INTRODUCTION:
Greetings, Heroes of Springwell, and new friends from the trail. A grand adventure awaits– your greatest challenge yet! Danger, treasure, excitement– fierce rivals and unexpected allies, in a world of exploration. Graduate to the next level of fantasy adventure, and solve the mystery of THE CASTLE ON THE EDGE OF THE MOON!!!
As noted before, this module requires the basic rpgKids rules to play, as well as some 12- and 6-sided dice. Pencils and paper are great as well, and it is recommended to print out extra copies of character sheets. The wisdom of experience has taught us that it's easy to destroy these sheets by spilling soda pop on them.
A basic assumption of this module is that your gaming group has gone through at least the first rpgKids adventure, “The Lair of the Frog Wizard”. Further play through the stories in the “Adventure Pack” will have given your group a familiarity with the rules, and hopefully a thirst for more adventure! If this is your first time playing, it is highly recommended that you run through a couple of the basic adventures. This will not only give younger players a chance to get comfortable with their d12s, but also give their characters a reason to be sent from the town of Springwell to the great Castle!
THE CASTLE:
It will be easy to drop some hints about the Castle if you're running the basic adventures. Have an NPC mention that they wish they could go to the Castle to pick up a rare potion they had ordered, but the roads are out after a landslide. Or have another NPC mention the Castle in the same breath as some other bustling cities- Elftown, South Jenoodle, Caramelham, or any other places you'd like from your own campaign world. If your group has completed the other adventures, you can skip straight to the first adventure hook.
When the heroes have convened at the Frothy Goat Cafe, ready for their next quest, suddenly the door bursts open. It's the Sheriff, and he looks scared. He doesn't say anything immediately, but instead appears to be listening. And Deputy Rufus is nowhere to be found! (The PCs can use the Listen or Animal Friendship skills to find that there is the faint howling of wolves in the distance.)
Read the following aloud to the heroes:
“Ah, Heroes, I'm glad I found you! The roads to the highlands have finally cleared, and we need to send a caravan to the Castle. I have some important messages to send.” He wrings his hands and tries to give a brave grin. Any of the heroes may use Search to notice that there is something the Sheriff isn't saying... If they ask what's wrong, or if they inquire about Deputy Rufus, he breaks down crying.
“Oh, it's terrible! Deputy Rufus is sick, and takes medicine every month. But he accidentally ran out, and we couldn't get any more with the roads out! Rufus didn't want to wait for the caravan, and went off alone. I'm afraid he may be lost on the way! If you could make sure they get his medicine ready, and maybe find him along the way, I would be so relieved.”
When pressed about what is wrong with Rufus, he will not say anything. Asked about the Castle, the Sheriff will make this speech:
“It's a grand old fortress, the size of a city! It began long ago as a mining camp on top of a plateau, but over the years it grew and grew as they kept going deeper. Now it's in charge of keeping the whole area safe. Not just from bandits and things, but also monsters from the... CATACOMBS OF CALAMITY! They take guarding seriously, and it may be hard to get in unless you know someone.”
If the heroes ask for help getting admitted to the Castle, the Sheriff will give them a letter of introduction to his old buddy The Captain, who he fought with in the Great Golem War in the Year of the Lizard. (This handout is included- print it out for fun!)
THE SHERIFF'S LETTER TO THE CAPTAIN:
Buddy,
You would not believe who I talked to the other day- Dr. Macklemaugh. You remember, that stuffy old healer from our first adventure? I'll never forget that time he ripped the bandage off your leg and took all your leg hair off with it. How many times did you throw him in the lake? I told him he should swing by the Castle and visit, but he said he was going the opposite way. That was silly- there's a tribe of giant spiders the other way!
Anyway, I hope everything is fine with you. Say hi to Elonna and the kids. And please keep an eye out for Deputy Rufus- we're all worried about him, and I hope he doesn't cause much trouble.
T.S.
