You are on page 1of 11

Page 1

Gianlucca Rech (order #31333519)


Prologue
You are a serf. Your village, like everywhere else, has been overrun by a
sickness. This plague kills without mercy. Its victims can feel fine when they
rise, and by mid-afternoon they are gasping their last breath. Blood pours
from their mouths and eyes as the fever overtakes them. Most die by choking
on their own blood and vomit. The style of death has led to the illness being
named “Red Death” or “Blood Fever.”
Your village, Solas, is overseen by Cryptic the Younger. Younger, indeed. A far
worse ruler than his father, Cryptic the Younger spends more time worrying
about his own safety than his villagers’ needs. The moment rumors of the Red
Death reached Solas, Cryptic ordered all winter stocks be depleted and placed
within his own stores. Despite this cowardice and hoarding, the sickness
arrived at Solas nonetheless. For weeks, Solas’ villagers died gruesome deaths.
At first loved ones tried to bury the dead. Eventually, the rate of death, and fear
of the fever resulted in bodies simply being dumped into communal pits, or left
where they fell.
Whispers abound that a nearby village Marwayleth, had stores of a rare herb,
Candleroot. Candleroot, according to the sycophants that surrounded Cryptic,
diminishes the mortality of Blood Fever, and turns the illness into a chronic,
blood producing cough. Never one to pass up a chance to save himself Cyptic
asks his followers to fetch him some.
The cowardice of the upper classes should never be underestimated. Needless
to say, all of the gentry refused Cryptic's errand. Feeling the noose of
impending doom tightening, he resorted to desperate measures.
While out fetching water from the well, your partner, and two children were
abducted by Cryptic's followers. There is no mystery around this, it happened
in broad daylight. Many of your friends saw it happen.
You plead with Cryptic for their release. He refuses and threatens their death
unless you fulfill his fool's errand. He tells you to travel to Marwayleth, find
the hoard of Candleroot and all the treasure you can get your hands on. If you
return with 500 gold and the Candleroot, he will release your family.
With no choice you set out with your trusty wood axe (d8 damage)
As you approach Marwayleth from the Woods (1), you sniff the familiar sickly
sweet smell of rotting flesh mixed with smoke. Clearly, you think to yourself
they have no cure. And yet, you see a great manor atop a plateau with a
smoking chimney and green, healthy grass as if untouched by the Red Death.

Page 2

Gianlucca Rech (order #31333519)


Getting Started
Use the original Harper’s Quest rulebook to create a character or use a system with
attributes that generally conform to Strength, Dexterity, and Intelligence. If you don’t
have anything handy, just roll 4d6, removing the lowest die for Armor Class, HP,
Dexterity, Strength and Intelligence.
Doing Things
You are an adult of average athleticism. Throughout the game you’ll be required to
make rolls under your attribute scores. Failing these rolls does not mean you cannot do
the attempted action. Instead, interpret failed rolls as adding a negative consequence or
complication.
Entering a building Inhabitant Disposition
All doors all open. Once inside roll to determine 1 Violent and infectious
inhabitants. Building inhabitants react according to 2 Violent
the table to the right. Sneaking into a building Dying and infectious,
(rolling under Dexterity) allows you to search 3-4 may attack
without disturbing inhabitants. Inhabitants share
stats with the Villager (see page 7). 5 Dead, not infectious
6 Alive and helpful
Key Items
Key Items are not readily visible and must be found by rolling under Intelligence.
Alternatively, if you happen upon a helpful inhabitant, they might point you to their
own or give you a hint about another's location. Possessing a hint, allows you to
subtract 4 from an Intelligence roll (single use per hint).
Resting and Exhaustion
Short rests require a successful encounter check (i.e. not rolling an encounter) and
afford d4 healing with one infection roll. Long rests require a successful encounter
check and 1d6 healing and two infection rolls.
Fleeing Encounters
You can attempt to flee from an encounter at any time. Fleeing requires rolling under
Dexterity. Failing means you are unable to flee.
Searching Corpses
You can search corpses by rolling under Dexterity, if successful roll a d10 on the
treasure table. Searching a corpse requires an infection roll unless the corpse is known
not to be infectious or you have a plague mask.
Infection
Encountering infectious inhabitants, defeating infected enemies or when otherwise
directed; an infection roll requires rolling a d10. Add the result to your infection tally.
• Reach 40 infection, lower your damage to d6
• Reach 60 infection, lower strength by 2
• Reach 80 infection, max HP is halved
• Reach 100 infection and you succumb to the Red Death

Page 3

Gianlucca Rech (order #31333519)


Treasure Table
1-3 10 gold 11 - 14 Emerald (100 gold)
4-6 50 gold 15 - 17 Crown (200 gold)
7-9 80 gold 18 - 19 Sapphire (250 gold)
10 100 gold 20 Diamond (300 gold)

Page 4

Gianlucca Rech (order #31333519)


Dungeon Crawling
In the following sections you will find optional “dungeons” to add more depth to the
locations you’re about to visit. Challenging these areas will yield useful items, treasure
and heirlooms to power your character up immediately. The following rules are taken
from Harper’s Quest, placed here and edited for convenience.

