0102 Reedwall
HexDolmenwood Campaign Book · p.191
Open source p.191Banks of tall reeds and thickets of gnarled bog willow form a natural labyrinth. Passage is laborious.
Banks of tall reeds and thickets of gnarled bog willow form a natural labyrinth. Passage is laborious.
- Terrain: Bog (3), Northern Scratch
- Lost/encounters: 2-in
- Foraging: Successful foraging yields portions of Sage Toe (p430), in addition to the normal results.
- ### Reedwall
- Among the great walls of reeds and willows (6′ tall and
often 20′ or more thick), this hex is dotted with slurping pools of thick, black mud.
Getting lost: Characters who get lost in this hex spend the day wandering in circles, unable to find a way out of the maze. They remain lost in the hex until their daily check for losing direction does not indicate getting lost again.
Bones in the mud: The remains of unfortunates who perished here are visible in some of the mud pools. Searching these may reveal small treasures: cp, sp, and a random item (see Leavings in the Mud) or human or woodgrue trinket (DPB).
At night: At night, wisps of mauve, indigo, and orange mist drift from the mire. Characters who fall asleep here must Save Versus Doom or be stricken with a state of dreamlessness lasting for days. See Effects of Dreamlessness.
Leavings in the Mud ()
Each item can be found only once. Re-roll duplicates if players search repeatedly.
Item 1 A finely detailed 8″ wooden figurine of a barrowbogey (DMB) worth 2gp. The jug head is removable, revealing a compartment containing three bunches of human hair, each tightly bound in catgut. 2 A mini-cask of Cobsworth Pale Ale (DPB, 4gp / 8 pints). Surprisingly, it is unspoiled. Sadly, it is unlabelled. 3 A pair of rotting, putrid, severed human lower legs, held together at the ankles with rusting manacles. The manacles bear the crest of House Murkin. 4 A leather scroll tube sealed with wax. Inside is a crude map of the region around the Upper Hameth. There is an “X” drawn at a point corresponding to hex 0202, with the Liturgic word “Sedge” next to it. (This indicates the location of the lost Shrine to St Sedge.) 5 A pair of professionally carved ivory dice. Rolling them repeatedly shows them to be loaded: one favouring 6, the other favouring 1. (If one of the dice is thrown, roll , with 1–6 indicating the rolled result, and 7 or 8 indicating the favoured number.) 6 A delicate porcelain doll of an elf, one arm missing. An hour after being cleaned off, the doll stands up, appraises her surroundings, curtsies to the PCs, and with a wry and playful look, vanishes. She reappears clad in finery, smiling and with arm intact, for nights in a random PC’s dreams.
Effects of Dreamlessness
Wisdom loss: –1 Wisdom every second day. A character reaching 0 Wisdom becomes utterly vacant, lost in a world of phantasms. Once dreams return, lost Wisdom is recovered at a rate of 1 point per night’s rest.
Difficulty memorising illusions: A character attempting to memorise a spell of illusion (e.g. Phantasm, Invis ibility, etc.) must make a Save Versus Spell or fail to memorise it—the spell memorisation slot remains empty.