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Blacktop Vale Footprints 22

Blacktop Vale
In the following work, the clan’s efforts to repel further human
appendix is Open OSRIC™ encroachment. Relations between Ord-
Content/Open Game ovar’s clan and neighboring human
Content. All content realms were often tense before Dolgrim
apart from that in the moved into the region, but in recent
appendices is Product Identity. years negotiations conducted within
Permission is granted for you to the warlock’s great hall proved quite
reproduce this work for personal, efficacious: lightning strikes timed to
noncommercial use. underscore the dwarven emissaries’
demands tended to bring results. Over
by Steve McFadden
the course of a decade, Lord Ordovar
Advice on Using This Work became quite pleased with his sorcerous
ally.
This adventure is to be used on a
drop-in basis for a small party of Dolgrim’s tower was recently damaged, how-
1st and 2nd level characters ever, in an incident that occurred three weeks
campaigning in or near a suitable before the player characters’ presence in the sur-
mountain range.The action takes rounding mountains. During that terrible event
place during the last stages of winter Dolgrim mysteriously disappeared, and his tower sud-
within a mountain valley. denly slumped and shifted, killing Aeric, his lone appren-
tice. Even more devastating, after days spent searching for
Play-testing was done with a party of 1st and 2nd level
their master and attempting to recover the apprentice’s
characters in possession of two minor magic weapons, sev-
body from its resting place, Dolgrim’s dozen retainers
eral silver daggers, and a dozen silver-tipped arrows; the
and servants were set upon by an army of goblins and
silver weapons were present because the party had reason
svartlings that had been scouting the area. Seeing that
to believe a lycanthrope was in the region. That group fell
Dolgrim’s tower was in distress, and already preparing
nicely into the blockhouse trap but just managed to escape
for their springtime raids, the humanoids immediately
the wererat’s clutches. Sweeping through Dolgrim’s Tower
shifted their objective and attacked Blacktop Vale. Thus,
after a week spent hiding and recuperating, the party
only four days after the mysterious incident Blacktop Vale
managed to recover the Elven Mirror of Lifetrapping
was sacked by a humanoid army that killed the valley’s
and determine what had occurred in the Blacktop Vale but
remaining inhabitants and razed all of its wooden struc-
missed much treasure and lost two characters.
tures. Presently, a small contingent of goblins resides in
Background the tower, and the bulk of the raiders have moved on to
their seasonal raiding.
The domain of Dolgrim the Warlock is a high mountain
valley nestled below Blacktop Peak, an 11,000 foot moun- Circling above the devastation is Syl, Dolgrim’s raven
tain capped by a massive, granitic dome. Small streams familiar. Whether because of confusion or sorrow, the war-
course around the mountain’s eastern and western slopes lock’s intelligent companion is visibly agitated and will be
and then converge just south of its base. Nearly dry in observed to periodically leap into the sky, circle about the
autumn and winter, the resulting brook cuts down the cen- tower for a few minutes, and then settle itself fitfully upon
ter of Blacktop Vale before meandering through the sur- the edifice’s broken battlements.
rounding mountains and becoming a tributary of a major At the GM’s discretion, the characters may be stopped just
river system. Water is plentiful in the warlock’s valley, and short of Blacktop Vale by Grüldin Fasselstock, a member of
a dozen cattle and a herd of goats are afforded sufficient Lord Ordovar’s clan and a friend to Dolgrim the Warlock.
grazing on its pastures. Grüldin arrived at the scene two days before the party and
Coming across the treeless, lightning-blasted mountain is convinced that the warlock’s familiar is acting strangely
a dozen years earlier, Dolgrim identified the place as an because Dolgrim is still inside. Grüldin would have already
energy nexus and endeavored to erect a small tower below assaulted the tower and attempted to free his friend, but
it. From such a base the magic-user could study the power the youngish dwarf realized that he would never have
unleashed by thunderstorms and learn how to siphon been able to succeed alone. With the PCs’ arrival, Grüldin
away some of the electricity that frequently hammers the sees an opportunity to free Dolgrim from the clutches of
mountain. The warlock parlayed with Ordovar, the dwarf the goblins that have invaded the tower.
lord who held dominion over Blacktop Vale, and eventu-
From the edges of the valley’s forest, the PCs will espy
ally gained permission to construct a tower there. With
the warlock’s tilting tower in the center of Blacktop Vale,
Ordovar’s thanes helping in its construction, Dolgrim’s
canted fifteen degrees to one side. Some of the fortifica-
tower was erected in less than a year’s time.
tion’s merlons have crumbled and fallen to the ground,
In return for the dwarves’ permission and help, Dolgrim and in the light snow that covers the valley the PCs can
swore oaths to their clan, promising to protect the stout make out hundreds of goblin-sized footprints. It is clear
folk’s southern borders and to act as an intermediary in the that a horde of the creatures recently rampaged through
24
Footprints 22 Blacktop Vale

the valley and slew everyone residing there. Dolgrim’s Random Encounters in the Lowlands
familiar is visible atop the tower and appears to be acting
During the first three days of travel things should be fairly
much like a dog with a nearby, distressed master.
uneventful, as few things move about the wooded foothills
This adventure is broken into three parts: in late winter. There is only a 33% chance each day and
each night of encountering anything interesting, but if an
1. A wilderness journey through untamed foothills to encounter is determined roll a d8.
Blacktop Vale.
1. Bugbear Hunters (3): AC 5; MV 90′; HD 3+1; hp 16,
2. A trap encounter at a human outpost. 14, 13; #AT 1; D 2d4 (thrown spear) or 1d10 (bardiche);
3. Ridding Dolgrim’s tower of the vermin that infest it SA surprise 50% of the time; SZ L; ML 13; AL CE
while attempting to discover what happened to the The party comes across a trio of bugbears that attempt
warlock. to ambush the characters near one of the region’s end-
A Possible Hook less stream-carved gulleys.
2. Rotting Skull Svartlings (5): AC 8; MV 90′; HD 1-1; hp
Your party has been hired by a local herbalist-arcanist 4, 4 (javelin + knife), 3, 3, 3 (short bow + knife); #AT 1;
to deliver a supply of pastes and powders to Dolgrim D 1d6 (javelin) or 1d4 (short bow) or 1d4 (knife); SZ S;
the Warlock at least a week before the year’s vernal ML 11; AL CE
equinox. Dolgrim requires the spell components to cast
a divination that can only be performed on the first day This group has been sent out by the wererat and is
of spring so, to ensure timely delivery of the coffer, he scouting for targets to raid come spring. They will
has entrusted your party with the task. launch missiles at a party if it seems advantageous,
but will retreat at the first sign trouble (new OSRIC™
The coffer is emblazoned with Dolgrim’s ring-and-light- creature, see description in the adventure Lake of Sor-
ning bolt sigil, reminding the PCs of the warlock’s affinity rows in Footprints #21).
towards electricity (if requested, make a rendering of Dol- 3. Crushed Skull Goblins (7): AC 8; MV 120′; HD 1-1;
grim’s sigil for the players, see sketch in Part 3). hp 5, 5, 5 (short bow + knife) 3, 3, 3, 3 (javelin + knife);
#AT 2 (short bow) or 1 (javelin or knife); D 1d4 (short
Setting out three weeks before the advent of spring, bow) or 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL LE
with snow and ice still crusting the ground, your party
Missing the sack of Blacktop Vale, the Crushed Skulls
plans to make haste and spend less than two weeks get-
are determined to get an early start on their springtime
ting to the warlock’s domain of Blacktop Vale, for Dol-
raiding. The seven goblins possess few items of worth
grim’s plans may be put into jeopardy if you dawdle.
but do have an assortment of agate and glass beads
Although Dolgrim is an old friend of Master Willim, no
(2sp) and silver-trimmed bracers (3 sp) among them.
sane man would anger a mage who can reputedly fling
lightning bolts from his fingertips. 4. Pack of Wolves (8): AC 7; MV 180′; HD 2+2; hp 10, 9,
9, 8, 8, 7, 7, 6; #AT 1; D 1d4+1 (bite); SZ S; ML 12; AL N
Part 1: Journey to the Blockhouse
The party has attracted a pack of plains wolves. If a
Departing from the nearest village, the party will be trav- wolf is killed the pack will immediately retreat. The
eling through late-season snow drifts and ice melt, along treated pelts of plains wolves may be sold for 3 sp each.
an ill-kept road that is designed for the passage of mule
5. Mountain Lion: AC 6; MV 180′; HD 3+2; hp 14; #AT
trains rather than wagons. Forty miles separate the village
3; D 1d3/1d3/1d6 (paw/paw/bite); SA rear claws will
from the blockhouse that represents the northernmost
do an additional 1–4/1–4 damage if both font paws
border of the local lord’s domain. Under such conditions,
successfully hit, springs 30′; SD surprised only on a 1
it should take the party five to seven days to slog through
in 6; SZ M; ML 13; AL N
the winter forest and reach that checkpoint. The GM can
encourage the party to head for the blockhouse rather The mountain lion attacks a lone character or mount
than skirt around it through some ploy, such as a promise in the early morning or evening. The lion attempts to
to pay the party for delivering missives to its commander, strangle the target, dragging it away quietly. If treated
Sergeant Bordal. Of course, the GM should press and cured, the mountain lion’s pelt may be sold for 5
the players, hastening them along while simul- sp.
taneously making it difficult for their party to 6. Halfling Scouts (5): AC 7; MV 120′; hp 5, 4, 4, 3, 3;
reach the Vale on time. #AT 2 (short bow) or 1 (knife); D 1d6 (short bow) or 1d4
The GM can complicate things further by hav- (knife); SZ S; ML 11; AL LG
ing the weather turn foul, which will have a This troop of halflings holds a neutral attitude toward
25% cumulative chance of making characters the region’s humans and will parley with a party that
sick for every 24-hour period spent in it (i.e., does not act with hostility. Sharing information about
a 50% chance the second day, 75% chance recent humanoid and bandit movement, they will
on the third and 100% on the fourth). mention that goblins and bugbears have been seen in
Instances of such mundane sickness will the vicinity, along with a group of human bandits. The
temporarily reduce each of a charac- halflings put a premium on goblin and bugbear ears
ter’s STR, DEX, and CON scores by two and are willing to pay 1 sp for a set of goblin ears, 5 sp
points for three consecutive days. for a set of pointy bugbear ears.
25
Blacktop Vale Footprints 22

