Showing posts with label Magic Item Smiths. Show all posts
Showing posts with label Magic Item Smiths. Show all posts

Candlemarsh Part the number 2

In no particular order (yet)...

Further Hooks for Entering the Wretchedness of the Marsh

1 - A priest grows uneasy, the barrier between the living world and the dead is weakened, and the source is the Candlemarsh; discover the source of the corruption and destroy it.
2 - The Grand Light of the Cathedral-Beacon was stolen in the night, and it cannot be relit! The thief disappeared like smoke, and fled to the Candlemarsh. Reclaim it.
3 - You must discover a secret, but the only person who knew it is now dead. There is an oracle who supposedly lairs in the Candlemarsh who could reveal the secret to you. Find it and learn the secret.
4 - Recover the Last Secret/the Last Wonder of the Old Wizard's Tower.
5 - Someone was taken in the night by... something. It was feral, and merely looked like a man, and dragged them into the Marsh. Rescue them.
6 - There is an old Mansion in the Marsh built in old times before the Marsh spread beyond its boundaries. Loot it.
7 - You have this old map, supposedly it leads to Tief Le'Jeans' long lost treasure. Recover it.
8 - An Alchemist requires that most rarest of flowers, the Artisan's Orchid. The closest plant grows in the Candlemarsh, in the Gardens of Aunty Seepstitch. Retrieve it.
9 - The Druids of the Swamp cry for help from their Animist Brethren. Answer the call.
10 - A Fae wandered into town, and bestowed upon you a righteous quest! Aid the Moth-King in his war in the Dread-Candlemarsh! 

Distinguishing Features: Trolls

1 - A drooping Pot Belly
2 - Flaps of Sagging Skin
3 - Spider-like Clusters of Eyes
4 - A wide, Ponderous Jaw
5 - A scraggily 3rd Arm
6 - Pock-marked Bone Crests
7 - Twists of Gnarly Scars
8 - Drifts of Warped Burns
9 - An Atrophied Limb
10 - Is Missing a Chunk
11 - Useless, foot-long Fly-Wings
12 - Outcrops of Parasite Fungus
13 - An Ad-Hoc "Prosthetic" Leg
14 - Half of their Head is Merely a Skull
15 - A Weapon is stuck in their Flesh
16 - Long and Pointy Facial Features
17 - Has Crocodile-Scale Tattoos
18 - Sports a Twisted Horn
19 - Has a foot-long, Dangling Tongue
20 - Has a Hole all the way through

Distinguishing Features: Druids of the Swamp

1 - Has a Pair of Antlers
2 - Has Leaves for Hair
3 - Has Feathers for Hair
4 - Has an Animal's Eyes
5 - Has Hooves for Feet
6 - Has Gills on their Neck
7 - Has patches of Scales
8 - Has Stone Teeth
9 - Twists of Gnarly Scars
10 - Wears a Cloak of Insects
11 - Altogether too... normal...
12 - Has Fly-Faceted Eyes
13 - Smells of Sweet Flowers
14 - Tangles of Twigs for Hair
15 - Has a flickering Snake Tongue
16 - Has a Constant Animal Companion
17 - White Flowers sprout at their Feet
18 - Always, always Muddy
19 - Wears a Mantle of Fog
20 - Has Fish-Webbed Limbs and Digits

Marks of the Druid Clans

1 - They all wear masks like animals of the swamp.
2 - They are particularly mutated: roll twice the number of distinguishing features as normal
3 - They wear suits of layered bark-scales
4 - They dress only in geometric tattoos of beasts and plants
5 - They all have shaved heads and wear dark marks around their eyes and mouths
6 - They jangle as they move from all the bones that dangle from their clothes
7 - They all wear long, winding strings of prayer-beads wrapped around their bodies
8 - They all walk about on stilts to avoid the bog-water

Troll Loot

For Lone, Regular Trolls, roll d30.
For Groups of Trolls, roll d40.
For Troll Warriors, roll d30 + 10.
For Troll Knights, roll d20 + 20.

1 - 3d20 Fish Heads
2 - d4d4 Crocodile Teeth
3 - A Painted Stone
4 - d4 False-Heron Beaks
5 - A Flint Knife
6 - A Satchel of d12 Fat-Candles
7 - Some reeking Cheese
8 - Some smoked Meat
9 - A Crude Wooden Charm
10 - A Collection of Mosses
11 - An assortment of Roots
12 - d6 Bloody Druid Scalps
13 - 2d4 Rusted and Ruined Weapons
14 - A Jumble of Crocodile Bones
15 - A Chunk of Masonry
16 - A Bundle of Sopping Clothes
17 - d4 Painted Bark Scraps
18 - A Lump of Raw Bog-Iron
19 - A Dead Dog
20 - A Rather Large Bone
21 - An actually Useable Weapon
22 - A Spirit Ward
23 - d4 Crocodile Skins
24 - A Flask of Hag-Tea
25 - d12 dried, Hallucinogenic Frogs
26 - d4 clumps of Medicinal Herbs
27 - An Idol of the Troll-King
28 - A Crocodile's Heart
29 - A Druid's Totem-Staff
30 - A Goodly Chunk of Bog-Iron
31 - A piece of Loot from the Wizard's Tower
32 - An Iron Cage holding a Small Sprite
33 - A Looted Master-work Weapon
34 - A Bone Charm, a gift from the Oni
35 - A Necklace of Wolf-Teeth
36 - A Hunting Horn
37 - A Runed Hunting Spear
38 - Cursed, Ground Insect Powder
39 - d4 Lightning-Struck Stones
40 - Actual, real, bone-fide LOOT

Tief le'Jean's Buried Treasure

Once called "The Gentleman Corsair", Tief le'Jean was famed and feared, and according to legend, once buried an entire chest filled with jewels in the depths of the Marsh for reasons now lost to knowledge. The legends also say that he buried three of his most loyal crew, that they might guard in even beyond death...

This Map you got your grubby hands on leads to...
1 - A Gnarled and Twisted Oak with 3 great Branches
2 - A Triangle of 3 Standing Stones
3 - A Bog-Isle, bearing 3 ancient Graves
4 - A Rock-Outcrop bearing 3 Carven, Pain-Wracked Faces
5 - The Old and Rotted Remains of 3 Boats
6 - An unfinished dig-site; you weren't the first ones here...

The Treasure has turned out to be...
1 - Absent. It was only ever a Legend it seems.
2 - All but destroyed by time and water.
3 - A few bottles (2d4) of Very Fine Wine
4 - A Book of Esoteric Alchemical Formulae
5 - Just a Key. But to what?
6 - Actually a Gold filled Chest. Who knew?

The Three Guardians however, are...
(Only roll on this if there was anything left to guard)

1 - Now just Bloat Dead.
2 - Old bones, nothing more.
3 - Spirits that manifest as Malicious Terrain
4 - Spirits that manifest as Raging Ghosts
5 - Spirits that manifest as a Terrible Dream-Curse
6 - Spirits that have reincarnated into Marsh-Beasts

What Lurks Within the Swamp Oyster?

1 - Actually just a really big, somewhat green Pearl of Prodigious Size
2 - A Nacreous Skull that babbles when Trolls are near
3 - An Oily Seed that will grow into a Lake if planted (over the course of 1 year)
4 - A pit which leads ALL THE WAY DOWN
5 - The bones of an Angel, carven with celestial runes
6 - The Foetal Embodiment of the God 'Neath the Murk
7 - A concreted mass of Troll Skulls, silently screaming
8 - A miniature forest, somehow vast and dark within the Oyster

Stirrings of the Lake God

1 - An aqueous hand rises from the water, highers and higher, before it snuffs out a star and collapses back into the bog.
2 - The bog forms a silently screaming face from the muck, it stretches up, as if trying to escape, before it collapses again into nothingness.
3 - A patch of water instantly freezes, criss-crossed with dark cracks.
4 - A swarm of bugs are pulled instantly together into a solid clump of squirming, buzzing agony. They are slowly crushed together into nothing.
5 - A Tree trembles before splitting open to unleash a sudden geyser of thick marsh-water.
6 - Just a moment too long for comfort, the whole world appears as if underwater.
7 - A False-Heron minds its own business, before it tenses, and then rises up into the air and unravels into strings of meat and bone like so much knitting being pulled apart.
8 - The water suddenly becomes hard as concrete, though beneath the surface it feels like grasping hands. Slowly it all melts back to normal.
9 - For a moment, the sky appears to become a great ocean, roiling and stirring according to unseen winds.
10 - The trembling earth rises like an egg about to burst over a flame; it splits open to emit a creature of mist that surges forth screaming as its form slowly dissipates into nothing.

Stats for the Beasts

TROLLS
Armour: 13, Move  30', 3 Hit Dice, Morale 7.
Attacks: Bite for d6 and Claws for d6, or Weapon for d10
Special: Trolls regenerate 1 HP at the start of each of their turns. Fire damage they take also reduces their maximum HP by an equal amount. Trolls can even regenerate from 0 HP, though they die permanently if their Maximum HP is reduce to 0 by fire, or if they receive damage equal to their normal maximum while at 0 HP.
Trolls can also hold their breath for up to an hour.
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The Troll Knights
Crocodile Hunter
Armour: 14, Move  35', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 2 Knuckle Dusters for 2d4 each.
Special: As Troll, but regenerates 3 HP at the start of each turn.
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Boat Sinker
Armour: 16, Move  20', 4+2 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or a Figure-Head Smash for 2d8 which also attacks any creatures directly behind the target. Boat Sinker can't move and attack in the same turn.
Special: As Troll, but can also plant their Hull-Shield to grant +3 to their AC against attacks from a specific direction as long as it didn't move that turn.
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Dumb Boi
Armour: 12, Move  20', 4 + 4 Hit Dice, Morale 3d4 (roll each time).
Attacks: Bite for d6 and Claws for d6, or Rock for d12 (30' range).
Special: As Troll, but is also too stupid to be affected by many Mind-Altering Effects.
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Voodoo Warrior
Armour: 12, Move  35', 4 + 1 Hit Dice, Morale 7.
Attacks: Bite for d6 and Claws for d6, or 2 Bone-Tomahawk attacks for d8 and Curse (see below).
Special: As Troll, and also Tomahawk and Armour Curses.
If you miss an attack against the Voodoo Warrior, you begin to see the Faces that make up its armour come to life and scream and mock and jeer, giving you stacking disadvantage on attack rolls against it each time you miss, until you hit an attack against the Voodoo Warrior.
A Critical Hit from a Bone Tomahawk attack inflicts its curse on you, and you must make a save against its magic at the start of your next turn to prevent yourself from giving into the compulsion to drown yourself in the marsh.
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Bird Eater
Armour: 14, Move  40', 4 + 1 Hit Dice, Morale 6.
Attacks: Bite for d6 and Claws for d6, or 1 Flint Kunai in melee range for d8, or d4 Flint Kunai at 10' to 20' range.
Special: As Troll, but can also leap 40' in any direction using its cape instead of moving.
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Tree Feller
Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or Big Ol' Log for d10.
Special: As Troll, but also Bark-Armour special Property.
Tree Feller's Bark Armour has 10 HP. Each time Tree Feller takes damage, half of it (rounding down) is prevented, and the Bark Armour takes 1 damage. This effect ends when the Bark Armour is reduced to 0 HP.
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Spirit Seeker
Armour: 12, Move 35', 4 + 2 Hit Dice, Morale 10.
Attacks: Bite for d6 and Claws for d6, or 1 Flint Spear for 2d6 magical damage (20' range).
Special: Can throw and recall their Spear to their hand magically, as part of their attack.
Suffers no penalty for being blind.
Spirits will not harm the Spirit Seeker for any reason.
Spirit Seeker adds 2 to its AC until the end of its next turn each time it is hit because of the protection of its magic tattoos.
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Iron Taker
Armour: 18, Move 25', 4 + 2 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 1 Corroded Greatsword for 3d6 though if it ever rolls a double 1 on the damage roll, the Greatsword breaks after dealing its damage.
Special: As Troll, and each time the Iron Taker takes damage, its AC is reduced by 1.
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Bone Breaker
Armour: 14, Move 35', 4 + 1 Hit Dice, Morale 8.
Attacks: Bite for d6 and Claws for d6, or a Bone Spear for d10, or d8 at 20' range. It holds 3d4 spears at any one time on its back.
Special: As Troll, but as part of its turn, it can restore 10 HP to itself at the cost of 1 AC because of the magic of its Bone Armour. It can't reduce its AC to less than 10 because of this effect.
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Pond Lurker
Armour: 14, Move  35', 4 + 1 Hit Dice, Morale 8.
Attacks: Bite for d6 and Claws for d6, or 1 Oily Net attack that restrains the target. Can't attack using the Net whilst a creature is restrained by it.
Special: As Troll.
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Troll Weapons
1 - A Big Log
2 - A Big Ol' Fish
3 - A Flint Axe
4 - A Wooden Stake-Spear
5 - An Ivy Net
6 - A Bog-Iron Smasher
7 - A Fuggin' Rock
8 - Tooth Knuckle-Dusters
9 - Another Troll's Leg
10 - A Cart-Wheel

