Secrets of Blood Rock
In the northwestern reaches of The Vale rises an odd mountain of dappled red and grey stone. Maps call this place Pied Peak¸ but in the nearby town of Crafton it is known as Blood Rock. That name is shared by the village on the mountain¸ a quiet settlement with an unsettling ambience¸ and a dubious history.
Days ago a well known peddler returned breathless and pale from that isolated hamlet¸ bearing a tale of mystery and woe. Villagers are disappearing without a trace. A patrol was dispatched to investigate¸ but no report has been received. Even the normally calm Lord Reval is concerned. Someone must act-now. Winter comes early to these parts¸ and who knows what might happen next?
SECRETS OF BLOOD ROCK is a MYTHRAS fantasy/horror adventure set in The Realm¸ as are Book of Quests and Hessaret's Treasure. Those supplements present useful background information for this setting¸ but are not required. This standalone investigation of the weird and terrible is designed to be integrated easily with your existing fantasy campaign. It is intended to offer at least three sessions of play and probably more¸ depending on your group's style and the decisions of the players. It can serve as either a long adventure¸ or a story arc within a larger campaign. In TV terms¸ it is a miniseries: more than a regular-length movie or two-part episode¸ but less than a full season.
This scenario's structure calls for both "linear" and "sandbox" styles of play¸ at different points. The beginning presents a traditional setup¸ with numerous hooks for seamless connections to character backstories and motivations. The main part calls for an investigation¸ turning the players loose with many choices about what to do next. Those decisions still occur within the framework of the larger plot¸ though¸ which funnels back into a structured climax. This is meant to promote roleplaying¸ creativity¸ and player autonomy¸ while maintaining a clear¸ resolved¸ and manageable storyline for the Games Master.
SECRETS OF BLOOD ROCK is designed for four to eight characters run by experienced players. Running fewer than four adventurers is not recommended¸ and the Games Master is encouraged to use as many of the non-player characters as desired to round out the party. The numbers of allies and adversaries are strongly adjustable. Any type of character might prove useful on this adventure¸ and variety makes for a strong group. Rest assured¸ there will be violence¸ so physical prowess is welcome¸ but the central investigative aspect means that players who formulate a party without social skills do so at their peril.
Still not sure about this one? Download the FREE TASTER for a bit more--but beware of spoilers!
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