7. Baba Volgra, the Gypsy (MU3): AC 10; MV 30′; hp 7; bandit camp. These include a chalice destined for a
#AT 1 or spell; D 1d4 + poison; SA dagger coated with local temple (10 gp), a salver stolen from a lord’s table
a weak paralytic poison (save at +2 or paralysis for 1 (15 gp), and a delicate lantern intended as a gift from
turn), spells—mending, unseen servant; scare; SZ M; ML the local lord to his king (50 gp). The bandit also has
13; AL CG a coffer full of vellum dispatches and records that are
signed and stamped by various regional merchants
Gypsy Family (0-level humans): AC 10; MV 120′; hp
and lords. Enterprising characters may find a use for
5 (Orlan), 3 (Gella), 2 (Lika); #AT 1; D 1d4 (knife, Orlan
the documents if they are scraped clean and rewritten
and Gella only); SZ M, S (Lika); ML 10; AL NG
in the proper style.
Located in a cold depression just a bowshot from the
Signs of Activity (Day 3)
forest track, the sharp lines of a snowbound gypsy
wagon is seen by an observant character. Suspected On the third day of travel the party will come across a few
of stealing a holy relic, this family was expelled from sets of footprints that cross the forest track. These foot-
a remote town just before the onset of winter. Orlan prints appear to be about a day old and, when examined
made a poor decision to follow the mountain carefully, reveal that a significant group
track months ago, and inspection of of humanoids moved through the
the gypsy’s camp will show forest recently. The humanoids
that he was in the pro- (evidently goblins or svar-
cess of repairing a tlings, from the small
wheel and axle on sizes of the prints)
the wagon when have been paralleling
the family was the road since cross-
caught in a heavy ing it and have estab-
snowstorm. One of lished an ambush point
their two emaciated a day’s march to the north.
horses has died, and If the party bumbles into the
its meat, along with humanoids’ ambush it will be
the beast’s feed oats, attacked by nine of the marauders.
has barely sustained the Upon detecting the humanoids’ spoor, the
family through winter. Grate- most logical course of action would be for the party
ful for any help that the party can to move off of the track and trudge through the deeper
provide, Baba Volgra will gift a party that shares food snowdrifts of the forest. This will add two or more days of
and helps fix the family’s wagon with a pebble ensor- travel to the first leg of the journey and expose the party
celled with a continual light spell. Alternatively, she will to more random encounters.
allow a magic-user in the party to copy a single spell
from her spellbook. Along with the mundane tools and Ambush Along the Road (Day 4)
implements associated with a nomadic lifestyle, the If the party proceeds along the northern road despite the
following items are hidden in the family’s wagon: 13 warning afforded by the tracks, it will stumble into an
sp, 25 cp, a gilded tarot deck worth 1 gp, a set of silver ambush set by the Bloody Flux tribe of goblins.
knucklebones worth 5 sp, silver jewelry worth 35 sp,
assorted gemstones worth 3 gp. Baba Volgra’s spell- These humanoids are neither well equipped nor well orga-
book: 1st level— detect magic, charm person, compre- nized, but they have numbers on their side. To spring their
hend languages, mending, read magic, unseen servant; trap, they have chosen a location set within a particu-
2nd level:—continual light, knock, scare. larly thick section of woods. The tribe’s archers (the three
strongest goblins) will fling arrows at the party from the
8. Morlit the Bastard (F2): AC 5 (chain); MV 120′; hp safety of some trees located on one side of the forest track.
14; #AT 2 (longbow) or 1 (long sword); D 1d6 (bow) or If the party retreats from this, it will find that the javelin
1d8+1 (sword + STR); SZ M; ML 12; AL NE throwers have rushed in from behind, attempting to gain
Bandits (6): AC 8 (leather); MV 120′; HD 0-level; hp 6, surprise:
5, 4 (long bow + melee weapon) 5, 4, 3 (melee weapon); Bloody Flux Goblins (9): AC 8 (4 behind trees); MV
#AT 2 (bow) or 1 (melee weapon); D 1d6 (bow) or by 120′; HD 1-1; hp 6, 5, 5 (short bow + knife), 4, 4, 3, 3, 3, 2
weapon; SZ M; ML 11; AL CN (javelin + knife); #AT 2 (bow) or 1 (javelin or knife); D 1d4
Morlit is a bandit leader in possession of a handful of (short bow) or 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL LE
men and absolutely no scruples. Scraping a meager This band participated in the attack upon Blacktop Vale
existence from the traffic that moves along the forest two weeks ago, but was late in arriving and came up short
track, the bandits are presently cold, hungry, and mis- when spoils were divided. To rectify this, the group has
erable. More than happy to waylay and kill a moder- decided to waylay the mule trains that will soon ply the
ately sized party, the bandits will fire arrows from a road. If searched, the bodies of the Bloody Fluxes will yield
distance to minimize the chances of being wounded. the following items: an unusual number of human-made
Morlit’s band will retreat if more than two of the ban- clothes; three daggers of high quality steel (5 sp each);
dits fall. In addition to a trove of coins (3 gp, 27 sp, 83 several iron pots and kettles (5 sp total); 7 sp; 23 cp. Other
cp), Morlit has acquired some choice pieces of gilded than their daggers, the humanoids’ weapons are of poor
silver that are locked in a chest located back in the quality and are not salable.
26
Footprints 22 Blacktop Vale

The Ascent (Day 5+): The Lord’s Blockhouse


After four or more days of travel, the party will begin to Orlim and Serna are dressed in appropriate livery and will
approach the edges of the human lands. Wending through meet the party outside the closed blockhouse entrance.
the thinning northern edges of the forest, the trail slowly The henchmen will engage the player characters in ami-
ascends into the high reaches of the dwarves’ mountains. able conversation before opening the gates and escort-
The party’s path meanders through several steep canyons ing the party into the courtyard. After the group passes
as it leads upwards, and the travelers should be happy to through the entrance, Orlim will close the gate innocu-
finally reach the top of the ridge after hiking up a series ously and two svartlings that have been hiding outside will
of steep switchbacks. That ridge’s lip marks the end of the quietly wedge it tight (their actions noticeable only 10% of
party’s ascent, but it also signals the start of a mountain the time).
forest of black pine. Until recently, that plateau had never Walking through the courtyard ahead of the characters
been occupied, but the human lord established an outpost (see the description for location #2), Serna will be the first
at the top of the ascent last summer. The new blockhouse to enter the main hall. With the help of his master, the
now marks the boundary between the lord’s lands and fighter will slam the door to the main hall in the charac-
Blacktop Vale, the southern portion of Ordovar’s holdfast. ters’ faces. Orlim, trailing behind the group, will duck into
Part 2: The Wererat’s Trap the door located in the southwest corner of the courtyard.
If these maneuvers succeed, the party will be trapped in
Larweln Grazt, a wererat, has been attempting to unify the the blockhouse’s courtyard and subject to a hail of arrows
region’s humanoid tribes. Instrumental in the sacking of and javelins from the wererat’s minions:
Blacktop Vale, the wererat and his henchmen have since
slain the guards of the blockhouse and created a trap for Serna Limwort (F1): AC 7 (leather + shield); MV 120′; hp
the prospectors and merchants that will soon be travel- 7; #AT 1; D 1d6+1 (spear or short sword) or 1d4+1 (dagger);
ing along the mountain track. Wearing the local lord’s liv- SZ M; ML 11; AL LE
ery and posing as blockhouse guards, Orlim Borhold and Orlim Borhold (T1): AC 7 (leather + DEX); MV 120′; hp
Serna Limwort, the wererat’s human henchmen, will lure 5; #AT 2 (short bow) or 1 (short sword or dagger); D 1d6
unsuspecting PCs inside the fort with the innocuous claim (short bow or short sword) or 1d4 (dagger); SZ M; ML 11;
that the characters “need to speak with Sergeant Bordal.” AL LE
If the PCs follow them into the courtyard, Larweln and his
followers will spring their trap. Once the party is trapped, Orlim and the svartlings will
fire from the arrow slits located along the second-floor
The GM should allow players a chance to discern the ruse walls of the main hall, the upstairs guardroom, and above
if they state that their characters are actively attempt- the entrance (the southern and eastern edges of the court-
ing to detect deception. A percentile roll equal to or less yard). There is no respite for trapped characters along the
than the character’s combined intelligence and wisdom courtyard’s eastern wall, as Serna will skewer characters
scores is appropriate and, if the deception is detected, the standing near that wall with a spear rammed through the
GM should indicate that the character notes that the two main hall’s ground-level arrow slits. Murder holes also line
men seem familiar (they frequently travel throughout the the loft’s floor and will be used by the two svartlings that
region, acting as the wererat’s spies). are located there. Larweln will move to any location where

