Editing Fear and Darkness

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 5: Line 5:
 
== The Player Characters ==
 
== The Player Characters ==
 
*[[Abelard Trollslayer, Fighter]] 12/12 HP
 
*[[Abelard Trollslayer, Fighter]] 12/12 HP
*[[Bagrat the grumpy]], Fighter 16/16HP
+
*[[Finnegan the Filcher, Magic-User 6/6 HP]]
 
*[[Joto the Iceman, Fighter]]
 
*[[Joto the Iceman, Fighter]]
 +
*[[Shandor the Peddlar, Magic-User 6/6 HP]]
 
*[[Klavier the Clever]], Magic User, 7/7 HP
 
*[[Klavier the Clever]], Magic User, 7/7 HP
*[[Micah Just Micah]], Fighter 15/15 HP
+
*[[Posel|Posel Shield-Reader, Fighter]]
*[[Posel|Posel Shield-Reader, Fighter]], 7/7 HP
+
*[[Bagrat the grumpy, Fighter 16/16HP]]
*[[Shandor the Peddlar, Magic-User]] 6/6 HP
 
*[[Wakeem Al'Tzulcha]], Magic User, 3/3 HP
 
 
*[[Blank OD&D Character Sheet]]
 
*[[Blank OD&D Character Sheet]]
  
Line 21: Line 20:
 
**Total encumbrance: 6 stone
 
**Total encumbrance: 6 stone
 
**Movement: 9"
 
**Movement: 9"
 
*[[Bagrat the grumpy]]:
 
**Gear 8 1/3
 
** Treasure:
 
**Current Encumbrance: 8 1/3
 
**Movement 9"
 
 
*[[Joto the Iceman, Fighter]]:
 
**Gear:  6 Stones
 
**Treasure:  1 (one) silver piece
 
**Current Encumbrance:  6 Stones
 
**Movement:  9" (6" with backpack)
 
  
 
*[[Klavier the Clever]]
 
*[[Klavier the Clever]]
Line 40: Line 27:
 
** Movement: 9"
 
** Movement: 9"
  
*[[Micah Just Micah]]
+
*Shandor the Peddlar (9 stone total)
**Gear: 3 1/3 Stones
+
**Backpack 1 stone
**Treasure:  You're kidding, right?
 
**Current Encumbrance:  9 Stones
 
**Movement:  6"
 
  
*[[Posel|Posel Shield-Reader]]:
+
*[[Posel|Posel Shield-Reader]]: 6 Stones Total
** Gear: 6 Stones
+
** Treasure:  
** Treasure (Carried):  
 
 
** Current Encumbrance: 6
 
** Current Encumbrance: 6
**Movement: 9"
 
  
*[[Shandor the Peddlar]]
+
*[[Bagrat the Grumpy]]: 9 Stones total
** Carried Gear: 3 Stone
+
** Treasure:
** Treasure (carried):
+
**Current Encumbrance: 9
** Total Encumbrance: 3 Stone
+
 
** Movement: 12"
+
* Large sack 1 stone
 +
* Small sack 1/3 stone
 +
** Spellbook (blank) 1/3 stone
 +
** 2 Parchment (sheet)
 +
** Flint and steel 1/3 stone
 +
** Ink vial 1/3 stone
 +
** Quill
  
*[[Wakeem Al'Tzulcha]]
+
* Lantern 1 stone
** Carried Gear: 3 2/3 Stones
+
* Hemp rope (50ft) 1/3 stone
** Treasure (carried):  Sadly none
 
** Current Encumbrance: 3 2/3 Stone
 
** Movement: 12"
 
  
== Dead, Inactive or Lost in the Dark ==
+
*Dagger (small weapon) 1/3 stone
 +
*Heavy flail (two-handed) 2 stone
 +
*Sling (2gp) (20 bullets) 1 stone
  
*[[Finnegan the Filcher, Magic-User 6/6 HP]]
+
*Leather helmet 1 stone
 +
*Leather Armor 1 stone
  
 
== Henchman and Hirelings ==
 
== Henchman and Hirelings ==
  
 
== Mounts and Beasts of Burden ==
 
== Mounts and Beasts of Burden ==
 +
*Sarah, Abelard's mule
 +
**9 days trail rations (Abelard)
 +
**100' rope (Abelard)
 +
 +
*Uva, Shandor's donkey (7 stone total)
 +
**Saddle bag 1/3 stone
 +
**Wine (common pint) 1/3 stone
 +
**Rations, preserved (8 days) 1 stone
 +
**10 ft pole 1 stone
 +
**4 Torches 4/3 stone
 +
**Bedroll 1 stone
 +
**Winter blanket 1 stone
 +
**3 Oil flasks 1 stone
  
