TEXT: Page 1
  Writer: Stephen Newton • Cover atist and cartographer: 
  Doug Kovacs • Editors: Joseph Goodman and Rev. Dak 
  J. Ultimak • Interior Artists: Bradley K. McDevitt, Stefan 
  Poag • Art Direction: Joseph Goodman • Layout: Lester 
  B. Portly
  Playtesters: William MacDougall, Susanne MacDougall, Chris 
  Meyer, Catherine MacDougall; (Game Kastle) Chris Fassano, 
  Maxwell Spann, Ray Wisneski, Terry Olson, Thom Hall, Darren 
  Peech; (Dungeon Games) Jen Brinkman, “Big Troy” Tucker, 
  William Porter, Mark Collins, Josh Petrik, Bob Brinkman; (Gary 
  Con 2015) Scott Swift, Sean Kelley, Jim Skach, Glannel Paek, Jeff 
  Sipko, Michael Jones
  Special Thanks: Jen Brinkman, James D. 
  Newton, Amanda Rajchel.
  This module is dedicated to Michael T. 
  Frezzo. Sadly, my friend, your work here 
  is done.
  DCC RPG and this adventure are copyright © 2015 Goodman Games. Dungeon Crawl Classics 
  is a trademark of Goodman Games. DCC RPG is published under the Open Game License. 
  Refer to the OGL in this work for additional information.
  www.goodman-games.com
  
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  T
  hey Served Brandolyn Red is designed for 8-14 0-level characters, but can be eas-
  ily adapted for use with 1st-level characters. The adventure can be played as a 
  straight “we must find the creatures who attacked us, slay them!” style game, 
  or as a more investigatory “who or what is behind this evil?” type game. Judges who wish 
  to run in the latter style are encouraged to flesh out the NPCs and locations in the village 
  of Portnelle.
  It is recommended that at least two of the PCs are elves. 
  BACKGROUND
  A
  bout 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed 
  to elven nobility, fell in love with the young, beautiful, and also-married human 
  Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker 
  Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her 
  husband. Enraged at her deception—and appalled at the thought of his wife coupling with 
  an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. 
  Still insane with jealousy and murderous guilt, Gage then mixed the pulp and blood of 
  his freshly-pressed wife with prized grapes creating “Brandolyn Red”, a wine which be-
  came known as his finest vintage. People lucky enough to sample it—obviously unaware of 
  its macabre ingredients—lauded its complex character and some whispered it had almost 
  magical properties. A bottle of Brandolyn Red is considered a rare and valuable prize and 
  sought by merchants across the entire region who pay up to 30 gp a bottle.
  Gage later told his family and others that his young wife died in tragic accident and en-
  tombed her in his family crypt on his property at Longbow Vineyard. Her lover, Lotrin 
  Whitegrass, became distraught and withdrawn, but did not dare to go public with his grief 
  lest his infidelity be discovered, which would risk banishment from the elven community 
  and losing his dowry. 
  The decades passed and Gage Vintner eventually died with his murderous secret intact, 
  but forbidden love, murder, and treachery have a strange way of resurfacing, demanding 
  their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated 
  by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into 
  coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing 
  Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates 
  the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spite-
  ful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device 
  where her life was snuffed out.
  Finally, a few days ago, Frezzo Leddy, younger brother to the excited groom Hort Leddy, 
  innocently sneaked a sample of Brandolyn Red which was to be used in the wedding cer-
  emony. The haunted elements of the wine’s ingredients catalyzed Frezzo’s desires and in-
  securities making him susceptible to Gage/Samhain’s charm, setting off a macabre chain of 
  events which will soon take many of the PC’s lives as collateral damage. 
  
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  ENCOUNTER TABLE
  Location 
  Type 
  Encounter
  A 
            C 
   
  Ravening Ant Men
  1-4 
            C 
   
  Popping Stingers
  1-5 
            C 
   
  Zombigator
  1-6b 
            T 
   
  Stair collapse
  1-6b 
            C 
   
  Living Stain
  1-7 
            C 
   
  Ghost Brandolyn, Animated Tool Swarm
  1-9 
            C 
   
  Cave Centipede
  1-10 
          T/P 
   
  Gourd Puppet, Seedling Swarm
  1-11 
            T 
   
  Outside the Mound
  2-4 
            C 
   
  Ant Men Soldiers
  2-5 
            C 
   
  Ant Men Drones, Ant Pupae
  2-6 
            C 
   
  Samhain Corpse Harvester, Frezzo, Gourd Puppet
  PLAYER OPTION: FAMILY BACKGROUND
  The hand of fate is mysterious and often cruel. Several of the encounters in the adventure 
  are personalized to PCs based on their ancestral relationships with some of the NPCs, some-
  times to their peril. Before reading the Player Start text, the judge should hand out the Fam-
  ily Backgrounds which contain rumors which have passed down through the generations 
  (not all of which are true).  To assign: all Elven PCs in the party are automatically related to 
  the Whitegrass family, and then starting clockwise from the judge, assign one of the back-
  ground sheets per player until each background has been distributed.
  PLAYER START 
  The PCs begin the adventure as guests at a noble wedding. The PCs are unarmed and 
  unequipped as they are attired in their peasant formal wear. Generous judges may select a 
  few PCs potentially armed based on their Luck scores or if their occupation dictates such 
  instruments might belong at a wedding (i.e., minstrels, jesters, etc.). Note that there is no 
  map for this starting encounter.
  Area A – The Wedding Green: It is a gray, autumn afternoon in the village of Portnelle, but 
  the residents are excited and festive. After years of petty feuding, two of the town’s most prominent 
  and influential families—the Leddys and the Whitegrass—are finally making peace as the young 
  noble, Sir Hort Leddy, takes the elven beauty Lady Nala Whitegrass’s hand in marriage. The entire 
  town is in attendance and you all find your eyes moist with tears of joy, as the lanky Father Geralt 
  orates in a booming voice, “And as they consume this wine symbolizing their spirit, may Lady Nala 
  and Master Hort become one, whereby only death itself may come between them!”
  The young couple gives each other a loving kiss and begins drinking from two ornate wine goblets.
  Cheers erupt from the crowd! The newlyweds look at each other blissfully before you notice Lady 
  Nala start to cough and sputter. She drops her cup where it smashes, spilling its dark contents across 
  
