TEXT: 1
  Hide and Zeke: 
  An Introductory Adventure for Runebearer
  Introduction
  Hide and Zeke is an adventure for beginning Runebearer
  players and GMs. In this adventure, the PCs will investigate
  the disappearance of a group of children and explore an
  abandoned house. PCs should have skill levels of 8-12 in a
  mix of skills. Tracking is an extremely useful skill in this
  adventure, and concealment, investigate, and a high
  perception score are helpful as well.
  The History of Rundam
  Up until 100 years ago, Rundam was isolated from Bostonia;
  its inhabitants paid homage to no Baron, and they
  worshipped 
  pagan 
  gods. 
  Woodsmen 
  serving 
  Lord
  Rigentropp made contact with the village and used it as a
  base to support new logging camps. Through contact with
  the loggers, and priests, the Rundamites were integrated into
  Bostonian society, and became subjects of Lord Rigentropp.
  As the logging trade prospered, so did Rundam. The Lord
  built a road, connecting the once isolated village to the rest of
  Bostonia. Merchants started to make regular visits and
  construction started on a sawmill.
  Rundam's decline started in y771, Black Rains brought
  sickness to the region. Soon after, a group of white ratlings
  attacked several of the camps, and then raided Rundam,
  burning much of the village. The destruction bankrupted the
  nobles who managed the logging operation, and forced the
  remaining camps to close. Rundam returned to being an
  isolated backwater.
  Rundam Today
  Today, Rundam is still recovering from the events of 33 years
  ago. Rundam is a farming community with about 300
  inhabitants. It is surrounded by acres of rich hillside fields
  and pastures, and several lush hardwood forests. Loggers
  have slowly made their way back to the region; a few nearby
  camps purchase provisions here, and use the road the
  transport wood to the larger towns to the south.
  Hide and Zeke
  In Rundam, children are considered adults when they are in
  their early teens. Every few years as needed, Rundam
  welcomes its grown children into the community with a huge
  feast, and a blessing from the local Ilpader. The feast is
  followed by a ceremony in which the new adults hike
  through the woods, and as a test of their teamwork and
  courage, sleep the night at a "haunted" house.
  How the PCs Get Involved
  The start of this adventure presumes that PCs are passing
  through Rundam on the eve of its Coming of Age ceremony.
  At that point, events will transpire that will involve the PCs
  in the search for some missing children. However, getting
  them to Rundam is the job of the GM. Some possible
  explanations are below:
  • PCs could be guards at one of the nearby logging camps.
  One day, they are granted some R&R and trek to Rundam
  for supplies. They happen to arrive on the day of the
  Coming of Age feast, and are invited to join the villagers.
  • PCs could be traveling to, or from, another adventure.
  Any remote location in northern Bostonia could be in
  Rundam's general vicinity.
  • If one of the PCs is an herbalist, or alchemist, he could be
  in this region looking for a rare herb, or reagent. Rundam
  could be a planned stop, or the group could get lost dur-
  ing a trek through the hills.
  • In a new campaign, one or more of the PCs could be
  young, disenchanted villagers from Rundam looking for
  a life of adventure elsewhere. The events of this adven-
  ture could be the spark that sets them traveling.
  • PCs who are bounty hunters could be searching for a
  band of slavers that are rumored to operate in this area.
  The GM could use the slavers in this adventure to pro-
  vide details to the bounty hunter PC.
  • Priests or priestesses could have been assigned to travel
  to Rundam and watch and document their ceremonies.
  
  2
  The Adventure
  The Feast and the Morning After
  The PCs might think that the villagers have turned on them,
  but that is not the case. What has happened is that after the
  PCs went to bed last night, the villagers performed their
  Coming of Age ceremony. Six village children received a
  blessing, and marched into the woods to camp at a nearby
  "haunted" house.
  The children are late returning, and the villagers started to
  organize search parties. However, rumors of wolves, and
  ghosts have stirred them into a panic. When the PCs see the
  scene, it is chaos with various families are arguing - some
  wanting to wait another hour, some wanting to form a mob
  to storm the abandoned house, and still others warning of the
  house's history.
  If PCs observe for a moment, they will be able to hear
  snippets of the argument, and possibly (Conversation DL 7,
  Perception DL 12) catch some basic information; some
  children are missing, and a house, and perhaps wolves (or a
  ghost) are involved.
  Questioning the Mob
  PCs that go down to the mob to investigate will have a tough
  time insinuating themselves into the discussion. People are
  yelling, arguing, sharpening their pitchforks, or weeping.
  PCs could use any of several skills to gain the attention of one
  of the villagers (all at a DL of 7):
  • Conversation to wait for the perfect lull in a heated dis-
  cussion to start asking questions.
  • Persuasion to convince one of the upset mothers that the
  PCs are here to help.
  • Orate to shout down the crowd and convince them to
  deal with the crisis in a calm fashion.
  Of course, once the PCs have the villagers' attention, they
  will ask questions about the situation. The GM should
  answer those questions based on the information provided
  elsewhere in this adventure. However, some suggested
  topics, and their answers are listed here.
  While traveling through the wilderness of northern
  Bostonia, you and your companions stop at the village of
  Rundam on the eve of its spring festival. Though you had
  heard that the people of this village were simple and
  insular, this evening they invite you to their table, and
  break bread with you.
  Your hosts are eager for news, and stories of adventure. In
  return, you treated to a night of wine, and song. The
  festivities lasted late into the night. However, your long
  journey tired you, and you retired to your rooms long
  before your hosts.
  The next morning, you wake with a heavy head, and the
  taste of the local brew coating the back of your throat. You
  had planned to get a late start, perhaps chat a bit with
  your hosts at breakfast. However, as you make your way
  across your room, and throw open the shutters, something
  tells you that you missed breakfast.
  The sun shines high in the air; it is almost noontime.
  Below you, in the village square, dozens of villagers have
  gathered. The crowd shouts, and hollers. Many of the men
  wave fists, pitchforks, and hefty sticks. A couple of the
  women are crying.
  It seems an angry mob has gathered outside your
  window.
  Topic
  Answer
  What is 
  wrong?
  Concerned Mother: The ceremony has
  gone terribly wrong. Our children have
  gone missing.
  Old Timer: I'd say wolves got 'em by now.
  Angry Family Member: Shut up, old man.
