Fighting Fire!
CMG (order #5721114)
A System-Neutral Fantasy RPG Narrative Adventure
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FIRE!
Fighting Fire! A System-Neutral Fantasy RPG Adventure
Designed, written and produced by Mark Clover of Creative Mountain Games. A Special Adventure Designed to Assist the Ernie Gygax Fire Relief Trust Fund. Fighting Fire!, CMG, Creative Mountain Games, and the Creative Mountain Games logo are trademarks of Creative Mountain Games. All textual elements and trade dress are copyright of Creative Mountain Games.
Particular thanks to George Fields for his assistance with the details. Some cartographic and graphic design elements are copyright of Creative Mountain Games. Some artwork, used by permission, is detailed alongside the table of contents. All rights reserved.
CMG (order #5721114)
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FIRE!
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Fighting Fire!
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Table of Contents
Illustration Credits
On Relief
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Fighting Fire! (An Epic Poem): Part I - The Tragedy at the Tower
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Introduction / A Brief History of Gamington
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On the Tragedy by Gentle Lake
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Fighting Fire! (An Epic Poem): Part II - The Fellowship
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The Warning Bell / The Tower Ruins
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Gamington Folk
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Fighting Fire! (An Epic Poem): Part II - The Fellowship (cont.
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Leesee’s Elixirs
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Fighting Fire! (An Epic Poem): Part III - Dire Discoveries
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The Wilderlands / Night Lights
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Fighting Fire! (An Epic Poem): Part IV - Trek to the Mountain
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The Highlands / The Old Fort
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Fighting Fire! (An Epic Poem): Part V - Bridge and Brood
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The Lower Mines
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Funnel
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Fighting Fire! (An Epic Poem): Part V - Bridge and Brood (cont.) 15 Ash Zombies
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The Split
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Fighting Fire! (An Epic Poem): Part VI - Upper Level
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Dwarven Runes / The Upper Mines
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Arsons Three
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Fighting Fire! (An Epic Poem): Part VI - Upper Levels (cont.)
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Empty Nest
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Fighting Fire! (An Epic Poem): Part VI - Upper Levels (cont.)
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Clan Remnants
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The Giants’ Hoard
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Fighting Fire! (An Epic Poem): Part VII - Battle Below
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Seeing Red in the Cavern of Flames
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Fighting Fire! (An Epic Poem): Part VII - Battle Below (cont.)
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True Power
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Notes and Treasure
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Fighting Fire! (An Epic Poem): Part VIII - Journey Home
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Dramatis Personae
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The Map of Fire Mountain Interiors
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On the cover (and page 1) there is a composite of three artists creatures including: Fire Elementals by Eric Quigley (also page 19), a Fire Giant by Nicole Cardiff (also page 20), and a Hellhound by Keith Curtis (also page 20). In addition to the above creatures, the Will-O-Wisps (page 12) come from Jeff Ward, the “Fire” Bats (page 14) and the “Ash” Zombie (page 16) were drawn by Nicole Cardiff, the “Fire Giant” Zombies (page 22) were created by Eric Quigley, the Ettin (page 13) and the Dragon (page 24) are by Malcolm McClinton, and the “Fire Mage” (page 26) is Black Hand Artwork by Tamás Baranya. The elixers (page 9), amulet (page 16), treasure chest (page 23), rings (page 27), and underground tunnels (pages 15 and 17) are the work of Rick Hershey. The landscapes, town, and building locations, and the “Town of Gamington” (page 4 and back cover, labeled and adjusted by CMG) are from The Forge Studios “Medieval landscapes” collection(s) and “The Mountains of Lament”: the town drawing (proper, page 4 and the back cover), the “Warning Bell” (page 6), the “Tower Ruins” (page 6), the town street scene (page 7), the large building (page 8), the ruined outpost (page 10), the “Highlands” (page 12), the “Old Fort” (page 13), the “Lower Mines” entrance (page 14), the “Dwarven Runes” (page 13) by Maciej Zagorski, and the “Abandoned Fire Giant Fortress” (page 20) are all by Maciej Zagorski. The “Upper Mines” entrance (page 18) is by Pawel Dobosz. The character illustrations (pages 28 thru 31) are from The Forge Studios “Rogues Gallery” collection(s) all drawn by Maciej Zagorski.
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On Relief
Forgive me if I wax Gygaxian during this passage but the situation that befell Ernest Gary Gygax Junior, his dog Kaycee, and Ernie’s friend and roommate Scott Felton on the morning of February 24, 2013 was tragic. Early morning, a fire broke out in their home, driving them into the cold with little more than the clothes on their backs and what meager possessions they could grab as they scrambled to escape the flames. If it had not been for a passing citizen who spotted the smoke and alerted them to the danger, we might have lost them all. Though nearly everything was taken by the blaze, including many irreplaceable heirlooms and the embodiment of a lifetime of memories, we can all count our blessings that it was not a far worse tragedy. Now, however, comes the rebuilding of their lives. Without Ernie’s father’s work, and the work of many who helped in Gary Senior’s life’s work, including Ernie and others, my own life would be considerably less rich. My imagination may have found other fields to harvest but, I daresay, none so fertile as those authors and designers helped provide. I can only hope that some of the inspiration I have received over the years, through the hobby gaming they engendered and to which I was drawn, will be made manifest in the pages that I have filled herein. And so I offer this humble publication to the gaming community in hopes it can assist my friends while they move forward. To that end, I am dontating thirty-three percent of all proceeds from the sale of this publication to the Ernie Gygax Fire Relief Trust Fund, set up by Ernie’s brother Luke. I hope that the community of gamers who have found joy in the hobby can also find in their hearts ways to assist Ernie in his current struggles, either with my offering or in other ways as means and circumstances permit. So, in the spirit of Poppa G, gone six years now, good gaming to you, Gentle Reader, and also good fellowship! All the best Mark “CMG” Clover Creative Mountain Games The adventure contained in this publication is inspired in part by the events that lead to its creation, albeit a highly fantastical account. Running concurrently is an epic poem meant as a companion piece to the adventure. The poem is additionally inspired by Alfred Lord Tennyson’s The Lady of Shallot. Enjoy!
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Fighting Fire! Fighting Fire! Part I - The Tragedy at the Tower In the village by the lake, Home to salmon and to drake, Ernesto, restless, lie awake, Desirous for sleep to take, He wished but to retire, But the dreams they would not come, In his head a beating drum, There was no chance he would succumb, His thoughts a ceaseless choir, In his home of worldly treasures, The memories of many pleasures, Untold wealth by many measures He lived his life in quiet leisure, The master of his ire, Before the dawn there came a spark, A frightening flicker in the dark, Against the blackness stoked and stark, And then the flames rose higher, Sadly he did not perceive, Or surely he would take his leave, Stealing in, the flames did thieve, Passers-by could not believe, A circumstance so dire, Then at the door there came a blow, And anxiously repeated so, That roused the sullen Ernesto, And saved him from the fire, Before the flames did all devour, There escaping from the tower, His guest and friend, a man of power, Right in the eleventh hour, So neither did expire, As Scot and he observed the blaze, Ernesto felt a clearing haze, Saved lives, one cannot appraise, Did flame and chance conspire? It wasn’t long before they found, That from a distant peak came down, A foe so deadly, evil bound, Sent with purpose from that mound, To make the home a pyre, Ernesto swore he’d right the wrong, Scot and others formed the throng, From them, as one, there came a song, Of Fellowships Forged in Fire
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Introduction The goals of this Narrative Adventure, I hope, reflect the goals of many GMs. In presenting this as a mini-setting and an adventure, it is hoped any outcome can be dealt with during gameplay. Blank text boxes (form-fillable in the PDF version) are provided, where adversaries and encounters are presented, for adding abbreviated stat blocks, resolution information, and/or other GM notes. Fighting Fire! is an adventure for RPG systems that can handle combat, mystery and puzzle-solving, social interaction, and teamwork. It is not likely an adventure for beginners, as some of the adversaries are quite ruthless and the scope of what must be accomplished could be considered epic. However, there is little grey area in the morality herein; Evil is afoot and must be vanquished. The characters presented in the final pages of this offering can be used as the backgrounds for pre-generated player characters and non-player characters. In the epic poem that runs alongside the text of this mini-setting and adventure, they are the heroes and many of them meet a gruesome fate. This is not to say that the way things unfold in the poem need be the way the adventure plays out at any given game table. Think of it as but one possible outcome presented as inspiration for the person behind the screen. As always, enjoy and all the best!
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A Brief History of Gamington The town of Gamington was formerly named Warburg. It was and still is the home of some of the greatest tacticians and strategists of the day. However, the folks of Warburg grew tired of the constant conflict and the toll that took on their lands, loved ones, and lives. As an alternative to the incessant battling of kingdom on kingdom, faction on faction, and neighbor on neighbor, the Treaties of Gamington were proposed by the great wizard, Poppagax the Original. The idea behind the treaties was to replace actual war with tabletop versions of the potential conflicts. All involved parties had to agree to the terms and choose a neutral party to adjudicate for each battle, who would in turn decide on the makeup of the representative forces to be used. Systems of resolution were developed by many of the experts, locally and from outlying regions, and multifaceted dice were fashioned to assist in the randomization of outcomes to account for chance and luck. For forty years the treaties have stood and their reach has extended farther and farther. Despite the occasional minor conflict, often put down by parties allied in the treaties, the Peace of Gamington has prevailed. A larger, labeled version of this map appears on the back cover and can be used as a player handout.
