A swift venture for new cutters.
Content note
Nastiness. Cannibalism. Potentially upsetting mutilation in the cellar. TV-MA material.
INTRO
For the Bookkeeper.
Southern Firlund. The Lothrheim border, south of Silton. The season: Early winter.
War rages between Belvirine and Lothrheim. The Firlish Crown maintains neutrality with its battered southern neighbor, but increases its interest in recovering disused border facilities.
Such a facility stands south of Silton: Tunnboldt Tower, an ancient castellum overlooking the river Sten. The Crown has commissioned Tiber & Fellowes to sweep the tower with cutters, hoping the use of contractors defers potential accusations of border aggression.
Unbeknownst to the Crown, Tunnboldt was recently occupied—illegally—by the Lothrheimer Bundeswehr. These occupiers were themselves displaced quite recently by enterprising ragwretches down from the Gorathian Mountains. While Lothrheim is not explicitly at war with Firlund, the taking of a Firlish border post could certainly be construed as illegal, if not an entree to war.
Cutters acquire this venture at a nearby Consortium, probably in Silton. There, the venture is listed thusly:
URGENT: CONDUCT SWEEP OF TUNNBOLDT TOWER
Brief for the cutters:
- By order of the Crown, Tunnbolt Tower must be swept and made ready for military repossession. Tiber & Fellowes is honored to service this request. Gain access to the castellum. Eject indigents, squatters, and animals. Neutralize hazards and hostiles. Maintain structural integrity of facility. Leave appliances and fixtures unaltered. Report any deviance from expected state of facility (vacant.) Avoid external conflict.
Directions down the southern road from Darlington to the riverside are provided. Arrival occurs at 4:00 PM.
Rewards + defining success
Kill all wretches. Avoid conflict with Lothrheimers.
Reward: £30 per cutter.
- − £15 if tower significantly damaged.
- − £15 if hostiles remain.
- + £10 if living Lothrheimers are seen, avoided, and reported.
GUIDANCE
Time + the lothrheimers
Time is of the essence.
After nightfall, the wretches within Tunnbolt become active.
At dawn, an armored riverboat of Lothrheimer marines arrives, seeking what became of the Castellum’s previous occupiers. A squad of 7, lead by one mustachioed and outrageous Commandant Seeger. Hostile to cutters—after all, they are at war because Lothrheim outlawed adventure capital—but not so much as to not announce themselves, introduce Seeg, and give an opportunity to surrender.
- If shot at with the rocket gun in 2.1 | Unpacking, the marines retreat.
Remember: Winter nights are cold. Shelter to camp is thin.
ragwretches
Familiarize yourself with ragwretches. Cowardly predators. Shirking, in daylight, but confident and lethal come the night. Foul maneaters. Their body odor smells of rotting flesh. They make red-brown leather from human skin. Their crudeness belies cunning skill at human butchery.
7 wretches lurk in Tunnboldt. 6 normal + Big Poppa. Paranoid, nasty, and crude. They sleep during the day but become confident by night, guarding and fiercely confronting attempted entry to the castellum.
- During day, use the wretches’ given starting sleeping positions.
- At night, they butcher the Lothrheimers in 0.0 | cellar and play with the gear in 2.1 | Unpacking, chattering to each other.
The wretches possess a handful of stolen military gunsprings. They are enthusiastic in using them, if not adept.
3.2 | Big Poppa does not awaken unless disturbed, sleeping off a massive meal. If he dies, the wretches may parlay and leave the castellum; 6-in-6 chance, -1 per human in party. If they do, they take all the loot, save the rocket gun in 2.1 | Unpacking.
The smaller wretches’ names are Earputter, Slugpuncher, Hoghumper, Stinkum, Deez, and Jimmy Piss.
sneaking
Clever cutters will sneak into the castullum, using subtlety to move silently. Familiarize yourself with the move silently rules.
- If cutters make noise or fail to move silently, wretches in the same room notice them immediately.
Sleeping wretches and those in other rooms roll Perception to notice sound at -4 and -2, respectively, possibly combining to -6. Gunshots are noticed at +6. They notice humans at +4.
