adventures:over_the_gloaming_moor
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| adventures:over_the_gloaming_moor [2023/12/03 14:14] – cobdrag | adventures:over_the_gloaming_moor [2023/12/04 22:09] (current) – cobdrag | ||
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| ==== Edgeham ==== | ==== Edgeham ==== | ||
| - | Edgeham is a prosperous village on the market road between Festlebridge and Verraham, its dwellings clustering along the banks of the Edge River as it flows south from the moor. It is a friendly hamlet of pleasant white stone houses, each decorated with window-boxes of flowers and herbs. There is one good inn for travellers, The Moon and Three Stars, that charges one florin for space on the common room floor or four florins for a private room. The price is a florin each for hot food, a jug of wine, or a tankard of ale. | + | Edgeham is a prosperous village on the market road between Festlebridge and Verraham, its dwellings clustering along the banks of the Edge River as it flows south from the moor. It is a friendly hamlet of pleasant white stone houses, each decorated with window boxes of flowers and herbs. There is one good inn for travellers, The Moon and Three Stars, that charges one florin for space on the common room floor or four florins for a private room. The price is a florin each for hot food, a jug of wine, or a tankard of ale. |
| Next to the inn is an outfitter' | Next to the inn is an outfitter' | ||
| - | In a small hovel on the edge of town lives Vael (a Rank 2 Hunter armed with a bow and shortsword and wearing padded armour), a tall, cheerful man who will serve as a guide across the Gloaming Moor if paid 10 florins a day. | + | In a small hovel on the edge of town lives Vael (a Rank\_2 Hunter armed with a bow and shortsword and wearing padded armour), a tall, cheerful man who will serve as a guide across the Gloaming Moor if paid 10 florins a day. |
| - | Finally, in the middle of town is the Church of St Angevred the Unsteady. Bertram the pastor (a gruff black-bearded Rank 1 Priest) conducts regular daily services and is custodian of a purported holy relic, the Tooth of Angevred, embedded in a wooden crucifix on a string of beads (which, when worn, provides +1 DEFENCE | + | Finally, in the middle of town is the Church of St Angevred the Unsteady. Bertram the pastor (a gruff black-bearded Rank\_1 Priest) conducts regular daily services and is custodian of a purported holy relic, the Tooth of Angevred, embedded in a wooden crucifix on a string of beads (which, when worn, provides +1\_DEFENCE |
| ==== Overhill ==== | ==== Overhill ==== | ||
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| Set among lush fields, the village of Overhill lies on the banks of the Hill River, with buildings made from grey slate quarried from the northern edges of the moor. | Set among lush fields, the village of Overhill lies on the banks of the Hill River, with buildings made from grey slate quarried from the northern edges of the moor. | ||
| - | Somewhat more isolated than Edgeham, there are no inns here, but ‘The Black Sheep’ tavern offers a meal and space on the floor for one florin; tankards of ale cost half a florin each. | + | Somewhat more isolated than Edgeham, there are no inns here, but 'The Black Sheep' |
| - | There is a blacksmith in Overhill who can manufacture most metal weapons and armour. This is handy because living in the fortified bridge in the centre of the village is Lady Nisrama, a bored and impetuous young noble (a woman-at-arms and Rank 3 Knight -- see Friends or Foes p62 -- wearing mail armour and armed with a morning star) and her 2–12 Henchmen (see Friends or Foes p63 -- with mail armour, swords, and shields). Lady Nisrama frequently conducts raids into the Gloaming Moor, searching for brigands and other miscreants. | + | There is a blacksmith in Overhill who can manufacture most metal weapons and armour. This is handy because living in the fortified bridge in the centre of the village is Lady Nisrama, a bored and impetuous young noble (a woman-at-arms and Rank\_3 Knight -- see Friends or Foes p.\_62 |
| - | In a hut next to a dead tree on the road south lives Old Jenvra (a Rank 4 Sorceress). She provides services to the villagers, such as reading palms and brewing healing philtres, and may be engaged by the characters in a more esoteric capacity as a spellcaster if they are discrete enough. | + | In a hut next to a dead tree on the road south lives Old Jenvra (a Rank\_4 Sorceress). She provides services to the villagers, such as reading palms and brewing healing philtres, and may be engaged by the characters in a more esoteric capacity as a spellcaster if they are discrete enough. |
| ==== Rumours and Quests ==== | ==== Rumours and Quests ==== | ||
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| The Gloaming Moor is so-called because even during the day there is a chance that a fell fog will arise, obscuring everything in sight. Or dark clouds may descend, dumping buckets of rain across the landscape while thunder and lightning snarls and spits across the sky. This, in addition to the poor state of the muddy, craggy roads, means travel time is only 10-or-so miles a day on foot and half that if one strikes out cross-country. This is not recommended as travellers leaving the road to travel through the hills (or the Toad Fens or the Grim Glade) have a 4-in-6 chance of getting lost. Lost parties of characters may wander for hours in a random direction, no doubt encountering a wandering monster or two before finding their way back to the road. | The Gloaming Moor is so-called because even during the day there is a chance that a fell fog will arise, obscuring everything in sight. Or dark clouds may descend, dumping buckets of rain across the landscape while thunder and lightning snarls and spits across the sky. This, in addition to the poor state of the muddy, craggy roads, means travel time is only 10-or-so miles a day on foot and half that if one strikes out cross-country. This is not recommended as travellers leaving the road to travel through the hills (or the Toad Fens or the Grim Glade) have a 4-in-6 chance of getting lost. Lost parties of characters may wander for hours in a random direction, no doubt encountering a wandering monster or two before finding their way back to the road. | ||
| - | This adventure can be thought of as being set during spring or autumn; summer or winter in the Gloaming Moor may bring their own perils such as clouds of insects or blinding snowstorms. In addition, every bridge has a 1-in-6 chance of a Troll living under it (though this will only be a problem at nighttime when the Troll is active). If the GM needs to determine a random encounter, use the Hills Table from the Bestiary (Bestiary | + | This adventure can be thought of as being set during spring or autumn; summer or winter in the Gloaming Moor may bring their own perils such as clouds of insects or blinding snowstorms. In addition, every bridge has a 1-in-6 chance of a Troll living under it (though this will only be a problem at nighttime when the Troll is active). If the GM needs to determine a random encounter, use the Hills Table from the Bestiary (Bestiary\p.\_11), but if the result seems too powerful or out of place, feel free to roll a die on the Animal Encounter chart below for something a trifle more mundane. |
| ==== Animal Encounters ==== | ==== Animal Encounters ==== | ||
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| ^ Roll ^ Inhabitant | | ^ Roll ^ Inhabitant | | ||
| - | | 1-2 | Troll | | + | | 1\-2 | Troll | |
| - | | 3-4 | Bear | | + | | 3\-4 | Bear | |
| - | | 5-6 | Ogre | | + | | 5\-6 | Ogre | |
| This creature will use the cave as a lair until slain. The cave will then be empty the next time the characters visit, but after that, another creature will take up residence. After three creatures have dwelled in the cave, it will remain empty (at the GM's discretion). | This creature will use the cave as a lair until slain. The cave will then be empty the next time the characters visit, but after that, another creature will take up residence. After three creatures have dwelled in the cave, it will remain empty (at the GM's discretion). | ||
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| === 2. Fen Bridge === | === 2. Fen Bridge === | ||
| - | {{ : | + | {{ : |
| === 3. High Tarn === | === 3. High Tarn === | ||
| - | {{ : | + | {{ : |
| === 4. The Low Road === | === 4. The Low Road === | ||
| - | The Low Road winds down from the heights towards Overhill and through pasture land occupied by several flocks of grey woolly sheep, attended to by 2–7 Shepherds (as per Villagers and armed with cudgels and slings -- see Dragon Warriors\_p245, Bestiary\_p21, or Friends or Foes\_p64), and an identical number of Hunting Dogs (see Bestiary\_p27). How the Shepherds react to the characters depends on their direction of travel and the time of day: if the characters are travelling from Overhill, they will be gruffly welcomed, but if they are coming out of the moors, at dusk, or at night, the Shepherds will consider them bandits, changelings, | + | The Low Road winds down from the heights towards Overhill and through pasture land occupied by several flocks of grey woolly sheep, attended to by 2–7 Shepherds (as per Villagers and armed with cudgels and slings -- see Dragon Warriors\_p.\_245, Bestiary\_p.\_21, or Friends or Foes\_p.\_64), and an identical number of Hunting Dogs (see Bestiary\_p.\_27). How the Shepherds react to the characters depends on their direction of travel and the time of day: if the characters are travelling from Overhill, they will be gruffly welcomed, but if they are coming out of the moors, at dusk, or at night, the Shepherds will consider them bandits, changelings, |
| === 5. The Middle Road === | === 5. The Middle Road === | ||
| - | This lonely stretch of road, shielded by scattered stunted trees, is the hunting range of a pack of 2–20 Wolves (Dragon Warriors\_p253), who may be heard howling in the distance. During the day, they will attack any prey in the area, such as the characters, if they outnumber them, but will be driven off if they lose a quarter of the pack. At night, their presence will be bolstered by the Werewolf of area 6 (see below -- assume the characters have encountered him on the first night of the full moon), who manifests as an especially large grey wolf; and the Wolves will attack regardless of numbers, fleeing only if they lose half the pack. | + | This lonely stretch of road, shielded by scattered stunted trees, is the hunting range of a pack of 2–20 Wolves (Dragon Warriors\_p.\_253), who may be heard howling in the distance. During the day, they will attack any prey in the area, such as the characters, if they outnumber them, but will be driven off if they lose a quarter of the pack. At night, their presence will be bolstered by the Werewolf of area 6 (see below -- assume the characters have encountered him on the first night of the full moon), who manifests as an especially large grey wolf; and the Wolves will attack regardless of numbers, fleeing only if they lose half the pack. |
| === 6. Fang Hill === | === 6. Fang Hill === | ||
| - | {{ : | + | {{ : |
| === 7. A Lonely Cairn === | === 7. A Lonely Cairn === | ||
| - | At the summit of the tallest hill in the immediate area is a towering cairn of moss-covered stones. Anyone who disturbs or dismantles the cairn will be cursed (MAGICAL ATTACK | + | At the summit of the tallest hill in the immediate area is a towering cairn of moss-covered stones. Anyone who disturbs or dismantles the cairn will be cursed (MAGICAL ATTACK\_20). Buried beneath the cairn (which could take up to a whole day to dismantle) is a stone sarcophagus containing the skeleton of an ancient chieftain clad in a corroded bronze mail hauberk and armed with a bronze two-handed sword. If encountered at night or in conditions of fog, the corpse will animate as a Wight and attack the desecrators of its tomb. Aside from the armour and sword (which may be worth something to a collector), the sarcophagus contains a magical copper torc that functions as a Blue Scarab, along with several funeral jars containing 200 ancient silver coins in total. If the characters abscond with the treasure during the day, the Wight will manifest and attack them (even if its corpse was dismembered or destroyed), wherever they are (unless it is a church), on all subsequent nights until slain. |
| === 8. The High Road === | === 8. The High Road === | ||
| - | This windswept section of the High Road is watched over by a gang of 2–12 Bandits (see Friends or Foes\_p62, or Humans from Dragon Warriors\_p25 but with +1 ATTACK) armed with bows and swords. Their leader is Bhaldrin the Bloodthirsty (a Rank 4 Barbarian armed with a battleaxe and wearing a mail hauberk). Half the bandits will be watching the road and half will be with Bhaldrin back at camp, (a shallow woody dell to the north; assume a Poor treasure hoard). They will attack anyone they think they can rob but will flee if they lose a quarter of their men. | + | This windswept section of the High Road is watched over by a gang of 2\–12 Bandits (see Friends or Foes\_p.\_62, or Humans from Dragon Warriors\_p.\_25 |
| === 9. Grim Glade === | === 9. Grim Glade === | ||
| - | This is a high plateau covered in grey-green coniferous trees; the ground is stony and carpeted with dead orange pine needles. 2–20 Goblins lurk in the Grim Glade and will attack and torment anyone who steps off the High Road; those who remain on the path are safe but will be subjected to hails of thrown pinecones, terrifying jump-scares, | + | This is a high plateau covered in grey-green coniferous trees; the ground is stony and carpeted with dead orange pine needles. 2\–20 Goblins lurk in the Grim Glade and will attack and torment anyone who steps off the High Road; those who remain on the path are safe but will be subjected to hails of thrown pinecones, terrifying jump-scares, |
| === 10. Morkaan' | === 10. Morkaan' | ||
| - | This ring of standing stones atop a barren hilltop was an ancient shrine to Morkaan, one of the original | + | This ring of standing stones atop a barren hilltop was an ancient shrine to Morkaan, one of the original |
| ===== Conclusion ===== | ===== Conclusion ===== | ||
adventures/over_the_gloaming_moor.1701612884.txt.gz · Last modified: by cobdrag
