TEXT: 1
  GUESTS FOR
  DINNER
  An adventure for
  1st lvl characters
  Written by
  Jon Aspeheim
  CoverArt &More
  Jason Southgate
  Additional Art &Maps
  Jon Aspeheim
  
  2
  This module is OSR Compatible and can be used with any
  old school RPG or modern clones. It was designed with the
  classic version of the game in mind but with minimal changes
  can be used with original or advanced rules or their clones.
  Encounters are listed in the following format:
  Orcs (4) – AC 6 (13), HD 1, #AT 1 Sword, D 1D6
  Armour Class is given both descending and ascending values,
  with ascending values in parentheses. An unarmored character
  is AC 9 (10) and chainmail gives AC 5 (14).
  Unless specified, all encountered creatures and men are
  assumed to have the same movement rates as normal men and
  to use the same saving throws as a fighter of the same level as
  their hit dice.
  
  3
  Adventure Background
  Lord Pontus Vazzo is secretly a
  member of the forbidden Cult of
  Zru, a cult that honour their demon
  god through eating human flesh.
  In the woods that lies adjacent to his
  estate he found ancient catacombs
  where he has built a secret temple of
  worship.
  His acolytes captures travellers and
  beggars, people that no one will miss,
  and bring them to the secret tunnels.
  There they are held captive and are
  eaten piece by piece over a couple of
  weeks.
  Zru have awarded Vazzo special
  abilities and he is not quite human any
  longer. He spends more and more
  time in the catacombs as his demand
  for human flesh grows even stronger.
  Synopsis
  While in the forest the group of PCs
  accidentally fall through the ground
  and end up in a natural cave
  connected to old catacombs.
  There’s no way of climbing up again
  so they will have to find their way out,
  through the old tunnels now used as a
  Zru temple by Lord Vazzo and his
  acolytes.
  Where?
  You can place this anywhere you
  want in any campaign setting you see
  fit. It is however written for the Yg
  campaign setting and it takes place in
  the small kingdom Sylikel in Murkröpi,
  near a village named Poxtorv.
  POXTORV
  Lavvos Tradehouse
  This tradehouse sells
  tools and food. Rumour
  is that the owner Lavvo
  have an affair with the
  tavern keepers wife. But
  who listens to such
  gossip?!
  Chapel of Mol
  This humble chapel
  is run by old
  mumbeling Father
  Jonas, a lvl 3 cleric.
  The Drunken
  Peasant Inn
  This inn got it’s
  name from the fact
  that it’s commonly
  used by drunken
  peasants. The owner
  is a timid little man
  named Olin.
  Jennys Smithy
  Jenny mostly crafts
  horse shoes but she
  knows how to repair
  armour and weapons
  if you ask her. In her
  younger days she
  was a smith in the
  kings army.
  
  4
  Character funnel
  You can run this as a normal 1st level
  adventure for 4-6 players but you can
  also choose to play it as a character
  funnel.
  To do that each player rolls 2-3 0-
  level characters each. You should have
  about 8-10 characters in total.
  Pick race as you normally would but
  don’t choose any class. Instead roll the
  profession table to the right to
  determine what profession the
  character have and what equipment he
  or she starts with.
  All characters have 1D4 HP.
  The surviving characters become 1st
  level after finishing the adventure and
  get new HP according to the class
  they choose.
  Assume 1D4 damage for all weapon
  like equipment the characters start
  with.
  Profession Table
  1D10
  Profession
  Equipment
  1
  Sheep herder Staff
  2
  Cook
  Chefs knife
  3
  Woodsman
  Handaxe
  4
  Tailor
  Scissors
  5
  Farmer
  Ten foot pole
  6
  Herbalist
  Scythe
  7
  Sailor
  Rope (20f)
  8
  Mason
  Hammer
  9
  Groom
  Broom
  10
  Gambler
  A set of dice
  Hooks
  There are many reasons why
  the PCs would walk through the
  woods near Vazzos estate.
  Here’s a few:
  •
  They’re poaching
  •
  They’re searching for some
  runaway sheep
  •
  They’re gathering berries for the
  summer festival
  •
  They are searching for a group
  travelling minstrels gone missing.
  Adventure start
  Walking through the woods the
  group enter a glade and as they cross it
  they hear a sudden rumble. Before
  they know it the ground disappears
  from under their feet and they tumble
  through the air into the darkness
  below.
  They eventually land in a pool of
  cold black water, the sky just a small
  circle of light high above them. And
  yet, the nightmare have only just
  begun.
  
