The Elfenland Supplement PDF
June 1, 2025

All the Elfenland posts gathered, with some tweaks and additions:
- New elven castle art
- Pre-made PCs: A party of elves
- A few more spells
- OD&D combat and mass combat supplemental rules
Styled after Scott Driver’s Dwarf-Land, which I found even more inviting to read when printed. Formatted for full-sized printing, but it works for trimmed booklet printing too with 28 pages.

Elfenland Castle Siege and Defense
May 12, 2025
A previous Elfenland post provided a Fortifications value for each castle in the kingdom. Here, that metric is integrated into simple siege resolution.

A castle’s Fortifications value is a measure of its physical defenses, indicating how long a castle can hold out during a siege, subject to the size of attacking and defending forces. High level spells and artifacts, such as Horn of Blasting, can significantly alter siege proceedings at the referee’s discretion.
Attacking Total Strength
The sum total of invading forces surrounding the castle.
Defending Total Strength
The castle’s Fortifications value + defending force inside the castle + defending force outside the castle
(Typically, the defender has no force outside the castle until reinforcements arrive.)
Resolving Sieges
To declare a siege, the attacking total strength must be greater than or equal to the defending total strength. Resolve sieges in week-long increments.
Siege Damage is calculated each week thusly: d30 + attacking total strength – defending total strength
Siege damage is assigned in three steps:
- If the defender has forces outside the castle, siege damage is inflicted upon those forces first. Equivalent damage is inflicted upon the attacking force.
- If the outside defenders have been eliminated and there is still siege damage remaining, inflict that damage upon the castle itself, deducting from Fortifications. The attacking force takes damage equal to 50% of the damage inflicted upon the Fortifications.
- When Fortifications reaches zero, a breach has occurred. Any remaining siege damage is inflicted upon the defending force inside the castle. The attacking force takes damage equal to 150% of the damage inflicted upon the defenders inside the castle.
Repeat the process each week that the attackers want to continue the siege, recalculating strengths and re-rolling siege damage. Attackers take control of the castle once a breach occurs and the inside defenders are eliminated.
Castle Repair
A Fortifications breach doesn’t mean the castle is completely destroyed. Sometimes only a small portion is damaged. Repairs can be performed as a barony event to eventually return the Fortifications value to full strength.
Small Party Action
Before sieging an enemy castle, a party of PCs can go on an adventure to learn of weaknesses in a castle’s Fortifications. Or a Sage can be consulted. Once the weakness is known, a siege can be conducted against a reduced Fortifications value to create a breach more easily.
Mass Combat
The above siege resolution system can be used without a map of the castle. If the referee or player produces a map of the defending castle, the siege can be resolved using mass combat rules. Defenders can use traps or knowledge of the castle’s layout to their tactical advantage. Superior magical and monstrous might can have a large impact as well.
Another option is to use this siege system to determine when a breach occurs. Once breached, the ensuing battle to defeat the castle’s inside defenders can be played using mass combat or man-to-man rules, depending upon the scale of the forces.
Spells and Swords of Elfenland
April 27, 2025
Continuing development of Elfenland. Previously:

“Wielding with aplomb. Spells and swords alike.”
-Fadle of Tichih, A Brief History of Elves
…
Spells
Magic Moth (Level 1)
Summons a moth. The caster recites a message and instructs the moth when and where to repeat the message a single time, near or far.
Booming Voice (Level 1)
The caster’s voice blasts a 10’ wide pulse that stuns all in a straight line up to 100’ away. It echos off walls to complete the 100’ distance. Caster cannot be stunned by own voice. No save allowed. Creatures with more than 6 hit dice unaffected. Stun duration: 1 full combat round per caster level, doubled if hit by both original and return echo.
Wall of Mist (Level 1)
Summons a wall of fine mist that makes allies on the caster’s side of the wall invisible to observers on the opposite side. An observer focusing intently will detect a faint sparkling effect where the mist is. Max height and width: 30’. Range: 30’. Duration: 30 minutes.
Fire Finger (Level 1)
Shoots a thin flame from the caster’s finger with unerring accuracy, igniting objects that are highly flammable, such as a torch or oil. An enemy target is dealt 2 damage per level of caster, no save. Range: 100’
Fire Fist (Level 2)
The caster’s fist becomes a ball of fire. Melee attacks with the fist have +2 to hit bonus. A successful hit deals d6 damage per caster’s level and pushes the victim back. Duration: until the first successful hit or 10 minutes or caster chooses to end the effect, whichever comes first.
Force Field (Level 2)
Grants caster an armor class of 2. Any successful hit on the caster is deflected. Dissipates after deflecting two melee/missile hits. Doesn’t stop spell effects, but gives +2 to save vs spells.
…
Swords
“Using the D&D magic sword generation system may be one of the great underrated guilty pleasures of DMing.” -Me
Faldrang
- Held by: The Prince of Elvenhold
- Appearance: Gleaming long sword with golden hilt and ruby pommel.
- Purpose: Slay Monsters
- Alignment: neutral
- Intelligence: 12
- Ego: 12
- Languages: 2 (Common, Elvish)
- Communication: Telepathy
- Powers: +1 on attack roll, +1 on saving throws, Read Magic, Detect magic, Highly sensitive to shifting walls and rooms, Illusion generation
Sol
- Held by: The Prince of Wylhién
- Appearance: Basket hilted rapier with sun motif.
- Alignment: Law
- Intelligence: 2
- Powers: +1 on attack roll, +2 on attack and damage rolls vs mages and the enchanted
Blitzklein
- Held by: The Prince of Yttar
- Appearance: Damascus kris blade. Turquoise pommel.
- Alignment: Law
- Intelligence: 9
- Ego: 9
- Communication: Empathy
- Powers: +1 on attack roll, +3 on attack and damage rolls vs dragons, Detect sloping passages, Detect traps, Detect magic
Djinn’s Fist
- Held by: The Prince of Al’Baran
- Appearance: a scimitar with brass hilt shaped like a fist
- Alignment: Law
- Intelligence: 6
- Powers: +1 on attack roll, Cut off one of owner’s fingers to use one of five wishes
Bitterwind
- Held by: The Executioner of Al’Baran
- Appearance: a very large and plain scimitar
- Alignment: Law
- Intelligence: 9
- Ego: 3
- Communication: Empathy
- Powers: Detect traps, Detect sloping passages. Detect food
- Cursed: -2 on attack roll
Vithalmord
- Held by: Unknown. Legend says it waits in the ruins of Undrac.
- Appearance: blackened steel with dragon wing hilt
- Alignment: chaos
- Intelligence: 2
- Powers: +3 on attack roll
Between Adventures in Elfenland
April 24, 2025
Continuing development of Elfenland. Previously:
Supplementing more OD&D rules for the Elfenland campaign milieu. These are often referred to as “downtime” rules, but that seems to de-emphasize them. Let’s re-emphasize what players can do between adventures. OD&D volume and page references in parentheses.
Experience Points (v1 p18)
In addition to defeating monsters and recovering treasure, Elfenland PCs have additional ways to earn XP:
- Castles and Strongholds
- Gifting relative
- Magical research
- Item enchantment

