Thus, while the now long-overdue and over-promised third instalment of Nor Gloom of Night is still forthcoming (soon! soon!), here instead is a complete GM scenario for Talisman Adventures RPG "The Dread Wyrm Egg Hunt". Many thanks to the many players of previous iterations of the adventure, particularly for forcing me to rethink and revise following your various ruses and general shenanigans.
[EDIT - You can get a revised and spiffy pdf of The Dread Wyrm Egg Hunt by visiting Talisman Island's Resource page, or from RPGGeek. Text below remains for the curious - but you will be much better served by the PDF]
THE DREAD WYRM EGG HUNT
An introductory adventure for Talisman Adventures RPG
by James Fallows
(with special thanks to the many players who have endured versions of this Quest,
continually challenging me with new and unexpected approaches to egg theft)
OUTLINE OF THE ADVENTURE:
This scenario has been designed to throw a new group of players playing first level heroes
straight into a quest, that should be playable in a single 3-4 hour session, though there is
scope to make it a much longer experience if desired.
The heroes are hunting for a Wyvern's Egg. Initially, they only know that it is “The Dread
Wyrm's Egg” that they seek, and should not be discouraged from imagining that the
Wyrm in question is the most terrible of dragons, or indeed a lowly earth worm...
They start out approaching Perlew Crag, where a Wyvern has a nest at the peak, and a
large band of Goblins have a den at the base.
En route, the players will have an opportunity to learn that the Goblins have been in the
habit of stealing the Wyrm's eggs, and will likely face the decision to risk stealing from the
Wyrm themselves, or the perhaps safer option of stealing from the Goblins.
There will be plenty of opportunities for the heroes to show off their combat skills, but the
final challenges (whether stealing from the Wyrm itself or the Goblins) are such that some
kind of scheme, trickery or mad-cap dash will be required.
As an Epilogue, the heroes may face off (or simply claim their reward) from the Sorcerer
who employed/ensorcelled them.
1. INTRODUCTION
Never trust a Sorcerer. Everyone knows that. They are devious and crafty, and usually quite Evil.
But Melkor, well, an exception must be made for dear old Melkor.
Yes, he has mastered magics and incantations which inspire wonder and dread. And yes, the dark
hooded cloak and glowing red eyes can be off-putting. But Melkor has a certain... charm you
suppose. Ever since you first wandered into his Emporium, idly browsing his wares, wondering at
the many strange artifacts, drowsily listening to the tinkle of silvery bells and breathing the gentle
waft of a peculiar fragrance... And then, hm, something you can't quite remember. But everyone
likes Melkor.
“I want you to do me a favour,” he said, and how could you possibly refuse? Nothing is too much
trouble if its for your good friend Melkor.
“Bring me the Egg of the Dread Wyrm,” Melkor said. “You will find it at Perlew Crag.”
Good old Melkor: if he wants an Egg, you’ll bring him an Egg. As for the Dread Wyrm – pfft! You
fear it not.
The next thing you know, you find yourself tramping across a blasted heath, miles from the City, in
the company of quite the oddest collection of misfits to ever make your acquaintance. Find this Egg,
and bring it back to Melkor. After that you'll doubtless share an ale together at the Six Fates Inn -
which is where you were headed before you stepped into Melkor's Emporium, actually.
Hm,
strange.
You banish all thoughts of the comforts of the Six Fates, and questions about exactly how you ended
up on this quest: these aren’t important now, as you tramp across the desolate moorland. The sun
hangs low in the sky, turning the ragged clouds a cold, golden red. Ahead is a dark, jagged peak:
Perlew Crag. If you press on, you should reach it by nightfall.
The adventurers have each been placed under an enchantment by Melkor, the Sorcerer
who runs the Emporium in The City. The effect of the enchantment is to compel them to
do Melkor's bidding, and to cause them to view this as a request that they want to fulfil.
Given what adventurers are like, you may or may not need to explain this to players,
though in all likelihood they will be cheerful to proceed on their quest.
GMs who have more time to play, or who want to work the quest into an existing
campaign, might want to adapt the introduction to the adventure. Maybe your heroes will
be prepared to undertake the quest without being charmed and compelled, or maybe
some other series of events draws them in – you might want to play through the encounter
with Melkor, or have some other personage put the heroes to the task. The design intends
1
st level heroes, so that some of the challenges will not be overwhelming, and others not
too easy. It's always possible to adjust difficulty for groups (upgrade the Wyvern to a
Dragon for example...)
2. APPROACHING PERLEW CRAG
The adventure starts with the heroes having come somewhat to their senses from Melkor's
enchantment - still compelled to seek the Egg, but perhaps now asking themselves exactly
what they are looking for, and who each other are. Different players are likely to take a
different approach, but as GM you might want to encourage the players to ask each other
these questions, have a bit of fun with the situation, before concluding that whatever has
led them here, they now need to head to the crag and Find The Egg.
