Preview: Against the Beastgod's Cult

Howdy folks! This is a quick peek at the upcoming sequel to the last B/X game. This adventure is a reworking of N1, Against the Cult of the Reptile God. Welcome to Orlane:



Orlane (Human Village, ~600)
Orlane is a small but important village built on the banks of the RĂ¯me River. About 600 people live here in crudely whitewashed wooden dwellings. Most of the villagers are farmers, trappers, or fishermen. The village Reeve is Flaccus Boyle, but most decisions are referred to either the Elder (Jay Scarlet) or the Priestess (Ashmi Dev.) A large, gothic cathedral lies on the riverbank opposite the village. It is dedicated to the hero St. Simone, who’s remains are said to lie within.

1. This is the home and office of Reeve Boyle (F2) and his two sons (F4/F3, Sturm and Drang). A run-down barracks is attached, and it houses the militia in times of crisis. The Reeve is wary of visitors, and advises them to conclude their business and move on. *Secret* The Reeve is allied with the cult, though he and his sons are not members themselves. The Reeve’s “cut” includes the magic arms and armor used by his sons, and a hidden lockbox containing 345 gp, 890 sp, and 1,250 cp.  
2. This is the home and shop of Faruq, the Moneychanger. The home is built of cut-stone, and is windowless with two heavily-reinforced doors. Faruq operates the establishment on behalf of the powerful Magnus & Sons, and he guarded at all times by four men (F2). Faruq provides the following services: currency exchange (5% charge),  banking (including letters of credit), and appraising and purchasing jewelry and gems (up to 75% value). An armored caravan collects profits once a season. *Secret* One of Faruq’s guardsmen is in league with the cult, and is conspiring to rob him!  
3. This is the village’s only inn, the Happy Harvest Inn. The proprietor is the rat-like Crosby Mather, and he greets visitors with great ado. Services are good quality and of standard price, unless Mather’s suspicions are aroused. From then on, all prices are doubled. *Secret* Mather is a low ranking cult member, and his duty is to intercept and deal with outsiders. If Mather determines the party is a threat, he will attempt to drug them for a later ambush. Two cult assassins (T4/T3, Dreg and Lars) are always on hand, disguised as guests.     
4. This large weathered barn is the Blackmane Stables. Dag Niles the stable master is a decent man, providing stabling services for the standard rate, as well as cheap lodging for the desperate. Dag and his family live in a nearby cottage. *Secret* Dag is a shrewd business man, and he keeps a small fortune in a locked chest in his cottage. The chest contains 550 gp, and 1 gem (200 gp). 
5. This is the workshop and home of Wurwood, the smith. Wurwood and his sons are unfriendly, but will deal with paying customers. All standard items are 75% likely to be stocked, though weapons and armor are only 25% likely. *Secret* Wurwood is a cult member in the final stages of transforming into a beastman. He can barely control himself and if even slightly provoked, he savagely attacks (18 strength).
6. This is the Half Moon Pub, a small but popular eatery and pub. The vivacious Bella and Luc Osgood are kind and fair, offering superior services for standard prices. Travelers here are rare, and they will be regarded with cool suspicion until their intentions are proven. *Secret* The Half Moon has become the gathering place for villagers who have noticed the recent strangeness. Speculation takes place in hushed voices in private backrooms.
7. This small hut is sheltered by a ring of stately elms. It is the home of the Ramu, an eccentric and possibly senile hermit. Ramu is generally considered a nuisance, but he is known to tell a good tale from time to time. *Secret* Ramu is actually a wizard of moderate power who has chosen a life in disguise for unknown reasons. Ramu will not reveal his true identity to anyone he does not trust. If he is discovered, Ramu will sell the following potions: Antidote x 2 (7 HD) - 500 gp each, Healing x 4, 1d6+1 hp, 250 gp each, Potion of Speed x 1 - 750 gp. 
8. This towering, domed structure is the famed Cathedral of Orlane. It is surrounded by a 20' tall stone wall, and its brass gates are closed and chained. Knocking on the gate will summon a robed acolyte who explains the Cathedral is closed for repairs. Persistent characters have a chance of seeing the Priestess herself, though she is evasive and tight lipped. *Secret* The Cathedral is the center of cult activity in Orlane, and causing a scene here results in a cult ambush during the next night. Under no circumstances are characters freely admitted.

