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Pillage of

the periwig

Written and Illustrated by Hedwig Klamer


The premise
On the forest plateau of the
Tuberock stands only a small town,
called Hickery Post, left over from
the mining days. The town is in
crisis, as people are waking up
with their hair cut from their head.
Passing adventurers are called on
for aid as the countess is afraid for
her golden locks.

Durf
This adventure is designed to be
used with the game DURF for the
DURF jam 2023. However, all stats
can fairly simply be adapted with
relative ease to different fantasy
roleplay systems.

Dedicated to the most beautiful person, who keeps


encouraging me no matter what <3 Emiel Boven
Forty years ago.
Willa Alvine was a prestigious wizard known for her beautiful hair… and
her habit of setting people on fire if they insulted or doubted her. She was
captured by a wizard circle and left to die in an abandoned mine. Willa
performed a ritual to make herself immortal, not realizing she would
become immortal in the form of a hairless flaming skull, still unable to
leave her prison.

Last week
Hickory Post is being raided by ramadillos, a kind of hard-shelled furry
critters with fangs. The ramadillos were driven out of their cave by coarse
boars, a ruff bear sized predator with large tusks. While hiding in an
abandoned mine, they stumbled on Willa Alvine. She has offered the
ramadillos shelter, only asking in return that the ramadillos will gather
hair for her to create a wig, so she can relive her glory days of being a
prestigious wizard with a great head of hair.

Today
The estate of Countess Lucille Whinefield in Hickery Post is in total
lockdown as she is terrified someone will steal her beautiful locks. She
has heard things scrambling around her manor at night and is afraid the
thief is getting closer to getting in. Small bite marks can be found at her
manor. Some of the other citizens of Hickery Post have started to
preemptively cutting their own hair in the hopes it will deter the thieves
from coming into their homes.
Hooks Travel
Every Watch the party is traveling in
Call for aid the region around Hickery Post the
The party passes through Hickery GM should roll a d6 to determine if a
Post after their last adventure and random encounter occurs. On a 1, roll
finds the townspeople gathered at on the table below.
the town square cutting their hair.
A young boy with long hair
named Thomas asks the party to d6 Random Travel Encounters
please stop the hair thieves and
explains that the Countess offers 1 1d4 ramadillos are arguing in
an award of 400 GP for the thief. If hushed voices on how to enter
the players talk to the Countess the manor. They will attack
through the barred doors, she can players when they spot them.
promise an additional reward of
100 GP. 2 One aggressive coarse boar
comes across the party path
and is charging the party. If
A family visit players do not pass DEX save
A player is (far) relative of the the get charged with d6
countess Lucille Whinefield and damage.
has heard that their aunt always
had plans to explore the local 3 The party comes across a
mines as she still believes its suspicious rock. Investigating
biggest treasure still needs to be the rock, will reveal it is a
found. Arriving at her manor, the giant fossilized dinobear.
party is not under any way let in,
as Lucille is terrified a thief will 4 A lost ramadillo named Raka
got split from their party and
sneak in and steal her hair. is crying in a bush. He will tell
Lucille begs her relative to catch players he and his friends got
the thief and offers a reward of chased by course boars a
500 GP week ago and he hasn’t seen
them since. Raka can guide
players to his old home
Find the hero entrance B.
Dirk the farmer has gone after the
thief two nights ago and still has 5 The party loses the track and
not returned. His mother Fern is are redirected to entrance C
worried sick. She had told Dirk taking an additional turn.
not to go, but he wanted to avenge
his mother as her hair was the 6 Two snakes are protecting a
first victim of the hair thief. Fern nest of eggs. Players will spot
says she can’t offer much but will something shimmering in the
offer all her savings (80gp) if the nest. One snake will always
party can return her son. lay on the eggs while the other
one will leave to hunt after 10
minutes. In the nest are three
eggs and an opal worth 50gp.
Finding the thief
The thief has never been spotted and victims speak of a deep slumber the
night they lost their hair. There have been four victims so far, the latest
being Ann, the innkeeper of the inn The Iron Toe, her hair has been
roughly chopped off and left her head quite patchy. She is very annoyed,
but still works in the inn and tells people her story if they buy a pint.

