måndag 25 mars 2019

The Sunken Towers

Deep in the wilderness are three towers, slowly sinking into the bog. Once, this was the site of a great battle, for the dark waters are full with mummified soldiers of a bygone age and their treasure gleams below the surface like hidden suns. Three witches live here - sisters in souls, one in each tower - feeding on children lured into the bog. Such gruesome deed can only be countered by another, and now you have come here to end them.

This is a fairly intricate encounter that relies on the exact positioning of terrain features in setup. The characters start on dry land in low-right corner and they have to wade through the marsh to kill the witches. The water quickly becomes deeper: one square away from dry land, it reaches the characters to the waist, two squares away it reaches to the neck, three squares away the character must roll STR to swim or sink. If they proceed with caution, poke with a stick or similar, they can measure the depth of an adjacent square without stepping on it.

Because it is always waist-deep one square away and neck-deep two squares away from dry land, you don't have to consult the map once setup is done. You just have to count distance to closest land. in this sense, everything is out in the open - only the logic is not. The players will figure it out themselves, eventually, and once they do they will be able to anticipate which water squares are safe and which are not. To enable this, it is important that the characters move one step at a time, at least in the beginning, and that you emphasize the gradient: land - waist - neck - too deep.

Once not on dry land, movement is halved. You should be open with this, because it established from the start that it is important exactly which square a PC enters. The added split-second needed to calculate (1, 2, 3-4...) should also provide you with a small window to describe how the water becomes deeper, shallower, or remains the same depth.

The treasures should be marked on the board from the beginning: they are lures to draw characters into the water.

The bog-men should appear at randomly determined location. There are 20 islands (not counting the starting corner) so you can roll a d20 if you want.

The sunken towers

Target = 10+armour (or: target 10, subtract armour from rolls)
x= deep; roll str to swim or 1d4 fatigue
■ = submerged door
□ = door above surface
/// =  land, actions are EASY. 1 square away water to waist/movement is halved, 2 squares away water to neck/movement is halved, actions are HARD
ø = treasure
o = Bog witch, 3hp, fights as 3HD, Life drain (1d8 magic damage + save or dying, if attack deals at least 1 point of damage, the other witches gain 1 hp - resurrecting them if dead)

12 bogmen live in the murky waters, 1d4 appear each time a character steps into the water. 3HD, chain+helm (6 armour), Cursed curveblade (1d10, magic damage, breaks on a 1)

Timer: each 1d4 rounds, all PCs not on dry land must save/STR or are pulled 1 square towards deeper water. Characters already in deep water suffer 1d4 damage (no save) and must roll again to swim .

Treasures:

1. 1d6 gold
2. Mirror shield: +3 defense against magic attacks only.
3. Bronze curveblade (see above)
4. Bog head
5. Ambushed by bogman
6. Bronze helm: 1 armour, +2 against magic. Breaks after 1 day unless kept wet.

fredag 22 mars 2019

Garden of Statues

Garden of statues
Target: 13
X = Giant Cockatrice, 6HD, Talons (1d6+Pierce) or Beak (1d8+Rend: reduce by -1), Tail (1d6+Knockdown, TR2, only against targets behind), Clumsy flight (MV 9, all adjacent characters must save/CON or be knocked down, missing opportunity attacks, can only be used every other round). Huge, +2d8. Baleful stare: All characters in Line of Sight must save/CON. 1st miss: movement halved, attacks are HARD, 2nd miss: Paralysed, no actions, 3rd miss: Stone, Dying.

o = statue
Ø = large statue
E = Egg
TT = slope, shallow

Things to find (1d6):
1. Healing elixir, 1d6 hp for 1d6 rounds.
2. 1d6 gold.
3. Ossified spear, exceptionally heavy, durable: 3 dents to break
4. Statue head, very life-like
5. Ring of Perseverance, When suffering a negative effect, save vs magic/INT. On a hit, the character becomes immune to that effect (referee's discretion) for the coming 1d4 rounds.
6. A Lodestone.

måndag 18 mars 2019

1d10 magic items

1. Soul stone. An amulet containing a fragment of a Giant heart, turned obsidian with time. Legends say that when the Giants died, their powers were not lost but reduced to base elements. (+1d6 HP).

2. Giant-bane Ring. Thin like a leaf and corroded by age, this metal ring is only held together by some inherent magic. Given to the finest knights of the Barrowmen, it is increadibly heavy for its delicate size. (+3 STR for STR requirements only).

