TEXT: Four Views of 
  Grizzly Eye Cave
  Words By Vance Atkins 
  (leicestersramble.blogspot.com)
  Map by Dyson Logos 
  (dysonlogos.com)
  Four brief  scenarios for 
  low-level characters
  Compatible with Swords & Wizardry
  and other old-school rules-lite RPGs
  Swords & Wizardry, S&W, and Mythmere  Games  
  are trademarks of Matthew J. Finch,” 
  Leicester's Rambles and all products are not affiliated 
  with Matthew J. Finch, Mythmere Games™, or Frog God Games. 
  Larry D. Moore CC BY-SA 3.0
  
  Table of Contents
  Ale’s Well That Ends Well................................................................................................3
  Nemar’s Truancy..................................................................................................................5
  Sand Trap...............................................................................................................................9
  Trakohr’s Bath...................................................................................................................11
  Open Game License..........................................................................................................................................13
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  Antoine Louis Barye, Mississippi Bear, 1836 
  
  Ale’s Well That Ends Well
  he dwarven tavern-keeper Marnhulda Frostbrow has discovered that her beer-cellar has been 
  cleaned out! Several casks of ale have gone missing, and a tunnel into the cellar indicates 
  someone or something burrowed in to effect the heist. Footprints and a threadbare stocking cap found 
  in the cellar hints at the culprits – feral halflings! Frostbrow offers the PCs 25 gp per cask recovered, plus
  a pig roast in their honor, if they can root out the thieves.
  T
  Anyone with modest tracking skills may follow 
  drag-marks from the tunnel entrance east into the 
  hills outside the settlement. The marks lead to a 
  cave known locally as Grizzly Eye Cave.
  Feral halflings: 1HD; AC 7[12]; Atk sling and dagger 
  (1d4 ea) or short sword (1d6); Save 15; Move 9; AL 
  N; CL/XP 2/30; Special: +2 if firing missile weapons 
  while drunk (4 in 6 chance) otherwise -1,+4 on 
  saving throws against magic.
  1. Steps: A feral halfling guard (sling and dagger) 
  watches for intruders in a slovenly fashion (3 in 6 
  chance to be surprised). If he isn’t subdued or 
  otherwise eliminated, he will retreat down the 
  corridor to raise an alarm.  
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  2. Large Cave: A broken, empty ale cask and 
  remains of several roast chickens are scattered 
  about, indicating that the halflings celebrated their 
  heist here before retreating farther underground. 
  Anyone exploring to the east end of the cave may 
  hear the halflings in the south cave bickering and 
  singing. If their guard has been able to warn them, 
  the sounds may be slightly more frantic as they 
  attempt to imbibe enough ale to become battle-
  ready. Attempting to cross the subterranean pool 
  here will attract the attention of a monstrous 
  crayfish. It will attack the first PC into the water, 
  attempting to drag them under. The halflings are 
  not aware of the creature, although it did 
  surreptitiously make off with one of their 
  inebriated brethren.
  3. Corridor: A crossbow trap has been set up 
  approximately halfway down the corridor at a wide
  spot. The halflings avoid the tripwire by skirting it 
  to the right along a low ledge. Careful observation 
  may note their footprints, otherwise tripping the 
  trap will deal 1d4+1 dmg to the lead PC.
  4. North Room: Four halflings (five, if the guard 
  has retreated) are in the north cave. If they have 
  been warned, two will fire sling stones at anyone 
  crossing the underground stream for two rounds 
  before retreating. They will barricade the door in a 
  slipshod fashion, dragging in some boards that 
  have been stashed by the door. The exterior door, 
  however, is rotten, requiring only a combined 
  strength of 15 of better to break down. The little 
  buggers will put up a surprisingly stiff, desperate 
  resistance, dodging and skirmishing around the 
  room and using empty barrels and crates as cover 
  (-2 to hit).
  5. South Room: The remaining halflings (three) will
  emerge to join battle after 2-4 rounds. The group 
  will surrender if their total number is reduced by 
  two-thirds. Frostbrow’s ale kegs will be found here.
  1d4+2 will be remaining. The halflings have little 
  else of value besides their tankards and various 
  cooking utensils. They have been attempting to set 
  up bread ovens, but haven’t been able to engineer 
  sufficient ventilation in the caverns.
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  Nemar’s Truancy
  rince Nemar has retreated to a hidden family shrine to meditate and avoid his dutiful 
  responsibilities, specifically being the next in the order of succession to his uncle’s throne. 
  Although he is required back in the capital to take his place as the titular head of state, the majority of 
  governmental duties have been quietly maintained by a cadre of advisers for a generation. The royalty 
  has been a figurehead since Nemar’s great-uncle Ombel passed away. Regardless, Nemar doesn’t want 
  to have much of a part of it. The general public is not aware of his royal truancy, and news of his 
  absence could give the court’s enemies the will to make a move. The party is tasked with discreetly 
  contacting him and retrieving him safely to the palace, by force, if necessary... The family shrine lies 
  within the Grizzly Eye Cave, many leagues from the palace.
