TEXT: 1
  Designed and Illustrated by
  by Mark Tasaka
  April 2019
  Tasaka Games
  tasaka-games.com
  First Printing: April 2019
  Fantastic Adventures and the Disgruntled Gong Farmer
  is available as a FREE PDF on DriveThru RPG
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, visit www.goodman-games.com or contact info@
  goodman-games.com.
  
  2
  There are many sources of inspiration that led to the creation of ‘Fantastic Ad-
  ventures and the Disgruntled Gong Farmer’.  One particular person who I would 
  like to acknowledge and thank is Jason, our Game Master from 2010 to 2017, 
  who introduced our gaming group to Dungeon Crawl Classics.  As well, I would 
  like to give a special thank you to Imperial Hobbies (imperialhobbies.ca) for giv-
  ing us a place to meet and play our games.  I would like to thank Chris, the 
  Manager of Imperial Hobbies, and his outstanding team, for being so accommo-
  dating and kind over the years.  Moreover, I would like to thank the tremendous 
  effort and hard work of the gaming community for creating podcasts, fan sites 
  and gaming resources.  A specific mention goes out to Sean and Brett, the hosts 
  of the Gaming and BS Podcast (gamingandbs.com), for their selfless dedication 
  and hard work in producing an amazing weekly podcast.
  
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  Introduction ...........................................................
  Companion  Website ..............................................
  King’s Challenge (Character Funnel)
  Map: Villages of the Muir Forest ............................
  Map: King’s Challenge Dungeon ............................
  King’s  Challenge  Adventure .................................
  Background ............................................................
  Dungeon Features ..................................................
  Table 1: Random Items ..........................................
  Room 1: Portal Room .............................................
  Room 2: The Oil Painting ........................................
  Room 3: Mechanical Spider ...................................
  Room 4: The Clay Dog ............................................
  Room 5: The Blackened Steel Helmet ....................
  Room 6: The Bookshelf ..........................................
  Room 7: The Puppets .............................................
  Room 8: Mural of the Forest ..................................
  Room 9: Sarcophagi  ..............................................
  Room 10: The Slime-man .......................................
  Room 11: Sinking Carpet ........................................
  Room 12: The Woman Dressed in White .................
  Room 13: Magical Mirrors ......................................
  Room 14: The Glowing Orbs ...................................
  Room 15: The Second Portal Room ........................
  Kobolds Stole My Cat! (Level 1 Adventure)
  Map: Village of Greenleaf ......................................
  Part 1: The Village of Greenleaf .............................
  The Happy Halfling Tavern .....................................
  The Tavern Occupants ...........................................
  Table 1-1: Rumours ................................................
  Lodging: The Bunk House .......................................
  General Goods Store ..............................................
  Mrs. Wynworth’s Home .........................................
  Map: Kobold Tunnels .............................................
  Part 2: The Search for Mr. Mu ................................
  Muir Forest Kobold ................................................
  Grotrat ...................................................................
  Mork Frog ..............................................................
  Table 2-1: Kobold Patrols/Ambush Groups ............
  Poisoned Spiked Pit Traps .......................................
  Table 2-2: Mushroom Effects .................................
  Table 2-3: Kobold Random Items ............................
  Table 2-4: Poison Effects .........................................
  Area 1: Figures Wielding Tridents ...........................
  Area 2: The Mannequins ........................................
  Area 3: Poisoned Spiked Pit Trap ............................
  Area 4: The Mork Frogs and the Hidden ................
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  Area 5: Hidden Chamber ........................................
  Area 6: Kobold Sneak Tunnel ..................................
  Area 7: Poisoned Spiked Pit Trap ............................
  Area 8: Underground River .....................................
  Area 9: Ambush ......................................................
  Area 10: Poisoned Spike Pit Trap .............................
  Area 11: Halfling Stew ............................................
  Area 12: The Dried Up Well ....................................
  Area 13: Cavern of the Mushroom .........................
  Area 14: The Water Mirrors ....................................
  Area 15: Kobold Sneak Tunnel ................................
  Area 16: The Cavern and the Roots .........................
  Area 17: Poisoned Spiked Pit Trap ..........................
  Area 18: Stone Statues ...........................................
  Area 19: Excavation Site ..........................................
  Area 20: Poisoned Spiked Pit Trap ..........................
  Area 21: Tangle Roots .............................................
  Area 22: Sleeping Quarters 1 ..................................
  Area 23: The Shrine ................................................
  Area 24: The Pillars .................................................
  Area 25: Sleeping Quarters 2 ..................................
  Area 26: The Chieftain’s Room ................................
  Conclusion ..............................................................
  The Gong Farmer’s Revenge (Level 1 Adventure)
  The Adventure Begins .............................................
  Part 1: Journey to the Gong Farmer’s Lair ..............
  Map: The Gong Farmer’s House ..............................
  The Gong Farmer’s House .......................................
  Map: The Gong Farmer’s Lair ..................................
  Part 3: Underground  Lair .......................................
  Greyvhar .................................................................
  Fung-guy .................................................................
  Area 1: Lab ..............................................................
  Area 2: Small Mushrooms .......................................
  Area 3: Bottom of the Outhouse .............................
  Area 4: Fung-guys ...................................................
  Area 5: Storeroom ..................................................
  Area 6: Treasure Room ...........................................
  Area 7: Earthworms ................................................
  Area 8: Fung-guys at Work ......................................
  Area 9: Barracks ......................................................
  Area 10: Fung-guy Abomination ..............................
  Area 11: Barrels of Compost ...................................
  Area 12: Mutated Earthworms ...............................
  Area 13: Meeting Room ..........................................
  Area 14: Bedchamber .............................................
  Conclusion ..............................................................
  Open Game License ...............................................
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  Table of Contents
  
  4
  Introduction
  I originally wrote ‘Kobolds Stole My Cat!’ back in 
  2016 as an adventure I posted on my hobby website, 
  Old School Adventures (oldschooladventures.org).  I 
  had the idea for ‘Kobolds’ back in early 2014, sever-
  al months before I was introduced to Dungeon Crawl 
  Classics.  I even went as far as submitting a proposal 
  for ‘Kobolds’, which included the first few pages of the 
  module, to a well-known role-playing game company.  
  I never received a reply from the company; thus, ‘Ko-
  bolds’ was put on the ‘back shelf’.
  In 2014, our Game Master introduced us to Dungeon 
  Crawl Classics, by running ‘The Portal Under the Stars’; 
  a zero-level character funnel created by the Dark Mas-
  ter himself (aka Mr. Joseph Goodman).  I rolled up five 
  zero-level characters.  My surviving zero-level charac-
  ter, Bertok the Farmer, earned the privilege of becom-
  ing a Level 1 character; Bertok became a Cleric.  Ber-
  tok and his animal sidekick, Ernie the Goat, joined the 
  ranks of the survivors of ‘The Portal Under the Stars’ 
  and continued their adventures in the fantastic world 
  of Dungeon Crawl Classics. 
  A short-time after my introduction to DCC, I discovered 
  the Spellburn podcast (spellburn.com).  Inspired by the 
  DCC games I was playing and the Spellburn podcast I 
  was listening to, I set out to write my own DCC adven-
  ture.  The adventure I wrote was a zero-level charac-
  ter funnel titled the ‘Temple of the Onyx Cat’, which I 
  posted on my hobby website.  I started to think about 
  the type of adventure the newly forged band of first 
  level characters would go on after surviving the ‘Tem-
  ple of the Onyx Cat’.  In keeping with the ‘flavour of 
  DCC’, it would need to be an adventure filled with the 
  ‘quirky flair’ that makes DCC what it is.  ‘Kobolds Stole 
  My Cat!’ came to mind; thus, I dusted off my old notes 
  and set out adapting ‘Kobolds Stole My Cat!’ to DCC.
  In 2016, I completed ‘Kobolds Stole My Cat!’ and 
  posted this adventure on my hobby website.  A short 
  time later, I started working on ‘The Gong Farmer’s 
  Revenge’, which built on the setting and NPCs estab-
  
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  lished in ‘Kobolds’.  In 2017, as a hobby programming 
  project, I designed a DCC zero-level character funnel 
  with a randomly generated dungeon, called the ‘King’s 
  Challenge’.  While designing the ‘King’s Challenge’, the 
  name of this setting, the Villages of the Muir Forest, 
  was born.  The ‘King’s Challenge’ became the first ad-
  venture in their series, replacing the ‘Temple of the 
  Onyx Cat’ as the launching point for this series.
  In the fall of 2018, I took up the hobby of sketching and 
  decided to design and publish my own game.  In March 
  of 2019, I published ‘White Box: Eastern Adventures’, 
  a ‘rules light’ OSR game (available on DriveThru RPG).  
  Motivated by the publication of my first game, I decid-
  ed to re-visit my old DCC modules and ‘Fantastic Ad-
  ventures and the Disgruntled Gong Farmer’ was born.
   
  Companion Website
  A companion website has been created to provide re-
  sources for Judges running ‘Fantastic Adventures and 
  the Disgruntled Gong Farmer’.  The site includes a ze-
  ro-level character generator and PDFs copies of the 
  maps used in this series.
  Fantastic Adventures and the Disgruntled Gong Farmer 
  Companion Site:
  tasaka-games.com/dcc
  
  6
  King’s Challenge (Zero-Level Character Funnel)
  Designed and Illustrated
  by Mark Tasaka
  King’s Challenge Zero-Level Character Generator available at:
  tasaka-games.com/dcc
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, visit www.goodman-games.com or contact info@good-
  man-games.com.
  
  7
  Villages of the Muir Forest
  
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  10
  King’s Challenge
  “Gather around.  Come closer if you please.  I am an 
  old man, and my voice is not as strong as it used to be.  
  Today is the day of the King’s Challenge.  It is the first 
  day of autumn and the last day of summer.  It is a day 
  of death and a day of re-birth.  We are gathered here, 
  around the old ruins, as we have gathered here every 
  year before.  
  ‘In a few moments, I will ask those of you, who are bold 
  and brave, to step forward and accept the King’s Chal-
  lenge.  But, before I ask you to do so, I must tell you the 
  tale of the King’s Challenge. Yes, I know, I have told this 
  tale every year! And yes, I know, you are tired of hear-
  ing this tale! However, this a tale that must be told!  
  ‘Long ago, in ages long forgotten, there existed a mighty 
  kingdom on the very ground on which we stand.  Now, 
  all that remains of this once mighty kingdom are the 
  ruins you see around you, and the portal that stands 
  before you.  The kingdom was ruled by a powerful 
  Mage-King, who sought men and women of worth to 
  serve his land.  The King believed that anyone, no mat-
  ter what station in life they are from, should have the 
  opportunity to prove their worth.  
  ‘This standard of worth came in the form of a test, a 
  magical dungeon connected by a pair of magical por-
  tals.   Those who took up the King’s Challenge would 
  enter the portal that stands before you, where they 
  would be teleported to the first portal room of a mag-
  ical dungeon.  Their goal was to navigate the dungeon 
  to the second portal room.  The survivors would enter 
  the second portal, where they would be teleported 
  back here, proving their worth to the Mage-King.  The 
  return journey through the second portal brought with 
  it a transformation that granted the survivors the priv-
  ilege of adopting new titles and choosing professions 
  worthy of the Mage-King’s service.
  ‘Men and women, ordinary folk, like you and I, would 
  travel from afar to take the King’s test.  For many, the 
  risks of accepting the King’s Challenge were justified by 
  the rewards of the transformation.  As with all king-
  doms, over the centuries, the Mage-King’s kingdom 
  was lost to the passage of time.  What remains of his 
  once mighty kingdom is the magical portal that you see 
  before you and the magical dungeon that lies beyond 
  it.  Now, I will ask those of you, who are bold and brave; 
  those of you who seek a new life, to step forward and 
  accept the King’s Challenge….”
  Background
  The character funnel takes place in a small part of the 
  world known as the Villages of the Muir Forest.  The 
  Villages of the Muir Forest is a collection of small vil-
  lages, each having a few hundred residents, located 
  inside the forest.  The Villages of the Muir Forest is a 
  shared setting and is the first of three adventures that 
  takes place in this setting.  The other two adventures 
  are ‘Kobolds Stole My Cat!” and “The Gong Farmer’s 
  Revenge”.
  Travellers rarely visit the Villages of the Muir Forest, 
  as most do not know of the existence of villages inside 
  the forest (“Who in their right mind would want to live 
  in that dull mosquito infested forest”, outsiders would 
  say).  As for the villagers themselves, most villagers are 
  born, grow old and die in the villages, as travel outside 
  the villages is rare.  Those few villagers who leave the 
  Muir Forest are never seen from again.  This has led to 
  the belief that those who have left the forest have trav-
  elled too far and have fallen off the edge of the world 
  (most villagers believe that the world is flat, and the 
  
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  boundaries of the world ends a hundred or so miles 
  outside of the forest; this has led to the belief if you 
  travel too far you are going to fall off the world’s edge).
  Most of the villagers are simple folk, content living 
  their simple day-to-day lives. “Who’d in their right 
  mind would want to become an Adventurer”, most 
  would say, “Living life away from home, never knowing 
  where you’d sleep from one day to the next.”  Howev-
  er, there are those among the villagers who aspire for 
  a life greater than the life they live.  There are those 
  who dare to see the larger world (even if it means fall-
  ing off the edge of the world).  This is where the King’s 
  Challenge character funnel starts.  Your Players’ char-
  acters are villagers, tired of living their simple day-to-
  day lives, who aspire to be Adventurers, and are willing 
  to risk their own lives to take up the King’s Challenge.
  The King’s Challenge takes place on the first day of Au-
  tumn and the last day of Summer, a day special to the 
  Villages of the Muir Forest.  It is an important day for 
  the villagers, as on this day the King’s Challenge takes 
  place.  In the heart of the ruins is a magical portal de-
  signed to test the worth of men and women.  This test 
  is known as the King’s Challenge; a test created by a 
  powerful Mage-King a long time ago.  Volunteers will 
  enter the portal and be teleported to the first portal 
  room of a magical dungeon.  Their goal will be to find 
  the second portal room, which contains the portal that 
  will teleports them back to the ruins.  Their journey 
  through the second portal will bring about the trans-
  formations necessary to become 1st level characters. 
  Every year a crowd of villagers gathers around the por-
  tal in the old ruins.  There, the Teller of Tales, tells the 
  story of the King’s Challenge, and asks for volunteers 
  to step forward to accept the King’s Challenge.  Ev-
  ery year a group of volunteers will take up the King’s 
  Challenge and enter the magical portal. The Teller of 
  Tales and the villagers will wait near the portal for the 
  return of the surviving volunteers.  While waiting, the 
  villagers will set up camp fires and tents, sing songs, 
  tell stories and drink to their heart’s content.  When 
  the surviving volunteers return through the portal, the 
  villagers will mourn the fallen and congratulate those 
  who have passed the King’s test.
  About the Character Funnel
  The King’s Challenge is a Dungeon Crawl Classics com-
  patible zero-level character funnel designed for a group 
  of 15 to 20 zero-level characters.  Many of the zero-lev-
  el characters will perish in the funnel; thus, each player 
  should have multiple characters (3 to 5 characters per 
  player works best for smaller groups; 3 or 4 for larger 
  groups). 
  In the tradition of ‘old school’ role-playing games, the 
  King’s Challenge is filled with hidden items and secret 
  doors.  However, to uncover these, the characters will 
  need to search different areas of the funnel and need 
  to be specific in what/where they are searching (i.e. 
  opening ceramic jars to look inside).  If your players are 
  new to ‘old school’ gaming, let them know in advance, 
  that exploration and searching are the key to find items 
  and treasure that will help both with this funnel and on 
  their next adventure as 1st level characters. 
  Dungeon Features
  Light source: Magical light illuminates the King’s Chal-
  lenge, making the need for lanterns and torches un-
  necessary (zero-level characters rarely start out with 
  light sources; thus, it would be unfair to require the 
  characters to have light sources to navigation the dun-
  geon).
  The hallways: In the King’s Challenge, encounters take 
  place in rooms and hallways.  The hallways are only 
  wide enough for two characters to travel abreast.  
  Therefore, when the characters are travelling down the 
  hallways, it will be necessary to know which two char-
  acters are in the front of the marching order (knowing 
  the second set of characters in the marching order will 
  
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  be helpful, as hallway encounters can be deadly).
  Doors: Doors are located throughout the dungeon.  
  The doors are unlocked.  The placement of doors are 
  used to spark role-playing and to build tension.  For 
  instance, a character may try to listen to a door to hear 
  sounds coming from the other side before making the 
  decision to open the door.  Likewise, if the characters 
  are being chased by monsters from a hallway encoun-
  ter, they may close and barrack a door to prevent the 
  monsters from catching them. 
  Boxed Text
  The boxed text in the upcoming sections are intended 
  to be read out loud to the Players.
  Random Items
  The Random Items Table uses a d20 to generate ran-
  dom items located throughout the dungeon.  Often, 
  characters will encounter situations where rolls on the 
  Random Items Table are made.
  Table 1: Random Items
  D20
  Items
  1
  a small pouch containing a set of false 
  teeth 
  2
  a small pouch containing 5 glass eyes
  3
  a pouch containing 6 silver tipped arrow 
  heads 
  4
  flint and steel 
  5
  a tinderbox 
  6
  an iron crowbar
  7
  3 flasks of lantern oil 
  8
  a lantern
  9
  a bag containing 12 wood stakes
  10
  a grappling hook tied to 50’ of hemp rope
  11
  a jar filled with sticky glue
  12
  an elegant hand mirror
  13
  50’ of hemp rope
  14
  50’ of silk rope
  15
  a carpenter’s hammer
  16
  thieves’ tools
  17
  20’ of chain
  18
  a silver bladed dagger
  19
  a holy symbol of a forgotten deity
  20
  a gemstone worth 10 gold pieces
  Room 1: Portal Room
  The character funnel starts with the characters enter-
  ing the portal, a large circle carved into a stone floor.  
  When all the characters have stepped inside the circle, 
  they will be surrounded by blue light.  A few seconds 
  later, the blue light will fade, revealing the first room 
  of the King’s Challenge.  A description of this room is 
  below:
  The room is in the shape of a semi-circle, with a 
  high domed ceiling.  An unknown light source illumi-
  nates the room, giving light to a room that should, 
  by rights, be shroud in darkness.  Along the walls of 
  the semi-circle are eight stone statues facing the por-
  tal.  Each statue represents a person with a youthful 
  appearance, dressed in long flowing robes.  At first 
  glance, the statues appear to represent humans, but 
  their features are far too perfect and beautiful to be-
  long to the moral world of men.  Yet, they are not 
  elves, even though they share many of the features 
  of the elven race.  Rather, the statues perfectly blend 
  the features of elves and men into one, bringing per-
  fect harmony to the two races. Perhaps, the statues 
  represent the people who once lived in this kingdom, 
  in ages long past…in times, long since forgotten.
  Room 2: The Oil Painting
  There is an oak coffee table and a set of worn leather 
  chairs in the centre of the room.  Hanging on one of 
  the walls is a large oil painting of a sea creature with 
  several long tentacles.  The scent of sea salt fills the 
  air.
  
