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11 StartingQuestv2
11 StartingQuestv2
11 StartingQuestv2
Bad Apple
A Starting Quest for Shadow of the Weird Wizard
Finding food to eat, water to drink, shelter against Credits
the storms that blow in from the south make life in Writing, Design, Art Direction: Robert J. Schwalb
the borderlands anything but easy. But when Editing and Development: Jennifer Clarke Wilkes
others direct the full weight of their unprovoked Proofreading: Jay Spight
malice against innocents, life becomes almost Graphic Design and Layout: Kara Hamilton
impossible. Not everyone finds the arrival of
refugees into borderlands to their liking, and some One Bad Apple is © 2023 Schwalb Entertainment,
of the most devious inhabitants see all these LLC. All rights reserved. One Bad Apple, Shadow of
people as victims in the making. the Weird Wizard, Schwalb Entertainment, and
One Bad Apple offers a quest for starting their associated logos are trademarks of Schwab
characters. In it, the players assume the roles of Entertainment, LLC.
ordinary—or almost ordinary—folk faced with an
old and terrible evil, one that threatens to put an Schwalb Entertainment
end to the fledgling community before it has a <logo>
chance to grow. Whether used as a one-shot or as
the start of an entire campaign, One Bad Apple PO BOX #12548
makes a great introduction to Shadow of the Weird Murfreesboro, TN 37129
Wizard. info@schwalbentertainment.com
schwalbentertainment.com
1
Great Fields and Pastures
Fields of grain and pastures for cows and sheep
2
Victor the Smith
family survived the crossing. The Macons include
Mikke the Elder, and his three children, two of
Two Forks’ blacksmith came from the Old Country whom work in the fields, while the other tends the
along with everyone else and set up shop here cattle.
having found it as good as anyplace else. A lifelong Shew Family: Two Fork’s elder leads the Shew
bachelor, Victor the Smith (orc trooper) lives in family, which consists of nine children, aged
the shack attached to his forge, and if he’s at all between thirty and nine. Eight of the children split
worried about burning his home to the ground, between working the fields and tending the
he’s given no indication. The Elder Dung hidden in livestock.
his shop soured his soul and filled his head with Allson Family: The Allsons have little to do with
violent thoughts. He’s well on his way to turning other people, though they are friendly enough.
into an orc and his skin has taken on a grayish Ruprecht and Maybell have three children, and the
color, teeth more pronounced, and his hair has entire family herds the livestock, though Maybell is
been falling out in clumps. a deft hand with needle and thread.
Dirk Dirkenson: The public house belongs to
Dirk Dirkenson, a rakish young man not yet thirty
Brother Clegg with an easy smile, loud voice, and good looks. He
Clegg was among the refugees who settled Two employs two local girls to help him cook and
Forks and, being a lifelong follower of the High serve. Dirk knows a fair bit about brewing, having
One, urged the community to build a chapel to the learned the trade from his father. A bauchan (see
god as the first order of business, arguing that below) cursed him a few weeks back. The man has
honoring the god means gaining the god’s told no one of his troubles, but he has suffered a
protection. Since, Brother Clegg has ordained string of bad luck.
himself and ministers to the locals. He has no
credentials and only a rudimentary understanding
of the faith, but he’s creative, able to fill in the gaps Part 1: Prisoner
of his knowledge with clever fabrication. Clegg The characters spot Elder Myriam arguing with
turned forty last winter and a lifetime of hard Pete and Bill in front of the blacksmith’s shack. A
drinking shows in his nose and his bloodshot eyes. few others watch, worry creasing their faces.
He has a heavy body that he keeps covered with Eavesdropping characters can hear Myriam tell
black robes. the guards to stay put and keep him inside no
matter what. She then turns to the villagers and
3
• Myriam caught a glimpse of him, and he ribs, and a missing ear—Victor bit it off. If
appeared unwell. questioned, he can supply the following answers.
