TEXT: HM-1
  The Disappearance of Harold the Hedge Mage
  An AD&D adventure for 4-8 characters Level 1-3
  By Todd Hughes
  Editing and Maps by Greg Covey
  Art by Bucky Argyle
  
  The Disappearance of Harold the Hedge Mage
  2
  The Disappearance of Harold the Hedge Mage
  By Todd Hughes (whughes@ptatech.com)
  Editing and maps by Greg Covey (jivemiguel70@gmail.com)
  Art by Bucky Argyle
  Background
  This adventure takes place around the hamlet of Rashtan
  near the Lonely Wood.  Rashtan is a small hamlet
  surrounded by farmland.  It is in a temperate climate and
  Rashtan is populated by mostly humans and a few demi-
  humans.
  Notes for the Dungeon Master
  This module is designed for novice and intermediate level
  players. The number of player characters should be
  between four and six. The recommended level of
  character experience is from first to third level. Magical
  items available to the party at the start of the adventure
  should likewise be restricted. Players may either bring in
  existing characters of the appropriate level, with the DM’s
  approval or roll up new characters as suggested in
  appendix P of the Dungeon Masters Guide.
  A random encounter chart is given below. All monsters
  encountered are considered passers-by and are not
  inhabitants of the specific area being investigated. This
  chart is applicable to most encounters on open grassland,
  in forests, or on smaller hills.
  The chance for a random encounter is one out of six (i.e.,
  a 1 on d6). A check should be made once each day and
  night.
  Random Wilderness Encounter Chart
  Die Roll
  Encounter
  1-5
  Stirge (2-8)
  6-14
  Wolves (2-5)
  15-17
  Worg (1-4)
  18-20
  Ant, giant, workers (2-8)
  21-24
  Brown Bear (1-4)
  25-27
  Giant Cave Spider (1)
  28-30
  Hobgoblins (2-5)
  31-35
  Goblins (3-12)
  36-40
  Centipede, giant (2-5)
  41-50
  Rat, giant (2-12)
  51-57
  Snake, giant constrictor (1-4)
  58-60
  Snake, giant poisonous (1-3)
  61-67
  Spider, giant (2-5)
  68-70
  Bug Bears(1-4)
  71-77
  Elf (2-8)
  78-81
  Orcs (2-8)
  82-85
  Ogres (1-3)
  86-95
  Bandits (2-7)
  96-00
  Brigand (2-8)
  Rumors and facts: The following list is a compilation of
  various stories, rumors, and facts concerning Rashtan and
  the surrounding area. Any resident of the area might know
  one or more of these tales.
  The chance that any encountered NPC will know 1 or
  more rumors depends on the NPC level.
  0-Level – 40%
  1st-Level – 50%
  2nd-Level – 75%
  If a NPC has been determined to know rumors roll to see
  how many they know using the chart below.
  0-level – 1-2 (1d4/2)
  1st-Level – 1-3 (1d6/2)
  2nd Level – 1-4 (1d4)
  Once the number of known rumors is determined, roll on
  the chart below to determine which rumors are known.
  Each rumor is marked as either true or false. Those in
  italics are partially true.
  1.
  Harold is a former adventurer and is far more than
  some crazy hermit. (true)
  2.
  Harold’s forest home is protected by all manner of
  traps both normal and magical.
  3.
  There is an evil mage in the forest gathering an
  army of undead to attack the village. (false)
  4.
  Harold is best friends with Korec the tavern owner,
  and Korec will pay if someone were to find him.
  (true)
  5.
  Istan is extremely jealous of Harold. (true)
  6.
  Istan and Harold grew up together and went to the
  same magic school. (false)
  7.
  Istan is more than just a potion peddler he is also
  a powerful mage. (false)
  8.
  Istan’s potions are not magical as he claims they
  are. (true)
  9.
  There are humanoids gathering in the forest intent
  on destroying Rashtan
  10. Harold’s niece, Lora, has a secret crush on sheriff
  Talon. (true)
  
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  11. The town has some evil people in it, no matter
  what the sheriff says. (true)
  12. Korec is a secret assassin. (false)
  13. Korec is in league with the evil powers in the
  forest. (false)
  14. Some months ago a skeleton was seen walking
  near Harold’s house.  What’s worse, he spoke out
  loud. (false)
  15. A party of travelers was attacked by humanoids
  while traveling through the pass in the forest.
  (true)
  16. There is a large pack of wolves just outside of
  town to the south. They are the pets of some evil
  giant and do his bidding. (false)
  17. Harold has a large stash of powerful magic hidden
  somewhere in the forest. (false)
  18. There is an entrance to an ancient abandoned
  mine somewhere in the forest. (true)
  19. At night, translucent figures haunt the wood.
  (false)
  20. The town priest is really a devil worshiper. (false)
  Hamlet of Rashtan
  As you enter the hamlet you see a small village with only
  seven buildings laid out neatly on either side of the main
  street, running through town.  The largest is the first
  building on your right and above the door hangs a sign that
  reads “Wayfarers Place”.  There are a handful of people
  walking beside the street going into the various buildings.
  #1 Wayfarers Place
  Description: As you enter you see a moderately-lit tavern.
  Directly to your right is a bar with a man wearing an apron
  standing behind it cleaning a glass with a towel.  He has
  an upturned nose and a long scar running from his
  forehead across his nose and down his jaw. He looks at
  you wordlessly as you enter.
  There are several tables laid out in a haphazard manner.
  Sitting at the table in the rear is a man with a thick beard
  and dirty clothes nursing a pint of ale. A sign above the bar
  reads “Ask us about our potions”
  In the rear right back corner of the room is a staircase
  leading up.  As you watch a man hurriedly comes down the
  stairs and quickly brushes past you and out the door.
  DM Note: Wayfarers Place is the only Inn and tavern in
  Rashtan. While not extravagant the Inn is fairly clean and
  comfortable.  The bartender is the Inn owner Korec the
  half-orc. He is a gruff individual who will generally answer
  question in the least possible amount of words. He is a
  former adventurer who put all of his money into building
  Wayfarers Place.
  There is a small kitchen through the door behind the bar,
  players can get a drink, or food, or a room for the night.
  The man in the back drinking is a local farmer named Carl,
  who just got done selling his crops to the general store. If
  engaged in conversation, he will be friendly and
  boisterous.  Carl will always know at least one rumor from
  the table above.
  If the players ask about potions Korec will relay the
  following.
  “Right now I only got 1 healing potion. My friend Harold
  brews the potions and delivers them once a week, but I
  haven’t seen him in almost three weeks now.  He lives in a
  cottage out in the lonely wood a couple of days ride from
  here.  I talked to the sheriff about checking on ‘im, but he
  says his authority don’t reach past the outl’in’ farms.”
  If the players offer to help, Korec will give them a map and
  directions to Harold’s cottage.  If not the following
  encounter will take place:
  As you are standing at the bar a young blonde woman
  runs in. Her name is Lora.
  Lora: “Korec, have you heard from my uncle yet?”
  Korec: “No Lora I aint”
  Lora: “He has never gone this long before. My mother and
  I are worried something terrible has happened. You know,
  a party of travelers was attacked by humanoids while
  traveling through the pass in the forest.”
  Korec: “I know but there aint anything I can do.”
  Korec will then turn to the party:
  “You look like the rough and tumble type.  I will pay each of
  you 25gp if you will go check on my friend.  If you can find
  him I will throw in another 50gp each.”
  Lora will stare at the characters pleadingly.
  If the PC’s accept, Korec will give them directions and a
  map to Harold’s cottage.
  Once the PC’s have agreed to help, Korec will say
  “It’s getting late. I will give you all a free room for the night
  and a hot meal. You can leave in the morning.  Take this
  last potion too, and you can restock on supplies at Silo’s
  general store and look around the rest of the village. Your
  food and rooms will be ready when you get back.”
  Harold’s Healing Potion (single use potion heals 1-8 HP)
  #2 Jord’s Forge
  Description: As you approach this stone building, you see
  smoke coming from a chimney and a sign hanging above
  the door reading “Jord’s Forge”. When entering you see a
  large dark-skinned man hammering away on an anvil near
  a fire pit. He glances up you and says “One minute”.  He
  
