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G1401
Illustrations by Corbett Kirkley, Mike Cherniske, Seth Stephenson, and Public Domain Art
Contact: shutup@gagmen.net
Contents
Disclaimer (or, just click ok and move along) ................................................................................................................3
Summary ........................................................................................................................................................................3
Setting/Theme ...............................................................................................................................................................4
Brattleburg ................................................................................................................................................................4
Rumor Table ..........................................................................................................................................................5
The Bazaar .................................................................................................................................................................6
Bazaar Random Encounters ..................................................................................................................................6
The City Coffers .........................................................................................................................................................7
The Back Alleys ..........................................................................................................................................................7
The Arena and Council Chambers .............................................................................................................................7
Plot.................................................................................................................................................................................8
Brawl in the Mall .......................................................................................................................................................8
Getting out of Jail, but not for free.........................................................................................................................8
Now What?! ..............................................................................................................................................................9
You thought it was ridiculous before .....................................................................................................................9
On to the Arena .......................................................................................................................................................10
Conflict .........................................................................................................................................................................11
Going for the Gold! .................................................................................................................................................11
The Super Happy Fun Ending! .................................................................................................................................12
Best villain practices: ..........................................................................................................................................12
Characters ....................................................................................................................................................................14
NPCs .......................................................................................................................................................................14
Creatures .................................................................................................................................................................17
MacGuffin (or, Get a piece of the Rock!) ................................................................................................................19
Details ..........................................................................................................................................................................20
First Rule of Brattleball, Never Talk About Brattleball! ...........................................................................................20
Second Rule of Brattleball, Never Talk About Brattleball! ......................................................................................24
Rally Table (effects only last one turn) ...............................................................................................................26
Riot Table ............................................................................................................................................................27
Where did this stupid game come from?! ..............................................................................................................27
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As far as we know the town of Brattleburg is fictitious, along with the game of Brattleball. The
GagMen are not responsible if you duct tape your cat into a ball and try to recreate the game of
Brattleball, or try to re-enact any of the events in this adventure. The GagMen are also unaware of any
secrets of Farmville. Do not stare directly at GagMen. After reading this adventure, the GagMen
suggest waiting for thirty minutes before swimming, role playing, sky diving, or buying stock. This
adventure will not work as a flotation device, unless you are a small mouse. If you are a small mouse
and reading this, you should look for the rats in the rosebush (50 xp to anyone that gets the reference).
Seriously, dont put duct tape on your pets; were certain they wont like it.
Summary
The heroes wander into the town of Brattleburg either looking for adventure or just lost as
usual. A fight starts in the market, and the party is accused of stealing. Moauf, the stinky dwarf, bails
them out of jail and has them join a Brattleball team. The party gets threatened by the other teams, the
town council, and a pushy halfling. In the end the heroes have to face off on the pitch against the other
teams, only to be ambushed by a mud dragon. Quick! Cast mud to stone!
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Setting/Theme
Brattleburg
Brattleburg is a large town of over a hundred
thousand Humans, Orcs, Dwarves, and Goblins. The
characters will face off against politicians, sports fans, and
criminals to determine the fate of the city. The majority of
the adventure will take place in or around the Stadium at
the center of town, which acts as a sports arena and home
for the city government. The streets should feel small in
areas and expansive in others. There is no discernible
castle, palace or city hall, aside from the arena, as the town
is run by a council of diplomats from the surrounding
nations.
The town was built on the site of a
terrible war fought over a thousand years
before when the four nations united to face
the threat of a vicious dragon. Once the
dragon was defeated, the battle turned to how
the four nations would divide the dragons
horde. All sides agreed to stop fighting and
build a town to unify the separated groups.
With the implementation of Brattleball as the city pastime (which was invented on the site of the future
town), the unsteady peace has held strong.
