Tuesday, 21 July 2026

Scenario #17: The Hamlet of Hawthornfield

Introduction and Background

This is a short adventure for a party of characters of levels 2-4 using the B/X D&D rules

In west-most Karameikos, near the border with the Five Shires there was the hamlet of Hawthornfield, a tiny village, now abandoned for over 20 years. It sat on the Cruth River, and around it are the Cruth Highlands, leading up to the Cruth Mountains in the north. Its water supply was Pendle Stream, a stream that feeds into the Cruth river. 

Nearby there is Vurparnu Mansion, the centre of civilization in this corner of the Known World. And recently there has been a burst of enthusiasm in the Manor about regaining lost territory and reestablishing the old Vurparnu estate. Hawthornfield is of particular interest because of reports it still has a functioning water mill - an asset of great use to any grain-growing community. Thus brave adventurers are being asked to investigate and clear out the hamlet so that it can once again produce fine-ground flour for western Karameikos. 

20 years ago the village was raided by orcs  - nearly half the inhabitants were killed and most of the survivors fled to safer settlements. Soon afterwards Hawthornfield was taken over by a powerful necromancer called Ezzorius, looking for a quiet base of operations. He went to work building an army of the undead, using all sorts of dead bodies for reanimation. However, about 2 years ago Ezzorius had an unfortunate encounter with a wandering cockatrice, and is now a stone statue in the middle of the hamlet. His undead minions are still milling about, uncontrolled and mindless. 

The buildings are dilapidated but still structurally intact and upright. For the sake of simplicity, all buildings here are single storey. However, dotted around the hamlet there are various petrified remains of wildlife and livestock - a cow, or a rabbit or a badger frozen as statues. As far as clearing out the hamlet is concerned, the cockatrice is the principle problem. Dealing with animated undead, kobolds and wandering wildlife is secondary although still appreciated by civilized folk.


Key to map:

1) The Mill. Note that outside the mill's front door (the star on the map) is a statue of a wizard-like human with his hands thrown up in defence and a look of horror on his face. If somehow brought back to life, his name is Ezzorius and he is a 10th level chaotic magic user who can command any of the undead creatures in the hamlet. He will be grateful enough to let the PCs leave with their lives but is otherwise not a nice person to deal with. 

a) Empty

b) The milling room. This is dominated by a pair of millstones linked by cogs and axels to the waterwheel outside. Lurking in the rafters here is a giant crab spider that will attack any intruders. 

Crab Spider: AC 7, HD 2*, hp 6, Move 120ft/Climb 120ft, THAC0 18, ATT 1 bite for 1d8 + poison, Save F1, Ml 7, Align Neutral, XP 25,  Poisonous bite: Anyone bitten by giant crab spider must make a save vs poison at +2 to the roll or die in 1d4 turns. 

c) The miller's house main room

d) The miller's house bedroom. Under a floorboard is the miller’s savings, a sack containing 25gp, 122sp and 270cp

from AD&D 1E MM, art by Tom Wham
e) Sluice and Millpond. The sluice controls the flow of water out of the millpond and through the waterwheel. It has been left open for decades and the water flowing through is not enough to turn the wheel, just flowing around it.  The sluice also acts as a footbridge over Pendle Stream. Deep in the millpond near its centre there now lurks a giant pike:

Giant Pike: AC 5, HD 4, hp 20, Move swim 360ft,  THAC0 16, Att 1 bite for 4d4, Save F2, Ml 9, Align Neutral, XP 75. Sudden Speed: Pike can surprise opponents on 1-4 on d6. Entirely Aquatic: Giant pike can breathe underwater but cannot breathe air, and similarly cannot move on land. 

2) The Hairy Halfling Tavern

a) Bar room. The front door here has been smashed , allowing animals access inside. Inside the bar room amidst broken furniture and glassware there is a cockatrice that will attack any intruders. Behind the bar the creature has amassed a small hoard of trinkets: 4300sp, 950gp, 56pp and 5 gems worth 50gp (agate), 50gp (Tigereye), 100gp (amber), 100gp (pearl) and 300gp (beryl). Note that the cockatrice may wander around the hamlet during the day and will attack any living thing, though it generally ignores undead monsters.   