 
* Biscuit, Klavier's Mule (3 1/3 Stone)
 
* Biscuit, Klavier's Mule (3 1/3 Stone)
Line 79: Line 80:
 
**10-foot pole (2sp, 2 Stone)
 
**10-foot pole (2sp, 2 Stone)
  
*Samuel the Uncloven, Joto's Draft Horse (5 2/3 Stones)
+
*Samuel the Uncloven, Joto's Draft Horse (5 1/3 Stones)<br/>
**Saddle 1
+
**Saddle 1<br/>
 
**Saddlebag
 
**Saddlebag
***4 days' feed 2/3
+
***4 days' feed 2/3)<br/>
 
**Saddlebag
 
**Saddlebag
 
***8 torches 1
 
***8 torches 1
***Dagger 1/3
+
**Shovel 1<br/>
 +
**50' hemp rope w/grappling hook 2/3<br/>
 
**Backpack
 
**Backpack
 
***3 days' trail rations 1/3
 
***3 days' trail rations 1/3
 
***Winter blanket 1/3
 
***Winter blanket 1/3
 
***Bedroll 1/3
 
***Bedroll 1/3
***50' hemp rope w/grappling hook 2/3
 
***Shovel 1
 
 
***Flint & steel
 
***Flint & steel
 
+
**Short bow 1<br/>
*Sarah, Abelard's mule
 
**9 days trail rations (2/3 stone)
 
**100' rope (2/3 stone)
 
**2 waterskins (2/3 stone)
 
 
 
*Uva, Shandor's donkey (7 stone total)
 
**Saddle bag 1/3 stone
 
**Wine (common pint) 1/3 stone
 
**Rations, preserved (8 days) 1 stone
 
**10 ft pole 1 stone
 
**4 Torches 4/3 stone
 
**Bedroll 1 stone
 
**Winter blanket 1 stone
 
**3 Oil flasks 1 stone
 
 
 
 
<br/>
 
<br/>
 
== Party Standards ==
 
 
====Marching Order====
 
*Bagrat and Micah
 
*Abelard and Wakeem ( lantern)
 
*Klavier (lantern) and Shandor (lantern)
 
*Posel and Joto
 
 
===Night Watch===
 
*Bagrat (1st)
 
*Micah (2nd)
 
*Abelard (3rd)
 
*Posel (4th)
 
*Joto (5th)
 
*Shandor (6th)
 
 
 
== Plot Hooks ==
 
== Plot Hooks ==
 
'''The Duke and Duchy of Karnak'''<br/>
 
The Duke was in his youth a man of rare distinction on the battlefield. A rake-hell and adventurer in the classic mold, he came to Karnak as the fourth son of some unknown nobleman in a distant land. He carved the duchy out of wilderness and lawlessness by his own hand, and united the many scattered towns into a single polity. There are many tales of his prowess and fulsome enjoyment of all life's pleasures. A Veyan prince once insulted his manners over dinner, and he glassed the man with such swift viciousness that his nose was floating in the soup before any knew what had happened. He fought three separate duels over the incident in the next week, and won every one handily.
 
 
As he became older, though, he was less active and just as prone to feasting. He is now said to have expanded to such enormous size that he rarely leaves his bedchamber. Nonetheless, the people love him and fondly remember his more active and younger days. The older folk of the duchy, especially, will hear not a single bad word said against him, as they remember the days when horrors stalked the land unchecked.
 
 
It is uncertain why he has declared himself Duke only and not King, as the Duchy is larger than many kingdoms and he owes fealty to no one.
 
 
The taxes are reasonable enough. Each township has its own burgermeister who oversees the town's business, with the advice and consent of an elected council. They have some discretion to set local tax policy. Several times per year the tax collector comes through, reviews their income and activities, and takes the chests of coin away. The primary taxes are on land owned, businesses, import and export, value added taxes, estate taxes, and so forth. The Duke has refused all entreaties to institute birth or marriage taxes as other lands have done, as he does not wish to discourage those things.<br/><br/>
 
'''Werewolves'''<br/>
 
 
Werewolves on the planet of Terminus were at one time believed to be bound by the Lunar cycles, but modern knowledge precludes this possibility. The three moons that orbit equidistant would produce a very technical dynamic for any thus afflicted, and trilunar interference would reduce the morphogenic field into chaos. No, those cursed by werewolfery suffer from a spontaneously arising sympathetic link to the Wolf that Will End the World, a being of figuratively (but probably not literally) lupine nature that is chained at the planet's core. His wrathful struggles produce earthquakes and, sometimes, lycanthropy, as all educated folk are well aware. Eventually he will shatter his bonds and immediately afterward the planet's crust, but sages estimate that unhappy day will be at least one thousand years distant, and probably ten thousand. The lack of immediate danger inclines most people to procrastinate indefinitely in addressing the hazard.<br/><br/>
 
 
'''The Werewolf of Karnak'''<br/>
 
*Appears to be mobile, striking in different places from week to week.
 
