TEXT:  
   
   
  
   
   
  Written by Tim Shorts 
  Cover Art by Jason Sholtis 
  Interior Art by Jason Sholtis & 
                       John Larrey 
  Maps by Robert S Conley 
  Layout by Tim Shorts 
  Edited by Tim Snider & 
                    Ivy Shorts 
   
  Copyright © Tim Shorts 2012. 
  All Artwork and Maps are property of the artists. 
  
  3 
   
  INTRODUCTION 
  Note About Skill Challenges...4 
   
  CLERIC 
  Missing...5-6 
  Restless Dead...6 
  Test of Faith...7-8 
  The Woodsman’s Axe...9-10 
   
  FIGHTER 
  Into the Arena...11-12 
  Boar Hunt...13 
  The Last Potion...13-14 
  Tavern Fight...15 
   
  MAGIC-USER 
  Oh Rats...16-17 
  On the Road...17-18 
  Squishy Squab Hunt...18-19 
  Little Green Book...19 
   
  THEIF 
  To Steal a Purse...20 
  Get What’s in the Box...21-22 
  The Cleaner...22-24 
  Details...24-25 
   
   
   
  TAVERN 
  Red Bear’s...26-37 
   
  ADVENTURE 
  Betrayal at Bender’s End...38-48 
   
  NEW MONSTERS 
  Balan...49 
  Skriv...49 
  Squishy Squab...50 
  Verm...50 
   
  NEW MAGIC ITEMS 
  Fetish Charm...51 
  Potion of Sticky Hands...51 
  Torch Dagger...51 
   
   
  
  4 
   
  Every adventurer needs somewhere to start.  After a night of gaming with my wife, I developed these short 
  adventures so she could get used to the dice, learn basic combat and the role-playing aspect where actions have 
  consequences or rewards. 
  The sixteen scenarios presented are for a fantasy game setting.  There are four scenarios for each basic class; 
  cleric, fighter, magic-user and yes, I consider the thief a class.  The settings are generic such as the woods, a building or 
  stream.  The next section includes Red Bear’s Tavern.  Every adventure needs a tavern, and this can be used as an 
  outside location for the players to meet, buy, sell or possibly hire a few extra bodies.  The third section is a short, but 
  complete adventure for a party of adventurers.  At the end, the Game Master (GM) will find details on the new magic 
  items and monsters. 
  I've used the Swords & Wizardry Core Ruleset to develop these scenarios, but any GM worth his salt can adapt 
  these to the system he prefers.  Since I've used an old school approach to the scenarios, the GM must use his 
  imagination to set up the scene and judge how successful the players are through dice rolls and the description of their 
  actions. 
  Though these scenarios were created for beginning players I’ve also used them as roadside encounters or 
  random events during a journey.  Because of their small scope, they can fit into any session without disrupting the flow 
  of the adventure.  If the players have to journey a few hours into the forest, the GM can easily slip in The Woodman’s 
  Axe.  If the players need to stay the night at a sleepy village, throw them into the Restless Dead scenario.   
  The last thing I ll add is if someone hasn't played an RPG before, they may have trouble understanding that it's not 
  a ‘them vs. you’ game.  That there is no winner.  New players will have a lot of questions, so take the time to answer 
  them.  Show them how the rules work within the framework of the game.  Use a few props to visually engage them.  The 
  goal is to have fun, cheer and boo, laugh and roll a natural 20 when your back is against the wall.  Show these newbies 
  why it's the best game ever played. 
   
   
   
   
   
   
   
   
   
   
   
  Tim Shorts 
   
   
   
   
  NOTE ABOUT SKILL CHALLENGES (SC) 
  The one nuance to game mechanics that I've included is the Skill Challenge.  They are assigned to tasks that 
  require a successful roll.  It could be picking a lock or bashing down a door.  Each SC is assigned a number, and the 
  player is successful if the roll is equal to or higher than the target number.  The basic formula for a SC is: Character Level 
  + Attribute Bonus + d20 Roll = Result.  A GM will assign the attribute being used.  In the examples above, dexterity would 
  be used for picking a lock or strength for bashing down a door.   These skill challenges are not essential and can be 
  ignored.   
   
   
   
   
   
   
   
   
   
   
   
  
  5 
   
  MISSING 
  Setting: A stream and woods 
  Situation: 
  Tanner, a young boy, is missing.  His parents, Evelyn 
  and Matthew, have come to the temple pleading for 
  assistance.  The last time they saw Tanner, he was fishing 
  by the creek, a short walk from their home.  Evelyn is 
  sobbing, but manages, “He goes there most days and 
  knows to come home for lunch” but can't continue.  
  Matthew picks up the story, “Today she went to the 
  creek and he wasn’t there.  She called for him, but there 
  was no answer.  She searched around our home and 
  couldn’t find him.  That's when she ran and got me from 
  the field.”   
   
  They are a well-liked family in the village.  Brother 
  Owen dismisses any notion that the parents had 
  anything to do with the boy’s disappearance.  Matthew 
  takes the player to the stream where Tanner fishes.  An 
  observation  roll (SC 8) allows the player to spot the 
  footprints on the muddy bank of the creek.  The player 
  tracks the muddy footprints down the side of the bank 
  for a ways, where more footprints are seen in the mud.  
  Another successful observation roll (SC 10) allows the 
  player to differentiate between three sets of footprints.   
  The muddy footprints can be followed to a nearby 
  grove of trees.  The boy’s fishing pole is tangled in the 
  branches.   There are a lot of chicken feathers strewn on 
  the ground.  Matthew mentions, that the past two nights,  
  chickens have gone missing.  He thought it might have 
  been a wolf or dog.   
  
  6 
   
  Broken braches mix with trampled grass; two 
  grooves in the loose dirt and leaves make the trail easy 
  to follow.  After a few minutes of following the trail, the 
  player hears a scream, but it does not sound human.  
  Within the ravine are two goblins trying to build a fire.  
  One is hopping around shaking his hand as smoke drifts 
  off its fingers.  The other goblin is laughing.  Tanner is tied 
  to a tree and struggles to free himself.  The goblins are 
  distracted, but will be alerted to loud noises.  The father 
  agrees with any plan the player devises as long as his 
  boy is saved.  If Tanner sees his father, he will yell for him.   
  Conclusion: 
  Matthew and Evelyn, though their resources are 
  few, can possibly assist the player in future adventures.  
  Evelyn would make a great herbalist who can assist the 
  player with poisons, diseases and light wounds.  Matthew 
  knows the local area and lore, and may be able to help 
  clarify where things are located.  And Tanner, he would 
  be the player’s first fan.  When Tanner gets a few years 
  older, he may want to learn the skills of an adventurer.  If 
  nothing else, when the player returns to the village, he 
  will always have a place to get a warm meal. 
   
  RESTLESS DEAD 
  Setting: Village 
  Situation: 
  Brother Owen has an assignment for you.  "In Aquin, 
  the villagers have spotted two skeletons.  Get rid of 
  them.  If you discover where they came from, sanctify 
  the ground.”  He hands you two vials of holy water.  
  "Blessings upon you, and don't forget your holy symbol." 
  It takes the better part of the day to reach Aquin.  
  The villagers are in a panic.  The reeve, Callister, shoos all 
  the other villagers away before addressing the player.  
  "Those things are in the north field.  Showed up a day 
  and half ago.  No one can work.  Any time anyone gets 
  close, they charge, but stop at the edge of the field.  
  They just keep wandering around the field."  Callister 
  doesn't know much about the situation.  He knows 
  nothing of graves or where the skeletons came from.   
  The two skeletons (S) act just as Callister described.  
  The only way to rid the skeletons is to destroy them with 
  brute force.  Turning them will make them flee the field, 
  but they will return as soon as the time has expired.  If the 
  player rolls a 10 or greater on 2d10, the skeletons will flee 
  for 3d6 rounds.  It won't take the player long to see 
  where the skeletons came from.  At the edge of the field 
  are two empty shallow graves (G); two are still occupied.  
  If the player sanctifies the ground with the holy water, 
  the skeletons drop to 1 hp each and move slower, 
  reducing their AC to 9[10]. 
  Conclusion: 
  The villagers are grateful and give several simple 
  gifts including two chickens and a little piglet named 
  Charlie.  And of course the mystery of the unopened 
  graves and why these skeletons rose from the ground 
  can lead to another adventure. 
  This scenario should help the player learn how his 
  turn undead ability works.   
   
   
   
   
   
   
  2 Goblins HD: d6hp, HP: 2 each, AC: 6[13],  Atk: weapon 
  (1d3), Move: 9, Save: 18, CL/XP: B/10, Special: -1 to hit in 
  sunlight.  The goblins are armed with branches.  Both 
  have taken 1hp of damage from their scuffle with the 
  boy.  Each goblin carries 2cp. 
  2 Skeletons HD: 1, HP: 4 each, AC: 8[11], Atk: strike 
  (1d6), Move: 12, Save:17, CL/XP: 1/15, Special: none.  
  The skeletons are unarmed and wear no armor.  They 
  will remain in the field unless turned. 
  
   
   
  
  8 
   
  TEST OF FAITH 
  Setting: Burning Hut, Angry Crowd, Dark Cave, or 
  Family Dinner 
  Situation: 
  As many things are in life, especially for a cleric, 
  outcomes are predetermined by greater powers.  But 
  choices are given to change the fates, and it is the 
  cleric's duty to provide the best counsel and direct his 
  people to the best choice.  Brother Owen stands before 
  you, and behind him is an archway filled with a swirling 
  mist.  "You are permitted to prepare yourself, to consider 
  what is through the door.  Pray and choose a single spell 
  to assist you in the trial to come.  When you have chosen 
  your spell, enter the gate." 
  The GM and the player should both roll d4s.  If the 
  numbers match, the GM can read the description of 
  what the player will encounter and allow the player to 
  decide which spell they wish to take.  If the numbers are 
  off by one, the GM can give minor hints on what to 
  expect, such as a feeling or a quick glimpse of the 
  situation.  If the numbers are two or more off, the player 
  gets no hints and must guess on what spell to take.  The 
  number rolled by the GM will be the situation the player 
  will encounter. 
   
  1. 
  People run from burning homes.  To the left is a small 
  hut ablaze, and from inside a shrill scream from a 
  small girl can be heard.  If the player enters the hut, 
  he will take 1d3 points of damage and see a small 
  girl in need of immediate attention.  If the girl is not 
  healed, she will die.  Correct Spell: Cure Light 
  Wounds.  If the player heals the girl, she will gift him 
  with a dirty cloth, a piece of a sacrament vest.  
  While the cloth is in the player's possession, all 
  healing dice rolled are +1.  A normal Cure Light 
  Wounds spell heals 1d6+1, with the cloth, it heals 
  1d6+2. 
  2. 
  Four men stand before an angry crowd.  One of 
  them killed a young girl.  The player stands before 
  the crowd and they demand judgment ti know 
  which one killed the girl.  The player may try to calm 
  the 
  crowd, 
  but 
  will 
  realize 
  the 
  people 
  are 
  bloodthirsty, and if no chose is made, the crowd will 
  kill all four men.  Correct Spell: Detect Evil.  If the 
  player detects evil, it will be obvious which man 
  killed the girl.  He still has the girl's necklace in his 
  pocket.  If the player chooses correctly, he will 
  possess the necklace when the trial ends.  The 
  necklace is a simple silver chain that provides the 
  enchantment of a bless spell on the wearer (+1 to all 
  save rolls).   
  3. 
  The player is submerged into darkness.  He hears a 
  girl crying.  The player must navigate the small 
  cavern to find the girl.  The girl is on the edge of a 
  very deep sinkhole.  If she moves, she will fall.  
  Correct Spell: Light.  When the light spell is cast, the 
  player is able to see the obstacles and lead the girl 
  safely from the cavern.  Once they emerge, the girl 
  will give the player a piece of paper she found when 
  she fell.  It is a scroll that allows the cleric to cast any 
  1st level spell.  The scroll vanishes after it is used.  
  4. 
  A family sits around a dinner table of rotten meat, 
  insect-infested fruit and dirty water.  The family 
  members are gaunt and suffering.  They plead to the 
  player to help them.  The player can attempt to 
  leave the home and buy or hunt for food, but once 
  he brings the food into the cabin, it will spoil.  Correct 
  Spell: Purify Food and Drink.  After the family eats, 
  the small girl will approach the player and give him a 
  gem.  The gem has a Protection from Evil 
  enchantment that can be used once/day.   
   
  Conclusion: 
  If the player returns with a reward, Brother Owen will 
  know of the player's success.  "You have taken another 
  significant step toward becoming a priest."  If the player 
  fails, Brother Owen will provide words of consolation, "It is 
  not easy to gain the favor of a god.  All who serve go 
  through times where we must contend with divine 
  silence.  It is during these times we must depend on our 
  faith."  The player should learn that his choice as a cleric 
  will have an effect on the people he is choosing to serve.   
  And that he is not just a fighting holy man, but a 
  representative of his god. 
  
  9 
   
  THE WOODSMAN’S AXE 
  Setting: In the woods and a cabin 
  Situation: 
  Brother Owen gives the player a healing potion to 
  deliver to a friend, Timmons, a woodsman who has been 
  ill.  The cabin is located an hour away through the woods.  
  As the player makes his way through the woods, he sees 
  several black arrows, too small for any bow he’d even 
  seen, stuck into the trees.   As the player approaches the 
  clearing, he will hear arguing.  Two skrivs are fighting over 
  an axe beside a large tree trunk.  Both have a hold on the 
  handle and are tugging back-and-forth; neither will notice 
  the approaching player.  It is Timmons’ axe.  In combat, 
  the skrivs will run to the trees and shoot the player from the 
  safety of a tree limb. 
  Timmons’ cabin is a short walk from the large tree 
  trunk.  The player hears crashing noises coming from inside 
  the cabin.  Timmons is on the ground outside the door of 
  his cabin.  He is breathing and has a gash on his head.   
  If the player gives Timmons the healing potion, he will 
  help the player, more so if his axe is returned.  Timmons tells 
  the player the skrivs bonked him on the head as he left his 
  cabin.  He doesn’t know how many skrivs ambushed him. 
  The skriv warrior is tearing apart the cabin looking for 
  a bracelet that Timmons found near the large tree trunk.  
  The skriv warrior wears armor and wields a small mace.  
  The bracelet is a magical bone fetish given to him by the 
  shaman of his tribe.  If he returns to the tribe without his 
  bracelet, he will be stripped of his weapon.   
   
