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Lair of The Mutant

Lair of the Mutant is an introductory adventure module for the Heroes of Adventure role-playing game, designed for 1st level heroes. The adventure involves rescuing a farmer and his son from Giant Ants in an old Moat House, with various quests and challenges along the way. The module is available for free and encourages community engagement and modification under a Creative Commons license.

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Leeko
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0% found this document useful (0 votes)
37 views24 pages

Lair of The Mutant

Lair of the Mutant is an introductory adventure module for the Heroes of Adventure role-playing game, designed for 1st level heroes. The adventure involves rescuing a farmer and his son from Giant Ants in an old Moat House, with various quests and challenges along the way. The module is available for free and encourages community engagement and modification under a Creative Commons license.

Uploaded by

Leeko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

A FANTASY ADVENTURE MODULE

!a"r#o$#%&'#
()%a*%

THE NAMELESS DESIGNER


CONTENTS
Lair of the Mutant
Introduction…………………………….………….04
The Road to Skenrith Keep…….….….…………..06
Barus’s Farm……..………..…………….………….08
The Moat House……………….…..…...………….10
Upper Dungeon…………..…………….………….14
Lower Dungeon…………..…………….………….18
Ending the Adventure………………….………….20
Loot & Treasure…………..…………….………….21
Resources…………………………………………21
Monsters………..…..………….….….……….22
Non-Player Characters……………..….………….23
Lair of the Mutant
Lair of the Mutant is an introductory adventure
for the Heroes of Adventure role-playing game
system and is designed for a party of 1st level
heroes.
This introductory adventure is a precursor to the
Fortress on the Wild Frontier campaign setting.

Heroes of Adventure
Heroes of Adventure is an adventure game
inspired by classic role-playing games of
yesteryear.
This game is a passion project and was designed
to enable a group of role-playing game
enthusiasts to once again undertake heroic
adventures, explore creepy dungeons and fight
monstrous creatures after a long absence from
the tabletop role-playing game scene.
The game is not intended for sale and has been
published for the community to download and
use for free. The creative commons licence allows
you to modify, hack, build upon and release
Heroes of Adventure material with credit to the
author.

Licence
The Lair of the Mutant adventure text © 2025 by
The Nameless Designer is licensed under CC BY
4.0.
This licence allows you to distribute, remix,
adapt, and build upon the material in any
medium or format, even for commercial purposes
with credit to the author.
All art has been generated by MidJourney with
text inputs from the Nameless Designer.

2
LAIR OF THE
MUTANT
ADVENTURE MODULE
August 2025

DESIGN & LAYOUT: The Nameless Designer


ART: Created using Midjourney AI

Lair of the Mutant is an introductory adventure for the Heroes of


Adventure role-playing game system and is designed for a party of 1st
level heroes.

Other Heroes of Adventure content, including the Players Handbook,


Referee’s Guide, Monster Compendium and adventures can be found
online at the link below:
https://nameless-designer.itch.io

Please feel free to visit our small, friendly Heroes of Adventure


community on the discord server at the link below.
https://discord.gg/TJDZfD9fSf

Thank you to all the playtesters and community members for helping to
continually develop and evolve this game.

The Nameless Designer

3
INTRODUCTION Defeating the Ant Queen
Adventure Overview
The party do not have to engage the Ant Queen
> Introduction. The heroes are travelling to
but this will leave a growing threat for the future.
Skenrith Keep, a fortified outpost on the
borderlands in the company of Grun, an ex- If the party engages the Ant Queen they will find
soldier and now local trader and his son Reece. she is difficult to beat in a face-to-face encounter
and the players should find alternative ways to
> Hook. During their journey they arrive at a
help overcome the threat. This may include.
local Farm House, to find the farmer Barus (a
known acquaintance of Grun) and his son > Dwarven Munitions. Can be found in the
Jacob are missing. Investigation reveals some upper dungeon level (C9).
livestock have escaped and tracks lead to an > Divine Aid. Solving the statue puzzle to gain
old Moat House in the forest about a mile an edge in a fight (B2).
away.
> Poison. Weaken the Ant Queen by poisoning
> Adventure. The heroes are tasked with the well (her water source) by finding the Rock
finding the farmer and his son and return them Powder and Salt components to create an ant
safely. However, the old Moat House is poison (B1 & B6).
infested with Giant Ants who have been
> Food Supplies. Weaken the Ant Queen by
retrieving food and livestock to feed the
cutting off her food supply and blocking the
fearsome Ant Queen who resides in the lower
activity of the Giant Ants (i.e. killing ants,
dungeon level.
blocking access). However, taking more than one
> Objective. The heroes mission will be to night will result in the loss of Jacob who is
rescue Barus and his son Jacob. In addition tomorrow's dinner.
they may face the threat of the Ant Queen and
> Weaken the Ant army. Depleting the number
her army of Ants.
of Giant Ants under the Ant Queen’s command
(assume 100 in total).
The Setting > Meryn the Hunter. Eastwatch Ranger and
The adventure takes place in the Farlands, a protector of the people of the land. If
place on the edge of a vast wilderness. encountered he will aid the party and will wish to
eliminate the threat of a Giant Ant army.
Skenrith Keep lies to the east, the last bastion of
civilisation in this area. A small number of villages Or… whatever devious plans the players come
are situated in the region. up with!
An ex-soldier and local farmer Barus and his son
Jacob, live on a small Farm House half a day’s Side Quests & Distractions
travel west of Skenrith Keep. > Thelana-Ki. An Elven hunter who is searching
The old Moat House was built as a nobleman’s for an ‘artefact’ (unbeknownst to her this is the
residence during the time of the empire. It has Chaos Stone) which was said to be lost here. She
fallen into decay over the centuries and lies may aid or evade the party.
partially hidden a mile north of the Farm House. > Tattooed Man. A former elf now transformed
into undead form who murmurs unintelligibly,
The Rescue may be discovered locked in the cells beneath
the Moat House. He is the zombified remains of
> Jacob. Has been captured by the Giant Ants the legendary Sholtan-Ra a figure of legend
and is held in the lower dungeon beneath the amongst the elves who was imprisoned here
Old Moat House. Players will need to access the centuries ago. His body is marked with tattoos
lower dungeon to rescue Jacob. which is a map of the shadow realm.
He is due to be eaten the next day unless he is > Chaos Stone. This is a dangerous artefact once
rescued. If the players retreat from the Old belonging to Sholtan-Ra and can be used to open
Moathouse for the night then Jacob may be a portal to the Shadowlands. When Sholtan-Ra
doomed. died the Chaos Stone was lost and eventually
The players may be prevented from rescuing swallowed by a Giant Ant which has mutated it
Jacob by the Ant Queen and her army of Giant into its current Ant Queen form.
Ants. > Ralik. A local outlaw who is heading towards
Skenrith Keep for a meet. If encountered he will
look to see what advantage he can gain from the
situation.
4
BARUS JACOB GRUN
PANICKED FARMER FRIGHTENED YOUTH FRIENDLY TRADER
Has disappeared but will be Son of Barus kidnapped by Friend of Barus. Wants to
found injured as the party soldier Ants. Frightened and ensure his friend and son are
arrive at the Moat House. wants to escape. rescued. An old war wound
Wants to find and rescue his prevents him from
son Jacob. adventuring.

