Khor Badhir Level 1 | Free Shadowdark Adventure

Khor Badhir Level 1 | Free Shadowdark Adventure

Designed by Luke Hart
Cartography by Dyson Logos

Life in Stonewyck may be safe, but it’s also stifling. You’ve heard whispers of a long-buried dungeon to the south—Khor Badhir—filled with danger, mystery, and forgotten treasures. Now, you and a few brave fools have packed your gear and stepped into the Shadowdark, seeking coin, glory, or maybe just something more than the quiet life waiting back home.

This is one of my first Shadowdark adventures that I designed! I've run it at conventions, for private groups, and everyone so far has loved it (and if they didn't, they at least didn't say anything, or just lied to me). Anyway, I hope you enjoy it, too!

By the way, if you like my adventures, my patrons get access to everything I create for my personal games. Right now those include D&D, Pathfinder 2e, and Shadowdark. And in the future my team and I will be releasing our own TTRPG, so naturally we'll have tons of adventures for that for our patrons!

GM Notes

  • This adventure is designed for 6 level 1 characters.
  • The group will likely need to rest a bit or even retreat from the dungeon to regroup, get supplies, etc.

Monsters

 

Monster

LVL

Core Page

Mage

6

231

Cultist

2

203

Darkmantle

1

203

Azer

3

197

Ankheg

3

196

Bandits

1

197

Beastman

1

198

Giant centipede

1

201

Ghouls

2

217

Gray ooze

2

223

Barbed devil

3

206

Snake swarm

4

252

Giant spider

3

254

Skeleton

2

251

Ochre jelly

4

239

Cubi devil

6

207

 

Adventure Background

Life in Stonewyck hasn’t always been easy—the work of common folk rarely is—but at least it’s usually been safe. However, with little risk comes little reward, and you know that if you continue your current path of safety, you’re life will be know different than those around you: common, stale, and boring.

Thus, when rumors began to filter out of the Gloaming—the dark forest to the south of the village—of a long forgotten dungeon recently rediscovered, your interest was peaked. Soon, a name was being whispered about town: Khor Badhir.

No one knew much more than that name and that it likely forbode danger and death, but you knew in your heart that it was your chance, perhaps your only chance, to change your stars. You’ve heard the tales, of course. Tales of brave folk venturing into the Shadowdark to tempt their fate. Many never returned, but those that did bore legendary treasures.

Treasure enough to change your stars mayhap.

So, you’ve gathered with a band of similarly minded folk from your village, and you’ve decided to test your metal at crawling and brave the Shadowdark. Your goal is simple: return alive with as much loot as your eager hands can carry!

Random Encounters

Use Cave random encounter table (p148) or roll 2d6:

  • 1 mage (LV 6, p231) and 1d4 cultists (LV 2, p203)
  • 1 black pudding (LV 6, p199)
  • 6 (2d6) darkmantle (LV 1, p203)
  • 1 azer (LV 3, p197)
  • 2 (1d4) ankheg (LV 3, p196)
  • 6 (2d4+2) bandits (LV 1, p197)
  • 6 (1d6+3) beastman (LV 1, p198)
  • 3 (1d6) giant centipedes (LV 1, p201)
  • 3 (1d6) cultist (LV 2, p203)
  • 3 (1d4+1) ghouls (LV 2, p217)
  • 2 (1d2) gray ooze (LV 2, p223)

Main Level

1. Upper Entry Hall

The air is cold and stale; dust clings to every surface, undisturbed for ages. The hallway stretches before you, and along each side an alcove lies shrouded in darkness, their contents hidden by thick layers of cobwebs. Faint echoes of your footsteps seem to chase themselves down the corridor, vanishing into the silence beyond.

 

Alcoves. In each of the alcoves is a cracked stone basin. In the eastern basin hides a gray ooze (LV 2, p223). It attacks when disturbed. Underneath the western basin is a muddy torch (2 cp) and two vials of anti-toxin (homebrew, cures natural poisons).

