TEXT: 1 
   
  Dungeon Crawl Classics Compatible Adventure for a Party of 6 to 10 Level 1 Characters 
   
   
  Written by Mark Tasaka, 2016 (www.oldshooladventures.org) 
   
   
   
   
  Dungeon Crawl Classics is a trademark of Goodman Games 
  
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  3 
   
   
   
   
   
   
   
   
   
   
  
  4 
   
  Table of Contents 
   
  Introduction 
  4 
   
   
  Journey to the Gong Farmer’s Lair 
  7 
   
   
  The Gong Farmer’s Lair 
  9 
   
   
  Greyvhars 
  9 
   
   
  Fung-guys 
  10 
   
   
  The Gong Farmer’s House 
  10 
   
   
  Woodshed 
  13 
   
   
  Outhouse 
  13 
   
   
  Underground Lair 
  13 
   
   
  Conclusion 
  20 
   
   
  Appendix: Gregor Hornjur Statistics   
  22 
  ] 
  
  5 
   
  The Gong Farmer’s Revenge 
  Written by Mark Tasaka, 2016 
   
  Tears ran down Ruen’s cheeks as she entered the 
  kitchen, where her father, Roth, was preparing 
  their morning meal. 
  “Father,” Ruen cried, “something has happened to 
  Oscar.” 
  Roth placed his hand against his daughter’s cheek, 
  and gently wiped away the tears from her eyes. 
  “There, there little one,” Roth said in a gentle voice, 
  “tell your father what happened.”  
  “When I went to use the outhouse this morning, I 
  did not hear Oscar. I thought nothings of it, as often 
  Oscar is asleep when I arrive in the morning.  
  However, after I finished my morning ‘routine’, I 
  looked down to the bottom of the outhouse to see 
  how Oscar was doing.  Then, I saw it… Oscar’s 
  dead body,” Ruen sobbed, as more tears ran down 
  her face. 
  “There was this… note nearby,” Ruen said as she 
  handed her father the note. 
  Written on the note were the words: “Courtesy of 
  the Gong Farmer.” 
  That morning, others in the village of Greenleaf 
  found similar notes in their outhouses and 
  discovered the dead bodies of Oscar’s offspring. 
   
  Introduction 
  The Gong Farmer’s Revenge is a Dungeon Crawl 
  Classics Compatible Adventure designed for a Party 
  of 6 to 10 Level 1 Characters.  “The Gong Farmer’s 
  Revenge” follows the events of “Kobolds Stole My 
  Cat”. While it is not necessary for the players to have 
  played “Kobolds Stole My Cat”, “The Gong Farmer’s 
  Revenge” will reacquaint the players with the village 
  of Greenleaf and several of the NPCs from “Kobolds 
  Stole My Cat”. 
  It should be noted that throughout this Adventure 
  there are blocks of text in italics.  These parts are 
  intended to be read out loud to the players. 
   
  Adventure Background 
  This adventure starts out in the village of Greenleaf, 
  which is a small village made up of around a hundred 
  residents.  Greenleaf is part of a collection of similar 
  sized villages.  Most villagers are born, marry, grow 
  old and die in their home village, and travel outside 
  the villages are rare.   
  Skilled warriors and professional soldiers are rare in 
  this part of the world.  While militias of pitchfork 
  wielding peasants have been raised in times of need, 
  most villagers have never handled a sword or spear 
  before. 
  One of the few professional soldiers in the area is 
  Gregor Hornjur, the local Constable for the 
  collection of villages.  Gregor knows that he alone 
  could not bring the Gong Farmer to justice; 
  therefore he seeks the aid of the characters to 
  accomplish this. 
  The characters will start this adventure out in the 
  village of Greenleaf at the Happy Halfling Tavern, 
  where Gregor will request their aid. 
  
  6 
   
  The Happy Halfling Tavern 
  The Happy Halfling Tavern was originally a barn that 
  was converted into a tavern years ago.  It is the only 
  tavern in Greenleaf, and is owned by Roth, a 
  fearsome looking bear of a man, with a kind and 
  gentle personality. It is rumoured that Roth is part 
  ogre, which accounts for his large size and physical 
  appearance. Working alongside Roth is his daughter 
  Ruen, who is the spitting image of her father. 
  There is an atmosphere of sadness among the 
  patrons of the tavern, as the villagers are mourning 
  the deaths of Oscar and her offspring.  Ruen is 
  deeply affected by the loss of her friend, and will 
  break into tears if the characters ask her about 
  Oscar. 
  Oscar 
  What exactly Oscar is nobody knows.  Oscar was a 
  strange creature that appeared at the bottom of the 
  tavern’s outhouse a couple of years ago.  Oscar’s 
  arrival was a blessing for Roth, as he no longer 
  needed to depend on the services of the local gong 
  farmer, Travyer Lugndor, for servicing his outhouse. 
  ‘Oscar’ is the name Ruen gave the creature, and over 
  the years the two became close.  Everyone assumed 
  Oscar was a male, until one day Oscar gave birth to 
  several ‘babies’, who migrated to the other 
  outhouses in the village. 
  The villagers were happy with the arrival of Oscar’s 
  ‘babies’ as they no longer needed to rely on Travyer 
  for servicing their outhouses.  Travyer, however, 
  found himself out of a job.  Desperate to establish a 
  new career, Travyer spent much of his time at the 
  ‘Happy Halfling Tavern’ hoping to join a party of 
  adventures who happened to stop by the tavern 
  (taverns are, after all, the best places to find 
  travelling parties of adventurers). 
  Travyer Lugndor 
  If the players have played “Kobolds Stole My Cat” 
  and Travyer Lugdor had joined their party and 
  survived this adventure, he will have some 
  information about the Gong Farmer.  Later on in this 
  adventure, Travyer will have valuable insight 
  concerning the Gong Farmer’s lair. 
  If the characters have never encountered Travyer 
  before, then it will be revealed that Travyer himself 
  is the Gong Farmer, who poisoned Oscar and her 
  offspring as retaliation for losing his ability to collect 
  the night soil from Greenleaf. 
  Gregor Hornjur 
  Through his investigation, Gregor has determined 
  that Oscar and her offspring were poisoned during 
  the night by the Gong Farmer. Gregor has some 
  basic knowledge of the Gong Farmer, and knows 
  where his lair is.  The Gong Farmer’s lair is a two day 
  journey by foot through hills and woodlands. 
  If the characters have encountered Gregor before in 
  “Kobolds Stole My Cat”, they may have developed a 
  relationship with Gregor.  How Gregor makes his 
  request to the characters will depend on his past 
  relationship with the characters. 
  Gregor lacks the means of rewarding the characters 
  with wealth for their services.  The most he could 
  offer the characters are some favours down the 
  road if they should happen to get in trouble with the 
  law (Gregor is the sole law enforcement officer for 
  the villages, and has much discretion when it comes 
  to enforcing the law). 
  It will be up to the characters to decide whether 
  they will join Gregor on this journey or not.  If the 
  characters decide to accompany Gregor, his 
  statistics are found in the Appendix (Gregor is a 
  Level 2 Warrior). 
  
