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BURY MY TUSKS AT BROKEN JAW

13/1/2020

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Bury My Tusks at Broken Jaw is a 30-minute Dungeon Challenge, as set out by Tristan Tanner in his Bogeyman Blog. I hope it will inspire other people to create some of their own and send them to me - so I can hand out free copies of Forge Out Of Chaos as prizes in the January 2020 competition

I used Tristan's optional tables to create an extra discipline for this 10-room dungeon: empty rooms that point to a combat, reveal history and offer something useful to PCs; the special room provides a boon for a sacrifice; the NPC is a rival; the combat encounters are a horde of weaklings, a pair of toughs and a tough boss; the traps are inconveniencing and incapacitating.
In this scenario, players can use Ryan Marsh's goblin PC class (and allied Hobgoblins and Bugbears).

Background

The goblin kingdom was overthrown by the invading Elves of the Pale Empire (‘Foam’, as the goblins call them, for their pale skin). After the death of the last Goblin rajjor (king) San Rankill, Goblins were sent to live in Munaan (reservations). One such as Broken Jaw, deep in the swampy Watching Glades. Now the Elves have arrived to evict the goblin chief (Keth) and his sworn companions, herding the tribe into a stockade where they will be deported to the slave markets.

Hook

The Elves came in the night on their silent ship to Broken Jaw. Your cousin Botang brought you warning and you escaped the Munan (reservation) on canoes while he sacrificed himself fighting off the Bleach (Elves) and their Mudskin (Human) henchmen. Many of your companions died in the Swamp of Ghosts but dawn finds you camped in the Old Boneyard, warming yourself round a feeble fire, while you plot your revenge.
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Player Map
One of the PCs is the Keth (chieftain) of the goblin reservation of Broken Jaw. The scenario involves his or her attempt to recapture the island home and expel the imperial Elves and their Human mercenaries.
 
Create characters for D&D based on the Goblin class by Ryan Marsh. Optionally, allow one PC to be a grizzled Hobgoblin sergeant who trained the young Keth in arms.  Another PC could be a Bugbear, an old family retainer. If there are 6 PCs, they can all be 1st level; for each PC fewer than 6, promote one character to 2nd level, starting with the Hobgoblin sergeant, then the Keth, then the Bugbear for a group of three 2nd level characters.
 
In Forge, the Keth and his or her comrades should be Higmoni, the sergeant a Berserker and the retainer a Ghantu. If there are fewer than 6, consider promoting their level of Melee or Magic skill as above.
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Referee's Map

1. A Cold Night in the Old Boneyard

The PCs start here, at sunrise. They are equipped with only leather armour and their krist daggers (damage 1d4+1). The swamps below are covered in mists. Each PC rolls 1d6 for rumours about their surroundings (add +1 if Wisdom 13+ or if History skill is used):
  1. The Boneyard is a cemetery for the ancient inhabitants of the Glades and is cursed (F)
  2. The Goblin Greenseer of the Ghost Swamps is a lunatic and a cannibal who consorts with Penanggouls and other ghosts (F)
  3. The Ghost Swamps are haunted by floating-head Penanggouls and Cockatrices that turn you to salt with their bite (T)
  4. Long ago, when San Rankill was king, a causeway allowed travellers to cross the Ghost Swamps in safety but no one knows its location now (T)
  5. The Boneyard was a place of sanctuary where San Rankill, the last Goblin king, hid weapons to fight the Elvish oppressors (T)
  6. A wise Goblin Greenseer lives in the Swamp of Ghosts nearby and knows the secret routes to travel (T)
  7. A powerful spirit dwells in the Emerald Labyrinth, offering blessings to some and hideous death to others (T)
If the PCs search the boneyard, they will find caches of ancient weapons; roll 1d6 for each PC (add +1 if Intelligence 13+ or if Search roll successful)
  1. A bow and dozen barbed arrows that deal +1 damage (only usable once each)
  2. A pot of poison paste usable on 1d6 edged weapons for one fight; opponents who are hit must Save vs Poison or take 1d6 damage
  3. A long hunting spear that always wins initiative and adds +1 to AC/DV1 due to range
  4. A horn and teak compound bow that adds +1 to hit and +1 damage (Forge: deals 1 damage to armour, the rest is actual damage), plus a dozen arrows
  5. A throwing axe; if thrown it will stun for 1d4 rounds an enemy it hits if they fail a Save vs Death
  6. A suit of goblin-sized chain mail
  7. A scimitar that adds +1 to hit and causes enemies hit by it to lose 1d4 HP on the following round from blood loss
PCs may choose to venture into the trackless swamps or follow the causeway to the Greenseer’s Hut.

