Continuing the series (encounter 1, Archaeologists, is here).
The Cursed
Holmgang
When crossing land long lost to civilisation, the
PCs hear the ring of steel on steel. If they hesitate for more a moment they
will notice the curious lack of cries, shouts, or screams. If the PCs listen
carefully, they will begin to hear a pattern in the blows as the same series of
strikes, parries, and blocks is repeated. Endlessly.
The sound is that of a ritualised duel that has
never ended. Two SKELETON CHAMPIONS in tattered chain fight skilfully but monotonously
on a 10’x10’ square ox hide, the boundaries marked by five hazel stakes driven
into the ground. To one side is a shield, upon which rests a large iron key. Carved
into the shield, in an archaic runic script, is “While Brothers Fight, None Will
Prosper”. The PCs should be able to decipher this.
SKELETON
CHAMPIONS (2) = AC: 4, HD: 3, HP: 12, MV: 60’/20’, ATT: 1 sword, DAM: 1d8, SV:
F3, MR: 12, AL: C, XP: 65
The SKELETONS were twin brothers, cursed by their
sister as they fought over the inheritance of the family hall. The hall, a few
hundred yards away, has crumbled to a few rotten posts and an overgrown hearth.
The PCs will find this with if they
search the long grass and bushes (perhaps 1d6 chance per turn). A treasure
trove is buried by one of the posts (worth 1500GP,
mostly copper and silver coins and jewellery - golden torcs, silver rings and
broaches studded with semi-precious stones).
The hazel stakes mark the limit of the curse, forming
the points of an invisible pentagram. Within, the Skeletons cannot be Turned and
are immune to non-magical attacks. If the stakes are all torn up, the monotony
of their fight is broken but the duel will not end. However, the Skeletons will
turn as brothers to fight any PC that damages either of them, ending the duel. Other
methods might also succeed. If the duel, and hence the curse, is not ended, the
spirit of their sister protects the family treasure. She sits on the hearth, a
weeping corpse, insensible with sadness.
VENGEFUL
WIGHT = AC: 5, HD: 3, HP: 10, MV: 90’/30’, ATT: 1 grasp, claw, or bite, DAM:
Energy Drain, SV: F3, MR: 12, AL: C, XP: 110.
Again, this fits on two sides of a 4"x6" index card.
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