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The Farthis Village
Author: Jay Winebrenner
System: AD&D 2nd Edition
Requirements: levels 1-3
This is an old Module I wrote years ago for characters that were just beginning. It is a fairly straight forward adventure that can be incorporated into any world-GreyHawk, Forgotten Realms, Ravenloft, etc…DM’s, please feel free to make any adjustments for the benefit and enjoyment of the game.
Graphic: Farthis Village Map
Introduction: There have been many rumors about a small, self sufficient village named Farthis that contain wealth beyond the imagination of any commoner. Some rumor the village to harbor a cult-like populace that will stop at anything to protect the riches that supposedly lie in a vault underneath the town. Some rumor that the villagers know nothing of the treasure at all, but a powerful mage fled to Farthis to keep his treasures hidden and safe. Others rumor that Farthis and its treasure do not exist at all. You have encountered a local townsman named Olin that has given you a map to the location of Farthis and swears to its authenticity. Olin seems an honest fellow who explains he made the map after he supposedly ran into Farthis hunting with his two sons. He claims the village is surrounded by a 10’ wall covered in ivy in the middle of the Groslen Woods. He also claimed he entered the gate inside and left immediately when several “menacing looking individuals told him to leave.”
DM’s Notes: At this time the PC’s can purchase equipment and start their journey. Feel free to elaborate on the interaction with the townsman who gave the PC’s the map. He will offer for a small fee of 50gp to accompany the party to within 5 miles of the village(Townsman[Olin]: Level 1 Ranger AC:8 Hit Points:7 DM:1-6[short bow]). If Olin comes with the party, treat him as a passive NPC who will take any measures not to fight if encounters take place. If attacked, he will use his short bow to defend himself, but any sign of potential danger, he will keep his distance. The map is indeed authentic and accurate. The Journey will take about 3 weeks on foot, 2 of which will be in the heart of the Groslen Woods. The first week should be uneventful as it will be on populated and common trade roads. The next two weeks could spawn some of these encounters. Please feel free to use some, any or all of these encounters. Of course as the DM you should also feel free to incorporate any other encounters you feel would work.
Wandering Monster Table for the Groslen Woods
- 5 Goblins: AC:6 Hit Points: 5,4,3,3,2 DM:1-6(spears),1-4(slings) Treasure: 30 gp total. The Goblins will be hiding in trees armed with their slings, only to attack when the party is close to their range. There will be a 30% chance that one of the party members will hear them rustling around in the trees.
- 2 Centaurs: AC:5 Hit Points:20,16 DM:1-6(composite bows) Treasure: 85 gold. The Centaurs will be seen staring at the party from about 50’ away. They are of good alignment and will not show any form of threat and will not attack unless attacked. If there is an elf, halfling or gnome in the party, the Centaurs will approach and attempt to talk with the party to find out what they are doing. They will be standoffish and rude to the Humans and Dwarves. The Centaurs know nothing about Farthis, but will wish the party luck in their adventures. They will offer the party a Potion of Healing as a token of good faith.
- 2 Lepers: AC:10 Hit Points:3,3 DM: 1-2(fists)save vs. disease+4 Treasure: none. The party will come across an abandoned wagon in the woods. Closer inspection will reveal that something is living inside. There is a foul stench coming from under the canvas of the wagon(where the lepers live). The lepers will immediately attack if someone opens the canvas of the wagon.
- 7 Al-mi”raj: AC:6 Hit Points:5,5,5,4,4,2,2 DM:1-4(horn) Treasure: none. The Al-mi’raj will instantly attack the party in protection of their nest. These creatures resemble a 3’ tall bunny rabbit with a 1’ black horn protruding from it’s fore head. They will fight until the death or until the party retreats 20’ from the nest.
