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luke gygax’s

OK K o R ï
World of
M

1e
theby trouble at loch jineeva
luke gygax and jeffrey p. talanian
luke gygax’s

OK
World of
K o R ï M TM

the trouble at loch jineeva


An adventure scenario in the World of Okkorim suitable for
TM

a single session of play for from six to eight characters of 5 th through 7 th level
by Luke Gygax and Jeffrey P. Talanian
CREDITS
Text: Luke Gygax, Jeffrey P. Talanian
Editing: David Prata
Front Cover Art: David Hoskins (inks), Glynn Seal (colors)
Back Cover Art: Glynn Seal (inks), Skye Talanian (colors)
Interior Art: Johnathan Bingham, Mick Fernette, Lloyd Metcalf,
Diogo Nogueira, Glynn Seal, Del Teigeler, Mike Tenebrae
Cartography: Andreas Claren, Alyssa Faden
Layout: Jeffrey P. Talanian
Production: Troll Lord Games

Luke Gygax would like to thank his daughters, Miriam, Amira, and Sabrina for inspiring
his creativity and for helping him name various creatures used in this adventure.
Jeffrey Talanian would like to thank his daughter, Skye (13), for her amazing color work
on the back cover of this book. Skye has been making art for a long time, but this is her first
professional work!
Luke and Jeffrey would like to dedicate this adventure to the legendary James Ward. Jim,
we’re so grateful that you happened to bump into Gary at that used bookstore way back when!

© 2020 Good Omen Productions, LLC. Made in the USA.

“World of Okkorim”, “Blighted Lands”, “The Trouble at Loch Jineeva”, and all other Good Omen Productions product
names and their respective logos are trademarks of Good Omen Productions, LLC in the USA and other countries.

2
TABLE of CONTENTS
INTRODUCTION ................................ ������������������������������������������������������������3
PART I: THE ADVENTURE BEGINS �������������������������������������������������������������4
Table 1: Rumors ����������������������������������������������������������������������������������������������������������������������������������������6
PART II: LOCH JINEEVA �������������������������������������������������������������������������������8
PART III: UPPER MOUNT GYGANTOR ������������������������������������������������������11
Table 2: Random Encounters on Upper Mount Gygantor ..............................................................11
PART IV: GRAND WINTER PALACE of the DWARF KING .......................12
Table 3: Random Encounters in the Grand Winter Palace ............................................................13
APPENDIX A: NEW MONSTERS ����������������������������������������������������������������21
APPENDIX B: NEW MAGIC ITEMS ������������������������������������������������������������23
APPENDIX C: PREGENERATED CHARACTERS .......................................23
OGL STATEMENT ����������������������������������������������������������������������������������������24

INTRODUCTION
This short adventure module was developed as a special offering for Gary Con XII, and the map of
the “dungeon” is based on the convention venue. The adventure is set in the fantastic WORLD of
OKKORIM™ [oh-KAW-reem], a harsh land where only the cunning and powerful prosper. The scenario
unfolds amidst the Wyvern Peaks, where dwarves build impressive edifices and quarry for ores to trade
with the distant metropolis of Chentoufi [SHEN-too-fee]. Nestled within the mountains is Loch Jineeva
[LAWK jih-NEE-vuh], a mineral-rich lake 7,000 feet above sea level, where hunters and fishermen thrive.
Higher still is the Grand Winter Palace of the Dwarf King, where a dynasty of mountain dwarves
has been assailed by a dread wyrm.

THE WORLD of OKKORIM: Eons past, Okkorim was crisscrossed with waterways and rich
with flora and fauna. It was a land replete with resources, but one culture prospered more than others.
Through the systematic conquest and assimilation of neighboring peoples and their lands, the Empire
of the Ydrissid [ee-DRIH-sihd] was born.

The Empire’s greatest strength was its mastery of dweomercraft, and through it Ydrissid sorcerers
established dominion over the entirety of Okkorim. Over the course of centuries, their influence
extended to other planes of existence, but at the height of their power, the Ydrissid sorcerers erred
grievously. They unleashed a cataclysmic elemental force in the heart of their civilization, a disaster
known to modern sages as The Wrath. The Ydrissid’s arcane might was eclipsed by their hubris, and it
cost them everything.

Centuries have passed since the catastrophe that changed Okkorim and created the BLIGHTED
LANDS™, as the wasteland is described today. Though new civilizations rose from the Ydrissid ashes,
many of the Empire’s secrets remain undiscovered. The structures of the city of Chentoufi, for example,
survived The Wrath, but its population was decimated. Reborn in recent decades, the city teems anew
with a mishmash of human groups and a sprinkling of non-humans. As a consequence of this growth,
trade with other cultures—including the dwarves of Mount Gygantor [gi-GAN-tawr]—has flourished.

3
TOURNAMENT NOTES: This adventure is suitable for a single session of play by an
experienced group. Though some game masters (GMs) may wish to determine individual “winners”
for this scenario, the authors suggest a team competition, in which the team with the best score wins.
To wit, if this module is run more than once over the course of a gaming convention or hobby shop
game day, then the team with the most points wins the tournament. The following scoring system is
suggested:
† 10 points for each monster killed (not including the dragon)
† 250 points for killing the dragon
† 100 points for claiming Gygantor’s scepter
† 250 points for placing the duke’s daughter in the rightful seat of power

N.B.: This mini-adventure is designed for from six to eight characters of 5th through 7th level. Starting
characters are included in Appendix C, but it is the purview of the GM to develop these further.

PART I:
THE ADVENTURE BEGINS
INFORMATION for the PLAYERS
Read aloud or paraphrase the following boxed text to the players:

The Blighted Lands of Okkorim are a parched, ravaged land, but were not always so. Forsooth,
eons ago, lush flora and abundant fauna throve, and the land was rich with natural resources.
But lo, the imprudent dweomercrafters of the Empire of the Ydrissid dabbled in sorceries that
they could not control.

As a consequence, the Ydrissid unleashed a cataclysm of elemental fury that stripped the land of
its vitality, leaving naught but a blasted heath of ashes and dust. Nevertheless, life is tenacious,
and in remote corners of the Blighted Lands, flora and fauna stubbornly endure. Loch Jineeva is
one such shining example of life’s resolve.

Loch Jineeva is a clear, mineral-rich lake ensconced between the mid-elevation summits of the
Wyvern Peaks. Hemmed in by woodlands, this mountain-locked lake is home to fishermen,
hunters, trappers, and loggers. Above the lake looms Mount Gygantor, home to a xenophobic
dynasty of mountain dwarves. Their mines of lead and silver are valued throughout Okkorim—
especially in the ancient city of Chentoufi, where a new civilization has grown from the bones
of the extinct.

Trouble brews at Loch Jineeva! Refugee mountain dwarves have descended from the Grand
Winter Palace of the Dwarf King located high atop Mount Gygantor. As they are renowned for
their isolationism, this behavior is most unusual for these dwarves.

The demi-human refugees claim that their edifice was invaded by a dragon. They say the wyrm
annihilated their finest warriors and drove out the rest. To make matters worse, the dwarven king
is missing, presumed dead by most. Now, your party have been assembled to resolve the trouble
at Loch Jineeva.

4
INFORMATION for the GAME MASTER † It posed as a dwarf, using polymorph self.
† It spied, often via clairaudience.
What follows is for the eyes of the game master alone, † It studied the palace layout, often with
providing a more comprehensive context to the scenario. invisibility.
Possible adventure hooks and rumors are provided for the GM’s † It attacked, unleashing its dual breath weapon
convenience (qq.v.), but a motive that derives from the needs (lightning and frost).
and desires of the party is often most effective. † It cast mirror image and teleport, rotating
between key locations.
BACKGROUND: The GM should become familiar † The dwarven warriors were slaughtered.
with the following background notes before running this † Dwarf King Koenant [KOH-nant] Thunderforge is
adventure: dead (but no dwarf knows for certain).
† Mount Gygantor is a 13,000-foot mountain of the
The dwarven commoners were driven to flee and descended
Wyvern Peaks.
the mountain to Loch Jineeva. These scant survivors do not
† About midway up (7,000 feet) is Loch Jineeva,
understand how the assault happened so quickly and easily,
a mineral-rich lake.
because no dragon was observed overhead. Neither had
† The woodlands bordering Loch Jineeva are
there been any previous signs or portents; the beast simply
populated by rough humans.
materialized within the palace and began wreaking havoc.
† Atop Mount Gygantor is the Grand Winter Palace
of the Dwarf King.
ADVENTURE HOOKS: The following adventure
† Mountain dwarves populate the Grand Winter
hooks are presented to the GM in case championing the
Palace.
mountain dwarves and slaying a dragon are not sufficient
† The dwarves mine for lead and silver, which
motivation.
they trade.
† The PCs represent trade partners from distant
† The dwarves are xenophobic, scarcely welcoming
Chentoufi who are concerned about the dried-up
visitors.
importation of lead and silver. Each PC will be
† Two weeks ago, the Grand Winter Palace was
awarded 500 gp to resolve the situation.
assailed by a dragon.
† The PCs are locals from Loch Jineeva. Their
† The dragon killed many dwarves and drove out
elders want the mountain dwarves restored
the rest.
to their seat of power atop Mount Gygantor,
† Refugee mountain dwarves have arrived at Loch
confident that the dwarves will reward them
Jineeva.
handsomely.
The dragon that has caused all the problems on Mount † The PCs are opportunistic treasure-seekers who
Gygantor is a consequence of the elemental corruption care not about dwarves or anyone else. They
unleashed by Ydrissid dweomercrafters many centuries earlier. have identified a situation that they can use to
This chaos spawned a mutagenic blight that extended across their advantage.
Okkorim, affecting not just mundane flora and fauna, but † The PCs are a band of mountain dwarves from
even magical beasts of the most fabled ilk: dragons. These another dwarven kingdom in the Wyvern Peaks.
infected beasts are referred to as blight wyrms1. They seek to avenge their good cousins,
but perhaps also have their own political
The particular species of blight wyrm that chanced upon motivations for coming to the rescue.
the Grand Winter Palace of the Dwarf King is called a
thunderfrost dragon2, a corrupted union of blue and white
dragon. Upon discovering the ancient dwarfish edifice, the
wyrm became enamored of the place and coveted it for itself.
It also sought a suitable home to lay its egg. Referred to as the
“Blikzem Wyrm”3 by the mountain dwarves it supplanted, the
dragon used the following strategy to effect its triumph:

