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The Hamlet of the Grunkling Woods

The Grunkling woods are a dark and isolated place. There are not many natural
resources within this land and trade routes would be inefficient so it is a surprise
that any population would develop. There is however a small settlement that seems
to thrive in this land, the hamlet of Hurling Dale. In recent times the town has
become isolated as the bridge that crossed the river, acting as the main way to the
town, has been destroyed, yet the town seems to endure on in these harsh times. This
is a small adventure, designed for a group of level 1-2 players.

Rumours:
- I heard the bridge north
to Hurling Dale was
destroyed. I hope the
people are okay in those
dark woods.
- My last shipment to
Hurling Dale never came
back. I won’t be having
any more business with
them again.

Hurling Dale, The Hamlet


The quiet hamlet of Hurling Dale sits on the west side of the Grunkling
Woods. In recent times it has suffered at the hands of an uprising of
dangerous and mutated Fishmen. The town is governed by the Mayor who operates
from within a large townhall in the centre of the village. It is here where everyone
comes to eat in large communal meals.
For months now the mayor has been sending small groups of the toughest and best
trained into the woods in an attempt to root out the Fishman den. There has been
no luck in these ventures and none of the men are yet to return. He will offer the
adventures 300 gold pieces if they can silence the threat of the fishmen. He will
point out a few key locations, mainly that the den is most likely near the river and
that the derelict boathouse would be a good place to start the search.
There is no reward, the mayor is attempting to lure the travellers into the woods to
be captured by the fishmen and mutated into more to aid his cause. This is not
apparent at first but there are clues hidden within the area to hint at his true
intentions.
Broken Bridge
The bridge used to be the main way in and out of the woods and
further onto the town of Hurling Dale. Since its destruction the only
way across the river is to carefully climb around the debris and try not to fall in.
Ransacked Boat House
The old boat house that the people of Hurling Dale once used as a place
to keep boats and supplies used to fish within the river. It may have
some clues to locating the location of the Fishman Den. If the Boat House is
investigated there are three bits of information that can be found. Firstly, there
are footprints that lead to the north, large, webbed feet creating deep depressions
in the mud. The second clue are signs of a struggle, plenty of scratches and deep
marks into the wood, yet there is no blood, just shreds of rope and drag marks.
Lastly if the group is thorough in their investigation may find a small piece of
parchment tucked between the floorboards. On it is a small map showing part of
the river where it splits and an arrow pointing to a specific rock formation.
After the Boat house has been investigated a scouting party of Fishmen will
emerge from the river and attack. There are 4 Fishmen and a Fishman Mystic.
After defeating the attackers, it can be found that the fishman were carrying a
large amount of rope and bindings.
The Witches Hut
Within the dark Grunkling Woods is a house, ivy growing
around the sides and a small herb garden. The chimney has smoke
pluming out of it, someone is home. Within the house is a witch, living alone
within the woods. She likes it alone and survives by living off the land. The
witch is not hostile but would rather be left alone. She will offer her services as a
skilled alchemist selling a range of potions including;
1. Healing potion, deep red with a sweet taste, will restore D12 hitpoints, 25
gold pieces.
2. Sleeping draught, a pale pink tasting of roasted walnuts, will send the
drinker to sleep for 2D6 hours, 15 gold pieces.
3. Stammering Draught, a clear and tasteless liquid, once consumed for the
next 2 hours words won’t be able to speak without a debilitating stutter,
making verbal spellcasting impossible, 12 gold pieces.
The witch is aware of the fishmen causing strife for the people of Hurling Dale
but they are not kind to her. This has resulted in her having no interest in aiding
them, only to be left alone and for you not to return if you push the matter.
Scared Bandits Camp
The bandits of the woods have a camp set up here. They are very
nervous, in the midst of packing and preparing to migrate to safer
lands. They are all on edge and any sign of danger will cause them to engage.
There are a total of 10 bandits. If the group wishes to talk to the bandits the only
information they have is that fishmen den is near the river, they have had no