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  Shortly after the characters have entered the room, 
  the oil painting creature will attack.  Long tentacles will 
  emerge from the oil painting and will attempt to pull 
  the characters inside the painting.
  Oil-Painting Creature. Init +3; Atk tentacles +0 melee 
  (see below*); AC 11; HP 12; MV 0’ (Reach 15’); Act 
  6d20; SV Fort +2, Ref +0, Will +1; AL N.
  The oil-painting creature has 6 tentacle attacks per 
  round.  The tentacles do not cause any damager; rath-
  er, they are used to pull the characters inside the oil 
  painting.  If a character is hit with a tentacle, they must 
  succeed a DC 10 Reflex save.  If they fail this save, the 
  character is pulled into the oil painting, where they 
  become part of the painting.  When this occurs, the 
  character dies.
  When the oil-painting creature is defeated, the oil 
  painting will show a dead version of the creature.  As 
  well, any of the characters that were pulled into the 
  painting will appear in the oil painting, floating nearby 
  the deceased creature.
  If the characters remove the oil painting from the wall, 
  behind the painting they will find a hidden compart-
  ment inside of the wall.  In the compartment, the char-
  acters will find a scroll of Mirror Image, a scroll of Bind-
  ing and a small sack containing 78 gold pieces.
  Room 3: Mechanical Spider
  Cobwebs fill the room. In the corner of the room is a 
  giant spider, the size of a medium-size dog.  The spi-
  der appears to be sleeping.
  If the characters investigate the cobwebs, they will 
  discover the cobwebs are in fact thin pieces of string 
  tied together.  If the characters spend time searching 
  through the cobwebs, they will find three random 
  items (Table 1: Random Items) hidden in the cobwebs.  
  Mechanical Spider. Init +1; Atk bite +1 melee (1d6); AC 
  18; HP 10; MV 30; Act 1d20; SV Fort +1, Ref +1, Will +1; 
  AL N.
  If the characters examine the giant spider, they will dis-
  cover the spider is a mechanical construct made from 
  blackened metal.  On the back of the spider is a button 
  and a dial, with one of two settings.  If the characters 
  press the button, the mechanical spider will attack.  
  However, if the characters turn the dial to the second 
  setting and then press the button, the spider will be-
  friend the characters, and will follow the characters 
  around the character funnel (and on future adventures 
  should the spider survive the funnel).
  
  14
  Hallway Encounter H1: Falling Ceiling Tiles
  A cracking sound comes from above.  Loose stone 
  ceiling tiles fall.
  Select 4 characters from the middle of the marching 
  order; have these characters make a DC 8 Reflex save. 
  If the characters fail this save, they suffer 1d4 points of 
  damage from the falling tiles.
  Room 4: The Clay Dog
  A makeshift table, made from a pair of old chests and 
  planks of wood, is in the middle of the room.  On top 
  of the table is a set of playing cards and a collection of 
  copper and silver coins. Around the makeshift table 
  are five crudely constructed wood chairs.  A weath-
  er-worn riding jacket hangs over one of the chairs.  
  In one of the corners of the room is a clay statue of 
  a dog-like creature.  One of the walls adjacent to the 
  statue has a long shelf containing mugs, empty bot-
  tles and colourful ceramic jars.  Below the shelf are a 
  dozen cast-iron garden gnomes, each standing a foot 
  or so in height. 
  After the characters have spent some time in this room, 
  the eyes of the dog statue (clay-dog) will glow red.  The 
  statue will come to life and attack the characters. 
  Clay-dog. Init +2; Atk bite +0 melee (1d4); AC 13; HP 8; 
  MV 30; Act 1d20; SV Fort +1, Ref +2, Will +0; AL N.
  When the clay-dog is destroyed, its body will crumble 
  into a pile of sand.
  On the makeshift table are 36 copper and 17 silver 
  pieces; the playing cards have illustrations of ‘pig-men’ 
  for their face cards.  If the characters open the chests 
  used for the base of the table, they will discover the 
  first chest is empty; however, if they open the second 
  chest, they will find three random items (Table 1: Ran-
  dom Items).  In one of the pockets of the riding jacket 
  is a gold locket shaped like a crescent moon, worth 5 
  gold pieces.  If the characters search the ceramic jars 
  on the shelf, they will find a coin purse inside one of 
  the jars containing 11 gold pieces.  The remaining jars 
  are empty.
  Room 5: The Blackened Steel Helmet
  A make-shift altar constructed from planks of wood 
  stands near one of the walls.  Sitting on the altar are 
  the wax remnants of burnt out candles and a black-
  ened steel helmet; the helmet’s visor resembles the 
  face of a demon. Near the opposite wall to the altar 
  is a poorly constructed pine chest with a black velvet 
  robe draped over it.
  The chest is unlocked and contains a mace made from 
  blackened steel and a holy symbol of an unknown de-
  ity.  The mace is an ordinary mace.  The holy symbol is 
  made from blackened steel and is shaped in the like-
  ness of a sinister demon; the eyes of the demon are 
  ruby gemstones.  The holy symbol is worth 75 gold 
  pieces; the characters will have trouble finding a buyer 
  for this item, as most will see the holy symbol as an 
  object of evil and misfortune.
  Blackened steel helmet: If a character puts on 
  the helmet, a suit of blackened chainmail will 
  materialize over their body.  The character will 
  feel the weight of the chainmail on their shoul-
  
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  ders (the armour counts as an ordinary suit of 
  chainmail, granting the same bonuses and pen-
  alties that a suit of chainmail grants).  When 
  the helmet is removed, the chainmail will dis-
  appear, and will re-appear again when the hel-
  met is worn.
  Secret Room 5a:
  On the wall behind the alter is a hidden door.  
  If the characters search the wall, they will see 
  the outline of a hidden door (DC 5 Intelligence 
  check).  The hidden door is unlocked and leads 
  to a small room.  On the floor, the charac-
  ters will find a tattered wool blanket wrapped 
  around a human-size object.  Hidden inside the 
  blanket is a full suit of banded mail armour (hu-
  man-size), which includes a helmet, gauntlets 
  and boots. 
  Hallway Encounter H2: The Worn Leather Backpack
  A worn leather backpack lies on the ground.
  Inside the backpack are two random items (use Table 
  1: Random Items).
  Room 6: The Bookshelf
  Near one of the corners of the room is a comfort-
  able leather chair and a matching leather ottoman.  
  To the right of the chair is an oak end table.  A brandy 
  snifter (glass), a half empty bottle of brandy and a 
  smoking pipe rests upon the table.  Against one of 
  the walls is a bookshelf containing 20 leather-bound 
  books.  Against another wall is a shelf containing a jar 
  of pipe weed, 2 bottles of brandy and a dozen brandy 
  snifters.
  The ottoman contains a hidden compartment (a DC 5 
  Intelligence check is required to find the hidden com-
  partment).  Inside the hidden compartment is a coin 
  box containing 190 silver pieces.  The brandy is of the 
  finest quality, possessing all the qualities of perfectly 
  aged brandy.  If a character smokes the pipe weed, 
  they must succeed a DC 12 Fortitude saving throw.  A 
  failed saving throw will result in the character’s attack 
  rolls, saving throws and skill checks being reduced by 
  -1d (i.e. their attack rolls will be reduced to 1d16) for 
  the next 3 hours.
  If a character picks up one of the books, the book will 
  yell “Put me down!” and materialize a pair of legs.  The 
  book will break free from the character’s grip and run 
  around the room frantically.  This will cause the oth-
  er books on the bookshelf to materialize pairs of legs 
  and run around the room frantically.  There will be 20 
  books running around the room, screaming “Don’t 
  touch me!”, “Stay away from me!”, etc.  The characters 
  could attempt to capture the books.  This will require a 
  DC 15 Agility check for each book.  However, the books 
  will continue to scream, kick, etc., when captured.
  Secret Room 6a:
  After the books start frantically running around 
  the room, the characters will notice a single 
  book remaining on the shelf.  If the characters 
  move this book, it will trigger the bookshelf to 
  open, revealing a hidden room.  Inside the hid-
  den room, the characters will find a long coat 
  of mithril chainmail armour (elf size), a mithril 
  shield, a longbow of elven design and a quiver 
  containing 12 arrows.  
  
  16
  S1: Statue
  A stone statue of a lady dressed in flowing robes 
  stands in the hallway.  Like the statues in the portal 
  room, she combines the features of men and elves in 
  such a way as to create a perfect harmony between 
  the two races. In her right hand, she holds a function-
  ing spear, and in her left hand a shield.
  The spear and shield are for the characters to take; 
  items to help them on their journey to the second por-
  tal room.  If a character takes the spear and shield, the 
  statue will appear to smile at them, giving the char-
  acter encouragement on their journey to the second 
  portal room.
  Room 7: The Puppets       
  A large carpenter’s table is in the centre of the room.  
  On the table are chisels, hammers, paint brushes and 
  pots of paint.  There is a workbench nearby.  On the 
  workbench are five wooden puppets; each puppet is 
  roughly 2 feet in height.  Near one of the walls is a 
  large woodworker’s chest.
  The characters could use the chisels and hammers on 
  the table as weapons; the chisels count as daggers and 
  the hammers count as clubs.  The wooden puppets will 
  stay in a dormant state until the chest is opened.  When 
  the chest is opened, a green mist will emerge from the 
  chest.  When this occurs, the eyes of the puppets will 
  glow green, and the mouths of the puppets will open 
  revealing a series of sharp metal saw-like teeth.  The 
  puppets will attack the characters.
  Sinister puppets (5). Init +0; Atk bite +0 melee (1d4); 
  AC 11; HP 4 (x3), 5, 6; MV 20; Act 1d20; SV Fort -1, Ref 
  +0, Will +0; AL N.
  When the puppets are destroyed, the characters could 
  search the contents of the chest.  Inside the chest they 
  will find a black human-size suit of studded leather ar-
  mour, a blackened mace, a curved bladed longsword 
  from a distant land, and a large waterproof sack con-
  taining 345 copper pieces.  There is nothing special 
  about the armour, mace and longsword; these are or-
  dinary items.
  Room 8: Mural of the Forest
  A mural of a great forest is painted on all four walls 
  of the room.  The ceiling is painted as the night’s sky.  
  The scent of fresh pine fills the air.  Suddenly, coin-
  size balls of bright light start to move around in the 
  mural.  The balls of light leave the mural and hover 
  around the room.
  The balls of light are harmless spirits who inhabit this 
  room.  They are curious of the characters and will hover 
  around them.  If any of the characters tries to capture 
  (or threatens) the balls of light, they will make a loud 
  shrieking sound and will flee back into the mural.  Af-
  terwards, a hairy goat-headed humanoid will emerge 
  from the mural and attack the characters.
  
  17
  Goat-man. Init +1; Atk battle-axe +0 melee (1d10); AC 
  13; HP 10; MV 30; Act 1d20; SV Fort +0, Ref +1, Will +0; 
  AL N.
  When the goat-man is killed, its body and weapon will 
  fade away into nothingness, appearing as if this crea-
  ture never existed.  However, the injuries and deaths 
  inflicted by the goat-man will be a stark reminder that 
  this creature was very real.
  Hallway Encounter H3: Skeletons
  The smell of dust and decay fills the hallway. Two 
  skeletons, each the size of a dwarf, approach from 
  the shadows.  The skeletons have small heads and 
  large glowing eyes.  The skeletons’ arms are long, and 
  at the ends of their fingers are long sharp bone claws.
  The skeletons (bone-grunts) move slowly, so the char-
  acters can back away without being attacked by the 
  bone-grunts.  However, if the characters do not move, 
  or advance towards the bone-grunts, the bone grunts 
  will attack. As with hallway encounters, only the two 
  characters at the front of the marching order can en-
  gage the bone-grunts in melee combat.
  Bone-grunts (2). Init -1; Atk claws +0 melee (1d3*); AC 
  10; HP 7, 8; MV 15; Act 2d20; SV Fort +0, Ref -2, Will 
  +0; AL N.
  *If a character is hit by the bone-grunt’s attack, they 
  are required to make a DC 8 Fortitude saving throw.  
  A failed save will result in the character developing a 
  fever, whereby their attack rolls, saving throws and skill 
  checks will be reduced by -1d (i.e. a character’s 1d20 
  attack roll will be reduced to 1d16).  The fever will last 
  until the character funnel is over, or when the charac-
  ter receives magical healing.
  When the bone-grunts are destroyed, their bodies 
  will turn to dust.  One of the bone-grunts has an an-
  cient tarnished gold amulet; the amulet is shaped like 
  a coiled snake, and at its centre is an opal gemstone.  
  The amulet is worth 30 gold pieces.
  Hallway Encounter H4: The Body
  The body of a victim lies in the hallway.  The victim 
  was recently killed; perhaps within the last few min-
  utes, judging by the fresh pool of blood flowing from 
  the victim’s body.
  The first character to examine the body (likely one of 
  the two characters in the front of the marching order), 
  will discover, to their surprise, that the victim is them.  
  The victim shares the same physical appearance as the 
  character and possesses the same clothing and gear 
  that the character is carrying.  Vicious claw and bite 
  marks cover the victim’s body.
              
  Room 9: Sarcophagi
  There are five sarcophagi in the centre of the room, 
  arranged side-by-side.  The sarcophagi are made of a 
  clear glass-like material.  Each sarcophagus contains 
  a person, dressed in simple clothing, who appears 
  deep in sleep.  At the base of each sarcophagus is a 
  series of strange symbols and buttons.
  Each sarcophagus contains a zero-level character, who 
  had taken up the King’s Challenge in the past.  The 
  characters are in a state of hibernation; they have not 
  aged since being placed in the sarcophagi.  Some of 
  the characters will recognize some of the people in the 
  sarcophagi (i.e. “That’s Uncle Bob who disappeared 
  10 years ago”).  The sarcophagi are easy to open (no 
  skill check is required); when a sarcophagus is opened, 
  the zero-level character inside will wake-up.  Their last 
  memory is of volunteering for the King’s Challenge, as 
  their memories leading up to their capture have been 
  erased.
  
  18
  Roll up a random zero-level character for each person 
  retrieved from the sarcophagi.  The zero-level charac-
  ters’ weapons, trade goods, cooper pieces and random 
  pieces of equipment are found in this room. 
  Secret Room 6a:
  A section of the south wall is an illusion.  If a 
  character is near the wall, they may feel a slight 
  breeze of cool air coming from the illusionary 
  section of wall.  On the other side of the wall is 
  a small room; in the room is a chainmail hau-
  berk (human size) placed on an armour stand.  
  Near the hauberk are two javelins and a round 
  shield.
  S2: Statue
  A stone statue of a lady dressed in flowing robes 
  stands in the hallway.  Like the statues in the portal 
  room, she combines the features of men and elves in 
  such a way as to create a perfect harmony between 
  the two races.  In her hands, she holds a masterwork 
  steel helmet, crafted by a master artisan.
  The helmet is for the characters to take to help them 
  on their journey of reaching the second portal room.  
  When one of the characters takes the helmet, it will 
  appear as if the statues smiles at them.  When the hel-
  met is placed on a person’s head, a suit of scale armour 
  will form around the wearer’s body.  The suit of scale 
  armour is a normal suit of scale amour, granting both 
  the benefits and penalties that an ordinary suit of scale 
  armour grants.  When the helmet is removed, the suit 
  of armour will disappear; it will re-appear each time 
  the helmet is placed on a person’s head.
  Room 10: The Slime-Man
  In the middle of the room is a coffee table and a set of 
  mismatching couches, showing signs of wear.  A trio 
  of ale mugs sits on the table and a worn leather coat 
  rests on one of the couches.  Against one of the walls 
  is a poorly constructed bookshelf, containing a dozen 
  or so books. Against another wall is an oil painting of 
  a farmhouse, and beneath it is a dresser drawer.
  While the characters are exploring this room, pink 
  slime will descend from a large crack in the ceiling.  The 
  slime will take a humanoid form and attack the char-
  acters.
  Slime-man. Init +0; Atk bite +0 punch (1d3); AC 10; HP 
  9; MV 30; Act 2d20; SV Fort +1, Ref -3, Will +0; AL N.
  The slime-man has two attacks per round.  When the 
  slime-man is defeated, it will turn into a lifeless puddle 
  of pink slime.
  If the characters search the leather coat, they will find 
  two small coin pouches inside an inner pocket.  One 
  
  19
  pouch contains 15 silver pieces and the other contains 
  a small collection of low to medium grade opal and 
  jade gemstones worth a total of 25 gold.  The books on 
  the bookshelf are filled with childish illustrations and 
  scribbles.  Upon opening the dresser drawer, a strong 
  scent of mothballs will fill the air.  Inside the draw-
  er are tattered wool and cotton sheets and a collec-
  tion of mothballs.  Hidden inside one of the sheets is 
  a well-crafted curved silver bladed dagger with onyx 
  gemstones embedded in the dagger’s hilt.  The dagger 
  is an ordinary silver dagger (non-magical), but due to 
  its remarkable workmanship it is worth 75 gold pieces.
  Secret Room 10a:
  If the characters remove the oil painting, they 
  will discover a latch behind the painting.  If the 
  characters pull the latch, a section of the wall 
  will open, leading to a small room.  In the room, 
  a suit of scale mail armour (human size) rests 
  on an armour stand, with an oval shield nearby.  
  On the ground is a worn leather backpack con-
  taining two random items (use Table 1).
  Hallway Encounter H5: The Stink-Bomb
  A floating orb, roughly 2 feet in diameter, travels 
  down the hallway.  The orb is covered in coarse or-
  ange fur; it has 3 large glowing eyes.
  Stink-bomb. Init +0; Atk -; AC 12; HP 1; MV 30; Act 
  1d20; SV Fort -3, Ref +1, Will -3; AL N.
  The floating orb (Stink-bomb) will harass the characters 
  in the front rank of the marching order (the stink-bomb 
  is incapable of attacking the characters).  If a charac-
  ter hits the Stink-Bomb, it will explode into a cloud of 
  nauseous gas.   The two characters in the front of the 
  marching order must succeed a DC 12 Fortitude sav-
  ing throw or die from the gas.  The remaining charac-
  ters will start to cough and gag (and possibly lose their 
  lunch) but are otherwise not harmed by the nauseous 
  gas.  If the characters do not react to the Stink-bomb’s 
  harassment, it will simply float away.
  Hallway Encounter H6: Arrow Trap
  Have the two characters in the front of the marching 
  order make a DC 15 Personality check.  If one of the 
  characters passes this check, that character has discov-
  ered a trip wire.  If both characters fail this check, they 
  have tripped the trip wire and triggered the trap.  The 
  trap causes 6 arrows to fire from small holes in the ceil-
  ing.  Select 6 characters from the middle of the march-
  ing order.  Have these characters make a DC 10 Reflex 
  Save.  A failed save will result in the character being hit 
  by an arrow, which causes 1d6 points of damage.
  Room 11: Sinking Carpet
  A large area rug covers the centre of the room.  Along 
  the walls are a series of paintings depicting strange 
  pig-faced humanoids. In the corner of the room 
  stands a bronze statue of a pig-faced warrior wielding 
  a functioning polearm.  The blade of the polearm is 
  curved on one side to such an extent that it resem-
  bles a large fishing hook.
  If any of the characters steps on the area rug they will 
  begin to sink into the rug (the rug has a similar effect as 
  quicksand, whereby the characters will sink at a gradu-
  al rate).  Initially, a DC 4 Reflex save is required to leave 
  the rug; each round a character stays in the rug the DC 
  is increases by 4 points (i.e. if a character stays in the 
  sinking rug for the first round, then attempts to leave 
  the rug on the second round, they will need to suc-
  ceed a DC 8 Reflex saving throw; if that character fails 
  this save, the next round they will need to make a DC 
  12 Reflex saving throw).  When the DC reaches 20, the 
  character completely sinks into the rug and dies.
  