While wandering through the town the party will overhear different stories and events. If the
DM would like to, he can use the Rumor Table to quickly increase the amount of weird and odd events
in Brattleburg. Feel free to add or change items on the table. Some are true, some may be true, and
some are just crazy (but could make for a juicy story). It is always fun to add to the paranoia of the
adventure party, and then later prove them right.
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Rumor Table
1
There is a magic stone in the treasury, that keeps the town civil.
Brattleball has to be rigged. Every four years the teams rotate the wins.
The key to the treasury vault is hidden in the bosom of the maiden over there.
It seems funny that the entire human team just broke their legs all at the same time
Brattleburg is bordered by four different territories controlled by the Dwarves, Goblins, Humans,
and Orcs. All four races can be found in Brattleburg, as well as elves and halflings. Though they did not
take part in the slaying of the dragon or the battles after, the elves and halflings arbitrated during the
initial peace talks, and have continued the tradition of neutrality toward the town.
The town is ruled by a council of diplomats representing the surrounding territories, but the
military that controls the city is determined by a tournament every year. Brattleball was created to
allow the four sides to compete while still avoiding all-out war. This violent and dangerous sport unified
the town and even helps to settle small city council arguments from time to time. Brattleball is a brutal
sport involving teams of six players, defending goals mounted in all corners of the arena.
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The Bazaar
The story starts out in the marketplace of Brattleburg, widely
known as The Bazaar, a bustling venue filled with merchants
from every corner of the world. The Bazaar is one of the
oldest fixtures of Brattleburg, dating back to the original
foundation of the town. With four major cultures meeting
for the first time, the town became a major trading point for
the area and the Bazaar, the jewel of traders throughout the
world. A common saying in Brattleburg, if you cant find it
here, it doesnt exist.
A fish vendor, unloading fish, accidentally bury one of the PCs in a pile of wet smelly fish.
A crying child approaches the PCs, saying I cant find her mommy. While two other children circle
the characters to pick pockets.
Brattleball fans knock down PCs trying to surround The Hard Place, as he walks through the Bazaar.
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Plot
Brawl in the Mall
The PCs should be distracted by different booths and various street performers. One of the
players should then become the focus of anger from Jersan, a jewelry vendor that will accuse one of the
players of stealing from his booth. Jersan (see NPC list) should become very aggressive and knock the
player into a nearby cart, angering another merchant, which leads to a mob brawl.
At the end of the fight, kids should run up and ask if the party will be in the tournament, and if
they are the replacement team. If you are playing this as a follow up to G1312 The Unicorn without a
Horn, Lids and Shala should also be excited about the characters performance. Moauf should step up
and try to make a quick pitch to the party before they are escorted away. The stolen jewelry will be
found on one of the players who participated in the fight, and the group will be arrested for the charges
thievery and inciting a riot. The Orc town guards should appear quickly, in large numbers, and well
equipped enough to ensure the party does not put up a fight.
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Now What?!
After leaving the jail, the characters are put immediately onto a cart that takes them to the
arena for training. At the arena the party will meet the other teams, who will not be happy about
having to deal with the player characters as replacements. Daurn (see NPC list) will be here and press
the party to quit, stating that they are not worthy to even enter the arena.
The players will spend an afternoon training,
learning the basics of the game, and perhaps even
handling a brattlehog. The other team players will
often be pushed, or ignored by the other team players,
with the exception of Missy (see NPC list). Missy is
pressured by her fellow goblin teammates, but she will
try to help out the party and explain what she can.
After the questionable end of the prior human team,
the town is keeping all the teams at the Shiny Hog Inn
under protection from the town guard.
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On to the Arena
The following day the characters prepare for the game, as the town swells with almost a
million people from all over the world. Brattleball is an exciting sport, but the annual BrattleBowl is by
far the most exciting event of the year. The spectacle, the banners, and the applause may be very
overwhelming for the party members. All team are placed in full uniforms and paraded around the
arena, before coming in and beginning the event.
