Gamebook store

Showing posts with label RuneQuest. Show all posts
Showing posts with label RuneQuest. Show all posts

Friday, 7 November 2025

"The Tower of Demons" (a Questworld scenario for RuneQuest and Dragon Warriors)

In the early 1980s, Oliver Johnson and I were hired to work on Games Workshop's Questworld book. This was to be a non-Gloranthan setting for Runequest. I'd originally been asked to design Adventure, an all-new RPG for Games Workshop, when they had just lost the UK publishing licence for D&D. Adventure fell by the wayside when GW got the British licence for Runequest, so the Questworld job was a sort of consolation prize. By the way, when I say "hired", there were no contracts or money changing hands or any of that modern malarkey. The lot of a writer back then may have inspired me to write "Dealing with Demons", which was obviously taking shape around the time we wrote this scenario.

It's an introductory 2nd edition Runequest scenario for 5-8 characters who have 25% to 35% in main weapons. There seems to be absolutely nothing to distinguish it -- no baroque fantasy elements, no plot twists, none of the flourishes that Oliver and I later injected into our RPG work. To judge by the absence of Ancients and habdigars and the lingering traces of standard Runequest (dwarves, Lunars, etc), at this stage we were just part of the Questworld writing team in the UK. Later we got the whole gig (still no contract, obviously) and, fuelled by Afghan Black and listening to Bowie and Brian Eno and Lou Reed, cooked up a different strain of fantasy -- but you'll find no evidence of that here, sad to say. If the adventure is of interest at all, it's purely as a historical curiosity. For example, that mention on the map of "Brimstone". Robert Dale had already written that memorable mini-campaign, and run it, and so it's nice to be able to report that Brymstone (sic) might eventually get published this decade.

Storyline

A month ago, a dwarf called Trazien went to the Alban village of Sanmarl. He sought treasure beneath an old tower, but the villagers feared that an undead sorcerer dwelt there, so no one would accompany him. Trazien did not return, and now his family are hiring adventurers to find out what has happened to him.

The undead sorcerer actually died about forty years ago. A man named Gallofess has recently occupied the tower - he uses a disguise to pass himself off as the old lich. He will try to dupe the characters (as he earlier duped Trazien) into bringing up treasure from the caverns under the tower.

The adventure is primarily combat-orientated, with some scope for developing other skills. The fight with the kaifeng guardians at the end will call for some tactical intelligence if the characters are to avoid heavy casualties.

HISTORY (for the Referee)

High up on the cliffs near the fishing village of Sanmarl there is an old tower, once part of the coastal defences. It had stood empty for close to a thousand years when the demonologist and necromancer Moldragor made his home there. That was three centuries ago, and Moldragor's sorcery enabled him to remain active long after his natural death. His undead existence finally came to an end some forty years ago, but most of the villagers are still in terror of him and will not go near the tower on any account.

Almost sixty years ago, before Moldragor died the true death, Lord Culgast of the powerful Cavilla family came from his northern province, bringing his son to be educated at the renowned Academy of Lord Stagira. Disgusted at the "decadence" he found, however, Lord Culgast changed his mind almost as soon as he arrived, and set off again to the north. As Culgast's ship approached the headland where Moldragor's tower stands, a storm came down out of the heavens without warning, driving the ship onto the rocks. There was only one survivor.

A month ago, a dwarf named Trazien came to Sanmarl in a fishing boat. He sought treasure, and tried to hire some of the young men in the village to accompany him. When he found no one was willing, he marched off to the tower alone. His boat is still in the harbour.

PLAYERS' INTRODUCTION

Trazien's relatives are rather anxious to know what's become of him. They will pay adventurers 10 L per day (each), with a reward of 5000 L if Trazien is brought back safely or 750 L for news of his whereabouts/fate. [At this point we were still using Lunars as the standard Questworld currency, but that was only a placeholder.]

They tell the party that Trazien always wore a bloodstone amulet around his neck, by which he can be identified if the worst has happened.

THE VILLAGE OF SANMARL

Sanmarl is a typical fishing community of about one hundred and fifty souls. The villagers are generally good-natured, though a little wary of strangers.

There is one tavern (The Smuggler's Retreat) and one four-room inn (The Bell).

The principal inhabitants are:

Carnobar, a Lightbringer priest. A small village like this does not merit a full priest; he is just an initiate. He is also the local doctor. Impatient and irascible, he is not well liked.

Mother Ril is, at 70, Sanmarl's oldest inhabitant. She lives alone in a cottage on the outskirts of the village. She will tell visitors how she used to see Moldragor stalking the clifftops by night in her youth. The more inducement she is offered, the more she will embellish her tales.

Fergus the Red is the most influential man in the village. Officially there is no headman – all adult males have equal say in village affairs – but he is usually looked to as leader. He was a soldier in his younger days. If anyone breaks the law in the village (stealing, using weapons in a brawl, vandalism, etc.) he will see they are dealt with quickly and severely.

Mad Hriss was the cabin boy, and the only one to survive when Lord Culgast's ship went down. He has lived here ever since. He hit his head on a rock as he swam ashore, and he is now very simple-minded. Anyone patient enough to buy him a drink and listen to his rambling speech will be told how Hriss found himself washed up on the beach that night. Some way off he saw a hideous figure – the lich Moldragor, he insists – communing with figures of flickering light which danced and leaped between the sea and the raging heavens. Moldragor did not notice him, and presently a huge inhuman creature strode out of the sea carrying the treasure chest from Lord Culgast's cabin.

Selith Hala is a poet, a minor noble who chooses to live here for the quiet and scenic scenery. She can sometimes be seen practicing her swordplay on the beach; her technique is superb (60%), but she has no interest in adventuring.

Gosvin Keg is the village head-case. He will pick fights in the tavern and try to intimidate his opponents by saying, "I break bones." He is forever being put in the pillory, but it makes no difference. At least he normally only bothers strangers...

THE TOWER

Set back about thirty yards from the edge of the cliffs, this was originally built as a watchtower to give early warning of raiders from the sea. Mostly it appears to be very ancient and weathered except for the pavilion at the top and the arrow slits from the upper floors, which seem more recent additions.

