Defenders of Hawthorne Valley
A Mega-Campaign Module for Monsters! Monsters! & Tunnels & Trolls Deluxe
For Monsters Monsters 2.7 rules
Written By Earl C. Hedges Jr Artistry by Angela Head
Preface
This manuscript is a love letter to the high-adventure, high-stakes cartoons of the 1980s, blending the "transported to a fantasy world" trope of Dungeons & Dragons with the "animal-humanoid" action of ThunderCats. It is designed for the Monsters! Monsters! and Tunnels & Trolls Deluxe systems, which are perfectly suited for the epic, chaotic, and high-powered adventures that follow.
Here, the players take on the roles of the Defenders of Hawthorne Valley—a group of super-powered Tygerian heroes, bound by destiny and armed with legendary artifacts. They are the last line of defense for a hidden sanctuary of peace against an ancient, encroaching evil. This is a game of epic heroes, dire threats, and powerful magic, where the stakes are nothing less than the soul of the world.
Glossary of Terms
TYIS: (This is the abbreviation for) to tie all of the Tygerian Isles together in one big campaign story arc.
GMA: This term shall be used to let you know it's a Gamemaster Adventure.
HA: This term is being used to identify that it is also a Holiday Adventure. Chapter One serves as HA #1.
#: This term shall be used to list which # it is and where it hits in Earl’s storyline he is writing for the Tygerian Isles campaign on Zimrala, our new world of Monsters! Monsters!.
MMPG#: This Term shall be used to determine what page number in the MM 2.7 I am or might be referring to in a particular part of the adventure.
MoZPG#: This Term shall be used to determine what page number in the Monsterary of Zimrala that I am or might be referring to in a particular part of the adventure.
T&T: Tunnels & Trolls Deluxe Rulebook.
GM: Gamemaster.
PC: Player Character.
NPC: Non-Player Character.
MR: Monster Rating (the core stat for all monsters and allies).
SR: Saving Roll. Level indicated by L# (e.g., L1 SR = Target Number 20 - Attribute).
TARO: Triples Add and Roll Over (the "exploding dice" mechanic for 3d6 rolls).
Personal Adds: The bonus added to combat dice, derived from ST, DEX, SPD, and LK.
AP: Adventure Points (Experience).
The Deep Shroud / The Entity: The campaign's primary antagonist—an ancient, formless intelligence of pure corruption.
Well of Souls: A font of corrupted spiritual energy used by Borlag to power his Shadow Forge, fueled by trapped spirits like King Claudus.
Prologue: The Rescue and the Calling
The campaign begins in the final, desperate moments of the planet Tygeria. The world is being consumed by the Deep Shroud Entity, a cosmic horror that has broken through the dimensional barriers. As cities fall and the skies burn, the Defenders—a young King Errol, his loyal guards, and allies—make a final stand, overwhelmed by the entity's limitless minions.
Just as all seems lost, a blinding white light engulfs them. Through the swirling energies, they glimpse a figure – ancient, robed, radiating immense power despite his apparent blindness. This is Linx-O, the White Tiger spirit in his chosen form. He has traversed dimensions, guided by prophecy or cosmic necessity, to rescue these specific Tygerians – the last hope of a dying lineage, destined for greatness elsewhere.
He pulls them through a shimmering portal, across realities, depositing them disoriented but safe within the mystical confines of the Tower of the Sage in Hawthorne Valley on the world of Zimrala.
Establish their initial confusion and wonder at this strange new world. Linx-O allows them a moment to grieve for what was lost before explaining their new reality. He reveals his true nature (or hints at it), explains the nature of Hawthorne Valley as a hidden sanctuary on Zimrala, and introduces the ancient threat of the Deep Shroud Entity.
"Your world is gone," Linx-O states, his voice filled with ancient sorrow but underlying resolve. "I could not save it. But I could save you. Prophecy spoke of your line, of heroes needed in this world, in this time. The Deep Shroud, an ancient evil, stirs once more. It seeks to consume Zimrala as it likely consumed your home. Destiny has brought you here. I have brought you here. You are the last of your noble blood, but the first of Hawthorne Valley's new Defenders."
He then bestows upon them (or awakens the latent power within) their legendary Artifacts, tools forged or preserved for this very purpose. He explains their role as the Valley's sworn protectors, answering now to King Errol Hawthorne, the current (and perhaps surprisingly young or untested) leader of the Tygerians in this valley. End the prologue as Linx-O prepares to lead them from the tower to meet their king and face their first test within their new stronghold – Hawthorne Castle.
"Your past is ash, but your future awaits," Linx-O concludes. "Prove yourselves worthy of the power you now wield. Hawthorne Valley needs its Defenders. Zimrala needs its heroes. And your fortress... it has memories of its own that must be put to rest before it can truly become your home."
Chapter One: The Haunting of Hawthorne Castle (HA #1)
(GMA - Estimated Playtime: 1-2 Sessions)
Introduction: To The Castle Perilous
As Linx-O guides the newly arrived Defenders towards Hawthorne Castle, the air grows colder, heavy with an unnatural chill. An oppressive, gloomy overcast hangs perpetually over the entirety of Hawthorne Valley, casting everything in shades of grey. Worse still, a thick, swirling fog clings tenaciously to the castle itself and its immediate grounds, reducing visibility to mere yards and muffling sound. The fortress, though structurally sound, appears half-swallowed by the mist, bearing an aura of neglect and deep sorrow. Weeds choke the courtyards, visible only when close, dust coats everything within, and the vast, empty halls echo menacingly, the sounds swallowed quickly by the fog-like gloom inside.
"Hawthorne Castle," Linx-O announces, his voice soft but resonant, cutting through the eerie silence. "This was once the seat of a noble Tygerian line, long since passed. It has stood empty for generations, save for... lingering memories. It shall be your stronghold, your 'Cat's Lair' as the legends foretold. But first, you must make it your own. This gloom, this fog... they are symptoms of the sorrow within. A home cannot be claimed until its old sorrows are put to rest."
He explains that the castle is theirs, gifted by the ancient magic of the Valley itself, now that worthy protectors have arrived. They will have resources – General Ka-Tor can assign Tygerian soldiers (MR 80) to help clear debris and begin repairs (though they will work hesitantly in the oppressive fog), Ben-Gali stands ready to assist with structural needs, and Lord Mayor Barry can organize peasants from the Township to help establish basic supplies (though few will willingly stay overnight). However, the castle feels fundamentally wrong. Unsettling cold spots, strange noises muffled by the fog, and an oppressive sense of sadness hang heavy in the air.
Linx-O confirms the castle is haunted by spirits of a previous, unrelated noble family (the Wakelys, humans who briefly ruled a nearby region centuries ago and took refuge here before their line ended in tragedy) whose unresolved issues bind them to the place, their collective despair manifesting as the clinging fog and the valley-wide gloom.
"Three souls linger here, trapped by the regrets of their lives," Linx-O explains cryptically. "They are not Shroud-spawn, not inherently evil, but tormented. Their pain bleeds into the stone, manifesting as this unnatural weather. To truly claim this fortress, you must understand their sorrow and grant them the peace they could not find in life. Only then will the sun return to Hawthorne Valley. This is your first test, Defenders. Prove your wisdom and compassion, not just your strength."
Linx-O will offer guidance but will not directly confront the spirits. This task falls to the heroes. They must explore the fog-bound castle, experience the hauntings, and deduce how to free the spirits.
(GM Note: Award 100 AP to each Defender who agrees to stay and cleanse the castle after learning of the haunting).
The Haunting Begins
The hauntings manifest gradually as the Defenders begin exploring and attempting to inhabit the fog-shrouded castle. The GM should introduce the ghosts one by one, playing up the eerie, claustrophobic atmosphere created by the fog. Strange occurrences might include objects moving just at the edge of sight, disembodied whispers swirling in the mist, sudden bone-deep chills, or doors slamming shut in unseen corridors. The primary hauntings, however, are direct interactions with the three main spirits, who can manifest clearly despite the fog.
(GM Note on Ghost Rules: The Wakely ghosts are incorporeal and cannot be harmed by non-magical weapons. Magical attacks (spells, artifacts like Errol's Holy Avenger) can harm them, forcing them to retreat temporarily if they take damage equal to half their MR. However, destroying them physically is not the goal and will not end the haunting. They must be banished by resolving their unfinished business. Their primary attacks are not physical but magical assaults on the Defenders' minds and emotions via Saving Rolls.)
The Ghosts of Hawthorne Castle
These are the spirits bound to the fortress.
1. John Wakely (The Glutton)
Backstory: Son of the castle's original (human) builder centuries ago, John was spoiled, obese, and squandered his wealth on excess. During a great famine, he hoarded food while his people starved. They eventually stormed the castle and executed him. His spirit is bound by overwhelming Gluttony and Indulgence.
T&T Stats:
MR: 160 (High Spirit Force)
Combat: 17d6 + 80 Adds (Manifests rarely for combat, prefers magical attacks)
WIZ: 80 (High resistance to banishment)
Key Trait: Indulgent (Equivalent to a L3 SR challenge)
Manifestation: Appears during mealtimes, especially feasts or when high-quality food is present, coalescing from the indoor gloom. He looks like a grossly obese, spectral nobleman in stained finery. He complains bitterly about the food quality ("Swill! Fit only for peasants!"), the service, and the Defenders' "lack of refinement."
Haunting Methods:
Temptation: John encourages excess. He targets PCs, forcing them to make an L3 Saving Roll vs. Luck (TN 30 - LK).
Failure: The PC is overcome with gluttony for 1d6 hours, needing to constantly eat and drink if possible, potentially wasting rations or becoming sluggish (-5 Adds). The PC loses 100 AP.
Success: The PC resists the urge. The PC gains 100 AP.
Curse Food: If his temptations are consistently resisted (3+ successful SRs against him by the party), John becomes spiteful. He will use his power to taint food (L2 SR vs WIZ, Auto Success unless magically opposed). Success means a chosen dish instantly spoils, rots, or becomes maggot-infested.
2. Sigmund Wakely (The Worldly)
Backstory: John's son, deeply affected by his father's gruesome death. He grew cynical, rejected religion, and focused solely on practical matters, eventually foreclosing on the local church. He died unrepentant from a fever, his spirit bound by Worldliness and rejection of the divine.
T&T Stats:
MR: 100 (Medium Spirit Force)
Combat: 11d6 + 50 Adds
WIZ: 50 (Medium resistance)
Key Trait: Worldly (Equivalent to a L3 SR challenge)
Manifestation: Appears only on holy days or when religious rites are performed (e.g., trying to set up a chapel), fading into view within the fog. Appears as a gaunt, stern man in plain robes, radiating an aura of cold pragmatism.
Haunting Methods:
Seeds of Doubt: Sigmund attempts to undermine faith. He targets PCs (especially Errol or anyone showing piety), forcing an L3 Saving Roll vs. Wizardry (TN 30 - WIZ). (GM Note: This will be very difficult for most Tygerians due to their low WIZ).
Failure: Instills nagging doubt and cynicism for 1d6 days (PC suffers -5 penalty on SRs related to faith, conviction, or using holy powers like Errol's Poor Baby). The PC loses 100 AP.
Success: The PC holds onto their convictions. The PC gains 100 AP.
Vermin Lord: If his doubts are resisted (3+ successful SRs by the party), Sigmund focuses on annoyance. He uses his spectral power (L2 SR vs WIZ, Auto Success) to "Bless" vermin. Attempts to clean or sanctify areas (like a chapel) are plagued by sudden, massive infestations of rats, termites, or biting insects emerging from the damp, foggy corners, undoing the work.
3. William Wakely (The Jealous)
Backstory: Sigmund's son, the last lord. Consumed by paranoia and jealousy, he falsely accused his beloved wife of infidelity and had her and her friends slain. Discovering her innocence later, he threw himself from the battlements in despair. His spirit is bound by intense Jealousy, Suspicion, and Selfishness.
T&T Stats:
MR: 180 (Highest Spirit Force)
Combat: 19d6 + 90 Adds
WIZ: 90 (Highest resistance)
Key Trait: Selfish/Jealous (Equivalent to a L4 SR challenge)
Manifestation: Appears whenever suspicion, jealousy, or possessiveness are expressed, often as a flickering shadow within the fog or a spectral figure resembling the person being suspected, materializing nearby. He whispers poisonous thoughts on the unnatural winds swirling through the castle.
Haunting Methods:
Fomenting Discord: William feeds on negative emotions between allies. When PCs argue, express doubt about each other, or act selfishly, William targets them, forcing an L4 Saving Roll vs. Charisma (TN 35 - CHR).
Failure: Amplifies paranoia and mistrust for 1d6 hours (PC actively suspects allies, refuses cooperation, may misinterpret actions negatively). The PC loses 100 AP.
Success: The PC maintains trust or acts generously despite the whispers. The PC gains 100 AP.
Storm of Spite: If his attempts to sow discord are resisted (3+ successful SRs by the party), William lashes out with unfocused rage. He uses his power (L4 SR vs WIZ, Auto Success) to intensify the local weather within the castle grounds. The fog thickens to near-zero visibility, chilling winds howl through the battlements, freezing rain slicks the stones, or spectral hail pounds down, making repairs impossible, chilling inhabitants to the bone, and imposing penalties (-10 Adds) to outdoor actions.
Banishing the Ghosts
Linx-O confirms that the ghosts cannot be permanently destroyed by force. Their torment must be addressed by demonstrating the virtues they lacked in life. Only then will their ties to the world be broken, allowing them to pass on. The GM should not explicitly tell the players the solutions but allow them to discover them through experiencing the hauntings and perhaps researching the Wakely family history (requiring IQ SRs – a task for Zanthar or Linx-O to assist with).
Banishing John (Gluttony): Requires a significant act of Sacrifice and Temperance related to food or resources, especially during a time of need.
Trigger: This might occur during the first harsh winter in the castle, or if a Shroud attack cuts off supply lines. Food becomes scarce.
Action: The Defenders must publicly and willingly share their own dwindling food supplies with the peasants and soldiers, perhaps even going hungry themselves. They must resist John's temptations (L3 SR vs LK) during this time. Successfully enduring the hardship and demonstrating generosity breaks John's hold.
Resolution: John's spirit appears one last time, looking gaunt but peaceful. He nods silently and fades away into the thinning fog.
Banishing Sigmund (Worldliness): Requires a significant act of Faith and Piety, demonstrating commitment to spiritual matters over purely material concerns.
Trigger: The Defenders decide to restore or build a chapel within Hawthorne Castle.
Action: They must invest significant time and resources (GP, materials, convincing Barry it's necessary) into the project, overcoming Sigmund's vermin infestations and resisting his seeds of doubt (L3 SR vs WIZ). The act must be genuine, culminating in a successful consecration ritual (perhaps led by Zanthar or a travelling priest, requiring protection by the PCs).
Resolution: As the chapel is consecrated, Sigmund's spectral form appears, looks towards the heavens with a look of dawning understanding, and dissolves into light. The oppressive gloom within the castle lessens noticeably.
Banishing William (Jealousy): Requires a significant act of Trust, Forgiveness, or Generosity in the face of suspicion or potential betrayal.
Trigger: This is the most roleplay-intensive. The GM might engineer a situation: An NPC ally (perhaps Deputy Dune?) makes a terrible mistake that looks like treason. Circumstantial evidence points towards one Defender betraying another (perhaps planted by William's influence). A valuable item goes missing, and suspicion falls on someone.
Action: The target of William's influence (the accused or the accuser) must actively choose trust over suspicion, or forgiveness over vengeance, resisting William's whispers (L4 SR vs CHR). Publicly defending someone despite damning evidence, forgiving a genuine wrong, or sharing a treasured item when urged towards selfishness can break the curse.
Resolution: William's tormented spirit appears, perhaps weeping spectral tears. He sees the trust or forgiveness demonstrated, finds a measure of peace, and vanishes with a final sigh. The unnatural winds within the castle die down.
Conclusion & Reward
Once the final ghost is banished, the oppressive atmosphere in Hawthorne Castle lifts completely. The thick fog clinging to the fortress rapidly dissipates, revealing the castle starkly against the sky. Simultaneously, the gloomy overcast that has plagued Hawthorne Valley for days (or weeks) begins to break apart. Warm sunlight, unseen for too long, streams down into the Valley, bathing it in golden light. The air feels clean and fresh. Linx-O appears before the Defenders, a rare smile touching his lips.
"You have faced the echoes of the past," he says. "You have understood their pain and shown them the virtues they lacked. You have cleansed this place not with force, but with character. The very air breathes easier. Hawthorne Castle is now truly yours. You have proven yourselves worthy stewards, and the light returns to the Valley because of you."
Reward:
Each Defender gains 300 AP for each ghost successfully banished (Total 900 AP).
Each Defender gains an additional 500 AP for completing their first test.
(Net AP from SRs): Adjust final AP totals based on successes/failures against the ghosts' trait attacks (+100/-100 per roll).
Level Up: The GM should allow the players to spend their accumulated AP immediately. This likely grants each Defender at least one full Level, preparing them for the greater challenges ahead.
