Hun Khi. Created using Campaign Cartographer’s Empire of the Sun style.
In the ancient land of Hun Khi, somewhere to the southeast of Mt. Saga, lies the small lakeside village of Gaiporo. Serene and picturesque, this village thrives on the bounties of the nearby lake and the lush surrounding forests. However, a chilling presence lingers beyond the village’s borders, concealed within the depths of the misty forest.
Hidden away in the foothills, stands the Haunted Shrine of Gaiporo. For nearly seven decades, this sacred place has remained untouched, haunted by the spirits of the Toyagaru family. These ill-fated siblings met their untimely demise when a rival warlord’s agents infiltrated their home, slaying them in their sleep.
Tethered to this world by an unquenchable thirst for revenge, the ghostly apparitions of the brothers now haunt the shrine. These vengeful entities manifest themselves when any approach. In death their faces have taken on a bestial look and their eyes glow a crimson red.
Whispers of their spectral presence have long circulated among the villagers, filling their hearts with trepidation. Legends speak of the fabled Twin Blades of Toyagaru, two exquisite swords of immense power and mystical enchantment. It is said that any who can defeat the vengeful spirits or bring peace to their souls by exacting revenge upon the rival warlord’s family may claim these legendary weapons as their own.
Brave adventurers seeking glory and riches may find themselves drawn to the Haunted Shrine of Gaiporo, enticed by the lure of the twin blades. But beware, for the path to redemption is fraught with danger and the spirits of the Toyagaru brothers are not easily vanquished. To claim the fabled swords, heroes must navigate the misty forest, face spectral adversaries, and uncover the truth that lies hidden within the shadowed depths of the shrine.
Thanks for stopping by. I am trying to find the sweet spot with these, where I provide an interesting idea to build an adventure around without going too deep. If you have a preference either way, please drop me a note in the comments.
Ahoy mateys! Continuing along with my series of random lists I am going to add some maritime encounters. As with my post about 50 Wilderness Encounters, all of these could range from unexplained occurrences to hooks for you to base entire adventures off of.
When your party is traveling from one locale to another, waterborne travel is common. Rather than hand-waiving the journey, sometimes you want something interesting to happen. During these voyages you may find yourself wanting a non-combat encounter. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel. Whatever the case, roll a d100 and consult below, to find out whether there be stormy seas ahead.
Doodle made with Campaign Cartographer Mike Schley Overland Style.
1-2. Bioluminescent Delight: The water glows with ethereal light as the ship sails through a mesmerizing stretch of bioluminescent plankton, casting an otherworldly ambiance.
3-4. Celestial Navigator: The night sky reveals a constellation that guides the ship, providing a temporary bonus to navigation or granting insight into a hidden location.
5-6. Mysterious Fog Bank: The ship sails into a dense fog bank, concealing strange sounds and eerie shapes. It dissipates after a while, leaving the crew wondering what they witnessed.
7-8. Song of the Sirens: A hauntingly beautiful melody fills the air, captivating those aboard the ship. The source of the music remains elusive but stirs intense emotions.
9-10. Message in a Bottle: A weathered, sealed bottle bobs alongside the ship, containing a message from a distant traveler seeking aid or sharing a cryptic riddle.
11-12. Dolphin Escort: A playful pod of dolphins joins the ship, gracefully leaping and swimming alongside, as if guiding the crew towards a significant discovery or impending danger.
13-14. Flotsam and Jetsam: The ship encounters a floating debris field, harboring remnants of a shipwreck, valuable items, or a survivor desperately in need of rescue.
15-16. Mermaid’s Lament: A mournful melody reaches the ship’s ears as a curious mermaid emerges from the water, sharing a tragic tale or offering a cryptic warning.
17-18. Roving Trading Vessel: An unusual ship, brimming with exotic wares and colorful characters, sails by. The crew has the opportunity to engage in trade or gather information.
19-20. Oceanic Mirage: The crew spots a mirage on the horizon, appearing as a shimmering island or a distant vessel. It fades away as they approach, leaving them questioning their senses.
21-22. Storm’s Symphony: The thunderous storm that brews overhead transforms into a mesmerizing symphony of lightning and thunder, evoking awe and granting temporary inspiration to those who witness it.
23-24. Whirlpool’s Secret: The ship sails near a powerful whirlpool, revealing a hidden underwater cave or ancient treasure chamber accessible only during certain tidal conditions.
25-26. Starlit Reflections: On a calm night, the stars above reflect perfectly on the undisturbed sea, creating a breathtaking celestial mirror that mesmerizes those who witness it.
27-28. Lost Mariner’s Journal: The crew discovers a waterlogged journal floating in the sea, chronicling the adventures of a long-lost sailor, and revealing valuable navigational insights or hidden knowledge.
29-30. Coral Reef Serenade: A choir of aquatic creatures harmonizes in a symphony of song and dance, performed around a vibrant coral reef. Witnessing this enchanting display grants a temporary bonus to charisma-based checks.
31-32. Ghostly Flotilla: A spectral armada appears on the horizon, manned by the shades of long-deceased sailors. They pass by the ship without interference, leaving the crew with a sense of awe and wonder.
33-34. Enchanted Breeze: A gentle breeze fills the sails, carrying with it melodious whispers that share tales of forgotten lands or distant legends, inspiring the crew’s creativity.
35-36. Lighthouse Beacon: A remote lighthouse emerges from the darkness, providing a guiding light for ships at sea. It serves as a welcoming haven or harbors a secret within its walls.
37-38. Kraken’s Lullaby: The ship sails through an area inhabited by a slumbering kraken, surrounded by a serene calmness that evokes a sense of tranquility and safety.
39-40. Triton’s Greeting: A regal triton emerges from the depths, offering guidance or challenging the crew to a riddle or contest, promising rewards for success.
41-42. Spectacular Migration: The ship witnesses a breathtaking migration of aquatic creatures, such as massive whales or graceful sea turtles, granting a temporary connection to nature for those who behold it.
43-44. Sunken Ship’s Bounty: The crew spots a partially submerged shipwreck, still holding valuable cargo or secrets waiting to be discovered with the aid of skilled divers.
45-46. Mystic Tides: The ship sails through a region where the tides take on a mystical quality, revealing submerged paths or hidden entrances to underwater realms.
47-48. Elusive Seafarer: A mysterious sailor, speaking in riddles and prophecies, boards the ship briefly, imparting cryptic knowledge before disappearing as mysteriously as they arrived.
49-50. Living Reef: A massive, sentient coral reef comes to life, interacting with the ship and its crew, sharing ancient wisdom, or granting a temporary blessing for respecting the sea’s harmony.
51-52. Mysterious Shipwreck: The ship stumbles upon a sunken vessel that defies explanation. It appears to be from a time long past or a civilization unknown, tempting the crew with the allure of lost treasures and untold stories.
53-54. Haunted Waters: The ship sails into an area haunted by vengeful spirits, causing unsettling phenomena such as flickering lights, disembodied voices, or objects moving on their own. The spirits may have a message to convey or require assistance to find peace.
55-56. Legendary Seafarer’s Rest: The crew discovers a hidden island where a legendary seafarer, believed to have perished long ago, resides in peaceful seclusion. They can offer valuable advice, teach new skills, or share tales of the sea.
57-58. Eerie Sea Silence: The ship enters a region where all sounds are absorbed, creating an unsettling silence that heightens the crew’s senses. It may hold hidden dangers or offer a respite from the usual clamor of the sea.
59-60. Leviathan’s Wake: A massive leviathan breaches near the ship, its sheer size and power awe-inspiring. The encounter may evoke fear, but it could also serve as a moment of reverence for the wonders of the natural world.
61-62. Treacherous Currents: The ship finds itself caught in powerful currents, requiring skilled navigation or clever tactics to escape their grasp. Success brings a sense of accomplishment and the admiration of the crew.
63-64. Mirage Island: A mirage of a lush, tropical island appears on the horizon, complete with palm trees, pristine beaches, and the promise of relaxation. However, it proves elusive, vanishing as the ship draws near.
65-66. Seafarer’s Graveyard: The ship comes across a desolate area littered with the wreckage of countless vessels. It serves as a chilling reminder of the sea’s unforgiving nature and may hold clues to the perils that lie ahead.
