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Beyond the Crystal Cave - adapting to Torchbearer 2e
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<blockquote data-quote="pemerton" data-source="post: 9404826" data-attributes="member: 42582"><p><strong>Twist encounters</strong> can include the inhabitants of a particular area, or any of the following animals:</p><p></p><p>● A giant porcupine (as big as a cow) (M3, N5, quills count as leather armour, shoots quills as a vs to Attack)</p><p></p><p>● A giant skunk (M3, N4, squirts musk in a drive off or flee conflict; it will require time and effort to remove any odours from clothing)</p><p></p><p>● Two giant badgers (the size of large dogs, ♀ and ♂) (M3, N5)</p><p></p><p>● Three stags (M3, N5)</p><p></p><p>The lairs of these creatures cannot be found, and if followed they will not return to their lair.</p><p></p><p><strong>G1:</strong> <em>You find yourself standing in the middle of a 20 foot diameter ring of large toadstools. The ring stands in a small grassy clearing in idyllic woodland. Seated on five of the larger toadstools, grinning at you, are five diminutive figures with pointed hats, bright cheerful clothing, and red cheeks</em>.</p><p></p><p>The leprechauns are delighted to see new people to tease with their silly rhymes – the other garden inhabitants have long wearied of them. If spoken to, they chant the following limericks in unison and at random, continuing until each has been recited at least once; gales of laughter follow each recital (NB the leprechauns may become indiscreet if plied with wine).</p><p></p><p><strong>G2</strong>: The leprechaun’s woods are a lovely pace with many trees (ash, elm, beach, willow, linden and birch), flowering shrubs, and many delightful plants and small animals. Their home is inside a hollow tree of immense proportions: it is the only oak tree in this area [the GM should reveal its species, and scarcity, only if asked]. The entrance is disguised by an illusion to appear as part of the tree’s natural outer bark; it is a small wooden door 3 feet high and 1 foot wide (only halflings and dwarves may enter here normally). It is as written <u>from the bottom of p 12</u> (the crock holds 2D of gold; the small leather bag holds a pink and green gem (+1D to Orator tests) and a pearly white spindle-shaped gem (+1D to recover from Exhausted or Injured, but its magic fades on a failed test); there is no horn).</p><p></p><p><strong>G3:</strong> As written, but there is no carp dragon, but rather a giant goldfish (M3, N5).</p><p></p><p><strong>G4:</strong> Ash, elm, birch, flowering shrubs and grass are the dominant flora here. The fauna is as varied and colourful as other woodland areas.</p><p></p><p>Two dryads live in this area, elemental spirits that hail from Elfland, remote forests or sacred groves. They will not be encountered together: They will be hostile to intruders, and will try to persuade party members to drink from the Fountain All Heal (or beguile beautiful men to live with them).</p><p></p><p>M3, P1, N5 (Hiding, Singing, Sprouting) Instinct: persuade interlopers to drink from the fountain</p><p></p><p>[Pathfinder 4, Healer 3, Orator 3, Persuader 3, Lore Master 2, Scout 2, Weaver 2; Forest-wise]</p><p></p><p>These dryads are unarmed and unarmoured, but have two magical abilities:</p><p></p><p><em>Beguile:</em> Your voice and movements are so graceful and captivating, mortals will fall under your spell: make a Nature test against your target's Will. You suffer a -1s penalty for each rank by which the target’s Might exceeds your own, and this spell only affects mortals of Might 5 or lower.</p><p></p><p>Success causes the victim to fall in love with you for the duration of the beguilement, with all the benefits that entails. Beguiled mortals are not mind controlled and will not harm themselves or others. They will defend you from harm, bestow gifts upon you and grant you favours, but if they recover their senses they will realize that they were charmed and cannot be beguiled again.