Kaer Dol'gar
by David Caraley
originally published in Earthdawn Journal #4

Togareth stirred from his sleep. He extended his senses, searching for what had disturbed his rest. After a few seconds he located the disturbance. There were intruders in his domain. Living people were crossing through the section of the Wastes that Togareth claimed as his own.

Rising, he gathered his magical energy and started to awaken his servants. Soon, the first of the shambling cadaver men entered the chamber.

"There are intruders in our lands. Gather a patrol and investigate. Bring them here to me."

The long dead corpse nodded its agreement and headed out of the ornate throne chamber. Togareth smiled. Soon, he would have company again.


Plot Synopsis

Kaer Dol'gar was a small settlement led by the nethermancer Togareth. When the Scourge came Togareth gathered his people into the kaer and sealed the door. He then activated the wards and other magical protections and prepared for life underground.

All went well for the first several years. The wards and magical protection were easily strong enough to prevent the kaer from being breached, and soon life settled down into a routine.

Whether the kaer's magical defenses would have held up against the centuries long Scourge will never be known. It was Togareth himself who caused the kaer's downfall.

During Togareth's nethermantic studies he opened a small gate to astral space. A malevolent spirit managed to enter through the gate and possess the surprised nethermancer. From that point on, the Horrors had their own agent inside of Kaer Dol'gar.

The kaer fell in a few short years. Togareth became a Demiwraith, and used his nethermancy and Horror powers to slowly turn his own people into Cadaver Men and Skeletons. He opened his own kaer to the Horrors and was rewarded by having it left in his care, though he still had to answer to High Lord Guul'pexiir, a Wormskull who is overlord to several of the breached kaers in this area of the Waste.

The Scourge is now over, and many of the powerful Horrors have been forced to return to the netherspace that spawned them. Togareth still rules Kaer Dol'gar, and he still answers to High Lord Guul'pexiir. Because the Wastes are so deserted there has been little for the few surviving Horrors to feed upon. Because of this, most of the Horrors spend their time sleeping. They sleep until they sense fresh sentient life in their domains.

At the start of this adventure the characters are crossing through the Wastes, following an ancient treasure map to a crashed drakkar class airship that was known to have been carrying pillaged Elemental Air. They have unwittingly crossed into the domain of the demiwraith nethermancer Togareth. He has awakened, and sends out a patrol of cadaver men to intercept the characters.

The cadaver men are under orders to bring the characters back alive. They will attempt an ambush. If they are successful, they will take the captured characters to Kaer Dol'gar. Once at Dol'gar, the characters will be locked away in the dungeon.

The real adventure begins with the characters figuring out how to escape their cells. Once out, they will have to get re-outfitted. They will then have to make the decision whether to flee back across the Wastes, knowing that Togareth will send out patrols to hunt them down, or to try to find Togareth within Kaer Dol'gar and kill him.


Wasted Days And Wasted Nights

Overview

The characters are crossing the Wastes, following a treasure map of whatever type fits your campaign. One night, when the characters have made camp, they will be ambushed by a group of Cadaver Men. The Cadaver Men will use "stun damage." Half of this damage is temporary, and will be recovered at the end of an hour.

There should be enough Cadaver Men to capture the characters. Some quick or stealthy characters may elude capture, but some of the characters should be captured.

Setting The Stage

It has been three days since you entered the Wastes. Three days of ash grey sky, ash tasting food, and ash covered clothes. Very few signs of life. An occasional scrub tree. A few small animals. Just miles and miles of ash. Ash covered plains, ash covered mountains, ash covered gullies.

You have made camp for the night, and have enjoyed your ash tasting rations. It is a dark night, with the clouds of ash blocking any view of the stars. You have told tales and listened to the stories of the others, and now have bedded down for the night.

Behind The Scenes

Find out if the characters plan on posting watch. Once it is decided who is asleep and who is on watch, let the characters on watch roll Perception tests with a target of 4. Failure means that the character was surprised. A success means that the characters on watch have been attacked, but can roll initiative and have their full actions. A Good Success means that the character had enough warning to yell out to the sleeping characters, giving them their full Physical Defenses, though no actions. An Excellent Success means that the character had enough warning to awaken his companions and have them ready, with weapon in hand.

Read out loud to the characters: You feel a cold chill run up your spine as you see human shapes come out of the darkness. Their flesh is rotted and decayed, and their clothes are tattered and stained. Each is wearing rotting armor and swinging a large club.

Cadaver Men (2 per party member)
DEX: 4 STR: 6 TOU:
PER: 3 WIL: 6 CHA: 4
Initiative: 5 Physical Defense: 5
Number of Attacks: 1 (4) Spell Defense: 6
Attack: 7 Social Defense: 11
Damage: 9 Armor: 0
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 9
Effect: N/A Recovery Tests: 2
Death Rating: 36 Combat Movement: 25
Wound Threshold: 9 Full Movement: 50
Unconsciousness Rating: 30 Legend Points: 110
Equipment: None
Loot: None
Commentary: Cadaver Men are undead beings capable of feeling only pain. If they experience significant pain, such as suffering a Wound, they will fly into a berserk rage, attacking 4 times per round until it has killed the character that caused it the pain, or until the end of ten rounds. If the Cadaver Man can not determine who caused its pain, it will attack any character who happens to be within range. 

