FB03: The Ruins at Night in Iskatel: Fortunebound | World Anvil

FB03: The Ruins at Night

At night, the temple and the ancient ruins that surround it are alive with restless spirits of the dead. The air feels unnaturally chill, shadows appear to peer out at the characters behind piles of collapsed stone, and strange, whispered voices carry in the breeze. Players should be discouraged from entering the ruins during this time, though they are, of course, free to do as they wish.  

Overnight watch random events

Should the players decide that their characters will camp for the night and enter the ruins in the morning, roll three times on this table to determine random events that may happen during the overnight watch.  
1d6Result
1An unnatural chill flows through the camp, causing goosebumps on the skin and a tingling down the spine. There is, however, no danger.
2The sound of almost beastial growling can be heard coming from the ruins, carried on the wind. Several gaunt, humanoid figures are seen crawling among the crumbled walls of a few distant buildings. Any investigation that results in entering the ruins should proceed as if the characters have rolled a 2 on the "Exploring the ruins at night random encounters" table below. (50xp / character)
3No encounter
4No encounter
5Any characters on watch notice what looks like a hand-carried lantern traversing between fallen buildings within the ruins. It is a Will-o'-Wisp attempting to tempt them into investigating. If the characters choose to enter the ruins during the course of investigating, proceed as if having rolled a 5 on the "Exploring the ruins at night random encounters" table below. (50xp / character)
6The high pitched, despairing wail of a young woman is heard from within the ruins. While it is distant, the wail is almost painful to hear and sends a shiver up the spine. All characters -- awake or asleep -- must make a WIS saving throw, DC 12, or suffer 1d4 psychic damage from the wail. Sleeping characters who suffer this damage are jolted awake by the noise. (50xp / character)
 

Exploring the ruins at night random encounters

If the players are not persuaded to wait until morning before entering the ruins, roll on the following random encounter table once when they enter the ruins and once more for each hour that they are in the ruins without having traveled into the secret underground level of the temple (a random encounter may still happen while characters are exploring the ground level of the temple).   Three of these six encounter possibilities are considered to have a 'deadly' challenge rating for a group of five 2nd level characters. It may be helpful to remind the players that they have the option of running away if and when they face such a challenge. None of the creatures will pursue characters beyond the edge of the ruins, as if they are magically kept within that small area.  
1d6 Result
1 1d4 shadows materialize from the darkness, falling upon the characters with their strength drain attacks (100xp divided among the characters / shadow)
2 1d4 ghouls stalk the characters from the shadows of ruined buildings and pounce on them when opportunity presents. (200xp divided among the characters / ghoul. Warning: 3 or more ghouls constitute a 'deadly' encounter for 5 2nd level characters)
3 2 spectres materialize in front of the characters and attack (400xp divided among the characters)
4 No encounter
5 A Will-o'-Wisp, appearing as some type of lantern or torch appears within the husk of a building 60-90 ft distant. It attempts to lure the characters toward another group of dangerous creatures so that it may feed on their pain and suffering. Roll again on this table to determine which group of creatures the Will-o'-Wisp leads the characters toward, ignoring a result of 4 or 5. (450xp divided among the characters + any xp from the second die result. Warning: Any combat encounter resulting from this event will be a 'deadly' challenge for 5 2nd level characters)
6 While traversing through the ruins, characters come upon a ghostly female figure going through the motions of preparing a meal, though the table, counter top, fire, and cooking pot no longer exist. She turns as they approach, and lets out a desperate, terrifying wail. It is a banshee. (1,100xp divided among the characters. Warning: The banshee constitutes a 'deadly' challenge to a group of 5 2nd level characters)

Experience Point Possibilities

  • As noted per random encounter experienced

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