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On the Tragedy by Gentle Lake In the sleepy, little town of Gamington, on the shores of Gentle Lake, tragedy has struck. Lifelong resident and magely protector of the realm, Ernesto Magnifico, has been driven from his tower by fire most foul. It happened on a dark night while the moon was obscured by clouds. But this did nothing to hide the culprits for they were most brazen in their assault. Those who bore witness to the attack saw several beings, wreathed in fire, perhaps even made of flame, descend from The Fire Peak in the Fellstone Mountains above Gamington. They touched little else in the town but rather bore down directly on the tower, set it well ablaze, then flitted off as quickly as they had come. The tower was all but destroyed in less than an hour, losing most of what it contained, much of it irreplaceable. Many in the town recall that a clan of Fire Giants once dwelled high in the Fellstone Mountains near a dormant volcano known as The Fire Peak. Some woodsmen, those who traveled as far as the shadows of the mountain range several days to the northwest, reported over the last year spying a huge hound with ashen fur watching them from the cliffs above. Neither of these suspicions seem to directly explain the strange creatures who assaulted the tower. There are also two old mines delving into that same peak, though abandoned years before. The Dwarves who mined there fought regularly with the Fire Giant clan near the caldera’s mouth. It may well be that the shafts are long collapsed or lost to earthquakes. At the very least, the lower of the two is likely overgrown as it was somewhat below the tree line. The other, about halfway up the slope, would be difficult to reach given the years of erosion and rock slides that would have long since wiped out any access roads and paths. In any event, a band of adventurers is now being assembled to investigate the incident and avenge the crime. If there are hostile creatures living close enough to Gamington to execute such an attack, they must be driven off or destroyed to protect the peace. The members of this fellowship must be ready for hardships normally only experienced by seasoned adventurers, and also prepared for combat with formidable enemies. (order #5721114)
Fighting Fire! Fighting Fire! Part II - The Fellowship There comes a time in every life, When there are struggles, there is strife, Fate can cut deep like a knife, Throughout the world are sorrows rife, One finds oneself in mire, But through the fog there comes a call, And to the service, one and all, Who will then defend the wall, The Fellowship Forged in Fire, Of the first friend, more needs saying, From nearby Fellstone, Scot was staying, Within the tower, his head laying, That fateful night, his sleep conveying, Scot toward death entire, But the fellow saved him there, When into flame the man did dare, From thence forth, good Scot did swear, To the Fellowship Forged in Fire Lucor was the next arrival, Hearing of his kin’s survival, With hopes of helping his revival, With lance on steed he had no rival, In all he did inspire, Ernesto’s brother, Lucor said, “Let us seek your foe, and dread,” “What we will do to them instead.” “Our Fellowship Forged in Fire.” Then also came the man of verse, The Bardic Kasak, not averse, To utter oath and vile curse, Opponents found they had it worse, When they aroused his ire, Kasak had traveled far and wide, His enemies, they could not hide, No better man for by one’s side, In the Fellowship Forged in Fire, Marv and Leo of the Dale, Both had come by separate trails, They had each heard of the travails, So to the lake town without fail, These were no men for hire, Leo was a comrade brave, Of Lucor, even to the grave, And Marvelous, his pledge he gave, To the Fellowship Forged in Fire,
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The Warning Bell
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The Tower Ruins Not much survived the fire at Ernesto’s tower. But for the few things that Scot and he could grab while scrambling to safety, everything went up in flames. Many of the things inside were extremely prone to being destroyed: old tomes on magic, great tales of the heroes of bygone ages, and unpublished missives penned by both Ernesto and his father, Poppagax the Original. Fortunately, for Scot of Fellstone, he believes that a Dwarf always sleeps in his battle gear, in order to be ready for anything, so his armor, shield, and weaponry were all with him as he fled. There were also a number of explosions within the tower, as the flames spread into Ernesto’s laboratory and ignited numerous experiments. The top of the tower was mostly of wooden construction, and all of that either burnt away or collapsed into the interior (causing additional damage). It was lucky that Ernesto and Scot were out of the tower by that time.
The last attack on Gamington, nearly fifty years ago, is commemorated by the town’s warning bell. This guard post has not been manned since those dark days and has been left with the remnants of the attack, spears and arrows, still protruding from its battered shell. An old bell hangs within and it is rung on days of remembrance. Since the assault on Ernesto’s tower, some of the folks of Gamington believe that, if the tower had been in use, the tragedy might have been averted. Others argue that a single attack in fifty years doesn’t warrant stationing guards in the tower again. The debate of whether the tower should have been in use, and whether it should be in use going forward, is the single most prominent discussion raging at this time in Gamington and unless something changes in regard to the current threat, it is likely that the town will increase their security a great deal. The indirect result? Gamington will cease to seem as peaceful and might lose its status as a neutral location for wargames. That could further weaken the treaties and cause a return to days of factious warlords.
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It may have been fate or simply luck that two of Ernesto’s nephews were in the area so late that night, but it was Leesee’s boys, Jobie and Jonster, whose quick thinking and action alerted the occupants to the danger and helped them extricate themselves. Structurally, the tower can be rebuilt, and perhaps made even better than before, but until the culprits are brought to justice, that task must remain unrealized.
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Gamington Folk Bookman’s Breadloaves and Bakery - The Bookman Brothers, Harrison and Jefferson, run this fine bakery when you can tear them away from their extensive library of historical and geographical tomes. Butcher Block, The - Weynoth and Dalianne run one of the larger businesses in town. Aside from the usual preparation of livestock, they also make some of the finest sausages anywhere near Gentle Lake. Cousin Willem’s Livery and Cartwright - Despite the nickname, Willem has no relatives in the area other than his wife, Leesee, and their two sons, Jobie and Jonster, both of whom work for the town as a watchman and a fire marshall, respectively. Jonster’s quick actions are likely what saved the lives of Ernesto and Scot. Dauntless Armor and Shields - Mighty Migycal, who learned his craft from the Dwarves of the Dauntless Clan, makes some of the finest armor and shields anywhere.
Fighting Fire! Fighting Fire! Part II - The Fellowship (cont.) And also coming to their aid, Was a sister and shield maid, From far off isles where she prayed, Fiery hair in one long braid, With healing skills acquired, Heidala left long ago, To seek out knowledge and to grow, And through her now a strength did flow, To the Fellowship Forged in Fire, With Ernest’s father once allied, A pair of learned men did ride, To stand along Ernesto’s side, The Warden and the Tanner cried, “We come to join the choir!” By the trumpet and the horn, Two campaigners, legend born, Battle-hardened and foresworn, To the Fellowship Forged in Fire, Another duo joined the band, Both were known throughout the land, To be ready to withstand, Smaej and Eneg could command, A grit that could inspire, Both would promise, come what may, To avenge that fateful day, And they pledged to join the fray, With the Fellowship Forged in Fire, Finally, at last not least, From his home not too far east, Leaving the comforts of a feast, Whommat’s furrowed brow was creased, When coming to the shire, A genius of mechanics known, Master of both steel and stone, An engineer through blood and bone, For the Fellowship Forged in Fire They had arrived by ones and twos, As soon as each had heard the news, Before that day of separate muse, But as a group they soon would fuse, We’d come to all admire, For evil knew not what it spawned, Or how the heroes would respond, And for Ernesto they did bond, The Fellowship Forged in Fire
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Kountz Keep - One of the taller structures in Gamington, the earlier inhabitants, for whom the building is named, have moved south to Stockton Woods. The new resident, a bard of some small talent named Cam, churns out poems and other scribblings to make his wages. Leesee’s Elixirs - Sister to Ernesto, Leesee is known around town for her compassion and generosity. She and “Cousin” Willem will both aid however they can with supplies and mounts, if deemed necessary (though the mountains are very rugged country). Leesee’s wares are detailed more fully at the end of this section. Yonson’s Drinks and Dartery - Sometimes tabletop gaming needs to be supplemented by liquid refreshment and the occasional throwing of pointy objects. To that end, Yonson runs a tavern, known as The Hovel, in which strong alcoholic beverages are served and dart contests are regularly run. Potent Portals - J. Alphonse Warden is always working on ways to travel across the planes to distant lands (some say even through time!) by tying strong elemental magics to finely crafted doors and archways. As a man with a bond to earth, wind, fire, and water, he uses his knowledge to show others that there is more then just this life.
