Professional Documents
Culture Documents
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.
The fishmen of Grunkling woods are horribly Movement 20’, Swim 40’
by the Grunkling Monsters ichor and retain some No. of Attacks 1 Bite, 1 Spear
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.