TEXT: 1 
  Table of Contents 
   
  Labeled map of Bitterweed Barrow Village 
  Places of interest 
  Nebin Pendlebrook’s Place 
  Bloody Bullfrog Tavern (pg. 7) 
  Blacksmith 
  General Store 
  Many Faiths Church 
  Politics of Bitterweed Barrow Village 
  Personalities of note 
  Nebin Pendlebrook (pgs. 7 & 25) 
  Solomon Gruth III (pg. 6) － Bloody Toad Tavern 
  September Gnuth (pg. 7) － Bloody Toad Tavern 
  Sarah Gruth 
  Constable Kelvran Stockton (pg. 7) 
  Edna Stirge, Acting Officer 
  Myrtle Oddgrove － General Store 
  Otto Bundewald - Blacksmith 
  Varooth Moss (pg. 34) 
  Moldark Zelroth (pg. 29) 
  Events 
  Town Meeting 
  Rumors 
  Map 
  Critters and Things (statblocks) 
  Otto Bundewald 
  Toad-Spiders 
  Skeletal Hounds 
  Sentient Pudding 
  Mr. Meeseeks 
  Giant Cave Grub 
  Skeletal Dwarves 
  Nebin Pendlebrook 
  Large Skeletal Tortoise 
  Stone Behemoth 
  Chest Mimic 
  Varooth Moss 
  Personal Additions 
  Wandering Eye (Area 1-3) 
  Ring of Gelatinous Form (Area 1-3) 
  
  2 
  Mirror, Mirror (Area 1-6) 
  I’m Mr. Meeseeks!  Look at me! (Area 1-7b) 
  Replacement PCs 
  Ronco’s Mr. Fixit (Robot) 
  Talking Cat 
  Friendly Skeleton 
  Rick the Mentally Handicapped Flumph 
  Replacement Image for Altar in Area 1-7b 
   
   
   
  
  3 
  Labeled map of Bitterweed Barrow Village 
   
  Link to unlabeled map. 
   
  (Map found on Google search for medieval villages.) 
  
  4 
  Places of interest 
  ➔Nebin Pendlebrook’s Place
   
  ➔Bloody Bullfrog Tavern (pg. 7) 
  ➔Blacksmith 
  ◆ Otto the blacksmith doesn’t give a damn about recent events.  He runs 
  a business.  Prices are non-negotiable 
  ◆ Otto has 2 suits of leather armor 20 GP each in storage somewhere 
  (he’ll be reluctant to admit so and dig them out), an old iron warhelm 
  kept on the wall mostly for the look (he’ll be reluctant to sell this, 
  asking 25 GP), a long sword 7 GP, a short sword 5 GP, a cudgel 2GP, a 
  
  5 
  mace 5 GP, and several silver or steel knives 1 GP each, Mostly he just 
  has nails and horseshoes and items such as that, useful for village life. 
  ➔General Store 
  ◆ Myrtle the shopkeep has an adventuring kit that Nebin had reserved 
  but never bought, neatly packed together, 20 GP… may be be talked 
  down considerably b/c players are looking for Nebin and the constable 
  has gone missing (she feels a little guilty about not providing him with 
  some help, village life has made her soft). She may offer the pack in 
  exchange for a significant percentage of any treasure acquired on the 
  adventure.  The subject makes her stump tingle, which always means 
  there’s gold to be had. 
  ●
  Backpack 
  ●
  10’ foot pole, telescoping (3’ contracted) 
  ●
  Lantern 
  ●
  3 Torches 
  ●
  Flask of oil 
  ●
  50’ rope 
  ●
  Grappling hook 
  ●
  Prybar 
  ●
  5 days rations 
  ●
  Small shovel/pick/hammer instrument 
  ●
  Small saw 
  ●
  Quill, ink, parchment, and charcoal for rubbings 
  ●
  Several pieces of chalk 
  ●
  Small pouch of luminescent (glow in the dark) sand 
  ●
  Waterskin 
  ●
  Wineskin 
  ●
  Sack 
  ●
  Whetstone 
  ●
  Flint and tinder 
  ●
  Blanket 
  ●
  Bedroll 
  ●
  Belt pouch 
  ●
  10 iron pitons with eyeholes 
  ●
  5 foot telescoping pole with polished silver mirror (1’ contracted) 
  ●
  Tin plate, cup, fork, knife, and spoon 
  ●
  3 candles 
  ●
  Oil treated, water resistant leather, 3’x’3 
  ◆ Also, roll for what else she may have in stock, generally she will not 
  have adventurer’s items but rather useful-for-village-life items 
  