The Troll King
Armour: 15, Move 30', 5 + 3 Hit Dice, Morale 10.
Attacks: Bite for d6 and Claws for d6, or 2 Bog Iron Smasher attacks for d12+2.
Special: As Troll, except that he regenerates d6 per turn.
If the Troll King suffers a critical hit, something has been severed, roll on the following table.
1 - The 2nd Head: The Troll King gains no benefit from its Second Head. This won't regrow.
2, or 3 - An Arm has been severed. The Troll King can't make Claw attacks next turn, and can only make 1 Bog Iron Smasher attack rather than 2. The turn after that and after, the Troll King can attack as normal, but also makes an additional Claw Attack each time he does.
4, or 5 - A Leg has been severed. The Troll King's movement is halved for his next turn. The Turn after that and after, his speed is 10' greater than normal.
6 - His Guts have been spilled from his body. The Troll King's next turn is spent shoveling them back inside his body. The turn after that and after, the Troll King's AC is increased by 1 from the extra flesh on his belly.
The Troll King also has a 2nd head, which has its own turn, and can cast rudimentary curses, which it must maintain each round to continue the effects.
Hexes of the 2nd head:
1 - Compell a target to drown itself. Save to resist.
2 - Compell a pile of bones to animate as a 2 HD skeleton.
3 - Compell 1 item of metal to rust away.
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The Oni of the Drowning Faith
Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 1 Ritual Knife for d8, which also reduces the targets next attack roll by the same amount.
Special: As Troll, but the Oni also have benefits from their Magics and Bone Charms.
The Oni can cast the following spell-like effects.
1 - Ranged attacks that would hit them dissolve into dust (if they feasibly could) on a d6 roll of 4+.
2 - The next Iron object they touch rusts to nothing.
3 - They summon and can command a 3HD Insect Swarm.
4 - They can command Miasmas to inflict Marshplague.
5 - They can command the earth to soften to mud.
6 - They can command mud to harden into earth.
Each time they manifest these effects, they must roll their spell dice, which begins as a d4. If they roll a 4 or more, they lose 1 HD worth of HP as the God 'Neath the Murk claims some of their flesh, which sloughs off as a tiny water sprite and scurries away. If they roll less than 4, the dice size increases a step instead. If they roll a 4+ while their die is larger than a d4, it also resets to d4.
Oni of the Drowning Faith can also craft Bone Charms which duplicate the effects of their magics when broken. These take great time and effort to make, so they give them out only rarely.
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CREAKBEAST
Armour: 15, Move 10' + d6 x 5' (roll each time), 5 + 5 Hit Dice, Morale 8.
Attacks: d6 Limb Smashes for d6 each, or a bite for 2d12 (one of the d12 is fire damage), or a telekinetic scrap attack which deals d8 damage to all targets in a 15' line, reflex save to avoid, if Creakbeast is at half health or lower, it deals 2d8 damage instead.
Special: Creakbeast can breath a 15' cone of flame dealing 3d6 damage once per minute instead of attacking. It can also sweat out a fog cloud with 20' radius as part of its turn. It can also create a pair of illusiory duplicates of itself, as if created by the spell mirror image.
Creakbeast regenerates d8 HP at the end of each of it turns, or d4 HP on a turn it attacks, or 1 Hp on a turn it uses one of its magic abilities. It does not regenerate while at 0 HP (see below).
Creakbeast must be dealt damage equal to its normal maximum while at 0 HP to be permanently destroyed. For each point of damage it takes while at 0 HP, it takes 30 minutes to repair itself, at the end of which time it regains 1 HP and then begins regenerating normally.
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CANDLE GOLEM
Armour: 12, Move  25', 6 + 6 Hit Dice, Morale 6 (12 while fighting Trolls).
Attacks: 2 Fist Smashes for 2d6 (one of the d6 is fire damage). It can also attempt to grapple someone without using any of its hands, and with a range of 30' by causing water to grasp at the target.
Special: If any of its limbs or body parts are ever severed or damaged, at the end of its next turn it lose d6 HP and regenerates/repairs the missing parts. It can eat eat a candle as an action, regaining 1 HP. Cold effects slow it (as the spell) and fire effects haste it (as the spell), but the effects wear off at the end of its next turn.
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TROLL EATER CROCODILES
Armour: 14, Move  20' on land, 35' in water, 3 Hit Dice, Morale 5, or 8 when fighting Trolls.
Attacks: A bite for d8 and a grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.
Special: Regenerates d6 HP each turn, but loses the ability to regenerate for 1 hour if it rolls a 6. Will death-roll grapple-attack corpses for d3 extra rounds after death due to fighting trolls.
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FALSE-HERONS
Armour: 13, Move  40', 2 Hit Dice, Morale 5.
Attacks: 1 Tentacle attack for d6 with 10' range.
Special: Advantage on rolls to avoid being tripped, shoved, or grappled. Its movement speed can't be reduced by non-magical terrain effects.
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THE MOTH KING
Armour: 14, Move 20' on the ground, 40' in the air, 5 + 5 Hit Dice, Morale 6, or 8 when fighting Trolls.
Attacks: 2 Claws for d6 each, or Dive Bomb for d8 and grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.
Special: Can screech once per hour that affects all targets that can hear it, dealing d4 damage and stunning those damaged who fail a fortitude saving throw.
3 times per day each, it can cast silent image, dancing lights, and gust of wind.
Once per day, it can spit a blinding, stinking ichor at an adjacent target.
If suddenly exposed to bright light, it is blinded for d3 turns.
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THE BLOAT DEAD
Armour: 10, Move 20', 1 + 1 Hit Dice, Morale 12.
Attacks: 1 Claw for d4.
Special: On death, has a 4 in 6 chance to explode, dealing d4 damage to targets within 5 feet, and infecting those damaged with Marshplague.
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THE DRUIDS OF THE SWAMP
Armour: 11 + d3, Move 30', d3 Hit Dice, Morale 8.
Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.
Special: Druids of the Swamp don't reduce their movement speed whilst swimming.
Druids of the Swamp can wild-shape a number of times per day equal to their Hit Dice, choosing their forms from Birds or Fish.
Druids of the Swamp can also cast a number of spells equal to their HD from the following list: call insect swarm, water surge, poison spray, entangle.
Druids of the Swamp with 3 HD can instead spend all their spells to summon a Swamp Elemental to fight for them with 2 HD, + 1 HD for each spell expended.
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The Grove-Masters
Armour: 12 + d3, Move 35', 3 + d3 Hit Dice, Morale 10.
Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.
Special: As Druid of the Swamp. Dunno yet, we'll see.
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THE OLD MAN OF THE MOSS CLUMPS
Armour: 14, Move 25', 7 + 3 Hit Dice, Morale 12.
Attacks: 1 Fist for 2d8, or 1 Rock for d12 (30' range). If an attack deals maximum damage on any of their damage dice, the target is also knocked prone. If a fist attack rolls double damage, it also deals damage equal to 1 of the dice results to adjacent targets if the attack roll would have hit them too.
Special: Every d6 rounds, it can also release a cloud of blinding and sickening spores that require a fortitude save to resist. Its movement speed can never be reduced whilst within the Candlemarsh.
The Old Man can also stomp prone targets adjacent or under it as part of its attack for d8 damage.
Instead of knocking a target prone with a fist attack, it can instead pick up the target and throw them 30 feet, or 10 feet if the target succeeds on a saving throw.
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AUNTY SEEPSTITCH
Armour: 14, Move 30' on ground, 40' in water, 5 + 2 Hit Dice, Morale 9.
Attacks: Bite for d8. Deals triple damage on a critical hit.
Special: Her lure is entrancing. If you look at it on your turn (treat yourself as if blinded to avoid it) you must make a save against magic or be enthralled (treated as if paralysed).
Can cast darkness at will, though only 1 instance of it can be active at a time. The previous instance is dispelled when a new one is created.
Aunty Seepstitch can grapple or manipulate objects and targets within the darkness regardless of range or obstacles, and can create small, unbreakable objects within it while it lasts.
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Aunty Seepstitch's Familiars - Gasp and Rattle
Armour: 12, Move 30' in the air, 2 Hit Dice, Morale 7.
Attacks: Bite for d6. If a creature is hit by both Familiar's bite in one round, they are paralysed until the end of their next turn if they fail a saving throw.
Special: The familiars can see through darkness created by their Mistress.

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Tables for Rival Adventuring Parties

There are d4 + 2 members of each adventuring party (at least, to start with). Each member of the party has 4 HD if the result of the d4 was a 1, each member has 3 HD if the result of the d4 was a 2 or a 3, and each member of the party has 2 HD if the result of the d4 was a 4.

Members of the Party
Roll to determine the profession of each member of the Party.

1 - A Grizzled Soldier
2 - A Dandy Duelist
3 - A Thick Jawed Thug
4 - An Overburdened Armsman
5 - A Paranoid Bowman
6 - A Self Righteous Knight
7 - A Flamboyant Corsair 
8 - A Sunken-Eyed Cutthroat
9 - A Shadowy Assassin
10 - A Cowled Woodsman
11 - A Bare-Chested Berserker
12 - A Silver-Tongued Scoundrel
13 - A Softly-Ticking Tinkerer
14 - A Vial-Laden Alchemist 
15 - A Wind-Worn Animist
16 - A Bone-Bedecked Shaman
17 - A Charm-Swaddled Mystic
18 - An Insence-Swirling Priest
19 - A Pompous Arcaniste
20 - A Threadbare Wizard

...Who is...
Roll to add a further detail to them.

1 - Gaunt with Marshplague
2 - Carrying Several Troll Heads
3 - A Chronic Kleptomaniac
4 - Chronically Dishonest 
5 - Hollow-Eyed and Haunted
6 - Suspiciously Undead
7 - Covered in all kinds of Bites
8 - Just covered in Parasite-Moss
9 - Missing a Limb
10 - Some Pristine and Irritatingly Cheerful
11 - Fussing Desperately over a Stained Map
12 - Lugging a Man-Sized Sack...
13 - Bearing Some Particularly Gnarly Wounds
14 - Nervously Sharpening their Blades
15 - Constantly Watching the Shadows
16 - Trying to Appear like they are in Control
17 - Has a Spider Clamped on their Chest
18 - Giggling Nervously 
19 - Won't Make Eye-Contact at all
20 - Quite Dead

The Group are Desperately...
Roll once to determine what the Party are doing when you find them.

1 - Trying to Deal with a Random Encounter
2 - Running Away from a Random Encounter 
3 - Being Slowly Overcome by a Random Encounter
4 - Hiding from a Random Encounter
5 - Heaving a Companion out of the Mud
6 - Seeking a Way Out of this Hell
7 - Digging Down into the Mud
8 - Treating a Barely-Conscious Companion
9 - Trying to Avoid Attention
10 - Trying to kill YOU

Base Debasements of the Marsh

1 - Leeches
You must decrease your HP by d4 at the end of any rests you take, and receive 1 less HP from any healing you receive per instance of Leeches you have, until someone trained in medicine can remove them. 
2 - Midgeblight
You have a penalty of -1 to all dexterity related rolls per instance of Midgeblight you have, until you rest a full night away from the Marsh (i.e. away from the Midges).
3 - Parasite Moss
You need to eat an addition allotment of food per day for each instance of Parasite Moss you have, until until a Medical Professional treats you for a whole day. 
4 - Bog Fever
You believe yourself to actually be in place that is really very nice and sunny place, nothing like this awful horrible marsh. No actual mechanical drawbacks, but it might make it harder to engage with situations you stumble across.

