ROOTHOLME An Adventure Site For Forbidden Lands RPG

December 30, 2022 | Author: Anonymous | Category: N/A
Share Embed Donate


Short Description

Download ROOTHOLME An Adventure Site For Forbidden Lands RPG...

Description

 

ROOTHOLME  AN ADVENT ADVENTURE URE SITE FOR THE FORBID FORBIDDEN DEN LANDS

 

WELCOM WELC OME E to Ro Root otho holm lme! e! - an Adve Advent ntur uree si site te for for the the Fo Forb rbid idde denn La Land nds  s  RPG RP G that that can can easi easily ly be in inse sert rted ed into into an anyy Forb Forbid idde denn La Land ndss camp campai aign gn..  Although written for use in the Raven Lands, a little customizat customization ion will  al allo low w th thee site site to be incl includ uded ed in the the Bitt Bitter er Reac Reachh or an anyy ot othe herr ma mapp yo youu ma mayy be  using. Root Ro otho holm lmee is a fo fort rtif ifie ied d vill villag agee that that can can be lo loca cate ted d in an anyy fore forest st hex. hex. So Some me of the the de deta tail ilss of the the vill villag agee have have be been en le left ft deli delibe bera rate tely ly va vagu guee to allo allow  w  Game Ga mema mast ster' er'ss to cu cust stom omiz izee the the town town to thei theirr liki liking ng an and d to aid aid in fitt fittin ingg in into  to  an ex exis isti ting ng camp campai aign gn.. As alwa always ys,, fe feel el free free to add, add, chan change ge and and ad adap aptt an anyy of the  the  details deta ils found with within. in.

This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan AB. This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is used with permission under the Community Content Agreement for Free League Workshop. All other original material in this work is copyright 2020 by Lee Ironside and published under the Community Content Agreement for Free League Workshop.

2  ROOTHOLME

 

 TYPE OF ADVENTURE ADVENTURE SITE: V illage illage

The forest clearing is dominated by an ancient oak tree  whose branches reach for the sky like l ike some twisted giant claw. The gargantuan branches support a network of buildings and   platforms that lift the settlement off of the ground and away    from the dangers of the forest floor. A rickety cage dangles    from above, above, connected connected to a winch system and serves as a means  of entering the structure. Below this, two stone buildings  remain on the ground nestled among the roots of the tree. One  appears to be a forge with a blackened chimney chimney belching forth  smoke, and the other appears to be an Inn. A wooden sign  above the door reads: ‘The Root Cellar’, and wafts of delicious  mushro mus hroom om ste stew w can can be smelle smelled d on thebreeze. thebreeze.

Root Rootho holm lme, e, as they they name namedd thei theirr comm commun unit ity, y, had had expand exp anded ed into into a for fortif tified ied villa village ge of som somee 50 Hum Human, an, Halfling and Goblin souls. Over time, a forge was built at ground gro und lev level el away away fro from m the combus combustib tible le buildi building ngs, s, to service the village needs, and passing travellers brought with them trade. An inn soon followed to cater for these  peddlers and travellers and the income from these two establishments enriched the village further. The future of  Rootholme was looking good. However, unbeknownst to the settlers, the hollowed oak was already home to a more sinister creature that had built it’s lair deep underground, among the roots of the tree. This demon called itself: Jagrol. More than anything,  Jagrol hungered for two things - Domination of what he considered to be the lesser creatures of this world, and blood.

BACKGROUND Rootholme was founded centuries ago when a group of forest-dwelling folk sought refuge from the Bloodmist. Building their homes among the branches of the ancient oak allowed them to stay safe from the evils that stalked the forest floor below.

 THE DARK PACT

When Wh en th thee Bl Bloo oodm dmis istt lifte lifted, d, the the comm commun unity ity of  branch-dwellers had become well established and

 Jagrol had been drawn to the giant tree long ago due to his affinity with dark forests and woodlands. Deep within the

3 ROOTHOLME

 

bowels of what would later become Rootholme, he made his lair and waited. When the first settlers arrived, and sought refuge within the mighty tree, Jagrol was quick to make contact with their leader. He persuaded them that only he could save them from the Bloodmist, and he offered them his protection provided they pay but a small  price - on the night of every full moon, a blood sacrifice be made to quench quench his hunger. hunger. If they did this, he would allow them to build a community in ‘his’ tree and he would use his powers to assist and protect them. The contract had been made and agreed upon, and Rootholme flourished flouri shed - the residents residents keeping keeping their dark secret which which was passed from generation to generation.  As years went by and the Bloodmist finally lifted, some of the inhabitants of Rootholme began to question the need for their subservience to their demonic protector.  And while the loyal core of the community continue with their blood sacrifices every full moon, there is growing  discontent among the populace, and a rebellious few are

appreciati apprec iative ve tow toward ardss any anyone one who cou could ld ass assist ist them them in finding their missing cart for them. What neither Halfling realizes is that Bramble is a clever old thing, and has run home, back to Rootholme which is only a quarter day’s walk from here. She can be easily  tracked from the ingots that have fallen from the cart along the way, and does not even require a Tracking roll to find.

meeting to discuss way forward. There are even talksinofsecret destroying the the demon if somebody brave enough can be found for the task.

 performance.

