Dec 1, 2010

Week of Encounters Day 6: Horrors of the Red Swordsmen

[Okay, I've gotten off schedule from my original planned "one week" of encounters, however I will still post encounters #6 and #7.]
This encounter takes place in the Darkearth Plains region, near a small village up where the Aghanz Hills meet the Destriel Mountains.  It is an area populated mainly by Storm King Barbarians.  The evil priests who venerate Torgin of the Void are an exception.

There are evil priests who venerate 'Torgin of the Void' - the dark god of chaotic magic. These foul practitioners who prey on the innocent in order to spread their brand of fear and chaotic discord. Once a priest of the coven of Torgin reaches 9th level, he/she is able to cast the spell "Cursed of Torgin". This spell transforms human victims into abominations - the red swordsmen of the void!

Cursed of Torgin (spell)
Level: 5
Duration: Permanent
Range: 30'
By casting this spell, the priest of the Coven of Torgin is able to convert a number of human victims, who must all be within 30' of the caster, and must be disabled. The victims are converted into mindless, soulless abominations who will now blindly follow the orders and will of any Torgin priest or magic user of level 5 or higher. Priests and clerics of a good alignment may attempt to "turn" the red swordsmen, however they are treated as if 2 levels higher than they are, and if they are "turned" then they will just be at abeyance for 2d6 rounds.
The number of victims affected per casting is 2d4 plus the caster's level.
Each red swordsmen thus created receives a random "red tattoo" on their face. See the writeup of the red swordsmen for details on the tattoos and their conferred powers.
This spell may only be cast once per day, and only on a moonless night.

The evil spellcaster who is in command of a group of red swordsmen will no doubt waste no time in putting them to a use designed to forward the spell caster's plans.

The plot of this encounter is simple: the player characters are traveling in the north, near the Destriel Mountains, when they encounter a runner from the local tribe of Storm King barbarians. The local tribe is ruled by a chieftain named Hetman Magdor. The runner was sent to a holding in the nearby hills, which was defended by a troop of warriors from Magdor's tribe, and led by his brother Otto. The runner has reported that all 12 warriors, and their riding buffalo, as well Otto have been slain. The runner further mentions that his lord, Magdor will be only too glad to hire the likes of the adventurers for a task most urgent. It seems that the local evil magician, a sickly, perverse old man named Eggulet has dispatched a marauding band of Red Swordsmen to terrorize the neighborhood. The Hetman Magdor is interested in both putting a stop to Eggulet and his swordsmen, but also (very much) in seeing his daughter back alive. She disappeared a fortnight back, coincidentally with an attack by the Red Swordsmen on the the village of Magdor, 'Briney Tor'.


Cursed Red Swordsmen of Torgin
Num Appearing: 2+1d4 (always in groups, or as their 'creator' instructs them)
Alignment: Chaotic evil
Movement: 120'
Armor Class: 6 (or better, as with worn armor)
Hit Dice: 1d-8d
Attacks: 1 (weapon, usually sword)
Damage: As weapon (plus 2)
Save: F- variable
Morale: Special
Each Red Swordsman of Torgin will also have a special tatoo that imparts some magical quality. These are the most common:
  1. Body covered in rot grubs, each melee round 1d4 will leap onto the swordsman's opponent.
  2. Ability to breathe poisoned gas 3x per day in a 10' cloud. The gas is weak so the save is +2, but if not made then the victim begins wretching uncontrollably for 1d6 rounds (during which time they are -4 to hit, and +4 to be hit).
  3. Fast. As per Haste spell.
  4. Flaming skin - does 1d4+1 damage per melee round to anyone not immune to heat and fire attacks. Also has a chance (25%) per round of catching something of their foe's (clothing, equipment) on fire.
  5. Screaming Skin. Each strike against the swordsman that does damage releases a screaming, hissing escape of some steam like substance. The sound it makes on escape is horrible (all within 40', except other swordsmen, must make an intelligence test or be stunned for 1 round).
  6. Rusting Blood. Each strike that scores damage against this swordsman with a metal weapon, will have that weapon corroded as if by a rust monster.

The DM should prepare a minor wilderness campaign with several encounters as the players track the trail of the Red Swordsmen to the tower of Eggulet. Once there, it will be revealed that Eggulet has been murdered - his tower is poor disrepair, but it should be full of treasures (enough to warrant the Player's giving it a look around). The dungeons beneath the tower, however, are a different story. They are populated by several types of magical creations, not to mention traps and tricks. If the Red Swordsmen are survived, the players should be able to score a major haul of treasure.

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