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- ALL HANDS ON DECK -

• This adventure begins when the Fated are called together by the boss of
their village, Chubbs LaCro.

It’s a great day in LaCrow village. Usually, life in a Goblin village is hard work,
but for some reason, things have been very peaceful lately. There hasn’t been
anyone yelling at you to stop bullying the young ones, nobody smacking the
back of your head after you’ve had too much juice, and you haven’t had to do
anything useful for days. It’s been like a long vacation.

*Go through each character jobs*

But today is different, because as you are going about your daily laziness you
can hear shouting getting louder & louder until suddenly, your heart sinks,
Chubbs LaCro staggers back into the village, & you finally know why it’s been so
peaceful.

Chubbs is a lot bigger than a normal goblin, almost big enough to ride a horse
and very very VERY fat, you never really found out if he is your actual father, or
if he’s anyone’s father really, but he says he is & he’s the boss. You haven’t
seen him for a few weeks, ever since he left the village to “settle things” with
the Skunk Ape that stole his favourite hat. He seems to have his large stovepipe
hat back, but seems to have lost his right arm. All that’s left is a bloody stump
just below the elbow, & from the way he’s looking at everyone, he’s in a bad
mood, as usual.
Chubbs LaCro - (Goblin Boss)

“Listen up!”
He shouts, sending the other Goblins running away, leaving you alone. He
points at you with his stump.

“You lot . . . get over ‘ere. Time to make yourselves useful for once.”
He waits for you all to gather & puts his arm around you all

“Right, a gator bit off my arm & swallowed my favourite gun. I’m not too happy
about losing either of them, & I want them both back.”
The older Goblin looks at you with an evil eye.

“You have been way too lazy in my village & now your need to work. You’re
going to go out there, find the gator what done me wrong, and bring a bit of
Swamp Justice to it.”
He makes a gesture as if he were squeezing its neck, but with only one hand.

“Do good & I’ll make you captains, give you bigger hats & let you boss around
the younger ones but screw it up & I’ll have to fix my hand with all of yours.”
He smiles at each of you, showing his big teeth like a shark.
- THAT VOODOO -

But once you agree, Chubbs sniffs and his eyes water like a happy father.

“I knew you would do me proud! Now, this isn’t an ordinary gator. If it


was, I would have killed it easy. This is the biggest, meanest gator these
swamps have ever seen. It calls itself Bashe, I heard it whispering its
name on the wind. It was as big as a house with scales as white as a ghost with
three rows of teeth, too! Nothing can survive that.”
He looks almost worried.

“Well, good luck with it!”


He points his stump arm towards another part of the village.

“Go talk to the little witch Sammy & see if she knows a way to find Bashy. She
must know some way to track it down. Now, I need some juice!”
He walks away and kicks another goblin that gets too close.

• Chubbs will answer any questions if he can but if not, he walks into his
hut and starts shouting at the Goblins that moved into it while he was
away. If they try and heal him, a DC10 Treat Injury makes a nice sling.

The witch’s shack has a thick, yellow mist surrounding it, along with many
sharp sticks with the heads of gators, humans, toads and other Goblins on top.
You hold your nose & begin to shake a little & as you get closer the mist moves
& changes around you bringing a strong smell of rotten eggs.
Sammy LaCrow - (Goblin Witch)

It looks like Sammy sees you coming, she opens the window & waves.

“Hellooooo eeeevryone! Please, come in!”


She shouts happily.

• The witch, Sammy LaCrow, has been happily mixing some noxious brew
in a large pot. For an evil practitioner of the dark arts, Sammy has
always been rather cheerful, which is why nobody in the village trusts
her.
• He keeps a happy and annoying attitude unless asked about Bashy.

“Ooooh. I heard the boss shouting about that one. I haven’t seen any white
gators around here, but I’m sure the Chicken Lady knows where it is. She’s a
very powerful witch, she been around forever & she watches most everything in
the swamp. If you want to know where to find the gator, she’s the one to ask.”
She shakes a little when she says the Chicken lady.

“Oh, don’t worry! She’s super easy to find.”


She takes off her hat and a small toad hopes onto the floor.