2. Bomoch's Hut

Bomoch the Greenseer lives in a squalid hut of leather tents and woven reeds. All around the hut dead weasels hang from lines and Bomoch keeps many weasels in cages (to keep away Cockatrices, of course). He is a wild-eyed, cackling maniac but he has been expecting the PCs.

Bomoch greets the Keth as a great lord and volunteers a safe route following an ancient causeway north through the Swamp of Ghosts. He warns PCs not to stray from the causeway into the mists: Penanggouls will imitate the voices of loved ones and Cockatrices turn you to salt with their bite.

Bomoch tells the Keth that the Jade Queen is waiting for him or her inside the Emerald Labyrinth. He will offer no more clues except to direct the PCs to 3 and instruct them to eat the fungus growing on the trees near the old totem pole.

Bomoch offers other advice to the other PCs, roll 1d6 for each (+1 if Charisma 13+ or possess the Charisma trait)
  1. You will die horribly and your severed head will float across the Ghost Swamps with the other Penanggouls
  2. Someone you love is in peril and only you can save them
  3. Someone close to you will betray you, indeed, has betrayed you already
  4. San Rankill is dead but a terrible evil sits on his throne
  5. Time is slipping away and your kinfolk will be slaves unless you act fast
  6. You have forgotten your heritage; a great destiny awaits the lineage of San Rankill
  7. The hut of your forefathers is ruined but not empty; a terrible foe and a mighty ally wait for you there

3. Into the Emerald Labyrinth

The PCs will be sent here by Bomoch (2). The trail ends with a sinister klireng totem pole before the wall of dense forest. If the PCs consume the fungus growing on the trunks of nearby trees, they will experience a vision in which a trail opens up into the forest. Following it takes them to the Bower (4) along a path that is almost lightless because of the canopy of branches overhead.

The Referee should add haunting and scary details to the journey or roll/choose for each character:
  1. Desperate screams come from deeper in the forest: a loved one in pain and calling for help. PCs who leave the trail disappear from the vision and awake with everyone else at the end.
  2. Stealthy footfalls reveal the PC is being followed. Looking back reveals suspicious movement back down the trail. PCs who go back to investigate disappear as above.
  3. The PC is caught in quicksand. Other characters must help them out: 30 combined Strength points are needed (Forge: 25) but each helper must Save vs Death or be caught in quicksand too. Characters sink in 1d4 rounds, disappearing from the vision as above.
  4. Terrifying roars from ahead and crashing footfalls getting closer. PCs who stand their ground are buffeted by a powerful wind but unharmed; those who try to hide disappear from the vision.
  5. A forest animal leaps to the attack: D&D HD 2, bites for 1d6 or 2 claws for 1d3 each, AC as leather; Forge AV 3, bites for 1d6 or 2 claws for 1d3 each, AR 2. The creature attacks one PC for 1d4 rounds then disappears into the forest. If the PC ‘dies’ they disappear from the vision.
  6. Spiders hang from webs around and drop onto the PC’s back; there are 2d4 spiders, each the size of a fist, and they need to be calmly brushed off. Each other character can brush off one per round but the PC must Save vs Paralysis (Forge: vs Mind) to avoid panicking. If the PC panics, the spiders bite and the PC ‘dies’ (disappears from the vision).
Halfway through the journey, the PCs arrive at another klireng pole, surrounded by weapons left as offerings. The PCs may leave their own or help themselves (let them choose any number of bows, arrows, short swords and spears).