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  the ground. Suddenly, creatures resembling ants the size of men burst up from the earth, and all 
  around you the cheers of joys begin transforming into screams.
  To your left, you see farmer Toto’s bald, sunburned head get clamped between the mandibles of one of 
  the creatures, and with a revolting “pop” it explodes like a rotted pumpkin, spattering those around 
  him with skull and blood. You’re horrified to see more of the creatures skittering through the crowd 
  decapitating and disemboweling guests indiscriminately.
  Turning back to the newlyweds, you see one of the beasts grip Sir Hort’s neck between its mandibles! 
  Father Geralt desperately pummels the ant-man with his fists, but with a sickening crunch, the beast 
  clamps its pincers tightly together, popping the young nobleman’s head savagely from his torso be-
  fore scampering back into the forest with its bloody prize in its clutches.
  As you reach down for your dagger, your hand finds only an empty scabbard as you now remember 
  how weapons were banned from the ceremony. Panic grips the crowd, as the chittering beasts con-
  tinue to rip through the wedding courtyard.
  Unarmed PCs will likely spend their first round foraging for potential weapons. Judges are 
  encouraged to have players improvise weapons they might find at a wedding ceremony. Ideas 
  include: clubs fashioned from pews, iron candlesticks, juggler’s pins fashioned into clubs, 
  cutlery, festive flag poles (as spears), meat-carving knives, oil flasks from the fire-breather, 
  sword-swallowers with blunted weapons, minstrels with lutes that can be fashioned into gar-
  rotes, etc. All makeshift weapons inflict either 1d4 or 1d6 damage at judge’s discretion. 
  Ant Men, Soldier (half number of PCs): Init +1; Atk mandible bite +0 melee  (1d4) or acid 
  squirt +1 missile fire (range 20’, 1d5); AC 12; HD 1d8; hp 4 each; MV 30’; Act 1d20; SP acid 
  squirt, decapitate victim on 19-20; SV Fort +1, Ref +1, Will -1; AL N.
  
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  Acid Squirt: The discharge of the ant man’s acid squirt attack smells like sulfur (i.e., rotten 
  eggs). 
  Upon their death, the ant man corpse leaks a mostly harmless acid that smells like garlic; if 
  touched, it mildly irritates the skin, but otherwise causes no damage (and this is a clue to a 
  later puzzle).
  AFTER THE ATTACK
  As things settle down after the attack, the PCs witness the following:
  • Frezzo Leddy, rushes up to you with hysteria in his eyes. “His head has been taken! For 
  the love of Choranus, those things took my brother’s head!”
  • A strong human voice, booms out, “This was YOUR doing!” You see Sir Heddrick 
  Leddy, town noble and father of the groom, stab an accusatory finger at Lorumund 
  Whitegrass, the bride’s uncle. “You never approved of the marriage and now these 
  elven-conjured insect fiend’s have taken my son’s head! You and your kind will pay!” 
  “Liar!”, retorts Lorumund accompanied by a highly offensive derogatory term elves 
  rarely call humans to their face. “It was YOU who tried to poison Lady Nala! I will 
  make your puny human lifespan even shorter if you do not retract your accusation!” A 
  scuffle then briefly breaks out between Sir Heddrick and Lorumund before the family 
  members can pull them apart.
  If investigated, the PCs will discover that the wine being used in the ceremony was a rare 
  bottle of Brandolyn Red, provided by the Leddy family.
  THE VILLAGE OF PORTNELLE
  Tension between the noble families of Leddy and Whitegrass has always been high, but 
  the town had hoped the marriage would usher in a generation of tranquil prosperity, but 
  those hopes are quickly eroding. Between the NPCs and the family background rumors, 
  the PCs should have significant motivation for tracking the ant-men back to their lair. For a 
  simpler game, the PCs can simply follow the trail of blood from Hort’s severed head back 
  to Longbow Vineyards.
  WEDDING GUESTS
  The following are a few prominent NPCs the PCs can interact with to gain clues about who 
  or what may be have caused the attack and provide adventure hooks to investigate the 
  winery.
  Groom’s side
  •	Master Hort Leddy—now decapitated, Master Hort is remembered as a friendly youth 
  with no enemies. As a young noble, he enjoyed falconry and archery. Everyone knows 
  that despite the tension it caused their two families, Hort loved Nala very much.
  •	Sir Heddrick Leddy—Groom’s father. A knight who made a name for himself during 
  the War of the Three Brothers, he is mistrustful of the elves and thirsts for vengeance. 
  He is certain the attack was orchestrated by Lotrin Whitegrass to get out of paying the 
  dowry and will be gathering his war party to attack the Whitegrass estate within a 
  week. In the meantime, he insists that the stoutest amongst the villagers—and certainly 
  any fellow Leddy family members—follow the creatures back to their lair to retrieve 
  the head of his son for a proper burial. Great reward will be paid for the return of his 
  son’s remains!
  
