TEXT:  
   
   
    
  BLIGHT over 
  BryNDERWOLd 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  
   
  2 
   
   
  Blight Over Brynderwold 
   
   
  Troubling Times 
  Brynderwold, a longstanding mining and fishing 
  outpost on the eastern shores of Lake Argos, is in 
  trouble. Protected from most threats by 
  towering cliffs and treacherous waters, the 
  settlement’s woes began four months ago, when 
  a number of the residents contracted Pinkscab 
  Palsy.  
   
  Despite compulsory quarantining, cleansing by 
  fire, and Apothecary Benceini’s (Karok albino, 
  5’4”, often donning his beaked contagion mask 
  and gloves) careful ministrations, the disease 
  somehow continues to spread, corrupting the 
  inhabitants at an increasing rate.  
   
  Brynderwold’s leader, Burgomaster Shand, is 
  growing desperate, and has offered 400 gold 
  crowns to anyone who can solve the mystery and 
  rid the outpost of contamination.  
   
  Pinkscab Palsy 
  Pinkscab Palsy manifests as a red, irritating rash 
  that swiftly extends across the body in 24 hours. 
  Scratching leads to oozing scabs, until the third 
  day manifests as severe muscle weakness, 
  dragging gait and involuntary tremors (1d6 Str 
  and Dex loss, half movement rate). 
   
  Previously healthy adults generally recover in 
  four to six weeks, but children, the infirm, and 
  the elderly often fail to pull through, succumbing 
  to critical organ failure. 
   
  The hitherto unknown disease is normally 
  propagated by vermin and their fleas or mites 
  (body fluids, bites, faeces, etc). In this instance 
  however, the palsy is also being spread by a tribe 
  of humanoid ratfolk known as Skratt (hiding in 
  the sewers by day, and infiltrating the streets by 
  night). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The PCs might become involved in this adventure 
  for the gold, because a friend or relative recently 
  died to the disease, or because they get attacked 
  on the streets at night (see Street Encounter 10). 
  Rumours & Hooks  
  Pinkscab Palsy has struck the lake side 
  outpost of Brynderwold, causing severe 
  weakness or death in the afflicted. The 
  Burgomaster is at his wit’s end searching for 
  the source, and is offering good coin to 
  investigators to root out the cause, and 
  cleanse the town. 
  
   
  3 
   
  The Skratt 
  The Skratt are 5 ft, rat like humanoids with 
  rodent heads, furred bodies, and bald tails. They 
  move on two or four limbs as required, 
  communicating in low chirps, high chitters and 
  aggressive hisses, baring yellowed claws and 
  fangs when threatened. 
   
  Like most vermin, the skratt are disease laden, 
  skulking scavengers, careful to avoid physical 
  danger 
  unless 
  necessary. 
  Once 
  engaged 
  however, the ratmen fight with desperate fury, 
  exploiting any obvious weakness in their foe. The 
  skratt take no prisoners, and leave no survivors, 
  preferring to eat slain enemies whenever 
  possible (whilst technically omnivores, they 
  prefer carrion). 
   
  For just over four months, the skratt have been 
  living in the sewers beneath Brynderwold, hiding 
  and sleeping during the day. Between midnight 
  and dawn the ratmen emerge for brief forays 
  above ground, spreading the disease about the 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  complex, hoping for more dead to feed upon. 
   
  Skratt, AC 11, HD 1, Bite 1d6 or weapon, 19: the 
  skratt uses its tail to trip the target, S10 D13 C8 
  I9 P13 W7 Ch8, L5, Mv 40 ft inc climb & swim. A 
  skratt’s bite has a 50% chance of infecting the 
  target with disease (Con check resists, in this 
  adventure Pinkscab Palsy). Skratt see as well in 
  darkness as in light. 
   
  Brynderwold 
  By any standard, Brynderwold has never been a 
  happy place, but its present mood is palpably 
  glum. A week of unrelenting rain, mud churned 
  streets and frostbitten winds, compounded by 
  the growing fear of contagion, have spun a 
  depressing pall over the entire community.  
   
  The chance of random infection by a PC (via flea 
  bites etc) is relatively low; 5% per week that they 
  remain at the outpost. PCs that purposefully 
  keep to themselves, don’t drink the water, etc 
  automatically avoid infection for the first month.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  Most of the 300 strong town is presently clear of 
  the palsy, but the numbers rise each week (30 
  last fortnight, increasing to 37 last week). The 
  sick are quarantined in Area 13, the dead burnt 
  and cast into the sewers (eaten by the skratt as 
  carrion) or buried (a handful of bodies have been 
  dug up by the ratfolk, see Area 5). 
   
  Clues about the Disease 
  The town’s sole apothecary and surgeon, 
  Benceini, is flummoxed by the plague and unable 
  to rein it in, despite all manner of herbal 
  tinctures, skin flensing, blood leeching and fire 
  cleansing. Nothing works.  
   
  Benceini is happy to chat with the PCs whilst he 
  is around (see Street Encounter 2), but has 
  precious little to tell, except that his inquiries 
  failed to uncover the source, and his focus is now 
  on quarantining and treating the ill (truth be told, 
  he made very limited inquiries in the sewers, and  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  the Skratt were careful to lure him away from 
  their base). 
   
  Benceini recommends rechecking the Half 
  Stump Inn (Area 2), Town Hall (Area 11) and 
  Marketplace (Area 12) as areas of high traffic, 
  along with the Stables (Area 3, in case of animal 
  infection), and the Sewers (p.11, exposure to filth 
  and “foul odours” being widely accepted as 
  common sources of taint and disease). 
   
