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CT001

A Goblins Pride
A Basic Role-playing/Magic World Side-trek

A small adventure designed to be a stopping point along the road to greatness. A small
fishing village has been the victim of goblinoid bandits. Up to now, theyve only
plundered merchant and supply wagons. Now two children have been taken from a local
farm. The villagers fear the worst. Will the adventurers help rescue the children and end
the goblin menace or raid the goblin hoard for their own lust of coin?
T1C
1

A Goblins Pride
Chroniclers Prologue:
On the way to another location the
characters come across a small fishing
village. Only roughly 50 people live and
work in the village proper, but several
farms dot the landscape for miles around
the small walled settlement. There is a
constable and a leader but no proper
militia. Only a couple of volunteer guards.
Crashing a town meeting they are
informed that goblin bandits have
kidnapped two children in the night. The
townsfolk are angered but reluctant to risk
a rescue.
The goblins have plundered several
wagons over the years but have never
braved breaking into a home. The
villagers fear that the foes numbers and
strength must have grown considerably to
dare such an invasion.
Two other parties of adventurers have
promised to rid the village of the goblin
menace in the past, but never returned.
Will these heroes have better luck?

The young man, early twenties at best, is


anxious and nervous but very brave. His
demeanor is almost arrogant as he
considers his post a position of duty.

If the PCs are hostile in any way:


You gotta lotta hot air for being down
there, needin hospitality. Im a warnin
ya. He says, producing a horn. One
soundin of thisere horn and 20 well
armed militia be makin you wish you
was more polite. Ifn you can find yer
manners, lemme know, heh? With that
he turns his attention back to the
muddy road and fields.

Sounding the horn doesnt call 20 well


armed militia. Unfortunately the village
has no such power. What it will do is
interrupt a town meeting full of 75 angry
and scared men and women armed with a
couple bows and mostly farming tools.
They are not trained in combat but their
sheer numbers should cause pause.

A steady rain drenches those outdoors.


The party approaches a small village
with a wood post fence and gate. While
it is in livable condition, the village
appears deserted save for a lone guard
in a watch tower just inside the gate.
The young man is vigilantly studying
the muddy road and surrounding fields,
a longbow in hand.
Traveling up the main dirt road toward
the gate, he will notch an arrow.

If the PCs are friendly and explain they


just want shelter from the rain and or food
You got coin to be payin fer such?
Lets have a peak, heh? says the
guard.
and supplies:
Producing a bag of coins is sufficient for
him.

Ethels Smoke House

Eye balling the party and their coins


again, the guard disappears over the
wall. A few seconds later he calls from
the ground on the other side.
I still have my bow and horn. he
shouts.
One soundin of the horn and youll
wish you were a more polite guest. We
seein eye to eye?
A latch is clicked and the gate swings
open revealing the guard, horn in hand.

Mind ya. We welcome politeness


here. He says offering his hand. Im
Mikah. Lieutenant Mikah, that is. We
aint got no inn proper, but Ethel keeps
a smoke house and wine cellar over by
the well. Shell feed ya, sell ya a bottle
or two. Shes got a couple spare rooms
she rents ta farmers gettin too drunk ta
walk home too.
Erly gots him a tinker shop by the
docks. Easy ta spot as its got the
biggest furnace I ever saw. He can fix
up damn near anything you got needs
fixin.
Gregor sells most a the farmin gear
in his shop oer yonder up the hill. He
brings gear from bigger towns and sells
it, if ya need. Fair pricing too. Fraid ya
all gonna have ta wait a bit fer anyone
but Ethels though. Town is in a meeting
in the temple. Ifn youre lookin for the
constable or the Shepherd, that's what
we call the priest, theyre in the meet
there. Im back for my post, but I got
an eye on ya. he says with a smile and
turns to climb up the guard post ladder.

A large building, third in size to the


stables and the temple, a pleasant aroma
of salted pork and bacon drifts from the
chimney. Ethels front door is shut against
the rain but unlocked.
Come in! Come in! smiles an elderly
woman as you enter. Not a good time
for a walk, but lords know the crops need
it. Im Ethel, and this is my home. Mind
your wet clothes, and please take off
your muddy shoes. There, Ill hang your
cloaks by the fire a bit, hmm? She does
so and wipes her hands dry.
The chronicler may make a Search skill roll for
the characters to spot a round headed man on the
balcony above, training a heavy crossbow on them.
Ethel is a jolly old woman if she has
paying customers, and will attempt to
engage in talk of anything outside of the
village. If asked about the goings on of the
fishing village she will wave it off as
boring talk and ask questions of the
characters origins and adventures. If the
PCs supply her with thrilling tales her
3

costs will be 1/2 of what is listed below.


If they pry her on details about the village
she will trade one story for another and
charge regular rate.
Now then. You been on the road long?
You must be hungry...as you can no
doubt smell, I have some roast pig
almost done...And...well, a formality
Im afraid, but you can pay? After
seeing the partys coin, she smiles and
offers seats around a table.
Reginald, you may come down and
fetch some plates.
Reginald is a brutish looking man with
a face that show birth defects. He was
in a balcony overlooking the room,
training a crossbow on the group. He
descends the stair, get plates from a
pantry, and places them on the table.
Weez doin da goblers too ma? he
calls in a deep slow slurred voice.
Goblets. Corrects Ethel. And yes.
They will want wine with their boar.
The woman brings a large bowl of
shredded white meat to the table along
with bowls of mushroom soup, and
pops a wine bottle which she pours into
every ones goblet. Now. she says,
sitting down, Tell me of your
adventures.

Dinner consists of roast pork, soup, bread,


and a honey muffin, and water.
Breakfast consists of eggs, bacon, a slab
of ham, and cider.
She has two rooms with two beds she will
rent and is tight on her prices, unless
entertained with stories.
She and Reginald have separate rooms on
the upper level. There is an outhouse in
back of the home.
Reginalds crossbow is magical, though no
one knows it. It adds +20% to the users
skill and +1 to damage, but it requires a 14
STR to use. Ethel has a set of silver
dinnerware hidden for special occasions
worth 200 BP, a sapphire pendant that was
her mothers under her bed worth 1200 BP,
and a savings of 300 BP, 4 SP in a wine
jug in her cellar, hidden among the other
bottles. The cellar contains 35 bottles of
good wine, and 10 bottles of fine wine. In
the smoker shed out back, behind a
padlocked door, hangs 2 hogs and 3 deer,
being aged and smoked.

