Rakshaka |
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I liked the feel of an abandoned farming town as the sight for an investigation. It definitely had a creepy description from the outset, but I knew my players would ask about the details of the town, why it was abandoned, and the truth of Brother Swarm. I used a lot of what Pett wrote when I ran that part, but felt like some of the encounters needed to be expanded. I did this because I have five players and not only wanted to have more experience given for the encounters but also wanted to add my own flavor. I used the same map presented in the module but hand-drew a copy to show the players. The three locations that I hinted at being important were the town's chapel (C1), Karin's house, and the hilltop (c5). I wanted to give Brother Swarm more of a horror-movie feel than I felt that a Wraith could give, and so developed some history for him.
The Three sisters Garrow, Starle, and Flicht are witnesses in the trial, so my PCs decided to question them. When they told them about the disappearances of the children, the players already had a suspicion that the Beast was innocent, especially since they had already investigated Morast and interviewed the Beast. My PCs immediately cut to the chase and asked the sisters if there had been any strange occurrences before the disappearances. I had the PCs make a Diplomacy check (DC 25) to get the story from the sisters, which they were able to do.
From there, events play out pretty much as described in the book, with the children going missing one at a time. However, instead of him rising as a Wraith, I had him rise as a Ghost, one who had strange powers tied to the creatures that brought about his death. By using his swarms and horrific nature, Brother Swarm was able to single out each of the children and either lure or chase them to the remains of the apiary, where he would claim them one by one. When the Beast came to the defense of Elsa, he could do nothing against him but was able to bring back her body, which shifts all of the blame onto him.
1)They can be out during daytime
2)Their abilities are more in tune with a Horror game (voice stealing and putting people to sleep)
3)They can have more individualistic flavor based on the child, with the possessions making up each Whisperer describing the child's personality.
4)Ability Drain for a 4th level (possibly 5th) party is extremely harsh, with Restoration not being cheap. This module already has a few threads about its treasure content and is already ripe with monsters that have ability damage, curses, diseases, and other effects that either require a cleric or lots of money (I'm looking at you, Rust Monsters and Black Pudding). This just feels like overkill, and a bad night against the Wraith Spawn could lead to a party's early retirement.
5)(Personal Reason) Most of my group is familiar with Children of the Corn, so the Whisperers make a better monster to use for that trope. Also, stealing someone's voice and then running off into a field of corn is just plain creepy in-game.
While the PCs fight the Attic Whisperers, they sing an eerie rhyme that helps to identify each of the children:
Little Marten loved to run, until he ran to Brother Swarm
Shooting bow's was Garad's fun, until he was no longer warm
Allen wanted to be a knight, now he takes another form
Rachel's pranks were filled with fright, now she fears a different storm
Elsa and her glitter-staff, more to keep the keeper warm
Karin he did save for last, now they all buzz as his swarm
-Perception DC 20= "There is a thrum of buzzing coming from beneath the bridge"
-Perception DC 25= "Some of the planks on the bridge look quite rotten"
The southern bridge has become a nest for the some of the remnants of Brother Swarm's bees. A host of them has gathered under the bridge, which immediately swarm out to attack anyone who sets foot on the bridge. The bridge is roughly 20 ft above the water, which is quite muddy (DC 15 Swim). Two of the planks on the 40' x 10' bridge are rotten as well, functioning basically as pit traps.
Killer Honey Bee Swarm (CR 5): As Centipede Swarm, except replace Climb with Fly 30 (perfect), Raise Constitution to 10 (+3 hp, Fort +1, Poison and Distraction DC +1), and also give swarm the following trait:
Vicious (ex) Whenever the swarm deals damage to a living creature, it deals an additional 2d6 points of damage as the bees pour over each other to deal deadly stings. However, a number of the bees die from the act of giving their sting, and as a result, the swarm takes 1d6 points of damage every time it deals this additional damage. Characters in the same square as any smoke (but not fog) are immune to this extra damage.
Broken Planks (CR 1 Hazard)
Two planks (randomly determined by the DM are rotten). An adjacent PC can spot the hazard with a DC 20 perception check, Otherwise, the planks break when over 50 pounds of stress is put on them. PCs who break through are entitled a DC 15 Reflex save to grab the edge of the bridge. Otherwise, they take 2d6 points of falling damage and 1d6 points of piercing damage (from wood shards) and land in bottom the river, (10' deep at widest) .
This bridge is the same length and width as the southern one, but requires a DC 15 acrobatics check to cross. Furthermore, three sections of planks are rotten here and harder to spot from a distance since the whole bridge appears to be in the same state. They otherwise function as the hazards above. The slow water beneath this bridge contains a Leech Swarm (CR 4), which ferociously attacks any living creatures that enter the water.
-Allen, Attic Whisperer (CR 4,Bestiary 2) As Attic Whisperer, but change the feats Dodge and Improved Initiative for Weapon Proficiency: Lance and Mounted Combat. Change the Ranks of Knowledge: History for Ride. (Giving a Ride skill of +10 with 3 ranks) Normal and Touch AC goes down by one, but he gains an attack with a Lance, at +4 for 1d6 dmg or at +6 for 2d6 dmg while charging. He attempts to charge the first person to cross either bridge, spying the group from afar with his superior perception skill, then utilizes his breath-stealing ability and voice stealing against divine spellcasters. His mount attacks at Allen's direction.
Allen's Mount -Advanced Skeletal Mount (CR 2, Trial of the Beast page 86)with Following changes for Advanced: Init +11, Perception +2, AC 19, Touch 15, Flat 13, HP 13, Fort +2 Ref +7 Will +5; Bite +7 (1d4+7, 2 hooves +2 (1d6+3), CMB +9 CMD 26 (30 vs trip)
-Joining the fight after the second or third round is the most powerful of the Attic Whisperers, the manifestation of Marten. He activates his Expeditious Retreat spell-like ability and darts in and out of the corn fields, stealing voices and breath as appropriate.
-The corn rows themselves can be transversed at normal speed if moving east to west but cost double movement going north to south (direction being subjective, but the idea of rows that go one direction.) They also provide partial concealment to someone in an adjacent row and total concealment beyond that. The extra cost of movement does not affect anyone of size Small or smaller, including the Attic Whisperers.
Garad, Attic Whisperer (CR 4, Bestiary 2) As normal except remove Improved Initiative and gain Weapon Proficiency: Short Bow; Gain Ranged Attack- Shortbow: +9 (1d4 and Steal Breath (as Attic Whisperer), DC 16)
Marten, 8HD Attic Whisperer (CR 5) As Attic Whisperer, except:
Init: +5; Perception +14; AC 21, Touch 18 Flat 14; HP 58 (8d8+24) Fort +5, Ref +8, Will +9
Speed 20 (30/50*); Bite+12 1d4-1 and steal breath (DC 17), touch +6 steal voice (DC 17)
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse. Skills: Bluff +10, Acrobatics +14, Knowledge History+10, Knowledge Local +10, Perception +14, Stealth +19; Spell-like ability: 1/day Expeditious Retreat, CL 8. Treasure: Boots of Striding and Springing
Lying in wait is Rachel, the fourth Attic Whisperer. She stands at the edge of the clearing in which the churchyard rests, easily detecting any party not using stealth to approach and employing her own stealth to spring out at the opportune time. The opportune time is the triggering of a haunt, an echo of the mental anguish and psychic trauma that the townspeople felt when they had to decide to lay burial plots for their missing children.
Gravedigger's Sorrow Haunt (CR 4)
-CN Haunt (Anywhere within 10' of the six children's gravestones)
-Caster Level: 4
-Notice: Perception DC 20 ("You begin to hear uncontrollable sobbing that seems to grow louder")
-HP: 8 -Trigger: Proximity - Reset: 1 day
-Effect: When this haunt is triggered, anyone in proximity suddenly feels an overwhelming urge to dig a fresh plot with the discarded shovels. All creatures within proximity of the haunt are targeted by an Extended Suggestion spell (save DC 16). The suggestion is to dig a fresh grave, which takes 3d4x10 minutes. A PC under the influence of the suggestion that is interrupted from their work (by being grappled, disarmed, or taking damage) attacks whoever interrupts them with their shovel (as if Confused) . Treat this attack as an improvised weapon ( -4 attack, 1d6+str dmg , x2 crit). After either completing the digging or one round after being interrupted, the suggestion ends.
-Destruction: Laying to rest the Attic Whisperers or recovering the four missing bodies causes the psycic trauma to fade away.
Rachel, Attic Whisperer. Wearing a necklace of small toy skulls, this Attic Whisperer specifically attacks anyone not under the influence of the haunt.
Once the sight of Brother Swarm's apiary, its charred remains still crown the hilltop. Almost all of the structure except for the foundation and a a couple walls are burnt away. Near the structure stands a human skeleton that is still bound by ropes to a tall wooden pole. Circ;ling the eastern half of the hilltop are three rows of overgrown flowers which have grown unchecked over the months. They obscure the details of the burnt out building until crossed through, at which point Brother Swarm manifests to destroy those who have taken his "children". Finally, there are six bee pens, four of which contain the skeletalized remains of the missing four children.
