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Designed and Illustrated
by Mark Tasaka
August 2021

Tasaka Games
tasaka-games.com

The Resurrection and the Cat


is available as a FREE PDF on DriveThruRPG

This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games.
This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, visit www.goodman-games.com or contact info@good-
man-games.com.

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There are many incredible sources of inspiration that led to the cre-
ation of this adventure. To begin with, I would like to thank herecom-
ethejudge for his touching post on the Goodman Games forum; this
post inspired me to tell more stories set in Greenleaf. I would like to
give a special shoutout to Jason, our Game Master from 2010 to 2017,
and his amazing wife, Jessica, for introducing our group to Dungeon
Crawl Classics. I would like to thank Chris, the Manager of Imperial
Hobbies (imperialhobbies.ca), for being so accommodating over the
years. I would also like thank Sean and Brett of the Gaming and B.S.
Podcast (gamingandbs.com) for their hard work bringing our communi-
ty together. Lastly, I would like to thank the great group of guys I game
with every week: Devon, Lexx, Marius, Ryan, Gurvinder ‘GV’ and Guy.

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Table of Contents
Map Villages of the Muir Forest............................ .5 5: Pantry............................................................... 20
Introduction........................................................... .6 6: Bedroom.......................................................... 20
Map Village of Greenleaf....................................... .7 7: Bedroom.......................................................... 20
The Villages of the Muir Forest............................. .8 8: Attic.................................................................. 20
Village of Greenleaf............................................... .8 9: Basement......................................................... 21
Mrs. Wynworth and Her Cat................................. .8 10: Wine Cellar.................................................... 21
11: Secret Room.................................................. 22
Key Locations in the Greenleaf 12: Outhouse....................................................... 22
The Happy Halfling Tavern................................... .9
Map 1-1: The Happy Halfling Tavern................... 10 Events
The Bunk House................................................... 10 Event 1: Murt and the General Store.................. 23
Tavern Keeper’s Home........................................ 10 Event 2: Honey and Her Honey Buns.................. 24
Farmer Grub’s Chicken Coops.............................. 10 Event 3: Thomar and Julicia Wynworth............... 24
Honey’s Bakery.................................................... 10 Event 4: Hiring Otis McGuff for Repairs............... 24
Church of Greenleaf............................................. 11 Event 5: Billy McGuff and Mrs. Wynworth.......... 25
General Store....................................................... 11 Event 6: Farmer Grub and the Killer Chickens..... 25
Constable’s Office................................................ 11 Event 7: The Arrival of Frydrock and Bob............ 26
Mrs. Wynworth’s Home...................................... 11 Event 8: Ruen’s Memories of Mrs. Wynworth.... 27
Character’s Home................................................ 11 Event 9: Anna McGuff and Mrs. Wynworth........ 28
McGuff’s Home................................................... 11 Event 10: Experiment Gone Awry........................ 28
Event 11: Honey’s Secret is Exposed................... 29
The Villagers
Mayor Alphonso Kim........................................... 11 Mrs. Wynworth’s passing...................................... 29
Thomar and Julicia Wynworth............................. 11
Roth..................................................................... 12 Part 2: The Funeral and the Portal
Ruen.................................................................... 12
Murt.................................................................... 12 Map: Woman in Black’s Lair (Level 1).................... 34
Constable Gregor Hornjur.................................... 12 Map: Woman in Black’s Lair (Level 2).................... 35
Karra Shallank...................................................... 13
The Grubs............................................................ 13 Part 3: Woman in Black’s Lair
Rexx the Dog....................................................... 13
Reverend Lavanya............................................... 14 Kath-kin................................................................. 36
Honey the Halfling.............................................. 14 Table 3-1: Kath-kin Harmful Spells........................ 36
The McGuffs........................................................ 15 Baki-runts.............................................................. 37
Table 3-2: Wandering Monsters............................ 37
Part 1: A New Home & Rumours about Mrs. Magical Potions..................................................... 37
Wynworth
Woman in Black’s Lair
Map 1-2: The House (Main Level)......................... 16 1: The Other Side of the Portal........................... 38
Map 1-3: The Attic................................................. 17 2: The Half-Eaten Meal........................................ 38
Map 1-4: The Basement........................................ 18 3: Pit Trap............................................................ 38
Map 1-5: The Outhouse........................................ 18 4: The Worshippers............................................. 39
5: The Feast......................................................... 39
The House 6: Holographic Projection.................................... 39
1: Common Room............................................... 19 7: Treasure Chest................................................. 40
2: Master Bedroom............................................. 19 8: Robed Figures and the Trap............................ 41
3: Walk-in Closet.................................................. 19 9: Trapped Spirit.................................................. 42
4: Kitchen............................................................ 20 10: Floating Orb.................................................. 42
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Table of Contents
11: Teleportation Circle I..................................... 43
12: Respawning Area...........................................43
13: Narrow Bridge............................................... 43
14: Pool and the Illusion......................................44
15: Statues and the Staircase.............................. 45
16: Teleportation Circle II.................................... 45
17: Stairs..............................................................45
18: The Fate of Another Village........................... 45
19: The Brazier and the Skulls............................. 45
20: The Captives.................................................. 46
21: The Mural...................................................... 47
22: Deja Vue........................................................ 48
23: The Cauldron................................................. 48
24: Staircase.........................................................49
25: Teleportation Circle III................................... 49
26: Pit Trap.......................................................... 49
27: The Argument................................................49
28: The Four-Pointed Star and the Statues......... 50
29: Mrs. Wynworth Clone................................... 50
30: The Woman in Black......................................51

Conclusion.............................................................53

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The Cat and the Resurrection worked tirelessly for five days and opened a portal to
the Woman in Black’s lair. Now, it will be up to YOUR
Mr. Mu was no ordinary cat; he was an extraordinary
PLAYERS to transverse the interdimensional lair and
cat… In fact, you could say he was a genius-level cat.
defeat the Woman in Black before she regains her full
When Mr. Mu’s beloved owner, Mrs. Wynworth, was
strength.
on her deathbed succumbing to old age, Mr. Mu came
up with a plan. He summoned a mysterious woman,
dressed entirely in black, to the Village of Greenleaf to
Introduction
resurrect his beloved Mrs. Wynworth when she passed.
The Woman in Black performed a mysterious ritual at The Cat and the Resurrection is a third-party compat-
the death bed of his dying owner. ible Dungeon Crawl Classics adventure designed for a
Level 2 party of 6 to 10 characters. The Cat and the
At Mrs. Wynworth’s funeral, the outcome of the ritual
Resurrection builds on the events Fantastic Adventures
unfolded... Mrs. Wynworth’s coffin opened, her body
and the Disgruntled Gong Farmer and Beneath the Gi-
levitated above the ground. In a state of excitement,
ant’s Head. While it is not necessary to have played
Mr. Mu jumped on the pulpit and said, “Mrs. Wyn-
these adventure modules to run this adventure, it
worth, my best friend, I have brought you back from
is useful to have a copy of Fantastic Adventures and
the dead! Oh, rise my beloved Mrs. Wynworth. Rise
the Disgruntled Gong Farmer and Beneath the Giant’s
from the darkness and return to the world of the liv-
Head as references, since this adventure builds on the
ing.” However, Mr. Mu was deceived. He witnessed
events and Non-Player Characters (NPCs) established
the levitating body burst into flame and ash. The ritu-
in these adventure modules. Both Fantastic Adven-
al the Woman in Black performed at Mrs. Wynworth’s
tures and the Disgruntled Gong Farmer and Beneath
deathbed was not a resurrection ritual; instead, it was
the Giant’s Head are available as free PDFs on Drive-
a ritual to trap the Village on Greenleaf in a pocket di-
Thru RPG.
mension.
Fantastic Adventures and the Disgruntled Gong Farm-
A thick mist encircled the entire village and storm
er is comprised of three adventures: The King’s Chal-
clouds hid the sky. The Village of Greenleaf was
lenge (Character Funnel), Kobolds Stole My Cat (Level
trapped. The Woman in Black rose and hovered in the
1 Adventure), and The Gong Farmer’s Revenge (Level
air. She told the mourners her plan of entrapping the
1 Adventure). These three adventures are designed
village and devouring their souls. The Woman in Black
to be played in order. The King’s Challenge introduc-
vanished in a cloud of smoke; she was weak from the
es the players to the setting of the Muir Forest, where
ritual and would need to return to her lair to regain her
they undergo a zero-level character funnel that takes
full strength. When she returned, she would devour
the form of a magical dungeon created long ago by the
the villager’s souls.
powerful Mage-King. The second adventure, Kobolds
There was a race against time... A portal would need Stole My Cat, takes place in the Village of Greenleaf,
to be opened to the Woman in Black’s lair. She would where the characters are hired by Mrs. Wynworth to
need to be defeated while still in a weakened state. rescue her cat from a gang of nasty kobolds. Several
Fortunately for the villagers, Murt, whose intelligence of the key NPCs found in this adventure are introduced
was enhanced by experiments performed by extra- in Kobolds Stole My Cat. The Village of Greenleaf is
terrestrials, knew how to create such a portal. Murt further explored in The Gong Farmer’s Revenge, where

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the characters are deputized by the local constable to Forest. The Villages of the Muir Forest is an isolated
bring the vile Gong Farmer to justice. pocket of a much larger world; a single road (the Road
to Somewhere) leads out of the Muir Forest. Only a
Beneath the Giant’s Head is a second level adventure.
handful of villagers have ever travelled outside the for-
The first part of this adventure takes place in the Vil-
est, and none have ever returned. This has led to the
lage of Greenleaf, where a series of events and mini
common belief: “If you travel too far, you will surely
adventures take place. Several of NPCs introduced in
fall off the edge of the world”. Most villagers believe
Fantastic Adventures and the Disgruntled Gong Farmer
that the world is flat, and the boundary of the world
are expanded on in this adventure. As well, a few new
ends a hundred or so miles outside of the forest (as
NPCs are introduced. In the second part of this adven-
the old saying goes: “Everyone knows the world sits on
ture, the characters travel to the Giant’s Head Moun-
the backs of giant turtles; below one turtle is another,
tain, where they explore a secret network of caverns
and another below that one... its turtles all the way
located under the mountain to uncover the source of
down.”).
evil that has been unleashed on the dwarves of the
mountain.

This adventure, The Cat and the Resurrection, consists Village of Greenleaf
of three parts. Part 1 involves the characters moving
The Village of Greenleaf is made up of a few hundred
into a new home (establishing a permanent residence
villagers. The most remarkable and interesting thing
in Greenleaf); through the process of moving and fur-
about Greenleaf are its people; Greenleaf is filled with
nishing their new home, the characters, through their
a colourful and quirky cast of individuals, each with
interactions with the villagers, will learn more about
their own unique personalities and eccentricities. The
Mrs. Wynworth and her mysterious cat. Part 1 ends
villagers, for the most part, are simple folk; thus, they
with the passing of Mrs. Wynworth, and the mysterious
have a simple view of the world. Like those in the sur-
arrival of the Woman in Black. Part 2 begins with Mrs.
rounding villages, most residents of Greenleaf believe
Wynworth’s funeral, where the Woman in Black im-
the world is flat, and much smaller than it actually
prisons the Village of Greenleaf in an interdimension-
is. While most villagers are good nature folk, ‘village
al prison. Part 2 ends with the opening of the portal
gossip’ plays a large role in daily life. The place where
that will allow the characters to travel to the Woman in
most gossip occurs is the Happy Halfling Tavern, the
Black’s lair. Part 3 consists of a dungeon crawl, where
central social hub in Greenleaf.
the characters explore the Woman in Black’s Lair; their
goal is to find and defeat the Woman in Black, freeing
the villagers from a horrific fate.
Mrs. Wynworth and Her Cat

A source of gossip among the villagers is Mrs. Wyn-


The Villages of the Muir Forest worth and her cat, Mr. Mu. For as long as anyone can
remember, Mrs. Wynworth has always appeared as an
The Villages of the Muir Forest is the larger setting
older woman; no one remembers Mrs. Wynworth ever
for this adventure (the Village of Greenleaf is one of
being a young or middle-aged person. This has led to
the villages located within the forest). The Villages of
rumours sounding the very nature of Mrs. Wynworth
the Muir Forest is a collection of small villages, each
herself. Some believe that Mrs. Wynworth apparent
with a few hundred residents, located inside the Muir
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agelessness is the result of her drinking magical po- normal human; thereby creating the perception that
tions; others believe that Mrs. Wynworth is an other- she never ages.
worldly being, a demoness so to speak, in the guise of
Mrs. Wynworth lives with her ‘son’ Thomar and his
an elderly woman.
wife, Julicia. Thomas is in fact Mrs. Wynworth’s great-
Mr. Mu, Mrs. Wynworth’s strange cat, is another source great grandson. Thomar and Julicia do not know the
of mystery. For as long as anyone can remember, Mrs. exact reason for Mrs. Wynworth’s unnatural long lifes-
Wynworth has always had Mr. Mu. Mrs. Wynworth pan, but suspect this has something to do with her cat.
claims her cat can talk and is regularly observed having Thomar and Julicia keep their suspicions to themselves;
conversations with Mr. Mu. While most villagers have as well, Thomar keeps the façade that Mrs. Wynworth
never seen Mr. Mu talk, the villagers all agree that Mr. is his mother (not his great-great grandmother).
Mu is a remarkably intelligent cat.
Listed below are the common rumours surrounding
While rumours circulate that Mrs. Wynworth is an oth- Mrs. Wynworth and her cat:
erworldly being, the truth is she is an ordinary human
• Mrs. Wynworth is a witch, and Mr. Mu is her
woman, gifted with an unnaturally long lifespan, due
familiar. This explains why she looks like an old
to her magical cat. Mrs. Wynworth is in fact over 200
crone, and why she has so much animosity to-
years old. Mrs. Wynworth met Mrs. Mu in her late
wards the neighbourhood children (especially
middle years; through her connection with Mr. Mu,
when she catches them playing on her lawn).
her aging process has slowed down considerably. Mrs.
Wynworth ages as a rate of one-twentieth that of a • The person who claims to be Mrs. Wynworth
is another person in disguise. Over the years,
several women assumed the identity of Mrs.
Wynworth, through the clever use of makeup
and a wig.

• Over the decades, Mrs. Wynworth has owned


several black cats named Mr. Mu.

• Mrs. Wynworth is an unholy otherworldly be-


ing that takes the guise of an elderly woman.

• Mrs. Wynworth is a skilled alchemist, who


brews potions that delays the aging process.
She and her cat regularly consume these po-
tions.

