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Blackapple Village
kh1-village • kh1-village • KH1: The Blackapple Brugh
Blackapple is a medium-sized village (population 408) on the outskirts of a queer ancient forest. The bulk of Blackapple’s populace are uneducated, taciturn, and mute around outsiders unless you buy them a drink at the The Jolly Fox (B4). The buildings are of simple wood construction. Most have thatch roofs, but the more well-to- do have slate. One oddity the PCs may notice: Each doorway has a horseshoe nailed above it. Arriving in Blackapple Within an hour of arriving in Blackapple, the adventurers will be approached by one of the Figworts' servants and invited to dinner at Figwort Manor (B14) on the following evening. Law-and-Order The Clerics of St. Ludann patrol the streets of the little town armed only with quarterstaves. If the PCs cause trouble, the Clerics avoid escalating conflict and prefer causing subduing damage rather than killing (see “Subduing Damage” in the Basic Fantasy RPG Core Rules). They all carry whistles and sound the alert if things get out of hand. If a whistle's sounded twice, backup will arrive from the Priory (B10). If a whistle's sounded thrice it means the town's under attack, and in addition to the Clerics from B10, the church bells will begin ringing and the soldiers from B1 will also arrive on the scene as soon as they can. Random Encounters in Blackapple The following encounters can occur at the GM's discretion or at random: 1. Father Naskew (f
rom B9) on his way to leave food out for Smithson the leper (B17). 2. The Figworts (from B16, 1d4: 1=Lord, 2=Lady, 3=Lord and Lady, 4=Wylda). Lord and Lady Figwort will make sure the party got the invitation to dinner. Wylda will try to get to know the party and (if the reaction is favorable) offer to join them. 3. Cu-sidhe from the Faehill (from B14). The cu-sidhe is barking at one of the village dogs. If the party has a guard or hunting dog with it, the dog must save vs. Spells or gleefully head off to join the wild dog pack at A1. Any dogs that desert in this manner will quickly become feral and have no compunction about joining in pack activities (even attacking their former masters). 4. Tobler the Taxidermist (from B11), with a dead ferret under his arm. To out-of- towners he'll advertise his services in taxidermy, buying monster corpses, or buying/selling rare and magical goods. 5. Agatha the Apothecary (from B2), on her way to the cemetery (B12) in a noticeably cheery mood. 6. Patrolling Clerics of St. Ludann, engaging the adventurers in conversation and sizing them up. 2 Clerics, Human Cleric 2*: AC 11, #At 1 quarterstaff, Dam 1d8, Mv 40', ML 9, XP 100 ea. Spells prepared: light (usually for casting at assailant's eyes) HP 7. Pig running loose, chased by his owner. One of the wicked children (see #12 below) takes advantage of the distraction to pickpocket. 8. A cottage has caught fire. Two of the wicked children (determine randomly, see #12 below) stand watching and l
CHILDREN • 17
B1. North Road Guardhouse building
Two guards stand in the roadway demanding a toll of 1 sp per person, 5 cp per horse, and 1 gp per wagon or cart. Once the toll is paid the guards will give directions to the Jolly Fox Inn and answer any other questions as best they can. Four additional soldiers are in the small guardhouse while the other two serve as sentries on the road. These soldiers are only in Blackapple to collect tolls. They don't provide law-and-order, which is provided by the Clerics of St. Ludann (B9). The soldiers will only leave their station to fight if the entire village is under threat. Each soldier wears chainmail and is armed with a longsword and light crossbow. 6 Garrison Soldiers, Human Fighter 1: AC 15, #At 1 longsword or crossbow, Dam 1d8 longsword, 1d6 crossbow, Mv 30', ML 8, XP 25 ea. HP
B2. Agatha's Potions And Powders building
Agatha is a the village apothecary. As the sign outside her place says, she sells potions and powders. Most aren't strictly magical, but some have magic-like effects. She welcomes any business, but will sell no more than six doses of each to the party. Agatha's Bed Time Tea – When taken as a tea, the imbiber falls into a deep sleep for 1d4+4 hours, at the end of which an extra 1d4 of lost hit points is healed. Note that due to the deep sleep, the imbiber cannot awaken through any means. Cost: 2 gp/dose. Berserker Juice – Fills the drinker with barbarous rage that lasts for 10 rounds. While raging, abilities that require patience or concentration (e.g., casting spells or activating magic items) is impossible. Under the influence of Berserker Juice, a character will charge into combat with the nearest recognizable enemy. If no enemy is nearby, the drinker must save vs. Spells to end the rage, or else attack the nearest character. While raging, the character temporarily gains a +2 bonus on attack rolls, damage rolls, and saving throws versus mind-altering spells, but suffers a penalty of - 2 to armor class. 10 rounds after drinking Berserker Juice, the rage ends and the imbiber becomes fatigued for an hour. Cost: 6 gp/dose. Love Potion #8 – Tasteless and odorless, when imbibed or added to food, this potion has the effect of causing the victim to be affected as if by charm person toward the next person they see. The effect lasts 24 hours. Cost: 80 gp/dose. Note: Agatha hasn't per
