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Ghostly Rumors
Requires the use of the Dungeons & Dragons ® Player’s Handbook
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Athenaeum Arcane:
Ghostly Rumors
I NTRODUCTION
I love a good ghost story. There’s a
certain spine-chilling atmosphere, a sense
of timeless tragedy, and an aura of mys-
tery about them that I find seductive. I
frequently try to work ghost stories into
my gaming sessions, and the results are
usually memorable.
Athenaeum Arcane: Ghostly Rumors
has been designed to help DMs introduce
ghost stories into their games. As spring-
boards to adventure or merely as back-
ground rumors that help make the cam-
paign world feel more alive, these rumors
can be a valuable aid to hard pressed
DMs.
U SING THE
R UMORS
This PDF is intended solely for the
DM. Players who suspect that their DM
may have a copy of this PDF would do
best to close this file now and find some-
thing else to peruse.
The rumors in this PDF may be sprin-
kled liberally in a campaign either as
written or modified by the DM. DMs
should always be prepared for the situa-
tions, characters, and locations discussed
in any rumor to leap to the forefront of the
game session; you never know what bit of
information the players will grab and run
with.
When in any tavern, inn, coffeehouse,
or similar establishment where men and
women gather, select a rumor (or two or
three) from this PDF and have each play-
er make a Gather Information check and
then check the roll against the chosen
rumor(s).
These rumors work especially well if,
after the Gather Information check is
rolled, you give the PCs first the failed
result (if they made their roll) and then,
shortly after, give them the successful
result. This adds some roleplaying oppor-
tunities and encourages the PCs to talk
over the false rumor before discovering
the truth.
Each rumor follows the format:
About the Author
Andrew Hind has been working as a
professional in the roleplaying industry
since 2000. In that time, he’s written for
Wizards of the Coast, Pinnacle
Entertainment, Mystic Eye Games,
Bastion Press, and many other gaming
companies.
In addition to his roleplaying credits,
he’s written extensively in mainstream
media, specializing in history and folk-
lore. His work for Fate magazine and
Mysteries magazine, for example, help
lend an air of authenticity to the ghostly
rumors in this PDF. In fact, observant
readers may recognize the real-world
hauntings that some of the entries are
based upon.
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Athenaeum Arcane:
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Rumor Heading (Gather
Information DC)
Failed Gather Information Check: If
the check is failed this is what the PCs
hear. A section of this entry is to be read
aloud to the players though many DMs
will choose to paraphrase the information
(especially if any of it needs to be
tweaked to better fit the campaign). This
entry also discloses the source of the
rumor.
Successful Gather Information
Check: If the check succeeds this is what
the PCs hear. Again, this entry is intended
to be read aloud and gives the source of
the rumor.
Follow Up: If the PCs choose to
investigate the rumor this information
will help the DM to prepare for what
could happen.
T HE R UMORS
T HE R IVER W ITCH
(DC 10)
Failed Gather Information Check:
“A hag with skin as black as pitch stalks
the hills near Brungerly. She feeds on all
manner of creatures, but every year on the
anniversary of the day in which the Abyss
spat her out and deposited her in our
world she always takes a human life.”
Source: Graystock (Dwarf Male Exp
2, 5 hp) , an old scruffy dwarf with thick
graying beard. A herbalist by trade, he
spends most of his time alone in the
woods and doesn’t have much time for
“town folk.” He’s often drunker than a
skunk from indulging too heavily in his
own moonshine.
Successful Gather Information
Check: “You been listening to Old Man
Graystock, I take it. That old coot’s been
drinking too much of that swill he con-
cocts in the shed out back of his property.
Take a load off while I straighten things
out for you. Folks in Brungerly claim
they’re hamlet is haunted by the ghost of
a water hag who lives under the bridge.
Every year on the 12 th day of the 12 th
month she takes the life of a farm beast,
either a cow or pony. Every 12 th year, she
claims a human life on her anniversary.
The rest of the time, they say she sleeps or
otherwise makes herself scarce.”
Source: Arthur Ingeld (Human Male,
Wiz 1, 2 hp). Arthur is a mage and teach-
es in the village’s one-room school house.
A short, thin and authoritative man, he
deals in facts and has no use for supersti-
tion and folklore. Illiterates such as
Graystock are treated with contempt, as
are those who blindly belief unsubstanti-
ated rumor.
Following Up: All of the lives taken,
man or beast, are the result of rituals con-
ducted by the villagers of Brungerley
designed to appease the hag. While they
generally sacrifice their own stock, every
twelve years they abduct a traveler or
denizen of a nearby community. If
pressed, no of the villagers can remember
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the last time the hag actually appeared,
and in truth there is no spirit (unless, of
course, you as the GM deem otherwise).
The whole story is mere superstition,
though one with a bloody bent to it.
its founder, a old-time gent by the name of
Johan Swords. The soil just wasn’t worth a
damn, so after a while the settlers just up
and left. That’s the long and short of it all.”
