World Vault — KH1: The Blackapple Brugh
Hierarchical: World → Towns → Buildings → NPCs • Dungeons → Rooms + map pins
55 locations • 24 NPCs • 0 pins
Morgansfort: The Western Lands CampaignBF2: Fortress of the Iron DukeDC1: Tales from the Laughing DragonJN1: Chaotic CavesJN2: Monkey IsleKH1: The Blackapple BrughHRS1: Barks and BladesBF4: Raiders of Enterone
town Blackapple VillageOpen →
Blackapple is a medium-sized village (population 408) on the outskirts of a queer ancient forest. The bulk of Blackapple’s populace are uneducated, taciturn, and mute around outsiders unless you buy them a drink at the The Jolly Fox (B4). The buildings are of simple wood construction. Most have thatch roofs, but the more well-to- do have slate. One oddity the PCs may notice: Each doorway has a horseshoe nailed above it. Arriving in Blackapple Within an hour of arriving in Blackapple, the adventurers will be approached by one of the Figworts' servants and invited to dinner at Figwort Manor (B14) on the following evening. Law-and-Order The Clerics of St. Ludann patrol the streets of the little town armed only with quarterstaves. If the PCs cause trouble, the Clerics avoid escalating conflict and prefer causing subduing damage rather than killing (see “Subduing Damage” in the Basic Fantasy RPG Core Rules). They all carry whistles and sound the alert if things get out of hand. If a whistle's sounded twice, backup will arrive from the Priory (B10). If a whistle's sounded thrice it means the town's under attack, and in addition to the Clerics from B10, the church bells will begin ringing and the soldiers from B1 will also arrive on the scene as soon as they can. Random Encounters in Blackapple The following encounters can occur at the GM's discretion or at random: 1. Father Naskew (f
rom B9) on his way to leave food out for Smithson the leper (B17). 2. The Figworts (from B16, 1d4: 1=Lord, 2=Lady, 3=Lord and Lady, 4=Wylda). Lord and Lady Figwort will make sure the party got the invitation to dinner. Wylda will try to get to know the party and (if the reaction is favorable) offer to join them. 3. Cu-sidhe from the Faehill (from B14). The cu-sidhe is barking at one of the village dogs. If the party has a guard or hunting dog with it, the dog must save vs. Spells or gleefully head off to join the wild dog pack at A1. Any dogs that desert in this manner will quickly become feral and have no compunction about joining in pack activities (even attacking their former masters). 4. Tobler the Taxidermist (from B11), with a dead ferret under his arm. To out-of- towners he'll advertise his services in taxidermy, buying monster corpses, or buying/selling rare and magical goods. 5. Agatha the Apothecary (from B2), on her way to the cemetery (B12) in a noticeably cheery mood. 6. Patrolling Clerics of St. Ludann, engaging the adventurers in conversation and sizing them up. 2 Clerics, Human Cleric 2*: AC 11, #At 1 quarterstaff, Dam 1d8, Mv 40', ML 9, XP 100 ea. Spells prepared: light (usually for casting at assailant's eyes) HP 7. Pig running loose, chased by his owner. One of the wicked children (see #12 below) takes advantage of the distraction to pickpocket. 8. A cottage has caught fire. Two of the wicked children (determine randomly, see #12 below) stand watching and l
BUILDINGS • 17
B1. North Road Guardhouse building
Two guards stand in the roadway demanding a toll of 1 sp per person, 5 cp per horse, and 1 gp per wagon or cart. Once the toll is paid the guards will give directions to the Jolly Fox Inn and answer any other questions as best they can. Four additional soldiers are in the small guardhouse while the other two serve as sentries on the road. These soldiers are only in Blackapple to collect tolls. They don't provide law-and-order, which is provided by the Clerics of St. Ludann (B9). The soldiers will only leave their station to fight if the entire village is under threat. Each soldier wears chainmail and is armed with a longsword and light crossbow. 6 Garrison Soldiers, Human Fighter 1: AC 15, #At 1 longsword or crossbow, Dam 1d8 longsword, 1d6 crossbow, Mv 30', ML 8, XP 25 ea. HP
B2. Agatha's Potions And Powders building
Agatha is a the village apothecary. As the sign outside her place says, she sells potions and powders. Most aren't strictly magical, but some have magic-like effects. She welcomes any business, but will sell no more than six doses of each to the party. Agatha's Bed Time Tea – When taken as a tea, the imbiber falls into a deep sleep for 1d4+4 hours, at the end of which an extra 1d4 of lost hit points is healed. Note that due to the deep sleep, the imbiber cannot awaken through any means. Cost: 2 gp/dose. Berserker Juice – Fills the drinker with barbarous rage that lasts for 10 rounds. While raging, abilities that require patience or concentration (e.g., casting spells or activating magic items) is impossible. Under the influence of Berserker Juice, a character will charge into combat with the nearest recognizable enemy. If no enemy is nearby, the drinker must save vs. Spells to end the rage, or else attack the nearest character. While raging, the character temporarily gains a +2 bonus on attack rolls, damage rolls, and saving throws versus mind-altering spells, but suffers a penalty of - 2 to armor class. 10 rounds after drinking Berserker Juice, the rage ends and the imbiber becomes fatigued for an hour. Cost: 6 gp/dose. Love Potion #8 – Tasteless and odorless, when imbibed or added to food, this potion has the effect of causing the victim to be affected as if by charm person toward the next person they see. The effect lasts 24 hours. Cost: 80 gp/dose. Note: Agatha hasn't per
AG
Agatha the Apothecary
Human Magic-User 2 • AC 11 • HP 5
B3. Goodall's Fine Trading building
This shop is a place to buy or sell gems, jewels, or other high-value treasure. The owner, Ms. Goodall, charges a 10% fee for items sold to her. She can only buy items worth a total of 1,400 gp or less. Ms. Goodall is a retired Magic-User, and will surreptitiously cast detect magic during appraisals of anything that might look magical. If the party seems unaware of the item being magical she'll attempt to low-ball the party. At all times one armored fighter is posted outside the store and another just inside. Two of her children, Amelia and Bernard, are among the wicked children of Blackapple (i.e., ibix masquerading as children). Ms. Goodall finds this embarrassing, and possibly bad for business. She thinks Arthur Figwort has been a terrible influence. Ms. Goodall's contacts in a faraway city have told her that prior to coming to Blackapple Tobler the Taxidermist (B11) had served as Captain of the Night Watch there. According to these contacts, Tobler was unceremoniously dismissed amid rumors he was involved with a gang of grave robbers. These ibix, as with the others, carry handaxes when they're about town. Amelia also carries a belt pouch full of poisonous mushrooms. Amelia would not be above sneaking poison into someone's food (30% chance of doing so undetected). Anyone ingesting the poisonous mushrooms must save vs. Poison or become very sick, losing 1d4 hit points a day over the next 1d4+5 days. In her second floor bedroom Ms. Goodall has four sets of fine clothing wort
MS
Ms. Goodall
Human Magic-User 3 • AC 11 • HP 10
B4. The Jolly Fox Inn building
This well-run establishment is the property of Burt and Griselda, a pair of Magic-Users who hung up their pointed hats to run an inn together. The sign outside shows a grinning fox. Inexplicably, in the town square directly in front of the inn are two 15-foot high poles. Accommodation There are a total of six 2-bed guest rooms upstairs and one 1-bed guest room downstairs. Upstairs, 1d6 of the rooms will be available at a cost of 5 sp/night. Otherwise, guests can sleep in the Common Room for 8 cp/night per guest. Food Players may select from the following hearty dishes from the tavern’s menu: Blackened beef heart with quail eggs – 7 sp Creamed river eel with dumplings – 6 sp Blackapple ham with turnip mash – 5 sp Pork chop with turnip mash – 4 sp Pork sausages with turnip mash – 2 sp Pickled pigs’ feet sandwich – 2 sp Pig's ear sandwich – 1 cp Drink (by the pint) Landing's Bitter – 1 sp Honeymoon Pilsner – 1 sp Betvold Pale Ale – 6 cp House Brew – 2 cp Wine – Ask the Barkeep The food is passable. The House Brew is foul, and the imbiber must save vs. Poison or suffer extreme flatulence for 1d8 hours. If anyone “asks the barkeep” about the wine, they will be manhandled by several local patrons and dragged outside the tavern. The would-be wine drinker will then receive a good-natured spanking in full view of the people of Blackapple, who always appreciate a good dressing-down of outsiders. (Punchline: The Jolly Fox does not serve wine at all.) Clientele On any given night, 1d10+1