Castles and Strongholds (v3 p20)
When a PC builds or upgrades a stronghold, they earn an XP award of 1/x of gold value spent, where x is the PC’s level. Once a PC has built a stronghold, they no longer need to pay a monthly 1% of their XP total for personal upkeep costs.
Relative (v1 p13)
A PC’s relative (or protégé) can gain experience levels by receiving gifts prior to becoming a playable character.
Gifting to a relative:
- PC chooses gift value from currently available wealth. The minimum gift value to qualify is 300 gp, but more valuable gifts increase the XP awarded to the relative and PC.
- Roll 3d6.
- Assign the rolled value to one of the relative’s abilities. If the relative already has values for all six abilities, replace one of the values with the new roll.
- Multiple the roll by 100 and award the relative that much XP, but the award cannot exceed the gift value.
- Subtract the award from the gift value and give the remaining amount of XP to the PC. The max XP that a PC can be awarded from a single gift is 1000 * current level.
When a relative has values for all six abilities, the player can use the relative as an alternate PC. Once used as a PC, that relative can no longer receive gift awards from the original PC. The original PC can designate a new relative.
Time (v3 p35)
When PCs are engaged in lengthy magical research or enchantment projects, they may not be able to join an adventure in the meantime. When this happens, it’s useful for the player to have alternate PCs available. If a player has none, the referee may allow for the creation of a new level 1 PC or have the player use an NPC.

Treasure Maps (v2 p26)
In Elfenland, treasure maps are cryptic and may require time and expertise to decipher. They often lead to either a Hollow Hill cave or point to secret areas in a larger ruin or underworld complex. Most are an actual map of varying accuracy and abstraction, but they may take other forms such as textual clues or representative imagery.
The referee can create and present a physical map to the players, or treasure maps can be handled abstractly.
If handled abstractly, there are usually two ways to decipher treasure maps:
- Research like a spell, but without gold expenditure. The referee determines the difficulty level of the map (1-6). Required research time is one week per level. The base chance of success is 20%. Extra research time can be added to increase the chance of success by 5% per additional week.
- Find a Sage for consultation.
Once a treasure map is deciphered, it gives PCs specific directions to treasure location, enables discovery of hidden cave entrances, etc.
Sage (v3 p22)
In Elfenland, all PCs can consult Sages, but their location is usually either secret or difficult to reach. They aren’t employed on a monthly basis as described in OD&D. Fees, if any, charged by Sages are at the discretion of the referee.
What can Sages do?
- Decipher treasure maps
- Reduce cost and failure of spell research and item enchantment
- Reveal monster vulnerabilities to enable enchantment of weapons with bonuses versus specific monsters
- Reveal truth of rumors
- Council barony lords
- Etc.

Magical Research (v1 p34)
In Elfenland, magic-users don’t automatically gain new spells upon attaining higher levels. Research is the only way to add spells to a PC’s spell book. A new spell can be from the OD&D spells table (v1 p21), an Elfenland-specific spell, or an entirely new spell of the player’s design. The chance of successfully adding to the spell book is doubled when consulting a scroll containing the desired spell during research, but with reduced XP award.
XP awarded for researching spells:
- Success (not consulting scroll): 2/x of gold value spent
- Success (consulting scroll): 1/x of gold value spent
- Failure: 1/(x+x) of gold value spent
- x is PC’s current level
Item Enchantment (v1 p6)
In Elfenland, all levels of magic-users can enchant items, but there is a chance of failure.
- The magic-user must have a spell in their spellbook with an effect similar to the desired enchantment, or have specific consultation from a Sage for such purpose.
- Exception: enchanted weapons and armor with only simple bonuses can be forged without a spell effect. These are the only enchanted items that Tinkers can make.
- Bonuses versus specific monster types must first either involve study of the monster’s carcass or consultation with a Sage.
- Hermits can make potions from scrolls.
Item enchantment chance of success:
- 45% + (x*5)%
- x is PC’s current level
Enchantment time:
- One week per level of spell effect
- One week per degree of bonus for weapons and armor
- Extra time does not increase chance of success
XP awarded for item enchantment:
- Success: 1/x of gold value spent
- Failure: 1/(x+x) of gold value spent
- x is PC’s current level

Baronies (v3 p24)
The 21 castles and settlements of Elfenland are considered baronies as described in OD&D. It’s up to the referee and players to decide if barony management is right for their game. Even if your game doesn’t involve barony management, the following method may be used to provide context and adventure ideas in your Elfenland campaign.
For each in-game month or period of time between PC adventures, the referee decides or randomly determines the events of Elvenhold and one other barony (chosen or randomly determined by the referee):
- Rivinia
- Lapphálya
- Beatá
- Erg’Erén
- Strykhaven
- Virst
- Tichih’
- Throtmanni
- Jaccaranda
- Al’Baran
- Feodor
- Dag’Amura
- Wylhién
- Usselen
- Parundia
- Yttar
- Kihromah
- Grangor
- Mah’Davikia
- Jxara
If PCs are lords of a barony, they make their own barony’s decisions instead of the referee.
Examples of barony events:
- Fortification construction
- Civil Infrastructure
- Recruit unit of soldiers
- Mobilize units
- An Elven Festival of Seasons
- Small party: Envoys
- Small party: Recon
- Small party: Exploration
- Small party: Raiders
- Special
Special barony events:
- Marriage
- Birth
- Death
- Scandal
- Uprising
- Monsters
When an event occurs in a distant barony, news of it can reach the PCs in the form of rumors that may be partially or completely false. Some events, especially construction, will take longer than a month to complete.
It’s up to the referee to decide if events are part of a larger “grand campaign” scheme, either planned or serendipitous.
It’s up to the players to decide which, if any, of the events to follow up on or pursue. Small party actions (events 6-9) are opportunities for PCs to be involved in royal intrigue and build relationships with lords.
Darkdurdle: Ruined Pile and Dungeon
April 21, 2025
Continuing development of Elfenland. Previously:
Detailing more complex geomorphs to create a ruined castle. These old geomorphs always looked one-dimensional to me, but I’ve found it easy to add elevation within a level and make numerous connections between levels. This treatment of Darkdurdle is inspired by the castle entry of the same name in Dwarf-Land.
…
The ruined pile of Darkdurdle stands ragged on the edge of the mountains.
…
The Last Hasp Inn
At the base of Darkdurdle mountain is an empty village with one remaining establishment: The Last Hasp Inn. The proprietor elf is old, even by elven standards. He serves wine, stew, and optimism. If he learns that PCs intend to visit the ruins, he requests a vintage from the castle’s wine cellar: Depadew 1322
A switchback trail goes up the mountain to the castle, which is partially visible from the inn. Much of it is rubble, but the central portion is intact. The gatehouse endures, a swift creek rippling through the portcullis and down the mountain, falling into mist. Steam or smoke rises gently from the rest of the ruins.
If the PCs further observe the ruins from the inn, roll d8. They spot mountain goats climbing on the Ruins Level in the area indicated by the die roll.
Map notes:
- Circles marked with +/- are spiral staircases connecting to another level. “+” indicates top, “-” bottom.
- Other stairs on the map are changes in elevation but remain on the same level. “+” indicates top.
- “-” on walls indicate window slits.

