The Vampires of Grimsport
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Grimsport
In the land of Findor, where the Hadevar River meets the Soral Sea, the gray city of Grimsport broods. Dark stone buildings with slate roofs cluster around the main square, a short walk up the cobblestone road from the docks. There are found the homes of the ruling Captains’ families. Stone walls separate the inner city from the wooden homes of the tradespeople and serfs. Farms dot the banks of the river further inland.
It is from this city that the region gets it’s moniker “The Pirate Kingdoms.” Grimsport is the largest city in the region and the closest thing to a capital, and the primary source of the raiders that plague the Soral Sea. But in Findor no one rules an area larger than a stronghold or city, save the goblins of the northern wastes.
The Town of Grimsport
The boat-owning worthies who make their homes in the city center form the Captains’ Council, the closest thing to a government in this violent port town. They own most of the farmland and assign it to serfs. They serve as the bankers and trade in many goods. Some families have small fleets. Others have but one ship to their names.
The most important Capitans’ families are as follows:
- VonWaldemar – The wealthiest and oldest of the families, with the largest home on the central square. Said to be the descendants of some of the first humans to come to this wild, cold land many generations ago. Old man VonWlademar hasn’t been seen in public in years, and people sometimes whisper about pale, ghostly figures peering out of the heavily curtained mansion windows at night.
- Thyra Askrdottir – Daughter of Askr Vulfethson, Thyra’s exploits as captain of her father’s ship have earned her a reputation as a skilled and ruthless pirate.
- Addis Rígson – Addis owns two ships, which are captained by his two eldest sons Victor and Ricus. His youngest son Sigurd wanders the land seeking his fortune and could be a NPC or hierling met here or elsewhere.
- Soljev – Captain Soljev sails the Drunken Siren.
- Ragnhild – Captain of the Kraken’s Maw and the Burning Spear.
- Kromulf – The new captain of the Black Hydra, an infamous pirate ship that Kromulf wrested from its previous captain.
- Gunnar Smithson – Owns a small fleet of fishing vessels, sailed by his extended family, and the ship Silver Wave.
- Malte One-Hand – An old captain, now mostly retired due to his ship being in poor repair.
- Gull Erland – His ship is in drydock for repairs which he cannot afford.
- Eberhard the Bloody – Has one small ship and a reputation as a unpredictable and violent man.
- Bjarke Littlebear – Sails a large fishing boat with his five sons.
Locations
- The Wailing Wench – This rowdy tavern sits on the road between the main square and the docks, and is always full of sailors. Thieving, fighting, kidnapping and every other type of crime are regular occurrences here. A fenced pen and stables are attached to the back for travelers animals.
- Church of the Sky Father and Sea Mother – attended by a priest and priestess, with smaller shrines to other local dieties such as Krom, etc.
- Smithy – Worked by a smith and a team of apprentices and journeymen, with a good assortment of tools, weapons, and armor, used or ready-made.
- Shipwright – Currently building a 20 foot wooden currach.
- Tradespeople
- Farms
- Hanging Tree & Godswood
- Ruined Watchtower – built long ago by the Captain’s council, no repairs have ever been made to the watchtower. Over the decades it has fallen into ruin, and the whole north wall of the two-story tower has collapsed. None know about the small cache of treasure buried there.
Adventures and Encounters in Grimsport
- Thieves in the Swamps – A band of thieves operates out of the swamps to the west. They secretly use Malte One-Hand’s ship as storage for their stolen goods.
- Pressed into Service – Press gangs round up drunks and force them to crew the captains’ ships. While the Player Characters are crewing the ship any sort of mishap or adventure could befall them. The ship could sink in bad weather, throwing the heroes upon some unknown shore. Perhaps they are forced to scout a fortress the Captain wishes to raid, or perhaps the PCs are forced to be the first wave of the attack. The Lilend at the Stormking Rocks might lure them to her isle and send them after the Rune of Life in the shadowlands at the edge of the Land of the Dead.
- Pickpockets and Muggers – The rough rogues of Grimsport will take any opportunity to enrich themselves if they see people not paying attention to their purses, or who they think are weak enough to rob (preferably one character who they follow until they outnumber their victim).
- Dueling in the Streets – Disputes in Grimsport are often settled personally, and duels are a common form of conflict resolution, weather to first blood or to the death. In such a place the Player Characters could easily become embroiled in a dangerous situation. Mistaken identity, false accusations, or just disrespecting someone or being in the wrong place at the wrong time could result in a duel.
