0807 Ignormwm’s Cottage
HexDolmenwood Campaign Book · p.278
Open source p.278Thick banks of reeds and stands of gangly willows, amid a maze of stinking waterways. Solid ground is rare.
Thick banks of reeds and stands of gangly willows, amid a maze of stinking waterways. Solid ground is rare.
- Terrain: Swamp (4), Dwelmfurgh / Hag’s Addle
- Lost/encounters: 3-in
- Ley line crossing Chell/Ywyr: Arcane spell-casters perceive a throbbing warmth from the earth and the chilling cries of gigantic ravens.
- 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.
- Foraging: Successful foraging yields portions of Bosun’s Balm (DPB) and portions of Lankswith (DPB), in addition to the normal results.
Ignormwm’s Cottage
In the far north-west of this hex, a rickety, turf-roofed cottage stands on the south bank of the Hameth. Its small windows are occluded by grubby red drapes.
Entrance: The door bears a crude painting of a busty maiden and the message “respite for weary fishermen.”
Interior: A single, cluttered room with an iron stove, a table, several stools, and an ample, fur-decked bed curtained off in one corner. Dozens of fish hang from the ceiling, drying above the fireplace. Beneath a bearskin rug is a locked trapdoor to the cellar.
Inhabitants: The Atacorn Ignormwm, habitually in her human form (and going by the name of Agnel) in the presence of others.
Creeping up: If surprised, there is a 4-in chance of encountering Ignormwm in her hag form. The monster attempts to slay any who witness her thus.
Visitors: Agnel gladly entertains guests, offering bitter marsh-herb teas and dried fish. Male guests may be suggestively invited to stay the night and led, following a nightcap of home-brewed eggnog, to Agnel’s bed. She appreciates payment in the morning, in coin or fresh fish, but does not scorn those who are remiss.
Subterranean moans: Visitors may occasionally perceive muffled moans through the floorboards. If asked, Agnel blames mating swamp sloths.
Spawn of Ignormwm
Wretched, bestial offspring of Ignormwm—4′ tall, roughly humanoid blobs of knotty flesh, with gaping maws, weeping eyes, and a spiralling black horn in the centre of their foreheads.
Demeanour (Chaotic): Brutal, ravenous, lecherous.
Speech: Plaintive gurgling and moaning. Rudimentary Woldish.
Desires: Freedom from the cellar. To murder mortals and consume their flesh.
Small Mortal—Semi-Intelligent—Chaotic
Level 1 AC 12 HP (4) Saves R13 H14 B15 S16 Att Horn (, ) Speed 30 Morale 7 XP 10
The cellar: A low-roofed space near to collapse. 23 spawn of Ignormwm lurk miserably in the dark, listlessly gnawing on fish bones. A locked chest hidden in a corner contains 159gp, 223sp, a jar of Mawbarg’s Jam (p428), and a blue velvet Bag of Holding (p420 —stuffed with dried fish, with 5 blue spinels stashed at the bottom—500gp each).
Ignormwm (“Agnel”)—Atacorn
A horrid monster with the ability to switch between two forms: a tall woman of lithe frame and bronze complexion, with lustrous red curls and enchanting green eyes / a stick-thin, 8′ tall hag with hairy red skin, staring, lidless eyes, and a flaking, crooked horn in the centre of her forehead. Both forms dress in a rustic hessian shift with a goat-skin waistcoat. Ignormwm is a child of the Nag-Lord (p45), sent out into the world to spread discord and woe.
Demeanour (Chaotic): Merry, licentious (human form) / sullen, brutal (hag form). Obsessively scratches behind the ears (in both forms).
Speech: Gentle crooning (human form) / violent stammering (hag form). Woldish, Gaffe, Caprice.
Desires: To mate with mortals and enlarge her brood. To attack Lankshorn, once her brood is large enough.
Spawning: Following copulation with a male humanoid, Ignormwm undergoes an accelerated pregnancy lasting only 1 week, giving birth to a new spawn of Ignormwm.
Medium Mortal—Sentient—Chaotic
Level 6 AC 14 HP 32 Saves R10 H11 B12 S13 Att 2 fists (, ) or horn (, + paralysis) Speed 30 Morale 8 XP 520
Paralysis: Mortals must Save Versus Hold or be paralysed for Turns (aware but unable to move or act).