A Cat of Tindalos

A Cat of Tindalos

Saturday, July 4, 2026

Tannòch Rest-of-Kings: An EZD6 Conversion

This is a direct, literal conversion of Michael Prescott’s OSR module Tannòch Rest-of-Kings for the EZD6 system.

🧭 Rumors (d6)
  • 1 (True): One surviving nun, Sister Marta, maintains a divine boundary treaty. If she dies, the island's wards shatter.
  • 2 (True): The Heavy Gold Diadem grants immense presence but floods the wearer's mind with discordant memories of dead monarchs.
  • 3 (True): The giant Stanus was an apprentice who bartered his eye and soul for size. He breaks tombs to eat royal ash.
  • 4 (True): The largest giant, Abasha, scales walls like a spider and hurls massive castle stones at boats.
  • 5 (Partially True): The sacred oak at the top answers exactly one question every seven years with absolute truth.
  • 6 (False): The island is empty except for a flesh-flaying witch who commands speaking birds to lure travelers.

🪝 Opening Hooks
  • The Sacred Duty (Holy Paths): A final carrier pigeon arrived. The order tasks you with keeping Sister Marta alive to protect the graves of forty monarchs from lake devils.
  • The Despot's Ransom (Delvers/Warriors): A fence gives you a map. Three renegade giants slaughtered the nuns. Steal the hidden Heavy Gold Diadem from the niches.
  • The Price of the Eye (Conjurers): A rogue wizard apprentice stole the Umber Tome. He is consuming the ash of 16 sorcerers to steal their secrets. Execute him.

🌊 Lake Tannòch Random Encounters (d6)
  • 1 (Thickening Mist): Blinding fog. Requires an Intellect Check (TN 5) or the boat drifts into the jagged stones of Area 1.
  • 2 (Flotsam): A dead nun’s satchel floats by. A Perception Roll (TN 5) uncovers a holy symbol worth 1 GP (gains Marta's trust).
  • 3 (The Finches' Flyby): Speaking birds land on the bow. Pass an Intellect Check (TN 5) or believe their lie, suffering a Bane when meeting Marta.
  • 4 (Shifting Stones): Boat strikes a ridge. Rowers must pass a Dexterity Check (TN 5) or the boat leaks and capsizes in 3 rounds.
  • 5 (Molluck's Shadow): A green shape ripples nearby. Loud noises or bright lights trigger his Capsizing Rage instantly.
  • 6 (Screaming Above): Abasha hurls masonry through the fog. The helmsman must pass a Dexterity Save or the boat is splintered.

🏰 Room-by-Room Guide
1. Flooded Cellar & Fissures
  • Environment: Deep water imposes a Bane on all physical and combat checks for players.
  • Threat: Molluck-a-Glisten hunts here.
2. Sepulcher Niches (Ground Level)
  • Environment: High shelves require an Agility Check (TN 5) to climb quietly.
  • Threat: Stanus Ash-Eater is actively smashing tombs. Spilling ash triggers his Vengeful Blood Spawns.
3. The Sacristy & Quarters
  • Threat: Marta hides here. She uses her Cleansing Rod if players loot. Her death triggers d4+1 Bone Devils.
4. Rubble-Choked Second Floor
  • Environment: Unstable structural debris. Moving through in a rush requires a Physical Check (TN 5) or you are trapped for 1 round.
5. Long-Ruined Parapet
  • Dynamic Setup:
    • Abasha Present: She crawls the walls. The Finches hide in deep cracks. Abasha attacks instantly.
    • Abasha Elsewhere: The Three Wise Finches alight on the ledge to intercept players with Cunning Deflection lies. If Abasha returns, the birds scatter mid-sentence.
6. The Crown Room (Peak)
  • Environment: Safe zone. No devils can enter while the Gnarled Oak of Cicollius stands. It answers one question every 7 years.

