Trilemma 06 Tannoch.pdf

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T
ANNÒCH
R
EST
-
OF
-K
INGS
T
HE
A
CCORD OF
T
ANNÒCH
At the center of a mist-shrouded lake
stands Tannòch Rest-of-Kings. An ancient
accord has made it the chosen final resting
place for monarchs and sorcerer-kings for a
millennium:
In exchange for removing their sorceries
from the world, the souls of those interred
here are spared final judgement of their
evils, remaining under the prayerful care of
an order of nuns.
But Tannòch has fallen silent, and none
come here since spring have returned.
In fact, the order is gone, eaten by three
ogres that came upon this place in the dead
of winter.
M
OLLUCK
-
A
-G
LISTEN
Grey-green, sinewy and slick-skinned.
Stoops to 6' on land, but in the water as lithe
and fast as a seal. He clings to the low
places, grubbing about for oysters and fish.
The tiny island has made Molluck stir
crazy, and he will relish the chance to
overturn boats or strangle swimmers.
H
IDEOUS
A
BASHA
Abasha's lifelong ambition is to be higher
than all she can see. With nails of iron, she
climbs the ruin spider-like, and spends long
days at the top leering through the drizzle.
She throws stones accurately twice the
length of the island, and from the tower can
spy all but the lower stair and east overhang.
She will welcome noisy boaters with
determination.
She craves tribute from terrified subjects,
and the taste of brain lapped from a freshly
cracked skull.
An adventure location by Michael Prescott
L
OWER
L
EVEL
Once housing the kitchen and cellar,
the ogres have left it unrecognizable
but for a great, black iron stove. The
ogres shelter and rut here in the worst
weather. Curving stairs lead down to
the Mausoleum.
M
AUSOLEUM
& S
ACRISTY
Hundreds of granite-faced
niches line the walls. Stanus
has smashed or dug into
thirty so far.
Each contains a funeral
urn engraved with runes of
permanency. 10% contain a
none
jewellery,
of
bit
magical.
10% will release wraiths,
panicked that judgement for
their deeds is
here at last.
L
ONG
-R
UINED
P
ARAPET
In ruin long before the
ogres arrived, this is Abasha's
haunt. A trio of wise, speaking
finches
sometimes
alights
when Abasha is elsewhere.
They are fiercely loyal to
Marta, and will lie most
cunningly to aid her in any
way they can.
C
OLLAPSED
U
PPER
L
EVELS
The third and fourth floors of the tower
have collapsed, and the walls are soot-
stained from a great fire. Handholds abound.
R
UBBLE
-C
HOKED
S
ECOND
F
LOOR
The remains of the two upper floors sits
here as a great pile stretching from wall to
wall. The ogres have cleared a way to the
outer door (barred when they are all inside),
and stairs to the lower floor.
The crushed, rotted remains of a dozen of
the order could be found under the stones,
along with much burned furniture and a bit
of silver plate.
G
NARLED
O
AK OF
C
ICOLLIUS
Planted here by the god Cicollius to
uphold the accord, its wood groans with the
task of keeping the devils at bay that would
come to claim those interred here.
Once every seven years, it will answer one
question asked of it, with the full knowledge
of the gods.
P
ERIAPT OF THE
E
ARTHEN
K
INGS
The wearer can move through stone as
if it were water. Produces a potent feeling
of suffocation.
H
IGH
P
RIEST
'
S
D
AGGER
Silver-bladed dagger, inlaid garnets;
bestows wielder with one trait of its victim:
it rewards cruelty and mocks restraint.
U
MBER
T
OME OF
W
ITHERED
Z
UNLET
Consulting it reveals a traitor's name,
but inflicts a deformity on the reader.
S
TANUS
A
SH
-E
ATER
Once the favored apprentice of the late
wizard, Halad al Bim, Stanus is furious with
his master's choice to be interred here with
Their vengeful spirits now infuse him, driving
Besides the Periapt, Marta carries all of
M
ARTA
, S
ACRIST OF
T
ANNÒCH
his diadem rather than pass it on. He has
him further into obsession.
the island's other magical artifacts (above),
Sole survivor of her order, Marta is a tough old
come to reclaim it, selling an eye and his soul
If he is injured and bleeds, or if any portion is
and knows to use all of them save for the
nun who oversaw the artifacts of Tannòch. She
for giant size and monstrous allies. So far he
severed, the spirits within him will animate
diadem.
has escaped death by use of the Periapt, and for
has not found it, and he grows more
whatever falls off as as (d6):
As the last of her order, if she dies, the
months has sought a way to drive off the ogres.
frustrated and anxious by the day.
1. writhing worms, seek food and darkness
accord is broken. d4+1 bone devils will gate
She is emaciated, pale, and kept alive mostly by
Stanus spends his days breaking into the
2. glistening abomination, 2' long, seeks warmth
in, coalescing from the mist on the landing.
her iron will.
niches, raging, and indulging his pica - a
3. terrified, hairless rats, seek safety
They waste no time ascending Tannòch to
Zealous and domineering, she will expect PCs
habit he began while tending al Bim's
4. tiny nude despot, d3' tall
burn the oak, and then inside to claim the
to defend Tannoch as a matter of duty. If they
hearth. He has so far eaten the ashes of
5. a ghoul, former tyrant, demands obedience
souls of the interred. They ignore bystanders,
don't, they too are invaders that must be driven
fourteen kings, nine queens, and sixteen
6. a wight, former sorcerer, seeks thralls
but cruelly engage any opposition.
off.
sorcerers.
Copyright © 2014 Michael Prescott -
- http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://patreon.com/adventures
W
ATER
-F
ILLED
C
AVERN
A 6' crack leads to a water-
filled cave. Too deep to stand. 20'
up into the blackness of the upper
cave, a fissure leads further into
the mass of Tannoch.
T
HE
F
ISSURED
W
AY
A network of natural caves eroded into the slate-like rock.
They are steep, dark and treacherous, 3' wide chimneys at their
narrowest.
In the topmost cavern, a gap filled with crumbling brickwork
leads to the Sacristy. A dessicated gnome lies in a dip, under a
heap of fallen bricks, still clutching a pick axe.
P
EWTER
R
INGS OF
E
NOCH
VI
At will, the wearer's fingers double in
length and acquire giant strength.
D
IADEM OF THE
W
EYLORDS
Once/day, target must obey wearer's
simple spoken command.
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