The Cadaver Men are under orders to take the characters alive and are attacking using the optional stun rules mentioned earlier. They will pick up any unconscious character and start to carry him off.

Togareth has become aware of the trespassers in his domain and has sent out a patrol to capture them. He needs them alive to supply them to High Lord Guul'pexiir, since the Horrors can only feed upon living victims. He will have them brought to his dungeon and will then contact the High Lord.

Troubleshooting

Very little can go wrong at this point. The characters might succeed in defeating all of the Cadaver Men. If this happens, they can either decide to track the Cadaver Men back to where they came from, or they can continue following the treasure map. If they follow the treasure map, do this to them again on the following night. Sooner or later Togareth will have them captured.

If some of the characters are captured, but not all of them, the free characters can follow the Cadaver Men to Kaer Dol'gar.


Into Captivity

Overview

The captured characters wake up in the dungeon of Kaer Dol'gar. They will have to figure out how to escape. Any uncaptured characters will have to make their way inside to find their companions.

Setting the Stage

Read this to the uncaptured characters, if there are any:

The slow moving Cadaver Men have been walking for a few miles, carrying your companions over their shoulders. They have headed into the cliffs, and up a ravine.

Up ahead you can make out a set of huge, stone double doors. They stand wide open, and the Cadaver Men are making their way inside. Scanning around, you can make out no other entrance or exit in the cliff face. You realize that if the doors shut, you will loose your friends, perhaps forever.

Read this to the characters who have been captured:

Slowly, your eyes begin to focus. The fuzziness sharpens into being small stone room with a straw covered floor. Light is coming from some sort of fire pit on the other side of the iron bars. You realize you are in a cell, surrounded by the bodies of your companions.

Behind the Scenes

The uncaptured characters will have to make Dexterity tests with a target of 3 to get into the kaer without being noticed. They will then have to make a Perception test, target of 4, to keep track of where the Cadaver Men are heading.

They will get to see the unconscious characters stripped of their possessions, and thrown into the holding cell. The possessions will be carried off to the Captain's Room.

There will be one Cadaver Man left in the cell area to guard the prisoners. Once the prisoners have been locked up, he will ignore them, keeping his attention on the door to the cell area. Because of this, he will be hard to surprise by anyone sneaking into the room, but he can be surprised by someone who quietly escapes from the cell area.

The entire time the characters are in the kaer, there will be two wandering patrols of 4 Cadaver Men each. For every half an hour that passes, roll a D6. If the result is a 6, the patrol comes. Roll for surprise as normal. Once both patrols have been killed, there will be no more random encounters.

Cadaver Men (4)
DEX: 4 STR: 6 TOU:
PER: 3 WIL: 6 CHA: 4
Initiative: 5 Physical Defense: 5
Number of Attacks: 1 (4) Spell Defense: 6
Attack: 7 Social Defense: 11
Damage: 9 Armor: 0
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 9
Effect: N/A Recovery Tests: 2
Death Rating: 36 Combat Movement: 25
Wound Threshold: 9 Full Movement: 50
Unconsciousness Rating: 30 Legend Points: 110
Equipment: None
Loot: None
Commentary: Cadaver Men are undead beings capable of feeling only pain. If they experience significant pain, such as suffering a Wound, they will fly into a berserk rage, attacking 4 times per round until it has killed the character that caused it the pain, or until the end of ten rounds. If the Cadaver Man can not determine who caused its pain, it will attack any character who happens to be within range. 
 
Room#  Commentary
1 The cell floor is covered in old, moldy straw, and the walls look as if they were carved out of solid rock. The iron bars that take up an entire wall are rusty and pitted, but still seem quite secure. The barred door has a built in lock. 

The cell is indeed carved out of solid rock. The only way in or out is through the door, which is locked (the keys are on a peg in area 3, and the lock needs an 8 or better to open).

2 This cell is identical to the one opposite it. 

If the captured characters exceed 6, the remaining members will be locked in this cell. It is identical to the first cell.

3 You can make out the form of one of the undead Cadaver Men seated on a bench facing the large iron bound door on the far wall. The room is lit by the glow of braziers placed in each corner of the room, and you can see torture tables and devices whose purposes you can only guess at placed throughout the room. 

The Cadaver Man is on guard, but he is guarding the way in, not the way out. The door is barred from this side, so anyone trying to open the door from the outside will be noticed immediately, but someone who has quietly escaped from the cells can try to sneak up on him and take him by surprise. 

Cadaver Man
DEX: 4 STR: 6 TOU:
PER: 3 WIL: 6 CHA: 4
Initiative: 5 Physical Defense: 5
Number of Attacks: 1 (4) Spell Defense: 6
Attack: 7 Social Defense: 11
Damage: 9 Armor: 0
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 9
Effect: N/A Recovery Tests: 2
Death Rating: 36 Combat Movement: 25
Wound Threshold: 9 Full Movement: 50
Unconsciousness Rating: 30 Legend Points: 110
Equipment: Rotted padded leather armor, broadsword
Loot: None
 

4 You look down a long hall that ends in another large, iron bound door. The hall is dimly lit by a single light quartz mounted in the wall halfway down the corridor. 

