Edge of Doom
By Josh Sykes
Requires Old School Essentials
Cartography by Dyson Logos
Illustrations by Yuri Perkowski Domingos
Edge of Doom © Josh Sykes, 2022
Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used
with permission of Necrotic Gnome, under license.
This is a low to mid level, old school, sword & sorcery sandbox adventure. It is intentionally
minimalist so it can be picked up and run with little to no prep. Feel free to season to taste.
The Fiefdom of Raven’s Rest
The Fiefdom of Raven’s Rest is rough borderland comprised of desolate moorland, craggy
mountains, and treacherous swamp, broken up here and there by pockets of dark, ancient
forests. It is ruled by the Jarl, Bjørn Jorgenson, a proud warrior in his early 50s, in the fortified
motte and bailey settlement of Raven’s Rest.
(1 hex = 6 miles)
Locations of Interest
1. Raven’s Rest
2. Temple of Doom
3. Logging Camp
4. Lost Mine
5. Barrow Mounds 1 & 2
6. Barrow Mounds 3, 4, 5
7. Barrow Mound 6
8. Barrow Mound 7 & 8
9. Barrow Mound 9
10. Lake of Tears
11. Tower of Sorrow
History - a fiefdom that teeters on the edge of doom
The fiefdom of Raven’s Rest was established by conquest 20 years ago by Jarl Bjørn
Jorgenson, after a peace treaty with the elves that controlled the area fell through. The Lady
Moonlight Snow, leader of the elves, had relatively peaceful relations with the human tribes who
previously lived in the region, and was to marry Jarl Jorgenson, sealing the peace. Instead, out
of jealously, she was murdered by his brother, Duke Hjaldr, sparking war between the Jarl’s men
and the elves. Hjaldr was banished, and he was followed into exile by the Jarl’s sorcerous
advisor, Krieg. Together, Hjaldr and Krieg both plot to overthrow the Jarl and take over the
fiefdom. A few elves remain in the forests, entirely hostile to any humans they encounter.
The Village of Raven’s Rest - A fortified human village of about 50 adults (Motte & Bailey).
There are 10 heavy footmen in the Jarl’s longhouse and the militia can muster 15 light footmen
and 10 longbowmen. There is no inn, but the villagers are hospitable if treated with respect.
1. Jarl’s Longhouse - Jarl Bjørn
Jorgenson (Level 9 Fighter,
Lawful), his family, & servants
2. Farmer’s Houses
3. Blacksmith
4. Provisioners
5. Trapper’s House
6. Tanner’s House - Erik Stefenson
7. Shrine - Gythia Astrid
Heraldsdóttir
8. Lumber Mill
9. Meadery
10. Feasthall
Hooks:
● Feasthall - Gunnar Balderson
(torchbearer) is the lone survivor
of a failed expedition to the
Temple of Doom, and, for pay, can
serve the party as a guide.
● The Jarl wants monsters cleared
from the swamp so that it can be
drained for farming and will pay gold for their heads (5 gp/hd)
● The Jarl will pay 1000 gp to anyone who can regain control of the mine.
● The Jarl’s daughter is missing and he offers 2000 gp for her safe return.
● The tanner’s daughter is missing and he offers 200 gp, all he has, for her safe return.
Rumors: (words in italics are false)
● There’s an ancient temple in the swamp full of treasure that has been taken over by
Lizard Men.
● The tower on the lake is haunted by the ghost of an elf maiden.
● A group of adventurers went into the swamp a couple of weeks ago and none returned.
● The barrows on the moors are the burial places of wealthy and powerful druids.
● The Jarl’s daughter, Sif, ran away from home a week ago because the Jarl is a neglectful
father.
● The Tanner’s daughter, Helga, ran away from home a week ago because the tanner is a
tyrannical father.
● A druid riding a dire wolf has been seen around the northern mountains.
● The iron and copper mine was taken over by a tribe of goblins.
● A frost giant attacked the logging camp.
Traveling in the Fiefdom of Raven’s Rest:
Follow the standard procedure for wilderness exploration in the Old School Essential rules.
Each day of travel there is a 1-in-6 chance of a random counter. If there is an encounter, find the
result by rolling a d12 on the appropriate table by terrain type below.