  20
  The characters could throw the statue into the rug to 
  test the depth.  They will discover the rug is just over 
  6 feet deep.  If the characters use the hooked bladed 
  polearm to probe the bottom of the sinking rug, they 
  will discover pieces of armour at the bottom of the rug.  
  Using the hooked bladed polearm, they will be able to 
  retrieve the armour piece by piece (i.e. first retrieving 
  a gauntlet, then a helmet and so on).  At the end, the 
  characters will have retrieved a well preserved and 
  well-crafted suit of full-plate armour (human-size).
  While the surface of the rug has the magical sinking ef-
  fect, the bottom of the rug is normal.  Thus, the charac-
  ters could roll the rug up.  If they do so, the characters 
  will discover a trap door beneath the rug.  The trap-
  door leads to a small cellar; there, the characters will 
  find a chainmail hauberk (human-size) on an armour 
  stand and a weapons rack containing a longsword, two 
  spears, a battle-axe, a crossbow and a quiver with a 
  dozen bolts.
  Secret Room 11a:
  If the characters remove one of the paintings, 
  they will find a key hole on the wall.  Behind 
  another painting is a small compartment con-
  taining a brass key.  The key fits the key hole, 
  and when used, a section of the wall will open, 
  revealing a hidden room.  Inside the room are 
  two chests.  One chest contains a halfling-size 
  suit of leather armour, a short sword, a sling 
  and a pouch containing 10 sling stones.  The 
  other chest contains three random items (use 
  Table 1).
  Hallway Encounter H7: The Long Dead
  The skeletal remains of a humanoid lies on the hall-
  way floor.  The skeleton is likely several decades old, 
  as all that remains of it are its brittle bones and the 
  ragged remains of the clothing it was wearing.  The 
  skeleton belongs to a human-size creature; this crea-
  ture is not human.  It has a trio of horns growing 
  from its skull, and long canine teeth protruding from 
  its over-sized mouth. A crude dust covered hand-axe 
  and the tattered remains of a makeshift backpack are 
  nearby. 
  The hand-axe is an ordinary hand-axe.  The backpack 
  contains two random items (use Table 1).  On one of 
  the skeleton’s fingers is a gold ring, with a series of 
  crude runes scratched on the surface of the ring.  The 
  ring is worth 5 gold pieces.
  Hallway Encounter H8: The Goat Man
  Heavy footsteps approach ahead.  A humanoid crea-
  ture, the size of a fully-grown man, appears down 
  the hallway and walks forward.  The creature’s head 
  resembled that of a goat, and its body is covered 
  with thick coarse fur.  The creature stops walking and 
  raises a mighty battle-axe to its chest.  The creature 
  gives a menacing look and says with a thick guttural 
  accent: “Turn around!  Do not come forward!”
  The goat-man will not attack the characters at first; 
  rather, he will stand in the hallway, warning the char-
  acters not to come forward.  If the characters come 
  within striking distance of the goat-man, or they initi-
  ate combat (i.e. by firing a missile weapon), the goat-
  
  21
  man will attack.  As with hallway encounters, only the 
  two characters at the front of the marching order can 
  engage the goat-man in melee combat.
  Goat-man. Init +1; Atk battle-axe +0 melee (1d10); AC 
  13; HP 6; MV 30; Act 1d20; SV Fort +0, Ref +1, Will +0; 
  AL N.
  When the goat-man is killed, its body and weapon will 
  fade away into nothingness, appearing as if the crea-
  ture had never existed.  However, the injuries and 
  deaths inflicted by the goat-man will be a stark remind-
  er to the characters that the goat-man was very real.
  Room 12: The Woman Dressed in White
  The scent of lavender fills the air.  Against one of the 
  walls is a leather couch and a long rectangular coffee 
  table.  Against another wall is a dresser-drawer, upon 
  which sits a well-crafted brass lantern and 3 bottles 
  of perfume.  In the corner of the room is a woman, 
  gazing into a tall mirror. The woman is beautiful; she 
  is dressed in white; her skin and hair are pale.  A soft 
  white glow surrounds the woman.
  The first character to try to interact with the woman 
  must make a DC 16 Will saving throw.  A failed sav-
  ing throw will result in the character falling madly in 
  love with the woman and the two of them will float 
  away into the mirror (at this point the character is lost 
  forever).  If the character passes this saving throw, the 
  woman vanishes, and the character is surrounded by 
  a bright aura of white light.  The white light will fade 
  away, and the character will feel a sense of energy surge 
  through their body.  The character’s lost hit points are 
  recovered, and all of their abilities scores are perma-
  nently increased by 1 point (this increase cannot cause 
  an ability score to exceed a score of 18).
  If any of the characters attacks or threatens the wom-
  an, lightning bolts will surge from the woman.  After 
  this, she will vanish.  The character must succeed a DC 
  15 Reflex save or take 3d6 points of damage from the 
  lightning bolts.
  The lantern on the dresser-drawer is an ordinary lan-
  tern; the bottles of perfume contain lavender scented 
  perfume.  Inside the dresser-drawer are 20 scented 
  beeswax candles, 2 velvet dresses and silk undergar-
  ments. 
  Secret Room 12a:
  Against the wall adjacent to the dresser (west 
  wall) is a secret door.  If the characters are ac-
  tively searching this wall (DC 10 intelligence 
  check), they will notice one of the bricks is 
  loose.  If the characters press the brick, the se-
  cret door will open.  The secret door leads to 
  a small room containing a weapons rack with 
  the following weapons: a spear, a two-hand-
  ed sword, a spiked mace, a flail and a glaive 
  (polearm).
  
  22
  Room 13: Magical Mirrors
  A square coffee table sits in the centre of the room; 
  the coffee table is unvarnished and marked with 
  scratches and stains.  Resting upon the coffee table 
  is a set of playing cards, some dice and a worn leath-
  er-bound book.  On one side of the coffee table is a 
  worn and tattered couch.  On the other side are a 
  pair of equally worn chairs.  The legs of the chairs are 
  low to the ground, likely designed to accommodate a 
  dwarf or a halfling.  Behind the chairs is a pine chest.  
  There are 3 large mirrors, against separate walls; one 
  of the mirrors is broken, with shards of glass scat-
  tered on the floor beneath it.
  There are strange runes and designs on the faces of the 
  playing cards; there are similar runes on the dice.  The 
  centres of several of the pages of the leather-bound 
  book have been cut out, hiding a brass key inside.  The 
  key will unlock the pine chest behind the chairs.
  The pine chest is locked and requires the brass key to 
  unlock it.  Without the key, a DC 18 Strength check 
  is required to forcefully open the chest (if a crowbar, 
  dagger, chisel or other such tools are used to open the 
  chest, the DC is reduced to 8).  The chest is trapped; 
  if the chest is forcefully opened, 3 darts will fire at 
  the character who forcefully opened the chest.  The 
  character will have to make 3 separate DC 10 Reflex 
  saves to avoid being hit by the darts.  Each failed save 
  will result in 1d4 points of damage.  Using the key will 
  deactivate the trap.  The chest contains the following 
  items: a dwarf-size suit of chainmail armour, a shield, a 
  longsword, a crossbow and quiver containing 15 cross-
  bow bolts.  The weapons and armour are of dwarven 
  design.
  If a character examines the unbroken mirrors, they will 
  see their reflection looking back at them.  They will no-
  tice several odd things about their reflection (i.e. their 
  reflection will not mimic their movements).  They will 
  also notice their reflection is trying to communicate 
  with them; trying to tell them to break the mirror.  If 
  a character breaks the mirror, their reflection will ap-
  pear before them.  The reflection is an identical copy of 
  the character and has the same statistics and items the 
  character has.  The reflections could join the party as 
  zero-level PCs, replacing some of the zero-level charac-
  ters who have perished along the way. 
  Secret Room 13a:
  One of the bricks near the broken mirror is 
  loose (DC 10 Intelligence check); if this brick is 
  removed, the characters will find a lever.  If the 
  leaver is pull, a secret door will open leading 
  to a small room containing a large pine chest.  
  The chest contains a mace, a sack containing 
  156 silver pieces and a dwarf-size suit of band-
  ed mail armour.
  Hallway Encounter H9: The Scarecrow 
  A massive hooded figure cloaked in a black robe 
  stands in the hallway.  The figure stands close to 8 
  feet tall, nearly the height of the ceiling.  The figure 
  does not move; it has one arm extended forward as a 
  warning not to come closer.
  The figure is a ‘scarecrow’, constructed from wood 
  planks and bundles of old clothes.  Several sheets of 
  black fabric covers the entire ‘scarecrow’, preventing 
  the characters from seeing what lies beneath the fab-
  ric.
  
  23
  Hallway Encounter H10: Construct Guard
  A short halfling-size humanoid stands in the hallway; 
  the humanoid is covered head-to-toe in metallic ar-
  mour.  Its eyes are glowing orbs of blue light.  The 
  creature draws a crossbow and says with a mechani-
  cal voice: “Do not come forward.  Turn around or be 
  destroyed!”
  Construct Guard. Init +0; Atk crossbow +0 missile fire 
  (1d6) or club +0 melee (1d4); AC 16; HP 9; MV 20; Act 
  1d20; SV Fort +0, Ref +0, Will +0; AL N.
  The Construct Guard will not attack unless the char-
  acters advance, or initiates combat.  If this occurs, the 
  Construct Guard will fire its crossbow (before combat 
  initiative is rolled); then it will draw a club for melee 
  combat. As with hallway encounters, only the two 
  characters in the front of the marching order can en-
  gage the Construct Guard in melee combat.  When the 
  Construct Guard is destroyed, the characters will dis-
  cover that it is a machine made of metal plates and 
  wires.  The only items of value the characters could sal-
  vage are the crossbow, 12 crossbow bolts and the club.
  S3: Statue     
  A stone statue of a lady dressed in flowing robes 
  stands in the hallway.  Like the statues in the portal 
  room, she combines the features of men and elves in 
  such a way as to create a perfect harmony between 
  the two races. In her hands, she holds a beggar’s 
  bowl.
  If a character places something that is valuable to 
  them (their coins, their trade goods, etc.) in the beg-
  gar’s bowl, a soft glowing white light will form around 
  the character and the statue.  A few seconds later, the 
  white light will fade away and the statue will disappear.  
  The character will feel stronger and healthier because 
  of the blessing they received from the statue.  What 
  wounds they have suffered will heal and each of their 
  ability scores will be permanently increased by 1 point 
  (this increase cannot cause an ability score to exceed 
  18 points).
  Room 14: The Glowing Orbs
  A hexagon shaped stone table sits in the centre of the 
  room. The table was likely crafted by dwarves, due to 
  its remarkable craftmanship and low stature.  On top 
  of the table sits 5 glowing orbs, arranged as points of 
  a five-pointed star.  Each orb is a distinct colour; there 
  is a blue orb, a green orb, an orange orb, a purple orb 
  and a red orb.
  
  24
  When a character touches one of the orbs, the room 
  will be filled with a bright glowing light and the orb and 
  the character will disappear.  A few seconds later, the 
  character will reappear, undergoing a transformation 
  associated with the orb:
  Blue Orb: The character will be transformed into a cute 
  puppy.  The character will cease to exist; in their place 
  will be a puppy with the following statistics: 
  Puppy. Init +1; Atk bite +0 melee (1d3); AC 12; HP 2; 
  MV 30; Act 1d16; SV Fort +0, Ref +0, Will +0; AL N.
  Green Orb: The character will undergo a noticeable 
  physical transformation, such as their skin turning 
  green, developing a third eye, being covered in warts, 
  etc.  The character will feel stronger because of this 
  transformation, and their Strength, Agility and Stamina 
  scores will be permanently increased by 2 points (their 
  abilities scored cannot exceed 18 points; thus, charac-
  ters with ability scores of 17 will gain a 1 point increase 
  for that ability score).  As well, they will recover any of 
  their lost hit points. 
  Orange Orb: The character will feel a sensation of en-
  ergy flow throughout their body.  They will recover any 
  lost hit points they suffered, and their lowest ability 
  score will be permanently increased to 16 (i.e. let’s say 
  Fred’s lowest ability score is his intelligence score of 5. 
  The orb will give Fred wisdom and knowledge, trans-
  forming his intelligence score to 16).
  Purple Orb: The character will revert to a childhood 
  version of themselves.  They will appear as they ap-
  peared when they were 11 years old (or the equiva-
  lent age for demi-humans).  Their Strength, Agility and 
  Stamina scores will be reduced by 2 points.  In five 
  years (or the equivalent number of years for demi-hu-
  mans), when the character turns 16, they will regain 
  these lost ability score points.
  Red Orb: The character will feel stronger and healthier; 
  their physical appearances will show noticeable signs 
  of improvement (i.e. better muscle tone, etc.).  The 
  character will recover any lost hit points they suffered, 
  and their 3 lowest ability scores will be permanently 
  increased by 2 points (this increase cannot cause an 
  ability score to exceed a score of 18).
  Secret Room 13a:
  Carved into the south wall is a strange looking 
  rune.  If a character places their hand over the 
  rune, the rune will start to glow, and a strange 
  buzzing sound could be heard throughout the 
  room.  If the character keeps their hand over the 
  rune for 30 seconds, an outline of a secret door 
  will appear against the wall.  The secret door 
  requires a DC 10 Strength check to open.  The 
  door leads to a small room, where a lacquered 
  oak chest sits in the centre of the room.  On 
  top of the chest is a curved bladed longsword 
  from a foreign land.  The chest contains 2,566 
  silver coins; the coins are hexagon shaped and 
  have foreign characters and symbols minted 
  on their surfaces.  Most merchants will accept 
  these coins at face value (silver coins are silver 
  coins after all).
  Room 15: The Second Portal Room        
  The characters have reached the final room of the 
  King’s Challenge.  This room is similar in appearance 
  to the first portal room (a semi-circular room with a 
  high domed ceiling).  Shortly after entering the room, 
  a vision of the Mage-King and his retainers will appear 
  before the characters.        
  
  25
  Several figures appear out of nothingness.  The fig-
  ures stand in a semi-circle, in the same fashion as the 
  statues stood at the start of this adventure.  There 
  are 8 figures in total: four are women and four are 
  men.  Each figure is dressed in a long flowing robe; 
  their features perfectly combines the features of 
  elves and men into one.
  One of the figures steps forward.  His age is hard to 
  judge; his face is youthful, but his eyes belong to one 
  who has lived many years; possibly many lifetimes.
  “You have passed my test”, the man says with a warm 
  smile. “You have proved yourself worthy of entering 
  a new life.  You will undergo a momentous change, as 
  all those who have passed my test have.  Please step 
  forward and enter the portal.”
  When the characters enter the portal, they will feel a 
  renewed sense of strength.  They will reappear back at 
  the ruins.  There, they will be greeted by their fellow 
  villagers.  The villagers will mourn those who have per-
  ished in the King’s Challenge and congratulation those 
  who have passed the Mage-King’s test.                
  The characters are now 1st level Adventurers and can 
  choose a character class (unless they are elves, dwarves 
  or halflings, in which case their race will be their char-
  acter class).  The weapons, armour, items and coins 
  the characters gained from the King’s Challenge will 
  help them prepare for their next adventure as Level 
  1 characters.  So, what will the characters do next?  If 
  you wish to continue running adventures in the Muir 
  Forest, the characters’ next destination will be the vil-
  lage of Greenleaf (“Kobolds Stole My Cat!”).  Shortly 
  after surviving the character funnel, the characters will 
  receive information about a kidnapped cat and a huge 
  rewarded offered in the village of Greenleaf. 
  
  26
  Kobolds Stole My Cat! 
  (Level 1 Adventure)
  Designed and Illustrated
  by Mark Tasaka
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, visit www.goodman-games.com or contact info@good-
  man-games.com.
  
  27
  
  28
  Kobolds Stole My Cat!
  “I saw them take Mr. Mu, my precious little cat. I chased 
  after those kobolds with my broom. I chased after the 
  kobolds downstairs to the basement, where I watched 
  them disappear with Mr. Mu through a trapdoor.  How 
  dare they steal my precious Mr. Mu!  
  ‘Mr. Mu is no ordinary cat, mind you.  He’s a clever cat, 
  and I am sure Mr. Mu is able to talk his way out of being 
  eaten by those nasty little kobolds.  But Mr. Mu is only a 
  cat, and he needs help finding his way back home. 
  ‘Please help me!  Please return my precious Mr. Mu to 
  me.  I’ll give whoever rescues Mr. Mu my family jewels.  
  The jewels are worth 500 gold pieces.” 
  ~Mrs. Wynworth, Resident of Greenleaf 
   
  Introduction: 
  “Kobolds Stole My Cat!” is a Dungeon Crawl Classics 
  Compatible Adventure designed for a party of 6 to 10 
  Level 1 Characters.  This adventure could be run as part 
  of the “Fantastic Adventures and the Disgruntled Gong 
  Farmer” set or on its own.  If run as part of the “Fantas-
  tic Adventures and the Disgruntled Gong Farmer” set, 
  this adventure should take place right after the “King’s 
  Challenge” character funnel. It is important to not al-
  low the characters to purchase weapons, armour, etc., 
  between the “King’s Challenge” and this adventure, 
  as it makes the weapons and armour gained from 
  the “King’s Challenge” more significant; thus, reward-
  ing the players for gaining these items through clever 
  gameplay. 
  “Kobolds Stole My Cat!” is divided into two main parts.  
  The first part involves exploring the village of Greenleaf 
  to discover the whereabouts of Mrs. Wynworth (who is 
  offering her ‘family jewels’ as a reward for rescuing her 
  cat).  The characters’ first stop will be the Happy Hal-
  fling Tavern, where they will gain information on Mrs. 
  Wynworth’s location.  As well, plots threads for “The 
  Gong Farmer’s Revenge” (the next adventure in this 
  series), will be established at the tavern.  Thus, it will 
  be important for the characters spend enough time at 
  the Happy Halfling Tavern to make these connections.
  When the characters learn the location of Mrs. Wyn-
  worth’s residence, they will have the opportunity to 
  visit the General Store, where they could buy supplies 
  for their adventure.  It should be noted that the items 
  sold at the General Store are limited to the items found 
  in ‘Table 3-4: Equipment’ of the DCC rulebook (page 
  73).  The General Store does not sell weapons or ar-
  mour (the General Store will be discussed in greater 
  detail in part 1).  Part 1 concludes with the characters 
  interacting with Mrs. Wynworth.  Part 2 of the Adven-
  ture deals with the dungeon itself (kobold infested 
  tunnels), where the characters will explore the under-
  ground tunnels beneath Greenleaf, searching for Mr. 
  Mu.  
  Part 1: The Village of Greenleaf 
  This adventure starts out with the characters travelling 
  down a dirt road to the village of Greenleaf.  Read the 
  following out loud to the players:
  You find yourself walking down a dirt road to a small 
  village in the distance.  As you walk, you reflect on 
  the events of the past few days.  It was only a short 
  time ago when you were a mere peasant living in 
  some nameless village, destined to live a life of pov-
  erty and boredom.  You think back to that day when 
  you, along with a number of others from your village, 
  took up the King’s Challenge to become Adventurers.
  Many of those who had taken up the King’s Challenge 
  with you had perished.  But, through skill and luck, 
  you had survived.  Now, you are an Adventurer.  But, 
  as a newly forged Adventurer you will need gold to 
  upgrade your weapons and gear.  Moreover, you will 
  need to develop your reputation as a monster slayer 
  and to make a name for yourself in the world.   
  