  7 
   
   
  Journey to the Gong Farmer’s Lair 
  The journey to the Gong Farmer’s lair is a two day 
  journey through hills and woodlands.  It is a journey 
  filled with danger.  As a result of this, five possible 
  encounters have been created, which could be used 
  for the journey to the Gong Farmer’s lair, or the 
  return journey back to Greenleaf.  As a Judge, it will 
  be up to you to decide which encounters to use. 
  Encounter 1: The Dead Mule 
  You have come across a corpse of a mule, which 
  has been dead for some time.  The mule’s hide has 
  been ripped apart, revealing bare bones.  Large 
  claw and bite marks cover the bones and hide; a 
  number of the mule’s bones are broken in several 
  places.  The tattered remains of saddle bags are 
  found nearby. 
  The mule and its owner were killed by a vicious 
  beast several months ago.  If the characters search 
  the area, they will find the remains of the owner a 
  short distance away. 
  If the character search through the saddle bags and 
  the owner’s possession they will find the following 
  items: 
   A rusted hatchet (as hand axe) 
   Flint and Steel 
   A waterproof sack 
   8 torches 
   50’ of hemp rope 
   An empty and worn wineskin 
   A rusted hammer and 14 iron spikes 
   A short bow 
   A quiver containing 7 arrows 
   A coin pouch containing 9 silver and 13 
  copper pieces (on the owner) 
   A simple silver wedding ring with the words 
  “To Horas Lurmoon, my beloved” engraved 
  on the ring (on the owner)  
  Encounter 2: The Ravens 
  You hear the loud cawing of a group of ravens as 
  they approach from the sky.  The ravens land on the 
  branches of a large tree nearby.  Their cawing 
  becomes louder and louder.  It appears that the 
  ravens are trying to get your attention. 
  The ravens are trying to get the characters’ 
  attention, as one of their number is caught in the 
  web of a giant spider a short distance away.  If the 
  characters pay close attention to the ravens, they 
  will notice that they ravens are trying to get the 
  characters to follow them.  If any of the characters 
  attack or display hostile actions towards the ravens, 
  the ravens will fly away. 
  If the characters choose to follow the ravens, they 
  will lead them to a small group of trees where a 
  raven is caught in a giant spider’s web.  Releasing the 
  trapped raven will be an easy task for the characters.  
  However, a short time after the trapped raven is set 
  free, a giant spider will emerge from the branches of 
  one of the trees and attack the characters. 
  When the giant spider attacks, the ravens will start 
  to caw, and will try to distract the giant spider (the 
  ravens will fly nearby the spider, attempting to draw 
  its attention away from the characters).  The giant 
  spider is only interested in attacking the characters.  
  However, the ravens’ actions will still have an effect 
  on the giant spider, reducing its attack rolls by -1d 
  (resulting in 1d16 attack rolls). 
  Giant Spider: Init +4; Atk bite +3 melee (1d6 
  + poison*); AC 14; HP 15;  HD 3d8; MV 30’; 
  Act 1d16 (1d20); SV Fort +2, Ref +2, Will 0, AL 
  N. 
  
  8 
   
  *If a character is bitten by the giant spider, 
  they must make a DC 10 Fortitude Saving 
  Throw.  A failed saving throw will result in 
  the character’s death. 
  When the characters slay the giant spider, the 
  ravens will gather on the tree branches nearby.  One 
  of the ravens will fly towards the characters carrying 
  a slender golden ring in its break.  The raven will 
  place the golden ring in front of the characters as a 
  token of gratitude for rescuing their kin. 
  The ring is a slender golden ring of elven design.  The 
  ring itself is magical, and will grant the wearer a +1 
  bonus to their Reflex, Fortitude and Will Saving 
  Throws. 
  Encounter 3: The Pygmies 
   