  Street Encounters  
  As the party explores Brynderwold, the GM may 
  call for a street encounter at any time. 
  Alternatively there is a 30% chance of an 
  encounter every 12 hours. If an encounter 
  occurs, roll 1d12:  
   
  1. 1d6 Guards, led by Rodric (5’9”, freckled, 
  bitter & mirthless, but dependable, 
  carries a silvered sword) harass the party  
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  for their weapons licences, and whether 
  they have registered with the Town Hall 
  (Area 12). 
   
  2. Word reaches the PCs that Benceini 
  (Area 10) has been murdered in his 
  home (or perhaps the PCs hear his death 
  scream). 1d4 Skratt broke in and killed 
  him (a targeted attack, after they spied 
  him treating the infected). The ratmen 
  were forced to flee before they could 
  drag his body away.  
   
  3. The Overseer, Burgomaster Shand (Area 
  9) is out on the street, en route to a 
  meeting or running a personal errand of 
  some kind. This might be a chance for 
  the party to ask questions or introduce 
  themselves.  
   
  4. A dozen chickens burst from a side street 
  and towards the PCs. An eight year old 
  child 
  named 
  Rudy 
  (dark 
  haired, 
  energetic, has a cold) is chasing them. 
  It’s clear the fowl are much faster than 
  Rudy and about to separate down 
  different laneways. At the GM’s option, 
  Rudy might be the Sergeant Kaden’s 
  daughter (Area 1). 
   
  5. A pickpocket named Scylla (Nydissian 
  female, dark skin/hair, attractive, baker’s 
  apron) “accidentally” trips and drops a 
  basket of loaves as she walks by the PCs. 
  If a PC helps to pick them up, she thanks 
  them profusely while attempting to pick 
  their pocket (Dex 14). If caught out, she 
  might confess being one of Argyle’s crew 
  (Area 13), and that she has to meet her 
  quota or Argyle will punish her (whether 
  this is true, or a con, is up to the GM). 
   
  6. A Priestess of Argona named Mabel 
  (50’s, grey hair, star & shield motif on 
  robe, walking stick) takes an interest in 
  the new comers, introducing herself and 
  welcoming them to the outpost. 
   
  7. A middle aged woodcutter is highly 
  drunk, slumped against the side of a 
  building, a bouquet of wild flowers 
  scattered beside him. If questioned, 
  Umfrey reveals that his infant son Ethan 
  died to Pinkscab Palsy two weeks earlier.  
   
  8. The weather turns even worse, a driving 
  downpour of needling rain and jaw 
  clenching wind. The streets swiftly 
  empty and shops/stalls close for the day.  
   
  9. A downcast woman in a brightly 
  coloured dress (a rarity it seems in 
  Brynderwold) is making her way down 
  the street, eyes downcast. If queried, 
  Laurana explains that her husband is 
  infected with palsy, and she is going to 
  see if she can visit him at Quarantine 
  (Area 14). 
   
  10. 3d4 young, inebriated miners are itching 
  to teach someone a lesson after 
  gambling their wages away. They choose 
  the most outlandish looking PC and try 
  to goad them into a brawl. 
   
  11. Badger (male, 40’s, bald, stubble on 
  chin, sly grin), a bard of sorts, offers to 
  make 
  a 
  song 
  about 
  the 
  party’s 
  endeavours… If they’ll just buy some of 
  his famous bug mince pies; “A healthy 
  lunch packed with crunch”, as his mom 
  always said, bless ‘er soul. 
   
  
   
  6 
   
  12. Growing ever bolder, 2d6 Skratt attack 
  the PCs sometime between dusk and 
  dawn. If the PCs are at an Inn or similar, 
  the ratmen scale the building and enter 
  via the roof or windows to reach their 
  bedroom. The targeting is coincidence.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Guard Barracks 
  2d6+10 guard are on duty here at all times, with 
  an array of weapons at their disposal, including 
  heavy crossbows, fire pots a wheeled ballista. 
  Sergeant Kaden (3 HD, 6 ft burly 40s male in half 
  plate, shouter, hold grudges) greets outsiders 
  with strong dose of old school suspicion. Captain 
  Hellinger, recently slain by Red Scale raiders 
  (barbarians), is yet to be replaced.  
   
  Guards, AC 16 (heavy chain and shield), HD 1, 
  Spear 1d6+2 (two handed), Sword 1d8+1, 
  Longbow 1d8+1, or Heavy Crossbow 2d8+1, 19: 
  as weapon, S13 D10 C11 I10 P12 W10 Ch10, L4, 
  Mv 30 ft. 
   
  Area 2 – The Half Stump 
  The Half Stump is a two storey wooden inn with 
  a large common room, fireplace, and a handful 
  of small, clean upstairs guest quarters. The menu 
  standouts are seared trout, mutton & beets, and 
  pork with potato surprise.   
   
  A few bottles of Magnar’s Fist (pale ale, crisp, 
  highly potent) might be available if the owner 
  Ethel takes a liking to the party (5’8” ft, slim, late 
  20s female, Int 13, Cha 14, limp, sarcastic but 
  generous, enjoys trading good natured insults, 
  “Yeah, better my gimpy leg than your gimpy face, 
  am I right?”). At least 3d6 residents are here until 
  late, drinking, socialising and complaining.  
   
  PCs hunting rumours might hear the following 
  (or GM’s custom rumours). Roll 1d8:  
   
  1. A winged monstrosity lairs in a cave 
  hidden behind the cliffside waterfall 
  (true: a Dire Bat, LFG p.100). amongst 
  the bones 1 x Carry Loot (LFG p.136). 
   
