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Designed and Illustrated
by Mark Tasaka
October 2021

Tasaka Games
tasaka-games.com

Murt’s Miscalculation
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 numerous sources of inspiration that led to the creation of
this adventure. To start off, I would like to thank Chris, the Manager of
Imperial Hobbies (imperialhobbies.ca), and his incredible crew for giv-
ing us a place to game. I would like to thank Jason, our Game Master
from 2010 to 2017, and his wife, Jessica, for introducing us to Dungeon
Crawl Classics. I would like to thank the great group of guys I game
with every week: Devon, Lexx, Marius, Ryan, Gurvinder ‘GV’ and Guy. I
also would like to thank Sean and Brett from the Gaming & B.S. Podcast
(gamingandbs.com) for creating an outstanding weekly podcast. Last-
ly, I would like to thank herecomethejudge for his touching post on the
Goodman Games forum…your kind words have inspired me to write
more adventures set in Greenleaf.

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tasaka-games.com/greenleaf

The King’s Challenge (Zero-Level Character Funnel)*

Kobolds Stole My Cat! (Level 1 Adventure)*

The Gong Farmer’s Revenge (Level 1 Adventure)*

Beneath the Giant’s Head (Level 2 Adventure)

The Cat and the Resurrection (Level 2 Adventure)

Murt’s Miscalculation (Level 3 Adventure)

*These adventures are part of the Fantastic Adventures & the Disgruntled Gong Farmer
adventure module

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Table of Contents
Map 1-1: Village of Greenleaf............................... .6 Map 1-3: Main Level (The House)......................... 21
Introduction........................................................... .7 Map 1-4: Attic (The House)................................... 22
Mystery and the Unknown.................................... .8 Map 1-5: Basement (The House).......................... 23
Travelling Through Time & Space.......................... .8
Geography and Changes....................................... .8 The House
The Rise of Civilizations......................................... .8 1: Common Room............................................... 23
Early Humans......................................................... .9 2: Master Bedroom............................................. 23
Early Dwarves........................................................ .9 3: Walk-in Closet.................................................. 23
Early Halflings........................................................ 10 4: Kitchen............................................................ 23
Early Elves............................................................. 10 5: Pantry............................................................... 23
The Mage-King’s Kingdom.................................... 10 6: Bedroom.......................................................... 24
7: Bedroom.......................................................... 24
Monsters 8: Attic.................................................................. 24
Tsu-Katto................................................................ 11 9: Basement......................................................... 24
Pygmies................................................................. 11 10: Wine Cellar.................................................... 24
Sarradon................................................................ 13 11: HIdden Room................................................ 24

Key Locations in the Greenleaf Part 1: The Unexpected Company


The Happy Halfling Tavern................................... 14
Map 1-2: The Happy Halfling Tavern................... 14 The Encounters
Tavern Keeper’s Home........................................ 15 Encounter 1: The Stranger................................... 25
The Grub’s House & Chicken Coops.................... 15 Encounter 2: Nightmares..................................... 26
Frydrock & Bob’s Home....................................... 15 Encounter 3: Amnesia......................................... 26
Church of Greenleaf............................................. 15 Encounter 4: Winnie............................................ 26
Kim’s General Store............................................. 15 Encounter 5: Haircut............................................ 26
Murt’s Home....................................................... 15 Encounter 6: Working at the Tavern.................... 27
Constable’s Office................................................ 15 Encounter 7: Winnie’s Gift for Ruen.................... 27
Character’s Home................................................ 15 Encounter 8: Clues to Her Past............................ 27
McGuff’s Home................................................... 15 Encounter 9: Murt’s Machine.............................. 28
Encounter 10: Winnie’s Memories Restored....... 30
The Villagers
Murt the Mayor................................................... 15 The Events
Alicia.................................................................... 16 Event 1: Murt the new Mayor.............................. 32
Alphonso Kim...................................................... 16 Event 2: Murt’s Inventions.................................. 32
Farmer Grub........................................................ 16 Event 3: Kim’s General Store............................... 32
Rexx the Dog....................................................... 16 Event 4: The New Moon...................................... 32
Honey the Halfling.............................................. 17 Event 5: The Dragon............................................ 32
Frydrock the Gnome............................................ 17 Event 6: Village Gossip......................................... 33
Bob the Dwarf...................................................... 18 Event 7: Honey’s Encounter................................. 34
Roth..................................................................... 18 Event 8: Anna and the Dragon............................. 34
Ruen.................................................................... 19 Event 9: The Grub’s Counselling Sessions........... 35
Constable Gregor Hornjur.................................... 19 Event 10: Honey Caught Eavesdropping.............. 35
Karra Shallank...................................................... 19 Event 11: Frydrock’s Fear of Dogs........................ 36
Reverend Lavanya............................................... 20 Event 12: Demons Dancing on the Roof.............. 36
Otis McGuff.......................................................... 20 Event 13: Reverend Lavanya’s Suspicions............ 37
Anna McGuff........................................................ 20 Event 14: Otis’ Bakery.......................................... 37

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Table of Contents
Map Journey to the Mine..................................... 38 Area 24: The Tomb.............................................. 59
Area 25: The Pantry............................................. 60
Part 2: The Mine Area 26: The Gong Room.................................... 60
Area 27: Water Station........................................ 60
History of the Mine............................................... 39 Area 28: Food Storage......................................... 60
Area 29: Prison Chamber.....................................61
Wilderness Encounters Area 30: The Lobby..............................................62
Encounter 1: Monkeys and the Ambush............. 39 Area 31: Alien Fossils...........................................63
Encounter 2: Cursed Kompany............................ 40 Area 32: Quay-Kun’s Kitchen............................... 63
Encounter 3: Brutes in the Night......................... 41 Area 33: The Sleeping Sarradon.......................... 64
Encounter 4: The Caravan................................... 43 Area 34: The Gallery............................................ 64
Encounter 5: The Great Willow........................... 43 Area 35: Command Centre..................................65
Area 36: Quay-Kun’s Bedroom........................... 66
The Mine............................................................... 45 Area 37: Quay-Kun’s Bathroom........................... 66
Navigating the Mine..............................................45 Area 38: The Generator....................................... 66
Map: Area 1 Pygmy Gong Farmers........................45
Map: Level 1..........................................................46 The Aftermath....................................................... 67
Map: Level 2..........................................................47 Return to Greenleaf...............................................68
Map: Level 3..........................................................48 From the Mage-King’s Chronicles......................... 68
Map: Level 4..........................................................49
Wandering Monsters.............................................49 Appendix A: Maps
Map 3-1: The Mine Surface................................. 69
The Mine Map 3-2: The Mine Level 1................................. 70
Area 1: Pygmy Gong Farmers.............................. 50 Map 3-3: The Mine Level 2................................. 71
Area 2: The Backdoor to the Mine...................... 50 Map 3-4: The Mine Level 3................................. 72
Area 3: Latrines I................................................. 50
Area 4: Barracks I................................................ 51 Appendix B: NPC Statistics
Area 5: Landry Room........................................... 51 Constable Hornjur................................................73
Area 6: Bathroom................................................ 52 Reverend Lavanya................................................74
Area 7: Chamber of the Mushrooms...................52 Karra Shallank......................................................75
Area 8: Barracks II............................................... 52 Roth..................................................................... 76
Area 9: The Feast.................................................52 ‘Winnie’ Ayrianna................................................77
Area 10: Kitchen.................................................. 53 Nadira Ironbound................................................ 78
Area 11: Tattoo Studio.........................................54 Raksha Ironbound................................................79
Area 12: Mess Hall.............................................. 54
Area 13: Idols.......................................................55 Appendix C: Character Sheets
Area 14: Alchemist Lab........................................55 Zero-Level Characters..........................................80
Area 15: Barrack III.............................................. 55 Cleric....................................................................81
Area 16: Latrines II.............................................. 56 Thief.....................................................................82
Area 17: Mushrooms & Caverns Frogs................ 56 Warrior.................................................................93
Area 18: The Mural..............................................56 Wizard................................................................. 84
Area 19: The Workshop.......................................56 Dwarf................................................................... 85
Area 20: The Worshippers and the Idol...............58 Elf........................................................................ 86
Area 21: The Skulls.............................................. 58 Halfling.................................................................87
Area 22: Caution Markers....................................59
Area 23: The Outer Room................................... 59

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Murt’s Miscalculation copies of these adventure modules on hand, as sev-
eral of the Non-Player Characters (NPCs) and subplots
Twenty-five years ago, Murt, a humble storekeeper,
featured in this adventure are introduced in these ear-
was abducted one evening by Extraterrestrials. The
lier adventures. All Greenleaf Adventures modules are
Aliens did experiments on Murt and enhanced his in-
available as Free PDFs on DriveThruRPG.
telligence by implanting nano-microchips in his brain.
After his abduction, Murt developed a fascination for At the end of The Cat and the Resurrection, the charac-
astronomy, interdimensional travel, theoretical phys- ters defeated the Woman in Black, freeing the Village
ics, and mathematics. Murt’s fascination in these of Greenleaf from the interdimensional prison. How-
subjects caused his fellow villagers to question his san- ever, instead of returning Greenleaf to the present-day
ity. “There will be a day to come…”, Murt told himself, Muir Forest, the village was transported 15,000 years
“When my knowledge will save the entire village.” to the past. The characters will face a new world of
adventures in this new timeline.
This day finally came when the Village of Greenleaf
was teleported to an interdimensional prison. The Part 1 of Murt’s Miscalculation takes place in the Vil-
villagers were held captive, waiting for the Woman in lager of Greenleaf, beginning with Ruen’s discovery of
Black to return to devour their souls. Murt understood an unconscious woman outside the village. The wom-
the physics behind the Woman in Black’s interdimen- an’s appearance is unique; her features perfectly blend
sional prison and knew that it was necessary to open the features of elves and humans. Ruen cares for the
a portal to the Woman in Black’s lair before she could woman; when the woman regains consciousness, it
regain her full strength. It was a race against the clock is revealed she suffers from amnesia. As the weeks
for Murt as he built the portal. After 5 days of end- pass, it becomes clear to the characters this woman is
less work, Murt completed the portal, which allowed a a skilled Thief. Four weeks after the woman’s arrival,
band of adventures to enter the Woman in Black’s lair Murt completes a machine that will help the woman
and defeat her, freeing the Village Greenleaf. regain her memories. The machine unlocks the wom-
an’s memories; she was a slave who escaped the mine.
The long hours of work took a tool on Murt. As a result,
The survivors from her villager are kept as slaves in a
Murt made a miscalculation in the return coordinates.
mine. The woman enlists the aid of the characters to
Instead of teleporting Greenleaf to the present, the vil-
free her people.
lage was teleported 15,000 years to the past... A new
and exciting world of adventure awaits YOUR PLAYERS Part 2 involves a dungeon crawl, where the charac-
in Murt’s Miscalculation. ters travel to the mine. The journey to the mine is
filled with danger and adventure; a series of wilder-
ness encounters have been created to represent this.
Introduction The mine itself is a four-level dungeon environment,
where the characters are tasked with locating a group
Murt’s Miscalculation is a Level 3 adventure designed
of slaves, defeating the creature overseeing the mine,
for a party of 6 to 10 characters. This adventure is part
and disabling the device holding the slaves captive.
of the Greenleaf Adventures series and follows the
The adventure does not end here; after liberating the
events of The Cat and the Resurrection. While it is not
mine, the characters return to the Village of Greenleaf
necessary to have played the earlier adventures in the
to receive some unexpected news.
series to run Murt’s Miscalculation, it is useful to have

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Mystery and the Unknown your Players will discover, the land surrounding the Vil-
lage of Greenleaf has changed considerably.
A sense of mystery adds a degree of excitement and
wonder to role-playings adventures. A way of adding
this feeling is by not letting your Players know right
The Rise of Civilizations
away where their characters are. Keep your Players
guessing where Greenleaf has been teleported to. While dozens of Extraterritorial civilizations have visit-
Through the course of this adventure, gradually intro- ed and established colonies on the world over the past
duce clues that the Village of Greenleaf has been trans- 100 million years, the Elves were the first civilization to
ported 15,000 years to the past. Perhaps, at the start be born on the world. Five millennia before the time-
of this adventure, your Players will think Greenleaf has line of this adventure (20,000 years before the time-
been transported to another location on the world, far line the characters came from), the Elves were born.
away from the Muir Forest. Through the gradual pro- The Elves were the children of the Old Gods and were
cess of providing clues of the timeline, by the end of born in a period known as the Age of Dreams; a period
the adventure, your Players will realize that Greenleaf where gods walked the mortal world and where gate-
was teleported back in time. ways to the immortal realms were commonly found
throughout the world. As children of the gods, the
Elves were blessed with unnaturally long lifespans.
Travelling Through Time & Space
Two millennia after the birth of the Elves, the God-Wars
Interdimensional time travel involves complex mathe- occurred; the God-Wars ended with the destruction of
matical equations. When Murt was writing the coordi- most of the Old Gods and the closure of the gateways
nates around the portal, he needed to use the precise connecting the world to the immortal realms. Losing
time and space coordinates, or Greenleaf would find their connections with their creators, the Elven civiliza-
itself floating in space. That is, the world completes a tions started to decline; in the span of five centuries,
full rotation every 24-hours and its position around the the Elven population became a fraction of its original
sun is constantly changing. So, while Murt was able size. To ensure the survival of their species, Humans
to write down the precise coordinators for the loca- were born; Human came from the seeds of the Elves,
tion of Greenleaf relative to its position in space, he born from powerful magic and pacts with the new
made a miscalculation regarding its position in time. gods. Human were gifted with independence and free
Thus, while the Village of Greenleaf was teleported to will, and were given shorter lifespans, allowing them
its exact location relative to space, its position relative to multiply at a faster rate; thus, ensuring the longevity
to time was off by 15,000 years. of the species.

The Human population grew at a fast rate; within 100


years of their creation, Humans outnumbered the
Geography and Changes
Elves. Within the next 500 years, Humans dominated
The land surrounding the Village of Greenleaf has the globe, establishing settlements on every continent
changed considerably over the past 15,000 years. An of the world. The Humans of Old looked more like their
ice age lasting nearly 2 millennia, two volcanic erup- Elven ‘parents’ than Humans of the modern age do. In
tions, a dozen major earthquakes, and hundreds of fact, the Elves created Humans in their own image.
minor earthquakes have reshaped the land. Thus, as
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Shortly after humanity established settlements on ev- to 150 lb.; females stand between 4’10” to 5’4”, and
ery continent of the world, two new species emerged: weigh between 95 to 125 lb.
the Dwarves and the Halflings. The Dwarves originat-
ed in the northern hemisphere; in lands dominated by
harsh winters and great mountain ranges. The Hal-
flings originated in the lands near the equator; lands
dominated by warm weather and vast jungles. Within
the span of 800 years, Dwarves and Halflings migrated
to every corner of the globe.

Early Dwarves

Dwarves in this era are hairier than their modern kin;


while modern Dwarves pride themselves for their
great beards, Dwarves of the past took pride in having
their entire bodies covered in thick coats of hair. It was
a statue symbol among the Dwarves of Old to have so
much hair that they could walk outside naked, and oth-
ers would be unable to identify their biological sex due
to the amount of hair covering their body. If a Dwarf
Early Humans from this period were to see a modern Dwarf, they will
Humans of this period look more like the Elves than look upon the modern Dwarf with pity, believing a skin
their brethren from the modern age. The best way to condition or a curse has stunted the growth of their
describe early Humans is to describe the harmony of body hair.
Elves and Humans. The appearance of early Humans Since their first civilization, Dwarves have been skilled
is quite breathtaking to a person from the modern metal workers and artisans. Dwarven caravans travel
era, as their features perfectly blend Elven and Hu- throughout the world, selling suits of metal armour,
man features. Early Humans are a few inches shorter weapons, and forged goods; many Human Kings and
than their modern kin, and have slender, less muscu- Emperors of this age employ a workforce of Dwarven
lar, builds (more akin to the Elves). Males, on average, artisans to craft weapons, armour, and war machines
stand between 5’5” to 5’9”, and weigh between 130 for their armies.

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The Mage-King’s Kingdom

This adventure takes place five decades before the


Mage-King forged his mighty kingdom. At the time of
this adventure, the man who became the Mage-King
was a young man, taking part in a Great Crusade in
foreign lands. In two decades, the Mage-King would
lead a force of 300 rangers, magic-users, rogues, and
warrior-priests to the Abyss, to rescue the goddess
Shakeira from the clutches of the Dark Master Morgo-
rath. The Mage-King and his forces travelled through
fifty levels of the Abyss, battling demons and sinister
fiends along the way. When they reached the fiftieth
level, only the Mage-King and a handful of his force re-
mained. There, they met Morgorath. A mighty battled
followed. At the end of the battle, only the Mage-King
remained alive; his body was shattered and broken….
Shakeira was freed from Morgorath’s prison.
Early Halflings
Shakeira carried the Mage-King’s broken body to the
Halflings of this age are much more feral and temper- Celestial Realms; there, the Gods of Light and Law re-
amental than Halflings of today. Tattoos, ceremoni- paired and reforged his body. The gods gave the Mage-
al scaring, and body piercings are common practices King the ability to manipulate magic, allowing him to
among the Halflings of Old. In fact, the term ‘Hal- become the most powerful magic-user in the land.
flings’ was used for the members of the species that The gods also blessed the Mage-King with an unnatu-
lived among Human civilizations; the term ‘Pygmies’ rally long lifespan.
was used for those who dwelt outside of Human civ-
ilizations. In the past, Halflings and Pygmies were the The Mage-King returned to the world. Over the next
same species (technically, today they are members of decades, the Mage-King battled many foes, forge pow-
the same species; however, fifteen millennia of living erful alliances, befriended the dragon Karima, and
apart have resulted in major differences between the build his kingdom. The Mage-King’s kingdom lasted for
two). over a millennium, 500 years after his death. As with
all great kingdoms, the Mage-King’s kingdom eventu-
ally fell, becoming lost to the passage of time. Now, all
Early Elves that remains of the Mage-King’s legacy are the King’s
Challenge and artifacts buried within the earth.
Unlike Humans, Dwarves and Halflings, the appear-
ance of the Elves has not changed over time. Elves
have remained the same since the species came into
Monsters
being 20,000 years ago. This is the result of the magi-
cal nature of the Elves (creations of the Old Gods) and Murt’s Miscalculations introduces three new species
the longevity of the species. of monsters that will be featured throughout this ad-

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venture. The new monsters are the Tsu-Katto, the Pyg- Physical Appearance. The Tsu-Katto are humanoid
my, and the Sarradon (pygmies did make a brief ap- creatures, standing the height of a human adult. The
pearance in Fantastic Adventures and the Disgruntled Tsu-Katto have hairless bodies with oversized heads
Gong Farmer but will be expanded on in greater detail and large black eyes. They have amphibian-like skin,
in this adventure). and their skin tone ranges in colour from a dark green
to a light grey. While the Tsu-Katto have a natural lifes-
pan of 150 years, most Tsu-Katto live over 300 years,
due to cybernetic augmentations, gene therapies and
anti-aging drugs.