  29
  This is the reason why you find yourself walking 
  down the dirt road to the village ahead.  You learnt a 
  lady by the name of Mrs. Wynworth has had her cat 
  kidnapped by a gang of kobolds and is offering her 
  family jewels as a reward for rescuing her cat. 
  Saving a cat from a gang of kobolds may not be the 
  most epic adventure, but you know that even the 
  mightiest of heroes have to start somewhere. 
  At this point, have the players engage in some role-play-
  ing.  Encourage the players to talk about the classes 
  their character choose, what their future adventuring 
  goals are, etc.  When enough time has passed, read the 
  following:
  As you come closer to the village, you see a sign with 
  a painting of a green leaf and the symbol for ‘village’ 
  underneath it.   At last, you have arrived at the village 
  of Greenleaf!  Now, you have to figure out where Mrs. 
  Wynworth lives.  You see what appears to be a tavern 
  a short distance away.  There is a crudely constructed 
  sign hanging over the door of a converted barn.  The 
  sign has a simple drawing of a mug of ale, and written 
  underneath it are the words: Happy Halfling Tavern. 
  You know that a tavern is the best place to gather 
  information about the location of Mrs. Wynworth’s 
  home.  Moreover, judging by the size of this village, 
  this is likely the only tavern around.   
  The Happy Halfling Tavern 
  Allow the characters to make their own decision to 
  enter the tavern.  When they have done so, read the 
  following: 
  You enter the tavern and see a massive bear of a man 
  standing behind a simple bar, made out of salvaged 
  pieces of wood and barrels.  Sitting at one end of the 
  bar are a group of villagers socializing; sitting on the 
  opposite end of the bar is a man drinking in solitude,  
  with what appears to be a small colony of flies cir-
  cling around him.   
  There is a young barmaid servicing food to a group of 
  dwarves in the corner of the room.  The other tables 
  are occupied by a couple eating together, a young 
  man eating his meal with a sheep and a woman 
  dressed in a dark green cloak talking to a man wear-
  ing chainmail. 
  The man behind the bar looks up at you and smiles, 
  revealing a mouthful of sharp crooked teeth. “Wel-
  come to the Happy Halfling Tavern,” he says, “We 
  served the finest ales in Greenleaf. One copper piece 
  for a mug of ale. Three copper pieces for a mug of ale 
  and a meal.  We also accept trade if coin is what you 
  are lacking.” 
  The Tavern
  The characters could purchase a mug of ale, mead 
  or beer for one copper piece.  The tavern also serves 
  smaller glasses of wine and spirits for the same price.  
  The drinks are of an average quality.  The meal consists 
  of a bowl of stew, served with some bread and a mug 
  of ale.  The stew is tasty and filling.  The meal costs 3 
  copper. 
  The Outhouse.  
  After the characters have started to eat and drink, 
  mention to one of the characters they need to use the 
  washroom.  The outhouse is located outside, behind 
  the tavern.   It will be important for at least one of the 
  characters to encounter Oscar (the creature living at 
  the bottom of the outhouse), as Oscar plays an import-
  ant role in “The Gong Farmer’s Revenge”.
  Outside of the Outhouse.  There is a small coin pouch, 
  on the ground, outside of the outhouse (this should be 
  easy for the character to find).  Inside the coin pouch 
  
  30
  are 3 silver coins and a key with strange text scratched 
  on it.  The silver coins are ancient coins that are heavily 
  tarnished and discoloured with age.  The text on the 
  key is in kobold and say: ‘treasure chest’.  The key will 
  unlock a treasure chest found in the second part of the 
  adventure. 
  Inside the Outhouse.  When the character is using the 
  outhouse, they will get the sensation they are being 
  watched and will hear strange noises coming from the 
  bottom of the outhouse.  If the character looks down 
  to the bottom of the outhouse, they will see move-
  ment coming from the waste; they will also see a series 
  of eyes look up at them and then disappear inside the 
  waste. 
  If the character asks the bartender (Roth) or the bar-
  maid (Ruen) about what they heard (or saw) in the 
  outhouse, they will receive the following reply: “That’s 
  Oscar.  She lives down there.  She’s great help.” 
  No one in the village knows exactly what Oscar is.  Os-
  car recently had babies, who have migrated to the oth-
  er outhouses in the village.  It seems everyone in the 
  village loves Oscar and her babies (with the exception 
  the Gong Farmer). 
   
  The Tavern Occupants 
  In order for the characters to gather information on 
  the location of Mrs. Wynworth, they must talk to the 
  occupants of the tavern.
  The Bartender.  Roth is the owner and bartender of the 
  Happy Halfling Tavern.  He is a massive man standing 
  nearly 7’ tall, and weighs over 300 lbs.  It is rumoured 
  Roth has an ogre (or a similar creature) in his ancestry.  
  Despite his intimidating appearance, Roth is a kind and 
  fair person, and provides excellent service to his cus-
  tomers. 
  The Gong Farmer.  The man sitting alone at the bar 
  with the flies circling around him is the Gong Farmer.  It 
  is important the characters encounter the Gong Farm-
  er, as he will be the principle protagonist in the next 
  adventure: “The Gong Farmer’s Revenge”.  When en-
  countered, the Gong Farmer is in a drunken state; he 
  is bitter with Oscar and the arrival of her babies.  The 
  Gong Farmer will curse Oscar, claiming she is an abom-
  
  31
  ination; a monster put on this world to steal jobs away 
  from gong farmers.  
  Villagers at the Bar.  The group of villagers at the bar 
  are lifelong residents of Greenleaf and could provide 
  the characters with information about Mrs. Wynworth 
  and her missing cat (see Rumours Table). 
  The Barmaid.  Ruen is Roth’s daughter, and is the spit-
  ting image of her father.  She will serve the characters 
  their drinks and meals if they decided to sit at one of 
  the tables.  Ruen has a close relationship with Oscar 
  and her babies.  When the Gong Farmer curses Oscar, 
  she will give him a particularly dirty look. 
  The Dwarves.  The dwarves are members of the 
  Grumpy Dwarf Clan from the dwarven stronghold of 
  Giant’s Head Mountain.  The dwarves will be cold to 
  the characters at first.  However, if the characters were 
  to buy the dwarves drinks, they will warm up to the 
  characters and provide the characters with informa-
  tion (see Rumours Table).
  The Couple.  Farmer Grub and his wife, Missy, are life-
  long residences of Greenleaf, who own several chicken 
  coops.  The Grubs have a lucrative business of selling 
  eggs and poultry to the village.  The Grubs are angry 
  with the ‘kobold problem’, as kobolds frequently raid 
  their chicken coops.  Last month, Farmer Grub lost 
  over two dozen hens to the kobolds.  
  The Man eating his meal with his Sheep.  Trayver 
  Borjin is a local farmer, who dreams of becoming an 
  Adventurer.  Trayver will express an interest in joining 
  the characters if a conversation should arise between 
  
  32
  the characters and Trayver.  The sheep accompanying 
  Trayver is Larr: his pet, his best friend and his source of 
  income (wool).  
  Trayer Borjin (Level 0, Farmer). Alignment: Neutral; AC 
  11; HP 4; STR 16 (+2); AGI 15 (+1); STA 11; PER 12; INT 
  11; LUCK 14 (+1). Melee +2 (Pitchfork, d8+2); Missile 
  +1; Lucky Sign: Lived Through Famine (Fort Save); Ref 
  +1; Will +0; Fort +1; Gear: Sheep, Holy Symbol, Obsidi-
  an Sphere, 19 cp.
  Trayver possesses a small obsidian sphere, roughly the 
  size of a human eye.  Trayver came across the sphere 
  one evening, while he was transporting a wheel bar-
  rel full of chicken feed to Farmer Grub’s house.  That 
  evening, Travyer witnessed the sphere fall out of a ko-
  bold’s pouch as it was fleeing away from Farmer Grub 
  and his vicious dogs (the kobolds had gotten into Farm-
  er Grub’s chicken coops again).  The obsidian sphere is 
  valuable to Trayver, and he will not part from it.  Thus, 
  it would be wise for the characters to accept his of-
  fer to join the party, as the obsidian sphere will reveal 
  an item of value in the second part of the adventure.  
  If Trayver joins the party and survives this adventure, 
  Trayver will become a first level character.
  The Woman in the dark green cloak: Karra Shallank 
  is the local Forester, who often assists Gregor Hornjur, 
  the Constable for the villages, in his duties.  Karra has 
  no interesting in joining the party but could provide 
  the characters with information (see Rumours Table). 
  The Man in chainmail: Gregor Hornjur is the Consta-
  ble for the Villages of the Muir Forest.  Gregor has just 
  finished asking Karra if she has seen a pair of Halfling 
  criminals he is tracking.  Gregor has no interest in join-
  ing the party.  However, if the characters engage Gre-
  gor in conversation, he will ask them if they have seen 
  the two Halfling criminals he is tracking.  For a physical 
  description of the Halflings, Gregor will say that one 
  of the Halflings is missing part of his right ear and has 
  a noticeable birthmark on his left cheek.  Gregor will 
  tell the characters that he will be staying at the Happy 
  Halfling Tavern for the next couple of days, and if the 
  characters encounter these Halflings to let him know 
  right away. 
  In the second part of this adventure, the characters 
  may encounter one of the Halflings Gregor is seeking. 
  If the characters return the Halfling to Gregor, he may 
  reward the party or serve as a valuable Non-Player 
  Character down the road (as a Judge, it is up to you to 
  decide what happens). 
   
  Rumours 
  It is your decision to choose which rumours the char-
  acters are given. The characters should get enough 
  information to be able to make their own decision 
  to leave the tavern and to travel to Mrs. Wynworth’s 
  home.  Some of the rumours listed on the table are 
  false.  Whether a rumour is true or false is indicated in 
  brackets following the rumour.
  
  33
  Table 1-1: Rumours
  1
  Mrs. Wynworth lives with her ‘son’ Thomar 
  Wynworth, and his family in a large green 
  house on the corner of Helm and Vine Street 
  (true). 
  2
  Mrs. Wynworth appears to be a woman in her 
  seventies.  The truth is, she is over 200 years 
  old.  The so-called son she lives with (Thomar) 
  is in fact her great-great grandson (true).
  3
  Mrs. Wynworth is a witch, who uses dark mag-
  ic to prolong her lifespan (false – Mrs. Wyn-
  worth is an ordinary human, but her magical 
  cat has granted her an unnaturally long lifes-
  pan). 
  4
  Often at night, kobolds have been seen wan-
  dering around the village (true). 
  5
  The kobolds living in the tunnels underneath 
  the village are led by an evil wizard (false). 
  6
  There are mushrooms growing in the tunnels 
  underneath the village.  If these mushrooms 
  are eaten, they will grant magical healing 
  (false). 
  7
  Mrs. Wynworth is a strange lady, who keeps to 
  herself.  Whenever she is outside her home, 
  she is always accompanied by her cat (true). 
  8
  Mrs. Wynworth claims her cat is a “talking 
  cat”, who only talks to her when they are 
  alone (true). 
  9
  Mrs. Wynworth’s cat, Mr. Mu, has an unnatu-
  rally long lifespan (true). 
  10
  Mrs. Wynworth has had several cats named 
  Mr. Mu; thus, creating the perception of her 
  cat living for so long (false). 
  11
  The family jewels Mrs. Wynworth claims to be 
  worth 500 gold pieces are only worth half this 
  amount (true). 
  12
  No one in the village of Greenleaf has the 
  means of purchasing Mrs. Wynworth’s family 
  jewels.  The characters will have to go else-
  where to sell these (true). 
  13
  Among Mrs. Wynworth’s jewels is a magical 
  ring (false).
  14
  Below the village, connected to the wells, are 
  a network of tunnels where kobolds and other 
  such monsters dwell (true).  
  Lodging: The Bunk House
  Next to the Happy Halfling Tavern is the Bunk House, 
  which provides lodging for travellers.  Roth owns the 
  Bunk House and charges a modest fee (one or two sil-
  ver pieces per night for the entire party).  After com-
  pleting this adventure, the characters will be staying 
  at the Bunk House; there, the events leading up to the 
  next adventure (“The Gong Farmer’s Revenge”) will 
  take place.
  General Goods Store
  The General Store is owned by Murt, a middle-age man 
  and lifelong resident of Greenleaf.  The General Store 
  only sells the items listed on ‘Table 3-4: Equipment’ of 
  the DCC rulebook (page 73).  The characters can sell 
  some of their extra items to Murt; however, Murt has 
  
  34
  limited resources, and can only buy a total of 50 gold 
  pieces worth of merchandise from the characters.
  Mrs. Wynworth’s Home 
  When the characters arrived at Mrs. Wynworth’s home 
  read the following:  
  You arrive at Mrs. Wynworth’s home.  You knock on 
  the door.  The door opens and you are greeted by a 
  middle-aged man who says, “Hello, you must be the 
  Adventurers. Please come in.” 
  The characters are greeted by Thomar Wynworth, 
  Mrs. Wynworth’s ‘son’ (actually her great-great grand-
  son).  When the characters enter the home, they meet 
  Thomar’s wife Julicia. Thomar and Julicia are very hos-
  pitable and offer the characters tea and cookies. 
  Once the characters have had a chance to interact with 
  Thomar and Julicia read the following: 
  “I have to warn you about my Mother,” Thomar says.  
  “She has locked herself in her room. She has become 
  paranoid that the kobolds are out to get her.”
  Once Thomar has led the characters to Mrs. Wyn-
  worth’s room, read the following: 
  Thomar knocks on his mother’s door and says, 
  “Mother, the Adventurers are here to see you.” 
  “Adventures you say?” a voice from the other side 
  of the door replies. “No, those are not Adventurers.  
  They are nasty kobolds trying to trick an old woman.  
  I warn you kobolds, I have a broom in my hands, and 
  I am not afraid to use it!” 
  Have the players engage in some role-playing to con-
  vince Mrs. Wynworth they are not kobolds.  When 
  they succeed, read the following: 
  The door to the room opens and you are greeted by 
  an elderly woman who says, “So, you are the Adven-
  turers who are going to rescue my cat.  Well, you are 
  certainly not what I was expecting!  I was expecting 
  Real Adventurers… but, I guess you will have to do.”   
  Mrs. Wynworth has every intention of giving the char-
  acters her family jewels upon the safe return of Mr. Mu 
  (her cat).  She will even go so far as to show the char-
  
  35
  acters the collection of jewels she intends to use for 
  payment (while Mrs. Wynworth claims her jewels are 
  worth 500 gold pieces; they are in fact only worth 250 
  gold pieces). 
  When asked to describe Mr. Mu, Mrs. Wynworth will 
  provide the following description of her cat:
  “Mr. Mu is an introvert and has a quiet personality.  
  However, at times, he could be talkative, and tends 
  to ramble on about things.”
  When asked about Mr. Mu’s appearance, Mrs. Wyn-
  worth will say the following: 
  “Mr. Mu is a black medium-size cat, with a pair of 
  white paws, and a patch of white fur at the base of 
  his neck.”
  After the characters have finished their interactions 
  with Mrs. Wynworth, Thomar will take the characters 
  to the basement.  When this occurs read the following: 
  Thomar leads you downstairs to the basement.  You 
  see the trapdoor the kobolds used. There is a heavy 
  lock on the trapdoor. Thomar removes a pair of iden-
  tical keys from his pocket and hands one of the keys 
  to you. 
  “I have placed this lock on the trapdoor after the inci-
  dent with the kobolds. This key will open the locks on 
  either side of the door,” Thomar says as he unlocks 
  and opens the trapdoor with one of the keys. 
  The trapdoor opens.  You see a crude staircase dug 
  into the earth descending into the darkness below. 
  Those characters without infravision will need light 
  sources to see in the tunnels.  If the characters lack 
  torches, lanterns, and/or flint and steel, Thomas will 
  lend these items to the characters (Thomas will want 
  these items back after the adventure). 
  
  36
  
  37
  Part 2: The Search for Mr. Mu 
  Cavern/Tunnel Features:
  The tunnels are dark, and unless the characters have 
  infravision, they will need light sources to see. Even 
  though the tunnels and caverns are used by kobolds, 
  the characters will be able to travel through the tun-
  nels with ease (the tunnels are high enough to accom-
  modate the height of a fully grown man).  Every now 
  and then the characters will see rats or subterranean 
  insects scurrying around the tunnels; these are harm-
  less and are one of the food sources for the kobolds.   
  New Monsters
  Muir Forest Kobold
  Kobold (Muir Forest Variant). Init +2; Atk tiny blade -2 
  melee (1d3) or tiny sling -2 missile fire (1d3); AC 11, HD 
  1d3; MV 20’; SV Fort -3; Ref +1; Will -2, AL N. 
  A unique breed of kobolds live in the Muir Forest.  Like 
  their ‘old school’ brethren, these kobolds are warm 
  blooded mammals (not reptiles) with canine facial fea-
  tures. Muir Forest kobolds stand 2 to 2 ½ feet tall, and 
  have disproportionately large eyes and ears, which al-
  lows them to navigate in total darkness with ease.
  Kobold Tactics: The kobolds will avoid direct assaults, 
  and favour sneaking up on unsuspecting victims, 
  launching surprise attacks.  The kobolds prefer attack-
  ing with missile weapons (slings or blowguns) and will 
  only engage in melee combat when necessary. Kobolds 
  will typically flee after a couple rounds of combat (or as 
  soon as the battle turns against them). 
  Grotrat
  Grotrat. Init +0; Atk bite +0 melee (1d4-1); AC 11; HD 
  1d3; MV 20’; Act 1d20; SV Fort -2, Ref +2, Will -3, AL N. 
  Grotrats are a large species of rodents the kobolds 
  keep as pets in the tunnels.  Grotrats weigh between 
  15 to 20 lbs and have long slender bodies and large 
  mouths full of sharp teeth.  
  Grotrat Tactics: Grotrats will fight to the end.  When 
  paired with kobolds, the grotrats will attack in melee 
  while the kobolds will keep their distance and attack 
  with missile weapons. 
  Mork Frog
  Mork Frogs. Init +1; Atk bite +0 melee (1d3 + poison*); 
  AC 11; HD 1d4; MV 20’; Act 1d20; SV Fort +0, Ref +2, 
  Will +0, AL N. 
  Mork Frogs are a giant species of frogs and are the size 
  of a medium size dog.  A fully grown Mork Frog weighs 
  between 20 to 25 lbs. 
  *Every time a character is bitten by a Mork Frog, use 
  Table 2-4 to determine the random effects of the poi-
  
  38
  son. Use Table 2-4 each time anyone is bitten, as each 
  bite from the Mork Frog will generate a random poison 
  effect. 
  Wandering Monsters: Kobold Patrols/Ambush Groups
  The party may be ambushed by a kobold patrol if they 
  are careless, are making too much noise, etc.  As a 
  Judge, it’s up to you to decide when to use the Kobold 
  Patrols/Ambush Groups table. 
  Table 2-1: Kobold Patrols/Ambush Groups:
  Roll (d6) Kobold Patrols/Ambush Groups: 
  1-3
  4 to 16 (4d4) Kobolds. 2 to 4 (d3+1) of 
  the Kobolds will be armed with blowguns 
  [missile fire (1d3/1d5)] in lieu of slings.  
  The blowguns use poison soaked darts 
  (see Table 2-4).
  4-6
  3 to 9 (2d4 +1) Kobolds and 2 to 12 (2d6) 
  Grotrats.
  Determining DCs 
  There are many challenges throughout this adventure 
  that do not have difficulty checks (DC) listed.  As a 
  Judge, it is up to you to determine if a DC is required or 
  not, and what the DC should be.  For instance, if a char-
  acter is at the front of the marching order, leading the 
  party down a tunnel with a light source (or has Infravi-
  sion) and is actively scanning the tunnel, they may not 
  be required to roll a DC to spot the Poisoned Spiked 
  Pit Trap ahead.  However, if the same character is not 
  actively scanning the tunnel or does not have a light 
  source, then a DC is required to spot the trap. 
   