3. Fickle Axe. A heavy metal axe of tremendous age; fragile looking, its edge is surprisingly unaffected by time. Easily dented, as long as the axe is not broken, it returns to perfect condition each new day. (damage 1d14, STR 15, Deathblow. Fragile: dents on a 1-2; self-repairing: the dented condition is automatically removed each morning. If broken, it explodes in a large blast of spirit flame dealing 3d6 magic damage, -1 per square distance from the explosion. If anyone within this radius is wielding an axe, the spirits possess their axe instead giving it the same qualities as the original fickle axe).

4. Ghost Monstrance. A filigree box decorated with stylized suns, used to hold spirits of the deceased. Little is known of the superstition of the Barrowmen and its present use is unclear, but a single bead rests inside. (Shake to emit a sharp light: radius as lamp. Break or remove bead and the trapped ghost escapes with a blast: 2d8 magic damage, -1 per square distance from the explosion).

5. Summoning Bell. A bent golden chime, used by the Bogmen to call demons from the endless night. Now the stars are different and its sorcery faded, but its shrill sound still holds power over the unseen. (When rung, immaterial beings materialize for 1d6 rounds. Its sound also draws monsters: roll a wandering monster check).

6. Servitude Chalice. A brass cup, used by the Bogmen to forge unnatural oaths of servitude. Its inside is discoloured from blood and soot. (Blood in the chalice burns like oil in a lamp; as long as this flame burns, the wielder has complete power over the creature from which the blood comes - magic save to resist.)

7. Brittle Bone. A gilded human femur, engraved with glyphs of the Bogmen. The bone is sharpened like a misericorde, but a long fracture suggests is might be prone to break. (As misericorde, but magic damage. If broken, the closest person must save vs magic or become possessed by a warrior spirit: reroll STR with 2d6+6, other stats with 2d6+3, +1 to melee and ranged attack, -1d4+2 SPI, +1D6 HP.)


8. Bog Head. An ancient head wound with golden wire, naturally mummified by the peat bog. Its mouth is slightly open as if whispering, but its tongue is gone. (Allows communication with a dead person for an hour, by placing their tongue in its mouth; if a tongue of another creature is placed there instead, it will translate to and from their language instead. If broken, the closest person must save vs magic or become possessed by a spirit sage: reroll INT with 2d6+6, other stats with 2d6+3, -1d4 SPI, +1D4 HP.)
(for a good bog mummy, check out in places deep)

9. Sacrificial Veil. A rawhide mask, black with age and smelling of stale water. Worn as a ward by a drowned priestess of old, only a fragment of its power remains. (+1 to magic saves. Invisibility to demons when immovable)

10. Thunder Stroke. A tall sword of meteorite iron, forged by dwarves at Ygdrain's command. Used to behead Saint Severend, it gives off a thunderous wail when swung for its complicity in this foul act and tears always run down its edge. (damage 3d6, STR 17. Thundering wail: 1d6 damage/round to all in hearing range, save halves. On a crit, lightning strikes as the blade hits, immediately killing the target and any adjacent enemies. On a fumble, a thunder clap causes milk to sour, women to miscarry and men to die of sadness - save negates).

fredag 8 mars 2019

Sourn Campaign Region

Overview

 


1. Sourn monastery.
2. Sinking village, road continues west. See Remnants of the Witch King # 8.
3. Small tower, where the Merchant Gwawl has made camp.
4. Bog-men, ancient mummies and bronze just below the surface.
5. Abbereigh Blight Keep.
6. Goblin Ambush.
7. Vanished Host. See Remnants of the Witch King # 2.
8. A Tower.
9. Luthria Convent.
10. Glander. Site of one of the Apostate Shrines, built using material of a cyclopean temple.

MERCHANT GWAWL

Traveling merchant Gwawl, clad in bear furs. Sells things scavenged from the battlefields. Tells north road is goblin land, south road leads by the Blight Keep of Abbereigh. Offers a reward for the two rings of yearning from the Castle. If the PCs accept to retrieve them, he provides them with a flask of Four Thieves' Vinegar to protect them from the Blight.