Any deaths or Hit Points lost during the vision are recovered at the end and the PCs awake outside the forest, with the sun now in late afternoon and the day nearly over.

4. In the Bower of the Jade Queen

The vision quest concludes in a clearing in the heart of the forest, watched over by a final brooding klireng pole.
  • If the PCs are still carrying weapons, they are met by shadow duplicates of themselves, who will fight them to the death (same weapons, same armour, same HP)
  • If the PCs abandoned their weapons at the previous pole, they are greeted by the voice of the Emerald Queen who gives a challenge to each PC (if the Keth rolls 6, treat it as 5):
  1. Make an offering of your right eye to the forest. The PC suffers -2 with missile attacks (Forge: ‘Single Eye’ detriment)
  2. Make an offering of your left hand to the forest. The PC cannot use a shield or string a bow or fight two-handed.
  3. Make an offering of your beauty to the forest. The PC must scarify themselves, losing 2 points of Charisma (Forge: lose Charisma benefit or gain -25% to reactions)
  4. Make an offering of your loved one to the forest. The PC must nominate a loved one (see 6) to sacrifice.
  5. Make an offering of your dear friend to the forest. The PC must vow to kill the next person who greets them as a friend.
  6. Make an offering of your life to the forest. The PC must kill themselves.
At the end, the PCs awaken back at the entrance to the Labyrinth, alive, with all lost Hit Points and body parts restored. Everyone who passed their challenge gains a level of experience. See Appendix for how to resolve the Jade Queen’s sacrifices.

5. The Causeway through the Swamp of Ghosts

If the PCs took Bomoch’s advice, they can follow the causeway. Along the route are salt pillars (petrified victims of the Cockatrices). The Referee should alarm the players with the reptilian slithers of Cockatrices in the mist. If the PCs visited the Emerald Labyrinth it will be dusk and they may sight Penanggouls, floating heads that call to them with the voices of loved ones.

Half way through the swamp, there is a high mound marked by a totem pole. A scouting party of 10 Humans are camped here; they are servants of the Elves.

Human Scouts: (D&D) HD 1, HP 3, AC leather & shield, spear for 1d6 or javelin for 1d6; (Forge) HP 15, DV1 3, DV2 2, 15AP, 5SP, AV 1, spear for 2d4 or javelin for 1d6, ST 12+, SPD 3

If the PCs eavesdrop on the Humans they might learn things (roll 1d6 for each):
  1. The Elves have sent them into the Swamps to find the Goblin Keth who is not among the Goblin prisoners
  2. A traitor has advised the Elves how to recognise the Keth and his or her companions
  3. The Elves have imprisoned the Goblins in a stockade beside the Watching Glades and intend to deport them to the slave markets in the morning.
  4. The Humans dread the Watching Glades and feel that something terrible is spying on them from the jungle.
  5. The Humans carry a weasel in a cage to keep Cockatrices at bay and believe the klireng (totem pole) wards away ghosts. A Goblin advised them about this.
  6. The Humans dare not go further into the Swamps; they intend to camp here till dawn then return empty-handed.
The PCs could attack the Humans or sneak past them or try to lure them into danger in the swamp.

If the PCs did not visit Bomoch, they will not find the causeway. They will wander for hours in the swamp and find themselves stalked by Cockatrices. Bomoch will arrive to save them, carrying a weasel in a cage to frighten the Cockatrices away. He will guide them to the causeway and accompany them to the Slave Stockade (6). In this case, Bomoch will offer his puzzling omens but will not tell PCs about the Jade Queen.