2. Lower Entry Hall

The musty air grows heavier here. Three ancient, tattered wall hangings still dangle from the stone walls, their faded designs barely visible under a thick layer of dust. They ripple faintly in a draft coming from the west. In that direction, at the far end of a short hallway, a statue of a hooded figure stands silently in a recessed alcove, its outstretched hands cupping an empty, cracked bowl. The gaze of the statue feels as though it’s watching you, though the face is obscured by shadows.

 

Wall Hangings. They depict cloaked wizards gathering around obelisks which pulse with raw magical power. Behind one crooked wall hanging, etched into the stone is written

In knowledge, we ascend;

in hubris, we are undone.

Beware the final seal,

for it guards what should not be freed.

Statue. Stone hooded figure, outstretched hands holding empty cracked bowl. Whatever was once in the bowl is long gone.

Mirror. In an alcove in the east is a mirror. It is used to magically teleport from area 14 to here.

3. Summoning Chamber

The air in this chamber hums with latent energy of some sort. Along the walls in one corner, dark countertops are cluttered with old vials, cracked beakers, and brittle scrolls—remnants of experiments long abandoned. Strange sigils are scrawled haphazardly on the walls, and the scent of brimstone and ash. Finally, in the center of the room, an intricate summoning circle is etched into the stone floor, glowing faintly with a pale, unnatural light; frozen in place and unmoving in the center of the circle is a lanky fiendish creature covered with hooked spines.

 

Summoning Circle. A barbed devil (LV 3, p206) is frozen in stasis in the summoning circle. Messing with the circle could free it.

Countertops. Among the clutter on the countertops is an Unfinished Summoning Contract. The contract, written in Diabolic, describes a failed attempt to bind a powerful extra-dimensional creature to the Irithians’ service. However, the last few lines mention a warning: the entity still lingers in the summoning circle, bound but not fully controlled. Disturbing the circle in any way could result in the creature being released—and it may be very unhappy about its imprisonment.

4. Alchemy Lab

The scent of stale chemicals and herbs fills the air of this chamber. Counters line the walls, covered in a jumble of dusty glass vials, tarnished metal tools, and long-forgotten ingredients. Some containers still hold strange powders or liquids, their contents clouded with age. Overhead, shelves sag under the weight of crumbling tomes and jars filled with unidentifiable substances. The faint sound of dripping echoes in the chamber, and a faint, acrid residue clings to the floor.

 

Chemicals and Ingredients. Old and ruined; unusable. A steel key to the door in area 17 lies on a counter.

Tomes. The pages of most of them are crumbled and illegible. However, one of them is an alchemist’s journal bound in dark leather and titled The Mutable Codex. Although most of the pages are illegible, some are readable. They describe the process of creating an experimental potion known as the Essence of Transmutation, a rare brew said to briefly transform the drinker into another creature. However, the final entry warns that the formula was never perfected—some of the test subjects mutated uncontrollably, and the last page is marked with a hurried scrawl: “The essence is unstable… it twists what it touches.”

Development. If the characters search through the shelves, each must make a DC 12 Dexterity save. On a failure, they knock some beakers and vials to the floor, shattering them. Moments later there is hooting and howling from nearby as 2d6 beastman (LV 1, p198) and 1 cultist (LV 2, p203) come to investigate.

Loot. The cultist carries a bag filled with 200 sp (normal, 1 XP).

5. Gallery

Dust has settled thickly over stone plinths and empty pedestals in this gallery. The walls are mostly barren, save for three large paintings that remain hanging along the southern wall, each framed in tarnished bronze. The subjects of the paintings—busts of impressive and likely once important wizards—are faded but seem to watch your every move with unsettling, lifeless eyes.

 

Hidey Hole. Beneath one of the stone plinths is a hole in the ground that conceals a potion of invisibility (normal, 1 XP).