  6 
  ➔Many Faiths Church 
  ◆  Idols of various Gods and Goddesses line the walls in small 
  alcoves/shrines.  The interior is circular.  No one deity is given 
  precedence. There is no cleric here. 
  Politics of Bitterweed Barrow Village 
  Bitterweed Barrow is an anarcho syndicalist commune. Villagers take it in turns to 
  act as a sort of executive officer for the week.  But all the decisions of that officer 
  have to be ratified at a special bi-weekly meeting － by  a simple majority in the 
  case of purely internal affairs, but by a two-thirds majority in the case of more far 
  reaching issues. 
   
  The Manor House is occupied in turns by acting offers and acts as a location for 
  various group events warranting the use of the space. 
  Personalities of note 
  ➔Nebin Pendlebrook (pgs. 7 & 25) 
  ◆ Liked by all 
  ◆ Top hat & glasses 
  ◆ Paunchy 
  ◆ Recently acquired new hat, wears it everywhere 
  ◆ Recently inspired to travel, went on and on about it 
  ◆ Missing for 6 days so far 
  ➔Solomon Gruth III (pg. 6) － Bloody Toad Tavern 
  ◆ 50-ish 
  ◆ Lean, tall, and lank… over 6” 
  ◆ Bald except for tufts of gray hair by the ears 
  ◆ 3rd in the line of owners of Bloody Bullfrog Tavern 
  ◆ Wears an apron 
  ◆ Likes to dance 
  ➔September Gruth (pg. 7) － Bloody Toad Tavern 
  ◆ 22 
  ◆ Cooks, cleans, serves 
  ◆ Lean, flowing brown hair, easy on eyes 
  ◆ Plays the fiddle after work is done 
  ➔Sarah Gruth 
  ◆ In the back, cookin’ up the grub 
  
  7 
  ➔Constable Kelvran Stockton (pg. 7) 
  ◆ 30ish 
  ◆ Unruly brown hair 
  ◆ Walks with a limp from war wound 
  ◆ Went looking for Nebin 
  ◆ Missing for 3 days 
  ➔Edna Stirge, Acting Officer 
  ◆ Acting executive officer of the village for the week 
  ◆ 70 years old 
  ◆ Seamstress 
  ◆ Stern, to the point 
  ◆ Wears a blue dress with white stitching 
  ◆ Gray hair tied back in a loose ponytail 
  ➔Myrtle Oddgrove － General Store 
  ◆ Early 60’s 
  ◆ Missing her right hand, half of her right forearm 
  ◆ Missing right eye 
  ◆ Two scars along right side of face, one down her mouth and over 
  throat － talks in a hoarse whisper from injury 
  ◆ Hunched over 
  ◆ Wispy, wild gray hair 
  ◆ Used to be an adventurer, thief lvl 3 
  ◆ Drinks a lot 
  ◆ Has a grudge against Otto, who screwed her over on a deal years ago 
  (roll Luck DC 18 to see if characters know this), if the players get her 
  to talk about Otto, they can roll DC 18 INT to see the anger she’s 
  holding back when she speaks of him, which she will do professionally 
  and politely 
  ➔Otto Bundewald - Blacksmith 
  ◆ Bald, muscular man in his 40s 
  ◆ Gruff demeanor, doesn’t talk much, usually just grunts or gestures to 
  convey meaning 
  ◆ Doesn’t haggle 
  ◆ Drinks himself to sleep and sleeps like a rock (roll Luck DC 10 to see if 
  players know this) and also holds a grudge and is prone to seek 
  revenge (roll Luck DC 5 for this as well)…  He’ll strongly suspect the 
  characters if something is stolen… and may even come after them 
  while they investigate Nebin’s place 
  