6. Attacking the Stockade

The Goblins used this area as a timber yard for valuable hardwoods felled in the Watching Glades. Now the Elves have imprisoned the Goblin tribe here and set their Human soldiers to watch over them. There are 20 Humans: 4 guarding the bridge and 4 in the watchtower and another 12 standing guard over the prisoners. See 5 for their characteristics. The Goblin prisoners are all tied up.
  • If the PCs visited the Jade Queen, they will arrive here in the middle of the night and the Human scouts have been sent into the swamp: halve the numbers here.
  • If the PCs came directly here, it will be late afternoon, the guards are all here but the PCs have Bomoch with them and he can summon a mist from the swamps to cover this area.

The players need a plan to pick off the guards quickly, under cover of night or fog, perhaps freeing the prisoners to aid them. Once this is done, they can free their loved ones. Each PC has a significant NPC to free:
  1. Husband, wife or lover
  2. Brother or sister
  3. Parent
  4. Grandparent
  5. Child
  6. Best friend
There are two rowboats here that could be used to cross the lake to Broken Jaw Island under cover of night. The freed prisoners make a force of 20 combatants; if Bomoch is here he will offer to lead them in an assault on the Elven ship while the PCs reclaim the island (10).

However, many prisoners are missing including at least one of the special NPCs. They were taken last night by a creature of darkness and dragged away into the Watching Glades (7).

The stockade contains a supply of limes (to feed the prisoners). For D&D, there will be a Potion of Healing. For Forge, there are leather and shield repair kits and tools as well as 2d4 Binding Kits.

7. Through the Watching Glades

If the PCs choose to go in pursuit of the kidnapped prisoners, Bomoch will not accompany them (if he has come this far). It will be night time and the jungle trail is treacherous. At the other side of the jungle, stepping stones cross the river and the ruins of the old kings are visible in the moonlight.

Roll 1d6 for each PC to find out what happens on the journey (for irony, don’t roll and choose an event that matches the vision encounters described at 3):
  1. Desperate screams come from deeper in the forest: a loved one in pain and calling for help. PCs who leave the trail find nothing but must save vs Paralysis (Forge: vs Mind) or take 1d6 damage from a fall into a pit
  2. Stealthy footfalls suggest a pursuer. PCs who go back wil be attacked by the Jembalang’s projection (see 8).
  3. The PC is caught in quicksand. Other characters must help them out: 30 combined Strength points are needed (Forge: 25) but each helper must Save vs Death or be caught in quicksand too. Characters sink in 1d4 rounds, disappearing from the vision as above.
  4. Terrifying roars from ahead and crashing footfalls getting closer. PCs who stand their ground see the Jembalang rush at them, but it fades away just as it is about to strike.
  5. A forest animal leaps to the attack: D&D HD 2, bites for 1d6 or 2 claws for 1d3 each, AC as leather; Forge AV 3, bites for 1d6 or 2 claws for 1d3 each, AR 2. The creature attacks one PC for 1d4 rounds then disappears into the forest.
  6. When the PCs reach the stepping stones, one must make a Saving Throw vs Death or slip, falling into the river. The PC climbs ashore at 9 and is not present for the encounter at 8.

8. To the Ruins of the Old Kings

The statuary and wall carvings here surprise the PCs: the old kings, the Rajjors, who ruled here were not Elves, but Goblins. PCs with Intelligence 13+ (Forge: History skill) will conclude this was the palace of San Rankill, the last Rajjor. A statue depicts him riding a water dragon (Naga).

The throne room is now the lair of a Jembalang. This scaly, bat-winged demon has been awoken by the arrival of the Elves and sends out its ghost-body to capture victims to eat.

Jembalang: (D&D) HD 6, HP 30, AC as leather & shield, 2 claws for 1d4 each and bite for 1d6, flies, hypnotic song; (Forge) HP 45, AR 3, AV 5, 2 claws for 1d4 and bite for 1d6, ST 11+, SPD 4/8 flying

The Jembalang uses its projection to swoop down for a surprise attack but this will flee as soon as it is injured and can be tracked back to the throne room, where its entranced victims are kept. The true Jembalang (which takes any damage its projection took) will use its hypnotic song: all PCs must Save vs Magic (Forge: vs Mind) or slip into a trance. Entranced PCs can be shaken awake by others (they get extra saving throws for each round of this and save at +4 if they taste or smell limes) but once it has sung its song the Jembalang will attack.

