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An Evening's Entertainment (Sign of The Mushroom & The Hearty Draught)

An Evening's Entertainment is an adventure for Dungeons and Dragons® designed for player characters of levels 1 to 5, set in the inn 'Sign of the Mushroom'. The narrative follows Renyc and Lira Hollybush as they manage their inn, which becomes the site of a deadly encounter with unusual visitors. The document includes various scenarios for player engagement and emphasizes the importance of atmosphere in storytelling.
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© © All Rights Reserved
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0% found this document useful (0 votes)
11 views33 pages

An Evening's Entertainment (Sign of The Mushroom & The Hearty Draught)

An Evening's Entertainment is an adventure for Dungeons and Dragons® designed for player characters of levels 1 to 5, set in the inn 'Sign of the Mushroom'. The narrative follows Renyc and Lira Hollybush as they manage their inn, which becomes the site of a deadly encounter with unusual visitors. The document includes various scenarios for player engagement and emphasizes the importance of atmosphere in storytelling.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Requires the use of the Dungeons and Dragons®

Player’s Handbook, Third Edition,


Published by Wizards of the Coast.®

written by Michael Hammes


illustrated by Christopher Shy
An Evening’s
Entertainment
written by Michael Hammes
illustrated by Christopher Shy layout and graphic design by Philip Reed

An Evening’s Entertainment is copyright © 2003


The Sign of the Mushroom . . . . . . . . . p. 3 Michael Hammes. Cover and interior artwork
copyright © 2003 Christopher Shy, All Rights
Reserved. Used with permission. All text in this
An Evening’s Adventure for PCs of Levels 1 to 3 book is designated as open game content. You may
not distribute this PDF without permission of the
by Michael Hammes Ronin Arts.

Dungeons & Dragons® and Wizards of the


Coast® are Registered Trademarks of Wizards of
The Hearty Draught . . . . . . . . . . . . . p. 17 the Coast and are used with permission.

An Evening’s Adventure for PCs of Levels 3 to 5


Several PDF products are available
by Michael Hammes from www.rpgnow.com or
www.philipjreed.com.

For limited edition print products, visit


www.philipjreed.com.

For art prints by Christopher Shy, visit


www.studioronin.com.

2 of 33
The Sign of
the Mushroom
Renyc took his eyes from the room and
Introduction looked over to where his wife Lira was stir-
Renyc looked over the crowd in the ring the big pot of mushroom stew, the house
”Sign of the Mushroom”. There were the specialty, at the large fireplace. He smiled,
usual suspects from the nearby village, realizing once again how lucky he was to
including old Gwan and his sons as well as have her. Renyc was a worrier, and he knew
Daen the blacksmith and some of his it. Although it was perfectly normal for busi-
cronies, their laughter echoing in the room. ness to slow during the winter, it happened
Larcyn the Tinker must have done well today every year after all, Renyc always worried.
for he didn’t stay the night unless his purse It was up to Lira to pull him out of his bad
allowed it and tonight he was even ordering mood and keep reminding him that they
a second ale. Add to that a couple of would be just as successful, no, more so, than
tradesmen, their horses even now being they had been the year before once the snows
tended to by Renyc’s oldest boy, and the inn melted. As always, she had been right.
was almost full. It would be a profitable He watched Lira taste the stew. She
evening indeed. The thought put a smile on paused, the spoon just below her lips, and
his face. Things had been somewhat touch- shook her head. Renyc knew that the stew
and-go, as they always were during the win- was not yet up to her standards and watched
ter when the snows kept the road traffic to a her leave the hearth and head to the cave
minimum, but now that spring was out in full door, grabbing the lantern that hung by the
force, things were definitely looking up. door on the way in. It would take her a cou-
ple of minutes to pick the mushrooms from

An Evening’s Adventure for


PCs of Levels 1 to 3
by Michael Hammes
3 of 33
the cave so Renyc busied himself with wiping Getting the
down the bar. He toyed with the idea of tak-
ing a taste of the stew, but thought the better Background PCs there
about it. His knuckles still hurt from the last The “Sign of the Mushroom” is a small The PCs can arrive at the “Sign of the
time she had caught him at it. inn built into the side of a cliff (or steep hill) Mushroom” in a number of ways. Perhaps
Lira’s piercing cry burst through the open along a well-traveled road. It sits some dis- they are on their way to, or back from, an
doorway cutting through the din of the com- tance from the nearest village, perhaps an adventure in the area and are stopping in for
mon room. Renyc’s blood froze at the sound. hour’s walk or so. Its location is such that it the night, or are simply passing through. In
The cry, almost inhuman in its agony, rever- gets business not only from the local village, such a case, the inn is simply a stop without
berated in his head. Without thinking, he but also from travelers moving through the any special meaning and should be present-
dashed for the cave door. Behind him, barely area. ed as such to the PCs so that they do not
able to make it through the panic seizing his become suspicious ahead of time that an
The “Sign of the Mushroom” is named,
mind, he could hear the sounds of some of the adventure awaits them within its walls.
and chiefly known for, its mushrooms.
other patrons rushing toward the door as well. These delectable little fungi, much like An alternative is that the inn is a destina-
He reached the doorway and was about champignons, are grown by the proprietors tion in itself; the PCs are heading there with
to fly into the darkness beyond when an Renyc and Lira Hollybush on-site in the a purpose. They could be on a commission
unseen hand halted his step. Even though he caves that dot the cliff. They form the basis from a merchant who wishes to gather vari-
knew he had to cross the threshold, his fear of all of the inn’s dishes and, under the ous local food suppliers under contract for
was holding him in place. Bodies jostled expert cookery of Lira, have gained an area- clients in the city (the merchant could be
against his back as he stared into the pitch wide reputation. with them so that the PCs act as guards, or
black of the cave, their voices a distant roar perhaps they are simply delivering advance
The couple is justly proud of their little
to his ears. payments to the suppliers and are charged
home and business. Renyc built the inn with
with guarding the funds from bandits).
Renyc stood in the doorway, his shadow his own hands and runs the common room
Another possibility is that a wizard or sor-
stretching into the cave to meet with the while Lira’s cooking has brought in the busi-
cerer requires the mushrooms for a special
greater darkness within. He could hear his ness and she manages the books. Their chil-
potion or other research. While it would
heart pounding in his head and his vision dren help out to the best of their ability.
seem overkill to send a party of PCs to get
swam momentarily. The people behind him Donvan, the oldest son, manages the stables.
some mushrooms, perhaps there are more
were no longer pressing; they too had joined Their daughter Aleara helps in the common
dangerous ingredients to be gotten and this is
him in staring into the gloom. A palpable room and watches Convan, the baby boy.
supposed to be one of the PCs’ easiest stops
silence descended on the inn like a giant Unfortunately, in addition to the guests along a more challenging road. Or a rival is
blanket muffling everything about them. mentioned above, on the fateful evening trying to stop the wizard from obtaining the
Then he heard it, a rapid clicking sound described in the Introduction, the “Sign of ingredients because he too is working on the
echoing off the cave walls before it bounded the Mushroom” has some unusual visitors same potion and wants to be the first to fin-
into the common room. As Renyc listened to (see Appendix) lurking within the mush- ish it.
the staccato rhythms coming out of the dark room cave, which pay the owners and guests
he knew that his beloved Lira was dead, and a fatal visit.
he would shortly be as well.

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One final possibility is that one of the bat encounter rather than a suspense-build- Enter the PCs
PCs is a gourmand and the inn and its dishes ing mystery. In this case, the DM should try
come highly recommended and, since the to ease the concerns of the PCs by making The evening is mild, although now that
PCs are in the area, wouldn’t it be a shame to everything seem as normal as possible. The the sun is setting the wind is picking up and
miss such a fabulous meal? Or perhaps the best way to do this would be to have the PCs you can feel its chilly reminder that winter is
gourmand is an eccentric and powerful indi- visit a couple of inns prior to the “Sign of the but a short time past. If the directions you
vidual (wizard, merchant, etc.) who has a Mushroom” and have some small role-play- received at the village are correct you should
hankering for some mushrooms and it is just ing take place. That way the PCs are not be no more than a mile or so away from the
like him to send a party of PCs to get them forewarned when the DM begins to describe “Sign of the Mushroom” where you will find
for him rather than a simple messenger. the inn in detail; PC equipment should be an excellent meal and a warm bed.
stowed in the rooms, weapons kept to a min- The DM should use the time of travel to
DM Note imum (at the request of the owners if need the Inn to build up the atmosphere, noting
The DM has two options for starting the be) and the atmosphere should be one of the increasingly chill air and juxtaposing it
adventure. Either the PCs can already be at relaxation and enjoyment. with the promises of warm food and a warm
the “Sign of the Mushroom” when the inci- Stats for the NPCs, such as Daen the bed. As the sun sets and daylight fades, the
dent described in the Introduction takes blacksmith, Larcyn the Tinker or the sounds of the night should give the PCs
place, or the incident happens prior to the Hollybushs, are not given as they are simply pause and hurry them along.
PCs arrival. This adventure assumes the lat- fodder for the visitors. At best they can hold
ter; the events in the Introduction have off a creature for a round or two, at worst
Approaching
already occurred and the PCs are arriving they succumb to panic and get in the PCs the Inn
afterwards. All text within this adventure way during combat. Rather than burden The lights of the inn seem welcome
reflects this situation. him- or herself with endless stats, the DM is indeed, for the wind has picked up even fur-
As PCs tend to be a suspicious lot, the encouraged to use the NPCs to help the flow ther. Just like the description, the “Sign of the
DM is encouraged to create tales of bandits of the action and to either help or hinder the Mushroom” is nestled at the base of a small
or humanoids for the PCs’ ears prior to their PCs. Helpful uses of NPCs are having one cliff, the building merging with the rock face.
arrival at the “Sign of the Mushroom”. or two aid a PC who is in trouble, or to draw As the map shows, the inn was actually
Perhaps their employer has warned them the attention of a visitor away from a PC. built by building the walls up to the cliff face
about the bandits, or the local villagers pass The NPCs can also hinder PCs that are too and covering those areas not under the cliff
the rumors along as a warning to the PCs. In successful, such as bumping into a spellcast- with a roof. Once the PCs are closer they
either case, the DM should try to get the er as he or she is attempting to cast or block- can see a set of obvious stable doors flanked
PCs’ minds on the idea of a humanoid foe to ing the view of PCs attempting to use dis- by two dark and shuttered windows in the
further build the surprise when the visitors tance weapons. lee of the larger front wall which features a
make their first appearance. single door along with several curtained
If the DM chooses to have the characters windows, light coming through the first two.
present at the time of the events in the Above the lintel hangs a sign featuring a
Introduction then the DM must obviously brown mushroom upon a gray background;
play the adventure as a straightforward com- the party has indeed arrived at the “Sign of
the Mushroom”.

