INTRODUCTION


These are the Adventure Pages to the THACO DRAGON Second Edition rules webpage - the Unofficial Version 2.6.

Adventures will focus on simple and easy to use plots - often without a map - in the Book of Lairs style. Some header pics may be incorporated at the top of these Adventure posts. Suggestions for expanding the story may feature at the end!  Click here for THACO DRAGON ADVENTURES - if not already on the home page.

DMs may need to tweak the map scales (hopefully not) since I have been unable to play test these creations. Please leave a comment if you've run any of these stories!

The Foot List



A wizard requires a Gold Lion Statuette that is the prize in a melee competition. An adventure for Player Characters of 4th to 5th level. Dungeon Masters should familiarise themselves with the numerous non-player characters before running this story.


Competitors Needed

In the town of Vizengall the characters are approached by a young lad (Yali) who says he has been instructed by the Wizard, Galdrak, to find brave warriors to fight in a local melee competition. The boy says that the wizard wants to hire them. He does not know how much is being offered.

If the characters agree then Yali leads them through the streets to the artisan's quarter. The houses here all have frontages that are elaborately decorated with carvings and painted exteriors. The Wizard's dwelling is a freestanding wooden cottage with a varnished exterior featuring round windows, a rounded door, and a slate tiled roof. Hanging under the roof overhang are numerous wicker balls of varying sizes and shades.

The boy looks at the characters and then at the door for a few minutes and then back to the characters, repeating the process. He says nothing unless the PCs ask what should be done. Yali, looking to the character asking the question replies "Oh, I guess we just have to wait". A few seconds later the boy sits down on the ground, cross legged. Regardless of the actions of the party a few minutes later the door opens and short balding fat man, with a grey handlebar moustache, wearing a grey robe, steps forth. Without a word he flips the boy a silver coin and Yali takes off.

"Hello My Friends!" he says. "I am Galdrak. I suppose you wouldn't have come if you didn't entertain the idea of fighting in the melee tournament I have in mind. I'll get to the point since we don't have much time. I want the Gold Lion Statuette that Lord Tethyss is offering as the winning prize in his local Foot List tournament. I will pay you a total of 400 gold pieces if you come back with this statuette. If you are unsuccessful I will still pay you 100 gold for your trouble. Are you willing to give it a try?"

Note: Galdrak has already cast Detect Evil to help determine whether he can trust the characters.

If the characters agree, or want more information, Galdrak explains that in 3 days there will be a Foot List tournament in the nearby town of Aramoor. The rules are pretty straightforward. Competitors fight in a mass melee using wooden weapons and are only allowed to wear leather aprons and caps for protection. The last person left standing is declared the Champion. Lord Tethyss offers a different prize every time the competition is held - at 3 year intervals - and these are usually made from gold or silver. Galdrak says that "This year I have need for a high quality animal totem and Tethyss coincidentally has just the sort of one I am looking for."

Galdrak 6th level Wizard
AC: 4 (Robe of the Archmagi/Dex 14) HD: 6 hp: 24 (Con14) THACO: 18 or 17 Attacks: 1 Damage: 1d4+1 (Dagger+1) Alignment: CG
*Cantrips: 21 (Flame Dart,1d2 Dam, THACO 17, ROF 1, Range 10/20/30)
*Spells (4/2/2): Magic Missile (2), Charm Person, Shield, Web, Detect Evil*, Fly, Fireball
Equipment: Dagger +1, Robe of the Archmagi (MR5%)

If the party agrees Galdrak says that time is running out. He says the cost of entering the tournament is 2 gold pieces in order to keep entrant numbers to a minimum and to stop the non-committed. Those wanting to compete pay the two gold at dawn on the morning of the tournament (or pay via a proxy) and that fighting begins at midday. The payment is made to the representative of Lord Tethyss who will wait on the common for one hour before departing. He says there is usually a small crowd and there will be a scribe to take their names and titles.

Galdrak says that he cannot make the journey himself to observe what occurs since he's banned from Aramoor under the threat of arrest for a previous infraction (the 'accidental' burning down of a tavern). If the PCs refuse the offer he tries to Charm one of the warriors.

Galdrak explains that the journey to Aramoor usually takes 4 days along a roadway that weaves around the sparsely wooded hills of the surrounding countryside. However, there is a shorter route that cuts through these hills. This short cut eliminates one day from the journey but it is highly dangerous. A dozen years ago the farmsteads situated in and around the Drakenwood Hills, as they are known, were abandoned. Strange beasts and the dead are now rumoured to roam the countryside. It is said that the land here was cursed and now few dare travel the route. For the PCs, this is the only way they will make it to the tournament on time.


The Drakenwood Hills

The short cut road to Aramoor is partly overgrown and weaves through low grass-covered hills that are dotted with frequent groves of trees, many of them dead. Every few hours the characters pass an abandoned homestead. All have collapsed rooves and their adjoining wooden fences are in various states of disrepair. No animals, other than the occasional bird can be seen. Towards the end of the first day the characters notice scattered broken bones along the roadway. A close examination shows teeth marks.

On the first night the characters' campsite is set upon by a pack of Ghouls. The attack takes place after midnight, with the monsters rushing out of the darkness and descending upon the party.

Ghouls (5)
AC: 6 HD: 2 hp: 14 THACO: 19 Attacks: 3 Damage: 1d3/1d3/1d6 (Claws+Paralysis + Bite) Mv: 9 Size: M Alignment: CE xp: 175
*Immune to sleep, charm, hold, death magic, poisons, and cold-based spells.
*Paralysis lasts for 3-8 (1d6+2) rounds
*Holy water does 2d6 damage

Just after midday, on the second day, the party is set upon by a pair of Manticores. The monsters try to decimate the party using their tail spike attack from the air. They fly in and hover at just under 120 yards (with a -2 penalty for range, giving an effective THACO of 15). They have done this many times before and only land to attack if the party seems weakened by their ranged attacks. If, at the end of this aerial attack, there are more than four party members remaining and they continue to put up strong resistance, via missile fire or spells, the Manticores fly off.

Manticores (2) Horax & Vathas
AC: 4 HD: 6+3 hp: 48, 51 THACO: 13 Attacks: 3 Damage: 1d3/1d3/1d8 (Claws/Bite) Alignment: LE Mv: 12, Fl 18 (E) Size: H (15') xp: 975
*Special Attack: Tail spikes fire 1d6 for 1d6 damage each. Four volleys per day. Max Range 180 yards as per a Light Crossbow. Targeting one PC per attack.

The second night is uneventful as is the third day of travel. At the end of the third day the party arrives at their destination where the short cut path joins onto a main road that is muddy and well worn.


Aramoor

The characters emerge from the hills through which they travelled, arriving in the late afternoon on the day before the tournament is set to begin. The town of Aramoor has a number of farming fields spread out before it. Some are filled with wheat crops, while others have farm animals such as sheep and cattle. The party can see the town is surrounded by a low outer stockade wall with a much taller inner stone wall beyond it. A number of chainmail clad Warriors armed with swords, spears and shields, plus archers clad in leather, guard the open gateway on the outer stockade wall.

As the party approaches one of their number, a bushy moustached warrior wearing chainmail, steps forward with his outstretched hand. He indicates that the party should stop. "State your business" he says. If the characters say they want to compete in the Foot List they are told they should make their way to the Fat Hog Inn that is just inside the inner walls.

Characters moving through the stockade wall enter a densely populated area consisting of poorly constructed houses. Much of the dirty industry associated with a large town is situated here. There are tanneries, charcoaling, stone working areas, plus rudimentary arts and crafts. Pigs and chickens are also kept in lots in this area. The characters also pass a large two storey tavern situated among the buildings that has a sign that reads, 'The Cow and Duck'. The sign features carved heads of both animals.

Eventually the party reaches the inner stone wall. The entranceway here is guarded by a similar assortment of warriors as previously encountered except that a number of them wear Platemail armour, and some carry halberds. Five of these warriors step forward to block the party. One sporting a full beard speaks. "Hold steady and declare your intentions." If the characters repeat that they are here for the Foot List they are told to lodge themselves "right over there" - an outstretched gauntlet pointing to large three storey stone and wood building just inside the gateway.


The Fat Hog

A pig shaped sign hangs high over the doorway that reads 'The Fat Hog'. Stepping inside, the characters see a large barroom, flanked by two huge stone fireplaces, and filled with numerous wooden tables - long ones in the centre and round ones in the corners. Many (empty) kegs are set against the walls that act as barroom stools. The stone walls are halfway clad with wooden panels upon which an assortment of decorations hang ranging from the head of a bear, one of a moose, plus numerous well old weapons that include an axe, a spear, at least ten shields and a number of long swords. A large barroom counter runs down the far side of the room. The stuffed head of a wild boar is mounted on the wall in the middle.

In the late afternoon, when the party arrives, the bar is empty, save a tall dark-haired man wearing a white shirt, who is polishing the counter. The player characters immediately notice that he moves with a pronounced limp. Seeing the party he speaks:

"If you want boarding I can only offer you the attic room, which we use for additional storage space. There are folding wooden cots up there if you want lodgings. We are full up with competitors and spectators who've come for the Foot List ... if you are here for drink then you will have to wait until an hour after sundown before we begin serving."

If the PCs want lodgings then they are told that it will cost two silvers per night per person. The fee is similar to other inns inside the inner wall.

Alius Farsen, Barkeep (retired 3rd level Ranger, missing left leg below the knee.)
AC: 9 (Dex 15, still effective in combat, even missing his leg) HD: 3 hp: 27 THACO: 18 Attacks: 1 Damage: 1d6+1 (Axe Handle Club, Str15) Mv: 3 Alignment: NG
*Alius also has weapon expertise in the Short Sword, and proficiency with the Longbow.