The Ruins of the Wizard's Old Tower

Shape of the Ruins
1 - Half a crumbling Tower, ever floor barred open
2 - A Shattered Dome, like a hatched egg
3 - A Hollow Old Hall, gaping like a mouth
4 - A Slumping Mansion, missing its upper floors
5 - A Flaking Pagoda, soaked and ruined by water
6 - Just a Pile of Rubble now

The Last Remaining Wonder
1 - An Alchemical and Artificial Brain that can think for itself
2 - A Window that can be calibrated to show anything another Window can see
3 - A Mirror that shows you as you might have been, and that you can ask questions of
4 - The Glass Heart, which reveals the true emotions of those viewed through it
5 - A Set of Oracular Knuckle-Bone Dice, powered by life-blood
6 - A Lock, which when placed against a wall, causes it to become a door back to

The Last Crumbling Guardian
1 - A Statue that talks, and fruitlessly warns of the Dangers of Trespassing
2 - An Animated Filigree-Silver Butler, serving a plate of Foetid Drinks
3 - A Stained and Blotched Book-stand on that wanders on Tiny Little Baby Legs
4 - A Corroded old Golem, any kind of violence would crumble it, and it knows it
5 - The Wizard's old apprentice, accidentally bound to serve eternally as a ghost
6 - An Old and Weary Manticore, grumpily living out the days of its servitude

The Last Hidden Secret
1 - A Tome of Alchemical Secrets
2 - The Wizard's Old Spell Book
3 - A List of Three Demon's True Names
4 - A Map to an Ancient, Legendary Land
5 - The Blueprints for a Powerful, Esoteric Ritual
6 - The Secret Histories of the Local Kingdom

What Has Moved In Since the Wizard Left
1 - A Particularly Large and Vicious Troll-Eater Crocodile (5 HD)
2 - An Outcast Troll, fruitless plotting revenge against the Troll-King
3 - A Mournful and Beautiful Naiad, an old friend of the Wizard
4 - A Lost and Scared Adventuring Party
5 - Creakbeast. OH SHIT RUN
6 - The Candle Golem, it is ever so lonely

The Bone Thieves

The Bone Thieves lurk in the Putrescent Garden. They have come for bones.

They look like man-sized Centipedes, thickly swaddled in black robes, only with altogether too many limbs, which grow longer the close they get to the head. Their face is split in a wide, fang-flanked maw, perpetually twisted into a rictus grin. Their skin is the shiny dark-brown of insect shells.

They have a close relationship with death, and indeed though they live, many abilities that affect specifically the undead affect them too. Many are the tales of how their primordial patriarchs crossed the barriers between life and death as they wanted. These days, they are considered little more than myth, but that misconception is about to be startlingly shattered.

Here in the Candlemarsh, there are many bones, and many sources of bones, and the Thieves and their creations are well-suited to the terrain. They have made their servants of the scraps, and now work tirelessly to bring about their grand endeavours, the completion of The Great Work.

Their lair is ringed with long-bones, one end planted in the mud, the other wrapped about in specially treated material to allow it to burn with an eldritch blue flame. These are the Corpse-Lights, and they are a fearsome obstacle indeed; while they do nothing in and of themselves, they provide the spirit-energy that powers the other creations of the Thieves.

Works of the Bone Thieves
1 - Rib-Stalkers: Spiders of arching ribs, they stand at least 8 feet above the bog they stride through on stilt-legs, spearing prey through the heart to take back to the Bone Thieves.
Appearing: d3, 3 in 6 chance of being accompanied by d3 Scapula Knights if alone.
2 - Osseonauts: The last line of defence for the Thieves; the Osseonauts are ogre-sized colossuses of bone, armoured and armed with mighty, mace-like hands. There are two of them, one has a mighty spike of bone mounted on a piston-like apparatus on its back, the other has almost fingers made of spines on one of its bludgeons.
Appearing: 2, Unique
3 - Scapula Knights: Man-sized, they almost look like skeletons, only their bones are shaped into armoured plates, their joint's subtly reshaped, their limbs a little longer. They are the infantry of the Bone Thieves, and they wield sharpened scapulas like handaxes, reaving and stalking in the mists of the Marsh.
Appearing: 2d4
4 - Digit-Bugs: Smaller than your hand, because they are made of hand bones. Crawling around on finger-bone legs with shells formed from tiny, tiny hand bones, they stalk through the trees, almost invisible, spying through stolen eye-sockets for the Bone Thieves.
Appearing: d10
5 - Hanging Watchers: Built from the taken skulls of foes, they are nestled in the crooks of trees and in the long grasses, to spy on and scream for intruders.
Appearing: d4 clusters of d4 Watchers each.
6 - Osseinodons: They resemble elephants, or more properly mammoths. Their hollow bellies are the methods by which the Bone Thieves arrived in the marsh, and the way by which they will take all they have gathered when they leave. Thick-set limbs carry the great rib-cage hold, and even now they carry much in the way of cargo. They are not risked in combat, they carry something above value: the Thieve's cargo of bones.
Appearing: 3, Unique
7 - Spine-Pilots: Whirling octopuses of spines joined together at a central axis by a misshapen skull, these are the most insidious agents of the Bone Thieves. When they can, they claim a body, and slip inside it, tentacles first, which then spread through the body to animate like a suit of flesh. Sometimes they will even do it to living prey if they can.
Appearing: d3. Alternatively, 1 inside a Troll's body.
8 - Carpal-Kites: Made from the bones of bats and birds, Carpal-Kites are the second half of the Theive's network of spies. They drift above the Marsh on spectral winds, spying from above and reporting back on the movements of Trolls, Druids, and the skirmishes they engage in.
Appearing: 1

The Great Work
Roll once to determine the Ultimate Goal of the Bone Thieves' efforts in the Candlemarsh.
1 - The Crawling Tower: It drags itself along the ground on a tide of bone fingers and arms, tearing out bones from those in its way to build itself ever larger, the ultimate mobile fortress from which the Bone Theives will project their power, and become the Bone Tyrants.
2 - The Arachneoplasts: Spider like in the way that a spider is like a cancer, they reshape their bone bodies as they wish to better serve their master's goals. In theory, they can be grown from single pieces of bone, all the better to perfectly serve their masters; efficient in every way.
3 - Ivory Humonculi: Alchemy has many high goals, but this one is closer to Lichdom than Alchemy. Either way, these 'perfect' bodies would serve as endlessly recreatable existence for the new Bone Liches.
4 - The Spirit-Beacon: It would stand many stories tall, and drag all manner of spirits into it, utilising the great capacity of bone to store power. Like a lightning rod in the spirit world, the Bone Thieve's would have an endless
5 - The White God: No one has ever tried to create an entirely artificial god before, but once the great vessel is built, the power within need only be coaxed from a smattering of embers into a grand flame, brought to life to lead the Bone Prophets into a new age of grandeur and power.
6 - The Gate: In days of old, the Bone Thieves were called the Lords of Death, and strode the dark shores of the Other Side with impunity. The Bone Thieves would bring back those days.

Lamp-Taker

Somewhere in then Marsh is a house in a tall tree, once the home of a Druid Grove. Then one day, the Druids all died, and suddenly the Grove was lit by many, many lamps, and the House appeared soon after too. It is almost beautiful, lights of all kinds decorate the tree and the house, lamps, lanterns, candles, torches, braziers. Many hang from the tress around it too, and it glows with a soft, comforting gold. The way the grove has grown though, means that it is hard to see from within the Marsh, though it is quite obvious from above.

The Being called the Lamp-Taker is a relatively powerful spirit all things told, though not powerful enough to be self-assured of its safety. It appears as if a hunched old man, with long - slightly too long - limbs and a long thin face. It is dressed in thick furs, and many chains of prayer-beads, and its skin is a peculiar cold blue. From its back sprout long thin arm-things with which it carries lanterns. It is a curious thing, that believes that it is only potent in the light, and powerless and immaterial in the dark. This has lead it to its curious 'hunting' patterns.

It lurks in the House much of the time, cowering in the corners of windows to ensure nothing will harm it, and maintaining the lamps around its home with stores of stolen Troll-Wax. When its stores run low, it lurks the darkness of the Marsh like a cloud of mist, solidifying into its form when it approaches light, and stealing it. Many lanterns have been stolen off packs by this trickster-spirit, and stolen away to its glowing abode.

It wants nothing more than to be safe and lit as much as possible. It has pilfered many, many lamps, particularly from the Trolls, who believe that the God 'Neath the Marsh is angry at them, and is stealing their lights as a form of penance. Meanwhile, Lamp-Taker remains secret. The Druids know that something has moved into the ruins of the Old Grove, but they have never found Lamp-Taker, and they do not know that it was Lamp-Taker that killed all the Druids that lived here before. 

If confronted, Lamp-Taker will never fight. It will hide in its house, and flee into the darkness and disappear before it can be found. It will  reveal itself however, if its lights are threatened, or taken. It will beg for their lives, and prostrate itself at the feet of its opponent. It is merely watching though. When the moment is right, it will direct its flames to attend him, and they will dance around him in a swirling vortex-snake of flame. Thusly adorned, he will attack, directing the flames with his many lamp-limbs.

Perhaps it might be persuaded to part with its lanterns, or to leave the Marsh, or aid the party to some extent; if in return, it were given the whole store of the Troll's candles and wax...

The Spider Oracle

Deep in the Marsh; in the tall, hollow corpse of an ancient Spirit Tree, suspended above the ground, high, high up in the trees, there is a web; and in the Web, lurks the Oracle.

The Oracle is a huge and sable-black spider, eerily quiet despite its bulk, never moving quicker than it has to. It never descends from the web, content to hang above, casting its shadow upon its propitiates. Bones litter the ground around the base of the Tree's empty trunk, chewed clean. Many Druidic talismans litter it too; they despise the Oracle, but have never been able to slay it. Sunlight dapples the walls during the day, providing a dim gloom just bright enough to see in, just enough to discern the Oracle's nature.

When you enter and propitiate the Oracle, gently drifting silk strands will pull up a tangle of bones into a perverse marionette, who will speak to you for the Oracle, and explain then Oracle's terms:
- The Oracle will speak to you in exchange for corpses.
- The Oracle will speak to you only of what the corpse once knew in life.
- If you take bones from the Oracle's lair, you will die.
- If you leave bones in the Oracle's lair, they become the Oracles, and it in return, will give you a gift.

The Oracle cares nothing for the Politics of the Marsh, nor even the of the awakening of the God 'Neath the Murk. If it ever awakes, the Oracle will have plenty of warning, and will escape well in advance. It is bothered by the Druids ever so often, and would very much appreciate it if they could be persuaded, through one means or another, to leave it alone.

If attacked, the Oracle can scuttle away faster than you can probably kill it. It has AC 15 and 4 + 4 HD. It will not attack you, merely try to lose you in the Marshes, which it can handle far more easily than you can.

Imagine if a Tiger were playing a game of cards, and always had a sly grin, as if he knew exactly what you had in your hand each turn. This is how the Spider smiles and acts, though you can't see it, because of course, it is a Spider, who can't smile. It is also well dark inside the tree.

