TEXT:  
   
   
  Old BENGART’S 
  MILL 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Old Bengart’s Mill 
   
  Rumours & Hooks: 
  Villagers on the outskirts of Skegg End have 
  grown very sick, with an increased number of 
  vermin in the fields. Mayor Loris wants someone 
  expendable to investigate.  
   
  Unusual numbers of sheep are going missing 
  from farms, dragged away and devoured by 
  ferocious beasts. But the tracks suggest something 
  other than wolves or bears... Solving this mystery 
  is an opportunity to build goodwill with the local 
  villagers.  
   
   
  Skegg End is a frontier village of approximately 
  250 people, close to barbarian and beastmen 
  territories, with fields covering about two square 
  miles. Residents raise livestock and crops, and 
  generally keep to themselves, trading with local 
  barbarians from time to time. A standing guard 
  and hardened militia help fend off any beastmen 
  incursions.  
   
  The Bengart farm fell into disuse some years ago, 
  ostensibly abandoned after shifting territories 
  made it too dangerous to live in. In fact, Bengart 
  fell victim to lycanthropy, and sent his family 
  away. He is now a wererat, with precious little 
  humanity left. He lairs in his old windmill, 
  gathering vermin to him like a fetid cloud before 
  sending them out to scavenge.  
   
  In the last few months, more than half a dozen 
  farmers have contracted Slough Pox from the 
  rats; a viral infection that causes the victim’s skin 
  to break out in sores and slough off. The disease 
  is deadly in about 50% of human cases, but 
  animals are immune. Those victims that recover 
  are often badly scarred. Herbal remedies can 
  alleviate the pain and scarring, but do not assist in 
  fighting off the disease itself. Four farmers have 
  died so far, and another three are in strict 
  quarantine in a remote outhouse.  
   
  Mayor Loris, a trusted and hardy farmer in her 
  fifties, is willing to pay generously for some 
  adventurers to determine the source of the 
  plague, and either report back, or preferably deal 
  with it. She suspects a large vermin nest 
  somewhere on village outskirts.  
   
  Investigations 
  If the party makes inquiries, they might discover 
  some other strange occurrences on in the area. 
  Sheep have been going missing at an alarming 
  rate, and tracks suggest something other than 
  wolves or bears are responsible (Cha (Gather 
  Information) check). On a great success, one 
  hunter by the name of Motely even suggests he 
  saw what appeared to be enormous rat tracks 
  nearby old Bengart’s place.  
   
  If the party investigates some of the raided farms, 
  it doesn’t take long to locate tracks in connection 
  with missing sheep. An Int or Perc (Wilderness 
  Lore) check identifies giant rat tracks (cat sized), 
  as well as one very large set of paw prints (a dire 
  rat, with paws the size of a horse hoof).  
   
  Tracking the beasts leads to Old Bengart’s farm, 
  and the windmill (the GM determines how long 
  the trip takes to the farm, and whether to roll for 
  any Plains random encounters; LFG p.171).  
   
  When the party first approach, they immediately 
  notice large numbers of mice and rats in the 
  fields (hundreds upon hundreds), that skitter 
  away at the slightest provocation. The fields here 
  are 
  completely 
  overgrown, 
  having 
  been 
  abandoned for years.  
   
  Area 1 - Outskirts 
  Characters passing through the farm perimeter at 
  this point notice the occasional sheep carcass 
  lying in the tall grass or shrubbery. Anyone in the 
  vicinity of the dead corpses must make a Con  
   
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  check or contract bacterial Slough Pox, which 
  begins manifesting symptoms within 1d6 hours: 
  lose 1d3 Str each day for 1d4 days, then make a 
  Luck (Con) save. If successful, the disease 
  subsides with no further deterioration over 1d6 
  months. If fail, lose another 1d3 Str, and repeat). 
  A character who survives the pox has a 50% 
  chance of losing 1 point of Cha permanently due 
  to severe scarring. 
   
  Adventurers 
  that 
  take 
  precautions 
  against 
  infection, such as wearing face wraps or imbibing 
  protective concoctions, gain advantage on the 
  Luck save (or by employing multiple protections, 
  might avoid the need for a Luck save at all).   
   
