TEXT:  
   
   
  
   
  1 
   
   
   
   
   
   
   
  Credits
  Credits
  Credits
  Credits    
   
  Written by Conrad Evanshire, copyright 2017. 
  http://cevanshire.blogspot.ca/ 
   
  Cover by Kat Glidewell. Additional artwork from openclipart.org  
  used under the Creative Commons Zero 1.0 License. 
   
  Maps 2-5 created by Conrad Evanshire with  
  Campaign Cartographer by ProFantasy Software Ltd. 
   
  Hero Kids is a trademark of Justin Halliday 
  and is used with permission.  
  No challenge is intended. 
   
  Hero Kids and other supplements can be purchased at 
  www.drivethrurpg.com. 
   
  This Adventure was written as a tribute to  
  one of life's greatest treasures. 
  I hope it will help your kids find theirs. 
   
   
   
   
  
   
  2 
   
   
   
   
   
   
  New Recruits 
  A super kids Adventure 
   
  Encounters: 5 
  Difficulty: Normal 
  Duration: 90+ Minutes 
   
  Compatibility and Conversion. While designed 
  for Super Kids—the superhero expansion for Hero 
  Kids—this adventure is fully compatible with all 
  Hero Kids’ products. Hero Kids’ characters, 
  including those from the space expansion, can be 
  used. Game Masters might want to make minor 
  changes to the adventure text to capture a 
  medieval or space setting. 
   
   
   
  
   
  3 
   
   
  Super Kids Adventure 
  For this adventure you will need: 
  • 
  A copy of Super Kids. Super Kids offers 
  general setting information, inventory, skills, 
  powers, and Super Kids’ character cards.  
  • 
  A copy of Hero Kids. Hero Kids provides 
  details on the core game mechanics and the 
  monsters (skeletons) needed for Challenge 
  #4 in this adventure. 
  • 
  Six-sided dice (d6s). 
  • 
  Pencils and erasers. 
   
  Background 
  Capital City needs superheroes. The police are 
  kept busy dealing with all sorts of problems. 
  Criminals, monsters, aliens, and super villains 
  pose constant threats. This is a city that can use 
  all the help it can get. That’s where super kids 
  come in! 
   
  Adventure Overview 
  This adventure takes place at the Linwood 
  Academy for Extraordinary Children. The 
  characters are at Linwood being tested for 
  admission into this prestigious school. The 
  school serves as a training ground for super kids. 
  The principal has devised a series of challenges 
  and a riddle to assess whether the kids are 
  worthy of further training and missions. 
   
  Adventure Introduction 
  The adventure begins just after the kids are 
  dropped off to begin their testing. They have an 
  opportunity to meet the Academy’s Principal, Dr. 
  Hailey, his assistant, Deathspell the magic duck, 
  and each other. 
   
   
   
   
   
  It’s June 2nd. Your parents have just dropped you 
  off at a school that trains super kids. A large green 
  and gold sign on the outside of the school reads: 
  Linwood Academy for Extraordinary Children. You 
  enter a classroom to see some other kids mingling 
  there. A cheery-looking man enters the room. He is 
  wearing black robes and carries a long wooden 
  pointer. Waddling along close behind him is an 
  oversized purple duck wearing a wizard’s cap. In a 
  welcoming voice the man in the robes says, 
  “Children, please find a seat. Smaller children, 
  please sit at the front of the room.” Once everyone 
  is settled, he continues, “My name is Dr. Crandall 
  Hailey. I am Linwood Academy’s principal. This 
  here is,” he says motioning to the duck, “my 
  assistant, 
  the 
  almighty 
  Deathspell. 
  He 
  is 
  affectionately known at Linwood as Coach 
  Quackers.” Dr. Hailey grins, then continues, 
  “Linwood opened its doors to a select group of 
  super kids in 1986. If you are successful in today’s 
  admission challenge, you will begin your training 
  here. Coach Quackers will oversee the challenge.” 
  As if there’s nothing strange about having a purple, 
  magical duck teaching you, Dr. Hailey continues, 
  “You are here because you have super powers and 
  the potential to do great things. Simply put: Capital 
  City needs you. Today, you will get to know some 
  of the other children and see whether you have 
  what it takes to become a student at the Academy.” 
  Dr. Hailey asks you to introduce yourselves. He 
  says, “Please tell us your super kid name, what 
  powers you have and, if you like, how you got your 
  powers.” 
   
  Have the players introduce their characters. 
  Offer 
  guidance 
  and 
  encouragement 
  as 
  necessary. The players are free to make up 
  whatever stories they wish. If you want to move 
  things along, or when ready to move on with the 
  adventure, have Dr. Hailey interrupt the 
  introductions. 
  
