As my Wild North Campaign continues, the party has ventured away from Gulworth Keep and the Caves of Chaos to visit Hommlet and consult Jaroo the Druid and seek further information on the local insurrection that has disturbed the Keep.
I've re-imagined Hommlet's classic "Moathouse" as a Rebel stronghold which I'm calling the "Smokehouse"
- The Rebels in Cave C are brokering the purchase of iron weapons for the Hillmen in exchange for voidstone mined in Cave D.
- The voidstone is brought to the Smokehouse where it is cooked in a furnace, ground and processed into gunpowder.
- Lareth the Beautiful has been re-imagined as a crazed alchemist, overseeing the voidstone transformation.
I have tried to maintain the most memorable Moathouse encounters, while simplifying the upper ruins. Most of the animal encounters (other than the frogs) have been elided, replaced with gun-toting Rebels and an Arnold K inspired ghost.
I've re-structured the dungeons below, to be more vertical, with a central smoke-filled chamber ascending through all the levels. Again, trying to keep the most iconic bits, while replacing the vanilla with more exciting challenges.
The Smokehouse (above ground) |
The Smokehouse
A rickety tower rises from the partially collapsed building, belching thick black smoke from every window.- The main tower is mostly filled with choking smoke.
- The rebels have bird shaped masks that filter the smoke and they'll redirect the smoke tactically to ambush intruders.
- The Crushed - A tormented soul, buried alive in the collapsed wing, haunts the house.
Premonition - Everyone feels their packs get heavier and feels a sense of claustrophobia if anything is above their head.
Manifestation - Carrying anything on your back feels unbearably heavy. You'll flee interior spaces for open air.
Corpse - Buried in the rubble between the chapel and great hall
Propitiation - Unbury the body and leave it in open air. The person who does this gains 1 point of constitution.
- The courtyard is a wicked crossfire and the outer shores are hunted by carnivorous frogs, so ghost-induced claustrophobia is a potentially deadly affliction.
Dungeon Level 1 - Barracks & Processing Areas
- A blind ogre (pathetically mutated by voidstone) turns a treadwheel to grind the voidstone to powder.
- Bugbear mercenaries will respond to disturbances
- A hidden ladder descends into the Crypt below
Dungeon Level 2 - Lareth's Lab and the Crypts
- Lareth experiment's with voidstone in her hidden laboratory. Not only is she producing gunpowder to supply the rebel war effort, an array of potions show her un-ethical research into the warping power of the extraterrestrial mineral.
- The rebel's avoid the zombie infested crypts but interred within are treasures and powerful weapons of ages past
Dungeon Level 3 - The Furnace
- The furnace inferno is fed with coal and the voidstone absorbs it's power
- The rebel's boss appears in flames and issues bombastic commands.
- A glimpse at the big bad pontificating, foreshadowing a showdown yet to come
- The classic crayfish encounter has not been removed. Horrifically oversized and mutated by voidstone run-off.
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