Professional Documents
Culture Documents
II
Designed and Illustrated
by Mark Tasaka
August 2021
Tasaka Games
tasaka-games.com
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.
1
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.
2
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
3
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
4
5
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
6
7
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
9
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.
10
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.
11
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.
13
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.
14
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.
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).
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
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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 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.
• 2 Everlasting Torches*
Kath-kin Leader, 15 hp
9: Trapped Spirit
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.
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.
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
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.
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.
54
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Available on DriveThruRPG
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58
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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Designation of Product Identity: “Tasaka Games” is a trademark of Mark
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OPEN GAME LICENSE Version 1.0a Content you Distribute.
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