Communications. The Tsu-Katto do not use speech for


communications, as their vocal cords could only pro-
duce a limited range of sounds. Instead, they commu-
nicate through telepathy. Most of the Tsu-Katto on this
world have microchips implanted in their brains, allow-
ing them to communicate telepathically with the other
intelligent species on this planet.

Embers of a Dying Empire. Like all great civilizations,


Tsu-Katto civilizations are in decline across the galaxy.
1,200 years ago, a great civil war ravaged the Tsu-Kat-
to home planet, resulting in all life on the planet de-
stroyed. Only the Tsu-Katto who lived off world (rep-
Tsu-Katto
resenting less than 3 percent of the species) survived.
The Tsu-Katto are an extraterrestrial civilization that ar- With the science and technological knowledge of their
rived on the world 1,800 years ago. The arrival of the home planet lost, the Tsu-Katto colonies started to de-
Tsu-Katto in their spaceships was interpreted by many cline. The Tsu-Katto fought over what little technology
early human, dwarf and halfling cultures as the arrival and knowledge remained; civil wars broke out on the
of deities from the heavens. The Tsu-Katto took ad- colonized worlds. Strange new diseases, coupled by
vantage of this and employed the early civilizations as infertility and birth defects, further led to the popu-
a workforce to mine minerals and resources from the lation decline. At the population’s peak, there were
planet. Tsu-Katto also conducted a series of genetic over 30,000 Tsu-Katto colonists on this world; now, less
experiments, where they modified existing species and than a thousand Tsu-Katto remain.
introduced new ‘engineered’ species.

The Tsu-Katto first achieved interstellar travel 2,200


Pygmies
years ago through the creation of ‘Generational Ships’
capable of travelling one-fifth the speed of light. The Pygmies are the Halflings’ ‘wild cousins’, who live in
home world of the Tsu-Katto is location 20 light years hunting and gathering tribes. Each tribe numbers be-
away. Within the span of 600 years, the Tsu-Katto had tween 100 to 1,000 pygmies, with most tribes com-
colonized over 2 dozen planets within a 50 light year prised of 300 to 500 members. The tribes are nomadic
radius of their home planet. and will cover a range of fifty or so miles within a span
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of a year. The tribes are lead by a chieftain, typically Pygmy Veteran. Init +1; Atk half-spear +2 melee (1d6);
the most powerful warrior in the tribe. or blowgun +4 missile attack (1d3/1d5*); AC 11; HD
3d6; MV 20’; Act 1d20; SV Fort +2, Ref +4, Will +1; AL
Pygmies eat a diverse diet of roots, berries, bird eggs,
N.
fish, and mammals. However, the diet pygmies are
best known (and feared) for is their diet of humans, *Poison Darts. The blowgun darts are poisonous; the
dwarves, and elves. The consumption of human and victim of a successful attack must succeed a DC 10 For-
demi-human meat is more than a means of nourish- titude Saving Throw or fall unconscious for the next 10
ment; the pygmies believe if they consume humanoid to 40 minutes (1d4 x 10).
meat, they will gain the power and knowledge of those
Blowgun. If a character uses a pygmy’s blowgun and
they ate.
rolls a fumble, the character has swallowed the poi-
Physically, pygmies resemble halflings of the current soned dart by mistake. When this happens, the char-
age. Pygmies wear a minimal amount of clothing (they acter suffer 2d6 points of damage as the dart ruptures
typically wear only shorts), exposing a series of tattoos, the lining of their stomach and intestines. As well, the
body piercings and ritualized scaring. character must succeed a D15 Fortitude Save or fall un-
conscious for the next 10 to 40 (1d4x10) minutes.

Pygmy Blade-Wielding Fanatic. Init +1; Atk short swords


(x2) +1 melee (1d6); or sling +1 missile attack (1d4); AC
11; HD 2d6; MV 20’; Act 2d16; SP: *Two-Weapon Fight-
ing; SV Fort +1, Ref +3, Will +0; AL C.

*The Blade-Wielding Fanatics use the Halfling


two-weapon fighting rule.

Pygmy Witchdoctor. Init +1; Atk half-spear +0 melee


(1d6); or sling +2 missile attack (1d4); AC 11; HD 3d4;
MV 20’; Act 1d20; SP Spells**; SV Fort +1, Ref +3, Will
+2; AL N.

**Spells. Pygmy Witchdoctors can cast the three spells


listed below; they can cast each spell twice per day.

• Swarm of Wasps. The Witchdoctor opens his


or her palm and a swarm of wasps is launched
towards the target (i.e., the character). The tar-
get must make a DC 16 Ref Save to avoid being
stung by the wasps. A failed save results in 1d6
points of damage and the victim must make a
DC 12 Fort Save to avoid the effects of the poi-
Pygmy. Init +1; Atk half-spear +0 melee (1d6); or blow- son. A failed save will result in a minus 1 die
gun +2 missile attack (1d3/1d5*); AC 11; HD 1d6; MV penalty to the character’s attack rolls, saving
20’; Act 1d20; SV Fort +0, Ref +2, Will +0; AL N. throws and checks for the next 30 minutes (i.e.,
12
a 1d20 attack roll is reduced to a 1d16 attack weighs upwards of 200 lb., and, from head to tail, can
roll). The effects of this spell are cumulative. grow up to 12’ long (the length of their tails accounts
for over half of the Sarradon’s overall length). Sarra-
• Blood Fury. The witchdoctor makes a loud
dons lack the ability to make or manipulate tools; thus,
battle cry; all pygmies who can hear the witch-
they form symbiotic relationships with humanoid crea-
doctor will gain a plus 1 die bonus to their next
tures. Typically, in these relationships, the Sarradons
attack roll (i.e., a 1d20 attack roll will increase
are the dominate species, with the humanoids serving
to a 1d24 attack roll). This spell only affects
as servants and workers.
pygmies (non-pygmies do not gain the benefits
from Blood Fury). Sarradon. Init +0; Atk bite +3 melee (1d6+1); AC 16; HD
3d12; MV 35’; Act 1d20; SP: Psionics*; SV Fort +4, Ref
• Heal. The Witchdoctor can use this spell on
+1, Will +1; AL C.
themselves or another creature (they must
be able to touch that creature for the spell to Sarradon Alpha. Init +0; Atk bite +5 melee (1d8+3); AC
work). This spell heals 1d6+3 points of lost hit 16; HD 5d12; MV 35’; Act 1d20; SP: Psionics*; SV Fort
points. +6, Ref +3, Will +3; AL C.

Pygmy Loot. Pygmies do not value gold and gems. *Psionics. Sarradons can use the Psionic Abilities list-
Thus, the only items of value the characters will find ed below. A Sarradon can use the Psionic Abilities up
on the pygmies are their half-spears, blowguns, and to five times (one per turn) per combat encounter; an
poisoned darts (8 to 12 darts per pygmy). Sarradon Alpha can use the Psionic Abilities up to eight
time (one per turn) per combat encounter.
Language. Pygmies speak their own language, and the
language differs among the different tribes. If a char- • Domination. This attack targets a single crea-
acter speaks Halfling, they will be able to pick up 10 ture. The character will feel the Sarradon’s
percent of the words from the Pygmy language. thoughts enter their mind. The character must
make a DC 10/13* Will Save; a failed save will
result in the Sarradon controlling the charac-
ter’s actions for their next turn (the following
turn, the character will regain control of their
actions).

• Head Rush. This attack targets a single crea-


ture (i.e., the character). The character must
make a DC 13/16* Will Save. A failed save will
result in the character having a splitting head-
ache; blood will flow out of the character’s ears
Sarradon and nose. The character suffers 1d10/2d6*
points of damage (successful saves results in
Sarradons are the product of one of the early Tsu-Kat-
half damage).
to genetic experiments. Sarradons are intelligent large
lizards, who, through gene manipulation, possess te- • Vertigo. This attack targets a single creature.
lepathy and psionic powers. A fully matured Sarradon The character will see the ground beneath their

13
feet warp and twist. The character must make earth folk, who have simple views of the world (most
a DC 12/15* Will Save. A failed save will re- villagers still hold onto the belief that the world is
sult in the character vomiting; their actions will flat). While generally good natured, most residents of
be reduced by 1 die for the next minute (i.e., a Greenleaf love ‘village gossip’; most of the gossip takes
1d20 attack roll will be reduced to a 1d16 at- place at the Happy Halfling Tavern, Greenleaf’s central
tack roll). social hub.

*Sarradon/Sarradon Alpha: The number before the /


is for the Sarradon, the number after the / is for the
Key Locations in the Greenleaf
Sarradon Alpha.
The Happy Halfling Tavern. The only tavern in Green-
leaf, The Happy Halfling Tavern is the hub of village
The Village of Greenleaf gossip. The tavern was once a barn, that was convert-
ed into a tavern many years ago. From the outside, the
The Village of Greenleaf is the starting location for this
tavern looks like a typical barn, with a trio of chimneys
adventure. Greenleaf has a few hundred residents,
added to the barn; the exterior paint is faded, cracked
each with their own unique and quirky personalities.
in many places, and showing signs of wear. The interi-
The villagers, for the most part, are simple down-to-
or of the tavern is simple, yet comfortable, filled with a

14
mix-matched collection of tables and chairs; the bar is Murt’s Home. Murt’s new home; he purchased the
constructed from salvaged pieces of wood and barrels. home with the money he made from the sale of his
The tavern serves ale, mead, and wine for a cooper General Store.
piece per drink; the drinks are of an average quality.
The food served in the tavern ranges from hearty stews
to chicken potpies. Meals are served with a drink and Constable’s Office. This is the office and residence of
cost three copper pieces. Constable Gregor Hornjur, the sole law enforcement
officer for the Village of Greenleaf.

Tavern Keeper’s Home. A beautifully constructed


house: this is where the owner of the Happy Halfling Character’s Home. The character’s humble home.
Tavern and Ruen live.

McGuff’s Home. The home of the McGuffs, a married


The Grub’s House & Chicken Coops. The house and couple (Otis and Nelly) with two young children (Billy
the chicken coops are owned by Farmer Grub and Mis- and Anna).
sy Grub, the village poultry farmers. The Grubs are
currently separated, and Missy and their dogs (except
for Rexx) live at the house. The Villagers

Frydrock and Bob’s House. This used to be Honey’s


Bakery, until the bakery was closed by the Greenleaf
Health Inspector. Frydrock and Bob, the newest resi-
dents of Greenleaf, are currently leasing the building.

Church of Greenleaf. The Church of Greenleaf is the


spiritual centre for the village. The church is run by
Reverend Lavanya, the village Cleric.

Kim’s General Store. The ownership of the General


Store has recently changed hands. The stored was once
owned by Murt, who sold the business to the former
mayor, Alphonso Kim, when he stepped down from
Murt the Mayor. While once viewed as a conspiracy
politics. The characters could purchase the equipment
theorist, Murt’s actions in building the interdimension-
listed in the DCC rulebook here (Table 3-4: Equipment).
al portal to the Woman in Black’s lair had elevated his
The store does not sell armour and the weapons avail-
statue to that of a hero (please see The Cat and The
able are limited to hand-axes, clubs, short bows, and
Resurrection for more details). With overwhelming
arrows.
15
public support, Murt reluctantly accepted the position Alphonso Kim. Alphonso Kim is the former Mayor
of the Mayor of Greenleaf. Murt’s approval ratings are of Greenleaf, who retired from politics after near-
at an all-time high, with an overwhelming 90 percent ly 20-years of public service. Kim purchased Murt’s
support for his policies and decisions. General Store as a means of starting a new career. An
opportunity came to Kim shortly afterwards, with the
separation of the Grubs. Farmer Grub approached Kim
looking for a job and a place to stay. Kim rented the
shed to Farmer Grub and hired him to work at the Gen-
eral Store (this allowed Kim to spend his days engaged
in leisure activities).

Alicia. Murt’s new love interest, Alicia has a reputation


for being a social climber. Alicia showed no interest in
Murt until he became the Hero of Greenleaf. Alicia’s
interest in Murt has become one of the top sources of
‘village gossip’.
Farmer Grub. A poultry farmer by profession, Farmer
Grub has recently separated from his wife Missy. Af-
ter being kicked out of the house, Farmer Grub and his
faithful dog Rexx (the other dogs stayed with Missy)
moved into the shed behind the General Store.

Rexx the Dog. Rexx is a source of mystery and talk


among the villagers. For as long as anyone can re-
member, Rexx has always been Farmer Grub’s faithful
dog. In fact, many villagers claim that Rexx was Farmer
Grub’s father’s dog. Rexx has the uncanny ability to
appear when people least expect him to appear. This
has led many of the villagers scratching their heads
wondering how Rexx could be at one place one mo-

16
ment and at another the next. Rexx does this through gave Honey a job and a place to stay, she will be living
his magical ability to teleport (no one in the village has with the characters and working as their housekeeper
ever seen Rexx use this ability). While Rexx could only and gardener. If the characters rejected Honeys’ offer,
communicate by barking and through canine manner- she will be working at the Happy Halfling Tavern, and
isms, Rexx is highly intelligence and is fully aware of renting Mrs. Wynworth’s old room at the Wynworth’s
what people are saying. house.

Honey has a wild imagination and is incredibly curious;


she is known for exaggerating things. Each time Hon-
ey tells a particular story, the more the events in that
stories are blown out of proportion. While not a mali-
cious person by nature, Honey is the source of most of
the ‘village gossip’ in Greenleaf.

Honey the Halfling. Honey once owned Honey’s Bak-


ery until it was closed down by the Greenleaf Health
Inspector. Unable to pay her rent, Honey was forced
to look for work and a place to live. If the characters

Frydrock the Gnome. A new addition to Greenleaf,


Frydrock was vacationing in Greenleaf with his hus-
band, Bob, when Greenleaf was teleported to the
interdimensional prison. With no apparent means
of returning to their home, Frydrock and Bob settled
in Greenleaf. The couple took over the lease for the
building that once housed Honey’s Bakery. After reno-
vating the building, Frydrock set up a hair salon in their
house. Frydrock’s haircuts have become legendary in
Greenleaf.

Frydrock and Bob have opposite personalities; while


Frydrock is outgoing, social, talkative and friendly, Bob

17
is dour, quiet and has a general dislike for people. It is
because of, not in spite of, these differences that their
marriage is successful. Frydrock and Bob have found
a way of making their differences work to their advan-
tage; they have been married for over a century. Fry-
drock has developed a close friendship with Ruen.

Roth. Roth may or may not appear in this adventure,


depending on the events of the previous adventures.
For instance, if one of the characters married Ruen,
Roth would have departed Greenleaf on a secret mis-
sion. If Roth is present in this adventure, he is the own-
Bob the Dwarf. The transition to Greenleaf has been er and bartender of the Happy Halfling Tavern. Roth is
far easier for Bob than Frydrock could ever have imag- a gentle and kindhearted giant of a man who stands
ined. The ease of the transition has a lot to do with the nearly 7’ tall and weighs over 300 lb. (most believe
new puppy he received from Missy Grub. Bob, who Roth has an ogre or a similar creature in his ancestry).
dislikes people, has a soft spot in his heart for animals. As a former adventurer, Roth has the following statis-
While Frydrock is happy for his husband, he has a se- tics:
cret phobia of dogs (not even Bob is aware of this). Roth (Level 3 Warrior): Init +3; Atk +3 melee (by weap-
Bob has adapted quite well to the Greenleaf job mar- on +3 damage), +0 missile (by weapon); Deed Die +d5;
ket; his skills at woodworking and metalworking are Threat Range 19-20; AC 17 (banded mail & shield); HP
second to none. Bob built a workshop in the couple’s 35; MV 25’; Act 1d20; Str 18 (+3), Agi 9, Sta 16 (+2), Per
home. One of Bob’s biggest clients is Murt; Bob regu- 6 (-1), Int 10, Luck 7 (-1); SV Fort +4, Ref +2, Will +0, AL
larly assists Murt with his ‘scientific’ inventions. Murt L; Lucky Sign: Fox cunning; Profession: Beekeeper
and Bob make a good team. Murt is the engineer; the Roth owns a suit of banded mail armour and a shield,
one who understands the mechanics behind the tech- from his days as an adventurer. He also possesses a
nology and is able to draw the blueprints. Bob is the longsword, a short sword, a longbow, 20 arrows, and a
artisan; a highly skilled craftsman, capable of reading pair of daggers. He owns the necessary equipment for
the blueprints and building the devices with precision. adventuring.

18
If Roth is present in this adventure, one of his goals
are to find a husband for his daughter, Ruen. Ruen
has always wanted to get married and to start a family.
Roth may approach one of the characters, offering a
partnership in the tavern or a large sum of gold if the
character marries Ruen.

Constable Hornjur is armed with a longsword, 2 dag-


gers and a crossbow. He is equipped with the neces-
sary ammunition and supplies for his profession.

Ruen. Ruen is Roth’s daughter and is the spitting image


of her father (Ruen is a powerfully built lady, standing
over 6’ tall and weighing an excess of 220 lb.). Ruen
is a kindhearted and sensitive girl, who works as the
barmaid for the Happy Halfling Tavern.

Constable Gregor Hornjur. Gregor Hornjur is the full-


time law enforcement officer for the Muir Forest. Con-
stable Hornjur is well liked by the villagers and has the
reputation of being a fair and hardworking man.

Constable Hornjur (Level 4 Warrior): Init +5; Atk +1 Karra Shallank. Karra Shallank is the local forester,
melee/missile (by weapon); Deed Die +d6; Threat who assists Constable Hornjur in his duties. In Consta-
Range 19-20; AC 17 (chainmail & shield); HP 37; MV ble Hornjur’s absence, Karra serves as the law enforce-
25’; Act 1d20; Str 15 (+1), Agi 14 (+1), Sta 10, Per 9, Int ment officer for Greenleaf; in times of emergency,
11, Luck 9; SV Fort +2, Ref +3, Will +1, AL L; Lucky Sign: Karra will take on the role of Captain of the Greenleaf
Raised by Wolves; Profession: Blacksmith Militia. Karra is a strong-willed independent woman in
her late twenties.
19
Karra Shallank (Level 2 Warrior): Init +3; Atk +0 melee,
+1 missile (by weapon); Deed Die +d4; Threat Range
19-20; AC 14 (studded leather); HP 19; MV 30’; Act
1d20; Str 12, Agi 15 (+1), Sta 12, Per 11, Int 12, Luck 10;
SV Fort +1, Ref +2, Will +0, AL C; Lucky Sign: Charmed
House; Profession: Hunter

Karra Shallank is armed with a longsword, a longbow, a


hand axe, and a silver dagger. She is equipped with the
necessary ammunition and supplies for her profession.

