TEXT:  
  BY SEAN PRESTON
  A KEG FOR DRAGON
  #1
  REALITY BLURS’                      
  
  A Keg for Dragon
  An Old School Fantasy Adventure  
  by Sean Preston
  	
  Product	Line	Development		Sean	Preston	&	Lyn	Harm
  	
  Writing		Sean	Preston
  	
  Art	Direction		Mike	Dukes
  	
  Artwork		Alex	Drummond,	Adam	
  Shaw,	&	Storn	Cook
  	
  Layout		Joel	Kinstle	with	
  Sean	Preston
  	
  Editing		Lyn	Harm,	Jeff	Scifert,	&	
  “Weird	Dave”	Olson
  This	product	is	compatible	with	the	Fantasy	Craft	Roleplaying	Game	and	requires	the		
  Fantasy	Craft	Rulebook	to	play.	Fantasy	Craft	and	all	related	text,	marks,	and	graphics		
  are	™	and	©	2009	Crafty	Games	LLC,	and	used	with	permission.	All	rights	reserved.	
  Fantasy	Craft,	the	Fantasy	Craft	logo,	and	Fantasy	Craft	branding	elements		
  are	trademarks	are	Crafty	Games	LLC,	and	are	used	with	permission.	
  Old	School	Fantasy,	A	Keg	for	Dragon,	Reality	Blurs,	and	all	unique	characters,		
  creatures,	and	locations	are	copyright	2009,	2010	Reality	Blurs.
  Visit	our	website	at	www.realityblurs.com	for	freebies,	downloads,	and	updates.	
  HIDE BACKGROUND
  
  A Keg for Dragon � � � � � � � � � � � � � � � � � � � 1
  Scene 1: Highwaymen of Sorts � � � � � � � � �4
  Scene 2: The Lay of the Land � � � � � � � � �7
  Scene 3: An Offer Over Whiskey � � � � � � 10
  Scene 4: A Talk with Templeton � � � � � � 13
  Scene 5: Sage Advice � � � � � � � � � � � � � � � 15
  Scene 6: Private Sanctuary � � � � � � � � � � 17
  Scene 7: Within the Forest Depths � � � � �20
  Scene 8: Clipwing’s Lair � � � � � � � � � � � � �24
  Scene 9: Showdown with Sebastian � � �26
  Scene 10: Epilogue � � � � � � � � � � � � � � � � �28
  Open Game License � � � � � � � � � � � � � � � �30
  Table of 
  Contents
  
  1
  Northpoint	 is	 a	 remote	 village	 with	 no	 particular	
  claim	to	fame	other	than	its	location	in	the	foothills	of	
  the	Ridgeline	Mountains,	home	to	an	ancient	dwarven	
  kingdom	known	for	its	potent	whiskey.	Our	heroes	are	
  traveling	there	to	visit	an	old	friend,	an	acquaintance,	
  or	to	follow	up	on	some	rumor	of	your	choosing	when	
  they	 are	 drawn	 into	 the	 village’s	 dilemma.	 The	 Iron	
  Legion,	a	vicious	tribe	of	imperialistic	orcs,	has	recently	
  begun	to	threaten	the	villagers,	and	have	already	cut	
  off	most	travel	along	the	North	Road.	Their	intent	is	
  clear—the	conquest	of	Northpoint.	For	some	reason,	
  the	Compact	of	Clipwing	has	not	been	honored.	The	
  question	is,	why?	
  The	Compact,	dating	back	seventy-five	years,	is	an	
  agreement	struck	between	the	villagers	and	the	dragon,	
  Clipwing,	 which	 provides	 protection	 for	 the	 Dragon	
  Pass	in	exchange	for	a	regular	tribute	of	one	triple-size	
  dwarven	keg	of	Ridgeline	Whiskey	every	three	months.	
  Yes.	The	whiskey	is	that	good.	
  The	most	recent	tribute,	however,	was	never	properly	
  delivered,	so	Clipwing	refuses	to	honor	his	part	of	the	
  agreement.	Such	is	the	way	with	dragons.
  What	happened	to	the	keg?	Chapel,	the	local	errand	
  boy,	owed	a	gambling	debt	to	Gristle,	a	gruff	soldier	
  of	fortune,	and	as	a	result,	the	lad	substituted	inferior	
  whiskey	instead,	figuring	the	dragon	wouldn’t	be	able	
  to	tell	the	difference.	Clipwing	knew	at	just	a	sniff.	He	
  has	kept	Chapel	as	punishment	and	now	refuses	to	stop	
  the	orc	attacks.	
  The	heroes	need	to	first	find	the	missing	boy,	discover	
  the	dragon	didn’t	get	the	proper	tribute,	locate	the	keg,	
  and	return	it	to	him	–	all	the	while	dealing	with	the	
  threat	of	orc	and	goblin	attacks.	
  Be	certain	to	be	generous	with	clues	and	offer	a	nudge	
  or	 bit	 of	 direction	 if	 they	 seem	 to	 be	 at	 an	 impasse.	
  Other	than	that,	let	them	proceed	at	their	own	pace,	
  A Keg for  
  Dragon
  Introduction
  You	may	find	the	name	a	bit	of	a	curiosity,	
  but	 please	 allow	 me	 to	 explain.	 The	
  name	 hearkens	 back	 to	 a	 simpler	 time	 of	
  roleplaying	adventure	where	you	picked	a	
  race	and	a	class	(sometimes	the	two	were	
  the	same	thing),	and	you	jumped	into	the	
  scenario	with	little	knowledge	of	what	you	
  or	 your	 hero	 were	 doing.	 Games	 evolve,	
  and	 so	 do	 the	 players,	 but	 we	 all	 have	 to	
  admit	 that	 it	 is	 awfully	 fun	 to	 delve	 into	
  dungeons,	clear	the	forests	of	bandits,	find	
  the	treasure,	and	rescue	the	princess	from	
  time	to	time.	Isn’t	it?	Hopefully,	you’ll	find	
  the	adventures	in	this	series	evoke	the	same	
  sense	of	excitement,	intrigue,	and	fun	for	
  you	that	they	do	for	us.
  Enjoy!	
  Sean Preston
  
  A Keg for Dragon
  2
  only	ramping	up	the	attacks	and	whatnot	if	you	find	
  them	moving	too	leisurely	for	your	liking.
  Scene One: Highwaymen of 
  Sorts
  The	heroes	are	ambushed	by	goblins	lying	in	wait.	
  After	 dispatching	 or	 driving	 them	 off,	 the	 heroes	
  discover	Peddler	Thomas	left	for	dead	in	the	bushes,	his	
  pack	scattered	about.	He	explains	to	them	the	troubles	
  in	the	area,	offers	them	a	discount	on	goods,	and	tells	
  them	 to	 try	 The	 Shattered	 Sword	 in	 Northpoint	 just	
  up	the	road	for	a	warm	fire,	cold	whiskey,	and	recent	
  gossip.	
  Scene Two: The Lay of the 
  Land
  A	 pall	 seems	 to	 hang	 over	 the	 sleepy	 town	 of	
  Northpoint.	It	borders	the	Jagged	Reaches	which	can	
  be	 seen	 just	 beyond	 the	 Ridgeline	 Mountains	 to	 the	
  north.	People	go	about	their	lackluster	lives	with	little	
  real	drive	or	purpose.	
  Scene Three: An Offer Over 
  Whiskey
  The	heroes	make	their	way	into	The	Shattered	Sword	
  and	encounter	a	most	intriguing	scoundrel	therein.	An	
  opportunity	arises	and	negotiations	ensue.
  Scene Four: A Talk with 
  Templeton
  The	heroes	meet	with	Templeton,	who	comes	across	
  as	shady	as	he	seems,	but	if	accused	of	harming	the	boy,	
  he	reveals	another	side	to	his	personality.
  Scene Five: Sage Advice
  Eliana	the	Apothecary	has	taken	note	of	the	heroes’	
  interest	in	things,	and	will	invite	them	to	her	place	for	
  refreshment.	 She	 lives	 just	 above	 her	 shop,	 and	 her	
  assistant,	Mary	Anne,	takes	care	of	the	business	when	
  she	is	out.	Over	tea,	she	tells	them	to	look	beyond	the	
  surface,	and	helps	them	sort	out	the	deeper	meaning	
  of	events.
  Scene Six: Private Sanctuary
  The	 heroes	 encounter	 the	 elusive	 Gristle,	 inspect	
  Chapel’s	bolt-hole,	and	are	no	further	along	than	they	
  were,	except	they	find	the	Ward’s	Map.	An	orc	attack	
  convinces	Gristle	to	throw	in	with	the	heroes	and	offer	
  a	bit	more	insight.
  Scene Seven: Within the 
  Forest Depths
  The	 heroes	 make	 their	 way	 through	 the	 forest,	
  and	 encounter	 an	 orc	 encampment.	 If	 they	 let	 it	 go	
  unchecked,	the	town	could	be	in	trouble,	regardless	of	
  whether	they	make	amends	with	the	dragon	or	not.	The	
  question	is:	do	they	strike?
  Scene Eight: Clipwing’s Lair
  Clipwing	is	in	the	cave	with	Chapel	as	his	prisoner.	
  He	wants	the	keg	returned	to	him,	and	is	surprised	that	
  no	one	has	already	come	to	make	amends.	It	is	learned	
  that	Sebastian	was	a	Dragon’s	Ward	in	his	youth	and	
  knew	 of	 the	 cave’s	 location.	 The	 heroes	 put	 two	 and	
  two	together,	return	to	town,	and	confront	him	at	The	
  Shattered	Sword.
  Scene Nine: Showdown with 
  Sebastian
  Sebastian	 is	 fearful	 of	 being	 discovered	 and	 if	
  confronted,	he’ll	reveal	the	whiskey’s	location	and	beg	
  for	mercy.	He	then	causes	the	stuffed	owl-bear	to	come	
  to	life	while	he	attempts	to	make	his	escape	with	the	
  distraction.
  Scene Ten: Endgame
  After	they	deliver	the	keg	and	return	with	Chapel,	
  the	 heroes	 are	 given	 a	 hero’s	 welcome	 for	 averting	
  disaster.	Clipwing	uses	his	dragon	ways	to	reassert	his	
  superiority	over	The	Iron	Legion,	and	all	is	well.	
  If	Sebastian	is	killed	during	his	final	confrontation,	
  the	 heroes	 are	 paid	 and	 thanked	 for	 their	 service.	
  However,	if	mercy	is	shown,	the	magistrate	gives	the	
  heroes	an	additional	reward:	the	deed	to	The	Shattered	
  Sword.	Gristle	agrees	to	run	it	in	their	stead,	and	he’s	
  certain	Chapel	will	be	willing	to	work	off	his	debt	as	
  well.	
  
  3
   
  A Keg for Dragon
  Menace
  A	Keg	for	Dragon	assumes	a	Menace	of	I	(Trifling)	
  or	II	(Routine),	though	you	can	easily	adjust	that	if	you	
  like.	Keep	in	mind	that	a	higher	or	lower	Menace	will	
  adjust	the	number	of	Dramatic	scenes.	
  Sliding DCs
  To	allow	for	play	at	any	Threat	Level,	this	adventure	
  features	sliding	DCs	(see	Fantasy	Craft,	page	370).
  Dramatis Personae
  Chapel:	 A	 youth	 of	 sixteen,	 Chapel	 is	 already	 an	
  inveterate	gambler.	He	ran	away	from	debts	he	accrued	
  in	the	city	and	has	been	living	in	Northpoint	for	several	
  months.	He	works	odd	jobs,	but	has	strange	fits	that	
  drive	him	compulsively	to	the	woods,	where	he	seeks	
  shelter	in	his	cave.	Some	say	he	is	a	werewolf.	Others	
  say	 he	 is	 insane.	 The	 truth	 of	 the	 matter	 is	 simply	
  that	Chapel	likes	to	be	alone	and	has	discovered	that	
  his	“fits”	enable	him	to	live	a	very	private	life.	He	has	
  grown	to	care	for	the	town	and	most	of	its	people,	and	
  is	secretly	in	love	with	Ana.
  Eliana, the Elder:	 Orphaned	 in	 the	 Ridgeline	
  Mountains	when	a	winter	storm	took	the	lives	of	her	
  family,	Eliana	spent	her	first	twenty	years	working	in	
  the	dwarven	cities,	apprenticed	to	the	Lichen	Growers	
  and	 learning	 the	 secrets	 of	 plants.	 She	 eventually	
  was	forced	to	leave	when	the	damp	air	caused	her	to	
  become	 deathly	 ill.	 She	 misses	 her	 home	 among	 the	
  dark	dwellers,	but	has	flourished	in	the	light,	although	
  she	has	not	wandered	far	from	her	roots	by	living	in	
  Northpoint,	 the	 closest	 topside	 settlement	 to	 her	
  dwarven	“family”.
  Gristle:	 Gristle	 was	 a	 miner	 until	 a	 mine	 collapse	
  caused	him	to	become	claustrophobic.	Shortly	thereafter	
  he	became	a	surface	mercenary,	and	only	last	year	has	
  started	his	own	business	as	a	freelancer.	He	subsidizes	
  this	 by	 taking	 wagers	 from	 the	 local	 gamblers,	 and	
  being	an	intermediary	with	the	Ridgeline	folks.	He	also	
  runs	an	illegal	fighting	ring	in	the	southern	cities,	and	
  had	brought	Chapel	to	Northpoint	to	train	for	some	
  upcoming	bouts.
  Hiram Mirth:	Hiram	Mirth	was	a	popular	litigator	in	
  the	cities	who	moved	to	this	little	town	after	a	political	
  indiscretion	nearly	thirty	years	ago.	Now	he	serves	as	
  the	voice	of	calm	and	reason	for	the	populace.	Perhaps	
  he	spends	a	bit	too	much	time	in	his	cups,	but	he	is	
  generally	 friendly	 and	 well-liked,	 and	 has	 the	 town’s	
  best	interests	at	heart.
  Sebastian Shaw:	Sebastian	runs	the	family	business,	
  and	 he	 runs	 it	 well,	 turning	 a	 tidy	 profit.	 He’s	 not	
  averse	to	taking	a	bit	of	an	advantage	over	travelers,	
  but	treats	his	regulars	well.	He	had	a	falling-out	with	
  Oliver	 Templeton	 when	 he	 discovered	 Templeton	
  was	conducting	business	deals	in	his	commons	room	
  without	giving	him	a	percentage.	Ever	since,	Templeton	
  relegates	all	such	talk	to	his	own	shop,	but	Sebastian	
  still	feels	that	his	old	friend	got	one	over	on	him.		The	
  Iron	Legion	learned	from	one	of	their	informers	that	
  Sebastian	would	betray	his	people	if	the	coin	were	right,	
  and	contacted	him	to	purchase	the	keg.	To	that	end,	he	
  stole	the	Ridgeline	Whiskey	from	Chapel,	anticipating	a	
  tidy	profit.	Now,	he’s	a	bit	nervous	over	the	whole	shady	
  business.		The	Iron	Legion	never	had	any	intention	of	
  buying	the	whiskey;	they	just	wanted	the	covenant	with	
  the	dragon	broken.
  Oliver Templeton:	 Born	 into	 poverty,	 Templeton	
  spent	many	nights	longing	for	steak	and	potatoes	or	
  even	another	grain	of	rice.	He	vowed	he	would	amass	
  such	wealth	that	he	would	never	go	hungry	again.	A	
  lifetime	later,	he	lives	well	on	his	successes,	which	he	
  judges	by	the	quality	of	the	food	and	wines	he	shoves	
  down	his	gullet.	He	is	an	active	member	of	the	Thieves’	
  Guild,	and	his	shop	gives	him	a	perfect	front	for	fencing	
  goods	and	running	black	market	operations	in	the	area.
  Peddler Thomas:	Peddler	Thomas	was	once	a	greedy	
  merchant	in	the	big	city	who	did	not	even	spare	the	
  coin	to	save	his	daughter’s	life.	Since	then	he’s	seen	the	
  light,	given	away	all	his	worldly	possessions	save	for	the	
  heavy	backpack,	and	now	lives	a	life	of	simple	austerity.
  Whiteshroud:	Orphaned	in	his	youth,	Whiteshroud	
  was	taken	in	by	the	Church,	where	he	was	schooled	in	
  the	healing	arts.	Today,	he	is	a	quiet	soul,	keeping	to	
  himself	and	offering	his	services	as	he	is	able,	asking	
  nothing	in	return.
  Clipwing:	A	dragon	with	coppery-green	scales	and	
  a	crippled	right	wing	with	a	long	war	wound	running	
  down	its	length,	Clipwing	has	hypnotic	eyes	that	shift	
  colors	like	leaves	in	the	changing	seasons.	Clipwing	likes	
  to	talk	a	lot,	especially	when	he’s	in	his	cups.	He	enjoys	
  regaling	 his	 audience	 about	 past	 battles.	 He	 selects	
  wards	from	the	town,	but	hopes	to	one	day	re-form	the	
  Dragon’s	Guard	and	unite	the	Broken	Lands.
  