CreativeMountainGames.com Shrine of Survival, The - Cinderloo, sister to Ernesto, runs the day-to-day operations of this non-denominational (or multi-denominational) shrine. When Heidala, her sister, is in town she stays in the guest quarters. There is also a barracks within the walls of the grounds, a remnant of days gone by when troops would be kept active. Lucor, Leo, Smaej, and Eneg all chip in to make sure the barracks is maintained and use it and the stables when in Gamington. The area is still fortified and the group has taken the name “The Four Horsemen of the Acropolis.” Alexandro’s Wheels - Alexandro, a half-brother to Ernesto and his other siblings, runs this establishment. Here he supes up chariots for the annual race officiated by a fellow named Carmichael. Tactics & Strategies - Karmerz Tanner runs a school to teach the arts of warfare and trains many of the participants in the Treaty Games, a seasonal event where fictious scenarios are in the offing for all who wish to play. Whommat’s Gears and Grommets - This shop specializes in making small metal items like those mention on the shingle. But when not producing those, Whommat likes to make figures and other accessories of the sand tables in the Cultural Halls of Gaming. (Gamington is able to accomodate many more businesses which the GM can detail as needed for their campaign.)
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Fighting Fire! Fighting Fire! Part III - Oath and Assistance
Leesee’s Elixirs The building that houses Leesee’s Elixirs is a huge, rambling old structure with many added-on sections, dormers, and extensions. Much of the inside is mazelike and if folks wanders off from Leesee when she is taking them to some remote portion of the building, they could find themselves lost for a while or worse. Some of the ingredients used require her to maintain a menagerie of creatures, some of them quite dangerous. Woe to the prowler or intruder who opens the wrong door, especially close to feeding time. Leesee shares her home with Willem and her mother Jomarie, who helps her with her concoctions. In their “kitchen,” they brew potions, make salves and ointments, and even some simple medicines and remedies for common ailments. The family has a great reputation for their generosity and compassion. They are ever ready to assist adventurers and persons in the act of enforcing the Treaties of Gamington.
In a chamber for their meeting, All the comrades said their greetings, Several times, details repeating, Lucor was the one entreating, All to join the fray, Not a one did disagree, As if he even had to plea, They had come to take a knee, Until all done to stay, Now all assembled in the hall, No thought what to each might befall, Oaths were sworn by one and all, For to ensure the evil’s fall, Foresworn to win the day, Girded and with nerves a’steady, Nary one a hint of dread, they, Donned their armor, weapons ready, And soon they would away. But first they gathered to each one, Resources from under the sun, Assistance overlooked was none, To guarantee the deed be done, From all they asked a boon, And everyone within the town, Not one would turn their heroes down, More than they’d give to king or crown, Before them all was strewn, The smithy brought his armor forth and Weapons of the mightiest sources, From stables came the finest horses, These gifts were offered quite remorseless, The warriors were equipping, Then Mistress Leesee shared some vials, Within elixirs for their trials, Made of components from the isles, In dire need for sipping, J. Alphonse had stored some gear, To aid them on the dark frontier, And one more thing that made them cheer, Scot it seemed, procured some beer, Their spirits would be lifted, Thus outfitted for their trek, With provisions and some tech, To bring the evil back in check, The balance surely shifted.
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The Wilderlands
Night Lights
The swath of forest lies between Gentle Lake and the Fellstone Mountains. Gamington lies on the northern most tip of Gentle Lake which stretches to the southwest in a roughly oval shape. There are few towns or settlements near Gamington and much of their trade utilizes the lake rather than overland routes. Despite this, much of the lowland country to the southeast, east and northeast is relatively tame and is regularly patrolled. To the northwest, however, the forested country is more rugged and rises within a few days travel into a mountainous region with few trails meandering southwest, parallel to the lake, or circling northeast and then eastward. The Fellstone Mountains cut off the northwest and the north but for a narrow gap that allows passage to the frozen regions beyond.
Since it is typically a few days travel between Gamington and The Fire Peak, any adventuring party is either going to travel by night or be camping at night. In either circumstance, they will attract the attention of at least one local Will-O-Wisp. The GM should use his discretion as to how many but one is often plenty to cause mischief enough.
Years ago, in the late Warburg period, the Dwarven Undaunted clan occupied pockets of this range, defending and mining the area directly northwest of Gamington known as The Fire Peak, a dormant volcano. The wilderness reclaimed trails heading to the volcano after the Dwarves abandoned their mines about fifty years ago. Due to the craggy nature of the mountains and the thickness of the forest blanketing the wilderlands, the mine entrances cannot be seen from below. One is about a third of the way up The Fire Peak and the other about two-thirds up that forbidding slope. The lower mine is difficult to locate unless one is actively searching and in close proximity, though at night the Fire Bats might give it away. The upper mine is easier to find while nearby due to the ancient timber scaffolding that remains around the vertical shaft. From the Wilderlands, the silouette of the Fire Giant halls can be seen atop The Fire Peak.
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Will-O-Wisps are clever and malevolent. Despite their defenses to most magic, as well as how difficult it can be to strike them with physical weapons, they can be vulnerable if many opponents attack them at once. For this reason, think of them as predators of herds, looking to cull one or two of the members from the rest and isolate them. They do this by the simple means of getting someone’s attention with their movement and light, which they can manipulate in intensity, attempting to lead the unsuspecting off to other dangers. They can even go dark for brief periods making them nearly impossible to detect. Remember, this is rugged country and what paths their were that head toward The Fire Peak are long gone, disused and overgrown. As such, any group of individuals looking to trek in that direction will need to either fan out a bit or tramp along in single file to avoid traveling at the very slowest of speeds. Regardless of which method is employed, there will be moments, perhaps minutes, when some one or two persons in the group are separated and even out of sight from the others. That is when the Will-O-Wisp will make itself known, doing so in some innocuous manner. While in camp, when watches are employed, this becomes even easier to accomplish.
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Fighting Fire! Part IV - Trek to the Mountain They tried to rest a restless night, All well aware of future plight, They steeled themselves for coming fight, Then set out at early light, Their lives might be ill-fated, They hoped to return, one and all, But each one knew the mighty fall, There’s no escape death’s siren call, But not til vengeance sated, One of the more common modes of drawing attention is for the creature to mimic torchlight, bobbing in the distance to arrouse suspicion or curiosity. This can be accentuated by the creature circling around to come up from behind and give the impression the group is being followed. The Will-O-Wisp need not take chances if the whole group is alerted or lays an ambush; the creature has time on its side. It can continue like this each night, for many days, until its best chance to draw off one or two of the group is realized. The Will-O-Wisp is a patient hunter. If it can cull a victim from the herd, it will lure them toward some natural pit like a sinkhole or even an abandoned outpost with weakened floorboards, either likely having debris or spikey vegetation below that can cause addition injury should someone plummet. Wounded victims then give the creature the chance to go in for a killing blow. If the Will-O-Wisp is cornered, it can often simply go dark and fly away. If only slightly injured, it might use that state to further entice potential victims to follow it to their undoing. Will-O-Wisps can work in concert with one another but prefer to hunt alone rather than share the life force of their dying prey. If working together, they will often split up and try to divide a group in hopes that the portion they draw off will be more vulnerable than the whole.
Stats/Notes/Etc.
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Through a morning mist and bleak, Muted hooves and saddle creaks, Proudly riding, never meek, But several days before the peak, And then the climb toward evil, The sun did rise, they told some tales, They rode along the hunter’s trails, A few embellished some details, Through forest vast, primeval, Once the day’s sunlight did fade, They chanced upon a ready glade, Then settled in a camp they made, But even as their heads were laid, The Dwarf on watch did notice, Waving lanterns through the trees, Bobbing, weaving, with the breeze, Quite unshaken in his ease, As if partaking lotus, He wandered from the sleeping group, His heavy lids began to droop, As on ridge he stopped to stoop, Suddenly became a dupe, The trap was quickly sprung, Feeling a nudge just from behind, Over the edge through vines entwined, Drawing axe, regained his mind, Dangling now he swung, What had assailed him? Spheres aglow, A Will-O-Wisp, a crafty foe, Over a chasm, death below, Scot realized he was alone, He swept his axe quite nimbly, Luckily the creature shied, From opponents with such pride, Once it fled then out he climbed, And back to camp went quickly.
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The Highlands
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The Old Fort As one approaches the rising foothills below the mountain range, about two days travel from Gamington to the northeast, the forest thins. On a grassy hillock that overlooks the trees and has a decent view of The Fire Peak, the ruins of an old fort stand. This relic of the times of war was held by various factions that once battled over this region, and changed hands often. The exterior stone walls are semi-intact but the wooden interior collapsed inward and is greatly decayed. There is a cellar into which much of the timber lies. The fort might draw local creatures to it if used as a campsite. While this is out of range of Will-O-Wisp(s), it can be surveyed from above by the Hellhound or also be swarmed by the Fire Bats (both detailed later) but more likely will be visited by an Ettin. From the old fort there is a clear view of The Fire Peak. That is not to say that the entrances to the mines are obvious from this vantage point. They aren’t. But the whole of the peak, its slopes, and even where wisps of smoke continually rising from the caldera can be seen from the fort. So, too, the outline of the Fire Giant’s Great Hall, built near the top by the rim of the volcano, can be spotted from the old fort by keen eyes.
Beyond the forested lands when striking out from Gamington toward The Fire Peak, one will eventually reach the Highlands. This treacherous region on the skirt of the Fellstone Mountains is sparsely wooded with many outcroppings and caves. Travel in the area is dangerous for those without the proper equipment even if the indigenous fauna and predators slip by unnoticed. Typically encountered in the region are wolves, bears (grizzly and cave bears included), as well as great horned rams who can be just as territorial as the carnivores. A group in sufficient numbers is likely to be avoided by most non-monstrous creatures though a pack of wolves will often harry even larger groups hoping to seperate slower or weaker members if a group panics and flees. Although it has been hundreds of years since The Fire Peak has erupted, seismic activity is fairly frequent. This adds to the usual hazards of climbing through rocky terrain since rock slides, natural deadfalls, and sinkholes can happen anywhere on the slopes.