👾 Bestiary
Hideous Abasha (Tower Ogre)
  • To-Hit: 3+ | Strikes: 4 | Damage: 1 (Melee) / 2 (Masonry Toss)
  • Spider Climbing: Climbs vertical stone effortlessly. Needs no rolls to climb and can hover out of melee range.
  • Brain Lapper: If she rolls a natural 6 against a player at 0 Strikes, she cracks their skull. Requires a Miraculous Save or instant death.
Molluck-a-Glisten (Aquatic Stalker)
  • To-Hit: 3+ (Land) / 2+ (Water) | Strikes: 3 | Damage: 1
  • Capsizing Rage: Can spend an action to slam a boat hull. Occupants must pass a Dexterity Save or capsize.
  • Strangle Swimmer: Can grab a swimming target instead of dealing damage. Escape requires a Strength Check (TN 5). Targets lose 1 Strike per round from suffocation (Armor cannot save).
Stanus Ash-Eater (The Mutant Apprentice)
  • To-Hit: 3+ | Strikes: 4 | Damage: 1
  • Blind Spot: Lacks one eye. Stealth attacks from his blind side gain a Boon.
  • Vengeful Blood Spawns: Every time he loses a Strike, roll a d6:
    • 1: Writhing Worms (Bane to nearby players).
    • 2: Glistening Abomination (Lunging hazard).
    • 3: Hairless Rats (Distraction).
    • 4: Tiny Nude Despot (Bites ankles).
    • 5: Ghoul Tyrant (1-Strike minion).
    • 6: Sorcerous Burst (Nearby players must make a Miraculous Save or take 1 Strike).
Marta, Sacrist of Tannòch
  • To-Hit: 4+ | Strikes: 2 | Damage: 1
  • Iron Will: Cannot be charmed or intimidated (Bane to player social checks).
  • The Periapt: Once per encounter, negates a fatal blow entirely.
  • The Broken Accord: The moment she dies, d4+1 Bone Devils spawn in the lake mist and sprint directly to Area 6 to burn the oak.
The Three Wise Finches
  • To-Hit: 0 (No physical damage) | Strikes: 1 (As a swarm)
  • Cunning Deflection: Misdirects players with lies. Pass an Intellect Check (TN 5) or suffer a Bane on your next tactical choice.
  • Fierce Distraction: Flutters in faces during combat. Attacks against Marta or movement past the parapet suffer a Bane.
Bone Devil (Invasion Minion)
  • To-Hit: 3+ | Strikes: 3 | Damage: 1
  • Chitinous Shell: Normal physical weapons require a natural 5 or 6 to inflict a Strike. Holy/Magical weapons hit normally.
  • Single-Minded Sprinter: Gains a Boon to movement checks. Ignores players to reach the Crown Room. Takes 3 combined actions to burn the oak.

💎 Treasures & Artifacts
  • The Heavy Gold Diadem: Grants a permanent Boon to Charisma/Leadership. Imposes a permanent Bane to Intellect/Magic due to screaming royal memories.
  • The High Priest's Dagger: Inflicts +1 Strike against compromised targets (prone, blind, or at 1 Strike). If you show mercy, pass a Miraculous Save or it strikes you instead.
  • The Pewter Rings of Enoch VI: Grants Giant Strength (Boon to lifting/wrestling; unarmed hits deal 1 Strike). Fingers permanently stretch to double length, imposing a Bane to fine motor tasks (lockpicking).
  • The Prayer Scroll of Cicollius: Used once per session by a Friar/Conjurer passing an Intellect Check (TN 5). Creates a holy ring for 3 rounds. Chaotic creatures crossing it take 1 Strike (no Armor Save) and are shoved back.
  • The Sacristy Reliquary: Carrier is immune to magical fear. Spend an action to present it and instantly turn all minor undead minions in the room to ash.

🔥 The Demon Invasion Fail-State
If Marta dies, the Bone Devils arrive. They sprint past all combatants toward the Crown Room. If they complete 3 uninterrupted actions at the tree, the oak burns:
  • The roots wither. The stone tower completely collapses in 3 rounds.
  • Every niche bursts open; the dead monarchs twist into a ghost horde, imparting a permanent Bane on all player saves and paths during the escape.
  • The lake boils with demonic energy, spawning rising water hazards.

🎉 Aftermath & Resolution
If the players save the sanctuary and keep Marta alive:
  • The mist parts. The players receive 3 Karma points each and can ask the Gnarled Oak their one absolute truth question.
  • If respected, Marta gifts the party one portable artifact (excluding the Diadem).
  • A holy character can recruit the Three Wise Finches as companions, granting a permanent Boon to Scout/Wilderness checks (though the birds remain highly cynical).
  • Cleansing Molluck's cellar lair yields an increase in the party's wealth level by one in trade goods.
  • Returning to the mainland yields a Boon on regional merchant social interactions for the next three sessions.

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