Monday, November 22, 2010

Hedge Flights: 50 Encounters in Arcadia, Part 2

Here is part two of my series on encounters you can drop into any Changeling game to provide beginning players with a unique back story adventure that details their escape from their Durance in Faerie.


26. The Old Man of Stone Walls
The changeling hears the clicking of stone against stone in the distance, along with an elderly male voice singing. They come upon an old man in grey robes with grey hair carefully building up a fallen stone wall that weaves up and down through the Hedge into the distance. He agrees to help the changeling if the changeling helps him to work on the wall.


27. Wayland the Tinker
The changeling comes upon a small Medieval style blacksmith shop set into a grove within the Hedge. The blacksmith inside is a blacksmith wizened named Wayland. Wayland is bound by a geas to take any commission he is offered. A clever changeling can use this weakness to commission him to build them a way to the mortal world. Wayland always charges fairly for his work, but the changeling must agree to pay the fee before hearing what it is.




28. Tia Dalma's Lair
The changeling comes upon an area where the Hedge is made up of dense jungle and canals of black water. The air is hot and humid, and a mist lies amid the vine-laden trees. There are fireflies and hanging lanters dangling from the trees. A small rowboat rests on the shore. The changeling must row through the canals to proceed.


29. Werewolf Island
The path up ahead leads to a large expanse of dark water toward a black, forbidding island enshrouded in mist. There is a one-man rowboat pulled up on the shore. As the changeling gets nearer to the island, a full moon breaks out of the mist, and with it the changeling starts to hear a chorus of unearthly, eerie howling coming from the island. The clouds of mist that overhang the island shift, and from the new angle, the changeling sees the mist form the shape of a giant snarling wolf's head that seems to follow the changeling's every move. If the changeling tries to reverse course, the path back is gone and every direction just leads them closer to the island. The island is the home of a True Fae called the Wolf King, who keeps a pack of hunterheart changelings as his servants. They attack the phantom villages of terrified peasants that appear at random locations across the island, or the very real victims unlucky enough to trespass on the island, and drag the meat back to the Wolf King's castle.

Hunterheart Servant
Attributes: Intelligence 2, Wits 3, Resolve 2, Strength 3, Dexterity 3, Stamina 4, Presence 2, Manipulation 1, Composure 2
Skills: Investigation 2, Athletics 3, Brawl 3, Stealth 2, Survival 3, Animal Ken 2, Intimidation 3
Merits: Danger Sense, Direction Sense, Quick Healer
Willpower: 4
Initiative: 5
Defense: 3
Size:5
Speed: 11
Attack: Claws 2 (L), Fangs 1 (L)
Health: 9
Wyrd: 1
Contracts: Fang and Talon 2

The Wolf King
The Wolf King appears as a black-furred demonic looking werewolf with glowing red eyes wearing a silver crown, a red royal robe and bearing a silver scepter who's head is that of a wolf. He also possesses a silver-bladed sword with the strength and sharpness of steel.
Attributes: Intelligence 3, Wits 4, Resolve 5, Strength 5, Dexterity 5, Stamina 6, Presence 4, Manipulation 3, Composure 2
Skills: Occult 2, Athletics 5, Brawl 7 (Fangs and Claws), Stealth 3, Survival 5, Animal Ken (Wolves) 10, Intimidation 4
Merits: Danger Sense, Brawling Dodge, Harvest (Dream Flesh) 3, Hollow (Werewolf Island) 5, Iron Stamina, Quick Healer, Retainers (Hunterhearts) 4
Willpower: 7
Initiative: 7
Defense:
4
Speed: 15
Size: 5
Attack: Claws 3 (L) Fangs 2 (L) Sword 3 (L)**
Health: 11
Wyrd: 8
Contracts: Darkness 2, Dream 3, Fang and Talon (Wolves) 5, Mirror 3, Stone 4, Vainglory 1
Special Power: A bite from the Wolf King at midnight will transform a mortal creature into a Hunterheart changeling by the next moonrise and lock them into a Durance to the Wolf King. Uratha are immune to this effect. In order to cure the bitten individual, they must drink a potion made from wolfsbane before the allotted time has expired.
**: The sword deals aggravated damage to Uratha.
Suggested Bans: Repelled by wolfsbane or silver, must attack on sight anyone wearing a pentagram, must attempt to capture or kill females first, unable to transform when not exposed to moonlight, those with gypsy blood may negotiate with him freely.

