Saturday, August 10, 2024

Picture Pong with Phlox 1

    It was my idea to do this picture pong thing, just so you know — as with all brilliancies the source can be found in me. But I had to let the ideas lie fallow for a little while. Phlox wrote his months ago.


I don't really know what this picture is, but it made me think of a bunch of wizards accidentally destroying their library, and all of them holding their spellbooks up, you know?

Adventure Location: The Name Written in Water



     Part of every ominous intuition is the strange sense that we're powerless to heed it. "No good can come of this" means "no good can come of this" and nothing more; it never means "turn around and walk away".

    On the far western border of the country of Granc (rhymes with "bronze") is the town of Darval's Ford (rhymes with "marvel's bored"), population ~2500, spread out over a few square miles of riverside and piedmont. Like all small towns, they have some big problems.

    Fifty years ago, the mad wizards of the Order of the Blue Star finally succeeded in opening a portal to the Dungeon Dimension, after generations of careful preparation and enormous expenditure of time, gold and expertise. They were promptly devoured by thousands of carrion crawlers, and the effects of this rent in the veil have rippled out for hundreds of leagues in every direction. Their great tower, which once rose half a mile from the surrounding hills buoyed by charms of levitation and weightlessness, has mostly collapsed and sunk into the mire of Star Lake (B2). The caves and passes of the Witch Mountains (B1, A1, A2) are infested with the great velvety worms to this day.

    Ten years ago, harpies from the Witch Peak (A1) began flying down to harass the peasants of Darval's Ford (C2 and B3). They steal piglets, chickens, and handsome youths. The young local ruler, the Baron Edmond Saint-Berkeley, promises a bounty of 20gp per head. Unfortunately, the remoteness of the area and the lack of prestige to harpy-hunting meant the issue has largely been ignored. The harpies' predation of travelers on the road further separates Darval's Ford from the rest of Granc, and earns the area a reputation for harboring devil-worshipers, bandits and worse things still.

    One year ago, a warrior-lich sent out an invitation to all the cowards and thieves of Granc; pledge fealty to him, and he would reward their loyal service with riches, protection and perhaps even the gift of eternal life. The Corpse with No Name, as he is called, seeks to become the Shadow-Lord of Granc' seamy underbelly, presiding over a court of misery with influence over every black-market and assassin's brotherhood in the country. Paladins have been appearing in the area, and disappearing.




    All of the above is what we might call "player facing information". Below, you'll find some hex descriptions and some monster statblocks to run a one- or two-session miniature hexcrawl.


A1, The Witch Peak

    Tallest mountain in all of Granc. Home to the harpy queen Canisus and her court. If you displease the harpies, they will attack you as you navigate the Peak's winding trails, and drag you off of cliffs and into deep ravines, where your shattered body will be eaten by the carrion crawlers. The court is hidden in the ruins of an old hunting lodge, and is filled with birdshit-stained finery and doped-up lotharios. One of the queen's lovers is the wizard Meliprocles, brother of Maura, sheriff of the town of Darval's Ford (B3, A2).

Harpy
2HD (7HP), AC as leather, 7 morale
Feathery humanoids with wings instead of arms and long grasping talons in place of feet. What they can't steal, they ruin with a thick and spongy layer of vomit. Sometimes lure travelers to their deaths with ethereal song.
Movement: Awkward hopping on the ground, fast as a seagull in the air.
Morality: Brutal thieving rapist with a cringing attitude (Chaotic Evil)
Intelligence: Capable of outsmarting many, but not all, parrots
Attacks: +2 to-hit, bite (1d8+2) or two kicks (two 1d6), or one projectile vomit (10' cone, 1d8 poison, check Constitution for half)
Magic: 2ND, Charm Person and Sleep.

Queen Canisus
6HD (24HP), AC as chain, 10 morale
A rotund harpy the size of a Bili Ape, with carefully-groomed white wings and a crown of chewed gold. Maintains a harem of handsome young adventurers with Charm Person, applied through her genuinely beautiful singing voice.
Movement: Awkward hobbling on the ground, fast as an eagle in the air.
Morality: Brutal thieving rapist with a monarch's opinion of peasantry (Chaotic Evil)
Intelligence: A wicked, gullible child of 8
Attacks: +4 to-hit, bite and two kicks (1d8+4 save vs. leprosy and two 1d6+4), or one projectile vomit (30' cone, 2d8 poison, check Constitution for half) 
Magic: 4ND (Naturalmagic Dice, deplete and replenish like MD but can't roll mishaps or dooms), spells Charm Person and Sleep.