B3. Goodall's Fine Trading building
This shop is a place to buy or sell gems, jewels, or other high-value treasure. The owner, Ms. Goodall, charges a 10% fee for items sold to her. She can only buy items worth a total of 1,400 gp or less. Ms. Goodall is a retired Magic-User, and will surreptitiously cast detect magic during appraisals of anything that might look magical. If the party seems unaware of the item being magical she'll attempt to low-ball the party. At all times one armored fighter is posted outside the store and another just inside. Two of her children, Amelia and Bernard, are among the wicked children of Blackapple (i.e., ibix masquerading as children). Ms. Goodall finds this embarrassing, and possibly bad for business. She thinks Arthur Figwort has been a terrible influence. Ms. Goodall's contacts in a faraway city have told her that prior to coming to Blackapple Tobler the Taxidermist (B11) had served as Captain of the Night Watch there. According to these contacts, Tobler was unceremoniously dismissed amid rumors he was involved with a gang of grave robbers. These ibix, as with the others, carry handaxes when they're about town. Amelia also carries a belt pouch full of poisonous mushrooms. Amelia would not be above sneaking poison into someone's food (30% chance of doing so undetected). Anyone ingesting the poisonous mushrooms must save vs. Poison or become very sick, losing 1d4 hit points a day over the next 1d4+5 days. In her second floor bedroom Ms. Goodall has four sets of fine clothing wort
B4. The Jolly Fox Inn building
This well-run establishment is the property of Burt and Griselda, a pair of Magic-Users who hung up their pointed hats to run an inn together. The sign outside shows a grinning fox. Inexplicably, in the town square directly in front of the inn are two 15-foot high poles. Accommodation There are a total of six 2-bed guest rooms upstairs and one 1-bed guest room downstairs. Upstairs, 1d6 of the rooms will be available at a cost of 5 sp/night. Otherwise, guests can sleep in the Common Room for 8 cp/night per guest. Food Players may select from the following hearty dishes from the tavern’s menu: Blackened beef heart with quail eggs – 7 sp Creamed river eel with dumplings – 6 sp Blackapple ham with turnip mash – 5 sp Pork chop with turnip mash – 4 sp Pork sausages with turnip mash – 2 sp Pickled pigs’ feet sandwich – 2 sp Pig's ear sandwich – 1 cp Drink (by the pint) Landing's Bitter – 1 sp Honeymoon Pilsner – 1 sp Betvold Pale Ale – 6 cp House Brew – 2 cp Wine – Ask the Barkeep The food is passable. The House Brew is foul, and the imbiber must save vs. Poison or suffer extreme flatulence for 1d8 hours. If anyone “asks the barkeep” about the wine, they will be manhandled by several local patrons and dragged outside the tavern. The would-be wine drinker will then receive a good-natured spanking in full view of the people of Blackapple, who always appreciate a good dressing-down of outsiders. (Punchline: The Jolly Fox does not serve wine at all.) Clientele On any given night, 1d10+1
B5. Village Square building
The village square is usually fairly deserted aside from a few people gathered around the well and two Clerics of St. Ludann who casually keep an eye on things. They never break up fights at or around the Jolly Fox unless it looks like someone might get killed. The square does become busy on market days, which occur twice a week. On market day about 100 people will be in the square, many of them from settlements outside Blackapple. Market vendors sell general equipment, bags, pouches, clothing, containers, animals, animal gear, stock goods, and trade goods. PCs can buy any item listed for 40 gp or less in the Basic Fantasy RPG Core Rules or Basic Fantasy Equipment Emporium. Help Wanted (Mini Adventure Threads) Regardless of whether it's market day, posted on the buildings around village square are various solicitations that may be of interest to PCs looking to earn some coin: Crudely-written signs are posted at each end of the town square. Most “help wanted”- type signs are for unexciting menial labor one might find in a rural village, but a few items catch your eye: – The Merchant's Guild is looking for people to guard lumberjacks from forest monsters. Pay: 10 gp/cut tree (up to 100 gp/day!) – Wild dogs are attacking local pigs. Pay: 2 gp/dog pelt. See Pigman Jack for particulars. – Escaped Lunatic! If found return him to the Sanitarium of Doctor Livinius. Reward: 185 gp. – Attention all Monster Hunters! Captain Tobler of Tobler's Knick Knacks and Taxidermy will pay for sele
B6. Merchants' Guild building
This small unassuming building is a reflection of the lack of any commerce in Blackapple other than agriculture. This has not stopped a pair of ambitious merchants from setting up shop here. Given Blackapple's position near a large forest, they're fixated on the opportunity of the timber trade. They don't believe local superstitions warning against cutting down trees (see Background on page 2). Nonetheless, they seek protection for a team of lumberjacks they'd like to send to Tenpenny Wood (A5). If the adventurers can help the effort, they'll be rewarded 10 gp per tree. The lumberjacks will cut no more than ten trees in a day. Beyond that many, the merchants will seek to hire more experienced, permanent help.