30. The Well of the Morlocks
The changeling comes upon a deserted field filled with mushroom-shaped stone wells. The sound of rhythmic, grinding machinery can be heard echoing up from beneath them. The Hedge thorns grow so thickly around the field that the only way to continue is to climb down one of the wells, leading to unknown perils below.

31. Earthworm Tunnel
A ferocious storm comes ripping through the Hedge toward the changeling, who must flee before its wrath. The changeling takes shelter in a long, winding narrow tunnel that burrows deep into the earth, until the main cyclone of the storm stops directly over the entrance and threatens to suck the changeling out. Good for some dramatic scenes of holding onto a bare root for dear life.

33. The Martial Deer
The changeling comes upon an open meadow in which regiments of stags are apparently performing military drills, marching in unison and practicing battle maneuvers with their horns. You can either have the deer be hostile, arresting the changeling as a potential spy or you can have them neutral and willing to negotiate an escort.





34. The Mirror Universe
The changeling sees a door set into the Hedge they recognize as the door to their childhood bedroom. When they open it, they see into a complete replica of that bedroom, with everything just as they remember it being. Only something is subtly wrong. Perhaps there is already a sleeper in the bed, who happens to be the changeling's fetch. Perhaps the changeling's “parents” are really Hedge creatures, sent by their Keeper to retrieve them. Perhaps the entire room is an elaborate trap by a Hedge predator, and if the changeling dares to fall asleep in the bed, the bed tries to eat them. Or maybe it's none of those things, and falling asleep in the bed allows the changeling to wake up back in the mortal world, in the long-abandoned remains of their old home.

35. The Chamber of Virgins
The changeling stumbles upon a tower within the Hedge that is filled with beautiful, young virgins of the appropriate sex. They try and use their seductive wiles to entice the changeling to stay.

36. The Deadly Vines
The changeling notices something moving after him through the thorns. After they declare their reaction, the path ahead is blocked by supernaturally swift-growing vines that form a barrier. A man-sized plant pod comes lunging out of the Hedge at the changeling and opens up its teeth-lined petals with a predatory roar. It tries to grapple with the changeling using its mouth vines and drag the changeling into its pod to be devoured.

Killer Plant
Attributes: Intelligence 1, Wits 3, Resolve 2, Strength 4, Dexterity 5, Stamina 4, Presence 1, Manipulation 0, Composure 1
Skills: Brawl 4 (Grapples), Stealth 2 (+2 when attempting to hide in the Hedge), Survival 3, Intimidation 4
Merits: Ambidextrous, Fast Reflexes 2, Toxin Resistance
Willpower: 3
Initiative: 8
Speed: 15
Size: 7
Attack: Vines 3 (B)*, Mouth 3 (L) + 1 (L): Acid**
Health: 11
*: If the number of successes on an attack exceeds the changeling's Size rating, the changeling is sent flying through the air.
**: The mouth will completely envelop an average person in 2 rounds, and the digestive juices within the petals deal an additional point of lethal damage per round automatically.

37. The Key Maker
The changeling hears a grinding metal on metal sound. If they investigate, they discover a small, round stone hut with a single child-sized door. If they open it, inside is a gnome-like figure crouched over a foot-powered metal saw. The walls around the figure are literally covered with keys on hooks of all sizes and descriptions. The changeling can negotiate a deal with the key maker to receive a key that will unlock a gateway to the mortal world.