   
  4 
   
   
  Dr. Hailey taps his wooden pointer against the 
  blackboard and clears his throat. He then 
  proceeds, “What a wonderful group of children, 
  wouldn’t you agree, Coach Quackers? The 
  peculiar duck flies up onto a desk at the front of the 
  room, and says with a honk, “Very impressive, sir.” 
  The duck, err, Coach Quackers, then looks at you 
  and says, “How about I send you along to your 
  challenge?” Before Quackers does so, Dr. Hailey 
  hands you a sheet of paper with a sentence across 
  the top. He also gives you a circular object with a 
  dial on it, saying, “Behold the Wheel of Decryption!” 
   
  Provide the players with the Code Sheet (p. 14) 
  and the Decryption Wheel (p. 15), then continue: 
   
  Dr. Hailey says, “This is for decoding clues, which 
  will help you solve my riddle written on your code 
  sheet.” And with that, Quackers honks loudly and 
  flaps his wings. The room begins spinning, and you 
  teleport to a new location in the school. 
   
  Challenge #1: Ghostborg Chess 
  The super kids must defeat a group of 
  ghostborgs in this challenge. The ghostborgs are 
  part ectoplasmic ghost, part robot. They are 
  equipped with lasers that can be set to damage 
  or stun. The room is setup like a chess board. If 
  a character reaches the other side of the room, 
  they gain 1 extra die for their attacks for the 
  remainder of the encounter. 
   
   
   
   
   
   
   
   
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You are standing at one end of a giant chess board. 
  Three other super kids sit up in the stadium seating 
  surrounding the board. One is a boy with black hair, 
  another is a boy with red hair, and the last is a girl 
  with long brown hair. They stand and cheer for you, 
  waving colourful banners as they do. Coach 
  Quackers stands in front of you. He quacks, and 
  robot ghost creatures appear at the other end of 
  the room. Quackers says, “Those are ghostborgs; 
  each has a laser eye which can hurt you or 
  temporarily stop you from moving. The goal is for 
  you to defeat them all before they beat you. You 
  can only move forwards, backwards, and side-to-
  side. The ghostborgs can move on a diagonal. If 
  you reach the other side of the room, a pair of 
  targeting goggles will appear over your eyes, 
  making your attacks more accurate.  If there are no 
  questions, I will activate the ghostborgs, and the 
  first challenge will begin.” Quackers vanishes. 
   
   
   
  
   
  5 
   
   
   
  KO 
   
  KO 
   
  KO 
   
  KO 
   
  KO 
   
  KO 
  Encounter Features 
  The super kids can move forwards, backwards, 
  and side-to-side. If they attempt to move 
  diagonally, they are teleported back to the start. 
  Defeated ghostborgs create a gooey obstacle 
  where they were KO’d. If a kid reaches a square 
  at the far end of the room, they get 1 extra die to 
  their attacks for the duration of the challenge. 
   
  Ability Tests
  Ability Tests
  Ability Tests
  Ability Tests    
  There are no ability tests in this challenge. 
      
  Monsters
  Monsters
  Monsters
  Monsters    
  In this challenge, ghostborgs use ranged attacks 
  against the super kids. 
  1 Super Kid: 2 ghostborg 
  2 Super Kids: 3 ghostborgs 
  3 Super Kids:  4 ghostborgs 
  4 Super Kids:  5 ghostborgs 
  Use these health boxes to track damage: 
   
          
         Ghostborg                           Ghostborg 
          
         Ghostborg                           Ghostborg 
          
         Ghostborg                           Extra  
                                                    Ghostborg 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Half of the ghostborgs set their laser to 
  “damage,” while the other half set theirs to “stun.” 
  If they are KO’d, their laser headpiece clinks to 
  the ground and their body becomes a puddle of 
  steamy, glowing goo, turning the floor at that 
  location into an obstacle. 
   
   
   
   
   
  Concluding the Challenge 
  As soon as all the ghostborgs are KO’d, read the 
  following: 
   
  The three kids in the stands who have been 
  cheering for you, give one last “Hurray!,” hug each 
  other, then fade away. Hovering in the middle of 
  the room is a painting. It depicts three kids seated 
  on couches. Two are laughing. The third grimaces 
  while rolling his eyes. Set out before them are 
  notebooks, red, pink, and blue dice, and a white 
  binder with three monsters on the front of it. One is 
  a spherical creature with eyestalks. A caption on a 
  gold plaque at the bottom of the painting reads: 
  “Deathstriiker Inc.” As soon as you touch the 
  painting it vanishes and a locked door appears 
  back where you started this challenge. Above the 
  door, the following glowing green numbers appear: 
  6, 26, 16, 21. Coach Quackers materializes beside 
  you and says, “Better write down those numbers.” 
   
  If the players need prompting, encourage them 
  to write down and decode the numbers as the 
  first entry on their Code Sheet. When they do, 
  the door opens and they can proceed to the 
  next challenge. Coach Quackers offers to heal 
  everyone back to full health before proceeding. 
  1 
  2 
  3 
  4 
  5 
  6 
  
   
  6 
   
   
  Challenge #2: Everybody Floats 
  The kids enter a room with a solid but mushy 
  cloud floor. Mr. Clappy (a clown) and his balloon 
  dogs float above them. Unless the kids have 
  flying powers, they need to grab a balloon to float 
  up to the clown to defeat him. Once floating, they 
  can control their movement as normal. 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The first thing you notice when you enter this room 
  is that you are standing on squishy clouds which 
  smell like cotton candy. You look up to see a crazy 
  looking clown floating in the air about 40 feet up. 
  He appears to be kept afloat by the giant balloon 
  he holds onto. There are other balloons floating 
  near you. The clown takes a slender blue balloon 
  out of his pocket, blows it up, and with a bunch of 
  squeaks, he twists together a balloon dog. To your 
  surprise, the dog barks! Then it begins descending 
  towards you. Coach Quackers says, “That’s Mr. 
  Clappy. He’s made a few too many balloon animals 
  for his own good. For this challenge, you need to 
  defeat him and his unstable minions. He’s probably 
  not going to come to you, but his dogs might. Good 
  luck.” Quackers disappears into the cloud. 
  Encounter Features 
  Mr. Clappy floats 40 feet (7 squares) off the 
  ground. Balloon dogs are floating 10 feet (1 
  square) up at the start of the challenge. Super 
  kids can use balloons in the room to float up. 
  These balloons are marked “B” on the GM’s 
  Map. A new balloon appears if a super kid takes 
  one. They can attach the balloon to themselves 
  (freeing up their hands) and float in any direction 
  at movement 4. If a super kid’s balloon pops, 
  they drift harmlessly back to the cloud. The same 
  happens for Mr. Clappy. Balloons have 1 armor 
  and health. GMs should use counters to keep 
  track of height (e.g., 1, 2, 3 squares, etc.). 
    
  Ability Tests
  Ability Tests
  Ability Tests
  Ability Tests    
  • 
  The players can make an Intelligence 
  (Knowledge) test at difficulty 4 to realize they 
  can use the balloons to float up to the clown. 
  • 
  The players can make an Intelligence 
  (Knowledge) test at difficulty 4 to realize they 
  can pop the clown’s balloon (1 armor and 
  health), to make him drift to the ground. They 
  realize the same can be done to them. 
  • 
  Using food, the players can make an 
  Intelligence (Negotiation) test at difficulty 4 to 
  remove a balloon dog from battle. 
   
   
   
   
   
      
      
  
   
  7 
   
   
   
  KO 
   
  Hurt 
   
  KO 
   
  KO 
   
  KO 
   
  KO 
  Monsters
  Monsters
  Monsters
  Monsters    
  In this challenge, Mr. Clappy the clown uses 
  ranged attacks and his balloon dogs against the 
  super kids. He can continue to make more 
  balloon dogs. 
   
  1 Super Kid: 1 Mr. Clappy 
  2 Super Kids: 1 Mr. Clappy & 1 balloon dog 
  3 Super Kids:  1 Mr. Clappy & 2 balloon dogs 
  4 Super Kids:  1 Mr. Clappy & 3 balloon dogs 
   
  Use these health boxes to track damage: 
   
          
         Mr. Clappy                            
          
         Balloon Dog                        Balloon Dog 
          
         Balloon Dog                        Extra  
                                                    Balloon Dog                                      
      
  Tactics
  Tactics
  Tactics
  Tactics    
  When the super kids are within range, Mr. 
  Clappy attacks. Otherwise, he laughs crazily and 
  makes more balloon dogs to attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Concluding the Challenge 
  As soon as all the enemies are KO’d, read the 
  following: 
   
  Hovering in the middle of the room is a painting. It 
  depicts six teenagers seated at a simple wooden 
  table. One is reading a newspaper aloud while the 
  others listen intently. Pencils, graph paper, and 
  bowls of popcorn litter the table. A grey box also 
  sits on the table. Featured prominently on the box 
  are two words in archaic, golden script. A caption 
  on a gold plaque at the bottom of the painting 
  reads: “Golem’s Watch.” As soon as you touch the 
  painting it vanishes and a locked door appears at 
  the end of the room where you started this 
  challenge. Above the door, the following glowing 
  green numbers appear: 17, 6, 13. Coach Quackers 
  materializes beside you and says, “Better write 
  down those numbers.” 
   
  If the players need prompting, encourage them 
  to write down and decode the numbers as the 
  second entry on their Code Sheet. When they 
  do, the door opens and they can proceed to the 
  next challenge. Coach Quackers offers to heal 
  everyone back to full health before proceeding. 
   
