Heroes Wanted

Credits:

DesignChuck Martinell

EditingChuck Martinell

Introduction

Heroes Wanted is a short adventure intended for four 1st level characters. DM’s can modify the adventure to suit higher level parties, by simply adding monsters or levels to the preexisting monsters.

Preparation

The Dungeon Master needs a copy of the Player’s Handbook, Dungeon Master’s Guide, Dragonlance Campaign Setting, and the Monster Manual. You will also need to be able to reference the map in this adventure. No additional materials are necessary.

Text that appears indented is play information that the DM may read aloud or paraphrase. The other information is for the DM and provides the DM with special instructions and additional information. Monster and NPC statistics are provided in abbreviated forms; full monster statistics can be found in the Monster Manual.

Adventure Background

The PC’s do not first know all the background information. The PC’s may attempt Knowledge checks to see if they know much about the area. The rest of the information can be gathered by asking people.

What the PC’s Know:

DC Check / Information
10 / The town has been attacked by bandits of Captain Samuval twice in the last year.
15 / A new sawmill has been constructed in the town by a mad gnome named Garl Hatonis.
20 / The town is using the new sawmill to finance the building of a quarry outside of town.
25 / Local farmers have spotted strange creatures lurking near their farms. The creatures are only seen around dark.

What the PC’s don’t know

This information maybe gathered from various sources with gather information checks.

DC / Information
10 / The sawmill is nearly ready, but Garl ran out of springs and had to travel to Haven.
15 / Local farmers believe that Garl took the money of the village and fled. Search parties have had no luck in locating his wagon or the gnome. They have located his campsite on the Old Trail Road but found no clues there.
20 / Garl took the old road to Haven, says it contains some interesting rocks he likes to pick up to study.
25 / Garl has discovered some caves about a day’s journey from the town. Trey Silverfox asked Garl to check these caves out for a potential mine location.

Adventure Synopsis

Garl Hatonis is a mad (thinker) gnome who settled in the village of Stonetree. The village was located north of the former elven realm of Qualinesti and has been raided by Captain Samuval’s men several times in the past.

The village recently decided to construct a new sawmill. This project was overseen by Garl Hatonis and was to be a mechanical mill. Garl though ran out of the necessary building projects. Traveling east out of town Garl headed for the town of Haven.

He then disappeared, with the money the village gave him to purchase the new equipment. The village sent out search parties but they were unable to find him or his wagon. Many in the village now believe that Garl took off with the money and have threatened to destroy his home. Sheriff Jon Maloner has been forced to sleep outside the house to ensure its safety.

What the villagers don’t know, or haven’t related is that the creatures they have seen are goblins. The goblins captured Garl as he was traveling to Haven on the Old Trail Road. Garl was prospecting in some caves on the first night from the village and was captured. His wagon was hidden in thick brush near the caves.

The caves are a quarter mile off the main trail and the goblins have made the trail difficult to find. Garl is still alive, because the goblins are unsure of what to do with the gnome. He has made for them some simple toys that they want more of.

Character Hooks

New Employment: The easiest method to involve the players is to have them hired by a local townsperson. This townsperson may have traveled a distance into a more populated town seeking help. Local merchants will offer a hefty sum (50 steel pieces) to lure adventurers to locate and solve the problem.

Happenstance: The characters can easily just stumble across the town in their travels. They may need to get supplies or stop at the inn for the evening and overhear the disappearance of Garl.

Locals: The characters may be locals who have decided to investigate the disappearance themselves. If this is the case, they will know much of the information that is listed. It is up to the DM to decide exactly what they know and what they don’t know

About Stonetree

Stonetree (Village)

Population: 360 people, AL LG; 300 Steel piece limit; Assets 9,000 steel

Authority Figures: Orlin Howland; male human fighter 3; Trey Silverfox male human commoner 5; Lucy Tonkan female human commoner 3; Siron uth Malok male human fighter 4

Important Figures: Joran Celam male human commoner 5; Lillian Tolk female human cleric 2

Important Residents:

The characters may have occasion to talk to with any of the above characters.

Orlin Howland (Innkeeper): Orlin owns the inn the Oaken Bed. He is quite sure that Garl’s disappearance reeks of something foul.

Yon Shorin (Tanner): Yon is a hardworking tanner who loves to gossip. He is also hardheaded in his opinions and once he believes something it’s the truth to him.

Trey Silverfox (Mayor): Trey is an elder scholar of the village. He gave Garl 50 steel to purchase the rest of the parts. Also he asked Tarl if he could locate some rare rock samples in a local cave. Trey can be found in the inn.

Lucy Tonkan (Villager): Lucy is Trey’s granddaughter and lives in the village. She works at the inn as the cook. She believes that Garl something bad has happened to him.

Siron uth Malok (Sheriff/Fletcher): Siron is the local sheriff of the village and also its fletcher. He will provide the characters all known information if they express interest in finding Garl.

Joran Celam (Villager): Joran runs the largest farm in the area. He has lately seen several strange creatures near the Old Trail Road. Joran can be found either at the smithy or the inn.

Lillian Tolk (Cleric): Lillian is a cleric of Mishakal who has recently arrived in Stonetree. She is trying to build a small church in the city and had recently talked to Garl about the building. She is sure that Garl did not run off with the money, and remembers him mentioning something about caves.

The following features are explained if the characters wish to explore the town themselves or ask a local resident about it.

Oaken Bed

The Oaken Bed is the only inn in the town of Stonetree. This inn contains six rooms and a stable to provide lodging for animals. The prices are normal standard player’s handbook prices. The owner of the inn Orlin Howland keeps an apartment in the back for him and his family. Orlin knows a few things about Garl’s route. The characters can try to gather information here.

Val’s Goods

Valerie Goodheart is the owner of the goods store. She has common items located at the regular prices found in the player’s handbook. If asked Valerie knows little of Garl’s disappearance. The two rarely speak as he buys his goods in Haven.

The Smith

The Smith is the local blacksmith’s shop in the village. It is run by a Neidar dwarf named Copper Slateshield. Slateshield and Garl are good friends as Slateshield does many projects for him. His disappearance has alarmed the smith and he will gladly share all he knows on DC check of 20. Slateshield does keep a wide selection of common weapons. He can be contracted to create specific weapons.

Yon’s Tannery

Yon Shorin runs the tannery in the village. He creates all types of leather products and sells that at prices listed in the player’s handbook. Yon is sure that Garl ran off with the money the town gave him to finish the sawmill project.

Sheriff and Fletcher

Sheriff Siron uth Malok (male, human, fighter 4) serves to important jobs in the village as both its sheriff and fletcher. His bows and arrows are sold at normal standard player’s handbook prices.

He also will ask if the characters are interested in searching for Garl and will provide all known details. The sheriff knows that Garl was heading to Haven with enough steel to purchase the rest of his equipment. He left early in the morning and took the Old Road to Haven. If the characters ask to see the gnome’s house he will take them there, but state he has already searched it.

Garl’s House

The house of Garl is located just on the edge of town. It is a one story building, with a shed in the back. If the PC’s enter the building with the sheriff he will unlock the door. Otherwise a sign hangs on the door proclaiming the disappearance of the gnome and to contact the sheriff.

The PC’s can try to unlock the door (a DC check in lockpicking of 20) or break the door down (a DC check against strength of 20) to enter. Once inside the PC’s find a well organized apartment with many odd creations lying around. A large collection of toys lines one wall and in the middle of the room is a large workbench covered in tools.

The PC’s can search the building but will find no evidence that Garl hadn’t planned on returning in a few days. The shop looks organized and work is laid out to be worked on. Several projects are in various stages lying throughout the home.

If the PC’s check the shed they will find that it has cart tracks leading out the door. Inside are a few gardening implements and lots of odds and ends. There is no evidence here that suggests that Garl had not planned on returning.

The Old Trail Road

The PC’s should eventually begin their search on the old trail road. The other road leading out of town is the New Trail Road and is commonly used by many travelers. This trail is known for its rockiness and is rarely used by folk.

The Trail (EL 1)

The PC’s will be traveling on the trail for several miles. Along the way the DM is recommended using the random encounter table found in the Dungeon Master’s Guide.

Garl has been missing for nearly three weeks now and much of the evidence of what befell him has been destroyed by the search parties. The PC’s will eventually reach where Garl had planned to camp. Read or paraphrase the following:

You see a small clearing off to one side of the trail. The path is filled with thick forest and difficult to see very far into. Much of the day has been spent negotiating the difficult path and you quickly realize a cart would have to travel. Tired from the trip you are almost relieved to see a small clearing off to one side. You realize that this is the clearing that Garl camped in.
On the ground around the campsite you notice stacks of unburnt wood. The ground here is rocky, with several trees and a large bush is behind the clearing. The sky above is clear, and you hear birds in the distance.

The PC’s are being watched by three goblins (HP’s 6, 5, 5; see Monster Manual p. 133) hiding in the bush. These goblins have traveled from the caverns entrance to see if they could waylay any more travelers, the gnome is growing boring. If the PC’s make any attempt to search the area, move towards the bush the goblins will attack or present any opportunity to attack the goblins will take advantage of it.

After the encounter with the goblins, the PC’s can search the area. A successful search (DC 15) will reveal that a wagon has been pulled through the mud to the north. The PC’s on a successful Spot check (DC 15) can see a small cave entrance to the north.

The cart is hidden outside of the cave to the north of it. A successful search (DC 10) will discover the cart. The goblins are pretty confident that no one is going to find the cave and have posted no guard by the entrance.

Cave Entrance

The cave entrance is an area strewn with garbage and during the daytime left unguarded. Read or paraphrase the following:

The cave entrance is dark and full of garbage strewn around the front of it. The smell of rot reaches your nostril as you peer into the darkness before you. A pale light is visible flickering around a bend in front of you. Listening carefully you hear the sounds of snores coming from down the hall.

The PC’s can search the area but will find nothing of use. Bones, torn blankets and other debris litters the area. In front of the PC’s is a smooth cave passage the bends to the right. A flickering light can be seen in the distance coming from the goblin’s central area.

Central Area (EL 1)

This area is the central area of the goblin’s living area. A large fire burns here at all times. Currently roasting on the fire is a whole ox, the last of Garl’s team. Read or paraphrase:

Your eyes adjust to the dim area. A dying fire is in the center of the room. The smell of roasting meat reaches your nostrils and you notice a whole ox cooking above the fire. On the floor around the fire are furs spread out and a large rock is located on the east side of the room. On the floor below the chair are three goblins playing a game. There backs are to you as they appear to be arguing.

The goblins (HP’s: 5,5,4) are gambling and have a -4 on Listen checks. If alerted to the PC’s the goblins will try to attack. On a successful Search check (DC 15) the PC’s will locate several wooden toys in the room. Also they will see a small chest that contains several toys, including a windup cart (15 steel value).

Central Passage

This passage is the only passage going off the central area. There are three small chambers leading off the passage. Read or paraphrase the following:

You see a dark tunnel in front of you. On the left side of the passage you see a tarp covering a doorway. You hear sleeping snores coming from farther down the passage but you can’t tell where they are coming from.

The PC’s can use a Listen check (DC 15) to know that the snores are coming from farther down the passage to the right. The door to the right is a storage area. The PC’s may open the storage and will find the goblin’s larders. The PC’s will find 7 large pots, 50 feet of rope, 2 weeks worth of various foods, a cask of oil, and a half empty keg of ale.

If the PC’s continue down the passage they will encounter a room 30 yards from the storage area on their right. They will notice that the snores are coming from this room, and there is no light coming out of the room.

If the PC’s continue further on they will encounter a bend in the passage 40 yards from the sleeping quarters and see a lighted cavern ahead. This cavern is a dead end and is the Guardroom that Garl is currently being held prisoner in.

Sleeping Quarters (EL 1)

If the PC’s enter the sleeping quarters (the room that the snores were coming from) read or paraphrase the following.

You enter a completely dark room. The room is filled with the snores from it occupants. The deep throated snores are loud and echo in the chamber making it difficult for you to decipher how many creatures are sleeping in here.

If the PC’s have a light source or one of them sees in the dark they will see the figures of three goblins (HP 5,4,4) sleeping near the middle of the room. The goblins will awaken in 1d4 rounds of the characters entering the room, unless attacked. In the room lies a pile of dirty furs (16 medium sized, bug infested), 17 steel, 42 silver, 98 copper and a six ounce vial of acid.

Guard Room (EL 1)

The PC’s enter the room that serves as both a storage area and a prisoner’s cell. As the PC’s enter read or paraphrase the following.

You enter into the lit room and see several boxes piled off to the sides. Towards the back of the room you see a figure his head slumped his face bruised. He is chained to the wall and appears unconscious. In the middle of the room is a table with four chairs. On three of the chairs sit goblins rolling dicethey look up at you as you enter and spring to attack.

The goblins have been assigned to the guard the gnome by the goblin chieftain, Big Nose. Currently Big Nose is gone with several members of the clan recruiting more goblins to help terrorize the area. These goblins will fight to the death. The goblin with 5 hp uses a short sword +1 as his weapon. If the PC’s did not find the goblins in the sleeping area they will be awakened in 1d4+2 rounds.