  The Disappearance of Harold the Hedge Mage
  4
  then carefully grasps a horseshoe with tongs and dips it in
  a tub of water.  The horseshoe hisses and pops as steam
  rises from the tub. Jord places the now finished horseshoe
  into a box beside him and walks towards you. “Can I help
  you?” he asks.
  DM Note: This is the blacksmith shop run by Jord
  Hammerlin. Jorde is a local whose father ran the shop
  before him. Jorde will always know at least two rumors
  from the table above if the characters engage him in
  conversation about the area.
  Characters can purchase goods here. Jord sells typical
  items that would be made by a blacksmith. Jord is also a
  weaponsmith and can repair damaged normal weapons.
  Jord: (lvl:0, HP:6, S:17, I: 11, W: 12, C: 13, D: 14, CH:
  11)
  Jord is friendly with both Korec and Harold.  He knows
  from Korec that Harold has been missing, but has no idea
  what has happened to him.
  If asked about other people in town Jord will mention Istan.
  He does not like Istan and will tell the players he considers
  him a untrustworthy individual.
  #3 Minter’s Marvelous Maps and Things
  Description: Above the door of this shop is a sign that
  reads “Minter’s Marvelous Maps and Things” with a
  picture of folded map.  You see dusty bookshelves lining
  the walls filled with books and scroll cases, much of which
  seem to have been thrown about haphazardly.  There is a
  door in the back of the room. Sitting at a desk is a man
  with long brown hair and a long thin mustache. “Hello. My
  name is Minter. How can I help you?”
  DM Note: Minter fancies himself a sage and librarian. In
  truth he is a Magic user who has read extensively about
  travel and different parts of the world. He has many maps
  some of the local area with towns, villages, and roads.  He
  has other maps of faraway places.  He has lots of books
  on mundane subjects such as anatomy and flora and
  fauna, and if asked he has 2 magic scrolls for sale.
  1 burning hands (cost: 300 gp)
  1 comprehend languages (cost: 300 gp)
  He also has an abundance of leather and bone scroll/map
  cases.
  Minter will also offer to identify if any items the characters
  have found are magical in nature for 25 gp/item. He does
  this with a pair of magical glasses that tells him if an item
  he is looking at is magical.
  When identifying items he will not do so in front of the
  characters, instead insisting he must take the items alone
  into the backroom so his “spell” will not be interrupted. He
  does this to hide the fact that his glasses are magical for
  everyone, although he will not try to steal any items.
  Minter does not get out much and is not up on the latest
  gossip, but he will know 1 rumor from the above table. He
  knows Harold and seems to be friendly with him, but he
  had not heard he was missing. He also knows Istan, but
  rarely have they spoken. Istan has accused him of trying
  to steal the formula for his potions.
  Minter (Magic-user Lvl: 1 St: 10 Int: 17 Wis: 13 Dex: 13
  Con: 10 Chm: 11 HP:4)
  #4 Sheriff’s Station
  Description: Above the door to this building is a sign
  reading simply “Sheriff”. As you enter you see a desk to
  your left with a man in studded leather armor sitting behind
  it writing.  In the back of the room are two jail cells. One is
  currently being occupied by a dirty looking man who snarls
  toothlessly at you as you enter. “Can I help you folks?” the
  man behind the desk asks.
  DM Note: The sheriff is Talon, a large clean cut man with
  a small scar on his right cheek.  He will greet the visitors
  and direct them to Wayfarers Place as the only inn in
  town.  He will know at least two of the rumors above. If
  asked about Harold he will reply:
  “Korec and Lora approached me about it; unfortunately
  there is nothing I can do.  I have ridden the length of
  where my authority extends and haven’t found any clues.  I
  am worried, however, since there has been talk of
  travelers being harassed by creatures in the forest as of
  late.”
  #5 Silo’s General Store
  Description: Above the door hangs a sign with a depiction
  of a horse eating from a feed bag. It reads “Silo’s General
  Store”. As you enter you see shelves stacked with goods
  of all kinds.  A portly man wearing an apron and a big
  smile waves to you from behind a counter “Well met
  travelers. How can I be of service today?”
  DM Note: Silo is a pleasant man eager to help the party
  spend their coin in his shop.  He has stock in the following
  equipment tables from the Players handbook: clothing,
  misc. equipment and supplies, provisions, and tack and
  harness.
  Silo likes to gossip, and as a result will know four rumors
  from the table above. He will gladly share these with the
  PC’s even to the point of talking about town goings on
  without be prompted. Silo knows everyone in town and has
  nothing but good things to say about all of them. He has
  heard that Harold has disappeared, but has no idea what’s
  happened to him.
  