What Ethel knows about the town if


pressed:

Other Adventurers

The Goblins

Mikah told you about them, huh?


Yeah well, it happened more than once.
A group carrying weapons, wearing
armor and the like come through and
constable Jorgen scoops them up with
tales of goblin treasure. Says if those
mighty warriors were to kill the goblins
theyd be rich from all the goblins
plundered over the years. And old
Jorgen welcomes them to keep it all,
just to be rid of the thieves. Her face
goes grim and she shakes her head. Id
taken a liking to some of them folk.
Especially one lass named Starr. Girl
was a spell weaver, and that scared
folks plenty, but she knew her wine.
Before she left with her group, looking
for goblin gold, we finished a couple of
my best bottles. The stories she
told...They never came back. The
others...never came back. And Ill tell
ya, if constable Jorgen gets wind you
folk are here hell make ya the same
offer. Goblin gold. Ha! Hasnt ever
been actual gold in this town that I
know of. Not much of value at all that
the goblins stole neither. You rest up
and get on your merry, if youll take
advice from an old woman.

Ah, gods above. Fine. You wish to


know about those rascals? They are
cowards and thieves! For years theyve
raided wagons coming and going.
Never enough to give the constable
grief enough to call for help, mind you.
More than once I had a few bottles of
good wine never make it here. Of
course I had already paid for it to be
shipped. No one knows where the
beasts come from or go. Least ways no
one knows for true. But Id bet they are
hiding in... She leans close and
whispers: Cowlies old tower. He is a
necromancer, if you believe the tales.
Least he was.
She straightens up and continues in a
normal voice. Nobody seen hide nor
hair in a dozen years, I bet. He wasnt
well liked, though I doubt he fiddled
with the dead and all. Just a crazy old
coot who wanted to be left alone.
Anyway, nobody here cares enough to
go and check on him.
Word is these goblin bandits done
attacked a farm near by. Thats why the
town is all stuffed into the temple.
Talking about what theyll never be
brave enough to do. Theyre all fishers
and farmers, the lot ofem. Only real
soldier is the constable and he trained
that pup Mikah to shoot a bow well
enough. No other fighters, not really.

Gregor the Merchant


Gregors a good enough man. Up in his
years like to me, and a bit too straight
talking for my taste, but he doesnt
mark up his prices more than he has to.
The poor man has probably lost the
most from the goblin raids over the
years. He brings most of his goods
from craftsmen in other towns.

Erly the Tinker

Constable Jorgen or Mikah

Ethel spreads some butter fat on a


honey muffin and points the knife at
the group. Erly Mason is a son of a
bitch! She says taking a bite. Good
enough with the tools and the fixin, but
hed sell his own blood for a bronze
penny. You never knew a man to pinch
a coin so hard as he. Im damn near
sure he broke into my cellar awhile
back and stole some of my good stuff.
Swears it wasnt him, though he was
found drunk with raspberry sweetness
on his breath. She leans back and
huffs aloud. Which was one of my
pricier wines. I cant even go to him for
fixing things anymore. Gotta go to a
farmer friend of mine who does some
smithing. You go renting Erlys skills
you watch the cost. Hell fleece you
good.

He claims to be a retired veteran in the


army of House Beleghir in the eastern
reaches.
Says he was a Belehold Knight in the
lords army. Dont rightly know what all
that means, but he showed up all in
shiny armor and a war horse. Made
friends real quick and before long
pretty much took leadership here. He
was welcome to it. Built the wall
outside as well. Ethel stops, breaks
some bread sops up some soup, and
seems to savor it. Hes stern but...well,
truth be told, he aint done much about
the goblins except hire out the work to
others. Some say he maybe aint so
knightly as all that. Any way, that
Mikah happened on a goblin in the
road one early evening and the boy
shot him dead after a bit of a chase.
Jorgen named him a squire and been
teaching him knightly values ever since.
Hes a good lad, always has been. But
hes getting a bit cocky of late, and a
bit impatient about the rest of the
goblins too.

The Temple
Shepherd Book preaches the good and
bad of mortal sin and virtue. says
Ethel pouring more wine. The temple
aint really to one god or another,
though most prey to some fishing deity,
or harvest god, or whoever they feel the
need. Hes a good talker, Shepherd is.
Doesnt make you feel evil for not
prayin or not donating. Doesnt look
down on nobody. Hes a bit of a nature
genius too. Makes good medicine for
what ails ya. Patched up Ryan brown
when his mule kicked some of his ribs
in. I have nothing bad to say about the
man, except he likes mead over wine.

Reginald
Reggy? she laughs aloud plucking a
piece of pork from the plate and
eating.
Poor sod was born dumb. Strong as an
ox and a pretty good aim with that bow
of his. A lie has never touched his lips,
neither. Aye. Good lad. His pa left us
years ago. But we do good enough. He
watches over me like a dire wolf over
pups. she laughs as she notices
Reginald blushing. Aye. My good
boy.

Tinker Shop
This large stone building has but one
large room filing its walls. A fully
stocked shop with blacksmith, tool
smith, weapon smith, and armor smith
tools are neatly organized and
separated by nothing but tables in a
semi circle pattern with the forge at
their top. A bed, a kitchen table, a bath,
a couple wooden wardrobes, and
several crates fill the room. Racks
contain weapons and two suits of chain
armor that appear to have never been
used. Scraps of sheet metal, rolls of
cured leathers, and uncured hides take
a corner as well.
A bald, bearded dwarf is tending the
forge fire. He wipes soot from his
hands and approaches.
El na. What we be havin ere den?
Strangeuns in town, eh? Needin ya
soomtin fixed, is ya? A large smile
plays through his beard.
Erly is a greedy dwarf and his prices will
be marked up above normal as shown in
the chart below. He isnt one to gossip
about the goings on in town, but if his
dirty, strong palms are greased with coin
he is liable to tell a tale, though nothing of
much use. And hell say nothing about
Ethel, giving a stern sneer if asked.

Gregors Supplies
Vile filth they izz! Az iz any who zteal
from uders. Many yearz we hath put up
wit der banditry and only da boy,
Mikah, haz killt one of dem. Pathetic,
no? Now, day haz taken da Wilzon
childrens from der bedz and made off.
Da town needz help but none iz called
fer. Pathetic!