Based on the rules for Tunnels and Trolls (T&T) and common themes for haunted castles in roleplaying games, this treasure table is customized for a haunted castle scenario. Unlike many RPGs, T&T often uses a simple monster treasure system, which can be easily adapted to reflect the castle's ghostly history. The tables below offer suggested variations to the T&T system and location-based treasure ideas to add flavor. Modified Treasure System for Ghosts and Haunted Locations Ghosts in T&T are often unburdened by material possessions, so finding a treasure chest on one is rare. Instead, consider how the treasure manifests or where it was left. Instead of monster treasure, roll on this table: Use this table when characters defeat or placate a ghost. 1d6 Roll Treasure Result 1–2 No treasure. The ghost was a tormented soul and has no worldly possessions to give. 3 Memory Echo. The ghost leaves behind a clue to a hidden treasure, a scrap of a map, or a cryptic message. A successful IQ test may be needed to interpret the information. 4 Spirit Coins. The ghost was a miserly former owner. When it dissipates, 1d6 x 100 copper pennies appear (or 1d6 gold pieces) in a small, rust-eaten lockbox. 5 Lost Heirloom. The ghost leaves behind a family heirloom—a piece of fine jewelry (1d6 x 50 gold piece value), a pearl necklace, or a valuable silver item. 6 Haunted Object. The ghost leaves behind a semi-magical item that was important to it in life. Roll on the "Haunted Objects" table. Haunted Objects Table Use this table for magical or cursed items that manifest from the castle's history. 1d6 Roll Object Effect 1 The Mourning Locket A silver locket with the image of a dead family member. When worn, the wearer has a -1 to their LUCK score but gains the ability to hear faint whispers from the past, sometimes providing clues. 2 Candle of Spectral Light A dusty candle that can be lit to produce light. The light does not shine on the living, only on the undead and spectral beings. 3 Ghostly Portrait A painted portrait of one of the castle's former owners. Staring at it for too long will cause the eyes to follow you, but it will also reveal hidden passages if the viewer passes a LUCK check. 4 Eerie Music Box A music box that plays a haunting tune. The music has a 50% chance of attracting a wandering spirit, but a 50% chance of calming nearby poltergeists for 1d6 turns. 5 Spectral Key A key that glows with a faint light. It can open any ordinary locked door, but will pass through magical locks. 6 Animated Armor The restless spirit of a knight inhabits a suit of rusted armor. It will animate and attack if touched, but if a player can successfully complete a CON challenge (e.G., d6 > player's CON), the armor will obey them for 1d6 turns. Location-Based Treasure in the Haunted Castle Instead of finding treasure on monsters, consider placing it in rooms with thematic significance. When the party thoroughly searches a new room, roll 3d6 on that specific room's table. The Great Hall 3d6 Treasure Found 3-5 Nothing but dust and cobwebs. 6-8 A single, bent silver spoon (worth 1 gp) under a chair. 9-12 Fireplace Stash: A loose stone in the massive fireplace (L1 SR vs. LUCK) hides a small, scorched pouch with 2d6 gp. 13-16 Tarnished Silver: Fallen behind a rotting sideboard, a heavy (and tarnished) silver flagon worth 15 gp. 17-18 Both the Fireplace Stash and the Tarnished Silver Flagon are found. The Armory 3d6 Treasure Found 3-5 A few broken arrow shafts and rusted chain links. 6-8 A whetstone, cracked but still usable. 9-12 Pristine Blade: Amidst racks of rusted weapons, one single longsword is in its scabbard, untouched by time. It is a masterwork, non-magical weapon. 13-16 Officer's Footlocker: A locked footlocker (L2 SR vs. LUCK to find key, or force it) contains 1d6x10 sp and one item from the Haunted Objects Table. 17-18 The Pristine Blade is found, and the Officer's Footlocker is unlocked, containing its full treasure. The Kitchen 3d6 Treasure Found 3-5 A cast-iron pot, cracked and useless. 6-8 Butcher's Cleaver: A heavy, well-balanced cleaver (usable as a handaxe) is embedded in a massive chopping block. 9-12 A small keg of vinegar (formerly wine). 13-16 Spice-Safe: A hidden compartment (L1 SR vs. INT) holds 1d4 jars of rare, exotic spices that are still potent. Worth 10 gp each. 17-18 Both the Butcher's Cleaver and the Spice-Safe are discovered. The Lord's Study 3d6 Treasure Found 3-5 A dried-up inkwell and a snapped quill. 6-8 Molded Ledger: A large, water-damaged ledger. The last page contains a cryptic entry that counts as a "Memory Echo." 9-12 The lord's signet ring (worth 25 gp) is found on the floor, apparently dropped. 13-16 Desk Compartment: A secret compartment in the heavy oak desk (L2 SR vs. INT) contains 1d6x10 gp. 17-18 The Desk Compartment is found, containing both the 1d6x10 gp AND the lord's signet ring. The Molded Ledger is also present. Servant's Quarters 3d6 Treasure Found 3-6 Nothing of value, just rotting straw and broken stools. 7-9 Simple Locket: A simple, non-magical locket made of silver (worth 1 gp) is tucked under a rotting straw mattress. 10-14 Floorboard Stash: Under a loose floorboard, a small tin box holds the "servants' bank": 4d6x10 cp and 2d6 sp. 15-18 Both the Simple Locket and the Floorboard Stash are found. The Bell Tower 3d6 Treasure Found 3-8 Nothing but bird droppings and ancient dust. 9-14 Magpie's Nest: At the very top, inside the great bronze bell, a large, ancient bird's nest contains 1d6 "shiny" trinkets. 15-18 Magpie's Hoard: The nest contains 1d6 "shiny" trinkets, including a silver spoon (2 gp) and a single, flawed pearl (10 gp). The Chapel 3d6 Treasure Found 3-6 A splintered wooden holy symbol, worthless. 7-9 Donation Box: A small, iron-banded donation box is locked (L1 SR vs. LUCK to find key, or force). It contains 1d6x10 sp and 1d4x10 cp, all badly corroded. 10-14 Lost Holy Symbol: A tarnished silver holy symbol of the castle's former faith (worth 20 gp) has fallen behind the stone altar. 15-18 Both the Lost Holy Symbol and the Donation Box are found. The Crypt 3d6 Treasure Found 3-8 The crypts are filled with bones, but nothing of value. A cold chill fills the air. 9-14 One of the sarcophagi has a single copper piece placed over each eye (2 cp total). 15-18 Lord's Sarcophagus: While most crypts are empty of value, the main sarcophagus has a ceremonial (but functional) masterwork sword resting on its lid (worth 40 gp). Disturbing it may awaken its guardian. The War Room 3d6 Treasure Found 3-5 Rotting maps and broken strategy markers. 6-8 Decorative Dagger: A fancy, jewel-hilted dagger (15 gp) is stuck into the center of the rotting map table. 9-12 A single, heavy iron map weight (could be used as a club). 13-16 Map Case: A locked leather map case (L2 SR vs. LUCK) contains a well-preserved map of the region, clearly marking a hidden route or location (GM's choice). 17-18 Both the Decorative Dagger and the Map Case are found. The Throne Room 3d6 Treasure Found 3-6 The throne is imposing, but worthless. Rotting tapestries line the walls. 7-10 Emergency Fund: Behind a rotting tapestry (L3 SR vs. LUCK), a small, hidden alcove holds a small strongbox with 2d6x20 gp. 11-15 Throne's "Gem": A large, dull "gem" in the arm of the throne can be pried out (L2 SR vs. INT). It is actually an item from the Haunted Objects Table. 16-18 Both the Emergency Fund and the Throne's "Gem" are discovered. Abandoned Library 3d6 Treasure Found 3-5 A pile of molded, worthless books. 6-8 A rare book on local history (worth 1d6 x 10 gp). 9-12 Hidden Scroll: A scroll containing a "Ghostbane" spell or a treasure map to another location in the castle. 13-16 Decaying Chest: A chest (unlocked) contains 1d6 x 100 silver coins and a rare book (1d6 x 10 gp value). 17-18 The Decaying Chest is found, and tucked inside is the Hidden Scroll. Cellar 3d6 Treasure Found 3-5 Several shattered wine bottles. A puddle of vinegar. 6-8 Hidden Pantry: A locked pantry containing old wine (worth 20 gp per bottle) and preserved exotic spices (10 gp per jar). 9-12 Iron Chest (Copper): An unlocked iron chest filled with 1d6 x 100 copper coins. 13-15 Iron Chest (Gems/Pearls): An unlocked iron chest with 1d6 pearls (10 gp each) and 1d6 uncut gems (20 gp each). 17-18 All Three Iron Chests (Copper, Pearls, Gems) AND the Hidden Pantry are found. Former Bedroom 3d6 Treasure Found 3-5 A moth-eaten garment, falls apart when touched. 6-8 A small, gilded jewelry box containing a mix of valuable costume jewelry and a few real pieces (50 gp total). 9-12 A silver-backed hairbrush (worth 5 gp). 13-16 Old Wardrobe: A wardrobe holds elegant but moth-eaten garments. Within a secret compartment, find 1d6 x 50 gold pieces. 17-18 The Jewelry Box is on the dresser, and the Old Wardrobe's secret compartment is also found. The Hunting Lodge 3d6 Treasure Found 3-5 Rotting, moth-eaten pelts and a snapped, unstrung longbow. 6-8 A serviceable hunting knife (dagger) and 1d6 bundled arrows (poor condition, 50% break on use). 9-12 A well-made Shortbow and a full quiver of 20 arrows (good condition). 13-16 A magnificent Masterwork Longbow (+1 to hit, non-magical) hangs above the cold fireplace. 17-18 The Masterwork Longbow is found, and a hidden compartment in the mantle (L2 SR vs INT) contains a Map of the Castle Grounds showing old game trails... and a hidden path leading beyond the castle walls. For Monsters! Monsters! For creatures that aren't ghosts, you can use the original T&T or MM treasure rules for wandering monsters but add an undead twist. For example, a zombie's treasure might be a single, expensive gold ring still on its finger, while a ghoul's lair would have a pile of stolen goods and rusty weaponry.
- feel free to add your own to the mix as well!
With the castle secured, the sun shining, and the heroes strengthened, they are now ready for the Introduction of the next chapter.
Chapter Two: Murder at the Mayor's Manor
(GMA - Estimated Playtime: 1-2 Sessions)
Introduction: A Night of Celebration?
With Hawthorne Castle cleansed and the sun shining brightly on the Valley once more, a sense of relief settles over the community. To honor the Defenders' victory and formally welcome them, Lord Mayor Barry Hawthorne announces a celebratory feast to be held at his personal residence, Hawthorne Manor, a sprawling if somewhat eccentrically decorated estate near the Township.
"My dear brother, King Errol, insists we celebrate," Barry might say, perhaps fiddling nervously with his robes. "And Linx-O agrees it is... appropriate. So, yes. A feast. At my manor. This Friday. Do try not to break anything."
The invitation extends to the Defenders and key figures like Linx-O, Zanthar, General Ka-Tor, and Headstone. The atmosphere should be one of cautious optimism – the ghosts are gone, but the strange blight near Shadow Pass still looms.
As the Defenders travel to Barry's Manor on Friday evening, a sudden, unseasonable storm brews, mirroring the unease many still feel despite the recent victory. They arrive seeking shelter and celebration, but find their host strangely preoccupied and the welcome somewhat strained. Barry is hosting a small, local tournament the following week (mostly to appease grumbling from his household guard about his perceived stinginess) and seems more focused on the arrangements than the feast.
Ortel, Barry’s Tygerian Seneschal (see Appendix IV for stats), greets them curtly: "Welcome, Defenders, welcome. Forgive the disorder. The Lord Mayor is… finalizing details for the tournament. Please, come in out of the storm."
The Defenders are shown into the manor's great hall.
An Unpromising Evening
The feast at Hawthorne Manor is adequate, but far from lavish. Barry, true to his nature (and perhaps his Kindred's low IQ affecting his social graces), keeps the best food and wine for his high table, seating the Defenders slightly lower down with his household guard. Proud Defenders (especially those with high CHR or a sense of their own importance) might feel slighted.
The hall is drafty, decorated with faded tapestries and numerous hunting trophies. Entertainment is minimal – perhaps quiet lute music. Barry's household guard – Tygerians named Ortel (Seneschal), Romek (Gossip), Efflin (Honest), Baldor (Champion), Joffrey (Flirt), and Endean (Bore) – mostly talk amongst themselves about the upcoming tournament. (See Appendix I: Monsterary for their stats).
Gathering Information: PCs trying to converse with the guards can make L1 SRs vs CHR (TN 20-CHR) to engage them. Success reveals the tournament is mainly to silence critics of Barry's frugality and that the guards are eager to compete.
Observing: PCs making an L1 SR vs LK (TN 20-LK) notice Ortel and Joffrey casting admiring glances towards the high table where Barry’s daughters, Clorel (19, practical) and Lucilla (16, romantic), sit. (See Appendix IV for stats).
Potential Conflict: Another L1 SR vs LK allows PCs to overhear Baldor speaking disrespectfully of King Errol or another respected ally. This might provoke a reaction, requiring an SR vs CHR (for restraint) or risking social awkwardness.
The Flirtation: One of the Tygerian serving maids, Agatha (attractive, late 20s, secret mother of Tarquin), singles out one of the Defenders (highest CHR or one the GM chooses). She brings them better food, smiles suggestively, and quietly offers to meet later in the manor's pantry. Making an L1 SR vs CHR (TN 20-CHR) secures the rendezvous. Romek might notice and make a suggestive comment.
(GM Note: Agatha is Barry's former mistress and Tarquin's mother, a secret Barry desperately guards. She is pragmatic but also lonely).
The Night and the Deed
The Defenders will likely sleep in guest quarters or even the great hall with the household guard.
The Rendezvous: If a Defender goes to meet Agatha, they must make an L1 SR vs DEX (TN 20-DEX) to sneak out and back without disturbing anyone. Failure means they make noise, briefly waking a guard (like Romek) who sees them leave or return but thinks little of it. A fumble means they trip loudly, waking several guards who grumble but are easily calmed.
Meeting Agatha: She confirms Barry's outward gruffness hiding a (past) softer side, mentions his grief after his wife died giving birth to Lucilla, and speaks of her own loneliness. She does not reveal Tarquin is her son or Barry is the father.
The Murder
Saturday morning dawns stormy. Agatha is found dead in the pantry, her throat cut with a large knife.
Barry Hawthorne flies into a rage, his usual awkwardness replaced by fury (and perhaps fear of his secret being exposed).
"Outrageous! Under my own roof! One of you," he points directly at the Defender Agatha flirted with, "defiled my hospitality and murdered my servant! I saw how you looked at her! Guards! Arrest this fiend! Lock him away! I'll deal with this scum after the tournament!"
Tygerian guards loyal to Barry move to apprehend the accused Defender.
Resisting Arrest: Resisting would be a serious breach of custom. PCs wishing to fight must make an L2 SR vs CHR (TN 25-CHR) to realize the folly. Fighting anyway results in combat and likely imprisonment for all Defenders.
Plea for Investigation: The Defenders can argue for their comrade's innocence. This requires an L2 SR vs CHR or IQ (TN 25 - Attribute) to persuade the agitated Barry. On a success, he grudgingly grants them until Noon on Sunday (the next day) to find the real killer. On a failure, his daughters, Clorel and Lucilla, intervene, appealing to their father's (supposed) sense of justice and the sanctity of Sunday. Barry reluctantly agrees to their terms, releasing the accused but confining all Defenders to the manor grounds until the deadline. If they fail, the accused faces a judicial challenge against Barry's champion, Baldor.
The Investigation (Time Limit: Noon Sunday)
The clock is ticking. The GM should track time carefully. Interviews take time, and the manor is large. The Defenders' low IQ makes gathering clues difficult – they may need help from allies like Zanthar or rely heavily on LK rolls for perception.
(GM Note: Award AP for clever investigation, successful SRs, and good roleplaying. Deduct AP for major blunders or wasted time).
Questioning Barry: He refuses to speak further unless presented with concrete evidence clearing the accused or proof of his own past with Agatha (a dangerous gambit requiring an L3 SR vs CHR (TN 30-CHR) to broach tactfully without causing him to shut down completely). (Time: 1 hour minimum).
Household Guard: (See Appendix I for stats). Interviewing each takes ~30 mins.
Ortel (Seneschal): Polite but distant. Reveals three new staff hired recently: Bart (Cook), Ewen (Stable Lad), and Peter (Carpenter). Mentions Peter built the tournament stands and knows woodcraft. He hopes to marry Clorel.
Romek (Gossip): Confirms the accused PC isn't the first to dally with Agatha. Mentions Efflin had an affair with her a year ago. Says Joffrey and Ortel both fancy the daughters, and Joffrey spent the night with Madge (kitchen maid). Admits he slept poorly due to Baldor's snoring and saw the accused PC sneak out/back if they did.
Efflin (Honest): Admits his past affair with Agatha, says it ended amicably when he started courting another (Flora). Gave Agatha a coral ring (found on the body, ruling out robbery).
Baldor (Champion): Gruff, distrustful of outsiders. Ate and drank heavily, slept soundly, remembers nothing. Ready to fight the accused if needed.
Joffrey (Flirt): Boasts about spending the night with Madge. Speaks casually of Agatha ("worth a tumble"). More interested in Lucilla.
Endean (Bore): Provides overly detailed, useless information about who snored, when Joffrey left, the moon's position, etc., confirming nothing useful about the murder timeframe but corroborating guard locations.
Barry's Daughters: (See Appendix IV for stats). Interviewing both takes ~1 hour.
Clorel (Practical): Confirms her father's outward harshness but inner kindness (to them), his odd dislike of Agatha serving him directly, and his unusual kindness to Agatha's "nephew" Tarquin. Heard someone pacing in the corridor during the night (likely Lucilla or Barry). Expresses sympathy for the accused PC.
Lucilla (Romantic): Confirms hearing only the storm. Speaks kindly of Agatha, recalls getting sweets from her as a child. Mentions Agatha wore a fine amber cross, supposedly a gift from a dead knight lover (a story Lucilla romanticized). Hopes the accused PC is innocent but admits a trial by combat would be exciting.
Servants:
Peter (Carpenter): Found in the village (requires travel time: 2 hours round trip). Claims he worked late on the tournament stands, went home, and stayed in. His landlady, Florry (Agatha's sister-in-law), confirms his alibi via her dog barking if the door opened. Florry mentions her son Tarquin is devastated by his "aunt's" death and close to Peter.
Tarquin (Agatha's Son): (See Appendix IV for stats). Found at Florry's cottage or arrives at the manor mid-day Saturday upon hearing the news. Looks strikingly like Barry (red fur, specific features – L2 SR vs LK (TN 25-LK) for PCs to notice the resemblance). Idolizes knights, devastated by Agatha's death, eager to help prove the PC's innocence. Knows Efflin was close to Agatha, and Bart the Cook paid her recent attention but disliked Tarquin. Wears a silver cross – L1 SR vs LK (TN 20-LK) notices it's too fine for a peasant. Tarquin says Agatha gave it to him; L2 SR vs IQ (TN 25-IQ) or asking Barry reveals a small bear (Barry's sigil) on the back. Barry admits it was his parting gift to Agatha. Tarquin will investigate independently if rebuffed, potentially finding clues later. (Time: 1-2 hours depending on location).
Stable Lads (Ewen, Tom, Bart, Huw): Slept in the hayloft. Confirm Ewen had a nightmare and woke them briefly, but otherwise no disturbances. (Time: 1.5 hours).
Madge (Kitchen Maid): Confirms sleeping with Joffrey in a storeroom. Also confirms Barry disliked Agatha serving him directly. Flirts with PCs.
Other Maids (Alice, Martha, Bronwen): Slept near the kitchen. Martha (gossip) heard both Madge and Agatha sneak out. Claims Barry couldn't stand Agatha but kept her employed – hints Agatha knew a secret. Alice dismisses Martha's gossip. Bronwen (shy) admits sneaking out to see Bart the Cook, but he wasn't in his room (CRITICAL CLUE). (Time: 1 hour).
Bart (Cook - Vorlag's Agent): (See Appendix I for stats). Has a room near the pantry. Claims he heard the accused PC with Agatha (if true) but went back to sleep. Flimsy alibi for his absence: "checking the milk." His accent is foreign. If pressed about his past, names distant lords.
Recipe Clue: At Saturday dinner (more somber, whispers against the accused), a distinctive spiced pudding is served. PCs making an L3 SR vs IQ (TN 30-IQ) (or asking Zanthar/Linx-O) recognize the complex spicing from ancient, untranslated Zimralan lore – far beyond a simple manor cook. Bart claims it's an old family recipe. (Time: 1 hour after dinner).
Searching Bart's Room: Requires stealth (L1 SR vs LK) or finding a time he's absent (meal prep). Room is spartan. L2 SR vs LK (TN 25-LK) finds a false bottom in his chest. Inside: An apron bearing Vorlag's sigil (a stylized, shadowy eye or claw – GM defines). L2 SR vs IQ (TN 25-IQ) or asking Linx-O identifies it. Also inside: A note from Vorlag: "Dispose of the woman Agatha. Ensure suspicion falls upon Hawthorne. The arrival of the 'Defenders' complicates things, but perhaps one can be framed instead. Spread rumors of Barry's instability. Undermine him. Prepare the way. -V." (Time: 1 hour).
The Missing Knife: Jay (kitchen lad, stutters) reveals a large carving knife is missing from the kitchen set he was meant to sharpen. (CRITICAL CLUE).
Finding the Weapon: If the PCs tail Bart on Saturday evening (L2 SR vs LK to follow unseen), they see him dispose of a large, bloody knife in the manor's pond around 9 PM. Retrieving it confirms it's the missing kitchen knife.
Confrontation & Confession
Once the Defenders have the apron, the note, and/or the knife, they can confront Bart.
Bart's Reaction: Caught, Bart (Vorlag's Agent) drops the pretense. He sneers, revealing Vorlag's plan to discredit Barry by exposing his secret son (Tarquin) and framing him for Agatha's murder. "Your friend's lust just made it easier! Even now, revealing the truth about the boy will shame the Lord Mayor! Vorlag's plans adapt. You cannot stop the inevitable." He will fight viciously if cornered (Dagger 8, uses Cruel/Deceitful traits) but will try to escape (Teleport scroll? Hidden poison?) if possible. He prioritizes fulfilling Vorlag's mission over his own life.
Resolution: Judgment of the King
With Bart captured or killed, and the evidence (note, apron, knife) secured, the Defenders must present their findings to Lord Mayor Barry and, ultimately, King Errol (who should be summoned or visited).
Clearing the Accused: The evidence clearly exonerates the framed Defender.
