TEXT:  
   
   
  Red hooks 
  tourney 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Red Hooks Tourney 
   
  Rumours & Hooks: 
  Once every four years, the Red Hooks Thieves 
  Guild organises a contest of wits, agility and grit, 
  open to all brave brethren of the underworld, 
  known as the Red Hooks Tourney. Word on the 
  street suggests the next tourney is imminent, and 
  preparations are already underway. The location 
  is said to be an abandoned manor in the old 
  quarter.  
   
   
  Once every four or so years, the Red Hooks 
  Thieves Guild organises a contest infamous 
  throughout the shady back alleys and dark 
  corridors of all nearby cities: the Red Hooks 
  Tourney.  
   
  The challenge is open to any cutpurse, thief, 
  scoundrel, smuggler or ne’er do well that has 
  crossed blades with the law. Occasionally the 
  guild also allows like minded adventurers to 
  participate (possibly for a fee). 
   
  Overseen 
  by 
  Guildmaster 
  Marakett, 
  an 
  abandoned building (colloquially known as “the 
  deathtrap”) is rigged with traps, hazards and other 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  dangers. Contenders, known as “hunters”, 
  compete to retrieve a single prize: a silver wolf 
  amulet in veneration of Fenrir, the god of luck. 
   
  To the victor go the spoils: a purse of uncut 
  diamonds worth 1,000 gp, and rare fame amongst 
  the criminal milieu as the “deathtrap champion” 
  for years to come. As might be expected, 
  outrageous gambling stakes rise and fall on the 
  event, from which Marakett profits, in addition to 
  consolidating the Hook’s reputation as the pre-
  eminent guild.  
   
  The Rules 
  For the hunters there are no rules bar one: 
  whoever exits the deathtrap with the amulet 
  clearly hung around their neck wins. Exiting with 
  the amulet in hand, or in a pocket for example, 
  doesn’t count. Indeed, in a prior tourney, the wily 
  victor Ropek ambushed the near winner from a 
  rooftop, cut the amulet from her grip, and hung it 
  around his own neck to claim victory.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  Entering the Manor 
  On this occasion, the deathtrap is an abandoned 
  manor in the old quarter, far from prying eyes 
  and watch patrols. 
   
  The manor is constructed of wood and stone, 
  with the windows and rear door boarded up from 
  the inside. The most obvious entry is via the front 
  landing, but PCs might also gain access by pulling 
  up roof tiles, breaking through boarded areas 
  (requiring a Strength check and 1d3 minutes) or 
  making their own hole in a wall with enough time 
  and the right tools.  
   
  The ground is solid earth and rock. Tunnelling 
  beneath the manor to gain access would take 
  longer than the tourney duration. There is 
  however a hidden trapdoor on the western side 
  that leads to Area 16 (checking for secret doors 
  allows a Perc (Detection) check to find it).  
   
  Adventurers might also gain access via the eastern 
  tower roof or balcony.  
   
  The tourney begins at midnight and concludes 
  when someone emerges victorious or at dawn.  
   
  At the commencement, 4d6 hunters gather 
  around the outside of the manor, considering the 
  best means of entry. Once Marakett gives the 
  signal to begin (a flaming arrow fired overhead 
  from an adjacent building), the various thieves 
  either make their approaches or fade into the 
  shadows to observe how others fare first. 
   
  Features of the Interior 
  The inside of the manor is generally one of 
  elegant decay; 10 ft ceilings, smelling of mould, 
  with threadbare cushions, drapery and paintings, 
  cracked or broken knickknacks (decorative 
  bowls, statuettes, etc) and rotting furniture. The 
  interior is dark but not completely so; lantern 
  light filters in from the street via cracks in 
  boarded up windows. Sight based Perception 
  checks will generally be at disadvantage without a 
  proper light source.  
  Random Encounters 
  While the party are exploring the manor, there is 
  a 75% chance of a random encounter every 15 
  minutes. If an encounter occurs, roll 1d10: 
   
  1. 1d4 Thieves (as Bandit LFG p.114), but 
  3 HD, D15, L6, with shortswords and 
  throwing knives.  They have Backstab, 
  Skirmisher and Finisher abilities like 3
  rd 
  level rogues, and may choose from the 
  following tricks once per combat: Smoke 
  Bomb, Hidden Blade or Choking Dust. 
   