</p><p></p><p>Record the margin of success when beguilement is performed. At the beginning of each phase after the victim was beguiled, they roll their Will, +1D for each rank by which their Might exceeds your own. The obstacle is equal to the margin of success. Success frees the victim from beguilement. If the obstacle is 0, the effect ends at the end of the phase. If within your tree, raher than once per phase they may test to become free of beguilement only once per respite. (And one to four years in the garden is 735 to 2940 years outside.)</p><p></p><p><em>Heartwood</em>: You may step into the trees and instantly disappear from sight (if seeking to escape, test Nature vs opponent’s appropriate ability). You may take a beguiled mortal with you.</p><p></p><p>While within the trees, you cannot be detected except through supernatural means and you are unaffected by the Grind. You may take actions or offer help; any tests to recover use Nature instead of Will/Health. Banishment, spells and spell-like effects can force you from your hiding place.</p><p></p><table style='width: 100%'><tr><td>Hit Points:</td><td>Convince 11</td><td>Banish 6</td><td>Drive Off 4</td><td></td><td></td></tr><tr><td>Other weapon</td><td>Conflict</td><td>A</td><td>D</td><td>F</td><td>M</td></tr><tr><td>Beguiling voice</td><td>Convince, Convince Crowd, Banish</td><td>+1D</td><td>–</td><td>+1s</td><td>–</td></tr><tr><td>Heartwood step</td><td>Drive Off, Flee/Pursue</td><td>–</td><td>+1s</td><td>–</td><td>+1D</td></tr></table><p></p><p>The <strong>first dryad</strong> carries no treasure, but wears a green cloak, and wears the key to her casket around her waist. The <strong>second dryad</strong> wears a shimmering grey Elven Cloak (human sized, +1D to Hiding).</p><p></p><p>Both live in oak trees of immense size. There is no normal door to either home, so entrance can only be effected by invitation from the dryad, by the use of appropriate magic, or by main force (the use of force to damage the trees will upset the Green Man, who will appear immediately to stay the action). Both homes are two circular rooms 12 feet in diameter and 10 foot high, set one above the other and connected by stairs.</p><p></p><p>The first dryad’s home (X); if discovered at home, the dryad will be seated at her wheel, spinning:</p><p></p><p><em>Lower room</em>: Light in this room is provided by a small cage of fireflies suspended by a short chain from the ceiling. In the centre of the room is a circular wooden table with a wood chair set against it. On the table is a wooden bowl containing apples, pears and grapes. A cloth upholstered armchair is set against the wall; beside it is a spinning wheel with several hanks of wool across it. Opposite the wheel is a cupboard set into the wall (it holds crockery and cutlery). Beneath the cupboard are two small casks, one with a small dipper beside it (that one is full of water; the other contains mead).</p><p></p><p><em>Upper room</em>: This room contains a bed (against the wall opposite the stairs), a chest (at the foot of the bed) and a cupboard. In this are a red cloak, a green cloak and a pair of soft boots. If the cloaks are disturbed, a small iron casket (carried 1, pack 2, 2 slots) will be revealed. It is locked and trapped (to disarm, turn the key in a trick motion, or Sapper Ob 4) with a sleeping ointment needle (Ob 3; suggested twist: fall asleep until end of the next camp phase). It contains four 2D gems (8D total).</p><p></p><p>The second dryad’s home (Y):</p><p></p><p><em>Lower room</em>: This room is illuminated by a small cage of fireflies hanging from the ceiling (the cage has a false bottom; in it is a key that opens the other dryad’s treasure chest). Under the cage, in the centre of the room are a table and chair. The table bears a wooden bowl of fruits (apples and figs), and a stoneware jug (3 draughts capacity; half full of wine). Wooden shelves, holding cutlery and platters, are set into the wall. Beneath these stands a small cask (4 draught capacity, contains 2 draughts of wine), a larger cask (8 draughts capacity, containing 3 draughts of water), a wooden bin (containing apples), a small sack (containing raisins) and a wooden box (containing figs).</p><p></p><p><em>Upper room</em>: This room contains a bed, a folded yellow cloak across it, and a chest of drawers (full of clothing; behind sundry clothing at the rear of the third drawer is a roll of red cloth (1D, pack 3)).