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Living sometimes within the ruin but often in the nearby suroundings is an Ettin, though technically this creature is a two-headed (mutated) Fire Giant “runt” that was born into the Fire Peak clan nearly six decades ago, not long before to their demise. As an aberration, it was left on the lower slopes, exposed in the ancient tradition, to die soon after its birth. It moves around quite frequently in the edge of the forest below to avoid being attacked by Will-O-Wisps but in truth can defend itself against them if necessary with its great strength. This creature survived abandonment because it had been found and adopted as a sort of mascot by a migrant
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Fighting Fire! Part IV - Trek to the Mountain (cont.) The following day they traveled on, And though they asked where he had gone, Scot refrained and remained wan, Not one for words, a Dwarf of brawn, No need for explanation, Toward end of day they found a fort, A scout was sent with some support, Hoping for a fair report, To stay through night’s duration Far out ahead, Leo did move, From his broad back his bow removed, Spread out were Smaej and Tanner too, Quietly they went to prove, The site was safe for resting, Abandoned though the fort seemed be, Crumbled walls, rubble, debris, The man of Dale at once did see, Within something was nesting, band of orcs. They raised it as a curiosity and abused it greatly until one day it was strong enough to fight its way free, killing many of the orcs in the process. Now it lives on small game, mostly, and lame animals it manages to drive into gullies or the ruin where they become injured and are easily caught. Because the orc band kept tabs on the Fire Giant clan, the ettin is generally aware of what befell them, though not the treachery behind it. It knows where the clan’s halls are and if forced to do so, has no real compunction about giving out that information despite a hope to one day return and take over the former clan halls as its own, an ambitious goal. Unless killed quickly, the creature is not above pleading for its life in exchange for the information. He has learned to fight two-handed with huge great axe, one head grunting with the effort while the other hurls insults in the common tongue.
Stats/Notes/Etc.
(order #5721114)
Behind the rubble, tufts of hair, Above two heads, not passing fair, Upon one set of shoulders bare, Knotted muscles, huge, aware, A stare that chilled the bones, Two-headed creatures are alert, One brain rests while twin is girt, Now both worked in threat concert, It leaped over the stones, Two bowstrings sung repeatedly, But the bowmen heatedly, Chose targets unstrategically, Both shot left immediately, The creature unabated, Within huge hands a blade was borne, Once amongst them down it shorn, Though Smaej’s bright breastplate was torn, The elf it underrated, The ettin’s fury now unleashed, But Smaej ducked swiftly underneath, Through pain of combat clenched his teeth, His own sword up through spine, defeat, The creature finished readily, They slept that night then traveled forth, Just one more day to west and north, They made good haste to evil thwart, The peak was nearing steadily.
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CreativeMountainGames.com
The Lower Mine Just within the upper bounds of the treeline lies the lower mine entrance. The earthquakes of the last six decades have obscured the cleft which once acted as a natural approach to the mine entrance. The tunnel opening, itself, is free from rubble or debris. Anyone climbing the slope could easily pass within a dozen yards of the cleft and not realize it is there. However, across from the entrance, rising up from a lower portion of the slope of the Fire Peak, there is a great tor, an outcropping with a flat top. Due to its natural stone crenulations, the Undaunted clan referred to as The Crown. It was often used as an outpost to keep an eye on the peak and the wilderness below. The Crown is a very defensible position from attack by any creatures that walk on two legs or four. As such, it might well be attractive to adventurers in the area as a campsite or merely a lookout point. If anyone is on The Crown at night, they are in danger of being attacked by the swarms of Fire Bats that venture forth after dark from the mouth of the lower mine. When night falls, dozens upon dozens of Fire Bats fly out to prey upon the animals of the forest below. In their frenzy, these creatures will naturally set many small fires merely from coming into contact with any dry brush or trees. Fortunately, the forest is quite lush and can withstand some wildfires and this side of the Fellstone Mountains sees a great deal of rainfall. Furthermore, the swarms often fly about the mountains themselves above
the tree line or to the other side of the peak, leaving the forested wilderness below untouched. It is also possible that anyone finding the cleft and disturbing the mouth of the lower mine will attract the Fire Bats, even causing them to swarm early at dusk or just before dawn. The high walls of the cleft and angle of the mountains cast great shadows to fall over the cleft in the early evening and at first light it can also be quite shady. While the swarm is made up of many sizes and ages of Fire Bats, easily one hundred are of the oldest and most aggressive variety. Each can be as deadly as any other giant bat but the added licks of flame that accompany each attack can do a significant extra damage to the assailed. In winter, these creatures remain dormant within the mine entrance but they will assault any creatures who enter or attempt to lair within the mine.
Stats/Notes/Etc.
(order #5721114)
CreativeMountainGames.com
Funnel
Fighting Fire!
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Fighting Fire! Part V - Bats, Bridge, and Brood In view of peak they camped once more, Atop a crenulated tor, One last rest, some sleep before, The next day then to settle scores, They champed upon the bit and, They’d need their strength for final push, Those opposing soon to crush, But before dawn there came a rush, The blackened sky had thickened,
Beyond the entryway, the tunnel tapers off into a natural funnel heading northeasterly which the Dwarves of old used as the starting point for their mining operation. The funnel has a ten degree downward slope which has been flattened and laid with two side-by-side tracks. The remnants of the dual track run down the tunnel to points below. In entry cavern, which is quite large, there is so much guano as to completely obscure any signs of the timber or iron rails. They will not be discernable until several dozen feet into the funnel and then only sporadically since much of the upper end has fallen rock, dirt, and debris covering much of the track. After one hundred fifty feet, the funnel evens out into a square passageway, well worked and braced by the miners, and thus very little debris obscures the floor or rails. This continues downward at the same ten degree slope, weaving its way around more difficult granite deposits and occasionally taking advantage of natural fissures. It does, however, maintain a primarily northeast direction. After traversing roughly a quarter of a mile and declining a couple hundred feet, with many side passages and mines, some natural and some of Dwarven design, the tracks lead to significant, open cavern. In the last hundred feet of tunnel, much of the railing of the tracks has been removed, in places it appears to have been wrenched free. The cavern is one hundred feet high and several dozen feet wide, that runs one hundred and seventy-five feet into the distance. The center section of the cavern is split by a mile-deep crevasse from one side of the cavern to the other and fifty feet across. The chasm is spanned by a heavy Dwarven-made bridge that has decayed but been roughly repaied with ties and rails but they protrude from the bridge in oddly skewed directions like the twisted spikes of an aged porcupine. (order #5721114)
Up in the darkness sparks did fly, Winged torches up on high, Then in bunches down would dive, Swirling chaos, screeching cries, Like bats engulfed in flames, The party formed a fighting square, Strong protecting those more spare, But now and then some clothes would flare, Despite protectors’ aims, Ernesto was the first to act, He called on magicks, words exact, An icy blast of force unpacked, The sky was filled as night was cracked, With bitter, gales of snow, So, too, did Kasak send his rage, A rain of missiles stormed in stages, Fiercely Kasak war did wage, Into the bats aglow. The wizards two had thinned the lot, And for the others time was bought, They raised their weapons, bravely fought, And bat by bat reduced to naught, The enemy on the wing, They made short work of what was left, Some were brutal, some were deft, Then from their vantage saw the cleft, A way to lead them in. From crenulated tor they spied, An entrance to the mountainside, As dawn did break and sun did shine, Twas the hidden Lower Mines, Now, at last, revealed, Down the tor then up the slope, Using piton, hook, and rope, Everyone with rising hope, The entrance unconcealed,
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Ash Zombies
CreativeMountainGames.com Like most zombies, Ash Zombies are somewhat slow and awkward. What makes them problematic to dispatch is the cloud of ash that surrounds them, billowing as they move but settling when stationary for a a few minutes. This cloud can make them difficult to identify them, particularly when they move in a group. Each individual emits a cloud in a seven to eight foot radius that sight can penetrate only to about five feet. Bright light allows for shadowy figures to be seen within the cloud. Because of the ash, divine means of destroying these creatures has only half a chance of working. The Ash Zombies will not “activate” unless someone crosses at least halfway on the bridge. They can cause a collapse.
Stats/Notes/Etc.
No one can look upon the aforementioned bridge and think it very sturdy. In fact, much of it is safe but several small sections of it are not. If these questionable patches of the bridge are crossed, not only will they fall away but they will also create a cascade effect, tearing away further sections of the bridge or at least making them unstable. If someone with bridge-building or other engineering skills can be given enough light and time, the worrisome areas can be identified and avoided. Finding the time might be difficult, as there is a horde of Ash Zombies hidden on the far side among boulders and cavern cracks. Numbering several dozen, these creatures are the animated corpses of a band of Dwarves who once attempted to reclaim the mines three decades ago. A Fire Mage (described later) captured and enslaved them, then forced them to labor for him in the lower depths of the volcano. When they were of no further use, he put them to the fire then raised their bodies, bidding them to guard this cavern should anyone enter the complex by this route. Between the creatures and the bridge, the Fire Mage feels this tunnel is secure. He hasn’t bothered to destroy the bridge, since he knows of its flaws and thinks it is amusing to tempt those who might try to assail the Fire Peak in this way. In further humor, he hung a fire protection amulet on their former Dwarven leader. (order #5721114)
CreativeMountainGames.com
The Split
Fighting Fire!