  2 Skrivs HD: 1d4, HP: 2 each, AC: 6[13],   Atk: bow (1d2), 
  Move: 6, Save: 18, CL/XP: A/5, Special: no move penalty 
  for climbing.  The skrivs are armed with bows and 5 
  arrows.  Each skriv carries 3cp and wears bone fetish 
  made from the bones of small game animals. 
  Timmons 1st lvl Fighter, HP: *, AC: 9[11],  Atk: axe (1d6), 
  Move: 12, Save: 14, CL/XP: 1/15, Special: none.  *Timmons 
  will have as many hit points as the player and or the 
  potion give him.  Up to 7hp maximum.   
  
  10 
   
  If the player asks Timmons what the skriv was looking 
  for, he will give the player the bracelet.  It is a series of 
  small hollowed-out animal bones held together by a 
  piece of leather.  It provides the wearer +1 to AC.   
  The player may want to speak with the skriv warrior 
  and return the bracelet.  If the player returns the 
  bracelet, increase the skriv’s armor class to 5[14].  After 
  which the skriv will attack.  Timmons will gladly take part 
  in the fight.  
  Conclusion: 
  Timmons can track the skrivs back to the tree trunk 
  where he found the bracelet.  Within the trunk is a small 
  passageway burrowed into the wood.  He will suggest 
  the player return to the village and tell Brother Owen 
  what they discovered.   
  This scenario introduces magical items to the 
  player.  In this case, the item may be unusable by human
  -sized characters unless they are a halfling or one of the 
  smaller races.  The player can choose to follow up on the 
  discovery. 
  Skriv Warrior HD: 1, HP: 6, AC: 6[13], Atk: Light Mace (1d6-
  1), Move: 6, Save: 17, Special: 17, CL/XP: 1/15, Special: 
  none.  The skriv warrior is dressed in leather armor and 
  wields a light mace.  He also had a light crossbow with 
  three bolts remaining.  It wears crude jewelry that has no 
  value.  Inside a small pouch are 2sp and 5cp. 
  
  11 
   
  INTO THE ARENA 
  Setting: An arena 
  Situation: 
  Every fighter needs to prove his mettle, and here in 
  the pits is where many learn if they are true fighting men.  
  The rules are simple.  One-on-one combat until one man 
  surrenders, is unable to continue, or dies.  It’s not 
  complicated.  If someone surrenders or falls unconscious, 
  the combat stops.  If the fighter continues to attack a 
  helpless opponent, he is banned from the pit and any 
  earnings he may have won are forfeit.  When a fighter 
  signs up for the arena he fights until he loses.  The most a 
  person will fight in one night is three opponents.  The 
  fighters are healed between fights.   
  To join the competition, the player must pay 25gp.  
  This will cover the healing between rounds and the purse 
  money given to each winner.  Each competition consists 
  of eight fighters.  The winners of the first round get 25gp.  
  Second round winners get 50gp.  And the winner of the 
  competition earns 100gp.   
  The fights are surrounded by a rowdy crowd.  The 
  announcer, Barker, is your typical flamboyant caller who 
  will give the player a random nickname.  If the player 
  does well or even wins the competition, the nickname 
  will stick with the player whether he likes it or not.  And 
  the player will become a minor celebrity for a short time.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fighter 1 – Rooster 1st lvl Fighter, HP: 7, AC: 7[12], Atk: 
  short sword (1d6), Move: 12, Save: 14, CL/XP: 1/15, Spe-
  cial: none.  Rooster is a small, but quick fighter.   
   
  Fighter 2 – Red Fred 1st lvl Fighter, HP: 10, AC: 5[14], Atk: 
  heavy mace (1d6+1), Move: 12, Save: 14, CL/XP: 1/15, 
  Special: none.  Red Fred is a large brute of a man 
  named after his flaming red hair and beard.   
  Fighter 3 – Fang 2nd lvl Fighter, HP: 14, AC: 4[15], Atk: 
  longsword (1d8+1), Move: 12, Save: 13, CL/XP 2/30, Spe-
  cial: high strength.  Fang is a local favorite.  He’s won in 
  the pits three times before.  He likes going in for the kill if 
  he can.  He gets +1 to damage and 'to hit' because of 
  his strength.   
  
  12 
   
   
  Conclusion: 
  A demonstration that might be appropriate is to 
  have a competitor attack an unconscious opponent 
  and have the crowd turn on the fighter.  The player may 
  see that fighter get turned away from a tavern later on.  
  The general population will see him as a cheat.   
  If the player wins, strangers will praise him and buy 
  him drinks.  His fame will last a week until the next winner  
   
  of the arena is crowned.  The player should learn their 
  actions affect how others treat them.  Some actions will 
  earn them temporary reactions while another action 
  may forever follow the player. 
  
  13 
   
  BOAR HUNT 
  Setting: Forest 
  Situation: 
  Lord Kellington has gathered his students for 
  something different this morning.  He announces there is 
  a wild boar in the forest with a red ribbon tied around its 
  neck.  “Whoever returns with the ribbon will get a 50gp 
  prize.  If that were not enough, the master hunter may 
  select one of his classmates to serve as his squire for one 
  month.”   
  The wild boar was released in the forest before 
  sunrise.  The instructor provides everyone with a healing 
  potion and warns that the boar is powerful enough to kill 
  each and all of them if it has the chance.  If a student 
  needs to use the potion then he is out of the competition 
  and is to return to the school.  "To win, present the ribbon 
  and your potion."  
  There are no rules against a player joining forces 
  with another student, but only one can win in the end.  
  The other students should have roughly the same abilities 
  as the player.  There should be one student who dislikes 
  the player and makes it difficult for him to find the boar. 
  Tracking the boar (SC 12) is fairly difficult because 
  you have a group of excited students trampling through 
  the forest.  The GM should roll for the others.  If the player 
  succeeds his tracking rolls three times, he will find the 
  boar or a natural 20 will find the boar immediately.  The 
  boar makes a lot of noise once it is found, alerting all the 
  students to its general direction. 
  Conclusion: 
  The player can solidify friendships and/or earn a 
  rival.  These can serve as allies and enemies down the 
  road.  Some of the others may decide that the player is 
  a worthy man to follow.   
   
   
   
  THE LAST POTION 
  Setting: Forest 
  Situation: 
  The player was hired on as a merchant guard to 
  protect Hester, an alchemist, who is bringing in a new 
  batch of his latest concoctions to the city market.   The 
  wagons were ambushed by a large group of orcs.  As 
  the chaos rages, Hester grabs the player.  "To the forest."  
  He gives the player a potion, "Drink this while I hide."  
  Hester drops behind a fallen log (X) as the player hears 
  the orcs getting closer. 
  Wild Boar, small HD: 2, HP: 9, AC: 8[11], Atk: gore (2d4), 
  Move: 15, Save: 15, CL/XP: 2/30, Special: continue to 
  fight for two rounds after they are dead. 
  
  14 
   
  The potion grants the player Giant Strength, gaining 
  +4 'to hit' on top of the player's normal bonuses and an 
  additional 1d8 damage.  This potion will last 3d6 rounds.  
  Seven orcs are searching the area the round after the 
  potion is drunk.  Two of the orcs will attack the player, as 
  the chief orc orders the other four to search the area for 
  Hester.  If the player manages to defeat the two orcs, the 
  chief orc will challenge the player to single combat.  If 
  the player defeats the chief, the remaining orcs will flee.   
   
  Conclusion: 
  The player should learn how valuable a potion or 
  magic item is in the right situation.  The player should also 
  learn that, when leaders are killed, the followers will often 
  flee.  Hester will be grateful to be alive, but angry that his 
  potions were stolen and splashed across the forest floor.  
  He will give the player a discount at his potion shop.   
  6 Orcs HD: 1, HP: 4 each, AC: 6[13], Atk: spear (d6), 
  Move: 9, Save: 17, CL/XP: 1/15, Special:   -1' to hit' in 
  sunlight. 
  Orc Chief HD: 1+1, HP: 6, AC: 6[13], Atk: spear (d6+1), 
  Special: -1 'to hit' in sunlight.  The orc chief gets +1 to hit 
  and damage due to strength. 
   
  
  15 
   
  TAVERN FIGHT 
  Setting: A tavern (one has been provided for you later 
  in the book, The Red Bear Tavern) 
  Situation: 
  The classic.  A player walks into a tavern, orders a 
  drink and a half-drunk mercenary pushes him in the back 
  and calls the player a one-eye orc whore followed by a 
  roundhouse punch.  Encourage the player not to use 
  weapons; the law in the town frowns on murder.  There 
  are a lot of makeshift items or just a good punch in the 
  face will do the job.   
  The GM should use whatever brawling system he 
  prefers, but here is a simplified version.  Punches do 1 
  point of damage plus strength bonus.  Add 1 to the 
  damage if gauntlets are worn or a tankard (good for 
  one hit) is used.  A stool can be used as a club for 1d3 
  points of damage plus any strength bonus.  Kicks do 1-2 
  points of damage, but if the player misses, he must roll 
  under his DEX or land on his butt.   
  If weapons are drawn, the barkeep, Max, will break 
  out a thunder stick.  A simple device, when snapped, it 
  causes a loud thunder clap.  Everyone in the immediate 
  area becomes deaf, and it alerts the town guard.   
  If the player puts up a good fight without resorting 
  to weapons and gets in a few good punches, the 
  mercenary and his friends will break out in laughter and 
  offer to buy the player a drink.  The mercenary's name is 
  Chard, and he is a member of the Bludder Gutters 
  mercenary crew.   
  Conclusion: 
  This combat should demonstrate that not all fights 
  have to end in blood or death.  And if a fight does 
  conclude with a death, serious consequences could 
  follow.  If the player draws a weapon, fine them, take 
  away their weapon (leave them their dagger at least), 
  and throw them in the pit for a night.  Demonstrate that 
  some places will not tolerate a free-wielding adventure.   
  If the fighter shows some guts, a willingness to take 
  a joke, and who can down a tankard of ale, the Bludder 
  Gutters offer the player a chance at membership.  This 
  gives the player access to 
  a 
  group 
  ally 
  and 
  henchmen for the future.   
   
  Chard 1st lvl Fighter, HP: 6, AC: 7[12], Atk: *, Move: 12, 
  Save: 14, CL/XP: 1/15, Special: none.  Chard is unarmed 
  and will use the brawling rules for damage.  He will fight 
  until he reaches 2 hit points.   
  
  16 
   
   
  OH, RATS 
  Setting: Mage tower and underground passage 
  Situation: 
  The player has not seen his instructor in a week.  
  Terintar went on a trip to gather some components to 
  add to the current batch of potions bubbling in the main 
  room.  The player was told not to touch it, but now the 
  red frothy liquid is boiling over and smells like a thousand 
  troll feet.  This clichéd mage tower is two days from any 
  other village, and people are never excited about 
  helping out a mage.  If the player does nothing, the 
  potion will explode (d6 damage to anyone in the room), 
  ruining the batch of potions.  If the player removes the 
  bubbling liquid from the flame, the potion can be saved.  
  The player can attempt to stabilize the potion (SC 11) 
  otherwise it will lose its potency.  It is a batch of fire 
  resistance potions, enough for ten vials. 
  If the player makes a successful observation roll (SC 
  10), he will notice the red liquid is draining beneath one 
  of the flagstones.  It will take a successful strength check 
  to remove the stone.  If the player uses a lever, the 
  player gains a +5 to his strength roll.  Removing the stone 
  will reveal a hidden passageway.  If the player decided 
  to go down, he will need a light source. 
  The ladder goes down 15’ into a small room with a 
  door.  Once the player gets into the room, a giant rat will 
  appear out of a hole in the wall.  It will attack the player 
  unless it is given food.  If the player investigates the hole, 
  he will find four baby rats in a nest.  Also in the nest are 
  scraps of a red robe with gold trim, similar to the robe 
  that Terintar wore before leaving a week ago. 
  The door opens to a small dark passage.  The player 
  hears squeaking of more rats nearby.  Ten feet down the 
  passage is the red hat Terintar wore before he left.  The 
  light reveals another door another 10’ down the corridor.  
  A large rat is sniffing around the area outside the door.   
  There is a 15’ deep pit on the other side of the door.  
  At the bottom of the pit is what looks to be the remains 
  of the Terintar.  Two giant rats gnaw on the juicy bits.  The 
  player can strike at the rats with missile weapons without 
  worry of retaliation.  If the player damages the rats or 
  makes a loud noise, they will scurry into a hole at the 
  bottom of the pit.  A successful observation roll (SC 10) 
  and the player will see small handholds in the wall to 
  climb down.   
  Giant Rats HD: 1d4hp, HP: 2 each, AC: 7[12], Atk: 1 bite 
  (1d3), Move: 12, Save: 18, CL/XP: A/5, Special: 5% are 
  diseased.  The rat can be distracted by food.   
  
