Showing posts with label New Kingdoms. Show all posts
Showing posts with label New Kingdoms. Show all posts

Thursday, 7 December 2023

South of Kambyra: The Sea-hag's Isle I

 HEX 3

 

The Sea-Hag’s Lair

As a continuation of the reef-strewn Cowdray Shoals (See Hex 1), this area is dominated by rough and treacherous channels between a small chain of rocky islets that are arranged in a ring around a sand-choked body of shallow water, at the centre of which is a small crescent-shaped isle. The isle is predominantly a brackish marsh, subjected to regular tidal inundations, backed by a serrated ridge of rock that curves for about two miles NE-SW, ranging in height from 30’ to 160’ at its highest point. This ridge ranges in width from a few feet at either end to approximately 200’ at the midpoint. A narrow beach of gravel slopes steeply up from the marsh to the ridge, where tough grass and stunted trees cling to a precarious existence in a meagre bed of soil at the base of the ridge. This unprepossessing stretch of land is home to Khaetos, a psionically-empowered  Giant Sea-Hag of particularly vindictive character, and a small clan of Sea-Grymne who serve her - quite willingly - as helpmates and guardians.

Khaetos herself dwells in a rocky cave at the base of the highest point on the rocky ridge that forms the spine of the isle. This cave is only reachable by a 200’ long tunnel, sandy-floored, with rocky walls veined with a phosphorescent form of coral that gives out a putrid purple luminescence. This unwholesome radiance causes those over-exposed to it (for a number of rounds greater than their CON score) to pass a Saving Throw or be sickened until they have been out in the open air for at least 1 minute per round exposed to the luminescence. Khaetos and her Sea-Grymne are, of course, not susceptible to this effect, and a favourite tactic of theirs is to pen intruders in the tunnel and wait until they are weakened before moving in for the kill.

Khaetos’ cavern home is a rounded sandy bowl some 40’ across, without a ceiling - it is in fact the floor of a 140’ tall chimney of rock, tapering to a very narrow slot, no more than 18” across at the top. It is thus dimly-lit during daylight hours. The floor of the cavern is just high enough to avoid the worst of the storm surges that occasionally sweep the rest of the isle, but it is still damp and unpleasant. The Sea-hag herself sleeps on a crudely-made bed of driftwood with a blanket of dried, loose-woven seaweed. She possesses little, but does retain trophies from her most precious victories, and these she treasures above all other things: a pair of minotaur horns, lovingly polished, sit in a rough hewn alcove above her bed, over which are draped a glass bead necklace. Beside these sit a pair of old, cracked spectacles and a one-armed porcelain doll. Although the minotaur horns have no special faculties, the other three items all possess minor magical power: the glass beads are lesser prayer beads which, when used by a Cleric or Priest of Good alignment seeking to prepare an Advanced spell, they lower by 1 the WIS check required to prepare the spell (effectively rendering the spell one level lower for the purposes of preparation only; this does not void the requirement to make a check in the first instance, even for first level spells). The lesser prayer beads can only be used to prepare one spell per day.

The spectacles belonged to Count Nilberth, a minor Khonoy nobleman who hoped to carve out some sort of island estate in the Malstedts, but never made it beyond the Isle of Horn (Hex 5): Khaetos and her Sea-Grymne attacked his ship upon his arrival, sinking it with nearly all hands lost. Count Nilberth, an Illusionist and antiquarian was captured and exquisitely tortured until, crazed with pain and horror, he was allowed to flee into the interior of the island, where he then fell afoul of the undead denizens of the ruined abbey, ultimately joining them. His now rather relaxed and philosophical shade remains in the ruins, having devoted himself - as is proper - to the preservation of the library there. Some of his hirelings and serfs survived and joined with the locals, strengthening their numbers against the undead monks and priests. Nilberth’s spectacles are enchanted with the ability to see invisible things, but only within 10’, and due to the damage they have suffered, have only a 1 in 6 chance of actually working on any given occasion. If worn too long, they will also ultimately give the wearer a headache, giving a -1 penalty to all attack rolls, mental skill checks (such as Lore or Alchemy) and spell preparation rolls. A Saving Throw must be made for every 10 minutes of continuous use, and the only way to ease the headache is to sleep it off.