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Fighting Fire! Part V - Bats, Bridge, and Brood (cont.) As they reached the Lower Mines, They peered above toward steep incline, Two other entrances to find, They then decided to assign, Three groups to suit their purpose, Four would use the way in here, Four the Upper Mines would clear, And to avoid attacks from rear, The final four to Fortress,
Just beyond the perilous bridge, there is a tunnel that extends out of the great cavern a mere twenty feet when it arrives at a less developed area. The tunnel has no tracks and is rough going, unlike passageways previous to the bridge. There are signs on this side of Dwarven activity, in so far as the bridge building, but no mining ever took place this side of the bridge except for exploratory efforts. It was not long after the bridge was built that the Dwarves met their end. A number of hand carts and wheelbarrows, all broken and unusable, lie strewn about this side of the crevasse. There are also numerous broken tools: picks, shovels, hammers, as well as some chisels and spikes which are still servicable. On this side, the way forward divides into several natural tunnels, two of which slope downward at mild angles, one left, to the west, at a thirty degree angle and to the right, northeast, about a twenty degree slope. The center tunnel, which slopes sharply upward, heads northernly and is roughly fifteen feet wide. The others are about ten to twelve feet wide and also rough hewn. All three tunnels have the irregular floors which are mostly unworked but bear signs that some handcarts and wheelbarrows may have once traversed here. The western and northeastern tunnels are shorter, ending in rich veins and mineral deposits. The western passage meanders and splits multiple times before each ends. The northeastern tunnel does likewise. The northern passage has a number of short side tunnels but eventually leads to the Cavern of Flames then beyond to the caldera. This way becomes increasingly hot and will be noticeable to anyone traveling along it for fifty feet or more.
(order #5721114)
Into the Lower Mines did go, Winding down the tunnels slow, Three along with Ernesto, Whommat, Marv, and Scot did know, His life was in their hands, His protection paramount, Lest they be called up to account, The quest Ernesto’s, tantamount, To foiling foes foul plans. The entryway was guano strewn, The disused rails from mines impugned, The tunnel from the stone well-hewn, But this might prove most opportune, The tunnel seemed untrodden, From time to time the natural caves, Gave their way to square carved ways, Finally, with few delays, Into a cavern broadened, What stood before them was a span, A chasm never made by man, An ersatz bridge of hodgepodge plan, On this then Whommat was point man, Across the great divide, Examining the structure’s length, Whommat marked spots lacking strength, And so they crossed the unsafe breadth, With Fuedane as the guide, Upon the other side did fend, Undead Dwarves there to contend, The passage onward to the end, They’d have to fight if to ascend, The battle might prove costly, Whithered whiskers all of those, With rotting skin who traded blows, Spells were thrown to thwart the foes, The band was pressed most awfully,
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CreativeMountainGames.com
Dwarven Runes Further up the slope from the entrance to the lower mines, along a path that cannot be seen from below but stems from the lower mines toward the upper entrance, there is a ersatz shrine. The miners were not a very religious lot but did hold their deities in some regard. Those who would bring them supplies or make inspections of the mines would have been appalled if the miners did not have some sort of shrine or temple for worship. To that end, the leaders of the tribes who worked the mines acquiesced to their culture and erected a small park along the trail for those who might wish to pray or leave offerings. It was, however, unlike any other shrine known to Dwarves . The area cleared for this shrine was only about thirty foot square and now is greatly overgrown. The tops of still visible markers, three in all, stand above some rubble, heavy weeds, and brambles. If one were to clear away the debris, one would find several smooth stones that lack any real shaping but which are carved with Dwarven runes. The language is in a style that somewhat mimics the ancient Dwarven tongue but in an irreverant and comical manner. It was believed by the Dwarf that carved the runes that most who might stop here would not be able to read the carvings and thus he took some liberties with the language. If someone understands modern the Dwaven language, they might well figure the stones are carved with an expression of modest religious belief for enough of the words translate to the modern tongue in such a way. Someone versed in the ancient version of Dwarven will pick up the subtle sarcasm. They might also realize the Dwarf who fashioned this shrine did not take the job seriously and had a deepseated disgust for religion. There is no direct translation from ancient Dwarven to the common tongue, so the words are not rendered here in that form but it can be understood as a scathing indictment of Dwarven religion.
The Upper Mine The entrance to the upper mines is much more prominent than the lower entrance and a half century older. The portal timbers are still in place and were used for a number of cranes which once served to raise large stones and barrels of ore from the mines below. All of the timbers are heavily singed though not so much that they have become structurally unsound. So the upper mine can be accessed by the vertical tunnel entrance as well as a horizontal entrance higher up which cuts down into the tunnel about fifty feet in from the lower entrance. The higher access is gained via a path that winds through the boulders beyond the lower opening. Although the apparatus of the cranes for the horizontal tunnel is still in place, the pulleys and ropes are nonfunctioning and unsalvagable. A half dozen of the posts and crossbeams stand like gravemarkers around the irregularly-shaped forty-foot opening. Much of the pit is carved from the surrounding stone but in many places the elements have worn away the edges and in places it is prone to crumble underfoot. It drops down to a wide gallery where stones were once carved and fashioned into more manageable pieces before being lifted out for transport.
Stats/Notes/Etc.
(order #5721114)
CreativeMountainGames.com
Arsons Three Three Large Fire Elementals make their home in the Upper Mines. The paths beyond the stone-carving gallery are crumbling away in many places into deep fissures. The elementals are light and fast enough to jump from shelf to shelf, and between outcroppings, such that they are not hindered by the lack of solid purchase. Many of the places they step would fall away under the weight of even a small animal leaving this place devoid of other life. Not even the Fire Bats bother with the Upper Mines. Any creatures that find their way in are tortured and killed for sport by the malevolent Fire Elementals. The lives of the Fire Elementals are simple. They fight and play with one another, enjoying their time on this plane where they are in little danger and relatively unopposed. Once in a while, they are summoned by the Fire Mage and sent on a mission. One such sojourn was down into Gamington to destroy the tower of Ernesto. Since then, they have remained within the tunnels, beyond the large gallery, on orders from the Fire Mage not to draw attention to themselves though their sense of mischief may bring them to the entryway. Noise from climbers nearby will put them on their guard.
Fighting Fire!
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Fighting Fire! Part VI - Upper Mines The other eight with heavy hearts, Knew that all must play their parts, Two entryways remained to parse, Though of the complex none had charts, Did entrances connect? They determined as they climbed, That they would split a second time, Two groups of four, up mountain side, With haste they rose unchecked, A silent tear for brother shed, Heidala climbed with three she led, So by her side J. Alphonse tread, With them Kasak and Tanner sped, The quartet breached the darkness, The Upper Mines a crumbled wreck, The jagged rocks kept them in check, They picked their way along the trek, And stumbled through the starkness, Quickly becoming cut and bruised, The Upper Mines were long disused, By any creature wearing shoes, But seeing light they were enthused, A flickering further inward, The light before them danced and swayed, It beckoned them, they made their way, Through rough terrain not long at bay, Though cleverness unhindered, Then leaping at them from the rocks, From alcoves in attempts to box, Them in, And now the ways were blocked, Trapping them like wizard locks, The fiery beings surrounded, The four formed up defensively, But Alphonse saw their density, So out he stepped with levity, The others were astounded, The Warden drew forth a device, That looked just like a pair of dice, He shook his hand not once but twice, The elementals paid the price, As J Alphonse revealed them, The mechanism cast forth light, And drew the creatures with its might, It sent them off far out of sight, Another plane had claimed them,
(order #5721114)
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Fighting Fire!
CreativeMountainGames.com
Empty Nest At the top of the Fire Peak, near the rim of the great caldera, stands the near-abandoned home of the Fire Giants. Tales and rumors of their exploits over the past century are well-known to the citizens of Gamington. Given the nature of the attack on Ernesto’s tower, being burned down in a quickly-spreading fire, the Fire Giants are likely suspects. Their legend will have been put forth by many folk despite no one in town having seen a Fire Giant in decades. It is possible that some woodsmen may have glimpsed a great Hellhound on the slopes and
such beasts were known confederates of the Fire Giants of old. It is also possible that someone wandering near the slopes of the Fire Peak in the forest below is aware of the pseudo-Ettin, the malformed Fire Giant that has outlived most of his kin. But there is only one true Fire Giant left alive in the area and he is quite mad and rarely ventures down from his hermitage within the foyer of the ancient Fire Giant stronghold. There are other dangers within the stronghold but some backstory is necessary to fully understand what explorers might find if they make their way to their fortress-turned-tomb. Centuries ago, a super-clan of Fire Giants ruled the length and breadth of the Fellstone Mountains, their power base being The Fire Peak, a great but inactive volcano. They numbered in the hundreds and none could stand against them. But that sort of greatness can only last so long. Infighting among the various thanes, all previously united by one chieftain, ignored rulings from the top and settled private scores amongst themselves. Eventually, civil war erupted between the sub-clans and the thanes all vying for supremacy. Sometimes the superclan was even divided into three, four, or five factions.
