TEXT: Writing, Design,  
  and Cartography: 
  Andrew Follett
  Development and Art Direction:  
  Kara Hamilton and Robert J. Schwalb
  Editing: Tom Cadorette
  Proofreading: Jay Spight
  Graphic Design and Layout: Kara Hamilton
  Illustration: Jack Kaiser
  In a Pig’s Eye is © 2017 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, In a Pig’s Eye, World of Fire and 
  Blood, Schwalb Entertainment, and their associated logos 
  are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548
  Murfreesboro TN 37129
  info@schwalbentertainment.com 
  www.schwalbentertainment.com
  ~Credits~
  Old folks tell children of the scary stories of Hog, 
  a flesh-eating goblin who lives deep beneath the 
  earth. For those who believe the stories, Hog is a 
  nightmarish figure who dispatches blind mutants to 
  the surface to harvest meat and other supplies. Some 
  who have scoffed at the stories discovered their error 
  much too late . . . 
  In a Pig’s Eye is an adventure for starting characters 
  who find themselves as dinner guests of Hog. This 
  adventure puts the characters together in a dangerous 
  scene, develops their origin story, and provides 
  them with reasons to band together. The characters 
  complete this adventure when they escape to the 
  surface.
   This adventure is intended for use with the rules 
  and story revealed in Godless: A World of Fire and 
  Blood. If you use the adventure in Urth or a different 
  setting, you will need to adapt the story and modify 
  some of the technology to make it compatible.
   Finally, the story that begins in this adventure 
  can be continued in either Dancing in the Ruins or 
  Last One Standing, both available from Schwalb 
  Entertainment.
  A Shadow of the Demon Lord,  
  Godless: A World of Fire and Blood 
  Adventure for Starting Characters
  
  2
  Background
  How long Hog has lived under the ruined city of 
  Isolon, no one knows. In fact, Hog has spent so many 
  years in the dark depths, he can’t even remember 
  when he arrived. The one thing he does remember 
  about living on the surface is how he was mocked, 
  shunned, and beaten severely by those living within 
  the ruins for his hideous nature. In order to survive, 
  he stayed away from Isolon’s inhabitants, skulking 
  in shadows and darkness, scratching out whatever 
  meager sustenance he could from the settlement’s 
  refuse heaps… or sometimes by butchering a hapless 
  victim foolish enough to travel alone at night. 
  One night while scavenging for food, he fell into a 
  shaft that led down to what appeared to be a cavern 
  complex deep beneath Isolon – which, in fact, turned 
  out to be the ruins of an even older pre-Cataclysm 
  city than Isolon. Within the subterranean ruins, 
  Hog discovered what he has come to lovingly call 
  his “hoglers”: troglodytic mutants hiding from the 
  cruelties and bright sunlight of the world above.
   Hog quickly gained the mutants’ trust and 
  eventually became their ruler through cunning and 
  the discovery of magical powers he had that enabled 
  him to sway the mutants to obey him. The hoglers 
  worship Hog as a demi-god, following his commands 
  without question.
   Since vanishing into the dark depths, Hog has 
  all but been forgotten by most people living in the 
  settlement above, except as tales told to scare children.
  Hog and the Hoglers
  Hog is a goblin with large keloid scar tissue over 
  half his face and left eye. Small tufts of hair jut from 
  odd patches across his otherwise pale pink flesh. 
  Protruding from his burnt, ruddy, and bloodstained 
  clothes are short appendages that show signs of 
  radiation exposure.
  HOG 
  DIFFICULTY 10
  Size 1/2 goblin
  Perception 12 (+2)
  Defense 14; Health 18; Insanity 7; Corruption 2
  Strength 8 (–2), Agility 13 (+3), Intellect 11 (+1), Will 9 (-1)
  Speed 10
  Immune damage from disease; charmed, diseased
  Iron Vulnerability Hog is impaired while he is in contact  
  with iron.
  Sneaky Hog gains 1 boon to Agility challenge rolls when 
  attempting to hide or move silently.
