Village of the house Angapt - Spooktober in Charron | World Anvil

Village of the house Angapt - Spooktober

South of Soojun Town lie the Haunted Hills. Much of the region was once home to the tribal Qijon people, now dwindled and nearly extinct. House Arylyx of Soojun is the last standing. Previously there was House Agnapt, roughly 10 miles from Hald, the Ghost Village but that family and their people are gone. They were strange - the pale pink-white skin of Qijon but with white hair and bulgy eyes like they had intermarried with Moon People Whites long ago- though the Moon People say they have no records of such. None knows what caused them to Vanish all at once over a century ago. They say one day they were there and the next they were gone. All that remains are the crumbling remains of the empty village and the ruin of the great house's castle on a hill overlooking the village and flanked by the Chasm of the Hald River where it has carved through the hill country. None know where they went or what Misfortune befell them. The castle ruin has been taken over by some creature that will Tear to pieces any intruder, as has happened to some who thought to seek treasure and loot the ruin. Opposite the castle is a hill topped by one of the broken ring of standing stones so common to the Haunted Hills. It is said that at night at the standing stones, one can hear voices speaking a strange alien language. Rumors say the Qijon were demon worshippers, or prayed to strange beings from the Beyond.     The Curse: The Qijon are strange, old tribes of primitives that worshipped strange gods. Some say demons. Some say things older, from out of the Rift between worlds. It is believed that their ancient ancestors raised the standing stones in the hills, one for each tribe or family. Though the Agnapt and their people vanished mysteriously over a century ago, folk in Soojun say they were demon worshipers and the people of Hald fell into the same. What is known is that within a week's time the village and keep went from inhabited to empty and something foul took up residence in the castle and devoured any who dared trespass. Many say the residents were dragged away to a Hell realm or eaten by creatures from beyond.

  The Relic Standing Stones: On the hill overlooking the village and opposite the keep is a crown of worn, ancient standing stones of black stone. The circle of black stones is broken and crumbling, with some stones broken or fallen over. Faint inscriptions can be seen scratched or carved into them, bit they are too faint to read even if one knew the language ( Lore or languages with success and 4 raises). Rubbing paint or charcoal and making impressions can make a readable copy of the ancient tongue ( Yetlan, a demonic Yokai language). Like all the standing stone rings, if someone is in the ring at night, they can hear ( notice roll) faint voices in an unknown language and piping disjointed music. Viewing from the Umbra or the Mists at night reveals a Spirit procession of ghostly villagers climbing the hill to dance, worship and sacrifice people at the stones. They don't react to or interact with any attempts to engage them or change them. These are Echo ghosts of Underworld without awareness that just repeat the same things night after night. At night the Dark Fae necromancer may be encountered on encounter roll 6 on d6 .

Abandoned village: The wood pallisade is mostly fallen and rotted away, though the stone reinforced gates still stand (the gate doors have fallen or hang askew and the hinges rusted). A number of houses still stand, though decrepit and decayed with collapsed roofs or walls. Many are burnt out husks. Searching will reveal most everything has long ago been looted: chests broken, barrels caved in, tin cups crushed, pottery in shards. Notice rolls may find some unbroken pottery - especially in the ruins of the potter's shop in the north end of the village. Collectors may be interested in these century old Qijon ceramics. If simply placed in packs they will Shatter. Careful packing into boxes or crates, or careful wrapping in padding is required to transport them safely. The streets are over grown with shrubs and many trees, some growing out of the ruins of huts and houses. The waterwheel mill a crumbling husk, as are the inn and the overseer's mansion. Foraging in the village is +1 and produces 2d6 rations of fruits, nuts, berries and roots plus small game.
The tunnels: Cellars in the mansion, inn and mill have secret passages (notice to detect). These are rough excavations with wooden supports. Party members may hear the skittering and chittering in the Darkness of the tunnels. Any combat or excavation are 10% likely to cause a cave in that does one wound and starts a 5 step dig out or smothered as per drowning rules. The tunnels under the village lead to many collapsed sections, some to the ruins of houses and out to the graveyard at the foot of the Standing stone hill. The tunnels are home to giant Centipedes (on 5 on d6) and Giant Rats (6 on d6)- 1d4 of them.