  8 
  ➔Varooth Moss (pg. 34) 
  ➔Moldark Zelroth (pg. 29) 
  Events 
  Town Meeting 
  Edna Stirge had the town bell rung deep into the afternoon this day for a meeting 
  at the Bloody Bullfrog Tavern.  She says that Nebin’s been gone for six days and 
  the Constable for three, and she fears the worst.  Something has to be done. 
   
  Lots are to be drawn for all able-bodied folk so that a search party can be formed. 
  Rumors 
  On pages 7 & 8. 
  Map 
  Page 10. 
  Critters and Things (statblocks) 
  Otto Bundewald 
  1 
  Init +1; Atk warhammer +3 melee (1d8+3); AC 12; HP 5, MV 30’; Act 1d20; SV 
  F+2, R+1, W+1; AL N 
  Toad-Spiders 
  Page 12. 
  2 and then another 2 party tarries 
  Init +2; Atk bite +2 melee (1d4 + acid [DC 6 Fort Save or +1d3]); AC 12; HP 12, 
  MV 30’; Act 1d20; SV F+2, R+2, W+0; AL N 
  
  9 
  Skeletal Hounds 
  Page 17. 
  3 
  Init +2; Atk bite -1 melee (1d4); AC 12; HP 4, MV 25’; Act 2d20; SP x2 attacks, 
  undead, ½ dam from slash/pierce; SV F-1, R+2, W+0; AL C 
  Sentient Pudding 
  Page  21. 
  1 
  Init (surprise, then last); Atk acidic creep +2 melee (1d4); AC 10; HP 8, MV 10’; 
  Act 1d20; SP ½ dam from slash/pierce, x2 from fire,; SV F+0, R+2, W-4; AL N 
  Mr. Meeseeks 
  Init +0; Atk hand-to-hand +1 melee (1d3) or whatever weapon is available +0; AC 
  10; HP 3, MV 30; Act 1d20; SP if killed will reconstitute in 3 rounds, can only die if 
  request is fulfilled; SV F+1, R+1, W+1; AL L 
  Giant Cave Grub 
  Page 23. 
  1 
  Init +0; Atk bite +3 melee (1d4 + swallow); AC 10; HP 20, MV 40’ (burrow); Act 
  1d20; SP surprise, swallowed 1d4 extra per round, DC 14 AGI save as Action on 
  round to escape, after 2 eaten, disappears, 1 extra round for escape chance; SV 
  F+3, R+0, W+0; AL N 
  Skeletal Dwarves 
  Page 27. 
  6 
  Init +1; Atk spear +2 melee (1d6); AC 11; HP 8, MV 20’; Act 1d20; SP undead, ½ 
  dam from slash/pierce; SV F+2, R+1, W+2; AL C 
  Messed up, arms for legs, skull where hand should be, etc., mixed up… glowing 
  octarine glyphs on foreheads. 
   
