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Needle in A Haystack

FRAMING
The Merrell Farmstead is a relatively large sized farm located on the subtle
boarder between colonised wilderness and the wild environments. Its
isolation has allowed the farming family to expand their paddocks, crops
and cattle seemingly unopposed for generations and have become known
for the quality and volume of their produce.

Despite the long trip into town, the family always make their weekly
rounds to sell their produce and have amassed such a wealth so as to
construct not only high walls around their property but also expand their
actual farmhouse into a decadent homestead which has expanded as the
numbers of Merrells have increased.

The Family is lead by Old man Merrell, who is normally described as an


ornery old coot. Yet his dedication to the farm only increased with the
death of his wife some years ago. He lives on the farm with his mother, His
three adult children and their spouses, as well as his seven grand-children.
The Absence of the Merrells from the local market has raised suspicions
regarding their wellbeing from some, as well as dismay at unfulfilled
produce orders from others and it would be greatly appreciated if someone
would hike out to their farm to check on them. PCs Can make a History
[1] Check to find out more about the Merrells

Flow of Action

1. The PCs walk up a well dirt track towards the Merrells farmstead.
Path is surprisingly well kept and has small depressions of cart wheels and
animal hooves leading back towards town. As they look around, the PCs
can see lush green paddocks, populated with sheep and cattle.
The Merrells farm begins to appear in the distance as the PCs draw
closer. The two floored farmhouse, constructed of local wood and stone,
stands proud within the main farm area - equidistant away from high
stone walls. Also within this compound lie several wooden structures
which are obviously barns. PCs Can make a Perception [2] check on the
farm at any Distance.

2. As the PCs enter the farm through the main gate, the scent of decay
hangs heavy in the air. Several shambling creatures appear to be moving
around the farm and one of them, holding a walking stick begins to walk
towards the PCs. From a distance, his skin appears to sallow and
blistering, stretched too tight over an emaciated frame. As PCs get closer
they should be be able to check [3] to see if this is Old Man Merrell
[Hi].
Environment : Merells Farm

The Merrell Farm should be presented to the PCs as having a central compound,
hidden behind high stone walls, with a heavy wrought iron gate at the main entrance
and a heavy wooden door at the opposite end. This compound should be a roughly
100ft Sq, in which there is a 30ft Sq, two floored house - which has the usual
trappings one would expect in a farmhouse. Space for chicken coops and a small
vegetable garden.

This location can be used as a random settlement in the wilderness for your
PCs to rest at.

There should also be a 20 ft Sq grain silo and a 30ft X 40ft rectangular, two story
barn which is clear in the centre, with bales of hay strewn about the inside perimeter.

ALTERNATIVE

Adjacent to the Compound should be various paddocks, stretching towards a wild


environment such as a forrest or hills. The Paddocks within 200ft of the Barn should
hold sickly cattle and crops
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3. Old man Merrell, should greet the PCs with glee (although obviously
hindered by the ailment), asking them if they are here To cleanse this
family of this most unholy of plagues as he invites the PCs into the
main farmhouse to meet the rest of the family.
Weather the PCs decide to go in or not is up to them and they may begin
questioning old man Merrell as to the nature of his affliction. He will be
convinced that the family had been cursed by a rival farmer who has been
jealous that the Merrell family had won all kinds of farming awards for
the past 10 years. When asked, Old man Merrell will also describe the
Goblin attack which took place over a week ago.
It was those Bloody OTooles I tell you! I hear they all worship
Nerull! I reckon they made a pact between their God and those
bloody Goblins to Give us.GOBLIN ROT!
Those Goblins jumped the wall and were causing all kinds of
havoc, breaking into the barn and stuff. One of them in a strange
hood grabbed my cane and muttered something before I kicked him
off! Then they suddenly retreated back towards the wilderness
before we had time to counter attack. It was the day afterwards
when the adults of the family came down with their disease.
curiously, The Kids, appear unaffected.

4. The Family are suffering from a the effects of a contagion spell


targeting the adults, the GM may select how the Disease Manifests[]. Each
of the infected family members make a DC15 fortitude save per hour,
failure results in 1D6 Damage. If Old man Merrall dies and is in
possession of his cursed cane, he rises as a zombie [Zi] and is assumed
to attack and kill his remaining family.

