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Down in the Chthonic Deeps: Undead
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Burn it into your eyes that the electric pathways of your mind to settle in your head like worms to take root and overtake and flourish in fecund glory. Or maybe not. Its your call really. Also, go to Indexes on the right to get to stuff organised in a semi-logical way.</span></p> </div> </div> </div></div> </div> </div> <div class='header-cap-bottom cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> </header> <div class='tabs-outer'> <div class='tabs-cap-top cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> <div class='fauxborder-left tabs-fauxborder-left'> <div class='fauxborder-right tabs-fauxborder-right'></div> <div class='region-inner tabs-inner'> <div class='tabs no-items section' id='crosscol' name='Cross-column'></div> <div class='tabs no-items section' id='crosscol-overflow' name='Cross-Column 2'></div> </div> </div> <div class='tabs-cap-bottom cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> <div class='main-outer'> <div class='main-cap-top cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> <div class='fauxborder-left main-fauxborder-left'> <div class='fauxborder-right main-fauxborder-right'></div> <div class='region-inner main-inner'> <div class='columns fauxcolumns'> <div class='fauxcolumn-outer fauxcolumn-center-outer'> <div class='cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> <div class='fauxborder-left'> <div class='fauxborder-right'></div> <div class='fauxcolumn-inner'> </div> </div> <div class='cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> <div class='fauxcolumn-outer fauxcolumn-left-outer'> <div class='cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> <div class='fauxborder-left'> <div class='fauxborder-right'></div> <div class='fauxcolumn-inner'> </div> </div> <div class='cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> <div class='fauxcolumn-outer fauxcolumn-right-outer'> <div class='cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> <div class='fauxborder-left'> <div class='fauxborder-right'></div> <div class='fauxcolumn-inner'> </div> </div> <div class='cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> <!-- corrects IE6 width calculation --> <div class='columns-inner'> <div class='column-center-outer'> <div class='column-center-inner'> <div class='main section' id='main' name='Main'><div class='widget Blog' data-version='1' id='Blog1'> <div class='blog-posts hfeed'> <div class='status-msg-wrap'> <div class='status-msg-body'> Showing posts with label <b>Undead</b>. <a href="http://chthonic-halls.blogspot.com/">Show all posts</a> </div> <div class='status-msg-border'> <div class='status-msg-bg'> <div class='status-msg-hidden'>Showing posts with label <b>Undead</b>. <a href="http://chthonic-halls.blogspot.com/">Show all posts</a></div> </div> </div> </div> <div style='clear: both;'></div> <div class="date-outer"> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYGV_-saEWUdafIq1CNZwXWxWKJTEHlrmnlFoaPaO8pIgKHyjKv6_1mUFkUDocNWB16NMHhOs4h9p-i_HheuQqvieAs4riWgjl3yOaaDrxsshANaUGi3igaVYAKnvd5PY2i3lPMIforIi2/s1600/Isle+of+the+Dead.jpe' itemprop='image_url'/> <meta content='6794958740654805836' itemprop='blogId'/> <meta content='6981617104694461518' itemprop='postId'/> <a name='6981617104694461518'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://chthonic-halls.blogspot.com/2019/01/hadestown.html'>Hadestown</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-6981617104694461518' itemprop='articleBody'> <h2> The Isle of the Dead</h2> Out on the lake furthest from civilisation, there is a perpetual fog, and squatting in the centre of it is the Isle of the Dead. They say that the spirits of the departed haunt the fog and they are only partially wrong. Many of the dead transition to the underworld here, but they all must pass the Gatesman.<br /> <br /> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYGV_-saEWUdafIq1CNZwXWxWKJTEHlrmnlFoaPaO8pIgKHyjKv6_1mUFkUDocNWB16NMHhOs4h9p-i_HheuQqvieAs4riWgjl3yOaaDrxsshANaUGi3igaVYAKnvd5PY2i3lPMIforIi2/s1600/Isle+of+the+Dead.jpe" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="164" data-original-width="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYGV_-saEWUdafIq1CNZwXWxWKJTEHlrmnlFoaPaO8pIgKHyjKv6_1mUFkUDocNWB16NMHhOs4h9p-i_HheuQqvieAs4riWgjl3yOaaDrxsshANaUGi3igaVYAKnvd5PY2i3lPMIforIi2/s1600/Isle+of+the+Dead.jpe" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;">The approach is quiet like thunder isn't.</td></tr> </tbody></table> <br /> He lurks at the mouth of the tunnel, passed the trees, passed the other side doors down. Like a statue, draped in stone cloths, he stands in constant vigil, shepherding the souls of the dead down the tunnel. The living however, he stops, and tells that; "THE PRICE OF ENTRY, IS TWO OBOLS." If questioned about this, all he will elaborate on is that "THE LIVING ARE NOT PERMITTED TO TRULY SEE THE CITY OF THE DEAD".<br /> <br /> If the price is paid, the Gatesman will place the coins on the eyes of the entrants, and they will affix there, the eyes on the coin opening, and they will be permitted to pass. From this point on, the entrant can see as if through a thick, misty rain; all desaturated, grainy, and colourless. When they leave, the Obols will melt into mist from their eyes, and their sight shall be restored.<br /> <br /> If they ever remove the Obols while they remain within the threshold of the Gatesman's door, their own eyes will melt from their head, as the Obol's eyes burst into sepia flame and scream.<br /> <br /> And how do you get Obols you may ask?<br /> In the dungeon of course.<br /> <h2> The Dungeon</h2> <div> Long ago, the King of the Dead built his town and took his queen, who took umbrage at her imprisonment over a few pomegranate seeds. She sent beast after beast to take their life of her husband, but Kerberos, the Hound of Many Heads, denied her many times. Each beast was taken above, and then below again to be left in the Dungeons under the Isle of the Dead.</div> <h3> Dungeon Levels</h3> <div> There are nine levels of the dungeon. They begin civilised enough, covered in frescoes and ornate architecture. As you get deeper the carvings become rougher, the artwork daubed by hand, and older things crawl up from the darkness.</div> <div> Each level is the prison of one specific demon-beast that sort to slay the Lord of Hadestown, though various other creatures and beings have crawled into its darkness or have been imprisoned down there with them.</div> <div> <br /></div> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijbLAfnAH6HtHTpXxKVLPPiPojjLeagmZs6TCgXbqHJQMJXN9KS8xapKtF7epxGNdOG0xE6F8pFaj6MhLd1z7hOjJ_lzh38FrHUuapWg_TxEa2RYosNtAmqf7m06TrU6ew9ybh-Gjo61Hh/s1600/Medusa-2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="360" data-original-width="640" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijbLAfnAH6HtHTpXxKVLPPiPojjLeagmZs6TCgXbqHJQMJXN9KS8xapKtF7epxGNdOG0xE6F8pFaj6MhLd1z7hOjJ_lzh38FrHUuapWg_TxEa2RYosNtAmqf7m06TrU6ew9ybh-Gjo61Hh/s320/Medusa-2.png" width="320" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;">Its a good thing they <i>never</i> made another one of these.<br /> But also this is what the dungeon looks like. Like this movie.</td></tr> </tbody></table> <div> <br /></div> <div> <b>1 - The Labyrinth</b> </div> <div> Form: Twisting and Writhing Halls, they never seem to stay the same for long. Prisoner: Minos, the Man-Bull</div> <div> <b>2 - The Cathedral of Bones</b></div> <div> Form: A great holy city under one great vaulted roof. All the walls are covered and ornamented by bones. Prisoner: Tiresias, the Necromancer-Oracle</div> <div> <b>3 - The Forest of Roots</b></div> <div> Form: A classic dungeon, only roots grow through many of the walls and choke many of the tunnels. Prisoner: The Hekatonkhieres </div> <div> <b>4 - Scrambletown</b></div> <div> Form: A simple, mud-brick town, but the floor is covered in shattered stone statues. Prisoner: The Gorgon. </div> <div> <b>5 - Pandaemonium</b></div> <div> Form: A great, many-ringed city with many gates of horn and ivory. Many things that are not real wander here. Prisoner: The Oneiroi, the Demons of Dream.</div> <div> <b>6 - The Pit</b></div> <div> Form: A Shaft, dropping far, far away into the darkness. Worm-tunnels riddle its sides. Prisoner: Artemis, cursed to fall down the shaft over and over forever and ever.</div> <div> <b>7 - The Helix Fortress</b></div> <div> Form: A curling, ribbed tunnel, twining deeper and deeper. Prisoner: Nautilus, the Murderer-Mariner.</div> <div> <b>8 - The Bleakling Sea</b></div> <div> Form: A vast calcite cavern, dominated by a huge and eternally still under-sea. Prisoner: Typhon, father of Serpents. [Kerberos' loyalty extends even deeper than family it seems.]</div> <div> <b>9 - The Darkest Prison</b></div> <div> Form: Only a black and lightless hole in the world. Prisoner: the Treacherous Queen of Hadestown. [Even the patience of the Lord of the Dead is not infinite.]</div> <div> <br /></div> <div> On each level, a few scant Obols can be covered, enough for your party I'm sure. Each time they return, they must venture deeper.</div> <h3> The Descent</h3> <div> Once you have paid your price and covered your eyes with the currency of the dead, you can begin your journey down into the darkness. Follow the tunnel for 3 days, eat nothing, drink nothing, ignore the scratches at your belly, they are only your body unsure about where it is. Grope through the shadows until finally you emerge in the great cavern beneath. Step onto the boat, pay as little attention to the boatman as you can, and wait for the journey to be over. Look up, step up onto the dock, and gaze upon Hadestown.</div> <h2> Hadestown</h2> <div> It is built upon a great sphere of stone, supposedly a mile in diameter, though only a thousand feet or so poke above the water, a cold dome upon which a mad jigsaw, mish-mash, building-block city constructed upon the dome.<br /> Soft candle-light illuminates parts of the town gently, like a soft luminous mist. The buildings grow both in luxury and repair as you rise up the dome. A cancerous mass of ruined building clings ungratefully to the edge of the dome, partially eaten by the deep black sea. It is all topped with a palace, measured well with spleandour and melancholy.<br /> <br /> This is <b>Hadestown</b>.</div> <div> <br /></div> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtj2sNJOYYUICoQKSMPf0IJsmLCn_Amtuz-0RRorOqJrHfIUymR2HhJpUIT3HQeQ32TaZoozyoOLmNf4_9FJ6GqQRQDeEs6Jdf6GSAVM8xQzrNLdBtlNbKKe9zXju5AE3Uc0wbUDaRNiKs/s1600/La+Carceri.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="195" data-original-width="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtj2sNJOYYUICoQKSMPf0IJsmLCn_Amtuz-0RRorOqJrHfIUymR2HhJpUIT3HQeQ32TaZoozyoOLmNf4_9FJ6GqQRQDeEs6Jdf6GSAVM8xQzrNLdBtlNbKKe9zXju5AE3Uc0wbUDaRNiKs/s1600/La+Carceri.jpg" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;">There are few views to the sky in the streets of Hadestown.<br /> They have forgotten the Stars.</td></tr> </tbody></table> <div> The streets are claustrophobic and layered like string, few places are open to the sky, save the forums where the diviners search endlessly and desperately for stars. Fires provide a soft light, though it is muted by the Obol-Eyes you must wear.</div> <div> The water laps softly against the edges of the island, and the few edges that aren't built up are blistered with fisherman dangling fruitless lines into the black waters.</div> <div> <br /></div> <div> The Town is split into three districts, built one atop the others, dependant on their altitude. Some try to bring themselves into higher districts by building their houses taller and taller to breach into more prestigious heights and construct bridges to connect them to their new neighbours. Rarely are these towers not torn down.</div> <div> <br /></div> <div> The Three Districts are Tartarus, Asphodel, and Elysium.</div> <h2> Tartarus</h2> <div> The lowest of the Districts and the closest to the water. Here are the dead who arrived with their two Obols and little else. Sometimes inhuman <i>things</i> uncoil from the waters are pluck them from the wharfs and streets and pull them soundlessly under the surface. No-one cares, not even Tartarans. </div> <div> <br /></div> <div> The streets are slow and dark, they reek of damp and dust. They say the cobbles were cut from the bones of titans. </div> <div> <br /></div> <div> Very little of interest happens in Tartarus, which is exactly why the few illicit activities that do happen in Hadestown happen here. There are a few gangs of itinerant souls once led by five particularly sinister Souls, who now languish in the <b>Phlegethon</b>.</div> <div> The other point of note in Tartarus is <b>Cocytus</b>, the purgatory slum.</div> <div> <br /></div> <div> <b>Phlegethon</b></div> <div> Of the four great houses of Hadestown, Phlegethon is the most dreaded by its people. Consisting of a wide and flat main body, much of its structure lies below the surface of the dome (more so than most buildings in Hadestown. These under-levels eventually constrict and separate into 5 anti-spires, delving deeper and deeper before terminating in the 5 prisons of the Conspirators, who led the people of Tartarus against the Lord of the Dead in the Traitor Queen's name. They are suspended by the neck in vats of boiling, burning blood. </div> <div> Their names have been forgotten, but this much is remembered:<br /> <br /> <b>The Prisoners</b></div> <div> One had an eye that could see the past, and one that could see the future. [They have been plucked out and are kept pointed back at themselves, all they can see is the eternal suffering they will experience, past and future.]</div> <div> One had a voice whose commands had to be obeyed. [They are gagged, but in truth, any command given must be given, no matter how it is relayed. This face has been hidden well.] </div> <div> One had hands that could not be resisted or restrained. [This one stumped the Judges of Hadestown for some time, until they created a pool whose edges could not be gripped and threw them in, so that they could never pull themselves free of the pool.]</div> <div> One had feet who could carry them quicker than the wind. [They were hung by the hands in a wide pool whose edges could not be reached from the centre, but they needn't have worried. The power lies in their sandals, which are hidden in their old home on the waterfront.]</div> <div> And one had much knowledge of the three Great Arts. [It is said that they have been left in their pool to suffer; but the Judges of Hadestown cut a deal with them. They can live secretly in peace in Elysium with the Judges if they copy all their knowledge into three great tomes. They accepted without hesitation.]</div> <div> <br /> The <b>Jailor </b>of the<b> Phlegethon</b> is a fractal being forged from many, many overlapping souls of great commanders and expert archers, forced into one multi-faceted thing. It stalks through the hallways, thundering steps echoing from its single pair of feet, many ears listening through its single set. When intruders are discovered (which only happens rarely) many arms draw back many bowstrings, though only one arrow is loosed.<br /> <br /> But with that many experts aiming and firing it, it never misses.<br /> And with as many minds formulating and concocting strategies, it is all but impossible to outsmart it to.<br /> <br /> It can out act you in almost every way, but there is only one of it.<br /> <br /> And it still dies like a man does.<br /> <br /> <h3> Cocytus</h3> A festering scab of hovels and fire-pits clinging desperately onto the dome, here lurk the few that <b>Charon</b> didn't take across the waters. Once it was a great house of the dome, but it slid, slowly and achingly into the water, and its ancient hallways still make up the foundation of this water-logged despond. It is partially submerged into the black sea, like its inhabitants, for they are not permitted to walk upon the dome. They did not pay their price.<br /> <br /> Everything is wet, and cold, and miserable. No-one wanted to be here, many did not deserve to, but they had no obols. If you could give them a pair, they could pay the ferryman and step upon the dry ground again.<br /> <br /> But who of any actual worth would end up here?<br /> <br /> In fact, a few important people do end up in Cocytus for various reasons, especially adventurers and warriors. It takes a good deal of effort to find any of them. Shades in Hadestown generally keep to themselves, or their social circles if they ever form them. They also look a lot alike, especially when you're wearing your obols, but they really don't like it being brought up.<br /> <br /> In particular, there are three places in Cocytus that shades tend to congregate; the <b>Dive</b>, the <b>Crush</b>, and the <b>Vice</b>.<br /> <br /> The <b>Dive</b> is about as miserable a bar as you could ever find. Even more dissolute that normal spirits stretch themselves thin beyond thin, and no-one is even drunk, just depressed and pretending. Its quite obnoxious. It is run by an especially spiteful shade by the name of Ixion. He can tell you the names and sins of each of his patrons, and has a book of grudges that any particular patron has built up against him.<br /> <br /> The <b>Crush</b> is what passes for a market here. Shades with nets hook and snatch up the scraps that tumble off the dome and peddle them, shouting to swap and barter for other things, like tickets to be spent in the Dive or the Vice. No-one has anything of worth, they just trade shit round and round.<br /> <br /> The <b>Vice</b> is as close to a brothel as incorporeal, miserable beings can manage, mashing ghosts and writhing spectres. They are all deluded, and its the only thing that stops many of them fading away completely, such is their desperation. <br /> <br /> You could also descend under the water into the ruins of the old house, where it is said that many treasures still lie. You don't need to ask about much to hear many more tales of the dangers that lurk in the black sea.<br /> <h2> Asphodel</h2> </div> <div> The largest and most mediocre district of Hadestown. Grey and cold, but not so much so as Tartarus of course. The streets are not quite ruined, but they are certainly close to it. Fabrics even survive here a time, and craftsman make objects that do not succumb to the weight of years after a matter of hours. Shades wander the streets, make small talk, and even eat together. Life is somewhat normal here. Somewhat.</div> <div> <br /></div> <div> Here are the great houses of <b>Lethe, </b>and<b> Acheron</b>. </div> <div> <br /> <h3> Lethe</h3> This is the house of forgetting, a bar of some notoriety in Hadestown. Here, many, many souls come to be even more dissolute than normal, sometimes to the point of fading away entirely. Its like the Dive, but classier, and set in the dusty shell, refurbished many times over the millenia, of an old and noble house. Ancient Frescoes peel away from the wall as drinks cups are manufactured from ancient jars and flower pots.<br /> <br /> Occasionally, balls are hosted by the proprietor, <b>Mighty Lord Eschataloc</b>, who claims to be the best friend you will ever meet, insist on becoming the first person you meet, and is far too comfortable grabbing strangers by the shoulder as her pushes dead drinks on them. He desires to be everyone's friend and have as many links to the world as he can, so that he can delay his fading away. All his friendships are shallow and artificial, and he can't for the death of him figure out why.<br /> <br /> <h3> Acheron</h3> The fighting pits of Acheron are some of the best entertainment in Hadestown, if simply for the reason that here the shades which frequent it can genuinely be said to be having a good time.<br /> <br /> There are 7 pits in all; three are for shade versus shade bouts, three for shade versus beast bouts, and one basically always empty pit. The beasts are generally abducted from the dungeon above, and the living can (sometimes) be paid handsomely for catches that will put on a good show in the pits.<br /> <br /> The pay is in relics of older ages, so value is not always consistent, let alone guaranteed.<br /> <br /> The final pit is almost always empty because your opponent in the final pit is the owner of the Acheron, <b>Axis</b>. <b>Axis</b> is bad news.<br /> <br /> He stands about 12 feet tall, and is wreathed in terrible flames, and crowned with many horns, and has many arms ringed about him, at least, when he doesn't want to be civil about things. His head is also a skull most of the time. <b>Axis </b>organises the fights, and occasionally asks favours of those who do particularly well. Very few are not friendly with <b>Axis</b> (not to his face at least) and his connections make Mighty Lord Eschataloc of House Lethe quite, quite jealous. </div> <h2> Elysium</h2> <div> As good as it gets in Hadestown. The buildings are actually cared for (often by souls from Tartarus who are bullied into doing it), and the streets are clear of rubble, even the back streets. The tea houses have comforting candle glows, and here, you might almost forget you're dead.<br /> <br /> Almost.</div> <div> <br /></div> <div> In Elysium is the last of the great houses, <b>Styx</b>.<br /> <h3> <b>Styx</b></h3> The final great house, it is something of a temple, something of a gathering place. One thing about it in particular stands out, while within its walls, no harm can befall you, of any kind. Knives will not cut, fires will not burn you, and even hurtful remarks gutter and die in the throat of those that would say them (if the saying would actually cause any offence to any that would hear it). It is a neutral meeting place for the dead and those that would visit them.<br /> It is all presided over by <b>The Dour Dowager</b>, a woman of some startling age, beauty (considering her advancement at least) and cunning. She has little stake in the schemes and politics of her fellow dead, but she does so enjoy knowing about <i>all </i>about it, and is more than happy to trade secrets with those who offer. It is also she that controls the schedule of who can make use of each of the Styx's private rooms, the price often being a piece of juicy, fresh gossip.</div> <div> <br /></div> <div> <b>The Lord's Palace</b></div> <div> There are no records of it, but the Lord of the Dead was overthrown, and his corpse thrown into the black sea. In his place, <b>3 Judges</b> sit in counsel of Hadestown, and continue the charade of the Lord's rule. His throne sits empty. This is very much secret.</div> <div> <br /></div> <div> <b>The Three Judges</b></div> <div> <b>Mila </b>- A general in life, she is stern, tactical, and imperious. This is also all a facade to ensure that none try to get too close to her. She is haunted by her old comrades.</div> <div> <b>Rhadaman</b> - A king in life of a small but prosperous realm, brought to ruin in a single night because of a single mistake. Deeply disturbed by his past failings.</div> <div> <b>Aedriad </b>- A mere beggar in life, long suffering and deeply empathetic, and yet also capable of startling acts of pragmatism in the name of Hadestown.<br /> <br /> Together the three run the settlement fairly, if tersely and occasionally brutally. They are not above throwing shades into the lake and not looking back. They would do anything to continue the town's legacy, and their own standing.</div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='http://chthonic-halls.blogspot.com/2019/01/hadestown.html' itemprop='url'/> <a class='timestamp-link' href='http://chthonic-halls.blogspot.com/2019/01/hadestown.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2019-01-25T22:42:00Z'>January 25, 2019</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://chthonic-halls.blogspot.com/2019/01/hadestown.html#comment-form' onclick=''> No comments: </a> </span> <span class='post-icons'> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=6981617104694461518&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=6981617104694461518&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=6981617104694461518&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=6981617104694461518&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=6981617104694461518&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSoWcumsE16v6-7zPXSwXq6HwYvEv95Dmao55jBfG4FO8JD3VEH' itemprop='image_url'/> <meta content='6794958740654805836' itemprop='blogId'/> <meta content='102020299923021388' itemprop='postId'/> <a name='102020299923021388'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://chthonic-halls.blogspot.com/2018/10/grave-city-of-king-priest.html'>Grave-City of the King-Priest</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-102020299923021388' itemprop='articleBody'> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSoWcumsE16v6-7zPXSwXq6HwYvEv95Dmao55jBfG4FO8JD3VEH" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="Image result for fantasy egyptian necropolis" border="0" src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSoWcumsE16v6-7zPXSwXq6HwYvEv95Dmao55jBfG4FO8JD3VEH" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;">Choose wisely.</td></tr> </tbody></table> <br /> <br /> Somewhere out on the frontiers, in another age, in another time there was a desert, ruled by kings who were gods. The tombs they built to preserve their earthly souls after death survived the world they knew, and now this one stands still, just. A few individuals and defences still hang on too, destroying those who would defile the holy corpse of the King-Priest.<br /> <br /> <h3> <b><u>Terrors:</u></b></h3> <b>1 - Sand-Sealed Soldiers</b>: Trapped in sealed chambers, stood in their ranks, the sand poured in an eternal vigil. Opening certain doors will release them.<br /> <b>2 - The Scorpion Sisters</b>: Spirits of the desert bound to the tombs by an ill-considered deal. Like a centaur only the horse parts are giant scorpions. Guard the <b>Promenade of Heroes</b>.<br /> <b>3 - Desert Hunger Spirits</b>: They remain clinging to the edge of the tomb-complex, held at bay by the sun disk. Their prey end up husks, withered and dry.<br /> <b>4 - Curse-Seals</b>: Hold fast the great stone doors of the tombs. If broken by intruders, they release the curses that are stored inside.<br /> <b>5 - Guardians of the Royal Souls</b>: Canopic-Statue-Guardians, holding the sacred organs within their chests. Imbued with divine purpose.<br /> <b>6 - The Many-Lords of Rot</b>: A rival power to the King-Priest, a hive mind of worms, locusts, beetles. They would feast on the royal souls.