  A group of cannibal pygmies are hiding in the bushes 
  nearby preparing to launch a surprise attack on the 
  party.  The pygmies assume the characters are a 
  group of lost peasants, and are eager to capture 
  their next meal. 
  The first round of combat will be a surprise round, 
  where the pygmies will attack with their blowguns. 
  Pygmies (6): Init +1; Atk half-spear +0 melee 
  (1d6); or blowgun +2 missile attack 
  (1d3/1d5*); AC 11; HP 2 (x2), 3 (x2), 4, 5 (HD 
  1d4+1);   MV 20’; Act 1d20; SV Fort +0, Ref 
  +2, Will +0; AL N. 
  *the blowgun darts are poisonous, and the 
  characters must succeed a DC 15 Fortitude 
  Saving Throw, or fall unconscious for the 
  next 1d4 hours.   
  The only items of value that the pygmies have are 
  their blowguns, half-spears and poisoned darts 
  (there are 10 poison darts per pygmy).   
  If a character uses the pygmy’s blowgun and rolls a 
  fumble, the character has swallowed the poisoned 
  dart by mistake.  When this happens, the character 
  takes 1d4 points of damage as the dart ruptures the 
  lining of their stomach and intestines. As well, the 
  character must succeed a D15 Fortitude Save or fall 
  unconscious for the next 1d4 hours. 
  Encounter 4: The Cave 
  You have been travelling for most of the day.  The 
  sun will set in the next few hours, and rain clouds 
  appear to be taking shape in the sky.  It is a good 
  time to start looking for some shelter for the night.   
  Nearby, you spot the entrance to a cave. 
  The cave has a diameter of 20’, and will be large 
  enough to provide the characters with a place to 
  sleep for the night.  There is a secret passageway on 
  the far wall of the cave, which requires a DC 15 
  Search Check to discover.  Once discovered, the 
  passageway is easy to access.  The passageway is 50’ 
  long, and leads to a small chamber.  When the 
  characters enter the chamber read the following: 
  You have entered a small chamber.  There are eight 
  clay human-sized statues in the chamber, each 
  depicting a warrior dressed in an ancient style of 
  armour.  The statues are very old; several parts of 
  the statues are cracked.  While the statues appear to 
  represent humans a first glance, you realise the 
  statues have a number of elven features; yet, these 
  are not elves, nor are they men; rather, they blend 
  both these races together as one. 
  
  9 
   
  On the ground are three chests covered in a thick 
  layer of dust.  Carved on the surfaces of each chest 
  are symbols and ruins in an unfamiliar language. 
  If the characters have played “Kobolds Stole My Cat” 
  and explored “Area 19: Clay Statues”, they will 
  recognize these statues.  The statues belong to an 
  ancient civilization that once dwelt in these lands.  
  This civilization has long since vanished from the 
  pages of history. 
  The chests are unlocked, and inside each chest is a 
  suit of ancient scale armour.  The amour is of the 
  same design as worn by each of the statues.  
  Included with the armour is a helmet.  
  Encounter 5: The Statue 
  You have entered a small clearing; a short distance 
  away you see a stone statue.  The statue depicts a 
  slender robed and hooded figure that stands 
  between 6 to 7 feet in height.  The vines of a 
  beautiful purple flower covers much of the statue, 
  with the greatest concentration of the vines forming 
  around the statue’s base.  
  If the character search the statue, they will discover 
  at the base of the statue, covered by layers of vines 
  are the skeletal remains of 3 human-like creatures.  
  If the characters remove the vines to investigate the 
  skeletons, the skeletons will animate.  When this 
  occurs, read the following: 
  As you are removing the vines covering the skeletal 
  remains, the remains begin to rise from the ground.  
  Within a heartbeat, you see three skeletons standing 
  in front of you.  Their hollow eye sockets glow 
  bright red; the skeletons raise rusted blades and 
  attack. 
  Skeletons (3): See DCC rulebook pages 426 – 
  427. HP 5, 6 (x2); rusted short sword +0 
  melee (1d6). 
  Trait: Carriers of Grave Rot (d% 66-70, see 
  DCC rulebook page 427 for more details).  
  The blades the skeletons carry are too rusted and 
  damaged for the characters to use.  There is nothing 
  of value for the characters to find here.  
  The Gong Farmer’s Lair 
  After two days of travelling through hills and 
  woodlands you arrive at a small clearing in the 
  woods. 
  “There it is,” Gregor says as he points to a house 
  inside the clearing, “We have arrived at the Gong 
  Farmer’s Lair.” 
  You were expecting much more than the simple 
  building that Gregor is pointing to.  The building 
  itself is a single storey house that is showing signs 
  of age and neglect.  The wood shingles on the roof 
  are covered in moss; vines of weeds grow up the 
  walls of the house and tattered old curtains cover 
  the windows. 
  Nearby the house is a weatherworn woodshed and 
  an old outhouse. 
  The Gong Farmer’s actual lair is located beneath the 
  earth, in a series of caverns and tunnels.  Inside 
  these caverns, the Gong Farmer grows a race of 
  semi-intelligent mushroom-men, known as Fung-
  guys, which he sells to a subterranean race of dwarf-
  like creatures known as Greyvhars. 
  Human and demi-human night soil are the key 
  ingredients for creating Fung-guys; this is why the 
  Gong Farmer murdered Oscar and her kin. 
  Greyvhars 
  Greyvhar: Init +0; Atk  mace +1 melee (1d6) or short 
  bow +0 missile attack (1d6); AC 14 (scale armour); 
  HD 1d8+2; MV 20’; Act 1d20; SV Fort +2, Ref 0, Will 
  0, AL L. 
  