27
Blacktop Vale Footprints 22

his sword is needed and will seek to slay all the characters attempts to prevent the closing of the doors leading to the
save one—whom he intends to torture and question: guardroom or the main hall. If not surprised, closure by
Serna or Orlim is prevented if the character closest to each
Larweln Gratz (wererat): MV 120′; AC 6; HD 3+1; hp
man rolls a successful dexterity check (a d20 roll less than
16; #AT 1; D 1d6+1 (short sword +1) or 1d2 (bite); SA sur-
or equal to the character’s dexterity scores).
prise on 1–4; save vs. poison or causes lycanthropy if he
reduces a character’s hit points by half through biting; SD Once closed, the outer gate and the main hall’s door each
only hit by silver or magic weapons; SZ M; ML 13; AL LE require a bend bars roll to open (sum all of the relevant
characters’ bend bars percentages), with up to five charac-
Larweln wields a short sword +1 in combat and relies
ters able to assault the courtyard gate and three characters
upon his immunity to normal weapons to protect himself
able to attempt the main hall’s door. The small, fortified
from physical harm. Sporting an assortment of jewelry
door to the southwest guardroom may be chopped down
worth 23 gp (necklace, bracelet, and gilded cloak clasp),
in five rounds if using an axe or maul, or a successful bend
Larweln has additional treasure buried under one of the
bars roll will break it down, with two characters able to
trunks located in the blockhouse’s main hall.
combine their efforts on the roll.
Rotting Skull Svartlings (4): AC 8; MV 120′; HD 1-1; hp
Desperate parties may seek to escape Larweln’s trap by
5, 4, 4, 3; #AT 2 (short bow) or 1 (javelin or knife); D 1d4
hoisting members onto the ramparts, which are only
(short bow) or 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL CE
ten feet above ground level. Characters need to lift one
Two svartlings are stationed above the blockhouse’s another to the ramparts; half of the PCs involved in this
entrance, and the other two are in the loft (new OSRIC™ effort achieving the ramparts each round. During that time
creature, see description in the adventure Lake of Sorrows all characters will receive penalties of -4 to their AC, as
in Footprints #21). they expose their backs to missile fire and are not actively
Larweln infiltrated the blockhouse a week ago and, with defending themselves. If the party gains the ramparts,
the help of his followers, slew the six guards that were sta- Larweln and his minions will rush from the doors leading
tioned in the building. The unfortunate guards were eaten from the loft and the guardroom’s second floor, attempt-
by the svartlings, their bones carelessly tossed about the ing to cut down as many characters as possible before the
main hall. Since taking the blockhouse the perpetrators party can escape by leaping down. The svartlings at the
have been enjoying its comforts and strategizing how to main entrance will aid their fellows by running around the
bring all of the region’s humanoid tribes under the were­ building and flinging their javelins at fleeing characters.
rat’s sway. Larweln’s ultimate goal is to bring a goblin and 3. Guardroom
svartling army to bear against the closest human village
Disgusted by the sight and smell of Larweln’s humanoid
and gain complete control of the region.
followers, Orlim and Serna have appropriated the upper
1. Entry and lower levels of the guardroom. Also not trusting their
dubious allies, the henchmen have placed formidable locks
Serna Limwort and Orlim Borhold (see stats above) sit on
on each of the guardroom’s three access doors. This gives
a collection of crates and lumber that is carelessly scat-
the humans a location to store those items that they have
tered in front of the blockhouse’s closed gate. Appearing to
acquired over several years of banditry. These items are
be lazily whiling away their stint of guard duty, in reality
found in a small chest that is buried in the earth below
the men have been warned of the party’s approach by the
a keg of ale. Secured with a lock that harbors a poisoned
svart­lings tasked with keeping watch over the mountain
needle (save versus poison at +2 or fall into coma for 1d8
track. The small humanoids are currently hiding in some
days), the chest contains a vial of the same poison (5 appli-
nearby brush and will move to the gates after the entire
cations), a small cask of brandy (5 sp), a bag of dwarven
party has entered. Once the party is inside, the svartlings
spices (10 sp total), three pots of honey (1 sp each), 3 gar-
will quietly wedge several pieces of lumber into place, with
nets (2 gp each), 5 tourmalines (1 gp each), 2 pieces of
only a 10% chance of being detected.
agate (8 sp each), a silver brooch (15 sp), a gold ring (2 gp),
Rotting Skull Svartlings (2): AC 8; MV 120′; HD 1-1; hp 3 gp worth of gold coin clippings in a scrotal coin purse,
4, 3; #AT 1; D 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL and 28 sp.
CE
The fortified door leading to the courtyard is unlocked
These svartlings will station themselves outside the gate unless Orlim has ducked into the room. If locked, it may
during Larweln’s ambush, bolstering the portal. They will be chopped down in five rounds using an axe or maul or
open the gate if called or after ten rounds of combat. can be broken down on a successful bend bars roll from
up to two characters. The trapdoor in the ceiling is open,
2. Courtyard
and a ladder is set in place. The ladder may be pulled up
Upon entering the courtyard, characters that are not by anyone upstairs, and bolts are set on both sides of the
actively attempting to detect deception will be surprised by trapdoor.
the wererat’s ruse 66% of the time. If a search is declared,
4. Main Hall
the party notes the absence of the barrels, crates, and
bales that would normally be lying about and also notes This large room was rank when it served as the barracks of
that the ladders leading to the ramparts have been pulled Sergeant Bordal and his five guardsmen; with Larweln and
up and stored on the platforms, some ten feet above the his svartling followers taking up residence, the hall stinks
ground. In this case the party will be surprised only 33% of as badly as a city sewer. Adding to the chamber’s overall
the time. If the ruse is detected, the party may state that it ambience, a large number of bones have been carelessly

28
Footprints 22 Blacktop Vale

thrown into the hall’s fire pit and about the chamber. Iden- quickly lead an attack from the guardroom, bringing with
tifiably human, and with strips of flesh still attached, it is them the svartlings stationed above the entryway. Lar-
apparent from the remains that Bordal and his men came weln will charge from the opposite direction, rushing to
to a vicious end. the loft and picking up the humanoids stationed there.
The ramparts are less than five feet wide and will allow
Hiding in the hall’s shadows and gnawing upon some of
only individual combatants to face off, with those in a sec-
the more rancid bones is the pack of giant rats that Lar-
ond rank able to attack if using pole arms. The svartlings
weln has attracted. These scavengers are well fed, but they
will hang back, taking positions behind their superiors and
will attack any characters that search the room (e.g., rum-
using their short bows to provide flanking fire.
maging through the sleeping stalls or looking around the
hall’s periphery):
Giant Rats (4): AC 7; MV 120′; HD ½; hp 3; #AT 1; D 1–2;
SA bite cause bubonic plague 5% of the time, save vs. death
at +2 or die three weeks later; SZ S; ML 11; AL N
The hall has been ransacked, and anything useful for the
maintenance of a large troop of soldiers (e.g., bundles of
sacks, rope, hides) has been stacked near the main door,
ready for transport. The wererat’s humanoid followers
have been sleeping in the former occupants’ stalls and
have hidden a number of valuables beneath the straw. If a
full turn is spent sifting through the straw characters will
find a total of 1d20 cp, 1d10 sp, and 1d4 gp.
Larweln has amassed a small fortune over the last year as 6. Loft
he and his followers have raided farmsteads and merchant
caravans. One of several chieftains to sack Blacktop Vale, Used primarily for the storage of hay, the loft is bare of
the wererat also managed to acquire a few of Dolgrim’s goods save two piles of mouldering straw and a few bun-
and Aeric’s valuables. Larweln’s treasure chest is locked dles of arrows. Arrow slits line each of the walls and cover
and has been smeared with offal that harbors a deadly every direction. Below each arrow slit is a matching mur-
strain of flesh eating bacteria (Larweln’s lycanthropy der hole that allows defenders to attack anyone attempt-
somehow makes him immune). The disease will affect the ing to hug the blockhouse’s walls. These arrow slits and
first three humanlike creatures that touch the chest, and murder holes provide a +4 AC bonus on return fire to any
those individuals must save versus poison one turn after combatant hiding within.
handling the chest or suffer 1 hp of permanent damage as A female giant rat recently gave birth to a litter of kits
1d4 of their fingers blacken, then putrefy, and finally fall and has made a nest behind the pile of straw located in
off. The individual must save again the following turn, or the loft’s northeast corner. If any character comes within
suffer an additional hit point of permanent damage and ten feet of the pile the mother will rush out and savagely
have his entire hand go through a similar process. This attack the intruders:
process will continue each turn, moving up to the elbow
and then the shoulder, until the character either makes Giant Rat: AC 7; MV 120′; HD ½; hp 3; #AT 1; D 1–2; SA
a save versus poison or the bacteria eats its way past the bite cause bubonic plague 5% of the time, save vs. death at
victim’s shoulder (at which point the character dies.) Once +2 or die three weeks later; SZ S; ML 11; AL N
the lock on the chest is opened the party will find 240 cp, The baby giant rats are the size of normal wharf rats and
105 sp, 34 gp, three dented silver goblets (9 gp), a slightly will scurry away from characters.
tarnished electrum bracer (5 gp), and a gilded tortoise
hairpin (2 gp). In addition to the mundane valuables, there 7. Upper Guardroom
is a small leather sack that contains a small perfume bottle This chamber’s doors are locked from the inside (see loca-
holding a potion of animal control, two doses of con- tion #3), and the trapdoor set into the floor is open. The
tact poison in an ornate vial (save versus poison or die if fortified doors leading to the ramparts and loft can be
ingested or touched), and a clerical scroll of hold person chopped down in five rounds if using an axe or maul, or
(9th level) in a stoppered bronze tube. can be broken on a successful bend bars roll, on which up
5. Ramparts to two characters can combine their efforts. The trapdoor
has a ladder at the ready. This ladder may be pulled up,
Bloodstains mar the timbers directly before the guardroom and bolts are set on both sides of the trapdoor.
door, but the rest of the ramparts are largely bare of equip-
ment or articles. The two ladders have been pulled up, one The room is rather bare, containing only a few blankets, a
adjacent to the guardroom and the other in the northwest tub of oil, a few spears, a crossbow, and three-score bolts.
corner. The doors leading to the guardroom and loft are Orlim and Serna are paranoid of catching some disease
reinforced and secured with sturdy locks, requiring either from Larweln’s svartlings and have soaked the floor sur-
five rounds of chopping with an axe or maul, or a com- rounding the door leading to the loft with a prodigious
bined bend bars roll to open. Up to two characters may amount of oil to ward off the fleas carried by the svartlings
combine their efforts on this task (see area 2. Courtyard). and giant rats. The oil slick will also cause anyone enter-
ing from that direction to slip unless a dexterity check is
If the party gains the ramparts, Serna and Orlim will successfully made.