Paintings. A minor enchantment on the paintings cause their eyes to appear to follow the occupants of the room about. However, one of the wizards glances every so often at the stone plinth above the hidey hole.

6. Barracks

The strong scent of unwashed bodies and old leather fills the air of this dimly lit chamber. Flickering lamps reveal bedrolls and filthy blankets scattered across the floor, alongside overturned crates and random goods piled haphazardly in the corners. A large crack splits the stone floor in part of the chamber, as if the earth itself had been wrenched apart. Faint noises echo up from the depths of the fissure.

 

Bandits. Ten bandits (LV 1, p197) are resting here, recovering after running into beastmen and cultists. They are visibly beat up (about ½ hit points each). Three bodies of their fallen companions are in area 20.

Trapped Door. The southwest door here is trapped; turning the latch creates an odd grinding in the walls. If opened: Hail of needles fills western side of area, 1d6 damage (no save).

Encounter Notes.

  • The bandit group calls themselves the Ironfangs. They are a rough and ruthless gang that specializes in raiding forgotten ruins and ambushing treasure hunters.
  • Their leader, a shrewd and battle-hardened fighter named Gorran "Cracksplitter" Delmire, earned his nickname for his penchant for smashing through walls, vaults, and defenses to claim what lies beyond. Gorran is known for his no-nonsense leadership and his brutal efficiency in both combat and strategy.
  • The bandits are not quite ready for another battle and would rather not fight the characters. Instead, they try to persuade them to clear out the lower level (reached by C stairs). In exchange, they’ll reward them handsomely. The bandits have no intentions of honoring that deal.

Bedrolls. Hidden under one bedroll is a half-finished map. It has scrawled on it areas 1-6, 19, 20, and 27, though contents are not described. These are the areas the bandits have explored thus far.

Loot. The bandits carry 64 cp, 50 sp, and 6 gp in addition to their equipment. The bandit leader carries a sentient bag of holding (fabulous, 3 XP) called Gullet; inside are seven large silvery eggs (these are basilisk eggs, 1 gp each).

Gullet the Bag of Holding

  • Speaks Common and Dwarven.
  • Neutral alignment, intimidating to lawful and chaotic creatures. Complains constantly if a non-neutral character carries him.
  • Refuses to carry “unimportant” or “mundane” items. It spites such items up when the wielder is not looking.

7. The Offering

This wide space is dominated by two towering statues, each standing in silent vigil on either side of a door. Both figures are cloaked and faceless, their hands outstretched as if offering something long since lost. Across from them a faded wall hanging drapes the far wall.

 

Wall Hanging. This depicts a trio of wizards blasting bestial figures wielding scythes.

Locked Door. The door is magically locked. Placing scythes in the hands of the statues unlocks it.

8. The Meditation Chamber

The room is nearly circular, with a gently sloping floor that descends to a central, shallow pool of still water. Around the edges are cushioned stone benches, and the chamber is eerily quiet, with an unnatural sense of calm, as if sound itself is absorbed by the walls.

 

Lair. A snake swarm (LV 4, p252) has a den under one of the benches. It is disturbed and attacks if anyone enters the pool.

Pool. This shallow pool is filled with a variety of items that were teleported here by the mirror in area 14: a dull dagger (1 gp), a bent tin fork (1 cp), 1 torch (2 cp), 1 used torch, 1 bastard sword, and a shield (10 gp).

9. Communication Hub

The walls here are lined with smooth, polished stone, and strange, rune-covered chimes hang from the ceiling.

 

Chimes, Speaking, Purpose. When struck, these chimes produce harmonic tones that resonate in the air for minutes at a time. When someone speaks in the room, their voice lingers for several seconds after they’ve stopped. The chamber’s unique acoustics allowed wizards to send messages through magical soundwaves, which could travel across vast distances or even reach other planes of existence.

Roaming Predator. An ankheg (LV 3, p196) roams areas 9, 10, and 11. It smells the azer that are holed up in area 13 and is looking for them. It is ravenous.