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  •	Lady Wichaela Leddy—Groom’s mother. A woman of few words, but has a keen, 
  sharp mind. She is not as convinced the elves were behind the attack, but will only 
  admit this to members of the Leddy family, and never while Sir Heddrick or Frezzo 
  are within earshot. 
  •	Master Frezzo Leddy—Groom’s Younger Brother. Pompous and delirious with anger! 
  He insists that any Leddy’s uphold family honor by retrieving the head of his brother.
  Bride’s Side
  •	Nala Whitegrass—The bride. She has narrowly survived the attack and keeps slipping 
  in and out of coherency. She is in shock and only whimpers repeatedly in elven “Oh 
  my poor, sweet, Hort.”
  •	Lotrin Whitegrass—Bride’s father. Quiet and emotionally despondent, he frets over 
  the welfare of his daughter. He is also still nursing a deep secret grief (the loss of his 
  true love, Brandolyn Vintner) and will weep a milky elven tear as this attack has re-
  minded him of his great loss. At the site of Lotrin’s grief, any PC related to the Dragon-
  tear family will inexplicably feel a deep sorrow and know that somehow they’ve been 
  called upon by a greater power to help Lotrin somehow. Lotrin will look confused and 
  a bit frightened by this news, but remains tight-lipped about what it may mean. He 
  will curiously offer a reward for the return of Hort’s remains or, suspiciously, any other 
  remains they may find. He also offers a significant reward for any bottles of Brandolyn 
  Red the PCs may find as part of their investigation.
  •	Lorumund Whitegrass—Bride’s Uncle. Lorumund is disgusted by the pairing of elf 
  and human. “It’s a blessing he’s been killed! Can you imagine the abomination their 
  offspring would have produced? A half-human/half-elf monstrosity… a freak of na-
  ture!” Bigotry aside, he insists he had nothing to do with the ant man attack, and re-
  quests you bring back evidence of who or what is truly responsible to clear the family 
  reputation.
  Other Townspeople
  •	Father Geralt— A servant of Choranus, he is deeply troubled by this turn of events. He 
  will offer to heal any wounded PCs and will lay on hands 1d3 times before crying out 
  that Choranus is displeased that he did not do more to stop the attackers and must now 
  go cleanse away his sins by bathing in a barrel of human hair.
  Treasure: Sneaky PCs may attempt to steal something from the gift table, but risk facing 
  the ire of both the powerful Leddy and Whitegrass families if caught. A DC 10 pick pocket 
  (remember PCs other than Thieves use d10 Action Die for this roll) indicates success. Wed-
  ding gift loot includes: fancy dagger, 15 gp gem, a beautiful mithral chain worth 10 gp, a 
  longbow, or a bottle of Brandolyn Red (30 gp). All of these items will be recognized as stolen 
  goods if sold within town. A “fence” will give PC half price for each item.
  THE VINEYARD 
  Area 1-1 – Entrance to the Vineyard: As you travel further from Portnelle, the path be-
  comes overgrown with weeds, thistles, and dead sage. The trees eventually thin out, giving way to 
  row upon row of withered vines that once flourished in the abandoned Longbow Vineyards. 
  An ancient path leads through the middle of the vineyards towards a collection of decrepit buildings, 
  and a smaller paths leads deeper into dark and tangled fields of brambles which you can only imagine 
  once served as the grape vines. 
  
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  Area 1-2 The Grape Vines: Perhaps once, long ago, the twisted rows of grape vines were 
  manicured and cultivated by the vineyard workers, but now only a tangled mass of thick vines preg-
  nant with tumorous growths of dark, heavy fruit remains.
   Movement through the grapevines is slowed to 15’ unless the PCs have a machete or other 
  tool to help them clear their way through the brambles. 
  The grapes are tart, loaded with antioxidants, and safe to eat. PCs who eat a handful make a 
  Luck check—success rewards the PC with 2 temporary hit points for 1d8 hours (maximum 
  2 hp per day). These hp are the first to be absorbed in combat.
  Area 1-3 – The Statue Of Ildavir: The path opens into a clearing which is dominated by an 
  ancient, 10 foot tall statue. The statue is almost completely covered in vines, and is carved to resemble 
  a tree trunk which transforms into the torso of a woman extending her arms upwards. Her compas-
  sionate eyes look down upon you.  
  The statue is a carving of Ildavir, Goddess of Nature. PCs with a background occupation of 
  Elven Sage, Fortune Teller, Grave Digger, Gypsy, Minstrel, Clerics, or any PC with a Vintner 
  family background, will immediately recognize the goddess. Otherwise,  a DC 15 Personal-
  ity or Intelligence or Luck check is required to identify the statue.
  PCs may respectfully pay reverence to seek or beg Ildavir’s assistance. If a DC 15 Personal-
  ity check is successful, the PC is granted the one-time ability to cast a blessing, protection from 
  evil, or word of command using a d16 Action Die + Personality modifier. If a PC is granted this 
  power, they will hear an angelic voice whisper, “Beware! Samhain has perturbed the bones 
  of a great evil, and must be put down.”
  Area 1-4 – Popping Stingers: As you continue to claw your way through the thick brambles, 
  you notice the remains of a large creature—perhaps a deer or one of those giant beaver-bear creatures 
  you’ve heard about—blocking the path. It appears desiccated and its skeletal bones peek through parts 
  of its withered flesh.
  If PCs examine the surrounding grapes vines read or paraphrase:
  Some of the grapes growing in this row look slightly darker than the other’s you’ve seen. Perhaps 
  they’re a different variety?
  DRINKING BRANDOLYN RED
  If the PCs consume a serving of Brandolyn Red (4 servings per bottle), they will im-
  mediately consider it the most succulent wine ever tasted, and then experience one of 
  the following random effects:
  1. Imbued with 1d3 temporary hit points
  2. Absorb supernatural grief; DC 14 Will check or weep for 1d8 rounds from intense 
  sorrow.
  3. In a snooty voice the PC exclaims, “Exquisite! Tastes like rich berries, chocolates, and 
  endless sorrow. Such a sweet body with a bitter finish. Would pair perfectly with 
  bugbear or unicorn meat!”
  4. PC experiences a vision of an elf man and human female coupling in a beautiful 
  vineyard, while a hidden man, grizzled and enraged, peers at them from afar.
  5. The PC releases a long and horrific belch, during which a demonic voice can be 
  heard, “She will not rest until her bones are returned to him…”
  