Brother Swarm (CR 6)
NE Undead
Old Human Male Expert 6 Ghost
Init+0 Darkvision 60', Perception +18
AC 16 (Touch 16, Flat 15)
HP 57 (6d8+30)
Fort+7 Ref +4 Will +7; Rejuvenation, Incorporeal, Undead Traits
Speed: Fly 30(perfect)
Touch: +4 (6d6 dmg, Fort DC 18 halves)
Special Attack- Swarmcall: Standard Action, summons a cloud of bees that surrounds Brother Swarm out to a 15' radius centered on him. Treat the swarm as a Centipede Swarm except with Fly 30' (perfect) instead of Climb. The swarm acts (deals damage) on the same turn as Brother Swarm. As a Full-Round action, Brother Swarm can extend the swarm out to a 30' radius but must continue to maintain a full-round to keep it to that radius (moving reduces it back to 15') (HP 31, AC 18, Saves as Brother Swarm, 2d6 dmg+distraction+poison: DC 14)
Str: - Dex: 11 Con: - Int: 14 Wis: 15 Cha:20
Base: +4 CMB: +4 CMD: 15
Feats: Dodge, Lightning Reflexes, Master Craftsman, Stealthy
Skills: Bluff +14, Disable Device +11, Escape Artist +10, Know: Arcana +7, Know: Religion +7, Know: Nature:+8, Perception +18, Perform: Oratory +13, Profession: Bee Keeper +11, Stealth +18 Survival +8.
Elsa, Attic Whisperer (CR 4) Treasure: Lesser Metamagic Rod of Reach Spell (her baton)
I made these changes to fit the personal tastes of my group, but a lot of the above is simply giving descriptions to the areas on the map that don't have them. The major cosmetic changes (the encounters) worked really well for me, especially the fear of losing one's voice to a childish horror the day before a very public trial, let alone hitting a spellcaster with such a curse before or during an important fight. I would be very happy if anyone used anything above for their Carrion Crown group, especially if you don't fancy fighting 7 wraiths.
Power Word Unzip |
This post is chock full of good ideas. Hergstag was my favorite part of TotB to run (due in no small part to my wraith fetish, admittedly), but I like a lot of the changes and additions you've suggested. This would be a great starting point for fleshing out this sub-plot as a long enough adventure to fill a whole night of horror gaming. Favorited for future reference!
Captain Morgan |
Really great stuff here. I stole the soundtrack wholesale, and added this.
https://www.youtube.com/watch?v=mkOK3aXzMpc
Used the nursery rhyme as well from the second broken child. The first used the Harrowstone Five rhyme. Paired very nicely together. I didn't change the Wraiths to Attic Whispers... yet. Felt like Hergstag was already complicated enough for me and I had a lot of fun content to get to afterwards. But the party have only defeated Karin and Rachel so far, and Elsa fled. When the session ended, I decided that Wraith Spawn that retreat from combat return to their homes, where they will then manifest as Attic Whispers. This will be a nice surprise and change of pace for the players.
I'm also planning on using your version of Brother Swarm, with the added caveat that he calls any remaining Broken Children to join his swarm when confronted. Definitely feel like the bee element should be played up more than the book does by RAW.
That is NICE. I loved Hergstag, too. My players decided to use the Spirit Planchette there, and I had one of them get partially possessed by Brother Swarm. He was *very* proud of his killcount.
Also stole this! Had the vanquished Broken Children become Rapping Spirits, and had failed will saves (basically just nat 1s from the paladin) result in a possession by Brother Swarm and the child's spirit fleeing. This has been a fun way for them to get some backstory they otherwise would have missed. It's also an interesting way to gather evidence because different children had different stories. Karin died in her sleep, so she couldn't actually say who killed her. Rachel reported Maarten killed her. I worked out an order of death from there, so we will see who they talk to next.
Oh, one other fun anecdote. I forgot about the Unnatural Aura keeping animals away, but it allowed our Oracle's tiger to smash apart Karin's window to reach the ghost which had 5 foot stepped outside... Thus obliterating a significant piece of evidence. Mwahaha.
Rakshaka |
I imagine a PC could clear a 5' patch of corn every round with a scythe, but considering how much of it there is and how deep it goes, its a slightly futile gesture. If anything, it would make the approaching PCs much more visible to the farmstead's denizens, allowing them to coordinate an ambush with greater ease. I mean, clearing your own path seems like a good way to box yourself into a 5' corn tunnel, and anything capable of easily moving through the rows gains the advantage against the lined up PCs. Trust me, a single column of PCs down a narrow hallway is easy to take advantage of. Even if they try and cut down the whole farm, they don't really have time with the trial and what-not. It would take one person several days to clear the entire farm using such a method.
Sansquire |
This is the music I used for a lot of the exploration. I had it on Itunes, so I cut it off about halfway through and looped it. It creeped the heck out of my players.
Sorry for the necro. The link you gave led to an unavailable video. Might you be able to repost it? I've been looking to run Carrion Crown for our group and am feverishly perusing all your help and resources on this forum.
Helaman |
Rakshaka wrote:This is the music I used for a lot of the exploration. I had it on Itunes, so I cut it off about halfway through and looped it. It creeped the heck out of my players.Sorry for the necro. The link you gave led to an unavailable video. Might you be able to repost it? I've been looking to run Carrion Crown for our group and am feverishly perusing all your help and resources on this forum.
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