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Melkar’s Gift #24 (1)
Melkar’s Gift #24 (1)
Melkar’s Gift #24 (1)
I ’m telling you they say they sell loads of fish. Apparently the pair have a gift for fishing because the rumour is
that “people” queue all morning to buy the stuff and it's not just cultured types that come to buy the fish, no sir.
They say even goblins and frog people? Yep, frog people! Come to buy the fish!! Crazy!!!
eah? Well a friend of a friend of mine swears he stayed at their bunkhouse but never again. The pair locked him
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in at night whilst a fierce storm raged outside. But the noise, not just the wind, rain, and thunder. He swears he
heard waves crashing outside as if he were by the sea! But locked in as he were and the shutters were barred so
couldn’t look and see for himself. Next morning he bolted back for Outskirt and never once looked back.
THE SITUATION
nceIronsideand his crew had drunk themselves to
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sleep,Tomasslipped out of the wardrobe and convinced
Melkarthey should slit their throats and take the
treasure for themselves. It didn’t take much to convince
MelkaforIronsidewas a cruel husband. So it wasthat
Ironsideand his mates were murdered in their sleep.
~1~
RANDOM EV ENTS
Roll for everyshiftof time the player characters spend in the area within the circumference of theWooden Poles(2).
ROLL EVENT
LOCATIONS
he remnants of the ancient road end at an equally ancient
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arched stone bridge that has collapsed into the river it once
forded. A fenced but barren field lies on the opposite bank
and a remarkable farmstead. Remarkable in that it sits some
6 or 7 m above the field, supported by wooden pilings.
Beyond the farmstead a small hill rises its crest crowned by
several standing stones of various sizes.
~2~
m deep has risen. Anyone in the area within the
5 ote:Each stall has a shuttered window but they
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ring of Wooden Poles (who isNOTabove the 5 m are all locked tight (from the outside). Both doorsto
mark) either at the farmstead (4) or atop the hill the barn are locked byTomas/V erdunaat night.
(5) must make successful SWIMMING rolls every 2. Kitchen:Consisting of a workbench, a table,
stretch (DB Core Rules Page 53). cupboard, two large barrels (mead), a wooden
❖
Fish Farm:At the first light of dawn the inland box, large pottery jars. All manner of kitchen
items, utensils, cutlery, plates, cups, jars,
sea suddenly rises up over 10m into the air and
kitchen knives, vegetables, dried fish, flour, etc.
then just as suddenly rushes and crashes into
A set of two keys hangs on a hook next to the
the largest standing stone on the hill’s crest (5). fireplace above a wood pile. One for the large
All evidence of its existence disappears other external door, the other for the other 3 doors.
than the soaked soil and the dozens of fish that . Bedroom:Shared byTomasandVeruna. Large
3
fall from the sky and land in the field (3). bed, wardrobe (Simple clothes and Bandages
(10)), writing desk (Quill & Ink, Parchment (7)),
3. THE FIELD two bookshelves (full of books on all manner of
subjects, written in Dwarvish), and a workbench
wooden fence surrounds a large area of ploughed yet
A with Carpentry Tools mounted on the wall.
barren field. Nothing here currently grows, not even a weed. Under the bed is a Chest: Refer to adventure
conclusion but otherwise only contains a journal
❖ U nderwater Garden:Between midnight and dawn entitled “The Life and Times of Tomas
the field is underThe Drowning Sea(3). Silverthorne” - See Aftermath.Verunausually
❖ Fish Farming:Between sunrise and 9am,Tomas has the key.
andVerunagather the fish in the field into their
cart and once completed, take the cartload of
fish to the shop on the other side of the river. TOMAS
❖ Drying Field:Between 9am until midnight the
initially soggy field dries out over the course of omas(human) is attractive, mid twenties, wears plain
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the day. clothes but speaks with eloquence. Definitely an aristocratic
tongue. He is always smiling and is extremely friendly but
underneath there is a sadness.
4. FARMSTEAD
oll PASSIVE (can’t be pushed) AWARENESS with a BANE to
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“regular” farmhouse and barn are positioned on the NE
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notice. He wants his curse to end and has a fair idea of how
corner ofThe Fields(3). What is extremely irregularis that
it can be done but has been unable to defeat Ironside (refer
the farmstead has been built on a wooden platform that
toDream Sequences- page 5).
stands some 6 to 7 m above the field below. The farmstead
can be accessed by either of two sets of stairs. Above the e thinks perhaps the player characters may succeed where
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smaller external door is written “Melkar’s Gift”. he has failed and tries to persuade them to stay the night (to
test their mettle). If they don’t run as others have perhaps
they can defeatIronsideand end the curse? Initiallyhe will
not offer any information about the curse, not until the PCs
have stayed the night in the old barn.
bilities:Master Carpenter
A
Immortal:Cannot be killed.