Cockatrice: AC 6, HD 5**, hp 25, Move 90ft, fly 180ft, THAC0 15, Att 1 beak for 1d6 + petrification (save vs Petrification or be turned to stone), Save F5, Ml 7, Align Neutral, XP 425

b)  Kitchen: This room is empty apart from petrified remains of 4 giant rats. 

c) Store room. Most of the foodstuffs and drink here has long since perished, but there is a gallon-sized barrel of finely aged gnomish whiskey worth 300gp

d) Innkeeper's bedroom. Nothing of value here. 

Image by Jeff Dee, from D&D Expert Rulebook

3) Shrine of Law. This building has been descrated and now no longer functions as holy land. However, lawful clerics and others respectful of such matters may aspire to re-consecrate this shrine.

a) Vestibule. In here are crawling claws that will attack living things.

Crawling Claw: AC 8, Move 60ft, HD 1/2, hp 2, THAC0 20, Att 1 claw for 1d3, Save NM, Ml 12, XP 5  

b) Main Shrine. This room is dominated by a broken statue of a saint who lived in the area over a century ago (Saint Verbian the Defiant who was renowned for protecting farmers from marauding monsters). 

4) The Alnithons' Farm 

a) Sheep Shed - This flimsy building now holds 5 skeletons (formerly human) that have been standing aimlessly for decades. They will attack any intruders. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

b) Farm shed - includes various farming tools, storage bins and a small plough, plus 2 skeletal horses. They will stand absolutely still unless either touched or attacked, in which case they spring into action. 

Skeletal Horse: AC 7, HD 3, hp 15, 13, Move 90ft, THAC0 18, Att 2 hooves for 1d4/1d4, Save F2, Ml 12, Align Chaotic, XP 35, Undead traits: As undead, skeleton horses are immune to Charm, Sleep, Poison and disease

c) Farmer Alnithon’s main room. This is empty, and has nothing of value.  

d) Alnithon’s bedroom. Farmer Alnithon has been transformed into a ghoul by a cursed amulet. He hungrily attacks any intruders. The amulet around his neck is silver and moonstone, worth 200gp, but anyone wearing it for a week will be transformed into a ghoul - Detect Evil will reveal something very wrong with it, while Detect Magic will show a strong aura of Necromancy about the amulet. 

Ghoul: AC 6, HD 2*, hp 10, Move 90ft, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, Align Chaotic, XP 25

5) The Borthons' Farm 

a) Borthons’ front room: 4 skeletons (formerly orcs) are here, guarding the farmhouse. They attack any intruders. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

b) kitchen & storeroom. There is nothing of interest here - broken crockery and cooking utensils, plus a metal stove next to barrels of long-decayed foodstuffs.   

c) Borthons’ bedroom. This room holds 6 stirges that will initially attack but will fly out of the window if they fail morale checks 

Stirge: AC 7, HD 1 (4hp each), Move fly 180ft/crawl 30ft, THAC0 19, Att 1 beak for 1d3, Spec abil Swooping strike (+2 to first hit roll), Blood drain (automatic 1d3 damage/round after successful hit), Ml 9, Save F2, Align Neutral, XP 13

d) Cattle shed & dog kennel. In here are 3 reanimated large dogs, using the same stats as zombie wolves

Zombie Dog: AC 6, Mv 90ft, HD 3+2 (hp 17, 14), THAC0 16, Att 1 bite for 1d6+1, Save F2, Ml 12, Align C, 50 XP, Spec Quality: undead - immune to poison, disease & mind-affecting spells, turned by clerics as ghouls. 

e) chicken coop. This is empty apart from various feathers, straw and bits of egg shell.  

6) The Clacktors' Farm: This farm has recently been taken over by a band of kobolds. They are rightly terrified of the cockatrice and will avoid it at any cost. They might be open to negotiation as long as they are not asked to fight "the feathered horror". They know it wanders around during the day and thus they only emerge from the farmhouse at night. If the cockatrice is slain the kobolds might be persuaded to move out peacefully. 

a) Clacktons's front room: The front door here has been reinforced and is not easy to break down. Inside are 6 kobolds + 6 kobold slingers

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger (slingers also have slings + 10 stones each)

b) Dining room and kitchen: 4 kobolds are here. The window has been heavily boarded up. 

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger 

c) Clacktors' bedroom: Quarters for the kobold leader and 3 kobold slingers. In a crude chest under the bed there is the kobolds' treasure: 2100sp, 620gp and 2 potions of healing. The windows have been heavily boarded up.