Ruins Level
This level is frequented by Zergoots. These goat-centaurs wander the surrounding mountains and return to these ruins periodically to cache their treasures and engage in revelry.
A pack of vulture-headed harpies also nest in the central tower, area 12. The Vulpies usually keep to themselves until a battle breaks out in which case they take flight, circle the castle, and prepare to fight for their scavenging rights.
Wandering Monsters
At the end of each exploration turn on this level roll 2x d20. If the difference is 12+, a group of d6+3 Zergoots arrives and moves across the map, based on the rolls. Example: if 4 and 16 are rolled, the Zergoots begin moving between areas 4 and 16 next turn, in whichever direction and route best fits the situation in the referee’s opinion. The referee rolls for surprise to determine if each side is aware of the other’s presence, taking into account Zergoot and PC exposure and recent noisy activities.
If a 20 is rolled on the encounter check, the pack contains the Zergoot King. He has ram horns and the shield and weapon of Fodkin, former dwarf king of Darkdurdle:
Fodkin’s Shield +1. Shall be splintered by a killing blow, preventing the damage and shattering the attacking weapon. (Image of horse head on front)
Fodkin’s Warhammer +1. (Head shaped like a horse)
1 Gatehouse
The rusted portcullis has a bent portion large enough to squeeze through. Inside, 20’ wide avenues go north, east, and west, lined with thin window slits.
Visible from here: The avenues are open to the sky except for an arched bridge connecting areas 5 and 11. The central rampart (11-12) is largely intact. Water seeps out of the aqueduct tower (5), trickles over piles of rubble in the collapsed SE section (3-4), then flows as a waterfall onto the avenue and through the portcullis.
2 Secret Ramp
The floor sounds hollow underneath this dead end. It’s a ramp that pivots down when activated from below (Dungeon Level area 15). There’s no opening mechanism from above, but if 3+ PCs jump on it several times, it will crash open and deposit the party below, taking d2 damage each.
3 Behind the Waterfall
The secret door on the map is a gap in the rubble behind the waterfall. Zergoots haven’t discovered this wet chamber. There’s two dwarf skeletons in rusted out platemail. Their bows are warped and useless, but there is a quiver of 10 magic arrows (red fletching) in perfect condition. Glows red when nocked and shoots like laser. +1 to hit. Deals fire damage, but doesn’t set target aflame.
4 Under the Rubble
This section of wall remains intact, creating a wet chamber under the rubble, with slot windows letting in thin light from the avenue.
5 Aqueduct Tower
This chamber under the rubble has rungs that enable climbing up to the aqueduct canal bridge, which connects to the central rampart, area 11. The canal is clogged, diverting water out over the rubble of the castle’s southeast corner. The aqueduct comes in from the eastern mountains.
6 Supply Chute
A 3’ wide floor chute angles west, down to Dungeon Level area 6. The chute is worn smooth and any PC sliding down will gather speed and take d2 damage on impact.
7 Guard Post
This chamber is only accessible from the barracks (Dungeon Level area 7). Slot windows let in thin light from the avenue.
8 Central Passage
A long corridor with slot windows on the north side, letting in thin light and offering glimpses of the sunken courtyard, area 10.
9 Throne Room
The throne on the west side is cold grey stone, with scars where ornamentation has been pried out. The northeast passage out of the room has a message in Common chiseled above the threshold: “Guests be welcome but woe to those who enter unwelcome”
10 Sunken Courtyard
The stairwell leading down to the courtyard is clogged with rubble, making passage impossible and trapping the ape ghoul within. The courtyard is bare dirt and rock littered with bones and a dead tree stump (D). Next to the tree is stairs going down into the jail (Dungeon Level area 1). The Vulpies and Zergoots sometimes drop carcasses here from areas 11 and 12 to feed the White Ape Ghoul that lairs below.
11 Central Rampart
This elevated area is largely intact and gives commanding views of the courtyard and entrance avenue through its crenellations. An aqueduct bridge connects east to area 5. Water no longer flows, but it used to run into the deep well (w). A PC climbing down the dry pit will discover bones and the Doleful Decanter, a misshapen metal pitcher that groans and pours thick red wine.
12 Vulpy Tower
A Vulpy nest fills the entire tower lookout, which they defend vigorously. In the nest: bones, two eggs, and a bag of coins and gems.
13-15 Royal Chambers
The roof is gone from these royal bedrooms and the weathered furniture is chewed by Zergoots. Each room has a cache of coins and jewelry squirreled away by the goat centaurs.
16 Dwarf Shrine
This pyramid shaped room has angular inlaid bronze meridians and a polished anvil altar. There are arcing scrape marks on the floor around the altar. Rotating the alter opens the secret door into a chamber packed with bones and skulls of dwarves. Each turn the party searches the bones, they roll a d12 for each PC searching. If a 12 is rolled they find a magic ring on a finger bone:
Ring of Protection 5’ (crescent moon shaped). +1 armor class. +1 save to all within 5’. When the wearer makes a successful save, an image of an ancient dwarf flashes for a second and performs the saving act.
17 Mine-master Office
This chamber is ransacked. Examination reveals rusty picks, shovels, and faded mining diagrams.
18 Forge-master Office
This chamber is ransacked. Examination reveals rusty hammers, tongs, and faded weapon designs.
19 Wine-master Office
This chamber is ransacked. Examination reveals shattered bottles, broken goblets, and faded wine recipes. The south door is heavily reinforced and locked by a huge padlock. It has taken a beating from Zergoots trying to ram it open to no avail.
20 Wine Cellar
Deep below the rubble in the southwest corner of the castle ruins are the twisting passages of the wine cellar. The center of the cellar (g,h) is only accessible from the winery (Dungeon Level area 2). A weighted pulley system raises and lowers platforms (f). The cellar is lined with racks holding huge wine bottles. Vintages found in these areas:
a. Hoss 847
b. Shantiili 1749
c. Claghern 926
d. Murt 1825
e. Lurchall 1999
f. Burlinkdom 1733
g. Schpitleo 532
h. Depadew 1322