Currently for sale

Black grease (1 gc, 3 doses): A black grease used by monster hunters to prevent small lacerations and some infections. Increase def by +1, if worn on the skin it also increases poison save by +2. Effective for 1 hour.
Buckler (1 gc): A small, circular shield designed to parry and deflect blows.
Terror shield (6 gc): A vast, circular metal shield. Under its fresh coat of bright blue paint, the embossed emblem of the Witch King is still visible. When the shield is used, everyone in front of it must Save vs Magic or attack at a -1 disadvantage (both friend and foe).
Misericorde (5 sp): A narrow dagger, designed to pierce through openings in even the thickest armour.
Short Sword (2 gc): A short blade with a keen edge, ideal for less powerful fighters or those favouring accuracy over force.
Longsword (5 gc): An elegant sword with an engraved pummel, signalling the wealth and status of its previous owner.
Impaling sword (10 gc): A sword of unusual design, inscribed with a heathen prayer. Made for piercing, its thick blade tapers rapidly to a fine point. As short sword, but 1d6 damage. If the weapon deals more than two points of damage, it impales the target. The attacker must immediately roll STR: on a hit, deal another 1d6 damage (no armour) when you pull it out.
Black iron axe (10 gc): A sinister axe of wrought iron from the forges of the Witch King. Immensely heavy, its swing is nigh unstoppable. Dmg 1d14, concussion, TR2, can attack two adjacent targets.

ABBEREIGH BLIGHT KEEP


x = Blight Lord Egfreid, 4HD, Maille+Helm (6), 2 atks, Gt Maul (1d12 + Knockdown), Misericorde (1d6+Pierce).

o = Hound (3), 1HD, MV 8, Bite (1d8 + Close & Disease: EASY Save or 1d4 dmg), Thick fur (2)

A = Slumbering Knight, 2HD, Rusty Maille and Half Helm (3), Gt Shield (1d8), Spear (1d8 + Long). Wakes if PC moves within 3 sq.
Tactics: Use the spear's superior reach to strike first. When engaged, use shield to Overpower/Push back, follow up with spear and retreat to once again use superior reach to strike first.

Q = Black pietà. Dead lady, holding her grown son, likewise dead. Their bodies are discoloured as if washed with ink, and their eyes pitch black. On the fingers of their hands, locked together, are two plain rings. 2D4 Gold, Books.

Rings of Yearning: Two simple rings, drawn to each other across any distance. It is said that those who love can never truly be separated - perhaps this is proof?

TARGET: 13/10 after a successful Poison save.
TIMER: Each 1d4 rounds, a Slumbering Knight wakes.
BLIGHT: Within the keep, all characters suffer 1d4 damage at the beginning of their turn. A successful poison save reduces this to 1 - one save attempt allowed each round until successful (or dead).

A character drinking Four Thieves' Vinegar suffers only 1 damage on a failed save and 0 on a success.

GOBLIN AMBUSH

The path narrows, wedged between a water-logged forest of leafless trees and a moss-covered cliff cowned with tall spruces that block out the sun. PCs arrive in SW corner, their goal to escape through NE corner.

x = Goblin, 1HD, Fights as 4HD, Spears (1d8+Long), Knives (1d6 + Close), Bows (1d8) and Stones (1d12+knockdown, only against targets below). Small (-1d8, does not affect grappling).
On succesful evade, drops Man-Trap (1d6 + Prone, STR to pry open).
Tactics: gang up, grapple and tear, escape with valuables.

o = Man-Trap (1d6 + Prone, STR to pry open), hidden under branches and patches of moss. Mark on map!

T = Fallen tree, can be used as ladder (no penalty) to climb cliff.

A = 1d4 Reinforcements. Arriving each 1d4 rounds.

/// = reeds, waterlogged aspen forest. Half cover, movement is halved.

TTT = moss-covered cliff, HARD to climb

Camp: Almost-extinguished fire, 4 Gold, Gt Helm (3), Spyglass, 2 Man-Traps, Rancid goblin food

TARGET: 10, HARD or EASY as per relative elevation.
TIMER: Each 1d4 rounds, 1d4 additional goblins arrive.



fredag 1 mars 2019

Class abilities

My campaign doesn't use classes in the traditional sense. However, I want to allow for (semi)-magical abilities without giving everyone access to them. Therefore, all starting characters get a class ability: a fraction of what a class might normally entail. To determine the class ability, roll 2 six-sided die and choose one for column and one for row. More powerful, or more interesting, class abilities are placed on doubles to make up for the lack of choice.

So if you roll 1, 3 you can choose between the passive abilities "favoured" or "true aim". If you roll 1, 1, you have no choice but is instead awarded with the more active ability "impress".

