Quill of Correspondence

The Quill of Correspondence is a favored magic item of writers, scribes, barristers, spies, and assassins. A weird mix to be sure, but it is due to the quill’s ability to transmit messages secretly over potentially long distances that makes it useful to all of the above.

The Quill of Correspondence itself will radiate magic, but is unremarkable in and of itself at first. It will radiate a minor aura of Conjuration and Prescience magic if examined by someone capable of reading such auras, however, it operates only as a normal quill unless the following steps are taken. A command word or sigil, chosen by the maker of the quill when it is created, must be written onto two separate surfaces. Many tend to prefer using a book or tome, though any surface that will allow writing upon it will do. After the sigil or command word is written upon the surfaces then anything written below the sigil  (or command word) by the quill on one surface will also appear written upon the other.

Now here is where often different Quill of Correspondence may function in different manners. You see most Quills of Correspondence will have a second command word that when spoken (with the Quill in hand) will remove the sigil/command word immediately from both surfaces where it was initially written, and this severs the magical connection the two surfaces had. That said, some Quills of Correspondence are also made in such a way that any text transcribed by them will also disappear when this command word is spoken.  Not all Quills have this feature, though.

Godfrey Bainbridge

Background:
Godfrey is the owner and proprietor of Bainbridge Books in the small village of Three’s Crossing. Godfrey is a balding, middle aged man often seen nervously cleaning his reading spectacles. He seems more at home with books than people, and is mousy and jittery around people he doesn’t know very well. He seems to hate making small talk, resorting to the most awkward questions about the weather or how a person is doing. That said, when talking about a topic that he knows he is an authority on he tends to come off as more confident and at ease.

Hidden Secret:
Godfrey has come into possession of a book called “The History of the Eastern Kingdoms”. It is rather unusual in that it’s content and layout changes nearly every time you open it. Some of the content is in relation to past events or people, some of it is in relation to present events or dates that have yet to come to pass. Godfrey is so nervous and jumpy when people come in because he’s usually spending all his spare time poring over this tome in hopes of better understanding it. He goes to great lengths to hide this, although Godfrey is a notoriously bad liar.

Campaign Uses:
In a campaign an NPC like Godfrey could be used as an expert that can provide exposition for the party, perhaps for a historical tome or artifact of sorts. He can also act as a purchaser for rare books, or perhaps facilitate a sale to a wealthy buyer. Alternatively he could provide an adventure hook, perhaps related to his hidden secret above. The stats below are provided for him at low level play, you may want to increase his attributes depending on your needs.

Godfrey Bainbridge – NPC Researcher

Hitpoints: 18
Defenses – Toughness 12     Guard 12     Resolve 14

Attributes
Agility 2 (1d6)
Fortitude 0
Might 0

Learning 5 (2d6)
Logic 4 (1d10)
Perception 0
Will 2 (1d6)

Deception 3 (1d8)
Persuasion 0
Presence 2 (1d6)

Alteration 0
Creation 0
Energy 0
Entropy 0
Influence 0
Movement 0
Prescience 2 (1d6)
Protection 0

Feats
Craft Mundane Item I (Bookbinding)
Knowledge I (History)
Skill Specialization I (Learning)

SM1-1 Order of the Brotherhood

An old monastic order closed themselves off from the world years ago and was never heard from again. Now the wizard Signus Silverstar needs you to travel there to find the answer to a question he has been pondering for over 30 years. A site based adventure for the Open Legend system.

Background

The Aeveenite Brotherhood was a group of monks dedicated to the reverence of the goddess of the light and sun, Aeveen. While there are many worshipers and sects within the Church of Aeveen, this particular group of monks set up a monastery within the forest that borders the Trader’s Way, a large trade route that runs through a number of villages, the closest of them being Three’s Crossing.

The Brotherhood established the monastery in the year 613 AYR wanting to focus on living their lives according to the teachings of Aeveen. They lightly traded with the local villages and merchants, provided treatment and comfort for the sick and dying that sought them out, and granted sanctuary and wisdom to those who looked to them for Aeveen’s guidance.

In 630 AYR the Abbot of the Aeveenite Brotherhood was a friar named Ashton Faulkner, and he was known for his powerful healing magic granted to him through his great faith in Aeveen. He would not always be able to save those that would come to him for healing, but he tried to grant them what comfort he could while they were in his care.

In the year 636 AYR a professional thief named Jarethkor was hired by the wizard Signus Silverstar to plumb the depths of an ancient tomb to retrieve a gemstone of some significance, the Eye of  Umar. Unfortunately for Jarethkor the tomb was cursed, and when he retrieved the stone he was inflicted with a wasting disease that was quickly rotting away his insides. Knowing that he was dying he sought out the Abbey of the Aeveenite Brotherhood in hopes he could be healed by Ashton Faulkner.

The disease proved to be beyond the abbot’s capability to heal, and he died shortly thereafter, but soon the other monks of the monastery were beginning to show symptoms of the disease that killed him. Some of the brothers were superstitious, and said that Jarethkor must have been cursed and his body should be burned and the ashes scattered outside the monastery. The abbot could not in good conscience deny him a proper burial, and so secretly buried him on the monastery’s grounds with the help of a few of his most trusted brothers. Little did they know that Jarethkor had the Eye of Umar stashed in his boot, and that they buried him with the gemstone.

It was not long after that a couple of the monks died of the wasting disease, and wisely the abbot decided to quarantine the monastery to prevent the disease from spreading throughout the countryside. Signs were posted along the path to the monastery, and word got out to the other villages that the inhabitants of the monastery had been stricken with a horrible malady.

Soon they ran out of room in the graveyard and had to bury some of their brothers outside the walls of the monastery in the surrounding forest. One after another members of the brotherhood fell ill and passed, until eventually all that was left was Ashton Faulkner, who was either blessed to last so long or cursed to be the final member of his order alive. He too eventually died to the wasting illness.

Grave Digging

It is now the year 676 AR, 33 years after the events of that transpired at the monastery. Signus Silverstar has been trying to find Jarethkor for all these years, as he assumed the thief had taken the gem for himself and fled with it. He had been attempting to scry the location of Jarethkor for years, but his attempts always failed because for whatever reason and or purpose it never actually occurred to him that the rogue might be dead. He had sent other adventurers to the ancient tomb and they found that the gem had already been taken, so he thought Jarethkor had just managed to purchase some means of block his Divination magicks after fencing the stone.

Signus was always extraordinarily intelligent, just sometimes he couldn’t see the answers staring him right in the face…

Finally a contemporary suggested to Signus that it’s been over 30 years, perhaps the rogue had died. He attempted to consult with entities beyond the veil of death and found that Jarethkor had passed over to the other side sometime ago, and that his remains lay with those of the Aeveenite Brotherhood.

After some research he learned of where the Abbey of the Aeveenite Brotherhood was located, and some of the events that occurred there 30 years ago. Afraid that the curse or disease that wiped out the monastic order years ago may still linger there he has decided to hire a group to go and attempt to find the gemstone for him.

He is right to be cautious, not because the disease still lingers, but because an insane witch has taken up residence within the abbey. Jestina Whateley is a member of the Whateley clan, an inbred family of sorcerers and witches that long ago traded their souls and those of their children for eldritch power.

Jestina was drawn to the tragedy and darkness that still clings to the abbey, even after 30 years have passed, and her presence has only served as a catalyst to raise up the restless spirits of the monks that died there. Now monastery serves as an unholy playground for Jestina, who uses the skeletons and corpses of the monks as her playmates.

The souls of the monks are now finding themselves plucked from their eternal rest, and tormented by Jestina. That is unless the players can stop her…

Adventure Hook

Primary: Retrieve the Eye of Umar for Signus Silverstar.
Goal: Find Jarethkor’s grave and retrieve the gem.

Secondary: Purge the monastery of dark influence.
Goal: Cleanse the Calefactory, kill Jestina Whateley, and put Abbot Ashton Faulkner to rest.

This adventure opening, and many of the story awards assume that this is being used in conjunction with the Dark Harvest series of Open Legend modules. This site based adventure can be modified to fit your own campaign setting very easily with a few location and name changes. Overall the story is designed to easily stand by itself, so feel free to do what you need to in order to make the Abbey of the Aeveenite Brotherhood fit into your campaign.

The adventure opens with the group in the village of Three’s Crossing, and they have been contacted by a Signus Silverstar’s sparrow familiar. Signus used the familiar to fly ahead of his travels and to seek out a group of able bodied mercenaries. Using a spell to speak through his familiar Signus asked the group to meet him that evening at the Blind Crow’s Crossing for dinner so that he may layout a proposal. You can roleplay this out, or just read the flavor text below to jump right into the adventure.

Your group has been waiting at the Blind Crow’s Crossing, having been contacted earlier that morning oddly enough by a sparrow. The sparrow spoke with the voice of man, and the voice quickly explained that the sparrow was but a servant, and that the voice is actually that of the great wizard Signus Silverstar. It went on to say, “I have work that needs to be done, and I need the likes of your kind in order to do it. Meet me at the Blind Crow’s Crossing for dinner as I have a proposal for you. I will be there shortly after nightfall.”

The Blind Crow’s Crossing is an inn within the village of Three’s Crossing, and they have a tavern located on the first floor that serves food as well. Three’s Crossing used to be a major hub of trade, but over the years the villages out in this section of the world have been frequented less and less in lieu of the capital. The only major claim to fame of Three’s Crossing now is the Blind Crow Brewery, which is owned and operated by the same individuals that own the Crossing. The innkeeper of the Crossing is a stout, stocky individual named Argen. He serves a variety of darker ales and liquors from the brewery, and most the food available is stews made with various local roots alongside rabbit or venison provided by some of the local hunters. Most of the clientele of the Crossing are villagers or merchants that still operate in these parts, none of which are particularly notable. A Wealth 2 score is more than enough to afford rooms, food, and drink at the Blind Crow Crossing. If for whatever reason the group wants to be a round of drinks for the entirety of the tavern area that may be an expenditure of Wealth, and would provide Advantage when dealing with any of the villagers in the room.

Go ahead and give the group a chance to role-play a bit, introduce their characters if they haven’t previously, and take a few actions. Signus is running a bit behind so they have a chance to order food and drinks, maybe talk to some townsfolk, or among themselves. If they ask any townsfolk about Signus you can have them roll a Presence to attempt to chum up to some of the townsfolk, or alternatively if they want to use Influence or some similar power to get them to open up they can. Perhaps a Learning check could represent information they had already heard as well. A DC 10 rolled can learn the following information:

  • Signus Silverstar was supposed to be some sort of wizard of some renown from the capital, but he comes off as a bit of a doddering old fool.
  • He had a reputation at one point for being a mastery of not only magic, but of crafting items of great power. He was said to be the penultimate name for a time when inquiring into artifacts and relics.
  • Nowadays he is known to reside in a ruined tower at the edge of the Darkthorn Forest, apparently exiled from the capital by his peers. It is not known exactly why, but he must’ve done something to be run out of town.

After the group has had a chance to role-play, either with the folks in the tavern or among themselves, Signus will make an entrance. Read the following:

Walking into the inn is a figure that draws quite a bit of attention. From the manner of his dress and his trappings you are quite sure he is your employer. The mage is fairly tall, a bit over 6ft, and he wears bright blue robes with silver stars and moons patterned over them. On his head he wears a pointed wizard’s hat that is also blue with the stars and moons motif. He walks with a gnarled oaken walking stick, leaning on it heavily as he appears to be quite old. He has a long white beard, and long stringy white hair that goes past the length of his shoulder. He looks around the room for a moment or two and appears a bit bewildered before setting his gaze on your table and walking over. “Ah, good. You’ve all come. Let me order a round of drinks for the table before we get started.”

Notes on role playing Signus Silverstar: he is old past what he seems, having extended his natural lifespan with magic, and thus has grown a bit absentminded. He is extremely friendly and affable, but seems a bit kooky and out of touch at points, sometimes forgetting what he’s talking about or losing his place in a conversation.

Signus will go through introductions with the group, perhaps asking the group a few clarifying questions about their skill and abilities, and after having a server get the group drinks from the bartender he will continue:

Signus takes on a serious and somber tone as he produces a book from inside his robe. He pages through it’s old and worn pages before he comes to a page with an artist’s illustration on it. He turns the book towards your group so you can see it. The illustratoin is of a finely cut green gem, an emerald, that appears to be glowing with an inner light. Underneath it in flowing script is written rather boldly “THE EYE OF UMAR”. He then says, “This is what I seek, friends”.

The players probably have a lot of questions at this point. If any players try to read any of the text on the opposite page of the book have them roll a Perception DC 15 check. If successful they catch that the opposite page is information on a Mage King named “Umar the Immortal” . When Signus sees that they’re looking at the other page he quickly closes the book and puts it back in his robe. Here is the information Signus will impart:

  • Years ago  (33 years ago in fact) he hired a procurement agent (he will admit it was a thief if questioned further, but will emphasize he prefers the term “procurement agent”) to delve into the Tomb of Umar to retrieve the gemstone. The agent’s name was Jarethkor. He had performed several tasks for Signus, and he considered him trustworthy enough as long as the price was right.
  • If asked about the Eye of Umar Signus will say that it was a gemstone that the Mage King Umar had crafted that had multiple properties, most of them protective in nature. He has wanted to study it to learn more. If a player tries to tell if Signus is hiding anything Logic DC 15 indicates that Signus is holding something back. If confronted with the fact that he’s holding information back Signus says that he cannot confirm anything else without researching the gem personally, and he refuses to say anything more than that. “Part of what I am paying for here is discretion you understand, you can take or leave the job. It matters not to me.”
  • Over a month went by and Jarethkor never returned with the prize, so Signus assumed he was killed by one of the tomb’s defenses.
  • Signus hired a group of mercenaries, er…rather procurement agents, to follow Jarethkor’s backtrail into the tomb, and they found that most of the tomb’s defenses had been disabled and that the gem was missing.
  • Signus spent years trying to divine Jarethkor’s location in an effort to recover the gem (“Also, to recover my money, I foolishly paid him up front…”). He assumed that Jarethkor must have purchased some means of magically hiding his location.
  • He continued to try to ferret out where Jarethkor was hiding over the years, that is until a contemporary of his (he will not specify who) suggested that perhaps Jarethkor had died. It has been over 30 years after all.
  • If asked why he didn’t simply attempt to divine the location of the gem Signus reveals that the gemstone’s magic protects it specifically against Prescience and other means of divining its location.
  • Signus used his powers to consult with entities that had passed beyond the veil of death and found that Jarethkor had indeed passed over years ago, and was buried in a nearby abandoned monastery. In fact, the story gets more curious there…
  • Signus goes on that if his research is correct that the monastery, which was known as the Abbey of the Aeveenite Brotherhood, closed itself off with a self imposed quarantine about the time that Jarethkor would have stolen the gem all those years ago. No one ever heard from the monks again, and no one investigated either as it was rumored that some disease or curse had stricken the monks there.
  • If asked about the Aeveenite Brotherhood he explains that it was an order of monks who dedicated themselves to the god of healing and the sun, Aeveen. They were known to take care of the sick and troubled, and from his research he has discovered that at the time the abbot of the monastery, Ashton Faulkner, was a healer of some renown.

Signus would like the group to travel to the monastery and discover what happened to Jarethkor. He will pay them 100 gold for any information they can bring him, and he will give them a bonus 500 gold if they manage to procure the Eye of Umar. He will give them directions to the monastery, which is two days travel to the north along a trade route known as the Traveler’s Way. Most the signposts indicating the monastery’s location may have been changed over time, so he gives them a rough map to help them find the trail that should lead to the monastery.

If the group insists upon more money, or payment up front, Signus can be convinced with a DC 15 Presence check to pay 100 gold up front, but he will remind them the last time he paid out gold up front he never received what he paid for, so that is the most is willing to impart in advance.

After negotiations and imparting the directions to the monastery Signus will take his leave, and he recommends the group spend the night at the inn and set out for the monastery in the morning.

The Road to the Monastery

You can draw out the two days travel to the monastery, or just fast forward to the location as you see fit. We’ll assume for our purposes that the two days go by uneventfully and the group makes it to the location where the path would split off from the Trader’s Way that leads to the monastery. They should be arriving in the late afternoon on their second day of travel. Read the following out-loud:

After two days travel you make it to the area indicated in Signus’ directions where the dirt path splits from the Trader’s Way. You turn to face the path and an ominous forest looms ahead as the day begins to darken from a storm-front moving in with heavy black clouds. It seems like it will be raining soon, as you hear a clap of thunder far off in the distance.

The group can choose to rest and wait until the storm front passes to head into the monastery, however, the storm will be ongoing for the next 3 days so they will be waiting for some time and getting quite soaked in the process. If the group waits out the storm front be sure to adjust the flavor text for the rest of the module, which assumes that they head on.

The dirt trail that leads into the forest is clearly overgrown from the years it has been untraveled, and rotting wooden signs are posted on trees and signposts along the path declaring the monastery quarantined and to be avoided. There are other warnings and various other bits of graffiti painted and carved onto the trees and signs as well such as:

  •  ENTER AT YOUR OWN RISK 
  • Save yourself, all those within are damned.
  • CAYMIO HAS RISEN!

Please Tweet any suggestions for warnings or graffiti to @SignusTheMagus on Twitter.

After having to make their way through overgrown brush along the path they eventually arrive to the clearing in the forest where the monastery rests. If the players attempt checks with either magic or other attributes along the path they can learn some information. Examples would be Perception, Learning, Logic, or Prescience to notice anything about the trail, the forest, or something being amiss about the area. You can give some the following information with a DC 15 check:

  •  There are less signs of woodland creatures such as squirrels, deer, birds, etc as they get closer to the monastery. It would seem the natural world is not at ease around this place, they cannot even notice the chirping of crickets as they get closer.
  • The path is somewhat clear, not quite as overgrown as they’d expected.
  • There are old footprints here and there, but not quite as old as you’d expect. They are perhaps a week old at most.

Jestina has been using the path to occasionally abduct people from the road,  and so you has traveled the path every once in awhile going back and forth from the main road and the monastery.

Once they leave the trail and enter the clearing you can read the following:

As the path opens up into a clearing in the forest you can see the hunched and squat form of the main stone structure of the monastery. It consists of two taller outer buildings, probably the entrance hall on one end and the chapel on the other, connected by the rest of the monastery complex. Almost the entirety of it is surrounded by a 5 ft high wall that encloses the grounds.

There is moss growing on the slate shingles of the roof of the monastery, and many of the stain glass windows on the buildings look to be shattered from a distance. The dirt path continues up towards the entrance of the monastery, although it also veers off at one point to a ramshackle looking building that likely served as a stables at one point.

A boom can be heard reverberating in the distance, as the storm apparently is getting closer.

You may want to draw out a copy of the monastery map below for your players so they can better visualize the monastery. Obviously you want to omit the starred Grave area, as that is the objective for the mission and can only be learned from the Abbot.

At this point they can explore the complex at will. Try to be as dark and foreboding with your descriptions as possible while exploring the monastery, perhaps adding lower mood lighting or music for the location. Exploring the monastery should be unsettling to the players.

Monastery Locations

map-layout

 

M1. Stables

This ramshackle wooden building is along the overgrown dirt road leading into the monastery. It has two wider than average wooden doors in the east and north walls of the building. The hinges are both doors are weathered and worn, with the eastern door barely hanging on its rusty hinges. Next to the building is the dilapidated remains of what appears to have been a wooden cart.

The doors are not locked, although both screech when opened do to the rust on the hinges of the doors. If the eastern door is not handled with care when it is opened it will come right off the frame. The monks maintained this small building as a stable for any travelers that would come to the monastery. They also usually kept a single donkey here to pull a cart if they needed to head to town for supplies. It’s corpse is still here, as the abbot was too weak in his final days to make his way outside and release it.

Inside the building are two animal pens along the west and south walls. The pens look like they were sized to fit a horse or similar sized animal. There are hooks along the walls that have tools on them, mostly riding implements, as well as a barrel that looks half-full with a mash like mixture of rainwater and some sort of grainy substance, probably oats if this was a stables. There is a musty odor inside the building, and looking at the walls and ceiling you can mold growing along the wooden boards.

If the characters inspect the animal pens they discover the corpse of the donkey.
Inside the western animal pen you see among the hay and sawdust on the ground the desiccated skeletal remains of an animal, likely a horse or donkey of some sort. It’s grinning skull is lying on its side, but it would seem that it is almost looking up at you.
If the players leave well enough alone nothing happens. If they attempt to search the pen, or disturb the remains in anyway the skeleton of the animal will animate and attack.

As you open the door and begin to disturb the area around the animal’s remains you see a red witchfire begin to glow in the eyes of the animal’s skull. It suddenly begins to move. 


Skeletal Donkey
30’ speed
Hit Points: 25

DEFENSES
Toughness: 11
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 1 (1d4)
Might 3 (1d8)
Perception 1 (1d4)

FAVORED ATTACKS
Hoof, bite, etc Might vs Toughness, damaging attack



M2. Vestibule

The Vestibule is the entry chamber into the monastery.

This large stone hallway has a vaulted ceiling that goes up about forty feet. There is a faded and chipped fresco of a stylized sunburst surrounded by clouds and angels upon the ceiling. The angels are looking away from the sun, and cast glances down towards the floor. They look almost morose in the current lighting.

Set into the southwestern area of the room looks to be a door leading to a closet, and all along the western wall are stain glass windows that are in various states of disrepair, some of them missing panes or shattered, others having their wooden frames rotting to the point that if you approached closer you could likely see to the outside.

There are four candelabras positioned about the hall with the nubs of tallow candles that look like to be nearly burnt out. They are not currently lit of course. On the floor is the moth eaten remnants of a maroon colored rug that occupies most of the central portion of the hall.

Two wooden doors along the eastern wall look like they lead deeper into the monastery.

Closet

This room was used as a cloakroom, as well as a storage place for brooms, mops, and other cleaning tools. There are a few brown cloaks on hangers that the monks kept here.

There is also a musty black cloak in here as well that belonged to the thief Jarethkor. If the cloaks or closet are searched with a DC 10 Perception then a player finds a secret pocket sewn into the black cloak. Inside is a pouch with 10 gold coins, as well as a silver ring inlaid with lapis lazuli.

As the group move into the vestibule and perhaps explore the closet give them a few moments to take actions, and then read the following, and when reading the part in quotations try to do so in a creepy childlike voice:

Other than the noise you and your companions have been making it’s been almost deathly silent within the monastery. Suddenly, though, you hear a childlike female voice that begins to echo throughout the hall. “One and two, three and four. All of you lie on the floor. Five and six, seven and eight. Mayhap it was what you ate? AHAHAHAH…. AAAAAIEEEEE AHAHAHAHAHA.” The cackling eventually trails off…

If the group tries to pinpoint where the voice is coming from go ahead and mention that it echoed an awful lot, but with a Perception DC 5 they can tell that it came from much deeper in the monastery. If they examined the exterior of the monastery before coming in then they can recognize with a DC 10 Logic that it was likely coming from the direction of the Chapel.

M3. Dining Hall

The monks of the monastery gathered here for their communal meals. Now Jestina has set the room up so she can host demented tea parties with her skeletal playmates.

The room is dominated by two sturdy wooden tables in the middle of the room, with benches along the sides for seating. One of the tables is empty save for two candlesticks on top of it. On the second table is a curiously horrific scene. Seated about the table on the benches are eight skeletal figures, some of them still with their desiccated flesh clinging to their bones. They are dressed in a motley of garishly colored dresses that clearly do not fit their forms, and in addition makeup is smeared all over their skulls to give a semblance of a smiling face. Some of them are wearing ratty wigs that sit askew on their heads as well. At the head of the table sits a unsettlingly stitched together teddy bear wearing a small top hat.

In front of each of them is a small saucer with a tea cup on it, and arrayed on the table are all the accouterments of a child’s tea party. As you are taking all of this in you can see red witch-fires begin burning in the eye sockets of the skeletons’ skulls, and suddenly they begin to get up from their places.


8 Skeletons
30’ speed
Hit Points: 4

DEFENSES
Toughness: 11
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 1 (1d4)
Entropy: 3 (1d8)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack
Undead Intimidation: Entropy vs. Resolve = demoralized bane


Other than the chipped tea cups, a tea pot, a sugar bowl, etc. there isn’t much else in the room other than the stuffed bear. Please note whoever touches the stuffed bear first gains the story award “Curse of Mr. Bearington” and cannot rid themselves of the bear from that point forward. If they discard or destroy the bear it will appear again later as described in the Story Rewards section. He looks like a normal child’s teddy bear with a top hat and cane sewn to it. The unsettling part, however, is his limbs look to have been cannibalized from other stuffed animals and sewn onto his torso. Also his two eyes are made from different colored glass beads, one yellow and one red. The red one occasionally will appear to glow for a second or two, but that must just be a trick of the light…

M4. Kitchen

Meals were cooked by several of the monks in the monastery’s kitchen daily.

The room clearly served as a kitchen as there is a fireplace along the north wall with a large pot hanging in it, as well as a wood burning stove with an iron kettle atop it. Smashed dishes and cups cover the counter-tops, as well as a circular wooden table towards the middle of the room. Randomly a knife or fork is stuck into the wooden table as well. Some of the cabinets hang open, and one has been toppled onto the floor. There are still dried herbs and some other foodstuffs among the debris and hanging beneath some of the cabinets, but no other signs of foodstuffs about. There are two cabinets that remain closed. One of the two cabinets has a length of cord tying it shut.

The first cabinet  contains a several jars sealed with beeswax that remarkably have kept their contents fresh over time. There are a jars of honey, sugar, and salt that are still good. There is also a 3 lbs back of rice that is still relatively fine. On the bottom shelf of the cabinet is a bag of flour that has weevils crawling around inside it.

The second cabinet that has been shut with a length of cord is relatively empty except for Mr. Mittens, Jestina’s familiar. He angered her at one point, which led to her throwing a tantrum smashing most anything she could in the room. She then shut him into the cabinet and tied it off with cord. If the players try to listen at the cabinet with a DC 10 Perception they hear something moving about and breathing inside the cabinet.
If the cabinet is opened read the following.

As you open the cabinet the first thing you notice is a pair of feline eyes staring back at you, and then in that same instant you see them come towards you as the cat that was trapped inside the cabinet screeches “MEEEOWRRR” and launches itself towards you.
Mr. Mittens is a grey tabby cat with white on his chest and paws, hence why Jestina calls him Mr. Mittens. Allow the player who opened the cabinet a chance to say what they’re doing, and if they don’t attack the cat then the cat doesn’t attack them. He just dashes past the player and tries to hide in one of the corners of the room.


Mr. Mittens (Cat Familiar)
30’ speed
Hit Points: 1

DEFENSES
Toughness: 11
Guard: 14
Resolve: 15

Agility 3 (1d8)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 3 (1d8)
Presence 3 (1d8)
Will 2 (1d6)

FEATS
Evasive Footwork http://www.openlegendrpg.com/feats/evasive_footwork

FAVORED ATTACKS
Claws, bite, etc: Agility vs. Toughness, damaging attack but can only do 3 damage.



M5. Workshop

This is the room where the monks would come to build and repair the monastery’s furniture, and they also stored most of their gardening implements here as well.

M6. Cloister
Note: the Cloister is surrounded by a 10 ft high wall with shards of glass covering the top. Characters may attempt to climb the wall, and particularly clever characters may put something down over the glass so it will not hurt them. (otherwise it would be Might 3 vs Evasion to avoid damage as they move over the top of the wall) Some characters may just climb the wall to peer into the cloister area.

Despite being overgrown with vines, weeds, and grasses this area is still quite serene looking…at first. There is a wood door to the northwest portion of this open area, as well as a door to the southeast. Both are connected by a cobblestone path that runs between the two doors. To the south of the cobblestone path is a collection of trees with flowers and grasses growing at their base. Chained to the base of one of the trees looks to be a human…but the creature has sickly green flesh and sharp nails and fangs. Scraps of clothes barely cover the thing, and it has a metal collar on that is chained to the base of one of the trees. It is hunched over gnawing on a bone of some sort.

The creature is a human that Jestina has corrupted with her dark magicks into a ghoul. She keeps it as a pet now, and has chained it to the middle tree so it doesn’t wander away in search of food. The chain that the creature is tethered to is 30ft long, and the creature can break it with a Might DC 15 check if it sees any characters and cannot reach them. If the group so chooses they may just be able to put the thing down at range while the creature struggles with its chain, but if they move within 30ft of the middle tree it can reach them and attack.


Ghoul
30’ speed
Hit Points: 34

DEFENSES
Toughness: 11
Guard: 14
Resolve: 15

Agility 3 (1d8)
Fortitude 3 (1d8)
Might 4 (1d10)
Perception 3 (1d8)
Will 1 (1d4)

FEATS
Boon Focus I (Persistent Damage)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack, automatically causes 5 Persistent Damage.



M7. Great Hall 

This hall connects a great number of the rooms within the monastery. A wooden door sits in the northeastern corner of the room, there is an open archway that leads to the library in the western area of the hall, and there is also an open archway to another hall to the south.

The niches in the west and north walls have rotting tapestries hanging in them. There is a wooden chandelier that still hangs from the ceiling, with the rope holding it up  anchored to the north wall nearest the northwest door. The candles nubs in the chandelier are currently not lit. The ceiling itself is thirty feet up.

The chandelier is 5ft in diameter. If someone cuts the rope on the chandelier anyone beneath it suffer an attack Might 3 vs Evasion.

There are three skeletons that are in the Great Hall. If the group entered the Calefactory first the skeletons likely heard or saw them there and attacked them there. If not then read the following:

Ambling about aimlessly in the center of the great hall are three skeletons in rotting, tattered robes. They turn to look at you with the red fires glowing where their eyes once were.

One of the skeletons is clearly larger than the other two. The bones are bulkier and it has about four to five inches of height on them. If the group is trying to drop the chandelier on them make it so they have to set up the circumstances to lure the skeletons to move underneath it, otherwise they catch just one of the smaller ones under it in the first round.


Skeleton Brute
30’ speed
Hit Points: 15

DEFENSES
Toughness: 13
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 3 (1d8)
Might 3 (1d8)
Perception 1 (1d4)
Entropy: 3 (1d8)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack
Undead Intimidation: Entropy vs. Resolve = demoralized bane

2 Skeletons
30’ speed
Hit Points: 4

DEFENSES
Toughness: 11
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 1 (1d4)
Entropy: 3 (1d8)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack
Undead Intimidation: Entropy vs. Resolve = demoralized bane


The combat echoes throughout the hall, and is especially loud if they dropped the chandelier. Read the following after the combat, and again read the part in quotations with a creepy child-like female voice:

After you finish with the skeletons, and things start to quiet down you hear the voice from earlier begin to echo through the hall. “Mr. Mittens, is that you? Such a loud racket you’re making Mr. Mittens…naughty Mr. Mittens. I’ll have to punish you if you don’t hush up…la da di, la da do. You make more noise I’ll make you stew. He he he he he HAHAHAHAHA”.

Exploring the room after the combat doesn’t yield much, however, a Perception DC 15 notices chalk graffiti on some portions of the floor and walls. Jestina has been drawing kittens and puppies, albeit very odd looking and demented kittens and puppies (missing eyes and legs, stitched together, etc), and also she drew out boxes for hopscotch on the floor.

M8. Library
The monks of the monastery kept a modest library with books on a variety of topics, many of them relating to the worship of their deity.

The monastery’s library is in quite a state of disarray, as one of the bookshelves has been toppled over and books and scrolls litter the floor. Many of the bookshelves that still stand have had their books scattered as well, and there are piles of ripped pages as if someone was tearing them out and throwing the spines of the books to the side.

Jestina went through the books in the library to see if there were any books with fun stories or pretty pictures, but there were all pretty boring to her. In a rage she trashed the room much like she trashed the kitchen.

Searching through the scrolls and books with Perception DC 15 they manage to find several pages from Abbot Ashton Faulkner’s journal. Give the party the handout Ashton Faulkner’s Journal from Appendix B: Handouts.

M9. Calefactory
This room was used as a “warming room”, as a fire was kept going here throughout the day during the fall and winter. The niche in the west wall holds a very large fireplace.

This hall has a wooden door in the east wall, and a wooden door to the west as well. Also in the east wall is a niche that houses a large 10 ft long fireplace. There currently are charred logs in the fireplace produces a deep crimson flame. To the north is an archway that opens up into a larger great hall. To the south there is a rotting tapestry along the wall, and after the tapestry is a wooden door.

If the skeletons have not been fought in the Great Hall yet and the players move into a position that they can see into the Great Hall read the following:

Ambling about aimlessly in the center of the great hall are three skeletons in rotting, tattered robes. They turn to look at you with the red fires glowing where their eyes once were.

Then carry on the fight exactly as instructed under the section M6. Great Hall, including the flavor text that is spoken after that fight.

An attempt to examine the fire with Learning DC 15 identifies the fire as being influenced by dark magic, likely similar in nature to what is animating the skeletons. As long as the fire burns in the Calefactory, Jestina is alive, AND the Abbot’s spirit is not put to rest the ground of the monastery will be unhallowed. In order to put out the fire in the Calefactory the same Learning DC 15 determines that holy water coupled with some positive energy channeled with magic Creation DC 15 can purify the unholy fire and put out the flames.

M10. Dormitory

The monks slept in the beds that line the room here. Also, the easternmost portion of the room was generally used as an area to tailor or repair their robes. Most often they would trade with merchants that came to the monastery for textiles, but on occasion they did keep a sheep or two in the Cloister area.

The room was clearly a dormitory as a dozen beds are along the north and south walls, with a wooden nightstand next to each. Most of the mattresses are overturned or askew, and the smell of mold is strongly emanating from them. In the eastern portion of this room there is a spinning wheel, a tailor’s dummy, and an open chest that appears full of rough looking homespun fabrics next to vials of dyes.

There is nothing of note in this room besides the chest which has scissors, needles, threads, and other tailoring implements. There is also a small hand held steel mirror in the chest. Most of the fabric is threadbare and moth eaten at this point, however, Jestina has been plundering the chest for use in making the dresses for her tea party guests in the area M3. Dining Hall.

M11. Chapel

This is the room in which the monks came to pray and worship. There are stain glass windows along the walls that would allow sunlight to stream into the chapel at dawn during their morning prayers.

The monastery’s chapel is a circular room that has stain glass windows set into the walls thirty feet up off the ground, spaced every five feet along the circumference of the room. Only a portion of the glass in each remains as it appears something was thrown through every single on of them. The one on the most eastern wall appears to have been a sunburst that would cast sunlight down on the center of the room at dawn, but again most of the glass has been shattered with some lying on the ground inside the chapel. There is a circular dais in the center of the room, which is surrounded by three rows of pews to the north, south, east and west. Some of the pews are knocked over, some are broken down, while some still are in one piece and in their proper place. Nine skeletal figures in robes are arrayed around the dais. Dancing in the center of it is a woman with a wild shock of long, black, and curly hair wearing a black bodice and a long crimson gown. She is pale and wan, and when she sees you a look of joy and euphoria comes across her face. “New friends have come to play! YAAAAY YAY YAY YAY! I LOVE NEW FRIENDS!”. All of the skeletons turn to face you and begin to advance in your direction.

Note on difficulty: If the group has not been very challenged by the combats up to this point you may want to make Jestina a Boss NPC with Boss Edge 1. If you do this increase her hitpoints to 40 and possibly raise her defenses a few points. She will have Advantage 1 on all her rolls and gain an extra Boss Action each round. For more information on how to resolve boss actions look under Running the Game on the Open Legend site.


Jestina WhateleyJestina Whateley
30’ speed
Hitpoints: 28

DEFENSES
Toughness: 12
Guard: 13
Resolve: 16

Agility 3 (1d8)
Fortitude 2 (1d6)
Might 2 (1d6)
Presence 5 (2d6)
Will 2 (1d6)
Entropy 5 (2d6)
Enchantment 7 (2d10)
Movement 5 (2d6)

FEATS
Defensive Reflexes I
http://www.openlegendrpg.com/feats/defensive_reflexes
Description: You are a master of defense, able to predict exactly where your opponent will strike and thwart their attack.Effect:Any time you use the Defend action, you gain advantage 1 on the action roll per tier you possess of this feat.

Boon Focus I (Teleport)
http://www.openlegendrpg.com/feats/boon_focus

FAVORED ATTACKS/ACTIONS
Creepy Laughter (minor action) – Justina looks at a target and creepily laughs, encants a nursery rhyme, or just says something unsettling like “You’re gonna diiiie, you’re gonna diiiiie.”. Enchantment vs Resolve, inflicts Demoralized. http://www.openlegendrpg.com/banes/demoralized

Danse Macabre – Justina begins dancing and singing a sinister nursery rhyme. All characters that can see her dance and sing are subject to the “attack”. Enchantment vs Resolve. Any targets affected are afflicted with the Stupefied Bane. (http://www.openlegendrpg.com/banes/stupefied)

Special: While dancing Justina gets a free Defend Action once per round without having to lose her next action. She does this while continuing to dance about. Note that she will only target herself with the Defend Action, and she has advantage 1 from Defensive Reflexes I.

Deathly Siphon – Damaging life drain attack: Entropy vs Toughness, Advantage 2. She heals all the damage done to the target.

Teleport – As the boon, Jestina will cackle madly as she melds into the shadow and teleports either elsewhere in the room, or if she is in considerable danger she will teleport into another nearby room or outside the monastery.