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  After the PCs spend two rounds in the area, the popping stingers begin their attack. Note: 
  certain occupations (Alchemist, Farmer, Elven Forester) may recognize the stingers provid-
  ing +2 to their Init rolls.
  Popping Stinger: Init +5; Atk sleep gas which smells of rotten fruit (DC 12 Fort save or 
  “medical sleep” for 1d4 hours) followed by entangling vine tentacle +1 melee (1d3); AC 11; 
  HD 3d8; hp 10; MV 20’; Act 3d20; SP entangling vines, vulnerable to fire; SV Fort +1, Ref 
  +1, Will -1; AL N.
  Upon a successful hit, the popping stingers ensnare the PC in an entangling grasp. PCs 
  must make a successful opposed Strength check (Str +1) to pull free. Failure indicates the 
  PC takes an additional 1 hp of damage for each round ensnared by the popping stingers 
  and suffer a -2 attack penalty.
  Area 1-5 – Irrigation Pond: A pond with foul, stagnant water lays stinking before you like a 
  cancer festering in the earth. Several shallow troughs, once used for irrigation but now crowded with 
  detritus, finger their way out towards the crowded vine fields. 
  An occasional air bubble burps open atop the algae-covered pool releasing nature’s flatulence. And 
  while the water is indeed murky, you can just make out something shiny at the bottom of the pond. 
  The bloated corpse of Portnelle’s tanner Voelkner Black lies at the bottom of the pond, and 
  the shiny object is a helmet still affixed to his pruned head. Frezzo killed Voelkner as a down 
  payment to Samhain. If the PCs pull the body from the water they will discover a zombiga-
  tor still slowly gnawing on the corpse which will turn and attack once disturbed.
  Zombigator: Init -1; Atk bite +3 melee (1d8); AC 13; HD 2d8; hp 12; MV 20’, swim 20’; Act 
  1d20; SP un-dead; SV Fort +4, Ref -2, Will -2; AL N.
  Voelkner’s torso has been gnawed off by the zombigator, but his top half still has a helmet 
  and semi-usable suit of hide armor. PCs will discover that it appears Voelkner was not 
  killed by the zombigator, but by an extravagant dagger (15 gp) still lodged in his back with 
  the Leddy family seal embedded in its hilt. There is also a large crowbar at the bottom of 
  the pond which Frezzo threw into the pool in frustration after failing to move the stone at 
  area 1-8. 
  Area 1-6A – Abandoned House: If walls could talk, you’re certain this decrepit structure 
  would tell a sorrowful tale. The few remaining beams of this long-abandoned single-story home are 
  gray and rotting, with gaping holes in the walls where planks once stood. The house appears not to 
  have been inhabited for decades and all the furniture was looted long ago. The only thing still stand-
  ing is the brick fireplace. 
  A rickety staircase leads downward towards a natural, earthen cellar.
  PCs with background occupations that specialize in reading people’s emotions (confidence 
  artist, fortune teller, gambler, gypsy, healer, minstrel, or shaman) will “feel a presence” of 
  a spirit conflicted with great love and great anger, and that the spirit is still somewhere 
  nearby.
  Hidden under a loose brick in the fireplace is stack of old parchments—love letters writ-
  ten from Lotrin Whitegrass to Brandolyn Vintner. Reading the letters it becomes clear that 
  Lotrin and Brandolyn were engaged in an extra-marital affair, and Lotrin was willing to 
  “end his marriage even if it drew the ire of the King of Elfland for my remaining centuries.” 
  Also inside the cache is a gift he gave her: a gold broach with Lotrin’s cameo inside worth 
  10 gp.
  The staircase is not entirely safe; see area 1-6B.
  
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  Area 1-6B – Wine Cellar: A set of ancient, dust-covered, wooden stairs lead 15 feet downwards 
  into a dark, cobweb-filled earthen cellar.
  The wooden staircase has rotted over time, and show recent footprints in the dust. All PCs 
  with a Luck of 8 or lower will fall through the stairs towards the cellar below. Falling PCs 
  must then make a Reflex save: 4 or less, 2d3 hp damage; 7-5 1d3 hp damage; 11-8 takes 1 hp 
  damage; 12 or higher, no damage.
  Once in the cellar:
  The air of the natural earthen cellar has a pungent, vinegary odor which stings your eyes and labors 
  your breathing. 
  The shelves on the near wall contain a few ceramic jugs. On the far wall, the earth is marred 
  with strange claw marks. You also notice near the far wall that the ground is stained red 
  from years of wine being spilled, and is in fact still damp.
  Searching the nearby shelves reveals 1d5 ceramic jugs of wine—tasty and valuable (5 gp)—
  but not Brandolyn Red. 
  Searching the scratched wall reveals a hidden cache which contains a bottle of Brandolyn 
  Red (30 gp) and an ornate silver goblet with the Vintner family crest worth 15 gp. However, 
  searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sedi-
  ment and malevolent spirit spawned from the recent hauntings. 
  Living Stain: Init +6; Atk crush +2 melee (1d4 + suffocation); AC 11; HD 2d8 per 5’ square; 
  hp 10; MV 5’, climb 5’; Act 1d20; SP un-dead traits, half damage from non-piercing or non-
  slicing weapons; SV Fort +3, Ref -6, Will -6; AL N.
  Crushed victims may attempt an opposed Strength check to free themselves (vs. Living 
  Stain’s +3 Str). Crushed PCs must make a DC 12 Fort save or suffocate taking 1d6 tempo-
  rary stamina damage. Ornery judges may also want to distribute some of the damage the 
  Living Stain receives to any victim within its clutches.
  As the Living Stain attacks, it morphs itself into a face whose features look eerily similar to 
  PCs with Vintner heritage. The PCs will hear a crazed, and yet disturbingly familiar voice 
  repeating during the attack, “You would lay with an elf!”
  Area 1-7 – The Winery: Keep careful track which PCs enter the area, and which linger 
  outside, because in two rounds, Ghost Brandolyn will begin her shenanigans. Read the fol-
  lowing once the first PC enters:
  You immediately feel unsettled as you enter this long-abandoned wine-making facility. Rotted tables, 
  broken flasks, and an assortment of bottling equipment litter the area. Three large clay containers—
  dolia—that once held prized and valuable wine, are half buried in the dirt.
  A large wine press dominates the area. The contraption consists of a huge stone wheel that rolls in 
  a circular stone trough. The wheel is turned by a stout wooden beam. Even after all these years, the 
  floor around the basin is worn smooth from the feet of those who once labored here crushing fruit.
  While most of the area is dusty and cobwebbed, the wheel itself is stained with a fresh, dark red liquid. 
  Someone has painted the face of a human woman—beautiful, but anguished—onto the stone. Tears 
  like blood drip down her crying face and collect in the basin below. 
  Show the player’s handout on page 23 - The Wine Press 
  The spirit of Brandolyn Vintner (nee Dragontear) now haunts the wine press where she was 
  murdered by her husband over a century ago. Allow characters two rounds to examine the 
  area, and then the haunting sequence begins:
  
