TEXT: What a Horrible 
  Night to have a Curse!
  The Quest
  The group is at Sleeping Beauty’s birthday celebration getting ready for the talent 
  show when everyone is cursed by Rumpelstiltskin and shrunk down to the size of 
  mice! They will have to navigate the once familiar terrain to figure out how to break 
  the curse before it becomes permanent at midnight.
  The success of the party is determined by the amount of time they have until 
  midnight, indicated by the 13 Hourglass tokens they start with.
  The Hourglass tokens do two things:
  1. They track the time until midnight: if the party runs out of time by taking
  too long, the party fails to break the curse.
  2. They can be spent to do things safely.  A player can spend one to safely
  navigate an obstacle but not to fight an opponent.  This token is spent in
  addition to whatever the time cost of the encounter is.
  Note for Game Masters 
  We have included general guidelines on how many Hourglass tokens a task should take to complete 
  (10 total is a perfect run with all events succeeded before the penalty threshold is met according to our 
  outline), but feel free to adjust to your party’s needs. For instance, if playing with younger audiences, 
  you may want to just let them complete the mission if they are trying their best, even if they run out of 
  tokens.  Conversely, if you are running with a more experienced group, feel free to be a little less forgiving 
  when they decide to waste time.
  If the party ever runs out of time, you can always have the Pig who gives them the Hourglass talk 
  about how it runs fast and they have until a clock chimes. Then, you can either giving them a few more 
  tokens or just remove the restriction and let them play it out to the end. (This may be the easiest option 
  for a younger party.)
  You’ll need: 
  ■
  13 markers for hourglass tokens. You could use coins, dice, or beads.
  ©2020 Druid City Games and Skybound LLC. All rights reserved.
  1
  
  Cursed!
  The party finds themselves at a party at Sleeping Beauty’s Tower (looked after by 
  the less famous 4th Pig, brother to the very famous Three Little Pigs).  Everyone is 
  celebrating and having a good time dancing and listening to the band. 
  A talent competition is declared by the 4th Pig. 
  Participation is mandatory and guests at the party 
  (including the players) have been practicing all week 
  like the invitation encouraged, yeah? Not only that, 
  but the winner gets to make a wish from the Magic 
  Lamp! 
  The party can then decide what they want to do as 
  their talent. It can be anything! They can compete 
  against one another or as a group. Once they tell the 
  4th Pig what their talents are, he writes them down 
  and hands them a small crystal hourglass that will run 
  out at midnight when the winner of the talent show is 
  announced.  (This will be important in a bit!)
  A small and hunched man is at the bar is writing away in a book. The little man at 
  the counter stops scribbling for a moment, sets his book down, and offers the 
  party a drink. If the party agrees, he pours them each a drink from a keg that sits 
  beside him. 
  The Pig announces the first contestant as Mr Elitist Plunks, and the small man 
  wishes the party good luck before heading to the stage to read a poem from his 
  book.   But what he reads is actually a curse! (We’ve provided one on the next page, but 
  feel free to come up with your own if you're feeling inspired!)
  The Magic Lamp
  The Magic Lamp
  Note for Game Masters 
  If the players are having trouble deciding what to do, the GM can have people at the party remind them 
  of that one time they sang or juggled or did that folk dance to give them ideas on what they want to 
  perform. No matter what, you should stress that they must participate, using the overbearing 4th Pig to 
  do so.
  2
  
  “Rippling, shifting, go their shapes, 
  stretching, shrinking, mouths agape. 
  The guests will change and live anew, 
  if they aren’t stepped on by my shoe! 
  Furred and hoofed some will become, 
  And others like a rug will run! 
  As none left here can challenge me, 
  I’ll find that lamp and then I’ll flee!”
  You can say how after he begins talking, he smiles bigger and bigger until his grin 
  almost splits his head in half his eyes glinting with wickedness. 
  The curse changes all of the guests into different shapes. Some become animals, 
  some become two-dimensional and fall flat on the floor (making a very charming 
  rug), and others shrink to the size of mice!  
  The only two people not affected, aside from the 
  man, are the Pig who was restocking behind the 
  counter, and Sleeping Beauty, who had fallen 
  asleep and missed the performance (shocker). The 
  party begins to shrink down where they are.  
  Everyone is running around and chaos ensues. 
  The man laughs and declares that he is 
  Rumpelstiltskin and the self-declared victor  of  the 
  talent show. He then gloats about how smart he is 
  and threatens to turn the 4th Pig into bacon if he 
  does not take him to the Magic Lamp immediately. 
  And that is when the Rat King shows up. 
  Rumpelstiltskin
  Rumpelstiltskin
  3
  