10. Wizards Study

The remnants of scholarly pursuits fill this decaying chamber. Several rotting desks, once grand, now sag under the weight of time, their wood warped and splintered, and scattered across the floor are scrolls and brittle pages. Broken quills, ink pots, and shattered vials litter the desks.

 

Discovery. If the PCs spend some time looking over the scrolls and pages, they can piece together a few different pieces of information:

  • Khor Badhir was built by an organization of wizards known as the Irithians to serve as a grand repository of forbidden knowledge, ancient grimoires, magical relics, and arcane secrets too dangerous for the world above.
  • There is mention of “four seals” that the Irithian wizards made. It’s unclear what the seals are for, but if they are broken a “terrible treasure” would be released.

11. Column Hall

Six columns support the ceiling on one side of this grand hall, and broken rubble is strewn all about the other side. Furthermore, a tunnel leads down into the floor on the far side; it appears to have been burrowed by a large creature.

 

Tunnel. This is where the ankheg entered the area. The tunnel is dangerously close to collapsing. However, a copper and gold mead tankard (20 gp, normal, 1 XP) is partway down the tunnel, just visible from the room.

12. Corpse Mound

A mound of perhaps a dozen decaying bodies is piled here; the smell is practically overwhelming. You notice a giant centipede on the ceiling eying the corpses, and then it descends to feed. Just as it scurries onto the mound, one of the corpses bursts into motion, grabs the centipede, rips it in two, and begins to feast on it. After a few gruesome minutes, the corpse finishes its meal and lies back down.

 

Ghouls. Three ghouls (LV 2, p217) lie among the corpses, waiting for dinner to come to them. Only 2 animate initially to fight; the third rises on round 3 or so.

Centipedes. Giant centipedes (LV 1, p201) are drawn to the odor here and arrive every few hours to feast and die.

Loot. Mixed among the corpses are bloody leather armor (10 gp) and a ruby (200 gp, fabulous, 3 XP).

13. Shrine

This solemn chamber is dominated by a wide staircase that leads to a central altar made of smooth black stone. Flickering remnants of once-bright arcane flames dance faintly on either side, casting long shadows that stretch along the walls. Behind the altar, a large, cracked idol stands, half-shrouded in darkness, its features worn smooth by time.

 

Altar. This is dedicated to Ord the Unbeding, the god of magic, knowledge, secrets, and equilibrium (p28). If a character presents a valuable sacrifice (20 gp or more) on the altar, they receive a random Blessing (p281) that lasts for 1 day. A character can only be blessed once.

Holed Up. Two azer (LV 3, p197) have taken refuge in the small closet in the southern wall of this room and are hiding from the ankheg that prowls the areas to the north. They would be most grateful if the PCs kill the ankheg and cave in its tunnel (area 11). In exchange, they can tell the PCs about the secret passage from area 10 to area 4.

Loot. The azer carry 45 cp, 20 sp, and 10 gp (normal, 1 XP).

14. Teleportation Mirror

Cobwebs dangle from the ceiling of this short hallway, and at the far end, a full-body mirror stands against the wall.

 

Mirror. At the far western end, a mirror stands against the southern wall. If a character steps through it, roll 1d6:

1. The person is teleported to the mirror in area 2, but anything they have in their hands is teleported to the pool in area 8.

2 – 6. The person is teleported to the mirror in area 2.

15. Observation Hall

One side of this long hallway seems ordinary, covered in worn stone bricks, but the air near the other wall shimmers faintly, like a ripple in the water.

 

Magical Wall. The surface of the southern wall is translucent, allowing someone to see into area 16.

16. Spider Lair

The air in this large chamber is thick with the smell of decay and dampness, and rotting tables, counters, and a dilapidated oven indicated that this room was once a kitchen. Webbing covers every surface—thick, pale strands draping from the ceiling and crisscrossing the room. Cocooned shapes hang from the ceiling and are secured to the walls, some small and wriggling, others large and ominously still. The faint sound of movement can be heard for a moment, some of the webbing trembles, and then there is stillness.