The lower level of this two story home


is all shop and crafting area. Walking in
the door you see what you might
expect. Farming tools, fishing gear,
some arrows and hunting bows,a few
leather bags, tents, some winter gear,
bags of dried rations, ect.
Gregor is a tall, older man with a lean
build. He greets you with a smile and
thick accent:
Velcome to disere, me shop. I be
Gregor zee man to be buying goots
from. Iz der zometing you be
needing?
Gregor is a kindly man and appreciates
every single customer, even if they dont
buy his goots. He has nothing bad to say
about anyone he knows but if asked about
the goblins:

If asked about the Wilson Farm:

If asked about Cowlie

Da Wilzonz are guut people. Live a


stretch to da wezt a town her. Misier
Wizon buyz da corn seedz from Gregor
every harvezt. Gregor sellz whatz left
from da harvezt ta uder townz. Tis guut
arangement. Hiz poor kiddiez taken
from der rezt in da night lazt night.
Town haz big ta do but iz doin little.
Pathetic. Were Gregor
younger....maybe Gregor huntz dem
down, eh? But no. Tiz shameful.

Don youz be believin if you hearz


mizter Cowlie be a bad man. Heez not.
Waz a day when he come to me store
fer strange itemz but never had a cross
word wit me. Alwayz paid guut to.
Hope them goblinz aint hurt him. Been
a bit sinz he a comin ta town. Gotz him
a nice tower zouth and vest a here.

Gregors inventory contains 2d4 of any of


the listed items.

Town Hall & Temple


The second largest building in town, and
being made of stone, the sturdiest as well.
If PCs go directly here upon entering town,
it will be full of arguing, scared townsfolk
and local farming families.
If the PCs go to Ethels first, the church
will be empty save for Shepard
Book.(page 13)
If temple is full and town meeting in
progress:
As you open the doors, the sounds of
angry arguing can be heard within.
At least 70 townsfolk and farming
families can be seen within. A priest
and a man in chain armor stand at the
front trying to address questions and
calm tempers.
This is not the time for panic. says
the priest. Constable Jorgen is not
saying we will do nothing to resolve
this issue
Indeed. says the man in chain
mail.We have no militia. We are not
warriors. We will send messages to
nearby towns asking for volunteers to
aid in the rescue.
A grizzled, tanned farmer speaks
up:Thatll be takin too long!
No! shouts a distressed woman. My
babies will surely be dead by then!
The priest speaks again: We dont
know the goblins wont ask for
ransom...we must be patient for help.
The crowd goes into an uproar again
but a young girls voice breaks the
tumult with a scream.
When the room falls silent and all eyes
are on her she points to the
newcomers.
What bout thems? she says. The
crowd followers her pointing arm at
the PCs.
10

With all eyes on the PCs, Constable


Jorgen will step down and approach them.
He turns back to your party.
Desperation is clear on his face. Rid
us of this menace and everything
theyve ever taken from us is yours.
Bring back these children and this
village will always be your friend in
need. A safe haven for the remainder of
your days.
Please.... Begs the crying farm
mother, sinking her head in her
husbands chest.
The constable looks you in the eyes, If
youve no love for goblins, do this for
us?

The man in chain armor steps away


from the dais and approaches the party.
I assume youve heard our plight?
He says looking the group up and down
individually. Goblins have stolen
away two of our children and we dont
know their fate. They have stolen much
we treasure over the years, but never
something so dear. He turns and looks
at the grieved parents who look on
pleadingly. We dont have much to
offer for your efforts, if you be people
of honor, but the goblins have surely a
large hoard of goods, plundered from
many caravans.

11

The townsfolk and farmers alike agree to


this bargain and indeed will honor it.
Giving free shelter, room and board,
supplies, and the goblin hoard, when the
task is complete. They will not give
anything up front, before the task is
complete, as a couple of groups, like the
PCs have promised to destroy the goblins
and never returned after being pampered
by the village.

A man in chain armor approaches the


party. His armor has seen battle, and
his grizzled features lead you to believe
he has been in many battles.
I will skip the pleasantries. I am
Jorgen. I speak for this village. I
assume youve heard our plight?
He says looking the group up and down
individually. Goblins have stolen
away two of our children and we dont
know their fate. They have stolen much
we treasure over the years, but never
something so dear. He turns and looks
to the sky wearily, then back to you.
We dont have much to offer for your
efforts, if you be people of honor, but
the goblins have surely a large hoard of
goods, plundered from many
caravans.He turns back to your party.
Desperation is clear on his face. These
people look to me to solve problems.
Rid us of this menace and everything
the goblins ever taken from us is yours.
Bring back these children and this
village will always be your friend in
need. A safe haven for the remainder of
your days.
The constable looks you in the eyes, If
youve no love for goblins, do this for
us?

AFTER Town Meeting


The temple appears to be empty save
for a man in maroon robes. He looks up
as you enter and smiles.
Hello. I am Shepherd Book. Hope you
are well in these troubled times. He
gets a far away look, sighs, then looks
back to you. How may I help you?
The Shepherd will only talk of the towns
new troubles if asked and he will not press
the PCs into any action.
He has healing balm that he makes
himself. It will reduce any wounds it is
rubbed on by 1d4. He has no spell casting
ability, just a knack for potions and
herbalism.
Constable Jorgen
Within an hour of the town meeting
ending, the constable will be informed of
the PCs arrival and be looking for them, if
he hasnt already seen them around town.

12

If the PCs agree to help:


The man looks relieved and pulls a
rolled parchment from his cloak. He
unrolls it showing a map of the area.
Ive marked here with an X where
attacks have occurred. Including the
latest at the Wilson farm. I can tell you
when I first arrived in this village, I
made an attempt to track these fiends
and did try to check with Cowlie. Hes
a crazy old coot in the woods
Southwest of here. But he wouldnt
talk with me. Not even sure hes still
alive. But if I couldnt get in his tower,
I doubt the goblins could. He points it
out on the map.
There is also an old ruin of a town
West and a bit north of here as well. I
had no luck at either. They are clever
beasts and hide their passing well.
If the party is lacking in warriors Jorgen
can be talked into joining the group with a
Fast Talk Skill roll against his own skill.
A success means he will join for a share of
the loot, to be returned to the village
people of course. A special success means
he will join with no payment. A critical
success means he will also invite Mikah to
join the hunt.
Mikah will not leave the village
unguarded for any reason short of Jorgen
urging him to do so.

