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Land of Eem The Mucklands Adventure Module Collection

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100% found this document useful (6 votes)
7K views97 pages

Land of Eem The Mucklands Adventure Module Collection

Uploaded by

SupremeMugwump
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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adventure module collection 1

the mucklands
adventure module collection
the mucklands
adventure module collection

This book is a work of fiction. Names, characters, places, and incidents are products of the authors’ imagination or are used ficti-
tiously. Any resemblance to actual events, locales, or persons, living or dead, is entirely coincidental. No portion of this book may be
reproduced in any form without written permission from the authors, except as permitted by U.S. copyright law.
Copyright © 2023 by Ben Costa and James Parks. All rights reserved.
Published by Exalted Funeral Press
www.exaltedfuneral.com
credits
Curse of the Chicken-Foot Witch, Wally's Waffles and Rats!, and Temple of the Sarpathi by
Ben Costa & James Parks

Hippogruff Heist, and Double The Treasure, Double the Trouble by


JP Coovert

Stormy Weather Friends by


Rae Nedjadi

The DREDGELORDS by
Amir Rao

True Love's Kidnapping by


Kienna Shaw

Eye of the Serpent God by


Luke Gearing

Additional Design and Editing by


Ben Costa & James Parks

Art by
Ben Costa, Sean Kiernan, and JP Coovert

Cover Art by
Ben Costa

Layout by
A. Manikanndaprabhu, Ben Costa, and Vee Hendro

Edited by
Matthew K

Cover Design by
Joshua Bowens
table of contents
HOW TO USE THIS BOOK 4

HIJINKS ADVENTURES
Curse of the Chicken-Foot Witch������������������������������������������������� 5
• The PCs help put an end to a curse-happy witch's antics (Level 1+).
Hippogruff Heist���������������������������������������������������������������������������� 16
• The PCs attend a riverboat party to steal back a gnome's secret book of recipes
from a dastardly tycoon (Level 1+).
Stormy Weather Friends���������������������������������������������������������������24
• A seaside town needs help rebuilding after a strange, magical storm (Level 1+).
The DREDGELORDS���������������������������������������������������������������������34
• The PCs work as roadies for a famous band on their tour through the dangerous
swamp (Level 3+).

DERRING-DO ADVENTURES
Wally's Waffles and Rats!�������������������������������������������������������������� 41
• The famous tavern, Wally's Waffles and Weorgs, has a big rat problem and might
have to close without the PCs' help (Level 1+).
Double the Treasure, Double the Trouble����������������������������������50
• The PCs are enlisted to find lost treasure in a dangerous reef inhabited by a kraken
(Level 3+).
True Love's Kidnapping�����������������������������������������������������������������62
• A young noble wants out of her arranged marriage and hires the PCs to escort her
to her true love (Level 3+).

DOOM & GLOOM ADVENTURES


Temple of the Sarpathi�������������������������������������������������������������������71
• A village needs help rescuing kidnapped townsfolk from the clutches of mysterious
serpent folk (Level 2+).
Eye of the Serpent God���������������������������������������������������������������� 79
• An intense dungeon crawl through an ancient reliquary, in a race against the
sarpathi Cult of Ehk (Level 7+).

BLANK DUNGEON MAPS 90


How to Use this Book
make the adventure your own
The adventures in this book are designed to be short and snappy, ideal for one or two sessions to play through.
But even simple adventure modules can be a tricky challenge to run at the table. Just remember, there is no need
to keep to a script or get the adventure “right.” Add, subtract, lift, and leave behind whatever suits your table
and campaign.

recommended levels adventure tones


Each adventure has a recommended Level, which is Land of Eem adventures are categorized into three
a loose suggestion of what Level the PCs should be. different tones, which describe their general content.
However, this is more of a warning for higher level This is useful for deciding what adventures are ideal for
content, as opposed to a strict designation. Due to the your group.
nature of the Land of Eem system, low Level adventures
scale up quite well for high Level PCs. This is because HIJINKS
PCs don't advance vertically all that much: meaning, Fun, goofy, and lighthearted quests in which PCs
while they gain new Abilities and items that expand their can often accomplish their goals without mortal danger
capabilities (horizontally), their Courage and Stats stay or combat (The Muppets / Labyrinth / Adventure Time).
relatively flat from Levels 1 through 10.
DERRING-DO
All that is to say, a group of Level 1 PCs will
Dangerous, daring, and heroic quests that often
almost certainly die playing Eye of the Serpent God
require PCs to brave formidable challenges in order
(recommended for Level 7+), but a group of Level 10
to accomplish their goals (The Lord of the Rings / The
PCs can still have a fun, satisfying time playing Stormy
Hobbit / The Princess Bride).
Weather Friends or Curse of the Chicken-Foot Witch
(both recommened Level 1+). DOOM AND GLOOM
Darker, spookier, and more serious quests that
often pit the PCs against deadly foes and harrowing
situations (The Dark Crystal / Conan the Barbarian /
Mad Max).

adversaries
Advesary entries are included with each adventure in an
abridged format for your convenience while running the
game. For the full information (except for a few unique
adversaries in this book), refer to the Bestiary Vol. 1.
HOW TO USE THIS BOOK

Adversary Abbreviations
In Land of Eem adventures, the Level and Class of an
Adversary is abbreviated. For example, a Level 2 Champion
weorg is written as WEORG (L2-C); a Level 6 Goon is
written as WEORG (L6-G); and three Level 4 Bruisers is
written as WEORGS (3xL4-B), etc.

4
 curse
of the 

chicken-foot

witch
 
WRITTEN BY BEN COSTA & JAMES PARKS

ART BY BEN COSTA AND SEAN KIERNAN

CURSE OF THE CHICKEN-FOOT WITCH

adventure tone: hijinks


A fun, goofy, and lighthearted Level 1+ adventure
(The Muppets / Labyrinth / Adventure Time).

5
background
As if there wasn’t enough trouble and turmoil in the Mucklands realm, rumor has it that an infamous witch is wreaking
havoc in the Used T’Be Forest. Making matters worse, the local folk hero dedicated to ending the witch’s reign of terror
has gone missing. With no one left to stop her, Chara the Chicken-Foot Witch has petrified the locals with fear. As for the
hero, a gnome named L. Dorothy Sandwich, she was last seen at the local watering hole, Wally’s Waffles and Weorgs.

the hook
L. Dorothy Sandwich (the L. is for Leechbane) is a gnome of considerable power who Chara the Chicken-Foot Witch
has cursed. She’s been turned into an oily muskrat and needs help lifting the curse. Dorothy asks the PCs to travel to
Chara’s hovel in The Crack and steal back her Wand of Decursification, so she can turn back into a gnome.

where the pcs come in...


Stepping into Wally’s Waffles and Weorgs is an odd experience. Though it promises good old-fashioned family fun,
the tavern looks more like a den of rascals, ruffians and scallywags. But hey, the waffles are great! Except you are not
here for waffles. You are here to find L. Dorothy Sandwich, having gotten word that the gnome folk hero is missing.
However, scanning the room, there doesn't appear to be any gnomes here.

notable npcs
Wally’s Waffles and Weorgs is full of characters, all with something to say about Chara the Chicken-Foot Witch.

L. DOROTHY SANDWICH
Transformed into a muskrat, Dorothy is eating a stack of pancakes with a knife
and fork when the PCs arrive at Wally's. Despite her predicament, she maintains
an upbeat attitude, although she's worried that she's becoming more muskrat
than gnome as time goes on. She has a strong, disconcerting urge to go to River
Country and build herself a lodge made of sticks.
 Traits: Bubbly, optimistic, whistles through her teeth when talking.
 Motivation: Get her lost wand and reverse Chara's curses.
 “I’m L. Dorothy Sandwich, the gnome—or, at least, I was a gnome. Chara
CURSE OF THE CHICKEN-FOOT WITCH

cursed me! Changed me into a muskrat! And, worse yet, stole my Wand of
Decursification!”
 “If you really want to help, you’ll get it back and we can sort out all this
cursing business.”
 “Chara is jealous and cruel but I’m sure there’s still good in her, deep down.
She’s just lost her way.”
 "A word of warning... not everything or everyone in her lair are as they seem.
Beware her curses!”

6
WALLY DUNKWHIFFLE
Owner and operator, Wally is a burly, scruffy little guy and former PIRATE .
Though standing just 4 foot 1 inch, his mirth and melancholy are gigantic.
A beloved local figure, Wally is friends with everyone. Well, almost
everyone. He’s made more than his fair share of enemies too.
 Traits: Friendly, boisterous, deceptively tough.
 Motivation: Enjoy a long, uneventful retirement, passing on his
restaurant to someone like himself.

 “That old hag? Yeesh. Just the thought of her gives me the willies. You’re
in for a heap of trouble if you expect to waltz out of her house in one
piece.”

HAPPY DUNSTON
The quintessential barfly, Happy generally only leaves his stool at the bar to hit
the can. He’s a generous spirit, and well-liked by just about everybody, being
the only patron to ever finish Wally’s Howling Hot Challenge without whistling
beef.
 Traits: Cheerful, welcoming, competitive.
 Motivation: Make friends and knock back some rascal cider.
 “Trust me, you don’t want to get mixed up with witches,” Happy says, as if
experienced in the matter. “Not that I would know, or anything. But I hear a
witch’s curse is a heck of a thing.”

KARL THE GOBLIN MINER TABITHA THE RASCAL


A gruff, bearded goblin with a perpetual squint. A cunning, silver-haired lady of River Country.
Karl has been delving into tunnels and caves for years Tabitha is a rascal of Rascalton, and well-versed
and knows a thing or two about the Underlands. in the whispering hearsay and rumors of the
 Traits: Curt, covered in soot, things were always Mucklands underworld.
 Traits: Streetwise, talks under her breath,

CURSE OF THE CHICKEN-FOOT WITCH


better “back when.”
 Motivation: Work hard and earn an honest living. shares rumors.
 Motivation: Pull off an impressive corporate heist.
 “I seen her with my own eyes! I tell ya, I almost
thought she was a harpy with those fat chicken feet! “Sure, I’ve heard of Chara. They say she accidentally
She gave ol’ Guster Winselm the stink eye and he’s cursed herself while makin’ up a potion of beauty.
had bad luck ever since.” Never was the same after that. Turned sour inside, so
now she curses everyone else for laughs. “

RONNY THE PROP COMIC ROGRAM THE TROLL


A spindly boggart standing at the bar with a pair A hulking bridge troll from the Drippy Downs with
of clown shoes, a flower on his lapel, and pipe with shaggy, yellow hair and tusks the size of trumpets.
bubbles coming out of it. Ronny is a local comedian Rogram is on his way to a bridge tolling seminar in the
shooting for the stars. town of Thurf.
 Traits: Gregarious, self-deprecating, sheepish  Traits: Inquisitive, gentle giant, big burper.
around corporate types.  Motivation: Improve himself through education to
 Motivation: Become a comedic star and one day expand his burgeoning bridge tolling business.
make it to Harp’s Edge.
“I don’t know about no witch, but I do know Dorothy.
“Hey, why couldn't the witch read her spell book? It Just last spring I had a serious leech infestation under
was written in curse-ive! Sheesh! Tough crowd. Maybe my bridge and she helped me out. They don’t call her
I'm cursed myself. I haven't gotten a laugh all week. Leechbane Dorothy Sandwich for nothin’!”
How's about you use that wand on me and cure my
bad case of the unfunnies?"

7
the chicken-foot witch Area 2: The Kaleidoscorpion Den
Cracked stone, swirling hypnotic colors, skittering
Chara the Chicken-Foot Witch was once a beautiful scorpions.
dancer but always jealous of others. In time, her
passion for dance was overshadowed by a desire for  Countless kaleidoscorpions skitter across the floor.
the misfortune of her contemporaries. She dedicated Their constantly changing colors are disorienting,
herself to sabotaging, undoing, and denigrating her potentially causing PCs to stumble into their midst.
rivals for years, until one fateful day when looking in the  A haggard, one-toothed boggle named Biv, with
mirror she did not recognize herself. She was wrinkled prismatic skin, laughs hysterically from the other end
and haggard with frown lines and hadn’t even danced in of the den. He lets PCs pass if they answer a riddle:
years. “If you drop a yellow hat into the Sapphire Sea, what
does it become?” Answer: wet.
Compelled to return to the stage, Chara delved into the  If answered incorrectly, the boggle cackles and sics
darkest, most unseemly witchcraft, to create a potion the kaleidoscorpions on the PCs.
that would grant her beauty again. But, after months
of toiling over bubbles and cauldrons, the potion was Area 3: The Haunted Hole
an utter disaster. Now hideously transmogrified with Stalagmites, cold wind, dust-covered floor.
gnarled and knobby chicken feet, and too clumsy to be
 Maura, a ghost and former ballerina, is trapped in
a dancer, Chara the Chicken-Foot Witch is out to make
the Haunted Hole. She is profoundly sad, cursed to
the rest of the Mucklands as miserable as herself.
remain in unrest because her prized tutu was stolen
The Villain’s Plan (which Chara is wearing). Chara considered Maura her
Already a cruel and dastardly person, Chara’s plight greatest rival and made her life miserable. In the end,
made her even crueler. Instead of using her considerable Maura died depressed that she never reached her
powers for good, she’s chosen to curse as many people true potential.
as she can, because if she can’t be happy, why should  If her tutu is returned, she teaches the PCs
anyone else? When it comes to L. Dorothy Sandwich, Proficiency in Dancing, then finally lays to rest.
Chara could think of no one who makes her skin crawl  A headless SKELETON (L2-B) charges through the
more. So, she turned the gnome into a pitiful muskrat. area, swiping randomly with its sword at nothing in
Truthfully, however, Chara is filled with jealous rage particular. It often bumps into things, but is still a
because Sandwich is the embodiment of everything threat.
good and happy in the world, not to mention those  The SKELETON is Maura’s former suitor, Sir Galladee,
infuriatingly nimble, magic feet. who came for revenge years ago because he
knew Chara caused his love's profound sadness.
Unfortunately, Sir Galladee was stung by one too
lair of the chicken-foot witch many KALEIDOSCORPIONS and was cursed to live on
CURSE OF THE CHICKEN-FOOT WITCH

in undeath. Crunch brought his skull to Area 6.


Getting to the Dungeon
 The Lair of the Chicken-Foot Witch is located 5 Area 4: The Rotten Bridge
hexes away from Wally’s Waffles and Weorgs (24.9) Misty, pitch black, missing planks.
in The Crack (23.4).
 Crossing the misty bridge requires caution, balance,
 Traveling there requires the Random Encounters
and must be done single file. Some planks are
Table.
missing, others are deteriorating. Passing another
Outside the Dungeon person is nearly impossible.
 Located inside The Crack, a huge fissure in the earth,  Below, a foul mist rises from a long drop into the dark
the Lair of the Chicken-Foot Witch is reached via a Underlands.
long winding staircase shoddily hewn from the rock.  As they cross the bridge, the PCs hear a jingling
sound up ahead. In the middle, they are met by a
Area 1: The Burping Bog surly YOWLJACK named Snagwise (L4-G) who has
Fetid, bubbling, burping. just been cursed (whenever he moves he makes
jingling sounds). He refuses to move out of the way,
 The only places to step are on slippery stones leading
demanding the PCs move backwards so he may pass.
to three different areas beyond the bog. To the left,
warm colorful lights glow from Area 2. Straight ahead
lies a dark cave entrance to Area 3. The path to the
right leading to Area 4 is obscured by mist.
 Five MERGA TOADS (L3-G) babble and burp in the
water and on tangles of roots. They attack those
disturbing the water.

8
Area 5: Leech Lake  If the PCs appeal to Chara’s vanity, convincing her
Murky water, rancid odor, sticky mud. that she is, in fact, beautiful, Chara softens and
acquiesces to their desires. She may even develop a
 Three hostile LEECHLINGS (L1-B) swim in the lake.
new crush!
 At the bottom of the lake is an Old Hoard (+0).
 If the PCs appeal to Chara’s desire to be a dancer,
 Another LEECHLING roams the shore, feeding on
reminding her of her old life and her love of dancing,
snails. Just beyond it lies a locked wooden door into
Chara lightens up and regrets her actions, handing
Area 6.
over the wand and agreeing to stop cursing folks.
 The exit to Area 3 wafts cold, stale air.
 If the PCs somehow convince Chara that it’s never
Area 6: The Skullery too late to turn your life around and make good
Hot air, the scent of cookies, walls lined with skulls of decisions, Chara reluctantly makes things right and
every kind. uses the wand to decursify the folks she’s cursed.

 The door facing Area 4 is locked, while the door


facing Area 3 is unlocked.
 A burly wug cook named Crunch (L3-B), with the
head of a googly-eyed pug (he’s cursed) is baking
guttersnail cookies.
 Crunch attacks the PCs on sight but can be pacified
like a dog.
 One skull is wearing a feather plumed helmet—
belonging to the headless skeleton in Area 3. If
reunited, the skeleton accompanies the party
until it crumbles, at last, outside of Chara’s
lair.

Area 7: The Chamber of Curses


Musty, moldy, cluttered shelves.
 Chara the Chicken-Foot Witch, a wrinkly, vain,
boggart WITCH (L5-B) with tri-toed, scaly feet, is
hunched over her cauldron. She is wearing a tutu.
 To the side is a table full of apothecary tools and
alchemical reagents. Handling them uncarefully
causes a small chemical explosion.
 On the top shelf behind Chara, gathering

CURSE OF THE CHICKEN-FOOT WITCH


dust, is a sparkling, glittery Wand of
Decursification. Unfortunately, it
is sapped of charges and needs
the magic touch of L. Dorothy
Sandwich to work again.

parleying with chara


When confronted by intruding PCs, Chara is likely
surprised and defensive. However, she is not inherently
evil. Chara is actually just jealous and unhappy, believing
she’ll feel better if she brings down everyone around
her by cursing them. Deep down, Chara wishes she was
still a beautiful dancer and feels guilty for cursing other
dancers so she could be the best. Sadly, she
believes the damage is done, her redemption is
too late, and she has no choice but to play the
part of a dastardly, mischievous witch.
 If the PCs try to fight Chara or steal the
wand, she tries to curse them for ruining
her fun.

9
Lair of the
Chicken-Foot Witch
Area 3: The Haunted Hole
Stalagmites, cold wind, dust-covered floor.
 Maura, a ghost and former ballerina, is trapped in the Haunted Hole. She is profoundly sad, cursed to remain
in unrest because her prized tutu was stolen (which Chara is wearing). Chara considered Maura her greatest
rival and made her life miserable. In the end, Maura died depressed that she never reached her true potential.
 If her tutu is returned, she teaches the PCs Proficiency in Dancing, then finally lays to rest.
 A headless SKELETON (L2-B) charges through the area, swiping randomly with its sword at nothing in
particular. It often bumps into things, but is still a threat.
 The SKELETON is Maura’s former suitor, Sir Galladee, who came for revenge years ago because he
knew Chara caused Maura's profound sadness. Unfortunately, Sir Galladee was stung by one too many
KALEIDOSCORPIONS and was cursed to live on in undeath. Crunch brought his skull to Area 6.

Area 2: The Kaleidoscorpion Den


Cracked stone, swirling hypnotic colors, skittering
scorpions.
 Countless kaleidoscorpions skitter across the floor.
Their constantly changing colors are disorienting,
potentially causing PCs to stumble into their midst.
 A haggard, one-toothed boggle named Biv, with
prismatic skin, laughs hysterically from the other end
of the den. He lets PCs pass if they answer a riddle: “If
you drop a yellow hat into the Sapphire Sea, what does
it become?” Answer: wet.
 If answered incorrectly, the boggle cackles and sics the
CURSE OF THE CHICKEN-FOOT WITCH

kaleidoscorpions on the PCs.

Area 1: The Burping Bog


Fetid, bubbling, burping.
 The only places to step are
on slippery stones leading to
three different areas beyond
the bog. To the left, warm
colorful lights glow from Area
2. Straight ahead lies a dark
cave entrance to Area 3. The
path to the right leading to
Area 4 is obscured by mist.
 Five MERGA TOADS (L3-G)
babble and burp in the water
and on tangles of roots. They
attack those disturbing the
water.

10
Area 5: Leech Lake Area 6: The Skullery Area 7: The Chamber of Curses
Murky water, rancid odor, Hot air, the scent of cookies, walls lined Musty, moldy, cluttered shelves.
sticky mud. with skulls of every kind.
 Chara the Chicken-Foot Witch, a wrinkly,
 Three hostile  The door facing Area 4 is locked, vain, boggart WITCH (L5-B) with tri-toed,
LEECHLINGS (L3-G) swim while the door facing Area 3 is scaly feet, is hunched over her cauldron.
in the lake. unlocked. She is wearing a tutu.
 At the bottom of the  A burly wug cook named Crunch  To the side is a table full of apothecary
lake is an Old Hoard (L3-B), with the head of a googly- tools and alchemical reagents. Handling
(+0). eyed pug (he’s cursed) is baking them uncarefully causes a small chemical
 Another LEECHLING guttersnail cookies. explosion.
roams the shore, feeding  Crunch attacks the PCs on sight but  On the top shelf behind Chara, gathering
on snails. Just beyond can be pacified like a dog. dust, is a sparkling, glittery Wand of
it lies a locked wooden  One skull is wearing a feather Decursification. Unfortunately, it is sapped
door into Area 6. plumed helmet—belonging to of charges and needs the magic touch of L.
 The exit to Area 3 wafts the headless skeleton in Area 3. If Dorothy Sandwich to work again.
cold, stale air. reunited, the skeleton accompanies
the party until it crumbles, at last,
outside of Chara’s lair.

CURSE OF THE CHICKEN-FOOT WITCH


Area 4: The Rotten Bridge
Misty, pitch black, missing planks.
 Crossing the misty bridge requires caution, balance, and must be
done single file. Some planks are missing, others are deteriorating.
Passing another person is nearly impossible.
 Below, a foul mist rises from a long drop into the dark Underlands.
 As they cross the bridge, the PCs hear a jingling sound up ahead.
In the middle, they are met by a surly YOWLJACK named Snagwise
(L3-G) who has just been cursed (whenever he moves he makes
jingling sounds). He refuses to move out of the way, demanding
the PCs move backwards so he may pass.

11
chara crunch
Level 5 Witch Bruiser Parley Attack Defense Parley Attack Defense
Level 3 Bruiser
Courage: 15 2 +1 +0 Courage: 16 1 +2 +0

Folk, Minions, Block Dread Actions Block Dread Actions


Large
Dwimmercrafty 0 1d8 3 1 d10 2

Chara the Chicken-Foot Witch is a nasty foe if dealt One might expect Crunch to be a cursed wug—but
with head to head. PCs would be wise to attempt he’s actually a cursed pug. With a dog’s brain and a
Parley. She prefers repeatedly Hexing and Cursing and wug’s strength, Crunch is a dangerous opponent if
only physically strikes when backed against the wall. not corralled. As Chara’s familiar, his loyalty to her is
undying, but he can be befriended and pacified like a
normal dog.
abilities
Familiar
abilities
Chara's familiar is Crunch. She can see and hear through
him if shes focuses on doing so. Ferocious Bark
At the start of a Conflict, all Close and Nearby
Hex targets must make a Mettle Check. On a 5-, they
Once every 2 rounds, may hex all Close, Nearby, and become FRIGHTENED.
Faraway characters who must make a Mettle Check:
Snag Bite
Target suffers Disadvantage and -1 Attack for On a 9+ Hit, the
1–2 the Conflict. target is ENTANGLED
by Crunch's bite and
3–5 Target suffers -1 Attack for the Conflict. suffers 1d6 ONGOING
DREAD until they
6–8 Target suffers 1d8 Dread. escape.
9–11 Target is unaffected.
CURSE OF THE CHICKEN-FOOT WITCH

Target is unaffected and can’t be affected by


12+ Hex for the rest of the Conflict.

