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06 Tannic-Spreads

This adventure involves three missing young adults from the village of Tannic who failed to return from camping in the Tannic Forest during the village's summer festival. Players are hired to search for the missing youth. The forest contains remnants of a former royal family and rumors of hauntings that may be connected to the disappearances.
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0% found this document useful (0 votes)
37 views18 pages

06 Tannic-Spreads

This adventure involves three missing young adults from the village of Tannic who failed to return from camping in the Tannic Forest during the village's summer festival. Players are hired to search for the missing youth. The forest contains remnants of a former royal family and rumors of hauntings that may be connected to the disappearances.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1 2

Tannic
A point crawl forest adventure

Amanda P.
Tannic
Written and designed by Amanda P.

Edited by Yochai Gal and Symbolic City

Copyright information included pages 27-30

All imagery created by Amanda P. or adapted from


the public domain. Thank you to the USDA Forestry
Service for uploading archive images to
Archive.org.

Special thanks to:


• Yochai Gal for designing Cairn and being a
lovely community builder and advocate.
• Tam H. for layout advice and jokes.
• The SOUP informal writing co-op.
• My wonderful, generous playtesters.
• Jarrett Crader and Exalted Funeral for their
support with the print edition.
• And C, who knows why.
Table of Contents
What is this adventure? 1
What’s the situation? 1
How can I include it in my campaign? 1
The Greater Context 2
Overland Map 1 3
d8 Rumors 3
Characters from the Village of Tannic 5
Undead with Unfinished Business 6
The Village of Tannic 7
The Festival Grounds 8
d10 Festival Encounters 9
The Tannic Forest 11
The Campsite 12
Siegfried’s Rest 13
Gustav’s Folly 14
d8 Forest Encounters 15
The Bog Tomb 17
The Oubliette Situation 23
Ending the Quest 23
Cairn Stat Blocks 24
OSE Stat Blocks 25
7 8
What is this adventure? The Greater Context
Tannic is a level 1-3 system neutral adventure with stats provided Three centuries ago, a minor royal family
for Cairn and B/X. It can be completed in one or two sessions. held dominion over the Tannic Forest.
Through political machinations, they were
Summary: Three young adults go missing during a summer deposed and their heir, Prince Sebastian,
festival. They were last seen camping in the woods to prove their was entombed alive in the family
courage. The village elders hire the adventurers to bring them mausoleum while his close friends and
home safely. comrades escaped or were slain.

What’s the situation? Over time, minor tectonic events forced the
majority of the structure underground, and
Since days of old, the village of Tannic, sitting precariously on the the forest erased most traces except the
edge of woods and sea, has celebrated the summer equinox with small tomb entrance.
an elaborate festival full of dancing and celebration which draws
50 years ago, villagers diverted a small creek
visitors from miles around. During this fortnight of festivities,
to harvest bog iron for smelting. Over the
young villagers prove their courage through camping deep in the
ensuing years, the water slowly eroded the
forest. For many years, this ritual has proceeded without incident
ancient tombʼs seals, causing the Princeʼs
except mosquito bites and broken bones.
anguish to spread as magical corruption.
Grave misfortune struck this year. 3 days ago, three village youth:
4 days ago, three village youth (Osric, Flora,
Osric, Flora, and Astrid, failed to return from their midsummer
and Astrid) went camping on the Tannic
jaunt beneath the pines. Peregrine the woodsman led multiple
Trek. They found the tomb while exploring,
search parties, turning up tracks, strange signs, and confusion,
called by the Princeʼs enchanting song.
but naught else. Desperate, the village elders turn to you for
assistance in locating the missing young adults, offering a 3 days ago, they failed to return.
precious local relic and money.

How can I include it in my campaign?


The simplest inclusion would probably be: your characters go on
vacation to a local beachside village on the edge of forest and sea.
While enjoying themselves at a local summer festival, they are
drawn into a dangerous forest quest.

This adventure can be run as a one shot for a 3-4 hour session but
could extend up to two sessions depending how forest exploration
pans out and how much meandering the adventurers do.
1 2
Overland Map
4. Siegfriedʼs Uneasy Rest: space of magical strangeness.
1. Tannic: quiet village near forest and sea.
5. Gustavʼs Folly: entrepreneurial failure and workplace accident.
2. The Midsummer Festival grounds: full of celebration.
6. The Bog Tomb: former resting place of the betrayed royals.
3. Campsite: last known location of Osric, Flora, and Astrid.

