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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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This was the boat Hlam was in when he went to his son’s aid; or<br />

so he thought. In fact, the Bäckahäst took the guise of Hlam’s son,<br />

hoping to make the clan lea<strong>de</strong>r its next meal. Hlam proved too<br />

powerful, and after stabbing what he thought was his son spirit,<br />

Hlam ran fearing he would need to <strong>de</strong>stroy his son’s spirit, but he<br />

did not have it in him to do so.<br />

Notes: PC’s will notice signs of a struggle. On a successful DC 13<br />

Spot or Search check, near the shore line it looks like something<br />

was dragged into the creek. If they succeed on a DC 15 Spot or<br />

Search check, they notice a lone hoof print where the drag lines<br />

are visible. Add a 1 point penalty for each day that has passed<br />

since the PC’s began their investigation or search for Rehl’s<br />

remains. Remember PC’s suffer a 2 point penalty to their listen<br />

checks when within a 100 ft radius of this location, though the<br />

wailing can be heard from over 100 yards away. The following can<br />

be read when the PC’s are within a hundred yards of this site:<br />

The cool, subtle breeze gives way to loud panicked cries. The<br />

sounds of a young male echo through the trees, a sense of absolute<br />

<strong>de</strong>spair fills the air, and a panicked breathing is the only break from<br />

the unending wails ofa doomed man.<br />

Encounter 2 – Jermlaine Sneaks<br />

If the jermlaine are not encountered in the storage house in Vas,<br />

another group will be encountered here to cause the PC’s some ill<br />

luck. The jermlaine won’t fight but will try and sneak into their<br />

backpacks and bags, cut their belts and straps, unstop potions, spill<br />

ink on their scrolls or maps, and cause any type of mischief they<br />

can. The jermlaine are spotted on a Search or Spot check DC 15.<br />

Notes: These Jermaine radiate a constant aura of bad luck. The<br />

bad luck only affects non-fey creatures in a 20 ft. radius. Those in<br />

the area must make a DC 13 Will save or suffer a -1 penalty to all<br />

saves, checks, and attack rolls while in a 20 ft radius of these<br />

jermlaine. This ability stacks so multiple jermlaine can be a<br />

<strong>de</strong>triment to any party.<br />

Encounter 3 – The Bäckahäst Stash<br />

Remains of several creatures resi<strong>de</strong> here and a cache of their<br />

belongings. A DC 13 Spot or Search check reveals a false top on an<br />

ipp stump.<br />

You notice a large ipp stump which appears to have a removable<br />

piece of wood which blends naturally with the stump’s coloration.<br />

48

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