Wednesday, October 19, 2022

Haunt at Okanigi Forest!


Calling all trainers!
Join delinquent teenagers for a midnight race through the dangerous Okanigi Forest! There will be ferocious battles! candy! dangerous tricks and traps! friendship! blood soaked ghosts! flashlights! underage drinking (not endorsed by me)! and decorations!! Don’t let the howling bloodseeker chew off your limbs! Haha, just kidding.

Bring your inner (or outer) teen, 2 legamon of your choice, and your need for speed. Note that you can also just bring pokemon or a mon you make up if you want!


This will be a depth crawl with the goal of visiting each of the three ancient shrines before finding your way back out again. Your score will be 10 for each dungeon turn taken + the number of real minutes the game lasts - 10 for each mon captured. Post your scores here. The team with the fastest time are the Champions!


Daring the Depths of Okanigi Forest!

A group of daring young trainers, your classmates all, gather at the edge of the forest. Tensions are high and some diffuse their anxiety with laughter. Others stare quietly into the darkness, steeling themselves. Each will try to make their way to the Single Tree and carve their initials, defying their fears and the dangers they preface.


The plumbing procedure is to roll a d12 plus the number of dungeon turns you've been progressing through the forest.


If the sum is under 12, generate a location with "Where am I?" button. This will indicate if there is a mon or trainer. You can then generate either of those with the other buttons. I adapted the 'mon encounters to fit the forest, but there is a limited number and you may need to click a few to get a new one.


If the sum is greater than 12, make a tally and you will encounter the first of three special shrines (described below). When you reach the last of these shrines and resolve the scene the adventure is over and you may tally your time.








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The above is basically safe for players to read if they don't mind knowing a few encounters. This section will definitely make the adventure unplayable and is for enterprising GMs or those who aren't interested in playing this adventure.

Shrine 1
Wooden archways mark openings into a clearing known as the Shrine of Peace. No conflict may enter, and it is a haven for legamon. Within, a wounded Angourd lies motionless near a sputtering campfire. Nearby, a pale-faced medium recites a ward against death while her Blakraven kaws "Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before." The Angourd's thin hide has been punctured several times and sweet juices drip onto the dirt.

Shrine 2
A once quaint hut, now rotting, provides a roof for the second shrine. A spectral Fetchain is seen acting out various phases of its life. Other's are implied by its motions. It is being fed, it is playing catch, it is growling and howling. Within, a tree has been planted which now pierces the roof and threatens the structure. This is the Shrine of Healing. The fruit found here rejuvenate the body and spirit. Scattered within are the appurtenances of a meager home, once left in a rush. Most has been looted or destroyed by time, but dice,  a silver whistle, and a faint image of a happy couple and their legamon can be found if searched for. The legamon are a Blakrow and a Fetchain. Remind the players that the wind sings a mournful song as it whistles through the trees.

Shrine 3
Deep in the forest grows the Single Tree. Its branches cast shade on all others. Among its tangled roots lie countless dead taking their final rest. Among many older of its like, a wooden plank stands freshly carved. Beneath a graven image of a smiling man is the inscription "death parts us, life renews." Teeth marks cover the edge of the plank. 

To win the race, carve your initials into the trunk of the Single Tree. This requires climbing the mangrove-like roots and taking a turn to make your mark. The bloodseeker is here to make sure you don't.



What the denizens of the forest think
The well-loved watcher of the forest has fallen under a baleful curse. On pale, windy nights when wind sings a mournful song, the moon is full-bright and a chill in the air, when the low fog raises the hair of the bravest of Mastrauma, on nights such as these the good guardian turns into a howling monstrosity known only as the bloodseeker

The legamon of the forest have sensed this and direct friendly trainers to his shrine deep in the forest. This is just where a brave young trainer wants to go on this particular night in order to win the race known as the Dark Run. Rumors and legends about the bloodseeker abound, but no one has seen or heard of it in half an age. The people of the surrounding towns do not know that the curse has returned to Okanigi Forest.

The real deal
In an age past a young druid of the trees made her home in the Okanigi Forest, caring for and nurturing legamon and cultivating a beautiful garden. She fell in love with a whistling gambler who was undertaking the League Challenge with his partner, Fetchain. She turned his head and they settled in the forest. One day, he was cutting wood and slipped. The wound was terrible and he may die. The young druid tried to save him by tying his life to that of Fetchain, and it worked! During his recovery, the man turned to gambling to pay off old debts, but those he owed did not appreciate his quiet life and lack of payment and killed him while he was away. Fetchain returned to the forest ashamed that he could not defend his trainer. On nights like this, when the howling wind sounds like the whistle of a young gambler, the spirit of Fetchain returns transformed by his failure into the black omen legamon, Sincanine!

Sincanine, the black omen legamon. (Steel/Fire).  Evolves from Fetchain.
Fetchain only evolve due to the emotional stress of their pack dissolving. The presence of a new Sincanine is a sign of discord, infidelity, and shattered relationships among those it is close to.
Ability: Nose, can smell the type and basic location of legamon.
20 hp, 13 Str/atk, 13 Con/def, 9 Int/sp.atk, 8 Wis/sp.def, 9 Dex/spd, 6 Cha/bond, 3 MD
Status: Trapped. Trapped 'mon can't switch out. Save at end of each turn, end condition on success. 
REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals [dice] damage each turn. Exposed mon take [dice] extra damage from all sources.
FLAME RING [Fire/Special]: Create a flame wall along a surface (5 x sum) feet long in any shape. Lasts until the end of the battle and deals [sum] damage to those who touch it.
STEEL SHOT (Metal/Special) - Spray metal fragments at a target. Deal [sum] + [dice] damage and liters ground with sharp barbs which deal [dice] damage to soft creatures that move across it.

The woman in Shrine 1 is the ghost of a once young druid, still struggling to heal the trauma that destroyed her family.

The scene at Shrine 2 should be self-explanatory by now. The whistle mimics the tune of the lost gambler and can be used to calm Sincanine. Later, it can be used to call Fetchain in a time of duress. Remind the players that the wind sings a mournful song as it whistles through the trees.

The final bit. Shrine 3 contains the final resting place of our dear gambler. If the players can sufficiently comfort Sincanine, then he will return to his Fetchain form and lay down by his master. This can be resolved by a hard 6 required on a skill check (which is a d6 roll + bonuses), with +1 for each relevant bit of info the players can scrounge about the story or other reason you think should give them a bonus. The whistle or photograph will provide bonuses if offered to Sincanine. +2 if the whistle is blown to sound like the song on the wind.

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