Curse
Once every 2 rounds, may inflict a random CURSE on
a Close, Nearby, or Faraway target (Mettle Check
to resist).

Deathly Grip. You cannot let go of the last


1 thing you touched.
Jingle. Every move you make there's a jingling
2 sound. It's impossible to Sneak.
Fool of the Court. You are laughably clumsy.
3 All rolls have a Twist.
Bray of the Beast. You have a goat head and
4 speak only goat language.
5 Fibber's Collar. You cannot tell a lie.

6 Polymorph. You turn into a random folk.

12
headless kaleido-
skeleton scorpions
Parley Attack Defense Attack Dread
Level 2 Bruiser Tiny/Medium
0 +0 -1 +1 1d10
Courage: 6

Block Dread Actions


Folk, Undead
0 d6 1 abilities
Disorienting Dazzle
Once a man who came to slay the Chicken-Foot Witch The constant color shift and dazzle of kaleidoscorpions
once and for all, he met an unfortunate demise and was is disorienting. Anyone that views them within Nearby
cursed to wander about like a headless chicken. range, stumbles into their midst (Vitality Check to
resist).
abilities Kaleidostinger
Fleshless On a 6+ Hit, the target changes colors and shimmers for
Skeletons gain +1 Block against bladed weapons. 1d6 days, making them stand out in an environment like
a sore thumb.
Medium Size (Critter)
In rare cases, a kaleidoscorpion may grow to Medium
size. This critter version gains -1 Defense, +1 Block, and
has 2 Actions.

vulnerabilities
Kaleidoscorpions are the natural prey of mung, and
mung slime is highly toxic to the arachnids causing them
to shrivel and wither on their backs.

CURSE OF THE CHICKEN-FOOT WITCH

13
leechling merga toad
Wrangle Attack Defense Wrangle Attack Defense
Level 3 Goon Level 3 Goon
1 +0 -1 Courage: 3 1 +1 +1
Courage: 3

Block Dread Actions Block Dread Actions


Group Group
0 d6 1 0 d6 1

abilities abilities
Blood Suck Gulp
When a leechling inflicts Dread, it heals that much On a 9+ Hit, may ENGULF the target in its mouth. While
Courage. On a 9+ Hit, the leechling attaches itself to a target is ENGULFED, the toad cannot attack other
the target who is SLOWED and suffers ONGOING DREAD targets, but may still release Noxious Gas.
(Might Check to remove). The leechling can’t attack while
Noxious Gas
attached.
Once every 2 rounds, may passively emit noxious gas.
All Close and Nearby characters must make a Vitality
vulnerabilities Check. On a 5-, roll 1d4:
Leechlings recoil from fire, and are also susceptible to
ORCHSNOUT, a Mucklands herb that causes their skin to 1 Stupefying Belch. Target is STUNNED.
bubble and melt.
2 Fetid Flatulence. Target is WEAKENED.
Stifling Stench. Target suffers +1 Defense for
3 the remainder of Combat.
4 Toxic Funk. Target suffers 1d6 Dread.

vulnerabilities
CURSE OF THE CHICKEN-FOOT WITCH

If an enemy leaves their territory, a merga toad may


just sit there happy to remain stationary. They also find
sweet-smelling, aromatic fragrances to be detestful, and
recoil at them.

14
snagwise adventure conclusion
Whether or not the PCs manage to leave the Lair of the
Chicken-Foot Witch with the Wand of Decursification,
Level 4 Parley Attack Defense L. Dorothy Sandwich awaits their return at Wally’s.
Yowljack Goon
Courage: 4 1 +2 +0 RETURNING TO WALLY’S
L. Dorothy Sandwich
Block Dread Actions With a spark of magic from L. Dorothy Sandwich,
Folk
0 1d8 1 the Wand of Decursification hums with energy. She
proceeds to turn herself back into a gnome and de-
curses any cursed PCs. She then commits herself to
A surly yowljack who just got cursed. Every move traveling the Used T’Be Forest to dispel all of Chara’s
Samwise makes there's a jingling sound, which really curses.
ticks him off.
 “Remarkable! You’ve done the Used T’Be Forest a

abilities great service! With the Wand of Decursification, I’ll


finally have the power to undo Chara’s cruelty.”
Raider L. Dorothy Sandwich rewards the PCs with a magical
Initiative Checks suffer -1 against yowljacks. They always Gnome Whistle. If blown, the whistle summons a swarm
act first during the first round of Combat. of squirrels to aid in a task. The Gnome Whistle can only
Looter be used once before becoming a regular whistle.
On a 9+ Hit, a yowljack may steal a random item from a If the PCs fail to retrieve the wand, L. Dorothy Sandwich
target’s inventory. thanks them for their efforts and uses any intel to
attempt the task herself.

Wally Dunkwhiffle
Wally rejoices at the return of the heroes and orders up
a stack of waffles for everybody—on the house!
 “We’ve got a band of heroes in our midst! Can you
believe that? This calls for celebration!”

the adventure

CURSE OF THE CHICKEN-FOOT WITCH


continues...
The PCs will have surely made a name for themselves
locally after braving into the Lair of the Chicken-Foot
Witch. They'll be viewed as folks of courage and gusto
who get things done.
If you have The Mucklands Sandbox Campaign
Setting, use the Rumors and Quests for Wally’s Waffles
and Weorgs, as well as the town of Firedamp, to send
the PCs on more adventures in the Land of Eem!

15
 hippogruff


heist 

WRITTEN BY JP COOVERT
ART BY JP COOVERT AND SEAN KIERNAN

HIPPOGRUFF HEIST

adventure tone: hijinks


A fun, goofy, and lighthearted Level 1+ adventure
(The Muppets / Labyrinth / Adventure Time).

16
background
Lester Gofer, CEO of the Hasty Hippogruff Shipping Co, is throwing an extravagant party for potential business
partners on his riverboat, the Spiffy Scull.
Not too long ago, Lester Gofer tried to purchase a special recipe from a gnome named B. Burgell Burger—a magical
recipe called soothberry jam that pacifies hippogruffs. But when B. Burgell wouldn’t sell, Lester and his DRATCH mooks
jumped the helpless gnome while he was out foraging for berries. They stole B. Burgell’s cookbook and left him tied to a
tree.
Now B. Burgell is looking for payback. He’s acquired—forged—an invitation to Lester Gofer’s upcoming party so that
a crack team of rascals can board Lester’s riverboat, which departs from Junktown tomorrow evening for an overnight
joy-cruise.

B. BURGELL BURGER
A beloved local gnome chef and keeper of a precious book of family
recipes. B. Burgell made a name for himself by whipping up a delectable
selection of magical dishes from his family’s cookbook, and handing out
food for free at rare pop-up events throughout the region. Practically
everyone wanted a taste, which unfortunately attracted unscrupulous
individuals like Lester Gofer who wished to profit from the Burger family
cookbook.
 Traits: Desperate, generous, kind of a pretentious foodie.
 Motivation: Recover his stolen cookbook.

where the pcs come in…


One night, while making camp in the River Country, B. Burgell Burger approaches the PCs: “I’ve been following you for
quite some time. Your feats of strength and cunning are quite impressive. Would you be up for helping out a desperate
gnome, and getting back at a greedy tycoon?”
B. Burgell asks the PCs to sneak aboard the Spiffy Scull during Lester Gofer’s extravagant party and retrieve an
invaluable cookbook full of his family’s secret recipes. It includes the technique for crafting the magical soothberry jam
that Lester uses to keep his flock of HIPPOGRUFF carriers content.
B. Burgell hands the PCs the forged invitation and offers to cast a disguise spell on the group, making them appear like
wealthy business people or fancy aristocrats. He warns them not to get wet or the spell will “wash off.”
B. Burgell doesn’t have a substantial reward but, “If you can return my family’s cookbook, I’ll fix you the best home-
cooked meal of your life. Plus, there’s sure to be lots of other valuables on the boat. The guest list is chock full of
tycoons, River Barons and royals who just love to flaunt their new toys. I’m sure they won’t miss a thing or two.”

getting aboard the spiffy scull riverboat


The sun is just beginning to set over the Junktown docks. A red carpet leads down the pier to a pristine, gold-painted
riverboat. Two DRATCH (L5-B) bouncers dressed in pinstripe suits take tickets at the ramp leading aboard.
As long as the PCs have a ticket and look the part of influential guests, they are directed to the party on the Main Deck. HIPPOGRUFF HEIST
The Spiffy Scull departs the dock once everyone is aboard and the sun has set. It heads upriver at a leisurely pace.

17
LESTER GOFER
Lester Gofer, owner of the Spiffy Scull, likes to show off. He flaunts four pouches of
Gold Coins on his belt at all times. His matching jacket and hat constantly shift colors
and his Levitating Loafers allow him to float a few inches off the ground (or river!) at
all times. He has a small skull key on a gold chain around his neck. It unlocks his office
desk drawer. Perhaps his one redeeming trait is his affection for his loyal pet guardvark
Chuck.
Lester will relentlessly compliment his guests (except Hagar Hullabaloo) in an
attempt to butter them up. The only thing Lester loves more than a returned
compliment is the smell of gold coins. Unsurprisingly, he treats his servers and
mooks with contempt and disdain. He apologizes to his guests often explaining,
“It’s so difficult to find good service these days!”
 Traits: Braggart, derisive, smuggest of the smug.
 Motivation: Diversify his portfolio by glad-handing and stabbing in the back.

lester's grand entrance


When the Spiffy Scull leaves Junktown and the PCs have anywhere!”
had a few moments to mingle, Lester makes his grand  “The best way to cut costs is by paying your workers
entrance. He swoops in, landing his saddled HIPPOGRUFF the bare minimum. ‘Labor costs low’ I always say!”
(L4-C) on the bow.  “It was a good year for Hasty Hippogruffs! Bought
myself this here riverboat and even had a vault
 “Greetings fellow brilliant business-folk and esteemed installed down in the hold. Absolutely filled with
entrepreneurs. Welcome to an evening of revelry and coins!”
celebration! Eat, drink, dance, gamble, and let’s make  “I’m the best kind of business man, you see. Always
some deals!” finding new ways to make the business more
profitable. Just recently got my hands on this magic
Lester hands the reins to a DRATCH (L5-B) mook and recipe for Soothberry Jam. The stuff makes our
eagerly begins to chat with his guests. When he notices hippogruffs extra obedient. And that means extra
the PCs, he says, “I don’t remember inviting you lot, but efficiency. Productivity is up 60%!”
happy you could make it. Tell me, what business are you
in? Something shady, I can tell!” Lester avoids a fight at all costs. At the first sight of foul
Lester isn’t good at keeping secrets. If the PCs ask play, commotion, or violence, he commands his mooks to
about his business, he lets slip the following: deal with the threat: “Throw them overboard right this
instant!” as he immediately retreats to his bedroom and
 “Hippogruffs are the key. If you can get them
office on the Upper Deck.
cheap and keep them docile, they’ll carry anything

notable guests
All invited guests aboard the Spiffy Scull carry a pouch of Gold somewhere on their person.
HIPPOGRUFF HEIST

WILD MILLIE
Owner of the Diamond Run Logging Company, Millie is a brazen wug
wearing a fashionable dress and vest. At their side is Scar, a prized Magic
axe, which can fell any normal tree in a single swing. Lester is desperate to
get Wild Millie’s business, and makes grand promises of shipping Millie’s
lumber all over Eem. But Millie is just here for a good time.
 Traits: Loud, clumsy but eager, ready to get the party started.
 Motivation: Looking to expand business into the Quagmash. But really,
Millie just hopes something exciting will happen tonight.
“More drinks please. Hey! You wanna dance?”

18
DONNIE WHISPER
A debonair boggart in a tight-fitting, light gray suit, Donnie is the CEO of Feats
of Fancy, a seller of cheap and unreliable equipment for adventurers. He wears a
Silky Handker-thief around his neck that alerts him when his pockets are being
picked. Lester is one of Donnie’s biggest distributors of goods, and they share a
mutual appreciation of each other’s “business” methods.
 Traits: Friendly, arrogant, unscrupulous.
 Motivation: Gain intel on other business owners, especially Lester.
“Good evening friends. By the looks of it, this must be your first time at such a
splendid shindig.”

YVETTE GRIN
A sly and dangerous welkin THIEF in a black dress and short coat, Yvette is
Donnie Whisper’s date. She carries a Wounding Dagger (inflicts Wounded on a
Hit) and wears a Coat of Stillness (turn invisible when standing completely still).
Yvette is actually an incredibly skilled thief, hired by Donnie to steal B. Burgell’s
cookbook. Donnie hopes it contains a recipe he can use to make cheaper
potions. Yvette uses any distraction to sneak upstairs into Lester’s office, but
doesn’t know about Chuck, Lester’s GUARDVARK .
 Traits: Attractive, distracted, uninterested in mingling.
 Motivation: Steal B. Burgell’s cookbook and get the payout.
“What? I wasn’t listening.”

HAGAR HULLABALOO
A plainly-dressed bugbear, Hagar is the extremely successful owner of Hullabaloo
Hills, a large farming operation that specializes in raising hippogruffs. Out of place
among the other guests, Hagar is just as rich. Despite his efforts to schmooze with
Lester, the host avoids Hagar the entire party. Lester is actually trying to poison Hagar
so he can steal Hullabaloo Hills and expand his own hippogruff fleet on the cheap.
 Traits: Direct, humorless, awkward.
 Motivation: Network with other business owners and hear The Classy Chops
(he’s a superfan).
“Hello. My name is Hagar. What do you do?”

BARON LUCIFUS LANKERSHIV COUNT ALASTAIR DERMONT


A stupendously wealthy boggart known for his brilliant A sober and dour human in hooded black robes with
strategic mind. The Baron of Barons, as he’s frequently gold trim. Wearing a Glowing Violet Amulet that
referred to, is the most powerful of the River Barons whispers prophecies of despair to the wielder.
and has a reputation for foul play. Flanked by two Carrying a cane, a sarpathi Relic, that can transform
imposing handlers, a burly wug named Getty and a into a SARVANG at his command. HIPPOGRUFF HEIST
bugbear named Thom. His belt is festooned with three “Tell me, have you heard of the three great Felmog
pouches of Ancient Coins. orders? Order of the Black Candle, Iron Sun, and Cloven
Tongue?
“This party is such a bore! Anyone game for a high
stakes bet?”
RADCLIFFE STERLING
KROG, ROG, AND TOG Human accountant from Junktown. Enjoys cooking the
Goblin family business, Krog & Sons Inc. A roaming books. Carries a Magic Pen whose writing only appears
caravan of greedy treasure hunters. Gold necklace and for the person holding the pen.
gemmed rings on every finger. “Here’s my card. Let’s talk long-term investments
sometime. For now, I need another one of those sweet
“They call this a party? No gladiatorial fights? Pathetic.”
cakes. By the way, who does your taxes?”

19
Drink
main deck  Citrus Sipper. Tart, yet refreshing.
Wealthy and influential guests mingle, dance, and eat,  Bramblebee Honey Tea. Spicy on the way down, but
serenaded by the gentle splash of the waterwheel. Many cures a cough.
of them are River Barons, and outright dismissive or  River Country Punch. Feel damp, as if just bathed.
suspicious if the PCs don’t provide a believable cover  Courage Cocktail. Heals a point of Courage.
story in conversation. Two DRATCH (L5-G) mooks in
The Entertainment
pinstripe suits are posted at every entrance and exit of
Lester hired the famous Mucklands bardic troupe, The
the Main Deck (except the Staff Stairs to the Lower Deck).
Classy Chops, to provide entertainment for the night.
There are also two more DRATCH (L5-B) casually roaming
The three piece imp band (horn, keys, and drums) shake
through the party, keeping an eye out for suspicious
and groove all night long.
activity. If any sort of disturbance occurs, they swarm the
culprits and chuck them overboard into the river. Gambling
HIPPOGRUFF HEIST

 Rascal Rummy: The most popular betting card game


The Cuisine
in the region. Requires pairing cards adorned with
Plainly-dressed servants serve splendidly unique finger
numbers and creatures to create special combinations.
foods and cocktails on gilded trays.
Players place bets, then roll 3d6: a player wins if they
Food roll any pair and a 6, or a 4-5-6 (known as a Dancing
 Pickled Gold Root. Shines like gold but tastes sour Dragon). Players lose if they roll any pair and a 1, or 1-2-3
and salty. (an Angry Humongoose). If a pair and a number other
 Spiced Cheese Ball. Make your cheeks flush. than 1 or 6 is rolled, that number becomes the “point
 Mung Stuffed Mushrooms. Thick and slimy. number” to beat. The highest point number wins. Any
 Fried Radish Rings. A palette cleanser. other results are meaningless and rerolled until each
 Weelok Seed Pinwheel. Flakey and surprisingly minty. player rolls one of the above.
 Sweet Cakes with Soothberry Jam. Sweet and
soothing.

20
Inside the windowless metal-sealed room:
lower deck  Receipts and ledgers that indicate Lester is grossly
underpaying his Hippogruff pilots and delivery-
Staff Stairs
people. Exposing this information to the public would
Barnaby, Lester’s well-dressed and nervous boggle
undoubtedly cause the workers to strike and any
assistant, stands in the middle of the stairwell holding a
business dealings to be canceled.
plate of appetizers. Perception Check to overhear: “Oh
 A Bag of Carrying that magically has 20 Inventory
no, oh no, oh no no no. Which one has the poison?!”
Slots (convenient, isn’t it?) and two other random
Barnaby the Boggle Magic items.
 Barnaby is surprised by the PCs and questions  Lots and lots of Coins. A chest full of Copper (6
whether they overheard his muttering. pouches), a chest full of Silver (4 pouches), and a
 If the PCs didn’t catch what he said, Barnaby offers chest full of Gold (5 pouches).
them appetizers and closely watches them eat. Each
PC that eats an appetizer makes a Vitality Check: On
a 5-, they suffer 1d6 Dread and are Poisoned.
upper deck
The stairs leading to the Upper Deck are diligently
 If the PCs catch on to Lester’s plan to poison
guarded at all times. No one, under any circumstance, is
Hagar Hullabaloo, Barnaby tries to bribe them with
allowed upstairs, without permission from Lester himself.
the combination to the vault or the location of B.
Burgell’s cookbook. “Please! You can’t tell Lester I Bridge
messed up. He’ll throw me in the river. And I don’t Barnaby, Lester’s well-dressed and nervous boggle
know how to swim!” assistant, stands in the middle of the stairwell holding a
plate of appetizers. Perception Check to overhear: “Oh
Store Room
no, oh no, oh no no no. Which one has the poison?!”
Crates and barrels filled with ingredients for scrumptious
snacks and ritzy refreshments. Servers wearing purple Bedroom and Office
aprons rush back and forth with trays of food and drink. Lush carpet and ever-burning scented candles. A four
They pay the PCs no attention. poster bed with decorated sheets. Bookshelves with no
books, only trophies and awards. A haughty portrait of
Kitchen
Lester hangs above an ornate office desk and pleated
Boiling pots, burning pans, and brimming plates. The air
armchair.
in this tiny room is damp from the commotion and steam.
B. Burgell’s cookbook is safely secured inside a locked
It does smell delicious though.
desk drawer. Lester wears the skull key on a gold chain
Jarrett Slinger around his neck.
 A sweaty bogril chef leaps from stove to countertop Chuck, Lester’s GUARDVARK (L6-B), is curled up,
hastily plating food and yelling for servers. He’s happy snoring loudly in front of the desk.
to help the PCs if they are willing to sabotage the  If a disturbance happens, Lester retreats to his office
party so the night ends early. and Chuck vigilantly paces around the room.
 “Plate up! Quickly, I need some clean serving dishes!”
Hippogruff Pad
 “That slimy Gofer isn’t paying enough to complain
The HIPPOGRUFF Lester flew in on sits patiently chained
about these Mung Mushrooms. They are perfect!”
to the side of the riverboat. It happily enjoys a jar of
 “I wish I could get another peek at that cookbook…”
soothberry jam.
Vault  If Lester’s mooks have been defeated or a fight breaks
Large, well-locked door, but is only guarded if there out in his office, Lester retreats to the Hippogruff
is a disturbance. Only Lester and Barnaby know the Pad to make his escape.
combination to the lock (4 - 4 - 4). HIPPOGRUFF HEIST

adventure conclusion
If the PCs steal the cookbook and escape the Spiffy Scull, B. Burgell appears the next time they safely make camp. As
a reward, B. Burgell conjures a feast of delicious River Country classics—11 bean chili-stewed river greens, bubble slaw,
and of course, biscuits with Soothberry Jam. Eating the feast cures all Dread and Conditions and permanently boosts
everyone’s maximum Courage by 1.
After the feast, Burgell encourages the PCs to continue adventuring, especially if it means damaging Hasty
Hippogruff’s business. Or any of the other guests that were aboard the Spiffy Scull for that matter.

21
chuck the dratch mooks
guardvark (L5-G) Courage: 5 Parley Attack Defense
(L5-B) Courage: 16 1 +2 -1
Level 6 Bruiser Wrangle Attack Defense
Courage: 22 1 +0 -2 Block Dread Actions
Large
2 1d10 1
Block Dread Actions
Small
2 1d8 1

abilities
Deflective Noggin
Guardvarks can’t be Counterattacked and Dread
against them suffers Disadvantage. Rascals can’t
Backstab them.
Armored Scrapper
If Combat with a guardvark lasts more than 3
rounds, all targets become TIRED.

vulnerabilities
If knocked Prone on their backs, revealing their
softer underbellies, guardvarks panic and suffer
double Dread in that position.

abilities
Marked Target
Once every Combat, may choose a target. For the
remainder of Combat, the dratch gains Advantage on
HIPPOGRUFF HEIST

Attacks against the target.


Rugged Hide
Once every 2 rounds, may suffer half Dread from an
attack.

22
hippogruff yvette grin
Level 4 Champion Wrangle Attack Defense Level 4 Thief Bruiser Parley Attack Defense
Courage: 30 1 +1 +1 Courage: 13 2 +1 -1

Block Dread Actions Block Dread Actions


Large, Flying Folk
1 1d10 1 0 1d6 2

abilities abilities
Juggernaut Pickpocket
May charge and attack a Nearby target. On a 6+ Hit, On a 6+ Hit, may steal a 0 or 1 slot item from the
the target is STUNNED and knocked PRONE . Vehicles and target’s inventory (Perception Check to resist outside of
small boats Hit by a hippogruff topple over. Conflict).
Squash Backstab
Once every Combat, may flutter straight up and May make a Backstab Attack against a target that
drop their weight on a target. On a 6+ Hit, the target doesn’t see them:
becomes ENTANGLED and suffers 1d6 ONGOING DREAD.
1–2 Miss!
vulnerabilities 3–5 Hit!
If an enemy cowers in a clear display of surrender or
defeat, hippogruffs stop attacking and await the enemy 6–8 Inflict Dread x2!
to slowly leave their territory.
9–11 Inflict Dread x3!
12+ Inflict max Dread x3!

Vanish
Once every 2 rounds, may vanish from sight. All other
characters are unable to see or attack the thief until the
thief attacks or otherwise reveals themself (Perception
Check to spot them).