  4
  Somewhere	along	the	North	Road
  Objectives
  •	The	 heroes	 want	 to	 defeat	 the	 forest	 goblins	
  resoundingly,	and	rescue	the	peddler	with	no	more	
  than	a	few	scrapes	and	bruises.
  Challenges
  •	Defeat	the	forest	goblins	while	keeping	the	peddler	
  alive.
  Synopsis
  Scene Type: Standard
  GM Briefing:	The	GM	wants	the	heroes	to	feel	they	
  are	 leaving	 their	 mundane	 lives	 behind	 as	 they	 step	
  into	 a	 world	 of	 adventure.	 They	 should	 suspect	 that	
  danger	is	afoot,	and	the	best	way	to	deal	with	it	is	a	
  turn	of	phrase,	and	perhaps,	a	turn	of	the	blade.	The	
  players	should	be	curious	about	what	problems	await	
  in	Northpoint	and	how	they	can	help.
  Gear:	The	heroes	are	traveling	along	the	North	Road	
  with	all	adventuring	gear	on	their	persons.	
  Location
  The	North	Road	winds	its	way	into	the	Southlands.	
  The	foliage	along	the	route	is	light	for	the	most	part,	but	
  has	thickened	up	with	pine	and	oak,	and	shadows	grow	
  deep	and	the	way	more	treacherous	as	nature	reclaims	
  the	path.		
  Ambiance:	The	air	smells	of	pine	and	oak	from	the	
  mixed	evergreen	and	deciduous	forest,	with	lengthening	
  shadows	as	the	day	advances.
  Terrain:	Forest
  Cultural Interests:	GM	Preference	
  Action
  As	 your	 party	 is	 walking	 casually	 down	 North	
  Road,	minding	their	own	business,	the	brush	by	the	
  road	 ahead	 of	 them	 rustles	 ominously.	 Two	 green-
  skinned,	 diminutive	 figures	 leap	 from	 the	 brush,	
  wielding	crossbows	and	short	swords	and	menacing	
  the	party.
  “Give	us	your	coin,	humans,	or	prepare	for	death!”	
  one	of	the	creatures	cries	in	a	crackly,	lisping	voice.
  Two	 forest	 goblins	 step	 out	 onto	 the	 path	 and	
  demand	the	heroes	hand	over	their	coin	or	suffer	the	
  consequences....	In	total	there	are	enough	goblins	for	
  one	per	hero,	including	these	two	holding	crossbows	
  and	the	remainder	hiding	in	the	bushes.
  All	heroes	may	make	an	Awareness	check	opposed	
  by	the	goblins’	Stealth	(team	check,	adding	in	+2	for	
  cover)	to	determine	if	they	see	any	additional	goblins	
  hiding	in	the	bushes.
  Should	 the	 peddler	 be	 killed,	 the	 heroes	 each	 lose	
  an	Action	Dice	immediately	(it’s	bad	fortune	to	kill	a	
  merchant).		However,	they	may	rummage	through	his	
  goods	and	find	the	treasure	listed	under	his	NPC	stat	
  block.
  Peddler	 Thomas	 was	 left	 for	 dead	 in	 the	 bushes,	
  lying	unconscious	in	a	pool	of	his	own	blood	with	his	
  Scene 1:  
  Highwaymen of 
  Sorts
  
  5
   
  Scene 1: Highwaymen of Sorts
  pack	scattered	about.	If	things	are	going	badly	for	the	
  heroes,	 the	 merchant	 rouses	 himself	 and	 scares	 off	
  the	remaining	goblins	with	flash	bombs	(page	181	of	
  Fantasy	Craft).	He’ll	claim	he	was	taken	by	surprise	to	
  begin	with	or	they	never	would’ve	gotten	him.	
  Peddler	Thomas	thanks	the	heroes	for	their	aid	and	
  offers	them	elixirs	in	thanks	for	their	good	work.	Each	
  is	a	potion	of	Healing	elixir	(page	163	of	Fantasy	Craft).	
  He	gives	one	elixir	per	hero	and	tells	them	about	the	
  troubles	in	Northpoint.	If	he	is	killed,	well,	he	can’t	offer	
  
  A Keg for Dragon
  6
  much	aid	then,	can	he?	The	injured	man	then	relates	
  how	 local	 travel	 has	 become	 treacherous	 in	 the	 past	
  month,	 and	 that	 goblins	 aren’t	 the	 worst	 of	 it.	 There	
  have	 been	 rumors	 of	 orcs	 coming	 from	 the	 Jagged	
  Reaches	to	raid	the	local	town	of	Northpoint.	He	just	
  left	the	village	the	day	before	and	intends	to	return	to	
  safer,	more	civilized	lands	to	the	south.	He	also	hopes	
  that	Northpoint	sorts	out	its	problems	before	his	next	
  trip	up	this	way.
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Why	are	we	here?	
  A:	 You’re	 adventurers,	 do	 you	 care?	 Seriously,	 you	
  are	just	traveling	through	the	countryside	in	between	
  adventures	and	stumble	upon	a	bit	of	trouble.
  Q:	Have	any	of	us	heard	of	troubles	from	bandits	on	
  the	road?	
  A:	No.	You	are	new	to	the	area	and	have	not	heard	of	
  any	particular	troubles	yet	in	this	area.
  Q:	What	time	is	it?	
  A:	Late	afternoon.	The	sun	is	just	starting	to	set.
  Cast
  Forest Goblin (Standard NPCs, 
  Adversaries)
  “Diiiieeeee!”
  Description:	 Fond	 of	 wearing	 very	 dark	 colored	
  clothes	to	blend	into	their	forest	surroundings,	these	
  creatures	have	a	somewhat	grotesque	appearance:	their	
  brow	is	fully	covered	with	thick	hair	and	their	mouth	
  is	 filled	 with	 yellowed,	 crooked	 teeth.	 Typically,	 they	
  speak	 in	 a	 coarse	 raspy	 sounding	 and	 slightly	 high-
  pitched	voice.
  Motivations:	Forest	goblins	are	opportunists	and	are	
  not	afraid	to	take	what	they	want.
  Forest Goblin (Small Folk Walker — 42 XP):	
  Str	10,	Dex	10,	Con	10,	Int	10,	Wis	10,	Cha	10;	SZ	S	
  (1x1,	Reach	1);	Spd	30	ft.	ground;	Init	V;	Atk	IV;	Def	
  III;	Res	III;	Health	V;	Comp	II;	Skills:	Intimidate	VI,	
  Blend	V,	Tactics	IV;	Qualities:	Menacing	threat,	tricky	
  (Cheap	Shot),	darkvision	I,	feat	(Ambush	Basics),	light-
  sensitive	
  Attacks/Weapons:	 Short	 sword	 (dmg	 1d6	 lethal;	
  threat	 19–20;	 qualities:	 keen	 4),	 light	 crossbow	 +	 10	
  standard	bolts	(dmg	1d4	lethal;	threat	19–20;	range	50	
  ft.	x	6;	qualities:	AP	2,	load	5,	poisonous)
  Gear:	Partial	leather	armor	(DR	1;	Resist	Fire	3;	DP	
  –1;	ACP	–0;	Spd	—;	Disguise	+0)
  Treasure:	1C,	1G,	1L
  Peddler Thomas (Standard NPC)
  “I’m	sure	I	have	just	what	you’re	looking	for...”	,	“I’m	
  sorry.	No	credit.”	,	“Always	remember	change,	however	
  unlikely,	is	possible.”
  Description:	Peddler	Thomas	is	a	gnarled	old	human	
  man,	leathery,	tan	and	tough.	He	has	a	kind	smile	and	
  surprisingly	soft	hands.	He	was	once	a	greedy	merchant	
  in	the	big	city	who	did	not	even	spare	the	coin	to	save	
  his	daughter’s	life.	Since	then	he’s	seen	the	light,	given	
  away	 all	 his	 worldly	 possessions	 save	 for	 the	 heavy	
  backpack,	and	now	lives	a	life	of	simple	austerity.
  Motivations:	Thomas	is	friendly,	but	talking	to	him	
  for	any	length	of	time	reveals	a	heaviness	in	his	heart.	
  He	believes	in	goodness	and	in	redemption.
  Peddler Thomas (Medium Folk Walker — 33 XP):	
  Str	10,	Dex	10,	Con	10,	Int	10,	Wis	10,	Cha	10;	SZ	M	
  (1×1,	Reach	1);	Spd	30	ft.	ground;	Init	II;	Atk	I;	Def	
  II;	Res	I;	Health	IV;	Comp	III;	Skills:	Bluff	IV,	Haggle	
  X,	Crafting	IV,	Sense	Motive	IV;	Qualities:	Expertise	
  (Haggle)
  Attacks/Weapons:	 Walking	 stick	 (dmg	 1d8	 lethal;	
  threat	19–20;	qualities:	double,	trip),	flash	bombs	(dmg	
  3d6	flash;	threat	-;	range	10	ft.	x	3;	qualities:	blast	1)
  Gear:	 Backpack	 with	 much	 bric-a-brac,	 potions	 of	
  Healing	(1	per	hero)
  Treasure:	2C,	2G,	1L,	1M
  Next Steps
  Having	dispatched	the	threat	of	the	forest	goblins	and	
  assisted	Peddler	Thomas,	the	party	is	likely	interested	
  in	 trying	 to	 discover	 the	 trouble	 at	 Northpoint	 (see	
  Scene	2).	Peddler	Thomas	can	give	them	directions	to	
  the	 village.	 Should	 the	 characters	 decide	 not	 to	 visit	
  Northpoint,	feel	free	to	hint	that	there	is	the	likelihood	
  of	a	reward	for	anyone	who	assists	the	townsfolk	with	
  their	problems!
  