67-68. Lunar Tide: The moon’s gravitational pull creates an unusually high tide, revealing hidden caves, underwater passages, or submerged treasures that are normally inaccessible. The crew must act swiftly to explore before the tide recedes.
69-70. Whispers from the Deep: Faint, unintelligible whispers rise from the depths, hinting at ancient secrets or forgotten knowledge. Deciphering these mysterious voices may lead the crew to a hidden discovery.
71-72. Enchanted Seashells: The crew finds seashells imbued with magical properties, granting temporary enhancements or spellcasting abilities. These shells can be used in rituals, traded for favors, or kept as valuable souvenirs.
73-74. Lost Navigation Charts: A tattered and waterlogged set of navigation charts drifts alongside the ship. Although damaged, they provide hints to hidden routes, uncharted islands, or treacherous reefs.
75-76. Monstrous Migration: A migration of colossal sea creatures, such as giant sea serpents or immense octopuses, causes a temporary disruption in the ship’s course. The crew must navigate carefully to avoid colliding with these awe-inspiring beasts.
77-78. Singing Sandbar: The ship encounters a sandbar that emits melodic tones when struck or walked upon. This enchanting phenomenon grants temporary bonuses to performance-based skills or attracts the attention of curious creatures.
79-80. Sunken Temple: The ship comes across the ruins of an ancient temple submerged beneath the waves. Exploring this underwater marvel reveals forgotten relics, hidden chambers, or puzzles that guard ancient knowledge.
81-82. Poltergeist Seas: The crew finds themselves in a region where mischievous spirits play pranks, causing objects to move, disappear, or reappear in unexpected places. Overcoming these antics may lead to the spirits’ gratitude or further challenges.
83-84. Ghostly Navigator: A ghostly figure materializes on the ship, possessing vast knowledge of uncharted waters and navigation techniques. They offer to guide the crew to a specific location or reveal a hidden treasure before fading away.
85-86. Stormcaller’s Orchestra: The ship sails through a storm infused with a symphony of sounds—thunder, rain, and wind harmonize to create a captivating, almost musical experience. The crew may find inspiration or insights within this natural spectacle.
87-88. Enchanted Bioluminescence: The waters become alive with a radiant display of bioluminescent organisms, illuminating the ship’s path, and creating a mesmerizing scene. These enchanted lights may have magical properties or attract otherworldly creatures.
89-90. Navigational Riddle: The crew encounters a magical puzzle or riddle inscribed on an ancient stone marker. Solving the riddle reveals a hidden navigational route, a forgotten island, or a trove of valuable information.
91-92. Pirate’s Buried Treasure: Following a cryptic treasure map, the crew discovers a hidden cache of pirate loot buried on a remote island or at the ocean floor. Unearthing the treasure may attract the attention of other treasure seekers or supernatural guardians.
93-94. Siren’s Song: The ship becomes entranced by a hauntingly beautiful siren’s song, threatening to lure the crew to their doom. Overcoming the enchantment requires strong willpower or counteracting the song with a different melody.
95-96. Aerial Show: Majestic flying creatures, such as giant roc or shimmering dragons, engage in an aerial display above the ship. Observing these magnificent creatures may bestow temporary flight or inspire tales of mythical creatures.
97-98. Becalmed: The ship sails into an area where the wind mysteriously vanishes, leaving the vessel stranded in a state of calm. The crew must find creative solutions, such as rowing or utilizing magical means, to navigate and escape this stagnant situation. Time may become a pressing concern as supplies dwindle.
99-100. Calm Before the Storm: The sea turns eerily calm, an unnatural stillness that precedes a violent storm. The crew must prepare for the impending tempest or search for shelter to ride out the waves and winds.
Conclusion:
That is all for now. I hope these additions bring a bit of wonder to your party’s seafaring exploits. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.
When it comes to running tabletop role-playing games (TTRPGs), there is no one-size-fits-all approach. Some players enjoy diving deep into character creation and exploring complex rules and mechanics, while others prefer a faster, more streamlined experience. That is ok. There is no “right” way to enjoy the hobby, and it is all about finding what works best for you and your group. This post will not be for everyone. I am merely sharing something that works well for the groups that I run games for.
I personally enjoy digging into my games. I see character creation as part of the game and not some chore that must be suffered though. As a GM, working on my campaign world gives me a great deal of joy and is probably just as much fun to me as actively playing.
Creating My Player’s Guide
While not necessary, I will usually create a campaign map once my player’s guide is complete.
As I did when I wrote my post about creating a Who’s Who for your campaign, I wanted to share something that I enjoy doing for my campaign settings. When I am in between games and decide that it is about time to start a new campaign, the first thing I will do is start jotting down some notes to create a player’s guide.
It all starts with my original inspiration. Perhaps a new book series or movie caught my attention or possibly I stumbled onto some old property from my youth that I wanted to build on (this was the case with the Land of the Lost influence in my Revisiting the Isle of Dread post.) By this point I will likely know what genre I am picturing and probably also know which game system I want to use.
Next, I will get down to more formally capturing my thoughts. This step usually takes place in a Word doc or spiral notebook. I will tell my players a bit about what to expect from the campaign. For instance, will this be an epic tale of saving the world or a lighthearted romp in a fanciful setting?
Mind you, this is far from complete. I am not proposing mapping out a full campaign here. There is no way I could know what kind of twists and turns will develop. I merely know what kind of game and what kind of setting I want to be playing in.
A polished up player’s guide that has evolved over a few campaigns.
From there I start to think about the types of cultures that exist in the world. For example, if I want to include a region that is vaguely similar to ancient Greece or the Shire from The Hobbit, I note that. I will create a name for each region and jot down a few facts about it. Again, this is far from complete. I do not force anything but rather list the areas that come to me organically.
I do not go crazy with this but rather provide enough information to remind myself (and my players) “Hey, this place is similar to ancient Greece.” In the case of any unique locations that were purely created by me, I simply strive to give players enough of a feel for the location to allow their imagination to fill in the blanks.
Finally, if I am running with some new players I might also include some information about the various classes or professions that will be available in the campaign. This is largely dependent on the game system we are using and which selections I feel would be a good fit for the campaign.
With all of this information in hand, I will then polish it up a bit. I format things and drop in some pictures to help convey what I am going for. There is no need to go crazy here, though I find that making the player’s guide look sharp goes a long way toward early player buy in. Once everything is in order, I will distribute the document to my players. I ask them to skim through and give me feedback as to where they think they would like their character to come from, as well as what class/profession they would like to play.
The Players
I enjoy the process once my players get hold of the document. Again, if you are the type who prefers to roll up characters in 5 minutes and hit the dungeon, this probably is not going to appeal to you. However, for our games, this really starts to breathe life into the budding campaign.
Over the course of the next week or so, players will reach out to me with questions. Some may immediately relate to certain areas within the campaign world and decide that is where they want their characters to come from. Occasionally a player might not see a locale that calls to them. When this occurs, it is not a problem but rather an opportunity for us to discuss and possibly add something new to the document.
Natural questions develop about certain regions such as “What is the capital city of _____?” or “What deities are worshipped in _______?” I generally do not know the answers to these questions until they are asked but am able to create them once I know that they are of particular interest to my players. As I do, I jot them down and add them into the document. In this way I am not filling in an entire campaign setting from scratch but merely focusing on the parts that are important to my players.
An old player’s guide from my friend Mike’s game, dating back to ~1988.
You may have noticed that I did not mention a section on races/ancestries for the game. That is largely because I tend to run games that are lower fantasy and human centric. When I do have nonhumans in my games they would generally be mentioned in the location description. Something like “Westberry Farthing” might be listed as the pastoral home to the Halflings or “Tindu Loren” could be home to the Forest Elves. On the off-chance that a player wants to play something like an anthropomorphic rabbit, they can always discuss with me and we will see whether or not it would make sense in the world.
Closing
That is really all there is to it. As with previous posts, this may all be common sense to you or you may see it as completely unnecessary. If that is the case, that is fine. This is simply a little tool that has been valuable in my home games and has given me a great deal of pleasure outside of our actual game sessions.
Beyond the value for the campaign at hand, I will often resurrect old player’s guides for other campaigns down the road. When reused like this I can often update them with new information, based on all of the adventures that have already taken place. This process saves me a great deal of time and also adds to the richness of the campaign world.
That is all for now. Do you do anything similar to this with your own games or do you have any tips or suggestions to add? Thanks for reading.
If you would like to see some other general posts, you may find them here.
If you would like to see some maps with plot hooks, you may find them here.
Real life responsibilities pulled me reluctantly away from tabletop role-playing games at some point in the late 1990s. It wasn’t until 2014 that I dusted myself off and started to participate in the hobby again. I wasn’t completely without an escape during this time. I started playing World of Warcraft about four months after launch and I played regularly until the end of the Wrath of the Lich King expansion.
While my WoW days are well behind me, something about working on my map for this week’s post kept bringing me back to the venerable video game that will be turning 20 next year. If you have fond memories of the Warcraft universe, enjoy this silly escape. If not, please allow me this indulgence and I’ll be back to regular posts soon enough.
The Shadowhaven Crypt
In Duskwood, hidden away just south of the Tranquil Gardens Cemetery lies the entrance to the Shadowhaven Crypt. Barnabas Shadowhaven was a wealthy Stormwind merchant who had retired to this region back in the days when it was still known as Brightwood. Whispers had circulated about Shadowhaven being involved in questionable practices. Some claimed that he dabbled in forbidden magics, while others believed he had dealings with unsavory entities from the shadowy realms. The exact nature of these rumors remained nebulous, but they were enough to create an air of suspicion and mistrust around him.
Tranquil Garden Cemetery.
Such it was that there wasn’t a great deal of fanfare surrounding his passing. His estate in Grand Hamlet had been boarded up and razed some years later as the town expanded. By the time of Medivh’s passing and the change of the town’s name to Darkshire, Barnabas Shadowhaven was long since forgotten.
With the recall of the Stormwind army to other parts of the realm, the situation in Duskwood is turning grim. Their resources already stretched thin, the Night Watch has asked the party to investigate strange occurrences near the Shadowhaven Crypt and put to rest whatever dwells there.
Entrance– 1
The entrance to the crypt is marked by a massive, banded iron door embossed with the name Shadowhaven. Its aged surface bears signs of wear, hinting at the passage of time and the mysteries that lie beyond. While the door appears quite old and the surrounding area is overgrown, it pulls open easily.
Upon opening the door, the party will immediately be attacked by 3 Skeletal Warriors, and 2 Skeletal Ghouls. If defeated, these mobs will yield the following: 20 silver pieces, 10 wool cloth, 2 delicious cave mold, a brocade cloak, & 3 moonberry juice.
Oddly, a lit torch a placed in a sconce on either side of the entrance. Opposite the door, the hall leads south to a staircase going down.
Rickety Swing Bridge– 2
A rickety swing bridge spans a 10-foot chasm here. It stretches precariously between 4 wooden stakes. As the party steps onto the bridge, they can hear the distant rush of water echoing from about 30 feet below. The bridge sways with each step, testing their balance and nerve as they carefully make their way across the gap. While this looks dangerous, the party has nothing to fear here unless they do anything crazy.
Dining Room – 3
While certainly an odd thing to be found within a crypt, this large room appears to be a dining room. 2 Restless Spirits are busily setting the table when the party arrives. Upon entering the room, both will crossly scold the party and inform them that “supper is not ready yet!”
Duskwood.
If the party closes the door and does not enter the room, the spirits will go back to their work. Otherwise, they will attack. If defeated, the spirits will drop the following: 12 silver pieces, 6 copper pieces, 4 Silk Cloth, 1 Healing Potion, & a bludgeoning cudgel.
The Larder – 4
This room is empty save for an assortment of crates and barrels. The contents of most of these has long since rotted away. However, a thorough search turns up some old herbs and spices, along with oil & vinegar in earthenware containers.
Bone Chamber – 5
Skeletal Raider
This small room is littered with bones and a cage toward the eastern edge of the room. If the part simply crosses through the room and exits via the door on the other side, nothing will happen. However, if the party disturbs any of the piles of bones or tampers with the cage, a chill wind will blow through the room and 3 Skeletal Raiders will form from the bones and attack.
If defeated, the following loot may be recovered from the room: 28 silver pieces, 8 pieces of Silk Cloth, & a broken mirror.
Natural Cavern – 6
This cave’s irregular walls bear the marks of untamed nature. Within this chamber, a natural spring emerges from a hole in the western wall, creating a small tranquil pool in the center of the room. The soothing sound of water echoes as it spills over a small waterfall and flows out through the eastern wall, lending an atmosphere of serenity amidst the crypt’s mysterious ambience.
While this cavern may seem calm, a nest of 4 Black Widow Hatchlings has made a nest in the opposite corner. Once any characters venture to the center of the room, they will scurry from their nest and attack! A thorough search of the nest will yield the following items: 1 Widow Venom Sac, 2 pieces of Spider’s Silk, and a pair of inscribed leather spaulders.
Burial Chamber – 7
This small, dimly lit cavern holds a stone sarcophagus at its heart. The stone surface is etched with intricate carvings and the room exudes an aura of reverence.
In death, Barnabas Shadowhaven has become a Rotted One. He will rise from his final rest to attack the party as soon as they enter the chamber. Joining in the attack will be d12 Plague Rats who scurry from the walls.
Following the fight, surviving party members will discover a small chest within the sarcophagus. Contained withing are papers indicating that Shadowhaven had dabbled in necromancy prior to his death. Apparently he fancied the idea of becoming a lich but must have met his end prior to mastering the art. Also located within the chest are 32 silver pieces, a moss agate, a jade, and a cobalt ring.
Final Thoughts
I’ve kicked around the idea of a Warcraft themed campaign from time to time. My players tend to be folks with very little gaming experience (tabletop or otherwise), so it would allow me with a lore-rich setting to run a West Marches style campaign. Love it or hate it, I know I could do a session zero with a group of friends and play them the original World of Warcraft cinematic trailer to generate a great deal of excitement.
Thanks for stopping by. What experience if any have you had with World of Warcraft? Have you ever dabbled with the setting along with your ttrpgs? Have you played Warcraft: The Roleplaying Game or World of Warcraft: The Roleplaying Game. I’d be curious to hear about either, as they each were released while I was away from the hobby.
Over the years I’ve stumbled across some folks who have put quite a bit of work into some Warcraft resources for 5e. I’m thinking of going in another direction but if this sort of thing interests you, check out:
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This week I’m going to get to the bottom of things and expose the beast who has been terrorizing the village of Zarechka. With all of that aside I will wrap up by providing a number of suggestions and unanswered questions to hopefully spur ideas that you can use in your own games. For those of you who are just finding me, here are links to Part 1 & Part 2 respectively.
Up to this point the party’s investigations will point them toward the ruins of Kelthura. The remains of this ancient city are nestled at the foot of the mountains to the northeast. Little is known of the peoples who once lived there, though local legends claim that they were practitioners of dark magic. The ruins themselves are largely shunned by the locals and have gradually been swallowed up by the marsh over the years.
For the GM
It’s for good reason that all signs point toward the ruins of Kelthura. Unknown to the rest of the villagers, the young seamstress Anya Ivanovawould sometimes visit the marshy area to gather mushrooms and enjoy the solitude. Six weeks ago, on a day when the foraging was particularly fruitful, she ventured deep enough into the marsh to actually come face to face with some of the Kelthurian structures that still stand.
Something compelled the young woman to continue exploring until she came to a crumbling wall covered with crude paintings. The scene on the wall seemed to portray a wizard dealing with what seemed to be a creature that was part man but yet part beast. She was inexplicably fascinated with the paintings and followed them until the came to a pedestal upon which rested a large ruby. Mesmerized by the beauty of the jewel, Anya snatched up the gemstone and took it back to her modest home.
There was no way for the young seamstress to know what calamity this simple act would unleash. You see, ages ago, the city of Kelthura was home to practitioners of dark magic. One such magic user had summoned into the world a terrible creature, bent on carnage. The wizard had bound the beast to his will and used it to put an end to his enemies. However, when the creature became too much too control, the thaumaturge performed a ritual that placed the beast in stasis, as long as the ruby was undisturbed. Removing the ruby had ended that and deep within the marsh, an unspeakable evil awoke.
