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The Black Wyrm of Brandonsford

  • Original system-neutral adventure by Chance Dudinack.
  • If not mentioned, run as written (RAW).
  • Treat NPCs as 2-6 HP, 8-12 STR (dependent on perceived hardiness).

The Town of Brandonsford

Lady Hilda

8 HP, 3 Armor, 15 STR, 9 DEX, 16 WIL, sword (d8), dagger (d6)

Malzazerick the Magnificent

4 HP, 11 STR, 11 DEX, 16 WIL, dagger (1d6), Spells: Read Magic, Charm Person, Magic Missile

  • Read Magic: Decipher magical runes, inscriptions or language.
  • Charm Person: See Charm.
  • Magic Missile: See Arcane Arrow.

“Drop Dead” Ned

4 HP, 1 Armor, 11 STR, 13 DEX, 12 WIL, silver dagger (d6), shortbow (d6), killer wasp (d4)

  • Shortbow: On Critical Damage, target takes double the STR loss.
  • Killer Wasp: Target must make a WIL save to avoid falling to the ground and twitching for d6+1 rounds.

Squints

3 HP, 1 Armor, 8 STR, 14 DEX, 9 WIL, dagger (d6), sling (d6)

Warwick the Smith

  • Mithril Chain: 2 Armor, half damage from magic weapons/spells. One slot.

Father William the Priest

  • Cure Wounds: See Cure Wounds.
  • Cure Disease: A target is completely cured of a single disease.

Ingrid the Alchemist

  • Mandrake Root Tea: Heals d4 STR over a 4 hour period.

Naggeneen, the Clurichaun

3 HP, 2 Armor, 8 STR, 13 DEX, 12 WIL

  • As written this creature has an advantage at escaping death.

The Woods

Wolves

4 HP, 8 STR, 14 DEX, 12 WIL, bite (d6)

Drunk Goblins

2 HP, 8 STR, 11 DEX, 11 WIL, 1 weapon (d6)

Idiot Dragon Hunters

4 HP, 9 STR, 14 WIL, pitchfork (d6)

Dryad

10 HP, 2 Armor, 11 STR, 14 DEX, 9 WIL

  • Charm Person: See Charm.

Stirges

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

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

Sprites

2 HP, 2 Armor, 4 STR, 16 DEX, 11 WIL

Golden Fox

4 HP, 3 Armor, 8 STR, 15 DEX, 8 WIL, bite (d6)

Fae Hounds

6 HP, 2 Armor, 8 STR, 15 DEX, 15 WIL, bite (d6)

Pompous Elvish Hunters

4 HP, 2 Armor, 11 STR, 13 DEX, 12 WIL, longbow (d8), a spellbook

  • For spells consider any of the following table or see any (random spell):

Goblin Scavengers

3 HP, 1 Armor, 9 STR, 11 DEX, 15 WIL, 1 weapon (d6)

The Dragon

8 HP, 3 Armor, 18 STR, 16 DEX, 18 WIL, venomous bite (d12) or breath (d12, blast), detachment

  • Scales of Glistening Black: Immune to normal weapons except for eyes & mouth.
  • Jaws Dripping With Poison (bite): On critical damage, target is crushed. Their corpse becomes damaging to the touch (d6 to STR).
  • Throat Full of Brimstone (breath): on critical damage, the target explodes.

Stream

Nixie Traders

2 HP, 1 Armor, 4 STR, 14 DEX, 9 WIL, trident (d6)

  • Charm Person: See Charm.
  • Water Breathing (24h).

Leprechaun Fisherman

3 HP, 8 STR, 12 DEX, 12 WIL, None

  • Turn invisible at will.
  • Polymorph nonliving objects at will.
  • Create illusions at will.

River Troll

River Troll 7 HP, 2 Armor, 14 STR, 11 DEX, 15 WIL, claws (d6+d6)

  • Can be distracted with food

Goblins

3 HP, 1 Armor, 9 STR, 11 DEX, 15 WIL, 1 weapon (d6)

Giant Beaver

7 HP, 1 Armor, 13 STR, 14 DEX, 13 WIL, bite (d8)

Fauns’ Grove

  • Wine: STR save to avoid poison.

Giant

10 HP, 2 Armor, 16 STR, 9 DEX, 12 WIL, fists (d8+d8), detachment

Brother Dirk

3 HP, 9 STR, 8 DEX, 15 WIL, fists (d4), spellbook (see below)

Goblin Castle

Hogboon, the Goblin King

8 HP, 2 Armor, 14 STR, 11 DEX, 15 WIL, sword (d8), spellbook (see below)

Barrow Mound

Knight’s Crypt

  • Burial Alcove: STR save to move.

Goblins

See above

Gray Ooze

5 HP, 4 STR, 12 DEX, 18 WIL, touch (d8+d8)

  • Critical Damage: Armor loses 1 point of value. Unarmored targets lose additional d8 STR.

Chapel

  • Touching the Mold: STR save or lose d2 STR.
  • Blessing: Cleaning the mold gives the PC a fictional advantage when they Save within the woods (the Warden will say how).

Lower Level

Sir Alfred

5 HP, 2 Armor, 11 STR, 8 DEX, 18 WIL, greatsword (d8)

Sir Wyllt’s Skull

4 HP, 3 Armor, 4 STR, 14 DEX, 18 WIL, bite (d6)

Food

  • Amphorae: Eating the food deals d2 STR damage; save to avoid vomiting.

Giant Rat

9 HP, 1 Armor, 14 STR, 11 DEX, 12 WIL, bite (d3)

Giant Spider

6 HP, 1 Armor, 8 STR, 13 DEX, 11 WIL, bite d6+d6,

  • Critical Damage: Death by poison within one round.

Sir Myrddin’s Ghost

8 HP, 3 Armor, 8 STR, 15 DEX, 18 WIL, touch (d6+d6)

  • Call to Arms: Statue d8 damage to HP (no save).

Crypt of Sir Wyllt

  • Potions of Healing: Restore 1d6+1 STR.
  • Potions of Sleep: Imbibers fall asleep.
  • Potion of Tranquility: See Pacify.

Sir Wylt’s Skeleton

6 HP, 2 Armor, 11 STR, 8 DEX, 18 WIL, axe (d8)

  • Critical damage: roll for random body part to be severed (1-2: leg, 2-5: arm, 6: head)

Crypt of Sir Myrddin

Rune Stones

See the table below for random Cleric Spells. Refer to the following spells in More Spellbooks for details on each.

   
d20 Spell
1 Blessing
2 Cure-All
3 Curse Unlife
4 Fortify
5 Healing Grace
5 Induce Despair
6 Lichsense
7 Light Show
8 Linguist
9 Magic Seal
10 Master Undead
11 Otherworldly Gate
12 Passage
13 Perfect Preservation
14 Planar Anchor
15 Ravenless Message
16 Scry Creature
17 Scrying Ward
18 Song of Repose
19 Uncurse
20 Word of Pain

Maiden Statue

1 HP, 3 Armor, 15 STR, 4 DEX, 16 WIL, rush attack (d4 STR loss on a failed save)

Appendix B: Magic Items

Carmelo’s Jeweled Cutlass

  • d8 damage, enhanced against those it considers Lawful.

Holy Sword of Sir Brandon

  • d8 damage, enhanced against those it considers Evil.

Silver Axe of Sir Wyllt

  • d8 damage, on critical damage severs body part f wielder’s choice.