  7
  Inside	the	town	of	Northpoint
  Objectives
  •	The	characters	want	to	ingratiate	themselves	with	the	
  locals,	and	find	out	what	they	can	do	to	help.
  Challenges
  •	Defeat	the	forest	goblins	while	keeping	the	peddler	
  alive.
  Synopsis
  Scene Type:	Standard
  GM Briefing:	The	GM	wants	the	players	to	feel	the	
  town	is	alive,	in	danger,	and	worth	protecting.
  Gear:	The	heroes	are	traveling	into	Northpoint	with	
  all	adventuring	gear	on	their	persons.	
  Location
  A	 pall	 seems	 to	 hang	 over	 the	 sleepy	 town	 of	
  Northpoint.	 It	 borders	 the	 Ridgeline	 Mountains	
  beyond	which	can	be	seen	the	Jagged	Reaches	to	the	
  north.	People	go	about	their	lackluster	lives	with	little	
  real	drive	or	purpose.	An	aging	wooden	sign	next	to	a	
  small	fountain	in	the	village	square	points	to	the	major	
  points	of	interest	in	town:	The	Shattered	Sword	to	the	
  northwest,	Templeton’s	General	 Goods	 due	 north	on	
  the	road	out	of	town,	and	Ana’s	Apothecary	to	the	east.
  Ambiance:	 Bustling	 townsfolk	 scurry	 hither	 and	
  yon	upon	their	daily	errands.		The	village	appears	as	a	
  typical	farming	village,	full	of	activity	and	its	share	of	
  interesting	characters.
  Terrain:	Indoors/settled
  Cultural Interests:	GM	Preference	
  Action
  While	the	heroes	are	trying	to	decide	what	to	do,	they	
  witness	a	pair	of	haphazard	militiamen	storming	out	
  of	The	Shattered	Sword,	but	calm	down	as	they	see	the	
  heroes.	One	introduces	himself	as	Samuel	Wright	and	
  welcomes	them	to	the	town.	His	twin	brother,	Elijah,	
  asks	if	they	are	heroes.
  If	 the	 heroes	 are	 nice	 to	 Samuel	 and	 Elijah,	 the	
  militiamen	escort	them	to	The	Shattered	Sword.	“You	
  wanted	us	to	get	results?	Well,	how’s	this?	We	found	a	
  whole	lot	of	heroes	for	you	to	sort	things	out!”	They	
  then	turn	on	their	heels	and	leave.	
  If	the	heroes	are	not	so	nice,	the	militiamen	tell	them,	
  “You	may	be	mean.	You	may	be	able	to	take	us,	but	
  we’re	 certain	 you’re	 motivated	 by	 common	 decency.	
  Come	with	us.”	Again,	they	are	escorted	to	the	tavern.
  The	 heroes	 may	 attempt	 to	 Persuade	 (DC	 10)	 the	
  militiamen.	 If	 the	 heroes	 are	 successful,	 they	 tell	 the	
  heroes	of	the	missing	boy	and	the	increasing	threat	of	
  attacks	on	the	town	by	goblins	and	orcs.
  Should	the	heroes	enter	into	a	scuffle	with	the	twins,	
  the	townsfolk	come	outside	to	witness	the	commotion.	
  Whiteshroud	will	drift	over	to	try	to	calm	things	down.
  Should	 the	 heroes	 treat	 the	 militiamen	 well,	 the	
  Attitude	of	the	pair	shifts	from	Neutral	to	Friendly	and	
  Scene 2:  
  The Lay of  
  the Land
  
  A Keg for Dragon
  8
  they	pledge	to	aid	them	in	any	heroic	endeavors	in	and	
  about	the	town.
  Other Locations In Northpoint
  Ana’s Apothecary
  This	quaint	shop	is	over	seventy-five	years	old	and	
  contains	nearly	anything	a	burgeoning	herbalist	could	
  hope	 for	 –	 items	 for	 concocting	 healing	 poultices,	
  poison	antidotes,	and	even	a	limited	supply	of	herbs	
  that,	if	properly	mixed,	can	bolster	the	user’s	strength	
  and	stamina.	The	ceiling	has	large	windows	to	let	in	a	
  huge	supply	of	light.
  Chapel’s Bolt-Hole
  This	rustic	retreat	was	the	place	where	Chapel	spent	
  the	bulk	of	his	free	time	training.	No	one	in	the	town	
  knows	about	its	location,	save	for	Eliana,	whom	Chapel	
  invited	to	visit	when	Gristle	had	business	to	attend	to	in	
  the	city.	It	is	clean,	as	far	as	caves	go,	and	well	ordered,	
  with	a	training	dummy,	various	practice	weapons,	and	
  shields.
  Clipwing’s Cave
  This	 cave	 is	 particularly	 dry	 and	 smells	 faintly	 of	
  dandelions.	No	bones	litter	the	floor,	and	the	entrance	
  is	 fastidiously	 free	 of	 debris.	 Naturally	 enough,	 the	
  dragon,	Clipwing,	is	to	be	found	here.
  The Shattered Sword
  Northpoint’s	 only	 place	 to	 whet	 your	 whistle,	 this	
  tavern	boasts	a	variety	of	ale,	foodstuffs,	and	a	bit	of	
  gossip	from	time	to	time.	
  Templeton’s General Goods
  This	store	offers	all	the	basic	sundries	any	adventurer	
  could	ask	for,	along	with	a	handful	of	basic	arms	and	
  armor	from	those	who	have	either	died	in	their	heroic	
  pursuits,	 retired,	 or	 thought	 better	 of	 such	 insanities	
  altogether.
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Why	do	the	twin	militiamen	appear	upset?	
  A:	The	militiamen	have	been	listening	to	the	town	
  argue	over	Clipwing	and	the	boy,	Chapel.		They	have	
  been	tasked	with	finding	answers.
  Q:	Why	have	the	militiamen	not	found	the	answers?	
  A:	 They	 are	 not	 professional	 soldiers,	 unlike	 the	
  heroes.		They	have	families	to	think	about.	There	is	not	
  enough	money	for	them	to	take	on	a	mad	dragon.
  Q:	What	sort	of	trouble	is	the	town	in?	
  A:	They	would	not	call	it	trouble,	exactly	.	.	.	more	
  like	a	misunderstanding	due	to	misplacement	of	some,	
  uh,	property.
  Cast
  Samuel and Elijah Wright (Standard 
  NPCs)
  “United,	we	stand.”	,	“Can	we	be	of	any	help?”
  Description:	Identical	twins,	the	two	humans	are	of	
  slender	build,	with	black	hair	and	green	eyes.	Elijah	has	
  a	slight	scar	under	his	left	eye.	The	men	have	served	
  the	town	as	its	standing	militia	for	over	ten	years.	They	
  have	the	best	of	intentions,	but	have	little	more	than	
  basic	combat	skills.
  Motivations:	These	two	characters	are	rather	inept	
  individuals,	but	know	which	end	of	a	sword	to	hold	
  and	 have	 driven	 off	 the	 occasional	 rabid	 raccoon	 or	
  wild	 possum.	 They	 are	 simultaneously	 awed	 by	 and	
  jealous	 of	 any	 honest-to-goodness	 adventurers	 they	
  may	encounter,	their	moods	shifting	with	the	wind.
  Simon and Elijah Wright (Medium Folk Walker — 
  37 XP):	Str	10,	Dex	10,	Con	10,	Int	10,	Wis	10,	Cha	10;	
  SZ	M	(1×1,	Reach	1);	Spd	30	ft.	ground;	Init	V;	Atk	II;	
  Def	II;	Res	III;	Health	III;	Comp	II;	Skills:	Investigate	V,	
  Notice	V,	Search	V;	Qualities:	Feat	(Basic	Skill	Mastery	
  (Investigator),	 Combat	 Instincts),	 improved	 sense	
  (hearing)
  Attacks/Weapons:	Throwing	spear	(dmg	1d8	lethal;	
  threat	 19-20;	 qualities:	 hurl,	 reach	 +1),	 dagger	 (dmg	
  1d6	lethal;	threat	19–20;	qualities:	bleed,	hurl)
  Gear:	Partial	hardened	leather	armor	(DR	3;	Resist	
  Fire	3;	DP	–1;	ACP	–1;	Spd	–5	ft.;	Disguise	–2),	hooded	
  lantern,	manacles,	whistle
  Treasure:	1C
  Whiteshroud (Standard NPC)
  “If	 you	 didn’t	 fight,	 you	 wouldn’t	 get	 hurt.”	 ,	 “Of	
  course,	 I	 can	 tend	 to	 that.”	 ,	 “You	 insult	 the	 gods,	
  undoing	my	work.”
  Description:	 An	 emaciated	 man	 in	 dirty,	 white	
  robes,	 Whiteshroud	 carries	 his	 worldly	 possessions	
  on	his	person:	a	cup,	a	plate,	and	a	fork,	all	dangling	
  
  9
   
  Scene 2: The Lay of the Land
  like	talismans	from	a	crude	leather	necklace.	
  Orphaned	 in	 his	 youth,	 Whiteshroud	 was	
  taken	in	by	the	Church,	where	he	was	schooled	
  in	the	healing	arts.	Today,	he	is	a	quiet	soul,	
  keeping	to	himself	and	offering	his	services	as	
  he	is	able,	asking	nothing	in	return.
  Motivations:	The	town	healer,	Whiteshroud	
  is	 a	 bit	 of	 a	 recluse.	 He	 often	 wanders	 the	
  streets	by	day,	but	hangs	out	in	a	corner	of	
  The	Shattered	Sword	in	the	evenings.
  Whiteshroud (Medium Folk Walker — 
  56 XP):	Str	10,	Dex	10,	Con	10,	Int	14,	Wis	
  10,	Cha	12;	SZ	M	(1×1,	Reach	1);	Spd	30	ft.	
  ground;	Init	I;	Atk	I;	Def	IV;	Res	III;	Health	
  III;	 Comp	 III;	 Skills:	 Crafting	 IV,	 Medicine	
  VI,	 Resolve	 IV,	 Spellcasting	 V;	 Spells:	 Cure	
  Wounds	 I,	 Feather	 Fall,	 Identify	 I,	 Knock,	
  Read	Magic;		Qualities:	Class	ability	(Mage:	
  arcane	 wellspring	 I),	 expertise	 (Medicine),	
  feat	 (Alchemy	 Basics,	 Bandage,	 Basic	 Skill	
  Mastery	(Healer)),	spell	defense	II
  Attacks/Weapons:	None
  Gear:	Plain	robes,	sandals,	cup,	plate,	fork
  Treasure:	1G,	1M
  Next Steps
  The	 heroes	 make	 their	 way	 into	 The	
  Shattered	 Sword	 and	 encounter	 a	 most	
  intriguing	scoundrel	therein.	An	opportunity	
  arises	and	negotiations	ensue	(see	Scene	3).
  
  10
  Inside	the	Shattered	Sword
  Objectives
  •	The	 characters	 will	 want	 to	 negotiate	 the	 best	 deal	
  they	 can	 and	 learn	 the	 circumstances	 of	 Chapel’s	
  disappearance.
  Challenges
  •	Negotiation	with	a	very	savvy	Hiram	Mirth.
  Synopsis
  Scene Type:	Standard
  GM Briefing:	The	heroes	learn	of	the	missing	boy	
  and	the	dangers	of	dealing	with	dragons.	Ultimately,	
  they	should	be	drawn	into	saving	the	town.	They	are	
  heroes	after	all.	Aren’t	they?
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  The	Shattered	Sword	is	the	hub	of	Northpoint.	It	is	
  a	traditional	tavern	that	has	been	in	the	Shaw	family	
  for	 seven	 generations.	 Just	 inside	 the	 doorway	 is	 a	
  stuffed	owl-bear	that	is	used	as	a	coat	rack,	while	over	
  the	mantle	hangs	the	head	of	a	wild	hyena	from	the	
  Southlands.	Some	townsfolk	are	currently	arguing	over	
  tankards	of	ale	when	the	party	enters.
  Ambiance:	The	Shattered	Sword	is	a	warm,	friendly	
  place,	 and	 many	 deals	 have	 been	 struck	 before	 its	
  roaring	fireplace.	
  Terrain:	Indoors/settled
  Cultural Interests:	GM	Preference	
  Action
  The	magistrate,	Hiram	Mirth,	is	arguing	with	several	
  of	the	locals	about	what	to	do	about	the	boy	and	the	
  dragon.	When	the	party	is	introduced,	everyone	falls	
  silent	as	Mirth	sizes	them	up.	
  “Well	 met,	 strangers.	 You’re	 probably	 passing	
  through	on	your	way	to	the	Jagged	Reaches	in	your	
  quest	 for	 real	 adventure.	 Granted,	 Northpoint	 is	
  usually	a	sleepy	little	town	–	and	we	like	it	that	way	–	
  but	lately...	well,	lately	there	has	been	a	great	deal	of	
  trouble.	Chapel	is	missing,	the	dragon	is	dead	or	mad	
  or	 worse,	 but	 what’s	 worse	 than	 dead,	 really?	 And	
  we’ve	seen	black	wolves	in	the	forest	of	late.	Shamans	
  of	 the	 Red	 Hand	 use	 wolves	 as	 forward	 scouts,	 it’s	
  been	said.	Will	you	help	us?”
  Mirth	is	willing	to	scrape	together	sufficient	funds	to	
  pay	the	heroes	100	silver	coin	for	their	efforts,	plus	free	
  accommodations	in	town	along	with	a	twenty	percent	
  discount	on	all	goods.
  The	negotiation	is	a	simple	one.	Mirth	can	offer,	at	
  most,	120	coins	per	hero.	This	is	accomplished	by	an	
  opposed	Bargain	check,	where	the	heroes	are	the	treated	
  as	the	seller	and	Mirth	is	the	buyer.	The	best	result	the	
  heroes	can	get	is	120%	of	the	asking	price	of	100	silver	
  (see	Table	2.11:	Bargaining	in	Fantasy	Craft),	for	a	total	
  Scene 3:  
  An Offer Over 
  Whiskey
  