BU
Burt the Innkeeper
Human Magic-User 1 • AC 11 • HP 4
GR
Griselda the Innkeeper
Human Magic-User 2 • AC 11 • HP 4
SI
Sir Ruprecht the Wary
Human Fighter 2 • AC 18 • HP 13
B5. Village Square building
The village square is usually fairly deserted aside from a few people gathered around the well and two Clerics of St. Ludann who casually keep an eye on things. They never break up fights at or around the Jolly Fox unless it looks like someone might get killed. The square does become busy on market days, which occur twice a week. On market day about 100 people will be in the square, many of them from settlements outside Blackapple. Market vendors sell general equipment, bags, pouches, clothing, containers, animals, animal gear, stock goods, and trade goods. PCs can buy any item listed for 40 gp or less in the Basic Fantasy RPG Core Rules or Basic Fantasy Equipment Emporium. Help Wanted (Mini Adventure Threads) Regardless of whether it's market day, posted on the buildings around village square are various solicitations that may be of interest to PCs looking to earn some coin: Crudely-written signs are posted at each end of the town square. Most “help wanted”- type signs are for unexciting menial labor one might find in a rural village, but a few items catch your eye: – The Merchant's Guild is looking for people to guard lumberjacks from forest monsters. Pay: 10 gp/cut tree (up to 100 gp/day!) – Wild dogs are attacking local pigs. Pay: 2 gp/dog pelt. See Pigman Jack for particulars. – Escaped Lunatic! If found return him to the Sanitarium of Doctor Livinius. Reward: 185 gp. – Attention all Monster Hunters! Captain Tobler of Tobler's Knick Knacks and Taxidermy will pay for sele
B6. Merchants' Guild building
This small unassuming building is a reflection of the lack of any commerce in Blackapple other than agriculture. This has not stopped a pair of ambitious merchants from setting up shop here. Given Blackapple's position near a large forest, they're fixated on the opportunity of the timber trade. They don't believe local superstitions warning against cutting down trees (see Background on page 2). Nonetheless, they seek protection for a team of lumberjacks they'd like to send to Tenpenny Wood (A5). If the adventurers can help the effort, they'll be rewarded 10 gp per tree. The lumberjacks will cut no more than ten trees in a day. Beyond that many, the merchants will seek to hire more experienced, permanent help.
B7. Hazard's Quality Goods building
This shop sells all equipment, weapons, armor, and shields listed in the Basic Fantasy RPG Core Rules (with the exception of thieves' tools; Mr. Hazard isn't stupid). Mr. Hazard will buy used goods for 75% their listed value, but only items worth 50 gp or less. For more expensive loot (e.g., fine jewelry or magic items), he will point the PCs to Goodall's Fine Trading (B3).
B8. Pigman Jack's Homestead building
Aside from Figwort Manor, Pigman Jack's home is the largest residence in Blackapple. A loud, burly red-haired man, Pigman Jack is the self-proclaimed leader of the Blackapple “Pork Guild”. The Pork Guild has no charter or discernible organization. Pigman Jack isn't malicious, but he does have a hair-trigger temper. When angry, his face turns as red as his hair, a vein pops out of his forehead, and he begins shouting. Questioned too closely, he won't hesitate to start throwing punches. The pig farmer harbors a great secret: he's a wereboar. Pigman Jack's Information: • Recent wild dog attacks are starting to take a bite out of pork farmers' pockets. He is offering a reward of 2 gp per dead dog (he'll demand the pelts as proof). One of his sons can lead any would-be dog hunters to the dog pack lair (A1). • The dog recently seen around the Faehill (B14) is unusual, maybe even magical. Pigman Jack thinks that dog may be the “ringleader” of the wild dogs. He'll pay 5 gp for the pelt of that mutt. • Jack doesn't like or respect the Figworts. He believes the trouble with the village's children can all be linked to Arthur Figwort, and ultimately his parents. Pigman Jack (Wereboar): AC 16(s), HD 4*, #At 1 bite, Dam 2d6, 50' Human Form 40', Sv F4, ML 9, XP 280
B9. Chapel Of St. Ludann building
This chapel is named for St. Ludann, patron saint of those who speak to small animals. The chapel priest is Father Naskew, a gregarious, good-natured fellow with salt-and- pepper hair and a healthy paunch. He'll converse about the following: • During one morning service, the young Arthur Figwort suddenly rose and shouted a profanity-laced diatribe on various fairy princes (with names unknown to the congregation), as well as the treachery of squirrels. Arthur has since been banned from church attendance. • The good father will fish for what the party thinks about “the ungodly” and black magic. If he feels he has a sympathetic ear, he'll confide that Agatha the Apothecary (B2) has been seen in the cemetery at night performing magic. Within the church, looters could find a silver basin (10 gp value) full of holy water, 6 wooden statuettes of the local saint (worth 5 gp each to a collector), and a coffer purportedly holding the saint’s teeth (worth 200 gp to a witch, who may use such relics for eldritch magic). Father Naskew, Human Cleric 2: AC 11, #At 1 mace, Dam 1d8, Mv 40', ML 9, XP 100 Spell prepared: cure light wounds HP
FA
Father Naskew
Human Cleric 2 • AC 11 • HP 6
B10. St. Ludann Priory building
This utilitarian-looking building serves as the living quarters for the Clerics of St. Ludann. The Clerics provide law-and-order on the streets of Blackapple village. Each Cleric sports a brown robe and bowl-cut. While on patrol each carries a quarterstaff. In apprehending criminals the Clerics are sworn to never kill, so they will do subduing damage to defeat a foe. At any given time, eight Clerics are in the Priory while two patrol the village and two others keep an eye on the village square (B5) and drunks exiting The Jolly Fox (B4). 8 Clerics, Human Cleric 1*: AC 11, #At 1 quarterstaff, Dam 1d8, Mv 40', ML 9, XP 37 ea. HP In the basement of the priory is a makeshift cell for holding lawbreakers. In Blackapple this usually just means the odd drunk or two. At this time it holds a single prisoner, a fanatical cultist of “the Children of Zewlac” (see CS2 The Dark Temple). Unbeknownst to the Clerics, the imprisoned cultist is a werecockroach. Werecockroach Cultist: AC 15(s), HD 3**, #At 1 bite, Dam 1d6, Mv 50’ Human Form 40’ Fly 10’ Sv F3*, ML 8, XP 205
B11. Tobler's Knick Knacks And Taxidermy building
The owner of this shop is Captain Tobler, a man with a bushy mustache, crew cut, and military demeanor. Tobler is a retired captain of the night watch from a distant city. He has come to the country to pursue his lifelong interest in playing with dead things. Tobler is a necromancer posing as a taxidermist. He'll be happy to buy corpses (animal or even monster) for 2 gp/HD, or the PCs can hire him to stuff and preserve a corpse for 10 gp/HD. As the Blackapplers are unaware of his past, he's keeping his necromancy, even his ability to cast spells at all, a complete secret. This way, he can perform unsound experiments without interference. If anyone asks probing questions, he'll try to cast suspicion on Agatha the Apothecary (B2), who he claims is casting spells in the cemetery at night. Among the countless stuffed birds and beasts in his shop are three which have been animated as zombies through necromancy: a chicken, a raccoon, and a boar. They appear dead, but if Tobler is attacked all three come to his aid. Zombie Chicken: AC 12, HD 1d4 HP, #At 1 peck, Dam 1d2, Mv 20', Sv NM, ML 12, XP 10 HP Zombie Raccoon: AC 12, HD 1, #At 1 bite, Dam 1d4, Mv 20', Sv F1, ML 12, XP 25 HP Zombie Boar: AC 13, HD 4, #At 1 tusk, Dam 2d4, Mv 20', Sv F4, ML 12, XP 240 Tobler keeps with him a belt pouch with 67 gp and a folded up Scroll of Remove Curse. In his cellar are 20 bottles of fine wine (10 gp each). At the bottom of his wardrobe is a small bag with 123 gp. Tobler, Human Magic-User 7: AC 1
