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The Haunting of Calrow Ruins: Background

The Haunting of Calrow Ruins: Background

Calrow Keep was once a bastion of security and justice in a dangerous wilderness. However, three calamities reduced the keep to ruins and paved the way for the rise of the gibberlings .


Calrow

The first befell the keep nearly a century ago when rampaging horned trolls of the Murkhorn tribe destroyed Calrow’s walls in pursuit of adventurers who stole their treasures Descendants of these horned trolls live to the east in forest caves, plotting the day they can recover the preserved head of the shaman who once lead the pack which is displayed in the stateroom (Area 19) of Calrow Ruins as a trophy. Among the trolls’ treasures was the grim tapestry with the likeness of a hunchbacked, grinning creature in black robes embroidered on its surface. This creature magically trapped within the tapestry is the gibberling brood mother , a twisted, deranged horror of the outer planes. The brood mother feeds on psychic and magical energy—the minds of dead mages and psionicists, and the brash emotions of noble men and women, give it power.


The second calamity befell the keep twelve years ago when the ruler of the keep, the widower Baron Ulrich Nydaridien, offended Lord Mattier de Freh of a neighboring province by refusing the hand of Lord de Freh’s daughter Arista. Baron Nydaridien, fearful of those who sought to usurp him, had taken to consulting the brood mother in the tapestry; it telepathically warned him of foes both real and imaginary while drinking deep of his fear. Distraught, Arista cast her would-be wedding ring, a band of gold clasping an onyx gem, off the parapets. Gravely offended, Lord de Freh laid siege to the keep. Though Lord de Freh was defeated and beheaded for his treachery, the destruction was so extensive that the Nydaridiens were forced to vacate the ruined keep.

Gradually, Calrow Keep was reduced to a minimal retinue of servants and a handful of guards led by the inimitable Ser Paviss who had long been in the service to the Baron. Arista de Freh was spared her father’s fate and made a lady-in-waiting of House Nydaridien, though she never forgave the Nydaridiens for what befell her father. When repairs on the keep were delayed by battles and matters of governance, the Baron moved his court elsewhere and the tapestry was all but forgotten. That is, until Arista returned to the keep in search of her ring. The guileful brood mother promised Arista her revenge, returning the onyx wedding ring which had slipped between the cracks in the keep’s blasted masonry.

There is was imbued by foul energies with the power to turn the blood and body of anyone its wearer touched to onyx. In exchange, all Arista had to do was lead the knight Ser Paviss to the tapestry, and so she did one stormy night. Amidst terrible flickering lights, a nightmarish, slug-like creature crawled from the tapestry’s embroidery and into Paviss’ ear. Arista fled, the knight’s dying screams ringing behind her, to seek her revenge on the Nydaridiens.


Two years ago, the tapestry commanded Arista to arrange for the Nydaridiens to return to Calrow. During their visit, a terrible quake shook the surrounding lands and all but collapsed the keep. Arista was forewarned of the quake by the tapestry, and sought to use the disturbance to end the entire Nydaridien bloodline. Amidst the calamity, vengeful Arista used her ring’s power to turn the Baron to onyx, but she was betrayed by its foul magic. Her task complete, Arista had outlived her usefulness and died alongside the Baron she so despised, turned to onyx herself. Her dying sight was the image of the hunchbacked figure stepping from the tapestry into the world. From the shadows came terrible gibbering, jabbering, and wailing as gibberlings broke up from the tunnels below in numbers beyond counting.


<= THE HAUNTING OF CALROW RUINS | CHARACTER HOOKS =>

The Haunting of Calrow Ruins

The Haunting of Calrow Ruins

“You can hear them at night when the mist creeps in off the lakeshore, jibber-jabbering like madmen trying to form words. For years they’ve haunted me, but still I can’t fathom what it means, as if some half-formed mind yearns for the power to speak for itself…”

—Ser Paviss, Knight Overwatch of Calrow Ruins


Gibberlings infest Calrow Ruins. When the mists blow in off the shores of Lach Gwyren in the Northern part of Albia, snaking through crumbling arches and shattered barbicans, the gibberlings’ terrible wailing can be heard for miles. These leering, furry abominations are spawned from captives by an ancient brood mother lurking beneath the ruins. Once imprisoned in a magic tapestry deep within the keep, the brood mother is close to finally escaping thanks to the meddling of a vengeful lady-inwaiting. Amidst a noble feud to reclaim the ruins, the characters are faced with solving the mystery of the gibberlings.

Lady Bridgette Nydaridien wishes to clear her family’s ancestral holdings of the monstrosities, and offers the characters land as her vassals should they help her retake the ruins. Her rival, Lord Comsfor Polding, argues that Nydaridien’s family didn’t have the strength to hold the keep and so a new claimant should be allowed to stake his claim; he offers the characters great wealth should they help him retake the ruins. Whoever they side with, their actions bring them into  contact with Ser Paviss, a knight who keeps lonely vigil over the keep in the name of his former lord, Lady Nydaridien’s father. Yet it is clear that something is not right about Paviss, and that more horrifying secrets lurk in Calrow Ruins than anyone could realize.

