TEXT: 1
  
  2
  First Season in the Marchlands: Adventure
  Compilation Volume 1
  Published By: Sad Fishe Games, LLC
  Written by: Tyler A. Thompson and Joshua Mahn
  Compatible with Old School Essentials. Requires Old-School
  Essentials Core. Old-School Essentials is a trademark of
  Necrotic Gnome. The Trademark and Old School Eseentials
  Logo are used with permission, under license.
  Marchlands Setting Primer
  3
  Old Lost Fort
  28
  Cattle Raid on the Marches
  63
  A Gnawing Problem
  77
  Dragon’s Dilemma
  91
  
  3
  Marchlands Setting Primer
  Published By: Sad Fishe Games, LLC
  Written by: Tyler A. Thompson
  
  4
  FOREWORD
  This document is intended to be used to help frame the ongoing
  series of
  pocket adventures (1-2 relatively self-contained
  sessions) set in the Marchlands. As that series develops, so too
  will this guide, with additions and changes made as the lore and
  story of the world develops.
  Many things are, for now, left
  intentionally vague so accommodate for future divergence
  between the original vision and the end products. Enjoy.
  INTRODUCTION
  Some might call the Marchlands a feral wilderness. Barbarian
  territory, unexplored, untamed, uncivilized, and inhabited by
  outlaws, exiles, and savages. Such people might be correct, in
  some ways, but the vast Marchlands are far from empty or lacking
  in history or culture.
  The people of the Marchlands live in
  roaming bands or pastoral clan communities, ranging from a few
  dozen to a thousand or so in population, though rarely do they
  sustain anything larger.
  These communities are governed by
  chiefs or councils of respected (or feared) members of the
  community. Sometimes one clan will come to dominate others
  and form an often short-lived kingdom, or several clans will
  come together to form a confederation for a time to address
  some common concern, but the tribal clan persists as the
  dominant level or organization for Marchlanders, and serves as
  an important part of individuals’ identities.
  Historically, the people that are now Marchlanders came from all
  directions, settling in waves from the surrounding regions,
  sometimes from far beyond what is now regarded as the known
  world: refugees from the frigid wastes of the far north, exiles
  from a once-young empire to the south, pioneers from the lands
  beyond the eastern nomad ranges, and most recently those
  fleeing the newfound tyranny in the west. Despite their varied
  origins, however, the Marchlanders have come to have a distinct
  and identifiable culture of their own, which serves as a unifying
  force among the many communities. Where many Marchlander
  
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  communities feud and ordinarily refuse to cooperate within this
  culture, the Marchlanders tend to favor their own over outsiders,
  and can typically set aside their grievances to address any such
  threats or issues.
  Marchlander society is divided by profession and class, though
  such divisions are rarely treated as anything immutable.
  Thralldom is practiced by some, whereupon person’s are
  deprived of legal status and put to work against their will for the
  good of the community, but such status is never hereditary
  among decent folk. Others, though, reject thralldom entirely and
  judge other communities harshly based on how they treat their
  thralls.
  Lacking any sophisticated system of currency, wealth
  generally is defined by the size of one’s herd of cattle, sheep, and
  horses; farmers with substantial flocks are regarded as carls, those
  with less as cottars, and those with the most as thanes- the closest
  thing to nobility Marchlander communities have. Others, such as
  craftsmen, have wealth in the goods they produce and trade to
  others for animals and other goods. Others still are employed by
  communities full-time as warriors; while all are freedmen are
  expected to participate in community defense as part of the Fyrd,
  such thane-warriors take on a special status and need not farm or
  craft to generate their wealth or justify their place in the
  community. A few are permitted to spend their days hunting and
  scavenging from the unfarmed portions of a community’s
  territory. A select few are given special roles in the community as
  lawspeakers, ritualmasters, or medicinefolk.
  Marchlander’s worship a variety of gods, with a vague, somewhat
  malleable pantheon that is regarded with different priorities in
  every community, sometimes with different names, mythologies,
  and local spirits or sub-deities, but almost always recognizable to
  other Marchlanders who simply accept the differences as one
  would a foreigner’s accent.
  
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  MAJOR MARCHLANDS COMMUNITIES
  The people of the Marchlands are bound by a common, if
  mostly informal, system of law and social custom, but otherwise
  lack any sort of overarching institution or governance. As such,
  each tribe conducts its own affairs and is led by its own leaders
  with their own, often quite different structure. From time to time
  a federation will form or multiple tribes will join forces to combat
  a common threat, but such alliances are often short-lived and
  rarely last more than a generation.
  While most folk in the
  Marchlands like it this way, it makes fighting off persistent,
  organized threats from the outside all the more difficult, and
  dealing with an emergency is often just as much a crisis of getting
  the other tribes on board as it is actually dealing with the
  problem.
  The formation of the Northern Kingdom, once a
  mere collection of clan communities like the Marchlands, and the
  longevity of the grouping of the Federated Tribe has led to some
  evolution in the people’s thinking on this matter; change is
  coming, and while folk still need convincing to join together, they
  are begrudgingly realizing that it may be necessary unless they are
  to be consumed by a growing Empire or any of their other
  neighbors.
  
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  The Lost Tribe
  Tribes come and go through the ages, some merging with others,
  some departing for a new homeland, and some scattered to the
  winds for one reason or another. Still, such an occurrence is a
  major event in the lives of those that remain in the region, often
  changing the social and political landscape in serious ways. The
  Lost Tribe is the most recent victim of the ages: they had only
  settled the region in the last generation, and met with an
  unfortunate fate whereupon its entire population, with a sole
  survivor, was struck first by a vile illness and those that failed to
  succumb later carted off by ratfolk for some nefarious demise.
  Their former domain has sat empty since, and while neighboring
  tribes venture in to hunt or forage no one has laid claim to it; the
  land is rocky and far from ideal for either farming or grazing, the
  surrounding spaces devoid of any special resources that would
  make patrolling the space worthwhile, with, simply put, nothing
  to make the extra expense and effort of settling the area a
  desirable notion so soon after the tribe met its end. Still, despite
  nature retaking the main settlement and criminals, outcasts, and
  monsters now calling the landscape home, there is little reason
  this territory could not be reclaimed.
  The Ambitious Tribe
  A smaller tribe with tremendous aspirations. Long subject to the
  whims of other tribes, the members of this tribe now have an
  ingrained desire for more, something which shines through in
  their chieftain. They are easy to sway with credible promises of
  power and control- something which the Tyrant and Empire will
  readily offer in exchange for their support. Bringing this tribe
  into the fold without such promises will be an arduous task, and
  an unreliable prospect at best.
  The Ancient Tribe
  Tribes come and go, and many remain for ages, but one tribe has
  remained a constant in the Marchlands for as far back as memory
  and records go- throughout every account, the Ancient Tribe is
  as close to the original inhabitants of the region as can be
  
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  ascertained.
  There are few corners of the Marchlands left
  unknown to the records of the Ancient Tribe, and through many
  trials and tribulations they have endured.
  However, this long
  history also tends to make its members resistant to change- why
  do something different if the way of things has gotten them
  through so much?
  This includes a staunch resistance to any
  newfangled ideas of confederation or whatever mess the folks up
  north have become involved in.
  The Brewing Tribe
  Some mock this community as one of drunkards and layabouts.
  This is, of course naught but slander- while there is a fair amount
  of drinking and laying about among many members of this
  community, it is their business to do so, as there is nowhere in the
  Marchlands able to produce wines, ales, meads, and stronger
  spirits of the purity, quality, and taste as the Brewing Tribe. Mock
  as their neighbors might, it is to this community’s palisades that
  their wagons up to when planning a king’s feast or magnificent
  wedding. So renowned are this tribe’s brews that even some of
  more refined taste in the Empire know of and seek out what few
  imports they can find. This skill has made the Brewing Tribe
  friends of a great many folks, with few willing to go out of their
  way to wrong them.
  The Cattle Tribe
  Some tribes have cattle. Others have a great many cattle. The so-
  called Cattle Tribe by far has the most cattle per capita in all of
  the Marchlands, a fact that they are never slow to point out, but
  one with which they must also constantly cope; it should come as
  no surprise that where there are surplus cattle, there are thieves
  and raiders. This has forced this community to take on a special
  martial role, as well as to adapt to having to more aggressively
  patrol and police their pastures. Even when they fail to protect
  their herds, though, there are always more cattle forthcoming- for
  whatever reason their herds seem especially fertile, ensuring a
  steady stream of new and easily accessed wealth for the tribe by
  way of supplying cattle to those in need.
  
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  The Crusading Tribe
  It is from experience that the great many peoples of the
  Marchlands despise beings of chaos and corruption, but it is
  from a place of valiant passion that the members of the
  Crusading Tribe work seemingly tirelessly to root it out and cull
  if from their homeland. Whenever rumors of some kind of
  chaos reach the ears of this community’s leaders, it is with grim
  promptness that they send envoys with axe and sword in hand to
  help. The resolve of such warriors is also a boon to their fellows-
  “gifts” from those they help are a happy and steady source if
  income for the community, and plenty necessary to keep their
  offerings to the gods robust and their blades sharp.
  The Crusading Gecko Tribe
  Free lizardfolk, living out from under the yoke of any ancient
  celestial beings or other monstrous overlords.
  They carry an
  ingrained disdain for Chaos as fervent as any human community
  in the Marchlands, and would be one and the same with the
  human Crusading Tribe but for their species.
  While their
  scouring bands are less well-received and less kindly than their
  human counterparts, they are a potent force for the living world
  all the same. They are also devoted to their more peaceful kin in
  the Marchlands, leaping to their aid when others unduly wrong
  them. More than a few bands of roaming opportunists have
  made the mistake of seeing the peaceful lizardfolk as easy prey,
  only to have the righteous fury of these folk coming down on
  them.
  The Egalitarian Tribe
  Where many communities vary with regard to how kindly they
  treat their men and women, least fortunates, and those that stand
  out as different from the rest of their community, this tribe
  stands apart in consistently treating all of their folk with
  consideration and kindness, for better or worse. Thralldom is a
  foreign notion to these people, as is having thanes with anything
  to spare while brothers and sisters of the tribe need blankets. Of
  course, such efforts at kindness do not always end well for the
  
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  tribe, with outsiders plenty willing to exploit such behaviors or
  make special targets of such frilly folk in raids. Embattled as they
  may be with such problems, this tribe carries on, persistent.
  The Empire-Hating Tribe
  Few in the Marchlands can be said to have any fondness for the
  Empire, and more than a few have plenty reason to despise it and
  its folk.
  Only among this tribe, however, does such hatred
  become an identity all its own. So wronged was this community
  by the Empire that they now make the downfall of that accursed
  place the subject of their every celebration and prayer, and
  toward its people the majority of their aggression. Travelers are
  always advised to steer clear, or be prepared to prove their origin
  from elsewhere, lest they end up battered and stripped on the
  road- if they are lucky.
  The Federated Tribes
  Federations never last long in the Marchlands, as unifying forces
  weaken and infighting leads once more to independent tribes.
  This federation of several tribes is nearing the age where falling
  apart seems inevitable- and yet, no signs of fracturing are visible
  to those looking inward to this federation. Perhaps a sign of the
  changing times in the Marchlands, the Federation has yet to sort
  out enough internally to fully leverage what five fully integrated
  tribes are capable of against their neighbors.
  This too will
  change, if they can keep this union together, and may leave these
  peoples poised for greatness in the coming decades.
  The Field Tribe
  While most communities emphasize the importance of their
  herds, this tribe has adopted a more sedentary style of
  agriculture.
  They have traded their pastures for commodity
  cropland, refining their crop strains and growing methods to rival
  even the most advanced Imperial farms. Their produce is always
  to first to be gone at the common markets, and their
  commodities always spike the hardest when consumed. Many
  look upon them with disdain for their small herds- but those
  
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  same folk will time and time again choose their crops to add to
  the pot over the fields closer to home.
  The Horse Tribe
  The people of the Marchlands are proud of their horses: light,
  hardy, brave things, able to handle the multitude of jobs they are
  tasked with in such savage lands. There are Marchlander horses,
  however, and then there are Horse Tribe horses, bred to be
  premium specimens among their fellows. This tribe keeps horses
  like many keep cattle, and it is always from this tribe that the
  finest warriors with they could obtain a prime mare as their steed.
  The proliferation of horse ownership among these folk is a
  source of frustration for others in the Marchlands that challenge
  them, as so other one community can bring quite so many
  horsemen to bear when pressed.
  The Hunting Tribe
  The many communities of the Marchlands have their pastures
  and fields of which they are so proud, but this community
  prefers to stick to the old ways, minimizing the acreage of their
  territory that they clear or convert to more economical used.
  They prefer to forage and hunt, and as a result have a general
  mastery of survival in the wooded wilderness- as well as how to
  avoid being detected within it. This lifestyle works well for this
  tribe, as they have little that can be readily looted and less still that
  can be reached without detection followed by a flurry of arrows.
  The Independent Tribe
  Where most communities form strong relationships with this or
  that neighbor and relies on a complex network of trade and
  travel to provide themselves with the best the Marchlands has to
  offer, this is not so for this tribe. As a people they are viciously
  unwilling to let outsiders meddle in their affairs, and strive
  tirelessly to sustain themselves all on their own, and to keep
  external influences on their culture and way of life to a minimum.
  This comes at a cost, with little of the prosperity of the region
  making its way to their benefit, but when times are hard due to
  
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  incursions by corruptive forces, war, or natural disaster, they are
  at least marginally more sheltered from the ill effects than most.
  The Long-Suffering Tribe
  Among the most recent arrivals to the Marchlands, this
  community has a long history of abuse and oppression wherever
  they have traveled.
  Forced to migrate long ago by a long-
  forgotten threat, and later forced once again to depart their new
  homeland in the face of the earliest of Imperial expansion in
  what is now its core territories. For generations they endured the
  ravages of the nomads to the east, and some time ago were
  forced a final time to depart or face extinction. This persistent
  generational trauma has created a forlorn but hardy people, ever
  hopeful but equally suspicious of strangers.
  This has not
  dampened their generosity, and their arrival to the region was met
  with kindness by their neighbors. Times are still hard for this
  tribe, and as the Marchlands grow ever nearer to irreversible
  change they have grown worried that another migration will be
  necessary in their lifetimes. They have not given up on their new
  home yet, however.
  The Northerner Tribe
  Folk immediately descended from the clans that now make up
  the Northern Kingdom, this community remains independent
  from their northern kin. For how long this will be the case is
  unclear, as diplomats from the north arrive regularly in an effort
  to court the local leaders. Such a decision would surely cause a
  ruckus in the region, and may be the trigger to much larger
  changes yet to come to the Marchlands.
  The Pariah Tribe
  Few people are born wretched to the bone, and fewer still are
  beyond redemption. To many in the Marchlands, however, this
  community represents the worst that someone could be without
  succumbing to banditry and outlawdom, Ever unwilling to be
  held accountable for the misdeeds of their fellows and seemingly
  always at the center of every debacle in the region, the Pariah
  
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  Tribe has made themselves just that, with their folk largely
  unwelcome around the hearths of others. This has made this
  community a prime target for the foreign powers that be to find
  ready allies in the region, with no loyalty to their regional kin or
  and a strong desire for revenge against those that look upon them
  with such disdain.
  The Peaceful Gecko Tribe
  This idyllic community is marked by eschewing the typical
  militance and fervency of their fellow lizardfolk. To bring these
  people to violence is to have forced the matter far beyond what
  one could expect to be tolerated. This has, over the years, led to
  many taking advantage of them, their non-human nature making
  them targets of ire among the less tolerant. Of course, few get
  away with such transgressions for long- this community has its
  ways of taking revenge without themselves lifting a spear. At the
  same time, they are ardently loyal to those that show them
  kindness.
  The Pottery Tribe
  There are craftsmen in the Marchlands, and then there are true
  artisans. One can find more of such artisans among the so-called
  pottery tribe than anywhere else, and not merely potters but all
  trades.
  With inferior materials the members of this tribe
  somehow manage to make adequate goods, and their neighbors
  are more than happy to provide to them their finest materials in
  hopes of acquiring the finest of goods to be found in the region.
  This is itself a fine form of defense for this community, as they
  refuse to work with those who have wronged them, and will
  ensure their goods are sold at a premium if slighted.
  The Powerful Tribe
  This tribe has grown large, cohesive, and powerful of late, in yet
  another sign of
  the changing times in the Marchlands.
  Historically, whenever one such tribe became too large or
  influential, a coalition would form to bring them back down to
  the same level as the rest, thus preserving the delicate balance in
  
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  the region. So far, no coalition against this tribe has materialized,
  but nor has this tribe attempted to unduly influence or abuse its
  neighbors with its newfound power. How long this will last is
  anyone’s guess, but for now this community looms above the
  rest, a filling dam that may burst at any time.
  The Raiding Tribe
  Communities raid one another in the Marchlands, and bandits
  rob and pillage. It is a reality, one known and accepted by all. For
  this community, however, raiding is a way of life, and something
  they have turned into a science. Though many accuse them of
  otherwise, they do not descend into banditry, following all the
  rules as closely as anyone else. Still, nowhere in the region seems
  safe from their envious eyes, and this tribe’s herds are made of us
  long stolen livestock from all essentially every other pasture in
  the region. This behavior does not behoove their neighbors to
  look fondly upon such raiders, but their suits and fines are always
  paid and they are in all other respects fully upstanding as a
  people.
  The Reforming Tribe
  All tribes, from time to time, are forced to exile their members
  for this or that offense, and all territories are plagued by
  troublesome travelers and bandits now and then. Most respond
  to such trespassers with execution or chasing them off, finding
  no place in their hearts or around their hearths for folk with such
  blackened souls. Not so for these reformers, who long ago were
  formed by one-time marauders wishing to put such bleak
  histories behind them.
  Where others may find no home
  elsewhere, they just may here.
  Some look down on this
  community as a den of thieves and murderers, but the reality is
  that those they take in are held to an even higher standard that
  the common folk elsewhere. While their efforts to reform the
  worst of humanity are not always successful, a great many folk
  over the years have found a second chance among this tribe.
  