13

The Wilson Farmstead

The Wilsons farm consists of a


outdoor stable, a barn, and large home.
As far as livestock there are 10 cattle, 4
horses, 100 chickens, and 12 hogs. The
fields are mostly corn but Wilson also
grows barley, and has a large fenced
garden with tomatoes, green beans,
lettuce, and peppers as well. The
Wilsons are both in their early 30s their
twin boys were finally old enough to
help around the farm. Fred Wilson,
their father, broke his leg last season
and though its been properly set, it
didnt heal quite right, leaving him a
very noticeable limp. Without the boys
help, this harvest will be very tough.

Although they are not rich, Fred has a


sack of 1000 BPs that he saved from last
harvest. He has planned on buying a new
plow with it, but will give it to PCs who
make a successful Fast Talk Skill check to
rescue his children. On top of that, Ingrid
Wilson, the mother, will offer any
livestock they have for the twins safe
return.
The twins, Mark and Cyle, are both 13
summers of age.

14

Cowlies Tower

If Mikah is with the group he will


immediately notch an arrow. Only a
successful intimidation or Fast Talk skill
roll will stop him from firing. (or taking
his bow away) He really hates goblins.

This tall stone structure appears to be a


rebuilt ruin of a keep. The walls are
fortified brick and it has a heavy wood
door with iron bands.
Knocking at the door produces no
answer, but a scurrying can be heard in
the trees behind the party. As you turn
to investigate a group of goblins
emerge from hiding.
One steps forward and speaks in a very
broken dialect. Him is der side in.
Him wont door to answer. says the
center goblin carrying a crooked staff.
He is flanked by one wielding a short
spear and another with a mace and
shield. Hiding is him is. Weez him see
in da windows. But no come out. This
leader sees the partied apprehension
and raises a hand. We no hurt yous
here. We no enemy here. You talk?
15

If PCs attack the goblins:

Tribe make Grasnar go. Grasnar less


than calcal.
Again he sees confusion and says
calcal... Then sticks his tongue out of
his lips and blows, making a flatulence
noise.
Gransar go to witch here. spits the
goblin, indicating the tower. To help
Grasnar rid Barghest to....hell? Hell.
Hidin witch, he points to the tower
again, no hear Grasnar. No care. You
hear? Grasnar gives pretty stone if help
you rid Barghest to hell? Make Grasnar
speaker of god again?

The shaman goblin carries a staff that can


drain 1 POW from the user and heal 1 HP
per wound per round. He also has a ruby
worth 2500 BP hidden in his under
garments.
The mace-man has a pearl necklace worth
200 BP. The spear-man has a sterling
silver spoon that will destroy any poison
when it is stirred in a tainted liquid. (he
doesnt know it magical)
If the PCs are willing to talk:
The goblin leader hisses at his escort
and they lower their weapons. He steps
forward a step.
Grasnar means me. Speaker of great
god who name Ill not. Speak for tribe.
You hear, Grasnar. Tribe
has...queleen...
He notices your confusion and wrinkles
his face in thought. He puts down his
staff and makes 2 horns on his head
with his fingers. Queleen....ah!
Demon to you, yes? Yes. It named
Barghest. Demon warg, eh? Demon.
Evil beyond us. Tribe worshipin
Barghest. Grasnar says no.

The goblin shaman is looking for aid in


ridding the tribe of a demon who has
taken his place as speaker of the gods.
Promising a pretty stone if the PCs help.

16

Demands or questions the PCs might


make:

If PCs try to get Cowlies attention in his


tower, it becomes obvious someone is in
there, just ignoring or scared to come out.
A Special success on a Fast Talk skill roll
my be used to change his mind. All PCs
and Jorgen may make an attempt
individually.

We want the goblins to leave this area:


Aye, tribe over stay over long. Talk of
long walk for many moon rise before
Barghest come. Goblins go.

Special Success:
We want the goblin treasure:
A window in the upper floor opens
revealing a shadow of a man within.
What do you want? Says the
shadow.
I am a powerful witch and you are
trespassing! Not wise, no. Not wise.

Goblin need some if goblins go on


long walk from here.
Fast Talk, success: Promises Grasnar
to gives you 1 for every 4.
Fast Talk, special success: Promises
Grasnar to gives you half of pretties.
Fast Talk, critical success: Promises
Grasnar to gives you 3 of every four.

Any plea or case the PCs make are not


successful in gaining more attention
unless the PCs mention the actual name
Barghest.

What is Barghest?

Barghest? says the voice above,


somewhat surprised. Barghest of
Gehenna?

Demon dog it is. Come feed on


humans, make goblin tribe rich for
peoples bloods.
Tribe blind by lust. Not know peoples
hunt and kill for little ones. Grasnar
know, take goods mean no huntin
goblin. Take kiddies mean death.

Further explanation about the Barghest


taking over the goblin tribe or stealing the
children will cause results. Otherwise he
doesnt speak again.
Results:

How do we find Barghest? Where is


tribe?
Tribe hidin with big people bones.
Grasnar no kill goblin tribe. You no kill.
Grasnar know way to Barghest with no
kill goblins. Grasnar shows.

After a brief pause the shadow speaks


again. Wait. Another long pause ends
in the rustling of papers at the window.
How do you plan to send it back to
hell whence it came? he asks.

How do we kill a demon?


He will laugh at any answer they give that
doesnt have to do with magic fire.

Barghest need blood to live. No blood


maybe Barghest die. Like goblin. Like
Peoples.