5 of 32
6 of 33
Despite the presence of light, there is little The two animals are ordinary light hors- 2. The Common Room
noise to be heard even if the PCs approach the es (see Monster Manual for statistics) that
The moment you open the door the sharp
door. PCs who are suspicious may make carried the two tradesmen to the inn. The
iron smell of blood assaults your nose. In the
Listen checks, but these will reveal nothing animals have been tied in their stalls by
light of the lanterns hanging on the ceiling
other than silence coming from the lit rooms ropes on their legs and have been unable to
beams you see that the once homey common
unless there is a great success (DC 20), in leave. Any character that approaches too
room is drenched in blood. Chairs and tables
which case the PC can hear shuffling sounds closely, which includes trying to pass
are scattered and turned every which way and
coming from the barn. While the closed cur- between the two rearmost stalls, must suc-
some outright broken. Here and there a spilled
tains in the inn’s windows prevent anyone ceed at an Animal Handling check (DC 10)
mug of ale drips onto the floor, its deep brown
from looking in, a successful Spot check (DC in order to approach the animal without
mingling with the still wet blood on the floor.
10) will show that one of the barn doors is being kicked. Characters with Animal
As your eyes scan the room for signs of life, or
open just wide enough for a person to go Empathy may add their skill adds to the roll.
even death, they find none.
through. Any character with a husbandry or Once calmed, the horses will not pose a
farm-related skill, craft, or profession will find The owners and patrons were surprised by
further threat, although attempts to remove
this odd as barn doors are always kept closed, the initial rush of the visitors and tried their
them from the stalls and take them into the
especially on such chilly nights. best to flee or fight. But a combination of their
open will result in the horses bolting unless
fear and the visitors’ ferocity spelled a quick
a further Animal Handling check (DC 15)
end. All that remains are the signs of the
1. The Barn stops them from doing so. If this check suc-
struggle, the bodies having been dragged back
Approaching the barn with some curiosity, ceeds, no further checks are necessary. As
into the caves, the darkness making the visi-
you open the door, its bottom dragging in the with the previous check, characters may add
tors feel more comfortable than the light.
dirt. In response to the door’s noise you hear any Animal Empathy adds they have to the
roll. In order to further build the atmosphere,
the stamping of hooves and the nervous chuf-
the DM can have the characters succeed at
fling of animals. Hidden in a small stack of hay in the
Will saving throw (DC 13) to overcome the
The two horses that are stabled in the barn northwest corner is a group of small carved
sickening smell of the blood along with the
are aware that something bad has happened horses that Donvan has been working on as
scene of carnage. Those that fail are consid-
but because they are tied in their pens they a surprise for his sister on her birthday.
ered shaken (suffering a –2 morale penalty on
have remained silent hoping that whatever it is attack rolls, weapon damage rolls, and saving
will go away. Now, as the door opens, they 1a. Spilled Feed throws; see the Dungeon Master’s Guide)
begin to stamp and snort nervously. A sack of feed lies on the ground its con- until the end of the adventure.
The smell of hay and animals greets you tents spilling onto the ground almost com- As the characters move across the room
as you step into the dark barn. The barn is a pletely covering a wooden scoop. One half- they must succeed at Dexterity checks (DC
low-ceilinged area, part wood part cliff face, filled and one empty feedbag lie next to it. 10) or slip in a pool of blood. Those who fail
that is longer than it is wide. You can see Donvan, the oldest son, was preparing to a subsequent Dexterity check (DC 10) suffer
some half-dozen or so pens separated by a feed the horses when he heard the commotion 1d6 points of subdual damage from twisting
center aisle, the two furthest from the door coming out of the common room. He grabbed their ankle, hitting their head, overextending
holding horses that are clearly agitated by your his lantern and rushed to see what was going their knee, etc. Characters guarding against
presence. on, leaving the feed to spill onto the ground. this possibility by watching where they step
get a +5 circumstance bonus to these checks.
7 of 33
Characters may use their Search skill to 2b. Room 1 2c. Room 2
try to decipher the mess. Succeeding against a
Opening the door to this room you are Although the door to this room is ajar, it
DC of 10 will reveal various places where it
taken aback at the contrast with the scene in is just like its neighbor, neat, tidy, with no
looks as though bodies were dragged through
the common room. The tidy room features signs of occupancy.
the blood towards the cave door (area 2b).
two made beds, one against the west wall and The room had been slept in the previous
PCs with the Track feat can confirm this auto-
the other against the north wall, along with a night and Aleara had left the door open when
matically assuming they look for it.
washstand and basin against the window. she had finished cleaning it.
Searching the area will yield various Otherwise the room appears untouched.
items, such as a bit of clothing, a lone and
blood-filled boot, a coin purse (17 cp), silver-
The room is indeed empty and untouched, 2d. Room 3
the door not having been opened since Aleara Opening the door to this room you find
ware, mugs, food, etc.
cleaned it up some two days ago. It holds that, although the beds are made, someone
Anyone looking at the western end of the nothing of interest, although looking under the
room automatically notices the open cave door clearly was in residence. A couple of saddle-
beds will reveal that each comes with a cham- bags and backpacks are lined up neatly against
(area 2b) and the darkness beyond. ber pot. the wall by the washstand and one of the beds
has its sheets turned down.
2a. The bar
This was the room rented by the two
The bar dominates the southern area of
tradesmen, Broemos and Noehan, who had
the room topping out at waist height.
arrived earlier in the day. They settled in their
Behind it you find further signs of struggle
things and Noehan had been prepared to take a
including a couple of barrels of ale that have
nap prior to dinner but Broemos had talked him
fallen from their racks. A delicious smelling
out of it.
stew bubbles away in the pot almost making
your mouths water despite the presence of The saddlebags contain various documents
the carnage. in wooden scroll cases pertaining to their busi-
ness interests (if the DM doesn’t want to create
The stew is one of Lira’s greatest culi-
something campaign specific then the two gen-
nary creations and its smell is appetizing;
tlemen are grain factors from a nearby city and
anyone within five feet of the fireplace can
the papers are various tallies and harvest pre-
ignore the smell of the blood and, if they are
dictions).
shaken due to failing the earlier Will saving
throw, may retry the Will saving throw with The two backpacks contain various travel-
success removing the shaken condition. ing items such as a dozen candles, a handful of
ink vials along with parchment and quills, a
Succeeding at a Search check (DC 5)
couple of small, steel mirrors, soap, changes of
near the corner of the bar reveals an unstrung
clothes, several scroll cases, etc.
light crossbow and 11 spare bolts lying
behind some bottles on one of the bar’s Otherwise the room is identical to 2b and
shelves. 2c.