Dungeon Level
Dim brass lamps are built into the rusty stone walls of most rooms and corridors, giving a red glow to much of the level.
This level is home to an enclave of Dhorgs, former dwarves cursed by the Witch. Now they are bipedal hogs that dress and act like dwarves, but three times the size. They persist in their former duties, somewhat oblivious to their situation and surroundings. These pigs can be reasoned with but are quick to anger if crossed.
Wandering Monsters
The corridors marked “M#” continue off the map into mining sections. Roll d20 after each turn of exploration on this level to determine if a wanderer arrives. On 1-4 a Dhorg arrives on that space with a mine cart, heading toward the ore chute of area 20. The cart from M4 uses a rail and winch to traverse the stairs.
1 Jail
Lair of the White Ape Ghoul. It’s inaccessible from the rest of the level and entered via the courtyard above. There are no lamps here and all the doors are destroyed. The grate (G) covers a vertical shaft to the Caves of Nerox. A pile of bones (B) contains a skull with a full set of gold teeth.
2 Winery
Deep purple trail of stains in the hall between this room and the vat room. There is a platform for lifting bottles up to the cellar (Ruins Level area 20) using a weighted pulley system. Also a second, secret opening in the ceiling connects to the hidden central area of the cellar.
3 Skeleton Vats
Seven large vats in this room have purple stains on the outside. Closer examination reveals them full of blood and bones. The twenty-one Skeletons Bathing in Blood then climb out and attack.
4 Storage
Full of empty barrels and bottles in useful condition.
5 Officer Club
Accessible only from the Guard Post (Ruins Level area 7). Everything here is in good condition. The fine quality furniture is intact and the silverware and crystal goblets are only dusty.
6 Supply Chute
Rotten netting stretches below the overhead supply chute (Ruins Level area 6). The chute is very difficult to climb up for non-rangers.
7 Barracks
Wet. Dripping from ceiling. Rotten bunks and smashed chests covered in mold.
8 Kitchen
Damp. The Dhorg chef here dutifully cooks awful meals at the gas stove. The storage rooms to the east are chilly and full of weird foodstuffs.
9 Cold Storage
Fully dark and covered in a layer of ice and frost. Large chunks of meat hang from hooks. Faint smell of gas fumes. An open flame may ignite the room in an inferno.
10 Sauna Guard
A Dhorg guards the entrance to the saunas, refusing admittance to all non-Dhorgs but makes it clear that he accepts bribes. It’s important for the referee to present the following sauna rooms in a serious manner, not as a joke, as it is a solemn healing ritual for Dhorgs.
11 Ritual of Giving
A small furnace burns beside a stone water basin fed by drips from above. Runes are engraved on the wall in an archaic form of dwarven. PCs that know dwarven will read it with some uncertainty as “Sacrifice your wealthy friend and singe your feet in the forge.” But that’s incorrect. The actual meaning of the old runes can be determined by a Read Languages spell or similar effect: “Make a generous offering, friend, and purify your feet in the basin.”
12 Ritual of Disrobing
There are stacks of towels, short stools, pegs, and compartments labeled “Clothing”, “Boots”, “Armor”, and “Weapons”. A sign on the south door says “Only towels permitted beyond”.
13 Ritual of Cleansing
A polished brass shower head. Pulling the nearby chain starts water flow at perfect temperature.
14 Bath
The center of this chamber is a large bath tiled in red and blue with a gnome and mushroom motif, full of hot water. The bath master here is a stern Dhorg that keeps everything in order and directs bathers to the hot and cold rooms at the proper times for maximum healing.
15 Secrets
This intersection has two secrets. The first is a door to the north. It opens when an off-color pebble is depressed at the foot of the wall. The second is the ceiling ramp leading to the castle’s entrance avenue (Ruins Level area 2). This ramp is lowered by inserting an iron spike or similar into a hole in the wall, taking care to avoid being crushed by the ramp.
16 Chariots
Two fine dwarven war chariots and cracked leather saddlery for ponies.
17 Armory
An exquisite array of weapons and armor. Polished, oiled, and gleaming.
18 Forge
Hot and noisy. A forge roars in the southern area. Two Dhorgs make weapons with hammer and anvil while another stokes the forge and fetches materials.
19 Gem Master
No ore goes to the forge without passing through here and the expert eye of the Dhorg gem master. He’s at a workbench cutting and polishing a large emerald.
20 Ore Pit
Piles of ore and coal from the mines. Two Dhorgs sort it by type and grade and then cart it to the Gem Master. The secret door to the south is actually a hatch and chute to pour the contents of mine carts.

The Caves of Nerox
April 17, 2025
Continuing development of Elfenland. Previously:
Now detailing geomorphs for Elfenland underworld adventures. The entrance to the Caves of Nerox is at the bottom of a vertical shaft connected to the Darkdurdle dungeon. Or, it can be a standalone cave within a Hollow Hill for a shorter one-shot adventure.

1 Entrance
The jagged rocky floor has animal bones, a few coins, and other rubbish fallen from above.
2 Bones
The skeleton of an elf in tattered leather clutching a parchment that reads: “I, Indel of Wylhien, have met my doom here. Please take my possessions to my family and don’t try to sneak past the stone sentinel.” A rusted out sword lies on its lap. Inside a pouch are coins, gems, and a Potion of Diminution.
3 First Obelisk
A phrase in archaic common is cleanly chiseled into the facing of this 3’ tall granite obelisk: “In Rock or Not”. This is one of three clues to open the iron wall in area 8.
4 Ambush Cavern
The western half of this cavern is a pool of clear water fed by occasional drips from the tall ceiling covered with red-rippled stalactites. Small blind fish can be seen in the pool. The eastern half is a damp maze of stalagmites. Hiding among the ceiling formations are twenty-seven Blood Kites. They detect heat and fall down to attack PCs who try to cross the cavern.
5 Second Obelisk
Same as 3, but reads: “I Rest or Not”
6 Stone Sentinel
The 12’ tall Granite Guardian will not let anyone pass into area 7.
7 Third Obelisk
Same as 3, but reads: “If Rust or Not”
The top of the obelisk is a fist-sized octahedron that can be removed. It’s the keystone for opening the Wall of Iron.
8 Wall of Iron
A huge wall of rusty metal blocks the way south. In the wall is a fist-sized pyramidal depression. When the keystone from area 7 is inserted, a voice booms: “What is the answer?” Answer correctly and the wall descends into the floor with much grind and rumble.
The side passage to the north contains a pile of old hammers and picks.
9 Slug Lair
When the Wall of Iron drops, forty-two Elephant Slugs turn their eyes toward the PCs and slowly slither in their direction. They communicate telepathically, asking “Why are you here if not to feed us?” They’re slow and easy to kill, but they’ll need to be hacked through to get to the western stair.
10 Tomb of Nerox
Large cavern dominated by a deep murky pool and cave formations, some forming full columns. The pool is too large to see the far side by torch/lantern light. There is thin slippery space along the sides of the pool that can be traversed.
Hidden below the pool’s surface is the Slydra. It rises when disrupted from its slumber or when PCs reach the far shore of the pool. It then fulfills its duty as protector of Nerox and fights to the death.
Nerox’s iron sarcophagus is encased in a large cave column that has formed around it, leaving only the corners visible. Opening it will be a challenging task. Inside are the bones of Nerox wearing a gem-encrusted mask in a decayed robe with strands of gold thread. A steel Wand of Lightning rests in the bones of the left hand. In the right hand an ivory tube holds a magic-user scroll entitled “The Box of Nerox” containing five spells: Wall of Ice. Wall of Fire. Wall of Stone. Wall of Iron. Wall of Mist
Monsters
Blood Kites
Square meter flaps of skin with hooks in four corners. They hang from cave ceilings looking like stalactites, using their heat sensory to detect prey and guide their silent fall. When striking, they wrap around and suffocate the victim. If they miss their target, Blood Kites are rather helpless. They can’t fly, so must climb back up to their perches.
Granite Guardian
Ten foot stone warrior wielding a huge obsidian battle axe.
Elephant Slugs
A hog-sized slug with a prehensile proboscis and a single eye. They communicate telepathically, asking pointed questions related to their hunger. They are very slow and easy to kill, but often lair in disturbingly large numbers. The trunk-like proboscis does no damage, but grabs to trip the victim for the slug to slither atop and devour.
Slydra
The hive mother of slugs. This monstrosity has up to a dozen trunk-like proboscises, each up to ten feet long and spiked with tusks. Treat as a Hydra for combat capability. When successfully striking a PC, it grabs and holds the victim aloft for three rounds shaking and squeezing. The PC has these three rounds to chop free before being stuffed under the slug’s slimy body and dissolved.
Your Elf in Elfenland
April 13, 2025