(order #5721114)
CreativeMountainGames.com In time, it was Hrothnor the Fierce who came to claim the Pumice Throne as King of the Fire Giants. He managed this in large part because he had two brothers aiding him, both of which were awarded major thaneships. In time, a Fire Mage wormed his way to the side of the king as an advisor. Carefully, he manipulated Hrothnor to believing his most trusted thanes, his two brothers, were scheming against him. This paranoia festered in Hrothnor’s heart until eventually he felt quite alone. That was when the Fire Mage convinced him to take drastic steps that would lead to the collapse of power for the Fire Giants. The Fire Mage supplied Hrothnor with a potent poison and suggested he call for a great celebration of their success. At the feast, the poison was intruced to the mead and food killing every Fire Giant in the hall except the king. After all of Hrothnor’s suspected enemies were eliminated, the Fire Mage broke King Hrothnor spirit and left him mad, his only companion a toothless Hellhound named Soot. Since then, Hrothnor has not entered the halls of the Fire Giant clan, fearful of what now lurks within. He skulks in the entryway of his former seat of power, too paranoid to go further inside but also afraid to venture forth into the world. He only continues to live because Soot hunts the mountainside bringing back food of which Hrothnor eats barely enough to stay alive. The former king is now a thinning, feeble excuse for a Fire Giant but still dangerous enough to smaller beings who might dare explore the upper reaches of the Fire Peak. When running this adventure, treat Hrothnor and Soot as, originally, the most powerful specimens of their kind, but then halve all of their current damage and bonuses. With time, if running this as a campaign and they live, it is possible for Hrothgor and Soot to regain some of their strength but they are still very old.
Stats/Notes/Etc.
Fighting Fire!
21
Fighting Fire! Part VII - Giant Fortress Meanwhile Lucor led his group, Through the scree upon the slope, Up to the Fortress with the troupe, With plans for justice to recoup, The debt would be repaid, The stronghold doors were battered down, But there a giant and his hound, Would make this place a battleground, For entrance he forbade, For this task Eneg drew his axe, And Lucor sword in hand attacks, They stopped the giants in his tracks, Smaej Wiles then slipped round the backs, Of wolf and giant both, The hound fell to the arrow shafts, Of Leo, then with mighty laugh, The giant, Eneg cleaved in half, Upon his lips an oath, Once past the foyer in the hall, The sight astonished one and all, Undead creatures, fearsome, tall, The remnants of the clan were sprawled, And strewn around their tomb, The warriors dove in heedless then, Of life or limb they hadn’t ken, The blood flew as each foe was rent, Until they cleared the room, The Great Hall bore the carnage well, But it took time this force to quell, The dead had risen and were felled, Then victors searched the other cells, To seek a way below, At the far side of the fort, They found a portal of a sort, A massive trapdoor in the floor, Their progress further slowed, The chains that once allowed access, By lifting mighty timbers for egress, Had seen their share of time and stress, They had to move it nonetheless, And so the four contended, Against the mechanism tensed, The door was strained from hole and whence, They peered below to find that thence, A winding stair descended,
(order #5721114)
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Fighting Fire!
CreativeMountainGames.com
Clan Remnants The halls of the Fire Giant clan are now cold and dark. With the king being the only living clansman left, and since he guards the great doorway that enters the halls, no living soul has tread within for five decades. There are, however, inhabitants. The former home of the clan consists of a great hall and many side chambers for sleeping. The great hall was the common room for all, like a Viking long house in many respects. The entryway had a second floor but it is now impassably ruined. The shards of a collapsed table run half the length of the great hall, constructed from huge timbers and a massive slab of onyx.
In the great hall are the remnants of the former clan, bodies strewn around the table, having fallen where they succumbed to the poison of the chief. But there was one visitor after the event, the Fire Mage, and he performed two foul rituals. The first was to animate all but two of the fallen as zombies, though he left them where they lie with orders to attack any who violate the halls. The second ritual was to enchant the flesh of the two brothers who had challenged the Fire Giant king, turning them into Flesh Golems with the same orders. For those who may enter, there is little way to tell the difference between and the golems will blend in with the zombies. See the sidebar below before deciding the strengths of these creatures and their actual numbers.
Adjusting the Bar Giant Zombies should be more difficult to destroy or turn, perhaps by two or three categories, depending on your system of choice, and as tough as several of them. But given this encounter includes two Flesh Golems and up to 22 Giant Zombies, it might prove too tough for some groups. If this encounter feels too difficult, some of the Giant Zombies can be less mobile, arms or legs rotted off or crushed by the collapsed table, The Giant Zombies and the Golems might even see one another as intruders and brawl.
(order #5721114)
Stats/Notes/Etc.
CreativeMountainGames.com
Fighting Fire!
23
Fighting Fire! Part VIII - Cavern of Fire All had struggled on their routes, But which would make the final bout, The Cavern of Flames each group would scout, To obstacles and fire spouts, By various paths they journeyed, The first arriving to the cave, The Lower Mines and bridge did brave, Ernesto’s band avoided grave, To battle now they hurried,
The Giants’ Hoard Aside from the enormous onyx slab, there are a number of treasures and useful items still available within the halls as well as on the guardians. Soot the Hellhound has nothing of note but has burried a handful of the smaller gems that Hrothnor has let drop from the decaying pouch that still hangs from his belt. Those can be found secreted away under some obvious rubble near the entrance. A simple search outside the main doors will turn those up. Hrothnar carries a magical (flaming) great sword that might be used as a two-handed blade by someone of human stature. The Fire Mage has little need of wealth in terms of coins or objects of value. As such, the pouches and chests of the Fire Giant clan were never plundered by him after the poisoning incident. For each of their numbers, it would not be unusual to find a few dozen large coins, which they would have kept handy for gambling. There are hundreds in the rubble in the sleeping chambers. There also are Dwarven and human-made, gold and silver objects taken from caravans during the Fire Giant raiding days. Several of the Fire Giants possesed magical great-axes which they used one-handed but which would be useable by regular humanoids as two-handed weapons. A few amulets, rings, and other bobbles that bestow various protections and resistances are among the coins, too small for the Fire Giants to use effectively. All of the weapons should be adjusted in magical strength to whatever level of power is most suitable to the campaign being run. Magical items might be swapped at the discretion of the GM as well. (order #5721114)
Ash zombies had been thwarted then, Across the bridge they searched til when, They found a split, three paths ahead, The mazelike mines could not contend, With magic spells they utilized, And long they searched til they had found, A passage through the underground, Their ire up and most profound, The evil must be neutralized, So Kasak cast a potent spell, To light the cavern, darkness quell, And to their eyes there came a hell, A dragon, red, in there did dwell, Upon its back Sulfurious, It flew about with cackling mage, But this served only to enrage, The four that stood before the cave, Recalling deeds injurious, The spread out finding cover in, The cavern lest the mage begin, To catch them all to their chagrin, Bunched up within the opening, They all had plans and tactics, The Fire Mage swooped down on mount, Flames burst forth in great amount, From the mage and fire spouts, The onslaught was fanatic, Scot of Fellstone then charged forth, He hurled his ax, to bring to earth, The dragon but it fell and belched, In fearsome rage, a fiery breath, Fuedane and Marv were laid low, Ernesto then evaluated, How best he retaliated, The mage had not yet calculated, Ernesto as a great foe,
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CreativeMountainGames.com
Seeing Red in the Cavern of Flames With four entryways, successful explorers can discover the Cavern of Flames. It is at an elevation about midway between the Lower and Upper Mines, and thus well below the Fire Giant Fortress. The fourth entrance is through the caldera about 1,000 feet below the rim. The cavern is hot year round, roughly 120 degrees Farenheit, with geysers that randomly belch steam from boiling pockets of collected runoff. To access the Cavern of Flames from the Fire Giant’s defunct stronghold, one need only head to the back of the great hall where a large antechamber features a huge, round, iron trapdoor. This portal is massive and even the Fire Giants used a pulley system rigged with great, iron chains to lift it. The system is still functional but would require several strong humans to utilize it. Underneath the trapdoor, a great chimney leads nearly straight down to the Cavern of Flames. Long ago, it was carved with a winding, stone staircase so the Fire Giants could access the cavern which served as their forge and workshop. From the Upper Mines, crumbling though they are, the
(order #5721114)
Cavern of Flames can be accessed by any of several funnel-chutes, once chimneys for the forges, that corkscrew their way down into the ceiling of the cavern. They open anywhere from forty to fifty feet above the cavern floor. These are difficult to spot from the cavern due to the numerous stalactites. The funnels can be negotiated by anyone with a fair amount of strength or climbing ability as they are rough with many hand and footholds and wind around without many straight drops until the bottom. Only one of the honeycomb of tunnels leading from the split beyond the bridge in the Lower Mines reaches the Cavern of Flames. Most of the tunnels rise and fall sporadically, twisting and turning, often resulting in deadends or gaps so narrow that passing would be impossible for anything larger than a mouse. The labrynth is hot, most being 85 degrees Farenheit or higher, but the center tunnel from the split which eventually leads to the Cavern of Flames gets increasingly hot and rises steadily possibly giving some clue to its destination. The use of this passage by Dwarves is what led to their demise.