  2. There’s something wrong with Benceini, 
  the apothecary. He wanders the streets 
  at night, lingering by the lake, as if in 
  some kind of dream (untrue; he just had 
  far too much drink/smoke that night). 
   
  3. The Lake Ruins (Area 15) are home to a 
  giant reptile (true: a Giant Crocodile). 
  Some say it’s big enough to sink a caravel 
  (untrue).  
   
  4. Giant Rats are breeding in the sewers 
  beneath Brynderwold. If they aren’t 
  dealt with soon, the place will be 
  infested with them (true, see Sewers). 
   
  5. Sergeant Kaden is planning to arrest 
  Burgomaster Shand for fraud and 
  
   
  7 
   
  treason (partially false, Kaden knows 
  nothing of Shand’s fraud, see Area 9, but 
  might take action if he did).  
   
  6. Some manner of furred beast, walking 
  on hind legs, was seen on the docks a 
  week ago. It was skulking about a ship a 
  few hours before dawn. When spotted, it 
  dove into the water and disappeared 
  (true: skratt scout).  
   
  7. A witch is afoot in Brynderwold, hiding in 
  plain sight amongst the outlanders, her 
  sorcery responsible for the plague. The 
  curse won’t be lifted until she is ousted 
  and burnt at the stake (false).  
   
  8. The copper mine has unearthed a 3 ft 
  wide sink hole in one of the deep shafts, 
  growing larger by the week. Miners say 
  strange noises emanate from within 
  (possibly true – see Area 7). 
   
  Area 3 – Stables 
  Large, half empty stables house half a dozen 
  horses, 2d6 hounds and a single pig. The hay loft 
  might be used as sleeping quarters in a pinch. 
  Stablemaster Asger (Fighter 2, 16 hp, 6’ 
  Varnori/Viking, blond haired, beard, tattoos, 
  criminal brand under left ear, short tempered, 
  bullying manner) sleeps next door, keeping an 
  ear out for thieves or vagrants.  
   
  Area 4 – Domiciles 
  These multi level wooden buildings are typical of 
  Brynderwold homes; timber & white walls, 
  cramped, locked and/or barred, with curtains 
  drawn. The glow of lanterns and fireplaces can 
  be seen at night. 1d6 outlanders live in each 
  domicile. 
   
  Outlander, AC 11 (leathers), HD 1, Hammer or 
  Shortsword 1d6 or Short bow 1d6, 19: as 
  weapon, S10 D10 C11 I10 P11 W10 Ch10, L4, Mv 
  30 ft. 
   
  Area 5 – Great Falls Graveyard 
  A roaring waterfall cascades down the cliffs here, 
  neatly dividing Brynderwold into eastern and 
  western banks. Winding caves behind the 
  downpour lead to series of catacombs where 
  some of the town’s dead are buried (others 
  choose to be cremated, or released on flaming 
  barges into the Lake).  
   
  A thorough canvas of the area reveals two recent 
  graves were dug up and the bodies carried away. 
  An Int (Wilderness Lore) check confirms at least 
  one set of bipedal footprints were clawed (skratt 
  stole the bodies and dove into the water, making 
  their way to the sewers to devour the corpses in 
  peace). A handful of sentimental trinkets (no gp 
  value) were left behind.  
   
  Area 6 – Temple of the Starmaiden 
  1d4+1 Priestesses of Argona (Goddess of health, 
  wealth, happiness and hope) tend to the only 
  temple in the complex, a large stone church with 
  a tall belltower. Argona’s shield and star icon is 
  emblazoned above the entry doors. The vast 
  majority of Brynderwold’s population attends 
  services each week. Mother Jenora (5’9” female, 
  S14, Will 14, dark haired, heavy set, pious and 
  protective) heads the order, and is often out and 
  about tending to her flock. 
   
  Area 7 – Mines & Forge 
  A small copper mine operates here, digging 
  shafts into the cliffs of the Ironhull Mountains. In 
  recent times, a sinkhole appeared in one of the 
  deep tunnels, possibly as a result of recent 
  tremors. The sinkhole is growing larger each 
  week, and is now approx 3 ft wide. At least one 
  
   
  8 
   
  miner swears to hearing strange noises 
  emanating from it.  
   
  Mine Boss Wo Gong1 (6’ Asian/Shenzu, S15, C15, 
  long moustache, bulging frame, practical, well 
  mannered, favourite phrase “You disappoint me, 
  wo mai”) wants access to the rich copper veins 
  beyond, and has placed sturdy planks across the 
  hole for now. What lurks below (if anything) is a 
  matter for the GM.  
   
  Adjacent to the mines is the forge, run by 
  Mastersmith Raffbogen (4’6” dwarf male, 
  standoffish, alcoholic), a “free dwarf” and 
  genuine smithing prodigy (tools, weapons, 
  armour, 
  etc). 
  Raffbogen 
  despises 
  Karoks 
  (including 
  the 
  apothecary) 
  and 
  has 
  an 
  arrangement with Burgomaster Shand that 
  insures against any attempts to return him to his 
  “owners” in Dol-Karok. Raff recalls some of the 
  old legends, told to him by his great 
  grandmother, and might know the location of 
  some lost Holds, ripe for exploration.  
   
  Area 8 – Watch Towers 
  1d6+1 watchmen man each tower, keeping a 
  lookout for pirates, barbarians, beastmen and 
  other obvious threats. Each tower includes a 
  stash of 2d6 javelins, 1d4 crossbows, and 2d4 fire 
  pots. Prisoner cells are located below ground. 
   