  ATTACK OPTIONS 
  Cleaver (melee) +3 (1d6)
  MAGIC 
  Power 1
  Shadow nightfall Blade (2), wall of darkness (2), darkness (1) 
  Forbidden black tongue (2), harm (2), obedience (1)
  Years of radiation exposure, being trapped under the 
  earth, and touched, possibly, by demonic energies 
  has stripped them of their humanity—if they were 
  ever human in the first place. These vicious mutants 
  are pale, blind, troglodytic abominations that 
  communicate through grunts and growls. 
  HOGLERS 
  DIFFICULTY 5
  Size 1 mutant
  Perception 8 (–2)
  Defense 11; Health 15
  Strength 15 (+5), Agility 11 (+1), Intellect 8 (–2), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Meaty Fist (melee) +5 with 1 boon (1d3)
  Getting Started
  Some starting adventures assume the player 
  characters have at least a passing familiarity 
  with their fellows, but in In a Pig’s Eye the 
  characters are complete strangers, individuals 
  thrust into a desperate situation by chance. 
  Make sure the players keep their identities 
  secret from one another so they can reveal 
  them in play.  Also, allow the players enough 
  time to develop their relationships based on the 
  circumstances in which they find themselves.
  Meat Hooks
  The adventure starts in room 1. The player characters 
  wake from unconsciousness. Bound and gagged, their 
  hands are fastened with electrical cords or CAT-5 
  cabling to ancient rusted showerheads overhead. 
  Grimy plastic gallon jugs sit on the floor, one next to 
  each character. One of the characters has a needle 
  and tube running from an arm to the jug, their 
  blood slowly but steadily flowing into it. Hog sits at a 
  table across from them, sharpening wicked-looking 
  makeshift needles and cutting plastic tubing for the 
  other characters. 
  Engaging Hog
  After a few minutes, or if any characters attempt to 
  get Hog’s attention, the mutated goblin notices them 
  and appears surprised to discover the characters 
  have regained consciousness. Hog does not engage 
  them, but instead returns to his work, muttering and 
  grunting something about “meat, harvesting, and 
  feeding the pig.” He continues his labor, ignoring the 
  characters, all the while absentmindedly humming 
  the “Happy Birthday” song off-key.
  
  3
  Something Comes
  As Hog finishes preparing the next needle and tube, 
  a hogler runs in through the east entry and exits 
  through the west, all the while grunting and growling. 
  Hog reacts by grunting something about “hurrying 
  to drain the meat.” Any character that gets a success 
  on a Perception challenge roll with 1 boon can tell the 
  hogler is frightened. Moments later, another group 
  of three follow the same path as the first, running 
  through the room. The characters can clearly hear 
  Hog muttering something to himself “what’s scared 
  them now?”, “something is coming,” and “I needs 
  to leave.” He drops what he is doing and scampers 
  through the west entry.
   Two more groups of 3 hoglers come through 
  the room, each more frightened than the last. The 
  characters note that these mutants show signs of 
  recent injuries and even greater fear than the others.
  Escaping the Hooks
  There are a few ways the PCs can escape their 
  bindings. 
   A character can use an action to make a Strength 
  challenge roll with 1 bane. A success allows the 
  character to break free from the showerhead.
  A character can also use an action to make an 
  Agility challenge roll with 1 bane. On a success, the 
  character twists and maneuvers to get out of the 
  chains.
  Some hoglers might pass by close enough for a 
  character to attack using their feet, possibly kicking 
  down the mutant or grabbing it. If the bound 
  character takes any damage, roll a d6. On an even 
  number, the showerhead breaks and frees the 
  character.
  Characters might try to gain the attention of a 
  passing hogler, calling out to them. You might have 
  the character make an Intellect or Will attack roll 
  against the hogler’s Will and draw the mutant close  
  on a success. 
  You should also entertain any other reasonable  
  (or even crazy) ideas from the players to attempt 
  to escape. 