Otis McGuff. Otis is a happily married man, and the fa-


ther of two: Billy (age 10) and Anna (age 6). Otis works
as a carpenter and a handy person; since the arrival of
Bob the Dwarf, Otis has been struggling to find work
(Bob is a far superior tradesperson than Otis). Otis is
currently looking for new ways to generate an income.

Reverend Lavanya. Reverend Lavanya is the Minster


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 3 Cleric): Init +0; Atk +2 me-


lee/missile (by weapon); AC 16 (chainmail & shield);
HP 21; MV 25’; Act 1d20; Str 12, Agi 10, Sta 11, Per
15 (+1), Int 12, Luck 14 (+1); 5 1st-level & 3 2nd-level
spells; SV Fort +1, Ref +1, Will +3, AL L; Lucky Sign: Sev- Anna McGuff. Anna is Otis’ 6-year-old autistic daugh-
enth son (spell checks +1); Profession: Herbalist. ter. Anna does not talk and communicates through sign
*Reverend Lavanya owns a suit of chainmail, a shield, language. Anna and her father are close and spend a
a mace, a sling, and the necessary equipment for ad- lot of time together.
venturing.
20
21
22
The House
The characters will spend a great deal of their down- 3: Walk-in Closet
time in their home. The following are descriptions of
There is a ladder in the walk-in closet leading to the
the different rooms in the house.
attic.

1: Common Room
4: Kitchen
A comfortable common room; a good place for social-
A spacious kitchen with a large fireplace.
izing with friends. Runes in an unknown language are
carved on the hardwood floor. The runes glow during
the night of the New Moon (see Event 4). 5: Pantry

The Kitchen’s pantry contains a dumbwaiter (small


2: Master Bedroom freight elevator) operated by a pulley system. The
dumbwaiter leads to the basement below. There is a
The Master Bedroom includes a walk-in closet.
trapdoor connecting to the basement.

23
6: Bedroom Part 1: The Unexpected Company
A spacious bedroom that could accommodate several Part 1 starts off with Ruen discovering a young woman
beds. outside of the village. The woman falls to the ground
near Ruen, suffering from a fever. Ruen takes the
woman back to Greenleaf, and cares for her. When
7: Bedroom the woman regains consciousness, she suffers from
A spacious bedroom that could accommodate several amnesia. A clue to the stranger’s past is found in the
beds. precious metal alloys she carries with her. Ruen gives
the woman the name Winnie. As Winnie regains her
strength, it becomes apparent she possesses skills in
8: Attic acrobatics, stealth, and perception. As time passes,
Winnie gradually regains her memories. When she
A spacious attic, which serves as the perfect place to
fully regains her memories, it is revealed that Winnie
store extra suits of armour, weapons, and equipment.
escaped a mine, where her fellow villagers are held as
The roof could be accessed through the attic.
slaves. The precious metals carried by Winnie came
from the mine; Winnie promises the characters the
precious metals from the mine as a reward for freeing
9: Basement
the villagers.
A dumbwaiter (small freight elevator) and a ladder
Running Part 1. Part 1 takes place over a span of 30
leads to the pantry above. Shelves line the wall. This
days. A series of encounters make up Part 1, which are
is a good location to store food.
designed to be played in order. As well, 14 events have
been created to be used between the encounters. The
events could be played in whatever order you wish; as
10: Wine Cellar
the Judge, it is your choice which events you would like
The wine cellar has two wine racks; each wine rack to use and which ones you decide to omit. The events
consists of 12 rows, with each row holding up to 28 serve multiple purposes:
bottles of wine. A total of 672 bottles of wine could be
• The events facilitate the interaction between
stored in the cellar (2 wine racks x 12 rows x 28 bottle
the characters and the villagers. The characters
holders). The cool temperature of the wine cellar al-
will build on their relationships with the villag-
lows the wine to age perfectly.
ers from the previous adventures.

• To present Greenleaf as a dynamic and ev-


11: Hidden Room er-changing environment. The characters will
The hidden room connects to the wine cellar. This is a discover the new roles (i.e., Murt’s new po-
good location for the characters to store their treasure. sition as the Mayor, Frydrock and Bob’s new
careers, etc.) and relationships (i.e., Farmer
Grub’s separation, Murt’s new love interest) of
the villagers. This will add a level of depth and
‘realism’ to the villagers, making them more

24
than ‘generic’ RPG villagers. The characters will have the opportunity to talk with
Ruen and Murt. Both Ruen and Murt will show gen-
• To facilitate more role-playing between the
uine concern and compassion for the young woman.
characters and Winnie (Winnie could take part
Alicia will show absolutely no interest. When the char-
in several of these events), thereby strength-
acters have had enough time to interact with Ruen and
ening the character’s relationship with Winnie,
Murt, Ruen will say the following:
who will play a large role in Part 2 of this ad-
venture. “There are these scars on her back and shoulders
caused by whips. Around her neck…”, Ruen says as
• The events create plot threads for future ad-
she points to the sleeping woman’s neck, “are marks,
ventures and foreshadow things to come.
which likely came from a collar. When I found her,
• To help facilitate memorable role-playing expe- she was wearing worn and ragged clothing. Howev-
riences your Players will remember for years to er, she carried something I think you will find inter-
come. esting.”

Ruen unfolds a dirty piece of torn fabric. Inside the


fabric are strips of gold, platinum, and other precious
The Encounters
metals. Alicia’s eyes suddenly light up when she sees
Encounter 1: The Stranger (Day 1) the precious metals. Ruen continues, “I am not an
expert on the value of precious metals, but I would
While collecting wild berries outside of Greenleaf, Ruen
say these metals are worth more than 200 gold piec-
encounters a young woman near death. The woman
es.”
collapses shortly after encountering Ruen. Ruen takes
the woman back to Greenleaf and places the woman If one of the characters is a dwarf or has a background
in her bed. Ruen then alerts Mayor Murt, Reverend in precious metals (i.e., jeweler zero-level occupation),
Lavanya and the characters of her discovery. When the they will be able to accurately estimate the value of
characters arrive in Ruen’s room, read the following: the precious metals is worth 250 gold pieces.

Upon entering Ruen’s bedroom, you are met by Reverend Lavanya will arrive a short time later armed
Ruen, Mayor Murt, and his new love interest, Ali- and wearing armour. The Reverend will take the young
cia. Both Ruen and Murt sit next to the bed, while woman’s vitals and say a few prayers. Reverend Lavan-
Alicia stands in the corner of the room with an ex- ya will say the woman needs rest and should awaken
pression of boredom on her face. In the bed rests a in a few days. During this time, the characters will no-
woman; the woman is perhaps in her mid-twenties. tice Reverend Lavanya keeps a watchful eye on Murt
The woman is quite ill, beads of perspiration trickles (please see Event 13 for more details). The Reverend’s
down her forehead. Cuts and bruises mark the wom- visit is brief, taking 30 to 40 minutes of in-game time.
an’s flesh. Despite this, there is something quite re-
A short time after the Reverend’s departure, the wom-
markable about her appearance. While she appears
an wakes up. The woman’s eyes open wide, and an
to be a human at first glance, you notice she possess-
expression of fear comes across her face when she
es several graceful Elven features. Yet, she is not an
sees Ruen. The woman then passes out. Later that
Elf, nor is she a Human. Rather, she represents the
day, Ruen will notice some of the precious metals are
perfect harmony of the two species.
missing. The next day, Alicia will order two expensive
25
dresses made; she will pay for the dresses in advance. double her weight, it is a comical sight witnessing Win-
nie wearing Ruen’s dress. If one of the characters has
a background in tailoring, they could alter the dress
Encounter 2: Nightmares (Day 3) to fit Winnie (they will discover there is enough left-
over material to make a second dress). Alternatively,
When the characters next speak to Ruen, she will de-
if the characters are generous, they could take Winnie
scribe the following:
to the General Store to purchase a second-hand dress
“The woman has been asleep for two nights. Every (this will create an opportunity for the characters to
few hours, she starts tossing, turning and scream- visit the General Store under the new ownership of Al-
ing…”, Ruen says with a glassy look in her eyes, “It’s phonso Kim).
hard to make out what she is saying. I was able to
When Winnie is walking around the village, the villag-
pick up the following words: mine, captives, slaves,
ers will look at her with curiosity (Winnie does not look
pygmies, lizards, and the Stranger.”
like a human from the modern age; her features are
both elven and human). Likewise, Winnie will look at
the villager with curiosity, as their physical appearanc-
Encounter 3: Amnesia (Day 4)
es are very different from humans of this period. Re-
After three solid days of sleep, the woman wakes up. gardless of whether the characters alter or purchase
The woman has no memory of where she came from; Winnie a new dress, she will receive a proper fitting
nor does she remember her own name. Her body is set of clothes by Day 8 or 9. By Day 10, the characters
thin and frail from the fever and the hardships she suf- will see noticeable improvements in Winnie’s physical
fered. Ruen gives the woman the name Winnie. If the condition: she has gained lost weight and her cuts and
characters ask Ruen about the name ‘Winnie’, she will bruises are starting to heal.
reply:
Murt. When Murt learns that Winnie suffers from am-
“Winnie has always been one of my favourite nesia, he will enlist the aid of Bob the Dwarf to build a
names…”, Ruen replies, “It is the name of a character machine that will unlock her memories.
from one of the stories my dad would tell me as a
child. The story was about a bear cub named Win-
nie, who had a wild imagination. Winnie would play Encounter 5: Haircut (Day 10)
in the forest with her toys; her favourite toy was a
Ruen treats Winnie to a haircut. Ruen and Winnie go
human doll named Christopher the Pee. Winnie and
to Frydrock’s hair studio, and Frydrock works his mag-
Christopher would go on many wonderous adven-
ic on Winnie’s hair. Winnie’s new haircut accentuates
tures in the forest.”
her Elven features. When Winnie leaves the hair stu-
dio, the jaws of several of the villagers drop as they are
overwhelmed by her beauty.
Encounter 4: Winnie (Day 5 to Day 10)

On Day 5, Ruen and Winnie will venture outside of the


house. The clothes Winnie arrived in were torn and
ragged; thus, Ruen gives Winnie one of her dresses.
Since Ruen is over a foot taller than Winnie and is over
26
Encounter 6: Working at the Tavern (Day 11 to Day 14) Battle with the Pygmies

Ruen finds Winnie a job at the Happy Halfling Tavern as Ruen will describe the following harrowing experience
a barmaid. Winnie shows exceptional grace and dex- she had:
terity as she serves plates of food (this provides some
“Earlier today…”, Ruen says with adrenaline still in
clues to her background). Winnie also receives gener-
her voice, “Winnie and I were outside the village
ous tips from the customers; she saves the coins up so
collecting berries and wildflowers. Suddenly, Win-
she could buy something special for Ruen.
nie sensed something. She pulled me behind a tree
Nightmares Continues. Winnie continues to have and put two fingers to her mouth, telling me to be
nightmares (they are less intense now), where she silent. Then I saw what alarmed her…there were five
screams out the words: mine, slaves, captives, lizards Pygmies, armed with spears and carrying blowguns
and pygmies. While Winnie still suffers from amnesia, on across their backs. Winnie grabbed the pair of
her nightmares provide clues to her past. scissors in my hands, and silently darted towards the
Pygmies, keeping herself hidden in the shadows as
Winnie’s Hands. The characters will notice that while
she moved. With lightning speed, she drove the scis-
the bone structure of Winnie’s hands are delicate (her
sors through the skull of the first Pygmy, killing the
hands are more akin to the hands of elves), her hands
creature before it hit the ground. Next, she was on
are calloused, indicating long hours of hard physical la-
the second Pygmy, and then the third. She killed all
bour.
five Pygmies with deadly strikes through the backs of
their heads, necks, and torsos.

Encounter 7: Winnie’s Gift for Ruen (Day 15)

Winnie saves up her earnings from her tips and treats Rescuing the Cat
Ruen to a new set of bed sheets and blankets from
The characters will witness Winnie’s acrobatic skills
Kim’s General Store. Winnie and Ruen go to the Gen-
and dexterity as she rescues a cat stuck high in a tree:
eral Store together. They are followed home by one
of Farmer Grub’s hens. Winnie and Ruen discover A group of villagers gathers around a great oak tree
there are several eggs hidden among the items they as they prepare to watch an incredible feat of acro-
purchased (this is why the hen followed them home). batics that is about to unfold…. Winnie climbs up the
Winnie and Ruen take this as a good omen, and cook trunk of a tree, without the aid of a rope or climbing
the hen, making a delicious chicken dinner. The next gear. She jumps from branch to branch with grace-
morning, they boil the eggs for breakfast. ful speed, until she reaches the branch were a fright-
ened kitten sits. Winnie gently cradles the fright-
ened kitten against her chest; with the same grace
Encounter 8: Clues to Her Past (Day 16 to Day 27) and agility, she climbed down the tree. When Winnie
During this period of time, the following events will reaches the ground, she gives the kitten to a wide-
take place providing insight to Winnie’s past. eyed 7-year-old girl. The girl gives Winnie a big smile
and kisses her kitten on its head.

27
Lock Picking Skills

Ruen gives the following account of Winnie’s skills:

“Winnie and I were responsible for opening the tav-


ern this morning”, Ruen says, “I forgot where I left
the key to the coin box. Winnie said, ‘Let me try
something’. She removed one of her hair pins, put
it in the lock and with some graceful maneuvers, the
coin box unlocked.”

Encounter 9: Murt’s Machine (Day 28)

After a couple of weeks of hard work, Murt and Bob


finished the machine that will help restore Winnie’s
memories. Murt and Bob arrive at Ruen’s Room with
the machine, where they are met by Ruen, Winnie
and the characters. The machine is a combination of the machine, which causes the machine to temporar-
a modern-day stationary bike (pedals), a projector, and ily breakdown. Bob will curse for a full minute, using
electrodes. When the characters are ready to start the some creative words and descriptions. Ruen’s face will
process, read the following: turn bright red with embarrassment in response to
Bob’s colourful language. It will take Murt and Bob a
Winnie lies on Ruen’s bed, looking up towards the
full hour to fix the machine. If a 1 is rolled, the charac-
ceiling. Murt gently places a pair of wires, each con-
ter has done something embarrassing while peddling.
necting to a small suction device, on Winnie’s tem-
For instance, the character falls off the seat and lands
ples. “Please close your eyes Winnie”, Murt says in a
on one of the support bars, resulting in their voice
calming voice, “take a deep breath; calm your mind…
changing to a high-pitched tone. Ruen will breakout
allow your mind to become one with the device.”
into laughter and even Bob, who rarely laughs, will
The wires connecting to Winnie’s temples connect to chuckle. Ruen will laugh so hard she winds up wetting
a small box. This box, according to Murt, will ‘proj- herself; as soon as Ruen regains her composer, she will
ect’ Winnie’s forgotten memories on the wall of the discretely leave the room to change into clean under-
room. The small box has wires connecting to a device garments.
that powers the machine. Murt refers to this device
Have the character roll a d20. Then read the following:
as ‘peddles’ and power is generated by the rapid mo-
tion of the ‘peddles’. Murt turns to you and says, “I
need a volunteer”.

Powering the machine. One of the characters is


needed to volunteer to ‘peddle’. The character who
volunteers will have to roll a series of d20s. If a 20
is rolled, the character has applied too much force on

28
Images ‘projected’ from the device appear on the creature is humanoid; it has green skin and large
wall. The images show a village in autumn; the black eyes at the sides of its massive head. The crea-
leaves on the trees are starting to fall. The villagers ture does not use words to communicates to the
are gathered around in family groups, hugging their pygmies and the giant lizards in its service; instead,
loved ones with tears in their eyes. There are sol- it communicates telepathically through its mind…the
diers on horseback nearby, patiently waiting for the images fade to black.
family members say to goodbye to their loved ones…
You see Winnie among the villagers. She is hugging
her brother; tears flow down her cheeks. Her broth- Have the character roll another d20. Then read the
er whispers in her ear and then walks towards the following:
soldiers…the images fade to black.
Winnie works tirelessly in the mine. A collar with a
You see the same village at night… it is spring. The green glowing orb is around her neck. Sweat flows
trees are full of leaves and life. A warband of pyg- down the sides of Winnie’s head. Her body shivers;
mies and several giant lizards approach the village… a fever has set in. A pygmy foreman points to Win-
the villagers are asleep in their homes, unaware of nie, alerting a group of his subordinates to her condi-
the interlopers…the images fade to black. tion…the images fade to black.

