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Trouble at The Imp and Buckle

This document provides background information for an adventure involving the small settlement of Imp Brücke. It describes the residents and buildings in Imp Brücke, including an inn, smithy, and cheesemaker. It also summarizes two locations near Imp Brücke - Sidral's Tower, which is home to oversized stirges defending a mutated stirge heart, and the Old Mill, abandoned for 20 years. The document establishes a setting and potential quest hooks for characters of levels 6-7.

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George Fury
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100% found this document useful (1 vote)
118 views10 pages

Trouble at The Imp and Buckle

This document provides background information for an adventure involving the small settlement of Imp Brücke. It describes the residents and buildings in Imp Brücke, including an inn, smithy, and cheesemaker. It also summarizes two locations near Imp Brücke - Sidral's Tower, which is home to oversized stirges defending a mutated stirge heart, and the Old Mill, abandoned for 20 years. The document establishes a setting and potential quest hooks for characters of levels 6-7.

Uploaded by

George Fury
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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An adventure for characters of levels 6-7

Writing and Cartography by


Dyson Logos

Additional Cheeses by
Rafael Chandler, Andrew Reyes, Zzarchov Kowolski,
Karlen Kendrick, Harley Stroh, Noah Stevens and Eward Lockhart

Trouble at Imp Brcke will be available in PDF format


tomorrow in issue number 8 of Dysons Dodecahedron.

Imp Brcke refers to both a small collection of buildings (too small to be even
called a thorpe) and an ancient stone bridge crossing the Pearl river near its
junction with Scale Creek. The bridge has been here for centuries and shows little
sign of the ages passing sufficient magical investigation (outside the scope of
this adventure) can determine that it was originally constructed by earth
elementals under the control of a magus of the three circles. The bridge itself is
made of a hard brown stone and arches smoothly over the Pearl river. Along the
sides of the bridge are the shapes of many misshapen faces with open mouthes
staring at the river.

The party could be here for any number of reasons, but the most likely is a
classic fetch quest. In this case, there are a few items of interest in the area that
the party could be searching for:

Documents and signet ring from Sidrals Tower (area 2) which could easily
be linked to a characters family history

The Iron Hammer in the inn of the same name which may be the only
weapon to slay the graveyard elemental in FesterHill

Rumours of a clan of ur-goblins that were based under the bridge and
fought for the forces of law in the great war

The egg of a dragon, taken by goblins and transported this way

Or they might just be heading through along the road when they run into the
ambush at area 7.
The night before the party arrives at Imp Brcke, there was a bit of a screw-up.
Four goblins had slipped into town as they do once a year for a magical ritual
with the Elkins family that has bound the townfolk and the local goblins in
peaceful co-existence for untold years. Evan Elkins unfortunately botched the
ritual and something horrid came through the resulting tear which killed off the
Elkin family as well as two of the four goblins. Little do the townfolk realize that
the goblins think they have been betrayed

1. Residents of Imp Brcke

This small collection of homes and outbuildings is the sum total of the residents
of Imp Brcke. A scattering of solitary farms exit to the west and the farmers
make trips every few weeks to Imp Brcke for trade and news. There are four
buildings of interest to the average traveler here.

The Ancient Cheese run by a mother and daughter, this cheesemaker


specializes in exotically herbed cheeses with fungal growths. With the recent
troubles, some of these fungal growths have resulted in some truly remarkable
cheeses. When visited they will have 1d6-4 of each of the following cheeses
(results of less than 0 are treated as 0)

Tromeo Reggiano (1 gp) Epicure lapses into death-like sleep for 1d4
days; upon waking, save vs poison or awaken as mold-zombie.

Orange Marbled Brick (4 gp) improves the eaters saving throws against
poison by +1 for 24 hours.

Soft Barrel Cherry Cheese (5 gp) causes a strange tingling sensation in


the consumers extremities for d8+1 hours, no other effects.