  17 
   
  Conclusion: 
  Once the player inspects the body, he will find it 
  stuffed with straw with a few hocks of meat that the rats 
  were eating.  From above, the player will hear a 
  chuckling and see Terintar leaning over the edge of the 
  pit.  He will congratulate his apprentice on his ability to 
  find the clues and having the bravery to follow them.  “A 
  mage is not long for this world if he does not observe 
  and have the courage to act on what is observed.”  If 
  the player used his spell effectively, Terintar will be 
  pleased.  If the player was able to get to this point 
  without casting a spell, Terintar will be very pleased.  
  “Our ability to solve problems is our greatest ability, not 
  casting spells.  Spells may provide quick solutions, but not 
  always the best results.”  If the player succeeded in 
  saving the potions, Terintar will offer them as a gift to his 
  apprentice for his good work.  He will also allow the 
  mage to learn an additional 1st level spell from his library. 
  This adventure is to help a player realize that spells 
  are only a part of a mage’s assets.  That their ability to 
  solve problems without resorting to spells is something 
  they must adapt to in the early levels when spell 
  selection is slim.    
   
   
  ON THE ROAD 
  Setting: On a country road and a pond 
  Situation: 
  The player heard rumors of an Arbiter Bush growing 
  a short distance out of the village.  The berries from the 
  Arbiter 
  Bush 
  are 
  components 
  that 
  increase 
  the 
  effectiveness of spells and  potions.  The bush is located 
  near a pond a few miles outside of town.   
  To become a journeyman mage, the player must 
  discover an item, spell or creature that will further the 
  study of magic.  These berries are highly valued and 
  would help the player take the next step in his career.  
  He also knows to keep this knowledge secret or the other 
  apprentices will swarm the area.    
  After an hour of travel, the player reaches the field 
  where the pond is supposedly hidden within a grove of 
  trees on the opposite side.  The area reeks of burnt flesh.  
  A little ways off the road, the player finds a burned 
  corpse.  If the player inspects the body (SC 12), he will 
  find a tattered map hidden in the corpse’s sleeve.  The 
  map is undamaged.  The map depicts the field, the 
  grove and the pond.  At the bottom of the map is an ‘x’ 
  symbol with hollow dots in each section of the x.  A 
  successful history check (SC 15) will alert the player that 
  this message is from a notorious necromantic group 
  called the Bone Soldiers.  Their practices have been 
  banned in every civilized kingdom, and have not been 
  heard from in several years.   
  A Balan sits in the treetops.  It is a guardian of 
  sacred places of nature.  It uses its ability to detect 
  motives to evaluate the player.  If the player is of good 
  character, it will climb down and communicate with 
  telepathy.  It will request the player assist in defending 
  the trees from the Bone Soldiers.  The Balan has used its 
  magic and does not have enough to defend the grove 
  if more Bone Soldiers return.  If the player refuses or is 
  unsure, the Balan tells the player it knows the location of 
  the Arbiter Bush and will gather ten berries if the player 
  cooperates.  The Bone Soldiers will kill the bush if they find 
  it.  
  If the player agrees, the Balan will lead the player 
  to the grove.  It warns the player that the Bone Soldiers 
  travel in pairs and it only killed the one.   
  
  18 
   
  The 
  other 
  Bone 
  Soldier 
  will 
  attack 
  at 
  dusk 
  accompanied by a skeleton.  The Bone Soldier makes no 
  attempt to hide his approach.  The Balan will attack the 
  skeleton as soon as it enters the grove.  If the player and 
  Balan are able to defeat the skeleton, the Bone Soldier 
  will Magic Missile the Balan and run if it doesn’t die. 
     
  Conclusion: 
  If the Balan is killed, the Bone Soldier will offer a 
  truce and introduce himself as Choorl.  He does not wish 
  to harm another mage.  He offers to split the berries and 
  has no intention of killing the bush.  The reason he killed 
  the Balan was it killed his friend.  All came to make a 
  bargain with the Balan, but the guardian attacked 
  without provocation.  Like the player, he was here to get 
  a few of the berries to enhance his magic.  His group 
  believes mages are too valuable to be wasted in petty 
  squabbles.   
  If the player and Balan succeed in driving off the 
  Bone Soldier, the Balan will reveal where the bush grows.   
  It will harvest ten berries for the player and inform him 
  that he may return once a year to gather the Arbiter 
  Berries.   
  The player may come away with an ally outside the 
  law.  Choorl could make an interesting person for future 
  adventures and a possible new direction for the player.  
  And with the discovery of the Arbiter Bush, the player will 
  have a resource for his magic or to sell for other items.      
   
  SQUISHY SQUAB HUNT 
  Setting:  The woods 
  Situation: 
  Master Terintar has run out of his special scroll ink.    
  Of course this won’t be an easy stroll into town to buy 
  another bottle of ink.  Nope.  "I'll need the fresh brain of a 
  squishy squab.  Hmm, make that at least two fresh brains.  
  They may be the dumbest creature you'll ever meet.  But 
  this extreme dimness  does have an advantage.   
  Because of their near non-intelligence, they are 
  invulnerable to mind magic.  Sleep spells don't work on 
  them.  The best way to attract them is build a fire at 
  night.  They’re attracted to the light.  I’m sure you can 
  figure out the rest." 
  The squishy squab is a large flightless bird.  They can 
  jump ten feet and use their wings to glide.  They also 
  have large, powerful beaks used to break through the 
  wood of a tree to eat the bugs and occasional squirrel.   
  If the player hunts the squishy squabs in the day 
  time, there is only a 5% chance of finding them.  If the 
  player succeeds, he will find a group of 3d4 squishy 
  squabs in the low branches of a tree sleeping.  If a fire is 
  built at night, the light will attract 3d4 squishy squabs.  
  Even as the player hacks away, the squishy squabs will 
  make a horrible racket, but will not attack until attacked. 
  Balan HD: 2, HP: 10, AC: 4[15], Atk: strike (1d6), Move: 12, 
  Save: 16, CL/XP: 3/60, Special: magic burst 1d6/HD. 
     A Balan is a guardian of sacred places in nature.  
  Balans usually look like gorillas or other simians and 
  come in different sizes and strengths.  They speak by 
  using telepathy.  They can detect a person’s motive and 
  defend its place from those who would damage it.   
     The Balan has the ability to release raw magic once/
  day.  The damage is a d6/HD of the Balan.  Random 
  effects occur when this raw energy is released.   
   
  Choorl 2nd level magic-user, HP: 6, AC: 5[14], Atk: 
  dagger (1d4) or per spell, Move: 12, Save: 14, CL/XP: 
  4/120, Special: summon skeleton. 
     Choorl is a Bone Soldier, a group of necromancers 
  who practice in secret because the practice has been 
  banned in almost every kingdom.  Choorl, like the rest of 
  his ilk, believes mages are the rightful rulers of the world, 
  and never to harm one of their own.   
   
  2 Skeletons HD: 1, HP: 4 each, AC: 8[11], Atk: strike (1d6), 
  Move: 12, Save: 17, CL/XP: 1/15, Special: none. 
  Squishy Squab HD: 1d4, HP: 2, AC: 9[10],  Dam: 1 peck 
  (1d2),  Move: 12 (3 fly), Save: 18, CL/XP: A/15, Special: 
  Immune to mind magic.  Squishy squabs will only attack 
  when attacked.  Even when one is being attacked, the 
  others will only make a loud noise and flutter their wings, 
  but are not smart enough to run away.   
  
  19 
   
  Conclusion: 
  The squishy squab is a comical encounter, but 
  offers a valuable lesson, that some creatures are immune 
  to the effects of a spell.  Knowing your opponent’s 
  abilities will increase the player’s chance of success.  
   
  LITTLE GREEN BOOK 
  Setting:  Guild house library 
  Situation: 
  You and the other apprentice, Armon, were 
  left behind as Master Terintar left to go adventure 
  somewhere 
  called 
  White 
  Plume 
  Mountain.  
  Another experiment must be tended to, but since 
  Armon is older, you are sent to clean as he takes 
  care of magic-user business.  And to pay you back 
  for slipping rat poop into his spell components.   
  As you place the books back onto the shelf, 
  you notice a book you have never seen before.  
  There is no title.  The greenish leather has a faded 
  gold circle on the front.  If the player opens the 
  book, his name will appear on the cover.  Writing 
  will begin to appear on the first page.  It describes 
  what he did and said recently.  With a successful 
  magic roll (SC 10), the player will identify it as a 
  memory book, a simple magic item that can 
  capture short time spans and can even draw 
  pictures.  It helps you remember what you’ve 
  forgotten.  As you look at the book, you see a lock 
  laying in front of a cage.  Under the picture, 
  Remember to lock the stirges’ cage after cleaning.  
  Armon runs into the room, "They’re  loose!"  The 
  player hears a loud buzzing as two stirges swoop 
  into the room.   
  For this encounter, Armon has no spells 
  memorized.  The player will have his.  Armon will 
  use a broom handle as a weapon.   
   
  Conclusion: 
  This encounter will give the player some 
  practical experience with interacting with a magic 
  item.  Armon can be fleshed out to give the player 
  an ally or someone who competes for Terintar’s 
  attention.  Armon would be the same level as the 
  player with a bit more knowledge.    
  2 Stirges HD: 1d+1, HP: 5 each, AC: 7[12], Atk: sting 
  (1d4), Move: 7[12], Save: 17, CL/XP: 1/15, Special: 
  blood drain (1d4). 
  
  20 
   
  TO STEAL A PURSE 
  Setting: A busy town market and a tavern 
  Situation: 
  Sardwin the Sharp decides the player has had 
  enough picking the pockets of dummies.  “It’s 
  market day. Return with a purse full of coins.”  
  Sardwin will provide a mark (he will pat the mark on 
  the back with chalky hands, marking him).  After 
  stealing the purse, the player is to go to Red Bear’s 
  Tavern.  Sardwin warns of getting into a fight with 
  the guards.  "We are men of shadow and stealth, 
  not steel and brawn.  We live longer and live 
  better." 
  The market is busy.  The player will need to 
  make an observation roll (SC 10) to keep track of 
  Sardwin and another to keep track of the mark.  
  When the player attempts to cut the purse, he must 
  make two rolls.  One to successfully cut the purse 
  without the mark knowing (SC 12) and another to 
  make sure no others witness the crime (SC 10). 
  The mark is a member of the thieves’ guild.  If 
  the player returns with a different purse, Sardwin will 
  know.  If the player is caught while cutting the 
  purse, the guildmate will cut the top of the player’s 
  hand doing 1hp of damage and instruct the player 
  to return to Red Bear’s.  The wound will inform 
  Sardwin that the player has failed.   
  If the crime is witnessed, customers in the 
  market will alert the guard.  There are five guards in 
  the market.  It will be difficult for the player to 
  escape (SC 15).  If the player wants to fight his way 
  out of the situation, inform him that his opponents 
  outnumber him, and are better skilled, better 
  armored, and better armed.  Should the player still 
  want to fight, one of the guards will subdue the 
  player, then thrown him into the pit (a locked grate 
  covers the top).  In the middle of the night, the 
  grate is unlocked and the guard will order the 
  player to go.     
  Conclusion: 
  If successful, the player will be rewarded with 
  his own set of lockpicks and keeps the 25gp in the 
  purse.  If the player fails, Sardwin will provide more 
  advice to the player, lowering the SC rolls by 2 and 
  having the player return to the market the next 
  day.  If the player is thrown into the pit, Sardwin isn’t 
  bothered by it.  “It happens to the best of us. We all 
  get caught.  Remember to keep quiet about guild 
  business.  We’ll get you out of the pits…eventually.”   
  The challenge demonstrates the benefits of 
  belonging to a guild.  If the player fails and is 
  having a hard time of it, Sardwin will show the three 
  scars on the back of his hand then order a round of 
  drinks. 
  
  21 
   
  GET WHAT’S IN THE BOX 
  Setting: Two buildings in a city at night 
  Situation: 
  The player is given a training task.  Sardwin 
  wants a package that is stored in a guarded 
  building.  The building is locked as is the chest that 
  holds the package.  Sardwin will not tell the player 
  what is in the chest, only the number written on the 
  outside.  “What fun would it be to spoil the surprise?  
  That is the glory of being a thief, finding those 
  surprises in the dark of the night.”  Sardwin tells the 
  player to absolutely not fight the guards.  “We can 
  get you out of the pit, not out of the grave.  If 
  caught, surrender and play dumb which shouldn’t 
  be much of a stretch.”   
  There are two guards standing at the front 
  door and one guard at the back door.  Both doors 
  are locked (SC 12).  The guards do not have the 
  key.  There are two unlocked windows on the 
  second floor.  The guards are bored.  If the player 
  creates a distraction, the two guarding the front 
  door will investigate leaving the door unguarded.   
  This will give the player 2d8 rounds to act.  This 
  tactic will not work on the guard in the back.  He is 
  more experienced and will not leave his post.  Any 
  noise will put him on alert.   
  Once the player is inside, he must remain silent 
  (SC 10) as not to alert the guards outside.  If the 
  player fails, he can attempt to hide in shadows (SC 
  10) to avoid detection.  If this fails, the player will be 
  cornered by the guards and thrown into the pit for 
  the night.  If the player attacks the guards, it will 
  probably end the thief’s young career.   
  The chest is on the second floor.  It is locked 
  with a simple padlock (SC 10).  If the player fails 
  three times, his  lockpicks break.  The player can try 
  to bash the chest open, but that will alert the three 
  guards.  Inside the chest is a small pouch of uncut 
  gems.  There is also a hidden compartment at the 
  bottom of the container (SC of 12).  Within the 
  hidden compartment is a parchment wrapped 
  around a masterwork dagger (+1 non-magical 
  dagger).  The parchment reads: “Well done 
  footpad, return home so we can celebrate the 
  conclusion of your training.  And don’t forget the 
  gems, they are a present from the best instructor in 
  the world…me.” 
  The player has the option of using the window 
  as an escape route, but will need to figure out how 
  to climb down 20 feet.  If the player uses a rope, he 
  automatically succeeds.  If the player tries to scale 
  down the wall (SC 12) and fails, he will fall and 
  suffer 1d6-1 damage.  To leave by the front door, 
  the player will need to make another distraction. 
  
