This post picks right up from
OSR Classic Module Commentary - Deeper Integration of B1 In Search of The Unknown By Mike Carr Into the Hyperborea Rpg - D100 Random Sword & Sorcery magical and Arcane treasures Table
The party is known in the low taverns of Kammorium as The Black Scythes. Led by a disgraced Kimmerite officer, this ruthless band crossed the Gulf of Jhrom a day ahead of the PCs. Having already lost two hirelings to the traps on Level 1, they are currently looting Level 2, tense, paranoid, and willing to murder any competition to secure Zelligar’s riches.
Party Strategy & Dynamics
Tactical Setup: The Black Scythes don't fight fair. If they hear the party coming, Varek and Gundar form a shield wall in a narrow corridor, while Malthus uses readied spells from behind cover and Sola slipped into the shadows for a backstab.
Negotiation / Parley: Varek is open to a tense truce if the PCs look exceptionally tough, offering to split Level 2 down the middle. However, he intends to betray the party at the first sign of weakness (e.g., right after a difficult fight with the Formless Spawn or Zelligar’s Shade).
1. Captain Varek Iron-Jaw
Disgraced Kimmerite Mercenary Captain
A towering, scarred Kimmerian in blackened splint mail, carrying a notched two-handed broadsword and a cruel iron morningstar. He is pragmatic, ruthless, and driven by gold to pay off debts in Kammorium.
Varek Iron-Jaw
Class: 4th-Level Fighter
AL: Neutral Evil
FA: +4
HD: 4d8+8 (hp 29)
MV: 30 ft. (Splint Mail)
DX: 12
AC: 3 [16] (Splint Mail, Heavy Shield)
#A: 1 (Broadsword or Morningstar)
D: 1d8+2 (Broadsword) or 1d8+2 (Morningstar)
SV: Death 12, Transformation 13, Device 14, Avoidance 15, Spells 16
Morale: 9
Equipment: Splint mail, heavy iron shield, broadsword, morningstar, pouch with 45 gp and 12 pp, key to their longboat moored at Skerry-of-the-Lost.
2. Malthus the Ash-Eye
Hyperborean Warlock & Scholar of the Unspoken
An emaciated, pale Hyperborean warlock with milky white eyes, dressed in tattered leather robes trimmed with white ape fur. He seeks Zelligar’s grimoires and spell-formulae at any cost.
Malthus the Ash-Eye
Class: 3rd-Level Magician (Warlock)
AL: Chaotic Evil
FA: +1
HD: 3d4+3 (hp 11)
MV: 40 ft.
DX: 14
AC: 8 [11] (Ring of Protection +1)
#A: 1 (Dagger or Spell)
D: 1d4 (Bone Dagger) or Spell Effect
SV: Death 13, Transformation 14, Device 15, Avoidance 16, Spells 15
Morale: 7
Special: Spellcasting
Equipment: Bone dagger, Ring of Protection +1, spellbook (contains readied spells + Read Magic, Ventriloquism), spell component pouch, 2 vials of Vraakian antitoxin.
Prepared Spells:
• 1st Level: Magic Missile (2d4+2), Shield (+4 AC), Sleep
• 2nd Level: Mirror Image (1d4+1 images)
3. Sola the Shadow-Blade
Thief of the Kammorite Under-Slums
A slender, swift Kimmerite thief wearing dark fitted leather and a black silk cowl. She is silent, untrustworthy, and watches the party's flanks from the dungeon rafters or behind doorframes.
Sola the Shadow-Blade
Class: 3rd-Level Thief
AL: Neutral Evil
FA: +2
HD: 3d6 (hp 13)
MV: 40 ft.
DX: 16 (+2 DX Bonus to AC & Ranged Attacks)
AC: 5 [14] (Studded Leather, Dexterity)
#A: 1 (Shortsword, Dagger, or Shortbow)
D: 1d6+1 (Shortsword) or 1d6 (Shortbow)
SV: Death 13, Transformation 14, Device 15, Avoidance 13, Spells 16
Morale: 6
Special: Backstab (2x damage, +4 to attack from surprise/behind), Thief Skills: Pick Locks 35%, Find/Remove Traps 30%, Move Silently 35%, Hide in Shadows 25%.
Equipment: Studded leather armor, shortsword, 2 throwing daggers, shortbow with 12 arrows (3 tipped with Wyvern-weed poison: Save vs Poison or take +1d6 damage), thief tools, pouch with 18 sp and 3 bloodstones (worth 50 gp each).
4. Gundar the Unbroken
Kimmerite Berserker / Heavy Vanguard
A muscle-bound Kimmerian brute armed with a massive iron battleaxe. He speaks little, obeys Varek without question, and enters a battle-frenzy when blood is spilled.
Gundar the Unbroken
Class: 3rd-Level Barbarian / Fighter
AL: Chaotic Neutral
FA: +3
HD: 3d10+6 (hp 24)
MV: 30 ft. (Chainmail)
DX: 11
AC: 5 [14] (Chainmail)
#A: 1 (Battleaxe or Handaxe)
D: 1d8+3 (Battleaxe) or 1d6+3 (Handaxe)
SV: Death 11, Transformation 12, Device 13, Avoidance 14, Spells 15
Morale: 10
Special: Battle Rage (+2 to hit and damage for 3 rounds once per day, but $-2$ penalty to AC).