  5
  = 5ft
  Vazzos Secret Catacombs
  1
  2
  5
  6
  7
  8
  3A
  4A
  4B
  4C
  3B
  
  6
  Wandering MOnsters
  Roll for random encounters every 4
  rounds. An encounter occurs on a 1-2
  on a D6. There are 4 Acolytes, 4
  zombies and 2 zombie dogs in total so
  the PCs can never encounter more
  than that in total throughout the
  dungeon. The acolytes and zombies
  mentioned in the room descriptions
  are not included.
  Random Encounter Table
  Acolyte (4)
  AC 9 (10), HD 1, #AT 1 Club, D 1D4
  Zombies(4)
  AC 8 (11), HD 1, #AT 2 Claws and
  teeth, D 1D4
  Special: immune to Sleep and
  Charm spells
  Zombie Dog(2)
  AC 6 (13), HD 2, #AT 1
  Bite, D 1D6
  Room Keys
  1. The Well
  This is where the PCs
  land after falling through
  the ground. The water is dark
  and cold. It’s very deep so there
  is no use trying to dive to the
  bottom.
  The room is a natural cave but in one
  wall a crude doorway has been cut out
  and there is light coming through.
  2. The Hallway
  This room is empty and dirty. The
  walls are ancient, impossible to say
  who originally built them and why.
  On the floor are plenty of tracks
  leading to and from the well since the
  cult uses the well as their water
  reserve.
  In the northwest corner is a lever
  that controls the pit trap by the room
  entrance. The lever is clearly visible
  and could give a heads up to the
  players before they enter the room. If
  someone steps on the pit trap and the
  lever has not been pulled this person
  has to Save or fall 8ft for 1D6 damage.
  3A. Prison Cell
  This room is guarded by an acolyte
  who has the keys to the two prison
  cells as well as all the manacles inside
  of the cells. He is dozing on a chair,
  half asleep.
  Inside the cell the minstrel Dina Brax
  is chained to the wall. She is a
  member of a traveling ministrel
  group that where captured by
  Vazzo some weeks ago.
  She is in good condition
  except for the fact that she has
  witnessed the death of her
  friends. Originally they were all
  held in the cell and were then
  taken away one by one to be
  slaughtered. She is especially
  worried for her brother
  Rolf, he was taken four
  days ago. The guards have
  been making jokes to her
  about how tasty he has been, she
  desperately hopes they’re lying.
  There is plenty of food in the cell
  since Vazzo likes his prisoners well
  fed.
  Acolyte Guard(1) - AC 9 (10), HD 1,
  #AT 1 Club, D 1D6
  1d6
  Encounter
  1-3
  Acolyte(1d4)
  4-5
  Zombie(1d4)
  6
  Zombie Dog(1d4-2)
  
  7
  3B. Prison Cell
  Some of the zombies that Vazzo is
  using as patrolling guards are
  becoming too rotten and have left
  stinking trails in his library. He now
  keeps them locked up in here.
  If the PC’s search the dirty straw on
  the floor they find an old satchel with
  40gp and a healing potion left by
  some long lost adventurer.
  Rotten Zombies(1D4) - AC 9 (10),
  HD 1, #AT 2 Claws and teeth, D 1D4
  Special: immune to Sleep and Charm
  spells. If they touch you the stink
  won’t come off until you’ve had a long
  bath.
  4A. Scriptorium
  The room is sparsely furnished with
  wooden benches and desks. Three
  acolytes sits here transcribing ancient
  Zru manuscripts. One of the acolytes
  is Vazzo’s right hand man Marco, he
  is a big man and he’s got the key to
  room 4C on him. In the acolytes
  pockets are 2D6 x 10 gp in total.
  Marco(1) - AC 7 (12), HD 2, #AT 1
  Mace, D 1D6
  Spell: Cure Light Wounds(1)
  Acolyte (2) – AC 9 (10), HD 1,
  #AT 1 Club, D 1D4
  
  8
  4B. Altar room
  In this room stands a statue of Zru,
  a common motive of Zru looking like
  a four legged ant gaping
  towards the ceiling. If
  someone studies the
  statue closer they might
  discover that there is
  dried blood around the
  statue’s mouth. If
  human blood is poured
  into the mouth of the
  statue the secret door
  in the back of the room
  will open. Inside the secret
  chamber is a crate with three vials of
  blood, treated with dark Zru magic.
  Drinking one heals 1D6+1 HP.
  4C. Storeroom
  This is where the cult stores things
  they’ve looted from their captives. It’s
  sorted into a few coffins and shelves.
  The first coffin contains 150gp,
  210sp and 54cp, the other a leather
  bag and two golden tooth worth 2gp
  each. On the shelves there’s a silver
  dagger, a dusty straw hat and two
  bottles of excellent Namradk wine
  worth 25gp each.
  5. The Library
  This room is furnished with a nice
  table and chairs, along the walls are
  bookshelves containing all sorts of
  books though mostly forbidden tomes
  covering necromancy and Zru
  teachings. A lot of them are new and
  transcribed to common in the
  scriptorium in room 4A.
  On a chair Ann-Magreth sits, dressed
  in a nice dress and wearing lots of
  makeup. If the PCs are from Poxtorv
  they will immediately recognise her as
  the village beauty that went missing a
  few years back. A perceptive PC will
  notice that she have a small bald spot
  on the side of her head (from when
  Vazzo had her lobotomized).
  Vazzo keeps her as company. She’s
  not much of a talker these days but
  then Vazzo likes to do the talking
  anyway.
  She will tell the PCs nothing of
  use. She talks about the summer
  sky and asks if they are going to
  the summer festival. She giggles
  at things they say as if it was a
  really good joke.
  6. The Dinner Room
  This room has luxurious red
  draperies on the walls and in its centre
  stands a large oak table. On a gilded
  chair sits Vazzo himself enjoying a
  cup of good wine with a plate in front
  of him with what looks like a nice
  pork chop, although it’s in fact a piece
  of Rolfs Braxs loin. On the table a cat
  is purring slowly on a velvet cushion.
  It’s however not really a cat but a
  Minor Zru Abomination, a monster
  created by feeding a cat human flesh
  blessed by a Zru priest.
  Vazzo greets the PCs with a smile
  and asks if they are hungry. If the
  group questions him he will braggingly
  tell them about his operation and even
  try to persuade them to join as
  acolytes. If they’re not interested he
  will eventually go to attack. As he
  stands up two insectoid legs fold out
  from behind his back and his jaw
  unhinge like on a snake. The cat rises
  as well and it’s back opens up to reveal
  a monstrous gape full of pointy teeth.
  On Vazzo they’ll find the key to the
  locked door in room 8 and a pouch
  with 120gp and two gold rings worth
  100gp each.
  Lord Pontus Vazzo (1) – AC 5 (14),
  HD 3, #AT 2 Insectoid limbs, D 1D6
  Spells: Charm(1), Phantasmal
  
  9
  Force(1)
  Minor Zru Abomination (1) - AC
  6(13), HD 2, #AT 1 Acid spit 1D6 or
  Bite 1D4
  7. The Kitchen
  This room functions as both kitchen
  and slaughter house. On a table lies
  Rolf Brax, he is missing both arms
  and both legs but by some twisted
  magic he’s still alive. The chef is also
  present, a portly man named Dan
  Skorsein. If a PC is from Poxtorv or
  knows the area s/he will know that
  this man usually works at the tavern.
  Dan will try to make excuses but will
  attack if they don’t let him go. If they
  do let him go he will run off to warn
  and fetch guarding acolytes.
  When Dan is taken care of Rolf will
  ask the PC’s to put an end to his
  miserable existence.
  Searching the room you’ll find pots,
  pans and some exotic spice that is
  worth 25gp.
  Dan Skorsein(1) – AC 8 (11), HD 3,
  #AT 1 cleaver, D 1D6
  8. The Hall
  In this room is a sturdy locked door
  and some coffins where the acolytes
  change clothes from everyday clothes
  to acolyte chemise.
  If the PC’s manage to get the key
  from Vazzo in room 6 it will open the
  locked door which leads to a tunnel
  that Vazzo has had made. The tunnels
  end in a secret door in Vazzos estate.
  Vazzos estate guards know nothing
  of this secret door and Vazzos secret
  Cult. They will however probably
  believe the PC’s story. Especially if
  they themselves enter the secret
  tunnels and have a look for
  themselves.
  
  10
  LICENCE
  Cover Art & Skeletons on page 7 © Jason Southgate 2017
  All other art and maps - © Jon Aspeheim 2017
  Original names and product identety from the
  Yg Campaign setting © Jon Aspeheim 2017
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SOURCE: textdata/thevault/Relics & Ruins/Relics & Ruins Guests For Dinner.pdf