From 3f4bea9c5e36490661624ff0bb30cbf4fda9591b Mon Sep 17 00:00:00 2001 From: Filip Wandzio Date: Sat, 24 Jan 2026 08:39:00 +0100 Subject: Create basic ruleset The ruleset contains basics, character creation, combat, magic. Implement example one-shot campain. --- campains/greyhaven.tex | 188 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 188 insertions(+) create mode 100644 campains/greyhaven.tex (limited to 'campains') diff --git a/campains/greyhaven.tex b/campains/greyhaven.tex new file mode 100644 index 0000000..412d9eb --- /dev/null +++ b/campains/greyhaven.tex @@ -0,0 +1,188 @@ +\textbf{The Black Well of Grimhallow} + +\begin{center} +\textit{An old-school tactical dungeon crawl with narrative weight and brutal consequences.} +\end{center} + +\vspace{1em} + +\section*{Adventure Overview} + +\begin{itemize} + \item \textbf{Genre:} Dark Fantasy, Horror + \item \textbf{Style:} Old-School Tactical Combat + Narrative Choice + \item \textbf{Length:} 3--5 hours + \item \textbf{Players:} 3--6 + \item \textbf{Tone:} Bleak, oppressive, desperate +\end{itemize} + +\section{Premise} + +The remote village of Grimhallow is dying. + +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. + +The villagers offer what little they have for help. + +The truth: the well was built atop a sealed god. + +It is waking. + +\section{Design Goals} + +This adventure is designed to test: + +\begin{itemize} + \item Tactical positioning and terrain usage + \item Resource management (light, healing, time) + \item Lethal combat pacing + \item Fear and morale mechanics + \item Investigation and player-driven problem solving + \item Meaningful moral decisions +\end{itemize} + +\section{Act I --- The Dying Village} + +\subsection{Opening Scene: The Funeral} + +The players arrive as a child is buried. Her lungs were full of black sludge, but her body was dry. + +Villagers whisper: +\begin{quote} +“She never left her bed. We heard her singing at night.” +\end{quote} + +The village is tense. No one trusts anyone. + +\subsection{Village Layout} + +\begin{itemize} + \item Central square with the well + \item Chapel ruins + \item 6--8 wooden huts + \item Graveyard on a hill + \item Animal pens and fenced lanes +\end{itemize} + +\subsection{Key NPCs} + +\begin{description} + \item[Elder Morcant] Desperate leader hiding the village's history + \item[Sister Elowen] Healer who knows the corruption is supernatural + \item[Tomas the Gravekeeper] Saw something crawl from the well + \item[Old Widow Aneth] Keeps a relic from the old cult days +\end{description} + +\subsection{Investigation Rewards} + +Each lead grants a tactical advantage: + +\begin{itemize} + \item Hidden tunnel entrance + \item Knowledge of monster weakness + \item Ritual instructions + \item Relic weapon +\end{itemize} + +\section{Act II --- The Black Well} + +\subsection{The Well Shaft} + +A 30-foot vertical shaft of slick stone. Black water churns below. + +\begin{itemize} + \item Climbing hazards + \item Falling risks + \item Rope combat + \item Limited vision +\end{itemize} + +\subsection{Encounters} + +\begin{itemize} + \item Drowned dead climbing upward + \item Grasping tentacles + \item Hallucinations and whispered commands +\end{itemize} + +\section{Act III --- The Forgotten Chapel} + +An ancient cult complex beneath the well. + +\subsection{Dungeon Features} + +\begin{itemize} + \item Cramped corridors + \item Low ceilings + \item Ritual traps + \item Bone pits + \item Collapsing tunnels + \item Blood-slick floors +\end{itemize} + +\subsection{Key Chambers} + +\subsubsection*{Ossuary Hall} +Bone pillars provide cover. Necrotic mist reduces visibility. Skeletons animate if disturbed. + +\subsubsection*{Sacrament Chamber} +Ritual circle. Cultist ambush from alcoves. Braziers can be overturned. + +\subsubsection*{Tithe Vault} +Cursed treasure. Collapsing ceiling. Chained guardian beast. + +\subsubsection*{The Black Font} +Mutated priest. Corruption pool. Multiple elevation levels. + +\section{Enemies} + +\begin{itemize} + \item Cultist Fanatics --- high morale, bleed attacks + \item Corrupted Villagers --- high HP, infectious wounds + \item Bone Constructs --- slow, crushing blows + \item Hunger Spawn --- fast ambushers +\end{itemize} + +\section{Act IV --- The Heart of Tharos} + +A cathedral cavern. A massive stone heart chained to the floor. Black ichor drips from its cracks. + +The god speaks. + +It offers power, protection, and survival. + +At a cost. + +\section{Final Choices} + +\subsection{Destroy the Heart} +Boss battle. Waves of monsters. Collapsing cavern. The land becomes cursed. + +\subsection{Reseal the God} +Ritual defense encounter. Countdown timer. Sacrifice required. + +\subsection{Accept the Pact} +Village becomes a dark stronghold. Long-term corruption. + +\section{Random Dungeon Events} + +Roll every 20--30 minutes: + +\begin{enumerate} + \item Torch goes out + \item Distant chanting + \item Tunnel collapse + \item Corrosive slime drip + \item Lost villager stumbles in + \item Something follows the party +\end{enumerate} + +\section{End States} + +Each ending seeds a campaign: + +\begin{itemize} + \item Cursed wasteland + \item Dark theocracy + \item Monster-infested ruins +\end{itemize} -- cgit v1.2.3