29
Blacktop Vale Footprints 22

Part 3: Blacktop Vale 6. Juvenile Brown Bear: AC 7; MV 120′; HD 3+3; hp 19;


#AT 3 (claw/claw/bite); D 1d3/1d3/1d6; SA hugs for 2d4
Random Encounters Near Blacktop Vale on successful paw hit of 18 or higher; SZ L; ML 13; AL N
Blacktop Vale has become a dangerous place since the This brown bear woke from hibernation a month early
sacking of Dolgrim’s tower—a haven for humanoids and will attack the party out of sheer hunger.
and dangerous animals. The GM should roll for random
7. Gorshump the Ogre: AC 5; MV 90′; HD 4+1; hp 17;
encounters every hour spent in the valley, with encounters
#AT 1; D 1d8+3 (large spear); SZ L; ML 13; AL CE
occurring 10% of the time. If an encounter is indicated, roll
a d8 to determine its nature: Unaware of recent events, Gorshump has descended
from his mountain fastness with the intention of steal-
1. Bison Herd (2 bulls, 7 cows, 2 calves): AC 7; MV
ing a few of Dolgrim’s goats. An opportunist, the ogre
150′; HD 4; hp 22 (bulls), 17 (cows), 9 (calves); #AT 2; D
will follow a party during the day and attempt to sur-
1d6/1d6 (horns); SA bulls will charge for 2d6 damage if
prise a single, unwary character at night. In his stu-
30+ feet away; SZ L; ML 14; AL N
pidity, Gorshump believes that he can escape into the
The party surprises a herd of bison foraging in the dark if things go poorly.
snow. The bulls will charge and attack 75% of the time 8. Gnolls of the Poisoned Barb (3): AC6 (studded
if the party is within 90′ of the herd. Otherwise, the leather); MV 150′; HD 2; hp 12, 11, 10; #AT 2 (bow) or
animals will warily move away. If the party makes any 1; D d8 (great bow) or 2d4 (bardiche); SZ M; ML 12; AL
aggressive movement, the bulls will charge with 100% CE
certainty. Bison hides are worth 5 sp each, and will
take one day to treat well enough to be transportable. Three hunters of the Poisoned Barb pack have been
Such hides can be tooled into excellent coats, turn- sent to investigate the recent movement of goblins in
shoes, and cloaks. the mountains. Happy to kill anything that moves,
the gnolls are not above collecting the heads of a few
2. Rotting Skull Svartlings (4): MV 90′; AC 8 (fur); HD humans and will attack on sight. Strung through each
1-1 hp 4, 4 (javelin + knife), 3, 3 (short bow + knife); #AT gnoll’s belt is an assortment of dwarf, human, gob-
1; D 1d6 (javelin) or 1d4 (short bow) or 1d4 (knife); SZ lin, orc, and svartling skulls—all highly polished and
S; ML 11; AL CE inscribed with profane symbols. Hörlenholt dwarves
This group has been sent by Larweln to spy upon the will gladly reward those who return remains of their
activities of the Flayed Skin goblin tribe that has taken kin (5 gp/skull).
up residence in Dolgrim’s tower. They will launch Meeting Grüldin Fasselstock
missiles at a party if it seems advantageous, but will
retreat at the first sign trouble (new OSRIC™ creature, As Blacktop Vale’s forest begins to thin , a short, stocky
see description in the adventure Lake of Sorrows in figure steps from behind a tree and onto the trail, only
Footprints #21.) twenty yards ahead. The party likely expects to be stopped
before entering the Vale proper, but the manner of this
3. Flayed Skin Goblins (4): AC 8; MV 120′; HD 1-1; hp meeting is peculiar. Walking into the middle of the path,
5 (short bow + knife), 3, 3, 3 (javelin + knife); #AT 2 where the day’s light cuts through the deep tree cover,
(bow) or 1 (javelin or knife); D 1d4 (short bow) or 1d6 Grüldin Fasselstock steps toward a lit area and raises his
(javelin) or 1d4 (knife); SZ S; ML 11; AL LE arms palms up, indicating that he means no harm.
These goblins are patrolling the region and are bored The fellow is of typical mountain dwarf stature, but he is
of holing up with their brethren in Dolgrim’s tower. young and has a beard of only moderate length. Wearing
They possess few items of worth, but the leader has a a padded gambeson and eschewing a shield, the dwarf has
silver-plated torc (3 sp). both a “hand-and-a-half” axe and a large poniard tucked
4. Pack of Wolves (6): AC 7; MV 180′; HD 2+2; hp 12, 11, into the girdle at his waist. Just visible over the fellow’s
9, 9, 8, 7; #AT 1; D 1d4+1 (bite); SZ S; ML 12; AL N shoulder is a heavy crossbow, to be readied by the cock-
hook that swings pendulously before his loins. Also tied to
A ravenous pack of timber wolves has been attracted the busy girdle is a small quiver containing about a dozen
by the carrion stench that hangs over Blacktop Vale. If bolts:
a single wolf is killed the pack will immediately retreat. Grüldin Fasselstock (Dwarf F2): AC 8 (padded); MV
Wolf pelts may be sold for 5 sp if treated. 120′; hp 15; #AT 1 (hand axe or dagger) or ½ (crossbow
5. Snow Leopard: AC 6; MV 180′; HD 3+2; hp 17; #AT bolt); D 1d6+1 (hand axe) or 1d4+1 (dagger) or 1d6+1 (bolt);
3 (claw/claw/bite); D 1d3/1d3/1d6; SA rear claws will S16 I11 W12 D10 C16 Ch9; AL NG
do an additional 1–4/1–4 damage if both font paws Grüldin possesses 13 cp, 4 sp, and 2 gp in a coin purse
successfully hit; SZ M; ML 13; AL N hidden beneath his armor. Four silver and gold pins (2 gp
The snow leopard’s pelt is worth 5 gp if expertly each) decorate the dwarf’s well-groomed beard, and his
removed, treated, and scraped. The snow leopard belt is trimmed with silver studs worth a total of 13 sp.
attacks the last character in the party, attempting to Grüldin is an emissary of Ordovar, chief of the Hörlen-
suffocate its target. If its attack is noticed by the party, holt Clan of dwarves, and Ordovar’s regular messenger to
the cat will attempt to hamstring the intended victim Dolgrim. He is also a friend to Dolgrim the Warlock. The
and then slink away to await developments. youngish dwarf reached Blacktop Vale two days earlier

30
Footprints 22 Blacktop Vale

and has spent his time assessing the situation. Grüldin will warlock, and he does not think it would leave unless
escort the party to the forest’s edge, some two hundred Dolgrim were dead. Thus, Grüldin concludes that the
yards ahead. Grüldin takes on a somber tone as he relates warlock is likely still alive inside the tower and that he
the following to the party in thickly accented common: and the party should attempt a rescue.
–– Damage must have occurred to the tower’s foundation. –– Goblins are most active at dusk and dawn and are most
This would occur if a sinkhole opened, or if water lethargic at the height of day. Any assault should take
saturated the ground under the structure. Grüldin place near noon.
knows, however, that the Magul Torm (Mage’s Tower) If the characters linger near the forest’s edge for more
was built upon bedrock not prone to erosion. than an hour, Dolgrim’s prescient familiar will fly to their
–– The stream has not shifted and undercut the tower, location. Perching upon a high branch, Syl will cautiously
so something must have happened below ground investigate the party’s doings for the better part of an
level. Although the entire valley has been overrun by hour. If unmolested, she will eventually glide down to
humanoids, the filthy creatures did not attack the Grüldin and land upon the dwarf’s shoulder, pecking the
tower with some kind of siege engine—Grüldin has warrior in the forehead in seeming admonishment. This
twice investigated near the tower and those blocks that will draw blood, but the dwarf will be unconcerned by the
have fallen from the battlements did not obscure any raven’s act:
of the creatures’ spoor. The tower’s near-collapse must
Syl (Raven Familiar): AC 6; MV 30′/360′ (flying); HD 1;
have occurred before the humanoids’ arrival.
hp 3; #AT 1; D 1 (peck); SA exceptional vision (double that
–– About Dolgrim’s familiar and how it strangely
of human); SZ S; ML 11; AL N
continues to circles above the tower, Grüldin will opine
that he has seen dogs and ponies hover near sick and Indeed, Grüldin will use the raven’s actions to underscore
injured companions in a similar manner. Grüldin knows his conclusions and restate his desire to lead the party in
that the raven, Syl, has an unusual connection to the an attack upon the tower. Assuming that they choose to