The attic space is very large. There are numerous low hanging roof timbers and stone chimney stacks. There is no fireplace. Against the walls are heaped numerous stools, a few round table tops and scattered upon the floorboards are many folding canvas cots - twenty four in total. At either end of the attic is a small circular window with a metal crossed frame.


Night Games

Once night falls the large barroom fills with more than one hundred revellers, mostly locals and those staying at the inn. Many have come into the large common room to mingle with the Foot List competitors.

PCs wishing to know who the competitors are will need to ask fellow patrons, who have a 1 in 4 chance of identifying 1d4 of them, or they can ask Alius who has knowledge of the lodgers who intend to enter as entrants in the competition. If asked he says there are three members of a small adventuring group; there are two Dwarves, the older one with the scar, Boraad, is a former champion; and, just for this night, there are a group of three mercenaries that usually billet with the town's soldiers. [These lodgers comprise of those that are not listed as locals in the description of the competitors appearing below under the heading 'Competitors'.]

When it comes to local competitors Alius knows that Ox, a huge man, a militia member, and the town's champion brawler will enter. He further knows that the Half-Orc Fekesh has declared his intent to compete and has allowed him and his company (of three) into the inn. Alius is unaware that they are all going to enter into the competition.  He notes that Father Tom, a local Cleric, will be entered into the tournament. And Alius suspects there will be a few other locals but isn't sure who they could be. They could be anyone.

Working among the patrons are five serving girls and a young lad who assists them cleaning up spills: Marcy, Ivana, Melsa, Janice, Rue and Hadrick

Alius also tells interested characters some details about the Foot List. He says that it is held once every three years. Contestants are genuine tough guys or the fool hardy. "Every year in which the contest is held there are always a number of idiots who enter 'just to try their luck'. They somehow think they have a chance, even when they have little or no experience. It always amazes me." He can tell the characters the basic rules as outlined below - that no magic is allowed, only one weapon per fighter, only leather aprons and helms, and no teaming up.

The DM should note that: Ale is 3cp per mug, and 1sp per gallon. Wine is 2sp per pitcher and between 2gp to 10gp per bottle. Meals are 1sp and the food consists of Vegetable and Mutton Stew, with bread rolls, plus sweets are caramel based - apple slices, and a hard sugar and nut slice. The Fat Hog is a quality establishment.

Arm wrestling

At some point early in the night a call for strong men (or women!) is made by Father Tom, a local Cleric of solid build sporting a full grey beard. Twelve contestants emerge that include four Foot List participants including Father Tom himself (Str16), Gracy (Str18/23), Berlap (Str17), and Ox (Str18/64). Details of these characters are provided later in the adventure.

Four of the NPCs have notable strengths, including two women(f), of 18/04, 17(f), 16 and 14(f). The other four are drunk (or foolish) and have unremarkable strength scores (9-12).

Players will be randomly pitted against any one of these arm wrestlers (it's up to the DM). To simplify matters for NPC contests, the DM can simply eliminate the weaker arm wrestler to avoid running a complete competition.

Use the opposed Strength check rules for unarmed combat: Opponents roll under their score and compare results. The character with the greatest difference wins. Exceptional strength scores should have +2 points afforded for each percentage group. Any draw is resolved in favour of the stronger character. To win the contestant must win three times in a row.

If the DM does not want to run the full arm wrestling competition then the tall warrior Gracy faces off against the huge Ox at the end. The DM can also rule that the drunks are all discouraged from arm wrestling to cut down on the numbers.

Dagger Contest

The dagger contest somehow organises itself. Those playing pair up and throw three daggers into a small upended tree stump that has a yellow circle painted in the centre. The yellow spot is AC 4 at a distance of 10 feet. Any miss that hits AC 7 or better still strikes the stump, but outside the centre. Those entering pay one silver piece and the eventual winner takes the lot. Any pair with the same hits to misses repeats their round until one wins.

The Foot List contestants here are the Half-Orc Fekesh (Dex13/THACO17), Jon Valeman (Dex15/Th19), Venevere (Dex17/Th17), Goku (Dex16/Th19), Chadwick (Dex12/Th20), and Berlap (Dex10/Th19). There is one other NPC, a middle aged woodcarving craftsman (0-level) called Jacob (Dex17/Th18).
*Dex modifiers to THAC0: Scores of 14-16 gain +1 to hit, 17-18 gain +2 to hit.

If the DM does not want to run the full dagger contest he or she may modify this encounter as they see fit. Contestants pair off until there is a final two. The winner takes the silver.

Drinking game "I am the King"

Later at night drinkers are enticed to a game with the mad question, "Who will be the King tonight?!!" Those involved must scull a mug of ale then stand and say "I am the King" while raising their empty mug above their head. They must then sit back down on their stool ('throne') without staggering. Each person does this in turn, often with patrons cheering. On the forth drink each contestant with a Constitution score of 12 or under must make a Constitution check (rolling under) to avoid staggering which can happen when raising their mug or slipping as they sit down (50% chance of either). Each further drink incurs a cumulative -1 penalty to the check (ie -1, -2, -3, -4). For each person with a higher Constitution score than 12, they begin to make checks on the subsequent round.

Those with scores of 13 start their checks on the fifth round of drinking, those with Con14 check on the 6th round, those with Con15 on the 7th round, those with Con16 on the 8th round, those with Con17 on the 9th round, and those with Con18 on the 10th round and so forth until one person remains.

There are 10 patrons in this game including the Footlisters: Ox (Con18), Boraad the Dwarf (Con18), Gracy (Con16), Mort (Con17), McDarren (Con10), and Hoffman (Con11). The other NPCs are a bearded woodsman called "Wolf" (Con14), a youth named Jarred (Con9), a large red faced woman known as "Mad Mary" (Con15), and a curly black haired labourer called Costa (Con13).

There are hangover penalties. For a Footlist Combatant that enters the drinking contest, their subsequent penalty 'to hit' for the next day is half the cumulative penalty incurred during the drinking game. For those with Constitution scores of 17 or higher the penalty is only one third, but never less than -1.


The Foot List


The tournament is held on the town common, in this case a flat area of grassy land just outside the stockade wall kept trimmed by horses. The area is used for town fairs or jousting tournaments, and is off limits to military formation battle training. There is a low rise of ground along one side of the common that fills with spectators during the Foot List. Nobility do not attend, except incognito, whereas they are usually out in force for jousting or archery contests.

On the morning of the Foot List, at dawn, for the period of one hour only, any character wishing to enter the fight, or a representative, must pay two Gold pieces and provide the name and title of the entrant.

At dawn the characters see a small crowd of people out on the common. As they get closer they make out three notable individuals, one seated at a table. At closer approach they see the figure of a dark-skinned female warrior with wild black hair, dressed in animal furs. She wears a curved sword on her belt. Standing next to her is a small page boy dressed in padded grey clothes clutching onto a golden bowl. Seated at the table is an old man, a scribe, who is similarly dressed. Upon the table is an hourglass, parchments and ink and quill. The small crowd of townsfolk numbers about thirty individuals.

Characters approaching the table are hailed by the woman warrior. She calls out to them when they come within 20 feet: "I am Gola. If you want to fight in the Foot List Lord Tethyss demands you pay two Gold [the boy holds out the bowl] and speak your name and title. Approach and declare yourselves if you want to compete". Excessively long titles will be abbreviated. If characters say they do not have titles Gola will simply ask: "Then where are you from?"

Once this process is complete they are told to come back one hour before midday so that they can be fitted with a leather apron, helm and a weapon of their choice if they do not have one - which will be either a club or a pole. She says that magical aids of any sort are strictly forbidden.

Gola 5th level Barbarian Fighter (female)
AC: 4 HD: 5d12 (hp 49)
Str16 Wis13 Int13 Dex17 Con15 Cha13
Equipment: Scimitar +2, Medallion of Protection+1, Leather and Fur Armour. 

Preparing for Battle

Returning near midday the PCs see a much larger crowd has gathered. It seems there are thousands out on the common. At the centre of the crowd, in a cleared area are a group of people who look to be in charge. Gola is immediately recognised as she's overseeing the contestants - consisting of many encountered at The Fat Hog the previous night.

The table from the morning is still there. Upon it is a Gold Lion Statuette about eight to ten inches tall. Next to the table are three distinctive individuals. One is a strongly built, long haired, yet clean shaven man of middling years wearing a purple robe carrying a Golden Axe. Alongside him is a petite younger woman, a messy haired brunette, in white padded armour who has a mace in her belt. The other figure is an overweight wrinkly-faced fellow dressed in an orange-red jacket, pants and hat with Gold Trim. This last man is holding onto a bell and is certainly the town's Crier.  They converse every now and again among themselves whilst observing the scene. Standing slightly away from this official party, nearer the crowd, is a group of eight pages dressed in the same padded grey clothing as the scribe and page boy wore in the early morning. Before them are two wooden stretchers lying on the ground.

Gola is actively helping the various contestants chose leather aprons and helms which are picked from a large pile on the ground close to the table. When the PC contestants approach they are directed to remove all their armour and ensure that they carry no magical items of any sort. The leather aprons they are given are thick and confer a +1 bonus to their AC. The leather helmets are simply round coils with flaps that hang down either side and are tied under the chin. They are intended to prevent serious head injuries.

Once fitted the contestants are left to stand where they are for a few minutes while the lady in padded white armour steps forward in prayer and casts her eyes over the group of fighters. This individual is the Cleric Susone who has cast Detect Magic to ensure there will be no magical cheating.