Winnie is dragged to a holding cell by a group of pyg-


mies. The pygmies remove the collar around her
Have the character roll another d20. Then read the
neck. Winnie, exhausted from the fever, collapses to
following:
the ground. The pygmies close the door to the cell,
The villagers walk in single file; iron collars are placed locking it. Outside of the cell you hear pygmy voices
around their necks. A sturdy rope connects one col- and the sounds of a busy kitchen…the images fade
lar to the next. The column of villagers is led by a pyg- to black.
my warband, with their spears drawn and pointed at
Winnie, tired and weak, removes a thin metal wire
their captives. You see Winnie walking among the
she hid against her flesh. With skill and determina-
villagers. There are cuts and bruisers on her arms
tion, Winnie uses the metal wire to pick the lock. She
and legs…the images fade to black.
succeeds. With stealth and cunning, Winnie sneaks
The villagers are led inside of a mine. The rope con- out of the holding cell and passes a group of pygmy
necting the collars together has been removed. In cooks busy working…the images fade to black.
the darkness of the mine, you see small green glow-
Winnie moves gracefully through the mine, hiding in
ing orbs of light; a single orb is located on each collar
the shadows and avoiding groups of pygmies actively
… One of the villagers lunges at a pygmy guard. An-
patrolling the area. She enters a cavern, where pre-
other pygmy points a device at the villager and press-
cious metals are stored in bins. Winnie tears off a
es a button. The villager screams in pain; his body
piece of her clothes and wraps some of the metals in
goes into spasms. Pygmies beat the fallen villager
the folds of the fabric…the images fade to black.
with whips and sticks…the images fade to black.
Bob whistles at the sight of the precious metals; drool
A creature on a floating throne inspects the villagers,
forms around his mouth. The precious metals stored
taking its time to examine each villager in detail. The
in the bins are worth thousands of gold pieces. Have
29
the character roll another d20. Then read the follow- artifacts from ancient extraterrestrial civilizations. The
ing: slaves who were too weak to work were taken to the
kitchen to be used as food for the pygmies. Two years
Winnie is outside; the sun shines down on her. Her
of captivity had reduced the villagers to one-half of
body is weak from the fever; her eyes are adjusting to
their original number.
seeing sunlight again. She travels with determination
away from the mine…the images fade to black. Winnie had fallen ill with the fever. The pygmies took
Winnie to the kitchen and removed the collar around
With dirty fingers, Winnie places insects and grubs in
her neck; they placed her in a holding cell. Winnie
her mouth, providing nourishment. Winnie starts to
used a metal wire, which she hid against her flesh, to
gag but forces the food down her throat…the images
unlock the cell and escape. Winnie travelled to where
fade to black.
the precious metals were stored, stole some metals,
Fever and fatigue have taken its toll on Winnie. She and escaped to the surface. Winnie survived on eating
is thinner; with determination, she moves forward. insects, grubs, and wild berries. After five days in the
Winnie sees Ruen in the clearing. She calls out for wilderness, she encountered Ruen.
help, then collapses to the ground. She loses con-
The Stranger. The mine is overseen by a creature the
sciousness… the images fade to black.
slaves (the captured villagers) refer to as the Strang-
Give the characters a moment to process what they er. The Stranger rides on a floating throne and is seen
saw. They could talk to Murt or Bob about the images. by the pygmies as a demi-god. The Stranger does not
When the characters are ready, read the following: communicate with speech; instead, it communicates
telepathically.
Winnie’s body starts to stir; she is coming out of the
hypnotic state. Her eyes slowly open. “My name is
Ayrianna…”, she says in a quite voice.
Encounter 10: Winnie’s Memories Restored (Day 30)
“My name is Ayrianna…”, her voice grows louder. “I
With Winnie’s memories fully restored, she is deter-
was a slave in the mine… I escaped… my entire village
mined to return to the mine and free her people. Win-
was taken captive…”
nie cannot accomplish this on her own; thus, she must
With each passing hour, more and more of Winnie’s persuade the characters to assist her on this mission.
memories come back. In 24-hours, she will regain her Since selfless acts of heroism and self-sacrifice only ex-
full memories. ist in fairy tales, Winnie will offer the characters the
precious metals from the mine as payment for their
Winnie’s Past. Close to three years ago, most of the
help. Bob estimates there are 2,500 gold pieces worth
able-bodied men and women from her village were
of precious metals shown in the ‘projections’ of Win-
conscripted to take part in a Great Crusade in a faraway
nie’s memories (if there is a dwarf in the party, they
land. Her twin brother was among those conscripted.
will come up with the same value).
In the spring, her village was attacked by a warband
of pygmies and sarradons; the attack occurred in the Winnie’s Character Class. With her memories re-
middle of the night. Over three hundred villagers were stored, Winnie rediscovers her class background; she
taken captive and led to a mine, where they worked is a Level 3 Thief (her statistics are below). Winnie
as slaves digging for precious metals and searching for spends a day acquiring the items she will need for this

30
mission, which includes the proper attire for adventur- nie continues as she points to an area on the map,
ing, a Thieves Toolkit, a short sword, a dagger, and a “this entry point is used to transport the waste out
backpack filled with gear (i.e., rope, rations, etc.). If of the mine. As well, this entry point connects to the
the characters have extra weapons and armour, they sleeping quarters and support facilities for the mine.
could give these to Winnie, making her a more effi- Thus, we will avoid the bulk of the pygmies and their
cient combatant. giant lizard masters who are overseeing my people
‘Winnie’ Ayrianna (Level 3 Thief): Init +2; Atk +3* me- working in the mine.
lee (by weapon); Atk +5* missile (by weapon); AC 12 ‘Somewhere on the third level, we will find the hold-
(unarmoured); HP 16; MV 30’; Act 1d20; Str 10, Agi 17 ing cells, where roughly a third of the captives will be
(+2), Sta 10, Per 12, Int 11, Luck 15 (+1); Luck Die: d5; resting between shifts. At this point, I will leave your
Backstab +2, Sneak Silently +9, Hide in Shadows +7, group to stay with the captives, preparing for our at-
Pick Pocket +9, Climb Sheer Surfaces +9, Pick Lock +7, tack. All of the captive-villagers have collars around
Find Trap +5, Disable Trap +5, Forge Document +9, Dis- their necks”, Winnie adds as she points to her neck,
guise Self +1, Read Languages +2, Handle Poison +1, “My collar was removed when I was dumped in the
Cast from Scroll d14; SV Fort +1, Ref +4, Will +1, AL N; kitchen… The collars allow the pygmies control us;
Lucky Sign: Harsh Winter (+1 attack rolls*); Profession: the pygmies are able to deliver painful volts of ener-
Rope maker. gy through the collars. Thus, deactivating the collars
Winnie’s Memories of the Mine. While Winnie’s is key…
memories have been restored, due to the fever and
‘In the area of the holding cells is a passageway lead-
the stress she was under, her memories of the route
ing to the fourth level. On this level is the device that
she took through the mine to escape to the surface are
powers the collars. The device connects to an under-
vague. Thus, it will be a typical dungeon crawl for the
ground creek, which, through motions similar to the
characters, where it will be up to them to plot their
peddles on Murt’s machine, supplies power to the
course through the mine. Winnie does remember
device. When the device is destroyed, the collars will
where she exited the mine (she took one of the small-
become inactive… My People have determination
er, less guarded, access routes out of the mine).
and courage in their hearts”, Winnie says with eyes
When the characters agree to assist Winnie in her full of tears, “When the collars are deactivated, we
quest to free her people, read the following: will rise up against our oppressors…. When the pyg-
mies see the battle turning against them, they will
“It took me five days to find your village…”, Winnie
flee.
says as she points to a hand drawn map she made, “I
was weak and poorly equipped. We should be able ‘I should warn you”, Winnie continues, “there is this
to make it to the mine in two full days of travel. creature My People refer to as The Stranger, who
oversees the mine. The Stanger rides on a hovering
‘The main entrance is heavily guarded; it will be too
throne. When I was kept in the holding cells between
dangerous to access the mine that way. We will need
shifts, I would regularly see The Stranger travelling
to access the mine through one of the minor access
to the level below… Thus, you may encounter The
routes. I made my escape through this point”, Win-
Stranger on the fourth level.”

31
Tearful Goodbye. Right before Winnie departs, she er timeline.
gives Ruen a big hug (Winnie is picked off her feet and
Event 3: Kim’s General Store
smothered by Ruen’s great size). Tears flow down the
cheeks of both women. During the past 30-days, Ruen With his recent separation, Farmer Grub and Rexx (his
and Winnie have become close. Winnie thanks Ruen faithful dog) have moved into the General Store’s shed.
for saving her life and for being there for her. Farmer Grub also found employment at the Gener-
al Store. When the characters arrive at the General
Store, they will see a dozen hen perched on the roof
The Events and a large rooster standing on the chimney. Inside
the store, they will see a couple of chicken roosting on
Event 1: Murt the new Mayor
store goods. After making a purchase, the characters
As the new Mayor of Greenleaf, Murt is regularly seen may find chicken feathers or an egg among the items
in public, interacting with the villagers and addressing they purchased.
their concerns. Murt’s style of dress has improved
Farmer Grub will always be at the store during oper-
considerably (his new love interest Alicia has played a
ational hours. There is only a 20 percent chance that
major role in this) and he sports a beard, which Murt
Alphonso Kim will be at the store when the characters
believes makes him look more ‘Mayoral’. Murt is reg-
are there, as he has delegated most of the work to
ularly seen in public with Alicia (the two are frequently
Farmer Grub (Alphonso Kim spends most of days en-
holding hands).
gaging in his various leisure activities). Rexx will usual-
Murt does have one major regret: while he was able to ly be at the store, except during mealtimes, when he is
open a portal to the Woman in Black’s lair, he regrets at the Happy Halfling Tavern begging for food from the
that he was not able to return Greenleaf to the proper tavern patrons (or stealing sausages from the kitchen).
timeline. This keeps Murt up at nights. Murt has only
shared this with a handful of people, which includes
Bob the Dwarf. If one of the characters develops a Event 4: The New Moon
close relationship with Murt, he may share this with In the character’s home, carved on the floor of the
the character. common room is a circle of runes around a crescent
moon and stars. During the night of the New Moon,
the runes will glow with a soft blue light. If one of the
Event 2: Murt’s Inventions
characters steps inside the glowing runes, an aura of
Through the sale of his business and access to public blue light will surround the character. The character
funds, Murt developed the financial means to contin- will regain up to 3 spent luck points; the runes will
ue his scientific research and to build his machines. stop glowing. In 30 days, on the night of the next New
Thus, outside of his mayoral duties, Murt has been Moon, the runes will start glowing again.
busy working on his inventions. Murt regularly enlists
the aid of Bob the Dwarf on these projects, as Bob’s
skills in metal work and carpentry are second to none. Event 5: The Dragon
Murt’s ultimate goal is to build an interdimensional Flying high in the sky, the characters will witness the
machine that will transport Greenleaf back to its prop- Dragon Karima. Karima is a breathtaking sight; her

32
wingspan is over a hundred feet and her body is cov- rying a woman is nothing but trouble. That is why I
ered with light blue and green scales. The characters choose to marry a man.”
will be awestruck with the beauty and power of the
mighty dragon.
Murt’s New Girlfriend
In the coming decades, the Mage-King will form a pow-
erful alliance and lifelong friendship with Karima. Over “Oh, that Alicia, she is nothing but trouble… She is a so-
the centuries, the two will battle many powerful foes cial climber and a gold digger. Poor Murt...she is going
and take part in numerous campaigns; together they to take advantage of him”, Ruen comments.
will defeat Ashgash the Spider-Lord, slay Zhou-shi the
“She is more than that…”, Honey adds, “Alicia is a mur-
Dark Queen, and vanish the Dark God Emrez to the
dered! She killed her ex-husband so she could inherit
Abyss. At the Mage-King’s funeral, Karima will give a
his wealth.”
moving eulogy, which will cause many of the mourners
to fall to their knees weeping. “Alicia’s ex-husband died of natural causes.”, Ruen in-
terrupts, “He died of a heart attack.”

“The heart attack was deliberate.”, Honey replies,


Event 6: Village Gossip
“While her ex-husband was 95-years old, he was as
Village gossip has always been a part Greenleaf. The healthy as a horse… she caused him to have that heart
top sources of gossip are the Grub’s separation, Murt’s attack so she could inherit his fortune.”
new love interest, and Murt’s new beard.
“Bah, womenfolk, with their temperamental person-
alities and demands are nothing but trouble and mis-
fortune! Mark my words, nothing but trouble!”, Bob
Gossip about the Grubs Separation
the Dwarf interrupts. Both Ruen and Honey give Bob
“Did you hear the fighting that took place at the Grub’s a dirty look; Frydrock gives Bob a gentle kick under the
house two weeks ago?”, Ruen says as she removes the table as a reminder to be mindful of his speech.
mugs from a nearby table.
“Yes, I know I should be Politically Correct!”, Bob re-
“I heard Missy Grub pulled out the old ‘Chicken Cleav- plies, “I am merely telling the truth… That is why I have
er’ and tried to kill her husband!”, Honey replies. never been attracted to womenfolk. If I had married a
woman-dwarf, instead of a man-dwarf, I would be driv-
“No, it was nothing like that. I was closing up at the
en mad and on my way to an early grave.”
tavern when I heard the fighting. Missy was yelling all
sorts of profanity at her husband. The next thing, Mis-
sy threw her husband’s belongings out the door; short-
Murt’s Beard
ly afterwards Farmer Grub and Rexx left the house.”
“Oh, that beard is so gross. It makes Murt look like a
“That ruckus woke me up!”, grumbles Bob the Dwarf,
dirty old man”, Honey says.
“Took me a full hour to fall back asleep. Mark my
words, marrying a woman is nothing but trouble…” “While it does make Murt look a few years older, it
also makes him more handsome, in a savage barbarian
Both Ruen and Honey give Bob a dirty look. Ignoring
kind-of way...”, Ruen responds while blushing.
the dirty looks, Bob continues, “As I was saying, mar-

33
“Beards are always an improvement.”, Bob adds, “That maintain a safe distance away from the party, relying
is why the gods blessed the dwarves with facial hair. on their spell casting attacks. It is important that Con-
Both men-dwarves and women-dwarves have the abil- stable Hornjur and Karra survive this battle as they will
ity to grow thick beards. My old mother, gods bless play an important role in future adventures.
her soul, was blessed with a thick beard the grew past
her waist.”
Group 1:

Pygmy (8), 4 hp each


Event 7: Honey’s Encounter
Pygmy Veteran, 14 hp
Honey runs into the Constable’s Office, with tears in her
eyes, saying she was chased by a group of spear-wield-
ing barbarians, standing over 6 feet tall, while she was
Group 2:
collecting berries outside of the village. Constable
Gregor Hornjur enlists the aid of Karra Shallank and Sarradon Alpha, 35 hp
will ask the characters for their assistance. Pygmy Witchdoctor (2), 9 hp each
If the characters agree to the Constable’s request, he Pygmy (2), 4 hp each
will lead them to the spot where Honey said she was
chased. There, the characters will find a series of foot-
prints, belonging to halfling-size creatures (the foot- When the Sarradon Alpha is defeated, the pygmies will
prints are of bare feet, belong to creatures weighing the make a morale check. Roll 1d6. If more than half of
approximate weight of a halfling). There are around a the pygmies are still alive, a roll 4+ is needed to pass
dozen sets of distinct footprints, lending some credibil- the morale test; if less than half of the pygmies are
ity to Honey’s account. The footprints lead in a direc- alive, a roll of 5+ is needed. If the morale test fails, the
tion further away from the village. Constable Hornjur pygmies retreat.
will insist the party follows the footprints.

After a mile of following the footprints, another set of


Event 8: Anna and the Dragon
tracks appear. These tracks belong to a large lizard-like
creature. The footprints continue for another mile, Otis McGuff runs into the Constable’s Office in tears,
where an ambush is set up. If the characters are ac- saying that a group of pygmies and giant lizards at-
tively scanning the area for dangers, a DC 16 Personal- tacked him and his daughter Anna, while they were
ity check will reveal the pygmies and the sarradon are collecting herbs and wild berries outside of the village.
preparing to ambush the party. If the characters are Otis has several cuts on his arms when the pygmies
successful, initiative is roll; otherwise, the pygmies and took his 6-year daughter out of his arms.
the sarradon will gain a surprise attack.
Constable Gregor Hornjur asks for the characters assis-
The pygmies and the sarradon will attack in two groups. tance in this matter. If the characters agree to help, Otis
Each group will attack the party from opposite direc- will lead the Constable and the characters to the spot
tions. Group 1 will focus on attacking the characters where the attack took place. A short distance away,
with their half-spears and blowguns, while Group 2 will the characters will encounter the following scene:

34
Despite the warm weather and the blue sky, the Honey learns that Missy is frustrated with Farmer
ground is covered with a layer of frost. You see the Grub’s ‘get rich quick schemes’, such as his attempts to
frozen and partially shattered bodies of a dozen pyg- grow ‘supersized chickens’. Farmer Grub’s most recent
mies and three giant lizards. Broken frost covered attempt at growing massive chickens nearly cost Missy
half-spears and blowguns litter the ground. her life, as one of the ‘supersized chickens’ attacked
her. Missy also expresses frustration on how stubborn
Give the characters time to investigate the area. When her husband is; how he never listens to her (or anyone
enough time has passed, have the players roll a 1d20 else for that matter).
for each of their characters. Regardless of the outcome
of the roll, the characters will have their bodies frozen
from a combination of natural fear and powerful mag- Event 10: Honey Caught Eavesdropping
ic. Read the following to the players:
Reverend Lavanya catches Honey eavesdropping on
Your body is frozen from a combination of powerful her counselling sessions with the Grubs. Honey’s pun-
magic and the natural sensation of fear. In the sky ishment is to be confined to the pillory, located in front
you see a creature of legend, a magnificent dragon, of the Constable’s office, for four hours. As well, Rev-
descending towards you. Until recently, you believed erend Lavanya spanks Honey’s backside with a paddle
dragons only existed in children’s fairy tales. The 10 times while she is in the pillory. Honey’s face turns
dragon is breathtaking. It has beautiful light blue and bright red with embarrassment as the villagers watch
green scales; its wingspan exceeds 100 feet. (and snicker) as Reverend Lavanya applies the paddle

The dragon lands on the ground some 50 yards away to her backside.
from you. On the back of the dragon sits Anna. The
dragon gently places Anna to the ground; she kisses
the dragon’s forehead and says thank you in sign lan-
guage. Anna runs towards her father with tears of
joy in her eyes. The dragon flies away.

Shortly after Anna’s abduction, the dragon Karima spot-


ted the group of pygmies and sarradons who captured
her. Karima rescued Anna and destroyed her captors.

Event 9: The Grub’s Counselling Sessions

The Grubs have entered couples counselling to save


their marriage. Farmer Grub and Missy meet twice a
week at the Church of Greenleaf, where Reverend La-
vanya facilitates the counselling sessions. The Grub’s
separation is a source of ‘village gossip’. Honey, who
is always curious, sneaks into the church’s attic during
these sessions, so she could listen in on the counselling
sessions.
35
Event 11: Frydrock’s Fear of Dogs realms. None of the lesser demons knew how to work
This event involves a one-on-one conversation with the portal, so they turn the dial to a random direction,
Frydrock and one of the characters. This conversation and hit a few buttons. When the portal activated, the
could take place while Frydrock is cutting the charac- lesser demons entered the portal and were teleported
ter’s hair, or over a mug of ale at the Happy Halfling to the character’s roof.
Tavern. In the conversation, Frydrock admits his secret On a rainy night, the characters will hear loud footsteps
phobia of dogs and will ask for the character’s help in coming from the roof of their house. The footsteps
overcoming the phobia. are accompanied by singing, in an unknown language.
“It has been a long time since I have seen Bob this The characters will not understand any of the words,
happy…”, Frydrock says, “It has been a hard transi- but will know the words come from a dark and sinister
tion for us moving to Greenleaf and starting a new place. The characters could access the roof through
life in your village. I was glad that Bob took a liking the attic or by using a ladder to climb up to the roof.
to Farmer Grub’s dog. Having a K-9 friend has had a When the characters reach the roof, they will see six
positive impact on Bob… I must confess, when Missy demons dance and singing on the roof. The demons
Grub asked Bob if he wanted one of her puppies, it will attack upon seeing the characters.
sent shivers up my spine. I hoped Bob would turn Lesser Demon (6). Init +2; Atk short sword +2 melee
down her offer. (1d6); AC 14; HP 13, 15, 15, 16, 17, 18; HD 3d8; MV
‘Most people, including Bob, do not know this; I have 35’; Act 2d20; SP teleportation; SV Fort +1, Ref +3, Will
always been afraid of dogs”, Frydrock continues, +2; AL C.
“That little puppy reminds me of a rat. When he tries
to lick my beard, I get the feeling that he wants to
take a bite out of my face… That puppy has made Bob
so happy, and has helped him adapt to our new life
in Greenleaf… Please help me overcome my fear of
dogs.”