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  The Trading Tribe
  No other tribe maintains as many caravans traveling along as
  many distant roads as the Trading Tribe, whose merchants supply
  much of the foreign merchandise that makes its way into the
  Marchlands, and who peddle much of the exported goods in
  Imperial frontier towns or neglected wilderness settlements of
  other neighboring nations. Where commerce is still a somewhat
  chaotic and hard to predict art for most of the Marchlands, the
  trading tribe have begun to understand it as a science, and this
  has left their coffers full with coin and bullion from near and far,
  which keeps their larders full and territory well-defended.
  The Tyrant-Hating Tribe
  Long beleaguered by the lineage of tyrants and uprisings to the
  west, this tribe has a seething mistrust and hatred for the Tyrant
  and those that serve him. Where few tribes ever attempt to exert
  influence far beyond the edges of the Marchlands proper, it has
  become routine for members of this community to depart for
  weeks on end to engage in a sort of guerilla war against the
  Tyrant. This has naturally caused that cruel despot to similarly
  despise this tribe, with every intention of razing their territory to
  ashes and subjecting its people to the worst tortures he can
  conjure- eventually, of course, as for now he struggles to keep his
  own head from being lopped off by rebellious peasants.
  The Writing Tribe
  Legends tell that this tribe was the first to begin writing things
  down, and it is a well-known fact that this tribe keeps the most
  comprehensive collection of historic, legal, and other writings in
  all of the Marchlands. They are proud and protective of this
  library, but plenty willing to share the wealth of knowledge it
  contains- though typically at some price.
  In general, others
  respect the task of maintaining such knowledge, with routine
  donations to its contents and care from other communities, and
  rapid vengeance on those that threaten it. This places the Writing
  Tribe into a precarious situation politically, having to be careful
  to retain some semblance of neutrality, except on matters of
  
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  learning.
  The Troll Band
  Trolls come and go throughout the Marchlands, though typically
  in small, ephemeral groups of little concern to permanent
  residents. One large and persistent band roams the territories,
  however, and while they endeavor to stay out of trouble this is
  rarely a possible reality for them.
  Still, they are generally
  tolerated, if briefly, and only rarely get into serious fights with any
  human settlements. Many swear they will one day round up a
  party to exterminate this band, but none have ever been serious
  or brave enough to actually endeavor to do so, and so the trolls
  remain.
  The Forest Elves
  The elves persist in the wilderness of the Marchlands, working
  constantly to limit the gradual eating away at the forest that
  humans inevitably succumb to.
  Most go their whole lives
  without seeing such folk, but every so often a story will circulate
  of elves attacking or bewitching those that dwell too near to their
  sacred groves.
  They know better than anyone that change is
  coming, and are seemingly paralyzed when it comes to finding a
  solution to it; their groves are in danger, and unless something
  changes will one day burn, whether it is from Marchlander axes,
  Imperial furnaces, or something else.
  The Undermountain Dwarves
  Isolated under the few truly giant mountains of the Marchlands,
  the region’s dwarves reside in peace and prosperity. So rarely do
  they traverse the surface world themselves that many forget or
  simply do not believe that they are there at all. They are, though,
  and simply choose to use a handful of trusted merchants to
  supply them with what little they cannot produce or forage for
  near their homes. As isolationist as they desire to be, they are a
  smart people, more than aware that the powers beyond their
  mountains’ shadows will eventually threaten them if
  the
  Marchlands were to fall. To stop such a thing, they just might
  
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  come out from the undermountain.
  The Ratfolk Enclaves
  The ratfolk are a vile bunch, and the handful of subterranean
  enclaves of their kind in the Marchlands are only marginally less
  vile than their kin abroad. However, so far from the undercities
  of which they are so fond, these enclaves are tempered some in
  their cruelty, preferring subsistence to certain eradication if they
  stir up too much trouble. Each den of these creatures has its
  own leadership, all dominated by a local king of sorts and ever
  infighting in the tunnels that connect all these dens. Still, there
  are a handful of such dens that come close to being civilized by
  the Marchlander’s definition- and among such dens there is a
  growing desire to bring their people in line with the surface
  communities, and to cease the wretched scheming and service of
  darker powers that plagues their kind.
  
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  THE FOREIGN FACTIONS
  CHAOS
  It is simply the way of things, as it has been for as long as anyone
  can remember or find record, that this or that chaos horde or
  chaos champion emerges in the Marchlands every so often,
  bringing a period of danger of misery before being pushed back
  to the dark corners where they belong, or boring of their ravages
  and slinking off to a bleaker pasture. Today, Chaos once again
  festers around the edges of the Marchlands, looking for a chance
  to take hold and once again spread terror and corruption. Of
  course, in these changing times it is entirely possible that pushing
  back against Chaos may not be so simple as in eras long passed.
  THE EMPIRE
  The cosmopolitan behemoth of a state ruled by an allegedly god-
  emperor. The Empire is undeniably the hegemon of the known
  world, and few even among its citizenry could tell you the true
  extent of its borders. Its inhabitants consider themselves quite
  civilized compared to most of its neighbors, and do not hesitate
  to tell foreigners as much. If the Empire truly wanted, it could
  conquer the Marchlands in half a year, but the region is fortunate
  that a number of more pressing concerns and internal politics
  prevent this. Still, only petty politicians, a mountain chain, and a
  few hardy, isolationist mountain kingdoms have spared the
  Marchlands from Imperial conquest to date, but a handful of
  plucky senators and oligarchs have turned their eye toward those
  barbarian lands, and successfully authorized a new expedition
  into the region at Fort Prudence. This expedition is small at its
  inception, but persistent lobbying diverts new funds and
  resources all the time toward what its advocates hope will
  eventually lead to a new Imperial territory to rule and exploit.
  THE NOMADS
  Nomad raids are simply the way of things, but of late there has
  been quite the lull in such incursions. No one in the Marchlands
  knows it, but an upstart chieftain supposedly ordained by the
  
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  nomads’ gods has set to work bringing many of the nomad clans
  under his personal rule.
  This is a protracted and bloody
  prospect, but one which this Upstart appears equipped to
  succeed in doing. Of course, once satisfied with unification of
  the clans he will need a soft target for his new battered but
  numerous subjects to loot to their desire to keep them loyal. The
  Marchlands are an ideal target, though conquest of the region is
  far from his mind (okay, perhaps suzerainty if it can be managed;
  the real prize will be sacking Imperial cities once his power is
  more established.
  THE TYRANT
  The Western Tyrant has long despised the Marchlands for not
  supporting his conquest of their cousin tribes in his present
  domain several decades ago, and that hatred has only grown with
  every spear thrust at his half-hearted invasions since. His initial
  conquest was not kind to his domain, leaving it impoverished and
  his armies occupied with maintaining internal order, but at long
  last an opportunity has presented itself. What little resources he
  can spare, the Tyrant aims toward the Marchlands, knowing that
  his domain will not survive in the decades to come without more
  territory.
  THE NORTHERN KINGDOM
  The hero-king of the young Northern Kingdom has taken a land
  not unlike the Marchlands and turned it into a burgeoning,
  prosperous powerhouse- and all to fend off chaos flowing in
  from the far north.
  He knows he can do the same in the
  Marchlands, if given a chance.
  The hero-king’s motives are
  benevolent, if his ultimate approach heavy-handed; he will bide
  his time, currying favor with the Marchlanders to draw them
  under his protection- then forcing them if need be.
  His
  paternalistic approach has not yet been well-received by the
  people of the Marchlands, but he will be patient in bringing them
  around.
  However, he would rather see an independent
  Marchlands than one occupied by another power.
  
  20
  
  21
  LAW
  Law in the Marchlands is
  rarely
  written,
  instead
  based on ancient oral
  rules simply understood
  by
  members
  of
  communities
  or
  based
  on how similar issues
  were resolved long ago,
  with
  dedicated
  lawspeakers whose jobs
  are
  to
  articulate
  and
  interpret the law, with
  the final decision resting
  in the hands of the chief,
  council,
  or
  sometimes
  community itself. While
  individual
  communities
  can vary in their law, the
  core principles among
  them remain the same.
  When
  a
  wrong
  is
  committed within a community, the wronged person seeks to
  have the community hold them responsible. When a member of
  a community wrongs someone from another community or that
  community itself, the wronged community is able to hold the
  offending individual’s community liable.
  It is then that
  community’s decision as to how to punish their offending
  individual. While somewhat formalized courts exist, typically the
  law is enforced merely by going to the accused or their
  community and letting the offense be known, calling for the
  lawspeakers to hear on the matter.
  Conflict among communities is common and may appear to
  outsiders to be anarchic, but in reality it is quite structured, with
  many restrictions on when and how it may take place- unless a
  community wishes to incur the wrath of the whole Marchlands
  for flouting the rules and pay substantial weregeld, or blood
  
  22
  money, for their wrongdoings.
  Of course, while the rules may be well known, all things rely
  greatly on precedence, and will be argued in the context in which
  they occurred. Hals accidental maiming of a carl during a cattle
  raid will be less offensive if that carl was obviously striking to kill.
  Aeld’s destruction of a cottar’s property might mean far less if
  that cottar can be shown to have wrongly taken something of
  Aeld’s or slandered his household unduly.
  All things have
  context, and all rules have exceptions, sometimes exceptions
  within exceptions- made all the more complex and malleable by
  the few comprehensive written texts on the matter, instead
  relying on common knowledge and oral history.
  The following is a heavily abridged example of generally shared
  principles of law.
  To help contextualize some of these principles, note the
  following common market values in common currency: 1 pig-
  3GP, 1 Cow- 10GP, 1 Sheep- 2GP.
  •
  If any one be summoned before the Council or Chief, and do
  not come they shall be fined one cow.
  •
  But they who causes another to be summoned, and does not
  come themselves, shall, if a lawful impediment have not
  delayed them, be fined 1 cow, to be paid to the person
  summoned.
  •
  And one who summons another shall walk with witnesses to
  the home of that man, and make known to them or the
  others of the household that they have been summoned to
  court.
  •
  If anyone steal pig, sheep, goat, chicken, horse, cattle, or
  other such animal, and it be proved against them, they shall
  be fined thrice the value of that animal.
  •
  If anyone steal 25 of a herd or flock other than cattle, where
  there were no more in that herd or flock, and it be proved on
  them, they shall be fined five times the value of the taken
  
  23
  animals.
  •
  If anyone, even one from another community, shall steal the
  preferred horse of a thane, such person shall be fined 10
  times the value of that horse, and if they refuse to return such
  horse may be brought to trial by combat with the one from
  whom they stole or their representative.
  •
  If anyone steal that bull which rules the herd and never has
  been yoked, they shall be fined tenfold the value of that bull.
  •
  If anyone steal 25 of a herd of cattle, where there were no
  more in that herd or flock, and it be proved on them, they
  shall be fined 10 times the value of the taken animals.
  •
  Anyone from one community who steals livestock from
  another community shall not be fined, so long as such theft is
  otherwise lawful; a community shall have a duty to safeguard
  the fields and livestock of its people, and make them whole
  when unable.
  •
  If anyone finds cattle, or a horse, or flocks of any kind in his
  crops, they shall not at all mutilate them.
  •
  If they do this and confess it, they shall restore the worth of
  the animal in place of it, and shall themself keep the
  mutilated one.
  •
  But if they have not confessed it, and it have been proved on
  them, they shall be fined, besides the value of the animal and
  the fines for delay, the same fine for as though they had stolen
  the animal.
  •
  If any freedperson steal, outside of the house, something
  worth less than a sheep, they shall be fined twice its value if
  they can return it.
  •
  If any freedperson steal, outside of the house, something
  worth less than a sheep and they are unable to return it, they
  shall be fined not less than two sheep, and up to tenfold its
  value.
  
  24
  •
  If they steal, outside of the house, something worth a sheep
  or more, they shall be fined twice its value, as well as the cost
  of replacement, or if unable to replace the stolen thing, up to
  tenfold its value.
  •
  If a freedperson break into a house and steal something, they
  shall be fined tenfold its value.
  •
  But if they have broken, or tampered with, the lock, and thus
  have entered the house and stolen anything from it, they shall
  be fined, besides the worth of the object and the fines for
  delay, twenty times its value.
  •
  And if they have taken nothing, or have escaped by flight,
  they shall, for the housebreaking alone, be fined for any
  damage caused while entering and not less than one sheep.
  •
  If a thrall shall steal something and cause another to pay their
  fine, the value of that fine shall be added to the debt that
  caused their thralldom
  •
  If one should abduct another, or lay hands on them
  unlawfully, they shall be fined for the cost of harms and
  delays caused, as well as ten sheep.
  •
  If anyone have assaulted and plundered a freedperson, and it
  be proved on them, he shall be fined any costs and not less
  than one cow.
  •
  If anyone have assaulted and plundered a foreigner on the
  roads or in a Marchlander town, and it be proved on them,
  they shall be fined any costs and not less than one sheep.
  •
  If anyone shall wish to migrate to a new community, and have
  made known their intent known by public hearing among
  their fellows and been accepted by their new community, the
  law shall consider them part of the new community and not
  the former.
  •
  If anyone shall set fire to a house in which people were
  sleeping, as many freedpersons as were in it can make
  
  25
  complaint, and if any one shall have been burned in it, the
  incendiary shall be fined the costs of such injury and not less
  than one cow per complainant.
  •
  If anyone have wished to kill another person, and the blow
  have missed, they shall be fined not less than one cow.
  •
  If anyone shall have struck another so that blood falls to the
  floor, and it be proved on them, they shall be fined not less
  than a pig and sheep.
  •
  But if a freedperson strike a freedperson with fists so that
  blood does not flow, they shall be fined not less than a horn
  of mead per blow.
  •
  If anyone shall have struck another so that they are injured or
  maimed, they shall be fined weregeld proportionate to the
  injury or maining.
  •
  But if anyone shall have struck first, or gave cause to another
  to strike them, there shall be no fine.
  •
  If any one have given herbs to another so that they die, they
  shall be fined, above and on top of any other fines, 10 cows,
  or else they shall surely be given over to fire.
  •
  If any person have bewitched another, or otherwise used
  sorcery upon them, the person who is proved to have
  committed it shall be fined not less than a cow, or shall be
  given over to fire.
  •
  If anyone shall have slain a child before their 13th year, they
  shall be fined 20 cows.
  •
  If anyone shall have committed offense such that they can no
  longer be among the fellows of their community, or if they
  should be fined and refuse to pay, they may be cast out, and
  stripped of protection under the law.
  •
  If anyone, man or woman, shall have made a false statement
  against another, and it can be proven false, the slanderous
  
  26
  person shall be fined one tenth of a sheep, in addition to
  costs.
  •
  If any man shall have cut 3 staves by which a fence is bound
  or held together, or have stolen or cut the heads of 3 stakes,
  or moved such stakes, they shall be fined for the value of the
  land as though fertile pasture, and must make payment to
  remedy the damage or correct the border.
  •
  If any one shall have drawn a harrow through another's
  harvest after it has sprouted, or shall have gone through it
  with a wagon where there was no road, they shall replace the
  lost crops twofold come harvest.
  •
  If any one shall have gone, where there is no way or path,
  through another's harvest which has already become thick,
  they shall replace the lost crops threefold come harvest.
  •
  If
  anyone have moved to a new community without
  permission and without hearing at their former community,
  and within 12 months no one have given them warning to
  depart, they shall remain as secure as the other neighbors.
  •
  If any freedperson have made to another a promise to pay,
  then they to whom the promise was made shall, within 40
  days or within such term as was agreed, go to the house of
  that person with witnesses, or with appraisers. And if the
  debtor be unwilling to make the promised payment, they shall
  be fined one sheep above that which was promised.
  •
  If a debtor be unable to pay a promised sum or unwilling to
  do so, one-twentieth of a cow per cow of debt owed shall be
  added to the debt each year.
  •
  If anyone shall have dug up and plundered a corpse already
  buried, and it shall have been proved on them, they shall be
  outlawed until the day when they comes to an agreement with
  the relatives of the deceased.
  •
  If a person shall die, their spouse shall inherit, unless they
  shall have children by another, whereupon such children shall
  
  27
  first take an equal share of one-fourth the whole. If a person
  shall die and leave no spouse, their children shall inherit, in
  equal shares, and if they leave no children, their brothers and
  sisters shall inherit.
  •
  The weregeld for a cottar shall be five cows.
  •
  The weregeld for a carl shall be ten cows.
  •
  The weregeld for a thane shall be twenty cows.
  •
  There shall be no weregeld for outlaws or unfree persons.
  