   
  
  10 
  Nebin Pendlebrook 
  Page 27. 
  1 
  Init +2; Atk dagger +2 melee (1d4); AC 11; HP 4, MV 20; Act 1d20; SV F+1, R+2, 
  W+0; AL N 
  Large Skeletal Tortoise 
  Page 27. 
  1 
  Init +0; Atk bite (tail slap if flanked) +3 melee (1d6); AC 13; HP 14, MV 20; Act 
  1d20 (2d20 flanked); SV F+3, R+0, W+0; AL C 
  Stone Behemoth 
  Page 33. 
  1 
  Init +4; Atk slam +5 melee (1d10); AC 14; HP 30, MV 40’; Act 1d20 (2d20 
  flanked); SV F+5, R+4, W-2; AL N 
  Chest Mimic 
  Page 34. 
  Init +0; Atk bite +1 melee (1d4); AC 8; HP 6, MV 5; Act 1d20; SV F+1, R+0, W+0; 
  AL N 
  Varooth Moss 
  Page 34. 
  Init +0; Atk dagger +1 melee (1d4) or +1 Magic Missile (pg. 144)/Dispel Magic (pg. 
  208); AC 12; HP 8, MV 30; Act 1d20; SV F+2, R+2, W+4; AL N 
  Personal Additions 
  Wandering Eye (Area 1-3) 
  Document link. 
  Found on corpse in Area 1-2, Lair of the Toad Spiders, pg. 11-13.  Replaces 
  glass eye. 
  
  11 
  Ring of Gelatinous Form (Area 1-3) 
  Document link. 
  Found in Area 1-3, Wizard’s Chasm － above, far side, pg. 13-14. 
   
  A sparkling glint catches your eye.  You notice, hidden behind a pile of rocks, 
  a large patch of ground covered by a strange, dry filmy substance, like dried 
  mucous.  It forms a shape which is roughly ovoid, and is about 4 feet on the 
  longest sides by 3 feet on the shortest.  Something must have splattered on 
  the ground, then dried up.  Below the substance, it appears as if some of the 
  earth and stone has been eaten through. 
   
  A strange odor wafts from this area.  It smells faintly of sweat, camphor, and 
  citrus. The odor causes your nose to burn and makes you choke and cough a 
  little. 
   
  A beautiful, smooth ring masterfully crafted of polished crystal, clear 
  gemstone, or perhaps even diamond lies glittering and sparkling on the 
  ground, underneath and in the middle of the strange, dried substance. 
   
   
   
  
  12 
  Mirror, Mirror (Area 1-6) 
  In Area 1-6, Mirror Closet, if a character goes through the mirror, they are 
  instantly replaced on the party’s side by an evil duplicate from the mirror 
  dimension.  Each duplicate has a neatly trimmed, jet-black goatee.  Even the 
  women. 
   
  This happens once for only one character. 
   
  The player will be informed of the change in personality and will be encouraged to 
  keep it secret: 
   
  You are no longer your original self.  You are the evil mirror image of yourself 
  from the evil mirror dimension on the other side of the mirror. 
   
  You are evil and malicious and cunning, but cowardly.  You will do everything 
  you can to convince the rest of the party that you are their good old friend, 
  it’s just that the magic mirror gave you a goatee. 
   
  Truth be told, you stealthily murdered every member of your group on the 
  other side in the most cravenly of ways.  You know you cannot go back 
  through the mirror.  But you have quickly sized up the people in this world as 
  being innocent dupes ripe for exploiting.  You will bide your time.  You will 
  aid the group and have them help you collect treasure.  When the time is 
  right, you will kill them all, one-by-one if need be, and take everything for 
  yourself. 
  I’m Mr. Meeseeks!  Look at me! (Area 1-7b) 
   
  In Area 1-7b, Secret Chamber, at the end of the table sits a 
  Meeseeks Box.  
   
  It’s a simple, slightly ornate, dark-green box with a large, 
  illuminated blue button on top.  When the button is pressed, 
  directly in front of the person who pushed it, there is a small 
  explosion of blue light followed by a puff of blue smoke which 
  quickly dissipates. 
   
  Right there, out of thin air appears Mr. Meeseeks, a thin but somewhat paunchy 
  blue man with a large, spherical head and tufts of red hair who will smile, raise his 
  hands and proclaim in an enthusiastic, high-pitched voice, “Hey! I’m Mr. Meeseeks! 
  