The players are likely now to decide whether they wish to press on and reach the Crag by
nightfall, or if they instead prefer to make camp. Either option should be open to them,
though you may wish to encourage a nagging sense of urgency. (If they are at an
immediate loss, you may wish to begin with an encounter with wolves to chivvy them
along, or the Goblin ambush).
In practical terms, the encounters they will face will mostly be no different whether during
daylight or in the night – though you may wish to penalise some checks for characters not
suitably equipped with light or night-vision appropriate to their activities (a -2 penalty on
checks) in accordance with rules for Dimly Lit lighting (p. 27). By the same token, sneaking
may be easier to achieve at night, or less likely to succeed in daylight.
Both camping for the night and travelling to the crag can be resolved using the
Exploration and Camping rules (p 212 & 213), for which a standard Difficulty of 14 should
apply.
This can be a good opportunity to introduce a group of new players to explain how
tests work, and mechanisms such as Assist or various character skills and special abilities.
The outcomes of the Guide, Watcher or Camping tests will therefore result in one or other
of the following encounters: Successes may result in speedier travel, safety, or an
encounter with a friendly Stranger, possibly giving the opportunity for acquiring a
Follower - but you can also choose which encounters and outcomes to apply based on how
the narrative of what the players chose to do unfolds.
It's recommended to play the encounter with the Goblin Bandits (2e below) regardless of the outcome
of any test from the heroes – though if they made a successful Watcher test, the heroes
should be forwarned of the ambush. This would be particularly helpful in moving the
adventure along if you are short on time for the session.
If your players absolutely insist on not following out Melkor's instructions, you can always
have them teleported right back to the Sorcerer and face his wrath there (see 7. Epilogue
below for details...)
2a The Prospector: (Suggested for daytime, perhaps following a great success on Guide
test)
Travelling towards you is an old woman leading a mule. The woman wears stout leather
boots, a much patched coat, and a broken down hat. The mule is burdened with bundles and
blankets, ropes, picks and axes. The woman stops, removes a briar pipe from her mouth, and eyes
you appraisingly, before turning her head to one side and spitting.
The old woman is a Prospector (p. 158), heading for the City to trade some uncut
gemstones, and if she takes to the heroes can give them some helpful information about
the lie of the land and the caves and mining prospects here about. This will give them a
benefit at your discretion of +2 or +4 on Lore, Notice and similar tests where the
knowledge might be deemed to apply. She keeps clear of Perlew Crag itself – knows there
are many goblin folk thereabouts, and a terrible wyrm that nests on the peak. She hasn't
heard about The Egg – “but wyrms lay eggs now, don't they? Hehe – that'd make a fine
scramble, yessir!”
2b The Tormented Soul: (Night time, possibly following a successful Watcher or Guide
test)
The Moon lights the land almost as bright as day. Your watch is disturbed by an unearthly
howling, and you witness a peculiar scene: the spectral figure of a headless man staggers from one
side to another, arms waving in the air, as two laughing Hobgoblin's throw the tormented soul's
head from one to the other.
If the heroes intervene and defeat or chase off the Hobgoblins (p. 186), the ghost will be
extremely grateful and gladly become a Spirit follower (p. 172). If the party significantly
outnumber them, you might want to bolster the Hobgoblins with a couple of wolves. This
would be a good encounter to throw in for a small group of heroes who don't already have
a Follower who possesses a Scouting ability.
2c Wolf Pack: (Night time, after failed Camping or indeed Watcher or Guide test)
There is a
distant howl which you cannot mistake – wolves, without a doubt. You shiver and pull your cloak
tight, glad that the howling is distant... And then it is answered, by a most blood-curdling cry that
splits the air, scant metres from where you stand! As though freshly lit, a half dozen yellow,
unblinking eyes appear in the darkness, fixed on you. With a snarl, the creatures leap at you!
The party (camped or marching) are attacked by 3 Wolves (p. 183). Remember they can
summon 1d6 more Wolves if you have a Dark Fate to spend. The Wolves are fierce, but
will not fight to the death if things are going against them and reinforcements are not
enough, but instead will flee back in the darkness, perhaps to attack again.
2d Glympse of the Wyrm: (Day or night, great success on a Watcher test)
You hear a terrible
cry from the direction of Perlew Crag, a sound which chills your blood. Can it be the Dread Wyrm?
An extraordinary success or an appropriate Lore or Survival check (suggested Difficulty at
least 14) might identify this as a Wyvern's call. You could let the heroes know (if you deem
their character might have learned this and that the information is pertinent to the players'
style of play) that although a Wyvern might be the least of the Wyrms, it is still a fearsome
creature – though you may prefer to keep the players in suspense about exactly what kind
of enemy the Wyrm is for the time being. If the cry is heard during the day, a hero might
catch a glimpse of the Wyrm flying around the peak of Perlew Crag (or if at night, see
something flit in front of the moon).
2e Goblin Ambush (Day time, following failed test (as an Ambush) – can be following a
successful test as an opportunity for the heroes to bushwhack the bushwhackers)
Your way
passes through a narrow point between a rock-strewn shoulder of land. Suddenly, a black arrow
whistles through the air, and you hear the high, triumphant crowing of Goblins, who come
swarming over the rocks.
The party are ambushed by two more Goblins (p. 186) than the number of players. At least
one will stay up behind the rocks firing arrows. The Goblins will not wish to fight to the
death, but rather to inflict some harm, and if possible to filch some small items (using their
Dark Fate-triggered Small and Sneaky special ability), and escape with their lives. They are
from the Perlew Crag Clan, and therefore know about the Ogres' fondness from Scrambled
Wyrm Eggs – one has even previously been involved in a daring Egg Theft (they are the
sole survivor of that expedition...). If taken prisoner, or otherwise somehow befuddled,
befirended or beguiled, this information might be forthcoming. They will not voluntarily
give information about their home, but you should reward deviousness from the players
by giving some information. Of course, if the heroes pursue any fleeing Goblins, they are
going to be able to follow them all the way back to Perlew Crag.
3. A GOBLIN IN PERIL
Once the heroes get closer to the crag, they will find a rough but clear track to follow,
leading straight to the dark, towering rock. As when crossing the moors, you may wish to
determine which encounters occur by resolving Guide and Watcher tests, taking into
account failure and success. However, regardless of any tests, the heroes should first
encounter Grurt the goblin at the rock bridge.
The land rises, and is strewn with large boulders, which the path weaves between, climbing towards
the peak. After half an hour of strenuous climbing, your way is crossed by a deep, rocky ravine. The
path crosses the chasm on a narrow, arched bridge that appears to perhaps be a natural formation, if
two long shafts of stone could have fallen into that position by chance. Beyond the chasm, a track
leads up the Mountain to the left, and down into the chasm to the right.
Suddenly, the air is broken by a cry of alarm! You see a goblin is dangling above the chasm from the
middle of the bridge, just barely holding on with the fingers of one hand, arm stretched to a socketpopping extreme.
“Help!” it cries. Under the other arm it clutches some kind of bundle tightly,
apparently unwilling to drop whatever it contains, even though death is now but a slipped-grasp
away.
The unfortunate goblin is Grurt, a peacable chap as goblins go, who was pushed off the
bridge by the much nastier goblins of the Perlew Crag Clan.
It's expected that the players will probably suspect that the precious bundle might be an
egg, and will be inclined to either rescue the goblin, or possible capture or otherwise
torment or aid it.
Pulling the goblin up from the bridge shouldn't be a difficult task – you
can make it a task that requires a Test roll (particularly if the players describe an elaborate
scheme to effect the rescue) – or you can simply agree that yes, the Troll can confidently
grab the goblin and haul him up.
If the players have already been ambushed by goblins, they should note that this goblin
wasn't one of the ones that attacked them.
The bundle in fact contains a giant, rubber-leaved Jabbersnatch Cabbage which the goblin Grurt hopes to feed his family with (Tiny
Yuggo is very sick and the cabbage broth will surely revive him).
Grurt is amiable, and will be grateful for being rescued if the players are anything less
than openly hostile to him, though would be distressed if his parcel is taken – indeed, he
will protect it with his life if necessary. If the players want to know what it is, he will say it
is a great treasure – but clarify that he needs it to save Tiny Yuggo's life.
Grurt and Tiny
Yuggo live in a humble little hut a short distance away from Perlew Crag.
Grurt knows of the Wyrm – and knows about the wicked goblins who steal its eggs
making the Wyrm so angry. Grurt has nothing to do with those bad goblins, but does
know that they live in a nearby cave down in the chasm, and that there are very many of
them (though how many Grurt does not know).
The outcome of this encounter is expected to be that the heroes will now be considering
whether to climb the crag and face the peril of the Wyrm (see 4 below), or descend into the
chasm (see 6) and seek out a ready-stolen-egg from the goblins. Fear not GMs: this
adventure allows for either outcome! As either route could lead to success for the heroes
(or a gruesome death...), the best thing to do at this stage is encourage the players in the
development of any scheme or plan that might be beginning to take hold.
Crossing the narrow stone bridge should not generally require a Test – unless the players
are attempting some risky action at the time (such as fleeing from an angry Wyvern while
clutching an Egg, for example). If there is any kind of risky activity on the bridge, a good
outcome for a failed test or even a standard success is to have some unfortunate Follower
plummet to their death - we don't want to finish off the heroes in this manner, but there
has to be some kind of consequence to their folly.
4. CLIMBING PERLEW CRAG
From a distance, Perlew Crag is impressive and sheer. On its flanks, it is no less forboding – indeed,
it towers over you blackly, making you feel quite dizzy as you lift your head to spy out some route.
There seems to be a route – winding, precipitous, sometimes with the rock cut almost in steps, other
times smooth and steeply angled. Already, from where you are standing, you risk breaking bones if
you slip. Further up, a stumble could result in plummeting to your death.
If the players are determined to proceed, you should ask them how they intend, as a
group, to manage the ascent. Naturally, the climb holds not even the slightest risk for a
Sprite – except perhaps being blown away on a fierce gust of wind – and a Troll ought to
be confident here in their natural environment that brute strength will allow them to claw
their way up.
The players should be encouraged to describe how they envisage proceeding, using
whatever equipment, skills, followers and sheer ingenuity they can muster. As a default,
you can simply allow for a Guide and Watcher check as would normally occur in
Exploration, but substituting a skill that relates to mountaineering for the checks.
However, give the opportunity for the players to make a suggestion – they may well come
up with something ingenious given the chance.
For example, the players might describe how they will rope themselves together, the
Ghoul Assassin leading the way slithering up the rock, the Sorcerer's Raven flying ahead
to scout out a path, the Troll at the back carrying the Dwarf on her back, who will give
directions from his mountain lore. You may then decide (or the players propose) that the
Dwarf will be making the principle check, using Lore (and Wits for the modify), and that
the Troll will check against Brawn and the Ghoul against agility to Assist (whichever
getting the best roll applies their bonus, if any). You set 15 for the Difficulty.
A Failure or a standard Success should result in a hazard. You may decide that this
involves a character slipping, resulting in a further check to avoid harm. A great Fail or
mixed Success outcome is to have a beloved Follower plummet to their death. Or better,
that something goes wrong resulting in one of the hazards below.
Of course, players might just decide to head up the mountain regardless of any peril wit
no particular outcome in mind. In this case, you should require each of them to make a
Difficulty 14 test (utilising Athletics or Survival if they have those skills) to pass a
challenging part of the way. Failures or standard successes could result in a hero falling
but luckily landing on a ledge not too far below (1d6 or 2d6 damage), or more
entertainingly narrowly avoiding a fall while a hapless Follower plummets to their
demise.
Regardless of success or failure in any test, you should include at least one encounter on
the climb (Harpies are fun). Seeing the silhouette of The Wyrm could happen as the result
of a test success, but also can eventually be thrown in for flavour.
Encounters on the climb:
4a Mountain Goat:
The way is steep and perilous. Sometimes you are only able to proceed by
clinging to the rock, and your stomach lurches when you catch a glimpse of a dislodged stone
tumbling down, down, down… With untold relief, you reach a point where the way widens
slightly, and you are able to release the rock and stand, though your knees still shake and you avoid
taking in the view. You hear a crunch, and see that ahead, barring your path, a splendidly-horned
mountain goat is calmly munching from a tuft of hardy grass, regarding you with a firm,
inscrutable gaze.
The bad-tempered Mountain Goat (p.180) will attempt to buffet a hero (or Follower...) off
the mountainside. You could resolve this situation as a combat, but it may well be more
entertaining if the players try to befriend or otherwise distract or shoo the goat. The goat
might make a useful Follower, helping the heroes to climb (or descend) more safely.
4b Glympse of the Wyrm:
Some instinct causes you to look up – and you freeze in alarm! A
winged silhouette circles above, then is hidden as it wheels and passes to the other side of the peak.
You can't be certain, but it surely was much larger than any eagle or bird.
As with the earlier glimpse of the Wyrm, this could be an opportunity for a hero to
identify that the beast in question is a Wyvern.
4c Remains of Thief:
You notice something tangled in the branches of a tough little tree, just
below the path and above the precipitous fall of the mountainside. Getting a bit closer, you can see it
is the rusted remains of a suit of armour, containing the bleached bones of some hapless adventurer
long-since deceased.
The heroes should be able to recover the body without tumbling to their
own demise, though a fail will result in the armour and bones tumbling to inaccessible
depths, while they are left with nothing boot a bony foot. If they pull the armour up, they
will find rust and scraps of leather, and an amethyst set in a fine gold pendant.
This is an amulet of bird speech. It should require a 15 on a Lore test to identify (Standard
success merely identifying that it is a magical amulet which does not appear to be baneful
- Great success needed to identify as an amulet of bird speech, extraordinary success will also
value at 100 gold) - you may wish to allow a character who wears it to gradually figure out
its use (hearing a vulture commenting to another on how fat he looks, for example). Birds,
for the most part, are foolish and singularly fixated on eating, avoiding being eaten,
reproduction, and how fine their feathers are. Certainly, if a player tries to find out about
The Egg from any birds, they will assume the heroes are after their egg. But you may wish
to impart some useful information.
4d Rockslide!