  2. If the party are on the roof, or possibly in 
  a large room with multiple doors, a 
  sniper with a light crossbow takes a pot 
  shot at one of them. Roll 1d20+3 vs AC, 
  2d4+2 damage. Whether the shot is 
  successful or not, the sniper then retreats 
  (as Bandit but with 3 HD). 
   
  3. A horrible, gurgling death cry echoes 
  from upstairs, downstairs, or some other 
  place the PCs aren’t. What caused the 
  poor berk’s death, and whether his body 
  remains in situ, is up to the GM. 
   
  4. There is a dart trap nearby that the party 
  is at risk of setting off. Perhaps a pressure 
  plate, an anchored object yet to be 
  disturbed, or a timed mechanism. If 
  activated, the trap requires a Luck (Dex) 
  save to avoid 1d6 damage plus 1d4+1 
  Dex loss due to poison. 
   
  5. Bronze cage bars on a mechanical timer 
  horizontally slide into place after the 
  party enters the next doorway (the false 
  doorframe can be detected with a Perc 
  (Traps & Locks) check, if inspected). 
  Without the right cutting tools, breaking 
  a hole through the bars takes 1d4 hours. 
  The wall itself has been reinforced in a 
  similar fashion (the other walls are 
  normal).   
  
   
  4 
   
  6. Toska, a street tough and new Red 
  Hooks recruit (as Bandit), is sitting here, 
  blood oozing from a serious leg wound 
  given to him by a blade trap in the wall. 
  He is semi conscious from blood loss. If 
  patched up, he might have valuable info 
  for the party about a room they haven’t 
  seen yet. Or he might stab them in the 
  back, or pick their pockets. That’s 
  thieves for you.  
   
  7. Twins Zamir and Saman ambush the 
  party, hoping to steal their loot. They 
  have no genuine interest in retrieving the 
  Fenrir amulet, unless the party happen to 
  have it on them already.  
   
  Zamir & Saman, AC 14, HD 6, 2 
  Shortswords 1d6+2, 19: Disarm, S14 
  D17 C12 I14 P14 W15 Ch14 L8, Mv: 
  30 ft. They have Backstab, Skirmisher 
  and Finisher abilities like 6
  th level rogues, 
  and may choose from the following tricks 
  twice per combat: Cat’s Grace, Hidden  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blade, Quick Reflexes, Glue Pot, Rapid 
  Dose, Unseen Whip). The twins have 
  1d4 doses of Fireblood poison (LFG 
  p.33), caltrops (5 ft area, Dex check or 
  half movement rate until short rest), 
  shortbows, knives and climbing gear. 
   
  8. 1d4+1 thieves burst into the room or 
  hallway, in the middle of a fight with 
  another 1d4+1 thieves. They might 
  ignore the party, turn on them, or seek 
  their 
  aid, 
  depending 
  on 
  the 
  circumstances. 
   
  9. A Giant Spider (LFG p.125), released 
  into the manor by the Red Hooks, is 
  hiding nearby or stalking the party. This 
  particular spider has 5 HD and a deadly 
  bite: Luck (Con) save or suffer damage 
  equal to half the target’s maximum hit 
  points.  
   
  10. The Mimic is here, unless the party has 
  already encountered it in Area 4.  
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  Area 1 – Entry, Dining Room, Sitting Room  
  The stone steps and tiled landing appear to be in 
  good repair, as does the heavy wooden entry 
  door. The door is not trapped but is locked, 
  requiring a Dex (Traps & Locks) check to open. 
  If closed, the lock automatically resets. 
   
  The steps are slick with oil which makes footing 
  difficult if fighting or running (and is susceptible 
  to being lit) but is otherwise a nuisance only.  
   
  The tiled landing is trapped. Several tiles beside 
  the window are only a shell, and will break if 
  stood upon. Beneath them are sharp spikes, 
  requiring a Luck (Dex) save to avoid a foot injury 
  (see the Injuries & Setbacks table LFG p.54). 
   
  Once inside, Area 1 contains a small entry hall 
  decorated with decrepit sideboards, a fireplace, 
  stairs to Area 3 above and Area 6 below, and 
  doorways to Area 2 and the rear of Area 1 (see 
  below). The stairs are trapped in both directions, 
  with fishing line trip wires (a Perc (Detection) 
  check notices them, if the steps are examined). If 
  triggered, blades spring out from the step above, 
  causing 2d6 damage and a leg injury (per the 
  Injuries & Setbacks table) unless avoided via a 
  Luck (Dex) save.  
   