CARR CA RRIED IED ON THE THE WI WIND ND

Whilst travelling through, or near to a forest, the PC’s hear an awful din carried on the wind. As they draw closer, they realize that the noise is someone singing, badly. The wailing is soon accompanied by the delicious aroma of  home-cooking. If they follow their noses and ears, the PC’s will eventually reach a large clearing and within it, Rootholme. The smells of mushroom stew are coming  from ‘The Root Cellar’ inn, and the off-key singer is Cornel Cor nelius ius the Minstr Minstrel, el, warmi warming ng up for his eve evenin ning  g 

LEGEND In some parts of the forest, no Kin have ever set foot, and it  was in one such area that many centuries ago, a mighty oak  tree grew to gigantic proportions. Some say that Heme herself    planted the tree as a gift gift for her husband. As years ppassed assed and  the world became more populated, the oak tree was eventually  discovered by pioneering woodsmen. So impressed were they  with the tree’s stature, that they initially worshiped it as an 

GETT GE TTIN ING G TH THER ERE E Rootholme rests in the boughs of an enormous, hollow, ancient oak tree which stands in the middle of a clearing  within a forest. The community see’s some trade from ou outs tsid ider ers, s, an andd a mudd muddyy tra track ck lead leadss to an andd fr from om the the

aspect of Heme, and lavished it with gifts and sacrifice. When the Bloodmist fell, these same woodsmen took refuge  among the branches and over time, their community grew to  what today is known as ‘Rootholme’. Warm food and a warm  welcom wel comee awa await it tho those se who who travelthe travelthe woodla woodland nd pat paths hs today. today.

clearing. Rootholme can be placed in any Forest hex on the map.

HAPHAZAR HAPH AZARD D HALF HALFLINGS LINGS

 Askin and Brevin are two Halflings from Rootholme who had been sent by Pa to buy iron ingots from the nearest dwarf settlemen settlementt for Pa’s forge. forge. On their journey back to Rootholme Rooth olme however, trouble struck and their skittish skittish  pony - Bramble, has become spooked and run off with their cart, causing both Halflings to be thrown from their seats. A trail of ingots can be found lying in the pony’s wake. Th Thee PC PC’s ’s come come ac acro ross ss th thee tw twoo Halfl Halflin ings gs as they they are  picking up some of the spilled iron ingots, arguing loudly  as to wh whos osee fa faul ultt th this is all all is is.. They They wo woul uldd be ve very  ry 

LOCATIONS The maj majori ority ty of acc accomm ommoda odatio tion n in Roo Rootho tholm lmee lies lies nestle nes tledd among among the branch branches es or within within the oak tree’s tree’s hollow trunk with the only buildings left on the ground being the Inn and the Forge.

4  ROOTHOLME

 

5 4  3 1 2 

7

8



9 11 10 12 

5 ROOTHOLME

 

ASKIN

1. THE THE ROOT ROOT CELL CELLAR AR INN INN

 Askin is a simple Halfling soul. Orphaned at a young age, he was brought under the wing of Ma and Pa who raised him as one of their own. When he isn’t runnin runningg errands,

Smells of home-cooking waft from the open windows of this  small sma ll tha thatc tched hed inn that that seems seems alm almost ost envelo envelope ped d by the  surrounding roots and vines of the enormous tree. Weary  travellers can expect warm warm food, a warm bed and maybe maybe even  somelightenterta some lightentertainme inment nt in the eve evening nings.s.

he can be found in the Forge helping Pa, or out in the forest playing knights with his brother Brevin. ST STREN RENGTH GTH 2, AG AGILI ILITY TY 4, WI WITS TS 2, EM EMPA PATHY THY 3

Rootholme’s one and only inn is run by the Steward, a Halfling who likes to be known as ‘Ma’. Ma is a rotund,  jovial woman who likes to act the part of mother to all who stay or visit Rootholme, and her role as Innkeeper allowss her to quiz any travellers allow travellers for news from outside outside of  the community. Of course, this also serves to identify any  lone travellers who could be used as potential sacrifices come the next full moon. The inn itself is a rustic, very   pleasant place to be with a main dining / drinking area, attached kitchen, cellar and 4 rooms that can be rented for

SKILLS:   Craft Craftin ing g 2, Mo Move ve 2

Hard to cat catch ch TALENTS:   Hard GEAR:   Mace, Sling

BREVIN

Brother to Askin, and raised by Ma and Pa as one of their own when his parents died when he was very young. A  quiet Halfling with sad eyes and a kind heart who rarely  smiles.