8 of 33
room can only see a couple of feet into the
Items of Interest darkness without an additional source of light,
There are two items of note within room 3. Closer examination of Broemos’ back- or darkvision, rendering Spot and Search
pack with a Search check (DC 20) will reveal that it features a false bottom. The false checks useless beyond that distance.
bottom is a flap of stiff leather (like the real bottom) that is held in place by being wedged Characters who succeed at a Listen
underneath the heavy leather thong used to stitch the true bottom to the backpack’s soft- check (DC 10) hear the soft trickling sound
er sides. Broemos used it to keep a small stash of funds (as determined by the DM but of water running across rocks but otherwise
consisting of at least gold pieces if not platinum pieces) that the pair could draw on in they hear nothing. A great success (DC 20)
case of an emergency. By laying the coins flat along the true bottom and covering them will yield another sound underlying the
up with the false bottom they are very hard to detect. water’s trickling, but the character will not
The second item is one of the scroll cases. Although alike in appearance to the oth- be able to distinguish it or realize its loca-
ers, a careful Search check (DC 20) will reveal that in addition to some rather boring sta- tion.
tistics on harvest production, it contains an interior lining made of thin wood that can be Any character who was not shaken by
slid out (it will not just drop out if turned upside down). Behind this lining is another the smell in the common room must now
piece of parchment. It is up to the DM to make the paper whatever he or she sees fit. succeed at another Will save (DC 10) before
Perhaps it is a spell scroll or appropriate level, or a dungeon map, a suggestive account entering the room or suffer the same effect;
of illegal dealings (slavery, drugs, any other outlawed trade), or a secret agreement characters already shaken are unaffected.
between merchant houses, nobles, or some other powerful parties (in this case, perhaps
the two gentlemen were diplomatic couriers or spies rather than simple tradesmen). 3. Home Sweet Home
This was clearly the owners’ private
quarters. The empty fireplace sheds no light
2e. Room 4 he was dragged into the cave. Except for the onto the scene. A short wall creates an
mess, the room is like the others. alcove in the southern end that is separated
This room is a mess. Bloodstained
sheets are strewn over the floor while pieces from the rest of the room by a curtain while
of the dashed washbasin line the floor about 2f. The Cave Door a neatly made bed sits at the northern end, a
the turned-over and bloodstained washstand. You stand before the darkened doorway. large chest at its foot. But what really draws
The window is opened and moves slightly in The blood here is particularly thick as if your eyes is the cradle lying on its side, its
the evening breeze speaking of an escape most of the carnage took place here, yet contents spilled over the floor.
that was never realized. there is nothing to be seen. As you pause a Aleara was here checking on the baby
Daen the blacksmith made it to this room moment before entering, you become aware when the commotion started. Running out
frantically seeking succor, but the visitors of a damp and earthy smell mixing with the of the room, she found herself at the back of
were hot on his heels and they managed to blood stench suggesting to your mind that the throng around the cave door trying to
drag him from the windowsill even as he the area you are about to enter is a freshly press through when the visitors attacked.
tried to climb out. A Search check (DC 10) dug grave. This saved her life momentarily and she
on the stone windowsill reveals the blood The cave door is wide open and the blood managed to rush to the bedroom to try and
trails from where the smith’s hands held trails, if they were spotted as such earlier, lead rescue her baby brother even as everyone in
their death-grip until his life was ended and straight through it. Characters in the common the room was dying.

9 of 33
It is up to the DM whether she succeed-
ed. If she did, then she and Convan made Items of Interest
good their escape through one of the win- Although the family was better off than most they were not wealthy by any stretch
dows (which would then be open and that of the imagination. What excess wealth they did possess they kept hidden; examining the
should be added to the description) and are fireplace closely using a Search check (DC 15) reveals a loose brick behind which the
either heading to the nearest village or hid- family has hidden their cash reserve (a DM-determined amount appropriate to the cam-
ing out in the woods until dawn. paign).
If she didn’t, then the visitors caught up In addition Renyc was an avid chess player often spending evenings after the
with her in this room. She fought them off close of business playing the game with a close friend and scattered about the floor are
at the door, but they dragged her out and she the pieces of a chess set that Lira had one of the local craftsmen create out of wood and
joined her family in the beyond. Again, the ivory. Along with the board, which alternates light and dark precious wood with a bor-
DM has a couple of choices here regarding der of ivory, are the pieces. A full carved set of each dark and light wood with a mush-
the fate of the baby Convan. Perhaps his sis- room theme can be found after some diligent searching (no DC but it takes about five
ters managed to grab him out of his cradle, minutes to locate all the pieces). The pawns look just like mushrooms with the other
turning it over in the process, and hide him pieces identified by different objects sitting on their caps: rooks feature small towers,
from the visitors in the trunk at the foot of knights helmets, bishops miters, and the king and queen by different sized and styled
her parents’ bed while she fought them off. crowns. The DM is free to determine the value of the chess set but at good arbitrary value
Or the visitors got him as well and he has is 100 gp which represents quite a sum for the family.
joined the rest of his family in death.
(Note that I do not recommend this latter
course of action. Although it might make 3a. The Alcove middens on which mushrooms are growing
the party even more eager to locate who- or except for a thin path in the center that leads
A heavy brown curtain blocks this area
whatever caused the carnage, it has been my to the source of the splashing noise. There a
from the rest of the room. As you pull it cau-
experience that many players find it uncom- small stream trickles through the cave from
tiously aside, you see another large bed with
fortable. Furthermore, keeping the baby the north to the south along a gentle decline
a chest at its foot.
Convan alive to be found by the party adds raising the dampness in the room to a cloy-
Unlike the poor people who all sleep in ing level.
an increased burden to them, as they must
the same bed, Renyc and Lira were able to This is only the first cave that Lira used
now devote someone to protecting the infant
afford a spare bed for the children and this is to raise her mushrooms. A quick scan
while tracking down the slayers of his fami-
where Donvan and Aleara slept. The chest reveals that the normally well-ordered
ly. Of course, the choice is the DM’s)
contains articles of clothing for the two of middens have been trampled and crushed
The chest is unlocked and contains them but nothing else of note. as feet and bodies have been dragged
Renyc and Lira’s spare clothes. If the DM
through them. The destruction heads
chooses to have Convan alive, then he is in 4. The First Cave toward the northern cave.
the chest as well quietly sucking on a small
rag. The musty smell gets stronger as you The stream rolls down the natural
enter the cave and now you see why as the incline of the cave from the north to the
entire cavern floor is covered in rows of south. It is about a foot across and not more

10 of 33
than a couple of inches deep presenting no
hazard to the PCs. If the DM wishes the
stream may contain a little trace of pink
(blood) to it from the bodies (Area 6). The
small path splits off at the stream to head
both north and south, although the northern
portion has been largely obliterated by the
passing traffic.
Although the stream is small, it burbles
quite loudly covering any sounds from the
northern cave (Area 6) except for truly
skilled PCs by adding a +10 circumstance
penalty to all Listen checks. Even if the
check succeeds, however, all the PC is able
to ascertain is that there is indeed a second
noise underlying the streams burble, but he
or she will be unable to pinpoint its nature or
source.

5. The Second Cave


The small path leads you into this next
cave. The midden rows in this cave are
undisturbed, as are their mushroom crowns,
as they follow the downward contour of the
cave floor. The stream continues its flow,
heading through a small opening in the south
wall.
This cave was never reached by the visi-
tors and is thus undisturbed. Rows of mush-
rooms thrive in the cool, damp air, their rows
flanking the little stream. The stream itself
winds down the length of the cave before
entering a small crack in the wall to eventu-
ally merge with the local river, although only
something of rat size could follow its jour-
ney to there.

11 of 33
6. The Third Cave the previous encounter become frightened The PCs should quickly feel the need to
or End of the Line (maintaining the –2 moral penalties to attack retreat back to the inn. Barring the cave door
rolls, weapon damage rolls, and saving will allow a few moments of respite and
As you follow the little path into this throws from being shaken but now also flee- preparation before the beetles break through
cave you slowly become aware of a clicking ing as well as they can). These conditions and rush out. PCs fleeing on foot will find
noise. As the cave widens, the noise grows last until the affected PC kills their first skull that the beetles are quite quick and even
louder. Clicks and clacks come bounding off beetle (the PC must strike the killing blow) those fleeing on horseback cannot consider
the walls in a low cacophony not unlike a or they can be convinced that all the skull themselves safe as the beetles have no prob-
whole bunch of knitting needles at work. beetles are dead, at which point they seize lem rushing through fields and woods in
The thought would be humorous, if it wasn’t their courage and all penalties are negated. order to catch up.
for the dark, writhing mass of shapes you see Note that fleeing PCs are unlikely to kill a
at the far end of the cave. A mass that sud- The DM is encouraged after the lull of
skull beetle unless the beetle is preventing investigation and building the suspense to
denly rolls toward you, a black tide of ebony them from fleeing and there are no other
carapaces. make the final encounter as breathless as
alternatives. possible. The beetles should be swarming
The PCs finally get to meet the creatures The beetles’ tactics are very simple: they everywhere, running along floor, wall, and
that have caused the murders of the inn’s rush along floor and walls as fast as possible ceiling to close with the PCs. Should the
denizens as they are feasting below the stone toward the PCs with those able taking charge PCs hole up in the inn, the DM can have
chimney (Area 6a). If the PCs have been actions in their hunger-driven lust for vio- some of the beetles climb up out of the chim-
using any form of light source, such as torch- lence. Once they close with the PCs they ney and come down the cliff face to come
es or light type spells, then they have no will give no quarter, harrying fleeing PCs rushing in through the windows and front
chance of gaining surprise. Even if they are until either they or the PCs are dead, even door.
moving in total darkness, by using darkvi- following them beyond the confines of the
sion for instance, they have a difficult time Should the PCs make good their escape
inn now that it is night. Although not tacti- and return with a force and be better pre-
surprising the constantly flowing stack of cally inclined, their sheer numbers and fran-
beetles. For as they each struggle to claim pared, the DM can certainly feel free to have
tic actions will cause them to flank and a pitched battle between the skull beetles and
their share of meat, members are always attack PCs from the rear.
being tossed out of the crush only to rush the PCs and their allies. In fact, if the PCs
back in. Those that are tossed out will It is up to the DM exactly how many of are too slow in dealing with the threat, for
inevitably notice a PC and will be more than the skull beetles there are. A good ratio is instance choosing to stay in the nearby vil-
glad to go after this fresh morsel rather than four for every PC, but DMs should feel free lage to heal, the beetles may make an
battle their brethren for scraps. to modify this as they see fit. Perhaps only appearance in the village one night.
a couple of beetles per PC in the initial
As the skull beetles rush forward, the encounter as the presence of the chimney
PCs can see that the insects were swarming allows the DM to add additional skull bee-
over a mound of half-eaten body parts of tles at will.
their previous victims. The writhing surge
of the clicking wave of skull beetles forces
all PCs to succeed at Will saves (DC 13) or
become shaken. Those already shaken from