*Kills all of its victims - none has survived an attack.
 
*Eyewitnesses have said it has "the rough shape of a man but the features and physical prowess of a wolf".
 
*Definitely nocturnal.
 
*The Duke has offered a "great reward" for whoever can kill the beast and prove it, but he has so far refused to disclose what the reward might be. The feeling among the populace is that there really is a great reward, rather than a disappointing one.<br/><br/>
 
 
'''The Woods Around Karnak'''
 
*'''Weird lights have been seen in the forest to the south of town, and noises have been heard at night.'''
 
*The Duchy is not particularly religious in character, but there is known to be a dark presence in the woods.
 
*This sinister force takes the place of a local deity, and there are those folk who claim to be able to propitiate it and thus ward against its predations.
 
*There is almost nothing in the way of priests, but the wood-wise may be either charlatans, lesser sorcerors, or sages of some kind.
 
**'''The greatest is a woman who lives in the northern part of the Duchy, several days travel distant.'''
 
**'''The one that the locals speak most highly of is Spurgus. He lives to the west of Murkstone, several miles away, and from descriptions is probably mad.'''
 
***Joto was unable to determine whether his madness coexists with any special insight without seeing the man himself.
 
*Most farmhouses and other residences outside the confines of settlements have some manner of sign or other claptrap which the dwellers suppose to be efficacious.<br/><br/>
 
 
'''The Graveyard'''<br/>
 
*'''A number of disappearances have occurred in the vicinity of the graveyard.'''
 
*The graveyard is an enormous, apparently squarish, area enclosed by a crumbling stone wall that varies from six feet high to a pile of rubble on the ground. There are a huge variety of monuments and so forth scattered more or less randomly about the area. The Graveyard is not even particularly flat or uniform, encompassing a sizeable creek, several hills and grottoes, incursions by the forest, massive tangles of vines and brambles, etc. It is a disordered mess, but at least the peasants make some feeble gestures towards mowing the grass.
 
*There is an old unused ossuary in the graveyard, with extensive catacombs.
 
*There are no caretakers or priests near the graveyard, but a few farmsteads are near or adjacent to it. The upkeep is considered an obligation of the community, and some peasants elect to spend a few days per year engaged in caretaking in lieu of paying some portion of their taxes.
 
*'''A door into a mausoleum shows signs of passage by a clawed creature(s).'''
 
**The claw marks were likely made by something with a hand similar in size and number of digits to a human hand. However, being as they are faint markings made by a multitude of strokes, it is difficult to be completely sure of this assessment. They are spread in height from about Joto's waist to his knees if he stands adjacent to the door.
 
**There is no exterior handle of any kind and Joto believes it might require a crowbar to open the door properly.
 
**Joto found no sign of traps.
 
**There is no scat or refuse; there is the faint sign of a path to and from the door, but no recent footprints. Something comes in and out with sufficient regularity to wear a faint track, at least.
 
*'''A partially-submerged tunnel is hidden behind a small waterfall.'''
 
**The mud around the pond does not show signs of disturbance. There are no signs of use by animal life; in fact there is a paucity of wildlife or its signs anywhere in the graveyard.
 
**Occasionally a raven calls out from a treetop.
 
**Joto's explorations amongst the pond turned up the skeleton of a man with a number of bricks chained to his torso; he would estimate the body to be several years submerged.
 
*'''A crypt has collapsed into a sinkhole, revealing a partially-worked tunnel (that seems to resemble a mine).'''
 
**Something has crawled in and out of the aperture, but not in the last few days and the prints are not clear. There is a faint unwholesome odor coming from the hole.
 
**The tunnel is at least half worked. It's an earthen tunnel reinforced with logs and wood planking that looks mostly scavenged and partially rotted.
 
**Joto found no particular indication that someone from the passage was tunneling up to the crypt, but the collapse of so much earth might well have hidden it.
 
**Looking at the bottom of the crypt, half-buried and collapsed as it is, would be a substantial undertaking and probably require ropes, shovels, block and tackle, etc.
 
**There are large stone monuments everywhere; anchoring a rope would present no difficulty.
 
  
 
== Maps ==
 
== Maps ==
Line 259: Line 177:
  
 
[[The_Wyzard_Setting_Essays|I want to read the essays]].
 
[[The_Wyzard_Setting_Essays|I want to read the essays]].
 
