TEXT: Runebearer
  Adventures in the World of Bostonia
  The Abandoned Guardpost
  The Abandoned Guardpost
  The Abandoned Guardpost
  The Abandoned Guardpost    
  This place was constructed over 200 years ago for a local
  lord. The guards here would collect tolls from people
  using the road and watch the surrounding countryside for
  signs of a hostile force of goblins moving into the lands.
  As the area became more settled, the need for the post
  decreased and it was abandoned.
  About 120 years ago, the lord's land was decimated by
  plague. Many of the peasants died and those lucky few
  that survived fled the diseased land. The Baron took over
  the land and worked at repopulating it. This effort was
  largely successful, but certain areas remained uninhabited
  until recently. This outpost is in one of these areas.
  A number of months ago, a small bandit gang took up
  residence in the post. They traveled the land, attacking
  merchants and raiding small villages and farmsteads.
  After their raids, they fled to this place, counting on its
  remote location to keep them hidden. In the case of attack,
  the bandits used the tower to give them warning and time
  to prepare a defense or flee.
  Unfortunately for them, the bandits did not know that
  there was a powerful undead creature lurking nearby...
  
  Runebearer
  Adventures in the World of Bostonia
  Approaching the Guardpost
  Approaching the Guardpost
  Approaching the Guardpost
  Approaching the Guardpost    
  PCs on the road can see the guard post perched on a rock
  outcropping. It looms over the trail and it is obvious that
  anyone in the tower will have already spotted them. It is
  also obvious from the road that the place is in disrepair.
  The guard tower is missing planks from the sides, as well
  as the ladder leading up. Shutters hang from their hinges.
  It is hard to say if anyone is even manning the post.
  To approach, PCs could climb the rocks. This would take a
  climbing roll at DL 14. Equipment could lower this to a DL
  11 or 12 at the GM's discretion. It looks like a tough ascent
  and without climbing skill; you would have to be pulled
  up via rope.
  A more gentle approach appears down the road a bit. A
  small and mostly overgrown trail branches from the main
  road and leads up the hill. A fair bit of cut vegetation and
  some netting lies at the foot of the trail. Someone with
  tracking or survival skill (DL 7 if the GM feels a skill roll is
  appropriate) would understand that this was meant to
  hide this trail from prying eyes. The fact that this ruse has
  been left to falter should tip PCs that the place is
  abandoned.
  The Trail
  The Trail
  The Trail
  The Trail    
  The trail cuts through the dense woods and turns a couple
  times. It is narrow, overgrown and hidden from the view
  of the tower. A perception roll (DL 11) will allow a PC to
  notice that there seem to be several small animal skeletons
  scattered along the sides of the trail. They are in no
  particular place or order. There are just too many of them
  to be coincidence.
  After walking a few minutes, PCs appear at the edge of
  the wood, about 20 meters from the post. PCs will have to
  cross clear terrain to get to the building. However, by now
  PCs can see that no one mans the tower, and that the place
  is obviously old and unkempt.
  Description
  Description
  Description
  Description    
  Sitting perched on a barren cliffside, overlooking a
  forgotten trade road lays this abandoned post. It consists
  of a small building constructed of a mix of flagstone and
  gray blocks of ancient make, held together by cracked and
  crumbling mortar. The outside looks old. Parts of the wall
  are crumbling and the heavy shutters on the windows are
  hanging crooked from their hinges. A tower extends from
  the ceiling of the building, but there seems to be no way to
  get up there from outside the post.
  Outside the Post
  Outside the Post
  Outside the Post
  Outside the Post    
  The description above gives most of the information about
  the outside of the post. However, just inside the woods,
  across the clearing from the trail, there is a set of four
  shallow, open graves and dirt scattered everywhere. The
  graves look as though they have ben dug some time ago
  (the dirt is dried) and there are no tools here. Also the dirt
  is scattered and not piled, though someone might need a
  PER roll (or investigation) at DL 12 to notice this.
  In addition, some distance in the woods lays a body
  wearing an old, tattered shirt and pants. The pants are
  unfastened and loose. There is a spear nearby with its
  point driven into the ground.
  Entering the Post
  Entering the Post
  Entering the Post
  Entering the Post    
  A rotted wooden door is
  the obvious entrance to
  the post. However, there
  are
  several
  shuttered
  windows
  around
  the
  walls. The shutters are
  heavy, and those that
  still sit on their hinges
  are locked (the locks are
  inaccessible
  from
  this
  side)
  and
  cannot
  be
  opened
  without
  effort
  (perhaps STR roll of DL
  17). There are several
  that
  are
  not
  on
  their
  hinges and these would allow easy access to the post.