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water swells the underground stream to
Items of Interest twice its size and completely covers the
The corpses have been piled under the chimney and have already been carved up into crack in the southern cave (Area 5).
unrecognizable bits. The sight is disgusting in the extreme as blood, body parts, and the Any PC attempting to climb the chimney
beetles own excrement mix freely in a large pile of slush. Even the most stout-hearted finds it slippery (DC 25) but may brace him-
of PCs will have be hard-pressed to keep from becoming extremely disturbed and nau- self (-10 to the effective DC) if he is of medi-
seated. um size or larger. The skull beetles have lit-
Coming within 10 feet of the pile requires a successful Dexterity check (DC 15) or tle trouble traversing the chimney due to
the PC slips and contacts the pile of gore and guts with a subsequent Dexterity check (DC their spider-like climbing abilities.
15) required to avoid 1d6 points of subdual damage from incidental injuries. The chimney is the momentary nest for
The scene is so disturbing that PCs already shaken or frightened from earlier encoun- the skull beetles. The DM can shape it any-
ters will not venture near it and even those unaffected by the earlier encounters must suc- way he or she deems necessary. Perhaps the
ceed at a Will save (DC 15) or be considered shaken. water has carved out a larger chamber some
distance up the chimney, or it is simply a
Searching through the pile will reveal a couple of interesting items. Among several
chimney that leads to the top of the cliff
coin purses which hold small denominations (nothing more than coppers and a few sil-
some distance above.
ver) is a leather pouch that holds a number of small animal bones (carried on the now sev-
ered neck of one of the inn’s regular patrons who considered it a good luck charm for
hunting, although the DM can attach whatever significance he or she wants to it).
Combat Notes
In addition, one of the severed fingers holds a large, gaudy ring (value determined by
the DM but a good value is 50 gp.) that has a small compartment that can be found with As stated above, the beetles have no real
a successful Search check (DC 10) when the ring is examined closely (it is almost impos- combat tactics except for charging at every
sible to see it unless one is very close to the ring). The ring contains a mysterious pow- opportunity and trying to carve up anything
der (it could be poison, snuff, or magical and probably belonged to one of the tradesmen). that stands in their way using their
mandibles.
Finally there is a signet ring to be found on another finger which identifies the bear-
er as a member of the merchant’s guild in a nearby city, a fact that can be determined Nevertheless, while they are not capable
through the successful use of a Knowledge (Local) check (DC 15). If the ring is returned of tactical thoughts, their constant move-
and the story is told the returnee(s) can expect a reward (perhaps 50 to 100 gp) from the ment and extreme aggressiveness as well as
merchant’s guild as well as opening up the door to a host of employment opportunities their superior numbers will often result in
from the guild. flanking bonuses. In addition, their aggres-
siveness makes them likely to bull rush or
attempt to overrun opponents.
6a. The Chimney The chimney is the natural result of If the DM desires, the creatures can also
water eroding the rock base. Even now engage in trip attacks against opponents.
A natural chimney, its sides dripping
moisture from the hill and rains takes its Although resolved as trip attacks, they are
water, rises from the ceiling too far to see journey underground through the chim- more the result of attempting to bring down an
where it leads. ney. At the moment, only a small stream opponent to the beetle’s level and opening the
feeds the chimney, but when it rains, the opponent up to better attacks from its fellows.

13 of 33
at some point the PCs once again find them-
selves visiting the “Sign of the Mushroom”
under dire circumstances.
If the PCs do receive the inn, one of the
first things the PCs should do is to place a
strong steel grate over the chimney opening
lest they receive more such unwelcome visi-
tors.

Scaling the
Adventure
This adventure can be adapted to virtual-
ly any PC levels by simply adjusting the
toughness and/or numbers of the foes,
although major modifications will have to be
made to the skull beetles if the PCs are high-
er than fifth levels.
The easiest adjustments are to increase
At the DMs option, the beetles may also chance for attacks and attacker cannot use the beetles’ hit dice, increasing the damage
have the Improved Grab (Ex) special attack. sight to locate target). It takes 10 rounds of done by their mandibles, improving their
Finally, fighting in the midden-filled non-combat activity before the dust settles. armor class, etc. in combination with
cave can be a hazardous endeavor. Given increasing their numbers. The DM can
the loose nature of the middens, at the DMs
Ending The change these qualities during the flow of the
option, every round PCs are in the middens Adventure game if he or she finds that the PCs are hav-
and attempt to move beyond a 5’ step they ing too easy a time with the beetles.
Once the skull beetles are defeated the
must succeed at a Dexterity check (DC 10) adventure ends. It is up to the DM to appro- The actual stats are not as important as
or slip and fall prone in the loose compost. priately reward the PCs. The “Sign of the the atmosphere, which should have the PCs
Furthermore, again at the DMs option, Mushroom” itself could be given as a struggling to come to grips with their ever
the dust generated by combat in the caves reward, although unless the characters prove moving and attacking foes. Thus the DM is
can obscure the whole area. After 1d4 to have an adept cook among them, they will encouraged to keep a rather loose count on
rounds of combat, the air is thick with dust struggle with the business as the locals will hit points and exact statistics for the beetles
(equivalent to a fog cloud spell); all sight avoid it due to its history and travelers will and focus on creating a sense of overwhelm-
beyond 5 feet is obscured, creatures within 5 not go out of their way for the food. ing danger for the PCs. Once combat starts,
feet have one-half concealment (20% miss the success of the adventure will be largely
In fact, its bloody reputation is such that
chance for attacks) and creatures farther determined by how close the PCs come to
it may have to be abandoned, becoming a
away have total concealment (50% miss losing before attaining victory.
hideout for the desperate or monstrous until

14 of 33
15 of 33
Skull Beetle
Medium Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 40 ft., climb 20 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +2 melee
Damage: 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: Vermin
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 12 (+1), Dex 14 (+2), Con 14
(+2), Int -, Wis 10, Cha 9 (-1)
Skills: Climb +9, Listen +5, Spot +5
Feats: - beetles travel the local areas looking for Combat
Climate/Terrain: Temperate and warm prey, any prey, and attack it without mercy,
land and underground As mentioned, a skull beetle’s sole mode
counting on their sword-like mandibles to
Organization: Solitary, swarm (2-5), or of attack is to use its mandibles to try and
slash their prey into ribbons.
hive (11-20) slice its prey to bits. Although quite unintel-
Totally without fear, skull beetles will ligent, a skull beetle’s climbing ability and
Challenge Rating: 1 attack any creature at any time. Their sole
Treasure: None quickness give it enhanced mobility com-
tactic when encountering other creatures is pared to its prey. This advantage in quick-
Alignment: Always neutral to rush at the potential prey and bring it
Advancement: 3-4 HD (Medium-size) ness allows the beetle to close in from
down with sheer numbers. Even a lone skull almost any direction and to easily keep up
beetle will instantly attack any creature up to with most creatures, making escape for its
Nocturnal predators simply known as large size without hesitation. prey difficult.
“The Bug” in places that they are common, Skull beetles are found in any area where A skull beetle usually initiates an
these black-carapaced six-legged beetles are insects are normally found. Since civilized encounter from an ambush, relying on its
five feet long and stand about one foot tall. areas will wipe them out whenever they are superior senses to alert it to potential prey
They derive their name from the fact that able, most encounters with skull beetles will and then freezing in a likely hiding spot only
their ebony coloration is only broken on the occur in rural, wilderness, and otherwise to come rushing out when the prey comes
top of the carapace which features a gray desolate areas such as abandoned dungeons. within reach.
mark that vaguely resembles a skull. While there are rumors circulating that the
Skills: A skull beetle receives a +8 racial
They would be nothing more than a nui- rapacious insects have wiped out entire vil-
bonus to Hide checks in areas of shadow or
sance if they didn’t possess a vicious and lages, scholars give little credit to such
dimness due to its dark coloration.
predatory nature to go along with their very embellishments.
respectful mandibles. Pure carnivores, skull

