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| author | Filip Wandzio <contact@philw.dev> | 2026-01-24 08:39:00 +0100 |
|---|---|---|
| committer | Filip Wandzio <contact@philw.dev> | 2026-01-24 08:39:00 +0100 |
| commit | 3f4bea9c5e36490661624ff0bb30cbf4fda9591b (patch) | |
| tree | d55874db5ffc180f1a5377844e2c3a105a942cb5 /campains | |
| download | srpgd-3f4bea9c5e36490661624ff0bb30cbf4fda9591b.tar.gz srpgd-3f4bea9c5e36490661624ff0bb30cbf4fda9591b.zip | |
The ruleset contains basics, character creation, combat, magic.
Implement example one-shot campain.
Diffstat (limited to 'campains')
| -rw-r--r-- | campains/greyhaven.tex | 188 |
1 files changed, 188 insertions, 0 deletions
diff --git a/campains/greyhaven.tex b/campains/greyhaven.tex new file mode 100644 index 0000000..412d9eb --- /dev/null +++ b/campains/greyhaven.tex | |||
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| 1 | \textbf{The Black Well of Grimhallow} | ||
| 2 | |||
| 3 | \begin{center} | ||
| 4 | \textit{An old-school tactical dungeon crawl with narrative weight and brutal consequences.} | ||
| 5 | \end{center} | ||
| 6 | |||
| 7 | \vspace{1em} | ||
| 8 | |||
| 9 | \section*{Adventure Overview} | ||
| 10 | |||
| 11 | \begin{itemize} | ||
| 12 | \item \textbf{Genre:} Dark Fantasy, Horror | ||
| 13 | \item \textbf{Style:} Old-School Tactical Combat + Narrative Choice | ||
| 14 | \item \textbf{Length:} 3--5 hours | ||
| 15 | \item \textbf{Players:} 3--6 | ||
| 16 | \item \textbf{Tone:} Bleak, oppressive, desperate | ||
| 17 | \end{itemize} | ||
| 18 | |||
| 19 | \section{Premise} | ||
| 20 | |||
| 21 | The remote village of Grimhallow is dying. | ||
| 22 | |||
| 23 | Its only well has turned black and foul. Animals rot from the inside. Children dream of whispers beneath the earth. A forgotten god stirs below the stone. | ||
| 24 | |||
| 25 | The villagers offer what little they have for help. | ||
| 26 | |||
| 27 | The truth: the well was built atop a sealed god. | ||
| 28 | |||
| 29 | It is waking. | ||
| 30 | |||
| 31 | \section{Design Goals} | ||
| 32 | |||
| 33 | This adventure is designed to test: | ||
| 34 | |||
| 35 | \begin{itemize} | ||
| 36 | \item Tactical positioning and terrain usage | ||
| 37 | \item Resource management (light, healing, time) | ||
| 38 | \item Lethal combat pacing | ||
| 39 | \item Fear and morale mechanics | ||
| 40 | \item Investigation and player-driven problem solving | ||
| 41 | \item Meaningful moral decisions | ||
| 42 | \end{itemize} | ||
| 43 | |||
| 44 | \section{Act I --- The Dying Village} | ||
| 45 | |||
| 46 | \subsection{Opening Scene: The Funeral} | ||
| 47 | |||
| 48 | The players arrive as a child is buried. Her lungs were full of black sludge, but her body was dry. | ||
| 49 | |||
| 50 | Villagers whisper: | ||
| 51 | \begin{quote} | ||
| 52 | “She never left her bed. We heard her singing at night.” | ||
| 53 | \end{quote} | ||
| 54 | |||
| 55 | The village is tense. No one trusts anyone. | ||
| 56 | |||
| 57 | \subsection{Village Layout} | ||
| 58 | |||
| 59 | \begin{itemize} | ||
| 60 | \item Central square with the well | ||
| 61 | \item Chapel ruins | ||
| 62 | \item 6--8 wooden huts | ||
| 63 | \item Graveyard on a hill | ||
| 64 | \item Animal pens and fenced lanes | ||
| 65 | \end{itemize} | ||
| 66 | |||
| 67 | \subsection{Key NPCs} | ||
| 68 | |||
| 69 | \begin{description} | ||
| 70 | \item[Elder Morcant] Desperate leader hiding the village's history | ||
| 71 | \item[Sister Elowen] Healer who knows the corruption is supernatural | ||
| 72 | \item[Tomas the Gravekeeper] Saw something crawl from the well | ||
| 73 | \item[Old Widow Aneth] Keeps a relic from the old cult days | ||
| 74 | \end{description} | ||
| 75 | |||
| 76 | \subsection{Investigation Rewards} | ||
| 77 | |||
| 78 | Each lead grants a tactical advantage: | ||