  The back half of Area 1 is a dusty sitting room 
  with mildewed cushions, and a large dining room 
  with fragile looking, austere furniture, cracked 
  mirrors and broken candlesticks.  There is a 50% 
  chance of 1d4+1 thieves in either of these rooms, 
  waiting to ambush the party (or be ambushed, as 
  they poke around seeking the amulet).  
   
  Area 2 – Music Room, Kitchen, Servant’s 
  Quarters 
  The western wing of the ground floor consists of 
  a music room at the front (sporting a cittern, 
  harp, rebec, drums, various flutes and bells, and 
  perhaps even a piano, depending on the setting), 
  and a small kitchen (empty pantry, but many 
  knives) and servant’s quarters at the back (small 
  bunks with rotting blankets and discarded 
  clothes).  
   
  All three rooms are trapped. The various mouth 
  pieces of the wind instruments in the music room 
  are laced with a fine powder that causes insanity if 
  ingested (Luck (Con) save or effect like a 
  Confusion spell). An adventurer with the Traps & 
  Locks, 
  Wilderness 
  Lore 
  or 
  poisoners 
  background might be able to extract one dose of 
  poison from the instruments, if detected.  
   
  The kitchen has a 5 ft square double trapdoor 
  that opens when the pantry door is opened. A 
  Luck (Perc) save will notice an odd mechanical 
  tension on the pantry door as it begins to open, 
  allowing an adventurer to stop before the trap is 
  sprung. Otherwise, any character above the 
  trapdoor must make a Luck (Dex) save or 
  plummet 8 ft into Area 8 below. The trapdoors 
  are spring loaded and lock back into place 
  immediately after opening. A Dex or Int (Traps 
  & Locks) check picks the lock or disarms the 
  mechanism by jamming the coil or similar.  
   
  The 
  servant’s 
  quarters 
  contains 
  piles 
  of 
  discarded, mouldy, moth eaten clothes, blankets 
  and cribs. 3d4 gp can be found stashed within a 
  rotting mattress. Marakett has placed 2d4 giant 
  rats in the room, which are hiding beneath 
  clothing. They are starving and will attack when 
  the opportunity presents itself.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: If 
  appropriate, another Giant Rat comes to aid this 
  one, S3 D14 C8 I2 P13 W6 Ch4, L3, Mv 40 ft. 
  50% chance of exposing a bitten target to Baal’s 
  Boils (disease, incubation time 1d4 hours, Luck 
  (Con) save or lose 1d3 Cha permanently. A 
  Regenerate spell restores lost Cha). 
   
  Area 3 – Library, Bedrooms, Terrace 
  The decorative ball toppers on the bannisters of 
  Area 3 are delicately balanced and fall off if 
  touched, activating a salvo of poisoned darts from 
  
   
  6 
   
  the ceiling above (Luck (Dex) save or suffer 3d6 
  damage and 1d3 Str loss). 
   
  Area 3 consists of a landing off the stairs, 
  fireplace, a library at the front, and two bedrooms 
  at the back. If the boarded up doors to the east 
  are broken down, the party can gain access to the 
  raised terrace outside.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Juro Venosteri, a master thief and assassin, is 
  lurking in one of the three rooms. He intends to 
  take over the Red Hooks, and winning the 
  tourney is another step in his grand plan, earning 
  him the fame he needs. He wears an eyepatch, 
  having lost an eye to a southern warrior years ago. 
  He has cultivated an unhealthy hatred for all 
  southerners 
  since, 
  and 
  will 
  target 
  them 
  preferentially. 
   
  The GM determines which room Venosteri is in 
  (alternatively there is a 50% chance he is hiding in 
  any given room when the party enters it. He is a 
  particularly gifted at stealth, gaining advantage 
  when attempting to hide or move silently).  
   