17

The shadow above laughs. Fools cant


kill this demon in this way. Even
coercing this beast into submission
with sorcery is foolhardy at best.
Wait... Another long pause as more
paper is rustled. I can help with this
fools errand, but I have a price. I may
supply the materials needed to expel
this abomination... The jingling of
glass jars can be heard, more rustling of
papers. Ah, yes. But you must do
something for me. A simple matter
really. A bucket appears in the
window and is lowered down on a rope.
Its contents are 4 glass vials full of a
black powder. Have a care for gods
sakes! cries the voice above. These
are the product of sorcery above your
understanding and are very fragile.
They can kill much more than a demon!
Take them and wrap them in something
safe. He pulls the bucket back to the
windows and lowers it again. This time,
within is a fist sized stone of clear
greenish rock with gold, silver, and
platinum veins running through it.
There is also a vial of a clear sparkling
liquid.
Killing the beast is not enough. says
the voice above. Place this stone upon
its body when its physical form is
depleted of life, then pour the contents
of the vial over the stone. Is this
understood? It must be done in that
order. Kill, place, pour. Then return the
stone to me. It is the only power I own
over the infernal and it is dear to me.
Sick I am to put it into the hands of
strangers. BRING IT BACK. Do not
cross a witch when he blesses you!

The vials are Incendiary Powder from


my Art of Alchemy supplement and can be
thrown t targets. When the powder within
is exposed to air it explodes doing 4d4
damage to anything it strikes and
everything in a 5 radius takes -1 HP
damage off of the total per 1 away the
targets are from where it exploded.
Each vial has 1 HP and will crack and
expose other vials to air if they are carried
together.
EXAMPLE: If the vial is accidentally
broken by a careless person he or she
takes 4d4 damage, lets say the roll is 9.
The carrier takes 9 damage. The other
party member who is 2 feet away takes 7
damage. Another who is 4 feet away takes
5 damage. Another who is 6 feet away
laughs hysterical at their misfortune.
The vial with the clear fluid is actually
Panacea, also from my Art of Alchemy
supplement. If poured onto a living host it
will remove all wounds, remove poisons,
and cure all diseases. If poured over a
freshly dead corpse it will restore it to life
and impart the above benefits as well.

18

The cemetery

A successful Track Skill roll will reveal


that the stone paths running through the
cemetery are mostly clear of grass and
weeds, as if used occasionally. A Special
success shows that care had been taken to
cover tracks. A Critical success allows the
tracker to see through the subterfuge and
find a goblin track or two heading towards
an old well in the middle north west side
of the bone yard.
If PCs try to dig up any graves, they find
they are quite shallow. Only a couple feet
of dirt covers most. Each has a stone
sarcophagus with a lid requiring a STR:14
check to remove. Roll on the chart below
for each such desecration.NOTE: If Jorgen
is with them he will think this is
sacrilegious and try to stop them. If the

The still muddy path leads into the


stone arches of an ancient and
neglected burial yard. The trees lack
leaves, as if a blight has occurred but
the grasses and weeds are wild,
growing as high as 8 feet tall in places.
The grave markers are weathered and
eroded showing strange writings in an
unknown language. There are
crumbling walls enclosing certain areas
within and the cemetery as a whole.
Ruined, rain stained statues dot the
walls and arches here and there. Even
in their aged state you can tell they
were once exquisite. A building,
which must have been domed at one
time, lies half in ruin, its walls
crumbling long ago.
19

goblins are with the PCs they will insist


time is short and the noise might alert
other goblins to their presence.
Each time a grave is dug roll a 1d6. On
any roll of 5 or 6 goblins are alerted and
prepared for if the PCs enter the
catacombs.

20

Ghost(Banshee)

On a Special result of 100 the bottom of


the casket falls out revealing a large tunnel
below. Inside this tunnel are 1d4* Carrion
Crawlers. This tunnel attaches to the
catacombs, marked Carrion Crawler.

21

The Catacombs

The snakes had 1d4 HPs, Bite 70%,


1D2+1/2db+3d4 POT poison
Skills: Climb 50%, Dodge 50%,
Hide 80%, Sense 65%, Stealth 90%,
Swim 50%.

The catacombs winding under the


cemetery are vast. Generations of families
from the ruined city have been put to rest
here, obviously hundreds of years ago.
There remains line each and every wall on
great shelves. The catacombs are
completely light-less and riddled with
traps that only the goblins can safely
traverse without successful Search skill
checks.
Every 50 of corridors covered roll on the
table below to see if there are any
encounters or obstacles that need to be
circumvented.

The Spiders can be brushed off/smashed


in 1d4 rounds and have a 25% chance of
causing a bite each round. Bites cause no
damage but require a CON:14 resistance
roll or victim loses 1d4 CON and 1d4
STR.
Make no mistake, goblins encountered
down here are NOT friendly.
If Grasnar is with the PCs there
is a 25% chance that the
encountered goblins will be
loyal to him and let you pass, if
so theres another 50% chance
that they will join the rebellion.
If goblins are not loyal they
shriek an alarm that echos
through the tunnels.

22

If the PCs have not alerted the goblins of


their arrival use the encounter chart on
page 23 every 50.
If Grasnar is with the PCs there is a 20%
chance per goblin they will know when a
trap is present and help them avoid it.

DM MAP

23

The room marked Well has three


goblins guarding it, two will engage the
PCs while the third runs to alert the rest of
the tribe, as soon as a PC comes down.
Most goblins will be in the Altar room
preparing for the sacrifice of the twins.
There are 100 goblins in all. Subtract any
from random encounters from this total.

Once down the stair and into the room the


party sees a 30x30 room with stone walls.
Sitting in the center of the room is the
goblin hoard. A treasure from dozens of
raids on caravans and merchant wagons.
Among the loot is:
3750 Bronze Pieces, 75 Silver Pieces, 12
Gold Pieces
GEMS
Pink Pearl Estimated Value: 90 BP
Banded Agate Estimated Value: 120 BP
Obsidian Estimated Value: 14 BP
Citrine Estimated Value: 70 BP
Brown-Green Garnet Estimated Value: 60
BP Citrine Estimated Value: 4 BP
Sardonyx Estimated Value: 50 BP
Hematite Estimated Value: 170 BP
Hematite Estimated Value: 120 BP
Smoky Quartz Estimated Value: 80 BP
Amber Estimated Value: 80 BP
Fire Opal Estimated Value: 1200 BP
Silver Ear Ring Estimated Value: 240 BP
Copper Ear Ring Estimated Value: 9 BP
Copper Anklet Estimated Value: 120 BP
Silver Broach Estimated Value: 320 BP
Copper Anklet Estimated Value: 8 BP
Bronze Hairband Estimated Value: 40 BP
A silver ring Estimated Value: 580 BP
Copper Hairpin Estimated Value: 14 BP
Bronze Hairpin Estimated Value: 100 BP
Silver Scroll Case Est. Value: 1000 BP
5 bottle of fine wine 20 BP each
15 bottles of good wine 5 BP each
4 five gallon kegs of ale 100 BP each
12 bolts of colored cloth
5 bolts of colored fine silk
10 planks of iron
5 Merchant outfits
2 Noble Outfits
12 Laborer Outfits
13 pairs of shoes and boots
500 rope
50 chain
These items are in sacks and crates piled
in the room. It would take hours to sort it
out.