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  5
  #6 Istan’s Extraordinary Elixirs
  Description: Above the door a sign reads “Istan’s
  Extraordinary Elixirs”.
  You enter a dingy and dimly lit room with the smell of burnt
  hair lingering in the air. At the back of the room is a man in
  gray robes working at a long table with bubbling beakers
  and jars. As you enter he turns and you see a short, thin,
  middle-aged man with greasy black hair and a pointed
  downturned nose.  He gives you a crooked smile and says
  “Welcome to my shop. How may I help you travelers?
  Perhaps you would be interested in an elixir to cure your
  ills.”
  DM Note: Istan is greedy self absorbed man who blames
  most of his problems on the rest of the community. He is a
  failed magic user and wannabe alchemist. He does,
  however, have great knowledge of local plant lore and has
  found a way to mix certain ingredients to be somewhat
  useful. He will zealously try to convince the members of
  the party to buy his elixirs. If Harold is mentioned Istan will
  get a grimace on his face and say
  “That harebrain can’t make a decent potion.  My elixirs are
  ten-times what his are. He has convinced all the others in
  town to tell passers-through to go to the inn and buy his
  junk. He is conning everyone. He is nothing more than a
  two-bit hedge mage. I don’t know what has happened to
  him a frankly I don’t care.”
  In actuality Istan believes he does know what happened.
  Using a potion of clairvoyance, Istan found the location of
  a hobgoblin lieutenant who has been sent by his chief to
  raid the area. Istan met with the hobgoblin and gave him a
  tribute of a magic item (that he conned from a former
  customer) and convinced him that Harold has a horde of
  magical items hidden away. He then gave the hobgoblin a
  map to Harold’s cottage.
  Istan is a sly and sneaky fellow, he is aware of all of the
  rumors on the table above, however he will not reveal any
  of the rumors unless he thinks it will in some way benefit
  him.
  Istan’s Elixirs
  Istan’s Wondrous Elixir – Istan will claim this foul
  smelling potion will heal a person’s wounds. He will claim it
  to be a superior healing potion to Harold’s mixes. Istan
  creates this potion using a local plant root mixed with the
  leaves or a berrymore tree found in the Lonely Wood.  He
  also grinds up the caterpillars that feed on the leaf and
  mixes them in. (This does nothing but make the potion
  stink and taste slimy and chunky.)  Drinking the potion will
  heal 1 HP of damage.
  Istan’s Elixir of Anti-Venom – Istan will claim this potion
  will stop any and all natural poisons. Istan creates this
  poison using spider venom and a mixture of aloe sap from
  a local vine. He also sneaks out at night and takes dirt
  from around the foundation of the church.  He believes this
  gives the potion a magical quality, but all it actually does is
  make the potion taste like dirt. This potion will not cure
  anyone who has been poisoned, however if drank it will
  give the drinker a +1 on saving throws versus poison for
  24 hours. Adversely, it will also make the drinkers urine
  turn purple for 24 hours.
  Istan will refuse to reveal any of the ingredients in any of
  his potions.
  Istan’s Wondrous Elixir: Cost: 15 gp (4 in stock)
  Istan’s Elixir of Anti-Venom: Cost: 25 gp (3 in stock)
  #7 Temple of Mielikki
  Description: As you approach this dark wooden building
  you see a statue in front of a beautiful woman wearing a
  tunic and wielding a bow. When you enter you see a man
  in green robes cleaning a short line of pews facing an
  altar. “Hello, and may Mielikki bless you.”
  DM Note:  The man is Cariwin, priest of Mielikki. He will
  be friendly to the PC’s and invites them in.  He will take the
  opportunity to speak about Mielikki and the harmony of
  nature if given the chance.
  If asked about Harold he will smile and say:
   “I have spoken with Korec and know his concerns and I
  share them. Harold would always come by when in town to
  speak on theological matters, but I have not seen him for
  weeks.”
  If anyone in the party is wounded, Cariwin will offer to heal
  them for a tithe of 75 gp by casting a cure light wounds
  spell upon the injured.
  Cariwin (Cleric, lvl: 2, S:12, I: 13, W: 16, D:15, C: 12,
  CH:15, HP: 13, AC: 8, robe, staff)
  Travel to Harold’s Cottage
  Description: The road into the Lonely Wood is clear and
  well traveled.  The ground is packed hard and you move
  freely. Every once in a while you pass what looks to be an
  old guard station that is now abandoned.
  DM Note: The main road through the forest is used by
  travelers and merchants to cross over the Forgotten Hills.
  It is well traveled and relatively safe during the day.
  Spread along the road are guard stations that were once
  used when the road was first built and the area still had a
  sizable orc population. The orcs have been all but run off
  now and the stations have been left unmanned.
  
  The Disappearance of Harold the Hedge Mage
  6
  It will take a full day’s travel at normal movement rate on a
  mount to reach the intersection with the path that leads to
  Harold’s. It will be dark when the PC’s arrive at the
  intersection.
  If the PC’s camp near the road there will be a 1 in 6
  chance for an encounter using the above random chart.
  If the PC’s continue to try and move on there will be a 4 in
  6 chance of an encounter while traveling at night.
  The Path to Harold’s Cottage
  Description: You can see a path beside an abandoned
  guard shack that looks more like a hunting trail than actual
  path.  The path snakes through the trees, underbrush and
  low branches making it difficult to ride along the trail. You
  have to dismount and lead your mount to make it through.
  DM Note:  The trail is easy to spot, but over growth makes
  it difficult to navigate. The characters will have to lead their
  mounts, and will only be able to move half speed.
  There is a 1 in 6 chance for a random encounter during
  the day.
  Night will fall when the PC’s are ¾ of the way to Harold’s.
  If the PC’s decide to camp for the night there is a 2 in 6
  chance for an encounter. If they travel onward there is a 4
  in 6 chance for an encounter.
  If they camped for the night they will reach the clearing of
  Harold’s grove just before noon the next day.
  Harold’s Cottage
  Description: The trail eventually breaks into a large
  clearing and up ahead you see a small wooden house that
  appears to be two stories tall and is surrounded by a
  hedge.  The trail you are on heads straight to a clearing in
  the hedge and directly to a front door that appears to be
  standing wide open.
  DM Note:  This is Harold’s cottage.  Unbeknownst to the
  PC’s, a small patrol of orcs led by a hobgoblin have
  already entered the cottage looking for Harold. They came
  by way of a trail behind the house that leads to the
  abandoned mine they are using as an outpost.
  As the PC’s approach the house they will see the front
  door is barely hanging on by its hinges and the lock has
  been splintered. Light shines through the windows in the
  home and all is quiet.
  1st Floor
  #1 Common Area
  Description:  As you enter the cottage you see the home’s
  common area.  There is a coat rack knocked to the floor
  and a coat and a set of robes are thrown haphazardly on
  the floor.  The rug has been picked up and thrown against
  a wall and lays crumpled on the floor.
  DM Note: The orcs have ransacked the home looking for
  a clue as to where Harold is.
  #2 Dining Area
  Description: As you round the corner of the wall you enter
  what appears to be a dining area.  There is a large circular
  oak table in the room and cupboards on the walls that
  likely once contained dishes.  The floor is littered with
  shards of broken plates and bowls as well as shattered
  remnants of wooden chairs.
  DM Note:  Nothing of interest in this area.
  #3 Study
  Description:  The door to this room is standing open and
  as you enter you see a wooden desk in the middle of the
  room and a bookcase along the wall.  The contents of the
  desk drawers have been dumped into a pile on the floor
  with the books from the book shelf.  Spilled bottles of ink
  pool along the edge of the books and papers, and pieces
  of feather from quills are everywhere.
  DM Note:  If the characters riffle through the pile of books
  and papers they will come across a leather scroll case.
  Inside is a scroll containing the 1st level magic user spell
  Write along with a small vile of ink (enough ink to cast the
  spell once).
  #4 Stairs to level 2
  Description:  Before you is a set of wooden stairs with a
  handrail leading upstairs.
  DM Note:  This leads to the 2nd floor.
  #5 Stairs to Basement
  Description:  This door has been broken off its hinges
  and you see stairs leading down to a darkened basement.
  DM Note:  These stairs lead to the basement where the
  orcs and hobgoblin are waiting.  See Notes for the
  basement.
  #6 Kitchen
  Description:   This appears to be a simple country
  kitchen.  There is a wood burning stove in the back corner
  and the walls are lined with cabinets.  The contents of the
  cabinets have been strewn all around the kitchen and the
  