31
Blacktop Vale Footprints 22

infiltrate Dolgrim’s tower or the ruined outbuildings, the become diaphanous and then merge with the character’s
companions will probably choose to approach it from the body. Rising quickly, the possessed body will mutter inco-
southeast and crawl through the 3 to 4 foot-deep gully that herently about “Mara” and a “cellar” and then dash to
parallels the southern road. This should shield the party Abelard’s former home.
from any but the most astute goblin observer; a drawback
The herdsman’s former dwelling consists of a tangle of
is that the melt water flowing in the ditch will drench the
charred timbers, upturned flagstones, and broken pottery
characters and waterlog some gear. Syl will shadow the
shards. The body of any character possessed by the spirit
party from this point forward, staying out of sight but
will be forced to pull endlessly at the pile of charred tim-
popping up whenever some action has been concluded.
bers, and will continue to do so until it perishes. That body
Razed Outbuildings will suffer 1 hp of damage for each turn spent in such fren-
zied exertion and, by itself, will not be able to shift any of
The remnants of several wooden buildings are located the massive beams. If the party discerns Abelard’s intent,
100 yards southeast of Dolgrim’s tower. Previously occu- four characters must combine efforts in order to budge
pied by Dolgrim’s retainers and servants, the collapsed the timbers. After three turns spent shifting the charred
and charred dwellings, workshops, and barns are now beams, Abelard’s root cellar will become evident
deserted, and only a pair of twisted corpses are visible in once exposed to sunlight or some other source
the ruins. In truth, the outbuildings are home to a of illumination.
swarm of newly hatched carcass creepers and
the haunting spirit of Abelard Gontrell, Opening the exposed double doors,
Dolgrim’s former herdsman. the Abelard-possessed body will
rush forward, into the small
Two goblin corpses lie a dozen cellar’s gloom. Ignoring the
yards apart. If the PCs investigate young carcass creepers that
the bodies, they it will find that have been feeding upon
one was killed within the herdsman’s daugh-
the last few days ter, the possessed PC
while the other will take two rounds
has been exposed to collect the
to the elements girl’s remains and
for more than a week. flee for the forest.
The goblin corpses bear no While ignoring the foul
real treasure, just some crudely creatures, the possessed
made javelins and knives. However, body will be subject to a -4 defensive
it is evident that the goblins had their necks broken before penalty:
being casually tossed aside. Spending more than one turn
searching the bodies and ruins draws the attention of Abe- Carcass Creepers, Juvenile (5): MV 90′; AC 7; HD 1; hp
lard’s tormented soul, which will attack a random male 3; #AT 2; D 1; SA tentacles cause paralysis on a failed save
character. (at +2 bonus); SZ M; ML 11; AL N
When the humanoids first attacked Blacktop Vale, Abelard The carcass creepers will defend their food source to the
attempted to reach the dwelling that he shared with his death. Any character callous enough to search through the
young daughter. Having instructed his child to hide within tattered clothing and small bones left behind by Abelard’s
their root cellar if anything ever threatened, the herdsman haunted spirit will chance upon a simple silver locket that
intended to retrieve his daughter and then flee to the rela- appears to be worth approximately 3 sp. If kept for more
tive safety of the woods. Killed just a hundred feet from than a week, the locket will curse the character with -1 pen-
his home, Abelard’s soul-wrenching anguish at failing to alties to his wisdom and charisma scores until the locket
reach the girl has caused his confused spirit to remain on is blessed and buried by a good cleric. Alternatively, if the
the material plane—still intent upon reaching her: locket is blessed and buried before a week has elapsed,
the character doing so will gain +1 to each of those ability
Haunting Spirit (Abelard Gontrell): MV 60′; AC 0; HD scores for one month. Good clerics and paladins that fail
5; hp 23; #AT 1; D 2 point dexterity drain or special; SA in this endeavor will suffer double the penalties.
each hit drains 2 points of dexterity against neutral or
good targets, possessing the character at 0 DEX, will choke An Abelard-possessed character will collapse after carry-
those of evil alignment for progressively higher damage of ing the girl’s remains to the edge of the forest. The charac-
1, 2, 4, 8, etc. for each round (new OSRIC™ creature; see ter’s DEX will be reduced to 3, though this will increase by
Appendix 1); SZ M; ML 12; AL NG one point for each turn spent in complete rest.
Abelard is compelled to possess the body of one of the par- Dolgrim’s Tower
ty’s male characters and will take an ephemeral, human-
oid shape in order to strike at a target with its hands. If 1. Entry Ramp and Porch
the character is of good or neutral alignment, the haunting The entry ramp curls around a third of the tower, sloping
spirit will attack with the intent of draining its victim of gently upward nine feet to a separate porch. Being unat-
all dexterity points. If the target turns out to be of evil tached to the tower, the porch shifted and warped when
alignment, the haunting spirit will attempt to choke the the tower nearly collapsed. The party can bring some
character to death. If Abelard’s spirit drains a character planks or logs to span the ten-foot gap between porch and
of dexterity, the ghost-like manifestation will suddenly ramp or clamber atop the porch in small groups (up to five
32
Footprints 22 Blacktop Vale

characters will fit at one time, though only three if push- Gugg wears an enormous helmet fashioned from an
ing against the tower door). Any thief attempting to climb auroch skull. With silver-plated horns that span six feet,
the tower walls will receive a +15% bonus if moving up the this monstrous helmet lowers the bugbear’s AC to 4 and
positive sloping surface, -30% along the inverted surface serves as weapon of sorts. If 20′ or more from an opponent,
(see map of Dolgrim’s tower). Gugg may charge into any two opponents separated by
The tower’s main door has been heavily damaged but is 6′ or less. Each target takes 1d6+2 points of damage on a
reinforced by a bench wedged against it. Opening the door successful charge, and small and medium sized opponents
will require a successful bend bars/lift gates roll, and up must save versus paralyzation or be knocked down for 1d4
to three PCs can combine their percentages when they rounds. Gugg wears a pouch around his neck that con-
attempt to force the door. This may be attempted once per tains a golden idol in the shape of a minotaur (6 gp), 14 sp,
round, and Grüldin will insist that he help in the effort, and four agates shaped like hen’s eggs (4 sp total). Around
taking the lead if the party makes a frontal assault on the Gugg’s left arm is a dwarf-made electrum bracer that has
tower’s great hall. the properties of a periapt of health.

2. Great Hall Gugg’s followers have amassed a small pile of treasure and
collectively hold 27 cp, 11 sp, 2 gp, and a lump of silver
Within the hall are Gugg, the bugbear chieftain of the Rot- that used to be a goblet (value 12 sp). Having used the
ting Skull goblin tribe, and six of his followers. Declining last of the tower’s furniture and books for fuel (except the
Larweln’s invitation to merge with the wererat’s band, dangerously deceptive pile in room 4, the library/study),
Gugg has been mulling his options for the last two weeks. Gugg and his followers have begun to grow tired of lug-
With little to do, and with two of his underlings having ging firewood to the tower.
been killed by the mysterious force that haunts the out-
buildings’ wreckage, Gugg has recently decided to leave The Flayed Skins only recently become aware of the gall-
the tower within the next few days. trits in the strangely darkened cellar and now avoid going
down there. If a battle goes badly for the group Gugg will
Held by the goblins are three beastlings (new OSRIC™ summon his mate from the kitchen and flee. The bugbear
creature, see Appendix 1) that the humanoids recovered will then either dash upstairs with the intention of escap-
from Dolgrim’s rooftop menagerie. Gugg and three of the ing through the storage room’s window (avoiding the
goblins are sleeping while the others torment the crea- brown mould in room 4) or charge directly out the tower’s
tures with their javelins. The tapestry, rug, and blanket front entrance.
fragments that make up the goblins’ beds are piled into
seven separate nests scattered about the floor, with Gugg 3. Kitchen
and the two strongest goblins claiming positions near- Gugg’s mate spends her time in the tower’s kitchen,
est the smoldering fire. If the party gains surprise on the butchering game the goblins bring in and scratching the
humanoids (requiring that the first bend bars roll is a suc- bristled belly of her pet, “Babi.” A consummate cook and
cess and is immediately followed by a successful surprise quite insane, Jool Ya will attempt to backstab (at +2 to
roll), the bugbear and three goblins will still be asleep. One hit, if surprise is gained) a character that is engaged in
goblin with a javelin and two with shortbows will be near combat near the kitchen entrance, with the intention of
the entrance to the kitchen, driving the caged beastlings serving the victim as the evening’s main course. If the bug-
into a frenzy. bear matron does cut a character down, that unfortunate
If the party is detected before combat ensues, Gugg will will be dragged into the kitchen for immediate cleaning
don his helmet and, with the two strongest goblins, will (with her oversized, blood-caked falchion) and spitting. If
position himself behind the room’s stone pillars. His fol- threatened in her kitchen, Jool Ya’s pet will rush forward
lowers will pile the group’s bedding into a barrier before to protect its momma:
ascending the staircase to take up positions there (provid-
Jool Ya (Bugbear Female): MV 90′; AC 5; HD 3+1; hp
ing +2 bonuses to AC). Gugg will then open the beastlings’
12; #AT 1; D 1d8+1 (large falchion); SA surprise 50% of the
cages and fling the creatures toward the party one at a
time
time. Each beastling will: 50%—attack the party, 25%—
turn upon the goblins, 25%—run past the party, escaping Jool Ya possesses a necklace comprising three dwarf skulls
through the door and into the forest beyond. strung through a crude rope. Mounted into the eye sock-
Flayed Skin Goblins (6): MV 120′; AC 8 (6 behind cover); ets of each skull are hen’s-egg agates of the type found
HD 1-1; hp 6, 6 (javelins), 4, 4, 3, 3 (short bows); #AT 2 in Gugg’s pouch (total, 6 sp). If the skulls are cleaned and
(bow) or 1 (javelin or knife); D 1d4 (bow) or 1d6 (javelin) treated with respect, Hörlenholt dwarves will offer 5 gp for
or 1d4 (knife) each skull returned to their clan.

Beastlings (3): MV 150′; AC 6; HD 1-1; hp 5, 4, 4; #AT 3 “Babi” (Juvenile Boar): MV 150′; AC 7; HD 1+1; hp 8; #AT 1;
(bite/claw/claw); D 1d3/1d2/1d2; SD: 50% magic resistance D 1d6 (tusks)
A beastling’s bite may cause rabies or bubonic plague (50% Jool Ya’s baby only has enough space to charge opponents
chance for each) on failed saves versus poison (see Appen- (at double damage) if it is rushing out of the kitchen.
dix 1 for the effects.) Within the kitchen’s confines the young boar will ply his
tusks to full advantage.
Gugg, Chieftain of the Flayed Skins (Bugbear): MV
90′; AC 4; HD 3+1; hp 16 #AT 1 D 1d6+2 (thrown spear) or Jool Ya will respond to a summons by Gugg after one
1d8+2 (silver-plated morning star) SA: surprise 50% of the full round has elapsed. Rushing out of the kitchen, Jool
time; charge opponents with helmet Ya and Babi will charge through the party and follow her
33
Blacktop Vale Footprints 22