  Poisoned Spiked Pit Traps 
  The kobolds have built a series of poisoned spiked pit 
  traps throughout the tunnels.  If the characters are ac-
  tively scanning the tunnels and are able to see in the 
  dark, the pit traps will be fairly easy for them to spot.  
  The pit traps take up the width of the tunnel and are 
  4’ long.  The pits are 6’ deep, and at the bottom of the 
  pits are a series of wood spikes soaked in poison. If the 
  characters fails to notice the pit trap, they must make 
  a DC 10 Reflect Saving Throw to avoid falling into the 
  pit.  If the characters fails their save, they will take 1 
  to 4 points of damage, and Table 2-4 will be used to 
  determine the effects of the poison. 
   
  Mushrooms
  The digestive systems of kobolds are very different 
  from those of humans and demi-humans.  Thus, while 
  the mushrooms growing in the tunnels are editable 
  for the kobolds, they are poisonous to humans and 
  demi-humans.  If any of the characters eats the mush-
  rooms growing in the tunnels, use Table 2-2 to deter-
  mine the effects of the mushrooms. 
   
  
  39
  Table 2-2: Mushroom Effects
  Roll (d6)
  Effects:
  1-3
  The character must succeed a DC 12 
  Fortitude Saving Throw.  A failed sav-
  ing throw will result in the character’s 
  tongue swelling up to such an extent 
  they are unable to talk, consume food 
  or drink liquids for the next 1 to 4 hours.  
  As well, the character’s attack rolls, ini-
  tiative, saving throws and checks are 
  reduced by -1d for the duration of the 
  poison.
  4
  The character must succeed a DC 10 
  Fortitude Saving Throw.  A failed saving 
  throw will result in the character becom-
  ing blind for the next 2 to 6 days (2d3). 
  5
  The character must succeed a DC 10 
  Fortitude Saving Throw.  A failed saving 
  throw will result in the character fall-
  ing into a coma for the next 2 to 5 days 
  (d4+1). 
  6
  The character must succeed a DC 10 
  Fortitude Saving Throw.  A failed saving 
  throw will result in the character’s death. 
  Kobold Random Items 
  If the characters decide to loot the dead kobolds, they 
  will find a kobold-size sword (or a similar weapon), a 
  sling and a pouch containing rocks for the sling.  In ad-
  dition, the characters may find items of value or coins 
  among the kobold’s possessions.  Use the Table 2-3 to 
  randomly determine what additional items are found 
  on the kobolds. 
  Table 2-3: Kobold Random Items
  Roll (d6)
  Effects:
  1-3
  Worthless trinkets of no value.  Roll a d6 
  to determine what the trinkets are (1 = 
  chewed up pieces of bone; 2 = chicken 
  feathers; 3 = a small pouch containing 
  grubs and larva; 4 = a dead rat; 5 = dried 
  chicken feet; 6 = a living rat).  
  4-5
  A piece of equipment stolen from the ko-
  bold’s venture to the surface world.  Roll a 
  d10 to determine what the items are (1 = 
  1d4 candles; 2 = crowbar; 3 = small hand 
  mirror; 4 = flint & steel; 5 = hemp rope, 
  50’; 6 = hammer; 7 = 1d4 iron spikes; 8 = 
  lantern; 9 = flask of lantern oil; 10 = coin 
  pouch containing 3d6 copper pieces).  
  6
  3 to 18 (3d6) silver coins.  The coins are an-
  cient coins the kobolds uncovered in the 
  tunnels.  The coins are heavily tarnished 
  and discoloured with age.  The coins have 
  strange markings and symbols.  Many cen-
  turies before the Villages of the Muir For-
  est existed, an ancient civilization lived in 
  these lands. 
  Poison Effects   
  The kobolds living under Greenleaf have developed a 
  degree of proficiency in the use of poisons, which they 
  have acquired from a poisonous species of giant frogs 
  (Mork Frogs) found in the tunnels.  The Mork Frog’s 
  poison affects its victim in different ways.  Use Table 
  2-4 to determine the random effects of the poison.  
  Table 2-4: Poison Effects
  Roll (d6)
  Poison Effects:
  1-3
  The character must succeed a DC 13 For-
  titude Save.  On a failed save, the poison 
  causes the wounded area to swell up.  The 
  swelling lasts for the next 3 to 18 (3d6) 
  hours.  As a result of the swelling, the 
  character suffers -1d penalty to the attack 
  rolls and saving throws and their move-
  ment is reduced by 5’ for the duration of 
  the swelling. 
  
  40
  4-5
  The character must succeed a DC 10 Forti-
  tude Save.  If the character fails this save, 
  they will not notice the effects of the 
  poison right away. However, 1 to 3 hours 
  later, the character will become ill with a 
  fever.  At this point, the character must 
  make another DC 10 Fortitude Save.  On a 
  failed save, the character falls into a coma 
  for the next 2 to 5 days (d4+1); when the 
  character wakes up from the coma, their 
  current hit points will be reduced to 1, and 
  they will need healing or rest to recover 
  their lost hit points.  Even with a success-
  ful save, the character will still feel the ef-
  fects of the fever.  The character’s attack 
  rolls and saving throws will be reduced by 
  –1d for the next 6 to 36 (6d6) hours. 
  6
  The character must succeed a DC 6 Forti-
  tude Saving Throw.  A failed saving throw 
  will result in the character’s death. 
  The Tunnels 
  1: Figures Wielding Tridents 
  The stairs lead to a one way tunnel.  The tunnel con-
  tinues on for 60’, where it opens into a small cavern. 
  Inside the cavern you see the shadowy outlines of 
  two human size figures wielding tridents in your di-
  rection.
  The two figures are mannequins the kobolds put to-
  gether from pieces of wood, salvaged materials, roots 
  and clothing.  The tridents the characters see are pitch-
  forks the kobolds stole from Farmer Grub. 
   
  2: The Mannequins 
  The only items of value the characters could salvage 
  from the mannequins are the pitchforks.  The pitch-
  forks count as spears when used in combat. 
   
  3: Poisoned Spiked Pit Trap 
  See Poisoned Spiked Pit Tap description. 
   
  4: The Mork Frogs and the Hidden Chamber 
  The tunnel opens up to a long and narrow cavern. A 
  pool of dark and murky water runs down the length 
  of the cavern. At the opposite end of the cavern the 
  tunnel continues. 
  The pool itself is 4’ deep at its lowest point, and the 
  floor of the pool consists of mud and slime.  The pool 
  is so murky that it is difficult to gauge its depth by ob-
  servation.   Hidden underneath the muddy floor of the 
  pool are 4 Mork Frogs.  The Mork Frog will not attack 
  unless the characters disturb the water. 
  Mork Frogs (4), 3 hp each. 
  There is a small underwater tunnel connecting the 
  pool to a hidden chamber (Area 5: Hidden Chamber).  
  The tunnel is wide enough for the characters to swim 
  
  41
  through; thus, it should be an easy task for the char-
  acters to reach the chamber on the other side of the 
  tunnel. 
   
  5: Hidden Chamber 
  Inside the hidden chamber the characters will find the 
  skeletal remains of an adventurer (human) lying on the 
  ground.  The weapons and gear of the adventurer are 
  rusted beyond use.  However, if the characters take 
  time to search the remains, they will find:  
  • A gold ring with 2 small emerald gemstones 
  (worth 60 gold pieces) 
  • A decayed leather coin pouch containing: 33 
  gold and 13 silver pieces and 3 sapphire gem-
  stones (worth 20 gold each). 
   
  6: Kobold Sneak Tunnel 
  This is a small tunnel, roughly 1’ in diameter, connect-
  ing caverns 4 and 9 together.  The tunnel is well cam-
  ouflaged, and difficult to spot.  The tunnel is too nar-
  row for the characters to access, but the kobolds are 
  able to travel through this tunnel with ease.   
   
  7: Poisoned Spiked Pit Trap 
  See Poisoned Spiked Pit Tap description. 
   
  8: Underground River  
   
  Natural light illuminates the cavern through a hole 
  in the ceiling.  The light falls upon a body of moving 
  water.  The light is coming from one of the wells on 
  the surface, and below the well is an underground 
  river.  There is a stone statue of a female angel facing 
  the river. The statue is old; there are cracks running 
  throughout the surface of the statue.  Despite this, 
  the statue radiates a sense of beauty. 
   
   
  The underground river could provide the party with 
  fresh water, allowing the characters to refill their wa-
  terskins.  The deepest point of the river is 10’, and the 
  currents of the river are strong; therefore, it is not rec-
  ommended for the characters to swim in the water (if 
  any of the characters decide to jump into the water, 
  come up with a creatively challenge for the characters 
  to swim without being pulled under by the currents). 
  If the characters investigate the statue, read the fol-
  lowing: 
  The features of the angelic statue are very unique; 
  the statue blends both the features of men and elves 
  in such a manner that the two races are one.  You 
  look closer at the statue and discover one of the stat-
  ue’s eye sockets is empty.  The other eye socket has 
  an obsidian sphere.
  If Trayver Lugndor (Farmer) is with the party, he may 
  mention, if he has not already done so, he has an ob-
  sidian sphere in his possession (see Part 1 for the de-
  scription of how he found the sphere).   
  If the obsidian sphere is placed in the hollow eye sock-
  et read the following: 
  The statue smiles at you and raises its hand towards 
  you.  The statue opens its palm and reveals a silver 
  ring with an amethyst gemstone. 
  The ring contains a Soul Stone; the Soul Stone is magi-
  cal and will grant a +2 Armour Class bonus and +2 sav-
  ing throw bonus to one of the wearer’s saving throws 
  (randomly determined which saving throw).  The Soul 
  Stone is linked to the ancient civilization that created 
  the ring.  The wearer of the ring will develop the feel-
  ing that someone or something is watching over and 
  protecting them (in games mechanics, this sense of 
  protection translates into the Armour Class and Saving 
  Throw bonuses). 
  
  42
   9: The Ambush 
  You enter a spacious cavern.  A series of stalagmites 
  rise along the cavern’s floor.   
  A group of kobolds are hiding behind the stalagmites 
  waiting to ambush the party.  When all of the party 
  members have entered the cavern, the kobolds will re-
  lease their grotrats, who will attack the party in melee.  
  The kobolds will remain behind the stalagmites, where 
  they will attack the party with their slings and blow-
  guns.   
  While the grotrats will fight to the death, the kobolds 
  will retreat through the Kobold Sneak Tunnel (Area 6) 
  after 2 or 3 rounds of combat (or sooner, depending 
  on when the party gains the upper hand against the 
  grotrats). 
  Kobolds (8), hp 2 (x6), 3 (x2); the kobolds with 3 hit 
  points are also armed with blowguns (1d3/1d5).  The 
  blowguns use poison soaked darts (see Table 2-4).
  Grotrats (8), 2 hp each. 
   
  10: Poisoned Spiked Pit Trap 
  See Poisoned Spiked Pit Tap description. 
   
  11: The Halfling Stew 
  Upon entering the cavern, you smell the aroma of 
  cooked meat.  There is a large pot resting over a small 
  fire.  Near the fire is a large sack.  The sack appears to 
  move slightly. On the opposite corner of the cavern 
  is a formation of stalagmites and around the stalag-
  mites grow mushrooms.   
  The kobolds, who were cooking their meal, did not 
  have enough time to flee the cavern when they heard 
  the party approaching; so, they are hiding behind the 
  stalagmites.  The kobolds do not intend to attack the 
  party and will only attack if discovered.  There are 7 
  kobolds in total. 
  Kobolds (7), 2 hp each.
  Inside the large sack is a Halfling named Obermoor.  
  Obermoor is a murderer and criminal, who, along with 
  his now deceased companion, is on the run from the 
  local authorities.  The two criminals needed a place to 
  
  43
  hide and climbed down a dried up well (Area 12: The 
  Dried up Well).  At the bottom of the well, the Halflings 
  were ambushed by a group of kobolds and knocked 
  unconscious. 
   Obermoor (Halfling). Init +2; Atk short sword +0 melee 
  (1d6) or +2 dagger missile (1d4); AC 11 (unarmoured), 
  HP 9 (currently has 2 hp due to his injuries); MV 20’; SV 
  Fort +0; Ref +2; Will +0, AL C.
  The kobolds were delighted when they caught the two 
  Halflings, and immediately chopped up Obermoor’s 
  companion for their stew (which in now cooking in the 
  large pot).  The kobolds tied Obermoor up and placed 
  him in the sack so they could eat him later. 
  When the characters open up the large sack, they will 
  find Obermoor bound and gagged.  If Gregor Hornjur 
  (the local Constable) gave the characters a description 
  of the Halfling he is tracking, the characters will recog-
  nize Obermoor as the wanted Halfling. 
  Nearby are the possessions of the two Halflings: 2 Hal-
  fling size suits of leather armour, 2 short swords, 4 dag-
  gers, 50’ of rope, flint and steal, 2 waterskins, rations (5 
  days worth), 28 silver and 33 copper pieces.
  The mushrooms growing at the base of the stalagmites 
  are poisonous.  Refer to Table 2-2 if the characters eat 
  the mushrooms. 
   
  12: The Dried Up Well 
  Natural light illuminates the cavern. The light comes 
  from an old abandoned well that has been dry for 
  many decades.  The ground is soft, and you see a 
  series of footprints and tracks in the ground. In the 
  corner of the cavern is a small crudely constructed 
  ladder, too fragile to support the weight of a man. 
  If the characters investigate the ground, they will find 
  several sets of footprints: most of the footprints be-
  long to small clawed paw-like feet (kobolds), while 
  other footprints belong to small barefoot humanoids 
  (Halflings).  The characters will also see drops of dried 
  blood on the ground and will see evidence that small 
  humanoid bodies were dragged in the direction of 
  Area 11 (The Halfling Meal).  This is the area where the 
  two Halfling criminals entered the tunnels and where 
  they were ambushed by the kobolds. 
  The ladder in the corner of the cavern has been con-
  structed by the kobolds.  The ladder is only able to sup-
  port the weight of creatures weighing less than 90 lbs.  
  The ladder is 9’ tall and is able to reach the lip of the 
  well shaft (the kobolds have dug small groves into the 
  sides of the well shaft, which allows them to climb up 
  the well shaft; the groves are too small for human size 
  creatures to use). 
  There is a secret door leading into a small room, the 
  kobolds use to store items stolen from the village 
  above.  The secret door is unlocked; if the characters 
  are actively searching the wall, it will be easy to see 
  the outline of the secret door.  Behind the secret door 
  are the following items of value: a pitchfork (as spear), 
  a hatchet (as hand axe), a decorative walking stick (as 
  staff), a butcher’s cleaver (as hand axe), a small wood-
  en box containing 20 candles, 3 bottles of cheap wine 
  and a small jar containing 85 copper pieces.
   
  13: Cavern of the Mushrooms 
  The floor of the cavern is filled with hundreds, if not 
  thousands, of mushrooms. Some areas of the ground 
  are bare, indicating a recent harvest.  You see the 
  roots of large trees reaching into the cavern from the 
  ceiling.  Droplets of water runs down the roots and 
  falls upon the mushrooms below. 
  There is nothing of value for the character here. Use 
  Table 2-2 (Mushroom Effects) if the characters eat any 
  of the mushrooms.
   
  
  44
  14: The Water Mirrors 
  On one side of the cavern is a murky pool of water 
  and on the other side is a formation of stalagmites. 
  Suddenly, the murky water begins to move and take 
  shape.  The water takes the form of humanoids; 
  there is a humanoid form for each member of the 
  party.  Soon you see a duplicate of yourself looking 
  back at you. 
  The Water Mirrors are harmless and cannot inflict any 
  damage to the characters; nor can any of the charac-
  ters injure the Water Mirrors (a strike with a sword will 
  simply pass through the Water Mirror). 
  The Water Mirrors will mimic the characters’ move-
  ment and actions but will not reciprocate any attacks 
  dealt by the characters.  Their purpose is to distract 
  the characters while a group of kobolds emerges from 
  the Sneak Tunnel (15: Kobold Sneak Tunnel) to launch 
  a surprise attack on the party.  The kobolds will launch 
  their attack from behind the stalagmites, attacking the 
  party with their missile weapons.  The kobolds will be-
  gin to flee through the Sneak Tunnel as soon as the tide 
  of battle has turned against them. 
  Kobolds (10), hp 2 (x7), 3 (x3).  The kobolds with 3 hit 
  points are armed with blowguns (1d3/1d5).  The blow-
  guns use poison soaked darts (see Table 2-4).
  After combat with the kobolds is over, the Water Mir-
  rors will be merged back into the water and disappear 
  into the pool.  If the character investigate the pool at 
  this time, the only thing they will see in the pool are 
  dozens of large tadpoles (Mork Frog tadpoles) swim-
  ming around. The tadpoles are harmless. 
   
  15: Kobold Sneak Tunnel 
  This is a small tunnel, roughly 1’ in diameter, connect-
  ing caverns 14 and 21 together. The tunnel is well cam-
  ouflaged, and difficult to spot.  The tunnel is too nar-
  row for the characters to access, but the kobolds can 
  travel through this tunnel with ease.   
   
  16: The Cavern and the Roots 
  The centre of the cavern is filled with the roots of a 
  large and ancient tree.  The roots have penetrated 
  the cavern’s ceiling, making it appear as if there are 
  trees growing from the ceiling.  Some of the roots 
  have grown into the cavern floor. 
  You see small groves cut into the roots, creating a 
  type of ladder for the kobolds to climb.  Looking up 
  at the ceiling, you see small tunnels dug along the 
  lengths of the roots; at the ends of the tunnels you 
  see natural light. 
  The kobolds use the roots of the ancient tree as paths 
  to the world above.  The tunnels dug by the kobolds 
  are too narrow for any of the characters (even Hal-
  flings, who are wider around the waist than kobolds) 
  to travel through. 
   
  
  45
  17: Poisoned Spiked Pit Trap 
  See Poisoned Spiked Pit Tap description. 
   