CreativeMountainGames.com The Cavern of Flames is an irregular oval, two hundred feet long, sixty feet wide, and forty to fifty high. The floor is packed stone rubble but also with dozens of obstacles including boulders as large as elephants that protrude upward as well as stalgmites, many of which have been broken and crumbled leaving unstable rock piles. The floor is further punctuated by a dozen flame geysers which erupt at irregular intervals, their expulsions hot enough to roast a person alive in a matter of moments. These spouts were fitted as forges for the Fire Giants. At the eastern, narrow end there is an opening to a passage that winds down toward the chasm bridge. At the western narrow end is the spiral stair that leads up to the Fire Giant Halls. Toward the western end of the ceiling, an irregular tunnel leads out to the caldera. The Red Dragon uses this to come and go. It is hidden on the caldera end by an overhang making it nearly impossible to spot from the upper rim. Half a dozen tunnel-chutes lead out of the cavern ceiling to the Upper Mines and sometimes rubble will fall from them to the floor below. While the Fire Mage is often here, and certainly will be if the region is alerted to intruders, the primary occupant of the Cavern of Flames is a huge, Red Dragon. This creature is male and fully capable of breathing flames. It has, however, been somewhat domesticated by the Fire Mage, in that he long ago convinced the creature to wear a cursed ring, enfeebling its mind, and making it more susceptive to charm spells which the Fire Mage routinely casts to ensure its servitude. If alone, the dragon will always attack and never negotiate. It is allowed to maintain a modest hoard of treasure, though much of it is copper and iron, the dragon having been conned by the Fire Mage into believing that these metals are more vaulable in the region than silver, gold, or platinum. There is some magic buried in the treasure pile that the Red Dragon has managed to secret away from the Fire Mage.
Stats/Notes/Etc.
Fighting Fire!
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Fighting Fire! Part VIII - Cavern of Fire (cont.) But at this time from cavern’s top, Descending ropes, they quickly dropped, Heidala’s band had not been stopped, And now to aid they joined the mob, Amid the flames and fighting, The Fire Mage wheeled around the drake, This was but his first mistake, For Scot ran up, a forceful strike, The dragon wrath inciting, Its wings now rendered useless it, Tried again to fire spit, But Kasak magically muzzled it, With hand of force taking a grip, Sulfurious dismounted, The Fire Mage dashed toward the rear, Escape was planned, he ran in fear, But danger there was getting near, Lucor and company countered, They had arrived by winding stair, And blocked the exit from the lair, The four spread out and with a glare, To Fire Mage they offered dare, Their weapons poised for action, Then with some tricks still up his sleeve, He blasted flames gained some reprieve, But as the mage then tried to leave, He found he had no traction, Clever Ernesto had arrived, Behind the mage and then contrived, An ancient trick he had revived, On wits it was Ernesto thrived, The ground he greased below him, Going nowhere, foe did howl, Then turning back and with a scowl, He raised his hands to cast most foul, A spell he now was chanting, But Lucor saw his chance to act, He ran up to the mage’s back, He swung his blade high to attack, Clean through his arms the sword did hack, And left Sulfurious limbless, The blood then ran quite unabated, It was long the heroes waited, Sulfurious was thusly fated, He died amid the grimness,
(order #5721114)
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Fighting Fire!
CreativeMountainGames.com
True Power The evil behind the attack on the tower, and the one who controls most of what goes on in and around the Fire Peak, is Sulfurious the Fire Mage. He is a Dark Elf with considerable magical powers. He is also the chamberlain and advisor to a foreign ruler bent on upsetting the balance in and around Gamington with hopes of breaking the treaties and bringing chaos to the region. His efforts are threefold. Firstly, he made a deal with some Dark Dwarves to ensure the Dwarves of Fellstone would be pushed out of their mining operations around the Fire Peak. This he accomplished decades ago with the assistance of the Fire Giants. Secondly, he has a pact with some Stone Giants to the southwest in the mountain range and promised them he would break the Fire Giants, after using them to deal with the Dwarves, allowing the Stone Giants to spread further northeast toward the Fire Peak. This has mostly been accomplished in the last twenty years and little of the Fire Giants existence remains. Thirdly, he wished to disrupt the peace in Gamington. To that end, he has enlisted the Fire Elementals to torch the tower of Ernesto. Once the peace has been broken, he hopes to get the factions of the area to get back to the business of war thus leaving factions closer to his home kingdom easy prey, no longer part of a larger group of allies. The tower attack was meant to draw out whatever heroes might be left in Gamington and defeat them on his ersatz home turf, the Fire Peak. The Fire Mage has managed to juggle a number of evil allies and malevolent creatures to his ends. He has no real loyalty to any of them and the third part of his aforementioned plans is the only one he truly needs to accomplish for his own kingdom’s ruling family. The various undead, the Fire Bats, the Fire Elementals, the golems, the Fire Giant Chief, and his hound, are all expendable for the Fire Mage. Sulfurious does have some interest in maintaining his control over the Red Dragon but if it is killed or driven off, the loss would not be insufferable. He does fear losing control over the Red Dragon, lest it turn on him, but his hope is to utilize it to return home when his work is complete. GMs should outfit Sulfurious to be a very difficult opponent. He has fire-related spells, some talent for mindcontroling effects, as well as the ability to animate the dead. In systems where this doesn’t get handled through means of spells, add in some magic items to compensate. (order #5721114)
Stats/Notes/Etc.
CreativeMountainGames.com
Notes and Treasure Many of the creatures herein will have direct analogs in most any Medieval Fantasy game system. Some, however, will require some adjustment or tweaking to make them fit better or keep them challenging for whatever level of play the GM intends. While some systems will have no exact way to make this happen, GMs should use their best judgment and keep the spirit of the adventure’s themes in mind while preparing for play. With those caveats in mind, look on each encounter area as a discrete challenge and determine if the player characters will have at least one way to overcome it. It is preferable that there are several avenues toward victory in any situation but the make up of the adventure as a whole is such that there are multiple approaches to reaching the Fire Mage, so if one of the ways becomes too difficult a different line of attack might be tried. Of course, if the player characters are underpowered, some assistance might be proffered in town to boost them up. Regarding treasure overall, some rulesets will have reasonable facsimilies or analogs for the items specifically cited in the pages of this adventure but GMs are encouraged to be creative. Feel free to give them aspects that speak to the nature of ongoing gameplay, adding touches that lead to planned future adventures or give clues to aspects of personal campaigns to help tie this scenario into the whole. If this adventure is being run as a stand-alone or one-off, such considerations are less important.
(order #5721114)
Fighting Fire!
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Fighting Fire! Part IX - Journey Home Heidala healed the fallen friends, None had died nor met their ends, Their spirits raised, their wounds were cleansed, They’d make the journey home again, With songs sung unreserved, So down the slope they climbed once more, They marched across the forest floor, Happy to have settled score, Justice had been served, The folks of Gamington did cheer, The heroes now had vanquished fear, They’d celebrate with wine and beer, It nearly lasted all the year, Entire town rejoicing, Songs were written of their deeds, To far and wide the bards proceeded, Spreading word, planting seeds, And banners there were hoisted, The tournaments would come again, Avoiding conflicts among the men, And Dwarves and Elves, and other kin, Peace throughout the lands for when, Disputes arose between them, For never would there be a need, To take up arms in hate or greed, All would cleave to solemn creed, And war once more condemned
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Fighting Fire!
CreativeMountainGames.com
Dramatis Personae
Ernesto Magnifico “I find inspiration in my lineage.”
Son of the famed Poppagax the Original, and one of many siblings, Ernesto has held court in the Cultural Halls as well as the drinking halls of Gamington for many years. Much of his magic and knowledge of gaming strategy was learned at the side of his father. However, as a powerful wizard in his own right, he has ventured far and wide in search of ancient knowledge and artifacts. His collection of fascinated tomes and strategy games was once said to rival even the great libraries and gaming halls in many major cities. Now, sadly, the vast majority of that collection has gone up in flames and many of the unique items are lost to the world. It would be hard to estimate what is gone. With time, he might be able to rebuild his life and collection.
Scot of Fellstone “I’ve been through far worse.”
As a veteran of many battles, Scot knows that it is often the enemy that cannot be seen which is the most dangerous. During his time in Gamington, he has billeted in Ernesto’s tower, thus many of his belongings were destroyed by the attack. Fortunately, much of his collection of Battle Tomes are held in the archives of the Cultural Halls of Wargaming as reference material for the participants. As part of the Undaunted Clan of Dwarves, Scot hails from the Fellstone Mountains to the northwest of Gamington. When the treaties put an end to the fighting and wars locally, Scot hired himself out as a mercenary captain in foreign lands of Racinia. It is only by hard luck that he was a guest of Ernesto when the attack came on that fateful night.
