TEXT:  
  OP30 – TOTEM TROUBLES 
  An Adventure in Filbar™ 
   
   
   
   
  Your time in Anu has been safe but 
  boring and your group is looking to 
  get out and begin your careers as 
  fresh faced delvers. A crowd has 
  begun to gather in the public area 
  and your curiosity gets the best of 
  you… 
   
   
   
   
  A scenario for 4, 1st level PCs and a 
  DM 
   
   
   
  By Frank Schmidt 
  @FilbarRPG 
  
     
   
  Player’s Info: The day begins anew in the big city of Anu 
  and a crowd is gathering in the central plaza. Curious, you 
  and your associates head that way and notice a cart is the 
  point of interest. Straining in the middle of the crowd. A 
  man in wizard robes stands atop his cart, waves his hands 
  and a large totem rises off the cart and lands upright on the 
  cobblestones with a loud crash. The crowd surges forward 
  to examine the large, wooden tower filled with carved 
  images of monsters. The wizard begins to regale the party 
  with the recovery of the totem and has the citizens 
  enthralled with his recitation when a child screams. The 
  totem shudders and the four sections of the tower break 
  apart causing their “monster images” to animate and attack 
  the throng! 
   
  DM Info: This short scenario was created for a quartet of 
  first level PCs in an urban setting. The wizard lost his party 
  but recovered a cursed totem that he and his group were 
  looking for. Unbeknownst to the wizard, the item is cursed 
  and the four visages on the foreign post have sprang to 
  life! As the citizens flee for their lives, the PCs will have to 
  quell the disturbance as the city guard is nowhere in sight. 
  As the creatures emerge from their wooden prison, The 
  Griffon adorning the top of the post will animate and grab 
  the wizard carrying him up into the sky before dropping him 
  to his death on the cobblestones below. The creature will 
  then descend for a drink of water at the fountain where the 
  PCs will have to deal with it.  
  The party will be caught up in the middle of the crowd but be close enough to observe that there are four main “creatures” that make up 
  the totem. The Griffon is at the top, a large goblin will be below that followed by a large panther creature with a small automaton cradled in 
  the large feline’s paw. Each of these creatures will animate and separate to create chaos across the plaza. 
   
  1. Goblin Boss – Stunned by the witnessed event, you and your cohorts watch as a very large Goblin jumps into the 
  crowd and begins to attack the innocent citizens as people run in every direction. Your chance to shine is upon you 
  and you race in to fight this civic menace. Each PC will need to DC12 vs. Dexterity initially other fight at 
  disadvantage in this encounter. There are many citizens in the area possibly making it difficult for the PCs to attack. 
  Goblin Boss AC17 HP22 D +4 1d6 +2 Scimitar (x2 but 2nd is at disadvantage) 0/+2/0/0/-1/0 No treasure 
   
  2. Giant Panther (Tiger) – Smiles cross your face as several citizens thank you profusely for saving them. The 
  accolades are short lived as screams are heard by a monument tipped with a ceremonial flame. The scattering 
  crowd parts and gives you a view of an enormous panther slashing open the chest of a guard causing him to drop 
  to the ground and rolls under the monument. This creature will attempt to assault the covered guard to no avail and 
  give the PCs advantage on the initiative roll. Giant Panther AC12 HP40 D +5 1d10 +3 bite & 1d8 +3 claw, pounce 
  is not present in this case +3/+2/+2/-4/+1/-1 The creature turns back to wood upon death. 
   
  3. Magma Mephit – With the panther down, you notice a cadre of guards have their hands full near the center of the 
  plaza. The small, childlike creature has turned into a reddish orange imp-like creature. You rush forward as the 
  creature expels fire from its mouth and it ignites one guard and two civilians! Magma Mephit AC11 HP24 D +3 1d4 
  +1 & 1d4 fire damage or Fire Breath DC11 vs. Dexterity save for half of 2d6. Creature explodes when killed for 
  same save -1/+1/+1/-2/0/0 no treasure 
   
  4. Griffon – Nursing your wounds from the previous encounter is interrupted as a bloody limb skitters across the 
  cobblestones. Looking north you spot the cause. The Griffon that adorned the top of the strange totem has torn a 
  citizen in half and is now drinking from a fountain. As you move forward it spots you and glares intently at you. A 
  loud screech fills the air causing the remaining citizens to cower in fear. Griffon AC12 HP55 D +6 1d8 +4 Beak & 
  2d6 +4 Claws +4/+2/+3/-4/+1/-1 creature turns into wooden shards upon death 
   
  5. Wizard’s Body – The din of battle subsides and additional guards pour into the cobblestone park and begin to 
  render aid to the injured. You gather your compatriots and investigate the mangled body of the wizard that initiated 
  the problem. The blood soaked robe holds the smashed remains of the slender man. Tattered pages blow across 
  the plaza but you stomp your foot down on one page that turns out to be a spell (random). A broken coin purse 
  holds 55gp and a parchment under the body is torn but has “Hochman’s Totem” that is still legible.  
   
  OP30 – Totem Troubles 
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/OP30 Totem Troubles (Filbar;5e).pdf