  The Disappearance of Harold the Hedge Mage
  7
  floor is covered with flour. You see numerous footprints in
  the flour.
  DM Note: Nothing of interest in this room, just food items
  (mostly dried) and cooking utensils.
  2nd Floor
  Description: As you walk up the stairs and enter the 2nd
  floor of the home you notice several doors that have been
  forced open and a window at the end of the hallway has
  been smashed.
  #7 Bathroom
  Description:  You enter what appears to be a bathroom.
  There is a chamber pot and wash basin knocked of their
  stands and onto the floor.  There is a mirror against the
  west wall that has been smashed, and an empty tub
  against the north wall of the room.
  DM Note: Nothing of interest in here.
  #8 Master Bedroom
  Description:  This appears to be the master bedroom.
  There is a large bed with the head against the east wall of
  the room underneath a window.  The blankets have been
  thrown off the bed and the window smashed.  The pillows
  have been torn asunder and feathers are everywhere.
  Against the north wall is a small bookcase whose books
  have been ripped from the shelves and thrown to the floor.
  Directly across on the south wall are the remnants of two
  paintings that have been shredded. Next to the bed seems
  to be a night stand that has been tipped over and whose
  drawers have been dumped on the floor.
  DM Note: If the party search’s the area around the
  nightstand they have a 3 in 6 chance of finding a plain
  silver ring in between a crack in the floorboards.  This is a
  ring of feather falling. Next to a broken lantern is a flask of
  oil, and there is also a small coin purse containing 15 g.p.
  The books on the floor are scholarly texts: history,
  anatomy, animals, etc.
  #9 Storage Room
  Description: This looks like a storage room. On the
  ground are piles of clothes, cloaks, coats and shoes pulled
  off their hangers and slashed to pieces. Along the east
  wall are smashed wooden crates that appeared to hold the
  flour, salt, and preserved fruits that are now all over the
  floor.
  DM Note: if the party sifts through the pile of clothes they
  will find a small pouch containing some spell components
  separated into individual pouches:
  A pinch of soot and a few grains of salt (for comprehend
  languages 1 cast)
  2 small magnets (mending 1 cast)
  A pinch of fire sand (sleep 1 cast)
  A small leather loop (levitate 1 cast)
  #10 Guest Room
  Description: You enter a bedroom. The bed has been torn
  apart and the nightstand and wash basin in the room have
  been tipped over. A broken lantern lies on the floor.
  DM Note:  Nothing of interest in this room.
  #11 Basement
  Special Notes: There are 4 orcs and a hobgoblin waiting in
  the basement.  They are the ones who trashed the cottage
  earlier, and will have heard the PC’s when they enter the
  home.
  They will be waiting in ambush. Two of the orcs and the
  hobgoblin will be behind the large table at the end of the
  stairs. The other two orcs will be behind the table to the
  east of the stairs.
  Once three members of the party have started down the
  stairs on the way to the basement they will attack.
  The two orcs and hobgoblin in front of the stairs will fire
  their crossbows at the lead person.  The other two orcs will
  fire and the 2nd person in line. This should be a surprise
  attack as they were waiting in ambush.
  After the ambush all five creatures will drop their
  crossbows and draw weapons rushing the party.
  Orcs (HP: 4,5,4,3  AC: 8  DMG: 1-6 (short sword) )
  Hobgoblin (HP: 8  AC:7 DMG: 2-8 (broad sword))
  Each orc has: 5 gp, a short sword, a light crossbow, 5
  bolts.
  The hobgoblin has: 10 gp, a broad sword, a light
  crossbow, 5 bolts, and a note. (See DM Notes.)
  Description:  This is a large cool stone basement.  There
  are two long wooden tables in the center of the room, the
  table closest to the stairs has been tipped over and there
  are beakers and liquids of various colors on the floor.
  There is also a shorter wider table to the east of the stairs,
  it has also been flipped and there are various powders
  covering the floor around it.
  The table towards the rear of the room is still standing and
  there are different color liquids running through tubes from
  beaker to beaker.
  DM Note: If the PC’s capture any of the orcs alive they will
  give them information if they promise to let him go, but
  only if he believes they will follow through with the
  promise. He will tell them:
  