  Friends, old and new
  A Rat larger than the largest party member gallops toward them, chittering all the 
  way. Gesturing to the Castle around them, he proclaims: “You are not welcome in 
  my kingdom without first paying tribute to me! What have you brought for me?” 
  Have the party each do a Cleverness roll.  If anyone succeeds, they can see this Rat 
  King is not in charge of anything, but he puts up a good front and is bigger than 
  you.  
  The party can offer him whatever they want, but when he sees the Hourglass he is 
  overcome with greed.
  “The shiny thing! I want that! Nothing else will do! I will help you, just please, I 
  need that!”
  What will you do?
  The party can then decide to do whatever they want to get 
  through to the Rat King.
  ■
  Use Power: Try to hurt the Rat King until he runs away,
  swearing they have not seen the last of him. 
  ■
  Use Cleverness: Try to convince him to take anything
  else (or nothing).  If the party is particularly inventive
  in this, they might make a new ally and convince him to
  help you!
  ◆
  The Rat King: “You clearly need my protection; I will
  escort you through my realm on your journey! Then
  we can talk about my reward.”
  ■
  Use Bravery: Try to scare off or stand up to the Rat King (he really is a
  blowhard), but he swears his vengeance on the party as he runs off with his 
  tail between his legs.
  If the party wins the Rat King as an ally, he can show 
  them some good shortcuts to get around faster. You 
  may also reward their friendship inclined actions with 
  a Magic Point for their Group Magic Pool. 
  Whatever they do or do not do, Thumbelina arrives on 
  her bird and greets the party as friends. 
  Thumbelina is a very rough and tumble character. “Hey 
  everyone, sorry I’m late! Wait, (insert Party Member 
  Name here), what happened to you?!” 
  Thumbelina
  Thumbelina
  Difficulty
  2
  Weakness
  Cleverness
  He loves a good treaty: just 
  ask the dust bunnies of  
  Under-the-bed-topia.
  4
  
  She recognizes one of the party members and is worried about their predicament. 
  If the Rat King is there, she is also worried that they have fallen in with the wrong 
  crowd. “Not you again!”
   She could also get the Hourglass back from the Rat (if they gave it to him) and scare 
  him off. 
  After they tell her about what happened, she says she heard Rumpelstiltskin was 
  out causing mischief again ever since he got his hands on that spell book from the 
  Big Bad Wolf. She says she will help them, but they will have to be careful as things 
  are different and more dangerous now that they are small. And if the other guests 
  are cursed, they will likely not be able to help them. 
  Having Thumbelina with them adds a die to all group tests that try to do things 
  that would be difficult for someone their size (like lifting something heavy.) 
  She says that if Rumpelstiltskin did this to them, he probably cursed them using 
  something in the spell book. If they can get to the book, they can break the curse. 
  But they likely don't have very long. Most good magic wears off at midnight, but 
  curses become permanent at midnight! Then only true love’s kiss can break the 
  curse, and nobody has time for that right now. At the end of this, remove the first 
  Hourglass token to remind the party they better hurry.
  Dash to safety
  The party must get to the bar counter where Rumpelstiltskin has the spell book. 
  Wherever they were, they will have to cross the dance floor to do so, and navigate 
  through a mess of frantic animals that were once fairytale folk.
  ■
  Reward any player who tries to see if there is an opening with a bonus die to 
  Cleverness. Way to think ahead!
  ■
  If the Rat King is there, he tells them all to follow him, and they do a group 
  Cleverness roll with a +1 bonus for them all.
  ■
  If he is not present, have them use a skill of their choice each in the test. 
  What will you do?
  ■
  Use Power: Run across the dance floor while jumping 
  over hazards.
  ■
  Use Cleverness: Carefully pick your way through, 
  watching around you for hazards.
  ■
  Use Bravery: Try to cross as fast as possible in a straight 
  line, even if you are scared.
  Difficulty
  Equal to the number 
  of party members
  Weakness
  Bravery - better to do this 
  quick as it doesn’t seem to 
  be calming down
  5
  
  If someone fails the test, talk about stomping paws, and hooves and tripping over a 
  flattened person but nothing awful, it just takes longer for them to navigate and 
  they must roll again (just once each). 
  However the party decides to make their way across the floor,  during their journey 
  they cause an animal to trip and spill a drink on Rumple, making him conveniently 
  absent by the time the party reaches the bar (as he has to tidy himself up). 
  This will take 1 Hourglass token unless they fail 4 or more times in which case it will 
  cost them 2 Hourglass tokens.
  The Climb
  The next effort is getting up to the counter to the spell book. If they decide to work 
  together, they do a Bravery group test with +1 for having someone else with them. 
  What will you do?
  ■
  Use Power: Try climbing as fast as they can, a clear-cut
  middle of the road option.
  ■
  ■
  Use Cleverness: Try and pick the safest route. This 
  might take more time.
  Use Bravery: Attempt to climb a shorter stool and jump 
  to the Countertop across a gap, the riskiest option. If 
  they fall they are fine, and they get help from either the 
  Rat or Thumbelina getting to the top.
  Whatever they do, eventually they make it to the countertop 
  and see the closed spell book laid out before them. If they do this without failing, 
  they make it to the top without losing any time. But if anyone fails, it will cost the 
  group 1 Hourglass token for each additional round.  
  Difficulty
  1/player
  Weakness
  None - it doesn’t 
  look impossible, 
  just try your best!
  6
  