Finally, the one-armed porcelain doll belonged to the (now-defunct) granddaughter of the  Witch of Arraskil (Hex 74 - much further north in the Archipelago). This aristocratic Witch was Khaetos’ first teacher - a cruel and vindictive individual, but far more powerful than Khaetos. When she ultimately rejected Khaetos as too weak and too vile (even for her), Khaetos took her vengeance by kidnapping and slaying the granddaughter. The doll, which was intended to serve as a disguised guardian to the granddaughter, is actually a polymorphed Ooze Mephit named Vekses. It has been locked in doll form ever since its arm was broken off by Khaetos. She keeps the arm hidden in the wreckage of the Hadmond’s Joy (see Hex 1), lashed to the remnants of the hull, and wrapped in seaweed. She continually taunts the unfortunate Vekses with promises of a returned arm and reminders of its failure to protect the deceased child. Should Vekses be reunited with his arm, he will be able to return to his normal form: after exacting any possible vengeance on Khaetos and her Grymne minions, he will leave, although - given his failure to protect the granddaughter - he is unlikely to return to his mistress.

Khaetos does, of course, retain a certain amount of treasure, although she values it more for use as a sweetener in her dealings with various pirate captains or their underlings - she is many things, but avaricious is not one of them. In a locked box under her bed, she holds, at any given time, between 200-500 gp worth of coins, gems and baubles (roll 1d4+1 and multiply by 100).

Khaetos is a servant of Zirakghir, a dark-hearted Kraken, whose great desire is to bring all the Volsturand Archipelago under its sway. Zirakghir dwells in the Bonedeeps (Hex 117) in the far north of the Archipelago, but is concerned even with such a seemingly minor area as the Malstedts. Khaetos - as probably befits the least of the Kraken’s lieutenants - is tasked with keeping the Malstedt Islands as poor, disunified, lawless and unappealing as possible, for Zirakghir realises that these sparsely populated islands are a potential stepping stone to power for prospective rivals, be they merchant princes from the Kanthéan mainland (Khonoy’s oligarchs most definitely favour a return to their ‘rightful inheritance’ in the Archipelago), or some other, less-foreseeable threat. The aim is to make sure that the Malstedts remain anything but a prize worth fighting for, until Zirakghir has consolidated power through proxies in the more desirable parts of the Archipelago.

The Sea-Hag accomplishes this end through some rather byzantine diplomacy with the various pirate captains who plague the region, using a policy of endlessly shifting and unstable alliances to keep any single pirate captain from gaining too great an ascendancy, whilst using them to keep external threats at bay. She pursues a variation of the same policy regarding raiders from Trukko - on occasion she will allow them to launch a successful raid (even going so far as to permit repeat successes) - but at other times, she and her Sea-Grymne attack them as soon as they appear, sometimes destroying them utterly, on other occasions settling for merely driving them off.

Her policy has, in general, succeeded, but she has created one lasting and significant enemy in the pirate captain Hadmond (see Hex 4). This cruel but clever brigand soon tired of Khaetos’ manipulations, and, thanks to his own fine seamanship and the skill of his astute aide, the Wizard Galmarn of Gnesse, has so far survived her efforts to remove him from her calculations. She is currently supporting the vile Grebbeth Grallord (Hex 12), ignoring Algot Stone-Eye (Hex 8) whilst providing encouragement and intelligence to the new ‘rising star’ of the Malstedt pirates, Birgamonte (Hex 11). She is uncertain in her approach to Khattriyuba (Hex 7), for she is convinced that his madness will severely limit any help he might give in furtherance of her Kraken overlord’s schemes. 

Khaetos, Sea-hag (Psionic, Giant templates) Type: Monster; Size: Large; HD: 5 (hp 19); AC: 14; Attacks: 2 claws (2d6); MV: 30’ (40’ swim); Save: 14 (MR 50%); INT: High; AL: CE; NA: 1; XP/CL: 1800/6; SP - detect magic, pyrotechnics, shield (1/day), empty mind, ESP, precognition, mind thrust (3/day); SA - revolting appearance (save or 2d6 STR damage), gaze 3/day.

The details of the remainder of the Isle - and more about the Sea-Grymne - will appear in the next post.


Monday, 17 July 2023

HoNK Rules! Temperaments

 So I talked a bit about Temperaments as part of the character setup for HoNK a while ago: here is something of an elucidation of what they are, and a couple of examples.