TO
Tobler
Human Magic-User 7 • AC 11 • HP 16
B12. Cemetery building
The cemetery is centuries old, filled with simple tombstones of generations of Blackapple peasantry. Blackapplers avoid the cemetery at night. If the party enters the cemetery at night there is a 1 in 1d4 chance of one of the following encounters (roll 1d6 to determine the encounter): 1. Tobler the Taxidermist (B10) scouting out graves to animate dead. If seen, he will claim he was investigating a strange light. 2. Agatha (B2) sprinkling lichguard on freshly- dug graves. 3. Wicked children 1d3+1 digging up a grave to rob it. Their statistics are included in Random Encounters in Blackapple on page 10. 4. 12 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, ML 8, XP 10 ea. HP 5. 1d4+1 wild dogs from A1. 6. 2 Rot Vultures: AC 12, HD 2, #At 1 flogging, Dam 1d6, Mv 10' Fly 120', Sv F2, ML 10, XP 75 ea.
B13. Parents Of The “Wicked Children” building
Unbeknownst to the people of Blackapple, seven children from the village entered a magic mirror in Figwort Manor and are currently held in servitude in the underground Brugh by an Elf Lord. To avoid detection, the Elf Lord sent seven of his allies, goatfolk known as ibix, to replace the missing children in Blackapple (see Background on page 2). By donning magical pumpkin-shell masks, these ibix have changed their form to resemble each of the seven missing children. The ibix impersonating the first child, Arthur Figwort, has been taken to a local sanitarium (A2). Another two, Amelia and Bernard Goodall, are the children of the owner of Goodall's Fine Trading (B3). The other four children are each from less noteworthy families living in homes clustered in the northeast corner of Blackapple (B13). These children are: • Giles Weadley (age 12) • Philip Anvil (age 10) • Ursula Cooke (age 5) • Stevie Leeford (age 7) The disguised ibix are rarely home, instead out getting into mischief. Their statistics are included in Random Encounters in Blackapple on page 10. The parents of each child are at their wits' end. All are aware that something is deeply wrong with their children, and suspect they might not even be their real children. But they have no idea what to do or where to turn. If the PCs go to one of these houses to interview these parents, there's a good chance that a sibling will overhear the conversation and disclose that they saw what happened (once out of their parents’ hear
MA
Masquerading Ibix
Ibix • AC 11
B14. The Faehill building
Pronounced “fail” by the locals, the Faehill is an earthen mound on Blackapple's southern edge. It is obviously of artificial construction, as it rises fairly steeply to its 100 foot height and the land immediately around Blackapple isn't hilly. The Faehill has a 350-foot diameter at its base, which is ringed by 12 seven-foot standing stones placed at irregular intervals. If detect magic is cast the stones will radiate magic, though their use and purpose is unclear. If the characters begin mounting the hill they will be observed by the cu-sidhe that stands vigil there. If they approach the top it will issue a single, thunderous bark in warning. Anyone seeking to dig into the Faehill is immediately cursed (see Entering or Exiting the Brugh on page 23). If the character doesn't stop digging, after a minute of further digging roll again for another curse. Repeat as necessary. Cu-Sidhe (Special): AC 16(s), HD 1** (+2d8 hp enlarged), #At 1 bite, Dam 1d4 (2d4 enlarged), Mv 50’, Sv M1 (Elf bonuses), ML 9, XP 100 HP 15 (enlarged)
B15. Fairy Ruins building
100 feet up the slope of the Faehill the hill quickly levels off to form a circular top. In the middle of the hilltop are the ruins of the former citadel of a fairy lord (see “Background”). The top of the Faehill is surprisingly level. It covers a circular area around 120 feet in diameter. The hilltop is littered with large stones hewn of granite. This must have once been a large structure, easily the size of a large keep. The ruin's stones are now well-weathered and blanketed with lush soft mosses. The moss colors are striking, running from phosphorescent green to pitch black. On the edge of the ruins stands a little domed structure constructed of loose stones. The stone structure belongs to Billy Blurtweed, the Faehill's brownie caretaker. Billy prefers to observe the PCs while invisible or in the form of a deer or hawk. If he takes a dislike to the adventurers, they might hear his disembodied voice gently mocking them, e.g., “Ooh the great adventurers, so strong and brave! I wonder if they know what they're doing?” If Billy reveals himself, he appears as a grim little man with a bulbous nose and patchwork clothing. If the PCs approach the ruins, three giant centipedes will attack. There is nothing of value in the ruins or Billy's lair, and no amount of searching will reveal a way into the mound. Billy Blurtweed (Brownie): AC 19(m) (also invisible), HD 1**, #At 1 poisoned knife, Dam 1d2 + poison, Mv 30’, Sv M1 (with bonuses), ML 7, XP 49 HP 3 Giant Centipedes: AC 11, HD ½*
B16. Figwort Manor building
This ancestral home of the Figworts of Blackapple is distinguished by its multi-level granite construction. Its gray walls are covered with ivy and, unlike many of the other dwellings in Blackapple, its roof is of slate and in good repair. There is a small well and large woodpile behind the property. The ground floor includes a boot room, spacious kitchen, dining room, living room, study, and five closet-sized rooms for the servants: a butler, a maid, a cook, a gardener, and Arthur's nanny. The second floor houses the bedrooms of Lord Figwort, Lady Figwort, Arthur, Wylda, as well as a guest room. Conversing with the Figworts The Figworts will invite any interesting out-of- town visitors to the manor for dinner. If the PCs dine with the Figworts, the family will recount the recent trouble with their son Arthur, including a scandalous outburst in the chapel. To avoid further embarrassment, they sent the ibix-impersonating-Arthur to a nearby sanitarium, where he is under the care of the renowned Dr. Livinius (A2). Unfortunately, Livinius has hit an impasse with Arthur and has recently written to the Figworts requesting he be allowed to perform brain surgery to cure their son. Lord Figwort is open to the idea, but Lady Figwort is dead-set against it. She's even more alarmed that Dr. Livinius is refusing to release Arthur since he fears the boy is possessed by demons. The Figworts know Arthur is not himself, but have no inkling that the boy has been captured by elves and replaced
WY
Wylda Figwort
Human Thief 2 • AC 12 • HP 6
LO
Lord Figwort
Human
LA
Lady Figwort
Human
B17. Smithson The Leper building
Just outside Blackapple, along the road heading south, a man sits under a tree about 20 paces off the road. He catches your eye because of his distinctive clothing: a broad- brimmed black hat and red-hooded robe. His face and hands are deformed with bumps and open sores. He is missing his right hand. In his left hand is a large bell, which he rings wearily when he sees you. This is Smithson, a local man who foolishly tried to dig for buried treasure on the Faehill. For his efforts he was cursed with leprosy. If spoken to, Smithson will tell his story and discourage anyone from going to the Faehill. Contracting Leprosy Anyone coming within 5 feet of Smithson has a 1 in 1d4 chance of being exposed to leprosy. If this occurs, the PC should make a save vs. Poison or become diseased (Entering and Exiting the Brugh on page 23 describes the effects of leprosy). Smithson the Leper: AC 10, HD 1-1, #At 1 punch, Dam 1d3 (subdual) + leprosy, Mv 10', Sv F1, ML 7, XP 10 HP
SM
Smithson the Leper
Human • AC 10 • HP 5
dungeon Blackapple EnvironsOpen →
Wandering Monsters Outside Blackapple For every 30 minutes the players spend roaming the area around Blackapple, there is a 1 in 6 chance of an encounter. If the encounter occurs in a forest roll 1d12 to determine what it is; for outside the forest roll 1d8.
Wandering table (one 12-entry list; roll 1d12 in forest, 1d8 outside it): 1. Wereboar -- This female wereboar infected pigman Jack of Blackapple Village (B8). 2. 5 Clerics, Human Cleric 1 -- HP The Clerics are from the St. 3. Crazed Escaped Inmate, Human Normal Man -- HP Gnawing on a stick and cackling maniacally, this crazy fellow attacks the first person who makes eye contact. 4. 5 Goblins -- HP These goblins are trying their hand at petty racketeering. 5. Poisoned Poet, Human Normal Man -- HP A young poet has collapsed in some bushes and is groaning in pain. 6. 5 Wild Dogs -- HP The dogs are chasing a black cat who belongs to a witch (see #7 below). 7. Witch, Human Magic-User 5 -- Spells: charm person, sleep, levitate, continual darkness*, bestow curse* This old crone is in the area looking for her cat, who w 8. Boar -- 9. Ogre -- 10. Owlbear -- 11. Giant Hawk -- This giant bird will seek to surprise its prey, swooping down to grab and carry off the smallest person or beast in the party 12. 2 Dire Wolves -- Blackapple Environs Key Encounters
ROOMS • 5
A1. Wild Dog Lair room
This overgrown section of woodland serves as the preferred hangout for a pack of wild dogs that have been plaguing the pig farmers of Blackapple. The dogs are actually locals, having been persuaded by the cu-sidhe (a kind of “fairy dog”) of Faehill (B14) to harass the Blackapplers. Pigman Jack (B8) can point the PCs in the right direction if they want to collect dog pelts for money. 6 Wild Dogs: AC 14, HD 1+1, #At 1 bite, Dam 1d4 + hold, Mv 50', Sv F1, ML 9, XP 25 ea. HP
A2. Dr. Livinius' Sanitarium room
This large stone country house has been repurposed to serve as a small sanitarium. There's a front door and a back door, both locked with keys held by Livinius and his two assistants. The windows are barred. Four upstairs guest rooms have been converted into cells for Livinius' troubled clients. He currently only has three patients; the fourth recently escaped. The Sanitarium floor-plan map is on page 43. If the players knock on the door: The door opens to reveal a clean-cut, burly man in a white coat. He looks you up and down and then squarely at your face, waiting for you to speak. The burly man is an assistant. If the PCs impress him as being serious, he'll notify the master. But as a rule Dr. Livinius doesn't take visitors unannounced, so unless they have something interesting to say the door will be shut in their faces. Of course, if their business is related to the escaped lunatic, that would be an opening. If the madman is returned alive Livinius will reward the party with 185 gp and would be willing to grant an audience if they ask for it. If the GM wants to play up the role-playing, Livinius is always happy to discuss his practice for healing mental illness, which includes exorcism, leechcraft, and ad hoc brain surgery. The Case of Arthur Figwort Livinius is currently treating the boy Arthur Figwort for madness. Livinius has diagnosed the boy with “humoural imbalance caused by persistent category II demonic infestation”, the treatment of which requires brain surgery.