The Gifts of the Oracle:
At your discretion, the propitiate may choose the gift, or receive one at random.
1 - A Companion: A Spider who grants all benefits and acts as if a result of the find familiar spell.
2 - Spider's Eyes: The Oracle grants you spider's eyes, and you gain advantage on any save required to retain your sight, and can see in Darkness up to 60 feet perfectly. 
3 - The Spider's Gentle Touch: Once per day, you may cast either spider climb or move without trace
4 - A Silken Doll: It is but a mere doll of woven spider silk. It is strangely beautiful, if somewhat sticky. Accept it graciously. The Oracle took a long time to create it, with many errors along the way.
5 - A Spirit-Tree Twig Marionette: A Marionette created from the branches of the dead Spirit Tree. Druids would kill to posses it, as it may yet be used to regrow the Tree's Spirit. Otherwise, it is a curio, nothing more.
6 - A Pig-Sticker: Just a weapon a previous, and foolish, propitiate thought they could use to buy the Oracle's services. 2 in 6 chance of being minorly magical, otherwise it is merely a masterwork example of its kind.
7 - A Spider-Silk Mask: Put it on, and no-one will be able to remember you were ever there. Remove it, and it will tear to shreds and be destroyed. This much is explained upon the granting of the gift. 
8 - A Philter of Liquid Sleep: A Small Chitin-husk vial holds a single dosage of the Oracle's venom. Any who ingest it are immediately taken into a dreamless sleep as if dead for d6 days.
9 - A Secret of the Marsh: You may ask a single question that requires but a single word to answer of the Oracle, and it will answer Truthfully.
10 - A Release from Life: The Oracle offers you a release from death, and rebirth as its kin. Results in death. Truthfulness of promise of rebirth up to DM interpretation. You need not take it. The Oracle does not mind either way.

The Swamp Vampires

The Manor of the line Le'Laudrain has lain empty and hollow for many generations now, the damp and creaking shell almost now totally disintegrated beneath the attentions of the Marsh.

The line Le'Laudrain remains however.

They are vampires of a sort, but the long decades in the Marsh have twisted them as much as it has twisted the manor. In their hey day, they were outed as blood-cultists, and almost all the line was burned alive and screaming, not even their bones were spared. Three escaped however, and they drank the last dregs of power from the weeping bones to become what they are now.

They are wretched and grey, clawed fingers and filed teeth, putrefaction and peeling skin from the damp. They have stained mouths from spilled blood, ragged holes blight their bodies, and their muscles bulge not just with flesh, but with pus. They are utterly degenerate in the worst senses of the word, and though they are feral and animalistic, they do still have a small measure of humanity left.

They sometimes sit around a bowed and bent dining table to butcher a person; sometimes they engage in delicate dances with corpses they rest against their chests, sometimes they even clean themselves. More often than not though, they are digging away desperately at the earth with their hands in the Manor's cemetery to find bones to chew on, or a last scrap of rotted flesh to gulp down.

One of them is bigger than the others, built more like an ape than a person now, and frightfully strong and tough. Another is ringed with strangely geometric runes written into its mottled skin, and magic flows through its veins, released only by instinct and chance. The last wears the marsh like a shroud, disappearing into the murk and then bursting forth in a spray of filth.

When they kill, they waste no time in setting upon it with tooth and claw to gulp down its juices and swallow great clumps of red and raw meat. They do however, waste a lot of time on doing it.

One last treasure remains however, though they no longer have the faculties to appreciate it.

The Last Gift of House Le'Laudrian
1 - The Divine Apparatus: A painting of Staggering Beauty and Unparalleled worth, hidden in an underground vault, the key of which was accidentally swallowed by one or other of the vampires.
2 - The Heart of the River: A uniquely shaped and colour sapphire, sits in the mud in one of the rooms of the manor. Sometimes one of the vampires uses it to brain animals.
3 - The Tome of Musings: One of the foundational texts of a school of philosophy, it now lies in a water-tight box, slowly slipping deeper into the mire.
4 - The Reliquary of Saint Hymnal: Too big to move, the Reliquary remains undisturbed for now, its holy light burning the flesh of the Vampires, who avoid it totally. Within is the whole arm of the saint, and the ring they once wore.
5 - The Sword of House Le'Laudrian: Though they have forgotten how to use it, the Vampires still respect this ancient blade, which has been reforged over the decades many times. History lies heavy upon it.
6 - The Ledger of House Le'Laudrian: Many old and long forgotten debts remain in this book, many secrets lurk in foot-notes too. It would be a powerful black-mail tool if it were ever recovered.

Flicker-Flame Moths

They really don't actually do all that much. They are like many other moths, and are only really active at night, yet the Trolls fear them above many other things in the Marsh, due to the Moth's embodiment of their clearest vulnerability; flame.

They are like twinned candle-flames, sputtering their way through the murk, and though alone they are pathetic and small, in a group when riled up they become a catastrophic surge of flame that obliterates trees and scorches flesh to the bone. They are however, repulsed by the smell of burning flesh and meat, thus the Trolls have been able to ward them away from their main hunting grounds by festooning the marshes with Corpse-Fat candles.

They will also "eat" open flames that burn on wood or oil, any fuel really that isn't meaty. In doing so the original flame slowly gutters and dies, and new Flicker-Flame Moths are born in the death-smoke. Attended flames are only occasionally nibbled on, but unattended ones become veritable feasts for the Moths.

Possible Origins of the Moths:
1 - Birthed by the Lamp-Taker from its lights as they die to keep the Trolls away. 
2 - Minions of the Moth-King imbued with its light, to battle against the Trolls.
3 - An accidental creation of the Old Wizard before they left their tower behind.
4 - Embodiment's of the God 'Neath the Marsh's turbulent dreams.
5 - Born from the Corpse-Lights of the Bone-Thieves, and part of their plan to gather further materials for their great work.
6 - Some other origin of the DM's devising.

The Moth King's Court

Though beyond its boundaries, it is a beast of shadows and silence, in its home, it is bright and glorious.

It does not lair in the Candlemarsh, it merely walks the drifts of mist in the dark of the night, and follows the curves of the moon as it sails the dark. When the time for its prowling draws to an end, it returns to a secret place, where the split trunks of an ancient spirit-tree capture the light of the moon just right, and draw it onto the water of a cool and clear pool, alone in all the Candlemarsh. The Moth King arcs high above it, before drifting down gently, barely breaking the surface, and slipping back through into the Court of Butterflies.

No mortal can get there on its own power, except by the most potent of magics. It is a place of infinite and infinitely tall trees, lit with the soft golden light of the sun at dawn through the clouds. The Palace of the Moth King seems almost grown from the trees themselves, and is run all about with soft silks and drifts of almost, almost solid mist.

Here, he is not arrayed in his war-form. He is bright and clear, elegant and lordly, like his subjects. They are an endless see of beautifully arrayed insect-peoples, all clad in a dizzying riot of colour and shapes and swirls. During the day, he communes with his people, and their (somewhat mercurial) whims influence his hunts during the night.

They are also your way of maybe getting the Moth-King to help you, even if in a roundabout way.

Interacting with the Court
The Court of the Moth King is keenly aware of the situation in the Candlemarsh, and they seek to enforce their will through the might of the Moth King. To this end, they have set out 12 Declarations that enforce their ideas and decisions upon the Moth-King's deeds. These will only ever be revealed to those who visit the court.

Each day, the Moth-King convenes the court to allow the will of his people to be heard. Each day, 3 declarations are discussed, and changes to the Declarations are considered. So far, almost no changes to the Declarations have been approved. Some small Decisions have made it through, but no major changes in policy have been enacted. It will require outside intervention to make the court act.

Each day you are in Court, roll 3d12, these are the Declarations that are to be brought up for discussion. You may try to influence the proceedings if you wish. Through skill check or the producing of evidence, you might convince the court to replace one of the Declarations with another, though no Declaration may be brought up two times in a row.

At this time, also roll 2d20 to determine the Court's mood. These will make it more or less likely for the Court to accept or reject changes to Declarations. Duplicates are allowed here, it means the court feels particularly strongly one way for once.

Each night, there is a 1 in 3 chance that a Declaration change is suggested without the Party's intervention. Roll a d3 to determine which of the raised Declarations is being discussed, and determine a change that would inconvenience the party in some small way using the rules below. Such changes should not bring themselves a penalty of more than -1.

Once the Declarations have been chosen, they are up for discussion. You may suggest changes, and the court may sometimes raise options as well. Changes to the Declarations must be kept brief, must not change the topic of the Declaration, which are indicated by the bolded words in the declarations (i.e. Declaration 6 must always relate to the loot-rights of the Troll's treasure).
The following rules apply as well:
- New words can be introduced into Declarations, but every word past the first introduces a -1 penalty to the reaction roll.
- Words can be changed within Declarations (except bolded words), but every other word past the first changed introduces a -1 penalty to the reaction roll.
- Changes must result in grammatically correct sentences.
- Changes cannot result in paradoxical statements.
- If the party wish to introduce changes on more than one declaration, each one past the first brings a penalty of -1 to all reaction rolls for those changes.

When changes have been decided, they are brought up for debate within the Court. Here, a reaction roll determines whether the changes are brought on or not. Roll 2d6, and if the total is 9 or more, the change is adopted. The following rules apply to this roll:
- The party may use their evidence or skills or speeches to try and sway the court of the righteousness of their convictions, bring a bonus of +1 for each convincing example of the above brought forth.
- Using the same methods, the party may attempt to change the mood of the court, on a success they may re-roll one of the Moods of the court. On a failure, they gain a -1 penalty to all their proposed changes on that day.
- If the change aligns with one of the moods of the court, the roll is made on 3d6, taking the highest 2 of the dice.
- If the change opposes one of the moods of the court, the roll is made on 3d6, taking the lowest 2 of the dice.
- If a change aligns with one mood, but opposes the other, the roll is made on 2d6 as normal.

Each day the Party interacts with the court and brings up a change after the first change, roll a complication on the table below.

Declarations of the Court
1 - We do not concern ourselves with the well-being of the Druids, they are not ours to keep.
2 - We shall destroy every last Troll-Kin in the Marsh, eventually, none shall be spared.
3 - The Spider-Oracle shall be left alone, we do not need its guidance in this struggle.
4 - We shall strike when the Troll's least expect it, from the sky, surprise shall be our strength.
5 - We need no weapons or allies, we shall overcome our foes without the gratitude of lesser beings.
6 - We shall take away all the hoards of the Troll's treasures as our loot-rights, the spoils of war.
7 - We shall not concern ourselves with the God 'Neath the Marsh, the land will heal.
8 - The Bone-Thieves are our enemies, but we shall deal with more pressing concerns first.
9 - We shall recover the stolen lights of the Lamp-Taker in time, to light our homes.
10 - We shall allow the Candle-Golem to continue its rampage, it hurts the trolls more than us.
11 - We shall keep no watch on the Lynching-Tree, it is more than capable of looking after itself.
12 - We shall not investigate the Old Wizard's Lair, it is more trouble than it is worth.

Moods of the Court
1 - Lazy
2 - Kind
3 - Calm
4 - Mercurial
5 - War-like
6 - Diligent
7 - Peaceful
8 - Diligent
9 - Spiteful
10 - Riled
11 - Pragmatic
12 - Principled
13 - Indifferent
14 - Antagonistic
15 - Charitable
16 - Co-operative
17 - Tired
18 - Brooding
19 - Despondent
20 - Vibrant

Complications in Court
1 - A Butterfly-Noble has risen up to request the Party be expelled from Court!
2 - A Moth-Earl is furiously opposed to a change than the Party wants, giving their change a -2 penalty on the reaction roll, unless some sort of settlement can be reached.
3 - A Silk-Worm-Magnate desires that the Moth-King ceases his Night-time roamings for now. Treat this as change to a Declaration in terms of the resolution of the proposal. No other changes may be discussed tonight.
4 - A Caterpillar-Princeling challenges the Party to a Duel over their proposed alterations! If bested, the party must give up their changes, if they best the Prince, they enjoy the Mood of the court aligning with their changes, regardless of the current Mood.
5 - A Cocoon-Oracle issues a Declaration change that cannot be overwritten or over-ruled.
6 - The Moth-King himself shows his support or disdain for a change. Roll a die, if the result is even, the reaction roll for it is made on 3d6, keeping the highest two results, which overrides any results from the Mood of the court. If the result is od, the reaction roll for it is made on 3d6, keeping the lowest two results, which overrides any results from the Mood of the court.

Gardens of the Briar Hags

Hmmm, I seem to find myself writing more and more adventure outlines. I don't seem to mind this.
Anyways:

The Hook


Out in the woods, far from any village, is a grand and winding Hedge, perfectly trimmed and metres tall. It encompasses a huge area of the woods, and no-one really knows what lies within; except that it is all gardens of the most beautiful and wondrous sort.

It is the Gardens of a Coven of Briar Hags, botanical spirits of nurturing and growth, twisted and crooked by superstition and myth. They spend their days tending to the plants and holding High Tea with Nymphs and Dryads, and they abhor outsiders. Still, this does not deter the bravest and most foolish from attempting to trespass their sacred space. Those that return bring tales of impossible beauty and strange treasures, and also of terrifying plant-beasts and dangers. This does not deter future trespassers.

The Characters of the Gardens


THE HAGS
There are three Hags that dwell within the Gardens; Granny Thistles, Nanny Greenteeth, and Auntie Midden.

Auntie Midden
This Hag cares for the Mushroom Patch particularly, and is responsible for consolidating waste into the Compost Heap. Her skin is soft and milky, her clothes mouldy and fruiting. She is always damp and smells like oldness. She is meek for the most part, but quickly blooms into a great anger when threatened. She nurtures, but often in the form of benign neglect; she inspects the Mushroom Patches very thoroughly, but rarely takes much action unless forced to. She is more proactive with the Hanging Garden however; though that mainly takes the form of carefully arranged frames for the creepers and plants to grow up and spill out from. She somehow still creates arrangements of great beauty with her laissez faire gardening.
Her schedule takes her all about the Gardens, collecting waste and dumping it on the Compost Heap. She spends a lot of time in the Mushroom Patch and Hanging Garden too.

Nanny Greenteeth
The youngest of the Hags, she is endlessly energetic and enthusiastic of her care of the Vegetable Patch, Herb Garden and endless trimming of the Hedge Maze. She is particularly fond of the hard-fleshed plants like the trees and bushes, and often forgoes her secateurs for her huge beaver-teeth, gnawing away at branch and trunk. The least subtle of the hags, she scoffs down sandwiches and drags huge wheelbarrows of tools behind her, ladening herself down with axes, shovels, rakes. Her greatest pride is the Promenade through the Arboretum, which she has devoted herself to above all other parts of the garden, though she does have a soft spot for the vegetables too, which she prepares for the Hag's meals.
Her schedule takes her around from the Herb Garden to the Vegetable Patch, round the Hedge Maze, and finally through the Arboretum.

Granny Thistles
The oldest and most careful of the Hags, Granny Thistles is the most meticulous of the three, and the only one who cares for the Rose Garden: she will not permit the others to touch it save with their feet and gaze. Her hair is knotted brambles woven around flowers, and her eyebrows thorns. Her gaze is stern, and her hands and flesh gnarled. She has the greatest access to and affect on the powers of the Garden, which slightly twists in her presence, more so when she is angered. Of all the Hags, it obeys her over all.
Her schedule takes her down the western side of the Gardens, beginning in the Flower Beds, then the Rockery and Water Gardens, then the Butterfly Gardens, and then down the Promenade to the Rose Garden, where she spends much of her greatest efforts.

"Nephew"
What the Hags will only refer to as "Nephew" is an immense Stone Elemental who dwells in the earth beneath the gardens. How he came to be there, no one is telling. How he came to hold a pseudo familial relation to the Hags, no one could say. But when the Hags are run tagged by trespassers and thieves, they call upon nephew to teach the interlopers a lesson. 
They only do this in the most due of circumstances, since he inevitably brings devastation to the garden with him. 

The Nymphs
The Nymphs of the Gardens are relatively peaceful and benign creatures, four in all, dwelling in the various fountains and water features of the Gardens. Their names are Pacifi, Atlanta, Arcturus, and India.
Pacifi is the Nymph of the waterfall and lake in the Water Gardens, and is the oldest and strongest of the four. She is beautiful, interesting, and utterly bored. She knows much of trees and the waters, but she desperately yearns to know more of the world beyond the borders of the garden. Of all the Nymphs, she is most likely to both be able to, and want to, stand up to the hags.
Atlanta is the Nymph of the fountain at the heart of the Hedge Maze. She is rambley, engaging in excruciatingly circular conversations, entirely oblivious to the annoyance of her audience. She knows much of the flowers of the Garden, and desires only to be content, and to feel joy. She will stand up to the Hags for those she likes. 
Arcturus is the Nymph of the ice pool in the Rockery. He is cold and distant, and will rarely share his knowledge of stone. He craves Pathos, but his personality makes the chances that he will ever receive it desperately slim. He will turn over intruders to the Hags without much thought of it. 
Finally India is the Nymph of the hot springs in the Hanging Gardens. She is mysterious and exotic, and is intimately familiar with the roots and things that creep beneath the earth. She desires to be exposed to beauty, and craves new and pleasurable experiences. She will help those who please her, but not to any particular difficulty. 

The Dryads
The Dryads are altogether stranger than the Nymphs. They care for the living plants and growing things of the world, and thus they are drawn in great numbers to the Garden of the Hags. They have no particular innate love of the Hags, save for their care for their plants, and as such they share a sort of distant alliance of convenience.
They are subservient to a being who lives just behind the bark of Trees, the Great God Pan. Pan is ancient, wild, and powerful, on par with the oldest Forest Gods. For the most part he dwells in a pseudo-dimension of wood, an eternal bacchanalia of unrestrained decadence. He can be tempted away from his revelry, though only by the most interesting individuals and requests. He is dark and monstrous beneath a thin veneer of light-heartedness, huge and wooden, with a barely formed face and huge, curled branch-antlers. The trees are his first and foremost love, followed closely by unrestrained, animalistic desires of course.

The Gardens


The Hag's Cottage
Here is the Home of the Hags, their rooms, their secret belongings, their larder, and the prison which lies beneath it. They sleep here, or maybe they only pretend to sleep. They certainly cook here, and some of what they make is even edible, potentially even beneficial! There are many traps however; nothing malicious of course, it is merely that the natural habitat of the Hag is naturally inimical to humans.
Connects to the Herb Garden, the Flower Beds, and the Vegetable Patch.

The Herb Garden
The herb garden contains many rare and unusual herbs, some unknown to even the most ardent herbologist. They are ripe for the taking, but the Hags come here early in the day, and will quickly notice theft.
Contains the "Tower Ruins", gothically-inclined psuedo-ruins built for the aesthetic pleasure of the Hags, and now home to a Spirit that represents this fascination with decay and destruction, at least on the facade level.
Connects to the Hag's Cottage, the Flower Beds, and the Vegetable Patch.

The Flower Beds
Here, flowers are allowed to grow wild and rampant, with occasional pruning and nudging. There is much beauty here, enchanting and wild.
Contains the Greenhouse, the Glass Stronghold of the Legionnaire's Rose.
Connects to the the Hag's Cottage, the Herb Garden, the Rockery, and the Butterfly Gardens.

The Vegetable Patches
Swathes of tilled earth give way to rows on rows of neatly nurtured vegetables. They are all perfect specimens of course, and some are particularly special. Theft here will not go unnoticed, the careful ordering of the vegetable ensures any absences are quickly spotted.
Contains the "Stone Circle", and the Compost Heap. Much like the Tower Ruins, the Stone Circle was created to have the impression of age for the pleasure of the Hags, and the Spirit within reflects the values that the Hags believe the Circle should have. The Compost heap is the opposite; it is utterly unsightly, filled with rotting plant flesh, and teeming with worms. One of them is horrifyingly big.
Connects to the Hag's Cottage, the Herb Garden, the Hedge Maze, and the Butterfly Gardens.

The Butterfly Garden
Here, all manner of plants are cultivated and specifically chosen to provide a beautiful home for butterflies and other such insects. The Hags have made careful bargains with the insects to insure that the teeming swarms of fluttering bugs will quickly report intruders to the hags, and harass and bother such intruders should they get into a sticky situation.
Contains the Pavilion, and the Fool's Honey. The Pavilion is where the Hags meet for High Tea, and always has a pleasing and magical plate of curious sandwiches, which may or may not confer benefits or curses upon their eater. The Fool's Honey is detailed below.
Connects to the Vegetable Patch, the Flower Beds, the Rockery, the Arboretum, and the Hedge Maze.

The Rockery
The Rockery climbs up a small hillside towards the Flower Beds, and leads down via winding paths to the Water Garden. Many Motelings have been gathered to form the foundation of the Garden. Nephew spends what little of its time it does spend above ground here, and it plays little games with the Motelings when the Hags aren't watching.
Connects to the Flower Beds, the Butterfly Garden, the Arboretum, and the Water Garden.

The Hedge Maze
Winding and Non-Euclidean, the Hedge Maze is a masterwork of topiary spacial Distortion. It doesn't really lead anywhere, except back to the Entrance, to the Lover's Tunnel, and to the Great Fountain at the centre. Or as close to the centre as a non-linear maze can actually have. Sometimes it also impeaches on the Undying Lands, and more than one Fae now endlessly wanders the Maze.
Contains the Grand Fountain of the Nymph Atlanta.
Connects to the Vegetable Patch, the Butterfly Garden, the Arboretum, the Hanging Garden, and the Mushroom Patch.

The Hanging Gardens
Modelled after some ancient city, the Hanging Gardens are thick with the perfume of flowers, and rich with Grape-Vines. There are many small Pagodas on many different levels arranged around one long plaza. Green vines against off-white stone.
Contains the Hot Springs of the Nymph India.
Connects to the Hedge Maze, and the Mushroom Patch.

The Mushroom Patch
Relatively small compared to other parts of the Garden, it is nonetheless lovingly tended to as well. All manner of strange and wonderful fruiting bodies can be found here at all times, though of course the main body of the garden actually lies down beneath the surface, growing and growing...
Contains the Lover's Tunnel, and the Destroying Angel, which is detailed below, and which guards the Lover's Tunnel. The Lover's Tunnel is a secret. None have seen it before, they were all taken by the Angel. Something valuable must be inside, of course, beyond the secret way into the Hedge Maze. Some say it is an elixir of eternal love. Others say it must be a fountain of youth. Who could say?
Connects to the Arboretum, the Hedge Maze, and the Hanging Garden.

The Water Gardens
The calm and serene Water Gardens are arranged around a pond on a higher level, which feeds a small waterfall leading down to a small and perfect lake. After a stressful day, one of the Hags might come here to relax, and wash her calloused feet, much to the chagrin of Pacifi.
Contains the Lake and Waterfall of the Nymph Pacifi.
Connects to the Rockery.

The Arboretum
The Trees of the Arboretum grow tall and proud, green of leaf and strong of root. Many bear bite marks, but that's just from the pruning. Many Dryads are here, nurturing the trees, and spying on intruders. The Barkskin Pangolin can often be found here too, rubbing its rough bark-plates against the trees. It is often shooed away by the Hags if they catch it in the act.
Contains the Promenade, and the Starting Point of the Titan Oak. The Promenade is lined with only the most perfect specimens from the Arboretum, and provides a direct and straight path to the Rose Gardens. It is also lined with white-marble statues of Soldiers and Lovers, who spy on the path for the Hags. Some of the Knights might be bold enough to attack.
Connects to the Butterfly Garden, the Rockery, the Hedge Maze, the Mushroom Patch, and the Rose Garden.

The Rose Gardens
The most perfect and beautiful of all Gardens, no mercy at all shall be shown to those who trespass here. None.
Contains the Eternal Tree, the Pride and Joy of the Hags, and which is the source of the Eternal Apples which are detailed below.
Connects to the Arboretum.

Beasts of the Gardens

These are essentially the creatures that are on the Encounter Tables, though the Fool's Honey, Destroying Angel, and Sweeper Fungus are placed on the Map, rather than randomly encountered.

Legionnaires Rose
The Rose that is also called the Phalanx Rose, or the Spartan Flower, consists of small, plant-creatures about the same size and shape as a child, with heads made of luxurious rose-flowers. They are dreadfully territorial and expansionistic, though the Hags keep them contained in the Greenhouse. They wield spears and javelins made of long, thin thorns, and shields made of scraps of bark, and fight in disciplined formation.

Aella's Orchid
A huge, vibrantly-coloured orchid that moves around on long, vine-like legs. The flower of the Orchid forms a great cup-pit at the apex of the creature, and is full of a thick, almost ropey acidic-mucus that looks like a pit of coiling, roiling snakes. The Orchid uses its tendril-limbs both for movement and manipulation, and throws its prey into the Flower-Pit to digest them.