  22 
   
  Conclusion: 
  There are several ways for this to end.  First, the 
  player is killed in a fight with the guards.  Second, 
  the player is captured and will remain a guest in 
  the pits until the next morning.  In which case, the 
  player will remain a footpad and continue his 
  training.  Third, the player succeeds in getting the 
  gems, 
  but 
  does 
  not 
  discover 
  the 
  secret 
  compartment.  The trainer instructs the footpad to 
  observe the smallest details.  They tell the truth 
  where the larger details conceal the truth.  And 
  fourth, the player succeeds in bringing home the 
  gems, dagger and note.  Sardwin will praise his 
  apprentice and hold a small party in a guild-
  friendly tavern where he is introduced to others in 
  the guild.  The uncut gems (10gp each) and master 
  crafted dagger are a gift from Sardwin.   
   
   
   
   
   
   
   
   
   
   
   
  THE CLEANER 
  Setting: A tomb 
  Situation: 
  After a grueling evening of scaling walls, 
  picking pockets, and being quiet, Sardwin the 
  Sharp announces, "Time to get dirty, rogue."  He 
  takes you to the edge of town that overlooks the 
  ancient barrows of the Northmen.   
  "A band of adventurers have broken into one 
  of the barrows.   They took out their share of loot, 
  but they always miss something.  None of us was 
  with them.   I want you to go into the barrow and 
  find what they left behind.  Sometimes they stash 
  items for later."  Sardwin pulls a dagger from his 
  boot and offers it to you.  "This torch  knife will let 
  you see in the dark (treat as torch).  Be smart.  
  Creatures that make their homes in tombs are 
  never to be taken lightly.  Stick to the rooms they've 
  cleared and look for the secrets they missed." 
  Beneath the barrow is a simple three-room 
  tomb with one secret room.  The walls and floor are 
  made of hard-packed earth with stone inset for 
  reinforcement.   
  2 Front Guards 1st lvl fighters, HP: 7 each,  AC: 5
  [14],  Atk: weapon (1d6), Move: 12, Save: 14, CL/
  XP: 1/15, Special: none.  They wear ringmail and 
  have shields.  Both are armed with short swords. 
   
  Rear Guard 3rd  lvl fighter, HP: 14, AC:1[18]  Atk: 
  weapon (8+2), Move: 12, Save: 12, CL/XP: 3/60, 
  Special: +1 to hit due to level.  He wears +1 chain 
  mail and has a +1 shield.  He wields a +1 long 
  sword. 
  
  23 
   
  1. The stone that sealed the tomb is broken, and 
  the smell of rot is strong.  A skeleton dressed in 
  ragged leathers is sprawled across the floor of the 
  opening.  Its skull is split and ribs crushed.  It still 
  clutches a rusty battle axe.   
  2. Another shattered skeleton lies on the floor.  
  Seven copper coins are hidden in the corner.  
  There are three chests against the east wall.  All 
  have been pried open.  Two are completely empty 
  and one has clothes tossed around it.  None of the 
  clothes look to be in good condition.   
  3. The adventurers missed this secret door.  One of 
  the reinforced stones is a trigger; it opens a small 
  three-foot opening in the wall.  A chest is inside.  It 
  is locked (SC 10) and trapped with a vial of 
  sleeping gas that will break when the lid is opened 
  (SC 10).  When the vial breaks, the player must 
  make a save or sleep for 8 hours.  Inside is a small 
  pouch with two gems (10gp each) and 25gps with 
  two short swords of good quality.   
  4. This large room has been ransacked.  Two more 
  skeletal bodies lie on the ground flanking a stone 
  table.  Nothing of value remains in this room.  If the 
  player investigates, he will notice two round areas 
  that are discolored, probably where urns or statues 
  once stood.  The door to the east looks like 
  someone was unsuccessful in their attempt to hack 
  it open.  A large lock (SC 12) secures the door.   
  
  24 
   
  5.  A second secret room the adventurers failed to 
  notice.  A tattered rug runs the length of the room 
  and ends at a desiccated body wearing rusted 
  armor with a mummified bird on its shoulder.  It sits 
  on a wooden throne, and in its hand is a golden 
  rod (25gp), the symbol of his chieftain status.  When 
  the player enters, the zombie raven  will attack. 
   
  Conclusion: 
  This encounter requires the player to make use 
  of most of his skills.  In here, a failure can have 
  severe consequences.  If the player fails to return 
  by the morning, Sardwin will fetch him.  When 
  Sardwin revives the novice, he will walk through the 
  tomb and point out things to watch for.  If the 
  player returns with the golden rod, Sardwin will be 
  pleased and allow the player to keep the torch 
  knife. (See New Magic Items for more details.) 
   
  Details 
  Setting: A cabin 
  Situation: 
  Sardwin the Sharp walks into the room and 
  chuckles when he sees you.  “Test time.”  He will not 
  provide any information as he takes you through 
  the backstreets.  He stops at the edge of an alley 
  that ends at a small opening where a small cabin 
  sits off a side street.  “Study the cabin, its 
  inhabitants and surroundings.  Figure out what 
  you’re going to need to be successful.  There is 
  something I want in there.”  When you ask what it is 
  he shakes his head.  “That's for you to figure out.  A 
  thief needs to know what's valuable and needs to 
  make quick appraisals.  The knowledge of what's 
  worth taking and what's not is the difference 
  between a successful thief and a petty criminal.  
  There is an art in each choice, from deciding which 
  entry to use, opening the lock, searching the 
  home, appraising the valuables and getting out 
  before anyone knows you are there.  Know this, 
  your choice could decide the fate of a guild 
  brother.  See me in two days time.”  Sardwin leaves 
  the player to begin his study. 
  The GM will need to play out the day for the 
  player.  When it comes time for the heist, play up 
  the tension by having the player hear noises, 
  guards passing by and the like.  The important 
  details are as follows.  The man who lives in the 
  cabin is Hendrid.  He lives in his cabin with a large 
  dog named Blue.  The cabin is not on a busy street, 
  but a guard patrol frequently passes by and they 
  all know Hendrid and will stop and chat.  In the 
  morning, Hendrid and Blue take a short walk 
  outside the wall so Blue can do his dog business 
  then visit the grave of Navinia, Hendrid’s wife who 
  passed.  He then returns home and leaves again 
  without Blue.  He goes to the city magistrate’s 
  office and spends most of his day there, returning 
  home in the afternoon.  (If the player is inquisitive 
  about why Hendrid is there, he is the advisor to the 
  magistrate.)  He and Blue go for a walk in the 
  evening, then both visit Red Bear's Tavern.  Some 
  nights he just stays to eat, and other nights he will sit 
  into the morning talking to friends.   
  The cabin is a one-story structure.  There is one 
  door and one window in the front facing the street 
  and another window around the back.  The 
  windows are shuttered closed at night.  During the 
  day, they are cracked open.  The door is locked 
  (SC 12).  Guard patrols pass by every 20 minutes.  
  At night, traffic is light, a 10% chance of travelers.  
  During the day, there is a 30% chance.   
  Blue is a loud barker.  If the player enters and 
  Raven, Zombie HD: 1d4, HP: 2, AC: 6[13], Atk: 1 
  peck (1d2 + disease), Move: 9, Save 17, CL/XP: 
  B/10, Special: Disease. 
  
  25 
   
  takes no precautions, Blue will bark and alert the 
  guards, who will arrive in 2d4 rounds.  Blue will not 
  attack unless the player attacks Hendrid.  Hendrid 
  has no ability to defend himself other than to hide 
  behind things.   
  If the player can get into the cabin without 
  alerting anyone, they will find the cabin simple in 
  layout.  The main room; heavy oak table, two 
  chairs, fireplace and a small rug made of what 
  looks like old shirts and pants.  A small hearth has 
  cookware hanging on pegs nailed into the 
  stonework.  In the back part of the room are a bed 
  and a rug where Hendrid and Blue sleep.  Next to 
  the bed is a small stool used as a night stand.  On 
  the stool is a half-burned candle in a silver candle 
  holder (5gp).  Hanging over the bed is a crude 
  painting of Hendrid, Navinia and Blue as a pup.  
  Under the bed is a small flat chest, locked (SC 10).  
  Inside are extra clothes, a money pouch with 45sp 
  and a silver ring (10sp), Nirvinia’s wedding ring.  In 
  small closet is extra food and a broom.   
  What Sardwin wants is the painting.  Though it 
  is worthless to anyone else it is the most valuable 
  item to Hendrid.  Sardwin wants it to blackmail 
  Hendrid into advising the magistrate about an 
  upcoming trial in favor of one of the guild brothers.  
  Though the other items have some monetary 
  value, the real prize is the painting. 
   
  Conclusion: 
  Sardwin hopes the player will make the 
  connection.  He will not chastise the player if the 
  wrong items were taken.  “Because we live outside 
  the rules that the world has set down, we must 
  always consider our actions carefully.  What may 
  be of no worth to you may be worth everything to 
  another.  A thief needs to recognize this and act 
  accordingly.” 
  If the player returns with the painting, Sardwin 
  will be very pleased and reward the player with a 
  set of quality lockpicks (giving the player +1 to lock 
  picking rolls). 
  Blue dog, HD: 1, HP: 3, AC: 8[11], Atk: 1 bite (1d4), 
  Move: 8, Save 16, CL/XP: 1/15, Special: none. 
  
  26 
   
  There is always that place where after a long 
  day’s work you can go to relax, feel welcome and 
  be among friends.  Red Bear’s Tavern is such a 
  place.  It is monument to friendship as much as it is 
  a tavern.  Its scarred walls and furniture is a small 
  honor for those who’ve spent their nights talking 
  and laughing here.  The fire is warm, and the 
  tankards are big.  Join your friends at Red Bear’s 
  and share a story.  A sign over the bar lets 
  everyone know the two laws of Red Bear’s, no 
  weapons in a fight and have a good time. 
  Red Bear’s is a simple two-story building 
  constructed with the beautiful Valendor Wood.  
  The sign is a red-furred bear lounging against a tree 
  with a tankard on its belly.  The soldiers consider this 
  place sacred ground.  The names of killed soldiers 
  are carved into the walls, beams, ceiling and 
  furniture.  Buzzard welcomes anyone to honor a 
  friend or family member by carving their name on 
  any open space.   
  Once a week, Buzzard has a story night.  
  Soldiers and visitors are encouraged to tell their 
  latest tale.  The stories don’t need to be true, just 
  not boring.  The storyteller who receives the loudest 
  cheer is the winner, and has the honor of using the 
  Tall Tale Tankard for the night.  Buzzard makes sure 
  the winner never sees the bottom of the oversized 
  tankard.   
  But even Red Bear’s has a seedy side.  The 
  thieves’ guild was entrenched long before Buzzard 
  took over.  He tried to remove them, but many of 
  the soldiers took advantage of the guild’s services 
  and Buzzard was getting a nice pile of coin to turn 
  a blind eye.  Buzzard has become friends with a 
  few of the guild members and decided as long as 
  the soldiers have no problems with the guild, he 
  would allow them to continue.  
   
  Buzzard keeps the atmosphere alive and 
  active.  As much as they honor the people who 
  have died, Red Bear’s is more about appreciating 
  your friends in the present.   
   
  THE STAFF 
  Buzzard 
  (Owner: human, male, 6’1”, 185lbs, 
  balding long red hair, beard, brown eyes, scar on 
  his left arm) 
  Buzzard’s real name is Eric of Donavon, the 
  third son of a mercenary, Red Bear.  He traveled 
  extensively with his father, learning a variety of skills.  
  Eric grew fast and always seemed to be eating.  His 
  father gave him a nickname, Buzzard, a mercenary 
  tradition.   
  Buzzard is an accomplished adventurer having 
  gone on several expeditions over the years and 
  survived, relatively intact.  He earned the scar on 
  his left arm after a battle with a warband of ogres.  
  He was unable to use it for a year.  After this, he 
  traveled with a minstrel group.  He gained some 
  minor fame and even played for the king once.   
  Buzzard grew tired of the travel.  He used his 
  money to buy an old tavern and expanded it.  He 
  named the tavern after his father.  It has become a 
  shrine dedicated to family and friends.  In a short 
  time, Red Bear’s Tavern became one of the most 
  popular taverns in the city.   
   
   
  
  27 
   
  Chola (Lead Barmaid: human, female, 5’10’, 
  170lbs, long blond hair, blue eyes) 
   
  Chola is popular among the soldiers.  She is 
  a tall, heavyset woman with lots of attitude who 
  has no trouble putting the garrison soldiers, 
  mercenaries and travelers in their place if they get 
  confrontational or rude.  She has a beautiful singing 
  voice, and after much encouragement and tips, 
  she will sing songs as she serves.   
   
  She is the one who takes care of Eric 
  (Buzzard) and the only one allowed to call him Eric.  
  Chola loves Eric, but he has shown no interest in 
  her.  She would force the issue, but is afraid she 
  may scare him off.   
   
  Chola is in charge of the other barmaids.  
  She is often at odds with Regina.  Her relationship 
  with Yurol, the head cook, is one argument after 
  another.  If Buzzard hears them, he ends it quickly.  
  Chola knows Regina is working on the side for the 
  thieves’ guild, but its unsure what she does.   
   
  Max (Bouncer: human, male, 6'2", 240lbs, shaved 
  head, black muttonchops, discolored eyes) 
   
  Max is quiet and intimidating.  He stands in 
  the corner, ever vigilant.  If a fight breaks out, he 
  will not get involved unless someone draws a 
  weapon, at that point he will dispatch the rule 
  breaker.  The patrons tell a story when Max took on 
  three armed mercenaries.  After he was stabbed 
  and slashed a dozen times, only Max stood at the 
  end of the fight. 
   
  Max is a long-time friend of Buzzard.  They 
  grew up in the mercenaries together, but Max was 
  caught within a magical backlash created by the 
  Requiem, 
  a 
  band 
  of 
  necromancers 
  the 
  mercenaries were hired to kill.  While the others in 
  Max's group were killed, the necromancers took 
  him prisoner.  Max will not speak of it.  He’s not sure 
  why they freed him.  Buzzard sees to it that Max is 
  taken care of.  Brothers for life.   
   
  Yurol (Cook: human, male, 5'6", 200lbs, short blond 
  hair, brown eyes) 
   
  Yurol is a short, portly cook with a talent for 
  good food.  He has worked at Red Bear's for three 
  months, but is already making his mark on how he 
  wants his kitchen run.  He does not tolerate Chola 
  coming in and making demands.  And because his 
  food is exceptional, Buzzard has told Chola to back 
  off.  Despite their hostile relationship, Yurol has 
  taken a liking to Chola and enjoys their arguments. 
   
  Yurol is a member of the thieves, guild.  
  Bertram (see Axe Room) believed the guild 
  needed another member present.  Buzzard has no 
  idea Yurol is a guild member.  Yurol is the one who 
  accepts deliveries throughout the day, making it 
  much easier to smuggle in fenced goods.  Part of 
  the agreement with the guild is he has access to 
  good ingredients.   
   
  Compliments about his food will always 
  receive a positive reaction from Yurol.  He knows his 
  primary job is getting the stolen merchandise in 
  and out, but he’s passionate about his food.  He 
  dreams of opening his own tavern.   
   
  OTHER STAFF 
  Regina (serving girl, human, female, 5’2”, 115lbs, 
  short blond hair, brown eyes,  CHA 11) 
  Regina worked here when it belonged to the 
  former owners.  With the help of the soldiers she 
  supplies, Regina was able to keep her position 
  when Buzzard tried to push her and Bertram out.  
  Regina is the person the soldiers contact when they 
  want a woman for the evening or something to 
  drink that may not be on the menu.  She is paid 
  
  28 
   
  well by the thieves’ guild and she charges higher 
  prices to skim a few coins off the top. 
  Gretchen and Holly work for her.  Regina is 
  protective of her girls, but if either try to get out of 
  work, she will verbally and physically assault them.    
  If they don’t work, less money is coming in and that 
  is unacceptable.  Her main contact within the guild 
  is Bertram, but she has contacts outside the tavern 
  to other illegal items.  Bertram dislikes it when she 
  brings in items he did not authorize.   
   
  Holly (serving girl, human, female, 5’7”, 110lbs, red 
  hair, blue eyes, scars on neck and hands, CHA 13) 
  Holly is an attractive young girl.  She is 
  intelligent, but guarded.  When she was younger, 
  she tried to run a scam on a few of the thieves’ 
  guild members and ended up with her scars.  She 
  now works for Regina who recruited her after 
  finding Holly in one of the guild member’s slave 
  pens.  Regina does not let her forget who saved 
  her.   
  Holly likes working at Red Bear’s and doesn’t 
  mind entertaining the soldiers.  She plays a 
  balancing act keeping Chola and Regina happy.  
  Occasionally she reports the secret activites to 
  Chola.  Holly would like to work at Red Bear’s 
  without being on Regina’s leash. 
   
  Mina (serving girl, half-elf, female, 5'3", 100lbs, long 
  dark hair, gray eyes, CHA 17) 
  Mina is an attractive girl who is incredibly 
  clumsy.  She never knew her parents.  The village 
  she lived in was burned down by outland 
  barbarians.  Chola has adopted her, but has very 
  little patience for the girl's clumsiness.  Mina has a 
  crush on one of the young soldiers, Hubert, but 
  keeps this to herself. 
   
  Gretchen (serving girl, human, female,  4'10", 
  140lbs, long blond hair, CHA 11) 
  "Little, but mighty" is Gretchen's motto.  She has 
  no problem voicing her opinion if she happens 
  upon a conversation at a table.  She also lets a 
  person know when she likes him.  This 'liking' comes 
  and goes.  If her attention is returned, she quickly 
  moves on to the next guy.  She is a good server 
  who can handle herself.  Gretchen is a fledgling 
  member of the thieves’ guild and listens to the 
  soldiers conversations for any patrol information 
  and to the conquests of adventurers.   
   
  Ivana (serving girl, human, female, 5'4", 120lbs, 
  short blond hair, CHA 12) 
  Ivana is the daughter of a deceased soldier.  
  Her mother pleaded with Buzzard to take Ivana.  
  She is an odd girl and something about her makes 
  Buzzard 
  uncomfortable. 
   
  Ivana 
  has 
  an 
  expressionless face, does not laugh and her smile 
  always seems forced.  She is a member of a blood 
  cult. 
  Only when she meets with the cult does she 
  feel alive.  She recently killed her first person and 
  discovered she liked it.   
   
  Derrick (human, male, 5'7", 120lbs, short dark hair, 
  pock-marked face, scars on his forearms and 
  back) 
  Derrick is a good helper in the kitchen whose 
  energy seems to be boundless.  Despite his slight 
  frame, Derrick can manage to move objects 
  heavier than himself (STR 15).  A member of the 
  thieves’ guild, he dislikes Yurol, but likes Buzzard a 
  lot.  He finds himself working his tavern job that he 
  sometimes forgets he is there for another purpose.  
  He'd prefer to just work for Buzzard.  Derrick’s father 
  was supposedly a rat and informed on members of 
  
  29 
   
  the guild.  Derrick suffered the punishment.  Though 
  he despises the guild, he will do nothing against 
  them.  He has two younger brothers apprenticing 
  to become guild members.   
   
  MAIN FLOOR 
  A. Main Room 
  This is the main serving area.  The walls, 
  tables and chairs have small carvings, some crude, 
  some elaborate and most bear the names of fallen 
  soldiers and friends.  There is a small stage along 
  the west wall for the performers and storytellers.  He 
  has entertainers at least once a week, sometimes 
  more if there is a holiday or an occasion to 
  celebrate.  There are a dozen tables of various 
  sizes and a standing bar.  The large fireplaces on 
  the west and south walls light and heat the room. 
   
  B. Standing Bar 
  This is where Buzzard works.  He keeps his 
  money in a bucket under the bar.  When the 
  bucket is full, he takes it to his room to be put in his 
  strongbox later.  There is also a knight killer 
  crossbow hidden beneath the bar.  The bolt has a 
  blunt end and a tiny hollow tip that explodes out a 
  choking dust that incapacitates anyone in a 10' 
  radius.  He only uses this if things get dangerous.  
  Above the bar are the two rules carved into a 
  fancy sign of Valendor Wood. 
   
  C. Kitchen 
  Yurol's kitchen is clean and orderly.  Everything has 
  a place.  If you enter his kitchen, either help or get 
  out.  There is an oversized door in the north wall 
  where he receives deliveries.  It is barred from the 
  inside during the daytime, and Buzzard locks it at 
  night.  Yurol smuggles in various stolen goods mixed 
  in with the legitimate deliveries.   During working 
  hours, Yurol and Derrick are cooking.  During this 
  time, neither has time to talk or a sense of humor.   
   
  D. Pantry 
  Yurol keeps a well-stocked pantry.   Extra casks of 
  wine and ale are stored here for busy nights.  One 
  of the floorboards is removable and is where Yurol 
  hides certain illegal items from Bertram to buy 
  expensive ingredients.  Also hidden is a list of dates 
  and what items were delivered.  If Bertram 
  discovers the existence of this list, he would have 
  Yurol’s hands broken.  Yurol is compulsive about 
  keeping things in order.  No names are mentioned 
  on the list, and he only keeps the exchanges for 
  two weeks.   
   
  E. Locked Door to the Cellar 
  This door is always kept locked (SC 10).  Buzzard 
  and Yurol have the key.  The stairs go to the 
  basement (N).  With access to the basement, 
  hiding the comings and goings of other guild 
  members has been easier. 
   
  F. Locked Door to the Private Rooms 
  Buzzard, Max and Chorl have the key to this door 
  (SC 10).  It allows access to their private rooms 
  upstairs. 
   
   
   
   
   
   
   
  
  30 
   
  PRIVATE ROOMS  
  Dagger Room (3sp/night) 
  This is a standard room with a simple cot and 
  chest (no lock).  It is difficult to sleep in this room 
  during a busy night because of its location next to 
  the tavern.  There are several names scrawled on 
  the wall here.  The faint odor of vomit lingers in the 
  room.  The Dagger Room is often given to a drunk 
  soldier.   
   
  Sword Room (8sp/night) 
  Also known as the gray room because of the 
  color of the north wall.  It was the outside wall to 
  the tavern before it was expanded.  Inside are two 
  cots, each with a foot chest and a table with two 
  stools.  There is also a rope hanging by the table to 
  summon a tavern worker.   
  One of the table legs is hollow and hides a 
  map to where a chest is buried containing a stolen 
  payroll.  Several months ago, Herbert Greenpants 
  stole the payroll of his old mercenary company, the 
  Gold Falcons.  He hid here for three days.  When 
  none of the Gold Falcons showed, he thought he 
  was in the clear.  Twenty feet outside the Red 
  Bear’s Tavern a member of the Gold Falcons 
  severed Herbert’s spine.  Herbert died before he 
  could say where the money was hidden.  The map 
  is easy to follow, but Herbert was lousy at counting.  
  If the players take the time to investigate and 
  decipher the landmarks (SC 20), they should be 
  able to find the small metal chest containing 350sp. 
   
  Ofgar’s Room, formerly the Mace Room (6sp/
  night) 
  The 
  Mace 
  Room 
  has 
  the 
  same 
  accommodations as the Dagger Room, a simple 
  cot and chest, but it’s quieter and doesn’t stink of 
  vomit.  The Mace Room was the semi-permanent 
  room of Ofgar for three years.  He was a 
  mercenary, professional gambler and drunkard.  
  Less than a year ago, Buzzard found Ofgar dead 
  on the floor.   
  Ofgar hid a ledger in the ceiling above his cot.  
  There are notes about many of the soldiers, their 
  personal lives and gambling habits.  He goes into 
  great detail and a running tally of how much he 
  won or lost from each soldier.  Some of the details 
  are private, like mistresses, sleeping on duty, things 
  said 
  about 
  a 
  superior, 
  and 
  many 
  other 
  embarrassing or potential harmful notes. 
   
  
  31 
   
  Shield Room (5sp/night) 
  This is the smallest of the rentable rooms, but 
  the most private.  Because of its location, it tends to 
  be quiet.  The furnishings are simple, but good 
  quality.  It has a real bed with a feather mattress, 
  rag quilt, a heavy wooden chest (no lock) and 
  shelves and pegs on the north wall.  
  Tavern patrons say the Shield Room is 
  haunted, phantom footsteps and disembodied 
  voices can be heard in the room when no one else 
  is there.  People  have been awakened by loud 
  sounds in the middle of the night.  And others say 
  they have found things on the floor that were hung 
  up the night before even though the room 
  remained locked. 
  There is a hidden passage behind the north 
  wall.  The thieves’ guild uses the secret passage to 
  access the sewers (see The Axe Room).  Bertram 
  gets angry when members are not careful when 
  using the stairs.     
     
  Room of the Spear (15sp/night) 
  This is Buzzard’s fancy room, it’s has a real bed, 
  fancy table and chairs, layered rugs and a rope 
  that summons Regina.  If a patron wishes to pay an 
  additional 5sp, he can have one of the other 
  
  32 
   
  serving girls assigned to him for the evening.  
  Buzzard only rents this room out to people he knows 
  or those who spend a lot of money in the tavern.  
  He takes special pride in the condition and quality 
  of this room and doesn’t want someone destroying 
  it.  
  Regina is assigned to this room and offers 
  anyone staying here to taste the pleasures of a 
  woman and illegal drinks from afar.  Her prices are 
  high, but she is very good at her job.  She has many 
  friends within the soldiers that frequent the tavern.  
  She has done business with many of them.  
   
  Spider Room (special) 
  This room is used for private meetings, parties 
  or as a gambling room.  Once a week, a group of 
  soldiers reserve the room to play dice and cards.  A 
  large table dominates the middle of the room, but 
  cots can be put around it for long games.  Buzzard 
  charges 10sp/ head and he will supply the room 
  with food and drinks for the night.  A rope summons 
  a tavern worker to deliver food and drinks.   
   
  Axe Room (rented already) 
  The Axe Room is the permanent residence 
  Bertram Blackbutter.  He has lived here for over five 
  years.  He is a mid-level thieves’ guild member.  He 
  allows the access to the sewers from a secret door 
  in his room.  He’s very particular who comes and 
  goes.  He is in charge of the thieves’ guild action 
  within Red Bear’s Tavern.  When in the tavern 
  common room, he is accompanied by at least one 
  other guild member.  He has Regina and Yoral do 
  all the face-to-face business.  He is in charge of 
  arranging the exchanges and setting the prices.  
  He keeps his money stashed within a steel 
  cabinet.  He has the key is in two parts.  One part is 
  hidden in the heel of his boot.  The other part is 
  hidden in plain sight; it is part of the handle of the 
  lantern he keeps on his table.  He sends the 
  thieves’ guild 100sp/week and kicks 25sp to 
  Buzzard.  What he makes above that he keeps.  
  Part of his money is stashed in the cabinet, 200sp 
  and another 200sp is hidden in another section of 
  the city.   
   
  The Battered Helmet Room (6sp/night) 
  The 
  Battered 
  Helmet 
  Room 
  contains 
  a 
  comfortable bed, a lockable chest, a small table 
  and stool.  On the wall are several pegs for clothes 
  and weapons.  This room has a rope to summon  
  Regina.  She offers exotic drinks and tempts the 
  occupant with a woman.  Regina is uncomfortable 
  in this room.  She was attacked in this room six 
  months ago by a drunken mercenary.  She was 
  severely beaten before Max kicked the door down. 
  This room has always been a favorite of 
  travelers who wish for quiet.  There is a hidden 
  compartment in the floor beneath the bed.  Portis, 
  a merchant, stays in this room when in town.  He 
  made the secret compartment to hide his most 
  valuable possessions.  Currently it is empty. 
   
  SECOND FLOOR 
  H. Trophy Room 
  At the top of the stairs is a room where Buzzard 
  displays some of the trophies he collected in his 
  travels.  One wall is dedicated to all the exotic 
  weapons used by other cultures he’s encountered 
  and pieces of armor worn by leaders who were 
  captured or killed.  His favorite section is his 
  collection of musical instruments.  There are over 
  twenty different types of instruments, and Buzzard 
  can play them all.  His favorite is a mandolin given 
  to him by the beautiful minstrel Eloria.   
  
  33 
   
  
  34 
   
  I. Sitting Room 
  When Buzzard has friends over, they stay here and 
  enjoy every comfort available.  There are large 
  cushioned chairs, tables and shelves.  Once a 
  month, he has some of his mercenary friends get 
  together any play a variety of gambling games.  
  Once in a great while if Buzzard takes a liking to 
  someone, he will invite them to join the game.   
   
  J.  Max's Room 
  It is simple room with a cot, footlocker (SC 10) 
  and the only decoration on the wall is his old 
  battered shield.  Max has extra clothes and a good 
  quality broadsword (+1 non-magical) and 120sp.  
  Max doesn't spend much his money since he likes 
  Yurol’s food and he stays here for free.  The one 
  thing he will spend money on is good boots.  In one 
  of the corners is a pile of three pairs of boots he 
  always means to get repaired, but never does. 
   
  K. Chola's Room 
  Chola's room is decorated with small tasteful 
  paintings, silk drapes and furnished with good quality 
  furniture.  She has a small collection of books she 
  values above all else.  Two were gifted to her from 
  when her father passed, and one was a tip from a 
  customer.  The books her father gave her are 
  records of the Justicars, one of the oldest mercenary 
  companies in the land.  These records detail the 
  members and battles during a five-year period.  The 
  book given by the patron is a collection of bawdy 
  poetry. 
   
  L. Buzzard’s Bedroom 
  This room is Buzzard’s private quarters.  Only the 
  southern section of the room has any furnishings.  
  Buzzard feels more comfortable sleeping in smaller 
  quarters.  It’s not uncommon for him to sleep in one 
  of the guest rooms on the first floor.  The furnishings 
  are simple.  He has a couple of chests that are open 
  and heaped with clothes.  Chola has the young 
  servant girls take care of his washing, but he tends to 
  wear the same clothes each day.  He doesn’t see 
  the point of all the fancy clothes unless someone is 
  going to meet the king, high priest or the gods 
  themselves.  A section of the wall can be pushed in 
  and moved to the side to allow access to his secret 
  room (M). 
   
  M. Secret Room 
  This is where Buzzard keeps his money.  Chola 
  and Max know about the room.  Chola is in here 
  often to pay for supplies or errands.  Buzzard doesn’t 
  know how much he has.  Coins are heaped in 
  buckets and litter the floor where a bucket has been 
  over turned.  There is one medium sized chest by a 
  desk that contains most of the coins.  At any one 
  time there can be 100 to 800cp (d8) and 10 to 100sp 
  (d10).  Once a month, he and Max take the coins to 
  the money changer.  In a small coffer on the desk 
  are a small stack of promissory notes worth 100 to 
  400sp at any one time.  If someone needs to borrow 
  money, Buzzard has no problem giving them money.  
  He never loans, just gives.  But if someone steals a 
  single copper from him, he will ban the person from 
  the tavern.    
   
  TAVERN CELLAR 
  N. CELLAR 
  This is where the extra casks of wine, ale and 
  beer are kept.  Cheese wheels are wrapped in cloth 
  and sit on a table,  meat carcasses are kept in the 
  southeast corner hung over a sewer grate.  At any 
  one time there is 200sp to 500sp worth of booze and 
  food stored. 
  
  35 
   
  
  36 
   
  Some of the barrels store illegal goods that 
  Bertrum has ordered.  This includes various poisons 
  and alcohol, including the Dark Seed brewed by 
  a clan of dwarves who are considered insane 
  even by their own kind.  Hallucinations and high 
  emotions come with drinking a small amount.  
  Soldiers like it recreationally.   Yorul and Regina 
  have access to the secret stash. 
  The grate is locked (SC 10) into place, but 
  Yurol has a copy of the key.  It drops a few feet to 
  the sewers (R).  It is used to smuggle people that 
  are desperate to get out of town.  Yurol will hide 
  them in a barrel then put it on a wagon that will 
  take them outside of town.  This is a giant pain for 
  Yurol.  He gets agitated and distracted during the 
  whole smuggling-out-people process. 
   
  O. SECRET PASSAGE 
  Betrum 
  has 
  this 
  passage 
  guarded 
  by 
  Obannon, 
  a 
  member 
  of 
  the 
  guild 
  who 
  contracted lycanthropy.  He is a wererat who 
  controls a small army of rats.  He knows the sewers 
  as well as anyone.  If someone comes into the 
  area without giving him the thief hand signal 
  (right index finger placed on the side of his nose) 
  he will bar their entry.  He uses his stealth and 
  knowledge of the sewers to keep the unwelcome 
  visitors out.  He can get the assistance of the rats 
  from Q and if given time can gather 3d6 
  additional giant rats. 
   
  P. OBANNON’S ROOM 
  This small room is where Obannon sleeps.  He 
  keeps his place free of clutter.  There is a small cot 
  and on the walls are hundreds of pictures of rats 
  and sewers and other odd pictures and strange 
  creatures.  If the players take the time to study 
  the bizarre mural they may deduct it a pictorial 
  map of the sewers and the dangers that it holds.  
  A picture of note is of a chest sunk into muck with 
  a large tentacle wrapped around it.  Under the 
  bed is a flat chest with items he’s collected in the 
  sewers:  a pouch that has 2gp, 7sp and 12cp, a 
  petrified sensory stalk of an otyugh and crescent-
  shaped knife.   
  Q. GIANT RAT NEST 
  This is the home of fourteen giant rats along 
  with a hundred normal rats.  They are controlled 
  by Obannon and obey without question.  There is 
  nothing of value within the nest. 
   
  R. SEWERS 
  The 
  sewers 
  run 
  through 
  with 
  passages 
  shooting off in nearly every direction.  There are 
  drainage ditches that take the sewage out to the 
  riverside.  It’s easy to get lost in the sewers with all 
  the winding passages, many of which double 
  back on themselves and the unchecked horrors 
  that rule below the town.    
   
   
   
  Obannon, Wererat: HD 3; AC 6[13]; Atk 1 bite 
  (1d3), 1 weapon (1d6); Move 12; Save 14; CL/XP 
  4/120; 
  Special: 
  Lycanthropy, 
  control 
  rats, 
  surprise.  Can use his thief skills and can attack 
  for double damage on a backstab. 
  14 Giant Rats: HD 1d4hp; AC 7[12]; Atk 1 bite 
  (1d3); Move 12; Save 18; CL/XP A/5; Special: 5% 
  are diseased. 
  
  37 
   
  
  38 
   
  GM NOTES 
  This adventure is built for 1st level characters to 
  kill whatever they want, destroy whatever they 
  want and take whatever they want.  There are 
  points where talking might have a better result, but 
  talking is overrated.  GMs should use this adventure 
  to teach the newbs the basic mechanics of the 
  game.  There is enough in here for each class to 
  do.  I should also add, if you haven’t guessed 
  already, this adventure is snarky in writing tone.  
  Oh, one more thing.  Make sure they have backup 
  characters.  Just say’n. 
  So let’s run down the premise of the 
  adventure.  The main protagonist is Borton, a 
  human mercenary who struck a deal with a bunch 
  of goblins.  For some easy money, he came up with 
  the scheme to hire Kothor, because Borton knew it 
  was Brother Owens’ favorite acolyte, and captured 
  him under the guise of clearing out a goblin den 
  and collecting a ransom.  Borton hired a group of 
  inept adventurers to travel with them.  Then the 
  plan was to kill everyone except for Kothor and 
  have the goblins ransom off the snot-nosed 
  acolyte. 
  It was a simple plan that was nearly derailed 
  when Manny the Magic-User whipped out a Wand 
  of Fireballs in a fit of rage and nearly killed 
  everyone.  Borton believes with the ransom and 
  having a small force of goblins to do his dirty work, 
  he’s got it all figured out. 
   
  CURRENT SITUATION 
  First off, the players shouldn’t need much of 
  reason to go on an adventure.  This is the reason 
  they are sitting around a table with weird dice and 
  risk being ostracized by society.  But should the 
  players need a reason tell them this… 
  As the party finishes their equipment shopping, 
  they decide to hit Red Bear’s Tavern because that 
  is the tavern that is included.   Brother Owen enters 
  the tavern and approaches the party before they 
  can put tankard to lips.  “You there.  Adventurers.”  
  The side of his mouth twitches involuntarily as he 
  speaks the word.  “I am in need of your assistance.  
  I am Brother Owen, master of the temple.  My 
  temple is the only place to be healed, cured or 
  restored in a week’s walk.  You will need to earn 
  the right for those services.  One of my idiot 
  acolytes, 
  Kothor, 
  has 
  provided 
  such 
  an 
  opportunity.”  Even if the party has a cleric, the GM 
  should explain being banned from the only healing 
  temple in a seven-days walk is not good 
  adventuring business.   
  “Kothor, my afore mentioned acolyte, has 
  gotten himself kidnapped.”  Brother Owen sighs 
  and adjusts the robe near his neck.  “I’m guessing 
  they are goblins or dwarves from their spelling, and 
  they want a 100sp ransom.  I have no intensions of 
  paying one silver.  Instead, I purpose to give you 
  brave adventurers 100sp if you succeed.  And you 
  will have earned the right to be healed, cured and 
  restored at my temple.  Oh, and I'll need to add 
  this, Kothor can be abrasive and annoying, but he 
  must be breathing when returned.  Dead does not 
  count.  But being conscious is not a requirement.” 
  Once the party agrees, Brother Owen will tell 
  them Kothor left with another adventuring party to 
  explore a lair of some kind located outside of town.  
  He provides the location which is a three-hour 
  journey to the west and gives them a crude map of 
  the area.  He makes an X at the edge of the forest 
  and says the locals call this Bender's End.   
   
   
   
   
  
  39 
   
  RANDOM ENCOUNTERS 
  The GM can chose to check for wandering encounters.  There is a 1 in 6 chance one will occur every 
  three turns.  Most of these are unique encounters so if the GM has a duplicate result he may want to reroll.  
  Or the GM may mess with the players and have them encounter several dead gophers. 
  It will take the party four hours to reach Bender’s End.  It is a common road so there should be generic 
  traffic, a peddler, a knight or a one-eared half-orc wearing a tattoo of a player’s face as a tramp stamp.    
  I’ve added common traffic to add flavor.  These were not given stats.  If the players want to kill common 
  folk, well, there isn’t much those commoners can do.  That’s what they get for not becoming heroes of the 
  land. 
  Roll 
  Encounter 
  1-2 
  A skeleton.  It stumbles around the edge of the road as if it’s looking for something.  It will be surprised 
  (as much as a skeleton can be surprised) when it sees (as much as a skeleton can see without 
  eyeballs) the party.  The surprise will last one round before it attacks.  (HD: 1, HP: 4, AC: 8 [11], Atk: 
  strike (1d6), Move: 12, Save: 17, CL/XP: 1/15, Special: none.) 
  3 
  A singing goblin.  He’s drunk off his ass and is singing at the top of his little lungs.  When he spots the 
  party, he will calmly turn around drop his pants and pat his goblin butt and make kissing noises.  He 
  won’t fight.  He’ll just keep making obscene gestures.  (HD: 1d6, HP: 3, AC: 6 [13],  Atk: none, Move: 9 
  (but not in a straight line),  Save: 18, Special: he knows a lot of obscene gestures.) 
  4 
  A small black bear is sitting against a tree, scratching his back.  It makes growling noises, but makes 
  no aggressive moves toward the party.  Should one of the party members open food, the bear will 
  charge at the food and the person with it.  (HD: 2+1, HP: 10, AC: 7[12], Atk: 2 claws (1d2), 1 bite (1d), 
  Move: 9, Save: 13, Special: Pelt is worth 20sp if carefully skinned.) 
  5 
  Dead gopher.  A gopher is half-way out of its hole, and the back of its head is crushed in.  This is all 
  part of a game the locals play called gopher stomping.  The gopher will not attack because it is 
  dead.  (HD: 0,HP: -10; AC: none, Atk: none, Move: 0, Save: none, Special: smells like hell.) 
  6 
  A smelly woman.  She is very smelly, but very nice.  She carries a basket of garlic and will offer the 
  players a few.  She is taking them into market to sell.  
  7 
  Two fat guys and one fat kid.  They are strolling down the road arguing over which beer tastes better.  
  The little kid is a chronic nose-picker and has nothing to say.  The two fat guys try to convince the 
  party members to side with them. 
  8-9 A large pile of wild animal poo.  There is a 1 in 6 chance there is a piece of corn embedded in the 
  poo. 
  10 
  Stirges (1d4) fly overhead.  They attack the party.  They have no treasure.  Sometimes it sucks to be a 
  random encounter.  (HD: 1+1, HP: 4 each, AC: 7[12], Atk: strike (1d3), Move: 3 (18 fly), Save: 17, 
  Special: blood drain (1d4) after first hit.) 
  11 
  An adult blue dragon flies overhead.  It has no interest in the players, but if the players are stupid 
  enough to attract its attention, then the players deserve to be electrocuted and eaten.  (HD: 8, HP: 
  32, AC: 2[17], Atk: 2 claws (1d6), 1 bite (3d8), Move: 9 (fly 24), Save: 8, Special: spits lightning for 32 
  damage.)  
  12 
  A humanoid corpse is off to the side of the road.  It is so decomposed it is difficult to tell who or what it 
  was.  The corpse is Erwin, a traveling mercenary who died suddenly.  He argued with his GM about 
  the grappling rule and was blue-bolted.  
  
  40 
   
   
  13 
  A man is asleep in a tree near the road.  He is snoring loudly and dropped his crossbow to the 
  ground.  Another man is sitting against a tree trunk a few feet into the woods snoring just as loud.  
  The party has just met the worst bandits ever.  (Lvl 0 Bandits, HP: 3 each, AC: 8 (11), Atk: none, both 
  are unarmed and don’t want to fight, Move: 12, Save: 17, Special: the ability to sleep through 
  nearly anything.)  
  14 
  Something sticky.  No one is sure what it is or where it came from, but all the players’ boots are 
  sticky.  They are at -1 to all rolls because being sticky sucks.  
  15 
  A band of entertainers are making their way to town.  There is a juggler and a minstrel and few 
  maskers (actors) and a group of three gorgeous dancing girls.  The entertainers will offer a taste of 
  what they do for a small fee.  The girls will flirt and smooch on the players all the while trying to lift 
  any coins they may have on them.  If caught, they will apologize and promise to make it up to the 
  players (wink, wink, nudge, nudge) and try to steal from them again.  
  16-17 
  Shocker Lizards (1d3) are scurrying across the ground toward the party.  They are 2’ long and spark 
  and crackle with electrical energy.  If a party member is struck twice in the same round by a shock 
  lizard, it could result in a dirt nap.  If this occurs, tell the player to suck it up and roll up a new 
  character. This one is iguana dung.  (HD 1d6hp; AC 6 [13]; Atk 1 bite (1d3); Move 6; Save 18; CL/XP 
  2/30; Special: Electric shock) 
  18 
  A ratling ninja/wizard/teamster is driving a speeding one-pony cart.  It is going surprisingly fast, and if 
  the party does not take evasive action, they will take 1d6 damage from the collision.  A collision will 
  wreck the cart and toss the ratling into the air where it will do a flip and land on its feet all the while 
  continuing his waaaaa noise.  Then it will release a magic missile that will do 1hp of damage to 
  whoever it strikes, then attack with clawed precision attacks.  Besides being a ninja/wizard/
  teamster, this ratling is as normal as any other ratling the party may meet.  (HD 1; AC 9[10]; Atk 1 
  bite (1d6+poison) or weapon; Save 17; Move 12; CL/XP 2/30; Special: Diseased bite, but it will not 
  bite.  It’s a vegetarian.) 
  19 
  Severe Weather sweeps into the area.  A gushing rain storm, a tornado or maybe a freakish snow 
  storm.  I beg of you GMs to only use weather as a last resort.  It is a powerful force of nature that 
  could not bore your players more.  If you feel the players are being too cocky or sassy, then let the 
  game gods empty their bowels upon them in the form of weather.  The party suffers –1 to all rolls. 
  20 
  The GM appears in front of the players.  For a small gift (must be given in real life), the GM will grant 
  that player one Mulligan (for you newbs, that means one do over or one dice reroll).  If no gift is 
  given, the GM can chose to punish the players by having them roll one die type lower than they 
  are supposed to for one combat.  When attacking, the player will use a d12 instead of a d20, 
  weapon damage that might have been a d10 is now a d8.  
  
  41 
   
  APPROACHING BENDER’S END 
  After a four-hour march, give or take a few 
  random encounters, the party will see where the 
  road forks and dips into a shallow ravine.  If the 
  players are searching for the path, they’ll find it; the 
  goblins are not all that great at hiding their trail.   
  When the party reaches the small creek at the 
  lowest section of the ravine, the trees are 
  decorated with crude symbols made with twine 
  and sticks.  Various colors of cloth are tied to the 
  tree branches, and at the base of the trees are 
  small animal carcasses.  The goblins are a 
  superstitious bunch who worship the wood spirits.  
  The Verge (the goblin leader) refuses to have the 
  goblins patrol the area because he believes the 
  forest spirits favor him and protect him. 
   
  
  42 
   
  THE DUNGEON 
  1. Not a Good Beginning 
  There is an opening in the hillside with burn 
  marks blackening the stone.  There is an insect-
  ridden body trapped under a stone slab in front of 
  the opening.  Another corpse is just inside the 
  entrance pinned to the wall by large arrow. 
  The corpse beneath the stone slab is Gerald 
  the Unfortunate, a thief of questionable talent.  A 
  victim of his own carelessness as the tripwire in 
  which he succeeded in detecting, but failed to 
  disarm.   Ten rot grubs infest his corpse.  If the body 
  is disturbed, the rot grubs attack.  Hidden within the 
  squirming mass is a pair of throwing knives given to 
  Gerald by the thieves’ guild after his first burglary, a 
  simple set of thieves tools, and 14sp in coins.  
  The man pinned to the wall is Shannon.  He 
  was a man with a woman’s name and a chip on 
  his shoulder.  Shannon the Emasculated discovered 
  the entrance after the stone slab squished Gerald.  
  He torched the vegetation covering the hole and 
  motioned his comrades to follow.  He took three 
  steps in when the trap in 3a let fly an arrow that 
  found his small, black heart.  While his body was still 
  warm, Kothor the Sanctimonious pronounced 
  Shannon no longer of this world and commenced 
  stripping his body of valuables.   
   
  2. Sloping Hall 
  There are two burnt torch stubs in brackets at 
  the top of a sloping hallway.  There is an iron spike 
  driven into the floor with a rope tied around it.  Both 
  the spike and rope look new.   
  At the bottom of the slope is a 10’ pit trap (1d6
  -2 damage) that drops into area 2a.  After Manny 
  blew the crap out of room 3 and Borton couldn’t 
  chop through the door, the party came this way.  
  Manny found the trap and went around it.   
    
  10 Rot Grubs HD: 1hp, HP: 1, AC 9[10], Atk: 1 burrow, 
  Move: 1, Save: 18, CL/XP: 1/15, Special: Burrows to 
  heart 1d3 turns. 
  
  43 
   
  2a. Shriekers Cave 
  This natural cave is home to a shrieker and 
  other plants.  Anyone or anything that drops into 
  the room will cause the shrieker to shriek for 1d3 
  rounds, alerting everyone in the lower level.  The 
  exit is blocked by a locked iron grate door.  The 
  goblins from 14 are armed with spears and will look 
  through the grates to see what set off the shrieker.  
  If needed, they will unleash the dogs in room 12. 
  The shrieker was raised by Avery the Red 
  Eared (room 13).  Most of the plants grown in the 
  cave are used in his cooking.  Avery is the smartest 
  of the goblins, having some knowledge of plants, 
  cooking and herbal medicine, but should another 
  goblin or player harm his shrieker, he will attack 
  with a fury that no creature has ever seen from a 
  goblin.  In this case, Avery attacks as a 2HD 
  creature.  Avery has a key to the iron grate door.   
   
  3. Overkill Much? 
  The wooden door to the room was knocked 
  off its hinges and blackened by the fireball Manny 
  let loose.  The walls are scorched black, and five 
  little skeletons lay in the northeast of the room.  To 
  the east, there are two doors, and one is open.  
  The closed door has several hack marks in it as 
  Borton tried to chop his way in, but failed.   
  The fireball obliterated the goblins in this room.  
  Manny was furious after his friend Shannon was 
  killed by the arbalest in this room.  Anything that 
  would have been of value was destroyed.  Under 
  the skeletons are two globs of copper made from 
  10cp each.  The secret door in the north wall hides 
  behind a scorched set of shelves.  It will take a 
  successful strength roll to open the door. 
   
  3a. The Shannon Killer 
  A goblin is melted to the remaining structure of 
  the arbalest.  When the goblin pinned Shannon 
  against the wall, he shouted in celebration and ran 
  to tell the other goblins.  He failed to see the other 
  party members enter.   
   
  4. Enough Rancid Wine to Kill a Cow 
  Inside the open door is a room stacked with 
  casks.  Twenty-two casks are stacked along the 
  walls.  The floor is sticky and reeks of rancid wine.  
  Borton broke open two casks before the heat and 
  stench of the burning goblins became unbearable.   
  Of the twenty remaining casks, two are still 
  good and could be sold for 50gp each.  All others 
  have turned sour.  Hidden under a cask is a 
  compartment in the floor.  The panel slides to the 
  side and is trapped with a spring loaded dart.  The 
  dart was poisoned, but the poison has worn off.  In 
  the compartment is a small pouch with 14sp and 
  the key to the door to room 5.  The goblins hid the 
  key because they were afraid to enter the room. 
   
  5. Altar of the Creepy Glowing Knife 
  This door is reinforced by steel bands and 
  Borton’s axe hacking is apparent and looks to 
  have done little to the door.  That, and Gerald the 
  Unfortunate got whacked before he ever entered 
  the dungeon.  The key hidden in room 4 will open 
  the lock.  If the players manage to open the door, 
  they are greeted by the pungent smell of old 
  incense.  Inside the room is a small alter made of 
  two crates with a board across them and a 
  tattered piece of silk over the board.  The walls in 
  the room are covered with small symbolic etchings.  
  If a player knows how to read goblin, he will see 
  they are not so much prayers, but pleadings to 
  some evil god not to kill them.  There are also a few 
  crude pictures of smaller creatures slaying larger 
  Shrieker HD: 3, HP: 9, AC: 7[12], Atk: none, Move: 
  1, Save: 14, CL/XP: 3/60, Special: shriek does 1hp 
  of damage/round. 
  
  44 
   
  creatures.  On the altar is a large crud-covered 
  knife. 
  The goblins knew there was something special 
  about the knife.  They consider the dagger a holy 
  artifact sent by a dark god.  Even the arrogant The 
  Verge fears the knife.  The large knife is sentient (Int 
  10), but cannot communicate with the wielder.  
  Instead it senses the condition of the wielder and 
  can cure light wounds 1/day.  It will glow when evil 
  is within a 20’ radius.  The glowing part is what 
  freaks out the goblins. 
   
  6. Ever See a Goblin Pole Dance? 
   Six goblins occupy this room.  They will throw 
  their spears before drawing their short swords.  If 
  half the goblins are down, those that remain will 
  slide down the pole to room 7 to warn the others.   
  In the room are sleeping mats, but little else.  
  The Verge does not allow them more lest it distract 
  them from their guard duties.  Each goblin carries 
  1d6cp and nothing else in the room is worth taking.  
  The pole in the northeast corner drops 10' into area 
  7 and the door on the east wall is barred from the 
  other side.   
   
  7. The Verge’s Chamber 
  Players can enter this room by pole or stairs.  A 
  total of nine goblins live here including their leader 
  The Verge, Slayer of the monstrous vermin, Hork.  
  This deed is that awarded The Verge his leadership.  
  Hork’s head is mounted over his throne against the 
  north wall.  The Verge will look at which party 
  member is wearing the best armor and use his 
  Javelin of Lightning against that player.  The Verge 
  will then lead his goblins into battle using Kork, his 
  cursed +1 short sword (see New Magic Item 
  section).  He will fight to the death because he 
  does not believe he will not die.  If he does die the 
  rest of the goblins will stop attacking, fall to their 
  knees and weep.   
  The room is sparsely furnished with sleeping 
  mats, short tables and stools.  A good quality chair 
  which is The Verge’s throne and a couple of good 
  cookware pots.  Each goblin carries 1d6cp.  The 
  Verge has a small lockbox hidden under his throne.  
  There is no lock on it.  A button on the bottom 
  releases the latch.  Inside are 14sp and 32cp, a pair 
  of silver forks (2sp each), a wooden holy symbol 
  (that belonged to Kothor the Sanctimonious), and 
  a Potion of Sticky Hands (see New Magic Item 
  section).  Two kegs of the rancid wine are against 
  the east wall.  One is nearly empty.   
  The passage to the north is hidden behind the 
  several tribal decorations that hang on the wall.  
  The Verge will use this escape if he feels he cannot 
  win.  If the players come through this way he will try 
  to flee up the stairs. 
  8. A Goblin Named Ork, a Man Named Pruitt and 
  Kothor is Here Also. 
  There are two goblin guards stationed to this 
  room.  They may have assisted if there was a battle 
  in 7.  If the players come through the storage room, 
  they will be surprised.  A goblin named Ork, a 
  human named Pruitt and Kothor are chained to 
  the wall.  The goblin is the one who led the party 
  here, Pruitt looks to be in fairly good shape and 
  talks to the players about mundane things like how 
  is the weather outside, is bacon better than ham 
  and the all important subject of which leg to put in 
  6 Goblins HD: d6, HP: 3 each, AC: 3[12], Atk: 
  weapon (1d4), Move: 9, Save: 18, CL/XP: B/10, 
  Special: -1 to hit in sunlight.   
  9 Goblins HD: d6, HP: 3 each, AC: 7[12], Atk: 
  weapon (1d4), Move: 9, Save: 18, CL/XP: B/10, 
  Special: -1 to hit in sunlight.   
  The Verge HD 1d8+1, HP: 7, AC: 5[14], Atk: +1 short 
  sword (1d6+1), Move: 9, Save: 17, CL/XP: 1/20, 
  Special: -1 to hit in sunlight. 
  
  45 
   
  your pants first.  “Right leg always I say.  Left leg is 
  bad luck.  All day long you will start your travels 
  with your left leg and only bad things can 
  happen.  Yup.  That’s what my mother always 
  told me.”   And he hates goblins and will try to kill 
  any on sight.  Kothor has been beaten severely 
  and is having trouble staying conscious.  Borton 
  beat the crap out of him, but needed to keep 
  him alive for the ransom.  A first aid or healing 
  spell will stabilize Kothor.  He is at zero hit points. 
  Ork, the goblin, will plead with the players to 
  not kill him.  He offers to serve them.  He and Pruitt 
  have been shouting insults at one another the 
  entire time.  If the party does not interfere, Pruitt 
  will attack Ork.  If the players take Ork on, he has 
  very good hearing, is good at sneaking around 
  and at detecting secret doors (2 in 6 chance). 
   
  9. Surprise, Trapped Stairs 
  Hidden 
  behind 
  the 
  secret 
  door 
  are 
  descending stairs.  Three of the steps have several 
  coin-sized holes.  When someone steps on one 
  who weights more than 100 pounds, the step 
  depresses and spikes will come out of the holes.  If 
  the player fails their save, 1d3 spikes impale into 
  the player’s foot and do 1d2 damage each.   
  The goblins are too light to set off the trap.  
  They can move up and down the stairs without 
  worry.  They are aware of the trap and use it to 
  their advantage. 
   
  10.  Borton the Traitor  
  Both doors into this room are locked.  Neither 
  door is especially sturdy.  If more than 10 points of 
  damage are done to either door, it will splinter.  
  The doors are barred closed.  The doors are ill-
  fitted for the frame.  A dagger sliding along the 
  frame will lift the bar away. 
  Inside, the room is decorated with worn, but 
  decorative rugs (2gp), and a tattered banner of 
  a mailed fist holding a lightning bolt hangs over a 
  bed.  Beside the bed is a large chest (locked). 
  This is Borton the Traitor’s room, a soldier from 
  the baron’s army now turned bandit allying 
  himself with The Verge and his crew.  He is the 
  one who led the party into the dungeon and 
  allowed the others to be killed and captured.  He 
  did not expect Manny to fireball the room and is 
  still recovering from the burns he suffered.  He is 
  using his Ring of Invisibility and will wait until he 
  can get into position to backstab one of the 
  players.  If he is able to get out of the room, he 
  will head for room 11 to allow his pet, the verm, to 
  attack the players.  If the party comes from that 
  way he will remain hidden for as long as he can. 
  The chest is secured by a simple lock.  Inside 
  
  46 
   
  are two sets of dirty clothes, a bent dagger, tinder 
  box, whet stone, smoking pipe and a pouch with 
  23sp inside.  Hidden in a pocket sewn into the back 
  of the banner are 2gp.  Borton carries the key to 
  room 11. 
  11. Meet Borton’s Pet  
  This room has the strong odor of ozone.  A 
  verm feeds on the body of Manny the magic-user.  
  Borton ran his blade through Manny’s ribs after he 
  cast the fireball.  The verm is Borton’s pet, and it 
  appreciates a good snack, although Manny’s 
  stringy frame is not providing much of a meal.   
  It will attack the players as soon as they enter 
  the room.  The goblins don’t like having it around.  
  Two of them were killed by the verm before it was 
  contained in this room.  The room is unfurnished.  
  Manny has been stripped of his possessions except 
  for a scroll of Wizard Lock.  Borton couldn’t read 
  and thought it was worthless.   
  11a. Barricades Make Better Neighbors 
  The Verge barricaded the door from the 
  outside.  He does not want the verm getting out 
  again.  The verm ate two goblins before Borton 
  could get it back into its room.  Tearing down the 
  barricade will take 1d4 rounds.  If the dogs in area 
  12 have not been killed, any noise will get them 
  barking and alert the goblins in area 14. 
  12. Big Ass Dogs 
  Two large war hounds are chained here.  If the 
  goblins suspect something is wrong, they will 
  release the dogs.  These dogs are well trained.  
  They attack on sight and fight to the death. 
  13. Avery the Red Eared’s Room 
  Avery lives here.  He is the only goblin who 
  gets his own room.  He has above average 
  intelligence and knows to stay out of trouble if he 
  can help it.  He doesn’t like Borton or his pet and 
  doesn’t like adventurers tromping around down 
  here.  If the party speaks calmly with Avery, he will 
  show them where Kothor is kept.  He wants to be 
  done with this whole business and return to his 
  plants in 2a. 
  Avery’s door has a simple lock (SC 10).  Avery 
  has the key and the key to the iron grate door to 
  2a.  He has a table with bowls, bottles and scales 
  for his herbalism.  He sleeps on a straw mat under 
  the table.  He is working on a Strength potion, but 
  his version only raises strength by 1 and that’s if 
  they can keep it down long enough to take effect.   
  Hidden in the straw mat are a 21cp.   
   
  14. Bad Grob 
  Four goblin guards are stationed here should 
  anyone fall into the pit, and to guard Avery.  The 
  Verge knows a smart goblin when he sees one, so 
  he wants his smart goblin protected.  The goblin 
  Borton  3rd level Fighter, HP: 18, AC: 3[16], Atk: +1 
  shortsword (1d8+2), Move: 12, Save: 12, CL/XP: 
  3/60, Special: +1 'to hit' due to level. 
       Borton is armed with a +1 short sword and gets 
  +2 to hit bonuses when combined with his 
  strength.  He wears +1 banded mail and a Ring of 
  Invisibility that he took from Manny.  He is not a 
  brave man and will take advantage through 
  deception and grovel for his life if injured. 
  Verm HD: 1+1, HP: 6, AC: 5[14], Dam: bite (1d3), 
  shock (1d6), Move: 12, Save: 15, CL/XP: 3/45, 
  Special: A successful bite attack causes 1d6 shock 
  damage, save halves.   
  2 Guard Dogs HD: 2, HP: 8 each, AC: 7[12], Atk: 
  bite (1d6), Move: 14, Save: 16, CL/XP: 2/30, 
  Special: none. 
  Avery the Red Eared HD: 1, HP: 4, AC: 6[13],  Atk: 
  weapon (1d6), Move: 9, Save: 17, CL/XP: 1/15, 
  Special: -1 to hit in sunlight.   
       Avery is fairly intelligent who wants nothing to 
  do with The Verge or Borton.  He wants to grow his 
  plants in peace.  If the players kill his shrieker (2a.) 
  he will go into a goblin rage and attack as a 2HD 
  creature. 
  
  47 
   
  guards carry spears and make a lot of noise when 
  they attack.  The Verge told them the louder they 
  are during battle, the more they will frighten their 
  opponent.  If the goblins are being slaughtered 
  and the players are not intimidated by their high 
  screeching howls, the last one left alive will 
  surrender.  The last goblin will have the name Grob.  
  Grob, like all goblins who surrender, promises to 
  serve the party.  But unlike other goblins who keep 
  their word, Grob will flee as soon as he gets a 
  chance, furthering the bad name of goblins.   
  Each goblin has 1d4cp.  Grob will carry an 
  extra 1d4 cp and a pair of loaded dice he uses to 
  gamble with the other guards.   
   
  CONCLUSION 
  If the party was completely incompetent and 
  had their asses handed to them by goblins, then 
  send them back to adventuring school and go 
  through a few more Starter Adventures to get used 
  to the game.  The GM should be strict, but fair, 
  ruthless and kind, and demand at least two slices 
  of pizza as payment for services rendered.  If they 
  are real newbs, go for the pop too (soda if you 
  don't know what pop is). 
  If the players succeed in saving Kothor the 
  Sanctimonious, they will earn the ransom money of 
  100gp and the church will offer one free healing 
  session.   Brother Owen will thank the party.  They 
  have now earned the privilege to be healed at the 
  temple for a suitable donation.  If the party does 
  not have a cleric, Kothor can be run as a NPC or 
  someone the players can seek out for extra help.  
  Having an extra cleric in your pocket is always 
  helpful.  There always seems to be more wounds 
  and undead than clerics. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4 Goblins HD: d6, HP: 3 each, AC: 7[12], Atk: 
  weapon (1d4), Move: 9, Save: 18, CL/XP: B/10, 
  Special: -1 to hit in sunlight.   
  
  48 
   
  Skriv 
  Hit Dice: 1d4 
  Armor Class: 6 [13] 
  Attack: Weapon (1d2) 
  Move: 6 
  Saving Throw: 18 
  CL/XP: A/5 
  Special: None. 
  Skrivs are tiny creatures with nearly no facial 
  features except small dark eyes and slits for mouths.  
  They have two rows of small sharp teeth.  An 
  average skriv is only two feet tall on average, but 
  the warriors can grow as large as four feet.   
  Skrivs form matriarchal tribes of about one 
  hundred.  They are led by the eldest female 
  shaman in the tribe who is supported by a group a 
  shamans.  Men are raised to be workers and 
  warriors.  Females who are not shamans are to 
  produce offspring.   
  Skrivs are superstitious and worship dark nature 
  spirits.  Most of their ceremonies involve sacrifice or 
  blood offerings.   
  Balan 
  Hit Dice: 2 
  Armor Class: 4 [15] 
  Attack: Strike (1d6) 
  Move: 12 
  Saving Throw: 16 
  CL/XP: 3/60 
  Special: Use telepathy to communicate, Detect 
  Motive, raw magic burst 1/day (2d6) 
  A Balan is a guardian of sacred places in nature.  
  Their appearance is that of a gorilla body and the 
  head of an old man.  They communicate by using 
  telepathy.  They can detect a person’s motive and 
  defend its place from those that would damage it.   
  The Balan has the ability to release raw magic 
  once/day doing 2d6 damage.  Random effects 
  occur when this raw energy is released. 
  Balan fur absorbs magic, and a few tufts can be 
  harvested (2d4) to increase the effectiveness of a 
  spell as if the caster was one level higher.  The fur is 
  consumed when used.   
  
  49 
   
  Verm 
  Hit Dice: 1d6+1 
  Armor Class: 5 [14] 
  Attack: Bite (1d3), Shock (1d6) 
  Saving Throw: 15 
  Move: 12 
  CL/XP: 3/45 
  Special: A successful bite attack cause shock 
  damage.  Save halves. 
  A verm is a large rat that somehow survived a 
  lightning strike while in the sewers.  Usually these 
  creatures are encountered alone, but on rare 
  occasions, a pack of verm can be encountered.  
  Their tail conducts the static electricity as it moves, 
  and it is discharged through its bite. 
  The tail of a verm can be used to increase the 
  potency of any electrical spell, adding +2 to the 
  total damage (i.e. Shocking Grasp, Lightning Bolt).   
  Squishy Squab 
  Hit Dice: 1d4 
  Armor Class: 9 [10] 
  Attack: Peck (1d3) 
  Saving Throw: 18 
  Move: 12 (3 flying) 
  CL/XP: A/5 
  Special: Immune to mind spells. 
  The squishy squab is a large flightless bird.  
  They can jump ten feet and use their wings to 
  glide.  They also have large, powerful beaks used 
  to break through the wood of a tree to eat the 
  bugs and the occasional squirrel.  They are 
  known for being extremely dumb, dumb to the 
  point where they are known to drown when it 
  rains because they sleep with their heads pointed 
  at the sky.  Because of the complete lack of 
  intelligence, they are immune to mind magic.   
  They run in groups of 3d4.  They make a lot of 
  noise.  They are not violent birds, but have just 
  enough sense to defend themselves.  When they 
  attack, they use their powerful beaks.    
  For whatever reason, mages have found if 
  they liquefy the brain of a squishy squab and add 
  it to their ink, they have more success writing 
  magical scrolls. 
  
  50 
   
  Fetish Charm 
  A Fetish Charm is a primitive form of magic item 
  created by animist shamans.  Bones, sticks, feathers 
  and stone are example of the materials used in its 
  construction.  The construction is usually crude, and 
  the charm could easily be dismissed, but the fetish 
  is imbued with the maker’s powers.  Often, the 
  fetishes are given to someone after they have 
  accomplished something significant in their life; an 
  example would be coming of age, first kill in a hunt, 
  first kill of an enemy, or the birth of a son.   
  The enchantments are low-powered, but are 
  built to aid the wearer.  Warriors would be given a 
  fetish that would aid them in battle, hunters would 
  find hunting a bit easier or a shaman may be given 
  a fetish to assist in ceremonies and contacted the 
  spirits.  As the experience and power of the wearer 
  grows, so will the power of the fetish.  An example 
  would be if a warrior has a fetish that grants +1 to 
  armor class, as he grows in power he may find it 
  adds +1 to saves, resists fire or one of many options. 
   
  Potion of Sticky Hands 
  A potion of sticky hands can increase the 
  chances of someone climbing a wall and reduce 
  the chance of dropping a weapon.  But the potion 
  has a dark side.  If the player scratches himself, it 
  will adhere to whatever body part needed the 
  attention.  The potion lasts 1d6 turns.   
   
   
   
   
  Torch Knife 
  This useful item originated with the thieves guild.  
  The need to keep unencumbered and have a 
  reliable light source when needed is critical to 
  thieves.  With the invention of the torch knife, 
  thieves no longer needed to carry around 
  cumbersome torches or tinderboxes.  It is a light 
  source they can command to turn on instantly, 
  and more importantly, off.  Since then, their 
  popularity has grown among adventurers and 
  young nobles who like to collect roguish weapons.   
  Torch knives are activated by a simple 
  command sound, ‘shhh’.  This will activate and 
  deactivate it.  Custom command words are 
  available, but this increases the price.  A torch knife 
  gives off enough light to see a foot or two in front 
  of the wielder.  This illumination is not variable.  It's 
  bright enough to read script, pick locks and signal 
  someone in the night.   
  It acts as a normal knife in combat.  It is not 
  considered a magic weapon.  For those creatures 
  that require a magic weapon to hit them, the 
  combatant will need to find another weapon.   
  The average cost at market for a torch knife is 
  around 100gp.  This price can be as low as 50gp or 
  up to 200gp.  These are not difficult to find.  Nearly 
  any adventurer supply shop or magic shop will 
  have these in stock. 
   
   
  
   
   
   
  STARTER ADVENTURES 
  Starter Adventures is where you’ll learn to fight, steal, cast spells 
  and heal.  You’ll have to use your wits to solve puzzles, use your 
  sword to murderize goblins, and crumble the undead beneath 
  the power of your god.   
   
   It’s time to grab a weapon, memorize a spell and strap on some 
  armor.  This is gonna be fun.   
  gothridgemanor.blogspot.com 
  gmgames.blogspot.com 
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Starter Adventures.pdf