  Venosteri (Boss Monster), AC 14, HD 10, 2 
  Daggers 1d4+3 + poison, 19: Disarm, S15 D17 
  C10 I14 P16 W15 Ch14 L10, Mv: 30 ft. He has 
  Backstab, Skirmisher and Finisher abilities like a 
  10
  th level rogue, and may choose from the 
  following tricks four times per combat: Choking 
  Dust, Hidden Blade, Quick Reflexes, Smoke 
  Bomb, Cat’s Grace, Flash Powder, Rapid Dose, 
  Unseen Whip, Blind Sense, Glue Pot. Venosteri 
  is a Boss Monster with all the usual benefits (LFG 
  p.95). He has 2 doses of Choking Spore and 
  1d4+1 doses of Fireblood poison by the time he 
  encounters the party (LFG p.33). He also has a 
  scroll of Stinking Cloud. If defeated, he is 
  carrying 1 x Carry Loot and 1 x Valuables (LFG 
  p.136, 147). 
   
  The bedrooms contain double wardrobes, large 
  iron frame beds with mouldy mattresses and 
  linen, threadbare throw rugs and discarded 
  clothes. In the back of one wardrobe is a secret 
  panel that allows access to the wardrobe in the 
  other bedroom (Perc (Detection) check to locate, 
  or automatically found if the back of the 
  wardrobe is examined). Venosteri is aware of the 
  secret door and may use it to surprise or escape 
  the party (if escaping, he drops Choking Spore in 
  the wardrobe as he flees). 
   
  A cursory search of the bedrooms reveals three 
  dead bodies under one bed, and two dead bodies 
  under the other (Venosteri’s recent victims). A 
  Perc (Detection) check notices drops of blood 
  around the beds (any larger blood stains have 
  been covered with discarded clothes) 
   
  Choking spore dust has been sprinkled under 
  one bedcover by Venosteri; pulling back the 
  covers releases the toxin into the air. Any other 
  original traps in the two bedrooms have been 
  disarmed by Venosteri or others.  
   
  In the library, the walls are lined with books, and 
  adjacent bookshelves divide the room into three 
  short corridors. A reading desk can be found at 
  both ends of the large room.  
  
   
  7 
   
  The books cover a vast range of mundane and 
  exotic topics, including travel journals to distant 
  locations.  A complete search reveals a secret 
  compartment at the top of one of the 
  bookshelves (spring loaded corbel that pops 
  open), concealing a bundle of 3 random magic 
  scrolls (LFG p.152).  
   
  The library is trapped. The ceiling conceals five 
  caches of fire pots, situated above the three rows 
  of bookshelves and two reading desks. The 
  bookshelves and desks have been coated with a 
  very 
  fine, 
  grey-brown 
  powder 
  accelerant 
  (detectable by touching the furniture with a bare 
  hand, or very careful observation).  
   
  One set of floorboards in each aisle is rigged to 
  depress if stood upon (50% chance if an aisle is 
  traversed), dropping the fire pots into the bone 
  dry library. Anyone sitting at a reading desk, or 
  on top of a bookshelf, suffers 3d6 fire damage 
  (Luck (Dex) save for half). More importantly, the 
  library immediately catches fire, and becomes an 
  uncontrolled conflagration within 1d3 rounds. 
  After this time, the fire is not containable, and it 
  only a matter of time before the manor burns to 
  the ground. Exact times are left to the GM to 
  determine, but generally the conflagration will 
  spread to another adjacent room every 1d3 
  minutes.  
   
  The rigged floorboards or ceiling caches may be 
  identified with careful scrutiny and/or a Perc 
  (Detection) check at a -2 penalty.  
   
  Characters fighting in a burning room are subject 
  to the rules on suffocation (LFG p.159) due to 
  the thick smoke, and suffer a 33% miss chance. 
   
  The terrace outside is approximately 15 ft high. It 
  is not trapped per se, but there is a 50% chance 
  of 1d4 malicious onlookers shooting at the party 
  with heavy crossbows from adjacent buildings 
  (1d20+2 attack roll, 2d8+1 damage).   
   
  Area 4 – Master Bedroom, Bathroom, 
  Lavatory, Chapel 
  The western wing of the second storey has the 
  master bedroom at the front, and a bathroom, 
  lavatory, and small chapel at the back. A manhole 
  in the hallway leads to the attic (there is no ladder 
  to easily reach it).  
   
  The main bedroom consists of a large bed, 
  double wardrobe, side table with broken mirror 
  and a trunk. It was once opulently decorated, but 
  has since been stripped of valuables or left to rot 
  (picture frames are missing off walls, ornate urns 
  shattered, moth eaten fine gowns, etc). There is a 
  50% chance of 1d4 thieves hiding in this room (as 
  Random Encounter 1). 
   