When the Jembalang dies, entranced victims wake up. A mighty roar from the south (9) indicates something else has woken up.

9. The Old Stones at Kuala

These old stones are the ruins of a wharf and jetty. The Goblins just know them as ‘old stones’ but respect them because many have Naga-symbols on them. Once the Jembalang (8) dies, the entranced Lake Dragon wakes and comes to the surface here.

This is Radiant Pang, a giant, intelligent crocodile that faithfully served San Rankill and will serve the new Keth too. PCs can ride on Pang’s back across the lake and Pang will attack and sink the Elven ship, forcing the Elves to swim for the dubious safety of the Swamp of Ghosts.

10. Showdown on Broken Jaw Island

The PCs might arrive here at dusk (if they came directly to the Stockade and ignored the mystery of the kidnapped prisoners), in which case the freed Goblins will assault the Elven ship while the PCs come ashore. If they fought the Jembalang, the PCs will arrive at midnight on the back of the Lake Dragon. If they went to the Emerald Labyrinth first, they will arrive at midnight (if they ignore the Jembalang) or before dawn (if the destroyed it).

To recapture their home, they need to confront the Elven Captain Zeng and his ally, the traitor Botang. Creeping through the deserted village, the Goblin PCs overhear the two villains argue in the Keth's Hut:

Botang: You make me Keth and leave me to rule over an empty rock?
Zeng: Perhaps not even that...
Botang: You betrayed me!
Zeng: [Angry] You talk of betrayal? To me? Watch what your crooked lips say, Ular (= snake or goblin)
Botang: [Pleading] They are my people!
Zeng: No, Ular, they are the Pale Emperor's slaves.

Botang invited the Elves to install him as the new Keth in return for the valuable hardwoods the village harvests, but the Elves have left him as chieftain of an empty island when they took his tribe away to be slaves. Nevertheless, when the PCs arrive, Botang will fight beside his new masters unless the PCs can appeal to his shame.

Zeng, Elven Captain: (D&D) 3rd level, HP 16, AC chain and shield, broad sword for 1d8, Magic Missile, Ventriloquism, Mirror Image; (Forge, Elf) HP 16, DV1 5, DV2 4, AP 40 SP 10, AV 3, broad sword for 1d8+1, ST 9+, SPD 4

Botang, would-be Keth: (D&D) 3rd level, HP 14, AC leather and shield, krist for 1d4+2, javelins for 1d6; (Forge, Higmoni) HP 15, DV1 3, DV2 2, AP 20 SP 5, AV 3, krist for 1d4+2, javelins for 1d6, ST 8+, SPD 3, 2nd level Beast Mage (Jump, Spike, Fangs, Rending, Sonic Wail)

If the PCs overcome Zeng, the ship will be captured (by the freed Goblins) or destroyed (by Pang the Naga). If the kidnap victims have not been rescued, the PCs could use the ship to visit the ruins at 8.

At the conclusion, Bomoch will arrive to announce that the Keth of Broken Jaw is Keth no longer, but the new Rajjor of the Goblins, for whom a battle of liberation awaits.

Appendix: The Jade Queen's Trials

If the PCs undergo the Jade Queen’s trials (4), the Referee can arrange for them to predict future fates.
  1. Make an offering of your right eye to the forest. If the PC is reduced to 0HP, they are left on 1HP but lose their eye instead.
  2. Make an offering of your left hand to the forest. If the PC is reduced to 0HP, they are left on 1HP but lose their left hand instead.
  3. Make an offering of your beauty to the forest. If the PC is reduced to 0HP, they are left on 1HP but gain horrible scars instead
  4. Make an offering of your loved one to the forest. This PCs loved one is among those kidnapped by the Jembalang and has already been eaten when the PCs arrive at 8.
  5. Make an offering of your dear friend to the forest. The PC automatically has a ‘friend’ kidnapped by the Jembalang and will be greeted as such when the NPC is rescued; alternatively, Botang addresses the PC with this greeting. If the PC does not kill their ‘friend’ they will be cursed to becme a Penanggoul.
  6. Make an offering of your life to the forest. The PC dies in the climactic fight, being the sole target of attacks by either the Jembalang or Zeng.

