Hello adventurers -
Today we continue exploring the strange yet somehow all too familiar Valley of Mist, hoping to find ourselves in the process.
This installment is the continuation of an earlier article:
Nothing here seems familiar, and yet, somehow, all of it is.
You know that the answers lie somewhere in this Valley, and that you must venture out onto mist-shrouded roads and into dark, sighing forest to learn what you seek.
You equip yourself at Sveren’s ramshackle shop with the money you had on your person. (3d6x10 s) You may also look for various Pharmacon at Elspeth’s.
Any time you go to Sveren’s, there is only a 50% chance he has the equipment you’re after this time in the Village.
There is also a 1 in 6 chance that he has (1) special item.
Special Items (d12)
1 Blood of Thousands 150s - A sword infused with the essence of ancient foes. Successful hit grants bearer 2HP. A miss costs the bearer 1HP.
2 Lone Defense of the Righteous 100s - A sturdy shield made of intricately carved lindenwood in the shape of leaves and ivy. Grants the bearer that ability to disappear into nearby foliage and hide (effectively invisible if they do not move or take any other action) for d6 rounds 1x/day.
3 Chiroptera Cloak 80s - A dark cloak that grants the wearer enhanced stealth (+2 AGI on tests)
4 Grasp Of Iron 90s - Heavy gauntlets that increase the wearer's strength (+1 STR)
5 Breath of the Furnace 120s - A master crafted crossbow that shoots arrows imbued with magical flame. (On 18-20 Attack roll, add d4 fire damage)
6 Wyrmguard 200s - Ancient armor crafted from the scales of a mighty Riverwyrm. (-d6, -2 Enemy Morale)
7 Blight 70s - A small, poisoned dagger with a hilt in the likeness of a screaming naked woman. (d4 damage, on 4, roll another damage die. This continues until another number is rolled)
8 Soulforge 60s - A pendant of dark stone with red flecks. Adds +1 to daily Powers.
9 Viper 110s - A powerful bow that fires specially crafted bolts, inflicting paralyzing venom upon its targets. (On successful hit, enemies must make DR 12 test or be frozen in agony for d2 rounds)
10 Veil of Mist 75s - A lightweight cloak that allows the wearer to blend into foggy environments and evade detection. (AGI checks to hide and move quietly are at +2 in fog or mist)
11 Skull Reaper 140s - A massive, two-handed hammer with the head in the shape of a skull. (d8 damage, critical on 18-20)
12 Umbral Crown 250s - A sinister helm with the wings of a bat, covers the entire face in steel. (1x/day, can cause darkness to fall in a 30’ cube, all creatures within must make Morale check -2 or flee in fear for d6 rounds.
Pharmacon d12
(Roll 3x any time you visit. The results are what Elspeth has available today.)
Abyssos 10s - Grants temporary resistance to damage dealt by undead (For d6 rounds, undead with natural weapons deal no damage)
Animus 15s - Restores d6 HP
Umbrae 8s - Enhances stealth abilities (+2 AGI for stealth related checks for next d6 minutes)
Altavitae 25s - Restores all HP and increases max HP by d4 for the day.
Limnos 10s - Cleanses impurities from the body, curing any diseases and removing poison effects
Sangre - Boosts damage dealt by +2 for d6 rounds. All successful attacks grant user 1HP.
Veluma 16s - Enhances user's armor by 1 die type for d6 rounds
Panacea 50s - Restores all health, cures lasting Wounds and removes all negative effects from poison, magic, or disease.
When venturing forth from the Village, all travel from one encounter to another takes d4 hours. Roll d4 for elapsed time, then roll d2 to indicate a PLACE or ENTITIES encounter.
Exploring places normally takes 1 hour. Dungeons or Fortresses take more time, as indicated by their own rules.
Entities encounters take as much time as is decided by the narrative or combat.
After rolling encounters, decide to continue travel or rest.
Short rest takes 1 hour. Long rest takes 8, and requires camping gear and rations to heal.
If you continue to explore, repeat the d4 roll for hours elapsed, then roll d2 again for the appropriate chart.
PLACES:
1 Your (the player) childhood home, now long abandoned, and covered with moss, ivy and lichen.
2 One of the graveyards in your current town or area, shrouded in the mists, and visited only by its mysterious caretaker.
3 A village you’ve seen in a postcard, film, or read about in a book. Almost entirely depopulated for some dark reason, but not entirely.
4 A scene from one of your own memories - the site of a strong regret, trauma, or heartbreak.
5 A rusted and broken down amusement park or carnival from your own experiences, now the home of two powerful rivals.
6 Hidden catacombs beneath your hometown library - the library is changed, grown old and the books have rotted and decayed.
7 A body of water you have seen or spent time at, with a small caravan camped on its banks.
8 An ancient and cursed castle or keep, grim and forbidding. Use any castle from world history or current existence.
9 A hidden grove where one of your more recent or strongly remembered dreams, recurring or otherwise, plays out before you.
10 An asylum in the layout of your old high school, home to the criminally mindless or the extremely violent, watched by the Overseer and his minions.
11 Somewhere secret, known only to you or a close confidant. A hiding place as a child, perhaps, or somewhere you went to be alone.
12 A crumbling cathedral from history, dark lightning crackling around its spires and buttresses. It sprawls widely like a malevolent beast, awaiting someone intrepid or foolish enough to enter.
ENTITIES:
1 An enigmatic seer who seems to look through you and claims to know something about you.
2 A spectral guardian of an overgrown tomb, who bears the appearance of a relative of yours.
3 An encampment of religious fanatics with a charismatic but strange leader looking for new converts.
4 Traveler in a wagon painted with the moons and stars of this world. He believes you have knowledge of some ancient prophecy regarding other worlds.
5 Vengeful spirit of one of your former loved ones, leading a band of ghouls. They are searching for you, and intend harm.
6 Minstrel and two dancers who offer to show you a story from your past in exchange for 20s. If you pay them and watch their play, you can treat this as a Revelation, and flip a card to learn about your past.
7 Grim knight, cursed and wandering here like you, with no knowledge of his former life.
8 Witch woman in a small, torchlit hut off the side of the road. She offers warmth, and knowledge - for a price.
9 A condemned thief in a cage on the roadside. He says he was a stealer of memories, and might have one of yours.
10 Your greatest fear, personified as a monstrous entity that serves a foreign Throne.
11 Brigands on the road, crazed with hunger and thirst - desperate and deceitful.
12 A twisted reflection of yourself by a river, who flings your words back at you spitefully and wants to test you in a duel. The loser must give the winner something that means something to them.
Until next time -
Keep your blades sharp.
-Castle Grief