<br /> <br /> <h3> <b><u>Treasures:</u></b></h3> <b>1 - The King's Riches</b>: Much gold, animated servile statuary, gems, jewels, scepters, oh my!<br /> <b>2 - The Sun Disk</b>: Blazes with golden light, the power of the sun. Blasts of incandescent flame blast and repel spirits and the inhuman, at least those without the seal of the King.<br /> <b>3 - The Moon Blade</b>: Blazes with a cold blue flame, the power of the moon. Harms and subdues ghosts and other such otherwise immune undead.<br /> <b>4 - Preserved Remains</b>: Alchemically potent through the weight of passing centuries, academic types would pay through the nose for them.<br /> <b>5 - Historical Information</b>: Requires some serious translation work, but the context it would provide historians is invaluable.<br /> <b>6 - Salt</b>: Just like loads of salt. Loads of it. It was valuable back then! Still worth something now.<br /> <br /> <h3> <b><u>Features:</u></b></h3> <b>1 - Defeated Defilers</b>: Blackened and twisted and contorted, held in place forever. The ghosts of some rage nearby. Some still clutch treasure in dried and oily hands.<br /> <b>2 - Small Shrines</b>: Here there are ancient and crooked priests who can cleanse you of your sins, if you bring a proper offering.<br /> <b>3 - The Promenade of Heroes</b>: Many columns depicting and retelling the tales and legends of ancient adventurers and heroes. Offer clues about the contents of minor tombs and the grand pyramid.<br /> <b>4 - Scarab-People Scavengers</b>: They too seek the treasures and wonders of the city, travellers from the roving tent-city of their people. They have trinkets for sale, and would perhaps buy ones you find.<br /> <b>5 - Houses of the Dead</b>: Here the corpses of the worthy underwent their journey to eternity. Now they are cold and empty of all but the many jars and urns of salt.<br /> <b>6 - Titan of the King's Judgement</b>: The Doom of Sinners, but blind to the unblemished. The weak point is at the base of the skull; it is unguarded, but hard to access.<br /> <br /> <h3> <b><u>Ancilliary Tables</u></b></h3> <b><u>The Holy Souls of the King-Priest</u></b><br /> First is the Soul, then the organ that it inhabited, then the head of the Guardian, and finally the power of the Guardian.<br /> 1 - The Name - The Teeth and Tongue - Jackal - Taunting and disorienting cackles and whispers.<br /> 2 - The Shadow - The Liver - Crow - A paralysing shadow, which animates and grapples you.<br /> 3 - The Soul - The Stomach - Hippo - A bite attack which grapples on a hit.<br /> 4 - The Mind - The Eyes - Ibis - Fights with a bow which fires feather arrows.<br /> 5 - The Breath - The Lungs - Hawk - Flight on great skeletal wings.<br /> 6 - The Body - The Spine - Crocodile - Armour, which it can partially shed to regenerate.<br /> 7 - The Blood - The Heath - Bull - Flaming Aspect, which intensifies as it bleeds.<br /> <br /> <b><u>Curse-Seal Effects</u></b><br /> 1 - <b>Swarms of Locusts</b> pour forth from the shattered seal.<br /> 2 - The one that broke the seal <b>magically ages</b> a year each day.<br /> 3 - Each week, one of the family of the one who broke the seal is <b>compelled to commit suicide</b>.<br /> 4 - <b>Creeping Petrifciation</b> spreads from the limbs that broke the seal.<br /> 5 - <b>Water turns into Sand</b> in the mouth of the one that broke the seal.<br /> 6 - The one that broke the seal is always <b>on the verge of heat-stroke</b>, even in the snow.<br /> 7 - The eyes of the one that broke the seal <b>turn to scarabs</b> which will live in the sockets.<br /> 8 - The <b>Black Jackal of Doom</b> follows the one who broke the seal, it hounds them.<br /> 9 - A <b>Creeping Flame</b> sets in the air, spilling like mist from the broken seal.<br /> 10 - <b>Water won't stop pouring</b> from the broken seal.<br /> 11 - The <b>Guardians of the Royal Souls</b> always score critical hits on the one who broke the seal.<br /> 12 - The one who broke the seal becomes <b>deathly vulnerable to sunlight</b>.<br /> <br /> <b><u>Sin and the Titan</u></b><br /> The titan is a vengeful guardian of the <b>Great Pyramid</b>. Its empty eyes see only the sins of trespassers, and the blameless are invisible to it. Every other round it makes an attack against a sinner, determined randomly, though it has double chances to target the most sinful individual it can see and reach. It rolls to hit with only a d20, modified by the amount of sin the target has accumulated.<br /> Each sin is counted up individually, and each sin must be atoned for individually. For each category that you have 3 or more sins of, the titan gains +1 on to hit rolls against you. If you have 10+ sins in total, the Titan hits you automatically.<br /> <b>Sins</b>:<br /> 1 - Breaking a Curse-Seal<br /> 2 - Destroying one of the Guardians of the Royal Souls<br /> 3 - Stealing Funerary Gifts<br /> 4 - Trespassing in Sacred Spaces (i.e. the burial/treasure chambers of <b>minor tombs</b>, and any chamber on the third and fourth levels of the <b>Great Pyramid</b>)<br /> <br /> <b><u>Minor Shrines</u></b><br /> First is the name of the Shrine, then the price that must be paid for atonement, finally the benefit it provides.<br /> Each shrine only occurs once in the Tomb-City, further rolls of previously discovered shrines indicate another entrance to it.<br /> <b>1 - House of Names</b>: A Tooth - Atones for all sins gained from destroying guardians of the royal souls.<br /> <b>2 - Pit of Unburdening</b>: Only the pain of being thrown into the Pit (20 feet deep), and remaining there for 1 hour - Atones for all of one random type of sin.<br /> <b>3 - Table of the Feast</b>: Salt for further meat, at least a pound - Merely a safe haven, laden with food.<br /> <b>4 - Shrine of Red Release</b>: 1 constitution point's worth of Blood - Atones for all sins gained from breaking Curse-Seals<br /> <b>5 - Cells of Contemplation</b>: A Day's worth of fasting and meditating - Reduces each count of each sin you have down to 2.<br /> <b>6 - Pools of Cleansing</b>: A deep and jagged cut, dealing 1 point of damage for each hit die you have - Breaks a curse that affects your character.<br /> <b>7 - Temple of Judgement</b>: 10% of all gold carried on your person - Atones for all sins gained from stealing Funerary Gifts.<br /> <b>8 - House of Confession</b>: A penalty of 1 to all d20 rolls you make for the rest of the day - Atones for all sins gained from Trespassing in Sacred Spaces.<br /> <br /> <b><u>Defeated and Cursed Defilers</u></b><br /> They are all black and shrivelled by age, their skin slightly sticky and greasy, and they are frozen in their current poses. Trying to rearrange any part of them will snap off the part in question.<br /> Each has a 3 in 6 chance of manifesting its ghost, and a further 3 in 6 chance to have its treasure somewhere on its person. Ghosts can't stray out of sight of their body. If a defiler has both a treasure and a ghost, the treasure is almost certainly the cause of their suffering.<br /> Each Defiler can be encountered multiple times, until it is encountered with either its ghost or treasure. It cannot be encountered again after that.<br /> 1 - Frozen in a <b>convulsion of pain</b> - ghost only <b>wishes for mercy</b> - treasure is a <b>ruby</b> carved like a fire<br /> 2 - <b>Pinned to a wall</b> - ghost <b>fights to the bitter, bitter end</b> - treasure is a <b>masterwork spear-head</b>, needs re-hafting.<br /> 3 - <b>Face-down</b> in the sand - ghost is a <b>cruel thief</b> - treasure is a pouch full of old gold coins.<br /> 4 - <b>Curled up</b>, feotal, wracked with fear - ghost cowers in the corner and <b>waves a knife desperately</b> at any who draw near - treasure is a <b>golden ring</b>, set with a tiny rat skull.<br /> 5 - <b>Decapitated</b> and dropped - ghost is headless, and <b>swings a blade around wildly</b> - treasure is a <b>canopic jar</b> with a preserved organ inside (roll on the Holy Remains to see which organ it is, though it is never the kings actual organs of course).<br /> 6 - <b>Torn in half</b> and discarded - ghost desperately tries to <b>scoop its organs back inside</b> its ruined form - treasure is a <b>golden plate</b> bearing mystical rites for burials.<br /> 7 - <b>Bloated</b> and disfigured by a scorpion sting - ghost <b>spews poison</b> and miasmas, it can't help itself - treasure is a cursed, <b>lapis lazuli scorpion</b>.<br /> 8 - <b>Aged</b> to a thin and broken nothing - ghost is an ancient <b>old man</b>, wracked with age-pains - treasure is a <b>map</b> of the (supposed) afterlife.<br /> 9 - <b>Shrivelled</b> and curled by the sun - ghost desperately <b>seeks water</b> - treasure is a beautifully adorned <b>urn full of salt</b><br /> 10 - Nibbled and <b>Chewed by Locusts</b> - ghost is merely a <b>mad swarm</b> of ethereal insects - treasure is a <b>scepter</b> with the end carved in the likeness of a flying insect<br /> 11 - <b>On hands and knees</b>, as if desperately crawling away - ghost crawls, throwing up clouds of sand, <b>fights more like a wolf</b> than a man - treasure is an <b>amulet</b> depicting a prowling jackal.<br /> 12 - Knelt, <b>sobbing</b>, forever - ghost merely <b>weeps</b> - never any treasure.<br /> <br /> <h3> <b><u>Minor Tombs</u></b></h3> Each tomb has a 1 in 6 chance of already having been looted floor to ceiling by Scarab People. They will be selling any of the treasure that would have been inside on a small mat just outside the entrance of the tomb.<br /> <br /> <b>Name of the Hero buried there</b><br /> Each of these tombs can only be encountered once, further rolls of previously discovered tombs indicate another entrance to it.<br /> 1 - Ash-Kin-Pal: Master of the Armoury<br /> 2 - Sen-Wos-Ret: Conqueror of the Mishaninites<br /> 3 - Ren-Qo-Tet: Chosen of the Sun<br /> 4 - Fos-Mah-Ning: Breaker of Men<br /> 5 - Sir'ik-Toh-Pah: Beloved of Gods<br /> 6 - Xer-Man-Yung: Tamer of Crocodiles<br /> 7 - Sehk-Met-Hol: 100 Man Slayer<br /> 8 - Bah-Sing-Kir: Master of the Walls<br /> 9 - Far'aq-Mal-Dur: He who crossed the Desert and Returned<br /> 10 - Ihm-Ho-Tesh: Chief Priest of the Little Temples<br /> 11 - Seer-Et-Josh: Who died too Young.<br /> 12 - Anu-Bish-Shal: Keeper of the Moon-Blade (His Tomb also has the <b>Moon-Blade</b> as its treasure)<br /> <br /> <b>The Tomb's Defences</b><br /> Each tomb will have d4+1 defences.<br /> 1 - Hidden <b>Pits</b> with spiked bottoms.<br /> 2 - A <b>Curse-Sealed Door</b>.<br /> 3 - A Maddening <b>Labyrinth</b>.<br /> 4 - An Animated<b> Guardian Statue</b>, each has a measure of power over either Fire, Sand, or Light.<b> </b><br /> 5 - <b>Sand-Preserved Soldiers</b>, each turn an exploding d4, with a +1 modifier for each turn the chamber has been open, number of soldiers crawl forth from the sand before rising to attack. More emerge each turn until all 40 have been slain.<br /> 6 - A Great <b>Mummified Beast</b>, thrice the size of a Man, and has either immense strength, paralysing venom, or a hypnotic gaze.<br /> 7 - Acidic Mists in precariously <b>Balanced Jars</b>.<br /> 8 - <b>Spring loaded blades and Spears</b> hidden in the walls.<br /> 9 - <b>Trapped Monsters</b>, kept alive by ancient magics, use your favourite random monster table, or one of flaming desert wolves, fog-breathing vultures, or a crocodile-dragon<br /> 10 - A Door locked by a <b>Perplexing Riddle</b>.<br /> 11 - A <b>Huge Serpent</b> whose scales are miniature sarcophagi for mummified snakes. d4 are released and animate each time the Serpent is hit by an attack.<br /> 12 - A <b>Spirit of the Sands</b>, takes the shape of a desert jackal. Contact with it withers you for 1 hit point per level/hit die you have. Is willing to talk, will permit the pious to pass, if they can prove it.<br /> <b><br /></b> <b>Treasures of the Tombs</b><br /> (Besides your usual compliment of gold and art objects)<br /> These are the special contents of the final chamber, alongside the sarcophagus and remains of the tomb's owner.<br /> Roll only a d6 to begin with, but cross out each treasure you roll except 'Much More Gold', effectively pushing each lower result one number higher. If you roll higher than you have results for, use the highest available.<br /> 1 - Much more <b>Gold</b><br /> 2 - A <b>Magical Blade</b>, it can harm spirits and glows in their presence.<br /> 3 - A <b>Sacred Spear</b>, once per day it can be called upon to release light like the sun.<br /> 4 - A <b>Statue of a Horse</b>, it obeys the one who wears its amulet, and is in all regards, a stone, tireless, perfectly obedient horse.<br /> 5 - An <b>Amulet of a Scarab</b>, it is a brilliant blue. The next time the wearer is targeted by a curse, the amulet takes it on instead, and becomes a dull black, and the curse is nullified. Useless once this happens.<br /> 6 - A <b>Pouch of Sand</b>, when a handful is thrown, it creates a great gust of hot, dry wind. Enough for 2d4 such handfuls.<br /> 7 - A strangely curved <b>Knife</b>, it can cut apart water like clay; where the knife has sliced, the water cannot fly back, unless encouraged by a hand like reconnecting dough.<br /> 8 - A <b>Mummified Crocodile</b>, if ground up and snorted, you experience unsettling visions of the crocodile stalking and eventually killing helpless prey,<br /> 9 - A <b>Scroll</b> depicting many old and lost Gods. Worth much to the discerning collector.<br /> 10 - Scraps of ancient wisdom on the Arts of Alchemy.