• She does not know what happened to Victor or
the motives behind the attack. • Ruprecht was heading to the river to check his
traps when Victor came out of nowhere and
Myriam prevails upon the characters for their attacked.
aid. She offers to deputize them and pay them each • Ruprecht and Victor got along well enough. They
1 sp if they get to the bottom of what happened to sometimes sat together at the public house.
Victor. If they can save his life, she’ll double the • Ruprecht cannot imagine what would have
pay. triggered the attack.
4
Investigating the
from the bandage covering his ear hole, gray skin,
and missing hair.
Victor Escapes: Two days after Ruprecht goes
Forge on his rampage, Victor (now an orc trooper)
breaks down his door, overpowers the guards, and
Four thick posts hold a roof over a firepit, anvil,
rack of tools, buckets of water, oil, a bench, and all runs off into the woods. Both Pete and Bill
the other things one expects to find in such a work contract soul sickness.
place. Have each character searching the forge
make a luck roll. The character with the highest
successful roll discovers amongst the chunks of Part 2: The
Woods
charcoal in a bin, a fist-sized rock that radiates
menace. The character with the second-highest
success finds prints in the mud around the forge,
barefoot and the size of a child’s foot, but with six The trees found in the nearby wood form a dense
toes. canopy that plunges the environment in shadow.
None of the village’s children have six toes on Flowering shrubs, vines, prickly weeds, and other
their feet. Myriam can recognize the prints as plants form a dense carpet that makes travel
belonging to a goblin. Searching the area for prints through the woods difficult, but also makes
turns up more of the same around the forge but finding paths made through it easy. Bedger and his
they disappear in the harder packed earth ten feet cronies made no effort to cover their trail and
away. None of the locals have seen a goblin, but if many of the smaller plants have been trampled by
Bill is anywhere nearby, he admits to seeing a their movements.
funny looking child running off to the woods a few
days ago. He didn’t say anything as he wasn’t sure
that he saw anything.
Exploring the Woods
Many of the smaller plants have been trampled by
the goblins, leaving a clear path to their lair.
Elder Dung Anyone inspecting the trail finds a few chicken
The essence of the Ancient Ones, the black rock feathers. Characters following the path can reach
called Elder Dung carries the taint of soul sickness the lair in 15 minutes, but one of the goblins
(see Diseases in chapter $@). The stone resembles notices the characters and warns Bedger and
charcoal and even leaves a black residue on company. The goblins remain alert for 1 hour and
whatever it touches, it feels heavier than its size then drop their guard.
suggests and anyone gripping it tight feels a If the characters avoid the path the goblins left,
throbbing in it that syncopates one’s heartbeat. it takes them 30 minutes to find the goblin camp.
Any creature that spends 1 hour or longer in the Have each character make a luck roll. The
same zone as the Elder Dung becomes exposed to character with the lowest failed result steps on a
the disease. Any creature carrying the Elder Dung viper that then attacks that character for a round
makes rolls to attack with 1 boon. or two before slithering off.
No one in Two Forks recognizes the stone or
where it comes from.
Breaking the Elder Dung into smaller pieces has Salty Lemon
no effect on its infectious nature. Salty Lemon, a vicious bauchan, lives in the
woods. He despises mortals as do many of his
kind, but Two Forks earned his enmity by cutting
Complications down some of his trees. More than the other
feckless talking apes, he hates Dirk Dirkenson the
Inaction or delay might lead to the following
complications. most, having seen him make advances on one of
Another Attack: Ruprecht Allson goes berserk the young women who work for him. Salty
and attacks his family the night after being intervened on the girl’s behalf and cursed Dirk.
