
Beneath the Prowling Sanctum
Find the one behind it, and make them an offer.
The reeve of the nearest village calls in an old debt the players can't refuse: find Wynholm and talk them out of it. They'll want the old lord's hunting horn, which calls every hound in the county in return; you may offer it.
Wynholm. A hermit who talks to animals, and has stopped liking people. Wants the forest back as it was before the road.
- 1The way in. A dead lantern hangs by the door, still warm.
- 5Rivals. The goblin war band hold this ground against Wynholm's people and will fight anyone who comes in, but gold will buy a truce.
- 6Hazard. A burrow here opens under the floor: anything heavy falls in with whatever lives below.
- 10Obstacle. A portcullis here is stuck halfway. Two strong people can lift it; anyone under it if they slip is in trouble.
- 13Clue. A feeding trough here, and fresh meat in it. Someone is looking after them.
- 16The key. The key to the throne room (12) hangs here on a hook, where only someone who lives here would look.
- 19Help. Someone hides here, half-starved: a scavenger who knows which floors creak.
- 18Hazard. The air here is thick with spores, or musk, or both. Eyes stream.
- 21Ambush. The orc raiders here aren't asleep, only waiting. They'll let the players go deeper and close the way behind them.
- 11Showdown. Wynholm is here with the spiders' nest around their feet. Hard. Hurt the creatures and Wynholm goes wild; hurt Wynholm and the creatures scatter. This can end without a fight: Wynholm will hear the players out, if they get here without bloodshed.
- 12The prize. The old lord's hunting horn, which calls every hound in the county is here. Whatever the players agreed, this is where they find out whether Wynholm meant it.
Twist. The way in was left open on purpose: the players are expected, and someone has laid a table.
Open it, print it, run it