Swamp Encounters: Forest Encounters: Mountain Encounters: Moorland Encounters:
1. 3d4 Bullywugs 1. 1d4+1 Wolves 1. 1 Manticore 1. 1 Hill Giant
2. 1 Catoblepas 2. 1d2 Ogres 2. 2d4 Wolves 2. 2d6 Brigands
3. 1d3 Carcass 3. 1 Troll 3. 1d4 Dire Wolves 3. 1d3 Harpies
Crawler 4. 1d4 Snake, 4. 2d6 Goblins 4. 1 Troll
4. 1 Troll Rattler 5. 2d4 Hobgoblins 5. 1d2 Ogres
5. 1d6 Crab Spider 5. 2d4 Elves 6. 1d4+1 Bugbears 6. 1d6+1 Goblins
6. 3d4 Lizard Men 6. 1d3 Unicorns 7. 2d6 Orcs 7. 1d4+1 Bugbears
7. 2d4 Stirges 7. 1d4 Sprites 8. 1 Wyvern 8. 1 Sabre Toothed
8. 1d3 Crocodiles 8. 1d3 Giant Rat 9. 1d3 Harpies Cat
9. 1d4 Snake, Pit 9. 1 Sabre Toothed 10. 1d2 Ogres 9. 1d3 Giant Rat
Viper Cat 11. 1d4 Snakes, 10. 1d4+1 Wolves
10. 1d4 Will-o’-the- 10. 1d3 Pixies Rattler 11. 1d3 Dire Wolves
Wisps 11. 1 Owl Bear 12. 1 Sabre Toothed 12. 1d4+1 Gnolls
11. 1d4 Giant Frogs 12. 1d3+1 Druids Cat
12. 1 Flail Snail
Logging Camp - on the edge of the forest north of the Village, recently attacked by a Hill Giant
The logging camp north of the village houses about 10
normal human loggers. A few days ago the logging
camp was attacked by a Hill Giant. The loggers drove
the giant off with their axes, but not before it made
away with an armful of felled timber. The foreman of
the camp, Snorri Anderson, wants the giant taken
care of, and will send 3 loggers (treat as normal
human retainers) armed with axes, to help.
The hill giant took the lumber because it intends to
use it to build a steading, and it intends to come back
for more.
If the party explores the moorlands looking for the hill
giant, whenever they enter a new hex, they have a
1-in-6 chance to locate him. If they try to track him, he isn’t difficult to track, and this becomes a
4-in-6 chance.
Snorri Anderson will pay the party 200 gp if they bring back the hill giant’s head and invite them
to stay in the camp overnight and celebrate with them.
The Barrow Mounds - Haunted burial mounds of ancient humans - undead won’t stir unless
disturbed. Throughout this adventure all map squares = 10ft x 10ft.
Barrow Mound Random Encounters
1. 3d4 Skeletons
2. 1d6 Ghouls
3. 1d6 Zombies
4. 1d3 Carcass Crawlers
Barrow 1
● 6 Skeletons w/ silver short
swords
● Treasure chamber: urns
containing 1000 cp
Barrow 2
● Empty
Barrow 3
● 1 Specter
● Treasure chamber: urns
containing 1500 sp, 500 gp
Barrow 4
● 4 Skeletons (one has +1
sword)
● Treasure chamber: urs with
1200 gp, 6000 cp
Barrow 5
● 3 Specters (each is buried
with a +1 spear and +1
shield)
Barrow 6
● 2 Wights
● Treasure chamber: urns with 1400 gp, 2000 sp, 5000 cp
Barrow 7
● Helga Eriksdóttir ran away with her lover, Sif Bjørnsdóttir, and they are hiding in Barrow 7
to plan their next move.
● 2 Specters undisturbed, buried with +1 spear and +1 sword
● Secret chamber contains box of jewelry worth 2400 gp
Barrow 8
● 2 Specters, buried with a suit of +1 chain mail and a +1 shield
Barrow 9
● A group of 6 ghouls is nesting in this barrow.
● Treasure chamber contains urs with 500 gp, 1200 sp, and 3000 cp.
Temple of Doom - ruled over by The All Seeing One (Eye of Terror) with its servitor Lizard Men
Ground Level and Tower
Lower Level 1 Lower Level 2
Random Encounters:
Ground Level Lower Level 1 Lower Level 2
1. 2d4 Stirges 1. 2d4 Lizard Men 1. 1d4 Water Termites
2. 1d4 Lizard Men 2. 1d3 Carcass Crawlers 2. 1d3 Grey Oozes
3. 1d3 Pit Vipers 3. 1d3 Pit Vipers 3. 1d3 Pit Vipers
4. 1d3 Crab Spiders 4. 1d3 Crab Spiders 4. 1d3 Crab Spiders
Duke Hjaldr (with his entourage of 6 Orcs) is a guest of the All Seeing One and has come to
negotiate an alliance against Raven’s Rest. They are camped on the first level in the chapel of
the temple. The All Seeing One usually keeps to the tower. He has 3000 gp worth of gems with
which he hopes to buy the Eye of Terror’s loyalty.