The tower is sixty feet tall and about thirty feet across. The worn blocks of stone are quite suitable for climbing. (+5% to climbing rolls.)

The door to the tower is of oak. (It is not locked.)

General notes: There are seven floors, the topmost of these being the pavilion. Each floor consists of a single chamber about twenty-five feet across (the walls are ten feet thick). Crude stone steps link each floor to the next.

A. Ground floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (see below)

FIRST GLANCE: A large shield has been set against the door. As the party enter they will knock this over. Whoever opened the door has a chance to grab the shield before it hits the floor (DEX as a percentage) if they have a free hand.

The room is circular, about eight and half feet high (as are all the others). It has recently been swept clear of dust. Beside the entrance is an oak beam which once served to bar the door; the brackets which held this have fallen out of the wall. There are no windows.

CLOSER LOOKS: There is a bedroll against the wall behind the door. Its size would suit a dwarf.

EXITS: The steps up to the next chamber begin diametrically opposite the door. Below the steps is a trapdoor to the caverns under the tower.

TRAPS: The top of the shaft just below the trapdoor is covered by a Warding 1 spell. Passing through this will not activate an alarm. The Warding wands count as a Hidden Item.

DENIZENS: Gallofess need not be present in this room, but he will be somewhere in the tower. The shield against the door is his, placed there to warn him if anyone enters.

Gallofess is gifted with infinite patience. He is distantly related to the Cavilla family and believes he could make a legal claim to much of their land if he could obtain the lost talisman. He came to the tower six weeks ago. He has disguised himself, using gruesome make-up and rich, dusty robes, to appear as some sort of undead sorcerer. His plan is to pretend to be Moldragor and to send any adventurers who come along down into the caverns on his behalf. He can lie very creatively, and managed to fool Trazien the dwarf. Since Trazien has been gone a month, however, Gallofess realizes he must have been killed. If the party call Gallofess’s bluff he will use his Vial of Smokes (see below) to escape. If forced to fight, he will try to get his attackers to follow him up the steps (where they must use their weapons left-handed).

SPELLS - Demoralize; Bladesharp 1; Protection 1; Dispel Magic 2; Detect Magic; Detect Enemies; Healing 1

SKILLS - Oratory 25%; Evaluate Treasure 45%; Listen 55%; Spot Hidden 50%; Spot Trap 35%; Disguise 60%; Move Silently 35%; plus various Knowledge skills (Demonology, History, etc. at about 45%).

MAGIC - Tattoo on arm can be used to summon demon wolf for 2D4 rounds once per day.

Vial of Smokes is a glass bottle which releases thick fog over a 64 cubic meters volume when shattered; the fog disperses instantaneously after 5 rounds (one minute).

POW 5 storage crystal.

TREASURE – 3W (hidden in belt) and 35L (in belt pouch).

SPECIAL NOTES: The demon wolf takes half damage from bronze weapons. Anyone striking it with a bronze weapon is subject to a special curse spell; if the curse takes effect (compare the wolf's POW and the character's POW on the Resistance Table), roll D6: 

  1. Character's arms are paralyzed 
  2. Character is struck blind 
  3. Character is struck dumb 
  4. Character is transformed into a rat 
  5. Character's leg is withered, halving their movement 
  6. Character is hideously disfigured and twisted, causing the loss of 10 points CHA.

A curse can be removed with dispel magic 2.

As daylight demoralizes the wolf, Gallofess will summon it only on the ground to third floors (where there are no windows) or within the fog from the Vial of Smokes. At night he can summon it anywhere, of course.

B. First floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Pretty much the same as the ground floor. Again, there are no windows. There are brackets on the wall for torches. There is a wooden table in the middle of the room.

CLOSER LOOKS: There are several clay jars and a pile of what look like rabbit bones on the table. (The jars contain fresh water.)

EXITS: Two - the steps leading down to the ground floor and, across the room from these, the steps up to the chamber above.

C. Second floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Still no windows. Set around the room are several statues about a metre tall.

CLOSER LOOKS: There are five statues in all. All have had their heads smashed off and one has been toppled from its plinth. The statues are of black marble and all depict old men in ceremonial robes.

EXITS: The steps up and the steps down.

MISC. NOTES: Moldragor used the statues to commune with his colleagues in the mystic Brotherhood of Whispers. Gallofess smashed them, just as a precaution in case they animated.

D. Third floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Still no windows – and no torch brackets, either. There is a stone font in the middle of the room, and the floor around it is thick with dust.

CLOSER LOOKS: The font is dry. Within, at the bottom, is the bas-relief of a smiling unhuman face.

EXITS: Steps up and down.

MISC. NOTES: The font was used by Moldragor in certain scrying spells. Gallofess knew just enough about it to give it a wide berth (hence the dust), but it is in fact quite harmless.

E. Fourth floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Six arrow-slits serve as windows in this room. It seems to be a storeroom strewn with miscellaneous items of all kinds.

CLOSER LOOKS: There are wands of various woods, lacquered ceremonial masks, several flutes, two small silver bells, a drum, rotting gowns and robes, bottles of fluid, coloured chalks, books, censers, a small bronze gong, and so on.

EXITS: Steps up and down.

TRAPS: There is a trap on the bronze gong (See below for details.)

TREASURE: The entire contents of the room would count as treasure to a demonologist, as they are his stock-in-trade. If the party could locate a practicing demonologist and get all this stuff to him it would be worth about 2500 L.

The bronze gong is the only really special item. Moldragor used it to call and control his demonic guards (see below). He also set a Runic defence on the gong. If it is touched, everyone within three metres must resist a POW of 18 or be frozen in place for ten minutes. Only Detect Magic will reveal this spell. The spell works only once, and then is automatically dissipated. It can be removed with Dispel Magic 6. It was originally intended to hold intruders until Moldragor himself could come and finish them off. Since he is now dead, everyone will be fine when the spell wears off – unless those unaffected take the opportunity for some treachery.

If the gong is struck, one of the demonic guards leaves the door to Moldragor's sanctum and make its way to wherever the gong is. When it sees any intruders, it will attack. Within ten metres the demons find the gong's sound painful – only Moldragor could use it to control them, but anyone else striking it repeatedly can at least cause them enough pain that they will fight at a 5% penalty to Attack and Parry.