Meliprocles
3HD (9HP), AC as unarmored, 7 morale
This wizard has seen better days. His clothing is stained and tattered, and his spellbook is hidden in a pile of Canisus' treasures underneath a collection of scrimshawed skulls. If you helped him escape, he would be very grateful, as soon as you break the Charm he's under.
Movement: As unathletic college student
Morality: Loves his sister, dreams of a magitechnocratic world order (Lawful Neutral)
Intelligence: Higher than yours
Attacks: Ineffectual punch (1 damage)
Magic: 3MD (Orthodox mishaps and dooms), has the spell Mandregor's Clutched Fist prepared (see bottom of this post for all spells referenced). His spellbook contains 10 random orthodox spells.


A2, Eastern Witch Mountains

    A forbidding and near-impassable ridge. The tunnels of a fallen Dwarven civilization are occasionally accessible through cracks and sinkholes. A few decades ago, low-level adventurers would come here to scuffle with goburins and neanderthals for shards of dwarrow-metal and nuggets of gold. The ecosystem has been totally disrupted by the carrion crawler population explosion. Now the only thing a young adventurer will find here is death — death, and carrion crawlers.

Carrion Crawler
3HD (12HP), AC as leather, 5 morale
Squamous onychophoric vermin which eat anything and everything. Despite often being in excess of 10' long and 100kg in weight, they move in complete silence over level ground (over extremely rough terrain they engage their claws for traction, which produces a characteristic click-click-click). Carrion crawlers are ambush predators who use darkness and streams of glue from glands near their fanged mouth to sneak up on and disable their prey. Their eyesight is poor, but their sense of hearing is more sensitive than a cat's.
Movement: Never faster than a speedwalk
Morality: Animalistic predator (True Neutral)
Intelligence: Unusually high for a big bug. Form complex social structures in large nests, where mothers protect and raise their live-born young. Capable of understanding traps.
Attacks: Vicious crushing jaws (2d8), or a spray of goo (applies a -4 penalty to AC and all physical checks, can be applied multiple times. Removable with alcohol. 3 uses per day)
Soft Body — Can't survive long-term in an arid environment. Loses 1 HP an hour in sunlit areas. Takes 1d6 damage from exposure to salt water, and won't deliberately step across salt spilled on the ground.
Tremorsense — Landbound creatures can't approach within 20' of a carrion crawler without alerting it to their presence.


B1, Southern Witch Mountains

    A forbidding and near-impassable ridge. One of the only routes through the mountains and west into the exotic and foreign Golden Dunes is overlooked by a crumbling watchtower of an ancient empire. There, the Corpse with No Name abides with his many followers. They plot a series of coups which will result in the takeover of Granc' criminal underworld. There's a 1000gp bounty on the Corpse's head; becoming a lieutenant of the Nameless League may be even more profitable, if you don't mind getting your hands dirty working for a lich. At any given time, the watchtower contains 6d6 bandits, 2d6 Nameless Rogues, 2d6 Nameless Fighters, 1d6 Nameless Wizards with an equal number of drudges, and the Corpse with No Name.

Bandit
1HD (4HP), AC as leather, 7 morale
Rough sorts who prefer a high-risk lifestyle to one of consistent labor. Usually drunk.
Movement: as human
Morality: self-interest (Neutral Evil)
Intelligence: limited
Attacks: +1 to-hit, slingstone (1d6) or cutlass (medium)

Nameless Rogue
2HD (6HP), AC as leather, 7 morale
These rogues (as Assassins AB) dress in uniforms of slate-colored silk and carry two random thieves tools. They are typically equipped with slings and a pair of scimitars (medium weapons). Each fancies himself the next Nine-Fingers Gellman, and loves to brag about their past exploits, especially if they don't expect you to survive your encounter with them.
Movement: swift and silent
Morality: none apparent (Chaotic Neutral)
Intelligence: highly specialized in infiltration and murder
Attacks: +2 to-hit, with weapon.
Cipher — Has a +2 to INIT. Have a 2-in-6 chance to succeed with any thief skill in addition to their normal checks. Attacks against creatures who go after them in initiative have advantage.