  11
   
  Scene 3: An Offer Over Whiskey
  of	120	silver.	If	he’s	treated	well,	Mirth	will	also	offer	up	
  the	militiamen	to	escort	them	about	as	needed.
  Once	the	room	clears	out,	Sebastian	returns	to	the	
  bar,	 mumbling	 to	 himself.	 If	 questioned,	 he’ll	 tell	
  them	that	he	thinks	everything	could	be	connected	–	
  the	missing	boy,	the	derelict	dragon,	and	the	random	
  attacks	on	the	town.	The	heroes	should	make	a	team	
  Sense	Motive	check	opposed	by	Templeton’s	Bluff.	The	
  heroes	 suffer	 a	 -15	 penalty	 (-4	 for	 believable	 lie	 and	
  -11	for	Unfriendly	Disposition).	If	successful,	they	can	
  tell	he	is	not	telling	them	the	whole	truth,	but	cannot	
  determine	what	else	he	may	be	hiding.	He’ll	point	them	
  toward	Oliver	Templeton,	after	relaying	the	following:
  “I	was	taking	a	break	from	the	bar	to	get	some	fresh	
  ginger	in	the	woods,	when	I	came	across	Chapel	and	
  Gristle	 arguing	 in	 a	 clearing.	 Chapel	 owed	 Gristle	
  money,	and	promised	to	pay	him.	I	think	Gristle	was	
  about	to	rough	the	boy	up	when	he	heard	me.	I	took	
  off	running,	and	didn’t	look	back.	Maybe	Templeton	
  knows	more.	That’s	who	Chapel	worked	for.	Gristle,	
  he	keeps	to	himself	for	the	most	part,	and	we	don’t	
  usually	see	him	around	town	until	after	dark.”
  With	a	successful	Canvass	check	(Average	population,	
  with	a	result	of	up	to	15),	the	heroes	can	determine	that	
  Chapel	owed	Gristle	over	200	coins.	With	a	Canvass	
  check	result	greater	than	15,	they	also	learn	that	Gristle	
  has	been	living	in	Chapel’s	bolt-hole	for	the	past	few	
  days.
  A	critical	failure	on	the	Canvass	roll	indicates	that	
  one	 of	 Gristle’s	 informers	 gets	 the	 message	 that	 the	
  party	is	asking	questions	around	town.	Gristle	will	hide	
  out	in	Templeton’s	basement	while	waiting	for	nightfall	
  and	a	trip	out	of	town	aboard	a	“passing	caravan”.
  The	 militia	 men	 may	 be	 enlisted	 to	 carry	 out	 any	
  sundry	tasks	the	party	puts	to	them,	such	as	keeping	
  an	eye	out	for	people	going	into	or	out	of	Northpoint.
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Who	is	Gristle	and	why	is	he	only	around	after	
  dark?	
  A:	Gristle	was	a	Dwarven	miner	until	a	mine	collapse	
  caused	 him	 to	 become	 claustrophobic.	 He	 recently	
  started	his	own	business	as	a	freelance	mercenary	and	
  is	an	intermediary	with	the	Ridgeline	folks.	He	prefers	
  working	after	dark,	a	holdover	from	his	mining	days.
  Q:	Why	have	the	townsfolk	not	sent	someone	to	find	
  out	what	happened?	
  A:	They	are	but	simple	townsfolk	and	do	not	have	
  the	means	to	mount	a	sufficient	search	and,	if	need	be,	
  rescue	expedition.		They	are	not	prepared	to	deal	with	
  a	dragon.
  Q:	Where	does	the	dragon,	Clipwing,	make	his	home?	
  A:	Clipwing’s	cave	is	located	a	few	miles	outside	of	
  town.	The	closeness	of	the	dragon’s	cave	is	a	source	of	
  discomfort	for	many	residents.
  The Clipwing Compact
  Over	seventy-five	years	ago,	the	dragon,	
  Clipwing,	 saved	 the	 town	 from	 the	 dark	
  dragon,	Nemesis.	The	dragon	of	light	was	
  sorely	injured	in	the	process,	and	his	wing	
  never	 properly	 healed.	 He	 was	 never	 to	
  fly	 for	 great	 distances	 again.	 Our	 hunters	
  encountered	him	groaning	in	pain,	and	we	
  worked	out	a	deal	with	him.	We	supply	him	
  with	Ridgeline	Whiskey	from	the	dwarven	
  cities,	and	he	keeps	us	free	from	The	Iron	
  Legion	 and	 other	 threats	 to	 the	 west.	 We	
  have	grown	complacent,	and	soft.	None	of	
  us	realized	how	dependent	we	have	become	
  on	 Clipwing	 until	 now.	 We	 hope	 that	 he	
  and	the	boy	are	all	right.
  Clipwing	selects	a	ward	who	serves	until	
  the	 dragon	 deems	 otherwise.	 Delivering	
  the	whiskey	is	an	important	task,	and	being	
  the	ward	is	a	great	honor,	as	this	service	has	
  always	been	rewarded	in	the	past.	Chapel	
  had	just	become	the	new	ward,	and	this	was	
  his	first	delivery	of	the	tribute.
  
  A Keg for Dragon
  12
  Cast
  Hiram Mirth (Standard NPC)
  “Words	 and	 swords	 are	 only	 separated	 by	 an	 “s”.	
  Please,	don’t	be	an	‘s’.”	,	“Call	me	Mirth,	if	you	will.”
  Description:	A	human	man	in	his	late	sixties,	Hiram	
  Mirth	has	shoulder-length	hair	dyed	a	deep	black,	soft	
  features,	and	a	smattering	of	beard	that	is	greyish-white.	
  Hiram	Mirth	was	a	popular	litigator	in	the	cities	who	
  moved	to	this	little	town	after	a	political	indiscretion	
  nearly	thirty	years	ago.	Now	he	serves	as	the	voice	of	
  calm	and	reason	for	the	populace.	Perhaps	he	spends	
  a	 bit	 too	 much	 time	 in	 his	 cups,	 but	 he	 is	 generally	
  friendly	and	well-liked,	and	has	the	town’s	best	interests	
  at	heart.
  Motivations:	 Mirth	 can	 be	 a	 resourceful	 ally,	
  especially	 in	 a	 long-term	 campaign.	 He	 maintains	
  strong	connections	in	the	cities	and	knows	where	the	
  bodies	are	buried.
  Hiram Mirth (Medium Folk Walker — 37 XP):	Str	
  10,	Dex	10,	Con	10,	Int	10,	Wis	10,	Cha	10;	SZ	M	(1×1,	
  Reach	 1);	 Spd	 30	 ft.	 ground;	 Init	 III;	 Atk	 II;	 Def	 IV;	
  Res	III;	Health	III;	Comp	IV;	Skills:	Haggle	VII,	Sense	
  Motive	 VI;	 Qualities:	 Class	 ability	 (Courtier:	 with	 a	
  word),	honorable
  Attacks/Weapons:	 Sword	 cane	 (dmg	 1d8	 lethal;	
  threat	20;	qualities:	AP	2,	finesse)
  Gear:	Common	ink,	sheaf	of	paper,	signet	ring,	small	
  chest	with	combination	lock
  Treasure:	1A,	3C
  Sebastian Shaw (Special NPC, 
  Adversary, Villain)
  “A	whiskey	to	your	health.”	,	“I	run	the	best	tavern	in	
  town.”	,	“What	do	you	need	to	know?”
  Description:	 An	 athletic	 human	 man	 in	 his	
  mid-forties,	Sebastian	Shaw	stands	about	six	feet	tall,	
  with	 ash-colored	 hair	 that	 falls	 to	 his	 shoulders.	 He	
  dresses	 in	 simple	 attire.	 Sebastian	 runs	 the	 family	
  business,	and	he	runs	it	well,	turning	a	tidy	profit.	He’s	
  not	averse	to	taking	a	bit	of	an	advantage	over	travelers,	
  but	treats	his	regulars	well.	He	had	a	falling-out	with	
  Oliver	 Templeton	 when	 he	 discovered	 Templeton	
  was	conducting	business	deals	in	his	commons	room	
  without	giving	him	a	percentage.	Ever	since,	Templeton	
  relegates	all	such	talk	to	his	own	shop,	but	Sebastian	
  still	feels	that	his	old	friend	got	one	over	on	him.		The	
  Iron	Legion	learned	from	one	of	their	informers	that	
  Sebastian	would	betray	his	people	if	the	coin	were	right,	
  and	contacted	him	to	purchase	the	keg.	To	that	end,	he	
  stole	the	Ridgeline	Whiskey	from	Chapel,	anticipating	a	
  tidy	profit.	Now,	he’s	a	bit	nervous	over	the	whole	shady	
  business.		The	Iron	Legion	never	had	any	intention	of	
  buying	the	whiskey;	they	just	wanted	the	covenant	with	
  the	dragon	broken.
  Motivations:	Sebastian	is	friendly	enough	with	the	
  characters	to	avoid	suspicion.	Whenever	he	feels	that	
  the	heroes	are	getting	close,	he	points	them	to	another	
  suspect.
  Sebastian Shaw (Medium Folk Walker — 35 XP):	
  Str	 10,	 Dex	 10,	 Con	 12,	 Int	 10,	 Wis	 10,	 Cha	 10;	 SZ	
  M	(1×1,	Reach	1);	Spd	30	ft.	ground;	Init	II;	Atk	IV;	
  Def	III;	Res	IV;	Health	III;	Comp	I;	Skills:	Resolve	III,	
  Sleight	 of	 Hand	 III,	 Spellcasting	 VII;	 Spells:	 Feather	
  Fall,	Identify	I,	Levitate,	Mirror	Images,	Nature’s	Ally	
  IV,	Read	Magic;	Qualities:	Grappler,	class	ability	(Mage:	
  arcane	wellspring	I),	spell	defense	II
  Attacks/Weapons:	 Club	 (dmg	 1d8	 subdual;	 threat	
  20)
  Gear:	Booze	(6	uses),	Spirits	(3	uses)
  Treasure:	2C
  Next Steps
  The	heroes	make	their	way	to	visit	Templeton,	based	
  on	 the	 information	 provided	 by	 Sebastian	 Shaw	 (see	
  Scene	4).
  
  13
  Templeton’s	General	Goods	and	vicinity
  Objectives
  •	The	heroes	want	to	find	out	what	Templeton	is	up	to.
  Challenges
  •	Determining	the	presence	of	Chapel’s	bolt-hole.
  Synopsis
  Scene Type:	Standard
  GM Briefing:	 The	 GM	 should	 reveal	 information	
  leading	the	characters	to	Chapel’s	bolt-hole.
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  Templeton’s	General	Goods	is	a	small	shop	stocked	
  with	the	usual	sundry	merchandise	as	well	as	specialty	
  adventurer’s	 goods	 ranging	 from	 arrows,	 bolts,	 and	
  poultices	all	the	way	up	to	swords	and	maces,	with	a	bit	
  of	light	armor	as	well.	Most	of	the	wares	are	used,	in	fair	
  to	middling	condition.
  Ambiance:	 A	 semi-organized	 and	 somewhat	 clean	
  shop,	full	of	a	variety	of	smells	ranging	from	spices	to	
  oil	 to	 cedar.	 The	 items	 are	 visibly	 of	 average	 quality,	
  although	there	are	a	few	items	of	obviously	a	higher	
  grade.
  Terrain:	Indoors/settled
  Cultural Interests:	GM	Preference	
  Action
  Oliver	Templeton	is	repairing	a	knife-wound	over	the	
  breast	of	a	leather	vest	when	the	characters	come	in.	
  He	sets	it	down	as	they	arrive	and	greets	them.	He	is	
  has	a	Neutral	Disposition	(+0)	to	begin	with,	but	can	
  be	 persuaded	 (using	 Persuade,	 Influence,	 or	 similar	
  appropriate	 check	 vs.	 Templeton’s	 Sense	 Motive)	 to	
  release	some	information	about	Chapel.	
  “I	know	the	kid	owed	Gristle	some	money.	Gristle	
  came	 around	 here	 a	 LOT.	 Always	 to	 see	 Chapel.	 I	
  finally	asked	the	kid	what	the	story	was,	and	the	kid	
  said	he’d	figure	it	out,	and	asked	to	run	extra	errands,	
  but	there	is	only	so	much	work	to	be	had	in	a	little	
  town	like	this.	I	had	him	straightening	up	the	stock	
  room---”	 His	 face	 pales	 for	 a	 moment.	 “You	 don’t	
  think	the	kid	would’ve	gone	so	far	as	to	steal	from	
  me,	would	you?”
  He	jangles	some	keys,	runs	whatever	customers	are	
  in	 the	 store	 out,	 and	 leads	 them	 around	 back	 to	 the	
  warehouse,	 where	 he	 opens	 it	 up	 and	 starts	 taking	
  inventory.	After	a	moment	he	stops,	and	confesses	he’s	
  three	kegs	short.
  The	characters	make	a	successful	Notice	check	(DC	
  15)	to	detect	the	cart	grooves	outside	of	the	warehouse.	
  A	successful	Track	check	(DC	15)	leads	them	off	into	
  the	woods	(and	toward	the	bolt-hole).	An	additional	
  Track	check	(DC	15)	is	required	to	navigate	the	forest	
  to	the	bolt-hole	proper.
  If	 the	 characters	 fail	 either	 of	 the	 Track	 checks,	
  Templeton	 mentions	 that	 Eliana	 was	 quite	 friendly	
  with	Chapel,	and	most	likely	knows	the	location	of	his	
  secret	hideaway.
  Scene 4:  
  A Talk with  
  Templeton
  
