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DOBOSHOVA'S INN

By Andrew Lum

The weather in these parts have not been kind. It has been raining steadily for the previous couple of days, and everyone is feeling tired. It is indeed fortunate today that the warriors spot an inn up the road, it meant one less night sleeping in the mud and eating cold meat.

The Warriors are greeted warmly by the inn-keeper, an old but seemingly friendly woman. After a huge feast with the other people at the inn, the warriors are show their room and they retire for the night. A sudden dizzyness and drowsyness, the warriors are not sure what has come over (or been cast on) them.

What seems like days later the warriors awaken, tired, and liberated of their belongings. A small girl shivers in the corner, frightned, she introduces herself as Reitze and exclaims the the warriors have walked into a trap - this is no inn, they are in the house of Doboshova the Witch. Using their strength, they force open the door and step into the doorway.

Starting
This is a mini-adventure designed to be played when the characters are coming back from a dungeon. It replaces the first eventful week rolled on the Wilderness Hazards chart if you chose to play this encounter. This adventure is designed for four levels 1 to 2 adventurers and does not require a game master.

The characters have had no chance to visit a settlement, but wounds, luck, faith, stored power and all similar abilities have regained their starting value. All skills and magic that has a limited number of uses per adventure is recharged, unless it requires specific recharging in a town, like witch hunter amulets do.

When the warriors begin, they have been completely disarmed. Any magic items that they have are missing, in addition are all items of armour and especially weapons. Only their clothes remain, as long as these provide no protective value. Items that cannot be removed, such as the Belt of Gagron and Armour of Meteoric Iron remain with the characters. The only items that characters do still have are those that they have hidden. Knives, knuckle-dusters and boot-blades are good examples. Daggers, swords, axes, staffs, all these have been taken.

While fighting unarmed a warrior rolls to hit and damage as normal, but does not add any strength to the damage roll. As an additional affect, all spell-casters have no access to their spell components and have recently been drugged, so they cannot cast spells. Unexpected events will not occur in this adventure until the warriors have regained their equipment. There is no way to run away in this adventure, the warriors may not roll on the Escaping Table, the warriors must complete the adventure or die trying.

Map
Set out the map as follows:

Map

Dungeon Cell: The Warriors start here, along with Reitze.
First Corridor: Draw an event here.
Torture Chamber: Reitze tells the Warriors that their equipment and spell components are stashed in this room. Roll an event here.
Second Corridor: Draw an event here.
Well of Doom: Draw an event here. Draw 2 treasure cards in this room when the event has been resolved.
Circle of Power: This is Doboshova's laboratory. Draw an event here. There are 6 healing potions here.
Stairway: This leads to the exit.
Guard Room: This room has a exit where the Warriors escape. Draw an event here.
 
Events
Just use some playing cards or similar for event cards. Note that rolling a 1 in the power phase does not trigger an event card like it usually does.
ADoboshova the Witch
KLapitut the Beastman
QAngoru the pet cat
JThe Magic Broom
101 Trained Cave Squig
96 Mutant Spiders
Shuffle the deck as follows. Take the Doboshova, Lapitut and Angoru cards and shuffle them. Then shuffle the remaining cards and place them on top of the event deck.

Mutant Spiders: Treat these as normal spiders, except they have 5 wounds and Weapon Skill 3. They are worth 40 gold each.

Characters

Reitze
Reitze is Doboshova's slave. Each time she tried to escape, the witch would use her magic to bend the roads to lead back to her house, where Reitze would be punished upon returning. Reitze is glad the Warriors have arrived, perhaps they can put an end to the cruel hag. She tells the warriors about the layout of the house and what to find behind each door.
Use an appropiate model to represent Reitze. Draw a Warrior counter to see who will control her movement. Reitze will not attack, and has the profile below. Monsters will not attack Reitze while there are Warriors still standing.
MoveWSBSSTIArmourWoundsPinning
426+225-44+
 
The Broom
As the warriors enter the room, a seemingly inanimate broom whisks up and dances around, trying to swat anyone who is near.
WoundsMoveWSBSTAttacksGoldArmourDamage
1244-1251130-1D6
Special Rules: Fly, Dodge 4+.

Angoru
A small cat eyes the warriors as they walk near. Its eyes glowing, it begins to grow... and grow. They Warriors have encountered Angoru, the Witch's cat, though no one ever mentioned anything about it being 6 foot long.
WoundsMoveWSBSSTIAttacksGoldArmourDamage
2065-5452550-2D6
Special Rules: Dodge 5+.

Lapitut
This horrid beastman is Doboshova's guard, he is strong and brutish. Lapitut charges at the Warriors, his blood curling howl instilling fear into the hearts of those he faces.
WoundsMoveWSBSSTIAttacksGoldArmourDamage
10444+3431250-1D6
Special Rules: Magic Weapon- Spelleater Sword (gives Magic Resistance 5+), Fear 6.

Doboshova
Dressed in black with ragged hair and a disfigured face, Doboshova is responsible for all this. The Warriors know they must defeat her or else they will never  escape.
WoundsMoveWSBSSTIAttacksGoldArmourDamage
10434+3341380-1D6
Special Rules: Spellcaster (see below), Regenerate 1, Hypnosis 3+.

Spellcaster: Doboshova is a powerful witch and will attempt to cast a spell each turn. Instead of casting them during the monster phase like other evil spell casters, she casts her spells at the end of the power phase! Roll 1D6 at the end of each power phase and look on the spell table to determine what she actually casts. Then draw a Warrior counter to see who she is casting the spell on if it is targeted.

Spell Table:
1D6Spell
1Doombolt: Warrior takes 3 wounds with no deductions for armour and toughness.
2Maelstrom: Warrior is blasted back 1D6 spaces, if they collide with anything, they take a hit equal to 1D6 plus the number of squares they still have to move (modified as usual). If they collide with another warrior or monster, then both take that amount of damage with respective toughness/armour deductions.
3Pins and Needles: Target warrior takes D6+4 Wounds, modified for toughness but not armour.
4Billowing Smoke: All Warriors are at -2 to hit this turn.
5Toil and Trouble: Doboshova gains +2 Attacks this turn. 
6Nothing: Doboshova fails to cast a spell this turn.
 

Conclusion
The characters must kill Doboshova to escape. If they do then they continue on their way as usual. If Reitze survived too, add an extra week to the travel time (any hazards involving individuals just simply ignore Reitze). They characters are rewarded D6 x 100 gold each for rescuing the girl at the next settlement.
 

© Andrew Lum 1997

Based on the childrens story "The Fearsome Inn" by Isaac Bashevis Singer.