 

Giant Spider. A giant spider (LV 3, p254) dwells here. It is always seeking more food sacks to add to its collection.

Cocoons. There are 5 cocoons. One of the cocoons is filled with a spider swarm (LV 2, p254) that bursts and attacks if disturbed. The others have humanoids the spider has captured. One of them, a halfling named Pip Thistlefoot.

Loot. Searching all the cocoons reveals the following: 35 cp, 15 sp, 3 gp, 4 daggers, 1 shortsword, 1 mace, 2 shortbows, 2 quivers with 29 arrows total, 1 greataxe, 4 leather armor, 1 chainmail, and 3 spell scrolls (charm person, confusion, and detect thoughts)(normal, 1 XP).

Pip Thistlefoot (bandit, LV 1, p197). He went into Khor Badhir chasing rumors of a rare, enchanted gem called the Glimmerstone, said to be hidden deep within the dungeon. If rescued he will accompany the group, but is apt to flee at the first scary thing they face.

17. Upper Dining Room

Splintered wood and shattered ceramic cover the floor, the remains of broken dinnerware and tables and chairs that have long since rotted and collapsed. Faded tapestries cling to the walls, their images barely discernible through layers of dust and grime. A rusted iron chandelier, now hanging lopsided from the ceiling, sways slightly in a draft, perhaps caused by what looks to be a well in the center of the room. The sound of voices echoes up from the well, and a set of circular stairs leads downward.

 

Northern Door (locked). Key in area 4.

Well. This is actually a hole in the floor with a view into area 21 (where beastmen and cultists are eating). It is surrounded by a low stone wall.

Loot. Tarnished pewter eating utensils are scattered among the debris. The complete set is worth 10 sp.

Stairs (Trapped). They lead down to area 21. There is a pressure-plated step about halfway down; slicing blades from walls along entire stairwell; 1d8 damage; DC 12 Dex save.

18. Pantries

A series of long shelves, once stocked with provisions, now mostly bare, stands in this room. Empty jars and cracked pottery are scattered across the floor, alongside the remnants of decayed sacks and rotted wooden crates. A faint, sour smell lingers in the air, a mix of long-spoiled food and mildew. Cobwebs hang in thick strands between the shelves, and occasional skittering noises echo about.

 

In one of the rooms lies a corpse:

The corpse of some poor creature, now but bones and stringy hair, lies in the center of the room. Its clothing has long sense decayed away, but the finely crafted suit of leather armor it wears appears untouched by the passage of time.

 

Vermin. 3 (1d6) giant centipedes (LV 1, p201) hide among the shelving in each of the two pantries. They attack if the characters enter the rooms or linger too long in the hallway nearby. One group attacks first, and then the second group attacks on the next round.

Corpse. This was an elven thief who died long ago. She wears magical leather armor known as Wings of the Forsaken (fabulous, 3 XP). If the armor is removed, she rises as a skeleton (LV 2, p251) and attacks, snarling, “Give it back!”

Wings of the Forsaken

  • Wing and feather motif tooled into the armor
  • leather armor +1
  • you know Celestial
  • once per day you can fly for 3 rounds
  • beneficial spells that target you are hard to cast (DC 15)

19. Slopping Hallway

The floor tilts downward in this long, sloping hallway that disappears into the shadows ahead. A faint, chilling draft drifts up from the depths, carrying with it the smell of earth and decay. The walls are damp and covered with patches of green slime; the stones beneath your feet are slick with moisture. Glancing down, you notice that slickness is caused by orange slime that covers the floor.

 

If the group presses forward:

The hallway seems to go on for quite some time, often doubling back on itself. The deeper you descend, the more the air feels heavy and oppressive, as if the weight of the dungeon itself presses down on you. Ahead, you see a large quivering mass of orange goo filling the hallway.