  Consequences
  The characters have a few minutes to escape their 
  predicament. Any who fail to do so discover the 
  source of the panic—a group of 3 inheritors arrive
  from room 3. These giant cockroaches sweep through 
  the room, taking anything they deem valuable, and 
  leaving the rest. They might kill the player characters 
  or take them along as you decide.
  Hogtown
  Under the ruins of Isolon above, spreads Hogtown, 
  a small underground pocket of what was itself once 
  a sprawling metropolis whose name has long since 
  been forgotten. Despite its great advances in science, 
  engineering, and medicine, this city was one of 
  the first to fall, reduced to ruins by the Cataclysm, 
  eventually sinking beneath ash, rubble, and earth.
  Hogtown encapsulates fragments of a school, 
  adjoining streets, skeletal remains of a few homes, 
  and part of a collapsed freeway tunnel. Essentially 
  a “bubble” beneath the surface, only the hospital 
  has more than one floor. Collapsed rubble and 
  impenetrable walls of earth prevent access to any 
  rooftops, upper floors of all other buildings, or 
  even any travel beyond Hogtown. There is only one 
  entrance/exit from this area. 
  W
  E
  N
  S
  
  4
  1. Shower: Once-white ceramic tiles cover the walls
  here, now brown and rust-colored with innumerable 
  years of grime and other unknown (and probably best 
  that way) stains. Several rusty showerheads protrude 
  from the north wall with a grated drainage hole in 
  the floor at the center of the room. A rusting, rollaway 
  table stands at the center of the room. On it stands a 
  flickering battery-powered lamp, emitting light in a 
  5-yard radius. The table could roll with some effort 
  applied, but its rusted metal wheels will shriek and 
  squeak with protest when moved. Open archways, the 
  doors long gone, stand in the east and west walls and 
  lead to rooms beyond. 
  2. Locker Room: Old, calcified urinals hang in a row
  on the west wall, while the other side of the room has 
  ceramic sinks with rusted-out plumbing and cracked, 
  broken mirrors on the walls above them. Two stalls 
  with broken toilets surrounded by pools of rusty water 
  stand along the far north wall. The south wall and 
  part of the north have corroded metal lockers and a 
  long bench in front of them. 
  Most of the lockers are empty, but in one are 2 
  healing poultices, a pocket religious book, and 
  a baseball bat with barbed wire wrapped on the 
  “hitting stuff” end. The religious book contains two 
  incantations: light (Celestial) and minor healing (Life). 
  Closed thick rusted metal doors are offset on the east 
  and west walls.
  3. Gym: Concrete and steel debris form uneven
  walls to the north, east, and south sides of this room. 
  More rubble creates a dome overhead, extending 10 
  yards up the west wall. Long thin planks of dry rotted 
  and brittle wood cover the floor. Mold and strange 
  fungi grow on parts of the floor and walls, the fungi 
  casting an odd luminescent glow that fills the room 
  with shadowy light. While quite faded, across the 
  west wall large letters spell out “GO TIGERS!” in big 
  orange letters. 
  A small gathering of 3 inheritors feed on the 
  remains of a recently deceased hogler. When they 
  notice the PCs they immediately skitter towards them 
  and attack.
  4. Shower: This chamber looks just like room 1
  except that it lacks the table.
  5. Locker Room: This chamber is identical to
  room 2, except it features stalls instead of urinals. 
  Characters looking in the stalls find 3 meals squirreled 
  away by one of the hoglers.
  6. Hallway: Display cases line this wide L-shaped
  hallway. Some cases have broken glass and others 
  have no glass at all. The cases encapsulate a long 
  tradition of high school sports accomplishments in 
  the corroded, rusted, and moldy trophies, documents, 
  and pictures they contain. The ceiling is a patchwork 
  of tiles, Plexiglas halogen light coverings, and empty 
  spaces revealing the wires, plumbing, and ductwork. 