  Wolves
  Trapper: Yes didn't you hear them,
  howling and barking like mad? But then,
  you were out cold. Sure was a miserable
  night for the ceremony.
  Other Villager: Those weren't wolves
  howling. Those howls were unnatural.
  Ceremony
  Calm Villager: Every year, the children
  who are old enough to work the lord's
  land go out into the woods and camp the
  night by old Zeke's house. One or two of
  them go in and bring out a souvenir - just
  an old candlestick, or the leg from a chair.
  Next morning, they all return.
  Excited Villager: But now it's midday and
  they are still gone. Something terrible has
  happened. Maybe old Zeke has them!
  Zeke's 
  House
  Villager: It's to the north of here, up Bald
  Hill. There is a trail through the woods
  leading right to it, but it might be
  overgrown. No one goes up there, but for
  this ceremony. It is a creepy place.
  Creepy 
  Place
  Villager: It is a huge house, but no one has
  lived there since old Zeke was han… died
  there. Some folks say the place is haunted
  by Zeke's ghost.
  
  3
  Ebenezer Crow
  When the conversation begins to lag, or it looks like the PCs
  are done with their questioning:
  Give the PCs a chance to silence Ebenezer Crow, and calm
  the angry villagers. To convince the hotheaded villagers to
  leave Eb alone, PCs will have to interpose themselves, and
  make a skill check (Persuasion or Fast Talk DL 10).
  Otherwise, they will have to physically restrain the men.
  In a few moments (or if the PCs do nothing, or are having
  trouble gaining control of the situation), the village priest,
  Ilpader Garland arrives.
  Questioning Ebenezer Crow
  Astute players might think to question Ebenezer Crow about
  his brother. 
  Zeke's 
  Ghost, or 
  Hanging
  Old Timer: Ezekiel Crow was a rich
  recluse; lived here about twenty years
  ago. He was into a whole slew of badness
  from what I hear. Some say he was a
  warlock, and Ilpader Mantram hanged
  him for it.
  Anyway, there's always some story or
  another about how old Zeke is coming
  back to take revenge on this village for
  hanging him.
  Unnatural 
  Beast
  Trapper: I used to keep traps up by
  Crow's old house. I don't any more. See,
  one night, I was checking a couple of my
  traps. It got late, and the sun was setting,
  but I thought, "Why bother coming back
  up here tomorrow?"
  So, I was searching around the house,
  maybe thirty yards away, when I heard a
  noise in the bushes. I looked up and there
  was this huge thing - half man, half rat. Its
  eyes were glowing, and it was dragging
  these long steely claws on the ground. It
  spotted me, and I held my axe up, hoping
  it would keep its distance. It just threw its
  head back and laughed, belching fire high
  into the air.
  I ran like the Deceiver himself was at my
  back. Never been close to that place since.
  Ilpader 
  Mantram
  Old Timer: He was a character. Spent
  more time asking questions, and buried in
  his books than actually preaching. He was
  the one that started the fuss with Zeke -
  asked a bunch of us about him; went up
  there a few times to talk with Zeke.
  One day, he summons a bunch of us to the
  church, shows us a bunch of drawings,
  and started talking about how Zeke had
  made a deal with an evil spirit. He had
  this necklace he took from Zeke's house,
  some kind of unholy symbol.
  The Ilpader led us to Zeke's house, and we
  confronted him. He denied everything.
  We kept him there, and searched his
  place. We found a book that none of us
  could read. Mantram said it was a book of
  rituals, proof of Zeke's sorcerous ways.
  So we hanged him.
  Where is 
  Ilpader 
  Mantram 
  now?
  Old Timer: Oh, he is long gone, left soon
  after that mess with Zeke. Probably off to
  find another warlock. Ilpader Garland is
  here now. Maybe he can tell you more
  about it.
  Topic
  Answer
  Suddenly, a gravely cackle interrupts your conversation.
  You turn to see an old man dressed in a formal jacket, and
  breeches. Though once fine, his clothes are as withered as
  his skin. He tugs at the tuft of wiry, gray hairs on his chin,
  and lets out another laugh, which quickly turns to coughs.
  Once the old man recovers, he addresses the villagers,
  "Ha! You miserable lot, look at you. Aren't you wishing
  you hadn't hanged Ezekiel now? He did nothing to you,
  left you alone, and you ignorant fools hanged him for it."
  More coughs then, "But he's back now isn't he. You know
  it is true. You can feel the pricking on the back of your
  neck, and the chill in your bones. You murdered him, and
  left his body for the roaches. But now, he's found a way to
  return. Ha! Now he'll make you all pay."
  The crowd breaks into chaos as some people begin to pray
  for salvation, while others try to shout the intruder down.
  One woman faints, while two hotheaded villagers start
  walking toward the ancient man with blood in their eyes.
  A young man in priestly robes pushes his way through
  the crowd. As they see the priest, the mood of the villagers
  changes immediately; the blood in their hearts is replaced
  with shame. The mob goes quiet, and the Ilpader speaks.
  "Eb Crow, you get back home now. None of these people
  have harmed you, and only the grayest of them knows
  anything about Zeke. Children have gone missing, and we
  need to find them. If you're not going to help with that
  task, then you need to go home."
  Ebenezer lives in a tiny house a couple hundred yards
  from the rest of the village. It is clear that Ebenezer is a
  capable and independent man. The yard around his house
  is cluttered with various tools, and from the looks of it, old
  Eb is building traps, skinning animals, curing meat, and
  chopping firewood. 
  You knock on the door, and can hear muttering, and
  shuffling from within.
  
  4
  Eb Crow is a bitter, old man who hates the village of Rundam
  for what they did to his brother. He will open his door, and
  talk to PCs, if for no other reason than to make it clear that he
  will not help them. It is very unlikely that he will volunteer
  any information. 
  PCs might remind Ebenezer that the victims of this incident
  had nothing to do with the fate of Ezekiel. If they bring up
  this argument, allow them a skill test (Persuasion DL 17) to
  get Eb to talk. In addition, can be bribed with goods
  amounting to 50p or more (Bribery DL 10 or DL 8 if the GM is
  particularly impressed with the bribe).
  The Village Priest
  Father Garland is worried about his village. Several children
  are missing, and though the Father does not believe in Zeke's
  ghost, he wants to be certain. He sees the PCs as experienced
  warriors, and hopes they can deal with whatever threat
  exists, as well as keep his people from trouble.
  The PCs might want to ask the Ilpader a few questions. Some
  suggested answers are listed below.