Continuing development of Elfenland. Previously:
Now replacing the OD&D Elf PC class with further options to round out an elven kingdom milieu.
Serious elf game?
…
Rolling PC abilities in Elfenland
Players can choose to assign each 3d6 rolled to an ability of their choice. The value must be assigned before further rolling, and cannot later be reassigned to another ability.
Elf PC Classes
Four classes are available to Elf PCs in Elfenland, with these ability score requirements.
- Smith: No requirements
- Ranger: Wisdom 13+ and Dexterity 13+
- Princess/Prince: Charisma 15+ and either Strength or Intelligence 15+
- Pauper: All stats rolled 12 or less
Non-elf PC Classes
Non-elves are playable in Elfenland, but must meet these minimum ability scores:
- Cleric: Wisdom 16+
- Mage: Intelligence 16+
- Fighter: Strength 16+
The Elf Smith
Advancement: When XP is awarded, the player can allocate some or all to Fighter advancement and some or all to Magic-user advancement. Hit dice, fighting capability, and saves are whichever is best between the PC’s Fighter and Magic-user levels.
Level Limit: Level 4 Fighter. Level 8 Magic-user.
Spells: A level 1 Smith starts with two spells in their spellbook: Detect Magic and Read Magic. Additional spells may be added to their spellbook only through research.
Crafting: Spell research and item enchantment may be performed by a Smith of any level, with increasing chance of success at higher levels. Researching a spell from a scroll doubles the chance of success. Researching a new spell of the player’s design earns double XP. Smiths can also forge mundane weapons and armor.
The Elf Princess or Prince
Advancement: Same as the Smith.
Level Limit (15+ Intelligence): Level 4 Fighter. No limit as Magic-user.
Level Limit (15+ Strength): Level 8 Magic-user. No limit as Fighter.
Retinue: Can adventure with a group of NPCs that includes a personal attendant and two guards.
Royal Provilage: No personal upkeep cost when at home castle. Magical research and enchantment cost reduced by 50% when at home castle.
Royal Duty: Every other downtime period at home castle is dedicated to fulfilling royal obligations. Must gift 10% wealth to protege/relative.

The Elf Pauper
Advancement: Hit dice, fighting capability, and saves are as Cleric. No titles until level 9, when they are titled “King of <pauper type>s”.
Level Limit: 9
Uncanny Resemblance: Every Pauper looks very similar to a noble somewhere in Elfenland. The referee chooses or randomly determines who and where that noble is.
When making a Pauper, choose or randomly determine Pauper type after abilities are rolled:
- The Drunk (Constitution)
- The Farmer (Strength)
- The Hermit (Wisdom)
- The Mime (Dexterity)
- The Peg Leg (Charisma)
- The Tinker (Intelligence)
The ability in parentheses is that Pauper’s prime requisite. Roll another d6 and add it to that ability (which may push it above 12, but still a Pauper).
The Drunk:
Benefit: Numbed senses and increased resistance, granting +3 to all fear checks and saving throws except Charm effects.
Drawback: Must spend 50% of treasure and downtime on drink and carousing. Beer goggles: -3 penalty to save vs Charm effects.
The Farmer:
Benefit: Square jawed and sinewy. +3 bonus to attack, damage, and strength rolls. Natural AC 7.
Drawback: Won’t wear armor and only wields farm tools as weapons.
The Hermit:
Benefit: Brews curative potions (one per day) and has a sparrow familiar. Finds nearby caves and hiding spots.
Drawback: Won’t go into towns or castles, but the sparrow will.
The Mime:
Benefit: Mime performances earn coin and entertain royalty, which cancels upkeep costs. Goblins and kobolds simply will not attack a mime doing the invisible wall routine. Other useful routines may be created by the mime.
Drawback: Apparently mute.
The Peg Leg:
Benefit: Owns a sturdy sloop and is a skilled sailor. Fascinating accent and has +3 reaction bonus. Wears eye patch but both eyes are fine.
Drawback: Slow and noisy. Hook for a hand.
The Tinker:
Benefit: Starts with a self-made suit of plate mail, morning star flail, switchblade knife, and mini-crossbow. Can repair equipment.
Drawback: Must spend 50% of treasure and downtime on outlandish masterpiece project that never seems to be finished.
The Elf Ranger
Advancement: Hit dice, fighting capability, and saves are as Fighter. Titles: Hunter, Questor, Falcon, Mink, Nighthawk, Fox, Owl, Wolf, Lord
Level Limit: 9
Climbing: Ascend any tree swiftly and safely. Climb sheer cliffs and walls with 95% chance of success.
Listening: Base 50% chance of success when listening at doors in the underworld and for faint or distant sounds in the wilderness.
Stealth: Base 50% chance of success when trying to achieve or maintain surprise in otherwise impossible conditions.
Archer: Can shoot into melee without chance of friendly fire. When not melee-engaged, can shoot two arrows per round. When melee-engaged, can shoot one arrow per round.
Bandage: Heal target d6 damage after an encounter in which target took damage. 13 uses per kit. It takes four hours of nighttime foraging and prep to replenish a healing kit.
Armor: No armor heavier than leather, except custom enchanted chainmail.
Infravision
Elfenland elves don’t have infravision, but do have enhanced vision in starlight.
Equipment
Elfenland elves have no weapon and armor restrictions, except the Ranger and Farmer.
Half-elves
Mentioned in ancient texts, but none are known to exist currently.

Into the Elfenland Underworld
April 6, 2025
More of Elfenland by way of Dwarf-Land. Places to go, adventures to seek…

Underworld entrances in Elfenland are often either Ruined Piles or Hollow Hills. They are found in the wild lonely places in between and where roads don’t run. These entrances can also be placed off the map, giving adventurers opportunity to expand Elfenland
Ruined Piles
The remains of castles from ages past. They vary in size above and below the surface, but some are most certainly huge. The surface portions are partially or wholly ruined, sometimes with rooms intact amongst or beneath the rubble. Delving deeper, adventurers will enter a maze of halls, chambers, and veritable dungeons.
The dungeon geomorphs produced by TSR are recommended.