REECE MERYN RALIK


DISENCHANTED GAMBLER STOIC RANGER SNEAKY OUTLAW
Teenage son of Grun who is Veteran member of the If encountered will see if he
disenchanted with his trading Eastwatch Rangers, hunters can make something of the
life and seeking adventure. and protectors of the lands. situation for himself.
Will aid the party if Prepared to betray the party
encountered. if needed.

THELANA-KI ANT QUEEN GIANT ANTS


INQUISITIVE ELVEN HUNTER BROODING QUEEN LOYAL SOLDIERS
On a mission to find the Building her army so they can Following the commands of
artefact once belonging to scavenge the surrounding their Queen.
the legendary elven sorcerer, lands and feed her voracious
Shotan-Ra. appetite.

5
THE ROAD TO
SKENRITH KEEP
“Winding through the ancient whispering forests, a well-trodden path snakes its
way towards Skenrith Keep, the last bastion of civilisation on the borders of the
perilous wilderness.”

> East Path. Skenrith Keep lies half a days walk > Leaving the Path. Leaving the path and
to the east. heading through the forests risks the party
> West Path. The Town of Bonehill lies 4 days getting lost. Make a Wilderness Survival 15 check
march to the south west. or get lost returning to a point along the path in
2 hours.

SKENRITH
KEEP
MOAT HOUSE

1 Hr

Skenrith Trail
FARM HOUSE 2 Hrs

½ Hr

BONE HILL

FARM HOUSE HEX AREA


6-mile hex area
6
Starting the Adventure Grun’s Supplies
The game begins with the heroes travelling to Grun is transporting and equipped with the
Skenrith Keep, a castle on the borders of a vast following items.
wilderness. The party have have hitched a lift
with the cheerful Grun, a local trader and his son Trade Goods: (for Skenrith Keep).
Reece who transports and trades supplies • Barrels of grain.
between the villages and Skenrith Keep. • Crates of fruit & vegetables.
Read this introductory paragraph to the players. Equipment:
“You have hitched a lift with the trader Grun and • Water Flasks (4).
his son Reece, following a well trodden trail
• Rations (10 days).
heading towards Skenrith Keep, the last bastion
of civilisation in the borderlands. Grun has • Fresh Food (Sandwich, pie, cheese, 2 days).
regaled you with tales of his time as a soldier, of • Animal Feed (4 days).
minor skirmishes with bandits and an affray with a Locked Equipment Crate: (Grun has the key).
group or Orcs which led to his leg injury and
subsequent retirement. “Enough about me he • Lanterns (2).
says, tell me about yourselves, young • Oils (8).
adventurers?” • Tinderbox.
Invite the players to introduce their heroes to the • Crossbow.
rest of the group. • Bolts (20).
“The light is fading and unfortunately, you won’t • Hand Axe.
reach the keep by nightfall. An old colleague of
• Bandages (2).
Grun’s lives nearby and he suggests you stay
there overnight and finish your journey in the • Blankets (4).
morning. He swings the wagon off the track and
heads toward a small Farm House in the distance.
Arriving at the farm Grun is alarmed there is no
sign of his friend Barus or his son, Jacob.
“Strange he’s not here. Can you look around for
Barus and Jacob whilst Reece and I secure the
horses for the night?”
Proceed to the Farm House location (pg. 8).

Wilderness Encounters
When the players journey between destinations on the hex map, roll a d6. A random encounter
occurs on a result of a 1. Roll d6 on the table below to determine what is encountered.

RANDOM ENCOUNTERS
d6 Encounter Result
1 Giant Ants, a group of soldier ants have been sent to scavenge for food for their Ant Queen.
Tracks may lead back to the Moat House (pg. 10).
2 Outlaws, members of a notorious local group of outlaws known as Grevan’s Band are lying in
wait to ambush travellers (refer to Monster Compendium, Bandits pg. 19).
3 Wolves, you hear the howling and barking of wolves close by (refer to Monster Compendium,
Wolves pg. 201).
4 Lone Traveller, is making his way in the direction of towards Skenrith Keep. He is poorly
dressed and appears down on his luck. His name is Ralik (pg. 5) and he is an outlaw.
5 Merchants Convoy, two wagons with a merchant and four guards are heading towards
Skenrith Keep along the trail with goods to sell (refer to Monster Compendium, Common Folk
pg. 39 and Guards pg. 113).
6 Meryn, a middle-aged but vigorous man approaches and waves. He is a member of the
Eastwatch Rangers patrolling the area (pg. 5).

(Monster & Non-Player Character statistics are detailed on pages 22 & 23).

7
BARUS’S FARM
“A small wooden farm house of sturdy construction. To the right is a large
wooden barn and to the left is a small well and storage shed. You can hear the
sounds of agitated livestock from behind the farm.”

Referee Notes 4. Jacob’s Bedroom


“A child’s bedroom with a bed; drawers;
> Setting the Scene. The group arrives late in
cupboards. Small toys are scattered on the floor.”
the evening at a local Farm House where they
intend to rest for the right. > Toys. Wooden carved toy soldiers scattered on
the floor. Amongst the toys lies a small knife (d4).
> Farm House. The farm house is quiet and
empty and the family (Barus & Jacob) are
missing. Searching the home will reveal clues 5. Barus’s Bedroom
confirming their disappearance such as the
“The bedroom contains a double bed,
uneaten food and the missing battle-axe on the
cupboards, drawers, desk and chair.”
wall.
> Bed. Underneath the bed is a wooden chest
> Tracks. Searching the grounds will reveal
containing a suit of chainmail armour.
agitated sheep who have escaped, a damaged
fence and tracks leading north. These lead to > Desk. Contains a mirror, a hand-drawn picture
the abandoned Moat House building a mile of the family (including deceased wife), silver ring
north. on a chain (50 sp).

