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Canonfire! Chronicles Issue 1 - Le Monde de Greyhawk

Canonfire! Chronicles Issue 1 - Le Monde de Greyhawk

Canonfire! Chronicles Issue 1 - Le Monde de Greyhawk

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mare that appears to be surroun<strong>de</strong>d in mists takes off across the<br />

creek. When you look, again you see nothing, but still hear the cries,<br />

they are unending. A plainly dressed woman of exceptional beauty<br />

beckons you to follow her; she stands far away from the shoreline.<br />

The woman will not come closer to them, she will lead them<br />

over a hundred feet away, and the wails will stop. If the party<br />

chooses to follow her, read the following:<br />

The wails have ceased, and the woman uncovers her ears, she<br />

speaks in a melodic voice. Sorry about the spirit. It tries to lure all<br />

who enter too closely to the creek. I have searched for the body of the<br />

boy who haunts the creek to no avail. I believe it is long gone. The<br />

current must have taken it elsewhere. I fear only an exorcism shall<br />

stop the haunting. The clansmen will prefer a body be returned,<br />

though I think they will forgive any who can put the boy’s spirit to<br />

rest.<br />

If the party asks the woman who she is, the woman tells them<br />

she has to live as a hermit; the clan will not accept her as she was<br />

forced out of her previous clan. If they ask her what clan she was<br />

once a part of she replies:<br />

“I have no clan, please ask not why. It sad<strong>de</strong>ns me immensely to<br />

speak of it. I have grown used to my life and have done well for<br />

myself.<br />

help elsewhere?”<br />

Can you help end the spirit’s suffering or do I have to seek<br />

If they ask her how she knew the wailing would stop when they<br />

where farther from the creek, she will state that the spirit seems to<br />

sense when one gets closer to the creek. That is one of the reasons<br />

the clansmen have kept away from the creek.<br />

DM Note: The woman is the Bäckahäst in the guise of a woman. If<br />

the PC’s suspect something is foul, or not right, about the woman,<br />

allow them to make a DC 20 Sense Motive check as the Bäckahäst<br />

is quite a<strong>de</strong>pt at <strong>de</strong>ceiving people;<br />

On a DC result of 20 the pc will notice the woman changes the<br />

subject when they ask about her or the mare.<br />

On a DC result of 25 the pc will notice the woman looks away<br />

whenever she is questioned or mentions the spirit.<br />

On a DC result of 28 the pc will notice the woman touches her<br />

face when mentioning the spirit luring people to the creek.<br />

On a DC result of 30 the pc will notice the woman shows a <strong>de</strong>lay<br />

in expressing concern for other people like the clansmen.<br />

Note: A high DC results reveals the information listed for the<br />

result and those of a lesser result are revealed.<br />

If a PC wants to use a Spot check to see if something seems odd<br />

check the list below;<br />

On a DC result of 20 the pc will notice the woman has wet feet.<br />

On a DC result of 23 the pc will notice the woman wears clothing<br />

that differs from the natives of the area.<br />

On a DC result of 26 the pc will notice the woman hands are<br />

slightly webbed.<br />

On a DC result of 30 the pc will notice the woman teeth are sharp<br />

and bits of uncooked meat are stuck in between them.<br />

A successful Spot check grants a +2 bonus on the pc’s Sense<br />

Motive check. Similarly, a successful Sense Motive check will grant<br />

a +2 bonus to the PC’s Spot check.<br />

THE THORP OF VAS ENCOUNTERS<br />

The encounters take place in whatever or<strong>de</strong>r the PC’s come across<br />

them, unless the PC’s have started with the thorp opening. Then,<br />

the tavern encounter would occur before the others. Each listing<br />

will have a <strong>de</strong>scription of what the PC’s encounter below;<br />

Encounter 1 – Stone of the Vohrg and Shrines of the Old Kerk<br />

This is the religious section of Vas. At the opening is a lone<br />

stone that is hundreds of years old. Believed to be the first throne<br />

of Grundof the foun<strong>de</strong>r of the Vohrg clan, now it is used to honor<br />

and worship the Vohrg’s ancestors. Woo<strong>de</strong>n shrines <strong>de</strong>voted to<br />

four <strong>de</strong>ities Berei, Beory, Pelor, and Nerull extend outward as one<br />

passes through the entrance to Vas. (Note: the Old Kerk religion<br />

views Nerull in a neutral aspect as the rightful lord of winter and<br />

<strong>de</strong>ath, he brings peace when you are beyond being healed. So<br />

many outsi<strong>de</strong>rs misinterpret the Old Kerk and those lands who<br />

have brought in newer faiths often persecute those who follow this<br />

faith.) Travelers can avoid this area if they wish, though clansmen<br />

often pay their respects here when entering and exiting the thorp.<br />

An el<strong>de</strong>r Vohrg by the name of Arondul watches over this place<br />

and acts as the spiritual advisor to the clan. He is surprisingly alert<br />

for a blind man who lost his sight over forty years ago. Note:<br />

anyone giving Arondul a hard time will invoke the wrath of every<br />

able bodied clansmen. If any harm should come to Arondul, those<br />

responsible will be put to <strong>de</strong>ath.<br />

Encounter 2 – Storage House<br />

This longhouse stores foodstuffs, tools, and weapons for the<br />

Vohrg. At least two clansmen are present here at any time, each<br />

have a horn to alert the rest of their brethren if need be. Jermlaine<br />

and rat infestation: The Bäckahäst has enlisted the aid of some<br />

Jermlaine and has them and their rat allies inva<strong>de</strong> the storage<br />

house. The Bäckahäst hopes the loss of supplies will force the<br />

Vohrg to enter her territory so she can feed again.<br />

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