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  Round 1 (Top of the initiative order):
  • The painted face on the stone opens its eyes, briefly examines the characters, and then 
  unleashes its unearthly scream (see below). All doors and windows in the barn suddenly 
  slam shut (DC 20 strength to open, or hack door down with 15 hp damage). 
  • Ghost Brandolyn determines her targeted victim (see below), selecting the first PC that 
  satisfies this criteria: any PC related to her late husband (i.e., a Vintner family heritage), 
  any PC descended from the Leddy family, or finally, the PC with the lowest Luck. 
  • Ghost Brandolyn conjures the animated tool swarm, forcing all the rusted equipment 
  in the bar to attack the PCs. The animated tools in the shed do not attack Brandolyn’s 
  targeted victim nor PCs under the influence of her forced will power (see below).
  Round 2 (On Ghost Brandolyn’s initiative order):
  • The ancient wheel of the wine press starts to turn by unseen hands. As the great wheel 
  grinds, dark red blood from an unknown source begins filling the basin. At the sight of 
  the blood, a PC (probably Vintner-related) chosen at random has a moment of clarity 
  and cries out, “By the gods! The secret ingredient in Brandolyn Red was Brandolyn’s 
  crushed head! He crushed her head!”
  • Ghost Brandolyn attempts to possesses 1d2+2 PCs using forced will. Possessed PCs sud-
  denly realize that Ghost Brandolyn wants her mortal bones returned to her lover Lotrin 
  Whitegrass, but before that can happen, “The bloody work of revenge must be done!” 
  The possessed PCs will attempt to grab Brandolyn’s targeted PC and force them into 
  the wine press to crush their head beneath the great stone just as Brandolyn was killed 
  by her husband. Possessed PCs must make 2 simultaneous successful Strength checks 
  vs. the targeted PC—if the targeted PC fails 2 simultaneous strength checks, he takes 
  10d10 head-crushing damage when his noggin is forced beneath the wheel.
  Low-level characters are no match for Ghost Brandolyn; as a vengeful spirit haunting the 
  place of her mortal death, she is simply too powerful. She can, however, be temporarily 
  placated and the implements of her destruction may be undermined by one of the follow-
  ing means:
  • If either Brandolyn’s targeted victim, or 3 other PCs, are killed within the room, she 
  will rest for 1d4 hours.
  • Pouring a bottle of Brandolyn Red into the wine press distracts Brandolyn with the 
  scent and memories of her mortal self for 3d4 rounds. 
  • PCs descended from the Whitegrass Family may attempt to communicate with her 
  spirit. These PCs who successfully make an opposed Personality check vs. Ghost Bran-
  dolyn (+3 Personality check) will calm her for 1d3 rounds as she becomes smitten by 
  the resemblance of her former lover Lotrin Whitegrass. 
  • A successful DC 15 Personality check accompanied with an extremely sympathetic act 
  carried out by the PC that the judge deems worthy (calling upon Ildavir’s aid with the 
  promise of great sacrifice, showing great act of love by sacrificing themselves in place 
  of the targeted PC, etc.) distracts her for 2d4 rounds.
  • Casting holy sanctuary will make the cleric invisible to Ghost Brandolyn.
  Ghost Brandolyn’s spirit can be permanently put to rest returning her bones to the arms of 
  her illicit lover, Lotrin Whitegrass.
  
  Page 11
  Ghost Brandolyn: Init +2; Atk special; AC 10; HD 2d12; hp 16; MV 30’; Act 1d20; SP un-
  dead traits, immune to non-magical weapons, spell-like abilities: target victim, unearthly 
  scream, forced will, animate objects; SV Fort +2, Ref +4, Will +6; AL C.
  Unearthly scream: DC 12 Will save or suffer from fright; all attack and save rolls at -2 for 1d3 
  rounds.
  Targeted Victim: The targeted PC will feel the icy, ethereal fingers of Ghost Brandolyn grip 
  him, and will be subject to terror: DC 17 Will save or be paralyzed with terror for 1d6+1 
  rounds.
  Forced Will: 1d2+2 targets must make DC 15 Will save to resist, otherwise under the control 
  of Brandolyn for 1d3+2 rounds.  Forced will is similar to charm person, but in this instance 
  the PCs body is being controlled but their mind is aware of their actions.
  Animate Tool Swarm: Ghost Brandolyn can use telekinesis to attack un-possessed PCs with 
  mundane tools.
  Note: PCs who encounter Ghost Brandolyn—and live to tell about it—will be eligible to 
  learn the forced will (e.g., charm person) spell if they become spellcasters in the future.
  Animated	Tool	Swarm	(flying	shovel,	trowel,	bung	hammer,	etc.): Init +0; Atk swarming 
  bash +1 melee  (1 hp); AC 10; HD 2d8; hp 7; MV fly 30’; Act special; SP attack all targets 
  within 20’ x 20’ space, half damage from non-area attacks, immune to mind-controlling 
  spells; SV Fort +1, Ref +0, Will -3; AL N.
  The Wine Press: Another option to thwart Brandolyn is to disable the wine press before 
  she can use it to pulverize a PC. The wine press can be destroyed by inflicting 12 hp of 
  damage, or by somehow jamming it to prevent it from moving. Mundane objects wedged 
  
