Feeding time Plot in Charron | World Anvil

Feeding time

Write a one-shot adventure for your world that is ready to run for a Game Master

It is system drawn from my world. It is fairly easily shifted and currently modeled on Savage Worlds rules. Some systems have levels, other ranks or skill dots. Adapt as needed.
Rough approximations: • Rank 1: 1d4, lvl 1-2, basic and weak. 1d6 D&D •• Rank 2 d6, lvl 3-4, 2d6 D&D ••• Rank 3 1d8, lvl 5-6, 3d6 D&D •••• Rank 4 1d10, lvl 7-8, 4d6 D&D ••••• Rank 5 1d12, lvl 09-10, 5d6 D&D


Centuries ago the region was known for rich mines. The last big mine played out about 160 years ago. The towns and villages faded. The roads crumbled. The remote pass was ordered destroyed by the far off Imperial rulers. The local lord made a show, but kept a narrow track open and a small guard to make sure it remained secretly open. Over the decades the guard dwindled and was forgotten as the neighboring lords fought over the last working mines. The mining town decayed. The land was too poor for good farms. The work wasn't there to keep the town and nothing to trade without the wealth of the mine. The town is in ruins, forgotten with several others and all that remains is the Inn - once the Tipsy Goat - the sign weathered, blackened and now just the Black Goat.

The nearest villages are 20 miles (32 km), and those are closer clustered in the hilly region below the lost towns. Travelers will have heard the stories - fearsome monsters roaming the lower mountain slopes and lairing in the old mines, the bandits in the ruined towns or fortified mines and other "things" that caused the mines to close and the people to vanish. Exceptional success (3x successes in one or a continued series) asking around will reveal that there used to be an old pass around the Iron Horn Mountain, but the road was lost to avalanches a century ago.

Asking in the villages will reveal that the area is riddled with old abandoned mines, ghost town villages and wild things, monsters and bandits roam the wild. Most folk don't roam too far from their fields and the trade with the near towns.
 
The talk will produce 1d4 rumors ( ignore repeats of rumors)
1) The regional Master of Works (responsible for making sure nobles maintain roads, bridges, water and waste) of the small council, Azul Varn, has fled the governor's city with stolen money and his mistress and was last seem heading up into the mountains.
2) An old abandoned inn in one of the ruined villages is haunted. The Inn keeper fled when the inn was attacked and now the restless ghost of the host is cursed to haunt the inn until he makes good on defending guests. ("I been there he was all white and sickly!" "the whole Inn is a ghost place that turns to mist in the daylight!" "It is the inn keeper and his daughter is haunting the place!")
3) The old mines and ruins are nests of monsters and bandits. A bandit known to torture captives, Zho the cruel, has with his troop raided some farms recently, burning them to the ground. A small reward is offered for the goons, and a hefty sum for Zho.
4) A horrible monster is roaming the countryside and has eaten some villagers and kills livestock. ( several villagers nod sagely. "Ate a whole flock of sheep!" "It carried off a cow!", "Ripped up an old wife out gathering herbs and mushrooms! All they found was an arm and her head with terror frozen on her face!" It is large, dark, tan or ochre colored with tentacles ( that ain't what me cousin Neb seen!) and many limbs ( Neb said he saw wings!) and eyes that glow a toxic green color. Insert a creature of GM choice.
5) The bandit "Silk Prince" and his band have robbed a carriage and merchants recently. Travelers on the main road have taken to looking for a body guard. The Silk Prince is a dark elf who only speaks in whispers
6) A necromancer has been seen in the hills raising up the bodies of old miners and soldiers. ( "My cousin Neb done seen them dancing in a circle at night with torches and unearthly music and wailing!" "It ain't no necromancer - it is an evil spirit that inhabits the dead and hungers for human flesh!" "The necromancer is using the dead to mine and look for gold."
7) The Knockers caused the mines to close: demonic black creatures with flaming red eyes and twisted distorted limbs with too many joints. They can be heard tapping in the mines, making cries like abandoned babies in the wild at night and come out at night knocking at doors but they don't reply to queries, or just make their baby cry. They carry off and devour anyone they catch. ( Local Folklore - Are there really Knockers? Maybe. Side note: Bobcats sound like a crying baby)
8) A few folk still live in the old ruins of the abandoned towns. They are rough and tumble and shy of strangers, but come to town every month or so for supplies and pay with bits of ores and mined gold, lead or silver. There is one crazy old man who is said to have found a rich vein, but he keeps it secret and is rich as a nobleman. He is fascinated with royalty and always wants to hear the latest and get any signed notices or decrees.

