A town, ruled by a Tyrant, with an invisible serpent around his neck that whispers magic in his ears. If he can just crush the Resistance, and erase the last traces of subversion, he could become a god...
Terrors
1 - The Serpent Baron, Nathair Illiad - The cruel and imposing ruler of the town, blessed by a powerful serpent spirit who has developed a symbiotic dependency to the Baron. Dreams of ascension to Anti-Sainthood, though he doesn't see it that way, and of usurping the Duchy from Don Hatori.2 - The Slithering Priest, Donovon Lascal - Has three acolytes, and they pretend to be adherents of a Saint of Guile and Wit. They are merely sycophants of the Baron and his Parasite-Spirit, and have been granted powers by the spirit.
3 - The Three Lieutenants - Granted minor powers by the Baron, they are his right hand, and main agents in the town.
4 - The Baron's Fangs - Assassins of the highest calibre, most of the town aren't even aware they exist.
5 - The Basilisk - Dwelling beneath the castle, most of the town believe it to merely be a legend.
6 - The Whispering Deceiver - The Serpent Spirit who has attached itself to the Baron. Incredibly selfish, self-serving, and sycophantic. Final goal is to become strong enough to challenge Yig for patronage of the Serpent-men, though for now, the Baron has shackled its will to his.
Features
1 - The Baron's Castle - Has traits like the Corrupt Lord's. Serpent themeing is kept pretty subtle for the most part. Has entrances to the True Temple, and a tunnel to the Secret Dungeons underneath Wooden Street.2 - The Temple of the Scaled Saint - A front for worship of the Deceiver, where the Slithering Priest dwells and spreads the whispers of the Serpent.
3 - The Secret Dungeons - Where the political prisoners of the town are thrown. 2 in particular are kept in padded cells, and are pumped full of all manners of poisons, and enchanted so that they will not die from the corruption coursing through them. Every so often, the Baron sends loyal cultists to extract some of the poison running through their veins...
4 - The Seven Stars Tavern - A hub of dissenters against the Baron's rule, the Resistance. Secret as of yet. Connections to a secret underground hideout beneath the Shrine of Saint Thomas.
5 - The Drowning Posts - Where executions take place, people are tied to posts and left to sink down into muck and suffocate. Officially only used for murder, arson, and treason. Many political prisoners end up here unannounced.
6 - The True Temple - Down beneath the town, where worship of the Serpent and the Baron is conducted openly and nakedly.
Treasures
1 - The Baron's Spear - Master-work spear, the blade appears to erupt from the gaping mouth of a serpent; enchanted to transform into a serpent when the fangs of the serpent head taste blood.2 - The Minx's Eyes - Twin gemstones named for a Minx-shaped spirit who gifted them to humanity as a ward against poisons.
3 - Many Potent Poisons - He breeds them within a pair of desperately wretched prisoners in the secret dungeons.
4 - Rod of Fangs - Wielded by the Serpent Priest, partially transforms into a serpent, and is a catalyst for spells.
5 - The Baron's Treasury - Full to bursting with years and years of harsh taxes and fines.
6 - The Snake-Skin Bracers - Allow you to see through your sense of smell, even if otherwise blinded.
The Serpent Baron
He found the Whispering Deceiver out in the forest one day, wrapped around the neck of a beautiful woman, compelling her to catch and swallow mice whole for it. He took both for his own, and broke their spirits, they now both serve him.He will break the whole world, if he can.
He is normally quite charming, and a dab-handed liar. You'd never suspect he leads an insidious cabal.
Knows three spells; Hypnotic Gaze, Snake Swarm, and Scale Skin.
Aside from his spear, he wields a great Butcher's Blade, which can be wielded one handed only if you have 15 or higher strength. It has a series of groves which allow it to hold twice as much liquid as a normal sword might be able to (poison in every case for the Baron).
Once per day, he can exude a poison breath, which deals 1 damage for each point which the victim's saving throw fails by. If the save result is a 1, they are instantly on 1 hit point if they wouldn't be lower.