16 of 33
The Hearty Draught
Mabryn took another sip, still watching He felt his hand raise the mug up, but
Introduction the young tailor, and felt his grip tighten on instead of raising it to his lips, his arm
Mabryn took another sip of his ale. The the mug. There he was, all smug and hurled the still half-full mug across the
new stuff wasn’t as good as Monry’s, but it supreme, no doubt regaling his friends with room. As Mabryn watched the mug spin
wasn’t bad either. Setting the mug down, he tales of how much success he was having toward Rhorran’s head, the dark, brown liq-
took another look over at the table where and how he was soon going to supplant uid emptying in an arc, he wondered why he
Rhorran and a couple of his friends were busy Mabryn as the head of the guild. Well, it had done it. But then the mug hit, Rhorran
enjoying themselves. He didn’t particularly would be a cold day in Hell when such an cried out, and Mabryn strode toward his bit-
care for the young man, an up-and-comer in untalented punk would unseat Master ter rival, the stool he had been sitting on just
the guild or so it was often told to him, one Mabryn. a moment before in hand.
with talents to exceed Mabryn’s own. Still,
usually he could ignore the young buck’s loud-
er-than-need-be voice, or his annoying man- An Evening’s Adventure for
nerisms. But for some reason tonight he just
couldn’t. PCs of Levels 3 to 5
His hand closed around the mug handle
and he pursed his lips. The cool, slightly bit- by Michael Hammes
ter ale washed down his throat, but he never
took his eyes off the young man. Mabryn had
been called talented once, not even so long
ago. Hell, he was still talented. Wasn’t he the
one that always sewed the baron’s and
baronesse’s summer parade clothes? So what
if the baron’s son, that gangly goof who could-
n’t possibly follow in his father’s footsteps,
preferred Rhorran’s work? And what had that
garbage been the young snot had been wear-
ing on the eve of the solstice? All over-bright
colors, ruffles, and flares that made him look
like an overstuffed rooster; nothing like the
quiet dignity of Mabryn’s work.

17 of 33
Background Getting the DM Note
“The Hearty Draught” is a tavern that PCs There The adventure should start without the
could be located in any town or city. Who wouldn’t want to have a nice, cool PCs even being aware of it, if at all possible.
Taverns the world over are renowned for pint after a hard day’s work? The As such, it is suggested that the PCs
serving alcoholic beverages, and “The PCs can come to “The Hearty are in the “Draught” on other
Hearty Draught” is no exception. Visitors Draught” for no other rea- business, such as gathering
here will find the ale plentiful, the food son than to quench their information or following
bland, and the company occasionally ques- thirst like everyone someone. This will make
tionable but never dangerous. else. Of course, they the trouble, and its
Like most such establishments, “The could have a specif- source, much more
Hearty Draught” is affiliated with a specific ic reason for visit- s u r p r i s i n g .
local brewery and serves only ale from that ing as well. Furthermore, the
brewery. In the case of “The Hearty Draught” Perhaps they are DM should role-
it has recently changed the type of ale it serves trailing some play the first por-
from Monry’s Stout, pride of the Monry quarry, such as tion of the time the
Brewery, to Carec’s Bitter, product of the an NPC thief, PCs spend in the
upstart Carec Brewery. The new upstart has and their quarry “Draught”, having
quickly been making inroads into Monry’s has gone to them order ale,
market share having converted several former ground here. converse with oth-
Monry’s Stout clients to Carec’s Bitter. ers, check out the
An interest-
crowd, listen to the
This evening, despite the switch in liba- ing possibility is
troubadour, in
tions, the “Draught” is once again full to the that they are in
short, do all the
rafters with tradesmen, craftsmen, some search of news,
things PCs normally
merchants, and even some adventurers. either as prepara-
do in such a situation.
Business is good and the owner, Teor, is tion for or part of
Once they have relaxed
already thinking of the profits he will be another adventure,
to the atmosphere of the
making from the evening, especially with and plan to exercise
tavern it is time for the
the locally known troubadour Tumyr the their Gather Information
trouble to start.
Fair on the stage as he taps yet another keg skills within its walls.
of Bitter. Alas for Teor, all is not as it seems, Perhaps they are guarding Although the PCs should be
for a sinister force is at work in the someone important, such as an NPC encouraged to order the ale and food,
“Draught”, one that is affecting every one of merchant, and he or she has come to the and most PCs will probably do so automati-
his customers and is about to bring the place “Draught” for drink and entertainment. Or cally, the DM should steer away from mak-
crashing down about his ears. It is about to maybe they just want to catch a performance ing it an issue of they don’t. The adventure
become a night to remember for everyone of the well-regarded Tumyr the Fair. does not rely on the PCs actually eating or
inside the “Draught”. drinking in order to occur, it just makes it
more interesting if they do.

18 of 33
The DM should ensure that the only The locals at the bar (see NPC statistics)
THE HEARTY table(s) available in the tavern are located in are the hardcore regulars of the “Draught”.
DRAUGHT the center of the room and, unless the PCs
are prepared to be very rude, they will have
They come not to socialize, but to drink and
any invasion of their privacy, including a PC
Enter the PCs to take these tables. That should make secu- jostling up to order something at the bar, will
Even before you open the heavy and rity-minded PCs rather nervous as well as be met with an indignant and usually inebri-
worn wooden door you can hear the sounds allow for the PCs to be at the center of the ated stare.
of talk within. Clearly, “The Hearty mayhem once it starts. The man behind the bar is Teor (see NPC
Draught” is busy tonight. Opening the door statistics), the tavern’s owner. A widower
you are washed over by the smell of bodies 2. Stage whose children have long moved on, he runs
and ale, lots of both. The “Draught’s” stage is really nothing the tavern with the help of his cook
No matter what business brings the PCs more than a simple wooden platform that sits Brongwen, herself a widow who lives in a
to the “Draught” they hear the normal about a foot above the floor of the common house on the outskirts of town, and his two
sounds of a busy tavern on an evening. room. Currently a troubadour, “Tumyr the servers, Alaessa and Rycla, two country girls
Fair” according to the sign on the small who help out their families by earning
easel, is sitting on a stool at the front center money serving at the tavern, returning one
1. Common Room day per week to visit their families in the
of the stage tuning his lute.
You step into the large common room country.
instantly aware that, despite the cool night The stage is indeed just a small platform
handy for performances. Besides the stool The back of the bar is lined with dozens
air, the air inside the common room is warm of small barrels of Carec’s Bitter from which
and heavy with both smell and sound. The that Tumyr (see NPC statistics) occupies,
three others are arrayed at the northwest cor- Teor serves his customers. Underneath the
room is alive with people drinking and talk- bar hang the various mugs as well as the coin
ing; you can barely hear your thoughts over ner of the stage. If the PCs need extra stools
to sit on, this is where they will get them. box (campaign appropriate funds for such an
the din. Over in the northwestern corner a establishment, almost all copper and silver)
troubadour tunes his instrument on a small Tumyr is too busy concentrating on prepar-
ing his instrument for his performance to and a club that hasn’t seen use in some time.
stage while the bar at the northeastern corner
is buzzing with activity. notice anyone taking the chairs, although if a
PC politely asks if the troubadour is using 4. Kitchen
The common room is almost filled to the chairs, he is very friendly and tells the
capacity, but the PCs will be able to find a The smells from the large bubbling pot
PC to take all the chairs they need. can barely cut through the smell of ale and
table or two for them all to find a place to sit
in the middle (not the edges) of the crowd. bodies, and what you can smell doesn’t
Except for the PCs there appear to be no
3. Bar exactly speed your appetite. The large
adventurers in the tavern; the crowd consists The bar is well worn and made of thick woman working in this area is busy alternat-
mostly of craftsmen and merchants of the oak planking. Locals in various states of ing between chopping vegetables and stir-
local variety (see NPC statistics). inebriation already occupy all the stools as ring the bubbling mass.
the bartender works up yet another order of
ale while one of the servers waits somewhat
impatiently.