Speckleroot Hard Cheese (7 gp) consuming this cheese increases a


characters healing rate by 100% when combined with a full days rest.
The Gaffers Black (7 gp) causes extreme sweating, consumer can
commune with nearby spirits for two turns if she fails a save vs. poison at
-3

Pink Kleebus (8 gp) Grants +2 bonus to AC, at the cost of -4 to all


reaction rolls. The effect lasts for 6 hours, culminating in an epic visit to
the latrine.

Ancient Lavender Creme (9 gp) Save vs poison or permanently lose 1


Con. Regardless of save result, gain +2 on all future saves vs poison.

Wax-Bound Dogwood Cheese (10gp) A hard wheel bound in bright red


wax. Has a shelf life that can be measured in decades (at least, until the
waxy rind is broken open). No canine not even a hellhound or
lycanthrope can resist this cheese; it is the ultimate bribe where dogs,
wolves, and the like are concerned.

Juniper Curd (12 gp): For the next 12 hours consumer automatically
turns insects each round as if a 1st level cleric turning undead of similar
HD.

Truvan Beaver Cheese (15 gp) causes horrendous indigestion and nausea
(-1 on attack rolls for 12+d12 hours) but saving throws against spells cast
by the consumer are at a -2 penalty during the first four hours.

Brindlburn Abbots Gold (25 gp) consuming this cheese prevents death
for 20 minutes unless completely dismembered, disintegrated, or similar.

The Iron Hammer a small inn and the only standing stone building in the
area, the Iron Hammer is run by Ol Chumpin, a rotund man in his mid-30s who
inherited the inn from his father. During the day there will be 1d4-1 travelers and
farmers here, but an additional 1d4+1 will arrive in the evening. Over the hearth
of the main room is a massive iron warhammer, rusted and pitted with age. It is
actually a +2 weapon that deals an additional +5 damage against earth
elementals and other earth-based creatures.

Maltooths Smithy this small smithy makes iron goods for the local farmers.
He also has a fine-looking two-handed sword hanging by the entrance that he is
inordinately proud of but will sell for double the normal price. It is actually a poor
weapon, and will break the first time it rolls maximum damage in combat.

The Burned House this house burned down last night Today everyone is
trying to ignore it, pretending it was an accident and not something worse.

Everyone in Imp Brcke is extra guarded after last nights fire. However, they are
full of gossip and rumours for the curious and social

Roll Rumour

1. Sidrals Tower just north of here is haunted by a foul curse that slays all
who disturb it

2. There were inhuman screams during last nights fire. It was probably just
the death screams of the family in the fire, but they sounded far more
terrifying than that
3. The family in the burned out house had been talking about fixing up the
old mill by the river. I knew that place was cursed!

4. Theres always been goblins living in the bridge. But they are our goblins.

5. Dont leave the road when traveling north of here. The tower is a death
sentence to those who wander too close, and the giant cat-tails of the
swamp hide other foul beasts.

6. The Old Mill by the river, behind those trees, stopped being used about 20
years ago after a bunch of folk got sick from some bad flour

7. The cat tails in the swamp are so large because the beating heart of a
demon is buried in the muck beneath them

8. There be wolves about you hear them howl at the moon, but you never
see their tracks come the morning

9. Maltooths son was eaten by the tentacled beast that hides in the giant
swamp at the river fork

10.There are a pair of ancient treants in the forest that can tell your fortune
should you come across them under the light of the moon

11.Bree-Yark is goblin for we surrender!

12.A messenger came through last week from the North with stories of an
impending zombie plague heading this way
2. SIDRALS TOWER

Also referred to by locals as Sids fort and Sids ruins and the pile o rocks on the
hill, no one in the area ever goes here because it is known to be dangerous, but also a
danger that doesnt seem to extend beyond the immediate area of the tower. The tower
itself was once 50 or 60 feet tall, but now only the bottom 30 feet are intact, with
crumbling remains above. The multiple interior levels have all collapsed, leaving a large
interior space with a high, stone ceiling.