Temperaments

 

Each character is deeply linked to one of the Eleven Elements that make up all of existence. The Elements are Air, Beast, Bough, Death, Earth, Fire, Life, Moon, Spirit, Sun and Water.  Every Element is expressed as a Temperament, as shown on the table below:

 

Element

Temperament

Air

Sanguine

Beast

Primordial

Bough

Verbenal

Death

Inmitic

Earth

Melancholy

Fire

Choleric

Life

Vivific

Moon

Lunar

Spirit

Aetheric

Sun

Solar

Water

Phlegmatic



The Temperaments

 

Each Temperament draws upon the metaphysical essence of its associated element: Choleric individuals are generally ‘fiery’, Phlegmatic folk tend to be flexible and easygoing, Inmitic people are often grim and stern, and so on. However, no individual is completely bound by their elemental essence: a Choleric character does not always lose their temper, attempt to take command of every situation and rush headlong into danger. Intelligence, training and experience can and do temper the expression of one’s elemental essence. In the following section, the generalities of each Temperament are outlined, along with their effect on Attribute scores, a stereotypical example of an individual possessing the Temperament and several, more complex examples illustrating the roleplaying and narrative potential of Temperament considered alongside Aptitude. 




Aetheric

 

One of the hardest Temperaments to pin down, the Aetheric individual is most closely linked with the element of Spirit - that nebulous force that powers the mind and binds and unifies magical effects. Aetheric types are generally very cerebral in their approach to life, often finding patterns that others do not (or that do not exist at all - the Aetheric individual must take care not to overthink). They treat others as types, due to their rather taxonomic view of people and things. They have a great respect for facts and a fear of the overly emotional - although this bias does not mean the Aetheric character has a mind any stronger than other types. In general terms, they are rather distant and hard to know (and often don’t care) and tend to overlook the health of their own bodies.

 

Modifiers: Characters with the Aetheric Temperament add +1 to Arcana and Lore checks, and +1 to Resistance checks against Spirit magic. They subtract 1 from their Fellowship score but add 1 to their Knowledge score.

 

Stereotypical Example: a smelly, slovenly, unhealthy sage, pursuing an arcane - and possibly pointless - interest with a passion that seems almost crazed.

 

Elaborations by Aptitude

Bravo - an alderwoman known for her mastery of legal procedure and efficient bookkeeping skills, but with a reputation as one not to be crossed: when not trouncing her targets with harsh rhetoric, she likes to bury her opponents in extremely abstruse legal claims, which she pursues with brutal persistence, accepting nothing but complete surrender.

Companion - a military surgeon attached to one of the better mercenary companies, whose rigorous approach to the healing arts has made him very effective. His bedside manner is somewhat awkward and aloof, although he is highly valued for his rather dispassionate approach to advice in matters of policy and strategy.

Priest - a temple historian with a passion for studying old heresies and a preference for the company of books over people. His patient researches - in addition to giving him a permanent cough due to excess inhalation of dust and reading mouldy scrolls - have deluded him with the belief that there is an underlying pattern to historical heresies that reveals the greatness of a hitherto undiscovered God, and that this God speaks to him in dreams (in reality he is the object of a Dream Demon’s attentions).

Technician - a minor daughter of a noble house, refusing to accept her designated future as drawing-room decoration and closeted broodmare, becoming a high-society poisoner with a sideline in demonology. She knows the names of several of the Epigones, and, thanks to her efficacious research techniques, is closing in on the true name of an Infernal Power.


Inmitic

 

Burdened (or liberated) by one of the most misunderstood of the Temperaments, the Inmitic individual is attuned to - and influenced by the essence of the most feared Element, Death (or, as might better describe it: Negation). Although these folk are typified as grim and pessimistic, this is not always, or even mostly so. Many folk use their understanding of, and feel for, the mortality of all things in an empowering way, whether to free themselves of undue attachments to transient things or to serve others in the face of the ultimate end. Some do not even consider Death as an enemy, viewing it instead as a necessary philosophical counterpart of Life and Being. Easily stereotyped, but often complex and compassionate, Inmitic folk are marked out by a general air of reserve, but whether this veils a spirit of malevolence or goodwill is by their own choice, not an inevitable consequence of their elemental nature. 

 

Modifiers: Characters with the Inmitic Temperament add 1 to Detection and Religion skill checks and Resistance checks against Death magic. They subtract 1 from their Appearance score and add 1 to their Piety score.

 

Stereotype: a gaunt and pale necromancer in an isolated tower, surrounded by grisly abominations of their own creation.

 

Elaborations by Aptitude

Adventurer - a daredevil acrobat and tightrope artist, constantly drawn to the greatest and most challenging risks, seeking an ever-closer embrace with death - yet also driven to affirm to all onlookers that with skill, calm and confidence, death can be successfully stared down, if only for a while. 

Companion - a young Novice of Adesh, born into a plague-ravaged region, who has turned her fear of death and disease to a positive end by providing quiet counsel and comfort to the grieving and the dying.

