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Introduction Running the The Barbarians �55 �15 �20 �+6 �+1 �+3 �+2 �-1 �+0

� Paranoid: Due to paranoia, all skill


Three troublesome barbarians have Adventure Lognog, Gruch, and Mekk are huge, checks are made with disadvantage.
� Smash: +8 melee, 1d8+6 bludgeon dmg.
recently taken up residence in an old powerful, and oafish warriors who have
Adventurers will have some time alone in
fortress, they've been causing all kinds of spent the last few weeks burning down
the fortress to investigate, plan, prepare.
grief to farms and towns in the area. barns, tossing sheep, and chasing
Their goal is to wait for the barbarians
villagers through the forest.
Hook to get back, and spook them enough to
send them running out of the fortress � Supersticious: While usually obnoxiously
The brutes are too tough to be defeated
and far away. brave, the barbarians believe the fort
with force, so you've been hired to take
is cursed, and are easily scared here.
advantage of their weakness: paranoia. Countdown
� Behaviour: The barbarians will
You must sneak into the old fortress and When the players arrive at the fort,
investigate something unusual, but will
scare the barbarians so much that they they should be made aware that the
quickly try to convince themselves that
run screaming from these lands. barbarians will arrive home just after
they were just imagining things if they
sunset, which occurs in 30 minutes.
can't find anything.
Unique Fears
All three barbarians are easily spooked, Lognog
but each has one unique fear that is The bravest of the three, she keeps a
cool head by frequently journalling about
especially horrifying to them. Clues to
the things that scare her.
these unique fears can be found
� Fear: Spiders.
throughout the fortress.
Fear Behaviour
Tracking Fear 3 Becomes more observant.

Keep a record of each barbarian's fear 8 Works up courage and starts searching
rooms randomly.
score, which starts at zero and will 12 Retreats to the main hall and barricades
increase whenever they are spooked. the entrances with furniture.
15 Flees the fort via the nearest
window or door.
Use the following table to determine how
much fear to add, and the fear table
below their profiles to determine how Gruchnel Mekk
Easily shocked, she is prone to punch Has a big mouth but will be first to drop
each barbarian reacts.
and kick before investigating. everything and run. Mekk also tends to
Spookiness Fear Increase blame everything bad that happens on
� Fear: Ghosts.
Creepy 1d6 his fellow barbarians.
Scary 2d6 Fear Behaviour � Fear: Birds.
Horrifying 3d6 3 Has a little freak out, breaks a few things
in fear, then continues as normal. Fear Behaviour
8 Screams, and flees to the basement to 3 Finds some wine, drinks a whole bottle, then
hide behind some crates. continues as normal.
12 Flees the fort via the nearest 8 Flees the fort via the nearest
window or door. window or door.
Random Items �1 War Room �5 Barracks
� Maps & Paper: Scattered battle plans � Beds: Three mostly broken beds.
Each room has 1d4 random items to be
and rolls of blank paper. � Drawings: Badly drawn ink depictions
found. Roll 1D20 to determine the item.
� Lognog's Diary: A weathered book of a white haired man (Mekk) crying
filled with personal diary entries of while being pecked by birds.
Lognog. Reading will reveal that Lognog
�6 Armoury
is scared of spiders and the dark.
� Hole: A hole in the ceiling leads to
�2 Rooftop Storage�3.
� Hole: A large hole leads to � Weapons & Armour: Rusted weapons
the Main Chamber�7. and armour scattered about, including
� Crates: Old crates contain waterlogged a full suit of armour on a display stand.
books, silverware, plates, and a trumpet. � Chests: Two locked chests(DC14) contain
�3 Storage a spool of string, bandages, a sewing
kit and a bottle of rum.
� Hole: A hole in the floor leads
to the Armoury�6. �7 Main Chamber
� Chest: Contains musty bed sheets. � Ceiling Hole: A large hole in the ceiling
Activity � Crate: Contains large pots of red and leads to the Rooftop�2, allowing some
green paint, and some paint brushes. rain to fall inside.
Shortly after sunset, the barbarians will
arrive back at the fortress. They will � Roblin: A hiding goblin, a captive � Camp-fire: Remains of a used campfire.
immediately light a campfire in the main servant of the barbarians. Will share � Trunk: A large trunk, contains some
hall and cook rabbits for dinner. that Gruchnell is scared of ghosts. rations, bread, cheese, and some wine.

Once every 10 minutes, randomly choose �4 Upper Hall �8 Lower Hall


a barbarian and roll from the table to � Piano: An old out of tune piano with a � Statue: A broken old stone statue.
determine a change in activity for them. broken stool.
�9 Kitchen
1D12 Random Activity
� Oven: Home to a rather large pigeon
1 Makes a snack in the Kitchen�9.
seeking shelter from the rain.
2 Naps in the Barracks�5.
3 Throws bottles from the Rooftop�2. � Trapdoor: Leads to the Basement�10.
4 Looks for wine in the Basement�10.
5 Journals in the War Room�1.
�10 Basement
6 Sings in the Main Chamber�7. � Crates: Wooden crates filled with empty
7 Breaks stuff in the Armoury�6. bottles, dusty blankets, and ropes.
8 Paints a picture in the Barracks�5.
9 Drinks wine on the Rooftop�2.
� Webs: Harmless black spiders have
10 Chases a mouse in the Upper Hall�4. made webs all over the basement.
11 Wittles in the Main Chamber�7.
12 Chops wood in the Main Chamber�7.

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