TEXT: Tim Shorts -   
   
  
  2 - Where is Margesh Blackblood 
   
  INTRODUCTION 
  In 2011 I entered the one-page dungeon contest with this adventure, 
  Where is Margesh Blackblood?  To my surprise, I won some very cool 
  prizes.  The OPDC remains one of my favorite OSR annual events.  
  These past few weeks, another free adventure of mine, Cave of Seiljua, has 
  been getting noticed.  So I thought I would dust of this little adventure, 
  expand on it just a little by coupling it with the Swords & Wizardry 
  Comlpete ruleset then offer it on RPGNow. 
  This adventure is a good representation of an adventure I like to run; 
  multiple possibilities, characters get thrown into the middle of a situation,  
  a badass who is not a dumbass, urban inquiry, greasing of palms, cracking 
  of skulls and maybe, just maybe the players will find Margesh.  
  This is a no frills set up.  No artwork, other than my beautiful Paint 
  drawn maps and no background template because I don’t want to get 
  yelled at by Tenkar. 
  Enjoy the adventure. 
   
   
   
   
   
  Tim Shorts 
   
   
   
   
  August 11th, 2013 
   
  I am not affiliated with Matthew J. Finch or Mythmere Games.  Swords & 
  Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch. 
  
  Tim Shorts - 3 
   
  BACKGROUND 
  Margesh Blackblood and his bandits have been terrorizing the 
  countryside.  Sir Browyrd is offering a substantial reward of 100sp to the 
  person who can deliver the villain’s head.  The knight and his men have 
  been searching for Margesh over the past few months and found nothing.   
   
  SITUATION 
  Margesh can easily elude capture because he has several places to hide.  
  He is very good at keeping them secret and keeping the people around him 
  well paid so they don’t tell.   
  The players will need to track down some of his flunkies and pay 
  them well or crack their skulls.  Blood or coin, your choice. 
   
  GM NOTES 
  Margesh has four hideouts.  He could be in any one of them.  The 
  GM should roll randomly to determine where Margesh is hiding.  Once 
  Margesh’s location is determined, use his stats from page 12.  Instead of 
  repeating stats for all the bandits/brigands and war hounds they are also 
  located on page 12. 
   
  (d4) Random Hideout 
  1 
  House in Town 
  2 
  Hunting Camp 
  3 
  Hill Fort 
  4 
  Ruin Tower 
  
  4 - Where is Margesh Blackblood 
   
  HOUSE IN TOWN 
  It is a two-story structure with a single door on the street and two 
  shuttered windows on the second floor.  The bandits are celebrating a 
  successful raid with wine and women.  A bandit is asleep on the roof.  
  He’s supposed to be on watch, but celebrated too much.   
   
  1. 
  The door is barred.  There are three drunken bandits inside (-1 to 
  hit).  They are playing a dice game with a pair of ivory dice (10sp).  
  Each bandit carries 10-20sp.   
  2. 
  The door to this room is open.  There are four bandits, two women, 
  and Jerron, one of Margesh’s trusted men.  All are in various states of 
  undress.  It will take them 3 rounds to be ready to fight. 
  3. 
  This is a trapped stairwell.  A small sconce at the bottom of the 
  stairwell that when twisted will lock the pit cover.  Otherwise, it will 
  drop open into a 20’ deep pit (2d6 damage).  The trap can be reset 
  by twisting the sconce at the top of the stairs.   
  4. 
  This is Margesh’s room.  If he is present, he is entertaining two 
  women.  He will attack in a drunken rage.  There is 100sp worth of 
  furnishings and items.  There is a hidden floorboard near the north 
  wall that contains four sacks with 50sp in each of them. 
   
  Jerron (Ftr3) 
  S: 15 (+1), D: 13 (+1), C: 14 (+1), I: 13, W: 8, Ch: 12 
  HP: 14, AC: 4[15], Atk: short sword (1d6+2), Move: 12, Save: 12,  
  AL: C, CL/XP: 4/120, Special: +1 short sword. 
  Possession: Chain armor, +1 short sword, a Potion of Healing (1d8+1), 
  56sp and a ruby (50sp).  If Jerron is caught by surprise his AC is 8[11]. 
   
   
  
  Tim Shorts - 5 
   
  1 Square = 5’ 
  1st Floor 
  2nd Floor 
  
  6 - Where is Margesh Blackblood 
   
  HUNTING CAMP 
  The hunting camp is a one-story stone structure with a single 
  entrance.  On the way to the camp the bandits were ambushed by a rival 
  band on brigands.  All of the bandits, including Margesh if present, has 
  suffered wounds from the battle. 
  Two bandits stand outside tending to their wounds.  A war hound 
  sniffs the air and growls. 
   
  1. 
  Just inside the door is the body of a slain war hound.  Two deer 
  heads are mounted on the wall.  Behind the second deer head 
  mounting is an old treasure map that Margesh could not decipher.   
  2. 
  Two bandits and a war hound are recovering in this room.  The war 
  hound is larger than the rest and does extra damage (+1) due to its 
  size.  If Margesh* is present he will be in this room. 
  3. 
  Two brigands are chained to the wall.  Both are wound, but still have 
  some fight in them.  They’ll say they know where Margesh hides his 
  treasure and that was the reason they were attacked.  If freed the 
  brigand will lead the party into an ambush. 
  4. 
  The bandits stashed weapons and food in this room.  There is 
  enough to arm a dozen men and to feed a dozen men for one week.   
   
  The treasure map was taken from a bandit who challenged Margesh.    
  The ground is cursed where the treasure is buried.  Anyone defiling the 
  ground by digging must make a save.  If the save is failed that character 
  will suffer –2 to all saves until the cursed is removed.  Inside the wooden 
  chest is 200sp, a silver goblet (100sp) and the Mirror of Travesty.  It will 
  show the user a future that he or she wishes, but to an exaggerated extent. 
   
  *Margesh will have 29 hit points for this encounter. 
  
  Tim Shorts - 7 
   
  1 Square = 5’ 
  
  8 - Where is Margesh Blackblood 
   
  HILL FORT 
  The hill fort is surrounded by a 12’ tall wooden stockade.  A single 
  platform tower is in the southeastern corner.  Inside the stockade are three 
  single-story wooden buildings.  The bandits are preparing for a raid.   
   
  1. 
  A bandit is on watch in the tower.  He is armed with a short bow and 
  two dozen arrows.  If anyone approaches he will sound the alarm.  If 
  he is attacked, he will pull up a large shield to hide behind. 
  2. 
  The courtyard holds seven bandits and three war hounds prepared for 
  battle.  Tyber, second in command of the bandits, is shouting orders.  
  He is a priest of Vayonos, the Dark God of Fortune.  If Margesh is 
  present he will rush to join the battle. 
  3. 
  This is a shrine to Vayonos.  The altar is made of a single piece of 
  wood with a hole in the center.  This is where the bandits make their 
  offerings.  If someone reaches into the hole there is a metal clawed 
  trap that will clamp on the offender’s hand (1d4 damage).  Currently 
  there is 6sp inside.  Tyber collected the offerings earlier in the day. 
  4. 
  This is Margesh’s home.  A large table dominates the room with an 
  accurate and detailed map of the area.  A book details the caravans, 
  their cargo and the guard compliments.  Within are plans to attack 
  two caravans this week.  The furnishings and items are worth 150sp.  
  There is a brass chest.  Margesh carries the key.  Inside is an acid trap, 
  1d6 damage for two rounds.  Inside is 300sp, a gold ring (25sp) and 
  a jade figurine of a woman (20sp). 
   
  Tyber (Clr4) 
  S: 12, D: 9, C: 10, I: 11, W: 13, Ch: 12 
  HP: 17, AC: 4[15], Atk: staff (1d6+1d4), Move: 12, Save: 12, AL: C, 
  CL/XP: 4/120, Special: Spells (2/1) 
  Possession: Chain Armor, Staff of Flame (erupts into flame on a successful 
  hit doing 1d4 additional damage). 
  