Each hex is 2 hours travel.


Roll Forest Encounters
on keyless hexes (pg 15). 3

5 6
1 4

d8 Rumors 1
1. During the Midsummer Festival, young people go on the 5. Thereʼs a mausoleum out under the pines. Itʼs damaged
Tannic Trek to prove their courage, staying overnight in the enough now you could probably squeeze in and maybe find
forest. some treasure.
2. The forest was once owned by unlucky royals; only the ruins 6. Youth go on the Tannic Trek because they believe that the
of their stone hall remains. forest is haunted.
3. Thereʼs a treasure vault in the bogs where royals were buried 7. Harp playing can be heard in the woods nowadays; itʼs very,
with their riches. very compelling.
4. Gustav thought he could smelt bog iron for cheaper than the 8. Thereʼs been sightings of a strange skeleton impaled on a tree
iron mines out east. His furnace burned the village down. imploring people politely for aid.
3 4
Characters from the Village of Tannic Undead with Unfinished Business
The Adults The Young People Gustav Getri
• Appearance: dapper bearded phantasm in a sharp suit with
Village Elder Hans Osric Cooperson
burn marks, grey and white beard, wiggly eyebrows.
• Appearance: dark brown • Appearance: red hair
• Voice: jovial and snarky.
skin, sailor tattoos and disheveled, heavily
old wounds, amber eyes. freckled, patchy beard. • Drive: profit and entrepeneurship.
• Voice: charming, • Voice: wry, charming, • Stat as Wraith, but heʼs a business ghost.
musical. voice cracks.
• Drive: love for his village • Drive: impress Astrid. Ser Siegfried
and family. • Stat as Level 0 human.
• Appearance: skeleton in green surcoat embroidered with stag.
• Married to Sigrid.
• Floraʼs father. Flora Hansdottir • Voice: proud, courageous, like a knight out of a storybook.
• Stat as Level 1 fighter. • Appearance: neat • Drive: to protect the innocent, reunite with Prince Sebastian,
braided black hair, and act with honor and chivalry.
Village Elder Sigrid amber eyes, mature. • Stat as level 2 Fighter.
• Appearance: green eyes, • Voice: completely
knotted muscle, tan skin. confident, resolute.
Prince Sebastian
• Voice: folksy. • Drive: friendship and
• Drive: protection of the love for her community. The fallen prince strains to see clearly through memory, his sorrowful
town and all its people. • Stat as Level 0 human. song charming all who hear him, filling their hearts with devotion.
• Knowledgeable in Astrid Shiefdottir
matters of herbs, woods • Appearance: rich raiment, forest green embroidered with
magic. • Appearance: nob-kneed, great cedar trees and scenes of deer, stained and rent.
• Married to Hans. graceless, clothes stained.
• Voice: charming but very Skeletal body crowned with a princely circlet.
• Floraʼs mother.
• Stat as Level 1 cleric. dreamy. • Smells: of decay, ancient promises sunk into bogs, musty
• Drive: curiosity. death.
Peregrine the Ranger • Peregrineʼs child.
• Voice: antiquated, lilting cadence that mesmerizes.
• Stat as Level 0 human.
• Appearance: fire-scarred • Drive: desires nothing above being reunited with his
hands, gentle eyes.
comrades of long ago, an impossible thing.
Voice: highly intelligent
and educated, short and • Plays a magical harp that (unbeknownst to him) forces those
terse speech. in his presence to reenact his memories, obey his will.
• Drive: to know the • Stats included on page 24.
forestʼs secrets.
• Astridʼs guardian.
• Stat as Level 1 fighter.
5 6

The Village of Tannic The Festival Grounds


A sleepy village on the edge of forest and sea. Buzzes with activity as Approaching the Festival Grounds, you smell the pungent aroma of
people of modest means flock to town each summer for seaside sun and fried fish skewers and freshly baked hand pies. Barkers encourage
respite. passersby to play, eat, and be merry, while children giggle at a
puppet performance.
Appearance: wooden houses with
thatched roofs, log buildings freshly
Appearance: colorful tents in
painted white. Town square has a market
area, the town well, iron sculpture of a neat rows, meager to
sailor on a ship. elaborate pavilions.
Field muddy from rain and
Famed for: Midsummer Festival. many footsteps.

