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=The Horned Raiders Return=
 
=The Horned Raiders Return=
 
==Concept==
 
==Concept==
'''Three cultures predominate in this world''' <br/>
 
one flavoured like high medieval europe (knights, damsels, monks, foresters, minstrels, etc.) ,<br/>
 
one flavoured like the viking world (warriors, berserkers, skalds, shieldmaidens, seers, etc.)<br/>
 
also the hobgoblin pale (with a russian-scythian feel; boar riders, shaved-headed axemen, warlocks, slayers, etc.)<br/>
 
 
 
 
 
'''Concept:''' In days of yore, the Horned Invaders looted the towns of the Settled Lands. None could withstand the might of the longboat Raiders until the rise of Earl Goodspear, who stemmed the tide of their invasion in battle.  
 
'''Concept:''' In days of yore, the Horned Invaders looted the towns of the Settled Lands. None could withstand the might of the longboat Raiders until the rise of Earl Goodspear, who stemmed the tide of their invasion in battle.  
  
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'' '''RACES:''' ''in order of frequency, Human, Halfling, Greenskin (hobgoblin; use half-orc), Tiefling (many born after the Green Rain), Catfolk , Dragonborn.
 
'' '''RACES:''' ''in order of frequency, Human, Halfling, Greenskin (hobgoblin; use half-orc), Tiefling (many born after the Green Rain), Catfolk , Dragonborn.
 
NB: no elves or dwarves, thanks.
 
NB: no elves or dwarves, thanks.
 
==Tale of Zhark and Sir Pertwee==
 
 
In its Golden Age an army of the North invaded the Pale . Their champion, a holy knight called Sir Pertwee, settled the final battle by entering into single combat with the hobgoblins' champion, Zharkov. Zharkov was not killed but fainted in the battle. Sir Pertwee spared him, believing that he would never anyway recover from the drubbing of the fight.
 
 
Zharkov, or Zhark, was a legendary hobgoblin who lived for much of his life in the human world as a highwayman, pirate and mercenary.  As a result of his ruthlessness, black humour and daring he became a darling of the hobgoblin gods, who blessed him  with supernatural powers. Or at least that is the story from the hobgoblin side. Brother Ericch has been told that Zhark the Wicked was touched by an Arch-fiend in the womb and had his diabolical good luck and powers since birth. As a Wandering Friar, though, he has his own  independent opinion on the matter.
 
 
If Zhark is revived, the world will have to deal with a major hobgoblin adversary who will inspire the resurgent Greenskins to lose any remaining fear of the unprotected North.
 
 
Remembering Sir Pertwee gives BE pause for thought. The Wizards no doubt perished in the conflagration of the Green Rain. But some Knights , with manors outside the smitten cities,  have surely survived. And re-established something of their Orders. When will they re-enter the North and save the beleaguered towns from the threats of the Pale and Raider ships? Surely they will remember the oaths of defence they swore in their vigil!
 
 
 
  
 
==Player Characters==
 
==Player Characters==
[[KjarllKellnsonTHRR | Kjarll Kellnson, the Berserker (retired)]]
+
[[KjarllKellnsonTHRR | Kjarll Kellnson, the Berserker]]
  
 
[[RhoswynWrenTHRR | Rhoswyn Wren, the Delver]]
 
[[RhoswynWrenTHRR | Rhoswyn Wren, the Delver]]
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[[ZlataTHRR | Zlata Tuskbearer, the Half-Greenie Mercenary]]
 
[[ZlataTHRR | Zlata Tuskbearer, the Half-Greenie Mercenary]]
 
[[BrokenFangTHRR | Broken Fang, the Hobgoblin Grappler]]
 
 
[[BrotherErrichTHRR | Errich Angelblessed, the Halfling Friar]]
 
  
 
[[THRRPCPlaceholder | PC Sheet, copy and make your own page]]
 
[[THRRPCPlaceholder | PC Sheet, copy and make your own page]]
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==treasure==
 
==treasure==
  
2,000 pennies each.<br/>
+
Kjarll has 10 gold rings. <br/>
+1 , vicious (2d6 bonus damage on nat 20) battle axe.  For green girls only, obsessive bond. <br/>
+
 
Abbot Roland's Red Ointment (=Keoghtom's ointment with two salves left. <br/>
+
===party treasure===
A hat of disguise <br/>
+
from Dinev's rest: <br/>
A bag of holding <br/>
+
*fine silver tankards,  
Angel Chalice (2d8+2 heals a day, but needs some prepping).<br/>
+
*the best of Dinev's trophies
A pearl of power. <br/>
+
*barrels of excellent brandy
I'm assuming that Rhos carries the bag and hat. Bruna the pearl and chalice. Zlata the axe.<br/>
 