If the character wants to help Frydrock, they could


use coaching, positive reinforcement, and counselling
techniques to help Frydrock overcome his fear of dogs.
Learning to overcome phobias takes time; thus, the
character’s work with Frydrock to overcome his phobia
could play a role in future adventures to come.

Event 12: Demons Dancing on the Roof

A group of lesser demons from the Abyss were bored


out of their minds and decided to go on a little adven-
ture to pass the time. The lesser demons snuck into one
of the control rooms to access a portal to the mortal
36
Lesser Demon. The lesser demons receive two attacks Event 13: Reverend Lavanya’s Suspicions
per round. In lieu of their movement, the lesser de-
When Murt revealed his knowledge of the runes
mon can teleport up to their full movement rate (35’).
around Mrs. Wynworth’s bed and when he created an
Thus, should a character fall off the roof, there is a good
interdimensional portal to the Woman in Black’s lair
chance that one of the lesser demons will teleport to
(please see The Cat and The Resurrection for more de-
where the character fell and attack them.
tails), Reverend Lavanya begain to suspect Murt may
Maintain Balance on the Roof. At the start of each be possessed by a demon (or a demon in the guise of a
round a character is on the roof, they will have to make man). Reverend Lavanya kept a close eye on Murt and
a DC 8 Agility check to maintain their balance (the wore armour and carried a weapon whenever he was
roof’s sloped angle and the rainy conditions make the near. Murt misinterpreted Reverend Lavanya’s watch-
roof difficult to navigate). A failed check will result ful eye as a result of his poor Church attendance over
in the character falling off the roof and suffering 1d6 these past couple of years. Thus, Murt made a vow
points of damage. to attend Church more often. Murt’s sudden regular
attendance of Church only served to reinforced Rever-
After the battle, the characters will find twelve short
end Lavanya’s suspicions.
swords (2 per demon) and a small collection of unholy
relics and artifacts. Etched on the blades of the short
swords are unholy words and symbols.
Event 14: Otis’ Bakery
Early the next morning, the characters are awoken by
With the arrival of Bob, Otis’ business as a carpenter
loud knocking at their door. When the characters an-
and handy person have suffered. In order to generate
swer the door, they will see Reverend Lavanya, who
a greater income, Otis decides to use his wife’s alche-
will insist on entering their home to investigate signs of
my lab to set up a bakery. However, Otis neglects to
a demon incursion (Reverend Lavanya has an uncanny
wash his wife’s alchemy bowls and a cross-contamina-
ability to ‘smell’ demons and the unholy). If allowed
tion occurs.
to enter, Reverend Lavanya will inspect the roof; she
will insist that holy water be poured over the bodies, On his first day of business, Otis sells a variety of baked
weapons, and artifacts of the demons. Next, she will goods. The baked goods look and smell delicious. If
ask the character to bring these items to the Church, the characters eat any of these baked goods, they will
where they will be burnt. Over the course of the next have vivid hallucinations. The characters will have to
two days, Reverend Lavanya will scribe a series of runesmake a DC 10 Fort Save. A failed save will result in the
and holy symbols throughout the character’s house character engaging in embarrassing behaviour while in
(with the highest concentration scribed on the roof the hallucinated state (i.e., running around the village
and in the attic of the house). At the end of this pro- naked). If a natural 1 is rolled, the character will do
cess, Reverend Lavanya will ask the characters to pay something really embarrassing (this will become the
the Church 20 gold pieces for the services performed. subject of ‘village gossip’ for years to come). The fol-
lowing day, the Greenleaf Health Inspector, one of the
If the characters refuse any of the above requests Rev-
many public positions Murt inherited when he became
erend Lavanya makes, the Reverend will to suspect the
Mayor, suspends Otis’ baking license for a five-year pe-
characters may be heretics in league with demons.
riod. As well, Otis is ordered to complete 200-hours of
community service for his negligence.
37
38
Part 2: The Mine Sarradons, Pygmies and Human Slaves. The Sarradons
in Quay-Kun’s service serve as his lieutenants, carrying
Part 2 starts off with the character’s journey to the
out his orders. While the Sarradons possess human
mine. It is a 2-day journey filled with danger and ad-
level intelligence and psionic powers, they lack the
venture; a series of wilderness encounters have been
ability to manipulate tools. This is where the pygmies
created to represent this. Next, the characters will ex-
come in, who make up the bulk of Quay-Kun’s forces.
plore the mine; this will be a typical dungeon crawl,
However, the pygmies lack the size and endurance to
where the characters will explore rooms, fight mon-
work in the mine. Thus, this is where the human slaves
sters, gain treasure, and recruit NPCs. Before continu-
(captured villagers) come in. Quay-Kin needed a new
ing, it is important to discuss the history of the mine;
workforce to work in his mine and sent the Pygmies
this will put the situation with the mine and the cap-
and their Sarradon Masters to capture the inhabitants
tive-villagers (slaves) into context.
of Winnie’s village.

Survival of Winnie. The survival of Winnie is key for


History of the Mine this adventure. Thus, it is important that Winnie is not
killed in Part 2.
The Tsu-Katto are a dying civilization, stranded on this
planet; their knowledge of planetary travel has been
lost to them. The Tsu-Katto have hundreds of mine on
Wilderness Encounters
the planet, where they search for precious metals and
lost technologies. Each mine is operated by a single The journey from the Village of Greenleaf to the Mine
Tsu-Katto, and employees a workforce of local human- is a two-day journey across woodlands, hills, and bogs.
oids to operate the mine. The precious metals uncov- A series of Wilderness Encounters have been created
ered are used for their technological devices, which to represent the various dangers and encounters the
allows them to communicate over great distances, characters could face on their journey to the Mine (and
travel in the air, enhance their lifespans, etc. The lost their return journey back to Greenleaf). As a Judge,
technologies they search for are from older alien civili- it is your decision which Wilderness Encounters you
zations who have visited this world in the distant past. would like to use and what order you would like to use
Through these lost technologies, the Tsu-Katto hope to these encounters.
regain their knowledge of planetary travel, ensuring
the survival of their species.
Encounter 1: Monkeys and the Ambush
Quay-Kun. Quay-Kun is the Tsu-Katto in charge of the
mine that holds the people from Winnie’s village cap- A dozen monkeys, in the branches of nearby trees, ha-
tive (the captives refer to him as The Stranger). The rass the characters by throwing fruit and making ob-
floating throne Quay-Kun rides is not a means of show- scene gestures. The goal of the monkeys is to distract
ing off his status (as the captives believe); rather, it is a the characters, so their pygmy allies could launch a sur-
means to support his tired legs. Quay-Kin is one of the prise attack.
oldest living members of his species on the planet; he Monkey (12). Init +2; Atk bite -2 melee (1d3-1); AC 12;
is 320 years old. A combination of cybernetic implants HP 2 (each); HD 1d3; MV 30’; Act 1d20; SV Fort -3, Ref
and anti-aging drugs have prolonged his lifespan. +2, Will -3; AL N.

39
The characters could make missile attacks against the by 1 (i.e., if one veteran is alive, the target number is
monkeys. All missile attacks suffer a minus 1 die pen- 5; if all three veterans are alive, the target number is
alty (i.e., a 1d20 attack is reduced to a 1d16 attack) 3). If the roll matches or exceeds the target number,
due to the cover the branches provide. Alternatively, the pygmies stay in the fight; otherwise, the pygmies
the characters could climb up the trees and attack the will retreat.
monkeys in melee combat. A DC 8 Agility Check is re-
Captured Party. If the entire party is knocked uncon-
quired to climb up the trees (a failed check results in
scious from the poisoned darts, the characters will
falling and suffering 1d6 points of damage). Since the
wake up in the pygmy camp (the pygmies have been
character is required to hold on the branches when at-
giving the unconscious characters more of the sleeping
tacking the monkeys, their melee attack rolls suffer a
agent; thus, several hours will have passed since their
minus 1 die penalty.
capture). Their arms and legs will be bound. The char-
Pygmies’ Strategy. The pygmies will only attack if the acters will see fifty pygmies dancing around several
characters are distracted by the monkeys (they will gain large fires; above each fire is a cauldron of boiling wa-
a surprise attack). The pygmies’ strategy is to knock ter. The bindings on one or two of the characters will
the entire party unconscious with their poisoned darts, be loose enough to escape. It will be up to your players
so they could drag the characters back to their camp to to decide whether they escape while the pygmies are
be eaten. distracted, or if they want to extract revenge on the
pygmies. As an option, you could add some captured
Pygmies (19), 4 hp (each)
and bound zero-level characters among the captives,
Pygmy Veterans (3), 12 hp (each) who could join your characters on this adventure.

Morale Check. When the pygmies are reduced to half


of their original size (when 11 pygmies are killed), roll
Encounter 2: Cursed Kompany
a morale check. Roll 1d6. The base target number is
6. For each pygmy veteran still alive, reduce this value As day starts to turn to night, a beautiful melody is
heard. You hear a dozen voices, singing in unison.
The songs are of great adventures, the bond of sol-
diers, and courage against all odds.

If the characters investigate the source of the singing,


read the following.

Marching in unison are two columns of undead,


dressed in worn and ragged suits of studded leather
armour. There are a total of 20 undead soldiers; at
the head of the column is a Captain and beside him
is a musician, playing a drum. The musician plays the
drum with precision; his drum beats are perfectly
spaced apart.

40
The undead soldiers’ eyes glow with a bright blue *Skeleton. Piercing and stabbing attacks (i.e., swords,
aura. Their skeletal jaws open and close as words spears, arrows, etc.) against the Cursed Kompany will
come from their mouths. “We are the cursed…the only cause half-damage (rounded up). Blunt weapon
Cursed Kompany,” the voices sing, “We are doomed attacks (i.e., hammers, maces, etc.) will cause full dam-
to march for eternity… We have failed our task, our age.
divine duty… we are cursed to march for eternity…” **Battle Spells. The Cursed Musician will avoid mak-
The Cursed Kompany will continue to march, oblivious ing weapon attacks in combat; rather, the Musician will
to the characters’ presence. The Cursed Kompany will use one of three Battle Spells list below. The Musician
only attack if provoked or if the characters block their has an unlimited use of these spells, but could only
path. cast one spell per turn.

Cursed Kompany Soldier (18). Init +0; Atk short sword • Rise, my Fallen Brethren. Up to three Cursed
+0 melee (1d6), Atk short bow +0 missile (1d6); AC 13; Soldiers or the Cursed Captain will rise from
HP 4 (each); HD 1d6; MV 30’; Act 1d20; SP: Skeleton*; where they were slain. They will regain their
SV Fort +0, Ref +0, Will -1; AL N. full hit points.

Cursed Captain. Init +0; Atk longsword +3 melee (1d8), • Defensive Stance. The Cursed Kompany will
Atk short bow +3 missile (1d6); AC 13; HP 12; HD 3d6; gain a +3 AC bonus. The effects of the Defen-
MV 30’; Act 1d20; SP: Skeleton*; SV Fort +1, Ref +0, sive Stance will end at the start of the Musi-
Will +0; AL N. cian’s next turn.

Cursed Musician. Init +0; Atk short sword +0 melee • Offensive Stance. The Cursed Kompany will
(1d6), Atk short bow +0 missile (1d6); AC 13; HP 32; HD gain a plus 1 die bonus to their attacks (i.e., a
8d6; MV 30’; Act 1d20; SP: Skeleton* & Battle Spells**; 1d20 attack will increase to a 1d24). The ef-
SV Fort +0, Ref +0, Will +3; AL N. fects of the Offensive Stance will end at the
start of the Musician’s next turn.

The skeletons of the Cursed Kompany represent hu-


mans of this period; thus, the skeletons are a few inch-
es shorter than those belonging to modern humans
and possess some of the fine features of Elven skele-
tons. The Curse Kompany does do not have any items
of value; their suits of armour are worn and ragged and
their weapons are rusted and in unusable condition.

Encounter 3: Brutes in the Night

The sun has set. You and your companions are in the
process of making camp for the night when a foul
smell, carried by the wind, overwhelms your senses.

41
If the characters investigate the source of the odor,
they will come across the following scene.

You have found the source of the foul odor. A pair


of brutes, standing close to 8 feet tall and weighing
an excess of 500 lbs., sit around a fire. A loud belch
comes from one of the brutes; it startles an owl in a
nearby tree. “That was gross!”, the other brute says,
“I can smell what you had for lunch… Salted fish.”

His companion snickers, then lets out a second belch.


Now, even at your distance, you can smell the salted
fish the brute ate for lunch.

“I cannot wait until we feast. My mouth is watering


thinking about our next meal…”, the brute says while
picking his nose.

Near the two brutes, you see four large sacks, each
holding a captive. A pair of feet protrude from each
As the brute starts to lick the ear wax off his finger-
sack. The sacks wiggle as the captives desperately try
nail, a third figure approaches the group. The third
to free themselves.
figure stands a head taller than the other two. In
“We have to wait for Morkbhar to return. He’s our each of his hairy arms, the figure carries a large sack
boss, and he said he will return with more meat.”, the with a pair of wiggling feet sticking out of each sack.
other brute replies while picking ear wax from his ear “Hey boys…”, the third figure says as he places the
with one of his long fingernails. sacks with the others, “I brought some more meat.”

The two brutes grin, exposing mouths full of sharp


and stained teeth.

“As your boss, I get first dibs on the catch. I like my


meat medium rare… I will take these two”, Morkbhar
says as he points to two of the sacks.

The characters could attack the brutes or attempt to


release the captives without the brutes noticing. De-
spite their oafish appearance, the brutes are very per-
ceptive. Thus, a DC 18 Agility check is required to free
each captive without the brutes noticing.

Forest Brute (2). Init +2; Atk large spike club +2 melee
(1d6+4*), Atk large rock +0 missile (1d6); AC 14; HP 28,
30; HD 4d12; MV 30’; Act 1d20; SP: Flatulence**; SV
Fort +5, Ref +0, Will +1; AL C.
42
Morkbhar (Brute Boss). Init +2; Atk large spike club +4 sacks), the characters will find a chest containing:
melee (1d6+6*), Atk large rock +2 missile (1d6); AC 14;
• 217 gold, 37 silver and 68 copper pieces
HP 42; HD 6d12; MV 30’; Act 1d20; SP: Flatulence**;
SV Fort +7, Ref +1, Will +2; AL C. • A dozen assorted gemstones worth a total of
120 gold pieces
*Spike Club. When a character is hit with the brute’s
spiked club, they will have to make a DC 10 Ref Save • A pouch containing low to medium quality jew-
to maintain their balance. A failed save results in the elry worth a total of 80 gold pieces.
character being thrown back 5 feet, landing on their
back, and having the wind knocked out of them. The
character will be unable to take any actions on their Encounter 4: The Caravan
next turn as they are recovering from having the wind The characters encounter a caravan of travelling dwarf
knocked out of them (their actions will return to nor- merchants. The caravan is made up of eight wagons;
mal the following turn). each wagon is pulled by a team of six oxen. There are
**Flatulence. As a free action, each brute can use 80 dwarves in total; half of the dwarves are caravan
this ability once per combat. A loud disgusting sound guards, while the remainder are merchants, artisans,
comes from the brute and a foul odor fills the air. All and labourers. The weapons, armour and equipment
characters within 20 feet of the brute must succeed listed in the DCC Rulebook are available for sale. Mi-
a DC 15 Fort Save. A failed save causes the charac- thril weapons and armour are also available, costing
ter to gag from the stench; the character will be un- three-times the price of non-mithril items.
able to perform any actions on their turn (their actions Dwarves of Old. The characters will immediately no-
will return to normal the following turn). If any of the tice how much hairier these dwarves are compared
characters are within 5 feet of the fire or are carrying with their kin from the modern age. It will appear to
a burning torch or lantern, they must make a DC 12 the characters that several of the dwarves are wearing
Ref Save to avoid being burnt (the methane causes the heavy fur jackets. Closer inspection will reveal these
fire to expand). A failed save results in 1d6 points of dwarves are bare chested; their ‘fur jackets’ are their
damage. thick body hair. If any of the characters are dwarves,
Zero-Level Characters. When the brutes are defeated, these dwarves will look upon these characters with
the characters will find six zero-level characters in the pity and compassion, believing a disease or a curse
sacks. Roll up six zero-level characters. The zero-level have fallen upon the dwarf characters, resulting in the
characters could join your characters on this adven- stunted growth of body hair.
ture, which will serve as a character funnel for them.
At the end of this adventure, those surviving zero-level
characters will become first level characters and can Encounter 5: The Great Willow
choose a character class. A large and beautiful willow tree grows amidst a for-
est of fur trees. At the base of the willow sits a young
Treasure. The weapons the brute wield are too large
woman cross-legged. The woman has long green
and heavy for the characters. Most of the items car-
hair and bright green eyes; her delicate features per-
ried by the brutes will be of little value to the charac-
fectly blend those of elves and humans into one. She
ters. However, under a pile of dirty clothes (near the

43
stands up, leans back against the tree and with a mis- where are we, but when are we? The question you
chievous grin says, “Hello travellers… What brings want to ask is not about geography, it is about time”.
you to this part of the world? Or should I say what If the characters follow up by asking: “What year is
brings you to this moment in time? Greenleaf is a this?”. She will reply, “You came from one period and
far distance away… even further, much further, is the travelled back to another.” The goal of the woman is to
Muir Forest?” keep the characters asking more questions, distracting
the characters from the upcoming attack.
It will be up to the characters if they want to engage
the woman in conversation. The woman is an illusion, After the characters have asked the woman a couple
a psychic projection created by the great willow tree of questions, the willow tree will launch its attack. The
(she is a trap set up by the willow tree). The willow characters will feel a sense of calm while witnessing
tree has been probing the character’s thoughts and tiny stars floating down from the branches of the tree.
gaining access to their memories; thus, the willow has Have each character make a DC 12 Will Save; a failed
put together pieces of the character’s past (the Village save will result in the character falling asleep for the
of Greenleaf, the Muir Forest, etc.). next 1 hour. Next, the woman will disappear, and the
branches will attack.
If the characters ask the woman questions, she will not
provide direct answers to their questions. Rather, her Willow Branches (5). Init +0; Atk grab and squeeze +2
answers will lead to more questions and more confu- melee*; AC 12; HP 9, 10, 12, 12, 13; HD 2d10; MV 0’
sion. For instance, if the characters ask: “Where are (reach 25’); Act 1d20; SP: Vulnerable to fire**; SV Fort
we?”, the woman will respond, “The question is not +1, Ref +0, Will +0; AL N.