HIPPOGRUFF HEIST

23
 stormy
 


weather  

 friends

 
WRITTEN BY RAE NEDJADI
ART BY BEN COSTA
STORMY WEATHER FRIENDS

adventure tone: hijinks


A fun, goofy, and lighthearted Level 1+ adventure
(The Muppets / Labyrinth / Adventure Time).

24
background
For months, pink lightning tore apart the trees, bright green rain flooded the rivers, and cyan fog clung to everything.
Stormyhaven (located in Hex 10.25 in the Mucklands) was once a thriving community of gnomes, but the rain and violent
floods displaced families and friends. Whatever broke the sky and unleashed wild arcane energies remains a mystery to all
but a secret few. One day the arcane storm came to an end, perhaps due to an enterprising hero out to prove themselves.
Though it’s just as likely that a magical butterfly somewhere flapped their wings and reverse engineered the arcane chaos.
The gnomes of Stormyhaven made valiant attempts to unravel the mystery, gathering several credible theories with
significant evidence. These theories include: the storm was the result of a forbidden spell demanding its due; it was a
direct attack from an ancient enemy of the gnomes; it was the first echoes of the Cataclysm that will remake the Land
of Eem one day. Each theory has its supporters and detractors, but the folk of Stormyhaven have agreed that the time
for finding answers comes later. Only a few friendly rains hold steady above Stormyhaven, but the gnomes and their
friends are ready to return home and rebuild.

the hook
There are many ways the PCs can help Stormyhaven; in exchange for the PCs’ help persuading the
here are some ideas on how they are invited to CUMULONS .
do so:  Zap is a clumsy storm sprite who was sent out to find
 The folks of Stormyhaven have reason to believe one help in rebuilding Stormyhaven. What heroic deeds
of the PCs is essential in solving the mystery of the have they heard about the PCs? What deed has been
arcane storm, and hope it can be prevented from embellished to epic proportions?
happening again. Which PC or PCs have somehow  Insatiable corporations have sent envoys and
acquired the title of world famous detectives? operatives to the settlement, hoping to muscle
What notorious cases have the people heard in and take advantage of the recovery process. In
about? particular, the townsfolk have reservations about
 Sharona Applebee is a gnome leading a group back Subterranean Pits and Lairs LLC offering help to
home to Stormyhaven believing that the PCs can help rebuild Stormyhaven. Anyone the PCs meet (except
the town more than anyone else. How do the PCs for Delila Dubloon) wants them to keep an eye on
know Sharona, and why do they owe her a favor? and learn about SPL. Maybe even help get rid of
 Cloudy With A Chance Of Rain (friends call them them for good! Which PCs have insider knowledge of
Chance) heard that Stormyhaven is looking for the plans of Subterranean Pits and Lairs? What tactic
more CUMULONS (cloud creatures that float around are they hoping will keep the other corporations at
Stormyhaven) to help rebuild the town. Chance bay?
is willing to trade goods, information, and rumors

where the pcs come in…


When the PCs arrive at Stormyhaven, rebuilding has started in earnest. Hardworking storm sprites hold together
temporary shelters. The gnomes work to repair homes, build new accommodations, and help the community settle in.

STORMY WEATHER FRIENDS


Havoc, a gigantic fluffy, enigmatic sky-dog, bounds into view. The gnomes barely have time to let out cries of joy,
followed by yelps and belated commands, before Havoc crashes into the PCs! Havoc is happy and eager to express love,
licking the PCs faces. The gnome, Sharona Applebee, quickly collects Havoc and welcomes the PCs to Stormyhaven,
cheerfully showing them around and introducing NPCs.
“Don’t mind, Havoc! He’s big, but just as lovable! Welcome to Stormyhaven, strangers! Mind your step, we’re still
rebuilding after the storm! Oh, and don’t mind the cumulons, they’re just grumpy sometimes!”

25
notable npcs of stormyhaven
SHARONA APPLEBEE
Sharona is a gnome with a gift for dwimmercraft, and uses it to help
rebuild Stormyhaven. She is busy, but will find the time to observe the
PCs and mimic their heroic actions in order to earn her gnomish title and
become an adventurer, alongside her loyal sky-dog Havoc.
 Traits: Young, driven, can’t control Havoc.
 Motivation: Find out the source of the arcane storm, to ensure it never
happens again.
 “Hmmmm I’ve almost got this spell down, I just need to rewrite some of
its internal sigils and…oh, hello!”
 “Oh! What am I doing here? Uh, nothing! Nothing! But you looked really
cool just now! Not that I was watching, no!”
 “Havoc, come on, let’s go! Stormyhaven is in need of heroes, and we’re
those heroes!”

HAVOC THE SKY-DOG


When the arcane storm ended, large purple and
pink clouds held together by magic wanted to
become something or someone else: and that was
Havoc. Havoc is made of love, but he’s also very
large and overly enthusiastic. Such a disastrous
combination often leads to hilarious hijinks.
 Traits: Gigantic, sunset colored, loving.
 Motivation: To be the bestest good boy.
 "BARK! BOW! WOW! WOOF!"
 "RRRRRRR-WOOF!" A small
thundercloud forms above Havoc’s
head and cyan lightning bolts
leap forth.
STORMY WEATHER FRIENDS

26
L. ELDER TWINKLE SHADE
Though powerful, L. Elder Twinkle Shade bears a mischievous aura, and uses it to
her advantage to play harmless pranks and tell bad jokes. Twinkle Shade makes sure
to tell everyone there is no use in worrying about what caused the storm when the
town’s resources should be spent on making the people happy and safe. Best to
forget.
 Traits: Ancient, kind, mischievous.
 Motivation: Use pranks and jokes to help people forget the bad times.
 “As the unofficial mayor of Stormyhaven, I welcome you! The town has always
been open to travelers, and these days, we would so appreciate your help in
rebuilding.”
 “No sense in dwelling on the past, I say. The storm has ended! We’ve got to
worry about the here and now. That’s the only way forward to ensure the
safety and comfort of Stormyhaven’s people."
 “Ah hah, I have rediscovered the ancient spell to make this handkerchief
dance. Are you ready to see it? We just need to…” blows nose dramatically
into the tissue “Put a little boogie into it! HAH!”

ZAP
Zap is a storm sprite eager to help, but easily gets in over their head. As the unofficial leader of all storm sprites, Zap is often
interrupted by another well-meaning sprite asking for advice, favor, or guidance.
 Traits: Clumsy, friendly, earnest.
 Motivation: Help sort out the disaster any way they can.
 “Zap, at your service! Welcome to Stormyhaven, how can I help you get settled in?”
 “Oh, what, these things? Look, I know it may look like I need a wagon to carry these, but despite our small size we
sprites are strong!” CRASH “Oh! Oh, um, well, maybe we should get that wagon.”
 “Clink, I thought we went over this. Yes, I’d be more than happy to help you with the romantic serenade. No, you
don’t want Havoc as your backup singer. We don’t need another heart storm like last week! It took days to get the
pink clouds out of the town hall!”

CLOUDY WITH A CHANCE OF RAIN


Chance is a young CUMULON that recently moved to Stormyhaven. Chance is having some trouble fitting in and having
a hard time making friends, and an even harder time maintaining those friendships. While they’d never admit it, they’d
appreciate any support from the PCs.
 Traits: Moody, melancholy, insightful.
 Motivation: Find a place for themself in the community.
 “What, you again? Why are you bothering me instead of doing whatever it is you heroes do?”

STORMY WEATHER FRIENDS


 “So…how did you become friends? Not that I care. Just curious. Wait, let me take notes. Not that I’m going to refer
to them. Whatever. Goodbye.”
 “What? Why are you being nice to me? Crying? I’m not crying, pffft.” Chance lets out a sob before running off.

MS. DELILAH DUBLOON


Ms. Dubloon is a boggart intelligence operative for the corporation Subterranean Pits and Lairs LLC . She came to
Stormyhaven a week ago in “act of support and solidarity,” but has a network of agents who report the assets and
potential profit in claiming Stormyhaven for corporate interests. She can be convinced that Stormyhaven isn’t worth
the effort of a hostile takeover, but it will take some doing.
 Traits: Sharp, professional, menacing.
 Motivation: Take over Stormyhaven in the name of SPL.
 “I’m sure you understand that time is not a commodity I have much of, but I may spare a few minutes to discuss the
future of Stormyhaven with you. How can you help me?”
 “Subterranean Pits and Lairs always has entry level positions available, and I’m sure you have the tenacity and
passion to make up for any lacking key skills.”
 “Shall I wait for you to get dressed? Oh, this is…this is what you’re wearing? In public? I…see.”

27
D. SUNNI STARBREAK OF THE RAINBOW BRIGADE
Sunni is a gnome who specializes in protection. Her gleaming robes shine like the dawn, and her golden sword is
always at the ready. She is ignoring every recall missive from the Rainbow Brigade, instead focusing on Stormyhaven’s
full recovery.
 Traits: Brave, stubborn, overly protective.
 Motivation: Help Stormyhaven recover completely from the disaster.
 “Ho! What fine heroes we have before me. Fancy a friendly duel? It’s an excellent way to become friends and
entertain each other.”
 “My friends, allow me to handle this DRACOPILLAR ! Go forth and attend to your quest, I will hold the line.”
 “What’s that you have for me, Zap? Oh no, I’m much too busy here and don’t have time for messages from the
Rainbow Brigade. What to do with the envelopes? Er…couldn’t you just fry them into a crisp?”

P. QUINN ELLE THE SCRIBE


Quinn is the youngest gnome to earn the title of Scribe, and comes from a family that has never shown any interest or
aptitude in such a vocation. She takes every chance to prove herself to Stormyhaven and be taken seriously.
 Traits: Inquisitive, unpredictable, precocious
 Motivation: Uncover any and all truths and histories, and earn a place in the illustrious Scribe Society.
 “Hello! Hello! Yes, you! You! I have heard of your mighty exploits and wish to get to the truth of it. Come here this
instant and provide me with a thorough accounting of your adventures.”
 “Havoc, this can’t be right. According to eye witness reports and my meticulous, perfect records, you were in the
vicinity of the missing pie. Also, the boffleberry around your muzzle is most telling. No Havoc, large eyes full of stars
will not change my mind. NO HAVOC, NO WHINING.”

LITTLE LEAF
Little Leaf is a sapling of a beamkin, barely bush-tall. Little Leaf got separated from his family during the arcane storm,
and has returned to Stormyhaven in hopes that his family will do the same. He enjoys spending time with families and
helping as he can.
 Traits: Gentle, generous, talks in a whisper.
 Motivation: Reunite with his family.
 “Hi! Hi! I’m Leaf! Little Leaf! Hi! You’re tall! And you look so different from me! Hi!”
 “Can I help? I can, right?”
 “Do you remember what your family is like? I haven’t grown for very long, but my memories are already fading…I
don’t want to forget, but it feels like I have to.”

STEVE THE SKEEVE


STORMY WEATHER FRIENDS

Steve is a young gelatinous goo THIEF (L2-B) trying to make a name for himself. The gang told Steve to case
Stormyhaven and see if there’s an opportunity the gang can take advantage of. Steve means well, but is eager to find
his place in the world, even if it means a bad one.
 Traits: Anxious, talkative, a little too friendly.
 Motivation: Impress the Tricky Toe Gang and earn a spot!
Steve only speaks Gelatinous Gooese, of course, but here are few translations:
 “AAAAAAAH don’t sneak up on folk like that! Not that I was sneaking! You were sneaking first! Who’s sneaking?
Not me!”
 Hmmm, impressive, but can you do THIS? Steve proceeds to perform a slightly cool but completely gross trick with
his gelatinous body.
 Say, you wouldn’t know where the valuables are stashed, huh? I mean, I wanna help keep them safe!

28
STORMY WEATHER FRIENDS

29
Stormyhaven
WELCOME CENTER THE WINDCHIME INN
The sturdiest structure, welcoming pastel colors, large The newest structure in Stormyhaven is still under
enough to fit everyone in case the arcane storm begins construction, and unstable magic constantly comes
again. undone as parts of the inn suddenly become crystal,
wood, or cloud!
How the PCs Can Help
 Returning Stormyhaven residents and newcomers How the PCs Can Help
continue to arrive everyday, and need help settling  The Windchimes are a family of gnomes who have
in. Folks need clothes, food and shelter. Help the set up the first inn in Stormyhaven. But it’s a work in
residents feel safe, comfortable and supported. progress and the PCs can help by collecting Crafting
 Quinn Elle discovers that her perfect records are Materials, rolling up their sleeves, or using their more
now perfectly messy! Any effort to reorganize unique talents.
the paperwork results in Clutter the NABBER RAT  Little Leaf is helping the Windchimes by preparing
revealing themself and causing small amounts of different food for the inn’s future customers and
chaos! They enjoy creating a mess and believe needs help developing the menu. But someone’s
everyone could use a little bit of chaos to spice things going to have to taste test everything! Come up with
up. But perhaps Quinn Elle, being a meticulously neat, a delightful and enticing menu, and find customers to
uptight person, might need every bit of spice she partake in a tasting.
can get. Help Quinn, Clutter, or both resolve their  Whistle Windchime is the youngest in the family,
problems before the two end up in fisticuffs! and can’t figure out what they can do best in the
 Wet Mud is an aging RIVER GOBLIN who has a hard inn. Help Whistle try out each and every available
time remembering things. They arrive everyday, job. Some of these jobs include: keeping the tame
receive help moving in, go to their home, and CUMULONS in the stables calm and not thundering,
come back the next day forgetting everything that sweeping away all the collected wild storm magic in
happened the previous day. There is no way to fix every nook and cranny before they cause havoc, and
Mud’s memory, it is simply in their nature of growing keeping the beds made despite the rushing winds
older. Help Mud be a little less scared every time they that throw everything into disarray every so often.
forget the previous day’s events.
THE RUINED LIGHTHOUSE
TOWN HALL What remains of the arcane storm whistles through
The most beautiful structure in Stormyhaven, soft the fallen stone, where the once proud lighthouse of
clouds and gentle rains help the flowers grow in colorful Stormyhaven stood as a beacon for seafarers to avoid
abundance. the perilous shores.
How the PCs Can Help How the PCs Can Help
 Stormyhaven is putting on its first performance: a  Terrible curses against L. Elder Twinkle Shade and
reenactment of how the arcane storm ended. The the people of Stormyhaven whisper and howl on the
STORMY WEATHER FRIENDS

problem is, no one agrees on how it happened! wind, causing discord and unrest in the community!
Naturally, everyone is making up their own story. Put the sinister wind to rest before more harm is
Come up with your own version of the events, but done.
more importantly, help the performances go as • At the source of it all is a creature that Sunni of
smoothly as possible. the Rainbow Brigade calls the Shadow Knight.
 Stormyhaven is electing a new set of council officials,  Each day at sunrise, Sunni of the Rainbow Brigade
the first ever. A surprising number of candidates are arrives to duel the unbeatable Shadow Knight,
in the running, but somehow Havoc the sky-dog convinced they know something about what caused
is leading the polls by miles, much to the chagrin the arcane storm. Each confrontation ends in an
of Elder Twinkle Shade. Havoc is a good boy, sure, unsatisfying draw, and the Shadow Knight never
but he can’t run the town! Find out how this has speaks, keeping their secrets close. Convince the
happened. two that fighting isn’t the answer, and learn what the
• While Havoc is certainly popular among the Shadow Knight knows about the storm.
residents, Ms. Dubloon is secretly engineering his • The Shadow Knight isn’t actually a shadow or a
success from the sidelines. A council run by a sky- knight at all. They are an ancient CUMULON (L4-C)
dog will certainly be easier to manipulate. who became magically trapped and silenced in the

30
lighthouse by L. Elder Twinkle Shade when the How the PCs Can Help
old gnome was attempting to clear the storm. The  Folk visit regularly to salvage what they can from
Shadow Knight is angry and resentful. Helpless to the flooded homes. It can be hard to let go of what
make things right, they are filled with regret for is broken or beyond saving. Help the folk let go of
damaging the town and displacing so many people. their stuff and make peace with what they can’t bring
• The Shadow Knight knows that an evil sorcerer home.
summoned the storm, an agent of the Gloom King  There’s opportunity here for the unscrupulous. The
called Zhadazat (see The Mucklands Sandbox). For Tricky Toe Gang are scavenging through the remains,
what purpose, they do not know, but they suspect taking valuables before they can be reclaimed by their
it was a distraction to draw the gnomes' attention owners. Steve the Skeeve is unsure about all this but
away from some other nefarious thing. can’t bring himself to stop the gang. Convince Steve
 A family of DARKLINGS , strange creepers that steal to stand up against the Tricky Toe Gang, if not for
peoples’ shadows, hide in the corners, terrified of Stormyhaven, then for himself.
the new shining sun. Susurration, the eldest, has  A group of storm sprites have angered a RIVERSAUR
decided to take a chance on the PCs and ask for help. they call Menlock the Stormbringer (L3-C),
Susurration wishes to leave Stormyhaven for darker empowered by what remains of the arcane storm!
pastures, but doesn’t know where to go. Menlock is determined to protect her young from
predators, seeing threats everywhere. Zap has rushed
THE FLOODED RIVERBANK in to save their fellow storm sprites, heedless of the
Flooded homes peek out from the bright green waters, as danger! Help Zap and Menlock find some peace and
folks, some unscrupulous, try to salvage whatever they quiet, where they’re sure to be safe from intruders.
can from the wreckage.

adventure conclusion
Rebuilding Stormyhaven takes time. Should the PCs leave, they are always welcome to return and help whenever they
can. The residents of Stormyhaven are happy to welcome new folk, and make sure the PCs leave with care packages
and careful instructions on how to make one’s way to Stormyhaven.

the adventure continues…


With all the colorful characters of Stormyhaven, many will ask for help from the PCs in the future that require further
exploring the Land of Eem! Here are some ideas:
 Sunni of the Rainbow Brigade can no longer put off returning home and attending to her duties. The Brigade has
specifically asked to meet the PCs anyway, so Sunni invites them to a grand feast. However, the way to the Rainbow
Brigade can be dangerous!
 Havoc has run away from home! Can the PCs track down the sky-dog and bring him back safely?

STORMY WEATHER FRIENDS

31
cumulons
In fact, they can switch from pleasant to hostile to sad
in an instant. They generally wish to keep to themselves,
floating in the sky on pleasant days. But a stormy day
can agitate cumulons into bad moods, and they often
Fluffy, amorphous cloud creatures made up entirely
take out their frustrations on passersby. Cumulons can
of vapor. These unique beings drift in the sky and
be cheered up with affection and positive reinforcement,
frequently change from fluffy white to dark and broody
and tend to love stories with happy endings that
gray, depending on their mood.
improve their naturally gloomy outlook on life.

combat
Level: 1-5 Parley Attack Defense
Class: G, B, C 2 +1 -1 Though not particularly hostile, cumulons can be
aggressive when agitated, by rumbling with thunder
Any Size, Block Dread Actions warnings before engaging in Combat. And once they do,
Any Number, Flying 2 1d8 2 look out! Cumulons zap their enemies with lightning,
often targeting the least friendly person first.

abilities defeat
Cumulons swell up to huge proportions and then ball
Incessant Rain
their eyes out, producing a torrential downpour of rain
Cumulons can make anyone’s day miserable, choosing
and emotion. They often blurt out a string of apologies
to cast dreariness and rain over an area. Outside of
and excuses for why they are so moody.
Combat, this inflicts -2 to Travel Checks and on a 5-
Mettle Check, the targets are depressed or cranky. In
Combat, may make an Incessant Rain Attack against all victory
Close, Nearby, and Faraway targets. On a 6+ Hit, the Once their anger subsides and the threat is neutralized,
target suffers Disadvantage on their next Action. cumulons quiet down and float away, searching for peace
and quiet.
Thunderation (B, C)
Once every 2 rounds, may make
a Thunderation Attack against
all Close, Nearby, and Faraway
targets. On a 9+ Hit, the targets
must make a Vitality Check or
become DEAFENED for the
remainder of the Conflict.
Lightning Crackle (B, C)
Once every 2 rounds, may make
a ranged or melee Attack with
an arc of lightning. On a 9+ Hit,
STORMY WEATHER FRIENDS

the target is STUNNED and


everyone Close and Nearby to
the target suffer half Dread.

vulnerabilities
Cumulons hate dry, hot air, and
they detest fire, which inflicts
1d12 Dread to them. They can
be repelled by gales of wind,
but that does not completely
dissipate them.

social
Usually alone or in small
groups, cumulons are emotional
beings known for being moody.

32
the shadow riversaur
knight Level 3 Champion
Riversaur
Wrangle Attack Defense
A dark, angry cumulon that takes the form of a shadowy 2 +2 +0
Courage: 12
humanoid. They have the same abilities as a cumulon
Champion, but they cannot fly out of the ruined
Huge, Block Dread
lighthouse, and it appears as if they wield a sword of
lightning. Solo, Aquatic 1 1d10

Level 4 Champion Parley Attack Defense


Cumulon
Courage: 24 2 +1 +0 abilities
Block Dread
Oily Hide
Medium, Suffer half Dread from ranged weapons, and immune to
Solo, Flying 2 1d8 lightning.
Chomp
May make a Chomp Attack. On a Critical Hit, the target
is ENTANGLED in the riversaur’s mouth and suffers
1d8 ONGOING DREAD. If Defeated, the target is
ENGULFED.

Cannot Chomp again while a target is


ENTANGLED.

Big Reach
The riversaur’s long neck allows them to
Chomp Attack Close and Nearby targets
who are outside of the water.
Tail Storm
Once every round, may make a Tail
Storm Attack against 1d4 Close
and Nearby targets, which sends
an electric current through the
water. On a 9+ Hit, the targets are
STUNNED.

vulnerabilities

STORMY WEATHER FRIENDS


Chumming waters with any kind
of meat is enough to distract a
riversaur, though not for long,
and the blood and meat only
work up a riversaur’s
appetite.

33
the
 


dredgelords
WRITTEN BY AMIR RAO
ART BY SEAN KIERNAN
THE DREDGELORDS

adventure tone: hijinks


A fun, goofy, and lighthearted Level 3+ adventure
(The Muppets / Labyrinth / Adventure Time)

34
background
Music is outlawed in Bogtown! And rumor has it that High Magistrate Orvul Kreech is pushing to extend the law to all
of Fleabag County. In response, bards and bands are leaving the region in droves, looking for greener (and swampier?)
pastures in the Quagmash. The famed mud rock band, the DREDGELORDS (all caps), are going on their first live tour
of the big bog! Featuring the boggart brothers Mundee, Sundee and Toozdee on a combination of drums, vocals and
rumptoad, the DREDGELORDS gained wide fame with their shout-ballad Mudblanket. The trio is managed by Zeek
Tinyhoose (of Zeek Tinyhoose Talent Agency), a loyal, though disorganized boggle mired in the details of the major
concert. Unfortunately, the band’s previous roadies quit, the tour wagon’s never been through the Quagmash, the
venue’s double booked, and they desperately need new roadies willing to get their hands dirty!

where the pcs come in…


Zeek is looking for an adventuring party to serve as the DREDGELORDS’ roadies, security, and handlers for a live
performance meant to kick off their big tour of the Quagmash. Zeek is more of an "ideas guy" and didn’t really think this
through. His offer to the PCs is pretty straightforward:
“Listen, I got a swampy pickle here! Our roadie of the last five years, Ole Gill Thumbucket, retired and we’ve got a
whole host of issues to solve before we get on stage in one day! I’ve got a list of ultra-specific demands from the
band, we need to get all their gear through the Quagmash swamp and to The Gulch for the show, and then wrap
a soundcheck before the band goes on. I’ll give you 3 pouches of Gold Coins if you can get the band to the stage
successfully!”
If the GM is running a campaign that takes the PCs through the Quagmash, the above reward could be replaced with
another relevant item or connection the PCs need, as Zeek is quite the plugged-in fellow in the music, business, arts
and celebrity world.

notable npcs
THE DREDGELORDS
The band members themselves are enigmatic, aloof stars used to having everything around them handled by Zeek
and the roadies. Sundee’s big beard hides his magnificent singing hole where suprisingly high notes soar through.
Mundee is always shirtless and ready to drum at a moment’s notice. He’s uncommonly chiseled and usually health
conscious for someone living life on the road. Toozdee is the primary rump toad player and lyricist for the group who
tends to get the adoration of the younger crowd due to his resplendent, multi-colored locks of hair. For the sake of
roleplaying, all the band members of the DREDGELORDS can sound the same as brothers.
 Traits: Aloof, practically interchangeable, say “dude” a lot as a response to any question or comment.
 Motivation: Just groove out and jam.