Plot points/Scenes

    Keep track of Corruption once characters become infected.  Encourage use of the free reroll bennies.

Structure

Exposition

The Inn has 3 tables for 4 persons, a fire with a metal and brick chamber that radiates heat and chimney. There are 4 floor level tables with cushions behind the fire and 2 other tables behind under the stairs. The upper floor has a balcony and sliding wood doors on tracks with decorative false paper windows. 
The inn is drafty and settles and shifts with creaking and grumbles.

Relations

Protagonists

Old Man Wu. ( "Old Goat") Actually the servant of Li-senn but plays her father. He is dirty and smokes, and so smells of ashes. He will offer rare liquor to any who seem young or innocent. He will share a pipe of opium and attempt to seduce. If engaged he will produce a sex manual with bondage rope ties and positions that he is eager to try.
  • They make do and this is their life and world. He hopes a traveller will settle with his daughter.
  • They hunt for a bit of extra food. Plus he has a few treats found about the ruins of the town.
  • He does much of the cooking. His weapon is a club.
  • Assumed lvl: 4. Agility(dex) •• d6, Smarts ••d6, Spirit••• d8, Str ••d6, Vigor •••d8, Cook d6, fighting d6, athletics d6, notice d6, persuasion d4, stealth d6, theivery d4
  • His Corruptions:
  1. Physical: Cursed -1 on rolls
  2. Desire: Defiler: Bored - must have something novel or someone new, young, innocent and naive daily or -1 on rolls. Hedonist: it is best to share experiences, drugs, foods, etc with the inexperienced, innocent ( destroying innocence), and young. ( success gives +2 on rolls for 24 hrs)
  3. Drive: Obsession - Wu is fascinated by the crown and collects bits and scraps on the rulers. Official notices. Signatures or stamps. Coins. He has a small shrine area in a corner of his room with drawings of ruling family and ancestors. Bits of fabric that he claims they once wore. He will ask if party members have met or know any of the ruling order and want to know their habits, their favorite foods and drinks, colors and clothes. He must know everything!
  4. Powers: Obsidian Clawsx2 (1d6). Hardened Hide X2, Accelerated heal, corrupted benny

Li-senn (the daughter). She is actually the Master. She is a Blood Mage and corrupted. She is pale and wan with sunken dark circles around her eyes and an occasional cough. She applies a flower essence which covers any other scents. She is always chewing and eating something. In a hip pouch is bee's wax paper with strips of raw meat (human flesh) and she must eat some every 2 hrs or suffer a -1 on rolls. There is also dried meat strips, carrots and roots and dried berries. She says she is sick.
  • Li-senn must stay and care for the Old Goat. "Father needs me." She plays sweet and protective of father.
  • She carries a short sword. Agility d6, smarts d8, str d4, spirit d8, vigor d4. fighting d8, stealth d8, spell casting d8, occult d4 athletics d4,
  • She knows a moderate amount about plants and herbs and the local wildlife.
  • Her goal is to isolate or confuse the party so she can add a body to the larder.
  • Her Corruption:
  1. Physical: illness - she is weak (-1 d on STR), has fevers, snuffles and a cough. -1 on stealth rolls.
  2. Desire: Ravenous. Always hungry and nibbling. In a day she will eat a base of double rations. Every few hrs she must have a meal and it must contain raw meat or blood or she is at -2 on rolls. At least once daily she must eat raw flesh or drink blood of sophont, sentient species.
  3. Drive: Predatory. Callus and cold: she is calm and calculating always, unconcerned about others and will not risk herself in any way. Malice: even the least inconvenience or objection. obstruction will bring cutting remarks and rebuke ( with Reason/ wits roll) to setting up accidents in vengence for any nuisance or set back.
  4. Powers: Fire resist-2, Cold resist -2, Blood trace, Accelerated Heal x2, Unnatural speed x2, corrupted benny.
  5. Blood Magic: ( Power points 10, each spell costs 1) Ability- Blood fueled, blood offer, Blood theft, Powers: blood slave and blood boil. Auras - weakness, blood gift, blood trace and blood kin.