</p><p></p><p><strong>G5:</strong> This is a normal wooded parkland with many trees, flowering shrubs, short grass, bees, butterflies, and other mundane but beautiful flora and fauna.</p><p></p><p>Four satyrs live in this area. They will be extremely hostile to all intruders, although will refrain from physically attacking Elves unless the latter first attack them in some manner. They will attempt to charm away beautiful women. They do not carry any treasure on their persons.</p><p></p><p><em>Their home</em> is a small clearing surrounded by flowering shrubs, in the centre of which stands a large elm tree. Beside the elm tree is a cask (containing good quality wine) and on top of the cask are two earthenware mugs. There are four separate heaps of dried grass under various of the flowering shrubs that encircle the glade: these are the satyrs’ beds. One top of one heap is a dagger in its scabbard, lying beside another is a spear, and beside each of the other two is an earthenware mug.</p><p></p><p>Their treasure is hidden in a cavity among the roots of the elm tree; the cavity is trapped with a magical snare (Ob 2 Scout to find the cavity, Ob 3 to detect the snare; if triggered, Ob 5 Health: suggested twist, magically snared until the end of the next phase). A locked wooden box (carried 2, pack 4, 3 slots) holds a small bottle with 2 doses of Faerie Wine (pack 1) and 4D of gold coins.</p><p></p><p>If caught unawares at home, the satyrs will be seated in a circle around the wine cask, three drinking while the fourth quietly plays on his pipes. If not surprised they will conceal themselves in the shrubbery, using the pipes in preparation for an ambush of the party.</p><p></p><p>M4, P1, N6 (Hiding, Frolicking, Butting) Instinct: drive away interlopers</p><p></p><p>Their horns are improvised weapons; one of them has a set of magic pipes and wears a key on a fine chain around his neck, which unlocks their treasure box.</p><p></p><table style='width: 100%'><tr><td>Hit Points:</td><td>Drive Off 12 [13 w/ pipes]</td><td>Capture 6 [7 w/ pipes]</td><td>Trick 3 [4 w/ pipes]</td><td></td><td></td></tr><tr><td>Other weapon</td><td>Conflict</td><td>A</td><td>D</td><td>F</td><td>M</td></tr><tr><td>Pipes (fear)</td><td>Drive Off</td><td>+1D</td><td>–</td><td>–</td><td>+1s</td></tr><tr><td>Pipes (sleep)</td><td>Capture</td><td>+1s</td><td>–</td><td>–</td><td>–</td></tr><tr><td>Pipes (charm)</td><td>Trick</td><td>+1D</td><td>–</td><td>+1D</td><td>–</td></tr></table></blockquote><p></p>
[QUOTE="pemerton, post: 9404826, member: 42582"] [B]Twist encounters[/B] can include the inhabitants of a particular area, or any of the following animals: ● A giant porcupine (as big as a cow) (M3, N5, quills count as leather armour, shoots quills as a vs to Attack) ● A giant skunk (M3, N4, squirts musk in a drive off or flee conflict; it will require time and effort to remove any odours from clothing) ● Two giant badgers (the size of large dogs, ♀ and ♂) (M3, N5) ● Three stags (M3, N5) The lairs of these creatures cannot be found, and if followed they will not return to their lair. [B]G1:[/B] [I]You find yourself standing in the middle of a 20 foot diameter ring of large toadstools. The ring stands in a small grassy clearing in idyllic woodland. Seated on five of the larger toadstools, grinning at you, are five diminutive figures with pointed hats, bright cheerful clothing, and red cheeks[/I]. The leprechauns are delighted to see new people to tease with their silly rhymes – the other garden inhabitants have long wearied of them. If spoken to, they chant the following limericks in unison and at random, continuing until each has been recited at least once; gales of laughter follow each recital (NB the leprechauns may become indiscreet if plied with wine). [B]G2[/B]: The leprechaun’s woods are a lovely pace with many trees (ash, elm, beach, willow, linden and birch), flowering shrubs, and many delightful plants and small animals. Their home is inside a hollow tree of immense proportions: it is the only oak tree in this area [the GM should reveal its species, and scarcity, only if asked]. The entrance is disguised by an illusion to appear as part of the tree’s natural outer bark; it is a small wooden door 3 feet high and 1 foot wide (only halflings and dwarves may enter here