THE DREDGELORDS

35
ZEEK TINYHOOSE
The flustered manager of the DREDGELORDS. He is stressed out, over his head, and used
to getting his way, so he is prone to outbursts at small setbacks. At the same time, he deeply
cares for the band and loves them like a father, so while he keeps a tough face in front of them,
he falls into despair when left alone with the PCs, who are his only hope to pull this whole
thing off.
 Traits: Stressed, occasionally angry, loves the band.
 Motivation: Make sure the gig goes off without a hitch.

OLE GILL THUMBUCKET


A wiry, strong old man with a wild halo of hair from head to toe and two piercing eyeballs poking out. He’s been a
roadie for many storied bands and used to be the roadie for the DREDGELORDS. He plays a mean thumb-bucket, but
the instrument has long gone out of fashion.
 Traits: Weathered, story for everything, gruff voice.
 Motivation: Collect stories and be close to the action.

BURBLE BURBLE
A rival band with a sound strong enough to pull Ole Gill out of retirement. This group of WITCHES dresses identically
in long turquoise and obsidian robes, dances in unison, chants together, and is rumored to use foul magic to create
their multi-layered, catchy songs. Some even wonder who’s under the robes, since they never seem to take them off
or reveal their faces.
 Traits: burble, burble, burble.
 Motivation: Burbling and cash.

adventure overview
This adventure takes place in three parts. In each section, there are noted opportunities to add challenges or
complications to expand the adventure and drama to the GM’s tastes.

1. The days leading up to the show, the PCs haul the tour wagon through the swamp and handle the band’s specific,
ridiculous requests.
2. The day of the show, the PCs perform soundcheck and deal with an unforeseen double-booking complication at the
venue.
3. The night of the show, there is a battle of the bands, whose cacophonous melodies accidentally summon an ancient,
slumbering MERGA TOAD called Yorg the Incalculable.
THE DREDGELORDS

36
part 1: the riders and the rider Wiz, specifically Blue Quagberry flavor, which has
been discontinued by the manufacturer for causing
In the first part of the adventure, the PCs need to brain damage. A nearby shop has a case, but will
get the band's tour wagon, loaded with gear, through only part with it for a high price (Ancient Coins) or a
the Quagmash to The Gulch (located anywhere in the similarly delicious sweet treat they make themselves.
Quagmash that the GM decides). This is an opportunity 3. Percussive Meditation: Sundee likes to meditate
to use one or two of the following complications in rhythmic, noisy places. The problem is, due to a
depending on how rough the GM wants this part of the holiday, all the DOODS that loudly pick up the swamp
adventure to be on the PCs. Roll 1d4 Whenever the trash on dredge day are off, so the PCs need to find a
party hits a Bump in the Road on a Travel Check. way of making a sustained amount of noise during the
meditation.
Travel Complications
1. Broken Wheel: The aspiring roadies have to use their
Whether they succeed or fail influences the band's
items, skills or connections to fix a wheel stuck in the
general temperament moving forward. Either way, Zeek
swamp.
ushers the PCs into the next set of requirements for the
2. Selling Out: A corporate goon offers the band and
show.
PCs a sum of Ancient Coins, if they’ll write a jingle
for Subterranean Pits & Lairs LLC. The band is likely
to refuse unless they are convinced it fits with their
freewheeling ethos, and Zeek needs placating if
part 2: soundcheck
After arriving at The Gulch, the PCs need to do their
the band refuses since he’s massively in debt as a
best to unload and set up the equipment.
financier of this tour.
3. Vintage Instrument Seller: A used lute seller has some The Gulch! The gully of yore, once the lair of an
astounding, and some CURSED lutes for purchase or ancient merga toad called Yorg the Incalculable,
trade (3-in-6 chance a lute has a random CURSE). now the site of the best musical moments in
4. Random Encounters: Roll on the Quagmash the Quagmash. Some of the most magnificent
Dangerous Encounter table. swamp stars got their start here, and soon the
DREDGELORDS will have their largest ever crowd.
THE DREDGELORDS Pre-Show Requirements
Some of the staff toodle about, cheerily quoting
During the journey, the PCs also need to handle a hastily
DREDGELORDS’ lyrics back and forth as they get
written to-do list handed over by Zeek (what industry
everything set for tonight.
folks call the band's "rider"). The GM can write out the
list, or just say it outloud so the PCs have to write it Unloading the tour wagon is no small feat, requiring
down themselves. Might and Vitality checks, or creative problem solving
Zeek is very busy and only answers one question to move the massive amount of equipment in a short
about it, so the PCs shouldn’t waste their inquiries. And amount of time.
if they do, it doesn’t really matter, since Zeek is likely to Zeek makes a brief appearance for soundcheck, and
answer with some variation of “Figure it out! That’s what instructs each PC to play an instrument to get the levels
I’m paying you for!” perfect. In this case, the “levels” are just positioning
the sonic lilies properly in the moat around the stage
The Rider
to allow for perfect resonance across the venue. The
 Mundee – Bugbear Calisthenics
PCs can use Tinker or expressive roleplaying to describe
 Toozdee – Fizzy Wiz Soda (Blue Quagberry flavor)
what they do when their instrument needs to be
 Sundee – Percussive Meditation
checked. At the end, Zeek asks them to play all at once
and if they play well, Zeek asks them to open for the
If the PCs ask around, or use their Knowhow skills, they’ll
DREDGELORDS!
be able to figure out what some of these things are, or
THE DREDGELORDS
After soundcheck, Zeek rushes to the stage in a panic:
make it up if the worst comes to worst.
“The venue is double-booked! Can you believe it?!
1. Bugbear Calisthenics: A brutal, non-lethal beating BURBLE BURBLE, that horrible pop sensation, has
and workout. The PCs need to enter into unarmed been scheduled right on top of us! Who wants to
combat with Mundee, who is ready and willing to see a bunch of witches sing love songs about liches?
go, for a single round and achieve three Combat Don’t answer that! Anyway…the contract we signed
Successes. Any especially creative or athletic use of has a standard clause in it that states we have to do
an Ability or Skill can count as two Successes. a battle of the bands and play against each other in
2. Fizzy Wiz Soda: Toozdee really wants a bottle of Fizzy the case of double-booking. I don’t want to leave

37
anything to chance. What do you say about a little Fight the quag sickness!
foul play?”
BURBLE BURBLE –Burble Burble
Zeek encourages the PCs to sabotage the rival band’s Burble burble.
equipment, which is poorly guarded by an old roadie Burble burble burble burble.
(who turns out to be Ole Gill Thumbucket, fresh Burble.
out of retirement, to help an old friend in BURBLE
If the PCs a) did a good job on the chores in Part 1, b)
BURBLE). If the PCs choose to do this, they have to
mostly nailed the soundcheck and/or performed in Part
sneak into BURBLE BURBLE’s “green shroom” (a giant,
2, and c) sabotaged BURBLE BURBLE or encouraged
jade mushroom holding all their stuff) and destroy
the band when the complication was introduced, the
their equipment or otherwise sabotage the band. If
crowd cheers harder for the DREDGELORDS, allowing
they slip up, they may get into a fight with Ole Gill the
them the venue for the rest of the night. If the PCs have
MERCENARY roadie (L3-C), or even the three WITCHES
failed more times than they’ve succeeded along the way,
(L4-B) themselves.
the crowd cheers harder for BURBLE BURBLE. Zeek
Alternatively, the PCs can choose instead to try to be
doubles their pay if the crowd cheers harder for the
more supportive of the DREDGELORDS in some way to
DREDGELORDS.
help them manage the complication without any trickery.
In either outcome, nothing changes what happens
While they typically hold themselves above it all, the
next:
band members admit they are anxious to be scheduled
against a mega-popular band on what was supposed to Feeling half the crowd veer from excited to
be their historic and biggest night. disappointed, both bands nervously shuffle on stage.
Are half the fans going to walk out? Throw things?
Riot?! The DREDGELORDS walk over to the lead
part 3: battle of the bands singers of BURBLE BURBLE. They have an inaudible
As night falls, throngs of people show up to the venue. conversation, nod knowingly to one another and
Zeek is anxious and the band is either on edge or relaxed return to their places. With a strum of the lute, the
depending on how well the PCs performed the tasks bands then play a popular song from the repertoire of
in Part 1 and 2. Here’s how things are shaping up at the famed bard Percival Dante, which absolutely ignites
venue: the place. Both bands perform in perfect unison,
taking the energy of the crowd to the next level –
Throngs of fans have funneled into the venue on a
stomping, singing, dancing and loving every minute of
beautiful night in the Quagmash. While the typical
the night.
summer storm clouds gather overhead, fans of both
bands are excited to see how the night unfolds. Storm clouds crack and rain pours down on the
Bioluminescent flowers cast a magical light across the audience, who revels in the mud and music. This is
evening, and a natural fog settles over the sonic lilies better than anyone could have expected.
which hum with anticipation.
But backstage there is a massive commotion, bringing
If the PCs are the opener, they perform first to warm up roadies for both bands to an emergency huddle with
the crowd, making Charm Checks or similar. Otherwise, Zeek. The raucous uproar has awoken the ancient
Ole Gill Thumbucket is the opener. He goes up and plays MERGA TOAD, Yorg the Incalculable! Did Burble Burble
his rib cage with sticks while crooning ballads about do this somehow? Was it the crowd that awoke
his life on the road, making thinly veiled references to the monster? The bands playing together? Zeek
business ruining art (which Zeek correctly believes is is determined that the show must go on, and the
about him). roadies need to handle the problem themselves.
Next, BURBLE BURBLE with their dark robes and
To defeat the MERGA TOAD (L5-C), perhaps with the aid
fantastic pyrotechnics go up, alongside the understated
THE DREDGELORDS

of Ole Gill, depending on how those previous encounters


familial huddle of the DREDGELORDS. The bands play
have gone, the PCs need to face it directly in a muddy
sequentially, in whichever order the GM prefers for
backstage brawl or lure it away from the concert site. If
dramatic effect. If the GM would like to describe the
the concert goers or bands see it, they think it’s part of
music, they can use these lyrics as a basis:
the show, oblivious to the danger. Should the PCs fail
THE DREDGELORDS – Mudblanket at wrangling Yorg, the giant beast destroys the stage,
Cover yourself in mud, ruining the show and sending the crowd fleeing.
That’s your own business,
Cover yourself in mud,

38
adventure conclusion
If Yorg is defeated or the encounter is concluded, the show goes on deep into the night as the bands merge
discographies, play popular covers and keep the party rolling (even if for just themselves, since all the crowd may have
fled). It’s a night of swamp harmony that bolsters the status of each group. The adventure closes on the concert, with
Zeek paying out his reward or hooking the PCs up with whatever thing they asked for.
The sky clears when the last song plays, leading to exuberant applause and hugs between the two bands. The crowds
clear, and you, the bands and roadies go deep into the night trading stories about life on the road, remembering and
misremembering all the different places passed through and people you’ve run into along the way. Nights like this are
rare where everyone comes away with the same perfect memory from the same perfect moment which will re-awaken
whenever the right song drifts through.

encore
If the PCs enjoyed their time with the DREDGELORDS, Zeek can give a standing offer to help out with the rest of the
tour visiting different areas of the Qaugmash and getting into all sorts of musical trouble along the way. Alternatively, in
a future adventure, they can catch the DREDGELORDS at a concert and find them singing a little song about their one-
off roadies who kicked off their tour in style.

THE DREDGELORDS

39
burble burble yorg the
Level 3
Witch Bruisers
Parley Attack Defense incalculable
Courage: 13 2 +1 +0
Level 5 Merga Toad Wrangle Attack Defense
Champion
Folk, Group, Dread Actions 1 +2 +2
Courage: 40
Dwimmercrafty 1d8 3
Block Dread Actions
Huge, Solo
abilities
3 1d10 3

Hex
Once every 2 rounds, may hex all Close, Nearby, and abilities
Faraway characters who must make a Mettle Check:
Belly Flop
Target suffers Disadvantage and -1 Attack for Once every 2 rounds, may make a Belly Flop Attack
1–2 the Conflict. against 1d4 Close targets. On a 9+ Hit, the targets
become Entangled under Yorg’s girth and suffer 1d6
3–5 Target suffers -1 Attack for the Conflict. Ongoing Dread.

6–8 Target suffers 1d8 Dread. Gulp


On a 9+ Hit, may ENGULF the target in its mouth.
9–11 Target is unaffected. Noxious Gas
Target is unaffected and can’t be affected by Once every 2 rounds, may passively emit noxious gas. All
12+ Hex for the rest of the Conflict. Close and Nearby characters must make a Vitality Check.
On a 5-, roll 1d4:
Curse
Once every 2 rounds, may inflict a random CURSE on a
1 Stupefying Belch. Target is STUNNED.
Close, Nearby, or Faraway target (Mettle Check to resist). 2 Fetid Flatulence. Target is WEAKENED.

ole gill
Stifling Stench. Target suffers +1 Defense for
3 the remainder of Combat.

thumbucket
4 Toxic Funk. Target suffers 1d6 Dread.

Level 4 Parley Attack Defense


Mercenary Bruiser
Courage: 15 1 +1 -1
THE DREDGELORDS

Dread Actions
Folk, Fast
1d8 2

abilities
Opportune Strike
Once every Combat, may Attack with Advantage.
Battle-Hardened
Once every 2 rounds, may suffer half Dread from an
attack.

40
 wally's


waffles 

 

and weorgs
Rats!

WALLY'S WAFFLES AND RATS!

adventure tone: derring-do


A dangerous, daring, heroic Level 1+ adventure
(The Lord of the Rings / The Hobbit / The Princess Bride).

41
feel a pang of nostalgia for this little, scrappy dive where
background everyone knows your names.
Wally’s Waffles and Weorgs is in big trouble. Let the PCs roleplay with each other and the various
Subterranean Pits and Lairs LLC claims they own Wally’s NPCs at Wally’s.
after taking over the nearby town of Firedamp! And now
they want to shut the tavern down.
A family establishment (after all, there’s only two
or three brawls a week), Wally’s is a local landmark, WALLY’S HOWLING
a beloved hangout for all manner of rascals and HOT CHALLENGE
adventurers in the Used T’Be Forest. Famous for the Eat one flaming hot, chili-hexed haunch of weorg
fluffy waffles, juicy weorg meat, wild amateur singing meat on a bed of forty waffles. Time limit is 1
nights, and most of all, the charismatic, larger-than-life hour, no napkins, no drinks. Vitality Check with
Wally Dunkwhiffle. Disadvantage—on a 12+ you win the challenge.
But tonight, the mood at Wally’s is far from lively. If Winners get their name on the wall and the Heroic
Wally can’t find his lost property deed in the basement Title, Woe of the Waffles.
by sundown tomorrow, SPL is rolling in with sputter-
dozers to level the place. The truth is, SPL secretly
believes that a crystal mine worth a fortune is located Wally Thanks the Crowd
beneath Wally’s. Wally doesn’t know it but they’re right! Halfway through the night, Wally gets on stage to thank
the crowd:
the kilorats “Dearest friends and patrons. It brings me great joy
When acquiring weorg meat became more trouble than it and sorrow to have you all here tonight. Providing the
was worth, Wally secretly turned to another food source: Used T’Be Forest with the finest weorg meat, tastiest
KILORATS . Considered horrible, if not dangerous, pests waffles, and crispiest fried critters this side of the
by all in the Mucklands, Wally was all too eager to turn River Country has been my greatest passion in life.
the troublesome beasts into fine cuisine. But it turns out But like I said to my first mate Leef Lavendar all them
that keeping kilorats in your basement is unsustainable years ago on the open sea, 'Nothing lasts forever, so
to say the least. They quickly became unmanageable, let’s drink until we die!'”
skittering into unseen cracks and crannies and causing
all kinds of havoc. And after eating an entire fermented The crowd claps and cheers but is interrupted by the
Bogril Glowing Cheese wheel—a slightly magical jeers of a pair of SPL mooks: Geddy Fumpkin and Rork
Mucklands delicacy—the largest and smartest of the Scribblejaw (as RIVAL DUNGEONEERS L2-B):
creatures suddenly grew intelligent. Geddy: “Drink up, Wally! Cuz after tonight,
The giant kilorat proclaimed himself King Klik and      it’s curtains for you!”
inspired the others to follow him. He developed a
cunning plan to free the KILORATS of the basement, Rork: “Haw haw! Yeah! This place belongs
and exact terrible revenge upon Wally and all surface     to SPL now!”
dwellers, until the entire realm belongs to the rats! Wally Asks the PCs’ for Help
When first confronted by King Klik, Wally barely
WALLY'S WAFFLES AND RATS!

After his speech, a nervous Wally approaches the PCs


escaped with his life, so he barricaded the door to his and asks them to find his property deed. It’s the only
basement, and hasn’t reentered in months. way he’ll be able to keep Subterranean Pits and Lairs
from taking the tavern away from him.
where the pcs come in
The rumors are true. Wally’s Waffles and Weorgs is  “I’ve looked everywhere, but I just can’t seem to
shutting its doors. You’ve all made your way to the tavern find the property deed! It has to be in my basement
for one last night of laughter, tears, and tons of sweet, somewhere.”
syrupy stacks of waffles with a side haunch of weorg  Wally gets quiet. “The rats must have gotten it.
meat. Yeah...I’ve got rats, too big for me to handle, in the
As you walk through the creaky saloon doors, you scan basement. Just try to be discreet about it, will ya?
the packed room to see friends you haven't talked to in People tryin’ to eat around here!” If pressed for details
ages. There's Shumwise the shrym, twiddling his whiskers on how giant rats got in his basement, he denies any
and hyping up his crazy new business venture. And there's knowledge.
Happy Dunston, the only boggart to ever complete
Wally's Howling Hot Challenge and live to tell about notable npcs
it. Rogram the Bridge Troll and Tabitha the Rascal deal Wally’s Waffles and Weorgs is full of characters, and
another hand of their Huzzah cards. You can’t help but they’ve all got something to say about the place.

42
WALLY DUNKWHIFFLE
Owner and operator, Wally is a burly, scruffy little guy and former PIRATE .
Though standing just 4 foot 1 inch, his mirth and melancholy are gigantic.
A beloved local figure, Wally is friends with everyone. Well, almost
everyone. He’s made more than his fair share of enemies too.
 Traits: Friendly, boisterous, deceptively tough.
 Motivation: Enjoy a long, uneventful retirement, passing on his
restaurant to someone like himself.

HAPPY DUNSTON
The quintessential barfly, Happy generally only leaves his stool at the bar to hit
the can. He’s a generous spirit, and well-liked by just about everybody, being
the only patron to ever finish Wally’s Howling Hot Challenge without whistling
beef.
 Traits: Cheerful, welcoming, competitive.
 Motivation: Make friends and knock back some rascal cider.
“This whole situation is the pits! I’ve been coming to Wally’s for years! I mean,
I’m a bona fide celebrity. See that? I’m the only one to win Wally’s Howling Hot
Challenge. And truth be told, I always hoped another scrappy young upstart like
myself would waltz through those doors and join me in the Hall of Fame. But, alas,
by sun up, there’ll be no more Wally’s and no more Howling Hot Challenge.”

KARL THE GOBLIN MINER TABITHA THE RASCAL


A gruff, bearded goblin with a perpetual squint. A cunning, silver-haired lady of River Country.
Karl has been delving into tunnels and caves for years Tabitha is a rascal of Rascalton, and well-versed
and knows a thing or two about the Underlands. in the whispering hearsay and rumors of the
 Traits: Curt, covered in soot, things were always Mucklands underworld.
better “back when.”  Traits: Streetwise, talks under her breath,
 Motivation: Work hard and earn an honest living. shares rumors.
 Motivation: Pull off an impressive corporate heist.
“Now where am I gonna go to avoid my family after
work? The rascal cider at the tavern in Firedamp tastes Tabitha looks up from her game of Huzzah. “Those
like hotdog water.” goons from Subterranean Pits and Lairs, LLC are up

WALLY'S WAFFLES AND RATS!


to something. Who goes through the trouble to close
down a place like this, nearly a mile outside of town?
RONNY THE PROP COMIC Something’s fishy if you ask me.”
A spindly boggart standing at the bar with a pair
of clown shoes, a flower on his lapel, and pipe with
bubbles coming out of it. Ronny is a local comedian ROGRAM THE TROLL
shooting for the stars. A hulking bridge troll from the Drippy Downs with
 Traits: Gregarious, self-deprecating, sheepish shaggy, yellow hair and tusks the size of trumpets.
around corporate types. Rogram is on his way to a bridge tolling seminar in the
 Motivation: Become a comedic star and one day town of Thurf.
make it to Harp’s Edge.  Traits: Inquisitive, gentle giant, big burper.
 Motivation: Improve himself through education to
“Without Wally’s I’m gonna have to move my act to expand his burgeoning bridge tolling business.
Fleabag County. I don’t know if I can survive! The prop
comedy scene there is cutthroat, I tell ya. I’d rather The huge, shaggy troll takes a gulp from his mug and
take an arrow to the head!” Ronny is wearing an “arrow burps. “It’s a shame about Wally’s. I wonder what he’ll
through the head prop” and grinning expectantly, do next. You know, they say in his heyday he was a
hoping for a reaction. He never breaks eye contact. pirate in the Scalawag Strand.”

43
Room 1: The Storage Room Room 3: The Trophy Room Room 4: The Gnawed Tunnel
Just below the main floor. Musty, Filled with knick-knacks and items from Splintered wood, loose earth and
claustrophobic, with a mess of crates, Wally’s Past, all covered in dust. stones. A narrow, low tunnel you must
barrels, and boxes.  There is a big, messy hole in the wall crawl through on hands and knees.
 Crates and sacks of rotten beneath a large painting of Wally with  A dead KILORAT lies in the tunnel,
vegetables, cornmeal, and flour Leef Lavendar, his former first mate. a knife lodged in its belly. It looks
stacked to the ceiling.  Close inspection reveals both animal to have happened within the last
 Barrels of rancid dips, toppings, and humanoid tracks in the dirt. few days.
and condiments barricade a hole  A model ship in a bottle, called the  A bloody stick of dynamite lies
in the wall. Polywogger, sits on a mantle. This is in the dirt, and humanoid tracks
 It will take great care to get actually a Magic item that turns into a lead to the edge of a thirty foot
through the room without real seafaring ship when thrown into a downward climb.
resulting in a cave-in, waking up a body of water. The ship will conform
hungry SLURPWORM (L2-B). to the size of the body of water, unless
 Searching through the food it can grow to its full galleon size.
reveals a small jar of Super Spicy  There is an old suit of plate armor that
Secret Mustard, which KILORATS would fit a very short person.
and other animals find abhorrent.