Lucor Truesword
“On foot or steed, I am the warrior you seek!” No individual embodies the title of Paladin more than Lucor. He maintains a fitness of body and mind that is nearly superhuman. Having trained for combat since a young age with lance, sword, and shield, on foot and horseback, Lucor is a veritable fighting machine. Yet he has also studied with some of the great philosophers and sages of Gamington and the surrounding region, learning to use his might only when no other path to his goals is available. He has particpated extensively in the skirmishes in the West while enforcing the Treaties of Gamington, Lucor has collected many prizes including a long sword that points toward enemies and speaks to him of danger.
(order #5721114)
Fighting Fire!
CreativeMountainGames.com
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Kasak Timeditor “Words are your greatest ally.”
Kasak comes from a school of wizardry that reveres the spoken and written word. He is known throughout arcane circles as a master craftsman of spells but is just as well-regarded for his military history tomes. While many wizards jealously guard their secrets and work in isolation, Kasak famously mentors younger mages, assisting in their crafting of spells and incantations, adding a sentence or phrase here and there to make them more precise and powerful. So, too, those who seek to pen their own recollections of battles and wars from days gone by are welladvised to allow Kasak a first reading of their finished work before publication. His expansive knowledge and extensive library has saved many a writer from foisting inaccurate books onto the public.
Marvelous Premlaw “We can draw a future from the past.”
“Marv’s” skills are many and varied but he often falls back on his old ways when in a jam. He is one of the more clever individuals of the fellowship, devising ways to outwit even the brightest of wizards. He carries with him a number of inks and quills, specially enchanted to enhance his ability to draw and to bring those images into reality. He can depict a common object on flat surface then reach over and take an actual threedimensional object from the two-dimensional image. He can illustrate doors, windows, stairs and holes in the ground. He has even sketched food on occasion but it has proven bland though textured. Although in theory he could draw animals or people, he has yet to make the attempt for fear of some catostrophic result. Because he knows the process takes a requires a little of his own essence, he fears that if he drew a living being some part of his own life might be lost forever.
Leo of the Dale “Don’t disrespect the Dale!”
Hailing from the southeastern lands of Ginia, where the forests are vast and a seasoned woodsman can always find work for his bow, Leo makes sure to regularly keep in contact with his old traveling companion Lucor. Their combat styles of ranged and melee compliment one another and are a lethal combination. Leo carries a horn that can call allies to his aid for miles around. As part of his oath to his brother-in-arms, and in keeping with Lucor’s family legacy, Leo has helped bring much of the southeast under the Treaties of Gamington. However, his extensive travels and duties do not come without a great personal sacrifice. For many years, Leo has held true to the elf maiden, Amandalanian Zeidlerious, and it breaks his heart when he must be away from her for too long.
(order #5721114)
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Fighting Fire!
CreativeMountainGames.com
Heidala of the Isles
“The Healing Power of the Isles is within you.” Far to the west of Gentle Lake, across a vast expanse of water, are the Isles of Healing. There Heidala, sister of Ernesto, makes her home. The Isles are lush with vegetation and have numerous mountains with volcanic activity. The plants and animals are quite different than around Gentle Lake but she was drawn to them and swears she could now live no other place. From time to time she revisits the place of her birth to spend time with family. When she does, she brings herbs and ingredients for Leesee to use in her many healing potions and unguents. Heidala is also a skilled healer in her own right, her strength derived from within in combination with a higher power. Besides her healing skills, she has other magical spells at her disposal and is a formidable warrior. She tends to shun all but the lightest of armor and prefers weapons that can be used to subdue rather than kill.
J. Alphonse Warden “There are alternate worlds to explore.”
One of the more experimental creators of game rules and scenarios in Gamington is J. Alphonse. He has posited that often those who have disputes are too close to the conflict to properly understand all sides. Thus by inventing alternate worlds in which to set scenarios, the parties involved can gain some distance and find more reasonable solutions. Some of his creations are truly alien in nature but often enough have some ties to the real world so that the scenarios feel grounded. Some of the technology that he has theorized might come into being some day in the future seem to be a combination of magic and mechnical elements. He has postulated the possble creation of fierce weaponry and flying machines, as well as portals that might lead to other worlds.
Kafmerz Tanner “Let’s get back to basics.”
Kafmerz is often credited with taking the rules employed on the tables in Gamington and simplifying them for scenarios used to handle diplomatic and dueling disputes. There was a time when the early rules were thought to be incomplete and what followed was a push toward creating ways to cover absolutely anything that could come up during play. Kafmerz decided to go a different route and streamline the additions and subsystems into a tighter, faster playing ruleset. While there were many who preferred the more complex systems, it seems there were just as many proponents of the simpler rules. As long as the participants agreed in advance as to which system was being used, the treaties made no bones about which could be applied to enforce the various sections of the treaties. Kafmerz keeps his armor light and prefers to use his bow for combat.
(order #5721114)
Fighting Fire!
CreativeMountainGames.com
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Smaej Wiles
“Whatever the challenge, I shall volunteer.” No one steps up quicker to a challenge than the elven warrior Smaej Wiles. As a running buddy of Eneg of Drebbinton, he has scouted and brought much of the southwest under the existing treaties of Gamington. Together the two have also joined forces with Lucor and Leo on many adventures, scouring ancient ruins and tombs to seek out evil in the dark places of the world and bring such beings to their demise. Smaej is known as one of the quickest blades in the region. He regularly participates in tournaments and contests, proving himself time and again as a master of swordcraft. He keeps a number of smaller knives secreted away within his armor, drawing and throwing them fluidily.
Eneg of Drebbinton “Get ready for a Drebbin!”
The only thing that spends more time on the grindstone than his nose is his axe. Eneg is one of the fiercest warriors of his mountain clan and an old adventuring friend of Smaej. Sometimes he and Smeaj can be found traveling from site to site clearing out various pockets of evil in the southern mountain range. Eneg’s great strength is a source of pride for him and his friends. He is often challenged to perform tasks that would daunt lesser men. He has never turned down such a trial nor has he ever failed to exceed expectations when completing a task. A well known annecdote describes a time when Eneg fought a cyclopsian giant in single combat, splitting the creature’s head, down through its one eye and further through its sternum. The axe was buried so deep it could not be removed until the remainder of the giant was disassembled. Eneg carries that same axe to this day, claiming it could split boulders asunder if needed.
Whommat Feudane “I’m your engineer!”
One of the earliest citizens to embrace the philosophy put forth by Poppagax was Whommat Feudane. Whommat brought a number of skills to the table to help in implementing this philosophy in practical terms. He devised a great many mechanics for game play, balancing the various factions and giving them opportunities to bring their distinct strategies and tactics to bear. Whommat assisted with setting up rules for how the wargames were run, devised interesting and flattering elements so that all of the participants felt pleased with their depictions, and created a number of scenarios that challenged the players while always giving the impression that they could win or at least acquit themselves well. This lead to the factions wanting to play again and again.
(order #5721114)
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Fighting Fire!
Fire Giant Fortress
CreativeMountainGames.com
Upper Mines
Trapdoor Winch
The sleeping cells of the fortress are crumbling and rubble conceals coins.
Stairs Down
Great Hall
All
N Squares Equal
Vents wind downward with sporadic, secure hand and footholds.
b
a
The wider chamber opens to the surface where scaffolds still stand at the ready
c
Vents Down
ten feet
d e
If players explore either maze, roll 1d6 to determine time spent in half hour increments to discover no exits exist
Maze
Foyer The interior doors of the fortress are weak but the creatures will not leave.
Entrance
Lower Mines
Chasm Bridge
Entrance
For campaigns, one of these three caves could include an entrance
Add 1/4 Mile of Passage
When using the Lower Mines in a one-shot game, cut them off at the spots marked with a dashed line. For a campaign game, GMs might wish to fill out the Lower mines with additional encounters and traps. One can include cave bears, an orc or goblin clan, numerous pitfalls or cave-ins, stirges, as well as a couple of added entrances where appropriate. The Fire Bats can be less aggressive to creatures that frequent the mines. The vent to the caldera exits here
The five vents from above open in the b ceiling at A to E 6 a c
The Fire Bat swarms are disturbed by strange smells
(order #5721114)
Maze
Cavern of Flames
There is less rubble in the Lower Mines than in Upper Mines and Fortress
Entrance
4 For campaigns, this cave could include another entrance
Slope Up to the Cavern of Flames
From Lower Mines
5 3
2 1
11
12
10 9 d 7
8 e
Stairs from the Giant Fortress enter here
The fire spouts are numbered 1-12 and flare randomly, two of them each minute. Damage will be taken by anyone adjacent to a spout which is doubled when a spout flares twice in a row.
1
6 14
11
3
9
12
8
10
2
13
3. Cultural Halls of Gaming 6. Cousin Willem’s Livery 9. Leesee’s Elixirs 12. The Shrine of Survival 15. Whommat’s Gears and Grommets
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Gamington 4 5
15
1. Ernesto’s Tower 2. The Warning Bell 4. Bookman’s Breadloaves 5. The Butcher Block 7. Dauntless Armor 8. Kountz Keep 10. Yonson’s Drinks & Dartery 11. Potent Portals 13. Speaker’s Pub 14. Tactics & Strategies
(order #5721114)