  P
  The Prince’s adviser Kelryn warns that the Prince is 
  accompanied by his loyal manservant, Cedric, and 
  his pet, Zazu, a bear that the prince raised from a 
  cub. The bear is now grown, although loyal and 
  well trained. The adviser warns that any harm to 
  the bear will be unacceptable and will increase the 
  Prince’s resistance to return to the palace. Any 
  steps to neutralize the bear will require much 
  caution. The bear only responds to commands in 
  Elvish, a peculiarity of the Prince’s.
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  1. Steps: The entrance to the cavern shows recent 
  passage, and brush surrounding it has recently 
  been cleared.
  2. Large Cave:  Zazu has a nest here, made of straw
  and several old blankets (Black Bear: HD3; AC 
  7[12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 
  13; AL N; CL/XP 4/120; Special: Hug (1d8)). The 
  bear will be asleep, but comes snuffling out at the 
  sound and scent of intruders. If the bear does not 
  recognize the party, any 2d6 reaction roll will be 
  made at -2. Simple one-word commands in Elvish 
  will improve the reaction roll by +1. The command,
  if successful, will be effective for one combat 
  round, giving characters time to attempt to subdue
  her. The party may attempt to snare, net, bribe 
  with gourmet food, attempt to sedate with 
  massive amounts of alcohol, sleep spell, etc… The 
  bear is strong, but soft from her luxurious life. The 
  combined strength of any three PCs (equipped 
  with ropes, chains, etc.) will subdue the bear.
  3. Corridor: The corridor shows human and bear 
  tracks to the underground stream. The stream may
  be crossed easily on a number of stepping stones. 
  Upon crossing the creek, several broken supply 
  crates are seen outside of the shrine door, 
  evidence of provisioning at the cavern. The 
  unlocked door is decorated with the family crest 
  and motto, “Love of the people, strength of the 
  nation.”
  4. North room: The prince’s manservant Cedric will
  be found here, sorting supplies and sighing about 
  this misguided “pilgrimage” away from the Capital. 
  He will not put up much resistance, although if 
  attacked, he will defend himself. Likewise, if he 
  perceives the Prince to be in mortal danger he will 
  rush to defend his ward as best he can (0-level 
  human, 4 hp, AC9[10], cleaver (as dagger)). 
  5. South room: Prince Nemar is holed up in the 
  south room, meditating and smoking an ornate 
  pipe. He has been studying the arcane arts, and if a
  disturbance is heard, will cast hold portal on the 
  door to delay/deter any assault. He will respond to 
  negotiations through the door, and a compelling 
  argument for responsibility and assurances that his
  bear is safe will role-play towards success. If the 
  door fails prior to convincing the Prince, he may 
  attempt to charm the lead PC, as well as cast 
  invisibility on himself in an attempt to escape 
  (Prince Nemar, 3rd level MU, 8hp, AC8[11], dagger, 
  +1 ring of protection, Spells: Charm, shield, hold 
  portal, invisibility).
  (Ed note: Sneaking the Prince (and his bear) back to
  the Capital may well turn into its own adventure…)
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  Sand Trap
  andits led by Enric Magrané kidnapped the merchant Trofonio Aduritz and his daughter Abieta 
  and retreated to their hideout to await ransom. The sheriff sent men to attempt a rescue but they
  did not return. More hearty adventurers are called to flush out the bandit gang and rescue the pair! A 
  reward of 100 gp each for safe return of Trofonio and Abieta is offered, as well as an additional 25 gp 
  per bandit, dead or alive...
  B
  1. Steps: The entrance to the cave is unguarded, as 
  the bandits rely on the creature in the adjacent 
  cavern to deter intruders. Two intact buckets filled 
  with water and a broken bucket will be found 
  within the tunnel near the entrance.  
  2. Large Cave: The sand covering the cave floor 
  appears to shift and whisper. The floor is infested 
  with several immature sandlings, harmless 
  amorphous earth-type elemental creatures that 
  rustle and slither through the sand. Their older 
  sibling is much less harmless. An adolescent 
  sandling lurks in the cave (HD3; AC 3[16]; Atk: 
  1d6+2 (smash); Save 14; Move 12; AL N; CL/XP 
  4/120; Special: immune to sleep/hold/charm, other
  mind influence spells, throwing two gallons or 
  more of water on a sandling affects it as a slow 
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  spell for one round). Territorial, it will attack 
  anyone entering the cave, surprising on a 3 in 6 
  chance. The bandits avoid the creature, sneaking 
  past the mouth of the cavern. If they hear the 
  sandling approaching, they employ the flung 
  buckets of water to impede it and make their way 
  to safety. The sandling was also the doom of the 
  would-be rescuers, and the remains of the three 
  sheriff’s men will be found here (1: leather, spear, 
  33 sp in pouch, two pair of manacles (2gp); 2: 
  chainmail, longsword, potion of cure light wounds; 
  3: leather, shield, shortbow, short sword, 50’ silk 
  rope (10gp)).