*Grab and Squeeze. When the branch makes a suc-


cessful attack, the branch will wrap itself around the
character and lift the character off the ground; on
the branch’s next turn, the character will suffer 1d6
points of damage as the branch squeezes the ‘life’ out
of them. The character could either attempt to free
themselves or attack the branch on their next turn.
To break free from the branch’s grip requires a DC 12
Strength check. Attacks made against the branch while
grabbed suffer a minus 1 die penalty (i.e., a 1d20 attack
will be reduced to a 1d16). If the character defeats the
branch while grabbed, they will fall to the ground, suf-
fering 1d6 points of damage from the fall.

**Vulnerable to fire. Fire based attacks inflict double


damage to the branches.

In the aftermath of the battle, the characters could


explore the tree. They will find the skeletons of hu-
mans and demi-humans absorbed into the trunk and
branches of the tree (i.e., a section of tree bark will
44
take the shape of a human skull). Within minutes of wings are producing the intense sound. The great
destroying the branches, the characters will observe wings move in a circular motion and appear as one
the branches starting to regrow. It will take a full hour continuous circle. The body of the beast is wide; the
for the branches to return to their original size; at this beast is covered by a solid carapace-like shell. At the
point, the illusion of the woman will reappear. bottom of the shell are flashing orbs of light.

What the characters are seeing is a cargo helicopter.


The Mine The giant wings are the helicopter’s rotors. The heli-
copter is carrying alien artifacts and precious metals
When you have finished running the Wilderness En- from the mine.
counters, and your players are ready to explore the
mine, read the following:

According to Winnie’s map, you are a mile away from Navigating the Mine
the mine. You hear a loud buzzing sound coming The tunnels and rooms in the mine are tall enough for
from the direction of the mine; you see a great fly- the characters to move with ease. The characters will
ing beast emerge from the tree line. Giant wings are need a light source when navigating through the mine.
located on top of the beast, moving with the speed The unoccupied areas of the mine are unlight, while
and intensity of a hummingbird’s wings. The beast’s the occupied areas of the mine have light sources (the

45
46
47
48
pygmies have limited infravision and rely on the use of 2 1-3 (d3) Pygmy Witchdoctors & 2-5 (d4+1)
lanterns and torches). Pygmy Blade-Wielding Fanatics
3 1-3 (d3) Pygmy Veterans, 1-3 (d3) Pygmy
Witchdoctors & 3-6 (d4+2) Pygmies
Wandering Monsters 4 1 Sarradon, 1-3 (d3) Pygmy Blade-Wielding
As a way of adding more challenge to this adventure, a Fanatics & 2-8 (2d4) Pygmies
wandering monster table has been created. 5 2-3 Sarradons (d2+1)
6 1 Sarradon Alpha & 1-2 Sarradons (d2)

Table 2-1: Wandering Monster Table


1d6 Monsters Lack of Doors. The characters will notice, through
1 1-3 (d3) Pygmy Veterans & 2-12 (2d6) Pyg- their exploration of the mine, the lack of doors. Quay-
mies Kun did this intentionally when building his mine, as
the Sarradons (his lieutenants) lack the ability to open
doors.
49
Giant Gong Centipedes (8): Init +3; Atk bite +1 melee
(1d3+paralyzation); AC 16; HP 12, 13, 13, 14, 15, 15,
15, 16; HD 3d6+3; MV 40’; Act 1d20; SP drag paralyzed
victim into pool; SV Fort +3, Ref +2, Will +0; AL N.

Giant Gong Centipedes. The Gong Centipedes are be-


tween 10’ to 15’ long; when the Gong Centipede makes
a successful attack, the character (victim) must make a
DC 13 Save. A failed save will result in the character
being paralyzed for the next minute. The next round,
the Gong Centipede will pull the paralyzed character
into the pool of waste. Each round the paralyzed char-
acter is in the pool of waste, they will suffer 1d6 points
of damage (as the contents of the pool fill their mouth
Area 1: Pygmy Gong Farmers and stomach).

A foul disgusting stench fills the air. Four Pygmy Gong Rescuing a Paralyzed Character from the Pool. To res-
Farmers are emptying the contents of a wheelbarrow cue a paralyzed character from the pool, the charac-
into a large pool of waste. Hundreds of flies are fly- ter first must test their ‘nerve’ to see if they have the
ing above the pool and around the pygmies. The en- ‘guts’ to enter the pool. The character makes a DC 10
trance to the mine, where Winnie escaped from, is Will Save. A failed save results in the character running
located fifty feet away from the pygmies. The backs to the edge of the pool then stopping. If the charac-
of the pygmies are turned away from the entrance. ter passes their Will Save, they must make a Strength
check to see if they have the strength to pull the victim
It is an easy task for the characters to sneak by the pyg-
out of the pool; the DC for this check is 12.
mies and enter the mine. Only a roll of a natural 1 will
alert the pygmies to the characters’ presence. If the
pygmies become aware of the characters, they will flee
Area 2: The Backdoor to the Mine
to the wilderness (they will return 30 minutes later to
resume their duties). The characters could launch a The entrance leads to a tunnel; the tunnel descends
surprise attack on the pygmies. twelve feet below the earth. The tracks of wheelbar-
rows mark the ground; ever now and then you come
Pygmy Gong Farmers (4), 4 hp each
some of the filthy content from the wheelbarrows
Pygmy Gong Farmers. The Pygmy Gong Farmers have that spilled on the floor.
the same statistics as Pygmies; however, instead of be-
ing armed with half-spears and blowguns, the Gong
Farmers are armed with shovels (1d6 damage). Area 3: Latrines I

When the Pygmy Gong Farmers are attacked, the Giant In one corner of the room is a simple pulley elevator
Gong Centipedes living in the pool of waste will attack leading to the floor below. In the opposite side of the
(the Gong Centipedes will view an attack against the room are two wash stations; each wash station has a
Gong Farmers as a threat to their food supply).

50
large barrel filled with water, a pair of smaller bowls, Due to the disorganized setup of the hammocks in this
a few rags, and a dozen blocks of soap. There are room, the characters are only able to move at half of
two raised platforms, against opposite walls of the their movement speed. The pygmies can move at their
room. The platforms are made from planks of wood full speed. Thus, the pygmies in Area 3 (Latrines) could
and are raised two feet above the ground. Beneath easily outrun the characters and reach the ladder.
each platform are eight large bowls; on the top of Ladder. The ladder connects to Area 15 (Barrack III).
platforms are eight latrines lined up directly above The ladder is designed to support the weight of pyg-
each bowl. Privacy partitions separate the latrines. mies; therefore, it could only support a maximum of
A wood bar rests on top of the partitions, which sup- 120 lbs. If the character exceeds this weight, the lad-
ports curtains, allowing for additional privacy. All theder will break, resulting in the character suffering 1d6
curtains, except for two, are open. Below the two points of damage from the fall. If the characters enter
closed curtains are pairs of bare feet. Area 15 from this room, they will be ambushed by a
The pygmies using the latrines will stay where they are, group of pygmies.
hoping that the characters will not notice them. If dis-
covered, the pygmies will flee to Area 4 (Barracks I).
Area 5: Landry Room
Once in Area 4, the pygmies will climb down the ladder
to Area 15 (Barracks III). If the characters follow the Against the wall are a pair of wells, connecting to an
pygmies down the ladder, they will be ambushed by a underground water source. There are three small
larger group of pygmies (see Area 15). firepits located against this wall, with small vents
above each pit. Burnt pieces of wood lie in each pit
Pygmy (2), 4 hp each
and large pots used to boil water are nearby. In the
Elevator. The elevator connects to the Latrines on the centre of the room are a dozen large bowls with a
second level (Area 16). The elevator is simple to use; washboard inside each bowl. Hanging near the ceil-
the characters could operate it with ease. The elevator ing are clotheslines filled with hundreds pygmy-size
is designed to carry the pygmies and their small wheel- shorts hanging to dry.
barrows; thus, it could only support up to 250 lb. of
The characters have entered the laundry room. A short
weight. If the characters exceed this weight, the rope
time after entering this room, one or two of the char-
on the pulley system will break, resulting in the eleva-
acters will hear the following voice inside their head:
tor crashing to the floor below. When this occurs, each
character suffers 1d6 points of damage from the fall. “What is this we have here? You are not one of the
slaves! I have never probed your mind before…
Strangers I see... Strangers from a different time….
Area 4: Barracks I Well, you will make the most delicious meal. Oh, how
A maze of hammocks connecting to support beams my stomach craves to taste your delicious flesh…”, a
fill the room. Two, three and even four hammocks voice says inside your head.
connect to each pair of beams. There are at least 80 The characters will sense the voice is coming from Area
hammocks in this room, making navigation very diffi- 6 (Bathroom).
cult. In the corner of the room is a pygmy-size ladder
leading to the floor below.
51
This room serves as the latrines for the Sarradons. The
Pygmies have discovered the Sarradons’ waste makes
excellent fertilizer for their mushrooms (mushrooms
are an important part of their diet). The mushrooms
are edible; the characters could use the mushrooms to
supplement their rations (the characters will find the
mushrooms have a strong aftertaste).

Area 8: Barracks II
Area 6: Bathroom
The layout of the barracks is like those found in Area
Near one of the walls are two wells and two firepits
4 (Barracks I); there are approximately eighty ham-
used to boil pots of water. The remnants of burnt
mocks, connecting to support beams. The layout of
wood and ash lay in each pit. A dozen pygmy-size
the hammocks is haphazard and creates a maze for the
baths, small buckets, blocks of soap, and wash cloths
characters to navigate through (the characters’ move-
fill the room. In the centre of the room rests a large
ment speed is reduced by one half as a result).
lizard. The lizard looks up at you with an intelligent
look in its eyes. If the characters search the walls, a DC 10 Intelligence
check will reveal a hidden area containing some of the
“Oh, you look very delicious…”, a voice inside your
possessions of the dwarves in Area 19 (the remaining
head says. “You are so much taller and heavier than
possession are hidden in the barracks on the second
the others. You will make a fine meal… a grand feast!”
level). The items in the hidden area are:
Roll for initiative. Combat begins.
• A dwarf-size suit of scale mail armour
Sarradon Alpha Plus. Init +2; Atk bite +6 melee (1d8+3);
• A shield
AC 17; HP 52; HD 7d12; MV 35’; Act 1d20; SP: Psion-
ics*; SV Fort +7, Ref +4, Will +4; AL C. • A longsword, hand-axe, and dagger

Sarradon Alpha Plus. The Sarradon Alpha Plus can use • A small hammer, 3 chisels, and a pouch con-
its Psionic Abilities up to 10 times per combat (once per taining 30 nails
turn). The DC for Domination is a DC 14 Will Save; the • A well tailored set of travelling clothes (made
DC for Head Rush is a DC 18 Will Save, and the damage for a dwarf).
caused from a failed save is 2d8 points of damage; the
DC for Vertigo is a DC 18 Will Save.
Area 9: The Feast

Area 7: Chamber of Mushrooms Three massive lizards are gorging themselves on the
carcasses of two wild boars. Their sharp teeth tear
The floor of the chamber is filled with thousands of through hide and bone with ease.
mushrooms growing in the soil. Several of the mush-
rooms are squished and footprints of large lizards The Sarradons are so busy eating they do not notice
mark the soft ground. the characters at first. However, if the characters were

52
could launch a surprise attack. In combat, the pygmies
will continue to fight as long as the Chef (the largest
pygmy) remains standing. When the Chef is slain, roll
a 1d6. On a roll of 6, the pygmies will hold their ground
and continue to fight; otherwise, the pygmies will re-
treat.

Pygmy Cooks (5), 4 hp each.

Pygmy Chef. Init +1; Atk cleavers (x2) +2 melee (1d6);


AC 11; HP 22; HD 5d6; MV 20’; Act 2d16; SP: two-weap-
on fighting; SV Fort +2, Ref +4, Will +2; AL C.

to linger, the the Sarradons will ‘sense’ presence. If Pygmy Cooks and Chef. The Pygmy Cooks have the sta-
the wild boars from Area 10 (Kitchen) are with the par- tistics of normal pygmies. However, instead of being
ty, the boars will enter a state of rage upon seeing the armed with half-spears and blowguns, they are armed
corpses of their kin being eaten. The wild boars will with cleavers (1d6 damage; a single cleaver per cook).
attack and continue to attack until either they or the The Chef fights with two cleavers (one in each hand)
Sarradons are killed. While in this state of rage, the and uses the same rules as the Halfling two-weapon
wild boars’ attack rolls will increase to 1d24 attack rolls fighting ability. The Chef carries a set of keys that will
(after combat, their attack rolls will return to normal). unlock the cages.

Sarradons (3), 21 hp each Cages. The cages are locked and contain the main
course of the meal. Both cages could be opened with
the Chef’s keys. Likewise, a DC 8 Pick Lock check or a
Area 10: Kitchen DC 12 Strength check will open/break the locks. When
the cage holding the woman is open, read the follow-
Six pygmies are hard at work chopping vegetables
ing:
and mixing ingredients in large bowls. One pygmy
stands a head taller than the rest, barking orders at
his subordinates to pick up their pace. Against one
of the walls are three large firepits, with large pots of
boiling water above each pit. Against the other wall
are barrels and shelves filled with preserved goods
and ingredients. In the corner of the room are two
cages: in one cage rests a woman, sick with a fever,
on a collection of soiled blankets; in the other cage
are a trio of wild boars. Across from the cages, near
the opposite wall, is a dumbwaiter that leads to the
floor below.

The pygmies are so busy preparing the food they will


not notice the characters at first. Thus, the characters

53
A sickly woman lies on a collection of soiled blankets; Wild Boars (3). Init +1; Atk bite +1 melee (1d6); AC 14;
she leans up and looks at you. Then she looks at Win- HP 15, 16, 18; HD 3d8; MV 35’; Act 1d20; SV Fort +2,
nie; there is recognition in her tired eyes. “Ayrian- Ref +1, Will +0; AL N.
na…”, the woman says in a quiet voice, “Ayrianna is The Wild Boars are excited at being rescued. They are
that you?... I thought we lost you… You have returned loyal animals, and could join the party, serving a similar
to rescue us…” role as ‘war dogs’.
The woman collapses. Winnie runs over and cradles Barrels and Shelves. The barrels contain mead, wine,
the dying woman. Tear flow from Winnie’s eyes. The and pickled vegetables. The shelves contain preserved
woman dies a moment later. foods (i.e., died fruit, preserved fish, etc.) and spices.

This was the same cage that held Winnie. Winnie had Dumbwaiter. The dumbwaiter connects to the floor
known this woman since childhood. below (Area 25) and is operated by a pulley system.
The dumbwaiter is sturdy enough to carry the weight
When the characters open the cage containing the
of several characters (it will only break if an excess
wild boars, read the following:
amount of weight, such as the entire party, stands on
The wild boars squeal with glee; their little tails wag the dumbwaiter at once).
with intensity. The boars run up to you and kiss you
with their moist snouts. There is love and affection
in their eyes. Area 11: Tattoo Studio

A trio of simple mats lie on the floor. On each mat


are dozens of sharp needles, small vials of ink, and
small baskets filled with piercing tools and metal
piercing rings.

This room serves as the tattoo/body piercing studio.


The needles are very sharp. If a character touches the
needles, they will have to make a DC 5 Agility check. A
failed check will result in 1 point of damage.

Area 12: Mess Hall

You have entered the Mess Hall. A series of long


narrow tables, each with dozens of small chairs, fill
the room. The tables are crudely constructed, made
from unfinished pieces of wood. Near one of the
walls are a trio of wells, evenly spaced apart.

The characters have arrived between meal cycles; thus,


the mess hall is empty.

54
Area 13: Idols (the character will throw up, have stomach pains, etc.).
During this period, all the character’s die rolls will be
Three logs, each roughly 5 feet tall, stand upright.
reduced by 2 dice (after an hour has passed, the char-
The bark on the logs have been removed, and elabo-
acter’s die rolls will return to normal).
rate carvings of strange creatures with large eyes on
the sides of their oversized heads cover the surfaces If the characters search the room, they will find three
of the logs. At the base of each log is a trio of human unlabelled vials containing a green liquid. If a Halfling
skulls; the skulls have been cleaned and polished. In drinks the liquid, they will enter a frenzied state and
front of each log is a clay bowl, filled with the ash of their attack rolls will increase by 1 die for the next 5
burnt sticks on incense. minutes (i.e., a 2d16 two-weapon fighting roll will in-
crease to a 2d20). Once the frenzied state has worn off
The skulls are trapped (at the base of each skull is a
(after 5 minutes), the character’s attack rolls will return
wire). When the skulls are moved, poisonous gas is
to normal. If a non-halfling character drinks the liquid,
released. Those within 15 feet of the skull must make
use the table below to determine the effects.
a DC 13 Fort Save. A failed save results in 1d6 points of
damage and the victim’s Stamina score is permanently Table 2-2: Poison Effects
reduced by 1 point. If the characters are searching the 1d3 Effects
idols for traps, a DC 10 Intelligence check will reveal 1 The character becomes violently ill; they
the wires. throw up, develop a fever, etc. The character
must make a DC 12 Fort Save. A failed save
If the characters are careful, they could move the idols
results in 1d8 points of damage and the char-
without triggering the traps. The base of each idol is
acter’s Stamina score is permanently reduced
hollow and contains an onyx gemstone in the shape of
by 2 points. A successful save results in 1d4
an egg. Each gemstone is worth 35 gold pieces.
points of damage.
2 The character must make a DC 16 Fort Save. A
failed save results in the character becoming
Area 14: Alchemist Lab
temporarily blinded for the next 1d4 hours.
The strong scent of spices and exotic ingredients When the effect of the poison wears off, the
fills the room. Near one of the walls, a small fire pit character’s vision will return to normal.
burns; all that remains of the fire are red hot embers. 3 The character must make a DC 18 Fort Save. A
Above the fire pit, rests a black cauldron with thick failed save results in the character’s skin being
liquid simmering inside. A large mixing spoon and covered in warts for the next 24-hours. The
open containers of ingredients lay scattered on the warts add a layer of protection to the char-
floor. You could tell this room was occupied a couple acter’s skin; this results in a +1 bonus to the
of seconds ago; whoever occupied this room left in a character’s Armour Class. After 24-hours, the
hurry. warts will disappear; the character will then
lose this AC bonus.
The Pygmy Alchemist fled as soon as he heard the
characters approaching. If the characters consume the
contents of cauldron or eat the ingredients, they must Area 15: Barracks III
make a DC 15 Fort Save. A failed save will result in the
character becoming violently ill for the next 1 hours The layout of the barracks is like those found in Areas 4
55
Area 16: Latrines II

The layout of the latrines is like those found in Area


3 (Latrines I), with the exception that none of these
latrines are in use.