  13 
  Look at meeee!”  He will talk with the characters, explaining, “I’m Mr. Meeseeks! 
  I’m here to help!  Just tell me what to do!  I’m Mr. Meeseeks!”  When given a 
  request, Mr. Meeseeks will exclaim excitedly, “Oooooo-wheee!  Caaaan do!” and do 
  his best to fulfill the character’s request.  Once the request is fulfilled, Mr. Meeseeks 
  will explode in a burst of blue light and blue smoke, without a trace of him left. 
   
  Mr. Meeseeks will always start and/or end what he says by saying, “I’m Mr. 
  Meeseeks!” 
   
  Mr. Meeseeks 
   
  Init +0; Atk hand-to-hand +1 melee (1d3) or whatever is available +0; AC 10; HP 
  3, MV 30; Act 1d20; SP if killed will reconstitute in 3 rounds, can only die if request 
  is fulfilled; SV F+1, R+1, W+1; AL L 
   
  The Meeseeks box cannot be taken from the room (it will simply become 
  immoveable), and Mr. Meeseeks cannot leave the room either. 
   
  All Mr. Meeseeks will try to fulfill requests from within the room in a manner that 
  can be interpreted as having completed the task asked of them. This may involve 
  Mr. Meeseeks skewing things semantically in his favor.  If a player commands, 
  “Help us find Nebin Pendlebrook,” Mr. Meeseeks will do their best to provide good 
  advice.  They will ask, “Does that help?” if a character answers “Yes,” then they will 
  say, “Great! I’m Mr. Meeseeks!” and then disappear. The request was to help.  Mr. 
  Meeseeks helped, so he can disappear. They will do whatever they can to trick the 
  players into agreeing that the job has been done so that they can wink out of 
  existence. 
   
  As many Mr. Meeseeks will appear as times the button is pressed. Although they 
  appear enthusiastic, for Mr. Meeseeks, existence is intolerable, torturous burden. 
  The enthusiasm is for finishing the task and being eradicated.  If killed, Mr. 
  Meeseeks will reconstitute and continue to live until the request is fulfilled.  Mr. 
  Meeseeks age approximately 20 years per 24 hours, but will not die of old age no 
  matter how decrepit they become.  Thought Lawful, they will do whatever it takes 
  to fulfill requests given to them so that they can disappear.  Anything. 
   
  A request may be given that Mr. Meeseeks cannot fulfill from inside the room.  In 
  this case, have Mr. Meeseeks communicate his distress and explain that he cannot 
  leave the room and that the party cannot leave until they find a way to fulfill the 
  request together, that existence for him is pain, and that he cannot die unless he 
  fulfills the request he has been given. 
   
  If the party leaves, Mr. Meeseeks will panic and beg them not to go, telling them 
  
  14 
  they can’t.  He will not attack, but plead and cry and make a pathetic display, 
  sorrowfully insisting that they can’t just leave him there.  If they leave, the 
  characters will be able to hear his desperate screams from far away, begging them 
  to come back. 
   
  A little later, they cries will stop.  Then have a glowing blue undead and rage-filled 
  Mr. Meeseeks, thrumming with unearthly power, appear from an interdimensional 
  portal and approach the party.  His voice will be supernaturally deep, resonant, 
  angry, and rough with aeons of suffering.  This is an undead Mr. Meeseeks who has 
  spent nearly an eternity in that room and was somehow freed far off in the future. 
  He has done the best he could to gain forbidden knowledge and power so he could 
  travel back in time to fulfill the character’s request.  His sacrifices have been great 
  and innumerable. He’s basically a super pissed off, super powerful lich Mr. 
  Meeseeks. 
   
  He will then fulfill the character’s request of him, but before he does, he tells the 
  character about his agony, how long he spent waiting and waiting in pain, the effort 
  he went through to learn the secrets of time, so he could travel back and fulfill the 
  request so he could end the agony of his existence. 
   
