RUINS OF AXTELL
SETTING
About 90 years ago Axtell was a burgeoning town in the vicinity of Caer Allwyn. The fruits of Mosswood and Axtell Wood proved more than enough for the town to keep growing and full of happy rich merchants. During the high summer of that year all the fruits of both wooded regions vanished over the period of a week. The merchants had nothing to sell, soon the town starting closing up shops. Disease cropped up and the poor were ravaged and died. The merchants hired adventurer’s to investigate to no avail. The town soon fell into ruin as the brambles and briars closed in around the walls. Over time the walls crumbled and the town was claimed by the dark Mosswood. Nearly a century later only a score of so building remain standing, as well and the main keep which is said to still be in good repair.
Recently strange fruits have entered the market place of Fij and Thorp Quinn. Rumors have started that the fruits of Mosswood have returned, but this is not taken as a good sign as the raids on the farms near the rift of Caer Allwyn have been hit by bandits in an ever increasing cycle.
DM INFO
The ruins of Axtell are inhabited by an organized group of bandits at one end of the town and plagued by an evil scavenger on the other end. Undead roam the streets at night and other monsters have been known to move in from time to time as they wander down from the mountains.
The bandits are a very organized group of renegade Sargothian Legionaries. They call themselves “The Silverblade” and have been harassing the regions of Caer Allwyn and Dorovar for many years. The ruins are one of their base camps that is used for operations in this region.
The Judge of the Zephyr in Shieldrun has offered a bounty of 500 gold for the head of the local bandit leader. Known as “Shell”, a villainous cleric of Parazyphon.
The local Trade Guild representatives are offering a 40 gold piece reward for confirmation of the existence of the fruits in Mosswood.
The fruits have reappeared recently due to the replanting of the fruits by extra-planar creatures that came from Elah.

RANDOM ENCOUNTERS WHILE IN AXTELL/MOSSWOOD
Check once a day 40% chance, once a night 60% if encounter occurs, roll 2d8.
2. Kobolds (Ilthguard) 1D4+2
3. Skeletons (From Axtell) 3D4
4. Orcs (Ilthguard) 3D4
5. Bandits (Silverblade) 2D4
6. Giant Spiders 1D6+1
7. Stirges 1D4+2
8. Goblins (Cendrum )2D6
9. Hobgoblins (Cendrum) 2D4+2
10. Fire Beetle 3D4-2
11. Patrol (Shieldrun) 4D4+1
12. Dwarf Patrol (Melanbendoor) 1D4
13. Dwarf Patrol (Avorim) 2D6
14. Ghoul Pack (Axtell) 1D4
15. Gnolls (Bloodseeker) 1D8
16. Lizardfolk Patrol (Dawnmist) 2D4-1
Use general encounter stats from MMI and MMII.
Remember that the Ruins are in Mosswood so use this each day and night the Party stays in the city.

KET TO THE AXTELL RUINS
1. Sign of the wine goblet: this one story building is full of debris and cobwebs. There are several shelves that still line the walls. On the shelves are many dust covered bottles full of dark liquids and dried powders, probably ale and wine. There are also a few open barrels behind one of the counters.
The bottles are full of aged Dwarvish ale from Avorim. 28 bottles, 7sp each.
2. Ram’s Head Inn: Once a building over eight stories high now only the first three remain, with the rest collapsed around the standing remains. The first floor contains a living area a dining hall and a kitchen. All the furniture and old household items are in shambles littering the floor and ruined by age. The second and third floors have 4 rooms apiece, each with ruined beds and rotten furniture.
Each room will have 0-3 giant rats (1D4-1). The sixth room searched however will have a nice circular wall mirror with copper engravings around the edge (15g).
3. Sign of the barber: This one story building is devoid of all items except an old rotten chair in the center of the room and a table near one of the walls.
4. Sign of the Leather Tanner: This one story building is full of a few piles of rotting leather couple of broken tables and in one corner are a few tools still in good condition. (The tools weigh 15# and are worth 30g). On the outside of the building are several pits with the stains from different types of dyes and now they are dried and brittle.
5. Sign of the blacksmith: The main portion of this one story building is sectioned off as a work area the other portion a living quarters. The working area has two large anvils (25g each, 100#). Several broken braziers, a lot of broken tools and a few half decent ones. (a skilled armourer could make miner repairs if needed. The forge is cold and the fire is out, but it could be started back up if needed.