Room 2: The Wine Cellar


Cool, dank walls with hundreds of
dusty, vintage wine bottles on racks.
WALLY'S WAFFLES AND RATS!

 Three KILORATS (L2-G) eating a


glowing piece of cheese perk up
ready to attack.
 If a PC drinks one of the many dusty
bottles, roll 1d6 to determine the
effect for the session.
1. Rascal Cider (bubbly, delicious,
you feel light, +1 Nimbleness)
2. Bug Juice (gives bad breath,
-1 Charm)
3. Troll Tang (oaky, citrus, you
feel fuzzy, -1 Perception)
4. Bogril Sack (spicy, liquid
courage, heal 1d6 Courage)
5. Dogwater Tea (salty, boiled hot
dog water, you feel full)
6. Boom Shine (+5 Temporary
Courage, make a Vitality Check
or go blind for an hour)

44
Room 5: The Skitter Maze
Musky, sour smelling tunnels that
Room 6: The Inkpot Spider Lair
branch into the unknown dark.
Sticky, black, inky strands on the floor and walls, bones strewn
 There’s a 6-in-12 chance that the
everywhere.
PCs run into a patrolling KILORAT
 Anyone entering the room gets Entangled in sticky black webs.
(L1-B) down each pathway.
 A large, dark hole is home to an INKPOT SPIDER (L3-B) and an
 An overmatched KILORAT will
Old Hoard (+0), and leads to The Chasm.
attempt to flee and alert its
 Several egg sacs pulsate in the dark corners of the lair. They
brethren all the way in Room 10.
hatch a group of baby INKPOT SPIDERS (L1-G) in 3 rounds.

Room 7: The Funghoul Cave


A field of red and white speckled mushrooms.
Wet, slick cave walls and ceiling.
 The floor of this cave is completely covered
in a bed of carnivorous FUNGHOULS .
 Crossing the area without any sort of plan
inevitably results in disaster, which is evident
by the bones among the FUNGHOULS .

Room 8: The Fetid Pool


Cold, murky water. The ceiling drips and pale,
colorless lichen grows in patches on the walls.
 This putrid water is inhabited by four
SCUMSEERS (3×L2-G, L2-B).
 They attack and drag anyone who enters the
water deeper into it.
 The SCUMSEERS are guarding a random Magic
item in their underwater hovel.

Room 9: The Chasm


A dark, seemingly bottomless chasm blocks the way forward.

WALLY'S WAFFLES AND RATS!


 A twenty foot chasm lies ahead, with only a single ropy
vine spanning its length. A KILORAT could surely tightrope
across it, but it looks dangerous.
 There is a spiderweb, invisible in the darkness, that
catches anyone’s fall. It belongs to the INKPOT SPIDER
from Room 6, which will be alerted if it wasn’t already
dealt with.

Room 10: The Crystal Cave


Enormous crystals sprout like giant asparagus spears from the glittering rocks. The cavern is resplendent,
reflecting torchlight in a dazzling shimmer that suggests a vastness hidden by the subterranean darkness.
 A gnawed goblin skeleton in a Krog & Sons, Inc. hardhat lies on the ground. The contents of the
goblin’s pack is strewn everywhere, including a glittering gem worth a pouch of Gold Coins. There
are also written orders from Krog and Sons, Inc. that detail the goblin’s mission to steal Wally’s
property deed and learn why SPL wants Wally’s property so badly.
 The crystals in the cave are clearly worth a fortune. But it would no doubt take a huge mining
operation to properly harvest the crystals. SPL or Krog & Sons would be willing to strike a lucrative
deal with the PCs if they betrayed Wally.
 King Klik, a big, intelligent KILORAT, reveals himself from the darkness, ready to eat the intruders!

45
parleying with the kilorats adventure conclusion
King Klik is driven by an enormous ego, for being both
If the PCs Return the Deed to Wally
intelligent and large. He is willing to fight the PCs and
Once the deed is back in Wally’s hands, he calls for a
exact his grand plan upon the world. But while smarter
celebration. The legendary Wally’s Waffles and Weorgs
than the average kilorat, he is also quite gullible and
is saved!
can be tricked if the PCs appeal to his massive ego. He
knows little of the outside world and promises of power “Well, I’ll be slapped with a saberfish! You found
may entice him. King Klik also comically overestimates my deed! We’re saved! Look everybody, these here
his power and influence. His “army” of kilorats numbers heroes saved the restaurant! Waffles and rascal cider
two dozen at most. are on the house!
“King Klik hates Wally the Waffle King! Awful, bad The whole place cheers and claps. And as for the
Wally cooks rat meat instead of weorg! Kilorats goons from SPL? Well, they take note of the PCs as
will eat Wally back! Eat Wally’s friends! Eat Wally’s troublemakers before they turn tail and run away from
WORLD!” the angry mob of patrons. Wally lets out a belly laugh
and continues...
“First Klik was born for vengeance. Then Kilk stayed
for waffles. And soon...soon all OVERLANDERS will “I want to reward you for saving the day. How’s
tremble at the coming of Klik’s great army! A million- about a discount? Wait, what am I saying?! You folks
bajillion strong! Kling Klik’s kilorats will rule the eat free. FOREVER! That’s right! Fluffy waffles and
world!” juicy weorg meat, as much as you’d like. Your money’s
worthless to me, ya hear? Eat free and stock up for
King Klik is also in possession of Wally’s property deed.
your adventures! Heck, it's the least I can do!”
Knowing the importance of controlling the restaurant,
King Klik could be willing to trade the freedom of the Every time the PCs come to Wally’s, they can each eat a
kilorats for the ownership of the deed. meal and get a Normal Ration of weorg jerky.
If the PCs Give the Deed to SPL or Krog & Sons
“King Klik has the largest brain! King Klik is superior!
If the PCs betray Wally and give the deed to SPL or Krog
Klik knows what you seek. Deed! You seek the deed!
& Sons, they’ll be paid handsomely (to the tune of two
But no, you don’t have the deed! Klik has the deed!
pouches of Ancient Coins), but at the expense of their
And with the deed comes power! Power of Wally and
reputations. They’ll be known throughout the Used
freedom for my kilorat brethren!”
T’Be Forest as the crooks who swindled Wally out of his
If the PCs try to convince King Klik to forget revenge beloved restaurant.
and leave the basement peacefully, it just might work.
If the PCs Help King Klick
But if they Fail or there’s a Twist, King Klik might attack
If the PCs betray Wally and help King Klik, the kilorat
the PCs in anger, or even play along with their plan and
leader will banish Wally, who returns to his pirating ways
betray the PCs by launching an attack on Wally himself.
on the high seas. King Klik then takes ownership of
Wally’s Waffles and Weorgs, changing the name to King
the adversaries Klik’s Waffles & Manflesh. The decor of the restaurant
WALLY'S WAFFLES AND RATS!

 FUNGHOULS (p156) will change to a rat-theme and be managed by kilorat


 INKPOT SPIDER (p159) employees. SPL or Krog & Sons will attempt to buy
• (L3-B) Courage: 12 Wally’s place, but King Klik won’t sell. Instead, King Klik
 (p160)
KILORAT uses the crystal mine fortune to become a powerful
• (L2-G) Courage: 2 restaurateur and expands across the Mucklands.
• (L1-B) Courage: 4
 SCUMSEER (p167)
• (L2-G) Courage: 2
• (L2-B) Courage: 7
 SLURPWORM (p170)
• (L2-B) Courage: 8

46
funghouls kilorat
Attack Dread Level Classes Wrangle Attack Defense
Small
+1 1d4 1–6 G, B, C 1 +1 +0

Medium, Block Dread Actions


abilities Any Number 0 1d6 1
Toxic Bite
Dread ignores Block unless the target is wearing armor
on their legs or feet. Targets that suffer Dread from a abilities
Funghoul must make a Vitality Check to resist becoming
Plague Bite
PARALYZED.
On a 6+ Hit, the target must make a Vitality Check
Death Bed (-1 for each time they’ve been Hit by kilorats in the
A bed of funghouls will enter a feeding frenzy when Combat). On a 2-, the target contracts Rat Plague and
a target falls PARALYZED among them. After 3 rounds is POISONED. If the Rat Plague isn’t cured in a day, the
PARALYZED, the target must roll to Defy Death each victim becomes riddled with odorous boils and suffers -1
round thereafter or be devoured by funghouls. to all Social Checks.

vulnerabilities vulnerabilities
Funghouls are susceptible to vinegar which makes them Kilorats are very food motivated and gladly take readily
shut their eyes and mouths and shrink in horror. available food rather than work for it in a bloody battle.
Solo kilorats are skittish and easily scared, but in large
numbers anyone attempting to scare them off does so at

inkpot spider
Disadvantage.

Level Classes Parley Attack Defense


1–10 G, B, C 2 +1 -1

Block Dread Actions


Large, Solo
0 1d10 2

WALLY'S WAFFLES AND RATS!


abilities
Web Trap
An inkpot spider’s lair is riddled with highly sticky, black
webbing. Movement related Checks suffer Disadvantage.
If a target rolls a Complete Failure on any Check or
Attack, they become ENTANGLED in the web.
Web Spurt
Once every 3 rounds, may spurt black sticky web from
its rear end at a Close or Nearby target. On a 6+ Hit, the
target is ENTANGLED.

vulnerabilities
[Starfell-make] weapons inflict +2 Dread to inkpot spiders.

47
king klik abilities
Come To King Klik, My Kilorats!
Once every Combat, may summon 1d8+1 kilorats (L3-G).
Level 3 Kilorat Parley Attack Defense Pounce
Champion
1 +2 -1 May charge attack a Nearby or Faraway target with
Courage: 21
Advantage. On a 9+ Hit, the target is knocked Prone and
Entangled by King Klik’s weight.
Block Dread Actions
Large Plague Bite
0 1d8 2
A target hit by King Klik must make a Vitality Check (-1
for each time they’ve been hit by kilorats in the combat).
On a 2-, the target contracts Rat Plague. Rat Plague
acts as Poisoned, and if it isn’t cured in a day, the victim
becomes riddled with odorous boils that inflict -1 to all
Social Checks.
WALLY'S WAFFLES AND RATS!

48
scumseer slurpworm
Level Classes Parley Attack Defense Level Classes Wrangle Attack Defense
1–7 G, B, C 1 +1 -1 1–6 G, B 1 +1 +0

Medium, Block Dread Actions Medium, Block Dread Actions


Group/Horde 0 1d6 1 Any Number 0 1d6 1

abilities abilities
Lure Slurp
Scumseers have telepathic powers that lure wanderers On a 9+ Hit, the target is ENGULFED, as the slurpworm
near their dark waters. All Close, Nearby and Faraway attaches its mouth around their face; or, the target is
targets must make a Mettle Check to resist the urge to ENTANGLED if the slurpworm attaches to another body
investigate the water. part like the legs. Checks to escape suffer Disadvantage
if multiple slurpworms are attached.
Snatch
On a 9+ Hit, the target is ENTANGLED by the scumseer’s Strike and Burrow
tentacled hands. On land, the target is pulled toward the Once every 3 rounds, a slurpworm can make a Strike
water. In water, they become ENGULFED. and Burrow Attack. On a 6 –8 Hit, the slurpworm can’t
be Counterattacked as it burrows into the ground and
vulnerabilities avoids all attacks until the next round.
Though they can emerge from water to fight on land,
they are quite vulnerable doing so, and suffer +2 vulnerabilities
Defense. Both [starfell-make] and [cold steel] weapons Slurpworms can be scared off with fire, which usually
inflict +2 Dread against scumseers. causes them to slither away into any sort of crevice, or
rapidly burrow into loose earth.

WALLY'S WAFFLES AND RATS!

49
double the

 

treasure, double
 the trouble

 
WRITTEN BY JP COOVERT
ART BY JP COOVERT AND SEAN KIERNAN
DOUBLE THE TREASURE, DOUBLE THE TROUBLE

adventure tone: derring-do


A dangerous, daring, heroic Level 3+ adventure
(The Lord of the Rings / The Hobbit / The Princess Bride).

50
background
What’s better than plundering one shipwrecked treasure? Plundering TWO shipwrecked treasures! Word on the
high seas is that a pair of famous pirate ships, the Mermaid Chum and the Picaroon Doubloon, have crashed into the
treacherous Razor Ruin Reef. Rumor has it, they were both carrying big scores of stolen gold.
Getting all that treasure won’t be easy. Apparently, a truly terrifying creature lives in the lagoon at the center of
the reef. It’s up to the PCs to investigate the dangerous coral reef, explore the shipwrecks, and hopefully find some
treasure without meeting their doom.

where the pcs come in…


On the way to Hornswoggle Port (by land or by sea) the PCs hear rumors of the two
shipwrecks and their treasure hoards. If the PCs inquire about passage to Razor Ruin Reef,
no sane captain will agree to endanger their ship on such a voyage. But the quortle, Ellshy
Snapper, is no sane captain!
Ellshy offers the PCs passage to the reef, in exchange for a 60/40 split of any treasure they
find. She tells the PCs they’ll need a way of navigating the Razor Ruin Reef outside of the
boat. Luckily she has just the solution: Shellmets, helmets made of whiffer turtle shells that
allow the wearer to breathe underwater for an hour at a time. She asks to meet at the docks
just before sunrise the following day.

ELLSHY SNAPPER
An old sun-cracked quortle with a busted up skiff that barely floats, Ellshy is known among
the pirates and sailors of the Scalawag Strand as a wily smuggler and blockade runner.

DOUBLE THE TREASURE, DOUBLE THE TROUBLE


 Traits: Schemer, impatient, cracks wise.
 Motivation: Get rich without doing all the dirty work.

travel procedures
Ellshy sails the PCs through the Shipwreck Straits for a full day before they spot the two stranded ships on the
horizon. Even though her skiff is light and can maneuver in shallow water, Ellshy is unable to navigate into the Razor
Ruin Reef. It’s just too full of razor sharp coral. The PCs will have to swim. Plus she’s heard a KRAKEN lurks somewhere
in the reef.
Ellshy and the PCs sail in from the top right corner of the map. They move 1 Hex at a time, which takes about an
hour (one-sixth of a Travel Turn).

51
DOUBLE THE TREASURE, DOUBLE THE TROUBLE

52
the reef
The shallow reef (the Hexes surrounding the lagoon) is a maze of colorful, razor sharp coral. Navigating the waters
and reef surrounding the lagoon is treacherous. Roll on the Reef Encounter Table whenever the PCs move into a
new reef Hex. See Bestiary Vol. 1 for Adversary entries.

REEF ENCOUNTER TABLE

1d12 reef encounter


1 Hungry LIGER SHARK (L5-B).
2 A group of CRAWLBADS (6xL3-G, 1xL4-B) defend a nest of eggs.
3 BARBECUDAS encircle the PCs.
4 Three REEF NYADS (L2-B) ambush! They are fascinated by the PCs’ shoes.
5 FROST JELLIES float by, making the water freezing cold.
Getting close to a rare boom-boom polyp causes the coral to expand rapidly, before exploding in a burst of boiling
6
water. Athletics Check: On a 5-, PC suffers 1d8 Dread.
7 Make a Nimbleness Check to avoid being scraped by Razor Ruin coral for 1d8 Dread.
8 A strong undercurrent drags the PCs into a new Hex. Roll 1d6 to determine the direction (1 = North, 4 = South, etc.).
A group of friendly SELKIES dart around the edges of the reef. They wonder why the PCs would come to such a
9
dangerous part of the sea.
10 A safe sandbar.
Nuppy, a lost FINFOLK clings to a clump of coral. He would greatly appreciate directions out of the Razor Ruin Reef.
11 Before the PCs get a chance, he darts away, terrified as the ground shakes and the current stirs: “The shadow! It’s close
by! Doom comes for us all!”
Chandler, a sunbathing KRABRAK , is a chilled-out surfer who shreds the swells near the reef. He assumes the PCs must be
extreme thrill-seekers to be snorkeling in the Razor Ruin Reef, but warns of a “most uncool creature” living in the lagoon. If
12
asked, he describes a safe path through the coral (PCs continue to their destination without rolling on the Reef Encounter

DOUBLE THE TREASURE, DOUBLE THE TROUBLE


Table).

the lagoon
The jagged coral maze surrounds a tranquil 100’ deep lagoon. An enormous KRAKEN named Dracuid prowls the
serene waters he calls home. Whenever the PCs move into a new Hex in the lagoon, they must make a Sneak Check
or be noticed by Dracuid.
During the day
 The water is vibrant blue and serene.
 Kindle krill (tiny glowing fish) nibble on the reef around the outer edge of the lagoon.
 Dracuid sleeps in his burrow, but is easily awoken by disturbances in the calm lagoon water.
At night
 The kindle krill gather in the lagoon as a massive undulating school. They dance and sing (sounds like gentle,
dampened hum) and illuminate the lagoon in a soft purple light. Their glowing heat warms the lagoon.
 Dracuid wakes and moves to the surface to feed on the partying krill before vigilantly patrolling his domain.

53
DRACUID, THE KRAKEN OF RAZOR RUIN REEF
Dracuid is a powerful, hulking shadow that deftly navigates the Shipwreck Straights.
The razor sharp reef cannot cut his tough skin, cannonballs cannot bruise him,
and there are no predators capable of challenging his mighty strength. Dracuid’s
tentacles can easily crush the biggest ship and his multiple eyes can see perfectly
in the darkest of waters. He strikes fear in the hearts of even the most intimidating
creatures. But once you get to know him, Dracuid is actually a really nice guy.
Dracuid moved into the Razor Ruin Reef thinking there would be lots of other
creatures to become friends with, but he isn’t having much luck, especially with the
recent arrivals of the two pirate ships. Dracuid is frustrated by the unresponsive
skeletal crew of the Picaroon Doubloon. And the ghosts aboard the Mermaid Chum,
well, a kraken can’t be friends with anyone that’s afraid of water—it just won’t work.
 Traits: Intimidating, very friendly, super needy.
 Motivation: Make lifelong friendships.

meeting dracuid
Dracuid curiously investigates any unusual movement in the lagoon. He eagerly (some would say over-eagerly) greets
newcomers in an attempt to make new friends, staring them down with huge, investigating eyes and excited, booming
introductions.
 “Greetings, little people. What brings you to this wonderful lagoon? Would you like a tour? What’s your favorite
color? Do you like kindle krill? Oh! Will you stay for supper? I think you should stay forever! We can be best friends!”
 Dracuid tries his hardest to get to know the PCs and keep them in the lagoon at all costs. He blocks their
escape with his huge tentacles, negotiates deals for treasure, and
even guilt trips the PCs with tears and lonely sob stories.
Anything to get them to stay, forever and ever.
 “Why is everyone so afraid of me? I’m a really nice guy,
promise!” The ground shakes, currents shift, and coral
DOUBLE THE TREASURE, DOUBLE THE TROUBLE

cracks as Dracuid’s tentacles swing about.


 “You’re just like those dumb ol’ dead pirates. Only
caring about gold and their stupid ships. What
about friendship?! Isn’t that worth more
than some silly coins and planks
of wood?! Wouldn’t you rather
have a big, huge, wonderful
friend like me?”

It’s difficult to anger Dracuid


into attacking. But if the PCs act
truly unkind, he rages in a fit of
tears, grabs the PCs, and throws
them all the way out of Razor Ruin
Reef.

54
hex 1: the picaroon doubloon
An imposing ship painted black with a skeletal carved figurehead. The main mast and sail are missing, appearing as
though it was snapped clean off, stranding the ship.
Ten mindless SKELETONS (5xL3-G, 5xL3-B) stand idly on the deck. Their skeletal captain paces back and forth near
the helm.

CAPTAIN ASH PICKERING


A skeleton with a fancy, gold-feathered captain's hat, peg-leg and hook
hand. The skeleton’s beard is actually the legs of a hermit crab, the real
Ash Pickering. The crab is operating the skeleton like a puppet and is not
undead. Captain Ash commands her skeletal crew with authority and
discipline. They follow her in every direction. What she says, goes! Dracuid
“attacked” their ship, snapping the mast and sail, sending it to the bottom
of the lagoon when Ash explained they were just passing through. They’ve
been stranded since.
 Traits: Brash, controlling, true swashbuckler.
 Motivation: Retrieve the broken mast. Captain Ash will part with half
the treasure in her hold (Roll six times on the Pirate Treasure Table) if
the PCs can return the mast and sail without Dracuid noticing.

hex 2: broken mast and sail


Bones are scattered all over the lagoon floor, the broken mast resting peacefully amongst the carnage. Dracuid has
been obliterating any skeletons trying to carry the mast out of the lagoon. The sail (black with a white painted skull)

DOUBLE THE TREASURE, DOUBLE THE TROUBLE


has drifted closer toward the Kraken’s Burrow (Hex 6), gently floating near the sea floor.
A camouflaged SCUMSEER (L6-B) watches the PCs. If they approach the mast or sail, it makes itself known,
demanding they hand over an item of deep personal value. If they refuse, it shrieks, alerting Dracuid while it
disappears from sight.

hex 3: poo cave


The water is murky around the entrance to a large but shallow cavern. This is where Dracuid uses the bathroom.
Three voracious MUNGS (2xL3-B, 1xL3-C) guard the cave. These slimy creatures eat Dracuid’s dung and filter the
water as best they can. They take their job very seriously, are highly territorial, and don’t like to share their food.
Dracuid doesn’t enjoy their company. He finds their obsession with his poo unpleasantly weird.
A small pile of undigested treasure lies within the cave (roll twice in the Pirate Treasure Table).

55
hex 4: the mermaid chum
A massive green and silver painted ship with translucent, spectral sails has been lifted out of the water and grounded
on the jagged reef.
A crew of twenty ghostly PIRATES (L5-G), made up of every folk, defend the ship by shooting phantasmal
cannonballs at anyone approaching by boat (Mettle Check to avoid suffering 1d6 Dread from fright). Swimmers are
safe to approach, but won’t be let aboard without drying off and speaking with the captain first.

CAPTAIN VINCENT BOUDREUX


The ghost of a wug with thick sideburns, a long, fancy green jacket, and four
blunderbuss pistols on his hip. Two hundred years ago Vincent broke the heart of
a powerful WITCH named Beryl Ballast. Now he commands a crew bound in death,
cursed to sail the Scalawag Strand for eternity. Ghosts can’t swim, obviously, so
they’re all afraid of the water.
 Traits: Greedy, distrustful, comically scared of the water.
 Motivation: Find the treasure and cure the curse! If the PCs agree to return
it, he will reluctantly allow them to keep any Magic items they find, but
absolutely no Gold Coins.

The Curse and the Kraken


The only way to break their curse is to obtain a ridiculous sum of gold (100 pouches worth). After a season of piracy
around Terror Island, a storm blew them into the Razor Ruin Reef where they encountered the kraken.
Once Dracuid learned the ghosts were afraid of water, he lifted the Mermaid Chum out of the lagoon and placed
them onto the reef. Unfortunately, the move cracked the hull and the entire treasure trove went spilling into the
lagoon. The Mermaid Chum retaliated with cannons!
DOUBLE THE TREASURE, DOUBLE THE TROUBLE

The crew watches the lagoon closely. If they see the PCs try to steal the treasure, they fire on them.

hex 5: treasure trench


Gold Coins and treasure chests from the Mermaid Chum have spilled into the deepest part of the lagoon. The narrow
trench is dark and cold. Roll on the Pirate Treasure Table up to six times to determine what treasure the PCs can find.
Carrying treasure out of the trench during the day causes a bright reflection in the clear blue water, alerting Dracuid
to the PCs’ presence.
An EXAJELLY (L5-C) drifts through the trench, slowly eating loose Gold Coins.

hex 6: kraken’s burrow


A wide open stretch of sand at the center of the lagoon. During the day, Dracuid settles into the floor of the lagoon,
letting the silty base cover him like a blanket. The burrow becomes a large sandy hill in the middle of the lagoon.
At night, any activity in the flat, sandy burrow is clearly visible from adjacent hexes.

hex 7: coral clump


A colorful grove of pocked coral sprouts from the lagoon floor. A gang of five LIGHTNING EELS (L2-B) surround the
PCs, threatening violence.
Bolton, Elektra, Flash, Sparky and Zazz are relentless bullies that talk a big game. If they stir up too much trouble,
especially if they shock the water, Dracuid takes interest. The cowardly lightning eels will scurry back into the safety
of the Coral Clump. If they had legs, their tails would be securely tucked between them!