38. The Cobra Riddle
The changeling enters a part of the Hedge that looks like an Indian jungle. In the center of the path ahead is a man-sized, swaying black cobra. The cobra says that he has the ability to tell truth from falsehood. The changeling is allowed to make a single statement. If the statement is true, the cobra will bite the changeling's throat. If the statement is false, the cobra will bite the changeling's heart. The cobra is willing to give the changeling as much time as they need. The changeling always has the option to flee or outright attack, of course, but to solve the riddle, the changeling simply has to say something like “You will bite my heart.” This sets up a paradox, since it forces the cobra to either bite the heart, making it a true statement and therefore breaking his word, or bite the throat, making it a false statement with the same result.

39. Will O' The Wisp Swamp
The changeling enters a dark, festering black marshland with only starlight overhead. Strange, frightening sounds echo from the swamp around them. The path ahead branches, and neither choice looks very appealing – a dark tunnel formed by twisted trees and Spanish moss from which sets of small glowing eyes leer, or a rickety bridge over a stagnant pond with something slithering just beneath the surface. Then the changeling sees a third option – a distant, randomly bobbing light that might be a lantern. The light is utterly silent and too far away to make out clearly. But if the changeling goes to investigate the light, they loose the path. The light will sometimes be closer, but obscured by tree trunks, or so far away it's almost lost, but as long as the changeling follows it, the light will lead them farther and farther into the dark swamp until the changeling is hopelessly lost. At which point, feel free to introduce them to the full, horrific consequences of their foolish choice.

40 Swamps of Sadness
Another swampy scenario has the changeling enter a black, muddy bog with no dry path ahead and a dreary, leaden sky. The changeling simply has to wade through the muck to continue onward. The muck will grow deeper the farther they journey, and as it does, announce that the changeling is starting to feel overwhelmed by feelings of guilt for having run away, despair at ever getting out, helplessness, and weakness. They should begin having to make Willpower rolls to perform actions, like climbing a tree to look around or changing direction. Moving forward, deeper into the swamp, is always an option, but the deeper they go, the harder it is to do anything but keep walking and sinking. Some suggested modifiers:

Waist-deep: Willpower rolls to perform drastic actions, such as using Contracts or running. No dice pool penalties.
Chest-deep: Willpower rolls to perform notable actions, such as speaking or attempting to use a skill. -2 dice pool penalties.
Neck-deep: Willpower rolls to perform any actions other than walking forward. -3 dice pool penalties.

41. The Ice Jungle
The changeling enters an area of the Hedge where the air is cold enough to see their breath, yet the plant life looks like that of a tropical jungle. Feel free to play up the strangeness of it – arctic monkeys, translucent ice snakes with blue eyes, streams and waterfalls made of frozen ice and icicles dripping from the palm trees.

42. The Rainbow Serpent
The changeling enters an area where the Hedge is made of a maze of red, ancient stone and the soil is dry and red beneath them. They can hear the breathing of some enormous creature, and eventually come upon the slumbering body of an absolutely gargantuan serpent. The serpent's hide is gorgeous, a shimmering living kaleidoscope of scales. The eyes, when they open, will constantly change color as well. After asking the changeling, politely, who they are and what their business is, the serpent will offer to help. The way home, the serpent claims, is simple. The changeling must walk into its mouth.


43. The Sphinx Gate
Taking a page from The Neverending Story, have the changeling come upon the exit to the Hedge, but it is guarded by two great stone sphinx statues. As the changeling walks forward, the eyes start to open and glow with a deadly looking brilliance. Unless the changeling makes a dead run for home, the sphinxes fire bolts of fire that deal some horrific amount of damage and hurl the changeling back into the Hedge.

44. The Blizzard Owls
While walking through a wintery section of the Hedge, the changeling is forced to cross over an ice bridge. In the middle of the bridge, the ice suddenly gives way. If the changeling doesn't react in time to leap to the other side, they begin to fall into an abyss with no apparent bottom. In the midst of the fall, a group of owls dressed in the armor of knights swoop toward the changeling. They're the ones who set up the weakness in the bridge in order to coerce victims into making pledges with them. They agree to save the changeling from an apparently eternal fall in exchange for something they think the changeling could obtain for them.