Every other round, can replace one of his normal attacks with a special grapple, which if successful, can then consume another attack, to throw the grappled creature as a ranged weapon dealing bludgeoning weapon as a javelin, and knocking both targets prone on a hit.
If he is ever reduced to 0 hit points and not killed outright, he will consume the Deceiver's spirit, and become a Serpent Demon as a last ditch effort to survive.
The Serpent Baron's Appearance
1 - Green Slitted Eyes2 - Huge Frame - At least a head taller than the tallest party member (usually at least)
3 - Slightly too large Incisors
4 - Ermine Cape - He really freaking hates ferrets and such animals
5 - Serpent Theme - Seems merely fuedal at first...
6 - Surprisingly thin Cheeks
The Serpent Baron's Equipment
1 - The Serpent Headed Spear - When it deals maximum damage on an attack, it transforms into a 3HD serpent to fight for the Baron. If killed, the serpent reverts back to spear form; the haft will be broken, but it is the spear-blade and its setting that are actually magical.2 - Butcher's Blade - Detailed above.
3 - Serpent Scale Armour - AC as Half-Plate, with no other penalties.
4 - Twin Fang Ring - Can hold enough venom for one dose, which can be delivered almost undetectably with a touch by two, needle sharp fangs.
5 - Blessings of the Serpent - The Spells and Poison Breath detailed above.
6 - A Small Pouch of Poison Vials - Mostly hidden by his clothes and cloak, it contains holders for three vials of particularly virulent poisons, though these must be administered as usual.
The Baron's Ascension
Should the Baron's plans advance far enough, or he is driven to out of desperation, the Baron can begin his ascension on the Night of the Full Moon. At the end of a lengthy ritual, which takes the whole day beforehand, and is very vulnerable to interruption, and culminates at the stroke of Sun-Down, the Baron will then be suddenly encased within a great egg. During this time, he must be bathed in the light of the full-moon as much as possible. Cloud is not enough to disrupt it, unless it is supernaturally thick, but if he is out of the light for a full 10 minutes, the ritual fails, and he will hatch still human. The egg is otherwise invincible, except to high-level magic, for the duration of the Night. During this time, if the Resistance is still active and knows of the Ritual, they will attempt to interrupt it and will be successful on a 4 in 6 chance. If the ritual succeeds however, he emerges a great, Serpent-Man hybrid with the strength of a god, or close to one. If it fails, he is human, and human forever. Therefore, he will only voluntarily undergo the ritual if he is certain he is entirely safe, since it is so delicate, and there is little margin for error.
Notable NPCs in the Town
1 - Mazdan Hobburn, the Master Blacksmith - one of the most skilled smiths this side of the capital, he forged the Baron's weapons and armour. Has no stake in the politics of the town, but obeys the call of money faithfully and discretely, if offered enough. His premises are in the Town Square.2 - Urguyle the Wise - A wizard of some small power, he lives on Beech Street, between two empty lots, as the houses that used to stand there burnt down mysteriously. Not powerful enough to resist the Baron alone, and as of yet has incurred no bad blood between them. This cannot last forever. Has a decent magical library.
3 - Barkeeper Yuvio - A key member of the Resistance, and Proprietor of the Seven Stars Tavern, the cellars of which are used to co-ordinate the Resistance's efforts. Brave and steadfast, will cover the other Resistance members' escape to the Shrine of Saint Thomas through the secret cellar tunnels, a ploy which has so far seen them elude suspicion.
4 - Father Remmel - Head priest of the Shrine of Saint Thomas. Has an assistant, Harren, but they are desperately underfunded due to the taxes of the Baron. Sympathetic to the Resistance, but as of now, they are unwilling to commit to openly opposing the Baron.
5 - Notary - Celebrity - Scion of an Old Bloodline: Lord Elias Sturngart - Distantly related to the old ruling family of the county. They haven't ruled in decades, and he is disinterested in the responsibility, but he has the strongest claim to the title after the Serpent Baron. Lives in the Sturngart Manor on Rose Alley.
6 - Dweller - Shaman - Purge the Guilty: Ruffick (Words-in-Stones) - Seeks to destroy those who have debased their souls (The Baron and the Priests) and the Spirit who has lead them astray. As of yet does not know who it is the town, does not yet suspect the Baron. Lives in the woods just outside the city.
