Showing posts with label 33. Show all posts
Showing posts with label 33. Show all posts

Tuesday, April 5, 2016

Hex 33

33. Hargeth’s Folly
Along the road here is the remains of a great wall that Hargeth (see hex 32) attempted to erect from the mountains to the north, through the forest, south to the great river, creating a barrier to keep the chaos of the wildlands to the east at bay and establish a foothold for the civilized lands to the east, safely behind this 20 mile long wall. This was to be the great northern gate of the East Barrier Wall. Most of the wall was not constructed before Hargeth’s death, but the ruin of the monumental gate stands today as a testament to the king’s far-reaching dreams. The main road runs through the center of the gatehouse. Vines have overgrown parts of the wall and towers, but all are in relatively good repair. Careful observation of the gatehouse will reveal some signs of recent repair to the stonework.

Brand on the cow
A wayward cow has claimed this area as her home. The current occupant of the Gatehouse has thus far ignored her presence, hoping her true owner doesn’t think he has stolen her, but if she stays around for the two more weeks without anyone claiming her, he will build a small paddock for her and keep her. (The cow actually wandered over forty miles through the forest from Hope Cross – if the PCs have been to Hope Cross, there’s a chance that they have seen the mark on the cow and have some idea who the true owners are).

A hedge wizard has taken up residence in the gatehouse with the (possibly unfortunately coincidental*) name of Hargeth. This Hargeth doesn’t know any of the history of this area, and will probably be a cause of confusion due to his name. He is an older man (in his 60s) which might lead PCs to believe he IS somehow the Hargeth of the region. He has only recently (six months ago) taken over the gatehouse – mostly. He has spent considerable time and effort making the left tower habitable and secure wherein he has set up his workshop and living quarters. He has tried to enter the central room and the right tower, but a ghost haunts those areas and is too great a challenge for him to overcome. He is content to live in the left tower, but would be extremely grateful to a party who rid his home of the nuisance (rewarding with spells, potions, etc and becoming an ally in the region).

Left Tower: 
First Level Living Chamber. The outer door is locked and trapped (if the key is not used a 40’ radius gas cloud – equivalent to sleep spell – issues forth – save vs spells to negate effect). Inside the windowless first level is a plain room with a small wooden table and four chairs, a few empty shelves, a broom and a mop and bucket. One corner holds a small table piled high with various foodstuffs. Beneath the small corner table are three sacks (one of flour, one of sugar, one of meal) and a small box (of potatoes). A small fireplace provides light, heat and functions as the stove. A small ladder/steep staircase climbs the far wall to the second story.  
Second Level Working Chamber. This chamber contains several tables with various strange apparatus, vials, beakers and the like. A stuffed owl stares down from the ceiling beside a stuffed goblin head. A real raven named Ralis serves as Hargeth’s familiar, but is a mute bird who prefers to remain still and silent and surprise “attack” unexpectedly by swooping down and grabbing at something shiny. A locked and barred wooden door leads to the central room above the road.

Hargeth brews potions and makes charms (in Daen Ral RPG, this is the primary function of hedge wizards). Since every hedge wizard uses his or her own formula to create such items, so the items in this work room are only of general use and interest to other mages. Hargeth can brew the potions or fabricate the charms listed in the rulebooks at double the gpv with an 80% chance of success. Doubling the price (paying four times the gpv listed in the rule books) gives a 95% chance of success. Potions/charms take 1week per 100 gpv to fabricate, though Hargeth may work on up to four at any given time. The DM may want to limit which potions and charms are available at which times (perhaps the proper ingredients are not in season or need to be found).

Hargeth, Level 7 Hedge Wizard

Central Room: This room, bridging the gap between the two towers of the gatehouse, is suspended 20’ over the road. The 15’x30’ room has doors on each end and large, glassless windows on the long walls. There is a 45% chance the ghost of Aras Mynar is in this room and will attack any creature on sight. The room is completely barren and the wooden floor is rotting. Each round spent in the room, everyone must make a save vs. dragon breath or fall through the floor (for 2d6 damage) to the ground below. If engaged in melee, the save is made at -2 per round.

Right Tower: 
First Floor. The door to this windowless level is barred from the inside. A small fireplace is along one wall and a small ladder/steep staircase climbs the far wall to the second story. There is a 45% chance that the ghost of Aras Mynar is in this room and will attack any creature on sight. 
Second Floor. This room is piled high with broken crockery and splintered wooden utensils. In the midst of the rubble are the skeletal remains of a man, wearing shreds of clothing, a ring, a dagger and a sword. All are ordinary items, not worth a significant amount, though the ring (a simple silver ring) is worth 30 sp. This is the corpse of Aras Mynar who was murdered here a long time ago. There is a 10% chance that the ghost of Aras Mynar is in this room and he will attack any creature on sight. 

If anyone gives the corpse a proper burial (with some form of blessing), the ghost will cease attacking, fade, and be at rest.

GHOST: AC 0 (8); MV 90’; HD 10; hp 10-80; THAC0 10; #AT 1; D Age 10-40 years; SA Age 10 years & panic, magic jar, ethereal vs. wpn & spells; Siz M; Int High; AL LE; XP 4050+14/hp.

* Hargeth can be played as a kind of bumbling, absent-minded alchemist who can provide adventuring parties with some rumors and the occassional potion or charm, or perhaps he has renamed himself Hargeth to hide his previous insidious identity, or perhaps he is the reincarnation of the so-called Hero King Hargeth, the Bold/the Fool, who is trying to reclaim his kingdom via the very means he used to originally establish his kingdom, legends not withstanding...

TO FINISH: Image, map (though may not be necessary, the image is pretty descriptive of the location...