Sounds of violence attract wretches from adjacent rooms. Noticed gunshots may draw them from farther away.
climbing
Several climbing opportunities appear in this module. Remember: The second failed Might roll to climb results in a fall, not the first.
Also remember: Short (~3 m) lengths of rope require no Might roll unless the climber suffers speed penalty
Maps




12356
START
Outdoors. Salt air.
Grey seacoastal landscape. Patchy snow. Breeze astringent with natural grisodate from the nearby Bay of Grey.
A country road clad in ancient drystone walls. Fields surround, rowed in silver onions, their hollow blue-green leaves florescent under a steely lambent sky.
Ahead lies the watchtower.
the tower
The earth rises ahead. Rocky, winding up through low shale outcroppings before rising into a short, meandering limestone cliff overlooking a half-mile of icy alluvial shore, then the river Sten.
Upon this promontory lies a vast flat-topped boulder, a natural foundation for the castellum squatting atop it: A stout stone brick keep with a conical tower. Forest green briars snarl the boulder’s base, their thorns steely gray and knifelike. Hewn steps curve up along the boulder, through the briars.
- The boulder is 3m high. Its sides crumble. -2 to climb.
The castellum is rundown and lichen-y, composed of a squarish keep with a crenelated roof attached to a higher conical tower, a story higher, overlooking the river.
- The keep: 2 stories. Crenelated top, battlements facing the road. One cannot see over the merlons from the road or the boulder.
- The tower: 3 stories. Round, with 6 arrowslits covered by narrow shutters per story overlooking the river and the boulder stair. Its conical roof lacks many of its greening cedar shingles, sporting dark gaps.
A wide steel chimney rises from the keeps’s east side, spewing oily smoke stinking of burning fat. It rises through the stone base up to the crenelations, bolted to the eastern wall.
An amaranth flag—that of the Lothrheimer Bundeswehr—flies on the battlements. On it, a silver eagle clutches black roses opposite a sheaf of arrows.
If the gang rotate around the entire tower to survey it—which the ragwreteches inside notice—they find the east and west sides thick with briars, but the east sports a clear patch and the south sports a narrow path up to a boulder stair.
Briars. Around the boulder thrive snarled, dense briars with woody stems and three-inch dagger-thorns.
- Entering a square of briars requires Agility -2 to dodge. Success avoids damage. Failure causes 1d4 P * 2 and the character remains stationary, caught by thorns.
- Cutting a square of briars requires a relevant tool and a Woodcutting roll. Failure causes causes 1d4 P * 2 or 1 wear to the tool.
Mice can navigate the briars with a successful Scurry roll to squeeze.
Descending from the clifftop to the river shore entails climbing down steep, chalky rocks (9 m, Might -2.) Bypassing the climb requires a protracted detour east along the Sten, 1 hour each way.
Topic: Botany
On the briars
CELLAR
0.0 | cellar
Hissing flame. Wind. Hot-penny blood and burning flesh.
Sweltering hot. Wooden struts and beams support the soot-blackened ceiling, bound in iron. An open furnace mouth shimmers with heat, palpably sucking in air. 3 fresh bodies slump against the dark-stained west wall. South, shelves span between upright beams, fully of supplies and lumpen cloth.
- +2 Subtlety to sneak due to roaring furnace.
Danger (day:) Camouflaged wretches sleep on the shelves.
A towering iron furnace shimmers in the north wall. Hissing, sucking at the air, roaring with fuel injection. Inside its open mouth, flames ripple over a bed of pink-hot, near-molten bones and twisted metal. Lodged 1 m back, a ring of keys still clings to a charred belt and meaty hipbone not yet fully combusted.
- Flame melts the keyring in 1 hr.
- Thrusting a limb into the furnace earns it 1d4+2 burn stress.
- If robbed of fuel or doused from external fill hatch, the furnace cools substantially in 30 minutes.
An upright, oblong cetasene tank stands bolted to the north wall. Painted blue, with a “BKS” wordmark. A hard steel fuel pipe feeds from from the north wall, overhead, and a smaller copper line snakes into the furnace, connected by a valve.
Bodies: Slumped against the masonry wall. Metallic and urinous in pools of filth and gore. Clad in scraps of amaranth uniforms. Lacking the meat of chests, forearms, calves, and buttocks, bare bone black within. Each with a sawed-open skull displaying missing round scoops of brain.