  18: Stone Statues 
  Lined along the length of this cavern are 10 stone 
  statues; the statues represent robed figures. Each 
  statue stands around five and a half feet tall.  There 
  are cracks on the surfaces of each statue, and a num-
  ber of the statues are missing arms and hands. 
  You noticed something unique about the features of 
  the statues; while the statues appear to represent 
  humans at first glance, you notice a number of el-
  ven features.  However, the statues are not elves, nor 
  are they men; rather, the statues perfectly merge the 
  features of elves and men into one. 
  These statues are very similar to the statues the charac-
  ters encountered in the first portal room of the “King’s 
  Challenge”.  The kobolds excavated these statues from 
  Area 19 (Excavation Site).  There are no items of value 
  for the characters in this area. 
   
  19: Excavation Site 
  The floor of the cavern has been dug up; there are 
  pits and piles of dug up earth everywhere.  There 
  are two small crudely constructed kobold-size wheel 
  barrels; resting on top of each wheel barrel are small 
  mining picks, hammers and shovels. 
  This is the site where the stone statues (18: Stone Stat-
  ues) were excavated.  There are no items of value for 
  the characters here. 
  20: Poisoned Spiked Pit Trap 
  See Poisoned Spiked Pit Tap description. 
   
  21: Tangle Roots 
  The cavern is filled with the roots of an ancient 
  tree. The roots are long, and many of the roots have 
  reached the cavern’s floor.  In the centre of the cav-
  ern is a large pool of murky water. 
  The roots are Tangle Roots; sentient roots in the ser-
  vice of the kobolds. The Tangle Roots will not attack at 
  first but will wait until the entire party is in the cavern 
  before launching their attack. 
  Tangle Roots (15). Init +0; Atk root +0 melee (*re-
  strain), AC 11; 4 hp each; HD 1d6; MV 0’ (reach 15’); 
  Act 1d20; SV Fort +1, Ref +0, Will +0, AL N. 
  *Tangle Roots do not inflict damage when they hit a 
  target; rather, their victim is restrained.  When a vic-
  tim is restrained, they are unable to move; their attack 
  rolls are reduced by -1d and their Armour Class is re-
  duced by 2.  Multiple tangle roots could restrain a sin-
  gle victim.  For instance, if one victim is retrained by 3 
  tangle roots, the victim is unable to move, and their 
  attack rolls are reduced by -3d and their Armour Class 
  is reduced by -6. 
  To break free from a Tangle Root’s grip, a character 
  must either kill the tangle root or pass a DC 10 Reflex 
  Saving Throw.  The Tangle Roots are unable to move 
  but have a reach of 15’ and will have no problem reach-
  ing the characters. 
  The Tangle Roots are allies of the kobolds and will not 
  attack any of the kobolds.  As well, they will not attack 
  the Mork Frogs that live in the pool. 
  After the Tangle Roots have attacked (a number of the 
  characters should be restrained at this point), a group 
  of 8 kobolds will emerge from the sneak tunnel (Area 
  15) and attack the characters.  The kobolds will use 
  the pool to put distance between themselves and the 
  characters and will attack with their slings and blow-
  guns.  Once the characters have destroyed most of 
  the Tangle Roots, the kobolds will retreat through the 
  
  46
  sneak tunnel. 
  Kobolds (8), HP 2 (x6), 3 (x2). The kobolds with 3 hp are 
  armed with blowguns (1d3/1d5).  The blowguns use 
  poison soaked darts (see Table 2-4).
  Pool: the pool is 5’ deep at the deepest point, and the 
  ground of the pool is made up of mud and slime.  The 
  water itself is very murky.  Within the pool, hiding un-
  derneath the mud and slime are 6 Mork Frogs, and 
  dozens of Mork Frog tadpoles (which are harmless). 
  The Mork Frogs will not attack unless the characters 
  disturb the water. 
  Mork Frogs (6), 3 hp each. 
  Hidden beneath the muddy floor of the pool are the 
  following items of value:  a gold ring with a medi-
  um-size ruby gemstone (worth 70 gold pieces) and a 
  gold bracelet with two small diamonds (worth 85 gold 
  pieces).   If there is a dwarf in the party, the dwarf will 
  likely ‘smell’ the gold and gems hidden within the pool. 
   
  22: Sleeping Quarters 1 
  Lined on both walls of the cavern are a series of small, 
  crudely constructed, kobold-size beds. The beds are 
  little more than planks of wood, scavenged from the 
  village above; resting on the planks are piles of hay, 
  rags and tattered pieces of clothing.  Against one of 
  the walls are four small barrels, and at the centre 
  of the room are two small tables with logs used as 
  chairs.
  The kobolds have fled as soon as they heard the party 
  approaching.  Each of the barrels contains either pick-
  led or preserved mushrooms, which are poisonous to 
  the characters (see Table 2-2).  If the characters search 
  this area, they will find the following items of value sto-
  len from the village above: a fancy velvet coin pouch 
  containing 15 silver and 5 gold pieces; a cloth coin 
  pouch containing 12 copper and 4 silver pieces; 50’ of 
  hemp rope; a commoner’s ring (worth 5 silver pieces); 
  and an onyx gemstone (worth 10 gold). 
   
  23: The Shrine 
  You have entered a shrine; the scent of incense fills 
  the air.  There is a simple wood altar; upon the al-
  tar is a human-size statue of a reptilian humanoid.  
  The statue is so lifelike, capturing every detail of the 
  creature it represents.  The statue holds a mace in its 
  right hand. Next to the statue is a large bronze gong, 
  held up by a simple, yet sturdy, wood frame. Near-
  by is a bronze bowl containing the burnt remains of 
  sticks of incense. 
  The statue is not a statue, but a living creature; a crea-
  ture that has the ability to stand perfectly still and si-
  lent.  This creature is the Kobold Chieftain; though, not 
  a kobold himself, the Kobold Chieftain obtained his po-
  sition of power by slaying and devouring the former 
  chieftain many years ago.  
  The Kobold Chieftain will remain motionless for some 
  time and will wait until all of the characters are in the 
  cavern before launching his attack.  The first round of 
  combat will be a surprise round, where the Chieftain 
  will hit the gong with his mace and attack the nearest 
  party member.   
  
  47
  1d3 rounds later 10 kobolds will emerge from one of 
  the three tunnels connecting to the cavern and join 
  their Chieftain in battle.  As long as the Chieftain re-
  mains alive, the kobolds will fight.  But, as soon as the 
  Chieftain is slain, the kobolds will flee. 
  Kobold Chieftain. Init +1; Atk mace +1 melee (1d6+1), 
  Atk bite +1 melee (1d4+poison*); AC 16; HP 18; HD 
  4d6; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will +1, AL C. 
  *The Kobold Chieftain has two attacks: one weapon 
  attack and one bite attack.  If a character is bitten by 
  the chieftain, the character is required to make a DC 10 
  Fortitude Saving Throw.  A failed save will result in an 
  extra 1d8 of damage.
  The only item found on the Chieftain is his mace (nor-
  mal mace) 
  Kobolds (10), HP 2 (x7), 3 (x3). The 3 hp kobolds are 
  armed with blowguns (1d3/1d5).  The blowguns use 
  poison soaked darts (see Table 2-4).
  If the characters search the altar, they will discover 
  that the altar is hollow. Inside the altar they will find 
  the following items: 
  • A holy symbol of an evil god forged from black-
  ened steel. 
  • A jar containing the severed heads of over 20 
  hens, in various states of decay (these are Farmer 
  Grub’s hens, who were offered as sacrifices to the 
  dark kobold gods; the kobolds ate the remaining 
  parts of the hens). 
  • A dagger forged from blackened steel with 
  the symbols of an evil god engraved upon it (this 
  counts as a normal dagger; the characters may 
  have trouble selling this dagger, due to the unholy 
  symbols on it). 
  • A small pine box containing 100 sticks of in-
  cense (the kobolds made the incense from piec-
  es of wood, roots, clay and minerals; all of which 
  were found in the caverns). 
  • Flint and Steel.  
  There is a secret door located behind the altar.  The 
  secret door is unlocked; if the characters are actively 
  searching the walls of the cavern, they will find the 
  door with ease.   
  Behind the secret door is a small room, which contains 
  a large wooden chest.  The chest is locked.  Written 
  on the surface of the chest, in Kobold, are the words: 
  ‘Treasure Chest. Trapped. Beware of Poisonous Gas.’  If 
  the characters have found the key outside of the out-
  house in the first part of this adventure, they will rec-
  ognize the words as belonging to the same language 
  written on the key. 
  The wooden chest is locked and trapped. The key will 
  open the chest and deactivate the trap.  If the charac-
  ters do not have the key, a DC 15 Strength check will 
  open the chest, but will set off the trap (poisonous 
  gas).  If there is a thief in the party, a DC 15 Pick Lock 
  check will open the chest and deactivate the trap.  If 
  the thief rolls less than a DC 15 Pick Lock check, but 
  rolls a Pick Lock check of 10 or more, the thief has 
  opened the chest while triggering the trap. 
  
  48
  Poisonous Gas: the trap releases a 5’ radius of poison-
  ous gas.  All those within the radius of the poisonous 
  gas must make a DC 10 Fortitude Saving Throw.  If the 
  characters fail the saving throw, they will start to cough 
  violently, and foam will form around their mouths for 
  the next 1d4 hours.  During this time, the character’s 
  attack rolls and saving throws will be reduced by -1d.  
  The character will also suffer 1d6 points of damage and 
  their Strength and Stamina scores will be permanently 
  reduced by 1 point.  
  The chest contains the following items: 
  • Ancient suit of full plate armour* (see below)
   
  • A leather coin pouch containing 57 ancient sil-
  ver coins (the coins are heavily tarnish and disco-
  loured with age). 
  • A cloth coin pouch containing 68 copper pieces 
  and a commoner’s ring (worth 5 silver). 
  • Wrapped in cloth is an ancient 8” bronze statue 
  of an unknown goddess (the statue was excavated 
  from the caverns). 
  • 2 bottles of spirits (highly concentrated alco-
  holic drinks). 
  • A holy symbol of an evil god. 
  • A pair of ceremonial daggers (the daggers 
  function as normal daggers but are worth 10 gold 
  each).  
  *Ancient Suit of Full Plate Armour.  If the characters 
  examine the suit of armour read the following: 
  The suit of full plate armour is complete; while the 
  armour is tarnished from age and neglect, you could 
  see the armour was once an object of great beau-
  ty, forged by a Master Craftsman. The joints appear 
  to be stiff and in need of oil.  With some care and 
  hard work, the beauty and functionally of the armour 
  could be restored. 
  The kobolds found the ancient suit of plate armour in 
  the caverns; the armour was created by the ancient 
  civilization that once dwelt in these lands.  The armour 
  is tarnished and needs oiling and care. If any of the 
  characters have skills in metal work (i.e. a blacksmith 
  or armourer background) and have access to the prop-
  er tools and facilities, they should have the armour in 
  serviceable condition in a week’s time.  Otherwise, the 
  characters could hire the services of an armourer to 
  make the armour serviceable. 
  If a character wears the armour before it has been 
  oiled and repaired, they will suffer a -1d penalty to 
  their attack rolls.  As well, due to the fit of full plate 
  armour, if the character is over 6’ tall or under 5’ tall, 
  the armour will need to be adjusted to compensate for 
  the character’s height.  
  On the wall opposite to the secret door connected to 
  the Shrine Room, is another secret door.  If the charac-
  ters are searching the walls, they will find this secret 
  door with ease.  This secret door leads to a 60’ long 
  tunnel, which leads to the surface.  The tunnel is wide 
  enough to fit a fully-grown man.  The Kobold Chieftain 
  uses this tunnel to access the surface world and the 
  kobolds use the tunnel to haul larger items to the lair.
  24: The Pillars 
  There are stone pillars along each side of the cavern.  
  The pillars are well constructed, and the quality of 
  their workmanship is too fine to have been made by 
  the hands of kobolds.   You could make out patches 
  of tile flooring, where layers of earth and rock have 
  been removed. You see small piles of dirt and rock 
  throughout the room; you noticed marks along the 
  walls where small picks and hammers fell.   
  The kobolds are in the process of excavating this room, 
  which was constructed by an ancient civilization.  There 
  are no items of value for the characters to find here. 
  
  49
  25: Sleeping Quarters 2 
  Along the walls of the cavern are a series of small 
  kobold-size beds.  The beds consist of simple wood 
  planks, likely salvaged from the village above. Rags, 
  furs and pieces of clothing are used as sheets.  At 
  the centre of the room are three small, crudely con-
  structed tables, with small logs used as chairs.  Rest-
  ing on the tables are simple clay plates and cups, and 
  scrapes of uneaten food. 
  The kobolds have fled this area as soon as they heard 
  the party approaching (kobold’s have excellent hear-
  ing, and a knack for running away).  The scrapes of 
  food are the remains of the kobolds’ meal.  These in-
  clude the shells of large insects, scraps of rat meat and 
  mushrooms (use Table 2-2 if the characters eat the 
  food). While most of the cups are empty, some of the 
  cups contain a type of mead the kobolds made from 
  the roots growing in the tunnels.  The mead is drink-
  able but has a horrible taste.  Near the tables the char-
  acters will find two small barrels of mead (one barrel is 
  nearly empty).  
  If the characters take time to search through the beds, 
  they will find the following items of value: 68 ancient 
  silver coins, 58 copper pieces and a gold locket (worth 
  5 gold).
  26: The Chieftain’s Room 
  There is a bed in the corner of the cavern, large 
  enough to fit a fully-grown man. Near the bed is a 
  simple table and a plain wood chest, likely stolen 
  from the village above.  On the opposite end of the 
  cavern are two small barrels, a crudely constructed 
  cage containing a pair of hens and a fancy bird cage 
  containing a black cat. 
  This is the Kobold Chieftain’s bedchamber.   If the 
  characters examine the chest, they will see the words 
  ‘Property of the Happy Halfling Tavern’ chiselled on 
  the chest.  The chest itself is 3’ long, 2’ wide and 2’ 
  high, and could easily be carried back to the surface. 
  The chest is unlocked, but a poisonous snake is inside 
  guarding its master’s possessions.  When the chest is 
  opened, the snake will attack. 
  Poisonous Snake. Init +2; Atk bite +1 (1d4+poison*); 
  AC 12; HP 7; HD 2d6; MV 30’; Act 1d20; SV Fort +0, Ref 
  +1, Will +0, AL N. 
  *If any of the characters are bitten by the snake, they 
  must make a DC 10 Fortitude Saving Throw. A failed 
  saving throw will result in an extra 2d6 points of dam-
  age. 
  Inside the chest are the following items: 
  • Wrapped in black velvet is a Wizard’s Spell 
  Book** and a silver dagger. 
  • 2 bottles of spirits (highly concentrated alco-
  holic drinks). 
  • A cloth coin pouch containing 18 copper pieces 
  and 3 quartz gemstones of poor quality (worth 5 
  gold each). 
  • A leather coin pouch containing 12 gold pieces 
  and a jasper gemstone (worth 30 gold). 
  **The Wizard’s Spell Book was stolen from a low level 
  Wizard from the world above.  The spell book has black 
  leather bindings with silver runes.  Inside the book are 
  the following spells: Charm Person, Ekim’s Mystical 
  Mask, Force Manipulation, Magic Missile and Spider 
  Climb. 
  Barrels. The two small barrels contain a type of mead 
  the kobolds made from the roots found in the caverns.  
  The mead is drinkable but has an awful taste. 
  Hens.  The two hens in the cage are Farmer Grub’s 
  hens and were stolen during one of the kobolds’ raids 
  on Farmer Grub’s chicken coops.  If the characters free 
  the hens from the cage, they will run away from the 
  
  50
  characters, making a lot of noise in the process.  A DC 
  12 Agility check is required to capture each hen.   
  When the characters approach the fancy bird cage 
  containing the black cat, read the following: 
  “At last, you are here to save me!” the cat says, “I 
  thought I was never going to get out of here!” 
  The cat pauses, looks at you, and then says, “What 
  are you looking at?  Have you never heard a cat talk 
  before?  Please hurry!  Free me before the kobolds 
  return!”
   
  The black cat is Mr. Mu, Mrs. Wynworth’s beloved cat.  
  In order for the characters to collect their reward, they 
  must return Mr. Mu to Mrs. Wynworth alive. 
  Mr. Mu Init +0; Atk scratch +0 (1); AC 12; HP 3; HD 1d3; 
  MV 20’; Act 1d16; SV Fort -2, Ref +2, Will +0, AL N. 
  Conclusion 
  There are different ways in which this adventure could 
  end:  
  1. The characters return Mr. Mu to Mrs. Wyn-
  worth. 
  2. The characters return from their adventure 
  without Mr. Mu. 
  3. The characters perish in the tunnels. 
  Depending on the outcome of this adventure, read the 
  appropriate ending to the characters: 
  Ending 1: Returning with Mr. Mu 
  Tears of joy run down Mrs. Wynworth’s cheeks as she 
  sees her beloved cat, Mr. Mu, in your arms.  Sudden-
  ly, Mr. Mu jumps out of your arms, and runs towards 
  her.  Mrs. Wynworth picks her cat up and embraces 
  Mr. Mu. 
  Loud purrs come from Mr. Mu, as his owner stroke 
  his fur and kisses the top of his head. 
  “You saved him!  You saved my precious Mr. Mu,” Mrs. 
  Wynworth says, and she presents you with a jewelry 
  box, “As I promised, here are my family jewels.” 
  The characters are heroes.  Thomar and his wife take 
  the characters to the Happy Halfling Tavern for a cele-
  bration dinner.  Roth gives the characters a free round 
  of drinks and allows them to stay in the Bunk House 
  free of charge for the night.  The next morning, Ruen 
  makes her special biscuits and muffins for the charac-
  ters.
  
  51
  Ending 2: Returning without Mr. Mu 
  Tears run down Mrs. Wynworth’s face when she real-
  ised you have returned without her beloved cat.  Her 
  face turns bright red. 
  “You stupid Adventurers!” she screams, “You stupid 
  incompetent Adventures! How dare you return with-
  out my cat!” 
  The cup Mrs. Wynworth was holding is hurled past 
  your head, narrowly missing you.  Mrs. Wynworth 
  turns around and stormed off to her room.  The door 
  slams shut with a loud bang. 
  You feel a strong hand grip your shoulder, and turn 
  to see Thomar, Mrs. Wynworth’s son, looking at you 
  with an expression of concern on his face. 
  “I know you tried your best to return my mother’s 
  cat,” Thomar says with a gentle smile, “Mother is in 
  one of her moods again. I think it is best for you to be 
  leaving.”  
  Thomar walks you to the door. 
  “It will be dark soon.  The Thirsty Dwarf Tavern has 
  rooms available for rent.”
  Ending 3: The Characters Perish 
  Some say death is not the end, but a new beginning.  
  This holds true for you.  Now, it’s time to roll up a new 
  batch of Level 0 Characters and start over again. 
   