Local industry: woodworking, tanning, Smells: fried potatoes, fish


cranberry harvesting, fishing. skewers, baked hand pies.
Wild flowers, sea breeze and
Local populace: friendly, hospitable, the smell of pine mask the
diverse. Tannic is a port village, with a more off putting smells.
tourism economy.
Security: attentive,
Attitude toward outsiders: hospitable. uniformed local toughs.

Security: town guards mainly deal with Vacationers: farmers,


rowdy drunks or the occasional wild cityfolk, well to do
animal. merchants, all rubbing
shoulders.
Local Delicacies: fish stew. Wild turkey
sandwiches with cranberry relish. Merchants: gamemakers,
soothsayers, bakers and short
Main landmarks:
order cooks, craftspeople,
• Market offering leather goods,
souvenir-makers,
fishmongers, hunters, farmstand,
professional storytellers,
woodworkers, commemorative items.
stunt performers, duelists,
• 2 inns, one well-to-do, one more
actors, circus.
working-class.
• Large iron fisher sculpture stands in For activities, roll on
the town square.
d10 Festival Situations (pg 9).
7 8

d10 Festival Encounters


1. A youth is pocketing sweets and shiny things at 6. Local cats are terrorizing the fish fry
the shop stalls. Guards appear to have noticed and with their dread hunger. A scrimshaw artist
are beginning to approach. The youth rushes over to has made his way over and is carving the
scene crudely, commemorating the catsʼ
the adventurers yelling “My parents! There you are!”
deeds. The fry cooks are at their wits end.
They look around wildly for aid.
2. The adventurers see many strong people walking
over to a banner that says “Mightiest in Tannic”. 7. The Festival stage manager is arguing
Do any of them enter this contest of strength? with a ʻwizard,ʼ wearing a hat emblazoned
ʻMystical Larry.ʼ He was hired to create
• Referee note: one strength carnival or county fireworks. A flock of 4 year old children
fair style contest should serve here. Crowd will dressed in owl costumes approach herded
cheer for success, jeer for failure. Prize: a by a tired sheepdog. They begin messing
wrestling-style belt with the year. with the fireworks lying around.
Options: toss the caber, wood chopping. No one else has noticed.

8. Guards are playing dice with festival


3. A clumsy stilt walker is stumbling about the
goers and accuse each other of cheating. No
festival like a baby deer. They rapidly approach the
one has noticed yet that a drunken group of
Butter Sculpture Competition, which has become a traveling alchemists has started a fire.
shouting match between sculptors over possible
cheating. The beautiful butter sculptures are in 9. Bakers in the large outdoor kitchen are
grave danger of being squished. making a giant pie. Flocks of hungry birds
are dive bombing onto it, stealing pieces.
4. Insufferable academic youths are sneakily The bakers scream in irritation, attempting
imbibing bog psychedelics. They begin directing to fight them off, but donʼt seem very
strange philosophical statements at the adventuring effective. They look around wildly for aid.
party. Attempting to draw them into a philosophical
10. Boxer has had one too many and is
debate about the nature of the Myths.
leaning on a large steer, occasionally
challenging it to a boxing bout before
5. Elderly grandpas and grandmas recount absurd
falling asleep. The steer, bearing a blue
tall tale feats in the last war while creating a ribbon for excellence, grows slowly more
memorial quilt. They invite the adventurers to sit irritated. If the party watches long enough,
with them. Pick a rumor for the party. the steer headbutts the boxer. K.O.
9 10

The Tannic Forest The Campsite


Striding below the tree boughs, the pine forestʼs sharp, fresh aroma Flora, Osric, and Astrid made camp in a small clearing
fills your nostrils. The distinctive trickling of water from distant near a gentle, slow-moving pond. Toads croak in the
creeks and the occasional bird call reaches your ears but otherwise, distance, dragonflies erratically fly by. In any other
there is a stuffy silence. context the campsite would seem peaceful and idyllic,
You may be holding your breath, but the forest is too. but the anxiety of their disappearance lingers, drowning
out the peace and quiet of this
Forest floor: sandy acidic soil lined resting place.
with pine needles and fallen leaves. Three bedrolls lie askew under a
tall cedar tree. Grey, rumpled,
Pine and cedar trees sprout like damp from morning dew and
haphazard columns, sheltering wild recent rain. Fallen leaves lie damp on
cranberry and blackberry bushes. top.