  The doors in the hallways are in various stages of 
  decay with all but two opening to other areas. The 
  two doors on the west wall lead nowhere, blocked by 
  rubble and earth. Any characters investigating these 
  doors find 2 inheritors come squeezing out from
  cracks in the earth, searching for food. The corridor 
  towards the south is also caved in and impassable. In 
  the northwest, cracked concrete stairs wind up to the 
  second level.
  7. Hallway: This area resembles room 6, except
  the walls are bare, the light gray paint cracked 
  and peeling. Dirt and stone block the path south. 
  Investigating or getting too close to the blocked 
  hallway draws 1d3 inheritors, weirdly capable of 
  squeezing out from the cracks in the rubble. The 
  north corridor ends at a large double window that 
  opens onto the grounds “outside” the school (see area 
  10). The window can be broken or opened to reveal a 
  drop of 5 yards to the ground below.
  The doors on the west wall are blocked or 
  barricaded and cannot be opened. The door to area 
  8 has been broken through and the door to area 9 is 
  locked.
  8. Science Room: A mess of broken glass, rubble,
  metal desks, and chairs litter this chamber. In the 
  northeastern corner is a 2-yard-wide opening in the 
  brick walls that leads to room 9 and overlooks area 
  3 below. Sifting through the debris reveals robotic 
  machinery, glass plastic jars and bottles labeled with 
  various chemicals (though all empty), microscopes, 
  tubes, vials, and beakers. 
   If the characters spend a few minutes searching 
  this room, they find 2 pieces of electrical salvage, 3 
  pieces of mechanical salvage, and 2 small batteries. In 
  addition, the characters find a small, track-mounted 
  clockwork coated in cracked and peeled yellow paint. 
  The clockwork is lifeless, its key missing. 
  If the characters find the key (see room 12) and use
  it to activate the clockwork, it whirs into action to start 
  cleaning the area. It takes a few minutes of non-stop 
  cleaning before the clockwork can come to its senses, 
  realizing that the room is impossible to properly 
  clean. See “Ending the Adventure” for information on 
  using this character.
  9. Math Room: Similar in shape and size to room
  8, the room has just as much debris and broken 
  furniture, but lacks the scientific paraphernalia. A 
  large double window in the north wall grants access 
  to the grounds “outside” of the school by a 5-yard drop 
  (area 10). Searching through a rusted metal desk, the 
  characters will find a book containing the following 
  Technomancy incantations: jury-rig, magic wrench, bolt 
  thrower, and sparking shield.
  10. Outside: This is a large open area sectioned
  off by a chain link fence, with what was once a large 
  grass field on one side and street and houses on the 
  other. Water bubbling up from a crack in the earth 
  has allowed bioluminescent fungi to creep up the 
  
  5
  sides and across the mud and rock between the fence 
  and the school. One hogler scavenges around stream, 
  picking fungi to eat. If he notices them, he will attack 
  the PCs.
  The fence is rusted and collapsing in places. There 
  is a working gate at one end, which once allowed 
  access to the school. A cracked asphalt roadway leads 
  from the gate and disappears under the walls of 
  rubble. Beyond the fence is a two-lane street lined and 
  cluttered with cars and debris. A line of rowhouses 
  stand along the opposite side of the street.
  The characters might notice the windows on the 
  second floor of building 12 are illuminated by electric 
  lights. This is Hog’s room, and as he looks down onto 
  the clearing, he becomes more upset that his meat 
  (the characters) escaped than that the inheritors 
  have invaded looking for food. He sends 2 hoglers to 
  recapture the characters and bring them to him.
   Once the characters reach the fence they hear 
  strange noises coming from the school as 10 inheritors 
  skitter from the school into the clearing. Their arrival 
  alerts the hogler who yells for others to join him as he 
  runs to attack the inheritors. Soon, 3 hoglers join him 
  to fight off the inheritors.
  11. Nursery: Upon entering this building, the
  characters are overwhelmed by the stench of feces 
  and decay. Each living and breathing character must 
  get a success on a Strength challenge roll or become 
  impaired for as long as they remain in the room and 
  for 1 minute after. All rooms in this building have 
  been converted to nurseries, so to speak. The first 
  area, with stairs on the left leading up to solid packed 
  earth, contains mounds of gathered cloth, bedding, 
  and pieces of rotten furniture. Wrapped, buried, and 
  swaddled within the debris are multiple infant or 
  child-like hoglers. The young hoglers in this room are 
  resting or asleep, and do not notice the characters.
  The rear room of the house contains three rusted 
  hospital beds in which each convalesces a mother. 
  Each mother has a suckling infant attached to its 
  breast. All seem to be whimpering in pain.
  Access beyond the rear of the house is barricaded 
  by impassable earth.
  Characters who kill these noncombatants gain  
  1 Corruption.
  12. Hogshome: The lower level of this home is
  broken up into a front room, backroom, closet, 
  and stairs. All the walls of this floor are covered in 
  decaying and cracked plaster, with patches missing to 
  reveal the wood skeleton behind.
  The floors are littered with a dozen bedding areas 
  for the hoglers. Currently 3 hoglers are here and 
  asleep. Many plastic jugs line the walls of this area.  
  Most are empty but a few hold coagulating blood. 
  Searching the bedding, the characters find the 
  “treasures” the hoglers have collected. One of the beds 
  has the clockwork’s key (see room 8). You can use the 
  Interesting Things tables in Godless to generate 1d3 + 1 
  other items to be found here.
   The second floor of this house is open with no walls 
  and a solid rock ceiling. This is where Hog lives. In 
  the rear of this floor are two stationary bicycles being 
  peddled by hoglers. Only Hog’s death will cause the 
  hoglers to stop pedaling. Electric wiring running from 
  the bicycles spiderwebs across the floor of the room, 
  powering a couple lamps, a small radio (Hog finds 
  the static sound comforting, as it helps to silence the 
  voices in his head), and a small refrigerator that holds 
  some of his meat. There is a small hole in the north 
  wall that grants access to the second floor of room 13
  next door. Hog uses this hole as an escape route if he 
  gets into trouble. 
  If attacked, Hog first reaches into his pants and 
  sounds a pocket air horn that echoes throughout 
  Hogtown. The horn calls hoglers to come and assist, 
  and they will arrive after 1d6 + 1 rounds. Hog only 
  fights if cornered and attempts to use whatever means 
  he can to escape. If he is severely injured, he pleads 
  for his life and offers anything if the characters will let 
  him live. 
  13. Meat: The first floor of this house holds the
  discarded bones and corpses of Hog’s previous 
  victims. The stairs on the west lead up to a small 
  carved out opening which gives access to a small 
  tunnel leading to the second floor of building 12.
  Ending the Adventure
  The characters end the adventure when they escape. 
  The exact escape out of Hogtown is left to you and 
  the players, or you could place the exit anywhere 
  in Hogtown. Here are a few ways that escape could 
  occur. 
   The Clockwork: The characters could activate the 
  clockwork in the science room. Once it acclimates 
  to its new surroundings, it becomes willing to help 
  the characters and offers to lead the characters to the 
  surface.
  Pragmatic Alliance: While Hog is a gruesome 
  figure that commands mutant worshipers and feeds 
  on the unsuspecting flesh of those living on the 
  surface, he is also intelligent and does have certain 
  needs. He is not above negotiating for peace, and 
  even striking up some kind of bargain and trade 
  arrangement. He offers to lead the characters to the 
  surface in exchange for his life, or for meat and other 
  treasures from the surface.
  A New Era: If Hog dies, a couple hoglers see this 
  event as the beginning of a new era of freedom. The 
  hoglers head to the surface, and the characters can 
  follow or track them.
  Mete Out Justice: If the PCs attack Hog but he 
  escapes, he will eventually make his way to the 
  surface, and the characters can follow or track him.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Adventures/Starting/SotDL - Godless - In a Pig's Eye (starting).pdf