Neutrals/Bystanders

Azul Varn ( Small council Master of Works). A seasoned man with greying hair, long narrow beard and a fringe of whiskers. He is dressed in official coat and trousers, with leather reinforcement. Varn is actually a secret security officer - a Garrison Officer with assassin training. He set a false story of embezzlement circulated to attract bandits.
Str 1d8 Agil 1d8 Spirit 1d6 Vigor/ Con 1d6 Smarts / Int 1d8, power points 15
fighting 1d8, notice 1d6, stealth 1d8, althetics 1d6, survival 1d6, assassin
Leather reinforced armor, warhammer
Each costs 1 power point per •
• Stun: On scoring a wound roll resisted STR to render a victim unconscious. 1 round duration for power.
•• Bleeding: any hit that scores a wound is automatically bleeding out and requires first aid , binding or healing. Power lasts the scene.
••• Serpent Strike: Reach 20 ft spiritual snake that hits for 3d6+ poison. 1 round duration.
•••• Fluid: The body becomes fluidic such that strikes pass through. Damage and wounds are 1/2 or invulnerable vs normal weapons. While fluid, attacks made by the fluid are also 1/2 damage (or cause fatigue loss). Duration 2 rounds
      Jhuto Drai (Garrison cadet with Spy training). Jhuto is in disguise as a female and playing Master Varn's mistress. Jhuto is thin, clean shaven and fine featured. His wearing women's dress hides his leather armor but costs-1 to combat rolls from entangled and long sleeves, hem, etc.
Agil/dex 1d6, Str 1d6, vigor/ con 1d6, spir: 1d4, smarts/ int 1d6. Power points 10
 
Leather armor, Bo Staff - metal, collapsable.  
Each costs 1 power point per • They take place immediately when activated as a free action.
• Hidden Dagger: an attack that hits but doesn't cause a wound allows a second hit with a dagger.
•• Push: A telekinetic shove within 10 ft (3 m) STR vs STR contested. Success by caster pushes subject 1 area.
••• Slash: -2 to hit: allows a single attack to sweep across 3 facing spaces.
    Unit Soldiers

Competitors

The Silk Prince, Spider. Dark haired, light violet skin tone. Speaks in whisper. Well dressed with wealthy touches like gold thread embroidery on his collars and cuffs.
Ag/ dex: 1d6, smarts/int 1d6, spirit 1d8, str 1d6, vigor 1d8.
Fighting 1d6, Notice 1d6, Persuasion 1d8, stealth 1d8. focus 1d8, Arcane: Gifted. Charismatic
Preferred weapon: War Fan- steel, open. Light weapon and small hand shield. Lacquer armor.
 
These powers cost 1 Power Point/ •
• Premonition: Use allows cancellation of Surprise and/ or grants a first action by the user ignoring previous initiative.
•• Marked: As a combat action may make an open handed strike that if it hits causes -2 penalty on rolls or +2 to wounds or other negative effects for 1 scene.
••• Finger of Fate: acts as a missile weapon attack that if it hits, causes the next roll the target makes to be a fail. For 10 Power Points it is a critical fail. Range = 3 areas
•••• Fortunes’s touch: A subject other than user is touched or hit as a combat move, the next thing that can go wrong, does go wrong. Alternatively it ensures a success by the touched.

Dog: Gruff brawler and former spy. Stand offish, curt/ short and efficient.
str: 1d8, smart/int: 1d6, Agil/dex 1d8, spirit 1d6, vigor/ con 1d8
fight 1d8, Notice 1d8, Stealth 1d6, brawler ( count str as up 1 rank 1d10, 1 toughness (hp))  
These powers cost 1 Power point per •
• Phase: No other action. May pass 1 inch/ round through solid material.
• Body Block: take one hit on an ally on yourself instead.
 

  Zho The Cruel. big, brawny. loud, crude and loves to inflict pain and suffering. Has somehow avoided becoming afflicted by Corruption.  Li-senn and Wu have acted as fences for some of his stolen goods as well as a resting place outside of his base.
Str: 1d10, Smarts/int: 1d6, Agil/ dex 1d8, Spirit 1d6, Vigor/ Con 1d8
Brawny (size+1: Big) +1 toughness, Iron jaw (+2 soak, vigor roll), illiterate. Fight 1d10, intimidate 1d8

• Spin: +2 if fighting several targets
• Lunge: +1 area reach. Personal initiative +1
• Unarmored: fending and blocks -2 damage on damage roll, nothing heavier : light armor (studded leather or less) only.
• Jump Attack: leap 2 area +1d6 damage

Goons

Backdrops

Locations

Deep in the wilds, far from regular roads is a remote rustic inn. The outer wall is fortified. The surrounding area has the ruins of a small town. 200 years ago this was a mining town, then about 160 years ago the mines gave out. The population dwindled and faded, the rough soil making for poor crops and barely scrape by gardens. Without products, crops or traded resources it faded and crumbled until all that remains is the Inn. The walls provide some protection from roaming monsters and beasts, somewhat less from hostile intelligent creatures and races. It is completely forgotten and off the path.

Past Events

Corruption: This is a spiritual disease, curse and demonic pact rolled into one. It is contagious from blood or direct contact ( may save/ evade roll to avoid infection). Once infected it will sprout in physical manifestation, in desires or drives. Corruption points may be added by trading for a Corruption benny (reroll 1 for 1). Normal bennies may only be used for ability and skill rolls, not combat. Corruption bennies may be used for ANYTHING. Harming the innocent or killing needlessly gains 1 corruption point. Gain 1 Corruption point for use of a corruption power or blood magic power (see below). At rank 0 and 5 points a first Corruption power should be selected. Every 10 points equals 1 rank (*). At Rank * (1st) Corruption is fully manifest - chose or roll a physical, drive and desire corruption type. Chose where the first rank point goes. Apply new points as desired across physical, drive and desire. A day of prayer and washing with holy water will each remove 1 point of Corruption. So will cure disease miracles or magics, or remove curse. Ranks may be reduced by 1 with exorcism. Only a wish or divine action may remove Corruption. At Rank 6 in any one aspect (Physical, drives, desires) Corruption consumes the victim - gain a distortion, and 2 mutations and become a mutant Spawn and start plotting to kill and infect as many as possible (players become NPC monsters).
Physical
Monstrous
• Disturbing: Yellow or green, white skin, sunken eyes.
•• Uncanny aspect: Gaunt, sharp teeth, thickend nails, warty, scales or leathery skin, abnormal color or glow to eyes.
••• Deformity: bulging eyes, hunchback, loss of teeth or hair, sharp pointed shark teeth, twisted limb, greasy & smelly.
•••• Distortion: long black tongue makes talking difficult, serpent tongue, tentacle fingers, bat ears, skeletal body, melted face
••••• Mutation: tentacle, horn(s), tail, extra limb, fused limbs, serpent body, blob body, beastial face (dog, monkey, horse, seal, etc).

Cursed
• All skill and action rolls at -1. Fumbles are automatic critical botch.
•• At the Scene: once weekly something unfortunate happens to others around you.
••• Bad Luck: once per session suffer a small exceptional set back or failure.
•••• Dogged: Once per session will fail at an important stage. Opponents get+1 on rolls.
•••••Tormented: -3 on rolls, opponents get +2.

Aura of Deformity: the aura causes these to add + Rank (*) to Intimidation rolls.
• Unsettling Aura -1 reaction per rank
•• Distrust: You are suspect, avoided, first attacked. Emotive effects resisted at +/-2 against the corrupted.
••• Scent of Fear: animals and children avoid you. -2 reactions
•••• Miasma: Presence causes others to roll vs FEAR or suffer fear effects. Must roll vs Wits to focus and not just be jittery.
••••• Terrifying: your aura is so unsettling that Others roll vs fear at penalty -2.