If goblins have been alerted to the


presence of the PCs in any way, an active
hunt is underway and any random
encounter resulting in goblins will have
double the number with one or two
running to alert the rest. If successful, the
remaining goblins, save the 4 guarding the
Barghest, will converge into the area.
They will try to subdue the PCS
WITHOUT killing them. Every LIVING
human they sacrifice to the Barghest
makes it stronger.
There are a lot of goblins in the catacombs
so, if they are made aware of PC presence,
it could be disastrous if PCs are caught in
an open area. The chronicler will have to
RP this aspect to fit the campaign.
IF THE GOBLINS REMAIN UNAWARE
OF PCs:
If Grasnar led the PCs down the back
door:

Room Marked Back Door


Good, this, see? Grasnar blocked da
way wit his power. Grasnar can
unblock. Goblins dont know. Barghest
dont know.
The shaman utters an incantation in his
guttural tongue and an invisible
manifestation of a force field blocking
the way visibly shimmers for a moment
and vanishes. We sneaks in. Kills da
demon. Yous takes da kiddies and
leaves. Grasnar seal da way again.
Followin you, no.

24

Goblins
No. App: (possible 96)
STR: 2d6
CON: 3d6
SIZ: 1d3+3
INT: 1d6+6
POW:3d6
DEX: 3d6+6
APP: 1d6
Mov: 4
Hit Points: 9
DmgBns: Attacks: By weapon 40%
Skills: 1 or 2 tribal skills at 40%,
mining 50%, (ride warg 40%)
Armor: light leathers 1d4-1
Treasure Type: K,(C)

The door is pad locked (10HP) and


requires a successful Pick Lock roll to
open. Inside the heavy wooden
door(20HP) the twins are bound, back
to back, and gagged. They are in good
health, though dehydrated and hungry.

Room Marked Twins


If the PCs linger here, have a chorus of
goblin screams be heard from down the
hall. If they still linger, have 2 goblins
come to get the twins for the sacrifice. If
these goblins dont return soon more will
come to check on them.

Room Marked Altar Room


The very room the PCs should avoid. This
room will contain the remaining goblins
that have not been previously slain during
random encounters. (100 minus the 4 in
Barghest room minus those encountered)
They are loud and can be heard through
out most of the complex.
They will be wearing leather hides and
armed with either dagger, short sword, or
club.

Room Marked Carrion


A family of 3 Carrion Crawlers have made
their home in this tunnel. The goblins
avoid this area except when dumping their
refuse and their dead. Their is nothing of
value here.

25

Room Marked Barghest

When in its canine form, a barghest is able


to move at double its normal movement
rate (MOV 10 maximum), pass without
trace, and become 75% likely to be
unnoticed when motionless so that it can
surprise opponents.
These creatures armor is bypassed by
magic weapons. Barghests are not
particularly vulnerable to any attack form,
but, if in their canine shape, they take the
risk of failing a resistance roll vs. a magic
fire attack. Fire does absolutely no
damage to barghests, but if they fail
resistance against such an attack while in
canine form their spirit is hurled back to
their own plane. The barghest in its whelp
stages appears much the same as a goblin
of large size, although as it grows larger
and stronger, there is a darkening of skin
from yellow toward a bluish red. The eyes
of the barghest are glowing orange when it
is excited, but otherwise they are
indistinguishable from those of a goblin.
Their canine forms can be those of any
typical large dogs, and in these forms it is
almost (95%) impossible to tell them from
normal dogs, except that other dogs will
fear and hate them, attacking at every
opportunity.
If the party remembers the fire bombs
theyll have 4 chances to end the demon

If the tribe is aware of the PCs in the


catacombs, there will be 8 goblins here.
The ceremonial screams of the goblins
down the hall is deafening. Entering
this room you see 4(8) goblins and an
abnormally large goblinoid with
glowing orange eyes as well. The larger
goblin is undergoing a transformation.
When skin and bone finish the grisly
twisting a large canine takes shape!
The 4 goblins scream and attack!
Looks like youve found the devil dog!
BARGHEST
No. App: 1
STR: 15
CON: 16
SIZ: 15
INT: 18
POW: 12
DEX: 10
APP: Mov: 6
Hit Points: 10
DmgBns: - +1d4
Attacks: Bite 50% 1D4+DB
Skills: Track 50%, Sense(hear) 55%,
Move Quietly 75%, Hide 75%, Dodge
55% Armor: 8
Special: see below
Treasure Type: (C)
26

nightmare. Remember that while the


bombs will injure the other goblins, fire
does no damage to the Barghest. Just a
chance to send it back to hell if it fails its
resistance to fire roll. The damage from
each flask is the POT the Barghest must
roll against. POT:POW.
With the screaming down the hall, any
melee noise from this room will go
unnoticed, as long as the tribe is not aware
of the PCs presence.
If the PCs successfully kill the demon and
his escort and perform the ritual correctly:

blood bath. He has no intention of moving


the tribe from their comfy lair, much less
sharing his loot with the PCs.
It will take the shaman a few minutes to
convince the others in the altar room why
an outcast goblin has returned and what
the PCs have done. 10 minutes after he
first leaves, the goblin tribe will arrive
en-mass. If the PCs are still there when
they arrive....it could be bad.
If the PCs kill Grasnar and his escort
goblins they may sneak away, but if the
melee takes more than 5 rounds, 1d4
goblins will come to the room wondering
what the hold up for the ceremony is.
If the PCs have to make it back to the Well
to make their escape, roll random
encounters as normal, but only for traps.
There will be no more wandering goblins
as they are all now in the altar room.
If the PCs can escape via the back door
and Grasnar is dead or was never with the
PCs, the goblins will still assume that way
is still magically locked and swarm the
Well.