ambition in seeking them out. If the camp is attacked and looted the group will
find the following; 60 gold pieces, 20 days rations, a collection of 10 simple
weapons, and a small pouch containing 5 assorted gemstones.
The Den of the Fishmen
Within this area of the map is the Den of the Fishmen. The exact
location. When searching for the den roll D6 and consult the table;
1-3. No sign of the den.
4. Some track, trails or other evidence is found, add 1 to the next roll.
5. Many tracks and are all convening on this location, the group must be close.
Add 3 to the next roll.
6. The den has been found, it is a cave hidden within the rocks by the river bank.
After each attempt to find the den, the group will be assailed by D6 Fishmen. If
the group found the map from the boat house add 2 to the dice roll to see if they
find the den, as they notice landmarks that would aid in the dens discovery.
Encounter Table: (D6)
Each time the group visits a tile, if it is not a tile featuring a feature, roll for an
encounter using the table below.
1. The wind howls through the trees, the leaves rustling but otherwise no noise, it
is safe.
2. 3 Bandits have made a small camp here, huddled around a fire in an attempt
to keep warm, as the group approaches, they become startled and attack.
3. The Group enters a small clearing, the sky can clearly be. In the centre of the
glade is a small rocky plateau, a suitable place to set up a safe camp.
4. As the group travels through the woods a group of 4 Fishmen jump from
behind the trees to attack the group.
5. A young man from the village is running back towards the hamlet. He is
covered in cuts and bruises and has eyes filled with terror. He doesn’t wish to
linger and will only answer a few questions about the fishmen threat before
fleeing onwards.
6. 3 Fishmen and 1 Fishman Mystic are preparing for a raid. They are
immediately hostile once they encounter the group. Looting the bodies will yield a
Fishman Potion.
The Fishman Den (Dungeon)
Entering the den of the fishmen
a pungent smell assails your
nose, rotting fish.
1. The entry room to
this cave system is
lined with detritus,
broken crates, barrels,
sacks of food and
supplies, most marked
to have originated from
neighbouring regions. The water
is shallow here. Scurrying
around this area are 5
Fishmen, hostile and
ready. If the room is
searched, it will be
found that all the crates
have been looted.
2. A row of beds have been
set up in this damp room.
3 Fishmen are here resting. Upon investigating the room, a small worktable can be
searched, on it, 2 Fishman Potions and a note that reads “one dose a day to all the
villagers that get sent this way, within a week they will be following our way of
thinking for sure”.
3. A small room with no decoration, an ancient stone lever on the far wall and a
lone Fishman guard. Pulling the lever will not have any immediate effect, though a
loud clunking can be heard deeper in the den. The Fishman has a small note that
reads “keep door shut, wait more recruits.
4. This room has a small alchemists table a few supplies. A Fishman Mystic is at
work at the table, halfway through brewing a batch of potions. He is accompanied
by 3 Fishmen. At the far end of the room is a large circular door on the floor, that
opens and closes with the lever found in room 3. Examining the desk there are no
instructions for the potion but there is a note that reads “remember next weeks
shipment to the well, I’ll be waiting to distribute the goods”. The tunnel through the
circular door leads through a dark underwater passage that will need to be swam.
5. As you surface from the underwater passageway you find a large, flooded cave.
The walls are decorated with primitive carvings. The water is deeper here, about a
foot deep. In the centre of the room is a raised platform, two sets of chains are
fitted to the ground there with shackles designed to hold a human. Behind the
platform is a large hulking monster, large teeth, thin and sharp. Round, dead eyes,
unable to focus on anything in the room. A deflated appearance, with the skin of
the cheeks sagging to the floor. The old scales of the creature seem ages and
decayed, it is an ancient beast. This is the Grunkling Monster. The monster is
attended to by 3 Fishman Mystics, who upon seeing you armed will begin to
attack.
On the far side of this room is a small jetty and barge, it is loaded with supplies.
The water is deep by the jetty and there is a tunnel leading deep, there is a current
leading down the tunnel, pulling on the barge. If the group wishes to go down the
tunnel, it will be a long journey, taking about 4 hours. Once they reach the end a
shaft of light will appear. A small set of hand holds will line the walls and can
easily be climbed to find at the top of the climb the towns well.

