Casket of Fays DTRPG Itch.io Discord SKG

User Tools

Site Tools


adventures:over_the_gloaming_moor

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
adventures:over_the_gloaming_moor [2023/12/04 22:07] cobdragadventures:over_the_gloaming_moor [2023/12/04 22:09] (current) cobdrag
Line 29: Line 29:
 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 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 versus goblins and their kin).+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 versus goblins and their kin).
  
 ==== Overhill ==== ==== Overhill ====
Line 61: Line 61:
 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 p11), 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.+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 ====
Line 106: Line 106:
 === 6. Fang Hill === === 6. Fang Hill ===
  
-{{ :adventures:hermit.png?300|Hermit by Unknown}}This is a weird hill in the shape of a curved tooth that towers over the surrounding moor. At its base is a cave that is home to Illuric the Hermit (a rather hairy, bearded, feral-looking Rank 3 Mystic wearing a torn brown tunic and armed with a quarterstaff). Illuric is an ascetic that has rejected most worldly possessions; his only treasure is an enchanted Periapt worn around his neck, while inside his cave is simply a crude cot of animal-skin blankets, an old lantern, a fire-pit, and a pile of bones. Illuric is also the Werewolf from area 5; if the characters recently wounded him in wolf form with a magic or silver weapon, he will still bear those injuries while human. He is grumpy, reclusive and abrupt with strangers (especially if they wounded him or slew some of his Wolves!) but does know much lore about the Gloaming Moor. The presence of Bhaldrin and the bandits on the High Road (area 8) vexes Illuric strongly and he desires their immediate downfall. If attacked or confronted in his lair, Illuric will howl and summon 2\–7 Wolves to aid him in battle; they arrive within 1\–3 Combat Rounds.+{{ :adventures:hermit.png?300|Hermit by Unknown}}This is a weird hill in the shape of a curved tooth that towers over the surrounding moor. At its base is a cave that is home to Illuric the Hermit (a rather hairy, bearded, feral-looking Rank 3 Mystic wearing a torn brown tunic and armed with a quarterstaff). Illuric is an ascetic that has rejected most worldly possessions; his only treasure is an enchanted Periapt worn around his neck, while inside his cave is simply a crude cot of animal-skin blankets, an old lantern, a fire pit, and a pile of bones. Illuric is also the Werewolf from area 5; if the characters recently wounded him in wolf form with a magic or silver weapon, he will still bear those injuries while human. He is grumpy, reclusive and abrupt with strangers (especially if they wounded him or slew some of his Wolves!) but does know much lore about the Gloaming Moor. The presence of Bhaldrin and the bandits on the High Road (area 8) vexes Illuric strongly and he desires their immediate downfall. If attacked or confronted in his lair, Illuric will howl and summon 2\–7 Wolves to aid him in battle; they arrive within 1\–3 Combat Rounds.
  
 === 7. A Lonely Cairn === === 7. A Lonely Cairn ===
adventures/over_the_gloaming_moor.1701727639.txt.gz · Last modified: by cobdrag

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki