Wolves Upon the Coast - Noos.pdf

(1809 KB) Pobierz
Noos
Luke Gearing
Maps by Roz Leahy
All on the island speak Noos - the coastal people remaining deliberately ignorant of barbarian tongues.
Those within temples also speak and write Aklashian, unknown beyond Noos.
The Noos Sickle is made of bronze. It is treated as a Short Sword which, wield by those trained, ignores
Shields.
All Noos warriors carry clubs in addition to other weapons. They will try and capture enemies alive, although
will protect themselves first. Those captured are bound and transported to Muru.
The Noos Galleys sit low in the water, hiding a long ram beneath the water. These ships do not take damage
when performing a ram, and inflict an extra dice of damage.
1
Weather
Roll 1d8 at commencement of play. For all weather rolls, add +1 if in Fortu or the Black Strath. After this,
roll 1d6, and: - If the previous days score was 2 or less, -2 to the dice roll. - If the previous days score was
5 or more, +2 to the dice roll.
#
-1
0-2
3
4
5
6
7
8+
Weather
Very Hot.
Hot.
Warm.
Overcast.
Fog.
Light Rain.
Heavy rain.
Storm.
Encounters by Area
Every 12 hours, an Encounter roll should be made. Use the location, reaction and surprise to determine
goals as needed - most do not wander aimlessly.
d100
1-5
6
7
8
9-12
13-15
16-20
21-22
23-28
29-35
36-40
41+
Encounter
2d20 Noos warriors, travelling between settlements.
1 Priest and 4d6 Noos warriors.
2d6 Kobolds
Herd of deer, 2-in-6 stalked by 3d6 hungry wolves.
2d6 Ghouls [If within 4 hexes of 42.13]
1 Basilisk [If within 2 hexes of 36.14]
2d6 Centaurs [If within 4 hexes of 32.15]
2d12 Skeletons [If within 3 hexes of 35.17]
Yisharu [If night]
2d20 Kobolds [If within 3 hexes of 45.18]
3d6 Warriors of Berith, Beleth and Bifronze [If within 3 hexes of 40.20]
No Encounter.
2
Noos
36.11 Salamander Lair
Upon the beach, set back from the high-tide line, a crumbled structure of fire-blackened stone still warm to
the touch despite the centuries that have passed. The stones are huge slabs, unmarked by tool nor design
yet pleasingly rounded as if a small pebble. Within lair 4 Salamanders amidst scorched bones and ruined
coins.
38.11 Pade
A tower of unmarked stone holds 21 warriors of Noos, their chests armoured in the bronze-dish armour of
their people. They carry shields, javelins and cruel sickles, also in bronze. Nashuja (3HD, Medium & Shield,
Javelin, Noos Sickle), their leader, has the heads of nine Norsefolk on her belt. They watch the sea against
raids - although prior failures discourage such efforts.
21 Armoured Footmen
33.12 Jamidare
97 dwell upon the coast within the basket-like houses of Jamidare, woven from the hardy reeds imported
so long ago. Their light craft, nearly indistinguishable from their homes, are stocked with the tools of their
craft - whaling. All the metal fixtures are of bronze.
Kitane (3HD, Shield, Javelin, Short Sword) became headwoman when she slew a sea-monster in defence of
a captured whale. She loathes outsiders, and attacks at the slightest provocation.
30 skirmishers plus 4 fishing boats.
3
35.12 River Temple
A moss-bearded structure emerges from the river-bend, seemingly constructed beneath the waters and per-
manently submerged. Beneath the vegetation, stone unbitten by tools shows no signs of wear despite the
river’s passage.
1
Dense sodden vegetation betrays no animal nests - the interior free of any such lodgers. The eastern and
western walls have small basins of stone, each vomiting long tendrils of plant matter. Each basin holds water
- a small brass tube cunningly hidden within the wall once gurgled water pumped from the river.
4
2
A wide set of stairs fill the floor of this chamber. Emerging from the ghostly plants, pale with light-starvation,
are carven figures of aquatic aspect, eyes piscine, bedecked with tentacles and selectively polished to imply
a slimy texture.
From below, the sound of water lapping against stone and echoing can be heard.
Rooms below here are flooded up to the knees - movement is halved, and strikes are at -3 to
hit.
3
Stairs slippery with half-rotted river weeds lead to a wall untouched by plants. From the stone emerges the
torso of a statue. A huge belly gives way to a pair of three-fingered arms, a tusked head with six eyes and no
nose, the mouth open wide. Behind the figure, scenes of supplication are rendered in the stone, showing the
faintest remnants of paint. All are executed with incredible skill, as if the stone were shaped as clay. Water
laps against the stone, cold enough to chatter teeth.
Within the mouth of the statue, delicate human bones, carbonisation and a scorched ring. Those with
knowledge of anatomy recognise them as the bones of a hand. A tiny tube of brass glitters at the back of the
stone throat.Any putting their entire hand within the mouth awaken the statue, who bites off the hand and
deals 1d6+1 damage. Flames dance behind the locked teeth, incinerating the hand before the mouth opens
and the statue is still once more. Cleaned up, the ring is revealed to be made of glass talons. (Unnamed,&T)
4
This chamber is divided in two by a floor-to-ceiling mesh of gold wire. Stirring up the water in the southern
half, a creature paces. Something like a bull, bedecked in armour-plates of stone carven with waves and
stars. If no sacrifice was made to the stone-god in
3,
it charges trespassers, the gold wire tearing around it
and running from the horns in streamers.
HD 7 / AC as Heavy / Damage 2d6 / If a character forgoes their attack, they may make a Dodge Save
to avoid it’s charge - it continues for 2d6’, and if running into a wall takes damage equal to the amount of
distance left untravelled.
5
Between the creeping plants hang chains green with the bronze-disease, each terminating in a manacle wide
enough for a human neck. Just above the waterline, scratches in the otherwise smooth, rounded stone.
6
Rising from the water, a basin of stone inlaid with coloured tile forming a mosaic depicting the floor of an
ocean, filled with aquatic creatures. A tube of glittering brass emerges from the base of the basin, curving in
an elegant swans-neck. Beside this, a small hole in the floor of the assemblage. A nodule on the tube can be
rotated - doing so releasing a gout of blackened sludge from the tube. Touched, this sludge stains the skin
a lurid purple. Any so stained are marked for sacrifice - the people of Noos will attempt to capture them if
the purple area is seen.
7
Climbing from the waterline, pale vines heavy with cream flowers make this chamber feel even smaller. The
sweet, musky smell of the flowers is thick on the air - those lingering here must make a Physique save to
avoid becoming drowsy, taking -3 on all rolls. Those continuing their stay past this point fall asleep, most
likely drowning in their drugged stupor.
8
A single figure stands in this chamber, wearing Heavy armour of bronze scales and a helm resembling the
jaws of a fish closing over their face - the full set worth 500sp. Within the armour the figure has translucent
flesh and strange organs. They wield a Two-Handed Axe of stone inlaid with mother-of-pearl patterns, worth
350sp. The walls are covered in shields of wood-and-hide and thin spears topped with heads of glass. The
figure may only be harmed by the spears upon the walls. They guard the entrance to
9.
HD 5 / AC as Heavy / Damage 1d6+1
5
Zgłoś jeśli naruszono regulamin