The tunnels under the mill lead under the river and beyond and are stone lined. These tunnels have areas coated with a yellow Slime. The slime sticks to anything it contacts, destroying armor at 2 Toughness per round and at 0 toughness causes shaken condition per area of body afflicted. Wood, metal, flesh and bone are consumed and turn into 1 area of additional slime. The slimes move at pace 1 and will strike at anything living within one area. Slimes are encounters on 6 on d6 per 100 ft traveled. Rats or Centipedes on 5 on d6 per 100 ft. Fire will destroy the slime but causes smoke and choking.
Ring Grove and the Dark Fae necromancer: Adjacent to the graveyard at the foot of the ring hill is a small grove of trees standing in a ring. From the center anyone with Mists awareness or vision can see a luminous mark of a Tree on one of the trees. Knocking will open a doorway into a small freehold cabin in the Mists. The cabin has bits of dried animals, skins, bones and skulls hung on the walls. This is the holding of a Sluagh This Tribe of Fire, House of Summer Fae is a Dark fae and necromancer. Like all Sluagh he can only speak in a Whisper. He has black hair with a blue sheen, pale skin tinged with a sickly green, dressing in red and brown vest and doublet set with small glittering stones, with black trousers. He is investigating the summoning of the Eldritch things at the stones and has made his home at the freehold. Books include a translation reference for demonic Yokai script, occult references and his own notebook which talks about exploring the "useless" tunnels, the Echo Ghosts, observations on the rituals and invocations - needing fresh blood (animals and cuts to himself didn't work), one ritual to steal life from others ( 90% described and translated), and loss of skeletons in the castle "requires greater force". He will play at being a hermit and scholar but will attempt to capture anyone he encounters, mixing sleep potion into food or drink ( per Slumber spell roll as if cast). Outside, at the graveyard he can summon skeletons. Any he captures will be placed in shakles and tucked into a spare room until he takes them up the hill for a ritual sacrifice. The Lock on the chains can be picked with thief or repair skills, otherwise they are hardness 10 resistance to breaking.
Necromancer (rank 2): Dark Fae - These fae have been infected by the Dark – consuming oblivion, death and pain. This is a secret alignment. Destruction is their goal. They are enemies of the Seelie - and each will destroy the other if able. Unseelie may tolerate them but are opposed to the destructive nature of The Dark.
  • Death and destruction is where all end up. Sooner or later. Oath breaking is another destruction.
  • All are one: The Dark are united in a hierarchy of power. The strong lead because they are closer to the source, the weaker obey. Pain, suffering, blood and death are your ends. Also your meat and drink. Dark Powers: cost 1 essence +1/ rank 0: Blood Price: Fae of the Dark gain 1 essence and 1 gossamer per combatant or prisoner from inflicting wounds, drinking blood. • Kill the light: Causes any 1 nonmagical fire to go out within 5 areas+ 1 Rank, upto 1 / lvl. Magical Fires/ Light resist at Force rank vs Caster Rank+Spirit •• Weasel: on spirit + Dark Rank contested roll may resist and escape the clauses of Promise by other fae or others who may impose obligation.
    Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
    Skills: Athletics d6, Common Knowledge d6, Fighting d8, Healing d6, Intimidation d6, Occult d10, Notice d8, Persuasion d6, Shooting d6, Spellcasting d10, Stealth d6
    Pace: 6; Parry: 7; Toughness: 14 (6) Hindrances: Arrogant
    Edges: Alertness, Arcane Background (Magic), Artificer, Danger Sense, Soul Drain, Wizard
    Powers: Bolt (fire, heat or Necromantic bone shards), darksight, deflection, drain Power Points, fear, healing, intangibility, protection, puppet, sloth/speed, slumber, wall walker, zombie. PPE: 15

    Collapsed Mill: The upper storage floor and hoppers have collapsed leaving rubble filling a large part of the raised wheel level. The mill stones have fallen off the gears. The collecting chute, and a stair lead to the lower level where flour was once collected and is now the lair of a Shadow. The lower level is mostly open - the old shaft and gears broken and fallen apart.The secret door is half buried in collapsed rubble. Roll notice to detect the slight gap where the collapse has pushed in an old mill stone.