  The door is pretty easy to breach as well. It is a heavy oak
  door with metal bindings. However, much of the wooden
  part has rotted such that someone could easily smash
  through with a sword or axe. More simply, the door is not
  locked and anyone trying the handle will be greeted with
  the loud screeches of rusty hinges, but the door will open.
  Common Room
  Common Room
  Common Room
  Common Room    
  This room has a large round table and five chairs scattered
  about. In addition, the walls are lined with a waist-high
  counter and some shelves. A ladder in one corner leads to
  a trapdoor in the roof. The table is in decent (if dusty)
  condition, but the chairs are overturned and scattered
  about the room. Some of the shelves are cracked and along
  one wall, the shelf has collapsed entirely. A cooking pit
  dominates one corner of the room with a stovepipe
  chimney above it to keep the room free from smoke. The
  chimney pipe has fallen from the ceiling and now lies
  broken in the pit. Four dead bodies occupy this room. One
  is lying next to the pit and the other is sprawled over the
  large table.
  
  Runebearer
  Adventures in the World of Bostonia
  This place looks as though it was a kitchen and dining
  area for several guards. However, a battle of some sort has
  occurred. If characters examine the bodies, allow them to
  roll against the fact table below using their investigate or
  physician skills (medical -3 might be substituted at the
  GM's discretion).
  Investigation of the Bodies
  Investigation of the Bodies
  Investigation of the Bodies
  Investigation of the Bodies    
  Success DL
  Information Gained
  <5
  None
  5-7
  The bodies have been killed by wounds
  from combat and have been dead for
  some time.
  8-15
  The bodies have been here for a long
  time, but some of the bodies are more
  recent than others. It looks like some of
  the skeletons have been here for well
  over a year, and others just a few
  months.
  16-19
  The bodies' wounds can be reasonably
  matched to the weapons found here at
  the scene. It seems as though the guards
  here killed each other.
  20+
  Some of the bodies have a great deal of
  dirt on them and embedded in the
  joints, as though they were buried and
  then disinterred.
  The bodies wear old and now useless leather armor. Two
  of them carry short swords, another carries a mace and the
  last one a spear. One of the bodies wears a rotted coat and
  the remnants of a belt. A pouch on this belt carries some
  old tobacco and rolling papers. Another skeleton has a
  gold earring in the skull (was a nose ring). The ring is of
  low quality, but is still worth 20 pennies or so.
  Bedroom #1
  Bedroom #1
  Bedroom #1
  Bedroom #1    
  This room has a bunk bed, a small table and single chair.
  In addition, there is a large chest sitting at the foot of the
  bed. A small closet door is in the corner of the room.
  The table has a lantern on it and a drawer. Inside the
  drawer are 4 flasks of oil and a fifth flask containing a
  potion of healing (2d4 effect and can heal wound damage).
  In addition, there is a copper necklace (15 pn), a couple
  wrapped pieces of berry flavored druth (a bit dry), some
  other candy and a cobrat lens (50 pn), which acts like a
  weak magnifying glass. Hidden in the drawer is a small
  key. The key is stuck to the top of the drawer using a small
  piece of chewed druth candy.
  The closet has clothes, which are moth-eaten. There are 3
  shirts, 2 pairs of pants and a warm linen and fur coat that
  has been spared from the moth onslaught.
  The chest is locked (DL 11 to pick), but is not trapped. It
  contains several items of interest including a fine bone
  map case (50 pn) containing a map of the area, a sack with
  74 pn and 200 bt, several pieces of costume jewelry (about
  20 pn total), two short swords, 3 daggers and a mace (all
  in decent condition) and a nicely made pair of fur-lined
  gloves (25 pn).
  Bedroom #2
  Bedroom #2
  Bedroom #2
  Bedroom #2    
  This place has the same furnishings as the first bedroom,
  but they have been wrecked as though a terrible battle had
  been waged here. The bunk bed is shattered and collapsed
  and you have to climb over the debris to get into the room.
  The table is overturned and the chair looks as though it
  has been disassembled. Three unfortunates have met their
  end in this room. One lies on the floor near the entrance.
  He is buried in the debris of the bunk bed. The second is
  slumped in the corner of the room, a dagger lying in
  between two ribs. The third body is in the middle of the
  room.