  Tim Shorts - 9 
   
  1 Square = 5’ 
  Tyber (con’t) 
  Spells: Cure Light Wounds, Protection from Lawful, Hold Person 
  
  10 - Where is Margesh Blackblood 
   
  TOWER RUIN 
  The tower has crumbled into mounds of broken stone and rotted 
  wood, but the bottom level remains intact.  The stairwell leading to the 
  lower level is in a clear area within the rubble.   Two ogres have attacked 
  the tower and have killed nearly everyone inside. 
   
  1. 
  The stairwell is slick with blood.  There are bits of body smeared on 
  the steps and splashed across the walls.  One man is embedded into 
  the stone.   
  2. 
  An ogre stands on the body of a bandit while he eats food from a 
  table.  There are three other broken bodies scattered around the 
  room.  The door to room 3 has been torn off its hinges.  Shouting 
  and pounding come from the other room.  This ogre carries the 
  backpack from one of the smooshed bandits.  It contains broken 
  equipment and a Scroll of Wizard Lock. 
  3. 
  Another ogre is pounding on the east wall.  It is howling in 
  frustration.  The ogre saw someone disappear behind the wall and 
  wants to eat it.  All the furnishings in this room have been destroyed.  
  Stuffed in the ogre’s loin cloth it a twisted bits of silver things that 
  could be sold for 35sp.       
  4. 
  If Margesh at this location he is hiding in this room.  If he is not 
  present then there is a bandit hiding here.  If the party kills the ogres 
  the bandit is grateful.  If left alive, he will tell the party where to find 
  Margesh.  If it’s Margesh they save, he will promise them a cache of 
  magic items and silver.  He will give them the map from the hunting 
  lodge. 
   
  Ogre 
  HP: 18 each, HD: 4+1, AC: 5[14], Atk: club (1d10+1), Move: 9, Save: 
  13, AL: C, CL/XP: 4/120, Special: None. 
  
  Tim Shorts - 11 
   
  1 Square = 5’ 
  
  12 - Where is Margesh Blackblood 
   
  ENEMY STATS 
   
  Bandits 
  HP: 6 each, HD: 1+1, AC: 6[13], Atk: spear or short sword (1d6), Move: 12, 
  Save: 17, AL: C, CL/XP: 1/15, Special: None. 
  Drunk bandits are –1 to hit. 
  Wounded bandits have 3hp. 
   
  Brigands 
  HP: 3 each, HD: 1+1, AC: 6[13], Atk: fist (1d2), Move: 12, Save: 17, AL: C, 
  CL/XP: 1/15, Special: None. 
  Brigands are wounded from the fight and have no weapons. 
   
  War Hounds 
  HP: 9 each, HD: 2, AC: 5[14], Atk: bite (1d4), Move: 15, Save: 16, AL: C, CL/
  XP: 2/30, Special: On a critical hit knocks opponent prone. 
  Wounded war hounds have 5hp. 
   
  Margesh Blackblood (Ftr6) 
  S: 16 (+1,+1), D: 13 (+1), C: 14 (+1), I: 9, W: 8, Ch: 17 
  HP: 32, AC: 1[18], Atk: long sword (1d8+3), Move: 9, Save: 9, AL: C, CL/XP: , 
  Special: Sword of Aquin. 
  Possesions: Sword of Aquin, it provides a +2 to hit and damage and it makes the 
  wielder immune to mind magics.  The wielder must accept the cause to undermine 
  the power of nobility.  If accepted, the wielder is effected by a Quest spell (5th 
  level cleric).  If the cause is not accepted, the sword will act as a normal long 
  sword. +1 Chain Mail, +1 Shield, 4 Potions (3 healing and 1 heroism).   
  Margesh is very likable and dedicated to his men.  He enjoys life to the 
  extreme.  When he rides into a village there is possibility he will offer them coin as 
  much as he may offer them his blade.  He is always recruiting people to his cause, 
  believing people should rule their own lives and not kneel before titles.  He is 
  passionate about this and it is infectious to those tired of being treated like cattle.   
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Where is Margesh Blackblood.pdf