  Area 9 – Overseer’s Residence 
  Burgomaster Shand controls the settlement, 
  empowered by a partnership of merchants to act 
  as Outpost Justicar, and ensure the mining and 
  fishing operations continue to meet caravan 
  schedules.  
   
                                                        
  1 Brother of Lu Shen, owner of the Yellow Lotus 
  (Midlands p.137). 
  Shand is presently up to his earholes in 
  problems, including: constant skorn raiders, 
  opportunistic pirates, the pinkscab palsy plague, 
  worrying rumours from the mines (Area 7) , giant 
  croc concerns (Area 15), grave robbers behind 
  the falls (Area 5), and talk of strange sightings in 
  the docks (Area 13).  
   
  Generally speaking, he has no time for fortune 
  hunters, but will gladly put expendable warriors 
  to task to solve the palsy mystery (for 400 gold  
  on completion, directing them to the Exchequer 
  in Area 12). He has 1 x 5 HD Lair Treasure in a 
  strongbox (bolted, double locked, LFG p.140). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shand, AC 11, HD 3, Sword 1d8+3 (two hands), 
  19: 1d4 guardsmen appear to assist Shand, S10 
  D15 C11 I14 P11 W16 Ch15, L6, Mv 30 ft. Shand 
  
   
  9 
   
  has advantage on persuasion related checks and 
  speaks a bit of everything (Bardic Knowledge). 
  He may use the Bard Inspire Greatness ability 
  twice per combat.  
   
  Shand (6’2” male, dark goatee, aura of gravitas, 
  efficient, spectacles, never without his hat) is a 
  reasonable warrior but is most respected for his 
  outstanding leadership. Loved by his allies and 
  hated by his foes, the Overseer is generally fair 
  but is growing increasingly jaded, and hard on 
  those who break the rules. In recent months, the 
  Overseer has begun skimming ore from the 
  mines, turning a tidy profit with smugglers in 
  Area 13. Shand believes the outpost can’t last 
  forever, and means to secure his future before it 
  collapses.  
   
  Area 10 – Apothecary 
  Apothecary Benceini resides in a relatively large 
  home which includes an attached infirmary. 
  Currently 1d6 recent infected are impounded 
  here, the front door barred from the outside, and 
  1d3 guards on duty. Benceini has access to 1d3 
  healing kits and 1d4 anti-toxins if the PCs can 
  demonstrate a need for them.  
   
  Area 11 – Marketplace 
  The main cluster of shops and services are 
  located here, including a general store (clothes, 
  lighting, some foods, etc), growers’ market, fish 
  market, leatherworker, weaver, herbalist, and 
  brothel. The seven owners collectively refer to 
  themselves as “the marketplace” and wield 
  considerable political clout. At the GM’s option, 
  the party might pick up a rumour or two here 
  (see Area 2). 
   
  Area 12 – Town Hall 
  The town hall is a large two storey stone 
  structure with an internal balcony, able to hold 
  up to 400 people. The town’s coat of arms (a 
  black kite shield with copper anvil) is displayed 
  on a large tapestry above a raised stage.  
   
  A small office off to one side belongs to 
  Exchequer Sarsi (6’ female, skinny, expensive 
  garb, honest and shrewd with a piercing gaze),  
  who manages the outpost’s taxes, licences, 
  bounties, etc, and their records. The Exchequer 
  is quite meticulous in her role, and has begun to 
  notice discrepancies in some of the mining 
  records (due to the Overseer’s fraud).  
   
  At the GM’s option, the party might be required 
  to register their details at the Town Hall when 
  they arrive, and/or pay for weapons or “treasure 
  hunting” licences (either flat fees, or a tithe).  
   
  Notices regarding bounties are posted here, 
  presently 5 silver florins thuels (barbarians), 
  skorn (beastmen), or pirates, and 2 gold crowns 
  per giant rat. More monstrous trophies are by 
  negotiation. Any bounties the party might end up 
  claiming will be paid to them by Sarsi. 
   
  Area 13 – Docks 
  Brynderwold’s docks are fog shrouded until early 
  morning. but with the recent poor weather, the 
  mists linger all day. Harbour Keeper Rummage 
  (5’9” male, dark hair, beard, amiable and 
  efficient, never without his nameless hound) 
  manages the area, including the warehouses and 
  security.  
   
  A smuggler from way back, Rummage has never 
  been shy about making extra coin on the side, 
  and currently has an arrangement with the 
  Overseer (Area 9) to skim some of the mining ore 
  off to southern Nydissia. Additionally, Rummage 
  has connections with a small gang (“Argyle’s 
  crew”, led by Argyle, Rogue 3) of 2d6+2 
  pickpockets and burglars (dock workers, miners, 
  
   
  10 
   
  guardsmen) that occasionally fence things 
  through him.  
   
  In the last few days, a bipedal rat creature was 
  spotted loitering about some of the ships after 
  midnight (see Rumour 6, p.7). When challenged, 
  it dove into the lake (and swam underwater back 
  into the sewers).  
   
   
   
   
   
  \ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  So much can be confirmed by stevedore Shamus 
  (male, 30’s, jet black hair, jovial except when 
  playing dice games about which he is deadly 
  serious) who observed the rippling water trail 
  into one of the sewer outlets. Shamus is happy 
  to share such info for a small donation, keep the 
  wife happy, eh?. 
  Area 14 – Quarantine Zone 
  Approx 25 infected are quarantined in two 
  multistorey residences, the doors barred from 
  the outside, with 1d6+1 guards keeping watch. 
  No-one enters except in the company of 
  Apothecary Benceini.  
   