  Page 12
  
  Page 13
  
  Page 14
  into the device that make a DC 15 Fort save (modified by PC Luck) will jam the device for 
  1d3 rounds; failure indicates the object is destroyed. If the haunted press is disabled, Ghost 
  Brandolyn will conjure another animated tool swarm to attack the party and then quiet for 
  2d4 hours. Players leaving and returning after that time will find the wine press mysteri-
  ously repaired.
  Three large clay dolia hold barely drinkable wine (2gp per dolium). The dolia are very large 
  and heavy (6 feet in height) but if the PCs can figure out a way to move them, they are worth 
  20 gp each.
  Area 1-8 – Wine Storage Entrance: Behind the barn, an enormous stone, 10 feet in diam-
  eter, blocks the entrance to a cavern. Recent footprints are clearly visible in the soft dirt before the 
  great stone. There are fresh scratches around the stone’s edges, and the dirt around the base looks 
  recently disturbed.
  Dwarves examining the area recognize that someone attempted to gain entry by moving 
  the stone with a crude tool, but was unsuccessful. A successful DC 18 Strength check is re-
  quired to move the stone, and up to two PCs can assist adding their strength bonus to the 
  roll. PCs utilizing some sort of lever (like using the crowbar from area 1-5 gain a +2 bonus 
  to their roll.
  Area 1-9 – The Wine Cave: The air in this dank cavern smells thick and ripe from ferment-
  ing fruit. Several wine barrels line the walls, and several dolia still remain half buried in the earth. 
  A few of the barrels have cracked and leaked their contents onto the ground, but there are at least 6 
  still intact.
  Towards the back of the cave is a large earthen mound.
  Three of the barrels are cracked and dry, but 6 are still intact and each is worth 25 gp to a 
  merchant or trader. One of the dolia is labeled “Brandolyn Red” and is actually worth 75 gp 
  to a merchant and twice that amount to Lotrin Whitegrass.
  A pair of cave centipedes has made one of the empty barrels their home and will attack if 
  the barrels are searched.
  Cave Centipedes (2): Init +0, Atk bite +1 melee (1d4 + poison); AC 11; HD 1d6; hp 4, 3; MV 
  25’, climb 25’; Act 1d20; SP poison (DC 8 Fort save or death); SV Fort +1, Ref +1, Will -1; AL 
  N.
  The earthen mound in the back of the cave is similar to the one in area 1-11 – see that area 
  for description.
  Area 1-10 – The Vintner Family Mausoleum: From outside the mausoleum:
  A modest stone structure with a single, rust-covered, iron door squats alone within tall grass. A 
  plaque above the door reads “Vintner” in an ancient stylized script. Given the dirt and vines spread 
  across its faded surface, you surmise no one has entered this structure in decades.
  Inside the mausoleum are four sealed crypts—2 stacked on either wall—with tarnished, 
  copper plates as markers. The crypts can be opened with a DC 12 Strength check or by 
  inflicting 10 hp of damage.
  • Top Left—“Brandolyn Vintner: Wife of Gage Vintner. Taken too soon.” The exterior of 
  this crypt is mysteriously covered in frost. When it is first touched the message “Re-
  unite us” is drawn into the frost as if scratched by an invisible hand. Inside are the 
  mangled, skeletal remains of Brandolyn; her head is missing and the neck bones and 
  shoulders look crushed.
  
  Page 15
  • Bottom Left— “Gage Vintner: Devoted Husband, Winemaker, and Craftsman.” Crypt 
  is empty and the bottom has been tunneled into from below and a hazardous vertical 
  shaft now descends 15’ to area northeast of area 2-2. Climbing down the shaft requires 
  a DC 8 Agility check, with failure resulting in 1d6 damage. Characters with a Luck or 
  Agility score of 7 or less always fall. 
  • Top Right—“Heinrik Vintner: Slayer of the Ant Man Hoard, Hero of Portnelle.” Crypt 
  contains intact skeletal remains dressed in funeral finery including 12 gp worth of jew-
  elry and a plain but functional longsword.
  • Bottom Right—“Magrite Vintner: Wife of Heinrik Vintner. Beauty beyond parallel.” 
  When this crypt is opened, her remains will animate into a gourd puppet, a creature 
  who’s muscles are reconstituted by thousands of seedlings that manipulate the cadav-
  ers’ remaining flesh and bones to attack. 
  Magrite Vintner, Gourd Puppet: Init -1; Atk claw +1 melee (1d5); AC 9; HD 2d6; hp 8; MV 
  25’; Act 1d10; SP un-dead traits, transforms to seedling swarm upon 0 hp; SV Fort +1, Ref 
  -2, Will -2; AL C.
  When gourd puppet reaches <= 0 hp, it loses its structural integrity forcing the seedlings to 
  attack as a ravenous swarm.
  Seedling Swarm: Init +2; Atk swarming bite +0 melee (1 hp); AC 11; HD 1d8; hp 6; MV 25’; 
  Act 1d10; SP bite the feet of all targets within 10’ x 10’ space, half damage from non-area 
  attacks; SV Fort +0, Ref +5, Will -2; AL C.
  
  Page 16
  Area 1-11A Or B – Earthened Mound: Tracks of the insect men cover the surrounding 
  area and lead into a large mound of soft earth approximately 40 feet in diameter and rising 20 feet in 
  height. Eight different paths made by strange claw marks wind their way up the hill, crisscrossing 
  over each other until reaching the summit. The entire area has a very strong odor of sulfur with a 
  slight tinge of garlic.
  There are eight trails in all; six of them are trapped with acid-bladder mines.  Two of the 
  paths smell like garlic (path 4 and 7), while the other 6 smell like sulfur (1, 2, 3, 5, 6 and 8). 
  Characters can smell the tracks to attempt to determine which path is safe; DC 10 Intelli-
  gence check with a +2 bonus to PCs with background occupations that work with food such 
  as cheesemakers, butchers, mushroom-farmers, etc. Success indicates the PC can differenti-
  ate the scent of the trail (sulfur vs. garlic) where failure indicates merely “a tart smell.”
  Choosing the path: For those PCs who fail to distinguish the scents, or just randomly pick 
  a path, use the following formula to determine which path is selected.  If the PC’s Luck 
  score is 8 or lower, they will select a trapped path. PCs whose Luck score is 14 or greater 
  automatically choose a safe path. All other characters must roll a d8—if the result is “4” or 
  “7”, then they have randomly chosen a safe path.
  Each trapped path has 2 bladders, but each PC walking up a trapped path only needs to 
  make one save. PC must make a DC 14 Reflex save or take 1d3 acid damage when they step 
  on an acid bladder planted by the ant men.
  Note: PCs that attempt to climb the hill by avoiding the paths altogether must make a DC 14 
  Agility check to make it to the top. Success indicates they reach the summit avoiding both 
  safe and trapped trails. Failure indicates they slip and start rolling down the hill, rolling 
  across a trail as they do so (use algorithm above to determine which type) and must also 
  make a Luck check or permanently lose 1 piece of equipment or weapon that falls from their 
  person and somehow gets lost in the cascade of soft dirt.
  Once they reach the top of the burrow:
  From the top of the small, cone-shaped hill, you see a narrow passage leading downwards into the 
  earth. Shallow impressions in the soil made by insectoid feet along with a few drops of blood trailing 
  downward portend grim discoveries below. 
  Descending down leads downwards towards area 2-1A or 2-1B (see map).
  Area 2-1 – Inside The Burrow: After descending down from area 1-10 or 1-11A-B:
  The vertical tunnel descends fifteen feet down before eventually opening into a cramped, earthen 
  burrow. The pungent, acrid smell of the insect-men’s trail makes your eyes water. As you wipe your 
  eyes, you nervously realize the constricted tunnel will force many of you to go single file.
  The narrow passages force any man-sized or larger creatures to travel single file; elves and 
  halflings can travel in pairs.
  Area 2-2 – How Rumors Get Started: The skeletal corpse of a long-dead human lays 
  crumbled and forgotten against the wall the passage. The legs have been severed from the body and 
  are nowhere to be seen.
  The corpse is Bubü, a female thief secretly paid by Lotrin decades ago to retrieve Brando-
  lyn’s bones, who was killed when she attempted to open the crypt. Her legs have since been 
  assimilated into Samhain. Leather armor, a short sword, and thieves’ tools can be looted 
  from the body, as well as a pouch containing 5 gp clearly marked with the Whitegrass fam-
  ily crest.
  