If you want to have a little fun with the party here, add a ceremony to give them a chance to
make a speech, or plead with the crowd to change the way Brattleball works. Also, including a dance
could spark a romantic involvement for one of the players, or you may roll on the Bazaar Random
Encounter Table to give the players one an extra moment before the game starts. Dont feel shy about
giving a locker room speech either.
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Conflict
Going for the Gold!
Moauf is a sloppy Mud Dragon who has long since lost his own treasure horde, and has since
polymorphed into the form of a famous retired Brattleball player. This allowed him access to special
areas of the town. However, when he lost his team there was a possibility that the town would
postpone the BrattleBowl, and without the game there would be no distraction to aide him in pillaging
the coffers. Moauf should disappear part way through the game, and Fenny should appear where he
was standing. The players may threaten Fenny, but he doesnt know anything about Moauf. Fenny may
drop a clue by telling the party that when Moauf left he said he was going downstairs.
The town treasury is directly underneath the arena pitch. The vault is sealed with a massive,
heavy iron door and protected at all times by four guards. However, during the annual games only two
guards are kept on duty, giving Moauf his opportunity. Jersan will offer the guards an update on the
score of the game, and share a few drinks with them. The drinks are laced with poison; by the time
Moauf arrives it is only the door that stands in his way. Moauf will transform back to his normal size and
start clawing at the walls to break the vault door open. . Jersan, accompanied by several elf cohorts, will
run into the vault and retrieve the Harmony Stone (see MacGuffin), and should scurry off as quickly as
possible.
Without funding to support the town, the long peace that has reigned over the city may fall
away. When the characters discover that Moauf is gone, it should raise a few alarms as to what may be
going on. Meanwhile, if they leave the pitch they will forfeit the game, giving Fenny what he wants.
This moral complication should be an emphasis point for the game; However if the choice stops
the story from progressing, a fully transformed Moauf will burst through the arena and fly off with a
giant bag full of treasure. If the players choose to finish the game, allow them to win at the cost of
Moauf getting away. If they forfeit by running off to stop Moauf, they inadvertently force the town into
a new political structure. Either way, Brattleburg will be changed forever.
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While Moauf is rummaging through the vault, another set of guards will sound an alarm, forcing
the dragons hand and pushing him up through the pitch. When the dragon bursts through the arena,
all conscious Brattleball players can pitch in and help defeat the dragon. Since all the player characters
should be outfitted in sports gear, instead of their normal adventure gear, this should force a very
interesting and unprepared dragon fight. Just to ensure that the players survive (we did say Happy
Ending) Gnawt and Happi can join in the fight and protect their beloved players.
The mud dragon should get away, which will give the players a chance to meet him again. The
best villains always hang around and creep up on you, like old underwear. Also, he is an intelligent
creature and can guess that a stadium full of Brattleball fans on broken glass bottle night will eventually
take him down. Moauf will only hang around because he is trying to pick up his heavy bags and fly
away. Once it is obvious that he cannot take the bags, he will flee, possibly cursing the player characters
and vowing revenge.
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With the pitch damaged, the town may have to figure out a new system to determine how to
share the town treasury. While Fenny will have to shut down his Brattleball gambling, with no field to
hold games. If the players have compiled enough evidence (possibly from Gnawt or Happi) they should
simply notify the current guards of his illegal operations. And with the Harmony Stone missing, the
players should have an easy lead in to the next adventure. Not to mention that if the mud dragon gets
away, the PCs now have a crafty villain to meet again. Then pat your players on the head, give them a
drink of water, and send them off to bed.
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Characters
NPCs
Moauf/Vinsant, Dwarven BrattleBall
Promoter/Dragon - A few weeks before the party
arrived in town, the body of famous promoter Moauf
was found near the river by the wandering Mud
Dragon Vinsant. Vinsant had been pushed out of his
home and had nowhere to go; so using a bit of magic
he took over Moaufs life. It was not long before he
discovered a treasure that could be his with a little
patience. Any person near Moauf will notice his
odorous breath; even from a distance of 20 feet (4 map spaces) the odor is terrible (like wet garbage on
a hot day). Moauf is oblivious to his halitosis, and will seem perplexed if offered a mint leaf to chew on.