F. Fifth floor

INITIAL DIE ROLLS:

01-35 Nothing
36-00 Gallofess (unless already encountered)

FIRST GLANCE: There is an oaken cabinet against the wall, and six more arrow-slits.

CLOSER LOOKS: There is a complicated geometric symbol etched into the floor. The cabinet contains six bows and six quivers, each with twelve arrows. The bows require a STR of at least 18 to use, and do 1D10+1; treat as Composite Bows.

EXITS: Steps up and down.

TREASURE: The bows are very fine, worth maybe 300 L each.

MISC. NOTES: The symbol in the floor is (of course) for summonings. Moldragor liked to call up demonic archers if his tower needed defending. The summoning spell is described in one of the books in E and could be used by anyone who knows the Ritual of Summoning.

G. Top floor

INITIAL DIE ROLLS: If the players have come up from the other floors and not yet run into Gallofess, he will be here. If they scale the outside of the tower, there is roughly a 27% chance of finding him on the top floor.

FIRST GLANCE: The chamber is a marble dome with five archways leading out onto a balcony. The steps themselves emerge onto the balcony, which is five feet wide. In the middle of the domed chamber is a low stone slab.

CLOSER LOOKS: This was open battlements when originally built, and the dome is a much more recent addition to the structure. The floor under the dome is tiled with green marble. On the stone slab there is a greatsword. Its blade is a deep, almost luminous, blue-green and the hilt is of polished coral. Four effigies squat at the corners of the slab: clawed warriors with heads and lower bodies like a shark’s. These are about 25cm high, carved of black wood.

EXITS: Down the steps or (in emergencies) over the parapet.

TRAPS: Within each effigy is a Warding wand. The sword is protected by a 4-point Warding, and anyone reaching for it will receive a 4D3 Disruption attack.

TREASURE: The sword bears the Water Rune. Anyone who belongs to a Water Rune cult can use it to summon a small undine from out of the sea once a month. Any character, whatever his cult, can use it to fight in water at no penalty. The sword can take 30 points of damage, and is as hard as iron on a critical hit. The user can swim with it in water, at no penalty.

THE CAVERNS BELOW THE TOWER

The trapdoor at the bottom of the tower gives access to a three-metre shaft protected at the top by a Warding spell (see above). At the bottom of the shaft are steps hewn out of the rock. After descending about thirty metres these emerge into a tunnel sloping gently downwards, and this opens into a natural cavern.

1. Jetty

INITIAL DIE ROLLS:

01-75 Nothing
76-00 Zombie

FIRST GLANCE: A low chamber; characters will have to stoop. Stalagmites and stalactites reach to form pillars here and there. An underground stream flows across the far side of the cavern, and a boat is moored at the jetty there.

CLOSER LOOKS: There are moorings for a second boat. The boat is in perfect repair and could hold half a dozen people. The stream flows south.

EXITS: There are three: the passage back to the tower, and the two tunnels where the stream flows.

DENIZENS: The zombie may be here, but is more likely to be encountered in 6.

MISC. NOTES: The perfect condition of the boat is due to the Stasis Rune magic Moldragor used in building it. A Dispel Magic 6 would cause it to rot in seconds.

2. The tunnel

This is very low, and characters will have to crouch down in the boat.

3. Another jetty

FIRST GLANCE: A second boat, identical to the first, is moored here. The cavern is like the first, except that the roof is high enough for characters to stand normally.

CLOSER LOOKS: There is a metal gate (open) in the southern part of the room.

EXITS: Via the metal gate, or up- or downstream.

HIDDEN SPOTS: Concealed behind a stalagmite to the north are two hand axes and a small pouch containing damp, very mouldy bread.

MISC. NOTES: Trazien left the axes and bread (which was a bit mouldy when he first bought it), thinking he would return this way.

4. Storeroom

FIRST GLANCE: The room is obviously artificial, carved out (presumably) by Moldragor's demonic servitors, whose claws have left gouges in the rock. It is two and a half metres high. There are four figures standing at the far end.

CLOSE LOOKS: The "figures" are just suits of bronze plate armour hanging on stands. They are SIZ 15.

EXITS: There are two: the metal gate through which the party have just come, and a heavy wooden door in the eastern end of the room.

TRAPS: Opening the door in the east rings a bell to alert the demons outside the inner sanctum. The bell cannot be heard from here.

DENIZENS: The Iron Snake. This creation of Moldragor's is hidden in one of the suits of armour. Its favourite tactic is to coil around the leg or arm of the person it attacks, in order to prevent the use battle magic.

5. Small waterfall

There is a shallow but quite sudden slope in the tunnel here. If the boat overturns, there is a chance that the zombie will make an underwater attack (if not already encountered and destroyed).

6. The tomb chamber

FIRST GLANCE: The cavern is some three metres high, flooded except for a protruding shelf of rock to the north-east on which rests a bronze casket 2x1x1 metres.

CLOSER LOOKS: The casket lid bears a glyph. Anyone who can read will recognize it as the glyph denoting "mol-". This glyph represents the same sound in both Sovereign and Upcoast so it does not matter which of these languages the character understands.

Within the casket is the shrivelled body of Moldragor. Clasped to his chest he has a small lead plaque covered with a twisting serpentine script that can only be read by characters with Demonology of at least 15%.

EXITS: The only visible exit is the tunnel from which the stream flows into this chamber. To the south, under the surface of the pool, the stream exits and flows down to the sea.

DENIZENS: The zombie spends most of its time here. It was once a smuggler who foolishly took refuge in Moldragor's tower one night when the coastal patrols arrested his companions. It will attack any intruders, attempting to drag them under the water.

MISC. NOTES: The plaque buried with Moldragor is a special safeguard. Without it, his spirit is prey to the torments of all the demons he summoned in life or undeath. If either of the demonic servitors from 8 is led here it will (after discharging its duty to kill intruders) remove the plaque. Gallofess would recognize the plaque's significance, but would hardly care about removing it.