  The Disappearance of Harold the Hedge Mage
  8
  “I no want to be here, hobgoblins make us.  They in old
  mine and sent us to get mages stuff.”
  The orcs have no idea where Harold is. A captured orc will
  show the players to the trail that leads to the mines if they
  untie him as a show of good faith.
  If the hobgoblin is captured alive he will not cooperate
  under any circumstances, instead spitting at the
  characters and promising “Balgor will have your heads on
  pikes.” He will also try to intimidate the orcs from helping
  the players. The hobgoblin has a note from Balgor
  instructing him to go and return the mage to the mines. It
  is written in hobgoblin.
  If the PC’s search the remaining tables they will find a
  number of liquids they can’t identify and a vile with a
  stopper labeled “HH”.  This is a Harold Healing potion
  (single use heals 1-8 HP).
  Path to the Mines
  The animal path that leads to the abandoned mines is at a
  creek 100 yards from the edge of the rear of Harold’s
  cottage.  If the PC’s have an orc cooperating he will show
  them the way, if not someone with tracking skill should
  have no difficulty finding the orcs tracks from the path to
  the cottage.
  The mines are a full day’s travel by foot from the cottage
  (the trail cannot be traversed with a mount).  If the PC’s
  decide to spend the night at the cottage and leave in the
  morning then there is no chance for encounter during the
  night and a 1 in 6 chance for a random encounter on the
  path to the mines during the day.
  The sun will be setting when the PC’s reach the mines, if
  they decide to camp there will be a 1 in 8 chance of an
  encounter during the night.  If there is an encounter it will
  be with a patrol of 2-4 orcs armed with short swords.
  If the characters leave immediately and spend the night on
  the trail then there is a 1 in 6 chance for an encounter
  during the day, and a 2 in 6 chance for an encounter
  through the night.
  The Mines Level 1
  Description: As the trail you have been following ends,
  you see an entrance carved into the side of a small hill.
  The square entrance is framed by thick blocks of wood.
  The block along the top is sagging as it has started to rot
  with age. Around the entrance are a number of boards and
  large rocks that seemed to have been moved, as if they
  once blocked off the entrance.
  The tunnel is 10’ x 10’ with a stone floor and packed earth
  on both sides and above you. A series of old thick wooden
  blocks are placed every 5 feet for support of the walls.
  The tunnel runs at a noticeable slope, and after moving 20’
  into the earth the tunnel is now carved from solid rock. The
  entrance is just a glimpse of light behind you and you are
  in total darkness.
  After another 20’ you come to a fork as the tunnel
  branches off to the south east and to the west.
  DM Note:  The tunnels are 10’ wide and 10’ tall. The
  hobgoblins have moved their operations into the 2nd level
  of the mines as it has more room.
  #1 Foreman’s Office
  Description: As you push on the door it nearly collapses off
  of its rusted hinges.  It opens up into a 30’ x 20’ room. In
  the middle of the room is an old desk and there are
  shelves lining the walls. In one corner you see a large pile
  of shredded paper, broken furniture, and the remains of a
  ripped up rug.
  DM Note: The pile in the corner is nest of giant rats.  Four
  of the rats a currently in the nest, and five more are around
  the desk.  If the characters approach the nest or desk the
  rats will attack.
  Giant Rats(HP: 2, 3, 4, 2, 1, 3, 2, 1, 2  AC: 7, A/ DMG: 1/1-
  3)
  Inside the nest the rats have collected a number of shiny
  objects:
  200 sp
  1 small amethyst (worth 100 gp)
  #2 Storage Room
  DM Note: This is an old storage room for the miners
  hidden behind a secret door.  If the characters find it read
  the following.
  “This dusty 20’ x 30’ room looks to be a storage area.
  There a three mine carts and several deteriorating boxes
  lining the walls.”
  If the PC’s search the carts and boxes they will find rotten
  petrified fruits and bread, and five large gold nuggets
  (each worth 10gp).
  #3 Loading Area
  Description: The tunnel ends onto a large open area,
  where the ceiling appears to be 20’ above your head.  As
  you walk out onto the open area you see a circle of
  
  The Disappearance of Harold the Hedge Mage
  9
  reddish light about 90’ away, you hear a clicking sound as
  the light moves towards you.  As they get closer you see
  three beetles about 3’ long, each with two glowing orbs
  above their heads and 1 above their abdomen.
  DM Note: These are four fire beetles that have come up
  from the caverns below. They will attack the PC’s.  If a
  beetle loses ¾ of its hit points it will have to make a
  morality check. A roll of 1-3 on a d6 and the injured beetle
  will attempt to flee.  Each beetle is independent of the
  other, so each will act separately regardless if the other
  beetle is dead or fleeing.
  Fire Beetles: (HP: 8, 6, 4, 7  AC: 4  A/DMG: 1/2-8)
  #4 Stairs to Level 2
  Description: A set of wide stairs carved into the cliff lead
  down into the darkness.
  DM Note: The stairs lead 40’ down to the second level of
  the mines. At the end of each staircase are three
  hobgoblin guards. If the PC’s take the stairs and are using
  a light source, there is a 5 in 6 chance the guards notice.
  If not using a light source, but not moving silently there is a
  4 in 6 chance they notice and are prepared.
  Hobgoblins: (AC: 7 HP: 6, 5, 5 A/DAM: 1/1-8 (battle axe))
  Each guard has a light crossbow with six quarrels and a
  battle axe.  Once engaged with the PC’s the guards will
  yell for help and the two hobgoblins from the other set of
  stairs will arrive in 1 round.
  Each guard has 5 gp and 10 sp.
  #5 Stairs to Level 2
  Description: A set of wide stairs carved into the cliff lead
  down into the darkness.
  DM Note: The stairs lead 40’ down to the second level of
  the mines. At the end of each staircase are three
  hobgoblin guards. If the PC’s take the stairs and are using
  a light source, there is a 5 in 6 chance the guards notice.
  If not using a light source, but not moving silently there is a
  4 in 6 chance they notice and are prepared.
  Hobgoblins: (AC: 7 HP: 7, 5, 4 A/DAM: 1/1-6 (mace))
  Each guard has a light crossbow with 6 quarrels and a
  mace.  Once engaged with the PC’s the guards will yell for
  help and the two hobgoblins from the other set of stairs will
  arrive in 1 round.
  Each guard has 5 gp and 10 sp.
  #6 Elevator
  Description: You see next to the cliff an old, dilapidated
  platform missing many planks, with ropes run along
  pulleys at the sides.
  DM Note: This was once the loading elevator used by the
  miners.  It is still functional, but not entirely safe.  If the
  PC’s attempt to use it each character on the platform must
  make a saving throw vs. paralyzation at a +2 or the boards
  they are standing on will break and the PC will fall to the
  floor below.  They must make such a check for each 10’
  the elevator moves.
  Check 1 when the elevator starts (falling damage 4d6)
  Check 2 at 30’ (falling damage 3d6)
  Check 3 at 20’ (falling damage 2d6)
  If the elevator is used and no one falls there is a 2 in 6
  chance for each set of guards at the stairs they will hear it
  and come investigate, and be waiting when the PC’s
  arrive. If a PC does fall there is a 4 in 6 chance the guards
  will hear it and come investigate.
  Mines Level 2
  #7 Loading Zone
  Description: A large carved area. There are rotting carts
  by the elevator landing spot that once moved the precious
  stones gathered from the mines.
  DM Note: If the guards from each set of stairs have not
  been warned yet by the PC’s there is a 4 in 6 chance, for
  each set of guards, they will hear them now and come
  investigate.
  #8 Meal Hall
  Description: You see a faint green glow as you travel
  down the tunnel.  You enter into a 50’ x 50’ room where the
  walls are covered with luminescent algae that is glowing
  green.  You see wooden tables and benches throughout
  the room as it appears to once have been a meal hall for
  the miners. There are tunnels to the east, west and south
  leading out of this room.
  DM Note:  The algae on the walls are harmless and can
  be scrapped off and used as a light source.  It will last for
  12 hours.
  #9 Orc Barracks
  Description: A thick oak door stands before you.
  DM Note:  The orcs are not trying to be quiet. If the PC’s
  listen there is a 3 in 6 chance they will hear the orcs
  behind the door. If the PC’s enter, roll for surprise.
  