Old cobblestones stick out of the Muddled foot prints lead east and
ground where ancient paved roads fell southeast. Difficult to distinguish due to
to disrepair. recent rain.

Waterskins lie open on the ground,


Creeks flow throughout the landscape
filled with
into bogs filled with tea-colored water, tea-colored water.
dyed by the abundant cedar trees.
Firepit: cold embers under a makeshift
Roll d8 Forest Encounters for travel to spit, rabbit bones among the coals.
keyless hexes (pg 15).
Hidden in the bedroll: draft
letter from Osric to Astrid with
many phrases crossed out. It seems to
be a confession of feelings.

Drink from the waterskins: Hear Undead for the


next four hours. Drinker(s) hear mysterious
harp song that compels them east for next four
hours, consuming their thoughts.
11 12

Siegfried’s Rest Gustav’s Folly


An undead skeletal warrior Sir Siegfried, wearing an embroidered Burnt, crumbling huts lean wearily next to a small stream dotted with
surcoat emblazoned with deer, stands slumped, partially impaled bog iron. The furnace and well remain largely intact. Burn marks and
by an ebony spear emblazoned with a black dragon into a tall oak old ash taint the remaining building walls, along with graffiti and
tree. A grey phantom horse stands next to the skeleton whinnying crude carvings boasting of summer trysts.
sadly and scuffing its hooves on the ground. A robin sits on the
warriorʼs helm.
Appearance: desolate, Fire up the furnace: smelt a
When the party approaches: abandoned. Fire-damaged lump of bog iron. Awakens
Siegfried waves in a friendly structures except the furnace Bog Iron constructs.
manner. which stands intact but
rusted. If successful smelting,
Voice: archaic and mannerly, can be Gustav is captured in the iron
heard by the players. Go to bottom of the well: and will occupy whatever is
find 2d6 old coins. Old forged. The bearer of the
Request: assistance in freeing wishes. iron can hear Gustav while
himself from the tree by removing holding the iron or whatever
the spear. Drinking from the well: is forged from it.
grants Hear Undead for two
Spear: embedded into the tree, hours, specifically Gustav the Encounter: 1d6+1 Bog Iron
remove with great physical effort. ghost locally, hear his Constructs, lumpy looking
Cost: those who touch the spear terrible business advice. with crude metal bits.
Hear Undead for the next 4 hours. Stat as Gelatinous Cube.
Referee: Gustav is intended
If freed: introduces himself as to be played like an old surly
Prince Sebastianʼs heart companion. joker, laughing after ragging
He died long ago trying to find the on the PC who can hear him.
Prince after the betrayal. Gustavʼs Business Advice
He will provide the Tomb location 1. “You could be making more money right now.”
and his steel ring.
2. “Going on dangerous errands for villagers seems very inefficient.”
Warm the ring with fire: summon 3. “Thereʼs a market for everything! You should invest in collectible
Siegfried if the Prince is found. spoons! Now that is some fast money.”
4. “You should just hire a bunch of villagers to deal with this.”
5. “What are your goals? You wonʼt be able to explore dank holes
forever kid!”
6. “Arenʼt you embarrassed to smell this bad? Is this even a real job?
13 14

d8 Forest Encounters
1. Carnivorous oak tree tempts travelers 6. The adventurers hear a posh voice from
with the imitated sounds of young voices. the trees yell “Halt and drop your
Will eat the adventurers. Run as trap. weapons.” A very well-dressed adult
highwayman, the Tannic Bandit, swings
2. Fog rolls in full of ghosts strumming down with 1d6 henchmen all in front of the
harps and playing horns, parading to a party. They demand a toll. They look very
small grove off the road. Can the well-rested, bathed, and a little too fancy.
adventurers resist the music? If not, the Their equipment looks fresh, almost
ghosts lead them to a grove and put on a unused. Stat as Fighters level 1.
concert that entrances them. They awaken
6 hours later at Gustavʼs Folly (see page 3). 7. Friendly bog witch Ruth, who is fair but
looks foul, rescues folks in her little
3. 1d6 Bog Spiders hiding in moss, hungry rowboat. She provides gossipy forest
and bored. Will eat adventurers, but could rumors and will answer any questions the
be fed something else. They have obvious adventurers have.
treasure in their webs.
Stat as Crab Spiders. 8. Formidable lizard person warrior poet
seeks rivals to prove worth. Challenges
4. The adventurers find themselves passersby to Words or Swords.
approaching a dangerously unstable bog Stat as Berserker.
area. Peat deposits are burning in all • If Words, she offers a riddle “If you
directions, with explosive sections throw a white stone into a red sea, what
popping out of the ground in random will happen to it?” Answer: “It will get
intervals. Do they return from whence wet.”
they came or attempt to cross? • If Swords, she fights to first blood.

