A Get Ready, Get Set, Go! Classic D+D adventure set around a walled town
A giant wild boar has moved into the area, and a cult has developed around it.
The adventurers are moving on toward the big city. On the way they stop at a small walled town. The local farmers are being harassed by a giant boar that is destroying the crops, and will cause severe shortages come harvest time.
There are actually 2 boars, and the cult is headed by the town magistrate. He has a Nilbog Idol that has summoned the boars, and wants to sacrifice the adventurers to the boars in order to gain more power from the idol. If the cult is dealt with, the boars will leave the area without any prompting. If the boars are killed or driven away, but the cult remains, more will be summoned!
Magistrate Jenkins (C4, AC4, HD3, HP16, Attack: Mace (1d8+1) Spells: Heat Metal, Protection from Arrows, Morale 10)
Cultists (AC 7, 1HD, Attack: Spiked Clubs (1d6+1), Morale 11)
Giant Wild Boar; No. Encountered: 2, Alignment: Neutral, Armor Class: 5, Hit Dice: 5d8, Hit Points: 30, Attacks: tusk (2d4+2), Save: F4, morale: 9.
This is the third of 25 adventures roughly designed for levels 1-25 that I will be sharing over the month of April. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.