Venus Man-Trap
You see a women, alluring and almost hypnotic in her movements and appearance. You move closer, and she pulls you into her silky embrace, whispering sweet nothings in your ear, your eyes close, content and relaxed. The Plant's jaws close. You are gone.

Wolf-Nettles
Wolves made of tense, entwined nettles. They act much like regular wolves, only instead of biting their main form of attack is to bodily throw themselves at you and to knock you down and sting you. It is only painful at first, but after that it is numbing. Once you are too numb to move, the wolves drag you away into the long grasses where it is safe enough to sting you until your heart explodes inside your chest.

Foxglove Packs
This roaming bush-like beast is covered in thousands and thousands of tiny foxglove flowers, each barely the size of a finger. When threatened, the Bush-Beast releases the flowers, which form tiny little fox-flowers, and they rush towards you in a swarm. They deal you no harm, but they force themselves down your throat and into your stomach, where their poison does its work. The bush then slowly envelops you under itself and sets roots in your still warm flesh to feed as you rot.

Hangman's Willow
For all the world it appears to be a willow tree, but stray too close, and the long thin branches whip up into a frenzy and try to loop around your throat and lift you up into the tree to hang you. In larger brawls, those swept up will also be used to batter those that have so far avoided the branches.

Black Widow Lily
A huge spider formed of plant matter. The abdomen is formed by a huge Lily-flower, and the stamen within are a writhing web. The spider's teeth are thorns, and its legs are twisted roots.

Topiary Boa
A huge, 40 foot long serpent fully 6 feet thick made up of a huge volume of topiary bush. Its only attack is to batter foes with its weight, or "swallow" them up inside itself. It can't digest such swallowed creatures, it mostly has to leave them there and batter them to death with the movements of its innards.

Barkskin Pangolin
A huge, donkey-sized Pangolin named "Cat" with skin like the most rugged barks, covered in jagged edges that the Hags have encouraged into a diet of meat.

Vegetable Crustaceans
When dormant, they appear to be tiny little vegetable jack-o-lanterns, if disturbed, the vine-like hermit crabs within emerge. Mostly they don't harm you much, they just get in the way and trip you up.

The Vine Kings
Luxuriating men made of vines who only relax and have long, drawn out symposiums on the nature of nature and enjoy afternoon tea with the hags. If disturbed or threatened however, they explode out into horrible vine-tentacled octopus-plant-beast-monsters.

Mature Mandrakes
Like men, but lumpy, brown, bruised, and vague misshapen. They run about like children who have only just discovered walking and scream at things when scared. Their screams are physical, and tear up the ground and throw away threats. Their song is melodic and hypnotic. They never fight directly, they only have the minds of children, but they will scream and run about like headless chickens if anyone tries to meet them with violence.

The Destroying Angel
Also called Satan's Angel, or the Demon Fungus, it is a mycellium that spreads beneath the Earth, and is thuslywise invisible for most of the time. When disturbed (ie. when someone walks on it) it fruits up its defence, the Destroying Angel. It is a muted and raw grey, with fibrous wings, hollow eyes and mouth, and "arms" that meld into its chest as if held in an organic straight-jacket. It approaches implacably, and the mouth stretches down and down, fibering the whole body to make the mouth wider and wider, and eventually the entire angel begins to split open to swallow up an unfortunate, and drag them down into the earth. It is almost invincible, and mostly unstoppable, for it is the Mycellium beneath the ground that is vulnerable to harm.

The Sweeper Fungus
A great big rotten ooze that absorbs the detritus and compost that doesn't end up in the Compost Heap. Leaves behind a trail of stinking mold, much to the annoyance of the Hags who never quite seem to be able to schedule the time to deal with it. Not particularly aggressive, but it releases stunning spores when damaged, and wounds erupt with sharp, flailing tendrils.

Fool's Honey
A honey coloured ooze, mostly content to stick to its lair and cultivate its honey-comb. If disturbed from its tasks, or if the royal jelly it guards is taken, it will spawn swarms and swarms of bees to attack intruders.

The Titan Oak
Basically a massive treant, brutally strong, and uses its strength to hurl front-liners at the back-liners. Basically invincible and somewhat implacable, but really slow and somewhat stupid. It will chase you, but it is so slow that it will quickly give up on it. It can root itself into the earth for quick regeneration, but it cannot move during that time, and up-rooting itself is painful and time-consuming.

The Hazards of the Garden

These can be rolled as part of the encounters above to add extra dimensions to fights, or encountered as barriers themselves.

See Above
Venus Man-Traps
Hangman's Willow
Vegetable Crustaceans

Quick-Earth Mycellium
The earth beneath the Mycellium is soft and spongy, though its appearance doesn't betray this. When stood upon, the fungus sucks the unfortunate down into the near-liquid earth like sentient, malevolent quicksand to entomb you and digest you away from the light and the surface.

Strangle-Grass
This long, dry grass goes for the throat when you walk through it. It tangles you up and pulls you down, entombing you int hick, thick wrappings of grass. Highly flammable, though that also applies to those tangles up in the grass.

Pyroclastic Mold
Giant, vibrating puff-balls the size of chairs, disturbing them detonates them in a fiery explosion. Not as damaging as you might expect, but the noise is sure to attract attention.

Treasures of the Garden

Minor Treasures:
1 - Exceptionally Beautiful Flowers
Particularly found in the Flower Beds, Butterfly Garden, and the Rose Garden.
2 - Exceptionally Potent Compost
Particularly found in the Compost Heap.
3 - Exceptionally Useful Herbs
Particularly found in the Herb Garden.
4 - Alchemical Ingredients
Particularly found in the Herb Garden and the Rockery.
5 - Highest Grade Seeds
Particularly found in the Flower Beds, and the Rose Garden.
6 - Tasteful Statuettes
Particularly found in the Flower Beds, the Promenade, and the Rose Garden.
7 - Hag-Sandwiches
Particularly found in the Pavilion. Better than they sound.
8 - Highest Grade Fruit and Vegetables
Particularly found in the Vegetable Garden.
9 - Sweetest Nectar
Particularly found in the Butterfly Garden.
10 - Silver Birds
Particularly Found in the Butterfly Garden, and the Hedge Maze. 

Which Might Be Found In:
1 - Seed Stands
2 - Fruit/Vegetable Boxes
3 - Compost Bins
4 - Pedestals
5 - On the Plant Itself
6 - Tastefully Arranged in a Vase

Major Treasures of the Garden:
1 - The Green Thumbs
Found strung around the necks of the Hags.
An enchanted digit, blessed by plant spirits to ensure that the wearers garden is always blossoming and blooming, even into the start of the winter months. Somewhat morbid.

2 - The Cherry Blossom
Found in the Deepest Heart of the Arboretum.
A tree of exception beauty, no harm can befall any who stand in its shade, and similarly, any buried within its roots will accept no magics of any kind, except those that aid in the rebirth of its spirit.

3 - The Royal Jelly
Found in the Lair of the Fool's Honey.
Particularly potent, it invigorates the flesh and heals wounds, and the imbiber projects a commanding aura of majesty for a time. Drink too much though, and you become rich and sweet like honey itself.

4 - The Shaman's Friend
Found in the Flower Beds, Butterfly Garden, and Hedge Maze.
The seeds of this Poppy are a powerful hallucinogenic, with a curious twist; when brewed into a tea and drank, the drinker can also see and talk to spirits that are normally invisible. Drink to much however, and you will be taken by them, never to return to your mortal flesh.

5 - Mandrakes
Found in the Vegetable Patch.
These shrieking plants are always in demand by alchemists for their curious properties, the most well known of course is their key part in the creation of Perfect Homunculi (in theory at least).

6 - Sunset Lilies
Found in the Rockery, and the Water Garden.
The petals of this Lily can be ground up and made by alchemical processes into a soft, sweet smelling incense. When burned, it ensures a peaceful nights sleep, and strange, deep dreams of water, and that strange land some occultists call Nevuah.

7 - The Mighty Vegetable
Found in the Deepest Heart of the Vegetable Patch.
It seems just like any other vegetable of its kind, but when removed from the pacifying magics of the Hags, it will show its true nature. Roll on the table below to determine what this is:
1 - The Vegetable grows, and grows, and grows, to huge proportions!
2 - The Vegetable is a particularly large specimen, and will regenerate its flesh infinitely as long as it is allowed to remain rooted into the earth. 
3 - If left to mature, it will grow into a 4HD vegetable Knight, who will show great kindness to those who nurtured it in its infancy.
4 - If left to mature over the next year, it will grow into a lignified castle of moderate size and dazzling beauty.
5 - If baked into a pie, those that eat of it will be satisfied for many, many days. 
6 - The vegetable will be hard and grey, seemingly rotten, but it can be smelted into particularly potent ore for a curious metal.
7 - If left to mature, the stem of the plant will grow to truly preposterous proportions, opening up a way to the empyreal realms of the sky, or the stygian realms of the deep world, 50/50 chance of each.
8 - If eaten raw, the flesh of the eater will toughen and become ripe, adding addition HP and a small regeneration factor.

8 - Eternal Apples
Found in the Deepest Heart of the Rose Gardens.
These Apples are those that Heracles journeyed for at the farthest ends of the earth. Some say that from their juices, cider that provides life eternal might be brewed. Maybe.

9 - Heart Render Worms
Found in the Compost Heap.
These small worms seem small and innocuous, but that belies a curious savagery when exposed to human flesh. Some particularly sadistic assassins will place one in a target's meal, who will have no chance to survive if they eat it.

10 - Grit Wine
Found in the Hanging Gardens, or the grapes used to make it are at least.
The wine brewed from this grey and gritty vine is also grey and gritty, and thoroughly unappetising. Indeed, few can stomach it without vomiting. Except, curiously, wizards and other such magic users, who find it invigorating and empowering, unless they vomit it up to. They are better at keeping it down that most.

The Ivory Order


On a bleak and hopeless harbour sits a dull and dingy city draped over the landscape like a oily rag. Here, the rule of Law is thin indeed, and though business seems to be running as normal, and the Mayor pumps out decrees at a reasonable rate, the heart of the city is rotten. More than its fair share of gangs skulk the street. Everyone is scared, terrified of some unknown enemy. Trace the strings and sinews of control and terror, and eventually, squatting at the centre of the web, you will find the Ivory Order.
Officially, the Order has never committed anything Illegal, though the records note that they may possibly have done some questionable things if you were into some hokey cokey religion which they aren't of course please don't hurt us.
This is obviously bullshit.
They are among the most heartless gangs in existence. They callously and proactively bully and terrify the people of the city into submission, and have dominated all the centres of power in the city, and the myriad other extra-legal groups.
The biggest factor in their strangle-hold on the city is definitely in the superstition and dread that drapes them like fog. Their weapons are made of carven bone, etched with strange symbols and glyphs, and their members are run about with scars, remains they say, of the surgeries in which their bones are fortified with alien black-magics. Awful tales are also spread of the bone-stiff monsters in the shapes of men the Order breed to fight for them, the Pale-Wights.
And the terrible rumours of a night-black serpent-thing assassin, the dreaded Worm which eats men whole at the command of the mysterious masters of the Ivory Order, leaving no traces, and no witnesses. There are no survivors of the attentions of the Worm.

Against the Ivory Order


In the game, the Order are a serious threat. The Pale-Wights are no pushovers, and more than that, the Order has some serious numbers and potent magics at their command, and a Hag too. They have control of many gangs in the city, and the authorities as well. To assault them head on would be suicide for all but the highest level parties. The intent is that they have a lot of contact with the Order, none with the bosses, at all. Dolorous Edd is their main NPC contact with the Order, and while the Order will not be outright hostile to the Party's interests to begin with, their utterly ruthless, no-nonsense attitude, and despising of unnecessary risks will inevitably lead to either the party joining them in their wickedness, or conflict. The Worm is the ultimate terror tool of the Order, it will take more and more of the Party's contacts and friends in the city as hostilities escalate.
The Party will certainly need to deal with the authorities and characters of the City, and sort out the problems of the lesser gangs to earn the friends and strength they would need to destroy the Order. When the battle finally comes, it won't be a Duel with Edd, a Battle with Pale-Wights, or a Struggle against Omma Ferns that decides the war (indeed, these things are somewhat optional, given that these characters could potentially be turned against the Order themselves). The final battle with the Worm should be the tipping point of the conflict; if the party can destroy the Worm, nothing else the Order can bring to bare against them will be harder fought than the Worm.
Indeed, the Bosses are kept only to be a final, role-play challenge. They can't outfight the party (though that doesn't mean they wouldn't try), but they will test them. Offer them power and wealth and forbidden knowledge. They have some seriously potent knowledge, and it dies with them if the Party destroy them. Then there is the added wrinkle that if the party are adamant about their intent to destroy the Order, the Woman with the Black Gloves will certainly try to sell out the other Bosses to retain the existence of the Order, in whatever form the Party desire. Of course, the Gaunt Man will Silver Hair is already immortal, which won't become obvious until his vengeance is ready to crash down upon those responsible for his defeat.

The Powers of the Order


The Bosses
They are always in control, and do not suffer fools, at all. Dark and shrouded, they will never act personally if they can help it. They have dragged the Order to the top of the food chain with careful planning and razor-precision, they take only the most acceptable risks they can. They seek to increase their own personal power first, then that of the Order. Eventually they will become Sigil-Liches, their lives sustained as long as their names are writ on bone, somewhere, anywhere.

The Gaunt Man with Silver Hair
HD 5, The Dark Heart, The Third Eye, A Fine Rapier
The most senior of the Bosses. Dominating in conversation. Forceful.

The Thin Lady with the Black Gloves
HD 4, The Black Breath, The Cursling Hand, A Serviceable Dagger
The most devoted to the Order. Will Negotiate in conversation. Calculating.

The Pale Man with the Eye-Patch
HD 6, The Evil Eye, A Coat of Charms, A Military Sabre
Always hoping negotiations break down. Will goad and insult in conversation. Cruel.

The Pale Man's Coat of Charms
It is a thick black coat, and the inside is covered all about in bone charms. It has 30 hp, and takes half the damage the wearer takes for it as some of the charms are smashed to pieces from within. Each time it takes damage, the creature that dealt the damage suffers a curse from the list below. X equals the damage dealt to the coat.
1 - The creature suffers -X to d20 rolls for the rest of the day until midnight.
2 - The creature is blind, deaf, and mute for X minutes.
3 - The creature takes -X to their maximum HP, and must make a save. For each point below the DC, that many maximum HP are lost permanently.
4 - The creature must make a save with a penalty of X, if the creature fails, someone they love now hates them passionately.
5 - The creature suffers a penalty of X to death saves for the next year.
6 - There is a X in 6 chance for the weapon to break. If the weapon is magical, it is a X in 12 chance instead. If the weapon was an unarmed attack or natural weapon, the creature takes d6 damage, and cannot use that method of attack until that damage is restored.

Dolorous Edd
HD 7, The Grim Glaive, Bone-Curse-Plate, Half-Plate Armour
Leader of the Enforcers and Bruisers of the Order. The High-ranker players are most likely to meet.
Grizzled, long dirty hair, hoarse voice, a little bitter, a little bored, there is always somewhere else he'd rather be. Practical clothes, battered plate armour. Somewhat laconic.
Dolorous Edd is not someone to be triffled with.
To be honest, Edd isn't all that fond of the Order. He isn't too keen on all that bone-carving and worship stuff, and he really, really despises the Assassin Worm. He serves loyally though; the job pays well, and he has great job security, and he isn't all too ready to find out what might happen to him if he ever tried to leave his position...
He also has a little sister that the Order doesn't know about disguised as one of his "serving girls" to keep he hidden. His 'unusual' appetites in and for woman are a notorious vice of his.
The Grim Glaive is a +2 Glaive that appears to be bone-hafted, but really isn't. Blood spilled by it freezes after a few seconds of being shed, effectively turning the ground beneath people wounded by it into difficult terrain, assuming they have blood to shed.
The Bone-Curse-Plate sits nicely underneath Edd's breast-plate, carved from the ribcage of a person slain by one they wronged greatly. He despises them, but they have saved his life on more than one occasion, so he puts up with them. When he suffers a critical hit, the Plate breaks and reflects all damage and other effects of the hit onto the nearest other creature to him, friendly or not. Not all of his men have learned about this yet.
Dolorous Edd commands 2d6 squads of 2d6 bruisers each.

Master Surgeon Baldwin Graves
HD 3, A Bone Scalpel that is Sigiled to never lose its edge and slices flesh just wonderfully
Head of the Surgeons, and the only one permitted to operate on the Bosses.
A bit pudgy, bushy eye-brows, mutton chops. Grumpy and heartless, except to the Bosses. Rumpled clothes beneath a stained and browned doctor's apron, speaks cryptically. Does it all in the name of "natural philosophy", hopes to write the definitive book on surgery one day.
He trains all the surgeons in the Order, though none know as much about surgery as him. In truth, he has been somewhat lazy about it, and trained the other surgeons to perform certain tasks, neglecting their more general education. Without him, they would be hard pressed to perform more than basic operations.
He also created the Surgery Scrimshaw Pattern, and is the only one who can craft them. Even Omma Ferns hasn't quite cracked it, yet.
He runs a team of 2d4 surgeons.

Omma Ferns - 'White-Fingers'
HD 6, a Cleaver that severs limbs on a critical hit, a Totem-Staff that animated bones, even those inside a creature, up to a complete person's skeleton.
A Marrow Hag, tallish (maybe 7 feet), but for her hunched spine, shapeless clothes, cackles to herself every so often, you can see the bone strain through and against her skin in some places, particularly the elbows, knuckles, and cheeks, where it has broken through completely.
In the old days, she taught the people who would become the Bosses how to carve charms and scrimshaw into bone, and now that they have risen to prominence, they have tempted her into the fold with promises of bones, which she crunches and chews with aplomb, the rarer and more diseased and deformed, the better. In exchange, she trains the Bone-Carvers of the Order, and produces patterns for them every so often. She would be furious indeed if her supply were ever cut off.
She shows no particular love for any members of the Order, except for the Bosses. She particularly despises the Nerve-Slaves and treats them especially cruelly, though curiously she does have a kind of twisted affection for the Pale-Wights, and occasionally has to be told to stop dressing them up as old women and offering them strangely brewed liquids.
She bullies her team of 2d4 Scrimshaw carvers into action.

Old Georg - "Old Bug-Eyes"
HD 2, nothing about him in particular is special, physically at least.
Gaunt and frail, missing an ear (which he ate), gold tooth (at the original too), formal but food-stained clothes, lazy and foul tempered. Talks like you're stupid, and interrupts you a lot.
No-one likes Old Georg, except the Bosses who he sucks up to in a particularly sickening way. On second thoughts, maybe not even the Bosses.
He is the tactician and planner for the Order, a role at which he is uniquely skilled, thus his apparent indespensability. He personally plans and organises the jobs of the Order, handed down from the Bosses, he has the most frequent contact with the Bosses of anyone in the Order.
Recently, he has developed a bit of a taste for human flesh, though the flesh of any sentient creature would be appreciated. He is close to the edge though, and if he were to overindulge a little too much in one go, he would certainly turn RED. He has managed to keep it secret so far, though of course it is only a matter of time until he loses control, eventually even the smallest morsel will be too much. This is also the cause of his sunken-eyed and frail look.
He is control of the rest of the order; there are 3 smuggling crews of 2d12 smugglers each, there are 3 Nerve-Slave Workhouses, each containing 3d12 Nerve-Slaves, and the best result of 2d4 Handlers, and there are 3 groups of 2d6 Pale-Wights, each with handlers equal to the higher d6. Sometimes Dolorous Edd takes command of the Pale-Wights, though neither he nor Georg likes it when he does this, clearly.

Creatures of the Order


The Pale-Wights
White eyes; pale, lumpen skin. Some parts strain against the wasp-hive bone beneath. Some parts are punctured through by misshapen bone stalagmites. Their arms hang heavy by their sides, weighed down by their bones, which now are almost all bone. Where the bone has burst through, sigils can been seen carved into the living bone itself.
On a closer inspection, the white eyes are eyes no more; the skull has grown over the eyes, closed up the mouth, sealed the nose and ears. They creak and crack as they move, their masses of bone shattering and snapping with every movement.
They are the shock troopers of the order; resilient and mostly mindless, potent symbols and warriors both, despite their insanity. They require replacing regularly, due to the constant and literal wear-and-tear they receive by their very movement.

The Nerve-Slaves
Normal men, and normal women; slack jawed and distant gazes; they have bone splinters driven into their backs, just below the shoulders in a circle, ink running lines and glyphs around and between them. More docile and dexterous than Pale-Wights, they can do general chores and even slightly skilled tasks.
When left alone, they follow their last instruction, like a still-living zombie, the backs of their shirts drenched with the unstopping seep of blood from their needles. Some debtors to the Order who can't pay their fees are forced to pay off their debts by working as Nerve-Slaves. The "rates of pay" are surprisingly good. Unsurprisingly, no-one ever chooses this option, they are always forced.

The Worm
No-one quite knows what it is, even members of the Order. Presumably the Bosses have to know, presumably.
It is quite along, probably 20 feet, and a good two to three feet thick at its bulkiest points. Its skin is thick and turgid, like rubber and fat. Grey and pallid, the Assassin-Worm slinks about the ground, and carries itself at speed on its two massive arms, which look like men's. It is strong, and all together too fast for its size and shape. It can tear the arm off a man with some effort, but not as much as you'd want it to. It is uncomfortably quiet too, and extremely well co-ordinated.
It is the Order's most fearsome weapon.
No-one wants to be killed by the Worm. It means you are usually throttled to death in the Worm's bulging arms, or down into the Worm's toothy maw. Either way, you are eaten at the end, whether the Worm has properly killed you or not.

D6 potential origins for the Worm
1 - The Gaunt Man with Silver Hair's little brother never wanted in on any of this business, but invariably he was caught in the cross-fire, and he was slain. His bones, drenched in tragedy, were thus the perfect catalyst for a terrifying bone and flesh monster, and the Gaunt Man with Silver Hair utilised them to create the perfect tool of revenge in his callousness; The Worm.
2 - The Order found the bones of some ancient, antediluvian behemoth from before the time of man,. They had to see what they could make. Of course they had to try. Who wouldn't? They made The Worm.
3 - They found a mass-grave of victims from the last great plague. They used the bones, just a few to start off with, and made something transcendent with them; The Worm. They were amazed, and promptly burned the rest of the burns to not even ashes.
4 - They killed a Saint of Purity in the night to take his bones. The body warped and animated to take vengeance on the defilers, but they mastered the beast too, and bound it to service with sigils writ upon the very bones of the beast; The Worm.
5 - They found it in the sewers; The Worm. It begged for bones. They fed it, and now it serves for such delicious Ivory Treats. It particularly loves carven bones. It is now somewhat addicted. Without the Order, it would go mad, and die a few days after.
6 - It used to merely be a person. The long years of murder, surgeries for bone-sigils, and feasting on the bodies of those he has slain have warped his flesh and form. Once, it was one of the Bosses. Now, it is The Worm. It is human, no more.

Bone Sigils


Carved straight onto the bone during surgery, when receiving a Bone Sigil, at the end of surgery you must make a Constitution save or permanently lose a point of Constitution. At most, you may have as many Bone-Sigils as your Constitution score (though you may end up with more by virtue of losing a point of constitution at the end of that final surgery). There are two types of Bone Sigil, the generic ones offered to members of the Order, and well-paying clients, and the Special Sigils, reserved only for the Bosses. Only the Bosses, and Omma Ferns know of this second type. Baldwin has seen them, but doesn't understand their significance.

