Wolves upon the Coast - Wandering Isles & Sea Monsters.pdf
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Wandering Isles & Sea Monsters
Luke Gearing
When a Wandering Isle result is given as a naval encounter, roll a d10 - the corre-
sponding island is encountered. Likewise for Sea Monsters. Optionally, those hope-
lessly lost at sea always encounter a Wandering Isle.
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Wandering Isles
Wandering Isles, once found, stay there for 2d20 days. Those without obvious
forms of locomotion are consumed by sea-mists which leave no trace. Those
travelling under their own power can be tracked - although this trail is lost 1-in-6
per day.
1. Greschott
Only 02.01 and 02.02 have suitable landing points - the rest present only forbidding
cliffs to prospective explorers.
Every 12 hours in 01.01 and 02.02, an Encounter roll should be made. Once-Men
are always hostile to outsiders.
d100
1-50
51-60
61+
Encounters
2d20 Once-Men
2d12 Herd Animals
No Encounter
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00.01 The Mountain
The faces of the mountain are sheer forbidding rock, jagged and sharp. No plant life
clings to it. It is sterile.
Climbing the mountain takes 1d6+4 days and is dangerous - a Constitution test on
3d6 being made each day. Expenditure of equipment (iron spikes, ropes etc) allows
one of these dice to be re-rolled. Those failing take 1d6 damage from exposure and
general exertion. If an 18 is rolled, disaster strikes - the failing individual plummet-
ing to their death. Healing is impossible during the climb.
From atop the mountain, the air thin and wind strong, all of Greschott can be seen,
pooling out as if from the mountain itself. A feeling of insignificance consumes
those taking in the view, as if being seen in turn. Each is left with a mark - a scar
in the shape of mountain appearing on the body. Those showing this mark are un-
touchable to the Once-Men. The mark can be evoked once per week to cast Protec-
tion upon the bearer, protecting them from anything not from Greschott.
Climbing down the mountain takes the same number of days minus 1 - or they may
find a new route, taking 1d6+3 days.
01.00 The Tomb
Deep in the foothills, below the watchful glare of the mountain, a squat pyramid
of stone lurks in the valley between two hills. It measures 80’ square, the point
reaching 45’. The sun touches it only an hour a day - all the rest of the time it is
in shadow. A heavy door of lead set into a protruding section is the only irregular-
ity in the rough stone surface. The door has a large keyhole - the only method for
opening it is using the key stolen from the isle. Those trying to beat the door down
find it reverberating like a drum - summoning 71 Once-Men from the woods, play-
ing their own drums in turn.
Within the tomb is a single chamber, the interior surfaces all silver polished to a
mirror-finish. Within is a simple boat, complete with sail and rope. It rests on logs
cut to support it specifically. Within the vessel lies a corpse, withered with the years
yet untouched by rot or decay. It wears robes of trimmed furs, holding a javelin
with a head of crystal and a bronze sword crossed upon its chest. Atop the head is
a circlet of beaten gold, with designs of a mountain upon it - worth 2700sp. Each
finger bears a ring with a different geometric skull upon it, each worth 300sp.
When any of these items are touched, the reflections of the corpse - repeated thou-
sands of times - awaken, whilst the original remains dead. These reflections begin
attacking the would-be thieves, wounds opening upon the originals and reflections
alike. Each thief remaining in the chamber takes 2d20 damage per round they re-
main.
The javelin is light and short - more suited to hunting than war. Against beings of
the ocean and sky it takes +3 to hit and deals an additional +2 damage. Used against
such creatures, it returns every d6 rounds, slithering like a snake. Against humans,
it is but a javelin.
3
The bronze sword appears unused - more like a beam of light than something mate-
rial. Against humans not of Greschott it adds +2 to hit and damage. It thirsts for the
blood of the outlander - on a miss, it makes an additional attack against the nearest
ally or the wielder if none are nearby. Against those of Greschott is it harmless.
Within the boat, further grave-goods cluster at the feet of the corpse (Tomb IV):
• 50 hides of unknown origin, still supple. Worth 3500sp.