  Topic
  Answer
  Ezekiel
  Ezekiel was my brother. We were thick, he
  and I. Traveled all over this blasted place;
  made a fortune and lost it just as quick.
  Yeah, those were the days.
  Fortune
  Oh, is that what this is about? (scowls)
  Well, I suppose I can brag a bit about it;
  it's all gone anyways. About 20 years ago,
  Zeke and I made a killing smuggling
  whiskey and rum.
  Smuggling, 
  Whiskey, 
  or Rum
  Oh yeah, we ran whiskey back when Lord
  Gadsden was in power here. He owned a
  huge brewery in Jherod and made it
  illegal to buy anything else. Well, the stuff
  was too expensive, and tasted like
  pigswill. Zeke and I distilled our own
  whiskey, strong and sweet, and sold it to
  every inn and alehouse within 50 miles.
  (Lost in remembrance) Yes, we made
  quite a pair of thieves, Zeke and I. We
  would make the stuff in his basement,
  sneak it out the tunnel, make haste to the
  coast, or south toward Jherod.
  Tunnel
  There is a tunnel leads straight from the
  Zeke's basement north to the road. We
  could smuggle our goods even when the
  Lord's guard was camped in Rundam.
  Rundam
  A bunch of cowards, and yokels. Let the
  Deceiver have them. Ha! Let Zeke's ghost
  have them.
  Ghost
  I think my brother found a way to come
  back from the grave. Just before that priest
  hung him, he told me that if anything
  happened to him, he would find a way to
  see justice done - even if it meant digging
  himself out of his grave.
  Grave
  Ezekiel wasn't buried in the churchyard.
  He was hanged for practicing magic, and
  so he was buried out in the woods, behind
  his house.
  Magic
  I don't know. Zeke was always talking
  about power and spirits. Mostly made it
  up, I reckon. Still, toward the end, his talk
  got stranger and stranger.
  Where is 
  Grave?
  Behind his house. I can tell you where to
  look. Gives directions that require a skill
  test (Navigate DL 5) to follow.
  Hanged
  Mantram charged up to the house with a
  bunch of villagers, rousted Ezekiel out of
  bed, and hanged him. They almost
  torched the house, but Mantram wanted
  to search it for evidence. Of course, there
  was nothing there.
  Once Ebenezer Crow is dealt with, Ilpader Garland calms
  the crowd, and convinces them to wait while he sorts out
  the matter. He proceeds to talk quietly with several of the
  villagers. When he is done with them, he walks over to
  your group and takes you aside.
  "I know several men will go charging up to that
  abandoned house. I also know that these people have
  some strong superstitions, and firmly believe that Zeke's
  ghost has something to do with the missing children. I am
  afraid that someone will do something foolish, and hurt
  himself, or someone else."
  "I need someone with a cooler head, and experience in
  dangerous circumstances. If the stories you spun last
  night have any truth to them, you fit that description
  perfectly. Now, I can't offer you much, but whatever I can
  spare is yours. Will you please lead the search party?"
  Topic
  Answer
  Zeke, or
  Witchcraft
  Well, it was a long time ago - before my
  time actually. But yes, Ezekiel Crow was
  hanged by Ilpader Mantram on charges of
  witchcraft. From all I have read, the
  charges were flimsy - nothing more than a
  couple trinkets, and a book no one could
  decipher. Ezekiel claimed he found them
  years ago, but Mantram was looking for
  witches.
  Topic
  Answer
  
  5
  The Real Story (GM Eyes Only)
  Everything is as it seems in the village of Rundam. No one
  knows the fate of the children, and no one here has anything
  to do with their disappearance. Everyone is eager to help in
  any way they can.
  The children did travel to Zeke's house for their initiation
  rite. They made camp, and then attempted to enter the house
  to find a suitable trophy. Unfortunately for them, a group of
  slavers passed through Rundam a year ago posing as traders.
  Talking to the locals, they caught wind of the strange
  initiation rite. 
  Seeing the chance for easy money, the slavers returned to the
  site a week before the ceremony, and set several traps for the
  unwary children. Those that entered the house were caught
  in the traps. Those that remained outside were ambushed by
  the slavers and their dogs (the howling and barking heard in
  the village).
  Once the children were subdued, the slavers took a secret
  tunnel they found in Zeke's basement that led to a road. Their
  plan was to follow the road to the coast, and their ship. Once
  they board their ship, they will sail to the cobrat lands; in
  some kingdoms, human children fetch a small fortune.
  However, their plan went awry when their wagon broke
  down in the darkness. They did not fix the wagon at night for
  fear of search parties seeing their lights. So, they waited until
  morning, fixed the wagon and continued down the road. The
  PCs are hours behind, but can still catch up if they figure out
  what has happened.
  Optional Addition to the Plot
  Even stranger is the fact that the slavers were waylaid along
  the road early this morning. A group of white ratlings had
  been scouting this area for months, searching for a powerful
  ancient site. Just yesterday they found the site, but realized
  that they require a blood sacrifice to enter.
  They headed toward Rundam with an eye for stealing one or
  two humans from their fields. On their way, they happened
  to run into the slavers carrying a wagon full of sacrifices.
  Impatient, the ratlings stopped the slavers and "convinced"
  them to give up their booty. The ratling group and the
  ancient site they are trying to explore will be published in the
  second part of this adventure.
  Setting Off
  Let the PCs decide what to do with the six villagers. A skill
  check (Tactics DL 10) will indicate that these men have never
  seen life or death combat. If the group allows them to help,
  then refer to the following stats:
  Where is 
  Ilpader 
  Mantram
  I don't know. He left long before I arrived
  at this parish. I heard rumors of another of
  his "investigations" in a small parish in the
  western part of James Barony.
  Investiga-
  tions
  From 
  what 
  I 
  understand, 
  Ilpader
  Mantram is a self-proclaimed witch-
  hunter, and spends more time searching
  for devils than he does saving souls.
  Ceremony
  I don't understand it, or approve of it, but
  these people have held it for many years
  with no mishaps. There have not been any
  children of age for quite some time, so last
  year was the first I actually saw of it. I
  can't tell you much more than you already
  know.
  Wolves
  There are wolves in the region, but they
  mostly stay far from Rundam. I heard the
  wolves last night as well, but I could not
  tell how close they were to the village, or
  the house.