B7. Hazard's Quality Goods building
This shop sells all equipment, weapons, armor, and shields listed in the Basic Fantasy RPG Core Rules (with the exception of thieves' tools; Mr. Hazard isn't stupid). Mr. Hazard will buy used goods for 75% their listed value, but only items worth 50 gp or less. For more expensive loot (e.g., fine jewelry or magic items), he will point the PCs to Goodall's Fine Trading (B3).
B8. Pigman Jack's Homestead building
Aside from Figwort Manor, Pigman Jack's home is the largest residence in Blackapple. A loud, burly red-haired man, Pigman Jack is the self-proclaimed leader of the Blackapple “Pork Guild”. The Pork Guild has no charter or discernible organization. Pigman Jack isn't malicious, but he does have a hair-trigger temper. When angry, his face turns as red as his hair, a vein pops out of his forehead, and he begins shouting. Questioned too closely, he won't hesitate to start throwing punches. The pig farmer harbors a great secret: he's a wereboar. Pigman Jack's Information: • Recent wild dog attacks are starting to take a bite out of pork farmers' pockets. He is offering a reward of 2 gp per dead dog (he'll demand the pelts as proof). One of his sons can lead any would-be dog hunters to the dog pack lair (A1). • The dog recently seen around the Faehill (B14) is unusual, maybe even magical. Pigman Jack thinks that dog may be the “ringleader” of the wild dogs. He'll pay 5 gp for the pelt of that mutt. • Jack doesn't like or respect the Figworts. He believes the trouble with the village's children can all be linked to Arthur Figwort, and ultimately his parents. Pigman Jack (Wereboar): AC 16(s), HD 4*, #At 1 bite, Dam 2d6, 50' Human Form 40', Sv F4, ML 9, XP 280
B9. Chapel Of St. Ludann building
This chapel is named for St. Ludann, patron saint of those who speak to small animals. The chapel priest is Father Naskew, a gregarious, good-natured fellow with salt-and- pepper hair and a healthy paunch. He'll converse about the following: • During one morning service, the young Arthur Figwort suddenly rose and shouted a profanity-laced diatribe on various fairy princes (with names unknown to the congregation), as well as the treachery of squirrels. Arthur has since been banned from church attendance. • The good father will fish for what the party thinks about “the ungodly” and black magic. If he feels he has a sympathetic ear, he'll confide that Agatha the Apothecary (B2) has been seen in the cemetery at night performing magic. Within the church, looters could find a silver basin (10 gp value) full of holy water, 6 wooden statuettes of the local saint (worth 5 gp each to a collector), and a coffer purportedly holding the saint’s teeth (worth 200 gp to a witch, who may use such relics for eldritch magic). Father Naskew, Human Cleric 2: AC 11, #At 1 mace, Dam 1d8, Mv 40', ML 9, XP 100 Spell prepared: cure light wounds HP
B10. St. Ludann Priory building
This utilitarian-looking building serves as the living quarters for the Clerics of St. Ludann. The Clerics provide law-and-order on the streets of Blackapple village. Each Cleric sports a brown robe and bowl-cut. While on patrol each carries a quarterstaff. In apprehending criminals the Clerics are sworn to never kill, so they will do subduing damage to defeat a foe. At any given time, eight Clerics are in the Priory while two patrol the village and two others keep an eye on the village square (B5) and drunks exiting The Jolly Fox (B4). 8 Clerics, Human Cleric 1*: AC 11, #At 1 quarterstaff, Dam 1d8, Mv 40', ML 9, XP 37 ea. HP In the basement of the priory is a makeshift cell for holding lawbreakers. In Blackapple this usually just means the odd drunk or two. At this time it holds a single prisoner, a fanatical cultist of “the Children of Zewlac” (see CS2 The Dark Temple). Unbeknownst to the Clerics, the imprisoned cultist is a werecockroach. Werecockroach Cultist: AC 15(s), HD 3**, #At 1 bite, Dam 1d6, Mv 50’ Human Form 40’ Fly 10’ Sv F3*, ML 8, XP 205
B11. Tobler's Knick Knacks And Taxidermy building
The owner of this shop is Captain Tobler, a man with a bushy mustache, crew cut, and military demeanor. Tobler is a retired captain of the night watch from a distant city. He has come to the country to pursue his lifelong interest in playing with dead things. Tobler is a necromancer posing as a taxidermist. He'll be happy to buy corpses (animal or even monster) for 2 gp/HD, or the PCs can hire him to stuff and preserve a corpse for 10 gp/HD. As the Blackapplers are unaware of his past, he's keeping his necromancy, even his ability to cast spells at all, a complete secret. This way, he can perform unsound experiments without interference. If anyone asks probing questions, he'll try to cast suspicion on Agatha the Apothecary (B2), who he claims is casting spells in the cemetery at night. Among the countless stuffed birds and beasts in his shop are three which have been animated as zombies through necromancy: a chicken, a raccoon, and a boar. They appear dead, but if Tobler is attacked all three come to his aid. Zombie Chicken: AC 12, HD 1d4 HP, #At 1 peck, Dam 1d2, Mv 20', Sv NM, ML 12, XP 10 HP Zombie Raccoon: AC 12, HD 1, #At 1 bite, Dam 1d4, Mv 20', Sv F1, ML 12, XP 25 HP Zombie Boar: AC 13, HD 4, #At 1 tusk, Dam 2d4, Mv 20', Sv F4, ML 12, XP 240 Tobler keeps with him a belt pouch with 67 gp and a folded up Scroll of Remove Curse. In his cellar are 20 bottles of fine wine (10 gp each). At the bottom of his wardrobe is a small bag with 123 gp. Tobler, Human Magic-User 7: AC 1
B12. Cemetery building
The cemetery is centuries old, filled with simple tombstones of generations of Blackapple peasantry. Blackapplers avoid the cemetery at night. If the party enters the cemetery at night there is a 1 in 1d4 chance of one of the following encounters (roll 1d6 to determine the encounter): 1. Tobler the Taxidermist (B10) scouting out graves to animate dead. If seen, he will claim he was investigating a strange light. 2. Agatha (B2) sprinkling lichguard on freshly- dug graves. 3. Wicked children 1d3+1 digging up a grave to rob it. Their statistics are included in Random Encounters in Blackapple on page 10. 4. 12 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, ML 8, XP 10 ea. HP 5. 1d4+1 wild dogs from A1. 6. 2 Rot Vultures: AC 12, HD 2, #At 1 flogging, Dam 1d6, Mv 10' Fly 120', Sv F2, ML 10, XP 75 ea.
B13. Parents Of The “Wicked Children” building
Unbeknownst to the people of Blackapple, seven children from the village entered a magic mirror in Figwort Manor and are currently held in servitude in the underground Brugh by an Elf Lord. To avoid detection, the Elf Lord sent seven of his allies, goatfolk known as ibix, to replace the missing children in Blackapple (see Background on page 2). By donning magical pumpkin-shell masks, these ibix have changed their form to resemble each of the seven missing children. The ibix impersonating the first child, Arthur Figwort, has been taken to a local sanitarium (A2). Another two, Amelia and Bernard Goodall, are the children of the owner of Goodall's Fine Trading (B3). The other four children are each from less noteworthy families living in homes clustered in the northeast corner of Blackapple (B13). These children are: • Giles Weadley (age 12) • Philip Anvil (age 10) • Ursula Cooke (age 5) • Stevie Leeford (age 7) The disguised ibix are rarely home, instead out getting into mischief. Their statistics are included in Random Encounters in Blackapple on page 10. The parents of each child are at their wits' end. All are aware that something is deeply wrong with their children, and suspect they might not even be their real children. But they have no idea what to do or where to turn. If the PCs go to one of these houses to interview these parents, there's a good chance that a sibling will overhear the conversation and disclose that they saw what happened (once out of their parents’ hear
B14. The Faehill building
Pronounced “fail” by the locals, the Faehill is an earthen mound on Blackapple's southern edge. It is obviously of artificial construction, as it rises fairly steeply to its 100 foot height and the land immediately around Blackapple isn't hilly. The Faehill has a 350-foot diameter at its base, which is ringed by 12 seven-foot standing stones placed at irregular intervals. If detect magic is cast the stones will radiate magic, though their use and purpose is unclear. If the characters begin mounting the hill they will be observed by the cu-sidhe that stands vigil there. If they approach the top it will issue a single, thunderous bark in warning. Anyone seeking to dig into the Faehill is immediately cursed (see Entering or Exiting the Brugh on page 23). If the character doesn't stop digging, after a minute of further digging roll again for another curse. Repeat as necessary. Cu-Sidhe (Special): AC 16(s), HD 1** (+2d8 hp enlarged), #At 1 bite, Dam 1d4 (2d4 enlarged), Mv 50’, Sv M1 (Elf bonuses), ML 9, XP 100 HP 15 (enlarged)
B15. Fairy Ruins building
100 feet up the slope of the Faehill the hill quickly levels off to form a circular top. In the middle of the hilltop are the ruins of the former citadel of a fairy lord (see “Background”). The top of the Faehill is surprisingly level. It covers a circular area around 120 feet in diameter. The hilltop is littered with large stones hewn of granite. This must have once been a large structure, easily the size of a large keep. The ruin's stones are now well-weathered and blanketed with lush soft mosses. The moss colors are striking, running from phosphorescent green to pitch black. On the edge of the ruins stands a little domed structure constructed of loose stones. The stone structure belongs to Billy Blurtweed, the Faehill's brownie caretaker. Billy prefers to observe the PCs while invisible or in the form of a deer or hawk. If he takes a dislike to the adventurers, they might hear his disembodied voice gently mocking them, e.g., “Ooh the great adventurers, so strong and brave! I wonder if they know what they're doing?” If Billy reveals himself, he appears as a grim little man with a bulbous nose and patchwork clothing. If the PCs approach the ruins, three giant centipedes will attack. There is nothing of value in the ruins or Billy's lair, and no amount of searching will reveal a way into the mound. Billy Blurtweed (Brownie): AC 19(m) (also invisible), HD 1**, #At 1 poisoned knife, Dam 1d2 + poison, Mv 30’, Sv M1 (with bonuses), ML 7, XP 49 HP 3 Giant Centipedes: AC 11, HD ½*
B16. Figwort Manor building
This ancestral home of the Figworts of Blackapple is distinguished by its multi-level granite construction. Its gray walls are covered with ivy and, unlike many of the other dwellings in Blackapple, its roof is of slate and in good repair. There is a small well and large woodpile behind the property. The ground floor includes a boot room, spacious kitchen, dining room, living room, study, and five closet-sized rooms for the servants: a butler, a maid, a cook, a gardener, and Arthur's nanny. The second floor houses the bedrooms of Lord Figwort, Lady Figwort, Arthur, Wylda, as well as a guest room. Conversing with the Figworts The Figworts will invite any interesting out-of- town visitors to the manor for dinner. If the PCs dine with the Figworts, the family will recount the recent trouble with their son Arthur, including a scandalous outburst in the chapel. To avoid further embarrassment, they sent the ibix-impersonating-Arthur to a nearby sanitarium, where he is under the care of the renowned Dr. Livinius (A2). Unfortunately, Livinius has hit an impasse with Arthur and has recently written to the Figworts requesting he be allowed to perform brain surgery to cure their son. Lord Figwort is open to the idea, but Lady Figwort is dead-set against it. She's even more alarmed that Dr. Livinius is refusing to release Arthur since he fears the boy is possessed by demons. The Figworts know Arthur is not himself, but have no inkling that the boy has been captured by elves and replaced
B17. Smithson The Leper building
Just outside Blackapple, along the road heading south, a man sits under a tree about 20 paces off the road. He catches your eye because of his distinctive clothing: a broad- brimmed black hat and red-hooded robe. His face and hands are deformed with bumps and open sores. He is missing his right hand. In his left hand is a large bell, which he rings wearily when he sees you. This is Smithson, a local man who foolishly tried to dig for buried treasure on the Faehill. For his efforts he was cursed with leprosy. If spoken to, Smithson will tell his story and discourage anyone from going to the Faehill. Contracting Leprosy Anyone coming within 5 feet of Smithson has a 1 in 1d4 chance of being exposed to leprosy. If this occurs, the PC should make a save vs. Poison or become diseased (Entering and Exiting the Brugh on page 23 describes the effects of leprosy). Smithson the Leper: AC 10, HD 1-1, #At 1 punch, Dam 1d3 (subdual) + leprosy, Mv 10', Sv F1, ML 7, XP 10 HP
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