as soon as the sense
prey is in range. The swarm is mindless and chases Swarm Attack aura 1; the bloodworm swarm
after its enemies relentlessly. It uses feeding frenzy makes a basic melee attack against each creature
on the first turn and then attacks with engulf on each that begins its turn in the aura.
subsequent round. The swarm attempts to maneuver
itself adjacent to several enemies so that it can make HP 160; Bloodied 80
the best use of its swarm attack.
AC 20; Fortitude 19, Reflex 18, Will 16
BLOODWORM LORE
Resist half damage from melee and ranged
A character knows the following information with a attacks; Vulnerable 10 against close and area
successful Nature check. attacks

DC 15: Bloodworms begin their life cycle as the Saving Throws +5


larvae of biting insects. These insects feed their brood
Speed 6 (swampwalk)
with the blood that they draw from other animals.
However, sometimes these hungry larvae are altered Action Points 2
by contact with the magical energy of the Feywild.
Not content with waiting around to be feed, the m Slam (standard; at-will) +7 vs. AC; 1d10 + 4
ravenous offspring form swarms to actively hunt damage.
living creatures.
M Engulf (standard; at-will) +5 vs. Fortitude;
DC 20: Bloodworm swarms are most active in the 2d19 +4 damage.
summer, but they can be encountered during any time
C Feeding Frenzy (standard; encounter) Close
of year.
burst 1; +5 vs. Reflexes; 3d6 + 4 damage, and
weakened (save ends).

Alignment Unaligned Languages none

Str 17 (+4) Dex 15 (+3) Wis 14 (+3)

Con 16 (+4) Int 1 (-4) Cha 3 (-3)

46

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