Illness
• Weak: -1 on rolls for healing and resisting disease per rank. -1
•• Wan: cough or sniffling, sweating, pale. -1 on stealth or Stam rolls per Rank.
••• Wracked: pains and cough causes -1 on all rolls unless well rested for at least 12 hrs.
•••• Fevered: STR, DEX, reduced by 1. Healers can remove symptoms for 1 scene/ day
••••• Moribund: You need a wheeled chair, divan or litter to move about. Str roll to stand and walk at pace 1.

Desire
Ravenous
• Fixation: you dream of food, always carry it with you, will eat if given a chance.
•• Gourmand: you eat double normal rations or meals. You must have a special favorite each day or suffer -1 on rolls.
••• Insatiable: every 2 hrs must eat 1 meal or ration or suffer -1 on rolls.
•••• Cravings: cooked or dried food cause -1 on rolls for the next 2 hrs. Only raw meat blocks this.
••••• Cannibal: at least once daily must drink sophont blood or eat raw sentient flesh or suffer reduced -1 die to ability scores per day.


Addiction: chose alcohol, drug, sex, food, excitement, other
• Fondness: gain +1 for next 24 hrs for engaging in the addiction
•• Hooked: Must engage in addition once daily/ rank or suffer -1/ missed occurrence
••• Consumed: If addiction is available will continue until money, supply or others intervene. Will/ Wits roll - Rank to stop.
•••• Enslaved: Must engage in addiction every 2 hrs or -1 die STR,DEX and POW/ Spirit.
••••• Ruined: Will roll to resist or will do anything to find a way or opportunity to feed addiction.

Melancholy
• Unsatisfying: restless and distracted. Wits-1 per rank. -1 on alertness/ perception rolls.
•• Dispassionate: Unengaged, untalkative. -1 persuasion per rank (starts -2)
••• Morose: Nothing is satisfying. It all goes to dust and ruin in the end. skill rolls -1 per Rank
•••• Dissipated: sit, lay or sleep unless bullied or success at contested Will roll vs Rank
••••• Emptiness: Everything is stupid and pointless. Presence acts as Cold Iron to Fae. Illusions have no effect. Taking any free action requires contested roll of Spirit/ will/ reason vs Emptiness rank as dice or die type.(1d12) Attacks and nonfree actions require 2 successes.

Defiler
• Bored: You are bored by the same old. Young, innocent, novel is interesting as you get to see them react. Will roll -Rank to engage in same old tedious sex, drugs or booze, meetings, negotiation, formal events.
•• Hedonist: It is best to share new experiences, especially w the innocent, young or inexperienced. Must try something new daily or -2 on rolls, +1 for 24 hrs if shared w novel individual(s)
••• Libertine: Work is tedium. The same thing drudgery. Only new conquests have lustre. Rolls -2 unless 2 novel acts. +1 on rolls if any are perverse, frowned upon or forbidden. Fresher is better.
•••• Debased: Affection is a snare, romance a tool. Corrupting the young, turning to use. Must be something new 3x daily or -1 d WILL/spirit per fail. 0 engages in the most recent novel pleasure ignoring all else.
••••• Vile: Beauty and innocence must be pursued, possessed and destroyed. Things that are forbidden are forbidden to keep the meak from discovering power.


Drive
Obsession • Focused: Collect material related to Obsession, create a shrine or library of collection. One person, place, thing, event or object
•• Preoccupied: subject worked into conversation and tasks. Adding to collection / research takes priority unless Will/WIT roll . Influence rolls -3 unless related to subject.
••• Addicted: Must spend 1 hr engaged in conversation, contact, memorabilia of subject or -2 on rolls until done.
•••• Slave: Agitated and unable to focus unless related to obsession. -1 on rolls. Wits -Rank to focus 1 hr. Undisturbed will spend 2d6 hrs lost thinking. Unless forced to sleep and rest (potions, magic) -1die STR, CON and POW
••••• Lost: Wits contested with Rank to focus on other things for 10 min per success. Will do anything to get closer or gain insight to Obsession DEX, WILL and -1 pip.

Predatory
• Callus: Calm and calculating. What’s in it for you? Contest WILL vs Rank to act w/o payback
•• Cold: Doesn’t risk self w/o clear compensation. Unconcerned with others. Contested WILL vs Rank to be social, vs being alone.
••• Malice: even minor inconvenience causes a scheme or plot to remove the nuisance. Contest vs Clarity to resist vengence against anyone for any slight - cutting remarks, business ruin. accidents.
•••• Wrathful: If rolls above successful - still shaking with rage. -1 on rolls until the cause can be made to disappear. Preferably with a bit of torture and toerment.
••••• Murderous: Full of visions of death and carnage. Will always respond with a bloodthirsty use of the most powerful force if set back or blocked or irritated.

Twisted: These add + Rank to Intimidation
• Observant: Keen interest in bodies, form and behavior. Contested roll Will vs Rank or investigate wounds, dead or interesting individual or conditions encountered.
•• Invasive: will stare or stop & question, look at teeth, palpate or feel novel, wounded, dead or afflicted. -2 reaction rolls. May stop Corruption effect for 24 hrs by killing an animal or lesser creature to investigate.
••• Perverse: Contest Twisted rank vs Reason/Wits/Int to resist feeling, smelling, investigating conditions, wounds or bodies, and cutting them up to see the insides and how they are assembled. If asked to try healing will cause 1d6 wounds if Reason/ wits roll failed.
•••• Sick: fixated on anatomy, organs, wounds. Will experiment with wounds made by different weapons, poison effects, etc on living or dead. Roll INT vs Rank to resist work on (inappropriate) living.

Dissolution
• Anxiety: You fear things will fall apart. Friends and family will abandon you. -1 per Rank Dissolution on rolls.
••Fearful: Error prone and shaken. Fearful of being alone, in the dark or unknown things. Lose 1 WILL/reason/ int.
•••Uncertain: Noncombat skills take twice the time to perform and once per session a seeming success has a hidden flaw or failure. Contested Reason/Wits/Int roll vs Dissolution Rank to resist fleeing enemies or threats, or to try to save vs Fear.
•••• Craven: even successful skills rolls have elements of failure - missed item or falls apart quickly. In case of threats make roll vs Reason/Wits/Int -Rank to resist throwing/ offering up treasure or goods/ pushing allies at threats or wounding them to slow them.
••••• Failure: Everything you do has unforeseen side effects or faults. Any wounding results in flight or fainting collapse only.
   
Corruption Powers: the corrupted gain access to magical powers: 1 per Rank of Corruption gained starting at 0 ( gain a benny/ reroll free) and the fifth point of Corruption (see powers below), then on achieving ranks:
Elemental resistance (-1) damage ( or 1 wound/ fatigue) from heat/fire, Cold/Ice, Earth, Water or gas/wind of one type for each time this power is taken. 1 round/ lvl.
Obsidian claws: Just beneath the flesh you have several inch long blades of obsidian that start at * (1d4), increasing in length each time this power is taken until ***** weapon damage (1d12). They also give +1 corruption point to the opponent per hit. Your nails, and hooves become black and blade-sharp. ( Unarmed, natural weapons).
Corrupted aura: undead, banes and forces of evil will not attack or harm you if not provoked. Permanent -1 power point/ spell point/ essence, power is constant.
Blood trace: you can track an invisible trail to anything smeared with, containing or touched by more than a drop of your blood. 1 day duration per time this is taken. Perception roll+ lvl - 1/ hr.
Accelerate healing: Per time this power is taken, heal 1 damage/wound to yourself at will.
Hardend hide: your skin becomes hard and cold, acting as 1 point of armor per time this power is taken for 1 round/ lvl.
Unnatural speed: When activated, add 1 action or combat act/ attack or take initiative. May be activated once as a free action per time this power is taken.
 