  28
  Old Lost Fort
  Published By: Sad Fishe Games, LLC
  Written by: Tyler A. Thompson
  Art by Patrick E. Pullen
  Maps by Dyson Logos under CC BY-SA4.0
  
  29
  FOREWORD
  Some might call the Marchlands a feral wilderness. Barbarian
  territory, unexplored, untamed, uncivilized, and inhabited by
  outlaws, exiles, and savages. Such people might be correct, in
  some ways, but the vast Marchlands are far from empty or lacking
  in history or culture.
  The people of the Marchlands live in
  roaming bands or pastoral clan communities, ranging from a few
  dozen to a thousand or so in population, though rarely do they
  sustain anything larger.
  These communities are governed by
  chiefs or councils of respected (or feared) members of the
  community. Sometimes one clan will come to dominate others
  and form an often short-lived kingdom, or several clans will
  come together to form a confederation for a time to address
  some common concern, but the tribal clan persists as the
  dominant level or organization for Marchlanders, and serves as
  an important part of individuals’ identities.
  This adventure is intended to be written in a so-called “Old
  School” style.
  It may or may not include all things typically
  associated with what that moniker might imply, but what it does
  have is intended to accommodate that style of play. Not every
  instance where a die roll may be required is laid out, not every
  interaction or event is described in detail. Scenes and set pieces
  are provided, with stage directions on their use. Many things are
  intentionally left vague, and much in the “intended” story or path
  could easily go awry with just a few steps off-trail, so to speak.
  The Game Master is to set the scene, and the Players are to be
  permitted to run free in that scene, subject to the rulings and
  added details the Gamer Master needs to provide to make the
  world, game, and fun work.
  Enjoy.
  INTRODUCTION
  Tribes come and go through the ages, some merging with others,
  some departing for a new homeland, and some scattered to the
  winds for one reason or another. Still, such an occurrence is a
  major event in the lives of those that remain in the region, often
  
  30
  changing the social and political landscape in serious ways. The
  Lost Tribe is the most recent victim of the ages: they had only
  settled the region in the last generation, and met with an
  unfortunate fate whereupon its entire population, with a sole
  survivor, was struck first by a vile illness and those that failed to
  succumb later carted off by ratfolk for some nefarious demise.
  Their former domain has sat empty since, and while neighboring
  tribes venture in to hunt or forage no one has laid claim to it; the
  land is rocky and far from ideal for either farming or grazing, the
  surrounding spaces devoid of any special resources that would
  make patrolling the space worthwhile, with, simply put, nothing
  to make the extra expense and effort of settling the area a
  desirable notion so soon after the tribe met its end. Still, despite
  nature retaking the main settlement and criminals, outcasts, and
  monsters now calling the landscape home, there is little reason
  this territory could not be reclaimed.
  When the dust settled from the raid that ended this community,
  only Abigail remained, then a young woman and now a kindly,
  aging survivalist.
  She continued to live in the ruins of her
  community’s main settlement, first scavenging from the ashes,
  then hunting and gathering, and now farming a small field and
  flock to get by. Over the years she has remained alone, somehow
  able to fend off the threats that would do her harm, and able to
  trade for what she cannot personally make or obtain with
  travelers and the neighboring tribes. In all her time alone, the
  neighboring
  communities
  have
  largely
  left
  her
  territory
  untouched, both out of respect to her people, reverence and fear
  of what befell them, and a simple lack of desire or need to
  occupy it; the territory is, at its best, rather infertile and lacking in
  readily exploitable resources not found in closer locations.
  Hunters make occasional excursions, and herders in need of
  fresh pasture have more than once made short trips into the
  border fields, but by and large the cost of occupation has been
  too great for more intense use of the land- not to mention the
  inevitable political squabbles among those who would seek to
  claim it.
  These issues have not stopped vagabonds, bandits,
  monsters, and outcasts from occupying various stretches of the
  territory, however, and indeed this part of the region has become
  somewhat hazardous without wardens to keep such things
  
  31
  suppressed.
  Abigail, in her age, is weary. Her tribe is gone, and she knows it,
  but she feels pride and custodianship in the land, and believes it
  need not be left fallow for robbers, monsters, and corruption to
  call it home, or to the other tribes to divvy up once she finally
  passes on. It is time for a new people to call it home- whomever
  is willing to spend the time, energy, blood, and resources fixing
  the many problems that plague it.
  She has little in way of
  payment but can offer a place to stay in her home, medical and
  all manner of survival aid, and, perhaps most importantly, legal
  right to use the former territory of the Lost Tribe, whatever that
  may mean; hunting, resource extraction, a home, or even the
  creation of a new community- a fiefdom of their own in the
  Marchlands, if they can convince others to settle these troubled
  lands.
  REMNANTS OF THE LOST TRIBE
  Abigail
  Abigail is a dark-haired woman, well past her peak physicality but
  far from frail. She is not a learned person, but has many years of
  
  32
  experience alone, in the relative wilderness of her tribe’s former
  lands.
  As such, she is a self-reliant survivalist, with skills to
  match. She is kind, and does her best to be pleasant and polite,
  but sometimes struggles with such things after spending so much
  time alone. She enjoys conversation with those that visit her, and
  especially endeavors to tell and hear jokes, even if
  she
  understands few and tells fewer that land well on her audience.
  She is no stranger to hardship or doing unpleasant or even
  amoral things; while she may be offended by grievous moral or
  legal offenses, she is willing to forgive more than many, even if
  she disapproves. There is always a pot of stew ready to feed
  guests.
  Abigail’s Home, Chieftain’s Residence
  Once upon a time, these caves gave refuge to Abigail’s people
  when they first arrived in the region, before Abigail herself was
  born. It was here that they first settled, ultimately carving into
  the caves to make a home for their leaders and a place of history
  and remembrance for the people. Abigail has lived here alone
  most of her life. This location is built into a gentle slope that
  meets a steeper hill, and the village of the tribe once was built
  along the downslope to the east; while the locations of these
  structures can still be detected, they were all burned long ago or
  have since decayed back into the earth, leaving mere foundations
  or treeless spots. Everything of value was picked over there long
  ago, either by Abigail or scavengers.
  Abigail keeps a small flock of sheep and chickens around the
  caves, and a small field fenced off from those creatures.
  The Caves- 1
  In all of these chambers there is evidence of former shrines to
  various deities or ancestors, as well as token offerings to such
  beings. The shrines themselves are all in such disrepair that they
  can barely be recognized, save for one Abigail maintains for her
  ancestors; she has little energy and no knowhow necessary to
  maintain them all properly, and thought it best that she simply
  leave it all be. The walls of the caves were at one time intended
  
  33
  to depict in paintings the growing history of her people, starting
  with their departure from their former homeland. Only a small
  part is actually so painted, depicting their arrival, a handful of
  quiet years, the sickness, and then a crude sketching by Abigail
  depicting herself, alone. There is much space left to be filled-
  depending on what the player Characters do, they may find
  themselves painted in by Abigail, or be given the honor of adding
  to the murals themselves.
  The Court- 2
  This chamber would have once been used by the Chief and other
  
  34
  leaders to greet those seeking them out, and to hear disputes
  among the tribesfolk. Some ornamentation carved into the walls
  still serves as evidence of this purpose, but for some time Abigail
  has used it as a staging area for her various crafts and activities;
  she would be willing to move such things, if asked.
  The Hearth- 3
  A place once filled with company, cooking, drinking, and being
  at home with one another around the large fire pit in the
  chamber. Smoke drifts out through a carefully carved channel in
  the ceiling, and the chamber is easily kept warm or cool
  depending on the time of year. Abigail still cooks here.
  Armory- 4
  This chamber was once used to store important artifacts, records,
  and the personal armory of the Chief. None of that survived the
  raid all those years ago, and Abigail has little she feels is
  important enough to place in here.
  The shelves and racks
  remain, but most are empty or sparse. A few articles are stored
  within, locked inside carefully constructed chests and the finest
  locks Abigail could trade for.
  Storeroom- 5
  Simple storage for sundries and preserved food, which is all that
  is present here now.
  Abigail keeps a well-stocked larder,
  attempting to be prepared for the worst- she has many common
  articles and foods, all of which she will share readily with her
  friends or as cheaply as she can with kind guests.
  Meeting Hall- 6
  A room intended for serious talk among the leaders and elders of
  the community. A massive stone table remains where it was left
  after the raid, and the many chairs of the long-gone leaders are
  neatly arranged around it. It has gone largely unused since the
  community vanished.
  
  35
  Living Chamber- 7
  A large room, intended for the day to day living of the resident.
  Many of Abigail’s effects are scattered throughout, and it is clear
  that she spends most of her time here when she is not sleeping,
  out in the field, or cooking. Even with her presence, there is
  ample room for bedrolls, beds, and storage, all used which she
  will gladly permit of guests and comrades.
  Chief’s Chambers- 8
  The sleeping room of the Chief, and now the sleeping room of
  Abigail. It is the one room she is uneasy with others entering,
  merely out of some sense of privacy. Still, she is willing to vacate
  is provided an alternative place to make into her home, if
  someone endeavoring to revive the community stated they
  needed the chamber. Other than pelts, crafts, and other articles
  of survival, there is nothing of particular value or interest- and
  so little reason to risk angering poor Abigail.
  The Long Hall- 9
  This long passage was carved out to prepare for eventual
  expansion of these chambers, and to serve as a place for further
  painting and record keeping. None of that ever cave to fruition,
  the tribe ended before they needed to do further work, but in the
  meantime it served as a secret passage out of the abode if
  needed, with the passage emptying into a concealed passage into
  the Caves. That passage is still concealed and functional, and
  Abigail has always been ready to use it if needed.
  THE OLD FORT
  The old fort lies near the edge of what was once the now Lost
  Tribe’s territory, sat atop a small hill such the view from its tower
  allows one to survey much of the territory from above the
  treetops. The hill plateaus near the top, before the fort walls,
  making it suitable for the construction of
  a handful of
  outbuildings surrounding it. Its original constructions predates
  their arrival, and indeed the arrival of most folk in the region; no
  
  36
  one has record of who originally built it or why, and over the
  generations various people have occupied, added onto, and
  restored it with their own materials and methods. The outer wall
  is stone, with different sections being of different construction
  and marking: some evidence of efforts by the Lost Tribe to
  restore it are visible, as are brick and stone that could well be
  from the northern tribes, eastern hordes and even pre-empire
  southlander masonry. Today, it is in poor condition, with walls
  crumbling and loose, held together by patchwork masonry and
  an exterior wooden palisade, and the wooden interior structures
  in need of care after many years of complete neglect. Still, a fort
  is a fort, and with care and time it could become a proper
  fortification once more. If one were hoping to start the process
  of reclaiming the Lost Tribe’s lands or just to carve out a secure
  home, this is as good a place to start as any.
  
  37
  The Wall
  The outer wall of the fortification was once entirely stone,
  approximately 12 feet high, but it has since been reinforced with
  brick and a wooden palisade, rather than someone taking the time
  and expense of restoring the stone. It is far from ideal, and is
  both simple to scale and would be simple enough to topple by a
  force dedicated enough to try. It has no proper rampart; there
  was once a wooden rampart surrounding the interior wall, but it
  is long crumbled or burned, having not survived the raid that
  ended the tribe.
  The on the southern portion of the western wall, the stone has
  crumbled entirely. A palisade still stands facing outward, so no
  one can simply walk in through the gap, but topping or getting
  past this portion is a trivial ordeal for anything but wildlife.
  The two gates may at one time have been proper heavy gates
  reinforced with metal, but now they are simple and wooden- still
  nothing anyone is hacking through too quickly, but not enough
  to stop a serious attack for long.
  The Tower- 1
  This tall tower was once all stone, like the wall, but has over time
  had to be patched with various materials.
  It was once three
  stories tall, but the uppermost level has toppled entirely, leaving
  a staircase that leads to nothing and an open-roofed second floor.
  All along the stairwell and each floor are slats for viewing and
  shooting out.
  The Quarters- 2
  This wooden structure is intended for the garrison or residents
  of the fort. An interior chamber serves as storage and an armory.
  Whatever was once stored here is long-gone, and only the
  handful of supplies and spoils of the current bandit residents are
  located within- little of particular value, perhaps enough random
  goods to peddle for a couple GP at market.
  
  38
  The Common Room- 3
  A one-time joint common space for recreation of the garrison
  and command room, it is now filled with rotting furniture and
  refuse from squatters, scavengers, and the most recent bandit
  residents. It would be a simple thing to clean it up and put it to
  whatever use desired.
  The Courtyard- 4
  The inner area of the fort is flat, and filled with packed dirt that
  does a reasonable job keeping its form even after rain. It would
  be suitable for building a variety of small structures, or for
  making camp if there are too many staying within to all rest in the
  quarters. Recently, the bandit residents were using a small pit in
  the southeastern quarter to make bonfires and prepare food.
  A well dots the northern potion of the courtyard, near the
  quarters. The well is as old as the fort, and goes deep, but is now
  dry and all but useless. Still, its stonework remains solid- more
  solid than the walls, at least, with no signs of collapse any time
  soon.
  The Bandits
  While for many years the old fort was empty, save for the
  occasional traveler or hunting party that would make home of it
  for a time before heading back to where they came from, in the
  past few months a group has taken up residence on a more
  permanent basis. No one would particularly mind this, by itself,
  but the unfortunate reality is that these intruders are an
  unpleasant sort. Rumor has it that they are all branded on the
  face- something done in the South to demark those guilty of
  particularly heinous crimes, especially of those in military service,
  a short time before execution- which apparently never happened
  with these presumed escapees. Whoever they are, they are so
  marked and presumably guilty of something unpleasant. Giving
  the benefit of the doubt is a virtue, and one would be silly to trust
  the justice system of the Southlanders but their foul nature has
  been corroborated reflected by reported assaults and robberies
  
  39
  on those nearby. There are few enough of them not to cause any
  real concern, and they are far enough from any established areas
  that folks can avoid the old fort easily enough, but their removal
  would be a boon for the territory all the same.
  There were originally quite a few of these bandit folk, but by the
  time the player Characters first arrive there are a mere 4+(1/2
  player party) in the whole fort. They will be somewhat weary and
  frantic when the player parry first arrives.
  If the player
  Characters eavesdrop on any of them they might hear any of the
  following:
  •
  “Did you see what it did to Karl? Snapped his neck right
  there. What are we going to do without him?”
  •
  “None of the others have made it back yet. I don’t think
  they’re coming.”
  •
  “First my shit goes missing, now those horned fuckers do this
  too us. We’ve got to get out of here.”
  •
  “The boss was so sure it was those goblins. We all paid for
  that moron’s mistake.”
  The truth of the matter, which can be learned from the wounded
  bandit in the Quarters, Jake, is that the majority of the bandits
  went out on an expedition to take out some rogue goblins that
  have been troubling them. Having found a trail they believed to
  be that of the goblins, they followed it. Rather than the goblins,
  they found a den of Satyrs- specifically, a Minotaur, which
  promptly massacred them, slaying many bandits and their leader.
  A handful returned, rattled, tired, and unsure of what to do next,
  but going nowhere unless forced to do so.
  When dealing with these bandits, violence is essentially
  unavoidable. Still, perhaps half can probably be convinced to
  pack up on their own. The rest will, more or less, fight to the
  death, motivated by a combination of bloodlust, despair, and
  world-weariness. All but one, Alfonse, in the common room,
  uses Brigand stats, though he is injured and starts at half HP.
  
  40
  The Tower: One bandit stands guard in the tower, but is doing
  a poor job of it. He has been on guard for some time, and was
  not relieved on time due to the attack that hit the bandits in the
  field. While he will spot careless or inept characters that attempt
  to approach the fort, timing getting past his sight should be
  simple enough, as should sneaking into the tower.
  The Quarters: One bandit, Lucian, lay injured in the Quarters,
  having been treated to the best of the group’s ability. He is badly
  injured, having been gored by a massive horn. He cannot put up
  a fight of any sort, but will plead for his life. If asked, he will
  provide any and all information he has, including that of the
  events that just befell himself and his comrades.
  Lucian’s
  wounds will likely take his life within the day, unless someone
  with exceptional medical skills and the resources to fully close
  and clean his wounds are available. Perhaps this is for the best-
  Lucian is guilty of real atrocities, and cannot be trusted once
  healthy again.
  The Courtyard: One bandit paces the courtyard, clearly rattled
  and stressed. He will mutter to himself as he paces, not paying
  close attention to his surroundings, occasionally stopping by the
  cooking pit to tend to a meal he is prepping for the group. This
  is one bandit that can readily be instructed to depart, though he
  will not hesitate to raise the alarm if not kept under threat before
  he goes.
  The Common Room: The remaining bandits, including
  Alfonse, will be here, huddled around a table, attempting to
  decide what do to. If left alone, Alfonse will ultimately convince
  them to stick it out- fortify the walls, stick to ambushing
  barbarians on the roadside, and just endure the goblins.
  If
  confronted, they will attack, but half will do so less than
  enthusiastically. Intimidating or talking this half down should be
  reasonably simple for someone talented in those arts, after which
  they will scamper out of the fort as quick as they can, stopping
  only to retrieve their effects from the Quarters. The rest will
  fight, and fight hard- where else are they to go?
  It’s a death
  sentence either way.
  
  41
  End Matter
  Once the bandits are dealt with, the fortress is the player
  Characters’. Once some corpses and filth are disposed of, they
  may well have themselves a cozy little encampment. At their
  choosing, they may well restore it to its ancient glory, or make it
  something more altogether- they have the resources and are
  willing to devote the time.
  If they happened to let any bandits go, most likely died within the
  days that followed- they are marked men in a foreign land; if the
  elements or some creature did not end them, members of a
  community or a bounty hunter seeking easy coin to the South
  likely did. Still, letting them go should be considered carefully-
  they are people capable of horrific wrongs, and letting them go
  may well allow them to continue such acts.
  If, at the end of the day, they have any prisoners, they will have
  to decide what to do with them. As above, they likely cannot be
  trusted or safely let go without endangering others. If outright
  killing them cannot be stomached, there may be a nearby
  community willing to pay for such prisoners, or a bounty hunter
  passing through may be willing to buy them in order to return
  them to the South for a reward and delayed ‘justice,’ whatever
  that may mean.
  Seizing the fort is not the real end of things, however. Sooner or
  later, the following will have to be dealt with, of the fort is to be
  retained:
  •
  The Rats Among Us: One day, something of value will go
  missing from the fort in the night, preferably something
  valuable among a number of less valuable items that may or
  may not have been noticed as absent. After the dust settles
  from the immediate concern over the theft and any
  accusations of theft among Characters are settled, initiate the
  Rats Below from its relevant section. There are ratfolk in the
  cistern below that are the culprits, and they must be dealt
  with. If the player Characters choose not to ever return to
  the fort, these ratfolk will ultimately take over the fort,
  
  42
  bolstering their numbers to perhaps two dozen total in the
  fort and the cavern below.
  •
  Goblinoids in the Shadows: The goblins that the bandits were
  seeking before they were attacked are still out there, and they
  will continue to trouble the roads nearby until take care of.
  Whenever Characters are traveling to or from the fort from
  elsewhere, there should be an approximately 10% chance of
  a goblin ambush of 1d4 foes (1 hobgoblin and the
  remainder being goblins), until their camp is addressed.
  Once they set out on the hunt, refer to Goblinoids in the
  Shadows below.
  •
  Minotaur at the Gates: The player Characters should have
  learned about the minotaur from the bandits at some point.
  They likely also learned where it is located, or at least where
  it attacked.
  Having such creatures around is a recipe for
  trouble in of itself.
  Refer to Minotaur at the Gates, as
  follows.
  THE RATS AMONG US
  The Truth of the Matter: There are ratfolk warrens scattered
  throughout the region, and it is known that one destroyed the
  Lost Tribe all those years ago. Sometimes, members of these
  communities splinter off, either exiled for this or that or setting
  out on their own in hopes of achieving vile glory all their own.
  Years ago, such a splinter group found their way to the fort, and
  then into its well, where there are small caverns that are
  connected to a cistern that ultimately flows into a nearby creek.
  They have lived and bred here for years, venturing out to forage
  and scavenging the scraps of those that visited the fort ruin.
  Once the bandits arrived, they took on a more cautious lifestyle,
  fearful of being discovered. With the bandits gone, they grew
  bolder and bolder, eventually outright stealing from the new
  residents in the night. Now articles of value have been taken,
  and more and more things will go missing if this problem is
  ignored.
  Tracking the Rat
  
  43
  It will not be immediately obvious who stole whatever is missing.
  Allow the theorizing, accusations, and conspiracies to fly freely
  for a time.
  However, these ratfolk are not careful or clever.
  Depending on where the taken article was located, there may be
  dusty footprints, scrape marks, and other indicia of the intruder,
  but if nothing else there will be a long line in the dirt or mud in
  the Courtyard, leading from the taken item’s location to the dried
  up well- the thieving rat did not lift their tail as they crept along,
  and this is the result. This trail is somewhat subtle and may not
  be readily noticed by the average person not looking for clues but
  will be simple to spot once the clue hunting begins.
  Into the Nest
  The well is ancient and in disrepair but holds firm and will not
  crumble. Looking into the approximately 60 foot well, the
  bottom is only barely visible by reflections from the light on
  slightly damp rock. From above, it is not immediately apparent
  that there are caves below. A character can descend via rope
  attached to the surface, if they have a long enough cord. The
  walls of the well are also easy enough to scale for a reasonably
  athletic character or a reasonably skilled climber; the interior
  stones are jagged, making for easy hand and footholds, and the
  ratfolk have taken care work to create better grips.
  A cautious and minimally competent character should not fall
  either way. If climbing, the harder prospect will be descending
  quietly, which will require a bit more skill. If using a rope, this
  should not be an issue. Either way, if characters are noisy, the
  rats will hear them coming all the same, and be lying in wait
  rather than engaging in the activities described in the later
  sections
  The ratfolk here are all typical Brigand sorts, and use those stats.
  The one quirk of these ratfolk is that all of their weapons are
  imbued with Poison- Causes victims to become horribly sick
  for ten days (save versus poison): no physical activity
  possible except half speed movement- a tradition of the
  enclave they fled from, and something they religiously reapply
  routinely. These are not quite the vile servants of chaos that
  
  44
  many of their kin are, but nor are they enlightened- they will be
  hostile and uninterested in treating, but also unwilling to be
  slaughtered if they can avoid it. They left their old home and
  occupied this place for a reason, that reason primarily being an
  attempt to avoid pointless and unsatisfactory fighting.
  Their morale will be easy to break. They will fight with vigor at
  first, but will likely be easily intimidated and, if outright fighting
  begins and a few of their number go down, they will break unless
  victory seems well within their grasp, fleeing out the channel to
  the west.
  The Underfort Cavern
  These caverns are naturally occurring and were encountered
  when the well was first constructed. Of course, at that time the
  cistern below was fuller, and the caverns were essentially flooded
  and unusable. At the time, this was a boon- large amounts of
  clean water just below. Since, the cistern level has fluctuated, and
  while there is still ample water throughout the western cavern,
  
  45
  where the cavern goes deeper, only a thin layer of water lies
  beneath the well itself. The air below is damp, but does not reek
  of rot, mold, or pond scum- until one gets close to the ratfolk,
  which are rather unclean and musky.
  One must be careful
  everywhere below, a noise echoes loudly off the stone and
  mineral deposits that make up the cavern walls and ceiling.
  The Well’s Bottom- 1
  There is little of interest in this chamber. The floor is slick with
  water, but there is no evidence of any habitation here save for the
  crude, unlocked door made to seal the exit to the north, more to
  dampen the sound and light coming from the other caverns. A
  small crevice to the west allows the water from the greater cistern
  to trickle in, but only an exceptionally small person or creature
  could possible fit through that gap.
  The Throughway- 2
  Ordinarily, this chamber is empty save for some baubles and
  necessary utensils of the ratfolk resdents, but if the ratfolk were
  alerted to the Character arrival, it is here that they will ambush
  intruders.
  All seven will being lying in wait, concealed, and
  should be rather difficult to detect before launching their attack;
  this is their home, and sneaking is the one thing that the most
  mundane and inept ratfolk can excel at.
  Hoard- 3
  It is here that all the supplies and stolen goods of the ratfolk are
  kept, stacked in haphazard piles throughout. The door to this
  chamber is nominally locked, but wiggling the lock is enough to
  make it become undone. However, attached to the ceiling of this
  chamber is a net full of old bottles, which the door will bump
  when opened, causing quite the jangling of glass; the ratfolk have
  has problems with their fellows sneaking extras, and have
  installed this to ensure that the whole cavern knows whenever
  the chamber is entered.
  Whatever was taken from the player Characters will be found in
  
  46
  here. Additionally, there is a fair amount of largely inedible food,
  several doses of pre-prepared Weak Poison, several doses of
  antidotes for the Weak Poison (they cut themselves on accident,
  from time to time), about 30 GC worth of salvageable goods and
  random coinage, quite the haul of ruined and now worthless
  goods, especially of wood and metal, and a Sword + 1 (Light)
  that none of the Rats could quite get the hang of using.
  Nest- 4
  The ratfolk sleep here, in a messy ball of woven reeds, furs, and
  teeth-chipped wood. In fact, three will be sleeping there if they
  player Character entry was subtle. They have their weapons all
  within arm’s reach, but they can be caught unawares simply
  enough.
  One of the ratfolk here, Artemis, is not quite like his peers. If
  taken bur surprise and unable to immediately fight back, all three
  will beg for their lives, but only Artemis will be sincere in his
  pleadings, something that most onlookers should be able to
  observe. When Artemis and his comrades fled home, he was
  under the impression that they would be seeking out a new
  community, one with less violence and more willing to entreat
  with the surface world. He was mistaken, but still hopes to do
  this eventually. He will be nervous and has some vague loyalty to
  his comrades, but can probably be convinced to help in ousting
  them if he is allowed to live. What to be done about the other
  ratfolk in this chamber is another matter, but Artemis can
  propose that he run shrieking into the other chambers, telling the
  others that they have been found and must flee. This ruse will
  work, and the remaining ratfolk will flee out of the caverns to the
  west.
  Artemis will not immediately follow, unsure he wants to carry on
  with them and uncertain as to where to go.
  He is overall
  trustworthy, and will stick around if desired- indeed, he may
  make for an ideal custodian of the fort. Otherwise, he will depart
  shortly, in search of more likeminded ratfolk- perhaps to make
  an appearance in a future adventure.
  
  47
  If Artemis is instead encountered in the Throughway as
  part of the ambush, he will outright surrender if the
  fighting gets to be a losing ordeal, and explain the same
  things as above.
  Cistern- 5
  A massive chamber filled mostly with water, but with a ‘shore’
  area where four ratfolk are loafing or working, where they spend
  much of their waking daytime before sneaking out in the night.
  These rats are more alert, and will be difficult to take by surprise
  If one were to inspect this chamber seriously, someone with
  engineering or other relevant knowledge may note that it would
  probably be possible to easily modify the channel leading to the
  Well’s Bottom to increase the amount of water that ends up
  there, thereby making the well useful again.
  To the west, a channel lets out into a nearby creek, in a place that
  would be very hard to spot if one were not looking for it. The
  rats have gone in and out here since their arrival. It requires a
  small amount of swimming, but it may be a useful entrance and
  exist from the fort in times of emergency.
  GOBLINOIDS IN THE SHADOWS
  The Truth of the Matter: A small band of goblinoids has
  splintered off from another and begun using these lands as their
  own.
  Unfortunately, these are not farming folk or folk of
  knowhow, but inelegant martial folk who refused to play nice
  with their fellows. To get by, they have taken to robbery and
  rustling livestock from all over the region, but no one has
  bothered to track and stop them so far. The old fort bandits
  tried, after the goblins were intruding on their turf, so to speak,
  but found the wrong foes to disastrous results. This group would
  love to occupy the fort, but are of the opinion that remaining in
  the wilderness makes them harder to find by the folk they know
  are probably out to get them by this point.
  
  48
  Finding the Band
  The goblinoids are living in the ruins of a small farmstead in the
  territory, one now well-concealed in the wilderness and lost to
  everyone’s memory. It would be unlikely to stumble upon this
  site by chance, or pick up a trail at without a firm place to start,
  but perhaps someone with superb tracking skills could do so by
  visiting sites of prior robberies or commonly used thoroughfares.
  More likely, the player Party will first be ambushed as described
  by the trigger for this scenario, and from there be able to discern
  
  49
  a general trail that leads to the occupied ruin. These are not
  sneaky beings, and finding a trail from the ambush would be easy
  enough. If not careful, however, they may merely follow a trail
  to another ambush site, where another group is lying in wait for
  travelers- fortunately, this time the player Characters can likely
  turn the tables and ambush them instead. From there, either with
  a prisoner or just more tracking, finding the ruin will be trivial.
  The Farmstead Ruin
  There are perhaps two dozen members of this goblinoid band.
  Most are mere goblins, but a handful are bugbears or
  hobgoblins and one, Melon, is a full-fledged warrior, and an
  arrogant one at that. They keep no proper watch, but the goblins
  will be milling about tending to camp, and the bugbears and
  hobgoblins lounging between structures 2 and 3. At night, the
  goblins sleep in 1 and the rest in 2- again, with no proper watch.
  Melon
  The leader of the band is a bugbear named Melon- a fitting
  moniker for a rather bumbling warrior with big ambitions. He
  stands out among the others as slightly bigger and better
  equipped. Forming this band was all Melon’s idea, and it is he
  alone that keeps the group cohesive, promising greatness to all its
  members at some non-descript time in the future. While Melon
  is a competent warrior and passable leader, his ambitions are far
  beyond his capacity, unable as he is to see the bigger picture of
  what forming his own warrior clan will require. He is no dummy,
  however, and is not particularly interested in dying if he can help
  it.
  Farmhouse- 1
  This ruined structure was once a home, and now it is a messy den
  of careless goblins. Some twisted and worn hides are used as
  bedding, but otherwise the structure leans with decay and is
  increasingly battered and worn on the interior; for all the ravages
  
  50
  of time have done to the structure, its new residents are doing
  worse with their constant banging about and thoughtless use of
  the rooms.
  Barn- 2
  This structure, despite half of it being completely collapsed, has
  fared better than its neighbors, with one of its rooms still rather
  intact and easily insulated from the elements. The leaders have
  claimed this as their quarters, and do not permit others inside, as
  it is where they keep the majority of their weapons and armor.
  If something were to happen to this building or its contents, the
  Bugbears and hobgoblins would be left without the majority of
  their armor or their weapons, aside from whatever they carry in
  camp. None of it is particularly valuable, all standard and worn
  at best, or ramshackle and shoddy at worst.
  Cellar- 3
  There used to be a surface building here, but it is a mere
  foundation now. Concealed beneath some rubble is a (barely)
  locked cellar door, both it and the cellar still very much intact.
  The cellar door is itself quite well-concealed and would be hard
  to spot without digging.
  What is not well-concealed is the
  obvious trail leading to the cellar door from the barn, due to the
  leader’s frequent tromps to and from the spot. The Cellar is
  where they keep their stash; a few day’s worth of preserved food
  in case they cannot hunt or gather enough, other miscellaneous
  supplies, and a small (unlocked) lock box with about 200 GC
  worth of Imperial coinage; they got lucky on a recent excursion
  and stumbled upon a trader very much in need. They took the
  coin and left him to sort out his problems.
  Dealing with the Goblins
  There are numerous ways the goblins can be dealt with. There
  are quite a few, but they are careless and poorly organized; an
  extended guerrilla campaign against them or burning their camp
  might whittle down their numbers or force them to consider
  relocating. Of course, desperate enough goblins might decide an
  
  51
  attack on the old fort is worth the risk, as the outlook of the
  status quo becomes grimmer for them.
  More direct confrontation, whether at the outset or after some
  other plan disintegrates, would certainly work, though it may
  become a bloody ordeal. The goblins will enter into a frantic
  defense, and Melon and the bugbears and hobgoblins will let
  them wear out their foes, not caring too much if some get cut
  down. After several fall and the player Party shows no signs of
  stopping, Melon will call for a halt to it all, calling back his lackeys
  and attempting to discern what is desired of his band. If the
  player Party is willing to chat, see the next section.
  They player Party can try to negotiate with the goblin band and
  try to get them to move on. The goblins will not immediately
  attack on sight, though they may not let the player Party leave
  without some offering. If asked to stop robbing and move on,
  Melon will not seriously consider the prospect and will not be
  easily intimidated or persuaded. What he will do, however, is
  offer a bit of single combat. If someone can best him, they will
  move on and stop robbing- at least around this area. If not, the
  party will empty their packs and pockets and scoot off. He will
  even do his best not to kill whoever fights him, just to beat them.
  Whatever route is chosen, Melon is what keeps the band
  together; his demise will spell the end of the rest, who will lose
  their gusto to keep up the struggle and willingly disperse, perhaps
  heading back to their old band.
  End Matter
  If sufficiently slain or beaten down, the goblinoids, if any are left,
  will eventually move on of their own will- if perhaps after a
  frantic attempt to seize the fort, for which they will not be
  particularly well prepared.
  If someone can best Melon, he will hold true to his word and
  move on- taking with him their stockpile, however. Before he
  goes, though, he will mention that he and his band are for hire-
  they are not particularly disciplined or skilled as a group, and will
  
  52
  attempt to charge a higher rate than perhaps they are worth, but
  would be as diligent and trustworthy as hired hands can be, so
  long as they are paid on time. Perhaps the player Party needs
  some help in the coming days? IT would be best not to find out
  what repeated non-payment looks like, however. They will hold
  no grudges for those that were slain, as they understand it all as
  simply being the way of things. Local robberies, from this group
  anyway, will cease.
  MINOTAUR AT THE GATES
  The Truth of the Matter
  The bandits made the unfortunate discovery of a minotaur den
  and paid for it. Leaving this problem unattended is a recipe for
  disaster, as it can only get worse, and so the player Party should
  be prompt in attempting to find a remedy.
  Th player Party
  probably learned the location of the den from the bandits, but if
  not then they can probably track the trail the bandits took if they
  look soon enough.
  Loafing Party
  Some effort should be made to ensure they party recognizes this
  is an issue. If still they decide to ignore it, let them. Provide one
  opportunity for them to realize the issue before them within a
  few weeks of seizing the old fort: an attack of 5+(1/2 party size)
  Brays on the roads nearby at some point while traveling. Brays
  do not appear out of nowhere and are not likely to be from too
  far away.
  If still they do not act, the problem will come to them, probably
  at the old fort. One morning, after a night of rest at the fort, the
  minotaur and 10+(party size) brays will show up. The brays
  will ineffectually attempt to climb the walls or break down a weak
  spot in the fortifications, while the minotaur will begin breaking
  down a gate- something it can do relatively easily if the same
  wooden gates the bandits installed are the best they have. Either
  way, it will probably have no issue breaking something down or
  even climbing to gain entry. They must all be slain, or the fort
  
  53
  
  54
  abandoned for a time before it can be recovered- the beasts will
  call it their new home until it is cleansed, and then they will still
  have the brays, at least, to deal with back at the den.
  On the Trail
  Picking up the bandits’ earlier route is easy enough once the party
  sets out. A clear trail north can be spotted by anyone with basic
  tracking knowledge. Following it, it goes on for a long distance
  before another trail going the reverse direction can be seen, along
  with a swathe of broken brush and branches, and massive cloven
  footprints. A short while later, this swathe widens further, and
  the scene of the bandits’ ambush is laid out before the player
  Party.
  If this incursion is within a handful of days, the site is fresh and
  gory; a few bandits lie dead, in an appropriate state of decay and
  destruction by wildlife, apparently dead from more mundane
  stabbing and blunt force injuries. Several others, however, are
  strewn about in a more frightening condition: one apparently
  folded in half backwards, another utterly gutted (likely by a
  massive horn), and a trio with portions of their bodies utterly
  crushed.
  If the incursion is delayed, mere scattered bones remain, picked
  clean by the elements, but the same conclusions can be reached
  upon examination.
  Finding the den from here is trivial. A clear trail of underbrush
  crushed and toppled underfoot leads straight to it.
  The Den
  This den consists of a simple cave, an opening just above ground
  level and a sharp incline downward for perhaps 40 or so feet,
  with no additional chambers or features. The inside is dark, too
  dark to adequately see into more than a few feet without a light
  source, but the sounds from within reveal all that is inside: the
  growling, hissing, wheezing, and moaning of the various cloven
  abominations that make it home, slavering over some meal they
  
  55
  have acquired or after one another. The occasional deep wheeze
  or bellow from the minotaur will echo forth.
  The beasts are feral and rather distracted, so even a conspicuous
  incursion into the mouth cave will not immediately attract their
  attention, nor will a flash of light into the interior; there are a
  dozen brays and the minotaur gathered around some unfortunate
  prey. This idea of this sort of fight may well give a party pause-
  these are not paltry foes. Discretion is the better part of valor, as
  they say; it may be prudent to return with help or supplies for a
  plan. Say, one would not happen to know where some hired
  swords would be, perhaps of a goblin-like variety?
  Someone with engineering knowledge or particularly adept skills
  of observation may notice the mouth of this cave is crumbling
  and unsteady- some carefully placed pickaxe blows or an even
  crudely placed explosion might cave it, trapping those within.
  Knock Down Drag Out
  If the player Party elects to attack outright, either with help or
  alone, it will be to the death for the beasts within. They have no
  interest in retreat or self-preservation.
  Cave-In
  Causing a cave in is easier than one might expect.
  If sone
  carefully and with the right supplies, it can be done without the
  beasts knowing until it is too late.
  They will then be utterly
  trapped- or so it will appear. Their frantic panic might be heard
  through the rocks for a time before quieting, though they will be
  still very much alive.
  At the Gates
  If a cave-in was caused, the player Party will be better off for it.
  It will appear in the immediate aftermath that all the beasts will
  perish. This is almost true.
  Days or perhaps weeks after the excursion to the cave, one
  morning the player Party will awake in the fort to a minotaur at
  
  56
  their gates, the very same from the cave. After consuming all of
  its fellows, it managed to work its way out of the ground, a bit
  worse for wear. It will be out for blood, but alone rather than
  supported by a host of its lessers, and already partially injured
  from its ordeals since the cave-in (down one step on both its
  condition tracks at the start).
  Whenever the beast is defeated, the territory is a little better off
  for it, freed from some small dose of evil. Perhaps its horns are
  of some value, if for nothing else than a memento; it is not every
  day that folk slay an evil so great.
  