By this point, the PCs should be presented with one of three options:
- Attempt to heal the family / cursed cane (4.1)
- Remove Spell focus item from the barn (4.2)
- Attack the goblins to stop the spell (5)
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Those afflicted are have been suffering for quite a while and are near
death. The Diseases can be cured by most common means PCs Can make
Checks [4]. Each inflicted person must be cured individually. A fail on
any cure attempt forces the NPC to make a DC15 Fortitude save. Failure
results in 1d6 damage to those infected.
A Detect Magic check would indicate strong evil magic coming from Old
Man Merrells cane and faint evil magic coming from the barn as well as
coming from all of the infected adults. . They can decide what to do with
the cane of Animate dead but it is not a threat so long as no one is
actually holding it when they die

4.1

4.2 As the PCs walk up to the barn, they see a a very well kept wooden
structure which has one main door, which is bolted shut and a small open
window into the hay track which is on the upper floor of the barn. it is
possible to climb into the hay track from the ground. There does not
appear to be anything out of the ordinary with the barn, However PCs
may be able to detect the Bull hidden within if they have the ability to.
If the PCs enter the barn loudly, they will alert the Bull[Ai] who was
sleeping, hidden a corner, obscured by the low light of the barn. The Bull is
presented regular bull, however has a strange sigil of rage painted in
blood on its hide. PCs can make a Investigation check [5] to identify
the sigil. The Bull should attack at the earliest opportunity and can only be
calmed as soon as the sigil is removed.
The PCs can look for the Item which is being used as a focus point of
magic either during or after the encounter. The spell focus item is a 6
inch black crystal nail bathed in Hag blood and buried in a
haystack. The Nail itself emanates the contagion spell, 200ft from its
location. PCs can check [6] to find the needle. Spells and Abilities
which can aid finding of the item provide the PC with an Advantage.
Anyone who touches the Nail must make a Fortitude save (DC 11) to
resist the Contagion Spell themselves.

Once the crystal nail has been found, PCs can attempt to remove the
magic if they have the ability to. If players wish to destroying the Crystal
nail using physical means Use the following stats: AC21 HP10.
If the Magic can not be stopped, the Merrells family will be safe and begin
to recover if the nail is 200ft away from them.

The Goblins will attack the farm again at night regardless of whether
or not the PCs had removed the spell or not. the Goblins would swarm
from one direction and their primary goal should be to try and kidnap the
children (if they are still alive if not they would be there to loot). Unless
the PCs take any precautions they are caught by surprise.

5.

If the spell is removed, one of the Merrells will approach the PCs saying
how much better they feel, but will also likely complain that their prize
bull has been attacked or killed. The Merrell should offer a reward of food
and drink, however they should also offer a further reward of 500gp
to clear out the goblin horde.

If the PCs set out to find the goblins in the wilderness they can make a
survival check [7] to see how well they can follow the goblin tracks left
from the previous raid. Once the PCs happen upon the Goblin camp they
may have a stealth advantage depending on the survival check.

Environment : Goblin Camp

During the engagement The Goblin Spellcaster should confront the PCs,
by saying I am Mux Bedram, Servant of the Corrupt Trio. Me and
my men will Destroy you then collect the children to feed our
wicked mistresses. Die, you meddlesome fools! he should make
gestures towards a Hag eye attached to a chain around his neck. - If the
PCs kill him before the plan is revealed, then the PCs find a scroll
detailing the plan where a Coven of Hag es brought a wandering band of
goblins into their employ be promising them access to dark magics and
power. In return, the goblins would help them steal children by using a
corrupting ritual on an area to kill off all of the adults, the goblins would
then swoop in after and steal the children.

The Goblin camp should be presented as a 50ft sq clearing, with one of the edges a
concave curve (either a cliff or thick trees ) to offer the goblins natural protection from
being attacked from the rear. The overall environment should be either wild hills,
offering numerous bolders or wild forrest with numerous trees for PCs / NPCs to hide
behind or climb upon.
The camp should be ramshackle, with 5 small tents and a series of debris strewn about.
The 5 Goblins themselves should be sitting around a central campfire, arguing and
bickering with each other. They should be dressed in typical goblin fashion except for
one who is robed in an old dirty cloak and donned in trinkets to make him appear
more magical. No matter the time of day, there should be good light from the fire.

If a PCs touches the Hag Eye They must make a Will Save (DC) Failure
to do so results in 1d4 Psychic damage as the Hags of the Corrupt Trio
talks to the PC and Details the plan (Above) they should not reveal their
names and have three distinct personalities, threatening the group saying
We will be watching, and waiting until next time!

6. After the encounter, the PCs should return to the Farmhouse to wrap
up and collect rewards (if they brought proof of the goblins demise)

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Dungeon Masters Screen - Creatures


[Hi]

[Ai]

[Zi]

Old Man Merrell | Medium human,


LG

Bull | Large beast, unaligned

Zombie | Medium undead , Neutral Evil

Armor Class 11 (natural armor) |Hit Points 34


(4d10 + 12) | Speed 40ft.

Armor Class 8 | Hit Points 22 (3d8+9) | Speed


20.