While Anya arrived safely home to her cottage that day, the beast had been awakened. From that day forward its unsatiable hunger drove it to venture out from the ruins in order to feed.
Through the first couple of attacks, she remained completely unaware that the creature preying on villagers had anything to do with the ruins. However, on the terrible day that she finally came face to face with beast, she immediately recalled the crude paintings on the walls in Kelthura. With her dying act she attempted to scrawl out a message to warn whoever might find her body.
The Beast of Zarechka
I wanted the creature terrorizing Zarechka to be something different altogether. When I first sat down to write this I was picturing a werewolf as being the culprit. From there I went to a barghest and even something as simple as a giant wolf. Instead, I settled on a custom creature that combines wolf and humanoid features. As I often do in my home games, I wanted to maintain an air of mystery that would make the adventure more engaging and memorable.
Since my posts are designed to simply provide little plot hooks and ideas for my readers, I’ll leave to true nature of the beast up to you. I suggest that you try to keep your players on their toes. Our players are frequently well-versed all of the different monsters in the published game books. The meta knowledge can really detract from what should be a chilling encounter.
The Beast of Zarechka is a terrifying creature that appears to be a hybrid of a wolf and a human. Standing 9 feet tall on its hind legs, the creature weighs nearly 400 pounds. Having olive colored skin, a well-muscled physique is visible from a frontal view. However, its back is covered from head to toe in jet black fur.
The monster has pointed ears and a mouth full of sharp, bestial teeth. Glowing red eyes seem to pierce through anyone who looks into them. Its hands are large and possess long, sharp claws, capable of tearing through flesh with ease. The creature’s legs are powerful and built like those of a great wolf. It moves with a grace and agility that belies its size and can seamlessly switch between sprinting on all fours and standing on two legs to fight or intimidate its prey.
Having spent an age in the ruins of Kelthura, the beast is still bound to the location. Whether this is due to some magical means or simply from a sense of familiarity, I will leave up to you. It ventures out to feed, ranging far enough to locate suitable prey but always returns to the ruins once sated. As such, it is likely that it will be in the marsh surrounding the ruins that the party will ultimately encounter the beast.
The Marsh
The villagers in Zarechka will gladly provide detailed directions to the marsh. As the party makes their way through the dense undergrowth, anyone with tracking or survival skills will pick up a trail. If the party investigated Dimitri Kozlov’s Farm, they would recognize these as being the same tracks. With the hind feet of a great wolf and occasional impressions of large, clawed human hands, they are indeed unique.
The ground beneath the party’s feet will gradually soften and the tracks will be easier to follow as they approach the marsh and the ruins of Kelthura. A broken stone bridge leads out into the stagnant water. Only a foot deep at the bank, the tracks clearly show that the beast passed through this way recently.
On the opposite bank, roughly 70’ away, the party will be able to make out some man-made structures. While crumbling and overgrown, these are the first signs of the ruins of Kelthura. If any of the party members set foot into the water, a piercing howl will ring out from across the way. Venturing forward, the party will find that the water is only 2’ deep, even at its deepest. Unfortunately, the water depth is not the problem. The same telltale mud that helped to direct the party here in the first place is also quite a hindrance. Consider this to be difficult terrain and movement speed will be halved.
After spending 1 full round in the water, characters will start to sink in the mud. At this point, to move through the mud, each party member must make a Strength check or Athletics check (whichever is higher). The DC will start at 12 for the lighter areas on the map and increase to 15 for the darker, more treacherous areas. If a party member fails this check, they become mired in the mud. They are restrained and unable to move until they are freed. A mired party member can be assisted by another party member who is not mired. The assisting character must use their action to make a successful Strength check or Athletics check against the same DC. If successful, they can pull their ally free from the mud.
As the party struggles through the treacherous mud, a chilling silence settles over the marsh. It’s at that point that the beast will attack. With a bestial howl, the beast rises from beneath the remnants of the bridge, on the small patch of dry land ahead.
As a lair action, I allow the beast to move through the water and mud while ignoring the penalties faced by the characters. In this manner I maintain some of the terror of the situation. Let’s face it, in real life (or even a movie) an encounter like this would be scary business. However, often in TTRPGs, the party can feel like a group of superheroes and a single foe is hardly intimidating. I opted for this as a way to ratchet up the tension. It allows this primal creature to move gracefully and attack where it will have the greatest impact. As with deciding upon the nature of the beast itself, choose its abilities based on what will best fit your game.
The Outcome
Assuming the party defeats the beast, they will surely want to return to Zarechka to claim their reward from mayor Russoff. However, there are quite a few other twists and turns that you could build on from here.
The ruins of Kelthura themselves could certainly be expanded upon. What mysteries and treasures lie deeper within the ruins? Certainly, the grateful people of Zarechka would be more that happy to allow the party to use the village as their base of operations for further exploration.
Will the party ever fi the ruby that Anya Ivanova discovered? If so, will they be able to puzzle out that the beast had been held in stasis for years? Are there other being held in a similar state?
While it didn’t come into play for this adventure, one of the rumors mentioned that old man Igor believed the attacks were the result of a curse brought upon the village by a witch who had been banished years ago. Is she still out there and will all of the recent commotion bring her around?
Closing Thoughts
This one got away from me a bit. My intention has always been to focus on “bite-sized” source material and I don’t think a 3-parter fits well within that framework.
Depending on the system that you are running, this will require some work on your part (particularly in terms of the nature of the beast and the mechanics of the marsh battle). That said, please understand that I’m merely trying to provide snippets of ideas for you to build on. Remember, everything can be tailored to fit your party’s power level and preferences. Feel free to adapt and modify everything to suit your game and create an exciting and memorable encounter. Take what you want and leave the rest.
I appreciate you taking the time to stop by. If you’ve found any of this useful, please drop a note in the comments and if you’d like to see some of my other creations, I’ve listed them here. Thanks and have a great week!
The week I’m going to continue the adventure. I had hoped to be able to knock this out in two posts but it looks like it’s going to be 3. If you missed part 1, you may find it here.
I will pick up were we left off last week with covering the remaining areas that the party may want to visit. As a result of their investigations, it is likely the adventurers will zero in on the ruins of Kelthura as a likely location to search for the beast.
Kelthura was an ancient city nestled at the foot of the mountains to the northeast. Little is known of the peoples who once lived there, though local legends claim that they were practitioners of dark magic. The ruins themselves are largely shunned by the locals and have gradually been swallowed up by the marsh over the years.
Location #3 Anya Ivanova’s Foraging Spot
If the party should inquire about Anya Ivanova, the villagers will be able to direct them to where her body was found. The most recent victim, her remains were recovered 3 days ago. She was found in the woods, a little over two miles from the village and across a small stream. Luckily she was known to often forage for mushrooms and herbs in the area or it may have taken much longer to find her.
Arriving on the scene, the party will note signs of a recent disturbance at the location (marked with a #3 on the map). The earth is upturned and a few broken twigs and crushed leaves are scattered around. The area is surrounded by tall trees, their branches creating a canopy overhead, filtering the sunlight, and casting the forest floor in a dappled light.
Off to the side of the clearing, the party spots a large, flat rock. As they approach, they see that it’s been defaced with a chilling message. Scrawled in a deep red color, clearly blood, are the letters “Kel…” before the message trails off. It is possible that villagers may provide the party with this clue without them venturing out to the location themselves. However, without any of the other clues, none of the villagers will be able to speculate as to what it means.
Location #4 The Berry Patch
The berry patch is where Valentyna Russoff caught a glimpse of the beast. Alongside Alexi’s farm, this area is well-maintained. Rows of trees and bushes are neatly arranged in the fertile soil. The air is thick with the sweet scent of ripe berries, and the sounds of buzzing bees and chirping birds can be heard all around.
As the party arrives on the scene they will notice a group of rough-looking men milling about in the patch. This is the group of outsiders who arrived in town last week. They brought with them the carcass of a giant wolf and attempted to claim the reward for killing the beast. When the mayor refused to pay, the group became disgruntled and unruly.
There is some room here to play this out at you like. It is certainly possible that this group of 5 ruffians won’t take kindly to the fact that the party has been “snooping” around town and possibly honing in on their quarry. If you need to kill some time, the outsiders could become belligerent and end up fighting the party right in the berry patch.
