This one-page adventure involves heroes levels 5-6 investigating a foul fog in Benwick that is reanimating the dead. The heroes learn of a legendary golden horn said to be able to dissipate the fog if blown from ancient tunnels beneath Greychester. Upon entering Greychester, the heroes must navigate the twisting tunnels, making survival checks to find the room with the Golden Horn, facing various encounters. They ultimately discover the horn is guarded by ghostly warriors in a chapel of Gofannon beneath the town.
This one-page adventure involves heroes levels 5-6 investigating a foul fog in Benwick that is reanimating the dead. The heroes learn of a legendary golden horn said to be able to dissipate the fog if blown from ancient tunnels beneath Greychester. Upon entering Greychester, the heroes must navigate the twisting tunnels, making survival checks to find the room with the Golden Horn, facing various encounters. They ultimately discover the horn is guarded by ghostly warriors in a chapel of Gofannon beneath the town.
This one-page adventure involves heroes levels 5-6 investigating a foul fog in Benwick that is reanimating the dead. The heroes learn of a legendary golden horn said to be able to dissipate the fog if blown from ancient tunnels beneath Greychester. Upon entering Greychester, the heroes must navigate the twisting tunnels, making survival checks to find the room with the Golden Horn, facing various encounters. They ultimately discover the horn is guarded by ghostly warriors in a chapel of Gofannon beneath the town.
A foul fog creeps over Beyonne, devoted to Gofannon, featuring a large
Benwick. As the fog rolls over grave statue of the muscle-bound god and tomb the dead return with a working at his divine anvil. Robed hunger that can be only sated with priests are carrying out daily prayers, human flesh. This can only be the but upon seeing the heroes they reveal work of scheming Red Magisters who themselves as Red Magisters (one per seek to deal as much harm to King two PC’s). Knowing of the horn’s Ban’s realm as possible. legend (but not how to access the tunnels) they have infiltrated Getting the PC’s involved Greychester. Inga, the court cunning woman, speaks of a legendary golden horn in the Finding the tunnels ancient tunnels beneath Greychester. A The statue is missing one element: a Regular Magic Knowledge or History blade to forge. It appears Gofannon is roll reveals the horn belonged to a long striking at nothing (a Simple Religion dead band of warriors whose spirits check reveals this to be very odd). The are said to haunt the tunnels. Blowing stained glass window shows the same the horn will cause the fog to dissipate image but with a sword on the anvil. and the revenants to return to the Placing any sword on the stone god’s earth. Begin the scenario in medias res, anvil will cause the statue to move with the heroes facing one revenant backwards, revealing stairs to the pitch per PC in the fog, panic erupting black tunnels. around the city streets. Navigating the Tunnels The road to Greychester The air down here feels thicker, owing The town lies half a day’s ride from to the concentration of magic from the Beyonne. The outlaw group The otherwordly beings here. The tunnels Oaken Guard prowl the road (two per are long and twisted, making it easy to PC, use brigand stats), looking get lost. Finding the room of the specifically for magical artefacts. Their Golden Horn requires three leader, Gregoria, is known as the she- consecutive successful Survival checks, wolf of the northern road (Tough Simple, Regular and Tough. Only one History check). She’s proud but should leading PC can make this roll. A failure her men be slain there’s a good chance results in 2 hours exploration an a d4 she may offer to help the heroes. She roll on the events table below. If all carries a sapphire ring that increases events have taken place the PC’s her AP by 2. stumble on the final room.
Entering Greychester 1. Bubbling fountain: Two trooping
Greychester is a small walled town fairies per PC dance around a stone whose banner depicts a roaring bear’s fountain imploring the PC’s to drink head. Sir Benedict, the local landowner, for great wisdom. The water ages the has ordered a full lockdown after drinker to 80 years-old for a day, hearing news of the mayhem in increasing Mind by 2 and reducing Beyonne. The three guards can be dealt Might by 2. with diplomatically (Tough Persuasion) 2. Burial chamber: One leaneshe or intimidated (Regular Intimidate). per PC awaits in the shadows to strike. Crossing their palms with 10gp 3. Collapsing floor: The ground reduces the check difficulty by one crumbles. Regular Acrobatics to avoid step. Failure to gan entry may mean falling 20ft into a watery pit filled with having to scale the walls (Regular 10 adders. Athletics) or don disguises. As night 4. Sleeping ogre: Must not be falls three new guards take up their disturbed, requiring Stealth checks. station. Angry if woken.
Chapel of Gofannon the Golden Horn
Local lore states that the tunnel is The horn hangs from an ancient statue found beneath the western chapel of Morrigan A group of ghostly (Regular Magic Knowledge or History Slaugh warriors guard the horn (one check, or a local might let them know per PC). The leader has +4AP and +1 without a check). The chapel is damage.