Kobold Leader: AC 5, Mv 60ft, HD 2 (12hp), THAC0 18, Att 1 weapon for 1d6, Save F2, Ml 8, Align C, XP 20, Equipment: chainmail armour (halfling-sized), shortsword

Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger (slingers also have slings + 10 stones each)

d) Farm shed.  The door here has been broken down and inside are 4 petrified kobolds in poses of terror and panic. Up above in the rafters on the ceiling there are 3 giant bats which may attack if PCs loiter or cause a racket. 

Giant Bat: AC 6, HD 2, hp 6, 8, 5 Move 30ft/fly 180ft, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 8, Align N, XP 20 each

e) Sheep shed. In here are the inanimate remains of a dozen sheep. 

7) The Dirrinors' Farm: This was where the necromancer lived until his unfortunate transformation (see area 1).  Note that wandering around the farmyard is a skeletal ogre, patrolling endlessly. 

Skeletal Ogre: AC 7, HD 4+1, hp 18, Move 90ft, THAC0 17, Att 1 club for 1d10, Save F4, Ml 12, Align Chaotic, XP 125, undead - immune to poison, disease & mind-affecting spells, turned by clerics as zombie

a) Dirrinors' front room. This room has a front door that has been trapped with a crossbow and trigger wire (2 shots, THAC0 12, dam 2d4 per hit), but there is also a smashed-in window so any observant character can bypass the trap. 

b) first bedroom. 2 Bone Warriors are guarding this room. 

Bone Warrior: AC 5, HD 3, hp 14. 15, Move 120ft, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align Chaotic, undead - immune to poison, disease & mind-affecting spells, turned by clerics as wight

c) kitchen and storeroom: 10 skeletal giant rats are here, and they will attack intruders. 

Skeletal Rat: AC 7, HD 1/2, hp 2, Move 90ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align Chaotic, XP 5, undead - immune to poison, disease & mind-affecting spells, turned by clerics as skeletons

d) Necromancer's quarters. This place is clearly more recently used and has a neat bed, and a bookshelf stacked with mystical and terrible grimoires and tomes. There are 10 of these books and are worth 1d6 x 100gp each. Although Read Magic is necessary to understand these books, once cast the reader sees that the books are about necromancy and various ways to animate and control the undead as well as treatises on the nature of undead creatures. Under the bed covers is the necromancer's spellbook. It has the following spells

    • 1st level spells: Read Magic, Detect Magic, Charm Person, Shield
    • 2nd level spells: Continual Light/Darkness, Web, Caustic Bolt, Stinking Cloud
    • 3rd level spells: Dispel Magic, Lightning Bolt, Protection from Evil 10ft Radius
    • 4th level spells: Remove Curse/Curse, Wall of Fire, Dimension Door
    • 5th level spells: Animate Dead, Cloudkill

8) Independent cottages. These were used by non-farmer residents of the hamlet. 

a) The door here has been broken down. Inside are two petrified kobolds, one of them frozen while trying to climb out of the window. 

b) This place now holds 3 skeletons plus a skeletal horse. If the place is searched it is clear this belonged to a tailor, with needles, threads and pieces of cloth on a workbench, and a wardrobe with finished and partially made cotton and linen items. In a box under the workbench is a Robe of Protection +1 and a large roll of fine silk worth 200gp. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

Skeletal Horse: AC 7, HD 3, hp 15, 13, Move 90ft, THAC0 18, Att 2 hooves for 1d4/1d4, Save F2, Ml 12, Align Chaotic, XP 35, Undead traits: As undead, skeleton horses are immune to Charm, Sleep, Poison and disease

c) Empty

d) Empty

e) Coiled up here is a large pit viper that will lash out at any thing that approaches it. 

Pit Viper: AC 6, HD 2*, hp 11, Move 90ft, Att 1 bite for 1d4 + poison, Save as F1, Ml 7, Align Neutral, XP 25, Venomous bite: Anyone bitten must save vs poison or die instantly. 

f) 5 stirges are roosting here in what was the hamlet's bakery. There is a large oven here; inside of it are lots of ashes but in the ashes is a single green Chrysoberyl gem worth 300gp. 