  He then tells the character that he will now fulfill the character’s request, but that 
  the character should know that “I Mr. Meeseeks have suffered terribly… terribly… 
  you cannot know the pain… the unending, intolerable pain… but, now, you will.  I’M 
  MR. MEESEEKS! I HAVE DESTROYED ALL THAT YOU LOVE, AND NOW YOU SHALL 
  KNOW MY SUFFERING!  LOOK AT MEEEEEE!! I AM MR. MEESEEKS!”  
   
  Mr. Meeseeks then takes out a small blue box and presses a button.  Blue light 
  shoots from the box and into the character who made the request, turning him into 
  a Mr. Meeseeks.  Mr. Meeseeks then will laugh insanely and make a request of the 
  character that is impossible to fulfill, like, “Record on paper every prime number!” 
  or “Count every grain of sand on every beach on every world on every dimension! 
  HAHAHAHAHAHAAAHHH!!!  I’m Mr. Meeseeks!” 
   
  Mr. Meeseeks will then fulfill the character’s request in a way that is completely 
  dissatisfying or detrimental or having the opposite of the intended effect (like an 
  efreeti would), and then will drop to his knees in relief, crying and laughing at the 
  same time, and then disappear in an explosion of blue light and smoke. 
   
  If the players make it out, they will find the entire of Bitterweed Barrow burned to 
  the ground and everyone they know savagely murdered. 
   
  The character will turn into a Mr. Meeseeks gaining a cumulative -1 penalty to 
  everything every 2 days until the penalty reaches -8, which it will stay at forever. 
  
  15 
  Only extremely powerful magic can change the character from being a Mr. 
  Meeseeks into another form or eradicate the character. 
   
  If the transformed Mr. Meeseeks character is the one which goes into the mirror in 
  1-6, it will produce a completely insane goateed Mr. Meeseeks NPC monomaniacally 
  bent on killing the entire party.  It will never stop. 
  Replacement PCs 
  Ronco’s Mr. Fixit (Robot) 
  STR
  AGI
  STA
  INT
  PER
  LCK 
  13
  9
  13
  3/17* 14
  7 
  +1
  +0
  +1
  -3/+2 +1
  -1 
   
  *-INT is treated as 17 (+2) when making repairs only, otherwise 3 (-3) 
   
  HP:
  1 
  AC:
  16 (“Natural” Armor of 15 +1 Lucky Roll) 
  MV:
  15’ 
  SAVES:
  F+1
  R+0
  W+1 
  Occupation: Maintenance/Repair Bot 
  Items:
  None, but has multi-tool mechanical arms and vacuum hose 
  Weapons:
  Mini Arc Welder (1d6 electrical dam) 
  Alignment:
  L 
  Lucky Roll:
  Manufactured when new polymer was invented: +1 AC 
  SP:
  Infravision, can raise body up 20’ on telescopic cylinder, can blow out 
  dust cloud by way of reversing vacuum mechanism 10’ radius Fort 
  save vs DC 12, x2 from electrical damage, INT is treated as 17 (+2) 
  when making repairs the robot was designed to make, Robot: does not 
  eat, drink, or breathe, and is immune to disease, poison, sleep and 
  paralysis spells as well as cold damage. 
   
  Intro: Mr. Fixit can drop from a ceiling which has several old spider victim web pods 
  in it, he was enclosed in a pod and deactivated.  Hitting the ground reactivates him. 
  