  A Keg for Dragon
  14
  Depending	upon	the	time	of	day,	the	heroes	wander	
  around	Templeton’s	General	Goods	and	the	woods,	they	
  may	 need	 torches	 or	 other	 illumination.	 Wandering	
  into	the	woods	at	night	is	dangerous.		If	they	do	so,	the	
  characters	encounter	a	pack	of	black	wolves	(number	of	
  wolvers	=	one	mob	equal	to	the	number	of	heroes)	near	
  the	bolt-hole’s	entrance.
  The	militiamen	will	discourage	the	characters	from	
  setting	off	into	the	woods	at	night,	but	insist	on	going	
  along	if	the	party	is	not	dissuaded	to	wait	until	morning.
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Does	Templeton	know	about	Chapel’s	bolt-hole?	
  A:	Yes,	although	he	does	not	know	the	location.
  Q:	How	did	Chapel	come	to	work	for	Templeton?	
  A:	Chapel	is	known	for	doing	the	odd	job	around	
  town	and	Templeton	uses	him	to	run	errands	for	him,	
  unknowingly	supporting	Templeton’s	illicit	dealings.
  Q:	 How	 does	 Templeton	 obtain	 all	 the	 many	 and	
  varied	goods	in	his	shop?	
  A:	Templeton	explains	he	has	always	had	a	talent	for	
  working	the	art	of	the	deal	and	is	constantly	“pestering”	
  traveling	merchant	caravans	for	new	goods	to	re-stock	
  his	shelves.	He	does	not	hint	at	his	illegal	activities.
  Cast
  Oliver Templeton (Standard NPC)
  “I	 traffic	 in	 objects	 of	 interest,	 both	 mundane	
  and	obscure.”,	“Tell	me	a	story	of	you,	and	I	may	be	
  persuaded	to	offer	a	preferred	rate.”,	“A	pleasure	to	meet	
  you,	I	am	certain.”
  Description:	Oliver	Templeton	is	known	as	the	fattest	
  man	in	all	of	Northpoint.	He	trundles	when	he	walks,	
  and	 wears	 petitioner’s	 robes	 and	 sandals	 rather	 than	
  typical	merchant	attire.	His	thick	fingers	are	adorned	
  with	gaudy	rings,	and	he	wears	silk	ribbons	in	his	curly,	
  shoulder-length	 hair.	 A	 small,	 gilded	 dagger	 is	 worn	
  on	his	belt.	Born	into	poverty,	Templeton	spent	many	
  nights	longing	for	steak	and	potatoes	or	even	another	
  grain	of	rice.	He	vowed	he	would	amass	such	wealth	
  that	he	would	never	go	hungry	again.	A	lifetime	later,	
  he	lives	well	on	his	successes,	which	he	judges	by	the	
  quality	of	the	food	and	wines	he	shoves	down	his	gullet.	
  He	is	an	active	member	of	the	Thieves’	Guild,	and	his	
  shop	gives	him	a	perfect	front	for	fencing	goods	and	
  running	black	market	operations	in	the	area.
  Motivations:	 Despite	 his	 obvious	 shortcomings,	
  Templeton	is	not	an	evil	man,	just	misunderstood.	It	is	
  greed	that	has	driven	him	to	do	many	bad	things.	He	
  can	offer	the	party	goods	they	cannot	otherwise	obtain,	
  as	well	as	treasure	maps	that	he	“has	on	good	authority	
  are	possibly	real”.	He’s	useful	as	a	gossip-monger	and	
  adventure	starter.
  Oliver Templeton (Medium Folk Walker — 50 XP):	
  Str	10,	Dex	10,	Con	10,	Int	10,	Wis	10,	Cha	10;	SZ	M	
  (1×1,	Reach	1);	Spd	30	ft.	ground;	Init	II;	Atk	II;	Def	IV;	
  Res	II;	Health	II;	Comp	IV;	Skills:	Haggle	VIII,	Impress	
  V,	Intimidate	V;	Qualities:	Class	ability	(Assassin:	offer	
  they	can’t	refuse;	Courtier:	never	outdone;	Sage:	best	
  of	the	best	I),	condition	immunity	(Baffled),	Banned	
  action	(Jump)
  Attacks/Weapons:	 Dagger	 (dmg	 1d6	 lethal;	 threat	
  19–20;	qualities:	bleed,	hurl)
  Treasure:	2C,	2L
  Black Wolves (Standard NPCs, 
  Adversaries)
  “Grrrr.”
  Description:	These	large,	black	wolves	are	larger	and	
  more	cunning	than	standard	pack	wolves.	Most	bear	
  the	scars	of	fighting	and	surviving	in	their	wilderness	
  conditions.	
  Motivations:	 The	 wolves	 have	 no	 significant	
  motivations	 other	 than	 self-preservation	 and	 their	
  natural	instinct	to	hunt.
  Black Wolf (Medium Animal Walker — 45 XP):	Str	
  10,	Dex	12,	Con	10,	Int	3,	Wis	12,	Cha	6;	SZ	M	(1×1,	
  Reach	1);	Spd	30	ft.	ground	(Run	180	ft.);	Init	III;	Atk	
  IV;	Def	IV;	Res	III;	Health	IV;	Comp	—;	Skills:	Search	
  III,	Survival	V,	Tactics	III;	Qualities:	Feat	(Wolf	Pack	
  Basics,	 Wolf	 Pack	 Mastery),	 improved	 sense	 (scent),	
  superior	runner	II,	superior	traveler	I
  Attacks/Weapons:	 Bite	 I	 (dmg	 1d6	 lethal;	 threat	
  18–20;	upgrades:	trip)
  Treasure:	1T
  Next Steps
  The	heroes	will	likely	proceed	in	one	of	two	directions,	
  based	on	their	interactions	with	Oliver	Templeton.	If	
  they	didn’t	find	Chapel’s	bolt-hole,	the	heroes	will	make	
  their	 way	 to	 visit	 Eliana,	 based	 on	 the	 information	
  provided	by	Oliver	Templeton	(see	Scene	5).		If	they	
  searched	 the	 woods	 successfully,	 then	 they	 find	 the	
  bolt-hole	and	meet	up	with	Gristle	(see	Scene	6).
  
  15
  Ana’s	Apothecary	and	vicinity
  Objectives
  •	The	 heroes	 may	 either	 take	 her	 advice	 or	 leave	 it,	
  but	they	should	certainly	invest	the	time	in	making	
  Eliana	an	ally	at	the	very	least.
  Challenges
  •	Determining	the	presence	of	Chapel’s	bolt-hole.
  Synopsis
  Scene Type:	Standard
  GM Briefing:	Eliana	the	Apothecary	has	taken	note	
  of	 the	 characters’	 interest	 in	 things,	 and	 will	 invite	
  them	to	her	place	for	refreshment.	She	lives	just	above	
  her	shop,	and	her	assistant,	Mary	Anne,	takes	care	of	
  the	business	when	she	is	out.	Over	tea,	she	tells	them	
  to	look	beyond	the	surface,	and	helps	them	sort	out	
  the	deeper	meaning	of	events.	Eliana	offers	aid	to	the	
  characters	 in	 one	 or	 more	 ways:	 with	 healing	 salves,	
  emotional	support,	or	assistance	in	cutting	to	the	heart	
  of	the	mystery,	should	the	players	be	having	difficulty	
  determining	what	to	do	next.	
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  This	quaint	shop	is	over	seventy-five	years	old	and	
  contains	nearly	anything	a	burgeoning	herbalist	could	
  hope	 for	 –	 items	 for	 concocting	 healing	 poultices,	
  poison	antidotes,	and	even	a	limited	supply	of	herbs	
  that,	if	properly	mixed,	can	bolster	the	user’s	strength	
  and	stamina.	The	ceiling	has	large	windows	to	let	in	a	
  huge	supply	of	light.
  Ambiance:	A	well-organized	and	immaculate	shop,	
  odors	 of	 ointments,	 some	 pungent	 and	 some	 sweet,	
  waft	through	the	air.	The	items	are	located	in	a	variety	
  of	containers	and	jars	on	the	shelves	of	the	shop.	The	
  feel	of	this	shop	is	cozy	and	quaint.
  Terrain:	Indoors/settled
  Cultural Interests:	GM	Preference	
  Action
  Eliana	 smiles	 and	 asks	 the	 heroes	 what	 they	 have	
  discovered.	After	a	bit	more	smiling	and	nodding,	she	
  speaks:	
  “You	seek	a	boy	who	has	gone	missing	and	a	dragon	
  that,	it	seems,	is	absent	as	well.	Perhaps	the	two	are	
  linked	 and	 not	 mere	 coincidence?	 It	 seems	 the	
  common	connection	is	the	keg.	Perhaps	it	is	missing	
  too,	or	did	the	dragon	get	it	and	decide	to	shirk	his	
  responsibilities?		If	so,	then	why	now?	It	seems	just	
  too	many	things	to	be	chance.	Go	to	Chapel’s	bolt-
  hole.	I’ve	been	there	before;	it’s	not	hard	to	find.	He	is	
  very	kind	and	misunderstood.	It	is	not	surprising.	He	
  has	a	very	old	soul.”
  If	 the	 heroes	 either	 speak	 kindly	 of	 Chapel	 or	
  Persuade	(DC	15)	her	successfully	for	help,	she’ll	give	
  them	each	a	Healing	elixir	(page	163	of	Fantasy	Craft).
  If	the	heroes	speak	ill	of	Chapel,	her	prices	double	
  and	she	will	not	grant	them	the	Healing	elixir.
  If	need	be,	she	can	guide	them	to	Chapel’s	bolt-hole.	
  She	is	the	only	one	who	freely	admits	to	knowing	where	
  it	is	and	how	to	get	there.	
  Scene 5: Sage  
  Advice
  
  A Keg for Dragon
  16
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	How	does	Eliana	know	about	Chapel’s	secret	bolt-
  hole?	
  A:	 Chapel,	 infatuated	 with	 Eliana,	 confided	 in	 her	
  some	months	back	about	his	secret	hideaway,	hoping	
  to	impress	her	with	his	resourcefulness.
  Q:	Eliana	seems	to	know	more	about	Chapel	than	she	
  is	telling-is	she	hiding	something?	
  A:	No,	she	is	genuinely	a	wise	and	good	Elf.
  Q:	Why	is	Eliana	so	friendly	with	Chapel?	
  A:	Eliana	senses	a	measure	of	innocence	in	Chapel	
  and	favors	him	with	her	advice	and	counsel.
  Cast
  Eliana (Standard NPC)
  “To	see	without,	one	must	look	within.”	“The	loudest	
  whisper	 is	 softer	 than	 the	 smallest	 scream.”	 “Why,	
  yes,	my	child,	I	am	older	than	the	oaks	of	the	forest...”,	
  “Please,	call	me	Ana.”
  Description:	 A	 slender	 wood	 elf,	 Eliana	 is	 both	
  beautiful	and	graceful,	with	captivating	green	eyes	and	
  soft,	tawny	hair	that	cascades	down	her	shoulders.		
  Orphaned in the Ridgeline Mountains when a 
  winter storm took the lives of her family, Eliana spent 
  her first twenty years working in the dwarven cities, 
  apprenticed to the Lichen Growers and learning the 
  secrets of plants. She eventually was forced to leave 
  when the damp air caused her to become deathly 
  ill. She misses her home among the dark dwellers, 
  but has flourished in the light, although she has not 
  wandered far from her roots by living in Northpoint, 
  the closest topside settlement to her dwarven 
  “family”.
  Motivations:	Eliana	is	fully	aware	of	her	allure,	but	
  does	not	play	upon	it.	She	is	the	voice	of	wisdom	who	
  will	provide	unbiased	information	as	best	she	can,	as	
  well	as	a	sympathetic	ear	for	the	characters.
  Eliana the Elder (Medium Fey Walker — 39 XP):	Str	
  10,	Dex	10,	Con	10,	Int	10,	Wis	12,	Cha	10;	SZ	M		1×1,	
  Reach	1);	Spd	40	ft.	ground;	Init	I;	Atk	I;	Def	IV;	Res	
  III;	Health	III;	Comp	III;	Skills:	Crafting	IV,	Medicine	
  VI,	 Resolve	 IV;	 Qualities:	 Expertise	 (Medicine),	
  feat	 (Alchemy	 Basics,	 Bandage,	 Basic	 Skill	 Mastery	
  (Healer)),		attractive	I,	burden	of	ages,	improved	sense	
  (hearing,	sight),	light	sleeper
  Attacks/Weapons:	Staff	(dmg	1d8	subdual;	threat	20;	
  qualities:	double,	trip),
  Gear:	Healing	poultices
  Treasure:	1G,	1M
  Next Steps
  The	heroes	will	likely	proceed	to	Chapel’s	bolt-hole	
  (see	Scene	6),	based	on	the	assistance	from	Eliana.
  
  17
  Chapel’s	bolt—hole	and	vicinity
  Objectives
  •	The	characters,	on	the	other	hand,	should	make	an	ally	
  of	Gristle,	or	at	the	very	least	get	all	the	information	
  they	can	from	him	about	Chapel	and	Clipwing,	and	
  procure	the	Dragon’s	Ward’s	map	of	the	caves.
  Challenges
  •	Determining	the	presence	of	Chapel’s	bolt-hole.
  Synopsis
  Scene Type:	Standard
  GM Briefing:	 The	 heroes	 encounter	 the	 elusive	
  Gristle,	inspect	Chapel’s	bolt-hole,	and	are	no	further	
  along	 than	 they	 were,	 except	 they	 find	 the	 Dragon’s	
  Ward’s	Map.	An	orc	attack	convinces	Gristle	to	throw	
  in	with	the	heroes	and	offer	a	bit	more	insight.	As	the	
  adventure	 moves	 toward	 its	 conclusion,	 it’s	 essential	
  that	the	GM	use	the	combination	of	Gristle	and	the	orc	
  attack	to	direct	the	characters	toward	Clipwing’s	cave.
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  The	 cave	 system	 is	 pretty	 deep.	 The	 bolt-hole,	
  however,	is	only	on	the	outer	periphery	of	an	elaborate	
  subterranean	system.	It	consists	of	one	large	chamber	
  and	 two	 smaller	 ones	 that	 branch	 off	 of	 the	 main	
  passage.	The	smallest	chamber	has	a	natural	hot	spring	
  in	 it.	 The	 other	 area	 contains	 some	 hay,	 furs,	 and	
  rough	bedding,	along	with	a	small	campfire.	The	large	
  chamber’s	floor	is	covered	with	a	layer	of	sand	that	is	
  marked	with	a	circle.	
  Ambiance:	 It	 is	 clean,	 as	 far	 as	 caves	 go,	 and	 well	
  ordered,	 with	 a	 training	 dummy,	 various	 practice	
  weapons,	and	shields.
  Terrain:	Forest
  Cultural Interests:	GM	Preference	
  Action
  Gristle	is	training	when	the	characters	enter	the	large	
  room.	He	is	shirtless	and	sweaty,	covered	with	a	dozen	
  scars	 and	 twice	 as	 many	 tattoos.	 Gristle	 demands	 to	
  know	what	the	party	is	doing	here.
  “We’ve	 nothing	 to	 discuss.	 Northpoint	 is	 not	 my	
  town.	You	are	not	my	battle	brothers.”	
  Just	as	their	brief	exchange	 ends,	orcs	 rush	 in	and	
  attack	(number	of	orc	warriors	=	one	mob	equal	to	the	
  number	of	heroes).	
  “There	 is	 no	 escape	 for	 you,”	 one	 orc	 warrior	
  seethes.	“The	town	will	be	ours.”
  Gristle	draws	his	war	hammer,	and	fights	with	the	
  heroes.	After	the	battle,	Gristle	grins	for	the	first	time.	
  “All	right.	Anyone	who	can	kill	an	orc	like	that	can’t	
  be	all	bad.	I’ll	tell	you	what	you	want	to	know,	and	
  then	some.	Maybe	one	day	we’ll	be	battle	brothers.”
  He’ll	lighten	up	and	explain	to	them	he	has	a	contract	
  with	 Chapel,	 and	 pat	 his	 pocket.	 He’ll	 tell	 them	 that	
  Chapel	is	one	of	his	fighters,	and	he’s	been	hiding	him	
  out	here	for	the	past	six	months	practicing.	The	boy	
  wanted	to	quit	him,	saying	he’d	lost	the	drive	to	fight	
  anymore,	and	Gristle	wanted	him	to	settle	his	debts,	
  after	 which	 he’d	 clear	 out.	 Templeton	 provided	 his	
  cover	story	for	a	fee,	and	Gristle	paid	for	all	the	kid’s	
  room	 and	 board.	 He’d	 been	 gone	 a	 few	 weeks,	 and	
  upon	his	return	had	learned	the	boy	had	become	the	
  Dragon’s	Ward.	Gristle	knew	word	of	that	would	spread	
  Scene 6: Private  
  Sanctuary
  