Stirge: AC 7, HD 1 (4hp each), Move fly 180ft/crawl 30ft, THAC0 19, Att 1 beak for 1d3, Spec abil Swooping strike (+2 to first hit roll), Blood drain (automatic 1d3 damage/round after successful hit), Ml 9, Save F2, Align Neutral, XP 13

 


 

 

Sunday, 12 July 2026

Orc Clans of the Eastern Cruth Mountains

art by Stanton Feng, source
The orcs of the Cruth Mountains have long been the most persistent and frequent enemies of the halflings of the Five Shires. As with orcs in other regions they band together in clans that consist of multiple tribes, with tribes being from 20 to 100 individuals and usually gathered into a single lair, whereas a clan may have tribes over quite an area and may include up to 1500 individuals. Clans typically have a central stronghold where the clan chief presides with his advisors and where tribal leaders deliver reports and receive orders. 

Here are some of the most significant orc tribes in the mountains north of Eastshire. This is by no means exhaustive. My homebrew rules for orc shaman and orc warrior NPCs can be found in this post

The Flaming Axes Clan

Headquarters: Shatterpick Mine (former dwarf tin mine)

Population & Fighting Strength: 450 (300 warriors)

Notable Troop Types: 

  • The Brethren of Gruumsh (elite unit of 2nd level orc warriors, numbering 25. They listen to their shaman Wazzugga the Blessed and are led by Malrax)
  • Headslammer’s Slammers: 10 ogres and 1 ogre leader sometimes hired as mercenaries. 

Notable NPCs: 

  • Wazzugga the Blessed: 9th level orc shaman. He is convinced he is receiving visions of war and conquest from the Great Orc Gruumsh himself. He is unhappy with his chief’s timid leadership
  • Zothog Hinslayer: 9th level orc warriors, leader of the Flaming Axes clan. He is naturally cautious and not attacking until victory is close to certain. He rides his pet cave bear Rendclaw into battle. He is getting fed up with his chief shaman’s rantings about launching immediate invasions of the Shires. 
  • Malrax of the Brethren of Gruumsh: 7th level orc warrior, wielder of the two-handed sword Fleshripper. He is a true believer of Gruumsh and is on Wazzugga’s side, and is considering how to take the chief’s throne, either by open challenge or by treachery.  

The Red Spears Clan

Headquarters: Overcliff Tower (crude orc-built tower on top of steep precipice)

Population & Fighting Strength: 600 (400 warriors) + 40 undead

Notable Troop Types: 

  • Varrath’s Dead Company (about 40 animated skeletons and zombies under Varrath Ghostspeaker’s command). 
  • Red Spears Spear-orcs. About half of the Orc warriors are equipped with spears and trained to set spears and fight in close formation.  

Notable NPCs:

  • Gornax the Brute: 10th level Orc Warrior with 18 Strength & 16 Constitution. Nominal leader of the Red Spears clan. He can defeat most living foes, even hill giants and trolls, but fears the supernatural and respects his shaman, nearly always listening to his shaman’s advice. 
  • Varrath Ghostspeaker: 11th level Orc Shaman. Varrath has visited the tomb of Shordoth and is more interested in the force of Chaos than the orc immortal Gruumsh. He is interested in necromancy and has acquired some unholy items that help him command the undead. He finds it easy to manipulate his chief, Gornax the Brute, and considers him a useful figurehead. 
  • Dalgosh: 6th level orc warrior. More intelligent than Gornax. Dalgosh has spoken with members of the Circle of Forgotten Secrets about hiring the Red Spear orcs as mercenaries. Varrath has not directly intervened but does not trust the human mages either.   

The Hill-Stomper Clan

Headquarters: Pikehead Camp (palisade & ditch on hill top with wooden buildings) not far from Darokin

Population & Fighting Strength: 650 (430 warriors) + 200 kobold slaves

Notable troop types: 

  • Kobold Slingers. Those kobolds trusted with weapons are generally used as scouts and skirmishers, equipped with slings and long daggers. Currently there are 40 of them. 
  • Worg Riders: About 15 of the most elite warriors (3rd level orc warriors) ride worgs into battle. 

