Worlds Without Number - Ruined Keep.pdf
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RUINED
THE
KEEP
Worlds Without Number
An adventure for 1st-3rd level characters. The module
is written for Worlds Without Number and could be
converted for use with other OSR systems.
COMPATIBLE
Coveri
The Ruined Keep
Written & Developed by Marcus Lock
Cartography by Marcus Lock
Editing & Layout by Peter Rudin-Burgess
The Ruined Keep is copyright 2021 Parts Per Million
Limited, International House, 12 Constance Street,
London, England, E16 2DQ
Contents
Introduction ...............................................................3
The Plot .....................................................................4
The village of Hipstow..............................................4
Local villagers...........................................................6
The Wanderers Inn ....................................................6
Accommodation costs ..............................................7
Rumours ....................................................................7
Wandering Monsters ................................................8
Local area map ........................................................10
The Ruined Keep ....................................................11
Description ..............................................................11
Occupants................................................................11
The Layout ..............................................................12
Ground Floor...........................................................13
Basement .................................................................15
Metal Scroll Case Map: ..........................................17
First Floor................................................................18
Conclusion ..............................................................20
Follow Up Plots ......................................................20
2
Introduction
This adventure starts in the village of Hipstow. The PC’s may
have met in the village or traveled via the road meeting on the
way.
The adventure is set up so the PC’s can encounter different
types of situations and different styles of adventure, allowing
for role-playing within a village, meeting the locals, and
getting involved in their lives, rural situations, and a dungeon/
indoor encounter. The module offers a chance for the GM to
immerse themselves and their players with as much or little
detail as they want to put in. Rolling countryside surrounds
the village for miles. Giving you the GM the opportunity to
fit the adventure into almost any setting within your game.
I have left the ending open, allowing the GM to slot in further
encounters or adventure twists to keep the game moving but
with enough happening to turn it into more than one session
if so desired.
3
The Plot
Most news and work – adventures and game plots – can start
from the inn. The options are possibly hearing local gossip, or
the party could actively search for news on a successful skill
check of Connect/Convince of 6+.
The owner of the Inn, local trappers, or traders or from the
local village headman Arthur Mire (who also frequents the
inn) are the best people to talk to.
There are several options for the plot
1. Heard a rumor from Jeremiah Hipstow about there being
great wealth in an abandoned watchtower.
2. Hired by local village headman Arthur Mire to wipe out
some local bandits who are terrorizing the local area.
3. Hired by the Blacksmith Karl Hammer-hand to rescue
his 15-year-old granddaughter (Penny) from her kidnappers.
They are after money.
Local Area
The Wanderers Inn in the village of Hipstow which has a
population of 160. Is well known for miles around and could
be mentioned in other scenarios the GM runs. Either as a
place to pass through or a staging post for the local area.
The village of Hipstow
The village has several businesses with a thriving trade from
the local farmers. These include a blacksmith, local store, small
church with a healing shrine, a farrier, and the Wanderers inn
and stables. There’s also a village market on Wednesdays and
Saturdays, attracting farmers and locals to its stalls.
The locals are a little wary of adventurers but will remain
polite (possibly due to fear). If they stay in the Inn purchase
things from the local shops or frequent the market, they will
gradually become friendly to the PC (particularly if the PC’s
buy them a drink).
4
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