Rogue - a serf’s son in Lhanai, who has seen too many folk crushed under the brutal yoke of the decadent and brutal aristocracy there. Now, he stalks the chateaux of the nobility, delivering a painful end to those who thrive on oppression and exploitation. 

Stalwart – a Tiavesthan oracle, driven to near-madness by horrific communications from those poor souls tormented, slain and then raised as Undead by the Necromancers of Trukko, who now patrols the borders of that ill-omened land defending the scattered farmers and herders from the Undead that plague the region.

 

Lunar

 

The elemental essence known to most as “Moon” - due to that luminary’s association with the forces at work - is one of change and mutability. It is associated with lycanthropy and faerie, and those who bear this Temperament often show the whimsical and wild nature of both. Lunar folk are unpredictable, emotional, self-indulgent and insightful, often showing a high degree of talent in artistic endeavours. They nonetheless represent a dynamic force in the world, as their ability to express themselves and strive against dangerous patterns of custom can lead to healthy progress - or chaotic revolt and collapse. Sometimes, both.

 

Modifiers: Characters with the Lunar Temperament add 1 to Deception and Expression checks and +1 to Resistance checks against Moon magic. They subtract 1 from their Concentration score and add 1 to their Receptivity score.

 

Stereotype: a wild-hearted animistic dancer, sporting and cavorting with wild Fey in moonlit forest glades.

 

Elaborations by Aptitude

Bravo - an Arinyaka magi, steeped in the ancient contemplative lore of the woods-folk but driven by inner, unaccountable voices to take on bestial powers and rage through the forest on moonless nights, striking down those who desecrate the wilds and using the blood so gathered to mend the blighted spirit of the damaged land.

Dandy - an Avronakiyan aesthete, born to a decadent merchant family of Old Throners, this somewhat enfeebled young man pursues a career as a poet, writing tormented and cryptic verse about the corrupt and cruel ruling class. Although he believes that his poetry is revelatory and, in some sense, rebellious (by holding a mirror to high society), it is actually magically contagious, deepening and nurturing any evil in those who read - and hear it.

Knave - a backstreet quacksalver, who happily fleeces the better-off people of her crumbling city, selling useless love potions, toxic cosmetics and soul-wracking drugs, using the money she makes to fund struggling musicians and artists, and blackmailing some of her high-class addicts to grant her proteges access to the clique-dominated aristocratic arts scene. 

Warrior - a Fighting-Monk sworn to Siakhara, this aged woman teaches dance to the miserable peasantry of the County of Kull, travelling the back ways where the Count’s representatives are seldom seen. As part of her teaching, her students learn basic martial techniques in unarmed combat, and her most promising pupils learn some of the ritual techniques that adepts of the Silver Dancer use to heal themselves and inspire others. She hopes that one day, when the time is right, her students will lead a revolt to remove the Count - a petty, if mostly ineffectual, tyrant - from rule.

Melancholy

 

Burdened by the weight and sobriety of the element of Earth, those who share in this elemental essence are often regarded as prone to despair at worst, cynical and pessimistic conservativism at best. Like all generalisations, this belief hides more than it reveals. Those of the Melancholy Temperament are among society’s most acute and effective critics, with an eye for finding flaws that few others even suspect. Even those who are the most correct and observant of norms and laws in their behaviour remain restless examiners of the world around them, constantly measuring the world they find against the world as it ought to be.

 

Modifiers: Characters with the Melancholy Temperament add 1 to Discipline and Interaction checks and +1 to Resistance checks against Earth magic. They subtract 1 from their Presence score but add 1 to their Perception score.

 

Stereotype: a sour old soldier, full of mistrust and engloomed by the memory of the shadow of war.

 

Elaborations by Aptitude

Adventurer - a doleful minstrel, disillusioned with endless tales of chivalry and romance, wandering the world skewering the higher orders with merciless wit, and carrying messages for the Conclave Against Thrones.

Mendicant - tired of witnessing the torments of the poor, this young nobleman has retreated into the wilds, where he cultivates stillness of mind and communion with nature, only to find himself defending the trees and beasts from the encroachments of civilisation.

Rogue - a Ferromancer who is ruthless in his search for the best means to enchant the weapons he makes so that they may be used effectively against the minions of the Hegemon of Thwarted Light that enslave so many of his people. 

Scholar – this studious lampwright’s daughter spends her days working with her father making fine lamps for the gentry and her nights researching magic that might reverse blindness.