Nameless Fighter
2HD (8HP), AC as plate, 9 morale
These warriors (as Bannerets AB with the Archery fighting style) dress in uniforms of off-white silk and carry a +1 sword, axe or lance. Besides this, they are also equipped with longbows (60' range, 1d8 damage). All are martial cultists who worship the Corpse with No Name and hope to one day be elevated to undeath alongside him.
Movement: hobnailed and lead-footed
Morality: bloodthirsty but honorable (Lawful Evil)
Intelligence: dim
Attacks: two at +2 to-hit with weapon (which might be a +1 sword, so that's +3 to-hit, or a longbow, which is a total of +4 to-hit)
Name of the Nameless — Has a +2 to INIT if they enter battle screaming "For the Corpse with No Name!".
Honorbound — Any oath they swear on "the Corpse with No Name" is absolutely binding.

Nameless Wizard
3HD (9HP), AC as unarmored, 7 morale
These sorcerers (as Necromancers ABC) dress in robes of black and white silk and carry silver-capped walking sticks which can project elemental rays. Their spellbooks are all very old, dating back to the empire that built the Nameless League's tower. The Nameless Wizards know a great deal of history, collectively, though most of it is colored with legend and self-aggrandizing nonsense.
Movement: as doddering old man
Morality: devoted to an ancient necromantic cult (Neutral Evil)
Intelligence: very high
Attacks: a ray from their walking stick (1d12 of either poison, fire or lightning, depending on if the staff is topped with an emerald, a garnet or a diamond), or just hitting you with the stick (a medium weapon with a silver spike)
Magic: 3MD, the spells Cone of Clattering, Clinging Blast, Bony Evil and Raise Drudge (from the link).
Undead Servant — Accompanied by a drudge, a simple undead servant that follows their orders.

The Corpse with No Name
6HD (30HP), AC as chain, 13 morale
Centuries ago this body belonged to an imperial officer, who was disgraced, stripped of his office, beheaded, and buried in an unmarked riverside grave. A brother of the Order of the Blue Star reunited the body with the spirit of a nearby vengeful ghost; whether the spirit actually belonged to the body is something even the Corpse with No Name doesn't know.  This nameless corpse is a powerful wight now, and it has no interest in its own past, despite the devotion of its cult.
Movement: as human
Morality: undead authoritarian (Lawful Evil)
Intelligence: keeper of ancient wisdom and horrible secrets
Attacks: three total, any combination of a +6 to-hit blow from its sword HOW MANY HUNDREDS (a heavy greatsword +2, constantly drips diesel fuel) or a +4 to-hit gouge with its claws (deals 1d6+4 damage and drains 200 XP on hit)
Barrow-Wight — Immune to non-silvered weapons and most mind-altering effects (Sleep and Charm &c), along with poison and disease and so forth. It's an undead, obviously.


B2, Blue Star Meadow

    This moist, flowery meadow sprawls over miles of foothills. The Sickle River, from the north, and the Avon River, from the west, flow into the Star Lake, and the Darval River flows out from there.
    On (or rather, in) the northeast side of Star Lake lie the ruins of the Blue Star Tower, allegedly full of wizard ghosts and carrion crawlers. If you visit, there's probably a little dungeon in there, maybe some treasure, I don't know, this post is already getting out of control — more importantly, you can find the bones of Brother-Librarian Egret. His ghost has been observing the carrion crawlers for five decades, and he has some absolutely fascinating insights into their mating habits. Unfortunately, he can't get more than about half a mile from his skeleton. Would you be so kind as to bring him to some city where he can find a scholar to record his observations?
    On the southern shore of Star Lake you can find the Well of Past and Future amid five standing stones. Those who drink from the well receive a blessing and a curse. The curse is that every person in the world, barring the drinker themselves and those in their immediate presence, forget everything about them. The blessing is that they receive a true prophecy about their personal future. The prophecy is always "You will suffer a life-threatening case of Legionnaires' from drinking tainted well-water".