  A faded mural decorates one wall (countryside 
  with an apple tree). Pressing one the apples ejects 
  it from the wall, revealing a secret nook 
  containing a black velvet bag (1 x Valuables).  
   
  The bathroom contains a large wooden tub 
  draped with mouldy linen (to prevent splinters), 
  and a ceramic basin.  
   
  The lavatory is a stone alcove with a wooden box 
  and a hole. In fact, the wooden repository is a 
  Mimic, a unique shapeshifting guardian creature 
  Marakett recently procured.  
   
  “Quato” the Mimic, AC 14, HD 5, Bite 
  1d10+1, 19: Quarto glues one of the target’s 
  limbs to its own body (Str contest to break free), 
  S18 D10 C16 I8 P13 W15 Ch4 L8, Mv: 30 ft. 
  Quarto is a sorcerous oddity of shapeshifting 
  sentience, a living trap, brought to life by a 
  foreign warlock at Marakett’s request. The 
  mimic’s body is covered in super adhesive 
  tendrils, causing weapons that touch it to become 
  stuck if Quato wishes (Str contest to break free, 
  or  alcohol automatically dissolves the bond). 
  Quato may change forms to impersonate an 
  object from as small as a shoe to as large as a bed 
  by using an action. It is generally indistinguishable 
  from a mundane object unless touched or 
  
   
  8 
   
  threatened with fire. Quato has Off Turn Attacks 
  and is protected by 50% magic resistance. If 
  reduced to zero hit points, Quato does not die 
  but enters a dormant state for 1d4 days, unless set 
  on fire (in which case it dies).  
   
  Marakett is particularly fond of Quato and is 
  likely to seek vengeance against anyone killing his 
  unique pet, regardless of the circumstances. 
   
  The small chapel contains a number of rotting 
  benches and a marble altar. A heavy tome with a 
  skull on top sits above the altar, contrasting the 
  benevolent sun and star motifs decorating the 
  faded walls. The skull appears to be a candle of 
  sorts, releasing wisps of incense.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Naturally, the chapel is trapped. The incense 
  wafting from the skull is poisonous and causes 
  anyone lingering in the room for more than a 
  minute to make a Luck (Will) save or suffer a 
  serious madness (LFG p. 91): “I know my “allies” 
  have brought me here to die; fodder for the pit 
  traps and hidden blades! Steel is my lone ally. 
  Together we will cut through their treachery, and 
  take the prize.”  
   
  The book is a rare religious text on the teachings 
  of Shennog, imploring the importance of mystery 
  and wonderment (worth 200 gp to the right 
  buyer). A search of the room reveals a curtained 
  compartment behind the altar, containing a 
  golden chalice (400 gp).  
   
  Area 5 - Attic 
  The 5 ft high attic is accessible via the manhole in 
  Area 4, or by removing tiles from the roof. It is 
  filled with thick dust and rat droppings. A sealed 
  chimney 
  stack 
  occupies 
  the 
  centre, 
  and 
  numerous heavy beams support the roof 
  structure. Weapons in this confined space suffer 
  a -2 penalty on attack rolls except for daggers or 
  the like. The area counts as cramped conditions 
  for great swords and similar. 
   
  Marakett has set a giant serpent loose in here, 
  and it is very hungry.  
   
  Giant Serpent, AC 13, HD 5, Bite 1d8 + 
  poison, 19: special, S19 D16 C13 I3 P10 W12 
  Ch5 L8, Mv: 30 ft. Poison causes 1d6 damage 
  and 1d4 Dex loss (a Luck (Con) save resists). On 
  a natural 19-20 attack roll, the target is 
  constricted, rendering it helpless. A trapped 
  victim may spend their action to make an 
  opposed Str check to break free. 
   
  Area 6 - Basement 
  This stone basement is completely dark. Entry is 
  via the wooden stairs or a heavy oak door leading 
  to Area 7.  
   
  In the centre of this room are a pile of 
  decapitated 
  heads; 
  the 
  grisly 
  remains 
  of 
  Marakett’s enemies. Stuffed into the mouth of 
  one of the heads is a piece of parchment with the 
  numbers 3518 scrawled on it. This is the 
  combination code to open the strongbox 
  containing the Fenrir Amulet.  
  
   
  9 
   
  The heads are diseased. Anyone touching them 
  must make a Luck (Con) save or suffer 
  Sumptown Palsy, causing 1d4 Str loss each day 
  until permanent paralysis in one limb (determine 
  randomly) at Str zero. An apothecary with the 
  right healing herbs grants a second Luck (Con) 
  save to fight off the disease. 
   
  Area 7 - Cellar 
  There is only one entryway into the cellar, a 
  heavy oak door from the basement in Area 6. 
  The interior is completely dark. Inside are 
  numerous barrels containing whiskey and other 
  spirits, as well as shelved bottles of wine.  
   
  The chamber is trapped. Moving any of the 
  barrels sets off a weight sensitive trigger (Perc 
  (Detection) test to notice the floor tile shift 
  slightly if the barrel is nudged), causing a false 
  roof to collapse. The roof is lined with fire pots, 
  which explode when they hit the floor, 
  immediately igniting the alcohol from the (now 
  broken) bottles and barrels! Everyone in the 
  room suffers 5d6 damage (falling debris and fire), 
  and a deafening explosion rattles the manor (to 
  the cheers of onlookers outside). The blast 
  imposes disadvantage on hearing checks for 1 
  hour. The structure here is stone, so the fire 
  burns itself out relatively quickly.  
   
  Area 8 – Acid Pool 
  This 8 ft stone basement is empty and the old 
  doorway sealed up with recent brickwork. The 
  chamber is filled with 4 ft of clear, potent 
  smelling acid. Anyone dropping into this death 
  pool suffers 2d6 acid damage at the end of each 
  round.  
   
  Area 9 – Display Hall 
  This relatively narrow 8 ft wide hall is decorated 
  with mildewed paintings and cracked sculptures, 
  urns and statuettes.  
   
  Unsurprisingly the hall is trapped. A spring 
  loaded sliding trapdoor will trigger if stepped 
  upon (50% chance, Luck (Dex) save to avoid), 
  dropping an adventurer into Area 10 below. 
  Once activated, the trapdoor locks back into 
  place on a 5 minute clockwork timer, and cannot 
  be reopened without a Dex (Traps & Locks) 
  check at a -2 penalty. The sliding door is 
  reinforced steel and very difficult to break 
  through without the proper tools.  
   
  The eastern wall appears to be a bricked up dead 
  end. There is a narrow, 20 ft high vertical 
  crawlspace that may be scaled with a Str 
  (Athletics) 
  or 
  Dex 
  (Acrobatics) 
  check. 
  Approximately 13 ft up is a false wall made of 
  soft plaster that is easily broken through, creating 
  a crawl way into Area 11.  
   
  Area 10 – Old Storage Room 
  This 5 ft high storage room is made of granite 
  and the original doorway has been bricked up. 
  Entry is via the sliding trapdoor in Area 9, which 
  locks back into place for 5 minutes on a 
  mechanical timer after activation. A Traps & 
  Locks check at a -2 penalty will open the door. 
   
  Anyone dropped into this room falls directly into 
  the Gelatinous Cube that occupies the middle of 
  the room. Breaking open the sliding door 
  releases the cube into the manor proper.  
   
  Gelatinous Cube, AC 11, HD 4+4, Bite 2d4 + 
  poison, 19: the target is sucked into the Cube 
  (Luck (Dex) save resists), S18 D10 C16 I2 P14 
  W16 Ch1 L7, Mv: 30 ft inc up walls, ceiling, etc. 
  A creature that touches the cube must make a 
  Luck (Con) save or be paralysed for 1d6 hours, 
  during which time the victim is completely 
  dissolved. A creature caught inside a cube 
  automatically suffers 2d4 damage every round, 
  but may spend an action to make an opposed Str 
  check to escape (if not paralysed). 
   
  The remains of two earlier thieves are inside the 
  cube, already reduced to skeletal matter. Two 
  daggers, a shortsword and a steel flask float inside 
  (random Potion LFG p.150). 
   
  
   
  10 
   
  Area 11 - Study 
  This study has a central desk and ring of tall 
  bookshelves concealing most of the circular 
  staircase (up to Area 14, which display some 
  webbing, and down to Area 12). Like much of 
  the manor, the woodwork is in poor repair, 
  rotting and sagging. In the lower west corner, 
  between two bookshelves, is a false section of wall 
  that is easily broken through, creating a crawl way 
  (and 13 ft drop) into Area 9. 
   
  There is a 50% chance of 1d4+1 thieves (as 
  Random Encounter 1) being here, discussing 
  what to do next while they study the room. 
   
  In plain view on the desk is a diamond shaped 
  brooch with an obsidian gemstone in the centre 
  (400 gp). A number of tomes are also spread 
  around the desk (on topics of scouting, cookery, 
  cartography and life after death).   
   
  Carefully placed beneath the books are four inch 
  Ridgeback Scorpions, a particularly aggressive 
  and venomous breed with a hardened carapace. 
  The books pin them in place (and make them 
  furious), but otherwise cause them no harm. 
  Anyone moving the books is stung for 1d6 
  damage and 1d4 Con loss (Luck (Con) save 
  resists, with advantage if wearing gauntlets). Once 
  revealed, the small scorpions are easily crushed 
  underfoot or otherwise dealt with.  
   
  Area 12 – Display Room 
  This room is adorned with faded murals, 
  tapestries and empty picture frames that were 
  stripped long ago. This display room was 
  originally connected to Area 9, but a freshly built 
  brick wall now separates the two spaces.  
   
  On long chains (allowing them access to the 
  whole of Area 12) are 2d4 vicious pit fighting 
  dogs. They bark furiously (heard throughout the 
  house from time to time, as the adventurers 
  explore elsewhere) and attack anyone who enters 
  the room. Characters skilled with animals might 
  be able to appease them with food, or trick them 
  into attacking each other. The chains are pinned 
  in place but not locked. 
   
  Pit Fighting Dogs, AC 12, HD 1+2, Bite 1d4+1, 
  19: the target is knocked prone, S13 D14 C15 I2 
  P12 W10 Ch6 L4, Mv: 60 ft. Advantage when 
  flanking instead of +1 bonus. 
   
  Area 13 – Stairwell Base 
  The base of the tower’s wooden staircase leads 
  up to Area 12. The bottom foot or so is 
  submerged in dark water, which fills the entire 
  room. The ceiling at the western end slopes 
  down until it touches the water approximately 50 
  ft distant. Careful prodding around will find the 
  submerged steps beneath Area 10. See Area 16 
  for more details.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 14 – Tea Room and Balcony 
  This tower chamber was originally a tea room 
  and still retains a number of rotting, petite chairs 
  and circular tables. The entire chamber is 
  covered in thick webs. Wooden stairs in poor 
  condition wind around the tower walls, up to 
  Area 15 and down to Area 11. The balcony 
  outside is in reasonable condition, its metal 
  railing still strong enough to support a rope for 
  
   
  11 
   
  climbing, for example. The balcony door into 
  Area 14 has been boarded up. 
   
  Prying the boards away reveals thick, grey, sticky 
  webs of unusual strength and adhesiveness. 
  Inside are 1d4 Giant Spiders, courtesy of 
  Marakett. Any prodding around with the webs 
  alerts the spiders, which take action to investigate. 
  If there is sufficient space, the spiders will surge 
  out onto the terrace to attack potential meals.  
   
  Giant Spider, AC 13, HD 2+2, Bite 1d6+1 + 
  poison, 19: special, S14 D16 C12 I2 P12 W10 
  Ch4 L5, Mv: 40 ft inc up walls etc. On a natural 
  19-20 attack roll, a giant spider wraps its victim in 
  webs, rendering them helpless (a Luck (Str) save 
  resists). On its turn, a trapped victim may spend 
  its action to attempt to break free (an opposed Str 
  check vs Str 17). A giant spider’s poisonous bite 
  causes 1d6 damage and 1 Dex loss (a Luck (Con) 
  save resists). An adventurer has a 25% chance of 
  harvesting 1d3 doses of poison from a dead 
  spider.  
   
  An adventurer reduced to zero Dex is wrapped in 
  webs and strung up in Area 14 to hang for a few 
  days, before being eaten and/or infested with 
  spider eggs.  
   
  Area 15 - Observatory 
  Access to the observatory is via the stairs in Area 
  14 (which display some webbing), by opening the 
  boarded up windows, or prying tiles off the roof.  
   
  This chamber houses a large telescope on a 
  heavy stand, tarnished and with a marred lens. 
  Yellowed star charts hang on the walls, and there 
  are shelves bearing brittle books (astronomy, 
  religion, philosophy and celestial observation 
  records).  
   