Treasure: In the pentagonal room on the lower level are a number of stone pots containing
10,000 cp, 7000 sp, and 5000 gp.
Tower of Sorrow - Lair of the Banshee
A fisherman and his family live on the southeastern edge of the Lake of Tears and can be
persuaded to lend the party a boat, with a deposit. He warns them that mournful wailing is
sometimes heard from the tower, which is why it has come to be called the Tower of Sorrow.
The banshee in the tower was once an elf maiden, known in life as Lady Moonlight Snow. She
was murdered by Duke Hjaldr just prior to the Jarl’s conquest of the fiefdom 20 years ago. She
wants nothing more than revenge. Her four handmaidens have become Shadows.
Random Encounters
1. The Banshee
2. 1d4 Crab Spiders
3. 1d3 Carcass Crawlers
4. 1d4 Shadows
Treasure:
● 4 Casks of Elven Wine in the cellar, worth 100 gp each.
● Jewelry worth 3000 gp
● A book of elven poems worth 10 gp
● A golden statue of a hind worth 750 gp
● A chest of jewels worth 1000 gp
● A vase worth 100 gp
● 4 Tapestries of Elven hunting scenese worth 300 gp each.
If the PCs try to take anything the Banshee will appear.
The Lost Mine - Iron and Copper Mine taken over by the human Sorcerer Krieg and his tribe of
goblins.
This is currently Krieg and Hjaldr’s base of operations, though Hjaldr is currently elsewhere (The
Temple of Doom). The main purpose of holding the mine is to use it to get the raw material
needed to arm a force of goblins and orcs to attack Raven’s Rest.
Random Encounter in the Mine:
1. 2d6 Goblins
2. 2d4 Hobgoblins (20%
with 1d2 Wolves)
3. 2d4 Bugbrears
4. 1d3 Giant Centipedes
5. 1d3 Rust Monsters
6. 1d3 Carcass Crawlers
7. 2d4 Stirges
8. 2d4 captive Human
miners + 2 Goblin
guards
Patrol: 2 Goblins riding wolves
patrol the surface around the
mine
Shed: 2 Goblins on lookout
Treadwheel house: 1 Bugbear
operates the treadwheel crane,
overseen by 1 Hobgoblin.
Krieg’s Lair in the Goblin
Gallery:
● Krieg with his dire wolf, Magnus
● 2 Bugbears
● 2 Goblins on the stairs and 2 Goblins at the lift
Goblin Line:
● 12 captive human miners, 6 goblins, 2 bugbears, 2 hobgoblins
Deep Line Storeroom:
● 2 Bugbear guards
● Treasure: Chests: 2000 cp, 1000 sp, 1000 gp + Jewelry worth 2000 gp
NPC Profiles: Krieg the Sorcerer & Duke Hjaldr - a tense alliance, each scheming with and
against the other to become Jarl of Raven’s Rest.
Krieg, Evil Sorcerer
Level 7 Magic User - Chaotic
Str 15 Dex 10
Int 15 Con 14
Wis 13 Cha 7
AC: 8 HP: 33 THAC0: 16
Saves: D:11 W:12 P:11 B:14 S:12
Weapons: Dagger +1, Wand of Cold (5 charges),
Staff of Striking (12 charges)
Armor: Ring of Protection +1
Spellbook:
1st Level: Charm Person, Magic Missile, Read
Magic, Shield, Sleep
2nd Level: ESP, Knock, Mirror Image, Web
3rd Level: Fireball, Fly, Haste
4th Level: Charm Monster
Duke Hjaldr, Evil Fighter
Level 8 Fighter - Chaotic
Str 16 Dex 11
Int 9 Con 14
Wis 11 Cha 11
AC: 2 HP: 59 THAC0: 11
Saves: D:8 W:9 P:10 B:10 S:12
Weapons: Sword +1 Flaming (Damage: 1d8+3)
Platemail, Shield, Dreadful Helm (infravision to 60ft
and causes eyes to glow red)
Player Map of the Village of Raven’s Rest
Players Map of the Fiefdom of Raven’s Rest
Notes: