TEXT:       
   
  OP28 – MAYHEM’S MUG 
  An Adventure in Filbar™ 
   
   
  A murder on the streets of Cathoway and 
  the killer has gone into a tavern. The 
  guard needs help and has singled you and 
  your associate to get inside and keep an 
  eye on the place until help arrives! Hmm, 
  catching murderers usually pays quite 
  handsomely… 
   
   
   
   
  A scenario for a pair of 2nd level PCs or a 
  quartet of 1st level PCs & a DM 
   
   
   
  By Frank Schmidt 
  @FilbarRPG 
  
            
   
  Player’s Info: Moving through the streets of Cathoway you 
  notice a crowd of bystanders around an individual in the 
  street being attended to by one of the town guards. Spotting 
  your “adventuring style”, the guard calls you over and you 
  notice the individual on the ground has been stabbed. “Can 
  you guys go into the tavern over there and keep an eye on 
  the people? The suspect ran in there just before I arrived.” A 
  chance to catch a murderer? There may be a reward for this 
  task. You nod quickly and head into “Mayhem’s Mug”. 
   
  DM Info: This short scenario was built for a pair of 2nd level 
  PCs but could be used for a quartet of 1st level adventurers 
  as well. 
  A man has been stabbed in the streets of Cathoway and the 
  suspect has gone into a roughneck bar noted for being 
  hostile to law enforcement. The party has only been asked to 
  keep an eye out but a chance of a reward is nearly certain if 
  they, and not the guard, can catch the murder. If successful a 
  20gp reward will be given by the magistrate. 
  This adventure has a lot of roleplaying options but only two 
  combat sequences. As with most urban settings, the use of 
  weapons will be frowned upon unless the opposition uses 
  them first. For fight purposes a punch will have 1d4 +str, a 
  mug is 1d4 +2, a chair is 1d6 -1, and a table is 1d8 with a 
  DC12 vs. Strength or be knocked prone by the attack.  
   
   
  The interior of this establishment can best be described as being a “dive” with questionable people inhabiting the interior. When the party 
  enters all talking will stop and stares will be the standard greeting. After a few moments conversations will renew and the party will be 
  ignored unless directly contact is made. A variety of smells (tobacco, alcohol, sweat, etc.) will be in great abundance in here and the 
  fixtures are a bit on the rough side. At some point a PC will step on something and quickly discover it is a tooth from a previous fight. All 
  “a” marks will indicate either an unconscious patron, or someone telling them to “take a hike”. The ‘encounters’ can be moved to fit! 
   
   
  1. Bartender – Mick Mayhem, owner/bartender will be the only person to greet the party after they enter. As they 
  approach a patron will move stools to stay away from them and will be rude if questioned. Mick will ask the party if 
  they are guards “because you have to tell us if you are…that’s the law!” He will be less than cooperative but point 
  out he is the only one working tonight. On cue, Mick will begin to hustle more drinks to customers.  
  2. 3 Card Monte – A quartet of occupants at this table will be playing a card game amongst each other and will offer to 
  help if the party can find the right card. Buy in will be 1gp but under no circumstances will the PCs win as the game 
  is rigged. If the party attempts to provoke a fight EVERY patron will stand up giving a clear signal that those boys 
  are off limits. Pushing for a fight at this stage would pit the PCs against everyone else and they would be knocked 
  out and looted of valuables AND clothing! 
  3. Mistaken Identity – As the party moves through the patrons a pair of rough individuals’ eyes them and calls them 
  out as “Willy Winchell? YOU OWE ME MONEY!” The pair are inebriated and will have mistaken one of the PCs as 
  someone who owes them money. No amount of persuasion will convince the pair that they are not the person who 
  owes them money (50gp). A fist fight (and items not weapons) will ensue and any critical strike (20) will require a 
  DC15 vs. Constitution or be knocked out. If the party loses, they will awake to finding the guards smacking them 
  and asking where their clothes are. The NPCs will have left. Defeating them gets the PCs 15gp. Brawlers AC13 
  (leather) HP15,18 D +4 (as above) 0/+2/+1/0/+1/0 
  4. Darts – A pair of individuals stand up as the party approaches and challenges them to a game of darts with each 
  side putting in 4 gold pieces. This challenge is not rigged and both sides will use the same darts. The dartboard is 
  AC12 and successful hits are a re-roll of a d20 to get the points. ‘Targeting’ a number requires an AC15 at 
  disadvantage. Dexterity is the to-hit modifier. If the PCs win, they will get the pot and the players will send them to 
  area #5.  
  5. Lavatory – This area is walled off with a large hunting tapestry. Locals are well aware of what is behind it but new 
  patrons will not be familiar with it. If the drapery is moved, the door to the restroom will be located. This is where the 
  murder is hiding out. Lotang Marta is a dangerous foe and he will be armed with his scimitar that he can use twice 
  and a reaction to add +2 to his AC. Murderer – AC15 (studded leather), HP45, D +5 1d6 +2 (x2) +2/+3/+2/+2/0/+1 
  He has the blood of the exterior victim on him as well as a stolen coin purse with the victim’s initials on it. Inside is 
  60gp – half of which the guards will give to the party.  
   
  OP28 – Mayhem’s Mug 
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/OP28 Mayhem's Mug (Filbar;5e).pdf