- Band of Adventurers: 1st Level Fighter: AC:6 Hit Points:8 DM:1-8(broad sword) Treasure: 30 gp, Chain mail, Large shield. 2nd level Magic-user: AC: 9 Hit Points:6 DM:1-6(staff) or 2-5(magic missile, 2 memorized) Treasure: Scroll of Web, Potion of Climbing,30 gp. 3rd Level thief: AC:7 Hit Points: 8 DM:2-7(+1 Short Sword) Treasure: +1 Short Sword, 80 gp, A map to Farthis(completely different than the PC’s[it’s fake]) The band will not appear to be hostile. If approached, they will explain they are looking for The Farthis village as well. If it ever comes to light that the party has a map, the band will attempt to surprise and kill the PC’s. The adventurers are of a neutral evil alignment and will do any form of trickery to out wit the party to find the village- even band up with the party, and attack them once the Village is found.
- 6 Orcs: AC:7 Hit Points:8,6,6,4,4,4 DM:1-6(spears)and 2-7(Orc captain has a +1 Spear) Treasure: 180 gp total,+1 Spear. The party will come across a light in the woods, presumably from a campfire. They will hear snarls of laughter and one high pitched scream of agony. If investigated, they will see the 6 Orcs torturing a lone goblin(1 hit point). The largest Orc is seen dangling a naked and squealing Goblin in the fire, while the other 5 gawk and prod it with spears. If an attack is made, one of the Orcs will attempt to run off into the woods and alert a company of 10 Orcs several miles away. If the battle is won, the party should recognize that danger is on it’s way and that they should make haste. The goblin will contribute nothing to the party except painful gasps and hisses. It is badly blistered and mutilated. The Alerted company of Orcs will not stop pursuing the PC’s until killed or the PC’s reach Farthis. Orc Leader: AC:4 Hit Points:11 DM:3-11 w/ strength(long sword) Treasure: 100gp Gem, 60gp, +1 Chain Mail. 5 Orc Soldiers: AC:7 Hit Points:7 DM:1-6(short swords), Treasure: 50gp total. 4 Orc Archers: AC:7 Hit Points:5 DM:1-6 Treasure:30gp total.
The Farthis Village: You finally have reached your destination of the Farthis Village, or at leased what you believe to be the Village. There is a 10’ wall erected around the perimeter, which extends about 2 miles around-just as Olin explained. The walls are completely covered with foliage and look odd and out of place within the heart of the Groslen Woods. You circle around until you find a battered iron gate with a wooden sign that says much to your relief “The Farthis Village”. Not knowing quite what to expect, you peek through the gate only to see a worn dirt path shaded by the dense overhang of the forest. You listen intently, and hear what you believe to be singing. Taken aback by the sounds, you listen with more scrutiny and can tell the singing is from a female humanoid of some sort. The gate is not locked.
DM’s Notes: The Farthis Village is mostly populated by backwards, out of touch people. The majority speak in a slowly articulated broken common tongue and are very fascinated by the PC’s as outsiders. The PC’s are now to interact with the villagers and attempt to discover where the vault of treasure is located. The only inevitable encounter the Party will experience will be the town vigilantes(2). If party kills the town vigilantes some villagers will understand and not show animosity, and some will be very upset and hostile. It is your job as the DM to decide the disposition of many of the villagers. See map A for the following.
1. The singing you discover is indeed a humanoid, in fact it is an old woman picking raspberries off some bushes on the side of the path. When she notices you, she is visibly startled. She then shoots you a perplexed look and says, “How did you find this place? I think you should leave right now. We don’t like outsiders here.” The old woman lives at 10. She is testy and protective of the village and will offer nothing to the party. If asked about the treasure, she will claim it as a “filthy outsider lie”.
2. TOWN VIGILANTES: Continuing down the path you see about four human figures look your way. One is standing on a large fountain, and the other 3 seemed really interested in your presence. As you approach, you can clearly make out that the figure on the fountain has an arrow knocked and pointed in your direction and the other 3 have their weapons unsheathed. You assume that these are the “menacing looking individuals that told Olin to leave”. The town vigilantes will start to hurl insults at the party; telling them to leave, that they look funny, that they are dirty outsiders etc… The vigilantes are viscous and use any reason to attack- if they don’t leave after a ten count, if they draw their weapons, or if
they talk back for some examples. They are a peculiarly ugly lot, the leader Meeg in particular has no teeth and is hairless and pale, which make for an unpleasant sight.