Seal of Orlane

Map of Chthon

Shifting gears to my other setting, the Black Land, here is a map of the settings only metropolis, Chthon:

Nine Princes in Amber

As I mentioned previously, one of my favorite Expert Modules is Castle Amber. I LOVE the Edgar Allen Poe / Lovecraft vibe of the cursed De'Amberville family. I plan to incorporate a similarly twisted family of royals in Terra Incognita. I won't be stealing whole cloth, but the themes will be very similar. If all goes as planned, I'd like to see the royal family playing the characters against one another in pursuit of the crown. In this post I'll give some background on the family as a whole, and talk about members who are no longer living. Later I'll go into detail on the current members of the family and their whereabouts. REMEMBER, this is just a draft.

The Accursed House of Patrof
Since ancient times, a scion of House of Patrof has ruled Corvinium from the lion-throne of Crespeculum. Their pedigree was legendary - Patrof the Conqueror, Lear the Pious, Elkay the , and many others of note. But as their fortunes and reputation grew, the Patrofs also grew in vanity, cruelty, and greed. In the last generation, their house has met with disaster.

King Steven Patrof was already a very old man when he married the beautiful Matilda de'Courvey. The King had no heir, and many feared that his storied line would end. But to the surprise of all, the de'Courvey bore Steven five sons and four daughters. Some suspected dark magic, but for the love of their monarch, these rumors soon subsided. 

Whatever the cause for the old King's fertility, with each new child Steven seemed to grow weaker and more feeble. On the night Matilda gave birth to their final son, Victor, Steven lay on his own deathbed.  Steven held his child just once, before the fever took him. The kingdom was heartbroken at the loss of the beloved king, yet they took heart that his line would continue and looked forward to the days ahead.  

As the young royals grew, it soon became apparent that something was terribly wrong. Damian was the eldest, and he was hardy and strong. Unfortunately he was also bloodthirsty and a bully. He terrorized the weak and urged his countrymen to war.

His brother Oliver was sickly and frail, but well-spoken and clever. He was no less a bully than his brother, and he cared only for himself and his experiments.

Vivian and Cassandra were twin girls, matched in beauty. At first Vivian was as kind as she was beautiful, but an accident disfigured her face, and forever after she was known for her bitterness and jealousy. Cassandra grew even lovelier than her sister, but she was cold and venomous, and delighted in the misery of others. Many young men died foolishly pursuing her favor.

Andrew was solemn and stern, and obsessed with religion and the church. As he aged, he became sanctimonious and fanatical, and eventually he joined the ranks of the dreaded Immaculates.  

Next were the twins, Baffin and Beatrice, two rude tricksters, strange and unnerving. The two kept their own company, and took twisted pleasure in unwelcome jests and ruses.

Deidre was born blind and crippled, and the constant torment of her siblings filled her with hatred and gloom. Eventually she retreated so far into herself that she would not speak for months.

Victor, the youngest, was a handsome and charming, but he proved himself an incompetent dreamer, wasting time in brothels and playhouses.

20 years after the death of the King, the greatness of House Patrof seemed a dim memory.  The Dowager Queen was not blind to the many faults of her children, and she feared for her kingdom should they ever reach the throne.

NEXT: The Fall of House Patrof

Boldly Borrowing for Terra Incognita

Since Terra Incognita is a b/x game, I plan to liberally "sample" from various sources designed for use with basic, especially Mystara material. During my introduction to the hobby, Mystara was almost completely absent. I believe that I encountered it tangentially more than a few times, but it always gave the impression of "abandonware." Mystara simply did not have the same influence on me as more pervausive settings, like the Forgotten Realms, Planescape, and even Greyhawk. Discovering Mystara (and to a lesser degree, Greyhawk) has been one of the most rewarding aspects of my return to the hobby.