There are no surprises here.

5 The large door can be pushed open. You can make out voices coming from the inside the room. Glancing about, the room seems to contain numerous bunks, and a couple of tables with benches. Seated at the tables are two more of the rotting corpse-like Cadaver Men. Though they are not wearing armor, you can see their swords lying on the table in front of them. They seem to be tossing dice and betting on the outcome. 

The two Cadaver Men are shooting dice and complaining about the endless boredom their lives have become. They are not very attentive, and can be surprised by anyone making a Silent Walk or Dex test with a target of 4. 

Cadaver Men (2)
DEX: 4 STR: 6 TOU:
PER: 3 WIL: 6 CHA: 4
Initiative: 5 Physical Defense: 5
Number of Attacks: 1 (4) Spell Defense: 6
Attack: 7 Social Defense: 11
Damage: 9 Armor: 0
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 9
Effect: N/A Recovery Tests: 2
Death Rating: 36 Combat Movement: 25
Wound Threshold: 9 Full Movement: 50
Unconsciousness Rating: 30 Legend Points: 110
Equipment: Broadswords 
Loot: 36 silvers scattered on the table

This room is the old barracks room. There are enough cots here for 16 soldiers. At the side of each cot is a small trunk containing rotted tabards, tunics, and other items of clothes. There is little of value in any of the trunks.

6 This door opens easily. Peering around, you see a small office with a living area near the back. The room looks dark. 

This room used to be the office and quarters of the sergeant of the guards. The sergeant is long dead, and his skeleton now serves Togareth upstairs. The desk has old, rotted records showing guard shifts. Inside the desk is a simple dagger used as a letter opener. The rear of the room has a cot, a small trunk, a table with four chairs, and a wardrobe. There is little of value in the room except a Booster Potion in one corner of the trunk, needing a 6 on a Perception test to find.

7 The door to this room is locked. 

The door needs an 8 or better to open. The door has a Physical Armor of 8 and a Damage Rating of 25. 

This room has an office section, and a living quarters. You are facing the desk as you come in, and the living area is off to your left. Suddenly, movement catches your eye. 

A Skeleton has been left to guard this room. He will become active as soon as someone opens the door. 

Skeleton 
DEX: 5/D8 STR: 5/D8 TOU: 4/D6 
PER: 5/D8 WIL: 7/D12 CHA: 5/D8
Initiative: 4/D6 Physical Defense: 9
Number of Attacks: 1 Spell Defense: 5
Attack: 6/D10 Social Defense: 11
Damage: 10/D10+D6 Armor: 4
Number of Spells: 0 Mystic Armor: 4
Spellcasting: 0 Knockdown: 5/D8
Effect: 0 Recovery Tests: 1
Death Rating: 22 Combat Movement: 30
Wound Threshold: 5 Full Movement: 60
Unconsciousness Rating: NA Legend Points: 20
Equipment: None
Loot: None
Commentary: This is a typical skeleton animated by Nethermancy.

Once the Skeleton has been defeated, the room can be searched. The desk has the current figures on how many Cadaver Men guards are currently active, and where they are posted, though it is of little help since there is no map of the kaer. There are currently over thirty Cadaver Men listed. Reports show that the owner of the room is named Captain Kerrig, and the reports are addressed to someone named Togareth. 

The living area has a bed, a table and chairs, a trunk, and a large wardrobe. Piled on the table is whatever armor has been taken from the characters. Lying on the trunk are the character's weapons. 

The wardrobe contains rotting uniforms of what used to be good quality. The trunk contains a Healing Potion, and a bag with 3 matching emeralds (worth 50 silvers each).

8 This large area seems to have been some sort of gathering place. The faint light quartz show various tables and benches rotting away, and a large well. You can see stone stairs leading to what must be an upper level. There are several corridors leading off in different directions. There are two doors on one section of the wall. 

This chamber used to be a tavern area. There are still broken bowls and plates littering sections of the floor, along with old pewter mugs. 8A is a kitchen area where meals used to be made, though it looks like it hasn't seen use in centuries. All of the food is long rotted. 8B was the living quarters for the tavernkeeper and his family. There are several beds, and other pieces of furniture, but it is all warped and rotted.

9 The dim light coming from one of the few still working light quartz fixtures shows a small stage area surrounded by old wooden benches. There is a large well near some stone stairs leading up. There are two doors on one section of the wall. 

This chamber used to be the entertainment hall. This is where entertainment was provided for the kaer's residents. 9A is where the entertainers would change and where some of the props were kept, though there is little of value left there now except a complete makeup kit that can be used by anyone with the Disguise skill or talent. 9B is filled with barrels and assorted brewing material. It was here that the kaer's beer and ale was brewed. Though most of the barrels are old and cracked, there is still a sealed cask of fine ale (needing a Perception test, target of 8 to find).

10 The door opens to reveal a darkened storeroom. It has piles of crates, sacks, and barrels. 

This room was used to store food stuffs. The food is now old and moldy, but a Perception test, target of 6, will show that this room has seen recent use.

11 This huge chamber stretches as far as the eye can see. It is overgrown with various plants and vines. You guess that this area was a food growth chamber. 