- Escaped Slaves – Some slaves captured in a raid have escaped and a reward is offered for their return.
- Beggars – Old crippled fisherman and seamen beg for alms in the square and by the docks.
- Grave Robbers – Graves dug on the hill behind the church are always found empty a week or so after burying. No one in town really seems to care, as this has been going on for as long as anyone can remember. Under cover of night, the ghouls who crew the VonWaldemar’s ships and attend them in their mansion are digging up the graves to feast upon the rotten bodies. Investigation after the next burial (a common occurrence) will lead the Player Characters to the basement door of the VonWaldemar mansion.
- Land Dispute – One of the Captains wants some land currently owned by another Captain and the Player Characters are asked to undertake some skulduggery. Burn the crops, poison the well, kill the farmers, or whatever is needed to get the current tenants off and new tenants on.
- Missing Servant Girls – Player characters who spend much time in town will hear that servant girls sometimes go missing. Investigation leads to the ghouls in the basement of the Von Waldemar mansion (see map).
VonWaldemar Mansion Areas
- The stone exterior, high windows, and peaked slate roofs of this mansion site like a dark and gothic castle on the town square. A fence surrounds the front and sides of the windowless bottom floor, and a stair in the back leads down to the basement entrance. The front door will not be answered unless it is being battered down, and then by ghoul butlers and Matrok, an armored wight who will demand to know what business interrupts the VonWaldemar’s rest.
- The ground floor has several mostly-empty halls, a decorative armory, and a small library of dusty common books. An undead shadow, the restless spirit of one of the long-dead Von Waldemars, haunts these halls and will warn Gunnar of any intruders.
- The basements are overseen by a ghoul named Harod and a flesh golem doorman named Pip. Peasant servants prepare food while ghoul footmen serve the vampires upstairs. The locked vault contains a large amount of plateware, iron ingots, and other loot pillaged from around the Soral Sea, along with several chests of gold, silver and copper coins, and two empty caskets where the vampires will flee if defeated.
- The sub-basement holds cells, a half-flooded chamber where corpses float in briny water, and their horrible feeding area. VonWaldemar, the vampire master of the house, is sometimes found here feeding with the ghouls among the cracked bones of countless people. A secret passage leads to a small, rough-hewn passage which leads to the town well, and is guarded by a gargoyle.
- The VonWaldemar family quarters are upstairs, as are the quarters of their wight guards and ghoul servants. Gunnar VonWaldemar and his daughter Helde are centuries-old vampires, and the only remaining members of the family. They are attended by several ghoul servants. Their quarters contain much finery, and any victims that they are feeding from. The windows in the vampires’ quarters have the shutters nailed closed and reinforced so that no sunlight can enter. Gunnar is a 7th level wizard, and his chambers contain his spellbook, many magic scrolls, and correspondence with someone who signs with a unique snowflake-like rune (the evil lich White Eye), and who has asked Gunnar to use an enclosed scroll of glacial onslaught to draw the oncoming unnatural summer ice south, down the river. If necessary, the VonWaldemar vampires will become bats or rats and use the ratholes, which crisscross the entire mansion with a network of rat-tunnels, to escape.
VonWaldemar Mansion
VonWaldemar Mansion Sub-Basement
Background image by Nikolai Rerikh, Guests from Overseas, 1901, Tretyakov Gallery, Moscow (public domain)
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 4th edition Dungeons & Dragons, 5th edition Dungeons & Dragons, Adventure, Fantasy, Location, rules agnostic and tagged Soralia by Adam A. Thompson with no comments yet.
Code of the Zone Ghouls
A scout wandering the wastes overheard a group of Zone Ghouls reciting the following creed:
Here in the Zone
We travel at night
We avoid the light
We leave no trace
We have no face
We are not here
We are everywhere
Do as you will
Keep what you kill
Posted in Uncategorized by Adam A. Thompson with no comments yet.
Glacial Onslaught
Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Spell by Adam A. Thompson with no comments yet.
More Maps for Class of 198X
By popular request we’ve updated Class of 198X – The Adventure with additional maps!
Get your updated version of the adventure here.
Posted in Uncategorized and tagged Class of 198X by Adam A. Thompson with no comments yet.
Dwarven Death Knight
Medium undead, lawful evil
Armor Class 19 (plate armor), 21 (shield of faith)
Hit Points 67 (8d8+24)
Speed 25 ft.
Proficiency +3
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
Saving Throws Dex +3, Wis +4, Cha +4
Damage Resistances fire
Damage Immunities poison; necrotic
Condition Immunities charmed, exhausted, frightened, poisoned
Senses passive Perception 11, darkvision 120 ft.
Languages Common, Dwarven
Challenge 6 (2,300 XP)
Actions
Multiattack. The death knight makes two Frost Brand attacks.
Frost Brand. Melee greatsword: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6 + 4 slashing and 1d6 cold damage).
Spellcasting. The death knight is a 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:
1st level: (4 slots): shield of faith, thunderous smite, bless, searing smite
2nd level: (3 slots): aid, branding smite
Posted in 5th edition Dungeons & Dragons, Character, Creature, Uncategorized by Adam A. Thompson with no comments yet.
Jäällätaudin the Ice Tongue
The History: This ancient blade’s full history is known only to the most studious Dwarven sages of the Dunheng Kingdoms, where it was forged to slay giants and dragons. In the centuries since, it has appeared in the hands of many heroes, only to be lost again with their passing. Most recently it was wielded by Jak, a King of the Fridon people who in tales is called the Giant Slayer. He was a king of the Fridon many years ago, when his people were attacked by the giants from the Danor Mountains. He fought them wearing the hide of a dragon and wielding Jäällätaudin, and drove them back to their burning peaks.
Below are statistics for Jäällätaudin using 5th edition Dungeons & Dragons rules. To customize it add some of the magic item quirks from the Dungeon Master’s Guide. Or alter these stats or add abilities to make it fit into your campaign.
Weapon (greatsword), very rare (requires attunement)
This thick-bladed, angular greatsword is a masterpiece of dwarven artistry. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Against creatures with Damage Immunity to fire, the bonus is instead +3.
Sentient
Jäällätaudin is sentient, and is only interested in slaying dragons, and giants, or other fire-type creatures (salamanders, fire elementals, etc.). It will communicate its history through nightly dreams (telepathy), where the wielder lives through the many battles that the sword’s previous owners fought. If its wielder does not actively peruse the killing of its foes, a deep chill comes over the wielder and they must succeed on a DC 20 Constitution saving throw or become fatigued and vulnerable to cold damage until the sword is convinced the wielder will do as it wishes.
Many times in the past, this compulsion has driven the sword’s wielders to their doom, for no warrior survives every fight. Other times stubborn warriors resisted the sword’s commands, discarding it in an icy ravine or mountain lake. Twice those who could not leave the sword behind died from the cold, buried under a slowly-growing ice.
Cursed
This sword’s driving purpose and blood-soaked past have coalesced into a curse – no one, once attuned, may voluntarily discard the blade unless they succeed on a DC 20 Charisma saving throw.
Posted in 5th edition Dungeons & Dragons, Fantasy, Magic Item, Uncategorized by Adam A. Thompson with no comments yet.
5th edition Dungeons & Dragons Combat Critical Fumble Rules
I like critical fumbles in my D&D game. They increase randomness, speed up combat, and create tension and chaos on the battlefield. For me it’s a significant part of the fun of the game, so I use a critical fumble rule for combat when I’m the Dungeon Master or Referee.
So here’s my house rule: when someone rolls a 1 on an attack roll, they have to roll a d20 again to see how bad the fumble is:
20 – Recovery – the fumble has no major ill effect (feel free to make up some comical reason why)
16-19 – Over-swing – disadvantage on fumbler’s next attack roll
12-15 – Miss-step – advantage on the next attack against fumbler
9-12 – Fall Down – fumbler falls prone
5-8 – Drop Weapon – fumbler drops weapon, or else is dazed next round
4-2 – Wild Swing – attack self or ally (attacking player makes new attack roll)
1 – The Gods Frown – attack self or ally with advantage (attacking player makes new attack rolls), or something equally disastrous
The basic idea is, if you roll a 1, something bad happens. Not only have you failed, but your situation has gotten worse somehow.
I used to use a different simple critical fumble table, where the results were basically a d4, and the lower you rolled the worse it was. I like it because it’s easy to memorize and use without having to refer to a table.
The above table is expanded to use the full numerical granularity of a d20. It also uses the “rolling 20 is good, rolling 1 is bad” game design element.