The demon is destroyed. Following the


directions of the necromancer from the
tower, you place the banishing stone on
the beast and pour the liquid over the
stone. As the sparkling liquid coats the
stone and the dogs fur, a smell of
brimstone fills the room. Above the
shouts of goblins in the other room you
hear the horrid sound of a demon
growling as its infernal soul returns to
the dog and is drawn into the stone.
The gold and silver veins on the stone
glow yellowish and the growls cease in
a pulse of light. The demon is
destroyed as its canine form turns to
dust and falls apart like dried leaves on
the wind.
If the PCs had the goblin escort and
Grasnar with them:
It be done. says the goblin shaman.
I tell da tribe I kills it, eh? They know
who da boss be.
Allow the PCs a Sense or Fast Talk skill
roll. Success means they catch the shaman
looking sideways at one of the goblin
escorts, giving a facial signal, and sense a
lie. If they let the shaman go he will rouse
the others in the Altar room and tell them
the PCs killed the Barghest. Itll be a

27

DM MAP

The Return Journey

health but, unless cured of their


dehydration, they will be terribly
exhausted and only move at MOV 5.
A successful Idea roll might reveal that
the well is a great place to hold the goblin
hoard off, since they still must climb out.
If the PCs make for the Wilson farm with
the twins, their parents will be most
grateful. Less so if seventy goblins are on
the PCs tail but they will grab farming

About 10 minutes after the PCs kill the


Barghest, the goblins will be alerted to
their activities and if Grasnar is with the
goblins he will divide half of them to the
Well exit and half to the Back Door to
make chase. If Grasnar was killed before
alerting the tribe, or never with the PCs,
the goblins will assume the Back Door is
still magically locked and flood to the
Well exit. The twins are in good enough

28

weapons and protect their property, and


lives, if need be.
If the PCs head toward the fishing village,
the goblins will break off their chase once
within sight of the village walls.
Rescuing the twins will be rewarded but,
unless Constable Jorgen or Mikah were
with the PCs during the rescue, everyone
will be suspicious that the goblins are still
a threat, and more so now that the PCs
have stolen the twin children back. They
will fear the PCs have brought war to their
gates. If Constable Jorgen or Mikah were
with the PCs during the rescue, OR the
PCs return with a goblin leaders head, the
people will be very glad indeed. Constable
Jorgen or Mikah will explain that they,
with the PCs help, have dwindled the
goblin tribes numbers and killed many
leaders, perhaps including the demon
leading the tribe.
If PCs return to Cowlies Tower and have
the Stone, used as instructed, the man will
come down to them and greet them
properly. He will reveal that he is an
alchemist (from my Art of Alchemy
supplement) and, if the stone was used
properly, reward the PCs with 2 healing
potions each. (heals 2d4 damage each)
AND if one of the PCs has at least a 15
INT, he will invite him or her to stay with
Cowlie as an assistant and learn the trade.

Cowlie the Alchemist

Succesfully completing the goals will


make the PCs great friends of the village
and the Wilsons in particular. Completing
Cowlies goal could lead to the alchemist
hiring the PCs for further tasks.
Remember to assign Allegiance points as
necessary for the deeds done.

29

PLAYER MAPS

Fishing village

30

Jorgens Map

31

Cemetery

32

Catacombs

33

NPCs
Characters Name Mikah Townsend
Species:Human Male
Occupation:Soldier
Characteristics
STR:12
CON:11
SIZ:13
INT:14
POW:13
DEX:7
APP:13
Move:8
Hitpoints: 12
Magic Points:13
Damage Bonus: +1d4

Characters Name Sir Jorgen Witting


Species:Human Male
Occupation:Soldier
Characteristics
STR:15
CON:12
SIZ:14
INT:13
POW:11
DEX:12
APP:10
Move:8
Hitpoints: 13
Magic Points:11
Damage Bonus: +1d4

Skills
Wrestle:25%
Dodge:65%
Move Quietly:28%
Throw:45%
Shield:24%
Search:21%
Ride:41%

Skills
Wrestle:23%
Dodge:49%
Navigation: 51%
Throw:48%
Shield:40%
Fast Talk:58%
Ride:63%
Oratory: 55%
Attack: Broadsword 1d8+1+DB: 97%
Kite Shield 1d4+DB: 90%

Attack: Hunting Bow (8


arrows)1d6+1+1/2 DB: 52%
Short Sword 1d6+1+DB: 37%

Spells Known:
No Spell Casting

Spells Known:
No Spell Casting

Inventory
Bronze Pieces: 485
Armor: Chainmail 1d8+1
Broadsword 1d8+1+DB
Kite Shield 1d4+DB
Burlap Sack
polishers rag
rope 50 ft
59 BP Obsidian
90 BP Blue Quartz

Inventory
Bronze Pieces: 69
Armor: Hard Leather 1d6
Hunting Bow (8 arrows)1d6+1+1/2 DB
Short Sword 1d6+1+DB
Sturdy Leather Sack
metal file
Bag of trail rations, 1 week

34

Characters Name: Ethel Goodkeep


Species:Human Female
Occupation:Shopkeeper
Characteristics
STR:10
CON:14
SIZ:15
INT:10
POW:11
DEX:15
APP:8
Move:8
Hitpoints: 12
Magic Points:11
Damage Bonus: -

Characters Name: Reginald Goodkeep


Species:Human Male
Occupation:Fisher
Characteristics
STR:16
CON:12
SIZ:18
INT:6
POW:7
DEX:11
APP:5
Move:8
Hitpoints: 15
Magic Points:7
Damage Bonus: +1d6

Skills
Bargain:24%
Craft(wine):41%
Fast Talk:44%
Insight:65%
Nature:25%
Sense:27%
Evaluate:48%
Other Language:26%
Attack: Small Club (rolling pin) 1d6+DB:
34%

Skills
Craft,Fish:67%
Jump:45%
Listen:49%
Nature:41%
Repair:26%
Sailing:28%
Swim:47%
Fast Talk:29%
Attack: Heavy Crossbow(8 bolts) 2d6+3:
43% (+20%=63%)

Spells Known:
No Spell Casting

Spells Known:
No Spell Casting

Inventory
Bronze Pieces: 279
Armor: merchants clothes
Small Club 1d6+DB
Small Chest
Book revenue records
good boots
jeweler tools
Silver Ring Estimated Value: 90 BP