  Every few days someone leaves (alive and having 
  finally shaken the illness, or dead, wheeled out in 
  a cart, to the tolling of bells). A temporary shrine 
  to Baal (God of the dead, disease, suffering) has 
  been set up nearby, attended to by a handful of 
  (increasingly fervent) lay worshippers.  
   
  Area 15 – Lake Ruins 
  Burnt out stone ruins and rotting pylons are all 
  that remain the old lake watch house (razed by 
  pirates eight years ago). The area is now home to 
  a Giant Crocodile that feeds on fish and other 
  marine creatures. The locals avoid the beast, and 
  by and large it avoids them (a few even consider 
  it a kind of “town mascot”).  
   
  Alternatively, something has happened recently 
  that has led to the reptile attacking careless 
  sailors (perhaps it is mating season and a female 
  has recently entered the area, prompting 
  “mating ritual” behaviour, including protecting 
  territory). If lured or driven away, old pirate and 
  barbarian bones give up 1 x Valuables (LFG 
  p.147). 
   
  Giant Crocodile, AC 14, HD 6, Bite 2d6+2, 19: 
  special, S20 D10 C19 I3  P10 W12 Ch5, L8, Mv 30 
  or swim 50 ft. On a 19+, the target is caught in 
  the croc’s jaws and rolled/drowned if water 
  present (lose action each turn until successful 
  Luck (Dex) save to escape the croc’s vice like 
  jaws).  
   
   
   
  
   
  11 
   
  The Sewers 
  Direct access to the sewers is via any number of 
  street drains (by pulling up metal grates, requires 
  a Str check if in a hurry) or lake outlets (the 
  largest tunnels can be found here). The skratt 
  section of the sewers appears on the p.12 map, 
  with direct access via Area 1 or 12 (vertical access 
  pipes) or 10a (main storm drain out to Lake 
  Argos)  
   
  Generally speaking the drain tunnels are 
  fashioned of worked stone, approx 4 ft wide and 
  5 ft high, very dimly lit during the day (some 
  ambient light filters through from above, 33% 
  miss chance), or completely dark at night (skratt 
  see in the darkness well enough). Doors are 
  wooden and unlocked unless noted otherwise.  
   
  As might be expected the smell is nauseating, 
  punctuated by constant dripping, chittering, and 
  slurping sounds. Most of the sewer has narrow 1 
  ft walkways running alongside the walls, albeit 
  these are often slippery with filth, especially 
  after a powerful storm. Those wanting to wade 
  through the channels of muck will generally find 
  them two feet deep.  
   
  Anyone moving about the sewers for more than 
  half an hour is exposed to the palsy, requiring a 
  Luck (Con) save to resist (max once/day).  
   
  Sewer Encounters 
  The Skratt are holed up in a particular section of 
  the sewers as outlined on the map. Finding the 
  right area requires a Perc (Detection or 
  Wilderness Lore) check. There is a 30% chance of 
  a random encounter every half hour. If an 
  encounter occurs, roll 1d8: 
   
  i. 
  A flock of bats come swooping out the 
  darkness, making a loud chittering 
  (might draw nearby threats). 
   
  ii. 
  1d4 Skratt in the middle of mating. A 
  curious mix of purring, chittering and 
  scratching can be heard before the 
  tangle of furred bodies is revealed. If the 
  PCs are sneaky, they might catch them by 
  surprise.  
   
  iii. 
  A swarm of 4d6 Slush Beetles (1 to 2 ft 
  long) are swimming in the muck here, 
  happily gorging their fill. They attack only 
  to defend themselves (1 hp, bite 1 
  damage). They are afraid of fire, and 
  make high pitched squeals if cornered. 
   
  iv. 
  A half eaten human corpse (recent 
  missing dock worker) floats in the muck. 
  Closer examination reveals a mix of bite 
  marks and blade cuts (some of the skratt 
  use swords, etc). 
   
  v. 
  A pet rodent of the Skratt Brute (Area 5) 
  is hiding quietly nearby, observing 
  everything it can about the PCs (Perc 
  (Det) check to spot). Unless stopped, it 
  scuttles away to report the intruders to 
  its master.  
   
  vi. 
  1d6+1 hungry Giant Centipedes (LFG 
  p.102) are crawling along the ceiling, 
  drawn to the PC’s light source.  
   
  vii. 
  A 2 ft glob of Green Slime (LFG p.112) is 
  stuck to the ceiling nearby, waiting for a 
  PC to walk under it.  
   
  viii. 
  The Skratt Brute (Area 5) is nearby, 
  stalking the corridors in search of 
  manflesh. He has detected the faintest 
  whiff of the party’s scent, and is drawn 
  to investigate. 
   
  
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
   
  Area 1 – 1st Manhole Entry 
  Pulling up a manhole on the street allows access 
  to a 3 ft vertical chute and 15 ft ladder. The 35 ft 
  square chamber includes a raised 20 ft square 
  platform, with stairs descending a further 10 ft to 
  the lower chamber.  
   
  If entered during the day, 1d4 Skratt (with 
  swords) are sleeping here in a nest of refuse 
  under the platform (supposed to be on sentry 
  duty, a group Stealth (Dex) check keeps them 
  that way). If night time before midnight, the 
  sentries are awake, if after midnight there is no-
  one in this room (the sentries are instead out on 
  an above ground scouting mission). 
   