 


Sunday, 9 July 2023

South of Kambyra: The Plagued Island of Yerrunoch

 HEX 2

 

The Isle of Yerunnoch

This hex is mostly open water - although quite shallow. There are two major reefs where the Cowdray Shoals (Hex 1) draw near to the dominant feature of the hex, the small isle of Yerunnoch. This is a low-lying isle, oriented NNE-SSW. It is ellipsoid in form, some two miles long and a mile and a half wide at its widest point. It is anchored at either end by two hillocks: that at the NNE end is a grassy, treeless and windswept rise (attaining the lofty height of 100’) that ends in steep cliffs of crumbling loess. A mostly ruined lighthouse stands above the cliffs, and provides the best vantage on the whole island.

The northern coast consists, for the most part, of steeply shelved gravel beaches, whilst the southern shore is primarily rocky and treacherous, but for two shallow coves of rough sand. That at the southern end of the isle is partially sheltered by a large rocky outcrop (the second of the Isle’s two ‘heights’, a magisterial 80’), which glowers down on the meagre anchorage and a collection of crude but tidily-kept cottages where the thirty-seven islanders dwell in a hamlet that is simply called ‘Town’.

Most of the folk here survive by fishing, beachcombing and (in normal times) maintaining a few sheep and chickens across the rest of the island. Each cottage has a small vegetable patch, but the climate and salt-laden air tend to create small yields. Somewhat oddly, to those who come upon it in the normal way (by sea, from the south), the hamlet is protected on the landward side by a low fence of driftwood and fishing nets, fronted with a shallow but wide moat. Even more oddly is the fact that these rudimentary defences are patrolled at any time by three pairs of villagers, each wearing leather armour and armed with slings, long daggers and various pole arms (spears, harpoons and tridents, for the most part).

The reason for the defences is fairly obvious to anyone who actually sets down on the island anywhere outside of Town. The island has been overrun by giant vermin of various kinds, sent as something of an experiment by Khattriyuba (see Hex 7). This villainous renegade wishes to control the Malstedt Isles, and the first stage in his plans is to conquer Yerunnoch, Horn (Hex 5) and Zaar (Hex 6). The folk of these three islands have rejected Khattriyuba’s overtures and threats, previously considering him quite mad. Khattriyuba responded by sending out two rowboats laden with oversized vermin against Yerunnoch - the weakest and least defensible of the three.

The rowboats were grounded on the northern coast of Yerunnoch some four weeks before the commencement of this adventure, and the vermin quickly swept across the small island. Within two days, there was no livestock left outside of Town, and the villagers had - after driving off several oversized nasties - quickly erected their defensive structures. The rest of the island has been left to the vermin - many of which are now dead, having killed each other out of hunger once the livestock were consumed.

Nonetheless, several remain, most of which are beyond the ability of the villagers to deal with, other than to keep them away from Town. The following creatures remain, wandering the island (several others are detailed in particular locations):

1 Giant Bombardier Beetle Type: Vermin; Size: Medium; HD: 1 (hp 4); AC: 16; Attacks: bite (1d8); MV: 30’; Save: 16; INT: Non-; AL: N; NA: 1; XP/CL: 100/2; SA - acidic vapour (10’ cone, save or deafened and stunned 1 minute).

3 Giant Centipedes Type: Vermin; Size: Tiny; HD: 1/2 (hp 1, 2,2); AC: 11; Attacks: bite (1 + Poison II); MV: 50’; Save: 17; INT: Non-; AL: N; NA: 3; XP/CL: 50/1.

2 Giant Spiders (Hunter) Type: Vermin; Size: Medium; HD: 2 (hp 4, 8); AC: 14; Attacks: bite (1d6 + Poison II); MV: 40’ (30’ climb); Save: 16; INT: Animal; AL: N; NA: 1; XP/CL: 200/3.

A Giant Tick has set itself up in the ruins of the lighthouse, whilst a Storm Crab (one of Khattriyuba’s more able ‘lieutenants’) is menacing the north coast, and is considering moving to the southern coast and summoning up a storm to bewilder and demoralise the people of Town. The Storm Crab is a unique creature, born when a pirate ship was wrecked off the coast of Gelderi (Hex 9). Most of the crew drowned, including the captain - who clung to existence as a Draugr, only to be consumed by a Giant Crab. The result was some sort of unholy merging that resulted in a clever and cunning Giant Crab with the ability to affect the weather and a taste for the destruction of passing ships. Khattriyuba met this creature and promised it new opportunities for carnage, and it has - thus far - served him well.

Storm Crab Type: Monster; Size: Medium; HD: 4 (hp 14); AC: 18; Attacks: 2 claws (1d6 + constrict); MV: 20’ (10’ swim); Save: 14; INT: Average; AL: CE; NA: 1; XP/CL: 1800/6; SP - control weather (1/day); SD - resistance (fire).