1 See Appendix A.
2 ibid.
3 The mountain dwarves have named the dragon in their tongue, the
word Blikzem translating to “chaos”, “corruption”, or “infected”. Every good EGG deserves a home.

5
RUMORS: Whether or not the GM uses the foregoing adventure hooks to bring the PCs toward
Loch Jineeva, perhaps they have heard tales about what has occurred in the area. Of course, what they
think they know is not always accurate. Roll 1d10 for each PC to determine the rumor that he or she
has gleaned regarding the trouble at Loch Jineeva.

Table 1: Rumors
d10
Rumor Veracity
Roll
This tall tale of dragons and displaced dwarves is merely a myth.
The Wazir [wah-ZEER] of Chentoufi raised taxes to add to his
1 False
treasury, and the dwarf king has responded by ceasing the trade of
lead and silver.
Musri [MOOZ-ree] tribesmen are raiding caravans closer to the city Partially true: Tribesmen are raiding,
2
of Chentoufi, so the Dwarf King has responded by decreasing trade. but are not the cause of decreasing trade.
The sacred seers of Khaask [KAHSK] report that disturbing visions
3 of a strange, opalescent drake interrupted their serene repose a True
fortnight past.
A dragon did not invade the Winter Palace of the Dwarf King;
4 False
rather, it was a wizard in the guise of a dragon.
More than one dragon invaded the palace simultaneously,
5 Seemingly true, but actually false.
wreaking havoc at key points at the same time.
The mountain dwarves of Mount Gygantor are a reclusive race,
6 not prone to ostentation or dramatics; it is unlikely they staged True
this incident for personal advantage.
The Dwarf King Koenant Thunderforge has no true heir to the
7 True
throne, save a niece who was shunned for heretical behavior.
Strange flashes of lightning have been observed atop Mount
8 True
Gygantor ever since the attack, even on cloudless nights.
There are many mines in the Wyvern Peaks, and Mount Gygantor
9 True
is a particularly rich area.
The Dwarf King has sought mithral for decades but has not located Partially true: The Dwarf King does
0
a vein. covet mithral and did find a vein.

MONSTER and NPC STATISTICS: Non-player character (NPC) stat blocks also may include the
Monster stat blocks include abbreviations as noted below: following abbreviations:

AL = Alignment Str = Strength


SZ = Size Int = Intelligence
MV = Movement Wis = Wisdom
HD = Hit Dice Dex = Dexterity
hp = Hit Points Con = Constitution
AC = Armor Class Cha = Charisma
MR = Magic Resistance
#AT = Number of Attacks For more information, refer to the appropriate 1e handbooks,
DM = Damage guides, and manuals.
SA = Special Abilities

Note that magic resistance (MR) is based on a sliding scale:


The chance of resistance is increased by 5% for every caster
level below 11th and decreased by 5% for every caster level
above 11th. Attack roll bonuses are noted for each weapon in
the Number of Attacks (#AT) entry.

6
M ount Gygantor
+13,000´

+10,800´

+11,000´

+9500´

+9000´

+9000´

+8000´

Loch Jineeva
+8000´
+7000´

+8400´

+8200´

+8200´

Cabin Old Meeting House Remorhaz Lair Troll Den Mad Hermit Dwarven Mine

Grand Winter Palace of the Dwarf King 1 hex = 1/2 mile


7
PART II:
LOCH JINEEVA ENVIRONS
Refer to the Mount Gygantor Area Map. This scenario begins in Loch Jineeva, where a band of mountain
dwarf refugees have been granted asylum. They have been staying in the Old Meeting House, crowded
together. Here follows a general description of Loch Jineeva, its environs, and its people.

THE LAKE: Loch Jineeva is a mineral-rich, freshwater lake to their community before making any decisions. Life in the
that is located amidst the Wyvern Peaks of Okkorim, 7,000 feet Wyvern Peaks is not easy, and rash decisions likely can result in
above sea level. The lake is believed to have been formed shortly dead villagers.
after the elemental cataclysm that birthed the Blighted Lands.
Derived from a receding glacier, the water collected in a kettle- CONSTABULARY: Loch Jineeva is protected by a pair
shaped bowl that covers an area of about eight square miles. of rangers and a local militia of volunteers. Together they stave
off the advance of bestial forest dwellers, the most dangerous
The lake has a maximum length of four miles, a mean depth of of which are mutated from the blight.
40 feet, and a maximum depth of 130 feet. It is bountiful with
bass, perch, pike, and trout. It also is home to several species of Volunteer Militia (×40) (human male and female fighter 0):
turtles and other reptiles. AL NG; SZ M; MV 12; HD 1−1; hp 4; AC 8; #AT 2 (short
bow) or 1 (spear); DM 1d6 or 1d6/1d8. Gear: leather armor,
THE FOREST: The surrounding forest comprises hardy spear, short bow, quiver, 12 arrows.
conifers, blight-resistant oaks, and tenebrous ash trees. These
trees are tough enough to withstand the dry heat that billows Wilderness Soldier (×14) (human male and female fighter 1):
up from the Blighted Lands, as well as the frigid, snowy blasts AL NG; SZ M; MV 9; HD 1; hp 6; AC 7/6; #AT 2 (short bow)
that breathe down from Mount Gygantor. The forest is rich in or 1 (spear); DM 1d6 or 1d6/1d8; SA All applicable fighter
game, including beaver, deer, ermine, and more. Naturally, this abilities, forester secondary skill. Gear: studded leather, small
fecundity attracts a variety of predators, including bears, lions, shield, spear, short bow, quiver, 20 arrows.
and wolves; more recently, blight-infected monsters have been
Captain (×2) (human male ranger 5): AL NG; SZ M; MV 9;
prowling the land.
HD 6; hp 33, 35; AC 5/4; #AT 2 (short bow) or 1 (long
sword); DM 1d6 or 1d8/1d12; SA All applicable ranger
PEOPLE abilities. Gear: chain mail, small shield, long sword, short bow,
quiver, 20 arrows.
Loch Jineeva is home to hunters, trappers, fishers, and loggers,
all of whom are hardy survivalists. Their log cabins surround It is highly unlikely that a ranger captain will assist the party,
the lake, with narrow trails and cart paths connecting them. other than to suggest the trails that may be used to approach
Some have formed a teamster group that conveys lead and the Grand Winter Palace of the Dwarf King. The western
silver ore carted down from the dwarven mines (as well trail is shorter but believed to be frequented by dangerous
as their own local resources) to the city of Chentoufi. The creatures—including a deadly “ice worm”. The eastern trail is
current population of Loch Jineeva is estimated to be about longer but generally thought safer.
700 persons (all human, save a few half-elves and others with
distant elven ancestry). The rangers are hard-pressed defending Loch Jineeva from
the hostile beasts of the forest. Of late, blight owlbears4
LEADERSHIP: The people of Loch Jineeva are governed and giant wolverines have been harassing the hunters and
by a council of five elders who decide on matters large and trappers and driving off game. Furthermore, these horrors are
small. Palaver and the airing of grievances are conducted at held responsible for the recent deaths of three local hunters.
the Old Meeting House (often called Hort’s Hall, after the Notwithstanding, if the party lack numbers and are desperate
chief elder) on the western shore of the lake. Some decisions for assistance, 2 wilderness soldiers may be lent out. Beyond
rendered by the council are by majority; others must be the tree line, they know little of Mount Gygantor’s features,
unanimous. because until now they have been forbidden to disturb the
domain of the mountain dwarves.
The Council of Elders consists of Hort Greenleaf [HAWRT]
(human male), Badiz the Bald [ba-DEEZ] (human male),
CABINS
Gwafa Strongheart [GWA-fuh] (human male), Idira the Wise
[ih-DEE-ruh] (human female), and Sufia the Red [soo-FEE-
Log cabins are built in small clusters, typically surrounded by a
uh] (human female). They are a self-reliant and somewhat
12-foot-tall stockade fence. A typical grouping comprises 5–10
conservative group that carefully weighs the consequences cabins, each structure housing 1d12 individuals.
4 See Appendix A.
8
Mount Gygantor looms above Loch Jineeva

