0207 The Summerstone Radhd
HexDolmenwood Campaign Book · p.207
Open source p.207A dense, shadow-oppressed maze of trees. The air is utterly still and coagulates with the gloom.
A dense, shadow-oppressed maze of trees. The air is utterly still and coagulates with the gloom.
- Terrain: Tangled forest (3), High Wold / Dwelmfurgh
- Lost/encounters: 2-in
- Ley Line Chell (p18): Arcane spell-casters perceive the curious dual sensation of balmy heat and biting cold.
- Within the Ring of Chell (p20): True fairies are afflicted with a spiritual malaise; teleportation and summoning are ineffectual; magic of illusion or charm
has a 2-in chance of failure.
The Shadowed Bower
The woods around the Summerstone Radhd are under a Drune enchantment that causes light to dwindle and falter.
Heavy, sluggish air: Breathing here is laboured and sound is muted.
Darkness: As characters journey deeper into the hex, a dusk-like darkness settles in. Without a light source or dark sight, the gloom incurs a –1 penalty to Attack Rolls.
Flames: Subdued and sputtering. The radius of light cast by lanterns and torches is reduced by 50%.
Shades: Characters perceive spectral forms, as if of hooded men, observing them disapprovingly. The forms are illusory and disappear if attacked. These apparitions are a manifestation of the presence of the Audrune Grebglin, who wards the nodal Radhd.
The Summerstone Radhd (Hidden)
The Summerstone Radhd, also known as the Stone of Law, is a ragged shard of basalt (15′ high, 8′ around) lost in a pathless tangle of hawthorn. (See The Ring of Chell, p20 for full information on the Summerstones.)
Balmy stillness: The stone is surrounded by a 120-yard radius of hazy warmth and balmy stillness of the air, reminiscent of the intoxicating days of high summer.
Approaching: Within 60 yards triggers the protective wrath of the Audrune Grebglin, the stone-ward. 3 were phasms are conjured into existence to stalk those who dare come near to the Stone of Law.
Inscribed spell: Drunic runes describe the arcane spell Geas. See Ley Lines and Standing Stones, p18 for details on learning this spell.
Touching: While touching the stone, lies can be detected without fail and oaths that are sworn are enforced via a Geas (per the arcane spell).
The Audrune Grebglin
Incorporeal: Grebglin has abandoned his physical form and now exists solely within the flow of the ley energies around the stone Radhd. His body lies in temporal stasis, ritually interred in the crypts of the Drune Lodge (hex 0507).
Powers: Grebglin cannot interact with the physical world directly, but can send word of intruders to the Drune Aegis and can summon 3 werephasms to attack any who approach the Stone of Law.
Werephasms
Humanoid, lupine creatures of twisting shadow, summoned by Drune magic. They snuff out light and rend sentient beings’ souls from their flesh.
Medium Monstrosity—Mindless—Chaotic
Level 6 AC 15 HP (27) Saves R10 H11 B12 S13 Att [2 claws (, + soul rend) and bite (, )] or howl (extinguishes light) Speed 40 Morale 10 XP 720
Immunities: Only harmed by silver weapons, magic, or magic weapons.
Weakened by light: Suffer a –3 penalty to Attack Rolls when within the radius of a light source.
Howl: The bone-chilling howl has a 4-in chance of extinguishing light sources within 90′ (roll per light source). This includes magical light, but excludes permanent enchantments such as Holy Light.
Soul-rend: Each hit reduces the target’s Charisma by 1. A target reduced to 0 Charisma dies and has their soul abducted. Abducted souls are trapped as green vapour in glass urns in the crypts of Drune Lodge (hex 0507).
Recovering lost Charisma: 1 point per day.