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  1. The Keep on the Boarderlands
  2. Lore

P. 13 Wilderness

MOUND OF THE LIZARD MEN: The streams and pools of the fens* are the home of a tribe of exceptionally evil lizard men. Being nocturnal, this group is unknown to the residents of the KEEP, and they will not bother individuals moving about in daylight unless they set foot on the mound, under which the muddy burrows and dens of the tribe are found. One by one, males will come out of the marked opening and attack the party. There are 6 males total (AC 5, HD 2 + 1, hp 12, 10, 9, 8, 7, 5, #AT 1, D 2-7, MV (20’) Save F 2, ML 12) who will attack. If all these males are killed, the remainder of the tribe will hide in the lair. Each has only crude weapons: the larg est has a necklace worth 1,100 gold pieces. In the lair is another male (AC 5, HD 2 + 1, hp 11, #AT 1, D 2-7, Save F 2, ML 12) 3 females (who are equal to males, but attack as I + 1 hit dice monsters, and have 8, 6 and 6 hit points respectively), 8 young (with 1 hit point each and do not attack), and 6 eggs. Hidden under the nest with the eggs are 112 copper pieces, 186 silver pieces, a gold ingot worth 90 gold pieces, a healing potion and a poison potion. The first person crawling into the lair will always lose the initiative to the remaining lizard man and the largest female, unless the person thrusts a torch well ahead of his or her body. 2. SPIDERS’ LAIR: Two black widow spiders (AC 6, HD 3*, hp 11, 10, #AT I, D 2-12 plus poison, MV (20’) (40’) in web, Save F 2, ML 8) have spun their webs amongst the trees here. Under a pile of leaves nearby is the skeleton of a victim, a hapless elf. Everything he bore has turned to rot and ruin, save a filthy shield which appears quite worthless (but cleaning and oiling will return it to +1 magic status). 3. RAIDER CAMP: A party of a dozen chaotic fighters has camped here - close enough to be able to spy on the KEEP, far enough away so as to be unlikely to be discovered by patrols. The members of this group are: Leader: AC 5 (chain mail), F 2, hp 12, #AT I, D 1-6, ML 10, bow and spear Lieutenant: AC 6 (leather and shield), F 1, hp 7, #AT 1, D 1-6, ML 9, spear and sword 2 Bowmen: AC 7 (leather armor), F I, hp 4 each, #AT 1, D 1-6, ML 8, bows and daggers 8 Spearmen: AC 6 (leather and shield), F 1, hp 5 each, #AT 1, D 1-6, ML 8, spears and daggers Each has 3d6 silver pieces, the lieutenant has an additional d6 gold pieces, and the leader has an additional 2d6 gold pieces. They each have a bed roll and the bowmen have an extra quiver of 20 arrows. There is a cask of good wine on a tree stump in the camp. Several game animals are hung from branches and can be eaten or taken along as they are cleaned.

THE MAD HERMIT: For many years a solitary hermit has haunted this area of the forest, becoming progressively wilder and crazier and more dangerous. His home is in a huge hollow oak, the entrance to the hollow concealed by a thick bush. Inside is a mound of leaves and a couple of pieces of crude furniture. Even his cup and plate are handmade of wood and are of no value. (There is a small chest buried under a few inches of dirt under the leaves of the Mad Hermit’s “bed”. In this container are 31 gold pieces, 164 silver pieces, a potion of Invisibility, and a dagger +1.) The hermit also has a “pet”, a mountain lion, which lurks on a limb of the oak, ready to spring upon any unwary intruder. (This creature will always get first attack.) Mad Hermit: (3rd level thief, AC 4 due to leather armor, ring of protection +1 and Dexterity 17, hp 15, #AT 1 at + 2, D 3-8, ML 10.) The hermit has a 30% chance to move silently and a 20% chance to hide in shadows. His madness gives him a +2 bonus to hit and a +2 bonus on damage (thus the bonus for striking from behind is + 6 to hit, and double normal damage + 2 points). He carries no treasure (other than the ring he wears!). Mountain Lion: AC 6, HD 3 + 2, hp 15, #AT 3, D I-311-311-6, MV (50’) Save F 2, ML 8. (This creature will always attack first in each round. If it leaps down upon an opponent, it gains +2 to hit on each of its attacks that combat round. Usually it will first attack by jumping, and then it will stay on the ground and fight normally. If it is not engaged in combat during any round, however, it will take the opportunity to leap into a tree and then spring down on the next round.) (The DM may choose to have the Mad Hermit approach the group on friendly terms, claiming to be a holy man seeking goodness in nature - perhaps he actually believes that at times. He will suddenly turn on the group when the opportunity presents itself, striking from behind, and calling his ferocious “pet” to his aid.)