Unfortunately, the team all his plans hinged on were unable to play (possibly because of Fenny and his
goons), enter the suckers (I mean the party).
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Gnawt & Happi, Ogre Monk/Philosopher/Bodyguards Gnawt and Happi follow Fenny around for the majority of
the adventure. They should possess all the abilities of an
Ogre as it is written in the game rules (depending on the
rules you are using), with the exception of their intelligence.
These brothers were found on the doorstep of the Turbist
Abbey and raised alongside the monks. The Turbist Monks
taught the young ogres secrets of self-defense known only to the Turbist order. They also became
students of deeper philosophy, and are even well trained in very effective medical treatments. After
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finishing their twelve book series, Our Purpose: A Guide to Life, they become enthralled with
Brattleball and the players. They accepted the job of bodyguards from Fenny in order to get close to
some of their favorite players, to get a moment (or at least an autograph). If they get close to the
players (presuming they are on a team) for any length of time they will try and sneak a lock of hair, a
piece of uniform, or simply steal their shoes.
Jersan, Elven Merchant - Jersan has conspired with Moauf to steal the treasury of the town and cause
frustrations with the players. He does not realize that Moauf is a dragon, and fully expects to get his
share of the haul. Jersan suspects that Moauf may betray him, and will have a hidden weapon during
the robbery.
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Creatures
Mud Dragon
These dragons are roughly equivalent to black dragons, though they are much smaller and favor swampy
areas or rivers to live in. With a sleek body and a snouted, cat like face, these long lived creatures are
one of the few dragons without a damaging breath attack.
Their breath is a noxious cloud, save vs. breath weapon to avoid character regurgitation. This stinking
sulfurous smell is always present, even when polymorphed; as such their breath is unmistakable.
Armor Class: 3
Hit Dice: 5
Move: 70 (210 flying; 30 burrowing)
Attacks: claw/claw/bite
Damage: 1-4/1-4/2-12
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Brattlehog
These burrowing rodent-like creatures have
flourished all over Brattle Valley, with no
natural predator to keep its population down.
Presumably, whatever predator that hunted
them in the past must have been fierce in order
for such a small creature to develop such a near
impervious defense.
Armor Class : 7 (2)*
Hit Dice: 1d+2
Move: 50 (10 burrowing)
Attacks: claw/claw/bite
Damage: 1-3/1-3/2-8
No. Appearing: 1-6
Save As: Fighter: 1
Morale 3
Treasure Type: Nil
Alignment: Neutral
XP Value: 15
* Brattlehogs have developed a special defense that gives them a strong outer shell and the ability to
curl up into a spherical ball. While in ball form they are treated as Armor Class 0 and are very resistant
to attack. Also, their outer shell is rubbery to the touch, making it easy to pick up and even bounce off
of objects. These creatures are believed by some of the locals to have been placed in this area by higher
forces in order to bring peace, though a small group feels that the animals are being treated cruelly, and
seek to rid the town of the horrid game of Brattleball.
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As to if the Harmony Stone has powers or not, we leave this up the DM. If the artifact really
does work, it would explain why Brattleburg was able to even function. Without the stone, arguments
will begin to increase, leading to riots, and general violence that the city has not seen in ages. This could
then lead to a follow up quest to either retrieve the stone from the elves, or find another artifact with
the same abilities. For a twist-twist, the DM could reveal that while everyone thinks the stone united
the town, it was actually just a placebo, but the town sends the party after elves anyway. The important
thing is to have fun with the story, and feel free to use any of the natural openings for follow up
adventures.
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Details
First Rule of Brattleball, Never Talk About Brattleball!
What are the basic rules of Brattleball?
