A posting hangs on the board outside the tavern. It reads, “Seeking new adventurers or friends out for a good time: Our farm requires simple pest control. Please see Maise the Cheese-seller at her stall for details.” It might be good to give back to the community, go on a simple quest here in town...
PREP: Cut the letter from the end of this content for COVERT OPERATIONS. The story notes have been placed in the “Narrative” section for narrator’s use after the letter has been removed.
COVERT OPERATIONS: Before this mod, review the list of participating players and compile a short list of sanctums that will be left unattended. After the mod has started send monster(s) available to sack a sanctum and leave a note from the Rebellion and Consortium found at the end of this adventure (4.1 - COVERT OPERATIONS). If the attack fails and the monster is not searched, run an attack on the next sanctum on the list until either the note is posted or removed from the monster’s body.
COW TIPPING: If players decide at any point to partake in cow-tipping, see scene 3.1 - Cow Tipping (Optional)
If players later choose to return to Maise and Seamus, they may do so during open play. The outcome of the exchange is the narrator’s discretion, but the cheese farmers had no knowledge of the attack. Report the outcome to Rachel Webb.
- Glow sticks or cow costuming
- A rope
- A bag of cheese cubes
- 2 copper per player
- Rat Trap Puzzle: I have attached a link, but if the game already owns some ring puzzles that can be located, I'm fine with those. https://www.amazon.com/Lovers-String-Rope-Ring-Puzzle/dp/B002P8RHVK/ref=sr_1_7?keywords=ring+puzzle&qid=1565361814&s=gateway&sr=8-7
ALL Squirrels - Bear Nutchuckers
ALL Rats - Diabolus Demonbourne
2 Cows - No card. 3 Body and no abilities.
Higgins- Halfling Assassin
1.1 - The Hook
She should offer to sell the adventurers many of her fine cheeses.
[Posting] Ah, yes! It’s been some time since we posted, but I am glad we finally have some takers.
[Job] Our farm and barn are overrun with rats ever since our poor kitty cat passed. I know it’s menial work, but can you please clear them out. They’re getting into our stores and harassing our cows. We’ve put out what traps we can, but they just aren’t enough.
[Payment] We can’t afford more than a few coppers, I’m afraid. Though I can part with some of my cheeses!
After RP, proceed to the next scene.
Insight: medium- Maise is an honest worker that just doesn’t have the skills and time to deal with her rat problem
Inspect Evil: easy- NO
Inspect Magic: easy- Mundane
1.2 - Encounters of the Squirreled Kind
-Being told “No”
-Being chastised for digging in their pockets
If the party does not attack the squirrel, then do not run scene 2.1 - Squirrel Gang
Inspect Evil: medium- neutral
Inspect Magic: medium- mundane
Inspect Nature: medium- You haven’t seen squirrels this big in Jastrey before. You remember hearing something about large strange squirrels in…. Gah! You can’t remember.
Resurrect: easy- You are able to resurrect the squirrel; it darts into the undergrowth
1.3 - Rats
[After RP] Swinging the door to the barn open, you see enormous rats scatter between the feet of many annoyed milk cows. Further within, you hear another wail. One rat jumps at your from the shadows, and others follow.
Arg! That damned screaming has been going on for two days! TWO DAYS! Just when I think it’s safe to close my eyes for a nap, off it goes again!
[Screaming?] Damn banshee is my guess! All sort of strange things roamin’s out of those new woods o’er yonder.
[Rats?] Yeah, we got a rat problem too, but I’m more concerned about that screaming. She told you about the rats, but not the banshee?!
Well, we find rats all about, but they mostly seem to be holed up in the barn-- along with that there banshee-- I’ll stay out of your way and let your work. Give the door a knock when you’re done.
OH! And don’t you hurt my cows. My girls are the only children I’ve got left.
COMBAT NOTES- Rats should be below APL; any difficulty should come from consistent spawning. Depending on how many monsters you have, there should be 1-2 cows denoted by costuming or glow sticks. Cows have 3 Body and no abilities. Rats should not deal excessive damage to cows. One hit here or there. The challenge is more for the players to not accidentally kill a cow.
After main floor combat, proceed to the next scene.
COMBAT: Rats, cows (allies)
Commune Nature (rats): medium- Here shall we prepare a place for our coming kind and god! Long live Ratmandu!
Commune Spirit: medium- You contact Kitty Cat. She says that this is appalling; this infestation would never have happened on her watch.
Commune Spirit (specifically the wailing): impossible- Kitty Cat is the only spirit here.
Insight: medium- Seamus isn’t all bad; he’s just irritable and a little stupid
Inspect Evil (Seamus): Easy- No
Inspect Evil (Rats): Medium- Neutral
Inspect Magic: easy- Mundane
Inspect Nature (cows): easy- these are regular milk cows, though skittish in their current circumstances
Inspect Nature (rats): medium- they look like regular rats… just really big… and mean.
Resurrect: medium- You are able to resurrect the cow
1.4 - More Rats
Players with FLY or PROPEL can reach the upper loft. Players with CARRY or CONJURE can shimmy up on an uninterrupted one minute count.
For combat, lay out a boundary with rope, or us the sidewalk in the main field to divide the loft from the main floor. Rats can be pushed from the loft. Spawn continuously.
A SUBDUED player in the loft may be PUSHED down to ground level, but they become SLAIN.
Explore (ladder): impossible- Why the hell don’t these people have a ladder?!! You can’t find one anywhere.
Fly: automatic- You make it to the loft
Propel: automatic- you make it to the loft
1.5 - The Banshee
[The cellar] You swing up the cellar door and hear another wail, “Help! Pleeeeeease! It hurts! You have to help me!” The cellar is black is night.
[After story actions] Descending into the cellar, you hear rats scattering away from you. Across the room, you see a small humanoid figure caught in an enormous and elaborate rat trap. Closer, you can see that it’s a hafling teenager.
Thank the immortals, you’ve finally come to help! Please! My arm…
[Banshee?] What? NO. I’m a halfling. A halfling stuck in a rat trap. Help please?
[What are you doing here?] I came cow-tipping with a friend, but then we had the bright idea to go looking for cheeses. Our light went out, and here I am. HELP.
Options for Freeing Higgins:
Solve the puzzle.
Find Seamus for help; it IS his rat trap.
Sabotage- Requires one success. After two failures, the trap becomes so mutilated only brute force options remain
Breach the trap- Requires 3 successes. Each check deals 2 damage to Higgins
Damage the trap- Trap has 8HP. Each time someone deals damage to the trap, Higgins and the breaching player suffer “2 HITS” as parts fly off.
As the party discusses how to free Higgins, periodically spawn 1-2 rats. After Higgins is freed, send one more full wave.
COMBAT: Rats, Higgins (ally)
Explore: Medium- You manage to find an area where the hay has been disturbed! It’s the cellar door!
Commune Nature (cow): Medium- The cow leads you over to an area where the hay has been disturbed. It’s the cellar door!
Adapt Darkness: automatic- You are able to see the cellar clearly
Breach: medium: see scene notes
Forecast (free Higgins): medium- Weil
Insight: medium- Higgins is light-fingered but he’s not a bad guy
Inspect Evil: medium- neutral
Inspect Magic: easy- Mundane
Inspect Secret (puzzle): impossible- This is the thinking man’s rat trap; you have no idea how a man like Seamus uses something like this.
Inspect Wound: easy- Higgins looks rough. His arm is being crushed by the trap, definitely some broken bones. He’s also covered in rat bites. If it weren’t for his hunting knife and piercing scream, he’d be dead.
Light: automatic- you are able to see the cellar
Resurrect: medium- You are able to resurrect Higgins
Sabotage: hard- see story notes
2.1 - Squirrel Gang
[After Combat/After Previous Scene] The ruckus has drawn Farmer Seamus from the house.
[After RP] You settle your business with Farmer Seamus and make your way back into town a few coppers and a bag of cheese richer.
BOSS SQUIRREL RP NOTES:
You gave one of us grief, you give us all grief.
Either you all take a beat down OR you give us one of your own to take back to the nest
(One on one combat to settle the score is permitted, but not volunteered. Boss squirrel would still be an Epic)
OPTIONAL COMBAT: Squirrels, Boss Squirrel (Epic)
ANNOUNCE: BOSS SQUIRREL is an EPIC monster.
IF HIGGINS IS PRESENT ANNOUNCE: HIGGINS is an ally
Final RP: It is up to the party how they handle Higgins. How Seamus deals with Higgins is narrator’s discretion. If cows have been injured, payment will be withheld until the cows have been doctored and the party will receive no cheese :(
Inspect Nature: easy- Something about the largest squirrel is… off.
Inspect Magic: hard- there’s something magical about that really big squirrel, but it’s eluding you.
Purge (squirrel?): impossible- combat commences
3.1 - Cow Tipping (Optional)
[IF DAYTIME] Players must be able to put the cows to sleep themselves or they cannot cow tip.
[IF NIGHTTIME] Players must wait at least 2 minutes between tippings to allow cows to fall asleep.
Monsters should be placed in the field at intervals. For best effect they should be on their hands and knees, but I’m not going to make anyone do that who doesn’t want to; distraught mooing is encouraged when tipped. Players can tip cows on a three count (Tipping 1, Tipping 2, Tipping 3).
Inspect Nature: easy- These are happy cows, and happy cows make happy cheese.
4.1 - COVERT OPERATIONS
Inspect Aura: easy- bitterness and wrath
Inspect Magic (the barrier): medium- Pit magic
Locate: impossible- your spell is coming up against an impenetrable magic barrier
COVERT OPERATIONS: Before this mod, review the list of participating players and compile a short list of sanctums that will be left unattended. After the mod has started send monster(s) available to sack a sanctum and leave a note from the Rebellion and Consortium found at the end of this adventure (4.1 - The Full Consortium). If the attack fails and the monster is not searched, run an attack on the next sanctum on the list until either the note is posted or removed from the monster’s body.
Adventurers of Jastrey,
You thought this was over. You thought we gave up and went about our quaint lives in this villain-infested hellscape. Some did. The strong did not. We remembered every woman and child and every slight and indiscretion since that fatal day in Joseph’s field. Our demands have not changed.
We are stronger, and we have powerful allies. We have watched patiently and learned. We will not be a strong-arm but a plague upon you: locusts and flies destroying your peace whenever you think you have found it. We know your peeves and weaknesses; look to them. We are coming.
The Full Consortium