Notice check at Difficulty 12 for all characters. Fail – struck by a rock,
Success – able to dodge (Difficulty 14 Agility or Melee check), Great Success – able to step
beneath the safety as an overhang (no further check), Extraordinary Success – able to pull
another character to safety with them. GM can spend a Dark Fate to have a Follower
carried away on a fail. A rock strike will do 2d6 crushing damage, with armour having no
effect (although a helm or shield can be used for a save – will destroy if not magical).
4e Mountain Lion Attack!
A ferocious Mountain Lion (p. 181) leaps out at a character. As
with the goat, this doesn't have to be resolved as a combat encounter – it can instead be a
hazard requiring a Test, following which the lion nimbly sprints off on its way. It might
also send a Follower plummeting to its doom, but you already figured that out by now.
4f Chill Winds That Blow No Good:
As you get higher, it gets colder, and as the path turns
around the peak, you find yourself exposed to a bitter, howling wind.
Howling wind: Difficulty 14 Fortitude/survival check to avoid suffering a -2 penalty on
checks until have a chance to warm up.
4g Harpies:
You hear a sudden call of distress above, the desperate cry of some unfortunate
climber?
“Mercy! Don’t drop me!”
“Help, no, please! I can’t stand heights - don’t let me fall!”
“Gah! The claws, the claws!”
“Stop mocking me! No, foul beasts, no!”
“The Egg! I must retrieve the egg!”
Gradually, the players may notice that the voices are coming from above and around them.
Then see the foul, flitting shapes of three hideous Harpies (p. 190)! They are mimicking the
voices of previous victims, and once seen, the evil, mindless creatures will attack. They
will repeat in mocking voices fresh phrases spoken by their latest victims too. Combat
should involve some increased peril from the fact that the heroes are on a narrow trail up
the side of a mountain. The Harpies won't fight to the death (not theirs, anway...) and will
fly away if they are losing the battle (This might result in them returning while the heroes are making their way down the crag with an egg - and possibly hijacked by an enterprising adventurer?)
5. THE WYVERN'S NEST
At the summit of Perlew Crag is the Wyvern’s nest. If the heroes are trying to proceed
stealthily, you ought to allow them an opportunity to approach the nest without being
attacked by the Wyvern (as always, encourage creativity!) - but if they got here too easily,
or proceed without caution, or merely get a standard success on any attempt to proceed
with a skill test, they will be attacked by the beast. If the players are successful in a stealthy approach, have them experience a close shave,
and ensure that they are aware that at any moment blade-taloned death might descend on
them from above!
The view from the summit is eerie and awe-inspiring. You are above the clouds, which are lit
silvery-grey by the bright full moon and shimmering stars, and are spread across the land like a
torn, swirling blanket – here and there beneath the gaps is a small cluster of pinprick lights – some
settlement or village – the rest submerged in blackness.
The peak is broken, with large boulders that provide some shelter from the wind. Between these
boulders is a huge jumble of intertwined tree branches, from which a strong, foul odour carries: the
Wyrm's nest, you are certain.
(If the heroes are attacked:)
The wind howls – and another howling shriek rises above it: Wings outstretched, a great flying lizard descends to attack! Clawing at you with two taloned feet, swinging its long spiked tail, and shrieking from its sharp-toothed maw.
Somebody may be able to identify (or already have identified) that this is a Wyvern (p. 202). It is a fierce creature, but the degree of challenge will depend on the number of characters – a larger party ought to stand a strong chance of defeating it in combat – though even if strong in numbers it would be very likely that one or more heroes be slain.
You should allow the players an opportunity to escape if they are out-matched – or possibly, the Wyvern will snatch one character and carry it to its nest. This would give an opportunity (depending on how the players react) for a daring escape or rescue – encourage the players to describe their plan, and agree appropriate check or checks to be made to resolve. For example, a captured player might decide to try to sneak off after playing dead (resolved by a Stealth or Survival check), or a more elaborate scheme might involve somehow trying to win the Wyvern over (maybe deceiving it into treating the captured hero as a baby Wyvern?).
Encourage creativity! But if the players are stuck on ideas, a basic rescue or escape should provide sufficient adventure.
There are three eggs in the nest, immediately visible to any hero who climbs in. The eggs
are large (about 1/2 metre high), yellow mottled with red. One might hatch a baby wyvern,
either now or at a suitable moment. There are also the half eaten remains of various cattle,
sheep, horses, goblins, and at least one hapless adventurer – it is a foul mess and searching
it will require a strong stomach (no problem for a Ghoul, others must make a Difficulty 12
Fortitude check or be sick. Notice checks at 12 to each find 2d6 Gold worth in coinage and
small jewels, Great Success finding an enchanted Rapier (will not break like a regular, and
+2 to hit, +1 to damage), Extraordinary Success a Ring of Protection (p.235).
The Wyvern's eggs have a very particular magical quality – the eggs have an evolutionary
resistance to magic, and nullify (4 times in 6) or even reflect (1 time in 6) spells cast against
anyone holding it (or within 2m).
If they have reached the nest without being spotted by the Wyvern, ensure that the players
have the sense that they might face death-from-above at any moment. If the Wyvern is
slain, you might want to hint that perhaps it has a larger mate...
Having acquired an egg (or three), now what? If you're playing the adventure as a one-off,
the adventure may end here (depending on how short you are on time), but especially if
the Wyrm is still about somewhere, the heroes will now need to effect a dramatic escape.
This may simply involve descending as quickly as they can, fending off or hiding from
Wyvern attacks, or one of the perils from the climb not yet encountered - though if the
heroes have a clever or outrageous descent planned (riding Mountain Goats or captured
Harpies...) this should be strongly encouraged.
For the fast ending, especially if anything risks being anti-climactic for the players, you can
have them magically teleported by Melkor as soon as an egg is retrieved (or, for meanspirited tournament play, even just any egg-seizing hero, leaving the rest to face peril on
the peak of Perlew Crag). See the Epilogue below.
6. BENEATH PERLEW CRAG
For heroes who decide to descend into the cavern, towards the Goblin Lair you may wish to have an encounter with either a mountain lion (see 4e above) or goblin scouts on the
way down into the Chasm, depending on how easily the heroes have had things so far. Or you may proceed directly.
The path descends into the chasm, curls round beneath an overhang, which opens out into
a large cavern. There are bones and refuse scattered around this entrance, which heroes
may wish to search. a ‘success’ in searching the refuse will identify that goblins live
hereabouts, great success identifying the spoor of ogres and cave trolls, extraordinary
success finding a blue gemstone worth 20 gold (best not to say where it was found).
There is a sign outside the cave “Keep Owt. Danger ov Deff. G’wan, git!” There is no
guard.
6a Entrance Cave:
Inside, the Cavern can be seen to be large, and largely empty. There is a
fire burning low in the centre, some belongings scattered around it. Opposite the entrance
to the cave is a large opening which leads into a wide, natural tunnel, which descends on a
moderate slope and curves slightly to the left so that the end cannot be seen. Attention
paid to this tunnel will note flickering light reflecting from the walls some 30 metres
down, and any attentive listeners will hear a echoing hubbub readily identified as the
sound of many goblins.
To the left of the opening, a large wooden door with a brass ring in
its centre is set into the cave wall.
The furnishings of this cave are two low stools, a pack of dog-eared, grease marked
playing cards, two loaded dice, chicken bones, three tin mugs and an empty jug. The
playing cards show suits with pictures of goblin Kings and Queens; there are four suits
(Clubs, Spiked Clubs, Brains and Rats) but notably 5 Aces and a number of other cards
missing - the aces are quite clearly marked on the back.
Careful observation should reveal
that these belongings have been left here casually, rather than abandoned at some
emergency. There are no obvious signs of any kind of struggle taking place here. The
goblin guards have either been out on patrol and run into the heroes, or are just goofing
off in the Main Cave. If an earlier encounter resulted in goblins fleeing from the heroes,
there should still be no one on guard: these goblins are slackers. This ought to allow even
only half-cautious heroes a final opportunity for a stealthy approach.
There are three exits from the cave. The main tunnel leads to 6c Goblin Central. The door (locked, see below) leads through to the ogres’ quarters (6b). The third exit is low down and not immediately
visible (should only be found if the heroes carefully search). It leads through to a low
tunnel which climbs over above Goblin Central, and also carries on over into the cave
troll’s lair.
6b Ogres' Lair:
The door from the entrance cave is locked, the lock can be picked using the
Tinker skill (Difficulty 12), there are no traps. It is difficult to break down though as it is
pretty sturdy - Difficulty 16, failure or normal success will result in injury (or damage to
any weapon used). Beyond is a rough hewn corridor. There are some mouldy heads
mounted to the wall of the corridor - either warnings or gruesome trophies. They
represent an eclectic mix of kindred - human, elf, dwarf, goblin.
Half way along the
corridor, there is a Deadfall Pit Trap. The trap is disabled by pulling down on the head of a
dwarf set in the wall just before the trap (and the head of an elf coming from the other
direction), which will prevent the trap from springing. If this is not done, the paving stone
covering the trap swings away once a hero steps onto it.
Deadfall Pit Trap: (see p 218-220
of the GM’s Guide regarding Traps) Concealment: 0, Threat 14, Damage: 2d6 Avoidance:
Moderate (pressing levers to disable or spotting and leaping over the covering swingstone) Notes: The trap is 1.5m square at the top, and 5m deep.
At the bottom of the pit are some bones, a broken lyre (containing a gemstone worth 10
gold), and a surprisingly well-preserved old journal titled My Adventures by Lem the
Minstrel: Largely an account of wooing various maidens, the journal does include some
notes which will give a +2 to Guide checks in the locale of The Tavern at Innsview, and
there are 3 Nature Spells in the form of Ballads: ”The Winds of Lameroon” - Gust of Wind,
“They Call Me Lusty Legs Lem” (Speed) and “Stop! In the Name of Love” (Immobility).
These can be learned by a Nature Spellcaster or cast as scrolls, but the learning or scrollcasting process will involve singing the singularly annoying melodies. (For the curious:
the bones are the bones of a goblin, who stole Lem’s journal and lute; Lem met his end
elsewhere.)
At the far end of the corridor is a similar door, unlocked this time. There is some noise
from beyond. Listening will hear two loud, uncouth creatures bickering, apparently about
poor quality of staff: “
Them bloody gerblins, they better get a move on scrambling that egg,” and
“They is such lazy swine. Anyone would fink they woz trying to get et by that Wyvern. Next time
they better bring us more than one.”
After opening the door:
The chamber beyond has a kind of rough luxury - the walls are hung
with various furs, there’s an iron stove in one corner, and a pile of furs in one corner presumably
makes for a bed. A second door stands open, and dominating the room are two powerful, gruesome
ogres, wielding hefty spiked clubs. A He and a She, to judge by their build. The she-ogre strikes her
mate with a thundering punch on the side of his head.
“Ow! Wot wos that for?”
“Look, you fool!
Stinkin’ Adventurers. Where woz them gerblin guards, I doesn’t wonder.”
If the heroes attack Gantosh and Chunn, (and if the GM has a Dark Fate to spend) Chunn
(the she-ogre) will raise the alarm: She places two meaty fingers between her lips, and lets out a
loud, piercing whistle. 1d6 goblins will arrive in 1d3 rounds, though the open door which
leads to Goblin Central (this of course assuming that the heroes haven’t somehow already
eliminated or otherwise neutralized the goblins).
If the players fast talk the ogres, or fight them, beat them and spare their lives, they may
well learn that they have one of the Wyrm's Eggs, which the goblins have stolen for them
and are due to be scrambling. The goblins are an unruly lot, but the ogres do hold them in
thrall, so the heroes may be able to use them as hostages to effect an egg exchange.
Beneath the fur bed rugs (searching may require a check against throwing up) are various
ogrish treasures - 24 gold worth of coins, gemstones and trinkets.
6c Goblin Central:
You find a large cavern, part natural it seems, with stalactites and
stalagmites, and part hewn from the rock. Several torches burn in brackets around the chamber,
causing shadows to move across its walls, and the whole place echoes with the hubbub of dozens of
unruly goblins. In the centre of the cavern, surrounded by the throng, one particularly fat goblin in
a dirty white cotton apron and hat clouts a smaller goblin in the back of the head with a spatula,
while the unfortunate wretch holds an oversized iron pan over a cooking fire. Next to both,
prominent on a wooden rack, is a huge yellow and red mottled egg.
There could be as many as 30 - 50 goblins – less as many as reinforced the ogres. The
actual number is not particularly important – it should be enough to clearly discourage the
players from simply charging in and attacking. In a side chamber, not immediately
noticeable, a cave troll is sleeping.
If the goblins are desperate they (or a surviving ogre)
may wake the troll who will lazily join them.
The goblins will only be disturbed from their various squabbles if the players mount an
open assault on them, or if the alarm has otherwise been fully raised (even if the ogres
have summoned some, you should allow some time for the whole lot of the goblins to be
made aware that anything is going on).
This means that the heroes should have an opportunity to come up with an ingenious (or
indeed hare-brained) plan to snatch the egg. Here you should definitely allow players time
to propose and execute such a plan, giving scope to inventive use of skills, abilities, and
general inspiration. Even a full-on assault might be allowed, though you should definitely
make this an opportunity to fight only as many goblins as necessary to reach the egg, after
which the heroes would need to flee before being overwhelmed (not all the goblins will be
able to reach and attack the heroes immediately, but there are clearly enough for
reinforcements regardless of how many get killed).
The Wyvern's eggs have a very particular magical quality – the eggs have an evolutionary
resistance to magic, and nullify (4 times in 6) or even reflect (1 time in 6) spells cast against
anyone holding it (or within 2m). This may well interfere with any plan involving spellcasting! If you are feeling generous, rather than nullifying the spell, the effect may be an
unanticipated outcome from the spell casting (for excample, finding themself transported
to the peak of the Crag after casting Blink...)
Particularly if they arrive in The Chamber directly from the entrance cave or without any
particular plan, as GM you should probably call a time-out, and ask the players how they
think they should proceed. If necessary, directly encourage them to outline a plan to get
the egg, explaining that you will use the basis of their plan as a test (or likely series of a
couple of tests) to determine success. You can ask them what they think is likely to happen
if they fail, or merely succeed (without Great Success).
You as the GM have the absolute
final word on how the outcome is resolved, but your players may well surprise you with
what they suggest. They may have options depending on if they have defeated (or
captured) the Ogres, or if they have found the secret way into the top of the cavern (the
entrance is directly above the Egg).
It is possible some players may be absolutely stuck, or choose a plan which you think is
not really feasible. You can make suggestions too. The simplest form of plan here might be:
“We'll fast-talk the Goblins, and con them into letting us take the Egg.” (You can suggest
this if necessary). You should ask further prompts – which character will be doing the fast-talking? (The Elf Bard, naturally) Can they think of anything that'll be the subject of the
ruse? (We're here to sell cabbages) Will any character Assist them? (The Troll will glower
menacingly) Is there a Plan B? (If it all goes wrong the Troll will grab the Goblin Shaman
and use him as a bat to sweep the other Goblins aside, grab The Egg, and make a run for
it)
Once the heroes have the egg, they will need to escape. As outlined in part 5, if you are
pressed for time, you may want to have the heroes teleported back to Melkor once they
have the egg – but it will likely be more fun to see exactly how they escape from a horde of
goblins before dreawing matters to a close. If there is time for a final chapter, or if there
may be future adventures for this band of heroes, you may wish to proceed and resolve
the Epilogue below.
7. EPILOGUE
Whether the heroes return to the City after a trek back across the land, or are summoned
there by a teleportation spell, they should eventually reach Melkor, hopefully with an
intact Wyrm's Egg. A return to Melkor's Emporium will have them sent through to the
sorcerer's inner sanctum:
You stand in a large chamber, dimly lit by light filtering from a source on high. In the dim
darkness surrounding you are shelves filled with books and all kinds of difficult to recognise items - but
your attention is immediately drawn to a tall and imposing figure who steps from the shadows,
throws back the hood of his cloak, and glowers at you with eyes lit with glowing red flame. Dressed
in a long robe brocaded with arcane shapes and symbols, he looks down his sharp nose at you, one
eyebrow raised, his expression otherwise hidden by a long and flowing white beard. “Well,” he
intones, “where is it? Give Me The Egg.”
If the heroes (voluntary or otherwise) present anything other than a Wyvern's egg
(whether plucked from the nest or seized from the goblin caves), Melkor will react with
outrage:
“Gah, you imbecilic fools! Have you any idea what it cost me to send you on this errand - and you
return to me without my Egg?” His eyes spark, and a red light begins to glow fiercely between his
hands…
The heroes might run: there is a door, unseen owing to the poor lighting, but not hidden. A flight of steps leads down - there are other doors on the way, though it’d be inadvisable to
explore, as they have been summoned to the top of a tower adjoining Melkor’s Sorcerous
Goods store in the City.
Melkor has numerous magical traps, apprentices, guards and
charmed monsters, and is himself a very powerful enchanter. So the chances for escape
ought to be slim, but surely the heroes deserve a break after all they have been through?
They may wish to stand and bluff it out, and you could roleplay this (Melkor is stern,
powerful, but not good on detail - hence his significant errors in how he sent the players
on this mission in the first place…)
An alternative resolution to the dilemma any egg-deficient heroes face will be to ask the
heroes what they are intending to do and how they expect to achieve it. E.g. do they have
anything in mind that might aid them in their escape, to cause a distraction or obstruction;
or a particular approach to convincing the Sorcerer to spare or even reward them. Allow a
generous test to resolve this, with failure resulting in the players’ capture at worst
(perhaps being banished to the far ends of the Realm by a vengeful spell). Great or even
Extraordinary success could result in them snatching an item of value on their escape, or
convincing the Sorcerer and being inordinately rewarded.
If they wish to fight the Sorcerer, you should let them know that he is considerably beyond
their abilities (they would have to assume 10th level) - with magical charms and so forth
his Threat must be at least 24 (you can let them know this). Failures or standard successes
will result in the unleashing of any of your choice of Advanced spell - Destruction, Drain
Life, Fiery Retribution, Spell Vortex and of course Toadify! would all make likely choices.
Snivelling, abject surrender ought to be accepted.
If they have The Egg, then things will be different. Melkor wants it, and will likely resort
to Wizard of Oz level theatrics if it isn’t immediately surrendered. The players may well
realise that for some reason he is reluctant to unleash any magics owing to their
possession of the Egg - and may already have learned that it will nullify (4 times in 6) or
even reflect (1 time in 6) spells cast against anyone holding it (or within 2m). Therefore,
they might have the scope to negotiate.
Again, you may wish to let players roll for the
outcome of negotiation. Failure means he will give a flat 30 gold per hero, success means
25 gold and a choice of basic magic item (potion or scroll each), Great Success 25 gold and
a minor magical item such as magic sword, ring of protection.
Melkor nods approvingly, and clutches the Egg close to his chest, stroking the top tenderly. He
seems quite distracted, and then notices you all standing there. “Oh, well done, well done. You have
no idea how many fools have failed me before this, and I am very grateful, very grateful indeed.
Speak to my assistants on the way out, they will give you your reward. Now begone!”
text (c) James Fallows 2021
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