  Zeke's 
  Ghost
  I am not concerned about a ghost, as much
  as I am concerned about a group of
  frightened, hotheaded, young villagers
  tromping about through those woods.
  Unnatural 
  Beast
  I have never seen of such a thing, nor have
  I heard about it outside of the local
  alehouse. It is more likely that the children
  have gotten themselves lost, or are
  playing a cruel joke on us.
  Payment
  Yes, I understand you will want to be paid
  for your services. As I said, I don't have
  much. I will gather the church funds, and
  take a collection from the families outside.
  We might be able to scrape together 200-
  300 coins. I hope that is enough for you.
  Topic
  Answer
  As you prepare to leave, the priest speaks to the villagers.
  When he finishes, a group of six young men wielding
  crude weapons approach you. "Outsiders, the Father has
  told us you have agreed to search for the missing
  children," he motions to his group. "We are coming to help
  you."
  Villagers
  Physical
  10
  Initiative
  0
  Swiftness
  10
  Attack
  8
  Mental
  10
  Damage
  1d6+1d4
  Perception
  10
  Defense
  9/8/6
  Move
  6
  Armor
  0
  Hit Points
  28
  
  6
  The villagers will follow the PCs' instructions, and try to be
  of use, but are unskilled and will probably end up getting in
  the way. In fact, there is a good chance that one or more of
  the villagers that accompany the PCs will be hurt.
  If the PCs do not want the villagers to travel with them, they
  will have to convince either the men to stay (Persuade DL
  12), or persuade Ilpader Garland to talk them into remaining
  behind (Persuade DL 9). Otherwise, the young men will
  insist on going to the house, and will tag along, even if
  unwanted.
  Getting to the House
  The trip to Ezekiel Crow's house takes about 2 hours, and is
  uneventful. If your players are interested in the lay of the
  surrounding land, you may want to draw a rough sketch of
  the territory, being careful to leave out the secret tunnel from
  Zeke's house, and the ancient site shown. Refer to the map in
  Figure 1 for details.
  Figure 1 -- Rundam and Surrounding Area (GM's Map)
  If the PCs brought help from the village, they will have no
  trouble finding the trail that leads to Zeke's. However, if they
  are alone, a skill check (Navigate DL 6) is required to locate
  the trail. Since finding the trail is critical to the adventure,
  allow the PCs to roll as many times as is necessary. However,
  each search takes another hour and puts the characters
  behind their quarry.
  Once they are on the trail, the group has a chance to gain
  some information as to the fate of the children. Allow them to
  make skill checks to find clues under the following
  conditions:
  1.
  Any PC with the tracking skill who indicates they are
  tracking, or searching for signs of the missing children
  can make a skill check (Tracking DL 11) to determine
  that the children did pass this way recently, but so did
  a group of 3-8 men. Even a failed check will indicate
  that the children came this way.
  Skills
  Kn: Local Area
  12
  Craft: Farming
  11
  Climb
  10
  Swim
  9
  Stealth
  5
  Just before you start your journey, the villagers tell you it
  is about a two-hour walk to the house. They instruct you
  to head north through the fields, and through the gentle
  hills to the north of Rundam. After about three miles, you
  will crest a hill, and see the woods in which Zeke lived.
  The townspeople tell you that if you search at the edge of
  the forest, you will find the trail that leads to the house.
  Ancient Site
  to coast
  Rundam
  Trail
  Tunnel
  1
  2
  5
  Scale in Miles
  Farmlands
  
  7
  2.
  Any PC with the detect traps skill can make a skill
  check (Detect Traps DL 8 if they are walking in the
  woods; DL 13 if on the road) to find a peculiar
  mechanism. The trap consists of several logs set to fall
  onto the road, and partially block the path. The
  deadfall is still set. The trap is sprung manually by a
  lever in the woods, just beside the road.
  3.
  There is a 50% chance that one of the guard dogs left in
  the basement of the house will start barking while the
  PCs 
  approach 
  the 
  house. 
  An 
  attribute 
  check
  (Perception DL 12) is required to hear the noise. Note:
  If the PCs are in the house, or close to it when the dogs
  bark, they will automatically hear it.
  Outside of Zeke's House
  The obvious entrance to the house is to step onto the porch
  and go through the front door. However, astute characters
  might want to search around the house before entering.
  Those that do will notice many broken windows on the first
  floor, all of which offer easy access to the inside.
  More interesting is the pit that there is a pit dug in the back
  yard. It is obviously fresh, but it would take a skill check
  (Tracking DL 12) to determine that the pit had been covered,
  and then subsequently fallen into by one or more people.
  Also, whoever fell into the pit was then dragged in the
  direction of the house.
  Characters that search in the woods behind the house will
  eventually find Ezekiel Crow's grave. It is easy to spot,
  because even in the thick woods, nothing grows in this spot.
  The plants are either dried and brown, or curled away from
  this place. The gravesite is marked with a small pile of round
  stones, but it is obvious that no body is buried here. The
  grave has collapsed, or been uncovered, and whatever corpse
  was here, has long since been taken.
  Inside of Zeke's House
  What follows is a room-by-room description of the house and
  its contents. Please note that any loud noises in the house will
  alert the dogs in the basement. They will likely bark, and
  growl, and wait by the door to attack anyone who enters the
  basement. 
  Ground Floor
  Porch
  Unless characters are careful crossing the porch, there is a 1
  in 6 chance of a board giving way under a random character,
  doing 2d4 points of damage to the his leg.
  If the PCs note the red paint flakes, give them a +2 to future
  tracking tests in the house. The slavers came this way, and
  tracked red dust through the house.
  Porch - Window
  Any character can easily climb through the window to gain
  access to the entryway. The curtain is worthless.
  You travel for nearly an hour on the overgrown trail
  leading to Zeke's house. The trail seems to stretch
  endlessly, and takes you up a steep incline. The going is
  tough, but the urgency of your quest spurs you onward.
  Finally, with sweat covering your skin, and your hearts
  beating heavily, you see the house of Ezekiel Crow.
  This two-story house stands like a ghost in the forest. You
  can easily see the evidence of its former glory. Majestic
  columns flank the front porch, and the trim on the
  windows and doors is carved with depictions of winding,
  fruited vines. Now, real vines cover the walls, and creep
  through broken windows, and fallen shutters. Thick tree
  limbs smack against the roof, knocking large holes in the
  slate. Nature is reclaiming this place.