  Disturbing the carcasses, or physically touching 
  them, requires a second Luck save (assuming the 
  first was successful).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 2 – Overgrown Fields  
  At this perimeter point, unless the adventurers 
  are being very stealthy (Dex (Stealth) vs Perc 
  (Detection) contest), 5d4 giant rats are hiding in 
  the overgrown fields, hoping to ambush the party.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: If 
  appropriate, another Giant Rat (60%) or Dire Rat 
  (40%) comes to aid this Giant Rat, S3 D14 C8 I2 
  P13 W6 Ch4, L3, Mv 40 ft. 50% chance of 
  exposing a bitten target to Slough Pox.  
   
  If more than half the rats are killed, the 
  remainder must make a Will check at 
  disadvantage or flee.  
   
  Area 3 – Old Windmill 
  The windmill is dilapidated and in a poor state of 
  disrepair, its blade rotted, and mortar crumbling.  
   
  
   
  4 
   
  The building has three stories, the exterior door 
  long since fallen from its hinges. The lower entry 
  level is generally inhabited by 1d4+1 dire rats. 
  Dirty straw, fur and scattered bones litter the 
  floor in places.  
   
  Dire Rat, AC 12, HD 2+3, Bite 2d4, 19: the 
  target must make a Luck (Con) save or suffer a 
  virulent disease, draining 1d4 Str over the next 
  1d10 minutes, S13 D15 C13 I2 P13 W9 Ch4, 
  L5, Mv 60 ft. 50% chance of exposing a bitten 
  target to Slough Pox.  
   
  A narrow staircase leads to the middle level, 
  where Bengart resides. The second storey has 
  enough holes in the floor that he can see (and 
  hear) what is happening below.  
   
  The wererat and his dire rats retreat to this area if 
  possible for fighting. All of the rat kin can climb 
  the mortar here at their normal movement rate,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and will flee out the windows and down the walls 
  (a 20 ft drop) to the escape if necessary. 
   
  While fighting on the middle level, scores of rats 
  from the attic above drop through the rafters onto 
  intruders, biting, scratching and generally going 
  for the eyes/ears. PCs fighting here must make a 
  Luck save each round or suffer a -3 penalty on 
  attack rolls, or spell interruption, due to dive 
  bombing vermin.  
   
  Bengart – Wererat, AC 12,  HD 3, Bite 2d3 
  and Sword 1d8, 19: if appropriate, a giant rat 
  comes to Bengart’s aid, S14 D18 C10 I13 P14 
  W10 Ch8 (Hybrid), L6, Mv 30 ft. 
   
  Bengart is a lycanthrope with all the usual 
  benefits (LFG p.95). By spending an action, he 
  may exert control and issue orders to ordinary 
  rats, giant rats and dire rats, which are compelled 
  to obey. Wererats are extremely sneaky and gain 
  advantage on Stealth checks.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  Bengart is now more rat than man, but he retains 
  aspects of his humanity. With the right prompts 
  or pressure, he might be persuaded to show 
  mercy, or offer his treasures (including those 
  hidden in Area 4) in return for a truce and/or 
  exile.  
   
  If the windmill is searched, 1 x Carry Loot (LFG 
  p.136) is stashed in the attic, amidst rat detritus 
  (exposing any who touch it to Slough Pox).  
   
  Area 4 – Rickety Shed 
  This 30 ft by 20 ft shed is almost in ruins, 
  crumbling and unstable, with vegetation growing 
  inside.  
   
  Bengart has hidden 1 x Valuables (LFG p.147) in 
  the viney undergrowth of a rare Jitter Vine: 
  anyone disturbing the brush sets off its flowery 
  spores, causing the subject to flee in irrational  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  fear for 5d4 minutes (a Luck (Con) save resists). 
  At the GM’s discretion, an adventurer might 
  harvest 1d2 spore pods that will keep for 1d6 
  weeks before turning inert (the plant produces 
  spores only once per season).  
   
  Aftermath 
  Unbeknown to Bengart, when he sent his family 
  away years ago, his daughter was already infected 
  with early stage lycanthropy. Over time his entire 
  family became lycanthropes (his wife, son and 
  two daughters).  
   
  Recently the pack has heard tales of a vermin 
  plague in the area, and a giant rat that walks on 
  two legs. They are en route to investigate. If they 
  find Bengart dead, they will seek vengeance 
  against his killers if possible. Alternatively, if 
  Bengart is alive, the family reunites and sets about 
  infecting a nearby village. 
   
   
   
   
   
  
   
  6 
   
  CREDITS 
   
   
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork copyright 2006 Bradley K McDevitt, used with permission. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
   
   
   
   
   
   
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