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One

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

Expectations surround the village. A barn and pen house the


livestock just north of the village.
Bedger, a goblin, traveled to the Shadow Market
and traded a two-headed sheep for a bit of Elder
Dung—a black stone imbued with soul sickness.
Woods
Bedger and his cronies slipped into the village of A small wood of eucalyptus trees grows to the
Two Forks and left the Elder Dung in the southwest of the village. The villagers shrank the
blacksmith’s workshop. A few days later, the wood to build their homes, and the stumps of
blacksmith has become a rampaging monster, a these felled trees fringe the woods on the side
wild killer halfway turned into an orc. closest to the community. Birds, squirrels, deer, a
Bedger hopes to live up to the memory of his few wild pigs, racoons, and other wildlife live here.
father, Shymstik the Sweating, who killed Somewhere near the center of the woods stand
Mellifluous, the faun prince, in single combat, who the ruins of an old temple.
befouled an altar to the Horned Lord and lived to
brag about it, and had even been cuffed by the
Goblin King himself! With such a pedigree, it’s no Supporting
Characters
wonder Bedger’s mam filled his head with great
expectations. Bedger believes corrupting the
people of Two Forks must earn him attention from
the Goblin King and a reward for his ingenuity. A few people living in Two Forks act as supporting
characters. They use rules for peasants.

The Quest Elder Myriam


A group of starting characters completes the quest
after they find the Elder Dung, remove it from Leadership agrees with Myriam Shew and she
village, and bring the goblins responsible for its regrets nothing about how she bullied, cajoled,
appearance in Two Forks to justice. and pushed herself ahead of everyone else in Two
Forks to gain her position as village elder. Myriam

Environments knows she holds her position through force of will


and fears that the trouble with the blacksmith will
see her pushed out, especially with Saul Saulson
One Bad Apple can take place anywhere you
angling for her position. Myriam, a human woman
choose. It uses the following environments, all of
in her fifties, wears a loose dress of homespun, a
which can be adapted to fit the setting you choose
shawl over her head to keep her wiry gray hair
for this quest.
under control, and walks with a cane.

Two Forks Pete and Bill


Settlers founded their tiny village between two
Lacking any appreciable skills beyond drinking
forking streams of sluggish, muddy water about a
beer at the public house, Pete Saulson and Bill
year ago. Between the waters stand eight
Pedigree decided to form the militia, which is
buildings constructed from logs resting on stone
something of a release as Pete’s too lazy to work in
foundations and with thatch roofs. The buildings
the fields and Bill’s lost more sheep than he’s
include a small chapel dedicated to the High One, a
saved during his short stint as a herder. The two
blacksmith’s forge and attached shack, a public
men look alike, despite lacking any blood
house notable for its porridge-like small beer, and
connections. Both stand about six feet tall, weigh
five residences belonging to the families who
around two hundred forty pounds, and have
settled here. All structures stand close together.
ruddy, red features. Pete has red hair, while Bill’s
receding hair is black.

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

Bystanders urges them to remain calm. She explains that


Victor has fallen ill. From inside the shack,
Other people live in Two Forks. Although none something kicks at the door, making the whole
play a major role in the quest, you can develop thing shudder. Unless stopped, Myriam goes back
them as needed to bring the community to life. to her house and closes the door behind her.
Saulson Family: Saul Saulson and his family live
in one of the residences. His wife, Emily, bore him
four sons and two daughters. Saul believes he What’s Going On?
should be leading the community, but defers to Characters looking into the situation can learn the
Myriam for now. The Saulson family grows following information by talking with the locals.
vegetables in their gardens and three boys work in
the field. The fourth boy is a guard (see above).
One of the daughters, Megan, works for Dirk
Myriam
The village elder hopes this problem will go away
Dirkenson at the public house.
on its own, and is at her wits end. She becomes
Pedigree Family: Aunty Tea left her husband in
friendly if the characters approach her with
the Salt Barrens, but made it to Two Forks with
questions and reveals the following information.
two sons, one of which is a guard, and three

daughters. Her elder son and daughter both herd
• Victor attacked Ruprecht Allson this morning.
sheep, while her youngest was works for Dirk
Dirkenson. • The two men are friends.
Macon Family: The Macons were a large family • It took both Bill and Pete to drag Victor back to
until they hit the Salt Barrens, and only a small his shed.

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.

Pete and Bill Bystanders


The guards posted in front of the shack appear The characters might talk to other locals to gather
shaken. Pete has a black eye and Bill holds his ribs more information, including details about the
on the left side. They answer any questions put locals.
them, having forgotten to keep quiet about the
matter as Myriam instructed them. • Two people saw the attack. Both agree that
Ruprecht did nothing to provoke it.
• They were coming back from the public house • Brother Clegg was seen talking with Victor last
when they saw Victor running across the street. night. Then conversation appeared heated.
He tackled Saul Saulson and started beating on • Victor has been acting strange the last few days.
him. It took both of them to pull him off. He’s been unfriendly and has been keeping to
• Bill talked to Victor yesterday. The blacksmith himself. Most evenings, he goes over to the
was irritable and looked unwell. public house for a pint or two and light flirting
with Megan Saulson.
Victor the Smith • Megan can reveal that Victor hasn’t been around
Myriam ordered Pete and Bill to prevent Victor and called her a pig when she went to check on
from leaving the shack, but she said nothing about him yesterday.
letting anyone inside. Neither of the guards think • One person complains about losing three
going in is a good idea, so it will require a chickens.
successful Intellect or Will roll to convince them
otherwise. If the characters fail, entertain other Brother Clegg
ideas for distracting the guards so the characters The characters might seek out Brother Clegg for
can interview the blacksmith. aid or to question him if they learned he was seen
Having almost fully transformed into an orc, talking to the blacksmith. Brother Clegg spends
Victor makes a poor conversationalist. He’s most of his time during the day tending the chapel
hostile, aggressive, and attacks if given the chance. garden.
He howls like a wild thing and throws himself at
anyone who comes to his door. • Brother Clegg went to speak with Victor after he
A character with some knowledge of history or and Megan had a falling out. He went to offer
magic can make an Intellect roll with 1 bane. On a him counsel, but the blacksmith wouldn’t have
success, the character recognizes some of the it. Victor yelled at him and threatened to split
signs as being consistent with soul sickness—a his head with a hammer if he didn’t bugger off.
plague that transforms ordinary folk into • Victor appeared unwell. Some of his hair had
monsters. fallen out. He also seemed agitated that Clegg
was at the forge. Clegg recalls Victor kept
Ruprecht Allson looking over his shoulder.
Characters looking for Ruprecht find him in his
house, where his wife Maybell is patching him up
while begging her eldest two boys not to go
stirring up trouble. Ruprecht took a beating. He
has two black eyes, a broken nose, several broken

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

5
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.

Exploring the Temple Ruins


If the characters look around the temple ruins,
they can discover any of the following.
Campsite: Five ratty hides that serve as bedrolls
lay around the smoldering remains of a campfire.
Gnawed bones—from squirrels and hares—lay
scattered around the site.
Fallen Column: Vines wrap around an old,
column that lays on the ground. Inspecting it
reveals the monstrous eyeball. Anyone with
professional knowledge of religion can make an

Intellect roll with 1 bane and, on a success, recalls
an ancient cult dedicated to Shagnagrath the Beast 1. Hall of Eyes
with Many Eyes. The short, cramped passage from the sinkhole
opens onto a good-sized chamber with bas-reliefs

Part 4: Tomb of eyes covering the walls, the leaf-strewn floor,


and ceiling. A giant eye stands in the center of the
wall opposite from the entrance.
Not far from the goblin camp, the ground gives
way to a sinkhole. The goblins used it as their Eye Carvings: All eyes except for the giant eye
latrine. Inspecting it reveals a cavity in the wall, swivel to watch intruders, focusing on the lead
just above a mossy stone. The opening leads into character and then the large group of characters.
an underground chamber (room 1). The small eyes have irises painted in different
A character can wriggle through the hole with a colors, though one lacks it as noted in the secret
successful Agility roll—a result of 0 or less door description below.
indicates the character becomes stuck and must Giant Eye: A black membrane stretches across
be dragged out. Alternatively, a combined Strength the giant eye’s pupil. Anyone touching the
of 30 can shift the mossy boulder out of the way to membrane causes the giant eye to recede and then
allow access to the chamber without needing to swing open to reveal a passage beyond.
make a roll. Secret Door: Any character examining the
The tomb holds the remains of a priest of north wall for 5 minutes or longer notices one of
Shagnagrath. Darkness prevails in all tomb zones, the smaller eyes has an unpainted iris and does
the air smells stale, and intruders feel as though not swivel. Any pressure placed on this eye causes
they are be observed at all times. The following it to sink into the wall and irregularly-shaped
entries describe the major zones presented on the section of the wall to fall inward and break apart
accompanying map. in rolling stone eyes that bounce down the steps
toward the landing beyond.

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

5. Tomb of the Priest


opposite of the entrance offers a way out of this
chamber.
A sarcophagus rests on the floor at the center of Skeleton Choppers: The skeletons do nothing
this room. The ceiling bulges with eyes all pointed until attacked or the characters attempt to move
at the casket. The air in the room is about ten past them.
degrees colder than elsewhere in the tomb. Constellations: A character with professional
Sarcophagus: The lid bears the likeness of the knowledge related to astrology or astronomy
priest interred within the casket—a humanoid recognizes a pattern in the flecks of white,
figure dressed in robes, empty eye sockets, and suggesting the constellation of the Watcher, a ring
arms crossed. In the palm of each hand is a of stars notorious for being an ill omen when the
painted eye. A combined total Strength of 20 is moon passes through them.
sufficient to push the lid aside. Inside rests the
undead priest (draugr dark mage with Defense
11) lay inert, dressed in robes with a rod (as a 8. False Tomb
mace) on one side and an enchanted dagger on the A sarcophagus rests on the floor at the center of
other. Above the priest’s head is a papyrus scroll this room. The ceiling bulges with eyes all pointed
containing an inscription of the defy geometry and at the casket. This room is identical to room 5,
unlight spells from the Eldritch tradition. Held except the temperature is the same as elsewhere
between the priest’s teeth is a cat’s eye agate, in the tomb.
worth 50 gp. If the characters harm the body, the Sarcophagus: The sarcophagus is a replica of
undead priest rises up and attacks them. If the the one found in room 5. A combined total
characters take the gemstone, the priest rises up Strength of 20 is sufficient to push the lid aside. If

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

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