  3. Corridor: The corridor is empty, although if the 
  sandling has been disturbed, it will pursue 
  intruders halfway down the corridor length before 
  retreating back to its lair. Two more buckets have 
  been left by the underground creek. The creek may
  be crossed on foot, but there is a 1d6 chance to 
  step into a hole (save or drop one held item). The 
  bandits have stashed several planks on the far side 
  to make an impromptu walkway over the water.
  4. North Room: Approaching quietly, the party may
  hear arguing behind the door of the north cave. 
  The door is not locked, and anyone bursting in will 
  surprise three bandits arguing over loot shares (1st 
  level thieves, AC 7[12], short sword, 41gp, 48sp, 
  and a red garnet (12gp) between them). Part of the
  gang’s ill-gotten goods is stashed in crates along 
  the west wall, including: Two sets of courtier's 
  clothing (30gp ea), a brass gong (100gp), good rug 
  (10gp), small cask of tobacco (2gp), 12 bottles of 
  spiced wine (2gp ea), a box of rare spices (25gp), 
  and a bolt of linen (5gp).
  5. South Room: The door is bolted, requiring a 
  combined strength of 20 to break down. Bursting 
  in, characters will find Magrané, the bandit leader 
  (2nd level fighter, 8hp, AC5[14], longsword, 256gp, 
  potion of diminution) and two guards (1st level 
  fighters, AC6[13], light crossbow, mace, 50gp, 
  36sp, vial of exotic perfume (40gp) between them).
  They are guarding the merchant and his daughter, 
  who are sitting at a rough table at the south end of
  the room. If combat occurs, Abieta, who has 
  become smitten with the dashing bandit, will leap 
  to his aid, throwing glassware and attempting to 
  interpose herself between Magrané and his 
  attackers. Subduing her will be necessary to fight 
  “safely” as missed attacks have a 30% chance to 
  strike her (0-level human, 4 hp, AC 8[11] (DEX), Atk 
  1d2).
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  Trakohr’s Bath
  n ogre has been raiding the area, and the PCs have been sent to flush the menace out. The local 
  trackers indicate that the brute is holed up in an abandoned shrine deep in a cave in the foothills 
  known as Grizzly Eye Cave, but so far, no one has had the steel to confront him…
  A
  1. Step:  The entrance is empty and unguarded. 
  Rough stone steps descend into the musty cavern.
  2. Large Cave: The cavern to the right is, likewise, 
  empty, other than a few rotted wood chests and 
  detritus, evidence of past camps set up in the cave.
  Torch or lantern light will reveal cave paintings 
  from time immemorial on the walls and ceiling, 
  showing hunting scenes and odd pastorals with 
  unrecognized plant-like beings. If the ogre (below) 
  is bathing, guttural singing will be heard in the 
  cavern. The pool is approximately ten feet deep, 
  requiring swimming. The ogre will likely hear any 
  intruders attempting to swim across, and lumber 
  out and back to his cave to arm himself, as well as 
  pelt anyone attempting to cross the pool with 
  thrown rocks (1d6+1 dmg).
  3. Corridor: The ogre trapped the entry to the 
  corridor with a falling-rocks deadfall. Careful 
  observation will spot the rope-netting holding the 
  stones and debris, and a 10’ pole or similar can 
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  safely release the trap (otherwise, 1d6+1 dmg to all
  caught in 10’ diameter area, save reduces damage 
  to 2 hp)
  4. North Room: The subterranean creek is ankle-
  deep at this point, before spreading to a deeper 
  pool downstream. Planking to replace the shrine's 
  door has been stockpiled on the far side, but the 
  shrine adherents left long ago and never 
  completed their work. The door is unlocked and 
  can be carefully opened. The cave is partly filled 
  with the ogre’s loot. Among the mostly worthless 
  goods will be found: a cask of common wine (5gp), 
  15 bottles of good wine (1gp ea), a chest with 1 
  gross arrows (25gp) and a rolled-up tapestry 
  showing a historic battle scene (50gp).
  5. South Room: The ogre Trakohr is particularly 
  fastidious for his kind, which explains his isolation 
  from other tribes. The cave is neatly appointed 
  with several hides and a fancy rug (50 gp) on the 
  floor. Incense fills the air. A silver candelabra (50 
  gp) provides light from atop an empty wine cask. 
  There is a 3 in 6 chance that Trakohr will be 
  bathing in the subterranean pool, singing and 
  playing with several carved wooden duck decoys. If
  he is encountered in the room, he will fight with 
  his trusty club (1d8+2 dmg). Otherwise, the party 
  will be confronted by an angry naked ogre armed 
  with a wet towel (Towel snap: dmg 1d4+1, save or 
  either lose shield or be disarmed). Scattered 
  around the lair are: a suit of plate armor (100gp), 
  three scrolls: Cure Light Wounds, Locate Object, 
  Levitate, and a +1 short bow.
    
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  Open Game Content
  DESIGNATION OF PRODUCT IDENTITY
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  COPYRIGHT NOTICE
  ‘Four Views of Grizzly Eye Cave', Copyright © Leicester’s Rambles, 2020, Author: Vance Atkins .
  All  art is presumed public domain, except: Map is courtesy of Dyson Logos (dysonlogos.com)
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