<br /> 11 - A <b>Golden Crown</b>, those who see you in it are filled with a minor admiration, until you perform an act that would go against their faint respect for you.<br /> 12 - A <b>Jar of Ointment</b>. Wounds washed in it will never go septic and heal in the hour. Corpses covered in it will never rot. Enough ointment for 100 wounds, or 10 corpses.<br /> <br /> <h3> <b><u>Rooms and Guardians of the Grand Pyramid</u></b></h3> The Courtyard of the Titan is the outer entrance of the Pyramid. Rooms 2 - 5 are on the first level of the Pyramid. Rooms 6 - 8 are on level 2, rooms 9 - 11 are on level 3, and room 12 is on level 4. Each level is <b>Curse-Sealed</b>, and has a number of Defences (from the minor tombs) equal its level in the corridors connecting each room.<br /> The <b>Sun Disk</b> crests the very peak of the Pyramid.<br /> First, the name of the Room, then a description, finally, any noteworthy contents.<br /> <b>1 - The Courtyard of the Titan</b>: Wide and open, surrounded by pillars - The <b>Titan of the King's Judgement </b>keeps a careful watch for sinners.<br /> <b>2 - Hall of History</b>: A long hall, many murals and depictions of the King-Priest's glorious deeds - a <b>withered old priest</b> who will explain it all to you, at <u>great</u> length.<br /> <b>3 - The Champion's Chamber</b>: A circular chamber, ringed with chest-high braziers, still burning, the floor is covered in sand - <b>The</b> <b>King-Priest's Champion</b>, a master swords man whose blade commands the sands.<br /> <b>4 - The False-Door</b>: A great door-way, only it is no door at all, and is merely solid rock - the False Door is flanked by Animated<b> Guardian Statues</b>.<br /> <b>5 - The Corrupted Chamber</b>: Walls are covered in rot and putrefaction, leaking from a cage in the centre of the room - in the cage is a <b>Many-Lord of Rot</b>, bound in place with mystic sigils.<br /> <b>6 - Shrine of Contemplation</b>: A small altar, bearing a replica of the Sun-Disk, and ringed with incense burners, still full - no other contents, it is a sin to trespass in this sacred space without leaving an offering, or if you make any sound beyond your footsteps.<br /> <b>7 - The Pristine Pools</b>: 5 pools, one inside a ring of the other four, cleanses curses from those who bathe in them - a white-scaled <b>Water Spirit</b> in the shape of a serpent desires fine music and proper respect to allow entry to the pools.<br /> <b>8 - The Cult Chamber</b>: At the centre of the room is a huge statue of the King-Priest, a place to worship his departed divinity - an <b>Invisible Sand Spirit</b> attacks those who do not show proper respect to the shrine and leave suitable offerings.<br /> <b>9 - The Model Chamber</b>: A grand table sits at the centre of the room - on the table rests a <b>miniature model of the city</b>, any change made to the model is physically reflected in the real city over the next hour, as if an army of invisible servants carve it away or build it up (which is in fact, exactly what is happening).<br /> <b>10 - The Treasure Chamber</b>: Vast piles of wealth, stacked as high as a man - as soon as even one coin is removed from its pile, 3 <b>Sand-Sealed Soldier</b> chambers open.<br /> <b>11 - The Queen's Tomb</b>: Plainer than you might expect, a reasonably sized sarcophagus lies in the centre of the room - the <b>Ghost of the Old Queen</b> dwells in this chamber, she is quite friendly, and is not angered by tomb-robbing, just very, very disapproving of it. She knows all about the Grave-City, as she helped design it. Can (and indeed, is eager to) tell you any secret about it if you stay on her good side. A bot touchy about being dead.<br /> <b>12 - The Burial Chamber of the King-Priest</b>: Huge, and high roofed, many opulent murals - the <b>King-Priest's Sarcophagus</b>, and the <b>7</b> <b>Guardians of the Royal Souls. </b>Should all the Guardians be destroyed, and the King's Corpse revealed, there will be <b>One More Complication. </b><br /> The King's Corpse bears: a <b>Royal Scepter</b>, <b>6 Holy Rings</b>, A <b>Might Amulet</b>, and its <b>left hand</b> is clad in gold and heals at a touch of the fore-finger.<br /> <b><br /></b> <b>One More Complication</b><br /> 1 - A <b>Many Lord of Rot </b>emerges from the shadows. It has followed you for some time now, and it demands the holy organs and flesh of the King-Priest, as revenge for an ancient wrong.<br /> 2 - The <b>Tomb has started to collapse!</b> There's only time to grab one thing each if you don't wish to risk death.<br /> 3 - The <b>Corpse of the King rises</b>, ready to interact with the party.<br /> 4 - Each individual member of the party is <b>inflicted with a Curse</b> as if they had broken a Curse-Seal. Curses that would pour out of a broken Curse-Seal, instead tear holes in the palms of the PC's hands, and pour forth from that with a great deal of pain.<br /> 5 - The <b>Desert Shadows</b>, an order of Mystic-Knights devoted to the old line of King-Priests will not rest until the Party have atoned for their trespasses and returned any the stolen Royal Souls, or been butchered to a man.<br /> 6 - A section of each of the four walls drops away, revealing a chamber each of <b>Sand-Preserved Soldiers. </b>They will fight until totally destroyed.<br /> <br /> <h3> <b><u>Random Encounters in the Tomb-City (2d6)</u></b></h3> Roll every 10 minutes of searching. Do not roll at any other time, even night. The city is utterly dead.<br /> 2 - <b>Scarab-People Scavengers</b> (roll reaction with advantage), they seek to plunder one of the minor tombs<br /> 3 - A Friendly(ish) band of high-born <b>"Archaeologists"</b>, hopelessly inexperienced and under-equipped. They will probably die if they remain without help.<br /> 4 - A <b>Wandering Ghost</b>, of either an old priest, a tired soldier, or a murderous defiler.<br /> 5 - A <b>Minor Shrine </b>(there are up to 8 of these, rolling a duplicate shrine indicates you have stubbled across another entrance)<br /> 6 - 3d4 Bone-thin <b>Wolves </b>(1d4 less each time it is encountered, when no d4 are left, it is only a single, dead wolf)<br /> 7 - A <b>Defiler</b><br /> 8 - An Animated <b>Guardian Statue</b>, each has a measure of power over either Fire, Sand, or Light.<b> </b>There are 12 wandering the Tomb-City, further rolls indicate only a pile of rubble.<br /> 9 - A <b>Minor Tomb </b>(there are up to 12 of these, rolling a duplicate tomb indicates you have stubbled across another entrance)<br /> 10 - A <b>Rival Band</b> of Adventurers, experienced, equipped well, and armed to the teeth. There are as many as 2 in the Tomb-City at any one time. They can change over time.<br /> 11 - A <b>Spirit of the Sands</b>, taking either the shape of a Sphinx, A Great Serpent, or a Giant Skeleton.<br /> 12 - A <b>Many-Lord of Rot</b> (roll reaction with disadvantage)<br /> <br /> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='http://chthonic-halls.blogspot.com/2018/10/grave-city-of-king-priest.html' itemprop='url'/> <a class='timestamp-link' href='http://chthonic-halls.blogspot.com/2018/10/grave-city-of-king-priest.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2018-10-12T22:33:00+01:00'>October 12, 2018</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://chthonic-halls.blogspot.com/2018/10/grave-city-of-king-priest.html#comment-form' onclick=''> No comments: </a> </span> <span class='post-icons'> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=102020299923021388&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=102020299923021388&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=102020299923021388&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=102020299923021388&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=102020299923021388&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='6794958740654805836' itemprop='blogId'/> <meta content='4657835331551455970' itemprop='postId'/> <a name='4657835331551455970'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='http://chthonic-halls.blogspot.com/2018/06/candlemarsh-part-number-2.html'>Candlemarsh Part the number 2</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-4657835331551455970' itemprop='articleBody'> In no particular order (yet)...<br /> <br /> <h3> Further Hooks for Entering the Wretchedness of the Marsh</h3> <div> 1 - A priest grows uneasy, the barrier between the living world and the dead is weakened, and the source is the Candlemarsh; discover the source of the corruption and destroy it.</div> <div> 2 - The Grand Light of the Cathedral-Beacon was stolen in the night, and it cannot be relit! The thief disappeared like smoke, and fled to the Candlemarsh. Reclaim it.</div> <div> 3 - You must discover a secret, but the only person who knew it is now dead. There is an oracle who supposedly lairs in the Candlemarsh who could reveal the secret to you. Find it and learn the secret.</div> <div> 4 - Recover the Last Secret/the Last Wonder of the Old Wizard's Tower.</div> <div> 5 - Someone was taken in the night by... something. It was feral, and merely looked like a man, and dragged them into the Marsh. Rescue them.</div> <div> 6 - There is an old Mansion in the Marsh built in old times before the Marsh spread beyond its boundaries. Loot it.</div> <div> 7 - You have this old map, supposedly it leads to Tief Le'Jeans' long lost treasure. Recover it.</div> <div> 8 - An Alchemist requires that most rarest of flowers, the Artisan's Orchid. The closest plant grows in the Candlemarsh, in the Gardens of Aunty Seepstitch. Retrieve it.</div> <div> 9 - The Druids of the Swamp cry for help from their Animist Brethren. Answer the call.</div> <div> 10 - A Fae wandered into town, and bestowed upon you a righteous quest! Aid the Moth-King in his war in the Dread-Candlemarsh! </div> <h3> Distinguishing Features: Trolls</h3> 1 - A drooping Pot Belly<br /> 2 - Flaps of Sagging Skin<br /> 3 - Spider-like Clusters of Eyes<br /> 4 - A wide, Ponderous Jaw<br /> 5 - A scraggily 3rd Arm<br /> 6 - Pock-marked Bone Crests<br /> 7 - Twists of Gnarly Scars<br /> 8 - Drifts of Warped Burns<br /> 9 - An Atrophied Limb<br /> 10 - Is Missing a Chunk<br /> 11 - Useless, foot-long Fly-Wings<br /> 12 - Outcrops of Parasite Fungus<br /> 13 - An Ad-Hoc "Prosthetic" Leg<br /> 14 - Half of their Head is Merely a Skull<br /> 15 - A Weapon is stuck in their Flesh<br /> 16 - Long and Pointy Facial Features<br /> 17 - Has Crocodile-Scale Tattoos<br /> 18 - Sports a Twisted Horn<br /> 19 - Has a foot-long, Dangling Tongue<br /> 20 - Has a Hole all the way through<br /> <br /> <h3> Distinguishing Features: Druids of the Swamp</h3> 1 - Has a Pair of Antlers<br /> 2 - Has Leaves for Hair<br /> 3 - Has Feathers for Hair<br /> 4 - Has an Animal's Eyes<br /> 5 - Has Hooves for Feet<br /> 6 - Has Gills on their Neck<br /> 7 - Has patches of Scales<br /> 8 - Has Stone Teeth<br /> 9 - Twists of Gnarly Scars<br /> 10 - Wears a Cloak of Insects<br /> 11 - Altogether too... normal...<br /> 12 - Has Fly-Faceted Eyes<br /> 13 - Smells of Sweet Flowers<br /> 14 - Tangles of Twigs for Hair<br /> 15 - Has a flickering Snake Tongue<br /> 16 - Has a Constant Animal Companion<br /> 17 - White Flowers sprout at their Feet<br /> 18 - Always, always Muddy<br /> 19 - Wears a Mantle of Fog<br /> 20 - Has Fish-Webbed Limbs and Digits<br /> <br /> <h3> Marks of the Druid Clans</h3> <div> 1 - They all wear masks like animals of the swamp.</div> <div> 2 - They are particularly mutated: roll twice the number of distinguishing features as normal</div> 3 - They wear suits of layered bark-scales<br /> 4 - They dress only in geometric tattoos of beasts and plants<br /> 5 - They all have shaved heads and wear dark marks around their eyes and mouths<br /> 6 - They jangle as they move from all the bones that dangle from their clothes<br /> 7 - They all wear long, winding strings of prayer-beads wrapped around their bodies<br /> 8 - They all walk about on stilts to avoid the bog-water<br /> <h3> Troll Loot</h3> For Lone, Regular Trolls, roll d30.<br /> For Groups of Trolls, roll d40.<br /> For Troll Warriors, roll d30 + 10.<br /> For Troll Knights, roll d20 + 20.<br /> <br /> 1 - 3d20 Fish Heads<br /> 2 - d4d4 Crocodile Teeth<br /> 3 - A Painted Stone<br /> 4 - d4 False-Heron Beaks<br /> 5 - A Flint Knife<br /> 6 - A Satchel of d12 Fat-Candles<br /> 7 - Some reeking Cheese<br /> 8 - Some smoked Meat<br /> 9 - A Crude Wooden Charm<br /> 10 - A Collection of Mosses<br /> 11 - An assortment of Roots<br /> 12 - d6 Bloody Druid Scalps<br /> 13 - 2d4 Rusted and Ruined Weapons<br /> 14 - A Jumble of Crocodile Bones<br /> 15 - A Chunk of Masonry<br /> 16 - A Bundle of Sopping Clothes<br /> 17 - d4 Painted Bark Scraps<br /> 18 - A Lump of Raw Bog-Iron<br /> 19 - A Dead Dog<br /> 20 - A Rather Large Bone<br /> 21 - An actually Useable Weapon<br /> 22 - A Spirit Ward<br /> 23 - d4 Crocodile Skins<br /> 24 - A Flask of Hag-Tea<br /> 25 - d12 dried, Hallucinogenic Frogs<br /> 26 - d4 clumps of Medicinal Herbs<br /> 27 - An Idol of the Troll-King<br /> 28 - A Crocodile's Heart<br /> 29 - A Druid's Totem-Staff<br /> 30 - A Goodly Chunk of Bog-Iron<br /> 31 - A piece of Loot from the Wizard's Tower<br /> 32 - An Iron Cage holding a Small Sprite<br /> 33 - A Looted Master-work Weapon<br /> 34 - A Bone Charm, a gift from the Oni<br /> 35 - A Necklace of Wolf-Teeth<br /> 36 - A Hunting Horn<br /> 37 - A Runed Hunting Spear<br /> 38 - Cursed, Ground Insect Powder<br /> 39 - d4 Lightning-Struck Stones<br /> 40 - Actual, real, bone-fide LOOT<br /> <br /> <h3> Tief le'Jean's Buried Treasure</h3> Once called "The Gentleman Corsair", Tief le'Jean was famed and feared, and according to legend, once buried an entire chest filled with jewels in the depths of the Marsh for reasons now lost to knowledge. The legends also say that he buried three of his most loyal crew, that they might guard in even beyond death...