Revenge of The Gobbler!
A Zero-level Funnel
Adventure for Dungeon Crawl Classics
By
Edgar Johnson
Very special thanks to +Daniel Bishop, who provided some of
the monsters (along with most their descriptions).
Hook
The adventurers are sent to bring a wagon load of beer,
wine, and spirits to the tower of Lorenzo the Portly, noted sage, wizard, and
gourmand. It is the day of his famous feast of thanksgiving, when he celebrates
the gifts of his patron with a gathering of his minions, servants, and
henchmen. This year, however, the feast is no occasion for celebration. Instead,
our heroes must contend with sorcery most fowl!
This adventure is designed for 8-12 (or more? ) zero-level player
characters. I dunno. It's not like I playtested this adventure or anything. So anyway...
Background
In his zeal for bring to his board the greatest feast ever
consumed, Lorenzo the Portly transgressed against nature itself, using arcane
magics to enhance the quality and size of the items on his table. Unfortunately,
bigger did not turn out to be better. In fact, it was very, very bad
indeed.
As the result of a magical misfire, Lorenzo raised the
turkey from the dead (it is now possessed by the spirit of a minor wizard), and
animated a variety of other foodstuffs. These fell foodstuffs turned the tables
on their makers, and soon the cooks became… the cuisine.
The players will enter the manor to find a scene of horror.
Each guest has been killed and eaten, in whole or in part, with Lorenzo himself
receiving special treatment. Deadly sustenance now stalks the halls of the
manor, hungry for more victims.
This adventure is designed to be short but deadly. It is
short, because you most likely are very ful. and kind of drunk. It will be
deadly because I take food very, very seriously indeed. And I want to make sure
that you see why food is not to be trifled with.
The adventure begins as the PCs roll through the gates of
Lorenzo the Portly's manor, and around the back toward the servants' entrance.
Player Start
The journey has been a
long one, but you finally have sighted the Manor of Lorenzo the Portly, noted
sage of cuisine and wizard of delectation. Your three wagon loads of ale and
strong drink will be welcome additions to Lorenzo's famed thanksgiving feast. You
also hope that you will be invited to the feast, for Lorenzo is known for his
generosity, and no one in the realm is so famous for the sumptuousness of his
banquets.
As you drive though
the gates and toward the servants' entrance to the kitchens, you are greeted
with a horrible sight: A man (a baker judging from his hat) bursts forth from
the door, screaming in terror. Behind him strides a behemoth… gingerbread man?
In an instant the fell creature is upon him, snatching him up and biting off
his head before casting him aside for fresher prey. Roll for initiative.
Gingerbread Giant
Init +2; Atk bite melee (1d6); AC 9; HP 11; MV 35’; Act 1d20; SV Fort +2, Ref +1,
Will +1; AL N.
As the PCs enter the manor house, read the following:
Stepping through the servants' entrance to the manor, you find yourself in a short hallway. To the left is a
thick, wooden door. Further along the corridor, you spy a door ripped from its
hinges, and beyond that, the kitchen.
I've designed this as if the players will cooperate, and
enter through the kitchen. If your players make it complicated, then adapt
accordingly.
Area 1-1 The Larder: The door opens inward to the larder. Inside
you see a variety of jars, casks, and barrels, and from hooks in the ceiling
hang hams and long strings of sausages.
Once the PCs enter this room, they will be attacked by three
strings of Sausages of Death. They are delicious, but most certainly are not
good for your health.
Sausages of Death (3)
Init +2 (or surprise 75%); Atk strangle melee +2 (1 point of damage or special
on surprise); AC 10; HP 4, 2, 2; MV 10’; Act 1d20; SP If the Sausages of Death
surprise the PCs, they attack as a garotte wielded by a thief on successful
backstab (3d4); SV Fort +1, Ref +2, Will +0; AL N.
Area 1-2 The Kitchen:
The kitchen is in disarray, scullions
stuck upon their own spits, stabbed, or cloven, the scullery maids drowned in
their suds. Blood is everywhere and the floor is littered with broken crocker,
trenchers, and viscera.
As the PCs enter the kitchen, and begin to take in the
horror of the situation, some of the viscera upon the floor seem to writhe.
From beneath them flows a puddle of primordial cranberry jelly. Worse yet, this
batch was made with whole cranberries (see below).