Key Locations in the Greenleaf

The Happy Halfling Tavern. The only tavern in Green-


leaf, The Happy Halfling Tavern is the hub of village
gossip. The tavern was once a barn, that was convert-

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ed into a tavern many years ago. From the outside, the Tavern Keeper’s Home. A beautifully constructed
tavern looks like a typical barn, with a trio of chimneys house: this is where the owner of the Happy Halfling
added to the barn; the exterior paint is faded, cracked Tavern and Ruen live.
in many places, and showing signs of wear. The interi-
or of the tavern is simple, yet comfortable, filled with
a mix-matched collection of tables and chairs; a make- Farmer Grub’s Chicken Coops. Farmer Grub and his
shift bar is constructed from salvaged pieces of wood wife, Missy, are the local poultry farmers. They have
and barrels. The tavern serves ale, mead, and wine a lucrative business of selling chicken meat and eggs.
for a cooper piece per drink; the drinks are of an aver-
age quality. The food served in the tavern ranges from
hearty stews to chicken potpies. Meals are served Honey’s Bakery. Owned by Honey the Halfling, the
with a drink and cost three copper pieces. bakery sells an assortment of buns and baked goods.
The most famous baked goods sold by the bakery are
Honeys’ special buns, which she has named her Honey
The Bunk House. The Bunk House serves as an inn; it Buns.
is a place where travelers stay. In the previous adven-
tures, the characters were living in the Bunk House.

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Church of Greenleaf. The Church of Greenleaf is the who will add a bit more personality and excitement to
spiritual centre for the village. The church is operated the Village of Greenleaf.
by Reverend Lavanya, the village Cleric.

General Store. The General Store is owned by Murt.


The characters could purchase the equipment listed in
the DCC rulebook here (Table 3-4: Equipment). Murt
does not sell armour and the weapons available are
limited to hand-axes, clubs, short bows, and arrows.

Constable’s Office. There is a single law-enforcement


officer (Constable Gregor Hornjur) for the Villages of
the Muir Forest. Constable Hornjur is currently work-
ing out of this office, having returned from a long in-
vestigation in the Village of Goldleaf.

Mrs. Wynworth’s Home. A large beautifully con-


structed green house. This is where Mrs. Wynworth, Mayor Alphonso Kim. Alphonso Kim is the Mayor of
her cat, her ‘son’ and daughter-in-law live. Greenleaf and has held this position for nearly twen-
ty years. Mayor Kim is a career politician and as such
has mastered the technique of projecting a charismatic
Character’s Home. A simple bungalow; a common façade (while he outwardly appears warm and genu-
style of architecture in Greenleaf. This is where the ine, inwardly Mayor Kim is a self-serving and superfi-
characters will be living during this adventure. cial person). Mayor Kim is known for his flamboyant
dress; Mayor Kim dresses in fancy brightly coloured
clothes and wears several expensive rings on each of
McGuff’s Home. The home of the McGuffs, a married
his hands.
couple (Otis and Nelly) with two young children (Billy
and Anna). The McGuffs are the Wynworth’s neigh-
bours. Thomar and Julicia Wynworth. A middle-aged couple,
Thomar and Julicia have been married for some thirty
years. The couple are grandparents of their own; their
The Villagers grown children and grandchildren live in the neigh-
The most interesting aspect of Greenleaf are the villag- bouring Village of Redleaf (upon reaching adulthood,
ers. The characters will have meet many of the villagers their children moved out of Greenleaf as they could not
described below in their previous adventures. There stand living anywhere near their bossy ‘grandmother’).
are, however, new villagers introduce in this adventure Thomar and Julicia are a down-to-earth couple, whose

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patience and empathy are reflected in how they toler- sad and grieving over the loss of Oscar, the monster
ate Mrs. Wynworth’s demanding naturing and unusual that lived in the bottom of the tavern’s outhouse (Os-
cat. car was poisoned by the vile Gong Farmer). If one of
the characters married Ruen, or if the characters gave
Ruen the baby version of Oscar, her emotional state
Roth. Roth may or may not appear in this adventure, would have improved.
depending on the outcome of the previous adventure.
If one of the characters married his daughter Ruen,
then Roth has departed Greenleaf on a secret mission.
If the marriage did not take place, Roth will be in this
adventure. Physically, Roth is a fearsome looking giant
of a man, standing nearly 7’ tall and weighing over 300
lb. (it is rumoured that Roth has an ogre, or a similar
creature, in his ancestry). Despite Roth’s intimidating
appearance, he is a kind and gentle person. Roth is the
owner and bartender of the Happy Halfling Tavern; he
has a reputation of always being fair and friendly.

Murt. Murt is the owner of the General Store. Most


regard Murt as bit of a conspiracy theorist, with a wild
imagination and a head full of strange ideas. One of
Murt’s strange beliefs is that the world is round, and
it, along with the other planets in solar system, rotates
around the sun. “Where do you come up with such
strange ideas?”, the villagers would ask Murt. “From
reading books”, Murt would respond. “Those books
are full of conspiracy theories and nonsense”, the typ-
ical reply would be.

Ruen. Ruen is Roth’s daughter and works as the bar-


maid for the Happy Halfling Tavern. Ruen is the spit- Constable Gregor Hornjur. Gregor Hornjur is the full-
ting image of her father (she is a powerfully built lady, time law enforcement officer for the Muir Forest. Con-
standing over 6’ tall). Ruen is kindhearted and sensi- stable Hornjur has recently returned from a lengthy
tive. Ruen’s emotional state during this adventure will investigation in the Village of Goldleaf. After returning
depend on the events in Beneath the Giant’s Head. from Goldleaf, Constable Hornjur has a tired look in his
At the start of Beneath the Giant’s Head, Ruen was eyes and worn expression on his face. Constable Horn-
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jur is a fair and hard-working man and is well respected
by the villagers.

Karra Shallank (Level 1 Warrior): Init +2; Atk +0 melee,


+1 missile (by weapon); Deed Die +d3; Threat Range
19-20; AC 14 (studded leather); HP 11; MV 30’; Act
1d20; Str 12, Agi 15 (+1), Sta 12, Per 11, Int 12, Luck 10;
Constable Hornjur (Level 3 Warrior): Init +4; Atk +1
SV Fort +1, Ref +2, Will +0, AL C; Lucky Sign: Charmed
melee/missile (by weapon); Deed Die +d5; Threat
House; Profession: Hunter
Range 19-20; AC 17 (chainmail & shield); HP 28; MV
25’; Act 1d20; Str 15 (+1), Agi 14 (+1), Sta 10, Per 9, Int Karra Shallank is armed with a longsword, a longbow, a
11, Luck 9; SV Fort +2, Ref +2, Will +1, AL L; Lucky Sign: hand axe, and a silver dagger. She is equipped with the
Raised by Wolves; Profession: Blacksmith necessary ammunition and supplies for her profession.

Constable Hornjur is armed with a longsword, 2 dag-


gers and a crossbow. He is equipped with the neces- The Grubs. Farmer Grub and Missy Grub own the local
sary ammunition and supplies for his profession. poultry farm, where they raise chickens for meat and
eggs. The couple have been married for nearly twenty
years. The couple have never had children; thus, their
Karra Shallank. Karra Shallank is the local forester,
dogs fulfill the role of children for the couple. The cou-
who assists Constable Hornjur in his duties. In Con-
ple’s favorite dog is Rexx, who possess some uncanny
stable Hornjur’s absence, Karra serves as the law en-
abilities.
forcement officer in Greenleaf; in times of emergency,
Karra will take on the role as Captain of the Greenleaf
Militia. Karra is a strong-willed independent woman in Rexx the Dog. Rexx is a source of mystery and con-
her late twenties. versation among the villagers. For as long as anyone

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can remember, Rexx has always been Farmer Grub’s *Reverend Lavanya owns a suit of chainmail, a shield, a
faithful dog. In fact, many villagers claim that Rexx mace, a sling, and the necessary equipment for adven-
was Farmer Grub’s father’s dog. Rexx has the uncan- turing. If the situation calls for it, she will equip herself
ny ability to appear when people least expect him to with these items and weapons.
appear. This has led many of the villagers scratching
their heads wondering how Rexx could be at one place
one moment and at another the next. Rexx does this
through his magical ability to teleport (no one in the
village has ever seen Rexx use this ability). While Rexx
could only communicate by barking and through K-9
mannerisms, Rexx is highly intelligence and is fully
aware of what people are saying.

Honey the Halfling. Honey is the local baker and owns


Honey’s Bakery, where her famous Honey Buns are
made. While not a malicious person, Honey loves to
gossip and tends to exaggerate things; each time Hon-
ey tells a particular tale, the more the events in that
tale are exaggerated. The wildest rumours about Mrs.
Wynworth and her cat come from Honey.
Reverend Lavanya. Reverend Lavanya is the Minister
of the Church of Greenleaf. Reverend Lavanya could
provide magical healing for the party (after a gener-
ous donation is made to the church), or provide sagely
advice on matters of religion, religion history and de-
monology.

Reverend Lavanya* (Level 2 Cleric): Init +0; Atk +1 me-


lee/missile (by weapon); AC 10 (without armour); HP
16; MV 30’; Act 1d20; Str 12, Agi 10, Sta 11, Per 15 (+1),
Int 12, Luck 14 (+1); 5 level 1 spells; SV Fort +1, Ref +0,
Will +2, AL L; Lucky Sign: Seventh son (spell checks +1);
Profession: Herbalist.

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The McGuffs. The Wynworth’s neighbours, the Mc- • As a way of keeping the characters in Greenleaf
Guffs are a family of four. Otis McGuff is a carpenter (a party of seasoned adventures boosts the lo-
and a handy-person, and his wife, Nelly, is an alche- cal economy), Mayor Kim will allow the charac-
mist, who operates a lab out of their house. Nelly has ters to stay in the house rent free.
never been a skilled alchemist; her potions and brews
Through the process of moving and adjusting to their
are limited to a laundry cleaning agent, a wort removal
new home, a series of events and mini adventures will
ointment, and a rash cream. The couple have two chil-
take place, where the characters will learn more about
dren: Billy and Anna. Billy is a rambunctious 10-year-
Mrs. Wynworth and the colourful personalities that
old, full of energy and mischief. Anna, age 6, is autis-
makeup the Village of Greenleaf. Part 1 will conclude
tic and can only communicate through sign language.
with the passing of Mrs. Wynworth.
Anna is close with her father and the two spend a lot
of time together.

Part 1: A New Home & Rumours

about Mrs. Wynworth


Part 1 starts off with the characters acquiring a house,
their permanent residence in Greenleaf. The house is
located across from the Wynworth’s home. The house
has a strange history to it, which will be revealed to
the characters through their interactions with the
NPCs and their adventures in part 1. The house itself
has been abandoned for the last two to three years;
thus it has become the property of the state (under the
control of Mayor Kim). As a Judge, it will be up to you
to decide how the characters have acquired the new
house. The following are examples you could use for
the acquisition of the house:

• The characters have purchased the house (the


characters received a 1,000 gold pieces from
the dwarves at the end of Beneath the Giant’s
Head). The house will cost the characters a few
hundred gold, which will allow the characters
to keep most of their wealth.

• The characters rent the house. The rent will


cost a couple of gold pieces per month. Mayor
Kim, or one of his representatives, will collect
the rent at the end of each month.
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The New Home The House

History and Mystery of the New Home. There is a great The characters next task is to explore their new home;
deal of mystery surrounding the house the characters through the process of exploring the house, the char-
will be moving into, which will be gradually revealed acters will discover items of value and battle mon-
through Part 1 of this adventure. No one knows the strous foes.
exact date when the house became unoccupied. Some
1: Common Room
of the villagers will say the house was abandoned two
years ago, while others will say it was three years ago This is the first room the characters enter when enter-
(even others will claim it was four or five years ago). ing their new home. The common room is spacious
Moreover, none of the villagers will remember who and has hardwood floors. A large faded and worn area
lived in the house; only that the house was occupied in rug sits in the centre of the floor. If the characters re-
the past. The villagers will give accounts of witnessing move the area rug, they will discover runes carved into
strange events taking place at the house when it was the hardwood floor.
occupied. Some villagers will describe hearing chant-
The runes are skillfully carved and take the form of a
ing coming from inside the house at night. Others will
crescent moon, some stars and a series of runes cir-
describe flashes of lightening coming from inside the
cling the moon and the stars; the runes are in an an-
house; even others will describe a blue glowing orb
cient and unfamiliar language. On each New Moon,
hovering over the house on winter evenings.
the runes will glow in a soft blue light at night. If a
Mayor Alphonso Kim. Mayor Kim will be the charac- character walks inside the glowing runes, a soft glow-
ters’ first contact when acquiring their new home. He ing light will circle their body. A short time later, the
will accompany the characters to their new home and runes will stop glowing; the character will regain up to
present them with the keys to the house. As a charis- 3 spent Luck points. The characters will have to wait
matic career politician, Mayor Kim will embellish the for the next New Moon for the runes to glow again.
benefits of the new house, while skillfully not men-
tioning anything of the house’s mysterious past (like
the other villagers, Mayor Kim does not remember the 2: Master Bedroom
previous occupants of the house; he does, however, A master bedroom with a walk-in closet. This room
have vague memories of the strange events witnessed could accommodate several beds.
at the house).

When the characters first enter their new home, read


3: Walk-in Closet
the following description:

You unlock the door and enter your new abode. A The walk-in closet has a ladder connecting to a trap-
layer of dust covers the floor and a couple of cob- door leading to the Attic (Area 8). The walk-in closet is
webs line the ceiling. The house is unfurnished; you spacious enough to add a bed (or bunkbed) to accom-
could see the building needs a few minor repairs. De- modate extra occupants.
spite this, the house is well made, built by an expert
carpenter… At last, you have a permanent place to
call home.

19
4: Kitchen Giant Attic Spider: Init +2; Atk +1 melee (1d6+poison);
AC 15; HP 18; HD 3d8; MV 30’; Act 2d20; SP magical
A spacious kitchen with a large fireplace. There are old
healing and poison; SV Fort +2, Ref +2, Will +0, AL N.
rodent droppings on the floor.
Giant Attic Spider. The Giant Attic Spider is a magical
creature not from this world, who arrived in the attic
5: Pantry through an interdimensional portal. The body of the

The Kitchen’s pantry contains a dumbwaiter (small spider is the size of a medium size dog (20 to 30 lb.);
freight elevator) that is operated by a pulley system. its limbs are long and slender in the typical fashion of a
The dumbwaiter leads to the basement below. There spider. The spider receives two attacks per round; for
each successful attack a DC 10 Fort Save is required. A
is a trapdoor connecting to the basement.
failed save will result in poisoning; the victim will fall
unconscious for the next 10 minutes and their Stamina
6: Bedroom score will be permanently reduced by 1 point. At the
start of each round, the spider will regain 2d6 points of
A spacious bedroom that could accommodate several lost hit points (the characters will witness the spider’s
beds. If the characters examine the floor, they will no- wounds rapidly close and heal before their eyes).
tice one of the hardwood floor pieces is loose. If they
remove this piece, they will find a small chest. Inside When the characters defeat the Giant Attic Spider, they
the chest are 378 ancient silver coins (the coins are will be able to explore the attic. The characters will find
similar to those found in the Kobold Caverns in Kobolds the cocooned mummified remains of a dozen birds, 30
Stole My Cat). rodents (rats and squirrels) and a Halfling. They will
also find two large chests in the attic.