Damage automatically heals itself over a few rounds.
Natural Charm:Anyone who interacts with Tomas
must make a PASSIVE (can’t be pushed) roll against
WIL. If they fail, they are captivated by him.
1. ld Barn: What was once an old barn has been
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converted into sleeping quarters for up to 10.
Each “stall” contains a coarsely woven rug and a
simple bed. A large wooden table and two
benches are situated in the centre of the barn.
~3~
❖ L arge Central Stone:Ancient incisions have
been made. A player character who succeeds 4
separate LANGUAGES roll interprets them as:
1. Patternsloosely representing: Air, Mist,
Storm, Water, Wind; and at the top of
the stone, three more specific runes …
2. Hagalaz“Hag-all-az”: Catastrophe,
Crisis, Radical Change, Acceptance,
Surrender, Opportunity.
3. Laguz“Log-uhz”: Subconscious,
Collective Memory, Unity, Psychic
Powers, Dreams, Imagination.
4. Gebo“Gay-boo”: Exchange, Sacrifice,
Sacred Union, Innate Talents,
Generosity.
There are noticeable differences between the
pattern runes and the three specific runes at the
top. The pattern runes appear to be much older
VerunaCredit: Symatt then the three others but all appear to be
centuries old.
❖ Blood and Bones:The lower portion of theLarge
VERUNA Central Stonehas dark stains (A player who
succeeds a HEALING roll determines this is dried
erunais a elderly female Dwarf with grey hair and beard,
V blood). In addition, many fish scales lie in the grass
dressed in what were once Fine Garments (Robes), but now at the foot of the stone as well as a few (fish) bones.
are worn and tattered. She speaks little but when she does it ❖ Five Surrounding Stones:If examined each
is always with authority. stone has a face incised upon its surface. They
are faint and would appear to be unique. The
She is partial to mead. face on the largest of these stones has horns or
perhaps they are wearing a helm with horns?
he is aware ofTomas’scurse, is in agreement withTomas
S ❖ Offering: If an offering* is made at the base of the
on how it may be broken but very reluctant to act on it for Large Central Stoneall those within the ring of
she is deeply in love withTomas. stones will instantly partake in one of two mystical
dream sequences (hallucinations). Which sequence
Movement:8 Damage Bonus:STR +D4 HP:14 occurs depends on when the offering was made
either:
Armour:- a. Between midnight and sunrise; or
b. Any other time.
Skills:Healing 14, Languages 16, Myths & Legends16 Refer toDream Sequences(page 5).
*
Weapons:Staves 12 (D8 + STR) Pretty much anything serves as an offering. For
xample: food or coins worth at least 1SP per person
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within the circle of stones (e.g. a pile of fish), or
blood worth at least 1 HP per person in the circle of
5. STANDING STONES stones, or a single life.
❖ Grassy Mounds:If a player character succeeds
worn track leads from the
A an OBSERVATION roll, they notice three mounds
collapsed stone bridge, past the (old graves) directly north of the large stone, at
fields and farm house, and up a the outer edge of the ring of stones. Several
grassy hill. Atop the hill stand years agoTomastold his tale to a group of
half a dozen standing stones of heroes who tried but failed to overcome
various sizes, but the central Ironside.Tomasburied them here.
stone is at least twice the size as ❖
Skeletal Adventurers:If the PCs dig up any of the
the next biggest. Obvious patterns graves, aSkeletal Warriorwill emerge and attack in
have been incised upon the the first round. In the second round aSkeletal Thief
surface of the central stone. andMagewill emerge from the other two graves
As you climb the hill, cart tracks (see below).
suddenly appear and lead to the ❖ Treasures:Treasures equivalent to two treasure
central stone (at the 6m mark - cards can be found within the grave pits.
any tracks lower than this height
are washed away each night).
~4~
equencecommence OR the player characters find
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SKELETAL CHAMPIONS themselves back on the hill if it is thatDream
Sequence’slast part.
hese mindless wretches rise up and attack anyone foolish
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enough to disturb their rest. One an ex-fighter dressed in
rusty chain mail, an ex-thief dressed in mouldy leathers,
Ironside’s Cabin
and an ex-mage in tattered robes.
1. itchen:Table, cutlery, fireplace (fire is lit),
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water barrel, pottery urns.
Movement:10 Dam Bonus:STR/AGL+D6 HP:24 2. Bedroom:An out of place regal double looking
bed (seen better days), wardrobe, locked chest.
Armour:Chain (4) Leather (1) Robes (0) WP:15 . Long Room:Clearly a more recent addition.
3
Long table, two benches, rug, large fireplace,
Skills:Awareness 12, Evade 8 bearskin rug, two thrones that seem out of place
(from a previous era).
Weapons:Fighter- Longsword 16 (2D8 + STR)
Thief- Dagger 14 (D8 + AGL)
Mage- Staff 12 (D8)
DREAM SEQUENCES
he followingDream Sequencesoccur when an offering
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is made at the base of the main standing stone (location
#5).
~5~
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“ y friends. None of us want to be here. But here we are. If
Movement:12 Dam Bonus:STR +D6 HP:9
we do not succeed at getting our cargo to the general, all of
us, including our children, and our children’s children will
Armour:- WP:6
forever remain in the grasp of the Dragon’s Claw. I know
none of you signed up for this.”.
Skills:Awareness 10
She then grabs a golden medallion around her neck and
continues:
Weapons:Scimitar 12 (2D6 + STR)
“B ut I swear by the Ravens’ and Serpents' will, Iwill protect
you with my life if I must.”
Intoxicated:TheSea Wolvesattack with a Bane.
The light suddenly fades …
Continued …
~6~
MONSTER ATTACKS Vinjia and Melka
D6 ATTACK he ghost of Vinjia, tears rolling down her face, looks
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beggingly at the PCs. If she sees her medallion her face
1 ull Fist!A furry fist hits a player character with
B twists into rage and she attacks. Melka on the other stares
full force. The attack inflicts 2D6 bludgeoning unblinking at the player characters with a maniacal grin
damage and leaves the victim Dazed, even if then rushes forward to attack.
their armour prevents any damage.
ote:The spirits ofVinjaandMelkahave combinedinto
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2 oof Kick!Using its powerful legs, the minotaur
H one. The stats for a single ghost are given below and
kicks the victim with its hooves. The force of the each point of ferocity represents one of the pairs. It's
attack throws the victim 2D6 metres away and possible that only one or none of the ghosts attack in any
inflicts the same amount of bludgeoning one round depending on the player character’s actions.
damage. The victim lands prone.
Ferocity:2 Size:Normal
3 orn Rush!The minotaur lowers its head and
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rushes toward two adventurers within 2 metres
Movement:12 Armour:- HP:27
of each other, hoping to impale them with its
sharp horns. Both victims suffer 2D8 piercing
I mmunity:Ghosts are immaterial beings and immune
damage and are knocked down.
to all damage except magic and fire. A defeated ghost
is only banished for one shift, after which it returns.
4 leaving Chop!The beast swings its weapon
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The only way to banish the ghost permanently is to
over its head and brings it down with full force.
cast PURGE (page 64) or solve whatever problem
The attack inflicts 2D6 plus an extra D10, and
(Offering to return Vinjia’s medallion)keeps it boundto
can be parried.
the world of the living.
Persuadable:Unlike other monsters, ghosts can
5 weeping Attack!The minotaur roars and
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usually be PERSUADED, albeit with a bane on the roll.
sweepsits weapon in a wide arc, hitting everyone
within 2 metres. The attack inflicts 2D6 damage.
MONSTER ATTACKS
6 tomping Attack!The minotaur jumps high in
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the air and comes crashing down on an
adventurer, who suffers 2D10 bludgeoning D6 ATTACK
damage and is knocked down.
1 host Strike!The ghost lunges at a player
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character within 10 metres and strikes with
great force. The victim is knocked back 2D6
I ronsideand hisSea Dogsfade away as each is defeated metres, suffers the same amount of bludgeoning
but the medallion aroundIronsidesneck will fall to the damage, and lands prone.
ground with a loud clunk when he dies and the PCs can
pick it up and take it with them. 2 ouch of Death!The ghost sticks its translucent
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Note:Move toPart 2when the player characters have hand into the chest of an unfortunate player
acquired the gold medallion or if they all flee the cabin. character and grasps the victim’s heart. The
The light suddenly fades … victim suffers 2D10 points of damage and
becomes Scared. Armour has no effect.
art 2:The player characters are now on the deckof a
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ship at sea. The ship's crew lies on the deck in pools of 3 host Scream!The undead face contorts into a
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their own blood. A shimmering blue figure, back towards horrible grimace and lets out a scream that chills
the player characters, kneels beside two of the dead the souls of all adventurers within 10 metres. All
crew, weeping. The kneeling figure turns to face the PCs. of them suffer a fear attack (page 52).