  10 
   
  Description: A fully grown Greyvhars stands around 
  4’ tall and weighs between 140 to 160 lbs.  Like 
  dwarves, Greyvhars have stocky builds, and could 
  see with infravision in total darkness (infravision up 
  to 120’).  Greyvhars have skin tones that range in 
  colour from a light grey to a green-grey.  Most 
  Greyvhars have receding hairlines, and grow thin 
  white beards that rarely grow past their chests.  
  Greyvhars tend to have disproportionately large 
  eyes, and pointed noises, with long strands of white 
  hair growing from their nostrils. 
  The Greyvhars use fung-guys as slaves, expendable 
  shock troopers and labourers.  They trade in coin 
  and gems; therefore, if a character searches the 
  body of a slain Greyvhars they will find 2d8 silver 
  and 2d6 gold coins.  There is a 25 percent chance 
  that the Greyvhars will have 1d3 gemstones (worth 
  25 gold pieces each) as well as the coins. 
  Greyvhars speak their own language, which is 
  similar to the goblin tongue.  A character who 
  speaks goblin will be able to understand some words 
  and expressions from the Greyvhars language.  
  None of the Greyvhars found in this adventure are 
  able to speak the Common tongue (the Gong Farmer 
  has learnt the Greyvhars language). The Greyvhars 
  found in this adventure are mercenaries in the Gong 
  Farmer’s service. 
  Fung-guy 
  Fung-guy: Init +0; Atk  bite +0 melee (1d4); AC 11; 
  HD 1d4; MV 20’; Act 1d20; SP Exploding Spores*; SV 
  Fort -1, Ref 0, Will -1, AL N. 
  Description: A mature Fung-guy stands between 4’ 
  to 5’ tall; fung-guys have long slender bodies, with 
  large oversized mushroom top heads.  They have 
  long gangly arms and legs, and mouths filled with 
  sharp teeth.  When a fung-guy stands perfectly still 
  it is indistinguishable from a large mushroom. 
  *Exploding Spores: when a fung-guy is reduced to 0 
  hit points, they explode into a cloud of spores.  If any 
  of the characters are within 5’ of a fung-guy when it 
  explodes, the character must make a DC 12 
  Fortitude Saving Throw.  If the character fails their 
  saving throw they will start to cough violently; their 
  attack rolls will be reduced by -1d and their armour 
  class will be reduced by -2 for the duration of 
  combat.  The effects of the spores are cumulative.  
  For example, if two fung-guys explode within 5’ of a 
  character, and the character fails both of their 
  saving throws, they will suffer a -2d penalty to their 
  attack rolls and their armour class will be reduced by 
  4. 
  The spores have a short term effect; within a couple 
  of minutes after combat is over, the characters 
  effected by the spores will stop coughing and their 
  attack rolls and armour class will return to normal. 
  Gong Farmer’s House 
   
  The Gong Farmer’s house is a simple wood building 
  showing signs of age and neglect.  However, the 
  house itself is merely an entrance to the Gong 
  Farmer’s true lair - the tunnels and caverns beneath 
  the earth. 
  
  11 
   
  Features: the interior of the house is plain; the walls 
  are unpainted, and the floors are uncarpeted.  The 
  curtains covering the windows are moth eaten old 
  sheets.   The doors inside the house are unlocked. 
  If Travyer Lugdor is with the party, he will have some 
  information to share with the party concerning the 
  entrances to the underground lair (found in the 
  pantry and the woodshed); he will also know that 
  the front door of the house is trapped (Travyer will 
  tell the party to enter the house through the 
  backdoor). 
  While Travyer has visited the Gong Farmer’s house 
  in the past, he has never entered the underground 
  lair.  Therefore, Travyer has no knowledge of what 
  the underground lair and caverns looks like; nor 
  does he know exactly what the Gong Farmer does 
  under the earth (Travyer does know about the 
  existence of the underground lair). 
  h1: Front Door and Hallway  
   
  The front door is unlocked and trapped. When the 
  front door is opened a series of arrows will fire in the 
  direction of the doorway.  A total of 6 arrows will 
  fire; for every arrow fired the target must make a DC 
  10 Reflex Saving Throw.  For every failed saving 
  throw the victim will take 1d6 points of damage. 
  Once the trap has been triggered it needs to be 
  reset; therefore, the trap cannot fire again until the 
  arrows are reloaded. 
  h2: Guest Bedroom 
   
  The room is empty with the exception of a simple 
  wooden bed, covered by an old moth eaten sheet.  A 
  thin layer of dust covers the bed. 
  There is nothing of value in this room. 
  h3: Study 
  A simple wooden desk and chair are found in this 
  room.  A thin layer of dust and some mice droppings 
  covers the surface of the desk.  
  There is nothing of value in this room. 
   
   
  
  12 
   
  h4: Master Bedroom 
   
  In one corner of the room is a bed, covered with an 
  old moth eaten and stained blanket.  At the foot of 
  the bed are a pair of worn and soiled boots.  A 
  poorly constructed dresser drawer is found nearby, 
  which, like the bed, is covered by a thin layer of 
  dust. 
  Inside the dresser drawer are the following items: 
   7 candles, and a plain brass candle holder. 
   A commoner’s outfit (pants, shirt, etc.). 
   Flint and Steel 
  If the characters search the bed, they will discover a 
  small colony of mice living inside the mattress.  The 
  mice are harmless, and will flee as soon as they are 
  discovered. 
  The boots are too old and damaged to have any 
  value for the characters. 
   
   
   
   
  h5: Kitchen 
   
  You have entered the kitchen; there is a large brick 
  fireplace and a small wooden table in this room.  On 
  the table are clay mixing bowls and cookware. 
  There are fresh footprints and wheel barrel marks 
  throughout 
  the 
  floor, 
  with 
  the 
  highest 
  concentration of these leading into the pantry. 
  If the characters try to enter the kitchen through the 
  backdoor (from the outside), they will discover that 
  the door is locked.  If Travyer is with the party, he 
  will turn over one of the rocks outside of the door.  
  Under the rock is a key that will unlock the door 
  (Travyer will keep the key with him saying that it 
  may be of use later on).  Without the key, a DC 15 
  Strength Check or a DC 8 Picklocks Check is required 
  to open the door. 
  If the characters examine the kitchen table, they will 
  discover the bowels were used to mix materials that 
  were cooked over the fireplace.  On the table they 
  will find dead mice with their stomachs bloated; the 
  mice had mistaken the mixture for food, and died as 
  a result of eating it. 
  The Gong Farmer uses the kitchen to cook the 
  components for his ‘special fertiliser’.  He then loads 
  the cooked mixture onto a wheel barrel, and 
  transports the mixture to the pantry (h6: Pantry); in 
  the pantry, the Gong Farmer uses the pulley 
  platform to transport the mixture to his lab (Area 1: 
  Lab). 
  