  Area 2 – Northern Drain 
  This 15 ft wide tunnel includes a 5 ft wide 
  channel of foul, burbling slush. Sturdy planks 
  have been placed at certain points to allow easy 
  crossing (albeit these are covered with scattered 
  moss and slime). There is a 50% chance of 1d2 
  wandering Skratt passing through.  
   
  Area 2a – Rat Catching Supplies 
  This 10 ft room is locked (a Dex (Traps & Locks) 
  check opens it, or the key from Area 12). Opening 
  all the crates garners a dozen rat traps, a net on 
  a stick, 1d4+1 bear traps (for giant rats), and 1d4 
  fire pots. 
   
  Area 2b – Blockage Clearing Supplies 
  This 10 ft room is locked (a Dex (Traps & Locks) 
  check opens it, or the key from Area 12). The 
  room contains 1d3 10’ poles, a spear, two work 
  hammers, a portable block & tackle pulley 
  system, and a small wheelbarrow. 
   
   
   
                                                        
  2 Adventure Framework 29; Riddle of the Golden Rat. 
  Area 3 – Corridor  
  The western iron gate to this 70 ft corridor is 
  locked (Dex (Lock & Traps) check to open) but 
  rusty (may be broken down with 2 x Str 
  (Athletics) checks). To the east, foul chittering, 
  whimpering and hissing noises may be heard. 
  The stone steps ascend 10 ft to a small balcony 
  and wooden door to Area 4.  
   
  Area 4 – Tide of Rats 
  This 15 ft by 10 ft room is home to a single Skratt 
  and her pets; a colossal swarm of many hundreds 
  of rats. Listening at the door reveals a soft cooing 
  and muffled scratching. The skratt is a loner and 
  quasi druid amongst her kin, more comfortable 
  with tiny rodents that her own kind. At first, 
  neither she nor her pets will necessarily move to 
  attack the PCs.  
   
  Like all skratt, the vermin druid unable to speak 
  common, but is intelligent and can communicate 
  via hand signals and body language. She has also 
  learnt to write a handful of common words 
  (gained via study from stolen papers, observing 
  signs, etc).  
   
  If the party attempt parlay, the druid tries to 
  convey that she would rather abandon the 
  complex than fight, and presents a token of 
  goodwill (a scroll case with a ragged map inside, 
  suggesting the distant location of a treasure: a rat 
  idol made of solid gold2). 
   
  If the parties come to blows, the tide of rats 
  fights to protect their mistress (covering her 
  body in a kind of living armour, as the remainder 
  surge to attack). The swarm will not move more 
  than 30 ft from her. If defeated, the druid carries 
  a cold iron knife. 
  
   
  14 
   
  Skratt Druid, AC 11, HD 3, Bite 1d8, 19: the tide 
  of rats overwhelms the PC, biting and gnawing 
  them all over (Will check or flee for 1d4 rounds), 
  S13 D18 C8 I11 P14 W11 Ch14, L7, Mv 40 ft inc 
  climb & swim. The druid has Off Turn Attacks, and 
  her bite infects the target with pinkscab palsy 
  (Con check resists). She sees as well in darkness 
  as in light. When the druid suffers damage, there 
  is a 50% chance the attack is negated (the blow 
  absorbed by her body rats, which drop off, only 
  to be replaced by more). 
   
  The Tide of Rats is more of an environmental 
  affect than a monster. The vermin cover every 
  available space and flow down the corridor 
  (move 30 ft) like a chittering wave of doom, 
  leaping onto PCs, dropping from the ceiling, 
  scrabbling underfoot, burrowing under clothes 
  etc.  
   
  PCs automatically suffer 1 point of damage at the 
  end of their turn, and must make a Dex check or 
  fall prone (unbalanced by the skittering horde). If 
  the druid is killed, the tide immediately 
  disperses, squealing in anguish (at the GM’s 
  option, future rats hiss at the PCs for months to 
  come). Torches and other small fires don’t faze 
  the tide, but large fires (fire pots, a wall of flame, 
  etc) will give them pause, or disperse them for a 
  round.  
   
  Area 5 – Brute Lair 
  This 20 ft by 15 ft chamber is the Skratt Brute’s 
  lair, littered with stolen hay, straw, rags and mats. 
  1d6 Skratt live here, sleeping, socialising and 
  mating. If not already encountered (per Random 
  Encounter viii), the hulking 7 ft Skratt Brute is 
  here, feasting on recent carrion. 
   
  Skratt Brute, AC 13, HD 4, Bite 1d12 or weapon, 
  19: the skratt uses its tail to whip stun the target 
  (loses next action), S18 D11 C10 I8 P13 W10 Ch9, 
  L8, Mv 40 ft inc climb & swim. The brute has 
  Minor Exploit Protection and its bite infects the 
  target with pinkscab palsy (Con check resists). It 
  sees as well in darkness as in light. 
   
  The Skratt have gathered a collection of glinting 
  baubles to decorate their nests (2 x Carry Loot, 
  LFG p.136). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 5a – Northern Drain 
  This 15 ft diameter chamber has a west flowing 
  drain running through it. The iron gates barring 
  entry from the west and south are locked (the 
  Skratt Brute has the key, Area 5).  
   
  The Skratt have captured an 8 ft mutant Scorpion 
  Roach, which they keep confined here (the 
  eastern drain is too small for it to fit through). 
  The Brute likes to torment the creature, and uses 
  it to punish defiant ratfolk. Releasing the 
  monster from the cage would be a bad idea for 
  anyone nearby (although it hates the Brute 
  
   
  15 
   
  above all, and will prioritize attacks against him if 
  possible).  
   