This room still has good, fresh fruits and vegetables. There are three Skeletons that are still farming and tending the plants. They will ignore the characters unless they are attacked, though Togareth or Captain Kerrig can order them into battle. 

Skeletons (3)
DEX: 5/D8 STR: 5/D8 TOU: 4/D6 
PER: 5/D8 WIL: 7/D12 CHA: 5/D8
Initiative: 4/D6 Physical Defense: 9
Number of Attacks: 1 Spell Defense: 5
Attack: 6/D10 Social Defense: 11
Damage: 10/D10+D6 Armor: 4
Number of Spells: 0 Mystic Armor: 4
Spellcasting: 0 Knockdown: 5/D8
Effect: 0 Recovery Tests: 1
Death Rating: 22 Combat Movement: 30
Wound Threshold: 5 Full Movement: 60
Unconsciousness Rating: NA Legend Points: 20
Equipment: None
Loot: None
Commentary: This is a typical skeleton animated by Nethermancy.

This area is so overgrown that it is easy to hide in. Raise the difficulty of any Perception tests made trying to spot someone in this room by +2. 

11A has various animal pens, and farming implements. All of the animals have long since died or been killed.

12 This large chamber is entirely overgrown with plants and vines. It is obviously an old food growth chamber that has been allowed to grow wild. 

This chamber is no longer in use. The plants have grown wild and have blocked off the chamber. To get to 12A would require cutting a path through the plants. 

12A was the animal pens and toll storage area for this food growth chamber. It has nothing of value.

13 You see what was obviously a living area for a family. It is dirty and the furniture is collapsing, but it must have been home to five or six people. 

These chambers were the living areas for the farm families that took care of the fields and animals. Searching them will reveal very little. A Perception test of 8 or better will find something from the following table: 

Roll 1D10 

  1. Nothing of interest
  2. A small bag with 20 silvers
  3. Nothing of interest
  4. A small box with a D4 x10 sp gem
  5. A small bag with 3D6 silvers
  6. Nothing of interest
  7. A small vial containing a Booster Potion
  8. Nothing of interest
  9. A piece of jewelry worth 1D10 x 10 silvers
  10. A dagger - forged +1
14 This large area is still lit by several old light quartz fixtures. There are many old stalls and booths, and a large fountain in the middle of the chamber. You see several figures turning towards you. 

The figures are Cadaver Men guards who are patrolling the area. There are four of them. Roll their Perception tests, with the target being the lowest Dex Step among the characters. If they fail, they can be surprised. 

Cadaver Men (4)
DEX: 4 STR: 6 TOU:
PER: 3 WIL: 6 CHA: 4
Initiative: 5 Physical Defense: 5
Number of Attacks: 1 (4) Spell Defense: 6
Attack: 7 Social Defense: 11
Damage: 9 Armor: 0
Number of Spells: N/A Mystic Armor: 0
Spellcasting: N/A Knockdown: 9
Effect: N/A Recovery Tests: 2
Death Rating: 36 Combat Movement: 25
Wound Threshold: 9 Full Movement: 50
Unconsciousness Rating: 30 Legend Points: 110
Equipment: Rotted leather armor, broadswords
Loot: None

The market square is filled with the old stalls and booths of the craftsmen and merchants of the kaer. Each booth is set up in front of a door.

15 This door opens to reveal a pottery workshop. There are broken bowls and pots scattered on the floor, and three pottery wheels on tables. The rear of the room has several cots, and a large chest. 

The chest contains various pottery tools, several sets of faded and stained clothes, and various pigments and enamels used for decorating the pots.

16 As you slowly open the door you spot a figure in the darkness. As your eyes get accustomed to the lack of light, you realize the figure is a statue of a young maiden. The statue is nearly complete, but by the amount of dust that covers the room you figure that it must have been here for centuries. 

This room is a sculptor's workshop. It has various hammers, chisels, and several large chunks of marble. The rear of the room is what used to be living space for the sculptor and his family. A Perception test, target of 7, can find a small marble cat, maybe three inches tall. It is very beautiful (and worth 75 silvers).

17 The door to this room is beautifully carved, and still in decent shape. Upon opening, you can see a room littered with wood chips and saw dust. By the wood carving tools and the various pieces of half completed furniture, you realize that this room belonged to the carpenter. 

The front of the room is the shop, while the rear is the living quarters for the family. There is nothing of value here.

18 The sign of a boot gives away the fact that this was the cobbler's shop before you even get the door opened. Inside you see various sized wooden feet, and many sets of shoes and boots. Behind the shop area you can see the living quarters. 

The only thing of value here is a set of Quiet Boots that are in a small box (needing a Perception test of 7 to find). These boots add +1 step to all Silent Walk or similar stealth rolls.

19 The door has a old, dried out cow hide stretched across it. Opening the door, you spot assorted rolls of hide, and all the leatherworking tools needed to fashion just about anything from them. 

This room was the leatherworker's shop. Any leather item needed by the kaer was made here. As usual, the rear of the room was set up as a living section. In a trunk (needing a Perception test of 6 to find) is a complete set of hard leather armor in perfect condition.

