Table of Contents

the Wizard of Bald Mountain

a Connaught County adventure for entry-level characters.

Synopsis

Our adventurers are commissioned by the Jarl of Connaught to investigate strange weather phenomenon at Bald Mountain. The Jarl also sends his personal mage to accompany them.

This adventure can be begun by hearing rumours (strange storms have been damaging crops), or by the Jarl hearing of the reputation of the adventurers, and sending a messenger to fetch them. The players may decide to investigate on their own accord which is fine, especially if they already have decent gear. If so, the Jarl will hear a rumour of this, and will send his mage to catch up with them.


NPCs

other Monsters

Loot

  1. Equipment from the Jarl (see Scene I)
  2. Some Spells from Johan (see Scene II)
  3. More Equipment (in guards quarters of keep) (see Scene IV)
  4. Potions (in lab of keep) (see Scene IV)
  5. Spell books (in library & lab of keep) (see Scene IV)
  6. Magic Items
    1. Wand of Snowball (wielded by the wizard, see Scene V)
    2. Sword of Arc (wielded by the wizard, see Scene V)

Role-Playing Prompts

Hazards, Traps, & Obstacles
Foreshadowing

Plot

The Hook - The PCs have heard rumours around town about strange storms damaging crops in vicinity of Bald Mountain. The may seek out the Jarl for funding, or may be summoned by the Spears (local law enforcement/military) with a written note: “The Jarl requests your presence immediately to discuss an important mission.” Optionally, if the PCs decide to avoid the Jarl and the authorities, or if they are already geared up they can simply begin the quest without the Jarl’s assistance, however, it is beneficial to have Johan the mage catch up with them along the journey, so they can learn spells from him.


Scene I - the Jarl's Court

Once in the Jarl’s court in Connaught Castle. The Jarl introduces himself (though of course, he needs no introduction - everyone knows who the Jarl is). Gazing around the castle, the PCs note that it is solid, well kept, and decorated handsomely without being ostentatious. To be honest, some of the decor is a bit distracting, and the PCs are only half listening to the Jarl. Intricate tapestries on the wall seem to tell of ancient legends and hidden mysteries. The stories capture your imagination. (to roll-play this, have all PCs roll Perception, a high roll will let the PC notice the detailed decor, a low roll will cause the PC to be distracted from the Jarl and will daydream about the decor).

The Jarl is now describing the problem: It’s regarding the storms the rumours have referred to. “crops have been lost - pummelled by massive hailstones”, says the Jarl, “a young shepherd and his entire flock have frozen to death in unexpected blizzard”. This is unacceptable! Our food supplies are in danger! I need you to go to Bald Mountain and determine the cause of these unnatural storms. Someone or something evil is behind this!”

The Jarl equips each PC with a weapon & leather armor. Each player must choose ONE of the following weapons:

Item Dmg Default SkillMin Str# handsValueNotes
Sword d6 Agility 9 1 handed $200
Battle Axed8 Agility-2 81 handed $170
Battle Spear d8 (Average(Strength,Agility)) - 1 (thrown) 11 2 handed $10 (thrown) range 15 meters
Armor Min StrValueNotes
Leather Armor 3 $70 Armor Rating 3

If any player shows particular initiative in adventure preparation, the Jarl will “remember” to outfit the party with warm winter-rated cloaks and bedrolls.


Scene II - Mage Up

The Jarl now introduces his mage, a young man named Johan, robed in a long black hooded cloak. Johan will accompany the PCs on the mission. Secretly, he is a mere novice and is desperate to find another wizard’s grimoire so that he can learn more spells before the Jarl realizes his limited knowledge. In an attempt to look more advanced, he is generous with what he knows. He trains the PCs in a few spells and let’s them browse his library.

Johan knows the following spells:

PCs roll d20 and add Magery, to determine who gets to learn the following spells. See Appendix H: PC Grimoires.

Player 1 (who rolled highest)(30 XP worth of training)

Player 2 (who rolled 2nd highest)(20 XP worth of training)

Player 3 (10 XP worth of training)

If desired, each PC (regardless of roll or Magery) may elect to accept a weapon enchantment from Johan. He will cast onto one weapon from each player, the Loosen Space spell, giving that weapon +3 Attack (add to roll), but -1 Dmg (subtract from Dmg roll). Ask each player if they want this optional “benefit”. If a PC has Magery = 0, the spell has no effect while he wields the weapon, however, he may still elect to take the enchantment, as it will presumably increase the weapon’s resale value.

You may have noticed that the spells learned by the PCs include some that Johan does not himself know. Those ones are from his library. These books can be stolen. This list includes: Cure Disease, Heal Injury, Detect Magic, Locate Heat.