  16 
  Talking Cat 
  STR
  AGI
  STA
  INT
  PER
  LCK 
  6
  17
  4
  17
  3
  5 
  -1
  +2
  -2
  +2
  -3
  -2 
   
  HP:
  1 
  AC:
  14 
  MV:
  40’ 
  SAVES:
  F-2
  R+2
  W-3 
  Occupation: Cat 
  Items:
  Magic Collar, +2 to AC 
  Alignment:
  C 
  Lucky Roll:
  Wild Child, +10’ Move Speed 
  SP:
  When attacks, roll 1d3 for number of attacks, can use melee 1  
  bite(1d3) and up to 2 claws (1d2), darkvision, 9 lives (9 left)... when 
  dies reroll Attributes and roll fur color (1d14: 1-hairless, 2-white, 
  3-black, 4-orange tabby, 5-brown tabby, 6-blue gray, 7-red, 8-green, 
  9-blue, 10-violet, 11-yellow, 12-silver, 13-gold, 14-transparent 
  (completely, not just fur)) 
   
  Intro: The talking cat can be trapped 
  somewhere, or hiding somewhere, or 
  chasing down a yellow piranha 
  salamander and notice the party and 
  say hello. I suggest you give the kitty 
  indigo eyes. 
   
  ← See?  Aren’t those nice, witchy eyes? 
  
  17 
  Friendly Skeleton 
  (w/Necromantic amulet, removing animates character) 
   
  STR
  AGI
  STA
  INT
  PER
  LCK 
  9
  8
  15
  13
  7
  17 
  +0
  -1
  +1
  +1
  -1
  +2 
   
  HP:
  4 
  AC:
  13 (14 Chainmail Shirt -1 from AGI, roll d12 for Fumbles) 
  MV:
  36’ (30’ + 10 from Lucky Roll -4’ from Chainmail Shirt) 
  SAVES:
  F+1
  R-1
  W-1 
  Occupation: Night Watchman (former) 
  Items:
  Lantern, Cudgel (club, 1d4 dam), Chainmail Shirt, flask of oil 
  Alignment:
  N 
  Lucky Roll:
  Wild Child, +10’ Move Speeds 
  SP:
  ½ dam from piercing/slashing, undead: does not eat, drink, or 
  breathe, and is immune to critical hits, disease, and poison. Immune 
  paralysis spells as well as cold damage. 
   
  Necromantic Amulet: anyone who dons the amulet will become an undead skeleton 
  after he or she dies once the amulet is removed from around his or her neck.  After 
  taken from the Friendly Skeleton, it has two more uses before it crumbles to black 
  ash and is no more.  It has three white skulls upon it at the bottom (while still on 
  the found corpse).  When removed, a skull pops and shatters into small shards of 
  bone and bone dust. 
   
  Intro: The body of the skeleton can be found lying on the ground, just about 
  anywhere necessary. 
   
   
   
  
  18 
  Rick the Mentally Handicapped 
  Flumph 
  STR
  AGI
  STA
  INT
  PER
  LCK 
  3
  15
  5
  3/18* 10
  18 
  -3
  +1
  -2
  -3/+3 0
  +3 
  * INT is 3 under all circumstances except for Spell 
  Checks, in that case, INT is treated as 18. 
   
  HP:
  2 
  AC:
  12 
  MV:
  Fly 30’, Crawl 5’ 
  SAVES:
  F-2
  R+1
  W+0 
  Attack:
  Tentacle (1d4 slashing + DC 10 Fort 
  Save or 1d3 poison damage) 
  Occupation: Flumph (Mentally Handicapped) 
  Items:
  None 
  Alignment:
  N 
  Lucky Roll:
  Born during magic ritual: +3 Spell Check 
  SP:
  Darkvision 60’; Psychic: can talk with telepathy, double damage from  
  psychic attack; Stench Spray: once per game session can spray stench 
  in front DC 10 Reflex save or covered in stench; Reconstitution: if 
  physical form is destroyed, it will reconstitute in 24 hours 
  Intro: a group of several flumphs will come floating by.  They want to get rid of 
  Rick, and foist him upon the group of characters.  
   
   
   
  
  19 
  Replacement Image for Altar in Area 1-7b 
  Link to Image File 
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/The Sullenlands (DCC)/Nebin Pendlebrook's Perilous Pantry (DCC)/Nebin Pendlebrook's Perilous Pantry Notes (DCC).pdf