7 - Agent - Secret Police - Break the Local Faith: Office Nathan Shultz - An Agent of the Corrupt Lord, and a member of the Foundation. While the CL is not yet aware of the Baron's disloyalty, Nathan is on a mission to break the faith of the locals, as part of the CL's wider initiative, and will soon come across evidence of the liberties the Baron has been taking. Staying at the Haberdashers on Ash Street.
8 - Foreigner - Brass Bastard - Take Revenge on Someone: Silas Am'Thrick - Seeks revenge on the Slithering Priest, they have bad blood between them. Silas sought his metal as part of an old downward spiral because of what the Priest did to him. Hiding in the Town Sewers, plotting.
9 - Dweller - War Veteran - The Siege of Ulm: Ered Thuringen - A veteran of the coup that crowned the Corrupt Lord, he is a stalwart support of the CL, and won't stand to see him so openly disregarded by the Serpent Baron. Living on Oak Street.
10 - Foreigner - Angel - Bury the Dead: Raphael - Seeks to release the souls of those executed at the Drowning Posts, their preserved organs won't release them. Will help only so long as their task is done. Once its finished, they are gone.
11 - Undesirable - Changling - Secure a Life of Luxury: Scrilk - Did not wish to be what it is, but it won't let that stop it from using its gifts to take what it wants. Hasn't considered replacing the Baron, thinks its too risky to do alone, currently has its sights set on Lord Sturngart, thinking that he is rich, but out of the way. Currently has replaced on the Sturngart's servants.
12 - Agent - Bounty Hunter - Inflitrate the Circle of Meira the Heretic: Hogen Grent - Meira is one of the Slithering Priest's acolytes, and leads a sub-cult in her own time. The Serpent Baron set the Bounty Hunter on them without knowing that they are one and the same, wanting all worship within his own cult. Staying at the Severn Stars Tavern.
The Town Watch
All three Officers have the following gifts of the Serpent: Darkvision (based on scent), slitted eyes, forked tongues, and subtle scales on their chests (minimum AC is 2 more than normal), as well as those in their description.1 - Captain Drummond - Leads the larger unit of footmen, and overall commander of the town watch. Cruel in a cold, detached sort of way. Unshakable. Keeps his left arm tucked inside his cloak at all times, since it is infact a serpent attached to his shoulder. Wields a duelist's rapier.
Has quarters on Oak Street.
2 - Captain Caid - Leader of the "Green Rain" archer unit. Disinterested in the whole cult deal, very much interested in the power it brings, so is willing to play along. Can spit caustic venom up to 20 feet.
Has quarters on Ash Street, which he shares with a girlfriend, who is in hiding from her vengeful husband.
3 - Lieutenant Farron - Leads the smaller unit of footmen, zealous and righteous. Wields a two-handed battle axe. Can hypnotise with his gaze over a minute at any time, or with a glance once per day.
Has quarters on Cedar street.
4 - The Footmen - Consisting of 2 Units, 1 of 15 men lead by the Captain Drummond, one of 9 lead by the lieutenant. All mere spearmen with swords too, almost all (80%) inductees of the Serpent Cult.
5 - The Green Rain - A unit of 12 archers lead by Captain Caid, who use poisoned arrows.
6 - Yara, the Honest Watchmen - One of the most stalwartly anti-cult members of the watch. Pretends to be merely indifferent to avoid suspicion and probable execution. Diligently gathers information about the cult, hoping to bring it down from the edges.
The Twin Fangs
Taken from the streets, extensive brainwashing has rendered them incapable of doing anything except what the Serpent Baron orders. They are his secret assassins, not even the Slithering Priest knows about them. They are brutally efficient, and have a perfect record (so far). They have extensive training and equipment, including snake-sticks, a smoke grenade, a flash grenade, paralysing poison which they apply to their weapons, and caltrops coated with a numbing chemical.When they are not "on duty", they live in spartan quarters in the Secret Dungeons.