Many notable ruined piles in Elfenland are remnants of the Dwarf-Land kingdom:
Darkdurdle
Castle of Crown Prince Fodkin the Dwarf Swashbuckler. Legend says his downfall was caused by a misshapen receptacle called the Doleful Decanter. Other treasures: Ring of Protection 5’ Radius (crescent moon shaped), 10 magic arrows labeled “Snake” (red and black fletching), Scarab of Protection from EHPs (blue stone with gold wire), Shield +1 (image of horse head on front)
Kroog
Castle and dungeons of treacherous Prince Xerxy the Dwarf Myrmidon, who is known to have worshiped a device called The Cuckoo Clock. Other treasures: Scroll of Protection from Elementals, Potion of Diminution (very small bottle), Platemail +1 (black and spiked), Cursed Scroll of the Pestulent Flux (in a bone tube).

Malifer
Dwarven stronghold that housed The Eye of Termagant, a magnificent gem of great import to dwarves.
Orlock
This keep held another famous gem: The Abominable Opal. The dwarves understood the Opal’s cursed powers and kept it locked away and guarded here for safekeeping.
Drasmeth
Palace of an elf hero during the age of dwarves. Tales tell of the Drums of Panic that struck fear into enemy armies. Other treasures: 10 magic arrows labeled “Stinger” (black and yellow striped fletching), Ring of Invisibility (gold with writing that appears in flame).

Gludif
This fortified elven outpost is the last known location of The Hippogriff’s Egg, a huge gem that is said to have triggered the last war between elves and dwarves.
Hexid
Famed tower of the elf warlock Yonslur. The last recorded deed of Yonslur in the ancient texts concerns his acquisition of the Nacre Skull of Bleemish. After that…nothing. Other treasures: Leather Armor +2 (leaf motif stamped), Shield +2 (turtle shell), Scroll of Yonslur (Wizard Lock, ESP, Fly), Potion of Plant Control.

Undrac
Twisted temple ruins of the necromancer Helleboros the Harrower. Wielding a feared sword named Vithalmord, Helleboros terrorized the realm with an army of undying warriors and werewolves. Other treasures: Boots of Traveling and Leaping (mid-calf height, purple reptile skin), Ring of Weakness (magnetite).
Blix
Bandit fortress led by a charismatic wizard with pet basilisks. These scoundrels are known to have performed the daring heist of the Chalice of Chmorp.

Hollow Hills
The caves are inumerable. Some say every hill and mountain is hollow, with magically hidden entrances. Hollow Hills are often burial tombs, monster lairs, forgotten mines, wizard redoubts, fairy courts, religious sites, gates to other worlds, etc. The cave geomorphs produced by TSR are recommended.
These are Hollow Hills commonly discussed in the hushed corners of dim taverns in Elfenland:
- Gloriam, the infamous dwarven mine
- Misty Altar of the First Druids
- Spawning Lair of the True Trolls
- Cave of the Silent Banshees
- Tomb of the Snow Queen
- Last Refuge of the Witch of the Windmill

Elfenland by way of Dwarf-Land
March 30, 2025
Here’s a campaign setting using the Elfenland board game map (Doris Matthäus, Alan R. Moon), in the OD&D-inspired style of Dwarf-Land (Scott Driver).

The twenty castles and towns of Elfenland are independent but held together by the might of Elvenhold and the magic sword Faldrang. Like any kingdom, it’s prone to fits of conflict and delicate peace. The roads of Elfenland have fostered cooperation and peace among the castles.
All castles and towns are affiliated with a Banner, allied in purpose, proximity, and kinship. When war does break out in Elfenland, it’s usually due to loss of balance within or between these alliances. This is a rough delineation of the Banners:

Even during times of peace, there is much to guard against in the kingdom. Monsters and bandits prowl the untamed wilderness between roads, lairing in caves or the crumbling piles of past civilization. Beyond Elfenland lies vast swaths of unknown. There be foul beasts, eldritch ruins, and certainly other kingdoms, but no outsiders have threatened Elfenland for generations. How much longer?
(Elf NPC notation example: L4/8 indicates a level 4 fighter and level 8 magic-user. Princes and Princesses in Elfenland may exceed the usual level limits of elves.)

Banner Elvenhold
Includes the royal castle and four surrounding villages. The latter are lightly fortified and garrisoned, serving primarily as waystations for travelers to and from the capital. These lowland plains and rolling hills are the safest expanses in the kingdom, covered with crop and pasture, and mostly free of banditry. With some funding and vision of leadership, the villages could be developed into castles.
Elvenhold
Known for pastries, crested helms, and unicorn-riding warrior maidens. There is a sage.
Forces: 300. Fortifications: 200. Treasury value: 17000gp and a gem worth at least 5000gp.
Leaders: Prince L9/8. Wears platemail+1 (blue tinted alloy) and wields a magic sword named Faldrang. Princess L4/11. Carries a Wand of Fear (copper verdigris) and is secretly researching cloud travel. Ranger L3. Smiths L2/3, L2/4, and L4/8
Rumor #1: A drunken sailor at the wharf tavern boasted of owning a treasure map. The next morning he denied the claim as a tall tale, but he truly does have a map leading to treasure.
Rumor #2: A copy of a rare scroll has entered the black market: “Erald’s Legacy” contains these spells: Moth, Force field, Pulse.
Erg’Eren
Known for expert archers, woodworking, and timber production.
Forces: 30. Fortifications: 20. Treasury value: 2000gp
Leader: Ranger L5
Rumor: The village hall contains a Protection from Undead scroll in a glass case, “For emergency”.
Beata
Known for woolen goods, burly elves, and hearty breakfasts at daybreak.
Forces: 30. Fortifications: 0. Treasury value: 720gp
Leader: Smith L4/3
Rumor: Secret tunnels accessible in the old well contain a magic scroll with L5 Pass-Wall. Locals tend to be incredulous at the thought of tunnels down there, saying “Ignore it. It’s only an old well.”
Lapphalya
Known for leather, dairy, and hospitality to travelers.
Forces: 90. Fortifications: 20. Treasury value: 2000gp
Leader: Smith L4/3
Rumor: A shop is secretly selling a scroll called “Iza’s Iconoclasm” at an exorbitant price. It has L3 Dispell Magic and L3 Protection from Evil 10’ Radius.
Rivinia
Known for river watercrafts, healing arts, and boar-riding.
Forces: 30. Fortifications: 10. Treasury value: 1000gp
Leader: Smith L3/2
Rumor: Hanging high on the wall of the Inn is a battered kite shield+1 of red and white. Legend says the shield will splinter and deflect a strike that would kill its holder, and shatter the weapon deflected too.