“There you go, all you have to do is follow the toads. The Chicken Lady controls
all of the swamp toads, & no matter where someone is in the swamp, the toads
can always lead them to the Chicken Lady, there anything else I can help you
with friends!”
The toad starts to hop towards the door.
- TOAD CHASE -

• Once the Fated are ready to find the Chicken Ladies hut, they can head
off into the swamp and start looking for toads.
• Following Toads: Search . Follow . Listen . Spot . Local Knowledge
• DC10 . DC12 . DC14 . DC16 . DC18 .
• Each skill check takes 1 hour & the journey requires 5 rolls.
• Each failure leads to a hostile encounter.

The trees of the Swamp provide plenty of shade as you move around in the
dirty & smelly water. After only walking ten minutes you start to see other fat
toads on the end of a fallen log. They’re watching you with their wide eyes, &
as you stare back it releases a bored croak that is answered by another toad
deep in the swamp, & then a third toad even deeper.
Encounter #1 – The Log Bridge

You follow the trail of toads to a long log that has fallen across a slow-moving
river of black water. Other smaller logs float nearby until the toad your
following gets too close … the logs open their eyes & quickly catch the toad in
its giant mouth with long sharp teeth before going back to floating gently.
Another Toad sits on the other side of the large log, staring.

• A DC10 Balance takes them safely across to the other side. On a failure,
the character gets halfway across, and slips into the water.
• The gators will bite and snap at whoever falls, inflicting 1d8 damage.
• A DC 12 Swim is required to reach the other side. On a failure, they
suffer another 1d8 damage and must try again until they reach safety.
• They can also try swimming across requiring 2x DC12 Swim. Any failures
causes 1d8 damage like above.
• Alternatively they can fight the gators; there are 4x of them in the water,
• Any attacks made against them from the shore will bring them out of the
water at surprising speed.

Creatures:

4x Gators Def: 9
HP: 15
Bite: Melee . +2 to hit . 1d8
Encounter #2 – Termite Hill

You follow the toads to a group of large hills of dirt with even bigger thorn
bushes on each side. A few toads struggle to climb up the hills, sometimes
stopping to bite at some small insects.

• A DC12 Spot or Local Knowledge to identify the hills as termite homes


that they are too heavy to climb.
• The thorn bushes scratch anyone who tries to go around.
• 2x DC10 Climb are required to make it over.
• 2x DC12 Climb are required for heavy players.
On a failure, the hill starts to fall on them take 1d4 damage.
• A DC 10 Reflex is required to make it out quickly.
On a failure, the termites attack dealing another 1d4 damage.
• A DC 12 Sneak allows them to move through the thorn bushes,
On a failure, the take 1d4 damage.
Encounter #3 – Hungry Snake

The trail of toads ends in the mouth of a large snake. The snake is
a dark, muddy brown colour, and there are two small lumps in its body from
the toads that it has swallowed. But the snake looks tired and isn’t interested in
you, and it starts slowly slithering away, there are no other toads nearby.

• The snake is still leading the way to the Chicken lady. Sammy said to
follow the toads, not that the toads would be alive.
• If they follow the Snake, they soon see another toad and can carry on.
• Alternatively, they can kill the Snake, remove the toads & animate them
as undead toads to continue leading the way.

Creatures:

• 1x Giant Snake
• HP: 25 Def: 10
• Bite: Melee . +4 to hit . 1d8
• Squeeze: Melee . +2 to hit . 1d10 . Requires a successful Bite attack
Encounter #4 – Stinking Bog

The toads you have been following are leading you through a very foul smelling
patch of swamp & have strangely been moving along small rocks the whole
time.

• Everyone must beat a DC10 Constitution.


On a failure, take 1d4 damage (no armour)
• Make another DC10 Constitution every 2nd rolls or take 1d4 damage (no
armour) until they clear the swamp or succeed twice.
• Each character must also make a DC10 Spot or Listen to notice the
sucking bog under their feet.
On a failure, the character is now being pulled under the water.
• Once in the sucking bog, a DC12 Strength is needed to break free.
One a failure, the character is pulled under the water & begins take 1d4
damage every turn until pulled out.
• Characters not in the bog can help them using vines or sticks etc.
Encounter #5 – Drop Gators
While looking for toads, you spot 3x toads sitting around a pool of dark water,
and as you walk towards them, they look up at you and begin hopping off in
three different directions. You’re starting to wonder what they’re doing when
you hear branches break overhead. You look up just in time to see the large
open mouth of an alligator falling in your direction.

