Tuesday, December 13, 2022

Encounter: The Crusader's Shrine

Location: Hex 0204
Discovery Order: First

Along the North-Road about 20 miles South of the Lazy Cockatrice Inn there is a shrine by the side of the road. It is not much more than a conical pile of irregular stones mortared together. A pair of small rusted hatches face the road. One is about 3' off the ground, and is square with many decorative holes. The other just 1' above the ground, and wide. A rusted shield from the era of the goblin wars, enameled black leans against one side, and an enchanted sword in a rotted leather sheath on another.

This is the home of Aarden Dale, a crusader. Dale was one of the many crusaders that the Sidhe cursed with immortality during the pogroms against the Fair Folk. His eternity has no been a kind one.

Aarden was torn to pieces by a dragon around a century ago (he's bad at keeping track of time.) Everything from the ribcage down was simply burned away. He lost his left arm while serving as a coachman-archer for the great-grandfather of the Cockatrices' landlord. His arm was ripped off by axe-beaks.

Aarden was enshrined where he saved the coachman's life, and has lived as a holy hermit ever since, contemplating the folly of Man, and considering the Confessions of Laren.

The landlords of the Lazy Cockatrice occasionally slide simple food in for him through the lower grate to soothe the pain of his hunger. He collects rainwater for drinking and washing by way of a funnel in the top of the shrine. He occasionally allows himself to become dormant from lack of food, but always awakens eventually.

Aside form the tiny chamber in which he resides, the shrine sits atop a maze of narrow tunnels and latrine pits. They have led to rich soil, and a profusion of flowers and wild vegetables grow around the immediate area of the shrine.

What Aarden Wants:

  • To still feel helpful.
  • Fine foods.
  • His lost arm.
  • To apologize to the Sidhe.

What Aarden does Not Want:

  • To leave the safety of his shrine.
  • To isk taking more damage.
  • To let other people get hurt.
  • To help witch hunters.

What Ellse:

  • Aarden knows some magicaal secrets of interest to the Queen of Birds.
  • He will teach protectice spells to a Mage of good heart.
  • He will trade auguries for stories of current events and an offering of sweets.

Further Hooks

  • The Axe-beaks that stole his arm carried it off to somewhere cold and dry, and left it there. Aarden can still feel it, and would like it back.
  • Aarden sometimes has visions. He would rather not share them.
  • Aarden's religious counsel might be enough to help recover from Madness every bot as effectively as a Confessor... if someone were willing to do some labors for him.

Deathtrap Lite Mechanics

Aarden Dale


HD 7 Arm -3 Dam 1d8 ×1 CLOSE 

Mor: unshakeable AL +3; Stength+1; Intellect: +2, Charisma +1

Close Combat: Expert; Recall Arcane Lore: Expert 

Survival: Trained, Weave a Spelll Trained

Recall Crusader Lore: Expert, Leadership Trained


You want to talk to a mad old fool like me? Your situation must be dire indeed! I will see if my stories have some kind of value to you...


Aarden is a lonely man who is fond of coversation and telling stories and can train a peititioner in swordsmanship.

Immobile: Aarden cannot walk under his own power. nor even use a wheelchair to get around. He can crawl a few feet each round if necessary. 

Immortal: No mater how greivous the wound, Aarden cannot die. Wounds that would kill him cannot be cured wxcept by way of trollblood oil.

Incorruptible: aarden cannot be affected by corruption effects when he casts spells. Any tiem he might gain corruption, it isntead causes a wild magic effect.

Spells: If using simple or classical spellcasting Aarden knows the following spells: blessing, conjure servitor, sanctum, warding, augury, blessed light, cure wounds..

Old-School Mechanics

Aarden Dale: AC 13 [6]; HD 7; Atk: shortsword (1d6); ThAC0: 17 [+2]; SA: Spells; SQ: Immortal; SV: C 3 D 11 P 12 W 14 B 16 S 15; Mov: 5' (0'); AL L; ML: 11; Int 12; XP: ; TT: none

Immortal: No mater how greivous the wound, Aarden cannot die. Whenever he drops to 0hp, he returns to 1hp at the sunrise.

Spells: Aarden cast spells as a 4th level Cleric. He has the following spells prepared: bless, cure light wounds, sanctuary, augury

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