  A Keg for Dragon
  18
  fast,	and	make	the	chance	for	him	to	profit	off	the	boy’s	
  anonymity	remote	at	best.	He	was	done	with	Chapel.	
  When	 Chapel	 disappeared,	 he	 waited	 for	 him	 in	 the	
  cave,	but	the	boy	hadn’t	returned.	Not	to	him.	Not	to	
  the	town.	Not	anywhere.	There	was	only	one	place	the	
  kid	could	be,	and	Gristle	didn’t	plan	on	going	there.	
  He’ll	reveal	the	map	he	found.
  “You	see,	this	map	is	a	copy.	I	recognize	Chapel’s	
  handwriting.	Someone	had	to	give	it	to	him.	Someone	
  else	in	town	had	to	know	where	the	caves	were.	Don’t	
  ya	think?”
  The Hot Spring
  A	successful	Knowledge	check	(DC	15)	reveals	the	
  water	of	the	hot	spring	to	be	a	Holy	Mana	Pool.	The	
  pool	is	magical	and	acts	as	the	Cure	Wounds	I	or	Heal	
  spell	(hero’s	choice),	using	the	appropriate	number	of	
  spell	points	from	the	hot	spring’s	spell	point	reserve.	
  The	hot	spring	can	also	cure	critical	injuries	as	per	the	
  Regenerate	spell,	but	these	injuries	must	be	less	than	30	
  days	old.	The	hot	spring	only	has	15	spell	points	per	day.	
  After	that,	it	is	exhausted,	and	recovers	1	spell	point	per	
  hour.	It	also	may	restore	all	spell	points	for	any	person	
  who	soaks	in	its	waters	(at	the	person’s	discretion),	but	
  using	this	choice	drains	all	spell	points	from	the	hot	
  spring	immediately	and	it	must	recover	as	normal.
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Does	Gristle	know	about	the	healing	properties	of	
  the	hot	spring?	
  A:	No.
  Q:	Will	Gristle	go	with	the	heroes	to	find	Chapel	if	
  asked?	
  A:	 Yes,	 he	 will	 make	 it	 a	 point	 to	 accompany	 the	
  heroes.		Despite	his	rough	exterior,	he	has	a	soft	spot	
  for	Chapel.
  Q:	 What	 more	 does	 Chapel	 know	 about	 The	 Iron	
  Legion?	
  A:	Not	too	much,	other	than	they	have	been	more	
  active	 of	 late	 and	 the	 raids	 and	 trouble	 they	 cause,	
  especially	in	more	outlying	areas,	is	not	insubstantial.
  Cast
  Gristle (Standard NPC)
  “You	mind	yers,	and	I’ll	mind	mine.”,	“Eyes	off	me,	
  bucko.”
  Description:	A	stocky	and	muscular	dwarf,	Gristle	
  is	tattooed	from	head	to	toe.	He	wears	three	earrings	
  in	his	left	ear,	and	sports	a	bandolier	of	daggers,	with	
  a	 war	 hammer	 on	 his	 belt.	 Scars	 zigzag	 across	 his	
  neck	and	chest,	and	it	appears	as	though	he’s	escaped	
  the	 stocks	 and	 gallows	 on	 more	 than	 one	 occasion.	
  Gristle	was	a	miner	until	a	mine	collapse	caused	him	to	
  become	claustrophobic.	Shortly	thereafter	he	became	
  a	 surface	 mercenary,	 and	 only	 last	 year	 has	 started	
  his	own	business	as	a	freelancer.	He	subsidizes	this	by	
  taking	wagers	from	the	local	gamblers,	and	being	an	
  intermediary	 with	 the	 Ridgeline	 folks.	 He	 also	 runs	
  an	 illegal	 fighting	 ring	 in	 the	 southern	 cities,	 and	
  had	brought	Chapel	to	Northpoint	to	train	for	some	
  upcoming	bouts.
  The Map of the Caves
  Chapel’s	bolt-hole	was	one	of	a	dozen	caves	
  available	 to	 a	 Dragon’s	 Ward,	 but	 Chapel	
  selected	 it	 because	 it	 provided	 him	 room	
  to	practice	and	recover	from	his	injuries	in	
  the	healing	waters	of	the	hot	springs.	The	
  map	 notates	 the	 cave	 entrances,	 but	 does	
  not	reveal	the	deep	tunnels.	Venturing	into	
  the	tunnels	is	a	dangerous	proposition	for	
  someone	who	is	not	the	Dragon’s	Ward,	but	
  certainly	provides	adventure	opportunities	
  for	the	GM	to	expand	upon	at	a	later	time.
  
  19
   
  Scene 6: Private Sanctuary
  Motivations:	 Gristle	 is	 a	 rough	 and	 tumble	 fellow,	
  but	he’s	good	in	a	scrap	and	not	as	dumb	as	he	looks.	
  He’s	a	great	resource	for	the	party.
  Gristle (Medium Folk Walker — 54 XP):	 Str	 10,	
  Dex	10,	Con	12,	Int	10,	Wis	10,	Cha	10;	SZ	M	(1×1,	
  Reach	1);	Spd	20	ft.	ground;	Init	IV;	Atk	IV;	Def	V;	Res	
  II;	Health	V;	Comp	II;	Skills:	Athletics	III,	Haggle	V,	
  Intimidate	V,	Tactics	III;	Qualities:	Always	ready,	class	
  ability	 (Scout:	 sneak	 attack	 I),	 tricky	 (Called	 Shot),	
  banned	 action	 (Jump,	 Swim),	 damage	 reduction	 2,	
  darkvision	I,	improved	stability
  Attacks/Weapons:	 Dagger	 ×	 4	 (dmg	 1d6	 lethal;	
  threat	19–20;	qualities:	bleed,	hurl),	war	hammer	(dmg	
  1d12	subdual;	threat	20;	qualities:	AP	2)
  Gear:	 Partial	 chainmail	 with	 light	 fittings	 (DR	 3,	
  Resist	Edged	2;	DP	–1;	ACP	–1;	Spd	–5	ft.;	Disguise	–8)
  Treasure:	2C
  Orc Warriors (Standard NPCs, Adversaries)
  “All Hail the Iron Legion!”
  Description:	The	Iron	Legion	warrior	is	the	backbone	
  of	his	clan,	and	is	terrifyingly	ferocious	in	battle.
  Motivations:	 Treated	 as	 the	 finest	 of	 all	 orcs,	 the	
  warrior	is	fearless,	but	neither	is	he	a	fool.	He	knows	
  the	dragon	can	break	his	back,	but	lusts	to	expand	the	
  greatness	of	the	Iron	Legion.
  Orc Warrior (Medium Folk Walker — 40 XP):	
  Str	 12,	 Dex	 10,	 Con	 10,	 Int	 10,	 Wis	 10,	 Cha	 10;	 SZ	
  M	(1×1,	Reach	1);	Spd	30	ft.	ground;	Init	IV;	Atk	IV;	
  Def	III;	Res	II;	Health	IV;	Comp	I;	Skills:	Athletics	III,	
  Intimidate	III,	Notice	III,	Tactics	III;	Qualities:	Class	
  ability	(Soldier:	rugged	weapons),	feat	(All-Out	Attack,	
  Combat	Instincts),	always	ready,	banned	action	(Calm,	
  Influence),	grueling	combatant,	and	light-sensitive
  Attacks/Weapons:	Short	sword	(dmg	1d8+1	lethal;	
  threat	19–20;	qualities:	keen	4),	short	bow	+	20	standard	
  arrows	(dmg	1d6	lethal;	threat	19–20;	range	20	ft.	×	6;	
  qualities:	AP	2,	cavalry,	poisonous)
  Gear:	 Partial	 chainmail	 with	 light	 fittings	 (DR	 3,	
  Resist	Edged	2;	DP	–1;	ACP	–1;	Spd	–5	ft.;	Disguise	–8)
  Treasure:	1C
  Next Steps
  While	 making	 their	 way	 through	 the	 forest	 to	
  Clipwing’s	 cave,	 the	 characters	 encounter	 an	 orc	
  encampment	(see	Scene	7).	If	they	let	it	go	unchecked,	
  the	town	could	be	in	trouble,	regardless	of	whether	they	
  make	amends	with	the	dragon	or	not.	The	question	is:	
  do	they	strike?
  
  20
  Deep	in	the	forest	.	.	.
  Objectives
  •	The	heroes	have	to	choose	whether	to	press	onward	
  or	to	dispatch	the	present	force	encroaching	upon	the	
  town.
  Challenges
  •	The	heroes	must	determine	whether	to	fight	or	evade	
  the	advance	orc	guard.
  Synopsis
  Scene Type:	Dramatic
  GM Briefing:	There	is	an	advance	guard	of	The	Iron	
  Legion	camped	deeper	in	the	woods.	It’s	a	detachment	
  of	half	a	dozen	warriors	(including	two	orc	archers),	
  with	two	black	wolves	and	a	shaman.	This	scene	should	
  convey	a	momentary	ethical	dilemma	coupled	with	a	
  sense	of	urgency.	
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  The	forest	area	surrounding	Clipwing’s	cave	is	thick	
  and	full	of	places	to	hide.
  Scene 7: Within  
  the Forest  
  Depths
  Ambiance:	The	ground	is	bare	dirt	outside	the	cave,	
  and	although	the	forest	has	begun	to	reclaim	the	path	
  leading	here,	the	canopy	is	thick	enough	leading	up	to	
  the	cleared	cave	entrance	that	the	cave	continues	to	be	
  well-hidden	and	somewhat	difficult	to	find.
  Terrain:	Forest
  Cultural Interests:	GM	Preference	
  Action
  The	orc	camp	is	spare	–	it	looks	as	though	they	have	
  been	traveling	hard	and	fast,	and	just	camped	recently.	
  However,	they	will	quickly	catch	their	second	wind	and	
  be	prepared	for	battle.
  Gristle	is	in	favor	of	charging	right	in	and	clearing	out	
  the	scum.	Should	the	characters	succeed	in	a	successful	
  group	Stealth	check	vs.	the	orc	warriors’	group	Notice	
  check,	 they	 can	 sneak	 past	 the	 orcs	 without	 being	
  noticed,	or	move	in	closely	enough	to	gain	a	surprise	
  round.	 A	 failure	 on	 the	 Stealth	 check	 puts	 the	 orcs	
  on	high	alert,	enabling	them	to	immediately	rise	and	
  draw	their	weapons,	so	there	is	no	surprise	round	and	
  combat	ensues.
  Should	 the	 orcs	 be	 successfully	 evaded,	 then	 the	
  heroes	will	encounter	them	when	they	leave	Clipwing’s	
  lair	–	they	will	have	trailed	the	heroes	to	the	dragon’s	
  cave	and	will	send	back	one	of	their	goblin	scouts	to	
  notify	the	army	that	Clipwing’s	lair	has	been	located.	
  This	could	pose	future	problems	in	the	development	of	
  a	campaign.
  