7: Bedroom

Another spacious bedroom that could accommodate


several beds.

8: Attic Halfling Remains. The mummified Halfling remains


belong to a criminal Constable Hornjur was tracking a
Upon entering the attic, the characters will see a vast year before the characters arrived in Greenleaf. The
network of spider webs; hanging on the webs are the Halfling criminal hid in the attic, only to be captured
cocoons of captured prey. The characters will receive and consumed by the Giant Attic Spider. On the co-
a minus 1 die penalty to their attacks rolls (i.e., a 1d20 cooned corpse, the characters will find a pair of short
attack roll is reduced to a 1d16 attack roll), due to the swords, a dagger, a coin pouch containing 24 silver
spider webs and the sloped angle of the roof. When pieces, and a backpack. The backpack contains the fol-
most of the party is in the attic, the Giant Attic Spider lowing items:
will attack.
• A book filled with advanced mathematical
equations and diagrams of interdimensional

20
travel. A beautifully constructed doll, crafted by a master
• A beautifully crafted opal figurine of an angel. toymaker. The doll has curly brown hair, a warm
smile sewn on its face, and marbles for eyes. This
• A set of well-crafted false teeth.
doll is a precious gift for any deserving child.
If the characters take the backpack to Constable Horn-
If the characters give this doll to Anna McGuff (Event
jur, he will say the items belong to the following peo-
4), something special will happen.
ple: Murt (book), Reverend Lavanya (figurine) and
Mrs. Wynworth (false teeth). Constable Hornjur will
thank the characters for returning these items and will
deliver the items to their owners. Murt will give the
characters a 1 gold credit to his store for returning the
book, Reverend Lavanya will provide magical healing
in a time of need, and Mrs. Wynworth will give each
character a copper piece.

Chest. There are two large unlocked chests in the at-


tic. In the first chest, wrapped in a moth-eaten wool
blanket, is a suit of half-plate armour (human size).
The armour is of an ancient design crafted by an ex-
pert armourer. Inside the second chest, the characters
will find two elegant dresses, three pairs of trousers, a
9: Basement
heavy jacket, a fancy feathered hat, a coin pouch con-
taining 6 gold Finder Coins*, and a child’s doll**. When the characters first enter the basement, read
the following:
*Finder Coins. The Finder Coins are magical gold
coins; on one side of each coin is a crescent moon, A musty scent fills the air. Empty shelves, which once
and on the other is an 8-pointed star. The Finder Coins stored food, lines the walls. The bottom shelves
will attune to a single person and will stay attuned to show water damage from a past flood. Old rodent
that person until their death (the coins will attune to droppings and dead insects are scattered on the floor.
the first character who found them). The Finder Coins
will always find their way back to their owner after an
hour has passed (the coins will typically reappear in 10: Wine Cellar
the owner’s coin pouch or pocket). For instance, if the When the characters first enter the wine cellar, read
character gives a merchant the Finder Coins, an hour the following:
after the transaction, the coins will disappear from the
merchant’s coin box and reappear in the character’s Wine racks line the long walls of the cellar; the racks
pocket. could accommodate hundreds of bottles of wine.
There are 30 bottles of wine, randomly placed on the
**Child’s Doll. If the characters examine the doll, read racks. A layer of dust covers each bottle.
the following:

21
Each wine rack consists of 12 rows, with each row sup- *Potion. The potion is unlabeled; the effects of the
porting 28 bottles of wine; thus, each wine rack can potion are permanent. If a character drinks the potion,
hold up to 336 bottles (both racks can hold up to 672 their physical appearance will improve. Their Person-
bottles of wine). Due to the cool climate of the cellar ality score will increase by 3 points to a maximum score
and the age of the wine, the wine will be the best tast- of 18 (if their Personality score is already 18, then their
ing wine the characters ever drank. There is a secret lowest ability score will increase by 3 points).
door located on the far wall, which requires a DC 10
If the characters show Reverend Lavanya the medal-
Intelligence check to spot.
lions or the book, she will say these are blasphemous
objects and should be burn immediately.

11: Secret Room

The secret room contains a large chest, which provides 12: Outhouse
some clues about the previous occupants of the home.
Years ago, the group of kobolds who grew the fungus
The chest is unlocked and contains the following:
monster from the Gong Farmer’s special fertilizer (see
• 5 dark blue robes Beneath the Giant’s Head), mixed some of the fertilizer
with vegetable seeds. Their goal was to grow a fresh
• 5 silver medallions in the shape of a crescent
garden of supersized vegetables, adding more nutrition
moon
and diversity to their diet. However, instead of growing
• A book with the illustration of a crescent moon a garden of supersized vegetables, the kobolds grew an
and stars on its cover. The pages of the book Outhouse Vine Monster instead.
are filled with runes in the same language as
When the characters look down to the bottom of the
those found carved in the floor of the common
outhouse, they will see a large plant, with several long
room (Area 1),
vines, growing in the bottom of the outhouse. The
• A potion bottle filled with a dark blue liquid*. vines will remain stationary, appearing as a normal
plant. However, when a character is using the out-
house, the vines will attack.

Outhouse Vine Monster: Init +0; Atk +0 melee (para-


lyzation); AC 10; HP 15; HD 3d8; MV 0’ (reach 20’); Act
3d20; SP See below; SV Fort +0, Ref +0, Will +0, AL N.

Outhouse Vine Monster. The goal of the Outhouse


Vine Monster is to paralyze the victim with its vines,
then drag the paralyzed victim to its base (there the
Vine Monster’s acids will devour the victim, providing
it with a filling meal). The Outhouse Vine Monster re-
ceives three attacks per turn; its vines secrete a para-
lyzation agent. On a successful hit, the character will
have to make a DC 8 Fort Save; a failed save will result
in the character being paralyzed for the next 5 min-
22
utes (while in the paralyzed state, the victim still has ther has positive nor negative views of Mrs. Wynworth.
the ability to talk; thus, the character could scream for Murt, however, has several experiences with her cat,
their companions for help). Once paralyzed, the vines Mr. Mu. Murt will claim that Mr. Mu is a talking cat,
will wrap around the character and drag them to the and on many occasions, he has had conversations with
bottom of the outhouse where the acids will devour Mr. Mu (when Murt brings this up to the other villag-
them. The acids inflict 1d3 points of damage each turn. ers, they think Murt has a wild imagination and a loose
grasp on reality). “I know Mr. Mu can talk”, Murt will
The Outhouse Vine Monster does not die at 0 hit
explain, “he talks when we are alone. He is a clever
points; the creature will regrow its vines in a 24-hour
cat.”
period. The only way for the characters to destroy the
Outhouse Vine Monster is to uproot the creature. This If the characters engage Murt in conversation, he will
will require the characters to travel to the bottom of also talk about his beliefs that the world is round, and
the outhouse. The outhouse is 10’ deep; however, the it, along with the other planets, rotates around the sun.
bottom of the outhouse is soft and squishy, and the Murt believes each star in the sky is a sun, and each
characters will not take any damage if they fall (their star has its own solar system of planets. Murt will dis-
fall will be cushioned by the soft contents of the out- cuss his beliefs of alien life on other worlds. Murt also
house). believes that time, space and interdimensional travel
are possible. Murt’s ‘strange’ beliefs comes from a col-
lection of books he owns; the books are Murt’s most
Events prized possessions. If the characters continue to en-
gage Murt in conversation, he may reveal the following
Part 1 of this adventure is characterized by a series of
experience:
events. As a Judge, it will be up to you to decide which
events you would like to use, and in which order you “Nearly 25 years ago”, Murt says with a deep sign,
will use these events. Through the events, the charac- “When I was a young man with a wife and a young
ters will learn more about Mrs. Wynworth, her myste- son, something strange happened to me. I do not
rious cat, and the people who make up Greenleaf. know exactly what happened… All I remember is get-
ting out of bed one evening. It was like I was in a
dreamlike state. I started walking outside my house.
Event 1: Murt and the General Store I could see this bright light hovering above my head.
I continued to walk; I had no control of my actions.
The characters will need to purchase furniture for
I walked to the edge of the village. The bright light
their new home. The General Store sells a range of
followed me.
second-hand furniture. It will cost the characters a
modest amount of gold to furnish their entire home ‘I do not know exactly what happened next. I knew I
(30 to 60 gold pieces). It will likely take the characters was no longer in Greenleaf; I believe I was inside the
a couple of visits to the General Store to purchase the hovering bright light. My pajamas were removed,
necessary furniture. During each visit, the characters and I was lying on a cold metal bed. There were these
will have the opportunity to interact with Murt, who is strange creatures around me; they had a head, two
always willing to share his beliefs and experiences. arms and two legs, but I knew they were not from
this world. The creatures took blood samples from
Murt has a neutral opinion of Mrs. Wynworth; he nei-

23
me and shone bright lights in my eyes. I do not re- the sky on an old broom.
member much, but at one point I remember look- • Mr. Mu is not a cat; rather, he is a magical pup-
ing into a mirror; through the mirror I could see the pet Mrs. Wynworth controls through telepathy.
world as a bird would see it from high above in the
• Mrs. Wynworth constructed Mr. Mu through a
sky. However, I was higher up than any bird could
dark ritual involving demons and fiends from
fly. I could see mountains, forests, and lakes in the
the Abyss.
mirror. It was then I realized that the world is round.
This is what sparked my interest, my obsession you • One night, Honey will claim that she witnessed
could say, in science and researching the texts of old. Mrs. Wynworth and Mr. Mu break into Farmer
Grub’s chicken coops and devour five chickens
‘The next thing I remember is that I was lying naked
alive. The kobolds were blamed for the missing
on the ground on the edge of the village; the very
chickens.
spot I remember walking to. My head was shaved,
and I had cut marks on the top of my head. It was • Mrs. Wynworth’s unnatural long lifespan is the
evening. I thought only twenty or so minutes had result of her making a pact with a powerful de-
passed since leaving my home. When I returned mon.
home, I was met by my wife’s fury.
Honey may also give her account of what she witnessed
‘Where have you been these past 10 days’, she yelled at the house the characters now call home. Honey will
at me. “‘Why are you naked? Why is your head describe instances where she witnessed demons danc-
shaved? You were having an affair, weren’t you? You ing on the roof, where she saw the house levitate 10
were out drinking and partying, leaving me at home feet off the ground, and when she witnessed the house
to worry.’ The next morning my wife packed up her disappeared for a 24-hour period then reappeared the
belongings and left me.” next day (none of these accounts are true).

Event 2: Honey and Her Honey Buns Event 3: Thomar and Julicia Wynworth

Honey the Halfling drops by with a housewarming gift: Thomar and Julia will drop by the character’s home
a basket full of freshly baked Honey Buns with a cou- with a housewarming gift, welcoming them to the
ple of black currants baked into each bun. If the char- neighbourhood. The housewarming gift consists of a
acters have dwelt with the rats in Honey’s basement bottle of wine, a pound cake and a jar of honey. Thomar
(Beneath the Giant’s Head), they may realize what the and Julia are a descent couple, and the characters will
black currants are. sense only genuine intensions from this gesture.

Honey has the most outlandish theories of Mrs. Wyn-


worth and her cat. If the characters engage Honey in
Event 4: Hiring Otis McGuff for Repairs
conversation, she will share the following pieces of in-
formation: While the new house is well built, it does need some
minor repairs. The characters could hire Otis, the local
• Mrs. Wynworth is an evil witch in disguise.
carpenter, to do the work. The repairs will take a day
Honey will claim that on cold winter nights, she
or two to complete, and Otis charges 3 silver pieces
will see Mrs. Wynworth and Mr. Mu flying in
24
per day. Otis will bring his 6-year-old daughter Anna see Billy throwing rotten tomatoes at Mrs. Wynworth
with him (Anna is autistic and can only communicate and Mr. Mu as they are sitting in their backyard. Mrs.
through sign language). While Otis is working, Anna Wynworth orders Mr. Mu to attack Billy. Mr. Mu hiss-
will sit quietly in a corner playing with some wooden es then dashes after Billy; Billy is so frightened that he
blocks her father made for her. wets his pants and trips has he tries to run away. Mr.
Mu then pounces on Billy and bites him. Billy bursts
If asked about Mrs. Wynworth, Otis will describe how
into tears and runs home. Mrs. Wynworth bursts into
mean she was to him as a child. Otis will tell stories of
laughter.
how Mrs. Wynworth would throw fruits and vegatables
at him whenever he came too close to her yard. “She
once threw a potato at me that hit me in the head”,
Event 6: Farmer Grub and the Killer Chickens
Otis will say, “I blacked out for several minutes and had
a big lump on my forehead for the next 5 days”. Despite warnings from his wife, Farmer Grub, in secret,
continued to feed a group of his chickens the ‘experi-
If one of the characters gives Anna the doll from the at-
mental’ chicken feed (please see Beneath the Giant’s
tic, Anna’s eyes will light up; she will give the character
Head for more details). His hopes were to produce
a bright smile and say ‘thank you’ in sign language. The
larger chickens and eggs. While this group of chicken
character will feel a warmth pass through their body
did indeed grow too a massive size, they became very
and feel a sense of peace. The character’s Luck score
aggressive and broke free from their coop.
will be permanently increased by 3 points, to a maxi-
mum score of 18. The characters will hear screaming coming from out-
side and hear people running in panic. “Help us,
help us, the giant’s chickens are back!”, someone will
scream. When the characters go outside, they will
see groups of giant chickens, each weighing 50 or so
pounds, chasing people around the village.

Killer Chicken (24): Init +2; Atk break/claws +0 melee


(1d4); AC 13; HP 4 (each); HD 1d6; MV 30’; Act 1d20;
SV Fort +0, Ref +2, Will -4, AL N.

There are 24 Killer Chickens in total, organized in three


groups of eight. The chickens will fight to the death.