- They breathe. Stilted and agonal. One vomits, senseless. Another manages “töte mich” on a wet breath— “kill me.”
- Under a stripped thighbone: A sticky red coinpurse with £3 11p.
Shelves: Far from the light of the furnace. Stuffed with provisions. Canisters, boxes, and bottles with eagle sigils and Lothrsprech text. Many fallen to the floor. In their places: Filthy textile lumps. Greasy, crosshatched strips of motley over limbs, backs, and heads curled like sleeping cats: 2 ragwretches, curled around munition hatchets.
Foodstuffs. 20 of each remain on the shelves:
- Tinned pork sausage (2/can, S)
- Jarred sauerkraut (6/jar, 1#)
- Tinned rye bread (6/can, 1#)
- Chicken bouillon cubes (12/box, S)
- Army crackers (12/box, S)
- Large potatoes (2/potato, S)
- Carrots (1/carrot, XS)
- Tinned cigarettes (50/can, S)
- Sacks of oats
Keyring, if saved from the furnace:
- iron key (all interior doors)
- golden key (document case)
- small steel key (all shutters)
Topic: Engineering, Boilermaking, etc.
On the fuel tank and furnace
Topic: Monsters, Ragwretches, etc.
On the victims
FLOOR 1
1.1 | boulder base, N
Wet rocks, damp plants, burnt-meat smoke.
The thickest area of briars.
A cellar entrance slopes under the boulders, deep in the snarl. Its red steel door littered in gravel, bird droppings, and dry, dead barricade pixies. Wet with meltwater. Warm, despite the shade. New-ish construction. Sealed by a padlock.
- Stout hinges. Might -6 to force. Locksmithy -2 to pick the padlock.
Down it: Dusty, disused stone steps into a hot, redlit dim (0.0 | cellar,) stinking of burnt hair and bone.
1.2 | boulder base, E
Shade, meat smoke, the nearby river.
The boulder’s shaded northern base. Bare of briars. Overhead, the steel chimney exudes greasy, acrid black smoke.
A copper downspout runs down from a corner of the keep’s roof into the roses. 6 m up, it joins the gutters ringing the crenelations.
In a lee in the boulder, a metal disc covered in snow lies in shadow.
- A fill port for fuel delivery. Soundly screwed shut, requiring heavy a dedicated hex key to unlock.
The boulder’s near-vertical surface is crumbly and lightly icy. -2 to climb with Might.
1.3 | boulder top, E
Wind. Wet gravel. Char of burning meat.
A flat stone surface strewn with gravel and sparse soil under snow. A 1 m-wide steel chimney bumps out from the keep’s original chimneystack, bolted on. The copper downspout stands within reach. A died-down nettle patch languishes under snow, south.
- A single trail of heavy footprints mars the snow, leading from the southern cliff edge to the downspout.
Chimney: Splitting hot. Attempts to cut it release billowing, greasy carcass-smoke (dodge -2 or suffer 1 Burn stress.)
Downspout: Metal loops fix it to the stone. 3 m climb up to the gutter ringing the craggy battlement. Might -2 to ascend.
- The weather-worn gutter bears shiny scuffs, dents, and scratches, as if something bearlike and large climbed it clumsily.
Nettles: Something peeps softly within the nettles, like a chick.
- A lumpen, puce mince toad squats in the nettles. Among cutters, it is auspicious to find one’s own toad, rather than buy one.
South, the bolder overlooks iron-grey ice and sand—the river Sten’s shore. West rises the castellum’s tower, cold and lichened. A floor up it, a reddish wooden garderobe projects.
- A foul hairy rope dangles from the garderobe, 9 m long, grapnelled up through the wooden privy.
- Might -4 to jumping to jump, grab, and climb the rope. Ascends into 2.3 | garderobe. Failing means a 9 meter fall.
A floor above the gardrobe, a section of curved tower wall is absent where two arrow loops should overlook the river, filled with a stretched tarp tacked into the stone. Pale, dusty, freshly cut limestone masonry frames the tarp.
