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A Curse at the Old Inn
A Curse at
the Old Inn
the Old Inn
A Heroic Encounter for Characters Levels 1
‐
‐
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Michael Evans
A Heroic Encounter for Characters Levels 1
Michael Evans
A Curse at the Old Inn
WRITTEN & DESIGNED BY
Michael Evans
COVER & INTERIOR ART
Robert Kusiak
PLAYTESTING
Robert “Tizzbin” Kusiak, Meghann “Cora” Locker, Jakob “Kav” Locker,
Pete “The Wolfmaster” Locker, Alex “Falli” Spittle, Ryan “Fithas” Dutko,
Brett “Risa” Painter, Pam “Neyllia” Painter, Chris “Marlett” Gale,
and Paul “Gimak” Mansfield
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DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James
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Introduction
F
or seven generations, the
Greybear Family has owned and operated
The Bear & Ale around these parts. As
one of the oldest inns in the area, it has
known good times and bad ones, but has
always opened its doors to welcome
weary travelers.
But something has happened to
the Greybear Family and the inn has lost
some cheer. The once boisterous owner,
the burly Jarwald Greybear, now broods
behind the bar… with just a hint of fear in
his eyes.
tell them apart. As youths, they grew up
always in competition, and over time
they turned into bitter rivals.
When at last their father had died,
and their mother moved away to li
ve
with her sister, the boys were left with
the family establishment, The Bear & Ale
Inn. Both assumed that they were the
rightful inheritor of the inn, but none of
the locals knew which of the two boys
was the first‐born and heir.
It is not known where Jarwald
found the old midwife who claimed to
have delivered the twins, or if she had
been bribed to lie, as Kurgen maintains.
But in the end, Jarwald was granted the
inn by the local magistrates, and Kurgen
left with a small share of the family’s
gold. But he vowed he would have
revenge on his brother before their 40th
winter.
Encounter Synopsis
T
he time has come for Kurgen’s
revenge, and he did it by hiring a warlock
to craft a terrible curse. At the cost of all
his gold and his very soul, the vengeful
brother of Jarwald made a blasphemous
pact that would doom everyone in The
Bear & Ale.
A scroll will be delivered by the
stable‐boy to Jarwald, and the moment
the seal is broken, the curse will take
hold. All around the room, 13 Curse
Shards from the seal will power portals to
the Far Realm, releasing horrors into the
world. Trapped inside the inn with
Jarwald and his guests, the heroes must
A Curse at the Old Inn
is a Dungeons &
Dragons 4e Encounter for 1st to 3rd Level
Characters. To play this encounter, you
may need the
Player’s Handbook
and
Dungeon Master’s Guide
to assist you.
DM’s Background
L
ong ago, Jarwald Greybear had a
twin brother named Kurgen. They were
so alike, even their mother could scarcely
3
battle the horrible aberrations, which
have come to feast upon any living thing
they can find.
Only by destroying the 13 Curse
Shards throughout the inn can the
adventurers break the curse and close the
portals to the Far Realms. Can they
succeed before everyone in The Bear &
Ale Inn meets a horrific end?
Encounter Hooks
A
Curse at the Old Inn
can be
played in any world setting and at any
inn of the DMs choosing.
The Bear & Ale could be an old
familiar haunt where the adventurers
spend time between quests, and happen
to be there on the fateful night that all
hell, literally, breaks loose!
Or the adventurers could be the
hired by the evil warlock, and are asked
to deliver the cursed scroll to The Bear &
Ale, unaware of its terrible purpose.
Finally, the Bear & Ale could simply
be a place the adventurers stop to rest on
their way to a new quest— or returning
triumphant from their last mission—
and they happen to just be in the wrong
place at the wrong time.
Far Realms is one that can hardly be
ignored. Bringing the crazed warlock to
justice is a very just cause indeed, and
could be worked into a plot involving a
larger coven or cult.
Jarwald might feel remorse –
assuming he survives ‐ to learn of his
brother’s demise to bring about the
Curse, and may wish to make sure he is at
rest. Finding out what happened to
Kurgen, and putting both his body and
soul at peace could be a major quest for
the adventurers.
Description of
The Bear & Ale Inn
T
he tavern room at the Bear & Ale
bustles with activity, and a dozen guests
are feasting and drinking at various
tables around the room. A couple
serving lads and a plump barmaid see to
their customers’ needs with cheerful
smiles.
The place is lit with yellow light
from numerous hanging oil lamps and
two great fireplaces blaze with warmth,
each flanked by stag’s skulls hanging
from the gray wooden walls.
A sullen, red‐haired, and burly
human tends the bar, and orders the
maid and lads about with a nod here, a
gesture there. Despite the cheeriness
around the tavern, the owner looks
gloomy, and perhaps a bit worried. He
watches the room like a man expecting
bad news.
Story Expansion
T
here are a number of ways that
this story can be expanded upon to add
adventure to a campaign.
The threat posed by an insane
warlock capable opening portals to the
4
Setup
T
he eleven guests, two serving lads, and
the maid can be placed around the room,
as shown on the map, and Jarwald
behind the bar.
The adventurers should be
informed that they must surrender all
hand‐held weapons and shields to a lad
in a caged storage area in the vestibule of
the inn. They were handed a leather chit
stamped with a number that they can use
to retrieve their items as they leave. They
may take with them into the common
area a dagger, if they desire, but no larger
weapons.
The adventurers can be placed in
one area or could be mingling around the
room as they desire.
Purple streamers of strange smoke
pour upwards from the seal.
All the doors and window shutters
close and lock.
A booming voice is heard to say:
“You stole my inn, brother! Father left it
to me, and you stole it away, and now you
will pay!
My share of the inheritance has gone to
place this curse, and though it costs me
my life… it will cost you yours as well!”
The seal on the parchment breaks
apart, and the glowing shards fly about
to various parts of the room, forming evil
marks shining with a baleful green
radiance. The strange purple smoke‐
cloud flies to five places around the inn,
and form into misty, shadowy rifts in
reality (at the designated locations—see
DM’s map). Horrible and indescribable
things can be seen coming toward the
rifts from the “other side”.
Horrors from the Far Realms will
begin to clamor through the portals,
entering the taproom, and are very, very
hungry...
P
erception DC 15: The innkeeper
appears worried, and is very sullen.
I
nsight DC 15: The innkeeper actually
looks a little frightened.
If Jarwald is approached by any of
the adventurers, or if the serving crew are
asked, the questioner will be told that
the innkeeper just turned 40 winters,
and has been a bit sad lately.
Rules of Engagement
T
he characters may try to fight their
way to the vestibule to get their
weapons, or may use improvised
weapons in the room. The door to the
vestibule has the following statistics:
AC/ Ref lex 5; Fort 10; HP 25.
S
hould characters try to batter the
outer doors or windows, they find that
all damage is instantly repaired. They
cannot leave the inn.
Beginning of the scenario:
C
haracter Observation:
DC 15 Perception: One of the serving
lads brings Jarwald a scroll with a
large green seal.
As soon as the Innkeeper cracks
the scroll seal, terrible things start
happening:
5
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