A. Farm House B. Barn


“A small wooden Farm House. The main door is “Large wooden barn with a strong smell of horse
wide open. You hear the sound of sheep from and hay.”
behind the house.” > Barn. Animal pens (draft horse in the largest)
> Sheep. Have escaped the pen situated behind and a working area with small woodworking
the house and are wandering around. tools; barrels of horse feed and a wooden crate.
> Wooden Crate. Contains a pick, hammer knife,
nails, horseshoes and bandages.
1. Lounge
“Sparsely furnished area with a stone fireplace
with an empty weapon rack above it along with a C. Shed
table and chairs, all neatly arranged.” “A wooden shed containing a small wooden privy
> Weapon Rack. A weapon is missing (Grun will and a separate storage area.”
be aware this was Barus’s Battle Axe). > Storage Area. Contains cut pieces of wood
> Table. Some plates, bowls and food (bread & and a long-handled axe (d6).
cold broth) has been left uneaten.
D. Well
2. Kitchen “Narrow stone well. Water source.”
“A spartan kitchen with basic cupboards and
household utensils.” E. Sheep Pen
> Cupboard. Carefully searching the cupboards “A flock of sheep are agitated and roaming
will reveal one with a false bottom containing a outside the pen.”
small iron box with 100 silver pieces.
> Pen. Walking the perimeter reveals a dead
sheep lodged in a damaged fence and a set of
3. Cellar/Storage animal tracks.
“Cellar area with neatly organised cupboards, > Tracks. Tracks lead north (Wilderness 10 check
shelves, barrels, equipment crate, containing to reveal claw-like prints from multiple animals).
(foodstuffs and water).”
> Equipment Crate. Contains lanterns (2), oils F. Crop Fields
(4), torches (4) and a tinderbox.
“Several crop fields in use growing vegetables,
some left to fallow.”
8
Key
A) Farm House
B) Barn
MOAT C) Shed
HOUSE D) Well
E) Sheep Pen
F) Crop Fields

C
A
F
D B

TO SKENRITH
TRAIL

FARM

A3 A5 A4

A2 A1

FARM HOUSE
9
THE MOAT HOUSE
“The once grand moat house now stands in ruin, its decaying walls draped in ivy and moss due to
centuries of abandonment.”

Referee Notes B1. Gate & Drawbridge


“A lowered wooden drawbridge crosses a dried
> Setting the Scene. The heroes arrive at the
moat. The double doors are rotten and slowly
Moat House to find Barus injured and dazed
swing in and out. A body lies near the
(B1). Some unknown creatures broke into their
riverbed.”
farm. He heard the commotion and found
Jacob had disappeared. He followed the tracks > Body. An injured man (Barus) lies wounded and
here and was attacked. He recalls seeing Jacob unconscious. If revived he reveals he followed the
being dragged away through the tunnels in the tracks in search of his son and was attacked. He
riverbed. He is injured, panicked and wants to recalls seeing Jacob dragged down the tunnels
see his son returned safely. before he was knocked out. Barus is wounded
and will be impaired (act at disadvantage until
> Barus. When revived will state the urgency
healed or rested overnight).
of finding Jacob before its too late. His injuries
may hinder the party. > Riverbed. The moat is a dried riverbed
covered in dust and rubble. The ground is
> Tunnels. The river bed has dried up and
covered in large deposits of a white powdery
small crawl spaces have been dug from the
substance (Rock Powder, no odour but irritates
moat bed underneath the Moat House by the
the skin pg. 21). Searching the riverbed reveals
Giant Ants who use this as an entrance and exit
small tunnels leading underneath.
to their lair.
> Tunnels. The tunnel beneath the drawbridge is
> Moat House. A former residence of a
large enough for an un-armoured person to crawl
Sentran noble, abandoned for centuries and
through with a small weapon and leads to the
now a ruined, decaying structure. Buildings
upper dungeon (C4 & C5).
have partially collapsed and the walls are
surrounded by the growing creep of the
wilderness. Players circling the vegetation B2. Courtyard
outside may encounter a Vine Choker monster
“A large courtyard area covered in rubble, rock,
(pg 22).
dust and debris. A dead carcass lies next to the
> Atmosphere. Aim to build the suspense well in the centre of the courtyard beyond
about what may be lurking in the Moat House. which stands a stone statue of a man. Steps
Clues which may start to reveal the location lead up towards the watch towers.”
and nature of the threat include:
> Carcass. Has been savaged by multiple sharp
• Barus reveals Jacob was dragged through claws. Tracks lead towards the tunnels (B17).
tunnels (B1).
> Well. Contains a broken bucket and frayed
• Multiple claw-like tracks (B2) gives a clue rope. 50ft deep and leads to the well chamber
about the nature of the threat. (D4). There is a small pool of water below.
• Tunnels, may reveal threat if Ants are > Statue. A weathered stone statue depicts a
encountered (B17). human man holding a staff but the staff head is
> Helpful Information. Players may discover missing. A Bronze Key hangs around his neck
the following clues or items which may aid the (opens armoury B8). Clearing the debris near the
party in their adventure. statue reveals a line pattern circling the statue
about 10ft away and a small gem built into the
• The well leads directly down to the lower
stone with a faint magic aura. Refer to The
dungeon (B2 to D4).
Blessing of Suunos (pg. 13) for details.
• The Blessing of Suunos statue may grant
> Steps. Situated to the South West, leads to a
the players a bonus.
walkway to the Towers (B16).
• Heroes skilled in alchemy may learn that
combining water with salt (B6) and rock
powder (B1) can create an ant poison. This
could be poured down the well or used to
pollute food sources.

10
GIANT SPIDERS
GIANT ANTS 25%
B10 B10 B10
B17
B16
B11
B6
B7 B8 B9
DOWN C1
GIANT SPIDER
B12

B5
UP B16

B13
GIANT ANTS 25%
B17
B4

B2 B14
B3

UP B16
B15
B16 GIANT ANTS 25% B16
B17
B1
BARUS

MOAT HOUSE

RANDOM ENCOUNTERS
d6 Encounter Result
1 Giant Fire Ants d4, hunting a breach into their lair.
2 Giant Fire Ants d4, patrolling the area.
3 Giant Ants d4, foraging for the Chaos Ant Queen.
4 Giant Spiders d4, spinning webs, setting traps.
5 Ralik, looking for treasure or an opportunity for gain.
6 Meryn the Hunter, investigating ant tracks.
(Monster & Non-Player Character statistics are detailed on pages 22 & 23).

11
B3. Stables > Salt. Can be used as a part of an ant-poison.
“The stable doors are broken and swing with > Wooden Crates. Contains old rotten
the breeze. Inside are some old filthy horse equipment. Following items can be salvaged;
stalls and a working area with some rotten torches (6), tinderbox (2), candles (10) and a rope
barrels old tools and a large chest.” (50 feet).
> Tools. Searching the area reveals the rotten
remain of old horse feed and various old tools B7. Guest Rooms
including; brushes, rake, shovel, wheel- barrow,
“A set of ransacked guest quarters each
pick-axe, buckets, hand axe scattered about. All
containing bare furniture and assorted clothes.”
are in poor condition.
> Clothes. A brief search reveals old clothes and
> Chest. Closed but not locked and contains;
rags and one random item of loot (pg. 21) per
pick, hammer, knife, nails, horseshoes and
room.
bandages. All considered average quality.