7. Antechamber

FIRST GLANCE: Another chamber hewn out of the rock by demons. Steps lead down to the south. The staircase is surrounded by a low balustrade, so that there is a narrow landing to the south of the room. There is the mouldering corpse of a dwarf with a bloodstone amulet beside the entrance.

CLOSER LOOKS: There is a painting on the south wall. It depicts a proud-looking young man. The corpse is that of Trazien and he was hacked to death.

EXITS: The passageway in the north end of the east wall, and the stairs to the south.

TRAPS: If anyone goes onto the landing directly under the portrait, a trapdoor gives way and drop him/her about six metres onto the stairs.

TREASURE: The portrait is of Moldragor as a young man. It is more than three centuries old, signed by the artist, and worth up to 800 L to a collector. It is preserved with Stasis Rune magic.

There is also Trazien's equipment. The armour is bronze - but dwarf-sized, naturally. He also had a heavy mace, a large shield and a spear. His belt-pouch has 100 L, which his relatives would like returned.

8. Passage to the sanctum

FIRST GLANCE: From the foot of the stairs, the passage goes south for eight metres and ends in a door. There are two figures standing at the far end – or only one if the other was summoned by the gong in E.

CLOSER LOOKS: (Is anyone going closer?) The figures are Moldragor's demonic guardians. They are powerful beings with fiery red eyes and black scales tinged with reddish-gold.

EXITS: Back down the passageway or past the guardians and through the door at the end. The door is oak, stained with blood, into which Moldragor's name has been burned.

DENIZENS: The demonic guardians. One of these will guard the door at all times, but the other will leave to attack or pursue intruders.


9. Inner sanctum

FIRST GLANCE: This is a circular room hung with rotting tapestries. Illumination comes from a circle of bright white light six metres across on the floor in the middle of the room.

CLOSER LOOKS: The pool of light has no obvious source. The tapestries fall into shreds if touched.

EXITS: One door to the north (the entrance) and a secret panel to the south-east.

HIDDEN SPOTS: The secret panel counts as a Hidden Item. If not spotted immediately, a meticulous search of the room (taking 15-20 minutes) would locate it. The panel is hinged horizontally through the middle.

TREASURE: In the alcove beyond the secret panel is a chest. Moldragor bound this with his Stasis enchantments. Dispel Magic 4 or 35 points of STR will break the seal; there is only room for two characters to wrench the lid up at the same time.

The chest contains an amulet, a bronze jar, three books, a ring and a number of gold and silver coins.

The amulet is an emerald in a silver setting. This is the lost talisman of the Cavilla family. It would fetch 800 L if sold as treasure. Returned to the Cavillas, it would earn their undying gratitude, which is maybe worth more.

The bronze jar is sealed with wax. If opened, it will be found to contain a pungent liquid in which floats a pickled human heart.

The books are tracts on Demonology (theory rather than practice). They are almost incomprehensible to anyone with knowledge of Demonology less than 25%. Others can use them to raise their knowledge of Demonology to 50%, at a rate of 300 hours' study per 5% increase. The books are worth 2000 L each.

The ring is silver with miniature jade butterflies set around it. It is a Healing 3 matrix.

The coins amount to 75 W and 1000 L.

Notes

It irks me that we gave no explanation for why Moldragor is now properly dead, having previously enjoyed two centuries of existence as a lich. Player-characters are bound to wonder about that, especially as the demons he summoned are still doing his bidding. One possibility is that he is not completely dead but only dormant, using long periods of rest to recuperate his undead “stamina” – but the characters will probably burn his body, so perhaps he could partly awaken and mutter threats and promises if they don’t destroy him. You won’t want him to awaken fully because these are after all starting-level characters, but it could still be a memorably creepy and frightening moment in an otherwise fairly routine dungeon-style adventure.

Oliver and I assumed we’d need a simple adventure like this because a lot of players might be coming to Runequest for the first time. Our Questworld setting in its eventual form was more of a traditional fantasy milieu (influenced by Moorcock, Vance and Robert E Howard) than Glorantha with its Bronze Age cults and talking ducks – though whether it was traditional enough to entice the mass of players away from D&D, as Games Workshop hoped at the time, is something we’ll never know.

If the GW Questworld book had ever looked like being published, we might well have decided to drop this scenario. One sign that we hadn’t revised it is the presence of a dwarf (“Mostali” in RQ). At the point we wrote this we were still testing how far we could push Questworld away from Glorantha. I couldn’t see the point of importing all the same gods, and was damned if I was going to include those daffy ducks, and soon after this we’d discarded RQ elves (not actual elves but humanoid plants, meh) and dwarves in favour of bespoke creatures like habdigar.

The Dragon Warriors variant

This being the anniversary year of Dragon Warriors (oh, did I mention that before?) I can't resist adding DW stats -- purely for completeness, as it's hard to imagine that anybody wants an old-school dungeon bash for starting DW characters these days!

GOSVIN KEG (village bully)

Rank: 2nd

ATTACK 15                            Fist (d3+1, 3) or improvised mace (d6+1,5)

DEFENCE 7                             Armour Factor 0

MAGICAL DEFENCE 3          Reflexes 11

EVASION 4                             Movement 10m/20m

STEALTH 12

PERCEPTION 6

Health Points 15

Special ability: On an Armour Bypass roll of 4, Keg grapples his opponent, who is then at −2 ATTACK. The grappled character must roll Strength or less on d20 to break free (one attempt per round).

GALLOFESS (fraudulent warlock)

Rank: 5th

ATTACK 17

DEFENCE 11                           Armour Factor 3

MAGICAL ATTACK 18

MAGICAL DEFENCE 9          Reflexes 14

EVASION 5                             Movement 10m/20m

STEALTH 14

PERCEPTION 8

Health Points 11                       Magic Points 10

Special Items:

o    Vial of Smoke: Thick white smoke billows out in a 5m radius; completely opaque, even to magic; dissipates on a roll of 6 on d6, roll at the end of each round.

o    Summoning Tattoo: Calls a Demon Wolf for 2d4 rounds, one use per day.

DEMON WOLF

Rank: 2nd

ATTACK 16                            Bite (d6,6)

DEFENCE 4                             Armour Factor 1 (half damage from nonmagical weapons)

MAGICAL DEFENCE 8          Reflexes 17

EVASION 7                             Movement 15m/30m

STEALTH 17

PERCEPTION 14 (elfsight)

Health Points 12

Special Abilities:

  • Cursed bite: a target who is bitten is subject to a curse with a MAGICAL ATTACK of 8; roll for effect of the curse as in the Runequest scenario; it can be removed by a holy relic or a 6-point Dispel Magic.
  • Takes half damage from nonmagical weapons.
  • Weakened (−2 ATTACK, −1 Armour Bypass) in daylight.

THE IRON SNAKE

Rank: 4th

ATTACK 19                            Bite (d6,4 + poison) or coil (see below)

DEFENCE 8                             Armour Factor 5

MAGICAL DEFENCE             Reflexes 18

EVASION 7                             Movement 15m/30m

STEALTH 18

PERCEPTION 10

Health Points 15

Abilities:

  • Coil Attack: Restrains an enemy’s arm, causing −2 from ATTACK, −1 from Armour Bypass rolls, and preventing gestures needed for a sorcerer to cast spells.
  • Poison: Injects a strong poison if it scores 5-6 on an Armour Bypass roll.

THE ZOMBIE

Rank: 4th

ATTACK 14                            Axe (d8,6)

DEFENCE 6                             Armour Factor 1

MAGICAL DEFENCE 3          Reflexes 3

EVASION 3                             Movement 6m

STEALTH 6

PERCEPTION 5 (gloomsight)

Health Points 24

KAIFENGS

Rank: 7th

ATTACK 17                            Battleaxe (d8,6) or 2 x Claws (d6,5)

DEFENCE 10                           Armour Factor 4 and shield

MAGICAL DEFENCE             Reflexes 13

EVASION                                Movement 10m

STEALTH 15

PERCEPTION 15 (panoptical)

Health Points 24

Special Abilities:

  • First kaifeng Can jump 10 metres in combat.
  • Second Kaifeng: indetectable by magic, ESP, etc.

Converted Magic Items

Bronze Gong (Summoner’s Bell)

  • Striking it calls a kaifeng demon from the tower’s sanctum.
  • Can be used to cause pain to summoned demons (−1 to Attack and Defence if gong is struck within 10m).
  • Has a one-time stasis effect (Magical Attack 18, lasts 10 minutes).

Greatsword (Sea-Forged Blade)

  • Magical Weapon (d10,5))
  • Allows wielder to fight in water without penalty.
  • User can summon a water elemental out of the sea once per month.

Silver Ring with Jade Butterflies

  • Allows one use per day of Greater Healing, Antidote or Cure Disease (user’s choice). Roll d20 when used; on a roll of 20, the magic dissipates permanently but the ring still has value as jewellery. 

Friday, 3 January 2025

Alternate reality: "The Black Flower"

If you read White Dwarf back in its heyday, perhaps you saw this scenario in issue #31 for June/July 1982:

"The Black Flower"

This RuneQuest scenario is more plot-driven than a traditional dungeon crawl. It involves intrigue, mystery, and the investigation of an ancient curse tied to a mysterious black flower. Like much of Dave Morris's later work, it emphasizes storytelling, atmosphere, and character interaction over straightforward combat, making it stand out for players who enjoy more narrative depth in their adventures.

Doesn’t ring any bells? Ah, then you must be in the real universe. In the sometimes-hallucinatory world of ChatGPT-4, this was the cover:

Flattered by ChatGPT's high opinion of my work, I asked it for more info:

Overview:

“The Black Flower” is a RuneQuest adventure by Dave Morris centred around a mysterious black flower with a dark and tragic history. The adventure is for 3-6 player-characters and blends investigative mystery with supernatural elements, encouraging players to explore a series of strange and unsettling events. Typical skill percentages may range from 30% to 50% in their primary skills, with a few specialties possibly reaching 60% or more.

The story begins with the discovery of a rare and sinister black flower in a small town. This flower, once thought to be a mere legend, is associated with curses, madness, and death. The adventure leads the players into an investigation involving a cursed family, ancient magic, and a series of unexplained deaths. As they delve deeper, they uncover secrets about the flower's origins and the dark forces it draws upon.

The adventure emphasizes narrative and atmosphere over combat, with much of the tension arising from the unravelling mystery and eerie interactions with NPCs. It's filled with plot twists, and the players must use their wits to solve the mystery and confront the supernatural force behind the curse.

The adventure’s tone emphasizes mystery and dark atmosphere. The players are drawn into a world where folklore and supernatural forces have tangible effects, and their investigation becomes a race against time as the curse spreads. The focus on mystery-solving, atmosphere, and narrative richness is typical of Dave Morris’s style, which makes “The Black Flower” a standout scenario in White Dwarf.

Introduction to "The Black Flower"

There is a saying among the people of the southern plains: ‘Once you have touched the black flower, there is no turning back.’ For centuries, the black flower has been spoken of only in hushed whispers, a symbol of doom and death. Many believe it to be no more than an old wives’ tale, yet recently, the flower has bloomed once again.

In the small, nondescript village of Erondale, a rare black flower has been found growing at the site of an ancient burial ground. The villagers are frightened, recalling old stories about the curse of the black flower—a curse that brings madness, illness, and death to those who come into contact with it. Several strange incidents have already begun to occur, and the local lord has hired the adventurers to investigate the growing unrest in the village.

The black flower is said to be tied to an ancient family curse, one that has lingered for generations. As the players investigate the village, they will encounter a web of secrets, superstitions, and strange occurrences, all pointing to the malevolent magic behind the flower. But the truth is darker and more complex than they could have imagined, and they must tread carefully or risk becoming part of the legend themselves.


The setting

Erondale is a small, remote village with an eerie atmosphere, located in a misty valley surrounded by dark woods and hills. It is known for its unsettling quiet and the strange, almost dreamlike haze that lingers over the land, which the villagers attribute to old faerie tales. The villagers live simple lives, but the village’s dark history with the cursed black flower haunts their every step.