Area 17: Mushrooms & Cavern Frogs

You have entered a spacious cavern. The ground is


covered in a combination of mounds of soft soil and
small pools of murky water. Mushrooms and other
fungi grow on top of the mounds of soils. Tiny bub-
bles form in the pools, as the heads of small cavern
and 8 (the character’s movement speed is reduced by frogs emerge from the murky water. A few frogs
half due to the messy conditions of this room). If the jump from the pools to the mushrooms.
characters enter this room from the ladder connecting
This room serves as the Sarradons’ latrines. The pyg-
to Area 4, they will be ambushed by a group of 12 pyg-
mies have planted the mushrooms in this cavern (the
mies. The pygmies will focus on making missile attacks
Sarradons’ waste makes excellent fertilizer). The small
with their blowguns. As soon as the battle starts to
frogs are native to the mine and have made their home
turn against them, the pygmies will flee.
in the cavern.
Pygmies (10), 4 hp (each)

Pygmy Veterans (2), 12 hp (each)


Area 18: The Mural
If the characters search the walls, a DC 10 Intelligence
An elaborate mural is painted on all four walls of the
check will reveal a secret compartment. The secret
room. The mural depicts humanoid creatures, trav-
compartment contains the second half of the items
elling in strange-looking ships, descending from the
stolen from the dwarf prisoners in Area 19 (the first
sky. The humanoids have oversized heads, with mas-
half of the stolen items are hidden in the secret com-
sive eyes located on the sides of their heads.
partment in Area 8). The compartment contains the
following items: The mural was painted by the pygmies and shows the
• A dwarf-size suit of scale mail armour Tsu-Katto arriving in their spaceships. The Tsu-Katto
are depicted as demi-gods in the mural.
• A shield

• A longsword and a dagger


Area 19: The Workshop
• A short bow with a dozen arrows
A sturdy workbench sits in the centre of the room.
• A set of dwarf-size travelling clothes On the table are magnifying glasses, mounted on ad-
• 2 weather worn dwarf-size cloaks justable frames. Two hairy dwarves work tirelessly,
looking through the magnifying glasses as they melt

56
thin metal wires on flat green boards. The dwarves
are dressed in simple garments; they have a vacant
look in their eyes. Around each of the dwarves’ ankle
is a shackle connecting to a long chain attached to
one of the walls. Near that wall are two simple straw
beds and several clay bowls.

Overseeing the dwarves are two giant lizards. The


giant lizards stare at the dwarves with intensity. Nei-
ther the dwarves nor the lizards notice you.

Due to the skill and precision of the dwarves, Quay-


Kun, the Overseer of the Mine, utilises dwarf slaves to
work on various electronic/technological devices. The
two dwarves, captured 6-months ago, are soldering Nadira Ironbound. The characters will be surprised
motherboards. The dwarves are in a hypnotic state; to discover that Nadira is a woman-dwarf, due to her
their minds are controlled by the two sarradons staring long thick beard and abundance of body hair (male-
intensely at them. The characters could launch a sur- dwarves and female-dwarves during this age look so
prise attack on the sarradons. If the characters linger, much alike). Nadira, and her younger cousin, Raksha,
the sarradons will become aware of their presence and were captured 6-months ago, and transported to the
attack. mine as slaves. Due to their skillset and the reputation
of dwarves as skilled artisans, Nadira and Raksha were
Sarradon, 22 hp sent to the workshop to solder transistors and to work
Sarradon Alpha, 37 hp on other technological devices.

When the sarradons are defeated, the dwarves will


be released from their hypnotic trance. The dwarves,
Nadira and Raksha, are willing to join the party. The
shackles are easy to open; a DC 8 Pick Lock check will
open the shackles, or a DC 12 Strength check will break
the shackles. The dwarves lack weapons, armour, and
equipment. Thus, it will be the characters’ responsibil-
ity to provide these for the dwarves.

Nadira Ironbound (Level 2 Dwarf): Init +0; Atk +1 me-


lee (by weapon +1 damage), +0 missile (by weapon);
Deed Die +d4; AC 11 (no armour); HP 19; MV 20’; Act
1d20; Str 15 (+1), Agi 10, Sta 13 (+1), Per 8 (-1), Int 8
(-1), Luck 14 (+1); Favourite Weapon: longsword; SV
Raksha Ironbound (Level 2 Dwarf): Init +1; Atk +1 me-
Fort +2, Ref +1, Will +0; AL L; Lucky Sign: Charmed
lee (by weapon +1 damage), +1 missile (by weapon);
House (+1 AC); Profession: Dwarven Miner
Deed Die +d4; AC 11 (no armour); HP 17; MV 20’; Act
1d20; Str 13 (+1), Agi 14 (+1), Sta 10, Per 11, Int 7 (-1),
57
Luck 12; Favourite Weapon: longsword; SV Fort +1, Ref
+2, Will +1; AL L; Lucky Sign: Lived Through a Famine;
Profession: Dwarven Herder

Raksha Ironbound. Raksha is Nadira’s younger cous-


in. The two originated from a Dwarf Clan 300-miles to
the north. Their travels took them to the south, where
they were captured by Pygmies. The Pygmies took the
captives to the mine.

Area 20: The Worshippers and the Idol

The overpowering scent of incense fills the room. A


wooden idol, six feet in height, stands near one of the
walls. The idol represents a humanoid creature with
an oversized head and massive black eyes located on
the sides of its head. In front of the idol sits a Pygmy
*Healing. The priestess can cast magical healing on
Priestess; elaborate tattoos cover most of her flesh.
herself; she will regain 2d6+2 points of lost hit points.
Facing the priestess, in a semi-circle, are eight pyg-
She can use this ability up to 3 times.
mies, deep in worship; in their hands, they hold small
prayer beads. As one, the priestess and the worship- Wooden Idol. The wooden idol represents a Tsu-Kat-
pers start chanting… strange horrifying sounds echo to. If the characters examine the wooden idol, they
throughout the room. will find in the centre of the idol’s chest is an amethyst
gemstone; the gemstone is worth 60 gold pieces.
The priestess and the worshippers are so focused on
their chanting they will not notice the characters.
Thus, the characters could sneak past them or launch
Area 21: The Skulls
a surprise attack. If the characters attack, they will dis-
cover the pygmies are in a frenzied trance: they have Three shelves line one of the walls; on each shelf sits
blank looks in their eyes and their mouths are foaming a dozen human skulls. The skulls have been cleaned
with saliva. The pygmies’ attack rolls will increase by and polished. Elaborate designs are carved on the
1 die due to the frenzied trance (i.e., a 2d16 attack roll foreheads of each skull. Against the adjacent wall
is increased to a 2d20 attack). When the priestess is stands a small pygmy-size table; on the table sits
slain, the pygmies will wake up from the trance; their tools for cleaning and polishing stones. Small ham-
attack rolls will return to normal at this point. mers, chisels and other such tools are found on the
table as well.
Pygmy Blade-Wielding Fanatic (8), 8 hp (each)
This room is a trophy room; the skulls are from the
Pygmy Priestess. Init +1; Atk half-spear +2 melee (1d6);
enslaved villagers. Winnie will be disgusted when she
AC 11; HP 21; HD 5d6; MV 20’; Act 1d20; SP Healing*;
sees the skulls.
SV Fort +1, Ref +3, Will +3; AL C.

58
the Pygmy Ghoul has paralyzed its victim, it will begin
feasting. The attack on a paralyzed victim will auto-
matically hit, and the victim will suffer 2d4 points of
damage as the ghoul devours their flesh.

Pygmy Ghouls (8). Init +0; Atk claws +1 melee


(1d3+paraylzation); AC 11; HP 6, 6, 6, 7, 7, 7, 8, 9; HD
1d6+4; MV 20’; Act 2d20; SV Fort +1, Ref +0, Will +0;
AL C.

Area 24: The Tomb

You have entered a tomb belonging to an Elf Lord.


A single sarcophagus sits in the centre of the room;
Area 22: Caution Marker beautiful Elven runes are carved throughout the sur-
face of the sarcophagus. The air suddenly becomes
The tunnel is blocked by two pieces of rough wood
colder. Glowing lights appear in front of the sarcoph-
tied together forming the letter ‘X’. Small tokens and
agus; the lights begin to take the shape of a figure… A
charms hang from the wood.
second later, a semitranslucent elven warrior stands
The pygmies have placed this here as a warning marker in front of you. The warrior’s eyes glow with a soft
not to come any further. blue aura. “Turn around; walk away. If you choose to
stay, you will be slain”, the Elven Warrior says.

The Elven Spectre will give the characters enough time


Area 23: The Outer Room
to walk away. If the characters refuse to leave the
The architecture of this room is vastly different from room, the spectre will attack.
the rooms you have encountered so far. The floor
Elven Spectre. Init +4; Atk longsword +5 melee
is comprised of polished marble, and the walls per-
(1d8+3*); AC 18; HP 43; HD 7d8+7; MV 30’; Act 2d20;
fectly blend workmanship with the natural features
SP: Life-force transfer*; SV Fort +2, Ref +4, Will +4; AL
of the earth. It is clear this room was crafted by pow-
N.
erful magic: the magic of the Elves. On the floor are
the rotting corpses of eight pygmies, expressions of *Life-Force Transfer. The Elven Spectre receives 2
horror are frozen on their faces. attacks per round. Whatever damage caused by the
spectre’s attack are recovered as lost hit points for the
The corpses belong to Pygmy Ghouls; these were pyg-
spectre (up to its maximum hit point value). After each
mies foolish enough to have entered the tomb. The
successful attack, the characters will witness the spec-
ghouls will only animate when the characters exit Area
tre’s wounds heal.
24 (The Tomb). The Pygmy Ghouls receive 2 attacks
per turn; for every successful attack, the character After the battle, the characters could search the room.
must make a DC 14 Fort Save. A failed save will result Inside the sarcophagus, they will find the remains of an
in the character being paralysed for 5 minutes. Once elven warrior. The elven warrior is wearing a suit of +2

59
mithril half-plate (Shadow Fox Half-Plate**). As well, hour period has passed, the character’s rolls will return
they will find a mithril longsword and a mithril dagger to normal.
in the sarcophagus.

**Shadow Fox Mithril Half-Plate +2. The Shadow Fox


Area 26: The Gong Room
half-plate is designed to fit the slim physique of an elf
(an early human, such as Winnie, will be able to wear A powerful stench fills the room. Located against one
the armour). The half-plate grants a +2 AC bonus and of the walls is a well. Near the well is a wash area,
a +2 bonus to Fort Saves. The suit of armour includes marked by a collection of a dozen dirty clay bowls, a
a visored helmet shaped like the head of a fox. When trio of buckets, and a couple of mops. On the oppo-
the visor is closed, the wearer gains infravision up to site side of the room are three pygmy-size wheelbar-
120’ and gains a plus 2-die bonus to ability checks re- rows; each wheelbarrow is filled with a foul-smelling
lated to the senses of sight, smell, and hearing (i.e., substance. Three shovels lie on the ground near the
a 1d20 perception roll related to hearing a sound will wheelbarrows, and another two lean against the
increase to a 1d30 roll). nearby wall.

The dirty clay bowls are from the prison cells in Area
29. The Pygmy Gong Farmers transport the waste to
Area 25: The Pantry
the wheelbarrows; the waste is then transported up
Dozens of barrels, containing mead, wine, and pick- the pulley elevator to the first level. From there it is
led vegetables line the walls of the room. Crates, clay transported outside to the Gong Pool (Area 1). The
pots, and boxes containing preserved goods fill the washing station is used to clean out the clay bowels
centre of the room. and wheelbarrows.

The food in this room is edible and could be used as


extra rations if needed. Hidden in the room is the Pyg-
Area 27: Water Station
mies’ pet, a giant poisonous snake named Ratcatcher.
Ratcatcher’s job is to eat the rodents before they could Against one of the walls is a well connecting to an
eat the food stored in the pantry. Ratcatcher will stay underground water source. Near the well are several
hidden and will watch the characters. If the characters large clay jugs used to hold the water. This room also
steal any of the food, Ratcatcher will attack. contains four crudely constructed pygmy-size trolleys
used to transport the jugs of water.
Ratcatcher (Giant Poisonous Snake). Init +2; Atk bite
+2 melee (1d6+poision); AC 14; HP 16; HD 3d8; MV 30’; This is where the pygmies collect the water for the cap-
Act 1d20; SP: poison; SV Fort +1, Ref +1, Will +0; AL N. tive-villagers. Near the large clay jugs, the characters
will find dozens of small wood and clay bowls used as
If a character is bit by Ratcatcher, they must make a DC
cups for drinking the water.
12 Fort Save. A failed save will result in the character
falling unconscious for the next 2d4 hours; when the
character wakes up from the unconscious state, they
Area 28: Food Storage
will permanently lose 1 point of Stamina and their rolls
will be reduced by 1 die for the next 24-hours (i.e., a Sacks filled with potatoes, turnips, onions, and other
1d20 attack roll is reduce for a 1d16). After the 24- root vegetables fill the corner of the room. Against
60
one of the walls are six open barrels of rice. Crawl- This will allow the characters to gain a surprise attack
ing between the grains of rice are hundreds of tiny on one of the groups of pygmies. When one of the
weevils. groups is attacked, the other group will be alerted to
the attack by the loud noises (i.e., yelling out for help,
This room stores the food for the captured villagers. noise of combat, etc.) coming from the group being at-
tacked.

Area 29: Prison Chamber

The passageway opens to a vast chamber, filled with Group 1 (Stationary):


prison cells; each prison cell is 15’ by 15’. The pris- Pygmy Jailor. Init +1; Atk half-spear +3 melee (1d6); or
on cells are evenly spaced apart and are arranged in sling +3 missile attack (1d4); AC 11; HP: 20; HD 5d6;
a 4 by 10 layout; there are 40 prison cells in total. MV 20’; Act 1d20; SV Fort +2, Ref +3, Will +2; AL N.
Roughly a third of the cells are occupied; each oc-
cupied cell holds four to six prisoners. Small fires, Blade-Wielding Pygmy Fanatics (3), 8 hp (each).
from small fire pits, burn inside each occupied cell. Pygmies (5), 4 hp (each).
The prisoners are using the fires to warm their tired
bodies and to boil pots containing potatoes and oth-
er root vegetables. Group 2 (Patrol):

The prisoners are ragged, dirty, and tired. The smell Pygmy Veteran, 13 hp.
of unwashed flesh fills the air. Despite the appear-
Pygmy Witchdoctors (2), 9 hp (each).
ance of the prisoners, you feel the determination and
fighting spirit in their hearts. In the darkness, you Pygmies (5), 4 hp (each).
see small glowing orbs of green light coming from the
When the Pygmy Jailor is killed, roll a d6 to see if the
collars around the prisoners’ necks.
pygmies will continue to fight. If six or more of the
In the centre of the chamber, outside of the prison pygmies are alive when the jailor is killed, a roll of 4+ is
cells, is a small collection of burning torches and lan- need for the pygmies to continue to fight (a roll of 5+ is
terns; there, nine pygmies sit either eating, resting, need if less than six pygmies are alive). An unsuccess-
or playing a dice game. You see another source of ful roll will cause the pygmies to retreat; the pygmies
lanterns some distance away; this light source comes will flee to either the passageways leading to Areas 26
from a group of pygmies on patrol. or 28.

The slaves (captive-villagers) are organized into three After the pygmies are defeat, the characters could
shifts, with two shifts working and one shift resting. search their bodies. The characters will find small de-
The occupants of the prison cells represent the cap- vices with a single button on each of the pygmies. Win-
tive-villagers on the resting cycle. nie will explain when the devices are pointed at the
prisoners and the button is pressed, the collar around
If the characters extinguish their light sources, they will
the prisoner’s neck will send painful jolts of energy to
be able to move throughout chamber without the pyg-
their body. On the Pygmy Jailor, the characters will
mies noticing them (the light sources from the pygmies
find a set of keys that will unlock the prison cells.
and the prison cells will allow them to see in the dark).

61
Prison Cells. The prison cells are 15’ x 15’. The cells
contain a single locked door. The doors could be
opened with the Jailor’s keys or a DC 13 Thieves’ Pick
Lock check (a thieves’ toolkit is needed). If the char-
acters approach an occupied cell before battling the
pygmies, the occupants will put a finger over their lips
and will point in the direction of the patrol of pygmies.

Releasing the Prisoners. After the battle with the pyg-


mies is over and the characters have started to release
the captured villagers from the cells, read the follow-
ing:

With the pygmies defeated and the prison cells


opened, the captured villagers leave their cells. The
villagers search the dead bodies of the pygmies, sal-
vaging whatever weapons they could find. Winnie
spots one of the villagers, who appears to be the
Level 4: Mine
leader of the group; the villager is a man of an in-
determinate age. While he is thin and burses and The design and decorum of the fourth level is very dif-
sores cover his body, you could see determinate and ferent from the previous three levels. The rooms on this
strength in his eyes. level have actual walls, constructed from a heavy-duty
resin material. There are doors on this level, which
Winnie runs over to the man; the two embrace. “Ayr-
slide open automatically when a person or object is
ianna, I thought you were dead. Eaten by the foul
near (there is a motion sense at the top of each door,
pygmies… You have returned to us. You are here to
which opens the door when someone or something is
save us.”, the man says to Winnie.
in range). As well, on the ceilings are lights; thus, light
“Merrick, it is good to see you…”, Winnie says with sources are only needed when the characters have de-
tears in her eyes, “I am with a group of friends; we stroyed/deactivated the power source.
are here to free our people”, Winnie then turns to
you and says, “the machine powering the cursed col-
lars is located on the level below. It is connected to Area 30: The Lobby
the underground creek.
As you follow the passageway down to the level be-
‘The passageway over there”, Winnie continues as low, you come to a set of double doors. The doors
she points in the direction of the passageway, “leads slide open, inviting you inside the room. The room
to the level below. I will stay here with the villagers, looks very different from the rooms you have encoun-
preparing for our attack. When the power source tered in the mine so far. The walls are beige in colour
is destroyed, the collars will be deactivated. At this and the floor is light grey. Round circles, a foot in di-
point, we will launch our attack. Please, my friends, ameter, line the ceiling; the circles are evenly spaced
go in haste…” apart and give off light, luminating the entire room.