  13 
   
  h6: Pantry 
  The pantry has a sturdy pulley platform that will 
  allow the characters to travel to the underground 
  lair.  The pulley platform is easy to operate. 
  Against one of the walls of the pantry is a small shelf 
  containing flint and steel, a lantern and 3 flasks of 
  oil.  The characters will need a light source to see 
  underground (unless they have infravision). 
  Woodshed 
   
  Located to the Northeast of the house is the 
  woodshed.  Like the house, the woodshed is 
  showing signs of age and neglect.  The woodshed is 
  a windowless 15’ x 15’ building. 
  The door to the woodshed is unlocked; along one of 
  the inside walls is a pile of chopped wood.  Against 
  the opposite wall rests a large axe and a smaller 
  hatchet used to chop the wood. 
  There is a trapdoor inside the woodshed leading to 
  the underground storeroom (Area 5: Storeroom).  
  The trap door is locked.  If Travyer is with the party, 
  and has the kitchen door key (see h5: Kitchen), he 
  will use this key to unlock the trap door.  Otherwise, 
  a 15 Strength Check or a DC 8 Picklocks Check is 
  required to open the trapdoor. 
   
   
  Outhouse 
  Like the house, the outhouse is showing signs of 
  age and neglect; lichen and moss covers large areas 
  of the exterior walls. 
  There is nothing special about the outhouse.  The 
  bottom of the outhouse leads to Area 3 (Bottom of 
  the Outhouse).  The characters could use a rope to 
  climb down the outhouse to Area 3 if they desire. 
  Underground Lair 
   
  The characters will need a light source to see 
  underground (the Fung-guys and the Greyvhars 
  have infavision).  The ground is made up of soft 
  damp earth; it is marked by a series of footprints, 
  some belong to booted figures (Greyvhars and the 
  Gong Farmer), while others belong to lighter 
  humanoids with small bare feet (Fung-guys). 
   
   
   
   
   
   
  
  14 
   
  1: Lab 
   
  You have entered a spacious room; there are three 
  tables and a bookshelf located along the walls.  
  Resting on the tables are books, vials filled with 
  brightly coloured liquids, mixing bowls and strange 
  tools.  On one of the tables is a map of Greenleaf, 
  with circles drawn around the locations of the 
  outhouses. 
  In the centre of the room are three large barrels; 
  the tops of the barrels are open, revealing muddy 
  soil.  In the corner of the room is an empty wheel 
  barrel, with a shovel resting on top of it. 
  This is the Gong Farmer’s lab.  The vials of brightly 
  coloured liquids contain some of the components 
  used to create the fung-guys.  As well, some of the 
  vials contain the poison that killed Oscar and her kin. 
  The books contain notes writing by the Gong Farmer 
  on his research and experiments.  The Gong 
  Farmer’s notes are difficult to comprehend as his 
  writing incorporates characters from an unknown 
  language. 
  The three open barrels contain a special blend of 
  soil; within the soil are the spores that will grow into 
  fung-guys. 
  There is a secret door located on the north wall.  If 
  the characters are actively searching the wall, a DC 
  12 Search Check is required to spot the secret door 
  (once discovered, the door is easy to open).  The 
  secret door leads to a passageway connecting to the 
  storeroom (Area 5: Storeroom). 
  Gregor Hornjur will collect the map of Greenleaf 
  located on one of the tables.  This is important 
  evidence for Gregor concerning the Gong Farmer’s 
  role in the deaths of Oscar and her kin. 
  The characters will also find the following items in 
  the lab: 
   Flint and steel  
   3 brass candle holders (with candles in each 
  holder) 
   A small box containing 58 candles. 
  2: Small Mushrooms 
   
  The floor of cavern is covered with tall slender 
  mushrooms, standing a foot or so in height. 
  The mushrooms growing here are juvenile fung-
  guys; they are too early in their development to 
  walk.  Thus, at this stage they are similar to normal 
  mushrooms, with their stems rooted inside the 
  earth. 
  3: Bottom of the Outhouse 
  This area is located directly below the outhouse, and 
  collects the waste from the outhouse. 
   
  
  15 
   
  4: Fung-guys 
   
  Massive mushrooms grow throughout the cavern.  
  The mushrooms have long slender stems, and large 
  oversized tops.  Some of the mushrooms are close to 
  5 feet tall. 
  The mushrooms are fung-guys standing perfectly 
  still.  The fung-guys will wait until the characters 
  have spent some time in the cavern before 
  launching their attack. 
  Fung-guys (8): Init +0; Atk  bite +0 melee 
  (1d4); AC 11; HP 1 (x2), 2 (x3), 4 (x3); HD 1d4; 
  MV 20’; Act 1d20; SP Exploding Spores*; SV 
  Fort -1, Ref 0, Will -1, AL N. 
  *See Fung-guy monster description for 
  information on the Exploding Spores Trait. 
  5: Storeroom 
   
  The walls of the room are lined with shelves; jugs 
  of wine, bottles of pickled foods, bags of dried fruits 
  and other such preserved goods fill the shelves.  A 
  dozen or so barrels of mead and ale occupy the 
  centre of the room. 
  All of the food in this room is edible; however, the 
  wine and mead are of poor quality. The characters 
  could use the preserved food as rations.  There is 
  enough food here for several weeks’ worth of 
  rations. 
  Other features not mentioned in the description are 
  a ladder connecting to the trapdoor on the ceiling 
  (which leads to the Woodshed above) and a door.  If 
  the characters enter the storeroom through the 
  door, they will discovered that the door is locked 
  (the door is unlocked from inside the storeroom). 
  The key from the kitchen (h5: Kitchen) will unlock 
  the door.  Without the key, a DC 15 Strength check 
  or a DC 8 Picklock check is required to open the 
  door.   
  As well, there are two secret doors in this room; one 
  is located on the east wall and the other is on the 
  west wall.  Both secret doors require the characters 
  to be actively searching the walls and succeeding in 
  a DC 12 Search Check.  Once discovered, the secret 
  doors are easy to open.  The secret door on the east 
  wall leads to the Treasure room (Area 6), while the 
  door on the west wall leads to a passageway that 
  leads to the Lab (Area 1). 
  6: Treasure Room 
  This room is empty except for a simple wooden 
  chest. 
  This is the treasure room where the Gong Farmer 
  keeps his wealth.  Unfortunately for the characters, 
  the Gong Farmer has used the majority of this gold 
  to purchase the components for his experiments, 
  stock up on food supplies, pay his mercenaries, and 
  pay for the deliveries of the night soil. Inside the 
  chest the characters will find the following: 
   13 gold pieces 
   28 silver pieces 
   46 copper pieces 
  