Armor Class 10 | Hit Points 4 (1d8)


| Speed 25ft.
CO
STR DEX N

INT

WIS CHA

10
10
10
10
10
10
(+0) (+0) (+0) (+0) (+0) (+0)
Passive Perception 10 | Languages
- Common) | Challenge 0 (10 XP)
ACTIONS: Club. Melee Weapon
Attack: +2 to hit, reach 5 ft., one
target.
Hit: 2 (1d4) bludgeoning damage.
ITEMS: Staff Of Raise Dead
[Hii]
Merrell Family | Medium human,
LG
Armor Class 10 | Hit Points 4 (1d8)
| Speed 30ft.
CO
STR DEX N

INT

WIS CHA

STR

DEX

CON

INT

WIS

19
(+4)

10
(+0)

16
(+3)

13
2 (- 4) (+1)

CHA

ACTIONS: Club. Melee Weapon


Attack: +2 to hit, reach 5 ft., one
target.
Hit: 2 (1d4) bludgeoning damage.
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DEX

13 (+1) 6 (-2)
7 (-2)

Passive Perception 13 | Languages - |


Challenge 1 (200 XP)
Charge If the Bull moves at least 20 feet
straight toward a target and then hits it with a
horn attack on the same turn, the target takes
an extra 3 (1 d6) slashing damage. If the
target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked
prone.
Relentless (Recharges after a Short or Long
Rest). If the Bull takes 7 damage or less that
would reduce it to 0 hit points, it is reduced to
1 hit point instead.
Sigil of Rage Bull has advantage on Strength
checks and Strength saving throws.

10
10
10
10
10
10
(+0) (+0) (+0) (+0) (+0) (+0)
Passive Perception 10 | Languages
- Common) | Challenge 0 (10 XP)

STR

ACTIONS: Horn. Melee Weapon Attack: +3 to


hit, reach 5 ft., one target.
Hit: 4 (ld6 + 1) slashing damage.

CON

INT

16 (+3) 3 (-4)

WIS

CHA

6 (-2) 5 (-2)

Saving Throws Wis +0 | Damage


Immunities poison | Condition Immunities
poisoned
Darkvision 60 ft., Passive Perception 8
Languages understands the languages it
knew in life but can't speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the
zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 +the
damage taken, unless the damage is radiant
or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
ACTIONS Slam. Melee Weapon Attack: +3 to
hit , reach 5 ft., one target.

Dungeon Masters Screen - Creatures


[Gi]

[Gii]

Goblin Spell Caster| Small humanoid , Neutral Evil

Goblin | Small humanoid , Neutral Evil

Armor Class 14 | Hit Points 33 (6d6+6) | Speed 30ft.

Armor Class 15 (Leather A, Shield) | Hit


Points 7 (2d6) | Speed 30ft.

STR

DEX

CON

INT

WIS

CHA

11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 10(+0)

STR DEX

Darkvision 60ft | Passive Perception 10 | Goblin,


Common | Challenge 2 (450 XP)

8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills Deception +4, Persuasion +4, Religion +2,


Stealth +6
Dark Devotion. The fanatic has advantage on
saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster.
Its spell casting ability is Wisdom
(spell save DC 11, +3 to hit with spell attacks). The
fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): command, inflict wounds, shield
of faith
2nd level (1 slots): hold person, spiritual weapon
ACTIONS
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reac h 5 ft . or range 20/60 ft., one creature. Hit:
4 (1d4 + 2) piercing damage.
Items: Hag Eye / Scroll of Contagion

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CON

INT

WIS

CHA

Darkvision 60ft | Passive Perception 9 |


Goblin, Common | Challenge 1/4 (50 XP)
Skills Stealth +6
Nimble Escape. The goblin can take the
Disengage or Hide action as a bonus action
on each of its turns.
ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
slashing damage.
Shortbow. Ranged Weapon Attack:+4 to hit,
range 80f320 ft., one target Hit: 5 (1d6 + 2)
piercing damage.

Skill Checks
Skill Check [ 1 ]
DC 10 - the Merrells are a well
known faming family who are rather
wealthy and never miss market day.

History

DC 15 - Old man Man Merrell lives


on the fame with his mother, 3
children and 7 grand children and
have built high walls to keep the
wildlife out.
DC 20 - Rumour has it that the farm
was attacked by goblins last week. it
also seems as if the crops are not
flourishing as they should since.
Skill Check [ 4 ]
DC 10 - These People can be
healed simply by removing the
disease affecting them

Medicine

DC 15 - They are suffering from the


Contagion spell. Gain Advantage to
cure
DC 20 - There were herbs in the
garden that should help.
DC 10 - they are suffering from the
Contagion spell

Arcana

DC 15 - The Contagion spell


normally works through touch, it
must be being cast as a ritual
DC 20 - The spell is probably taking
place some distance away and
focused on an object nearby.

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Skill Check [ 3 ]

Skill Check [ 2 ]

DC 10 - It does not appear to be a


zombie

DC 10 - The Grounds around the


farm house appear to be barren.
DC 15 - The barren lands to not
Perception appear to be from natural means.

Perception

DC 20 - This appears to be a
magical sickness

DC 20 - The decay seems to be


radiating out for about 200ft from the
barn

Skill Check [ 5 ]

DC 10 - Evil magic is afoot


DC 15 - The mans cane is
emitting a dark aura
Arcana

DC 10 - It looks like it is written in


goblin
DC 15 - It looks like a blood sigil of
rage, The sigil can easily be
Investigation removed with water, these goblin
must be pretty smart.

DC 10 - You lose the track and


wander lost for 1d4 hours before
finding the camp.
Survival

DC 10 - The Nail It incredibly difficult


to find and will take 2d4 hours.
DC 15 - After 1d4 hours of searching
Investigation , you recover the nail
DC 20 - you move a piece of hay
and find the crystal nail just laying
there

DC 20 - That cane appears to be


cursed with the Animate Dead
spell. When the man dies he will
surely come back as a zombie.

Skill Check [ 7 ]

DC 20 - This is too much planning


for a band of goblins, maybe they
are working for Hags.

Skill Check [ 6 ]

DC 15 - the Man is very much


alive, just very sick

DC 15 - You walk slowly to the camp


taking an hour.
DC 20 - You can run and keep track
on the footprints, reaching the
encampment in 30 minutes.

Spells

Items

CONTAGION 5th-leveI necromancy

Items

Your touch inflicts disease. Make a melee spell atlack against a creature within your
reach. On a hit, you aftlict the creature with a disease of your choice from any of the
ones described below. At the end of each of the target's turns, it must make a
Constitution saving throw. After failing three of these saving throws, the disease's
effects last for the duration, and the creature stops making these saves. After
succeeding on three of these saving throws, the creature recovers from the disease, and
the spell ends. Since this spell induces a natural disease in its target, any effect that
removes a disease or otherwise ameliorates a disease's effects apply to it.

A dark crystal nail


bathed in hags blood

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The
creature has disadvantage on Wisdom checks and Wisdom saving throws and is
blinded,

Name

Description

Staff of Animate
Dead

What looks like a simple


farmers walking stick
that has been cursed by
a goblin spell caster

Selling
Price
50gp

Upon Death, resurrects


holder as a Zombie
Spell Focus Nail

5gp

Scroll of Contagion

Contagion spell - written


in Goblin

1100gp

FiJth Fever. A raging fever sweeps through the creature's body. The creature has
disadvantage on Strength checks, Strength saving throws. and attack rolls that use
Strength.

Hag Eye

An eye dipped in varnish

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma
checks and vulnerability to ali damage.

Evil spell focus item

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on
Intelligcnce checks and Intelligence saving throws, and the creature behaves as if
under the effects of the confusion spell during combat.

A hag in the coven can


take an action to see
what the hag eye sees
Goblin Loot

Daggers & assorted


trinkets

10 gp

Seizure. The creature is ovcrcomc with shaking. The creature has disadvantage on
Dexterity checks, Dcxterity saving throws, and attack rolls that
use Dexterity.

Farm Loot

Various artwork and coin


pouches In the trunks /
wardrobes on the snd
floor

330 gp

Slimy Doom. The creaturc begins to bleed uncontrollably. The creature has
disadvantagc on Constitution checks and Constitution saving throws. In addition,
whenever the creature takcs damage, it is stunned until the end of its next turn.

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Spells
ANIMATE DEAD 3rd./evel necromancy

This spell creates an undead servant. Choose a pile


of bones or a corpse of a Medium or Small humanoid within
range. Your spell imbues lhe targel wilh a foul mimicry of life,
raising il as an undead crealure. The largel becomes a skeleton
ifyou chose bones or a zombie if you chose a corpse (lhe DM has
lhe crealure's game slalislics).
On each of your lurns, you can use a bonus aclion lOmentally
command any crealure you made with lhis spell if lhe creature is
within 60 feel of you (if you control multi pie creatures, you can
command any or all of them at the same time, issuing the same
command to each one). Vou decide what action the creature will
take and where it will move during its next turn, or you can issue
a general command, such as to guard a particular chamber or
corridor. lf you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you've given it. To
maintain control of the creature for another
24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This
use of the spell reasserts your control over up to four creatures
you have animated with this spell, rather than animating a new
one.

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