Later that evening, the characters will receive a knock


at their door. When they open the door, they will see
Event 5: Billy McGuff and Mrs. Wynworth Farmer Grub and his faithful dog Rexx. Farmer Grub
will say, “The missus threw Rexx and I out of the house.
From the house, the characters will witness Billy Mc-
Could we please stay here for the next couple of days
Guff playing too close to Mrs. Wynworth’s yard. In
until things settled?”
response, Mrs. Wynworth will throw a couple of crab
apples at Billy; the crab apples narrowly miss Billy as he If the characters let Farmer Grub stay with them, he
runs away for safety. Later that day, the characters will will live at their house for the next four or five days. If

25
asked about Mrs. Wynworth and her cat, Farmer Grub If one of the characters drinks the liquid, they will
will say it’s a mystery that Mrs. Wynworth has not feel their eyesight improve dramatically; they will be
changed in the forty plus years since he has known her. able to see twice as far as they were able see. These
Farmer Grub believes her long lifespan is the result changes are permanent. The colouring of their irises
of eating a good diet of chicken soup, roast chicken, will change to an icy blue, and the character will gain
boiled eggs, and chicken potpies. When asked about infravision up to 120’ in total darkness. As a result of
Mr. Mu, Farmer Grub will say that Mr. Mu and Rexx their improved vision, the character will gain a +2 to-
have been best of friends for over 40 years. hit bonus to their missile attack rolls.

One evening, when one of the characters is leaving the After 4 or 5 days, Farmer Grub will make peace with
house to use the outhouse, they will see Rexx and Mr. his wife. She will let him and Rexx back home. The fol-
Mu together in the Wynworth’s backyard. It will ap- lowing day, Farmer Grub will bring over 30 lb. of chick-
pear to character that Mr. Mu is talking to Rexx, and en meat and 5 dozen eggs to thank the characters for
Rexx is listening to the conversation; however, the their hospitality.
character will be too far away to hear what Mr. Mu is
saying.
Event 7: The Arrival of Frydrock and Bob
Through the course of their stay, the characters will
notice Rexx likes to dig in their backyard. There will Frydrock and Bob are the owners of the Traveler’s Inn;
be several holes in their backyard and Rexx will enter an inn located outside the Giant’ Head Mountain. This
the house with dirty paws from digging. One day, Rexx is where the characters spent their evening prior to en-
will come into the house with the bones from a human tering the Giant’s Head Mountain. The purpose of this
wrist and forearm in his mouth. These came from a event is to fill the characters in on what has happened
coffin Rexx uncovered in the backyard. The wood on to the Dwarves of the Giant’s Head Mountain following
the coffin has decayed over the decades; the corpse the previous adventure.
within the coffin has decayed to bare bones. If the
characters search the coffin, they will find a small lac-
quered box (which shows signs of decay); inside the
box they will find a potion bottle filled with a light blue
liquid. There are no labels on the bottle.

Frydrock and Bob. Frydrock and Bob have opposite


personalities; however, the couple have found a way
of making their differences work to their advantage,
resulting in a good marriage that has lasted over a

26
century. While Frydrock is outgoing, talkative, friend- When asked about their thoughts about the abolish-
ly and an extravert, Bob is dour, quiet, pessimistic andment of the monarchy and the adoption of democrat-
an introvert (Bob shares the all-too-common person- ic elections, Frydrock will reply: “By abolishing the
ality traits of the Grumpy Dwarves of the Giant’s Head monarchy and adopting democratic elections is a pro-
Mountain). While Frydrock physically appears to be a gressive path forward for our people. This move with
dwarf (a dwarf will know that Frydrock is not a dwarf), bring about positive changes for our clan.” “Bah!”, Bob
he is in fact a gnome. will interrupt, “Mark my words, democratic elections
will be the downfall of the clan.” It will turn out that
Frydrock and Bob arrive in the Village of Greenleaf for
Bob’s insights on bringing democracy to the Grumpy
a much-needed vacation and to celebrate their wed-
Dwarves will turn out to be true. In the months follow-
ding anniversary. Frydrock and Bob rent a suite in The
ing, infighting will breakout between different political
Bunkhouse and spend much of their time at the Hap-
factions. The infight will escalate into actually fighting,
py Halfling Tavern. Frydrock, who is always talkative,
which will lead to a bloody civil war and the collapse of
will fill the characters in on what has happened to the
the clan. In two years’ time, the Grumpy Dwarf Clan of
Grumpy Dwarf Clan since the characters left the Gi-
the Giant’s Head Mountain will be no more.
ant’s Head Mountain:
Frydrock and Ruen will become close friends. Ruen
The folly of King Edgarr has resulted in the dwarves
will be fascinated with the stories Frydrock tells. While
abolishing the monarchy and adopting democratic
Bob, who has a general dislike for people, will develop
elections. King Edgarr was demoted to the status of a
a bond with Rexx the dog. Rexx frequents the Hap-
common dwarf, which forced him to find employment.
py Halfling Tavern around mealtimes, begging for food
Now, just Edgarr, the former king found employment at
from patrons and occasionally stealing sausages from
the Traveler’s Inn. Edgarr proved to be a dependable
the kitchen. Bob will share scraps of food with Rexx,
and hardworking employee, which allowed Frydrock
and the two will become close.
and Bob to take their first vacation in decades.

Event 8: Ruen’s Memories of Mrs. Wynworth

At one point, the conversation about Ruen’s experienc-


es with Mrs. Wynworth will come up. Ruen will be-
come tearful when she recalls her childhood memories
of Mrs. Wynworth. “As a child, Mrs. Wynworth would
tell me that I was the ugliest child she every saw”,
Ruen will say with tears flowing down her cheeks, “she
would tell me that I was so ugly that my father would
have to spend a huge sum of money to find me a hus-
band. She would say that I was so scary looking that
I did not need to dress up for Halloween… Mrs. Wyn-
worth is such a mean old lady.”

27
Event 9: Anna McGuff and Mrs. Wynworth burn of acid on their flesh. When a character makes a
successful attack with a non-magical weapon, roll a d6.
From the window of their house, the characters will
On a roll of 1, the character’s weapon is damaged from
see 6-year-old Anna McGuff playing too close to Mrs.
the acid (attacks made by this weapon are at a minus
Wynworth yard. Mrs. Wynworth will grab a crab apple
1 die penalty; thus, a d20 attack will be reduced to a
and throw it directly at Anna. Less than a foot away
d16 attack). When the Red Blob is destroyed, it will ex-
from Anna’s head, the crab apple will appear as if it
plode. All those within 10’ of the blob must succeed a
hit an invisible shield and will break apart. Mrs. Wyn-
DC 12 Reflex Save; a failed save will result in 1d6 points
worth will curse and will sends Mr. Mu to attack Anna.
of damage.
Mr. Mu will hiss, then will charge after Anna. Anna will
remain claim and look directly at the cat. A foot away Blue Blob: Init +0; Atk +0 melee (1d4 + paralyzation);
from Anna, Mr. Mu will suddenly stop; the hairs on this AC 10; HP 36; HD 4d12; MV 25’; Act 2d20; SP (see be-
back will stand up, then Mr. Mu will retreat back to low); SV Fort +4, Ref -3, Will -1, AL N.
Mrs. Wynworth.
Blue Blob. The Blue Blob receives two attacks per
round. On a successful hit, the character will take 1d4
points of damage and must make a DC 10 Fort Save. A
Event 10: Experiment Gone Awry
failed save will result in the character being paralyzed
Otis McGuff will come running over to the characters for the next minute. Regardless of whether the char-
saying that his wife’s alchemical experiment has gone acter makes a successful save, they will feel a painful
awry. Otis will lead the characters to his house; there, icy sensation from each successful attack. When a
they will see Nelly McGuff on the roof of the house, character makes a successful attack with a non-magi-
fending off two animated blobs of slime with a broom. cal weapon, roll a d6 (roll a d10 for a magical weapon).
The blobs of slime are climbing up the walls to reach On a roll of 1, the character’s weapon is stuck inside
Nelly on the roof. One blob is red in colour and the the blob (the weapon could be retrieved after the blob
other blue. is defeat; the weapon will not be damaged). When the
Red Blob: Init +0; Atk +0 melee (1d6); AC 10; HP 26; HD Blue Blob is destroyed, it will explode. All those within
3d12; MV 25’; Act 3d20; SP (see below); SV Fort +2, Ref 10’ of the blob must succeed a DC 12 Reflex Save; a
-3, Will +0, AL N. failed save will require the character to make a DC 10
Fort Save to avoid being paralyzed from the exploding
Red Blob. The Red Blob receives three attacks per slime.
round. On a successful hit, the characters will feel the
At the start of combat, the blobs will turn their atten-
tion away from Nelly and attack the characters as they
are the greatest threat. When the blobs are defeat-
ed, the characters will learn that Nelly was creating a
new experimental alchemical brew, which grew into
the two blobs that attacked her. Nelly will be grateful
for the character’s actions and will reward them with
a year’s supply of her wart removal cream, rash oint-
ment, and laundry cleaning agent (these are the only
successful alchemical products Nelly has created).
28
Event 11: Honey’s Secret is Exposed let Thomas and Julicia know that there is not much she
could do for Mrs. Wynworth; their mother will pass
The villagers discover what the black currants in Hon-
away in the next day or two. Reverend Lavanya will
ey’s delicious Honey Buns are. As a result, the Green-
stay with Mrs. Wynworth until the early hours of the
leaf Health Inspector, one of the many public positions
morning, comforting the family in their time of need.
Mayor Kim holds, closes Honey’s Bakery. Without an
income, Honey is unable to pay her rent. One day, the The next morning a stranger will arrive in Greenleaf.
characters receive a knock at their door. When they Ruen will be the first person to see the stranger when
open the door, they will see Honey, a large suitcase she enters the Happy Halfling Tavern for a drink and a
and her lazy cat, Rosa. Honey will explain her situation morning meal. Ruen will describe the following to the
(carefully omitting the part about the ‘currants’ in her characters:
baked goods), and ask the characters if she could find
“There was this woman dress all in black who arrived
employment with them as a live-in housekeeper, gar-
in the tavern this morning. She was the first custom-
dener, etc.
er of the day. ‘What could I get for you this morn-
If the characters agree to Honey’s request, she will ing?’, I asked the woman”, Ruen says, “The woman
move in with them immediately. Honey will turn out ordered a glass of wine and the breakfast special.
to be a good housekeeper and gardener; the house The woman wore an expensive black dress in pristine
will be clean, the laundry done on a regular basis, the condition. There was not even a spot of dirt or mud
garden free of weeds and delicious buns will be baked on her dress from traveling; nor was there a horse or
every morning. Since room and board are part of Hon- wagon outside of the tavern.
ey’s employment, Honey’s wages will work out to a
‘The woman barely touched her food and left a gen-
few silver pieces each week.
erous tip”, Ruen continues as she reveals a gold coin
Mrs. Wynworth’s passing in her palm, “The creepiest thing happened as she
was walking out the door. She turned around and
Part 1 of this adventure will end with the passing of
said ‘Ruen, thank you for the breakfast’. How did she
Mrs. Wynworth. When the last of the events you wish
know my name?”
to run have been completed, read the following to the
players:

You hear knocking at your door. “Please help”, a voice


calls from the other side. “It’s Thomar Wynworth.
Mother is not doing well. Please get Reverend Lavan-
ya from the Church. We need a priest and a healer.”

It will be up to the characters to decide whether they


should open the door and assist Thomar or not. Re-
gardless of what the characters do, Reverend Lavanya
will arrive at the Wynworth’s home. Mrs. Wynworth
will be lying in bed, with Mr. Mu curled up beside her.
Reverend Lavanya will check Mrs. Wynworth’s vitals
and say a few prayers for her. Reverend Lavanya will

29
After leaving the tavern, the Woman in Black arrives at
the Wynworth’s house. Soon afterwards, chanting is
heard from inside the house; the chanting is in an inhu-
man language, producing sounds not possible from hu-
man vocal cords. The flowers outside the house begin
to wilt. Swarms of flying insects circle the house. The
chanting grows louder and more intense. The insects
suddenly die. The chanting slows down. An hour pass-
es. The chanting stops. Mrs. Wynworth dies shortly
afterwards.

Part 2: The Funeral and the Portal


Part 2 starts off with the funeral for Mrs. Wynworth
and ends with the opening of the portal. At the begin-
ning of Part 2, read the following to the players:
“The cat can talk!”, someone yells. More grasps come
Nearly half of the village attends Mrs. Wynworth’s fu- from the mourners; a few people pass out. Mayor Al-
neral. The Church of Greenleaf is filled to maximum phonso Kim stands up and says, “That cat is a fiend
capacity. You and your companions are sitting in the from the Abyss! We are doomed… Help us…”. With
middle pews. On the foremost pew sits Thomas, Ju- those words, Mayor Kim soils his expensive pants
licia and the strange woman in black. Mr. Mu sits on and passes out. Those around the Mayor plug their
the woman’s lap; Mayor Kim sits on the pew behind noses to avoid smelling the foul stench. Some start
the family. to gag; a few throw up.

The organ music stops playing. Reverend Lavanya Loud clashes of thunder come from outside. The
walks to the pulpit, to give the eulogy, when strange church shakes. Mrs. Wynworth’s levitating body is
chanting begins. The chanting comes from the Wom- engulfed in flames. A moment later it turns to ash
an in Black. Loud storm clouds are heard from out- and falls to the ground. “What have I done?!”, Mr.
side the church. The lid of the coffin opens, and Mrs. Mu cries as he jumps off the pulpit. The Woman in
Wynworth’s dead body levitates 6 feet above the Black levitates above the ground; she turns around to
ground. Gasps are heard among the mourners. face the mourners. Black shadows circle the woman;
her pupils become as white as snow.
Mr. Mu jumps off the Woman in Black’s lap and dash-
es towards the pulpit. Mr. Mu leaps on the pulpit and “Hah, you have fallen for my trap!”, she says in a voice
says: “Mrs. Wynworth, my best friend, I have brought that reverberates throughout the church. “Your pre-
you back from the dead! Oh, rise my beloved Mrs. cious and delicious souls are mine to devour; your
Wynworth. Rise from the darkness and return to the pitiful little village is trapped in a pocket dimension.
world of the living.” That foolish cat”, she continues as she points to the

30
pulpit. “He is the reason why I trapped you here; he Mist Creature, Type 1: Init +2; Atk +1 melee (1d8*); AC
allowed me to perform the ritual that teleported 15; HP 15; HD 3d8; MV 35’; Act 2d20; SP (see below);
your village to this pocket dimension. I need to rest, SV Fort +1, Ref +1, Will +2, AL C.
as the ritual has cost me dearly. When I return from Mist Creature, Type 1. The Type 1 Mist Creature re-
my rest, I will devour your tasty souls…”, the Woman ceives two attacks per round. When a character is hit
in Black says with a sinister smile. A second later, she by the creature, they must make a DC 10 Fort Save. A
disappears in a cloud of darkness. failed save will result in the character feeling drained
(as if a part of their ‘life force’ was stolen from them),
and each of their ability scores will be temporary re-
The Village of Greenleaf has been teleported to a pock- duced by 3 points (this effect will wear off in 24-hours;
et dimension. The sky is filled with dark storm clouds the character will regain their lost ability scores).
that blot out the sun. Circling the village is a thick mist;
in the mist the villagers hear the voices of demons and Mist Creature, Type 2: Init +2; Atk +0 melee (1d6+par-
other sinister fiends. Mayor Kim is relieved of duty and alyzation); AC 13; HP 15; HD 3d8; MV 35’; Act 3d20; SP
martial law is declared. Constable Gregor Hornjur is (see below); SV Fort +0, Ref +0, Will +1, AL C.
put in charge of the Village of Greenleaf. Karra Shal- Mist Creature, Type 2. The Type 2 Mist Creature re-
lank organizes the local militia, comprised of 40 able ceives three attacks per round. When a character is hit
bodied men and women armed with pitchforks, make- by this creature, they must make a DC 12 Fort Save. A
shift spears, and clubs. Reverend Lavanya provides failed save will result in the character being paralyzed
counselling and spiritual support for the frantic and for the next minute.
frightened villagers.