    The River and the Drowned Husk: Any investigation of the river (either in village or chasm) reveals it is icy cold. On Notice roll a body may be seen near the shore- wearing breastplate, a pendant and ring. Or a wealthy merchant with soaked fine furs cloak, ring, and money pouch. This is an esereti man in either case, with mottled fish chewed skin and eyes white and clouded. It will attempt to grab, grapple and drag a victim to Drown in the river. The cold makes rolls vs drowning at -1.


    The Chasm: The Hald River flows through the village from a chasm between the Castle hill and the next to the south. The current is fast and the river is full of jagged rocks from the cliff sides. It is a a Rank 3 rapids. Investigation will find a Drowned Husk per the river above. The current is pace 8 and adds a shaken condition each round from hitting rocks.

    Howl in the hills. East of the village is a pack of wolves that hunt deer and rabbits in the valley east of the village. They can be heard in the early to late evenings howling. They avoid the village and the Ring Hill, hunting east and north.

    The fields in the Mist: At night the foggy overgrown and wild fields and orchards of the west below the castle are the where a Demon Beast Auroch and it's 2 ghoul minions prowl and Hunt. Ghouls on 5 on d6, the Demon Beast and ghouls on 6. In the day they lair in a cave in the basalt hillside carved out for building stone at an old stone quarry north overlooking the fields.

    The Castle Ruin: the walls of basalt stone are cracked, crumbling and broken. The gatehouse stands with the gates fallen. The castle has one tower fallen, crashed into the wall. Another is tilted and leans at a 20 degree angle. Walls are 5 ft thickness at top and 8 ft at base. The castle yard is now covered in light forest with a layer of moldy rotten leaves, sticks and debris. Occasionally bones may be found. The Mansion/ Keep is raised up on a stone foundation about 5 ft above the ground and built of stone and lumber with glass windows still present on the upper floor.
    The Thorn Garden: The inner bailey yard is an overgrown bramble of rose and berry vines. There are paths and tunnels through. Anyone attempting to just wade through, even cutting at them with weapons with still suffer scrapes and scratches from the thorns that make 1 fatigue level. It is also poison that is a 1d4 contested roll vs vigor or causes Str down 1d for 1d4 hrs.