Ann was working late Fern was the first victim and
yesterday and afterwards quickly lives on the east side of town on a
fell asleep in her room on the first beet farm. She is hiding her bare
floor of the inn. Normally she is a scalp under a large hat. She will
light sleeper, but this night she was press the party to go after her son
out as a light and dreamed of Dirk who followed tracks east
lavender fields. She awoke in the towards the old mines and hasn’t
morning with no trace of the thief returned. Fern will explain she was
besides her roughly chopped hair. up late in the evening and heard
She heard the countess was soft footsteps outside. When she
targeted last night as well. If the went out to investigate, she
party investigates around her remembers going outside and
room, they will find a small trail smelling lavender. The next
heading east towards the mines. moment she can remember was
being awoken by Dirk, while laying
Lena and Eugene are two other on the ground in front of her house
victims and are encouraging with her hair missing.
people to shave their head in the
town square so that the thieves If the party asks, she will
will stop. Lena is the mother of a remember the thief having left
young long haired boy named some small wounds in the process
Thomas and is convincing him to of cutting her hair. The party will
shave his head while he is crying. recognize small bite marks on her
Eugene is shaving heads. They are head.
busy and will give short
testimonies similar to Ann’s and
will redirect players to Lucille as
she just announced the reward.
Any townsfolk asked about the region, will tell the party that the old
mines east of the town have been abandoned a long time ago. People warn
them there are venomous snakes in the area and many miners got
drowned in the mines during raining seasons.

The next victim


Sleeping in and around Hickery Post will cause the player with the longest
hair or beard to be targeted by the thieves. If there is no guard, two
ramadillos will sneak to the player and will bite off their hair. The target
rolls a DEX save with a break to see if they wake up by this event.
The mines
Traveling to the old mines (either by following the tracks, or following
directions from Fern) takes 1 Watch. Nearing the mines it will become
obvious that there are two sets of tracks, leading in this direction; one set
which seems to be made up of two types of small paws, and another that
is a track of boot prints. The boot prints eventually split off and lead to
entrance C, while the paw prints lead to entrance A. Closer inspection of
the two types of paw prints reveals them to be hind and front legs from
the same animal.

Random Dungeon Encounters


Every Turn the party is inside the mines the GM should roll a d6 to
determine if a random encounter occurs. On a 1, roll on the table below.

d6 Random Travel Encounters


1 The coarse boars are trying to break down the wall to lost mine
vein (see room 6). Roaring can be heard and after another Turn
they will break through attacking ramadillos and players.
2 A miner ghost called Garret will appear and beg players for his
watch (see room 1). If players can’t give him the watch or refuse
he will attack.
3 Three ramadillos holding hair from Ann the innkeeper. The one
holding the hair will immediately sprint away to warn others
while the two others will attack the players.
4 A rumbling can be heard behind the players as a wooden beam
supporting the cave has collapsed, cutting the players off from
an earlier entrance.