Atmosphere in Greenleaf. The characters will witness


Mr. Mu. Many of the villagers want Mr. Mu’s head
fear, anxiety, and feelings of hopelessness among the
for what happened; thus, Mr. Mu goes into hiding. At
villagers. They will see some villagers praying and oth-
one point during Part 2, the characters will likely come
er barracking themselves in their homes. Constable
across Mr. Mu, who will run away as soon as he is spot-
Hornjur will be regularly giving inspirational speeches
ted. If the characters chase Mr. Mu, he will yell “It’s
to boost the morale of the villagers. Reverend Lavanya
not my fault, I did not mean for this to happen.” The
will offer group prayers and provide emotional support
chase will last several minutes. In the end, Mr. Mu will
for the villagers.
escape; he is, after all, a quick and clever cat.
The Mist. If the characters travel to the edge of the
Murt the Hero. Murt, through his fascination with
village, they will see a wall of mist circling the village.
time, extradimensional, and space travel, has valuable
Shapes and forms of dark creatures will appear in the
insight on the Woman in Black and the pocket dimen-
mist; fearsome howls, malicious laughter and unholy
sion the village is trapped in. Murt has established a
words will come from the mist. If the characters enter
dialogue with Constable Hornjur. The characters will
the mist, their die rolls will be reduced by 1 die (i.e., a
likely spend a large portion of their time interacting
d20 attack roll will be reduced to d16), due to the ob-
with Murt in Part 2. If asked about what happened,
scuring nature of the mist (i.e., poor visibility, impaired
Murt will share the following:
sense of direction). As well, the characters will be at-
tacked by the creatures of the mist:
31
“From what I know”, Murt says while looking up from ‘Time will be too our advantage. If we arrive in the
a pile of open books, “The cat invited an otherworld- creature’s lair before she has gained her full strength,
ly entity to our village. This type of otherworldly then there is a chance that we…”, Murt pauses and
creature gains power and longevity from draining the looks directly at you, “I mean You, can defeat it. At
souls of humans and demi-humans. This creature full strength, this creature is extremely powerful; yet,
transported our village to a holding realm; think of in a weaken state, there is hope.”
it as a kind-of spider’s web, where we are kept alive
Murt’s Knowledge of Advanced Physics and Math-
until she feasts. The magic and rituals involved were
ematics. So how does Murt, a humble shopkeeper,
taxing on her. This is why she departed so abruptly;
have such knowledge of advanced interdimensional
she needs time to rest and regain her strength. Once
physics and mathematics, you may ask? During Murt’s
she has regained her strength, she will begin feasting
alien abduction, which lasted 10 days, the aliens did
on our souls.
experiments on Murt. They implanted nano-micro-
‘It will take the creature time, likely a week or so, to chips in Murt’s brain, which enhanced his knowledge
recover its full strength; right now, the creature is of physics and mathematics, allowing him to do ad-
back at its lair resting. The runes drawn around Mrs. vanced mathematical calculations and to grasp inter-
Wynworth’s bed are like a road map to the creature’s dimensional physics with ease. These enhancements
lair. You see…”, Murt says as he points to a sheet of sparked Murt’s interest in astronomy, physics, interdi-
paper with an exact copy of the runes on it, “there mensional travel, wormholes, etc., which is why he has
are a unique sequence of characters that make up a vast collection of books on these subjects.
these runes. Each sequence of characters is unique
Reverend Lavanya’s Suspicions. As soon as Murt re-
to a particular creature.
veals his knowledge of the entity and the runes drawn
‘The creature’s lair is a manifestation of the creature’s in Mrs. Wynworth’s bedroom, suspicion arises in Rev-
mind; it is a psychic projection turned into a physical erend Lavanya that Murt may be possessed by a demon
reality. Therefore, by translating these runes, we will (or he may be a demon himself in the guise of a man).
gain the exact coordinates of the creature’s lair. Once Reverend Lavanya keeps an eye on Murt and plans on
we have the exact coordinates, we will need to do slaying him upon any signs of demon possession.
some complex mathematics”, Murt continues as he
Ultimately, it will be the characters’ decision whether
points to a book titled Interdimensional Physics, “in
they want to enter the portal leading to the Woman in
order to plot an astral route to the creature’s lair.
Black’s lair or not. Since the declaration of martial law,
Constable Hornjur has been serving as the Mayor of
the village; Karra Shallank has been commanding the
local militia; and Reverend Lavanya has been dealing
with the spiritual and emotional needs of the fright-
ened villagers. With the exception of Roth, who may
or may not be in this adventure, everyone else is a ze-
ro-level character.

Roth’s Mysterious Past. Prior to settling in Greenleaf


and the birth of his daughter, Ruen, Roth was an ad-
32
venturer. As a young man, Roth took part in the King’s If Roth is still in Greenleaf (i.e., the marriage between
Challenge, which allowed him to become a Level 1 Ruen and one of the characters did not go through),
Warrior. Roth, along with the fellow survivors of the Roth will tell the characters of his past as an adventur-
King’s Challenge, explored the Tunnels of the Unknown er. Roth, a man of duty, will express his desire to join
and rescued the Witch of the Stinky Marshes from a the characters in defeating the Woman in Black.
tribe of cannibalistic pygmies. Roth himself defeat-
When the characters are ready to conclude Part 2, read
ed the pygmy chieftain in an honourable duel. After
the following:
this, Roth and his companions ventured to the Raven’s
Peak, where they battled undead and planted a victory Five days have passed since Murt revealed his knowl-
flag at the top of the peak. Love for a woman ended edge of the Entity and a way to access the Entity’s lair.
Roth’s adventuring career; he married and settled in These past five days, Murt has been working endless-
the Village of Greenleaf to start a family and to live a ly, catching only a few hours of sleep each night, to
quiet life. research and translate the runes written around Mrs.
Wynworth’s bed.

You are standing in Murt’s shop; all of the merchan-


dise has been moved against the walls. In the centre
of the room, a large circle has been painted on the
floor; around the circle are elaborate runes. A series
of chalkboards on simple wood stands face the circle.
Written on these chalkboards are complex mathe-
matical equations.

Murt turns around to look at you with tired glassy


eyes and says: “The portal is ready. All I have to do
is to draw a final rune to open the portal. Since the
Entity’s domain is a construction of her mind, upon
killing her, you will be teleport back here…”, Murt
says as he points to the circle, “and our village will be
Roth (Level 2 Warrior): Init +2; Atk +3 melee (by weap- returned back to the Muir Forest.”
on +3 damage), +0 missile (by weapon); Deed Die +d4;
Constable Hornjur and Reverend Lavanya are in the
Threat Range 19-20; AC 17 (banded mail & shield); HP
room with you. Reverend Lavanya wears chainmail
24; MV 25’; Act 1d20; Str 18 (+3), Agi 9, Sta 16 (+2), Per
armour and holds a mace tightly in her hand. Consta-
6 (-1), Int 10, Luck 7 (-1); SV Fort +3, Ref +1, Will +0, AL
ble Hornjur says words of inspiration and gratitude
L; Lucky Sign: Fox cunning; Profession: Beekeeper
for what you and your companions are about to do.
Roth owns a suit of banded mail armour and a shield, Reverend Lavanya says a short prayer. Murt draws
from his days as an adventurer. He also possesses a the last rune on the floor. The circle drawn on the
longsword, a short sword, a longbow, 20 arrows, and a floor glows with a soft blue light. The light intensifies.
pair of daggers. He owns the necessary equipment for
“The portal is open…”, Murt says, “Good luck on your
adventuring.
journey. I’ll see you when you return.”

33
34
35
Part 3: Woman in Black’s Lair Kath-kin produce very little sound when moving; this
is the result on their feet hovering an inch above the
The Woman in Black’s Lair is a dungeon environment.
ground when walking. Thus, the Kath-kin will never
The environment is lit by magical light sources; there-
trigger any of the traps in the Woman in Black’s Lair.
fore, torches and lanterns are not necessary for this
part of the adventure. The characters will start Part 3 Kath-kin (disciple): Init +2; Atk +0 melee short sword
in Area 1; upon killing the Woman in Black, the char- (1d6), +2 missile dagger (1d4); AC 12; HD 1d8; MV 35’;
acters will be teleported back to Murt’s Store. While Act 1d20; SP (harmful spell); SV Fort +0, Ref +2, Will
the Woman in Black’s Lair is a psychic construction of +0, AL C.
her mind, any of the items acquired in the lair will be
Kath-kin (disciple). Each Kath-kin (disciple) has one
brought back with the characters when they return to
harmful spell. As a Judge, you could either choose
Greenleaf.
what harmful spell the Kath-kin (disciple) has, or you
Kath-kin. The Kath-kin are a common enemy the could roll for that spell on the harmful spells table list-
characters will encounter in the lair; they serve as the ed below.
Woman in Black’s minions and are a construction of
Kath-kin (leader): Init +2; Atk +2 melee short sword
her psychic powers and magical abilities. While the
(1d6), +4 missile dagger (1d4); AC 12; HD 3d8; MV 35’;
Kath-kin are constructions, they have free will and will
Act 1d20; SP (harmful spells x 3); SV Fort +2, Ref +4,
fight like any other humanoid creature (i.e., they will
Will +2, AL C.
flee if outnumbered, use strategies in executing their
attacks, etc.). Kath-kin are human-size creatures with Kath-kin (leader). The Kath-kin (leader) has three
slender builds; their heads resemble those of a cat. harmful spells; the spells could either be chosen in ad-
The Kath-kin wear long hooded black robes, and their vance or generated randomly.
heads are typically covered by their hoods. Each Kath- Table 3-1: Kath-kin Harmful Spells
kin is armed with a curved bladed short sword and a d3 Spells
trio of throwing daggers. 1 Lightening Ball. A blue orb of lightening is
fired from the Kath-kin’s opened hand. The
character must succeed a DC 12 Ref Save to
avoid being hit by the orb of lightening. A
failed save will result in the character being
thrown back 10 feet and suffering 2d6 points
of damage.
2 Psychic Delay. The Kath-kin looks directly at
the character; its eyes glow bright red. The
character develops the feeling that some-
thing or someone has entered their mind and
is probing them. The character must succeed
a DC 10 Will Save. A failed save will result in
the character’s die rolls being reduced by 1
die (i.e., a 1d20 attack roll is reduced to a

36
1d16 attack roll). The effects of this spell are Wandering Monsters
cumulative. The duration of the effects are As a way of adding more challenge to the lair, you may
10 minutes. want to add wandering monsters. The Wandering
3 Paralyzation Bolts. The Kath-kin will raise its Monster table has been created for such a purpose.
hand and extend its fingers. From each finger
a tiny lightning bolt will fire. The character Table 3-2: Wander Monsters
d3 Monsters
must succeed a DC 10 Fort Save; a failed save
1 1 Kath-kin (leader) and 1d4+2 Kath-kin (dis-
will result in the character being paralyzed for
ciples)
the next minute.
2 2d6+4 Baki-runts
3 1d3+1 Kath-kin (disciples) and 1d6+2 Ba-
ki-runts
Baki-runts. Baki-runts are small ugly humanoids,
standing 2 feet tall. Baki-runts have disproportionate-
ly large heads with oversized mouths filled with sharp
Magical Potions
crooked teeth.
Hidden throughout the lair are magical potions; the
Baki-runt: Init +0; Atk +0 melee bite (1d4); AC 12; HD
placement of the potions is designed to increase the
1d4; MV 25’; Act 1d20; SP locking bite & teleport; SV
survivability of the party and to reward players for
Fort -2, Ref +1, Will -2, AL C.
searching for hidden items. There are two types of
Baki-runt. When a Baki-runt makes a successful attack, potions found in the lair: the Healing Potion and the
the character must make a DC 8 Ref Save; a failed save Vitality Potion.
will result in the Baki-runt’s jaw locking on to the char-
acter. When this occurs, the Baki-runt’s next attack will
automatically hit. To break free from the locking bite,
the character must succeed a DC 10 Strength check.
Baki-runt also possess the ability to teleport up to 10
feet, which could be used in lieu of a move action.

Healing Potion. The Healing Potion consists of a bright


blue liquid, and the bottle containing it is labeled
‘Heal’. When a character drinks a healing potion, the
player rolls 1d20, which represents the number of hit
points their character recovers. On a roll of 20, the

37
character’s Stamina score is permanently increased 2: The Half-Eaten Meal
by 2 points to a maximum score of 18 (in addition to
A large oak table sits in the centre of the room.
recovering up to 20 hit points). A roll 1 will result in
The table is set for eight people; plates containing
some of potions coming out of the character’s nose,
half-eaten meals and half-full glasses of wine are set
resulting in an embarrassing situation. The character
along the edges of the table. In the centre of the
still regains 1 hit point.
table are several open bottles of wine, the remnants
Vitality Potion. The Vitality Potion consists of a red of a roast, a basket with two dinner rolls, and two
liquid, and the bottle containing it is labeled ‘Vitality’. empty bowls that once contained vegetables. There
When consumed, the character’s attack rolls, saving are eight oak chairs around the table; the chairs have
throws, spell checks, skill checks, etc., will increase by been pushed away from the table as if the dinner
1 die for the next 1 hour (i.e., a 1d20 attack roll is in- guests left in haste. Cloth napkins are scattered on
creased to a 1d24). Have the player roll a 1d20. A roll the chairs and the floor.
of 20 results in the duration of the potion lasting a full
Against one of the walls is a fireplace with a fire
24-hours, and the character’s Strength score is perma-
burning. Above the fireplace is a picture featuring
nently increased by 2 points to a maximum score of 18.
five robed figures standing, with cowls covering their
A roll of 1 will cause the character to wet themselves
heads. You cannot see the figures’ faces; however,
due to the excitement brought on by drinking the po-
you sense something disturbing about these figures.
tion; the benefits of the potion will remain the same.
You know for certain these figures are not human.

