0611 The Magpie Gang
HexDolmenwood Campaign Book · p.258
Open source p.258Deeply rutted country lanes shaded by looming hedgerows 10′ tall.
Deeply rutted country lanes shaded by looming hedgerows 10′ tall.
- Terrain: Farmland (2), High Wold
- Lost/encounters: 1-in
Magpie’s Oak
In the northernmost part of the hex, where the farmlands give way to low hills, an ancient, gnarled oak wallows in a thicket of silver-leafed ivy. Silver trinkets such as bracelets, necklaces, and talismans hang from the oak’s crooked branches as flocks of magpies watch from their perches. A sturdy reinforced wooden door is set into the base of the trunk.
Climbing the oak: The magpies eye climbers warily. Anyone attempting to remove the trinkets is attacked by angry magpies (as hawks— DMB). There are 20 trinkets altogether, worth gp each.
Listening at the door: The gruff chuntering of an older man stirring a pot, occasionally erupting in coughing fits.
Inside the Oak: The natural ceiling reaches 18′ high while the circular room spans 20′ in diameter, with various holes leading outside. King Magpie tends to a pot of thick green soup. A rug barely covers a trapdoor leading to Magpie’s Cellar. Shelves along the walls are packed with shiny objects: pots, pans, tins, and spoons.
Visitors: Are welcomed for a bowl of pea soup and probed for tidbits of knowledge about Fairy and possible sources of fairy silver. If attacked, King Magpie cries for help, summoning magpies (see combat stats) and his henchmen from the cellar to his aid.
Magpie’s Cellar
Wooden stairs lead down into a gloomy earthen lair, 30′ in width and 40′ long. The walls are compacted soil and embedded with snaking tree roots. A long oak table with five chairs around it sits in the centre with notes, maps, candles, and leather pouches spread across its surface. A cage hangs from the ceiling.
Magpie thieves: Poring over a map at the table and conversing in hushed tones are 4 henchmen (Level 3 fighters— DMB). Like their master upstairs, they dress in black and white feather cloaks with beaked hoods.
Reading the paperwork: Maps and notes pointing to an upcoming raid on road merchants around High-Hankle. A particularly prosperous silversmith is due to travel from the town in days time.
Inspecting the cage: Reveals the imprisoned pink sprite (DMB) Feathertoe, bruised with her wings clipped, as well as a tiny burning forge and a minute anvil. She is being forced to forge fairy silver, but has so far refused.
Treasure: The pouches contain 100pp, 120gp, 580sp, and eight red garnets (100gp each).
King Magpie
A hunched old human man decked in a heavy, beak- hooded cloak of black and white feathers. Tangled in his grey beard are nails, forks, and a whistle, causing him to jangle as he moves. His eyes are glassy and his mouth a graveyard of silver teeth.
Demeanour (Neutral): Wild eyes focus on the shiniest objects a PC holds. Moves erratically and occasionally flaps the wings of his feathered cloak.
Speech: Croaky and shrill. Woldish.
Desires: Lusts after fairy silver.
Medium Mortal—Sentient—Neutral
Level 4 AC 14 HP 18 Saves R11 H12 B13 S14 Att Shortsword (, ) Speed 20 Morale 8 XP 130
Summon magpies: By vocalising a raspy chattering, the man can summon magpies (treat as hawks— DMB), appearing in Rounds. Due to their odd dress and the shiny rewards they dole out, the King and his gang are regarded by the birds as a fellow flock.
Feathertoe (Pink Sprite)
Mahogany skin and a pink tuft of hair like a wave crashing on the shore. Dishevelled and dirty clothing, torn from scrapping with her captors. Two ineffective half- wings flutter inconsequentially.
Demeanour (Neutral): Desperately trying to squeeze through the cage bars. Her head darts around at any new sound, almost bird-like.
Speech: Emulates the sound of a bear’s roar in an attempt to scare off her captors. Otherwise her voice is light and airy. Woldish, Sylvan.
Desires: Immediate release. Bloody revenge against her captors.