normally). It is as written [U]from the bottom of p 12[/U] (the crock holds 2D of gold; the small leather bag holds a pink and green gem (+1D to Orator tests) and a pearly white spindle-shaped gem (+1D to recover from Exhausted or Injured, but its magic fades on a failed test); there is no horn). [B]G3:[/B] As written, but there is no carp dragon, but rather a giant goldfish (M3, N5). [B]G4:[/B] Ash, elm, birch, flowering shrubs and grass are the dominant flora here. The fauna is as varied and colourful as other woodland areas. Two dryads live in this area, elemental spirits that hail from Elfland, remote forests or sacred groves. They will not be encountered together: They will be hostile to intruders, and will try to persuade party members to drink from the Fountain All Heal (or beguile beautiful men to live with them). M3, P1, N5 (Hiding, Singing, Sprouting) Instinct: persuade interlopers to drink from the fountain [Pathfinder 4, Healer 3, Orator 3, Persuader 3, Lore Master 2, Scout 2, Weaver 2; Forest-wise] These dryads are unarmed and unarmoured, but have two magical abilities: [I]Beguile:[/I] Your voice and movements are so graceful and captivating, mortals will fall under your spell: make a Nature test against your target's Will. You suffer a -1s penalty for each rank by which the target’s Might exceeds your own, and this spell only affects mortals of Might 5 or lower. Success causes the victim to fall in love with you for the duration of the beguilement, with all the benefits that entails. Beguiled mortals are not mind controlled and will not harm themselves or others. They will defend you from harm, bestow gifts upon you and grant you favours, but if they recover their senses they will realize that they were charmed and cannot be beguiled again. Record the margin of success when beguilement is performed. At the beginning of each phase after the victim was beguiled, they roll their Will, +1D for each rank by which their Might exceeds your own. The obstacle is equal to the margin of success. Success frees the victim from beguilement. If the obstacle is 0, the effect ends at the end of the phase. If within your tree, raher than once per phase they may test to become free of beguilement only once per respite. (And one to four years in the garden is 735 to 2940 years outside.) [I]Heartwood[/I]: You may step into the trees and instantly disappear from sight (if seeking to escape, test Nature vs opponent’s appropriate ability). You may take a beguiled mortal with you. While within the trees, you cannot be detected except through supernatural means and you are unaffected by the Grind. You may take actions or offer help; any tests to recover use Nature instead of Will/Health. Banishment, spells and spell-like effects can force you from your hiding place. [TABLE] [TR] [TD]Hit Points:[/TD] [TD]Convince 11[/TD] [TD]Banish 6[/TD] [TD]Drive Off 4[/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Other weapon[/TD] [TD]Conflict[/TD] [TD]A[/TD] [TD]D[/TD] [TD]F[/TD] [TD]M[/TD] [/TR] [TR] [TD]Beguiling voice[/TD] [TD]Convince, Convince Crowd, Banish[/TD] [TD]+1D[/TD] [TD]–[/TD] [TD]+1s[/TD] [TD]–[/TD] [/TR] [TR] [TD]Heartwood step[/TD] [TD]Drive Off, Flee/Pursue[/TD] [TD]–[/TD] [TD]+1s[/TD] [TD]–[/TD] [TD]+1D[/TD] [/TR] [/TABLE] The [B]first dryad[/B] carries no treasure, but wears a green cloak, and wears the key to her casket around her waist. The [B]second dryad[/B] wears a shimmering grey Elven Cloak (human sized, +1D to Hiding). Both live in oak trees of immense size. There is no normal door to either home, so entrance can only be effected by invitation from the dryad, by the use of appropriate magic, or by main force (the use of force to damage the trees will upset the Green Man, who will appear immediately to stay the action). Both homes are two circular rooms 12 feet in diameter and 10 foot high, set one above the other and connected by stairs. The first dryad’s home (X); if discovered at home, the dryad will be seated at her wheel, spinning: [I]Lower room[/I]: Light in this room is provided by a small cage of fireflies suspended by a short chain from the ceiling. In the centre of the room is a circular wooden table with a wood chair set against it. On the table is a wooden bowl containing apples, pears and