• This unfortunate Giant Gator chased a plump raccoon up a tree and got
stuck. It’s been there for 2x days and hasn’t eaten for a long time.

Creatures:

• 1x Giant Gator
HP: 25 Def: 12
Bite: Melee . +4 to hit . 1d10
- THE CHICKEN LADY -

• The Chicken Lady is actually an ancient Troll swamp witch called Yaga,
she always knows when someone is about to arrive at her home.
• Her interactions should be cordial but sinister, like she knows how each
of them will come to a bad end and is very amused by that knowledge.

The toads begin to come closer & closer together until you’re walking between
two lines of the little creatures, all of them watching you with fat little eyes.
The path of toads ends at the door of an unusual cabin surrounded on all sides
by the toads & you can see the warm glow of a fire through an open window,
but somehow, it doesn’t look inviting. But the strangest thing is that the cabin
has legs, two giant chicken legs on each side making the cabin look like a sitting
chicken. You start to look closer when the door opens, and a very tall hunched
female troll with wiry arms and bare legs and feet comes out.

Yaga - (Troll Swamp Witch)

“Well . . .”
she huffs, watching you for a moment

“What are you doing out there gawking? Come inside, come inside…”
She says invitingly
The witch’s cabin is very very warm, & you start sweating uncomfortably the
moment you step inside. Strange piles of sticks & pouches of strange things
hang from the ceiling in many places, making the cabin smell a little herbal &
dusty.

“Come looking for something, have you? Have a seat, have a seat.”
The witch cackles & point at one of the tables covered in tiny, dirty dolls. They
start to move, slowly, and drag a deck of cards across to Yaga before jumping
off the table & running away to hide.

“Have a seat and tell Yaga what you need, little sweetlings.”
She smiles, a very very big smile, showing her large sharp teeth.

“I see, my little nibbles. I know, I know but it has a price . . . A game of chance,
a game of fate. Win and you will know, lose and to my pets you will go.”
She picks of the deck of cards and starts dealing out 2 sets of hands.

WIN
Yaga’s smile fades as she looks at your cards. She snatches up the cards, her
eyes narrow, then she looks at you. Your not sure, but she seems much
Bigger than before.

“How did you…?”


She looks angry at you, then suddenly laughs and smiles again.

“Always a little twist you don’t see...”


The witch takes your face in her hand, and looks at you closely.
“I’ll have to keep an eye on you, morsel”
She mumbles before letting you go with a few pats to the cheek.

“What you want is exactly 100 steps from here, you will know the way,
toodles!”
She says before you are quickly pulled by a powerful wind out of the cabin and
the door slams shut behind you. Outside you notice all the toads are gone and
when you turn around, the cabin is gone too, like it was never there.

LOSE

Zoraida cackles as she shows her cards, one by one. It’s clear that she’s won.

“Now, my little dears…”


She licks her lips & starts to grow larger and larger.

“It’s time for your end of the deal.”


As she keeps growing & you see she isn’t getting bigger but you’re getting
smaller! Soon you’re the size of one of her dolls & she scoops you up in her
hands & carries you to the door.

“Now it’s time for my prize. So please, feed them well!”


She drops you outside the cabin door & as she closes the door, you turn around
to see all the toads from before looking at you, and hungry.
• They land in the mud outside, so they don’t take falling damage, but
they are surrounded by hungry toads that are each bigger than they are.
• They are attacked by one Giant Toad per character & there are plenty
more toads surrounding them.

Creatures:

5x Giant Toads
HP: 10 Def: 8
Bite: Melee . +0 to hit . 1d6

The toad croaks as it falls dead, its small legs moving as its tongue comes out of
its mouth. But, as it falls, other toads move in, forcing you back against the
wall. Just as things look bleak, the toads stop & a moment later, a small doll
that looks like a pig charges the toads making them look up in confusion.
Another smaller doll with long, dark hair & a yellow dress sits on its back, & as
the pig charges the toads the doll attacks, cutting a toad in half with a long
kitchen knife. The stuffed pig stops when it reaches you, making the doll rider
fall forward but it lands on its feet in front of you, it stops & looks at you before
making a deep bow.