 

Mass of Goo. This is an ochre jelly (LV 4, p239). It attacks if approached.

Development. Once the first ochre jelly is dispatched, several more come down the hallway at the PCs. This should be enough to get them to flee.

Level 2. This hallway leads to level 2. Once the group has cleared level 1 and are ready to progress, the ochre jelly assault lightens up to allow them to do so.

20. Armory

This area contains a long-forgotten armory lined with weapon racks. Unlike the typical swords or spears one might expect, nearly every rack is filled with scythes—long, curved blades covered with rust from lack of maintenance.

 

Bodies. Three bodies of fallen bandits are here; the rest of the bandits are in area 6 just to the south.

Scythe. They are unusable in battle, but can be used to unlock the door in area 7.

Lower Level

Beastmen and cultists, lead by a mage, dwell here.

21. Lower Dining Room

The room opens into a modest dining hall filled with a few plain and functional wooden tables and chairs. Faded tapestries line the walls, their colors dulled, and the scent of freshly made food fills the air.

 

Cultists. Six beastmen (LV 1, p198) and 2 cultists (LV 2, p203) are eating bowls filled with gruel and chunks of rancid meat. (If you look hard enough, there are boiled maggots in the mix as well.)

Loot (normal, 1 XP). 50 cp and 25 sp can be found on the beastmen and cultists. One of the cultists carries a pouch filled with 19 silver teeth (19 gp) that it has collected from its victims.

22. Mage Quarters

Bookshelves line the walls of this chamber, and a narrow bed, draped in rotting linens, sits in one corner beside a small wooden desk, which is cluttered with broken quills and cracked inkwells. The faint scent of burnt parchment lingers in the air, and an old, tarnished brazier rests in the center of the room.

 

Mage. One mage (LV 6, p231) sits at her desk working, accompanied by two beastmen assistants (LV 1, p198).

Desk (normal, 1 XP). On the desk is a Wand of Shield of Faith. The wizard is studying it, trying to see how to get it to work for him.

Bookshelves (normal, 1 XP). A few remnants of old spell scrolls remain on the shelves, their edges brittle and torn; they crumble apart if touched, except for two of them: charm person and detect thoughts. The interiors of the books are illegible and brittle; however, one of them hides the Glimmerstone gemstone in hollowed pages. One of the books is the mage’s journal.

Glimmerstone. This magic gleaming rock grants a random magic effect (p291 Utility Benefit table) for 10 rounds once per day.

Mage’s Journal. The mage’s journal details her efforts to consolidate power on this level of Khor Badhir. Once she’s ready, she plans to delve deeper to uncover more lost secrets and magical mysteries left behind by the Irithians. The journal indicates that she follows Shune the Vile (diety, p29) and is collecting followers of that deity about her to help her delve into Khor Badhir. She included a list of twelve powerful wizards from a cabal known as The Shrouded Eye in her Journal (see The Shrouded Eye in NPC section); the journal doesn’t indicate the significance of those wizards though.

23. Seals of Oblivian

Arcane energy seems to crackle in the air of this small chamber. Four massive seals are embedded into the stone walls, each one covered in intricate runes and glowing faintly with a dim, eerie light. Three of the seals hang open, their locks twisted and broken, with small indentations where signet rings were once inserted. The fourth seal remains intact, its runes still pulsing with an ominous power. A faint hum resonates through the room, as though the magic holding the last seal shut is straining against something eager to break free.

 

Fourth Seal. The Irithian signet ring in area 26 can open the seal. If the seal is unlocked, a cubi devil (LV 6, p207) materializes, appearing as an alluring female warrior name Stella. She is willing to ally with the characters as a thanks for freeing her, though she plans to sow chaos. Use bandit (LV 1, p197) stat block while she’s pretended to be a warrior.