Source: Valenso Bellaghy (Human
Male Ftr 2/Ari 1, 19 hp), the rotund and
jovial landholder who owns most of the
farms in the area. A former roadwarden
and adventurer, he’s more at home throw-
ing them back in a bawdy tavern than
among the courtiers of even a rural manor
such as his own. As a result, he takes every
opportunity to engage in conversation with
travelers. He’s never had the inclination to
explore Swords and urges PCs not to as
well—-“that town represents peoples’ bro-
ken dreams, and it ain’t right to add insult
to injury by plundering it.” Suspicious
players may think he’s hiding something.
He’s not; Bellaghy has a strong moral core,
that’s all.
Follow Up: The village of Swords is
covered in a ghostly shroud, its farms and
businesses silent and encroached upon by
the regenerating forest, but there are no
ghosts to be found. Though the shells of
numerous buildings remain, collapsing
under the combined assault of elements
and time, five buildings remain in surpris-
ingly good shape: the former general store,
a church, and three small cabins.
Exploring these buildings can be the
source of adventure, as they might now be
inhabited by monstrous vermin and other
forms of low-level threats. But it’s possi-
ble that their intrusion will disturb the dead
and that when they complete their explo-
ration the PCs will leave behind a real
ghost town. A return visit to set things
right might be required.
G HOST T OWN OF
S WORDS (DC 10)
Failed Gather Information Check:
“Hey mister, I wouldn’t go up that road if
I was you. It leads to the ghost town of
Swords. You know why they calls it that,
mister? It’s ‘cause everyone in the village
was put to the sword. That means they was
all killed. The whole town is haunted now,
and no one dares go there. ‘Cept me, cause
I ain’t scared. Only, don’t tell my Mom.
She’d be mad that I went up there by
myself.”
Source: Fish (halfling male Com 1, 1
hp), a small child with a distinctive guppy-
like look about him, hence his nickname,
which he loathes but can’t shake. Fish is
surely a bard in the making; an entertain-
ing storyteller with enough conviction to
be believable. Characters who make a
Sense Motive roll (opposed by Fish’s Bluff
+2 skill roll) will determine that he’s lying
about having been there, but truthfully
believes the town to be haunted.
Successful Gather Information
Check : “Har, har, har! You believed that
load of swill Fish fed you. Thing is, that
boy is a born storyteller with an overactive
imagination. I don’t think he even knows if
the things he says are real anymore. I reck-
on talking to him is like threshing corn. If
you sift out all the chaff, a kernel of truth
remains. There is an abandoned village up
yonder road a ways, but it was named after
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B LUE L ADY S
G RIP OF THE D EEP
(DC 12)
Failed Gather Information Check:
“On nights of the full moon, a beautiful
woman wearing a blue dress walks across
the water down in the bay. And you know
what? She don’t even get the hems wet.
You know she died years ago, drowned
right there, off that point. After she’s seen,
no ship or boat can take to the water. Oars
or sails, it don’t matter….all matter of
watercraft stop dead in the water.”
Source: Caleb RigWalker (male
Human Com 2, 5 hp), an embittered for-
mer sailor who was once known for being
the fastest rigger anyone had ever seen
hereabouts. He now seeks solace for the
loss of his leg in the bottle and spends
most of his time drunk or hung-over.
Successful Gather Information
Check: “Old Caleb has spent too much
time in that damned tavern to even think
straight anymore. Aye, it’s true enough
that the waters of the bay are dead calm
after the full moon, but there is no woman
in blue. That’s just an old legend. Pay it
no mind.”
Source: Any dock hand, fisherman, or
sailor in town.
Follow Up: The blue lady is just a
local legend, though the phenomenon
attributed to her is in fact real. No ship,
whether sail-powered or rowed, can move
within the bay on days after a full moon.
Vessels entering the bay are ground to a
sudden stop, unable to move. It’s an obvi-
ous inconvenience, and hinders trade and
fishing. As a result, the town will offer a
1,000gp reward for anyone who can lift
the curse.
Interestingly, a woman did in fact
drown in the bay years before, and her
body never recovered. Perhaps there is
some connection after all?
M OONSHINE
T OWER (DC 12)
Failed Gather Information Check:
“Moonlight seems to reflect off the rocks
of that old tower, casting it in a pale blue
glow. It’s so pretty and tranquil, a place
truly at peace. The gods have made it
sanctuary from the evils that lurk in the
dark of night, and so we have nothing to
fear from it.”
Source: Colin Crofter (Human Male
Clr 2, 10 hp), a farmer and local agrarian
priest. He’s well meaning, but is not as
worldly as he lets on and has little under-
standing of matters beyond farming. He
has no idea that his ignorance may get
people dead, and would be aghast if that
should come about.
Successful Gather Information
Check: “Some people consider
Moonshine Tower beautiful. I think oth-
erwise. There’s something oddly unset-
tling about it, almost as if it has hidden
itself away from civilization and resents
our intrusion. The last lord went off to
war about 100 years ago and never
returned. Or did he? Some believe his
spirit has returned to the only home he
ever knew and haunts the tower to this
day. All I know is that it’s bricked up for
good reason, and we should leave well
enough alone.”
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