Banner Strykhaven
A small alliance of seafarers with cliff-top castles on the Mare Magnum. They ship large amounts of seafood and raw materials from the mountains to Elvenhold.
Strykhaven
Known for their sea rafts, netmaking, and shellfish.
Forces: 140. Fortifications: 50. Treasury value: 2120gp
Leaders: Prince L7/8. Has a treasure map that he’s unable to decipher. Smith L2/4
Rumor: Under suspicious circumstances, a fisherman says a scroll known as “Xitch’s Gambit” was swallowed by a huge salmon. It has L5 Conjure Elemental and L5 Wall of Iron.
Virst
Known for their sloops, ropemaking, and pickled fish. There is a Sage.
Forces: 150. Fortifications: 60. Treasury value: 4000gp
Leaders: Princess L4/9. Has a Potion of Fire Resistance in case she needs to escape through the fireplace. Smiths L3/2 and L2/2
Rumor: The princess’s closest lady-in-waiting has a scroll in her sleeve at all times. It’s believed to be a Protection from Lycanthropes spell.

Banner Al’Baran
They monopolize trade through Elfenland’s central desert, their forces primary used to patrol the desert routes and escort caravans. Al’Baran tends to use its wealth for influencing kingdom affairs towards peace, but are sometimes viewed with suspicion for doing so.
Al’Baran
Known for their scimitars, oasis gardens, and dancers.
Forces: 150. Fortifications: 50. Treasury value: 5500gp and the prince’s crown worth at least 6000gp.
Leaders: Prince L5/8. Wields a magic sword called Djinn’s Fist. Smiths 2/5 and 2/3
Rumor: The executioner wields the famed scimitar Bitterwind (cursed).
Dag’Amura
A military camp and trade bazaar with an enormous tree at its center. Known for spices and magical ingredients from Kihromah.
Forces: 110. Fortifications: 0. Treasury value: 2200gp
Leaders: Princess L4/8, Smith L2/2
Rumor: The head merchant refuses to sell his Protection from Elementals scroll.
Feodor
A central hub known for its wizardry tower, drinking establishments, and stewed dishes.
Forces: 80. Fortifications: 20. Treasury value: 3400gp
Leaders: Smiths L4/4 and L4/4
Rumor: On a pedestal at the top of the wizardry tower is “Etram’s Theory” a scroll containing three spells: L1 Firefinger, L2 Firefirst, L3 Fireball.

Banner Jaccaranda
Rich in metals and gems, their proud castles look down upon the rest of Elfenland from their mountain fastnesses, literally and figuratively. Their metalworking is second to none. There’s some dwarves here, as well as a type of troll-ogre that performs heavy labor.
Jaccaranda
Known for their tall stature, armor-making, and horn instruments.
Forces: 130. Fortifications: 70. Treasury value: 4970g and the princess’s tiara worth at least 6000gp.
Leaders: Princess 4/9. Wears a Ring of Invisibility (golden owl motif). Smith 4/4
Rumor: A grumpy dwarf (there are many) possesses a treasure map and is looking for expedition partners.
Throtmanni
Known for jewelry, wine, and their underground architecture. It’s very much a castle under ground, with spires poking through the surface and extensive mines penetrating deep into the mountains.
Forces: 140. Fortifications: 40. Treasury value: 5000gp and the prince’s crown worth at least 6000gp.
Leaders: Prince L5/8. Ostentatiously wears Boots of Traveling and Leaping (knee-high red doeskin). Smith 2/3
Rumor: In a deep cave is a large black meteorite with strange writing. Functions as a scroll with a L5 Contact Higher Plane spell.
Tichih
Known for blades, saunas, and poets. There is a sage.
Forces: 120. Fortifications: 60. Treasury value: 1860gp
Leaders: Smiths L4/8 and L2/2
Rumor: A silver-clasped book of verse contains many poems, but two specific poems can be used to cast or learn L5 Feeblemind and L6 Reincarnation, as a scroll.

Banner Wylhien
They split from Jaccaranda in the most recent Elfenland wars. More down-to-earth than their former kin, Wylhien prosperously shifted to a pastoral culture in their fertile corner of the kingdom.
Wylhien
Known for its formidable tower keep, large horses, and string instruments. There is a sage.
Forces: 190. Fortifications: 70. Treasury value: 8000gp and the prince’s crown worth at least 5000gp.
Leaders: Prince L5/8. Wields a magic sword named Sol. Smiths L2/4 and L3/3
Rumor: A well known harlot has a scroll on her mantle that she believes is a love letter. It actually contains a L2 Locate Object spell.
Parundia
Wylhien’s expansion to Perundia turned it from a backwater village into a bustling walled city and tourist destination. Known for perfect climate, gambling, and beef.
Forces: 180. Fortifications: 50. Treasury value: 5000gp and the princess’s tiara worth at least 7000gp.
Leaders: Princess L4/8. Has a treasure map. In search of a treasure hunter. Smiths L2/2 and L4/2
Rumor: A scroll entitled “Hazledop’s Jest” was confiscated by the authorities at an illegal gambling den. They are holding it for examination. It contains L1 Light and L6 Death.
Usselen
A timber community known for its bow and arrow manufacturing, community dances, and candies.
Forces: 30. Fortifications: 0. Treasury value: 1000gp
Leader: Ranger L4
Rumor: A village old timer says his adventuring days are over and wants to pass down a scroll to a worthy successor. It contains L5 Hold Monster.

Banner Yttar
This lone castle is the master of Mare Nebulae. These self-reliant elves don’t feel threatened by the expansion of other castles on the sea, as it brings them wealth. Nonetheless, they are keen to preserve their way of life and maintain naval dominance for that purpose.
Yttar
Known for their formality, long spears, and boatmanship. There is a sage.
Forces: 190. Fortifications: 60. Treasury value: 2450gp
Leaders: Prince L7/8. Wields a magic sword named Blitzklein. Smiths L3/3 and L2/2
Rumor: A treasure map held in the treasury has long stumped sages. Does it really point to the bottom of Mare Nebulae? Yes it does.

Banner Kihromah
A single castle, isolated and sheltered by Crater Mountain. These secretive wizards seldom entertain visitors. The forest and path to their redoubt is heavily guarded and enchanted to keep visitors out. They have a special arrangement to trade their magical goods in Dag’Amura.
Kihromah
Known for stargazing, elixirs, and enchanted trinkets.
Forces: 160. Fortifications: 60. Treasury value: 8000gp
Leaders: Princess L4/10. Regularly consumes a Potion of Clairvoyance. Smiths L4/2 and L2/2
Rumor: What looks like a star map on the temple ceiling is actually magical writing for two spells: L2 Invisibility and L3 Hold Person. Treat as an immobile scroll that can only be used for research.