  The telescope tube is rigged with poison gas. 
  Dismantling the tube in any way releases a blue 
  gas with a loud hissing sound and pungent 
  chemical odour. The gas affects humans only, 
  and is heavier than air, filling the room then 
  sinking down through the tower stairs (or out the 
  windows if they are unboarded) once released. 
  The gas causes blindness (50% chance only one 
  eye is affected) for 2d6 hours (Luck (Con) save 
  resists).  
   
  If the books are carefully studied, it becomes 
  clear 
  that 
  the 
  author 
  was 
  painstakingly 
  researching Ksoth-Nul’Soon, an entity theorized 
  to have originated from the far reaches of space, 
  now dormant and sleeping somewhere beneath 
  the earth or sea. The journals become 
  increasingly discursive over time and include 
  references to disturbing lore and cult activity. 
  Anyone studying the journals for an extended 
  period (some months) gains the ability to cast one 
  1
  st 
  level 
  spell 
  per 
  adventure 
  (determine 
  randomly), at the cost of a permanent moderate 
  madness (only curable by magic, but the spell 
  casting ability is lost).   
   
  Area 16 – Secret Passage 
  A 5 ft high secret passage runs east to west 
  beneath the manor (about 120 ft). Entry from the 
  west is via a secret trapdoor (Perc (Detection) 
  check to locate) that is locked (Dex (Traps & 
  Locks check to open), or Area 13. 
   
  The entire tunnel is filled with 5 ft of jet black 
  water, leaving no room for a torch, lantern, etc. 
  An adventurer must swim underwater to make 
  their way through (LFG p.159).  
   
  The water is filled with 1d20+50 ravenous flesh 
  eating fish. Anyone entering is attacked by a 
  swarm of 3d6 fish, causing 1 point of damage per 
  fish each round. An adventurer may stab, crush 
  or otherwise fend off 1d3 fish by spending an 
  action. The carnivores might also be distracted 
  with corpses or other food offerings at the GM’s 
  discretion.  
   
  The stone steps directly beneath Area 10 are 
  trapped. There is a 50% chance of standing on a 
  pressurised step, causing a large block of masonry 
  to fall from above. The block causes 4d6 damage 
  
   
  12 
   
  to anyone below (Luck (Dex) save for half), with 
  a 10% chance of knocking the target unconscious 
  (and floating in the fish pool). A target with a 
  helmet is immune to this effect, other characters 
  may make a Luck save to resist.  
   
  Amulet Location 
  The Fenrir amulet is inside a 3 inch adamantine 
  box with an exquisite combination lock. The box 
  is all but indestructible to mundane forces. The 
  combination code is in Area 6, or it may be 
  picked with a Dex (Traps & Locks) check at 
  disadvantage with a -4 penalty. The amulet is 
  located wherever the GM wants it to be, or 
  alternatively it is at the bottom of the acid pool in 
  Area 8 (30%), inside the Gelatinous Cube in Area 
  10 (30%), on a high bookshelf in the library 
  (30%) or Venosteri acquires it just moments 
  before the party encounters him in Area 3 (10%). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the adventurers successfully obtain the Fenrir 
  amulet, and one of them is wearing it when 
  he/she exits the manor, that person is declared 
  the champion. He/she receives the purse of gems 
  and enjoys genuine infamy and respect within the 
  criminal community for years to come. 
   
  If the party killed Quato, Marakett will seek 
  vengeance (or at least compensation, perhaps by 
  way of a favour) in the fullness of time. He is the 
  patient, calculating type, and will wait for the right 
  opportunity.  
   
  If Venosteri emerges victorious, it is not long 
  before Marakett is assassinated and he takes over 
  the Red Hooks. What this means for city politics 
  is left for the GM to decide, but there will be a 
  wide range of stakeholders (both legitimate and 
  otherwise) vying to improve their lot. 
   
  The reality or otherwise of the ancient star entity 
  known as Ksoth-Nul’Soon, and any related cult 
  activity, are left for the GM to determine.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
   
  CREDITS 
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright David Sharrock, used with permission. 
  Some artwork copyright 123RF, used with permission. 
  Some artwork copyright 2011 J.Lonnee, used with permission. 
  Some artwork copyright JE Shields, used with permission. 
  Some artwork copyright 2007 Pawet Dobosz and The Forge Studios, used with permission. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $6 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #09 Red Hooks Tourney [white] (LowFG).pdf