   
  1 
  2 
  3 
  4 
  5 
  
   
  8 
   
   
  Challenge #3: The Lovely 
  The kids enter a room with two other groups:  
  orcs and a golem. The kids must “out seek” and 
  battle the orcs and, potentially, the golem in 
  pursuit of a lost artefact: a teddy bear called, 
  “The Lovely.” To pass the challenge, the super 
  kids must locate “The Lovely” and get it to the 
  mushroom mound, or help the golem get “The 
  Lovely” to the mushroom mound before the orcs. 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The room is covered in luscious grass, moss 
  covered boulders, and rock debris. There is a 
  mound of orange mushrooms near you. A shallow 
  stream gurgles as it cuts across the room. You see 
  orcs and a strange rock boy rummaging about. 
  Every now and then, the rock boy raises his hands 
  to the sky and bellows, “THE LOVELYYYYY!” 
  Quackers appears beside you and says, “That poor 
  creature is a golem. He has lost an artefact, which 
  he calls ‘The Lovely.’ It is a teddy bear with some 
  annoying powers. To succeed in this challenge, 
  you must either seek out the artefact and deliver it 
  to the mushroom mound or help the golem get it to 
  the mound. Defeating the orcs will also do the trick. 
  Good luck!” Quackers goes poof, and is gone. 
  Encounter Features 
  “The Lovely” is tucked alongside a boulder in the 
  far corner of the room (“L” on the GM’s Map). It 
  can be found on an Intelligence (Perception or 
  Investigation) roll. Whoever gets “The Lovely” to 
  the mushroom mound first is the victor. The 
  mushroom mound is marked “X” on the GM’s 
  Map. If the super kids help the golem get the 
  artefact to the mushroom mound, they are also 
  successful. “The Lovely” wails incessantly for the 
  golem if anyone other than the golem touches it. 
  This draws everyone’s attention. The boulders, 
  rock debris, mushroom mound, and stream are 
  obstacles slowing movement. 
   
  Ability Tests
  Ability Tests
  Ability Tests
  Ability Tests    
  • 
  Once across the stream, the players can 
  make 
  an 
  Intelligence 
  (Perception 
  or 
  Investigation) test at difficulty 6 to spot “The 
  Lovely.” 
  • 
  The players can make an Intelligence 
  (Persuasion) test at difficulty 6 to lure 
  enemies away from “The Lovely’s” location. 
  After “The Lovely” is found, this trick no 
  longer works. 
  • 
  Using food, the players can make an 
  Intelligence (Negotiation) test at difficulty 6 to 
  lure enemies away from the “The Lovely’s” 
  location. After “The Lovely” is found, this trick 
  no longer works. 
   
   
      
      
  
   
  9 
   
   
   
  KO 
   
  KO 
   
  KO 
   
  KO 
   
  KO 
   
  KO 
  Monsters
  Monsters
  Monsters
  Monsters    
  In this challenge, the golem and orcs search for 
  “The Lovely.”  
  1 Super Kid: 1 Golem & 1 Orc 
  2 Super Kids: 1 Golem & 2 Orcs 
  3 Super Kids:  1 Golem & 3 Orcs 
  4 Super Kids:  1 Golem & 4 Orcs 
  Use these health boxes to track damage: 
   
          
         The Golem                          Orc                       
          
         Orc                                      Orc 
                                                    
         Orc                                      Extra Orc  
                                                      
      
  Tactics
  Tactics
  Tactics
  Tactics    
  The golem and orcs make perception checks 
  each round to find “The Lovely.” The orcs only 
  attack their adversaries if they are attacked first 
  or if someone else possesses “The Lovely.” The 
  golem attacks anyone that finds “The Lovely.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Concluding the Challenge 
  As soon as all the enemies are KO’d, the 
  characters get “The Lovely” to the mushroom 
  mound, or they help the golem get “The Lovely” 
  to the mushroom mound, read the following: 
   
  Hovering in the middle of the room is a painting. It 
  depicts six teenagers seated at a simple wooden 
  table. One person writes, “Is the fire hot?” in a 
  yellow notebook. The rest are laughing 
  uncontrollably. Spread out on the table is a poster 
  sized laminated sheet of paper with a blue grid. 
  Beside it sits a book with a black, leatherbound 
  cover. Embossed on the cover is a sword 
  bisecting an open tome. Above these items are 
  two words written in fancy letters. A caption on a 
  gold plaque at the bottom of the painting reads: 
  “No Allies.” As soon as you touch the painting it 
  vanishes and a locked door appears at the end of 
  the room where you started this challenge. Above 
  the door, the following glowing green numbers 
  appear: 12, 7, 8. Coach Quackers materializes 
  beside you and says, “Better write down those 
  numbers.” 
   
  If the players need prompting, encourage them 
  to write down and decode the numbers as the 
  third entry on their Code Sheet. When they do, 
  the door opens and they can proceed to the 
  next challenge. Coach Quackers offers to heal 
  everyone back to full health before proceeding. 
   