  The Disappearance of Harold the Hedge Mage
  10
  There are dirty bedrolls lining the floor of this room and in
  the center are 8 orcs.  Two of them are on one knee with a
  few silver pieces between them as one rolls some sort of
  bones. The other 5 are standing around arguing about the
  game.
  Orcs (AC:8 HP: 4, 5, 3, 6, 8, 5, 4, 4  A/DAM:1/1-6)
  Each orc has a short sword and 10sp.
  If the PC’s enter the room and attack the orcs there is a 3
  in 6 chance the hobgoblins down the hall (Room #10) will
  hear and come to investigate.  It will take 2 rounds for
  them to arrive.
  #10 Hobgoblin Barracks
  Description: A thick oak door stands before you.
  DM Note: 4 hobgoblins (AC: 7, HP: 4, 7, 7, 5, 6 A/DAM: 1/
  2-8)
  Each hobgoblin is armed with a broadsword and carries 8
  gp.  These are the hobgoblins that may have gone to
  investigate if the orcs had been engaged by the PC’s.
  If the orcs were passed by there is a 2 in 6 chance they
  will come to investigate if the PC’s fight the hobgoblins. It
  will take 2 rounds for them to arrive.
  This 40’ x 20’ room is lined with dirty cots, there are 5
  hobgoblins sitting and talking in their guttural language.
  #11 Wolf’s Lair
  Description: The tunnel opens into a cavern 40’ x 20’
  filled with straw, standing before you are 4 snarling wolves.
  DM Note:  These wolves were raised and trained by the
  hobgoblins, and are their guards.  They will receive a +2
  on a saving throw against any attempt to charm them.
  They will instinctively attack the PC’s.
  Wolves (AC: 7 HP: 8, 11, 14, 12  A/DMG: 1/2-5)
  #12 Mining Central Hub
  Description: You enter an area 30’ x 70’ with a high
  ceiling. It looks to have been a natural cavern that the
  miners came across.  The walls are covered with more of
  the luminescent algae you encountered before.
  You see old tracks on the ground that carts would have
  been pushed on. Five tunnels lead out of this area, two on
  the east side, two on the west side, and one to the south.
  Tracks lead down all five tunnels. The two tunnels on the
  west wall and the tunnel on the southeast wall have
  boards across them with words on them that appear to be
  orcish.
  DM Note:  This was the center of the mining operation.
  The miners found that this cavern was filled with precious
  ore and started mining in all directions. If any of the
  players can read orcish the boards say “Bad, don’t go
  here.”
  #13 Stirge Nest
  Description: The tunnel is coated with the same algae as
  the cavern. You can see indentations on the walls where
  precious ores where once mined. You travel for 40’ and
  the tunnel takes a sharp turn north, after another 40’ the
  tunnel opens into a small natural cavern. There are small
  stalactites and stalagmites on the floors and ceilings. In
  the center of the room you see a badly decomposed body
  of what appears to have once been an orc.
  DM Note: The room has a small nest of stirges in a
  crevice in the east wall.  They are what killed the orc, and
  as the players enter the room, the stirges will sense prey
  and attack.
  4 stirges (AC: 8  HP: 6, 4, 4, 7 A/DAM: 1/1-3 + special)
  In the stirges nest are several shiny objects that have
  been collected:
  16 sp
  Two small rough emeralds (100 gp value each) and a
  silver ring. The ring is an Aristor’s Ring of the Gallant
  (allows wearer to hit a creature that requires a +1 or better
  weapon with a normal melee weapon).
  The body of the orc has 3 gp.
  #14 Dead Pit
  Description: The algae covered tunnel leads you into a
  large room that appears to have been mined as opposed
  to the hub room that looked naturally occurring. In the
  center of the room is a large pit with a ladder sticking over
  the edge. As you look into the 20’ x 20’ pit you can see 2
  skeletons lying on the bottom half buried in small rocks
  and sand.  There is a third skeleton buried to its waist with
  the torso sticking out and head lying beside it.
  DM Note:  Buried just under the surface of the pit are five
  zombies. If the PC’s enter the pit, the zombies will sit up
  and attack.
  Zombies: (AC: 8 HP: 9, 6, 10, 9, 8 A/DAM: 1/1-8)
  If the PC’s go back up the ladder the zombies will not be
  able to climb after them, they will bump into the ladder
  knocking it down. If the PC’s examine the skeleton buried
  to its waist, just under the surface is a small pouch with 2
  gold nuggets (15 gp each).
  
  The Disappearance of Harold the Hedge Mage
  11
  #15 Storage Room
  Description: As you travel down the algae covered
  hallway you hear guttural yells from up ahead and the
  distinct crack of a whip.
  DM Note: This is a storage room being used by the
  hobgoblins for their loot. There is a hobgoblin and four
  orcs in the room. The hobgoblin is shouting orders as the
  orcs move large barrels.
  Hobgoblin: (AC: 7 HP: 8 A/DAM: 1/1-8)
  The hobgoblin has a long sword a whip and 3 gp.
  Orcs: (AC: 8, HP: 3, 5, 5, 6 A/DAM: 1/1-6)
  Each orc has a short sword and 6 sp.
  There are three crates and three barrels in the room.
  There is also a pile of animal pelts in the corner.
  10 cured animal pelts (worth 5 gp each)
  Crate 1- contains 10 rolled up nicely made rugs (worth 4
  gp each)
  Crate 2- contains 6 suits of new leather armor and 6 new
  short swords
  Crate 3- contains decorated pottery (10 pieces worth 5gp
  each)
  Barrel 1- contains hardtack bread (20 loaves worth 1 sp
  each)
  Barrel 2 – contains dried meat of some kind (4 weeks
  worth for 3 people)
  Barrel 3- contains a foul smelling ale (10 gallons)
  #16 Miners Room
  Description: A old wooden door hangs barely on its
  hinges.  Inside you see what used to once be a bunk
  room.  There are old rotten cots and various pots and pans
  littering the floor. There is an old foot locker at the end of
  one of the beds.
  DM Note: The foot locker contains some old clothes and a
  book.
  The book is a diary of one of the miners. It contains
  sporadic entries mostly about the mines and what ore was
  found on a given day. It also contains entries of complaint
  about fellow miners. The Final entry reads:
  “The latest section we have been clearing in all directions
  and it has been yielding the most ore we have seen in the
  mines in a decade.  Today on the east wall we came
  across the biggest gold nugget I have ever laid my eyes
  on. The thing must have weighted 25 pounds. Everyone is
  really excited for tomorrow. We haven’t seen gold in a long
  time down here as it’s mostly been coal and impure iron
  ore. The foreman said tomorrow the whole crew will
  concentrate on the east wall. If we’re lucky we will all leave
  here rich”
  #17 Mines End
  Description: You exit the tunnel into a large 70’ wide
  mined room. As you look around at the scared walls you
  hear a faint clicking sound above you.
  DM Note:  This is the room referred to in the miner diary.
  The clicking sound is a giant cave spider that has taken
  residence above the doorway.  It would have felt the
  vibrations of the parties approach and will be ready to drop
  on them. The spider is 4’ long and has a hard exoskeleton,
  but it is not poisonous.
  Cave spider: (AC: 6 HP: 19 (HD: 3+3) A/DAM: 1/1-6)
  Description Continued: On the east wall of the mine you
  see a jagged hole about 4’ tall and 3’ wide and the walls
  are 3’ thick.  As you peer through, the hole appears to
  open into a natural cavern.
  #18 Hydra’s Lair
  Description:  As you bend over and climb through the
  hole you enter a large natural cavern. The luminescent
  algae’s green glow gives off an ominous appearance as it
  makes the stalactites shadows stretch across the high
  ceiling. About 70 feet ahead of you is a large out-cropping
  of rock. As you stand there you feel the ground begin to
  rumble and you hear a thud echoing through the cavern.
  Just then you see a large brown reptilian head with a
  beak-like mouth attached to a long neck peer over the
  outcrop at you.  It is quickly followed by another, and
  another, and another, until 9 large heads stare at you in
  the eerie green light. The mouths open and the heads in
  unison let out an ear-splitting screech as you see the
  creature’s gargantuan body and tail round the corner. It
  stands at least 18’ tall and 25’ long, and it heads towards
  you.
  DM Note:  This is why the mine was abandoned. The
  miners broke through to the Hydra’s lair. The hydra’s body
  and head are far too big to fit through the hole, so if the
  PC’s run back through they will have time before the hydra
  arrives. The hydra will not leave itself in a position where
  the PC’s can fire weapons at it through the hole if they try.
  If the PC’s are foolish enough to stay and fight:
  Hydra: (AC: 5 HP: 48 A/DAM: 9/1-8)
  The hydra has collected a good amount of treasure from
  those who accidently wandered into its lair over the years:
  1000 gp
  800 sp
  There is the skeletal remains of a man (well most of a
  man) whose cloak has rotted away, but the leather armor
  he was wearing appears to be undamaged, and the short
  