B4. Kitchen B8. Armoury


“Entrance is prevented by a locked sturdy door.
“The outer wall has collapsed and the area is
If opened, this dark dusty room appears to
covered in rock and rubble making the footing
have not been disturbed for some time. The
unsteady. A partially collapsed fireplace is
room contains an assortment of weapons
located on the north wall. Utensils are scattered
stored on racks on the wall and two large
and discarded on the floor.”
sealed wooden crates. Everything is covered in
> Wall. Investigation reveals a gap big enough to dust.”
squeeze outside.
> Door. Locked, requires target 15 to open or a
> Utensils. Searching reveals broken cooking Bronze Key (from the statue B2).
utensils and items such as; broken copper
> Weapons. A weapon rack contains; spears (5)
cooking plates, smashed plates, an iron poker,
shields (5), chainmail armour (1), leather armour
old wood and kindling.
(2). All dulled or worn but usable.
> Wooden Crate 1. Contains; longswords (5),
B5. Grand Hall hand axes (5), shortswords (5), daggers (5).
“A large hall that has a partially collapsed > Wooden Crate 2. Contains; crossbows (5),
ceiling and contains a variety of broken chairs, bolts (200 in batches of 20).
an overturned table, rubble, debris and the
remains of old torn tapestries scattered about.
The corners of the room contain thick B9. Lounge
cobwebs.” “Beyond a broken door reveals various
> Overturned Table. Hides a small passageway furniture and a large cupboard. The inside is
(an un-armoured person could squeeze through) dirty and dusty but there is evidence of
which leads to a cave below (C2). footprints and glove prints in the dust.”
> Cobwebs. The dark corners of the room > Cupboard. Contains some old tattered cloaks.
contain thick cobwebs, a single Giant Spider (pg. A brief search reveals old clothes and rags and
22) lurks in the rafters waiting to pounce. one random item of loot (pg. 21) per room.
> Tapestries. Depicts a scene of a journey and a
battle. B10. Bedrooms
“Several rooms each containing; a bed, rotten
B6. Storage covers and damaged furniture. All the rooms
are dirty, dusty and covered in cobwebs.”
“The door to the room is locked. If opened it
reveals a dirty, dusty room with faint footprints > Furniture. Searching reveals tattered clothes in
leading downstairs into darkness. The room cupboards and drawers and old writing
contains several barrels, some open and some equipment (quills, dried ink pots, old papers) in
sealed. Wooden crates are stacked along the the desk.
east wall.” > Rafters. A group of d4 Giant Spiders (pg. 22)
> Door. Locked (requires target 10 or Iron Key). lurk in the rafters above the rooms waiting to
pounce on any unsuspecting victims.
> Downstairs. Leads to C1.
> Barrels. Open barrels contain tainted foul-
smelling water. Sealed barrels (strength 10 check
to open) contain rancid spoiled grain and salt.

12
B11. Storage Area B16. Towers
“The room is a storage area with wall-to-wall “Each tower is rubble strewn and damaged
wooden cupboards which are damaged and with a collapsed walkway linking the towers. A
splintered. Piles of wood are stacked neatly sealed wooden crate is stored at the top of
against the wall”. each tower.”
> Cupboards. Searching the cupboards reveals > Walkway. Leads around old the Moat House
tattered clothes. and is accessible by stairs from the courtyard
> Tattered Clothes. Searching the tattered (B2). Torch-holder brackets are fixed to the wall.
clothes reveals an old treasure map scroll tucked > Wooden Crate. Contains lanterns (4), oils (10),
in a cloak’s inner pocket. tinderbox, hunting horn, crossbows (2) and 100
> Treasure Map. Can be used as a future bolts.
adventure hook.
> Wood. Examination reveals 2x units of B17. Small Tunnels
Feywood and 2x units of Iron Wood. “The dried moat contains various piles of earth
on the ground which has fallen from small
B12. Library tunnels buried into the earth and leading down
under the Moat House”.
“A ransacked room containing desk, overturned
chair and bookshelves with tattered books. The > Tunnels. Searching the rest of the moat reveals
eastern outer wall has collapsed and the floor is more small tunnels leading underneath the Moat
covered in rocks, stones and debris.” House into the upper dungeon levels (North
tunnels lead to C2 & C3, West tunnels lead to C2
> Bookshelves. Examining the books reveals & C14 and South tunnels lead to C5). The tunnels
stories, poetry and songs (10 books can be are large enough for an un-armoured person to
recovered undamaged and valued at 100 sp crawl through with a small weapon.
each). They are written in the Sentran language.
> Giant Ants (d4). A small group of Giant Ants
(pg. 22) may be encountered coming in or out of
B13. Servants Quarters the tunnels 25% of the time.
“Each individual room contains a bed with
rancid bedding and furniture such as
cupboards, drawers, desks and chairs. The
rooms are dirty, dusty and cobwebbed.” The Blessing of Suunos
> Furniture. Searching the furniture just reveals (Statue, Rare, Magic, Holy Power, 3 uses)
tattered clothes. “An eerie stone statue of a regal but kindly-
looking man holding a golden staff which is
B14. Servants Quarters missing the staff head. The statue is imbued
with power and softly radiates when bathed
“The rooms are dirty and dusty and contain in direct sunlight.”
bare furnishings in poor condition. Cobwebs
hang from the ceilings.” > Statue. The artefact comes in three parts; a
stone statue of a deathly looking man. A
> Furnishings. Rooms are generally empty and starlight gem (iridescent gem, 500 sp) hidden
devoid of possessions. One random room has a on the ground underneath some debris a few
large chest containing; leather armour, feet away and a Golden Sun shaped staff head
shortsword (gladius style); metal helmet; faded (250 sp, located at C10).
red cloak and a hand axe.
> History. Discovered by the Sentran Empire
centuries ago and brought here. The statue is
B15. Baths heavy but can be moved allowing sunlight to
“A bathing area containing free-standing baths activate it at different times.
containing dregs of green water, cupboards and > Use. When sunlight is beamed through the
a fireplace.” Golden Sun staff head at 12 noon it strikes the
> Cupboard. Contains old blankets and metallic gem on the ground. Everyone standing within
jugs. close proximity will receive the blessings of
Suunos and gain advantage on their next three
> Fireplace. Old kindling, metallic pans for actions.
heating water; iron poker located nearby.

13
UPPER DUNGEON
“The dungeon is dark, dry and light sources are required. Some constructed rooms have been
further carved out and expanded by the work of some creatures which has left the ground
covered in loose rock, earth, mud and sand.”