Meeg- 3rd level fighter: AC:3 Hit Points: 20 DM:3-10(+1 battle axe and STR bonus) Treasure: +1 Battle axe, +1 ring of protection, Banded Mail, 80gp, gem worth 50gp.
Grick(man on fountain)- 3rd level fighter: AC:6 Hit Points:16 DM:2-7(short bow with +1 oil of sharpness on arrows) Treasure: 10gp, +1 dagger, Oil of sharpness +1 (apply to bladed weapon and it adds 1 to damage)
Hrout- 2nd level thief: AC:8 Hit points: 8 DM:1-6(short sword) Treasure: lock picks, 20 gold.
Trons- 2nd level fighter: AC:6 Hit points: 10 DM:1-6(short sword) Treasure: 15 gp.
Once the battle ensues, Grick the archer will not move from his strategic location from atop the fountain unless knocked off. He will empty his cache of 20 Oil of Sharpness arrows on the PC’s immediately. Grick and Trons will take the party on up front while Hrout will attempt to hide in the shadows (55%) to sneak around and back stab (x2 to damage). Meeg will fight to the death, yet if Meeg and one other vigilante are killed, the remaining two will attempt to flee to their hide out at 21. If pursued to their hide out, they will surrender.
3. Town Supplies: This is a battered building which holds a sign that says “Town supplies”. No one seems to be there. This is a supply shop that mainly consists of farming equipment, utensils and the like. The owner will come to the door if knocked on. He will be polite but does not have any useful information.
4. Village Tavern and Brewery: Upon entrance to the village tavern, strange looks are shot at you from the 4 patrons. It is a seedy beat up watering hole that has all but an 8 seat bar and 2 worn tables. The bartender, with both hands flat on the table barks out, “Now what can we get for the outsiders?” The bartender and his patrons are harmless people, who will open up if the party will sit and have a couple of drinks. They are a drunken lot who’s slurred and already broken speech is difficult to understand. If the PC’s ask about the treasure, the bartender will not hesitate to reveal this information- He claims the treasure does exist and there is a big elaborate cover up by the Farthis mayor. He claims he heard bizarre noises coming from the woods by the mayor’s home at 19. (The mayor’s theory is of course is not true, yet he truly believes it- he did hear strange noise by the mayors house, yet it was from 18, the real entrance to the vault). One of the drunken patrons will offer his theory on the treasure and that is he believes that it has something to do with the Klab, an eccentric old man who lives in a manor to the SW (14). Everyone tends to agree that he is very odd, yet they don’t agree that he knows of the vault. You should urge the PC’s to investigate at some point.
5. Butchery: A frail teenage boy is seen sifting through some dried meats. He asks if you would be interested in buying some. The boy is the cattle baron’s son, and is very polite and timid. If asked about the treasure, he’ll tell the PC’s to go ahead and walk through the field and talk to the cattle baron in the Slaughter House.
6. The Cattle Baron: The Cattle Baron lives in a nicer kept home than the majority of Farthis. The wood is freshly painted and it seems well kept. The cattle baron is a hideous looking man, bulbous and revolting. He never wears a shirt, which accentuates his folding girth. He has a diabolic look in his eyes at all times. He doesn’t trust anyone, let alone outsiders. If the PC’s approach him at his home he will be intimidating and rude. If asked about the treasure, he will slam the door on their faces. If approached a 2nd time, the Cattle Baron will attack. His menacing demeanor may lead the party to believe that he knows something, but in actuality he does not.
The Cattle Baron- 5th Level Fighter: AC:10 Hit Points: 34 DM:3-6(butcher knife and STR bonus) Treasure: If his home is searched the player will find a sack of 280 gp under a floor board in his room. He owns nothing else of value.
7. Guard Post: This is the Military for Farthis, which is almost laughable. There are 3 cots in the small building you see through the window, which you presume are for the village’s 3 soldiers. There is a pad-locked closet along the wall which might be the weaponry. No one is on guard at this time and no one is here. If the PC’s do some outlandish things that would call for the Village to react, the 3 guards would be notified. Of course it would take at leased 5 turns to get to the guard post, and another turn to equip themselves and how ever long you would estimate them to get to the PC’s location. In the weapon closet in the Guard Post are: 3 Halberds, 3 suits of chain mail, 3 pairs of gauntlets, 100gp, 3 Long bows, and 100 arrows. If the PC’s are to initiate combat with the Guards, here are their statistics, with the following equipment above.
Farthis Military, 3 3rd Level Fighters: AC: 5 Hit Points: 15 each DM:1-10(halberds) Treasure: as seen above.
8. The Blacksmith: This is a tiny little shack that has a crude sign that says blacksmith on the door. You hear the pounding of iron from the inside. A grayed dwarf will come to the door, with sweat beads on his forehead. He will be rather surprised by the PC’s, saying, “it has been a long time since Farthis has had outsiders.” He will be humble and kind, saying he knows nothing of the treasure, and suspects that it doesn’t exist. He will warn the party to be careful and stay away from the cattle baron and Angry Man Tull. He will not elaborate, but will just insist that they stay away.
9. The Village Hall: The Village Hall is a two-tiered Building that seemingly was converted from a farm house. There is no clear indication that it is the village hall except for a wooden sign nailed to the door. You are continually amazed at how such a small town like this can exist this deep in the forest. Mayor Cruthiam’s wife will answer the door and lead the party to his tiny office. The mayor is a good and understanding man, and will in passing, mention the fight with the vigilantes. He says he understands the PC’s position, but begs that they stay out of trouble. He is respectful if they ask about the rumored treasures, yet claims they are just outsider rumors. The Mayor in truth does not know anything. The mayor will welcome the PC’s to roam about the village to satiate their curiosity, yet will respectfully ask them to leave when they are done. The mayor will also mention that the party should stay away from the Tull’s (12) residence and the Cattle Baron(6), for they are both paranoid and testy individuals who don’t like visitors. If the PC’s mention the Bartenders allegations, the mayor will get defensive and blast the bartender with insults.
Mayor Cruthiam: AC:10 Hit Points:3 DM:1-3(knife) Treasure: in a chest located in a locked room upstairs contains 380gp, 3 20gp gems, and .a necklace worth 30gp.
The Mayors Wife: AC:10 Hit Points:2 DM: none Treasure: ring worth 50gp.
10. Farmer: This is a basic farmhouse and you can see 4 boys and one man plowing the fields with oxen. The man notices you and waves in a motion that insinuates “go away”. If the party insists on getting their attention, the man will scream that he has work to do, and he doesn’t want to waste his time on outsiders. If the PC’s persist with the farmer in any way, he will pick up a pitchfork and threaten them to go away. His 3 sons will join in if any confrontation takes place and his one daughter and wife will come out of the house and throw stones.
Farmer-2nd Level fighter: AC:10 Hit Points:12 DM:1-10(pitchfork) Treasure: 50gp stashed under the bed of his room.
3 Sons-1st level fighters: AC:10 Hit Points:6, 5, 5 DM:1-3(shovels) Treasure: none
Wife and daughter- AC:10 Hit Points:2, 2 DM:1-2(stones) Treasure: none
11. Angry Man Tull: As you approach this house you hear dogs barking and notice someone peering at you though the curtains. As you get closer you hear a voice scream, “Get back you filthy outsider’s or my dogs will chaw ya!” If the party does not leave immediately Tull will open his front doors and his dogs will attack until death or until the PC’s are off his land. Tull is the paranoid who the mayor spoke of. If the players fight his dogs, Tull will cheer the dogs on with reckless abandon, screaming the entire time, “Kill the outsiders Pooches!” or “Murder those cretins!!” If the PC’s defeat the dogs Tull will scream “murderers” at the party and will lock and bar his front door.
Tull’s 4 Dogs: AC:7 Hit Points:8,7,7,7 DM:2-5(bite) Treasure: none
Tull- AC:10 Hit Points:2 DM:1-3(knife) Treasure: 120gp in cabinet.
12. Pouge Residence: The surrounding land of this home is rather odd. It is almost entirely dug up. There are huge mounds of earth everywhere. You hear the sound of someone shoveling and muttering to himself in the side of the yard. The PC’s will find a man who is fanatically digging another hole in his yard, and when he sees the PC’s he isn’t moved at all, and he will still dig at his frantic pace. This man is Pouge, who is obsessed with finding the legendary Farthis treasure vault. He will tell the party the crazy man Veb in the NW Cabin(16) knows where it is but wont tell him. He also will say the he knows for a fact that a weird man named the Klab has something to do with it. He will offer no more and will continue to dig frantically.
13. Farmer: This is another run down farmhouse. No one seems to be home. If the PC’s approach the home, a woman in her 30’s will come to the door. She will be polite but timid. If asked about the treasure she will say it is a myth and it messes with people’s heads like it did Pouge. If asked about Pouge, she will say that he was “such a nice man before he heard of the rumor from the Tavern” and that now he is “obsessed and unapproachable”.
14. The Klab’s Manor: This Large ornate building looks peculiar and out of place from what you have seen of Farthis thus far. The walls are painted red and there are statues of gnomes littered about the yard. The hedges are neatly trimmed and the windows seem polished and shiny. There is a round iron sign above the large oak door that says “The Klab” in finely inscripted letters. The Klab will answer the door promptly in one knock, as if he knew the party was there. He is an odd looking man in elaborate red and gold robes. His face is completely covered in a white paint, and his hair is cropped short and beached white as well. He has a fascinating, almost condescending air about him, always referring to the PC’s as “young ones”. He will invite them in for dinner, providing them with a wonderful meal of lamb and potatoes, refusing to accept no as an answer. If asked about the treasure, he will merely say in a detached, aloof sort of way, “Treasure, hmmmm, no, I don’t know of any treasure, no.” After dinner he will offer the PC’s one arrow encrypted with some strange runes. It is an Arrow of Clay Golem Slaying. He will say that they will need it, yet he will not say why. The Klab will not tell the Party what it does either. The Klab will laugh off any hostilities or frustrations that the PC’s show towards him. He will under no circumstances initiate an encounter, yet he will defend himself to the death if the Party is foolish enough to attack him.
The Klab-7th Level magic-user: AC:2 Hit Points:28 DM:6-36(Wand of lightening bolts) Treasure: In the unlikely case that the PC’s kill the Klab, and extensive search of his manor will reveal a Wand of Lightning Bolts (12 charges), +2 Dagger, Scroll of Ice Storm, Potion of Extra healing, Potion of gaseous form, Bracers of Defense (5), +2 Ring of Protection, 5 Gems worth 100gp each, chest of 560gp and an ESP Stone(enables the holder of the stone to cast ESP at will).
15. Krould Family: Upon approaching this home you see the entire family of 9 people sitting on the porch. Several toddlers stare at you with fascination, as an older man hands a baby over to what you presume to be his wife. He comes up to you with a smile. This is Darian Krould, who will be very receptive to the PC’s. He will offer them a place to sleep in his barn out back if needed and will answer any questions in regards to the treasure. He believes that crazy man Veb (16) knows the location of the vault. If asked how he knows, he will answer “Veb told me so.”
16. Veb’s Shack: There are no trails around this battered shack at all. Underbrush surrounds it entirely with no sign of wear. The shack itself is rotten with smashed holes all through out it. You assume this to be the crazy man Veb’s home. If the PC’s knock on the door, Veb will answer. He is a stammering psychotic mess. He will babble at an incredible rate about insane, mindless things. Veb is very animated in his psychosis, yet is harmless. Veb is covered in sores with long matted hair drenched in sweat. He has a jarring nervous tick of jerking his back ever couple of seconds. If the party asks about the treasure he will tell them, “Oh yes, the treasure vault entrance is in the clean people’s tomato garden. Yes.” He will not elaborate any further, and will change the subject to some other maniacal rant. If the PC’s ask Veb to show them where the entrance is, he will say the he has “too much thinking to do.” Veb of course is correct. He has spied several times on Tok and Varlis entering the vault though their garden. Veb has nothing of value.
17. Tok and Varlis residence: This looks like the home of some avid gardeners, with a large array of vegetable and fruits growing in their fenced in back yard. This is the home of Tok and Varlis, who were commissioned by a mage to guard the entrance to his treasure vault. Varlis is an attractive woman dressed in nondescript clothing, and Tok is a man who presents himself rather plainly as well. Varlis will answer the door and be very polite to the PC’s showing no visible signs of nervousness at all. If asked about the treasure, she will politely write it off as a silly rumor. If the PC’s catch on that the entrance is in her tomato garden (from Veb’s clue) and confront her about it, she will call Veb a crazy lunatic and shut the door. From there she will inform Tok that there are some adventures that might be of some trouble and they will both equip themselves for battle. If at any point, Tok and Varlis find the PC’s mingle about their garden in the back, they will equip themselves and attack. They have heard that the PC’s are roaming around town through word of mouth and are watching the entrance very closely. Very unlikely would the PC’s enter the vault undetected. To enter the vault, the PC’s will find a rope among the tomato plants that, when pulled, will reveal a small staircase going down. Tok and Varlis will fight until one or the other will die. The surviving half will attempt to flee the village entirely.
Tok-4th Level Magic-User: AC: 4 Hit Points:18 DM: Spells and 2-12(ring of the ram[12 charges]). If Tok will have time to prepare for battle (i.e. catching the PC’s sneaking around the garden), he will have these spells memorized and ready to cast: Web, Mirror Image, Magic Missile (2 missiles and 2-5 apiece), and shocking grasp (4-12). Tok will cast web first, attempting to entangle the party, then discharge his magic missiles and then he will attack with his ring of the ram (2-12 and knocks back opponent 10’). Treasure: Ring of the Ram (12 charges, 2 charges for 2-12 DM, and 1 charge for 1-6 DM), +1 Cloak of Protection, Bracers of Defense(AC6), Scroll of continual light, 2 Potions of Healing, Scroll of Dispel Magic and 250 gp in his and Varlis bed room.
Varlis-5th Level Cleric: AC:3 Hit Points:33 DM:3-10(+2 mace) and spells. Varlis will have these spells memorized: Hold Person, Cause Light Wounds (she is of evil alignment) and Command (she will attempt to command a PC to rest). She will attempt to cast her hold person spell before jumping into melee combat with the PC’s. She will then try to keep the PC’s from reaching Tok, so he can cast his spells. Treasure: +2 Mace, Oil of Slipperiness +1 Chain Mail, +1 Small Shield and a necklace worth 150gp.
18. Town Sculptor: This yard has various statues of people in the strewn about. Many of which are wonderfully crafted and are of people in the Village which you recognize. This is the town sculptor’s home. He is a quirky man who is receptive to talk of the treasure. He insists that the entrance is in the cattle barons cellar, underneath some floor boards. If asked how he knows, he will say that he “can feel it,” and will continue on a rant about how crooked and evil he is. He urges the party to check it out. If the party does this, of course the cattle baron will attempt to kill them as soon as they are on his property. He will also note that many people are suspicious of the Klab, but he will insist that he is a good man who appreciates his art. The Klab’s Gnome statues were made by the town sculptor.
19. The Mayor’s Home: This is the mayor’s home which is not excessive or elaborate by any means. It is a smaller one floored building. If the Mayor is home and not at the Village Hall, and the PC’s show up, he will be somewhat annoyed. He will urge them to leave this quite community and take their suspicions elsewhere. If the PC’s are persistent in asking him questions, he will give the threat of alerting the Farthis Military (see 7). The mayor will not do this unless provoked to a substantial degree. He does not want any bloodshed, and wants the Village to remain peaceful.