• The doll points toward the pig for the party to climb on before the toads
get closer. Once aboard the dark-haired doll punches the pig making it
run towards one of the huts windows.
• As they get closer, they can see another doll that looks like a human but
with a gator head standing on the window next to a long piece of string.
Once the pig reaches the string, it stops so you can climb up, DC8 Climb.
- DOLLS TO THE RESCUE -

• Once the party has reached the window, the dark-haired doll ties the
rope around the stuffed pig & rides it up to the window.

As you’re waiting for the dolls you’re able to see the giant Swamp Witch
playing with the contents of a cauldron on the other side of the room.
She looks happy & to herself as she tosses some chicken feet into her cauldron.

Once the dark-haired doll has joined you, it bows, then signs for you to follow
the gator head doll. He hops down onto the table beside the window and starts
making his way toward a large pile of old books made to look like a house.

• Here, Gatorhead points to another table, at a large bowl & mimes


sneaking across the table, making the jump to the other table & eating
what is in the bowl, DC8 Sneak, DC10 Hide (FAIL) & DC10 Jump.
• The blue stuff in the bowl will return them to full size, but if they try to
eat any while still in the hut, Gatorhead throws a small rock & points
towards Yaga before running a hand across its neck.
• Once they know the plan the dark-haired doll comes back with a rolled
up a very large piece of paper which has a badly drawn map leading
from Yaga’s hut (a big house) to the Bone Mound (a scary alligator).

Your head spins as you eat the blue paste, it tastes disgusting & you think the
dolls have poisoned you, but when you turn around to yell at them, you find
that you are back to your full height. The dark-haired puppet & Gatorhead rush
to the window, jumping with excitement & waving goodbye.
- THE BONE MOUND -
The bone mound is a pile of bones that has gathered in the dark waters
surrounding a small but deep lake. It’s the favoured lurking place of Bashy, &
on warm days, he can often be seen sunning himself from atop its surface.

• The party can either swim across the dark waters, DC10 Swim, or make a
quick log raft, DC10 Craft.

Once your across you can feel the bones move under your feet with each step,
even the smallest movement creates a soft crunch as broken bones are
crushed & you almost slip & fall. Some of the bones are covered in a thin layer
of moss, & more than one Goblin skull looks up at you from under the surface
of the bone mound.

• The bone mound is difficult to move on terrain, a lot slower.


• Once they have had a chance to look around choose someone near the
edge of the bone mound as Bashy’s first target.

You’re just starting to become comfortable


with moving across the mound of jagged,
shattered bone fragments when a chill runs
up your spine. You notice with growing
alarm that the Bayou has fallen silent
around you, as if it were holding its breath
in anticipation. Perhaps sensing the danger,
[FATED] takes a hesitant step back from
the edge of the bone mound.
Suddenly, there’s a flash of movement in the water, & then you hear a loud
hiss, then a growl & then a loud yell as _ _ _ screams as massive jaws close on
the air where they were standing just before.

The bone mound begins to shake as the massive alligator lands on top, its long
claws kicking broken bones into the water as it scrambles up out of the dark
waters. The alligator is like something from a nightmare: too large for a
normal alligator, with ghost-white scales scarred from numerous wounds. The
flesh on its jaws is starting to rot, giving it the lipless grin of death itself.

• Bashe attacks the players & tries to bite them.


• Once defeated, they can cut the gator open & retrieve Chubbs’ very
damaged pistol.
• A DC 14 Craft makes it work again.
• There is no sign of Chubbs’ hand.

Creatures:

• Bashy
HP: 60 Def: 13
Bite: Melee . +4 to hit . 1d12
- CONCLUSION -

• Once they have killed Bashy & recovered Chubbs’ pistol, they can return
to their village for their reward.
• Chubbs them to captains, which earns them greater respect from their
fellow Goblins & makes it easier for them to boss the other Goblins
around.
• If they repair his pistol, he says on it looking ‘as good as new’ & slaps
them on the back. he gives them the Volley Gun
• If they return without the pistol, Chubbs is very angry with them.
• He doesn’t show it but a DC12 Intuition shows he wants revenge on you.
• If they stay, the villagers grab them in their sleep & forcing them down
as Sammy LaCrow cheerfully brings Chubbs a saw.
• He takes a moment to examine each of their right hands, then cuts off
the one he likes the most and has Sammy attach it using magic.
.

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