5 A swarm of bats fly through the mines attacking players.

6 A sneaky ramadillo is trying to grab the last player in the


marching order and use torporhyde (see room 8) to make them
unconscious and steal their hair. Target must make DEX save to
avoid being taken. If taken, other players will find the
unconscious player in the last room they visit without hair.
1. the mineshaft
Entrance A
A long dark mineshaft with a sign
warning people not to go inside through which the sound of
leaning against a mining cart on rushing water can be heard.
an iron track. The shaft is Next to the hole there is a small
supported by fragile looking makeshift raft of wooden planks
wooden beams and dusty mining stacked against the wall. Looking
helmets can be found at the through the hole reveals an
entrance. underground stream heading south
The iron rail track leads down and sounding like a waterfall.
into the darkness. It will take 4
Turns to walk the length of the ■ Players searching the room can
shaft. Players who decide to go roll find a shrinking potion in the
down the shaft in the cart do it in 1 old miner's clothes. The potion
Turn but will have no way of works for two Turns or, if split
stopping the cart due to its heavy between two people, for one
weight. Turn.
■ A player that drinks the potion
■ After walking for a Turn, if the and decides to go through the
players are in bright light, they hole will have to make a STR
catch a glimpse of a lost golden save to prevent d6 damage
watch in the dirt between the sliding through the small water
tracks. It has the name Garret tunnel and will end up in room
Glimpwood engraved on it. 8. Using the small raft found
■ After two Turns they will outside the hole will allow the
notice a side tunnel from player to not take any damage
which comes the soft sound of as they float down the stream
rushing water. to room 8.
■ If players travel by cart, they
will spot a large hole in the
ground where the tracks end 3. The hole and the
(see room 3). They must make
a DEX save to see if they can
elevator shaft
jump out of the cart on time or The mine shaft opens up in a
fall into the hole, taking d6 natural cave. The floor of this
damage. space has collapsed and breaks off
the rail tracks, the track can be
seen continuing on the other side
2. Miner storage of the hole towards an elevator. A
room heavy wooden support beam
hangs above the hole.
A dark, damp storage space where Reaching the elevator shaft the
pickaxes, coal, rope and some old party can see the cabin at this
mining clothing can be found. On floor.
the left side of the room there is a
2-foot-high hole in the wall
■ The cabin has a trapdoor on
the floor to the elevator shaft.
5. Ramadillo
The elevator is operable by a tenements
two lever on the side of the Lit by campfire. Six ramadillos (4
cabin. The southlever will with spears, 2 with slings) are
move weights through a water roasting and eating scorpions, and
river to move the elevator talking about how their old lair
slowly down. The north lever is was way better. They are quite
heavy (STR check) and pushes occupied and won’t notice players
a waterwheel in the watertun- sneaking past. In the room there
nel and move the elevator up. If are twelve little straw beds around
moved down, the elevator will the campfire.
crush the skeletons in room 4,
alerting the ramadillos in room ■ If players have Raka (see
5. Random Travel Encounter 4)
with them, he will sprint out
when seeing his friends and
they will have a wholesome
reunion.
■ If players talk with the
ramadillos, they will hear that
they were driven from their
cave (room 7) by coarse boars
and found this new home
when they stumbled on Willa
who offered her space in
exchange for them paying rent
in hair. The ramadillos will
stop their hair thievery if the
players get the coarse boars out
of the ramadillos’ old cave and
ensure they won’t come back.

4. The elevator tomb


A dark room covered in dust.
Players will feel a draft out of the
hallway to the west of the room. If
the elevator is up the party can see
five skeletons piled up in the
elevator shaft. Searching these
skeletons reveals the key to room
10 and spellscroll of Bolt. There are
two more skeletons in the room
itself, one of which is clutching a
+1 warhammer.

