TEXT: By Frank Schmidt 
  @FILBARRPG 
  TG19 – Horn of Plenty 
  AN ADVENTURE IN FILBAR™ 
   
   
   
  
  ~ 1 ~ 
   
  Horn of Plenty 
   
  Player’s Background: 
  Your settlement has entered its sixth month in the new world and your supplies 
  are dwindling. The crops you brought failed to take in this land and starvation 
  appears imminent as the cold weather moves. Your group of pilgrims have been 
  able to survive on the limited assistance of a group of indigenous people called 
  the Tarum, but their crops failed as well due to an unexpected drought. As 
  leader of the outpost, all eyes, and blame, have turned towards you. Things look 
  grim as you hold a meeting when the leader of the Tarum arrives to speak with 
  you. 
   
  DM Background: 
  This short scenario was designed for Thanksgiving 2019 and was made for a pair 
  of 4th level PCs (provided). In spirit of the season, the adventure has two 
  different groups of people working for a common end. Both ‘tribes’ are suffering 
  from a lack of sustenance and the seasons are changing. The cold months will 
  not be kind to either race and tensions are high between the opposing sides. 
  The leader of the Tarum will opt to propose a quest for the two leaders to seek 
  out an ancient magic item known as the Horn of Plenty. Togar will meet with the 
  pilgrim’s leader Milouché and tell them the tale of the (minor) artifact and 
  suggest the two come together and attempt to locate the item lost to time. 
  Togar will have a set of recommendations to search and they can be enumerated 
  if the DM wants to give the PCs a choice but could refrain from listing the 
  volcano as it is the home of “unspeakable evil” and not a recommended location 
  for exploration. 
  A pair of character sheets have been made for the characters to help the DM 
  along with the scenario. If necessary, one of the two PCs can be played as an 
  NPC if only one player is present. Mid-level characters were chosen to give new 
  (to the game) players a fighting chance and a few abilities to bring the magic 
  into their experience. The sexes of the two have been left open to the players! 
  The map has no distance measures set and it is up to the DM to choose how 
  long it will take to get between the encounter points. In the playtest we used 
  one day between each. This gave the PCs the opportunity to rest up before the 
  next encounter however this is only a suggestion! All encounters are optional to 
  utilize as your (DM) available time has to offer! 
  
  ~ 2 ~ 
   
  A. Coastline Settlement 
  You attempt to assuage the fears of your people when a hush falls over the 
  crowd. A painted warrior, escorted by other tribesmen enter the area causing 
  everyone to stop. You recognize Togar as the leader of Tarum and they have 
  rendered aid before. This individual has a magical charm that allows them to 
  communicate with you in your language, a huge boon considering this new world 
  has yet to be explored by your people. “A word?” utters Togar and you nod your 
  head to accept. 
  DM: Togar will arrive with warriors but be on a mission of peace. They will 
  address the group of pilgrims and point out that famine has swept in to the 
  Tarum people and there is no more aid to give to the pilgrims. Apologies will be 
  given but the crowd will begin to panic as their own crops have failed.  
  A shout from the pilgrims will ask if there is anything that can be done and one 
  of the warriors will whisper something to Togar who will consider the suggestion. 
  At this point the tribal leader will shake their head and point out that there may 
  be one possibility albeit a dangerous one. 
  Togar will retell a myth surrounding a magical item known as the Horn of Plenty. 
  Many years ago the Tarum faced a similar situation but located an artifact that 
  allowed them to survive. “The Gods smiled upon us and presented our chieftain 
  with a chance to save his people. A horn that dispensed life giving sustenance 
  was offered to the chieftain if he were willing to fight for it. Legend has it that it 
  was later lost with several locations suggested. In the years that followed, we 
  had no need for the item so it was never sought. I would propose that you and I, 
  <addressing Milouché> attempt to seek out this artifact if it exists. I believe that 
  through our combined efforts, we can save both of our peoples.” 
   
  Section for Barbarian Player 
  Togar will explain that lore suggests that the item may reside in several 
  locations. Tribal elders believe that the horn may be located in:  
   Serpent Swamp where the warrior Kalos fell 
   Hills of Gorex said to be haunted 
   Grassland Plains where the mighty buffalo have moved on 
   Pincer Point where the last battle with the Oran Goblins were fought 
   Lake Sorrow rumored to have powerful water spirits 
  A final location should be last and that is the dead volcano where the deadliest 
  encounter, and Horn of Plenty, is located. This will be the last option given by 
  
  ~ 3 ~ 
   
  Togar as it is considered exceptionally dangerous. The DM may feather this 
  option in as they see fit depending on their timeline. The Togar player could, if 
  time ran short, remember this location and suggest it or if time isn’t a factor, 
  declare that there is only one other spot it may reside. Alternatively the DM may 
  use the Water Spirit encounter (#3) to tell the PCs where to go. 
   