  Scorpion Roach, AC 15, HD 8, Bite 1d6 and 
  Stinger 1d6 + poison, 19: the monster spews foul 
  vomit on the target (Con check or target infected 
  with random disease), S17 D15 C13 I1 P10 W10 
  Ch3, L8, Mv 40 ft. 10 ft reach. The stinger’s 
  poison causes immediate agonizing pain (Luck 
  (Con) save or helpless for 1d3 rounds). The 
  scorpion roach has Major Exploit Protection (LFG 
  p.95). If slain, 1d4+1 doses of venom may be 
  harvested with an Int (Apothecary) check. 
   
  Area 5b – Eastern Drain 
  This 15 ft diameter chamber has a west flowing 
  drain running through it. The iron gate barring 
  entry from the west is in good repair and 
  impassable without proper cutting tools.  
   
  Area 6 – Western Den  
  This large 70 ft by 35 ft chamber has a 10 ft ceiling 
  and multiple branching sewer canals. The 
  chamber is one of two main dens for the ratfolk 
  (the other being Area 8), scattered with nests of 
  straw, rags and dried mud/scum. There are 2d6 
  Skratt eating or socialising here at any one time. 
  A large winch operates the large iron portcullis 
  (to 6a), which is currently in the raised position. 
  Any commotion here will draw allied skratt from 
  Area 8.  
   
  Area 6a – Portcullis 
  The iron portcullis here is currently in the raised 
  position. The winch to lower it is in Area 6. 
   
  Area 7 – Rounded Hall 
  This 35 ft by 20 ft rounded hall has a 10 ft high 
  “u” shaped balcony and descending stairs. 1d6 
  Skratt are here fighting over stolen goods spread 
  about the area or stacked in crates. Roll 1d10 five 
  times to determine the booty:  
  1. Bales of hay (5 sp). 
  2. Bundles of clothing (30 gp).  
  3. Basket of apples (2 gp). 
  4. Stacks of blank paper and ink (20 gp). 
  5. Crate of ceramic bowls, mugs, etc (5 gp). 
  6. 30 ft length of chain (10 gp).  
  7. Crate of 2d6 random weapons. 
  8. Random suit of heavy armour. 
  9. A pick, hammer and box of nails (4 gp). 
  10. Crate of ceramic tiles (15 gp).  
  11. Sack of salted meat (3 gp). 
  12. Crate of fine wine (60 gp). 
   
  Area 8 – Eastern Den 
  This 45 ft by 15 ft chamber has an 8 ft ceiling and 
  is one of two main dens for the ratfolk (the other 
  being Area 6), scattered with nests of straw, rags 
  and dried mud/scum. There are 1d4+4 Skratt 
  sleeping or mating here. Any commotion here 
  will draw skratt from Area 6. Barred metal gates 
  (locked with chains, Dex (Traps & Locks) check to 
  open) prevent direct access to Areas 7 or 9. 
   
  Area 9 – Junction 
  If the PCs approach this junction from the south, 
  there is a 50% chance the Skratt Druid in Area 4 
  coincidentally 
  opens 
  the 
  southern 
  door, 
  immediately spotting the PCs (unless invisible or 
  similar). If the skratt are already on alert, the 
  chance increases to 90%. 
   
  Area 9a – Damaged Tunnel 
  Recent tremors have opened large cracks in this 
  section of tunnel, dropping large chunks of rock 
  to the floor. The ceiling is in a precarious state, 
  but an Int (Wilderness Lore or General Lore) 
  check deduces that it will not fall in unless action 
  is taken to purposefully collapse it (eg 
  blackpowder bomb, using a hammer or pick, 
  prodding it with a 10 ft pole, etc). Causing a cave 
  in blocks the tunnel completely (requires many 
  hours with the right tools to clear). 
  
   
  16 
   
  Area 10 – Main Cistern 
  This 25 ft diameter cistern is 30 ft deep, filled up 
  to 25 ft high with sewer and storm water. Due to 
  continuing heavy rains, the Area 10a exit drain 
  (which is positioned at the 25 ft point), is 
  constantly drawing sewer water away from the 
  cistern and channelling it into Lake Argos.  
   
  An iron ladder attached to the northern wall 
  extends to the base of the cistern. There is a 50% 
  chance of a nest of 2d4 Projectile Leeches 
  undulating about in the filth.  
   
  Projectile Leech, AC 10, HD 1, Bite 1d3 + blood 
  drain, 19: the leech latches onto the target’s face, 
  causing an eye injury; (Luck (Con) save resists, 
  with advantage if wearing a helm), S10 D10 C16 
  I2 P14 W8 Ch3 L3, Mv: 20 ft  inc walls, ceiling, etc. 
  May launch up to 10 feet to attack. Immune to 
  bludgeoning damage. On a hit, latches on 
  automatically causing 1d4 damage and 1 Con 
  loss each turn. A Str contest (Str 16) at 
  disadvantage removes the parasite, or salt, fire 
  or acid automatically kills it.  
   
  Weighed down at the bottom of the cistern is a 
  small sealed strongbox (hidden by a since 
  deceased smuggler) containing 1 x Valuables and 
  1 x Trinkets & Curios (LFG p.147, 141).  
   
  Area 10a – Harbour Drain 
  The Harbour Drain is 5 ft high and runs a slight 
  decline several hundred feet out to the edge of 
  the docks, dumping filth and storm water into 
  the lake. The skratt make occasional use of the 
  tunnel to survey the docks and climb about 
  sleepy ships. The water level is roughly 6 inches 
  deep. Any fighting here risks slipping over in the 
  muck riddled tunnel (Dex check or fall prone).  
   