Down the cliff, south across the silty shore, an elongated leather craft (1.9 | sneakbox) lies in a clutch of rocks by the water.
1.4 | boulder base, W
Snow-dappled thorns and rock, burnt meat on the wind.
Rough-cut stairs lead 3m steeply up to a steel-bound front door. Broken ice litters the steps, as if recently broken by bootnails.
An upgrowth of briars flanks the stairs, leaving little space to climb, and little between them and the heavy door, up top.
A bretèche overhangs the doorway. Under it, between the supporting corbels, a machicolation opens downward. A dark, stained, downward-facing stone slot menacing the door.
1.5 | boulder top, W
Wind. Wet gravel.
Up the hewn stairs, crunchy with ice. Snow and ice over stone, trodden and slushy. Marked with overlapping bootprints.
- Prints like clawed stocking-feet thread throughout. Some: Deeper, larger, with bearlike claw-dots terminating the toes.
A narrow shutter stands waist high in the curve the tower to the door’s right. Solid wood, but grey with age and lichen. Locked from the inside (requires small steel key.)
- If destroyed, the shutter reveals a narrow arrowslit. Not intraversable. Agility -4 to squeeze for creatures larger than mice.
Front door: Dark lacquered oak. Steel casement.
- Might -6 to force. Locksmithy -2 to pick.
From the bretèche above, a darkened machicolation overlooks the door. Those keeping watch or examining notice pinprick red eyes in the black.
- Danger: Persistent door-knocking or attempts to breach yield croaking words from above: “Shove off. Army business in here. Only army business.” The speaker claims to be “Sack Private Krieger, Eleventy-Sixteenth War Division.”
- Relentless attention at the door yields threats a sharp snap in the dark as an apfelgranate fuse ignites. The wretch “cooks” it for a turn before rolling it out, causing it to blow immediately after appearing from the slot (on init. 6.) No choice but dodge.
1.6 | “Bacon” room
Dark. Mildew, oil, burning bacon.
Low-ceilinged, heavy stone room. Dirt and dried blood speckle the floor. Crusty brown footprints meander throughout.
Across from the door shimmers a furnace hearth draped in meat. Against the northern wall reside a desk and 2 chairs, one toppled and lacking a leg. To the right: An aged low door. To the right, farther back: A narrower door.
Furnace hearth: A cooking fixture retrofit under the aged mantle. A black iron hump with protruding tonguelike hotplate. 32 meat strips backed in cheddar-yellow fat sizzle on it, starting to burn.
- The hump bears a setting dial set to near-zero, but it remains ripping hot. Flame rushes powerfully under the floor.
Also on the cooktop: A steaming black kettle. Inside swim glands in salt broth, cooked spongy and gray, trailing ragged tubes.
Desk and chairs: Battered, notched wood. On the desk: A torn letter. Indecipherable (coded.) A spilled inkpot just missed it. A mother of pearl pen (£3) lies in the lagoon of tacky ink.
- Under the desk: A pale disembodied finger wearing a silver class ring with an emerald setting. Graduating year: 3.430; 20 years ago.
Low door: Dry, thick oak. Opens into 1.6 | tower floor 1. Locked form that side (requires iron key.) Old iron mortise lock: -2 to pick.
Narrow door: Unlocked. Reveals a spiral stair down to 0.0 | cellar. When opened, air rushes through the door in a lasting breeze. Down the steps, rushing flame grows audible.
Danger (night:) 3 wretches from 1.7 | wretch nest may squeeze out the ground-floor embrasure described in 1.4 | boulder base W to ambush through the front door.
Topic: Military, Lothrheim, Recent History, etc.
On ring
1.7 | wretch nest
Dark. Rotten meat.
A round tower room. Down feathers and tacky red smears dirty the floor. 6 inward-flared embrasures circle the walls, shuttered.
Shredded tick mattresses and lumpy brown army blankets pile the room’s center, .5 m high. Malodorous, blood-spattered, and greasy. Amaranth uniforms lie amidst, torn and darkly stained. Gunspring sabot-bits crunch underfoot.
- Danger (day:) 4 ragwretches sleep within the filthy pile, near-indistinguishable. 2 with hatchet; 2 with service gunsrings. A fifth lies dead; bled out from half-healed gunshot wounds mid-sleep.