The Slithering Priests
Sycophants of the Baron deluded enough to worship him and his loathsome spirit. Donovon pretends allegience to a Saint by the name of Darian, though there is no such saint, and he instead venerates the Deceiver. Wields the Rod of Fangs, and knows four spells: Scaleskin, Fog Cloud, Snake Swarm, Paralysis. He can ritually sacrifice one of his acolytes to regain a spent spell, which triggers a morale check from the other two.The three Acolytes are Meira, Jaimie, and Peiter, and they each know one of Donovon's spells, in the order given above. Meira has taken matters into her own hands in regards to furthering their faith, and has started a sub-cult of her own in secret. If it grows enough, she might be a force to be reckoned with.
The Acolytes live in quarters in the False-Shrine of Darian, in the Town Square, but Donovon has private quarters in the Baron's Castle.
Other Locations of the Town
1 - The Watch Barracks - Set near the eastern gate, on Oak Street, which leads back towards civilisation. One of the officers of the watch is always on duty here. Another is on patrol, and the third is off-duty, or attending court with the Baron.2 - The Town Square - Set before the castle, the Serpent Baron adjudicates court cases in front of the people here, and makes announcements every so often. Well patrolled by the watch.
3 - Rattle Street Market - Though there are some stalls that are open all week, on the first two days of the week, the nearby farms will bring out whatever produce they do have. On those days, the streets nearby are congested beyond belief. The town watch doesn't go there on those days.
4 - The Cellars on Wooden Street - Owned almost completely by the Baron and rented to poor serfs who can't afford the rent and are thus utterly trapped. The cellars themselves are used to store all kinds of slightly illegal material. The serfs can't complain. The ones that try, disappear. Most Cult activity takes place here, and it contains an entrance to the True Temple, and is the main entrance to the Secret Dungeons.
5 - Rodrigo's Haberdashery - A front for the Secret Police in Brygge, the Serpent Baron does not suspect, but if he did, it would not take long for him to discover the deception. On Ash Street.
6 - The Town Sewers - Not particularly extensive, but a culvert on the western walls does run through both the Sturngart estate, and the western-most watch tower of the Baron's castle.
7 - Dice House: The Smiling Siren - The premier arena of luck outside Regensburg as the owner would say, the Smiling Siren has attracted a rather large clientel of both those who hold the Baron's favour, and those who have earned his ire and have large 'debts to the state' to pay off. Run by a weaselly fellow by the name of Hacken, he isn't particularly threatening, but his three thugs are. Lieutenant Farron has a bit of a habit here, and has racked up a bit of a debt, which the house has as of yet been understandably unwilling to attempt to collect. Hogen the Bounty Hunter has been frequenting this place too, asking around subtlety for information on his mark. On Cedar Street.
8 - Brothel: Madame Salaciea's - Not quite so seedy as others, but not great. The main selling point is the great discretion the Madame offers for guests of... unsavory appetites. Captain Caid frequents the place. Elias Sturngart makes the occasional incognito visit here. On Rattle Street.
9 - Fair: Saint Thomas' Feast - A week-long feast that began just yesterday in fact, a long table is laid for a meal in front of Saint Thomas' Shrine, and food is brought out for any and all to enjoy just before sun-down. So far this act of good will has gone unopposed. The Resistance, among others, will use it as a meeting point, and the Baron will grow suspicious of it.
10 - A Beautiful Shrine: Shrine of Saint Thomas - One of the last remaining establishments not touched by the Baron's Cult, will offer sanctuary and aid to any and all that need it, especially those not well-liked by the Baron. On Willow Street.
11 - A Statue of an Old Hero: Statue of Lucian the Dragon-Crusher - The founder of the town who supposedly wrestled control of the area from a fearsome dragon. In the Town Square.
12 - A Beautiful Garden: The Snowdrop's Waltz - A Spiral path through many pale flowers. A private meeting point for the Resistance. Just off the Town Square.