Scene III - the Journey

It is an 8 league journey (8 hr walk) through wild country on a well trodden dirt road. Once per league, there is an encounter with a random forest beast. GM roll d20 with the forest beasts table in Appendix B to determine which beast appears. A few may be challenging, but most will be trivial or merely provide dinner opportunities. (See Combat rules in GM’s Guide).

At any point along the journey, a PC may decide to leave the road. If so, they face a hidden hunting snare with Perception difficulty 30 to avoid the trap. Failure to detect the trap causes the trap to spring, catching him by the foot and stringing up the hapless PC upside-down from a tree. He takes d2 damage from the trap, and, depending on how roughly his friends cut him down, may take additional d3 damage from a fall.

At league 4 of the journey, the party comes upon a rickety bridge over a creek, raging and swollen with ice-cold melt-water and very nearly flooding its banks. The bridge appears to be about to fall into the creek. Perception difficulty 5 to notice this hazard.

Have the players establish order of crossing attempts, for crossing in single file. At some point during this bridge encounter, there is also a random forest beast encounter. Roll d6 to determine where in the order this occurs.

Each PC must attempt crossing with an Agility roll difficulty 15. If the party happens to have any horses or carts, the difficulty raises to 20 for those units. Should some PC refuse to go single file, difficulty increases to 25 as multiple PCs cross together.

Failure causes the bridge to washout, dumping that PC into the icy water and sweeping them downstream 20-Agility meters. The party will likely figure out a way to help him out. If they do not help him, he gets out in ten minutes. Either way he is soaking wet and chilled to the bone and takes weather damage. See Appendix C.

At league 5, the weather becomes worse and worse, quickly growing to a full raging rain and sleet storm. Unless protective clothing is worn, the PCs will be soaking wet. See Appendix C for weather damage.

At league 6, the weather is now a blizzard. Unless very good winter clothing is worn, PCs will be chilled to the bone. See Appendix C for weather damage. This may be circumvented by stopping and building a fire.

If the players get stumped by the weather, a local farmer may happen by, who just happens to have several extra sets of protective clothing for sale for $100 per set.

The Ascent - Upon reaching the base of the mountain, the PCs follow a trail upward to toward the peak, but the trail is quickly lost in the snow. While climbing Bald Mountain, the PCs are continually assaulted by blizzards of high wind and driving stinging ice and snow. The climb is difficult as there is knee-deep snow which is very tiring to climb in. All PCs (and Johan) now experience the Chilled to the Bone effect (see Appendix C). Continuing the ascent, they soon come upon numerous small streams of excellent drinking water. A Perception check at difficulty 15 reveals that the water is not as cold as would be expected, given the frigid weather.

d3 swarms of d4 ice wraiths will attack during the ascent. See Appendix A for Ice Wraith stats.

As the PCs reach the summit, the wind dies off suddenly, and the snow turns to a torrential downpour of surprisingly warm rain. The Chilled to the Bone effect is replaced by the Soaking Wet effect (see Appendix C). Up ahead, the PCs see an ancient looking stone keep.

The mountaintop is a high mana locus. All characters with Magery > 0 receive bonus (d10+Magery) MP (temporarily, for the rest of this adventure only).


Scene IV - the Keep

The team will need to gain entry into the keep. The keep can be easily entered from east, north or west side. It is made of rounded stone, rough hewn, and mortared. It is quite ancient looking, and poorly maintained. Moss and lichens abound and ferns and the odd small tree grows out of gaps in the stone. Everything is dripping wet, as if the drenching rain is part of the actual structure itself.

They will need to fight Brute (see Appendix A), who is somewhere within the keep, probably lollygagging about instead of performing some mundane task such as fetching a book for his master, most likely in room R3 or R8.


The Keep - Main Floor

(See Appendix D: Reading the dungeon maps.)


The Keep - 2nd Floor

Entering R10, PCs see that the room has no roof, and the rain is pouring in, flowing into a circular trench in the floor, then out through floor drains In the center of the room sits the wizard. He appears to be in a trance. He is silently facing away from the PCs…


Scene V - the Boss Fight

See Appendix A for the Wizard's combat stats.

Just before PCs enter, the wizard preemptively casts Ice Shell as a defensive measure.

Once combat begins, the wizard will cast Freeze and use Wand of Snowball once per turn.

If PCs use ranged attack, he will counter with Ice Wall on his next turn.

If the PCs get within melee range, he will clumsily attempt to use his Sword of Arc. (He lacks strength to wield it so must use 2 hands to do so at below default skill.)

If possible, during the battle, Johan will attempt to take all the spell books and sneak away.

After defeating the wizard, it is assumed that the PCs return to Prince’s Crossing to collect their reward from the Jarl. He gives them each $300. If Johan is still alive, he offers to join you on adventure to Cinema, as found on the map in the lab.

Suggested XP reward: 50 XP for each PC


Appendix A: NPC & Monster Stats

Johan

Johan will try to flee from fights, but may fight if circumstances force him to.