In the nest:
- 2 bottles of pepper vodka, a jammed LMW Sturmcaliver with full coil and full 330gr magazine, a can of turpentine, a crowbar, a silver melon spoon (£2,) and a tin bowl of pink, fatty, veined flesh-scoops.
East, a spiral staircase ascends, covered in feather ticking adhered by dried blood. A armor stand at its foot wears a shining cuirass and plumed helmet.
Shutters: External shutters locked from within (requiring small steel key.)
Armor: Pine armor stand wearing:
- an ornate hard leather muscle cuirass w. embossed Lothrheimer eagle, fully gilded in silver (5|3 chest.)
- a matching parade pickelhaube—also silvered—w. brass bucculae (cheek guards) and ostentatious amaranth plume (5|2.)
1.8 | tower foot
Faint sewage, dimmed by the cold.
A mound of human waste slopes against the tower’s curving limestone foundation, the masonry above stained and etched by urine. Deposited by the overhanging cedar 2.3 | garderobe.
A knife blade protrudes from the piled feces.
- Knife: A knuckle knife stuck handle-down in the shit. Stout military model. Handle wrapped in foul, fleshy red leather. Under it, a heather-stem armorer’s stamp suggests Ward Ranger issue.
9 m overhead, a hairy rope dangles from a grapnel lodged in the garderobe’s toilet rim.
A single trail of heavy footprints indent the silt, leading down to 1.9 | sneakbox. Large, but soft, like stocking feet.
Scrounging the beach yields 2d6 units of northern sea grape. A Saltrestrian delicacy. Usually pickled, typical of Saltrestrian delicacies, but good fresh.
1.9 | sneakbox
Wind. Frozen river slime. Shorebird droppings.
Chilly shoreline. Wet with snow and lengths of vegetal river algae. The river Sten is vast, hard-driving, and steely grey.
A dark, elongated boat lies at the water’s edge, wedged among waist-high limestone rocks, sprinkled in snow. Stretched, oily hide over a bent wooden frame. Entirely enclosed, save four oarlocks and a forward peep-hole. Stinks of jerky and bad breath. A flap reveals its pungent, black interior, containing:
- 4 carved oars with gnawed handles
- A human skull sans mandible with 16 golden teeth (£ ea.)
FLOOR 2
2.0 | floor 2 stairs
Dark. Strong, dry putrescine from above, like bad breath.
A dusty intermediate landing. All worn stone. Brown-red stocking footprints tracked throughout. Smears show in the gore and grime where toe-claws dragged.
A narrow door leads west, unlocked, to 2.1 | unpacking.
Continuing up leads to 3.0 | floor 3 stairs.
2.1 | Unpacking
Dim.
A low square room. Rafter clothed in cottony spiderwebs. Dead insects crunch underfoot.
2 narrow windows look outward from the north wall, glazing thick and begrimed. Sullen beams of winter light illuminate 4 crates and a jumble of large cardboard tubes piled against the eastern wall.
The western wall bumps out to form the bretèche interior. The floor slot permits cold light. Above it, the wooden ceiling slopes outward. From it hangs a hideous, dented milk can on an iron hook. Fat green flies wander over the lid.
Crates: Steel-banded. Pine. Stamped with block text, inventory numbers, and the red rose-clutching eagle blazon of Lothrheim. 3 large, 1 doubly long. Open, save the longest.
- “LMW Sturmcaliver Dienstwaffe, Kaliber 330, 6-Stück.” x2 6-shot 330gr mags (emt.,) x6 gun oilers, x5 loose 330gr flechettes. No guns remain.
- “Munitionsbatteriespule, 12-Stück.” x1 munitions coil (6/6) and a pile of bone-white feces wriggling with grubs.
- “Bad Salz Nitro-Workshop Apfelmuster Handgranate, 4-Stück.” x2 apple grenades packed like precious fruit in straw nests, . (or x1 if the wretches threw one.)
- “LMW 23 Mehrfachraketenwerfersystem.” Longest crate (2m.) Sealed with stapled metal bands. Might -6 to open. Contains an array of 3 black steel tubes: A triple rocket gun. Unloaded. 24 burden.
