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The road to Lhessadrak's fortress is treacherous at best, it requires venturing into the haunted forests of the Beastlands into a dismal marsh region to its south. At the center of this swamp lies the great stone fortress of Lhessadrak.

[The GM is free to place Lhessadrak's fortress in any wilderness region that best fits in their current setting,.]

On the first night into the forests, the PCs should stay at a small forest inn with little accomodations beyond beds and simple fare, as it is generally used by hunting parties entering the dark forest lands and seldom by clients of means.

It may prove a restless night for one PC (see below.)


The gamemaster may be able to insert some previously unknown background information for one of the player characters. Lhessadrak in life had two daughters. The eldest daughter, Vhassa Lhessander took a lover prior to her own demise, and gave birth to an illegitimate child. This boy was raised by a peasant midwife after Vhassa became a vampire. The boy grew up to be the selected player character's great grandfather.

During the night the chosen PC will realize that someone or something is trying to make contact with her.

While this story element is not absolutely crucial to the adventure, it serves as a means of protecting the party from the lich's wrath, as he is aware that one of the PCs is of his bloodline. Though Lhessadrak is a diabolical overlord of evil, what was most important to him in life was his family, whose unfortunate ends were what drove him to become the monster he is now. The adventure is a rescue mission, and while Lhessadrak will desire to prevent their success, he will not use overwhelming force at his disposal, out of sympathy to one of the party members.


Random Monsters on the Road South (roll 1d6):


1. Wolves (1d4 + 4)

2. Orc raiding party (1d8)

3. Bandits awaiting in ambush (1d6)

4. Giant Spiders (1d4)

5. Trolls (2 each)

6. Green Hag


Now go to: Part 2: Fortress of the Pontiff