<br /> <br /> <b>This Map you got your grubby hands on leads to...</b><br /> 1 - A Gnarled and Twisted Oak with 3 great Branches<br /> 2 - A Triangle of 3 Standing Stones<br /> 3 - A Bog-Isle, bearing 3 ancient Graves<br /> 4 - A Rock-Outcrop bearing 3 Carven, Pain-Wracked Faces<br /> 5 - The Old and Rotted Remains of 3 Boats<br /> 6 - An unfinished dig-site; you weren't the first ones here...<br /> <br /> <b>The Treasure has turned out to be...</b><br /> 1 - Absent. It was only ever a Legend it seems.<br /> 2 - All but destroyed by time and water.<br /> 3 - A few bottles (2d4) of Very Fine Wine<br /> 4 - A Book of Esoteric Alchemical Formulae<br /> 5 - Just a Key. But to what?<br /> 6 - Actually a Gold filled Chest. Who knew?<br /> <br /> <b>The Three Guardians however, are...</b><br /> (Only roll on this if there was anything left to guard)<br /> <br /> 1 - Now just Bloat Dead.<br /> 2 - Old bones, nothing more.<br /> 3 - Spirits that manifest as Malicious Terrain<br /> 4 - Spirits that manifest as Raging Ghosts<br /> 5 - Spirits that manifest as a Terrible Dream-Curse<br /> 6 - Spirits that have reincarnated into Marsh-Beasts<br /> <br /> <h3> What Lurks Within the Swamp Oyster?</h3> 1 - Actually just a really big, somewhat green Pearl of Prodigious Size<br /> 2 - A Nacreous Skull that babbles when Trolls are near<br /> 3 - An Oily Seed that will grow into a Lake if planted (over the course of 1 year)<br /> 4 - A pit which leads ALL THE WAY DOWN<br /> 5 - The bones of an Angel, carven with celestial runes<br /> 6 - The Foetal Embodiment of the God 'Neath the Murk<br /> 7 - A concreted mass of Troll Skulls, silently screaming<br /> 8 - A miniature forest, somehow vast and dark within the Oyster<br /> <br /> <h3> Stirrings of the Lake God</h3> 1 - An aqueous hand rises from the water, highers and higher, before it snuffs out a star and collapses back into the bog.<br /> 2 - The bog forms a silently screaming face from the muck, it stretches up, as if trying to escape, before it collapses again into nothingness.<br /> 3 - A patch of water instantly freezes, criss-crossed with dark cracks.<br /> 4 - A swarm of bugs are pulled instantly together into a solid clump of squirming, buzzing agony. They are slowly crushed together into nothing.<br /> 5 - A Tree trembles before splitting open to unleash a sudden geyser of thick marsh-water.<br /> 6 - Just a moment too long for comfort, the whole world appears as if underwater.<br /> 7 - A False-Heron minds its own business, before it tenses, and then rises up into the air and unravels into strings of meat and bone like so much knitting being pulled apart.<br /> 8 - The water suddenly becomes hard as concrete, though beneath the surface it feels like grasping hands. Slowly it all melts back to normal.<br /> 9 - For a moment, the sky appears to become a great ocean, roiling and stirring according to unseen winds.<br /> 10 - The trembling earth rises like an egg about to burst over a flame; it splits open to emit a creature of mist that surges forth screaming as its form slowly dissipates into nothing.<br /> <br /> <h3> Stats for the Beasts</h3> <div> <b>TROLLS</b></div> <div> Armour: 13, Move 30', 3 Hit Dice, Morale 7.<br /> Attacks: Bite for d6 and Claws for d6, or Weapon for d10<br /> Special: Trolls regenerate 1 HP at the start of each of their turns. Fire damage they take also reduces their maximum HP by an equal amount. Trolls can even regenerate from 0 HP, though they die permanently if their Maximum HP is reduce to 0 by fire, or if they receive damage equal to their normal maximum while at 0 HP.<br /> Trolls can also hold their breath for up to an hour.<br /> Text<br /> <br /></div> <div> <b><u>The Troll Knights</u></b></div> <div> <b>Crocodile Hunter</b></div> <div> Armour: 14, Move 35', 4 + 1 Hit Dice, Morale 9.<br /> Attacks: Bite for d6 and Claws for d6, or 2 Knuckle Dusters for 2d4 each.<br /> Special: As Troll, but regenerates 3 HP at the start of each turn.<br /> Text<br /> <br /></div> <div> <b>Boat Sinker</b></div> <div> Armour: 16, Move 20', 4+2 Hit Dice, Morale 9.<br /> Attacks: Bite for d6 and Claws for d6, or a Figure-Head Smash for 2d8 which also attacks any creatures directly behind the target. Boat Sinker can't move and attack in the same turn.<br /> Special: As Troll, but can also plant their Hull-Shield to grant +3 to their AC against attacks from a specific direction as long as it didn't move that turn.<br /> Text<br /> <br /></div> <div> <b>Dumb Boi</b></div> <div> Armour: 12, Move 20', 4 + 4 Hit Dice, Morale 3d4 (roll each time).<br /> Attacks: Bite for d6 and Claws for d6, or Rock for d12 (30' range).<br /> Special: As Troll, but is also too stupid to be affected by many Mind-Altering Effects.<br /> Text<br /> <br /></div> <div> <b>Voodoo Warrior</b></div> <div> Armour: 12, Move 35', 4 + 1 Hit Dice, Morale 7.<br /> Attacks: Bite for d6 and Claws for d6, or 2 Bone-Tomahawk attacks for d8 and Curse (see below).<br /> Special: As Troll, and also Tomahawk and Armour Curses.<br /> If you miss an attack against the Voodoo Warrior, you begin to see the Faces that make up its armour come to life and scream and mock and jeer, giving you stacking disadvantage on attack rolls against it each time you miss, until you hit an attack against the Voodoo Warrior.<br /> A Critical Hit from a Bone Tomahawk attack inflicts its curse on you, and you must make a save against its magic at the start of your next turn to prevent yourself from giving into the compulsion to drown yourself in the marsh.<br /> Text<br /> <br /></div> <div> <b>Bird Eater</b></div> <div> Armour: 14, Move 40', 4 + 1 Hit Dice, Morale 6.<br /> Attacks: Bite for d6 and Claws for d6, or 1 Flint Kunai in melee range for d8, or d4 Flint Kunai at 10' to 20' range.<br /> Special: As Troll, but can also leap 40' in any direction using its cape instead of moving.<br /> Text<br /> <br /></div> <div> <b>Tree Feller</b></div> <div> Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.<br /> Attacks: Bite for d6 and Claws for d6, or Big Ol' Log for d10.<br /> Special: As Troll, but also Bark-Armour special Property.<br /> Tree Feller's Bark Armour has 10 HP. Each time Tree Feller takes damage, half of it (rounding down) is prevented, and the Bark Armour takes 1 damage. This effect ends when the Bark Armour is reduced to 0 HP.<br /> Text<br /> <br /></div> <div> <b>Spirit Seeker</b></div> <div> Armour: 12, Move 35', 4 + 2 Hit Dice, Morale 10.<br /> Attacks: Bite for d6 and Claws for d6, or 1 Flint Spear for 2d6 magical damage (20' range).<br /> Special: Can throw and recall their Spear to their hand magically, as part of their attack.<br /> Suffers no penalty for being blind.<br /> Spirits will not harm the Spirit Seeker for any reason.<br /> Spirit Seeker adds 2 to its AC until the end of its next turn each time it is hit because of the protection of its magic tattoos.<br /> Text<br /> <br /></div> <div> <b>Iron Taker</b></div> <div> Armour: 18, Move 25', 4 + 2 Hit Dice, Morale 9.<br /> Attacks: Bite for d6 and Claws for d6, or 1 Corroded Greatsword for 3d6 though if it ever rolls a double 1 on the damage roll, the Greatsword breaks after dealing its damage.<br /> Special: As Troll, and each time the Iron Taker takes damage, its AC is reduced by 1.<br /> Text<br /> <br /></div> <div> <b>Bone Breaker</b></div> <div> Armour: 14, Move 35', 4 + 1 Hit Dice, Morale 8.<br /> Attacks: Bite for d6 and Claws for d6, or a Bone Spear for d10, or d8 at 20' range. It holds 3d4 spears at any one time on its back.<br /> Special: As Troll, but as part of its turn, it can restore 10 HP to itself at the cost of 1 AC because of the magic of its Bone Armour. It can't reduce its AC to less than 10 because of this effect.<br /> Text<br /> <br /></div> <div> <b>Pond Lurker</b></div> <div> Armour: 14, Move 35', 4 + 1 Hit Dice, Morale 8.<br /> Attacks: Bite for d6 and Claws for d6, or 1 Oily Net attack that restrains the target. Can't attack using the Net whilst a creature is restrained by it.<br /> Special: As Troll.<br /> Text<br /> <br /></div> <div> <b>Troll Weapons</b></div> <div> 1 - A Big Log<br /> 2 - A Big Ol' Fish<br /> 3 - A Flint Axe<br /> 4 - A Wooden Stake-Spear<br /> 5 - An Ivy Net<br /> 6 - A Bog-Iron Smasher<br /> 7 - A Fuggin' Rock<br /> 8 - Tooth Knuckle-Dusters<br /> 9 - Another Troll's Leg<br /> 10 - A Cart-Wheel<br /> <br /> <b>The Troll King</b><br /> Armour: 15, Move 30', 5 + 3 Hit Dice, Morale 10.<br /> Attacks: Bite for d6 and Claws for d6, or 2 Bog Iron Smasher attacks for d12+2.<br /> Special: As Troll, except that he regenerates d6 per turn.<br /> If the Troll King suffers a critical hit, something has been severed, roll on the following table.<br /> 1 - The 2nd Head: The Troll King gains no benefit from its Second Head. This won't regrow.<br /> 2, or 3 - An Arm has been severed. The Troll King can't make Claw attacks next turn, and can only make 1 Bog Iron Smasher attack rather than 2. The turn after that and after, the Troll King can attack as normal, but also makes an additional Claw Attack each time he does.<br /> 4, or 5 - A Leg has been severed. The Troll King's movement is halved for his next turn. The Turn after that and after, his speed is 10' greater than normal.<br /> 6 - His Guts have been spilled from his body. The Troll King's next turn is spent shoveling them back inside his body. The turn after that and after, the Troll King's AC is increased by 1 from the extra flesh on his belly.<br /> The Troll King also has a 2nd head, which has its own turn, and can cast rudimentary curses, which it must maintain each round to continue the effects.<br /> Hexes of the 2nd head:<br /> 1 - Compell a target to drown itself. Save to resist.<br /> 2 - Compell a pile of bones to animate as a 2 HD skeleton.<br /> 3 - Compell 1 item of metal to rust away.<br /> Text<br /> <b><br /></b> <b>The Oni of the Drowning Faith</b><br /> Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.<br /> Attacks: Bite for d6 and Claws for d6, or 1 Ritual Knife for d8, which also reduces the targets next attack roll by the same amount.<br /> Special: As Troll, but the Oni also have benefits from their Magics and Bone Charms.<br /> The Oni can cast the following spell-like effects.<br /> 1 - Ranged attacks that would hit them dissolve into dust (if they feasibly could) on a d6 roll of 4+.<br /> 2 - The next Iron object they touch rusts to nothing.<br /> 3 - They summon and can command a 3HD Insect Swarm.<br /> 4 - They can command Miasmas to inflict Marshplague.<br /> 5 - They can command the earth to soften to mud.<br /> 6 - They can command mud to harden into earth.<br /> Each time they manifest these effects, they must roll their spell dice, which begins as a d4. If they roll a 4 or more, they lose 1 HD worth of HP as the God 'Neath the Murk claims some of their flesh, which sloughs off as a tiny water sprite and scurries away. If they roll less than 4, the dice size increases a step instead. If they roll a 4+ while their die is larger than a d4, it also resets to d4.<br /> Oni of the Drowning Faith can also craft Bone Charms which duplicate the effects of their magics when broken. These take great time and effort to make, so they give them out only rarely.<br /> Text<br /> <b><br /></b> <b>CREAKBEAST</b><br /> Armour: 15, Move 10' + d6 x 5' (roll each time), 5 + 5 Hit Dice, Morale 8.<br /> Attacks: d6 Limb Smashes for d6 each, or a bite for 2d12 (one of the d12 is fire damage), or a telekinetic scrap attack which deals d8 damage to all targets in a 15' line, reflex save to avoid, if Creakbeast is at half health or lower, it deals 2d8 damage instead.<br /> Special: Creakbeast can breath a 15' cone of flame dealing 3d6 damage once per minute instead of attacking. It can also sweat out a fog cloud with 20' radius as part of its turn. It can also create a pair of illusiory duplicates of itself, as if created by the spell <i>mirror image</i>.<br /> Creakbeast regenerates d8 HP at the end of each of it turns, or d4 HP on a turn it attacks, or 1 Hp on a turn it uses one of its magic abilities. It does not regenerate while at 0 HP (see below).<br /> Creakbeast must be dealt damage equal to its normal maximum while at 0 HP to be permanently destroyed. For each point of damage it takes while at 0 HP, it takes 30 minutes to repair itself, at the end of which time it regains 1 HP and then begins regenerating normally.<br /> Text<br /> <b><br /></b> <b>CANDLE GOLEM</b><br /> Armour: 12, Move 25', 6 + 6 Hit Dice, Morale 6 (12 while fighting Trolls).<br /> Attacks: 2 Fist Smashes for 2d6 (one of the d6 is fire damage). It can also attempt to grapple someone without using any of its hands, and with a range of 30' by causing water to grasp at the target.<br /> Special: If any of its limbs or body parts are ever severed or damaged, at the end of its next turn it lose d6 HP and regenerates/repairs the missing parts. It can eat eat a candle as an action, regaining 1 HP. Cold effects slow it (as the spell) and fire effects haste it (as the spell), but the effects wear off at the end of its next turn.