Those invading the tower or messing around with the upper areas will find themselves
besieged by oversized (3 foot long) red stirges (AC: 7, HD: 2+1, Mv: 30 (10), Fly: 180
(60), Att: 1, Dmg: 1d6+1, Sv: F2, M: 10, Special: First attack against a target at +2 to
hit, blood sucking for 1d6+1 dmg per round). There are 14 of the foul beasts within the
tower defending the Stirge Heart. Eight will fly out to defend the tower, the remaining 14
waiting until someone breaches the interior, turning the old ruins into a frenzied tornado
of blood sucking beasts. The stirge heart (AC: 6, HD: 10, hp: 43, Mv: 30 (10), Att: 1,
Dmg: 5d4, Sv: F10, M: 8) is attached to the ceiling of the tower. When targets come
within reach it lashes out with one of its six root-like tendrils up to 50. If it hits with a
tendril attack, the tendril latches onto the opponents body. This deals no damage, but
drags the opponent to the stirge hearts mouth at a rate of 10 per round and the victim
suffers from weakness for 1d4 rounds. A character must succeed at an open doors check
to break away.
The stirge heart appears to be the mutated and oversized remnants of a human or
humanoid, almost splattered onto the ceiling of the chamber, with strange tendrils of
flesh covering the ceiling and leading down the walls. It can talk, but is almost
unintelligible and has 3 Int. If the heart is slain but any of the red stirges escape the
extermination, the red stirge will create a new stirge heart in time, using the genetic
material of the last sentient creature the stirge fed from.
Under a ruined stone chair on the west wall of the tower is a small locked and rusted iron
coffer containing the old deed to the building and land, genealogical charts for the Sidral
clan and the Sidral signet ring. This collection would be worth between 500 and 3,000
gp, (1d6 x 500 gp) depending on the buyer.

3. THE OLD MILL

Abandoned for at least 20 years, the wood of these two buildings is starting to rot and
the smaller house has partially collapsed. After last nights debacle, two twisted and
chaos-touched greater goblins (AC: 5, HD: 5, hp: 20, 26, Mv: 60 (20), Att: 1, Dmg:
1d6+1, Sv: F5, M: 7, special: berzerk frenzy grants +2 to hit and damage in melee) are
hiding here waiting for the sun to set so they can return to their kin in area 6.
Unfortunately the thing that temporarily visited the town during the failed summons also
rendered these two insane they have completely lost the ability to make any form of
sense, and instead will attack non-goblins on sight and will cower and hide when among
their kin.

4. RUINED MANOR
A pair of dire wolves (AC: 6, HD: 4+1, hp: 19, 20, Mv: 150 (50), Att: 1, Dmg: 2d4, Sv:
F2, M: 8) are kept here under the guard of the mud beast(AC: 6, HD: 7, hp: 29, Mv: 60
(30), Att: 1, Dmg: 1d8+2, Sv: F7, M: 7). The mud beast was a goblin that was horribly
twisted while undergoing his ur-goblin transformation. The goblins dont know what
caused it, but he no longer resembles his kin, and must keep himself wet otherwise he
weakens rapidly. When slain it appears that he is mostly mud, with a few bloated internal
organs in the mix. The mud beast carries a massive club, and has a coffer chained to his
belt that hangs between his massive knees. The coffer is locked (the goblin chieftain has
the key) and contains 2,000 ep.

5. GIANT SWAMP

Massive cat-tails make this swamp stand out as unusual they easily tower twenty feet
tall and are two to four inches across. There is nothing particularly special about the
swamp besides this overgrown species of reed.

6. GOBLIN HOLE
This natural cave has been expanded by the goblins living here and their forefathers. All
sections show some amount of inexpert stonework, mostly to level the floor and make
enough head room for goblins to move about. Except in 6e and 6h, ceilings are low
topping out at 5 feet tall. As would be expected of goblin caves, 6a through f are littered
with the debris and detritus of goblin life. Door frames are a mix of rough-cut stone and
rough masonry with heavy, squat oak doors.