24. Kitchens

Thick smoke chokes the air of the improvised kitchen that has been set up here. Long wooden counters stretch along the walls, covered in the rusty pots, half-broken utensils, and cracked plates, and shelves above hold a variety of jars and packages. A large hearth that appears to have been poorly ventilated—thus the smoke filling the room—dominates one end of the area. The faint smell of charred wood lingers in the air, and iron meat hooks hang from the ceiling in one corner.

 

Cooks. Two beastmen (LV 1, p198) are busy at work cleaning up after the last meal they prepared.

Slab of Meat. A large slab of heavily salted meat (beef) hangs from one of the meat hooks.

25. Latrine

The reek of excrement and urine is overwhelming in this hallway which must have been selected as a latrine. Both straw and ash have been scattered over the floor in a feeble attempt to cover the stench.

 

Latrine. The flagstones in the eastern and western cubbies were pulled up and then the underlying earth was excavated to create pits roughly ten feet deep. These serve as the latrines.

Corpse (fabulous, 3 XP). A halfling thief the beastmen caught was corned and forced to retreat into one of the latrines where he died. None of the beastmen ever bothered to pull up his body and loot him; consequently, he still has on him 25 sp, 10 gp, and a +1 short sword of flaming.

+1 Short Sword of Flaming

  • crafted from obsidian
  • once per day, ignites for 5 rounds, dealing 1d4 extra damage

26. Beastmen and Cultist Barracks

The smell of stale sweat and old leather fills the air of this modest barracks. Six cubbies line the walls, each containing a few worn, tattered bedrolls. A couple tables laden with an assortment of supplies stand about.

 

Beastmen. Five beastmen (LV 1, p198) and two cultists (LV 2, p203) are sleeping in the bedrolls. If the PCs are stealthy, they can be dispatched with ease.

Loot (normal, 1 XP). In one of the cubbies, hidden beneath a threadbare bedroll, is a small, leather satchel. Inside the satchel is a set of six ancient coins (1 gp each), each minted with the face of an Irithian ruler on one side and an arcane symbol on the other. Alongside the coins is an Irithian Sigil Ring of Mirelda Vaerin (silver signet ring, 5 gp) that once belonged to an Irithian wizard, a member of the Shrouded Eye. The sigil on the ring appears as a central eye surrounded by twelve notches, and jagged, flame-like patterns branch out from the central eye.

27. Guard Post

A single, battered table surrounded by stools sits in the center of this small utilitarian room. On the far wall, a weapon rack holds a few rusted spears.

 

Guards. Three beastmen (LV 1, p198) are on guard duty, sitting at the table and playing dice.

Loot. 100 cp and 20 sp is in several piles on the table.

Resolution

Once the group obtains the sigil ring from area 26, the next time they travel back to their village, Loryn Velrath, “The Silver Tongue”, member of the Obsidian Accord, approaches them.

Loryn Velrath, “The Silver Tongue”

  • Arcane negotiator and diplomatic specialist
  • He wears finely tailored robes adorned with subtle magical sigils.
  • A smooth-talking, silver-haired mage whose charm and wit are as dangerous as his spells. A master of enchantment and subtle manipulation, Loryn specializes in winning allies through carefully chosen words and veiled promises.
  • Despite his disarming demeanor, there’s an edge to his smile that suggests he always knows more than he’s letting on.

Roleplaying Notes

  • He introduces himself and the organization he represents.
  • He says that they have on them a seemingly simple sigil ring that he will pay handsomely for. He will not say much about it; just that his organization desires it.
  • He’ll give the group 100 gp for the ring.
  • ·     He then tells them that there are rumored to be 12 levels to Khor Badhir, and each level has a similar ring on it. He’ll pay them for each ring they retrieve, and anything else they find is for them to keep.

Experience Reward. The group receives 3 XP for retrieving the ring from Khor Badhir.

Special instructions for seller
Add A Coupon
Liquid error (snippets/cart-drawer line 228): product form must be given a product

What are you looking for?


Popular Searches: Lair MagazineInto the FeyLairs & LegendsLoot & LoreThe Secret Art of Game MasteryMap PacksAdventures