Inventory
Bronze Pieces: 49
Armor: commoners clothes
Net special
Burlap Sack
clay jar of worms
wooden spoon and fork
small silver mirror
Heavy Crossbow(8 bolts)

35

Characters Name: Shepherd Book


Species:Human Male
Occupation:Priest
Characteristics
STR:9
CON:15
SIZ:17
INT:18
POW:13
DEX:11
APP:10
Move:8
Hitpoints: 16
Magic Points:13
Damage Bonus: +1d4

Characters Name Erly Mason of the


Mudhelm clan
Species:Dwarf Male
Occupation:Craftsman
Characteristics
STR:16
CON:15
SIZ:8
INT:10
POW:12
DEX:12
APP:9
Move:6
Hitpoints: 12
Magic Points:12
Damage Bonus: 0

Skills
Fast Talk:21%
Insight:48%
Nature:30%
Oratory:60%
Physik:52%
Climb:23%
Potions:58%
Oratory:35%
Attack: Butcher Knife 1d6+DB: 30%

Skills
Bargain:23%
Craft:69%
Fast Talk:48%
Insight:68%
Nature:24%
Sense:23%
Evaluate:79%
Other Language:24%
Attack: Scimitar 1d8+1+DB: 32%

Spells Known:
No Spell Casting

Spells Known:
No Spell Casting

Inventory
Bronze Pieces: 108
Armor: robes
Butcher Knife 1d6+DB
Wool Bag
vial of holy water
small metal mirror
3 torches

Inventory
Bronze Pieces: 2282
Armor: joureymans clothes
Scimitar 1d8+1+DB
Leather Backpack
Tome of armor blue prints
mess kit
book of history

36

Characters Name Gregor Ugustoff


Species:Human Male
Occupation:Shopkeeper
Characteristics
STR:9
CON:10
SIZ:13
INT:15
POW:10
DEX:13
APP:17
Move:8
Hitpoints: 12
Magic Points:10
Damage Bonus: 0

Characters Name Cowlie


Species:Human Male
Occupation:Alchemist
Characteristics
STR:8
CON:13
SIZ:14
INT:16
POW:14
DEX:15
APP:11
Move:8
Hitpoints: 14
Magic Points:14
Damage Bonus: 0

Skills
Bargain: 72%
Craft:50%
Fast Talk:43%
Insight:62%
Nature:27%
Sense:30%
Evaluate: 68%
Other Language:38%
Art: Harp 55%
Attack: Dagger 1d6+1+DB: 32%

Skills
Bargain:49%
Evaluate:66%
Other Language (Alchemist Script):59%
Nature:101%
Potions:81%
Scribe:62%
Craft (Alchemist Procedures):88%
Craft(Tinker):45%
Craft (Alchemy): 105%
Attack: Vial Thrower 1+: 32%

Spells Known:
No Spell Casting

Spells Known:
No Spell Casting
Inventory
Bronze Pieces: 9022(in tower)
Armor: Wizards robes
Vial Thrower 1+
Leather Backpack
Tome of Alchemy
fine silk shawl
healers kit
8 Healing Elixers
6 Healing Potions
10 Incindiary Powder vials

Inventory
Bronze Pieces: 2277
Armor: merchants clothes
Dagger 1d6+1+DB
Silken Bag
Parchment containing an equipment order
hand harp
Leather Gloves

(Cowlies Vial Thrower is a light crossbow


modified to fire vials, instead of bolts, up
to 75.)

37

Characters Name Tamara Wilson


Species:Human Female
Occupation:Farmer
Characteristics
STR:14
CON:14
SIZ:14
INT:15
POW:8
DEX:16
APP:9
Move:8
Hitpoints: 14
Magic Points:8
Damage Bonus: +1d4

Characters Name James Wilson


Species:Human Male
Occupation:Farmer
Characteristics
STR:14
CON:16
SIZ:16
INT:14
POW:8
DEX:6
APP:8
Move:6 (bum leg)
Hitpoints: 16
Magic Points:8
Damage Bonus: +1d4
Skills
Craft(farm):68%
Nature:49%
Listen:44%
World Lore:48%
Sense:22%
Search:25%

Skills
Craft(farm):47%
Art(fishing):45%
Nature:50%
Listen:41%
Knowledge(Farm animals):48%
Sense:46%
Bargain:46%

Attack: Pitch Fork 1d6+1+DB: 62%


Small Club 1d6+DB: 23%

Attack: Hatchet 1d6+1+DB: 46%


6 Throwing Dagger 1d6+1+1/2DB: 24%

Spells Known:
No Spell Casting

Spells Known:
No Spell Casting

Inventory
Bronze Pieces: 41
Armor: joureymans clothes
Pitch Fork 1d6+1+DB
Small Club 1d6+DB
hoe 1d4+DB(at farm)
scythe 2d6+1+DB(at farm)
small bag of seed
Signal Whistle

Inventory
Bronze Pieces: 38
Armor: joureymans clothes
Hatchet 1d6+1+DB
6 Throwing Dagger 1d6+1+1/2DB
Hand Drum
small bag of seed
book of prayers
hooded lantern(4 hours oil)

38

Characters Name Mark Wilson


Species:Human Male(child)
Occupation: Farmer
Characteristics
STR:5
CON:13
SIZ:6
INT:12
POW:10
DEX:15
APP:13
Move:6
Hitpoints: 10
Magic Points:10
Damage Bonus: -1d6

Characters Name Cyle Wilson


Species:Human Male(child)
Occupation: Farmer
Characteristics
STR:6
CON:11
SIZ:6
INT:12
POW:16
DEX:15
APP:13
Move:6
Hitpoints: 9
Magic Points:16
Damage Bonus: -1d6

Skills
Bargain:41%
Conceal Object:29%
Disguise:22%
Craft(farm):31%
Dodge:48%
Fast Talk:21%
Move Quietly:42%

Skills
Bargain:21%
Conceal Object:25%
Nature:22%
Craft(farm):41%
Dodge:38%
Fast Talk:41%
Move Quietly:40%

Attack: Small Club 1d6+DB: 40%


Wrestle 1d3+DB: 25%

Attack: Dagger 1d6+DB: 40%


Wrestle 1d3+DB: 35%

Spells Known:
No Spell Casting

Spells Known:
No Spell Casting

Inventory
Bronze Pieces: 0
Armor: beggars clothes

Inventory
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Armor: beggars clothes

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