Susone 3rd level Cleric (female)
AC:   HD: 3 (hp 16)
Str12 Wis15 Int14 Dex13 Con12 Cha14
Equipment: White Padded Armour, Mace, Goodberries(10).
Spells: (4/2) Detect Magic(1), Cure Light Wounds(3), Aid(2).
*Wis15 (1st, 1st, 2nd, bonus spells)

Lord Tethyss 10th level Fighter
AC: 3 HD: 10 (hp 104)
Str18/10 (18/76) Wis15 Int15 Dex15 Con17 Cha14 (16)
Equipment: Golden Battle Axe +3, Robe of Lordly Might (AC 4, +2 to Str/Cha)
*The Golden Battle Axe is known as Protector. It acts as a Defender type weapon, it can Detect Enemies within 100', can Detect Secret Doors within 20', it provides 35% Magic Resistance, provides immunity to all Charm based attacks, grants a +3 bonus against Poison-based attack forms, and once per week can act as the spell Word of Recall to transport the wielder, and individuals in physical contact, to a sanctuary within the Citadel of Aramoor.

Gola 5th level Barbarian Fighter (female)
See details above.

Higgins, Town Crier 0-level Human

Stretcher Bearers, 0-level Humans (8)

Spectator soldiers 300, Spectator commoners 5000+ (a large portion of the town, that numbers 7,000 total)

Susone has cast the Goodberry spell the previous night and has 10 berries that heal 1 hp per berry.

For any unconscious characters or NPCs (having fallen below 0 hp) that she assesses is suffering from more than temporary damage (25% of clubbing damage is temporary), she either uses Cure Light Wounds or Aid. She uses the Good Berries on those that have recovered using the Aid spell, since the hit points are only temporary.

Characters who have fallen below 0 hp (and would have stayed that way beyond the calculated temporary damage), who are then healed, must make a system shock check so they can then function with penalties of one third strength, dexterity and constitution, with half movement, until they have 48 hours of bed rest. Characters rapidly healed from below 0 hit points in this way can only be healed to a maximum of 2 hit points and are somewhat incoherent until complete bed rest is taken. A failed system shock check results in continued unconsciousness or delirium that lasts 1d12 hours whereafter the above penalties apply.


The Foot List Commences

At midday the Foot List competitors are arranged in a wide circle by Gola. She points to various characters and tells them to "move here". They form a circle in the order appearing below. Player characters are added randomly to the order by rolling 1d20. The character appears right after the contestant so numbered. If a 1 is rolled the PC appears between Ox and Boraad the Dwarf.

Lord Tethysss steps forward and speaks:

"I am Lord Tethyss, sponsor of this great battle. These are my rules for the fight. Follow them and win. Break them and be disqualified. Know that:

Competitors are only allowed a single wooden weapon of light weight [that does not do more than 1d6 damage]. No dual welding is allowed.

No magical aids are allowed. No rings, belts, or jewellery may be worn.

Only leather aprons and helms, that have been provided by myself, may be worn.

Contestants begin by standing in a wide circle and attack their nearest foe so that fighting begins in pairs. If there is an odd number of competitors the 'loose man' will begin in the centre and can then choose to randomly attack any other pair.

If a group of three fighters is formed then the combatants in the group must fight it out until one remains. Two fighters that team up to defeat one opponent cannot move on and do so again without being disqualified.

Anyone wrestling or grappling may be beaten by any number of contestants.

Every effort will be made to revive or heal unconscious or critically injured contestants - although this has not always proven successful in the past.

Anyone that twice wins the competition is no longer allowed to compete. Boraad the Dwarf won a number of years ago and is here again this year. Good Luck to all."

The Town Crier now steps forward. He holds a parchment scroll in one hand and a large bronze coloured bell that he rings three times. He unrolls the scroll and then speaks:

"In ages past warriors fought for Kings, for fame, and treasure. Today these brave warriors fight for glory and treasure - to become the Aramoor Foot List Champion!

I name those that fight today as ... [and he reads out the contestants names and titles as they appear below (including that recorded for the Players.]

Brave contestants! AAAAAt the Ready ! BEEEEEGIN !!"

[For the DM] To keep track of hit points and the identity of NPC characters it is recommended to attach slips of paper to the miniature used (if used). Details be written upon a scrap of paper.


Combatants (are male unless otherwise noted) and listed by name and title:

1. Ox  3rd level Human Fighter (LN) "Militia member and Aramoor bareknuckle champion"
AC: 10 (Dex7) HD 3 hp 38 (Con18) THACO: 15 Attacks: 1 Damage: 1d6+3 (Club/Str18/64)
Equipment: Club, Leather Apron and Helm.
Defences: Ox is solid and is considered large-sized so that clubs only do 1d3 damage.
>[Possible Hangover penalty -1 to hit roll or more.]
Description: Giant (6'10''), overweight, thick limbed, light brown messy hair, confident.
Standard Weapons/Armour: Two Handed Sword, Chainmail shirt.

2. Boraad Ironfist  7th level Dwarven Fighter (NG) "Hero of Rockhome and Aramoor Foot List Champion"
AC: 7 (Dex14/SingleWpnStyle) HD: 7 hp: 68 (Con18) THACO: 12 Attacks: 2 1d6+3 (Club/Specialised/Str16)
>[Possible Hangover penalty -1 to hit roll or more.]
Description: Black beard, scarred right eye.
Standard Weapons/Armour: Warhammer +1, Platemail +1, Shield +2.

3. Mort  0-level Human (N) "field hand of Aramoor"
AC: 9 HD: 1 hp:12 (Con 17) THACO: 19 Attacks: 1 Damage: 1d6+1 (Club/Str16)
>[Possible Hangover penalty -1 to hit roll or more.]
Description: Brown hair, solidly built, dull witted.
Standard Weapons/Armour: None.

4. Venevere  2nd level Half Elven Fighter/Thief (CG)  *** "of the wider Realm"
AC: 5 (Dex17) HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d6 (Quarter Staff)
Description: Fine blonde hair, pointy ears. 
Standard Weapons/Armour: Shortsword, Longbow, Dagger, Studded leather.

5. Jon Valeman  1st level Fighter (trapper) (NG) "Militia member of Aramoor and trapper"
AC: 7 (Dex15/SingleWpnStyle) HD: 1 hp: 10 THACO: 20 Attacks: 1 Damage: 1d6+1 (Half Staff~JoStick/Str14)
Description: Thick brown beard, young.
Standard Weapons/Armour: Longsword, Hand Axe, Furs (equal to Padded armour).

6. Banberg  0-level Human (NE)* "of River Creek"
AC: 9 HD: 1 hp: 9 THACO: 19 Attacks: 1 Damage: 1d6+2 (Long Club/2handed/Str17)
Description: Tall (6'4''), dirty blonde hair, clean shaven, gangly physique.
Standard Weapons/Armour: Short Sword, Dagger, None.

7. Fekesh  4th level Half-Orc Fighter (LE)* "of the swift blade"
AC: 9 HD: 4 hp: 34 THACO: 15 Attacks: 3/2 Damage: 1d6+3 (Club/Specialised/Str17)
Description: Light green skin, thick black hair, scrunched up leathery face. 
Standard Weapons/Armour: Short Sword, Daggers (3), Ringmail armour, Heavy cloak.

8. Justine  3rd level Human Mystic (female) (LG) *** "Disciple of Master Lung Shao"
AC: 5 (Dex17/unarmoured) HD: 3 hp: 20 (Con14) THACO: 18 Attacks: 1 Damage: 1d6+2 (Jo Stick/Str16/MysticBonuses) Mv: 15
*Deflect 1 melee or missile attack, or 2 missile-only attacks on a roll of 14 (Save vs Breath+Dex). >Not applicable once engaged in wrestling.
*Unarmed AC: 5 or 7 vs M sized weapons) THACO: 14 Attacks: 2 or 1 Damage: 1d4+4 (M.Arts*) or 1+4 (Wrestling). M.Arts>Incurs a -4 penalty on initiative against opponents with clubs, staves or small weapons (other than dagger sized) who then gain a +2 to hit/damage bonus vs the unarmed Mystic (armed vs unarmed vs mystic advantages). Other medium weapons cause Mystic to auto lose initiative with the +2 hit/damage. Justine normally fights with two Jo Sticks.
*Proficiencies: All Around Sight, Blind-fighting, two weapon style (not allowed).
Description: Brown straight hair in pony tail, strong face.
Standard Weapons/Armour: Two Jo Sticks, Light Crossbow, Padded armour (brown/old/with faded white trim).

9. Hartman  1st level Human Fighter (NG)** "Warrior of fortune"
AC: 9 HD: 1 hp: 10 THACO: 20 Attacks: 1 Damage: 1d6 (Half Staff/Jo Stick)
Description: Stiff, knightly in demeanour, blonde hair, clean shaven. 
Standard Weapons/Armour: Longsword, Chainmail, Shield.

10. McDarren  0-level Human (NE)* "of the sharp blade"
AC: 9 HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: 1d6 (Quarter Staff)
>[Possible Hangover penalty -1 to hit roll or more.]
Description: Red headed, clean shaven, thin, round face.
Standard Weapons/Armour: Daggers (8), None.

11. Goku  1st level Human Fighter (LG) *** "of the Ethengarian Steppe"
AC: 7 (Dex16) HD: 1 hp: 8 THACO: 19 Attacks: 3/2 Damage 1d6+2 (Quarterstaff/Specialisation)
Description: Oriental (Ethengarian), straight black hair twisted together at various points. 
Standard Weapons/Armour: Quarterstaff, Dagger, Composite Short Bow, Studded leather.

12. Chadwick  0-level Human (NE)* "Aide to Fekesh"
AC: 9 HD: 1 hp: 9 THACO: 19 Attacks: 1 Damage: 1d6+1 (Club/Str17)
Description: Pointed facial features, dark hair.
Standard Weapons/Armour: Club, Dagger, None.

13. Berlap  2nd level Human Fighter (LE)** "Warrior of fortune"
AC: 9 HD: 2 hp: 19 (Con16) THACO: 18 Attacks: 1 Damage: 1d6+2 (Long Club/2handed/Str17)
Description: Long wavy black hair, clean shaven, Black eyes.
Standard Weapons/Armour: Bastard Sword, Chainmail, Shield.