Giant Tick Type: Vermin; Size: Small; HD: 3 (hp 13); AC: 16; Attacks: bite (1d4 + blood drain + disease); MV: 10’: Save: 15; INT: Non-; AL: N; NA: 1; XP/CL: 300/4.

Friday, 9 June 2023

South of Kambyra: The Cowdray Shoals Hex 1

By way of apology for yet another lengthy absence, I've had quite the month: I'm now managing my department, and am still only about midway on the learning curve, so time has been an issue, as ever, only moreso...anyhoo, as promised, here's further material regarding the archipelago that lies WSW of the Isle of Kambyra (although the hexes start at the far southern end of the island chain, so we're a long way from Kambyra, in the chilly coasts off Verkhun's southern landmass).

Note that the material below is for Blood & Treasure.


THE VOLSTURAND ARCHIPELAGO HEX BY HEX

 

HEX 1

 

The Cowdray Shoals (SW)

The Cowdray Shoals, a region of dangerous reefs, bleak islets and generally foul weather occupies an elliptical area some 30 miles in length, running SSW-NE. It is no wider than ten or twelve miles. It begins approximately 36 miles NE from the port of Khonoy in northeastern Kanthé and merges with the Malstedt Islands.

The Shoals are the last remnant of a peninsula that once stretched from the now mostly-sunken island of Melzeth (the Malstedt Islands are the shattered ruins of that once mighty land). Few vessels dare the Shoals – they are simply too treacherous, despite the ample rewards for the brave soul who fishes the rich waters. Even the Sea-Grymne and Truk raiders seldom bother with the Shoals. This, of course, has made the Shoals an ideal place for ne’er-do-wells and those who have cause to hide.

Several of the islets provide shelter for smugglers and pirates, although they are not permanently occupied – rather they are refuges or drop points for purloined goods. There is also a pair of islets where a small group of Lannite exiles dwell, in hiding from the persecutions of the Mardicene Church that dominates the Kanthéan mainland. Finally, there are a few wrecked ships written off as high-risk and low-reward - perhaps wrongly - by other adventurers that may tempt the desperate or impulsive adventuring party.

ENCOUNTER AREAS

1. ALGOT’S EYE: PIRATE DROP-POINT

This small - less than 1 square mile - hump of guano-covered rock is not particularly noteworthy unless one draws to within 50’ of the northern side, and only at low tide. In such cases, anyone scrutinising the isle has a 1-in-6 chance of spotting three piles, barely showing above the water, each with a ring and short length of rope to allow dinghies and coracles to moor there. In the weathered rock above the piles can be seen a crudely-chiselled symbol: a glaring eye within a maelstrom, the mark of the pirate Algot Stone-Eye (see Hex 8), who - very occasionally - uses the rock to store small quantities of plunder. In a fold of the rock at the summit of the islet, water and wind have created a small but surprisingly deep pool where the brackish water hides several large leather bags, one black, one white and one brown.

At any given time, there is a 5% chance that a small amount of treasure has been hidden here by Algot or one of his lieutenants, if they have been forced to steer clear of rival pirates or customs officers operating out of Khonoy. The treasure is held in two of the leather bags, whilst the other one is trapped: it holds a Bright Ferryman, a strange crustacean whose soft shell is coloured to provide camouflage on guano-stained rock. They prefer to eat small birds and fish, when they can get to them, hiding in plain sight before darting forward and catching their prey in powerful claws and injecting them with a swift-acting venom that induces a brief paralysis and causes a long-term necrosis. The pirates feed (and transfer from bag to bag according to a sequence determined by Algot himself) the Bright Ferryman every few days. This small nuisance weighs about 1 pound, and is generally inert unless its bag is opened. It doesn’t really feel that much like coins - anyone not in a hurry has a 4-in-6 chance of noticing the discrepancy, whilst those taking less care still have a 1-in-6 chance of an early warning. The Bright Ferryman’s poison paralyses a medium-sized creature for 1 round should they fail their Saving Throw (this increases by 1 time increment with each decrease in size). The associated necrosis takes effect within 1d3 hours, causing fatigue and the loss of 1 CON per day until death or a cure. Bright Ferrymen are sought after by assassins and alchemists as a source of poison and an ingredient in potions and the ink to scribe scrolls.

Any treasure left here will be in small, portable form - usually coins and baubles, with a value of 20-120 gp split between the two treasure bags. 