  Page 17
  Area 2-3 – Cocoons: This chamber contains eight translucent, cylindrical pods, each about 5 
  feet in height and 2 feet in diameter at their widest point. As you approach them with your light 
  source, you see they’re made of some sort of waxy material, and each pod contains something vaguely 
  humanoid in shape.
  The cocoons contain desiccated bodies originally kidnapped from Portnelle to be used as 
  food for the ant queen. At the judge’s discretion, some of bodies may still be barely alive 
  and can be used as 0-level characters for replenishing the PC’s party.
  Area 2-4 – Burrow Chokepoint: The three remaining ant men soldiers have setup an 
  ambush to attack PCs once they approach this area, attacking from the northern tunnel with 
  higher ground to receive +1 Atk advantage.
  Ant Men, Soldier (3): Init +1; Atk mandible bite +0 melee (1d4) or acid squirt +1 missile 
  fire (range 20’, 1d5); AC 12; HD 1d8; hp 4 each; MV 30’; Act 1d20; SP acid squirt, decapitate 
  victim on 19-20 ; SV Fort +1, Ref +1, Will -1; AL N.
  Area 2-5 – Chamber of the Ant Queen: With a mixture of caution, tension, and fear, you 
  approach the largest of caverns thus far encountered. You realize that this is the chamber of the ant 
  queen and it is—not surprisingly—bustling with activity as several ant men drones scurry about.
  The ant queen herself, however, seems to have undergone some horrific trauma as the creature’s head 
  has been removed from its body leaving sickly trails of ichor still pumping from its thorax. The ant 
  men drones seem to be attempting to revive her by popping open piles of mucous-covered pupae eggs 
  and blithely attempting to attach the younglings onto the bleeding stump where the queen’s head 
  once was.
  Samhain has recently killed the Ant Queen as he no longer has use for her. The ant men 
  drones are futilely attempting to revive their queen by jamming pupae into the queen’s 
  wound. For each round spent in the chamber, the ant men free 2 more pupae. The workers 
  will not attack unless provoked or prevented from doing their work. After 2 rounds, the 
  hungry pupae attack the players looking for nourishment. As their acid glands are not fully 
  mature, the pupae are incredibly flammable.
  The queen’s head is nowhere to be found, but it’s easy to follow a trail of stinking ant goo 
  to area 2-6.
  PCs searching the pile of eggs will find a human scalp whose hair looks disturbingly similar 
  to Hort Leddy’s—worth 10 gp to the Leddy family.
  Ant Man Drones (3): Init +0; Atk mandible bite melee (1d6); AC 11; HD 1d8-1; hp 3 each; 
  MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL N.
  Ant Pupae (5): Init -1; Atk bite melee (1d2); AC 9; HD 1d4; hp 2 each; MV 30’; Act 1d20; SP 
  flammable (if they come in contact with flame they explode for 1d8 fire damage); SV Fort 
  +0, Ref +1, Will +2; AL C.
  Area 2-6 – Lair of Samhain: Cautiously, you descend deeper into the cavern. As your eyes 
  adjust to the light, you suddenly feel your urine freeze as you come face-to-face with a horrific amal-
  gamation of withered gray body parts grotesquely fused together. It’s clear to you now that limbs 
  collected from the crypts and corpses of others have been harvested and somehow assimilated into this 
  creature giving it mass. Indeed, you see Hort’s lifeless—as well as scalpless—head bulging from the 
  creature’s girth like a ripe hemorrhoid. 
  While it has no working eyes that you can see, the creature nonetheless appears aware of your pres-
  ence, as it lifts its bulbous mass on a collection of legs and flails lifeless arms in your direction. 
  