Miera the Heretic
She is still loyal to the Serpent Baron, she just has... divergent thoughts about this whole serpent thing. She still offers praise and worship to the Whispering Deceiver, as is right and proper, but she offers veneration to the other Reptile Spirits of the world, secretly, and with a few other followers she has gathered in secret all by herself. She follows the commands of the Baron and the Slithering Priest, but she would be deeply disturbed to know that the Baron has unknowingly set a bounty hunter on her.Her cult currently has 3d4 members.
Table of Town Events
Roll once per week, or after the PCs are the cause (whether its public knowledge or not) of some disturbance in town.
1 - The Resistance is Revealed - The first time this is rolled, the Baron discovers that there is a Resistance movement at all, and posters for information about them will be posted. This won't result in anything by itself, but it will mean the PCs cannot approach the Resistance anymore, though the Resistance can and will still approach them. The second time it is rolled, the Resistance is discovered, and all members will be taken straight to the Secret Dungeons, except Yuvio, who goes straight to the Drowning Posts. The Resistance is done. Subsequent rolls are treated as "An NPC disappears".
2 - The Resistance is Revealed - As Above.
3 - An NPC Disappears - So Below.
4 - Meira's Cult Advances - The Sub-Cult doubles in size. If the Sub-Cult reaches a size of 30 or more, she attempts to seize control of the Cult from Donovon. She will succeed. The Serpent Baron will be amused by her usurpation with a 4 in 6 chance.
Little would change if Meira does usurp Donovon, she would assume his stats, and begin serving the Serpent Baron herself. If this is rolled again after she has usurped Donovon, the Baron discovers her heresy, and destroys her.Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
5 - Yara's Plans Advance - The first time this result is rolled, Yara gains sufficient information to be useful to the PCs. On the second roll, she will approach the PCs about a plan she has thought up. With each subsequent roll, she uncovers something further that makes the plan more likely to succeed.
6 - The Changling's Course Advances - The first time this is rolled, the Changeling replaces a Butler in the Sturngart household. The second time this is rolled, they replace Elias' personal butler. The third time, they replace Elias themselves. Each time they advance, it becomes harder to convince them of any path other than replacing Elias.
Once the Changeling has either replaced Elias, or has reached some other resolution, treat this as an "An NPC disappears" instead.
7 - An Auspicious Omen - The Statue of Lucian undergoes a small, but notable transformation. The Dragon is replaced with a Serpent. The statue will be removed for "renovation" within a day, but word will get around. The next "The Resistance is Revealed" result is treated as a "The Resistance's Aims Advance on a 3 in 6 chance, or is instead ignored.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
8 - An NPC disappears - Roll on the Disloyal PC table (see below). That NPC has run afoul of the Baron, and has gone. 1 in 6 chance of going straight to the Drowning Posts. Otherwise, they end up in the Secret Dungeons.
9 - Someone is left out to Die on the Drowning Posts - Randomly choose someone locked up in the Secret Dungeons, they are left out overnight to die on the Drowning Posts. At this point, the Baron knows everything they knew, and they are worth nothing more to him. If no-one is in the Secret Dungeons, treat this as a "An NPC disappears" result.
10 - The Secret Police Uncover the Truth - The first time this is rolled, the Secret Police discover all they need to order the Baron's murder, and they begin plotting. The second time this is rolled, there is a 1 in 6 chance the attempt succeeds, a 3 in 6 chance it merely fails, and the final 2 in 6 chance that the Baron discovers the attempts, and is forced to declare war on Don Hatori, expelling or killing the Secret Police in Brygge in the process.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
11 - The Serpent Baron Uncovers the Secret Police - The first time this is rolled, the Baron discovers that the Corrupt Lord's Secret Police are investigating him. The second time this is rolled, the Baron completely destroys the Secret Police's efforts in Brygge, killing all of them except Officer Nathan, who is imprisoned in the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
12 - Hacken tries to collect - He has finally tired of Farron's habits of not paying up, and he has sent his goons after him. There is a 2 in 6 chance that the attempt is successful, and Farron dies in the ensuing struggle, no blame can be traced back to Hacken. Otherwise, Farron kills his assailants, and the Smiling Siren burns to the ground the following night, Hacken disappearing down into the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
13 - Urguyle and the Baron have a Spat - The first time this is rolled, bad blood begins to foster between Urguyle and the Baron, and Urguyle is suddenly a lot more sympathetic to the rebellious elements of the town. The second time this is rolled, Urguyle and the Baron have a confrontation, and Urguyle always loses. There is a 3 in 6 chance he dies in the fight, which will level much of Beech Street, otherwise, he is sent to the Secret Dungeons.Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
14 - Ered Thuringen Surges Forth! - When this result is rolled, Ered joins forces with a party aligned against the Baron (randomly chosen from; The Resistance, The Secret Police, and Ruffick the Shaman). If this result is rolled again while he is free, they make an attempt on the Baron's life. They always fail, and Ered (along with other named characters) is thrown into the Secret Dungeon. If this result is rolled while Ered is in a Watch Cell (see below) he daringly escapes!