    by Mutterwolf

    by Mutterwolf

    by Mutterwolf

    by Mutterwolf

    by Mutterwolf

    Cavern Level: The tunnels are carved through the stone and show signs of scraping. The stair spirals down approximately 50 ft to this level. Open chambers have ceilings to 20 ft. The landing is fashioned of black basalt bricks. Encounters are 1) Giant Rats. 2) Morlocks. 3) Ghouls and 4) Giant Spiders (large dog sized).
    Morlock Nesting : these are hide tents and lashed bone tied with sinew and strips of hide. The nest zone has 12 tents on floor and walls and houses 40 Morlocks. Tents will burn. A few fingers and rings may be found with strealthy investigation 1d4 rings or necklaces, or 1d6 loose gem stones worth 1d10x10 sp each.
    Spider chamber: (oval) reached via smaller lower tunnels. Houses 1d6 giant spiders and any captured by them. The discarded carcasses are dragged to the square chamber after being drained and digested. mostly it is made up of ghouls and morlocks. However a few surface humans and a bahku are present - chain mail x2, standard human size, daggers, a book that describes circles and processes to Enchant items. There is a magic short sword that grants a damage re-roll (take the better) and harms things immune to nonmagical attack.
    Bone pit. The ghouls and morlocks have both discarded bones here into a pile that allows them to climb the well opening in the ceiling 10 ft above the floor. Within the pile is plate armor, lacquer and chain mail. Bracers and greeves enough to armor 4 persons.
    The Ghoul Nest is where 24+1D6 ghouls will gather and "rest". They have a collection of shiny gems and and jewelry items 1d12 worth 100 sp with 1 piece found per round of search. There is also a magical dagger that if thrown will return to it's sheath the following round by teleportation. If the sheath is lost, that is where it will go within an hour.
    Steop Pyramid: this 10 ft tall pyramid is ornamented at the corners of each of four levels ( ground, 1st, second, platform level) with statues of robed figures with tentacle fringed heads, vertical mouths of sharp teeth ringed by many sets of eyes. The figures face inward after the first level. The limbs are hidden by the robes. At the top is a pedestal with a black sphere approx 1 ft across and weighing 5 lb ( 2.2 kg). The stone is icy cold to the touch. The pillar on which it rests inscribed with Oni Yokai as " The Gem of the Abyss". The writing says it is activated by calling on the Abyss and rubbing it with fresh blood ( one wound worth). When calling on the Abyss while touching the stone users will then hear the faint voices muttering, asking for the blood offering. The stone actually opens a doorway into the Rift and allows anyone to summon a demon as as Sorcerer. The summoner says what they want to call up ( overt demon ghost or spirit, passing as something or someone, a parasite or abstract/ other) and how powerful (rank 1-6: with 1 power per rank). A demon/ entity will come - they WANT TO. Then there is a battle for control - the summoned may pretend to be bound, or bind the summoner if it wins. Roll an Attribute representing the trial: STR for wrestling, sexual exhaustion, dance off; Spirit for battle of wills, mystic incantations or spiritual domination, INT - battle of wits, riddles,Obscure lore, trivia; Vigor - dominance, seduction, negotiated sale/ exchange of services for increased Spirit or up one die type for personal power)vs Demon (rank dice), binding bonus equal extra success = success is noted as +/- on demon. The demon is in Need and will make it’s Need clear at Binding. A bound demon can’t be re-bound until released from it’s prior binding. You bind a demon, make a Clarity roll vs Demon rank from the toll on sanity and stability.


    by mutterwolf
    Giant Centipedes
    Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
      Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6, Survival d6
      Pace: 7; Parry: 5; Toughness: 7 (2)
      Special Abilities:
      „ Armor +2: Chitinous hide.
      „ Bite: Str+d4. Poison: The centipede's bite contains a poison d4 contested vs vigor or reduced vigor 1d.
      „Darkvision: Centipedes ignore penalties for Illumination up to 10”.
      „Mindless: Immune to puppet, Intimidation, and Taunt.
      „Wall Walker: These carnivores can walk on vertical or inverted surfaces at their full Pace, and may run.


    Giant rats: Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
    Skills: Athletics d8, Fighting d6, Notice d8, Stealth d8, Survival d6
      Pace: 7; Parry: 5; Toughness: 4
      Edges: Acrobat, alertness
      Special Abilities:
      „ Armor +2: Thick hide.
      „ Bite: Str+d4.
      Infection: Giant rats often bear a disease (GM’scallfortypeandseverity).
      Low Light Vision: Giant rats ignore penalties for Dim and Dark Illumination.
      Size –1:Giant rats grow to 5 feet long and 50 pounds.

    Husk: Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
    Skills: Climbing d6, Fighting d8, Notice d6, Stealth d8
      Pace: 6; Parry: 6; Toughness: 8
      • Bite/Claw: Str+d4.
      •Environmental Protection: Husks ignore all damage from heat or cold-based attacks.
      • Frenzy: Husk may make two attacks at –2.
      • Level Headed: Husks get two Action Cards and act on the best.
      •Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from called shots; immune to disease and poison; does not suffer wound penalties.