9
OLD MEETING HOUSE (Hort’s Hall): father and her uncle, King Koenant, for her obsession with
Two decades ago, Loch Jineeva was little more than an Chentoufi culture. Eventually she left to live amongst the
alpine forest with a handful of semi-permanent residents Chentoufi people, and there she prospered.
(fishermen and hunters). With Chentoufi’s increasing demand
for dwarfish ores (lead and silver) and local resources (furs, In hope of regaining their acceptance, Zahbeane recently
skins, fish, timber, and water), people began to settle the area returned to visit her family—beardless and garbed like a
permanently. This influx necessitated the formation of local Chentoufi woman. Her visit did not go well. (Matters were
leadership; hence, this large timber-and-plank structure was made worse when she presented her pet snake.) After receiving
built to formalize Loch Jineeva’s local government. harsh criticism, she resolved to return to Chentoufi, but then
disaster struck in the form of the wyrm. Zahbeane does not
The meeting house measures 30 × 60 feet and has a tall, gabled yet know it, but she is the sole heiress to the throne of Mount
roof. Double doors open into a single chamber with 18-foot Gygantor, for her uncle and father are both dead.
ceiling height, the roof supported by heavy beams and rafters.
Wooden benches line the interior, facing a rear dais on which sit Zahbeane Silveraxe (dwarf female fighter 4): AL CG;
five throne-like chairs, where the elders preside during meetings. SZ S; MV 6; HD 4; hp 16; AC 6; #AT 1 (scimitar [+2]);
DM 1d8+2; Str 14, Int 13, Wis 9, Dex 15, Con 13, Cha 16
Currently the old meeting house is occupied by 62 mountain (17 to dwarves); SA All applicable dwarf and fighter abilities.
dwarves who are helpless and frightened. They are garbed Gear: +2 scimitar, +3 ring of protection.
in leathers and furs, and precious few bear arms. Like most
mountain dwarves, they are a bit taller and thinner than Snake, Poisonous: AL N; SZ S; MV 15; HD 2+1; hp 7; AC 6;
their cousins, but their beards are glorious, males and females #AT 1 (bite); DM 1; SA poison (save at −2 or incapacitated
alike. These demi-human refugees weave a tale of horror and 2d6 days).
violence that erupted around them two weeks ago.
Conversing with the Dwarves: The mountain dwarves are
A Most Peculiar Dwarf: One of the refugees is Zahbeane a xenophobic lot, taciturn and downtrodden. Zahbeane
Silveraxe [ZAH-bee-ayn], niece of the Dwarf King, Koenant Silveraxe will speak to the PCs, explaining who she is and what
Thunderforge. She is garbed in the style of a Chentoufi has befallen her people (though she is unlikely to reveal her
woman: pantaloons, loose blouse, sash, slippers with curled rejection by her family). A few other dwarves who are present
toes, and exotic jewelry and makeup. She also is armed with will contribute to the conversation. The following points may
a scimitar instead of the traditional dwarven axe, hammer, be gleaned as the GM sees fit:
or pick. Some years ago, Zahbeane was shunned by her † The “Blikzem Wyrm” appeared out of thin air.
† It seemed to be multiple places at once (more
than one dragon?).
† It appeared to triplicate itself, three dragons
attacking in unison.
† It crushed the defenses from within, exploiting
every weakness.
† Frost plumed through the halls, and lightning
scorched the walls.
† The wyrm summoned despicable goblinoids to
occupy the palace.
† The finest dwarven warriors were slain.
† The survivors are a combination of escapees and
miners who were offsite.
† The refugees seek a sign that the king
survived, or perhaps his brother, the duke.

If the PCs suggest that Zahbeane join them, then an otherwise


reticent dwarf will speak up. He will reveal that if her father
and uncle are dead, then Zahbeane is the heiress to the throne
and must not be placed in danger. At the very least, Zahbeane
will authorize a handsome reward for liberating the Grand
Winter Palace of the Dwarf King. She promises 1,000 gp to
each party member.

The heiress to the Dwarf King’s throne, beardless, and


garbed like a Chentoufi woman—and she trains snakes!
10
PART III:
UPPER MOUNT GYGANTOR
ENVIRONS

Upper Mount Gygantor looms above Loch Jineeva. One could say that the mountain cradles Loch
Jineeva in its lap, for the lake collects in a kettle-shaped depression about 1,000 feet below the 8,000-foot
tree line. Snow covers the mountain’s upper third (c. 9,500 feet), where await subfreezing temperatures
and blasting winds.
TRAILS: Two cart tracks snake up the mountain to the
Grand Winter Palace of the Dwarf King at the top. From KEYED ENCOUNTERS
where they diverge just above the tree line, the western trail
spans 15 miles, whereas the eastern trail winds for 18 miles The trails ascending from Loch Jineeva to the Grand
before reaching the summit. A typical party of adventurers will Winter Palace of the Dwarf King are not without some
average 5–10 miles per day, depending on their burden. reconnaissance and exploration opportunities. The following
keyed locations may be achieved by the party; furthermore, the
TRACKING: Snow presents an enticing opportunity for GM is encouraged to devise additional set pieces as desired.
trackers to do their best work. Successful investigation should
reveal many dwarf footprints along and around the trails. The REMORHAZ LAIR: A serpentine trail off the western
final switchback trail shows many goblinoid feet zigzagging up track leads to an icy cave. The cave mouth appears to be a
to the Grand Winter Palace of the Dwarf King from the solid block of ice that was melted through. A six-foot-diameter
Dwarven Mine. Whether any other results are yielded is the tunnel burrows through 12 feet of ice into an arctic serpent’s
purview of the GM. den that is approximately 18 feet in diameter.

RANDOM ENCOUNTERS: The trails of Mount Indeed, this is the lair of 2 remorhaz (AL N; SZ L; MV 12;
Gygantor are more hostile now than before, attributable to HD 9; hp 45; AC 4 [underbelly] / 2 [head] / 0 [body];
the absence of the dwarves and the presence of the dragon. MR 75%; #AT 1 [bite]; DM 6d6; SA scale heat, swallow
Random encounters can occur on a 1-in-10 chance per half- prey). Note that one of these creatures might be encountered
day of travel (1-in-6 on the dangerous western trail). randomly, so only its mate may be present. A cache of
5 golden yellow topazes (500-gp value each) may be found
Table 2: Random Encounters on Upper Mount Gygantor here, as well as a most singular remorhaz egg (5,000-gp value).
d4
Monster # Encountered TROLL DEN: This horribly smelling cave is accessed
Roll
under an enormous 18-foot boulder. A pack of 8 trolls
1 owlbear, blight 1d4+1
(AL CE; SZ L; MV 12; HD 6+6; hp 35; AC 4; #AT 3
2 remorhaz 1 [claw/claw/bite]; DM 1d4+4/1d4+4/2d6; SA regeneration,
3 troll 1d6 surprised 1 in 6) have taken residence here. Reduce their
4 wolverine, giant 1 number for any encountered randomly.

The trolls are fat after having eaten several dead dwarves that
Owlbear, Blight5: AL CE; SZ L; MV 12; HD 5+4; hp 29; they found in the Dwarven Mine. They have a collection of
AC 5; #AT 3 (claw/claw/bite); DM 1d6/1d6/2d6; SA cure frozen dwarves stacked like firewood. In a half-rotted wooden
disease vulnerability, hug, sonic shriek. chest with no lid, they store a pile of 2,345 gp.
Remorhaz: AL N; SZ L; MV 12; HD 9; hp 45; AC 4
(underbelly) / 2 (head) / 0 (body); MR 75%; #AT 1 (bite);
MAD HERMIT: A sharp, 40-foot escarpment of granite
DM 6d6; SA scale heat, swallow prey.
rises from the sloping, ice-mantled gravel and stone of this
area. A 3 × 7-foot cave mouth on the wall opens 12 feet above
Troll: AL CE; SZ L; MV 12; HD 6+6; hp 35; AC 4; #AT 3 the ground. An old, knotted rope hangs conspicuously from
(claw/claw/bite); DM 1d4+4/1d4+4/2d6; SA regeneration, the aperture.
surprised 1 in 6.
This is the abode of Old Leather, a man aged 67 but seeming
Wolverine, Giant: AL N(E); SZ M; MV 15; HD 4+4; hp 22;
much more ancient by his leathery, wizened face. Old Leather
AC 4; #AT 3 (claw/claw/bite [all +4]); DM 1d4+1/1d4+1/
is regarded a mad hermit, an angry old codger who resents the
2d4; SA musk.
“industry” of Loch Jineeva, his former home. As more hunters,

5 See Appendix A.

11
trappers, fishermen, and loggers arrived, Old Leather destroyed Old Leather (human male ranger 3): AL CG; SZ M; MV 12;
his cabin in a fit of rage and moved to the inhospitable upper HD 4; hp 17; AC 9; #AT 2 (short bow) or 1 (hand axe or
reaches of Mount Gygantor. The mountain dwarves have no knife); DM 1d6, 1d6/1d4, or 1d3/1d2; Str 13, Int 14, Wis 16,
love for him, and most of the people residing about Loch Dex 15, Con 14, Cha 8; SA All applicable ranger abilities.
Jineeva are ignorant of his presence. Gear: hand axe, knife, short bow, quiver, 12 arrows.