husband. The kitchen is filthy and rancid smelling, bare of oblate piece of calcite and trimmed in bone and gold, this
everything other than a stack of wood, half of Dolgrim’s item is the Oculus of Fa’al N’that, a magical device that
celestial sphere (now used as a bronze kettle), and Jool Ya’s was given to Aeric by his uncle, a renowned magic-user. An
and Babi’s sleeping pallet. Gore is splattered over every sur- object of great power (see description in Appendix 2), the
face. Characters risk catching a blood disease (5% cumula­ monocle saw extensive use over Aeric’s apprenticeship. In
tive) for every round spent in the room engaged in combat. the apprentice’s belt pouch are a tarot deck, a large finger
ring made of amber, 7 sp, and a set of ebony dice (2 sp).
4. Library/Study
5. Dolgrim’s Solar/Study
When the foundation of the warlock’s tower collapsed,
Dolgrim’s apprentice was hard at work in the library. This room was picked clean by the goblin raiders, which
Months before, Aeric had come across a small patch of then broke through the staircase and closet walls and
peculiar, dun-colored mould that was growing within a proceeded to steal and smash everything in sight. Gain-
cavern complex. Collecting a sample of the weird stuff, ing entry to the tower’s battlements, the humanoids slew
the young magic-user noticed that it absorbed heat from or loosed most of the creatures that Dolgrim had housed
any nearby source and that it grew rapidly if placed near there. One creature that avoided the goblin’s blades and
a candle’s flame. Likewise, this intriguing “brown mould” arrows was a large black widow spider that has since taken
shrank away from ice, snow, and sunlight. up residence in this room. This deadly creature spends its
days hiding on the ceiling of Dolgrim’s former treasure
The unfortunate apprentice was investigating how salted
room (the small closet located in the southeastern portion
ice would affect the brown mould when Dolgrim unleashed
of the solar), lurking in the dark shadows of that space.
the chaos below. At this, young Aeric tumbled against the
The spider will surprise any character entering the closet
library’s southwestern wall and spilled the contents of the
50% of the time but, most active at night, will be found on
collection jar on himself. This proved fatal for the appren-
the tower’s battlements after the sun has gone down:
tice, and his cooling corpse was quickly engulfed by the
dangerous mould (on the map, the X that is surrounded Spider, Large: MV 60′; AC 8; HD 1+1; hp 5; #AT 1; D 1+poi-
by debris). The expanded mould then was concealed by son; SA save versus poisoned bite at +2 or die.
the bookshelves, tomes, desks, and chairs that slid and A secret compartment is located within the chamber’s
tumbled across the floor. Since that day, the brown mould northwest support column. Removing two small bricks,
has guarded a portion of the warlock’s book collection. will reveal two latches. Pulling both latches simultaneously
When the first wave of goblins stormed the damaged tower, opens the 2′ × 2′ compartment, but one latch is trapped
one of the humanoids was enervated by the mould before with a paralyzing needle that will prick the character if
its kin understood what was occurring (marked with an X a save is not made (like the iron cobra held within, the
on the map). This caused the mould to expand to the very poison puts characters into a coma for 1d8 days). Once the
edge of the debris field and, once the goblins understood compartment is opened, an iron cobra will strike which-
that they needed to give that corner of the library a wide ever character is situated before the nook, catching the
berth, they were able to ransack Aeric’s room by breaking character by surprise 66% of the time. The metal golem
through the wall between his apartment and the library. will then remain coiled inside the compartment, lashing
out at anyone who comes within five feet of the opening:
Over the last two weeks, only the occasional rat, bird,
roach, or fly has fallen prey to the mould, and the colony Iron Cobra: MV 120′; AC 0; HD 1; hp 8; #AT 1; D 1d3+poison;
has been kept in check by sunlight streaming through the SA bite causes coma for 1d8 days on failed save; SD saves
tower’s open windows. As it is, the southwestern corner of versus spells as a 12th level MU (new OSRIC™ creature,
the room is a death trap for any character failing to notice see Appendix 1 for description).
the pattern of corpses lying within 5′ of the pile of debris: The iron cobra is attuned to Dolgrim’s mind and cannot be
Brown Mould: MV 0′ (instantly expands 1d8 feet if a controlled by anyone else. It was charged with guarding
torch is brought within 5′, expands 1d4 feet if a humanoid the warlock’s stash of emergency items: an unusually wide
moves within 5′); AC nil; HD nil; HP nil; #AT nil; D 3d4 amber ring; a falconer’s glove; two potions of healing; a
automatic damage per round to any creature within 5′ of potion of neutralize poison; individual scrolls (caster
the pile—lower than normal because of intervening debris. level 7) of web, shocking grasp, knock, and protection from
evil. Each scroll is rolled up and placed within a waterproof
If characters are able to cause the brown mould to go dor-
metal cylinder, sealed by wax imprinted with Dolgrim’s
mant (cold-based spells make it dormant for 5d6 turns,
stylized ring and lightning bolt sigil. Also in the compart-
piled snow for 1d4 turns), they will find that many of Dol-
ment is a coin purse containing five gems (50 gp each), 12
grim’s mundane books have survived. Likewise, Aeric’s
gp, and 25 sp.
spellbook will also be found in the debris (but will have
to save versus spells at +2 bonus if a spell such as ice storm
was cast over it). Aeric’s spellbook is a massive, sealskin-
bound tome adorned with a number of moderately valu-
able gems. It contains the spells comprehend languages,
detect magic, light, read magic, shocking grasp, electric arc
(new spell, see Appendix 2 for description), and ray of
enfeeblement.
Attached to a leather thong secured around the neck of the
preserved body is a strange monocle. Fashioned from an Dolgrim’s Sigil

34
Footprints 22 Blacktop Vale

6. Ruined Battlements Syl, Dolgrim’s familiar, will fly into the chamber and plain-
tively caw to the party.
Formerly home to Dolgrim’s observatory and menagerie,
the tower’s battlements have been stripped of the bronze- Opposite the staircase, the raven will energetically hop
cast armillary, theodolites, and celestial spheres that were from floor to wall, pecking a few times against the rusti-
once anchored in its crenellations. Likewise, the cages cated vertical stones and then fluttering back down. The
and tanks that the warlock once tended have all been bird will repeat this process time and again, occasionally
destroyed and looted for their metal. All that remain of glancing up at the group. A successful search of the wall
Dolgrim’s efforts at animal research are a number of desic- will reveal that the stones are noticeably warped there,
cated, web-shrouded husks. Those animals that managed unlike the simple slanting that is evident above. As the cel-
to avoid the humanoids’ spears and cook pots fell victim to lar occupies less than half of the tower’s square footage, it
the spider that lurks below (see location 5). should be obvious that the cause of the structure’s sinking
is behind the wall.
Dolgrim’s familiar lands periodically upon the tower’s bat-
tlements but flits away when the deadly spider notices her Two small blocks project out slightly farther than their
presence. Cagey and intelligent, Syl has managed to avoid neighbors, aligned vertically at the waist and shoulder
falling prey to the fell thing. Characters seeking to enter height. Extracting the blocks will expose black, horizontal
the tower by climbing its outer wall have a 50% chance of metal rods. If these are manipulated, a character will find
being attacked by the lurking spider. Otherwise, the crea- that the rods slide silently out by a fingers length and are
ture will be encountered in location 5, Dolgrim’s Study/ coated with some type of lubricant. That section of wall is
Solar. a dwarf-made concealed door that few would be able to
find in the cellar’s strange gloom. This door will open eas-
7. Cellar ily once the metal pins have been pulled out.
The reek that the party smelled above intensifies with Moving ten feet along the revealed passage, the party will
every step downward, with the odors of urine, feces, and come to a large door constructed of solid iron. Looming
rancid, rotting flesh becoming recognizable. Large num- in the darkness, the door looks impregnable as it has no
bers of goblins have been using this darkened chamber as obvious lock or handle. A polished gold plate is set at chest
a latrine and cesspit. height and is the only thing giving a hint as to how to
The stairs grow dark as they descend. They are covered in open the portal. If present, Syl will caw and peck at the
slick bodily waste and open into a pitch-black room that construction, fluttering about in a very agitated fashion. A
is oblong and roughly half the size of the great hall above. dwarf will recognize the portal as a type used in dwarven
If the party has torches the firebrands will steadily dim as temples that require a ritual or dweomer to gain entry. If
the group inches its way toward the cellar’s floor. This is magic is detected for, the emanations streaming from the
not only the result of a lack of fresh air but the presence of door will be found to be stronger than anything previously
some unnatural gloom. Once they move fully into the cel- encountered by a low-level magic-user; the plate affixed to
lar, the characters will step into a layer of rank sewage and the door glows strongly to eldritch sight.
rotting offal. Shuffling through the floor’s caked mess, the Scooting past the party, Syl will rap on the barrier with its
group will hear only the sucking sound of their own feet. beak and give off numerous caws, intermittently glancing
Torches will only provide light out to five feet, but a light at the party. If a character blows some chalk, soot, or fine
or continual light spell will provide illumination equal to a dust upon plate’s surface, some will stick and reveal the
dusky evening out to ten feet. ring and lightning bolt of Dolgrim’s sigil. Produced by the
After the sacking of Blacktop Vale, a family of galltrits particles’ adhering to remnants of lubricating fluid, trac-
slunk past the goblins above and took up residence in the ing the sigil with a finger while the familiar pecks at the
fetid cellar. Having subsisted on the offal dumped down portal will cause the wizard-locked door to glide open. A
the stairs, the little bloodsuckers have become increasingly modicum of the magic-user’s essence resides in the raven
hungry as the supply of food has tapered off. Starving, the and is sufficient to trigger the ritual that Dolgrim estab-
galltrits will swoop in, attacking the last character to enter lished for the iron portal.
the room. In the cellar’s unnatural gloom, the galltrits will If Syl is not present, then the only means of entry for a
gain surprise 66% of the time and be unnoticed in their low-level party is a knock spell.
attacks, their bites accompanied by a type of anesthesia:
Once the portal is opened, a blinding light will burst from
Galltrits (3): MV 180′; AC 2; hp 2; #AT 1; D 1d2; SA: bonus the doorway, accompanied by a feral roar. If the party
of +3 to attack if target is surprised; drain 1 hp/round; bite loses surprise, a large shadow will instantly block much
causes disease (terminal in one month) if saving throw of the illumination streaming from the chamber, and the
failed; SD detected only in a 1 on 8 chance (1 in 6 for elves) creature occupying Dolgrim’s laboratory will attempt to
Stuffed into each lovely’s navel is a personal treasure, a grab the character closest to the entrance.
choice item gleaned from years of preying upon goblins 8. Laboratory
and their ilk. The treasures are rather valuable despite
their small size, but only close inspection of the galltrits The party will be immediately set upon by the fiend that
will reveal the rewards: a gold nugget (3 gp), a raw garnet occupies the oddly shaped laboratory; the demon attempt-
(2 gp), and a freshwater pearl (12 gp). ing to vent weeks of pent-up rage and hunger upon a single
target. If surprised and hit by the monster’s subsequent
The remains of the warlock will not be found in the cellar, attack, the character closest to the doorway will be seized
but as long as the main hall and cellar have been cleared, by the thing and then possibly bitten to death (see below).
35
Blacktop Vale Footprints 22