Playing field (Pitch)
The pitch is a perfect equal square spanning 15 meters in a perfect diamond, with H-shaped goals in
each corner to be defended by one of each of the respective teams. The pitch is divided into four
quadrants, centered on each goal.
Duration
The game should last for no more than sixty minutes, divided into four 15 minute quarters, each divided
by 2 minute breaks.
Teams
The teams are made of up six players, including one goalkeeper, one quadrant guard (or, quad-guard),
two wings, one forward, and one team captain (usually referred to as the point forward or the stick
forward).
Positions
The goal keepers only job is to defend the goal, using any body part or an official Brattleball catching
mitt or sling-stick. The quad-guard helps the goalkeeper, but must stay in his home quadrant and is not
allowed to use a mitt or sling-stick. The two wings may move into either two quadrants of the pitch
adjacent to the home quad, and are also not allowed to use sling-sticks or mitts. The forward is allowed
to use a mitt, is often the receiver of the ball during play, and is allowed to play in all four quads. The
stick forward is allowed to use a sling-stick in play and allowed to move through any quadrant on the
pitch.
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Legal Equipment
Player Gear
Player gear is inspected and checked for any magical
enchantments before a game. Each player is allowed to
wear regulation uniforms with any straw sewn (or
stuffed) into the cloth that will fit and still all the player
normal movement. Only the team captain, the forward,
and the goalkeeper may use any equipment for handling
the ball (other than the Referee) on the pitch.
The Brattleball
The official ball in play is a Brattlehog painted with a
green, blue, and white coloring to distinguish it from any other Brattlehog that might wander onto the
pitch (see Brattlebowl of 644 B.G.). Three Brattleballs will be in play at any one time during game play.
Fouls
Technical Fouls (result in stopping the play and sending players back to starting positions)
Failing to release the ball within the four-step limit or holding the ball for an unacceptable amount of
time, will result in the ball attacking the player.
Leaving a players assigned quadrant.
Throwing the ball into the crowd or leaving the pitch with the ball (voluntarily or otherwise).
Aggressive Fouls (yellow cloth, warning; red cloth, player removed without substitute)
Three yellow cloths on one player will result in an instant red cloth on the player and they will be
removed. Three Red flags on a team and the team instantly is disqualified from the game, however the
remaining players may continue to play.
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Sudden Death
Should a tie occur, the tied teams will select one representative player to go into a 3x3 meter (10x10
foot) box arena. Each representative will have one small goal cut into the wall, large enough to accept a
Brattleball. Each successful shot counts as one point for the team. The arena is then filled with eleven
Brattleballs, and the game continues until all balls are gone or one player is left standing. The team with
the most points at the end is declared the winner.
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Start of Play
The captains for each team will meet in the center of the pitch, each standing inside their own section.
All players will begin within their designated quadrant before the balls are hurled onto the pitch. All
three Brattleballs will be launched via small catapults aimed directly at the center of the pitch. All
captains will use their sling-sticks to knock one or all of the balls into a desired direction. Once play has
begun, all players can move to respective positions.
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Throwing
The distance a ball can be thrown is equal to the players strength stat added with the dexterity
bonus. So if a player has a strength of 9 and a dexterity bonus of +1, the maximum range they can
throw accurately is 10 spaces (or 50 feet). For an alternate rule, you could extend the range by taking a
penalty of the spaces thrown over the maximum as a negative to the throwing check. So, in our
example of the player with a max thrown distance of 10 spaces, to hit a player at 12 spaces, they would
have a -2 to their pass to make it accurately to the player.
Walking, Running, and Jumping in Place!
Characters will use the stat bonuses to determine which effects a player may excel at in
Brattleball. At the beginning of the game each team should roll initiative, based on the team captains
initiative roll. Characters within a team can determine an acceptable initiative order for each turn. All
characters can move up to six spaces (30 ft. on the map), which can be modified by the character
dexterity adjustment.