20 A sign of a hammer and anvil hang above this door. Upon entering, you can see the forge and anvil that mark this as being the smithy. 

The forge has been cold for centuries. There are a few metal items scattered on the floor, and some half completed items lying on work tables. The rear of the room is set up as living quarters. There is nothing of value in this room.

21 A sign of a sword and shield hang over this door. As you look in, the dim light shows a forge and anvil, with several figures standing around the central worktable. 

The figures are armor dummies. Though most of the armor is in pieces and incomplete, there is a complete set of rusted chainmail on one of the dummies. The chainmail is perfectly usable, and can be cleaned up. It fits humans, elves, or t'skrang. 

Tucked in a barrel with other half completed blades is a finished broadsword (needing a Perception test with a target of 6 to find) with the word "Liberator" engraved down the blade in human. It is forged to +2 sharpness.

22 A sign of a large loom marks this door. Inside stands several weaving looms, though they are falling apart and the material is rotted. You can see bolts of finished cloth on various shelves throughout the room. At the far end you can see what was the living area for the weaver and his family. 

There is nothing of value in this room.

23 The door has no sign of any type hanging above it. Upon opening, you can see a large loom holding a half completed tapestry. 

This was the tapestry weaver's shop. There is little of value, but the half completed tapestry shows a busy market square filled with people, while a robed figure watches over them, almost as if protecting them. The robe the figure is wearing is covered with intricate embroidery. A spellcaster can recognize the embroidery as nethermancy symbols.

24 The door opens to reveal a seamstress shop. There are racks of tunics, dresses, and robes, all faded, though some may be usable. The back of the room is set up as a living quarters for the family of the seamstress. 

There is little of value here, though there are many types and colors of thread, and sets of needles. Anything that can be used in an embroidery kit. If someone searches and makes a Perception test of 7 or better, he will find a small wooden box containing both silver and gold thread (worth about 80 silvers).

25 The sign hanging above this door shows a quill pen and rolled piece of parchment. Opening the door, you can see an odd room filled with shelves and tables in the front, and a living area in the back. 

The room belongs to the kaer's scribe. The scribe doubles as a paper and ink maker, supplying both products for the rest of the kaer. There is little of value here except various colored inks, and some salvageable paper. If a Perception test with a target of 6 is made, a map of the kaer can be found.

26 The door to this room is lying in pieces on the ground. There is no sign above the open portal. As you glance inside, you can see rows of benches and tables. There is some sort of slate board on the far wall, and you realize that this was the kaer's school room. 

There is nothing of value here.

27 The door opens easily and reveals a comfortable living area. There is a large table with chairs, various cabinets with old books, a large desk, and several beds. 

This living area belonged to the scholar who served as the kaer's teacher and historian. In the desk is the journal of Edric Tamar, historian and teacher. It documents the sealing of the kaer, the day to day life within, and the slow changes as Edric began to believe that Togareth was going insane. It expresses worry about whether a Horror was trapped in the kaer when it was sealed.

28 The shattered door lies in several pieces inside the room. Even with the dim light you can see various stills, and other brewing apparatus. As you look around, you realize that this was the alchemist's shop. 

The room has been ransacked fairly well. Anything of value has been taken. A Perception test, target of 10, can find a loose floor stone that hides a metal box. The box is locked, difficulty of 8 to open, and contains 2 completed Booster Potions, and a completed Healing Potion.

29 The door is locked (needing a 7 to open). Once opened, you can see a room filled with shelves, barrels, crates, piles of lumber, and other supplies needed by a kaer. 

There is all of the raw material needed by a kaer for survival. Most of the material has gone bad, or is rotted, but some of it is still usable. Here are extra lanterns, oil, candles, rope, and other items.

30 This large set of double doors is beautifully carved with scenes of the outdoors. You can see where a large bar could be placed to seal the door shut, but it is currently unbarred. 

The door is partially opened, and a long hall can be seen leading to another set of double doors. There is a trap half way down the corridor. It is a pit trap dropping the victim 30 feet onto orchilium spikes. The trap is currently disarmed. It can be rearmed by sliding a section of the door carving. 

Pit Trap 
  • Detection Difficulty:
  • Disarm/Arming Difficulty: 7* 
  • Trigger Condition: Pressure Plate 
  • Trap Initiative:
  • Trap Damage: Step 20 (falling and spikes)
  • 31 As you open the door to this room, you see a large table with benches. Seated at the table are four figures who slowly start to get up. 

    The four figures are more Cadaver Men guards. They will attack anyone living who are trying to get out past them. 

    Cadaver Men (4)
    DEX: 4 STR: 6 TOU:
    PER: 3 WIL: 6 CHA: 4
    Initiative: 5 Physical Defense: 5
    Number of Attacks: 1 (4) Spell Defense: 6
    Attack: 7 Social Defense: 11
    Damage: 9 Armor: 0
    Number of Spells: N/A Mystic Armor: 0
    Spellcasting: N/A Knockdown: 9
    Effect: N/A Recovery Tests: 2
    Death Rating: 36 Combat Movement: 25
    Wound Threshold: 9 Full Movement: 50
    Unconsciousness Rating: 30 Legend Points: 110
    Equipment: Rotted leather armor, broadswords
    Loot: None

    These Cadaver Men are on guard, but have seen so little action that they have gotten lazy. The characters have the normal chances of surprising them.