In the event that a fight does break out, the group will surrender as soon as the party starts to get the upper hand. This is just a group of random thugs and they will not be prepared to go toe to toe with an equipped adventuring party.
Whether there is an altercation or not, this encounter is here to give you the ability to pass extra information on to the party as needed. If you are short on time and need to keep things clipping along, these fellows could pass along the clues found at any of the other sites. This could be done as an apology for getting involved in a skirmish or in hope of getting a few coins from the thankful adventurers.
Back to the Village?
To keep this as simple as possible there are 3 main clues the party might uncover while they investigate sites related to the attacks. Any other these on their own aren’t going to be enough to tip the party off in any particular direction. However, should the party inquire about the clues with the villagers, a clear picture will start to form that it would be wise to head to the ruins of Kelthura.
The reddish mud found at location #1: Villagers with outdoorsy type occupations will be able to point out that mud resembling this is common in the marshy areas at the foot of the mountains to the northeast.
The pendant with the strange rune found at location #2: Old-timers will recognize the rune as coming from an ancient people who resided in a city named “Kelthura”. The ruins of Kelthura are actually located roughly 5 miles to the northeast. What they won’t realize is the fact that the pendant had been around the beast’s neck. Lawrence managed to rip it off during the struggle.
“Kel…”: The letters that Anya scrawled won’t mean much to anyone on their own. However, combined with either of the other two clues, the connection may be made that perhaps she was trying to write “Kelthura”. As someone who would often lose herself in her forest wanderings, Anya was known to sometimes venture to the ruins. Why she would choose to communicate the name of these ancient ruins would still be a bit of a mystery.
Armed with these bits of information it is likely that the party will want to know more about the ruins of Kelthura. If they conclude their investigations and are still not drawn to the ruins, I suggest having the beast make another attack on one of the outlying villagers. This will allow the adventurers to get to the scene while it is still fresh and find fresh tracks that will lead them to Kelthura.
To be continued!
That’s going to do it for me for this week. In my next post I’ll uncover the beast itself, describe the ruins of Kelthura, and provide a number of unanswered questions to hopefully spark ideas for your campaign.
In the meantime if you’d like to check out any other maps with plot hooks I’ve collected them here.
Hello future people! I’ve completed part 3 and you may find it here!
Darkness looms over the quiet village of Zarechka and rumors of a fearsome beast spread through the countryside. For weeks now, the villagers have lived in terror as a malevolent creature strikes without warning, leaving behind only death and destruction in its wake.
The mayor has put out a call for brave adventurers to come forth and hunt down the beast. But as the party begins their investigation, they soon discover that there may be more to this mystery than meets the eye. Will they uncover the truth behind the terror, or fall prey to the same fate as those who came before them?
This week I’m back with another plot-hook to get your creative juice flowing. As always, I’ll try to keep this as system agnostic as possible. Rather than provide a complete adventure, I’ll set the stage and let you fill in the blanks in the manner that would best suit your table. This week’s will be a three-parter. I’ll set the stage today and then follow up with the rest.
Zarechka
Zarechka is a small village nestled at the foot of a range of forested hills, in a remote corner of Borea. The village is situated near a small river, which provides water for the villagers’ crops and animals.
Houses in the village are made of wood and stone, with thatched roofs and small gardens. The villagers are mostly farmers and craftsmen, and they lead simple lives, working hard to make a living in the rugged wilderness that surrounds them.
Despite its peaceful and welcoming appearance, Zarechka has been terrorized by a series of brutal assaults over the past month. The attacks have been gruesome and concentrated on those outside of the village, including farmers, travelers, and livestock. The villagers have heard haunting howls and strange noises emanating from the nearby forest at night and are certain that a savage beast is responsible.
The village’s mayor, Jacob Russoff, has grown desperate for a solution and has turned to the party for help. Upon arriving in Zarechka, they will feel the palpable tension and fear that grips the village. Folk look at them with a mixture of hope and desperation, praying that they are the ones who will put an end to the reign of terror that has befallen their town.
I’ve included a basic map for the village of Zarechka. Feel free to use it or simply swap in a village from your existing campaign. In terms of the availability of good and services, keep in mind that Zarechka is located in a remote area, so characters will not have access to everything that they might expect to find in a large city.
The Attacks
The attacks started nearly a month ago with the brutal killing of a farmer named Dimitri Kozlov, who lived in a remote cabin near the edge of the forest. Since then, there have been similar attacks with livestock being taken and people being killed. Villagers have also heard haunting howls and strange noises emanating from the forest at night. Despite their efforts to defend themselves, the attacks have become more frequent in recent weeks, and the villagers are now living in constant fear.
The party will surely want to ask the mayor for any information that he can provide regarding the attacks. It is also likely that they will spend some time gathering information from the villagers. Anyone within the village or outlying area will be able to also tell the party will be able to tell the party about the other two victims.
The second victim was a shepherd named Lawrence Talbot, who was found dead in the early morning hours by his fellow shepherds. A young woman named Anya Ivanova was the third. She was a local seamstress who was found dead in the woods, after venturing out to forage for herbs and mushrooms.
Below are a number additional rumors that the party is likely to uncover. (A “T” will indicate that there is at least some truth to the rumor while an “F” will indicate that it is entirely false.)
(T) The mayor’s daughter claims to have seen the creature in the forest while she was out picking berries. Valentyna Russoff actually did catch a glimpse of the creature in broad daylight and should be able to provide a basic description. She would also be able to direct the party to the location of the berry patch.
(F) Old man Igor believes the attacks are the result of a curse brought upon the village by a witch who was banished many years ago.
(T) A group of outsiders passing through town claim to have killed the beast and are looking for a reward for their services. This group arrived in the village last week, with the carcass of a large wolf. They demanded a reward for slaying “the beast”. However, the mayor did not believe that their claim was true and refused to pay. The group left the village, clearly upset and vowing their revenge for having been wronged.
(T) A farmer named Alexei saw the beast dragging off one of his cows in the middle of the night. Alexi’s farm is not far from where Valentyna Russoff saw the beast. Unfortunately, he saw it at night and from the back, so while he can describe it, his description would be similar to that of a great bear.
(F) A visiting scholar from the city believes the attacks are the result of a rogue experiment conducted by a mad scientist who lives in the area.
(T) A blacksmith named Mikhail claims to have found large, clawed footprints near the scene of one of the attacks. Mikhail made a bronze cast of the tracks, and they seem to resemble those of an incredibly large wolf.
(F) A young woman named Katerina believes the attacks are the result of a vengeful spirit seeking revenge for an old injustice.
(F) A hunter named Sergei claims to have seen the beast with his own eyes while he was out tracking a bear. If asked, he will provide the description of an owlbear.
(F) A traveling merchant believes the attacks are the result of a group of bandits who are using the cover of the beast to mask their activities.
(T) A farmer named Vlad claims to have heard the beast howling in the woods at night, and the howls were unlike anything he had ever heard before. Vlad is well-acquainted with the sound of wolves, and he can assure the party that this was no wolf.
These rumors are a little homage to B2 The Keep on the Borderlands and something that I come back to in many of my adventures. Use them at your discretion and according to what need from the adventure. If you’re tight on time and just using this as a one-shot, you might eliminate the false rumors altogether. On the other hand, if you’re needing to kill time while you work on other parts of your campaign, some red herrings might keep your party tied up for a while.
I’m going to be fleshing out some of the areas that the party is likely to want to explore. I will not be adding information for any of the false leads that they may receive from the villagers. That bit I’ll leave up to you. For instance, there was a witch who was banished years ago, and a mad scientist does reside in the area. However, since neither of them has anything to do with the beast of Zarechka, I will not be discussing them here.
The Investigation
After having had a chance to speak with mayor Russoff and other villagers, there are 4 main locations that the party is likely to want to investigate. I’ve marked these as #1- #4 on the local area map and will describe them.
Location #1 Dimitri Kozlov’s Farm
Dimitri’s farm lies just over a mile north of Zarechka. Arriving on the scene, the party will find that the fields have not been tended to in quite some time and the animals have already been removed by other villagers.