  57
  
  58
  
  59
  Brigand
  Outlaws and mercenaries who make aliving by raiding
  settlements and attacking travellers.
  Armour Class
  6 [13]
  Hit Dice
  1 (4hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  120’ (40’)
  Saving Throws
  D12 W13 P14 B15 S16 (1)
  Morale
  8
  Alignment
  Chaotic
  XP
  10
  Treasure Type
  A
  Alfonse
  Armour Class
  6 [13] (chainmail)
  Hit Points
  6
  Attacks
  1 × two-handed sword (1d10)
  THAC0
  19 [0]
  Movement Rate
  60' (20')
  Saves
  D12 W13 P14 B15 S16
  Alignment
  Chaotic
  STR 10 INT 9 WIS 4
  DEX 4 CON 7 CHA 10
  Items Ring of Fire Resistance
  
  60
  Goblin
  Jump to:navigation, search
  Small, grotesque humanoids with pallid, earth-coloured skin
  and glowing, red eyes. Dwell underground.
  Armour Class
  6 [13]
  Hit Dice
  1–1 (3hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  60’ (20’)
  Saving Throws
  D14 W15 P16 B17 S18 (NH)
  Morale
  7
  Alignment
  Chaotic
  XP
  5
  Treasure Type
  R
  Infravision: 90’.
  Hate the sun: –1 to-hit in full daylight.
  Hobgoblin
  Jump to:navigation, search
  Larger and nastier relatives of goblins. Dwell underground, but
  commonly seek prey above ground.
  Armour Class
  6 [13]
  Hit Dice
  1+1 (5hp)
  Attacks
  1 × weapon (1d8 or by weapon)
  THAC0
  18 [+1]
  Movement
  90’ (30’)
  Saving Throws
  D12 W13 P14 B15 S16 (1)
  Morale
  8
  Alignment
  Chaotic
  XP
  15
  Treasure Type
  D
  
  61
  Bugbear
  Large, hairy goblins with an ungainly gait. Favour attacking by
  surprise.
  Armour Class
  5 [14]
  Hit Dice
  3+1 (14hp)
  Attacks
  1 × weapon (2d4 or by weapon +1)
  THAC0
  16[+3]
  Movement
  90’ (30’)
  Saving Throws
  D12 W13 P14 B15S16 (3)
  Morale
  9
  Alignment
  Chaotic
  XP
  50
  Treasure Type
  B
  Melon
  Armour Class
  5 [14] (chainmail + shield)
  Hit Points
  16
  Attacks
  1 × war hammer (1d6)
  THAC0
  19 [0]
  Movement Rate
  60' (20')
  Saves
  D12 W13 P14 B15 S16
  Alignment
  Neutral
  STR 14 INT 10 WIS 12
  DEX 6 CON 7 CHA 11
  
  62
  Bray
  Corrupted, mutant beastfolk, typically of a malformed nature.
  Neither intelligent nor strong, but vicious.
  Armour Class
  7 [12]
  Hit Dice
  ½ (2hp)
  Attacks
  1 × weapon (1d4 or by weapon – 1)
  THAC0
  19 [0]
  Movement
  60’ (20’)
  Saving Throws
  D14 W15 P16 B17 S18 (NH)
  Morale
  6 (8 with larger beastfolk)
  Alignment
  Chaotic
  XP
  5
  Treasure Type
  P (J)
  Minotaur
  Large, brutish, bull-headed men with a craving for human
  flesh. Dwell in mazes and labyrinths.
  Armour Class
  6 [13]
  Hit Dice
  6 (27hp)
  Attacks
  [1 × gore (1d6), 1 × bite] or 1 × weapon
  (1d6 + 2 or by weapon + 2)
  THAC0
  14 [+5]
  Movement
  120’ (40’)
  Saving Throws
  D10 W11 P12 B13 S14 (6)
  Morale
  12
  Alignment
  Chaotic
  XP
  275
  Treasure Type
  C
  Weapons: Prefer axes, clubs, or spears.
  Aggressive: Attack same size or smaller creatures on sight.
  Pursue until the victims are out of sight.
  
  63
  Cattle Raid on the Marches
  Published By: Sad Fishe Games, LLC
  Written by: Tyler A. Thompson and Joshua Mahn
  
  64
  FOREWORD
  Some might call the Marchlands a feral wilderness. Barbarian
  territory, unexplored, untamed, uncivilized, and inhabited by
  outlaws, exiles, and savages. Such people might be correct, in
  some ways, but the vast Marchlands are far from empty or lacking
  in history or culture.
  The people of the Marchlands live in
  roaming bands or pastoral clan communities, ranging from a few
  dozen to a thousand or so in population, though rarely do they
  sustain anything larger.
  These communities are governed by
  chiefs or councils of respected (or feared) members of the
  community. Sometimes one clan will come to dominate others
  and form an often short-lived kingdom, or several clans will
  come together to form a confederation for a time to address
  some common concern, but the tribal clan persists as the
  dominant level or organization for Marchlanders, and serves as
  an important part of individuals’ identities.
  Raids are a way of life in the Marchlands, and while those on the
  receiving end do not appreciate the, they accept them for what
  they are, and at the end of a losing raid simply rest assured that
  next time they will reclaim what was taken and then some. So
  long as the laws are abided by and no unnecessary carnage
  ensures, the ill feelings are kept to a minimum and life goes on.
  The necessary aspects of Marchland culture for this adventure
  are articulated herein, but for a more detailed document please
  see the Marchlands Setting Primer, Volume 0 of the Marchland
  Pocket Adventure series.
  This adventure is intended for early level characters, Levels 1-4,
  but if at a higher level you should substitute commoners for
  guards and guards for veterans during the raid.
  This adventure is intended to be written in a so-called “Old
  School” style.
  It may or may not include all things typically
  associated with what that moniker might imply, but what it does
  have is intended to accommodate that style of play. Not every
  instance where a die roll may be required is laid out, not every
  interaction or event is described in detail. Scenes and set pieces
  
  65
  are provided, with stage directions on their use. Many things are
  intentionally left vague, and much in the “intended” story or path
  could easily go awry with just a few steps off-trail, so to speak.
  The Game Master is to set the scene, and the Players are to be
  permitted to run free in that scene, subject to the rulings and
  added details the Gamer Master needs to provide to make the
  world, game, and fun work.
  Enjoy.
  INTRODUCTION
  Calubriga, the primary settlement of the so-called raiding tribe
  of the Marchlands,nestled in an unusual and sought-after
  hospitable corner of the rocky highlands which dominate this
  region. The inhabitants of Calubriga are also known as “The
  Bandit Herders”, a name which was used derisively by their
  neighbors, in reference to their constant raids; while, of course,
  such raids are a way of life in the Marchlands, none engage in
  such practices with the veracity and frequency as the members of
  this community. The inhabitants of Calubriga have instead
  accepted this title with pride and see it as a badge of recognition
  
  66
  of their martial prowess and skill.
  The village itself is modest and of mostly old construction.
  Sturdy little buildings cobbled from fieldstones and daubed with
  mud stand alongside a few homes of rough-hewn, scraggly
  timber and leather yurts, as stubborn as the gnarled and dried-out
  trees which dot the highlands themselves.
  What is far more significant than the buildings, however, is the
  lush and sweet pastoral land which surrounds this community on
  all sides, providing miles and miles of grassland and gently-
  burbling creeks for their most cherished prize- Cattle!
  However, the Bandit Herders are not satisfied with their current
  herds, their envious eyes turned once again to the rich fields of
  their neighbors, ignorant folks who don’t appreciate their plump
  cattle highly enough.
  It’s time once again for Calubriga to partake in their rich heritage,
  and to conduct a raid, to commandeer what’s properly theirs by
  religion and birthright, away from those fools they disdainfully
  acknowledge as neighbors.
  The local council has issued a call
  authorizing raiding parties to organize- including travelers and
  foreigners looking for honor and reward. To lead a raid is a true
  mark of courage, respect, and honor among the people of this
  community- not to mention a generous share of any prizes taken.
  The Player character party has been given an opportunity to
  garner favor among this community, and to generate some wealth
  to keep their swords sharp and bellies full in the meantime.
  The Player character Party may venture out on their own, if they
  think they can handle the many moving parts of a delicate
  rustling operation whilst also fending off the entire might of
  their neighbors. Of course, there are many in Calubriga who are
  veterans to such raids, and may assist the Party with just a little
  convincing.
  
  67
  RAIDING PARTY ROLL CALL
  (1)
  In the center of town, near the tannery and the Great House,
  there stand five imposing figures. Rugged raiders of these arid
  lands, these local Veterans are an imposing sight. Muscled, well
  fed, their hair dyed many unusual colors with local clays and
  micahs.
  They are bedecked in supple leather and precious iron scales.
  Deeply familiar with their great iron axes and keenly honed
  seaxes.
  As the Party nears, they may see that several of them are
  participating in exercises and tests of strength- sparring against
  logs, throwing stones, and wrestling one another.
  As they draw nearer, they’ll be heckled by one of the lot. He
  seems to be their leader, being older but no less fit than the
  others- his gray roots peeking out beneath his wild orange-and-
  blue streaked locks.
  On his hip is a very old and strangely shaped bronze dagger, and
  his armor is a collage of iron ringlets and scales atop a hardened
  leather frame.
  He says that he’s heard the Party are thinking of partaking in a
  raid, but he doubts they have the strength, or the know-how, to
  do what it takes, and laughs rudely.
  He says he’ll need a lot more than rumors if he’s to trust such a
  scrawny-looking cluster of shifty-eyed strangers. In fact, he’ll
  reveal that he doesn’t trust anybody until he sees how they fight.
  His trust may be earned with a moderate strength check if one
  of the Party accepts his invitation to wrestle. If they pass, he’ll
  insist he let them win, but that he can see they fight cleverly and
  honorably.
  (If any in the party seem particularly low-str or bookish, they may instead
  
  68
  impress him with an intelligence check regarding local lore, and schemes of
  banditry.
  “You may not be the biggest bull, but you’re the one that rams the fence at its
  weakest link!”)
  (2)
  When the party steps inside of the drink hall, they will be struck
  with the smells of cooking meats, spilled alcohol, sweat, and
  woodsmoke. The sounds are almost as varied, with laughter,
  roars, jokes, and arguments ringing loudly through the fairly-
  narrow space.
  Amidst the tables full of the very elderly and the very young, the
  party will quickly notice a table where the wiry-muscled men and
  women sitting down are engaged in a lively argument.
  Loud voices bicker over whether dry mead, sweet mead, or cider
  are “best.” Behind the table, leaning against the wall, are simple
  weapons of pastoral peoples, worn with use of many years- long
  spears, clubs, slings, and short bows, along with heavy leather
  coats- these are Fyrdlings.
  They stop their argument as the party approaches, and regard
  them with some good humor. They’ll quickly mention the
  rumors that the party intends on bringing some good cattle in
  soon, and suggest that they’d be interested in knowing if “they’re
  the type we’d like to throw our lot in with.”
  One of them, red-cheeked and tipsy, will jokingly suggest that the
  party could settle their little debate by buying each of them the
  three drinks which were the subject of the debate, and joining
  them in their deliberations.
  The second, wearing many kinds of furs, feathers, and fangs as
  ornamentation, will be deeply impressed if a PC can join their
  conversation with in-depth knowledge of animals.
  
  69
  The third, wearing carved runic talismans and charms of bone
  and wood, will be intrigued if a Player Character can engage them
  in a religious discussion, pertaining to their own views, and those
  of Calubriga.
  The fourth, bedecked in rich bronze bangles and wearing heavy
  iron earrings, nursing a nearly untouched drink, will be pleased if
  a PC can simply give their concise plan of the theft.
  The last will simply request a joke appropriate to the situation.
  If the Player Characters’s can charm two of them, the two will
  convince another at the table to join them of their own accord,
  and, due to the table’s “majority rule”, the Cowherds will offer to
  cast their lot in with the Player Characters’s on the raid.
  (3)
  Outside the mead hall, near the drying-fires, a group of five
  laborers (Commoners) are sitting about, eating a simple lunch.
  They’re all able bodied and spry-looking, though seemingly antsy.
  They carry small axes or iron and bronze, and broad, short
  seaxes, with a pile of leather shields stacked nearby.
  They’ll heckle the party as they go by, suggesting that they’ll need
  some help if they want to survive their own ambitions. If
  engaged in conversation, they’ll cut to the chase very quickly-
  they’re well connected to local rumors.
  They’ve found labor in each of the local villages, and they each
  want two cattle of their own- enough to pull ploughs or wagons,
  or to sell to someone else who wants them for that. They’re tired
  of this backbreaking effort for little payoff.
  With a keen haggling skill, or a moderate intimidation, the
  laborers will lower their price to a single cow each.
  If the Party declines their offer, one of them will hint that he just
  may raise the alarm in the targeted village in question.
  
  70
  PLANNING IN THE SAND
  The PC’s, whether joined by their many friends, or riding solo, are
  now faced with the dilemma of getting all of the cattle “over
  there”, over here.
  The party will receive some advice from their co-conspirators, if
  any are present.
  One of the warriors will advocate for a brute-force raid in the
  middle of the night. He thinks that, with enough intimidation
  and guts, they may be able to frighten the
  farmers into running for their lives- especially if they make an
  example out of any they catch. He argues that dealing sharply
  and swiftly with a few is the more
  humane option than being made to deal with many at all,
  comparing it to slaying wolves rather than breaking their legs and
  letting them limp away.
  One of the Calubrigan farmers will insist upon going slow-and-
  steady. He suggests that any cowherd worth their salt will be
  keeping constant eyes on their herd, and that the party would do
  well to observe the cowherds’ rhythms.
  He suggests that, with stealth, the Party may sneak in, grab many
  cattle, and then sneak away before being noticed. Another farmer
  will grimly suggest that they may do well to slay the cowherds
  with their backs turned, hoping for a cleaner and faster getaway.
  One of the laborers will grin evilly. He suggests that, for the price
  of just one more cow, he will run over to the other village, and
  insist that raiders will be arriving the next day, from the other
  direction. He suggests that this will lower their guard and entirely
  change the direction of their focus.
  If they ask for more advice around town, they will hear other
  clever ideas:
  The town’s religious leader will suggest that, with a certain
  
  71
  religious holiday coming up shortly, a disguise in the form of a
  locally feared demon may strike fear into the enemies’ hearts- the
  Marchlands are a deeply superstitious place, particularly fearful
  of the spirits and demons that haunt the dark corners of the
  world.
  This disguise, especially when paired with religious
  knowledge, will prove fairly successful in scaring the cowherds
  and warriors, though they will raise the alarm.
  Some children are playing “horsey” around town, and will ask the
  party to play if they cross paths.
  They’ll even offer some
  information if the Player characters will play, or if otherwise
  bribed or coaxed: while playing too far from home,they saw a
  whole bunch of “horseys” in the next town, and that they were
  hiding them behind some steep hills to the southeast of the cow’s
  pasture. The party may do with this information as they see fit.
  THE RAID
  The target pasture is a relatively flat, rocky expanse, flanked on
  one side by a stretch of woodland only infrequently patrolled by
  hunters, and on the other by scattered farmhouses and cropland.
  Hundreds of cows graze and sleep here. A hill rises to the south,
  forming a small valley one cannot ordinarily see into without
  
  72
  cresting the hill- it is here that the village keeps a small herd of
  horses they are breeding for their thanes. At least one farmhand
  will be up, keeping watch over the pasture at all times, with
  several working during the day. The hill will have a perpetual
  watch of several farmhands, though they will take steps to
  conceal their presence.
  They may or may not be particularly
  attentive, but they all know a raid will come eventually- such is
  simply the way.
  The goal is to steal cattle (or horses), but they will simply not be
  able to reasonably make off with the whole herd. A stealthy
  group may be able to enter the pasture and vanish into the night
  with a head or even two of cattle for each raid member. A more
  aggressive raid might involve half the crew rounding up and
  leading out up to five or six head a piece, while a particularly risky
  raid might see up to a dozen per hand. Of course, the more
  cattle being stolen the more likely the locals will notice sooner,
  and the more aggressively they will fight to keep their chattels.
  Whatever route is chosen, depending upon preparations, timing,
  stealth, and general attention to detail, the neighboring village
  will likely eventually sound their alarm horns- Game Master
  Discretion is very important. Once the alarm is sounded, the
  local Fyrd (full of Fyrdlings) will rally quickly- again, this is all
  routine, and something folks are ready to do.
  The locals are
  armed with simple swords, javelins, spears, and instruments of
  labor. If the party was clumsy, loud, or attacked head-on without
  making satisfactory intimidation attempts, then the responding
  Fyrd party will be deployed quickly. Twelve strong villagers- five
  of whom are full-time warriors (Veteran stats), the others being
  hunters and farmers (Fyrdling stats)- will run to the pasture,
  slinging stones and firing arrows at the party and their friends.
  More will come with each passing minute, and their targets will
  all be those attempting to make off with livestock.
  These will be fairly quickly joined by some riders on horseback,
  leading with arrow fire, and closing in with spears. They will fight
  cautiously to protect their horses, but will quickly arc in broad
  circles, dealing damage.
  
  73
  They will fight harder, the more cattle the Player character party
  has in their clutches, but, like the Player characters’ fellow raid
  members, will not be seeking to kill if they can avoid it, and will
  similarly not be hoping to get killed over some cows, fleeing,
  surrendering, or taking captives as the occasion may warrant. It
  is important for the Game Master to remind the Player characters
  of this fact; injuries and deaths are inevitable, eventually, but
  always come with the risk of a winning suit against the offending
  community, which must then exact punishment on the offending
  individual. For an offense in this context, this typically means
  money or property- depending on how egregious the slaying,
  even up to dozens of cows for the murder of a freedperson!
  Restraint is necessary and cutting losses may become prudent,
  something both sides know well.
  Only two young men
  (Fyrdlings) from the village will seem to forget these principles,
  and attack aggressively and foolishly- perhaps necessitating
  caution from the raiding party.
  This attack will continue until the party has sent most of the
  cattle they can get their hands over the hills, and the enemy
  villagers recognize they had better live to fight another day,
  OR
  Most of the defenders have been maimed, killed, or terrified so
  thoroughly that further fighting is simply not a reasonable
  prospect.
  If the party was clever, sneaky, or especially intimidating, they
  
  74
  will have time to round up most of the cattle and get them very
  close to the hilltops which guard their escape route back to
  Calubriga. If they were told about the horses by the children, or
  if they noticed on their own through careful investigation, they
  will be able to snag the horses in the stable, gaining some valuable
  prizes to keep or sell.
  CONCLUSION
  The raid will be a success if each member of the raiding party
  gets at least a head of cattle each (or the equivalent in horses or
  ransoms), after the leaders (the Player characters) take up to their
  share of 25% and another 25% goes to the village as a whole, the
  shares paid in coin if desired: 10GP per cow or 75GP per horse,
  with appropriate ransom payments if any captives were taken. If
  successful, the prizes will be divvied, a fattened bull will be
  slaughtered, and the party will receive the choicest cuts at a small
  festival. A bonfire will be lit, kegs of mead and cider will be
  opened, and dancing and singing will go deep into the night. The
  townsfolk will consider them fellows- a fine thing indeed if one
  wished to work with the town in shaping the future of the
  Marchlands.
  If the party was not particularly successful in their raid, or if
  most of the villagers died, then they will not receive a heroes’
  welcome, but the village will instead dread the visitors sure to
  arrive the following day, as the victim community comes to make
  legal claims and settle scores. A reckless party may even find
  themselves in debt to the community, unless they are able to talk
  down the legal claims to a satisfactory level.For example, if the
  reckless youths ended up hurt or slain, it would be an easy thing
  to argue that they pushed too hard and that their demise was
  justified- as with all things in Marchland law, context and
  negotiation matter.
  Many of the villagers will scorn them as
  sources of bad luck, or simply s nuisances. If they endeavor to
  continue working alongside Calubriga in their good graces, they’ll
  have to make it up to the village somehow…
  
  75
  Fyrdling
  NPC commonfolk that serve as part time militia.
  Armour Class
  6 [13]
  Hit Dice
  1 (4hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  120’ (40’)
  Saving Throws
  D13 W14 P13 B16 S15 (T1)
  Morale
  8
  Alignment
  Any
  XP
  10
  Treasure Type
  U (J)
  Leader: May have a leader of 2nd level or higher (any human
  class).
  Hoard: Only have treasure type J when encountered in home
  village
  Commoner
  Ordinary folk, trying to get by.
  Armour Class
  5 [10]
  Hit Dice
  1–1 (3hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  90’ (30’)
  Saving Throws
  D8 W9 P10 B13 S12 (H1)
  Morale
  7
  Alignment
  Any
  XP
  5
  Treasure Type
  U (J)
  Hoard: Only have treasure type J when encountered in home
  village
  
  76
  Veteran
  Low level fighters, often on their way to or from war.
  Armour Class
  2 [17]
  Hit Dice
  1 to 3 (4/9/13hp)
  Attacks
  1 × weapon (1d8 or by weapon)
  THAC0
  19 [0]
  Movement
  60’ (20’)
  Saving Throws
  D12 W13 P14 B15 S16 (F1 to F3)
  Morale
  9
  Alignment
  Any
  XP
  10
  Number Appearing 2d4 (2d6)
  Treasure Type
  V
  Level and alignment: A group may all be of the same level
  and alignment, or these may be determined randomly, per
  individual.
  