19 of 33
This is Brongwen’s domain, from the 6. Guest Room Carec took the chance; the contract was
large cutting block with its knives to the signed before the charm wore off. Since
This room is humble in its décor and fur-
sacks of vegetables lining the walls. A com- then he has gone on to convert several other
nishings. Although obviously clean, the
petent if unimaginative cook, Brongwen is tavern owners to his brand being careful to
room hasn’t been used in some time as a
too busy trying to get out masses of food to use charm person only as a last resort.
small layer of dust on the washstand attests.
worry much about quality or originality. Carec’s Bitter is a decent ale, although
Nevertheless, the beds look comfortable
Although her meals tend to be somewhat most would say it is not as good as Monry’s
enough.
bland, they are quite nourishing and filling; Stout; he has won customers mainly with
in short, solid peasant fare. Teor rarely rents these rooms out as peo-
low prices and the occasional charm thrown
ple come to the “Draught” to drink, not to
There is a box at the northeastern corner in and the difference in taste has not been
sleep. Nevertheless, he has them available
of the kitchen that holds a couple of pillows great enough to cause anyone to protest the
for the occasional guest, although given the
and blankets as well as some extra working change.
noise coming from the common room,
clothes. This is where the serving girls Given that Teor was his first customer,
guests are not likely to get any sleep before
Alaessa and Rycla keep their possessions as Carec has chosen him for a singular honor.
midnight.
they sleep in the kitchen once the tavern Although a brewmaster by trade, Carec also
closes. Strange Brew is more than a dabbler in magic and has been
Unbeknownst to everyone in the place working on a number of formulas, one of
5. Bedroom the recent change from Monry’s Stout to which will be tested tonight. A couple of
This room is tidy and bare featuring a Carec’s Bitter is part of a larger design by days before the PCs’ arrival the latest ship-
large and comfortable bed, a small desk and Carec Brewmaster, the founder of the Carec ment of Carec’s Bitter was delivered to the
chair, a washstand complete with wash- Brewery. Teor was a relatively happy cus- “Draught”, but unlike the normal ale, includ-
basin and small mirror. tomer of the Monry Brewery, although they ed in this shipment was a special batch.
This is Teor’s room and reflects the had recently raised their prices, and had not
thought of switching until Carec paid him a
Carec’s Bitter
fact that he puts most of his energy into
running the inn; he has little time and little visit. Although Teor wanted to stay with a (Hatred) Ale
inclination for decorating the room. proven product, Carec convinced him to try This magical ale truly lives up to its
Besides the obvious Teor keeps a small his Bitter and, Teor had to admit, it was at a name. Any who imbibe find their emotions
cash reserve (about the same amount as in good price. turning more negative. Their attitude on the
the coin box by the bar) in a locked box in What Teor is unaware of is that not only Influencing NPC Attitude Table (see
the desk (not trapped). Any money above was it the price that made Carec’s Bitter Dungeon Master’s Guide) shifts one step
that needed to run the daily activities of the attractive, but also the fact that Carec used a toward a less favorable attitude (i.e. indiffer-
tavern is banked with one of the local mon- charm person spell on the tavern owner. Of ent to unfriendly, unfriendly to hostile, etc.).
eychangers. course, this was done at some risk because if As the person becomes drunker, the shift
Teor had succeeded at his save he would becomes more pronounced; the natural
have realized Carec’s attempt, but the fact effects of the alcohol combining with the
that he was offering such a good price had ale’s magic to effectively move two steps
made the tavern owner susceptible and toward a less favorable attitude.

20 of 33
Affected creatures can make a Will save
(DC 17) to stave off the magical effects, but
the more they have imbibed the more sus-
ceptible they are (-1 circumstance penalty
for every pint imbibed). Failing the initial
save moves the character one step on the
attitude table and, if he or she continues to
drink, must make subsequent checks to keep
from taking a second step. Those who make
the save realize that they are overreacting
and usually stop drinking, although whether
they realize that it is more than alcohol that
is causing them to react in this manner is up
to the DM.
Although the ale cannot move a charac-
ter further into a negative direction, interac-
tions with those around them can. Thus even
a good friend can become indifferent and
annoy his friends who in turn annoy him
causing tempers to flare on both sides and
before long friends are fighting.
Note that Detect Poison will not reveal
the nature of the ale as it is not a poison, but
Detect Magic would.
Carec’s Bitter (Hatred) Ale is brewed as
a normal ale until the proper time at which
one entire day is devoted to changing the
ale’s normal properties to its magical ones.
The remainder of the brewing proceeds as
normal.
Caster Level: 7th; Prerequisites: Brew
Potion, minimum of 5 ranks in Profession
(Brewer), spellcaster level 7th+, emotion;
Market Price: 900 gp.

21 of 33
Carec has created the ale as part of If any of the PCs choose to imbibe, the a 10% arcane spell failure chance, 20% if the
attempts to further his enchantment arts and DM should roll their Will saving throws spell involves somatic components. PCs and
is eagerly awaiting the results of his work. secretly. Suspicious PC queries should be NPCs who are drunk suffer a –4 circum-
Since he mixed the barrel of magicked ale in answered to the effect that the rolls are to see stance penalty to Dexterity and attack rolls
with his normal delivery, he knows that the if any of the PCs become drunk. Those PCs and arcane casters suffer a 40% arcane spell
“Draught” received the ale but does not who fail their saving throws become more failure chance, 60% if the spell has somatic
know when the barrel will be opened. Thus negative in their feelings to those around components. At the DMs option, divine
he awakens anxiously every morning hoping them. PCs who have had previous disagree- spellcasters will not be able to cast spells
to hear through the local gossip channels ments with other PCs suddenly are no longer while their judgment is so severely impaired,
what has transpired at the “Draught” the willing to let bygones be bygones and open or they suffer the same penalties as arcane
night before. It has been a couple of days up old arguments. Those who have an active spellcasters. A further option is to have
and Carec is sure that the barrel must be dislike for each other may suddenly physi- NPCs and PCs so drunk that they act as if
opened soon. cally strike out. Passing notes or having confused the entire time.
Carec’s Bitter (Hatred) Ale represents quick one-on-one conversations with the As the PCs brawl with the patrons and
the first step in Carec’s attempts to influence players involved should get everyone on the each other, the DM should keep casualties to
large numbers of people with magic and right path. a minimum. Sober PCs should realize that
watching their effects. He eventually hopes If the DM is reluctant to have the PCs they are fighting unarmed drunks and keep
to create various brews to swing drinker’s fight each other, or deems the PCs unable to their attacks to those causing subdual dam-
moods and use them to his advantage, play such a role, then the DM needs to age. “Buzzed” and drunk PCs may not care,
although he doesn’t quite know how or to emphasize to the surly PCs how the locals but their inebriation will keep them from
what end yet. are staring at them, or how they just know making any great tactical decisions. Thus
that the laughter from the other end of the the fighter is more likely to use his fists than
It’s Clobberin’ room is directed at them. he is to reach for his sword, the rogue will be
Time Should none of the PCs drink or other- in no shape to backstab, etc. Most of the
Whether the PCs choose to imbibe or wise not be affected (such as making saving damage sustained should be of the subdual
not, once they have been there for a little throws) then the DM simply has members of type; the DM can even rule that drunk char-
while Tumyr begins his performance and the crowd attack the strangers, either verbal- acters are unable to cause anything but sub-
shortly thereafter, the first signs of trouble ly, physically, or both. The point of this dual damage even with weapons as they are
begin to stir as arguments, and then fights, whole scene is to have a massive brawl unable to strike in the proper manner and
break out all over the tavern. In short order, break out involving all the PCs and the DM areas.
the entire common room is embroiled in a has plenty of ways of achieving this. Although Teor will try to break up the
free-for-all of epic proportions as fists and Note that both PCs and NPCs who have brawl, he has no chance and finds himself
furniture fly and the PCs are caught in the had more than one or two drinks (have slugging it out with the crowd while the
middle. worked up a comfortable “buzz”) will find women will stay out of it, locking them-
their combat effectiveness reduced. They selves in Teor’s room if they can, but fight-
suffer a –2 circumstance penalty to Dexterity ing if they have to.
and to attack rolls while arcane casters suffer

22 of 33
After the Brawl toward getting them back in. Unfortunately If the PCs think to ask any of the
they can gain little as the barrel of ale has long “Draught’s” staff, Tumyr, or the local
Eventually the local authorities will break been drunk and there is no sample to be found authorities whether such brawls are common
up the brawl (see NPC statistics), although (the DM can choose to still have some of the in the “Draught” any of them will tell them
how easy a time they have is up to the DM ale remaining to help out the players). Testing that they are not; the “Draught” is a peaceful
and, of course, the PCs. The end result should the other barrels yields nothing but normal ale. place and even minor disagreements are
be everyone taking a nice trip to jail where rare.
they can sober up. The penalties, if any, for Note that Tumyr has nothing to do with
this brawl are left up to the DM to decide, the brawl, although the PCs might mistak- In addition to the above clues, the PCs
although the PCs should not be taken out of enly think so, perhaps suspecting him of should have little trouble figuring out that it
action for too long. Perhaps some time to being a bard with evil intentions. The result was something in the ale as neither the staff
sober up and a solid monetary fine; of course, of any visit with him will depend on of the “Draught” nor Tumyr had drunk heav-
if there were some dead, the penalties and whether the PCs assaulted him or not; if ily (everyone drinks a little) and any of the
costs would need to be adjusted appropriately. they didn’t, he is free with information. If PCs who abstained or did little drinking
they did it will take much the same as with were also unaffected. Furthermore,
The PCs should want to do some investi- Teor to get any information out of him. Of “buzzed” or drunk PCs and NPCs, now that
gating of their own if they haven’t figured out course, he has little to add beyond the obvi- they are sober, realize that their reactions
that something was wrong with the ale. Going ous, which is that the brawl was probably seemed the result of what they had to drink.
back to the “Draught” will earn them a cold influenced by the alcohol.
reception, although some smooth talk No matter how the investigations go, the
(Diplomacy checks work great), and perhaps a PCs should eventually want to visit the
payment of damages, might go a long way Carec Brewery.