5. A grove blooming with too many


flowers. The adventurers are surrounded
by giant tulips, mountain laurel, poppy,
and wildflowers. Each flower holds water
within its bloom. The water smells
heavenly. Drinking the flower water
renders someone bold beyond reason for
4 hours.
15 16

The Bog Tomb


The ground within the Tomb is wet and slippery, brown cedar water
puddling on uneven broken stone tiles. Walls are made of stone blocks
cut with crude tools, wet and stained with peat and bog water.
Moss grows in places, mold in dark wet corners. Ceilings are 15ʼ high.
Emerging awkwardly from a mossy hill eroded by the nearby creek stands Little natural light makes it below. Normal wood doors throughout.
an ironstone mausoleum, wizened with age, pitted with damage, with
narrow structural cracks diagonally visible running down the main
edifice. Creek water runs down the hill and into the mausoleum in 1. Main entrance S1. Secret Entrance
various places. • Rough ironstone blocks • To the north 25ʼ, partially
mortared shut concealed by moss and
(crumbling). fallen boughs.
• Stone tomb seal cracked
• Narrow crevasse with
in half. Navigable for one
person (tight squeeze). brown cedar water
• Inside: slightly flooded 1 streaming down.
inch deep, water flows • Lower a torch on a rope:
down stairs to 2. Reveal Ossuary 40ʼ below
• Stairs down to 2. • Difficult, slippery climb,
but possible with luck.

2. Main Chamber
Faded stone tiles with crude designs of warriors drinking at table,
questing, playing harps and lutes, and other scenes adorn the floor,
mostly obscured by tomb water.

• Directions: stairs down hallway, entrances to Side Chambers:


to west (A,C) and east (B-D).
• Chamber, flooded (up to boot tops).
• Worn tapestries hanging on walls, molded and damaged.
• Round font on platform to south, carved with motifs of
harpist charming snakes.
Filled with: brown tomb water, floating unlit candle.
• Drink tomb water: Hear Undead.
Compulsion: find harp, obey harp player.

Referee Note: Prince Sebastianʼs harp playing can be heard


throughout the tomb by any player character under the
effect of Hear Undead. Those who hear the harp playing are
compelled to obey his commands unless they resist.
17 18

2a. Side Chamber A 3. Mortuary


• Sarcophagus (opened), female skeleton lying face up. Mildewed room, stained with ancient blood and viscera. Canopic jars
Cloak missing. in corners, ancient embalming fluid in containers. The stench of old
death and bog fumes. Drain grate at room center.
• Jars and mementos broken in shards on floor.
• Enter from 2.
• Mildewed old embroideries in a corner. Fall apart if picked
up. • Drain grate with hinge at center of room, discolored.
• Suit of armor collapsed in corner, missing helmet and • Broken crates in corners with a few musty wax sealed bottles
bracers. (contains: embalming fluid).
2b. Side Chamber B • Lift the drain grate: Reveal 40ʼ slanted tunnel down to
Oubliette. Can fit at a crawl or slide.
• Sarcophagus lid (broken, on floor). Musty human skeleton
hanging out of sarcophagus.
• Contains: Old curved dagger with pommel carved to resemble
a snake, fangs flared.
2c. Side Chamber C
• Suit of armor (visibly shaking), helmet closed. Contains
Astrid, ears stuffed with grave clothes and moss.
• Sarcophagus (lid partially open), contains a skeleton with
torn graverobes. Snake-bejeweled gold bracelet on wrist.
• Various broken jars on floor, rotted throw rugs.
2d. Side Chamber D
4. Ossuary
• Suit of armor: rusted, broken on tile floor.
• Sarcophagus (closed). 3 inch hole on north side. Muffled noise 5. Shrine
from inside.
• Contains: River Snakes in a horrible moving pile, on top of a
well-dressed skeleton wearing a gold circlet on its brow. S2 Drain Tunnel
Skull is covered in bite marks.
6. Oubliette
19 20
4. Ossuary d6 Undead Complaints
1. “Alas, the harp playing hath not stopped for eons.”
Water flows from above, running rivulets down the enormous skull and
bone pillar standing at the center of the large, dark room. Persistent 2. “Tis unfortunate, the leaking and and dripping.”
sound of water dripping fills your ears. The tomb walls are heavily 3. “Someone must deal with these river snakes disturbing mine
water damaged and stained here, with clear flooding marks and mold. slumber.”
• Enter from 2, 3, or S1. 4. “Those youth opened the sarcophagi.”
• Center of Room: Skull Pillar 15ʼ tall, surrounded by brown 5. “Why has no one visited us to provide a floral arrangement of
water. 5ʼ deep at center, 2ʼ deep on room edges. late?”
• Gold and metal glint from the Skull Pillar. 6. General squabbling between different undead over ancient perceived
• In the pool: beautiful slights.
faces that
occasionally turn 5. Shrine
skeletal. Faces move • Enter from 4.
their mouths but the • Pooled old wax, rotted hymnals and stone altar (mold-
party cannot hear covered). Family testament book (burnt) rests on top.
them (unless one is
• Inside the family testament book: contains family tree listing
subject to Hear
Prince Sebastian of Tannic as the last scion of their line.
Undead). Chalices,
both precious metal • Southern wall: mortared stones in a similar manner to Tomb
and rusted, lie under Entrance, visibly crumbling and precarious. Rivulets of water
the water. creating broken grout and pooling in crevices.
• Climb the Skull • Push the stones: with effort they collapse, revealing Oubliette.
Pillar: The pillar is
precarious, water 6. Oubliette
damaged. Will make • Enter from 5 or S2 (behind large rubble).
loud warning cracks • Flooded chamber: water 4ʼ deep throughout, 1ʼ high raised
if this is attempted. platform at room center.
If climbed above 10ʼ,
the pillar collapses. • Water rising. Signs of past flooding (on walls, just below
ceiling). If the adventurers do nothing, the room will flood,
• Speak to the faces: drowning all inside.
Nearby chalices fill
with a green glow. • Ceiling: water flowing down in various places from large
growing ceiling cracks.
• Drink tomb water:
Hear Undead for 2 • Turn to next page for the Oubliette Situation.
hours.
Compulsion: find and obey the harp player.
21 22
The Oubliette Situation Cairn Stat Blocks
• Prince Sebastian casually strums an old tuneless harp.
Prince Sebastian
• Flora and Osric, wearing grave clothes, bearing rusty
weapons, stand in 3ʼ deep water. They speak with Prince 10 HP, 1 Armor, 12 STR, 13 DEX, 11 WIL, short sword of lightning
Sebastian, using antiquated language, of deeds and hunts. (1d6, blast), harp song
• Whenever Prince Sebastian stops playing the harp to talk,
- Critical Damage: Target takes an additional 4 damage to STR.
Flora and Osric seem to resurface from a dream, terrified.
• Prince Sebastian is confused, and believes them to be his - Harp Song: Nearby target make a WIL save or be charmed: move
companions of old. He does not have malicious intent. towards Prince Sebastian (resisting those who try to prevent it);
defend Prince Sebastian; obey Prince Sebastianʼs commands;
• He will turn violent if the youth leave without a compelling
unable to cast spells or use magic items; unable to harm Prince
reason. He can be reasoned with but it requires validating his
Sebastian. A character who saves is unaffected for the rest of the
world view and gentle reality grounding.
encounter. Killing Prince Sebastian or destroying his harp breaks
• Resist Harp Song: see page 24-25 ʻHarp Song.ʼ the charm.
• Break the harp: breaks the spellʼs hold over the young people.
Giant Toad
Prince Sebastian is temporarily disoriented.
• Collapse the ceiling: Risky. Could drown or crush everyone. 3 HP 12 STR 8 WIL, bite (d6)
• Warty amphibians with long, sticky tongues. As large as a
• Fight Prince Sebastian: Flora, Osric, and any player
great hound, weighing 150 to 250 pounds.
characters under the Hear Undead effect attack if they are still
• Surpise: can change colour to match surroundings.
under the harpʼs spell.
• Sticky tongue: can attack and drag target up to 15ʼ and bite.
• If the party helped Siegfried, they can summon him here to
distract Prince Sebastian. Moss Spider

4 HP, 6 STR 12 DEX, bite (d6)


Ending the Quest • 4ʼ long spiders that dwell in the forest.
• Lurks in trees surprise its victims.
If the party successfully returns the young people to town, the • Critical Damage: the poison paralyzes the victim (d8 DEX
village elders provide them with 600 gold pieces, profits from the damage), the spider drags paralyzed victims to its lair to eat.
Festivalʼs first weekend, and a rare relic, the Whalerʼs Lodestone.