Notable NPCs:

  • Eegorn Warhunter: 8th level orc warrior. Eegorn has begun a process rather unusual for orcs - trade with certain humans. Such humans are usually amoral and sometimes aligned to Chaos. This means that Eegorn can get better weapons and armour. He has recently got kobolds to mine gems from local seams and selling the gems to these humans for gold. 
  • Norstrol Swordbreaker: 6th level orc warrior. Leader of the largest tribe within the Hill-Stomper Clan, Norstrol is not interested in trade and thinks that any non-orcs should be attacked. However, he keeps being put back in his place by the chief, Eegorn. 
  • Barrvoss: 6th level orc shaman. Barrvoss is not sure about his chief’s new business ventures. As a follower of Gruumsh, Barrvoss believes in bloodshed and conquest, but he can also see the benefits of prosperity. He has had several non-violent interactions with chaos cultists and although he is not going to convert to their cause, he can see they can be useful allies. 

The Screaming Raven Clan

Headquarters: Raven Roost, a large natural cave complex halfway up a mountain, with many traps and pitfalls. However, deeper in the cave are a roost of Deep Glaurants who have started attacking the orcs

Population and fighting strength: 750 (500 warriors) + 50 kobold slaves. 

Notable Troop Types: 

  • Raven Archers (about 100 warriors from all the component tribes are trained with shortbows and arrows)
  • Raven Slayers: 15 experienced orc warriors (2nd level) with better than average dexterity (13 dex, +1 to hit with missiles and -1 to AC) armed with longbows.
  • Gannish’s Rockhurlers (30 orcs and kobolds trained and equipped with ballistae and onager catapults)

Notable NPCs:

  • Scarrag The Angry: 10th level orc warrior. Scarrag has found himself having to fight two separate opponents, the halflings of the shire and the Deep Glaurants who have taken a dislike to his orcs. 
  • Gannish the Clever: 7th level orc shaman. Gannish has spent time with the mysterious Modrigswerg (molder dwarves) of the Northern Reaches and has learned much about craftsmanship and contraptions from them. He now oversees the crews for several siege weapons and has organised the construction of traps guarding the clan's caves. 

The Hungerers

Headquarters: The Bone Pit, a large natural cave in the mountains with excavated extensions. Decorated with lots of bones. 

Population and Fighting Strength: 500 (340 warriors) + 20 ogres + 30 gnolls

Notable troop types: 
  • 40 orc berserkers (1st level orc warriors) & 20 battle ragers (2nd level orc warriors) who never check morale and never retreat, getting +1 to damage like human berserkers
  • Droog’s Hackers: 10 ogres + 1 ogre leader equipped with huge battleaxes (1d10+2 damage)

Notable NPCs
  • Hraak the Eyegouger: 7th level orc shaman. Hraak has spent time in the Altan Tepes along side The Ravening Maw cult and has picked up their beliefs and gruesome traditions and brought them over to his tribe in the Cruth Mountains. As far as orcs go he is very charismatic and has swayed most of the Hungerer clan to his newfound cult, even changing the name (formerly they were the Broken Boulder clan). Every full moon he organises a horrible feast where their slain enemies and other hapless victims are devoured. 
  • Marvorg: 6th level orc warrior. Marvorg is nominally the chief of the clan but he has conceded that now Hraak is running the show. But as a Gruumsh-following traditionalist, he is not comfortable with these new-fangled beliefs. Marvorg is uncomfortable with cannibalism: orcs eating humans, halflings and even kobolds is understandable, but orcs eating other orcs just seems wrong. He is considering leaving the Hungerers clan for a less radical one; Perhaps the Hill-Stompers will accept him?
  • Reshhee the One-Eyed: 5th level orc shaman. As a Gruumsh-believing traditionalist, Reshhee is not happy about Hraak and the Ravening Maw cult. She is also a female orc shaman which is not common, and is facing prejudice from other orcs who want to keep their females firmly under control. Unlike Marvorg she is not intending to leave but to kill Hraak and re-establish the old order of Gruumsh. 
  • Droog the Paunch: Ogre leader. Droog is not an orc, but he is Hraak’s strongest ally, and he and his ogre gang are more than happy to brutally suppress dissent within the clan and promptly devouring those slain. His epithet is as a result of his prodigious appetite. 