| 79 | |||
| 80 | \begin{itemize} | ||
| 81 | \item Hidden tunnel entrance | ||
| 82 | \item Knowledge of monster weakness | ||
| 83 | \item Ritual instructions | ||
| 84 | \item Relic weapon | ||
| 85 | \end{itemize} | ||
| 86 | |||
| 87 | \section{Act II --- The Black Well} | ||
| 88 | |||
| 89 | \subsection{The Well Shaft} | ||
| 90 | |||
| 91 | A 30-foot vertical shaft of slick stone. Black water churns below. | ||
| 92 | |||
| 93 | \begin{itemize} | ||
| 94 | \item Climbing hazards | ||
| 95 | \item Falling risks | ||
| 96 | \item Rope combat | ||
| 97 | \item Limited vision | ||
| 98 | \end{itemize} | ||
| 99 | |||
| 100 | \subsection{Encounters} | ||
| 101 | |||
| 102 | \begin{itemize} | ||
| 103 | \item Drowned dead climbing upward | ||
| 104 | \item Grasping tentacles | ||
| 105 | \item Hallucinations and whispered commands | ||
| 106 | \end{itemize} | ||
| 107 | |||
| 108 | \section{Act III --- The Forgotten Chapel} | ||
| 109 | |||
| 110 | An ancient cult complex beneath the well. | ||
| 111 | |||
| 112 | \subsection{Dungeon Features} | ||
| 113 | |||
| 114 | \begin{itemize} | ||
| 115 | \item Cramped corridors | ||
| 116 | \item Low ceilings | ||
| 117 | \item Ritual traps | ||
| 118 | \item Bone pits | ||
| 119 | \item Collapsing tunnels | ||
| 120 | \item Blood-slick floors | ||
| 121 | \end{itemize} | ||
| 122 | |||
| 123 | \subsection{Key Chambers} | ||
| 124 | |||
| 125 | \subsubsection*{Ossuary Hall} | ||
| 126 | Bone pillars provide cover. Necrotic mist reduces visibility. Skeletons animate if disturbed. | ||
| 127 | |||
| 128 | \subsubsection*{Sacrament Chamber} | ||
| 129 | Ritual circle. Cultist ambush from alcoves. Braziers can be overturned. | ||
| 130 | |||
| 131 | \subsubsection*{Tithe Vault} | ||
| 132 | Cursed treasure. Collapsing ceiling. Chained guardian beast. | ||
| 133 | |||
| 134 | \subsubsection*{The Black Font} | ||
| 135 | Mutated priest. Corruption pool. Multiple elevation levels. | ||
| 136 | |||
| 137 | \section{Enemies} | ||
| 138 | |||
| 139 | \begin{itemize} | ||
| 140 | \item Cultist Fanatics --- high morale, bleed attacks | ||
| 141 | \item Corrupted Villagers --- high HP, infectious wounds | ||
| 142 | \item Bone Constructs --- slow, crushing blows | ||
| 143 | \item Hunger Spawn --- fast ambushers | ||
| 144 | \end{itemize} | ||
| 145 | |||
| 146 | \section{Act IV --- The Heart of Tharos} | ||
| 147 | |||
| 148 | A cathedral cavern. A massive stone heart chained to the floor. Black ichor drips from its cracks. | ||
| 149 | |||
| 150 | The god speaks. | ||
| 151 | |||
| 152 | It offers power, protection, and survival. | ||
| 153 | |||
| 154 | At a cost. | ||
| 155 | |||
| 156 | \section{Final Choices} | ||
| 157 | |||
| 158 | \subsection{Destroy the Heart} | ||
| 159 | Boss battle. Waves of monsters. Collapsing cavern. The land becomes cursed. | ||
| 160 | |||
| 161 | \subsection{Reseal the God} | ||
| 162 | Ritual defense encounter. Countdown timer. Sacrifice required. | ||
| 163 | |||
| 164 | \subsection{Accept the Pact} | ||
| 165 | Village becomes a dark stronghold. Long-term corruption. | ||
| 166 | |||
| 167 | \section{Random Dungeon Events} | ||
| 168 | |||
| 169 | Roll every 20--30 minutes: | ||
| 170 | |||
| 171 | \begin{enumerate} | ||
| 172 | \item Torch goes out | ||
| 173 | \item Distant chanting | ||
| 174 | \item Tunnel collapse | ||
| 175 | \item Corrosive slime drip | ||
| 176 | \item Lost villager stumbles in | ||
| 177 | \item Something follows the party | ||
| 178 | \end{enumerate} | ||
| 179 | |||
| 180 | \section{End States} | ||
| 181 | |||
| 182 | Each ending seeds a campaign: | ||
| 183 | |||
| 184 | \begin{itemize} | ||
| 185 | \item Cursed wasteland | ||
| 186 | \item Dark theocracy | ||
| 187 | \item Monster-infested ruins | ||
| 188 | \end{itemize} | ||