Taller than any man and muscled like a sinewy beast, the all lesser demons, B’arl is affected by the following attack
demon has simian arms and attacks. Although it lacks a forms: acid–full, cold–half, electricity–half, fire–half, poi-
right foot and lumbers about on jagged, protruding bones, son gas–half, normal weapons–full; magic missile–full.
the monster skips forward with unnatural speed and B’arl is insane and will hold close the first character caught
seems oblivious to any pain. To the party, it appears that in its taloned hands, attempting to bite the person to death
the thing’s foot has been torn off. (automatic hit every round thereafter, causing 1d6 points
of damage) and drink the victim’s blood. While occupied
The fiend is a shub demon, inadvertently called forth when
with its first victim in this way B’arl will be oblivious to
Dolgrim spoke the word of release of the Elven Mirror
other attacks and will suffer a +4 penalty to its AC. If B’arl
of Life Trapping (unique magic item, see description in
manages to kill a character in this fashion it will then calm
Appendix 2) that had come into the warlock’s possession
enough to intelligently fight by using its innate magical
via Ordovar, his liege. The dwarves of Hörlenholt brought
abilities. If pressed, B’arl will attempt to flee the tower.
the wondrous mirror to Dolgrim, hoping that he would be
able to shed some light upon its powers. The laboratory is a confused mess of broken furniture,
Speaking the word while testing the mirror’s functioning, smashed glass, paper, rock, gravel, and mud. Two stones
Dolgrim released the demon B’arloqfakitzt (B’arl) from its set into the chamber’s ceiling magically illuminate the cha-
dimensional prison and onto the material plane. Caught otic scene. Once combat ends, the characters will notice
off guard, the warlock did manage to direct a powerful that Syl has flown into the room and stopped cawing. The
lightning bolt at the demon, but the dangerous spell sim- raven will perch itself on the edge of a piece of metal that
ply passed around the fiend’s body. Scrambling under his lies partially buried in a corner of the room and tap at its
laboratory bench to avoid the monster’s deadly fists, Dol- surface frantically. All of the laboratory’s furniture and
grim glanced down and noticed one of the wands from his equipment is completely smashed and shattered, save for
collection before him. Quickly formulating a plan to trap a small hoard of treasure that the demon has collected.
the demon, the warlock used the wand to briefly convert a This consists of a silver ingot (2 gp), a gold ingot (50 gp), a
portion of the tower’s wall and ceiling near B’arl into mud. platinum ingot (100 gp), a small electrum dagger (1 gp), a
ring of warmth, a ring of weather prediction (useable
Dolgrim’s ingenious plan worked, but only for an instant 1/day, per the 1st level druid spell predict weather), and an
as the resolidified stone closed around the demon’s right unbroken wand of fire affectation (14 charges, per the
foot. The demon, rendered insane by seven thousand years 1st level MU spell affect normal fires). Despite its insan-
trapped within a closet-sized demi-plane, found that it ity, B’arl instinctively collected those objects in the room
couldn’t use its teleportation ability to extricate itself and that obviously hold power, save for four vellum pages (see
decided to simply rip its leg away from the offending foot. below) that are mixed amongst the room’s detritus. The
demon has been attempting to destroy the Elven Mirror
About to die a horrible death, Dolgrim focused his atten-
of Life Trapping over the last few weeks but has not been
tion on the cruel mirror and spoke the only other activa-
successful. If the party uses detect magic within the room’s
tion word that he had divined from his study of the thing.
confines the spell will determine that the demon correctly
Hoping that it would shunt the demon back into its prison,
identified all of the minor objects that hold traces of magic;
Dolgrim was only half-surprised when the world dissolved
the partially covered mirror will glow like the sun. Syl will
around him. Dolgrim’s use of the wand caused his tower
not release the elven relic, maintaining its grip on the mir-
to slump and precipitated the sacking of Blacktop Vale.
ror even after a character picks it up.
B’arl is wholly unnatural, as if sprung from a nightmare.
The raven’s attachment to the mirror should lead the party
It has become emaciated from weeks of starvation (water
to conclude that Dolgrim has trapped himself within the
trickles through the collapsed wall), and its normal scar-
device and that the warlock’s tower was somehow dam-
let-ochre coloration has faded to a dull, rusty hue. The
aged in a battle with the demon. The lava-like flow of rock
demon’s waxen skin stretches across skeletal, misshapen
that extends from ceiling to floor in the southwestern cor-
features, and its gyrating eyes betray its insanity. Bellow-
ner of the room did not occur naturally, and the broken
ing out of a fish-lipped mouth that is lined with black,
foot-mould (empty now, as the shub ate its severed foot
pointed teeth, the shub demon will unconsciously assault
some time ago) within the solidified rock firmly places the
all the characters’ psyches by simultaneously broadcast-
fiend within the chamber when the tower slumped.
ing a hundred insane thoughts. A few words will stand out
from this gibbering avalanche: RAGE! KILL! HUNGER! EAT! In the wreckage of the room, the party will come across
B’arloqfakitzt (Shub Demon): MV 90′; AC 1; HD 5+1; hp hundreds of loose papers, including full sheets and torn
29; #AT 2 (fists) or 1 (bite); D 1d6+1/1d6+1 or 1d6; MR 40%; scraps. Even though the demon has destroyed the major-
SA darkness (5′ radius), fear (by touch, as the 4th level MU ity of the warlock’s various works, a careful sorting of the
spell); fly (per the 3rd level MU spell); telekinesis (100 lbs.) remaining pieces will reveal that four complete pages hold
once per round spells from Dolgrim’s ruined spellbook. These include
the spells detect magic, hold portal, ventriloquism, and con-
The shub’s teleport and gate abilities do not work within tinual light. Other pages and scraps include research notes
Dolgrim’s tower because the he added crushed diamonds on various investigations that the warlock has conducted
and phase-spider ichor to the mortar of the structure. If over the years, and a few describe Dolgrim’s attempts to
the party allows B’arl to make its way out of the tower, the activate the elven mirror. A sorting of the mundane writ-
region will have an insane, teleport-capable force of chaos ings will reveal, among other esoteric subjects, equipment
to deal with . . .one with the ability to gate in other demons lists, descriptions of the flora and fauna found in various
on a daily basis (see OSRIC™ rule book for details). Like climates, and excerpts from treatises on religious festivals.
36
Blacktop Vale – Appendix 1: New OSRIC™ Creatures Footprints 22

Appendix 1: New OSRICTM Creatures


Beastling ing out from strands of low-growing brambles, beastlings
have a 4-in-6 chance of gaining surprise on a normal target.
Frequency: Rare Going for a mark’s throat or for the tendons at the heel or
No. Encountered: 1d8 behind the knee, several beastlings will pounce upon the
Size: S (2 ft. tall) same individual—their combined attacks devastating to
Move: 150 ft. anyone not wearing a gorget or mail.
Armor Class: 6
Hit Dice: 1-1 Engineered to defeat an opponent’s magical attacks and
Attacks: 3 (bite/claw/claw) defenses, beastlings have an innate resistance to magic
Damage: 1d3/1d2/1d2 that makes them difficult to kill with spells such as magic
Special Attacks: Disease missile. Additionally, many beastlings are carriers of either
Special Defenses: None rabies or the bubonic plague (50% chance of carrying one
Magic Resistance: 50% or the other). Targets bitten by an infected beastling must
Lair Probability: 50% save versus disease or become sick after two weeks of dor-
Intelligence: Semi- mancy. Afflicted characters will permanently lose one hit
Alignment: Neutral (Evil) point per day until they are cured or die. Once the disease
Level/XP: 2/20 + 2 per hp manifests, characters infected with rabies also lose one
constitution point per day; those infected by plague lose
Bred unwisely to cleanse a wizard’s domain of enemies’ one point of charisma per day. These losses are permanent
familiars and of unwanted animals, packs of feral beast- even if the disease is cured.
lings now lurk amongst the boughs and thickets of many
temperate forests. The size of large raccoons but living in Beastlings collect shiny, stringy objects (e.g., bracelets
predatory packs, these semi-intelligent creatures normally and necklaces) and, if living near human or demi-human
hunt small to medium-sized game. However, they are not settlements, will fill their tree nests with an assortment of
above attacking small groups of humans or a sleeping jewelry. They live 10–15 years and communicate with one
party. another through a complex language of high-pitched yips
and subdued growls, sounding much like a pack of hyenas.
Launching themselves from overhead branches and dart-