Barry's Secret: The Defenders now know Barry is Tarquin's father. How they handle this impacts the outcome:
Tactful Approach: If they reveal Bart's guilt without publicly exposing Barry's secret (perhaps speaking to him privately), Barry is immensely relieved and grateful, though still awkward. Requires L3 SR vs CHR (TN 30-CHR).
Public Accusation/Embarrassment: If they reveal Barry's past indiscretion publicly while clearing their friend, Barry is shamed and furious, though he cannot deny the evidence against Bart.
Vorlag's Involvement: The note reveals Vorlag is actively plotting against Hawthorne Valley. This confirms him as a major antagonist.
Tarquin's Future: The Defenders (especially if tactful) might persuade Barry to acknowledge Tarquin, perhaps not publicly yet, but to take him on as a page or ensure his future training. This might require an opposed SR (Defender's CHR vs Barry's LK) or appealing to Barry's (hidden) paternal feelings (L3 SR vs CHR).
King Errol's Judgment: Errol weighs the evidence. He officially clears the accused Defender. Depending on how Barry's secret was handled, Errol might privately admonish his brother or publicly affirm his trust, depending on the political situation. He recognizes the grave threat Vorlag poses.
Rewards:
1000 AP each for solving the mystery and identifying Vorlag's agent.
+500 AP if they handled Barry's secret tactfully.
+100 AP if they convince Barry to acknowledge/provide for Tarquin.
-200 AP if they publicly shamed Barry unnecessarily.
The accused Defender avoids disgrace. King Errol declares them innocent.
The Challenge Fight (If Investigation Fails)
If the Defenders fail to find the killer by Noon Sunday, the accused PC must face Baldor in a judicial challenge (standard T&T combat).
Winning: The PC is declared innocent by combat. Barry allows them to leave, but relations are strained.
Losing: Baldor likely grants mercy (he's honorable, just doing his duty), but the PC is declared guilty and exiled from Hawthorne Valley in disgrace (unless Tarquin later finds the evidence, leading to a potential pardon). This is a dishonorable outcome.
The Tournament (Optional)
If the Defenders solve the mystery tactfully, Barry, relieved, invites them to stay for his tournament as honored guests. This is a chance for downtime, roleplaying, and earning extra AP/GP.
Events: Run as described in the original text, using T&T combat rules.
Bohort: Squires/NPCs (MR 20-30). Tarquin participates. Ransom captives for GP.
Melee: Group combat. Defenders can join either side. Prize: Decorated Dagger (Value 100 GP each). +100 AP for participating, +200 AP for Melee Champion.
Challenges: Individual combats. AP based on MR defeated. +200 AP for overall Winner of Challenges (most victories/highest MR defeated). Prize: Pack of 5 Hunting Hounds (Assets).
Spectacle: Bull vs. Bear (GM narrates or runs as MR combat). Potential for betting (SR vs LK).
Future Possibilities
Tarquin: If treated well, he is devoted to the Defenders and eagerly asks to become a squire to one of them once he is old enough (around 16). He is a loyal future ally.
Barry's Daughters: Clorel (practical) or Lucilla (romantic) may develop affection for one of the Defenders, leading to potential romance, alliances, or complications.
Vorlag: He is now established as a cunning, personal enemy who tried to frame the heroes and destabilize the Valley. He will return.
Barry's Wife: The question remains – where is she? Did she die in childbirth as Agatha suggested? Or is there another secret? (GM plot hook for later).
Based on Tunnels and Trolls rules, treasure can be found on monsters or in specific locations. In a murder mystery setting, the "treasure" is not only gold and jewels but also clues, magical items, and secrets that advance the investigation. The following tables combine standard Tunnels and Trolls treasure with items suited for a dinner party murder mystery.
The Monster
One of the Lord Mayor's guests is secretly a monster in disguise. The monster table is used when the party defeats the disguised creature.
1d6 | Monster's True Nature | Treasure & Clues |
|---|---|---|
1 | Troll, disguised as a foreign diplomat | Roll (3d6) x 100 gold pieces. The troll's stomach holds a few swallowed items: a jeweled pocket watch (broken), a silver-plated toothpick case, and a wedding ring inscribed with someone else's initials. |
2 | Doppelgänger, posing as a socialite | Roll (3d6) x 50 gold pieces. The doppelgänger has a master key to the entire mansion. They also carry a small, rolled-up painting of the Lord Mayor in a compromising position with a rival politician. |
3 | Gremlin, disguised as a footman | Roll (1d6) x 10 silver pieces. Scattered on the gremlin's body are small, strange tools for tinkering. One tool has strange glyphs etched on it (Magic-User ID: +1 ADD to DEX for lockpicking/traps). |
4 | Ogre, disguised as the chef | Roll (3d6) x 5 gold pieces. Carries a heavy rolling pin that doubles as a club (+2 Adds). Wears an apron with a hidden pouch containing a recipe for a potent sleeping potion. |
5 | Vampire, disguised as a visiting noble | Roll (3d6) x 200 gold pieces. Wears a silver signet ring (+1 LK) and carries a secret ledger detailing the financial dealings of the city council, written in a long-dead language. |
6 | Mimic, posing as a piece of furniture | Roll (3d6) x 10 gold pieces and 1 jeweled item. The mimic's innards hold a +1 leather glove... and a journal entry from a guest who disappeared mysteriously last year. |
Rumor Table
When the party overhears a whisper from the staff or successfully interrogates a guest or servant (perhaps with a L1 SR vs. CHA or INT), roll 1d6 on this table.
1d6 | Rumor Heard |
|---|---|
1 | "The victim was in massive debt to a shady figure from the city. I heard they were threatened just last week!" |
2 | "The victim and [Suspect A] had a terrible argument about the inheritance. [Suspect A] stormed out, shouting 'You'll regret this!'" |
3 | "That butler... he's not who he says he is. I heard he came here under a false name, running from something." |
4 | "The victim was planning to sell this entire estate and move away, cutting everyone off without a single coin." |
5 | "I saw [Suspect B] in the garden yesterday... practicing with a small pistol. It's scandalous!" |
6 | "The victim had discovered a terrible secret about [Suspect C]'s past and was threatening to expose them to everyone." |
Option 1: Detailed Clue Search Tables
Use these tables when the party states they are searching a specific item or area within a room.
Dining Room
Location Searched | Finding |
|---|---|
Searching the table | A partially-eaten meal, with one plate containing an unfinished note on expensive parchment. The note mentions a secret meeting. |
Investigating a serving cart | Behind a stack of used plates, the players find a small vial of clear liquid (Magic-User ID: a potent, fast-acting poison). |
Checking under the rug | A loose floorboard hides a small pouch with 30 gold pieces and a small, engraved wooden token bearing the emblem of a shady thieves' guild. |
Lord Mayor's Study
Location Searched | Finding |
|---|---|
Searching the desk | A stack of correspondence reveals blackmail threats made against the Lord Mayor. There is a locked drawer (LK SR needed) containing a spell scroll for a magical Sleep spell. |
Rummaging through the fireplace | A few charred fragments of paper hint at a secret, failed business venture. A character who makes a high enough INT SR can piece together the details. |
Cracking the safe (DEX SR) | The safe contains 500 gold pieces, a deed for a hidden estate, and a small, enchanted locket that, when opened, displays a moving portrait of the victim. |
Grand Library
Location Searched | Finding |
|---|---|
Browsing the bookshelves | A book is a hollowed-out decoy containing a small, serrated dagger with faint traces of poison on the blade. |
Examining the globe | A hidden compartment inside the globe can be revealed with an INT SR. It holds a single, coded message revealing an ally of the murderer is present at the party. |
Looking under the reading chair | A single, emerald cufflink is caught in the upholstery. It belongs to one of the guests. |
Guest Bedroom
Location Searched | Finding |
|---|---|
Searching the dresser | A guest's luggage. A hidden false bottom in a luggage case holds a set of lockpicking tools and a list of all the guests, with notes on their secrets. |
Investigating the nightstand | A bottle of expensive wine is half-empty. The glass next to it contains a faint residue of a magical ward. |
Checking under the mattress | A small, gilded key is taped to the frame. It unlocks a hidden armoire in the same room. Inside is a magically-hidden scroll detailing the murder plot and motive. |
Hidden Passage (off the Lord Mayor's Study)
Location Searched | Finding |
|---|---|
Searching the dark alcove | A skeleton wearing rotted finery has a +1 dagger and a leather purse containing 10 gold pieces and 10 silver pieces. |
Rummaging through a discarded crate | The crate contains a set of heavy iron manacles, a coil of rope, and a rusty two-handed sword (+1). |
Investigating the damp earth | A recent footprint is visible. The players find a healing potion (+3d6 healing) along with a scrap of bloody cloth with a crest from a noble house that is not the Lord Mayor's. |
Option 2: Random Room Treasure & Clue Tables
Use these tables for a more random approach to treasure. You can roll on the "General Clue Table" for minor clues, or roll on the specific room tables when the party does a general search of a room.
Modified Treasure System (for minor clues/encounters)
Use this when the party finds a small, out-of-the-way item or has a minor encounter.
1d6 | Treasure/Clue Result |
|---|---|
1-2 | Nothing of Note. The item is mundane, or the encounter yields no physical reward. |
3 | Small Change. A few scattered coins, worth 1d6 sp. |
4 | General Clue. Roll on the "General Clue Table" (3d6) below. |
5 | Personal Effects. A valuable but non-essential item (snuffbox, silver locket, silk handkerchief). Worth 2d6 gp. |
6 | A Key Item. A specific clue, a key to a locked box, or a piece of evidence. (e.g., A bloody glove, A torn piece of a letter). |
General Clue Table (3d6)
Use this when a clue is found, but not a major one.
3d6 | Clue Found |
|---|---|
3-4 | A Useless Trifle: A button, a scrap of plain cloth, or a common boot print. |
5-6 | A Personal Quirk: A half-smoked, exotic cigar; a monogrammed handkerchief; a glass with a specific, rare wine. |
7-9 | A Vague Clue: A book left open to a specific page; a muddy footprint; a window left unlocked. |
10-12 | A Suggestive Item: A discarded piece of jewelry; a small, empty vial; a coded note (L1 SR vs INT to solve). |
13-15 | A Strong Clue: A letter of correspondence between two suspects; a key; a witness's diary entry. |
16-17 | A Damning Item: A small, bloody weapon (like a letter opener); a known poison; a forged will. |
18 | A Telltale Stain: A bloody boot print on a "clean" rug; a few drops of spilled wine near the victim (who didn't drink); or a smudge of unusual pipe tobacco. |
Location-Based Treasure & Clues (3d6)
When the party thoroughly searches a new room, roll 3d6 on that specific room's table.
Dining Room | 3d6 | Treasure/Clue Found | |:---|:---| | 3-5 | Nothing but leftover food and empty glasses. | | 6-8 | A silver serving spoon (worth 5 gp) has fallen under the table. | | 9-12 | Unfinished Note: A guest's place setting has an unfinished, cryptic note tucked under the plate. (Roll on General Clue Table). | | 13-16 | Hidden Pouch: Taped beneath a chair, a small pouch holds 2d6 gp and a single, foreign coin. | | 17-18 | Both the Unfinished Note and the Hidden Pouch are found. |
Lord Mayor's Study | 3d6 | Treasure/Clue Found | |:---|:---| | 3-5 | A stack of boring, mundane city ledgers. | | 6-8 | An expensive letter opener (worth 10 gp) on the desk. | | 9-12 | Coded Journal: A small journal written in a simple code (L1 SR vs INT) details the victim's appointments. | | 13-16 | Locked Drawer: A desk drawer is locked (L2 SR vs DEX). Inside is a Lover's Locket and 3d6x10 gp. | | 17-18 | The Coded Journal is found, and the Locked Drawer is open, revealing its contents. |
Grand Library | 3d6 | Treasure/Clue Found | |:---|:---| | 3-5 | Dust and old books on philosophy. | | 6-8 | A rare book on local history (worth 25 gp). | | 9-12 | Hollowed-Out Book: A book titled "Theories on Poison" is hollow. Inside is a small, empty vial. | | 13-16 | Hidden Box: Behind a row of books, a small lockbox (L1 SR vs LUCK) contains 5d6 gp and a Scroll of Invisibility. | | 17-18 | The Hollowed-Out Book is found, as is the Hidden Box with its contents. |
Guest Bedroom | 3d6 | Treasure/Clue Found | |:---|:---| | 3-5 | Neatly packed, mundane clothing.. | | 6-8 | A bottle of expensive, half-full perfume (worth 15 gp). | | 9-12 | Suspicious Luggage: The lining of a suitcase is torn (L1 SR vs INT to spot). Tucked inside is a set of lockpicks. | | 13-16 | Under the Mattress: Taped to the bed frame is a small, loaded pistol and a purse with 4d6 gp. | | 17-18 | Both the Suspicious Luggage and the items Under the Mattress are found. |
Chapter Three: The Shadow of the Shroud
Introduction: A Shadow Falls
(This introduction now follows the events of Chapter Two)
The celebration at Hawthorne Manor, tragically cut short by murder and intrigue, gives way to renewed urgency. While the Defenders successfully unmasked Vorlag's agent and cleared their names, the incident serves as a grim reminder that threats exist within the Valley as well as beyond it. No sooner has the immediate crisis passed than worrying reports intensify from the borders:
Rangers near the northern border report strange, blighted flora spreading faster from the direction of the inaccessible Shadow Pass.
Farmers in the Ashwood Meadows speak of livestock dying horribly from the unnatural wasting disease.
Trappers from the Fenland Bog bring tales of monstrously twisted swamp creatures actively attacking travellers.
Most alarmingly, Headstone reports that her ranger patrols near the Bodeleaf Forest edge have gone completely silent after encountering "trees that walk and shadows that grasp."
General Ka-Tor is mobilizing the Hawthorne Tygers for defense. King Errol, now deeply concerned by Vorlag's confirmed presence and the escalating blight, turns to the Defenders once more. Linx-O confirms their worst fears: "The agent was but a symptom. Vorlag serves the greater corruption. The Deep Shroud stirs beyond the Pass, its shadow lengthening upon the Valley. You must be the light that holds it back."
The main adventure now begins in earnest as the Defenders are tasked with investigating the source and nature of this encroaching blight before it consumes Hawthorne Valley.
Act I: The Gathering Storm
The adventure begins as the players investigate the strange occurrences and rising unease in the Valley.
Adventure Hooks:
The Plea for Aid: General Ka-Tor or Headstone tasks the Defenders with investigating the vanishing patrols near the Bodeleaf Forest edge, close to the rumored Shadow Pass.
The Ill Omen: The Defenders witness unnatural phenomena firsthand – twisted plants in Ashwood Meadows, aggressive mutated creatures emerging from the Fenland Bog, or unsettling whispers on the wind near Bodeleaf Forest.
The Refugee: A lone Tygerian farmer (perhaps from the McGrady farm?) stumbles into the Farmer's Market, bearing news of a monstrous attack on his homestead. He raves about "creatures made of shadow" (Shroud-spawn, MR 50-70).
Rising Tensions:
The Corrupted Grove: Following clues towards Shadow Pass (perhaps into the edges of Bodeleaf Forest), the Defenders find the first clear signs of the blight—a grove of sickly, gnarled Shadow Trees whose roots seem to writhe. The air feels wrong, senses are distorted (L1 SR vs LK to resist unease), and Shroud Stalkers (MR 50) emerge from the gloom to attack. They can also be surrounded by the The Shadow Grove (Group MR 600) Composition: Roll 1d6 to determine # appearing or add 1 per two active players massive Tree Shadows (MR 300 each), one on each side, blocking the path. MR: 600 (62d6 + 300 Adds), Special: Immobile: The trees are rooted but their reach covers the entire pass. Damage Resistance: HALF DAMAGE from cold/fire. MINIMUM DAMAGE from other spells. Constriction: When the Grove wins a round, one branch (per tree) entangles one Defender (5 CON damage/round). Crushing Grasp: A Defender entangled by 5 branches must make an L5 SR vs ST or be held, unable to fight.
The Missing Patrol: The Defenders must track Headstone's missing ranger patrol into the corrupted woods. Clues might include signs of a struggle, unnatural tracks, or discarded equipment. This leads to a confrontation with a more powerful blighted creature (perhaps a Corrupted Treant/Shadow Tree, MR 300 guarding the patrol's remains or captured members). Finding the rangers dead or corrupted reveals the growing danger.
A Divided Community: Upon returning to Hawthorne Township, the Defenders discover disagreement among the populace (and possibly Barry's advisors). One faction, perhaps influenced subtly by lingering Shroud whispers or simple fear, argues for appeasement or believes the blight is a natural (or divine) event. Another, led by figures like General Ka-Tor, demands immediate, aggressive action. The Defenders' reports and actions can sway opinion, potentially gaining allies or making enemies within the Township.
When they enter the pass for the first time use the following encounter
Encounter Type: Escalating Gauntlet (6 Waves) Location: The entrance to the Shadow Pass Threat Level: Catastrophic (Designed as a 60-round/1-hour marathon)
Setup
As the Defenders of Hawthorne Valley push past the last of the blighted trees of Bodeleaf Forest, they arrive at the threshold of the Shadow Pass. The air here is unnaturally cold, and the pass itself is a dark, jagged wound in the mountains. The path is choked with mist and the skeletal remains of long-dead animals and trees. A palpable aura of corrupt, ancient power radiates from the canyon, stinging the senses. The ground is damp and littered with loose stones and patches of dark, rotting soil.
The Confrontation
Standing on a high ledge 100 feet above the pass entrance, silhouetted against the sickly grey sky, is a figure they recognize: Vorlag.
He is no longer in his respectable merchant's disguise. He appears as a tall, imposing Black Tygerian Sorcerer, clad in dark robes adorned with intricate bone fragments and shadow-stuff. He holds his Talisman of the Void, which pulses with a sickening, violet light.
He smirks down at them, his voice echoing unnaturally in the confined space.
"So, the 'heroes' of Hawthorne finally dare to step into my master's domain? You are even bigger fools than I imagined. You cleansed the castle of old ghosts? Adorable. You solved a pathetic little murder? Trivial."
He raises his talisman, and the air crackles.
"You are strong, I'll grant you that. Such... wasted potential. But your strength is nothing against an endless tide. Let us see how long you can dance for me."
Roll for initiative (or L1 SR vs LK to avoid surprise)!
GM Notes on Pacing: The 6 Waves
This is not a single fight but a 6-Turn (60-Round) escalating gauntlet. Vorlag remains on his ledge, taunting the party and summoning a new wave of minions at the beginning of each new "Turn" (every 10 combat rounds).
The party must fight the new wave in addition to any monsters remaining from the previous waves. This is a battle of attrition and resource management.
Turn 1 (Round 1): Vorlag summons Wave 1: The Skullbomb Swarm.
Turn 2 (Round 11): Vorlag summons Wave 2: The Skeleton Legion.
Turn 3 (Round 21): Vorlag summons Wave 3: The Poltergeist Pack.
Turn 4 (Round 31): Vorlag summons Wave 4: The Shroud Wraith Pack.
Turn 5 (Round 41): Vorlag summons Wave 5: Gron's Forsaken Legionnaires.
Turn 6 (Round 51): Vorlag summons Wave 6: The Shadow Grove.
Round 52: Vorlag escapes.
The Encounter Waves
Vorlag (Necromancer Sorcerer)
Note: Vorlag does not fight. He spends the first round of each Turn summoning the next wave. He is too high up to be attacked easily by melee. If targeted by powerful ranged attacks (like Headstone's), he will use a personal spell (like
Shield) to deflect them, sneering at the attempt. He remains until Wave 6 is summoned.
Wave 1 (Turn 1 / Round 1)
Vorlag's Taunt: "Let's test your reflexes! A little target practice!"
Summons: The Skullbomb Swarm (Group MR 75)
Composition: 15 animated, flying skulls (MR 5 each).