Primordial cranberry jelly: Init +0; Atk pseudopod +2 melee
(2d3) or cranberries +3 missile (2d5); AC 8; HP 12; MV 5’; Act 1d20; SP 15'
reach, cranberries (once); SV Fort +8, Ref -4, Will +0; AL N.
Area 1-3 The Butler's
Pantry: The butler's pantry is surprisingly quiet and serene, though the butler
himself lays dead upon the floor, his head missing. A rack of wine bottles
spans one side , while shelves and drawers for linens and dishes fills the
other. On the other end is a closed door.
Cork Trap: The wine bottles, if at all
disturbed, will explode violently, doing 1 damage to all within 10 feet.
Area 1-4 The Cellar: The cellar is well-made, dry and cool. Along
the walls are casks and barrels, mostly filled with ale and wine. In addition,
there is a vast rack of wines, from poor to fine.
When the PCs enter this room, have a cat jump out from
nowhere. That's lots of fun, and sets the mood nicely. After a bit, once they've dicked around for a bit, have one of the barrels make a liquid,
blubbing noise, then subside. If they investigate (and you know they will) make
it burst, unleashing an…
Ale Elemental: Init
+0; Atk +2 melee (1d3+special); AC 8; HP 20; MV special’; Act 2d20; SP 10'
reach, divine drunkenness (DC 13 Fort Save), drink it to death; SV Fort +3, Ref +0, Will +0; AL N.
Divine Drunkeness: If struck, the target must make a DC 10 Will
Save or begin drinking from the various casks and bottles. Each turn, the
victim may make a DC 10 Will Save to break the effect. After 1d3 turns+plus
Stamina modifier, the victim loses consciousness for 1d6+4 hours.
Area 1-5 The Dining
Room: You emerge from the kitchen onto a
terrifying scene. The dining room is an abattoir, its walls running with blood,
and the eviscerated bodies of Lorenzo's guests and servants thick upon the
floor. Upon the table are the picked-clean bones of Lorenzo the Portly,
himself, clothed only with a chef's hat at the end of each of his bony limbs
(like a turkey with those white things on the end of the drumsticks). But, even
worse, his bane is at hand! An undead turkey, larger than a man, stands before
you. Prepare to meet your dooms, for this is The Gobbler! And his feast
has only just begun.
The Gobbler Init +4; Atk spell +4 (Gravy Spray) or bite +3
melee (1d6+2) or kick +1 melee (dmg 1d8+3); AC 10; HP 25; MV 30’; Act 2d20; SP
gobble, spew stuffing, induce lethargy; SV Fort +3, Ref +2, Will +5; AL N.
The giant, mutated turkey is 7 feet tall, with powerful
drumsticks armed with sharp claws. He may be undead, but he is spry, and can
run as fast as a man. He also is imbued with the spirit of a long-dead wizard (who
is quite cross at this turn of events), and can cast Gravy Spray (as Color
Spray, but with gravy. Use your imagination and strive to make this both
ridiculous and horrifying. Remember: Gravy can be blinding, slippery, sticky,
and very, very hot indeed. Make these interlopers pay!).
Each round The Gobbler can make one of three special attacks
as a free action:
Gobble: The giant mutated turkey can gobble, creating a sonic
attack that does 1d3 damage to all within 15'.
Spew stuffing: The giant mutated turkey spews a stream of
stuffing in a 30' line at a single target (+4 to hit, 1d3 damage, and the
target must make a DC 10 Will save or spend its next action either cleaning the
stuff off or eating it, according to how the target views stuffing).
Induce lethargy: Every creature within 30' of the giant mutated
turkey must make a DC 10 Fort save or its initiative count goes down by 2. Any
creature that bites the turkey automatically suffers this effect with no save.
A creature whose initiative count is reduced below 0 by this effect may still
participate in the combat, but must first rest for a round.
At this point the surviving PCs have run the gamut. It's
time for another drink, and maybe a nap. Give 'em 1-2 XP per encounter. If
anyone dies, it's automatically 2 XP for the survivors. If something awesome
happens, consider giving an extra XP (or even a point of Luck) to whoever is
awesome.
As far as treasure goes, let 'em loot the family silver if they
care to (2d100 gp value). Probably they also could find other valuables, but
that's up to you. However, they do find themselves in possession of three
wagonloads of booze and a hankerin' for adventure. What ya gonna do?
G'night, and have a very happy Thanksgiving.