  16 
   
   3 jasper gemstones of good quality (worth 
  25 gold pieces each). 
   6 blood gemstones of poor quality (worth 5 
  gold pieces each). 
  7: Earthworms 
   
  In the centre of the cavern is a large pit, filled with 
  mud.  Resting on one of the cavern’s walls are a 
  pair of wheel barrels, several shovels and a dozen 
  shovel sized wooden mixing spoons. 
  This is one of the processing areas for the night soil.  
  The night soil within the pit is in the fermentation 
  process.  If the characters examine the night soil, 
  they will discover large earthworms, close to 1’ in 
  length, in the night soil.  The earthworms play an 
  important role in the fermentation process by 
  breaking down the night soil. 
  8: Fung-guys at Work 
  There is a large pit filled with a dark muddy 
  substance at the centre of the cavern.  Standing 
  around the pit are eight mushroom-like humanoid 
  creatures stirring the contents of the pit with shovel-
  sized wooden spoons.  
  Suddenly one of the mushroom creatures spots you.  
  It yells out a cry.  The others turn towards you and 
  attack. 
  The fung-guys are accompanied by 2 Drayvhar 
  overseeing their work.  The Drayvhar are hiding in 
  the passageway leading to Area 9 (Barracks). The 
  Drayvhar will join the battle; however, since the 
  Dravyer are susceptible to the fung-guys’ spores, 
  they will maintain their distance and attack with 
  their short bows. 
  Fung-guys (8): Init +0; Atk  bite +0 melee 
  (1d4); AC 11; HP 1 (x4), 2, 4 (x3); HD 1d4; MV 
  20’; Act 1d20; SP Exploding Spores*; SV Fort 
  -1, Ref 0, Will -1, AL N. 
  *See Fung-guy monster description for 
  information on the Exploding Spores Trait. 
  Greyvhars (2): Init +0; Atk  mace +1 melee 
  (1d6) or short bow +0 missile attack (1d6); 
  AC 14 (scale armour); HP 5, 8; HD 1d8+2; MV 
  20’; Act 1d20; SV Fort +2, Ref 0, Will 0, AL L. 
  Located on the south cavern wall is a secret door 
  that connects to a passageway.  The passageway 
  leads to another secret door that accesses the Gong 
  Farmer’s Bedroom (Area 14).  Both secret doors 
  require a DC 12 Search Check to find.  The first door 
  leading to the passage is unlocked, but the second 
  door leading to the Gong Farmer’s Bedroom is 
  locked.  This door will require either a DC 16 
  Strength Check or a DC 9 Picklocks Check to open.  
  The key from the kitchen (h5: Kitchen) will open the 
  door. 
  9: Barracks 
  Against one of the cavern’s walls are a dozen dwarf 
  sized beds.  The beds, while of a simple design, 
  appear to be well constructed.   In the middle of the 
  
  17 
   
  cavern are three small tables and a dozen small 
  chairs.  On the tables are mugs, plates and open 
  jugs of wine.   
  These are the Greyvhars barracks.  If the characters 
  search the barracks they will find the following: 
   3 jugs of cheap wine 
   2 barrels of mead (average quality) 
   7 mining picks 
   Flint and steel 
   Enough dried and preserved food for 10 
  days’ worth of rations. 
  10: Fung-guy Abomination 
   
  There are five massive mushrooms in the cavern.  
  One of the mushroom is significantly taller than the 
  rest, standing close to 7 feet tall.   
  When all of the characters are inside the cavern, the 
  fung-guys will attack.  The enormous fung-guy is a 
  fung-guy abomination, a mutated variant of fung-
  guy. 
  Fung-guys (4): Init +0; Atk  bite +0 melee 
  (1d4); AC 11; HP 2 , 3, 4 (x2); HD 1d4; MV 20’; 
  Act 1d20; SP Exploding Spores*; SV Fort -1, 
  Ref 0, Will -1, AL N. 
  *See Fung-guy monster description for 
  information on the Exploding Spores Trait. 
  Fung-guy Abomination: Init +0; Atk  bite +1 
  melee (1d6); AC 13; HP 10; HD 2d8; MV 30’; 
  Act 1d20; SP Exploding Spores**; SV Fort +1, 
  Ref 0, Will 0, AL N. 
  **The fung-guy abomination has the same 
  Exploding Spores trait as the fung-guy with 
  the exception that the radius of its spores 
  are 15’. 
  11: Barrels of Compost 
   
  Along one of the cavern walls are 5 large barrels; 
  there are holes drilled into the lids of each barrel.  
  Nearby is a small workbench; drills, hammers, 
  chisels and saws sit upon the workbench. On the 
  opposite wall are several large open sacks of 
  potatoes, turnips and yams.     
  If the characters open the barrels they will discover 
  that they contain vegetable compost in various 
  stages of decay.  Living inside the compost are 
  earthworms, some of which are nearly a foot in 
  length. The Gong Farmer raises earthworms in these 
  barrels, which are used in the night soil’s 
  fermentation process. 
  The tools on the table were used to build the barrels.  
  The tools are of average quality.  The characters 
  would use the chisels and hammers as improvised 
  weapons (the chisels count as daggers and hammers 
  count as clubs). 
  