<br /> Text<br /> <b><br /></b> <b>TROLL EATER CROCODILES</b><br /> Armour: 14, Move 20' on land, 35' in water, 3 Hit Dice, Morale 5, or 8 when fighting Trolls.<br /> Attacks: A bite for d8 and a grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.<br /> Special: Regenerates d6 HP each turn, but loses the ability to regenerate for 1 hour if it rolls a 6. Will death-roll grapple-attack corpses for d3 extra rounds after death due to fighting trolls.<br /> Text<br /> <b><br /></b> <b>FALSE-HERONS</b><br /> Armour: 13, Move 40', 2 Hit Dice, Morale 5.<br /> Attacks: 1 Tentacle attack for d6 with 10' range.<br /> Special: Advantage on rolls to avoid being tripped, shoved, or grappled. Its movement speed can't be reduced by non-magical terrain effects.<br /> Text<br /> <b><br /></b> <b>THE MOTH KING</b><br /> Armour: 14, Move 20' on the ground, 40' in the air, 5 + 5 Hit Dice, Morale 6, or 8 when fighting Trolls.<br /> Attacks: 2 Claws for d6 each, or Dive Bomb for d8 and grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.<br /> Special: Can screech once per hour that affects all targets that can hear it, dealing d4 damage and stunning those damaged who fail a fortitude saving throw.<br /> 3 times per day each, it can cast <i>silent image, dancing lights, </i>and <i>gust of wind</i>.<br /> Once per day, it can spit a blinding, stinking ichor at an adjacent target.<br /> If suddenly exposed to bright light, it is blinded for d3 turns.<br /> Text<br /> <b><br /></b> <b>THE BLOAT DEAD</b><br /> Armour: 10, Move 20', 1 + 1 Hit Dice, Morale 12.<br /> Attacks: 1 Claw for d4.<br /> Special: On death, has a 4 in 6 chance to explode, dealing d4 damage to targets within 5 feet, and infecting those damaged with Marshplague.<br /> Text<br /> <b><br /></b> <b>THE DRUIDS OF THE SWAMP</b><br /> Armour: 11 + d3, Move 30', d3 Hit Dice, Morale 8.<br /> Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.<br /> Special: Druids of the Swamp don't reduce their movement speed whilst swimming.<br /> Druids of the Swamp can wild-shape a number of times per day equal to their Hit Dice, choosing their forms from Birds or Fish.<br /> Druids of the Swamp can also cast a number of spells equal to their HD from the following list: <i>call insect swarm, water surge, poison spray, entangle</i>.<br /> Druids of the Swamp with 3 HD can instead spend all their spells to summon a Swamp Elemental to fight for them with 2 HD, + 1 HD for each spell expended.<br /> Text<br /> <b><br /></b> <b>The Grove-Masters</b><br /> Armour: 12 + d3, Move 35', 3 + d3 Hit Dice, Morale 10.<br /> Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.<br /> Special: As Druid of the Swamp. Dunno yet, we'll see.<br /> Text<br /> <b><br /></b> <b>THE OLD MAN OF THE MOSS CLUMPS</b><br /> Armour: 14, Move 25', 7 + 3 Hit Dice, Morale 12.<br /> Attacks: 1 Fist for 2d8, or 1 Rock for d12 (30' range). If an attack deals maximum damage on any of their damage dice, the target is also knocked prone. If a fist attack rolls double damage, it also deals damage equal to 1 of the dice results to adjacent targets if the attack roll would have hit them too.<br /> Special: Every d6 rounds, it can also release a cloud of blinding and sickening spores that require a fortitude save to resist. Its movement speed can never be reduced whilst within the Candlemarsh.<br /> The Old Man can also stomp prone targets adjacent or under it as part of its attack for d8 damage.<br /> Instead of knocking a target prone with a fist attack, it can instead pick up the target and throw them 30 feet, or 10 feet if the target succeeds on a saving throw.<br /> Text<br /> <b><br /></b> <b>AUNTY SEEPSTITCH</b><br /> Armour: 14, Move 30' on ground, 40' in water, 5 + 2 Hit Dice, Morale 9.<br /> Attacks: Bite for d8. Deals triple damage on a critical hit.<br /> Special: Her lure is entrancing. If you look at it on your turn (treat yourself as if blinded to avoid it) you must make a save against magic or be enthralled (treated as if paralysed).<br /> Can cast <i>darkness</i> at will, though only 1 instance of it can be active at a time. The previous instance is dispelled when a new one is created.<br /> Aunty Seepstitch can grapple or manipulate objects and targets within the darkness regardless of range or obstacles, and can create small, unbreakable objects within it while it lasts.<br /> Text<br /> <br /> <b>Aunty Seepstitch's Familiars - Gasp and Rattle</b><br /> Armour: 12, Move 30' in the air, 2 Hit Dice, Morale 7.<br /> Attacks: Bite for d6. If a creature is hit by both Familiar's bite in one round, they are paralysed until the end of their next turn if they fail a saving throw.<br /> Special: The familiars can see through darkness created by their Mistress.<br /> <br /> Text<br /> <h3> Tables for Rival Adventuring Parties</h3> </div> <div> There are d4 + 2 members of each adventuring party (at least, to start with). Each member of the party has 4 HD if the result of the d4 was a 1, each member has 3 HD if the result of the d4 was a 2 or a 3, and each member of the party has 2 HD if the result of the d4 was a 4.</div> <div> <br /></div> <div> <b>Members of the Party</b></div> <div> Roll to determine the profession of each member of the Party.</div> <div> <br /></div> <div> 1 - A Grizzled Soldier</div> <div> 2 - A Dandy Duelist</div> <div> 3 - A Thick Jawed Thug</div> <div> 4 - An Overburdened Armsman</div> <div> 5 - A Paranoid Bowman</div> <div> 6 - A Self Righteous Knight</div> <div> 7 - A Flamboyant Corsair </div> <div> 8 - A Sunken-Eyed Cutthroat</div> <div> 9 - A Shadowy Assassin</div> <div> 10 - A Cowled Woodsman</div> <div> <div> 11 - A Bare-Chested Berserker</div> <div> 12 - A Silver-Tongued Scoundrel</div> <div> 13 - A Softly-Ticking Tinkerer</div> <div> 14 - A Vial-Laden Alchemist </div> <div> 15 - A Wind-Worn Animist</div> <div> 16 - A Bone-Bedecked Shaman</div> <div> 17 - A Charm-Swaddled Mystic</div> <div> 18 - An Insence-Swirling Priest</div> <div> 19 - A Pompous <i>Arcaniste</i></div> <div> 20 - A Threadbare Wizard</div> </div> <div> <br /></div> <div> <b>...Who is...</b></div> <div> Roll to add a further detail to them.</div> <div> <br /></div> <div> 1 - Gaunt with Marshplague</div> <div> 2 - Carrying Several Troll Heads</div> <div> 3 - A Chronic Kleptomaniac</div> <div> 4 - Chronically Dishonest </div> <div> 5 - Hollow-Eyed and Haunted</div> <div> 6 - Suspiciously Undead</div> <div> 7 - Covered in all kinds of Bites</div> <div> 8 - Just covered in Parasite-Moss</div> <div> 9 - Missing a Limb</div> <div> 10 - Some Pristine and Irritatingly Cheerful</div> <div> <div> 11 - Fussing Desperately over a Stained Map</div> <div> 12 - Lugging a Man-Sized Sack...</div> <div> 13 - Bearing Some Particularly Gnarly Wounds</div> <div> 14 - Nervously Sharpening their Blades</div> <div> 15 - Constantly Watching the Shadows</div> <div> 16 - Trying to Appear like they are in Control</div> <div> 17 - Has a Spider Clamped on their Chest</div> <div> 18 - Giggling Nervously </div> <div> 19 - Won't Make Eye-Contact at all</div> <div> 20 - Quite Dead</div> </div> <div> <br /></div> <div> <b>The Group are Desperately...</b></div> <div> Roll once to determine what the Party are doing when you find them.</div> <div> <br /></div> <div> <div> 1 - Trying to Deal with a Random Encounter</div> <div> 2 - Running Away from a Random Encounter </div> <div> 3 - Being Slowly Overcome by a Random Encounter</div> <div> 4 - Hiding from a Random Encounter</div> <div> 5 - Heaving a Companion out of the Mud</div> <div> 6 - Seeking a Way Out of this Hell</div> <div> 7 - Digging Down into the Mud</div> <div> 8 - Treating a Barely-Conscious Companion</div> <div> 9 - Trying to Avoid Attention</div> <div> 10 - Trying to kill YOU</div> </div> <div> <br /></div> <h3> Base Debasements of the Marsh</h3> <div> 1 - <b>Leeches</b></div> <div> You must decrease your HP by d4 at the end of any rests you take, and receive 1 less HP from any healing you receive per instance of Leeches you have, until someone trained in medicine can remove them. </div> <div> 2<b> - Midgeblight</b></div> <div> You have a penalty of -1 to all dexterity related rolls per instance of Midgeblight you have, until you rest a full night away from the Marsh (i.e. away from the Midges).</div> <div> 3<b> </b>-<b> Parasite Moss</b></div> <div> You need to eat an addition allotment of food per day for each instance of Parasite Moss you have, until until a Medical Professional treats you for a whole day. </div> <div> 4<b> - Bog Fever</b></div> <div> You believe yourself to actually be in place that is really very nice and sunny place, nothing like this awful horrible marsh. No actual mechanical drawbacks, but it might make it harder to engage with situations you stumble across.</div> <div> <br /></div> <div> <h3> The Ruins of the Wizard's Old Tower</h3> <b>Shape of the Ruins</b><br /> 1 - Half a crumbling Tower, ever floor barred open<br /> 2 - A Shattered Dome, like a hatched egg<br /> 3 - A Hollow Old Hall, gaping like a mouth<br /> 4 - A Slumping Mansion, missing its upper floors<br /> 5 - A Flaking Pagoda, soaked and ruined by water<br /> 6 - Just a Pile of Rubble now<br /> <br /> <b>The Last Remaining Wonder</b><br /> 1 - An Alchemical and Artificial Brain that can think for itself<br /> 2 - A Window that can be calibrated to show anything another Window can see<br /> 3 - A Mirror that shows you as you might have been, and that you can ask questions of<br /> 4 - The Glass Heart, which reveals the true emotions of those viewed through it<br /> 5 - A Set of Oracular Knuckle-Bone Dice, powered by life-blood<br /> 6 - A Lock, which when placed against a wall, causes it to become a door back to<br /> <br /> <b>The Last Crumbling Guardian</b><br /> 1 - A Statue that talks, and fruitlessly warns of the Dangers of Trespassing<br /> 2 - An Animated Filigree-Silver Butler, serving a plate of Foetid Drinks<br /> 3 - A Stained and Blotched Book-stand on that wanders on Tiny Little Baby Legs<br /> 4 - A Corroded old Golem, any kind of violence would crumble it, and it knows it<br /> 5 - The Wizard's old apprentice, accidentally bound to serve eternally as a ghost<br /> 6 - An Old and Weary Manticore, grumpily living out the days of its servitude<br /> <br /> <b>The Last Hidden Secret</b><br /> 1 - A Tome of Alchemical Secrets<br /> 2 - The Wizard's Old Spell Book<br /> 3 - A List of Three Demon's True Names<br /> 4 - A Map to an Ancient, Legendary Land<br /> 5 - The Blueprints for a Powerful, Esoteric Ritual<br /> 6 - The Secret Histories of the Local Kingdom<br /> <br /> <b>What Has Moved In Since the Wizard Left</b><br /> 1 - A Particularly Large and Vicious Troll-Eater Crocodile (5 HD)<br /> 2 - An Outcast Troll, fruitless plotting revenge against the Troll-King<br /> 3 - A Mournful and Beautiful Naiad, an old friend of the Wizard<br /> 4 - A Lost and Scared Adventuring Party<br /> 5 - Creakbeast. OH SHIT RUN<br /> 6 - The Candle Golem, it is ever so lonely<br /> <br /> <h3> The Bone Thieves</h3> </div> <div> The Bone Thieves lurk in the Putrescent Garden. They have come for bones.<br /> <br /> They look like man-sized Centipedes, thickly swaddled in black robes, only with altogether too many limbs, which grow longer the close they get to the head. Their face is split in a wide, fang-flanked maw, perpetually twisted into a rictus grin. Their skin is the shiny dark-brown of insect shells.<br /> <br /> They have a close relationship with death, and indeed though they live, many abilities that affect specifically the undead affect them too. Many are the tales of how their primordial patriarchs crossed the barriers between life and death as they wanted. These days, they are considered little more than myth, but that misconception is about to be startlingly shattered.<br /> <br /> Here in the Candlemarsh, there are many bones, and many sources of bones, and the Thieves and their creations are well-suited to the terrain. They have made their servants of the scraps, and now work tirelessly to bring about their grand endeavours, the completion of The Great Work.<br /> <br /> Their lair is ringed with long-bones, one end planted in the mud, the other wrapped about in specially treated material to allow it to burn with an eldritch blue flame. These are the Corpse-Lights, and they are a fearsome obstacle indeed; while they do nothing in and of themselves, they provide the spirit-energy that powers the other creations of the Thieves.<br /> <br /> <b>Works of the Bone Thieves</b></div> <div> 1 - <b>Rib-Stalkers</b>: Spiders of arching ribs, they stand at least 8 feet above the bog they stride through on stilt-legs, spearing prey through the heart to take back to the Bone Thieves.<br /> Appearing: d3, 3 in 6 chance of being accompanied by d3 Scapula Knights if alone.<br /> 2 - <b>Osseonauts</b>: The last line of defence for the Thieves; the Osseonauts are ogre-sized colossuses of bone, armoured and armed with mighty, mace-like hands. There are two of them, one has a mighty spike of bone mounted on a piston-like apparatus on its back, the other has almost fingers made of spines on one of its bludgeons.<br /> Appearing: 2, Unique<br /> 3 - <b>Scapula Knights</b>: Man-sized, they almost look like skeletons, only their bones are shaped into armoured plates, their joint's subtly reshaped, their limbs a little longer. They are the infantry of the Bone Thieves, and they wield sharpened scapulas like handaxes, reaving and stalking in the mists of the Marsh.