  B. Exploration of the Area 
  You gather what meager supplies you can afford to take and agree to go with 
  Togar on the quest. Togar turns to the other warriors and speaks with them in 
  their native tongue. They bow to their leader and head back to their own 
  settlement. Togar turns to you and asks which area you wish to search first 
  pointing out that the swamp and the hills are closest but in opposite directions. 
  DM: The pair can decide which area they wish to explore and begin their 
  journey. As food is scarce both in the settlement and in the wild, each player 
  should roll a DC12 vs. Constitution each day. Every failure of this roll will indicate 
  hunger issues and all rolls will have a -1 which failures being cumulative.  
  The trip will have very little interaction with the wild as the cold season sets in. 
  Snow covered peaks to the northwest will foretell of winter coming and serve to 
  have the PCs expedite their trip. The drought has dried up edible flora and all of 
  the fauna have moved off to better hunting grounds. The PCs may eat their 
  encounters but at the DMs discretion, it may/may not resolve the hunger issue. 
   
  1. Serpent Swamp 
  Your trek has led you into the southlands where the mountains have had a water 
  runoff. The collection point is a fetid swamp filled with insects and frogs that 
  easily evade your observations but can clearly be heard. Along the way to this 
  location Togar has informed you that a legendary warrior known as Kalos fell in 
  this region. Legend states that he was killed by an enormous snake.  
  DM: Despite the name, this area is currently devoid of serpent occupants but the 
  PCs will find a spit of land that rises out of the brackish waters. The skeletal 
  remains of a warrior with a broken blade will be found wedged into trunk of a 
  tree where it has grown around the corpse over the years. The shattered blade 
  will have “K A” etched into it but the rest of the weapon will not be found.  
  Investigating the spit of land will yield no further information but will attract the 
  main predator in the area. A Giant Scorpion will clack its way towards the party 
  and attack looking for a long overdue meal. One PC can utilize the tree as cover 
  
  ~ 4 ~ 
   
  (-1 to the creature’s attack) to offset any penalties they may have occurred from 
  starvation.  
  Once the creature is destroyed, the area around the tree can be searched and 
  some broken or useless items will be discovered but no Horn of Plenty. A further 
  search of the swamp will reveal nothing and the PCs will have to choose another 
  area to investigate. Eating this creature, except for the stinger, should provide 
  relief from any starvation issues. 
   
  Giant Scorpion: Armor Class 15 (Natural) Hit Points 52 (7d10 +14) 
  D +4 1D8 +2 Claw & 1d10 +2 Sting + DC12 vs. Constitution for 4d10/half 
  STR DEX CON INT WIS CHA /15(+2) 13(+1) 15(+2) 1(-5) 9(-1) 3(−4) 
  Challenge 3 (700 XP) 
   
  2. Pincer Point 
  Opting to explore the southernmost boundary, Togar explains that it is a “neutral 
  zone” in effect. Years before, the Tarum squared off with the Oran Goblin Horde 
  in a land dispute. After several battles, the war ended in a draw. A peace accord 
  was drafted and the Tarum agreed to not venture further south and the Oran 
  agreed not to venture north. As you near the area, a stone column can be seen 
  rising in the valley between mountain peaks. You also spot three, smaller 
  humanoids closing in on the area from the south.  
  DM: Pincer Point is the boundary for the two opposing clans but is considered 
  neutral territory. The pillar set in the pass is etched in both languages (Tarum 
  and Goblin) and dictates the terms of the treaty. A vivid warning is present in 
  both languages that disregarding the boundary is punishable by death.  
  Togar will point out that they have never seen the marker and hopes that it gives 
  an indication about the whereabouts of the artifact. As you approach the area, 
  three Goblins will approach from the opposite side and speak with Togar. The 
  humanoids will point out that their people are starving and they seek the Horn of 
  Plenty and will accuse both PCs of having it and demand it to save their starving 
  people.  
  The Goblin Boss will be emaciated but insistent that he believes the Tarum have 
  it and no amount of persuasion (DM option) will change his mind. If this is the 
  case, combat will begin after communication is cut off.  
  