The farmer was taken from inside his cabin, which sits at the edge of the forest. The door has been shattered and the splintered wood around the latch suggests that whatever broke in was large and powerful. The door is slightly ajar, creaking back and forth in the breeze.
The cabin is in a state of disarray, with furniture overturned and personal belongings strewn about. Blood stains the walls and floor, and scattered furniture indicates that something grisly occurred here. There is no body or any form of substantial remains, aside from the splatters of blood. Villagers will be able to confirm that the scene remains exactly as it was originally found.
A keen eye will notice reddish mud or clay tracks on the floor. Rangers or characters with appropriate nature skills will recognize these as resembling those of a great wolf, but only for the hind feet. They will also note that they have not seen this reddish mud anywhere else in the area. As they inspect the scene further, they will also spot large human handprints alongside the wolf tracks. Something terrible has happened here.
As this was the first attack and occurred nearly a month ago, tracking the beast outside of the cabin will be fruitless. The key clues here will be the types of tracks, as well as the reddish mud. Once they are back in Zarechka, the villagers may be able to provide some insight into the mud. I will cover that in part 2.
Location # 2 Lawrence Talbot’s Shepherd Post
This field, situated at the foot of a gentle slope, can be found about two miles north of the village. The grass here is lush and green, and the occasional wildflower can be seen swaying in the breeze. The air is filled with the gentle sound of bleating sheep and the rustling of leaves in the wind.
It is in this idyllic setting that Lawrence Talbot tended his flock before his grisly demise. Though his remains have long since been removed, the rocks at the foot of the hills still bear stains of his blood. A sense of unease lingers in the air, as if some dark force still haunts this peaceful field.
Other shepherds in the area will be able to point the party to where Lawrence’s remains were found. Aside from the blood on the rocks, nothing else is immediately evident. However, a thorough search of the area will turn up a broken leather thong on which rests a pendant engraved with a strange rune. Villagers back in Zarechka may be able to shed some light on the nature of the rune but I will cover that in part 2 next week.
I’ve dropped a few Easter eggs into this one and I took inspiration for this adventure from the story of the Beast of Gévaudan. If you’d rather listen to something than read, I’d suggest checking out the Stuff You Missed In History Class episode.
Finally, if you’d just like to see more of my maps with plot hooks, you may find them here. That’s all for now. Have a great week and good gaming!
This week I am picking up where I left off with The Chapel of St. Sigmund & the Grotto of Mareen. The followers of the Cult of Mareen have grown increasingly concerned about the encroachment of the Graun Empire on their way of life. With the rise of the church of Aunul, the traditional worship of traditional deities like Mareen has been deemed unacceptable by the empire and its religious advisors.
Having encountered followers of Mareen in their travels, my party was tasked with recovering an ancient relic. A few years ago, the church of Aunul raided a seaside shrine to Mareen and stole a sacred golden trident that was said to have been blessed by the queen of the seas herself.
The Trident of Mareen has since been kept in the nearby town of Marion, at the Archive of St. Sigmund. Established by the church of Aunul, the archive is a museum and library that houses relics and documents related to the faith of Aunul. The archive serves as a museum and library devoted to the faith of Aunul. While the party’s contact was unsure of the trident’s exact location, they seemed fairly certain that it was being held on the 2nd floor of the building.
The party is offered a handsome sum of gold if they are able to retrieve the trident from the archive and return it to the cult of Mareen.
The Archive of St. Sigmund
The Archive of St. Sigmund is a two-story wooden building located on the outskirts of the seaside city of Marion. The structure is adorned with intricately carved wooden panels and boasts a large set of double doors at the public entrance on the south side of the building. The building is also equipped with a set of double doors on the north side, which appears to be used primarily for bringing in large items and collections.
The Archive’s façade is punctuated by numerous windows of varying sizes and shapes that allow natural light to flood the interior during the day. The windows are fitted with shutters and sturdy iron bars to prevent unauthorized entry from the outside. A large, weathered sign hangs over the main entrance, with the words “Archive of St. Sigmund” inscribed in ornate script.
The Golden Trident of Mareen
In order to recover the trident, the party will first need to locate it. While it’s not an armed camp by any means, it would not be wise for the party to storm the Archive of St. Sigmund by force. I would paint a picture to the party that the best chance of success would involve coming up with a plan to steal back the trident with as little commotion as possible. A wise party will not want to make an enemy of the church of Aunul if it can be avoided.
A subtle approach will be necessary to locate and retrieve the golden trident. Perhaps a stealthy infiltration under the cover of night, or even a cunning ruse to distract or deceive the guards would be a more suitable plan. The party will need to proceed with caution and avoid unnecessary violence if they wish to avoid attention and successfully complete their mission.
Upon close inspection of the building, the party will notice that the northernmost window on the east side of the building (leading into location #4) seems to have a rotted frame. With some effort, it may be possible to remove the bars and gain access to the building. However, caution must be taken, as any loud noises or damage to the window could alert the guards.
Entrance
The entrance to the Archive of St. Sigmund is guarded by two Inquisitors of Aunul around the clock. The pair is swapped out following 4-hour shifts. They spend the majority of their shift posted at the front entrance, though every so often one will circle the building.
Guests are permitted to visit the archive without appointment during daylight hours. The party would be able to learn this fact from other townspeople without raising any alarm. When entering during regular business hours, visitors would be greeted by an acolyte in the cozy entranceway. This cleric would ask visitors what business they have at the archive and ask them to sign-in for their visit. Visitors would then be ushered up the stairs directly opposite the entrance, in order to view the library and exhibit rooms.
During a daytime visit like this, there will be other visitors and staff members milling about. The party will need to be cautious about attracting attention. People will be keeping an eye on the exhibits and the staff will be watching to make sure that nothing is damaged or stolen.
Office
The office is neatly organized, with a sturdy wooden desk in the center of the room and a simple chair behind it. An inkwell and quill adorn the desk. Shelves on the walls display scrolls, tomes, and various knick-knacks. The room is tidy, and the air is filled with the faint scent of aged paper and ink.
If the party spends any time reading through the documents here, they will find that it consists mostly of boring information regarding items comings and goings of objects from the archive.
The Laboratory
The laboratory is a cluttered room with various scientific equipment and specimens, including alchemical items. There are shelves filled with jars of preserved creatures and a large dissecting table.
The Storage Room
This is clearly a storage area. Items not on display in the exhibit space, as well as those being shipped off to other parts of the empire are stored here. The space is filled with bookshelves, crates, and boxes of various sizes.
The party should have been advised by their contact with the Cult of Mareen that the trident is believed to be hidden on the 2nd floor of the building. If they do not heed this advice, they could easily waste a great deal of time rummaging through items in this area.
While there would not be any magical items stored in this room, there certainly are a number of interesting objects. Feel free to allow the party to find some useful items as you see fit.
Research Room
This appears to be a research room. Oil lamps hang from the ceiling of this spacious room. The walls are lined with bookshelves and two large tables are pushed together in the center of this room. Tomes on the shelves are largely contain information on religious history and folklore. The wooden tables in the center of the room are cluttered with parchment scrolls, inkwells, and quills. The chairs are sturdy and comfortable.
If any amount of time is spent digging through the parchment on the tables, a handwritten note will be discovered mentioning that followers of St. Sigmund’s believe uneven numbers to be unlucky. It seems to hint at a hidden significance of odd numbers in the religious practices of the order.
The Library
The library is filled with shelves of old books that stretch up to the ceiling. The shelves are made of dark, polished wood, and the books themselves are covered in leather bindings, many of which are worn and faded with age. There are several wooden chairs placed throughout the library, each one sturdy and well-worn from years of use.
Do what works for your game but whenever my players happen to have access to a library like this I like to make it worth their while. Obviously it would be impossible for me to rattle off the name of every title present in the library, let along what they contain. However, if I have a player asks about something specific I’ll often consider it and at least come up with a percentile chance that they will find what they are looking for.
For instance, if they party happened to be planning future travel to the country of Kosantia, a player might inquire whether there are any books about Kosantia present. I might decide that the party finds one such book and if they take it along, I’d be willing to allow for some reasonable bonuses to skill or knowledge-based checks pertaining to the area.
The Exhibit Room
The exhibit room is a spacious chamber filled with various artifacts from the church’s history. The room has several display cases arranged around the room and along the walls, containing items such as ancient manuscripts, ceremonial armor, and textiles.
