At the height of the Codominium, a Khuzan clan adapted part of an existing natural cave system for use as a hunting lodge. Each autumn, the Khuzdul would travel there to spend a month hunting; the rest of the time the site sat empty. It has remained hidden for more than a millennium.
These brilliant short adventure seeds provide any GM with terrific one-off adventures, or the seeds for a full campaign. With just a small amount of tweaking, these 101 plots are perfect for any campaign, not just a Hârn one.
Some talk of strange “beastmen”, living in the deep woods, half-seen, never heard, who only leave the occasional large, deep footprint to mark their passage.