  ~ 5 ~ 
   
  At the DMs discretion, a persuasive argument could be made (DC16 vs. 
  Persuasion) and have the Goblins retreat back into their own lands to pursue the 
  artifact. These options were put in place to help govern the available time the 
  DM has at their disposal.  
  Either option will make it clear that the Oran Clan does not have the artifact and 
  no further incursion is needed south. The encounter could raise concerns that 
  the Goblins may pursue an invasion but that is best left to another adventure! 
   
  Goblins (2): Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) 
  D +4 Scimitar 1D6 +2 or +4 Bow 1D6 +2 
  STR DEX CON INT WIS CHA /8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 
  Challenge ¼ (50 XP) Treasure 15gp 
  Goblin Boss: Armor Class 17 (chain shirt, shield) Hit Points 21 (6d6) 
  D +4 Scimitar 1D6 +2 (x2 but second is with disadvantage) 
  STR DEX CON INT WIS CHA /10(+0) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 10(+0) 
  Challenge 1 (200 XP) Potion of Extra Healing 2d8 +4 can be 2 (½) doses 
   
  3. Lake Sorrow  
  Your journey to Lake Sorrow was uneventful and the lack of animals is causing 
  you both great concern. They may have already begun hibernating for the winter 
  or sought cover from the growing storm clouds in the west. Either way, it has 
  been far too long since you’ve had a solid meal. You arrive at the Lake shortly 
  after daybreak and a chill is in the air. You notice that a mist hangs over the 
  water but in the distance you spy a large rock. Atop the feature you notice a 
  curving, shell-like item. It appears you have found the Horn of Plenty! 
  DM: The PCs will need to wade out into the water which will end up being neck 
  high before reaching the raised stone. The issue is that a Swarm of Quippers are 
  present in this lake. Ordinarily they would be resting at the bottom but the PCs 
  movements will have been detected. The swarm will move quickly on the PCs 
  and attack.  
  Once this pack of carnivorous fish have been dispatched, the PCs can move 
  towards the rock protruding out the water. The closer they get the more they 
  will be able to observe the item on the stone and find it to be a spiral shell with 
  
  ~ 6 ~ 
   
  something hanging out of the tip. Unfortunately for them, it will be a large snail 
  in its home and not the missing artifact. On a positive note, the large snail will 
  make for a tasteless meal and eliminate a single, negative assessment. Example 
  if one PC was currently at -1 and the other at -2, post-meal they would be back 
  to 0 & -1. Needless to say, there are no water spirits here. 
   
  Swarm of Quippers: Armor Class 13 Hit Points 29 (8d8 -8) 
  D +5 4d6 piercing damage (2d6 if swarm has lost ½ its hit points) 
  STR/DEX/CON/INT/WIS/CHA 13(+1) 16(+3) 9(-1) 1(−5) 7(-2) 2(−4) 
  Challenge 1 (200 XP) Advantage if target is injured (bleeding) 
   
  4. Grassland Plains 
  Venturing into the center of the basin you notice that only patches of grass are 
  present here. Togar explains that the area is used as a grazing land for 
  enormous bison that roam the plain. He points out that these creatures are 
  extremely dangerous when moving and make the ground shudder beneath their 
  powerful hooves. Almost on cue, the ground begins to tremble beneath your 
  boots but looking around, you see nothing. 
  DM: The bison have moved on for the winter but a stray Ankheg has not. The 
  rumbling beneath the PCs is the creature moving up from a lower layer of soil. 
  Moments after feeling the vibrations the creature will emerge spewing chunks of 
  turf in every direction.  
  The Ankheg will not use its Acid Spray until at least the second round as it 
  prefers meals without the acrid taste. If the party can defeat this creature, they 
  can examine the exit hole and discover the area was a hidden burial site. Among 
  the debris strewn from the Ankheg entrance are human bones, beaded jewelry, 
  and a shiny buckler (shield). A scattering of rough cut gemstones will be in the 
  hole or scattered outside. An hour’s worth of searching would discover 200gp in 
  gems as well as the +1 buckler.  
   
