Missing Children And The Laughing Closet
Lately in the city, children have gone missing at night. All that was heard was the child's laughter coming from the closet. When they open the door nothing was there.
Plot points/Scenes
Meeting Mr. Scotty Long
Mr. Scotty Long is a rich man that will do all to protect his family.
Time in the House Guarding Tommy Long
They are taken to a Two-story house. Mr. Long will induction them to Tommy. He is 6 years of age with the same black hair and green eyes as his father.
Monster in the Closet A rift in space where the monsters live. you must find Tommy and save the other children.
Monster in the Closet A rift in space where the monsters live. you must find Tommy and save the other children.
Themes
This is a mod for 8 years and older, for them to have fun and learn to role-play. It is to be fun and silly and maybe a little bit scary. It bases on the pathfinder system but any d20 system will work. I tried to keep it vague as possible so it is put in any setting or word.
Components
Hooks
You arrive in a large thriving city full of people going about their daily lives. Monsters usually do not enter this town, but it appears that one has entered and loves Children. For over a month children from all walks of life, from the rich merchants to the poor beggars, have gone missing from their beds. With no sign as to where they went.
So a tall well-dressed human with black hair and green eyes. Will approach the Adventurers and ask them for their help.
"Good afternoon. May I interest you in a job, I will pay you very well for your time. My Name is Scotty Long"
He wants the players to watch his son, Tommy, for seven days. Each player will receive 50 GP each, plus room and board for the week. If the players wish for more, Mr. Long can be persuaded to give up to 75GP each. Check (Diplomacy 14, or Intimidate 16). Mr. Long does not trust the local guards due to the number of children going missing. He is requesting the player's help because he must urgently travel out of town to his mines. Mr. Long is of high status in the town and speaks very proper, but you can hear the desperation in his voice when talking about his worry for his only son, Tommy.
So a tall well-dressed human with black hair and green eyes. Will approach the Adventurers and ask them for their help.
"Good afternoon. May I interest you in a job, I will pay you very well for your time. My Name is Scotty Long"
He wants the players to watch his son, Tommy, for seven days. Each player will receive 50 GP each, plus room and board for the week. If the players wish for more, Mr. Long can be persuaded to give up to 75GP each. Check (Diplomacy 14, or Intimidate 16). Mr. Long does not trust the local guards due to the number of children going missing. He is requesting the player's help because he must urgently travel out of town to his mines. Mr. Long is of high status in the town and speaks very proper, but you can hear the desperation in his voice when talking about his worry for his only son, Tommy.
Stakes
Children are going missing every night. If the players don't intervene this child will likely go missing as well.
Backdrops
Encounters
Meeting Tommy
Mr. Long guides them to a modest two-story wooden house. The house is well maintained and well-lived in. Upon entering the room Mr. Long calls out that he is home. An excited young boy that looks at the spitting image of his father comes running down the stairs to see his father. The young boy is Tommy and is only 6 years old. He is very excited to meet the adventures. Tommy will go up to the Adventurers and will go right into asking several questions.
DM Note: you can ask as many or as few questions as you think the group would like, as Mr. Long will not step in until the boy is distracted.
When they enter the clearing. They see 5 little blue water-like spheres that start moving straight toward them. Roll Nature, Planes, or Arcane Check of 13. They find out Boodrops is a water spirit. That is very aggressive and territorial. If they get 16 let them know how they have a resistance to cold and water and are weak to lightning. Also if they shout and play Peekaboo, the Boodrops will play along and slows down. When the Players try to leave the area. They will be attacked by the Wibbly-Wobbly. These ones are more aggressive than the ones that the characters may know. Most Wibbly Wobblies are silly and passive.
N S Slime, Gummy
To find out what is the dog make a Make Nature, Planes, or Arcane check of 12.
The dog is known as, Silly Willy. They are known to walk in a silly manner as it doesn't like to walk in straight lines. It loves to play with kids and will try to protect them from monsters that go bump in the night.
A heal check of 10 or any cure spell will get the Sill Willy up and move around with happy energy/ It will run around the group and eventually warp around the one that healed it and give a lot kiss.
The Silly Willy will then try to get the group to follow it. Trying to show them the way to the lost kids. They go over a hill and see a bridge over a deep river. At the bridge, you see a small old man with green skin with a pointed ear. He is sitting on his staff perfectly balanced. As you get closer you see his grey hair and pointed tusks coming from beside his nose. He appears the be a small troll. He said "Good Evening", but the sun is high in the sky and looks to be mid-day. "My name is Timpop", he says. " And if you want to cross the bridge you must answer these questions 3." Note when answering the question Timpop will ask for them to repeat themselves if they answer too quietly or not confidently. What is your Quest? when the group says to save the kid. The Silly Willy will answer the question with its own bark. What is your favorite color? Doesn't matter the answer given. The Silly Willy will again answer with a bark as well. If any player asks what silly willy is doing or make comment about it. Timpop will answer that Silly Willy is answering the question too. If they ask what the answer it gave. The answer it gave was that it likes all colors. What is the funniest sound you can make and please make the sound? before the players can answer Silly Willy will fart. Any sound the group makes. Timpop takes this as a satisfactory answer and gets a good laugh. Then he will let the party cross the bridge If the Party chooses to attack him they will never be able to hit him he just moves out the way by moving all around his staff in weird and funny ways. If they try to make it past him they hit the force field. Timpop will say with a smirk "Like others have not tried that before"
They will cross the bridge with no problem. It is over a large cavern. On the other side is a vast forest. The Silly Willy will guide them through the forests. After a little while, they will start to hear an oinking sound from up ahead. In a clearing, they see beautiful sparkling blue and purple plants. There are several large puddles in the clearing but there are no pigs but they still hear a lot of oink sounds. After looking around, they will notice air coming out of the plant and making the oink sounds. They have never seen this type of plant before.
When they enter the forest you see 5 little blue-like spheres start moving to tower them. Roll any knowledge that has something to do with Knowledge Nature, Planes, or Arcane check of 13 they find Boodrop a water spirit very aggressive and territorial. If they get 16 let them know how they resent cold and water and are weak to lighting. Also if they shout and play Peekaboo, the Boodrops will play along and slows down.
Elmental, Water
After defeating the Boodrops you travel to the other side of the clearing. You see off in the distance over a hill, a small house. The house is covered with splatters of all types of colors. As you get closer you hear the laughter of children. When looking into the windows you will see children tied to a seat with Silly Willy tickling them. If the party chooses to sneak in. It is not a problem because the Silly Willy won't pay attention to them. Unless they attack them. when they do get into the building it is one big room with several kids being held and tickled. The kids all tell them to stop it hurts. In the center is a big pink blob with lots of hands-on its body and on its head are fingers for hair.
Tickle Monster home has a front door and two windows. On the backside, there are loose pieces of wood that can pull off. With an str check of 13. The layout shows where the Tickel monster is as well as Tommy and the wibbly tickle other kids. Know the tickle monster does move around after they see him Make a knowledge check of Knowledge Nature, Planes, or Arcane of 14 to find out it is a Tickle Moster, and it gets more power from laughter. They see Tommy next to him in a chair being tickled with tears coming from his eyes.
If they attack any of the Wibbly-Wobblies; the tickle monster and the Wibbly-Wobbly they attack will fight the party. Please note that the Wibbly-Wobblies that are left alone will be passive and not join the fight unless provoked. If they attack the Tickle monster directly then the passive Wibbly Wobblies will stay out of the fight.
N M Slime, Gummy
Once the Tickle Monster is defeated all passive Wibbly-Wobblies will leave. It seems like the Tickle Monster was the mastermind and was controlling them.
When the hero frees all the kids The Silly-Willy makes a Howling noise and right in front of them, the portal opens. After everyone goes into the portal, the heroes and Tommy is back into Tommy's closet. No sign of the other kids. You hear the front door open and it is Mr. Long. He is happy to see nothing has happened and he heard a rumor going around town that all the missing kids are back. It was weird what felt like a few hours it had been a couple of days. but you get your gold and thanks from both the father and son. Now off to the next adventure.
DM Note: you can ask as many or as few questions as you think the group would like, as Mr. Long will not step in until the boy is distracted.
- If they are of a different race then humans ask some simple questions about their ear, beard, or height
- Ask what their favorite weapon is?
- Have they seen a dragon?
- Do you know the sound a monkey makes? if the player doesn't make the sound Tommy does loud
- What is your favorite animal? mine is a dog.
- • What has two horns and can't be stopped? ... Me of course! as he put his finger up and charges ahead to headbutt one of the players.
When they enter the clearing. They see 5 little blue water-like spheres that start moving straight toward them. Roll Nature, Planes, or Arcane Check of 13. They find out Boodrops is a water spirit. That is very aggressive and territorial. If they get 16 let them know how they have a resistance to cold and water and are weak to lightning. Also if they shout and play Peekaboo, the Boodrops will play along and slows down. When the Players try to leave the area. They will be attacked by the Wibbly-Wobbly. These ones are more aggressive than the ones that the characters may know. Most Wibbly Wobblies are silly and passive.
wibbly wobblyCR Lv1
N S Slime, Gummy
Initiative: +2
Senses: +4
Senses: +4
Defense
AC: Ac14 Flatfoot 11 Touch 13
HP:
6
Fortitude: +3 Reflex: +5 Will: +0
Offense
Melee: Tickle Attack +3 1d2+2 A Whip attack and start to tickle really hard
Statistics
Str 14 Dex 16 Con 12 Int 10 Wis 10 Char10
Ecology
Environment: In different Plain then are own. No one is quite sure what planes of existence it is from.
Physical Description
Description
The dog is known as, Silly Willy. They are known to walk in a silly manner as it doesn't like to walk in straight lines. It loves to play with kids and will try to protect them from monsters that go bump in the night.
A heal check of 10 or any cure spell will get the Sill Willy up and move around with happy energy/ It will run around the group and eventually warp around the one that healed it and give a lot kiss.
The Silly Willy will then try to get the group to follow it. Trying to show them the way to the lost kids. They go over a hill and see a bridge over a deep river. At the bridge, you see a small old man with green skin with a pointed ear. He is sitting on his staff perfectly balanced. As you get closer you see his grey hair and pointed tusks coming from beside his nose. He appears the be a small troll. He said "Good Evening", but the sun is high in the sky and looks to be mid-day. "My name is Timpop", he says. " And if you want to cross the bridge you must answer these questions 3." Note when answering the question Timpop will ask for them to repeat themselves if they answer too quietly or not confidently. What is your Quest? when the group says to save the kid. The Silly Willy will answer the question with its own bark. What is your favorite color? Doesn't matter the answer given. The Silly Willy will again answer with a bark as well. If any player asks what silly willy is doing or make comment about it. Timpop will answer that Silly Willy is answering the question too. If they ask what the answer it gave. The answer it gave was that it likes all colors. What is the funniest sound you can make and please make the sound? before the players can answer Silly Willy will fart. Any sound the group makes. Timpop takes this as a satisfactory answer and gets a good laugh. Then he will let the party cross the bridge If the Party chooses to attack him they will never be able to hit him he just moves out the way by moving all around his staff in weird and funny ways. If they try to make it past him they hit the force field. Timpop will say with a smirk "Like others have not tried that before"
They will cross the bridge with no problem. It is over a large cavern. On the other side is a vast forest. The Silly Willy will guide them through the forests. After a little while, they will start to hear an oinking sound from up ahead. In a clearing, they see beautiful sparkling blue and purple plants. There are several large puddles in the clearing but there are no pigs but they still hear a lot of oink sounds. After looking around, they will notice air coming out of the plant and making the oink sounds. They have never seen this type of plant before.
When they enter the forest you see 5 little blue-like spheres start moving to tower them. Roll any knowledge that has something to do with Knowledge Nature, Planes, or Arcane check of 13 they find Boodrop a water spirit very aggressive and territorial. If they get 16 let them know how they resent cold and water and are weak to lighting. Also if they shout and play Peekaboo, the Boodrops will play along and slows down.
Boo DropsCR CR1
Elmental, Water
Defense
AC: Ac 13 Flatfoot 12 Touch 11
HP:
5
Fortitude: +3 Reflex: +3 Will: +2
Defensive Abilities: Water/Cold take half damage
Weaknesses: Lighting
Weaknesses: Lighting
Offense
Speed: 40ft
Melee: Boo Punch a specter punch +3 to hit dose 1d2+1
Ranged: Tear Dopps They shoot little water spear at the target +3 to hit dealing 1d4 damage
Spell-like Abilities: It gets scared when some dose peekaboo to it losing it move action
Statistics
Str 12 Dex 15 Con 14 Int 10 Wis 12 Char12
Ecology
Environment: Unknown they show up in a couple of realm.
Physical Description
Description
Tickle Monster home has a front door and two windows. On the backside, there are loose pieces of wood that can pull off. With an str check of 13. The layout shows where the Tickel monster is as well as Tommy and the wibbly tickle other kids. Know the tickle monster does move around after they see him Make a knowledge check of Knowledge Nature, Planes, or Arcane of 14 to find out it is a Tickle Moster, and it gets more power from laughter. They see Tommy next to him in a chair being tickled with tears coming from his eyes.
If they attack any of the Wibbly-Wobblies; the tickle monster and the Wibbly-Wobbly they attack will fight the party. Please note that the Wibbly-Wobblies that are left alone will be passive and not join the fight unless provoked. If they attack the Tickle monster directly then the passive Wibbly Wobblies will stay out of the fight.
Tickle MonsterCR Cr2
N M Slime, Gummy
Initiative: +2
Senses: +6 to Perception
Senses: +6 to Perception
Defense
AC: Ac15 Flatfoot 12 Touch 13
HP:
14
Fortitude: +4 Reflex: +6 Will: +1
Aura: Silly Aura 30 radius will 14 fail -1 to all action for the next one 1d4 rounds for laughing
Offense
Melee: Tickle Attackx2 +4 1d4+2 A Whip attack and start to tickle really hard
It does like to grapple and then tickle its opponent.
Statistics
Str 14 Dex 16 Con 14 Int 10 Wis 10 Char12
Ecology
Environment: In different Plain then are own. No one is quite sure what planes of existence it is from.
Physical Description
Description
The lore, geography, and original inhabitants of this world are the 100% original creation of of Valcin/Marc Zipper.
This project utilizes the Pathfinder Roleplaying Game system by Paizo Inc. for mechanical balance. Content includes a mix of official Pathfinder materials (such as spells and bestiary entries) and original homebrew content (monsters, items, and mechanics) designed by the author using the Pathfinder framework.
Portions of this content are used under Paizo's Community Use Policy and the Open Game License.
Cover image:
by
Valcin (Marc Zipper)
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This was fun to read
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