  Page 18
  
  Page 19
  But before you can draw your weapons to defend yourself, you see Frezzo emerge from behind the 
  corpse harvester. He is still clothed in soiled wedding attire and his eyes appear glassy and crazed. He 
  licks his lips disturbingly and turns to the creature and says, “Behold, great Samhain, here are the 
  souls I promised! My payment for your assistance murdering Hort is satisfied!” 
  For years, Samhain have been manipulating the ant men to burrow into graves and to col-
  lect the body parts of corpses to meld into its own gelatinous mass. Agglutinating Gage’s 
  evil bones has given it supernatural abilities. PCs examining the abomination notice that 
  in addition to Hort’s scalpless head (it was accidentally torn off during transport), the still 
  bleeding crown of the ant queen has also been assimilated.
  To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and po-
  tentially others) using bodies harvested from the crypts above. Judges should feel free to 
  add additional gourd puppets based on the strength of the party to make this final battle 
  interesting and memorable. Samhain will also use its charm person to try to convert PCs to 
  allies, similar to how it has charmed Frezzo.
  Samhain, The Corpse Harvester: Init +1; Atk arm clubs +3 melee (1d6+1) AC 13; HD 4d8; 
  hp 18; MV 20; Act 2d20; SP charm person spell (+3 to spell check); SV Fort +3, Ref +1, Will + 
  4; AL C.
  Frezzo, Obsessed Brother-in-Law: Init +0; Atk short sword +1 melee (1d6+1) AC 11; HD 
  1d6; hp 4; MV 30; Act 1d20; SV Fort +3, Ref +1, Will + 4; AL C.
  Gage Vintner, Gourd Puppet: Init -1, Atk claw +1 melee (1d5); AC 9; HD 2d6; hp 8; MV 
  25’; Act 1d10; SP un-dead, transforms to seedling swarm upon 0 hp; SV Fort +1, Ref -2, Will 
  -2; AL C.
  When gourd puppet reaches <= 0 hp, it loses its structural integrity forcing the seedlings to 
  attack as a ravenous swarm.
  Seedling Swarm: Init +2, Atk swarming bite +0 melee (1 hp); AC 11; HD 1d8; hp 6; MV 25’; 
  Act 1d10; SP bite the feet of all targets within 10’ x 10’ space, half damage from non-area 
  attacks; SV Fort +0, Ref +5, Will -2; AL C.
  CONTINUING THE ADVENTURE
  Frezzo: If Frezzo still lives when Samhain is destroyed, his possession will be dispelled, and 
  he will go into a deep depression over the shame of his past actions. Unless monitored, he 
  will commit suicide two nights later. 
  Lotrin Whitegrass: Lotrin will pay 60 gp for the mortal remains of Brandolyn, and pay for 
  any bottles of Brandolyn Red that are recovered from the adventure. He will then try to 
  recruit the players to go on a quest to seek out the necromancer Madrog. It has been whis-
  pered that Madrog knows forbidden magic which can bring the dead back to life using even 
  the smallest samples of blood. Lotrin is convinced this wine may be his chance to resurrect 
  his long-dead love. If the PCs refuse he will actually wait until they rest for the night, follow 
  them to their rooms, and then use a sleep spell to steal any remains from their possession. 
  If Brandolyn’s bones are returned to Lotrin, the descendants of the Dragontear family will 
  feel a great weight lifted from their soul as Ghost Brandolyn is put to rest and all surviving 
  PCs gain one point of Luck.
  Lorumund Whitegrass: If the PCs go public about discovering the affair between Lotrin 
  and Brandolyn, Lorumund will be disgusted that his brother fornicated with a human and 
  will implore the PCs to sneak into the mysterious Elven sanctuary of Whitegrass Estate to 
  search for clues regarding the disappearance of Lotrin’s missing wife Dorthala which now, 
  in hindsight, seems suspicious.
  
  Page 20
  FAMILY BACKGROUNDS HANDOUTS
  Leddy Family 
  Background
  You are distant cousins to the groom, 
  Hort Leddy. Your family is one of the 
  most prestigious in Portnelle, even if 
  your current occupation is not.
  • The Whitegrass family never ap-
  proved of the marriage of your cousin 
  Hort to the elf Nala! 
  • Frezzo idolizes his brother. He became 
  withdrawn after learning that his broth-
  er was going to get married.
  Whitegrass Family 
  Background
  You are distant cousins to the bride, Nala 
  Whitegrass. Your elven relatives have all 
  been tense as the wedding approaches.
  • The are some that fear the King of Elf-
  land does not want this mixed race mar-
  riage to occur! The grace of elves were 
  never meant to mix with dirty, feral, hu-
  mans.
  • There’s a dark family secret that Lotrin 
  Whitegrass would pay a reward for the 
  retrieval of the bones of Brandolyn Vint-
  ner—a human that lived and died over a 
  century ago. The rumor states he wants 
  to use her bones as an ingredient for 
  some sort of potion.
  • Nala’s mother disappeared over a 
  century ago under mysterious circum-
  stances. Lotrin has been despondent and 
  withdrawn ever since.
  Vintner Family 
  Background
  Your family was once considered promi-
  nent, but fell into poverty after a catas-
  trophe at the family-owned Longbow 
  Vineyard. It’s not unusual to hear jokes 
  made in town at your expense.
  • The Vintner family was once legend-
  ary for quelling an ant-man invasion 
  200 years ago, and then establishing the 
  once-famous Longbow Vineyards on the 
  site of the attack. It’s most famous wine 
  was Brandolyn Red. 
  • It is rumored that Gage Vintner, the 
  man who crafted Brandolyn Red, in-
  cluded a magical ingredient in the wine, 
  explaining why it is so coveted.
  • Gage Vintner became a recluse after 
  his wife Brandolyn died in a freak acci-
  dent when she drowned in a pond in the 
  vineyard
  Dragontear Family 
  Background
   Your family has always lived modestly. 
  At one point there were rumors of in-
  heriting a large sum of money from the 
  Vintner family, but it never came to pass.
  • About 150 years ago, a Dragontear girl 
  named Brandolyn married into the Vint-
  ner family. There was big family drama 
  when there was no inheritance after her 
  death.
  • One family claim-to-fame is that the 
  famous wine Brandolyn Red is named 
  after this same girl!
  • There’s an old family rumor that one 
  of the old, creepy elves would pay mon-
  ey of Brandolyn’s bones – supposedly to 
  satisfy some evil elven demon’s request.
  
  Page 21
  
  Page 22
  
  Page 23
  
  Page 24
  This printing of DCC 2015 Halloween 
  Module: They Served Brandolyn Red 
  is done under version 1.0 of the Open 
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  Reference Document by permission 
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  COPYRIGHT NOTICE “DCC 2015 
  Halloween Module: They Served 
  Brandolyn Red, copyright © 2015 
  Goodman Games, all rights reserved, 
  visit www.goodman-games.com or 
  contact 
  info@goodman-games.
  com”
  DCC 2015 Halloween Module: They 
  Served Brandolyn Red is copyright 
  © 2015 Goodman Games. Open 
  game content may only be used 
  under and in the terms of the Open 
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  Game Content due to statute, judicial 
  order, or governmental regulation 
  then You may not Use any Open 
  Game Material so affected.
  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 Copyright 
  2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 
  2000 Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on 
  original material by E. Gary Gygax 
  and Dave Arneson.
  DCC 2015 Halloween Module: They 
  Served Brandolyn Red, copyright © 
  2015 Goodman Games, all rights 
  reserved, 
  visit 
  www.goodman-
  games.com or contact info@
  goodman-games.com (Print Edition)
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - 2015 Halloween Adventure - They Served Brandolyn Red.pdf