14. Durgarth Stonehammer 2nd level Dwarven Fighter (LG) "Defender of Rockhome, cousin of Boraad, Hero of Rockhome"
AC: 7 (Dex16) HD 2 hp: 16 THACO: 19 Attacks: 1 Damage: 1d6+1 (Club/Str14)
Description: Dark brown beard, youthful.
Standard Weapons/Armour: Warhammer, Chainmail +2, Shield.

15. Taggert  0-level Human (LN) "Militia member of Aramoor"
AC: 9 HD: 1 hp: 12 (Con17) THACO: 20 Attacks: 1 Damage: 1d6 (Club)
Description: Overweight, Light brown messy hair.
Standard Weapons/Armour: Longsword, Leather (militia).

16. Hoffman  0-level Human (N) "Mill hand of Aramoor"
AC: 9 HD: 1 hp: 8 THACO: 20 Attacks: 1 Damage: 1d6 (Club)
>[Possible Hangover penalty -1 to hit roll or more.]
Description: Middle Aged labourer (twit), Brown hair.
Standard Weapons/Armour: None.

17. Gracy  2nd level Human Fighter (CN)** "Warrior of fortune and survivor of Balgorren"
AC: 9 HD: 2 hp: 20 (Con16) THACO: 18 Attacks: 1 Damage: 1d6+3 (Club/Str18/23)
>[Possible Hangover penalty -1 to hit roll or more.]
Description: Long blonde hair (tided back), and beard, 6'3'' tall.
Standard Weapons/Armour: Spear, Chainmail, Shield.

18. Father Tom  4th level Human Cleric (NG) "A kind and goodly Preist of Aramoor"
AC: 9 HD: 4 hp: 38 (Con16) THACO: 17 Attacks: 1 Damage: 1d6+1 (Club/Str16)
Description: Grey beard and hair, solid physique, friendly yet serious.
Standard Weapons/Armour: Mace, Platemail, Shield.
Spells (4/2): Cure Light Wounds(4), Aid(2)
>Wis13 (1st bonus spell)  [Note: the spells memorised by Father Tom are lost if he falls below 0 hp, where the damage sustained is more than temporary].

*Local thugs
**Mercenary soldiers
***Adventuring group
+The rest are locals from surrounding areas, except the Dwarves.

Dexterity scores of 14-16 gain +1 reaction bonus and 17-18 gain +2 reaction bonus to initiative rolls.


Award Ceremony

At the end of the battle the Town Crier approaches the winner, and asks the character or NPC in a low voice, his name and title. "To all Ye Gathered here, it is my honour to announce, on behalf of his Lordship, Lord Tethyss, that the winner of this year's Foot List tournament is ___________(of) _________ !"

Lord Tethyss steps forward and presents the Gold Lion Statuette. "Well done" he says with a smile and a nod of the head.

The Town Crier speaks up once more "Three Cheers for the Victor! Hip Hip ... HORAY ! Hip Hip ... HORAY ! Hip Hip ... HORAY !"

A feast is held at the Fat Hog - roasted pig.

If the Players didn't win the tournament they can try to buy or steal the trophy. The DM will need to roll play this situation.

The winner will not willingly part with their prize. The Dwarves refuse all monetary offers. Other contestants may part with the Statuette for its worth of 400 gold or greater. There is an 80% chance of success with such an offer. For each additional 50gp offered the chance to sell increases 5%. To avoid this situation its recommended that multiple Player Characters compete in the tournament.


Returning to Galdrak

If the characters return Vizengall with the Gold Lion Statuette Galdrak is delighted. He gladly pays the 400 gold pieces and wants to know all the details of their adventure. He is especially interested in the tale of the Manticores if the characters describe this part of the adventure. If the PC ended up buying the Statuette he will compensate them and pay 100 gold above the cost price.

If they fail Galdrak has trouble hiding his disappointment. "Oh ... that's not very good ... hmmm... err ... I guess you tried ..." His mood changes if the characters describe the encounter with the Manticores. He pays them 100 gold for their trouble and considers other plans for getting hold of a high quality animal statuette.

Characters that successfully complete this adventure (win or lose in the Foot List) receive an extra 500 experience points.

Note: Adventuring Parties that require NPCs may recruit from characters found at the tournament. The DM will have to adjudicate on this matter and roleplay the circumstance. If nothing happens in this regard the Dwarves and the small Adventuring Party, featuring the Mystic Justine, join up and Ox joins them.


Raid on the Temple of the Shoulai Monks


The characters are tasked by the local magistrate with arresting a fugitive hiding within the Shoulai Temple. This Oriental Adventure, set within the Shou Lung Empire, is intended for a strong party of 5th level Player Characters.

Prologue:

Whilst in the town of Lianchong the characters observe a scuffle in a back ally. Four white robed monks have cornered a young lady who appears in distress. One monk pushes her violently against the side of a town house. If the PCs approach they overhear this monk demanding money. "You still owe us five ch'ien". The frightened lady timidly replies, "It's too much, I already paid you three ... Please give me more time".

If the characters try to intervene both the monks and lady tell them to "butt out", and "you will only get yourselves in trouble." If the PCs act aggressively, they are told that intervention will bring the wrath of the Shoulai. At all times the monks behave arrogantly and aggressively towards the party. If fighting does break out, the monks flee after two fall in combat. The lady in trouble flees once fighting begins. The characters can resolve this encounter peacefully if they pay the 5 ch'ien.

Liling Sun 0-level Human (dressmaker)
AC: 10 HD: 1 hp: 6 THACO: 20 Attacks: 1 Damage: 1 (Hand) Mv: 12 Alignment: N
Equipment: Blue cotton dress, silk sash, carved lacquered hairpin, cloth slippers, 5 fen/2 tael.

Shoulai Monk Chaoxiang (leader)
AC: 6 (Dex 16) HD: 3 hp: 20 THACO: 17 (unarmed) Attacks: 3/2 Damage: 1d3+3 (Fist) or 1d6+3 (Foot) Mv: 12 Alignment: N(E) xp: 150
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability.
*Minimum Stats: Str 14 Wis 12 Dex 14
Equipment: White Robes, slippers, money pouch 23 fen/12 yuan/13 tael.

Shoulai Monks (3)
AC: 7 (Dex 14) HD: 2 hp: 14 THACO: 18 (unarmed) Attacks: 3/2 Damage: 1d3+3 (Fist) or 1d6+3 (Foot) Mv: 12 Alignment: N(E) xp: 100
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability.
*Minimum Stats: Str 14 Wis 12 Dex 14
Equipment: White Robes, slippers.

If this incident is resolved without fighting, the lady quickly thanks the party, saying "you know of course, that I can never repay your generosity, I'm sorry you ended up in this mess" and runs off. If caught, and forced to explain what happened (Liling will never do so willingly), the lady tells the PCs that she promised to pay eight ch'ien to the Shoulai to discourage a bullying suitor (he was beaten unconscious). Whatever the outcome, this encounter is overheard by a resident (from inside a town house), who reports what happened to one of the town constables.


The Magistrate's Edict

A few hours after the incident in town, the party is approached by constable Chu Long. He politely interrupts, "Excuse me, but I am here to inform you that you have been summoned to see the Magistrate. Word has spread that you dealt well with those Shoulai ruffians. I am Chu Long, Senior Constable."

Chu Long explains to the characters that the Shoulai are fighting monks that commonly perform martial acts - dispensing 'true justice', in exchange for money. They often overstep their bounds, but little is done because of feared reprisals. It is rumoured that supernatural beings inhabit their Temple, and that these evil spirits will target the families of their enemies if anyone dares act against them. He does not explain further, asking that the characters wait until they see the Magistrate.

Chu Long Senior Constable
AC: 7 (Dex 15/M.Arts/Single wpn style) HD: 3 hp: 21 THACO: 17 Attacks: 3/2 (Jo specialised) Damage: 1d6+2 Alignment: LG
*Martial Arts proficiency of Weapon Use retains unarmed AC benefit.
Equipment: Black jacket, trousers, and shoes, Jo Stick (not currently equipped), leather ties.

The party is lead through town to a tall three-storey stone building featuring round red-framed windows and a faded orange-tiled roof. A stone stairway intersects the structure at its midpoint. The doorway at the top, flanked by red columns, is open. Half a dozen Imperial Soldiers (1HD), armed with Jian (Straight Swords) and dressed in black padded armour with red trim, whose sole duty is to protect the building, mill about lazily.

Entering through the doorway the characters immediately find themselves in a large room with a polished-wood floor that is interspaced with square polished-wood columns. Various couches, chairs and pedestals are set against the walls. One seat is centred in the middle of the room. Upon the pedestals lining the walls are various carved statuettes; a dragon, lion, tiger, a horse, a fish, a turtle, and an elephant. They are sculpted from ivory, jade, and black lacquered wood. Upon the walls hang various landscape paintings, of steep hills and bamboo forests.

As the PCs enter, the doors on the far side of the room swing open and an animated old man clutching a long handled fan, dressed in black robes and black winged (wushamao) hat shuffles forward. He speaks as he moves toward the chair situated in the room's centre, "I saw you approach, please help yourselves to some of the chairs." Chu Long, an awkward expression on his face, speaks, "I present, Magistrate Xiao Fang."

Once seated, the Magistrate tells the characters that he has had a long running problem with the Shoulai Monks. Although they have not killed anyone, many people have been severely beaten. The monks say these are 'personal disputes' and no one will talk. His Constables are too fearful to challenge them, and the Imperial Soldiers stationed here will do nothing because it is not within their range of duties - which is to protect Imperial property and defend territory from outsider attack. Issuing punishment for the Shoulai, such as imprisonment or fines, is pointless.