  Examining these bodies gives similar information as those
  in the common room. The body in the debris is wearing
  old tattered clothes and has a small shield and a mace. The
  body
  slumped
  in
  the
  corner
  seems
  to
  be
  wearing
  nightclothes with a serviceable leather vest thrown hastily
  over (the knife has made a repairable hole). An iron flask
  lies at this corpse's side. It contains a yellow, mustard-
  smelling liquid. This is a potion of Strength that the victim
  never got a chance to use. The final body wears nothing of
  note. A slightly rusted short sword lies nearby, as do 6
  daggers.
  Pantry
  Pantry
  Pantry
  Pantry    
  This room has two large cupboards and a number of sacks
  and small barrels on the floor. Like many of the rooms,
  this place is in disarray. Sacks have been split, leaving the
  grain and flour to mold across the entire floor and up onto
  the barrels. Some of the barrels are split and their contents
  have long since evaporated. There are two intact barrels
  here, but they are covered in nasty blue-green mold and
  will have to be freed before they can be examined.
  The trapdoor leading to the basement storeroom is in this
  place as well. However, it is also covered in mold and a
  PER roll against a DL of 9 will be required to find it.
  The barrels contain pickled vegetables and the other,
  pickled strips of beef. Both are very salty, but edible.
  Between the two barrels, there are about 30 meals total.
  
  Runebearer
  Adventures in the World of Bostonia
  Underground Storeroom
  Underground Storeroom
  Underground Storeroom
  Underground Storeroom    
  Stairs
  lead
  to
  this
  dank
  cellar. The place is dug out
  of the earth and the walls
  are only partially finished.
  There
  are
  several
  barrels
  and
  crates
  here.
  These
  contain old foodstuffs like
  those found in the pantry.
  Most
  are
  useless
  now,
  having rotted away. Several
  barrels have some pickled
  goods that are still edible. In
  addition,
  several
  barrels
  contain clean water, ale and
  cheap
  wine.
  In
  addition,
  digging tools are scattered
  in one corner of the room.
  Three bodies are here, having obviously fallen in a battle.
  This place also contains the bandit's treasure. It is buried
  in the corner near the digging tools. It will take a PER roll
  of DL 14 to spot the signs of digging in this dark place.
  Tracking or investigate skill could be substituted for PER
  in this roll. The treasure is in a large, locked chest (DL 15
  to pick). It consists of 103 pn, a set of pewter plates and
  cups adorned in silver (150 pn), 2 gems (50 pn and 100
  pn), 3 jugs of scented oil (20 pn each), a gold-plated
  cigarette case (75 pn), 6 copper ingots (50 pn each), a
  lodestone (90 pn) and a bank note signed to "Lord Dallern
  of Ismoth" worth 250 pn.
  Tower
  Tower
  Tower
  Tower    
  The tower is a rickety wooden structure that has a good
  view of the road and surrounding woods. The tower is
  square and has solid, waist-high rails. Each rail has a
  sturdy, post sticking out of it. The posts reach to a
  human's chest. On the eastern post, there sits a large,
  crossbow-like device. It seems to be designed to throw
  javelins over a long distance.
  Javelin Caster
  Javelin Caster
  Javelin Caster
  Javelin Caster    
  Weapon
  Acc
  Lev
  Init
  Dur
  Cost
  Notes
  Javelin Caster
  -3/-2
  1d10/1d12
  -2
  4
  250p
  Very rare weapon. The accuracy and leverage
  numbers before the slash are used if the item is not
  braced firmly (for instance, if it is held). It takes a full
  round to brace the item properly and 2 rounds to
  load it.
  In addition to the caster, there are two barrels filled with
  javelins. There are a total of 20 javelins here. 5 of these are
  special and on closer inspection, have fine runes etched
  along the shaft.
  A body lies slumped near the trapdoor. The dead body is
  wearing studded leather armor on his chest and arms.
  This is damaged with several holes, but could be fixed. A
  cutlass lies at his feet.
  Farscrye Shaft 
  Farscrye Shaft 
  Farscrye Shaft 
  Farscrye Shaft     
  Analyze DL:
  14
  Activate DL:
  16
  These are arrows or javelins that when fired or thrown,
  allow the caster to see and hear as though he were
  standing at the spot where the missile landed. A 360-
  degree view is permitted, as well as up and down.
  Viewing is instantaneous as soon as the missile hits
  something and lasts for up to 6 hours. However, the user's
  perception and consciousness is focused on the missile
  and things occurring right next to him will go unnoticed.
  In addition, it takes a full minute to "wake up" from
  viewing through this item.
  Ok, What's All This About
  Ok, What's All This About
  Ok, What's All This About
  Ok, What's All This About    
  When the bandits moved into the post, they discovered
  four bodies (presumably of the original guards). They
  buried them in the nearby woods. After several successful
  raids, they were confident in the security of their new
  hideout. However, at some point, they gained the interest
  of a powerful undead creature that haunts this place.