Action Level: Casual roll 1d10 or Intense use 2d6 for each room

When entering each room, roll the following:


Encounter; If 8 or higher, roll on 1d12 on Encounter Table
Feature; If 7 or higher, roll 1d12 on Feature Table

Dungeon Encounter Table Dungeon Treasure Table


D12 AC HP Dmg Roll after defeating an enemy
1 Underling 10 4 1
2 Warrior 11 8 1D3 1 Looted 0
3 Underling 10 5 2
4 Warrior 12 10 1D6 2 Pitiful 1D6 x10 gold
5 2x Underling 10 4 1D3
6 Underling 9 6 2 3 Normal 2D6 x10 gold
7 Warrior 11 6 1D6
8 Underling 10 2 1D3 4 Normal 2D6 x10 gold
9 Warrior 12 5 1D6
10 Underling 10 3 1D3 5 Great 3D6 x10 gold
11 Underling 10 3 3
12 NPC Shows trap door to final room 6 Vast 4D6 x10 gold

Feature Table
1 Unlit Torch ???
2 Ajar Sarcophogus Poison Bomb 1d10 or Healing Potion 1d10
3 Key found Choose Gold or Silver
4 Spellbook AC +3 or Dmg +3 spell for one encounter
One use, dex check, enemy ½ AC, 1d6 rounds,
5 Grappling Hook fail; lose item
6 Oven w/bread 2 loaves; 1d6 heal each
7 NPC Healer 1d8 heal
8 NPC Healer 1d10 heal
9 NPC Teach Fire or Ice spell (1d8 dmg)
10 Cauldron; choose red or blue potion
2x ale, raises AC + 1, Max HP - 1 per drink, last
11 Ale Cask 2 enc
12 Trap Door Save versus Int, Fail: back one room
Heirlooms
Heirlooms are power-ups that you receive. Red Death allows you to use the Heirlooms
immediately.
Gold Key +500 Gold
Silver Key +2 Dexterity
Red Potion 1d6 Max HP Increase (also fully heals when used)
Blue Potion +2 AC
Page 5

Gianlucca Rech (order #31333519)


1 Woods
A sparse old growth forest. Trees can be felled for
crafting wood. Roll under Strength to swiftly cut
down a tree. Otherwise felling trees draws
attention (roll an encounter check). 2 Mill
3 Bridge d2 inhabitants. A functioning water mill churns the
river. Normal workman's tools, bags of grain and dry
Out in the open, a stone bridge in good condition hay can be found with ease. Key Item: Flint
across the 30 ft wide river. Looking to the south
you see the water change from blue to a soupy
brownish green. Roll an encounter check as you
4 Graveyards
cross. A sign near the bridge reads "Abandon this A sea of dirt mounds is surrounded by a stone wall.
place, God has." Black metal gates beckon you. So shallow are the
graves that limbs and faces play macabre game of
5 Village peek-a-boo. A nearby communal pit bundles corpses
intertwined and bloated. The flies, maggots and
Three houses lie to the east of a large hill in the stench make it impossible to be here for more than a
center of town. Each has d3 inhabitants. Enter few minutes without a mask (enough time to search
each house through the door or secretly (requires two graves).
a Dexterity check). Each of the three houses
contains a key item. 1d6 graves are searchable. Roll infection per grave
searched. Roll under Dexterity to search a grave. If
• Hut: 50 ft. rope successful, roll d20 on treasure table. Failing results
• Chimney Roof House: Healing Potion in no treasure.
• Thatched Roof House: Plague Mask

7 Farms 6 Corpses
Just north of the bridge lies a broken down wagon
Two mud fields with wire fencing. Crows sit atop and boated corpses. Further north two skeletons lie
the fencing and periodically swoop onto the mud near a worksite. A hammer and spool of spiked wire
to dig for seeds, worms or whatever other "meat" are easily discovered. A fence remains unfinished, a
might be buried there. Once you enter the farms, futile attempt to forestall visitors and the Red Death.
the crows coordinate an attack on you. Swat at
them with your weapon. Roll under Dexterity; Searching a corpse or wagon requires a dexterity
failing results in d4 damage. After they attack check. Successful searches result in d10 roll on
you, they are no longer interested in your doings. treasure table. Unless masked, searching any corpse
here requires an infection roll. Roll an encounter
Key Item: Sealed Envelope with wax seal of Lord check after 2 searches.
Marwayleth, reduces any Intelligence roll by 4
(single use) or could be used as a bargaining
chip.

8 Lord's Manor
A top the plateau sits a large manor. Smoke puffs out the chimney and you see torches lit
within. The stairway once leading to the Lord's Manor lies crumbled. It is unclear whether this
was natural or a purposeful attempt by retreat to a proverbial island.
The stair gap is 20 feet across. From the ground to the top plateau is 40 feet.
Scaling the cliff with or without a rope is possible. Without a rope, roll under Strength and
Dexterity. Rolling under both is a unmitigated success. Rolling under one results in negative
consequences or complications. Failing both results in d4 damage.
Climbing with a rope requires rolling under Strength. Failing this roll results in consequences
or a complication. Once you arrive on the plateau see “Entering The Lords Manor” on page 8.