■ Bolt: Throw half the amount of


the caste’s WIL bolts of magical
lightning, each deals 3 damage.
6. Lost mine vein 8. The miners
A collapsed mine shaft makes plunge pool
reaching this room inaccessible A softly lit natural cave smelling
from the south. The party can take faintly of lavender. A rushing
a Turn to dig out the tunnel to waterfall crashes into a natural
make it large enough to pass pool at the west of the cave. A large
through. While digging, a skeleton metal door on the south wall is lit
is found among the rubble. The by a lantern hanging besides it.
tunnel leads to a small room with The lantern’s light bouncing off the
an rust-colored iron vein running water dances over the four small
through the wall and a tunnel ridged boulders in the room. While
leading up to area 7. Two crates are the room seems to be empty of life,
on the right. One holds fragments many tracks can be seen on the
of raw iron worth about 150 GP in cavern floor. The water is about 5
total (6 slots, 25 GP each). The other feet deep and three small rafts lay
holds some empty bottles and on its bank.
Rutglut’s magical bear trap.
■ Inspecting the boulders will
Rutglut’s magical bear trap: reveal them to be ramadillos.
They will bite at the ankles of
A +1 bear trap on a chain. Can be passing players, starting
thrown at nearby target as a combat with them, surprising
ranged attack, dealing 4 dmg the players.
and biting into the target, ■ Following the scent in the
allowing the user to pull the room will lead to small spores
target towards them (opposed growing on the sides of the
STR roll). Roars when thrown. pool. Digging marks are clearly
shown. The dark blue spore is
called torporhyde and taking a
7. Coarse Boars Crib deep breath within 1 foot of the
Entrance B spore will cause players to fall
unconscious for a Turn.
One coarse boar lays sunbathing ■ The metal door is locked. A
outside of the entrance, while two small two feet tall tunnel next
boars are inside searching the to the door is normally used by
leftover belongings of ramadillos the ramadillos to reach Willa.
for food. Small alcoves filled with Players can hear Willa singing
fur tufts dot the walls of the room, if they place their head near
marking the nests the ramadillos the tunnel.
used to sleep. An empty food ■ A wooden door to the south is
basket lays overturned on the barred shut. Hissing and
ground and a small fireplace is dug thumping can be heard beyond
in the middle of the room with it and a befriended ramadillos
little wooden trinkets scattered will tell the players it is an
throughout the place. A dark angry serpent of which Willa
tunnel leads deeper into the has stolen the baby.to room 8.
ground to area 6.
9. Serpents Stash has been locked up in this room for
40 years and was used to talking to
Entrance C and entertaining herself before the
The mother serpent is very ramadillos dug into her room. She
aggressive and alert and will can float through the tunnel but is
attack everybody in the room. A still deciding on which outfit she
large nest is made in the middle of needs to re-enter the world. Two
the room, in which a single ramadillos are helping her put on
eggshell can be found. wigs, while a baby serpent is in the
A fresh corpse can be found corner of the room on a pillow.
laying at the entrance of the room
that seemed to unfortunately been
captured in the serpent’s fury. ■ Willa has recovered one of the
Inspecting the body the player sees keys that opens the door, but if
the farmer's clothes and a note that the players can steal this one
say: “Don’t forget to buy beet seeds, and barricade the tunnel, Willa
love mom”. The body has a sword, can’t escape.
a torch and a food ration. ■ Willa is extremely irritable and
will take anything as an insult.
■ If the baby serpent is brought to Players can converse with her,
her mother, the serpent will but anything referring to
immediately attack anyone Willa’s death or request to stop
carrying it unless the baby is getting wigs will ignite her
placed on the ground, in which flames in anger (burning her
case it will move to place wig) and cause her to attack.
herself between the baby and ■ In the room Magic Tiara of
any potential harm rolling her toxic gas can be found, along
tail around the baby. with a golden earring,
necklaces and rings worth
160gp,1d4 rubies worth 80gp,
Tiara of Toxic gas and a Tonic of Healing.
Tiara of toxic gas: A shiny golden
tiara with five small emeralds.
Once a day, the wearer of the
tiara can puff out a 5-foot cloud
of toxic gas when the word
“emerald” is said. Dealing 2 dam-
age to those inside each Round.
The wearer is immune to the gas.
The cloud will be there for three
Rounds.