Generic:
- Arms: You gain resistance to damage dealt specifically to the arm that has been sigiled, and your unarmed strikes with your fists/hands use a damage dice of one size higher than before. Each arm must be sigiled separately.
 - Legs: You gain resistance to damage dealt specifically to the leg that has been sigiled (including falling damage if both legs are sigiled), and your movement can't be reduced by non-magical terrain effects.
- Ribs: You gain resistance to damage dealt specifically to your chest, and you gain one additional potential death save failure that you must fill before you are slain.
- Eye-Socket: You cannot be blinded by non-magical means.
- Spine: You cannot be paralyzed by non-magical means.
- Skull: You cannot be stunned by non-magical means.
- Ears: You cannot be deafened by non-magical means.
- Jaws: You gain a bite attack that deals 1d4 damage, or if you already had one, its damage die is increased by one size.
If you posses all the generic Bone-Sigils, including both arms and legs, you become resistant to all damage, and additionally you suffer no extra damage from critical hits, though you do still suffer all other effects of the critical.

Special:
- The Third Eye: You can see invisible creatures, spirits, lies as they are spoken, diseases, and magic, as if they were yellowish mist.
- The Evil Eye: If someone meets your gaze, you can inflict a curse on them. Whilst so cursed, they have a minus 3 modifier to all d20 rolls, which is doubled whilst you can see them. Normal defences against the Evil Eye work perfectly well on this, and magic can break the curse as normal, as can you at will.
- The Cursling Hand: Your finger-tips blacken like burnt bone, and wounds inflicted by them never heal. You unarmed attacks with this hand deal 1d8 damage if they don't inflict more normally. You can also use the fingers to trace magical sigils, pick locks, panic animals with a touch, and with plants with you grasp.
- The Black Breath: You no longer need to breathe, and your breath is mildly toxic. You can sicken a 1 HD creature with a single breath, though it takes 4 hours of constant inhalation per HD of the creature to prove fatal. You can taste poison, but nothing else.
- The Dark Heart: The Culmination of the Bone Sigil art. Only the Gaunt Man with the Silver Hair knows the Pattern. Baldwin has literally seen it, but he performed the surgery under magical compulsion, and no longer remembers it even exists, magic might jog his memory on that front.
As long as the sigil remains carved on the Sternum, and the Sternum remains in the chest, that person cannot die. "Death" merely means they are incapacitated for 24 hours, and at the end of that time you recover 1 HP, and lose 1 maximum HP. If your maximum HP is reduced to 0 by this, you finally die, and become a Devourer.

Bone Charm Patterns
[Rules for Scrimshaw Charms here]
Remember, the order for effects goes novice/initiate/master. These patterns are unique to the Order, though they also know 2d4 other regular patterns. These patterns can only be taught by Omma Ferns, one of her disciples (who know 2 patterns each) or by stealing and studying the pattern in the normal manner.
- You gain a bonus to attempts to intimidate people equal to the number of friendly creatures within 10 feet of you, with a maximum bonus of +4/+8/+12.
- By adding a drop of blood from all participants of a deal, the bone charm seals it magically, causing serious pain/considerable injury/hideous death to any of those participants who break the deal.
- Gifts you offer look much more valuable when you offer them, to the tune of double/triple/quadruple their normal value.
- The temperature is lowered in the local area (roughly a 20 foot square) by a few degrees/to just above freezing/to a deadly cold, considering use in an average room temperature environment.
- Surgery is somewhat safer/much safer/perfectly safe.
- If you remain perfectly still, you are much harder to spot, requiring a passive perception of 11/13/16 to see at a minimum.

Their Other Equipment


Their Weapons
Many of their members carry axes and swords hafted with carven bone, magically strengthened and blessed by the carvings wrought about them. They will not break unless wielded by one uninitiated to the Order, whereby it will invariably shatter in the hand of its wielder, shredding their flesh on the hand and arms with jagged shreds of bone.
A member of the Ivory Order who uses a Bone-Hafted weapon rolls a d4 with their attack rolls, increasing their critical hit range by the amount it shows for each attack.
Anyone else using a Bone-Hafted  weapon takes d4 damage when they make their first attack roll with the weapon as it shatters into sharp sharp fragments of bone as they swing it.

Curse Darts
These are small bone darts that deal 1d4 damage each on a hit. Keep track of how many hit you each day, and at the end of each day make a save against their curse with a penalty equal to half the number of darts that struck you. On a success, you take d4 damage to your dexterity score and your maximum HP, which recovers at a rate of 1 per day. On a failure you suffer the same effect except that you also lose 1 point of dexterity and maximum HP permanently, the temporary losses do not recover at the end of the day, and you must make the save again at the end of each day, suffering the loss of further dexterity and maximum HP with each failure. A person whose dexterity or maximum HP is reduced to 0 by the darts becomes a Pale-Wight.

The Bullied Gangs


The Hawk Street Rakers
Best 5 of 7d4 gangers, each of 1 HD, for each die result of 3, one ganger has 2HD instead, for each die result of 4, one ganger has 3HD instead. One of the Gangers is Hakkin' Jack, a 4HD ganger who fights with 2 axes. Relatively new on the block, carving a name for themselves. They chaffe under the control of the Order, and would break free if they could, especially since Hakkin' Jack was humiliated by Dolorous Edd for disobeying orders.

The Heavenly Circle
There are 3d4 alchemists, one of each die being the Ringleaders David Escott, Marcus Blaine, and Talmund Angiers. Each d4 shows how many buddies each of the Ringleaders has beyond just themselves, and thus who has the most clout in the Circle. David is somewhat apathetic to the Order's influence on the group, Marcus is okay with the current arrangement since it keeps the Bruisers off their back, and only Talmund really despises the Order, though he too is terrified of the Worm. They supply the Order with drugs and elixirs used mostly in the surgeries, and the carving of Scrimshaw. They would rather not have to deal with all of this stuff, so they could "get on with the good stuff".

The Grudge-Men
Best 4 of 6d4 dwarves around the Ringleader Guthrik Ironbraids. They serve willingly after Guthrik was bested in single combat by Dolorous Edd. They do technically serve Edd rather than the Order though. Thungsten Granitepick is leading dwarves equal the two lowest used die of the 4 in a plot to kill Guthrik, and thus free themselves of Order control. This won't end well without intervention. Either Thungsten will fail, but still causing serious damage to the group, or he will succeed in a relatively bloodless coup, but the group will then be run roughshod over by the Order when they end up refusing the orders of Dolorous Edd.

The Dredgers
Best 3 of 4d8 gangers, twice. They are aligned against each other, though they were once and will probably be again parts of the same whole. The two halves of the gang are lead by Hanker Borden, who leads the larger part of the gang and Attang Riu, who leads the weaker half. Hanker was the original leader of the gang, and supports the Ivory Order. Attang vehemently opposes the Order's rule, and so lead a revolt against Hanker with his sympathisers. Attang is the Stronger Leader in both senses, but Hanker has the nominal 'support' of the Order and the advantage of numbers. Hanker's men might lose faith in him however, if he really screws up; Hanker is a man on the edge on the moment, so its not too unlikely. He has his orders to regain control of his gang within 9 days, with the threat of the Worm looming over him, so he's really quite desperate to sort it out. In 7 days if a solution doesn't present itself, he will lead a massed assault on Attang's gang, resulting in 2d6 loses to each side of the gang. Also roll a d8, on an odd result, Hanker is slain by Attang, and on an even result, Attang is slain, resulting in further losses to the loser's side equal to the result on the dice.
Normally, the Dredgers fish valuables out of the Harbour, and aggressively and proactively break the noses of those who impinge on their territory, which contains many drug shops under their control, though they have lapsed in their strictness since their numbers have dwindled since the outbreak of hostilities.

The Iron-Street Regiment
Best 2 of 3d4 Squads of 5 men each, each lead by a double Hit Dice commander. One of the groups is lead by Colonel Lammar, a quadruple Hit Die commander, and contains his command staff. They believe whole-heartedly in the Rule of the Strong over the Weak, and thus they willingly serve the Order. Something they have yet to realise is the self-fulfilling nature of this arrangement, as their joining the Order's hegemony is a large reason that the other gangs haven't attempted to break away. If convinced that the Order is no longer as strong as it was, they would leave the alliance, but would not openly revolt. As far as they are concerned, the benefits of taking on the Order aren't worth the risks. It would take a really good amount of convincing and demonstrations of the value of attacking the Order to convince them to war.
The Faux-Army of the Regiment pride themselves on their discipline and their honour, though at the end of the day, when the going gets tough, the tough get going, and they reveal that they are really no better than any of the other gangs of the city.

Bullied Officials of the City


Mayor Grestley
The leader of the City in name only, he has been told by the Order that as a reward for the blind eyes that he turns and the paper trails that mysteriously vanish in the night, he has been chosen to house the Assassin Worm in his basement while it sleeps. This is not true, but he does not know this, and he sleeps only lightly for the terror of the tooth-ringed maw that could close on his head at any moment. Thus, he remains compliant.
Even if he were to be convinced of the surety of the victory against the Order (which almost certainly would require the head of the Assassin Worm at his feet), his City Watch are badly outclassed, and could perform only some small damages against the Order.

Cardinal Brahee
She is the cultural heart of the city, and she could certainly turn the mood of the city from fear to rage against the Order, but she keeps her mouth shut out of fear. She has no fear of the Order's enforcers, sure of her deity's protection, but she knows that deep down in the catacombs beneath the cathedral, lurks the Worm. None in the Order know that she is aware of the Worm's lair, but know she does, and she hopes that one day, she might be able to put this knowledge to use in a useful way.

Sir Cornell
An old-blooded knight of the City, however time and age have robbed him of much of his once-predigious skill at arms. He could potentially be roused to action given that he still maintains some great stores of resources like gold and weapons which would certainly do much in the struggle against the Order. However, for now, he is convinced that an old man like him couldn't do anything against the Order in his sorry state.

The Guild of the Commons
Most of the workers of the City report here to keep their records and tithes and taxes up to date, a meaningful percentage of which most certainly end up in the coffers of the Order. The Guild are in no place at all to resist, much to their chagrin as the powers that be continue to ask uncomfortable questions about their output. As eager as they would be to rise up against the Order, their contribution in such a battle would unfortunately be rather limited, at least without much work to arm and train then people of the city, which would also have to be carried out in deathly quiet to avoid the eyes of the Order. Perhaps, not even then.

The Struggle


Here-in is a short summary of all (well, all the ones I'v thought of) the parts of the City and the People in it that the Party could bring to bear against the Order. Key Structures are the parts of the Order that the Bosses have to somewhat rely on, and as such would be the most difficult to turn against the Order, but at the same time, would inflict the most damage on them. Certainly at least 2 key structures and a majority of the other assets would need to be leveraged to defeat the Order.

The Commanders of the Order - [Key Structure]
- Sever Omma Fern's Supply of Bones to turn her against the Order
- Turn Edd against the Order, either by convincing him of the benefits, or manipulating him through his sister
- Turn Georg RED
The People of the City - [Key Structure]
- Have the Cardinal and/or the Guild of Commons turn the people Against the Order
- Persuade the Mayor to lend the Guard to the Struggle
- Utilise Sir Cornell's resources to arm the populace (would need to be intertwined with the Cardinal or the Guild for any of them to be of much use
- Convince the Guild to stop sending funds to the Order
The Hawk Street Rakers
- Incense the Hawk Street Rakers to rebellion
- Destroy the gang
The Heavenly Circle
- Persuade the Heavenly Circle to direct their efforts elsewhere
- Destroy the gang
The Grudgemen
- Remove Guthrik from the command such that they can resist without impinging on their honour 
- Manipulate their oath to Edd to enable them to resist
- Assist Thungsten in his coup
- Destroy the gang
The Dredgers
- Assist Attang in siezing control of the Dredgers and unite them into one force
- Remove the loyalist's confidence in Hanker such that they abandon him
- Destroy the gang
The Iron Street Regiment - [Key Structure]
- Convince them of the Order's weakness, so that they abandon them
- Somehow turn the Regiment to rebellion
The Order's Operations - [Key Structure]
- Disrupt the Nerve-Slave Warehouses
- Disrupt the Smuggler Crews
- Neutralise the Pale-Wight Handlers
- Neutralise the Gang Bruisers
- Cease the Flow of Bone
The Worm - [Key Structure]
- Destroy the Assassin Worm

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