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24 of 33
Regardless of where or how the PCs escape, relying on his mobility-enhancing
THE CAREC meet Carec they will find him to be a very spells such as fly and haste as well as change
BREWERY cheerful and polite individual. He knows
that even if the PCs have the ale they will
self to blend into the crowd. If possible, he
will try to retrieve his spellbook, but will not
DM Note have a tough time proving that it was Carec risk capture to do so.
Carec is no dummy. He has been very who brewed it (he will blame Berrard). Thus
careful to keep a low profile about the fact he fends off any accusations in a polite man- Enter the PCs
that he is a wizard in addition to being a brew ner, although if the PCs become too threat- The Brewery is a solid wooden building
master. In fact, no one in the area suspects his ening he does not hesitate to summon the
arcane talents; everyone just believes that he watch and let them sort it out. Even if the 1. Grist Mill
is a former brew master who has saved his PCs have evidence, it is still the word of a
This is obviously a mill of some kind. A
coppers and struck out on his own. When he respected citizen against a group of strange
heavy round grindstone sits on top of an
has needed to get some more unusual compo- adventurers who were involved in a brawl
even larger stone base. A long lever is
nents, he has been careful to obtain them from the previous evening.
attached to the grindstone, a yoke attached to
discreet sources in other cities. It is impossible to come up with all the it that allows the donkey that is even now
If the PCs are expecting some ascetic ways the PCs’ encounter with Carec could attached to it to power the mill.
individual with a long beard and pointed hat end. Carec does his best not to reveal his
The animal (see Monster Manual for
then Carec will disappoint them. He is the arcane talents and will avoid combat at all
stats) is currently being led on its rounds by
classic model of a brew master: short, costs preferring to let his taxes work for him
Berrard (see NPC statistics), Carec’s young
stocky, with a potbelly that is barely covered in the form of the city watch. Unless the PCs
assistant. As the mule moves, Berrard care-
by his leather apron. His face is round and are evil and simply attack Carec, they will
fully feeds malt into the mill. Once finished,
padded, almost cherubic, and a circle of have a difficult time dealing with the situa-
the resulting grist is collected and placed
graying hair surrounds his balding head. His tion as Carec refuses to engage them in any
into waiting open barrels. The mule called
nose and cheeks are perpetually red from all meaningful dialogue or combat. A strong
“Hops” spends his mornings pulling the
the years of tasting his brews and he always Sense Motive check might reveal that Carec
brewery cart to make deliveries and most of
wears a very pleasant demeanor. Because of is lying (DC 20), but proving that is another
the rest of his day tethered to the grindstone.
his rather corpulent nature he has the classic matter.
At night Hops is stabled in a nearby public
waddle of an overweight individual, which If Carec is attacked, he does the mini- stable.
limits his movement, but he is still surpris- mum he needs to survive and attempts to call
Berrard is a friendly fellow and will
ingly agile for all that. the watch first. Should his life truly be
gladly answer any questions the PCs have;
As the PCs arrive at the brewery Carec is threatened, he will use his talents to the best
as long as they appear to be paying attention
busy in his office and does not hear them at of his abilities and try to escape from the
he will answer any question to the best of his
first. Every round the PCs are talking with PCs rather than kill them, calling on the
abilities, even about Carec. He is an avid
Berrard (see Area 1) or looking around the watch all the while.
student of the brewing process and can
place there is a 20% chance he will emerge Should the PCs somehow convince the regale the PCs for hours about the process if
from his office. Of course, the PCs could authorities that Carec is responsible, virtual- they let him.
just ask Berrard where the office is. ly impossible without the ale, the brew mas-
ter will use his talents to immediately
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Like everyone else in town, he has If a PC has the Profession (Brewer) skill These large kettles, the same size as the
heard about the brawl and, while unusual, it and talks shop with young Berrard he will brew kettles, serve as fermenters. The
is certainly not unheard of; alcohol can find that the young man is more than eager beakers act as seals that allow the gases to
bring out the worst in people after all. If to share his knowledge with a fellow profes- escape the kettles but keep everything else
the PCs tell him that they suspect there was sional and volunteers the information about out.
more to the ale than simply ale, the young the special batch, even telling the PC some
man looks confused for a moment and then of the steps he observed Master Carec take. 4. Siphon Station
begins to defend the brewery, himself, and The PC will instantly realize that some of the This platform features a large siphon and
Master Carec vehemently, blaming the inci- actions have nothing to do with the normal copper tube setup. Currently it is empty.
dent on people having too much to drink. brewing process.
Unless the PCs can convince him that they This is where the fermenting kettles,
once the process is completed, are placed to
are not insulting the brewery, or blaming 2. Brew Kettles allow the ale to be siphoned to the waiting
him or Master Carec directly, Berrard shuts These large kettles sit on stone bases,
up after his tirade and they will not be get- barrels which sit below the station.
steam rising from their tops. You can see
ting any further information out of him; flames in the grates of each of the bases, the
Berrard is loyal to his employer and will 5. Barrels
sign of the fires that keep the liquid in the
want nothing to do with people who are dis- kettles bubbling. A ladder leads up to the top Dozens of empty barrels and some full
paraging the brewery’s reputation. Even if of each of the kettles. sit here waiting to be filled.
the PCs approach him with proof, such as a All the barrels feature the brand of the
sample of tainted ale that they cast detect Currently there are three batches of wort
boiling away in the three-foot diameter pots. Carec Brewery. The empties are located by
magic on he will claim it is all a trick and the siphon station and the full barrels by the
refuse to talk to them while asking them to The three pots each feature a pouring lip and
lid and sit on hinges; when the wort is com- large doors are all normal ale awaiting trans-
leave. port to customers.
pleted and has cooled, Berrard or Carec
A smart PC who, assuming that Berrard drags over one of the fermenting kettles and
has not been angered and is no longer pours the liquid through a strainer into the 6. Cart
speaking to the PCs, inquires about any barrels. A small cart suitable for one animal sits
special batches of ale brewed recently will
empty.
be told that just last week Master Carec was
brewing a special batch, spending an entire 3. Fermenter Kettles This small cart is used for transporting
day on it. Note that this information is only These large kettles are closed. A copper the ale barrels to the customers. Every
obtained if the PCs have not told the young tube runs from each of the tops down into a morning Barrard or Carec yokes the donkey
assistant that they suspect the ale itself was beaker filled with water. Every once in a to the cart and makes the delivery. Since the
the cause of the brawl. If they have Berrard while, a bubble rises out of the tube and morning’s deliveries have already been
quickly realizes that the PCs are looking to floats to the surface of the water and into the made, the cart is empty.
accuse the brewery and Master Carec of air.
something and will refuse to answer the
question, acting as above.

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7. Office contain various contracts, order lists, 8. Laboratory
expense accounts, and other papers having
This office features a small desk with a This is quite the alchemical setup.
to do with running a business. Also sitting
chair. Another chair sits in front of the desk. Beakers, tubes, and burners litter the central
on the desk is a small strong box with an
A series of shelves sit behind the desk hold- table while a large pot hangs from a hook in
average lock (DC 25) that holds the petty
ing various rolls of parchment. the fireplace. The equipment seems too
cash and daily operating expenses of the
On the desk are a couple of vials of ink, complex to be devoted simply to brewing
business (as determined by the DM but
some quills, and some blank sheets of parch- ale.
should be no more than 100 gp in copper and
ment. The parchment rolls on the shelves silver coins).

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This is where Carec conducts his experi- tenser’s floating disk, color spray, change ent, both natural and arcane, to eventually
ments. The setup is a full alchemist’s lab self, expeditious retreat, spider climb, jump become the dominant brewer in the area.
(see the Alchemy skill) and provides every- 2nd level – arcane lock, summon mon- Of course, Carec would not be develop-
thing necessary for the exercising of the ster II, web, detect thoughts, continual ing these recipes without some purpose and,
Brew Potion skill. flame, mirror image, bull’s strength, alter in time, the PCs may hear of this or the other
Lying in the middle of the table is self, cat’s grace social event or important diplomatic meeting
Carec’s closed spellbook along with his 3rd level – dispel magic, sepia snake that degenerated into a brawl under the influ-
notes on creating Carec’s Bitter (Hatred) sigil, hold person, lightning bolt, fly, haste, ence of alcohol. In fact, given time, Carec
Ale. Unfortunately, the spellbook is warded secret page takes his act on the road working for various
by a magic mouth that shouts vicious shadowy organizations to brew his numer-
4th level – emotion, stoneskin
obscenities if anyone other than Carec (or ous ales to provoke certain outcomes to
someone looking like him) touches it. important events. Given the fact of his neu-
Unless the person grasping the book is pre- 9. Carec’s Bedroom tral alignment this does not mean that these
pared for something like this, the sudden This room contains a bed, a chest, and a actions are detrimental; he could just as eas-
shouting may cause him or her to drop the washbasin with mirror. ily brew an ale that makes everyone react to
book unless they succeed at a Will save Carec’s bedroom is rather bare as the each other more favorably, thereby cement-
against the spell’s DC of 15. Carec will cer- master brewer spends most of his time work- ing an alliance that was on tenuous ground.
tainly be along to investigate if he is nearby. ing in the brewery or in his lab. The chest is Of course, for every winner, there has to be
The notes for the ale have been dis- filled with clothes, there are two pairs of a loser, so any action such as that could have
guised using the secret page spell to appear spare boots under the bed, and nothing else many far-reaching consequences.
as a shopping list of various alchemical of interest.
items: 1 pound of sulfur, 3 jars of toad
Scaling the
warts, etc. Ending the Adventure
Carec’s wealth (as determined by the Adventure Although the adventure is designed for
DM) is kept as gems in a large beaker of oil Unless the PCs can convince the author- character levels 3 to 5, this assumes the
in the corner of the laboratory and will not ities Carec is involved, or take the law into characters somehow have to tangle with
be discovered unless someone dumps the their own hands, they will be forced to leave Carec in combat. The adventure is actually
contents or happens to handle the beaker in Carec alone, probably getting on with their appropriate for any levels as Carec, the main
such a way as to cause the gems to clank next adventure. For his part, the fact that antagonist, does not wish to draw attention
against the beaker. someone caught on so quickly to his scheme to his arcane talents. Thus even a party of
teaches Carec to be more careful and it is 1st level characters could meet up with
Carec’s Spellbook some time, several months at least, before he Carec and, as long as they do not put him in
0 level – resistance, detect poison, daze, tries another experiment. danger of direct physical harm, they will not
flare, light, ghost sound, dancing lights, face his full powers as he prefers to have the
Carec notes the PCs as people to keep an
mending, detect magic, read magic watch handle things instead.
eye on, but otherwise pays them no mind.
1st level – alarm, hold portal, shield, He continues to perfect various recipes of
summon monster 1, identify, charm person, the ale and build his business using his tal-