Teleport
Duration: Instantaneous
Invocation Time: 1 Move Action
Power Level: 3/ 5
Attributes: Movement
Description: You are able to instantly move from one place to another, either by stepping into an intermediate realm, projecting yourself magically, or other similar means.Effect⦁ ⦁ Power Level 3 – You can teleport to any unoccupied space within 5 feet per Movement attribute score as long as you can naturally see it.
⦁ ⦁ Power Level 5 – Your teleportation range is unchanged, but you can now teleport to spaces that you can’t see. If you choose an occupied space, you land in the nearest adjacent space (roll randomly to decide if there are multiple options) and you are stunned for 1 round (you don’t have to make a resist roll to end the effect).

9 Skeletons
30’ speed
Hit Points: 4

DEFENSES
Toughness: 11
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 1 (1d4)
Entropy: 3 (1d8)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack
Undead Intimidation: Entropy vs. Resolve = demoralized bane


 

Tactics: Jestina is absolutely insane, but there is method to her madness. She will begin most any combat with Danse Macabre, attempting to disable as many characters as possible. She will direct her skeletal minions to attack any character unaffected by Danse Macabre because “They’re trying to spoil my fun!”. She will also use her Creepy Laughter as a bonus action every round.

If she is damaged she will attempt to teleport away, melding into the darkness, and appear out of melee reach to attempt to use Deathly Siphon to heal up.
If her situation is looking bad then she will teleport to another room, or outside the monastery and into the graveyard outside.

Jestina has a bag on her that contains herbs from area M12. Garden (3 uses of Velvetshade and 2 of Tannisleaf), as well as 6 pieces of various colored chalk, the jawbone of a demon, a small steel mirror, a hairbrush with a matt of her hair on it, and a small makeup kit with most of the makeup in it ruined from smearing it over the skeletons in area M3. Dining Hall.

Upon her death the unholy taint that she has brought to this place will not be lifted until the Calefactory has been cleansed and the Shade of Ashton Faulkner is put to rest as well.

M12. Garden

This overgrown patch of earth was once the garden in which the monks grew many of their herbs and vegetables. Now it is mostly overgrown with weeds. Jestina has begun to grow her own herbs here, though, and went out to Trader’s Way and killed two travellers three months ago in order to fertilize the ground. Their bodies are here, and she has been growing Tannisleaf and Velvetshade from them.

This area looks like it was once a garden from the small row of trellises and tomato cages that still stand among the vines and weeds here. There are some wildflowers that look like they’ve begun growing among the weeds, in particular there are some beautiful purple balsam like flowers in bloom that catch your eye.

Any inspection of the area Perception DC 15 notices the remains of the bodies beneath the tangle of plants. They bodies were stripped of their possessions by Jestina, however, the player will note that there are two types of plants that are growing out of the bodies and one of them is the purple flower. Learning DC 15 recognizes the flower as Velvetshade, whose stamen can be harvested to use in Enchantment potions (i.e. potions of love or infatuation) or the entire flower can be consumed as a material component when casting an Enchantment spell to increase your power level by +1. There is also a thick leafy plant growing from the bodies that the players can recognize with Learning DC 15 as Tannisleaf, which can be consumed as a material component when casting an Entropy spell to increase your power level by +1. Harvesting the plants without ruining them is a DC 10 Agility to collect the Velvetshade flowers or a portion of the Tannisleaf, a DC 15 if the player attempts to just collect the Velvetshade stamen. They must be stored in such a way that they are not crushed or torn. A successful check yields 1d6 samples of the desired plant. Players can only attempt to harvest each plant type once, there are not enough blooms/mature leaves to harvest more.

If the players try to grow more for themselves they know with a successful Learning DC 15 that you have to grow these particular species in fresh humanoid remains.

M13. Cemetery
Cemetery

There are a number of headstones and grave markers among the trees and overgrowth in this area. It was likely serene back when the area was still maintained by the monks of the monastery, but now many of the tombstones are crumbling and obscured by grasses and moss.

Beneath several ancient and gnarled trees are a number of crumbling tombstones and old grave markers sticking out of the tall grasses that grow beneath the trees. Stranglevines seems to have choked most the life from these trees and most of them appear dead or dying. Leaning up against the base of one of the trees is an old skeleton in a tattered brown robe. The skeleton has it’s hand up to it’s chest holding onto a necklace hanging from around it’s neck.

The skeleton sitting beneath the tree is that of Abbot Ashton Faulkner. When he felt his time was coming he wanted to go out on his terms, in the quiet serenity of the graveyard where he laid so many of his brothers to rest. If any of the characters approach the body read the following:

As you approach the skeleton a cold wind blows through the trees. Then coalescing above the body you see an insubstantial being begin to appear. He appears to be in a plain robe with dried up and dead flowers and vines matted among his long hair and bear. Red fire begins to glow in the pinpoints of his eyes and he says “HOW DARE YOU WALK AMONGST THIS SACRED PLACE!” He then rushes towards your group.


Shade of Abbot Ashton FaulknerShade of Abbot
30’ speed, 30’ flight Insubstantial 
Hitpoints: 40

DEFENSES
Toughness: 13
Guard: 13
Resolve: 17

Agility 3 (1d8)
Fortitude 3 (1d8)
Might 2 (1d6)
Presence 5 (2d6)
Will 2 (1d6)
Entropy 5 (2d6)
Movement 5 (2d6)
Note: Shades are insubstantial creatures, as such he can move through objects freely.

FAVORED ACTIONS
Spirit Touch (melee): Entropy vs Toughness, damaging attack. Special: 2 points of damage applied from attack is automatically lethal damage.
Curse of the Grave (melee): Entropy vs Toughness, inflicts sickened bane.


Once the group defeats the Shade of Ashton Faulkner give the group a moment to catch their breath and take actions. If they examine the necklace he is wearing it is a silver chain with a silver symbol of Aeveen (a sunburst). After a few moments read the following:

After a few moments a wind picks up again, and the grey clouds above begin to part ever so slightly as to allow a ray of sunlight to shine down directly on the body beneath the tree. Something begins to manifest again above the body, but this time the being does not appear as malevolent as the shade that attacked you before. The being that appears looks similar to before, only there is a kindness in his eyes instead of the red witch-fires. He speaks, “Thank you, strangers, for releasing me from Jestina’s dark grasp. I feel more myself now. I have to say I am curious, why are you here?”.

The group will likely tell him about the Eye of Umar, and that Jarethkor had it. Ashton is willing to tell them where he buried Jarethkor, but first he asks them to cleanse the grounds of Jestina’s dark presence before he gives them that particular bit of information. In order for that to happen they need to cleanse the witch-fire in the area  M9. Calefactory and also kill Jestina. If the group asks how to cleanse the witchfire the Abbot can walk them through it. If they don’t have someone that can channel Creation magic then he asks one of the players to allow him to possess one of them so he may perform the ritual.

Here is a list of things he knows and will discuss in addition to the above:-He will discuss what happened over 30 years ago when the wasting illness was brought to the monastery by the “farmer” Jarethkor.-He will say that his brothers did not want him to bury Jarethkor upon their ground, but he thought that it was only right to grant him burial on consecrated ground. He and two of his brothers secretly buried Jarethkor. Ashton will not reveal where while the witch still lives and the witch-fire still burns in the Calefactory.

  • He can discuss the layout of the monastery and the purpose of the rooms from his life. He has been restricted in his movements to the cemetery by Jestina’s magic, and so he does not know what has happened inside the monastery since his time alive.
  • The abbot knows Jestina is a powerful witch who uses dark magic likely granted by a demonic patron. He can elaborate that he had heard of the Whateley family while he was alive, and they were feared sorcerers and witches in his time. They were known to intermarry their own kin, and many suffered from madness and deformities.

If all the requirements to cleanse the grounds are met and the group meets back up with the abbot read the following:

“Thank you for all you have done for us”, he says as a beam of light again cuts down from the heavens, “I will tell you what you desire. I buried Jarethkor’s body underneath the tree directly south of the chapel. Dig there and you will find what you are looking for.” With that you see him look up at the light and he disappears. 