MR: 75 (8d6 + 38 Adds)
Special:
Flying & Evasive: All attacks (melee or missile) must succeed on an L1 SR vs DEX (TN 20 - DEX) to hit.Special Damage (1/Call Flame): For every '1' rolled, castsCall Flame(1d6) on a random Defender.DETONATION: When Group MR 0, all skulls explode, inflicting 50 points of magical fire damage to everyone in a 15-foot radius.
Wave 2 (Turn 2 / Round 11)
Vorlag's Taunt: "Impressive. But can you handle my infantry? HOLD STILL FOR THEM!"
Summons: The Skeleton Legion (Group MR 600)
Composition: 30 Shroud-corrupted Skeletons (MR 20 each).
MR: 600 (61d6 + 300 Adds)
Special:
Undead: Immune to poison, cold, charm, sleep, mind control.Weapon Vulnerability: Edged Weapons do HALF DAMAGE. Blunt Weapons do DOUBLE DAMAGE. Missile Weapons do NO DAMAGE.Spite Damage (M!M! Rules): Every '1' rolled is 1 unavoidable point of Spite Damage.
Wave 3 (Turn 3 / Round 21)
Vorlag's Taunt: "You're getting bogged down. Did you feel that? The very air in this Pass hates you!"
Summons: The Poltergeist Pack (Group MR 240)
Composition: 2 invisible Poltergeists (MR 120 each).
MR: 240 (26d6 + 120 Adds)
Special:
Invisible: Attacks are at 1/4 effect until the Poltergeists are damaged (which reveals them).Magic Immunity: Can only be damaged by magic (spells or enchanted weapons).Special Damage (4/Unlucky Bees): If the Poltergeists' roll includes four '1s', they castUnlucky Bees(L2 Spell, 2d6 damage) on the entire party (L2 SR vs LK to avoid).
Wave 4 (Turn 4 / Round 31)
Vorlag's Taunt: "Look at you, all muscle and steel! How useless. Your mighty strength is nothing against the true grave!"
Summons: The Shroud Wraith Pack (Group MR 300)
Composition: 5 Shroud Wraiths (MR 60 each).
MR: 300 (31d6 + 150 Adds)
Special:
Incorporeal: Immune to non-magic. Magic weapons are 50% effective. Bypasses all Personal Adds.Attribute Drain: The Wraiths' attack hits a single target. Armor is useless. Damage is divided evenly among the victim's STR, CON, and WIZ.Spawn: If this attack reduces STR or CON to 0, the victim rises as a new MR 20 Wraith.
Wave 5 (Turn 5 / Round 41)
Vorlag's Taunt: "You are... still... standing? Pathetic. Fine. Gron's finest, come! Claim your replacements!"
Summons: Gron's Forsaken Legionnaires (Group MR 312)
Composition: 3 elite, gaunt Forsaken Legionnaires (MR 104 each).
MR: 312 (33d6 + 156 Adds)
Special:
Special Damage (Armor Ruin): Each point of Spite Damage (every '1' rolled) also permanently destroys 1 point of armor or shield protection.Limb Rip (on six 1s): If the Legionnaires' roll includes six '1s', one random Defender in melee loses a limb (roll 1d6: 1-Right Arm, 2-Left Arm, 3-Both Arms, 4-Right Leg, 5-Left Leg, 6-Both Legs).
Wave 6 (Turn 6 / Round 51)
Vorlag's Taunt: "This has been amusing, but I grow bored. And now, the Pass itself will be your tomb. You are not trapped in here with me... you are trapped in here with them."
Summons: The Shadow Grove (Group MR 600)
Composition: Two massive Tree Shadows (MR 300 each), one on each side, blocking the path.
MR: 600 (62d6 + 300 Adds)
Special:
Immobile: The trees are rooted but their reach covers the entire pass.Damage Resistance: HALF DAMAGE from cold/fire. MINIMUM DAMAGE from other spells.Constriction: When the Grove wins a round, one branch (per tree) entangles one Defender (5 CON damage/round).Crushing Grasp: A Defender entangled by 5 branches must make an L5 SR vs ST or be held, unable to fight.
Vorlag's Escape (Round 52)
The Escape: After summoning the final wave, Vorlag cackles. He casts
Invisibility(L4 Spell) andPass Without Trace(L3 Spell) on himself and vanishes.The Clue: He intentionally allows his escape to be tracked... partially. The party can make an L1 SR vs LK (or use
Tracking) to find a single, clear set of boot prints. The prints move from a patch of mud near the pass entrance, proceed through a patch of unnatural, lingering snow, and head directly towards the distant, ruined Shadow Forge Fortress.The Deception (GM Note): The tracks stop cold at a sheer cliff face near the Fortress, as if Vorlag vanished into the stone. This is a red herring. After casting his spells, Vorlag (now invisible and leaving no trace) doubled back, entered a secret cave entrance (his true lair), and proceeded to the hidden Shadow City. The fortress is a trap; the cave is the real objective.
The End: The party is left to fight the remaining hoard, trapped between the two constricting Tree Shadows. Victory means finally clearing the pass and finding the false trail.
Act II: Internal and External Threats
The blight intensifies, and Shroud minions grow bolder, launching minor raids. The Defenders must balance preparing defenses with addressing internal strife and investigating deeper mysteries.
The Valley Under Siege:
Reclaiming the Outposts: Ka-Tor asks the Defenders to secure strategic locations vital for defense:
Arth Crossing: A key bridge over the Bodeleaf River. Might be targeted by Shroud amphibious creatures or saboteurs.
Boghorn Keep: A ruined watchtower and keep, overlooking Bodeleaf Forest and the path towards Shadow Pass. Likely infested with Shroud minions or guarded by Gron the Destroyer.
Cashel Far: Ancient standing Cashel keep with stones with possible protective magic that needs reactivating (requires Zanthar's help, L3 SR vs WIZ) while fending off Shroud Wraiths.
The Betrayer Within (Vorlag): Through investigation (likely by Selina and Bruno, perhaps aided by Linx-O's guidance), the Defenders discover Vorlag, the seemingly respectable Black Tygerian Merchant in the Township, is secretly assisting the enemy. Clues might involve spotting him meeting with shadowy figures, finding Shroud symbols among his trade goods (L2 SR vs LK), or intercepting coded messages. When confronted, Vorlag reveals his allegiance to the Deep Shroud, possibly demonstrating minor sorcerous powers (e.g., casting Darkness, summoning a low-MR Shroud Stalker) before escaping via teleportation (using his Talisman of the Void), vowing revenge. He heads towards Shadow Pass.
Resource Gathering: Ben-Gali or Zanthar identify needs for defense:
Ironwood: From deep within Bodeleaf Forest (guarded by Shadow Trees). Needed for reinforcing gates/palisades.
Sun-Crystal Shards: Found in the Rocky Crags (guarded by a Rock-Wurm, MR 400). Needed by Zanthar/Linx-O for protective wards.
Ancient Lore: Texts hidden in the Fenland Caves detailing weaknesses of Shroud creatures (guarded by blighted swamp monsters and possibly Gron's Legionnaires).
Whispers of the Void Hammer (New Quest Hook): Linx-O or Zanthar receives fragmented visions or intercepts Shroud communications hinting that Borlag the Forgemaster in Shadow Pass is creating a powerful new artifact fueled by captured souls. Intelligence might suggest a powerful Tygerian spirit is the target, potentially linking it to King Claudus. Investigating might involve a dangerous scouting mission towards Shadow Pass or interrogating captured Shroud minions (requiring L3+ SR vs CHR or magical compulsion).
The Bog Horn Threat (New Quest Hook): Reports emerge from the borders of Bodeleaf Forest near Boghorn Keep of stone statues animating or strange, winged creatures attacking travelers. This could lead the Defenders to investigate Bog Horn Deep, potentially encountering the corrupted Trollworld Gargoyles (MR varies) serving the Shroud or another local power.
Act III: The Heart of the Blight
The conflict culminates as the Defenders must protect the Valley from a major assault and strike at the source of the corruption.
The Final Stand:
The Cataclysm: The main force of the Shroud's army, possibly led by Gron the Destroyer or a powerful Shroud commander (GM choice), attacks Hawthorne Township or Castle. The Defenders help manage the defense, using fortifications, allies (Tygerian soldiers, Janocs, potentially Otgan), and their artifacts in a large-scale battle (use T&T mass combat rules or run as a series of encounters).
The Source of Corruption: During the battle, Linx-O, Zanthar, or captured intelligence confirms the blight originates from Borlag's Shadow Forge within the ruins deep inside Shadow Pass. The forge is powered by the Well of Souls, currently amplified by the trapped spirit of King Claudus within the Soul Hammer of the Void. The invading army is a diversion or consequence of the forge's corrupting influence.
Into Shadow Pass: The Defenders must leave the main battle (entrusting the defense to Ka-Tor) and undertake a perilous journey into the hidden Shadow Pass to confront Borlag. The Pass is heavily blighted, filled with powerful Shroud minions (Shroud Slicers, Eyes of Doom, Gron's Legionnaires) and treacherous terrain.
Confronting the Forgemaster: The climax occurs within Borlag's Shadow Forge. The Defenders must battle Borlag the Forgemaster amidst the roaring soul-fires. Borlag wields the Soul Hammer of the Void containing Claudus's spirit.
Freeing the King, Sealing the Well: Defeating Borlag is not enough. The Defenders must find a way to free King Claudus's spirit from the Soul Hammer. This might involve destroying the hammer (requiring immense force or a specific ritual revealed by Linx-O), performing an exorcism (L10 SR vs WIZ, likely requiring Zanthar/Linx-O's aid), or perhaps convincing Claudus's spirit to break free through sheer willpower (requiring Errol to make an L5 SR vs CHR). Once Claudus is freed (potentially manifesting briefly as the Celestial Ghost Knight to aid them), the Well of Souls becomes unstable. Shutting down the forge (destroying key components, performing a counter-ritual) seals the Well, cutting off the Shroud's primary power source in the region.
Optional Twist: The True Enemy?
Perhaps Borlag or Vorlag reveals they were not simply serving the Shroud but trying to control its power, believing it the only way to defeat a greater threat (or achieve their own twisted apotheosis). This could complicate the final confrontation.
Resolution
Success: With the Well of Souls sealed and Borlag defeated, the blight in Hawthorne Valley begins to recede. The remaining Shroud forces, cut off from their power source, either dissolve or become significantly weaker, allowing Ka-Tor's forces to mop them up. The sun shines permanently on the Valley. King Claudus's spirit is at peace (or becomes a spectral guardian). The Defenders are hailed as true heroes. Errol solidifies his kingship. Vorlag and the Deep Shroud Entity remain as threats for future campaigns.
Failure: If the Defenders fail to seal the Well or free Claudus, the blight consumes Hawthorne Valley. They might escape, perhaps guided by Linx-O, carrying the heavy burden of their failure and seeking allies elsewhere to continue the fight against the spreading Shroud.
Epilogue
With Borlag defeated, the Soul Hammer shattered, and King Claudus's spirit freed, the Well of Souls collapses, severing the Shroud's main power source in the Shadow Pass. The immediate threat is over. The blight on the land slowly recedes, and the attacking army, its commanders gone or weakened, dissolves into shadow and dust. The Defenders return to Hawthorne Township as heroes.
Errol is celebrated by General Ka-Tor as a true king, having saved his father's soul and the valley.
Bruno gets to lock up the last of the traitors in his new, secure tower.
Barry takes credit for the whole thing, claiming a spell from his hat "distracted" the enemy at a key moment.
Linx-O greets them at the Castle gates. He nods once. "The first test is over. You have proven you are a shield. You have faced the darkness and rescued the light. But the Deep Shroud is patient. It has felt your sting, and now... it knows your name. Rest, Defenders. The true war is just beginning."
Errol is celebrated by General Ka-Tor as a true king, having saved his father's soul and the valley.
Bruno gets to lock up the last of the traitors in his new, secure tower.
Barry takes credit for the whole thing, claiming a spell from his hat "distracted" the enemy at a key moment.
Linx-O greets them at the Castle gates. He nods once. "The first test is over. You have proven you are a shield. You have faced the darkness and rescued the light. But the Deep Shroud is patient. It has felt your sting, and now... it knows your name. Rest, Defenders. The true war is just beginning."
Campaign Conclusion
The PCs are now the established heroes of Hawthorne Valley. The "Shadow of Ankhar-Zim" sequel (TYIS #?) can begin, where Vorlag, now fully transformed by the Shroud, returns as the Arch-Villain. Gron the Destroyer is still out there, biding his time, denied his ultimate weapon but still a potent threat. The heroes have won the first battle, but the war for Zimrala has just begun.
These tables are designed for a wilderness pass known for its grim reputation and the cunning antagonist, Vorlag, who haunts it.
Table 1: Found Along the Shadow Trail (1d6)
Roll on this table for minor finds as the party travels the winding, dangerous path leading into the pass.
1d6
Item or Sign Found
1
A Rusted Trap: A snapped-shut bear trap, old and rusted. A L1 SR vs. INT might reveal it's of a strange, non-standard design.
2
Glimmer in the Muck: A single gold coin, half-buried in the mud. A L1 SR vs. LUCK is needed to avoid a patch of sucking mud or a sprained ankle while grabbing it.
3
Grim Warning: A crow-pecked goblin corpse, pinned to a tree with a single, black-fletched arrow. It has nothing of value.
4
Lost Kit: A discarded, rotted leather backpack. Inside is a wet tinderbox, 1d6 days of spoiled rations, and a single, well-made silver-tipped arrow.
5
Strange Tracks: Unsettling, non-human tracks (perhaps from a Shadow-Wraith or one of Vorlag's Trolls) that follow the trail for 100 yards before vanishing into the rocks.
6
A "Dropped" Pouch: A small, seemingly lost leather pouch. It contains 2d6 gp. It's a minor lure left by Vorlag to test the greed of travelers.
1d6
Item or Sign Found
1
A Rusted Trap: A snapped-shut bear trap, old and rusted. A L1 SR vs. INT might reveal it's of a strange, non-standard design.
2
Glimmer in the Muck: A single gold coin, half-buried in the mud. A L1 SR vs. LUCK is needed to avoid a patch of sucking mud or a sprained ankle while grabbing it.
3
Grim Warning: A crow-pecked goblin corpse, pinned to a tree with a single, black-fletched arrow. It has nothing of value.
4
Lost Kit: A discarded, rotted leather backpack. Inside is a wet tinderbox, 1d6 days of spoiled rations, and a single, well-made silver-tipped arrow.
5
Strange Tracks: Unsettling, non-human tracks (perhaps from a Shadow-Wraith or one of Vorlag's Trolls) that follow the trail for 100 yards before vanishing into the rocks.
6
A "Dropped" Pouch: A small, seemingly lost leather pouch. It contains 2d6 gp. It's a minor lure left by Vorlag to test the greed of travelers.
Table 2: Vorlag's Bait (1d6)
Roll on this table when Vorlag has set a major trap. This is the lure used to draw the adventurers into the kill-zone.
1d6
The Bait
1
Glittering Cache: A small, unlocked chest just off the trail. It's filled with 1d6x100 sp... that are actually lead coins with a thin silver plating (L1 SR vs. INT to spot). The chest is trapped (e.g., L2 Poison Needle, DEX SR to avoid).
2
The "Lost" Map: A "dead" adventurer's map, seemingly showing a shortcut through the pass to a "hidden treasure." The map leads directly into Vorlag's main ambush.
3
Cries for Help: The sounds of someone (a magical illusion or a hired goblin) crying for help from a nearby cave or thicket. The "victim" is the trigger for a net or pit trap.
4
"Magic" Weapon: A body (or a convincing dummy) lies on the path, clutching a magical-looking item (e.g., a "sword" that's just a hilt, a "potion" of colored water). Taking the item triggers the trap (pitfall, net, etc.).
5
Spectral Lure: A Will-o'-Wisp or magical Dancing Lights spell cast to look like a friendly spirit, beckoning the party off the safe path and into a dangerous bog or ravine.
6
The "Failed" Trap: A large, obvious, and "sprung" trap (like a huge deadfall log) is visible. The real trap is hidden 10 feet past it, designed to catch adventurers who are feeling relieved and overconfident.
1d6
The Bait
1
Glittering Cache: A small, unlocked chest just off the trail. It's filled with 1d6x100 sp... that are actually lead coins with a thin silver plating (L1 SR vs. INT to spot). The chest is trapped (e.g., L2 Poison Needle, DEX SR to avoid).
2
The "Lost" Map: A "dead" adventurer's map, seemingly showing a shortcut through the pass to a "hidden treasure." The map leads directly into Vorlag's main ambush.
3
Cries for Help: The sounds of someone (a magical illusion or a hired goblin) crying for help from a nearby cave or thicket. The "victim" is the trigger for a net or pit trap.
4
"Magic" Weapon: A body (or a convincing dummy) lies on the path, clutching a magical-looking item (e.g., a "sword" that's just a hilt, a "potion" of colored water). Taking the item triggers the trap (pitfall, net, etc.).
5
Spectral Lure: A Will-o'-Wisp or magical Dancing Lights spell cast to look like a friendly spirit, beckoning the party off the safe path and into a dangerous bog or ravine.
6
The "Failed" Trap: A large, obvious, and "sprung" trap (like a huge deadfall log) is visible. The real trap is hidden 10 feet past it, designed to catch adventurers who are feeling relieved and overconfident.
Table 3: Shadow Pass Denizen Loot (1d6)
Roll on this table when the party defeats one of Vorlag's minions or a creature native to the pass.
1d6
Loot Recovered
1
Shadow-Wraith Essence: (If a shadow/wraith is defeated) A swirling orb of captured shadow-stuff. Can be used by a magic-user to enhance one Oh-Go-Away or Fear spell (+2 to SR level).
2
Vorlag's Messenger: A goblin or orc runner. Carries a blackened scroll case with a coded message from Vorlag (L2 SR vs. INT to decode). Also has 1d6x10 sp.
3
Troll "Toll" Money: A Shadow Troll (a troll adapted to the dark) has a sack with 2d6x10 gp, "collected" from victims.
4
Spider-Silk Rope: A nest of giant Shadow-Spiders. Amidst the bones is a 50-foot coil of pristine, incredibly strong spider-silk rope (+1 to LUCK SRs involving climbing).
5
Poison-Maker's Kit: A small, hidden cache used by Vorlag's minions. Contains 1d6 applications of a L2 poison (e.g., Blackroot Oil, causes 2d6 CON damage).
6
A Trapped Victim: A merchant or traveler, still alive and tied up. They have no money (it was taken) but offer a reward (a gem worth 100gp or a family heirloom magic ring) if escorted to the next town.
1d6
Loot Recovered
1
Shadow-Wraith Essence: (If a shadow/wraith is defeated) A swirling orb of captured shadow-stuff. Can be used by a magic-user to enhance one Oh-Go-Away or Fear spell (+2 to SR level).
2
Vorlag's Messenger: A goblin or orc runner. Carries a blackened scroll case with a coded message from Vorlag (L2 SR vs. INT to decode). Also has 1d6x10 sp.
3
Troll "Toll" Money: A Shadow Troll (a troll adapted to the dark) has a sack with 2d6x10 gp, "collected" from victims.
4
Spider-Silk Rope: A nest of giant Shadow-Spiders. Amidst the bones is a 50-foot coil of pristine, incredibly strong spider-silk rope (+1 to LUCK SRs involving climbing).
5
Poison-Maker's Kit: A small, hidden cache used by Vorlag's minions. Contains 1d6 applications of a L2 poison (e.g., Blackroot Oil, causes 2d6 CON damage).
6
A Trapped Victim: A merchant or traveler, still alive and tied up. They have no money (it was taken) but offer a reward (a gem worth 100gp or a family heirloom magic ring) if escorted to the next town.