Referee Notes C3. Ant Chamber


“The floor is covered in earth and debris
> Giant Ants. The party are now likely to
(contains earth, rock and bones) a clicking and
encounter Giant Ants.
scratching noise can be heard in the darkness.
> Thelana-Ki (NPC). The party may meet There is a small tunnel space in the west and
Thelana-Ki (C11). She may become an ally or north walls leading outside. A narrow passage
adversary depending upon the players with a cracked earth floor leads west. Fungal
interaction. She carries the Iron Key used to Plants grow in this room.”
lock the storage room at B6.
> Tunnel. Un-armoured person with a small
> Helpful Information. The party may discover weapon could crawl to (B17).
some clues or items to help them overcome
> Narrow Passage. Leads to (C2). The floor is
the final threat in the level below.
unstable (requires agility 10 to avoid fall or suffer
• Ant eggs are evidence of volume and d4 damage and fall to (D6).
nature of the threat if they hatch (C2, C5,
> Fungal Plant. d6 Greenfoot Fungus plant
C6, C7).
grows, this can be used as a source of
• A secret door leads from room (C12) to nourishment for Ants.
secret room (C15).
> Darkness. Giant Ants (d4) (pg. 22) are digging
• Dwarven munitions can be found at (C9) a tunnel in the north wall. Make a morale check
which offer additional firepower. to see if they engage or flee.

C1. Dungeon Stairs C4. Small Chamber


“Narrow single file stairs lead upwards into “The air is dry and dusty and the floor is
darkness.” covered in earth, stones and debris. The room
appears empty.”
> Stairs. Leads up to B6.

C2. Ant Chamber C5. Egg Chamber


“The air is dry and dusty and the floor is
“Rubble strewn floor with fungal plants
covered in many large oval-shaped larvae eggs.
growing on the south wall. There is a small
There is a small tunnel in south wall leading
tunnel space in the west and north walls
outside. Large insect like creatures are present
leading outside. A narrow passage with cracked
in this area.”
earth on the floor leads east. Fungal Plants
grow in this room.” > Eggs. There are (d10+10) larvae Eggs 2-3 feet
in size, left here for gestation.
> Rubble. Examining the room reveals evidence
of digging; some debris which contains a mixture > Tunnel. Un-armoured person with a small
of earth, rock and bones. weapon could crawl to (B17).
> Tunnel. Un-armoured person with a small > Creatures. Giant Ants (d4) (pg. 22) are
weapon could crawl to (B17). carrying ant eggs from (C6 & C7). Make a morale
check to see if they engage or flee.
> Narrow Passage. Leads to (C3). The floor is
unstable (requires agility 10 to avoid fall or suffer
d4 damage and fall to (D6). C6. Guarded Egg Chamber
> Fungal Plant. d6 Greenfoot Fungus plant “The air is dry and dusty, the floor is covered in
grows here, this can be used as a source of loose earth with many large oval-shaped eggs.
nourishment for Ants. A clicking and scratching noise can be heard in
the darkness.”
> Eggs. There are (d10+10) Larvae Eggs 2-3 feet
in size, left here for gestation.
> Noise. Giant Fire Ants (d4) are blocking the
exit to (C7). If disturbed they will move towards
the threat.
14
UP B17 UP B17

C2 GIANT ANTS

C3
C1
UP B6 TATTOOED MAN
UP B17 THELANA-KI
C10 C8
C11
C9 C13 DOWN D1
UP B17
C7
C14
C12 C15

GIANT ANTS
C4 C5 GIANT FIRE ANTS

C6

UP B17

UPPER DUNGEON

RANDOM ENCOUNTERS
d6 Encounter Result
1 Ralik, looking for treasure or an opportunity.
2 Giant Fire Ants d4, patrolling the area.
3 Giant Ants d4, foraging for the Chaos Ant Queen.
4 Giant Spiders d4, spinning webs, setting traps.
5 Thelana-Ki, searching for the Tattooed Man.
6 Meryn the Hunter, investigating ant tracks.
(Monster & Non-Player Character statistics are detailed on pages 22 & 23

15
C7. Chamber with Holes C10. Prayer Room
“The floor here is dirty; several small holes have “The room is dusty and covered in cobwebs,
been dug into the ground and surrounded by four statues stand silently in alcoves facing
small piles of earth; a passageway leads down towards a stone altar near the west wall”.
into darkness.” > Statues. The four statues represent the four
> Holes. These are too narrow for people to fit. Gods as follows; tall fatherly figure is Suunos the
Searching these reveals d4 fragments of silver Sun God. A tall motherly human is Reeva, Mother
ore (value 2d20 each). Earth. The human male with a skeletal face is
> Passageway. Leads down to the level below Kadmos the Death God and a human female with
(D1). a veiled face is Morraine the Mysterious.
> Altar. The stone altar is adorned with candles
and a goblet. Old worn prayer mats lay in front.
C8. Small Room There is a hidden compartment underneath the
“The floor is covered with stone mosaic tiles, heavy lid that slides off (contains 3x incense
doors lead west, south and east. There is a powders and the Golden Sun Staff head (this is
burning smell within the room.” required to complete the statue puzzle at (B2).
> Tiles. Examination of the tiles shows the
ground is covered with the charred remains of C11. Sparring Room
some boney creature (exploded fire ant remains).
“The floor is comprised of mosaic tiles of
different shades; some weapons hang from the
C9. Vault wall and there is a strange burning smell. A
“The door to this room is locked. If opened the cloaked figure is huddled over another body
room contains two large wooden crates and lying on the ground at the far end of the
weapons racks.” room.”
> Door. Locked requires target 15 check to open > Weapons. Weapon Racks contains spear (1),
or the Silver Key (can be found in C15). short-sword (1), longsword (1), shortbow (1),
arrows (20) and a mace (1). All weapons are
> Weapon Racks. Holds spears (10) and wooden blunted and poor quality (reduce damage level
shields (5), all in average condition. by one die).
> Wooden Crate 1. Sealed but can be broken > Cloaked Figure. Thelanna-Ki (see pg. 22) is
open and contains: longswords (10), hand axes huddled over the body of her fallen colleague
(5), shortswords (10), daggers (5, 1 is silver). (Kiatan-Ro). She is wounded from the fight with
Weapons are thick-bladed in the old empire style. some Giant Fire Ants. She carries the Iron Key
> Wooden Crate 2. Sealed but can be broken (B6).
open and contains; crossbows (10),crossbow
bolts (10x batches of 20 bolts).
C12. Pool Room
> Secret. The South West wall contains a secret
panel. It is evidenced by a gap in the wall which “There is a dry pool area in the centre of the
can be pushed inwards to open. This contains room, the floor is covered in dust and loose
two small chests. rock. The floor is stained with dark patches.”
> Chest 1. The first chest is not locked and > Dark Patches. Examining the stains reveals
contains a dwarven inscription (Languages 10 some splattered dried blood. Magic-sensitive
check, words are caution and fire). The contents heroes may feel a faint tingle.
are carefully stored and padded with cloth and > Magic Sensitive. The east wall is actually an
include dwarven incendiary bolts (2x 5 bolts) and illusion. A dispel magic spell (or physical
dwarven shrapnel bolts (2x 5 bolts). interaction) will reveal a small passageway which
> Chest 2. The second chest is locked (target 15, leads to a room beyond (C15).
key lost) and contains; 2 pouches of coins (100 sp
and 50gp). All coins are aged and in the style of
the old empire.

