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Witches’ Sabbat

Room

DCC 72 · p.7

Open source p.7

Area 1-6 – Witches’ Sabbat

The ruins are lit by hundreds of black candles set about the nave. The candles hiss and spit through the falling rain, casting a hellish crimson glow over the unholy proceeding.

At the heart of the nave, past an ominous pit, a seething cauldron rests upon a roaring fire. Twelve robed figures chant and croon in obscene worship while the thirteenth—a gaunt crone with sharpened teeth and burning eyes—raises her withered hands in exultation.

Behind the cauldron, three figures hang from thick beams: the captain of the ship and two sailors, struggling against their bonds.

The crone’s gaze falls upon you and your companions. With a skeletal finger, the hag beckons you closer.

Having successfully “summoned” the PCs, Baba Iaga is eager to bid them on her mission. Cackling with delight, the witch explains that she and her coven summoned the storm that brought the PCs to their shore, to serve her will.

(Note that if the party lost PCs or beloved henchmen to the wreck, the judge can substitute them in place of the captain and sailors.)

If the PCs listen to the witch’s entreaty, read on. Otherwise see To Arms!, below.

The ancient hag stokes the cauldron’s flames. The roiling steam takes the shape of a high, mountain citadel, surrounded by dark, wooded hills. A horned warrior, flanked by a dozen hounds, gives chase to a giant through the somber forest.

“The Horned King is our master and lord of the Wild Hunt. But now he lazes atop his throne of bones, thrall to the ice giant’s daughter. The black hounds bay in hunger, and once-bloodied trophies gather dust within the great hall. The king must be deposed; a new king must sit atop the chalky throne!”

The crone dips a chalice into the cauldron, scooping up a black, acrid brew.

“Get thee to the Thrice-Tenth Kingdom. Tear the crown from the brow of the Horned King and return through the Black Gate. Do this thing, and the Witches of Asur shall reward you mightily!”

The hag drags her crooked hand through the steam, dispelling the phantasmal image. “Drink! Drink and awaken in the ThriceTenth Kingdom!”

The witch’s chief threat remains unspoken. If the PCs do refuse the mission, the lives of the captain and his sailors are forfeit.

PCs drinking from the chalice are immediately overcome by darkness. They awaken in the Thrice-Tenth Kingdom, beginning in area 2-1.

To Arms! Should the PCs elect not to parlay, it is of little matter to the hag. Her sisters and their familiars all leap to Iaga’s defense, casting spells and fighting to the best of their abilities. Delighting in the bloodshed, Baba Iaga upends the cauldron, spilling the brew of oily ichors, boiled skulls, eyeballs, and tongues into the fire. A gout of searing steam fills the nave, obscuring all sight. When the steam clears, the PCs find themselves transported to the ThriceTenth Kingdom (area 2-1). The last thing the PCs hear is Baba Iaga crying out: “Bring me the Crown of the Horned King! Seize the crown and return in triumph!”

Baba Iaga: Init ; Atk spells or dagger melee (); AC 15; HD ; hp 23; MV 30’; Act ; SP spellcasting (spell check , spells known: (level 1) cantrip, charm person, invoke patron/patron bond (Horned King), slaying strike (see page 20), sleep, (level 2) scare, scorching ray, (level 3) fly; SV Fort , Ref , Will ; AL C.

The Twelve: Init ; Atk spells or dagger melee (); AC 13; HD ; hp 9 each; MV 30’; Act ; SP spellcasting (spell check , spells known: (level 1) cantrip, invoke patron/patron bond (Horned King), slaying strike (see page 20), (level 2) detect invisible, scorching ray; SV Fort , Ref , Will ; AL C.

The Thrice-Tenth Kingdom

Far-flung, across many worlds, the Thrice-Tenth Kingdom is a forbidding realm locked in the frigid grasp of eternal winter. The Horned King has surrendered his authority to the ice giant thane, and the clan of brutal giants reigns in what was once the king’s ancient fastness.

Neither judge nor players should mistake encounters with the ice giants to be “balanced.” With luck and teamwork, the PCs might triumph over one, two, or even three giants, but attempting to cut a red line of death through the clanhold is sure to result in the demise of heroes and hirelings alike. It is up to the players to judge the risk and reward of each encounter, for second chances are hard to come by.

The Thrice-Tenth Kingdom works weird changes on spells. Spells with a fire or heat descriptor (including mercurial magic) suffer a spell check penalty. Conversely, those with an ice or cold component receive a spell check bonus.

Finally, the powers of the Thrice-Tenth are jealous of their wards; foreign gods have no place here. While clerics will be able to regain spells, attempts to directly invoke patrons, gods, or other powers will fail.

Random Encounters

The ice-laden woodlands of the Thrice-Tenth Kingdom are perilous to wandering adventurers. The PCs are easily tracked, and the deep snow makes flight difficult or impossible. For every hour spent in the woods, roll . On a roll of 10 or greater, the PCs suffer a random encounter.

Woodland Encounter

1 Wolves (6): Init ; Atk bite melee (); AC 15; HD ; hp 13 each; MV 30’; Act ; SV Fort , Ref , Will ; AL N.

2 Giant Hunting Party (3): Init ; Atk spear melee () or missile fire (, range 40’); AC 15; HD ; hp 28 each; MV 40’; Act ; SP immune to cold; SV Fort , Ref , Will ; AL C.

3 Great Stag: Init ; Atk gore melee (); AC 14; HD ; hp 18; MV 40’; Act ; SV Fort , Ref , Will ; AL N.

4 - 5 Blizzard: A storm rolls over the woods, dumping feet of snow in a few hours. Sight is reduced to a mere 5 feet during the whiteout and attempts to navigate the storm require a DC 15 Intelligence check. Failure indicates the PCs have lost all bearings. PCs caught outside during the blizzard take points of damage every hour, and must make a DC 13 Fortitude save or succumb to hypothermia. These threats can be countered with quick action (finding shelter, starting a fire, etc.).

Areas of the Map