Quiver of killer arrows
 
  
 
==Locations of Note==
 
==Locations of Note==
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'''The Uphill Climb''' is now the lair of a giant raven. 'Black Jack' has an uneasy truce with delvers. <br/>
 
'''The Uphill Climb''' is now the lair of a giant raven. 'Black Jack' has an uneasy truce with delvers. <br/>
 
'''Caer-Dineval''' is a castle  once lorded over by a powerful Blue Wizard. The place has not been cleared successfully as ghouls and ghasts infest the place. Brave parties, convinced it is loaded with treasures, have unsuccessfully investigated. <br/>
 
'''Caer-Dineval''' is a castle  once lorded over by a powerful Blue Wizard. The place has not been cleared successfully as ghouls and ghasts infest the place. Brave parties, convinced it is loaded with treasures, have unsuccessfully investigated. <br/>
<br/>
 
 
'''The Dungeon'''
 
[[File:Mapx.png]]
 
  
 
==House Rules==
 
==House Rules==
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write fun posts
 
write fun posts
 
==Books from the Billington mansion==
 
 
A. Society library. +2 to monsters' investigation rolls when looking up occult info. Charlotte gets a +1 to occult rolls by borrowing needed books for spells.
 
B. Witch's spellbooks: Charlotte can use the books to provide exact wordings and incantations of r complex spells, but she needs the books close by, without having to bicycle in and out of the city. Gains an extra hero die for any spell rolls. Can also perform otherwise crazy dangerous summon servitor(see table below *)  when at home.
 
C. Donate to the University. Armstrong is enormously grateful and will take a more active part in solving cases-I will roll 3 times per adventure (1d10 with a hero die), with useful info coming in at opportune moments during an investigation...
 
D. Sell-the Society becomes Rich, so that resources are available for adventures, buying equipment, hiring help, etc.
 
E. Split. Some books are sold, some donated to MU, some taken by Charlotte and others kept at the Museum. A reluctant +1 to relevant rolls for this mealy-mouthed compromise! the museum has a bit of cash to spend.
 
 
Summon spells: summon nightgaunt, hound of talos, similar lesser servitors:
 
 
result
 
1: caster destroyed <br/>
 
2: caster rendered insane <br/>
 
3: unsuccessful, fizzle  <br/>
 
4: creature is summoned, attacks caster <br/>
 
5-7: creature is summoned, does not obey <br/>
 
8+: creature is summoned and obeys  <br/>
 
 
liber ivonis de vermiis mysteriis
 
cultes des ghules
 
thaumaturgical principles
 
Al-Azif ye booke of ye mad arab , a 16C translation of the necrominican, inferior in places to other interpretations but in other demonstarting a shrwed , rustic English inisght insight into over-sophsiticated ideas.
 
 
[I]Books:[/I] Charlotte sighs when she looks over the familiar material she confiscated from Brewster's parlor-[I]Les Cultes Des Goules[/I] ,[I] Hexerei[/I], [I]The Book of the Damned[/I]. The usual suspects. But there are also  notebooks suggesting he has time to peep into the [I]Necrominican[/I]. Also some pages copied carefully from Dr Dee's  [I]Advices Pertayning to the Perfect Arte of Illusion[/I]. The last explaining his mastery of illusory magic. She has heard of, but never seen this last book, purportedly destroyed after Dee's death.
 
  
 
==Links==
 
==Links==
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==TRIMOONER CAREER TABLES==
+
==Random tables==
 +
===Important Gems and Jewels===
  
  
{| class="wikitable" style="text-align: left; width: 200px; height: 200px;"
+
Roll 3d6 (type) AND 1d10 (value): <br/>
|+ CAREER PROGRESS
+
3-5. fake worth value*1...3 paste, 4 glass, 5 rock crystal <br/>
|-
+
6-9 gemstone worth value*10 ...6 jasper, 7 moonstone, 8 onyx, 9 amber <br/>
! ×
+
10-14 lesser jewel worth value*20...10 jade, 11 river pearl, 12  garnet, 13 topaz, 14 emerald <br/>
! Survival
+
15-17 great jewel worth value*100...15  ruby, 16  sapphire, 17  diamond <br/>
! Advancement
+
18 named jewel worth value*200<br/>
  
|-
+
===Risings===
! Aslan
 
| End 6+ || Terr* 6+
 
|-
 
! Human
 
| End 5+ || Soc 6+
 
|-
 
! Jekyl
 
| Int 6+ || Cha 6+
 
|-
 
|}
 
  
*1Terr for Aslans on Trimoons is their Soc+2
+
If a sentient creature dies in proximity to necrotic fallout there is a strong risk that they will rise soon after as undead. To determine whether this occurs roll 1d6 and add the creature’s  class level when living. Use best roll of 2d6 if they had an arcane background.
  