Most of the content is reworked from Skerples - especially his Iron Gates setting.

The class matrix is here

onsdag 20 februari 2019

Sourn Monastery Murder Mystery


A solitary monastery of gray stone, known for its fine library. Once supported by a thriving village it now stands alone, for the nearby houses are abandoned and left to the wilderness to reclaim. A grisly murder has occured only days before the PCs arrive. The monks speak of monsters or wildpeople, for who else could it be? Yet, the thick oak door was locked and barred for monsters, and wildmen should be loathe to approach the church even at night. In desperation, their abbot turn to the PCs for aid to find the culprit and permanently rid the region of this malice.

A guess-who scenario.


** VICTIM **
PHILIMUS, the Young - Librarian. Found dead two nights ago by JON in the scriptorium, shortly before vigils. Currently, the body is in the hospice.

If the corpse is examined, its intestines are missing. Further, Philimus holds a lock of black hair from the assailant in his clenched fist.

The library key is missing.

** LOCATIONS **
SCRIPTORIUM - Philimus' body was found in the scriptorium, blocking the only door out. It took JON great effort to push the door open. The door to the library is locked, the key is missing.

The glassless windows in the scriptorium are too narrow for a full-grown man to climb through.

In the garden by these windows, there are footprints among the sage and thyme.

LIBRARY - locked, no other way in or out except through the scriptorium. Contains a wealth of books, among them Methodius compiled list




** Persons at the Monastery **
ORFWAL -
Abbot. Massive frame, gray hair, voice and manners that speak of a temper that is not always peaceful. Taking his religious tasks seriously, he has not been outside the monastery for several years but he has a secret ambition of leaving. Was alone in his room at the time of murder.

BERTHAL - Butterer. Tall, stern, with black hair. His chores occupies most of his day, and with the exceptions for occasional trips to the neighbouring village to collect produce he has spent all his time at the monastery since he arrived sixteen years ago. Though none of the other monks know, he is the father of MERGITH, currently staying in the guest dormitory; he was there with extra provisions at the time of murder.

HERVORIUS - Garden master & Pharmacist. Rotund, jovial and sympathetic. Far from a zealot, he dabbles in Alchemy for his own amusement. At the time of the murder, he and GIDDEN were in the hospice together to experiment with a philtre. Can tell of brother LITHFARN who died 3 months ago seemingly from a beast attack, with wounds resembling those of PHILIMUS.

GIDDENS - Choir leader. Excellent voice, contrasting with his a small and almost brittle build. Black hair, green eyes. Recently returned to the monastery from a pilgrimage to the monaster of St Aventine. Was with HERVORIUS in the hospice at the time of the murder.

VINNICK - First copyist. Blond, slender and beautiful. His handwriting is exquisite, as are his illuminations, but he is lazy and self-absorbed. Knows that MERGITH is a blood relative of one of the senior monks. Claims to have been sleeping at the time of the murder; was in fact by the guest dormitory to blackmail MERGITH into intercourse but hid as he heard that she was not alone.

MALDER - Novice, arrived just over three months ago from Whytesun monastery for a period of training. Young, small build, raven hair. Claims to have been sleeping by the time of the murder. Has library key (but will get rid of it as soon as he can, perhaps by framing someone else) in his robes, and a book of demon lore hidden in his mattress. He took it in hope of learning more about the demon that possesses him, if confronted he will lie and try to flee when he can.
Is possessed by a demon of Hunger; has to feed on human intestines each month to retain its human shape:
HUNGERER: 3HD, fights/acts as 6HD, piercing bone-fingers 1d8+piercing: 1/2 armour, TR 4 regenerates 1HD per round, demonic: +1 action, MV 8.

JON - Carpenter/Layman. Broad-shouldered, black hair. Came to the monastery with his son Jon-Jon after the death of LITHFARN to reinforce the gate and do maintenance work to fortify the ageing monastery, has been here since. Lives in the West dormitory/Workshop. Found the body of PHILIMUS and raised the alarm; had to apply all his strength to push the  door open since the body was immediately behind it.

JON-JON - Errand-boy. Brown-haired and brown-eyed child, showing a knack for wood-working. Was sleeping at the time of the murder. Friends with MERGITH, knows that she is afraid of someone in the monastery.