  What Happens Next 
   If you are planning to run “The Gong Farmer’s Re-
  venge”, it will be important for the characters to return 
  to the Happy Halfling Tavern.  There are rooms avail-
  able for rent at the Bunk house (also owned by Roth).  
  The events of the next adventure deals with the death 
  of Oscar, so it will be important for the characters to 
  get to know Oscar, Roth and Ruen.  The characters will 
  be staying at the Bunk house for a short period of time 
  (several days to a week) before the start of “The Gong 
  Farmer’s Revenge”.   Perhaps, during this ‘down time’, 
  
  52
  the characters will see the Gong Farmer sneaking 
  around the tavern, engaging in ‘suspicious’ behaviour. 
  If the characters are successful in finding Mr. Mu and 
  gaining Mrs. Wynworth’s family jewels, word will 
  spread to the dwarves of Giant’s Head Mountain (via 
  the dwarves sitting in the Happy Halfling Tavern in Part 
  1) that a new group of adventurers with a certain de-
  gree of wealth are in the village of Greenleaf.  A few 
  days later, the dwarves will bring wagons filled with ar-
  mour and weapons to Greenleaf.  The dwarves will visit 
  the characters at the Bunk house and will offer to sell 
  them weapons and armour in exchange for their coins 
  and treasure.  
  
  53
  The Gong Farmer’s Revenge
  (Level 1 Adventure)
  Designed and Illustrated
  by Mark Tasaka
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, visit www.goodman-games.com or contact info@good-
  man-games.com.
  
  54
  The Gong Farmer’s Revenge 
  Tears ran down Ruen’s cheeks as she entered the kitch-
  en, where her father, Roth, was preparing their morn-
  ing meal. 
  “Father,” Ruen cried, “something has happened to Os-
  car.”
   
  Roth placed his hand against his daughter’s cheek, and 
  gently wiped away the tears from her eyes. 
  “There, there little one,” Roth said in a gentle voice, 
  “tell your father what happened.”  
  “When I went to use the outhouse this morning, I did 
  not hear Oscar. I thought nothing of it, as Oscar is often 
  sleeping when I arrive in the morning.  However, after 
  I finished my morning ‘routine’, I looked down to the 
  bottom of the outhouse to see how Oscar was doing.  
  Then, I saw it… Oscar’s dead body,” Ruen sobbed, as 
  more tears ran down her face. 
  “There was this note nearby,” Ruen said as she handed 
  her father the note. 
  Written on the note were the words: “Courtesy of the 
  Gong Farmer.” 
  That morning others in the village of Greenleaf found 
  similar notes in their outhouses and discovered the 
  dead bodies of Oscar’s offspring. 
   
  Introduction 
  The Gong Farmer’s Revenge is a Dungeon Crawl Clas-
  sics Compatible Adventure designed for a Party of 6 to 
  10 Level 1 Characters.  “The Gong Farmer’s Revenge” 
  follows the events of “Kobolds Stole My Cat!”. While it 
  is not necessary for the players to have played “Kobolds 
  Stole My Cat!”, it is important the players are familiar 
  with the village of Greenleaf and know Roth, Ruen and 
  Oscar.  As well, before revealing Oscar’s death to the 
  players, it will be helpful to have the players role-play 
  their time at the Bunk House and the Happy Halfling 
  Tavern prior to the Gong Farmer’s sinister actions.  This 
  will help build upon the relationships established in 
  “Kobolds Stole My Cat!”; making Oscar’s death more 
  significant.
  Village of Greenleaf
  This adventure starts out in the village of Greenleaf; 
  a small village made up of a few hundred residents.  
  Greenleaf is part of the Villages of the Muir Forest; a 
  collection of villages located inside the forest.  Most vil-
  lagers are born, marry, grow old and die in their home 
  village, and travel outside the villages are rare.  Skilled 
  warriors and professional soldiers are rare in this part 
  of the world.  While militias of pitchfork wielding peas-
  ants have been raised in times of need, most villagers 
  have never handled a sword or spear before. 
  One of the few professional soldiers in the area is Gre-
  gor Hornjur, the local Constable.  Gregor is tied down 
  with other duties and needs to ‘deputize’ a group of 
  Adventurers to bring the Gong Farmer to justice.  After 
  the events of the previous adventure, the characters 
  have earned a reputation as ‘kobold slayers’; thus, Gre-
  
  55
  gor decides to seek the characters’ assistance in bring-
  ing the Gong Farmer to justice. 
  The Happy Halfling Tavern 
  The Happy Halfling Tavern was originally a barn con-
  verted into a tavern over thirty years ago.  It is the only 
  tavern in Greenleaf, and is owned by Roth, a fearsome 
  looking bear of a man, with a kind and gentle heart. 
  Working alongside Roth is his daughter Ruen, who is 
  the spitting image of her father. 
  There is an atmosphere of sadness among the patrons 
  of the tavern, as the villagers are mourning the deaths 
  of Oscar and her offspring.  Ruen is deeply affected by 
  the loss of her friend and will break into tears if the 
  characters ask her about Oscar. 
  Oscar 
  Nobody knows what Oscar is. Oscar was a strange 
  creature that appeared at the bottom of the tavern’s 
  outhouse a couple of years ago.  Oscar’s arrival was a 
  blessing for Roth, as he no longer needed to depend on 
  the services of the Gong Farmer. 
  ‘Oscar’ is the name Ruen gave the creature, and over 
  the years the two became close.  Everyone assumed 
  Oscar was a male, until one day Oscar gave birth to 
  several babies, who migrated to the other outhouses 
  in the village.  The villagers were happy with the arrival 
  of Oscar’s babies as they no longer needed to rely on 
  the Gong Farmer’s services.  However, the Gong Farm-
  er found himself out of a job. 
  The Adventure Begins
  The adventure starts out at the Happy Halfling Tavern, 
  where the characters have been staying since the end 
  of the previous adventure.  Constable Gregor Hornjur 
  has just finished his investigation and has determined 
  Oscar and her offspring were poisoned during the 
  night by the Gong Farmer. Gregor has some knowledge 
  of the Gong Farmer and knows where his lair is.  The 
  Gong Farmer’s lair is a two day journey by foot through 
  hills and woodlands. 
  Gregor meets the characters at the Happy Halfling 
  Tavern, where he requests the characters’ services 
  in bringing the Gong Farmer to justice.  If the charac-
  ters accept Gregor’s request, he will give them a map 
  showing the location of the Gong Farmer’s lair.  As well, 
  Gregor will ask the characters, if possible, to bring the 
  Gong Farmer back to Greenleaf alive so he could stand 
  trial.  Gregor will inform the characters he cannot ac-
  company them, as he is required to stay in Greenleaf 
  to await the arrive of Justice Sollannes for the Gong 
  Farmer’s trial.  Thus, the characters are required to 
  complete this mission on their own.
  If asked about a reward for their service, Gregor will let 
  the characters know he lacks the material resources to 
  reward the characters.  However, Gregor will tell the 
  characters he has a lot of discretion in enforcing the 
  law and could ‘turn a blind eye’ if the characters were 
  to find themselves in trouble down the road. 
  
  56
  Part 1: Journey to the Gong Farmer’s Lair 
  The journey to the Gong Farmer’s lair is a two day 
  journey through hills and woodlands.  It is a journey 
  filled with danger.  Thus, five possible encounters have 
  been created, which could be used for the journey to 
  the Gong Farmer’s lair, or the return journey back to 
  Greenleaf.  It will be up to you to decide which encoun-
  ters are used. 
  Encounter 1: The Dead Mule 
  You have come across a corpse of a mule, which has 
  been dead for some time.  The mule’s hide has been 
  ripped apart, revealing bare bones.  Large claw and 
  bite marks cover the bones and hide; a number of 
  the mule’s bones are broken in several places.  The 
  tattered remains of saddle bags are found nearby.
  The mule and its owner were killed by a vicious beast 
  several months ago.  If the characters search the area, 
  they will find the remains of the owner a short distance 
  away. 
  If the character search through the saddle bags, they 
  will find the following items: flint and steel, a water-
  proof sack, 5 flasks of lantern oil, a lantern and 50’ of 
  hemp rope.
  On the owner, the characters will find: a short bow, 
  a quiver with 15 arrows, a rusted dagger and a coin 
  pouch containing 12 gold and 15 silver pieces.
  Encounter 2: The Ravens 
  You hear the loud cawing of a group of ravens as 
  they approach from the sky.  The ravens land on the 
  branches of a large tree nearby.  Their cawing be-
  comes louder and louder.  It appears the ravens are 
  trying to get your attention. 
  The ravens are trying to get the characters’ attention, 
  as one of their kin is caught in the web of a giant spi-
  der a short distance away.  If the characters pay close 
  attention to the ravens, they will notice the ravens are 
  trying to get the characters to follow them.  If any of 
  the characters attacks or displays hostile actions to-
  wards the ravens, the ravens will fly away. 
  If the characters follow the ravens, they will lead them 
  to a small group of trees where a raven is caught in a 
  giant spider’s web.  Releasing the trapped raven will 
  be an easy task for the characters.  However, a short 
  time after the trapped raven is set free, a giant spider 
  will emerge from the branches of one of the trees and 
  attack the characters. 
  When the giant spider attacks, the ravens will start to 
  caw, and will try to distract the giant spider (the ravens 
  will fly near the spider, attempting to draw its atten-
  tion away from the characters).  The giant spider is only 
  interested in attacking the characters.  However, the 
  ravens’ actions will still affect the giant spider, reducing 
  its attack rolls by -1d (resulting in 1d16 attack rolls). 
  Giant Spider. Init +4; Atk bite +3 melee (1d6 + poison*); 
  AC 14; HP 15; HD 3d8; MV 30’; Act 1d16 (1d20); SV Fort 
  +2, Ref +2, Will 0, AL N. 
  *If a character is bitten by the giant spider, they must 
  make a DC 10 Fortitude Saving Throw.  A failed saving 
  throw will result in an extra 2d6 of damage 
  When the characters slay the giant spider, the ravens 
  will gather on the tree branches nearby.  One of the ra-
  vens will fly towards the characters carrying a slender 
  golden ring in its break.  The raven will place the gold-
  en ring in front of the characters as a token of gratitude 
  for rescuing their kin.  The ring is of elven design.  The 
  ring itself is magical and will grant the wearer a +1 bo-
  nus to their Reflex, Fortitude and Will Saving Throws. 
  
  57
  Encounter 3: The Pygmies 
  A group of cannibal pygmies are hiding in the bush-
  es nearby preparing to launch a surprise attack on 
  the party.  The pygmies assume the characters are a 
  group of lost peasants and are eager to capture their 
  next meal.  The first round of combat will be a surprise 
  round, where the pygmies will attack with their blow-
  guns. 
  Pygmies (6). Init +1; Atk half-spear +0 melee (1d6); 
  or blowgun +2 missile attack (1d3/1d5*); AC 11; HP 4 
  each; HD 1d6; MV 20’; Act 1d20; SV Fort +0, Ref +2, 
  Will +0; AL N. 
  *the blowgun darts are poisonous, and the victim of a 
  successful attack must succeed a DC 10 Fortitude Sav-
  ing Throw or fall unconscious for the next 1d4 hours.   
  The only items of value the pygmies have are their 
  blowguns, half-spears and poisoned darts (there are 
  10 poison darts per pygmy).   
  If a character uses the pygmy’s blowgun and rolls a 
  fumble, the character has swallowed the poisoned dart 
  by mistake.  When this happens, the character takes 
  1d4 points of damage as the dart ruptures the lining 
  of their stomach and intestines. As well, the character 
  must succeed a D15 Fortitude Save or fall unconscious 
  for the next 1d4 hours. 
  Encounter 4: The Cave 
  You have been travelling for most of the day.  The sun 
  will set in the next few hours, and rain clouds appear 
  to be taking shape in the sky.  It is a good time to start 
  looking for shelter for the night.   Nearby, you spot 
  the entrance to a cave. 
  The cave is large enough to provide the characters with 
  a place to sleep for the night.  There is a secret pas-
  sageway on the far wall of the cave, which requires a 
  DC 10 Intelligence Check to discover.  Once discovered, 
  the passageway is easy to access.  The passageway is 
  50’ long and leads to a chamber.  When the characters 
  enter the chamber read the following: 
  You have entered a chamber.  There are eight stone 
  human-size statues in the chamber, each depicting a 
  warrior dressed in an ancient style of armour.  The 
  statues are very old; several parts of the statues are 
  cracked.  While the statues appear to represent hu-
  mans a first glance, you notice a number of elven 
  features; yet, these are not elves, nor are they men; 
  rather, the statues represent the prefect harmony of 
  men and elves. 
  On the ground are three chests covered in a thick lay-
  er of dust.  Carved on the surfaces of each chest are 
  strange symbols and runes. 
  The statues share many similarities to the statues 
  found in Area 19 of “Kobolds Stole My Cat!” and the 
  portal room in the “King’s Challenge”.   The statues 
  belong to an ancient civilization that once lived in this 
  land.  This civilization has long since vanished from the 
  pages of history. 
  The chests are unlocked, and inside each chest is a suit 
  of ancient scale armour.  The amour is of the same de-
  sign as the armour worn by the statues.  Included with 
  the armour is a helmet.  
  Encounter 5: The Statue 
  You have entered a small clearing; a short distance 
  away you see a stone statue.  The statue depicts a 
  slender robed and hooded figure standing 7 feet tall.  
  The vines of a beautiful purple flower covers most of 
  the statue, with the greatest concentration forming 
  around the statue’s base.  
  If the characters search the statue, they will discover 
  at the base of the statue, covered by layers of vines 
  are the skeletal remains of 3 human-like creatures.  If 
  
  58
  the characters remove the vines to investigate the skel-
  etons, the skeletons will animate.  When this occurs, 
  read the following: 
  As you are removing the vines covering the skeletal 
  remains, the remains begin to rise from the ground.  
  Within a heartbeat, you see three skeletons standing 
  in front of you.  Their hollow eye sockets glow bright 
  red; the skeletons raise rusted blades and attack. 
  Skela-things (3). Init +2; Atk +1 rusted sword (1d8-1); 
  AC 11; HP 7 each; MV 20’; Act 1d20; SP undead; half 
  damage from piercing or slashing weapons; SV Fort -1, 
  Ref -3, Will +0, AL N.
  The blades the skeletons carry are too rusted and dam-
  aged for the characters to use.  The skeletons carry no 
  items of value.  However, at the base of the statue the 
  characters will find a decayed leather pouch containing 
  5 opal gemstones (worth 15 gold each).
  
  59
  
  60
  Part 2: The Gong Farmer’s House 
  After two days of travelling through hills and wood-
  lands you arrive at a small clearing in the woods.   You 
  see a single storey house showing signs of age and 
  neglect.  This, according to the map Gregor gave you, 
  is the Gong Farmer’s Lair.  Near the house is a wood-
  shed and an outhouse. 
  The house serves as the access route to the Gong 
  Farmer’s actual lair, which is located beneath the 
  earth, in a series of caverns and tunnels.  Inside these 
  caverns, the Gong Farmer grows a race of semi-intelli-
  gent mushroom-men, called fung-guys, which he sells 
  to a subterranean race of dwarf-like humanoids known 
  as greyvhars.  Human and demi-human night soil is the 
  key ingredient for creating fung-guys; this is why the 
  Gong Farmer murdered Oscar and her kin. 
  Gong Farmer’s House  
  The Gong Farmer’s house is a simple single floor build-
  ing.  The interior of the house is plain; the paint on the 
  walls is faded and the floors are uncarpeted.  The cur-
  tains covering the windows are moth eaten old sheets.   
  The doors inside the house are unlocked. 
  H1: Front Door and Hallway   
  The front door is unlocked and trapped. When the 
  front door is opened, a series of arrows will fire in the 
  direction of the doorway.  A total of 3 arrows will fire; 
  for each arrow, the target must make a DC 10 Reflex 
  Saving Throw.  For every failed saving throw, the victim 
  suffers 1d6 points of damage. 
  Once the trap has been triggered, it needs to be reset; 
  therefore, the trap cannot fire again until the arrows 
  are reloaded. 
  H2: Guest Bedroom 
  The room is empty with the exception of a simple 
  bed, covered by an old moth eaten sheet.  A layer of 
  dust covers the bed.
  There is nothing of value in this room. 
  H3: Study 
  A simple desk and chair are found in this room.  A 
  layer of dust and some mice droppings covers the 
  surface of the desk.  
  There is nothing of value in this room. 
   
  H4: Master Bedroom 
  In one corner of the room is a bed, covered with an 
  old moth eaten and stained blanket.  At the foot of 
  the bed are a pair of worn and soiled boots.  A poorly 
  constructed dresser drawer is found nearby, which, 
  like the bed, is covered in a layer of dust. 
  Inside the dresser drawer are the following items: 3 
  flasks of lantern oil and 23 copper pieces.  If the char-
  acters search the bed, they will discover a small colony 
  of mice living inside the mattress.  The mice are harm-
  less and will flee as soon as they are discovered.  The 
  boots are too old and damaged to have any value for 
  the characters. 
   
  H5: Kitchen 
  You have entered a kitchen; there is a large brick fire-
  place and a simple kitchen table in this room.  On 
  the table are clay mixing bowls and cookware. There 
  are fresh footprints and wheel barrel marks through-
  out the floor, with the highest concentration of these 
  leading to the pantry. 
  If the characters try to enter the kitchen through the 
  
  61
  backdoor (from the outside), they will discover the 
  door is locked.  If they look under the door mat (men-
  tion the placement of the door mat to the characters), 
  they will find a key that will open the door. Without the 
  key, a DC 15 Strength Check or a DC 8 Picklocks Check 
  is required to open the door. 
  On one of the kitchen walls is a coat-hook, and on the 
  coat-hook rests the ‘Master Key’.  The ‘Master Key’ will 
  unlock several locks in this adventure.  If the charac-
  ters search the walls, they should find the ‘Master Key’ 
  with ease.
  If the characters examine the kitchen table, they will 
  discover the bowels were used to mix materials that 
  were cooked over the fireplace.  On the table they will 
  find dead mice with their stomachs bloated; the mice 
  had mistaken the mixture for food and died as a result 
  of eating it.   
  The Gong Farmer uses the kitchen to cook the com-
  ponents for his ‘special fertiliser’.  He then loads the 
  cooked mixture onto a wheel barrel and transports the 
  mixture to the pantry (H6: Pantry); in the pantry, the 
  Gong Farmer uses the pulley platform to transport the 
  mixture to his lab (Area 1: Lab). 
  H6: Pantry 
  The pantry has a sturdy pulley platform that will allow 
  the characters to travel to the underground lair.  The 
  pulley platform is easy to operate.  Against one of the 
  walls of the pantry is a small shelf containing flint and 
  steel, a lantern and 3 flasks of oil.  The characters will 
  need light sources to see underground (unless they 
  have infravision). 
  Woodshed  
  Located to the northeast of the house is the wood-
  shed.  Like the house, the woodshed is showing signs 
  of age and neglect.  The woodshed is a windowless 15’ 
  x 15’ building.  The door to the woodshed is unlocked; 
  along one of the inside walls is a pile of chopped wood.  
  Against the opposite wall rests a large axe and a small-
  er hatchet used to chop the wood.  There is a trapdoor 
  leading to the underground storeroom (Area 5: Store-
  room).  The trapdoor is locked.  The ‘Master Key’ (see 
  H5: Kitchen) will unlock the trapdoor.  Without the key, 
  a 15 Strength Check or a DC 8 Picklocks Check is re-
  quired to open the trapdoor. 
   
  Outhouse 
  Like the house, the outhouse is showing signs of age 
  and neglect; lichen and moss covers large areas of 
  the exterior walls. 
  There is nothing special about the outhouse.  The bot-
  tom of the outhouse leads to Area 3 (Bottom of the 
  Outhouse).  The characters could use a rope to climb 
  down the outhouse to Area 3 if they desire. 
  