16
C13. Cells The Tattooed Man
“The room contains a number of cells with
> Description. A desiccated zombie of elven
rusted iron bars. The North wall has collapsed
origins with pale blue skin which are covered in
leading to a cavernous chamber beyond. A
strange tattoo markings. Formerly known as
small table and two stools lie outside the cells
the legendary elven wanderer Shotan-Ra who
in front of some hooks on the wall from which
appeared in and out of elven history and lore.
hang some chains and manacles. A faint
murmuring can be heard from the furthest cell.” > History. Shotan-Ra discovered the rifts
between dimensions and the ability to open
> Cells. The first four cells contain a bed, bucket
the portals using a Chaos Stone (his ‘key’).
and some rags. A target 15 or the Rusty Key is
required to open the cells. He explored the Shadowlands where time
moved differently and decades elapsed in the
> Hooks. A rusty key hangs next to the chains.
current realm each time he travelled.
This is used to open the cells.
He was captured and imprisoned by the
> Murmuring. The furthest cell which contains
Sentran Empire centuries ago and left to rot in
the zombified mindless form of the Tattooed
this prison.
Man (see pg. 17 & pg. 22 for statistics) covered
in centuries of dirt and grime. The chaos stone mutated his form into that of
a mindless zombie. The stone itself was lost
and eaten by a Giant Ant which eventually
C14. War Room mutated its form over decades into the
“The door is locked. If the door is pushed you bloated Ant Queen.
hear a soft chime.” > Tattoos. These are actually a map of the
“The room contains a table and chairs. Atop the Shadowlands. Each time Shotan-Ra discovered
table is a dirty, torn map. Some notes are a new path, he would have the directions
scattered around the table and floor.” tattooed on his body.
> Door. Locked, target 10 to open. A tripwire sits
behind the door which activates a bell behind the
door if someone enters. This may alert denizens
in the area (make next random encounter check
at disadvantage).
> Map. Ancient map of the Skenrith region.
> Notes. Describes logistics for an expedition to
a wilderness site in the Sentran language
(languages 10 to decipher some of the notes).

C15. Hidden Study


“This hidden room contains a study, desk and
chair; bookshelves full of decaying books,
parchments and scrolls).”
> Bookshelves. Searching the bookshelves
reveals books on various topics (fiction, history,
lore, poems, geography) written in Sentran
(languages 10 to decipher the topics) but in poor
condition (d20 books salvageable, worth 100sp
to collectors). Two scrolls will be found if the
books are searched.
> Scrolls. 2x Scrolls sit amongst the documents
(Arcane Magic, Illusion and Chaos Magic,
Discord)
> Desk. Contains old parchment, papers,
candles, tinderbox, quill and ink and the Silver
Key (C9). Desk drawers contains an alchemists kit
(components sealed and well-preserved) and a
vial of acid (d10 damage, 1 use).

17
LOWER DUNGEON
“Dark, dry and dusty caves carved out by creatures. Fungal plants grow on the walls and the
ground is littered by larvae eggs”.

Referee Notes D1. Steps


> Lower Dungeon. This level is home to the “A wide set of steps leading up into darkness.”
Ant Queen and will be busy with her loyal > Steps. Leads to an upper level (C7).
worker (Giant) Ants and soldier (Fire) Ants.
> Jacob. Will be found in an unconscious state D2. Ant Chamber
with a wound to his head. Players may elect to
grab Jacob and escape before facing the Ant “There are several small holes in the ground,
Queen. If the party retreated overnight and surrounded by earth, stone. There is a rising
returned the next day then there is a 50% feeling of heat and humidity.”
chance Jacob has been consumed by the Ant > Earth. Searching the piles of earth reveals d4
Queen. fragments of silver ore (value 2d20 each).

The Ant Queen D3. Ant Egg Chamber


> Ant Queen. Mutated by the chaos stone and “This wide cavernous room is covered in fungal
grown to a bloated and enlarged state. She is plants. The room feels hot, humid and
too large to move beyond these chambers and oppressive. Many large larvae eggs sit pulsing
relies on the attendance of her workforce. and gestating. A small body lies seemingly
The Ant Queen should be difficult to defeat in unconscious by the west wall surrounded by a
a straight fight, defended by her army of Giant group of Giant Ants.”
Ants and with the ability to call upon more of > Fungal Plants. Greenfoot Fungus (d6). These
them each turn. plants grow on the south wall.
> Combat. Each time the Ant Queen is injured > Eggs. (2d20+20) ant-eggs, 3-4 feet in size and
it releases some black bile (close range, agility close to hatching.
10 check or suffer d4 damage). > Body. Jacob lies unconscious.
If killed, the Ant Queen form will dissolve into a > Giant Fire Ants (d8). Guard Jacob and patrol
sticky slimy pool of a thick oily substance this area in groups of 2-3.
affecting those close-by (make a fortitude 10
check or suffer d6 damage).
> Ant Army. The Ant Queen has an ability to D4. Well Chamber
call upon aid from her army of Ants each turn. “There is some light in this cavernous area from
The level of support will depend upon the the above. A stale pool of water now receding
players actions to this point and how many sits on a shallow rock bed.”
Giant Ants have been eliminated in the > Light. Comes from the well in the courtyard
process. (B2).
Each turn roll a d6, on a result of a 1-2 a new > Pool. Examining the pool area reveals murky
Giant Ant or Fire Ant answers the Ant Queen’s stale water and an old bucket. A handful of
summons. If the players have eliminated many copper coins (d20) can be found scattered
Ant’s/destroyed ant eggs then reduce this to around. This is a water source for the Ant Queen.
change 1 on a d6.
Limit the number of additional Ants that D5. Chaos Ant Queen Lair
appear to 10 in total.
“A large cavernous area is swamped with
> Chaos Stone. This was swallowed by the Ant debris collated into small mounds. There are
Queen and will be found if they take careful tens of larvae eggs larger than you have seen
steps to avoid the oily acid examine the corpse before grouped in this area. A deep clicking
(see pg. 19). sound can be heard from the dark recesses in
the south east area of the cave.”
> Larvae Eggs. There are (d20+20) larvae eggs
3-4 feet in size, close to hatching.