MERGITH - Seamstress. Young, yet hair turning white. Was taken in by the monks after her her mother and younger sister was killed a month ago, and has lived in the guest dormitory since. Her memories of the attack are vague, and she is beset by nightmares. She can tell that the attacker was alone and resembled a man, but with long fingers that pierced flesh like a spear. She can also tell that she believes the same creature attacked a group of hunters about two months ago; all of them were found dead and with their intestines removed. Is afraid of VINNICK, who knows one of the monks is her father and use this knowledge to try blackmail her into sexual favours. For this reason, she is planning to escape the monastery. Was in the guest dormitory with BERTHAL at the time of the murder.

** CLUE STRUCTURE **

torsdag 14 februari 2019

12 remnants of the Witch King's rule

1 Crucifixion Field. A hundred of old wooden crosses, some standing Ts, others like spokes of a wheel attached to trees, yet others leaning against another or lying crashed to the ground. Yellow bones and torn cloth covers the soil, or sit stuck like grisly trophies on the ash-gray frames.
2 The vanished host. The helmets and harnesses of a great host lie scattered here, as if the soldiers wearing them disappeared into thin air. Thin vines run across the rusty metal like capillaries, the scent of their dark flowers mingling with soot and iron. During storms, lightning strikes here with alarming frequency.
3 Feasting crows. Wicker baskets containing human remains hang from leafless trees.  Crows leap from the branches or sit on the ground, too fat to fly. A small band of goblins are here, ransacking the baskets for anything of value (2d6, 1HD, spears 1d6+poison: save or 1d6 for 1d6 rounds). A tiny silver ring lies in one of the baskets.
4 The Bone construct. A mile-long trail of debris and broken vegetation leads west, ending in a mass of charred bones and corroded copper vaguely resembling a toppled giant. The spirits that once held the construct together have nearly disspated, but their sighs echo like a low drone. Each night the abomination briefly animates again, crawling towards Ys under great agony.
5 Witch-King's Highway. A black road runs like a cruel scar through the land. Built with the relentless trample of iron boots and dread sorcery as its architects, the road cuts unflinching through razed villages and excavated hillsides for miles without a bend. Locals and wildlife both react to those traveling the road with instinctive fear, and prefer not to cross it.
6 Watch tower. A dark watch-tower, its door sealed with lead. If opened, a wind of decay rushes out with a scream (save vs magic or all equipment is dented). Inside is a golden trumpet, which can produce a similar gust if blown.
7 Village of condemned. Circling a crude cross of gray timber are eight wooden houses, built in haste and - it seems from their placement - animosity. The houses live pale ogrish men (4HD, hide, wrought iron spears 1d10, size +1d4) and their hounds (1HD, bite 1d6, close). All of them have faces covered in runes of the Witch-King, and their eyes are gorged out and their tongues cut. An itinerant monk, brother Amfred, is held hostage in hope that his prayers will absolve them of their curse, but their recurrent fits of rage suggest that it is far from done.
8 Sinking village. A small village, abandoned for years, sinking into the swamp. Five ragged women (2HD, bows 1d6, spears 1d8) are resting among the houses, while tracking down a knight golem than killed their husbands to visit their revenge.
9 Abandoned fishing village. Rotting shacks, slowly falling into the gray ocean. Torn nets like spider web between the houses, over a ground yellow with fish bones. In the decrepit houses 4d6 silver-haired children live, soldiers from the Witch King's army (as 1/2HD wolves). Monstrous from war they move like a pack of dogs, raiding and killing whatever they find for food.
10 A sentry. A thin figure, wearing a badly damaged suit of armor (3HD, maille+helm, rusted scimitar: 1d8, fast, demon: 2 actions). Its head is covered by maille and an iron helm, but the silhouette seems too featureless for a human. When it spots the PCs, it lifts a bronze horn in signal, but no sound emerges. All PCs must make a magic save; on a miss their head rings with haunting trumpet blasts as soon as no other sound is heard, making perception checks HARD and making good sleep impossible.
11 Howling soldiers. A pack of howling soldiers (2d6, 4HD, wrought iron over pale flesh, black maces 1d8 + concussion, size +1d4).
12 Knight golem. A rusting knight golem (8HD, plate+helm, giant scimitar: 1d12+bleeding: 1 fatigue/round, demonic: double actions). It moves on all four with animal grace, and reacts to human presence with predatory instincts. Killing it produces a strong blast (1d8, reach 5) but anyone who survives it gains +1d4 SPI. Within it is a thick golden ring (+2 to climbing and jumping checks), that fuels it through some sorcery.