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
15 - Ered Thuringen is Arrested - His speaking out against the Baron can be ignored no longer, and he is thrown into a cell in the Watch Barracks. If this result is rolled again while Ered is in the Cell, he is then sent to the Secret Dungeons.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
16 - Silas Am'Thrick confronts Donovon - In the Town Square, there is a rather explosive confrontation between Donovon and Silas. There is a 3 in 6 chance that Silas kills Donovon, who is succeeded by Meira as if she had usurped him. There is only a 1 in 6 chance that Donovon kills Silas. If Silas wins, or just isn't killed, he has to then roll a dice below what he previously scored to escape. Otherwise the town watch catch him, and he is thrown into the Secret Dungeon for the Baron's curiousity, he has never seen a Brass Bastard before...
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
17 - Caid and Elias cross paths - When this is rolled, Caid discovers Elias' more... improper tastes in women, and blackmails him for money. The second time this is rolled, it happens again, and Caid and his mistress have enough wealth to skip town, never to be seen again.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
18 - The Bounty Hunter tracks down Meira - Meira's treachery and heresy is discovered by the Bounty Hunter. There is a 5 in 6 chance that Meira can bribe Hogen to be quiet. Each time afterwards, Hogen wants more money for his silence, and the roll must be made again, with a cumulative -2 modifier. When the roll is finally failed, Meira is sent to the Drowning Posts, and Hogen leaves town with a rather fat purse.
Once the whole business is resolved one way or the other, treat this as an "An NPC disappears" instead.
19 - The Resistance's Aims Advance - So Below.
20 - The Resistance's Aims Advance - The first time this is rolled, the Resistance covers one of their Requirements (see later). Each subsequent roll, there is a 2 in 6 chance that the Resistance makes their move. If they do, roll a d10. If they roll under the number of needs they have covered, they overthrow the Serpent Baron, and free Brygge from the Serpent Cult. If they fail, they will all be thrown into the Secret Dungeons. If they don't make their move, they cover a new need instead.
Disloyal NPCs
If you roll a NPC who has already been taken, use the next result down. If all NPCs down are taken, go upwards instead.
If all Disloyal NPCs "disappear", then there will be no-one left to stop the Baron, who will Apotheosise into a Mighty Serpent-Demon on the next New Moon (see the Baron's entry above).
1 - Barkeeper Yuvio
2 - Father Remmel
3 - Harren, Remmel's Aprentic
4 - Elias Sturngart
5 - Ruffick
6 - Silas Am'Thrick
7 - Ered Thuringen
8 - Raphael
9 - Yara, the Honest Watchman
10 - Officer Nathan Shultz
11 - Hacken
12 - Meira the Heretic
Disloyal NPCs can be rescued from the Secret Dungeons, though after the first time someone/a group escapes, security increases so much that it is almost impossible to break out anyone else without defeating the Baron in full.
The Resistance
They are a few desperate people who can see that the tyranny of the Serpent Baron will end nowhere well, and they plan and plot and hope, so that one day they might live free of his scaled clutches, or else die trying to snap off the fingers that strangle them.