Bright Ferryman Type: Vermin; Size: Tiny; HD: ½; AC: 12; Attacks: claw (1d2), stinger (0 hp + poison); MV: 5’ (10’ swim); Save: 17; INT: Non; AL: N; NA: 1d6; XP/CL: 100/1; Surprises on 1-3 (intertidal rocky areas)

2. WRECK OF THE HADMOND’S JOY


The not-so-good ship Hadmond’s Joy lies half-submerged up against a nasty reef. It has mostly succumbed to the action of wind and wave, with only the framework of the hull and the stub of the topmast surviving. It has long been picked over - only a few coral-encrusted bones remain. The ship was the first ship of the smuggler Hadmond (see Hex 4), and it was blown into the reef by a brutal storm. Hadmond, a scoundrel of some note, murdered the few crew that survived the wreck unharmed and let the wounded perish, in order to conserve food and water for his own survival. This heinous species of self-preservation has left the wreck site with a palpable aura of metaphysical and spiritual evil that provides a small but tangible benefit. Any Chaotic spellcasters preparing spells within a 500’ radius of the wreck may add 1 to any rolls when preparing Advanced spells, although the effect will only work if passing a Saving Throw. Lawful spellcasters preparing or casting spells in the same area must pass a Saving Throw or be sickened for 1 hour.


This patina of vileness also attracts periodic undersea visitors (roll 3d6 on any given day the site is visited and consult the following table):


Roll

Encounter

3

Khaetos (50% chance + 2-7 Sea-Grymne)

4-5

Shark-Man (Beastman Template), Monsters I, p.186

6-8

Sahuagin, Monsters I, p.146

9-13

No encounter

14-15

Skum Raiders, Monsters I, p.155

16-17

Criderian, Monsters II, p.35

18

Hadmond


Khaetos - this Sea-Hag is one of Zirakghir’s chief servants, and occasionally sojourns to the wreck in the hope of catching her enemy Hadmond. She is usually accompanied by a small group of her Sea-Grymne minions (see Hex 3 for more details of this unpleasant individual and her thralls).

Skum Raiders - these 8 Skum are led by a particularly cruel disciple of Ghenjaeru, who comes here to savour the spoor of murder and prepare spells. Ghrennek has the statistics of a normal Skum, but for his 15 hp, and has the following spells prepared:(1st level) cause fear, command, doom;  (2nd level) hold person. Ghrennek particularly enjoys casting hold person on those who have no capacity to breathe underwater then sitting back to watch them drown. Ghrennek also wears a swiftstriker amulet (a necklace of shark’s teeth that grants +1 to Initiative - if using Individual Initiative rules).


3. THE LANNITE REFUGE


These two small islets, low-lying and wind-scoured lie just a half-mile apart from each other. The north-western isle is larger and mostly low-lying dunes whilst the southern isle is, for the most part, a slightly glorified reef rising to a high point at its northern end, wherein a small cove has formed between two outflung arms of rock.


The larger isle presents the unique - for the Cowdray Shoals - prospect of nine ramshackle huts, built from scavenged timbers and roofed with whale hide. These huts are home to twenty-one malnourished and miserable Lannite refugees, driven into hiding in the shoals by persecution on the mainland. Most are humble types, farmers turned fisherfolk. They possess little of note - even their holy Lannite ikons are carved from driftwood. Even the local pirates do not consider them worth raiding - although the smuggler-turned-blackbirder Hadmond occasionally toys with the notion of snatching all the refugees, but is wary (not that he will likely admit it) of the risks of taking on a community of such holy folk, potentially possessed of unknown powers. 


In fact, all but three refugees have no gifts other than their courage, piety and loyalty. Only three of the Lannites have any ‘powers’ beyond the norm. One of these is Rhoedos Mhag Murdri, a former hired killer (Assassin 4/Prophet 1) who has repented his past and has submitted to the discipline of the leader of the community, the Half-Elf Mazir Mahathron (Cleric 4). Mazir has led his pitiful band of followers to the apparent dead-end of dubious safety in the Shoals, although he has been able to forestall any dissent (in truth, his flock are so weary of persecution that they are mostly grateful for the opportunity to practice their religion in peace, even in such an out-of-the-way location). He himself is uncertain how best to proceed, and is waiting for some sort of insight or divine grant to guide him. He spends much of his time in fasting, prayer and meditation, leaving the running of the community to his deputy, Morsinta Rhago (Cleric 2), a pragmatic, blunt sort, who is quietly despairing of the viability of the little congregation. It is she who deals with any who seek to communicate with the refugees. Although she presents a facade of dogged confidence, she will certainly look for aid or even just goodwill from any adventurers who come upon the Lannites.


