Adventure module conversion: 'The Black Wyrm of Brandonsford'
Chapter I: The Wyrm
Section 1: Overview
What happened recently
Older history
The warden's child is a pure-blooded noble, descended from the days of yore. Magic runs in his veins, untainted by those of low-birth. Most humans left the area long ago, but this bailey remained, and the warden family held fiercely to their pure blood-line, marrying only other wardens in the area who showed magical talent.
- He's completely inbred.
- The family teach their children some simple spells, then declare the spells is evidence of their pure blood.
- The warden's a bit loopy.
- His son is super-magical, and absolutely bonkers.
- They are also the only people who understand the tomb and its dangers, so the PCs really should save the son from that ogre.
Section 2: Threads.
- (p. 4) Smith explains he's out of metal, as the dwarves haven't come to barter for it.
Chapter 2: Regions
Region 1: Bailey
- (p. 3) Reeve posts dragon bounty, but the price should include the valuable corpse. (-> thread)
- (p. 4) Priest has a witchcraft accusation, and knows a man who went to find the sword.
Drink of Witlessness
- (p. 3 + 5) Golden tavern owner accuses another of stealing his booze. (-> thread)
Region 2: Roads
Witch's house
- (p. 8) The witch notes a sleeping-sap in the grove, and mentions the piles of gold.
Mining Dwarves
- (p. 4) Smith explains he's out of metal, as the dwarves haven't come to barter for it.
- Maybe the dwarves mine in a bog
- What if foetid bog-watter dripped from their mangy beards?
- Perhaps the lich (or a decoy-ghast) rests in that tomb of warrior?
- (p. 9) Dwarven ghost tells the tale.
Destroyed caravan
- (p. 9) Trader corpses (goblins loot)
- Goblins might be replaced by gnomes in some areas. They'll be less ready to fight, but still capable of raiding a caravan's remains after the 'dragon' has attacked it, and it makes sense that they'd come up with some elaborate scheme to enchant the dragon.
Region 3: Past the Edge
- (p. 6: 7) Dragon-signs (-> thread)
Warrior's Tomb
I'm tired of humans coming through here, with their stomping horses, trying to tax us and asking us for wishes! I say we play them at their own game!
I declare myself 'warden' of this land, and the borough is my 'pit of justice' (which is where human wardens live, and now where a non-human warden lives).
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Perhaps that tomb, where the warriors lie, is also where the dragon stays.
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The warriors of Law defended the location.
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When people left the area, they stayed to honour their oaths...and died.
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One magical items keeps the place safe: the dragon statue. Whenever someone enters to claim the gold, it turns them into a false-dragon with magic.
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Therefore, the location always has a dragon guarding the gold in the old temple.
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The dragon statue is an artefact. It is sentient, and has a single purpose.
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So it's not enough to just kill the false-dragon, because another will emerge the next time someone tries to rob that tomb.
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(p. 11-16) Abandoned place full of magical items, and gold jewellery.
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(p. 17) Magical items, and a lot of Christianity.
Blood Trees
- (p. 8) Fauns can barter for sap.
- Fauns: Strange elves, birthed by a shape-shifting elf who warped her children?
- The magic sap is clearly a powerful Ingredient. Perhaps it makes Water and Fate (so it functions as a Mind Ingredient on its own).
Goblins
- (p. 10) Party might get a goblin squire!
- But how will they enchant the dragon?
Giant
- (p. 8) Man who was sent by the priest to get the sword got captured by the giant and is bound and gagged
The broch in the distance it late to play. They're missing valuable daylight. A mile later, and the dusk is coming in. One more mile and a fresh path splits off, away from the broch. Night's come and the broch remains silent, but there is a light from the top window.