5 copper/night for those who wish to stay the night. A  small stable sits adjoining the inn and can cater for 6  horses. This is also where Pa’s pony ‘Bramble’ is kept. All the cooking is done by Ma’s daughter - Nook, who is an excellent chef, but is rarely seen outside of the kitchen. Sometimes, the Minstrel Cornelius plays here, but only  when there are out-of-towners to impress. ✥

ST STREN RENGTH GTH 2, AG AGILI ILITY TY 3, WI WITS TS 3, EM EMPA PATHY THY 4 SKILLS:   Crafting Crafting 2,  

TALENTS:   Hard Hard to cat catch ch GEAR:   Dagger, Dagger, Sling

3. THE THE CAGE CAGE  A rickety looking looking wood and iron cage is used to hoist people up  and down the tree. It looks very unsafe, but the locals seem to  trust it’s use. A squeaking winch winch operates the contraption from  above, and a wooden plaque inside the cage reads ’Please pull  rope’.

CREATURES CREA TURES : Ma, Nook and Cornelius (see NPC section)

2. THE THE FORG FORGE E  A steady plume of smoke rises from a large large blackened blackened chimney, chimney, and the sounds of hammering iron can be heard coming from  within. A large bellows draws air into the furnace inside and  blacksmith tools can be seen hanging on the walls. A bubbling  brook runs from a natural spring outside the stone walls and  serve servess as thewater thewater sourc sourcee forthe commun community ity..

The Cageor can no operator more than two be human-sized at a time thecarry winch won’t able to shiftpeople it off  the ground. Pulling on the rope as indicated by the sign rings a small bell next to the winch above alerting the winch operator. This is usually Gostrin, but may be two militia when he’s not on duty. This is the main way to get into or out of the giant tree.

The forge is run by Pa, who is a dab-hand at blacksmithing  and is often the man to turn to if something something needs fixing  in Ro Root otho holm lme. e. Th Thee majo majori rity ty of hi hiss wo work rk is take taken n up creating iron nails and other small components which he sells to the local dwarves, but he also makes a variety of  tools which he will gladly sell to villagers or travellers. Pa is as assi sist sted ed in th this is en ende deav avor or by hi hiss tw twoo bumb bumbli ling  ng  apprentices Askin and Brevin. ✥

Insig Insight ht 3, Mov Move e 2



CREATU CRE ATURES RES : Gostrin

GOSTRIN

This brute of a human operates the winch, which his bulging muscles allow him to do so with ease. He is devotedly loyal to Ma and Pa who he idolizes, and will even give his life to save them if necessary. Gostrin see’s it as his duty to protect Rootholme and views the demon

CREATURES CREA TURES : Pa (see NPC section), Askin, Brevin

6  ROOTHOLME

 

branches, away from prying eyes. Views from the windows all allow ow the occupi occupier er to obs observ ervee moveme movements nts alo along ng the wooden walkway and the Cage. The items he has for sale here are mostly worthless junk, but the odd valuable find

 Jagrol as it’s king. His blind loyalty has meant that he is sometimes used to carry out some of the more unsavoury  tasks, which he does so without complaint. ST STRE RENG NGTH TH 5, AG AGIL ILIT ITY Y 3, WI WITS TS 2, EMPAT EMPATHY HY 2

Might t SKILLS:   Endurance Endurance 2,   Migh

migh mightt be mixe mixedd in am amon ongg th thee ‘ant ‘antiq ique ues’ s’.. Bern Bernoo sometimes holds secret meetings in the back room of his shop with fellow rebels on occasion.

4, Mele Melee e 2

TALENTS:   Adaptive GEAR:   Winch Winch han handle dle (tr (treat eat as mac mace), e), 1d6 sil silver ver

CREATURES : ✥   CREATURES

Berno (see NPC section).

✥  TREASURES : 3D6 silver, 2 Valuable finds

4. GATEHOUS GATEHOUSE E and UPPER UPPER LEVELS LEVELS  An entrance entrance has been carved directly directly through the trunk trunk of the  tree, creating a passageway into the hollow on the other side. Midway through this passage, a wooden portcullis descends    from the ceiling. The hollow within opens out to a dizzying  drop into the darkness below. Wooden platforms and a rickety  staircas stai rcasee m make ake thei theirr way downwar downwards ds alongthe tree’s tree’s inte interior rior.. The passage passage into the hollow has no doors doors but does have a  portcullis mid-way through. This is normally left raised except except when under under att attack ack.. A guardr guardroom oom has also been been carved from the passageway, and it is from here that the  portcullis can be operated. Walking through the gatehouse brings you to the inner hollow where the majority of the townsfolk have carved their houses from the trunk of the tree (see area 6). ✥

CREATURES CREA TURES : 1d6 Militia guards at any one time.

ST STRE RENG NGTH TH 4, AG AGIL ILIT ITY Y 3, WI WITS TS 3, EMPAT EMPATHY HY 3 SKILLS:   Melee Melee 2, Marksm Marksmans anship hip 2 TALENTS:   Adaptive GEAR:   Broadsword, Broadsword, Short bow 

 5. BERNO’S CURIOS 6. THE DOWN-B DOWN-BEL ELOW  OW 

 A small wooden building lies wedged among the branches of   the tree, reached by one of the creaking walkways that snakes  it’s way through the upper reaches. A wooden plaque above the  doorread door readss ‘Berno’s ‘Berno’sCuri Curios’. os’.