{| class="wikitable" style="text-align: left; width: 200px; height: 200px;"
+
*1-3; creature does not rise
|+ MUSTERING OUT BENEFITS
+
*4; Gurgler. creature grotesquely attempts to rise  but fails to ambulate
|-
+
*5: zombie
! ×
+
*6: ghoul
! Cash
+
*7: ghast
! Other Benefit
+
*8: shadow
 +
*9: undead aberration
 +
*10+: greater undead, varies
  
|-
 
! 1
 
| None || Contact
 
|-
 
! 2
 
| None || Pistol (slug or laser (Aslan))
 
|-
 
! 3
 
| 1000 || Vehicle
 
|-
 
! 4
 
| 2000 || Small farm or shop
 
|-
 
! 5
 
| 5000 || Farm or shop
 
|-
 
! 6
 
| 10000 || Lodge membership** 
 
|-
 
! 7
 
| 20000 || Estate
 
|-
 
  
 +
===Encounters: Old High Road ===
  
|}
+
''Road Encounter'' <br/>''ROLL 3d6:''<br/>
 +
3: monster: [+5 to DC scout] 1: ogre 2: dire boar 3: owlbear 4: wyvern, 5: hill giant, 6: green  dragon <br/>
 +
4: (1d3) ghouls :  if 3 rolled one is a ghast!<br/>
 +
5: (1d6) hobgoblin headhunters<br/>
 +
6: (1d6) zombie “shamblers”<br/>
 +
7: wild animal: 1. lone wolf 2. lynx 3.wild dogs 4. bull 5.bear 6.wolf pack <br/>
 +
8-13: no encounter <br/>
 +
14: game (hare, deer etc.)<br/>
 +
15: stray horse, cow or dog<br/>
 +
16: human vagrants (neutral) <br/>
 +
17: knight errant with party  <br/>
 +
18:travelling friendly party <br/>
 +
<br/>
  
**2 Aslan: Hunt Initiation, Human: Promethean Lodge. JekylDog Star Cult
+
''Camping Encounter'' <br/>
 +
Sentry Perception roll: <br/>
 +
DC<10: Ambush  <br/>
 +
DC 10-14: party not ambushed  <br/>
 +
DC 15-19: party has a round to prepare <br/>
 +
DC 20+-: party alerted well in advance  <br/>
 +
''ROLL 3d6:''<br/>
 +
3: monster: 1: ogre 2: dire boar 3: owlbear 4: wyvern, 5: hill giant, 6: green dragon <br/>
 +
4: shadow <br/>
 +
5-6: (1d3) ghouls :  if 3 rolled one is a ghast!<br/>
 +
7-8: (1d6) zombie “shamblers”<br/>
 +
9: giant rats <br/>
 +
10-18: no encounter <br/>
 +
<br/>
  
{| class="wikitable" style="text-align: left; width: 400px; height: 200px;"
+
===Encounters: Talltowers ===
|+ Skills and Training
 
|-
 
! ×
 
! Personal
 
! Service
 
! Advanced (Edu 8+)
 
|-
 
! 1
 
| Str ||Survival  || Advocate
 
|-
 
! 2
 
| Edu || Recon || Medic
 
|-
 
! 3
 
| Combat (blade) || Steward || Engineering  (electronics)
 
|-
 
  
! 4
+
''Talltowers Encounter'' <br/>''ROLL 3d6:''<br/>
| Guns (pistol)* || Animals (any)  || Mechanics
+
3: greater undead <br/>
+
4: 1-3 shadows <br/>
|-
+
5: (1d3) ghouls if 3 rolled one is a ghast!<br/>
! 5
+
6-7: (1d6) zombie “shamblers”<br/>
| Mechanics || Drive (any TL4) || Life sciences (any)
+
8: aberration: 1. wandering fish 2. moss monster 3. giant beetles 4: giant toad 5:land octopus 6: gibbering mouther <br/>
 
+
9: Giant rats <br/>
|-
+
10: Black Jack <br/>
! 6
+
11-14: no encounter<br/>
| Streetwise || Streetwise || JOAT
+
15: game<br/>
 
+
16-17: delvers<br/>
 
+
18: friendly adventurers<br/>
|}
+
<br/>
 
 
*1 laser[Aslan] or slug [non-Aslan]
 
 
 
 
 
{| class="wikitable" style="text-align: left; width: 400px; height: 200px;"
 
|+ Assignments [=species/caste]
 
|-
 
! ×
 
! Aslan
 
! Human
 
! Jekyl
 
|-
 
! 1
 
| Str ||Animals (agriculture)  || Streetwise
 
|-
 
! 2
 
| Animals (warliz)|| Animals (draft liz) || Broker
 
|-
 
! 3
 
| Combat (blade) || Survival || Engineering (electronics)
 
|-
 
|-
 
! 4
 
| Guns (laser pistol)* || Notice  || Stealth
 
 
|-
 
! 5
 
| Survival  || Mechanics || Notice
 
 
 
|-
 
! 6
 
| Carouse || Streetwise || Guns (slug pistol)
 
 
 
 
 
|}
 
 
 
 
 
{| class="wikitable" style="text-align: left; width: 200px; height: 200px;"
 
|+ RANKS and BENEFITS
 
|-
 
! ×
 
! Rank
 
! Aslan
 
! Skill or Benefit
 
! Human
 
! Skill or Benefit
 
! Jekyl
 
! Skill or Benefit
 
|-
 
! 0
 
|  Cub ||  ||  || Lad || ||||
 
|-
 
! 1
 
| Scout ||  || Survival 1 ||Farmer || Animals (agriculture) 1|| ||Streetwise 1
 
|-
 
! 2
 
| || ||  || || || ||
 
|-
 
! 3
 
| Warrior || || Guns (any) 1 or Melee (blade) 1  ||  ||  ||  || Deception 1
 
|-
 
! 4
 
|  ||  ||  ||Reeve || Admin 1 || ||
 
|-
 
! 5
 
| Judge ||  || Advocate 1  || || || ||
 
|-
 
! 6
 
| Baron ||  || +2 Territory  || Tribune || Advocate 1  ||  ||
 
|-
 
 
 
 
 
|}
 
 
 
==MISHAPS and EVENTS==
 
 
 
{| class="wikitable" style="text-align: left; width: 600px; height: 200px;"
 
|+ MUSTERING OUT BENEFITS
 
|-
 
! 1d6
 
! Mishap
 
 
 
 
 
|-
 
! 1
 
| Injured
 
|-
 
! 2
 
| Convicted.  Lose a benefit from this career. Roll Advocate 8+ or also lose 2 SOC (does not affect Jekyls)  
 
|-
 
! 3
 
| War! You are caught up in armed struggle. Roll Recon 8+ or you are injured.
 
|-
 
! 4
 
| Disaster-you experience a meteor fall, volcanic cloud or dino swarm. Gain Survival 1
 
|-
 
! 5
 
| Baron's Displeasure. Gain a powerful Aslan Enemy
 
|-
 
! 6
 
| Displaced. Flee from bandits, rival gangsters or an enemy army.
 
|-
 
 
 
|}
 
 
 
 
 
 
 
 
 
{| class="wikitable" style="text-align: left; width: 600px; height: 200px;"
 
|+ MUSTERING OUT BENEFITS
 
|-
 
! 1d6
 
! Mishap
 
 
 
 
 
|-
 
! 2
 
| Disaster! Roll on mishap table but you are not ejected from the career
 
|-
 
! 3
 
| Challenging times. Roll Survival or Streetwise 8+ to tackle an imminent threat (drought, volcanic cloud , gang war, etc.). If you succeed gain +2 to your next Advancement roll. Fail and you take a -2 penalty to your next Survival roll
 
|-
 
! 4
 
| Pressed into service. Gain Guns (any) 0, Athletics (any) 0, Guns (slug rifle) 0, Recon 0, Melee (any). Roll Recon 8+ or you are injured.
 
|-
 
! 5
 
| Your labours bear fruit. Gain +1 DM to any one Benefit roll.
 
 
 
|-
 
! 6
 
|  You are recognised as having promise in a particular field. Increase any existing skill by 1.
 
|-
 
! 7
 
| Life Event. Roll on life events table.
 
|-
 
 
 
! 8
 
| You are challenged to a duel. Accept and roll 8+ on any Melee or Guns skill or roll for Injury. Decline and gain a sneering Enemy
 
|-
 
! 9
 
| You need to undertake an arduous journey. Roll Drive (any), Mechanics or Survival 8+  and increase that skill by 1.
 
|-
 
 
 
! 10
 
| You become a spokesperson or politician. Gain one level of Advocate, Persuade or Carouse 8+ but also a Rival and an Enemy
 
|-
 
! 11
 
| You gain favour  with a powerful Aslan baron. Gain +4 DM to your next Advancement roll
 
|-
 
! 12
 
| You are automatically promoted.
 
|-
 
 
 
|}
 

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