DR
Dr. Livinius
Human Cleric 3 • AC 12 • HP 16
A3. The Hen's Teeth Tavern room
Two miles into the forest along a narrow road called the Moribund Way there stands a small tavern. Around a bend in the road you come upon a large building of poorly-assembled pine boards. A breeze carries a boisterous tune from the tavern into the surrounding wood, smoke pours from the chimney, and the dirty windows are illumined by firelight from within. The sign outside has the words “Hen's Teeth Tavern” painted in large blue letters, below which is a crude depiction of a white chicken. If the PCs enter the tavern, they see: The tavern's common room has low ceilings, is covered in oak paneling, and features a large hearth and four tables (two long, two small). Mounted in the common room above the mantelpiece is a large painting showing a fox falling into a flaming pit while a chorus of chickens looks on approvingly. The only other decoration in the room is a large mirror behind the bar. The tavern's clientele is odd. There are about a dozen short humanoids here, each no more than five feet tall. Their upper torsos are Human, but their legs and feet are those of a goat. Their ears are also goat-like, and they sport short horns. This establishment is off the beaten track, and seldom visited by anyone other than fairy creatures and other forest dwellers (see Clientele below). It can serve the party as a safe place to stay. More importantly, the mirror behind the bar is one of two magical portals into the Brugh. Each night at the stroke of midnight the Elf Lord opens the porta
FL
Flynn the Innkeeper
Half-Elf Fighter 3 • AC 11 • HP 21
PE
Periwinkle Black
Brugh Elf Magic-User/Thief 3 • AC 14 • HP 9
A4. Shrine Of Confession room
The forest track ends in a small clearing housing an ancient shrine. The shrine is composed of three standing stones, two side-by-side and the third laying across the top, forming a primitive arch. Atop the standing stone shrine is a gigantic owl gazing at you. The owl is enchanted with high intelligence and the power of speech. When travelers enter the clearing, the owl entreats them to confess their sins. If the PCs refuse to confess, the owl attacks. If a person walks through the opening in the standing stones they'll be cured of poison or disease (as the spell cure disease). The leaf-covered forest floor surrounding the shrine barely conceals the bones of past victims and their possessions. Adventurers willing to sift through all this debris may find 23 gp, 214 sp, 261 cp, 1 silver holy symbol (worth 50 gp), a jade figurine (worth 250 gp), and (for really patient treasure hunters) hundreds of prayer beads worth a total of 8 gp. In addition, on a leather strap is an electrum pendant engraved with the image of a closed eye. The pendant is a magical Anti-charm Charm, which gives the bearer immunity to charm magics. Giant Owl: AC 15, HD 6, #At 2 claws, Dam 1d6, Mv 10' Fly 70', Sv F6, ML 9, XP 500
A5. Tenpenny Wood room
This relatively small woods to the east of Blackapple is best known for a rare variety of trees that grow within: Glowwood. Glowwood trees cast a dim phosphorescent light at night, and for that reason their wood is prized by timber merchants across the realm. The lumber from a single glowwood tree can fetch as much as 100 gp. The glowwood trees of Tenpenny Wood are of great interest to the Blackapple Merchants' Guild, who think they have finally found a way to get rich. Unfortunately, glowwood trees are also prized by stirge colonies, who love to nest in their branches. Anyone spending more than a few minutes near a glowwood tree will be beset by 1d10 stirges seeking to drive away the intruders. 6 Stirges: AC 13, HD 1*, #At 1 bite, Dam 1d4 + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, XP 37 ea. HP In addition, Tenpenny Wood is under the protection of a treant. For each tree that is harmed (e.g., by woodsmen), there is a 10% chance that the treant arrives to stop the “attack”. Treant: AC 19, HD 8*, #At 2 fists, Dam 2d6, Mv 20', Sv F8, ML 9, XP 945
NPCs HERE
TH
The Witch
Human Magic-User 5 • AC 11 • HP 16
dungeon The BrughOpen →
The Elf Lord and his cohorts live in a subterranean complex within an earth mound on the edge of Blackapple village. The earth mound is known locally as the Faehill, the underground complex is known as the Brugh. Entering or Exiting the Brugh The Elf Lord is trapped within the Brugh through powerful eldritch magic. Any attempt to enter the Brugh through normal magical means (e.g., a teleport spell) results in failure. There are no physical entrances to the Brugh from the outside. Anyone attempting to physically disturb (e.g. dig into) the Faehill to reach the Brugh will be cursed in one of the following ways (roll 1d4): 1. The character develops leprosy. Ugly sores develop on the PC's body and he or she loses 1 point of Constitution and 1 point of Charisma. Once per month the saving throw is repeated; failure indicates another point deducted from both ability scores. Reaching a Constitution of 0 causes death. The leprosy is permanent, but may be cured with a cure disease or dispel magic spell. (This curse befell Smithson at B17), 2. Deep wounds appear in the character's hands and he or she loses 1d4 hit points. 3. The character is struck by lightning, taking 3d6 points of damage (or half damage with a successful save vs. Spells). 4. The character faints, struck by a magical fever. The fever reduces them to 1 hit point and requires complete bed rest. For the next 24 hours, the l
ost hit points cannot be restored, even with a cure light wounds spell. After 24 hours the fever disappears and the character heals hit points as normal. There are only two ways to successfully enter the Brugh: 1. The mirror in Figwort Manor (B16). 2. The mirror in The Hen's Teeth Tavern (A3). Both of these mirrors function like normal, non-magical mirrors until the Elf Lord orders a mirror in the Brugh Coatroom (C1) uncovered. At that point the mirrors at B16 and A3 are both activated. When activated, the mirrors' reflective surface disappears and is replaced by an open doorway into the Brugh at C1. The only way out of the Brugh is via the magic mirrors in the Treasure Vault on Level 3 (C27). Illusions in the Brugh The entire Brugh is enchanted with a powerful illusion. The illusion makes the Brugh appear to be a beautiful, well-lit palace of polished marble filled with elegant people. In reality, it is a filthy, dimly lit underground complex filled with odd fairies and their ilk. Immediately upon entering the Brugh each PC must make a save vs. Spells with Intelligence bonus added. A failed save indicates that throughout his or her time in the Brugh, the adventurer will always see the illusory version of the place, while a successful save will show the actual state of things. This saving throw should only be made once, upon the PC entering the Brugh. Each area in the Brugh is subject to this dual, illusory nature. For keyed areas in which the illusory vs. real appearance mig
ROOMS • 27
C1. Coatroom room
For PCs entering the Brugh via a magic mirror at Figwort Manor (B16) or the Hen's Teeth Tavern (A3), read the following: When you touch the mirror, your surroundings dissolve and you find yourself in a different place altogether, a small hallway in a great building. To the left of you the hallway opens into a large room. To the right of you is a door that is closed, but the top half of it features a panel that is slid open. The room behind this door appears to be a closet full of hanging cloaks and coats. A face appears in the doorway's panel, apparently that of the coatroom attendant. PCs who failed their initial save vs. Spells see the following: (ILLUSION): The coatroom attendant is dressed sharply in a dark gray coat with large brass buttons. He is a man of about 30, with chiseled features and a calm, unassuming demeanor. He politely welcomes you to “my lord's palace” and asks if he can take your cloaks, baggage, or anything else encumbering you. PCs who succeed their initial save vs. Spells see the following: (REALITY): The coatroom attendant is dressed in a shabby dark gray coat. He wears no pants, but this is hardly remarkable as his head and lower half appear to be that of a mangy-haired black goat. This little goatman stands about 4 feet tall. He politely welcomes you to “my lord's palace” and asks if he can take your cloaks, baggage, or anything else encumbering you. The ibix coatroom attendant will take any items offered to him and in return give a numbered ticket.