  Eight-Legged Antagonist
  The party can see a bookmark on a certain page, but the book is closed. A successful 
  Power test lets them open the book, but it also disturbs a huge Spider! It looks like 
  this spider is a transformed guest, as it’s bigger than the Rat and wearing a festive 
  party hat! The party will need to make Bravery defensive tests each round since this 
  festive spider is so scary.
  What will you do?
  ■
  Use Power: Try to smash this foe and send the beast
  limping away.
  ■
  Use Cleverness: Try to outsmart it.
  ■
  Use Bravery: Try to scare it away.
  Every round of combat after the first costs the party 
  1 Hourglass token.
  If the GM is looking for a shorter game, feel free to cut this encounter.
  Countertop Chaos
   The noise of your party on the countertop brings the 4th Pig out of hiding. If the 
  Rat King is with them or they do not hide immediately, the Pig freaks out and 
  confuses them all for rats and lashes out (he has found the Rat stealing food before). 
  The party can do whatever they want in this situation, but the Pig will start 
  attacking, and the party will need to make Power defensive tests after each round to 
  keep from being swept off the counter.  
  What will you do?
  ■
  Use Power: Try to stop the Pig’s assault.
  ■
  Use Cleverness: Try to hide from the Pig.
  ■
  Use Bravery: Try to stand your ground and show the Pig
  who you are.
   This will take up at least 1 Hourglass token unless the party 
  stands their ground and uses Bravery.
  After all that, they can look through the book to see that they need to make a 
  potion of their own to reverse the curse. As luck would have it, the items needed 
  are all easily found in your average kitchen, except for a hair of the person who 
  cursed them! 
  Difficulty
  3
  Weakness
  Bravery - panic leads to 
  mistakes, so stay calm!
  Difficulty
  3
  Weakness
  Power - fragile legs and a 
  squishy set of eyes make for 
  easy targets.
  7
  
  The party can get they need from the kitchen, but then they'll need to track down 
  Rumpel and pluck the final ingredient from his conniving head. If the Pig is 
  helping, he will go look for  Rumpel and leave the kitchen to the party 
  (Thumbelina will do this too if you did not get aid from the Pig.)
  If the GM wants an easier game, the Pig can immediately recognize the party and offer to find 
  Rumpel for them.
  The Kitchen
  The Kitchen is located right behind the counter, and the walls are lined with 
  shelves of herbs and spices. Inside, there is a pantry and ice box stuffed to the 
  brim with raw ingredients. The group can tackle these on their own or as a party, 
  but the party needs to find:
  ■
  A dash of pickled pixie dust (on the Spice Rack)
  ■
  A slice of Bo Peep’s famous mutton (in the Ice Box)
  ■
  A bottled dream (in the Pantry)
  There is a catch: roaming the kitchen is a Cat. 
  ■
  If the Rat King is with the party: He will warn
  them that it hides in the pantry and hunts
  foolish mice who come looking for food.
  ■
  If the party does not have the Rat King with them:
  The Cat hears them when they secure their
  first item and will confront them before they
  can gather their second.
  ■
  If they split up: A party member can take either
  Thumbelina or The Rat King with them to help
  with tests (gives them a +1.) Also, award them
  1 Hourglass token for trying to do things
  efficiently.
  If the party is running low on Hourglass tokens or you want to speed things up, you can shorten 
  the list of ingredients or remove the Cat encounter entirely.
  Pixie dust!
  Pixie dust!
  8
  
  In the Pantry:
  The bottled dream is located on the floor in the back of the pantry. The Cat attacks 
  the party if they come here first.  It is hungry and will not let the party sneak by.  The 
  Cat forces the party to make Cleverness defensive tests after their test rounds, and if 
  they all ever fail, they lose one additional Hourglass token.
  What will you do?
  ■
  Use Power: Try to subdue your foe.
  ■
  Use Cleverness: Try to outsmart the Cat.
  ■
  Use Bravery: Try to tell the Cat off.
  They can deal with the Cat however they want, but it will cost 
  them at least one Hourglass Token even when dealing with it 
  quickly. If the Rat King is with them, he will fight the Cat 
  alone to buy you time. 
  On the Spice Rack:
  The spice rack is another climbing test. The Group can go together to add up their 
  successes or go individually and hope it works out.  The party could use Cleverness 
  to look for the spice ahead of time, otherwise it will take an Hourglass Token to 
  look for it while up there. In total you will need 3 successes of any type to succeed in 
  this test.
  What will you do?
  ■
  Use Power: Try to climb to the top of the shelves quick
  and work your way down.
  ■
  Use Cleverness: Try to find the bottle before heading up.
  ■
  Use Bravery: Try to search each shelf from one point
  while hanging on from the middle shelf.
  Difficulty
  3
  Weakness
  Power & Cleverness: 
  Climbing and spotting the 
  bottle are key here.
  Difficulty
  4
  Weakness
  Power & Bravery: the Cat 
  is too Clever for that to be 
  effective, but it isn’t used 
  to prey fighting back.
  9
  