<br /> Appearing: 2d4<br /> 4 - <b>Digit-Bugs</b>: Smaller than your hand, because they are made of hand bones. Crawling around on finger-bone legs with shells formed from tiny, tiny hand bones, they stalk through the trees, almost invisible, spying through stolen eye-sockets for the Bone Thieves.<br /> Appearing: d10<br /> 5 - <b>Hanging Watchers</b>: Built from the taken skulls of foes, they are nestled in the crooks of trees and in the long grasses, to spy on and scream for intruders.<br /> Appearing: d4 clusters of d4 Watchers each.<br /> 6 - <b>Osseinodons</b>: They resemble elephants, or more properly mammoths. Their hollow bellies are the methods by which the Bone Thieves arrived in the marsh, and the way by which they will take all they have gathered when they leave. Thick-set limbs carry the great rib-cage hold, and even now they carry much in the way of cargo. They are not risked in combat, they carry something above value: the Thieve's cargo of bones.<br /> Appearing: 3, Unique<br /> 7 - <b>Spine-Pilots</b>: Whirling octopuses of spines joined together at a central axis by a misshapen skull, these are the most insidious agents of the Bone Thieves. When they can, they claim a body, and slip inside it, tentacles first, which then spread through the body to animate like a suit of flesh. Sometimes they will even do it to living prey if they can.<br /> Appearing: d3. Alternatively, 1 inside a Troll's body.<br /> 8 - <b>Carpal-Kites</b>: Made from the bones of bats and birds, Carpal-Kites are the second half of the Theive's network of spies. They drift above the Marsh on spectral winds, spying from above and reporting back on the movements of Trolls, Druids, and the skirmishes they engage in.<br /> Appearing: 1<br /> <br /> <b>The Great Work</b><br /> Roll once to determine the Ultimate Goal of the Bone Thieves' efforts in the Candlemarsh.<br /> 1 - <b>The Crawling Tower</b>: It drags itself along the ground on a tide of bone fingers and arms, tearing out bones from those in its way to build itself ever larger, the ultimate mobile fortress from which the Bone Theives will project their power, and become the Bone Tyrants.<br /> 2 - <b>The Arachneoplasts</b>: Spider like in the way that a spider is like a cancer, they reshape their bone bodies as they wish to better serve their master's goals. In theory, they can be grown from single pieces of bone, all the better to perfectly serve their masters; efficient in every way.<br /> 3 - <b>Ivory Humonculi</b>: Alchemy has many high goals, but this one is closer to Lichdom than Alchemy. Either way, these 'perfect' bodies would serve as endlessly recreatable existence for the new Bone Liches.<br /> 4 - <b>The Spirit-Beacon</b>: It would stand many stories tall, and drag all manner of spirits into it, utilising the great capacity of bone to store power. Like a lightning rod in the spirit world, the Bone Thieve's would have an endless<br /> 5 - <b>The White God</b>: No one has ever tried to create an entirely artificial god before, but once the great vessel is built, the power within need only be coaxed from a smattering of embers into a grand flame, brought to life to lead the Bone Prophets into a new age of grandeur and power.<br /> 6 - <b>The Gate</b>: In days of old, the Bone Thieves were called the Lords of Death, and strode the dark shores of the Other Side with impunity. The Bone Thieves would bring back those days.</div> <h3> Lamp-Taker</h3> <div> Somewhere in then Marsh is a house in a tall tree, once the home of a Druid Grove. Then one day, the Druids all died, and suddenly the Grove was lit by many, many lamps, and the House appeared soon after too. It is almost beautiful, lights of all kinds decorate the tree and the house, lamps, lanterns, candles, torches, braziers. Many hang from the tress around it too, and it glows with a soft, comforting gold. The way the grove has grown though, means that it is hard to see from within the Marsh, though it is quite obvious from above.</div> <div> <br /></div> <div> The Being called the Lamp-Taker is a relatively powerful spirit all things told, though not powerful enough to be self-assured of its safety. It appears as if a hunched old man, with long - slightly too long - limbs and a long thin face. It is dressed in thick furs, and many chains of prayer-beads, and its skin is a peculiar cold blue. From its back sprout long thin arm-things with which it carries lanterns. It is a curious thing, that believes that it is only potent in the light, and powerless and immaterial in the dark. This has lead it to its curious 'hunting' patterns.</div> <div> <br /></div> <div> It lurks in the House much of the time, cowering in the corners of windows to ensure nothing will harm it, and maintaining the lamps around its home with stores of stolen Troll-Wax. When its stores run low, it lurks the darkness of the Marsh like a cloud of mist, solidifying into its form when it approaches light, and stealing it. Many lanterns have been stolen off packs by this trickster-spirit, and stolen away to its glowing abode.</div> <div> <br /></div> <div> It wants nothing more than to be safe and lit as much as possible. It has pilfered many, many lamps, particularly from the Trolls, who believe that the God 'Neath the Marsh is angry at them, and is stealing their lights as a form of penance. Meanwhile, Lamp-Taker remains secret. The Druids know that something has moved into the ruins of the Old Grove, but they have never found Lamp-Taker, and they do not know that it was Lamp-Taker that killed all the Druids that lived here before. </div> <div> <br /></div> <div> If confronted, Lamp-Taker will never fight. It will hide in its house, and flee into the darkness and disappear before it can be found. It will reveal itself however, if its lights are threatened, or taken. It will beg for their lives, and prostrate itself at the feet of its opponent. It is merely watching though. When the moment is right, it will direct its flames to attend him, and they will dance around him in a swirling vortex-snake of flame. Thusly adorned, he will attack, directing the flames with his many lamp-limbs.</div> <div> <br /></div> <div> Perhaps it might be persuaded to part with its lanterns, or to leave the Marsh, or aid the party to some extent; if in return, it were given the whole store of the Troll's candles and wax...</div> <div> <br /></div> <h3> The Spider Oracle</h3> <div> Deep in the Marsh; in the tall, hollow corpse of an ancient Spirit Tree, suspended above the ground, high, high up in the trees, there is a web; and in the Web, lurks the Oracle.</div> <div> <br /></div> <div> The Oracle is a huge and sable-black spider, eerily quiet despite its bulk, never moving quicker than it has to. It never descends from the web, content to hang above, casting its shadow upon its propitiates. Bones litter the ground around the base of the Tree's empty trunk, chewed clean. Many Druidic talismans litter it too; they despise the Oracle, but have never been able to slay it. Sunlight dapples the walls during the day, providing a dim gloom just bright enough to see in, just enough to discern the Oracle's nature.</div> <div> <br /></div> <div> When you enter and propitiate the Oracle, gently drifting silk strands will pull up a tangle of bones into a perverse marionette, who will speak to you for the Oracle, and explain then Oracle's terms:</div> <div> - The Oracle will speak to you in exchange for corpses.</div> <div> - The Oracle will speak to you only of what the corpse once knew in life.</div> <div> - If you take bones from the Oracle's lair, you will die.</div> <div> - If you leave bones in the Oracle's lair, they become the Oracles, and it in return, will give you a gift.</div> <div> <br /></div> <div> The Oracle cares nothing for the Politics of the Marsh, nor even the of the awakening of the God 'Neath the Murk. If it ever awakes, the Oracle will have plenty of warning, and will escape well in advance. It is bothered by the Druids ever so often, and would very much appreciate it if they could be persuaded, through one means or another, to leave it alone.</div> <div> <br /></div> <div> If attacked, the Oracle can scuttle away faster than you can probably kill it. It has AC 15 and 4 + 4 HD. It will not attack you, merely try to lose you in the Marshes, which it can handle far more easily than you can.</div> <div> <br /></div> <div> Imagine if a Tiger were playing a game of cards, and always had a sly grin, as if he knew exactly what you had in your hand each turn. This is how the Spider smiles and acts, though you can't see it, because of course, it is a Spider, who can't smile. It is also well dark inside the tree.</div> <div> <br /></div> <div> <b>The Gifts of the Oracle:</b></div> <div> At your discretion, the propitiate may choose the gift, or receive one at random.</div> <div> 1 - <b>A Companion</b>: A Spider who grants all benefits and acts as if a result of the <i>find familiar</i> spell.</div> <div> 2 - <b>Spider's Eyes</b>: The Oracle grants you spider's eyes, and you gain advantage on any save required to retain your sight, and can see in Darkness up to 60 feet perfectly. </div> <div> 3 - <b>The Spider's Gentle Touch</b>: Once per day, you may cast either <i>spider climb</i> or <i>move without trace</i>. </div> <div> 4 - <b>A Silken Doll</b>: It is but a mere doll of woven spider silk. It is strangely beautiful, if somewhat sticky. Accept it graciously. The Oracle took a long time to create it, with many errors along the way.</div> <div> 5 - <b>A Spirit-Tree Twig Marionette</b>: A Marionette created from the branches of the dead Spirit Tree. Druids would kill to posses it, as it may yet be used to regrow the Tree's Spirit. Otherwise, it is a curio, nothing more.</div> <div> 6 - <b>A Pig-Sticker</b>: Just a weapon a previous, and foolish, propitiate thought they could use to buy the Oracle's services. 2 in 6 chance of being minorly magical, otherwise it is merely a masterwork example of its kind.</div> <div> 7 - <b>A Spider-Silk Mask</b>: Put it on, and no-one will be able to remember you were ever there. Remove it, and it will tear to shreds and be destroyed. This much is explained upon the granting of the gift. </div> <div> 8 - <b>A Philter of Liquid Sleep</b>: A Small Chitin-husk vial holds a single dosage of the Oracle's venom. Any who ingest it are immediately taken into a dreamless sleep as if dead for d6 days.</div> <div> 9 - <b>A Secret of the Marsh</b>: You may ask a single question that requires but a single word to answer of the Oracle, and it will answer Truthfully.</div> <div> 10 - <b>A Release from Life</b>: The Oracle offers you a release from death, and rebirth as its kin. Results in death. Truthfulness of promise of rebirth up to DM interpretation. You need not take it. The Oracle does not mind either way.<br /> <br /></div> <h3> The Swamp Vampires</h3> <div> The Manor of the line Le'Laudrain has lain empty and hollow for many generations now, the damp and creaking shell almost now totally disintegrated beneath the attentions of the Marsh.<br /> <br /> The line Le'Laudrain remains however.<br /> <br /> They are vampires of a sort, but the long decades in the Marsh have twisted them as much as it has twisted the manor. In their hey day, they were outed as blood-cultists, and almost all the line was burned alive and screaming, not even their bones were spared. Three escaped however, and they drank the last dregs of power from the weeping bones to become what they are now.<br /> <br /> They are wretched and grey, clawed fingers and filed teeth, putrefaction and peeling skin from the damp. They have stained mouths from spilled blood, ragged holes blight their bodies, and their muscles bulge not just with flesh, but with pus. They are utterly degenerate in the worst senses of the word, and though they are feral and animalistic, they do still have a small measure of humanity left.<br /> <br /> They sometimes sit around a bowed and bent dining table to butcher a person; sometimes they engage in delicate dances with corpses they rest against their chests, sometimes they even clean themselves. More often than not though, they are digging away desperately at the earth with their hands in the Manor's cemetery to find bones to chew on, or a last scrap of rotted flesh to gulp down.<br /> <br /> One of them is bigger than the others, built more like an ape than a person now, and frightfully strong and tough. Another is ringed with strangely geometric runes written into its mottled skin, and magic flows through its veins, released only by instinct and chance. The last wears the marsh like a shroud, disappearing into the murk and then bursting forth in a spray of filth.<br /> <br /> When they kill, they waste no time in setting upon it with tooth and claw to gulp down its juices and swallow great clumps of red and raw meat. They do however, waste a lot of time on doing it.<br /> <br /> One last treasure remains however, though they no longer have the faculties to appreciate it.<br /> <br /> <b>The Last Gift of House Le'Laudrian</b><br /> 1 - The Divine Apparatus: A painting of Staggering Beauty and Unparalleled worth, hidden in an underground vault, the key of which was accidentally swallowed by one or other of the vampires.