C2. Reception Lounge room
This space was designed as a receiving area for the Brugh's visitors. PCs who failed their initial save vs. Spells see the following: (ILLUSION): A luxurious reception lounge extends out 15 feet from the coatroom and then expands out in either direction, giving the lounge a total width of about 50 feet. Scattered throughout the area are a smattering of plush sofas, armchairs, and coffee tables. The place smells faintly of perfume. You hear distant sounds of music and people talking and laughing; it sounds like a party. The sounds seem to emanate from a balcony that appears ahead of you, just to the right. Facing the balcony entrance is an extremely realistic life-sized (12 feet long) bronze statue of a crocodile. PCs who succeed their initial save vs. Spells see the following: (REALITY): A dimly lit room extends out 15 feet from the coatroom and then expands out in either direction, giving the area a total width of about 50 feet. Scattered throughout the area are a smattering of cheap sofas, armchairs, and coffee tables, all well-worn and in a state of disrepair. The place smells musty. You hear an odd cacophony of terribly-performed music and various animal sounds: barking, braying, and bellowing. The sounds seem to emanate from a balcony that appears ahead of you, just to the right. Facing the balcony entrance is an extremely realistic life-sized (12 feet long) bronze statue of a crocodile. The statue is magical, and can be animated with a simple command by the Elf Lord or
C3. Royal Balcony room
The door to this private, royal balcony has been wizard locked. This balcony overlooks the Ballroom (C12). A pair of padded armchairs are sometimes occupied by the Elf Lord and Moth-in-Water. From this vantage point one may watch the festivities below. If the PCs enter the balcony and look down at the Ballroom you may read the description for (C12)
C4. Game Room room
This spacious room serves as a game parlor for the Elf Lord and his guests. The walls and ceiling of the room are painted a garish green hue. Upon each of the four walls hang four 5- by 8-foot tapestries. The tapestries depict striking scenes of a lordly Elf and several Elf companions at their leisure. ▪ In the first tapestry, the Elves are hunting a Human maiden in woods. ▪ In the second, they are roasting the Human maiden on a spit. ▪ In the third tapestry, a bare-chested Human male is in a bare-knuckled boxing match with an upright bear, while the party of Elves look on. ▪ In the fourth tapestry, the Elf Lord is jousting with a Human knight. Both jousters have no helms, and the Human is blindfolded. The room is also furnished with a pool table and dart board. There are five individuals in the room with you: all are pale Elves with wild, unkempt dark hair. Two Elves are playing darts while another watches. Two other Elves are playing pool. All stop what they're doing and look at you. When the PCs enter the room, the Elves pause to welcome them and insist they join in the game of darts. The GM can adjudicate the game by having a player and alternately an Elf each perform a set of ranged attacks. Each participant throws three times. In elf-darts, there is only a bulls- eye worth 50 points and the rest of the board worth 10 points. Aiming for bulls-eye requires a successful ranged attack roll of AC 18l the rest of the board is AC 13. Brugh Elves are notoriously bad sports. At
C5. Library room
Each of the walls in this room are lined with bookshelves, and the shelves are stuffed with books. It's all for show, as no one in the mansion is inclined to reading, and the room is always unoccupied. The only other item of interest is an ebony table in the center of the room, upon which is a sheet of glass covering an ancient map of the forest west of Blackapple. In fact, the entire library is comprised of the Annals of Jonathon Weadley, Volumes I- MMMCCCLIX. Each volume describes in excruciating detail the daily affairs of Mr. Weadley, a charcoal burner who died 20 years ago. The collection is worthless except to the impoverished Weadley family of Blackapple (13a), who will pay 8 sp for it. The volumes are completely out of order. The final, 3,359th volume in the series is on the top shelf of the wall facing the door. If that volume is pulled from the shelf, the bookshelf on that wall opens to reveal a secret passageway down to Level 3 of the Brugh. The map on the table is ancient and worth 16 gp to a sage or collector of such things.
C6. Fungal Bluehouse room
Note: This area is one of the four possible locations of the Elf Lord (see “Denizens of the Brugh” on page 24). Unlike other chambers in the mansion, this roughly-circular cavernous space has unfinished walls. The scene before you is astounding. The majority of the cavern floor is covered with a wide variety of enormous, outlandish fungi. Enormous chantarelles, death caps, brown jellies, amethyst deceivers, and blue turkey tails flourish throughout. Some fungi are luminescent, giving the entire area a blue glow. Some distance off you can see what appear to be an over-sized black moth with a one-foot wingspan. Winding through the fungi beds are 5’-wide paths of stone slab: a main path that traces the circumference of the cavern and eight more that serve as spokes leading from the main path to a white gazebo at the center. As one enters the room from the doorway in the northwest corner, to the immediate left stands a small table upon which is a crystal carafe filled with a clear liquid and six goblets. This weird cavern serves as a large bluehouse (a “bluehouse” is a Brugh Elf invention serving a function similar to a greenhouse, but dedicated to the cultivation of fungi as opposed to vegetation). The crystal carafe and goblets are worth 28 gp as a set. The liquid in the carafe is a lingonberry liqueur infused with a psychotropic compound. A few minutes after drinking the liqueur, the imbiber will feel a strange vibration coursing through their spine, at which point they will b
GI
Giles Weadley
Human Gardener • AC 11 • HP 3
C7. The White Lady room
PCs who failed their initial saving throw vs. Spells see the following illusion: (ILLUSION) The octagonal gazebo in the center of the bluehouse is bone white. In fact, it is carved out of a single piece of ivory. Its sole inhabitant is an elegant lady sitting upon a plush armchair. She has long black hair and wears an elegant white silk gown and pearl necklace. Rose petals litter the ground around her feet. As you approach, she outstretches a hand toward you, as if asking you to kiss it. PCs who succeed their initial saving throw vs. Spells see the following: (REALITY) The octagonal gazebo in the center of the bluehouse is constructed of pinewood painted bone white. Its sole inhabitant is an emaciated, gray-skinned female sitting upon a simple chair. She is bald and wears a threadbare white cotton smock with, incongruously, a pearl necklace. Human bones litter the ground around her feet. As you approach, she outstretches a hand toward you, as if asking you to kiss it. The lady is a ghoul. Her pearl necklace is worth 750 gp. Ghoul: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', Sv F2, ML 9, XP 100 HP
C8. Guest Room room
This room will be offered to any of the Prince’s favored guests, which includes the party if they've had a positive interaction with him. The room contains a couple double beds, a chair, and a nightstand upon which is a single candle. In the drawer of the nightstand is a copy of Goodbody’s Book of Prayer, with all references to the deity redacted in black ink.
C9. Guest Room room
This is a second guest room, furnished identically to C8.
C10. Ambassador Of The Mushroom room
PEOPLE: This is a third guest room, but unlike C8 and C9 this room is occupied. The door is locked from the inside. If the PCs knock the door will open, unless there have been sounds of violence outside. If the door does open: The room contains a couple double beds, a chair, and a nightstand upon which is a single candle. In the middle of the room stands a bright orange, 3-foot tall mushroom. This enormous mushroom has short, stubby arms and legs. Its eyes stare at you with something like trepidation. This creature is a mushroom man (see New Monsters at the end). It is assigned to represent its nation, the Mushroom People, to the Brugh. The mushroom man is peace-loving and will only fight if attacked. He cannot communicate The room has no treasure. In the drawer of the nightstand is a copy of Goodbody’s Book of Prayer, with all references to the deity redacted in black ink. Mushroom Man: AC 13, HD 3, #At 1 claw or spores, Dam 1d6 or spores (see below), Mv 40’, Sv F3, ML 7, XP 145 The spores attack require everyone in a 10-foot radius to save vs. Poison or face effects similar to a confusion spell.
