Professional Documents
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Black bog
purple can recall hearing about rumors that bandits have been spotted in black
hollow but can’t tell more than that!As you journey through the forest you hear
rustling in the trees besides you green can sense and shoot at the bush (with
50% chance of hit. Roll d20. 11 or higher is successful shot). If the shot is
successful the band hears a slight moan then dull thud and out pops two
branchlings str 2 hea 14. If shot unsuccessful out pops three branchlings enter
combat if you examine the branchlings you will find a small pouch on one of
them containing two gold and a bridge twig (see m agical items section of the
intro). The adventurers can discuss what they think about the previous
encounter and about what they think will happen next for a minute or two then
read. As you continue through the forest the trees get denser and it’s getting
harder to move the wagon. The wagon can no longer move and you have the
option of getting help or cutting the branches yourself. If you choose to go for
help read as you walk back down the path (for wis 8 or up read) you notice
you’ve been walking around in circles( and you walk back to the wagon) (for
wis 7 or lower) you walk around until you eventually trip and take one damage.
You keep walking but 1eventually you decide to go back to the wagon( never
finds out that he has been going around in circles). Now your only option is to
cut the branches. If player chose to cut the branches read as you attack the
branches you notice that one of the branches has moved all of a sudden you
get attacked by a branchling(enter combat). Red, Blue and pink can destroy the
branches without having to fight the branchling. The path opens to a big black
bog. Read as you continue walking you come to a small clearing. the waggon
driver decides that he is going to take a break. He asks if you could scout
ahead. You agree. After a few minutes you come to a big black bog.it’s foggy
and you can’t see very far. Part 2 : branchbeast lair The
adventurers have to wade through the bog. Roll a d20 for each. 10 and lower
read as you wade through the bog you prick yourself on a thorn take 1 damage.
If the player rolled 1 read as you wade through the bog you trip and take 2
damage. If the player rolled 11 or higher he doesn’t take any damage. Red
automatically succeeds the roll. As the players wade through the bog the fog
starts to clear and they bump into a huge dome made of interconnecting
branches( none of them have any leaves). Purple can tell you that this is a
branchbeast lair. Read in front of you is a porch. The porch has a bench, A
bucket, A glass bottle with a cork, And a doorway. There is a staircase leading
up to the porch. The players can not see the inside of the bucket unless they use
an action to do so. If so, they must roll a D20. If they get 16 or higher read, You
look inside the bucket you can tell, that the liquid inside is liquid plasmid
powder. There is a glass next to the bucket
with a cork. You can use it to contain the Liquid plasmid powder. If they roll
11-15 read, You look inside the bucket, and see a purplish gooey liquid. If the
player rolls 1-10 read You look at the liquid, but your mind is a fog. You can not
seem to remember anything about it. Orange can tell what the liquid is without
needing to roll D20. It could also be used to pick locks. Roll a d20. Tell the
people who succeeded the roll (11 or higher),Plasmid powder can be poured out
and molded. It dries instantly. You can also use it to pick locks. There is about
enough plasmid powder to pick one lock. The player can put the plasmid
powder into the bottle for later use. The player can use the plasmid powder
whether or not they know what it is. If someone drinks the plasmid powder
read you suddenly feel tingly all over then you feel bubbly and you start melting
into a plasmid blob (str5 hea20). A PLASMID BLOB IS A GOOEY CREATURE THAT CAN SLIP
THROUGH CRACKS and stuff like that. If the player decides to sit and\or interacts
with it (not from a range ) it comes alive and tangles around the player. Read
as you select form of touching here the bench bends and tangles around you.
The character has to roll a d20. On a 11-20 roll the player slips free without
taking any damage on a 2-10 roll the player struggles to get free and takes one
damage.If the player rolls a one he and\or she takes two damage while
struggling to get out of the benches grasp. When somebody escapes the bench
it goes back to how you found it. no matter how hard they tried the players
cannot harm , break or destroy the bench in any way. If the player goes
through the doorway read section 1: hall you go through the doorway
and you see a door to the left and a door far to the right. The hall continues for
about fifteen more meters. The hall has nothing in it.if the player decides to go
to the door on the far right(but not through it)or farther down the hall he
and/or she notices another door on the right. If the player enters the first door
on the left he enters section 2 (section 1 is the hall). if the player goes to the the
door on the right he and/or she enters section 3. if the player goes to the
second door on the left he and or she enters section 4. if the player goes
through the door all the way at the end of the hall he and/or she enters section
combat). Section 5: barracks to your left you see a door (leads to
section 6) to your immediate right you see two chests. A bit further to your left
are two human people tied up in ropes. There are also a few bunk beds with
the blankets scattered all over on the other side of the room. The four
branchlings in the room charge you immediately, unless you already killed
them in the garden. If you did the gardener is hiding behind a bed. One of the
branchlings (whose name is chieftain swagletock and knows a little common
tongue) has a +2 defense copper breastplate, a +1 damage short sword and a
pouch on his belt containing a snap rod and 7 coins (all of which you can only
get if you kill him ). If you defeat 3 of the branchlines the last one grabs a knife
from the floor and holds it to the 2nd prisoners head. green can shoot an arrow
at the branchling if so he rolls a d20 if he rolls a 1 he accidentally shoots the
first prisoner and the branchling kills the second so both die. 2-10 only the
second one dies. 11-20 green shoots the branchling and both prisoners survive.
If only the first one survives he gives you 20 gold pieces. If the second one also
survived he gives you the following quest.: the second prisoner who says her
name is beka forgeinson says that she has no money to repay you but if you go
to her husband's blacksmith shop and tell him the word gooja he will give you a
secret weapon he has been making over the past few months. Beka can’t tell
anything more about the weapon. The shop is called forgeinsons forge in the
town grimsby. Treasure: other than the objects on chieftain swagletock the
only things of value are the stuff in the chests: chest 1. A tanglevine whip, a
bottle of bind pollen, and a zap arrow and 18 +1 damage bow bolts (see magic
items section of the intro for the first three items. The crossbow bolts require
a bow or crossbow to use) chest 2. Two +1 damage short swords and a bow