However recently, one transgression has occurred that cannot be ignored. An outsider, a known criminal, from Kozakura, arrived in town, and took refuge in the Shoulai Temple. This fugitive, a dangerous warrior who is wanted for a number of unjustified killings, escaped arrest after killing a Constable and wounding a number of others. The Shoulai allowed the fugitive shelter since they offer this to anyone who pays them large sums of money. Despite what happened none of the Constables are willing to challenge the Shoulai on this matter.

Magistrate Xiao is prepared to pay the party 100 Ch'ien if they will bring back the fugitive, known as Bakiro, to face punishment. If Bakiro is killed during the arrest then his body is to be delivered forthwith.

He issues an Edict (pre-written upon a scroll hidden within his robes) which says that; any obstruction of the characters in their official duties will be considered a crime that can legally be met with escalating levels of force; that the party is authorised to enter the Shoulai Temple to apprehend the fugitive Bakiro; and that the discovery of any evil spirits inside the Temple will be seen as proof the Shoulai are a danger to society and that they should be taken into custody to face punishment.

Magistrate Xiao Fang 0-level Human (scholar)
AC: 10 HD: 1+5 hp: 10 THACO: 19 Attacks: 1 (Stiletto Blade + poison) Damage: 1d4+Poison (0/20) Alignment: LN
Equipment: Black wushamao hat, Black robes, black slippers, Long Handled fan with hidden (poisoned) blade, rolled scroll (Edict for the arrest of the fugitive Bakiro).

After this meeting the PCs may take their time to prepare themselves. Constable Chu Long says that the Shoulai Temple is not more than half a day's journey from town and that there is no immediate rush to act. He regretfully tells the party that he will not be going since he has a very real fear of reprisal upon his family. He describes the route - starting from the little used East Gate, wherefrom the party will need to travel for about two hours along the main road, until encountering the first large man-sized boulder, and then turn northwards onto an intersecting path that runs through the bamboo forest.


The Temple of the Shoulai

After less than half a day's journey, the party finds that the bamboo forest they entered becomes sparse. A steep range of hills rises directly before them. Cut into the rocky, almost vertical face of the hillside is the Shoulai Temple. It appears as a dark rectangle right at the end of the path. An overhanging red-tiled awning extends over the recessed Temple's entrance (that is 20 feet wide, with the entrance extending 15 feet into the hillside). There are eight wood carved columns in two rows of four along the front, black in colour (depicting dragons), and also four large incense holding pots filled with sand against the far wall. A dark red lacquered door is featured in the middle of the wall.

A monk in white robes lounges in a large wicker chair directly underneath the mid-point of the awning, a conical straw hat covering his head. Next to him stands a small bronze coloured gong set within a dull green metal frame. If the PCs have taken no precautions to conceal their approach the monk notices the party at the same time they see him (at 300 yards). He moves to stretch himself and then relaxes back into his chair - an action in which he taps the Gong with an outstretched arm.

Shoulai Monk (1) Hu Kang
AC: 6 (Dex 16) HD: 4 hp: 21 THACO: 15 (unarmed) Attacks: 3/2 Damage: 1d3+4 (Fist/Str) or 1d6+4 (Foot/Str) Mv: 12 Alignment: N(E) xp: 200
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin, All Around Sight martial arts abilities.
*Minimum Stats: Str 14 Wis 12 Dex 14
Equipment: White Robes, slippers, door key, Silent Gong of Warning.

Tactics: Hu Kang, if he notices the party, taps the Silent Gong of Warning to warn the Bugbears stationed behind the front door (that is bolted from the inside). Another Gong inside the Temple magically rings alerting the monsters - the Gong outside remains quiet. The Bugbears then spy though an eye hole set into the front door. If fighting breaks out they rush outside and join the fight. The door has 50hp where edged weapons, other than axes, only do half damage.

Hu Kang expects the party to approach and make some sort of request or threat. If the PCs employ deceptive tactics and say they want shelter, Hu Kang, seeing they are a group of warriors, becomes suspicious and asks them to wait while he goes inside to find a survivor of the characters' initial town encounter (a survivor looks through the front door eye hole and recommends the characters should be turned away *or attacked* after recognising them). Hu Kang comes back out, but stays near the doorway. He rejects any requests for shelter no matter how much money is offered. If the party demands the fugitive Bakiro or reads the Magistrate's Edict the monk issues threats, saying that the characters are putting their families at risk. He tells the party to leave or there will be trouble. Hu Kang does not initiate the fight, but if player characters force their way forward and approach the Temple's door the three Bugbears spying on the other side rush out and attack. (This attacks reveals to the players that the Shoulai Monks are in league with evil monsters.)

Bugbears (3) Honghe, Gahko & Pengshu
AC: 7 (Studded Leather Armour) HD: 3+1 hp: 22 THACO: 17 Attacks: 1 Damage: 1d8+2/1d10+2 (Guan Dao + Str) or 1d6+2 (Hand Axe + Str) Size: L 7' Mv: 9 Alignment: CE xp:120
Special Abilities: Infravision 60', Superior hearing.
Equipment: Guan Dao (3), Hand Axes (3), 24 fen/10 yuan total.

Entrance Hall: The first section inside of the temple (20' by 40') is clad with black lacquered wood panels, has four very large canvas cots against the walls, it is dark, and normally occupied by three Bugbears and their leader (who is not present). The Bugbears are armed with Guan Dao (a broad bladed naginata-type weapon). There is small gong, matching the one positioned outside, standing near one of the cots. A wide heavy locked double door (same hp stats as the front door) is situated in the far wall.

The Pool Room: Opening the door reveals a ten foot wide, brightly lit (via magic), white stone corridor that extends 100' from the entrance hall to a large round room (40' in diameter) with a clear shallow pool centred in the middle. The corridor then appears to continue past this room on the opposite side of the pool. However, the characters vision, beyond the pool room, is blocked by a brown hessian curtain. [For the DM:] The ankle deep pool is strongly Acidic. Any character stepping into it receives 1d3hp damage and is slowed to half speed, with a -1 penalty to the dexterity AC bonus, for each round in the pool. Magical healing will restore the movement rate.

If the party enters this pool room and moves to the halfway point the hessian curtain is drawn back, and the words, "Stop right where you are" are spoken. Eight monks move in to oppose the PCs, a tall heavy set one at the back, sporting a goatee, continues to talk. He appears to be the leader. He says  "you are trespassing and are not welcome." 

Monk Leader Shen Zhou
AC: 3/-1 (Dex 17/Invisible) HD: 8 hp: 55 THACO: 9 (unarmed) Attacks: 2 Damage: 1d4+6 (Fist) or 1d6+6 (Foot) Mv: 12 Alignment: NE xp: 750
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin, All Around Sight, Ch'i (able to hit +1) martial arts abilities, automatically stabilises when hit points drop below 0.
*MS 63% (Dex17) See THACO DRAGON non-weapon proficiency rules.
Str 18 Int 13 Wis 14 Dex 17 Con 16 Cha 15
Equipment: White Robes, slippers, door key, small box key, Amulet of Protection +2, Dust of Disappearance (2 packets).

Shoulai Monks (7)
AC: 7 (Dex 15) HD: 3 hp: 18 THACO: 17 (unarmed) Attacks: 3/2 Damage: 1d3+3 (Fist/Str) or 1d6+3 (Foot/Str) Mv: 12 Alignment: N(E) xp: 150
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability.
*Minimum Stats: Str 14 Wis 12 Dex 14
Equipment: White Robes, slippers.

Tactics: If the characters tell the leader they seek Bakiro, Shen Zhou reveals this 'guest' has paid enough to allow an indefinite stay at their temple and that they are not prepared to give him up - regardless of whatever acts he has committed. If the PCs at any stage point out that the Shoulai are in league with evil monsters, the Bugbears, and that this is criminal, then Shen Zhou responds by initiating combat. He simply says "Attack".  In the first round Shen Zhou applies Dust of Disappearance that confers Improved Invisibility for 2d10 turns. If the monks look to be losing the fight, with five of them falling, the leader calls for a truce (while invisible) and says he will not obstruct the PCs from continuing, but that that he will not submit to arrest nor help them in any way. If the PCs refuse this compromise he will Move Silently (63% plus add a +20 bonus due to the condition of the floor) and flee before his Dust of Disappearance expires. The other monks, when they realise their leader has taken flight make a run for it. If a truce is called the leader urges his monks to tend the wounded (if any), and then they leave, because they know the PCs will be walking into the fire elemental trap. After the PCs leave the Temple upon completing the adventure, Shen Zhou returns to collect whatever of value remains and then flees to a far off province.

The Fire Room: The corridor continues from the pool room for another 80' and into a square 40' room, also brightly lit, which has a copper brazier full of  hot coals standing in the centre (a hole in the ceiling acts as a chimney to draw the smoke up and away). Those that do not speak the word 'XiaHo' as they enter cause the fire to erupt into the form of a Lesser Fire Elemental. The elemental will fight for 7 rounds before returning to the brazier. The monster will pursue PCs but not move into  the pool room.

Lesser Fire Elemental (1)
AC: 4 HD: 6 hp: 60 THACO: 15 Attacks: 1 Damage: 2d10 (Flame Tongue, range 3 feet) Mv: 15 (Fl A) Size: M (6') xp: 950
*Requires +1 weapons to hit.
*Sets on fire objects hit (1d6 damage on subsequent round for struck PCs).

Barracks Area: There is a single unlocked door leading from the fire room that opens directly into a darkened barracks area featuring plain wood panelled walls, round tables, and bunk beds set against the walls. Hanging from the ceiling is a single shuttered lantern made of bronze. The room is 25' wide by 50' long. The contrast between the previous light filled area and this darkened room stops party members from identifying objects and dangers within until they enter. The lead character coming through entranceway to this area is immediately attacked via thrown hand axes. Those entering are engaged in melee by the surviving monks from the first town encounter and an especially large Bugbear. At the end of the battle, Bakiro, who is in the training hall, attacks the party (see details appearing below).

