Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Thursday 9 April 2020

Basic Expert: Ravenluft

For the Players
You see a tiny, stone building with a red tile roof to the north of the road. Perhaps a mile from you across the landscape a distant village, smoke from a few of its chimneys suggesting someone was cooking. The shadows of the setting sun suggest you have an hour to find the local inn for the night.

1. The Roadside Shrine of Strahd
Err... Some finely attired, monied individual

The tiny stone building is easily entered by a few steps to its floral engraved wooden doors, their workmanship beautiful.

Within the shrine is a chamber with a heavy cloth curtain.

Detect Secret Door: Roll 1d6 and detect a secret door in the wall opposite the curtain. 1-2 in 1d6 for elves, 1 in 1d6 for others.

A Secret Door: There is a secret door in the stone wall to your left as you enter the small building.

Behind the curtain: Behind the curtain is a statue of a handsome man. This appears to be a shrine dedicated to this finely attired nobleman.

DM: a charisma check is required to see if the individual PC falls under the sway of the local lord. If one does, they loiter behind while the other PCs leave, and then slip through a secret door in the opposite wall, descend the stairs to the bottom, and activate the trap door before returning to the upper floor.

If only some have fallen under the sway of the statue...
For those outside: you notice that (those PCs who failed the charisma check) failed to exit the shrine.

Eventually the PCs must enter the shrine and set off the trapdoor falling 20' into a cell for 2d6 falling damage.

For the PCs: Climbing the stairs to re-enter the shrine to see what has delayed your companion(s), you see them loitering near what appears to be an opended secret doorway in the left wall.

If they are all swayed by the Statue...
For the PCs: You are overcome with a sense that you should seek out the local lord and perhance fall into his employ.

2. The Village
The villagers are halflings of neutral alignment. There is a tavern/inn, smithy, and several homes. The villagers are usually hiding out in the tavern though the blacksmith is in his smithy trying to hammer some bog iron into an ingot he can sell to a travelling merchant. If the pcs visit the tavern the barkeep attempts to get them drunk in a drinking competition - intent on sacrificing them to the hatvest master.

3. The farm Fields
The grain is currently sickly and dominated by a large stone in the middle of the field.

4. The Graveyard
There are over a hundred graves in the graveyard. Numerous marker stones vary in age and condition. Some have visble names, others dont.
Beyond the graveyard and forest are the ruins of a castle on a hill.
Grave-robbing
On the grave of Erasmus, the words 'buried with all his worldly posessions' is enscribed. The posessions of Erasmus included the artefact known as the Scarf of Sinbad +1d4 cursed magic items.

Scarf of Sinbad (minor artefact of thought)
Powers (100pp):

  • function as a 50' rope of climbing.
  • protection from cold/ice breath weapons. 
Handicaps/Penalties:
  • Sentient- will snag on items of value to it (as detect cursed magic item) and attempt to steal them.
  • Will trip or strangle the wearer as a rope of strangling if they attempt to ignore an opportunity to confront an enemy.
Grave-robbing attracts 1-3 villagers during the day and a wight at night.

5. The Ruined Castle
The castle is a sprawling ruin of a dozen roofless rooms, a stairs to a dungeon with a waist deep flooded store room and prison cells, as well as a still intact small round tower at the back of the castle serving as a residence to the current 'lord' and his concubine.
The ruins are patrolled by a Skeleton Rock python (undead 4HD snake turned as a Wight?) at night. It retreats to the dungeon during the day hiding submerged in the flooded store room.

6. The Bog
Bog-iron can be found here, and the village smith will hire the PCs to fetch some. The bog is home to a 1-3 giant centipedes, robber flies, or a giant leech any time of the day. Its the resting place of the harvest-master who rises from the bog when some sacrifice is chained to the stone in the middle of the wheat fields (area 3).

7. Easwood
This small wood east of the road is used as a woodlot by the villagers and is considered safe- though occasionally the normal wolves from the weswood side will hunt small prey even in easwoid. Foraging the pcs can find 20lb of firewood, and mushrooms for food.

8. Weswood
This wood is hunting grounds of the Werewolf concubine of the local lord at night. The villagers know enough not to enter the Weswood. During the day 2d6 normal Wolves hunt for small animals to eat in the weswood.

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