  A set of rickety steps leads to a wooden porch. The porch
  was once painted, but the color has flaked off into tiny red
  chips that stick to your boots and pant legs. The wood has
  rotted through in several places, and the entire structure
  groans with every step. The front door is here, as is the
  shattered remains of a glass window.
  The porch window is about four feet wide, by three feet
  high. The glass is shattered, and colorful shards litter the
  porch. A moth-eaten, and tattered curtain hangs over this
  window.
  Porch
  Kitchen
  Living
  Room
  Pantry
  Entry
  
  8
  Porch - Front Door
  The door is not locked, or stuck. It will groan and squeak, but
  open easily.
  Entry
  A skill check (Tracking DL 10) allows a PC to spot the red
  dust leading from the front door to the living room (east).
  Entry - Planter
  Though the mold is harmless, if disturbed, it will form a foul
  smelling, and choking cloud.  A skill test (Herbalism DL 8)
  can be used to collect some of the mold without forming a
  cloud. Another herbalism check can be used to identify this
  specimen.
  Aspergillus Violarium is found in dark, wet places,
  growing on dead plant material. A colony of this mold is
  white, with deep purple streaks, and splotches. The white
  portion of the mold is useless. However, the purple
  portion can be used as a recipe for alchemical dyes. In
  addition, if the mold is dried and then cooked into a
  powder, it gives anyone who consumes it an affinity (as
  per the advantage) to woodlands for 1d4 hours.
  Entry - Bench
  The handles to the cabinets might be worth 40p if sold. A skill
  check (Trading DL 12) will allow a character to successfully
  appraise the handles. If PCs open the cabinet, they find old
  leather boots, and a folded clock. Both are usable, but neither
  of them is special.
  Entry - Debris
  It would not be hard to climb over the rubble (Climbing DL
  6), or to clear it away (Strength 12). Clearing the rubble takes
  10-30 minutes (you can base this time on their strength roll,
  or roll 1d3x10).
  Kitchen
  Remember that there are guard dogs in the basement, and
  those dogs might have been alerted by loud noises in the
  house. If the dogs are alerted, they will be right behind the
  basement door, growling and barking. If PCs listen at the
  basement door, remember to take into account the status of
  the dogs.
  Kitchen - Table
  Unfortunately, the animal skins are tattered, and worthless.
  If the characters search, they might find a few tarnished, but
  usable metal utensils, but at most these would bring a total of
  5p.
  The front door is a sturdy-looking wooden door. It is
  covered in the same red paint as the rest of the porch.
  However, unlike the porch, the paint on the door is intact.
  A simple brass handle opens the latch.
  Dust rises into the air as you enter this room, forming
  swirling clouds in the rays of sunlight streaming in
  through the windows. As soon as you take a breath, you
  are assailed by a musty, moldy odor that turns your
  stomach. A small bench is built into the southwest corner
  of the wall. 
  There are two wooden archways leading from this room
  as well as a set of stairs, and a broken window, similar to
  the one leading to the porch.
  The eastern archway is large, and partially blocked by a
  knee-high planter, but you can still see a large room
  beyond. The northern archway has collapsed, and debris
  blocks your progress in that direction.
  This planter is nearly two feet high, and made of irregular
  stones. This basin is the source of the stench in the room. It
  contains dirt, and dead plants that have rotted to dust,
  and mold over the years. A white and violet mold covers
  the basin. 
  Aspergillus Violarium
  Climate:
  Wet; Dark; Temperate or Warm
  Season:
  Any
  Knolwedge DL:
  10
  Discovery DL:
  16
  Bunch:
  1d3
  Purchase:
  5p
  This is a three feet high, wooden bench with cabinets
  underneath. The doors to the cabinets have ornate brass
  handles.
  This archway has collapsed, and with it a large portion of
  the ceiling. A large pile of rubble blocks your way.
  This room looks as though it was once a fully functional
  kitchen. A waist high shelf and cabinet dominates the
  west wall. Inset into the top of the shelf are a coal pit, and
  a washbasin. There is a large wooden table in the
  northwest corner. In addition, there are archways to the
  north, and east, and a door on the west wall.
  This is a large, wooden table built for function as opposed
  to style. Tarnished and rusted utensils are scattered about
  the table along with one or two wooden ones. In addition,
  four dried, animal skins are here.
  
  9
  Kitchen - Coal Pit
  If the PCs search through the coal pit, a skill test (Perception
  DL 14 or Conceal DL 9) will find the carbonized remains of a
  human finger still wearing an intact silver ring. The ring is
  not magical, but will fetch about 50p if sold to a jeweler
  (Trading DL 7 to appraise).
  Kitchen - Wash Basin
  Kitchen - Cabinet
  Unless the players exhibited care in opening the cabinet, the
  centipedes will gain a free surprise round in which they
  attack. Also note that if you want a tougher battle, or you
  have a lot of PCs, you may want into increase the number of
  centipedes. However, use care when you toughen this
  encounter. This is not the main fight, and you don't want to
  injure your PCs so that they cannot continue. 
  Special Abilities
  Many Legs: Leg wounds do not affect this creature.
  No Mind: This creature is so dumb, that it has immunity
  to spells based on illusion or fear. In general, most spells
  affecting the mind of the creature, or spells requiring an
  INT save will not affect this creature. The GM is the final
  arbiter as to whether a given mind-based spell will affect
  this creature.
  Poison: The bite of the giant centipede injects a mild
  poison. The victim must make a TOU test vs. DL 8. If they
  fail, they lose 1d3 hit points and 1 point of STR. If they
  succeed in the test, they take 1 hit point of extra damage,
  but suffer no other effects.
  Spider Walk: Like most insects, the giant centipede can
  walk on walls and ceilings.
  The jars are filled with Flesh Eater potion. Each jar contains
  enough potion to fully consume a human-sized amount of
  flesh.
  This potion is a specialized acid that melts flesh. Living
  flesh produces chemicals that negate the effect. Splashing
  this potion on someone causes 2d4 points of damage.
  Drinking this potion causes 2d8 points of damage to the
  drinker.
  The real use of this potion is to destroy dead tissue,
  leaving no trace of the original matter. The potion will
  fully dissolve any dead tissue it comes into contact with.
  This can be used to skeletonize a carcass, clean
  bloodstains or even dispose of a dead body.
  It takes a bucket full of this stuff to completely eat a dead
  human-sized body. A vial full will clean bloodstains or
  eat away a smaller creature.
