Professional Documents
Culture Documents
ii
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.
1
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.
2
tasaka-games.com/greenleaf
*These adventures are part of the Fantastic Adventures & the Disgruntled Gong Farmer
adventure module
3
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
4
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
5
6
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
7
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.
Early Dwarves
9
The Mage-King’s Kingdom
10
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.
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).
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.
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.
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.
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.
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 (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
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
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.
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.”
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)
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.
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
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.
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.”
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:
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.
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.
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 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.
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.”
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.
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)
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.
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.
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
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
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.
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.
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.
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 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.
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:
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
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
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OPEN GAME LICENSE Version 1.0a Content you Distribute.
The following text is the property of Wizards of the Coast, Inc. and is 7. Use of Product Identity: You agree not to Use any Product Identity,
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re- including as an indication as to compatibility, except as expressly
served. licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility
1. Definitions: (a)”Contributors” means the copyright and/or trademark or co-adaptability with any Trademark or Registered Trademark in con-
owners who have contributed Open Game Content; (b)”Derivative Ma- junction with a work containing Open Game Content except as expressly
terial” means copyrighted material including derivative works licensed in another, independent Agreement with the owner of such
and translations (including into other computer languages), potation, Trademark or Registered Trademark. The use of any Product Identity in
modification, correction, addition, extension, upgrade, improvement, Open Game Content does not constitute a challenge to the ownership
compilation, abridgment or other form in which an existing work may of that Product Identity. The owner of any Product Identity used in Open
be recast, transformed or adapted; (c) “Distribute” means to reproduce, Game Content shall retain all rights, title and interest in and to that
license, rent, lease, sell, broadcast, publicly display, transmit or other- Product Identity.
wise distribute; (d)”Open Game Content” means the game mechanic
and includes the methods, procedures, processes and routines to the 8. Identification: If you distribute Open Game Content You must clearly
extent such content does not embody the Product Identity and is an indicate which portions of the work that you are distributing are Open
enhancement over the prior art and any additional content clearly iden- Game Content.
tified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works un- 9. Updating the License: Wizards or its designated Agents may publish
der copyright law, but specifically excludes Product Identity. (e) “Product updated versions of this License. You may use any authorized version of
Identity” means product and product line names, logos and identifying this License to copy, modify and distribute any Open Game Content
marks including trade dress; artifacts; creatures characters; stories, originally distributed under any version of this License.
storylines, plots, thematic elements, dialogue, incidents, language, art-
work, symbols, designs, depictions, likenesses, formats, poses, concepts, 10 Copy of this License: You MUST include a copy of this License with
themes and graphic, photographic and other visual or audio representa- every copy of the Open Game Content You Distribute.
tions; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, 11. Use of Contributor Credits: You may not market or advertise the
locations, environments, creatures, equipment, magical or supernatural Open Game Content using the name of any Contributor unless You have
abilities or effects, logos, symbols, or graphic designs; and any other written permission from the Contributor to do so.
trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the 12 Inability to Comply: If it is impossible for You to comply with any of
Open Game Content; (f) “Trademark” means the logos, names, mark, the terms of this License with respect to some or all of the Open Game
sign, motto, designs that are used by a Contributor to identify itself or Content due to statute, judicial order, or governmental regulation then
its products or the associated products contributed to the Open Game You may not Use any Open Game Material so affected.
License by the Contributor (g) “Use”, “Used” or “Using” means to use,
Distribute, copy, edit, format, modify, translate and otherwise create 13 Termination: This License will terminate automatically if You fail to
Derivative Material of Open Game Content. (h) “You” or “Your” means comply with all terms herein and fail to cure such breach within 30 days
the licensee in terms of this agreement. of becoming aware of the breach. All sublicenses shall survive the termi-
nation of this License.
2. The License: This License applies to any Open Game Content that con-
tains a notice indicating that the Open Game Content may only be Used 14 Reformation: If any provision of this License is held to be unenforcea-
under and in terms of this License. You must affix such a notice to any ble, such provision shall be reformed only to the extent necessary to
Open Game Content that you Use. No terms may be added to or sub- make it enforceable.
tracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content 15 COPYRIGHT NOTICE
distributed using this License.
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License. Dungeon Crawl Classics, Copyright 2012, Joseph Goodman, Goodman
Games.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free, END OF LICENSE
non-exclusive license with the exact terms of this License to Use, the
Open Game Content.
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