  The creature, a Restless Walker, has the ability to animate
  and control corpses near it. The bandits were surprised
  one night as they slept. The Walker and the four bodies
  attacked them, killing them all. The Walker returned to its
  lair.
  This encounter can go however the GM likes. The clues
  scattered about the post might tip the PCs off to the fact
  that the residents of the post were killed by undead. What
  they do from there depends on their current condition and
  disposition. They may flee from this place, in which case,
  it is up to you if the Walker appears. If they stay the night
  (this would be a great place to camp, if the undead weren't
  involved), the Walker will certainly make an appearance
  and all the corpses here will rise to destroy the PCs.
  
  Runebearer
  Adventures in the World of Bostonia
  You may want to adjust the number of bodies that litter
  the post. There are a total of 11 skeletons and the Restless
  Walker. This is a powerful force that would quickly
  overwhelm a group of 4-6 PCs. Having a couple powerful
  fighters and a priest will help. Even so, if you intend for
  the PCs to win a stand-up fight, you may want to reduce
  the number of undead. If you intend them to flee, or use a
  more
  clever
  way
  of
  defeating
  the
  denizens
  of
  the
  abandoned post, you may want the obviously superior
  numbers of skeletons to force the PCs to reconsider
  battling until they are dead.
  Restless Walker
  Restless Walker
  Restless Walker
  Restless Walker    
  Physical
  20
  Attack
  14
  Swiftness
  5
  Defense
  13/10/10/7
  Mental
  15
  Damage
  1d10+1d8
  • 
  SPI
  17
  Perception
  15
  Hit Points
  50
  Initiative
  0
  Move
  5
  Armor
  Loc
  AV
  1
  0
  2-4
  0
  5-7
  0
  8-9
  0
  10-12
  0
  Special Abilities
  Restless Dead: Walkers have the terrible power to animate
  corpses to do their bidding. As they walk, they animate
  any dead body within 50 meters. Buried bodies will try to
  dig themselves from their graves. They will succeed
  unless they are secured in some fashion, or the ground is
  holy (major consecration).
  Undead: Walkers take no penalty for wounds sustained,
  as they feel no pain. In addition, they do not have to roll
  for unconsciousness. Their SPI score of 17 is their
  resistance to being turned by a priest. Undead also take
  damage from water blessed by Stratus. Such water does
  2d6 damage for each vial poured on them.
  Description
  The
  walker
  looks like a particularly well-composed
  zombie with one minor difference -- his eyes are glowing a
  dim green light. The horrors that he creates also have this
  glow to their eyes.
  Walkers are evil and wholly bent on wreaking havoc on
  the living. For obvious reasons, they seek out graveyards,
  ancient burial sites and battlefields. There they raise
  hordes of undead and seek to destroy all life near them.
  Skeleton
  Skeleton
  Skeleton
  Skeleton    
  Physical
  10
  Attack
  9
  Swiftness
  10
  Defense
  10/9/8/6
  Mental
  0
  Damage
  1d6 + weapon
  • 
  SPI
  11
  Perception
  5
  Hit Points
  25
  Initiative
  0
  Move
  6
  Armor
  Loc
  AV
  1
  0
  2-4
  0
  5-7
  0
  8-9
  0
  10-12
  0
  Special Abilities
  No Flesh: Slashing and thrusting weapons do 1/2 damage.
  Arrows and thrown piercing weapons do nothing. Axes,
  maces and hammers do full damage.
  No Mind: This creature is so dumb, that it has immunity
  to spells based on illusion or fear. In general, most spells
  affecting the mind of the creature, or spells requiring an
  INT save will not affect this creature. The GM is the final
  arbiter as to whether a given mind-based spell will affect
  this creature.
  Undead: Skeletons take no penalty for wounds sustained,
  as they feel no pain. In addition, they do not have to roll
  for unconsciousness. Their SPI score of 11 is their
  resistance to being turned by a priest. Undead also take
  damage from water blessed by Stratus. Such water does
  2d6 damage for each vial poured on them.
  Weapon Use: Most skeletons use some sort of weapon.
  Often this is a rusty old sword or axe, but anything is
  possible.
  Description
  These
  fleshless
  undead
  are
  often
  called
  to
  serve
  necromancers and evil spirits. Occasionally, sites of great
  death will cause the dead to rise spontaneously creating a
  small army of skeletons.
  
SOURCE: textdata/thevault/Runebearer/Runebearer The Abandoned Guardpost.pdf