Whalerʼs Lodestone
• A humble magnetic stone carved into a sperm whale.
• When suspended in salt water, points to the nearest, safest
place or harbor within 6 miles. Recharge by boiling in oil.
23 24

OSE Stat Blocks Giant Toad


Warty amphibians with long,
sticky tongues. As large as a
Moss Spider (Crab Spider)
5ʼ long hunting spiders that
Prince Sebastian great hound, weighing 150 to can change their color to
Armour Class 7 [12] Leather 250 pounds. match their surroundings.
Hit Dice 6* (27 hp)
Attacks 1 × Short Sword of Lightning, (1d6 or by weapon), 1 × harp Armour Class 7 [12] Armour Class 7 [12]
song (charm) Hit Dice 2+2 (11hp) Hit Dice 2* (9hp)
THAC0 17 [+2]
Attacks1 × bite (1d4+1) Attacks1 × bite (1d8 + poison)
Movement 60ʼ (20ʼ)
Saving Throws D12 W13 P14 B15 S16 (3) THAC0 17 [+2] THAC0 18 [+1]
Morale 7 Movement 90ʼ (30ʼ) Movement 120ʼ (40ʼ)
Alignment Chaotic Saving Throws Saving Throws
XP 350 D12 W13 P14 B15 S16 (1) D12 W13 P14 B15 S16 (1)
Number Appearing 1 Morale 6 Morale 7
Treasure Type C
Alignment Neutral Alignment Neutral
Charm: Anyone who hears the harp song of Prince Sebastian must XP 25 XP 25
save versus spells or be charmed: move towards Prince Sebastian Number Appearing 1d4 (1d4) Number Appearing 1d4 (1d4)
(resisting those who try to prevent it); defend Prince Sebastian; Treasure Type None Treasure Type U
obey Prince Sebastianʼs commands; unable to cast spells or use
magic items; unable to harm Prince Sebastian. A character who
saves is unaffected for the rest of the encounter. Killing Prince Surprise: On a 1–3, in forests Ambush: Attack by dropping
Sebastian or destroying his harp breaks the charm. or dark dungeons, due to the on victims from above.
ability to change colour to Surprise: On a 1–4, due to
Short Sword of Lightning: A magical short sword that sparks match their surroundings. camouflage.
lightning onto a target when it hits. Sticky tongue: Attack up to
15ʼ away. On a hit, prey (up to
On a successful hit: All within 5ʼ of the struck creature suffer Cling: Can walk on walls and
dwarf size) is dragged to the
electrical damage and are thrown back 10ʼ. ceilings.
mouth and bitten.

Electrical damage: 8 points (save versus spells for half). Poison: Causes death in 1d4
The target hit by the short sword may not make a saving throw. Swallow whole: An attack
turns (save versus poison
roll of 20 indicates a small
with a +2 bonus).
Magic resistance: +2 to all saving throws. victim is swallowed. Inside
toadʼs belly: suffer 1d6
damage per round (until the
toad dies); may attack with
sharp weapons at –4 to hit;
body digested 6 turns after
death.
25 26
Copyright 3.Offer and Acceptance: By Using the Open Game Content You indicate Your
Open Game License acceptance of the terms of this License.

DESIGNATION OF PRODUCT IDENTITY 4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-
All artwork, logos, and presentation are product identity. The names “Necrotic exclusive license with the exact terms of this License to Use, the Open
Gnome” and “Old-School Essentials” are product identity. All text in the Game Content.
following sections is product identity: About Old-School Essentials.
5.Representation of Authority to Contribute: If You are contributing original
DESIGNATION OF OPEN GAME CONTENT material as Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the
All text and tables not declared as product identity are Open Game Content. rights conveyed by this License.

OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 any Open Game Content You are copying, modifying or distributing,
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. and You must add the title, the copyright date, and the copyright
holderʼs name to the COPYRIGHT NOTICE of any original Open Game
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who Content you Distribute.
have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, 7. Use of Product Identity: You agree not to Use any Product Identity, including as
correction, addition, extension, upgrade, improvement, compilation, an indication as to compatibility, except as expressly licensed in
abridgment or other form in which an existing work may be recast, another, independent Agreement with the owner of each element of
transformed or adapted; (c) “Distribute” means to reproduce, license, that Product Identity. You agree not to indicate compatibility or co-
rent, lease, sell, broadcast, publicly display, transmit or otherwise adaptability with any Trademark or Registered Trademark in
distribute; (d)”Open Game Content” means the game mechanic and conjunction with a work containing Open Game Content except as
includes the methods, procedures, processes and routines to the extent expressly licensed in another, independent Agreement with the owner
such content does not embody the Product Identity and is an of such Trademark or Registered Trademark. The use of any Product
enhancement over the prior art and any additional content clearly Identity in Open Game Content does not constitute a challenge to the
identified as Open Game Content by the Contributor, and means any ownership of that Product Identity. The owner of any Product Identity
work covered by this License, including translations and derivative used in Open Game Content shall retain all rights, title and interest in
works under copyright law, but specifically excludes Product Identity. and to that Product Identity.
(e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; 8. Identification: If you distribute Open Game Content You must clearly indicate
stories, storylines, plots, thematic elements, dialogue, incidents, which portions of the work that you are distributing are Open Game
language, artwork, symbols, designs, depictions, likenesses, formats, Content.
poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, 9. Updating the License: Wizards or its designated Agents may publish updated
enchantments, personalities, teams, personas, likenesses and special versions of this License. You may use any authorized version of this
abilities; places, locations, environments, creatures, equipment, License to copy, modify and distribute any Open Game Content
magical or supernatural abilities or effects, logos, symbols, or graphic originally distributed under any version of this License.
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) “Trademark” 10 Copy of this License: You MUST include a copy of this License with every copy
means the logos, names, mark, sign, motto, designs that are used by a of the Open Game Content You Distribute.
Contributor to identify itself or its products or the associated products 11. Use of Contributor Credits: You may not market or advertise the Open Game
contributed to the Open Game License by the Contributor (g) “Use”, Content using the name of any Contributor unless You have written
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, permission from the Contributor to do so.
translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this
agreement.
12 Inability to Comply: If it is impossible for You to comply with any of the terms
of this License with respect to some or all of the Open Game Content
2. The License: This License applies to any Open Game Content that contains a notice due to statute, judicial order, or governmental regulation then You may
indicating that the Open Game Content may only be Used under and in not Use any Open Game Material so affected.
terms of this License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this
License.
27 28
13 Termination: This License will terminate automatically if You fail to comply Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel Proctor.
with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
termination of this License.
B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin
14 Reformation: If any provision of this License is held to be unenforceable, such Norman.
provision shall be reformed only to the extent necessary to make it
enforceable. B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin
Norman.
15 COPYRIGHT NOTICE B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin Norman.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Norman.
Jonathan Tweet, Monte Cook, Skip Williams, based on original material
by E. Gary Gygax and Dave Arneson. Old-School Essentials Core Rules © 2018 Gavin Norman.
System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman.
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax Norman.
and Dave Arneson.
Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman.
Modern System Reference Document © 2002-2004, Wizards of the Coast, Inc.;
Old-School Essentials Classic Fantasy: Treasures © 2018 Gavin Norman.
Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman.
and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
Old-School Essentials System Reference Document © 2019 Gavin Norman.
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Author Gavin Norman.
Andy Collins, and JD Wiker.
Tannic © Amanda Pratt. Author Amanda Pratt.
Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Authors Davis
Chenault and Mac Golden.
END OF LICENSE
Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Authors Scott Greene and Clark Peterson, based on original material by DESIGNATION OF PRODUCT IDENTITY
Gary Gygax.
All artwork, logos, and presentation are product identity. The name “Tannic” is
product identity. All text not declared as Open Game Content is product
Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.; identity.
Author Scott Greene, based on original material by Gary Gygax.

Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Cairn was created by Yochai Gal and is licensed under CC-BY-SA 4.0.
Scott Greene, based on original material by Gary Gygax.
DESIGNATION OF OPEN GAME CONTENT
Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Authors Scott Greene and Patrick Lawinger. The Giant Toad stat block and description on page 26 and the Crab Spider stat
block and description on page 26 are Open Game Content.
Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Nick Louth.

Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors
Scott Greene and Clark Peterson, based on original material by Gary
Gygax.

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