62
The characters have entered Quay-Kun’s lair, an artifi- a variety of food items and 20 bottles filled with a blue
cial structure construction in a large naturally formed liquid. The food is edible; however, it has a horrible
cavern. The walls, floors and ceiling are constructed taste. The bottles of blue liquid are Quay-Kun’s an-
from a heavy-duty resin material. The circles on the ti-aging formula. If the characters drink the blue liquid,
ceiling are pot lights, powered by a generator (the use the table below to determine the random effects
same generator that provides power to the collars). of the formula:
The other rooms in Quay-Kun’s lair share the same in-
Table 2-3: Anti-Aging Formula Effects
terior design (i.e., pot lights, sliding double doors, etc.).
1d4 Effects
1 The character must make a DC 15 Fort Save. A
failed save will result in the character revert-
Area 31: Alien Fossils
ing back to a teenage version of themself. The
On top of display stands are the fossilized remains of character’s Intelligence and Strength scores
large insect-like creatures. There are three creatures will be reduced by 2 points each (after a cou-
in total; merged into the chitinous exoskeletons are ple of years, when the character reaches early
wires, plates, and other artificial devices. Elaborate adulthood, they will regain these lost ability
patterns of runes are skillfully carved along the sur- score points). A successful save will result in
face of the exoskeletons. the character looking a few years younger.
2 The character must make a DC 12 Fort Save.
The fossils belong to an ancient species of aliens the
A failed save will result in the character’s skin
captive-villagers uncovered in the mine. The fossils are
becoming oily and turning a grayish-green in
over fifty million years old and belong to a cybernet-
colour. The character’s Personality score will
ically enhanced insectoid civilization. The fossils and
be permanently reduced by 3 points.
technological relics uncovered in the mine provide
3 The character must make a DC 14 Fort Save. A
clues for the Tsu-Katto in rediscovering their own lost
failed save will result in the character losing all
technology.
their hair; a successful save will result in partial
hair loss. Regardless of whether the character
passes or fails their save, their hair will grow
Area 32: Quay-Kun’s Kitchen
back at a normal rate.
Cabinets line the walls of the room. In the centre of 4 The character’s maximum hit points will in-
the room is a circular table with three unusual-look- crease by 1d4+1 points.
ing chairs. Against one of the walls is a large metal
The cabinets are filled with plates, utensils, and food
box, standing close to 6’ feet tall; the box has a single
items. The food items are individually packaged and
door facing the centre of the room. Next to the box
consist of things like crackers, bars, and other dried
is a metal bowl built into the countertop.
goods. The food is edible but has an awful taste.
The characters have entered Quay-Kun’s kitchen. The
After the characters have spent a few moments explor-
large metal box is a fridge and the metal box built into
ing this room, read the following:
the countertop is the sink. The sink has a motion sen-
sor; if the characters place their hand above the sink,
water will flow from the faucet. The fridge is filled with

63
You feel a buzzing sensation inside your head… a sec- paint, uneven lines and distorted shapes fill the can-
ond later, you hear a voice speaking directly to your vasses.
mind.
The paintings are Quay-Kun’s ‘modern art’ pieces.
“What have we here… what exactly are you?”, the Most characters will see the paintings as mismatched
strange voice says, “Travellers from afar I see… Trav- collections of colours randomly applied to the canvass-
ellers lay down your arms and surrender yourself es. Characters with Personality scores of 15 or greater
to me… I promise I will be merciful if you do so. If will find a deeper meaning and draw inspiration from
you refuse, great harm will fall upon you and your the paintings. When this occurs, the character will re-
friends… you will wish you were never born.” gain up to 1 spent Luck point.

The characters will sense the voice inside their head After the characters have spent a few minutes explor-
originates from Area 35 (Command Centre). ing this room, read the following:

You suddenly feel a strange sensation, as if some-


one or something is watching you… you feel an alien
Area 33: The Sleeping Sarradon
presence enter your mind. “What have we here?”, a
A massive sleeping lizard lies asleep in the far corner strange voice inside your head says, “Strangers I see.
of the room. A pair of pygmies massage oil on the Strangers from a distant land… a distant time. Drop
lizard’s scales, while a third pygmy cooling the lizard your weapons and surrender to me. If you do so, I
with a giant fan. The pygmies notice you. A worried will grant you mercy. If you disobey me, you will be
expression flashes across their faces. One of the pyg- in a world of pain and suffering.”
mies puts a finger to his lips, letting you know to be
The characters will sense the voice comes from Area
quiet. Another pygmy waves her hands, signally to
35 (Command Centre).
you to leave the room before the lizard wakes up.

If the characters ignore the pygmies’ warnings and


linger in this room, the sarradon will wake up. When
this occurs, the sarradon and the pygmies will attack.
Instead of half-spears and blowguns, the pygmies are
armed with daggers (1d4 damage). When the Sarra-
don is slain, the surviving pygmies will retreat.

Sarradon Alpha, 37 hp.

Pygmies (3), 4 hp (each).

Area 34: The Gallery

A dozen paintings, each with a simple black frame,


hang from the walls. The paintings make no sense…
they do not represent people or objects. Blobs of

64
Area 35: Command Centre • Psychic Shock. This attack targets a single crea-
ture (i.e., the character) within 50’. The char-
You have entered a large room. Against the walls
acter must make a DC 16 Will Save. A failed
are strange machines and mirrors showing moving
save will result in the character falling to the
images of the captive-villagers hard at work in the
ground in spasms of pain, as waves of psychic
mine. In the centre of the room, sitting on a hov-
energy overpowers their body. The only ac-
ering throne is the creature Winnie refers to as the
tion the character can take on their next turn
‘Stranger’. The creature’s skin is a dull green, and it
is a saving throw to break free from the psychic
has massive black eyes on the sides of its large head.
shock. The character will have to pass a DC 14
Around the creature are eight pygmies.
Fort Save (the character will continue to be in
The creature looks at you and cocks its massive shock until a successful Fort Save is made).
head. It then speaks to you, not with words, but
• Psionic Balls. This attack can target a single
with thoughts. You feel an alien presence enter your
creature or multiple creatures. 1d4+1 orbs
mind. “Drop your weapons and surrender”, a voice
of psionic energy martializes in front of Quay-
inside your head says, “Surrender or face my wrath.”
Kun; for each orb, the target must succeed a
Pygmies (8), 4 hp (each) DC 12 Ref Save to avoid being hit by the orb. If
a target is hit by the orb, they will suffer 1d6+2
Quay-Kun. Init +0; Atk chair (ram) +0 melee (1d4); Atk
points of damage and will be thrown back 15’.
laser +2 missile (1d10); AC 14/17*; HP 41; HD 6d10;
The victim will then have to make DC 10 Ref
MV 30’; Act 1d20; SP: Psionics**; SV Fort +1, Ref +1,
Save to avoid failing on their back.
Will +5; AL C.
When Quay-Kun is slain, the surviving pygmies will
Quay-Kun. Quay-Kun can make a single psionic attack
flee. If the characters search Quay-Kun, the only item
(see below) each round in lieu of a standard attack. His
of value they will finds are the Distortion Bracers.
non-psionic attacks include ramming his chair (throne)
or firing a laser mounted on the chair. Distortion Bracers. The Distortion Bracer produce a
‘distortion field’ around the wearer, making it more dif-
*Quay-Kun’s AC. As a result of the Distortion Bracers
ficult to hit the wearer with missile attacks. The brac-
worn by Quay-Kun, his AC against melee attacks is an
ers provide a +1 AC bonus against melee attacks and a
AC 14 and against missile attacks is an AC 17.
+4 AC bonus against missile attacks. The bracers also
**Psionics. Quay-Kun has an unlimited use of his grant the wearer with minor telekinetic powers; the
psionic attacks, but can only make a single psionic at- wearer can move small objects within a range 30’. The
tack per round. maximum weight of the objects equals to 2 times their
• Repulsive Field. A field of psionic energy sur- Personality score in pounds. For instance, a character
rounds Quay-Kun. All creatures (both enemies with a Personality score of 10 can move objects weigh-
and allies) within 10’ of Quay-Kun must make a ing up to 20 lb. (10 x 2 lb. = 20 lb.).
DC 15 Will Save. A failed save will cause the vic- Searching the Command Centre. After the battle, the
tim to be thrown back 15’. The victim will then characters could search the command centre. The mir-
fall flat on their back (or hit a wall, then land on rors with the moving pictures are monitors connected
their back), suffering 1d4 points of damage. to cameras located throughout the mine. On the mon-

65
itors, the characters will see captive-villagers working enough for a single occupant, is nearby. On the op-
in the mine. Fortunately for the characters, cameras posite corner of the room is a metal box, with two
were not set up in the areas of the mine they explored; doors, one on top of the other. Mirrors line one of
thus, Quay-Kun was not aware of their presence until the walls and under the mirrors is a bowl built into
they were outside of his command centre. the countertop.
If the characters search the room and succeed a DC
The characters have entered Quay-Kun’s bathroom.
16 Intelligence check, they will discover a series of ca-
The white marble seat is the toilet; the pool is the
bles coming from the outside providing power to the
bathtub and the bowl built into the countertop is the
command centre. If the characters sever the cables,
sink. The metal box is the washing machine and dryer,
the power for the entire building will be deactivated;
with the bottom door for the washing machine and the
this will cause all the lights in the room to turn off and
top for the dryer.
the automatic doors to stop functioning (it will take the
characters a few minutes to manually open each door).
As well, the power to the collars will deactivate, which Area 38: The Generator
will signal to Winnie and Merrick to launch their attack.
Thus, the characters will not need to enter Area 38 to You have exited the building and entered a large cav-
deactivate the generator (the sentry guns by the gen- ern. The cavern is poorly lit; there are a trio of lights
erator will still be active). located on the ceiling, among the naturally formed
stalactites. The lights illuminate well shafts used to
draw water from an underground creek. On the oth-
Area 36: Quay-Kun’s Bedroom er side of the creek sits the machine that powers the
mine. Cables, connecting to the machine, runs up
An oval shaped bed is in the corner of the room; be- the cavern’s far wall, through the stalactites and to
side the bed is a nightstand. Against one of the walls the building you exited from.
are dresser drawers; against another is a desk with a
strange-looking chair. You hear the whirl of machinery, and see a pair of
glowing green lights, on either side of the machine,
This is Quay-Kun’s bedroom. The characters will find some 30’ away from it. The lights are attached to me-
sets of clothes, spare sheets, and blankets in the draw- chanical devices dug into the ground on the opposite
ers. They will also discover a small box, containing a bank of the creek.
dozen metallic discs. The discs are plated with white
gold, and have runes, etched in strange patterns, on The lights are from the sentry guns. Roll for initiative.
one side of each disc. The discs are worth 10 gold The sentry guns will continue to attack until they are
each, due to the value of the metal. either destroyed or the generator has been deactivat-
ed. If one of the characters is wearing the Distortion
Bracers, the guns will not target the character (the
Area 37: Quay-Kun’s Bathroom guns have identified the character as a ‘friendly’).

A white marble seat, with a hole in its centre, sits in Sentry Guns (2). Init +1; Atk laser +0 missile* (1d8); AC
the corner of the room. An empty white pool, large 15; HP 20, 23; HD 3d12; MV 0’; Act 1d20; SP: Target
Lock*; SV Fort +3, Ref -3, Will +0; AL N.

66
*Target Lock. The Sentry Guns receive a +0-missile result in the character being carrying under by the cur-
attack on its first turn. If the Sentry Gun targets the rents (see below).
same character on its next turn, it will gain a +5-missile
Swimming Across the Creek. If the character is car-
attack bonus (the gun will maintain this bonus if it con-
rying a light load, a DC 6 Strength check is required to
tinues to attack the same target on subsequent turns).
swim across the creek: the DC increases by 2 points for
As soon as the gun acquires a new target, its attack
a medium load, and another 2 points for a heavy load.
bonus will revert to a +0-missile attack.
A failed check will result in the character being carrying
Deactivating the Power. There are several ways the under by the currents. Water will fill their mouth, and
characters could deactivate the power. The characters they will suffer 1d4 points of damage for every round
could sever the cables connecting to the building. The they are underwater. At the start of their next turn,
sentry guns will still be active, and the characters will they will need to make another DC 8 Strength check
need to make a DC 16 Strength check to open the auto- to see if they could swim to the surface and reach the
matic doors (the guns will likely fire upon a few of the other side.
characters before they could make it inside the build-
Deactivating the collars. When the power supply to
ing). Alternately, the characters could cross the creek
the building is terminated, the collars worn by the
to deactivate the generator. The generator has a single
captive-villagers will be deactivated. This will signal to
switch that will shut off the power (the building, collars
Winnie and Merrick to launch their attack against their
and sentry guns will be deactivated). Also, the char-
captors.
acters could sever the cables connecting to generator.
There are three sets of cables: one connecting to the
building and the other two connecting to the sentry
The Aftermath
guns. As well, the character could physically destroy
the generator (melee attack against the generator au- As a Judge, it will be up to you as how you would like
tomatically hit; the generator can withstand 30 hp of to proceed with the liberation of the mine. You could
damage before it is destroyed). provide your players with a description of the libera-
tion of the mine, or the players could play an active
Crossing the Creek. There are two ways to cross the
part in the liberation (the complete map of the mine is
creek. The characters could run and jump across the
provided in Appendix A). Regardless of the route you
creek or swim across it.
take, the following events will occur; when Quay-Kun
Jumping Across the Creek. If a character is a human is slain, the sarradons will discover the psychic link to
or an elf and are carrying a relatively light load, a DC their overseer has been severed. Confusion will de-
12 Agility Check is required to successfully jump across scend on the ranks of sarradons; the pygmies will pick
the creek (if the character is carrying a medium load, up on this. When the collars are deactivated, and the
the DC increases by 2 points; it increases by another 2 slaves launched their attack, panic will hit the ranks of
points for a heavy load). If the character is a dwarf or pygmies. After a few brief skirmishes, the pygmies and
a halfling, the DC increases by an additional 2 points, sarradons will flee from the mine, running deep into
due to their short legs. A failed check results in the the forest.
character landing in the water. The character will then
The liberation of the mine will occur relatively quickly,
have to make a DC 10 Strength check to swim to the
with a minimal number of casualties among the cap-
other side of the creek. A failed Strength check will
67
tive-villagers. Merrick will be appointed as the leader tance of Bob, has been working on a machine that will
of the now freed villagers. The villager will be grateful allow this to happen. Murt let the villagers know that
for the characters’ help in their liberation and Merrick this machine will be completed on the day of the wed-
will honour Winnie’s promise and will reward the char- ding. Loud cheers erupted among the villagers when
acters with the precious metals from the mine (worth Murt made this announcement.
2,500 gold pieces).
A few days after the characters return, a travelling
Before leaving the mine, give your characters enough dwarf caravan (the same caravan from the Wilderness
time to interact with Winnie, Merrick, and the other Encounters) will arrive in Greenleaf selling weapons,
villagers. Perhaps some of the villagers, skilled in the armour, and trade goods (dwarves are drawn to gold
healing arts, may help the injured party members. as bears are drawn to honey). This will give the charac-
Perhaps a feast, using the food stocks from the pygmy ters the opportunity to spend the wealth they gained
kitchen, could be held in the characters honour. Like- from the mine to upgrade their armour and weapons.
wise, funeral services could be held honouring those
who have died in this adventure.
From the Mage-King’s Chronicles

When I returned home from a three-and-a-half-year


Return to Greenleaf
campaign, I was shocked to discover my home village
This adventure does not end in the mine. Rather, have was destroyed. I discovered my kin now occupied a
the characters return to Greenleaf; there, they will en- mine. At the mine, I was reunited with my beloved sis-
counter a few surprises. The return journey itself may ter Ayrianna, who was going by the nickname Winnie.
be a mini-adventure on its own. It’s a two-day trek Ayrianna spoke of a strange group of adventures who
back to Greenleaf, and the surrounding forest is filled liberated the mine from the ruthless pygmies and their
with monsters and mystery. Perhaps you may want to cruel lizard masters. Ayrianna described the adventur-
use some of the unused Wilderness Encounters for the ers as a feral subspecies of humans, with powerful orc-
journey back to Greenleaf. like builds and coarse facial features. I listened careful-
ly to the stories Ayrianna told of her adventures with
When the characters return to Greenleaf, they will
her friends… Two centuries later, I encountered such
learn that Mayor Murt has made two big announce-
folk, who, I suspect were the very same people my be-
ments. The first is his engagement to Alicia, who is
loved sister described.
sporting an expensive wedding ring (this has cost Murt
a small fortune). Murt’s engagement has become the Over the next two decades, Ayrianna would join me in
top source of ‘village gossip’. “Poor Murt”, Ruen will numerous battles and adventures. She accompanied
say, “Alicia is going to use him and break his heart.” me to the Abyss on our quest to rescue the Goddess
“Bah, that woman is nothing but trouble... Mark my Shakeira from the clutches of the Dark Master Morgo-
words, that woman will be the downfall for the entire rath. Ayrianna fought by myside through fifty levels
village”, Bob the Dwarf will grumble. of the Abyss; she was among a handful of companions
who survived to face Morgorath. In the end, Ayrianna
Murt’s second announcement is on his wedding, an
gave her life to save mine; she shielded my body, taking
event the entire village is invited to, he will return
the fury of Morgorath’s demon spear, an attack that
Greenleaf to the Muir Forest. Murt, with the assis-
was intended for me.
68
Appendix A

69
Appendix A

70
Appendix A

71
Appendix A

72
Appendix B

73
Appendix B

74
Appendix B

75
Appendix B

76
Appendix B

77
Appendix B

78
Appendix B

79
Appendix C

80
Appendix C

81
Appendix C

82
Appendix C

83
Appendix C

84
Appendix C

85
Appendix C

86
Appendix C

87
Available on DriveThruRPG
tasaka-games.com/dcc
88
Available on DriveThruRPG
tasaka-games.com/greenleaf

89
Available on DriveThruRPG
tasaka-games.com/greenleaf

90
This printing of ‘Murt’s Miscalculation’ is done under version 1.0 of the 5.Representation of Authority to Contribute: If You are contributing orig-
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sion from Wizards of the Coast, Inc. tions are Your original creation and/or You have sufficient rights to grant
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Designation of Product Identity: “Tasaka Games” is a trademark of Mark
Tasaka, 2021. Licensed artwork is the copyright and product identity of 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
Mark Tasaka, 2021. portion of this License to include the exact text of the COPYRIGHT NO-
TICE of any Open Game Content You are copying, modifying or distrib-
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UTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! holder’s name to the COPYRIGHT NOTICE of any original Open Game
OPEN GAME LICENSE Version 1.0a Content you Distribute.

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91

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