56
hex 8: captain’s rest
The barnacle-covered wreckage of another, smaller pirate ship sprawls across the bottom of the lagoon. It’s been
here for decades. The remains of Captain Goldtooth Gibbons are chained to the mast. He is wearing a crimson
captain's hat and jacket and has a single shining gold tusk. A piece of leathery parchment is stuck to his chest with a
dagger. It reads: “Greed leads to a watery grave. - Mutineers of the Golden Rascal.” Only one piece of treasure (roll
on the Pirate Treasure Table) remains in the hold of the crumbling ship.

pirate treasure table


1d20 pirate treasure
1 Silver. 1d4 pouches worth.
2 Gold! 1d4 pouches worth.
3 Lots of Gold! 1d8 pouches worth.
4 Small chest of Gold. 2 pouches worth.
5 Big chest of Gold. 4 pouches worth.
6 Ancient Coins! 2 pouches worth.
7 Shining Emerald. Worth 3 pouches of Gold.
8 Gleaming Ruby. Worth 2 pouches of Gold.
9 Luminous Pearl of the Great Clambini. PC immediately gains a Stat Boost.
10 Barrel of Stalwart Glog. Drink to gain +2 to Vigor Skills and -1 to Knack Skills for the session.
11 Adorned Spyglass. Grants +1 to Perception and Search Checks made from a distance.
Fate’s Patch. Eyepatch that allows the wearer to see a moment into the future. Once every session, roll 1d12: the result is
12
the outcome of the PC’s next action, if taken.
13 Miss Opal’s Necklace. Turns a single Complete Failure into a Complete Success, then breaks.

DOUBLE THE TREASURE, DOUBLE THE TROUBLE


14 Deathcheater Ring. Grants Advantage to Resist Wounds and Defy Death Checks.
15 Lucky Key. Can unlock any door. 3 Charges.
16 Waterproof Torch. A torch that does not extinguish when wet.
17 Gurt’s Leg. A wooden pirate leg great for smashing stuff! Inflicts +2 Dread.
18 Swash-Buckler. Small shield that grants +1 to Nimbleness.
The Double Cross. A Relic dagger with a basket hilt. Rolling a 1–2 is considered a Critical Hit. Rolling a 12+ is a Critical
19
Miss.
20 Treasure Map. Leads to MORE TREASURE! Roll 2 Treasures.

adventure conclusion
Ellshy Snapper is asleep in her skiff, patiently waiting for the PCs’ return. If they come back empty handed, she’ll
demand payment—anything of value, before returning to Hornswoggle Port. She also wants her shellmets back.
Dracuid will gladly help the PCs complete the pirate captains’ quests, as he’s glad to be rid of them, but only if they
agree to stay in Razor Ruin Reef forever.
If the PCs can convince Dracuid to let them leave in an amicable way, he remains their staunch ally, protecting them
from danger wherever he can in the Shipwreck Straits.
Both captains maintain their side of the bargain (pirate’s honor!) if the PCs can complete their quests.

57
captain ash captain vincent
pickering boudreux
Level 6 Pirate Parley Attack Defense Level 5 Pirate Parley Attack Defense
Skeleton Champion Ghost Bruiser
Courage: 32 1 +2 +0 Courage: 20 1 +1 -2

Block Dread Actions Folk, Solo/Group, Block Dread Actions


0 1d8 2 Undead 0 1d8 1

abilities abilities
Sealegs Blunderbusses
Gain +1 to all Checks while in a Conflict on a ship. Once every round, may fire a blunderbuss inflicting 2d8
Dread.
Swashbuckle
May swing from ropes, rigging, or other dangly things Scare
to attack a Nearby or Faraway target, and then move At the start of a Conflict, all who see a ghost or Group
to Faraway range. The pirate can’t be Counterattacked of ghosts must make a Mettle Check. On a 5-, they are
except by a ranged weapon. FRIGHTENED.

Fleshless Incorporeal
Skeletons gain +1 Block against bladed weapons. A ghost’s Attack cannot be Blocked or repelled by any
means other than a Magic item or Relic specifically
Undeath Rattle
designed to do so. Mundane and Magnificent weapons
When Defeated, may make a final attack against a Close
(except [cold steel]) inflict Dread with Disadvantage
DOUBLE THE TREASURE, DOUBLE THE TROUBLE

target.
against them. Ghosts can pass through solid objects,
including living beings, without hindrance.
Telekinesis
May levitate objects and knock things over from a
distance. As a ranged Attack, may fling an object at a
target.

58
dracuid exajelly
Level 9 Champion Parley Attack Defense Level 5 Champion Wrangle Attack Defense
Courage: 66 2 +2 +1 Courage: 37 1 +2 +1

Huge, Solo, Block Dread Actions Block Dread Actions


Huge, Solo, Aquatic
Aquatic, Fast 0 1d8 4 0 1d10 3

abilities abilities
Mighty Tentacles Crackling Tendril
On a 9+ Hit, the target is ENTANGLED, or ENGULFED if Once every round, may make a Crackling Tendril Attack.
the target is underwater. On a 9+ Hit, the target is BURNING , if not underwater.
Disappear & Destroy Stunning Tendril
Once every Combat, may disappear into its Once every round, may make a Stunning Tendril Attack.
surroundings, avoiding all subsequent attacks in the On a 6+ Hit, the target is STUNNED.
round. It reveals itself in the following round, and acts
Brain Meld Tendril
first in Combat.
Once per target, may meld with the target’s thoughts.
Ink Cloud The target suffers Disadvantage for the Conflict (Mettle
Once every Conflict, may release a massive, disorienting Check to resist). Additionally, the exajelly learns all
cloud of ink. Close, Nearby, and Faraway targets suffer surface level details of the target’s life.
Disadvantage for the rest of the Conflict (Perception
Check to resist). On a 2-, the target suffers short term
amnesia and forgets who or where they are.
vulnerabilities
Exajellies are fascinated by the thoughts of folk and

DOUBLE THE TREASURE, DOUBLE THE TROUBLE


become docile if a target willingly gives up their mind.
Anyone who does so suffers Dread and -1 Knowhow
until they recuperate.

59
lightning eels mung
Level 2 Bruisers Wrangle Attack Defense L3-B Courage: 11 Parley Attack Defense
Courage: 8 1 +1 -1 L3-C Courage: 18 1 (D) +0 -1

Medium, Group, Block Dread Actions Block Dread Actions


Medium, Group
Aquatic, Fast 0 1d8 1 0 1d6 1

abilities
Corrode
On a 9+ Hit, the target’s Mundane weapon, armor, or
item in their possession corrodes. On a Critical Hit, a
Magnificent weapon, armor, or item corrodes.
Engulf
On a Critical Hit, the target is ENGULFED, completely
covered by the mung’s oozy body. If the target is
Defeated by being ENGULFED, the mung consumes all
non-Magic items.

vulnerabilities
Gelatinous goos gain Advantage on Attacks and Dread
against mung.
DOUBLE THE TREASURE, DOUBLE THE TROUBLE

abilities
Lightning Arc
Once every 2 rounds, may make a ranged or
melee Attack with an arc of lightning. On a 9+
Hit, the target is STUNNED and 1d4 Close
targets suffer half Dread.

vulnerabilities
Lightning eels are susceptible to
overloading their electric charge if
they ingest anything metal, even
coins or small trinkets. Whenever
they use their Lightning Arc
thereafter, they also inflict Dread
to themselves.

60
pirates skeletons
Level 5 Goons Parley Attack Defense (L3-G) Courage: 3 Parley Attack Defense
Courage: 5 1 +1 +0 (L3-B) Courage: 10 0 +0 -1

Block Dread Actions Block Dread Actions


Folk, Horde Folk, Horde, Undead
0 1d8 1 0 1d8 1

Sealegs
Gain +1 to all Checks while in a Conflict on a ship.
abilities
Fleshless
Swashbuckle
Skeletons gain +1 Block against bladed weapons.
Once every Combat, may swing from ropes, rigging,
or other dangly things to attack a Nearby or Faraway
target, and then move to Faraway range. The pirate
can’t be Counterattacked except by a ranged weapon.

scumseer
Level 6 Bruiser Parley Attack Defense
Courage: 18 1 +1 -1

DOUBLE THE TREASURE, DOUBLE THE TROUBLE


Block Dread Actions
Medium, Solo
0 1d6 1

abilities
Lure
Scumseers have telepathic powers that lure wanderers
near their dark waters. All Close, Nearby and Faraway
targets must make a Mettle Check to resist the urge to
investigate the water.
Snatch
On a 9+ Hit, the target is ENTANGLED by the scumseer’s
tentacled hands. On land, the target is pulled toward
the water. In water, they become ENGULFED.

vulnerabilities
Though they can emerge from water to fight on land,
they are quite vulnerable doing so, and suffer +2
Defense. Both [starfell-make] and [cold steel] weapons
inflict +2 Dread against scumseers.

61
 true love's


kidnapping
 
WRITTEN BY KIENNA SHAW
ART BY SEAN KIERNAN

TRUE LOVE’S KIDNAPPING

adventure tone: derring-do


A dangerous, daring, heroic Level 3+ adventure
(The Lord of the Rings / The Hobbit / The Princess Bride).

62
background
In the scrabbling war for power and prestige in Fleabag County, alliances are forged in the fires of arranged marriages,
and the air is abuzz with the news of the upcoming wedding between Lady Celina, beloved daughter of the noble
Posyfield House, and Sir Samuel Samson, a Felmog knight and corporate magnate of great wealth. This arrangement
has been widely celebrated, especially as Sir Samson proved his courage and won Lady Celina’s hand by rescuing her
from the dread Dragon Queen, Letinthe. While everyone expects Lady Celina to be excited for the highly anticipated
nuptials, rumor has it that she’s been uncharacteristically despondent.

the hook
Lady Celina Posyfield, the beautiful boggart heir of the Posyfield fortunes, is trapped in an engagement she had no
say in. Desperate for freedom from noble life and a loveless relationship with the pompous, human Felmog magnate,
Sir Samson, she sends a wedding invitation to the PCs. Hidden in the invitation is an offer to hire the PCs for the
royal sum 3 pouches of Ancient Coins. The letter asks them to infiltrate the wedding ceremony, kidnap her, and
help her run away to the Dustwall Mountains. It also includes a secret passphrase for identification, which is “The
mountain’s journey is long, but the sun is warm and bright.” What she doesn’t tell the PCs is that she’s going to the
Dustwall Mountains to reunite with her true love, the Dragon Queen Letinthe.

where the pcs come in...


Posyfield Manor in Thurf is bustling and full to the brim with busy staff, stoic guards, and excited wedding guests. No
expenses have been spared, with every inch of the mansion decorated with silk, precious gems, and the magic flowers
which blink in and out of existence that are the Posyfield House’s pride and joy. If the invitation is shown at the door,
the PCs are ushered into the banquet hall fitted for the wedding ceremony which begins at 3 o’clock sharp.

notable npcs

LADY CELINA
Raised as the golden child of the Posyfield House, Lady Celina dreams
of a world free from the social prison of nobility. She spent most of her
adolescence daydreaming of heroes and adventurers, and would frequently
sneak out of her house in increasingly daring ways to explore the world and
learn the unladylike skills of survival and swordsmanship.
She met Dragon Queen Letinthe on one of her secret excursions,
and the two quickly became friends who shared a vision for a world
where they didn’t have to strain against the chains of expectations and
misunderstandings. Over time the two fell in love, and they made a
promise to be together forever. Lady Celina gave Dragon Queen Letinthe

TRUE LOVE’S KIDNAPPING


one of her handkerchiefs and a pressed flower as a token of that promise.
 Traits: Adventurous, romantic, stubborn.
 Motivation: Dance to her own tune and stop being so stifled by
tradition and family expectations.

Lady Celina’s Secret Lady Celina In Combat


Lady Celina is reluctant to share the real reason that While she doesn’t have much practical experience
she’s headed to Dustwall Mountains, as she’s afraid that in adventuring, she is trained with a sword. She’s a
the PCs would back out of the job. Over the course of boggart in need of help but she’s not a damsel in
the journey to the mountain she asks leading questions distress, and acts as an Ally for the PCs. (Attack:+1,
about the PCs’ thoughts about the Dragon Queen, and Dread:1d8, Defense:+0, Courage:14, Mettle:+1).
insists that the Dragon Queen is simply misunderstood.
She will share the truth if the PCs seem open-minded,
and ask them to help her make it to her beloved.

63
SIR SAMSON
Sir Samuel Samson is a young, spoiled Felmog noble given control of his
family’s mass-market weaponry business, and very recently knighted after
his brave act of defeating the Dragon Queen Letinthe. Charming and
dashing to his fellow elite, he is disdainful and dismissive of anyone who he
sees as lower class.
Though he claims that he rescued Lady Celina from a dangerous
encounter with Dragon Queen Letinthe, the truth is that he spotted Lady
Celina sneaking out of her home and followed her, therefore discovering
the secret relationship between the dragon and the boggart. Seizing upon
the opportunity for a politically and financially advantageous marriage, Sir
Samson blackmailed Lady Celina, promising her that if anyone found out
the truth, the Dragon Queen would be hunted down to the edges of Eem.
 Traits: Haughty, charming with nobility, rude to lower classes.
 Motivation: Climb the social ladder and make a fortune doing it,
namely, through marrying Lady Celina.

Sir Samson’s Plan


Sir Samson cares less about Lady Celina’s happiness and more about his image and the boons that the marriage would
bring. He'll be so thoroughly humiliated by the PCs at his own supposed-to-be wedding that he seeks revenge against
them. And he’s desperate enough to marry Lady Celina that he’ll follow her and the PCs into the Dragon Queen’s lair.

DRAGON QUEEN LETINTHE


From the time she was a hatchling, Dragon Queen Letinthe was feared by those who knew of her presence and name.
Her infamy lingers throughout the Mucklands, and even the PCs may know terrible stories about her. However, nearly
all of these stories are a matter of mistaken identity. The real terror of Fleabag County is a dragon called the Scarlet
Wyrm. After years of trying to clear up the misunderstandings, Dragon Queen Letinthe retreated into the Dustwall
Mountains, keeping to herself. Over time she gathered a small group of loyal SCRAGGLES who found refuge in her
caves, tasked with maintaining her library. Once in a blue moon, Dragon Queen Letinthe ventures out of her lair to
gather treasure and books to better understand the world that shuns her.
It was on one of these treasure seeking excursions that she met Lady Celina. Though she was initially wary of Lady
Celina, she quickly fell in love with the genuine-natured and kind boggart. When the two of them promised to be
together forever, Dragon Queen Letinthe gave Lady Celina her heartscale, the scale that protects the most vulnerable
part of her body.
 Traits: Reluctant with people, romantic,
book wyrm.
 Motivation: Celebrate true love
and live peacefully, far from the
misconceptions and fears of folk
TRUE LOVE’S KIDNAPPING

who don’t understand her.

64
npcs at posyfield manor
The manor is filled with noble guests from across the Mucklands alongside staff from the Posyfield House and Sir
Samson’s retinue, all passing the time before the ceremony with idle gossip about the couple and wedding. The
Posyfield family can trace its noble roots all the way back to the Boggarts of Munch.

EMINENCE PRISS BARON CRISKIN


A bugbear noble, invited by Sir Samson to the wedding. A boisterous goblin baron invited by the Posyfield
They wear a large hat decorated with taxidermied House. She’s rousing the spirits of the guests around
birds, blocking the view of other guests, as they her with a friendly demeanor and some of her special
eagerly try to whisper gossip at anyone who will listen. moonshine.
 Traits: Gossiper, elegant, judgey.  Traits: Gregarious, generous, tends to butt in.
 Motivations: Climb her way up the social ladder  Motivation: Generate profits and amass riches in
by knowing a thing or two about other people’s her various factories.
secrets.
“What a beautiful day and wedding! Though it feels
“I’ve heard that Lady Celina has been secluded in like everything is brighter these days, now that we
her tower room ever since the engagement. I know of don’t have to worry about that awful Dragon Queen
brides ensuring that their husbands don’t see them parading around. Her mere presence cost me a whole
before the wedding, but this is quite extreme, don’t quarter’s worth of profit at the factories, with the
you think?” workers too scared to show up!”

SIR TRUNDLE
The right-hand man of Sir Samson, Sir Trundle is a stocky WISP’O WHISPER WHISTLE
bogril knight with silver armor and a purple cape. He’s A welkin bard hired to provide accompaniment
quite emotional, and trying hard not to cry as he stands for the ceremony. They’re in the midst of drafting
guard by the door. a song commissioned by Sir Samson to sing of his
 Traits: Overly emotional, loyal, overly enthusiastic. accomplishments. Wisp’o is visibly bored by the task.
 Motivations: Serve Sir Samson with distinction.  Traits: Bored, unimpressed with nobility, slightly
mischievous.
“Oh, look at my lord! How magnificent he is, how grand!
 Motivation: Earn coin so they can travel far away
The hero who defeated the Dragon Queen, and defender
from the politics of the Mucklands.
of all the Fleabag County. It’s such an honor to be
assigned as his guard here, to protect him and the lovely “Honestly, if you ask me, Sir Samson is a little too big for his
Lady Celina on this most important day!” britches. I know, he was the one who saved Lady Celina,
but it seems pretty far-fetched that he single handedly
dueled the Dragon Queen. Most people don’t even know
what she looks like, and this guy manages to find her,
defeat her, and banish her to the mountain? I don’t think
so. Plus, Lady Celina definitely deserves better.”

TRUE LOVE’S KIDNAPPING

65
rescuing lady celina Crashing the Wedding
If the PCs decide to wait until the ceremony begins,
Depending on the timing of the PCs' arrival and their they are seated at the very back of the banquet hall.
plans, they may decide to try and rescue Lady Celina  Ten GUARDS are stationed around the perimeter of
from her room before the ceremony, or wait until the the room, including Sir Trundle, Sir Samson’s right-
ceremony begins to make a more flashy entrance. hand man who stands guard right at the door to the
Getting Ahead banquet hall.
If the PCs decide to get ahead of the ceremony, they  The officiant, Lady Celina, and Sir Samson all
can make their way to Lady Celina’s room at the top of stand together under a stained glass fresco of a
the highest tower in the manor. camellia in full bloom under a moon. An ornate and
 The door to the tower is guarded by four of Sir overburdened crystal chandelier swings precariously
Samson’s GUARDS . They’re tired and hungry, having above the couple, held in place by an iron chain
been on duty for several hours, and can easily wrapped with vines and flowers.
be bribed away from their post with food or the  Lady Celina notices the PCs and gives them a
promise of someone else taking up guard duty. pleading look to help her. If the PCs go ahead and
 The spiral stairs up the tower are narrow and steep. “kidnap” her, she plays the over exaggerated part
The walls are covered with tapestries illustrating the of the damsel in distress. If the ceremony nears
grand history of the Posyfield House, including the completion or the PCs get into trouble, she takes
fact that the Magic flowers they cultivate once came matters into her own hands by grabbing Sir Samson’s
from Epoli. ceremonial sword, making wild threats and excuses
 If the PCs speak the passphrase correctly, the until she can grab the PCs and escape.
door unlocks to Lady Celina’s room. The PCs find Getting Caught
Lady Celina halfway out the window, wearing If the PCs are caught and captured during their daring
her wedding dress and sensible boots. She’s attempts at rescuing Lady Celina, they’re thrown into
unsurprised by the PCs' arrival, scolding them for jail at the behest of Sir Samson. This incident delays
taking so long before asking them to lock the the wedding until 7 o'clock, which gives Lady Celina
door again and help her escape through enough time to break the PCs out of jail by bribing
the window. If the PCs ask about their the warden with the entirety of her allowance.
payment, she insists the money will be
waiting for them at their destination
(which is true).
 If the PCs make too much noise or
take too long, Sir Samson
himself alongside a
group of his GUARDS
attempt to get into
Lady Celina’s room.
TRUE LOVE’S KIDNAPPING

66
the dragon queen’s lair Area 3: Dragonscale Cave
Gleaming dragon scales, claustrophobic passages, ghostly
Getting to the Dungeon snores.
 The Dragon Queen’s Lair (42.15) is located 10 hexes  The walls are embedded with sharp dragon scales, left
away from Thurf (34.14). behind by an ancient dragon during their hibernation.
 On the way, there are missing posters for Lady Celina The path through the cave is tight, and requires the
with a mind-bogglingly large reward. Anyone who PCs to walk single-file.
spots Lady Celina has a 3-in-6 chance to recognize  The ground shakes with the roaring cries of Dragon
her, and either cause unwanted attention or give Queen Letinthe, potentially causing the PCs or Lady
chase to “rescue” Lady Celina. Celina to lose their footing and fall into the dragon
 Lady Celina has enough money on her to fund any scales.
travel costs unless she spent her allowance breaking  The scales are imbued with the ancient remnants of
the PCs out of jail. dragon hibernation. Getting cut by a scale causes the
injured person to fall into a magical sleep that lasts
Outside the Dungeon indefinitely until cured by a dragon’s blessing.
The path to the lair is tucked in the Dustwall Mountains,  The exit to Area 4 is a break in the ceiling large
hidden by a forest of ancient trees. enough for a dragon to slink through. Without flight,
Area 1: Labyrinth of Truth and Intentions it can only be reached by smaller creatures through
Reflective stones, twisting paths, unusual reflections. long and precarious winding paths.
 The walls of the labyrinth are built into the mountains Area 4: Library of Understanding
and polished to a mirror-finish. The reflections show Scent of old paper, ornate carvings, chaotic disarray.
illusions of important authority figures from the PCs’  The cries of Dragon Queen Letinthe shake the walls
lives and pasts. They interrogate the PCs, trying to and floors, causing books and scrolls to tumble
pry the truth of why they’ve come to the Dragon from the towering shelves. Some of the tomes are
Queen’s lair. hundreds of years old, filled with valuable history,
 Lady Celina, if she hasn’t shared the truth of her magical secrets, and romance stories.
relationship with Dragon Queen Letinthe, reveals  Five of Dragon Queen Letinthe’s SCRAGGLE followers
it here as she’s confronted by an illusion of her scurry about, trying to tidy up the library and not get
parents. crushed by the avalanche of parchment and vellum.
 Sir Samson and ten of his GUARDS arrive soon after They react with shock if they see Lady Celina, begging
the PCs, having surmised that Lady Celina would her to make up with the Dragon Queen to stop this
come here to reunite with Dragon Queen Letinthe. unending cacophony. If Lady Celina promises to placate
They chase the PCs through the labyrinth, but are their mistress, they hand over the keys for Area 5.
hindered by the illusions who know their malign  The sobbing is loudest behind the locked iron doors to
intent. Area 5, big enough for a great dragon to fit through.
 The labyrinth has no natural exit. The walls only part
and provide an exit to Area 2 once everyone in a Area 5: The Dragon Queen’s Hoard
group has spoken truthfully and with good (enough) Flaming tears, glittering treasures, near-deafening sobs.
intentions.  Dragon Queen Letinthe is completely heartbroken
over the news of Lady Celina getting married.
Area 2: The Obsidian Fields Griefstricken with the thought of Lady Celina
Obsidian glass, blistering heat, sulfuric stench.