M14. Grave

This is the place where the abbot secretly buried Jarethkor. If the group comes to this place before the abbot reveals that this is where he buried Jarethkor read the following:

A lone tree stands here among some overgrown grass.

There are no signs of the burial that took place over 30 years ago, and any investigation about yields no results. The only way to know this is where to dig for Jarethkor’s body is to convince the abbot to tell them where he buried him.

Once the abbot tells them they need to dig six feet down to find the remains of Jarethkor’s bones. If the group needs shovels there are a few in area M5. Workshop. When they dig down into the earth, after some time digging, they begin to unearth  Jarethkor’s bones and the remnants of his clothing.

After digging for what seems like forever you begin to find portions of the body you were looking for. There is some scraps of clothing that remain, but most of them have rotted away the same as Jarethkor’s flesh. Searching through the remains you manage you to find something rather unusual…his boots appear to be in pristine condition.

Jarethkor’s boots are magical Boots of Nimbleness. He has had them for some time, and he had gotten used to hiding valuables in them. He hid the Eye of Umar in his left boot which has a hollow heel. If the players inspect the boots and remove his foot bones the gem rolls out. It’s a finely cut emerald that pulses with green energy.

Appendix A: Monsters

Skeletal Donkey
30’ speed
Hit Points: 25

DEFENSES
Toughness 11
Guard 11
Resolve 10

Agility 1 (1d4)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 1 (1d4)

FAVORED ATTACKS
Hoof, bite, etcMight vs Toughness, damaging attack

Skeleton
30’ speed
Hit Points: 4

DEFENSES
Toughness: 11
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 1 (1d4)
Entropy: 3 (1d8)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack
Undead Intimidation: Entropy vs. Resolve = demoralized bane

Skeleton Brute
30’ speed
Hit Points: 15

DEFENSES
Toughness: 12
Guard: 11
Resolve: 10

Agility 1 (1d4)
Fortitude 2 (1d6)
Might 2 (1d6)
Perception 1 (1d4)
Entropy: 3 (1d8)

FAVORED ATTACKS
Claws, bite, etc: Might vs. Toughness, damaging attack
Undead Intimidation: Entropy vs. Resolve = demoralized bane

 

Mr. Mittens (Cat Familiar)
30’ speed
Hit Points: 1

DEFENSES
Toughness: 11
Guard: 14
Resolve: 15

Agility 3 (1d8)
Fortitude 1 (1d4)
Might 1 (1d4)
Perception 3 (1d8)
Presence 3 (1d8)
Will 2 (1d6)

FEATS
Evasive Footwork http://www.openlegendrpg.com/feats/evasive_footwork

FAVORED ATTACKS
Claws, bite, etc: Agility vs. Toughness, damaging attack but can only do 1 damage.

 

Ghoul
30’ speed
Hit Points: 34

DEFENSES
Toughness: 11
Guard: 14
Resolve: 15

Agility 3 (1d8)
Fortitude 3 (1d8)
Might 4 (1d10)
Perception 3 (1d8)
Will 1 (1d4)

FEATS
Boon Focus I (Persistent Damage)

FAVORED ATTACKSClaws, bite, etc: Might vs. Toughness, damaging attack, automatically causes 5 Persistent Damage.

Jestina Whateley
30’ speed
Hitpoints: 28

DEFENSES
Toughness: 12
Guard: 13
Resolve: 16

Agility 3 (1d8)
Fortitude 2 (1d6)
Might 2 (1d6)
Presence 5 (2d6)
Will 2 (1d6)
Entropy 5 (2d6)
Enchantment 7 (2d10)
Movement 5 (2d6)

FEATS
Defensive Reflexes I
http://www.openlegendrpg.com/feats/defensive_reflexes
Description:You are a master of defense, able to predict exactly where your opponent will strike and thwart their attack.
Effect:Any time you use the Defend action, you gain advantage 1 on the action roll per tier you possess of this feat.

Boon Focus I (Teleport)http://www.openlegendrpg.com/feats/boon_focus

FAVORED ATTACKS/ACTIONS
Creepy Laughter (minor action) – Justina looks at a target and creepily laughs, encants a nursery rhyme, or just says something unsettling like “You’re gonna diiiie, you’re gonna diiiiie.”. Enchantment vs Resolve, inflicts Demoralized. http://www.openlegendrpg.com/banes/demoralized

Danse Macabre – Justina begins dancing and singing a sinister nursery rhyme. All characters that can see her dance and sing are subject to the “attack”. Enchantment vs Resolve. Any targets affected are afflicted with the Stupefied Bane. (http://www.openlegendrpg.com/banes/stupefied)

Special: While dancing Justina gets a free Defend Action once per round without having to lose her next action. She does this while continuing to dance about. Note that she will only target herself with the Defend Action, and she has advantage 1 from Defensive Reflexes I.

Deathly Siphon – Damaging life drain attack: Entropy vs Toughness, Advantage 2. She heals all the damage done to the target.

Teleport – As the boon, Jestina will cackle madly as she melds into the shadow and teleports either elsewhere in the room, or if she is in considerable danger she will teleport into another nearby room or outside the monastery.

Teleport
Duration: Instantaneous
Invocation Time: 1 Move Action
Power Level: 3/ 5Attributes: Movement
Description: You are able to instantly move from one place to another, either by stepping into an intermediate realm, projecting yourself magically, or other similar means.Effect⦁ ⦁ Power Level 3 – You can teleport to any unoccupied space within 5 feet per Movement attribute score as long as you can naturally see it.
⦁ ⦁ Power Level 5 – Your teleportation range is unchanged, but you can now teleport to spaces that you can’t see. If you choose an occupied space, you land in the nearest adjacent space (roll randomly to decide if there are multiple options) and you are stunned for 1 round (you don’t have to make a resist roll to end the effect).

Tactics: Jestina is absolutely insane, but there is method to her madness. She will begin most any combat with Danse Macabre, attempting to disable as many characters as possible. She will direct her skeletal minions to attack any character unaffected by Danse Macabre because “They’re trying to spoil my fun!”. She will also use her Creepy Laughter as a bonus action every round.

If she is damaged she will attempt to teleport away, melding into the darkness, and appear out of melee reach to attempt to use Deathly Siphon to heal up.
If her situation is looking bad then she will teleport to another room, or outside the monastery and into the graveyard outside.

 

Shade of Abbot Ashton Faulkner 
30’ speed, 30’ flight Insubstantial http://www.openlegendrpg.com/boons/insubstantial
Hitpoints: 40

DEFENSES
Toughness: 13
Guard: 13
Resolve: 17

Agility 3 (1d8)
Fortitude 3 (1d8)
Might 2 (1d6)
Presence 5 (2d6)
Will 2 (1d6)
Entropy 5 (2d6)
Movement 5 (2d6)

Note: Shades are insubstantial creatures, as such he can move through objects freely.

FAVORED ACTIONS
Spirit Touch (melee): Entropy vs Toughness, damaging attack. Special: 2 points of damage applied from attack is automatically lethal damage.
Curse of the Grave (melee): Entropy vs Toughness, inflicts sickened bane.

 

Appendix B: Handouts

Excerpts from the Journal of Ashton Faulkner:

September 12, 636 AYR

I fear that this is all my fault. May Aeveen look down upon my soul with mercy, for I thought that I was doing a great kindness. Let these words that I am writing be a testament to what happened here, as there needs to be a record of the last days of the Aeveenite Brotherhood.