C11. A Prince Among Frogs room
This room is luxuriously furnished with a well-crafted bed, night table, and armoire. Upon a gold-threaded pillow on the bed sits a green frog with a miniature gold crown upon his head. The frog is sentient and can speak, introducing himself as the prince of a faraway kingdom. He relates that he’s been enchanted by mischievous fairies, but if a fair maiden (or a plain maiden, or a man, as he is not that picky) will bestow a kiss upon his lips, the enchantment shall be broken. He promises that if freed from the spell and restored to his kingdom, his father, the king, will award the party with thousands of gold coins. In fact, the frog is no prince at all and is only remarkable in that he can speak and has poisonous skin. Anyone kissing the frog must save vs. Poison or be wracked with pain for the next 12 hours. A person in this state is completely incapacitated and for the duration is useless for adventuring. The frog will apologize profusely for such a turn of events, claiming that the kiss must have required true love to work. The frog has 1 hit point and no means to attack or defend itself. The only treasure here is a dainty miniature gold crown worth 4 gp. Brugh Level 2
C12. Ballroom room
The ballroom is a large chamber 70 feet long, 50 feet wide, and features 40-foot high vaulted ceilings. Weirdly, seven ash trees grow up from the room floor. The ceiling features hundreds of tiny lights, giving the appearance of stars. This gives the confusing impression one is in something closer to a forest than a ballroom. At all times the room is populated by enchanted beasts who dance in a circle, all “singing” after their fashion. PCs who failed their initial save vs. Spells see and hear the following: (ILLUSION): Delightful, upbeat music wafts through the air, and with the music are a dozen men and women in the finest clothes dancing with grace and elegance. PCs who succeed their initial save vs. Spells see and hear the following: (REALITY): Shuffling around the room are an odd assortment of animals, big and small. The strange company includes a dozen beasts: cats, dogs, an elk, a donkey, a cow, a goat, a goose, and a weasel. The animals are all making noise after their fashion, and the meowing, barking, braying, bellowing, mooing, bleating, and honking is truly something to experience. Visitors will be ignored or politely tolerated, but if the PCs make trouble the illusion will be dispelled and the entire room of animals will attack. The animals will not pursue enemies beyond Level 2. 4 Cats: AC 15, HD 1d2 HP, #At 1 bite, 1 scratch, Dam 1d2 bite, 1d2 scratch, Mv 40', Sv F1, ML 6, XP 10 ea. HP 2 Dogs: AC 14, HD 1+1, #At 1 bite, Dam 1d4 + hold, Mv 50', Sv F1, ML 9, XP 2
UR
Ursula Cooke
Human Musician • AC 11 • HP 1
C13. Dining Hall room
Note: This area is one of the four possible locations of the Elf Lord (see “Denizens of the Brugh”). The walls are paneled with oak and a large chandelier hangs from the ceiling. A 15-foot long oak table can seat up to 16, suitable for banquets and entertaining the best people. At the head of the table sits a tall thin Elf dressed in green. His hair, like that of the other Elves at the table, is a complete mess. His eyes appear completely white with tiny black pupils. Standing next to the man in green is a figure in a black jester's outfit, juggling three swords. Upon your arrival he stops juggling and smiles warmly. Also seated at the table are seven more Elves and two short goat men. All are well-dressed, sporting matching gray cloaks over shirts of chain armor. In addition to those seated at table, there are a total of two servers. Each wears a smart blue vest, gray jacket, and powdered wig, but they appear to be mere Human children. The man at the head of the table motions for you to join them. Moth-in-Water will stand and introduce himself and the others. The Elf Lord is only called by his title. The party isn't forced to join the dinner, but if they refuse the next time they see the Elf Lord they must make a reaction roll at -3. If the party does join the dinner, with Moth-in- Water acting as translator, the Elf Lord will ask the party about themselves. When role-playing the Mirror Man, keep in mind that he is very arrogant and a little mad. He may become fixated on odd
C14. Server Area room
Little more than a glorified hallway, this area is for the waitstaff to serve guests in the adjoining Dining Hall (C13), Ballroom (C12), and Smoking Room (C15). At present, one ibix server and one Human child server (Philip Anvil of Blackapple) loiter in the area. The dumbwaiter on the south wall receives food and drink from the Kitchen (C21) on Level 3 below. If the PCs examine the dumbwaiter: A sliding panel on the south wall reveals a 3- foot by 4-foot space. There's no floor to the space. A crankshaft to the right of the panel suggests this is a large dumbwaiter for receiving food from a kitchen below. The dumbwaiter can only support a maximum weight of 200 lbs; there's no sign to indicate this limit. The characters may use the dumbwaiter as an elevator between Level 2 (14a) and Level 3 (21a). If so, the GM should determine whether their weight exceeds the carrying capacity (taking into account the weight of armor). Also, the GM should consider that one person must operate the crankshaft at 14a or 21a. Ibix Server: AC 11, HD 1, #At 1 butt, Dam 1d6, Mv 40', Sv F1 (Dwarf bonus), ML 8, XP 25 ea HP Blackapple Child Philip Anvil, Human Server: AC 11, HD ½ (1d4 HP) #At 1 fist, Dam 1d2 (subduing), Mv 40', Sv NM, ML 7, XP 10 HP
PH
Philip Anvil
Human Server • AC 11 • HP 3
C15. Smoking Room room
The smoking room features marble floors, oak-paneled walls, a large chandelier with burning candles, and four comfortable- looking armchairs facing each other. A suit of full plate armor stands holding a halberd (polearm) in the southwest corner. Two large paintings hang on the wall facing the door. Both show scenes of armed men fighting a large beast with the head of a lion, body of a crocodile, and wings of an eagle. In the left painting, the Humans appear to be winning. In the right painting, the beast has the upper hand. The room is unoccupied. The paintings are worth 10 gp each. The polearm and armor are both usable. The armor is Human-sized and worth 1,500 gp. If worn it provides AC 19.
C16. Servant Quarters room
The walls of this area are of crudely-hewn stone. This area includes sleeping quarters full of bunks for the Brugh's servants. It is currently unoccupied, as the servers don't get much rest. There is nothing of value here, but a search will reveal a sling belonging to Bernard Goodall (currently at C13). There is also a stuffed cloth doll belonging to Ursula Cooke (currently at C12a).
C17. Pool Of Love And Drowning room
This room is dominated by a pool. The floor extends 5 feet from the entrance side. The pool takes up the remainder of the room (25 feet), sloping from a depth of 3 feet at the western edge to 12 feet at the far end of the pool. PCs who failed their initial save vs. the Brugh's illusion see the following: (ILLUSION): Within the pool of sparkling clear water swim two sea elf maidens, merrily splashing in the water. They motion for you to join them for some good clean aquatic fun. PCs who succeed their initial save vs. the Brugh's illusion see the following: (REALITY): Within the pool of murky, putrid water swim two grotesque green frogs. They are enormous, weighing about 250 lbs. One of the frogs opens a gaping maw and lets out a loud “CRRRRRROOOOOAK!!!”. The bottom of the pool is littered with 9 moonstones, each worth 50 gp. 2 Giant Frogs: AC 13, HD 2, #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, Mv 30’ Swim 30’, Sv F2, ML 6, XP 75 ea. HP Brugh Level 3
C18. The Pit room
When the Elf Lord tires of people, he has them brought to his Dining Hall and thrown into the pit at C13a. The fall from the pit opening on Level 2 to the floor of C18 on Level 3 is 14 feet, so any victim will take 1d6 points of falling damage. Those who find themselves at the bottom of this pit are not alone. The Elf Lord keeps a tentacle worm at the bottom of the pit to provide entertainment for his dinner guests above. Aside from the pit opening in the ceiling, the only other way out of the pit is a secret door in the south wall. It is only three feet wide, which would allow a small or medium-sized creature to squeeze through, but not the tentacle worm. In a corner of the pit is a small dust-covered pouch holding four gems: three amethyst worth 100 gp each, and one greenstone worth 75 gp. Tentacle Worm: AC 13, HD 3*, #At 6 tentacles, Dam paralysis, Mv 40', Sv F3, ML 9, XP 175
C19. False Door Trap room
The doorway in this hallway appears like any of the others in Level 3, but it opens to nothing but the wall behind it. A minute after touching the doorknob, the PC who opened the door feels a burning sensation in his or her hand and must make a save vs. Poison or suffer 1d6 points of damage five minutes later. A pair of gloves would prevent exposure to the contact poison.