<br /> 2 - The Heart of the River: A uniquely shaped and colour sapphire, sits in the mud in one of the rooms of the manor. Sometimes one of the vampires uses it to brain animals.<br /> 3 - The Tome of Musings: One of the foundational texts of a school of philosophy, it now lies in a water-tight box, slowly slipping deeper into the mire.<br /> 4 - The Reliquary of Saint Hymnal: Too big to move, the Reliquary remains undisturbed for now, its holy light burning the flesh of the Vampires, who avoid it totally. Within is the whole arm of the saint, and the ring they once wore.<br /> 5 - The Sword of House Le'Laudrian: Though they have forgotten how to use it, the Vampires still respect this ancient blade, which has been reforged over the decades many times. History lies heavy upon it.<br /> 6 - The Ledger of House Le'Laudrian: Many old and long forgotten debts remain in this book, many secrets lurk in foot-notes too. It would be a powerful black-mail tool if it were ever recovered.</div> <div> <br /></div> <h3> Flicker-Flame Moths</h3> <div> They really don't actually do all that much. They are like many other moths, and are only really active at night, yet the Trolls fear them above many other things in the Marsh, due to the Moth's embodiment of their clearest vulnerability; flame.<br /> <br /> They are like twinned candle-flames, sputtering their way through the murk, and though alone they are pathetic and small, in a group when riled up they become a catastrophic surge of flame that obliterates trees and scorches flesh to the bone. They are however, repulsed by the smell of burning flesh and meat, thus the Trolls have been able to ward them away from their main hunting grounds by festooning the marshes with Corpse-Fat candles.<br /> <br /> They will also "eat" open flames that burn on wood or oil, any fuel really that isn't meaty. In doing so the original flame slowly gutters and dies, and new Flicker-Flame Moths are born in the death-smoke. Attended flames are only occasionally nibbled on, but unattended ones become veritable feasts for the Moths.<br /> <br /></div> <div> <b>Possible Origins of the Moths:</b></div> <div> 1 - Birthed by the Lamp-Taker from its lights as they die to keep the Trolls away. </div> <div> 2 - Minions of the Moth-King imbued with its light, to battle against the Trolls.</div> <div> 3 - An accidental creation of the Old Wizard before they left their tower behind.</div> <div> 4 - Embodiment's of the God 'Neath the Marsh's turbulent dreams.</div> <div> 5 - Born from the Corpse-Lights of the Bone-Thieves, and part of their plan to gather further materials for their great work.</div> <div> 6 - Some other origin of the DM's devising.</div> <div> <br /></div> <div> <h3> The Moth King's Court</h3> </div> <div> Though beyond its boundaries, it is a beast of shadows and silence, in its home, it is bright and glorious.</div> <div> <br /></div> <div> It does not lair in the Candlemarsh, it merely walks the drifts of mist in the dark of the night, and follows the curves of the moon as it sails the dark. When the time for its prowling draws to an end, it returns to a secret place, where the split trunks of an ancient spirit-tree capture the light of the moon just right, and draw it onto the water of a cool and clear pool, alone in all the Candlemarsh. The Moth King arcs high above it, before drifting down gently, barely breaking the surface, and slipping back through into the Court of Butterflies.</div> <div> <br /></div> <div> No mortal can get there on its own power, except by the most potent of magics. It is a place of infinite and infinitely tall trees, lit with the soft golden light of the sun at dawn through the clouds. The Palace of the Moth King seems almost grown from the trees themselves, and is run all about with soft silks and drifts of almost, almost solid mist.</div> <div> <br /></div> <div> Here, he is not arrayed in his war-form. He is bright and clear, elegant and lordly, like his subjects. They are an endless see of beautifully arrayed insect-peoples, all clad in a dizzying riot of colour and shapes and swirls. During the day, he communes with his people, and their (somewhat mercurial) whims influence his hunts during the night.<br /> <br /> They are also your way of maybe getting the Moth-King to help you, even if in a roundabout way.<br /> <br /> <b>Interacting with the Court</b><br /> The Court of the Moth King is keenly aware of the situation in the Candlemarsh, and they seek to enforce their will through the might of the Moth King. To this end, they have set out 12 Declarations that enforce their ideas and decisions upon the Moth-King's deeds. These will only ever be revealed to those who visit the court.<br /> <br /> Each day, the Moth-King convenes the court to allow the will of his people to be heard. Each day, 3 declarations are discussed, and changes to the Declarations are considered. So far, almost no changes to the Declarations have been approved. Some small Decisions have made it through, but no major changes in policy have been enacted. It will require outside intervention to make the court act.<br /> <br /> Each day you are in Court, roll 3d12, these are the Declarations that are to be brought up for discussion. You may try to influence the proceedings if you wish. Through skill check or the producing of evidence, you might convince the court to replace one of the Declarations with another, though no Declaration may be brought up two times in a row.<br /> <br /> At this time, also roll 2d20 to determine the Court's mood. These will make it more or less likely for the Court to accept or reject changes to Declarations. Duplicates are allowed here, it means the court feels particularly strongly one way for once.<br /> <br /> Each night, there is a 1 in 3 chance that a Declaration change is suggested without the Party's intervention. Roll a d3 to determine which of the raised Declarations is being discussed, and determine a change that would inconvenience the party in some small way using the rules below. Such changes should not bring themselves a penalty of more than -1.<br /> <br /> Once the Declarations have been chosen, they are up for discussion. You may suggest changes, and the court may sometimes raise options as well. Changes to the Declarations must be kept brief, must not change the <i>topic</i> of the Declaration, which are indicated by the bolded words in the declarations (i.e. Declaration 6 must always relate to the loot-rights of the Troll's treasure).<br /> The following rules apply as well:<br /> - New words can be introduced into Declarations, but every word past the first introduces a -1 penalty to the reaction roll.<br /> - Words can be changed within Declarations (except bolded words), but every other word past the first changed introduces a -1 penalty to the reaction roll.<br /> - Changes must result in grammatically correct sentences.<br /> - Changes cannot result in paradoxical statements.<br /> - If the party wish to introduce changes on more than one declaration, each one past the first brings a penalty of -1 to <b>all </b>reaction rolls for those changes.<br /> <br /> When changes have been decided, they are brought up for debate within the Court. Here, a reaction roll determines whether the changes are brought on or not. Roll 2d6, and if the total is 9 or more, the change is adopted. The following rules apply to this roll:<br /> - The party may use their evidence or skills or speeches to try and sway the court of the righteousness of their convictions, bring a bonus of +1 for each convincing example of the above brought forth.<br /> - Using the same methods, the party may attempt to change the mood of the court, on a success they may re-roll one of the Moods of the court. On a failure, they gain a -1 penalty to all their proposed changes on that day.<br /> - If the change aligns with one of the moods of the court, the roll is made on 3d6, taking the highest 2 of the dice.<br /> - If the change opposes one of the moods of the court, the roll is made on 3d6, taking the lowest 2 of the dice.<br /> - If a change aligns with one mood, but opposes the other, the roll is made on 2d6 as normal.<br /> <br /> Each day the Party interacts with the court and brings up a change after the first change, roll a complication on the table below.<br /> <br /> <b>Declarations of the Court</b><br /> 1 - <b>We</b> do not <b>concern</b> ourselves with the <b>well-being of the Druids</b>, they are not ours to keep.<br /> 2 - <b>We shall</b> destroy every last <b>Troll-Kin in the Marsh</b>, eventually, none shall be spared.<br /> 3 - <b>The Spider-Oracle shall</b> be left alone, we do not need its guidance in this struggle.<br /> 4 - <b>We shall strike</b> when the Troll's least expect it, from the sky, surprise shall be our strength.<br /> 5 - <b>We need</b> no <b>weapons</b> or <b>allies</b>, we shall overcome our foes without the gratitude of lesser beings.<br /> 6 - <b>We shall</b> take away all the hoards of <b>the Troll's treasures</b> as our loot-rights, the spoils of war.<br /> 7 - <b>We shall</b> not concern ourselves with <b>the God 'Neath the Marsh</b>, the land will heal.<br /> 8 - <b>The Bone-Thieves are</b> our enemies, but we shall deal with more pressing concerns first.<br /> 9 - <b>We shall</b> recover <b>the stolen lights of the Lamp-Taker</b> in time, to light our homes.<br /> 10 - <b>We shall</b> allow <b>the Candle-Golem</b> to continue its rampage, it hurts the trolls more than us.<br /> 11 - <b>We shall</b> keep no watch on <b>the Lynching-Tree</b>, it is more than capable of looking after itself.<br /> 12 - <b>We shall</b> not investigate <b>the Old Wizard's Lair</b>, it is more trouble than it is worth.<br /> <br /> <b>Moods of the Court</b><br /> 1 - Lazy<br /> 2 - Kind<br /> 3 - Calm<br /> 4 - Mercurial<br /> 5 - War-like<br /> 6 - Diligent<br /> 7 - Peaceful<br /> 8 - Diligent<br /> 9 - Spiteful<br /> 10 - Riled<br /> 11 - Pragmatic<br /> 12 - Principled<br /> 13 - Indifferent<br /> 14 - Antagonistic<br /> 15 - Charitable<br /> 16 - Co-operative<br /> 17 - Tired<br /> 18 - Brooding<br /> 19 - Despondent<br /> 20 - Vibrant<br /> <br /> <b>Complications in Court</b><br /> 1 - A Butterfly-Noble has risen up to request the Party be expelled from Court!<br /> 2 - A Moth-Earl is furiously opposed to a change than the Party wants, giving their change a -2 penalty on the reaction roll, unless some sort of settlement can be reached.<br /> 3 - A Silk-Worm-Magnate desires that the Moth-King ceases his Night-time roamings for now. Treat this as change to a Declaration in terms of the resolution of the proposal. No other changes may be discussed tonight.<br /> 4 - A Caterpillar-Princeling challenges the Party to a Duel over their proposed alterations! If bested, the party must give up their changes, if they best the Prince, they enjoy the Mood of the court aligning with their changes, regardless of the current Mood.<br /> 5 - A Cocoon-Oracle issues a Declaration change that cannot be overwritten or over-ruled.<br /> 6 - The Moth-King himself shows his support or disdain for a change. Roll a die, if the result is even, the reaction roll for it is made on 3d6, keeping the highest two results, which overrides any results from the Mood of the court. If the result is od, the reaction roll for it is made on 3d6, keeping the lowest two results, which overrides any results from the Mood of the court.</div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='http://chthonic-halls.blogspot.com/2018/06/candlemarsh-part-number-2.html' itemprop='url'/> <a class='timestamp-link' href='http://chthonic-halls.blogspot.com/2018/06/candlemarsh-part-number-2.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2018-06-14T14:41:00+01:00'>June 14, 2018</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='http://chthonic-halls.blogspot.com/2018/06/candlemarsh-part-number-2.html#comment-form' onclick=''> No comments: </a> </span> <span class='post-icons'> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=4657835331551455970&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=4657835331551455970&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=4657835331551455970&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=4657835331551455970&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6794958740654805836&postID=4657835331551455970&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> </div> <div class='blog-pager' id='blog-pager'> <span id='blog-pager-older-link'> <a class='blog-pager-older-link' href='http://chthonic-halls.blogspot.com/search/label/Undead?updated-max=2018-06-14T14:41:00%2B01:00&max-results=20&start=3&by-date=false' id='Blog1_blog-pager-older-link' title='Older Posts'>Older Posts</a> </span> <a class='home-link' href='http://chthonic-halls.blogspot.com/'>Home</a> </div> <div class='clear'></div> <div class='blog-feeds'> <div class='feed-links'> Subscribe to: <a class='feed-link' href='http://chthonic-halls.blogspot.com/feeds/posts/default' target='_blank' type='application/atom+xml'>Posts (Atom)</a> </div> </div> </div><div class='widget FeaturedPost' data-version='1' id='FeaturedPost1'> <h2 class='title'>Recent Stuff</h2> <div class='post-summary'> <h3><a href='http://chthonic-halls.blogspot.com/2020/04/cafe-prost-and-little-red-notebook.html'>Cafe Prost and the Little Red Notebook</a></h3> <p> The Jackalope is here, and requires a SACRIFICE. 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