45. The Homing Candle
The changeling enters an open air festival/bazaar within the Hedge. A brightly colored banner declares it to be “Devali.” The theme of the bazaar is light. Any changeling kiths and seemings that have something to do with light are represented here: firefly Skitterskulks, bioluminescent Swimmerskins, Fireheart or Levinquick Elementals, Bright Ones, Moonborn or Palewraith Darklings, Flamesirens, Polychormatic or Telluric Fairest. The changeling is approached by a furtive, shady-looking Fireheart who looks like a living candelabra dressed in a long trenchcoat. He acts like a street drug dealer, with numerous glances around to make sure no one notices him. But what he offers the changeling is something called a “homing candle.” The changeling can purchase it for an appropriate price – some Glamour, some goblin fruit, a pledge or some other, more intangible debt to be paid.

Homing Candle
This is a trifle token that contains four uses. It appears to be a 3x5 inch black beeswax candle. If a changeling lights the candle, either through mundane means or by spending a point of Glamour, the candle will transport them to whatever location they consider 'home.' The candle does not distinguish between 'place of residence' or 'place of origin.' Whatever the individual considers 'home' to be within their own heart acts as the guide for the candle. Depending on the changeling's distance from the destination, the trip can be instantaneous or may take hours. If the candle is dropped or lost en route, the changeling reappears in a random location that is entirely up to the Storyteller.

47. The Trainman
The changeling comes across a 19th century gaslight-era train station. The station is manned, complete with a ticket counter, clock and list of scheduled arrivals and departures. The changeling can ask the gnome behind the ticket counter for a ticket and can literally ride the night train out of the Hedge.

48. The Black Knight
The changeling's path reaches an ornately carved white wooden bridge which is guarded by a tall, imposing figure in black plate armor, armed with a broadsword. The figure is the guardian of the bridge, and is sworn to prevent anyone from attempting to cross. The knight will be unmoved by persuasion and bribes, and is immune to the influence of Contracts. He will attack anyone attempting to step onto the bridge, but if the changeling challenges the knight for the right to cross the bridge, the knight is honor-bound to accept and provide the challenger with armor and weapons equal to his own.
Use the stats for swords and archaic armor as given on page 170 of World of Darkness.

The Black Knight
Attributes: Intelligence 2, Wits 3, Resolve 3, Strength 4, Dexterity 2*, Stamina 3, Presence 2, Manipulation 2, Composure 4
Skills: Crafts (Blacksmith) 2, Medicine 1, Occult 1, Athletics 2, Brawl 2, Drive (Horseriding) 3, Weaponry (Swords) 4, Animal Ken (Horses) 2, Intimidation 2
Merits: Disarm, Language (Latin/Old English) 2/3
Willpower: 7
Initiative: 6
Speed: 11*
Size: 5
Attack: (Sword): 3 (L)
Armor: 3/2
Defense: 2*
Health: 8
Wyrd: 3
*: These stats are given for the knight out of armor. Because of the heaviness of full plate, any rolls or stats with Dexterity as a factor have a die penalty of -3.
The Black Knight has no access to Contracts, but cannot be the target of any Contracts.

49. Odin's Tree
The changeling comes upon a gargantuan ash tree. The trunk is 50 feet wide and the tree stretches upward to some 200 feet. It is daylight on one side of the tree and night on the other. Similarly, the changeling can move through all four seasons depending on which side of the tree they stand on. The tree is draped with ancient-looking blood-stained rope and covered in Nordic runes. If the changeling is of the occult bent, you might consider having them roll to realize the function of the tree – anyone who can survive tying themselves to it for a night and a day will gain oracular abilities.
   


50 The Fetch as the Guardian to The Mortal World
A possible variation to the use of fetches in Changeling, have each changeling's fetch able to sense how close to the mortal world their counterpart is, and so when the changeling crawls, bloody and exhausted out of the Hedge and back into the mortal world, they have one more challenge to face. They must slay their fetch to re-earn their rightful place in their home world.

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