From head to toe, Old Leather is garbed in rabbit and weasel


DWARVEN MINE: This extensive mine system
furs. He is armed with a short bow, hand axe, and knife of
contains many caverns, tunneling operations, ramps, and
rudimentary construction. When he becomes aware of the
winch-powered elevator lifts. Rail carts convey ore, primarily
PCs, he will hurl crude and lewd insults at them, ordering
including lead and silver, but also copper and iron. The
them to go away. He will become more affable if bribed with
rarest veins tapped into include platinum and mithral.
food or other useful equipage, but money holds no value in his
The footprints of many goblinoids exit the mine entrance,
world. If appropriately induced, he will invite visitors to share
advancing up the mountain to the Grand Winter Palace of
his fire, indicating that they must climb the knotted rope to
the Dwarf King.
enter his cave.
The stench of death is redolent deep in the mine where
The cave mouth extends, forming a 15-foot-long ascending
the temperature is above freezing, as many dwarves were
tunnel that opens into a 30-foot-diameter cavern with average
slaughtered here. This was also a target of the dragon one day
ceiling height of 15 feet. Here Old Leather keeps a central
after taking the palace. Too, this was whence its goblinoid
hearth built of stone that vents through ceiling cracks. He has
minions were summoned, from dark recesses of which the
a stack of firewood and brush, a collection of mountain goat
dwarves themselves were largely ignorant. Most of the dead are
skins, and a brace of rabbits; otherwise, the mad hermit is out
scorched, frozen, and ripped asunder; others appear to have
of food. The old hermit can reveal the following bits of lore:
been cut down by mundane weaponry (swords and spears).
† The dragon’s presence drives off more game than Surviving miners are among the refugees now located at the
a crew of Loch Jineeva loggers. Old Meeting House in Loch Jineeva6.
† The dragon is infected with sorcerous blight.
† The hermit is so old that he can smell when It is the purview of the game master to develop this cave
something is blight-infected. and tunnel system. For convention play, if players insist on
† The dwarves never saw the beast coming. exploring the mines, then simply inform them that their PCs
† The dragon took them from within and drove them spend a day or two in the depths and find only death and
like sheep. destruction. A few small shrines dedicated to Gygantor (the
The mad old hermit seems amused by it all, displaying little dwarven demigod of mining, subterranean exploration, and
sympathy for the dead and deposed. strength) may be discovered.
6 See Part II: Cabins, old meeting house.

PART IV:
GRAND WINTER PALACE
of the DWARF KING
EXTERIOR

As the PCs approach the Grand Winter Palace of the Dwarf King, the game master can read or
paraphrase the following:

Through howling winds and blasting snow, you see the silhouette of an impressive stone structure
set atop Mount Gygantor. The edifice appears to be built from cyclopean stone blocks of dark grey
color. The front entrance is caved in, leaving a toothy maw of jagged stone. You note that a pair
of appurtenant towers flank the main building, one about 400 yards southwest, and the other a
like distance northeast.

12
Refer to the Grand Winter Palace of the Dwarf King RANDOM ENCOUNTERS
Map. The palace has suffered considerable damage. The
thunderfrost dragon7 employed a blitzkrieg attack, killing Patrols are infrequent in the palace. Check once every 3 turns,
the king, the duke, and other prominent leaders in the throne a 6 on 1d6 indicating an encounter.
room (#P-38). It then teleported to the king’s hall (#P-14),
killing many more. Table 3: Random Encounters in the Grand Winter Palace
d6 Roll Monster # Encountered
As the fear-stricken dwarves rushed to retreat and regroup,
the dragon teleported outside, smashing the walls of the 1 bugbear patrol 1d4+1
front entrance (#P-1). Finally, it used an illusion (mirror 2–4 goblin patrol 1d10+5
image) seemingly to triplicate itself. This deception gave the 5–6 hobgoblin patrol 2d4
impression of an all-out assault from within and without,
leading the dwarves to reckon that they were under attack Bugbear: AL CE; SZ L; MV 6; HD 3+1; hp 14; AC 3; #AT 1
by several dragons at once. The beast then called forth its (halberd); DM 1d10+1/2d6+1; SA surprise 3 in 6. Gear:
goblinoid allies to finish off any survivors. plate mail, halberd, 3d8 cp, 3d6 sp, 2d6 ep.

N.B.: A ranger or other woodsman may notice that goblinoid Goblin: AL LE; SZ S; MV 6; HD 1–1; hp 3; AC 7/6; #AT 1
footprints are all about this area. (short sword or spear); DM 1d6/1d8. Gear: studded leather,
small shield, short sword (50%) or spear (50%), 3d4 cp.

Hobgoblin: AL LE; SZ M; MV 9; HD 1+1; hp 5; AC 5;


#AT 1 (footman’s mace); DM 1d6+1/1d6. Gear: chain mail,
footman’s mace, 6d6 sp.

7 See Appendix A.

Grand Winter Palace


of the Dwarf King er
Tow
Floor Plan Zoomed Out Dwarf King’s Suite ern
theast
Nor

er
tow
NE
to
ds
yar
0
er 40
tow
SW
to
West Wing yards
0
40

Ground Floor

rs sta
ella ite stai irs dow
t o c g’s su rs u n
own kin p t to c
o k ella
ower rs d to ing’ rs
r n T stai irs up s su
e st e sta ite
Sout
hw Cellars
to
a s s age ing
p st w
we

13
PALACE FEATURES S-3. FURNACE CHAMBER: Three large stone furnaces.
This is where the dwarves heated ore, separating lead and
The following features are typical throughout the palace, unless silver. The chamber is blackened with soot and cluttered with
otherwise described: hammers, tongs, billows, and other implements.
† Floors are composed of interlocking, dull black
S-4. INGOT STORAGE: Goblinoid voices can be heard
flagstones.
arguing in this chamber. Located here are 7 hobgoblins
† Walls are composed of grey stone blocks, rising
(AL LE; SZ M; MV 9; HD 1+1; hp 3, 4, 4, 6, 7, 8, 8; AC 5;
eight feet high.
#AT 1 [footman’s mace]; DM 1d6+1/1d6. Gear: chain mail,
† Ceilings arch to 14 feet in passages, 16 feet
footman’s mace, 6d6 sp). Bars of lead and ingots of silver are
in rooms.
stored on iron shelves bolted into the walls: 442 lead bars
† Doors are bronze and measure 3 × 7 feet.
(5 lbs. each) and 190 silver ingots (100-sp equivalent each).
† Doors open via pull-and-twist handles.
In the Goblinoid tongue, the hobgoblins are debating the
† Electrical scorch marks are seen throughout.
merits of telling their sergeant about the silver ingots.
† Frost and ice patches are seen throughout.

S-5. TOOL STORAGE: Smelting and cupellation tools are


N.B.: The game master no doubt will note that not every room
piled about in this chamber.
on the map is described. These omissions are by intent. Empty
rooms can be stocked with furnishings and occupants as the
GM sees fit, or simply left bare, stripped of their trappings. NORTHEASTERN TOWER
(Observation Tower)
SOUTHWESTERN TOWER
A favorite place of the Dwarf King Koenant Thunderforge, this
(Forge Tower) 30-foot-tall tower is perched on the side of a cliff that affords a
magnificent view for miles. The tower can be accessed from the
This tower houses the furnaces for the cupellation of lead and
Grand Winter Palace: Ground Floor by a long, partially
silver from the mine. The dwarves who worked here were
sunken tunnel (see #P-5). Goblins have been assigned to this
among the most highly esteemed in the Grand Winter Palace,
tower to watch out for enemies, but they have discovered the
for the worship of Gygantor is prominent.
whiskey and wine, and all prudence has been cast aside.

400 yards to palace


Southwestern Northeastern
e
Tower palac Tower
10-foot dot grid to 10-foot dot grid
S-4 yards
0
S-3 40
S-5 N-1

S-1 N-4 N-3 N-2

S-2

S-1. TOWER GATE: Damaged wooden gate with broken N-1. ACCESS POINT: The access door is barred from
drop bar. The gate provides access to a long, partially sunken within. Stairs and ramps ascend to the tower proper. A winch
tunnel (like that of a mole, but built of stone) accessing the is set in the walled space between #N-2 and #N-3. Wound
Grand Winter Palace: Ground Floor (see #P-5). with heavy chain, it raises the floor of #N-2.