18
D6

D5
JACOB
ANT QUEEN
GIANT FIRE ANTS
D4 GIANT FIRE ANTS
D3 GIANT ANTS

UP C7
D1
D2

LOWER DUNGEON
> South East Area. The Ant Queen, sits upon a
large mound of brush, debris and bones whilst The Chaos Stone
being attended to by the d8 Giant Ants and Gemstone, Magic, Rare, 20 uses
guarded by the d6 Giant Fire Ants. If killed, the “A fist-sized stone which exudes a sinister
Ant Queens form dissolves to reveal a swallowed energy. Its rough and jagged surface
Chaos Stone artefact. seemingly pulsating, its touch is cold and
> Debris. Searching the Ant Queen’s lair reveals clammy like death itself.”
some items of loot. Roll d6 times maximum on > Powers. Holding the stone in one hand
the Ant Queen Loot Table (pg. 21). allows the wielder to:
• Cast any chaos magic spell at advantage.
D6. Small Chamber • Use the stone as a source of power for
“A small excavated area with loose earth falling spellcasting.
from the ceiling”. • Open an existing portal to the
> Ceiling. Potential hazard as the ceiling is unsafe Shadowlands or back to the current realm.
and people may fall down from the rooms above > Usage. Reduce the power of the stone by 1
(C2 to C3). each time it is used.
> Wild Magic. Occurs on a roll of a 1 or 2
when a spell is cast and the wild magic roll is
made at disadvantage.

RANDOM ENCOUNTERS
d6 Encounter Result
1 Giant Fire Ants d4, hunting a breach into their lair.
2 Giant Fire Ants d4, patrolling the area.
3 Giant Ants d4, foraging for the Chaos Ant Queen.
4 Giant Spiders d4, spinning webs, setting traps.
5 Thelana-Ki, searching for the Tattooed Man.
6 Meryn the Hunter, investigating ant tracks.
(Monster & Non-Player Character statistics are detailed on pages 22 & 23.
19
ENDING THE
ADVENTURE
Experience Point Awards If the Tattooed Man is rescued…
Experience points may be awarded as follows to The Tattooed Man has lost his mind and will need
each member of the party and Non-Player to be secured otherwise his zombie instincts to
Characters. feed will surface.
• Each game session completed (1xp). > Benefit. The tattoo markings on his skin can be
• Jacob was rescued (main objective) (2xp). examined and copied. Players will recognise this
as some form of map but will not recognise the
• Ant Queen was eliminated (2xp). location.
• Destroyed all the Ant Eggs (1xp). > Consequence. A decision will need to be made
• Each level of the Moat House explored (1xp). over what to do with the Zombie.

If the Ant Queen is killed… Further Adventures


A potential threat to the area will have been The adventure may be continued by progressing
eliminated. the following plot hooks:
> Benefit. There are no immediate benefits to • The Ant Queen (and her Giant Ant army) may
the players but eventually Barus or Grun will need to be totally eliminated to negate this
report these findings to Skenrith Keep gaining threat permanently.
the heroes some goodwill. • The Tattooed Man’s body is actually a map of
the Shadowlands, a place between life and
If the Ant Queen survives… death. The entrance can be found at the
Standing Stones, a megalithic structure of old
The Ant Queen will continue to build her colony at a wilderness location nearby. The Chaos
of ants. Stone is required to open the portal to the
> Consequence. The Farm will eventually be Shadowlands.
attacked by a colony of ants seeking to capture • The body of the fallen elf Kiatan-Ro should
the livestock to feed the Ant Queen’s voracious be returned to their tribe deep within the
appetite. Beyond this, Giant Ant infestations will wilderness, this may earn some favour with
start to trouble the local area. the Elves.
• Thelana-Ki wants to retrace the footsteps of
If Jacob is saved… the Tattooed Man and learn the secrets of his
Barus and Grun will be in debt to the heroes. wanderings.
> Benefit. Barus has has little of value to offer • Meryn the Pathfinder may introduce the
but there will always be room at his home for the hero to the Eastwatch Rangers faction and
heroes. Grun will become a friendly contact of invite them to help protect the borderlands.
the heroes. • Ralik the Outlaw may look to betray the
heroes and steal their treasures, leading to a
manhunt.
If Jacob is killed… • The players may continue their journey to
Barus will be distraught and retreat into his shell. Skenrith Keep, the last bastion of civilisation
He will require support from his friends to on the borderlands seek further adventures in
prevent him from descending into further this region. Check out Fortress on the Wild
darkness and despair. Frontier adventure which follows on from the
> Consequence. There are no rewards for the events of this adventure which can be
heroes and a survivor (Barus) to be cared for. downloaded from https://nameless-designer.
itch.io/.

20
LOOT & TREASURE
ANT QUEEN LAIR LOOT RANDOM LOOT TABLE
d20 Encounter Result d20 Descriptor Item
1 Polished bone (no value) 1 Cursed Skeleton
2 Animal skins (bloodied, torn) 2 Damaged Animal Bones/Part
3 Metal filings (10 cp) 3 Faded Shackles/Chain
4 A broken stone statue (10 cp) 4 Contaminated Item of Clothing
5 A small broken mirror (no value) 5 Worthless Marble
6 Vegetable roots (d4 rations) 6 Disfigured Tile/Brick
7 A dull broken bronze medal (10 sp) 7 Poor Fabric
8 A handful of copper coins (d20 cp) 8 Rotten Tool/Implement
9 Broken short-sword (gladius style) (10 sp) 9 Incomplete Candle Holder
10 Earring (False Gold, 10 sp) 10 Worn Pottery
11 Circlet (Impure Gold, 10 sp) 11 Bulky Bowl/Cup/Utensils
12 Small silver ring (20 sp) 12 Fair Helmet
13 Gold signet ring (10 gp) 13 Decorative Weapon/Armour
14 A handful of gold coins (d10 gp) 14 Holy Trophy/Memento
15 A damaged pearl necklace (50 sp) 15 Large Statue/Ornament
16 Small toy soldiers made of metal (50 sp) 16 Fine Charm/Medal
17 Torn book “The Musings of Aurlax” (50sp) 17 Well preserved Brooch
18 Copper bar ingots (100 sp) 18 Valuable Jewellery
19 Metal Cross with tiny gem (100 sp) 19 Precious Material Coins
20 12” Silver carving of a soldier (150 sp) 20 Mint Gem/Precious Metal

RESOURCES
Greenfoot Fungus Feywood
“Strange, mushroom plant with green-hued “A gifted from the ancient earth trees and
stalk stands. A potential source of sustenance marked with subtle runes, the supple wood is
although tough to consume”. light and flexible.”
> Rarity. Common > Rarity. Rare
> Use. Food (fortitude check or impaired for d4 > Use. Crafting elven bows.
hours)
Iron Wood
Rock Powder “A gnarled branch of wood infused with a
“A dry powdery white substance that can be mysterious, flint-like metal that feels
mixed with other ingredients and used for surprisingly weighty.”
treating mould, mildew or odours. Mixed with > Rarity. Uncommon
salt it can create an insect poison.”
> Use. Crafting wooden items.
> Rarity. Rare
> Use. Poison component.