An adventure for 4-5 adventurers of 3rd level by Aaron Infante-Levy.


The Haunting of Calrow Ruins

BACKGROUND =>

Mama Bear's Revenge: Conclusion & Rewards

Mama Bear's Revenge: Conclusion & Rewards

If the PCs end Fanghort’s spell, then they receive 250 gp in compensation from Evan Goldwood. According to their conduct, they may also earn the favor of the powerful Goldwood Trading Company.

If the PCs negotiate a truce between the humans and animals, then they have a tougher job ahead of them. Evan withholds payment for at least a month, demanding that the PCs stay to ensure the mission is truly complete. Tensions may wax or wane during this time period, and the PCs will have to keep the peace.

Alternatively, some adventurers may choose to side with the animals and destroy the logging camp. Though unorthodox, this option could yield the greatest reward. The PCs can loot the 250 gp promised to them from Evan Goldwood, as well as another 150 gp in valuable trinkets and tools. Unscrupuous PCs may potentially kidnap and ransom Evan Goldwood to his father, though they will have made a powerful enemy in the process.


<= MAMA BEAR'S REVENGE

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Mama Bear's Revenge: Mama Bear's Lair

Mama Bear's Revenge: Mama Bear's Lair

The bear’s cave is set into a step rocky incline. Inside, Mama Bear, a cave bear , guards Fanghort’s body (the PCs can see and inspect the body from a distance—see below for details).

Mama Bear understands that Fanghort’s body provides the creatures with intelligence. She speaks with several dozen woodland creatures ( swarm of woodland creatures ) and one white wolf .

If the PCs sneak close enough and listen in, they hear Mama Bear spewing anti-human propaganda.

The PCs may try reasoning with the animals, perhaps asking them to back down or organize a truce. A DC 15 Charisma (Persuasion) check results in the woodland creatures abandoning the bear. A DC 20 check also results in the wolf giving up. Mama Bear requires a check of 25 to give up the cause, making it a near impossibility.

A frontal assault could prove dangerous, but a DC 10 Perception check reveals a nearby tunnel that could possibly lead into the cave. Any PC may traverse this tunnel, but a DC 10 Dexterity (Acrobatics) check is necessary to avoid 1d4 slashing damage from the scrapes and bruises received while crawling through.

The tunnel leads to the back of the cave, 10 feet from Fanghort’s body and 25 feet from Mama Bear and the other creatures. If the PCs can dispel the curse on Fanghort’s body without alerting the animals, then they will be at a distinct advantage in the fight ahead.


Cave

Fanghort's Curse

Fanghort’s body radiates a cold green glow, and shimmering beetles crawl upon it. A DC 10 Arcana check is enough to determine that the body is the source of this strange magic. If the body is destroyed or dispelled, then the magic ceases. If the body is dealt 20 points of damage, then the magic immediately ends.

Each time the body is attacked, it releases a cloud of gas, dealing 1d4 poison damage to all creatures within 5 feet. Attacking the body is a noisy affair that may attract the attention of the animals.

Alternatively, the magic effect may be ritually dispelled. In a ritual that takes 30 seconds, a character may attempt a DC 15 Arcana check to end the spell. On a failure, the character is frightened for 1 minute, but may otherwise try again. The ritual itself is quiet, but it does require contact with the body. The character must make a DC 10 Dexterity (Stealth) check during the ritual to avoid being heard by the animals.

When the spell is broken, all of the animals immediately lose their sentience. Any creatures not in melee flee the scene in a panic, but those adjacent to PCs fight on. Mama Bear fights on even if not adjacent to the PCs. This is her home after all, and she is a bear.


<= MAMA BEAR'S REVENGE | CONCLUSION & REWARDS =>

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Mama Bear's Revenge: Into the Woods

Mama Bear's Revenge: Into the Woods

The PCs can make their way into the woods by following Barkey’s directions to the bear’s lair. The way is not long (5 miles), but it is a rather treacherous journey through rolling grasslands and rough rocky hills.

Along the way, the PCs must face the some perils. Use the suggested challenged below; alternatively choose or roll on the rolling grasslands tier 0 exploration table. All creatures are sentient and can speak.


Into the Woods
  • Chatter, an eagle hails the PCs from above. He fills in any gaps in the PC’s story and describes what is going on at Mama Bear’s cave. He also explains that he just wants to go back to being a dumb eagle. He’ll assist the PCs in any way that he can, and points the way to Mama Bear’s cave.
  • The flooded Moor-Run river blocks the PC’s path ( Bridge of Stones exploration challenge); or the PCs can ask the awakened fish for a safe crossing point.
  • A pair of boars  accost the PCs as they make their way along a ledge (15 feet wide, with a 30 foot drop to the side). The boars have painted themselves ritually with red mud, and are acting as sentries. Should the fight go poorly, the boars attempt to escape to warn Mama Bear of the PCs.
  • A sheer cliff must be scaled to reach the bear’s cave. The cliff is 30 feet high, with a DC 15 Athletics check required. While climbing, the PCs are attacked by three eagles .
  • A confused awakened tree stands in the PCs’ path along a narrow slot canyon. The plant is not immediately hostile. Indeed, it willingly lets the PCs pass, only attacking if provoked. The tree questions its place in life, and asks the PCs for advice and their own purposes.