TRUE LOVE’S KIDNAPPING


abandoning her, she has locked herself in her lair,
 The open stretch of land between mountains is refusing any company, even from her loyal subjects.
coated with obsidian and uncomfortably hot to Her hoard is filled with every sentimental trinket the
walk on. two ever exchanged, and her sobs rock the Dustwall
 MAGMA WORMLINGS slither underneath the surface, Mountains themselves, as well as many books.
leaving behind pyroclastic flow in their wake. They Dragon Queen Letinthe is curled up in the middle of
attack anything that causes large vibrations in the her hoard, in the midst of wailing. The PCs and Lady
obsidian ground. Celina can barely hear each other over the volume
 A yawning cave entrance in a mountain, large enough of the great dragon’s sorrow, and rocks fall from the
for a dragon, leads to Area 3. ceiling in the cacophony.
 Periodically, the ground rumbles as one of the peaks  Lofty piles of gold, gems, and artifacts from ages past
explodes in volcanic eruption, destabilized by Dragon are all pushed to the edges of the cavern, discarded
Queen Letinthe’s non-stop crying. The volcano spews in favor of the Dragon Queen’s true treasure — gifts
lava, ash, and rock at the PCs. from Lady Celina. These mini mountains of valuables
are perilous: decorative swords, chests, and other
sharp and heavy things threaten to cut and crush the
PCs in a landslide of treasure. If the PCs are caught

67
stealing any of the treasure, Dragon Queen Letinthe Letinthe heals her with a wave of her hand to
considers them hostile and chases them out. reverse the effects.
 Having not moved from this spot in months, Dragon  If the PCs calm Dragon Queen Letinthe by
Queen Letinthe’s scales are slowly turning to dull convincing her that she is in fact someone that could
stone. The only soft spot along her body is on her be understood and loved even if it isn’t by Lady
chest, where her heartscale used to be. Celina, she stops crying and softens toward the
 Dragon Queen Letinthe’s tears are pure liquid fire. PCs. While she isn’t ready for another relationship,
As they pour from her eyes in agonizing heartbreak, she gives the PCs their choice of treasure from her
the tears form burning pools of flames on the stone hoard, and cures any PC afflicted with magical sleep
floor. The tears also cloud Dragon Queen Letinthe’s with a wave of her hand.
eyes, making her oblivious to the presence of the  If the PCs attack or antagonize Dragon Queen
PCs and Lady Celina until they are right in front of Letinthe in any way, or steal any of her treasure, she
her snout. chases them out of her lair, declaring them to be
enemies.
finding happily ever after Sir Samson
Happy endings are hard won, and the PCs have Sir Samson and his retinue of ten GUARDS will show
a role to play in resolving the entanglement of up at the most inopportune time, such as when Lady
misunderstandings, emotions, and star-crossed Celina and Dragon Queen Letinthe finally make amends.
relationships whether they like it or not.  If the PCs stand off and fight with Sir Samson, Lady
Celina joins the fight. Dragon Queen Letinthe,
Lady Celina
assuming she has stopped sobbing and can notice
Lady Celina feels a great amount of guilt for causing
what is happening, also joins if Lady Celina seems
Dragon Queen Letinthe such pain. She second guesses
in mortal danger, or if she and Lady Celina have
herself about whether she’s doing the right thing,
properly reunited and made up.
especially with Sir Samson’s threat hanging over her
 If the PCs distract Sir Samson by antagonizing or
head.
poking fun at him, he attacks the PCs recklessly. In
 If the PCs encourage Lady Celina to be brave and
the chaos, Lady Celina and Queen Dragon Letinthe
reunite with Dragon Queen Letinthe by appealing
make their escape, whether it’s together or not.
to the righteous fight for true love, or by reminding
 If the PCs soothe Sir Samson’s ego by offering him a
her that she needs to do right by her lover, she
more worthy prize than marriage to Lady Celina, he
gathers the courage to speak with Dragon Queen
takes his prize or promise home, sharing a new story
Letinthe.
about how he defeated the PCs but lost Lady Celina
 If the PCs allow Lady Celina to leave but appeal to
to their barbarism.
her hopes for freedom in life, she leaves with the
PCs to go see the rest of the Mucklands. She might
even ask to join the PCs on their adventures. adventure conclusion
 If the PCs let Lady Celina leave without any If Lady Celina and Dragon Queen Letinthe make
intervention or action, she makes to leave the lair amends, they thank the PCs with a swearing of lifelong
but is promptly interrupted by the arrival of Sir friendship and gifts. Dragon Queen Letinthe gives
Samson and his GUARDS . Hopeless, she lets Sir the PCs one of her scales, which can be crafted into a
Samson take her home, to finish their wedding. weapon or tool of great power. Lady Celina gives the
TRUE LOVE’S KIDNAPPING

PCs a seed grown by the Posyfield House, which can


Dragon Queen Letinthe
be used to make a Tea of Teleportation, which allows
In a spiral of despair, Dragon Queen Letinthe is sullen
whoever drinks it to teleport to a known location
and wary of anybody who arrives in her hoard. The
within a day’s journey.
sight of Lady Celina sends her into a tantrum, hurling
accusations of unfaithfulness and abandonment. While
she roars and shouts, she’s more emotionally confused the adventure continues...
than anything, and just needs some reassurance that The PCs make a name for themselves, whether viewed
she deserves to love and be loved. as a group of kidnapping scoundrels by the locals of
 If the PCs convince Dragon Queen Letinthe that Thurf, or as heroes by those who hear the tale of the
Lady Celina truly wanted to be with her by sharing lady who ran away to be with her true love the dragon.
the trials and tribulations that the boggart noble If Sir Samuel survives and hasn’t been given a suitable
went through, she calms down and makes up with prize for his misadventures, he harbors deep anger
Lady Celina. If Lady Celina isn’t present, Dragon towards the PCs, and swears revenge upon them as
Queen Letinthe leaves to find Lady Celina, and long as they’re in Fleabag County.
if Lady Celina is in magical sleep, Dragon Queen

68
dragon queen magma
letinthe wormlings
The dreaded Dragon Queen herself, the red and black Giant eyeless worms with unique adaptations that allow
dragon is not one to be trifled with. She is unlikely to them to live and thrive in the extreme heat of volcanoes.
take the initiative in Combat, but joins the fray if she or They swim within magma streams, searching out minerals
her loved ones are threatened. and metals to feast upon, though they happily gobble
anything up that fits in their obsidian-teethed red-hot
Parley Attack Defense maws.
Level 5 Champion
Courage: 35 2 +3 -1
Attack Dread

Block Dread Actions +1 1d8


Huge, Solo
3 1d12 4

abilities
abilities Metal Melting Maws
Magma wormlings store magma in their mouths, allowing
Dragonscale Armor
them to bite into chunks of metal like paper. They ignore
Dragon Queen Letinthe is covered in red and black
Defense and Block from armor.
scales which are impervious to Mundane weapons.
Gargantuan
At the start of a Conflict, all PCs make a Mettle Check
vulnerabilities
Without eyes, the magma wormlings rely on vibrations
to resist suffering Disadvantage against the dragon on all
and sound to navigate and find prey. They also retreat
Checks during the Conflict.
from cold temperatures and suffer double Dread from
Dwimmerward cold effects.
Resists magic spells and effects with a Mettle Check.
Magic weapons still inflict Dread.
Blackheart Fire
Once every round, Dragon Queen Letinthe
can exhale purple fire at 1d4 Nearby or
Faraway targets. Hit targets are
Burning, and must make a 6+
Mettle Check to resist becoming
Frightened.

vulnerabilities

TRUE LOVE’S KIDNAPPING


Dragon Queen Letinthe
gave away her heartscale
to Lady Celina, leaving a
soft vulnerable spot on her belly.
Critical Hits against her ignore Block,
and a Mundane weapon Hits on a
Critical Hit.

69
sir samson sir samson’s
The newly knighted merchant magnate, Sir Samson
is a human man who leverages both force and wealth
to get what he wants. As the owner of a weaponry
guards
Sir Samson has a retinue of well-trained guards who do
enterprise, the quality of his sword and armor makes him
all of his dirty work. Though they have more brawn than
a dangerous enemy, even if he’s not the most skilled at
brains, they’re loyal to a fault toward Sir Samson, and will
wielding them.
throw themselves in the way of any danger.
Level 4 Warrior Parley Attack Defense
Bruiser Level 4 Parley Attack Defense
Courage: 20 1 +1 -1 Guard Goons 1 +1 +0

Block Dread Actions


Folk, Solo, Minions Block Dread Actions
2 1d8 2 Folk, Group
1 1d6 1

abilities
Guards!
Sir Samson is always surrounded by a group
of his loyal GUARDS . He prefers to sit back
and let them take the brunt of the fight,
only dirtying his hands when there’s no
other option.
Sweeping Strike
Once every Combat, may attack 1d4+1
Close targets.
TRUE LOVE’S KIDNAPPING

70
 
temple of 

 the sarpathi
WRITTEN BY BEN COSTA & JAMES PARKS
ART BY BEN COSTA

TEMPLE OF THE SARPATHI

adventure tone: doom & gloom


A darker, more serious Level 2+ adventure with high stakes.
(The Dark Crystal / Conan the Barbarian / Mad Max).

71
background
There’s trouble in the Mucklands realm. Already a rowdy and unstable place filled with greedy tycoons, cruel river
barons, gutter gangs, dread pirates, and menageries of monsters, a new threat has emerged...
The sarpathi Cult of Ehk: a mysterious society born in the shadows of the old Sarpathi Empire, who have risen from
the Underlands in search of strange relics coveted by their evil hierophants. Folk all over the Mucklands have reported
raids, kidnappings, and worse, at the hands of the snakes. To the west, sarpathi cultists slither into the rolling hills of
the Drippy Downs and the clear-cut wastelands of the Used T’Be Forest. To the east, sarpathi schemers sneak into the
winding waterways of River Country and the smokey slums of Fleabag County. And to the south, sarpathi reavers siege
the uncharted swamps of Quagmash and the perilous seas of Scalawag Strand.
No one but the wisest loremasters knows what the cultists are after: gemstones called the Eyes of Ehk, which, once
collected, can summon the great serpent god Ehk back to the Land of Eem. The denizens of the Mucklands know only
that the mysterious purpose of the sarpathi zealots has plunged the realm into a state of chaos and uncertainty.

the hook
The poor village of Thistle Hill has been ransacked by SARPATHI REAVERS who kidnapped many villagers from their
homes. The remaining villagers don’t know why, but will give everything they have, a pouch of Gold Coins if the players
can help. The villagers believe a sarpathi lair lies somewhere in the hills, but they do not know for certain and aren’t
capable of a rescue without the help of sturdy adventurers.

where the pcs come in...


It’s midnight. You are dead tired after traveling mile upon approach, shielding candles from the wind. You wonder
mile through the stump-filled badlands known as the to yourselves, what are a pair of kids doing alone in the
Used T’Be Forest. The flicker of lamplights catches your center of town at midnight?
attention on the horizon, and you follow their warm glow “Excuse me,” the first child mutters. “We need your
into a small village. You stop with every intention to fill help....”
your bellies with grub and rest your heads on feather Moments later, you find yourselves in the village elder’s
pillows. But something is amiss… hearthlit shanty, surrounded by a handful of worried,
The local folk peer uneasily through their shanty haggard villagers.
windows and shutter them closed. However, two children

notable npcs

SEELY AND KINT


TEMPLE OF THE SARPATHI

A pair of young boggart siblings desperate for help. Seely, the younger
sister, is a bit wiser than her brash older brother Kint. When Thistle Hill
was attacked, Kint tried to save their parents from being kidnapped, but
he was helpless against the sarpathi cultists
 Traits: Whipsmart, brave faces despite being afraid, always correcting
each other.
 Motivation: Save their parents from the cultists.
“You can do it! You’ll show those awful snakes what for!”
“D-do you need my wooden sword? It’s not much, but it hits good.”

72
HAMISH BARGLE
The goblin elder sits cross-legged on a cushion and rubs his crooked back.
Years of labor have made him immobile, but his mind is sharp as a tack!
Hamish is considered the de facto leader of Thistle Hill and its people for
seventy years.
 Traits: Wise, blunt, slow talking.
 Motivation: Protect the people of Thistle Hill and live in peace.
“Those fanatic snake folk are dangerous indeed. A terrible threat! They
use magic, like the wizards of old! Some even say they can transform their
shapes!”
“They called themselves the Cult of Ehk. Long have they been thought to
be little more than a myth. But we know the truth.”

G. BARNUM WANDERBOUT
G. (Gatorbane) Barnum Wanderbout is not your average gnome. A fellow
newcomer to Thistle Hill, he sports a wiry gray beard and a hook for a
hand. In his younger days, the gruff Mister Wanderbout was something of
a fiend hunter, feared by gators, weorgs, and werewolves alike. In recent
days, he has been trailing the sarpathi since their sudden emergence,
gathering information to learn the locations of their strongholds
throughout the Mucklands. Wanderbout knows many old legends of the
sarpathi and is fearful of their secret motives.
 Traits: Aged, seen it all, voice like gravel.
 Motivation: Learn about the sarpathi menace and determine the best
way to fight back against them.
“The sarpathi have threatened the Mucklands for hundreds of years, but
few folk have any idea. Only recently have they emerged from their secret
places to let themselves be seen. Beware their cunning, friends.”
“If I were a younger gnome, spry of foot and finger, I might join you. But
alas, I’d only slow you down. But should you go and should you succeed, I
would be very interested in learning what you’ve seen.”

getting to the dungeon The Eyes of Ehk


What appear to be gemstones are, in fact, the literal
 The Temple of the Sarpathi is located 5 Hexes
eyes of the serpent god Ehk, preserved to remain in this
away from Thistle Hill (which itself can be located
world by foul magic. Sarpathi cultists yearn to collect
anywhere in the Used T’Be Forest). It’s up to you as
all seven Eyes to summon Ehk back to the Land of
the GM to choose which Hexes.

TEMPLE OF THE SARPATHI


Eem, but they are not the only ones after the artifacts.
 Traveling there requires the Used T’Be Forest
Unsavory sorcerers and witches covet the Eyes for their
Random Encounters (see Core Rulebook or The
magic. Each is a powerful relic, but most of their current
Mucklands Book of Random Encounters).
locations are unknown (see Seven Eyes of Ehk in the
Mucklands Sandbox).
the sarpathi The Villain’s Plan
The Cult of Ehk With an Eye of Ehk in their possession, the sarpathi
After centuries of hiding, the sarpathi have returned hierophant Lord Zan’thit and his cadre of cultists strive
to terrorize the Mucklands, led by the Cult of Ehk who to discover the locations of the other Eyes. Lord Zan’thit
believe nothing is more sacred than Ehk—the supreme has instructed his minions to kidnap folk from the
deity, capable of peering through time and space. They surrounding area to sacrifice them during terrible magic
are dedicated to realizing the futures seen through the rituals. He believes that this will please Ehk greatly and
seven powerful Eyes of Ehk—magical gemstones that grant him divine insight.
resemble snake eyes. This dedication has led to the
vicious search and seizure of ancient artifacts to aid their
quest, as well as the capture and sacrifice of innocent
Mucklanders.

73
The Temple
From the surface world, the entrance to the temple looks like some sort of cave or abandoned mine.
But below the ground lies an ancient temple, reinhabited by the sarpathi some time ago. The temple’s
architecture is strange and unfamiliar. Odd angles, uneven stones, and an unnatural air permeate the
place.

Room 3: Chamber of the Ancient


Nearly lightless cave where the air is hot and
Room 2: Chamber of
deathly still.
the Writhing Earth  Azra’kul the SARGOG slumbers, guarding an
Room 1: Chamber of Summoning Dank, musty-smelling stone
Dusty, dry, candlelit stone chamber. Old Hoard (+2), which also contains:
chamber. • A key that opens the door to Room 7.
 A gong that summons 1d6 SARPATHI  Knots of countless SINGE
REAVERS who are guarding the
• A Relic called the Sword of the Phoenix.
VIPERS lie sleeping and
temple. The blade is shimmering yellow-gold,
writhing on the floor. and the metallic orange hilt is warm to
 Urns full of bones. One urn  Four statues of sarpathi
contains Used T’Be tiger bones and the touch.
warriors holding curved ■ Sword of the Phoenix: Grants +1 Attack.
witchweed. polearms line the walls. They
 From the left path wafts a dank, Also grants +3 Dread against snakes
all have two gemmed eyes and snake-like Adversaries. On a Critical
musky smell. worth Silver Coins each.
 From the right, a low guttural growl Hit, the blade ignites in flame and the
 A holey leather boot, target is BURNING. Once every session,
can be heard. presumably belonging to a the wielder may ignite in a magical flame
townsperson lies among the and fly for 1 minute. In this form, anyone
snakes. who touches the wielder is BURNING
(Vitality Check to resist).
 A tunnel leads to a secret door behind the
trough in Room 6.
TEMPLE OF THE SARPATHI

74
Room 4: The Prison Room 6: The Uncanny Font
A narrow, claustrophobic hallway lined with rusty jail cells. Richly decorated, glowing in the light of a hundred
 Hidden pressure plates on the floor release ravenous candles, smells oddly of fruit and sulfur.
CRAG LIZARDS from the cells to the right.  A ritual preparation chamber. Several curved knives
 Two cells on the left house six prisoners from Thistle lie on a table.
Hill. There used to be more, but the sarpathi took  Foul liquid from a trough is smeared on the ground,
them away, never to be seen again. These prisoners also revealing footsteps headed into Room 7.
are sick and weak.  Countless goblets filled with various elixirs sit on a
 Nilly–Seely and Kint’s mother–was just dragged away dais. Some smell sweet. PCs who dare to drink must
from the cell, along with two other prisoners. Their make a Vitality Check to heal 2d6 Courage. On a 5-,
father, Wain, attempts to stand and help, but his legs instead suffer -1 to all Skills and Stats for the day.
give out. He’s in no shape to fight.  The door to Room 7 is locked. Failing to pick the lock
 A welkin knight named Orthonidus sits in one of the triggers a trapdoor in the ground, giving way to a
cells alone. He belongs to an ancient order of welkins spiked pit. Anyone who falls in suffers 1d8 Dread.
called the Secretaries of Zuun. He came with some
of his brethren to find the Sword of the Phoenix, a
great relic rumored to be guarded here. But his fellow Room 7: Chamber of the Eye
knights were all killed. Magnificent stonework, golden central dais, strangely
• The Secretaries of Zuun guard a secret reliquary and impossibly windy.
that houses an Eye of Ehk in River Country (see  Lord Zan’thit, Zithir the Six-Fanged, and four
adventure Eye of the Serpent God). SARPATHI REAVERS surround the dais performing a
• Legend tells that the Sword of the Phoenix was terrible blood ritual. If the PCs used a key to enter,
forged a thousand years ago to repel the coming the sarpathi don’t notice them.
of Ehk. In fact, it is the only thing that can destroy  An Eye of Ehk sits on a plinth atop the dais.
the Seven Sockets at the Snake Shrine (see Seven  Also on the dais are Seely and Kint’s mother and
Eyes of Ehk in The Mucklands Sandbox). However, father, Nilly and Wain, lying alongside two other
the sword was stolen by sarpathi when they villagers. They are completely unconscious as the
raided and destroyed the Secretaries’ primary sarpathi chant horrible, hissing incantations.
stronghold in Skybright Valley (far to the north of  If they aren’t stopped, the sarpathi will sacrifice this
River Country). group of villagers, resulting in the Eye of Ehk flashing
 From Room 5 comes the sound of angry hissing. like a strobe light. Lord Zanthit’s eyes go white as
he trembles and screeches in exaltation. From a
dreamlike vision, he gains insight into the location
Room 5: Chamber of the Past
of another Eye of Ehk at Boiling Lake (see The

TEMPLE OF THE SARPATHI


Brazers burn, light wavers on sandstone walls that are
Mucklands Sandbox).
etched with haunting murals.
 Two SARPATHI REAVERS walk into the room, having just
left the Chamber of the Eye. They bicker briefly that
they belong in the chamber to witness the sacrifices,
not run errands.
 Etchings on the walls depict an almost amorphous
snake god with many heads and shapes, looming in the
sky over a crowd of worshiping sarpathi culists. In the
background, mountains shake and crumble.

75
adventure conclusion
Whether the PCs defeat Lord Zan’thit and take the Eye of Ehk, rescue Nilly and the prisoners, or perhaps accomplish
neither, they will likely learn more about the Cult of Ehk and their rising threat in the Mucklands. The folks of Thistle
Hill are eager to learn what happened.
Returning to Thistle Hill
Seely and Kint
If the PCs return with their parents and other villagers in tow, Seely and Kint will be ecstatic. The PCs have inspired
them to become heroes themselves. Have them run into the PCs later in the campaign as helpful adventurers.
If the PCs fail, Seely and Kint are disillusioned. They end up joining the Tricky Toe Gang. Have them run into the PCs
later in the campaign as pickpockets in a big city.
G. Barnum Wanderbout
Upon returning to Thistle Hill, G. Barnum Wanderbout is eager to learn what happened in the temple. Once told,
Barnum becomes grave and worrisome.
 “It is just as I suspected all these years. The sarpathi Cult of Ehk seeks to control the Seven Eyes once more...so they
can resurrect their evil serpent god Ehk!”
 “Legend tells of an ancient monolith with seven sockets that awaits the placement of the Eyes. Only when all seven
eyes are set, can Ehk be summoned or the monolith be destroyed, and the threat of the terrible, unknowable Ehk be
averted!
 “You were brave to save those folk from the sarpathi. Are you brave enough to save the rest of us?”

the adventure continues…


The Mucklands Sandbox Campaign Setting is filled with Quests, NPCs, and locations that feature the sarpathi and
the Cult of Ehk. Check out the Seven Eyes of Ehk in The Mucklands Sandbox for a complete guide that outlines the
locations of each Eye of Ehk and their associated quests and adventures. The penultimate quest in the sarpathi conflict
takes place in the adventure Eye of the Serpent God.
TEMPLE OF THE SARPATHI

76
azra’kul lord zan’thit
Keeper of the Rites, Azra’kul is powerful and cunning, Favored amongst the sarpathi Cult of Ehk, Lord Zan’thit
even considered an equal to Lord Zan’thit. He only is a blessed two-head hierophant tasked with the honor
follows orders that suit him and the Masters of the Ehk of capturing unsuspecting overlanders and sacrificing
Cult. them to Ehk. Lord Zan’thit believes that once he
sacrifices enough people, the Eye of Ehk will blink and
Level 5 Parley Attack Defense reveal the future to him.
Champion Sargog
Courage: 26 1 +2 +2 Level 3 Champion Parley Attack Defense
Sarpathi Hierophant
Block Dread Actions Courage: 18 1 +2 +0
1 1d10 2 Medium, Block Dread Actions
Solo, Minions,
Dwimmercrafty 0 1d8 3
abilities
Fearless
Sargog make Mettle Checks with Advantage and are
abilities
immune to fire and poison. Life Steal
Whenever the hierophant inflicts Dread, they heal that
Massive Fangs
much Courage.
May make a Massive Fangs Attack. On a Critical Hit, the
target is WOUNDED. Snake Bite
May make a Snake Bite Attack. On a 9+ Hit, the target
Constrictor
becomes WEAKENED (Vitality Check to resist).
Once every round, may make a Constrictor Attack. On
a 9+ Hit, the target is ENTANGLED by the sargog’s coiled Mind Control
body, inflicting 1d6 ONGOING DREAD. No more than 2 Once every round, may ENSORCELL a target (-1
targets may be ENTANGLED at once. Mettle Check to resist).
Blood Spell
vulnerabilities Once every Combat, may use 2
[Starfell-make] weapons inflict +3 Dread to Actions to switch their
sargog. current Courage with a
target’s Courage.