  A vial of this potion will do 3d8 damage to undead
  creatures with bodies (like skeletons and zombies).
  Pantry
  There is nothing of value here.
  This is a basin, about two feet by two feet, and eighteen
  inches deep. It is filled with charcoal, ash, bones, and a
  few bits of charred animal flesh. A metal skewer and spit
  are here as well.
  This is a metal basin, similar in size to the coal pit. Two
  wooden buckets sit inside.
  As you open the doors to the cabinet, three huge
  centipedes scurry out and attack.
  Giant Centepede
  Physical
  5
  Initiative
  +4
  Swiftness
  25
  Attack
  7
  Mental
  -5
  Damage
  2d4
  Perception
  5
  Defense
  13/11/9
  Move
  7
  Armor
  2,2,2,0,2
  Hit Points
  18
  (After the battle) Once you dispatch the centipedes, you
  resume your search of the cabinet. Inside you find a
  spilled bag of rotted grain, three glass bottles whose
  contents have long since evaporated, a small woven
  basket, and two large jars filled with a milky-white liquid.
  Flesh Eater
  Commonality:
  Rare
  Complexity:
  15
  Time to Make:
  3 Days
  Total Cost:
  155p
  Ingredients:
  Strong Acid, Lead, Quicksilver
  Processes:
  Cooling, Infusion, Melting
  Equipment:
  Icebox, Infuser, Oven
  This room is crowded with barrels, boxes, and sacks. Most
  of these are overturned, or broken, spilling their contents.
  The floor is covered in a nauseating mix of rotting grain,
  mold, and rat droppings - about an inch deep.
  
  10
  Living Room
  Aside from what is contained in the descriptions of the
  individual features, there is little in this room.
  Living Room - Fireplace
  A successful skill test (Tracking DL 10) will indicate that
  someone had a fire going no less than twelve hours ago.
  The figurines on the mantle are made of ceramic, and are
  well crafted and painted. One of the figures depicts a huge
  talak warrior mounted on a bladed chariot with flaming
  wheels. The warrior is yelling a fierce battle cry and hurling a
  metal spear. Two more figures are obviously meant to be
  human commoners, scrambling away from this raider with
  looks of horror on their faces. The fourth figurine has been
  shattered, and crushed to dust, but a close inspection finds a
  tiny metal spear in the remains.
  If sold, the figure of the talak will bring 150p to a scholar, or
  an artist. The commoner figures will bring 30p each.
  However, the figures are minor artifacts, but it will take a
  spell, or a skill test (Artifacts DL 14) to notice something
  strange about them.
  Figures of the Hunt always depict a dangerous predator.
  Similar to Ivory Figurines, these magic items summon the
  creature they depict when they are thrown to the ground,
  and a command word is spoken. The summoned creature
  remains for the duration of a single battle, and then
  returns to figurine form. 
  The main figure is never found far from another set of
  figures crafted in the form of prey. Usually 1-6 of these
  figures are found with the predator figure. Each time the
  creature is summoned to battle, one of the prey figures is
  destroyed. Once the prey is depleted, the predator figure
  loses any magical abilities it had.
  Each time this item is used, the predator will demand a
  blood sacrifice from the character that performed the
  summoning.  This sacrifice must come from the
  summoner, and will cost them 2d6 hit points.
  Living Room - Tables & Chairs
  The place looks like the scene of a fight, and if anyone asks,
  tell him or her this. A quick search will find a pewter
  candelabra (15p), and three candles (1p each) among the
  debris.
  In addition, a cheap tin necklace with a symbol of Aestra is
  lying here. If any of the villages accompanies the PCs to the
  house, they will recognize it as belonging to Jenni, a girl from
  the village who was taking part in the ceremony.
  Upstairs
  The upstairs of Zeke's house has a small landing, and two
  small bedrooms. I am leaving the exact descriptions and
  contents of these rooms up to the GM for the time being. A
  later version of this document will have upstairs room
  descriptions.
  This is a spacious room, well lit by a number of windows.
  Two large tables, and several upturned chairs dominate
  the middle of the room. The southeast corner of the room
  houses a brick fireplace, and a couple of feet away along
  the east wall sits a dusty couch.
  The only exist from this room are two archways to the
  west, and several windows along the north and east walls.
  A brick fireplace is built into the wall here. It is a large
  fireplace that could obviously heat the entire room, and
  then some. Several charred logs and a pile of ashes sit in
  the fireplace. At about shoulder height is a wooden shelf
  that holds several figurines.
  Figures of the Hunt
  Analyze DL:
  14
  The middle of the living room is cluttered with large
  dining tables and several overturned chairs. In addition,
  the remains of a recent meal -- complete with utensils and
  plates lies scattered on the floor.
  Master
  Bedroom
  Guest
  Room
  
  11
  Basement
  Stairs and Entryway
  Remember that it is likely that there will be a pair of agitated
  dogs here waiting for the PCs. In the event that the dogs are
  still in the basement, the PCs will encounter them there. In
  either case, please adjust your descriptions accordingly. Also,
  take note that PCs will need a light source to be able to see
  anything in the basement.
  Special Abilities
  Smell and Hearing: Dogs have a 23 perception with
  respect to hearing and smell checks.
  Zeke used this room as an office when he was a smuggler.
  However, there are no papers, or books here. When the
  zealous Ilpader Mantram searched this room for evidence
  against Ezekiel, he took every last item. Both the desk, and
  bookshelf are empty.
  Basement
  Of course, it is possible (though not too likely) that the dogs
  are here when the PCs enter. If they are, they will be sniffing,
  and scratching at the northern corner of the west wall when
  they notice the characters. They will then rush to the attack.
  There is a secret panel on the west wall. It takes a skill check
  (Concealment DL 16) to notice a slight seam in the rocks. The
  panel will open if the correct stone is pressed. If any of the
  PCs starts pressing random stones in hopes of opening the
  door, they will find it soon enough.
  Basement - Crates
  Most of this garbage is the remnants of Zeke's still. Many of
  the metal parts are damaged, but some useful salvage is here.
  A skill check (Alchemy DL 10) will allow a PC to find 100p
  worth of goods. Without a skill check, no more than 50p will
  be salvaged.
  The closed boxes contain tools - shovels, rope, nets, pullies,
  and pickaxes. An astute PC might realize that these items
  could be used to dig a pit, or set a trap similar to the one on
  the trail. All of this equipment is new.