If the characters eat the food or drink the wine, they


1: The Other Side of the Portal will discover the food and wine are tasteless and pro-
vides no nourishment. If the characters move close to
When the players are ready to start Part 3, read the
the fireplace, they will notice the fire does not give off
following:
heat. If they examine the fireplace closely, they will
You step through the portal. All sense of time and discover the fireplace does not connect to a chim-
direction are lost to you. You feel as if you are falling; ney. The fire is an illusion. If one of the characters
a moment later you feel like you are flying high above places their hand through the fire, on the other side
the sky. You see moments of your life flash before of the flame they will find a hidden compartment. In
your eyes… moments of your past you have forgotten the compartment they will find a Healing Potion (see
about… lost memories. Magical Potions). Behind the picture is another hidden
You feel disoriented for a moment; you look around compartment; there, the characters will find a second
and see your companions. You are in a large circular Healing Potion.
room, with a high domed ceiling. The room connects
to four passageways; there is a passageway in front
of you, a passageway behind, a passageway to your
3: Pit Trap
left and one to your right. The Pit Trap takes up the width of the passageway and
is 5’ in length. When triggered, a 5’ by 5’ section of the
floor will open inwards, revealing a pit of darkness. If a
character falls into the trap, their companions will see

38
them fall for a second or two, then disappear in the Kath-kin (priest). The Kath-kin (priest) has four harm-
darkness below (they will hear their screams as they ful spells and two healing spells. Each healing spell
are falling for the next five seconds). The character will will allow the priest to regain 1d10+3 points of lost hit
then be re-spawned in Area 7 (Re-Spawn Room), per- points; the priest will typical only use this spell on him-
manently losing 2 points of Stamina and suffering 1d8 self (reflecting the self-serving nature of the species).
points of damage. The priest will prefer to use magical attacks in combat
and will only engage in martial combat when neces-
If the characters are actively scanning the passage-
sary.
ways, a DC 8 Intelligence check will reveal the trap. If a
character triggers the trap, they will need to succeed a When the Kath-kin are defeated, the characters will
DC 15 Ref Save to avoid falling into the trap. When the find the typical items carried by these foes (curved
trap is triggered, the characters will need to succeed bladed short swords and throwing daggers). On the
a DC 4 Agility check to jump to the other side; if the priest they will find a Vitality Potion (see Magical Po-
characters come up with a creative solution, such as tions). The priest will not consume the potion in com-
using something as a makeshift plank, then an ability bat; it will be the character’s reward for defeating such
check is not required. a worthy foe.

4: The Worshippers 5: The Feast

The overpowering smell of incense fills the air. In In the centre of the room, on the floor, are piles of raw
the corner of the room is a large black marble statue meat and the large bones of bovine type creatures.
of a two-headed cat; at the base of the statue burns Small humanoids, standing 2 feet tall, with large ugly
a dozen sticks of incense. Around the statue, in a heads and massive mouths filled with sharp crooked
semi-circle, are six worshippers deep in prayer. The teeth are feasting on the meat. Some of the crea-
worshippers wear black robes; their heads are cov- tures are fighting over the large bones. You count
ered with hoods. eight creatures in total.

The Kath-kin are deep in prayer; thus, they will not no- The Baki-runts will not notice the characters at first
tice the characters. The characters could easily sneak (this will allow the characters to launch a surprise at-
past them to the adjoining room (only a roll of a natural tack). However, if the characters were to linger, the
1 will alert the Kath-kin to their presence). Alternately, Baki-runts will smell a new food source and be alerted
the characters could launch a surprise attack. Five of to the characters.
the Kath-kin are disciples, while the sixth is a priest.
Baki-runts (8), 3 hp (each).
During combat, the characters will see the Kath-kins’
feline facial features through their hoods.

Kath-kin Disciples (5), 5 hp (each) 6: Holographic Projection

Kath-kin Priest: Init +2; Atk +2 melee short sword (1d6), In the centre of the room is a large circular table; on
+4 missile dagger (1d4); AC 12; HP: 20; HD 4d8; MV the table a 3D illusion plays out. The illusion shows
35’; Act 1d20; SP (harmful spells x 4 & healing spells x
2); SV Fort +3, Ref +4, Will +4, AL C.
39
the events of Mrs. Wynworth’s funeral. These events • A short bow with 15 arrows
are seen through the eyes of the Woman in Black. • A crossbow with 12 bolts
The characters will automatically recognize what they • 2 bundles of silk rope (each bundle has 100’ of
are seeing as an illusion, due to the poor quality of the rope)
hologram. The hologram is a projection of the Wom-
• 57 gold and 18 silver pieces*
an in Black’s mind; since the Woman in Black is resting
and has not regained her full strength, the images are *The coins are oval shaped with exotic letters and
of a poor quality. If the characters watch the hologram symbols minted on both sides. Merchants will accept
play out, it will end with the Woman in Black’s depar- these as normal gold and silver pieces.
ture from Greenleaf. The next scene will begin with
the Woman in Black arriving at the Happy Halfling Tav-
ern (the day before the funeral) and will end with the 7: Treasure Chest
Woman in Black’s departure from Greenleaf. The holo-
Near one of the walls rests a lacquered oak chest;
gram is on a continuous loop.
detailed runes are carved on the surface of the chest.
If the characters search the walls for secret doors, a DC On either side of the chest stands a grotesque statue;
10 Intelligence check will reveal a secret door leading each statue stands roughly 6 feet tall. To the chest’s
to a small room. When the secret door is opened, read left is a statue of a bloated humanoid with a fear-
the following: some pig-like head; a pair of barbed horns protrudes
from its head. To the right is a muscular humanoid
The secret door opens up to a small room. On the
with rotting flesh; this statue has an oversized goat-
ground lay the corpses of two warriors; the warriors
like head with two sets of bug-like large eyes.
have been dead for several years, if not decades.
Their flesh has rotted away from their bodies, leav- The statues are just statues, made from black mar-
ing bare bone. The warriors are dressed in an exotic ble. The chest is locked and trapped. If the charac-
style of half-plate armour; the armour is beautifully ters examine the chest, a DC 8 Intelligence check will
constructed. While each suit of armour is unique, reveal the chest is trapped; a DC 12 Intelligence check
they are similar in an overall style. You suspect these will reveal the nature of the trap (a trap that releases
were likely military officers in the same army. gases). If there is a Thief in the party, a DC 10 disable
trap check is required to disable the trap (only a roll
These are the bodies of fallen warriors from a distant
of a natural 1 will trigger the trap); then a DC 8 pick
land, who became trapped in the Woman in Black’s
lock check is required to unlock the chest. If there is
Lair. The suits of half-plate are ordinary suits of armour
not a Thief present, the characters could come up with
designed to fit humans. The characters will find the
a creative solution for triggering the trap from a safe
following items of value in this room:
distance. For instance, the characters could tie a rope
• 2 suits of human-size half-plate armour around the chest, pull the chest to its side, which will
trigger the trap from a safe distance away.
• A shield
The chest could also be opened with brute force. This
• 2 curved bladed longswords
will require a DC 15 Strength check. However, if the
• A curved bladed two-handed sword trap has not been triggered, forcing the chest open will
40
trigger the trap. characters are searching the chest for hidden compart-
ment, they will find the false bottom automatically.
Poisonous Gas. When the trap is triggered, poisonous
gas will be release in a 10’ radius. All those within the
radius of gas must succeed a DC 12 Fort Save. A failed
save will result in the character suffering 1d8 points of
damage and their Stamina score will be permanently
reduced by 1 point.

Inside the chest, the characters will find the following


items:

• 3 bundles of hemp rope (each bundle has 50’


of rope)

• 2 Everlasting Torches*

• Cloak of the Kite**

*Everlasting Torch. The Everlasting Torch appears as a


normal wood torch with a single button, used to acti-
vate and deactivate the torch. When activated, a blue
glowing flame appears; the flame does not generate
8: Robed Figures and the Trap
heat, nor does it inflict injuries (the flame itself is an
illusion). The Everlasting Torch provides the same illu- When the characters come across Area 8 for the first
mination as a normal torch; however, all magical items time, read the following:
and magic-users within the radius of the torch will be
The passageway splits into four directions. You see
surrounded with a blue aura of light.
four robed figures, their heads covered with hoods,
walking past you. The figures walk silently; you no-
tice, as they walk, their feet never touch the ground.
The figures have their heads down. They do not ap-
pear to notice you.

Where the passageway divides into four direction is


a pit trap, which opens when weight is applied (since
**Cloak of the Kite. The Cloak of the Kite is a multi-co-
the Kath-kin hover 1 inch above the floor, they do not
loured cloak. When the wearer of the cloak falls, the
trigger the trap). The pit is 8 feet deep and sharp poi-
cloak will expand and glide like a kite; the wearer will
soned tipped spikes line the bottom on the pit. If a
be carrier back to where they first lost their balance. In
character triggers the trap, they must succeed a DC 12
addition, the cloak provides a +2 Armour Class bonus
Ref Save to avoid falling into the pit; the fall and the
and a +1 Reflex Save bonus.
spikes cause 1d6+2 points of damage and a DC 12 Fort
The bottom on the chest contains a false bottom, and Save is required to avoid the effects of the poison. A
under it is a compartment where a Healing Potion and failed Fort Save will result in an additional 2d4 points
a Vitality Potion are stored (see Magical Potions). If the
41
of damage and the character’s Stamina score will be 10: Floating Orb
permanently reduced by 1 point. If the characters are
actively searching for traps, a DC 8 Intelligence check
will reveal the pit trap.

The Kith-kin do not notice the characters; thus, the


characters could launch a surprise attack (if the pit trap
is undetected, one of the characters may trigger the
trap in the process).

Kath-kin Disciples (3), 5 hp (each)

Kath-kin Leader, 15 hp

9: Trapped Spirit

A large circular table sits in the centre of the room; on


the table rests a large orb. There are wire and tubes
connecting to the orb. Inside the orb is a whirling Three slender hooded figures have their backs to
mist of grey and blue smoke; forms start to appear in you. They are in a conversation with what appears
the orb. You see a face, an open hand and a mouth to be a floating orb. The floating orb is eyeless; at
moving. The orb appears to be communicating with its base are a dozen short tentacles. The floating orb
you. spots you; it makes a shrieking sound that alerts the
hooded figures to your presence.
Inside the orb is a spirit imprisoned by the Woman in
Black. The spirit is trying to communicate with the Roll for initiative. Combat begins. The floating orb is
characters to release them. If one of the characters a Khan-jorb; the hooded figures are Kath-kin Disciples.
breaks the orb, the mist will leave the orb and enter During combat, the feline faces of the Kath-kin will be
the character’s nose and mouth. The character will revealed to the characters.
levitate a foot off the ground when this happens (the
Kath-kin Disciples (3), 5 hp (each)
whole process will take 30 seconds). During this pro-
cess, the character’s hair will turn pure white, and Khan-jorb: Init +0; Atk -4 melee tentacles (1d3); AC 15;
their irises will become icy blue in colour (if their irises HP: 22; HD 4d8+2; MV 30’; Act 1d20; SP (spells); SV
are already this colour, they will turn white). The char- Fort -1, Ref +1, Will +3, AL C.
acter will gain infravision up to 60’, their wounds will
Khan-jorb. The Khan-jorb will avoid making melee at-
fully heal, their maximum hit points will permanently
tacks in combat; instead, it will focus on its spells when
increase by 5 points, and each of their abilities scores
attacking. The Khan-jorb has the following spells:
will permanently increase by 1 point (to a maximum
score of 18). For the rest of the character’s life, they • Sticky Web. A ball of sticky web will spray from
will feel the presence of the spirit in their body. the Khan-jorb’s mouth (located in the middle
of its tentacles). The character must succeed
a DC 10 Ref Save to avoid being hit by the ball.
42
A failed save will result in the character’s body 13: Narrow Bridge
being tangled in a sticky net of webs; the only
A strong magical wind blows throughout this room.
action the character could perform is to try
You are standing on a ledge and across from you is
to escape. On the character’s next turn, they
another ledge. A narrow bridge connects the two
must succeed a DC 15 Strength check to break
ledges; the bridge is 30 feet long, yet only 5 or 6 inch-
free from the web. When the character is tan-
es wide. On each side of the bridge sits a statue of
gled up in the web, all actions against them will
a stone gargoyle, with a malicious grin on its face.
increase by 1 die (i.e., a 1d20 attack roll against
There are whirling orbs of clouds hovering above the
the character will turn into a 1d24 attack). The
bridge. You have no idea how far the drop is, as you
Khan-jorb can use this spell up to three times.
cannot see the bottom of the room. Perhaps the
• Fireflies. Ten tiny fiery red balls shoot from the drop goes on forever, you ask yourself.
Khan-jorb’s mouth; the character must make 10
If the characters enter this room from Area 12 (Re-
separate DC 8 Ref Saves. For each failed save,
spawning Area), add the following to the description
the character suffers 1 point of damage. The
above:
Khan-jorb can use this spell up to three times.
On the other side of the room, you see a staircase
leading from the ledge to the floor above.
11: Teleportation Circle I
If a character falls off the bridge, their companions will
You have entered a circular room. In the centre of see them fall for 2 seconds before vanishing into the
the room, a circle, some 8 feet in diameter, is carved darkness below; they will hear their screams for the
into the floor. Around the circle are a series of runes next 5 seconds. The character will respawn in Area
in an unfamiliar language. The circle and the runes 12 (Respawning Area), suffering 2d4 points of damage
glow with a soft purple light. and having one of their abilities scores permanently
reduced by 1 point (randomly determine which ability
The circle is a teleportation circle. If the characters
score rolling 1d6, where 1 = Strength, 2 = Agility, and
step inside the circle they will be teleported to Room
so forth).
16 (Teleportation Circle II).
Whirling Clouds. When a character ends their turn on
the bridge, the whirling clouds will attempt to push the
12: Respawning Area character off the bridge. A single whirling cloud will
attack the character; the cloud attacks with a 1d20+5
In each corner of the room stands a grotesque stat-
attack roll against the character’s AC. If a hit is suc-
ue of a pig-headed warrior with a sadistic grin on its
cessful, the character must succeed a DC 12 Ref Save
face. The statues are facing the centre of the room.
to avoid falling off the bridge. Since the whirling clouds
This area is where the characters will respawn when are just concentrations of air pressure, the characters
they fall off the narrow bridge in Area 13 or in the pit cannot inflict damage to them.
trap in Area 3. The characters will respawn in the cen-
Due to the windy conditions, the narrowness of the
tre of the room; for a few seconds after respawning,
bridge, and the whirling orbs of clouds above, the
the characters will hear the statues laughing at them.
characters will likely want to move at half-speed when

43
crossing the bridge. If a character decides to move at
full speed to cross the bridge (i.e., sprinting across the
bridge), they must pass a DC 18 Ref Save to avoiding
falling off the bridge. At half-speed, the DC is reduced
to a DC 5 Ref Save.