B3, Darval's Ford

    This hex contains the northern half of the town of Darval's Ford. It contains all the services a small adventuring party would want — a blacksmith, a general store, a fletcher, a tanner, a tavern, a small apothecary, a temple to the Sun where a low-level cleric can heal, remove curses and undo level- and stat-drain, &c.
    The sheriff of the town is a woman named Maura, a Champion AB and the sister of Meliprocles. She has a stash of gold which she will dole out for the heads of harpies and carrion crawlers; 20gp each. She will also offer a reward of 200gp for the head of Queen Canisus, and can be convinced to offer the support of the town's watch (five youths in leather armor carrying massive billhooks) either to assist with her brother's rescue or for assistance on another adventure if the party has already rescued her brother and she owes them a solid.


C1, Darval's Deep

    The Darval River eventually empties into a deep pool in the heart of a vast overgrown crab-apple orchard. An old hydra named Makt Myrkranna dwells in the pool, and if propitiated with 50gp of jewelry, ornate armor, beer or fresh mutton he can become the patron of an adventurer. The hydra offers a selection of favors:
  • Berserk rage for the duration of a fight, doubling melee damage and halving incoming damage
  • The naming of a sword, granting it a +1 bonus, a three word name, and +1d6 elemental damage of your choosing
  • Healing all fatal wounds of you or a companion
    Each of these favors must be paid for with a period of service lasting at least one full session. During this time the PC is unavailable to be played. Until the previous favor is paid for, Makt Myrkranna will not perform another.

Makt Myrkranna
8HD (40HP), AC as chain, 9 morale
This aurochs-sized serpent has five heads, one "primary" and the rest "secondary". Only the primary head does the talking. He is callous and unsympathetic, like all reptiles, and has a dark sense of humor. Really loves getting drunk. At least one head is always awake. Makt Myrkranna has inhabited Darval's Deep for hundreds of years, and he knows many stories about the past. Maintains a semi-friendly rivalry with the witch Sadoc Saga, over in C2.
Movement: like a charging bull
Morality: a drunk reptile, but still a fun guy (Neutral Evil)
Intelligence: smart enough to see through obvious lies
Attacks: +4 to-hit, one bite with each head (1d10+4 damage)
Magic: 4ND, Lightning Breath (which is just Lightning Bolt but he vomits the lightning, it's quite unpleasant)
Hydra's Heads — For each 10 damage Makt Myrkranna takes, one of his heads is severed or destroyed. If he doesn't take fire damage before the beginning of the next round, Makt Myrkranna regenerates 10HP and grows two more heads.


C2, Darval's Mill

    This hex contains the southern half of the town of Darval's Ford. It's home to the mill, and the wealthy miller Ifan who dabbles in a little alchemy from time to time, and the crone Sadoc Saga.
    Saga is a real old-school country witch. She's a hedge mage who sometimes lays curses on her neighbors, if personally offended or if the price is right. She also knows everything there is to know about local herbs, local beasts and local gossip. She sells a potent healing brew (2d4HP regained, removing fatal wounds at 2HP/per) for 10gp if the party is willing to gather the ingredients for her.
    Saga can share the following rumors, if plied with liquor:
  1. Following the river west takes you to an ancient lake where a powerful water-spirit dwells (true; this is Makt Myrkranna and Saga knows a lot more about him than she's willing to let on to the honest Sun-fearing townspeople).
  2. Carrion crawlers won't cross a line of salt (true; a bottle of saltwater also burns them for 1d6 damage and requires a morale check)
  3. Harpies can be pacified by a talented musician (dangerously false; they hate non-vocal performance and are driven into a murderous rage by the sound of instruments)
  4. The Corpse with No Name was once a member of the Order of the Blue Star (true)
  5. Maura is an agent of the Nameless League who's been selling out the paladins coming from the capital (false; many townsfolk believe this, but the Nameless League is actually just much more dangerous than the low-ranking paladins anticipate)
  6. There are still great caches of treasure waiting to be recovered in the Eastern Witch Mountains (A2) (true; also essentially irrelevant because they're literally crawling with giant predatory bugs)
  7. Maura's brother, Meliprocles, was a pervert whose unsavory interests in feathered women got him killed, Sun rest his soul (false; Meliprocles is alive and mostly-well in the court of Queen Canisus in B1)
  8. There's a ghost in the Star Lake who can tell you your future (false; Egret is almost totally useless, though he can direct you to the Well of Past and Future where you can actually learn your future)