attacked. If not stopped, one of his sons brings him Since, Salty watches the village, waiting for Dirk
down, but not after the elder Allson creates a few to do something equally loathsome or stupid so he
casualties and infects the rest of his family. teleport to his side and deliver the beating the
Inspecting his body shows corruption leaking out man well deserves. While watching the village,
Salty saw the goblins sneak into the village and
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deposit the Elder Dung in the blacksmith’s The 5 goblins (Bedger has Health 12) make their
workshop. Salty knows what the substance is and camp in the ruins of a temple dedicated long ago
what it means for the people. He’s torn with to an Ancient One. If the goblins know the
indecision. Helping the villagers means giving aid characters approach, they hide behind the rubble
to filthy mortals, while not lending his aid means and fallen columns, springing up to loose stones
unleashing a plague of orcs. from their slings when the characters move to
The bauchan notes the characters moving within two zones of them. Otherwise, the
through the woods and watches them from hiding. characters might take the goblins unaware—have
If the characters dispatch the goblins, Salty the characters make Agility rolls to sneak up on
approaches them. He’s insulting, rude, and the goblins. If half or more succeed, they all do.
thoroughly unpleasant. If the characters attack
him, he teleports away, beats Dirk Dirkenson to
death, and then returns to curse the character who
Combat Zones
The combat’s zones include the temple ruins zone
attacked him first.
and any number of light forest zones. The goblins
If the characters befriend him, or, at least, avoid
are in the temple ruins. If the goblins are aware of
fighting him, Salty offers to give them a recipe for
the characters, the goblins jump out of hiding and
making a balm to help fight the soul sickness
attack with their slings—characters cannot take
provided the retrieve something for him. He
the initiative. If the goblins are unaware of the
claims an evil priest stole a jewel from him a
characters, the characters can start the combat
thousand years ago. The bauchan believes the
from any position they choose once they can see
priest is buried somewhere in the woods. He is.
the goblins (within two zones or less).
His remains are in the tomb accessed by a
Temple Ruins: The rubble, fallen columns, and
sinkhole, somewhere in the woods.
the like grants partial cover against enemies
If the characters find the cat’s eye agate and give
outside the zone, or total cover against such
it to the faerie, the faerie gives them the recipe for
enemies if the creature in the zone is prone.
curing soul sickness. The characters can find all
Light Forest: The trees in the forest grant
but one ingredient in the forest. The missing
partial cover to creatures in it from all attacks
ingredient, Starshine Nectar, Salty supplies, but he
except those made by enemies in the creature’s
has enough only for five doses. Starshine Nectar
reach. Targets separated by two or more zones of
comes from an exotic plant that grows in the
light forest have total cover from their attackers.
Gardens of Whispers, a hidden realm accessed
from somewhere in the new lands that can be
harvested only at night and then only during a Combat Developments
new moon. The following developments might occur.
The characters can make the balm or Elder Falling Tree: A tree falls into the zone of the
Myriam can if no character has the proper training first combatant to get a result of 0 or less on an
for making consumables. The balm works only on attribute roll or luck roll. Each creature in the zone
people who have not yet been turned into orcs, but makes an Agility roll. On a failure, the falling tree
suffer the disease’s effects. deals 1d6 damage to them and knocks them
prone.
Feral Hog Defeating the Goblins: The goblins fight until
three of their numbers become incapacitated or
A feral hog (boar) roams the woods. The goblins
until Bedger becomes incapacitated. If the goblins
have been attacking it with their slings at it for a
can’t flee, they surrender if the goblins believe
couple of days, in the hopes of making a meal of it.
their lives will be spared.
The hog has no intention of being eaten and
Any prisoner other than Bedger knows their
prowls the woods, attacking anyone it encounters.
leader dropped off something in the village but
The characters run into the injured hog (the boar’s
they don’t know what it was. If Bedger is captured,
damage total is 13) on the way to goblin camp.
he tells the characters exactly what he did and tells
them that there is no cure for the soul sickness the
Part 3: Temple Elder Dung creates.
Characters Defeated: If the goblins drive off
Ruins
the characters, the goblins let them run off, but the
goblins pick up and move off, heading for safer
territory somewhere else. If the goblins have any
6
characters as prisoners, they drag the prisoners
off with them, which might become the basis for a
rescue mission, if you choose, or result in the
prisoner being sold in the Shadow Market a few
days later to a fate best left undescribed.
2. Trapped Corridor
Hieroglyphs cover the walls, ceiling, and floor of
this dusty chamber. Nearly all depict some act of
human sacrifice, prostration, or genuflection
underneath a watching eye.