Tying Rope Around the Gargoyles. The characters


could tie one end of rope around the gargoyle and the
other end around themselves, thereby creating a safe-
ty harness. This will prevent the characters from suf-
fering damage and ability score loss when they fall off
the bridge.

14: Pool and the Illusion

A round pool, roughly 10 feet in diameter, sits in the


Pool Lurker has finished its attacks and has achieved
centre of the room. The water in the pool is crystal
at least one successful hit, it will attempt to pull the
clear. The pool is 2 feet deep; at the bottom of the
character into the pool. An opposed Strength roll is
pool are hundreds of shinning gold and silver coins.
made with the Pool Lurker gaining a +3 bonus for ev-
Mixed with the coins are dozens of precious gems.
ery tentacle wrapped around the character (i.e., when
The coins, the gems and floor of the pool are illusions. two tentacles are wrapped around the character, the
The pool itself is 6 feet deep and at the bottom waits a Pool Lurker rolls 1d20+6; with three tentacles, the Pool
Pool Lurker ready to launch a surprise attack. If there Lurker rolls 1d20+9).
is a dwarf in the party, they will automatically know
If a character is pulled into pool, they must succeed a
the coins and gems are illusions through their ability to
Fort Save to remain conscious. The first round a char-
‘smell’ treasure. If the characters examine the pool for
acter is underwater, the DC for the Fort Save is 10.
traps, a DC 18 Intelligence check will reveal the illusion.
Every round after this, the DC increases by 3 (i.e., by
If a character reaches into the pool to grab the coins
the third round, the DC increases to 16; by the fourth
and gems, the Pool Lurker will attack.
round, the DC increases to 19). A character will suf-
Pool Lurker: Init +3; Atk +0 melee tentacles (grab & fer 2d4 points for damage each round they are uncon-
pull); AC 16; HP: 18; HD 3d10; MV 0’ (reach 10’); Act scious underwater.
5d20; SP (drown); SV Fort +2, Ref +2, Will +2, AL N.
To break free from the Pool Lurker’s grip, the character
Pool Lurker. The Pool Lurker receives 5 attacks per must pass a DC Strength check. The DC will depend on
round. Each successful hit results in one of its ten- the number of tentacles wrapped around the charac-
tacles wrapping around the character. Each tentacle ter. The DC for a single tentacle is 12; every tentacle
wrapping around character will result in a minus 1 die after this, the DC will increase by 3 (i.e., if three ten-
penalty for the character’s actions (i.e., a single tenta- tacles are wrapped around the character, they must
cle will reduce a 1d20 attack roll to a 1d16; two tenta- succeed a DC 18 Strength check to break free from the
cles will reduce a 1d20 attack roll to a 1d14). After the Pool Lurker’s grip).
44
Baki-runts Attack. If the characters cause the Pool a village suffering a fate that Greenleaf will suffer
Lurker to attack, the following round 10 Baki-runts will should you fail in defeating the Woman in Black. En-
emerge from the passageway connecting to Area 16 circling the village is a wall of mist; above the village
(Teleportation Portal II) and attack the party. are storm clouds. The homes and clothing worn by
Baki-runts (10), 3 hp (each). the villagers are very different from those found in
Greenleaf. You see fear, hopelessness, and sorrow
in the eyes of the villagers. You watch as expres-
15: Statues and the Staircase sions of agony and cries of pain come from the vil-
lagers as their life-force is stolen from them… you
Twelve statues of vile warriors, wearing plate armour
see the Woman in Black with a cruel smile… You
adorned with unholy symbols, line the walls. Each
watch the bodies of the villagers become distorted
warrior has a visored helmet that takes the form of
and warped… you see the Woman in Black laugh and
the face of a horrific demon. Each warriors holds a
smile with glee.
curved bladed longsword in their right hand, and a
spiked shield in the left. Against one of the walls is a What the characters see is a village that the Woman
staircase leading to the level above. in Black has imprisoned; the expression of agony and
cries of pain occur when the Woman in Black devours
The stairs lead to Area 17 on the second level.
the villagers’ souls. This will be the fate of Greenleaf
should the characters fail. As with the holographic
project in Area 6 (Holographic Projection), this scene is
16: Teleportation Circle II
a projection of the Woman in Black’s mind, memories
You have entered a circular room. In the centre of from her past. Since the Woman in Black has not yet
the room is an 8-foot diameter circle carved into the regained her full strength, the quality of the images is
floor. Around the circle are a series of runes in an imperfect. This is why the characters can easily rec-
unfamiliar language. The circle and the runes glow ognize this as an illusion. This scene will play out on a
with a bright blue light. continuous loop, starting at the point when the Wom-
an in Black imprisons the village, and ending when she
The circle is a teleportation circle. If the characters
devours the villagers’ souls.
step inside the circle they will be teleported to Area 11
(Teleportation Circle I).

19: The Brazier and the Skulls

17: Stairs In the centre of the room burns a brazier; at its base
are dozens of human skulls. Dancing around the
The stairs connect to Area 15 (Statues and the Stair-
burning brazier, singing malicious songs, are a dozen
case) on the first level.
short humanoid creatures standing 2 feet tall. The
creatures’ faces are deformed; their heads are dis-
proportionately large; their mouths are full of sharp
18: The Fate of Another Village
crooked teeth. You hear the words ‘murder’, ‘blood’,
There is a large circular table in the centre of the and ‘kill’ in their twisted songs.
room; on the table a 3D illusion plays out, depicting
45
The three humans are ‘frozen in time’, having been cap-
tured by the Woman in Black. The man in plate armour
is Sir Eckbert Silverblade, a noble knight who ventured
to Woman in Black’s lair in order to slay her. The two
others are part of Sir Eckbert’s retinue; the woman is
the Archer Lena, and the man is his loyal manservant,
Gordy. If the characters examine the lectern, they will
see a dial. If the characters turn the dial, the glowing
green light will fade, releasing the prisoners from their
frozen state.

The Baki-runts do not notice the characters at first; this


will give the characters the opportunity to launch a sur-
prise attack; however, if the characters linger too long
without attacking, the Baki-runts will become aware
of the characters (at this point, initiative is rolled, and
combat begins).

Baki-runts (12), 3 hp (each).

After the battle, the characters will discover the fire


from the brazier does not give off heat; nor does it
cause injury when touched. The fire is an illusion. The
skulls at the base of the brazier are not human skulls;
Sir Eckbert Silverblade (Level 2 Warrior): Init +1; Atk +1
rather, they are made from clay and painted to resem-
melee (by weapon +2 damage*), -1 missile (by weapon
ble skulls.
+1 damage*); Deed Die +d4; Threat Range 19-20; AC
18 (full plate & shield); HP 20; MV 25’; Act 1d20; Str 15
(+1), Agi 7 (-1), Sta 11, Per 10, Int 12, Luck 14 (+1); SV
20: The Captives
Fort +1, Ref +0, Will +0, AL L; Lucky Sign: Born on the
In the room, three humans stand; their bodies are Battlefield (*damage rolls +1); Profession: Noble
frozen in time. One of the humans, a warrior in full
Sir Eckbert Silverblade. Sir Eckbert, a man of 28 years,
plate armour, has a longsword drawn and a shield in
is a noble knight from a distant land, who, along with
his hand. The second human is a woman, wearing
his retinue, entered the Woman in Black’s lair in order
leather armour, clutching a longbow in her hand. The
to defeat her and free a village under her sinister con-
third is a man, unarmoured, holding a short sword in
trol. When he entered her lair, Sir Eckbert had a band
his hand. At the feet of the three humans, a circle
of 17 loyal retainers (made up of 5 1st-level and 12
of green light glows. In the corner of the room is a
0th-level characters); all his retainers, except for Lena
lectern.
and Gordy, were killed by the Woman in Black’s min-
46
ions and the lair’s deadly traps. Sir Eckbert, Lena and
Gordy were captured and put into a frozen state. Sir
Eckbert’s last memory are of the last stand he and his
surviving retinue made against the Woman in Black’s
forces. Due to the nature of the lair (a psychic projec-
tion of the Woman in Black’s mind turned into physical
reality), the layout of the lair was different when Sir
Eckbert and his retinue entered it.

Sir Eckbert wears full plate armour and carries a shield.


Sir Eckbert is armed with a longsword and a pair of sil-
ver daggers. He is equipped with the typical gear ad-
venturers carry.

Gordy the Servant (Level 0): Init +0; Atk +0 melee (by
weapon), +0 missile (by weapon); AC 10; HP 4; MV 30’;
Act 1d20; Str 10, Agi 11, Sta 9, Per 13 (+1), Int 8 (-1),
Luck 15 (+1); SV Fort +1*, Ref +1*, Will +2*, AL L; Lucky
Sign: Saving Throws (*+1 bonus to all saving throws);
Profession: Woodcutter

Gordy the Servant. Gordy, Sir Eckbert’s loyal manser-


vant and closest friend, is armed with a short sword
and a hand-axe. Gordy is equipped with some of
the items an adventurer would carry. The Woman in
Black’s lair serves as a character funnel for Gordy; thus,
if Gordy survives this adventure, he will become a Lev-
Lena the Archer (Level 1 Warrior): Init +3; Atk +0 me- el 1 character and can choose a character class.
lee (by weapon), +2 missile (by weapon); Deed Die
+d3; Threat Range 19-20; AC 14 (leather armour); HP
11; MV 30’; Act 1d20; Str 12, Agi 15 (+2), Sta 12, Per 21: The Mural
8 (-1), Int 9, Luck 11; SV Fort +1, Ref +3, Will -1, AL N; On all four walls of the room, a mural is painted; the
Lucky Sign: Lived through famine; Profession: Farmer mural depicts bloodthirsty warriors, clad in unholy
Lena the Archer. Lena, a woman of common birth, is plate armour, slaughtering unarmed villagers. The
one of the archers in Sir Eckbert’s service. Lena wears warriors wield blood-soaked curved bladed long-
leather armour and is armed with a longbow, 18 ar- swords. The fear and carnage of the villagers is illus-
rows and a longsword. She is equipped with the typi- trated in the mural.
cal gear adventurers carry.
47
If the characters travelled through Area 15 (Statues 22: Deja Vue
and the Staircase), they will recognize the warriors in
If the characters enter this room by walking through
the mural as the statues that stood along the walls of
one of the connecting passageways, read the follow-
the room. If they travelled through Area 18 (The Fate
ing:
of Another Village), they will recognize the villagers as
the people shown in the holographic scene. The war- You have entered a large circular room, with a high
riors in the mural are an artistic representation of the domed ceiling; there are four passageways connect-
Woman in Black as she devours the souls of the inno- ing to this room… You feel a sense of Deja Vue, as if
cent villagers. you have been in this room before. Then it dawns on
you; this room looks exactly like the room you first
If the characters are actively searching the walls in this
arrived in when you were teleported to the Woman
room, a DC 10 Intelligence check will reveal a secret
in Black’s lair.
door leading to a small hidden room. Inside the hid-
den room lies the remains of a warrior clad in full-plate If the characters arrived in this room by teleporting
armour. Near the remains are a longsword and a shield from Area 25 (Teleportation Circle III), create the per-
with an elaborate heraldic design. There are no coins ception that the characters have teleported back to
or gemstones with the remains; thus, if there is a dwarf the first room in the lair.
present in the party, they will be unable to detect the
secret room with their ability to smell gold and jewels.
23: The Cauldron
If Sir Eckbert is with the party, read the following:
A large black cauldron sits in the centre of the room.
Sir Eckbert falls to one knee as tears flow from his
The cauldron is filled with ashes and burnt and bro-
eyes. “My older brother”, he says, “It has been years
ken human bones. Facing the cauldron are four stat-
since I last saw you… I was but a squire when you left…
ues, located in each corner of the room. The statues
Oh brother, how much has changed since we last saw
are of grotesque pig-headed warriors, with bloated
each other. I am now a Knight-Errant like you, on my
bellies.
own journey to slay the woman of vile darkness… I
am with a good group of companions, strangers from At the bottom of the cauldron, buried beneath the ash
a strange land; together, we will avenge you, my and bones, is a waterproof sack containing 187 gold
brother, by slaying this sinister fiend.” pieces, 58 silver pieces, and 23 jade gemstones (worth
10 gold each). If there is a dwarf in the party, they will
Sir Eckbert looks up at you with eyes filled with de-
‘smell’ the gold and gems in the cauldron. If the con-
termination and says, “The armour my brother wears
tents of the cauldron are disturbed, read the following:
has been in our house for five generations. It will be
my honour, my new friends, if one of you wears my A whirlwind takes shape from within the cauldron;
brother’s armour.” ash and bones are flying in the air. A shape begins
to form from the ashes and bones. The whirlwind
The full-plate armour, shield and longsword are crafted
stops: a humanoid form, standing the height of a
by master artisans. However, they count as ordinary
man, stands atop of the cauldron. The humanoid is
pieces of armour and weapons, granting the same bo-
made from the ashes and broken bones from the
nuses as those found in the DCC rulebook.

48
cauldron. The humanoid jumps down in front of you; 26: Pit Trap
it has four large thick arms made from hundreds of The pit trap takes up the width of the passageway and
pieces of broken bone. is 5 feet in length. If the characters are actively search-
Roll for initiative. The monster attacks. ing the passageway, a DC 10 Intelligence check is re-
quired to spot the trap. If a character triggers the trap,
Ash-Bone Construct: Init +0; Atk +0 melee fist (1d6); a trapdoor opens to the room below; the character
AC 13; HP: 25; HD 5d8; MV 30’; Act 4d20; SV Fort -1, must succeed a DC 12 Ref Save to avoid falling down
Ref +1, Will +3, AL N. the trap. A failed save will result in the character falling
Ash-Bone Construct. The Ash-Bone Construct receives into Area 5 (The Feast); fortunately for the character,
four attacks per round. When the battle is over, the they will land on piles of raw meat (and possibly some
characters will find themselves covered in ash. Have dead Baki-runts). Thus, their fall will be cushioned,
each character make a DC 12 Fort Save. A failed save and they will only suffer 1d4 points of damage.
will result in the character breathing ash into their
lungs. The character will suffer from a coughing fit for
the next hour; each of the character’s actions will be 27: The Argument
reduced by 1 die (i.e., a 1d20 roll will be reduced to Upon entering the room, you hear an argument be-
1d16) for the duration of their cough. tween two distinct groups of creatures. One group
is human size, wearing black robes and hoods; the
other group is much smaller, with disproportionate-
24: Staircase ly large ugly heads and mouths full of sharp teeth.
The staircase connects to Area 13 (Narrow Bridge) on While the smaller creatures are a fraction of the size
the first floor. of the larger ones, their voices are the loudest; their
accents are guttural and dog-like growls are mixed in
with their words. There are eight creatures in total:
25: Teleportation Circle III three of the larger type and five of the smaller kind.