• 20 silver ingots, formed into octagons. Worth 1000sp.
• A bundle of seeds, ornamental and agricultural. All are native to Greschott
alone. Worth 3000sp.
• A large sack of a native spice, piquant and peppery. Worth 1000sp sold entire -
doled out, could be sold for 10000sp as the spice becomes legendary amongst
court chefs.
• 6 baskets of shells, worth 900sp.
01.01 The Forest Depths
Throughout this hex, drums can be heard d4 hours after entry. They move closer - a
band of 67 Once-Men hunts the invaders by scent, fanning out through their forest
home and cowing smaller bands.
Stone tables, blood-stained and surrounded with bones, fur, skin and sharp frag-
ments of rock are scattered everywhere - above each a hole has been hacked into
the canopy, giving a view of the mountain.
Deep in the woods, 10 mauled human corpses, trampled into the mud and draped
over rocks - their equipment hidden beneath small cairns orientated towards the
mountain. These items reek of piss and shit, and have been broken by knowing
hands.
4
02.01 The Empty City
Surrounded by a network of roads inland and a spider-like protrusion of jetties to
the sea, the Empty City remains pristine. No ivy consumes the buildings, no grasses
hide the roads. Silence reigns.
Within the harbour, a huge burnt skeleton of a ship, gold ornaments still visible.
All the buildings of the city are alike - octagonal, made of stone. Only their height
varies, seemingly stacking the same section atop itself. Each such section has three
windows, set with glass.
Within these buildings is smashed furniture, old bloodstains, copious amounts of
fur and hair, deep gouges in the stonework. Nothing of value remains - cast into
the sea many centuries distant. An hours searching returns d6-1 small stone idols
depicting aquatic animals with benevolent smiles.
Those spending the night here awaken to the sun rising behind the mountain, ap-
pearing as a huge red eye with a triangular pupil glaring down.
Amongst the maze of streets and repeated buildings, 2 human corpses - dead of
dehydration. They have 2 bows, 2 swords, 2 shields, 60 arrows, 12 torches and 50’
of rope.
02.02 The Forest, Landing
The heavy forest marches to the edge of the land and glowers over the beaches, a
thin strip of pebbles before the sea. Upon the beach is a Karvi, emptied of supplies
and sailors.
From the forest, a cacophony - animal sounds mingle with roars uttered by some
admixture of human and beast. Bound the trees are corpses - huge, deep-chested
beasts with snarling fangs. Of some remain nothing but bones.
A clearing contains 3 human bodies, rent open, sundered maille links surrounding
them. Between them, they have 2 swords, a battle axe, 5 javelins, 2 shields, 2 lengths
of rope, 4 sacks, 3 snares and a small silver mirror.
The Once-Men of Greschott
HD 3 / AC as Unarmoured / Damage 1d6+1 Club or 1d6 Javelin
Beneath long coats of fur, powerful muscles coil. From their jaws, long teeth, once
suited to cooked foods but now perfect for stripping flesh from bone still bleeding.
Bands without their leaders flee fire and artefacts of the Empty City. Those with
their leaders instead enter a fear-fuelled frenzy - mobbing those carrying the of-
fending items and attacking twice. Those in such a state are easier to strike - attacks
are at +2.
Groups of 15 or more are lead by either a 4HD Spiritualist (60%) or a 6HD Warrior
(40%), both laden with powerful curling horns. Bands of 30 or more have 1d4 of
both.
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Plik z chomika:
Matrinicz
Inne pliki z tego folderu:
Wolves Upon the Coast - Map.pdf
(29567 KB)
Wolves Upon the Coast - &&&&&&&& Treasure.pdf
(14426 KB)
Wolves upon the Coast - Character Sheet (Nightjar Games).pdf
(24068 KB)
Wolves Upon the Coast - Sheets.pdf
(24064 KB)
Wolves Upon the Coast - Albann & Surrounds.pdf
(8440 KB)
Inne foldery tego chomika:
AD&D OSR
Adventures Dark and Deep
Basic Fantasy
Beyond Corny Groń (EN)
Black Pudding
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