The Snowflake Dungeon Part 28

**Carnival Barker’s Voice** Getch yer lil freaks here!

This is a short one today, a continuation of my snowflake dungeon. You can find links to all previous emails about it here

In my last email about this, I talked about Rumor tables and provided one for the adventure. 

But whose doing the talking?

One of the books I have in my Gm kit almost all the time is The Fantasy Grind. It’s not because I’m running the adventure in it. It’s because there are a shit ton of generators in it that I can use on the fly.

One of my favorites in the NPC generator. It has names, quirks, and all kinds of stuff. It’s handy if I need that kind of thing on the fly.

I decided to make a short series of tables for “All My Friends are Dead” as well so that when the players inevitably ask the name of some unimportant plague mutant, they know all the pertinent info in a few dice rolls. 

The names are all pretty coded to the adventure, but you might just find it useful for other games you run. I have a very rough PDF here. Enjoy!

This very well might be the last email about the Snowflake dungeon. I’ve made another appendix about which monks and ghouls have gone missing and I need to write an intro yet, but none of that seems important enough to bother you with.

Honestly, I’d say this method of adventure writing was a success. This might just be the strongest scenario I’ve ever put together. I’m currently in the process of arranging playtests. After that, I’d make any revisions that need made, send it off to the editor, and it’ll be ready for formatting. 

For those that followed this process, what do you think? Would you use it? What else do you think would be helpful?

Thanks again for following along. If my count is correct, this is email #31 in the series. That’s an entire month worth of this nonsense. 😂 Now I have to decide what’s next!

But that’s a problem for tomorrow. 

Talk soon,
– James

Rumors

1. The Monitor Lizards aren’t native to the area. They stowed away on a boat from Greenshire.
2. A bell can be heard out in the swamp
3. Centuries ago, there was a terrible series of plagues that swept the land. Many folks died. Riverbend Mills never really bounced back, but they’re the lucky ones – many villages just ceased to exist!
4. There’s no inn in Riverbend Mills, but Gerome out at Belissa farm loves to host visitors.
5. Everyone acts as Elderperson of the village for one year after they turn twenty-five. It’s the law! The village has had a lot of up and down years because of it.
6. No one from the monastery has been to town for supplies in weeks! Everyone is getting worried.
7. A large group of citizens headed northwest to the cemetery today. They seemed nervous.
8. Gullywugs are just a legend. No one has seen one alive. Some sicko must be practicing some weird taxidermy on corpses to “prove” they exist. (false)
9. There’s an old cemetery on the edge of the western swamp. Best to avoid it – it’s haunted!
10. Occhini lives in the old church in town, but he’s no priest. He’s a pain in the ass is what he is. All he does is smoke pipe weed all day and fart around. Sure, I indulge myself from time to time, but I’m not about to tell him that. He’d bother me until he found out about the patch growing in the northern hills!
11. Be careful round turnips. Some of ’em ain’t right. Little men that live in the dirt, they is.
12. Brother Bobina in the monastery is the most skilled healer I ever met. Got rid of a rash for me three years ago. I thought I’d never stop scratching.
13. I’d stay clear of the Monastery. Once, I was drinking with one of the acolytes from there and they told me that they heard ghosts at night! No thank you.
14. From what I heard, it was warriors who started the monastery a long time ago. You couldn’t tell now, though.
15. No, I weren’t talking to a crow. I’ve never talked to a crow before in my life. Crows can’t talk, right?
16. All sorts of weird stuff grows in the swamps. If the air seems hazy, stay away! I had a cousin who died breathing in air like that.
17. Cambria used to be known for it’s mushroom farming. If you look long enough, you’ll find caves that go under the land. They would block off the entrances with stone slabs.
18. The monastery was founded after a large group of acolytes left their main temple farther to the west. That place was cursed.
19. Ma always said, if you step in poo, look up. Ma also drank a lot.
20. My grandfather used to tell me a story about a society of holy warriors who came across the sea and their holy mace the brought with them.

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.