20. Quiet Home: This is a quiet home nestled among the forest off a small dirt road. A woman holding her baby will answer the door, and will be somewhat nervous. If asked about the treasure, she will say she knows nothing but will get her husband. The husband will come to the door holding a short sword, yelling at the PC’s “get outta here you dirty outsiders, or I’ll kill you!” The woman with the child will be visibly shaken and upset by her husbands out lash, screaming frantically. If the PC’s do not leave and attempt to reason with the man, he will attack.
Angry Man: AC:10 Hit Points:4 DM:1-6(short sword) Treasure:30gp in a chest upstairs.
21. Lupis Residence: This is an ordinary weathered looking Farthis home. If the PC’s approach, a young man, Lupis, will invite them inside, looking rather nervous. If the party asks about the treasure vault, he will say he knows nothing. He will then ask the party for a favor. If they inquire, he will ask them to kill Veb for him. Lupis will say that he can hear his insane laughter echo through the forest at night and that it drives him mad. He will moralize, saying that he is insane and he would be better off dead anyhow. He offers the party 50gp to do so. Lupis is an honest man and will pay the PC’s if they do it, yet Veb is of a neutral good alignment and is doing no harm. If the Party is of a good alignment and they assassinate Veb, then an alignment change might be in order.
Guardian of the Treasure Vault: DM Notes-The entrance is located in Tok and Varlis’s tomato garden (17) and is found by pulling a rope which will move a large wooden slab encasing a stairway down to the vault (combined STR of 25 or more to open). The stairs lead down about 30 steps to a clean, torch lit marble room of 20x30’. There is a large rune encrypted in the center of the floor, as well as an 8’ tall dull gray statue standing directly in front of a door across the room. You don’t feel at ease, for at a closer look, it doesn’t resemble a statue at all. It is motionless. This is a Clay Golem that was put here by someone unknown to Tok and Varlis. They were instructed not to walk past the rune, for it is programmed to drive anything out that does or kill anything that does. Once the PC’s step on or around the rune the Golem will attack. If the PC’s flee, they the Golem will stop and resume it’s original position. The Arrow of Golem Slaying will instantly kill it (if the PC’s were lucky enough to find it), but other wise, they should stand very little of a chance against the creature.
Clay Golem: AC:7 Hit Points:50 DM:3-30 Special Defenses: Immune to magic, only damaged by blunt weapons Treasure: If the Golem is defeated, the door it was guarding will lead to what the PC’s believe to be the Rumored Farthis Treasure Vault. The door is locked but can easily be bashed down.
Farthis Treasure Vault: Upon Bashing down the door, you feel a gust of damp, cool air. It smells as if the room hasn’t been entered in years. It is a very small room of about 10x10’ of the same marble as the prior room. There is, much to your relief a medium sized chest hoisted upon a marble slap in the corner. What is also very fascinating to you is what seems to be a shoot in the middle of the room that drops down into the darkness. There are intact rungs that on the side of the chute that could easily be climbed. You assume you have found the Farthis Treasure. Yet you realize you are far from understanding what is really going on. Why it is here? Is this is the real treasure? Who were Tok and Varlis and why where they protecting this? Who made the Clay Golem and why? Why would these catacombs lead to the backwards, and for all intensive purposes, harmless small town of Farthis? You could very well enter the catacombs and search for answers.
Treasure: The chest is not trapped, and contains a +1 Long Sword, Gauntlets of Dexterity, Dust of sneezing and choking, potion of hill giant strength, +1 Cloak of Protection, Ring of Swimming, 435gp and 3 gems worth 100gp a piece.
Thus concludes the Module The Farthis Village. It is continued in the module entitled The Catacombs of Farthis. I hope you had fun with this, expanding on the characters and making them colorful. I believe its strengths are in its sleuthly nature and its NPC interaction. A quaint, easy little ditty for brand new characters.