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Bertuhng's Tomb
:: Village of Devensford, on the edge of the Miring Marsh.
: Once, many ages ago, the marsh was a pleasant lowland, part of a prosperous kingdom. Then, the plains fell or the river changed course, and the pastures and groves became a sticky, disorienting collection of marshlands and bogs. Old tombs and ruins are still to be found in the trackless wastes.
> Wherever the characters stop for the night in the village, all the talk is of wandering ghosts, and in particular, the spirit of King Bertuhng, ancient steward and hero of the land. That very night, Bertuhng passes through the village in an aura of *Terror, and flourishes a massive, flickering sword before dawn breaks and banishes all restless spirits.
> The tavern talk is that the lost tomb of the old king has been disturbed, a possibility the travelling scholar Nearfis scoffs at (Scholar [2] +Learned, +Well-travelled, *Sharp). But it's certain that none shall sleep easily in the village until the matter is settled, and there's no doubt treasure or somesuch, including the long gone king's enchanted sword, to be found in the marshes. The only person who knows anything for sure about the marsh and the old kingdom is Parson Treeth.
:: The parsonage, Devensford
: A rambling house, somewhat distant from the main part of the village.
: Treeth ([2] !Local Lore, -Infirm) has, in truth, heard rumours of the old tomb, and believes it lies north in the swamp, on the east side of a lake there, but he warns that no one can find their way within the marshes.
>A scouting party of gor-rats are skulking about the parsonage, and eavesdropping if they can.
>Gor-rats will attack the parsonage with fire if they feel the occupants aren't alert.
Gor-rats, Slinking Rat-men [1]
*Sneaks
*Filthy blades
-Cowards
:: The Miring Marsh
: Vast, sodden marshlands
> Characters will meander and make little progress in the marshes. There can be suitable opportunities to become trapped, lost, exhausted, or drown. The marshes are supernaturally ! disorienting: watercourses change, the sun and stars are often shrouded, every horizon looks the same.
>Eventually, the characters will encounter the will-o-the-wisp lights of Trilits, who attempt to lure travellers into their boggy :: Trilit Hole with delicate floating lights that the Trilits fashion from a particular species of decaying reed.
Trilits, Gnarled, diminutive, bush-whacking marsh-dwellers [1]
+Silent
-Small
+Ambusher
* Bite, scratch, throttle
:: Trilit Hole. A muddy trap where Trilits mass on and hope to kill their exhausted victims. In this particular hole there is the submerged skeleton of a previous adventurer with a fabled |norther-ring on its finger.
| Norther-ring: a tin ring, that has no great value, except that it imparts on the wearer a clear sense of the direction north.
:: Berthung's Tomb
: An ancient tomb mound, partly submerged in the Miring Marsh.
: Nearfis, a scholar of somewhat darker arts than are apparent at first (+Sorcerer), is camped here with a party of gor-rats and three hobolds.
: The hobolds, capable if crude miners, have opened a simple tunnel into the side of the mound, bypassing the corridor and cursed burial chambers, and the blocked door to the east of the mound.
Hobolds [2]
! Mineworks
+ Strong
* Pick-axe
: A careful search around the side of the mound will reveal a narrow crack that provides access to one of the lesser tombs. The whole tomb is now knee deep in fetid water.
:: Outer tombs
: Four lesser tombs, arranged along the central corridor. Vengeful +Curses, and cold, incorporeal Wraiths guard this area.
Wraiths [1]
+Icy touch
- Hatred of light and flame
:: Inner tomb
: The waterlogged inner tomb is the king's last resting place, now haunted by his troubled ghost. If Bertuhng senses the characters oppose Nearfis and his vermin, he may side with them, deploying his stronger aura of +Terror.
: The king's fabled sword lies at the foot of his bier, under water. If raised to drive off the profane, it will blaze with a purging +Blue Flame, but once the battle is concluded, the badly rusted sword will crumble into fragments.
: Driving Nearfis and his minions away from the tomb, even at the cost of the destruction of the sword, will calm the spirit of Bertuhng.
: Apart from the sword, there are minor treasures recoverable from the barrow: some gold, silver, precious stones, and the like.