 
 
== Campaign Spells ==
 
 
Because I am heavily modifying the list of spells available, and because not every player who wishes to play a magic user has access to the books, I will be listing spells here.  Spell descriptions are intentionally somewhat vague, as I intend their application to be slightly flexible.
 
 
*First Level Spells:
 
**Detect Magic: This lasts a turn and has a range of 3" at best.  It allows a Magic user to examine an area for any item that has had some enchantment laid on it.  If the Magic user can move freely, they can search a fairly large area with the use of this spell.  If they are undisturbed and can concentrate, they can determine the school of magic used to enchant a thing.
 
**Hold Portal: This spell has a range of 3" and a duration of 2d6 turns.  It will cause a door, gate, etc. to slam shut and seal itself.  Dispel Magic can remove this spell, Knock will open it temporarily, and some powerful monstrous creatures might be able to break the door down in any case.
 
**Read Magic: This spell lasts for a short duration, enough to read one or two magical incantations.  It is necessary for understanding the magi:cal notation of other magic users, if they are not present to instruct the reader.  A magic user must also typically use this spell to understand the contents of a scroll; although after that first reading the magician will be able to use the scroll at any time.  Any magic user can attempt to prepare this spell without the benefit of a spellbook.  It is unique in that regard.
 
**Read Languages: Similar to Read magic, but allows the comprehension of mundane writings in natural language.  Often useful for treasure maps.
 
**Protection from Evil: This spell hedges the conjuror round with a magic circle to keep out attacks from enchanted monsters.  It also acts as a kind of armor from various kinds of evil attacks, giving a +1 to all saving throws and a -1 to the hit dice (for purposes of the to-hit matrices) from enchanted monsters.  Lasts for six turns.  At most two other characters may huddle in the circle.  It might also be used to block a hallway, and prevents possession of any kind.
 
**Light: This spell, cast on an object, creates a bright light, equal to a magnesium flare or other excellent modern artificial light.  It provides this lighting in a 6" radius, and lasts for 6 turns + the levels of the user.  It may not be used to blind creatures.  However, it cannot be extinguished by water or any other means, and provides a +1 to find secret doors and a +15% to find traps.
 
**Charm Person: This spell works on living and substantially humanoid creatures of up to a bit larger than man-sized.  It will cause the Charmed person to believe the caster is their greatest friend, ally, advisor, etc.  It lasts until somehow dispelled or broken by the most egregious and shocking conduct toward the Charmee.  The victim will realize they have been Charmed when the spell breaks.  Use of this spell on any citizen in a civilized land carries severe punishment.
 
**Sleep: This spell affects 2d8 hit dice worth of enemies, putting them into an enchanted slumber.  No creature of above 4+1 hit dice can be affected, and then only a single one (presuming the die roll gives at least a result of '5.')  If not cast on a single entity, it affects enemies from the lowest hit die to the highest.  It has a range of 8" and may be fired blind.
 
**Magic Missile: Fires one missile for every two levels of the caster, rounding up.  Missiles can be directed towards multiple different targets.  Each missile deals 1d6+1 damage.  Range: 10".
 
**Cure Light Wounds: This spell cures 1d6+1 damage. It takes one full turn to take effect, and any exertion or combat will prevent the spell from working.
 
**Purify Food & Water: Will make spoiled or poisoned food and water usable.  Will work on a quantity of food and water sufficient for up to a dozen people.
 
**Detect Evil: Will detect supernatural evils and give some idea of their nature, number, power, etc.  Scans in a 12" radius irrespective of normal barriers, lasts for one turn per level.
 
**Shield: Gives all enemies attacking from a single approximate direction -4 to hit, will also give a +4 bonus on certain saving throws, and blocks Magic Missiles.  Touch Range.  Duration of two turns.
 
**Ventriloquism: Can make any kind of noise, even very loud noise, within a range of 8".  Line of sight is helpful but not absolutely necessary. Two turn duration.
 
**Turn Undead: Allows a single Turn Undead attempt, as per the rules that a Cleric would normally use to Turn Undead.  The caster is treated as being two levels higher.  2d6 Undead of whatever type are turned.  If used against a mixed group of undead, the caster should choose which type they are targeting.  Extra numbers of undead turned will be applied against lower-HD types of undead than those targeted, but not vice versa.  The ability has a range of 6".  Undead who are cornered will cower ineffectually, but the effect will be broken if they are attacked in melee.
 
**Floating Disk: Creates a floating disk that takes up the same approximate 5' space that a character would.  This will follow the caster around, remaining adjacent.  The Disk can carry up to 500 lbs. or so of weight, and lasts for 12 turns plus one per level.
 
  
 
== Items of Historical Interest ==
 
== Items of Historical Interest ==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)