  Basement - Well and Pump
  The pump is broken. A close inspection (Perception DL 15)
  turns up scratch marks, and even traces of oil on the pump,
  as though someone attempted to fix it unsuccessfully.
  Guard Dogs
  Physical
  13
  Initiative
  +1
  Swiftness
  13
  Attack
  12
  Mental
  5
  Damage
  2d6
  Perception
  13
  Defense
  13/12/11/10/9/6
  Move
  7
  Armor
  1
  Hit Points
  28
  You head down a creaky wooden staircase. The air is
  damp, heavy with must, and the smell of animals. You
  notice that the stairs are rotted from the wet conditions,
  and each step you take knocks a tiny bit of the wood
  away.
  At the bottom of the stairs is a small room containing a
  bookshelf along the south wall, and a writing desk and
  chair stuck in the northeast corner. The only exits from
  this place are the stairs leading to the kitchen, and a
  curtained arch to the east.
  S
  S
  Entrance
  Basement
  Tunnel
  Secret
  Room
  to upstairs
  You enter a huge room with a dirt floor, and walls made
  of irregular stones. A well, an old, rusted pump, and
  number of crates, sit along the east wall. Many of the
  crates are opened, or rotted through. In addition, there are
  several rows of barrels stacked in the northeast corner of
  the room. Along the west wall is a stout coal furnace, and
  a waist-high pile of coal.
  The majority of these crates are open, and their contents
  are scattered along the floor. Dozens of random metal
  parts, pipes, basins, and flasks can be found. There are
  also several sacks of grains, and powders lying here.
  Finally, a few of the boxes are closed and intact.
  This crumbling well, and rusted pump used to provide
  water for the house. It is obvious that this device has not
  been used in a long time.
  
  12
  Basement - Coal Furnace
  There is nothing of interest here.
  Basement - Barrels
  Eleven of these barrels contain the remains of the Crow
  Brothers' moonshine. The slavers left a couple of their
  number behind to restack the barrels as they made their
  escape. The final barrel is the switch that activates the secret
  door to the east. This barrel is stuck to the floor here, and
  cannot be lifted. It can be rotated, and if someone gives it a
  quarter turn, and then presses down on it, the door will open
  to provide access to the tunnel.
  A close inspection of the floor (Tracking DL 6) will show cart
  tracks that lead to the door.
  The moonshine did not age well. Each barrel can bring 5p if
  sold.
  Basement - Secret Room
  This skeleton is the remains of old Ezekiel Crow. Zeke was in
  fact, a warlock of moderate knowledge. He made a pact with
  a nearby evil spirit and was granted magical powers. When
  Zeke was hanged, the spirit raised him as a skeleton; it had
  hoped to use Zeke's magic to free it from its prison.
  So, about a year after his hanging, Ezekiel Crow clawed his
  way out of his shallow grave. Confused and disoriented,
  Zeke followed the voices in his head and headed for his
  basement and his magic books. Ezekiel reached his house,
  made his way to the basement, and found the secret door that
  led to his magical study. Unfortunately, his yearlong
  interment had affected his memory, and he forgot the trap he
  had set for curious intruders. As he reached into the nook
  that held his arcane books, a blade slashed down and severed
  both of his hands.
  Without hands, the undead Zeke found himself unable to
  work the latch to his study, and unable to cast spells. For
  years, he has waited for some unfortunate to open the door
  and set him free.
  Special Abilities
  No Flesh: Slashing and thrusting weapons do 1/2
  damage. Arrows and thrown piercing weapons do
  nothing. Axes, maces and hammers do full damage.
  Undead: Ezekiel takes no penalty for wounds sustained,
  as he feels no pain. In addition, he does not have to roll
  for unconsciousness. His SPI score of 20 is their resistance
  to being turned by a priest. Zeke also take damage from
  water blessed by Stratus. Such water does 2d6 damage
  for each vial poured on him.
  Spellcaster: Ezekiel could cast spells, but has lost his
  hands. Zeke has the skills artifacts, and rune knowledge
  at level 16.
  The only interesting feature in this room is the secret nook.
  Characters inspecting the nook will see a sharp steel blade
  has fallen across the opening. Dried blood covers the blade
  and the nearby wall. If the blade is pried up, make a strength
  check (DL 14) to determine success.
  Inside the nook is a silver key in the shape of a rat-headed
  woman wearing a flowing gown. In addition, there is a
  leather-bound book.
  The key opens the doors to the nearby ancient site that is the
  home of the "Rat Queen."  (Note: This site will be detailed in a
  future adventure). The book contains notes on several
  common runes. Anyone studying it for a month will get a +1
  to his or her rune knowledge skill. In addition, the book
  contains the ritual spells familiar and suppress magic, as well
  as a map leading to the home of the Rat Queen.
  Basement - Tunnel
  The tunnel extends nearly two miles underground, finally
  emerging on a wooded hillside. A narrow trail winds down
  the hill and deposits the PCs on a road leading east and west.
  The slavers took the road east toward the coast. A skill check
  This is an iron furnace with pipes leading out through the
  ceiling. An old dusty shovel rests against the stove, and
  coal dust covers everything. A large pile of coal is on the
  floor here as well.
  A dozen barrels rest here, a few feet from the northeast
  corner. They sit on end, and are lined up in three neat
  rows. You can smell alcohol here.
  As you open the door, the air seems to chill. A simple
  wooden table and chair sit in the middle of this room. A
  pile of metal debris and glass lies on the table, and the
  surrounding floor. On the north wall is a 2' x 2' panel
  slightly ajar.
  Sitting in the southwest corner of the room is a skeleton
  dressed in tattered fineries. As you enter, the skeleton
  leaps to its feet, and its skull rolls back and forth on its
  shoulders, held by only the thinnest strand of dried
  ligament. It moves its jaw as though trying to speak, and
  waves its arms at you. Its hands have been severed,
  leaving two jagged stumps of bone.
  Ezekiel Crow
  Physical
  15
  Initiative
  -1
  Swiftness
  8
  Attack
  12
  Mental
  20
  Damage
  2d8
  Perception
  10
  Defense
  12/11/10
  Move
  5
  Armor
  0
  Hit Points
  30
  Zeke's secret tunnel is a long, damp tunnel with a floor
  made of flagstones laid together haphazardly. It is well
  constructed, and wide enough to fit a wagon through. The
  structure is supported by wooden beams swollen from the
  continuous drops of water that seep through the ceiling.