29 of 33
Knowledge (Engineering) +9, Knowledge
(Nature) +9, Profession (Brewer) +13, Scry
+8, Sense Motive +8, Spellcraft +8
Feats: Summon Familiar, Scribe Scroll,
Brew Potion, Spell Mastery (charm person,
change self, expeditious retreat), Brew Ale*,
Silent Spell, Still Spell, Improved Initiative
Languages: Common, Dwarf, Draconic,
Halfling
Spells:
0 level (DC 13) 4/day – resistance,
detect poison, detect magic, read magic,
neutralize alcohol*
1st level (DC 14) 5/day –shield, charm
person, color spray, change self, expeditious
retreat, spoil brew*, resistance to alcohol*
2nd level (DC 15) 4/day –summon mon-
ster II, web, detect thoughts, mirror image
3rd level (DC 16) 3/day –lightning bolt,
fly, haste
4th level (DC 17) 1/day –stoneskin
NPC 1st to 3rd level warriors led by a 5th level Equipment: leather apron
warrior sergeant. *denotes new item detailed below
Statistics Note: Carec’s current spell selection
With the exception of Carec, none of the Carec (Neutral Expert 4/Wizard 7) represents the fact that he is prepared for the
NPCs need to be very detailed. The DM worst possible fall-out from the ale-induced
Str 14 (+2), Dex 10, Con 13 (+1), Int 17
should feel free to improvise to make the brawl at the “Draught” and wants the maxi-
(+3), Wis 13 (+1), Cha 13 (+1)
brawl in the “Draught” memorable (such as mum flexibility of spells thus he has not cho-
having each NPC able to take two to four CR 10; HP 41; AC 11 (+1 Leather
sen to use his Metamagic Feats to enhance
blows from a PC before being knocked out); Apron); Init +4 (+4 improved initiative);
his spells.
the flow of the brawl is more important than Spd 20 ft (overweight); Atk +8/+3 melee and
+6/+1 ranged; F +4, R +3, W +10 Note: Carec does not have a familiar as
constant statistic referencing. If the DM it would instantly brand him as an arcane
must have stats, all the NPCs with the excep- Skills: Alchemy +15, Bluff +8,
caster and he hopes to keep a low profile as
tion of Carec are Experts of 1st to 3rd level Concentration +13, Diplomacy +8, Gather
long as possible.
and a city watch patrol is always a group of Information +8, Knowledge (Arcana) +15,

30 of 33
Neutralize Spoil Brew Spell Resistance: Yes (harmless)
Alcohol Transmutation This spell imbues the caster with the
Transmutation Level: Sor/Wiz 1 ability to drink as much alcohol-based drinks
Level: Sor/Wiz 0 Components: V, S, M as he or she wishes without being affected in
Components: V, S, M Casting Time: 1 minute the least; the alcohol is simply neutralized
Casting Time: 1 action Range: Touch the moment it passes the caster’s lips. Thus
Range: Touch Target: up to one barrel of a liquid such as the caster can down mug after mug of ale
Target: one mug of ale or glass of wine ale or wine and still be in complete control of him- or
Duration: Instantaneous Duration: Instantaneous (see below) herself.
Saving Throw: Will negates (object) Saving Throw: Will negates (object) The material component is a thumb-
Spell Resistance: Yes (object) Spell Resistance: Yes (object) sized piece of cork that must be eaten at the
This spell allows the caster to neutralize Although focused chiefly on brewed liq- time of the casting.
the alcohol in the stated quantity of drink uids, it can be used on any liquid except Carec has used this spell on more than
allowing one to imbibe without being affect- water (which is only composed of one ingre- one occasion to avoid the effects of alcohol
ed by the alcohol. By removing the alcohol dient). The spell throws off the balance of while encouraging those around him to
the taste and smell of the drink is altered to ingredients within the liquid making it taste drink. This allows him to stay mentally in
where someone who is not aware of the spell bad. Common effects are that wine becomes the game and make sure he achieves his aims
being cast will immediately notice it upon syrupy sweet and ale so bitter that it is while weakening the mental abilities of oth-
consumption (which can be interesting if the unpalatable. ers.
drinker is paranoid and believes they might The material component is a small piece An interesting side effect of the spell is
be getting poisoned). of dirt that is placed in the liquid at the time that it, like neutralize alcohol, prevents
Note that the spell only affects non-mag- of casting. brews such as Carec’s Bitter Ale from affect-
ical liquids and does not affect anything Carec employs this spell to ruin his com- ing the caster.
other than alcohol. The only exception is petitor’s product at key times, such as com-
Carec’s Bitter Ale which, because it relies on petitions or prior to delivery to a tavern he is Brew Ale
alcohol to create its effects, renders that trying to get a contract with. [Item Creation]
brew harmless. You can brew, ferment, and/or distill
The material component is a small piece
Resistance to large quantities of alcoholic beverages (up to
of cork that is dropped into the drink at the Alcohol a barrel’s worth) that have an effect equiva-
time of casting. Abjuration lent to an emotion spell.
Level: Sor/Wiz 1
Carec used this spell early in his career Prerequisite: Spellcaster level 7th+, at
Components: V, S, M
to keep an edge over his competition by not least 2 ranks in Profession (Brewer)
Casting Time: 1 action
only keeping a clear head but also sabotag- Benefit: This feat represents a combina-
Range: Personal
ing the taste of drinks during tasting compe- tion of the brewer’s art along with magic and
Target: You
titions. allows the spellcaster to use magic to
Duration: 1 hour/level
Saving Throw: Will negates (harmless) enhance the natural effects of alcohol on

31 of 33
drinkers as if the caster had cast an emotion the nature of such a beverage is not apparent that anyone who drains a complete mug or
spell on those imbibing. Drinkers must suc- as the magic works in conjunction with the two is automatically affected unless they
ceed at a will save as if the spellcaster had alcohol. Thus a drinker may feel more surly succeed at a saving throw.
cast the emotion spell on them (DC 10 + than usual after the first mug, but not unusu- In addition, the DM is encouraged to add
spell level (either 3 or 4) + the caster’s ally so. It is normally not until the next situational modifiers to increase the
Intelligence or Charisma bonus). morning that people wonder what went on, DC/reduce a drinker’s saving throws
The caster can determine which aspect although heavy drinkers will just consider depending on how much they drink and
he wants a particular brew to have; once the previous day’s events business as usual. whether the effect the brew is trying to
chosen, this cannot be changed. Thus a cast- It is up to the DM how quickly such a achieve is in their personality; a naturally
er could, at the time of brewing, select an ale brew affects people; as alcohol affects each distrusting individual will be more easily
to cause despair in its drinkers or hate, but person at a different rate so too does a bev- affected by hate than a normally peaceful
could not choose to change that quality once erage brewed using this feat. Of course, for individual.
the brewing process has begun. If a caster ease of paperwork, the DM can simply rule
wants different effects, he or she must brew
different batches.
The cost for creating such a batch is the
same as those involved in creating potions
except that the caster must be able to cast 4th
level spells and the beverage is considered to
be 4th level (see table).

Spell Level Clr, Drd, Wiz Sor Brd Pal,


Rgr 4th 700 gp
+ 56 XP 800 gp
+ 64 XP 1,000 gp
+ 80 XP 1,400 gp
+ 112 XP
The effects last up to 8 hours with each
point of Constitution modifier reducing that
time by 1 hour; thus a character with a 16
Constitution (+2 modifier) would only be
affected for 6 hours; dwarves get to add their
+2 racial modifier to reduce this number as
well.
Unless magic is specifically detected for,

32 of 33
OPEN GAME LICENSE Version 1.0a the Open Game Content may only be Used under and
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