C20. Cold Storage room
When you open this door you feel an icy blast. Within this small chamber you see frozen meat hanging from meat hooks and other perishables like cheeses, eggs, and fish. If the party enters, read this: Though it wasn't initially noticeable, you now see a 3-foot tall creature with blue skin and wings tucked into the southwest corner of the room. The creature stands watching you, but does not move or make a sound. The extreme cold seems to be emanating from this creature. The creature is an ice devil (infernal) who made an ill-considered bargain with the Elf Lord and is now stuck in this room, providing refrigeration. The ice devil is imprisoned by a thin line of magical salt poured in a circle around the devil. If anyone makes a break in the salt circle, the devil is released. Ice Devil: AC 18, HD 3**, #At 1 claw + special, Dam 1d3 + 1d4 cold, Mv 30' Fly 50', Sv F3, ML 9, XP 205
C21. Kitchen room
The smell of onions and boiled meat greets your nostrils. This large room is furnished with a stove, two ovens, two tables, and counters along the walls. Pots, pans, and other utensils hang from hooks. A large plump female human flits to and fro, barking orders at a small human boy no older than seven. The Elf Lord's cook is the only human in the Brugh staying here of her own free will. She enjoys the prospect of an eternity catering to the Prince’s eclectic culinary whims. If she believes the PCs are here to upset the status quo, she will ferociously attack, first by throwing kitchen knives and then by wielding a large frying pan. The room has no treasure, unless you count three blueberry pies cooling on a table. The sous-chef is little Stevie Leeford of Blackapple (13d). He has a golden thread tied around his left ankle that keeps him in a charmed state. Cook: AC 11, HD 1d6 HP, #At 1 frying pan, Dam 1d4, Mv 40', Sv NM, ML 8, XP 10 HP Blackapple Child Stevie Leeford Sous Chef: AC 11, HD ½ (1d4 HP), #At 1 knife, Dam 1d3, Mv 40', Sv NM, ML 7, XP 10 HP C21a. DUMBWAITER (LEVEL 3): A sliding panel on the south wall reveals a 3- foot by 4-foot space with no ceiling. A crankshaft to the right of the panel suggests this is a large dumbwaiter for sending food from the kitchen to the upper level. The dumbwaiter can only support a maximum weight of 200 lbs. There's no sign to indicate that. The characters may use the dumbwaiter as an elevator between Level 2 (14a) and Level 3 (21a). If
ST
Stevie Leeford
Human Sous Chef • AC 11 • HP 3
C22. Pantry room
This is a kitchen pantry. The shelves are stocked with things one would expect to find in a pantry: sacks of flour, jars of pickled vegetables, jars of jam, smoked ham, honey, salt, and other dry goods. The largest jar is labeled “Blackcurrant Confit”, but is in fact holding a tiny black pudding: Black Pudding: AC 14, HD 1, #At 1 pseudopod, Dam 1d4, Mv 40’, Sv F1, ML 8, XP 25 HP
C23. Wine Cellar room
This unlit room is stacked with rows and rows of bottles of wine of several varieties. The wine is of a good vintage. Each of the 96 bottles should be worth 30 gp, but is enchanted so that when it is removed from the Brugh it is magically transformed into swamp water. As Elves and ibix cannot be trusted around alcohol, the Elf Lord has posted a guard: Arthur Figwort of Blackapple. Arthur is equipped with plate armor, shield, and shortsword. Tied around his ankle under his armor is a magical gold thread, keeping him in a charmed state. Blackapple Child Arthur Figwort Wine Cellar Guard: AC 18, HD ½ (1d4 HP), #At 1 shortsword, Dam 1d6, Mv 40', Sv NM, ML 7, XP 10 HP
AR
Arthur Figwort
Human Wine Cellar Guard • AC 18 • HP 3
C24. Moth-In-Water's Chamber room
This is the room of Moth-in-Water, the Elf Lord’s jester, confidant, and majordomo. Its heavy oak door is always locked, the only key being in Moth-in-Water’s pocket. The room is opulently furnished but extremely dusty, as Moth-in-Water is almost always with the Elf Lord or out performing errands. A large ebony wardrobe is full of vestments suitable for a noble’s right-hand man. It includes a suit of Elf-sized purple Plate Mail +1.
MO
Moth-in-Water
Brugh Elf
C25. Elf Lord's Chamber room
Note: This area is one of the four possible locations of the Elf Lord (see “Denizen's of the Brugh”). The hallway ends with this finished 20-foot by 30-foot subterranean chamber. There is no furniture except for a large four poster bed. The floor is covered with 9 large ornamental rugs. This room is where the Elf Lord comes to rest. The rugs are of expert craftsmanship, woven of satyr hair, and dyed with intricate, multi- colored patterns. Each is worth 40 gp and surprisingly light (15 lbs) given its size.
TH
The Elf Lord
Brugh Elf Magic-User 5 • AC 14 • HP 18
C26. Dungeon room
PCs who failed their initial save vs. the Brugh's illusion see the following: (ILLUSION): The door opens to a wide expanse of clover-covered fields under a bright sun and cloudless sky. A white unicorn stands in the distance. PCs who succeed their initial save vs. the Brugh's illusion see the following: (REALITY): The door opens to a filthy, dank room furnished with instruments of torture. In the center of the room is a rack, next to which is a table holding pincers, pliers, manacles, and a serrated blade. An iron maiden stands in the right rear corner of the room. This apparent torture chamber is unoccupied except for, inexplicably, a large brown horse. The horse, named Master Ned, is being kept here as a punishment for having looked at the Elf Lord sideways. Although he was once the Elf Lord's war steed, Ned is fed up with his former master. If treated nicely, he will willingly follow and serve his liberators. He is happy to discuss any of this with the party because, of course, he's a fairy creature with the power of speech. Master Ned (Talking War Horse): AC 13, HD 3, #At 2 hooves, Dam 1d6, Mv 60' (10’), Sv F3, ML 9, XP 145
C27. Treasure Vault room
This room is accessed via a secret door in the Dungeon (C26). The walls of this room are bare and the room is unfurnished aside from three chests in the center and what appears to be several standing mirrors lined up along the north wall. Each mirror is covered with a black sheet. These magic mirrors are the only way to leave the Brugh. The three chests hold the Elf Lord's most treasured possessions. The key to unlock these chests is on his person. The first chest holds the following: • 540 sp • 1,702 cp • 8 moonstones (value 50 gp each) • Matching pair of gold bracers bejeweled with obsidian stones (value 120 gp each) • Wand of Moss Oak (2 charges). This powerful magic item casts raise dead, as the Cleric spell, but with side- effects. The raised individual comes back insane (the GM should determine the type of insanity) and, in most cases, hostile toward the person who raised them. The insanity can be removed with a remove curse spell. The second chest holds: • 1,354 gp • Gold ring inset with a large emerald (worth 1,020 gp) • Potion of Control Giant • Rod of the Centipede (cursed). This 2- foot long rod is jet-black and made of an unknown metal. When activated it transforms into a giant centipede that will immediately attack the wielder. Giant Centipede (activated rod): AC 11, HD ½* (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 13 The third chest holds: • 2,300 cp • 800 gp • Gloves of Naughtiness and Sauciness. These enchanted gloves give a 20% bonus to attempt
How to use
- Town: Add buildings as children → attach NPCs to buildings. Everything one hop away.
- Dungeon: Add rooms as children → upload map on dungeon detail → click to pin monster/trap/treasure (linked to Codex).
- Next: CRUD forms (no player/GM split) — you asked for single view, so edit is always allowed.