  The Disappearance of Harold the Hedge Mage
  12
  sword gripped in his skeletal hand is free of rust and
  corrosion. He also wears a gem-set pendant that needs to
  be polished.
  A silver pendent set with small rubies (worth 1000 gp)
  Leather armor +1
  Short sword +1
  #19 Balgor’s Lair
  Description: As you travel down this algae covered
  corridor you see a sharp turn to the east up ahead.
  DM Note: Around the corner at the end of the hall are the
  hobgoblins guarding an iron door. If the PC’s are careful
  and someone scouts ahead, the guards will not notice
  them. If the PC’s do something to try and draw the
  hobgoblins out they will round the corner to check on
  suspicious noises. If the PC’s manage to kill or subdue the
  hobgoblins without attacking them while they are in front of
  the door, then the occupants of the room will not know
  they are there and you should follow scenario A below. If
  the PC’s engage the hobgoblins while they are in front of
  the door, the occupants of the room will be warned and
  you should follow scenario B below.
  Hobgoblins: (AC: 7, HP: 5,3 A/DAM: 1/1-6)
  Each hobgoblin has a spear and 2 gp.
  PC’s must roll to open doors to push the iron door open.
  Scenario A:
  Description: As you push open the heavy iron door
  standing in the room you see two large hobgoblins talking.
  One of the hobgoblins holds a leash that is around the
  neck of a very large wolf that is drooling and snarling as
  you enter. Three orcs are standing close by. There are a
  number of wooden crates against the wall of the room,
  and in the middle is a crude table. On one side of the table
  is a large crate with a plush pillow sitting on top.
  DM Note:  This is Balgor and his lieutenant and his guard
  dire wolf. The lieutenant will release the wolf immediately
  and it will rush the PC’s as he draws his sword.  Balgor is
  holding a shield and battle axe and they will engage the
  PC’s as well. After 1 round the two guards in the secret
  hallway will enter the room and attack the PC’s
  Orcs: (AC: 8 HP: 5, 6, 5 A/DAM: 1/1-6)
  Each orc has a short sword and 3 gp.
  Hobgoblin Lieutenant: (AC: 6 HP: 11 (treat as 2 HD
  monster) A/DAM: 1/1-8)
  He has a long sword, shield, and 15 gp.
  Dire Wolf (AC: 6 HP: 16 A/DAM: 1/2-8)
  Balgor (AC: 5 HP: 16 (treat as 2 HD monster) A/DAM: 1/3-
  10)
  Balgor is a large very strong hobgoblin (+1 to damage). He
  carries a shield and a magical battle axe +1 that was given
  to him as a bribe by Istan. He has 20gp and 20sp in a
  pouch on his belt.
  Hobgoblins: (AC:7 HP: 5,4  A/DAM: 1/1-6)
  Each of the 2 guards has a spear and light crossbow with
  6 quarrels and 2 gp.
  Scenario B:
  Description: After defeating the guards you push open
  the heavy iron door. Standing to greet you are three
  hobgoblins, two orcs, and a large snarling wolf.
  DM Note: At the sound of the attack on the guards Balgor
  will have fled through the secret passage and sent the 2
  guards into the room.
  Orcs: (AC: 8 HP: 5, 6 A/DAM: 1/1-6)
  Each orc has a short sword and 3 gp.
  Hobgoblin Lieutenant: (AC: 6 HP: 11 (treat as 2 HD
  monster) A/DAM: 1/1-8)
  He has a long sword, shield, and has 15 gp.
  Dire Wolf: (AC: 6 HP: 16 A/DAM: 1/2-8)
  Hobgoblins: (AC:7 HP: 5,4  A/DAM: 1/1-6)
  Each of the 2 guards has a spear and light crossbow with
  6 quarrels and 2 gp.
  Balgor will have taken his axe with him but left the rest of
  his stash which is in the crate with the pillow on top.  By
  the time the battle is over Balgor will have disappeared
  and is heading back to his tribe.
  DM Note:  The crates contain more food stores, hard tack
  bread, dried meat, and small kegs of bad ale.  There will
  also be 2 bottles of decent wine (worth 3 gp each).
  The crate with the pillow on top is Balgor’s personal stash,
  it contains:
  150 gp
  200 sp
  6 potions  (4 Istan’s Wondrous Elixir, 2 Istan’s Elixir of Anti-
  Venom)
  And a gold clasp (worth 75 gp)
  There is also a note which reads:
  “Here are the potions and magical axe I promised you.
  Also included is a map to the mages home.  Remember
  he will not give up the hiding place of his magical stash
  easily!”
  
  The Disappearance of Harold the Hedge Mage
  13
  This note was sent by Istan completing his deal with
  Balgor.
  There will be no sign of Harold.
  Follow Up
  Regardless of whether the PC’s return to Harold’s Cottage
  first, or simply return to Rashtan, they will have not found
  any information on the whereabouts of Harold.
  When they finally do make it back to Wayfarer’s Place
  they will see the following.
  Description:  As you enter the tavern you see the familiar
  face of Korec. He looks over at you smiling a crooked-
  toothed grin. Sitting at the bar is a man in gray robes with
  a long handlebar mustache and a balding head. The
  sheriff is sitting beside him and Lora is smiling holding his
  arm.
  “These are the ones I was telling ya about.” Korec says.
  The man stands and offers his hand “Hello. I’m Harold.
  Sorry about all the fuss.”
  DM Note:  Harold was not kidnapped by the hobgoblins as
  feared.  In fact he has not even been to his home yet and
  is unaware it was vandalized.
  Harold had to take a trip to the city. He only expected to be
  gone four days, but it ended up being several weeks.
  If the PC’s show the sheriff the note they found he will
  arrest Istan saying “I will have to call for a magistrate, but
  will lock him in the town jail till then.”
  Korec will pay the PC’s 50 gp each and will ask his
  barmaid to go get “the good stuff”. He will offer the PC’s
  some of this Dwarven Fire Wine “It’s over 100 years old”
  If the PC’s drink the must make a constitution check at -10
  or be rip roaring drunk and will pass out within a few
  hours.
  If Istan is arrested, he will pick the lock during the night
  and escape, heading towards the hills where he knows the
  hobgoblins lair.
  If not arrested he will still flee town that night under the
  suspicion he might be arrested later.
  Appendix
  Items
  Aristor’s Ring of the Gallant – This looks like an ordinary
  silver band with the image of a gauntleted hand holding a
  sword etched on it.  It allows the wearer to damage
  creatures that require a +1 or better weapon with a normal
  melee weapon.  XP Value: 900gp, Sale Value: 2000gp
  Istan’s Wondrous Elixir – This foul smelling potion will
  heal 1 hit point when drank if the drinker passes a
  constitution check, otherwise he will retch and vomit.
  Istan’s Elixir of Anti-Venom – When drank this potion will
  give the drinker a +1 on saving throws vs. poison for 24
  hours. The effects of multiple potions are not cumulative.
  Harold’s Healing Potion – This sweet tasting elixir will
  heal 1-8 hit points, each potion is a single dose.
  Monsters
  Giant Cave Spider
  FREQUENCY: Rare
  NO. APPEARING: 1
  ARMOR CLASS: 6
  MOVE: 18"
  HIT DICE:3+3
  % IN LAIR: 60%
  TREASURE TYPE: J-N
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6
  SPECIAL ATTACKS: Nil
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Semi
  ALIGNMENT: Neutral
  SIZE: M (4' long)
  PSlONlC ABILITY: Nil
  Attack/Defense Modes: Nil
  Description: Giant cave spiders make their homes in
  caves and underground dwellings.  They are solitary
  creatures only gathering with others of their kind to mate
  once per year.  Unlike other spiders, the giant cave spider
  does not spin webs. In fact, while called spiders, they are
  actually more closely related to scorpions. Giant cave
  spiders will venture outside of their lair in search of food,
  but only at night.
  
  The Disappearance of Harold the Hedge Mage
  14
  NPC’s
  Harold
  Human
  Magic-User
  Level: 6
  AC: 5
  HP: 17
  Align: Chaotic Good
  St:    12
  Int:   17
  Wis: 13
  Dex: 15
  Con: 13
  Chr:  12
  Description:  Harold is an older man who is slightly
  balding and has a long handlebar mustache.  His hair has
  turned white with age, and he has a friendly disarming
  smile.
  Equipment: Bracers of defense AC: 6, Wand of Magic
  Missiles.
  Spells:
  1st – Identify, Read Magic, Magic Missile, Detect Magic,
  Friends, Feather Fall, Shield, Unseen Servant, Tenser’s
  Floating Disk
  2nd – Locate Object, Web, Continual Light, Mirror Image
  3rd – Lightning Bolt, Dispel Magic, Hold Person
  Harold is a friendly man, but he enjoys his solitude, that’s
  why he moved to the cottage in the forest.  He has a great
  love of potions and enjoys trying to create his own.  So far
  his healing potion has been his only success and he is
  very proud of it.
  Korec
  Half-orc
  Fighter
  level: 2
  HP: 18
  AC: 10
  Alignment: Lawful Neutral
  Str: 16
  Int: 13
  Wis: 11
  Dex: 14
  Con: 15
  Chr: 7
  Description: Korec has crooked teeth and a long scar
  running across his face.
  Equipment: +1 club
  Korec is a bit surly and is very self conscious about his
  heritage. He takes offense at anyone referring to him as
  an orc.
  Sheriff Talon
  Human
  Fighter
  level: 3
  HP: 26
  AC: 5
  Alignment: Lawful Good
  Str: 16
  Int: 11
  Wis: 12
  Dex: 13
  Con: 15
  Chr: 14
  Description: Talon is a large handsome man with short
  brown hair and brown eyes.
  Equipment: Studded Leather +1, Long sword, dagger,
  wooden shield
  Talon is friendly to everyone he meets, but is very much a
  stickler for law and order and takes his job seriously.
  Istan
  Human
  Thief
  Level: 2
  Hp: 10
  AC: 5
  Alignment: Neutral Evil
  Str: 10
  Int: 16
  Wis: 10
  Dex: 17
  Con: 11
  Chr: 9
  Description:  A short, thin, middle aged man with greasy
  black hair and a pointed downturned nose
  Equipment: Ring of protection +1, dagger
  Istan is a failed magic-user, he attended the school of
  magic when he was younger but flunked out as he spent
  more time pilfering from his school mates rather than
  studying. He has a great amount of jealousy towards
  Harold and believes Harold started making potions just to
  try and hurt his business. He is very paranoid and
  suspicious of everyone either being out to get him or to
  steal his formulas.
  
  The Disappearance of Harold the Hedge Mage
  15
  Maps
  Map of the local area
  Rashtan
  Harolds'
  Cottage
  Mines
  Lonely
  Wood
  
  The Disappearance of Harold the Hedge Mage
  16
  First Floor
  Second Floor
  Basement
  Harold’s Cottage (C1)
  
  The Disappearance of Harold the Hedge Mage
  17
  S
  2
  1
  3
  4
  5
  6
  Mines Level 1
  
  The Disappearance of Harold the Hedge Mage
  18
  Mines Level 2
  S
  7
  8
  9
  10
  11
  11
  13
  12
  15
  16
  19
  14
  17
  18
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Modules/HM1 - The Disappearance of Harold-v4.pdf