Inside the ho Inside hollow llow tree, tree, spir spiraling alingstep stepss have been carv carved ed into tthe  he  trunk leading from the Gatehouse, downwards into the dark  below ground level. Doorways belonging to many homes exit  onto this staircase on the upper levels, but these become less  common as one descends further downwards. Below ground  level, there are several passageways leading off from the stairs 

This is the home of Berno, a peddler of antiquities and cu curi rios ositi ities es.. He al also so ha happ ppen enss to be the the lead leader er of th thee opposition to Ma and Pa’s stewardship. The shop itself is a small, unassuming structure located on one of the outer

that that bu burro rrow w in into to thedank earth earth..

7 ROOTHOLME

 

Down-Below. The den exits a little way from Down-Below. f rom Rootholme and  thecavemouthh is parti thecavemout partiallyhidd allyhidden en among among roots roots andbould andboulder ers. s.

The stairs lead all the way down the height of the tree and continue into what residents call ‘The Down-Below’. Here, the hollow tree serves as a natural natural atrium, and on a night of a full moon, the moonlight can shine all the way down

The Den is where the goblins of Rootholme keep their wolf pets and mounts. They also serve as handy guard dogs and deter anyone attempting to gain access via the den’s entrance. The iron gate that leads to the Down-Below is not locked, and serves only to keep the wolves out.

to the temple at the bottom (see area 10). The passageways that lead off from the stairs lead to the ‘Warrens’ (see area 9). It is generally considered a mark of one’s social status to have one’s home further up the tree, and it is here that the more mo re we wealt althy hy re resi side dent ntss re resi side de.. As on onee de desc scen ends ds th thee stairway, the homes become smaller and less refined until  you reach the area known as the Warrens, which is considere cons ideredd a rough part of town. Ma and Pa’s place is the ex exce cept ptio ion n to th this is so soci cial al rul rule, e, an andd they they ha have ve ho hous used ed themselves in the traditional chamber at the bottom of  the tree, close to their master. CREATUR REATURES ES : ✥   C



CREATU CRE ATURES RES : 1d6 Wolves

STRENG STR ENGTH TH 4, AGILIT AGILITY Y 4 SKILLS:   Mo Move ve 3, Me Mele lee e 3, Sc Scou out t 5 MOVEMENT:   2  WEAPON:   Bite, Bite, Damage Damage 1 (Sl (Slash ash) )

Id6 Militia guards at any one time.

 9. THE WARRENS Severa Sev erall nat natura urall passa passagew geway ayss lead lead off from from the centr central  al  stairway, dug out of the earth. They lead to a cramped  network of chambers where the majority of Rootholme’s goblin   populationn make their home.  populatio

ST STRE RENG NGTH TH 4, AG AGIL ILIT ITY Y 3, WI WITS TS 3, EMPAT EMPATHY HY 3 SKILLS:   Melee Melee 2, Marksm Marksmans anship hip 2 TALENTS:   Adaptive GEAR:   Broadsword, Broadsword, Short bow 

This area is known as the Warrens, and is a series of  in inte terc rcon onne nect cted ed tu tunn nnel elss and and ch cham ambe bers rs that that se serv rvee as hous ho usin ingg for for th thee gob gobli lins ns,, an andd a fe few w of th thee huma human n inhabitants. Several families can be found here including  the mischievous goblin children mixed with a few of their Halfling counterparts. The area is seen as a bit of a slum by many many of Roo Rootho tholm lme’s e’s other other res reside idents nts,, and for that that reason attracts some of the less savoury kin.

7. THE CELLAR  CELLAR   A root cellar dug from the earth is crammed with sacks of     flour, barrels of ale and crates of produce. Herbs and  mushrooms hang from the ceiling, and a hatch leading to the  inn above can be reached reached by a wooden ladder. A sturdy, locked  wooden wood en doorbars door bars the way to the Down-Bel Down-Below. ow.

✥   CREATURES CREATURES :

The cellar is accessed from the inn above via a locked trapdoor trapd oor and is used as a storage storage area for the community community.. It has also been known to house the odd kidnapped victim, bound and gagged awaiting to be taken to the Down-Below.  Access to the inner stairway is barred by a sturdy, locked wooden door which only Ma and Pa have the keys for.

1d6 Goblins, and 2d6 Goblin children.

ST STREN RENGTH GTH 2, AG AGILI ILITY TY 4, WI WITS TS 4, EM EMPA PATHY THY 2 SKILLS:   Melee Melee 1, Mar Marksm ksmansh anship ip 1, Mov Move e 1,

Stealt Ste alth h 2, Man Manipu ipulati lation on 2, Ins Insigh ight t 2 TALENTS:   Nocturnal GEAR:   Short Short swo sword, rd, Sli Sling, ng, 1d6 Cop Copper per

✥  TREASURES : 1 Simple find, 2d6 Food, 1d6 Water 

10. THE TEMPL TEMPLE E  At the bottom of the hollow, the stairs end in a large open-air  chamber, dimly lit by the sky high above. An earthen dias  dominates the room with a statue of Heme garnished with 

8. THE THE DEN DEN The smell of wet dog wafts through the air in what was once a  natural wolf’s den dug from the root-covered earth. It has  since been enlarged and an iron gate bars the entrance to the 

woodland and centre Roots Roo ts tha thattflowers hang hang amid from from offerings the ceilin ceiling g gifts are taking inter intertw twine ined d stage. with  with 

8 ROOTHOLME

 

garlands of flowers and herbs giving the area a pleasant floral  aroma. The floor and walls of the chamber are a tangled  maze of roots that sometimes sometimes seem to move of their own own accord  - a tric trickk of the the shad shadow ows. s.



CREATU CRE ATURES RES :  At night - Ma and Pa (see NPC section)

✥  TREASURES :  2d6 Silver coins hidden under the straw mattress of the bed. 2 Simple finds and 1 Valuable find.

The Temple serves as a place of worship and a meeting  area for large gatherings. Offerings to Heme are placed on and around the wooden statue and garlands of flowers decorate the chamber. On a night when the moon is full, moonlight illuminates the chamber casting deep shadows. It is at this time that a sacrifice must be made to Jagrol accompanied by much chanting by the gathered villagers. A cloth is tied around the ‘eyes’ of the statue of Heme, to spare her witnessing  this heresy, and the sacrifice is laid upon the dias, drugged with a paralyzing poison. Grasping roots then grab the  victim, shaking it from it’s paralysis. The sacrifice then stands as if commanded, and walks into Jagrol’s lair of  their own accord to be consumed by the demon. The entrance to it’s lair is hidden among the offerings and garlands that surround the statue, and while the residents of Rootholme know of it’s existence, no one other than Ma are permitted to enter.

12. THE LAIR LAIR OF JAGROL JAGROL The tunnel leading to this chamber is completely dark and  the there re is a musty, musty, rotten rotten sm smell ell on the ai air. r. After After a sho short rt while while the  darkened chamber opens up into a pool of fetid blood, beneath  whichh lies the demon whic demon of Rootholm Rootholme. e. This is where Jagrol makes his lair, beneath the cooling   pool of blood from his victims. The demon may  sometimes speak to Ma here, but otherwise the area is offlimits to people, and anyone foolish enough to wonder in will quickly become the next meal. Sacrifices are dragged beneath the blood pool and consumed. The remains of   previous victims and a few of their belongings litter the ground beneath the pool. ✥



CREATU CRE ATURES RES : Jagrol (see NPC section).

✥  TREASURES : 2d6 Silver coins, 2 Valuable finds, 1 Precious find.

CREATURES CREA TURES : 1d6 Villagers.

✥  TREASURES : 2 Valuable finds among among the offerings. ST STRE RENG NGTH TH 3, AG AGIL ILIT ITY Y 3, WI WITS TS 3, EMPAT EMPATHY HY 3 SKILLS:   Enduran Endurance ce 2, Cra Crafti fting ng 2 TALENT TAL ENTS: S: -

MONS MO NSTE TERS RS AN AND D NPCS NPCS

GEAR:   Tools, Tools, 1d6 Cop Copper per

Thedescribed most important monstersand andcreatures NPCs innot Rootholme are below. Monsters described here have the same stats as in the Bestiary or the chapter on Kin in the Gamem  Gamemaster’s aster’s Guide .

11. MA MA AND AND PA’S PA’S PLACE PLACE  A quaint wooden door leads to a chamber that serves as Ma  and Pa’s home. On first inspection it appears to be decorated  in true Halfling fashion with rustic furniture and art, But as  one looks closer, some of the artwork is a little disturbing,   featuring images of sacrifice and torture, and the bottles of   eli elixir xir’s ’s on thedressin thedressingg tab table le hol hold d po poiso isons, ns, notperfum notperfumes. es. This is where Ma and Pa make their home - close to their master - Jagrol. As steward of Rootholme, Ma also serves as priest to Heme, and Halfling sized priestly robes can also be found here. On the dressing table are 2 bottles of a Para Paraly lyzi zing ng po pois ison on (Pot (Poten ency cy 6) 6),, an andd on onee bott bottle le of  Halluc Hal lucino inogen genic ic poison poison (Poten (Potency cy 6). These These have have been been brewed from various poisonous mushrooms.

9 ROOTHOLME

 

nature to her, and have become no more repel nature repellent lent to her than slaughtering a rabbit for supper. Ma see’s Jagrol as her Demigod protector, and is fiercely loyal to him. She will obey his every command to the point of death, and she will be quick to quell any threat to the demon. Ma prefers to use outsiders for sacrifices to avoid any  unpleasantness within the community. When the time of  the full moon approaches, she will use her position as Innkeeper to identify potential victims. These are often then drugged, gagged and bound and kept in the cellar until the time is right. They are then taken to the Temple,  paralyzed by poison, ready to appease the ever-hungry   Jagrol. MA - Halfling  ST STREN RENGTH GTH 2, AG AGILI ILITY TY 3, WI WITS TS 4, EM EMPA PATHY THY 5 SKILLS:   Lore Lore 2,  

Insight 3, Mani Insight Manipula pulation tion 3,

Healing Heal ing 2 Path TALENTS:   Hard Hard to cat catch, ch,   Path

of Bloo Blood d 1

GEAR:   Amulet Amulet of Jag Jagrol rol, , Dag Dagger ger, , 1d6 Sil Silver ver, ,

Valuable Valuab le find.

PA

Pa is Rootholme’s handyman, and husband to Ma. He is a quiet Halfling of few words with a nest of messy graying  hair. A keen Blacksmith and Carpenter, Pa can most often be found in the Forge, aided by his adopted son’s Askin and Brevin. Pa does not share Ma’s love for their daughter Nook. He believes that Nook should have been handed over to the Goblins as tradition dictates, but tolerates the current arrangement out of love and fear of his wife. Pa is devoted to Ma and he would gladly give his life to protect

MA

The Halfling known throughout Rootholme as Ma is a  very influential individual. As Steward of Rootholme, it is her duty to mainta maintain in it’s it’s defens defenses, es, and loo lookk aft after er it’s it’s citize citizens ns.. She also ser serves ves as a priest priestess ess of Heme, Heme, and coordinate coord inatess religious religious ceremonies ceremonies during holy days and see’s to her flock’s spiritual needs. On top of this, she also runs ‘The Root Cellar’ inn where she is most often found, fussing and busying herself around travellers and guests to Rootholme. She is aided in all this by her husband - Pa, and her daughter - Nook, whom she loves deeply and is  very protective of. Ma is a friendly, mothering Halfling  with rosy cheeks and a cheerful disposition. Ma is al also so th thee desc descen enda dant nt of one one of th thee foun foundi ding  ng  woodland folk, and as such has been handed down the responsibility of Herald to Jagrol, the demonic demonic protector of Roo Rootho tholm lme. e. This This is a res respon ponsib sibili ility ty she tak takes es ver very  y  seriously, and though she abhors violence, she see’s that the monthly sacrifices are a necessary evil that benefits the entire community. As time has gone by, the callousness with which she carries out these duties has become second

her, but he has noticed over recent years that she has become more and more cold and blase when it comes to feeding Jagrol, and this frightens him. PA - Halfling  ST STREN RENGTH GTH 3, AG AGILI ILITY TY 3, WI WITS TS 3, EM EMPA PATHY THY 4

Insight ht SKILLS:   Crafting Crafting 3,   Insig

1, Mel Melee ee 2, Mov Move e

2 TALENTS:   Hard Hard to cat catch ch GEAR:   Warhammer Warhammer, , 1d6 Sil Silver ver, , Val Valuab uable le fin find d

10 ROOTHOLME

 

NOOK - Goblin ST STREN RENGTH GTH 3, AG AGILI ILITY TY 4, WI WITS TS 3, EM EMPA PATHY THY 4

Stealth th SKILLS:   Crafting Crafting 2,   Steal

3, Mel Melee ee 2

TALENTS:

  Nocturnal GEAR:   Iron Iron lad ladle le (tr (treat eat as Mac Mace), e), Che Chefs fs Kni Knife fe

BERNO

Berno is a cunning and savvy merchant, and descendant from one of the original founders of Rootholme. He runs a small shop called ‘Berno’s Curios’ that sells what he describes desc ribes as ‘anti ‘antiques’ ques’ but are actual actually ly mostly mostly polis polished hed  junk. He has participated in numerous full moon ceremonies and with each passing moon became more and more disillusioned disillusioned with the sacrifice sacrifices. s. Whilst Whilst he fears  Jagrol, he believes that the community no longer need his  protection. Now that the Bloodmist has lifted, he suspects that the demon is lying to the populace to keep them in line. Berno has gathered about half a dozen like-minded individuals and they often meet to discuss how best to rid themselves of Jagrol’s influence. He may hire adventurers to kill Jagrol if he can ensure that there are no links to himself. If the demon were ever to die, Berno intends to murder murd er Ma and Pa and take control of Rooth Rootholme olme which which he see’s as his ancestral home. Berno is a large man with a rotund belly - the result of  too much fine-dining. His twinkling blue eyes hide a keen mind and a sharp tongue.

NOOK 

Nook is the Goblin daughter of Ma and Pa. When she was born, Ma was so full of love for her daughter that she could not stand to send her away to live with the other Goblins as was their way. Instead she raised Nook as a Halfling and doted on her, teaching her all the skills of  her people. Nook believes herself to be a Halfling, and is ashamed of what she considers to be her ugly looks. She wears a hooded mask in public to hide her face, and is  painfully shy around other people, though she has a good heart.. Ma has taught her to be an excellent heart excellent cook, and she works at the inn preparing dinner for guests. Sometimes, Nook can become infatuated with a guest, especially if it is someone exciting from a far away place, or who dresses differently from the folk at Rootholme. If a guest grabs her attention, she may stalk them out of curiosity, spying  through keyholes, and following them around town at a distance. dist ance. Although Although Nook loves Ma and Pa, she hates and fears Jagrol. If she were ever to discover someone she liked on Jagrol’s menu, she may betray Ma and try and rescue

BERNO - Human ST STREN RENGTH GTH 4, AG AGILI ILITY TY 2, WI WITS TS 4, EM EMPA PATHY THY 3 SKILLS:   Melee Melee 2, Ins Insigh ight t 2, Man Manipu ipulati lation on 3 TALENTS:   Adaptive GEAR:   Dagger, Broadsword Broadsword

the victim. Thistoaction mayforwell the last strawpotential for Pa, who will want kill Nook the be betrayal.

11 ROOTHOLME

 

CORNELIUS JAGROL

Th Thiis po pom mpo pous us Mi Mins nsttre rell has mad adee hi hiss hom home in Rootholme and spends most of his time at the inn. There, he will gladly drink his days away if he has the money to do so. He sometimes earns his keep by performing at the inn, though his performances are often off-key due to his drinking habit. Cornelius is a narcissist and truly believes himself to be handsome and talented. The truth is he is a washed was hed-up -up alcoholi alcoholicc wit with h ver veryy low mor moral al fibre fibre and a selfish attitude. He has rec recent ently ly heard heard whi whisp spers ers that that Ber Berno no is meetin meeting  g  others in secret, and that rebellion is in the air. Cornelius has, so far kept this information to himself and wants to see how things play out before he decides which side to take to better things for himself.

The demon of Rootholme is an ancient creature that has made it’s lair here for hundreds of years. Lazy by nature, it pr preefe fers rs to infl influe uenc ncee th thee po poppul ulac acee fr from om afa afar, manipulating people as it needs. The monthly sacrifices ensure that it does not need to leave it’s lair, for the food comes to him. He communicates with Ma through the am amul ulet et sh shee we wears ars wh whic ich h enab enable le the the demo demon n to se send nd telepathic messages to her. This only works one way - it doesn’t want to be disturbed with minor issues, if Ma wants to talk to him, she will have to enter his lair.  Jagrol’s tendrils stretch and wind their way through the tunnels of the Down-Below like devilled roots, stretching  as far as the Temple, and Ma and Pa’s place. He uses these tendrils to make sneak attacks on any would-be assailants, usi using ng his Parasit Parasitee abilit abilityy to con contro troll the cre creatu ature re and command them to attack their friends. During a full moon, Jagrol will use his tendrils to touch the sacrifice and control them to enter his lair. If he is feeling particularly malicious, he will deliver a speech to all attend attendees ees usi using ng the victim victimss mou mouth, th, bef before ore he kills kills

CORNELIUS - Human ST STRE RENG NGTH TH 2, AG AGIL ILIT ITY Y 3, WI WITS TS 3, EMPAT EMPATHY HY 4 SKILLS:   Manipulat Manipulation ion 2, Perfor Performanc mance e 2 TALENTS:   Adapti Adaptive, ve, Pa Path th of th the e So Song ng 1 GEAR:   Shortswor Shortsword, d, Lut Lute, e, 1d6 sil silver ver

12  ROOTHOLME

 

them. He does this to sow seeds of doubt among the  populace and to reinforce their need for his protection. protection.  JAGROL - Demon ST STRE RENG NGTH TH 5, AG AGIL ILIT ITY Y 3, WI WITS TS 3, EMPAT EMPATHY HY 3

Scout 3, Sneak Sneak 5, Mov Move e 2, Ins Insigh ight t SKILLS:   Scout 2, Manipula Manipulation tion 4  ARMOR RATING:   8 MOVEMENT:   Winch Winch han handle dle (treat as mac mace), e), 1d6

silver PARASITE:   By tou touchi ching ng it’s victi victim, m, the demon ca can n ta take ke co cont ntro rol l ov over er it it. . Th This is wo works rks as th the e

PUPPET PUP PETEER EER spe spell ll wit with h Pow Power er Lev Level el 3.  WEAKNESS TO FIRE: Tak Takes es dou double ble dam damage age from 

fire.

MONSTER MONST ER ATTACK ATTACKS S D6 1

ATTACK   GNARLY R RO OOTS! One adventurer within NEAR range is ensnared by thick root-like

appendages. Roll for the attack with nine Base Dice and Weapon Damage 1 (blunt force). If  the attack succeeds, the victim is GRAPPLED. The roots have STRENGTH 3. 2

ROOT HU HUG! The demon grabs an adventurer within NEAR range and tries to crush her. Roll for the attack with ten Base Dice and Weapon Damage 1 (blunt force).

3

WHIPPING ROOTS! The demon whips it’s root-like appendages into a chaotic whirlwind

of death striking all adventurers within NEAR range with nine Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the adventurer is thrown to the ground. 4

PENETRATING ATTCK! A root tries to force it’s way into a body cavity (such as the

mouth, the eyes or the ears) of an adventurer within NEAR range. Roll for the attack with ten Base Dice and Weapon Damage 1 (slash wound). The attack damages STRENGTH STRENGTH and EMPATHY due to the horrifying experience. 5

ACHING MA M AW! The demon opens it’s tooth-filled mouth and takes a bite out of an

adventurer within ARM’S LENGTH with nine Base Dice and Weapon Damage 2 (slash wound). 6

PARASITE! The demon grasps an adventurer within NEAR range with one of it’s root-like

tentacles and uses it’s mind powers to control her with ten Base Dice and Weapon Damage 0 (blunt force). If the attack succeeds, no damage is caused, but the demon controls the adventurer. This works as the PUPPETEER spell with Power Level 3.

13 ROOTHOLME

 

FESTIV FES TIVAL AL OF HEME HEME

EVENTS

Described Descri bed below are sev severa erall eve events nts that can occur in Rootholme.

 THE PEDDLER AND THE SPY 

Th Thee adve advent ntur urer erss arriv arrival al at Root Rootho holm lmee does does no nott go unnoticed by the merchant Berno. He see’s their arrival as a possible opportunity to overthrow Jagrol and topple Ma and Pa’s leadership. He will initially make contact with the adventurers, maybe buying them drinks at the inn to sound them out and see what they’re made of. If he thinks they are up to the task, Berno will invite them to a secret meeting in the back room of his shop. There, he will make them an offer,  paying them 1 gold piece each if they agree to aid him in his rebellion. He will not initially tell them about Jagrol, or the month monthly ly sac sacrif rifice icess for fea fearr of fri frigh ghten tening ing the adventurers away. He hires the adventurers to spy on Ma and Pa, and report back to himself. In doing so, he hopes that they  will discover the demon for themselves, and link it to Ma and Pa. It should then be an easy matter to persuade them to rid the town of this evil and it’s two bewitched Halfling   pawns.

EVER EV ERY Y NOOK NOOK AND AND CRAN CRANNY  NY 

Nook takes a liking to one of the adventurers and becomes fas fascin cinated ated by them. them. She starts starts to fol follow low them them aro around und town, always at a distance. This suspicious behaviour may  unnerve the adventurers. If anything were to happen to Nook, Ma would be furious and seek vengeance upon whoever hurt her daughter. If, however, the adventurers become sacrifices for Jagrol at any point in their stay at Rootholme, Nook would try and free the adventurer she has a fascination with, and attempt to get them to safety. If Ma we were re to hear hear of th this is be betr tray ayal al,, sh shee wo woul uldd be devastatingly heart-broken and Pa would likely dispose of  Nook in the aftermath.

It’s festival time in Rootholme, and the temple is decked out with an abundance of flowers and berries. Wooden benches are dragged into the Temple area and food and wine are brought out for everyone to enjoy. There are musicians and dancers, and all who attend are draped in garlands of flowers. The festival is in aid of Heme, and as the evening  draws in, a pig will be sacrificed in front of the statue. This will be the evenings dinner, and the hog roast will be set up within the temple for all to enjoy. Cornelius will no doubt be there singing and drinking. If he gets too deep in his cups, he may let slip to the adventurers what he knows about Berno. What the PC’s do with this information is up to them. However, if Ma or Pa gets wind of Berno’s betrayal, they may hire the adventurers to get rid of him once and for all.  Jagrol does not enjoy the festival but knows better than to interfere with holy ceremonies, so keeps a low   profile throughout.

 THE ROOT OF ALL EVIL

The night of the full moon looms ever closer and the  village must find a suitable sacrifice for their demonic  protector, or face losing one of their own to Jagrol. The adventurers are outsiders, and prime pickings for the next ceremony. Ma will attempt to lace their meals with one of her  poisons, or failing that, Pa and a few assistants will try and kidnap the adventurers while they sleep. Anyone caught will end up gagged and bound in the cellar, where they will stay until the night of the full moon. When the time comes, the captives will be carried to thee te th temp mple le,, wh wher eree nearl nearlyy all all of th thee vill villag agee will will have have gathered to bare witness. Jagrol will then attempt to use his Parasite ability ability to get each adventure adventurerr to enter his lair for consumption. Should the adventurers escape, and a fight break out, the majority majority of the village villagers rs will be terrified terrified,, and will run amok, screaming and shouting. A few brave souls may try  their luck with the adventurers, adventurers, but Berno will see this as an opportunity to take control. He and his conspirators will let the adventurers deal with the demon, while he seeks to kill Ma and Pa.

14  ROOTHOLME

 

PLAY PL AYER ERS S MA MAPS PS

15 ROOTHOLME

 

16  ROOTHOLME

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF