Just in time for autumn: unseasons for Dolmenwood.
Dolmenwood is a fantasy RPG built around the acclaimed Old-School Essentials rules, presenting a familiar game with a lavishly detailed world inspired by the fairy tales and eerie folklore of the British Isles. Unseasons are randomly occurring seasonal events that take place in the weird fairy tale world of Dolmenwood. Here are two unseasons suitable for any fantasy campaign entering or in the autumn season.
Each day of Red Dawn, there is a 1 in 10 chance of a skirmish or battle between large forces, involving over 20 combatants at the minimum. Dawn is a red sky portending that blood will be spilled that day. PCs may hear the sounds of battle or a raging conflict may suddenly overtake their campsite or the village they are staying in. GMs should pick soldiers from nearby settlements, bandit forces, or humanoids that gather in large numbers to depict the two (or more) sides that are fighting. For systems with NPC reactions, move any rolled result one step more negative. For systems with morale checks, move a result to determine a rout or retreat as one step less likely. Negotiations are harder and the willingness to fight increases.
Shadow; Move 40’; AC 11; HD 3d8 (13); Saves 3rd level; Attack +2 (1d4 shadow strangle and Strength reduced by 1; Strength returns in sunlight); morale good
Mien 1d6
Mien 1d6
Dolmenwood is a fantasy RPG built around the acclaimed Old-School Essentials rules, presenting a familiar game with a lavishly detailed world inspired by the fairy tales and eerie folklore of the British Isles. Unseasons are randomly occurring seasonal events that take place in the weird fairy tale world of Dolmenwood. Here are two unseasons suitable for any fantasy campaign entering or in the autumn season.
Red Dawn (September)
On the first of September, there is a 1 in 4 chance that the first two weeks are also the unseason of Red Dawn. During Red Dawn, rainfall is reduced by half and temperatures fall to near freezing. The air itself seems reduced as if at high altitude and tempers fray and reason is reduced. This combination reduces the mud and wet of the month and encourages wrath and anger. It is the bane of peasants and common soldiers and the joy of warlords and generals. War is easier to wage in these conditions.Each day of Red Dawn, there is a 1 in 10 chance of a skirmish or battle between large forces, involving over 20 combatants at the minimum. Dawn is a red sky portending that blood will be spilled that day. PCs may hear the sounds of battle or a raging conflict may suddenly overtake their campsite or the village they are staying in. GMs should pick soldiers from nearby settlements, bandit forces, or humanoids that gather in large numbers to depict the two (or more) sides that are fighting. For systems with NPC reactions, move any rolled result one step more negative. For systems with morale checks, move a result to determine a rout or retreat as one step less likely. Negotiations are harder and the willingness to fight increases.
Shadows and Scarecrows (October)
On October 19, if a random encounter occurs for the PCs that day, the rest of the month is also the unseason of Shadows and Scarecrows. For 13 days, the chance of random encounters happening increased by one step. At dusk, if the PCs are in the wilderness, any random encounter at this time of day is replaced with the shadows of the PCs taking on life and a mercurial temperament randomly rolled. In a rural settlement, a random encounter instead takes place with a scarecrow. In a large town or city, a scarecrow also rises but it is made of rubbish and debris. The scarecrow also has a random mien. PCs can try to deduce the mien and how to react. Make a reaction roll (or and the better the result, the more the PCs understand the mien.Shadow; Move 40’; AC 11; HD 3d8 (13); Saves 3rd level; Attack +2 (1d4 shadow strangle and Strength reduced by 1; Strength returns in sunlight); morale good
Mien 1d6
- Fascinated: wants PCs to sing, becomes parasitical if PCs don’t
- Curious: wants to explore, becomes maniacal if the PCs don’t start wandering
- Parasitical: strangle PCs to form a murder of shadows
- Maniacal: almost kill PCs, drag them into darkness, try to possess them by keeping them drained but not dead (doesn’t work but keeps trying)
- Restless: offer to share a bedroll or they become maniacal
- Melancholy: cheer them with a story of companionship or they become parasitical
Mien 1d6
- Merry: dancing, becomes vengeful if PCs don’t join in
- Friendly: wants to trade stories, becomes murderous if PCs don’t share tales
- Murderous: kill sentients and eat their brains in deep wilds or hidden alleyways
- Vengeful: kill sentients and display them on posts like scarecrows
- Mercurial: offer them beer or wine or they become murderous
- Morose: leave them alone with their dark thoughts or they become vengeful