    32 As you take a quick look through the door you see an almost empty chamber. Standing in the chamber are two skeletons armed with crossbows. They seem to be looking through arrow slits along one of the walls. 

    The skeletons are covering hallway 33. If the door to their room is opened, they will turn towards the door. If it is someone living, they will open fire. 

    Skeletons 
    DEX: 5/D8 STR: 5/D8 TOU: 4/D6 
    PER: 5/D8 WIL: 7/D12 CHA: 5/D8
    Initiative: 4/D6 Physical Defense: 9
    Number of Attacks: 1 Spell Defense: 5
    Attack: 6/D10 Social Defense: 11
    Damage: 10/D10+D6 Armor: 4
    Number of Spells: 0 Mystic Armor: 4
    Spellcasting: 0 Knockdown: 5/D8
    Effect: 0 Recovery Tests: 1
    Death Rating: 22 Combat Movement: 30
    Wound Threshold: 5 Full Movement: 60
    Unconsciousness Rating: NA Legend Points: 20
    Equipment: None
    Loot: None
    Commentary: These are the typical skeletons animated by Nethermancy.

    These skeletons will fight until destroyed.

    33 The hall before you has what appears to be arrow slits along both walls. It ends in a large double door barred from the inside. 

    If the characters enter here without disposing of the skeletons in both room 32s, the skeletons will open fire with the crossbows. Otherwise, it is a simple matter of unbarring the door and leaving the kaer.

    34 The stairs winds its way up. As you turn the corner, you spot two figures on the upper landing. They slowly start to move. 

    Two skeletons are standing watch at the top of the stairs. They will fight anyone who is not undead who try to get up the stairs, but they will not follow anyone down the stairs. 

    Skeletons  (2)
    DEX: 5/D8 STR: 5/D8 TOU: 4/D6 
    PER: 5/D8 WIL: 7/D12 CHA: 5/D8
    Initiative: 4/D6 Physical Defense: 9
    Number of Attacks: 1 Spell Defense: 5
    Attack: 6/D10 Social Defense: 11
    Damage: 10/D10+D6 Armor: 4
    Number of Spells: 0 Mystic Armor: 4
    Spellcasting: 0 Knockdown: 5/D8
    Effect: 0 Recovery Tests: 1
    Death Rating: 22 Combat Movement: 30
    Wound Threshold: 5 Full Movement: 60
    Unconsciousness Rating: NA Legend Points: 20
    Equipment: None
    Loot: None
    Commentary: These are the typical skeletons animated by Nethermancy.
     

    35 This area is the same as 34.
    36 You see a magnificent hall, hung with rich tapestries, and decorated with various works of art. There are three other doors besides the one you entered by, one on each wall. As you take in the beauty of this chamber, an armor clad figure starts to move towards you. 

    The figure is Captain Kerrig, the Cadaver Man in charge of the guards. He will instantly attack anyone who has breached this upper level. 

    Captain Kerrig - Cadaver Man 
    DEX: 4/D6 STR: 6/D10 TOU: 7/D12 
    PER: 3/D4 WIL: 6/D10 CHA: 4/D6
    Initiative: 4/D6 Physical Defense: 8
    Number of Attacks: 1 (4) Spell Defense: 6
    Attack: 9/D8+D6 Social Defense: 11
    Damage: 12/2D10 Armor: 6
    Number of Spells: 0 Mystic Armor: 0
    Spellcasting: 0 Knockdown: 7/D12
    Effect: 0 Recovery Tests: 2
    Death Rating: 36 Combat Movement: 25
    Wound Threshold: 9 Full Movement: 50
    Unconsciousness Rating: N/A Legend Points: 110
    Equipment: Chain mail, +1 forged broadsword
    Loot: None

    The works of art in this chamber include the tapestries, several vases, and some small paintings. Though it is all worth quite a bit of silver, none of it is easily transportable.

    37 The large door to this chamber is locked (needing a 10 to open). It is magically sealed by the will of Garlen so that no Horror or any Horror minion can enter. This is why it is still in unspoiled condition. 

    As the door opens, you are bathed in a golden light. Before you is a massive chamber housing a huge statue of the Passion Garlen. There is a large alter completely covered in flowers, and the golden light seems to emanate from the statue itself, reflecting off of the polished marble walls and floor. You feel as if you have entered a peaceful, loving home. 

    The room is the kaer's temple to Garlen. It was sealed with protective wards by the questor to Garlen when he realized Togareth had become possessed. No one has entered this room in over five hundred years. 

    Just by entering this room, all characters gain back one of their Recovery Tests. If the room is searched, a Perception test with a target of 9 will find that the statue's arms can be swung down, causing a secret panel to slide open. This will reveal chamber 38.

    38 As you shine your lights into this chamber, you gasp in astonishment. The room is filled with chests, barrels, and crates. The walls are beautiful mosaic showing scenes of a lush countryside with happy people and comfortable buildings. In the center of the room is a glass case holding a gnarled wooden staff topped with some sort of crystal. 