<= MAMA BEAR'S REVENGE | MAMA BEAR'S LAIR =>

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Mama Bear's Revenge: Barkley's Men

Mama Bear's Revenge: Barkley's Men

Barkley’s Men have abandoned all semblance of work. They guard a basic perimeter of pit traps, gates and sharpened poles while they wait for the next attack.

Barkley’s Men are “reformed” orcs from the Crawley Hills (11 orc bandits led by Barkley, an orc scout ). Half a dozen orcs have already been killed during the animal raids, and tensions are high.

Note: use the varying heritage rule to apply the orc heritage to the bandit and scout statistics referred to here.


Some notable folk include:

  • Barkley: Barkley (orc scout ) is small for an orc. With pinkish skin and dirty-blonde hair, he likely has a bit of human in his veins. Nonetheless, he commands his crew with authority. After all, it was Barkley that saved the orcs from execution and led them on their long journey here.
  • Lewin: Lewin (orc bandit ) is currently injured from a skirmish. He is dull, barely understanding that this whole mess is his fault. Though quick to anger, he is an otherwise kind fellow.
  • Evan Goldwood: Evan is a gregarious, spoiled, and extremely well dressed human noble . His father buys the crew’s lumber as it comes downstream and crafts it into trade ships. Evan is set to inherit his father’s fortune, but he likes getting his hands dirty in the meantime. He has been sent up to check on the missing shipments.

The foresters don’t know exactly what Fanghort did. All they know is that Lewin killed a bear, Fanghort went to the bear’s cave, and then talking animals attacked. They are largely suspicious of Fanghort, and believe that he has gone over to the other side.

The foresters can point the PCs to the bear’s den, where they (correctly) suspect Fanghort ventured.

Should the PCs spend more than a few hours at the campsite, they witness a wolf attack (6  wolves ). The attack is immediately preceded by a group of squirrels that hang in the trees and provide distractions and reconnaissance.

Barkley and two other orcs join with the PCs in repelling the attack, while the rest of the orcs stay back in case the wolves break through.


<= MAMA BEAR'S REVENGE | INTO THE WOODS =>

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Mama Bear's Revenge: Setting the Scene

Mama Bear's Revenge: Setting the Scene

Not too far upriver of Blackford, on the edge of a small forest in the Southern Downs, a company of foresters known as “Barkley’s Men” has set up camp, clear-cut the area, and sends the logs downstream.


Setting the Scene

In their efforts, the foresters attracted the attention of a local druid named Fanghort. Fanghort attached himself to the camp, ensured that no animals were killed in the logging and, in return, kept dangerous wildlife away from the workers.

However, something was bound to go wrong. A forester by the name of Lewin killed a bear cub two weeks ago. Fanghort went into the woods to make amends, but he himself was killed by the cub’s mother.

Without ill will for either party, Fanghort enacted a powerful ritual with his final breath. Believing that animals and humanoids could get along if they could only communicate, Fanghort granted sentience (and the ability to speak) to all animals in the nearby wood.

Fanghort’s peaceful idealism has thus far proven unfounded. The animals gained sentience and immediately set their recently improved intellect to drive out the humans from their territory. For the past two weeks the foresters have been under attack from coordinated, enraged, insult-hurling animals.


The PCs Join The Fight

The PCs may enter into this adventure in a number of ways, as it makes sense for your campaign.

  • They may be hired to accompany Evan Goldwood, the foresters' employer, and determine what is happening.
  • They may hear rumors of aggressive, swearing animals from a nearby town such as Blackford or Thornbury.
  • They may simply stumble across Barkley’s Men while travelling from one place to another.

Barkley and Evan Goldwood (the foresters' employer) are eager to pay for help. They offer 250 gp to anybody who can end the crisis and get the camp back up and running.


<= MAMA BEAR'S REVENGE | BARKLEY'S MEN =>

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Animated Objects

Animated Objects

In a world filled with magic, even the most mundane object might be more than it appears. Animated objects can sit motionless for years, only to spring to life at their master’s command. Though animated objects do not normally possess personalities of their own, some mirror the traits of their creator, their environment, or the creatures they interact with regularly.

Tireless Guardians. Their innocuous appearance makes animated objects the perfect guardians for those looking to catch intruders by surprise. Because they do not eat or rest, such objects can remain at their posts for centuries, long after their original owners have moved on.

Endless Variety. With potent enough magic, nearly any object can be granted the semblance of life. Creators of animated objects might weave other magic into their handiwork, such as the ability to sense falsehoods spoken in the item’s presence, immunity to a certain element or spell, or a curse that befalls whoever destroys the object.

Pagination