First Encounter survivors:
Shoulai Monk Chaoxiang (3HD) & up to three Shoulai Monks (2HD)

Bugbear Champion (1) Zhu Wa
AC: 5 (Studded Leather Armour/Dex) HD: 5+2 hp: 46 THACO: 14 Attacks: 3/2 or 2 Damage: 1d8+3/1d10+3 (Guan Dao/Str) or 1d6+3 (Hand Axe/Str) Size: L 7' Mv: 9 Alignment: CE xp: 420
Special Abilities: Infravision 60', Superior hearing.
Equipment: Guan Dao (1), Hand Axes (7), 10 fen/3 yuan/13 tael.

Three unlocked doors lead from this room that open into a latrine area, a kitchen-larder area, and a training hall. [The DM is left to make up features and dimensions for the latrine and kitchen.] A search for valuables in the Barracks reveals a total of 2 Hand Axes, 2 Light Crossbows and 17 bolts, 14 knives, 20' rope, 7 small jade animal figurines (worth 10 tael each), 260 fen/65 yuan/30 tael.
The shuttered lantern in the ceiling contains a magically burning light which is revealed if the characters open it.

The Training Hall: One of the doors opens up to reveal a large training hall with the same dimensions as the barracks (25' by 50'). Down one end of the hall is a wooden training dummy with stunted arms and long open box on the floor beside it (inside of which are twelve 8' poles). There is a narrow doorway near this equipment. If there have been no sounds of battle, meditating inside the hall, 20 feet from the door, is the Kensai, Bakiro.

Bakiro 5th level Kensai
AC: 2 (padded armour) HD: 5 hp: 34 (Con14) THACO: 12 or 14 Attacks: 2 (plus 1 shuriken) Damage: 1d12+5 (Katana Mastery/Str) or 1d3+1 (Shuriken/Str) Mv: 12 Alignment: NE xp: 750
*Deflect 2 attacks per round on a roll of 9 or less using Katana.
*All Around Sight martial arts ability.
*Optional Weapon Mastery damage rules.
Str 16 Int 11 Wis 15 Dex 18 Con 14 Cha 11
Equipment: Katana +1, Brown Padded Armour, Shuriken (16), Tanto+1, Gems: Opals (4) worth 1000 tael each, 11 Pearls worth 200 tael each, plus 5 fen/6 yuan/10 tael.

Tactics: If fighting occurs within the Barracks Area, Bakiro moves to the door and observes the battle. Seeing the danger, and understanding that there is no escape, the Kensai waits for an opportunity to attack the party when they have dropped their guard (when party members have their backs to the door or after the battle when they are preparing to heal injured PCs without keeping watch). He attempts to surprise the party, flinging the door open and rushing to attack the nearest PC in melee, while throwing one shuriken at a spellcaster (targeting Wu Jen first). He then performs a fighting retreat back to the training hall door so that only one (or two) characters may engage him in melee at a time.

If there are no sounds of battle, Bakiro is in mediation inside the hall. Anyone opening the door, that are not Shoulai, alert him. Initiative is triggered immediately. If he wins, the Kensai's first action is to draw his Katana and block the doorway to restrict the number of melee opponents. If PCs try to push past, treat the move as triggering an opportunity attack (a free attack) and, due to the close proximity, make this similar to an unarmed attack versus armed attack but with only +2 to hit and damage. If the intruding character specifically uses a large shield to block, and foregoes all other attacks, no bonuses to the opportunity attack should be given. The DM must warn any player wanting to push their way through. Note: Bakiro, if he has not yet attacked, could attack using the opportunity trigger and use some or all of his attacks on a PC trying to push past. During the fight in the doorway Bakiro, using his free hand, also throws shuriken 1d3+1 (Str16) at any PC spellcasters standing behind his melee opponent. Only one shuriken per round may be thrown in this situation. If characters close the door and prepare spells, or step back to use missile fire, Bakiro moves to the side of the entranceway and waits. If the fight goes badly for him and/or there is an opportunity to escape, he will attempt to flee. Otherwise he will not surrender, preferring combat over public execution.

Shen Zhou's Room: Attached to the training hall is Shen Zhou's private room which is 10' by 15'. Inside is a single bed, a side table, and a chair. Upon the table there is rice paper, a brush, an inkstone and inkstick, all of which look unused. There is also a paperweight jade-carved statuette of a dragon (worth 200 tael). Under the bed is a packed 2' long lacquered box, that is locked and trapped. If not disarmed upon unlocking (there is a safety switch trigger plate in the front), anyone opening the box triggers the trap that releases poison gas in a 10' diameter cloud. The gas causes 4d4 points of damage and reduces dexterity and constitution scores to half which return at one point per hour. Saving throws halve the damage and negate the other penalties. The box contains 30 fen/180 yuan/120 tael/ 7 ch'ien, a scroll with the Shukenja spells Cure Critical Wounds, Polymorph Self, Neutralise Poison, a black silk scarf with a gold dragon design worth 100 tael, an Opal worth 1000 tael and a Wand of Green Fireballs (only useable by Wu Jen/Wizards, that does 5d6 damage with 4 charges left).


Resolution

When the PCs return to town with Bakiro (or his body) they are met outside the Magistrate's building by Chu Long and 10 other (1HD) constables. They all carry wooden Jo Sticks and have rope. If Bakiro is alive Chu Long and 3 other constables move in with the rope and restrain him further (assuming the PCs have already done so). Chu Long then thanks the characters and says they will be paid in short order. A few moments later a wooden box with rope handles is carried forth by two attendants dressed in brown robes. Chu Long tells the party that there is a total of 100 ch'ien contained within, with 20 in silver ch'ien bars and the remainder in paper ch'ao form to the value of 800 tael (800 ch'ao). If the PCs have driven off the Shoulai Monks an extra 100 ch'ien (a 1000 ch'ao paper) is forthcoming. This will take two days to be officially confirmed after the constables visit the Temple themselves. The fate of Bakiro, if he survived battle and was captured alive, is left to the DM.

If Shen Zhou has escaped he moves to another province twice removed from the present one since he realises he is a wanted man.

Each player character should receive a bonus of 1000 experience points for the successful completion of this adventure.

The Terror of Half Moon Bay



The King's Constables have not returned from the remote headland at Half Moon Bay. A rumoured reward of gold coin and magical items is offered for anyone brave enough to find evidence of their fate. An Adventure for PCs of 4th to 5th level who possess silver and/or magical weapons.

The Set Up

The player characters are passing through the outlying territory of a large kingdom when they come across two peasants (Madjack and Raddick), in either a tavern or working to fix a wooden fence. They call out to the PCs saying that the King's Constables, visiting the Hamlet on the headland at Half Moon Bay, have gone missing and a reward has been offered. They further state that the beast terrorising the headland has taken them. The peasants relate this tale to the characters, expecting the warriors would be willing to take up such a challenge.

The peasants' story is a mistaken account of the real situation and originated from a talkative cheese merchant arriving back from visiting the Hamlet (known for its cheese production). The merchant just recently witnessed the King's agents travel out into the headland in pursuit of a fugitive outlaw. This merchant believed they'd be taken by the Beast that randomly terrorises Half Moon Bay, a creature that kills the occasional dairy cow and is thought responsible for past human disappearances - where visiting adventuring types have failed to return from their journeys out onto the headland. The merchant speculated that a King's Ransom would be needed to find anyone willing to recover the Constables' remains.

The peasants know little except that the merchant said the number of 'the missing' was two, and that one was a Knight, a man, and the other was a warrior woman.

The Hamlet on the headland at Half Moon Bay is only 2 days travel away, the PCs having already ventured so far into this outlying territory. The  journey, on a seldom used roadway, is uneventful.

The Hamlet of Half Moon Bay

After two days travel, through a landscape dotted with groves of windswept trees and rolling green hills, the characters come to an elevated coastal area bounded by 40 foot cliffs. The party can see chimney smoke rising from a small stockade-walled Hamlet. It is situated on the border of the headland of Half Moon Bay. There are a number of cows scattered in outlying fields (that are brought in at night). The wooden gates stand open.

No guards can be seen as the characters make their way inside.

The first building to the left of the gates is a two storey tavern - behind this building are various town houses. To the right are stables and then a row of cow sheds. Behind these are vegetable gardens where the characters can see a number of townsfolk at work. Just as the characters are passing through the gateway the door to the tavern flies open and a dark haired lady, dressed in crimson padded armour runs out and, with a look of surprise upon seeing the party, heads directly to the leading character. She says:

"Please help me. Two shapeshifting monsters are after me. They killed my companion, Jon Steel. They took our weapons, and I only just escaped." She turns her head as the tavern door flies open and an armoured Knight, welding a Longsword minus his helm, plus an exact copy of the lady standing before the party, but carrying a Quarter Staff, come rushing out.

The two characters from the tavern immediately spot the party. They look somewhat surprised, then slowly approach. The Knight yells out: "You had better step away from the Lady, she's not what she seems." As this occurs the characters see a number of townsfolk at various locations standing and watching, a fat balding man emerges from the tavern (the Tavern keeper).

[For the DM] The character before the PCs is the escaped fugitive sought by the King's Constables. The creature is a Doppelganger, and has taken the form of the Lady Monk, 'Emma Zest'.

Doppelganger (mod)
AC: 5 HD: 4 hp: 14 (26) THACO: 17 Attacks: 1 Damage: 1d6+1 (fist) or weapon Alignment: N Size 5'8 (M) Mv: 9 xp: 420
*ESP with 90% accuracy of victim
*Immune to Sleep and Charm
*Saves as 10th level fighter which is also applied to alignment detection spells.