    This room holds all of the items needed to rebuild the town of Dol'gar at the end of the Scourge. The chests hold both silver and gold ingots (each silver ingot weighs 5 pounds and is worth 50 silvers, each gold ingot weighs 10 pounds and is worth 500 silvers). There are 50 silver ingots and 25 gold ingots. 

    One of the crates holds 6 Booster Potions. Another holds 2 Healing Potions. The last holds a single Last Chance Potion. 

    The case holding the staff has a small brass plate engraved in human with the words "Staff of Kintok". The case is trapped: 

    Gas Trap 

  • This trap is set off by anyone opening the case without first deactivating the trap. The glass case is filled with a colorless poisonous gas. It can be disarmed by twisting one of the corner rivets. Doing so will cause the gas to be pumped into a storage tank under the display case. 
  • Detection Difficulty:
  • Disarm Difficulty:
  • Trigger Condition: Breaking the seal 
  • Trap Initiative: 10 
  • Trap Effect: Step 20 poison damage to anyone within 5 feet of the cabinet when it is opened.
  • The staff is the Staff of Kintok, see magical items at the end of this adventure.
    39 The door to this room is locked (needing a 9 or better to open). 

    Now that the door is opened, you can see a large room lined with bookshelves. Two armed figures move rapidly to block the entrance. 

    This is the kaer's library. There are two Cadaver Men who rapidly go to block the way in. 

    Cadaver Men (2)
    DEX: 4 STR: 6 TOU:
    PER: 3 WIL: 6 CHA: 4
    Initiative: 5 Physical Defense: 5
    Number of Attacks: 1 (4) Spell Defense: 6
    Attack: 7 Social Defense: 11
    Damage: 9 Armor: 0
    Number of Spells: N/A Mystic Armor: 0
    Spellcasting: N/A Knockdown: 9
    Effect: N/A Recovery Tests: 2
    Death Rating: 36 Combat Movement: 25
    Wound Threshold: 9 Full Movement: 50
    Unconsciousness Rating: 30 Legend Points: 110
    Equipment: Rotted leather armor, broadswords
    Loot: None

    The Cadaver Men will fight to hold the characters at the door. After three turns, Togareth will arrive and start to use his magic. 

    Togareth - Demiwraith Nethermancer 
    DEX: 7/D12 STR: 6/D10 TOU: 6/D10 
    PER: 6/D10 WIL: 8/2D6 CHA: 5/D8
    Initiative: 9/D8+D6 Physical Defense: 7
    Number of Attacks: 1 Spell Defense: 9 (14)
    Attack: 9/D8+D6 Social Defense: 13
    Damage: 9/D8+D6 Armor: 6
    Number of Spells: 1 Mystic Armor: 4
    Spellcasting: 12/2D10 Knockdown: 7/D12
    Effect: Chilling Touch Recovery Tests: 1
    Death Rating: 38 Combat Movement: 60
    Wound Threshold: 10 Full Movement: 120
    Unconsciousness Rating: N/A Legend Points: 300
    Equipment: None
    Loot: 1D4 small gems worth 1D12 x 10 silvers each, or a total of 5D6 x 10 silvers.
    Commentary: Demiwraiths are an unusual form of animated dead. Not true undead, they resist spells designed to affect undead with an additional +5 on their Spell Defenses. 

    Demiwraiths use a magical effect called Chilling Touch. The Demiwraith must touch the target and make a Spellcasting Test against the target's Spell Defense. If it is successful, the character takes 1 point of damage per Combat Round until the effect is dispelled or the character makes a successful Willpower Test, needing a 9 or better. While under the effect of Chilling Touch, the victim can take no action other than to make the Willpower Tests.

    Togareth has an added advantage in the fact that he has managed to regain the use of his first three Circles of Nethermancy. He will use his spells as long as the Cadaver men are still up and fighting. Once he is forced into physical combat, Togareth will rely on his Chilling Touch. 

    Upon arriving, Togareth will activate his Shield Mist giving him an Avoid Blow of 14 for 6 rounds. After that, he will attempt to Pain anyone who appears to be the greatest threat. He casts at step 10, and there is no thread. He will then Spirit Grip his next target, doing step 14 damage. 

    Once Togareth is defeated, the characters can search the library. It is a mundane library containing knowledge on all types of crafts, preScourge history, and anything else that would be needed for restarting a town after the Scourge.

    40 The door to this hallway is wide open, though the door on the other end is shut. 

    The door is protected by a Pass Ward placed before Togareth became a Demiwraith. 

    Pass Ward 
  • Detection Difficulty: Automatic 
  • Spell Defense: 13 
  • Disarm Difficulty: Must be dispelled 
  • Trigger Condition: The Pass Ward detects intruders. It then tells them to turn back, and places a glowing white rune on their chest. If it is disobeyed, it triggers the spell effect. 
  • Trap Initiative: 15 
  • Trap Effect: Step 22 mystic damage
  • 41 This room looks like a cross between a mortuary and a magical laboratory. There are shelves of books, tables filled with beakers, vials, and bubbling cauldrons, and several body parts suspended in various colored liquids. 

