Something Stinks In Stilton

General Notes

  • I’ve put monster, hazard, and magic conversions into the location where they appear in the adventure.

Locations

Bandits!

4 normal bandits

  • 4 HP, 1 Armor, 11 STR, 14 DEX, 12 WIL, short sword (d8) leather armor

Large bandit

  • 7 HP, 1 Armor, 15 STR, 9 DEX, 8 WIL, fists (d6)

The Bell Inn

Effects of consuming the Cheese (may occur in other areas as well)

  • Make a STR save or roll a d6 on the chart on pp 27-28 of the adventure. On a 6 the character’s STR raises by 2 and their WIL drops by 2.

James Thornhill

  • 7 HP, 1 Armor, 15 STR, 9 DEX, 8 WIL, fists (d6) wears the Cowbell

The Cowbell

  • Any PC wearing the cowbell is affected per the notes on p 29 of the adventure. If they try to remove it, they must make a WIL save or be affected per the table on p 29.

The Office

Effects of consuming the Milk (may occur in other areas as well)

  • STR raises by 5 and WIL drops by 5 for 1d6 hours, make an STR save or the effects are permanent.

1) Entering the Basement

Cowbell alarm

  • Make a DEX save or set off the alarm

3) The Hallway

Scroll of Create Cow Beast

  • Create Cow Beast: Turns the target into a cow-beast abomination

4) The Cow Pens

Cow-people

  • 7 HP, 1 Armor, 15 STR, 9 DEX, 8 WIL, hooves/hands (d4) Heals 1d4 STR every 5 turns

6) The Library

Cow Rats

  • 1 HP, 4 STR, 9 DEX, 8 WIL, bite (d4)

8) The Arch

Effects of the Arch

  • Magic Dampener will temporarily dispel the effect of the arch, but the victim must make a WIL save every turn or revert to its cow form.

Effect Destroying of the Arch

  • Anyone present must make a WIL save or die. Succeeding on the save leaves them at 1 WIL until they recover.

9) The Beast

Daisy the Beast-Cow

  • 9 HP, 2 Armor, 17 STR, 9 DEX, 8 WIL, fists (d8+d8) Heals 1d4 STR every 5 turns If the characters eat any meat from Daisy, make a STR save or have visions of her life for the next 2d6 weeks.