06 Tannic-Spreads
06 Tannic-Spreads
Tannic
A point crawl forest adventure
Amanda P.
Tannic
Written and designed by Amanda P.
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.
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.
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
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.
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.
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.
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
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
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