   
   
  1 
  3 
  4 
  5 
  6 
  2 
  
   
  10 
   
   
  Challenge #4: One-EyeD Jilly 
  The kids enter a room filled with pirate treasure. 
  One-eyed Jilly, the owner of the booty, does not 
  take kindly to intruders, especially those who try 
  to take her treasure. The super kids must retrieve 
  Jilly’s prized dagger, which sits on the table 
  beside her. If the super kids disturb any other 
  treasure, they will awaken the pirate crew and 
  must defeat them before leaving. 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You enter a room filled with treasure. An 
  assortment of sparkling coins, glittering gems, 
  powerful looking weapons, and old books clutter 
  the table in front of you. Sleeping in chairs around 
  the table are the skeletons of a pirate crew and the 
  infamous pirate captain, One-eyed Jilly. You hear 
  seagulls squawking and waves crashing in the 
  distance. The room tilts gently side-to-side. 
  Quackers whispers, “Shhhhh… Your goal in this 
  challenge is to retrieve One-eyed Jilly’s prized 
  dagger from the small table beside her, and deposit 
  it back here in this treasure chest. Good luck.” And 
  with that, Quackers quietly disappears. 
  The chest where the super kids are to deposit 
  Jilly’s dagger, cannot be moved. 
   
  If a super kid is too loud, touches a pirate, the 
  table or chairs, or any of the treasure, including 
  Jilly’s dagger without first disarming the trap, 
  read this: 
   
  The room begins to shake. The table trembles, 
  spilling pirate treasure onto the floor. One-eyed 
  Jilly’s skull squeaks as she turns to look directly at 
  you. At the same time, the sound of rusty metal on 
  metal screeches as Jilly and her pirate crew all 
  draw their cutlasses. 
   
  Encounter Features 
  The room, which is the dining area of a pirate 
  ship, is filled with treasure. If any super kid 
  makes contact with the treasure, they are in for 
  a fight with One-eyed Jilly and her crew. Any 
  super kid that attempts to make their way across 
  the room and get the dagger needs to be quiet 
  or else they wake the pirates. Anything louder 
  than a whisper will do it. The room sways side-
  to-side. The super kids do not have their sea 
  legs, so they need to try to keep their balance 
  each turn. If they cannot, they shift 1 square left 
  or right unless they are against a solid surface or 
  creature. If they touch the chairs, table, treasure, 
  or pirates, the pirates attack. The super kids 
  must retrieve Jilly’s dagger and put it in the chest 
  marked “X” on the GM’s Map. The dagger is 
  rigged with a trap, which will shake the room 
  vigorously and awaken the pirates. If the pirates 
  are awakened, the super kids must defeat them 
  AND put the dagger in the chest to finish the 
  challenge. 
   
   
      
      
  
   
  11 
   
   
   
  KO 
   
  Hurt 
   
  KO 
   
  Hurt 
   
  KO 
   
  Hurt 
   
  KO 
   
  Hurt 
   
  KO 
   
  Hurt 
  Ability Tests
  Ability Tests
  Ability Tests
  Ability Tests    
  • 
  At the start of each round, the players can 
  make a Dexterity (Acrobatics) test at difficulty 
  4 to avoid sliding. If they fail, they slide 1 
  square to the left or right (alternate each 
  round) unless they hit a surface or creature. 
  • 
  The players can make a Dexterity (Stealth) 
  test at difficulty 4 for each movement to get 
  the dagger and bring it back to the chest. 
  • 
  When beside Jilly’s table and dagger, the 
  players can make a Dexterity (Perception) or 
  Intelligence (Investigation) test at difficulty 5, 
  to know that they will set off a trap if they take 
  Jilly’s dagger. 
  • 
  The players can make a Dexterity (Disarm) 
  test at difficulty 5 to disarm the dagger trap. 
  They can then take the dagger without 
  waking Jilly or the pirate crew. That is unless 
  they touch anything else or are too loud. 
   
  Monsters
  Monsters
  Monsters
  Monsters    
  If the pirates wake up, they use melee attacks to 
  thwart the super kid intruders. 
  1 Super Kid: 1 One-eyed Jilly 
  2 Super Kids: 1 Jilly & 1 Skeleton Pirate 
  3 Super Kids:  1 Jilly & 2 Skeleton Pirates 
  4 Super Kids:  1 Jilly & 3 Skeleton Pirates 
  Use these health boxes to track damage: 
   
          
         Jilly (Skeleton Warrior) 
          
         Pirate (Skeleton Swordsman) 
          
          
         Pirate (Skeleton Swordsman) 
          
         Pirate (Skeleton Swordsman) 
          
         Extra Pirate (S. Swordsman) 
  Tactics
  Tactics
  Tactics
  Tactics    
  One-eyed Jilly and the other pirates attack the 
  closest super kid using melee attacks. Jilly will 
  seek out anyone that has her dagger. The pirates 
  have their sea legs, so they are not affected by 
  the tilting of the room. 
   
  Concluding the Challenge 
  As soon as the dagger is returned to the chest 
  and all the enemies are KO’d, read the following: 
   
  Hovering in the middle of the room is an ornate 
  painting. It depicts six young adults seated at a 
  simple wooden table. They are laughing and rolling 
  different coloured dice. The table is covered in 
  books, sheets of paper, pencils, erasers, pop cans, 
  and bowls of popcorn. A book on the table is open 
  to a page depicting an awe-inspiring metallic 
  dragon. It has whiskers around its mouth and twin 
  frills running along its neck. A caption on a gold 
  plaque at the bottom of the painting reads: 
  “Prophets of Virtue.” As soon as you touch the 
  painting it vanishes and a locked door appears at 
  the end of the room where you started this 
  challenge. Above the door, the following glowing 
  green numbers appear: 23, 26, 15, 21. Coach 
  Quackers materializes beside you and says, 
  “Better write down those numbers.” 
   
  If the players need prompting, encourage them 
  to write down and decode the numbers as the 
  fourth entry on their Code Sheet. When they do, 
  the door opens and they can proceed to the next 
  challenge. Coach Quackers offers to heal 
  everyone back to full health before proceeding. 
   
   
   
  1 
  2 
  3 
  4 
  5 
  
   
  12 
   
   
  Challenge #5: Alternate Dimension 
  The super kids are given an opportunity to 
  befriend another super kid, Kay, who has just 
  been bullied. If they show her any kind of 
  compassion or sympathy—e.g., asking her if 
  she’s okay or if she would like to join them—she 
  becomes an ally for this challenge. The kids must 
  rescue Kay’s twin, Jay, from a Fuzzby and his 
  Spludge minions. To do so, they must find a way 
  up a cliff and win the battle against the Fuzzby 
  and Spludges. 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the super kids enter room #4, read this: 
   
  The room is dim. There is soot drifting through the 
  air like snow. There are trees in this room, but they 
  are all black and dead. In the centre of the room is 
  a steep cliff that stretches 20 feet into the air… 
   
   
   
   
  …At the foot of a nearby tree, you see two older 
  boys standing threateningly in front of a small girl 
  wearing a red dress. The girl is sitting with her 
  knees up and together, and her arms wrapped 
  around her shins. One of the boys crouches down 
  to her and says in a gruff voice, “You don’t belong 
  here, weirdo.” The bullies laugh, look over their 
  shoulders at you, then slowly fade away. The girl is 
  now crying. 
   
  If the super kids talk to the girl, she is at first 
  standoffish, but then warms up to them. Read 
  this:  
   
  The girl introduces herself as Kay. She says, “I 
  wasn’t scared. I’m sad because a monster has 
  taken my brother, Jay, captive at the top of the cliff. 
  Will you help me rescue him?”  
   
  If the super kids agree to help, she accompanies 
  them, and they gain a powerful ally for the 
  challenge. If not, Kay slowly fades away. 
   
  You briefly hear a guttural clicking noise that rises 
  to a higher pitch like a horse’s whiny. It is coming 
  from the top of the cliff. 
   
  Encounter Features 
  If someone touches the tree marked “X” on the 
  GM’s Map, they are teleported to the tree at the 
  back of the rock plateau (“Y” on the GM’s Map). 
  Kay is “K” and Jay, who is unconscious (KO’d), 
  is “J” on the GM’s Map. 
   
  aaaability Tests
  bility Tests
  bility Tests
  bility Tests    
  • 
  The players notice something strange about 
  the trees. If they make an Intelligence 
  (Knowledge) test at difficulty 5, they know 
  tree “X” will teleport them to a different 
  location on the map. 
  • 
  The players can make a Strength (Climb) test 
  at difficulty 4 to scale the cliff. 
  
   
  13 
   
   
   
  KO 
   
  KO 
   
  KO 
   
  KO 
   
  KO 
   
  Hurt 
   
  Bruised 
  Monsters
  Monsters
  Monsters
  Monsters    
  In this challenge, the Fuzzby and Spludges use 
  melee attacks against the super kids. Kay counts 
  as an additional super kid for determining the 
  number of opponents. 
  1 Super Kid: 1 Fuzzby 
  2 Super Kids: 1 Fuzzby and 1 Spludge 
  3 Super Kids:  1 Fuzzby and 2 Spludges 
  4 Super Kids:  1 Fuzzby and 3 Spludges 
  5 Super Kids:  1 Fuzzby and 4 Spludges 
  Use these health boxes to track damage: 
   
          
         Fuzzby                            
          
         Spludge                              Spludge 
          
         Spludge                              Spludge 
                                                   
   
  Tactics
  Tactics
  Tactics
  Tactics    
  The Spludges attempt to gore the super kids. 
  The Fuzzby attempts to stuff a super kid in its 
  mouth, then uses normal attacks. 
   
  Concluding the Challenge and Adventure 
  When all the enemies are KO’d, the kids might 
  heal Jay. Then, read the following: 
   
  The following numbers 18, 6, 26, 13, 2, 4, 24 
  appear on the wall. They are glowing green. 
   
  If the players need prompting, encourage them 
  to write down and decode the numbers as the 
  fifth entry on their Code Sheet. When they do, 
  read the following: 
  A chalkboard materializes. There is chalk and a 
  chalk brush at its base. Gold embossed words at 
  the top of the board state: Prosper you that teaches 
  it forwards then back. Below this, a series of long 
  dashes are written permanently on the board. 
  This is an opportunity for the kids to write the 
  decoded text on the board. When they do, read: 
  As you finish writing the last letter on the board, the 
  letters glow green. Starting at the beginning each 
  word pulsates in turn. After the last word pulses, it 
  repeats, but in reverse. 
   
  If the kids read the sentence forwards then 
  backwards, read the following: 
   
  Hovering in the middle of the room is an ornate 
  painting. In it, five adults sit on couches and easy 
  chairs. They are looking up at a map that is being 
  projected onto the wall. The map shows a long 
  coast. A sixth person sits at a simple wooden table. 
  On the table are pizza boxes and a magazine. The 
  cover of the magazine captures an epic battle 
  between a group of adventurers and two massive 
  green worms. Written on the cover is the name of 
  an adventure. A caption on a gold plaque at the 
  bottom of the painting reads: “The KDDC.” As you 
  touch the painting, you are suddenly teleported to 
  a new room…. You are now seated at a simple 
  wooden table with Coach Quackers. The painting 
  you just saw is being hung by Dr. Hailey on the 
  wall. He finishes, then turns to you, clapping slowly, 
  and saying, “Bravo, children. You have impressive 
  powers, and you put them to good use today.” 
  Gesturing to the artwork hung around the room, he 
  says, “And thank you for returning my paintings. 
  They mean the world to me.” He gives a sly, 
  knowing look to Quackers, the almighty, purple 
  magical duck, saying, “Deathspell, please stop 
  hiding my treasures.”  Looking back at you, a smile 
  lighting up his face, he says, “You have proven 
  yourself worthy to take a seat at Linwood 
  Academy’s table of super kids. You have learned 
  much today. And you will find lots of chances to put 
  these lessons and your powers to good use in 
  Capital City. It’s 11 o’clock, and your parents will 
  come to pick you up soon. So, for now, rest up and 
  prepare for your first mission.” 
  2 
  3 
  4 
  5 
  1 
  
   
   
   
  Code Sheet 
  Prosper you that teaches it forwards then back.  
   
   
  _________   _________   _________   _________    
   
   
   
   
  _________   _________   _________    
   
   
   
   
  _________   _________   _________    
   
   
   
   
  _________   _________   _________   _________    
   
   
   
   
  _________   _________   _________   _________   _________   _________   _________   
   
   
  
   
   
   
  V
  N
  P
  D
  M
  R
  O
  U
  Z
  J
  K
  Y
  E
  B
  T
  C
  A
  F
  X
  G
  H
  Q
  W
  S
  L
  I
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  Decryption Wheel 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Assembly Instructions: 
  1. Cut out the two wheels; 
  2. Place the smaller wheel 
  on top of the larger one, 
  with the centres directly 
  overlapping one another; 
  3. Attach the two wheels 
  together through the 
  middle using a brad 
  fastener (or a thumb tack 
  with an eraser behind).  
  Deciphered Code: 
  6, 26, 16, 21 
  RICH 
  17, 6, 13 
  ARE 
  12, 7, 8 
  YOU 
  23, 26, 15, 21 
  WITH 
  18, 6, 26, 13, 2, 4, 24 
  FRIENDS 
  
   
   
   
  
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
  KO 
   
    
  Ghostborg 
    
   
   
   
   
   
  Normal Attack: Laser  
  Ranged attack at a target up to 6 
  squares away (cannot attack adjacent 
  targets). 
   
   
  Special Action: Stun   
  Ranged attack at a target up to 6 
  squares away (cannot attack adjacent 
  targets). If you hit, the target takes no 
  damage, but it cannot move on its next 
  turn.
   
   
  Bonus Ability: Laser Jam 
  If you roll a 1 on an attack, you 
  automatically miss and cannot attack on 
  your next turn. 
   
   
                    
   
   
     
   
     
   
   
   
   
   
   
  
   
   
   
   
  KO 
   
  Hurt 
   
  KO 
    
  Mr. Clappy 
    
   
   
   
   
   
   
   
  Normal Attack: Squirt Gun  
  Ranged attack at a target up to 6 
  squares away. 
   