Haunting Spirit intent of completing the compelling task. Upon posses-


sion, the victim’s dexterity returns to normal.
Frequency: Very rare
No. Encountered: 1 Once the task is completed the haunting spirit moves on
Size: M to the next plane of existence and leaves the victim behind,
Move: 60 ft/victim’s rate with a dexterity of 3. Complete rest will return the victim’s
Armor Class: 0/victim’s AC dexterity at a rate of one point per turn, but if the victim’s
Hit Dice: 5/victim’s hit points body is slain while under possession the haunting spirit
Attacks: 1/1, as 5 HD creature will exit the host and wait for another—always remain-
Damage: See below/per victim ing within 60 feet of the latest victim.If an intended host
Special Attacks: Possession has an alignment opposite to that of the haunting spirit
Special Defenses: See below (on the good versus evil spectrum), rather than draining
Magic Resistance: None dexterity and seeking to possess its opponent, the soul
Lair Probability: NA will wrap its ghostly hands about the victim’s neck and
Intelligence: Non- squeeze until the victim is dead. This attack begins with
Alignment: Any a successful to-hit roll and causes automatic damage that
Level/XP: 4/170 + 5 per hp doubles each round: 1 point the first round, 2 during the
second, 4 during the third, and so on.
A haunting spirit is the physical manifestation of a soul
that perished while leaving an urgent task unfinished. If not in possession of a body, haunting spirits may only
Biding its time within 60′ of the location of its death, it be harmed by weapons that are magical or silver in nature
manifests in one of two ways: as a wafting, luminous ball or by fire—and even then, only sparingly. Weapons cause
of light or as a diaphanous and ghostlike humanoid figure. haunting spirits only one hit point of damage per strike
The haunting spirit’s sole purpose is to possess a living (plus any magical bonuses). Normal fire causes only one
body and finish the imperative task, and, upon comple- hit point of damage per die to a haunting spirit, but magi-
tion, the soul of the haunting spirit will depart the mate- cal fire does full damage. If a haunting spirit is damaged
rial plane and move on to its final destination. beyond its ability to maintain its physical form the com-
pelled soul will fade away, only to re-form one week later.
Like shadows, haunting spirits drain their victims’ abil-
ity scores upon successful attacks, draining two points Attacks upon a possessed character will damage the vic-
of dexterity per hit. A spirit’s victim will feel increasingly tim’s body but cause no damage to the haunting spirit.
numb and cold. Once the targeted human or demi-human Only a clerical exorcism or a hold person spell can remove a
is completely drained of dexterity, the haunting spirit will haunting spirit from a victim’s body, with the spirit given
step into the victim’s body, possessing him or her with the a save versus paralyzation to avoid being cast out.

38
Footprints 22 Blacktop Vale – Appendix 2: New Items and Spells

Iron Cobra creator, who was a magic-user of 12th level or higher. A


command is a simple sentence that consists of nothing
Frequency: Very Rare
more complicated than one action, one direct object, and
No. Encountered: 1
a modifying participle. Uttering a new command overrides
Size: S (6 ft. long)
any previous command and typically resembles: “attack
Move: 120 ft
anything opening this chest”, “attack that being”, “attack
Armor Class: 0
anything entering this passage”, “stop”, “move forward
Hit Dice: 1
slowly”, “move forward quickly.”
Attacks: 1 (bite)
Damage: 1d3 Iron cobras have no minds and are not affected by spells or
Special Attacks: Poison effects that influence a brain. They are also not affected by
Special Defenses: See below magical or mundane webs, as they are able to slither effort-
Magic Resistance: See below lessly through them. Nonmagical weapons only inflict half
Lair Probability: N/A damage upon an iron cobra, and such constructs are able
Intelligence: Non- to hide in shadows as well as an 8th level thief.
Alignment: Neutral
Level/XP: 3/88 + 1 per hp Iron cobras are able to inject venom into the first three tar-
gets they hit, with some magic-users preferring to fill their
Fabricated from meteoric iron worked by the greatest of cobras’ fangs with sleeping venom rather than lethal tox-
dwarven smiths and ensorcelled with great magic, iron ins. Regardless of the type of venom used, creatures bitten
cobras are complex metal constructs that are animated by by an iron cobra’s fangs save versus poison at a -2 penalty
the same spells that power iron golems. Created to indefi- in addition to suffering the normal 1d3 points of damage.
nitely protect a particular passage or treasure or to act as
a magic-user’s indefatigable and loyal bodyguard, these Against magical spell attacks iron cobras save as their cre-
valuable mechanisms fetch an enormous price on the open ator (a magic-user of 12th level or higher). Relying upon an
market as long as their command words are known. altered version of the locate object spell when given a com-
mand to track down a particular victim, iron cobras can be
An iron cobra will possess a permanently programmed thrown off a victim’s trail through certain magical means.
number of commands equal to two times the level of its

Appendix 2: New Items and Spells


Elven Mirror of Life Trapping When the reflection of a creature is seen in the mirror’s
surface, the magic-user speaks the ancient elf word for
Created by a cabal of evil elves, this insidious artifact is
sealing a portal – nŭin. Only creatures of fewer hit dice
more than eight thousand years old. Devised to trap, and
than the magic-user’s level may be trapped in the mir-
permanently hold, the most elite magic-users and clerics
ror, and then only if the creature fails to roll higher than
of the elven race, this 2′ × 4′ speculum was used only when
the magic-user’s level on a d20. The powerful mirror does
its creators’ demonic masters actually entered the mate-
not allow victims any normal saving throw, but targets
rial plane . . . and then only by a group of good magic-users
possessing magic resistance avoid a d20 roll if that resis-
that captured it.
tance proves efficacious (treat the mirror as an 18th level
The mirror is linked to eighteen interdimensional prisons, magic-user for MR purposes). If a creature’s magic resis-
each a demi-plane tied to one of the beveled facets cir- tance holds up then the user has a chance of becoming
cumscribing its main reflective surface. Eight of the fac- imprisoned. This occurs if the mirror fails to overcome the
ets are currently occupied target’s magic resistance and
and contain: #1: a ghast; #2: the magic-user subsequently
a leucrotta; #3: a dretch; #4: a fails to roll less than or equal
young blue dragon; #6: a neu- to his level on a d20. Likewise,
trally aligned human warlock a magic-user that speaks the
named Dolgrim; #8: a mature word of imprisonment with-
white dragon; #10: a bone out gazing at the reflection
devil; #18: an evil, insane of a target creature will be
elven archmage. pulled into the mirror if he
This item’s interdimensional fails this same roll.
prisons are hierarchical and If a facet is already occupied
increase in strength exponen- by a creature (must be of
tially (numbered according to similar hit dice or level), then
their ability to hold increas- the previous occupant will be
ingly powerful creatures). released when the new pris-
Unlike a typical mirror of oner is trapped. This makes
life trapping, which traps anything nearby that gazes trapping creatures of similar levels quite problematic,
at its surface, this device allows a powerful magic-user to and possibly dangerous, as the previous occupant will not
imprison other creatures according to the following mech- view the user favorably. Thus, a 3rd level magic-user could
anism: theoretically imprison an enemy with 1 or 2 HD in the first

39
Blacktop Vale – Appendix 2: New Items and Spells Footprints 22

facet, but this would release the ghast that was trapped mirror was intended to allow the cabal’s demon masters to
there millennia ago. A creature may also be released from take possession of enemies that had been trapped within
the mirror if they possess fewer hit dice or levels less than the device. The power was never used, and it is unknown
the magic-user. This is done by visualizing the creature in which demon lord’s realm the gate connects to.
question and speaking the elven word of opening—athás.
The mirror’s activation words are found along its plati-
If no creatures held within the mirror are known to the
num frame. Filigree patterns along the frame spell out the
magic-user, then the creature most comparable to the
elven words but are not obvious to anyone not versed in
magic-user will be released.
archaic versions of that language. Users of the mirror will
The mirror’s third activation word, reláthos, opens a gate to find that all of the current occupants of the mirror, save
a layer of the Abyss for a period of one turn. Useable only Dolgrim, have been trapped for eight thousand years and
by magic-users of 12th level or higher, this function of the were driven insane long, long ago.

The Oculus of Fa’al N’that translation. The user of the oculus must interpret the
translation, as Fa’al’s soul converts the writing into one of
This macabre monocle is an oval piece of polished calcite
the languages the sage once knew (Ancient Kharluni, com-
that has been fully framed by a gold-trimmed ring of bone.
mon elvish, Old Samarran, Old dwarven; Proto-Volgari),
Once the right orbital socket of Fa’al N’that, a sage who
not a modern tongue. Possessing semi-consciousness, the
lived one thousand years ago, the bony ellipse has a cir-
portion of the sage’s soul that resides in the oculus does
cumference comparable to that of a hen’s egg and grants
not like to be used in such a manner and strives to produce
the lens it holds a most remarkable power. Imbued with
false translations out of spite. Thus, 10–20% of the words
a small portion of that worthy’s long-departed soul, this
that are transcribed will be incorrect.
magical device provides its user with the means to become
knowledgeable beyond most mortal’s ken. It is rumored that Fa’al N’that’s left orbital socket was
also ritually removed from the man’s (still living) body and
When concentrated upon, the necromantic monocle will
that it was fitted with a translucent aquamarine that acts
compel Fa’al’s fractured soul to perform. That is, the ocu-
a gem of seeing. Magicians’ tales have it that, if the two
lus will grow warm and refract any objected writing within
monocles are brought together, then Fa’al’s spirit will be
its calcite crystal—twice, with one set of characters being
made whole and spring forth as a vengeful ghost.
transmitted through the transparent mineral unchanged,
while the other is converted into a (seemingly) flawless

Electric Arc (Arcane Evocation) The charges that course through this component origi-
nate from a large amber ring fitted over one of the caster’s
Level: 2
gloved fingers. Cascading through the cloud of powdered
Range: 0
metal, the arcing electricity forks hundreds of times,
Duration: Instantaneous
shocking all creatures within a 10′ × 10′ × 10′ cubical space.
AoE: 10′ × 10′ × 10′
The orientation of the volume of effect relative to the ring
Components: V,S,M
is up to the caster’s discretion, as long as the magician has
Casting Time: 2 seg.
freedom to move his arm and fling the metal component
Save: Half
outwards. The magician may also elect to disperse the
Quite effective against opponents in an enclosed space, powdered metal about himself, but he will then be subject
this spell has the drawback of requiring the magic-user to to the spell’s 1d4 hit points of electrical damage per caster
manipulate a substantial number of material components. level. All creatures within the affected volume not entirely
To cast an electric arc safely, the magician must be wear- encased in full plate or chain mail will suffer full damage
ing a large, nonconducting glove that reaches nearly to the unless a save versus magic is made, whereupon they will
caster’s elbow and is fabricated from either thick leather or suffer half damage. Those encased in full plate or chain
some similar material. This falconer’s-type glove prevents mail will suffer only half damage as the electricity corus-
electrical charges from traveling back up the practitioner’s cates around the wearer’s protective shell, and will suffer
arm as he flings forth a handful of powdered metal. no damage if a save is made.

40