10. Willa’s chamber


Floor-to-ceiling shelves are
covered in burned wigs and
dresses. If the party enters the
room by using the key from area 4,
Willa is flaunting her new wig
while singing a song. Willa's
headless skeleton is placed in a
nice chair in a purple dress. She
NPC Stats
Willa Alvine
Skill 7 HD 5 ML 9
Willa is floating through her room
(see room 10) and admiring her
third wig which is made of
Eugene’s hair. Easily irritable as
she is, she accidentally burned her
earlier wigs in fits of anger. She
sings to keep herself from thoughts
that will anger her. She made her
own wigs earlier out of dresses and
animal fur and is quite pleased
with herself on her deal with the
ramadillos.
She wants to find the perfect look
for taking revenge on the wizard
circle. Now she got her wigs
arranged, she is focused on how to Ramadillos
make jewelry stuck to her head. Skill 3 HD 1 [3] ML 6
She decided that the baby serpent Hard-shelled, fanged, furry critters
she stole would make a great the size of a dog. Their shell helps
necklace, but is unsure how it will them disguise themselves as rocks
work in her current situation, on the Tuberock plateau.
having no neck. Ramadillos primary focus is on
survival as they are used to being
Attacks: 2 actions per round, Fire hunted by anyone. They are quite
breath or Telekinesis. reasonable when presented with
■ Fire breath: Can be used 3 an option to safety, as they realize
times a day. Targeting a single Willa will always demand more
target in fire takes 10 dmg (DEX wigs from them as she keeps
save for half). burning them. They usually create
■ Telekinesis: Ability to pick up small tunnel systems to create
the size of a chair, small many escape routes and sleeping
humanoid or ramadillo. Can areas.
throw target 6 dmg (STR save
for half). Launch object to Attacks: Bite (3 dmg) or Roll-attack
target for 4 dmg. Or hold target ■ Roll-attack: Ramadillos can roll
(DEX save) or be held till Willa up in their shell and roll into
breaks her concentration. victim (DEX save or take 5
■ Ignite: Willa being in flames damage). This also makes
will cause players who try to them immune to sharp
touch her to take 3 dmg. weapons until the start of the
■ Immunity: Immune to fire. next Combat Round.
Baby serpent/ Snake
Skill 2 HD 2 ML 5
Coarse Boars Slippery snakes that are territorial
but not keen on attacking. The
Skill 4 HD 3 ML 7
baby serpent will not move from
Coarse Boars are rough and violent their pillow unless Willa
creatures. The size of small bears, commands it to move or attack..
their backs are covered in sharp,
brown scales formed from its Attacks: Bite (2 dmg)
tough, dry hide. They rampaged ■ Immunity: Immune to poison.
the ramadillos lair, have finished
their rations and are now looking
for their next meal.
Garret Glimpwood
Skill 6 HD 4 ML 6
Attacks: Slash(3 dmg) or Charge
■ Charge: Target must make a Fifty years ago when the mines
DEX save or will be pierced by were once flooded in the rainy
the coarse boar’s tusks taking 5 season, Garret lost his life in the
dmg. mines. Forever grumpy and greedy
he is upset he lost his most prized
possession, his golden locket
(found in room 1).
Mother serpent
Skill 4 HD 5 ML 12 Attacks: Astral Strike
A 12-foot mother serpent living in ■ Astral Strike: Target must
her cave in room 9. She was make a WILL save or Garret
content living side-by-side with slashes the player’s soul,
the ramadillos, but when Willa reducing their WIL by d3..
stole her baby her fury became ■ Spectral: Garret can become
unstoppable. Constantly throwing invisible and intangible at will,
herself against her locked and can only be affected by
enclosure she is trying to ram magic and silver.
through to save her child.

Attacks: Bite (5 dmg), strangle or


Bats
Skill 3 HD 1 ML 6
poison.
■ Strangle: Target must make a Hidden in nooks and crannies of
DEX save or be strangled (4 the mines bats are everywhere to
dmg). Deals 4 dmg each be found. Flying in groups flying to
subsequent Round (STR save to their nearest exist for their hunts.
escape).
■ Poison: Target must make a Attacks: Scratch (3 dmg).
STR save or take 2 dmg each ■ Swarm: A swarm only takes 1
subsequent Round until the damage from weapon attacks.
poison is sucked out. ■ Afraid of fire: Will flee if
■ Immunity: Immune to poison. attacked with fire.

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