The Foot List



A wizard requires a Gold Lion Statuette that is the prize in a melee competition. An adventure for a large, or strong, group of Player Characters of 4th or 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 Artisans' 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 party's actions 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'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 Attacks: 1 Damage: 1d4+1 (Dagger+1) Alignment: CG
*Cantrips: 21 (Flame Dart,1d2 Dam, THACO 18, 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 a 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 worn 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. 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 stronger arm wrestler wins a roll by more that 10 points then they slam their opponent in one move regardless of needing to win 3 consecutive times.

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, with one seated at a table. At closer approach they see the standing figure of a dark-skinned female warrior, with wild black hair, dressed in animal furs. She wears a curved sword on her belt. 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, parchment, 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 Hero Fighter (female)
AC: 5 (SingleWpnStyle, Dex15) HD: 5d12 (hp 62)
Str16 Wis13 Int13 Dex15 Con17 Cha14
Equipment: Scimitar +2, Medallion of Protection+1, Leather and Fur Armour.
*Barbarian Special Abilities: Back Protection (25%), Detect Illusions(25%), Detect Magic (45%).  

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 petite 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: 8 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 800+, 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 [ie 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 ! [He rings his bell then says] 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 can 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 to 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 PCs 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 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.


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