Cardboard tubes: 4 tubes stamped “raketenpfeil HE - 60 mm.” 3 empty, tin caps discarded. The sealed tube contains 1 balsa wood-saboted rocket with a gleaming penetrator tip.
Milk can: Full (2 #) and putrid. Painted in gory handprints. The large green flies circle it, brilliant-faceted blue eyes glittering, palpably smacking into things. In the can, dozens of inch-long grubs with bulbous, blindly-waving heads wriggle through a pudding of organ meats and coagulating blood, chewing audibly.
Low door: Dry, thick oak. Opens into 2.2 | bunkroom.
Topic: Entomology, ragwretches, etc.
On the flies and grubs
The grubs can replace needle and thread when suturing wounds, but they always dirty the wound.
2.2 | bunkroom
Dark, low buzzing. Fishlike stench of rotten blood.
A circular bunkroom. Arrow loops line the walls, like the floor below, shut and locked. Heavy green flies veer and swoop, droning. Crackled, whitewashed plaster walls streaked with dried claret. 3 triple-stack timber bunk beds ring the south and eastern curve, most lacking mattresses. Bedclothes strew the floor in gory disarray, alongside sabot bits, down feathers, sprays of sticky burgundy, and hanks of head-hair. An aged closet door angles northeast, slightly ajar.
Bunks: Cot mattresses and military bedding. Torn and darkly sodden; heavy stains black-brown at the edges, growing rancid.
A single rolled blanket, military brown, not bloodstained, lies rolled at the foot of one. In it: 3 fusees.
Cracks craze the whitewashed plastered ceiling. New plaster. Too fresh to crack so severely.
“Closet” door: Ajar, into to 2.3 | garderobe.
2.3 | garderobe
Dim. Cedarwood, dry urine, faint fresh sea air.
A cedar gardrobe. A bench with two crude commodes divided by a shiplap divider anointed with rude inkpen effigies and licentious poetry in Firlish and Lothrsprech.
Commodes:
- Left: Urine-stained, skin-smoothed plank seat with oblong hole. Smeared in dried red-brown. A crude knife rests beside; a mere screwdriver wrapped in reddish leather for enhanced grip.
- Right: Plank seat absent. In its place, a crude grapnel bites into the wooden rim. Below, a rough, hairy rope sways, dangling centimeters above the silty beach of the Sten.
3.0 | floor 3 stairs
Dim. Powerful putrescine odor from nearby.
Stone upper landing. A single narrow door hangs broken in its frame, permitting crisp winter air polluted by acrid smoke. Leads to 3.1 | Battlement.
A crowbar rests in a corner, its notched beak encrusted with dried brown and twisted head-hairs.
3.1 | Battlement
A low, wet growling, south. Even stronger putrescine.
A crenelated open-air expanse of stone. Snowy. Littered with cigarette butts. The encircling parapet stands .5 m high. 2 m-high merlons rise from it, with .5 m between each crenel. All weather-worn, ancient limestone, save where new bricks are mortared around the 1 m-wide steel chimney risen through the eastern wall, interrupting the parapet.
Where the keep’s bretèche overhangs the door, the battlement bumps out westward. A 3 m steel flagpole mounted here hosts the amaranth Lothrheimer flag, snapping in the wind.
Centrally, the framing for a covered guard shelter surrounds stacked beams, boards, and shingles piled .5 m high. A tarp serves as its roof, heavy with snow.
Building supplies lay scattered about:
- 2 ball-peen hammers.
- A saw
- A crosscut saw (requires two sawyers)
- 2 waxed tarpaulines, each 5 sq. m.
- Copious boxed nails.
- A liter can of turpentine
South, past a wide plank door crooked in its frame, something growls intermittently, wetly, like a congested tiger drowning in phlegm.
- The heavy door hangs uneven in its frame, edge resting on the floor. Opening it carelessly creates groaning and scraping.
- Simultaneous Might -2 (heave) and Subtlety -2 (move silently) successes required to open silently.
3.2 | Big Poppa
Dim. Snarling wet breath. Overwhelming, dry, fishy, livery putrescine.