Page 6

Gianlucca Rech (order #31333519)


Marwayleth
8

7
2

3 5

1d6 Encounter AC HP Dmg Random Encounter Table;


1 Villager/Inhabitant (dying) 7 (4) 2 (1) 1d4 1 on a d6 results in an
2 Healthy Farmer 8 4 1d6 encounter
3 1d4 Dogs (infectious) 6 2 1d4
1d6 + 1d6
4 Wayward Priest 5 5 infection
5 Knight (infectious) 8 7 1d6
6 Thief (infectious and -100 gold) 6 2 1d6
Page 7

Gianlucca Rech (order #31333519)


Entering the Lordʼs Manor
As you walk up to the Lord’s Manor, you see a thick wooden door. It is locked. You
knock loudly. A footman opens the door and asks you to state your business.

You may choose to lie or force your way into the home. Deceit of any kind requires
rolling under Intelligence; failing results in a complication. Forcing your way in
requires rolling under Strength. Failing a forced entry results in an encounter with 2
guards.
Sneaking in using another entryway requires rolling under Dexterity by at least 3.
Failing this sneak roll results in an immediate encounter with two guards.

Once Inside
At this time, you may use the Dungeon Crawling rules
to create a d6 size dungeon as the Lord’s Manor. All
encounters are against infectious enemies. The Boss
will be Lord of Marwayleth. Upon reaching the boss
room choose 1 heirloom to use immediately.

Lord of Marwayleth.
You see a large man seated upon an ornate wooden chair feasting on a plate of roast
meat, guarded by three men wielding halberds. They make ready as you walk in.
You may choose to state your business in truth, lie or engage in violence. Failing truth
and deceit can always devolve into violence.
• Truth: Requires no check, and a 50% chance the Lord shares a supply of
Candleroot out of sympathy for his fellow Lord Cryptic the Younger.
• Deceit: Roll under Intelligence for 70% chance the Lord shares a supply of
Candleroot out of a foolish belief of your lie.
• Violence: Requires defeating guards and a 100% chance the Lord shares a
supply of Candleroot out of fear that your weapon will strike him down next.

Upon resolving the encounter with Lord Marwayleth, roll infection.

AC HP Dmg
Guards 8 4 1d4
Lord Marwayleth 10 8 1d6

Page 8

Gianlucca Rech (order #31333519)


Returning to Solas
With your loot in tow, you rush back to Solas. Swinging open the massive double doors
to Cryptic the Younger’s hall you present your findings.
Cryptic has two bodyguards with him at all times.
If you acquired both 500 gold or more and Candleroot, Cryptic keeps his word; your
family is freed. Anything less and Cryptic refuses their release and you are forced to
find another way to save your kin, or you can fight Cryptic and his guards.

Rescuing Your Family


Your family is being held in Cryptic’s dungeons somewhere in his keep.
At this time, you may use Dungeon Crawling
rules to create a d4 size dungeon. The Boss
will be the Dungeon Keeper. Upon reaching
the boss room choose 1 heirloom to use
immediately.

Entering the cell room you are hit with the foul smell of human waste and
whimpering of children. Rage wells up inside you. A shirtless dungeon keeper sits at a
dimly lit table rolling dice.
You may choose appeal to the dungeon keeper in truth, wager, deceit or engage in
violence. Failed truth, wagers or deceit can always devolve into violence.
• Truth: Requires no check, and a 60% chance the Dungeon Keeper frees your family out
of sympathy
• Wager: The Dungeon Keeper is a betting man. He bets that if you can guess the number
his six-sided die rolls, he will free your family. If you lose, he challenges you to a duel to
the death. Try and guess your next d6 roll to succeed.
• Deceit/Bribe: Roll under Intelligence for a 70% chance the Dungeon Keeper believes
your lie/accepts bribe and frees your family.
• Violence: Requires defeating the Dungeon Keeper and d4 prisoners. Results in 100%
chance you free your family.

AC HP Dmg
Guards 11 5 1d6
Cryptic the Younger 11 8 1d8
Dungeon Keeper 12 9 1d6
(D4) Prisoners 6 5 2

Upon saving your family, one or all of them, you all swiftly exit the dungeon and make your way
back home. Reaching into your pocket, you give your family each a helping of Candleroot you hid
from Cryptic. Able to survive the Red Death, you and your family rest up for more adventures.

Page 9

Gianlucca Rech (order #31333519)


Art Courtesy of JoyPeddler Games, HODAG RPG
and the Public Domain.

Follow us on Twitter
@JoyPeddlerGames

Page 10

Gianlucca Rech (order #31333519)


Red Death Adventure Sheet
Name Weapon
AC Infection /100
Dex Gold
Str Candleroot 0
Int Hints 0 0 0 0
Dmg
HP
Journal

Inventory

Encounter Tracker
AC
HP
Dmg Page 11

Gianlucca Rech (order #31333519)

You might also like