She is clearly an officer, the captain? (Vinjia) but unlike
her crew, she is clearly an incorporeal ghost. 4 eath Stare!The ghost towers over a player
D
As the ghost turns to face the player characters, have character, staring directly into their soul with its
each player character make a PASSIVE (can’t be pushed) dead eyes. The victim sees their life pass before
AWARENESSroll. Those that fail are caught by surprise their eyes and is tormented by grotesque visions
as another ghost climbs aboard the deck from the sea of all their dead friends and foes. The victim
below. The second ghost (Melka). A young woman, early becomes Scared, suffers a fear attack (page 52),
twenties, dressed in commoners clothing. Her hair and and gets a bane on their WIL roll.
clothing are drenched from the sea from where she
emerged.
Continued …
~7~
he player characters are returned to the standing
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stones on the hill. Any objects they acquired in the
D6 ATTACK
dream, the medallion and/or treasure vanish with the
dream.
5 hostly Embrace!The ghost emits an unnatural
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wheeze and suddenly appears right in front of an
adventurer within 10 metres, wrapping them in AFTERMATH
a deadly embrace to smother their spark of life.
The attack inflicts 3D6 bludgeoning damage and I f the player characters fail to returnVinjia’smedallion
leaves the victim Dazed. Tomaswill continue to live and the area will remain
under the curse. If however the player characters
6 old Strike!The ghost grabs a victim and lets
C manage to succeed, the moment they return from the
the icy chill of death streams into their body. secondDream Sequencethe following events occur:
The player character suffers 2D8 damage and
cannot heal HP or WP until they spend one shift Tomaswill turn to faceVeruna, smile and say
-
in a warm location. Armour has no effect. “G oodbye my love” before turning to dust that is carried
away by the wind.
-Verunais clearly saddened but thanks the players
ote:Move toPart 3when the player characters have
N characters. She then presents them with the key to the
returnedVinja’smedallion to her or have defeatedthe Chest in their bedroom and says: “Tomaswould want you
Ghost(s). to have this”.
Note:The curse will only be broken when the medallion
has been returned toVinjia. - Inside the Chest:
❖ Melkar’ Wedding Band
art 3:The player characters are beneath the wavesof a
P - Grants the wearer +1 to their armour rating
turbulent sea. Below them a vessel slowly sinks to the provided they are not wearing metal armour.
sea floor below. Around them debris and various objects ❖ A journal entitled “The Life and Times of Tomas
(some valuable) are tumbling in the currents slowly Silverthorne”
descending, as do a dozen dead crew. - Whoever spends a stretch reading the text may
The valuable objects are the treasure that the ship was then make a MYTHS AND LEGENDS roll with a
carrying. Any player character who wants to acquire an boon.
object must make a successful SWIMMING roll. If they ❖ A healing potion.
succeed they can draw one treasure card (or roll on the ❖ Any of the treasures the player characters may
treasure tables on page 121). have recovered in Part 3 of the secondDream
The light suddenly fades … Sequence.
NOTES
ooks:If over hearing the rumours is not enough to entice the adventurers to investigate the area known asMelkar’s
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Giftsome other options could be:
1 . O ne or more of the player characters seek an audience with the renowned Dwarf ScholarVeruna.
2. Vagnhildrequests the player characters buy some fresh fish from a couple who reside north of here.
ntested:I just wrote this thing. I have no ideaif it is a certain death trap. I don’t think it is. I did however reduce the
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HP of the Minotaur and the Wolfkin “Guards”. One thing to bear in mind is that the majority of the fighting will occur
in the secondDream Sequence. As written there is no opportunity for the player characters to take a break and heal. It
may be wise (required) that the player characters gain the benefits of astretch restwhen they transition between any
of theDream SequenceParts.
I nspiration:This whole adventure concept was inspiredfrom using theRandom Generationtables (pages 109to 111).
Here is what I rolled if you are interested (I personally think the tables are gold):
ne day in the gloom of a tavern the characters come across gossip aboutVeruna, an obsessive female dwarf scholar who
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wants to protect a treasure calledIronside.
The journey is easy with plenty of time for song and camaraderie and ends on the bank of a river (edited). There is a strangely
shaped farm surrounded by strange symbols. The place is calledMelkar’s Gift.
The way in is dangerous - a trap has been set. There is a strange mural but also unexpected guests in the form of D6wolfkin
and a largeminotaur. There is a deadly challenge in the form of a curse that must be lifted. Finally the player characters must
defeatVinjia- an ancient ghost.
I had no idea about the treasure so I googled “Ironside Treasure” which led me to the Witcher Wiki that I “borrowed”
from. Without these sources of inspiration this adventure would never have come to be.
~8~