S-2. GYGANTOR’S BATH: Steaming pool surrounded by N-2. OBSERVATION DECK: A large, rotating spyglass
walls of granite. This shallow, bubbling pool is where the holy is mounted on a slate-tiled floor that is raised by the winch
forgers rejuvenated themselves. A statue of Gygantor rises from between #N-2 and #N-3. The floor can rise 20 feet. The
the center of the pool. Entering the bath will heal those of spyglass bears ensorcelled lenses that impart the ability to see
Lawful Good alignment 1d4 hp once per day; if the bather is things as if they were 10 times closer when viewed through the
also a miner or smelter, then healing is 2d4+4 hp. scope. Narrow slot-like apertures in the walls allow for a view

14
of the mountain below, including Loch Jineeva and beyond to P-2. SITTING ROOM: Snow and ice spill into this chamber.
other prominent features of the Wyvern Peaks. Unfortunately, Chairs and benches are broken and upended, and portraits
it is a rare day indeed when blowing snow does not obscure of dwarf kings past lie ruined. Undue noise may attract the
the vista. blight owlbears8 from #P-3; conversely, careful listeners might
hear the beasts rummaging around in there.
N-3. POST HALL: Supported by beams of stone, this hall is
now the sleeping quarters of 15 goblins (AL LE; SZ S; MV 6; P-3. KITCHEN and PANTRY: This ruined kitchen was
HD 1–1; hp 4; AC 7/6; #AT 1 [short sword or spear {both plundered by the goblinoids. It now is occupied by
−1}]; DM 1d6/1d8. Gear: studded leather, small shield, short
sword [×6] or spear [×9], 3d4 cp). A great hexagonal table 3 blight owlbears9 (AL CE; SZ L; MV 12; HD 5+4; hp 38,
in the center of the chamber is cluttered with empty bottles of 39, 42; AC 5; #AT 3 [claw/claw/bite]; DM 1d6/1d6/2d6;
whiskey and wine, and a large chandelier hangs above it. The SA cure disease vulnerability, hug, sonic shriek)
humanoids have abused their responsibilities, plundering the of robust girth. They have been devouring everything in sight
wine and spirits from #N-4. They are drunk, rowdy, and half- (including goblinoids), but the dragon has commanded that
asleep. One has an amethyst (100-gp value) in its pocket. the beasts be left free to do as they will. The blight owlbears
react violently at the sight of any intruders, emitting their sonic
N-4. WINE and SPIRITS: More than 200 bottles of wine
shriek attacks.
and whiskey are here, but until recently that number easily
was doubled. Wooden racks are mounted on the walls. A large P-4. LOBBY: This large, open area is patrolled by 5 bugbears
barrel of pale, effervescent Chentoufi wine rests in one corner, (AL CE; SZ L; MV 6; HD 3+1; hp 15, 15, 17, 17, 22; AC 3;
but it has been broached and is half empty. #AT 1 [halberd]; DM 1d10+1/2d6+1. Gear: plate mail,
halberd, 3d8 cp, 3d6 sp, 2d6 ep) and the bugbear
GRAND WINTER PALACE: leader (AL CE; SZ L; MV 6; HD 4; hp 24; #AT 1 [halberd
GROUND FLOOR {+1}]; DM 1d10+2/2d6+2. Gear: plate mail, +1 halberd,
24 cp, 18 sp, 12 ep, 6 bloodstones [50-gp value each]).
The ground floor of the palace is cold and dark, its main front A short spiral stair descends five feet to the tunnels at #P-5,
entrance demolished by the dragon. as does a sloping passage between two doors.
P-1. FOYER: The front entrance is smashed and crumbling. P-5. TOWER TUNNELS: Partially sunken, rocky tunnels
Broken masonry, snow, and ice fill this ruined chamber. The provide access to the Southwestern Tower and the
corpses of 17 mountain dwarves lie frozen here, torn asunder Northeastern Tower. Each is about 400 yards long and has
by great claws and/or crushed by masonry. Their countenances the general appearance of a mole’s tunnel.
are locked in attitudes of utter terror. Undue noise may attract
the bugbears of #P-4. 8 See Appendix A.
9 ibid.

Grand Winter Palace: er


Ground Floor tow P-13
NE P-21
10-foot dot grid to
ds
yar
er 0 P-14 P-16
tow 40 P-15 P-20
SW
s to
0 yard
40 P-12
P-5
P-19
P-8
P-18

P-18
P-18
P-18

P-7 P-10 P-17


P-4

P-11
P-2
P-9 P-6 P-1 P-3

to
age g
passst win
we

15
P-10. CENTRAL STAIRWELL: Stairs ascend from the
Cellars to the Ground Floor and finally to the Dwarf
King’s Suite. Five dead dwarves lie strewn about the upper
treads, kicked to the periphery.

P-11. EASTERN STAIRWELL: Stairs ascend from the


Cellars to the Ground Floor and finally to the Dwarf
King’s Suite. On the Ground Floor, a barred door opens
into the tunnels at #P-17.

P-12. COMMON SHRINE: Set in this alcove is a three-foot-


high dais supporting three marble statues of Gygantor. Each
depicts the dwarven demigod in one of his primary facets:
mining, subterranean exploration, and strength. Scattered
on the floor of the dais are 42 sp. Approaching this area will
attract the goblinoids at #P-13.

P-13. REAR ENTRANCE: These barred double doors are


guarded by 8 goblins (AL LE; SZ S; MV 6; HD 1–1; hp 3;
AC 7/6; #AT 1 [short sword or spear]; DM 1d6/1d8. Gear:
studded leather, small shield, short sword [×4] or spear [×4],
3d4 cp), 4 hobgoblins (AL LE; SZ M; MV 9; HD 1+1; hp 5,
6, 7, 8; AC 5; #AT 1 [footman’s mace]; DM 1d6+1/1d6. Gear:
chain mail, footman’s mace, 6d6 sp), and the hobgoblin
sergeant (AL LE; SZ M; MV 9; HD 1+1; hp 9; AC 5; #AT
2 [short composite bow] or 1 [long sword]; DM 1d6 or
Bugbears and goblins—oh, my! 1d8/1d12. Gear: chain mail, long sword, short composite bow,
P-6. LOUNGE: Steps descend to an empty lounge where quiver, 12 arrows, 36 sp). One goblin may attempt to flee an
chairs and small round tables are upended. The frozen forms attack to alert others.
of 13 mountain dwarves lie dead here. A locked door in the
southern wall leads outside. P-14. KING’S HALL: The scene of a massacre: 38 mountain
dwarves lie here, scorched, frozen, rent, and torn. Tables and
P-7. BUTTERY: Casks of dwarfish ale and Chentoufi wine are benches are upturned, and trophy heads of bears and elk lie
racked here. A drunken goblin (hp 2) lies on the floor, snoring. about the floor. This place was a prime target for the dragon.
One dead mountain dwarf, a notable captain of the guard, wears
P-8. ANDVARI’S POOL: The walls of this pool are carved to +2 ring mail and has a +2 axe of hurling on his belt.
portray an odd dwarf leaping into the air, transforming into a
fish, and diving into the pool. The water itself is of a strange P-15. ABODE of the DIGGER: This large, rubble-filled hall
sanguine color. The bottom is where the Dwarf King Koenant seemingly is accessed only by a locked outer door, but in fact
Thunderforge hid much of his gold. 2 secret doors are within; both slide into recessed pockets.
Here dwells an earth elemental (AL N; SZ L; MV 6; HD 12;
The hoard lies in a shallow depression 40 feet below: 6,778 gp hp 60; AC 2; #AT 1 [pummel]; DM 4d8; SA hit only by +2
and a +2 golden short sword (detects gold within 60 feet, once weapons, –8 damage vs. airborne opponents). This construct
per day; same restrictions as detect magic). The dragon has yet to is renowned for its impressive excavations. It attacks any non-
discover this treasure. Too, a water elemental (AL N; SZ L; dwarves who disturb its earthen sanctuary.
MV 6 [swim 18]; HD 12; hp 50; AC 2; #AT 1 [slam]; DM 5d6;
SA hit only by +2 weapons) is down there, assigned to protect P-16. MINERS’ HALL: In this large hall, 15 goblins (AL
the king’s treasure. LE; SZ S; MV 6; HD 1–1; hp 3; AC 7/6; #AT 1 [short sword
or spear]; DM 1d6/1d8. Gear: studded leather, small shield,
P-9. WESTERN STAIRWELL: Stairs ascend from the short sword [×6] or spear [×9], 3d4 cp) have assembled a
Cellars to the Ground Floor and finally to the Dwarf cluster of crude shelters, built from chairs, tables, and curtains.
King’s Suite. Strewn about near the summit are six mountain
dwarf corpses mantled in ice. A 300-foot-long corridor on the P-17. DEFENSE TUNNELS: A barred door in the east–west
Ground Floor leads to the West Wing; an adjoining passage corridor provides access to two tunnels: One slopes up to
exits the Cellars below, sloping imperceptibly upwards along another barred door, which opens into the eastern stairwell
its length. The double doors to the Cellars are locked. (#P-11); the other leads to a revolving secret door.

16
P-18. INSTRUCTION CHAMBERS: In this series of P-25. WEST WING FOYER: Horror and bloodshed fill
chambers, wise dwarves inculcated dwarven youths with this chamber. The walls are scorched, and the bodies of 14
knowledge of stone, mountains, tools, metallurgy, mining, mountain dwarves lay strewn about, frozen in gruesome aspects.
and the worship of Gygantor. Examples of tools, ores, and Some of the bodies have been pushed aside to allow access
stones and Gygantor idols may be found within. All of the to the double doors to #P-28. This large chamber served as
outer doors are locked. a common room for the families of miners. It accesses the
outdoors (#P-26) and the kitchen / pantry (#P-27).
P-19. SOUTHEASTERN POSTERN: These doors are barred;
no guards are assigned here, but the goblinoids at #P-21 keep P-26. FIRE PIT: This area was enjoyed by several mountain
an eye out. dwarf families in favorable weather. The door into #P-25 now
is barricaded with mountain dwarf corpses.
P-20. TEMPLE of GYGANTOR: The outer doors to this
room are locked. This austere temple has stone benches lined P-27. WEST WING KITCHEN and PANTRY: This long
within. Here, adherents would gather and read the prayers hall is stocked with barrels and casks of water and wine. Long
of Gygantor, smoke pipes, drink strong spirits, and discuss counters are littered with pots, pans, and utensils. An old iron
delving techniques. stove contains charred loaves of bread, the last dwarfish bread
A marble statue of Gygantor, garbed in mining gear and to be baked before the unthinkable occurred. All of the outer
wielding a hammer and chisel, stands in the northeastern doors are locked.
corner. Bas reliefs along the walls show mountain dwarves
P-28. LIVING QUARTERS: This large hall is separated by
mining. Stone-covered prayer books are scattered within.
heavy woolen curtains, dyed crimson and redolent of urine,
depending from brass rods. A cacophony of rasping, mewling,
P-21. NORTHEASTERN POSTERN: These locked doors
shuddering voices sounds within these partitions. Indeed,
are guarded by 8 goblins (AL LE; SZ S; MV 6; HD 1–1; hp 3;
spread about the subdivisions here are 128 tiny goblins
AC 7/6; #AT 1 [short sword or spear]; DM 1d6/1d8. Gear:
(AL LE; SZ S; MV 6; HD ¼; hp 1; AC 10; #AT 1 [bite]; DM 1)
studded leather, small shield, short sword [×4] or spear [×4],
with razor-sharp teeth. They are an unequivocally Evil lot.
3d4 cp) and a bugbear (AL CE; SZ L; MV 6; HD 3+1; hp 14;
They have torn to shreds the fine bedding and furniture that
AC 3; #AT 1 [halberd]; DM 1d10+1/2d6+1; SA surprise
once decorated this hall, forming nests in which they curl
3 in 6. Gear: plate mail, halberd, 3d8 cp, 3d6 sp, 2d6 ep).
together (when not trying to kill one another).
One goblin may attempt to flee an attack to alert others.

GRAND WINTER PALACE:


WEST WING Grand Winter Palace:
West Wing
This extension was built to accommodate the miners’ families. 10-foot dot grid
P-22. LATRINE: A ramp leads up to the entrance door; stairs P-29
descend from the exit. Chamber pots and a wash basin are
found within. Goblinoids have soiled these places with their
unspeakable evacuations. P-28
P-27

P-23. MINER CAPTAINS’ QUARTERS: These three P-26


chambers were reserved for the leaders of the miners. The
quarters have been claimed by hobgoblins. Each room currently
houses 5 hobgoblins (AL LE; SZ M; MV 9; HD 1+1; hp 3, P-25
4, 6, 6, 8; AC 5; #AT 1 [footman’s mace]; DM 1d6+1/1d6.
Gear: chain mail, footman’s mace, 6d6 sp), though the bunks
accommodate twice that number. Excessive noise in one of these
chambers will alert the occupants of the other two. P-22

P-24. EXPANSION TUNNEL: This worked tunnel ramps P-23 P-23 P-23
down, extending 140 feet to a dead end. This was the next
P-24 to
planned expansion of the Grand Winter Palace. A wheeled cart passage oor
P-22 g r o u n d fl
filled with stone, hammers, picks, and chisels may be found at
the end.

17
P-29. COMMODIOUS LIVING QUARTERS: This large P-32. EXPLORATION TUNNEL: What begins as a worked
hall is separated by heavy woolen curtains dyed purple, tunnel spirals down into the mountain depths, if the game
depending from brass rods. Reposed on a central platform lies master so chooses. For “quick play” (e.g., tournament, one-
the blight mother (AL LE; SZ L; MV 0; HD 2+2; hp 18; shot), this can be an unfinished, 80-foot-long tunnel with
AC 10; SA killed by cure disease), an eight-foot-long, obscenely a dead end. Hiding in a nook of this tunnel is the palace
corpulent female goblin. Her green skin erupts with massive architect, Kranf Doyll, a noncombatant mountain dwarf.
clusters of pustules and networks of pulsing, purple veins.
Kranf was right beloved by the king, but oft ridiculed by the
The blight mother was brought here by the blight wyrm to other dwarves, owing to his eccentric design philosophies. He
generate an army of goblins. She is a defenseless abomination has been hiding since the attack, narrowly evading goblinoids
that will spit at and threaten visitors; however, she lacks and awaiting his chance to escape. He is desperate, hungry,
mobility and is dependent on the other goblinoids. If killed, tired, and fond of strong spirits.
the monster will explode, covering anyone within 30 feet with
her horrendous bile, blood, and guts: Save vs. poison or take GRAND WINTER PALACE:
6d6 damage 1 turn later, after the foul fluids are absorbed by DWARF KING’S SUITE
the unfortunate victim(s). Washing off the bile before a turn
elapses will limit the damage to 2d6. Two-foot-tall fences demarcate artistic displays in the main
passage. They include paintings, amphoræ, and sculptures
GRAND WINTER PALACE: CELLARS dedicated to Gygantor, extolling the greatness of mining,
subterranean exploration, and strength. Unfortunately, most of
The scent of mildew rises from the old wine and whiskey cellars. these artworks are broken, damaged, or blackened, rendering
them valueless. Scorches mark the walls here, and a sheen of
P-30. WHISKEY CELLAR: Casks and bottles of whiskey are frost spreads across the floors, walls, and ceilings. This level is
stored here on racks and shelves. Several casks show signs of where the assault began and where the dragon now resides.
being broached recently, and many broken bottles lay scattered
about the floor. N.B.: Any noise save the quietest whispering and tiptoeing is
likely to cause the thunderfrost dragon10 in #P-38 to become
P-31. WINE CELLAR: Several barrels of wine and ale are aware of the PCs.
stored here, racked in two rows on each wall. A boisterous
group of 10 goblins (AL LE; SZ S; MV 6; HD 1–1; hp 4; P-33. ROYAL SHRINE: This shrine was dedicated to the
AC 7/6; #AT 1 [short sword or spear {both −1}]; DM 1d6/1d8. king’s deity, the dwarven demigod Gygantor. Ornately carved
Gear: studded leather, small shield, short sword [×4] or spear stone benches lie within. Bas reliefs along the walls portray a
[×6], 3d4 cp) are laughing, arguing, and fighting one another. massive dwarven warrior leading an army of dwarves against
They are quite noisy and can be heard from several feet away, an army of goblins. In the rear alcove is an impressive marble
despite the doors being closed. statue of Gygantor clad in mail and wielding his dragon-
stylized war pick; this is Gygantor as portrayed in his aspect of
strength.
10 See Appendix A.

Grand Winter Palace:


Cellars
10-foot dot grid
P-32

P-10 P-11
P-9

P-30 P-31

to
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passst win
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18
P-34. DUKE’S CHAMBER: The opulent chamber of the
king’s brother, who now is dead. It is hung with fine tapestries
and adorned with lovely sculptures. A massive (albeit low) bed
is centered in the chamber, and the floor is spread with bear
furs. A diamond-studded silver chalice (1,800-gp value) rests
in the top drawer of a stone-carved dresser.

The duke’s +4 mithral chain mail rests on an ornately carved,


torso-shaped stone mannequin, a gift granted by his beloved
brother, the king. Buried in the chest of a festering hobgoblin
corpse is a military pick of astonishing craftsmanship. This is a
military pick of goblinoid slaying11.

The duke was well regarded as the finest warrior in the palace,
though he never had the opportunity to accouter himself to
fight the dragon. Like the king and everyone else, he never
saw the attack coming and was killed at #P-38 along with his
brother and other notables. In the aftermath of this hostile
takeover, a bold hobgoblin attempted to seize the duke’s
military pick, which immediately caved in the humanoid’s
chest. The other goblinoids have not entered this “cursed
chamber” since.

P-35. EXPOSED CHAMBER: This door is barricaded from


within. The outer wall of this chamber is broken and exposed
to the elements without. Attracted by the stench of death and
rotting meat, 2 trolls (AL CE; SZ L; MV 12; HD 6+6; hp 34,
40; AC 4; #AT 3 [claw/claw/bite]; DM 1d4+4/1d4+4/2d6;
SA regeneration, surprised 1 in 6) lurk here. They have been
engorging themselves on frozen dwarf meat and avoiding the Statue of Gygantor (strength aspect)
goblinoids by blocking the door with broken masonry. The
dragon is unperturbed by their presence, considering them
added security.

11 See Appendix B.

Grand Winter Palace:


Dwarf King’s Suite
10-foot dot grid
P-34 P-35 P-36 P-36 P-36
P-10
P-11
P-9
P-33 P-38 P-37

19
P-36. COMMANDERS’ QUARTERS: These three chambers
were lavishly furnished and decorated. The quarters have been The Dragon’s Tactics: The thunderfrost
ransacked and claimed by the bugbears. Furniture is broken, dragon (an adult of its species) will
and tapestries are ripped and soiled. defend itself intelligently against
any who disturb its victorious repose.
Each room is occupied by 4 bugbears (AL CE; SZ L; After an initial breath weapon, it will
MV 9; HD 3+1; hp 13, 17, 19, 21; AC 5; #AT 1 [halberd]; cast mirror image to protect itself
DM 1d10+1/2d6+1; SA surprise 3 in 6. Gear: halberd, from attackers. The dragon may try to
3d8 cp, 3d6 sp, 2d6 ep); an equal number are out on separate and incapacitate the party with
patrol. The 21-hp bugbear in the central chamber has a topaz wall of ice and hold person spells. It
(1,000-gp value) and a clumpy yellow potion of invisibility; certainly will not permit itself to be
slain by mere humans, teleporting to
he is wise to the potion’s function and unafraid to use it. Loud
safety if seriously injured.
commotion in any of these chambers will alert the occupants
of the adjoining ones; likewise, these bugbears will respond to Some game masters may wish to change
combat in the throne room (#P-38). the dragon’s appearance here. Instead
of having it lying on its hoard and
P-37. ROYAL CHAMBERS: This trio of large, connected awaiting the PCs’ arrival, perhaps it
living chambers was used by the royal family. In recent times, has polymorphed into a mountain dwarf.
the king was the only occupant of these opulent apartments. In this guise it might engage the PCs,
playing the part of a survivor and
His wife passed years earlier, and his two sons met their
awaiting the opportunity to strike when
respective fates whilst exploring a cavern full of hostile,
they are most vulnerable.
subterranean beasts. All the king had left was his brother, the
duke (now also dead), and his niece, Zahbeane, the shunned
enthusiast of Chentoufi culture.

P-38. THRONE ROOM: This is the royal chamber of Dwarf The beast lies upon a horde of 580 gold ingots (100-gp value
King Koenant Thunderforge. The stench of blight is pungent each), 9,865 gp, 10 golden chalices (500-gp value each),
here, like an iniquitous pit of serpents. Within, the throne 20 golden goblets (300-gp value each), and 18 golden holy
room has been torn apart, defaced, scorched, and frozen. symbols of Gygantor, each depicting a pickaxe (100-gp
Shredded are its tapestries, and vandalized are its paintings, value each). Lastly, Gygantor’s scepter13, a three-foot-long,
vases, and sculptures of dwarven heroes. The corpses of the magnificent golden artifact, lies partly obscured by the
dwarven leaders lie within: The king, the duke (father of coinage. The wyrm has had its servants bring all discoverable
Zahbeane Silveraxe), and five other prominent dwarves have gold here, allowing the goblinoids to retain as much electrum,
been tossed to the eastern periphery. silver, and copper as they wish.

The thunderfrost dragon12 (AL CE; SZ L; MV 9 [fly 24]; King’s Throne: Resting on the seat of the Dwarf King’s throne
HD 9+4; hp 49; AC 2; MR 50%; #AT 3 [claw/claw/bite]; is a single blight wyrm egg (6,400-gp value). Too, the throne
DM 1d6/1d6/3d8; SA acute smell / hearing, cold / electrical sits atop a hollow depression where a one-foot cube of mithral
immunity, cure disease vulnerability, fear, improved saving lies hidden (12,500-gp value; weighs 250 lbs.); it is discoverable
throws, infrared darkvision, spells, white lightning breath via detect magic.
weapon) lies curled about the western side of the
throne room, before the iron throne of the king. CONCLUSION
It has the following spells at its disposal:
Level One: shocking grasp, sleep If the thunderfrost dragon is killed, and the palace is
Level Two: invisibility, mirror image restored to the mountain dwarves, the closest kin is the
Level Three: clairaudience, hold person king’s niece, Zahbeane Silveraxe. By default, she will
Level Four: polymorph self, wall of ice inherit the throne (whether she likes it or not). Note
Level Five: teleport ×2 that a 1,000-gp reward can be dispensed to each PC.
Lastly, if a PC has taken up Gygantor’s scepter (and
N.B.: The bugbears in #P-36 will respond it has not rejected the wielder), then the surviving
to sounds of combat here; half will arrive dwarves will view this appropriation as divine will;
on round 4, and the rest on round 5. they will not dispute it.

12 See Appendix A. 13 See Appendix B.


EGG

20
APPENDIX A:
NEW MONSTERS
BLIGHT WYRM (Chaos Dragon, Shahhib Uzrhuk) Dragon, Thunderfrost
(Blikzem Wyrm)
Blight wyrms, as denominated by the sages of Chentoufi,
are dichromatic dragons; i.e., they possess the physical and No. Arriving: 1d3
supernatural abilities of two different chromatic dragon types. Alignment: Chaotic Evil
These hateful abominations are renowned for unleashing Intellect Level: Very intelligent
blended breath weapons with all the caustic effects of both Size: Medium to Colossal
parent species. The scales, ridges, and underbellies of a blight Movement: 9 (fly 24)
wyrm often demonstrate randomized shapes and colors that Hit Dice: 8–10+4
blend (and seemingly distort) both dragon types. Too, many Armor Class: 2
present with other mutagenic effects; e.g., thick, protruding No. Attacks: 3 (claw / claw / bite)
veins and/or bubbling pustule accumulations. Damage: 1d6 / 1d6 / 3d8
Special Abilities: see below
Blight wyrms hatch from blight-corrupted eggs. They then Experience Point Value: variable
follow the same eight-stage progression of age and correlative (see foregoing)
size as demonstrated by other dragons; e.g., young dragons Treasure Category: E, H, O, S
are small, ancient wyrms are colossal. Blight wyrms tend to
select habitat types that suit either or both lineage types, but A thunderfrost dragon, referred to as a “Blikzem Wyrm” by
exceptions are not infrequent. dwarves, is a corrupted blending of a blue dragon and a white
dragon. The species is noted for its white scales and spine
In combat, blight wyrms prefer to exercise their breath ridges and pale blue underbelly. They can blend with the sky
weapons, which they may use thrice per day. Spell-casting when flying above, and when gliding close to landscapes of
blight wyrms favor sorcery only second to their breath snow and ice, their white scales make them difficult to discern
weapons. Lastly, these dragons are unafraid to utilize their from higher vantage points.
claws and deliver deadly bites.
Thunderfrost dragons possess three horns (two on the
All blight wyrms are Chaotic Evil. They are amongst the most head and one on the snout), giving them a triceratops-like
feared and reviled of all beasts that roam Okkorim. In the appearance. They have long, slender necks and robust, sinewy
Okkorimi tongue, sages (in hushed whispers) refer to them as bodies. A larger, more fearsome variant of this blight wyrm,
“Shahhib Uzrhuk”. called a thunderblizzard dragon, is rumored to exist, but no
reliable sightings are on record in Chentoufi.
Special Abilities (all blight wyrms):
« Acute smell and hearing: Automatically detect hidden or Special Abilities:
invisible creatures within 10 feet per age category
« All standard blight wyrm special abilities (see foregoing)
« Cure disease vulnerability: If cure disease is cast on a blight
« Cold immunity
wyrm (touch required), it must save vs. death or take 3d8
« Electrical immunity
damage; furthermore, if the saving throw is a natural 1, the
« White lightning breath weapon: A 5-foot-wide, 80-foot-long
creature is killed, its innards explosively turned inside out.
bolt of white lightning that streaks from the tri-horns of
« Fear: Adult or older blight wyrms generate a fear effect to
the dragon, whilst a plume of cold erupts from its open
all viewers (saving throw negates).
maw. Damage is ×1.5 the dragon’s current hit points; if the
« Improved saving throws: Adult or older blight wyrms use
target is wearing metal armor or is a fire-based creature,
hp÷4 to calculate hit dice for saving throws.
then damage is ×2 the dragon’s current hit points. Save vs.
« Infrared darkvision: 60-foot range
breath weapon for half damage. If the saving throw fails, a
« Magic resistance: 50%
second saving throw vs. breath weapon must be made or
« Speech: 80% chance to speak 1d4 languages (human or
the target is coated in ice. To break free requires 3 rounds if
demi-human)
Str is less than 9, 2 rounds if Str is 9–12, or 1 round if Str
«Spell-casting: If speaking, 65% chance to cast magic-user spells
is greater than 12.
(2 spells per age category, correlated with spell level, each
once per day; e.g., a young adult can cast 2 level one spells,
2 level two spells, 2 level three spells, and 2 level four spells).