   
  Special Action: Balloon Dog Magic 
  You create a balloon dog. It appears in 
  an empty adjacent square. It attacks 
  your nearest enemy. 
   
   
  Special Action: Buffer 
  If you are hit by a melee attack, your 
  attacker is pushed back up to 4 squares. 
   
   
   
     
   
     
   
   
   
   
   
   
    
  Balloon Dog 
   
   
   
   
   
   
   
   
  Normal Attack: Nip  
  Melee attack at an adjacent target. 
   
   
  Special Action: Self-Destruct   
  You KO yourself, activating your bonus 
  ability. 
   
   
  Bonus Ability: Pop! 
  If you are KO’d, make a 1 die attack at 
  all adjacent targets (enemies and allies). 
   
   
    
     
   
     
   
   
                    
   
  
   
   
   
   
  KO 
   
  KO 
    
  ORC 
   
   
   
   
   
   
   
  Normal Attack: Chop  
  Melee attack at an adjacent target. 
   
   
  Special Action: Wild Cleave   
  Melee attack at all adjacent targets 
  (enemies and allies).
   
   
  Bonus Ability: Relentless 
  If you are KO’d, no matter how much 
  damage you take, you remain in combat 
  until the end of your next turn. Unless 
  you are healed, you are KO’d after your 
  turn. 
   
    
     
   
     
   
   
                    
   
   
   
    
  gOLEM 
   
   
   
   
   
   
   
  Normal Attack: Punch 
  Melee attack at an adjacent target. 
   
   
  Special Action: Fanatic   
  Melee attack at an adjacent target using 
  1 extra die. You have 1 less die in your 
  armor pool until your next turn.
   
   
  Bonus Ability: Focused 
  You will not attack anyone, unless they 
  possess what you seek: your pet teddy 
  bear, The Lovely. 
   
   
    
     
   
   
   
   
   
                    
   
  
   
   
   
   
  KO 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Fuzzby 
   
   
   
   
  Normal Attack: Chomp  
  Melee attack at an adjacent target. 
   
   
  Special Action: Chow Down   
  Melee attack at an adjacent target using 
  1 less die. If you hit, you stuff it in your 
  mouth. It takes 1 damage at the end of 
  each of your turns. The target can 
  escape with a successful attack. It gets 1 
  less die to attack. If you are hit, you spit 
  the target out, and it falls prone. Only 
  useable against targets smaller than 
  you, and only against 1 target at a time.
   
   
  Bonus Ability: Giant 
  You are over 12 feet tall and you occupy 
  a 2x2 square. If you roll a 1 on a melee 
  attack or strength test, reroll the die. 
                    
    
     
   
     
   
   
   
   
   
    
  Spludge 
   
   
   
   
   
   
  Normal Attack: Munch  
  Melee attack at an adjacent target. 
   
   
  Special Action: Gore   
  If you move more than 1 square, make a 
  melee attack at an adjacent target using 
  1 extra die.
   
   
  Bonus Ability: Sticky, Slug 
  If you are hit with a melee attack, your 
  attacker gets 1 less die on its next 
  attack. (You taste like toffee.) 
   
  You can only move 3 squares, but can 
  crawl along vertical surfaces and 
  ceilings. 
   
   
                    
    
     
   
     
   
   
   
  
   
   
   
   
  KO 
   
  Hurt 
   
  Bruised 
   
  KO 
   
  Hurt 
   
  Bruised 
    
  Kay 
    
   
   
  Normal Attack: Mind Blast 
  Magic attack at a target up to 4 squares 
  away.
   
   
  Special Action: Telekinesis 
  Magic attack at a target up to 4 squares 
  away using 1 less die. If you hit, you can 
  move the target up to 4 squares in any 
  direction. If you lift the target into the air, 
  it falls prone taking 1 damage.
   
   
  Bonus Ability: Psionic Pulse 
  If you are hit by a melee attack, your 
  attacker is knocked prone. 
   
  Inventory and Skills 
    
   
   
   
   
     
   
   
      
          
       
   
   
   
   
    
  Jay 
    
   
   
  Normal Attack: Mind Blast 
  Magic attack at a target up to 4 squares 
  away.
   
   
  Special Action: Telekinesis 
  Magic attack at a target up to 4 squares 
  away using 1 less die. If you hit, you can 
  move the target up to 4 squares in any 
  direction. If you lift the target into the air, 
  it falls prone taking 1 damage.
   
   
  Bonus Ability: Psionic Pulse 
  If you are hit by a melee attack, your 
  attacker is knocked prone. 
   
  Inventory and Skills 
    
   
   
   
   
     
   
   
      
          
       
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  K 
  J 
  2 
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  5 
   
   
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  K 
  J 
  2 
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  1 
   
  1 
  
SOURCE: textdata/thevault/Hero Kids/Hero Kids - Super Kids - New Recruits.pdf