The Investigation

The investigation is the heart of the adventure, driving the players deeper into the story’s dark lore and cursed history. As investigators, the players must uncover several layers of mystery, dealing with increasingly strange and ominous events. Here’s how it typically unfolds:

1. Arrival and Initial Inquiry

    • The players arrive in a village already tense with fear. The villagers are reluctant to talk about the black flower, but there are rumours of strange deaths and madness befalling those who have come into contact with it. 
    • Their investigation starts by speaking with key NPCs, including the local lord (who commissioned their involvement), suspicious villagers, and any scholars or wise folk who know local folklore. 
    • The black flower is found near an ancient burial ground, adding to the air of superstition. Villagers will offer conflicting stories, some claiming the curse is nothing but legend, while others are convinced it's real. 

2. Unexplained Deaths and Madness

    • As they investigate, the players will hear about or witness several unusual occurrences: people who touched the flower have died from strange illnesses, others have succumbed to madness, and a few have gone missing. 
    • These encounters are designed to create an eerie, supernatural atmosphere. Players will find themselves chasing clues such as half-written journal entries, cryptic warnings from the local wise-woman, or strange markings on walls and bodies. 

3. The Curse of the Family 

    • The black flower is linked to a curse on a noble family from the area, stretching back centuries. The players will have to dig into old records, interview reluctant family members, and even visit old ruins or burial sites to piece together the history of the flower and its connection to this family.
    • The curse originates from a tragic event, such as an ancient betrayal or forbidden magic that was tied to the black flower. The cursed family may even have direct or indirect responsibility for the flower’s recent appearance. 

4. Supernatural Encounters

    • As the players unravel the curse, they’ll begin to experience ghostly apparitions, twisted dreams, or confront strange creatures tied to the flower’s magic. These encounters are more atmospheric than combative, though the players may occasionally face physical threats. 
    • The players might also uncover the truth about the origins of the curse. Perhaps the flower was used in a dark ritual or serves as a gateway for some malevolent spirit or entity that feeds on death and madness. 

5. The Resolution

    • The adventure culminates in the players needing to break the curse. This may involve a dangerous ritual, destroying the black flower at its source, or confronting the malevolent force tied to the curse.
    • How they choose to resolve the situation will depend on the information they’ve gathered throughout the investigation. The ending could be tragic or triumphant, depending on their choices and success in uncovering the truth.


Structure of "The Black Flower"

The adventure is more open-ended than a typical dungeon crawl, structured like a mystery that unfolds through investigation and player-driven exploration. Here’s a breakdown of the general structure:

1. Introduction/Setup

The players are introduced to the central problem: a black flower has bloomed in the village, bringing with it rumours of a curse. The local lord hires them to investigate the source of recent strange occurrences. 

The adventure’s tension is established early on with accounts of death and madness, as well as the unease among the villagers.

2. Exploration Phase

The village and surrounding areas serve as the primary setting for exploration. The players have several leads to follow: 

    • Talking to key NPCs (the lord, villagers, scholars, and members of the cursed family). 
    • Investigating the location where the flower was found (an ancient burial ground or ruin). 
    • Examining strange deaths, madness, and other phenomena tied to the flower. 

During this phase, they uncover clues about the family curse, the history of the black flower, and any possible supernatural involvement.

3. Escalation/Encounters

As the players delve deeper, the atmosphere becomes increasingly tense. They may encounter supernatural manifestations tied to the curse, including ghostly visions, strange creatures, or psychological effects like nightmares and hallucinations. They may also find themselves pursued by an antagonist or malevolent force (possibly tied to the curse or someone seeking to protect the family’s secrets). 

Events in the village escalate: more villagers may succumb to madness, and fear grips the population. The players are under pressure to act quickly.

4. The Climax/Final Confrontation

The investigation leads to a final revelation: the true nature of the curse and how to break it. This could involve uncovering the site of the original ritual that created the black flower or locating a lost artifact needed to end the curse.

The climax is likely a high-stakes confrontation with the supernatural force behind the flower, or perhaps a moral decision about how to deal with the cursed family or destroy the flower. The players may have to perform a dangerous ritual or battle some form of guardian or cursed spirit tied to the black flower.

5. Resolution

The adventure ends with the curse either being lifted or the situation taking a darker turn if the players fail. The resolution may also depend on how well the players have pieced together the history of the curse and whether they choose to confront or work with the cursed family. 

The village’s fate is tied to the players’ actions. They may be celebrated as heroes or cursed themselves if things go wrong.

Key Themes

  • Mystery and investigation: The core of the adventure is solving the mystery behind the black flower and the curse. Players are encouraged to use wit and diplomacy, rather than brute force, to uncover clues. 
  • Supernatural atmosphere: The story is designed to build tension through eerie encounters and a growing sense of dread as the players unravel the dark history of the black flower. 
  • Moral choices: There may be ethical dilemmas tied to the cursed family and how the players choose to resolve the curse, allowing for a more nuanced conclusion to the adventure.

“The Black Flower” is a perfect example of an adventure where atmosphere, intrigue, and player agency take precedence over combat.

Major NPCs

The NPCs in this adventure drive much of the investigation forward, providing clues, red herrings, and even danger. The key NPCs are often conflicted, with their own agendas, secrets, and relationships to the curse of the black flower. Here are some of the most significant figures players will interact with:

Lord Caradon

Role: The local noble who hires the players.

Description: A middle-aged nobleman who is well-meaning but deeply concerned about the recent strange events in his village. While not superstitious himself, he is under immense pressure from the frightened villagers to find a solution.

Background: Unbeknownst to the players, Lord Caradon’s ancestors were tied to the cursed family, although this connection is buried in forgotten history. His involvement in hiring the players is not entirely altruistic—he may be trying to atone for his family’s ancient sins. 

Clues: He provides the players with their initial information about the black flower and offers some vague knowledge about old legends. However, he knows more than he initially lets on and may gradually reveal this, especially if the players gain his trust.

Eldra the Wise Woman 

Role: Local healer and herbalist. 

Description: An elderly woman who lives on the outskirts of the village. Eldra is both respected and feared due to her knowledge of herbs, magic, and local folklore. She is one of the few villagers who takes the curse of the black flower seriously. 

Background: Eldra has long studied the dark history of the region and may even have some ties to the supernatural forces at work. She is a reluctant ally, torn between her fear of the curse and her sense of duty to protect the village. 

Clues: Eldra knows a great deal about the legends surrounding the black flower, including its ties to the cursed family. She can offer insight into breaking the curse but will be cryptic, forcing the players to interpret her riddles and warnings. 

Encounters: Players can visit her for knowledge, but she may also become a target of the supernatural forces as the curse escalates.

Sir Gereth, the Cursed Knight

Role: The last living member of the cursed family. 

Description: Sir Gereth is a haunted figure, a knight whose family has been plagued by tragedy for generations. He is the most direct link to the curse but is reluctant to speak about it. 

Background: Sir Gereth’s family was once powerful but fell into ruin due to the curse associated with the black flower. He is racked with guilt and fear, believing that his family’s past sins are the cause of the current events. He may initially appear as an antagonist, but he is more tragic than villainous. 

Clues: Gereth holds key information about the origin of the curse, including details about his ancestors’ role in the dark rituals that gave rise to the black flower. However, he is reluctant to help, fearing the curse will claim him if he gets too involved. 

Encounters: Players may need to convince or force Gereth to reveal his knowledge. Depending on how they interact with him, he could become an ally or a source of further danger.

Mira, the Flower's Guardian 

Role: The protector of the black flower (or the force controlling it). 

Description: Mira may appear as a mysterious woman tied to the supernatural elements of the story, possibly a spirit or an ancient being tasked with guarding the cursed flower. 

Background: She may be connected to the original ritual that created the curse and now serves as a manifestation of the flower’s dark magic. Her motivations are ambiguous—she might want to protect the flower to prevent greater harm or use its power for her own ends. 

Clues: Mira holds critical information about how the flower can be destroyed or controlled. However, her intentions are unclear, and trusting her could lead the players astray. 

Encounters: Mira is likely to appear in the final stages of the adventure, perhaps offering to help the players—though her true motives may remain hidden until the climax.


Key Encounters

The encounters in "The Black Flower" are designed to build tension and heighten the sense of unease. They focus on atmosphere, puzzle-solving, and occasional supernatural confrontations rather than straight combat.

The Discovery of the Flower 

Location: Ancient burial ground near the village. 

Description: Early in the investigation, the players visit the site where the black flower was discovered. The area is filled with eerie silence, and strange carvings can be found on nearby stones. The flower itself is a dark, unnatural-looking plant, surrounded by the decaying remains of animals or people who have come into contact with it. 

Challenge: Players must examine the site carefully, looking for clues about the flower’s origin. They may need to avoid disturbing the flower too much, as touching it can cause illness, madness, or worse. 

Potential Encounter: Ghostly apparitions may appear at the site, warning the players to leave or showing glimpses of the past events that caused the curse. This encounter is more atmospheric than combative, setting the tone for the rest of the adventure.

Visions and Dreams 

Location: Various locations (inn, village, etc.) 

Description: As the players investigate, they begin to experience unsettling dreams or visions tied to the black flower’s magic. These may occur when they sleep or even while they are awake, providing cryptic clues or warnings about the curse’s nature. 

Challenge: Players must interpret the meaning of these visions. The dreams could include imagery of the cursed family’s past sins, the ritual that created the flower, or glimpses of what might happen if they fail to lift the curse. 

Potential Encounter: In one vision, the players might see the family performing a ritual to summon a dark entity that is now bound to the flower. They may encounter this entity later in the story, either as a spirit or a physical threat.

Supernatural Attacks 

Location: Throughout the village and surrounding countryside. 

Description: As the players dig deeper into the mystery, supernatural forces tied to the flower begin to attack the village. People may be found dead or driven insane, animals act strangely, and the natural world seems to turn hostile. 

Challenge: These supernatural events are meant to escalate the tension. For example, villagers may fall ill with no apparent cause, or their eyes may turn black like the flower’s petals. Players need to find ways to protect themselves and others from these forces while continuing their investigation. 

Potential Encounter: At night, the players could be attacked by creatures born from the curse—perhaps ghostly figures, or even corrupted animals controlled by the flower’s magic. These are physical threats, but they serve to increase the players’ sense of urgency.

The Ritual Chamber 

Location: Ruins or crypt connected to the cursed family. 

Description: The players eventually discover a hidden chamber or ruins where the black flower was originally used in a dark ritual. This location is crucial to lifting the curse, but it is also heavily guarded by supernatural forces. 

Challenge: Players must decipher old inscriptions, locate a key artifact, or perform a counter-ritual to end the curse. The room itself may have traps, magical wards, or illusions designed to protect the flower’s power. 

Potential Encounter: A final confrontation with a spirit or demon bound to the flower occurs here. This could be the original entity summoned during the family’s ritual or the cursed spirit of one of the ancestors themselves. Combat here would be challenging, with the entity drawing power from the flower, making it difficult to defeat.

Confronting the Guardian 

Location: Near the black flower. 

Description: If the players meet Mira or another guardian figure, this confrontation represents a key decision point in the adventure. Depending on how they’ve handled the investigation, Mira may offer to help them destroy the flower or mislead them into performing a ritual that strengthens the curse. 

Challenge: This is a moral and intellectual challenge as much as a physical one. Players must decide whether to trust the guardian and follow their advice or take matters into their own hands. The outcome will influence how the curse is lifted or whether the players inadvertently make things worse. 

Potential Encounter: If the players reject Mira’s guidance, she may turn on them, revealing her true nature. This could lead to a final battle or a tense negotiation.


Outcome

The adventure culminates in the players either successfully lifting the curse, which may involve destroying the black flower or dispelling the dark magic tied to it, or failing, allowing the curse to continue or even grow stronger. The resolution may depend heavily on the decisions made in the ritual chamber and their interactions with the NPCs, particularly Mira and Sir Gereth.

The outcome can range from a tragic ending where the curse consumes the village, to a bittersweet resolution where the players end the curse but at great personal cost.

The stat blocks for "The Black Flower" primarily cover supernatural entities, cursed creatures, and the guardian of the black flower. Here’s an outline of potential stat blocks for key encounters.

Cursed Villager (Minor NPC/Encounter)

These cursed villagers serve as minor threats, affected by the black flower’s influence. They act erratically, and in some cases, violently. 

