Skip to main content

Quick Note - Innsfjord design question

A bit of the Adventure I'm making. Alpha version. Spoilers for anyone playing tomorrow.

Thoughts? Opinions?

I-10. The Headman’s Manor
A medium sized rectangular, two-story building, made of large white limestone with a clay tile roof. Several chimneys billow smoke. All the windows have been shuttered and the large double doors atop a short flight of stairs closed.

The entrance way to the Headman’s manor is blocked by two men in fullplate armor, who will refuse anyone not invited by the Longres family entry.

The Interior of the Headman’s Manor appears to have been utterly destroyed by some large best. Giant sections of wall have been ripped away the long double staircase to the second floor lay shattered across the main room. Low mumbling howls can be heard from the basement.

The Basement Door is locked and is not ease to pry open. It takes at least a combined strength score of 25 to break the door open. The basement itself is pitch dark, and the low mumbling fades to silence as the players descend.

Referee’s Note: The Basement is utterly dark . A character with low-light or dark-vision can operate easily in this environment, but any other character take a -4 to nearly all saves unless there is an artificial light in use by the players.

Granting that the players can see in the basement they will find a large humanoid grab-like beast held in a cage in the far corner of the room. If there are magic-users with the group they can tell that the bars of the cage are enchanted. Near the cage the players will find a middle-aged woman with long black hair clumped randomly on her head, the rest of her scalp being taken up by large barnacle looking tumors. This is Hugness Longres and the creature is the village Headman, Trifrin.

Trifrin is no longer able to speak except to intone hungry, monstrous sounds. If approached her will rush his cage in an attempt to get at whoever is near him only to be shocked and flung back by whatever magic the bars are enchanted with. (As Lightening Spell, save half-damage).

His wife, Hugness, mumbles, jabbering about things from the Outside burrowing into her brain and eating her womb. It is possible with a high enough Charisma score (15+) to calm Hugness enough to speak with her.

Hugness, if suitably calmed, will answer any questions about her and her husband's conditions:

1. A few weeks before the light started to shine she and her husband were visited by a black-robed mage traveling through town.
2. The same night the light first shone her husband started to have nightmares.
3. By the end of the first week of the troubles in the village Trifrin's nightmares were so powerful that he started to lose sight of reality.
4. Near the middle of the second week Trifrin's body started to change and he started to constantly hum (Hugness will begin to hum a haunting and inhuman tune and will have to be calmed once again).
5. A week ago, while there daughter was out listening to the bard at The Keeper's Flame, Trifrin fell into madness and his body started to erupt in the barnacle-like tumors. During his madness induced rage and pain he attacked Hugness.
6. As is obviously evident, Hugness has become to change as well.


  1. Strange stuff. I like the idea of crazy people with strange symptoms as NPCs.

    Is this a typo: "large humanoid G rab-like "

    1. Yep, that should be a large, humanoid crab-like beast.

  2. Scary enough to play. :)
    Is all the text intentionally bold?

    1. Some error with copy/pasting over from Word/Libre lately. I'm trying to figure out why it is happening. In the actual document almost nothing is boldtype.


Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!

Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.