To me, Mystara has a more pronounced sword and sorcery vibe than other settings. Karameikos and Thyatis feel Mediterranean, and old world, rather than anglicized and Tolkienish. Definitely non-standard fro D&D fare. Modules set in Mystara cover of wide variety of themes and genres, including pulp, horror, and sword & sandal. So far, my favorites include Keep on the Borderlands, Castle Amber, and Isle of Dread. I am actively collecting where I can and hope to extract bits and pieces for Terra Incognita in homage to the wonderful b/x system. I am still planning to run a converted N1 (thanks to JB of B/X Blackrazor for that idea) but I plan to incorporate all of the b-series and much of the X into the final campaign.

I have a digital copy of "In Search of Adventure" and I've been ruminating on potential ways to incorporate it into what I've got so far. In future posts I'll share where I'm headed.

Chaz 

B/X game Recap (11/6/10)

“They were an unlikely band - an elf, a warrior, and a holy man. The elf, known as Selvine of the Amazing Golden Locks had once saved the warrior Lumberjack from a terrible enchantment. The young man’s uncle, Schmidty, high priest of Swordy McSwordyson and old war-buddy of Selvine, also journeyed with them. Hoping for a chance at adventure and riches, the three traveled through the Craghorn Heights, far above the Valley of Elves. Their journey was a long one, and the road had taken its toll. Luckily, they soon spotted a village near a rushing mountain stream.

Upon entry, the party was approached by a gnarled old fart named Morvin. Morvin offered to buy a round, and the party soon found themselves in the Elk’s Head Tavern, listening to the coot rant. Like most villages, Greydirt was beset by black sorcery, and four lads had recently disappeared while camping near a warlocks ruined tower. Recognizing their battle-hardened look, Morvin attempted to recruit the three for a dangerous rescue mission. Morvin offered all of the profits from the past seasons market, and to sweaten the pot, he told them of a magical gem that could be found in the tower ruins. A deal was struck, and Morvin’s young son, Larm joined the party as a guide.

Wisely deciding to set out the following morning, the party explored the town before spending the night carousing with the locals. The only area of interest in the village was a small shrine to Huntmaster, where they met the priest, Sessor. Sessor asked that the party seek possible OTE’s (objects of True Evil) so he could cleanse them and secure the region from maleficent influence. The party agreed to do so in exchange for a sacred object.

During the night’s revel, the party met the canny innkeep Rarl. Rarl was a business man, and offered to relieve the party of elven gems for a considerable sum of money. Skilled negotiators, the party quickly extricated a fee upfront. Fueled by the possibility of profit and glory, three locals signed onto the expedition - Mort the village idiot, Swaine the shady, and Wersus cleric of the Victor’s god Terminax. Awaking hung over but eager, the party departed the village on a winding mountain trail.

Their journey was arduous, but uneventful, and at twilight they reached the ruins. While setting up a camp, they were surprised by Grizzlebain and Elfsnapper, two hideous orcs. The orcs loosed a barbed crossbow bolt and a trained wolf, and battle was joined. The party easily overcame the orcs though Mort was nearly slain. Exploring the tower grounds, the party found a trap door which lead into a darkened chamber.

The dungeon was filled with orcs and lethal traps. Poor Swaine and Mort met their end when they unwisely poured boiling oil on their heads. The party was shocked, but extracted revenge on a pair of assassin gnolls and a cowering orc priestess. Selvine was struck with poison, and for a time he was feared a goner. In the priestess’ chamber, they discovered grizzly evidence of the four villagers. A heathen idol was carefully seized, and stowed for later destruction.

Reaching a deeper level, the party was forced into a furious battle with an oversized Orc and his wicked cohorts. Once again the party’s clever tactics won the day, though Wersus was mortally wounded. Dying with sword in hand, he was immediately spirited to the feast hall of his god. The big orc’s armor was taken as a prize, and all captive orcs were summarily executed for crimes against god and nature.

Cautiously exploring further into the complex, the party avoided deadly traps and pitfalls until at last they reached the chamber of the elven gem. Malebeck had engineered potent defenses and riddles to keep his prize safe, but the party deciphered their meaning and claimed the gem. On their exit, the party was ambushed by Encaset the Unholy and all looked lost until the arrival of a mysterious stranger. The tide turned, and Encaset and his minions were put to the sword. Clearing the last few rooms for stranglers and hidden loot, the party packed up and departed for the village.”

NEXT UP: Against the Beast God’s Cult