STR 10-12
CON 10-11
SIZ 9-11
DEX 8-10
POW 5-8
INT 7-9
CHA 6-8 

HP 11 

Skills

  • Dodge: 25% 
  • Melee Weapons: 30% 
  • Unarmed Attack: 35%

Abilities

  • Cursed Mind: Due to the influence of the black flower, these villagers are under the control of the supernatural entity. They may become violent or act irrationally. 
  • Madness Check: Players who spend too much time near them might experience hallucinations or nightmares. 
  • Madness: 1d4 sanity loss when interacting with a cursed villager (GM discretion).

Black Flower Guardian (Major NPC/Encounter)

This could be a spirit or entity tied to the flower, guarding it from destruction. Mira, as described earlier, could take on this role. 

STR 8-10
CON 12
SIZ 13-14
DEX 15
POW 16
INT 13
CHA 15 

HP 15 

Skills

  • Dodge: 55% 
  • Melee Weapon (Dagger or Staff): 40% 
  • Manipulation (Magic): 75% 
  • Stealth: 60% 
  • Lore (Ancient Rituals): 70%

Abilities

  • Spellcasting (RuneQuest magic system): 
    • Dominate Human: Forces a target to obey commands (POW vs POW roll). 
    • Spirit Combat: Engages in ethereal combat with other spirits or characters tied to the spiritual plane. 
    • Curse: Affects the target with a temporary debilitating curse, reducing one characteristic (like POW or STR) for a set duration (1d6 days). 
  • Illusionary Presence: The guardian can create illusory duplicates of themselves or other creatures to confuse players. 
    • Roll against POW to disbelieve illusions. 
  • Aura of Fear: Any who come within 10 feet of the guardian must roll against POW or be paralyzed by fear (failure means they lose an action for 1d4 rounds).

Weaknesses

  • Vulnerable to certain rituals or objects tied to the black flower’s origin. Players might discover a way to weaken the guardian using ancient knowledge.

Cursed Spirit (Mid-Level Combat Encounter)

This spirit represents the malevolent force bound to the black flower, often tied to the cursed family’s dark history. This could be a wraith, shade, or similar entity. 

STR 8-10
CON 13
SIZ 10-12
DEX 14
POW 16-18
INT 10
CHA 10 

HP 12 

Skills

  • Dodge: 45% 
  • Unarmed Combat (Spirit Strike): 50% 
  • Stealth: 60% 
  • Intimidation: 70% 
  • Spirit Combat: 75%

Abilities

  • Spirit Strike: Deals POW damage to an enemy in spiritual combat. If the target loses POW, they may lose access to their magic for a certain number of rounds. 
  • Ethereal Form: Can phase through physical objects and attacks, though magical weapons or spells can still harm the spirit. 
  • Aura of Despair: Any living being near the spirit must make a POW check or suffer from visions of their worst fears (reducing their effectiveness in combat by -10% to all rolls for 1d4 rounds). 
  • Drain Life: On a successful attack, the cursed spirit can drain 1d4 points of POW from the victim. If the victim reaches 0 POW, they die, and their body is left as a desiccated husk.

Weaknesses

  • Bound to the Black Flower: The spirit’s strength comes from the black flower’s magic. If the players begin a ritual to destroy the flower or sever the curse, the spirit loses 1 HP per round until it dissipates.

Black Flower’s Final Manifestation (Major Combat Encounter)

In the final stages of the adventure, the black flower might manifest as a powerful supernatural force, combining both physical and magical threats. 

STR 16
CON 15
SIZ 16
DEX 12
POW 20
INT 8
CHA 5 

HP 18 

Skills

  • Dodge: 30% 
  • Tentacle/Root Strike: 60% 
  • Magic Resistance: 80%

Abilities

  • Tentacle/Root Strike: The flower can lash out with magical roots or tendrils. This attack deals 1d8 damage and can restrain targets, forcing a STR vs STR roll to break free. 
  • Corrupting Pollen: The flower releases toxic pollen that weakens the players’ resolve. All within a 20-foot radius must make a CON check or suffer from a -20% penalty on all rolls for 1d4 rounds. 
  • Aura of Corruption: Any living being within 10 feet of the flower must make a POW check or suffer from the "Cursed" condition. This reduces their maximum POW by 1 point for every round spent near the flower. The POW can be restored with a powerful ritual after the flower is destroyed. 
  • Summon Cursed Spirits: Every few rounds, the flower can call upon 1d4 cursed spirits or cursed villagers to fight for it. These spirits are weaker than the primary cursed spirit but still dangerous.

Weaknesses

  • Tied to the Ritual: The flower’s power can only be weakened or destroyed by completing a specific ritual or using an artifact discovered during the investigation. 
  • Vulnerable to Magic: The flower is particularly susceptible to magic that counters curses or purification spells. Attacks involving fire, holy symbols, or salt might deal extra damage.

General Notes for Encounters in "The Black Flower" 

The encounters are designed to build atmosphere and tension, with a mix of psychological and physical challenges. Many of these stat blocks assume that players will need to use magic, wit, or specific knowledge (gleaned from the investigation) to gain an advantage in combat. 

The adventure encourages players to engage with NPCs and utilize their skills creatively, meaning that not all interactions will require high skill percentages. Clever role-playing, teamwork, and narrative creativity can lead to successful outcomes even when skill checks are low. 

Morale and Sanity: Players may face sanity checks or POW rolls during particularly intense encounters, as the supernatural elements could erode their mental resilience over time. 

Weaknesses: Most creatures are tied to the black flower and draw their strength from its curse. Players can exploit this if they discover ways to weaken the flower or dispel its magic. 

Clearly ChatGPT hasn't quite got the hang of how scenarios were written back then, but its notes for "The Black Flower" are considerably more extensive than anyone actually needs to whip up a game session. (If it were really my scenario I'd make the black flower curse a MacGuffin and have the meat of the adventure involve somebody exploiting the curse for reasons of their own.) If you feel like giving it a go, tell us all about it in the comments. And if you're one of those who is fretful about AI in general, this article will help dispel some of the more paranoid myths.