  Ankheg: Armor Class 14 (11 prone) Hit Points 40 (6D10 +6) 
  D +5 to hit 2d6 +3 & 1d6 acid & Grappled DC13 to escape 
  Or Acid Spray 3d6 DC13 vs. Dexterity for half 
  
  ~ 7 ~ 
   
  STR DEX CON INT WIS CHA /17(+3) 11(+0) 13(+1) 1(-5) 13(+1) 6(-2) 
  Challenge 2 (450 XP)  
   
  5. Hills of Gorex 
  Togar has heard stories of an ancient dolmen hidden in the hills that may be 
  home to the lost Horn of Plenty and understands that it is in a precarious 
  location but does not know where.  
  DM: The party will have a total of three chances to locate the missing tomb 
  before deciding that it doesn’t exist. A DC17 vs. Investigation or Nature is 
  recommended to find the area in question. If successful, the PCs will come to a 
  rift between the hills. A 20’ drop leads to the floor of the crater and a stone 
  dolmen will be present. Runes cover the burial stones which cannot be read even 
  with magic. The PCs will need to chop down a tree (no rope) to force it into the 
  rift allow themselves a safe descent and ascent once done. During this time they 
  will be interrupted by the appearance of three Cougars! 
  If the PCs can defeat the creatures, they will have a meal capable of erasing any 
  penalties they’ve accrued so far and have enough left over to roll their next 
  check at advantage. If the PCs want to try and skin the creatures for colorful and 
  impressive cloaks, a DC16 vs. Animal Handling is recommended.  
  Digging up the ground will uncover the skeletal remains of a warrior with a 
  shattered mace across its chest. The arm bones will have a set of perfectly 
  formed leather bracers etched with the same runes. These are +1 Bracers (to 
  AC) but do not need to be attuned. A golden arrowhead necklace hangs around 
  the skull and could easily fetch 50gp.  
   
  Cougars (3): Armor Class 12 (natural) Hit Points 40 (5D10 +10) 
  D +5 1d10 +3 bite and 1d8 +3 claw 
  Pounce – 2 successful hits require DC13 vs. Strength or knocked prone                
  STR DEX CON INT WIS CHA /17(+3) 15(+2) 14(+2) 3(-4) 12(+1) 8(-1) 
  Challenge 1 (200 XP)  
   
   
  
  ~ 8 ~ 
   
  6. Mount Fallen 
  You continue to move west and face growing clouds that can be seen dumping 
  snow on the high mountains beyond. Togar repeats his concern at coming to 
  Mount Fallen but understands what is at stake. The chieftain points out that they 
  grew up hearing of a great evil residing in the belly of the old volcano and admits 
  they are fearful of what will be found.  
  DM: Midway up the mountain a large fissure will be found leading into the 
  vacuous center of the mountain. Assuming the PCs pull off old vine limbs from 
  the mountain, they can ignite them for torchlight.  
  Upon reaching the interior of the volcano, the PCs will notice that the base of the 
  dormant mountain is littered with bones of every size imaginable. They will have 
  to step on to the fragile caldera in order to come within illumination range of a 
  rock in the center. Upon that stone is an object shimmering in light and 
  surrounded by bones. The closer they get the more obvious the item is…a 
  cornucopia! 
  Standing between the pair is a large number of bones that will come together to 
  form a Bone Naga. This snake-like creature will animate and attack starting with 
  a Hold Person spell then moving forward as the DM wishes. Scattered around the 
  caldera are a lot of broken weapons, damaged armor, and a scattering of other 
  trinkets. During the course of the battle each PC will hear cracking under their 
  feet indicating that the flooring is very fragile and may not last. Venting steam 
  may also be added to the mix to deepen the mood. Once the battle is over, the 
  PCs will need to grab the Horn of Plenty and make a dash as they floor fractures! 
   
  Bone Naga: Armor Class 15 Hit Points 60 (9d10 +9) 
  D +5 6D6 +3 <Bite> & 3d6 DC12 vs. Constitution poison  
  DC12 (Wisdom)/+4 Spell attacks  
  Spells: Cantrips (at will): mending, sacred flame, Thaumaturgy 
  1st level (4 slots): command, shield of faith 
  2nd level (3 slots): calm emotions, hold person 
  3rd level (2 slots): bestow curse 
  STR/DEX/CON/INT/WIS/CHA 15(+2) 16(+3) 12(+1) 15(+2) 15(+2) 16(+3) 
  Challenge 4 (1100 XP)  
  
  ~ 9 ~ 
   
  C. Concluding the Scenario 
  Once the pair have garnered the Horn of Plenty and escaped Mt. Fallen, they can 
  refresh themselves by rubbing the side of the cornucopia and it will produce food 
  for them. The item can be rubbed with varying frequencies but can only produce 
  enough sustenance to carry everyone through the winter and early spring. It 
  won’t be a feast, but it will seem like it. For decades to come the story of Togar 
  and Milouché will be retold as a testament to teamwork! 
   
   
   
  Basin of the Tarum 
  
  ~ 10 ~ 
   
   
  
  ~ 11 ~ 
   
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/TG19 Horn of Plenty (Filbar;5e).pdf