   
   
  Area 11 – Eastern Drain 
  This 125 ft long drain corridor has a 15 ft ceiling 
  and is occupied by 1d6+1 Skratt sniffing and 
  pawing at the sewer slush, dragging out the 
  charred body of a recent pinkscab palsy victim. 
  The far eastern end eventually empties into the 
  main cistern (Area 10). A 10 ft high bridge 
  extends across part of the tunnel (area 11a). 
   
  Area 11a – Bridge 
  A 10 ft wide bridge with wooden railings extends 
  10 ft above the Eastern Drain (Area 11) below. 
  The ceiling is 5 ft above the bridge, and 15 ft 
  above Area 11. 
   
  Area 12 – 2nd Manhole Entry 
  Pulling up a manhole on the street (Str check 
  required if in a hurry) allows access to a 3 ft 
  vertical chute and 15 ft ladder, opening into a 30 
  ft square chamber. 
   
  2d4 Giant Rats, pets of the Skratt, keep watch in 
  this room. In daytime they are asleep in a large 
  cluster, otherwise they are gnawing on the 
  remains of Wallace. Wallace was an odd jobs 
  worker (including maintaining the sewers) but 
  hadn’t been down for some weeks, and was 
  murdered by the Skratt a few days earlier (no-
  one has noticed the poor scob missing). The keys 
  to Areas 2a-b and 13a-d are in his pocket.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: If 
  appropriate, another Giant Rat (60%) or Dire Rat 
  (40%) comes to aid this Giant Rat, S3 D14 C8 I2 
  P13 W6 Ch4, L3, Mv 40 ft. 50% chance of 
  exposing a bitten target to Pinkscab Palsy.  
   
  A poor quality table, stools and shelves  
  (constructed by Wallace in this room) have been 
  ransacked. Spread about the chamber are 
  various stone/wood working tools, shattered 
  
   
  17 
   
  lanterns, playing cards, a drinking  mug, and 
  broken bottles (bleach stains are everywhere).  
   
  Area 13 – Rising Corridor 
  This 5 ft wide corridor includes stone steps that 
  descend approximately 10 ft.  
   
  Area 13a – Cage Room 
  This 10 ft room is locked (a Dex (Traps & Locks) 
  check opens it, or the key from Area 12). Inside is 
  a single 5 ft iron cage. The decaying corpse of a 
  long dead Giant Rat lies inside.  
   
  Area 13b – Lighting Supplies 
  This 10 ft room is locked (a Dex (Traps & Locks) 
  check opens it, or the key from Area 12). Opening 
  all the crates garners 2d6 torches, 1d6 lanterns 
  and 2d6 oil flasks. 
   
  Area 13c – Empty Room 
  This 10 ft chamber is locked (a Dex (Traps & 
  Locks) check opens it, or the key from Area 12). 
  The room within is empty.  
   
  Area 13d – Cleaning Fluid Supplies 
  This 10 ft room is locked (a Dex (Traps & Locks) 
  check opens it, or the key from Area 12). A 
  number of barrels are filled with bleach, vinegar 
  and other medieval cleaning agents. One barrel, 
  although labelled bleach, in fact contains a high 
  quality whiskey (1d6 x 10 gp worth). 1d6 empty 
  flasks sit on a small table in the corner. 
   
  Area 13e – Gas Pocket 
  An unfortunate mix of chemicals in this 15 ft 
  diameter chamber (part of which includes the 
  remains of the highly rare and poisonous 
  Buckfang Turtle) have percolated into an invisible 
  cloud of (non-flammable) toxic gas.  
   
  A scattering of dead roaches near the western 
  entry are the only warning (Perc (Detection) 
  check). Characters entering the area must make 
  a Con check or suffer 1d2 Dex loss each round. 
  The northern portcullis is unlocked but requires 
  a Str (Athletics) great success to lift. 
   
  Aftermath 
  All of the skratt must be killed or driven off to 
  give Brynderwold any chance of eradicating the 
  palsy. If the ratkin are removed, vermin 
  exterminators clear out enough of the ordinary 
  rodents to give the outpost a chance to recover.  
   
  If any of the skratt survive, they continue to 
  spread the contagion, weakening the populace 
  to such an extent that nearby barbarians take 
  advantage to attack the settlement, razing it to 
  the ground before abandoning the area as 
  “cursed”. Whether the skratt escape and 
  resurface at another outpost (or city) is left to the 
  GM.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  18 
   
   
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki, Copyright © 2018 Pickpocket Press. 
   
  Artwork: 
  Some artwork by Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games, used with 
  permission. 
  Sewer map copyright 2017 Kristian Richards, Crooked Staff Publishing, used with permission. 
  Some artwork copyright 2013 Gary Dupuis, used with permission. 
  Some artwork copyright 2018 Bartek Blaszczec, used with permission. 
  Brynderwold Illustration & line art Map copyright 2018 Maciej Zagorski & The Forge Studios LLC, used with permission.  
  Ink splashes copyright 123RF, used with permission. 
  Stone background to Brynderwold map copyright 2017 John Buckley, The Knotty Works, used with permission. 
   
  Website: 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
  LFG Facebook Community: https://www.facebook.com/lowfantasygaming/ 
   
  Other Products: 
  Check our DTRPG storefront: https://www.drivethrurpg.com/browse/pub/10564/pickpocket-press 
   
   
   
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