    This is Togareth's magical laboratory. There is little of interest here except his Spell Book. The spell book contains the following spells: 

    Circle 1 
    Bone Dance, Chilling Circle, Command Nightflyer, Detect Undead, Experience Death, Spirit Grip, Undead Struggle
    Circle 2 
    Bone Circle, Life Circle of One, Shield Mist
    Circle 3 
    Fog of Fear, Grave Message, Pain
    Circle 4 
    Animate Skeleton, Evil Eye, Visions of Death
    Circle 5 
    Astral Horror, Pass Ward
    42 This door is locked (with a magical lock needing a 2 to open). Once opened, continue reading: 

    You see a bedroom that is fit for a king. There is a plush carpet on the floor, a decoratively carved desk with matching chair, and an ornate wooden bed. 

    There is little of interest here. The desk has correspondence with someone by the name of High Lord Guul'pexiir, though none of the letters tell where they came from or where they are going. All of it is written in human. 

    The letters detail how Togareth is supposed to be building an army for the service of the High Lord, an that eventually the army will be used to sweep out of the Wastes and towards Jerris. Some of the letters date back for over a hundred years so apparently this is some long ranged plan. 

    In a small stone box by the side of the bed is an intricate ivory brooch. (This brooch is the Brooch of Might detailed in the magical treasure section at the end of the adventure).

    Troubleshooting

    The only thing that can go wrong is if everybody dies. Try not to let this happen. Remember, there are plenty of places to hide in the kaer. Characters can try to rest up for the night to get more recovery tests.


    Going Home

    Overview

    The characters have survived the Kaer of Dol'gar and now head back through the Wastes to Jerris. The three day trip through the Wastes should keep the characters on edge, but there should be no real danger.

    On the fifth day they should reach the city of Jerris and relative safety. There they should be able to rest up and convert some of their hard earned treasure into spendable coin.

    Setting the Stage

    The three days it took to get back out of the Wastes kept you constantly on edge. After another day you reached the ash laden city of Jerris where you have managed to settle in at a comfortable inn and relax. Now all that is left is to sit back, count the money, and tell the tales.

    Behind the Scenes

    The adventure is done. Over. Let the characters tell their tale and relax. Give out Legend Points.

    Troubleshooting

    The only thing that can go wrong is if the characters decide to continue following the original map to where they were going. If they are in good enough shape, let them. Run it as the next adventure.


    Treasures

    The Staff of Kintok

    Location: The Staff of Kintok is located in the treasure room (room 38) of the Kaer of Dol'gar. It is a gnarled wooden staff topped with a three inch quartz crystal.
    Maximum Threads: 2
    Spell Defense: 10

    Rank 1

  • Cost: 100
  • Key Knowledge: The name of the staff. It is the staff of Kintok.
  • Effect: The staff adds +1 step to the wielder's Willforce.
  • Rank 2

  • Cost: 200
  • Key Knowledge: Who was Kintok. Kintok was the wizard of Dol'gar and brother to Togareth.
  • Effect: The staff adds +2 steps to the wielder's Willforce.
  • Rank 3

  • Cost: 300
  • Deed: The staff must be used to kill a Horror construct, like a Jehuthra. The wielder will gain 250 extra Legend Points for the act.
  • Effect: The staff adds +1 to the wielder's Spell Defense, and adds +1 to the wielder's Spell Casting step.
  • Rank 4

  • Cost: 500
  • Key Knowledge: Where did the wood of the staff originate from. It came from the Liaj Jungle.
  • Effect: The crystal on the top can act as a Light Quartz. The wielder gains +2 Physical Armor, and the Spell Defense bonus goes to +2.
  • Rank 5

  • Cost: 800
  • Effect: The light from the crystal causes all Horrors, Horror constructs, and Horror minions to make a Will test resisted by the Willforce of the wielder in order to approach within ten feet of the staff. This causes 1 point of strain to the wielder. The wielder's Spellcasting Step is now increased by +2.
  • Brooch of Might

    Location: The Brooch of Might is in Togareth's bed chamber in the Kaer of Dol'gar (room 42). It is an intricately carved ivory brooch.
    Maximum Threads: 1
    Spell Defense: 10

    Rank 1

  • Cost: 200
  • Key Knowledge: What is the name of the brooch. It is the Brooch of Might.
  • Effect: The wearer adds +2 Physical Armor.
  • Rank 2

  • Cost: 300
  • Key Knowledge: Who was the artist who carved the brooch. It was carved by the dwarven craftsman Holgar Sharpeye.
  • Effect: The wearer gains +1 to all damage tests involving strength.
  • Rank 3

  • Cost: 500
  • Key Knowledge: Who was the brooch crafted for. It was crafted for the hero Kailin Sureaxe.
  • Effect: The wielder gains +2 to all damage tests involving strength, and adds +2 to Mystic Armor.
  • Rank 4

  • Cost 800
  • Deed: The wearer must Blood Bind the brooch, using 3 points of Blood Magic.
  • Effect: The wearer gains an additional Recovery Test every day.
  • Rank 5

  • Cost: 1300
  • Effect: The wearer recovers one point of damage for every living creature he kills while wearing the brooch. This will not work on undead. The wearer now gains +3 to all strength related damage rolls. At this point, the curse is activated. Should the wearer loose the brooch, he will loose one point of Blood Magic damage per day until he recovers it or he dies.

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