  77
  A Gnawing Issue
  Published By: Sad Fishe Games, LLC
  Written by: Tyler A. Thompson
  Art by Patrick E. Pullen
  Maps by Dyson Logos under CC BY-SA4.0
  
  78
  FOREWORD
  Some might call the Marchlands a feral wilderness. Barbarian
  territory, unexplored, untamed, uncivilized, and inhabited by
  outlaws, exiles, and savages. Such people might be correct, in
  some ways, but the vast Marchlands are far from empty or lacking
  in history or culture.
  The people of the Marchlands live in
  roaming bands or pastoral clan communities, ranging from a few
  dozen to a thousand or so in population, though rarely do they
  sustain anything larger.
  These communities are governed by
  chiefs or councils of respected (or feared) members of the
  community. Sometimes one clan will come to dominate others
  and form an often short-lived kingdom, or several clans will
  come together to form a confederation for a time to address
  some common concern, but the tribal clan persists as the
  dominant level or organization for Marchlanders, and serves as
  an important part of individuals’ identities.
  Introduction
  The community of Merekfielde, the capital of the so-called Field
  Tribe of the Marchlands, sits on an idyllic pastoral landscape,
  accustomed to sleepy evenings and fruitful harvests, surrounded
  by a number of smaller satellite villages that watch and tend to
  the many fields for which their people are known. Seasonal
  festivals to various Harvest Gods have always been an integral
  part of the local culture, boasting a wide array of wines, jams, and
  baked goods in celebration of the bounty of the fields.
  There has been no cause for festival this season.
  The fields are being plagued by cat-sized reptiles called
  “Gnawers.” They have been devouring entire wagons-worth of
  premium crops in the dead of night, all but vanishing by the
  morning sunlight. They are a common blight, but this year has
  been particularly plagued by them, and rooting them out entirely
  has proven an arduous matter.
  
  79
  These
  creatures
  must
  be
  stopped
  completely
  before
  Merekfielde’s fields are doomed for good; Strange times such as
  these are no time for a shortage of trade goods or worse- famine.
  The very community and tribe may whither and perish in this era
  of change if they permit themselves to be weakened by packs of
  rodents. The community has sent out groups of their own folk
  and hired bands of outsiders to deal with various nests and stake
  out the targeted fields, but the injuries are stacking up and the toll
  is ever more concerning.
  It is known that the Gnawers must be hiding somewhere safe and
  out-of-the-way during the daytime. There are many limestone
  caverns and aquifers in this mineral-rich landscape- the reason
  why this region is long-suffering from this problem, as it is in
  such places that the Gnawers tend to make their homes. Finding
  the occupied caves is an ordeal in itself, but hunters are certain
  they have found the site of such a nest, nestled in a riverside
  cavern in a quiet corner of the territory. Despite such certainty,
  the community has not been able to organize a band to eradicate
  
  80
  this cave just yet, and is eager to pawn the task off on outside
  folk- and willing to pay for such labor.
  Finding the Cave
  There are a few well-known hunters in Merekfielde, a pair known
  as the “Poorcrops,” (Fydlings) who are among those that
  believe they know where the nest is located. They are easily
  spotted with their filthy clothing of animal hides, and talismans
  made of fangs, feathers, and teeth.
  These superstitious brothers are certainly up to the task of
  leading the party to the hiding place of the Gnawers, if they can
  be convinced to do so. They are inherently wary of reptiles and
  rodents, fearing all scaled beasts which may be related to and
  under the care of, dragons or the underland ratfolk enclaves.
  They may, however, be convinced to act for the good of the
  entire community, especially if their egos are stoked as being
  esteemed “Dragon Slayers” or the like- putting them on the
  pedestal they believe their hunting and pest control efforts earns
  them.
  They are also, quite simply, hard up for money. They can be
  convinced to lead the party, albeit at a seemingly usurious price
  of coin or goods, and will ask for all of it up front, though they
  can be convinced to take only half to start with some difficulty.
  Tracking
  The Gnawer tracks, similar to those of a huge rat, may be
  followed from a ravaged portion of a field, out and around some
  ransacked and dilapidated chicken coops, down along a creek
  bed, and through a mossy and swampy forest which sits just to
  the Southeast of the town proper.
  Spotting this trail is not
  particularly difficult, but is more than trivial with the hunters in
  tow to help, saving substantial time.
  
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  As the local ecosystem has been upset by the invasion of the
  Gnawers, the forest itself
  is ill-at-ease. Emaciated-looking
  ordinary mice dart across the party’s path, with an entire swarm
  devouring the carcass of a dead deer that the Gnawers apparently
  got to.
  The Poorcrops regard this as an ill omen and will insist their God
  is telling them to leave this place. They can be soothed with
  simple empathy, with coin, or with religion.
  These rodents will not attack, unless the party bothers them, or
  they are carrying an abundance of food. They are more
  interested in their current meal, frightened the Gnawers will eat
  this, too. If they do attack, they are readily fended off, easily
  shaken from their frenzy by a little fear.
  Deeper into the forest, a bray hunting-party lies in wait, another
  side-effect of the corruption in these lands.
  These brays are
  actually hoping to catch some Gnawers themselves, to turn over
  to some distant master to use for sowing further chaos. These
  are brays on the outs with their band, and not adequately
  supported or supplied.
  In a small clearing, directly along the Gnawers’ trail, a pile of
  apple-cores, pumpkin shells, animal bones, and fish guts molder
  in the sun.
  It will take only simple investigation to notice that this looks like
  bait laid out by a hunter, though rather poorly.
  If this is approached, or if the party spends much time
  deliberating upon this sight, the brays will spring their trap!
  Whether they actually surprise anyone depends on the victims’
  perceptive skills- these are not subtle creatures, and they may
  accidentally signal their attack too conspicuously to reap the
  benefits of a surprise attack.
  Wooden javelins and fist sized rocks will fly from the bushes
  around the player Party as well as from the tree limbs above.
  The brays are impatient and cowardly, but also very hungry. They
  
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  look skinny, even by the standards of such creatures.
  They will continue their assault from as much distance as they
  can manage. They do not have many projectiles, however, and
  will soon run out of their missiles. They will switch to their melee
  weapons, (pitchfork tines with rat-skin handles, the upper half of
  a discarded shovel, a broken axe-handle which terminates in a
  sharp point, and so on.) and will try to run or hide from the party,
  slipping back into the swampy surroundings. If any escape, one
  of the hunters will desire revenge, the other will wish to push on
  to the hunt at hand- both are serious problems that must be
  addressed at some point, lest corruption fester.
  ~
  Any investigation of the bait, or of the brays themselves, will
  strongly indicate that they are very hungry, and trying to catch the
  Gnawers, as well. The trap, though poorly executed, lies at the
  juncture of several Gnawer-paths, and shows another rivalry
  against the reptilian invaders.
  
  83
  Each of these paths leads back to the same place- a small cavern,
  the opening of which is only three feet wide, nestled near to a
  small, burbling creek. The smooth stones around are all
  absolutely covered in muddy Gnawer footprints.
  The Cave
  The narrow cave entrance leads sharply down to a large chamber,
  about eight feet tall, which stinks of feces and rot.
  The room is covered with muddy prints, and strange sounds can
  be heard deeper within.
  There are several narrow pathways along the stream that lead into
  the large chamber to the north.
  One entrance to another
  chamber lies along the stream to the east, but the Ratfolk within
  have taken efforts to conceal this entrance for their own safety.
  If the party is exceptionally loud, or lingers in any place for very
  long, some Gnawers may come to investigate. A stealthy or
  decisive party will have much less difficulty.
  In the large chamber lingers a single Gnawer. It will hiss at any
  invaders and try to escape through their feet.
  A passage south leads to a chamber which has four more sleeping
  Gnawers, apparently full from a recent meal. They are sluggish
  and may be easily dispatched by a careful party, but the ledge
  leading up to this passage requires some degree of skill to climb
  quietly.
  The Southwestern-most chamber, connected to the above
  chamber and another to the east, is absolutely riddled with the
  Gnawers. Dozens and dozens of them sleep in heaps, scuttle
  around the room, groom themselves, and pick over scraps. This
  chamber leads to another immediately east, which has another
  heap of ten more Gnawers.
  The pathway Southeast from the entrance has obviously been
  hand carved in places, and shows signs it has been recently
  
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  North
  
  85
  inhabited by intelligent beings, and leads to the chamber furthest
  to the southeasternmost chamber, which is the home of four
  weary-looking Ratfolk (assigned Commoner statistics).
  The Gnawers
  The Gnawers, for the most part, are not terribly fearful. A few of
  the younger ones may be more curious, but, as a rule, the majority
  will ignore the party unless they are disturbed.
  If they are disturbed, the Gnawers attempt to escape, or
  terminate the threat, as a wild, ravenous swarm. Escape is
  typically their first instinct, unless their path is obstructed. They
  are not fearsome fighters on their own, but when they swarm, the
  risk to a human becomes very real. All told, several dozen are in
  the caves.
  
  86
  The Ratfolk
  Within the southeastern chamber, there live four humanoid rat-
  people (Brigands) residing in a crudely doored off section of
  the cave. They are filthy and smell horrible, but will not attack on
  sight, and indeed will be easy to surprise- they are not entirely
  well and rather unhappy with their lot in life. They do not seem
  terribly clever or kind, but they are also not bloodthirsty or
  mindless. They will regard the party with a tired curiosity and
  timid distrust.
  Their chamber features a filthy oil lamp, along with a few horns
  full of oil, some blankets on which they sleep, a rusty spear and
  a small hatchet, and some curious “scrimshaw” made by biting
  hardwood branches and bones, and sculpting them into totems.
  They will first attempt to ward off any intruders, but their
  threats are obvious bluffs. If called on them, they will give up on
  that notion quickly, instead trying to discern what any intruders
  want. With some coaxing, they will engage in conversation with
  the party, especially if they offer food.
  They will express their anger at the Gnawer infestation, and
  explain that these caves were “theirs” first, and that food has
  become scarce for them, and they do not enjoy eating the filthy
  flesh of the Gnawers. They are mere “gate guards,” so to speak,
  to one of the many undercaverns that dot this vast region, in
  which more of their kind call home in various and often
  competing clans. It is a sucker’s duty given to suckers for ratfolk,
  and made all the worse by the infestation in the cave.
  They will become more pleasant if the party explains that they
  are going to put an end to the Gnawers, and may even offer their
  assistance in the plans.
  However, if the party reveals any intention of sealing the
  Gnawers into the tunnel with the Ratfolk, they will become
  defensive, and then enraged if any attempt to act on that plan is
  made. To trap the gnawers here would doom these ratfolk, and
  cause more problems for their kin far below- even if this
  
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  foursome survived the gnawers, they would surely be slain for
  their failure to secure this passage. The wounds they leave will be
  very prone to disease and infection, should things come to
  violence over this issue.
  A party may have issues working with these ratfolk on this issue,
  and causing problems for the ratfolk below may be a good thing
  in the end, depending on how one views such enclaves. How
  they handle this is up to them- a fight with these guards is
  avoidable, and they may have potential allies for the rest of their
  task if they are willing to work with them. These ratfolk are
  sufficiently desperate that they will honor their word, generally,
  and not attempt to betray the party. Still, there are only four of
  these guards, and, while one can never know if they are part of
  one of the clans that always troubles the surface settlements of
  humanity, their kind are the cause of much ire and suffering.
  Stopping the Gnawer Infestation
  As the party appraises their situation, there will be three clear
  possibilities for fixing the Gnawer issue.
  Killing the Gnawers.
  Covering the exits from different chambers, the party may wish
  to go in, brute force, and slay the swarm head-on. They must be
  careful, though, as the Gnawers are plentiful, and may be
  whipped into a frenzy fairly easily. If a pregnant Gnawer escapes,
  this may have all been for naught, and another excursion to this
  cave to eradicate them may be necessary, or a whole new nest
  may be established.
  If the Party has befriended the Ratfolk, they will position
  themselves with heavy rocks near all the narrow escapes which
  they know the Gnawers will attempt to use. Their intimate
  knowledge of the cave will make the slaying much more
  straightforward, and it never hurts to have more spears on hand.
  
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  Sealing the Cave.
  The Poorcrop brothers will point out to the party that the main
  exit of the cavern could easily be blocked with a few of the large
  river rocks. Much more easily, if they pack the cracks with clay.
  This will be the easier option, they reckon, starving or suffocating
  the entire infestation. They explain that they could wait nearby
  with their bows, slaying any stragglers or escapees over the next
  few days. This will, of course, trap the Ratfolk with the Gnawers,
  but the Poorcrops show little remorse, explaining that the Ratfolk
  also steal from the local fields on occasion, and that maybe they
  will slay each other faster, down there. The risk to the party will
  be significantly less, but if the Ratfolk catch wind of this plan,
  they will attempt to kill the party or escape.
  This option will require some stealth to achieve without notice,
  as well as some dexterity to pick off any loose Gnawer rooting its
  way out. If the party begins doing this option without first slaying
  the ratfolk inside, the ratfolk will notice halfway through the
  operation and attempt to stop them, potentially disturbing the
  gnawers inside.
  Fire
  If the party proposes fighting the Gnawers head-on, or if the
  party rejects the idea of sealing the cave with rocks and mud, the
  Poorcrops will suggest another option- the use of the Ratfolks’
  lantern and oil. The party could, if they were coordinated, pour
  flammable oil over the dense, writhing mass of Gnawers and at
  the chamber exits, hurling the lantern over the swarm, causing
  mass damage. Of course, this will lead to a frenzy of flaming
  Gnawers running in every direction, but each Gnawer will be
  much closer to death, individually, making the swarm easier to
  stamp out.
  The Ratfolk may even be convinced to go with this plan, and
  agree to hand over their supplies and stand near any escape
  routes to destroy the stragglers. They will only agree, however, if
  the party is reasonably polite with them, and is sufficiently
  persuasive or offers them some sort of goods in exchange- they
  
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  need their oil and lantern, or will need to replace them, as a
  matter of survival for themselves..
  Conclusions
  Either the Gnawers are squashed, buried, or burned, and the
  Party survives, with or without the Poorcrops and Ratfolk intact.
  If not completely exterminated, the escaped Gnawers will have
  more hatchlings in just a few weeks, restarting this whole mess,
  either here or elsewhere.
  The Poorcrops will want their pay immediately after the job is
  done, and will insist on the “peltrights” of the Gnawers’ hides.
  They will also ask for a bonus if they had to kill the Ratfolk and
  brays, explaining that their payment was for hunting Gnawers,
  not anything else.
  The town will be very pleased to hear their woes are coming to
  an end, if the Poorcrops seem confident that every Gnawer was
  killed. If the Poorcrops are not certain, the townsfolk, tired of
  their hopes being dashed, will act remarkably indifferent to the
  party.
  Bray
  Corrupted, mutant beastfolk, typically of a malformed nature.
  Neither intelligent nor strong, but vicious.
  Armour Class
  7 [12]
  Hit Dice
  ½ (2hp)
  Attacks
  1 × weapon (1d4 or by weapon – 1)
  THAC0
  19 [0]
  Movement
  60’ (20’)
  Saving Throws
  D14 W15 P16 B17 S18 (NH)
  Morale
  6 (8 with larger beastfolk)
  Alignment
  Chaotic
  XP
  5
  Treasure Type
  P
  
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  Brigand
  Outlaws and mercenaries who make aliving by raiding
  settlements and attacking travellers.
  Armour Class
  6 [13]
  Hit Dice
  1 (4hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  120’ (40’)
  Saving Throws
  D12 W13 P14 B15 S16 (1)
  Morale
  8
  Alignment
  Chaotic
  XP
  10
  Giant Rat
  Vile rodent-like creatures with an affiliation with corruption
  and decay.
  Armour Class
  7 [12]
  Hit Dice
  ½ (2hp)
  Attacks
  1 × bite (1d3 + disease)
  THAC0
  19 [0]
  Movement
  120’ (40’) / 60’ (20’) swimming
  Saving Throws
  D12 W13 P14 B15 S16 (1)
  Morale
  8
  Alignment
  Neutral
  XP
  5
  Treasure Type
  C
  Disease: Bite has a 1-in-20 chance of infecting the target
  (save versus poison). The disease has a 1-in-4 chance of
  being deadly (die in 1d6 days). Otherwise, the victim is sick
  and bedridden for one month.
  Afraid of fire: Will flee fire, unless forced to fight by
  summoner.
  Attacking in water: May attack without penalty; excellent
  swimmers.
  
  91
  Dragon’s Dilemma
  Published By: Sad Fishe Games, LLC
  Written by: Tyler A. Thompson
  Art by Patrick E. Pullen
  Maps by Dyson Logos under CC BY-SA4.0
  
  92
  FOREWORD
  Some might call the Marchlands a feral wilderness. Barbarian
  territory, unexplored, untamed, uncivilized, and inhabited by
  outlaws, exiles, and savages. Such people might be correct, in
  some ways, but the vast Marchlands are far from empty or lacking
  in history or culture.
  The people of the Marchlands live in
  roaming bands or pastoral clan communities, ranging from a few
  dozen to a thousand or so in population, though rarely do they
  sustain anything larger.
  These communities are governed by
  chiefs or councils of respected (or feared) members of the
  community. Sometimes one clan will come to dominate others
  and form an often short-lived kingdom, or several clans will
  come together to form a confederation for a time to address
  some common concern, but the tribal clan persists as the
  dominant level or organization for Marchlanders, and serves as
  an important part of individuals’ identities.
  Overview
  In this adventure, the player Party is tasked with addressing a
  local dragon problem. First, they must find the dragon’s lair,
  setting a trap and then tracking her home. Then they must make
  the trek to its lair, and deal with its protective servants. Finally,
  the creature must be dealt with: will the party opt to slay it, as
  instructed, scare her off, or work out something else with the
  creature? And will the dragon’s secret sway their decision one
  way or another?
  Introduction
  More than anyone else in the Marchlands, the Herding Tribe has
  staked their future on the size, quality, and fecundity of their vast
  herds of cows and other livestock. Of course, having such herds
  to tend, protect, and ultimately peddle comes with risks and
  burdens. Substantial pastures must be procured and safeguarded,
  which invites all manner of labors and threats. Bandits rustle
  away livestock in the night. Raids from neighboring communities
  fill the pens of other people’s barns and fields (potentially even at
  the hands of the player Party themselves, if Cattle Raid has been
  
  93
  played in advance).
  Creatures of chaos come from all sides,
  hoping to corrupt such beasts, and monsters come from the
  wilds to fill their bellies on easy, fattened prey.
  The work to
  protect such herds never ends, but typically it can be managed
  effectively. Sometimes, though, a threat gets out of hand and
  requires more active action to put things right and keep the loss
  of livestock at acceptable levels.
  Everyone knows the ancient legends from a time when dragons
  lorded over humanity. Those days are forever gone, for the most
  part, but the dragons persist, and they too must eat. They love
  the hunt as any predator does, but once they settle in a region
  with herdsfolk providing quick and easy meals by way of their
  flocks, there are bound to be stolen livestock. Most folk try to
  tolerate these losses- a few lost cows are better than a village in
  flames. Most dragons know the rules too- better to skip out on
  an easy meal than be met with a mob of angry villagers they must
  then slaughter. Still, every so often this balance is tipped and
  something must be done.
  
  94
  The Herding Tribe has a dragon problem. The beast was first
  sighted some years ago, even then fully grown and fearsome. For
  a time there was no incident, but then the cattle began to vanish,
  followed by a sighting of the creature flying away, cow in claw.
  Now she takes cattle almost daily.
  Something must be done,
  though the locals are banned from taking action; better to let an
  outsider get roasted and maintain deniability should a mob have
  to negotiate. The local council has put forth a generous reward
  of 50gp for anyone who can 1. Find its nest, and an additional
  reward, a fair fortune of 200gp in addition for anyone who can
  2. Deal with the problem, whether it means killing the creature,
  forcing her to move on, or otherwise.
  Of Hunters and Farmers
  The primary complainants about the dragon problem are hunters
  and farmers; the hunters complain of decreasing prey animals
  and interruptions by the beast, and the farmers complain of lost
  livestock.
  It is a true rarity between these factions in every
  community to agree on much; much of the ancient hunting
  grounds have long been turned to pasture across the region, and
  there is always clamor to convert more prime forest to more
  “productive” uses, leading to much conflict and bad blood
  between these social strata. On this matter, however, they are
  
  95
  united in favor of removing the dragon, and coalitions of
  particularly concerned members of each have formed and
  created enough pressure for local leaders to put together a reward
  for anyone who can deal with it.
  These coalitions are mere
  handfuls of folks from each faction, but they broadly represent
  the interests of the entire local population of each.
  Balderic, middle-aged son and heir of perhaps the wealthiest
  herder in the entire tribe, has become the spokesman of the
  farmers, and Keil, one of the most veteran hunters of the tribe
  has become spokesman of the hunters. Both are quiet, dour folk
  with hardheaded natures and an ardent pride in their own
  profession- and plenty capacity for violence in support of those
  professions’ interests. Indeed, the two are very much the same
  person in every material way but one- their jobs.
  It is with these two individuals that the player party should speak
  if they need help from the locals- both will be close at hand,
  having cleared their schedules to continue to whine to the local
  leaders and lounge around town with half a dozen or so of their
  cronies each. They will know the right names of the right people
  to provide assistance or materials for whatever the party is doing.
  Setting the Trap
  The problem-causing dragon, a stunning, shimmering grey-blue
  creature, lives somewhere in the region, but where she calls home
  is uncertain- no one has been bold enough to risk tracking it, and
  the creature has been careful not to take direct routes home when
  leaving inhabited areas. She must be tracked if she is to be dealt
  with effectively, and the first step to tracking her will be
  determining in which direction the search should begin. One
  could simply begin tracking from scratch, searching the
  wilderness for any signs of her or waiting at random for her to
  attack a pasture- this is a genuine option the player party ought
  have, but one that will take days to weeks to pick up an adequate
  lead or be present in the right pasture at the right time to witness
  an attack. However, the local leaders and faction coalitions have
  put forth a better idea: a trap.
  
  96
  If a party is able to sufficiently take the beast by surprise or create
  a sufficiently dangerous scenario for her, she should take flight
  without regard for concealing its tracks, so to speak, and provide
  insight as to where to go from there. The degree of success or
  failure in this stage of the job will dictate how smoothly the
  following portion can be carried out; this is an important and
  dangerous stage of the task at hand.
  Basic logistics for setting the trap have already been arranged for
  by the community, with a local farmer granting permission to use
  his pasture for the staging area. The remainder, however, is left
  to the player Party to sort out.
  Game Masters: Several potential tools and aids are listed herein,
  but this encounter should be played creatively, so as to reward
  (reasonable) player’s for any clever decisions or preparations.
  What is most important is that the Dragon is lured to their site
  and takes off in something of a hurry (whether actually
  threatened or not).
  Even if this trap is ultimately a failure,
  enough information will be gathered to let the party proceed,
  though the trek will be more arduous.
  Extra Hands
  An adult dragon is individually among the most dangerous
  routine threats folk in the wider world must endure. Many would
  call it foolish for a group of 3 or 4 or however few to attempt to
  engage such a creature in any manner whatsoever. Such folks
  would probably be correct.
  Still, there is some safety in numbers, and this problem is one of
  real concern to the locals. Perhaps some may be convinced to
  assist, both at laying this trap and in the greater journey to tackle
  the issue.
  The local thanes have been prohibited from assisting with this
  matter; perhaps if matters get worse they will risk their hides and
  the ire of the dragon, but for now local leadership wants to
  
  97
  protect their warriors and maintain as much deniability as
  possible should this ordeal go terribly awry.
  A handful of traveling warriors (Veteran stats) and other sorts
  are in the nearby villages, and can be paid an above-average rate
  to bother with this dangerous task- perhaps someone charming
  or persuasive enough can convince them to take a more typical
  rate, but anything better should not be hoped for.
  Otherwise, various farmers and hunters (Commoner and
  Fyrdling stats) local to the Herding community are sufficiently
  upset that they might be stirred to action if the party talks to
  Balderic and/or Keil. A couple of each might be able to be
  convinced to participate cost-free, though this is a frightening
  prospect for them. A couple others of each could probably be
  brough on board, once again, with some above-average pay-
  including, unless they can be talked down from it, a cut of the
  reward, if not for them then for their families should they be
  slain along the way.
  
  98
  The Bait
  No farmer is going to leave their cattle unattended at pasture the
  day this trap is supposed to be set, the idea being to leave the
  dragon with few options to force her into the trap. Of course,
  no farmer has been willing to volunteer a healthy cow or even
  sufficiently appealing sheep or goats to sacrifice in this trap- not
  without being compensated, at least, since they likely will not be
  getting their livestock back. Creatures such as chickens are too
  small to be proper lures. Bait is necessary, leaving the player party
  a few options:
  1.
  A Façade: Livestock are costly- sticks, dye, and labor-
  hours are cheap.
  Relatively speaking.
  The player party can
  attempt to assemble some sort of imitation cow or other
  livestock to coax in the hungry dragon- coordination with the
  locals will leave her with few options, so perhaps a façade will
  suffice.
  Of course, dragons are not stupid. The chances of fake bait
  working well are slim. The possibilities for how one goes about
  assembling fake bait are unlimited, so assess their methods, tools,
  and skills to see what the quality of the end product may be.
  Something simple, crudely built, and without sufficient trappings
  will net the worst possible result. Something built will superior
  craftsmanship, care, and perhaps with blood, pelts, or other
  additions to make it of more interest will net the same result as
  The Lame Cow.
  Otherwise, only a desperate, curious, and
  cautious dragon will be making an appearance.
  2.
  The Lame Cow: A local farmer, a cottar (small, poor
  farmer) has offered up her old cow to use as bait- for a price, a
  fraction of what proper cattle cost and easily negotiated down to
  a paltry sum. This cow is nearing the end of her days and has
  lived a long, productive life, but now limps, has a swayback, and
  no meat worth eating. She makes a poorly lure, but a lure all the
  same.
  3.
  Proper Bait: A typical, healthy cow or handful of goats
  
  99
  or otherwise are just the thing necessary to do this right- but such
  things come at a price. Plenty of local folk are willing to offer up
  a cow to serve as bait, but require coin or trade. It will be difficult
  to talk any of them down from what would be a fair price at
  market0 perhaps one could appeal to their sense of the greater
  good to get a deal…but probably not.
  4.
  A Right Feast: An ideal strategy would be to provide
  more than enough bait for the dragon- several cattle or a small
  herd of lesser creatures. Permit her to begin its feast, engorge
  itself, and then strike while distracted and sluggish.
  Jeering Onlookers: All throughout the process of setting this
  trap, various locals will spend time watching, making comments,
  and perhaps antagonizing the player party.
  Some will offer
  advice- some good, some bad.
  1.
  “Y’all should get some nets. Tie down the beast, slit its
  throat from there. No, no, its claws won’t just cut right through.
  My niece makes the finest fishing nets in town, if you need
  any…” (a large enough net to trap a dragon will be costly and not
  particularly impactful, even if this seems superficially clever).
  2.
  “Keep some water handy, for the fire. Can’t have your
  corpses setting fire to the whole pasture.”
  3.
  “Do you have enough arrows? Would hate to get too
  close to such a monster.”
  Springing the Trap
  On the planned day, all the local animals will be either carefully
  herded or pulled from pasture into barns or elsewhere. It may
  take all day, but the dragon will come, hungry for an easy meal.
  Whatever plan has been devised, the player party and their
  cronies will need to put it all in place and conceal themselves
  nearby (concealment should be trivial, but is necessary; the
  dragon may fly overhead but if folks are loitering about she will
  move on, putting the party and village back to square one). Once
  she comes and the moment is right, the (dangerous) fun can
  
  100
  begin.
  Playing the Dragon: See the Dragon stats in the core rules.
  Regardless of the plan and strategy used, play the dragon
  intelligently and carefully. It is not looking to die, will not act
  recklessly or foolishly, and is also not out to kill humans. Play her
  defensively, targeting only those that are most threatening,
  sparing those she wounds that back off the attack. This skirmish
  will not last long, with the dragon quickly getting her bearings
  and taking flight. It is theoretically possible to kill the dragon
  here and now, but if death seems likely or imminent, do
  everything possible to prevent it without cheating the party of
  their success- death here makes for a brief adventure that omits
  the majority of this adventure.
  The course of the skirmish depends on which methods were
  used to set the trap (or which is approximately comparable, if the
  player party went way off book):
  1.
  A Façade: The dragon is cautious and unwilling to fight
  for a fake meal; she is not Surprised and departs immediately on
  her second turn.
  
  101
  2.
  The Lame Cow: The dragon is surprised but is unwilling
  to fight for a paltry meal and departs immediately on her second
  turn.
  3.
  Proper Bait: The dragon is surprised and wants this
  meal; she will immediately depart on its third turn, or on the next
  turn after taking 25% of its Hp in damage.
  4.
  A Right Feast: The dragon is surprised and wants this
  meal badly; she will immediately depart on its third turn, or on its
  next turn after taking more than 25% of its Hp in damage. The
  primary benefit of this tactic is that the dragon will be sufficiently
  full/shaken that she leads the party straight to her nest even if
  she is not harmed.
  Tracking the Wretched Lizard
  Once the skirmish at the trap is over, the dragon will take flight.
  Where she flies to depends on the outcome of the battle.
  1.
  If the dragon was unharmed in the battle and the player
  party used any tactic other than A Right Feast for the trap, she
  will fly northeast- not directly home. Her flight can be observed
  for many miles, before it eventually dips low and is lost from
  view.
  2.
  If the dragon was sufficiently harmed or if A Right Feast
  was used, the dragon will fly northwest, a much more direct route
  to its home. It will be visible for many miles before eventually
  dipping from view.
  Option 1 makes for a longer ordeal. The dragon was of sound
  enough mind to make prudent decisions and not lead anyone
  straight to its home. Option 2 makes for a shorter trip and avoids
  A Scavenger in the Clearing that lies ahead.
  Either way, a trek lies ahead. Even just by sight, the dragon fled
  many miles away, never mind the actual tracking that must follow
  once the trail runs cold. This section assumes foot travel, though
  
  102
  horses may expedite things some; a few days of supplies would
  be prudent.
  Regardless of which path must be taken, consult the Overland
  Travel rules; the terrain is such that it will take about a day by
  foot to reach the point where view of the beast was lost. The
  way is a mix of hilly forest inter-mixed with prairie, meadow, and
  pasture; little of it is quite wilderness, having seem some degree
  of human use in one way or another, but nor is it entirely well-
  explored or safe. A handful of solitary residence might be passed
  along the way- if desperate, the residents may be able to provide
  assistance. It should be notable that much of the best land has
  been converted to grazing pasture, even if not currently being
  grazed (as herd are rotated in and out), and that much of the
  forest is of generally poor quality, having been logged and
  probably over-foraged and over-hunted in recent years.
  The
  
  103
  general condition of the landscape should improve as they stray
  from the town and more populated parts of the territory, but
  with the rise in pristine quality comes a rise in danger.
  A Scavenger in the Clearing
  If the player party must take the longer tracking route, they will
  reach a small forest approximately where sight of the dragon was
  lost after the trap. Through this patch of forest a clearing is
  obviously visible, and anyone should be able to notice something
  amiss within that clearing- disturbed treetops and soil, and an
  animal corpse.
  The treetops in the direction toward town are missing branches
  high up, as though something crashed through- this is easy to
  spot before entering the clearing.
  More difficult to spot but still readily apparent to anyone
  observant are the similarly crushed branches and even a toppled
  dead tree heading westward out of the clearing- this time, an exit
  path for the very thing that slammed into the clearing, the
  dragon.
  The corpse is also an important clue. It is a deer, or rather the
  top half of one. If the party was prompt in pursuing the dragon,
  it is reasonable fresh. If not, it is all but picked clean. Either way,
  the necessary evidence can be readily observed by someone with
  a modicum of survival skills or other relevant knowledge: this
  deer was swooped down upon by something large, crushing
  much of its torso. Large claw and bite marks are tell-tale signs of
  a predator larger than even a bear, and the rend separating the top
  half from the absent bottom half is brutal and thorough. It was
  the dragon, undeniably so, and it has left a trail of blood droplets
  heading westward from taking off while carrying the just slain
  bottom half of the dear. This trail, while it will run dry in time,
  is straight, relatively easy to follow with a modicum of tracking
  ability, and ultimately will lead to the dragon’s lair.
  The Scavenger: Unfortunately, there is a reason the dragon took
  flight with a mere half of its prey: among the dragon’s own
  
  104
  damage to the deer carcass, there are smaller claw and bite marks.
  A Rex Cat is nearby and has antagonized the dragon for its meal-
  as a large and cunning feline animal, they are no real threat to a
  beast like a dragon but may be annoying enough to cause it to
  abandon a meal rather than risk a wound.
  The Rex Cat has
  concealed itself nearby, but wants its half of the deer (or, if the
  deer is long consumed, has decided to make this clearing its
  home, and would prefer the player party depart).
  It will out of hiding while the player part investigates the clearing,
  perhaps by launching a preemptive surprise attack on the
  character furthest from the group, if not noticed as it approaches.
  This attack is serious, but not supposed to be deadly or invite a
  fight to the death; it wants the party gone, and will disengage to
  see if its first attack is enough to ward everyone away.
  
  105
  Survival, culture, or natural lore knowledge (or a companion
  from the region) will let a character know at once what this
  creature is, as well as its significance: these animals are sacred as
  chosen of the Mother Goddess worshipped in the Marchlands,
  and it is unlawful to deliberately hunt them. If no Marchlander
  locals are present and no one in the party is particularly
  concerned with local custom, slaying it is of no concern.
  If
  Marchlanders are present or if the party is a respectful lot, slaying
  it is a bad omen indeed that may rattle companions. Still, no law
  will be violated- no one around here expects anyone to let
  themselves get eaten in the name of any god.
  Of course, the fight can be avoided- if the party is confident they
  have gotten the information they require to continue their
  tracking anew, they will be able to carefully, slowly exit the
  clearing without inciting further violence. Any escalation by the
  party will, unfortunately, mean a fight to the death for the hungry
  Rex Cat.
  Hopefully the player party can escape with the information they
  need and without injury or violating any serious social mores.
  Westward ho, though it will likely need to wait until morning if
  they came by foot, as it will likely be dusk.
  Goblins at the Bridge
  If the party was fortunate enough to track the dragon via the
  more direct route, they will arrive at this encounter at
  approximately dusk after a full day of travel. If they took the
  longer route, stopping in the clearing, it is unfortunate that this
  encounter is approximately as far from that clearing as that
  clearing is from the town- another full day of travel by foot.
  Whatever the case, a small ring of hills surrounds a patch of
  forest with a rocky formation in the middle poking through the
  treetops, with a creek that has eroded itself about 8 feet into the
  surrounding earth making almost a full loop around the patch of
  forest. From atop a nearby hill, it is it is easy to predict what this
  is: the dragon’s roost, hidden somewhere in the rock formation.
  It is not a glorious den, but one easy to conceal and protect.
  
