by Mark Tygart
General Principles
All
coin treasure (gold pieces, silver, etc.) becomes simply coins of the same
value.
All skill checks or saves in general become defy danger of the appropriate type. Curses (or banes) use Defy Danger +WIS to avoid damage or accomplish the action unless the GM rules otherwise. The magical axe’s hate curse will happen only the first time it is used by a new owner. Remove curse can remove all curses in the adventure. Damage is generally halved if not otherwise stated (and rounded down if as needed). Trap damage is half if the proper Defy Danger roll is made.
Turn
based events become hard or soft moves as the GM rules.
All
magical weapons unless otherwise ruled simply double the normal damage and
allow the user to hit noncorporeal forms. The “band of fire” is now a simple Ring of Water Walking and will not
produce challengers.
The
Beast folk grunts and Champion will seek to capture the intruders for sacrifice;
not slay them.
Use
common sense and be a “fan of the players”.
Questions
What
reward have you been promised for ending this danger to the village?
Whom
do you know who has gone missing?
What
evil rumors have you heard about the ruins?
What
do you think lurks there?
What
treasure do you most hope to find?
Items
Ring of "Water Walking" (0 weight)
This ring
is often made of coral or bluish metal decorated with motifs depicting rolling
waves of water. The wearer can tread on any liquid as if it were firm ground.
Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed
easily, since the subjects’ feet hover an inch or two above the surface;
protected by a magical shield. The ring's owner can walk, run, charge, or
otherwise move across the surface as if it were normal ground.
“You stand before the
ruined keep, which squats atop a low, craggy hill, its walls of toppled stone
and massive granite blocks hinting at forgotten battles and the clash of mighty
armies. Now the ruins seem host only to creeping vines and the foul miasma that
drifts down from the keep.”
---Player’s Handout, page 3
Encounters
Beast folk
Acolyte |
Group, Magical, Intelligent,
Terrifying |
|
Warpfire (d4 damage) |
6 HP |
0 armor |
Close, Near |
||
Special Qualities: Abomination |
Some grunts do not
suffer under the yoke of the chaos gods. Some embrace their servitude, and are
rewarded for it.
Instinct: Awaken the dark gods
- Cast a warping spell
- Empower the grunts with magic
- Obey the Shaman
Beast folk
Champion |
Solitary, Terrifying |
|
Chaos claws (d8 subdual damage) |
8 HP |
1 armor |
Close |
||
Special Qualities: Abomination |
Even among the dregs of
the beast folk, some grow in strength and lead the others to victory in their bloody
raids and conquests.
Instinct: Lead the armies of
chaos
- Assert dominance over the pack
- Collect sacrifices
- Silently witness sacrifices with your tribe
Beast folk
Grunt |
Horde, Organized, Intelligent,
Terrifying |
|
Clubs (d4 subdual damage) |
3 HP |
0 armor |
Close |
||
Special Qualities: Abomination |
Willing or otherwise,
these poor men and women have been drafted into the dark army with no hope for
escape but at the end of a sword.
Instinct: To serve chaos
- Capture intruders for sacrifice
- Ambush
- Passively witness sacrifices on the Ziggurat
- Spring deadly traps
Beast folk
Shaman |
Solitary, Magical, Intelligent,
Terrifying |
|
Claws (d6 damage) |
8 HP |
0 armor |
Close |
||
Special Qualities: Abomination |
The shaman is the
defender of the grunt-pack, who erects the black wards and calls on the chaos
star to protect those who serve it.
Instinct: Protect the clan
- Summon the Chaos Lord
- Direct acolytes from a safe distance
- Sacrifice a victim
Chaos
Leviathan |
Solitary, Huge, Terrifying |
|
Grasping tentacle (d10 damage) |
18 HP |
1 armor |
Reach, Forceful, Near |
||
Special Qualities: Alien evil, Amphibious |
The Leviathan in the
deeps, sworn by oath to protect the Ziggurat, this creature will drag intruders
below the waves to tear them apart.
Instinct: Protect the ziggurat
- Consume a sacrifice whole
- Regenerate
- Converse with weakling heretics and demand sacrifices
in blood, incense or treasure
Chaos Lord
Effigy |
Solitary, Divine, Planar |
|
Hellish flail (d12 damage) |
12 HP |
1 armor |
Close |
||
A hellish creature, this
effigy of a Chaos Lord is animated by the many sacrifices that the beast folk
have made.
Instinct: Ruin the civilized
world
- Spread destruction
- Summon magma-tentacles
- Absorb energy from sacrifices
Rot Grub |
Horde, Tiny |
|
Burrow (d6-2 damage) |
3 HP |
0 Armor |
Hand |
||
Special Qualities: Burrow into flesh; killed by magical healing |
They live in your skin.
They grow there and then, in a bloody and horrific display, burrow their way
out.
Instinct: To infect
- Burrow under flesh
- Lay eggs (killed with magical healing)
- Burst forth from an infected creature
Tar Ooze |
Solitary, Planar |
|
Pseudopod (d10 damage) |
16 HP |
0 armor |
Close, Ignores Armor |
||
Special Qualities: Para-elemental Ooze, Cold does x2 damage, Immune to Fire Damage |
An ooze of an intensely
self-flammable type; it is seeking heat to consume and tinder to enflame.
Instinct: Burn and consume
- Ignite in flames
- Ignore a fire attack
- Consume heat
Vine
Horror |
Group, Small, Stealthy, Amorphous |
|
Strangling vines (d6 damage) |
8 HP |
1 armor |
Close, Near |
||
Corpses infected with
the seeds of an animating plant.
Instinct: Feed on passers-by
- Strangle a victim and implant a seed
- Pretend to be a corpse
- Ambush
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