Random Encounters:

  1. 1d6 carrion crawlers pouncing on a (1d4: 1. lost cow 2. lost peasant 3. unlucky paladin 4. dumbass harpy).
  2. 1d6 harpies harassing a (1d4: 1. peasant on his way to market 2. sexy but brainless bard 3. unlucky paladin (the same one, if applicable) 4. injured carrion crawler).
  3. 1d6 peasants who will offer a paltry sum to escort them safely to town.
  4. 1d6 bandits pretending to be scared peasants.
  5. Sadoc Saga, gathering herbs.
  6. A wandering paladin .
  7. An escaped cow.
  8. 2d6 bandits, lying in ambush. 
  9. 2d6 carrion crawlers, stalking the party.
  10. A Bony Horror, hunting (1d4: 1. you 2. also you 3. unlucky paladin (same one, if still alive) 4. you).

Spells:


Mandregor's Clutched Fist
R: 60' T: creature or object D: instant
The caster holds out their hand, clenches it tight, then swings it through the air. If targeting a creature, that takes [sum] damage and is thrown [dice]*10', saving to take half damage and not be thrown. If targeting an object, that object suffers the effect of being smashed by an invisible battering ram carried by [sum] angry orcs over the course of [dice] rounds (one die will probably knock down a locked door, two a wooden gate, three a carriage or weak wall, four a brick wall).

Cone of Clattering
R: n/a T: [dice]*20' cone, originating from caster D: instant
Caster points a finger and utters a word of power, and a cone of ossuarian tarantism bursts forth. Skeletons in the target cone begin to dance madly for [sum] rounds. Humans, animals and other creatures with endoskeletons must save to do anything on their turn other than dance in a random direction; if they fail, they may choose to take [dice] damage and act anyway. Insects, crustaceans and other creatures with exoskeletons get only one save to avoid this, and are otherwise rendered helpless for the duration. Animated skeletons may save every round to end the effect, if they wish.

Clinging Blast
R: 100' T: 20' sphere D: instant
All creatures in target volume experience [dice] attempts to grapple them, as if made by an invisible creature with [sum] Strength. If a target fails a single grappling check they are grappled for one round, if they fail two they are pinned for [dice] rounds, if they fail three they are subdued for [sum] rounds, and if they fail four or more their legs are broken. Flying creatures remain airborne, unless pinned.

Bony Evil
R: immediate vicinity T: unoccupied space D: [sum] periods of sleep for the world
A Bony Evil is summoned from the farther regions of darkness to appear in the target space. It obeys the caster's direct commands, resentfully, for the term of its service; after this it saves with a [dice] penalty or returns whence it came. The MD invested in the summoning do not return until the Evil is vanquished or returns home. When it is reduced below 0HP its body catches a strange green fire and dwindles to nothing.

Bony Evil
4HD (20HP), AC as chain, 13 morale
Movement: as enormous spider
Morality: petty cruelty, unnerving and then terrifying intelligent prey before striking (Chaotic Evil)
Intelligence: diabolically gullible
Attacks: either two attacks with held weapons at +4 to-hit, two swipes with its claws (+4, 1d6 damage, grappling those struck), or a bite against a grappled target (target checks strength or takes 2d6 damage, healing the Evil for [highest])
Magic: 4ND, spells Clinging Blast, Hairy Web (as Web but grosser), Cone of Clattering.
Gangleweaver — The Bony Evil can climb ceilings and walls.
Arachne's Child — The Evil may grapple eight targets, hold eight objects, or a mix of both. It shies away from sunlight, and attacks creatures carrying a lightsource with disadvantage.
Indescribable — the Evil can flow through any opening or passage that a skull could roll through. Every time it is struck by a melee weapon, one of its limbs is severed. This reduces its to-hit bonus and its carrying capacity by 1.

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