Grave of the Green Flame

Overview

Critical Damage

In Cairn, failing a critical damage save typically incapacitates the character. This rule makes Grave of the Green Flame especially deadly, as the module is designed for both solo play and with only a single character. Consider altering rule in most cases, excepting those that relate to special attacks (e.g. poison, blood drain). The special effects may still apply on a failed STR save, but the character is not automatically incapacitated.

Game Notes

Adventure Points

The player begin the adventure with 3 Adventure Points.

Class specific choices.

Several times in the adventure the player is presented with choices only made available to characters of a specific class (ranger, thief, etc.) When running this module with Cairn, a character need only have a relevant background to make these choices (e.g. tracking always succeeds for a PC with a background like Hunter or Ranger).

Spell scrolls

Roll a 1d100 on Cairn’s spell list to determine what spells are on any scrolls you acquire.

Monsters

P. 7 Wandering Monster Chart:

Orcs (1d2)

4 HP, 8 STR, 14 DEX, 8 WIL, spear (1d6)

Wolf (1)

3 HP, 14 DEX, bite (1d6)

Hobgoblins

(1d2) 4 HP, 2 Armor, 14 STR, 8 DEX, mace (1d8)

Elf (1)

4 HP, 1 Armor, 8 STR, 14 DEX, 14 WIL, Long sword (1d8) or longbow (1d6), a Spellbook (choose one: Charm or Detect Magic)

F4 Ambush

Lizard man (1)

4 HP, 1 Armor, 14 STR, 12 DEX, 12 WIL, d3+d3 claw, 1d6+1 bite

I1 Investigating the Tower Grounds

Zombie (3)

2 HP, 14 STR, 6 DEX, 3 WIL, random weapon (d8)

I7 Bury the Dead

Soldier (3)

5 HP, 2 Armor, 12 STR, 10 DEX, 12 WIL, spectral sword (1d8)

  • For burying the soldiers, roll twice on the bonus item table for a reward.

I8 Climbing Stairs

Stirge (2)

4 HP, 6 STR, 14 DEX, 13 WIL, bite (d4)

  • Blood drain: On Critical Damage player also takes 1d3 STR damage.

K5 Attack the Orcs

Orcs (3)

4 HP, 8 STR, 14 DEX, 8 WIL, spear (1d6)

K9 Free the Orc

For freeing the Orc, role twice on the bonus item table for a reward.

L1 Investigating the Tent

Black centipede (3)

1 HP, 6 STR, 6 WIL, bite (1d4)

N1 Attack the Axe Beak

Axe beak (1)

6 HP, talon (d3+d3), beak (2d4)

O2 The Altar

If you decide to place your weapon on the altar, determine first what your character’s intentions for the weapon are.

O3 The Gamble

If your intentions were righteous, apply the Lawful enchantment to your weapon. If selfish, the Chaotic effect applies. Otherwise apply the neutral enchantment, whereby the weapon gains 1d6 flame damage that can be used once per day.

P8 Take the Ring

The ring increases your armor by 1

P9 Put on the Helmet

The player gets +1 WIL.

P11 Battle with the Shadow

Shadow

3 HP, 8 STR, 14 WIL, touch (1d6),

  • Drain: On critical damage player loses an additional 1d4 WIL

Q2 Investigate the canoe/Q3 Frog Attack

Killer Frogs

5 HP, 5 STR, claw (d2+d2), 1d4 bite

X2 Assault the Cabin

Bandits (3)

4 HP, 14 DEX, dagger (1d6)

CC1 Attack the bandits

Bandits (4)

4 HP, 14 DEX, dagger (1d6)

CC5 Sneak into the South Tent

Bandit (1)

4 HP, 14 DEX, dagger (d6)

CC17 The Shadow at your back

Tar-Gallin

6 HP, 16 DEX, 12 WIL, dagger (1d4),

  • Poison: On critical damage player also loses 3d4 STR (two uses)

GG2 An Act of Courtesy

Player makes a DEX save. If you fail, Har-Assad’s acid jar hits for 2d4 STR damage. Otherwise lose 1d2 STR. Then make a WIL save.

GG7 Close Combat

Har-Assad

9 HP, STR 14, WIL 15, dagger (1d4+1)

  • Hold person: player makes a WIL save to avoid.

GG21 Last stand of Har-Assad

9 HP, STR 14, WIL 15, dagger (1d4+1)

  • Hold person: player makes a WIL save to avoid.

HH1 Attack!

Bandit (5)

4 HP, 14 DEX, dagger (1d6)

II2 The Tower

Kobold (3)

4 HP, 8 STR, 13 DEX, dagger (1d6)