Commentary

Did I do this in 30 minutes? No. A sketch map and keying the locations took 30 minutes but then I went back and created all those tables for the rumours, omens, incidents, etc. So as far as '30 Minute Dungeon Challenge' goes it's a bit of a cheat.
Never mind. If you're going to do a linear story like this, it stands or falls on the details that makes it feel compelling rather than limiting. Hopefully, this tale of down-trodden goblins learning their royal birthright and rising up against their colonial masters has some resonance. There's some nice mysticism in the forest and I tried to get across a sense of omens being fulfilled.
The whole idea of native 'heroic' goblins and evil 'imperialist' elves turned up in a mini-campaign I ran last year, but there it was a romantic orc confederation being conquered by elves, with their vaguely Aztec human servitors. The routed orcs had to retreat into their swampy heartland and discovered truths about their origins and foundational myths along the way.
I wanted to avoid clumsy Native American comparisons (despite the name alluding to Wounded Knee) and give the goblins a sense of cultural texture, so I located this in a South East Asian (specifically, Malaysian) setting. If you want to give the goblins some linguistically appropriate names, here's a quick table:
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I didn't provide any stats for the hideous Cockatrices (they turn you to salt! they're frightened of weasels!) and the floating-head-undead Penanggouls. These horrors are just there for texture and chills.
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If you really want the PCs to fight them (why would you want that? why?) then Cockatrices (minus the weasel stuff) are in the D&D Expert rules/Monster Manual or Basic (Holmes) p23 and Penanggalans are in the AD&D Fiend Folio (or else treat them as Wights). In Forge, use Basilisks as Cockatrices and the characteristics of Nagdu for Penanggouls.
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    30 Minute Dungeons
    The Coney-Cliff Crypt

    Bring Me the Heart of Finbar Forkbeard

    The Inn of the Cold Companion

    Bury My Tusks at Broken Jaw

    The Vampyr's Wedding

    Return to Deadman's Isle

    The Crypt Bell Chimes
    Essays on Forge
    Bestiary of the Banal

    Some Enchanted Magic

    A Kind of Attack Magic

    Divine Magic

    Going Shopping

    Skillful Pilots

    Crunching the Numbers

    Reviewing Forge once again
    FORGE Reviews
    The World of Juravia

    Tales That Dead Men Tell

    The Vemora

    Into the Golem-Master's Workshop

    Beyond the Door to Monster Mountain
    OSR REVIEWS
    Return of Zenopus
    Necropolis of Nuromen
    Blueholme & Bluehack
    Beneath the Ruined Wizard's Tower
    Hidden Hand of the Horla
    City of Karan
    Dread Crypt of Skogenby
    The Ruined Tower of Zenopus
    White Box
    The Barbarian
    The Necromancer
    The War Smith
    The Demonist
    Expanded Lore 3
    Psionics
    The Detective
    The Houri
    Expanded Lore 2
    Expanded Lore 1
    The Illusionist
    The Assassin
    The Ranger
    Trauma rules
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    Ghost Hack
    Upon a Midnight Dreary
    Future Projects
    Hell Hath No Fury
    The Ghost Hack
    BLUEHOLME
    Blue Hack Barbarian
    Necropolis of Nuromen
    Oaths Not Lightly Sworn
    The Desolate Wedding
    Hedgerow Hack
    Hack through the Hedgerow
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    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've adopted Forge Out of Chaos​ to pursue my nostalgia for old school RPGs.

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    Missing Pages

    The shoddy PDF rulebook available at drivethrurpg is missing pp 66-67, 82-83, 86-87, 126-127, 140-141 and 162-5. You can read or download these below:

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