  As you walk, you sense the tunnel sloping down.
  
  13
  (Tracking DL 8) shows the path of the slavers, and the fact
  that the PCs are at least six hours behind them.
  Pursuing the Slavers
  At this point, the PCs should have a good idea of what
  happened to the children. The obvious solution is to follow
  the slavers' path, catch up with them, and somehow free the
  children.
  After a couple of hours on the road, the players will come to
  the scene of a campsite.
  The Slavers' Camp
  The slavers were here just an hour before. They set up camp
  when one of their wagon wheels broke. The wood is left over
  from the slavers' repair efforts, and any PC searching the area
  has a chance (Perception DL 10) to find a broken short sword
  blade, and a hammer that was carelessly left behind. A skill
  check (Craft: Carpentry, Craft: Teamster, Wagon Driver, etc.
  DL 6) will indicate that the slavers were likely mending a
  broken wheel, or axle.
  A character searching the area for clues (Tracking DL 10) will
  note that there were probably a dozen or more people
  camped here, and that there was a scuffle at the site. In fact, a
  couple sets of tracks lead into the nearby brush. 
  If characters follow these tracks, they will wander into the
  hills for about twenty minutes. Then allow them skill checks
  (Perception DL 6) to hear someone moving about behind
  some rocks. When they investigate, they will find a scared,
  young woman hiding here.
  The Escapee
  The girl's name is Emma, and she is exhausted, and quite
  scared. If the PCs have villagers with them, she quickly
  recognizes her rescuers, and her fear quickly turns to relief. If
  the PCs are alone, the girl will take them for bandits, or
  ruffians (she does not remember the characters from last
  night's party), and make a feeble attempt at escape.
  PCs can talk to Emma and make a skill test (Persuasion DL 8)
  to convince her of their noble intentions. In any case, she is
  too tired to flee, and once the PCs release her hands, she will
  understand that they mean her no harm.
  Once Emma is freed, she will ask for food, and help the PCs
  in any way she can. She has no fighting skills, but is a
  competent medic (skill level 10), and knows a great deal
  about the capture of her friends, and the disposition of the
  slavers.
  You have been walking for at least two hours with no sign
  of your quarry. However, upon rounding a bend in the
  road, you come across the still smoking remnants of a
  campfire. Nearby, lies a small pile of wood chips, and
  shavings, along with a few larger worked pieces that look
  as though they snapped.
  Behind the stones lies a young, filthy, brown haired
  woman, her hands still bound behind her back. The scraps
  of twine on the ground here indicate that she has spent
  some time trying to break her bonds. As you approach,
  she backs away regarding you with fear.
  Topic
  Answer
  Capture
  Well, we made it to Zeke's house quickly
  enough, and took an hour or so to make
  camp for the night. We camped a little
  ways away from the house, since we
  thought we heard an animal or something
  from it.
  Anyway, a few of us decided to head into
  the house to get our trophy. My brother
  had mentioned seeing some statuettes in
  one of the rooms when he went, but he
  didn't get any of them. I wanted to take
  one of those, so I went.
  When we entered the house, we were
  attacked by a group of men. It was dark,
  and they surprised us. Before I could run,
  I was entangled in a net. I heard dogs, and
  screams from outside, one of the kids was
  yelling about having fallen into a pit.
  Then, one of the men hit me over the
  head, and I fell unconscious.
  When I woke, all of us were in a wagon,
  bound and covered with a heavy tarp. I
  couldn't see anything. We were in that
  wagon for hours.
  Escape
  The wagon slammed into a rock or
  something; there was a huge thud. And
  then 
  we 
  stopped. 
  The 
  men 
  were
  grumbling, and they unloaded us off the
  wagon. We were on the road back there,
  and I could see that one of the wheels had
  broken.
  While we were unloaded, a couple of the
  boys tried to escape, and there was a
  commotion. While the guards were
  dealing with the others, I snuck away, and
  hid in the hills.
  Slavers, 
  How many? 
  There are only six of them, but they are all
  armed with swords, and nets.
  Where are 
  they?
  It hasn't been more than two hours since
  we stopped to fix the wagon.
  Dogs
  I heard some dogs growling when the
  men attacked us, but there were none
  when we stopped. One of the boys said
  that they left them behind because they
  went crazy in the basement of the house. I
  was knocked out, so I did not see.
  
  14
  The Slavers
  Gaylen Peck and his band are a rough bunch of thugs. They
  work for the notorious slaver, Captain Hallus Lorender.
  Lorender makes runs up and down the coast from the
  borakki lands, to the southern cobrat city-states. The cobrat
  buy borakki slaves for cheap labor, and humans as servants,
  or for sport.
  Gaylen's group has a wagon full of human children, and is
  trying to get them to the coast, where Lorender's ship awaits.
  If he succeeds in getting to the coast, the PCs have probably
  lost the adventure, as the ship's crew will come to the
  assistance of Peck, and will probably overwhelm the
  adventurers.
  However, the PCs will catch Peck well before he is in sight of
  the coast. There are a total of six slavers. One of Peck's men
  drives the slow ox cart. The rest of them are scattered around
  it. They are alert, but after encountering no pursuit for hours,
  they are not specifically looking for trouble.
  What happens now is up to the PCs. They face six armed men
  who are probably trained combatants. PCs might are tired,
  and might be injured from previous encounters. To make
  matters worse, there are several innocents in the hands of the
  villains. This is a very dangerous encounter for both the
  characters, and the children they are supposed to save.
  All of the slavers are armed with short swords and nets
  Gaylen Peck is aArmed with a short sword and net.
  Slaver
  Physical
  10
  Initiative
  0
  Swiftness
  10
  Attack
  10
  Mental
  10
  Damage
  1d8+1d6
  Perception
  10
  Defense
  10/9/7/6
  Move
  6
  Armor
  2,0,2,2,2
  Hit Points
  28
  Gaylen Peck
  Physical
  13
  Initiative
  +1
  Swiftness
  13
  Attack
  13
  Mental
  15
  Damage
  1d8+1d6
  Perception
  15
  Defense
  13/10/9/7
  Move
  7
  Armor
  2,0,2,2,2
  Hit Points
  35
  
SOURCE: textdata/thevault/Runebearer/Runebearer Hide and Zeke.pdf