Table 4: Unique Shadow Pass Magic Items (1d6)
As an alternative to Table 3, you can roll on this table for a more unique, thematic magic item found in a hidden cache or on a powerful foe.
1d6
Magical Item
Description
1
Shadow-Warped Blade
A dagger or shortsword that seems to drink the light. It inflicts an extra 1d6 "shadow" damage on a successful hit, which bypasses all non-magical armor.
2
Locket of Whispers
A silver locket that whispers secrets. It offers a +1 bonus to all LUCK saving rolls.
3
Cowl of the Shroud
A dark-grey hood. Once per day, the wearer can pull it up and become nearly invisible in shadows for one turn, making them very difficult to hit (e.g., attacks against them are at -5).
4
Shaded Lantern
This lantern doesn't cast bright light. Instead, it creates a 20-foot radius of deep, magical shadow that grants the party a +1 bonus to their saving rolls against magical attacks while they are within its dim aura.
5
Ring of the Pass
This ring allows the wearer to make one L1 LUCK save per day to instantly escape any non-con-magical trap (pit, net, snare) just as it triggers.
6
Schematics for "Vorlage's Hate"
Not a magic item, but a vellum scroll with detailed (and vicious) diagrams for creating a "Vorlag's Hate" trap (see below). A L3 SR vs. INT is needed to understand and build one.
1d6
Magical Item
Description
1
Shadow-Warped Blade
A dagger or shortsword that seems to drink the light. It inflicts an extra 1d6 "shadow" damage on a successful hit, which bypasses all non-magical armor.
2
Locket of Whispers
A silver locket that whispers secrets. It offers a +1 bonus to all LUCK saving rolls.
3
Cowl of the Shroud
A dark-grey hood. Once per day, the wearer can pull it up and become nearly invisible in shadows for one turn, making them very difficult to hit (e.g., attacks against them are at -5).
4
Shaded Lantern
This lantern doesn't cast bright light. Instead, it creates a 20-foot radius of deep, magical shadow that grants the party a +1 bonus to their saving rolls against magical attacks while they are within its dim aura.
5
Ring of the Pass
This ring allows the wearer to make one L1 LUCK save per day to instantly escape any non-con-magical trap (pit, net, snare) just as it triggers.
6
Schematics for "Vorlage's Hate"
Not a magic item, but a vellum scroll with detailed (and vicious) diagrams for creating a "Vorlag's Hate" trap (see below). A L3 SR vs. INT is needed to understand and build one.
Vorlag's Tactics: Traps & Lures
Vorlag is a master of psychological warfare and traps. He uses the party's own greed and assumptions against them.
The Coin Trail: As you suggested, Vorlag may drop a single copper, then another 10 feet later, then a silver 15 feet later, leading the party's "point man" right into the kill-zone of a snare or deadfall. The "Dropped Pouch" (Table 1) and "Glittering Cache" (Table 2) are also variations of this tactic.
Trap: "Vorlag's Hate"
This is Vorlag's signature trap, a heavy iron man-trap, often hidden under a light layer of debris or in a shallow puddle.
Activation: A L3 SR vs. LUCK is required to detect it before stepping on it.
Effect: If a character activates the trap, it springs shut, dealing 6d6+15 damage, ignoring half of the target's armor value. The target is immobilized. A L4 SR vs. STR is required to break free.
Vorlag's Touch: The trap's jaws are covered in a virulent, oily slime. If hit by the trap, the character must make a L2 SR vs. CON or become weakened, taking a -2 penalty to their Combat Adds for the next 2d6 combat rounds.
The Coin Trail: As you suggested, Vorlag may drop a single copper, then another 10 feet later, then a silver 15 feet later, leading the party's "point man" right into the kill-zone of a snare or deadfall. The "Dropped Pouch" (Table 1) and "Glittering Cache" (Table 2) are also variations of this tactic.
Trap: "Vorlag's Hate" This is Vorlag's signature trap, a heavy iron man-trap, often hidden under a light layer of debris or in a shallow puddle.
Activation: A L3 SR vs. LUCK is required to detect it before stepping on it.
Effect: If a character activates the trap, it springs shut, dealing 6d6+15 damage, ignoring half of the target's armor value. The target is immobilized. A L4 SR vs. STR is required to break free.
Vorlag's Touch: The trap's jaws are covered in a virulent, oily slime. If hit by the trap, the character must make a L2 SR vs. CON or become weakened, taking a -2 penalty to their Combat Adds for the next 2d6 combat rounds.
Table 5: Alternate Wilderness Treasure (1d6)
This is an alternate, more T&T-style random table for treasure found on a defeated creature or in a cache. Roll 1d6 for the treasure type, then roll again on the appropriate sub-table.
d6 Roll
Treasure Type
1
Coins and Trinkets: Roll 3d6 x 10 for gold pieces. Additionally, roll 1d6 on the "Trinkets" table below.
2
Magical Potion: Roll 1d6 on the "Potions" table below.
3
Enchanted Weapon: Roll 1d6 on the "Weapons" table below.
4
Enchanted Armor or Item: Roll 1d6 on the "Armor/Items" table below.
5
Jewels: Roll 1d6 on the "Gems" table below.
6
An Unusual or Valuable Item: Roll 1d6 on the "Special Items" table below.
d6 Roll
Treasure Type
1
Coins and Trinkets: Roll 3d6 x 10 for gold pieces. Additionally, roll 1d6 on the "Trinkets" table below.
2
Magical Potion: Roll 1d6 on the "Potions" table below.
3
Enchanted Weapon: Roll 1d6 on the "Weapons" table below.
4
Enchanted Armor or Item: Roll 1d6 on the "Armor/Items" table below.
5
Jewels: Roll 1d6 on the "Gems" table below.
6
An Unusual or Valuable Item: Roll 1d6 on the "Special Items" table below.
Sub-Tables for Alternate Treasure
Trinkets (Roll 1d6)
1d6
Trinket
1
A pouch with 2 silver pieces, 5 copper pieces, and a rusty thimble.
2
A small, beautifully carved wooden bird (worth 10 GPs).
3
A cracked magnifying glass and a piece of twine.
4
A map to nowhere, covered in nonsensical scribbles.
5
A pouch of dried mushrooms that look suspiciously like ears.
6
A single leather sandal that appears much too small for any foot.
1d6
Trinket
1
A pouch with 2 silver pieces, 5 copper pieces, and a rusty thimble.
2
A small, beautifully carved wooden bird (worth 10 GPs).
3
A cracked magnifying glass and a piece of twine.
4
A map to nowhere, covered in nonsensical scribbles.
5
A pouch of dried mushrooms that look suspiciously like ears.
6
A single leather sandal that appears much too small for any foot.
Potions (Roll 1d6)
Special rule: A character must make a Level 1 SR (Saving Roll) versus LUCK to see if a potion works correctly. If the roll fails, the effect might be reversed, have no effect, or cause a different, weird side effect.
| 1d6 | Potion |
|:---|:---|
| 1 | Potion of Healing: Restores 2d6 CON. |
| 2 | Potion of Levitation: Allows the drinker to float 1d6 feet off the ground for 1 hour. |
| 3 | Potion of Invisibility: Makes the drinker invisible for 3d6 rounds. |
| 4 | Potion of Confusion: The drinker becomes confused and acts erratically for 1d6 rounds. |
| 5 | Bottle of Scented Oil: A perfectly normal, if fragrant, bottle of lavender oil. |
| 6 | Potion of Growth: The drinker grows to twice their size for 1d6 minutes, doubling their Strength for the duration. |
Weapons (Roll 1d6)
1d6
Weapon
1
Orichalcum Dagger (+3): This dagger adds +3 to the wielder's combat adds.
2
Greased Sword (+1): A standard sword that is extremely slippery. +1 to combat adds, but the wielder must make a Level 2 SR vs DEX each round or drop it.
3
Crossbow of the Goblin King: A tiny, crude crossbow that does 1d6 damage but has an unusually high range.
4
Vorpal Blade: A ridiculously oversized and heavy sword (STR 18+). If the wielder rolls a 6 on any combat die, they must make a Level 5 SR vs DEX or the blade's weight will cause them to trip and fall prone.
5
Axe of Bouncing: This hand axe deals 1d6 damage and always bounces back to the wielder after being thrown, whether it hits or misses.
6
Staff of Uncontrollable Fireworks: Acts as a standard quarterstaff, but when its wielder rolls three 6s in a combat round, it erupts in a blinding shower of harmless but loud and colorful fireworks.
1d6
Weapon
1
Orichalcum Dagger (+3): This dagger adds +3 to the wielder's combat adds.
2
Greased Sword (+1): A standard sword that is extremely slippery. +1 to combat adds, but the wielder must make a Level 2 SR vs DEX each round or drop it.
3
Crossbow of the Goblin King: A tiny, crude crossbow that does 1d6 damage but has an unusually high range.
4
Vorpal Blade: A ridiculously oversized and heavy sword (STR 18+). If the wielder rolls a 6 on any combat die, they must make a Level 5 SR vs DEX or the blade's weight will cause them to trip and fall prone.
5
Axe of Bouncing: This hand axe deals 1d6 damage and always bounces back to the wielder after being thrown, whether it hits or misses.
6
Staff of Uncontrollable Fireworks: Acts as a standard quarterstaff, but when its wielder rolls three 6s in a combat round, it erupts in a blinding shower of harmless but loud and colorful fireworks.
Armor/Items (Roll 1d6)
Special rule: In T&T, armor is sized for specific "kindreds" (races), so a suit of armor might not fit every adventurer.
| 1d6 | Armor/Item |
|:---|:---|
| 1 | Dwarven Iron Helmet (+2): Provides +2 Damage Reduction (DR). Only fits a Dwarf or similar-sized Kindred. |
| 2 | Cloak of the Shadow Walkers: A cloak made of shadowstuff that grants the wearer +1 to all SR rolls related to hiding. |
| 3 | Elven Chain Shirt (+1): Provides +1 DR and is very light. Only fits an Elf or similar-sized Kindred. |
| 4 | Mithril Gloves: These extremely well-made gloves grant the wearer +1 to all SR vs DEX. |
| 5 | Boots of Giant Striding: These massive boots allow the wearer to ignore difficult terrain. |
| 6 | Ring of the Trollish Warlock: A gaudy ring that, when worn, makes the wearer's skin appear slightly green and scaly. It grants a single-use spell, but what spell it holds is unknown until it is cast. |
Gems (Roll 1d6)
Use the standard T&T rules for determining gem value, or use this simple table.
| 1d6 | Gem Found |
|:---|:---|
| 1-2 | Flawed Gem: A small piece of quartz, onyx, or zircon. (Worth 1d6x10 gp) |
| 3-4 | Good Gem: A solid piece of amethyst, topaz, or garnet. (Worth 1d6x50 gp) |
| 5 | Fine Gem: A large, well-cut emerald or ruby. (Worth 1d6x100 gp) |
| 6 | Excellent Gem: A brilliant, flawless diamond or sapphire. (Worth 1d6x250 gp) |
Special Items (Roll 1d6)
1d6
Special Item
1
Shadow Lantern: This lantern does not require fuel but instead burns shadows, casting light that seems to suck the color out of the world.
2
Ogre's Club: A massive, splintered club that deals 2d6 damage and always makes a character using it appear less intelligent.
3
Soul Catcher: A small, silver box with a single red jewel on top. It hums with a faint energy but does not seem to do anything.
4
Crystal of Whispers: A dark crystal that constantly whispers secrets in an ancient language. Only a powerful wizard or sorcerer could decipher its meaning.
5
Shadow Pass Map: A detailed map of the Shadow Pass, but the ink shimmers and moves, rearranging itself when no one is looking. A successful INT roll is required to use it correctly.
6
A Shadow's Shroud: This item doesn't exist, but the party finds a piece of black, gossamer cloth that seems to absorb all light around it. It has no discernible use.
1d6
Special Item
1
Shadow Lantern: This lantern does not require fuel but instead burns shadows, casting light that seems to suck the color out of the world.
2
Ogre's Club: A massive, splintered club that deals 2d6 damage and always makes a character using it appear less intelligent.
3
Soul Catcher: A small, silver box with a single red jewel on top. It hums with a faint energy but does not seem to do anything.
4
Crystal of Whispers: A dark crystal that constantly whispers secrets in an ancient language. Only a powerful wizard or sorcerer could decipher its meaning.
5
Shadow Pass Map: A detailed map of the Shadow Pass, but the ink shimmers and moves, rearranging itself when no one is looking. A successful INT roll is required to use it correctly.
6
A Shadow's Shroud: This item doesn't exist, but the party finds a piece of black, gossamer cloth that seems to absorb all light around it. It has no discernible use.
Alternate Lore: The Nature of "Vorlage"
This is an alternate interpretation of "Vorlage" as a powerful, non-unique entity of the pass.
A "Vorlage" is not a single being, but a powerful shadow creature that despises things it can't corrupt or control.
What a "Vorlage" might hate:
Light: As a shadow creature, Vorlage likely hates bright, holy light, which represents everything it is not.
Pure emotions: Vorlage might be a creature of malice or corruption, and things like pure love, hope, and courage are anathema to it.
Unyielding will: A character with an extremely high LUCK or CON who refuses to give in to despair could be its greatest foe.
The Trap with a Soul: The Weeping Guardian
This trap is not a physical device but a spiritual one, and a potential key to defeating a Vorlage.
Description: An ancient stone monument or statue depicting a crying angel or guardian. The stone weeps a constant stream of pure, holy water.
Effect: The Vorlage cannot approach the monument. If forced near it, it takes damage and might be temporarily weakened or banished.
How it works: The holy water is a constant Level 5 SR vs LUCK attack against the Vorlage. If the Vorlage fails the roll, it takes damage equal to the number of failed SR levels.
Trigger: The trap is always "on," but the players may need to discover that the monument's tears are the source of its power. If the tears are stopped, the Vorlage can approach freely.
What a "Vorlage" might hate:
Light: As a shadow creature, Vorlage likely hates bright, holy light, which represents everything it is not.
Pure emotions: Vorlage might be a creature of malice or corruption, and things like pure love, hope, and courage are anathema to it.
Unyielding will: A character with an extremely high LUCK or CON who refuses to give in to despair could be its greatest foe.
The Trap with a Soul: The Weeping Guardian
This trap is not a physical device but a spiritual one, and a potential key to defeating a Vorlage.
Description: An ancient stone monument or statue depicting a crying angel or guardian. The stone weeps a constant stream of pure, holy water.
Effect: The Vorlage cannot approach the monument. If forced near it, it takes damage and might be temporarily weakened or banished.
How it works: The holy water is a constant Level 5 SR vs LUCK attack against the Vorlage. If the Vorlage fails the roll, it takes damage equal to the number of failed SR levels.
Trigger: The trap is always "on," but the players may need to discover that the monument's tears are the source of its power. If the tears are stopped, the Vorlage can approach freely.
Gristlegrim-Style Wilderness Tables
These tables evoke the spirit of old-school trap-making, adapting rules and ideas from sources like Grimtooth's Traps.
In Tunnels & Trolls, treasure is often handled with simple tables rolled on a d6. For Monsters! Monsters!, treasure is also often simple and tied to the monster's lair. The following tables are based on how treasures were generated in classic editions of the games:
Roll 1d6 for a random treasure type
Roll
Treasure Type
Description
1
Minor Coins
A few handfuls of miscellaneous coins, like 2d8 silver or gold pieces.
2
Useful Item
A specific, non-magical item that could be useful to the party, such as a high-quality rope, a set of lockpicks, or a finely crafted weapon.
3
Small Hoard
A small cache of coins and small valuables, such as 4d10 coins and 1d4 small gems worth 100 gold pieces each.
4
Valuables and Coins
A bag of 1d4x100 coins and a small but valuable item, such as a carved ivory statuette or a piece of valuable jewelry.
5
Magical Item
A single magical trinket or item. This could be a potion, a magically enhanced weapon, or a strange artifact with a minor effect. The referee should invent the specific magic.
6
Monster Hoard
A large chest or pile containing 1d10x1000 coins, 1d10 gems, and a valuable item or two.
Roll
Treasure Type
Description
1
Minor Coins
A few handfuls of miscellaneous coins, like 2d8 silver or gold pieces.
2
Useful Item
A specific, non-magical item that could be useful to the party, such as a high-quality rope, a set of lockpicks, or a finely crafted weapon.
3
Small Hoard
A small cache of coins and small valuables, such as 4d10 coins and 1d4 small gems worth 100 gold pieces each.
4
Valuables and Coins
A bag of 1d4x100 coins and a small but valuable item, such as a carved ivory statuette or a piece of valuable jewelry.
5
Magical Item
A single magical trinket or item. This could be a potion, a magically enhanced weapon, or a strange artifact with a minor effect. The referee should invent the specific magic.
6
Monster Hoard
A large chest or pile containing 1d10x1000 coins, 1d10 gems, and a valuable item or two.
Roll 1d6 for a random wilderness trap
For traps in the style of Grimtooth's Traps, the wilderness is a perfect setting. The traps should be lethal, cruel, and take advantage of natural surroundings.
Roll
Trap Idea
How it works
1
Hidden Pitfall
A deep pit is covered with branches and leaves. At the bottom are sharpened stakes made from wood or bone.
2
Poisoned Vines
A path is blocked by seemingly harmless vines. Touching them triggers a poisonous reaction that causes paralysis or damage. A failed saving roll (SR vs. Luck) could lead to a slow, gruesome end.
3
Strangle Snare
A classic snare trap that uses a sapling to hoist a victim into the air and strangle them. A high Strength saving throw might be needed to avoid a slow suffocation.
4
Falling Log
A tripwire triggers a massive, spiked log to swing down from a tree line and smash anyone in its path.
5
Rockfall
A series of loose stones on a cliff or mountainside are held in place by a single, carefully positioned support. Triggering the support releases a deadly torrent of rocks.
6
Razor Vines
These appear like normal thorns but are unnaturally sharp. Walking through a thicket of them causes continuous damage until the victim makes a successful save to get free.
Roll
Trap Idea
How it works
1
Hidden Pitfall
A deep pit is covered with branches and leaves. At the bottom are sharpened stakes made from wood or bone.
2
Poisoned Vines
A path is blocked by seemingly harmless vines. Touching them triggers a poisonous reaction that causes paralysis or damage. A failed saving roll (SR vs. Luck) could lead to a slow, gruesome end.
3
Strangle Snare
A classic snare trap that uses a sapling to hoist a victim into the air and strangle them. A high Strength saving throw might be needed to avoid a slow suffocation.
4
Falling Log
A tripwire triggers a massive, spiked log to swing down from a tree line and smash anyone in its path.
5
Rockfall
A series of loose stones on a cliff or mountainside are held in place by a single, carefully positioned support. Triggering the support releases a deadly torrent of rocks.
6
Razor Vines
These appear like normal thorns but are unnaturally sharp. Walking through a thicket of them causes continuous damage until the victim makes a successful save to get free.
Incorporating Traps into Treasure
For added danger, combine treasure and traps. For example, a "Monster Hoard" from the treasure table might be hidden in a cave and protected by a "Falling Log" trap. A useful magical item might be found on a pedestal, which is actually part of a "Poisoned Vines" trap.
Appendix I: Monsterary

(A Field Guide to the T & T and MM Monsters as found in Bodeleaf County)
The following guide presents a closer look at the monsters and enemies that roam or stay within Bodeleaf County. Although there is some world-specific information, most of this guide can be used in any T&T or MM campaign. Some of the monsters are original from the mind of Captain Hedges aka the Tygerian King Errol the Tiger Boss of Zimrala, some are straight out of "official" Monsterary of Zimrala and MM 2.7 and Humans Humans rules. Some are from Tunnels & Trolls material (including supplementals), some from medieval bestiaries, some stolen from other games I have used over the years and rewritten for this new game the Defenders of Hawthorne Valley.