Banner Grangor
Formerly based in Mah’Davikia, but renamed after the construction of a massive castle on Mare Nebulae. These elves feel pent up in their rocky corner of Elfenland and resent being viewed with suspicion by others.
Grangor
A new castle in a style that many in Elfenland find obscene. Known for its dark boats, pointed shields, and caviar.
Forces: 180. Fortifications: 100. Treasury value: 9100gp and the prince’s crown worth at least 5000gp.
Leaders: Prince L6/8. Obsessed with the latest treasure map to come into his possession. Smiths L3/3 and L4/2
Rumor: A curio shop is selling a message in a bottle. It’s actually a Cursed Scroll that turns the reader into a monster of referee’s choice.
Mah’Davikia
The fortified caves of a wizardly coven, quietly researching dragon flight. Known for soothsaying, mushrooms, and staves. There is a sage.
Forces: 90. Fortifications: 40. Treasury value: 7300gp, a gem worth at least 5000gp, and a tiara worth at least 6000gp.
Leader: Smith L4/5
Rumor: The coven leader keeps a Protection from Magic scroll in the left sleeve of her robes at all times.
Jxara
This outpost guards the waterway crucial for delivering goods to Mah’Davikia and Grangor castle. Known for its spiked helms, barrelmaking, and wormwood spirits.
Forces: 150. Fortifications: 50. Treasury value: 2000gp
Leaders: Princess L4/10. Flaunts a Wand of Polymorph (polished yew with butterfly etchings). Smiths L2/4 and L3/5
Rumor: The bottle of spirits on the top shelf at the River’s Edge Inn is actually a Potion of Delusion.
Classic Module Mods For Holiday Adventure
December 24, 2024
Sure, snow and decorations can give any module some holiday feels. Here’s more ideas to mull over for spicing up vintage modules a bit more.

B1 In Search of the Unknown: Kobold Xmas Mayhem.
The kobolds have indulged in a stash of holiday wine and decorations. All wandering monsters are kobolds singing nasty carols and hanging the decorations haphazardly.
Nasty carols:
- “Wreck the halls and rip their dollies”
- “Jingle bells. Human smells. Hobbits laying eggs. Dwarves and elves soil themselves. And the chokers munch on hay. Hey!”
- “Simply having a wonderful Christmas time”
These wandering kobolds are coming from their lair. (Room 33 perhaps.) If PCs follow the trails of destruction they’ll eventually arrive at the lair…the Kobold Xmas Mayhem
It’s wild chaos with trashed decorations all over and the Christmas tree is on fire, but there are some high value treasures intact: punch bowl and goblets, crystal star tree topper, vintage wine.

B2 Keep on the Borderlands: Christmas Clash at the Caves of Chaos
Jump straight into a mass combat scenario…
There is much commotion at the Keep. The revered Manger Stone is missing. Tracks in the snow lead east, toward the Caves of Chaos.
The Castellan leads more than a hundred troops to the Caves to crush the thieving monsters. He gives the PCs a special mission: provide tactical support on the battlefield and look for an opening to enter the caves and find the Manger Stone.
Use your mass combat system of choice. Or use regular combat rules with a scale of 1 mini = 10 combatants, similar to An Echo, Resounding.
When the Keep’s army arrives at the Caves of Chaos, the monsters attack in waves:
- The first wave is the goblins and kobolds, supported by the ogre and owlbear. (From caves A, D, E, G)
- The second wave is the orcs, hobgoblins, and bugbears. (From caves B, C, F, H)
These first two waves are just a diversion. The Evil High Priest’s true goal is to attack the Keep itself. The gnolls, undead, minotaur, stirges, and priests (caves I, J, K) escape out the back door and march towards the Keep.
The few dozen defenders at the Keep, armed with ballistas and catapults, can hold off the besiegers temporarily. Will the PCs recover the Manger Stone and return in time to save the Keep?

B3 Palace of the Silver Princess: In a Snow Globe
The dwarves want their giant ruby back from the Silver Princess. But the entire palace is shrunken and sealed in a snow globe in the collection of a beautiful witch.
The dwarves and witch strike a deal. Her spell shrinks and teleports the dwarves into the snow globe palace. Recovering the ruby will reverse the spell. What does she ask of them in return?
Replace many of the module’s encounters and wanderers with squads of Nutcracker Soldiers.
Nutcracker Critical Hit (natural 20 on attack roll): grabs PC and the next round will crunch the victim’s head like a nut, dead.
To make it a one or two-session adventure, I cut most of the dungeon level and focused on the upper level palace. The cave rooms under the tower were retained and held the Crystal Harp.
Crystal Harp: When strummed, nearby Nutcrackers are temporarily deactivated. Also, the giant ruby echos the crystal notes, helping the PCs discern its hiding spot.
We used six pre-made dwarf fighter PCs for this scenario. The lack of clerical healing was overcome by making a drinking game of it: each shot of scotch (or eggnog) heals d6 hit points.
The Frosty Decapus. Epic battle vs six dwarves…

G1 Steading of the Hill Giant Chief: Holiday Heist
The PCs have arranged to be delivered in a gift wrapped crate to the hill giant’s holiday party. They start in the Long Hall with all the other gifts for the chief, under a large Christmas tree. Their goal is to pilfer the chief wife’s jewels and discover intel regarding the giant’s war plans.
(In our campaign, we played it as a birthday party instead of a Christmas party, to the same effect.)
The key to the PCs success is stealth. The holiday festivities are noisy and the steading is rather dark with only flickering torches and fireplaces lighting some rooms and halls. Thus it’s feasible to sneak around. To add to the decision calculus for the players, I recommend using the door opening rules from 1E AD&D.
Fee fi fo fum. Best be stealthy around the tannenbaum…

I6 Ravenloft: Caroling in the Count’s Castle.
The PCs are caroling around town, but a sudden blizzard has them stuck at Ravenloft castle. Strahd hates carolers, but is intrigued at the possibility of luring them into the dark corners of the castle to further his sinister ambitions.
Maybe grant bonuses to the PCs the more they sing in the castle. This could play out like a Scooby Doo Holiday Special.
Tegel Manor: Haunted Holiday Escape Room
The PCs have been invited to a party at Tegel Manor. They are requested to bring a little something for the gift exchange. Suggestions: a magical trinket, jewelry, fine housewares, etc.

All doors out of the foyer and Great Hall, including the main entrance, are barred “for your safety” says the butler, who then guides the PCs to the banquet. They are boisterously welcomed by the skeletons in the Great Hall and prompted to exchange for a wrapped gift on the table.
The gifts are treasures from around the castle:
- Rope of Climbing
- Broom of Flying
- Tiger eye necklace
- Gold candelabrum
- Topaz diadem
- Huge ivory horn cup
The PCs must kill, incapacitate, or distract the skeletons and find a way out of the Great Hall. These are the primary options:
- Smash a door open. The noise will trigger a Rump family encounter within a turn or two.
- Secret door behind tapestry on east wall.
- Secret door in the south fireplace.
- Wander behind the Christmas tree on the west side and teleport to the rat tunnels.
Most of the escape options lead the PCs deeper into the haunted halls of Tegel Manor. Enjoy.

BH2 Lost Conquistador Mine: Santa Jack.
It’s snowing on the high plains and Dutch Jack rides into town on a sleigh, dressed as Santa Claus with a sack of gifts. There’s a big festive party and poker game at the High Pass Hotel. Dutch Jack and Mendoza are both in the game (and maybe PCs too). Stakes are high before their final confrontation and the treasure map reveal. Will Mendoza gun down Santa?