  21
   
  Scene 7: Within the Forest Depths
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	 Can	 the	 orcs	 be	 persuaded	 to	 leave	 the	 heroes	
  alone	and	let	them	continue	their	search?	
  A:	No,	they	are	intent	upon	raiding	and	will	not	give	
  any	consideration	to	the	heroes’	desires.
  Q:	Is	it	possible	to	obtain	a	black	wolf	and	re-train	it	
  to	serve	someone	other	than	the	orcs?	
  A:	While	probably	possible	with	a	newly-born	cub,	
  these	 wolves	 are	 too	 old	 and	 set	 in	 their	 ways	 to	 be	
  retrained.
  Q:	Will	word	of	the	heroes’	deeds	against	The	Iron	
  Legion	get	back	to	the	orcs	in	the	main	army?	
  A:	Yes,	yes	indeed	.	.	.
  Cast
  Orc Warriors (Standard NPCs, 
  Adversaries)
  “All	Hail	the	Iron	Legion!”
  Description:	The	Iron	Legion	warrior	is	the	backbone	
  of	his	clan,	and	is	terrifyingly	ferocious	in	battle.
  Motivations:	 Treated	 as	 the	 finest	 of	 all	 orcs,	 the	
  warrior	is	fearless,	but	neither	is	he	a	fool.	He	knows	
  the	dragon	can	break	his	back,	but	lusts	to	expand	the	
  greatness	of	the	Iron	Legion.
  Orc Warrior (Medium Folk Walker — 40 XP):	
  Str	 12,	 Dex	 10,	 Con	 10,	 Int	 10,	 Wis	 10,	 Cha	 10;	 SZ	
  M	(1×1,	Reach	1);	Spd	30	ft.	ground;	Init	IV;	Atk	IV;	
  Def	III;	Res	II;	Health	IV;	Comp	I;	Skills:	Athletics	III,	
  Intimidate	III,	Notice	III,	Tactics	III;	Qualities:	Class	
  ability	(Soldier:	rugged	weapons),	feat	(All-Out	Attack,	
  Combat	Instincts),	always	ready,	banned	action	(Calm,	
  Influence),	grueling	combatant,	and	light-sensitive
  Attacks/Weapons:	Short	sword	(dmg	1d8+1	lethal;	
  threat	19–20;	qualities:	keen	4),	short	bow	+	20	standard	
  arrows	(dmg	1d6	lethal;	threat	19–20;	range	20	ft.	×	6;	
  qualities:	AP	2,	cavalry,	poisonous)
  Gear:	 Partial	 chainmail	 with	 light	 fittings	 (DR	 3,	
  Resist	Edged	2;	DP	–1;	ACP	–1;	Spd	–5	ft.;	Disguise	–8)
  Treasure:	1C
  Orc Archers (Standard NPCs, 
  Adversaries)
  “All	Hail	the	Iron	Legion!”
  Description:	The	Iron	Legion	archer	is	disciplined	
  and	deadly	accurate	with	his	bow.
  Motivations:	The	Iron	Legion	archers	do	not	speak,	
  nor	back	down.	Their	tongues	have	been	plucked	from	
  their	mouths	to	separate	them	from	the	other	(vastly	
  superior)	warrior	castes.
  Orc Archer (Medium Folk Walker — 36 XP):	Str	
  12,	 Dex	 10,	 Con	 10,	 Int	 10,	 Wis	 10,	 Cha	 10;	 SZ	 M	
  (1×1,	Reach	1);	Spd	30	ft.	ground;	Init	IV;	Atk	V;	Def	
  II;	Res	II;	Health	II;	Comp	I;	Skills:	Ride	III,	Search	V,	
  Sneak	III;	Qualities:	Feat	(Bow	Basics,	Bow	Mastery),	
  improved	 sense	 (sight),	 always	 ready,	 banned	 action	
  (Calm,	Influence),	grueling	combatant,	light-sensitive
  Attacks/Weapons:	Short	bow	+	40	standard	arrows	
  (dmg	1d6	lethal;	threat	19–20;	range	20	ft.	×	6;	qualities:	
  AP	2,	cavalry,	poisonous)
  Gear:	Partial	leather	armor	(DR	1;	Resist	Fire	3;	DP	
  –1;	ACP	–0;	Spd	—;	Disguise	+0)
  Treasure:	1C
  Orc Shaman (Special NPC, Adversary)
  “All	Hail	the	Iron	Legion!”
  Description:	The	shaman	is	educated	in	the	art	of	
  lore:	the	glory	of	past	battles	passed	down	to	him	in	
  a	fine	oral	tradition.	This	knowledge	coupled	with	the	
  divine	power	granted	to	him	by	the	wild	gods	make	
  him	a	force	to	be	reckoned	with	on	the	battlefield.
  Motivations:	The	finest	of	the	fine,	the	shaman	is	the	
  spiritual	leader	of	his	people,	and	leads	them	into	battle.
  Orc Shaman (Medium Folk Walker — 55 XP):	Str	
  10,	Dex	10,	Con	10,	Int	12,	Wis	10,	Cha	12;	SZ	M	(1×1,	
  Reach	1);	Spd	30	ft.	ground;	Init	V;	Atk	VI;	Def	III;	
  Res	III;	Health	IV;	Comp	IV;	Skills:	Ride	III,	Search	V,	
  Sneak	III;	Qualities:	Class	ability	(Priest:	devout),	feat	
  (black	cat),	devoted	(Curses	II),	fearless	II,	always	ready,	
  banned	action	(Calm,	Influence),	grueling	combatant,	
  light-sensitive
  Attacks/Weapons:	 Short	 sword	 (dmg	 1d8	 lethal;	
  threat	19–20;	qualities:	keen	4)
  Gear:	Partial	leather	armor	(DR	1;	Resist	Fire	3;	DP	
  –1;	ACP	–0;	Spd	—;	Disguise	+0)
  Treasure:	1C,	1	L
  
  A Keg for Dragon
  22
  
  23
   
  Scene 7: Within the Forest Depths
  Black Wolves (Standard NPCs, 
  Adversaries)
  “Grrrr.”
  Description:	These	large,	black	wolves	are	larger	and	
  more	cunning	than	standard	pack	wolves.	Most	bear	
  the	scars	of	fighting	and	surviving	in	their	wilderness	
  conditions.	
  Motivations:	 The	 wolves	 have	 no	 significant	
  motivations	 other	 than	 self-preservation	 and	 their	
  natural	instinct	to	hunt.
  Black Wolf (Medium Animal Walker — 45 XP):	Str	
  10,	Dex	12,	Con	10,	Int	3,	Wis	12,	Cha	6;	SZ	M	(1×1,	
  Reach	1);	Spd	30	ft.	ground	(Run	180	ft.);	Init	III;	Atk	
  IV;	Def	IV;	Res	III;	Health	IV;	Comp	—;	Skills:	Search	
  III,	Survival	V,	Tactics	III;	Qualities:	Feat	(Wolf	Pack	
  Basics,	 Wolf	 Pack	 Mastery),	 improved	 sense	 (scent),	
  superior	runner	II,	superior	traveler	I
  Attacks/Weapons:	 Bite	 I	 (dmg	 1d6	 lethal;	 threat	
  18–20;	upgrades:	trip)
  Treasure:	1T
  Next Steps
  After	defeating	or	evading	The	Iron	Legion	advance	
  guard,	 the	 party	 finishes	 their	 search	 for	 Clipwing’s	
  cave,	where	much	is	revealed	(see	Scene	8).
  
  24
  Clipwing’s	cave
  Objectives
  •	The	heroes	want	to	secure	the	safety	of	both	Chapel	
  and	the	town,	and	learn	where	the	Ridgeline	Whiskey	
  must	be.	Also,	they	don’t	want	the	dragon	to	eat	them.
  Challenges
  •	Convincing	Clipwing	of	their	sincerity.
  •	Not	getting	eaten	by	the	dragon!
  Synopsis
  Scene Type:	Dramatic
  GM Briefing:	 Clipwing	 is	 in	 the	 cave	 with	 Chapel	
  as	his	prisoner.	He	wants	the	keg	returned	to	him,	and	
  is	 surprised	 that	 no	 one	 has	 already	 come	 to	 make	
  amends.	 It	 is	 learned	 that	 Sebastian	 was	 a	 Dragon’s	
  Ward	in	his	youth	and	knew	of	the	cave’s	location.	The	
  heroes	put	two	and	two	together,	return	to	town,	and	
  confront	him	at	The	Shattered	Sword.	
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  The	 great	 coppery-green	 dragon	 rests	 in	 the	 cave	
  upon	a	small	pile	of	gold,	his	head	resting	on	an	empty	
  dwarven	keg,	which	is	the	size	of	a	large	cask.	His	heavy-
  lidded	eyes	keep	a	careful	watch	on	the	door.	His	right	
  wing	is	slightly	bent,	as	though	it	healed	poorly	from	a	
  bad	break,	and	he	has	an	old	war	wound	running	down	
  the	length	of	the	same	wing.
  Scene 8: Clipwing’s 
  Lair
  Ambiance:	This	cave	is	particularly	dry	and	smells	
  faintly	of	dandelions.	No	bones	litter	the	floor,	and	the	
  entrance	is	fastidiously	free	of	debris.
  Terrain:	Cave/Subterranean
  Cultural Interests:	GM	Preference	
  Action
  Clipwing	is	in	great	pain,	but	handles	it	with	grace	
  and	aplomb.	He	is	ancient,	and	the	bumbling	of	youth	
  amuses	 him.	 He	 is	 at	 turns	 dangerous	 and	 arrogant,	
  but	never	malicious.	He	just	wants	his	due,	and	talks	
  frequently	of	the	old	days	when	dragons	were	properly	
  feared	and	respected.	Ultimately,	he	is	helpful,	and	is	
  able	to	get	an	accounting	of	the	people	the	heroes	have	
  encountered.	By	this	means	he	can	identify	Sebastian	to	
  the	party,	and	they	know	who	to	go	after.	If	the	heroes	
  were	successful	in	their	Sense	Motive	check	vs.	Sebastian	
  in	Scene	3,	they	remember	his	hiding	something	and	
  figure	out	that	he	is	the	culprit.	Otherwise,	have	the	
  heroes	make	a	Decipher	check	(DC	15)	to	have	the	GM	
  determine	some	little	quirk	the	heroes	picked	up	from	
  Sebastian	that	would	indicate	he	is	the	guilty	party.
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Is	it	possible	to	cure	Clipwing’s	ailment?	
  A:	No,	it	has	been	too	many	years	since	the	original	
  injury	occurred.
  Q:	Will	Clipwing	give	up	any	of	his	treasure	for	the	
  return	of	the	whiskey?	
  A:	Not	likely,	not	without	some	large	concession	from	
  the	heroes	such	as	assistance	in	restoring	the	Dragon’s	
  Guard	and	uniting	the	Broken	Lands.
  
  25
   
  Scene 8: Clipwing's Lair
  Q:	Can	Clipwing	be	talked	into	granting	someone	in	
  the	party	his	gift	of	magic,	the	dragon’s	tear??	
  A:	No,	this	is	not	possible	this	year,	as	he	has	already	
  expended	its	use.	Perhaps	next	year	.	.	.	if	the	heroes	
  agree	to	assist	him	in	his	endeavors.	
  Cast
  Clipwing (Special NPC)
  “Do	you	wish	to	hear	of	the	great	Battle	of	Frostforge?	
  Now	there	was	a	clash	of	which	the	bards	still	sing!	There	
  I	was,	flying	above	the	great	clash	of	armies	below	.	.	.”
  Description:	 A	 dragon	 with	 coppery-green	 scales	
  and	 a	 crippled	 right	 wing	 with	 a	 long	 war	 wound	
  running	down	its	length,	Clipwing	has	hypnotic	eyes	
  that	shift	colors	like	leaves	in	the	changing	seasons.
  Motivations:	Clipwing	likes	to	talk	a	lot,	especially	
  when	he’s	in	his	cups.	He	enjoys	regaling	his	audience	
  about	past	battles.	He	selects	Dragon’s	Wards	from	the	
  town,	but	hopes	to	one	day	re-form	the	Dragon’s	Guard	
  and	unite	the	Broken	Lands.	
  Clipwing (Huge Beast Flyer/Walker — 243 XP):	Str	
  22,	Dex	10,	Con	18,	Int	14,	Wis	16,	Cha	14;	SZ	H	(3×5,	
  Reach	2);	Spd	140	ft.	winged	flight;	40	ft.	ground;	Init	
  III;	Atk	VI;	Def	III;	Res	VI;	Health	VI;	Comp	IV;	Skills:	
  Athletics	X,	Haggle	V,	Intimidate	X,	Notice	V,	Resolve	
  V;	 Qualities:	 Achilles	 heel	 (cold),	 damage	 immunity	
  (fire,	heat),	damage	reduction	7,	darkvision	I,	dramatic	
  entrance,	 fearsome,	 ferocity,	 improved	 sense	 (sight),	
  light	 sleeper,	 menacing	 threat,	 monstrous	 defense	 II,	
  never	outnumbered,	tough	II,	treacherous,	veteran	II
  Attacks/Weapons:	Fiery	Breath	(fire	damage	attack	
  IV:	50	ft.	cone;	dmg	1d10	fire	per	2	TL,	Ref	Save	DC	
  25	for	1/2	damage),	Bite	IV	(dmg	2d12+6	lethal;	threat	
  16–20;	upgrades:	reach	+1),	Talon	II	×	2	(dmg	1d10+6	
  lethal;	threat	19–20),	Tail	Slap	II	(dmg	1d12+6	lethal;	
  threat	 19–20;	 upgrades:	 reach	 +1,	 trip),	 Trample	 III	
  (dmg	2d12+6	lethal;	threat	19–20;	notes:	Medium	and	
  smaller	 only,	 Fort	 (DC	 equal	 to	 damage)	 or	 become	
  sprawled),	Wing	Slam	×	2	(Slam	I:	dmg	1d10+6	lethal;	
  threat	20)
  Treasure:	3A,	3C
  Chapel (Standard NPC)
  “Wanna	bet	on	it?”
  Description:	A	fair-haired	young	boy,	Chapel	wears	
  simple	attire,	befitting	someone	of	the	labor	caste.		
  Motivations:	A	youth	of	sixteen,	Chapel	is	already	
  an	 inveterate	 gambler.	 He	 ran	 away	 from	 debts	 he	
  accrued	in	the	city	and	has	been	living	in	Northpoint	
  for	several	months.	He	works	odd	jobs,	but	has	strange	
  fits	that	drive	him	compulsively	to	the	woods,	where	
  he	seeks	shelter	in	his	cave.	Some	say	he	is	a	werewolf.	
  Others	 say	 he	 is	 insane.	 The	 truth	 of	 the	 matter	 is	
  simply	that	Chapel	likes	to	be	alone	and	has	discovered	
  that	his	“fits”	enable	him	to	live	a	very	private	life.	He	
  has	grown	to	care	for	the	town	and	most	of	its	people,	
  and	is	secretly	in	love	with	Ana.	Chapel	is	a	cunning	
  youth,	but	respectful	of	power	and	authority.	Play	him	
  as	a	rebellious	teenager	who’ll	toe	the	line	if	addressed	
  firmly.
  Chapel (Medium Folk Walker — 24 XP):	 Str	 10,	
  Dex	10,	Con	10,	Int	10,	Wis	10,	Cha	10;	SZ	M	(1×1,	
  Reach	1);	Spd	30	ft.	ground;	Init	III;	Atk	II;	Def	IV;	Res	
  IV;	Health	III;	Comp	II;	Skills:	Crafting	IV;	Qualities:	
  Feat	(Crafting	Basics)
  Attacks/Weapons:	 Dagger	 (dmg	 1d6	 lethal;	 threat	
  19–20;	qualities:	bleed,	hurl)
  Gear:	Crafting	kit
  Treasure:	1G
  Next Steps
  After	speaking	with	Clipwing	in	his	cave,	the	party	
  likely	figures	out	that	Sebastian	Shaw	is	responsible	for	
  the	theft	of	the	keg	and	leave	to	confront	him	(see	Scene	
  9).
  Tears of Blood & Magic
  Though	Clipwing	never	uses	magic,	being	
  a	magical	creature,	his	blood	holds	the	very	
  essence	of	it.	Should	he	so	desire,	once	a	year,	
  he	can	bestow	the	gift	of	magic	by	shedding	
  a	dragon’s	tear,	a	tear	formed	of	pure	blood	
  and	magic.	He	who	drinks	the	dragon’s	tear	
  gains	the	age	class	ability	subtle	and	quick	
  to	anger	immediately.	If	they	already	have	
  this	ability,	they	gain	an	additional	2	spell	
  points	at	once,	permanently.
  