The Resistance has 10 basic needs to overcome the Baron:
Needs:
1 - Weapons
2 - The Castle's Plans
3 - Information on the Baron
4 - Spiritual Aid
5 - Magic
6 - Armour
7 - Money
8 - Knowledge about the Serpent Cult
9 - Martial Training
10 - Luck (this can never actually be attained, outside of some stroke of myth)
They can cover these needs through the Event table, or through the actions of the PCs. For many of these needs, the party will probably need the assistance of another NPC, though they can supply some by their own expertise, or by the DM's discretion.
For the long-term prosperity of the town, the Resistance will also need a plan to replace the Serpent Baron, or things will get out of hand very quickly. They will neglect this for too long without help.
The Serpent Cult
The band of foolish sycophants and deluded worshippers makes up fully half the town in some capacity, though only a small percentage of that actively participates in cult activities. For the most part they are quite secretive, but a few flap their gums under certain pressures:
Pressures to spill the beans:
1 - Booze
2 - Some other drug
3 - Gold
4 - Love
5 - Violence
6 - Promises of Power
If you try to bully the wrong person, you might end up on the wrong end of the Town Watch. More than a few businesses have been torn out by the Watch because of jealous cultist competitors.
They meet sometimes in the Cellars underneath Wooden Street, and perform strange, undulating rituals. For the most part its quite harmless stuff, but with each ritual performed, the Baron's power grows.
Pressures to spill the beans:
1 - Booze
2 - Some other drug
3 - Gold
4 - Love
5 - Violence
6 - Promises of Power
If you try to bully the wrong person, you might end up on the wrong end of the Town Watch. More than a few businesses have been torn out by the Watch because of jealous cultist competitors.
They meet sometimes in the Cellars underneath Wooden Street, and perform strange, undulating rituals. For the most part its quite harmless stuff, but with each ritual performed, the Baron's power grows.
Rumours
When gathering rumours, there is a 2 in 6 chance that you'll just get useless nonsense. Other wise, you get a roll on the following chance, with a 1 in 6 chance (on the same roll) of getting either a double roll, or some elaboration. If the same result is rolled again, further elaboration is given.
1 - People keep gathering at Rodrigo's for some reason.
2 - People keep gathering at the Snowdrops' Waltz Garden for some reason.
3 - I swear, someone was killed at the Drowning Posts last night.
4 - There's an underground movement against the Baron somewhere in town.
5 - People keep gathering at the Seven Stars tavern for some reason, they don't come out though.
6 - People keep leaving Saint Thomas' Shrine, they don't go in though.
7 - Something is up with Father Remmel, I tell ya.
8 - Something is up with Yuvio, the barman at the Seven Stars, I tell ya.
9 - I've heard that Elias Sturngart's family used to rule the city.
10 - I've heard that the whole damn Town Watch are in some sort of Cabal or something.
11 - There's a strange old man hiding out in the woods, he's hiding something I'm sure.
12 - People enter some of the houses on Wooden Street late at night, sometimes less come out.
13 - You go to the Rattle Street market on a farm day, you won't see a watchman for a mile.
14 - Heard there was some guy going around telling people he's an angel or some such.
15 - Thought I saw some guy in weird armour running around the sewer system once.
16 - I think that guy living in Lonely House on Beech street might be a wizard you know!
17 - The same people keep taking the same seats at Saint Thomas' feast. Its weird.
18 - Some war vet keeps yapping on about how evil the Baron is. Come on, right?
19 - Captain Drummond has a gammy arm, childhood illness I heard.
20 - Buddy o' mine works for Lord Sturngart, they're acting all weird all of a sudden.
21 - Lieutenant Farron's eyes aren't right, let me tell you.
22 - I've heard weird noises coming from under the Baron's castle, let me tell you.
23 - Mazdan's the best damn blacksmith you'll ever meet!
24 - The Corrupt Lord has sent his Secret Police here for some reason.
25 - The Baron has hired a bounty hunter for some reason, you see him at the dice house.
26 - Meira is running some sort of secret society.
27 - Lieutenant Farron has a mistress with a rather violent husband.
28 - Lieutenant Farron has a bit of a gambling problem.
29 - Captain Caid sometimes goes to Madame Salaceia's brothel.
30 - Elias Sturngart sometimes goes to Madame Salaceia's brothel.
No comments:
Post a Comment