Minions of the Shroud
(All Shroud creatures suffer Sunlight & Moonlight Sensitivity - see GM Notes)
Shroud Stalker (Generic Foot Soldier):
MR: 50-70
Combat: 6d6+25 to 8d6+35
Description: Amorphous, shadowy humanoids formed from pure blight. Tendrils lash out. Weak individually but dangerous in groups.
Shroud Wraith:
MR: 20-120
Combat Dice: 3D6 to 13D6 plus 10 to 60
Special Attacks: Drains STR, CON, and WIZ evenly on hit (armor useless). WIZ drain heals Wraith. Victims drained to 0 STR or CON become new MR 20 Wraiths.
Special Abilities: Incorporeal (immune to non-magic weapons; magic weapons 50% effective, no Personal Adds). Immune to death magic, poison, cold, charm, sleep, holds, mind control.
Weaknesses: Fear fire. Torch deals 2D+6 damage and acts as Oh, Go Away!. Holy Water deals 2D6 damage.
Appearance: Black, misty ghosts, waist-up, glowing yellow-green eyes. Can pass through matter.
Shadow Tree:
MR: 300
Combat Dice: 31D6 +150
Special Damage: Constriction (Each hit forces target to make L(hits taken) SR on STR or be held immobile, taking 5 CON damage/round per branch. Tree loses 1 Combat Die per constricted victim).
Special Abilities: Half damage from cold/fire; minimum damage from other damaging spells. Roots warp ground to lure victims. Area around tree seems pleasant.
Description: Ancient, carnivorous trees corrupted by the Shroud. Rooted in place but branches strike relentlessly.
Gron's Forsaken Legionnaires (Corrupted Undead Soldiers):
MR: 104 or higher (Scale with party level/challenge)
Combat Dice: 11D6 +52 (or higher)
Special Damage (M!M! Spite): Each point of Spite Damage (from rolls of 1) also destroys 1 point of armor or shield protection (hits allocated by players).
Special Abilities (M!M! Spite Limb Rip): If Legionnaire rolls six 1s during combat, rips off a random limb (1d6: 1 R Arm, 2 L Arm, 3 Both Arms, 4 R Leg, 5 L Leg, 6 Both Legs) from a random target. If eight 1s are rolled, target is decapitated (death). Lost limbs reduce target STR/DEX by 25% each (50% for both). Requires powerful magic to restore.
Description: Gaunt, semi-skeletal figures in tattered robes, held together by stretched skin. Glowing red eyes. Former Tygerian soldiers corrupted into undead service by Gron and the Entity. Wield monstrous talons.
Shroud Slicer (Assassin):
MR: 220
Combat Dice: 23D6 +110
Special Damage (M!M! Spite Dismemberment): If Slicer rolls six 1s during combat, the target taking the most damage loses a random limb (1d6: 1 R Arm, 2 L Arm, 3 Both Arms, 4 R Leg, 5 L Leg, 6 Both Legs).
Weakness: Abhors light. Destroyed by natural sunlight. Vulnerable to light-based magic.
Description: 16-18 ft tall, heavily muscled Shroud-spawn. Razor-sharp knives attached to limbs. Tortured souls turned into rending horrors. Found in deep darkness or shadow.
Eye of Doom (Major Agent / Observer):
MR: (Calculated from base stats, see below - typically 400+)
Attribute Multipliers: STR x1, CON x30, INT x3, WIZ x25, LK x3, DEX x0.5, CHR x1, SPD x2
Armor Hits: Equals CON (stops magic and weapons).
Combat: Prefers ranged magic. Bite (Melee): Equivalent damage to best hafted weapon for STR/DEX (e.g., Heavy Mace 5d6+Adds).
Special Abilities:
Eyestalk Magic: Can target a number of foes equal to DEX per round. Each stalk casts one spell (treat as Specialist Wizard, uses Eye's WIZ pool, minimum level): 1) Befuddle (6 WIZ), 2) Death Spell #9 (46 WIZ), 3) Glue You (4 WIZ), 4) Hellbomb Burst (50 WIZ), 5) Medusa (33 WIZ), 6) Oh, Go Away (3 WIZ), 7) Poor Baby (2:1 ratio), 8) Rock-a-Bye (6 WIZ), 9) Spirit Mastery (4 WIZ), 10) Take That, You Fiend! (3 WIZ), 11) Unlucky Bees (4 WIZ), 12) Upsidaisy (5 WIZ).
Central Eye Anti-Magic: Creates 90° arc anti-magic field up to 100 ft. (Functions as high-level Dis-Spell, 0 WIZ cost).
360° Vision (Cateyes equivalent).
Description: Gigantic (12 ft diameter) chitin-plated orb. Large central eye, gaping maw, dozen eyestalks. Floats slowly. Serves as the Deep Shroud Entity's remote viewers and magical artillery.
(Sample Stats): STR 17, CON 210, INT 24, WIZ 275, LK 36, DEX 8, CHR 5, SPD 16 -> MR ~420. Combat Adds +32. Armor 210. 8 Eyestalk targets/round. Bite 5d6+2. Anti-Magic L7.
Tygerian Naga-Fiend (Corrupted Xothror):
MR: 600
Combat Dice: 61D6 +300
Special Damage (M!M! Spite Tail Spines): Any target suffering Spite Damage (from rolls of 1) must make L2 SR vs DEX or lose a random limb (1d6: 1-3 arm, 4-6 leg).
Special Abilities:
Aura of Evil: Good creatures must make L4 SR vs WIZ to approach within 20 ft.
Breath Weapon: Nauseating vapors. L2 SR vs LK to avoid. Failure causes grotesque swelling, death in 1 hour, rises as undead servant.
Create Fire/Darkness: At will (non-magical).
Poisonous Snake Tongues: Can bite 2 targets/round in melee. Deals weapon damage + Poison (L3 SR vs LK resists). Failure = death in 4d6 hours.
Immunity: Fire, Poison. See in Darkness.
Description: Terrifying fusion: Upper torso of a corrupted, muscular Tygerian warrior grafted onto the immense, coiling body of a giant, dark-scaled serpent. Two long tails tipped with serrated spines. Large bat-like wings (used for gliding/leaping 50 yds). Bat-like head with fanged maw containing a forked tongue ending in two venomous snake heads. Stands 11 ft tall when reared. Lair in the Drowned Hallow.
Villains & Antagonists
Gron the Destroyer (Ghost Knight):
MR: 666
Combat Dice: 67D6 + 333
Special Abilities: Incorporeal (immune to non-magic). Commands undead. Aura of Fear (L4 SR vs LK to resist, failure imposes -20 Adds vs Gron). Can cast L1-L5 Death/Necromancy spells. Summons Gron's Devil Boots (see below). Wields spectral greatsword (damage included in Combat Dice/Adds).
Description: Towering (10 ft) spectral figure in ancient, corrupted Tygerian armor. Billowing shadows obscure features, only glowing red eyes visible. Former Antipaladin friend of Claudus, now the Shroud's chief general in the region. Haunts Bodeleaf Forest, especially near Boghorn Keep.
Gron (Alive - Antipaladin):
MR: 166 (Represents him before death/corruption)
Combat Dice: 17d6 + 83
Kindred: Tygerian (likely pre-Hawthorne Valley version, GM adjusts)
Armor: Heavy Plate + Shield (GM assigns HITS)
Weapon: Greatsword (5d6)
Abilities: High ST/CON/LK. Moderate CHR. Low IQ/WIZ. Possessed early corruption powers (minor fear aura, drain touch).
Description: As he was in life – a powerful Tygerian warrior, friend to Claudus, but succumbing to the Shroud's whispers.
King Claudus (Alive - King/Paladin):
MR: 177 (Represents him in his prime)
Combat Dice: 18d6 + 89
Kindred: Tygerian (likely pre-Hawthorne Valley)
Armor: Royal Plate + Shield
Weapon: Likely carried an early version of the Holy Avenger or similar blade.
Abilities: High ST/CON/LK/CHR. Low IQ/WIZ. Paladin powers (Lay on Hands, Protection from Evil).
Description: Noble King of the Tygerians, Errol's father, friend to Gron before his fall. Died defending against the Shroud.
King Claudus (Celestial Ghost Knight):
MR: 777
Combat Dice: 78d6 + 389
Special Abilities: Incorporeal (immune to non-magic, resistant to evil magic). Holy Aura (damages Shroud minions nearby, heals allies). Can cast high-level Light/Protection spells. Wields spectral Holy Avenger. Can only be summoned under specific conditions (likely after being freed from the Soul Hammer).
Description: A magnificent, towering spectral figure radiating pure, holy light. Appears as Claudus in his prime, clad in celestial armor. The ultimate counter to Gron.
Gron's Devil Boots:
MR: 300
Combat Dice: 31D6 + 150
Special Damage (M!M! Spite Crushing Death): If Boots roll six 1s during combat, the target taking the most damage is instantly trampled to death (no SR).
Description: Huge (9 ft tall) pair of demonic, animated armored boots. Trample anything in their path. Used by Gron as guardians or shock troops. Can be summoned by Gron.
Vorlag (Early Incarnation - Black Tygerian Merchant):
MR: 150+ (Appears weaker than he is)
Combat Dice: 16d6 + 75
Kindred: Tygerian (Unique - Corrupted, possibly different base stats)
Armor: Fine clothes (appears unarmored, may have magical protection)
Weapon: Concealed dagger (2d6), relies on magic/minions.
Abilities: High IQ/WIZ/CHR (relative to other Tygerians). Master of Deception (L3 SR vs IQ to see through disguise). Knows L1-L4 Sorcery spells (Darkness, Minor Summoning, Illusion). Possesses Talisman of the Void (artifact allowing teleportation, limited Shroud power channeling). Escapes via teleport when exposed.
Description: Appears as a charismatic Black Tygerian merchant in Hawthorne Township. Secretly the High Priest of the Deep Shroud, a Tygerian-Rakshasa abomination seeking power. Orchestrates plots against the Valley.
Bart (Vorlag's Agent):
MR: 40 (Cunning but not a warrior)
Combat: 5d6 + 20 Adds
Kindred: Human (Assume average human stats)
Attributes (Estimated): ST 9, CON 12, DEX 16, SPD 10, IQ 12, WIZ 8, LK 10, CHR 8
Armor: None
Weapon: Dagger (2d6) or Large Kitchen Knife (3d6)
Talents: Cooking, Deception (L2 SR vs IQ to see through), Poisoning.
Special: Carries Vorlag's note and potentially a teleport scroll or quick-acting poison for escape. Fanatically loyal to Vorlag.
Borlag the Forgemaster (Corrupted Dwon Artificer):
MR: 400-800 (Starts lower, potentially grows as he forges)
Combat Dice: 41d6+200 to 81d6+400
Kindred: Dwon (Corrupted by Forgeblind Punisher template) - Use Dwon multipliers: STR x 2, CON x 5, DEX x 1, SPD x 1, INT x 1, WIZ x 1.5, CHR x 2, LK x 0.5.
Special Damage (M!M! Spite): 6 points Spite Damage per 1 rolled (Spiked Punisher Plates).
Innate Dwon Abilities: Flame Resistant, Can cast Small Fireballs (1d6 damage, uses WIZ), Telepathic Communication.
Corrupted Abilities: Forgeblind Sight (Sees via Shroud magic despite sealed eyes), Punisher Strength/Toughness. Master Artificer/Blacksmith (Smithing, Corrupted Runecraft). Forge Mastery, Metalworking Magic (imbues items with Shroud energy).
Weapon: Soul Hammer of the Void (Huge Stone Hammer, 15d6 damage, contains King Claudus's spirit, powers the Well of Souls).
Description: A monstrous fusion: The stocky, powerful frame of a Dwon, scaled up to 20 feet tall, encased in dark, spiked metal plates. Eyes bolted shut. Wields the massive Soul Hammer. Radiates intense heat and malice. Resides in the Shadow Forge within ruins in Shadow Pass.
Regional Threats & Inhabitants
Wakely Ghost (Generic Template):
MR: 100-180
Combat: Varies
WIZ: 50-90
Abilities: Incorporeal, Manifestation, Magical Trait Attack (L3-L4 SR vs LK/WIZ/CHR), Haunting Talents.
Banishment: Resolve unfinished business.
Fowl Bird Turkey Flock Member:
MR: 12 (Scales up, see below)
Combat: 2d6+6 (Scales up)
Special: Appears via Barry's Hat (Failure Roll #5). Number and MR increase based on party level.
Turkey Monster:
MR: 24+ (Summons with flock based on party level)
Combat: 4d6+12+ (Scales up)
Special: Leader of the Turkey Flock. Tougher, more aggressive.
Scaling (Roll #5 on Hat Failure Table):
Level 1 Party: MR 12 Turkeys appear 1d6 at a time.
Level 2 Party: After 3rd flock member killed, Turkey Monster (MR 24, 4d6+12) spawns with 4x MR 12 Turkeys.
Level 3 Party: After 3rd flock member killed, Turkey Monster (MR 36, 6d6+18) spawns with 6x MR 12 Turkeys.
Level 4 Party: After 4th flock member killed, Turkey Monster (MR 48, 8d6+24) spawns with 8x MR 12 Turkeys.
Level 5 Party: After 4th flock member killed, Turkey Monster (MR 60, 10d6+30) spawns with 10x MR 12 Turkeys.
Level 6 Party: After 5th flock member killed, Turkey Monster (MR 72, 12d6+36) spawns with 12x MR 12 Turkeys.
Level 7 Party: After 5th flock member killed, Turkey Monster (MR 84, 14d6+42) spawns with 14x MR 12 Turkeys.
Level 8 Party: After 6th flock member killed, Turkey Monster (MR 96, 16d6+48) spawns with 16x MR 12 Turkeys.
Level 9 Party: After 6th flock member killed, Turkey Monster (MR 108, 18d6+54) spawns with 18x MR 12 Turkeys.
Level 10 Party: After 7th flock member killed, Turkey Monster (MR 120, 20d6+60) spawns with 20x MR 12 Turkeys.
Level 11 Party: After 7th flock member killed, Turkey Monster (MR 132, 22d6+66) spawns with 22x MR 12 Turkeys.
Level 12 Party: After 8th flock member killed, Turkey Monster (MR 144, 24d6+72) spawns with 24x MR 12 Turkeys.
Animated Armor:
MR: 100 (Can vary, higher MR for Shroud-corrupted or Royal Guardian versions)
Combat Dice: 11D6 + 50
Special Damage (M!M! Spite - 5/Breaker Breaker): If Armor rolls five 1s, casts Breaker Breaker spell on all melee opponents.
Description: Empty suits of armor animated by magic. Can be guardians (serving Tygerians) or minions (serving Shroud). Immune to mind-affecting spells. Takes damage normally from weapons/spells.
Rock-Wurm:
MR: 400
Combat: 41d6 + 200
Armor: Thick scales provide 50 HITS protection.
Special: Burrowing, Swallow Whole (if wins combat round by 50+). Guards Sun-Crystal Shards in Rocky Crags.
Trollworld Gargoyle (Bog Horn Deep):
MR: Equal to the party's total STR+CON
Combat Dice: Based on MR
Special Damage (M!M! Spite - Corrosive Saliva): Each point of Spite Damage also reduces target's armor/weapon adds by 1 permanently (until repaired by Ben-Gali).
Armor Hits: 20% of the party's total armor protection (base value, magic excluded).
Description: Stone creatures, possibly corrupted by Shroud influence in Bog Horn Deep.
Janocs (Generic Villager):
MR: 60 (Peaceful unless provoked)
Combat: 7d6 + 30
Abilities: Telepathy, Minor Nature Magic (healing, plant growth).
Description: Large, graceful serpent-bodied humanoids. Live in Janocs Village. Allies of the Valley.
Otgan (Generic Villager/Hunter):
MR: 40-90
Combat: 5d6+20 to 10d6+45
Weapon: Claws-and-grapple (5d6+5)
Abilities: Speed doubles underwater. Excellent swimmers/hunters.
Description: Humanoids resembling otters. Live in hidden River Dam Village. Wary but potentially friendly.
Night Strider (Night Predator):
MR: 50
Combat: 6d6+25
Abilities: Heightened Hearing/Smell, Poor Eyesight, Incredible Speed (80mph). Attack in huge packs (10-60). Cannot be outrun.
Description: Small (1 ft tall), voracious pack hunters encountered at night. "Land Piranhas."
Uglies (Henchmen):
MR: 10
Combat: 2d6+5
Abilities: Resilient CON, Cunning but low IQ. Loyal if treated well, treacherous if mistreated. Fear fire. 50% chance to bungle tasks (halved if supervised). Some might be L1 Wizards.
Description: Grotesquely disfigured humanoids (very short/tall, hunchbacked, etc.). Often serve villains (or desperate heroes).
Bragin's Bandits (Human Scum):
MR: 10-60 (Varies by rank)
Stats:
Grunts (MR 10-20): CON 3d6, Armor d6-2, Atk 2d+(d6 adds)
Veterans (MR 20-40): CON 3d6+3, Armor 2xd6, Atk 3d+(2d6 adds), Missile adds 2d6, DEX 3d6
Sergeants (MR 40-60): CON 3d6+8, Armor 2x2d6, Atk 4d+(3d6 adds), Missile adds 3d6, DEX 5+(3d6). Roll 1d6 for special ability (poison, magic, bruiser, archer, shield).
Treasure: Poorly equipped. Roll 2d6, 9+ = 2 rolls on Treasure Generator & Special Items table.
Description: Disorganized human rabble found in Bodeleaf County outskirts.
Yig-Spawned Lake Serpent:
MR: 750
Combat Adds: 375
Combat Dice: 76d6 (152d6 in Viper Lake)
Attributes: ST 50, CON 750, DEX 25, SPD 10, IQ 15, WIZ 60, LK 40, CHR 5
Special Abilities: Lake Terror (Double Dice in lake, Surprise attack L5 SR vs IQ), Paralyzing Gaze (L4 SR vs LK or paralyzed 1d6 rounds), Crushing Coil (If win by 20+, immobilize target +1d6 dmg/round, L5 SR vs STR/DEX to escape), Poisonous Bite (Damage + L3 SR vs CON or lose 1d6 CON/STR for 1d6 hrs), Regeneration (10 MR/round in water), Fearful Aura (L2 SR vs CHR or -10 Adds vs Serpent).
Description: Colossal, lamprey-mouthed serpent dwelling in Viper Lake. Semi-divine horror worshipped by the Isle of Scales cult.
Lamrian Cultist (Yig-Spawned):
MR: 60
Combat: 7d6+30
Abilities: Standard Lizard Man abilities (scales, swimming), corrupted faith, fanatical devotion to Yig Serpent.
Description: Lizardfolk native to Zimrala, now corrupted worshippers on the Isle of Scales.
Wadjee (Cobrawoman) (Yig-Spawned):
MR: 20 (Higher for leaders like Vyssthan)
Combat: 3d6+10 (Prefers stealth/poison)
Kindred Multipliers: STR x.75, CON x1, DEX x1.5, SPD x1.5, INT x1, WIZ x1, CHR x.75, LK x1.5.
Special Abilities: Transformation (Human/Cobra/Hybrid), Deadly Poison Bite (10 CON dmg/turn, L-SR vs CON negates? GM decides), Low level spells/charms.
Lamia Traits (Isle of Scales Corruption): Hypnosis/Domination (Opposed IQ SRs, target cannot fight during contest).
Description: Humanoid female body, cobra head/neck. Usually anti-demon, but this group is corrupted by Yig Serpent. Found on Isle of Scales.
Vyssthan (Lamrian High Priest of Yig):
MR: 150 (Level 10 Lamrian Wizard)
Combat Dice: 16d6+75
Abilities: Knows spells up to L8. Telepathy. Master of cult rituals.
Unique Yig-Granted Abilities:
Yig's Venomous Touch: Melee touch attack (uses WIZ for SR roll). Deals 3d6 WIZ damage (drains target WIZ, adds to Vyssthan's).