A round tower room, thick with dust. A massive, reeking monster snores, west. The room’s arrow loop shutters permit little light, battened, but a halo filters through a heavy canvas pegged over a wide, floor-to-ceiling hole in the southeastern wall. A steel tripod stands near it, and a timber crane nearer the door.
Massive sleeping agwretch: Sleeping on his side against the darkened curve of the western wall. Growling wetly, apneated, in profound rest. A gigantic, elongated bogeyman. Strapped with muscle and larded in drooping fat. In his sagging, greasy rags, his belly rests on the cool floor, and the fat of his broad, knee-length arms flattens under his round head, over which he wears a bloodied burlap sack for a sleeping mask. Overpowering putrescine wafts off him. Dry, nauseating. Like a fishmarket gutter or an opened grave. He is Big Poppa.
- 3 items lie within his reach, near his head:
- The skeletal hips and connected femurs of a human pelvis and upper legs, gristly, crusted, and marred by teeth.
- A heavy steel block and tackle on a short length of chain.
- A rocket. Saboted in balsa wood, with a gleaming steel tip.
A small timber and steel crane stands in the room’s center, deconstructed, boom arm separated and removed of tackle. Heavy rope lies coiled alongside (100 m.)
A hole in the southeastern curve of the tower spans between arrow loops. In the white-hewn limestone gap, a tarp stretches, pegged in with iron spikes. Piled stone chunks and swept-up dust surround. Broad, spidering cracks race along the floor, walls, and ceiling from the hole’s hewn edges.
A meter-high tripod erected before the tarp. Heavy-duty black steel, bolted into the floor. With the wall-tarp removed, it would overlook the River Sten. Its robust pintel, like a ball hitch, matches the rocket gun in 2.1 | Unpacking.
Danger: If Big Poppa is wakened, he tears off his sack-hood, grabs his rocket and his block and tackle, and turns to work over intruders with lethal blows. He can fit through the door into 3.1 | Battlement.
Danger: The room is structurally unsound. Explosive detonations cause a collapse into 2.2 | bunkroom in a rumble and crescendo of masonry.
- Creatures suffer 1d6+1 B and fall 3 m. Substantial portions of the tower’s conical roof and southern wall collapse inwards and down the southern cliff in a roar of tumbling stone.
Topic: Biology, Monsters, Ragwretches, etc.
On massive ragwretches
wretch chatter
“When you think Big Poppa’ll git his arse up?”
“Next week, maybe. He’s sleepin’ it off something fierce.”
“Right, solid. Bully for us, aye? More flesh to go around.”
“Ta, Earputter. C’mere, you crumpet.”
“Wot for?”
“So’in I can put me slug up your shite-boiler.”
“Off it, Willy. Later. I’m digesting.”
“Foine.”
“How’s that slushjug? Strong?”
“Tingly.”
“Gimme a swig.”
a moment of silence
“Blast, there’s a nasty spirit. Wos in this?”
“Paint thinna’.”
“Proper sharp. Boys down in Nietch are getti’ betta’ at distillin’ every day.”
“You reckon I can bust this briefcase open with me head?”
“Nah. You might be thick, but your skull aint.”
“I got a lovely skull n’ornaments, thankyou.”
“Give it a rest. Poppa will open it when he’s done nappin’.”
“You think, if Poppa eats anythin’ more in here, he might get too fat te get out?”
“Nah. He’ll just mush down a wall or somesuch.”
“He’s such a good role model. Bless ‘im.”
“D’you smell a mouse? I smell a soddin mouse.”
“Nah, shut it. You’re just hungry. Eat somemore bellyfat.”
Monster Stats
The 6 normal-sized wretches in the Castellum wield Lothrheimer armaments.
- 4 wield steel munition hatchets.
- 2 wield LMW Sturmcalivers (service gunsprings w. bayonets.) Completely untrained in the art of shooting
Wretch loot
| 1 | 1d4 golden teeth |
| 2 | a sorcerous trinket |
| 3 | army canteen or combat knife |
| 4 | suspicious sausage |
| 5 | smack rock |
| 6 | 1d8 pennies |
One wretch carried a flat, brass document case containing coded orders with eagle-and-rose letterhead and a treasury note for £120. Requires small gold key in 0.0 | cellar to open.