Equipment: Chainmail shirt, double-bitted battleaxe, 2 handaxes, horn of dried meat, belt pouch with 30 gp.
5. Retainers: Kammorite Sell-swords (2)
Hardened Mercenary Meat-Shields
Two weary, bruised mercenaries hired off the docks of Kammorium to carry torches, haul loot, and absorb traps. They are demoralized after seeing their comrades killed on Level 1 and are prone to surrendering or fleeing if Varek falls.
Kammorite Sell-swords (2)
Class: 1st-Level Fighter / Retainer
AL: Neutral
FA: +1
HD: 1d8+1 (hp 6 each)
MV: 30 ft.
DX: 10
AC: 6 [13] (Ring Mail, Small Shield)
#A: 1 (Spear or Shortsword)
D: 1d6 (Spear) or 1d6 (Shortsword)
SV: Death 14, Transformation 15, Device 16, Avoidance 17, Spells 17
Morale: 5
Equipment: Ring mail, small shield, spear, shortsword, torch, 10 ft. pole, iron spikeThe Pig-Faced Swine-Kin Horde
Driven down into the lower subterranean cracks of Skerry-of-the-Lost, these grotesque humanoids possess flat snouts, yellowed tusks jutting from underbites, bristles along their spines, and red, bead-like eyes that glare through the dark. They speak a guttural dialect of Low Kimmerian mixed with swine grunts, worshipping the "Lord of the Mire" (a misinterpreted aspect of Tsathoggua).
Swine-Kin Monster Stat Blocks
1. Swine-Kin Runt / Skirmisher
The rank-and-file grunts of the horde—scrawny, vicious, and perpetually starving.
Swine-Kin Skirmisher
Class: None (Humanoid Monster)
AL: Chaotic Evil
FA: +1
HD: 1d8 (hp 5)
MV: 30 ft.
DX: 11
AC: 6 [13] (boar hides, bone scrap-armor)
#A: 1 (spear or bite)
D: 1d6 (flint spear) or 1d4 (tusk gore)
SV: Death 14, Transformation 15, Device 16, Avoidance 17, Spells 17
Morale: 7 (8 in presence of a Hog-Lord)
Special: Scent (60 ft.), Ferocity
XP: 15
Ferocity: If reduced to 0 HP, a Swine-Kin Skirmisher can immediately make one final melee attack before dying.
Keen Scent: Cannot be surprised by invisible or stealthy foes within 60 feet if downwind.
2. Swine-Kin Hog-Lord (Garrison Chieftain)
Massive, 400-pound brutes with thick, calloused hide and heavy iron rings pierced through their snouts and ears.
Swine-Kin Hog-Lord
Class: 3rd-Level Fighter (Monster)
AL: Chaotic Evil
FA: +3
HD: 3d8+3 (hp 21)
MV: 30 ft.
DX: 9
AC: 4 [15] (thick hide, iron band armor)
#A: 1 (Cleaver or Gore)
D: 1d8+2 (notched iron cleaver) or 1d6+2 (tusk goring)
SV: Death 12, Transformation 13, Device 14, Avoidance 15, Spells 16
Morale: 9
Special: Scent (60 ft.), Charge Attack, Inspiring Grunt
XP: 65
Charge Attack: If the Hog-Lord moves at least 20 feet in a straight line before attacking, his tusk gore deals double damage ($2\text{d}6+4$) and forces the target to make a Saving Throw vs. Avoidance or be knocked prone.
Inspiring Grunt: While the Hog-Lord lives, all nearby Swine-Kin gain $+1$ to Morale and Saving Throws vs. Fear.
3. Swine-Kin Mire-Shaman
Deformed, hunchbacked sorcerers who brew foul concoctions out of stagnant pool water and mold, channeling primitive Tsathogguan magic.
Swine-Kin Mire-Shaman
Class: 2nd-Level Shaman / Magician
AL: Chaotic Evil
FA: +1
HD: 2d8 (hp 9)
MV: 30 ft.
DX: 12
AC: 7 [12] (rotting robes, bone charms)
#A: 1 (Staff or Spell)
D: 1d6 (gnarled oak staff) or Spell Effect
SV: Death 13, Transformation 14, Device 15, Avoidance 16, Spells 15
Morale: 8
Special: Spellcasting, Scent
XP: 35
Prepared Spells:
• 1st Level: Cause Light Wounds (1d8+1 damage on touch), Darkness (15-ft. radius)
Swine-Kin Tactics & Encounters
Filth & Sickness: Swine-Kin weapons are filthy, coated in mud and waste. Anyone taking damage from a spear or cleaver must pass a Saving Throw vs. Poison or contract Swine-Fever ($-1$ Strength and Constitution per day until cured).
Sound-Based Swarming: When threatened, the grunts emit high-pitched, piercing squeals that ring through the corridors of Quasqueton. If a fight lasts longer than 3 rounds, roll $1\text{d}6$: on a 5 or 6, $1\text{d}4+1$ additional skirmishers arrive from adjacent passages.
Trophy Rooms: Their lairs in Level 1 are littered with chewed bones, rusted Kammorite iron, and filth-filled wall wallows. They hold an absolute terror of Formless Spawn and will flee toward the surface if one is unleashed.


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