HP: 18
ATTACK: 22 DEFENSE: 17
Str: 9 Agil: 11
Con: 9 Char: 6 Per: 3 Rea: 4 Know: 12 Mage: 14
total level: 68
Armor: leather (2) Shield: small wooden (4) Helm: none
Weapon Sword
Skill 11
Attack 22
Dmg d6

Ice Wraith

Ice Wraiths are undead elemental spirits. Only fire or bladed weapons can damage them. They patrol in packs of d4 members, and tend to use a flanking tactic, all members focusing attacks on a single enemy. Their weapons and armor are inherent, cannot be looted. They can not use external weapons or armor.

HP: 8
ATTACK: see weapons DEFENSE: 15
Str: 5 Agil: 10
Con: 4 Char: 0 Per: 8 Rea: 1 Know: 0 Mage: 0
total level: 28
Armor: ice (inherent) Shield: none Helm: none
Weapon Freezing Touch Icy Bite
Skill 10 6
Attack 20 16
Dmg d4 d6

Brute
HP: 28
ATTACK: 23 DEFENSE: 9
Str: 16 Agil: 9
Con: 16 Char: 5 Per: 5 Rea: 4 Know: 3 Mage: 0
total level: 58
Armor: none Shield: none Helm: none
Weapon Great Club Fist
Skill 14 11
Attack 23 20
Dmg d8 d3

the Wizard
HP: 14
ATTACK: see weapons DEFENSE: 10
Str: 6 Agil: 6
Con: 7 Char: 3 Per: 6 Rea: 9 Know: 11 Mage: 20
total level: 68
Armor: (Ice Shell, +10 Def) Shield: (Ice Wall) Helm: none
Weapon Wand of Snowball Sword of Arc dagger
Skill n/a 4 6
Attack see Combat Spells 10 12
Dmg 3d3 d6 + d6 electrical shock d4

Combat Spells:

Spell Ice Shell Ice Wall Freeze Wand of Snowball
Difficulty 2015 20 1
MP cost 2010 10 n/a
Power +10 Def25 HP d4 Dmg 3d3 Dmg
Duration 10 minutes 2 minutes 1 minute 1 round
Range 10 meters 10 meters

Appendix B: Random Forest Beasts

GM: roll d20 to determine which forest beast is encountered. Typically one per hour of travel.

d20 roll Beast HP Def Attack Dmg
20 Bear 14 710 d10
19 Cougar 1213 15 d8
18 Moose 11 5 8d3
17 Elk 10 68 d4
16 Wolverine 9 15 11 d6
15 Wolf 8 1112 d6
14 Deer 8 7 7 d3
13 Lynx 7 12 9 d4
12 Eagle* 7 1217 d6
11 Owl* 5 11 8 d3
10 Falcon* 5 1417 d4
9 Snake 4 8 13 d3 + poison
8 Goose 4 6 5 1
7 Raven 4 12 6 d2
6 Rabbit 3 4 1 1
5 Grouse 3 2 2 0
4 Murder of Crows 3 each7 5 1
3 Swarm of Horseflies 1 each7 71
2 Swarm of Flies 1 each 4 3 0
1 Swarm of Mosquitos 1 each3 10 1

Note:


Appendix C: Weather & Freezing Effects

Storms and Blizzards can cause the following effects:

  1. Soaking Wet :
    • d2 Dmg effective immediately (not recurring)
    • Agility reduced 1 point
    • Cured by shelter, stripped, and clothes hung by fire for 2 hrs
  2. Chilled to the Bone:
    • d4 Dmg effective immediately (not recurring)
    • Agility, Strength, and Constitution reduced by 2 points
    • Cured by sitting by a fire for 2 hrs
  3. Frozen Solid:
    • d4 Dmg effective immediately (not recurring)
    • PC is unable to act
    • Cured by lying by a fire for 2 hrs, at which point they are still Chilled to the Bone

Appendix D: Reading the Dungeon Maps

Our standard “dungeon maps” or floor plans use a set of simple codes to indicate types of spaces and doors.

Hallways are generally unmarked, unless some type of marking is needed to indicate special hallway contents or encounters.

Rooms are always marked with a R# code. Usually, there will be a corresponding entry below the map, describing the room. The format is as follows:

Room #: [Door type] - (lighting and visibility) description of room and contents.

for example:

this example indicates a room (room 22) with a Locked door. Inside the room it is dark. PCs will need a torch or other light source in order to see.

Several types of door codes are used:

Other codes:


Appendix E: Loot

Loot the Guard's Quarters

The guard's quarters (R4) contains several chests of equipment, one for each player:

Item Dmg Default SkillMin Str# handsValueNotes
Sword d6 Agility 9 1 handed $200
Battle Axed8 Agility-2 81 handed $170
Crossbow d8 13 7 2 handed $400 range 20 meters
Armor Min StrValueNotes
Chain Mail 13 $900 Armor Rating 13
Loot the Treasury

The treasury (R5) contains $500 for each player

Loot the Library

A thorough search of the Library (R8) at Perception difficulty 12, reveals some Spell Books:

For all Spell Books, please refer to the Magic Manual or online spell documentation available at http://goldensword.dimensionfold.com

Loot the Lab

The Lab (R9) holds lots of obvious stuff on the desktop, no searching required:

On the desk are numerous well-labelled potions:

Quantity Name Description Value
6 Healing Potion (3) Restore 3 HP$100
1 Cure Disease (1) 20% chance of curing disease $10
1 Antidote (1) 20% chance of curing poison $10
2 Agility Potion (1) Boost Agility by 1 point $50
3 Resist Cold (1) 10% chance of immunity to all cold/ice effects $20

Additionally, a search at Perception difficulty 5 reveals a keychain under some papers on the desk. These keys will open all the locked doors within the keep.

Loot the Boss

The wizard has a few items on his person which can be looted once he is defeated. First is a regular old dagger, d4 Dmg (see the GM's guide). The other items are more spectacular: the Wand of Snowball (see Appendix F), and the Sword of Arc (see Appendix G).


Appendix F: the Wand of Snowball

the Wand of Snowball allows the wielder to cast a Snowball spell, without having learned the spell or its prerequisites.

The user need not know any spells, but must have Magery > 0. The wand is specially attuned for the spell Snowball, and only works for this spell.

The wand is made of Vida wood and is embued with its own inherent MP, so using the Wand of Snowball requires no MP from the user. It contains d20+10 MP. If the wand is drained of its MP, it will use the wielder's MP. The wand recharges overnight.

When used at a high mana locus, the wand channels mana from the locus rather than using it's own MP, therefore is effectively “bottomless” in that location.

The wand can be used in either one of two modes:

  1. Normal use: use a major action to aim the wand. Attack is difficulty = 1, for an automatic hit.
  2. Quick mode: use a minor action without aiming. Attack is difficulty = 10 to hit the target.

In either case, on a successfull hit, roll 3 attacks of d3 Dmg (may be distributed between 1 to 3 targets).

Time to Use CHOOSE 1 minor action OR 1 major action
Difficulty 10 if minor action, 1 if major action
MP cost 5 (from the wand's MP)
Power 3d3 dmg
Duration 1 round
Range 10 meters
Other don't forget to keep track of the wand's MP usage (unless at a high mana loci)
Prerequisite n/a

Appendix G: the Sword of Arc

The Sword of Arc functions as a normal sword, with normal skill defaults, but includes an additional d6 of damage from electrical shock. Even on a failed attack roll, opponents within 1 meter take 1d6 damage as the sword lashes out with bright arcs of electricity.

The user need not know any spells, but must have Magery > 0. The sword contains the spell Arc, and only works for this spell. (It is supposed that the sword was crafted and blessed during a severe lightning storm, taking on the properties of this spell)

The sword of arc integrates a power stone embedded in its hilt which provides inherent MP, so using the sword may require no MP from the user. The stone contains d100 MP. If the stone is drained of power, the sword will use the wielder's MP. The stone recharges overnight.

When used at a high mana locus, the sword channels mana from the locus rather than using it's own MP, therefore is effectively “bottomless” in that location.

If used during an active lightning storm, the sword channels charge from the storm rather than using its own MP, therefore is effectively “bottomless” during the storm's duration.

Item Dmg Default SkillMin Str# handsValueMP
Sword of Arc 2d6 Agility 9 1 handed $1000 d100

Appendix H: PC Grimoires

These are the PC Grimoires for the spells learned from Johan. For brevity, some details are truncated. Please see the Magic Manual for full details.


Player 1

Truth: Detect Lie, Detect Truth Health: Cure Disease, Heal Injury

Detect Lie - Allows the caster to detect if something heard is a lie or is true. Does not necessarily indicate what the truth is.

Detect Truth - Allows the caster to detect the truth behind something heard.

Cure Disease - Heal self or another of a disease.

Heal Injury - Heal self or another of damage resulting from an injury or combat. Heals 1 Hit Point per Magic Point expended.


Player 2

Truth: Detect Lie, Detect Truth, Detect Magic

Detect Lie - Allows the caster to detect if something heard is a lie or is true. Does not necessarily indicate what the truth is.

Detect Truth - Allows the caster to detect the truth behind something heard.

Detect Magic - Can be used to scan an object, person, or area to determine if there are active or latent magical effects present


Player 3

Heat: Locate Heat

Locate Heat - The caster will sense heat sources from a distance of up to 1 km.


Appendix I: Success Roll Lookup Table

(Online version and full page PDF at: Lookup Table)