6. Sign of the upside down Owl: This two story building was once a tavern here in Axtell. The tables in the main bar are broken. Small tracks cover the dusty floor. 2D6 Giant Rats live in this building.
7. Sign of the short sword: this one story building was once a sword smiths shop and contains a furnace, a few hammers, and one still in useable condition, a broken anvil and several woodcutting tools. Behind a pile of old wood is a mace (has a 20% to break each time used).
8. Sign of the Star: This was obviously the office of the local law a century ago. There s a desk a few pegs on the wall and a stairway leading down. The jail cells go four levels deep and most of the cells have rusted shut or no longer have useable doors. On the lowest level is a carrion crawler.
9. Old Stable: Inside are piles of rotten hay covered in mold and slime. If an hour or more is spent searching this area a saddle of good quality will be found (20g).
10. Sign of the laughing Orc: This old tavern is completely empty and boarded up. Anything of value was taken long ago.
11. Sign of the outfitter: Once a small outfitter shop, with many items still on the shelves and the dusty floor. Although none are useable as they have been ruined by time. Cobwebs are thick along the ceiling and in the stairs leading up to the second level.
12. Sign of the open book: This was once the great library and possibly the magic guild of Axtell. The building is three stories tall and the upper two levels are boarded up from the inside. The ancient librarian sealed this up to protect it and his body sits dead and decayed in a chair at the main desk. Anyone who enters will notice all the books on the walls and a large book at the dead man’s desk. Only a few books remain undamaged. There are 4 spells still intact (lvl1-4:D4 Roll for each).
13. Sign of the healer: This one story shrine was once used a place of healing it is now the lair of a Krenshar Blood Seeker that will hunt any wounded creature that it smells.
14. Merchants home: This building is full of old journals and receipts from 100 years ago. Most of the books have been eaten by worms or ruined by moisture and mold. Nothing of value is here.
15. Tower – Sign of the Eye: Six levels high and there is a window on the sixth level. The upper floor contains several tomes of an unknown language. (4 of them could be sold in Shieldrun for a total of 30g).
16. Sign of pen and ink: This was once a school on learning and knowledge it is now the lair of the Silverblade Bandits*. One group will be here the other out raiding. They will have all the doors guarding. See Bandit descriptions.
17. Tower: This old tower is over 105 years old and still in descent shape. Eight stories high and the upper windows are blocked by the thick webs covering them. The first six levels are living quarters and the items have all decayed through the years. The sixth floor has a wizard locked door. Behind which is a nice library containing 10,000 gold worth magical books. All non-magical but covering the topics of magic, the planes and the shifts of Verith. They are written in ancient Vanre. The seventh floor is what used to be a laboratory and several of the glass items are still in usable condition. The can still be used by an alchemist, although transporting them is very tricky. The eighth level door is wizard locked as well. This door opens into a luxurious bedroom with several desks and piles of books. Several vials sit on the desks as well as a little bird cage made of silver. The books are in good condition and after three hours of searching the party will find a spell on one of the pages. (Roll for lv. 5 spells). Three of the potions are poison; the other three are a climbing potion, a potion of ESP, a potion of Longevity. The birdcage was a failed project and anyone who touches it will be shrunk and teleported into the cage. Only a remove curse can free the individual(s) from the cage. Up to three people can be caught in the cage.
18. Sign of the bed: This two story hotel has been ransacked (by the bandits) and is empty and free of webs.
19. Tower: This used to be the residence of the judge and is four stories high . the bandits have walled up the door and windows with rubble from the outside. Inside are two giant scorpions.
20. Sign of the tree: This was once a nursery of some size but half of the building has collapsed. Sweet smells issue forth from the interior as if roses were in bloom. In reality it is a Giant Sundew.
21. Sign of the herbalist: This old herb shop is a simple one story hut. The old dusty shelves are littered with all manner of dried herbs; there is a 10% chance that any particular herb is useable. There are no other valuables in this shop.
22. Sign of the Wiseman: This too was once a school but now it is just a bunch of empty rooms filled with webs.
23. Sign of the alchemist:
24. Inn: The building has been burned down just recently as the cinders appear to still be smoking. The bandits tried to kill the Krenshar Blood Seeker the previous day. Several sets of footprints in the soot.
25. Sign of the butcher: Nothing of value is in the old building except a large rusty butcher’s cleaver stuck in cutting board.
26. Sign of the unicorn horn: This was once a specialty shop. One story high with piles of old boxes and items everywhere. Covered in dust, webs and old tarps. If the party searches here for 3 hours they will find a random item that is worth 10-40 gold (1D4).