In the southwestern corner of the room is a stone statue of St. Sigmund himself, standing at a height of 7 feet. Holding a great mace in its hands, the statue is finely crafted and appears to radiate a sense of power and authority.
On the eastern wall, hangs a large painting of St. Sigmund, surrounded by a golden frame adorned with 5 golden roses. The space for the sixth rose is noticeably empty. Players who searched the Research Room (area #4) may recall that followers of St. Sigmund believe odd numbers to be unlucky or they may simply decide to look for the missing rose on their own. At any rate, if the party spends any time actually looking for the missing rose, they should be able to easily find it within d4 rounds.
Placing the rose into the empty slot on the picture frame will cause the eastern wall to shift, revealing the secret room beyond.
Secret Room
The small secret room is cramped, with a low ceiling and dusty walls. The air inside is musty and stale. The room is empty except for a small table and a cot containing a mummified body. The Trident of Mareen rests on top of the body. The body appears to be ancient and is wrapped in tattered, brown linen bandages. It is impossible to tell the gender or race of the person from the remains. What, or rather who, the body is will be a secret that I’ll leave up to the GM. The identity and reason for the remains to be here could be completely inconsequential or it could be another plot hook altogether.
One round after the party enters the secret room, they will hear a loud, grinding sound coming from the exhibit room. The statue of St. Sigmund in the Exhibit room is actually a living statue and will move to attack once the secret room has been breached!
Wrap-Up
Since I’m merely trying to spark ideas, I’ll leave the rest up to you.
Will the fight with the statue draw the inquisitor’s attention?
Could even more reinforcements arrive?
What’s up with the mummified body in the secret room?
Does the Trident of Mareen have any magical properties?
Did the Cult of Mareen have any ulterior motives in hiring the party to retrieve it?
That’s all I’ve got for this week. Thank you for stopping by. Please take a minute to say hello and if you’d like to read some more, here are some convenient links
All of my posts detailing the locations in Cross Tree are located here.
For a list of all of my adventure hooks with maps, click here.
Whether we are running published adventures or using a world of our own creation, I suspect most gamemasters want to feel that their players are invested in the game. There is nothing quite as nice as wrapping up a session and listening to players discussing how they can’t wait to get together next week. Ever have a player tell you that they were daydreaming about the game while stuck in a meeting or commuting to work? It’s the best.
Does your party know these people? Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com
Populating your game with interesting and believable characters is key to hooking your players. That’s not to say that every character in your world needs to have a dossier complete with birthdate, star chart, and defined goals. Sometimes Wilbur the fish monger, is simply Wilbur the fish monger. Having said that, the more fleshed out your NPCs appear to be, the easier it will be for your players to escape into your imaginary world.
Who’s Who?
I believe that creating a “Who’s Who” for your campaign is a great tool for building rich NPCs that your players will want to engage with. I was first introduced to this concept during my friend Mike Capron’s Fantasy Hero campaign in the late 1980s. I’ve been doing this for over 40 years and the practice has served me well. The process is simple enough and until recently I just assumed that everyone did it.
While I’m doing my prep for each session, I just keep a notebook or Word document open. Whenever I come to an NPC who the players are likely to meet, I jot down their name and maybe a line or two. If you want to go crazy, you can do this for places as well.
If you’re someone who struggles with names, there are countless name generators floating around online. Just plug in what you’re looking for and you’ll have something in a pinch.
A sample Who’s Who from a recent campaign.
By adding no more than 10 minutes to my prep time, my players no longer meet the dockmaster, city guard, and innkeeper. Instead, armed with this information they encounter Buckeye Crabcracker the halfling wharf-keeper, Sgt. Atheld of the city watch, & Suleiman the Kosantian owner of the Blushing Siren Inn.
Coming up with names for NPCs is pretty basic but it’s only the first step in creating a Who’s Who for your campaign. The next part is up to the players. I visit this after every few sessions, at the end of an arc, or whenever it seems convenient.
Our game nights usually start with players arriving one by one. It can be a bit chaotic. Everyone is usually chit-chatting and I need to get them to switch gears and focus on the game. During this time I announce that we’re going to update the Who’s Who.
I go around the table and ask all of the players who their characters have met during the sessions since we last updated the list. At this point everyone chimes in with the names of NPCs that they remember, as well as what they remember about them. I document all of this as they do, including only what the players themselves remember. The whole process takes no more than 10 minutes but it serves to both center the players on the game, as well as offer an interactive recap of recent sessions.
Is this fellow simply the “ship captain” or is he Ebeneezer Bellows, captain of the Tiburon? Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com
I will usually reward the player who contributes the most with some small boon. For OSR games this might be an XP bonus, 5e players might get Inspiration, Savage Worlds players get a benny, and so on. I find that this really helps to get everyone to participate.
After every session, I send the revised document out to all players. However, I only share the version with the names of people and places that the group remembered. If the group as a whole missed any NPCs, those do not get passed along.
Over the course of time, I find that having access to this reference document really engages my players. When your cities feel like they are populated with living and breathing people, it increases the chances that your players will interact with them.
It’s satisfying to see the group break out with the Who’s Who as they are heading back to town following an adventure. Often each player will be flipping through the pages, deciding who they want to go see first. Maybe they know the perfect buyer for a piece of loot or perhaps they’ll seek out an old contact for important information.
On the flipside, the document acts as a tool for me during session prep. I can briefly scan through and pick different NPCs to drop into different scenes. Do I need someone to pass along a juicy tip? That sounds like the perfect job for young Jacob, who the party saved on their first adventure. Do I need a victim for the big bad evil guy? Hearing that Fletcher Orlem was slain while out hunting will ratchet up the tension more than some nameless villager.
An old text editor Who’s Who from my friend Mike’s game, going back to the early 1990s.
Since we update entries for NPCs after every time the players mention them, they really start to take on a life of their own. Over the years, some of my most mundane NPCs (like Wilbur the fish monger) have ended up playing important roles in my games.
Finally, the Who’s Who gives me a nice souvenir from each campaign. Whether we run for years or a handful of sessions, having this document gives me something fun to look back on. Sometimes names and sub-plots get recycled and that’s all part of the fun.
Recap
That’s it for this week. Thank you for stopping by. If you do something akin to this or even something more elaborate, please drop a note below and let me know. Have a great week!
The hills making up the Archian border with Caledos are pocked with dozens of abandoned mines. These leave a lasting reminder of the rush for silver in the years prior to the rise of the Graun Empire.
Without drawing much attention from local officials, a nebulous consortium of investors has been purchasing old dig sights along the coastal region. The mine at Mt. Morris was one such purchase. About 12 months ago, a group of ten men re-opened the dig, in what locals were sure was folly.
After spending a couple weeks repairing the base camp, the team resumed the dig. None but the foreman had any previous mining experience. Most of the “miners” consisted of farm hands or former members of the stevedores’ guild. None were strangers to hard work, but they were a motley group to be certain. However, the strangers who came and offered them the job assured that they would be paid handsomely.
The past year had been difficult. The team had failed to find any substantial amount of ore and they often assumed that their work would soon come to an end. Despite this, the paymaster and his retinue of guards would appear every month and the dig continued.
Recent Events
Seven days ago, a strange thing happened, breaking the monotony for the miners. While digging in the eastern tunnel that morning, the team struck what appeared to be a rock wall. Further investigation confirmed that they had indeed stumbled upon a bit of masonry crafted by human (or demi-human) hands.
Foreman Fugue seemed particularly interested in this development and ordered that there always be three men digging until such a time as the wall was breached. Unfortunately, Fugue himself explained that he was feeling ill and retired to his office in the storehouse.
Later that evening, just before dusk, the wall gave way and opened into a chamber beyond. The crew initially thought to go fetch the foreman. However, they knew he was not feeling well. There was no telling what might lie beyond the wall, and they reasoned that they might find something of value. Gathering up torches, the trio decided to enter the chamber alone. None of the miners were heard from ever again.
Foreman Fugue
Bartholomew Fugue is a wiry little weasel of a fellow. Just shy of 50 years old he appears to be more of a bookworm than a miner. That said, in his younger days he did indeed work during the great silver rush.