Trap: A poisoned dart trap protects this
corridor.
7
3. False Treasure
and attacks unless they immediately place the
Elder Dung or another object of similar size into
In each corner, a column of eyes extends from its mouth.
floor to ceiling. A chariot, several iron-bound
chests, silk bags, bolts of cloth, and other valuables
occupy the room’s center. More eyes appear on the 6. Slaves to Darkness
walls, floor, and ceiling. A stone door with handle Two niches in the north, west, and south walls
stands in the center of the south wall. hold the skeletal remains of the priest’s acolytes.
Trap: The treasure is a persistent magical On the center of the ceiling and floor are yet more
illusion. Attempts to touch the goods pass through giant eyes. A few sacks rest in the corner.
the image, causing the whole thing to waver, and Skeletons: Unholy magic binds the acolyte’s
triggers the portcullis trap that closes off the exit souls to their remains. If anyone touches the bones
to location 2. or moves to where they can reach them, roll a d6
once for each of the six sets of remains. On a 5 or
6, the skeleton awakens to become a decrepit
4. Shrine of skeleton. On any other number, the bones
collapse into powder and keening sound fills the
Shagnagrath air as the soul breaks free and tumbles into the
Netherworld.
A stone idol depicting some monstrous thing
covered in bulging eyeballs commands the south Sacks: The sacks contain sand. Sifting through
wall. A dozen prayer rolled up prayer rugs rest the sand turns up 24 cp and a random oddity.
against the north wall. The east wall holds a mural
that depicts the being the idol represents razing a
city, while the west wall has been painted black.
7. Guardians of the
Prayer Rugs: The rugs crumble at a touch.
Idol: The idol has Health 50. When a creature Tomb
strikes the idol, the idol’s residual supernatural At the center of the room, stand 2 skeleton
power reduces the weapon to 0 Health and the choppers. Each holds its axe in both hands before
creature wielding it makes a luck roll. On a failure, its body, the butt planted on the ground. The walls,
the creature loses 1d6 Health and becomes floor, and ceiling of this chamber have been
stunned for 1 minute. painted black and flecked with tiny white spots
that look a bit like stars. A hole in the wall
8
opened, however, darkness spreads throughout before they can advance to level 1 or let them do
the zone and lingers until the end of the next so, and have the plot for the next quest involve the
round. Each character in this room makes a luck orcs, the goblins, or some other consequence for
roll with 1 bane and, on a failure, becomes cursed the group’s failure.
for 24 hours. While cursed in this way, the
character also makes rolls to attack with 1 bane.
Finally, a skeleton soldier inside the casket rises
up and attacks the characters, fighting until
destroyed.
Part 5: Return to
the Village
What the characters find when they return to the
village depends on how long they spent in the
woods. If they return within 24 hours, they have
time enough to cure Victor before his
transformation is complete. Otherwise, the
characters find the disease has spread to infect
one villager plus one for every 8 hours beyond the
first 24 hours that the characters were absent
from the village along with any others that became
infected based on developments in Part 1. One
plus half the number of infected have become orc
minions. The characters can fight these orcs or
not as they choose. If the characters opt not to
fight the orcs, the afflicted move off on their own,
possibly spreading their infection to neighboring
communities.
Conclusion
If the characters manage to complete the quest,
the hardship and danger they experienced gives
them sufficient reason to form into a group and
advance to level 1. In addition, everyone in Two
Forks becomes friendly to them for the next year,
offering free room and board as needed. Word of
the characters exploits travels to nearby
communities, so that the characters find
themselves recognized if they travel to them.
Failing the quest produces unhappy outcomes
for the people of Two Forks. If the characters
failed to find and remove the Elder Dung, everyone
in the village succumbs to soul sickness in a
matter of weeks and form into a mob of orcs that
terrorize the surrounding environment. If the
characters failed to deal with the goblins, Bedger
might appear later as another, more experience
and more capable foe, at the head of a larger band
of goblins. Finally, you might require the
characters to undergo another starting quest