Confronting the Mayor


The group can of course confront the mayor of Hurling Dale, if they realize his ploy
in sending villagers out into the woods and slowly turning the population into
fishmen. His argument is that without the gift of the Fishmen, the ability to raid
and bring back supplies to the hamlet, there would be settlement and life here would
come to an end. If the group decides to fight the mayor, he will reveal himself to be
a Fishman Mystic in disguise, armed with his Ritual Dagger instead of a staff
and counting as 2 levels higher than a normal mystic. Upon his body will be the
Symbol of Grunkling, a magical amulet used to show his stance as head of the
Fishmen and a powerful tool in controlling transformations. He will also have a
Ritual Dagger, a cursed object used to sacrifice those that refuse the Grunkling
Monsters gift. Both items were gifts granted by the monster to the mayor, when he
agreed to serve and worship the beast.
Bestiary
Fishman Armour Class 5 [14]

The fishmen of Grunkling woods are horribly Movement 20’, Swim 40’

mutated creatures. They were once men, corrupted Hit Dice 1

by the Grunkling Monsters ichor and retain some No. of Attacks 1 Bite, 1 Spear

Dmg of Attacks 1D4, As Weapon


features of their past lives but are mostly
Intelligence High, 10-11
unrecognisable. They have large fishlike eyes, sharp
Size Medium, 5’8”
teeth protruding from their bottom jaw, scaley skin
and fins, as well as gills and webbed hands and feet. They are capable of moving
around on land and can breathe air but are more comfortable in water where they
have an advantage to movement.
Fishman Mystic Armour Class 5 [14]

The transformation to fishman has awakening Movement 20’, Swim 40’

some magical talents within the people of the Hit Dice 1

No. of Attacks 1 Bite, 1 Staff


Hurling Dale so as a result there are several
Dmg of Attacks 1D4, As Weapon
Fishman Mystics. These creatures have long
Special Attack Magic User, Lvl 1 healing spell,
appendage protruding out of their heads with a Lvl 1 Curse.
small glowing orb at the end. When channelling Intelligence High, 13-14

magic these orbs will glow brighter. The mystics Size Medium, 5’8”

will act as the leaders of the Fishman group, directing their non magical brethren.
Bandit Armour Class 7 [12]

Movement 20’
A common bandit found in every part of the land.
Hit Dice 1
Men and women down on their luck, rejected from
No. of Attacks 1 Sword, 1 Short Bow
society or just looking for a different lead in life.
Dmg of Attacks As Weapon
They have turned to crime to sustain themselves,
Intelligence High, 11-12
robbing people in the woods and on the road. often
Size Medium, 6’
found in secluded places out of reach of the law.
Grunkling Monster Armour Class 3 [16]

This creature swam into the underwater cave a Movement None (immobile)

long time ago. After gorging itself it became too Hit Dice 5

large to leave and slowly absorbed the magic of the No. of Attacks 1 Bite,
1 Barbed Tongue (30’ Range)
deep earth, slowly transforming into the Grunkling Dmg of Attacks 1D10,1D6
Monster. The mayor discovered it and formed a Special Attack Barbed Tongue also inflicts a
Fishman Mutation
bond. The Monster offered the mayor the power
Magic Resistance Immune to mind effecting
and abilities he needs to keep his people safe in spells
return the fishmen where to be forever loyal. When Intelligence Very High, 17
in combat the monster can attack with a powerful Size Extra Large, 10’

bite, or lash out at range with a barbed tongue able to inject anyone with its ichor.
Magic Items
Symbol of Grunkling:
A talisman worn by the mayor of Hurling Dale, a small carved wooden talisman
depicting a grotesque fish creature. Ancient magic has been imbued and gives the
wearer a special power. The wearer may supress their own mutations, causing them
to revert back to there old self while wearing the amulet, this is how the mayor is
able to hide within the village.
Ritual Knife:
A sharp and wicked dagger with a curved blade. Made of a dark and aged metal, a
figure of a fish head on the pommel. This blade has taken the lives of the villagers
of Hurling Dale that refused the gift of the Fishman.
In game the Ritual Knife should be used as a magical dagger with a small
enchantment. Additionally, the dark energies within the blade cause any wound to
bleed for a much longer time than usual. The only way to stop this bleeding is by
healing the wound with magic, as traditional medicines will do nothing to stop a
slow but inevitable bleed out.
Fishman Potion:
A potion found commonly on the fishman mystics. It is a round bottle containing
a pale blue liquid that is incredibly thick and hard to pour. If the potion is drunk
the person who consumed it will suffer a Fishman Mutation as listed below.
Fishman Mutations: (D6)
Anytime a character suffers a fishman mutation, be it from consuming a Fishman
Potion or being injected by the Grunkling Monster, roll on the following table:
1. Gills, large gills grow out of the neck, they allow for underwater breathing.
2. Webbed Feet and Hands, you skin around your digits extends further down, this
will grant you an advantage to swimming.
3. No Nose, your nose shrinks and smooths over, removing your sense of smell,
there is no benefit to this mutation.
4. Large Fisheyes, your eyes start to expand and become rounder. You no longer
suffer any ill effects to your vison from being in water or the dark, though you will
need to hydrate your eyes as you can no longer blink.
5. Scaley Skin, your skin starts to scale over like a fish, there is no benefit to this
mutation.
6. No Mutation, you got lucky and no mutation manifests, this time.
Some of these mutations have an obvious benefit but will also leave you physically
disfigured and as a result it may be harder to interact with some people, especially
if you are unable to hide your mutations.

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