Emma Zestari 11th level Monk
AC: -1 HD: 8d8+6 hp: 74 THACO: 11 or 13 Attacks: 3/2 or 5/2 Damage: 1d6+6 (Quarterstaff+2) or 1d6+4 (Tonfa) Mv: 15 Alignment: LG
*Deflect 2 melee or missile attacks, or 4 missile-only attacks on roll of 9 (Save vs Breath+Dex)
*Unarmed THACO: 6 Attacks: 5/2 or 1 Damage: 1d6+6 (M.Arts) or 1+6 (Wrestling). Penalties apply for fighting vs weapons bigger than a dagger.
*Monk Thieving Skills: Unlisted.
*Martial Arts Skills: Meditation, All Round Sight, Mental Resistance (+4), Chi Power, Blind Fighting, Iron Skin.
*Monk Powers: Speak with Animals, Mind over body, Immune to Disease, Hold, Slow; Heal 1d4+6hp to self only, can Save vs Spells that do not allow saves; Feign Death; immune to poisons/environment, takes half damage from magical attacks, quarter damage if save is made; can become Invisible for 11 rounds.
 *Proficient in Cleaving/Crushing wpns (3), Dagger (1), Shortbow (2), Spear (1), Two Wpn Style (1)
Equipment: Quarterstaff +2, Tonfa (2), Padded Armour, Ring of Protection +4, Keoghtom's Ointment (heals 1d4+8 hp, plus any poison or disease), Cure Serious Wounds potion (2d8+1), 10pp/10gp/18sp/12cp.
Str 15 Int 16 Wis 16 Dex 17 Con 17 Cha 17

Jon Steel 10th level Knight
AC: -4 HD: 11 hp: 109 THACO: 4 (Longsword+4, Specialised, Str) Attacks: 2/1 Damage: 1d8+7 Mv: 12 Alignment: LG
*Unarmed THACO: 7 Attacks: 5/2 Damage +3 (Punching). Penalties apply for fighting against any armed opponents.
Equipment: Longsword +4, Platemail +2, Dagger +1, Ring of Protection +2, Ring of Mind Shielding, Cure Serious Wounds potion (2d8+1), Murlund's Spoon, 20pp/12gp/10sp.
*Proficiencies: Longsword Specialisation (1), Quarterstaff (1), Longbow (2), Short bow (1), All Blades (3), Single weapon style (2).
Str 17 Int 16 Wis 15 Dex 16 Con 19 Cha 15

Tactics: The Doppelganger 'Emma Zest' will warn the party that shapeshifters are powerful beings, and encourage the PCs not to let their guard down. On the other hand, the two special constables of the King will approach slowly with Jon Steel stating that "we can sort this out without fighting."
The Doppelganger Emma will reply that these creatures operate in groups, if you drop your guard, they will have the advantage. It says, "You better be good with those weapons of yours." The Doppelganger knows it cannot outrun the real Emma who has a much higher natural movement rate than itself. The monster tells the party that if they will not fight, then "at least give me time to take a horse from the stables and warn the King." The constables speak out and say that this is not a good idea because they are letting the real criminal escape. Steel says to the characters "What do you suggest? We're not in a hurry to go anywhere for the time being."

If questions are asked the Doppelganger has a 90% chance to accurately recall the right information. And will claim that any 'mistakes' are not mistakes because Jon is lying (acting as any Doppelganger might do to protect its fellow kin.)

The real Emma eventually suggests tests that show off her unique Monk abilities - to show that, at the very least, she is not an impostor - while asking the same feats be mimicked by the monster (which it cannot do). She says any real Monk can commune with animals, and will do so with a PC horse if they have any. Emma will also try a recently developed skill, to become invisible to others. Through extreme concentration Emma somehow fades out of view (after 1d4 rounds of effort).

The Doppelganger will reply that these are the tricks of a magical creature, that "there is no way I can do something like that." In other tests any Martial Arts combat skill can be copied, with the creature's physical prowess doing similar amounts of unarmed damage. However, Emma is also immune to poisons where she eventually offers a test where the imposer will likely fall dead. She assures the PCs that this is not a trick of a magical creature. If steps are taken in this direction the impostor will make the same accusations as before, but will try to escape given the first opportunity.

Whatever happens, the constables will try to avoid combat. If the PCs are willing to fight, to allow the duplicate Emma time to escape, then they will back off. If their prisoner escapes Jon and Emma continue to plead their case, offering the characters a chance to meet the King if necessary. The court has access to magic that will reveal the nature of any shapeshifter. They guarantee that the escaped Emma will never head to the King.

The Constables' full explanation: After renting a room in the Tavern they headed across the headland towards a hideout a day's journey from the Hamlet, (seen thanks to scrying, not of their own). They were to apprehend an escaped Bandit Leader, Thadius Rotterdan. After observing his camp for a full day they acted. They've only just returned from the headland with this prisoner. Little did they know this individual was a Doppelganger impostor. Upon arriving back at the Tavern their prisoner promptly escaped.

Whatever happens, the constables leave the Hamlet immediately, collecting their equipment and horses. If they have their prisoner the Doppelganger's hands are tied together, even if that is a relatively futile gesture, and it is forced to walk in front of their mounts.


Heroes are Still Needed

The large balding man from the Tavern, who watched the recent exchange, approaches the PCs. He introduces himself as Adi Amma, the Tavern Keeper. He says that the Hamlet still faces a threat and that the constables told him they would return to deal with it after apprehending the escaped Bandit Leader. Originally it was thought that the constables arrived to deal with the beast that occasionally menaces their livestock. Adi Amma now does not expect the constables to return for many weeks and asks if the PCs could put an immediate end to the menace they call the Terror of Half Moon Bay.

Adi tells the PCs that whatever lives on the headland killed a number of cows over the course of the last year, ripping huge chunks out of the beasts. Recently the monster came very close to the town in order to do this.

The Tavern Keeper says that in searching for the beast the PCs might need to cover the entire headland. Few dare venture there, and those that have almost never return. It is known that it takes two to three days to cross from one end of the headland to the other, and halfway across there is a wide marsh that slows progress. The headland is bounded by 40' cliffs on all sides (like the rest of the coastline), with Half Moon Bay beach at the bottom on the eastern side. The Hamlet is poor and cannot offer a suitable reward, except for free meals and lodgings.

If the characters agree, Adi Amma shakes their hands. He says "When you find the beast just slay it and come back. Please don't stay out on the headland. It's not a place for trying one's luck."


Journey Across Half Moon Bay Headland

The characters travel across the bleak headland. It is a flat desolate place punctuated by windswept groves of trees, much like the countryside the PCs have already traversed.

A short distance from the Hamlet the PCs see the signs of a ruined building amongst one of the groves of trees. The ruined cottage (10x20) has a missing roof.  [For the DM:] High up among the leaves of the closest tree, directly over the ruins, hidden in shadow, is a Giant Spider that leaps upon anyone investigating the inside of the ruin.

Giant Spider (mod)
AC: 3 HD: 4+4 hp: 30 THACO: 15 Attacks: 1 Damage: 1d8 + Poison (0/8d4) Size: L (10') Mv: 9 Alignment: CE xp: 650

From this point onwards the characters can choose to; walk in a straight line until they encounter the marsh (after one day of walking), then cross the marsh (another day of wading), and continue onward to reach the end of the headland (another day's walk); OR they can spend two days walking west or east around the marsh. All movement on marshy ground is half normal.

PCs that head west find that the marsh extends to the cliffs and slowly drains over the side on a broad front. Characters will still have to cross the marsh encountering Killer Frogs (see details below). PCs that head east find the marsh stops two hundred of yards short of the cliffs. As they approach the characters cannot fail to see a black Stone Obelisk, tens of feet in height, situated midway along the dry ground (see details below).

Heading Straight through the Swamp (1 day journey)

If the PCs choose this route they see before them water-saturated ground with numerous pools of scummy water with many reeds, and no obvious pathway across it. The depth of the pools and marsh ranges from ankle deep to 4 feet in the bigger pools. Directly in front, perhaps a quarter mile ahead, the characters can make out the forms of two dead trees, the only sign of larger vegetation in the immediate area. If the characters aim for the trees after one half hour they eventually arrive to a nasty surprise:

Animated Dead Trees (2)
AC: 0 HD: 12 hp: 91 THACO: 9 Attacks: 2 Damage: 4d6 (Heavy Branches) Size: H (18') Mv: 3 Alignment: Nil xp: 8000
*No movement rate penalty in the swamp.

Tactics: The animated trees wait until the PCs pass by and then swing to attack when the last party member has his or her back turned to them. If the PCs decide to attack the trees before this happens (target practice) the trees animate and attack.

Continuing in a straight line across the swamp, at the end of the day, the PCs pass by a small lake that conceals a large Hydra - it dug this for ambush purposes. The Hydra hides in the watery depression and then leaps up to attack party members from the flank. Soon after this encounter the PCs make dry land as the sun sets.

Hydra, Seven Headed
AC: 5 HD: 7HD hp: 56 (8 per head) THACO: 13 Attacks: 7 Damage: 1d8 (Bite) Size: G (25') Mv: 9 Alignment: N xp: 2000
*No movement rate penalty in the swamp.

Heading East Around the Swamp (1 day's journey to the Obelisk)

After a day's travel skirting the marsh, at twilight, the characters see that the swampy ground dries up a few hundred yards short of the cliff edge where they observe a black Stone Obelisk in the near distance. As they approach, the PCs notice numerous bones and bits of clothing scattered about. A search reveals 14sp/3cp, five iron arrow heads, bits of rotted wood, a rusted short sword and a belt buckle. Nearing the Stone Obelisk PCs see that it is 2' wide and 10' tall.