Experience Point Value (all blight wyrms):


2,000 XP per HD; 200 XP per spell ability (if applicable)

21
OWLBEAR, BLIGHT with fur along the spine. All blight owlbears exhibit patchy
losses of fur, exposing raw, pink skin that bubbles with wart-
No. Arriving: 1d4+1 like pustules.
Alignment: Chaotic Evil
Intellect Level: Low intelligence In combat, blight owlbears are renowned for releasing a sonic
Size: Large shriek, which they can emit thrice per day. They then can attack
Movement: 12 with their claws and beak. If a claw strikes well, then the blight
Hit Dice: 5+4 owlbear can reel in its prey, delivering a bone-shattering hug.
Armor Class: 5
Special Abilities:
No. Attacks: 3 (claw / claw / bite)
Damage: 1d6 / 1d6 / 2d6 « Cure disease vulnerability: If cure disease is cast on a blight
Special Abilities: cure disease vulnerability, hug, sonic shriek owlbear (touch required), then it must save vs. death
Experience Point Value: 300 + 8/hp or take 3d8 damage; furthermore, if the saving throw
Treasure Category: C is a natural 1–3, then the creature is killed, its innards
explosively turned inside out.
These blight-infected descendants of sorcerous experiments « Hug: If a claw attack is a natural 18 or higher (and qualifies
gone awry are ravenous prowlers of arctic and subarctic as a hit), then the target is slammed against the breast of
environments. Blight owlbears are infected with madness, and the beast, causing an additional 2d8 damage each round
despite their low intelligence, they are capable of scheming thereafter.
hateful plots. They revel in violence and bloodshed, and they « Sonic shriek: An earsplitting screech in a 15-foot cone (3
even will prey upon one another if weakness is exhibited. feet wide at the base, 9 feet wide at the terminus). Save vs.
breath weapon or take 3d6 damage; if damage exceeds 15
Blight owlbears essentially present as other owlbears. Each hp, then the target is deafened for 1d6 turns. This ability
specimen is up to nine feet tall and massive (as much as 1,200 can be used thrice per day, with a minimum of 2 rounds
lbs.), demonstrating the body of a bipedal bear and the beaked between each shriek.
head of an enormous, horned owl. Some show feathers mixed

22
APPENDIX B:
NEW MAGIC ITEMS
Gygantor’s Scepter: This three-foot-long
scepter is composed of enchanted gold and
set with rubies, including a large one enclosed
within the stylized timber bracings of a mine
shaft. This weapon may be used by dwarves, Military Pick of Goblinoid Slaying:
gnomes, or anyone else with a secondary skill This intelligent military pick speaks
in mining, so long as the wielder is not of Evil Dwarfish and a broken Common tongue.
alignment. If these criteria are not met, then Too, it sings glorious dwarven battle songs
the artifact’s powers cannot be activated, and it whilst slaying goblinoids. Normally the
always will seem to slip from the hands of the weapon functions a +2 footman’s military
unworthy one. pick, but when facing goblinoids, the
weapon is +4 to attack rolls and damage.
In the hands of a suitable wielder, Gygantor’s If a goblinoid attempts to grasp a military
scepter functions as a +2 footman’s mace. pick of goblinoid slaying, then the
Thrice per day, the large ruby can emit a cone- weapon will attack the humanoid, striking
shaped beam of red light, 60 feet long and 10 as a 10th-level fighter. Though the weapon
feet wide at the terminus. Once per day, for prefers to be wielded by dwarves, it is not
1 turn, the scepter can enlarge the wielder to opposed to being held by other races, so
12-foot height, also granting +3 to attacks and long as they promise to slay goblinoids.
+6 to damage (not cumulative with strength XP Value = 900; GP Value = 4,500.
bonuses). XP Value = 1,500; GP Value = 15,000.

APPENDIX C:
PREGENERATED CHARACTERS
The following characters are presented in brief form, potentially to be utilized as tournament PCs, or
perhaps to function as a rival group. If filling out a character sheet, you may use these stat blocks as a
baseline, expanding as deemed appropriate (e.g., backpacks, ropes, rations, torches).

Jasem the Fair [YAH-sem] (human male cleric 6): AL LG; Hakkam Wolfbloom [HA-kam] (half-elf male fighter 6):
SZ M; MV 6; HD 6; hp 28; AC 3/0; #AT 1 (footman’s mace AL LG; SZ M; MV 12; HD 6; hp 34; AC 3/1; #AT 1 (javelin
[+2] or hammer); DM 1d6+3/1d6+2 or 1d4+1/1d4; Str 12, [+1] or long sword [+3]); DM 1d6 or 1d8+3/1d12+3; Str 17,
Int 11, Wis 15, Dex 11, Con 12, Cha 18; SA All applicable Int 11, Wis 11, Dex 16, Con 12, Cha 10; SA All applicable
cleric abilities. Spells: cure light wounds ×2, detect magic, half-elf and fighter abilities. Gear: +1 scale mail, +1 large
light, resist cold; augury, hold person, silence 15’ radius, shield, +2 long sword, javelins ×2, potion of healing.
spiritual hammer; create food & water, speak with dead.
Gear: plate mail, +2 large shield, +2 footman’s mace, Nahzneen Yuhdunia [nahz-NEEN yuh-DOO-nee-uh] (elf
potion of healing, silver holy symbol. female fighter/MU 5/5): AL CG; SZ S; MV 12; HD 5; hp 23;

AC 4; #AT 2 (short bow [+1]) or 1 (scimitar [+1]); DM 1d6


Telgumas Ironbender [TEL-goo-mahs] (dwarf male fighter 6): or 1d8+2; Str 16, Int 16, Wis 10, Dex 11, Con 11, Cha 15;
AL CG; SZ S; MV 6; HD 6; hp 58; AC 3/2; #AT ½ (heavy SA All applicable elf, fighter, and magic-user abilities. Spells:
crossbow) or 1 (battle axe [+4]); DM 1d4+1/1d6+1 or comprehend languages, magic missile, sleep, spider climb;
1d8+6; Str 18.84, Int 11, Wis 9, Dex 11, Con 18, Cha 12 invisibility, knock; protection from evil 10’ radius. Gear:
(13 to dwarves); SA All applicable dwarf and fighter abilities. +1 chain mail, +1 scimitar, short bow, quiver, 20 arrows,
Gear: plate mail, small shield, +2 battle axe, heavy MU scroll (magic missile; invisibility; cast at 7th level [10%
crossbow, quiver, 20 quarrels, potion of flying, potion of chance of failure]), spell book.
gaseous form.

23
Delmar Urso [del-MAHR ER-soh] (human male ranger 6): Ruby Glimmersham (gnome female illusionist 6): AL N;
AL LG; SZ M; MV 12; HD 7; hp 39; AC 3; #AT 2 (short SZ S; MV 6; HD 6; hp 16; AC 5; #AT 2 (dagger, hurled
composite bow) or 1 (long sword [+2]); DM 1d6 or [+1]) or 1 (dagger, melee); DM 1d4/1d3; Str 10, Int 15,
1d8+3/1d12+3; Str 16, Int 13, Wis 15, Dex 15, Con 15, Wis 12, Dex 16, Con 11, Cha 15; SA All applicable gnome
Cha 6; SA All applicable ranger abilities. Gear: +1 chain and illusionist abilities. Spells: color spray, detect invisibility,
mail, +2 long sword, short composite bow, quiver, hypnotism, wall of fog; detect magic, fog cloud, ventriloquism;
20 arrows, bag of holding (500 lbs.), cloak of elvenkind, paralyzation. Gear: daggers ×3, +3 cloak of protection,
potion of healing. dust of sneezing and choking (1 tube).

Nahzeer the Blue [nah-ZEER] (human male magic-user 6): Qaid Verr’da [kah-IHD vayr-DAH] (human male thief 7): AL N;
AL CG; SZ M; MV 9; HD 6; hp 16; AC 9; #AT 1 (quarterstaff); SZ M; MV 12; HD 7; hp 25; AC 4; #AT 1 (sling [+1] or short
DM 1d6; Str 12, Int 17, Wis 9, Dex 15, Con 9, Cha 17; SA All sword [+4]); DM 1d4+1/1d6+1 or 1d6+4/1d8+4; Str 17,
applicable magic-user abilities. Spells: charm person, detect Int 14, Wis 11, Dex 16, Con 12, Cha 9; SA All applicable thief
magic, shield, sleep; mirror image, web; fireball, tiny hut. abilities. Gear: +2 leather armor, +3 short sword, sling,
Gear: quarterstaff, wand of magic missiles (22 charges), 12 bullets, boots of elvenkind, potion of invisibility,
potion of gaseous form, potion of healing, carpet of thieves’ tools.
flying (3-person), spell book.

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24
luke gygax’s World of OKKoRïm
The Trouble at Loch Jineeva
An adventure scenario in the World of Okkorim suitable for
a single session of play for from six to eight characters of 5 th through 7 th level

Trouble brews at Loch Jineeva! Refugee mountain dwarves have descended from the
Grand Winter Palace of the Dwarf King located high atop Mount Gygantor. As they
are renowned for their isolationism, this behavior is most unusual for these dwarves.
The demi-human refugees claim that their edifice was invaded by a dragon. They say
the wyrm annihilated their finest warriors and drove out the rest. To make matters
worse, the dwarven king is missing, presumed dead by most. Now, your party have
been assembled to resolve the trouble at Loch Jineeva.

FOUNDERS & LEGENDS PDF RELEASE!


1e GYGAX &25TALANIAN
© 2020 Good Omens Productions, LLC
Made in the U.S.A.

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