grapes. A cloth upholstered armchair is set against the wall; beside it is a spinning wheel with several hanks of wool across it. Opposite the wheel is a cupboard set into the wall (it holds crockery and cutlery). Beneath the cupboard are two small casks, one with a small dipper beside it (that one is full of water; the other contains mead). [I]Upper room[/I]: This room contains a bed (against the wall opposite the stairs), a chest (at the foot of the bed) and a cupboard. In this are a red cloak, a green cloak and a pair of soft boots. If the cloaks are disturbed, a small iron casket (carried 1, pack 2, 2 slots) will be revealed. It is locked and trapped (to disarm, turn the key in a trick motion, or Sapper Ob 4) with a sleeping ointment needle (Ob 3; suggested twist: fall asleep until end of the next camp phase). It contains four 2D gems (8D total). The second dryad’s home (Y): [I]Lower room[/I]: This room is illuminated by a small cage of fireflies hanging from the ceiling (the cage has a false bottom; in it is a key that opens the other dryad’s treasure chest). Under the cage, in the centre of the room are a table and chair. The table bears a wooden bowl of fruits (apples and figs), and a stoneware jug (3 draughts capacity; half full of wine). Wooden shelves, holding cutlery and platters, are set into the wall. Beneath these stands a small cask (4 draught capacity, contains 2 draughts of wine), a larger cask (8 draughts capacity, containing 3 draughts of water), a wooden bin (containing apples), a small sack (containing raisins) and a wooden box (containing figs). [I]Upper room[/I]: This room contains a bed, a folded yellow cloak across it, and a chest of drawers (full of clothing; behind sundry clothing at the rear of the third drawer is a roll of red cloth (1D, pack 3)). [B]G5:[/B] This is a normal wooded parkland with many trees, flowering shrubs, short grass, bees, butterflies, and other mundane but beautiful flora and fauna. Four satyrs live in this area. They will be extremely hostile to all intruders, although will refrain from physically attacking Elves unless the latter first attack them in some manner. They will attempt to charm away beautiful women. They do not carry any treasure on their persons. [I]Their home[/I] is a small clearing surrounded by flowering shrubs, in the centre of which stands a large elm tree. Beside the elm tree is a cask (containing good quality wine) and on top of the cask are two earthenware mugs. There are four separate heaps of dried grass under various of the flowering shrubs that encircle the glade: these are the satyrs’ beds. One top of one heap is a dagger in its scabbard, lying beside another is a spear, and beside each of the other two is an earthenware mug. Their treasure is hidden in a cavity among the roots of the elm tree; the cavity is trapped with a magical snare (Ob 2 Scout to find the cavity, Ob 3 to detect the snare; if triggered, Ob 5 Health: suggested twist, magically snared until the end of the next phase). A locked wooden box (carried 2, pack 4, 3 slots) holds a small bottle with 2 doses of Faerie Wine (pack 1) and 4D of gold coins. If caught unawares at home, the satyrs will be seated in a circle around the wine cask, three drinking while the fourth quietly plays on his pipes. If not surprised they will conceal themselves in the shrubbery, using the pipes in preparation for an ambush of the party. M4, P1, N6 (Hiding, Frolicking, Butting) Instinct: drive away interlopers Their horns are improvised weapons; one of them has a set of magic pipes and wears a key on a fine chain around his neck, which unlocks their treasure box. [TABLE] [TR] [TD]Hit Points:[/TD] [TD]Drive Off 12 [13 w/ pipes][/TD] [TD]Capture 6 [7 w/ pipes][/TD] [TD]Trick 3 [4 w/ pipes][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Other weapon[/TD] [TD]Conflict[/TD] [TD]A[/TD] [TD]D[/TD] [TD]F[/TD] [TD]M[/TD] [/TR] [TR] [TD]Pipes (fear)[/TD] [TD]Drive Off[/TD] [TD]+1D[/TD] [TD]–[/TD] [TD]–[/TD] [TD]+1s[/TD] [/TR] [TR] [TD]Pipes (sleep)[/TD] [TD]Capture[/TD] [TD]+1s[/TD] [TD]–[/TD] [TD]–[/TD] [TD]–[/TD] [/TR] [TR] [TD]Pipes (charm)[/TD] [TD]Trick[/TD] [TD]+1D[/TD] [TD]–[/TD] [TD]+1D[/TD] [TD]–[/TD] [/TR] [/TABLE] [/QUOTE]
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