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Tackling
Attacking another character (by the non-combat rules of Brattleball) a character will roll a 1d6
(adding strength adjustment) against an adjacent combatant. The player attacked will roll a 1d6 (adding
endurance adjustment) to resist the attack. The player with the higher number knock the opposing
player over, a character that has been knocked down will have to stay down until all characters finish
moving and again the following turn.
Ball Handling
Any player that has the ball will have to bounce, kick, or throw the ball for every space they
move. Every time the ball is bounced a roll of 1d6 (3 or less drops the ball ball) determines if the
character handles or loses the ball. Characters with a wisdom adjustment can be added or subtracted
from ball handling. If the ball is thrown, a similar 1d6 roll (3 or less will miss the target) will tell if the
character connected with the target. Intelligence adjustments are added, or subtracted, from the
thrown ball roll.
To retrieve a ball, in the same turn it was dropped, a character needs to only move into the square the
ball is in to pick it up. If the ball drops and no one picks it up for a complete turn, a character will have
to make an attack against the now active Brattlehog. A free Brattlehog will start moving away from any
players at six map squares a turn. The stone floor prohibits the animal from burrowing.
Interceptions
Any time the ball is thrown or kicked and passes through opposing players (who have not had
an action in the current turn) map square, that player may attempt to intercept by rolling a 1d6 (plus
wisdom adjustment) versus the throwing players throw number. The highest roll will succeed and the
new player will have the ball or it will continue on its path. Word of warning: The player that
intercepted the ball has completed an action and may not move until the next turn; however they may
hand off the ball freely to neighboring teammates.
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The one god, the sun god, RA! RA! RA! (Or, Fans and pumping up the crowd.)
Another action available is to players is to try and rally the crowd. At any point on your teams
turn, a player may spend their action yelling to the crowd for support by rolling 1d6 and adding the
characters charisma modifier. If the roll is 4 or better, the crowd rallies in support, and the team may
roll on the Rally Table for a special effect or event. If the roll is 3 or less the crowd acts aggressively and
the team is compelled to roll on the Riot Table.
1D8
Flower Shower - Crowd Throws Flowers blind opponents (+1 tackle roll for team)
Getting the Finger - Crowd points the way to the nearest goal (+1 throw/kick for team)
Lost their Marbles - Crowd throws handful of smooth pebble on pitch (randomly select team and
player affected, that player instantly falls down as tackled)
The Wave - Crowd begins standing wave distracting teams (+1 interception rolls)
Painted Plump Partisans - Large Fans in the crowd start screaming their support, you feel the love
(team suffers no ball handling rolls this turn)
Streaker - Naked fan rushes the pitch, confuses all other teams. (team gets an extra turn)
Beach ball Switcheroo - Crowd batting around an inflated pig bladder, knock it onto the pitch.
(Opposing team ball carrier drops brattleball in last known position and now holds an inflated pig
bladder.)
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1D8
Riot Table
NOT SO QUIET RIOT! - An angry crowd rushes the pitch. (all players save vs. death or lose half total hit points and
gain a permanent scar) Game ends.
Boot to the Head! - Crowd throws boot at random teammate (random player suffers tackle effect)
All out of Bubblegum! - Crowd bombards team with used chewing gum. (team at -2 movement and unable to
release ball for one turn)
Snooze You Lose - Fans are so bored with your performance they take a nap. (team loses their next turn)
Sugar Rush! - After slamming gallons of sugar drinks all game, fans scream for ball handler to shoot, NOW!
(closest ball holder kicks ball through your goal, if it is your own ball handler you still lose a point)
FANATICS! - Your fans start blaring horns and making so much noise that your team is distracted. (opposing
teams get +1 to all rolls against your team for one turn)
Orcs Gone Wild - Female Orc fans sensually distract your goalkeeper. YUCK! (goalkeeper distracted, may not
stop ball for one turn)
That not a Knife, this is a Knife! - Insane fan throws knife to a player and they are immediately given a red cloth.
(random player on team is removed from the game)
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