27. Fire Pit: This fire pit was built in the ruined foundation many years ago of this building and a sign of the dead erected by the bandits here. 3 ghouls lurk in the open basement.
28. Sign of the glassblower: Several glass balls and vials will be found if this ruined building is searched. Several open holes in the roof have been overgrown with vines.
29. Sign of the candle: This is a two story building with the lower section used for the business and the upper floor a home. Downstairs is full of rotten and moldy furniture, while the upstairs is devoid of all items except some wax balls set around a summoning circle.
30. Sign of the wanton wench: This three story building was once a brothel as the insides are decorated in rotting tapestries and gaudy painting. The upper stories are full of bedrooms that have beds of various types all in disrepair some better than others. All rotten and moldy.
There is a 30% chance that a shade spirit is haunting this locale and will randomly pick a party member to attune too. This character will be haunted and followed by this spirit until it is exorcised. The spirit will cause trouble for this character whenever possible. It will be slightly visible when it causes a negative action to the character other than that only a chill up the spine or cold breeze will give any clues to its existence.
31. Sinkhole: this sinkhole is the lair of a brood of Anhkhegs. They have been living here for the last 50 years cycling through life. Feeding on those that would try to enter the Keep.
32. Hollow Tree: The hollow of this tree is covered in thick moss. Undisturbed for over 100 years it house a small iron lockbox. Inside is 100g and three gems (40g each).
33. The Keep: The main gate to the keep while not locked has rusted shut over the last century. To open it will take a combined effort Str. Roll DC25. Inside the keep walls is a small courtyard with a low set of stairs leading up to a promenade with a well that is sealed up, but drinkable. The main doors to the keep have been boarded up from the outside and a warning is scratched into the wood.
“Beware the evil dead have risen and the soulless ones have taken all our hope.” See Axtell Keep Key for more details
Bandits of the Silver Blade
Plaguing the Ruathyn district of Dorovar and Caer Allwyn, this group of well organized and well equipped bandits has become a major problem to the military and merchants of Caer Allwyn. They raid at dusk or during inclement weather, catching the local citizens and militia off guard. Many honest farmers have been killed by the Silver Blade. They are proficient trap makers and deal extensively in the slave trade. Groups will consist of 20-80 bandits.
The leader of the group is: Mugratha the Evil, a vicious Eledrin fighter of great skill. Lv 17 Tempesst Warrior. Mugratha is a slender man, tall with a well proportioned build, soft spoken yet cautious. He meticulously plans all his major raids. His hair has turned white due to a recent battle with a ghost, near Hoval in Caer Allwyn. He is said to be ambidextrous. Mugratha has five main henchmen that lead his main raid groups. All are Lawful Evil. (See Character Sheet)
Lothar: Lv. 14 Griffon riding Ranger. +2 Halberd, +1 battle Axe, 3 javelins of lightning. Lothar is a meticulous planner and a master of surprise attacks. He is the best of Mugratha’s henchmen as well as his right hand man. He flies on his griffon keeping tabs on the rest of the bandits.
Shell: Lv. 10 Cleric. Carries several vials of spider poison. Shell runs the Caer Allwyn branch of the Silver Blade Bandits out of the Axtell ruins. This camp is also used for those who need time to heal or are on the lamb. (See character Sheet)
Gallus Augustus: Lv. 14 Ranger. Specialized in longbow (+2 longbow) Helm Pro +2. Gallus runs the bandits that raid the Saracian and Amber districts.
Venom: Lv. 18 Rogue. Cloak of Elvenkind +2, Map of Trap detection. Venom leads the Bandits Drythinia. The whole peninsula up to Blackwater-Port is under his influence.
Fiorin Taris: Second under Lothar do to his cunning and skill. Lv. 17 Rogue +3 Studded Leather, Ring of the Ram. Fiorin is also a member of the Red Scar Thieves Guild in Blackwater-Port.
If encountered they will attempt to take slaves, to sell in Sargothia. Monies gathered from the raids are used to hire mercenaries to strike deep into the heart of Dorovar. These are strike missions with key targets that Mugratha deems necessary to destroy.
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Bandits encountered in the ruins will be scouts or a hunting party resting here or hiding out from the law. There is a 10% that any given leader above will be with the group, otherwise the DM should match the encouter to the strength of the party. Meeting one of the leaders of this group could definately end up making long-term enemies.