Showing posts with label locations. Show all posts
Showing posts with label locations. Show all posts

Thursday, 15 February 2018

The Hag of Brewer's Wood

This is a small, simple area/adventure you can plop into your campaign wherever. It works best in a northern swamp, boggy and cold. It is shown here in a hexmap format. It uses the silver piece standard, so if you're using D&D or something, just convert all cash to gold.

Brewer's wood isn't quite a town: more like a collection of campfires, tents, and other assorted vagabonds and bandits. They aren't all bad, but the whole place is quite unpleasant.

Random Encounters in Brewer's Wood
1d6:
  1. 1d6 hunters with fresh food, in good spirits.
  2. 1d6 hunters without food, desperate, will trade (they have next to nothing, and if they aren’t bartered with, 3-in-6 chance one will try to steal from you).
  3. A family of 1d6 huddled around a fire (1d4-1 children). They are neutral, but become friendly if you offer them food. They will not share their food with you (they don’t have enough to go around as it is).
  4. 1d6 bandits who want everything you own. 
  5. 1d6 bandits enforcing a toll (1d12 sp/person)
  6. 1d4 small zombie children soaked in alcohol. They came from 34.21. 1-in-6 chance that it will instead be one living child, who will tell you about Ulva Von Stein.
The town itself (33.20) is mostly just hunters and families. They'll tell you their oh-so-sad stories, the bandits will try to recruit you/rob you, and so on.

33.21 has a wooden wall trying to protect the hunters squatting beside it from the cold winds from the snowlands. It doesn't work, and they are miserable and cold. They will trade you meat and gold for warmth.

The Hag of Brewer's Wood
The Hag of Brewer's wood resides in 34.21. Her name is Ulva Von Stein. The hex itself is shrouded in mist, which lets people in, but does not let them out without permission from Ulva, who lives in a giant barrel in the middle of the hex.

She’s been stealing children from the town and burying them in the swamp in barrels. She wants children of her own, but doesn't quite know how to go about it. Some of the children are still alive. Others are undead. If she is threatened, she will raise 2d4 barrels from the ground. 1d4-1 of them will burst open and coughing, half dead children will slide out. The rest will be smashed open from the inside, and ghoulish children will appear, hungry for flesh. Returning living children to their parents will net you 5 silver each.

Ulva wants to be left alone, but will trade you alcohol for necessities or more children. The alcohol allows you to walk through the mists surrounding the swamp. In her hut, there are 1d6 bottles of special mead, labeled with a walking corpse. She won't sell you these. They smell like death, but taste like oddly meaty honey. Drinking one will allow you command mindless undead for 24 hours by speaking to them.

There is a recipe in her hut, which allows a necromancer to make the undead-commanding alcohol (it takes a magically incribed barrel costing 20 silver, 40 silver worth of honey, and some magical energy, as well as 1 month to ferment in a barrel with a corpse in it, and produces 5 bottles). The bottles can be sold for 30 silver each, or the recipe for 100 silver.

 Drawn by some medieval dude.

Tuesday, 4 April 2017

Embraced and Vihe

Three hundred years ago, a colony of miners vanished off the face of the earth.

Their superiors chalked it up as a tunnel collapse, and sent more men in. They vanished as well.

A third time they sent men in, and they too vanished. The project was abandoned, the mines considered cursed, and the tunnels sealed. Everyone forgot about the incident.

But, a decade later, people in a nearby town swore they began to hear knocking underground, in their basements, in their homes. The sound of digging, and yelling down below. As though the miners were still alive and sane, ten years after being buried.

Priests were called, priests of the True god to perform exorcisms, priests of Gothos to set the angry dead to rest, and even a priest of the Drowned god was contacted, in an attempt to flood the mine. But nothing worked. All who tried to go down disappeared, and all who stayed on the surface were useless.

On night, a pickax, rotten and rusted, burst through the town's square.

People saw friends, family, all the lost miners, flood from the hole, along with everyone else who had ventured into the caverns. They were warped, changed, and disfigured. Fungus-like growths crept from their eyes, their spines, and their orifices. The guardsmen readied arms against their once-friends, their once-family, prepared for battle.

But the fight never came.

EmphasisMine, Clicker Nouveau 
Like this, with eyes
 
The humans faced their fungal opponents with weapons drawn and faces grim, and were assaulted with smiles of recognition and laughter, as they were overwhelmed. Still, they prepared themselves for death as the guards were grabbed and restrained.

But the fungal being's intentions were not to kill, but to hug.

After much screaming and crying, with the fungal beings attempting to comfort their long-lost friends and family, they were given a chance to explain.


They called themselves 'the Embraced.' They spoke of an enormous cavern, full of luminescent mushrooms and strange creatures, far beneath the earth. And living in the middle of that cavern was a mass of fungus, spraying spores in every which way.

The fungus spoke to them, apologizing, saying it regretting luring them down here. But, it was lonely, and wanted company. It needed someone to be it's companion.

Lots were drawn, and a young girl, one made the equivalent of a slave for the other miners, was thrust forward, crying and screaming. She was drawn into the fungal mass, gently, but with enormous force.

The effect was immediate. The fungus's entire personality changed, becoming childlike, friendly, and very curious. It was now a near-perfect copy of the young girl. It introduced itself as 'Vihe.'

It spoke to the miners. The Embraced refused to speak of it's exact words, but what is known is that by the end of it's speech, each and every one of the miners walked willingly, with no magical coercion or threatening, into the fungus.

But instead of being absorbed, they were changed. Spores implanted in their bodies, in their brains, and took hold. Each of them had the mind of this new being riding backseat, speaking to them.

They could speak to each other, to the fungus around them, and were connected to the world. They wept with happiness, for they knew this was where they belonged in life.

And so, the first of the Embraced were born.

Jason Levesque, 'Musroom Girl', found on google images
It took over a century for the world to get over their presence. They were effectively telepathic plant-people, all connected to a hive mind being controlled by a seven-year-old. It was hard to get used to.

Many empires and cities wanted them as soldiers. They were big, strong, could speak silently, and had the confidence of a youth. They were convicted by nobles, experimented on by mages, and shunned by the common folk. But they continued on their way in the world, the same as anyone else. They became fishermen, bartenders, farmers, and tradesmen. And they took the downtrodden, beggars, serfs, slaves, and sent them in Vihe's direction.

And so, over decades, the Embraced ranks grew, and grew, and grew further still. Their numbers are still small, and so little of them actually wield any real power, but they are all family.

Many noble families have made it a crime punishable by disowning to become an Embraced.


Vihe still resides in her underground cavern, beneath that nameless town. She is visited by all who are willing to give up their identity in order to become something more. Something that many think is better.

Although Embraced can be (and often are) sad, they are never depressed or crushed enough to commit suicide. If Vihe had been almost anyone else, the Embraced could never have been. But, due to a combination of single-mindedness, curiosity, and childlike joy, the Embraced are never sad for long. They see too much beauty in the world for anything to be really bad.

Embraced are universally curious, and optimistic. Vihe, if you get a chance to speak with her, is much the same, except in the body of a giant mushroom.

They eat food, like people. It's like a mushroom growing off of a living tree, or a baby inside a pregnant woman. It gets some of it's own nutrients, but it also draws a lot from the tree or person itself.

The Embraced fungus is a parasite of sorts. It can't actually survive on it's own (although that is not set in stone, I have some interesting ideas for fungus golems).

A starving Embraced might even be able to eat the fungus growing off of them, if they were really desperate. Most wouldn't try. They are a race of optimists, so most of them would just hold out the hope that they were getting help soon instead of tearing out chunks of hive-brain.

Otherwise, they would actually have to eat a bit more than a regular person, to account for both them and the fungus.

There has only been one time in history when the Embraced have rallied as a race, and not just as individuals. This was known as 'the Tide War.'

The Tide War
The Tide War began when a desert queen, now called Feena the foolish, decided the sight of Embraced was too much for her to bear, and the world would be better off without them. She rose an army, and set out to destroy Vihe.

The fungal goddess's response was quick, brutal, and final. Every Embraced, from all around the continent, mobilized. They set out, saying their goodbyes, and headed towards Vihe's cave. Many of them brought allies as well. Farmers brought beasts of war, merchants brought mercenaries, and city folk brought families.

The hired folk managed a proper assault on Feena's forces, but the attack of the Embraced was described as 'like the Tide.' Unstoppable. Men, women, and children hurling themselves soundlessly into their enemies, fighting until their bodies simply stopped working. Vihe had taken direct control of them, erasing all pain and fear from their minds.

Many protested her brutality, but not the surviving Embraced. they were silent on the matter, except to relay her words to any who asked.

"I had a choice. I could let Feena's army kill me, and then let the Embraced die off. Or, I could sacrifice a few willing Embraced to save us all. I do not like what I did, but I needed to do it."

Many have tried to argue, but she protects her belief with the stubbornness of a child. Her and the Embraced are alive, and to her, that is all that matters. Family.