: If the characters defeat or capture Nearfis, he will have some (stolen) trinkets of minor value at hand.
: Once, many ages ago, the marsh was a pleasant lowland, part of a prosperous kingdom. Then, the plains fell or the river changed course, and the pastures and groves became a sticky, disorienting collection of marshlands and bogs. Old tombs and ruins are still to be found in the trackless wastes.
> Wherever the characters stop for the night in the village, all the talk is of wandering ghosts, and in particular, the spirit of King Bertuhng, ancient steward and hero of the land. That very night, Bertuhng passes through the village in an aura of *Terror, and flourishes a massive, flickering sword before dawn breaks and banishes all restless spirits.
> The tavern talk is that the lost tomb of the old king has been disturbed, a possibility the travelling scholar Nearfis scoffs at (Scholar [2] +Learned, +Well-travelled, *Sharp). But it's certain that none shall sleep easily in the village until the matter is settled, and there's no doubt treasure or somesuch, including the long gone king's enchanted sword, to be found in the marshes. The only person who knows anything for sure about the marsh and the old kingdom is Parson Treeth.
:: The parsonage, Devensford
: A rambling house, somewhat distant from the main part of the village.
: Treeth ([2] !Local Lore, -Infirm) has, in truth, heard rumours of the old tomb, and believes it lies north in the swamp, on the east side of a lake there, but he warns that no one can find their way within the marshes.
>A scouting party of gor-rats are skulking about the parsonage, and eavesdropping if they can.
>Gor-rats will attack the parsonage with fire if they feel the occupants aren't alert.
Gor-rats, Slinking Rat-men [1]
*Sneaks
*Filthy blades
-Cowards
:: The Miring Marsh
: Vast, sodden marshlands
> Characters will meander and make little progress in the marshes. There can be suitable opportunities to become trapped, lost, exhausted, or drown. The marshes are supernaturally ! disorienting: watercourses change, the sun and stars are often shrouded, every horizon looks the same.
>Eventually, the characters will encounter the will-o-the-wisp lights of Trilits, who attempt to lure travellers into their boggy :: Trilit Hole with delicate floating lights that the Trilits fashion from a particular species of decaying reed.
Trilits, Gnarled, diminutive, bush-whacking marsh-dwellers [1]
+Silent
-Small
+Ambusher
* Bite, scratch, throttle
:: Trilit Hole. A muddy trap where Trilits mass on and hope to kill their exhausted victims. In this particular hole there is the submerged skeleton of a previous adventurer with a fabled |norther-ring on its finger.
| Norther-ring: a tin ring, that has no great value, except that it imparts on the wearer a clear sense of the direction north.
:: Berthung's Tomb
: An ancient tomb mound, partly submerged in the Miring Marsh.
: Nearfis, a scholar of somewhat darker arts than are apparent at first (+Sorcerer), is camped here with a party of gor-rats and three hobolds.
: The hobolds, capable if crude miners, have opened a simple tunnel into the side of the mound, bypassing the corridor and cursed burial chambers, and the blocked door to the east of the mound.
Hobolds [2]
! Mineworks
+ Strong
* Pick-axe
: A careful search around the side of the mound will reveal a narrow crack that provides access to one of the lesser tombs. The whole tomb is now knee deep in fetid water.
:: Outer tombs
: Four lesser tombs, arranged along the central corridor. Vengeful +Curses, and cold, incorporeal Wraiths guard this area.
Wraiths [1]
+Icy touch
- Hatred of light and flame
:: Inner tomb
: The waterlogged inner tomb is the king's last resting place, now haunted by his troubled ghost. If Bertuhng senses the characters oppose Nearfis and his vermin, he may side with them, deploying his stronger aura of +Terror.
: The king's fabled sword lies at the foot of his bier, under water. If raised to drive off the profane, it will blaze with a purging +Blue Flame, but once the battle is concluded, the badly rusted sword will crumble into fragments.
: Driving Nearfis and his minions away from the tomb, even at the cost of the destruction of the sword, will calm the spirit of Bertuhng.
: Apart from the sword, there are minor treasures recoverable from the barrow: some gold, silver, precious stones, and the like.
: If the characters defeat or capture Nearfis, he will have some (stolen) trinkets of minor value at hand.