As to what such happenstance encounters might lead to, Morsinta hopes that a more sustainable dwelling might be located: if depopulated, the caves on the isle of Zaar might fit the bill, given their small but safe anchorage, the temptation of the magic spring there and the secret garden in the hillside behind the caves (see Hex 6), or the people of Horn (Hex 5) might invite the Lannites to join them on their sparsely populated island, hopeful that the holiness - putative or real - of such folk will protect them from their unpleasant - and Undead - fellow islanders.


4. THE EXILE’S BONES


Verenay of Gell was a popular merchant prince from Khonoy - he himself had far more vices than virtues, and was primarily interested in gaining and holding political power, but he said many things the commonalty found appealing before he was accused of blasphemy, stripped of his titles and wealth and sent to moulder in the hinterlands. This was not a congenial outcome for Verenay, who raised the standard of revolt only to be ignored by his former followers. Fleeing for his life, Verenay found himself in the ungentle hands of the pirate Grebbeth Gallord, captain of the not-so-good ship Brute. Grebbeth, after stripping the unhappy rebel of the last of his worldly goods dumped him to die on a small, marshy islet in the Cowdray Shoals, some eighteen years ago.


Verenay died of exposure and starvation within a few days, but his has not been a quiet repose: his soul, blighted by his pride and twisted to evil outright by his experiences, reanimated his bones a month or so after his death, and he now waits on his dismal isle for the unwary to come within range such that he can begin to avenge himself on a world that gave him such scurvy treatment (and worse, failed to elevate him to his rightful station).


Verenay is in most respects a normal Skeleton (Blood & Treasure, Monsters, p.154 - a fairly puny foe, but for his ability to cause 1d3 Charisma damage when he successfully strikes a foe with his driftwood club (1d3 damage, normal Saving Throw rules apply). Should he manage to inflict 3 or more Charisma damage (this may be spread across more than one foe), he gains +1 to AC, hit, saving throws and damage, 1d6 hit points and increases his Intelligence by one level (e.g., from Non-Intelligent to Animal, Animal to Low, until he reaches High Intelligence, beyond which he cannot progress). This process is repeated for every further increment of 3 Charisma damage he achieves. Verenay is empowered by reducing other’s pride, confidence and attractiveness. He can reach as much as 5 HD from his vampiric absorption of self-esteem. Once he achieves Low Intelligence, his previous alignment, Neutral Evil, will assert itself. He will also gain the power of speech - using a reedy, rattling whisper that deepens as he becomes more powerful. Whilst at his apogee (5 HD, High Intelligence), Verenay can cast the following spells once per day: cause fear, ill omen, mind thrust and ray of enfeeblement.


However, this boost to his abilities is impermanent: he loses 1 HD (and 1 point of bonuses) each week until he returns to the standard Skeleton profile (he retains his Charisma damage ability), unless he manages to somehow leave his unpleasant resting-place (he cannot enter the water, but could, however, commandeer a boat in some way, or even bargain for passage back to the mainland, promising some nebulous 'reward'). If Verenay manages to achieve this aim, he will - if he has not already done so - reach his full power, and remain 'locked in' at that level (his Charisma drain ability will remain, but only as long as he wields is trademark club, and he will no longer benefit thereby). His aim is to return to the mainland and revenge himself on as many of his former foes as possible - with a probable side trip to visit Grebbeth Gallord along the way!


To find out if any unfortunates have recently boosted Verenay’s abilities, roll 1d12 and consult the following table:



Roll (1d12)

Status

1-6

1 HD, no bonus, XP/CL: 100/2

7-8

2 HD, +1 bonus, XP/CL: 150/3

9-10

3 HD, +2 bonus, XP/CL: 200/4

10-11

4 HD, +3 bonus, XP/CL: 250/5

12

5 HD, +4 bonus, XP/CL: 300/6


Verenay has no treasure, but if he is successfully destroyed, his bones will fetch quite a high price from the more discerning and unscrupulous spell caster; if ground to a powder, liquefied and then used as ink to create a Scroll of charisma, the bones will increase the potency of that scroll, extending the duration by 1 hour per the number of Hit Dice Verenay had when he was destroyed. However, the one who reads the scroll must pass a Saving Throw against magic or have their Alignment changed to Neutral Evil for the duration of the spell (if it is not already). Verenay's bones create enough ink for 2d8 scrolls, and the scrolls are worth double their usual cost.

Fortnightly Fiends: The Brelkhaddar

It's been a while, for which I apologise: I've been spending much of my time providing COVID cover - too much, really - at work, the...