Summon Corrupted Snakes: Can summon 1d6 Giant Snakes (MR 30) once per day.
Unique Spells: Envenom (L2), Serpent's Blood (L3), Hands of the Snake (L4), Yig's Slithering Summons (L5), Steal the Shed Skin (L6 Ritual), The Traitor's Limb (L7 Curse), Yig's Gory Messenger (L8 Ritual).
Description: Ancient, powerful Lamrian leading the Yig cult on the Isle of Scales. Fanatically devoted to the Lake Serpent.
Rerekki (Snakeman) (Yig-Spawned):
MR: 22
Combat: 3d6+11 (Uses blunt weapons)
Kindred Multipliers: STR x1.25, CON x1.5, DEX x1, SPD x1.5, INT x.75, WIZ x1, CHR x.5, LK x.5.
Special Abilities: Immune to fire/heat, Hypnosis (L(caster level) SR vs INT resists). Often wear flayed skin masks.
Description: Humanoid body, python head/neck. Scaly skin. Usually chaotic thugs, this group corrupted by Yig Serpent. Found on Isle of Scales. Cowardly if losing.
Serpentman Cultist (Yig-Spawned):
MR: 65
Combat: 7d6+33
Kindred Multipliers: STR x1.75, CON x1.75, DEX x1, SPD x1.10, INT x.75?, WIZ x.75, CHR x1, LK x1.
Special Abilities: Armored Skin (Natural Armor HITS = 2 x Level).
Description: Human-sized beings with serpentine features, native Kindred type on Zimrala. This group corrupted by Yig Serpent. Found on Isle of Scales.
Yig-Spawned Hybrid:
MR: 80-120
Combat: 9d6+40 to 13d6+60
Abilities: Varies - mix of Lamrian scales, Wadjee poison/transformation, Rerekki hypnosis/fire immunity, Serpentman armor. GM determines specific traits. Likely Regenerate (like Lake Serpent, slower rate).
Description: Horrific, unnatural offspring of the corrupted snake-folk breeding program on the Isle of Scales. Monstrous appearance combining features. Fanatically loyal to Yig/Vyssthan.
Appendix II: Random Encounters
Sunlight & Moonlight Sensitivity (Shroud Minions)
All creatures designated as "Minions of the Shroud" find natural sunlight excruciatingly painful and debilitating. Moonlight is uncomfortable and weakening.
Sunlight: Suffer -50% to all attributes (recalculate Combat Dice/Adds) and take 1d6 damage per round of direct exposure. Cannot use special abilities. Will flee sunlight if possible.
Moonlight: Suffer -25% to all attributes. Dislike exposure but can tolerate it.
Daytime Encounters (Hawthorne Valley - Roll 1d6)
Tygerian Ranger Patrol (1d3): (MR 80 each) Friendly, may share minor local news.
Tygerian Farmers/Merchants: (1d6, MR 10-20) Travelling between Township and fields/castle. Possible source of minor quests or rumors.
Janocs Travellers (1d2): (MR 60) Peaceful, travelling to/from Township or Tower of the Sage. May offer cryptic advice.
Bodeleaf Wildlife: (Deer, boar, large birds - MR 10-30) Non-threatening unless cornered. Potential hunting opportunity.
Bragin's Bandits (Scouting Party): (1d4 Grunts, MR 10-20) Looking for easy targets. May flee if confronted by Defenders.
Signs of Blight: Twisted plants, sickly animal carcass, unnatural silence. Roll again, encounter is hostile (e.g., Shroud Stalkers, Blighted Wildlife MR 30-50).
Nighttime Encounters (Hawthorne Valley - Roll 1d6)
Headstone's Rangers on Watch (1d2): (MR 100+) Wary, may challenge party until identity confirmed.
Night Striders: (Pack of 10-60, MR 50 each) Voracious predators. Attack relentlessly.
Shroud Stalkers: (1d6, MR 50-70) Patrolling or hunting. Affected by moonlight.
Uglies: (1d3, MR 10) Scavenging or running errands for a master. May be cowardly or surprisingly vicious.
Shroud Wraith: (1, MR 20-120) A dangerous encounter, especially for low-WIZ Tygerians. Affected by moonlight.
Lost Traveler / Strange Lights: Could be benign, could be bait for an ambush (roll again: 2-4 likely ambush).
Appendix III: Secret Locations of Bodeleaf County
Shadow Pass: (Off Map - North/Northeast) The corrupted, inaccessible mountain pass believed to be the source of the blight and the location of Borlag's Shadow Forge. Heavily guarded by powerful Shroud minions and treacherous terrain.
The Isle of Scales: (Viper Lake) An island shrouded in perpetual, unnatural fog, located in the center of Viper Lake. Rendered invisible to casual observation by ancient magic or the Yig Serpent's influence. Home to the corrupted cult worshipping the Yig-Spawned Lake Serpent, populated by Lamrians, Wadjee (Cobrawomen), Rerekki (Snakemen), Serpentmen, and their horrific Yig-Spawned Hybrids, led by the High Priest Vyssthan.
River Dam Village: (Hidden, likely along Bodeleaf River or tributary) A hidden community built among or behind a large, natural or artificial river dam. Inhabited by the reclusive Otgan ("Otter-kin"). Wary of outsiders but potentially knowledgeable about the waterways and local threats.
Spider Hollow: (Hidden, likely within Bodeleaf Forest or Rocky Crags) A shadowed dell, canyon, or network of caves known to be infested with monstrously large and dangerous Zimrala Cave Spiders. Potential location for future adventures involving venom, webs, or ancient secrets guarded by the spiders.
Drowned Hallow: (Border of Fenland Bog & Viper Lake) A sunken, perpetually misty, and eerie region where the swamp meets the dark waters of the lake. Tangled, dead trees rise from stagnant pools. This is the known lair of the terrifying Tygerian Naga-Fiend.
Appendix IV: GM Notes, Player Guidance, Kindreds, Heroes, Setting, NPCs
GM Notes & Rule Clarifications (Monsters! Monsters! RPG)
Monster Rating:
Determines Combat Dice, Adds, CON, WIZ.
Combat Dice = MR/10 (round down) +1
Combat Adds = MR/2 (round up)
CON = MR
WIZ = MR/10 (round up)
Combat Dice number is fixed; Adds decrease as MR (CON) takes damage.
Special Damage:
Triggered by rolling a specific number of Spite dice (usually 1s in M!M!).
Spell effects cost no WIZ. Damage often bypasses armor.
Default M!M! Spite Damage: 1 point unpreventable damage per '1' rolled in combat.
Optional T&T Spite Damage: 1 point unpreventable damage per '6' rolled in combat. (GM chooses which rule to use, or allows both).
Special Abilities: Innate powers (flight, regeneration, magic resistance, spells) cost no WIZ unless specified.
Attribute Total (AT):
Sum of a PC's 8 prime attributes. Changes as attributes change.
Can be used as a baseline MR if a PC becomes an antagonist (fixed once set).
How To Do Combat:
Melee: Us vs. Them. Each side totals weapon dice + Personal Adds. Higher total wins. Loser takes the difference in damage, allocated among members as they choose. Damage reduces CON (or MR).
Example (Adapted): Lars (Tygerian Barbarian, 8d6 Club, +150 Adds) attacks a Shroud Stalker (MR 60, 7d6+30).
Round 1: Lars rolls 30 on 8d6. Total = 30 + 150 = 180. Stalker rolls 25 on 7d6. Total = 25 + 30 = 55. Lars wins. Stalker takes 180 - 55 = 125 damage. Stalker's MR becomes 60 - 125 = -65. The Stalker is obliterated.
Group Example: 4 Gremlins (MR 15 each -> 2d6+8 each -> Total 8d6+32) vs 5 Human Militia (MR 10 each -> 2d6+5 each -> Total 10d6+25). Gremlins roll 30 total dice + 32 Adds = 62. Humans roll 35 total dice + 25 Adds = 60. Gremlins win. Humans must take 2 points of damage, distributed among them (likely 1 point each to two soldiers).
What are Combat Adds?
Bonus added to weapon dice total in combat. Makes characters much deadlier.
Derived from attributes: +1 Add for each point above 12 in Strength (ST), Dexterity (DEX), Speed (SPD), and Luck (LK).
Example (Adapted): Sheriff Bruno (Tygerian Warrior, Heavy Mace 3d6+3, +130 Adds) confronts Vorlag (Agent Bart stats for simplicity, Dagger 2d6, +5 Adds).
Round 1: Bruno rolls 10 on 3d6+3. Total = 10 + 130 = 140. Vorlag rolls 7 on 2d6. Total = 7 + 5 = 12. Bruno wins. Vorlag takes 140 - 12 = 128 damage. Vorlag (if he only had MR 40) is instantly defeated. This shows the massive power disparity created by high stats and Adds.
ARMOR: A MONSTER’S BEST FRIEND:
Armor absorbs damage taken after losing a combat round. Subtract Armor HITS from incoming damage before applying to CON/MR.
Example (Adapted): Kor-Tu the Uruk (MR 80 -> 9d6+40, Studded Leather 5 HITS + Helm 2 HITS = 7 HITS total) fights 3 Human Militia (MR 10 each -> 2d6+5 each, Quilted Armor 4 HITS each).
Round 1: Kor-Tu rolls 35 + 40 = 75. Militia total roll 30 (10 per soldier) + 15 (5 per soldier) = 45. Kor-Tu wins. Militia must take 75 - 45 = 30 damage. They distribute it: Soldier 1 takes 10, Soldier 2 takes 10, Soldier 3 takes 10. Each soldier's armor absorbs 4 HITS. So, Soldier 1 takes 6 CON dmg, Soldier 2 takes 6 CON dmg, Soldier 3 takes 6 CON dmg. All are wounded but still fighting.
(Optional Armor System - Trollamancer): Allows separate Helmet, Shield, Body Armor. ST requirements cumulative. Body Armor: Cuirass (torso) or Full. Heavy armors (*) cause fatigue (lose 1 ST per turn after CON turns unless resting). GM can use these detailed stats if preferred over simpler T&T HITS values. This system might be too complex given the high stats.
Running High-Level Characters: Your players are starting at Level 5 to 10+. Do not be afraid of this. Their high ST, CON, and LK stats give them immense power and survivability. They are epic heroes, so let them feel like it. Use high MR monsters (200+), swarms of lower MR foes, and exploit their critical low IQ weakness with traps, illusions, riddles, and social manipulation. Their limited WIZ pools also make magic a strategic resource.
Missile Combat in M!M! (See Headstone's Entry): Different from T&T melee. Used by few monsters. Player Characters (like Headstone) make SR vs DEX to hit (L1 Stationary, L2 Moving). MR-based creatures auto-hit large targets. Catastrophic failure can hit allies or break weapon. These rules apply primarily to Headstone and any other ranged specialists.
On Playing A Tygerian Hero
Embrace the Power: You are incredibly strong, tough, and lucky. Don't shy away from epic feats of strength or weathering impossible blows. Your Personal Adds make you a combat monster.
Beware Your Mind: Your Intelligence (IQ) is your greatest weakness. Be wary of magic users, illusions, complex traps, riddles, and smooth talkers. Rely on allies like Zanthar or Linx-O for intellectual challenges.
Guard Your Magic: Your Wizardry (WIZ) pool is tiny if you have any magic at all. Spells and magical artifact activations are precious resources. Use them wisely.
Kindred Spirit: You are part of a noble, fierce race. Think about Tygerian honor, loyalty, and perhaps a bit of feline pride or instinct.
What Would a Monster Do? Consider your Tygerian nature. How does being a powerful, sentient tiger-person affect your decisions? Do you rely on scent? Do you enjoy the hunt? Is stealth natural? Your Kindred isn't just a set of stats; it influences your worldview. What are your motivations – protecting the innocent, seeking vengeance, proving your strength, upholding honor?
Playable Kindreds of Hawthorne Valley
Tygerian (Hawthorne Valley):
Multipliers: ST x6, CON x5, LK x2, DEX x1, SPD x1, CHR x1, WIZ x0.75, IQ x0.50
Innate Talents: Night-Vision, Tracking (Scent), Climbing.
Innate Weapon: Claws (3d6 damage).
Tygerian Transformations (Player Choice - Pick ONE per character):
Option 1: The Beast (Berserk Mode): Costs 1d6 CON. Requires L2 SR vs LK (Fail = Berserk Rage, attack nearest creature). Lasts combat duration. Gain +10d6 combat dice, 10 HITS natural armor (doubled for Warriors), 6d6 Claw/Bite if disarmed. IQ drops to 1, cannot speak/cast spells/use magic abilities. Retain artifact use. Causes Exhaustion post-combat (+1 Level diff to SRs until rest).
Option 2: The Feral (Stealth Form): Costs 1d6 CON. Requires L2 SR vs LK. Lasts 1 hour or until willed. Transforms into quadrupedal sabertooth. SPD doubled for movement. +5 bonus to Sneaking, Hiding, Tracking (Scent) SRs. Base combat 6d6 Claw/Bite + Personal Adds. Cannot use artifacts, speak, cast spells, or use hands.
Dwon:
Multipliers (HH): STR x 2, CON x 5, DEX x 1, SPD x 1, INT x 1, WIZ x 1.5, CHR x 2, LK x 0.5.
Innate Abilities: Highly Flame-Resistant, Summon/Cast Small Fireballs (1d6 dmg, uses WIZ), Partial Telepathy (understands/speaks local languages). Smithing, Runecraft, Portal Manipulation. Forge Mastery, Metalworking Magic, Ancestral Memory.
Description: Small (3 ft), demonic dwarves with prehensile tails. Master crafters.
Janocs:
Multipliers: (Use MR 60 stats as baseline if PC) STR x1, CON x1.5, DEX x1, SPD x1, INT x1.5, WIZ x1.5, CHR x1, LK x1 (GM adjusts based on MR).
Innate Abilities: Telepathy, Can learn spells up to L8 (Wizard). Peaceful nature.
Description: Large, graceful, troll-torso on 50ft serpent body. Horns, tough grayish skin. Live in jungles/hidden villages.
Otgan ("Otter-kin"):
Multipliers: STR x1, CON x4, INT x1, WIZ x1, LK x1, DEX x1, CHR x1, SPD x1 (Speed doubles underwater).
Innate Weapon: Claws-and-grapple (5d6+5).
Description: Humanoids resembling otters. Thick oily fur, webbed digits, claws. Live in river deltas/kelp forests. Primarily Hunters/Warriors/Citizens.
Serpentman:
Multipliers: STR x1.75, CON x1.75, DEX x1, SPD x1.10, INT x.75?, WIZ x.75, CHR x1, LK x1.
Innate Ability: Armored Skin (Natural Armor HITS = 2 x Level).
Description: Human-sized beings with serpentine aspects. Found in jungles, some corrupted by Yig.
The Defenders of Hawthorne Valley (The Heroes)
1. King Errol Hawthorne
Role: Leader, King
Kindred: Tygerian (HV)
T&T Type: Paragon
Level: ~7+
Personal Adds: ~+120
Attributes: High ST/CON/LK/CHR. Low IQ(5)/WIZ(7).
Artifact: Holy Avenger (Sword of Hawthorne) (4d6, 8d6 vs Evil)
Powers: Poor-Baby(2WIZ), Protection(4WIZ) - usable ~1-2 times/day total. Summon Defenders (L2 SR vs CHR). High-Level Paragon abilities (GM choice - e.g., improved saves, minor spell resistance).
Transformation: Player Choice (Beast or Feral)
2. Sheriff Bruno
Role: Tank, Lawman
Kindred: Tygerian (HV)
T&T Type: Warrior
Level: ~8-9+
Personal Adds: ~+130+
Attributes: Highest ST/CON. High LK. Low IQ(3).
Artifact: Tygerian Shield (15 HITS, doubled to 30. Wall of Force - 82 WIZ, once per adventure).
Weapon: Heavy Mace (3d6+3) or Nunchuks (3d6).
Powers: Double Armor HITS. High-Level Warrior abilities (e.g., Weapon Specialization - Mace/Nunchuks, Increased Damage Dice/Adds, Mighty Blow). Trade Sheriff Talents (Law, Investigation, Appraisal).
Transformation: Player Choice (Beast or Feral)
3. Shira, the Tygerian Monk
Role: Scout, Speedster
Kindred: Tygerian (HV)
T&T Type: Rogue
Level: ~6+
Personal Adds: ~+115+
Attributes: High ST/CON/LK. Good base DEX/SPD. Low IQ(5)/WIZ(8).
Artifact: Cheetah Staff (5d6 damage, +10 Acrobatics/Balance SRs, Staff-Vault L1 SR vs DEX, Magic Deflection L3 SR vs LK once/combat).
Powers: Cheetara's Haste (4WIZ, +20 Adds/1 rnd, ~twice/day). Sixth Sense (L2 SR vs LK). High-Level Rogue abilities (e.g., Evasion - bonus to DEX SRs, Improved Sneak).
Transformation: Player Choice (Beast or Feral)
4. Selina, the Tygerian Thief
Role: Stealth, Infiltrator
Kindred: Tygerian (HV)
T&T Type: Rogue
Level: ~5-6+
Personal Adds: ~+110+
Attributes: High ST/CON/LK (very high). Low IQ(5)/WIZ(6).
Artifact: Cloak of Invisibility (2WIZ per use, ~3 times/day).
Powers: Near-automatic success on LK-based stealth SRs. Talents (Sneaking, Hiding, Lock-picking - hampered by IQ). High-Level Rogue abilities (e.g., Backstab - bonus damage from stealth, Trap Sense - LK SR to notice).
Transformation: Player Choice (Beast or Feral)
5. Lars, the Tygerian Barbarian
Role: Damage Dealer, Brute
Kindred: Tygerian (HV - Bruteman)
T&T Type: Warrior
Level: ~10+
Personal Adds: ~+150+
Attributes: Highest ST/CON possible. High LK. Lowest IQ(3).
Artifact: Giant Great Club (8d6 damage).
Powers: Earthquake (L1 SR vs ST - auto success, once/combat). Double Armor HITS. High-Level Warrior abilities (e.g., Cleave - attack again after killing foe, Fear Aura - CHR SR for foes, Unstoppable Charge).
Transformation: Player Choice (Beast or Feral)
6. Mindra, the Whip-Mistress
Role: Specialist, Ranged Control, Limited Psychic
Kindred: Tygerian (HV)
T&T Type: Rogue
Level: ~6+
Personal Adds: ~+110+
Attributes: High ST/CON/LK. Good base DEX. Low IQ(6)/WIZ(9).
Artifact: Magical Thorn Whip (4d6 damage, 15ft reach, Entangle L2 SR vs DEX).
Powers: Innate Psychic (Create Illusion 4WIZ, Mind-Whisper 2WIZ - usable ~2-4 times/day total). High-Level Rogue abilities (e.g., Skill Focus - Whip, Improved Entangle).
Transformation: Player Choice (Beast or Feral)
7. "Claw," the Sabertooth Cub
Role: GMPC Mascot, Companion to Errol
Kindred: Sabertooth Tiger (Cub)
T&T Type: Ally (GMPC)
MR: 40
Combat: Adds 4d6 + 20 Adds to party total.
Abilities (GM Controlled): Superior Stealth (L1 SR vs LK), keen senses. Used for plot hooks, minor aid.
The Setting: Bodeleaf County & Hawthorne Valley
(Map Locations - Based on Bodeleaf-County-Labaled.jpg)
Hawthorne Valley (South East): A hidden, fertile valley shielded by mountains (Rocky Crags) and magic (Linx-O). Home to the Tygerians, Janocs, and potentially others seeking refuge. Climate is generally temperate but influenced by magic/threats (e.g., the Haunting Fog).
Hawthorne Castle (South East): The Defenders' stronghold, an ancient fortress overlooking the Valley. Recently cleansed of ghosts. Contains barracks, prison tower (Stockade), Ben-Gali's Forge, potentially a restored chapel, and access to the Tower of the Sage.
Hawthorne Township: The main civilian settlement in the Valley. Includes:
Lord Mayor Barry's Manor: Lavish (if eccentric) estate, site of Chapter 2.
Farmer's Market: Central trading hub.
Earl's General Store: Source for common goods.
Hawthorne Inn & The King's Arms Inn: Lodging and taverns.
Town Guard Barracks: Base for Barry's household guard/militia.
Janocs Village: A distinct district or suburb where the Valley's Janocs population resides. Houses resemble woven nests or organic structures. Contains Zanthar's home/library.
Bodeleaf Forest (Central): A vast, ancient forest covering much of the county. Parts are corrupted by the Shroud, especially near Shadow Pass and Boghorn Keep. Home to Shadow Trees, potentially Gron, and Spider Hollow.
Rocky Crags (East/South East): Treacherous mountains bordering Hawthorne Valley. Source of Sun-Crystal Shards, lair of Rock-Wurms.
Ashwood Meadows (North): Rolling fields north of Bodeleaf Forest. Fertile farmland, currently suffering from the blight. Contains Arth Crossing and the Abandoned McGrady Farm.
Arth Crossing (North): Key bridge over the Bodeleaf River in Ashwood Meadows. Strategic defense point.
Abandoned Farm (North East): The McGrady farmstead, site of a Shroud attack (see Refugee hook). Likely haunted or infested (Gremlins? Shroud Spawn?). Future adventure location ("Haunting of McGrady's Farm").
Fenland Bog (West/South West): A large, dangerous swamp. Source of corrupted creatures. Contains Fenland Caves. Borders Viper Lake.
Fenland Caves (West): Network of caves within the bog. May hold ancient lore or Shroud infestations.
Marshland Hollows (South West): Damp, low-lying area between the Bog and Viper Lake. Potentially home to Toaddarians (Black Dragon Cult?) or other swamp dwellers.
Viper Lake (South West): A large, deep, and sinister lake. Home to the Yig-Spawned Lake Serpent and the hidden Isle of Scales (Yig Cult). Borders Fenland Bog and Marshland Hollows. Site of the Drowned Hallow (Naga-Fiend lair).
Cashel Far (West, near Boghorn Keep): Ancient standing stones with dormant protective magic. Strategic point.
Boghorn Keep (West, in Bodeleaf Forest): Ruined watchtower near Shadow Pass. Likely corrupted or occupied by Shroud forces (Gron? Gargoyles?). Site of Bog Horn Deep (future adventure).
Moonglade (East, near Rocky Crags): A mystical clearing, potentially sacred or magically significant. (Placeholder description).
Key Allies & NPCs
(Descriptions)
Linx-O (Ancient Guide): Wise, powerful, cryptic mentor (White Tiger Spirit). High IQ/WIZ/CHR. Not Tygerian. Can cast Teacher spell. Rescued Defenders. Guides quests.
General Ka-Tor (Templar Grandmaster): Stern, honorable military commander. Tygerian. Wields Sword of Light. Master strategist. (MR 200).
Zanthar (Janocs Sage): Peaceful, knowledgeable Janocs elder. Telepathic. Linx-O's student. Magic/Lore expert. Ally against low-IQ challenges. (L8 Wizard, MR 120+).
- Headstone (Tygerian Ranger Captain): Lean, vigilant ranger leader. Expert tracker/archer. (L6+ Warrior, MR 100+). Wields Magical Energy Bow (fires energy, special shots). Patrols borders.
Ben-Gali (Dwon Master Blacksmith): Gruff Dwon smith at Hawthorne Castle. Repairs/creates artifacts with Mystical Hammer. Flame resistant, fireballs. (MR 75+).
Lord Mayor Barry Hawthorne: Errol's brother, Township administrator. Flustered, insecure. Low IQ/WIZ hinders magic study. Wields chaotic Hat of Many Spells (with Failure Table). Tarquin's secret father. (L3 Wizard, MR 60).
Sheriff Bruno's Circle:
Lyra: Bruno's wife. Practical Tygerian. (MR 20-30).
Deputy Kael & Faelan: Competent Tygerian deputies. (MR 60-70).
Deputy Dune: Incompetent Tygerian deputy. Source of errors/plot hooks. (MR 40).
Ancestral Spirits
King Claudius (Spirit)
Role: Errol's noble father, betrayed and slain by Gron. His spirit is currently trapped within Borlag's cursed artifact, the Soul Hammer of the Void. He represents the legacy and honor Errol must uphold.
Appearance (Trapped): His essence fuels the hammer, perhaps manifesting as faint spectral energy within it.
Appearance (Freed/Summoned): If freed or summoned, he appears as a magnificent, incorporeal Tygerian warrior clad in celestial armor, radiating righteous power. (Celestial Ghost Knight, MR 777).
Personality: Noble, courageous, wise, deeply sorrowful about Gron's betrayal but ultimately resolute. His primary goal (as a spirit) is to see Gron defeated and the Shroud repelled.
Jaga (Spirit)
Role: An ancient Tygerian sage spirit, possibly a mentor to Claudus or even Linx-O in ages past. Functions as a rare source of deep historical lore or cryptic warnings.
Appearance: Appears in visions as an ancient, venerable Tygerian elder, perhaps more tiger-like than the modern Tygerians, robed and ethereal.
Personality: Enigmatic, speaks in riddles or prophecy. Concerned with the long-term fate of the Tygerian lineage and the balance of forces in Zimrala.
NPCs from "Murder at the Mayor's Manor" (Chapter 2)
Barry's Household Guard (Tygerians, MR ~80 base):
Ortel (Seneschal): Responsible administrator for Barry's manor, secretly hopes to marry Clorel. Polite but guarded. (Higher CHR/IQ for a Tygerian).
Romek (Gossip): Friendly, enjoys sharing rumors (often inaccurate). Observant of social interactions.
Efflin (Honest): Open-hearted, decent Tygerian knight. Agatha's former lover, now courting another.
Baldor (Champion): Huge and strong, Barry's designated fighter. Gruff, distrustful of outsiders, but fundamentally honorable. (Higher MR 100+).
Joffrey (Flirt): Vain and pleasure-seeking. Interested in Lucilla, spent the night of the murder with Madge.
Endean (Bore): Socially awkward knight obsessed with trivial details. His minute observations can sometimes provide unexpected corroboration.
Manor Inhabitants:
Agatha: (Deceased) Tygerian servant, murder victim. Barry's ex-mistress and Tarquin's secret mother. Was pragmatic but lonely.
Clorel Hawthorne: Barry's elder daughter (19). Practical, observant, helps manage the household. Potential ally/love interest. (Tygerian, MR ~40).
Lucilla Hawthorne: Barry's younger daughter (16). Romantic, artistic (sings, plays lyre). Fascinated by the Defenders' adventures. Potential ally/love interest. (Tygerian, MR ~35).
Peter: Carpenter hired for the tournament. Dwon or Human. Stays in the village with Florry. Quiet, keeps to himself. (MR 20-30).
Florry: Agatha's sister-in-law, raised Tarquin as her own. Runs a cottage in the village, takes in boarders. Protective of Tarquin. Human or Tygerian peasant. (MR 10).
Tarquin: Barry & Agatha's secret illegitimate son (14). Raised by Florry, unaware of his parentage but looks strikingly like Barry. Idolizes knights, especially the Defenders. Eager to help investigate Agatha's ("Auntie's") murder. Possesses the silver cross clue. Potential future squire. (Young Tygerian, MR ~30).
Stable Lads (Ewen, Tom, Bart, Huw): Tygerian youths working in Barry's stables. Provide alibis for each other regarding the night of the murder. (MR 15-25).
Kitchen Maids (Madge, Alice, Martha, Bronwen): Tygerian servants. Madge confirms Joffrey's alibi. Martha is a gossip, confirms Barry disliked Agatha and that Agatha/Madge snuck out. Bronwen confirms Bart the cook was absent from his room. (MR 10-20).
Kitchen Lads (Jay, Rafe, Stephen): Tygerian youths working in the kitchen. Jay (stutters) confirms the large carving knife (murder weapon) is missing. Rafe/Stephen debunk Bart's flimsy "milk" alibi. (MR 10-15).
Other Bodeleaf County Inhabitants
Earl (General Store Owner): Proprietor of Earl's General Store in Hawthorne Township. A source for common goods, mundane equipment, and local rumors. Likely a Human or average Tygerian. (MR 10-20).
Generic Tygerian Soldier/Guard: Standard troops under General Ka-Tor's command or part of Barry's smaller household militia. (MR 80).
Generic Tygerian Peasant/Townsfolk: Farmers, artisans, laborers, etc., living in Hawthorne Township or the surrounding Valley farms. (MR 10-20).
Generic Janocs Villager: Peaceful inhabitants of the Janocs Village near the Township. Possess innate telepathy and potential for magic, generally non-aggressive unless threatened. (MR ~60).
Generic Otgan Villager: Hunter-gatherers living in the hidden River Dam Village. Wary of outsiders, skilled swimmers and fishers. Physically tough (CON x4). (MR ~40-90).
Key Antagonists
Gron the Destroyer (Ghost Knight):
Role: The primary field commander of the Deep Shroud's forces in Bodeleaf County and King Errol's ancient nemesis. Once a revered Tygerian warrior and friend to King Claudus, he was corrupted by the Shroud and became its champion.
Appearance: A towering, spectral figure, partially skeletal, clad in shadowy, corrupted Tygerian armor. Wields a greatsword radiating dark energy. Glowing red points of light burn in his eye sockets. His presence instills unnatural fear.
Personality: Consumed by hatred, nihilism, and loyalty to the Deep Shroud. A cunning warrior whose centuries of undeath have only sharpened his cruelty. He seeks to destroy Hawthorne Valley and extinguish the legacy of Claudus and Errol. (MR 666).
Vorlag (Early Incarnation):
Role: The insidious mastermind and High Priest of the Deep Shroud Cult operating within the region. He appears initially as a respectable Black Tygerian Merchant within Hawthorne Township but is secretly orchestrating the corruption and undermining the Valley's leadership.
Appearance: In his merchant guise, he is a well-dressed, charismatic Tygerian with dark fur. His true nature hints at something monstrous beneath (Tygerian-Rakshasa Abomination). He likely wears subtle symbols of the Shroud.
Personality: Deceptive, manipulative, arrogant, power-hungry. He despises the "weakness" of his Tygerian heritage and craves the power offered by the Shroud. Views the Defenders as obstacles and Barry/Errol as fools. Wields the Talisman of the Void. (MR ~150+).
Bart (Vorlag's Agent):
Role: Vorlag's human agent infiltrated into Lord Mayor Barry's household. Tasked with murdering Agatha and framing Barry (or a Defender) to sow chaos.
Appearance: An unremarkable human male, skilled at appearing subservient. Blends in easily as a cook.
Personality: Cowardly but cruel and fanatically loyal to Vorlag. Follows orders precisely but lacks initiative. Not a true believer in the Shroud, likely motivated by coin or fear. (MR 40).
Borlag the Forgemaster (Corrupted Dwon Artificer):
Role: The Deep Shroud's master weapon smith, operating from a corrupted forge in the Shadow Pass. Responsible for creating cursed artifacts, including Vorlag's Talisman and the Soul Hammer containing King Claudus's spirit.
Appearance: A monstrous fusion of a Dwon and a Forgeblind Punisher. Hulking, armored, with eyes sealed by molten metal. Likely wields his massive Soul Hammer. Radiates heat and malice. Combines Dwon flame resistance/fire magic with Punisher brute force.
Personality: Bitter, hateful, consumed by his craft and his pact with the Shroud. Driven by jealousy of Tygerian power and a desire to create instruments of ultimate destruction. (MR 400-800).
Vyssthan (Lamrian High Priest of Yig):
Role: The fanatical leader of the corrupted snake cult residing on the Isle of Scales in Viper Lake. Worships the Yig-Spawned Lake Serpent and seeks to expand its dominion through raids and sacrifices.
Appearance: A Lamrian (humanoid female torso, cobra head/neck) adorned with ritualistic jewelry and symbols of Yig. Carries symbols of priesthood. Eyes likely glow with fervor.
Personality: Charismatic (in a disturbing way), utterly devoted to Yig and the Lake Serpent. Ruthless, manipulative, skilled in unique venomous, hypnotic, and Yig-granted magic. Commands the cultists (Lamrians, Wadjee, Serpentmen, Rerekki, Hybrids) on the Isle. (Level 10 Wizard, MR 150).
Appendix V: Leveling, Training, & Rewards
In Defenders of Hawthorne Valley, Adventure Points (AP) are not just an abstract number; they are a tangible resource representing experience, insight, and hard-won lessons. Power is not simply gained—it is earned.
When Defenders complete a major quest (like cleansing the castle, solving the murder, or securing an outpost), they gain a large award of AP. This AP can then be "spent" to permanently increase attributes. However, this advancement must be represented in-game through training, study, or ritual guided by the Valley's key mentors.
This system provides a narrative framework for leveling up and creates new roleplaying opportunities and challenges.
1. The Way of the Sage (Mentor: Linx-O)
Who: Magic-capable characters (Wizards like Zanthar, Rogues like Shira, Selina, and Mindra, and Paragons like Errol).
What: Spending AP to increase Intelligence (IQ), Wizardry (WIZ), or Luck (LK).
How: The Defender must spend time (a day, an evening) at the Tower of the Sage, meditating with Linx-O. The player spends their desired AP to raise the attribute, and Linx-O provides the necessary spiritual guidance.
Special Reward: Learning New Spells Linx-O can teach magic-capable characters new spells they have not discovered. This is a two-part process:
AP Cost: The Defender must pay an AP "tuition cost" (suggested below) for Linx-O's time.
The Test (The
TeacherSpell): Linx-O uses hisTeacher(L1 Spell) to impart the knowledge. To permanently learn the spell, the Defender must immediately make an L# SR vs. IQ, where the Level (L#) is the Level of the spell being learned (e.g., L3 SR for a 3rd-level spell).
This is the great challenge for the Tygerian Kindred. With their IQ x0.50 multiplier, their IQ score will be cripplingly low (e.g., 3-6). To learn even a Level 1 spell (TN 20 - IQ 5 = 15), they will need a miracle "doubles add and roll over" (TARO) roll. This makes learning new magic a difficult but incredibly rewarding achievement.
Potential Spells for Linx-O to Teach:
Detect Shroud (L1 Spell)
AP Cost: 100 AP
SR to Learn: L1 SR vs. IQ (TN 20)
Effect: Costs 2 WIZ. Caster's eyes glow white. For 10 minutes, they can see the faint, corrupt aura of Shroud-spawn, Shroud-influenced creatures (like Vorlag in disguise), or Shroud-cursed items within 30 feet.
Warding Charm (L2 Spell)
AP Cost: 200 AP
SR to Learn: L2 SR vs. IQ (TN 25)
Effect: Costs 5 WIZ. Caster spends 1 minute drawing a 10-foot circle of salt, ash, or pure water. The circle blocks minor undead (MR < 25) and provides all allies within a +5 bonus to SRs against Shroud corruption or fear for 1 hour.
Dispel Magic (L3 Spell)
AP Cost: 300 AP
SR to Learn: L3 SR vs. IQ (TN 30)
Effect: (As per T&T rules). Essential for countering Shroud magic.
Binding Bolt (L4 Spell)
AP Cost: 400 AP
SR to Learn: L4 SR vs. IQ (TN 35)
Effect: Costs 8 WIZ. Fires a bolt of white energy at one target. Deals no damage, but the target must make an L4 SR vs. ST or be entangled in energy bonds, unable to move for 1d6 combat rounds.
Exorcism (L5 Spell)
AP Cost: 500 AP
SR to Learn: L5 SR vs. IQ (TN 40)
Reward for: Completing "The Haunting of Hawthorne Castle."
Effect: (As per Haunting adventure rules). Allows a magic-user to attempt to banish a spirit by winning an opposed SR (Caster's WIZ vs. Ghost's MR or WIZ).
Light of the White Tiger (L7 Spell - CAPSTONE)
AP Cost: 1000 AP
SR to Learn: L7 SR vs. IQ (TN 50)
Reward for: A major, epic quest (like freeing King Claudus's spirit).
Effect: Costs 50 WIZ. Caster raises their hands and unleashes a 50-foot radius explosion of pure, white light. Deals 20d6 damage to all Undead and Shroud-spawn. Heals all living allies in the radius for 2d6 CON.
2. The Way of the Tiger Knight (Mentor: General Ka-Tor)
Who: Martial-capable characters (Warriors like Bruno and Lars, Rogues, and Paragons).
What: Spending AP to increase Strength (ST), Constitution (CON), Dexterity (DEX), or Speed (SPD).
How: The Defender must spend time (a full day) at the Hawthorne Castle training grounds or armory, sparring with General Ka-Tor or completing his harsh training regimens. The player spends their AP, and Ka-Tor provides the martial instruction.
Special Reward: Gaining Level-Based Combat Dice In Monsters! Monsters! and T&T, a Warrior's combat effectiveness increases with their Level. This training is the in-game narrative for a Warrior gaining their Level-based bonus combat dice (e.g., +1d6 at L3, +2d6 at L7, +5d6 at L10, etc., as per the rules).
To "unlock" their new rank, the Defender must complete a "General's Quest" set by Ka-Tor and be formally recognized by King Errol.
Potential "General's Quests" (Examples):
"The Trial of Valor" (Unlocks L2-3 Ranks / +1d6):
Quest: "Clear the Shroud Spawn from the Abandoned Farm."
Reward: Ka-Tor deems them worthy of their first rank as Tygerian Knights.
"The Trial of Defense" (Unlocks L4-6 Ranks / +2d6):
Quest: "Re-take and hold Boghorn Keep against Shroud counter-attacks."
Reward: Ka-Tor teaches them advanced defensive tactics, recognizing them as Veteran Defenders.
"The Trial of Strength" (Unlocks L7-9 Ranks / +3d6):
Quest: "Hunt and slay the Yig-Spawned Lake Serpent in Viper Lake" OR "Defeat a champion of the Shroud (like a Shroud Slicer or Eye of Doom)."
Reward: Ka-Tor acknowledges them as Masters of combat.
"The Trial of Honor" (Unlocks L10+ Ranks / +5d6):
Quest: "Lead the charge against Gron the Destroyer during the attack on the Valley."
Reward: Ka-Tor acknowledges them as true Lords of battle, equals to himself.
3. The Way of the Forge (Mentor: Ben-Gali)
Who: Any Defender.
What: This path is not for leveling up but for repairing and upgrading artifacts and equipment.
How: The Defender must bring rare, magical, or exceptionally high-quality materials to Ben-Gali, along with an AP "payment" for his time and effort. He will use his Mystical Hammer of Tygerian Creation to perform the upgrade.
Potential "Forge Quests" (Examples):
Quest: "Retrieve the Sun-Crystal Shards from the Rocky Crags." (From Act II)
AP Cost: 250 AP
Reward: Ben-Gali can forge the shards into:
Armor: Adds +2 HITS that apply only against Undead/Shroud attacks.
Weapon: Adds +1d6 damage only against Undead/Shroud creatures.
Quest: "Find a Mithril Lode" (New quest, perhaps in Fenland Caves or Rocky Crags).
AP Cost: 500 AP
Reward: Ben-Gali can forge one piece of custom-fit Mithril Armor (using the stats from the Optional Armor Rules).
Quest: "Recover the Soul Hammer of the Void." (From Act III)
AP Cost: 1,500 AP
Reward: If King Claudus's spirit is successfully freed, Ben-Gali (with Linx-O's help) can re-forge and purify the hammer. It becomes the "Hammer of Hawthorne", a new Holy Artifact (e.g., 10d6 damage, deals double damage to Shroud/Undead, can cast
Dispel MagicL3 once per day).












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