6A. GUARD NICHE


2 Goblins (AC: 6, HD: 1-1, hp: 4 each, Mv: 60 (20), Att: 1, Dmg: 1d6, Sv: F0, M: 7)
stand guard here. If they spot approaching foes, they will throw their javelins and then
one will run to 6c to sound the alert while the other stands his ground (if his morale will
let him).

6B. STORAGE
This room is used to store goods acquired by the goblins when they pillage distant
villages and other humanoids (they never cause trouble in Imp Brcke if it can be
avoided). It is currently home to a dozen small barrels and wooden boxes of mildewed
cloth and grains. Part way down in one particularly foul barrel of grain is a severed elven
hand holding a silver piece. If allowed to finish drying, this foul talisman will bring its
wearer a +2 bonus on all saving throws. If the silver piece is removed from its grasp,
however, the person who removed it is cursed to nightmares of an armored elf strangling
him in his sleep. This prevents sleep (and thus spell preparation and natural healing)
until the curse is lifted by a remove curse.

6C. GOBLIN LAIR


The majority of this small goblin tribe lives here. 10 goblins (AC: 6, HD: 1-1, hp: 4
each, Mv: 60 (20), Att: 1, Dmg: 1d6, Sv: F0, M: 7), 4 greater goblins(AC: 6, HD: 3,
hp: 9, 11, 12, 13, Mv: 60 (20), Att: 1, Dmg: 1d6+1, Sv: F3, M: 8) and 2 goblin
champions (AC: 5, HD: 5, hp: 20, 26, Mv: 60 (20), Att: 1, Dmg: 1d6+1/3d4+1, Sv:
F5, M: 9, special: the 26 hp champion wields RuinCaller, a magical battleaxe with a +2
bonus to hit that deals 3d4 damage) will defend this space as long as they can,
retreating to 6e if they fail their morale, or for the front entrance if that exit is available
to them. Sounds of fighting here will alert the Ur-Goblin in 6d who will enter the fray
after 3 rounds.

6D. HOLE OF THE UR-GOBLIN

In this low-ceilinged chamber, the chieftain of the goblin tribe keeps his harem of
3 fierce goblins (AC: 6, HD: 2, hp: 7 each, Mv: 60 (20), Att: 1, Dmg: 1d6, Sv: F2, M:
7). The ur-goblin chief (AC: 4, HD: 8, hp: 32, Mv: 60 (20), Att: 1, Dmg: 1d6+2, Sv:
F8, M: 9, special: can cast stone shape 2/day,wall of stone 1/day) is a massive and
twisted ur-goblin seemingly carved from the dark rock walls themselves. He attacks with
a massive Rod of Earth that grants him +2 on all saving throws as long as he is standing
on dirt or rock. Once per week he can use the rod to summon an 8 HD earth
elemental (AC: 2, HD: 8, hp: 36, Mv: 60 (20), Att: 1, Dmg: 1d8, Sv: F8, M: 10,
special: can move through earth and stone, attacks against targets standing on earth or
stone deal +1d8 damage) for 12 turns that will follow his will as long as he holds the
rod. If the rod is released or the bearer is rendered unconscious (or slain) before the
duration is done, then the elemental becomes hostile and uncontrollable and will attack
the wielder, his kin, and companions. He also has the key to the money coffer in area 4.
His harem is bedecked in the finest jewelry looted by the tribe over the decades a total
of 4 pieces of jewelry worth 600, 900, 1,200 and 1,400 gp.