The PCs should arrive here at the end of the day where the DM can point out they will need to camp. Characters that approach to within 30 feet of the Obelisk at night carrying a light source, or in moonlight, find that their shadows become animated and attack. This occurs after 10 rounds in moonlight or after 3 rounds in torch light. The shadows remain active within 200 yards of this monument and disappear during daylight hours. They automatically reappear each night for a week unless slain.

Shadows (1 per character)
AC: 7 HD: 3+3 hp: 20 THACO: 17 Attacks: 1 Damage 1d4+1 (Chill Touch + Strength Drain) Size: Same as targeted PC Mv: 12 Alignment: CE xp: 450
*Immune less than +1 weapons
*Touch drains 1 point of Str that returns after 2d4 turns

The Obelisk is extremely hard, is magically welded into the ground, has 200 hp, and only receives 1 point of damage if stuck by edged metal weapons and 1d2 from blunt metal weapons. Magical weapons add their plus bonuses to the damage. PCs can automatically hit the monument as many times as they can attack per round. However, for each blow the Obelisk rolls a saving throw and if successful (on a roll of 10 or better) will remain undamaged. Metal weapons that strike the Obelisk must save vs crushing blow (7 or above) or shatter for each time they hit. Magical weapons less than +2 need roll only above 4 to avoid shattering. Weapons of +2 or better enchantment will not shatter.

Apart from conjuring Shadow monsters during the night, an evil priest or wizard can use the monument to create level-draining undead from living victims that are sacrificed against this pillar.

Heading West Around the Swamp (1 day's journey to the cliff edge)

The marsh extends the entire way across the west side of the headland such that it will have to be crossed in any event. Crossing the marsh closer to the cliff side lessens the crossing time to half a day. PCs that cross the marsh at any point on the west side are attacked by 1d4+1 groups of Killer Frogs that spring out from ambush positions in the watery pools. They come from every direction.

Killer Frogs (1d8+4 per group)
AC: 8 HD: 1+4 hp: 10 THACO: 18 Attacks: 3 Damage: 1d2/1d2/1d4+1 (Claws/Bite) Size: S (3') Mv: 6 Sw: 12 Alignment: Nil xp: 35


The Terror of Half Moon Bay

After crossing the marsh, or going fully around it (travelling a day out and then back), the characters will find that the sun is setting. After making camp the PCs soon notice firelight from (a few miles) further ahead. They should be reminded that the headland is supposed to be uninhabited, except by the beast. Before they can investigate they are attacked by muscular and very mangy black-haired Wolfen creature. Characters will notice that the claws of this beast are long and monstrous, unlike a normal wolf.

Werewolf  (Mod) Rodeck
AC: 5 HD 4+3 hp: 32 THACO: 15 Attacks: 1 Damage: 2d4 or 1d6+3 (Alternating Bite/Claw) Size: M (6') Mv: 15 Alignment: CE xp: 420
*On a successful hit with a roll of 18 or greater the monster may make a second attack roll at +4 to hit.
*Immune to normal weapons, magical weapons do half damage (2.6 rules)
*Silver weapons do double damage
*Immune to Ghoul paralysis

Tactics: The Werewolf here is reckless and attacks the party with wild abandon, expecting it cannot be seriously injured and that the PCs have little chance of escape back through the marshlands. If injured the creature becomes enraged and continues to attack, until it has half its hit points (16) and then flees back to the lair. If the Werewolf is killed it reverts to human form - a twisted middle aged man with rough black hair.

Lair of the Beast(s)

PCs that investigate the light find, after a few miles, the landscape rises slightly, where a low ridge line obstructs a cave entrance that is cut into a low hill. A lantern at the end of a rope hangs high at the midpoint of the cave, the rope running through an iron ring fastened into stone.

The low ridge is deceptively steep, walking up the embankment causes PCs to use their hands to scale it. The stink of rotting flesh is in the air. Characters that walk the long way around, to avoid the steepest part of the ridge, find a gully running up against the hillside with the cave entrance further along.

If the PCs attempt to directly scale the ridge they are attacked by a pack of Ghouls that leap from a raised position on the other side of the bank. PCs moving around the sides are confronted by the same pack. The only way these Ghouls will not be alert to the PCs presence is if the Werewolf was killed in the first encounter and if the PCs approach stealthily. If the characters take precautions they will find these Ghouls in the shadow of the cave entrance (except late into the night when they wander). If no precautions are taken the Ghouls will hear them approach.

Ghouls (5)
AC: 6 HD: 2 hp: 12 THACO: 19 Attacks: 3 Damage: 1d3/1d3/1d6 (Claws/Bite) Mv: 9 S 6' tall Alignment: CE xp: 175
*Save vs Paralysis for each claw hit, lasts 2+1d6 rounds
*Immune to Sleep and Charm
*Holy Water does 2d6 damage (ver 2.6 rules)

Outside the cave entrance is a carpet of bone chips (mostly made up of unidentifiable Killer Frog bones). Bits of faded cloth can also be seen in the dirt. Just inside the cave is the remains of a large open fire pit, seen in the lantern light. The cave itself has a smooth earthen floor 30x30' with rough hewn walls cut into the rock. Old furniture consisting of 5 stools, 2 benches, and a cupboard pushed against the far wall (to the left), with a raised bedding area (consisting of many old blankets situated to the right), fills the cave. Pinned to the west wall by chains are two pale human figures, a man and a woman, dressed in rags, with hessian bags over their heads.

Making their way out of the shadows, from the back of the cave, come a dishevelled man and woman. They are unarmed. The sandy haired man is dressed in ragged clothing, an old blue shirt and brown trousers, the woman, with short dark hair, wears a faded red dress made from heavy cloth. Both are barefoot. They timidly look around. The man speaks softly "We're being held here by a wolf man and his undead minions. Are you here to rescue us?"

Werewolves (2 to 3) Moksar & Grilla (plus Rodeck if he survived)
AC: 5 HD 4+3 hp: 30/33 THACO: 15 Attacks: 1 Damage: 2d4 or 1d6+3 (Alternating Bite/Claw) Size: M (6') Mv: 15 Alignment: CE xp: 420
*On a successful hit with a roll of 18 or greater the monster may make a second attack roll at +4 to hit.
*Immune to normal weapons, magical weapons do half damage (2.6 rules)
*Silver weapons do double damage
*Immune to Ghoul paralysis

Tactics: If Rodeck survived the first battle with the PCs he waits out of sight on the hillside and listens for the sounds of conversation before rushing to attack the PCs from behind. The DM should allow for a very short conversation between Moskar, Grilla and the PCs. If asked about the shackled figures on the west wall the woman simply says "There are iron pins in the floor that you can pull to release the chains". She says she does not know who they are and that they do not speak.

The DM can explain that the shackled individuals are kept pinned to the wall by chains that run through iron rings and that this is anchored to the floor via iron pins. At this point Rodeck should attack the PCs. When this happens the other two jump back into the shadows of the cave saying "oh no, save us!" as they transform into Wolf form - taking one round to do so. The Werewolves will attack ferociously to the death.

If Rodeck did not survive, the two Werewolves encourage the PCs to release the Wights that immediately attack the party. At this point the lycanthropes drop back saying "oh no, save us!", and transform into their Wolf forms, attacking the PCs from behind. If the PCs are suspicious and remove the hessian bags from the Wights, the Werewolves will feign ignorance. PCs can then make a passive perception check (roll less that the average between wis/int) with a -2 penalty, to become actively suspicious of the two former 'prisoners' - if players have not already come to this determination.

Wights (2) shackled to the cave wall.
AC: 5 HD: 4+3 hp: 25 THACO: 15 Attacks: 1 Damage: 1d4 (Claw + Energy Drain) Size: M (5') Mv: 12 Alignment: LE xp: 1400 (only 50xp if killed while still chained to the wall)
*Only hit by silver or magical weapons
*Immune to Sleep, Charm or Cold based spells
*Energy drained levels return at the rate of one per month (2.6 rules)
*Holy Water does 2d6 damage (ver 2.6 rules)

A search of the cave reveals the following items stashed in the cupboard. Numerous (6) Iron spikes -two with iron rings added to the ends, an iron headed mallet, 3 flasks of lamp oil, 10 empty flasks, wooden cups (4), small knives (4), an iron ladle, large hessian sacks (4), a wooden box packed with dried grass with a flint and steel placed on top, a wooden 6 sided dice, leather thongs (thin strips) 2 foot long (8), clay pots with pepper, salt, honey (4), a large iron cooking pot on the bottom shelf.

Under the bedding is a stash of coins, 244cp/39gp/18pp and 8 gems; one azurite worth 10gp, three turquoise worth 10gp each, a citrine worth 50gp, two onyx worth 50gp each, an amethyst worth 100gp.

Resolution

The return journey across the headland is uneventful - unless the party crosses the marshland on the western side, which results in further encounters with 1d4 groups of Killer Frogs. This time there are only six (1d6) monsters per group.

On returning to the Hamlet the characters can inform Adi Amma and other folk of their deeds. Naturally celebrations, centred on the Tavern, commence.

A week later Jon Steel and Emma Zest return with a group of 1st level Knights (2HD each). If the PC party did not destroy the Stone Obelisk, upon hearing the tales told by the towns folk, they head there with borrowed sledge hammers (2) in order to shatter the monument. If (when) the hammers break some of the group return to collect every other hammer (another 4), wooden poles and spare iron hammer heads (8) from the blacksmith, plus garden hoes (5) and other heavy farming implements - picks, iron bars (8). Once the Obelisk is destroyed the Constables' Party will continue to the Werewolves lair where they remove all the contents and then burn them. They will stay out of the marsh and return via the Eastern route to the Hamlet and then back to the King's castle.

All characters that complete the adventure receive a bonus 800 experience points.