D4 Fumble Table
4 – off balance – enemies have advantage to attack you next round
3 – fall down – fall prone
2 – drop weapon – drop weapon or are dazed next round
1 – bad swing – attack self or ally
There have been a lot of critical fumble rules published, but recently I’ve seen a fun idea about how to handle fumbles. On the Moisture Farmer’s podcast, I heard them using a new-to-me critical fumble rule. Not only is it great for it’s simplicity, but also for the opportunity to be creative.
If a player rolls a 1, the GameMaster decides what happens to the player’s character. When a GameMaster rolls a 1, the players decide what happens to the GameMaster’s character. So when the GM fumbles, the players get to narrate what happens. When a player fumbles, the GM gets to narrate it.
No boundaries are needed, but as a DM, I’d probably usually limit to to, at worst, damaging your own character or an ally. If the players always end up demanding the the monsters fall on their swords and die, then it would be reasonable for the DM to decide the same thing happened to the PCs. So there’s an opportunity to do some creative role-playing and cooperate to keep things “in bounds”.
Do you use critical fumbles in your game? Why or why not? Let us know in the comments below.
Posted in 5th edition Dungeons & Dragons, d20 Future, D20 Modern, Gamma World, Uncategorized, Variant Rules and tagged critical fumble by Adam A. Thompson with no comments yet.
Wild Elves of the Pirate Kingdoms
In the Chillgrove Woods north of Allenwood a settlement of wild wood elves hides, well secured within a vast mountain grove. Their hunters deter the ice kobolds from the north and the humans from the south from encroaching on their territory, and any who could sneak past them face an enchantment that protects the settlement.
For where the mountain stream becomes a river, the water splits and forms an island, where their dwellings nestle among the towering trees. The water around this island is enchanted such that only elves may cross to the island. Any other who tries will find themselves crossing all the way to the other side of the split in the river, magically bypassing the island completely. This ward may only be bypassed by use of the password, or the spells knock, dispel magic, etc.
Within, their settlement is a pristine embodiment of wood elf culture in the Pirate Kingdoms. Their fierce hunters protect the territory of the animals they hunt from other hunters. Gatherers and cultivators of informal gardens of edible plants, they feast on the wood’s mushrooms, berries, acorns, honey, rabbit, and deer. Patient makers of fine tools, garments, and art, mainly without the use of metal. Good friends with the druids of the region, and host to a grand old druid.
Their homes are mainly built up in the trees, such that one might not notice them if not for the rope ladders hanging down here and there, and the stairs built up around the largest tree in the center of the island. In that tree lives the town’s eldest druid and their family.
They follow the creed of the wood elves, which is that everyone must be free to do as they wish, as long as they harm none. A handful of humans, half-elves, haflings, gnomes, and other forest fey live here in this peaceful haven. When something of import presents itself to the town, a meeting is called, and the people decide as they will, by consensus or vote. Occasionally they must mobilize themselves against the ice kobolds, goblins, and humans who surround them, but their overwhelming advantage in their home woods has led to a fearsome reputation as “the Death Elves of Chillgrove Woods” among their periodic foes.
Posted in Fantasy, Location, Region, Uncategorized and tagged ProphecyoftheSummerFrost by Adam A. Thompson with no comments yet.
Claw Claw Bite Magazine Issue 19 Now Available
And best of all it’s free* here: Claw Claw Bite #19.
Seventy-two pages of fun, action packed science-fiction role-playing goodness!
Use it for a whole campaign, or borrow bits and pieces from it for your own adventures.
Written for Mongoose Traveller, everything here can easily be adapted to other rules systems.
Mechs!
Spaceships!
Droids!
Fantastic Weapons!
Space Pirates!
Planet of the Cybertank, a ready-to-play adventure!
A Detailed Subsector, and a Campaign Seed to use there!
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Posted in announcement by Adam A. Thompson with no comments yet.
Spooky Mapvember Madness!
First and second drafts of the Vampire Mansion of Von Wlademar. Once the map is done I’ll publish it on @ClawClawBite along with a short adventure to use with it. #mapvember #DnD 🧛♀️🧛♂️🦇 pic.twitter.com/A9yO5ROvdl
— Adam A. Thompson (@AdamAThompson) November 9, 2017
Posted in Uncategorized by Adam A. Thompson with no comments yet.