  In the Ice Box:
  The ice box is a test of endurance. As they are very small, the party is 
  affected quickly by the low temperature:
  What will you do?
  ■
  Use Power: Try to move things around and find what
  you need.
  ■
  Use Cleverness: Try to scan the ice box before diving in.
  ■
  Use Bravery: Try to endure the cold and look around
  before exerting yourself.
  And then...
  When the party has all the ingredients, they can mix them 
  together in a bowl they can see on the counter.  The pixie dust 
  and bottled dream dissolve the mutton into a liquid.  
  ■
  If Thumbelina went to find Rumpel: she returns and says she saw him at the stage.
  She offers to put the potion in a bottle, but says the party will need to get the
  hair from Rumpel before the potion can be complete.
  ■
  If the party had the Pig help them: he tells them Rumpel just stepped on stage and
  has begun gloating about how cool, smart, and popular he is. His is boasting
  about how he  is going to make the best wish but doesn’t know how to use the
  lamp.  The party c an get a lift from the Pig to the stage if he is helping,
  otherwise it will cost t hem one Hourglass Token to get there on foot.
  Almost Midnight
  However, they get there they find the shrunken band in the corner of the stage. If 
  they did not get the Rat King to help them, he is terrorizing the band and will 
  have to be scared off again, costing another Hourglass token to do so.  They can 
  get the band’s help in distracting Rumpel or getting the hair.  How 
  they go about it is up to them, and the GM can ask them to roll 
  any test based on what they describe. The entire time Rumpel 
  is trying to figure out how he can make a wish before giving 
  the Lamp to the Big Bad Wolf without him knowing.
  What will you do?
  ■
  Use Power: Try to attack his foot to draw his ire and
  attention.
  ■
  Use Cleverness: Try to distract and appeal to his ego to
  bring him close.
  Difficulty
  6
  Weakness 
  Cleverness: He wrongly 
  assumes he’s the smartest 
  in the room.
  Difficulty
  2
  Weakness
  Cleverness & Bravery: 
  Looking around and not  
  over-exerting yourself will 
  help you calmly navigate 
  in the cold.
  10
  
  ■
  Use Bravery: Try and climb this small man.
  The party will need to make Power defensive tests during this encounter to avoid 
  being squashed. Every time they fail, they lose one Hourglass Token. 
  Once they get the hair, the clock begins to chime midnight. Thumbelina or the Rat 
  King (or both) ride in on the Cat and tosses the party the bottled potion. Once they 
  put the hair in, she tells them to shatter it.  When they do, a mist pours out and 
  envelops them all.  When it clears, the guests are all safe and sound and back to 
  their normal sizes and shapes! Rumpel is furious and is escorted off the stage and 
  too the dungeon.  Afterwards, the party can explain everything to an inquisitive 
  Sleeping Beauty who just woke up.
  If there are still tokens in the hourglass, the Pig 
  comments how it usually runs a little slow. The 
  party can then perform or not. It is up to them.  If 
  they do, test them as a group (or individually) and 
  let them have at it! Each time they succeed during 
  their performance, it is crazy cool, and all the guests 
  are wowed by their skills.  
  If they succeed 3 times individually or as a group, 
  they win the Wish and have a great rest of the party 
  while they figure out what to wish for tomorrow, as 
  Sleeping Beauty has fallen asleep on the Lamp. 
  Epilogue
  As the party disperses and the adventurers wander off to their beds for a well-earned 
  rest, all of them fail to notice that an old woman dressed in a nightgown has arrived 
  at the dance floor. 
  But if they were here to see her, they would surely notice what great big yellow eyes 
  she has, what great big pointed ears she has, and what great big sharp teeth she has. 
  And if they were here to see this strange old woman, they would see her quietly 
  approaching Sleeping Beauty and the magical lamp she is using as a pillow, as a 
  thick string of drool spills from the Big Bad Wolf's jaws.   
  Sleeping Beauty
  Sleeping Beauty
  11
  
SOURCE: textdata/thevault/The Grimm Quest/DCG-TGQ-quest-2-Horrible-night-for-a-curse.pdf