tisdag 2 oktober 2018

1d10 bridges

Another set of hidden kingdom-style encounters.

BRIDGES
The path you travel gradually widens to a road, overgrown with weed and rarely used but paved with the rectangular stones of a distant empire. Still, the old bridge surprises you - so stark is the contrast between this landmark and the surrounding wilderness it defiantly rises over. Built by unknown masters it appears at first to have withstood time's wear remarkably well. But as you look closer, an ominous feeling grips you.

https://www.reddit.com/r/pics/comments/uy8on/just_a_thousand_year_old_bridge/


If the tower is approached, roll 1d10:

1. The ground has sunk or the river risen, for this low stone bridge is currently two feet below the slow, clear water. In the surrounding reed lives an ancient pike of astonishing proportions. The pike (HD 3, dmg 1d6) lunges out of the water to snatch and drown its prey. Its belly is full of half-digested equipment, including a golden ring of growth (+1 CON, bearer must save or begin to grow).

2. Fallen trees and other debris has piled up against this sturdy bridge, turning it into a dam of sorts. The overflowing water forms a roaring cascade that makes passage perilous.

3. Hundreds of crows have gathered on this bridge, forming a heaving mass of deafening noise and black feathers. Like the lazy pidgeons of a city, they move only reluctantly for passers by.

4. On the far side of this bridge, a knight sits atop his horse still as if sleeping. As soon as anyone sets foot on the bridge he stirs, lowering his lance to charge.

Enchanted Knight: HD 4, Lance (dmg 1d10), Shield (+3) and Sword (dmg 1d8).

5. Scattered across this bridge are the planks, tarps and ropes of a broken cart. Throning on this debris, a golden chalice gleams - curiously clean and standing proudly on its foot.
Hidden under the debris is a great snare, set by a bloated troll that lives under the bridge and used for pulling anyone approaching the chalice into the river below to be suffocated and eaten.

Fishing Troll: Large, HD 2, fillet knife (dmg 1d6, bleeding +1). The fishing troll rerolls HP each round.

6. A section of this bridge is missing, but it appears someone is working on its repair for tools and sawdust litter the bridge and a system of ropes and pulleys secures a gangway hanging suspended over the hole. The gangway is damp and worn and easily rocked, but the sturdy wood supports the weight of a horse.
Four outlaws (HD 1) hide nearby, ready to cut the rope that suspend the gangway and plunder the corpses. At the bottom of the river is 1d10 gold crowns that the outlaws have failed to salvage.

7. At each head of this long bridge is a tower, where a black portcullis blocks passage. An intricate construction allows the them to be lifted one at a time, but only from the opposite bridgehead.
In the far tower rests a raid of harpies, anxious to not let anyone near their plunder. In 1d6 days, they will be gone.

Homebound Harpies: HD 2, flying.

8. A crone has set up shop on this bridge, selling salves and potions and remedies for broken hearts. She is friendly and knowledgeable, but acceppts only the barrowmen's coins.

9. Time has withered down this bridge to the point where it is little more than a moss-covered arc over the busy brook far below. Three ropes dangle from its crest, old but with nooses still intact.

Downstream, the remains of three women can be found along with a silver amulet of the Old Faith (+1 WIS, wear the skin of an animal to learn its tongue). A skinless beast (HD 3) will begin hunting the bearer in 1d6 nights unless the remains are properly buried. However, with a christian burial the amulet's magic wanes after one use.

10. In the middle of the bridge is an enormous ogre, clad in iron and maille it reclines on a heap of plunder and appears to be napping. A large dog rests by its side. Tethered to a large iron pot and a split-open heaume, it produces a terrible noise that will wake the giant if it moves.

Hrud, the half-giant: Giant, HD 6, AC +8 (wrought iron), stone sword (dmg 1d14).
Millud, the hound: HD2, AC +2 (fur), dmg 1d6.

Inga kommentarer:

Skicka en kommentar