  18 
   
  The potatoes, turnips and yams serve a dual 
  purpose; they are used as a source food for the Gong 
  Farmer and his mercenaries and as materials for the 
  compost. 
  12: Mutated Earthworms 
   
  There is a pit in the centre of the cavern, filled with 
  a dark muddy substance.  Along the edges of the pit 
  are four mushroom-like creatures, tending to the 
  pit; two of the creatures are pouring the contents of 
  buckets into the pit, while the remaining two are 
  using long spoon-like tools to mix the contents into 
  the pit.  Suddenly, the creatures notice you; they 
  attack. 
  Inside the pit are a massive species of mutated 
  earthworm; the product of the Gong Farmer’s 
  experiments.  The mutated earthworms are 6’ to 7’ 
  in length.  If the characters are within 5’ of the pit, 
  the mutated earthworms will attack.  The mutated 
  earthworms will attempt to pull the characters into 
  the pit; once the character has been pulled into the 
  pit (see monster description below), the mutated 
  earthworm will focus on its next victim. 
  Fung-guys (4): Init +0; Atk  bite +0 melee 
  (1d4); AC 11; HP 2 (x3), 4; HD 1d4; MV 20’; 
  Act 1d20; SP Exploding Spores*; SV Fort -1, 
  Ref 0, Will -1, AL N. 
  *See Fung-guy monster description for 
  information on the Exploding Spores Trait. 
  Mutated Earthworms (6): Init +0; Atk  grab 
  and pull +0 melee**; AC 10; HP 3 (x3), 4, 5, 6 
  HD 1d6; MV 20’; Act 1d20; SV Fort +1, Ref 0, 
  Will 0, AL N. 
  **The mutated earthworm’s attack does not 
  inflict any damage; rather, the earthworm 
  latches onto its victim and attempts to pull 
  the victim into the pit. 
  When the mutated earthworm makes a 
  successful attack, the victim must make a DC 
  13 Reflex Save.  A failed save will result in the 
  victim being pulled into the pit (see below).  
  Once the mutated earthworm latches onto 
  the character, the character must make a DC 
  13 Reflex Save every round.  The only way to 
  break free from the mutated earthworm’s 
  grip is to kill the earthworm. 
  Pit: the muddy substance in this pit is much fouler 
  that the substance found in the other pits in Areas 7 
  and 8; thus, once a character falls into the pit, they 
  must make a DC 12 Fortitude Saving Throw.  A failed 
  saving throw will result in the character developing 
  a severe rash and itch; this will result in the 
  character’s attack rolls and saving throws being 
  reduced by -1d.  The only way to reverse this penalty 
  is for the character to have a thorough bath.  The 
  character’s clothing and equipment will have to be 
  cleaned to get rid of the foul smell. 
  If the character fails the DC 12 Fortitude Save by 
  more than 5 points, the character has swallowed 
  some of the muddy substance by mistakes; the 
  character will start to vomit, and will suffer 1d4 
  points worth of damage. 
  Even if the character has passed their Fortitude 
  Save, they will still need to have a bath and clean 
  their cloths and equipment to get rid of the foul 
  stench. 
   
   
  
  19 
   
  13: Meeting Room  
   
  The light from candles and a lantern illuminates 
  the cavern.  There are six stout, ugly dwarf-like 
  humanoids sitting around a table talking in a 
  strange language.  At the head of the table is a 
  cloaked and hooded human, appearing to be the 
  leader of the group. 
  The hooded figure looks up towards you and 
  shouts, “Gar-mak-krun” 
  The dwarf-like humanoids draw their weapons and 
  attack. 
  The hooded figure is the Gong Farmer.  While the 
  Greyvhars will attack the characters, the Gong 
  Farmer will flee through the door leading to Area 14 
  (Bedchamber).   The Gong Farmer will lock the door, 
  and will flee through the secret passageway in the 
  bedchamber. 
  The key from Area h5 (Kitchen) will unlock this door.  
  If the characters do not have the key, a DC 16 
  Strength Check or a DC 9 Picklocks check is required 
  open the door. 
  Greyvhars (6): Init +0; Atk  mace +1 melee 
  (1d6) or short bow +0 missile attack (1d6); 
  AC 14 (scale armour); HP 6 (x2), 7 (x2), 8, 9; 
  HD 1d8+2; MV 20’; Act 1d20; SV Fort +2, Ref 
  0, Will 0, AL L. 
  Gong Farmer: Init +1; Atk  short sword +0 
  melee (1d6) or dagger +1 missile attack 
  (1d4); AC 11; HP 8; HD 1d8; MV 30’; Act 
  1d20; SV Fort +1, Ref +1, Will 0, AL N. 
  The Gong Farmer is equipped with the following 
  items: 
   A short sword 
   2 daggers 
   Lantern 
   4 flasks of lanterns oil 
   Backpack 
   Flint and Steel 
   5 vials of poison 
   5 days’ worth of rations 
   Water skin 
   A small waterproof sack containing his 
  special blend of night soil 
   A weather worn map of the local 
  wilderness 
   A leather coin pouch containing: 
  o 38 gold pieces 
  o 11 silver pieces 
  o 3 amethyst gemstones of average 
  quality (worth 25 gold pieces each). 
  If the Gong Farmer escapes to the surface, he will 
  travel through the wilderness to one of the nearby 
  villages (2 or 3 day journey).  There he will find 
  shelter and plans out his future actions.  
  After the battle is over, the characters will discover 
  there are maps of some of the other villages on the 
  table.  They will also find a ledger containing a 
  record of the sales of the Fung-guys to the 
  Greyvhars. The ledger dates back for 3 years. 
  14: Bedchamber 
  You have entered a bedroom.  There is a single 
  wood framed bed in this room, covered by a wool 
  blanket.  At the foot of the bed is a plain wooden 
  chest.  There is also a desk and a chair in the room; 
  