  106
  While crossing the creek or clambering some steep rocky
  hillsides will be necessary to enter the forest to get to the
  probable den, this would ultimately be trivial. However, there
  happens to be a bridge.
  The Bridge
  Anyone with common sense will realize that there ought not be
  a bridge here; this area is far from major habitation by
  Marchlanders, and there is little reason to built a proper, well kept
  wooden bridge to pass a small stream into a patch of otherwise
  unimportant woodland. But here it is, and it is indeed a fine
  bridge, large enough for a cart to pass, no rattling planks, and
  complete with fine railing.
  The Truth of the Matter
  The dragon has enlisted the help of half a dozen stray, homeless
  goblins and half a dozen stray, homeless geckofolk (Brigands,
  though not by trade) to help keep its home safe.
  This
  relationship is informal, amounting to little more than the dragon
  keeping other dangers away by its mere presence, and the trolls
  and gecko doing what they can to discourage human intrusion-
  as such the trolls and geckos know next to nothing about their
  overlord or its den.
  
  107
  The goblins take advantage of a truly ancient Marchland law,
  from a less civilized, less tolerant age: the Right of the Toll.
  This ancient law permits trolls who were at the time otherwise
  prohibited from settlement or more than a passing trespass into
  these lands, to settle if they dedicated themselves to maintaining
  a bridge or other crossing. Any who crosses such a bridge is
  required to pay reasonable toll, to be used to support the bridge
  and its keepers. To breach this law is to give rise to a serious legal
  claim, though few in living memory are aware of anyone using
  this ancient right these days. Here, the goal is to dissuade anyone
  from venturing into these small woods- who wants to pay some
  foolish trolls for bad business strategy?
  The geckos stay hidden while guests are around the bridge, as
  they do not have the same ancient rights. Instead, they skulk the
  area at night, causing a ruckus, leaving markings that imitate
  predators, and otherwise frighten folks off both before and after
  they cross the troll bridge.
  Their ruses are clever, but not
  particularly difficult to see through.
  Crossing the Bridge
  The party more or less needs to cross the bridge or find a way
  across without it. Because there is a bridge and the goblins are
  claiming the Right of the Toll, crossing without paying them is
  
  108
  technically unlawful, and could in theory bring a suit for damages
  from the trolls. Still, the party need not realistically worry about
  this. The bigger danger is that the goblins will pelt anyone they
  see crossing without paying the toll with sling stones (not seeking
  to kill), and will have the law on their side as they do so. If things
  come to real violence, the law is sufficiently vague that any dead
  troll will probably not result in a fine or payment of any weregeld,
  especially given the pseudo-official business the party is here on.
  The goblins will be friendly, but insistent that any guests only
  cross using the bridge.
  Unfortunately, they will charge an
  outrageous toll for each person- what, exactly, will depend on
  who, but it should always be so much money or an item of such
  value that no sane person would pay up; the idea is to prevent
  anyone from crossing, of course.
  They will insist on this
  demand, and can only be talked down by reasonable discussion
  or citing of local custom. If refused or talked down, they will
  eventually, after much arguing, relent and accept a reasonable toll
  in the form of a trivial sum or paltry gift- they know the rules,
  and their façade depends on following them when pressured.
  If the bridge/stream is crossed, whether by paying, violence, or
  otherwise, any remaining goblins will join the gecko friends in
  attempting to shoo off the player party.
  Making Camp
  If the party makes camp anywhere near the patch of forest or
  the goblin bridge, they can expect an eventful night. Screeching,
  sling stones from the darkness, and a rotting carcass of an animal
  mutilated to appear as though a monster is present, though the
  damage is all done with knives. The geckos and goblins are to
  blame, and these tricks and faux-threats are all intended to scare
  the party off.
  Dealing with the Goblins and Geckos
  Ultimately, the goblins and geckos can in theory be ignored once
  over the bridge. They are not going to outright attack with intent
  to slay, though their efforts to shoo off the player party may
  
  109
  result in things coming to blows. They will defend themselves
  and their friends, but as a group are not looking to die if they
  need not, and so will retreat if the pressure is on, though they will
  return once the threat has subsided- they have a good gig here
  and are not willing to lose it so easily.
  Into the Lair
  The dragon’s lair is simple: a large, open cavern directly inside the
  rocky formation at the center of this small forest. It has but one
  entrance, which curves upward into the chamber proper, plenty
  wide for even the full grown dragon to safely clamber in and
  maneuver about.
  The walls of the entrance and cavern are
  sturdy; it would be herculean indeed to penetrate them from
  without or cause a collapse, though the dragon could probably
  work its way out through the top if the entrance were to be
  irresolvably blocked.
  The cavern is dark, lit only by a small,
  smoldering pile of splintered wood and other tinder which the
  dragon keeps lit only for comfort.
  The dragon will spend her time in the center of this chamber
  when not out hunting, and evidence of its prior prey is somewhat
  scattered about, though she makes an obvious effort to keep the
  den tidy. If wounded, she will be tended her wounds and resting,
  brooding over the trouble she can guess is coming.
  In the back of the cavern, along the elevated portions to the
  north, a trio of wymrlings, her wyrmlings, fuss about. These
  child-like creatures are as capable of thought and speech as she
  is, but do not know their strength and lack much common sense.
  They are also perpetually hungry, and the number of recent
  meals scattered in this portion of the cave prove this fact.
  In this area with the wyrmlings is a Javelin of Lighting (Javelin
  +1, may cast Lighting Bolt once per day) lay about; some wanna-
  be hero lodged it in the mother some time ago, and now it is used
  as a chewtoy by the wyrmlings. Despite the abuse, it is in pristine
  condition.
  There is little cover in this cave, and its residents have little issue
  
  110
  seeing in the dark; sneaking around will not be easy, though
  perhaps it can be done if the creatures are all at rest. More likely,
  an intruder will be promptly spotted by the adult within. If the
  player party waits until she must depart to hunt once more, the
  wyrmlings are less observant and generally less equipped to fight
  or discuss with any intruders- though they should not be
  underestimated.
  
  111
  The Truth of the Matter
  This den is one that this dragon has used for decades, off and
  on, but one she has only in the past year or so settled into full
  time. She needed a safe, out of the way place to raise her brood
  to adolescence, at least until they could migrate together without
  putting the young at serious risk. Unfortunately, this time is still
  several years away, at best; the wyrmlings are too frail, sickly, and
  scared to make the move in their current state. She is a first time
  mother, in an era where her kind are in decline; raising this brood
  has proven more strenuous than she predicted, with prey less
  bountiful than predicted. This has necessitated her much more
  frequent taking of livestock than she ordinarily might have done.
  This decision was a matter of life or death for her young- and
  her own death is preferable to their own.
  She wants to stay. Indeed, she needs to stay if she wished to be
  certain her brood survives. However, they also must feed. These
  two desires may irreconcilably conflict, if the player party cannot
  assist in reaching a compromise.
  
  112
  Fight, Flight, or Parley
  The dragon is located. The player party has several options from
  here:
  1.
  The party is free to return to town and abandon the job;
  they have done their job, at least in part, and found the den.
  Perhaps better folk with more of a death wish can finish the job.
  2.
  Starting a fight, either at once or after seeking additional
  help, is always an option. It may be a dangerous and deadly fight;
  the dragon will fight viciously, brutally, and to the death unless
  given the chance to flee with her young after being severely
  battered.
  3.
  Wait until the dragon must leave to find food and sneak in
  to slay the young- they will be much easier alone.
  This will
  eliminate the reason the dragon needs to steal livestock or even
  stay in the region, but may the gods help the party and
  community if it can figure out who did it.
  4.
  If given any chance, the dragon will try to talk. Her name
  is Ka’Trinka (play her bluntly, intelligently, and passionately; she
  is no dummy, has little energy for fussing, and cares deeply about
  the issue at hand), and she has lived a great many years, though is
  young for adults of her kind. She will lay out her dilemma of
  having young in need of more time to grow to support, and
  nowhere else safe to go. Fortunately, dragons are sky tyrants for
  a reason: the dragon is no fool, but can offer its guidance, ritual
  magic, and savage strength to the benefit of
  the local
  community- not to mention owing favors to the party members-
  if only they spare it and its young and enable them all to
  adequately feed. To be able to support themselves, though, this
  draconic family needs concessions: either acceptance that
  livestock will be taken routinely, sacrifices from the community,
  or a substantial swathe of wilderness to be left unused by hunters
  for a period of several years. All of these options come with
  issues which will either cost the community much money, cause
  the farmers to be angry, or cause the hunters to be angry, which
  
  113
  will lead to issues below.
  What the player party does with this offer is up to them, but the
  dragon will hope they take word of its offer to the community
  and see what can be worked out.
  Leave With Your Lives
  Ultimately, a confronted Ka’Trinka can be convinced to leave if
  promises of a large extermination party are made (whether
  already there or at some future date). A victory that day would
  be ultimately short-lived, as eventually enough rabble or enough
  angry thanes could be motivated to put the beast to the spear,
  now that its den is discovered. Still, the dragon will bare her
  fangs and do all it can to present its case and make a deal, and of
  course resort to savage violence if pressed.
  Settling the Matter
  If the dragon is slain, the matter is settled.
  If the dragon is forced out of its home and/or its wyrmlings
  slain, what is done is done, though there may be consequences in
  Conclusions.
  If the player party wishes to work something out with the locals,
  things are complicated some. Local elders will be open to finding
  some way to tolerate the dragon’s presence- the people less so.
  The dragon’s offerings of its magic, counsel, and defense are
  prized gifts indeed. Still, the creature must eat, and must provide
  for its young- its request that either livestock offerings be
  provided or a vast stretch of territory cease being heavily hunted,
  or some combination thereto shall not fall upon pleased ears of
  farmers and hunters.
  Routine offerings of livestock amount to a costly burden, even if
  the community as a whole chips in to lessen the blow on farmers.
  Marking off substantial woodland to reserve for the beast does
  not sit well with the hunters, both out of principal and a practical
  need to make their living. A mix of both satisfies neither side.
  
  114
  Dedicating some unnecessary public pasture to proper prairie
  and meadow is a minor blow to farmers and lessens the blow to
  the hunters- indeed, the hunters firmly believe the territory has
  been too thoroughly converted to pasture anyway, and can see
  the long term benefits of converting some back to wilderness
  over the coming years and decades.
  The spokespeople, Balderic and Keil, need be talked down in
  order to bring this matter to a close, and neither will be all that
  willing to deal. Talking them down is meant to be difficult,
  but not impossible; let the debate and discussion take the
  direction it naturally falls into, and decide if the offer and
  persuasion are sufficient to ease one or both parties.
  Assault on the Dragon’s Den
  If one or both factions, the farmers and hunters, cannot be
  assuaged to accept the dragon’s deal, a posse will leave in the
  night for the den (the player’s trail back is easy enough to follow).
  About a dozen members of each unhappy faction (Fydlings)
  will join in this war party, which is of course unauthorized and
  unlawful- it must be stopped if any deal is to hold and,
  
  115
  potentially, if their lives are to be saved (assuming the dragon was
  not left on its metaphorical death bed by earlier attacks).
  Where the war band can be caught depends on how prompt the
  player party departs and whether they use horses- the war band
  is on foot. Whether in the field or outside the dragon’s den, they
  must be talked or beaten down. Only about half are all that
  motivated; even a casual reference to the chance of fiery death,
  brutal beating, or punishment by the law will make them think
  twice about their decisions (maybe living alongside a dragon isn’t
  so bad…).
  The other half will require a firmer touch. They could be beaten
  outright (and if any perish, no weregeld will be necessary given
  their unlawful behavior). They could also be generally talked or
  threatened to back down, though having rejected earlier
  proposals it may be hard to convince them on the same grounds.
  They may also be brought back to the table, so to speak, by
  renegotiation.
  If this fails, they will eventually seek to slay the dragon and its
  brood, as well as the goblins and geckos if any are still around.
  They will likely (but not necessarily) die in the process, and unless
  the party actively helps the dragon defend itself, any deal it may
  have offered will be off the table without much prostrating and
  begging.
  Conclusions
  Once the jobs are resolved, whatever method is used, the rewards
  promised can be distributed to the player party.
  If the dragon is slain, any surviving young will also die in short
  order and the matter is concluded.
  If a deal is worked out, the local authorities are ultimately able to
  hold their people to the agreement and the dragon and its young
  prosper, and after some years all move on. In the meantime, it
  holds its end of the deal and offers the locals various aid, and is
  forever grateful to the residents of the region.
  
  116
  If forced out, the dragon will move on and its young will die. It
  will forever despise the locals and their kin…perhaps one day it
  will return for vengeance.
  If the wyrmlings are slain and the dragon remains, it will grieve
  briefly before beginning a fiery rampage across the territory.
  Farmsteads will be burned, entire herds slaughtered, all carefully
  done to elude any warbands. This will persist until it is slain.
  If no resolution can be accomplished, a warband will eventually
  be dispatched after public outrage reaches a boiling point. After
  a bloody, deadly struggle, the dragons will all be slain.
  
  117
  Fyrdling
  NPC commonfolk that serve as part time militia.
  Armour Class
  6 [13]
  Hit Dice
  1 (4hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  120’ (40’)
  Saving Throws
  D13 W14 P13 B16 S15 (T1)
  Morale
  8
  Alignment
  Any
  XP
  10
  Treasure Type
  U (J)
  Leader: May have a leader of 2nd level or higher (any human
  class).
  Hoard: Only have treasure type J when encountered in home
  village.
  Ka’Trinka
  Armour Class
  –1 [20]
  Hit Dice
  10** (45hp)
  Attacks
  [2 × claw (1d8), 1 × bite (4d8)] or breath
  THAC0
  11 [+8]
  Movement
  90’ (30’) / 240’ (80’) flying
  Saving Throws
  D6 W7 P8 B8 S10 (10)
  Morale
  10
  Alignment
  Chaotic
  XP
  2,300
  Treasure Type
  H
  Breath weapon: 90’ long cone of fire.
  Language and spells: 3 × 1st level, 3 × 2nd level, 3 × 3rd level,
  any.
  
  118
  Wyrmling
  Armour Class
  7 [12]
  Hit Dice
  3* (13hp)
  Attacks
  2 × claw (1d4)
  THAC0
  17 [+2]
  Movement
  60’ (20’) / 150’ (50’) flying
  Saving Throws
  D12 W13 P14 B15 S16 (3)
  Morale
  7
  Alignment
  Neutral
  XP
  50
  Treasure Type
  C
  Brigand
  Outlaws and mercenaries who make aliving by raiding
  settlements and attacking travellers.
  Armour Class
  6 [13]
  Hit Dice
  1 (4hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  120’ (40’)
  Saving Throws
  D12 W13 P14 B15 S16 (1)
  Morale
  8
  Alignment
  Chaotic
  XP
  10
  
  119
  Goblin
  Jump to:navigation, search
  Small, grotesque humanoids with pallid, earth-coloured skin
  and glowing, red eyes. Dwell underground.
  Armour Class
  6 [13]
  Hit Dice
  1–1 (3hp)
  Attacks
  1 × weapon (1d6 or by weapon)
  THAC0
  19 [0]
  Movement
  60’ (20’)
  Saving Throws
  D14 W15 P16 B17 S18 (NH)
  Morale
  7
  Alignment
  Chaotic
  XP
  5
  Treasure Type
  R
  Infravision: 90’.
  Hate the sun: –1 to-hit in full daylight.
  Black Bear
  Big kitty, savage, and sacred
  Armour Class
  6 [13]
  Hit Dice
  4 (18hp)
  Attacks
  2 × claw(1d3), 1 × bite(1d6)
  THAC0
  16 [+3]
  Movement
  120’ (40’)
  Saving Throws
  D12 W13 P14 B15 S16(2)
  Morale
  7
  Alignment
  Neutral
  XP
  75
  Number Appearing
  1d4(1d4)
  Treasure Type
  U
  Camp raids: Sometimes raid camps, for food (especially fish
  and sweet treats).
  
  120
  LEGAL
  DESIGNATION OF PRODUCT IDENTITY
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  Gnome” and “Old-School Essentials” are product identity. All text in the following
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  DESIGNATION OF OPEN GAME CONTENT
  All text and tables not declared as product identity are Open Game Content.
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  to identify itself or its products or the associated products contributed to the Open
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use,
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a
  notice indicating that the Open Game Content may only be Used under and in
  terms of this License. You must affix such a notice to any Open Game Content
  
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  that you Use. No terms may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions may be applied to any
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
  with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original
  material as Open Game Content, You represent that Your Contributions are Your
  original creation and/or You have sufficient rights to grant the rights conveyed by
  this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
  portion of this License to include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modifying or distributing, and You
  must add the title, the copyright date, and the copyright holder’s name to the
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as
  an indication as to compatibility, except as expressly licensed in another,
  independent Agreement with the owner of each element of that Product Identity.
  You agree not to indicate compatibility or co-adaptability with any Trademark or
  Registered Trademark in conjunction with a work containing Open Game Content
  except as expressly licensed in another, independent Agreement with the owner of
  such Trademark or Registered Trademark. The use of any Product Identity in
  Open Game Content does not constitute a challenge to the ownership of that
  Product Identity. The owner of any Product Identity used in Open Game Content
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated
  versions of this License. You may use any authorized version of this License to
  copy, modify and distribute any Open Game Content originally distributed under
  any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game
  Content using the name of any Contributor unless You have written permission
  from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms
  of this License with respect to some or all of the Open Game Content due to
  statute, judicial order, or governmental regulation then You may not Use any Open
  Game Material so affected.
  
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  13 Termination: This License will terminate automatically if You fail to comply
  with all terms herein and fail to cure such breach within 30 days of becoming aware
  of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
  Gygax and Dave Arneson.
  System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
  Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document © 2002-2004, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Authors Davis
  Chenault and Mac Golden.
  Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  Authors Scott Greene and Clark Peterson, based on original material by Gary
  Gygax.
  Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  Authors Scott Greene and Patrick Lawinger.
  Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Nick Louth.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  
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  Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel Proctor.
  B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin
  Norman.
  B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author
  Gavin Norman.
  B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin
  Norman.
  Old-School Essentials Core Rules © 2018 Gavin Norman.
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman.
  Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin
  Norman.
  Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman.
  Old-School Essentials Classic Fantasy: Treasures © 2018 Gavin Norman.
  Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman.
  Old-School Essentials System Reference Document © 2019 Gavin Norman.
  Author Gavin Norman.
  END OF LICENSE
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/First Season in the Marchlands (OSE).pdf