21
MONSTERS
Giant Fire Ant (Variant) Giant Rat
Insect, Medium, Hive Animal, Small, Instinctive
LVL 3 | HLT 10 | INS 1 | DEF 10 | DR 2 | SKL d6 LVL 2 | HLT 5 | INS 1 | DEF 10 | DR 0 | SKL d4
> Combat. Mandible Claws (d4). > Combat. Bite (d4).
> Climb. May climb surfaces easily, no check > Dark Vision (Range 4): Can see in the dark.
required. > Diseased Bite (d4) (I): On a hit, must also
> Dark Vision (Range 4). Can see in the dark. make a fortitude 10 save or be impaired until the
> Explodes on Death (d6, Range 0). Fire disease is cured.
damage to all those close-by. Agility 10 check to
take half damage. Giant Spider
Arachnid, Large, Instinctive
Ant Queen (Variant) LVL 4 | HLT 20 | INS 4 | DEF 12 | DR 0 | SKL d8
Insect, Huge, Instinctive
> Combat. Bite (d8)
LVL 6 | HLT 40 | INS 5 | DEF 14 | DR 3 | SKL d12 > Climb. May climb surfaces easily, no checks
> Combat. 2x Mandible Claws (d10). required.
> Bile (d4, Range 0). Each time the Ant Queen is > Dark Vision (Range 4): Can see in the dark.
injured it releases some black bile. Make an > Paralysis (I). On a successful hit medium (or
agility 10 check to avoid. smaller) size target must make a fortitude 10
> Dark Vision (Range 4): Can see in the dark. check or be impaired until the end of the
> Explodes on Death (d6, Range 0). Form encounter. On a second successful attack they
dissolves into a sticky slimy pool of a thick oily are incapacitated. Target recovers after the
substance affecting those close-by. Make an encounter.
agility 10 check to avoid. > Senses (Range 4). Can sense the presence of
> Guarded: Always guarded by d8 Giant Ants. any opponents within the area.
> Senses (Range 4): Can sense the presence of > Web (Range 4) (I). On a hit target is caught in
any opponents within the area. a web and unable to move. Must make a strength
> Summon (I): Can summon d8 Giant Ants which 10 check or cut themselves free (web has 5
appear in d6 rounds (up to 10 maximum health) as an action.
summoned creatures in total per encounter).
Tattooed Man
Giant Ant Humanoid, Medium, Instinctive
Insect, Medium, Hive LVL 2 | HLT 10 | INS 1 | DEF 10 | DR 0 | SKL d4
LVL 3 | HLT 10 | INS 2 | DEF 10 | DR 2 | SKL d6 > Combat. Bite (d4)
> Combat. Mandible Claws (d4). > Undead. Does not require sustenance or
> Climb. May climb surfaces easily, no check oxygen and immune to mind control, poison and
required. disease.
> Dark Vision (Range 4). Can see in the dark.
Vine Choker
Bats Plant, Large, Instinctive
Avian, Tiny, Instinctive LVL 2 | HLT 10 | INS 0 | DEF 8 | DR 0 | SKL d6
LVL 1 | HLT 10 | INS 0 | DEF 15 | DR 0 | SKL 0 > Combat. Choke (d6, Range 1). On a successful
hit vines grab an opponent smaller than its size.
> Combat. Bite (d4). Each subsequent round it chokes the target
> Blindsight. Operates without light using other causing d6 damage each round unless they can
senses. break free with a strength or agility 10 check.
> Swarm. Treat as a single entity.

22
NON-PLAYER CHARACTERS
Barus Ralik
“Tall lean man, early 40’s. Retired soldier, lives a “Small unkempt looking man in his late 20’s.
quiet life with his young son Jacob on a remote Describes himself as an ‘out of luck wanderer.’
farm. Shies away from settlements and He is actually a member of the local band of
company.” Outlaws (Grevan’s Band). Has a quick mind and
Glum Human Farmer often acts as the spy for the group.”
LVL 2 | HLT 7 | INS 1 | DEF 9 | DR 0 | SKL d4 Sneaky Human Outlaw
> Skills. Melee Combat, Farming. LVL 2 | HLT 7 | INS 1 | DEF 11 | DR 0 | SKL d4
> Equipment. Battle Axe (d8) > Skills. Agility, Guile.
> Equipment: Hand Axe (d6), Dagger (d4,
concealed), Leather Armour (+2), Treasure Map,
Grun 20 cp.
“Cheerful, heavy-set male, 40 years old with
dark hair and moustache. Walks with a slight
limp.Former soldier, now retired. Honest and Reece
hard-working individual who makes a living “Fair haired youth in his late teens. Works with
running supplies between Skenrith Keep and his father but has little direction in life. Likes to
local settlements with his son Reece.” gamble.”
Friendly Human Trader Disenchanted Human Gambler
LVL 2 | HLT 7 | INS 1 | DEF 11 | DR 0 | SKL d4 LVL 1 | HLT 5 | INS 1 | DEF 8 | DR 0 | SKL 0
> Skills. Melee Combat, Wilderness Survival > Equipment: Dagger (d4), Dice, 10sp, 20 cp.
> Equipment. Shortsword (d6), Crossbow (d8),
Bolts (20), Leather Armour (+2), 20sp.
Thelana-Ki
> Disability. Retired from military service due to
a leg injury (Moves slowly and disadvantage to “Young in elven terms at 60 years old. A skilled
melee, athletics and agility checks). hunter and currently learning the arcane arts. A
member of the elven tribe, she is seeking
knowledge of the legendary elf traveller
Jacob (Shotan-Ra) said to possess a key which unlocks
“Son of Barus. Captured by the Giant Ants. the secret of travel. Considered young and
Frightened and wants to escape.” impetuous by her peers and elders.”
Inquisitive Human Youth Inquisitive Elven Hunter
LVL 1 | HLT 3 | INS 0 | DEF 8 | DR 0 | SKL 0 LVL 2 | HLT 7 | INS 1 | DEF 11 | DR 0 | SKL d4
> Equipment: None. > Abilities. Alertness, Meditative Trance, & Very
Long-Lived
> Skills. Ranged Combat, Wilderness Survival
Meryn > Equipment: Leather Armour (+2),Dagger (d4),
“Friendly grey-bearded man in his 50’s. Vibrant Elven Shortbow (d6, deadly), 20 Arrows, Iron Key,
attitude. Member of the Eastwatch Rangers. Potion of Healing (d6, single use).
Meryn is patrolling the lands outside of
Skenrith Keep.”
Stoic Human Ranger
LVL 3 | HLT 9 | INS 2 | DEF 12 | DR 0 | SKL d6
> Skills. Agility, Ranged Combat, Wilderness
Survival.
> Equipment. Shortsword (d6), Silver Dagger
(d4), Shortbow (d6), 20 Arrows, Leather Armour
(+2), Bedroll, Flask 2x Rations, 20 sp.

23
LAIR OF THE
MUTANT
ADVENTURE MODULE
August 2025

WEBSITE: HTTPS://NAMELESS-DESIGNER.ITCH.IO

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