Two years ago, Fugue was approached by a group who held certain interests in the region. They were seeking the diary of Elthane Vanator, a necromancer and occultist of some renown. Apparently something about this diary made it incredibly valuable and they wanted it found.
The belief was that the book was hidden away in Vanator’s old lair, which lay buried under the Archian hills, somewhere nearby.
Thus is was that Fugue was assigned a crew of nine and set about digging in the old silver mine. He had been sworn to secrecy and warned that his life would be forfeit if his true purpose were ever discovered.
Fugue was no fool. Prior to being stationed at the mine, he did his research. He took with him a number of books on the occult, as well as what bits of information he could gather regarding Elthane Vanator. From these readings he gathered that the necromancer, having been hanged some 100 years earlier, was known to employ the living dead as guardians over his dwellings.
What Happened?
Foreman Fugue had almost forgotten his original job of finding the diary. His employers had been paying him well and he had been skimming off the meager bits of silver that his miners had been finding.
Ghouls made for the perfect undead guardian. Art by Bartek Blaszczec.
When word came out of the mine that the diggers had found a wall, his blood ran cold. Knowing that Vanator’s lair may hold undead guardians, the foreman feigned illness and excused himself from the proceedings. He briefly considered warning the others but thought better of it. He had been warned not to disclose the true purpose of the mine, and this was not the time to start taking chances. Stopping briefly at the stables, he left extra water for his horse and placed a padlock on the stall. Then he proceeded to his office and locked himself away.
Sure enough, later that evening the sound of blood curdling screams could be heard throughout the camp. From he vantage point in the office, he spied a pack of cadaverous looking creatures burst forth from the mine entrance. With bestial swiftness the animated corpses fanned out and swarmed the camp. A terrible stench of carrion filled the air, as Fugue steadied the barricade in front of his door.
More screams were heard in the hours to follow. The foreman sat watching in terror, too scared to make so much as a sound. At one point there had been pawing and scratching at his door, but his defenses held. Not long after that he viewed the shapes of the undead retreating back into the cave.
Too craven to risk leaving his sanctuary, he has been holed up in the storehouse for the past week. The days have been quiet, though at night he has heard sniffing and panting outside his walls. The paymaster is due today, along with his armed guards. Once they arrive he plans to let the guards deal with the guardians and then hopes to take some credit for finding the diary that surely must be within the discovered vault.
The Mine at Mt. Morris
How you get your party to the camp is entirely up to you. One easy method would be to have a relative or friend from a nearby town hire them to deliver something to one of the miners. I happened to know that my group was filled with inquisitive types, so I allowed them to stumble onto the camp randomly, as they were traveling across the countryside.
1 Bunkhouse
This L-shaped building is the bunkhouse that served as the living quarters for the miners. Characters will recognize the stench of rotting flesh as they get near. The back doors are slightly ajar, and the front doors are unlocked.
The remains of two of the miners may be found here. It is a grisly sight and will be clear that something has been eating the corpses and that they have been dead for the better part of a week.
There is nothing of great value in the room, though the party might turn up a decent bag of copper and silver coins if the absolutely turn the place upside down and go through all of the miners’ belongings.
The most curious thing in the whole room is to be found in a footlocker under the northernmost bed (Foreman Fugue’s). Tucked away under some handkerchiefs and small clothes will be found a book and some hastily scribbled notes. The book is titled A Treatise on Reanimated Beings and seems to be a bit of a bestiary imparting knowledge on minor undead creatures. Reading through the notes will indicate that someone was expecting to encounter undead guardians.
2 Mess Hall
This is where the miners prepared their meals and relaxed when they were not working. As with the other structures, this was built back when the mine was first created and it’s clear that it has been serving considerably fewer people.
As with the bunkhouse there are two sets of remains here as well. Both seem to have met the same fate as their fellows.
There is not much of value to be found here, though the party could stock up on the equivalent of iron rations, wine, and ale as they wish.
3 Stables
The stables area makes for another unsettling scene. The remains of one miner can be found in the stable yard. Two horses appear to have met a similar fate in their stalls.
Oddly, one living horse remains. Scratches and claw marks mar the door to the stall. A locked padlock seems to have saved the poor creature, but it is quite dehydrated and appears to be starving. Close inspection will show that someone left extra water in the stall for the beast, but the containers are bone dry.
To the west of this building is a great deal of debris, earth, and rocks that have been removed from the mine.
4 Storehouse
The front and rear doors to this building are closed and locked. There are windows on each facing of the building, though all appear to be barricaded with an assortment of boxes and crates.
On a roll of a 1 or 2 on a d6, characters will hear movement from within the building as they approach.
Entering via any of the doors may be obtained through a regular open doors check. Entering via any of the windows will simply be a matter of breaking the glass and pushing the haphazard barricade aside.
Characters will be able to tell that this building is used to store all of the equipment for the mine. All manner of digging equipment and supplies may be found here.
The smaller room in the northeastern corner of the building is where Foreman Fugue has locked himself away, cowering in fear. He will not call out to the party if he hears them enter the building. Upon entering the office area, characters will find Fugue in the fetal position and he will immediately “surrender” to the party and beg them not to hurt him.
While he is terrified, this is partly an act. The foreman does not want to reveal what is going on and has no explanation for why he has stayed locked up in the office for days. If questioned, he will lie and claim that some creatures came out of the woods two days ago and he barely managed to escape with his life. If asked about the horse in the stables or the book and notes in the footlocker, he will lie poorly and show signs of great discomfort.
If threatened with physical harm, Fugue will break down crying and attempt to save himself. Bit by bit he will start to reveal what actually happened. However, he will only reveal what he judges to be enough to save his wretched hide. If the party does press him to the point of revealing anything about his employer, he will strive to make it seem that he was an unwilling participant, at the risk of death. He will not mention that the paymaster is due to arrive today unless his life is absolutely on the line.
5 Mine Entrance
The corpse of one of the unfortunate miners lays here.
6 Cave Intersection
Here the tunnel branches off in 4 directions. The northern path only goes a short distance and yet another dead miner can be found here.
7 Western Tunnel
3 nights ago, a green slime made its way into the mine complex and has taken up residence along the roof of this tunnel. If party members are not paying attention and come to the end of this tunnel it will drop on them.
8 Altar Room
Diary of Elthane Vanator. Used with permission Tales of Collaborative Storytelling.
This is the room where the mine intersected with the previous underground complex. As the party moves in this direction the will be assailed by the smell of carrion. Four pillars support the ceiling. A pool of 2’ deep murky water dominates the center of the room. On the northern wall is a stone altar bearing various ritualistic items as well as a book written in spidery script (close inspection will show this to be the diary of Elthane Vanator). A similar altar on the southern wall is adorned by a bronze statue of a great horned beast.
If the players enter this room, give them a description and then within 1 round, they will hear a blood curdling shriek, followed by the flapping of leathery feet as they are attacked by 3 ghouls and a ghast from the hallway to the east.
Following their initial foray killing the miners, this pack of undead returned to the tunnels out of familiarity. While they have been venturing out at night, something gets dragging them back to the tunnels by the light of day. Hearing the party, they come forward to feed.
9 Ceremonial Room
This room is empty, save for a 5-pointed star painted on the floor and an extinguished candle placed in each corner.
10 Crypt
There are 8 sarcophagi in this room. Four of these are open and empty. The remaining four are closed and hold inanimate skeletons.
There is a small stone altar along the western wall. Besides it rests an open chest filled with gold and any treasures that would be appropriate for your game.
11 Cave-In
The northern wall of the passage has collapsed here. It appears that the passageway originally continued, however, clearing the cave-in would take multiple days.
Remaining Questions
If the party have explored the mine and located the diary, there are still a number of questions that will remain.
What is the purpose of the shadowy consortium that has been trying to find the diary?
What dark knowledge does the diary contain to make it worth going to all of this effort?
What will happen once the paymaster arrives? He always comes with guards, and they will surely want the diary if the party is still around. They also won’t want any witnesses!
Finally, what lies beyond the collapse at area #11? Is there a whole complex to explore with amazing treasures to be found?
Final Notes
That is all for now. I hope you have enjoyed yourself and thank you for reading this far. If you have any thoughts as to something to add or where we might take things from here, please leave a comment below. If you’d like to read something else, check out the links below.