The room is circular in shape; at its centre is a circle The creatures (Kath-kin and Baki-runts) do not notice
carved into the floor. The circle is 8 feet in diameter; the characters at first; however, if the characters were
around the circle are runes written in an unfamiliar to linger, the Baki-runts’ keen senses will pick up the
language. The runes and the circle glow with a pink character’s scent. The Kath-kin and Baki-runts will put
aura. aside their differences and join forces to fight the char-
acters.
The circle is a teleportation circle. If the characters
step inside the circle they will be teleported to Area Kath-kin Disciples (2), 5 hp (each)
22 (Deja Vue). Area 22 look exactly like the room the Kath-kin Leader, 15 hp
characters arrived in; this will create the perception
that the characters have teleported back to the first Baki-runts (5), 3 hp (each)
room in the lair.

49
28: The Four-Pointed Star and the Statues made it this far. You will not make it past this door”,
Four grotesque statues of pig-headed warriors stand Mrs. Wynworth hisses as she points to a set of dou-
in each corner of the room. Their bodies are bloated ble doors, “You will die here you foolish adventurers.
and covered with sores. Each statue holds a brutal I will tear your limbs apart, drink your blood and eat
axe in its right hand and a round shield in its left. In your hearts!”
the centre of the room is a large circle, 10 feet in di- The creature the characters see before them is not
ameter, carved into the floor. Inside the circle is a Mrs. Wynworth. It is a creature the Woman in Black
four-pointed star; each point of star points to one of constructed in Mrs. Wynworth’s image, using dark
the pig-headed statues. The circle and the star sud- magic and forbidden science.
denly start to glow with a soft green light, inviting
you to step inside… Mrs. Wynworth Clone: Init +3; Atk +2 melee bite/claws
(1d6); AC 13; HP: 30; HD 5d10; MV 30’; Act 3d20 or
As soon as one of the characters walks inside the 2d20; SP Regenerate*; SV Fort +2, Ref +1, Will +1, AL C.
boundaries of the circle, the eyes of the pig-headed
statues will glow with a green light. The statues will Mrs. Wynworth Clone. The Mrs. Wynworth Clone will
come alive and attack the characters. initially have 3 attacks per turn: one bite attack and two
claw attacks. After Mrs. Wynworth’s first bite attack
Pig-Headed Statue (4): Init +0; Atk +1 melee brutal axe succeeds, her false teeth will lock on to the character’s
(1d6+2); AC 16; HP: 12, 15, 16, 17; HD 3d8; MV 25’; Act flesh. After this, Mrs. Wynworth will have 2 claw at-
1d20; SV Fort +2, Ref -2, Will +0, AL N. tacks per turn. When Mrs. Wynworth’s false teeth are
There is a secret door in this room, connecting to a se- locked into the character’s flesh, the character’s attack
cret passageway, which leads to Area 29 (Mrs. Wyn- rolls, saving throws and ability checks will be reduced
worth Clone). If the characters are actively searching by 1 die (i.e., a 1d20 attack roll will be reduced to a
the walls, a DC 10 Intelligence check will reveal the 1d16). To remove the false teeth, the character will
secret door. Once inside the secret passageway, the need to succeed a DC 10 Strength check.
characters will automatically see the outline of the *Regenerate. At the start of each of Mrs. Wynworth’s
door leading to Area 29. turns, the characters will witness Mrs. Wynworth’s
wounds close, and her injuries heal. Mrs. Wynworth
will recover 1d6+2 lost hit points at the start of each
29: Mrs. Wynworth Clone of her turns.
The all too familiar scents of hard liquor, pepper- When the Mrs. Wynworth Clone is destroyed, the
mints, tobacco, cheap perfume, and soiled kitty lit- characters will discover her body is composed of flesh
ter fills the air. The room is decorated with a mix- merged with wires and machinery.
matched collection of furniture. On a couch sits an
all too familiar face. A malicious grin spreads across When the characters examine the double doors, read
Mrs. Wynworth’s face, revealing a new set of false the following:
teeth. A set of double doors stands before you. Elaborate
“Hah, hah, at one time, not long ago, I doubted you carvings cover the surface of the doors; the work-
were real adventures… I guess I was wrong. You manship of the carvings is impressive, in a dark and

50
disturbing way. The carvings depict horned demons, The Woman in Black raises her arm and points in the
twisted monsters, and brutal warriors slaughtering direction of the statues. Each statues glows with a
and feasting on unarmed villagers. You know a great bright red aura; however, the aura soon fades from
source of evil lies beyond this door. It is time to rest each statue, except for two: a bald-headed man cov-
and heal, to prepare for the battle to come. ered in scales, and an eyeless brute with sharp blades
for hands. A look of disappointment flashes across
the woman’s face. The auras sounding the two stat-
30: The Woman in Black ues intensifies. A moment later, the statues are
turned to living flesh.

“I may not be at full strength”, the Woman in Black


hisses, “But I can surely defeat the likes of you. I will
rip the limbs from your bodies and tear out your pre-
cious souls. I will take my time devouring you souls…
you will be in so much pain and agony that you will
wish you were never born.”

Woman in Black: Init +5; Atk +1 melee dagger (1d4+1);


AC 15; HP: 42; HD 6d12; MV 30’; Act 1d20; SP Spells; SV
Fort +3, Ref +5, Will +5, AL C.

Woman in Black. In combat, the Woman in Black will


rely on her spells when fighting the characters. She
can cast a spell each round (she has an unlimited num-
ber of these spells available; thus, she will never run
You open the set of double doors and travel up a out of ‘spell slots’). The following are a list of the dif-
wide staircase to a large room above. Twelve twist- ferent spells the Woman in Black knows:
ed and warped statues line the walls of the room.
Each statue is unique and represents a twisted and • Psychic Blade. The Woman in Black’s arm will
warped humanoid. The statues merge the features turn into a blue glowing blade of psychic ener-
of humans, beasts, and machinery into weapons of gy; she will attack one of the characters with a
death and destruction. 1d20+3 melee attack roll. A successful hit will
cause 2d6+1 points of damage and the victim
In the corner of the room is a large bed, fit for a will have to make a DC 15 Fort Save. A failed
queen. Upon the bed lies a figure; the figure’s body save with cause the victim to fall to the ground
stirs, revealing the Woman in Black. In the blink of an in spasms; the victim will be unable to act on
eye, the Woman in Black is in front of her bed, hover- their next turn (they will regain their normal ac-
ing a foot above the floor. “How dare you wake me!”, tions the following turn). As soon as the attack
she screams with a look of fury in her eyes, “How is over, the Woman in Black’s arm will return to
have you found my lair? How did you get so far?” normal.

51
• Foul Smelling Mist. Yellow-green mist will pour Brute Covered in Scales: Init +0; Atk +2 melee war
from the Woman in Black’s mouth and nostrils. hammer (1d8); AC 19; HP: 21; HD 3d12; MV 20’; Act
The mist will encircle the Woman in Black. All 1d20; SP Regenerate*; SV Fort +2, Ref -2, Will +0, AL N.
characters within a 5-foot radius of the Wom-
Eyeless One with Blades for Hands: Init +3; Atk +0 me-
an in Black must make a DC 15 Fort Save. A
lee blade hands (1d6); AC 12; HP: 24; HD 4d10; MV 30’;
failed save will result in the character becoming
Act 2d20; SP Regenerate*; SV Fort +1, Ref +1, Will +0,
overpowered by the stench of the mist; all their
AL N.
actions will be reduced by 2 dice (i.e., a 1d20
melee attack roll will be reduced to a 1d14 roll) Eyeless One with Blades for Hands. While the crea-
while they are in the mist. All missile attacks ture does not have eyes, it can ‘see’ the characters; the
against the Woman in Black will be reduced Eyeless One has two attacks per turn.
by 1 die. The mist will fade at the start of the
*Regenerate. At the start of the Statue’s turn, they will
Woman in Black’s next turn.
regain 1d6+1 points of lost hit points. The characters
• Acid Spray. The Woman in Black will spew acid will witness their cuts and injuries heal. Two rounds
from her mouth; she will select a character in after a Statue Turned Flesh is defeat, it will stand from
melee combat with her. The character must where it fell; the newly ‘resurrected’ statue will have
make a DC 12 Ref Save. A failed save will result 10 hit points (the statue will continue to regain lost hits
in 1d8+2 points of damage; a successful save each round up to their maximum hit point value).
will result in half damage.
When the characters defeat the Woman in Black, read
• Psychic Energy Balls. Three glowing blue orbs the following:
of psychic energy will fire from the Woman in The Woman in Black’s body collapses to the floor; her
Black’s hand. The Woman in Black can target body turns to ash. The walls, the floor, and the room
a single character with this attack or multiple itself begins to warp and distort. You feel as if you
characters. A DC 10 Ref Save is required for are fallings, moments of your life flash before your
each orb of psychic energy; a failed save will eyes. All around you is darkness, then you suddenly
result in the character suffering 1d6 points of see light and an all too familiar face…
damage and being pushed back 10’. The char-
acter will then have to make another Ref Save Constable Gregor Hornjur greets you with a big warm
(DC 10) to avoid falling flat on their back. smile and say, “By the gods, you have done it. You
have killed the evil entity and freed Greenleaf from
• Self-Repair. The characters will witness the the mist…”. You hear loud cheers and laughter out-
Woman in Black’s wounds heal before their side as the villagers witness the mist and clouds be-
eyes. The Woman in Black will regain 2d6 ing replaced with bright blue open skies. “You have
points of lost hit points. retuned much soon than I expected. You were gone
Statues Turned Flesh. The goal of the two statues is for less than an hour.”, Constable Hornjur continues.
to draw the characters’ attacks away from the Woman “Time distortion is part of interdimensional travel.”,
in Black (the characters’ goal it to destroy the Woman Murt interrupts, “Time flows differently in different
in Black, which will return the characters to Greenleaf dimensions. An hour may have passed for us, here
and free the village from the interdimensional prison).

52
on this plane of existence, yet a full day could have Conclusion
passed for the adventurers on that other plane.” It is important not to end this adventure in Murt’s
“Where do you get such knowledge?”, Constable Store. Have the characters leave the store and interact
Hornjur turns to Murt. with the villagers. Perhaps, the characters will want
to walk to the boundaries of the village to confirm the
“From reading books, my good Constable.”, Murt re-
mist is gone. Or, perhaps, the characters will want to
plies as he points to his vast collection of books lining
catch up with their friends from the village. Allow a
the walls of room.
few days of in-game time to pass. If they lost party
Murt turns to you and says, “I knew you could do it. members in the lair, a memorial service could be held
I knew you could destroy the entity and return our at the Church of Greenleaf.
village back to our world. We are free because of
Later that day, Martial Law will be lifted; Constable
you…”
Hornjur will step down as the leader of the town. May-
Give the characters time to catch their breath. If the or Alphonso Kim will retire from politics, and the villag-
party encountered Sir Eckhart and his retinue in the ers will insist that Murt becomes the new mayor. Murt
lair, and they survived, the characters could introduce will be reluctant to take up the new position. May-
the new additions of their party to the Constable and be the characters could talk Murt into becoming the
Murt. Perhaps the characters could show Murt the mayor. In the end, regardless of whether the character
magical and wonderous items they acquired in the persuade Murt or not, he will become the Mayor of
lair. Once the characters have had time to catch their Greenleaf.
breath, read the following: Perhaps, at some point between now and the end of
When Constable Gregor Hornjur leaves the store to this adventure, the characters will run into Mr. Mu
talks with the villagers outside, Murt comes closer again (who has gone into hiding to escape the wraith
and says, “I have noticed how Reverend Lavanya has of the villagers). Mr. Mu will flee from the characters,
kept a close eye on me the last couple of days. The and if cornered, he will say, “It’s not my fault. I did
way she holds her mace tightly in her fist sends shiv- not mean for this to happened. It was an accident…an
ers up my spine… I suspect this has something to do honest mistake.” Allow Mr. Mu to escape the charac-
with the fact that I have been neglecting my atten- ter’s grasp, as he will play a role in future adventures
dance of church these past couples of years. I have to come.
been so busy reading my books and running my busi- No Longer in the Muir Forest. “There is something
ness, that I have put regular attendance of church strange in the air”, some villagers will say. “There are
aside. She likely thinks I have stray from the flock. species of birds and bugs that I have never seen be-
Well, moving forward, I plan on attending church fore”, others will claim. Honey the Halfling will tell a
more often... Reverend Lavanya will see a lot more tale of a massive and breathtaking beast she saw flying
of me in the days to come.” in the sky. “It was a massive flying lizard, with a wing-
span of over 100 feet. It looked like a Dragon from the
fairy tales of Old.”, Honey will claim. The villagers will
dismiss Honey’s account at first. However, the follow-
ing day, other, more reputable villagers, will claim to

53
have seen the same flying beast.

Karra Shallank will set out one morning to travel to the


Village of Redleaf. She will return later that day claim-
ing the villages of Redleaf and Goldleaf no longer exist;
that the roads and the landscape have change… It ap-
pears the Village of Greenleaf is no longer in the Muir
Forest.

Murt’s Miscalculations. While the extraterrestrial ex-


periments and nano-microchips implanted in Murt’s
brain produced super-genius levels of intelligence in
the areas of interdimensional physics, advanced math-
ematics and extra-planar travel, fatigues effects ev-
eryone, even a person like Murt. Murt spent 20-hour
days racing against the clock to open a portal to the
Woman in Black’s lair before she could regain her full
strength. In the end, Murt made a miscalculation in
one of his mathematic equations; thus, the Village of
Greenleaf did not return to the present-day Muir For-
est. So, where is the Village of Greenleaf? This will be
answered in the next adventure…

54
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Available on DriveThruRPG
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This printing of ‘The Cat and the Resurrection’ is done under version 1.0 5.Representation of Authority to Contribute: If You are contributing orig-
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