  62
  
  63
  Part 3: The Underground Lair 
  The characters will need light sources to see under-
  ground (the monsters in the lair have infravision).  The 
  ground is made up of soft damp earth; it is marked by 
  a series of footprints, some belong to booted figures 
  (greyvhars and the Gong Farmer), while others belong 
  to lighter humanoids with small bare feet (fung-guys). 
  New Monsters
  Part 3 introduces two new monsters: greyvhars and 
  fung-guys.  The statistics and description of these mon-
  sters are below.
  Greyvhar 
  Greyvhar. Init +0; Atk short sword +1 melee (1d6) or 
  short bow +0 missile attack (1d6); AC 14 (scale ar-
  mour); HD 1d8+2; MV 20’; Act 1d20; SV Fort +2, Ref 0, 
  Will 0, AL L. 
  A fully grown greyvhar stands around 4’ tall and weighs 
  between 120 to 150 lbs.  Like dwarves, greyvhars have 
  stocky builds, and can see up to 120’ in total darkness 
  (infravision).  Greyvhars have skin tones that range in 
  colour from a light grey to a green-grey.  Most greyvhars 
  are bald and grow thin white beards that rarely grow 
  past their chests.  
  Greyvhars use fung-guys as slaves, expendable shock 
  troopers and labourers.  They trade in coins and gems; 
  therefore, if a character searches the body of a slain 
  greyvhar they will find 2d8 silver and 2d6 gold coins.  
  There is a 25% chance the greyvhar will have 1d3 gem-
  stones (worth 15 gold pieces each). 
  Greyvhars speak their own language, which is similar 
  to the Goblin tongue.  A character who speaks Gob-
  lin will be able to understand some words and ex-
  pressions from the Greyvhar language.  None of the 
  greyvhars found in this adventure speak Common (the 
  Gong Farmer has learnt the Greyvhar language). The 
  greyvhars found in this adventure are mercenaries in 
  the Gong Farmer’s service. 
  Fung-guy 
  Fung-guy. Init +0; Atk bite +0 melee (1d4); AC 11; HD 
  1d6; MV 20’; Act 1d20; SP *Exploding Spores; SV Fort 
  -1, Ref 0, Will -1, AL N. 
  A mature fung-guy stands between 4’ to 5’ tall; fung-
  guys have long slender bodies, with large oversized 
  mushroom top heads.  They have long gangly arms and 
  legs, and mouths filled with sharp teeth.  When a fung-
  guy stands perfectly still it is indistinguishable from a 
  large mushroom. 
  *Exploding Spores: when a fung-guy is reduced to 0 hit 
  points, it explodes into a cloud of spores.  If any of the 
  characters are within 5’ of a fung-guy when it explodes, 
  
  64
  the character must make a DC 12 Fortitude Saving 
  Throw.  If the character fails their saving throw, they 
  will start to cough violently; their attack rolls will be re-
  duced by -1d and their armour class will be reduced by 
  -2 for the duration of combat.  The effects of the spores 
  are cumulative.  For example, if two fung-guys explode 
  within 5’ of a character, and the character fails both 
  saving throws, they will suffer a -2d penalty to their 
  attack rolls and their armour class will be reduced by 4.  
  The spores have a short term effect; within a couple of 
  minutes after combat is over, the characters affected 
  by the spores will stop coughing and their attack rolls 
  and armour class will return to normal. 
  Area 1: Lab  
  You enter a spacious room; there are three tables and 
  a bookshelf located along the walls.  Resting on the 
  tables are books, vials filled with brightly coloured 
  liquids, mixing bowls and strange tools.  On one of 
  the tables is a map of Greenleaf, with circles drawn 
  around the locations of the outhouses.  In the centre 
  of the room are three large barrels; the tops of the 
  barrels are open, revealing muddy soil.  In the corner 
  of the room is an empty wheel barrel, with a shovel 
  resting on it.
  This is the Gong Farmer’s lab.  The vials of brightly co-
  loured liquids contain some of the components used 
  to create fung-guys.  As well, some of the vials contain 
  the poison that killed Oscar and her babies. 
  The books contain notes writing by the Gong Farmer 
  on his research and experiments.  The Gong Farmer’s 
  notes are difficult to comprehend as his writing incor-
  porates symbols from an unknown language. 
  The three open barrels contain a special blend of soil; 
  within the soil are the spores that will grow into fung-
  guys. 
  There is a secret door located on the north wall.  If the 
  characters are actively searching the wall, a DC 12 In-
  telligence Check will reveal the secret door (once dis-
  covered, the door is easy to open).  The secret door 
  leads to a passageway connecting to the storeroom 
  (Area 5: Storeroom). 
  Area 2: Small Mushrooms 
  The floor of the cavern is covered with tall slender 
  mushrooms, standing a foot or so in height. 
  The mushrooms growing here are juvenile fung-guys; 
  they are too early in their development to walk.  Thus, 
  at this stage, they are similar to normal mushrooms, 
  with their stems rooted in the earth. 
  Area 3: Bottom of the Outhouse 
  This area is located directly below the outhouse and 
  collects the waste from the outhouse. 
  Area 4: Fung-guys 
  Massive mushrooms grow throughout the cavern.  
  The mushrooms have long slender stems, and large 
  oversized tops.  Some of the mushrooms are close to 
  5 feet tall. 
  
  65
  The mushrooms are fung-guys standing perfectly still.  
  The fung-guys will wait until the characters have spent 
  some time in the cavern before launching their attack. 
  Fung-guys (8), 4 hp each.
   
  Area 5: Storeroom 
  The walls of the room are lined with shelves.  Jugs 
  of wine, bottles of pickled foods, bags of dried fruits 
  and other preserved goods fill the shelves.  A dozen 
  or so barrels of mead and ale occupy the centre of 
  the room.  There is a ladder connecting to a trapdoor 
  in the ceiling.
  All of the food in this room is edible; the wine and 
  mead are of average quality. The characters could use 
  the preserved food as rations.  There is enough food 
  here for several weeks worth of rations for the entire 
  party.  The trapdoor is locked (the ‘Master Key’ will 
  open it) and leads to the Woodshed.  Without the key, 
  a DC 15 Strength check or a DC 8 Picklock check is re-
  quired to open the trapdoor.   
  As well, there are two secret doors in this room; one is 
  located on the east wall and the other is on the west 
  wall.  Both secret doors require the characters to be 
  actively searching the walls and succeeding a DC 12 In-
  telligence Check.  Once discovered, the secret doors 
  are easy to open.  The secret door on the east wall 
  leads to the Treasure room (Area 6), while the door on 
  the west wall leads to a passageway connected to the 
  Lab (Area 1). 
  Area 6: Treasure Room 
  There is a large treasure chest in the centre of the 
  room.
  This is the treasure room where the Gong Farmer 
  keeps his wealth.  Unfortunately for the characters, 
  the Gong Farmer has used the majority of his wealth 
  to purchase the components for his experiments and 
  to pay his mercenaries. Inside the chest are 11 gold, 22 
  silver and 15 copper pieces. 
  Area 7: Earthworms 
  In the centre of the cavern is a large pit, filled with 
  mud.  Resting on one of the cavern’s walls are a pair 
  of wheel barrels, several shovels and a dozen shovel 
  size wooden mixing spoons.
  This is one of the processing areas for the night soil.  
  The night soil in the pit is in the fermentation process.  
  If the characters examine the night soil, they will dis-
  cover large earthworms, close to 1’ in length, in the 
  night soil.  The earthworms play an important role in 
  the fermentation process by breaking down the night 
  soil. 
  Area 8: Fung-guys at Work 
  There is a large pit filled with a dark muddy substance 
  in the centre of the cavern.  Standing around the 
  pit are eight mushroom-like humanoids stirring the 
  contents of the pit with shovel-size wooden spoons.  
  Suddenly one of the mushroom creatures spots you.  
  It yells out a cry.  The others turn towards you and 
  attack. 
  The fung-guys are accompanied by two greyvhars over-
  seeing their work.  The greyvhars are hiding in the pas-
  sageway leading to Area 9 (Barracks). The greyvhars 
  will join the battle; however, since the greyvhars are 
  susceptible to the fung-guys’ spores, they will maintain 
  their distance and attack with their short bows. 
  Fung-guys (8), HP 4 each. 
  Greyvhars (2), HP 7 each.
  Located on the south cavern wall is a secret door that 
  connects to a passageway.  The passageway leads to 
  
  66
  another secret door that accesses the Gong Farmer’s 
  Bedroom (Area 14).  Both secret doors require a DC 
  12 Intelligence Check to find.  The first door leading to 
  the passage is unlocked, but the second door leading 
  to the Gong Farmer’s Bedroom is locked.  The ‘Master 
  Key’ will unlock the door.  Without the key, a DC 16 
  Strength Check or a DC 9 Picklocks Check is required to 
  open the door. 
  Area 9: Barracks 
  Against one of the cavern’s walls are a dozen dwarf 
  size beds.  The beds appear to be well constructed.   
  In the middle of the cavern are three small tables and 
  a dozen small chairs.  On the tables are mugs, plates 
  and open jugs of wine.   
  These are the greyvhar barracks.  If the characters 
  search the barracks, they will find the following items: 
  7 mining picks, flint and steel, 5 barrels of mead (aver-
  age quality) and 15 jugs of wine (good quality).
   
  Area 10: Fung-guy Abomination 
  There are five massive mushrooms in the cavern. 
  One of the mushrooms is significantly taller than the 
  rest, standing close to 8 feet tall.   
  When all of the characters are inside the cavern, the 
  fung-guys will attack.  The enormous fung-guy is a 
  fung-guy abomination (a mutated variant of fung-guy). 
  Fung-guys (4), HP 4 each.
  Fung-guy Abomination. Init +0; Atk bite +1 melee 
  (1d6); AC 13; HP 16; MV 30’; Act 1d20; SP *Exploding 
  Spores (15’); SV Fort +1, Ref 0, Will 0, AL N. 
  *The fung-guy abomination has the same Exploding 
  Spores trait as the fung-guys, with the exception that 
  the radius of its spores are 15’. 
  Area 11: Barrels of Compost 
  Along one of the cavern walls are 5 large barrels; 
  there are holes drilled into the lids of each barrel.  
  Nearby is a small workbench; drills, hammers, chisels 
  and saws sit upon the workbench. On the opposite 
  wall are several large open sacks of potatoes, turnips 
  and yams.  
  If the characters open the barrels, they will discov-
  
  67
  er they contain vegetable compost in various stages 
  of decay.  Living inside the compost are earthworms, 
  some of which are nearly a foot in length. The Gong 
  Farmer raises earthworms in these barrels, which are 
  used in the night soil’s fermentation process. 
  The tools on the table were used to build the barrels; 
  they are of average quality. The potatoes, turnips and 
  yams serve a dual purpose; they are used as a food 
  source for the Gong Farmer and his mercenaries and 
  as materials for the compost. 
  Area 12: Mutated Earthworms 
  There is a pit in the centre of the cavern, filled with 
  a dark muddy substance.  Along the edges of the pit 
  are four mushroom-like creatures, tending to the 
  pit; two of the creatures are pouring the contents of 
  buckets into the pit, while the remaining two are us-
  ing long spoon-like tools to mix the contents into the 
  pit.  Suddenly, the creatures notice you; they attack. 
  Inside the pit are a massive species of mutated earth-
  worms; the product of the Gong Farmer’s experiments.  
  The mutated earthworms are 6’ to 7’ in length.  If the 
  characters are within 5’ of the pit, the mutated earth-
  worms will attack.  The mutated earthworms will at-
  tempt to pull the characters into the pit; once the char-
  acter has been pulled into the pit (see pit description), 
  the mutated earthworm will focus on its next victim. 
  Fung-guys (4), HP 4 each. 
  Mutated Earthworms (6), Init +0; Atk grab and pull* +2 
  melee; AC 10; HP 4 each; HD 1d6; MV 20’; Act 1d20; SV 
  Fort +1, Ref 0, Will 0, AL N. 
  *The mutated earthworm’s attack does not inflict any 
  damage; rather, the earthworm latches onto its victim 
  and attempts to pull the victim into the pit.   When 
  the mutated earthworm makes a successful attack, the 
  victim must make a DC 13 Reflex Save.  A failed save 
  will result in the victim being pulled into the pit (see 
  below). 
  Pit: the muddy substance in this pit is much fouler that 
  the substance found in the other pits in this adventure; 
  once a character falls into the pit, they must make a DC 
  12 Fortitude Saving Throw.  A failed saving throw will 
  result in the character developing a severe rash and 
  itch; this will result in the character’s attack rolls and 
  saving throws being reduced by -1d.  The only way to 
  reverse this penalty is for the character to have a thor-
  ough bath.  The character’s clothing and equipment 
  will have to be cleaned (or thrown away) to get rid of 
  the foul smell. 
  If the character fails the DC 12 Fortitude Save by more 
  than 5 points, the character has swallowed some of the 
  muddy substance by mistake; the character will start 
  to vomit and will suffer 1d4 points of damage.  Even if 
  the character passes their Fortitude Save, they will still 
  need to have a bath and clean their clothes and equip-
  ment to get rid of the foul stench. 
  
  68
   Area 13: Meeting Room  
  The light from candles and lanterns illuminates the 
  cavern.  There are six stout, ugly dwarf-like human-
  oids sitting around a table talking in a strange lan-
  guage.  At the head of the table is a human, who ap-
  pears to be the leader of the group. 
  The human looks at you and shouts: “Gar-mak-krun”. 
  The dwarf-like humanoids draw their weapons and 
  attack. 
  The human is the Gong Farmer.  While the greyvhars 
  will attack the characters, the Gong Farmer will flee 
  through the door leading to Area 14 (Bedchamber).  
  The Gong Farmer will lock the door and will flee 
  through the secret passageway in the bedchamber.  
  The ‘Master Key’ will unlock this door. If the characters 
  do not have the ‘Master Key’, a DC 16 Strength Check 
  or a DC 9 Picklocks check is required open the door. 
  Greyvhars (6), HP 7 each. 
  Gong Farmer. Init +1; Atk short sword +0 melee (1d6) 
  or dagger +1 missile attack (1d4); AC 11; HP 8; MV 30’; 
  Act 1d20; SV Fort +1, Ref +1, Will 0, AL N. 
  The Gong Farmer values self-preservation and will at-
  tempt to flee from the lair.  If the characters catch up to 
  the Gong Farmer, he will surrender.  The Gong Farmer 
  has 5 vials of poison (used to kill Oscar), 20 gold pieces 
  and the gear necessary to make the 2 day trek to the 
  next village (i.e. rations, waterskin, bedroll). 
  After the battle is over, the characters will discover 
  maps of the other villages on the table.  They will also 
  find a ledger containing a record of the sales of fung-
  guys to several Greyvhar Clans. The ledger dates back 
  3 years. 
  Area 14: Bedchamber 
  You have entered a bedroom.  There is a single bed in 
  this room, covered with a wool blanket.  At the foot 
  of the bed is a plain wood chest.  There is also a desk 
  and a chair in the room; on the top of the desk is a 
  lantern, sheets of paper and a worn leather bound 
  book. 
  This is the Gong Farmer’s bedroom.  There is a secret 
  door on the north wall, which connects to a passage-
  way leading to Area 8.  If the Gong Farmer manages 
  to flee from Area 13, he will travel through this secret 
  door to make his escape to the surface.  The Gong 
  Farmer will close the secret door behind him. 
  To find the secret door, the characters must be ac-
  tively searching the walls, and succeed a DC 12 Intelli-
  gence Check.  Once discovered, the secret door can be 
  opened with ease. 
  The chest is unlocked and contains the following items:  
  3 sets of commoner’s clothes (pants, shirts, socks, etc.) 
  and a small sack containing 6 bars of soap.  The change 
  of clothes and soap will be helpful for those characters 
  who were pulled into the ‘night soil’ pit by the mutated 
  earthworms in Area 12.
  On top of the desk the characters will find a lantern, 
  sheets of paper containing the Gong Farmer’s notes, 
  pens, vials of ink and a leather bound book.   The book 
  
  69
  contains the Gong Farmers notes, dating back for the 
  past 6 years.  Through this book the characters will 
  learn the Gong Farmer discovered the process of cre-
  ating the fung-guys 6 years ago. The books also con-
  tains a history of the Gong Farmer’s dealings with the 
  greyvhars, and his notes on building his underground 
  lair. 
  Conclusion 
  What happens next in this adventure is for you and 
  your players to decide.  Will the Gong Farmer escape 
  to the surface, or will the characters catch up to the 
  Gong Farmer?  If the characters catch up to the Gong 
  Farmer, will they kill the Gong Farmer, or will they take 
  him back to Greenleaf for trial?  What will happen to 
  the Gong Farmer’s work once he is gone?  Will some-
  one else continue in his footsteps, building on his ex-
  periments?  
  There are a number of possible outcomes for this ad-
  venture.  Listed below are ways in which this adventure 
  could end.  As a Judge, it will be up to you to decide if 
  you want to use one of the endings below or if you 
  would like to create your own ending for this adven-
  ture. 
  Ending 1: The Gong Farmer is killed 
  The characters have killed the Gong Farmer, bringing 
  justice to Oscar and her offspring.  Will another fol-
  low in the footsteps of the Gong Farmer, continuing 
  his work and experiments?  Or, will the Gong Farmer’s 
  research die with him?  It is up to you to decide what 
  happens after the Gong Farmer’s death. 
  Ending 2: The Gong Farmer is brought to trial 
  The characters capture the Gong Farmer and take him 
  back to Greenleaf to answer for his crimes.  At Green-
  leaf, a trial will be held.  There, the Gong Farmer will be 
  allowed to defend his actions. 
  At the trial, the Gong Farmer will present a convincing 
  argument for his actions.  He will claim that Oscar and 
  her offspring were a direct threat to the livelihoods of 
  all Gong Farmers.   
  “Poisoning these creatures was a necessary evil I had 
  to commit,” the Gong Farmer will claim, “as their exis-
  tence will bring about the end to the Gong Farmer pro-
  fession, preventing this trade from being passed down 
  to future generations.” 
  How convincing the Gong Farmer’s arguments are is 
  for you to decide.  Will the Gong Farmer be set free, or 
  will he face the hangman’s noose?  The Gong Farmer’s 
  
  70
  fate is in your hands. 
  Ending 3: The Gong Farmer Escapes 
  The Gong Farmer manages to escape.  What will the 
  Gong Farmer do after he escapes?  Will the Gong 
  Farmer establish another lair, where he will continue 
  his work?  Or, will the Gong Farmer leave the Villages 
  of the Muir Forest forever, seeking a new area to call 
  home?  Or, perhaps the Gong Farmer will change ca-
  reers, taking up a new profession?  The Gong Farmer’s 
  future is in your hands. 
  
  71
  This printing of ‘Fantastic Adventures and the Disgruntled Gong Farmer’ 
  is done under version 1.0 of the Open Gaming License, and the System 
  Reference Document by permission from Wizards of the Coast, Inc. 
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  Tasaka, 2019.  Licensed artwork is the copyright and product identity of 
  Mark Tasaka, 2019.
  THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIB-
  UTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST!
  OPEN GAME LICENSE Version 1.0a
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SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - Fantastic Adventures and the Disgruntled Gong Farmer.pdf