  20 
   
  on the top of the desk is a lantern, sheets of paper 
  and a worn leather bound book. 
  This is the Gong Farmer’s bedroom.  There is a secret 
  door on the north wall, which connects to a 
  passageway leading to Area 8.  If the Gong Farmer 
  manages to flee from Area 13, he will travel through 
  this secret door to make his escape to the surface.  
  The Gong Farmer will close the secret door behind 
  him. 
  To find the secret door, the characters must be 
  actively searching the walls, and succeed a DC 12 
  Search Check.  Once discovered, the secret door 
  could be opened with ease. 
  The wooden chest is unlocked, and contains the 
  following items: 
   A commoner’s outfit (pants, shirt, etc.) 
   5 flasks of lantern oil 
   A smoking pipe, and a pouch filled with pipe 
  weed 
   Flint and Steel 
   26 candles 
   A small sack containing 3 bars of soap. 
  On top of the desk the characters will find a lantern, 
  sheets of paper containing the Gong Farmer’s notes, 
  pens, vials of ink and the leather bound book.   The 
  book contains the Gong Farmers notes, dating back 
  to the past 6 years.  Through this book the 
  characters will learn that the Gong Farmer had 
  discovered the process of creating the Fung-guys 6 
  years ago. The books also contains a history of the 
  Gong Farmer’s dealings with the Greyvhars, and his 
  notes on building his underground lair. 
  Inside the desk, the characters will find the following 
  items: 
   Blank sheets of writing paper 
   A leather coin pouch containing 12 copper 
  and 14 silver coins 
  Conclusion 
  What happens next in this adventure is for you and 
  your players to decide.  Will the Gong Farmer escape 
  to the surface, or will the characters catch up to the 
  Gong Farmer?  If the characters do catch up to the 
  Gong Farmer, will they kill the Gong Farmer or will 
  they take him back to the villages for a trial?  What 
  will happen to the Gong Farmer’s work once he is 
  gone?  Will someone else continue in his footsteps, 
  building on his experiments?  
  There are a number of possible outcomes for this 
  adventure.  Listed below are ways in which this 
  adventure could end.  As a Judge, it will be up to you 
  to decide if you want to use one of the below 
  endings or if you would like to create your own 
  ending for this adventure. 
  Ending 1: The Gong Farmer is killed 
  The characters have slain the Gong Farmer, bringing 
  justice to Oscar and her offspring.  Will another 
  follow in the footsteps of the Gong Farmer, 
  continuing his work and experiments?  Or, will the 
  Gong Farmer’s research die with him?  It is up to you 
  to decide what happens after the Gong Farmer’s 
  death. 
  Ending 2: The Gong Farmer is brought 
  to trial 
  The characters capture the Gong Farmer, and take 
  him back to Greenleaf to answer for his crimes.  At 
  Greenleaf, a trial will be held.  There the Gong 
  Farmer will be allowed to defend his actions. 
  At the trial, the Gong Farmer will present a 
  convincing argument for his actions.  He will claim 
  that Oscar and her offspring were a direct threat to 
  not only his livelihood, but the livelihoods of the 
  other Gong Farmers.   
  
  21 
   
  “Poisoning these creatures was a necessary evil that 
  I had to committee,” the Gong Farmer will claim, “as 
  the existence of these creatures will bring about the 
  end to gong farmer profession, preventing this trade 
  from being pass down to future generations.” 
  How convincing the Gong Farmer’s arguments are is 
  for you, as the Judge, to decide.  Will the Gong 
  Farmer be set free, or will he face the hangman’s 
  noose?  The Gong Farmer’s fate is in your hands. 
  Outcome 3: The Gong Farmer Escapes 
  The Gong Farmer manages to escape.  What will the 
  Gong Farmer do after he escapes?  Will Gong Farmer 
  establishes another lair, where he will continue his 
  work?  Or, will the Gong Farmer leaves the villages, 
  seeking a new area to call home?  Or, perhaps the 
  Gong Farmer will change careers, taking up a new 
  profession?  The Gong Farmer’s fate is in your 
  hands. 
  What Happens Next? 
  What happens next?  Are the characters greeted as 
  heros upon their return to Greenleaf?  Will the 
  characters stay in Greenleaf, or will they venture to 
  another village?  Will Gregor Hornjur seek future aid 
  from the characters?  The future is an unwritten 
  book, and you and your players are the writers.  
  With every adventure, another chapter in this book 
  is written; every chapter leads to another chapter, 
  and how these chapters are written is for you and 
  your players to decide.   
   
   
   
   
   
   
   
   
   
   
  
  22 
   
  Appendix 
   
  
  23 
   
   
   
  
  24 
   
   
  The Gong Farmer’s Revenge 
   
   
  Tears ran down Ruen’s cheeks as she entered the kitchen, 
  where her father, Roth, was preparing their morning meal. 
   
  “Father,” Ruen cried, “something has happened to Oscar.” 
   
  Roth placed his hand against his daughter’s cheek, and gently 
  wiped away the tears from her eyes 
  . 
  “There, there little one,” Roth said in a gentle voice, “tell your 
  father what happened.” 
    
  “When I went to use the outhouse this morning, I did not hear 
  Oscar. I thought nothings of it, as often Oscar is asleep when I 
  arrive in the morning.  However, after I finished my morning 
  ‘routine’, I looked down to the bottom of the outhouse to see 
  how Oscar was doing.  Then, I saw it… Oscar’s dead body,” 
  Ruen sobbed, as more tears ran down her face. 
   
  “There was this… note nearby,” Ruen said as she handed her 
  father the note. 
   
  Written on the note were the words: “Courtesy of the Gong 
  Farmer.” 
   
  That morning, others in the village of Greenleaf found similar 
  notes in their outhouses and discovered the dead bodies of 
  Oscar’s offspring. 
   
   
   
   
   
   
   
  Dungeon Crawl Classics in a Trademark of Goodman Games
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - The Gong Farmer's Revenge.pdf