  26
  Inside	the	Shattered	Sword
  Objectives
  •	To	capture	Sebastian	alive	and	have	him	reveal	where	
  the	whiskey	is	hidden.
  Challenges
  •	Decision	on	whether	to	spare	Sebastian’s	life.
  Synopsis
  Scene Type:	Dramatic
  GM Briefing:	 Give	 the	 heroes	 an	 exciting	
  confrontation	 with	 Sebastian.	 Sebastian	 is	 fearful	 of	
  being	 discovered	 and	 if	 confronted,	 he’ll	 reveal	 the	
  whiskey’s	location	and	beg	for	mercy.	He	then	causes	
  the	stuffed	owl-bear	to	come	to	life	(using	a	variation	of	
  nature’s	ally	IV)	while	he	attempts	to	make	his	escape	
  with	the	distraction.	Sebastian	acquired	dragon	magic	
  while	in	Clipwing’s	company,	and	he	will	not	give	up	
  without	a	fight.	His	magic	requires	gestures,	so	if	he	is	
  tied	up	he	cannot	cast	it.
  Gear:	The	heroes	are	traveling	with	all	adventuring	
  gear	on	their	persons.	
  Location
  The	Shattered	Sword	is	the	hub	of	Northpoint.	It	is	
  a	traditional	tavern	that	has	been	in	the	Shaw	family	
  for	 seven	 generations.	 Just	 inside	 the	 doorway	 is	 a	
  stuffed	owl-bear	that	is	used	as	a	coat	rack,	while	over	
  the	mantle	hangs	the	head	of	a	wild	hyena	from	the	
  Southlands.	 Sebastian	 is	 inside	 his	 tavern	 when	 the	
  characters	enter,	and	agrees	to	go	with	them	quietly,	but	
  he	lies.	With	a	wave	of	his	hand	the	stuffed	owl-bear	
  comes	to	life	while	he	attempts	to	make	his	escape.	
  Ambiance:	The	Shattered	Sword	is	a	warm,	friendly	
  place,	 and	 many	 deals	 have	 been	 struck	 before	 its	
  roaring	fireplace.
  Terrain:	Indoors/Settled
  Cultural Interests:	GM	Preference	
  Action
  Sebastian	is	strong	willed	and	will	not	reveal	where	he	
  hid	the	Ridgeline	Whiskey	easily.	The	characters	must	
  either	 succeed	 with	 Browbeat,	 Coerce,	 or	 Persuade	
  checks	to	successfully	get	him	to	spill	the	goods.	The	
  heroes	 suffer	 a	 -11	 penalty	 on	 their	 checks	 due	 to	
  Sebastian’s	Unfriendly	Disposition,	although	they	can	
  reduce	the	penalty	to	-6	if	they	have	found	out	about	
  his	connection	to	The	Iron	Legion	and	threaten	to	give	
  him	over	to	them	when	they	are	done.
  If	Sebastian	falls	in	battle,	the	characters	will	have	to	
  spend	d6	hours	going	through	all	of	his	things	to	locate	
  the	 whiskey.	 At	 the	 GM’s	 discretion,	 this	 may	 allow	
  enough	 time	 for	 another	 Iron	 Legion	 force	 to	 amass	
  before	the	tribute	is	properly	returned	to	Clipwing.
  Scene 9:  
  Showdown with  
  Sebastian
  
  27
   
  Scene 9: Showdown with Sebastian
  Direction
  Here	 are	 some	 questions	 you	 might	 be	 asked,	 and	
  answers	for	you	to	offer.
  Q:	Can	the	heroes	reduce	the	angst	of	The	Iron	Legion	
  against	them	if	they	hand	over	Sebastian?	
  A:	 Not	 likely,	 these	 are	 not	 the	 types	 of	 orcs	 who	
  forgive	.	.	.	or	forget.
  Q:	Can	the	heroes	detect	anything	unusual	about	the	
  owl-bear	hangar?	
  A:	 There	 is	 nothing	 inherently	 magical	 about	 the	
  owl-bear.
  Q:	Is	it	possible	to	talk	Sebastian	down	from	a	fight?	
  A:	It	is	possible,	but	unlikely,	given	the	fears	he	has	
  about	The	Iron	Legion	and	what	they	might	do	to	him.
  Cast
  Sebastian Shaw (Special NPC, 
  Adversary, Villain)
  “A	whiskey	to	your	health.”	,”I	run	the	best	tavern	in	
  town.”	,	“What	do	you	need	to	know?”
  Description:	 An	 athletic	 human	 man	 in	 his	
  mid-forties,	Sebastian	Shaw	stands	about	six	feet	tall,	
  with	 ash-colored	 hair	 that	 falls	 to	 his	 shoulders.	 He	
  dresses	 in	 simple	 attire.	 Sebastian	 runs	 the	 family	
  business,	and	he	runs	it	well,	turning	a	tidy	profit.	He’s	
  not	averse	to	taking	a	bit	of	an	advantage	over	travelers,	
  but	treats	his	regulars	well.	He	had	a	falling-out	with	
  Oliver	 Templeton	 when	 he	 discovered	 Templeton	
  was	conducting	business	deals	in	his	commons	room	
  without	giving	him	a	percentage.	Ever	since,	Templeton	
  relegates	all	such	talk	to	his	own	shop,	but	Sebastian	
  still	feels	that	his	old	friend	got	one	over	on	him.		The	
  Iron	Legion	learned	from	one	of	their	informers	that	
  Sebastian	would	betray	his	people	if	the	coin	were	right,	
  and	contacted	him	to	purchase	the	keg.	To	that	end,	he	
  stole	the	Ridgeline	Whiskey	from	Chapel,	anticipating	a	
  tidy	profit.	Now,	he’s	a	bit	nervous	over	the	whole	shady	
  business.		The	Iron	Legion	never	had	any	intention	of	
  buying	the	whiskey;	they	just	wanted	the	covenant	with	
  the	dragon	broken.
  Motivations:	Sebastian	is	friendly	enough	with	the	
  characters	to	avoid	suspicion.	Whenever	he	feels	that	
  the	heroes	are	getting	close,	he	points	them	to	another	
  suspect.
  Sebastian Shaw (Medium Folk Walker — 35 XP):	
  Str	 10,	 Dex	 10,	 Con	 12,	 Int	 10,	 Wis	 10,	 Cha	 10;	 SZ	
  M	(1×1,	Reach	1);	Spd	30	ft.	ground;	Init	II;	Atk	IV;	
  Def	III;	Res	IV;	Health	III;	Comp	I;	Skills:	Resolve	III,	
  Sleight	 of	 Hand	 III,	 Spellcasting	 VII;	 Spells:	 Feather	
  Fall,	Identify	I,	Levitate,	Mirror	Images,	Nature’s	Ally	
  IV,	Read	Magic;	Qualities:	Grappler,	class	ability	(Mage:	
  arcane	wellspring	I),	spell	defense	II
  Attacks/Weapons:	 Club	 (dmg	 1d8	 subdual;	 threat	
  20)
  Gear:	Booze	(6	uses),	Spirits	(3	uses)
  Treasure:	2C
  Owl-Bear (Standard NPC, Adversary)
  “Rrrrrooooaaaarrrr!”
  Description:	 A	 wizard’s	 experiment	 gone	 awry,	 an	
  owl-bear	has	the	body	and	vitality	of	a	bear	coupled	
  with	the	head	of	an	owl.	It	is	an	unholy	mish-mash	of	
  fur	and	feathers.	It	breeds	in	the	wild	and	possesses	a	
  horrible	 disposition,	 attacking	 humans	 unrelentingly	
  on	sight.
  Motivations:	The	owl-bear	attacks	what	it	deems	the	
  greatest	threat	first,	and	never	retreats	from	combat.
  Owlbear (Large Animal Walker — 79 XP):	Str	14,	
  Dex	10,	Con	16,	Int	4,	Wis	10,	Cha	10;	SZ	L	(2×2,	Reach	
  1);	Spd	30	ft.;	Init	III;	Atk	VII;	Def	IV;	Res	V;	Health	
  V;	Comp	—;	Skills:	Athletics	V,	Notice	IV,	Survival	IV;	
  Qualities:	 Damage	 reduction	 2,	 fearless	 I,	 grappler,	
  improved	sense	(sight),	rend
  Attacks/Weapons:	 Bite	 III	 (dmg	 2d10+2	 lethal;	
  threat	17–20;	qualities:	armor-piercing	2),	Talon	II	×	2	
  (dmg	1d8+2	lethal;	threat	19–20;	qualities:	grab)
  Treasure:	2T
  Next Steps
  The	heroes	have	either	captured	or	killed	Sebastian	
  and	his	duplicity	has	been	brought	to	light.		If	captured,	
  he	is	turned	over	to	the	authorities	for	his	crime.	The	
  heroes	can	rest	easy	for	a	bit,	until	the	next	adventure	
  calls.
  
  28
  Aftermath
  After	they	deliver	the	whiskey	and	return	with	Chapel,	
  the	characters	are	given	a	hero’s	welcome	for	averting	
  disaster.	Clipwing	uses	his	dragon	ways	to	reassert	his	
  superiority	over	The	Iron	Legion,	and	all	is	well.	
  If	Sebastian	is	killed	during	his	final	confrontation,	the	
  heroes	are	paid	and	thanked	for	their	service.	However,	
  if	mercy	is	shown,	the	magistrate	gives	the	characters	
  an	additional	reward:	the	deed	to	The	Shattered	Sword.	
  Gristle	agrees	to	run	it	in	their	stead,	and	he’s	certain	
  Chapel	will	be	willing	to	work	off	his	debt	as	well.	
  Adventure Hooks
  The	Lost	Caves	of	Clipwing	may	be	a	source	of	great	
  treasure	 and	 future	 adventure.	 What	 lies	 within	 the	
  caves	below?
  What	of	The	Iron	Legion?	Will	they	strike	at	Clipwing	
  in	the	hope	of	controlling	the	Dragon	Pass	once	and	for	
  all?
  Will	Sebastian	have	his	revenge?
  What	 of	 the	 adventures	 that	 await	 beyond	 the	
  Ridgeline	Mountains	in	the	Jagged	Reaches?
  Scene 10:  
  Epilogue
  Rewards and Penalties
  Don’t	forget	to	add	XP	for	adversaries	(listed	in	their	
  stat	blocks).	
  Scene 1: Highwaymen of Sorts
  •	Noticing	the	additional	Goblins	waiting		
  in	ambush 	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  •	Save	Peddler	Thomas	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.50	XP
  Scene 2: The Lay of the Land
  •	The	heroes	treat	the	militiamen	well	and		
  gain	their	respect	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  Scene 3: An Offer Over Whiskey
  •	Successful	negotiation	with	Hiram	Mirth		
  for	the	basic	fee	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  •	Successful	negotiation	with	Hiram	Mirth		
  for	an	increased	fee	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.50	XP
  •	Successful	Canvas	check	to	determine	Gristle		
  and	Chapel’s	history	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  •	Critical	Success	on	the	Canvas	check	.	.	.	.	.	.	.	.	.50	XP
  
  29
   
  Scene 10: Epilogue
  Scene 4: A Talk with Templeton
  •	Successfully	finding	the	tracks	leading	to	the		
  woods	surrounding	the	bolt	hole	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  •	Successfully	tracking	through	the	woods	to		
  find	the	bolt-hole 	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.50	XP
  Scene 5: Sage Advice
  •	Successfully	convincing	Eliana	to	reveal	the		
  location	of	the	bolt-hole	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  Scene 6: Sage Advice
  •	Successfully	convincing	Gristle	of	their		
  sincerity	to	help	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  •	Successfully	finding	the	hot	spring	and		
  determining	its	magical	properties 	.	.	.	.	.	.	.	.	.	.25	XP
  Scene 7: Within the Forest Depths
  •	Deciding	to	rid	the	village	of	the	threat	of		
  the	orcs	without	being	forced	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  Scene 8: Clipwing’s Lair
  •	Successfully	convincing	Clipwing	to		
  release	Chapel	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  •	Successfully	finding	out	that	Sebastian		
  is	the	culprit	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.25	XP
  Scene 9: Showdown with Sebastian
  •	Successfully	convincing	Sebastian	to	give		
  himself	up	without	a	fight.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.50	XP
  •	Successfully	defeating	Sebastian	without		
  killing	him	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.	.75	XP
  Prizes
  Here	is	one	of	the	Prizes	the	party	may	earn	in	this	
  adventure.	This	is,	of	course,	just	a	limited	example,	as	
  heroes	 with	 enough	 Charisma	 and	 the	 right	 abilities	
  might	earn	the	trust	of	Clipwing,	or	call	upon	him	later	
  for	favors,	just	as	they	might	Hiram	Mirth.	Particularly	
  ambitious	 heroes	 might	 lobby	 Clipwing	 to	 claim	 a	
  portion	of	his	cave	as	a	Holding	—	with	the	caveat	that	
  the	 party	 assist	 in	 restoration	 of	 the	 Dragon’s	 Guard	
  and	uniting	the	Broken	Lands.
  Holding: The Shattered Sword
  Scale:	3
  Reputation Cost:	3
  
  30
  Open Game  
  License
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  Copyright	2000	Wizards	of	the	Coast,	Inc	(“Wizards”).	All	Rights	Reserved.
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  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	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	cceptance:	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	in	conjunction	with	a	work	containing	Open	Game	
  Content	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	 the	 owner	 of	 such	 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.
  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	v1.0a	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.	Spycraft	
  2.0	Rulebook,	Copyright	2005,	Alderac	Entertainment	Group,	Inc.;	Authors	
  Alexander	 Flagg,	 Scott	 Gearin,	 and	 Patrick	 Kapera.	 Spycraft	 Espionage	
  Handbook	 Copyright	 2002,	 Alderac	 Entertainment	 Group,	 Inc.;	 Authors	
  Patrick	Kapera	and	Kevin	Wilson;	Fantasy	Craft	RPG	Rulebook,	Copyright	
  2009,	Crafty	Games	LLC;	Authors:	Alex	Flagg,	Scott	Gearin,	and	Patrick	
  Kapera;	Old	School	Fantasy:	A	Keg	for	Dragon,	Copyright	2010,	Reality	
  Blurs	LLC;	Authors:	Sean	Preston	and	Jeff	Scifert
  
SOURCE: textdata/thevault/FantasyCraft/Adventure Modules/Fantasy Craft - Old School Fantasy - 1 - A Keg for Dragon.pdf