6E. GOBLIN HALL

This natural cave towers above the rest of the goblin hole with a 15 foot ceiling glittering
with wetness. The room is lit by a supernatural blue light coming from a font of water in
the north end of the room. The natural bowl holds about a gallon of water that emits
light like a continual light spell. The water loses this glow when removed from the font.
Anything placed under the water within the font will emit blue light with the intensity of a
candle for 48 hours once removed, but will then wither away as if aged 200-400 years
once the light goes out. A save vs spells will prevent both the light and the withering, but
only one save is made for both effects.

6F. SHAMANS HOLE


The secret door to this room is a chunk of stone wedged into the cave walls, leaving only
a crack a few inches wide that can be discovered with a successful roll. From the inside,
this stone can be easily moved by pushing on the wooden lever attached to the base. It
is significantly harder to open from the goblin lair side. Within this small chamber is the
aged goblin shaman(AC: 6, HD: 5, hp: 15, Mv: 60 (20), Att: 1, Dmg: 1d6, Sv: C5, M:
11, Special: Can cast fear 3/day, spiritual weapon 1/day and striking 1/day) and
hisapprentice (AC: 6, HD: 3, hp: 15, Mv: 60 (20), Att: 1, Dmg: 1d6, Sv: C3, M: 8,
Special: Casts fear 1/day and spiritual weapon 1/day). They will stay out of any conflict
in the caves beyond, quietly praying that they wont be found.

6G. GUARDIANS OF THE DEAD

The floor of this cavern is covered in rounded stalagmite formations that nearly reach the
low ceiling, and practically blocking access to the crypts beyond. Getting past these
stalagmites without making contact with them requires a roll against the characters
Dexterity 2. If a non-goblin touches a stalagmite they suffer as if the victim of a cause
serious wounds spell. The safest way to deal with these stone formations is to smash
them with a large blunt object like a hammer. The crypts beyond this chamber contain
the bones and dessicated bodies of many a dead goblin.
6H. REMAINS OF THE ANCIENTS

Two rough stone sarcophagi rest in the centre of this 18 tall chamber. One is open and
has recently been disturbed (by a young goblin who didnt believe the teachings of the
shaman). The second remains sealed. The disturbance of the ancient champion is why
the mud beast in area 4 failed his ur-goblin transformation, and no further goblins in this
tribe can succeed at such a transformation until the bodies are laid to rest again.

The disturbed sarcophagus is now overflowing with a trio of yellow molds(AC: nil, HD:
2, hp: 12, 15, 9, Att: spores, Dmg: 1d6, Sv: F2, Special: 50% chance to spray spores
filling the room when contacted, save vs poison or suffocate in 6 rounds, only damaged
by fire). Beneath the molds is the rotted corpse of an ancient ur-goblin entombed with
his black short sword ElfBiter. The sword has a +2 bonus to hit and deals d20-8 damage
(minimum of zero), or d20-4 vs elves.
The second sarcophagus will spring open as soon as a tool is put to the lid in an attempt
to open it, propelled by the mass of mold and fungus within that has taken the form of
a shambling mound (AC: 0, HD: 8, hp: 36, Mv: 60 (20), Att: 2, Dmg: 2d8/2d8, Sv:
F8, M: 12). The shambling mound contains the body of the ur-goblin champion within it,
still wearing a platinum crown (1,400 gp) and a pair of platinum bracers (900 gp each).

7. YE OLDE AMBUSH SPOT


Thinking the clan has been betrayed, the unstable ur-goblin chief has sent out his kin to
ambush any passing humans that come this way. Two of hischampions (AC: 5, HD: 5,
hp: 20, 26, Mv: 60 (20), Att: 1, Dmg: 1d6+1, Sv: F5, M: 9) and six goblin kin (AC: 6,
HD: 1-1, hp: 4 each, Mv: 60 (20), Att: 1, Dmg: 1d6, Sv: F0, M: 7) have buried
themselves in the leaves at the forests edge and attack any who approach. Their
excellent camouflage and skills at stealth and hunting allow them to surprise on a 1-3.
Any survivors from the ambush will retreat down the forest trail towards area 6.

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