A man came to us named Jarethkor. He claimed he was a farmer, however, I knew that he likely was lying. Something about him…I couldn’t quite put my finger on it. Anyway, he came to the monastery seeking healing from our order. I called upon all the power Aeveen has granted me, however, the wasting illness that he had contracted seemed beyond my power to heal. I did my best to make his final days comfortable as he neared death, however, soon symptoms of the wasting disease began to manifest in some of my brothers within the order.

Aeveen had protected us from the ravages of disease before, what horrible power could have cursed this man so that even the faithful of Aeveen would not be immune to its ravages? After he died my brothers said to burn the body and scatter the ashes far from the monastery. I could not abide that…he deserved a proper burial.

With the aid of my most trusted brothers, Zachary and Tobias, I buried him in secret on the hallowed ground of the monastery. I thought perhaps Aeveen would reward us for our faith and show me how to save my brothers. I was wrong…

One by one I have watched my brothers grow ill and die. I quarantined the monastery from the outside world to ensure this plague does not leave the environs of the abbey. Now only I remain, either blessed by Aeveen to have lasted this long against the ravages of this ailment, or cursed to have had to watch my brothers suffer and die. I know not.
May Aeveen have mercy upon my soul…

Abbot Ashton Faulkner

 

Appendix C: Story Rewards

The Eye of Umar
Background: The Eye of Umar is an ancient relic from a society of Mage Kings that collapsed long ago. Signus Silverstar has been seeking it for some time as he has researched the gem and its properties, and so he sent the thief Jarethkor to the Tomb of the Mage King Umar to acquire it. More will be revealed about Umar, the Mage Kings, and Signus Silverstar in the future, but suffice to say if a player keeps the Eye of Umar then Signus Silverstar will attempt to retrieve it from them.

Description: An extremely well cut emerald that pulses with green light.
Properties: Prescience will not work on the gem, if any attempt is made to examine it with Prescience it comes across as a normal gemstone. If placed into the top of a Staff, or used as the pommel stone of a blade, by someone with Craft Beneficial Item II or greater the item gains the benefits listed below.

  • Benefit of Disease Immunity Feat http://www.openlegendrpg.com/feats/disease_immunity
  • Benefit of Ageless Feat http://www.openlegendrpg.com/feats/ageless
  • The item can be used to make an attack Entropy vs Resolve, in addition to dealing damage it drains 1d6 years of life from the target, aging them that many years, and stores it in the gem.
  • For each year that passes the item spends one of the years of life force stored in the gem to maintain the Disease Immunity and Ageless benefits. If there are no years of life left in the gem then the target begins to age as normal and will become vulnerable to disease, and the gemstone will cease to glow until it absorbs more years of life. The gem can store a maximum of 50 years.

The Curse of Mr. Bearington
Mr. Bearington was one of the favorite toys of the mad witch Jestina Whateley. Mr. Bearington is a stuffed teddy bear with top hat and cane sewn into him. He has two glass eyes, one yellow and one red. The red one seems to glow faintly every once in awhile. In addition, the arms and legs sewn to his torso seems to be mismatched, perhaps from other stuffed animals?

Any attempt to get rid of Mr. Bearington ends with him reappearing hours or days later. He either reappears back in the player’s room or house, or when the player is going through their supplies the next morning at camp the find Mr. Bearington in their backpack. Even destroying him doesn’t seem to work as he reappears, perhaps with new stitches or some light charring on a portion of his body.

Most sages consulted regarding the stuffed animal will likely laugh the character off as crazy, and any attempts to remove the curse fail…for now.

Boots of Nimbleness
Description: These plain black boots keep a shine to them at all times. The heel of the left boot is hollowed out, and could fit a small object in it for safekeeping.
Property: Anyone wearing both boots gains a +1 bonus to Agility.

Ire of Signus Silverstar
You kept the Eye of Umar for yourself instead of turning it over to your employer. You can be certain that he will attempt to retrieve it from you. At the beginning of every session the Gamemaster can roll to see if Signus or his operatives have managed to track down your location and catch up with you. There is a 15% chance that at some point throughout the game something on the following chart catches up with your character. The Gamemaster can place the encounter wherever they deem fit that game.
Roll 1d6
1 – Assassin as Pregenerated Character from http://www.openlegendrpg.com/core-rules/01-character-creation
2- Shadowdancer as Pregenerated Character
3- Group of 1d6 Mercenaries
4- Air Elemental
5- Group of 1d4 Shadows
6- GM choice.

Enmity of the Whateley Family
You dealt the killing blow to Jestina Whateley. You can be sure that those inbred, backwater sorcerers will eventually learn what you’ve done and who you are. That can’t be good…

Appendix D: Unanswered Questions

There are quite a few unanswered questions after the end of the adventure. Most of these have been left intentionally open ended, either to be answered in another adventure I write, or to be answered by you when you develop what happens next in your campaign. Here are a few questions that the players may want answers to…

What is Signus Silverstar going to do with the Eye of Umar?
Provided the players turn the gem over to Signus they may want to know what he is going to do with it. You’ll note that in the Background and Adventure hook area I mention that he has been using magic to keep him alive past his years. Is he seeking a way to further prolong his life? Is he merely a curious academic? Who is the “colleague” that he has been consulting with on this particular case, and what entities did he contact beyond the veil of death?

What caused the wasting illness that killed Jarethkor and wiped out the Aeveenite Brotherhood?
Was it the curse of a Mage King, a trap left for those that would rob his tomb? Perhaps it was an ancient malady that killed Umar, and it laid dormant until his tomb was disturbed. If that is so, then why has it not lingered in the halls of the monastery? Or has it? What would happen if this wasting illness began to spread throughout the countryside because of the players?

Who was the Mage King Umar, and what else could be inside his tomb?
Was the Mage King an ancient and benevolent ruler who sought to rule through the ages, or was he a wizened and jealous old man who stole the life force of others to stave off death and disease? If he had a treasure such as the Eye of Umar in his tomb, what other treasure might lie there? Players may want to research the Mage King more.

What was Jestina Whateley really doing at the monastery, and were other members of her clan involved?
It would appear that Jestina was just idly amusing herself at the monastery, but what attracted her to the tragic halls of the monastery to begin with, and did she involve any of her other twisted family members in her plans to harness the tragedy that had happened at the abbey?

How can we break the Curse of Mr. Bearington?
How can the players free themselves of the creepy teddy bear?

I will attempt to answer all these questions and more in the future, but feel free to explore the answers yourself in your own campaign! If you have any feedback let me know via Twitter @SignusTheMagus or use the contact form on this website.

Velvetshade

“Velvetshade is a curious flower indeed. I first documented it’s properties for the Curators years ago, but they were disinterested as they saw them to be more trouble to grow and harvest than they were intrinsically worth.”

-An excerpt from the book “The Composition of Components” by Signus Silverstar

Velvetshade is a herbaceous perennial plant with bell like flowers that bloom in early to mid-Spring under ideal conditions. They require extremely fertile soil to produce the amount of energy they need to grow and bloom, though like most perennials they have adapted over time to allow them to survive harsher climatic conditions.

Their main value to most spellcasters is that they radiate a minor amount of Enchantment magic, and the stamen can be harvested while the flower is in bloom for use in Enchantment potions. Alternatively the entire flower can be consumed as a material component when casting an Enchantment spell to increase its power level by 1.

The pollen of the flower produces an euphoric sensation when inhaled, one which while minor can be addictive. Because of this the flower usually attracts a wide variety of bees, butterflies, and other pollinators. Ordinarily this would cause a plant to spread almost to an invasive extent, but the amount of nutrients the plant consumes out of the soil is a limiting factor to its growth and longevity. It usually needs to be tended to by a caretaker of some sort, as the plant usually will die in the wild.

Velvetshade is a favorite for witches to grow in their gardens, and oftentimes they will have them up drying in their windows as they provide a pleasant aroma even after the pollen is all gone.