0301 The Ruins of Smerne
HexDolmenwood Campaign Book · p.212
Open source p.212Pools of black, iridescent water. Abandoned peat beds riddled with ditches and collapsed banks.
Pools of black, iridescent water. Abandoned peat beds riddled with ditches and collapsed banks.
- Terrain: Bog (3), Northern Scratch
- Lost/encounters: 2-in
- Ley line Hoad (p18): Arcane spell-casters perceive the feeling of having just awoken from a dream.
- Foraging: Successful foraging yields portions of Horridwort (p430), in addition to the normal results.
The Ruins of Smerne
The remnants of an abandoned village sit in the midst of the fens, sinking slowly, over the course of the long, lonely years, into a bog. Crows roost amid the ruins, bitterly cawing at intruders into their realm.
Structures: Wooden houses built upon stilts now kiss the sodden ground, drystone walls are collapsed into heaps, and sturdy dwellings of stone lie slumped, half submerged beneath the mire.
Exploring: The few still-intact interior spaces are filled with sludge, brambles, and decaying leaves.
Wolf statue: In the centre of the ruined settlement, the statue of a great, shaggy wolf still stands, its head raised as if defiantly howling at the sky. The pedestal on which the statue stands is engraved with the word “Egrydgenn.” (Dewidort of Smerne—infamous highwayman and scion of this desolate place—used this word as the magical means of revealing his treasure hoard. See 0607.)
Church and graveyard: The leaning posts of a ruined stave church stand, ribcage-like, at the north of the village—a favoured roosting place for the crows. Surrounding the church, the tops of a few dozen almost-submerged gravestones peek out of the mire.
Touching the graves: Awakens the Ghosts of Smerne, who rush from the black, boggy earth like a cloying, twisting smoke, whirling around those who disturb their rest.
The Ghosts of Smerne
A roiling cluster of colourless, vaporous spirits, with stretched, gaping mouths, clawed, grasping hands, and baleful holes of blackness where their eyes should be. Dressed in ragged leather and dented wolf’s-head helms, with hoods of moss draped over their shoulders. The ghosts number some three dozen, but speak in unison and attack as a single combatant, their deathless minds merged into a cacophony of hunger.
Demeanour (Neutral): Desperately hungry, plead for vittles favoured in life (e.g. smoked fish, blackbird pie, mulled wine). Attack if mocked or provoked.
Speech: Plaintive babbling. Woldish.
Desires: Filling food and hearty drink.
Reward: If sated (requires at least 10 rations), the ghosts sigh and dissipate, giving their blessing to those who pitied them. All characters present gain a bonus to the next Saving Throw they roll against a deadly effect.
Large Undead—Sentient—Neutral
Level 6 AC 14 HP 30 Saves R10 H11 B12 S13 Att Horde (, + chill) Speed 30 Morale 12 XP 920
Undead: Silent before attacking. Immune to biological effects (e.g. disease, poison) and mind-affecting spells (e.g. Vapours of Dream, Paralysation, Dominate).
Immunities: Only harmed by magic or magic weapons.
Horde: The ghosts make a single Attack Roll against all creatures within a 20′ radius area.
Chill: Victims lose 1 Constitution per hit. If reduced to 0 Constitution, the victim turns to ash and blows away with the wind. Lost Constitution recovers at a rate of one point per day.