Blood Mage magic: Blood Magic adds 1 point Corruption per use.
The Blood Mage powers magic by spilled blood- their own or others. Doesn’t work on Undead. Requires living blood. Magical Entity blood yields double: Mages, fae included. Blood mages will hunt other Mages and magical living creatures to gain the advantage of the double effect. Count • as rank/ level. Each use costs 1 power point/ spell point. Voluntary donors do not save/ evade.
Ability Type spells:
Blood Fueled: May drain 1 wound/health hp from an open wound from a willing donor for power 2 power points/ essence/ remove fatigue.
•• Blood Offer: May draw blood from a willing donor to heal 1 hp/ wound/ health per wound/health/hp lost by donor.
••• Blood Theft: You may draw 2hp/health/ cause 1 fatigue from an open wound within 5 areas 25ft) and gain1d6 essence/ remove fatigue or gain 1d6 hp/ health or heal 1 wound level.
••••Blood Sacrifice: Targets within 2 meter/ 5 ft area suffer 1d8 damage (ignore armor) bleeding from open wounds and caster gains gain 1d6 essence, or 2 power point, or 1 wound recovery.
•••••Blood Call: within 2 area ( approx 10 ft/ 3 meter) radius may cause open wounds to gush blood to Mage, causing victims 2d6 health (2 wounds - one with successful Evade) and giving 1d6 essence (power point) or health per victim to Blood Mage.

Power type spells:
• Blood Slave: with a dose of blood from a victim, the mage may roll Contested will/ int+Pow/spirit+ Blood Magic Rank vs Will+POW. If won the Blood Mage controls victim actions for 1 round/ lvl or 1 action/ lvl.
•• Blood Boil: Causes target's blood to bubble and froth, pain makes actions -4 on rolls other than save. Does an attack for 1d8. Magic save or Evade. Success = 1/2 effect
••• Thought Taking: Roll contested save WILL/int+POW/spirit+rank vs WILL+POW. Success = subject must answer 1 question truthfully.
•••• Hemorrhage: does Rank +Lvl/step (ignore armor) (starts as 1d10) attack as blood pours from eyes, ears, nose, mouth and any other opening of 1 target. Save as magic save/evade for 1/2 effect.
••••• Blood Spirit: Summons a red hazy beaked humanoid form with claws and butterfly wings. Its POW/SPRT and INT are 1rank per CON die/ wound of sacrificed in summoning. Essence?power points =x3 sacrificial wound/ con but loses 1 / day. Fear aura, Guard ( give +2 armor, evade, prevents surprise), Spirit sight, Materialization. Force = total Con of sacrifices. It also has all Blood Magic tracks upto Rank = spirit/ pow.

Aura Powers:
Weakness: drops enemy STR 1 and DEX by 1. On save only drops STR.
•• Blood Trace: can locate direction and vaguely distance to things that contain, have ingested or are covered with your blood = at least 2 points health. (less than 1 wound level).
••• Blood Gift: Instills upto Rank of blood into wounded, sick or Poisoned. Each rank heals 1d6 or gives +1 d resistance to health or beating the toxin/ infection. Each D of success costs 1 health of blood upto Rank spent or 1 fatigue level.
•••• Blood Kin: A subject that has ingested or been healed by the caster’s blood takes on the voice and form of the caster for 1 round/ lvl (rank+steps) on Touch. This removes the blood. There is no save or resistance.
••••• Blood Dominion: For a subject that has ingested the caster’s blood, Roll contested WILL +POW vs caster WILL+POW+Rank. For each Victory the subject will obey general nonlethal commands or instructions for 1 hr. This removes the blood.
The Inn:
Rural inn ground by Mutterwolf


Rural Inn balcony level by Mutterwolf

The Inn Notes


There is a well in the Storage area in the courtyard.
Storage has old furniture, hay, bags of grain and flour in large ceramic jars. Wu has hidden a bottle of rum and several fine wines here.

Latrine is in the stable on the outer wall.
The kitchen has a meat grinder, one large jar has salt, another vinegar.  Various spices and dried fruit. Hanging are dried meat, sausage and several long hams. One jar flour.

The large cook shack also has a trap door to the root cellar. Behind a wooden barrel is a tunnel that goes about 100 ft from the inn to a secret exit.

Cover image: https://azgaar.github.io/Fantasy-Map-Generator/ by mutterwolf

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