TEMPLE OF THE SARPATHI

77
sarpathi zithir the
reavers six-fanged
Devotees to the Cult of Ehk, the reavers guarding the Zithir is the most loyal aid of Lord Zan’thit and blessed
temple have sworn their lives to protect their masters with two snake-head arms—what sarpathi call the Reach
and prepare their captives for sacrifice. Each wields of the Serpent. Though the arms are blind, their fangs
curved blades of sword or spear. are potent. Zithir dreams of one day surpassing his two-
headed master.
(L2-G) Parley Attack Defense
Level 3 Bruiser Parley Attack Defense
Courage: 2 1(D) +2 -1 Sarpathi Reaver
Courage: 10 1(D) +2 -1
Block Dread Actions
0 1d8 2 Medium, Block Dread Actions
Solo, Flying 1 1d8 3

Snake Bite
May make a Snake Bite Attack. On a 9+ Hit, the target abilities
becomes WEAKENED (Vitality Check to resist).
Snake Bite
Snake Arrow May make a Snake Bite Attack. On a 9+ Hit, the target
Sarpathi arrows are literally snakes. Once every round, becomes POISONED. (Vitality Check to resist).
may make a Snake Arrow Attack. On a 9+ Hit, the target
is POISONED (Vitality Check to resist).
TEMPLE OF THE SARPATHI

78
 
eye of the 

 serpent god
WRITTEN BY LUKE GEARING
ART BY SEAN KIERNAN AND BEN COSTA

EYE OF THE SERPENT GOD

adventure tone: doom & gloom


A darker, more serious Level 7+ adventure with high stakes.
(The Dark Crystal / Conan the Barbarian / Mad Max).

79
background
Beneath the earth, time-forgotten thieves hid away an Eye of Ehk, a sacred relic of the sarpathi. Around it they built
layered defenses, traps borrowed from across the world. Within this labyrinth dwell the Secretaries of Zuun, a monastic
order of welkin, dedicated to working against the sarpathi and defending the Living Eye of Ehk within their compound
called the Stone Socket. The Cult of Ehk has finally found the complex, and plan to take the Eye back.
Three SARPATHI REAVERS have already breached the outer defenses of the compound. All three are lieutenants of the
SARPATHI HIEROPHANT Uzzith the Third Eye (see The Forgotten City in The Mucklands Sandbox), and each competes
with the other to claim the Living Eye.

the hook
This adventure is part of the Eyes of Ehk questline detailed in The Mucklands Sandbox Setting. The adventure Temple of
the Sarpathi, which introduces the Eyes of Ehk and the sarpathi threat, should be played before Eye of the Serpent God.

FINDING THE STONE SOCKET


Despite their efforts, the sarpathi have left a trail of rumors behind them. Hooded figures creeping through the villages
and down the highways at night, hissing at strangers and making demands for directions and fodder. From three
directions these paths of intrigue lead inexorably to River Country in Hex 42.2. Additionally, in Temple of the Sarpathi, a
welkin knight NPC named Orthonidus can reveal the location of the Stone Socket to the PCs.
The entrance is hidden behind dense thickets of trees, the undergrowth churned up and the wildlife scared into
silence. A set of stone doors lie in ruins, smashed apart with hammers and chisels – leaving only a gaping wound in the
earth, leading to darkness.

the three lieutenants

ANAMASH, THE MUNIFICENT


She is known for her poisoned gifts given to up-and-comers, rivals,
friends and strangers. Her troops wear bright red fezzes with gold
tassels, and all carry crossbows.
 Traits: Manipulative, willing to parley, raspy.
 Motivation: Use pawns to accelerate her rise to favor
 and power.
EYE OF THE SERPENT GOD

80
SSOOM, THE UNHEARD
An assassin, unacknowledged and dedicated to Uzzith entirely.
Said to be her sole confidant. His troops are wrapped in black
bandages, and use paired swords.
 Traits: Brooding, ruthless, his troops speak for him.
 Motivation: Please Uzzith by any means necessary.

NALABASH, THE CHOSEN


Four-armed, his fangs have warped and instead grown as tusks from

EYE OF THE SERPENT GOD


his lower jaw. His troops wield crushing hammers and compete to
lift heavy objects.
 Traits: Arrogant, impatient, roaring voice.
 Motivation: Find the Eye and use it to oust Uzzith.

81
The Stone Socket
The interior of the complex is made of rough worked stone, some sections polished by
centuries of use. The air is fresh and dry, dust at a minimum—until recently, something
has maintained the passages and chambers.
EYE OF THE SERPENT GOD

82
EYE OF THE SERPENT GOD
Encounters
If the PCs make a lot of noise or linger in an area, roll 1d12:

1d12 encounter
1d8+1 SARPATHI REAVERS (L3-G), wearing the uniform of one of
1 the Lieutenants, attempt to ambush the PCs by hiding in the
next room or corridor.
1d8+1 SARPATHI REAVERS (L3-G), wearing the uniform of one
2-3 of the Lieutenants, unaware of the party and menacing the
darkness with their weapons.
4 1d6 welkin WARRIORS (L5-G) seeking invaders to repel.
1d6 welkin WARRIORS (L5-G) battle 2d6 SARPATHI REAVERS (L6-
5
G).
6+ NO ENCOUNTER.

83
1: Entrance Hall 7: Glue Trap
A once grand hall, the walls and floor are covered in Thick globs of highly sticky glue ooze from the walls,
mosaic detailing divine hosts driving away hordes of between the stone bricks. Anyone passing through risks
serpents. Time has dusted over and chipped the tiles, becoming ENTANGLED. The glue gathers most around the
leaving heaps of detritus. Thirteen dead sarpathi lie southern door. It isn’t flammable, but freezes easily.
entwined with rubble – there is no sign of what killed
8: Killing Cold
them. Flanking the smashed-down doors leading into the
Every surface is coated in tendrils of frost, save a large
complex are defaced statues of (now headless) figures
pale-blue crystal within a brass cage, suspended from
wearing armor of many small plates.
the ceiling. It draws all heat towards it, leaving this
2: Disposal Pit circular chamber subject to a killing cold – all passing
An unwalled pit, 30’ in diameter, fills the center of this through without significant cold-protection suffer 2d6
huge circular chamber. The pit is 500’ deep, littered with Dread. Water freezes instantly, forming fantastic ice-
dead. Strewn around the room are sarpathi corpses, sculptures which then fall to the ground and shatter, lost
bloody feathers and broken swords. On the walls are rich in an instant.
tapestries created in a scratchy, line-work heavy style. Removed from the cage, the crystal becomes inert. To
They depict a burning sun-bird tearing out an eye from a the south, the sound of fighting.
huge lunar serpent, and then hiding the eye within a nest
9: Anamash
in the mountains.
Fifteen SARPATHI REAVERS (L5-G) with red fezzes
The doors out from this room are made of heavy, thick
and heavy crossbows fortify this chamber whilst
wood, reinforced with metal bands. They have obviously
Anamash builds a magical engine to spy upon the other
been maintained.
lieutenants. If not attacked, she offers Magic spears
3: The Beak for those who can interfere in the plans of Ssoom and
This triangular chamber is low-ceilinged, the floor tilted Nalabash.
towards the north at 20°. The ceiling is painted with Venomgrip Spear: Grants +1 Attack and +2 Dread.
bitumen – close examination reveals shards of bone and Once every combat, on a Critical Hit, the target is
teeth trapped within the black sticky substance. The Poisoned. However, these weapons also have tiny spring-
floor is made of many smaller bricks, filled with holes. loaded needles in the hilts, dosed with paralytic poison.
Climbing using the holes is easy, but activates a trap – On the command word “Rapscallions!”, the needles jut
the ceiling snaps down, inflicting 2d12 Dread (Nimbleness out to Poison and Paralyze the wielder (Vitality to resist).
Check to suffer half). Climbing without the holes takes
10: Memorial Statues
ten minutes, but is safe.
Statues of welkins crowd this small chamber, their
4: Failed Excavation feathered limbs all outstretched and filling the air. One of
Rubble fills the room, tangled with ruined shovels, picks the statues, on the southern wall, is winking. Shaking its
and mattocks. Quick movement is likely to cause a cave- hand causes the statue to sink into the ground, revealing
in, blocking the way back out to the Disposal Pit. a secret passage to Room 14.
5: Abundanitus 11: Grease Trap
Fallen sarpathi co-mingle with dead welkins donned Grease fills this chamber. Getting traction is nearly
in their armor of linked squares. Against a wall leans impossible, and anyone runs the risk of falling. Several
Abundanitus, a welkin WARRIOR . He holds a grievous floor-to-ceiling poles promise support, but are just as
EYE OF THE SERPENT GOD

injury closed. Seeing more invaders, he tries to stand but greasy as the walls and floor. The grease is extremely
stumbles. If he can be convinced that the PCs are here flammable.
to stop the sarpathi, he teaches them the phrase letting
12: Magnetic Knights
the other welkin know they are friends: “The long leg
Five welkin WARRIORS defend this room, dedicated
protects the body.”
to stopping intruders—any without a key phrase are
6 Naked Animals instructed to leave or face their cold steel. Each carries
Small chamber filled with just-shorn ewes and de-horned a magnetized shield. On a Complete Miss against them,
RAMGORES . They look sheepish and lost. metal weapons are stuck to the shield.

84
13: Puzzle Door 17: Hidden Cache
The southern wall of this otherwise barren chamber is An Old Hoard (+2) lies here. In addition, two empty suits
dominated by a door of gold, engraved with a complex of heavy welkin knight armor rest here, untouched and
set of statues and four levers at its base. At the center of coated in dust. Between them, a huge curved sword
the door is a golden egg, and above that there is a large of bronze polished to a mirror finish. The Magic sword
nest containing four SPARROW-SPRITES , each marked grants +1 Attack. Trickery Check: Once every session, in
with a number 1 through 4. Above the nest are four the presence of a light source, the wielder may attempt
tableaus depicting the following scenes: to Blind a target:
1. A fledgling spreading its wings.  1–2: A random ally is Blinded for 1d6 rounds instead.
2. A nest full of eggs.  3–5: No effect.
3. A bird building a nest.  6–8: The target is Blinded for a round.
4. A bird feeding hatchlings.  9–11: The target is Blinded for 1d6 rounds.
 12+: The target is Blinded for 1d6 rounds and
Four levers control the numbered SPARROW-SPRITES on accidentally attacks their nearest ally.
the door, moving them to their corresponding tableaus.
The southern passage terminates in a lever that controls
The levers must be pulled in the correct order to open the
a hidden door to Room 26. This door automatically
door. The tableaus are a riddle depicting the life of a bird.
closes after five minutes, and cannot be opened from
Beginning with the golden egg, and the four birds leaving
Room 26.
the large nest, the correct order is as follows: 3, 2, 4, 1.
If an incorrect lever is pulled, all the birds move back in 18: Vanguard Knights
place with a shrieking noise – roll for encounters. Eight welkin WARRIORS (7xL5-G, 1xL5-B) defend the
eastern door. One wields a huge thorned pike, designed
14: Nalabash
to hook on to scales and thick fur. Without a password
Nalabash and thirteen of his strongest SARPATHI
(see Room 5), they attempt to repulse all invaders – the
REAVERS (L8-G) pace about, the once fine statuary
stakes are too high for risks.
now just rubble around them. Occasionally, one of the
sarpathi throws some remaining rubble against a wall in 19: Tail Crusher
frustration – they cannot work out a route past Room 19. The ceiling of this chamber is made up of twelve narrow
Any aiding them would be thanked, nothing more. The slabs that fall to the ground in succession while another
sound of fighting emerges from the eastern walls with no rises up, creating a ripple of crushing stone. They are
clear source. orientated east-west. Each block falls every eight
seconds, remaining on the floor for ten. The doors in
15: Active Battle
either wall have large mechanical latches which must be
Four welkin WARRIORS (L5-G) battle eight SARPATHI
cranked to open the door from the inside.
REAVERS (L6-G), wearing wrapped black clothing and
wielding dual swords. Two dead welkins lie upon the 20: Nail Room
floor. Every surface is coated in 5” metal spikes, points
If helped, the welkins accompany the PCs in repulsing gleaming and recently sharpened.
the invaders – but refuse to lead them deeper into the
21: Mutant Bird
complex. They are certain the Eye should remain here.
This circular chamber holds a 15’ tall MUTANT creature
A statue of a bird, with one of its legs raised and toes
(L5-C), three heavy gold keys dangling from its neck.
spread, is in the south-western corner of the room.

EYE OF THE SERPENT GOD


It is something like a long-legged bird, its compact
“High-fiving” the statue causes it to slide backwards,
body bedecked with tentacles. A small head boasts an
revealing a secret passage to Room 14. This passage can
exposed brain-like structure and a spear-like beak. It
only be opened from this side.
thirsts for blood, attempting to pin prospective meals
16: Ssoom beneath taloned feet before piercing them with the
Ssoom and fifteen of his black-clad SARPATHI REAVERS beak.
(L6-G) try to construct a map of the Stone Socket, using Made of gold and patterned like feathers, the north-
the reports from his patrols and secrets gleaned from the eastern, south-eastern and southern doors require the
other lieutenants. Ssoom offers any visitors wealth and keys around the beasts neck to be opened, although
power for aid in reaching the Eye. Any foolish enough to any key can open any of the doors. Water drips from the
accept are killed once the Eye is safe. ceiling, pooling in fetid puddles.
A pile of discarded ewe and RAMGORE coats are in the
22: Tooth-Trophies
corner. The sarpathi used them to pass through Room 8
The walls are entirely covered in pairs of sarpathi fangs,
but are uncomfortable talking about it.
each minutely inscribed with the name of the unwilling
Behind the paper map set on the southern wall, a
donor. They are easily removed, only a brittle glue holds
loose brick controls a secret door which, if pressed, gives
them in place.
access to Room 17.

85
23: Trophy-Locked Door 29: Monastic Barracks
A heavy door of stone is flanked by a pair of statues. A collection of forty monastic cells, where the welkin
Each is a depiction of a welkin warrior-monk, wearing WARRIORS sleep and contemplate their duty. All are
bracers of bronze and necklaces of snake fangs. If one absent, presently defending the complex.
bearing sarpathi teeth approaches, the statues animate
30: Monastic Officer Quarters
and open the door. It is otherwise un-openable without
A collection of twenty monastic cells, where the senior
explosives.
welkin WARRIORS contemplate their duty and sometimes
24: Ooze Invasion sleep. All are leading their fellows in defending the
The walls of the passages leading to this chamber are complex.
marked in chalk, reading “Out of Order, Please Find
31: Monastic Forge
Alternate Route.”
A cold, unlit forge fills the room, surrounded by broken
From the ceiling spills a group of loathsome MUNG
weapons and armor, each made for a specific wielder,
(L3-B), having forced apart the stonework and pooling
bearing their name in the scratchy alphabet of the welkin.
on the floor.
25: Overwrought Swinging Blade Room
Large, crescent-shaped blades, patterned with flame
designs, swing back and forth across the room. They are
the adventure
suspended by metal threads woven into thick ropes, a
mechanism jutting from the ceiling clicks with each pass.
continues...
The race to gather all the Eyes of Ehk should be coming
26: Hunting Sargogs to a head after the events of Eye of the Serpent God (see
Three SARGOGS (L6-B) wearing riveted plate armor dwell The Seven Eyes of Ehk in The Mucklands Sandbox for a
in this chamber. As an insult, they have been trained more in depth conclusion).
to attack sarpathi on sight – other intruders are eaten The Eyes can be destroyed at the Snake Shrine in
because the snakes are hungry. the Drippy Downs, if all are placed in the sockets and
A hidden door in the southern wall is made up of un- struck with the Sword of the Phoenix (see Temple of
mortared bricks—a hard blow against the wall would the Sarpathi). The sword summons the cosmic avatar of
dislodge or collapse the section of false wall. Zuun the Firebird, ancient adversary of Ehk. In a blaze
of shimmering light, Zuun draws forth the avatar of Ehk
27: The Barricade
who is not yet fully summoned to this world. The earth
A gigantic set of stone double doors, carved with sinister
shudders beneath the feet of everyone who witnesses
spikes and whorls, is defended by a makeshift barricade
the brilliant sky battle. Ehk, no match for Zuun, is
of dry wooden furniture manned by eighteen welkin
incinerated. In the end, the seven sockets are left
WARRIORS . Without a password (see Room 5), or proof
charred, smoking, and empty. The sarpathi are filled with
that all the sarpathi have been driven away, they lay
utter despair and take it as a sign of their doom.
down their lives to stop the Eye of Ehk being stolen.
These final defenders are led by Damianus (L7-C), a
living hero to the order.
Above this scene hangs an elaborate oil-fed chandelier,
seventy-eight tiny flames sprouting from complex brass
tubing. The chandelier is suspended on a chain blackened
EYE OF THE SERPENT GOD

with smoke—beneath the grime, it is corroded and


weak.
28: The Living Eye of Ehk
Within a black iron cauldron roils the still-living eye of
a god. The size of a watermelon, raw and bloody, the
slit-pupil wildly dilates and contracts, unable to focus on
anything. It is suspended in acid which eats away at
flesh – the divine nature of the eye protecting it from
such trivialities. Close examination of the cauldron
reveals it is balanced perfectly – any slight movement
causes it to fall, spraying the acid everywhere.
The walls are sculpted in threatening forms – abstract
spikes, serpentine wrinkles and web-like structures.

86
anamash, the damianus
munificent Level 7
Champion Warrior
Parley Attack Defense

Courage: 25 2 +2 -1
Level 7 Champion Parley Attack Defense
Sarpathi Reaver
2 +2 -1 Block Dread Actions
Courage: 34 Folk, Solo
1 1d10 2
Medium, Solo, Block Dread Actions
Minions
abilities
0 1d8 2

Sweeping Strike
abilities Once every Combat, may attack 1d4+1 Close targets.
Beguiling Presence Duel (C)
Anamash cannot be attacked until her minions are Once every Combat, may initiate a duel with a target.
Defeated or she is otherwise alone. For 1d4 rounds, the warrior and their target may only
use Actions to attack each other, and other combatants
Snake Bite
can’t interfere. On a 3–8, both the warrior and target Hit
May make a Snake Bite Attack. On a 9+ Hit, the target
with a Counterattack.
becomes WEAKENED (Vitality Check to resist).
Last Stand
When Damianus is reduced to 0 Courage, he may
continue to act for 2 more rounds.

EYE OF THE SERPENT GOD

87
mung nalabash,
Level 3 Bruiser Parley Attack Defense the chosen
Courage: 12 1 (D) +0 -1
Level 8 Champion Parley Attack Defense
Sarpathi Reaver
Block Dread Actions 1 (D) +2 -1
Medium, Group Courage: 40
0 1d6 1
Medium, Solo, Block Dread Actions
Minions
abilities
1 1d8 4

Corrode
On a 9+ Hit, the target’s Mundane weapon, armor, or abilities
item in their possession corrodes. On a Critical Hit, a
Snake Bite
Magnificent weapon, armor, or item corrodes.
May make a Snake Bite Attack. On a 9+ Hit, the target
Engulf becomes WEAKENED (Vitality Check to resist).
On a Critical Hit, the target is ENGULFED, completely
Fang Tusks
covered by the mung’s oozy body. If the target is
Once every round, may make a Fang Tusks Attack.
Defeated by being ENGULFED, the mung consumes all
On a 9+ Hit, the target is Bleeding.
non-Magic items.

vulnerabilities
Gelatinous goos gain Advantage on Attacks and Dread
against mung.

mutant bird
Level 5 Wrangle Attack Defense
Champion Mutant
Courage: 36 1 +1 +1

Block Dread Actions


Huge, Solo
1 1d10 1
EYE OF THE SERPENT GOD

abilities
Gummy Tendrils
On a 9+ Hit, the target is Entangled in gummy tendrils.
After 3 consecutive rounds, the target is Engulfed.
Lightning Snap
The first phase of a Conflict with the mutant bird is
Combat, followed by Wrangle, Improvise, and Run. The
mutant bird attacks first in the first round.
Stomp
Once every round, may attack all Close targets.
Toxic Touch
On a Critical Hit, the target is mutated, sprouting a
rainbow of feathers on their arms and legs.

88
sarpathi ssoom, the
reavers unheard
(L1-G) Courage: 1 Parley Attack Defense Level 7 Champion Parley Attack Defense
(L3-G) Courage: 3 Sarpathi Reaver
1 (D) +2 -1 Courage: 27 1 (D) +1 -2
(L5-G) Courage: 5
(L6-G) Courage: 6
(L8-G) Courage: 8 Block Dread Actions Medium, Solo, Block Dread Actions
Medium, Group/Horde 0 1d8 2 Minions 0 1d8 2

abilities abilities
Snake Bite Slithering Stab
May make a Snake Bite Attack. On a 9+ Hit, the target May make a Slithering Stab Attack against a target that
becomes WEAKENED (Vitality Check to resist). doesn’t see him:
1–2 Miss!
Snake Arrow
3–5 Hit!
Sarpathi arrows are literally snakes. Once every round,
6–8 Inflict Dread x2!
may make a Snake Arrow Attack. On a 9+ Hit, the target
9–11 Inflict Dread x3!
is POISONED (Vitality Check to resist).
12+ Inflict max Dread x3!
Vanish
Once every 2 rounds, may vanish from sight. All other
characters are unable to see or attack Ssoom until he
attacks or otherwise reveals himself (Perception Check
to spot).
Snake Bite
May make a Snake Bite Attack. On a 9+ Hit, the target
becomes WEAKENED (Vitality Check to resist).
Snake Arrow
Sarpathi arrows are literally snakes. Once every round,
may make a Snake Arrow Attack. On a 9+ Hit, the target
is POISONED (Vitality Check to resist).

welkin knights
EYE OF THE SERPENT GOD
(L5-G) Courage: 5 Parley Attack Defense
(L5-B) Courage: 18 2 +2 -1

Dread Actions
Folk, Group/Horde
1d10 1

abilities
Sweeping Strike
Once every Combat, may attack 1d4+1 Close targets.

89
dive into more adventure

Dungeoneer Adventures: A highly illustrated chapter book series about a boy


named Coop Cooperson, the only human to attend a school for explorers-in-
training. (Ages 8+)

Rickety Stitch and the Gelatinous Goo: A full color graphic novel series about
a skeleton bard on an epic quest to discover who he was when he was “alive.”
(Ages 12+)
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Acknowledgements
Special thanks to all the backers who brought this game to life. And everyone at Exalted
Funeral: Cristin Kelley, Matt Kelley, Jarrett Crader, Louis Puster, Mike Flynn, Justin Sirois,
David Hoskins, Audrey Stolze and the entire crew.

And a very special thanks to the Wizards of Eem on Patreon:


George Higgins, Amir Rao, Darren Korb, Elliot Block, Stephanie Beaulieu, Jake M, Gwen
Gwaine, Jerrid Green, Gabs Kay Dul, Matthew Staniscia, Mercy Lienqueo, The Seventh
Tavern, TiredOrangeCat, Tony Lang, and Colin Chapman.

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