Oh, I almost forgot. These folks with the letter are here to help look for Rufus and get his medicine. They're pretty much heroes around here in Springwell. I realize that may not seem like much in the big city, but try not to yell at them too much.
JOURNEY TO THE CASTLE:
Allow the heroes to resupply in Springwell if necessary- they should have a full complement of Medicine. When they are ready, they take off with the caravan- a half dozen merchants who are clearly nervous about something. Allow the heroes to try to get information out of the merchants- Intimidate and Listen are obvious skill choices. Once the merchants talk, they will reveal that they are scared of a monster who comes out at night, but do not know much about the nature of the monster. If the heroes question them about other matters, roll a d6 for a result on this rumor chart:
RUMORS 1:
The Castle is full of Giant Frogs.
The Captain of the Guard has a girl's name.
Spinach, sardines, and chocolate sauce are delicious!
There is a giant's treasure buried beneath the gates of the Castle.
The merchant who sells pencils has a dark secret.
The lady who is in charge of the castle is actually a robot.
Note that only results 1 and 2 are true, though not particularly useful. (There will be a more useful set of rumors available from merchants at the Castle gates)
The journey itself is uneventful- it's a beautiful day, with bright sunshine and mist on the mountains. As the heroes and their caravan head through the valley, they at last can see the plateau with the Castle on top. Something is wrong, though... even though the sun is out, the moon is out as well, and seems to be sitting on one of the Castle's towers! Find Magic will reveal that there is powerful magic happening, but not much more detail than that.
As the journey continues, it becomes clear that the group will not reach the Castle before nightfall. They will have to make camp, but the merchants in the caravan are very frightened about that. Once it becomes dark, the group camps out within sight of the plateau. Read this aloud to the heroes:
“I wish we had gotten closer to the Castle so the guards could protect us from the monster,” says Big Red, one of the oldest of the merchants. “No offense, heroes. I'm sure you're quite good at battles and things. But- wait, did you hear that?”
At that moment, the campsite is attacked by a gang of Wights- one for each of the heroes. Wights are ugly dirt-covered undead monsters, with Magic attacks, and they have the “Phantom” special defense- the first advanced monsters the heroes have encountered.
The Wights are going to be a tough battle for the heroes- the caravan merchants will be unable to help- but don't worry. After 1 round, or 2 if the heroes are doing well, announce that everyone is suddenly frozen in their tracks by an echoing howl. A huge Werewolf appears, and begins fighting the Wights. He is a “Swift” monster, and the Wights are unable to hit him. Once the Wights are defeated, the Werewolf will howl sadly and run away.
The heroes may use Tracking or Animal Friendship to notice that the Werewolf is limping as it runs away. They may also use Search to look for any funny details- if so, they notice that the Werewolf is wearing a tattered deputy's hat. Yes, the Werewolf is Deputy Rufus! They'll have to find him again once they get his medicine.
After the combat is done, everyone settles back down for the night. (the Wights fade away into a stinky mist) Once morning comes, everyone hits the road again, and before long they are up the winding road that leads to the Castle gates!
AT THE GATES:
The caravan bids goodbye to the heroes, and give them a piece of Treasure in gratitude, before going off to join the other merchants in the makeshift market town that surrounds the Castle's outer walls.
The heroes must push through all these merchants and peddlers to cross the drawbridge and reach the gates. They may want to make note of this, in case they want to buy anything with treasure later. The merchants are also a good source of rumors, and you can use them to give the heroes quests later as well. Roll d12 and consult the chart below to see what people are talking about:
RUMORS 2:
The Healers from the Temple of Jerks are not what they seem.
The Caves of Calamity are home to some friendly monsters.
An evil magician is plotting to steal the moon!
Blah, blah, blah, blah!
There are Werewolves in the hills.
There is a musical trap in the Zombie cave.
There is a musical Werewolf cave.
The Captain will throw you in jail if you make trouble!
An Elf Princess is here in the Castle. She is looking for someone.
The Wizard in the East Tower can teach you new spells.
There are a bunch of guard posts in some parts of the Caves.
Look for a Magic Mouth. It can reveal treasure.
Once at the gate, the heroes are stopped by the Captain of the Guard, Captain Marion. He is a tough customer (see sidebar).
SIDEBAR: CAPTAIN MARION
The Captain is a tough cookie. The heroes should not fight him, but if they make fun of his name without apologizing, or break the law (stealing, brawling, etc.) in his presence, then they are in for a nearly unwinnable battle. The Captain attacks as a Melee monster, but instead of doing damage, he will handcuff the characters. This is treated as a knockout, though Medicine will not help. Captain Marion can take as many hits as there are heroes, plus one, and he will revive from knockout after one round. Additionally, if the Captain is hurt, he will begin summoning reinforcements. One guardsman will appear each round, either a Bowman (Ranged) or Spearman (Melee). If all heroes are defeated, the party will be jailed, losing all treasure, and their brass pins confiscated. If the heroes lose their pins to the Captain (or the Castellan, see her entry) they will not be able to advance until they do their community service. To do this they will be sent on a mission such as retrieving stolen goods from bandits, or clearing an area of skeletons. When this is complete, the heroes may return to get their pins back. Any treasure or magic items gained on the mission must be donated to the Home for Polymorphed Guardsmen.
“Halt,” he says. “I am Captain Marion. State your business!” If the heroes were given a letter of introduction by the Sheriff of Springwell, they should present it now. If they do, the Captain will be much nicer, and will give them a coupon for a free potion before they enter the Castle. Regardless, he will quiz the characters about their occupations. As they answer, he will make notes on a tablet and grumble. When they are done, he smacks himself in the forehead. “CIVILIANS! This is a mighty fortress, not a playground! I can't have you running around getting in the way. Do you have any useful skills, or are you just a bunch of greenhorn bumblefoots?”
Here the players should choose their favorite skill. Check the advancement chart for their class to see what class upgrade this indicates, as well as some suggested dialogue for the Captain. This skill choice will also select the hero's first Technique. Alternately, you can allow the players to just choose their new class.
Once this is done, the Captain will seem satisfied and demand a vigorous handshake. He will then give them a brass pin in the shape of the horned helmets that the guards wear. “You're honorary members of the Guard now. So stay out of trouble! Check in with me after your adventures, or talk to one of my Lieutenants at an outpost. Maybe you'll get promoted.” If the heroes do so later, either at the gate or resting in an outpost, then they will be able to upgrade to new Techniques.
Now the heroes enter the Castle...
INSIDE THE GATE
It was busy outside the gate, but inside it's even worse! Not only are there merchants and their customers yelling about supplies and prices, but there are guards, workers, and visitors everywhere- even little kids!
If the heroes wish to buy any sort of normal supplies, they can do so here. They'll have to ask around if they wish to buy anything more substantial- such as magic items or potions, and they will need to find Deputy Rufus' medicine as well.
The heroes can ask around for more results on RUMORS 2. If they made a good first impression with Captain Marion, he will cheerfully direct them anywhere they need to go. Consult the map for locations in the area of the Castle just inside the gate. Here are the descriptions of some locations and people that the heroes may encounter in this area:
TRAINING HALL: This wooden longhouse appears to belong at the heart of a barbarian village, but inside it is a finely appointed chamber for warriors and adventurers to practice their skills and exercise. If your players do not wish their heroes to join the guards, they can spend time at the Training Hall and upgrade their Techniques. The master of the Training Hall is an ancient Monk named Brother Tengu. He is a melee fighter, but is able to use a pressure point attack to Paralyze his opponents.
MERCHANT'S GUILD: This wooden building has steeply sloped roofs, and all the woodwork is intricately decorated. It contains the offices of the Merchant's Guild. The front room is a sumptuously appointed lounge, with soft cushions and iced drinks for the Guild's guests, but beyond this area it is a frenzy of activity. If the heroes have a grievance with any of the merchants outside, they will need to take it up with Guildmaster Dalyo, if they can make it through the storm of shuffling papers and shouting administrators. The Guild is also a source of further adventure, as many of their trade caravans will need guards.
THE THUMPER: Easily identified by its sign, featuring a skull and crossbones with bunny ears on the skull. The Thumper is an inn located near the main entrance to the Castle proper. Its common room is always bustling with all types of people, including a great number of off-duty guards, and its rooms are small but comfortable. The owner, Long Joe, has very little to say and does not deal in rumors. The heroes can certainly find leads for adventure here if they ask around.
THE IVORY SWAN: Another inn, this one is identified by its carved ivory sign in the shape of a swan. Almost the exact opposite of The Thumper, the clientele is definitely of an unsavory character. The Ivory Swan is located about as far from the Castle entrance as possible and its interior is murky and dangerous. The publican, Don Trujillo, is charming and friendly, but deals with smugglers and bandits on a regular basis, and has the full abilities of a Swashbuckler. There are adventure opportunities here, but they are quite risky.
WAYFARER'S CLUB: The headquarters of a group dedicated to mapping and exploring the wilderness. If the party of heroes contains an Archer(or one of the advanced Archer classes) they will be admitted for free- if not, they require a donation of 1 treasure. The Wayfarer's Club offers information and accommodation to its members, and are always looking to stage missions of exploration. This Club is managed by Gorthan Willick, an Explorer, who maintains a stable of exotic animal companions. These can be borrowed for a single adventure by members of the club. Note- the Wayfarers are one of the few groups in the Castle who are aware of the true nature of the “monstrous” tribes in the wilderness around the Caves of Calamity.
REFUGEE CAMP: The Castle is always taking in needy people from the surrounding countryside, but worsening conflict in the wilderness has pushed the facilities to their limits. The Camp is a series of large canvas tents and storage huts. The tents are full of cots, with communal cookfires, and almost all of the available spaces are taken by families on the run. Most of the refugees will be angry towards the tribes that drove them here, but some of them know that the tribes are not evil and have figured out that something else is going on. If the heroes do not find a place to stay in the Castle, they can sleep in the Camp for free, but they will very quickly feel bad about taking up valuable bed space from people who aren't brave adventurers.
DESTROYER MERCENARY COMPANY: This small building has just opened up to a new business- a company that specializes in hiring out warriors. If the heroes need some extra muscle or are looking to hire themselves out, they may be directed here. The Company is administrated by a pair of irate Dwarves, but is owned by Amelia the Destroyer. Any expedition of sufficient danger (especially into the Caves) will interest her, and she may decide to accompany the heroes. For the Destroyer's stats, see her sidebar.
SIDEBAR: AMELIA THE DESTROYER
The story of The Destroyer is a strange one. Amelia is not very forthcoming about her past, and for good reason. She is the heir to a distant throne, technically making her a princess. She has rejected this destiny, and traveled far to the last place that people that people would look for a little girl princess: at the head of a ruthless mercenary company. The life of an administrator is not what she imagined when listening to the particularly violent legends that served her as bedtime stories, so she will jump at any chance to join an adventure. Appearance-wise, she looks every inch the little girl she is. Tall for her age, The Destroyer is nonetheless about the same size as a halfling. Her hair is cut short (from the fancy braids she wore as a princess) and she wears frilly dresses over her suit of tiny black plate armor. Amelia wields an enormous battle axe that would be heavy for a grown man, and she has the unique Destroyer class, with the following feats: Hurling, Rage, Rush, Acrobatics, Flurry and Revive.
ARDLER'S WANDS: True to its name, this small, low shop sells magic wands, along with a few other minor magical items. The proprietor, Ardler, is an Enchanter who never quite made it in the big leagues of wizardry. Apart from the small selection of magical items and alchemical ingredients, there is very little of interest here, and the heroes will likely not want to hang around such a depressing location.