Sunday, 5 July 2026

The Unhallowed Tomb of Shordoth

History

Over one and a half thousand years ago there was a powerful sorcerer of Chaos known as Shordoth. He made his home in the Cruth Mountains between Highshire and the town of Dolos in the Republic of Darokin. Despite his dark allegiances, he kept a low profile and was content with influencing rather than conquering the lands nearby, though his instigations were often baleful. It is claimed by his followers that he encouraged the discord and infighting among the halflings that led to the Clanstrife of 811BC where the hin descended into civil war. It is also believed that he encouraged King Thrail of the orc tribes to invade the halflings’ lands in 802BC. For the next fifty years Shordoth tried to coordinate the forces of Chaos, particularly orcs and gnolls, to subjugate the hin while he stayed hidden in his mountain lair. Humans, dwarves and even corrupted halflings also served as his agents and footsoldiers while kobolds worked on his stronghold. However, in 740BC he was slain by brave halfling heroes after his identity and activities were revealed to the leaders of the Five Shires by the spy Meriadoc Hardbottle. 

Source

His surviving followers placed him to rest in a tomb under his mountain stronghold and there his mortal remains have stayed. However, his corrupt influence endures, particularly within his stronghold. There are a number of orc tribes around his stronghold who still fear the place, and orc shamans will refer to it as the tomb of the ancient master. Many of his followers who died in that fortress have become undead, while chaotic creatures are now drawn to the ruins.   

The Surface Ruins

The stronghold of Shordoth has a significant presence on the surface, with the central keep, curtain walls and wall towers still mostly standing though many of the smaller buildings have completely collapsed. The Ragged Eyesocket tribe of gnolls are based in one of the towers and gnolls will patrol the rest of the surface buildings unless there are more dangerous monsters than they can handle - the gnolls avoid the central keep for this reason where a Red Ogre and a number of normal ogres have made their lair.  

The Dungeons and its visitors

Beneath the main keep the first level of dungeons is believed to contain many barracks and guardian monsters, while the second dungeon level holds Shordoth’s extensive libraries and laboratories. The third level is the catacomb where Shordoth and many of his faithful minions were buried, as well as shrines to the cosmic force of Chaos, foul chaotic immortals and Chaos Princes. This third level has a powerful unhallowed aura that disrupts the spellcasting of lawful creatures and also makes them both fearful and nauseous. Even clerics cannot turn undead creatures as they would in other dungeons, and given the wraiths and spectres in these catacombs this is a dangerous situation for mortal adventurers to enter. 

And yet mortals do still enter. Some are simply after treasure, both mundane and magical - a risky proposition though one or two adventurers have emerged with gems, jewellery and unusual magic items.  Some are followers of Chaos, sent by their patrons or masters to retrieve books and scrolls from the libraries or strange ingredients and equipment from the alchemical laboratories. These chaotic folk are often completing tests of service, and proving themselves capable and worthy of continued patronage.  Because they are of chaotic alignment they are not as affected by the unhallowed aura, although they generally do not get a free pass from the monsters and undead. The rarest type of explorers are those trying to put a final end to the evil influence of Shordoth. None have succeeded, and only one has made it out alive. 

The Circle of Forgotten Secrets 

The Circle of Forgotten Secrets is a relatively small group of chaotic mages and their followers, not based in Shordoth’s keep itself but in a manor house in the Cruth Mountains nearby. They claim to be the successors to Shordoth’s apprentices and followers, and the circle is intent on both learning Shordoth’s secret research (hence occasional expeditions into the dungeon libraries and laboratories) and carrying on Shordoth’s plan of encouraging the humanoid tribes to disrupt and possibly overrun lawful civilisations such as the Five Shires. Like their dark hero, the Circle of Forgotten Secrets is unlikely to reveal itself, preferring to operate behind the scenes. 

The most senior member of the Circle is Druusheena (20th level human mage), a powerful mage exiled from Darokin for her unacceptable interest in the Cult of Chaos and abhorrent experiments on kidnapped citizens. 

Her second in command is Zorpheus, (16th level human Twisted Summoner) a Glantrian wizard who tried (and failed) to kill and usurp his master using summoned monsters. 

Farloth the Bloody is a Chaos Warrior (16th level) who dreams of leading legions of Chaos to devastate his Darokin homeland which he hates with a passion. 

Ralsheeni (8th level halfling) is their main spy. She is bitter with her fellow halflings for what she sees as unfair treatment and disrespect as well as being passed over for appointments in the Shires. Her fellow halflings would point out her previous awful behaviour as their real reason. Nonetheless, she will often visit the Five Shires, keeping a low profile, and then report back to the Circle.