    Ghouls: Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
    Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8
      Pace: 6; Parry: 5; Toughness: 7
      Special Abilities:
      „ Bite/Claws: Str+d4, AP 2.
      „ Hardy: A second Shaken result in combat doesn't cause a Wound to ghouls.
      „ Infection: Anyone Shaken or Wounded by a ghoul’s bite attack must make a Vigor roll (at –2 with a raise on the attack) or contract ghoul fever. Ghoul fever is a Lethal disease, requiring a Vigor roll each day to prevent taking a Wound. Anyone killed by ghoul fever rises from the dead at midnight, becoming a ghoul themselves.
      „ Paralysis: Anyone Wounded by a ghoul’s natural attack must make a Vigor roll or be Stunned. Elves are immune to this effect.
      „ Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.

    The Demon Beast Auroch: This beast has 3 blzing red eyes (the third in the middle of the forehead can see spirits, umbra and the mists). It can also cross over to either as a sole action crossing over or back.
    Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d8
    Skills: Athletics d8, Fighting d6, Notice d6 Pace: 7; Parry: 5; Toughness: 9
      Special Abilities:
    „ Horns: Str+d6. „ Size 3: Aurochs weigh just under a ton. (takes 3 wounds)

      Wolves: Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
    Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
    Pace: 8; Parry: 5; Toughness: 4
    Edges: Alertness
    Special Abilities
    Low Light Vision: ignores penalties for Dim and Dark Illumination.
    „ Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
    Speed: d10 running die.

    Shadow:
    Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
    Skills: Athletics d6, Fighting d8, Notice d8, Stealth d12
    Pace: —Flight: Pace 8 ; Parry: 6; Toughness: 7
    Special Abilities: „Claws:A hit with this attack causes Energy Drain (Strength down 1d type). A Vigor roll (at –2 with a raise on the attack) resists this effect.
    „Infection:Those slain by a shadow's EnergyDrain rise as a shadow one round later.
    „ Fearless: Shadows are immune to Fear and Intimidation .
    Incorporeal: Shadows can become invisible and immaterial at will and can only be harmed by magical weapons or attacks.
    „ Invulnerability: Shadows take no damage from non-magical attacks.
    „ Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to poison and disease.

    Morlocks: pale skinned and white haired with bulgy eyes and wide mouths of sharp teeth.
    Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d8
    Skills: Athletics d10, Fighting d6, Notice d6, Stealth d8, Survival d6
    Pace: 6; Parry: 5; Toughness: 7 (1)
    Edges: Formation Fighter, Quick
    Gear: Club (Str+d6).
    Special Abilities: „ Armor +1: Tough hide.
    Bite: Str+d4.
    Darkvision: Morlocks ignore penalties for Illumination up to 10”.
    Immunity: Disease and poison.
    Pounce: If a morlock makes a Wild Attack,  it adds +4 to its damage instead of +2.
    Wall Walker: Morlocks can climb and travel across vertical or inverted surfaces at full Pace, and may run.
    Weakness (Light): Morlocks subtract 1. from Trait rolls requiring sight in bright light .
    Giant Spider:
    Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
    Skills: Athletics d10, Fighting d6, Notice d8, Stealth d8
    Pace: 8; Parry: 5; Toughness: 4
    Edges: —
    Special Abilities:
    „Bite: Str+d4.
    „Darkvision:Giant spiders ignore penalties for Illumination up to 10”.
    Mindless: Immune to puppet, Intimidation, and Taunt.
    „Poison (−2): A giant spider’s bite contains a paralytic poison that immobilizes for 1d6 hrs. May make vigor rolls to shake it off once per hr if paralyzed.  If spider is victorious victims will be bound in silk and taken to the spider chamber (oval) 
    „ Size −1: These spiders are dog-sized.
    „Wall Walker: The creatures move at their full Pace on walls and ceilings! Creepy!
    „ Webbing: The spiders can cast webs from their thorax that are the size of Small Blast Templates. This is an Athletics roll with a Range of 6′′. A hit means the victim is  Entangled, or Bound with a raise.
     

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

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