Sage's Sanctum

Ogres, Ninjas and Poison, a Hex and a Dungeon

The Ogre Camp

Three ogres live here with a human child they’ve raised since they destroyed a merchant caravan passing through the area and found the infant within. The human is now an adult and a skilled hunter and tracker. She helps the ogres lure in merchants and travelers to be killed.

The ogre camp sits near the edge of a river, covered by a cloth tent stretched between trees. The camp is filled with stolen merchant goods, human bones, and various handmade hunting tools. A firepit with a spit large enough to hold a human sits near the tent, gristle and seared bits of flesh hanging on it.

The ogres keep the best of their goods in a cave a quarter mile south of the camp. The matriarch, GaBa, spends a lot of time in the cavern with her art, the others only spend time in the cave during bad weather.

Camp Residents

GoBo

28 grit, 17 Brawn, 8 Agility, 12 Mind Smash: 2d6 Throw (with Tsa’Lee): Throws Tsa-Lee onto a nearby target. The target makes a Brawn save to avoid being knocked prone.

Appearance: Hairy except for the face, which has been burned, scar at the corner of the mouth, shoddily made huge cowboy hat.

GoBo is ruthlessly protective of Tsa’Lee and is her primary hunting partner. He is untrusting of others and sees others as threats. He would rather avoid humans and ratlings if possible. He is gruff and speaks very limited Common. He is the main cook of the ogre trio and spends time at camp cooking meals and pampering the women.

GaBa

30 grit, 19 Brawn, 12 Agility, 10 Mind
Smash: 2d6
Crush: The target makes an agility check to avoid being picked up and squeezed by GaBa. On a failure, 3d6 damage, and you can’t take any action on your turn except attempt a brawn check to escape.

Appearance: Well-groomed fur, bulging muscles, accessories made of human bone and jewels, ill-fitting fine clothing

GaBa is the head of the ogre trio. While the group makes decisions together most of the time, GaBa is ultimately the final say. She feels humans and ratlings are no different than any other animal, to be hunted and used for her enrichment, and to be kept in their place if they go where they don’t belong. She is gentle with Tsa-Lee. Speaks little common

GaMa

24 grit, 15 Brawn, 10 Agility, 14 Mind, 1 defense Spells: Wind wall, Grasping Vines
Casting Dice: 2d6

Appearance: Smaller than the other ogres and has thinner fur, wears crude leather armor, and a ruby pendant necklace.

GaMa is a half ogre, though GoBo and GaBa treat her like a full one. Having fit into human society when she was younger, GaMa is the most comfortable with speaking with humans, and untrusting of them given she was ousted from her human home when it became obvious that she was an ogre. She is fluent in common and acts as Tsa-Lee's teacher. GaMa is also a witch, a close friend gave her a blood transfusion to help her escape her hometown.

Tsa-Lee/Lola

18 Grit, 12 Brawn, 16 Agility, 14 Mind
Claws: 1d6
Open vein: Target must make a Brawn check or bleed for 1 damage per turn for 1d6 turns
Execute: 1d12 damage, only usable on bleeding targets

Appearance: Short for a human, messy long hair tied back, wears a wooden mask of a horned creature, keeps a metal claw attached to her hand.

Tsa-Lee, meaning little foot in ogre, (Lola when tricking humans) is the adopted daughter of the ogres. She loves her parents and is happy to either drive dangerous humans away from the ogre’s camp or lure in ones that look like prey. She learned common from GaMa and hunting from GoBo, she's bitter that GaMa won’t give her a blood transfusion to make Tsa-Lee a witch.

What's going on at the camp?

If the players haven't interacted with the camp or its inhabitants, Roll on this table to see what's going on at the camp when the party enters the hex.

1d6 Event
1 GoBo is currently roasting a merchant over the firepit. The merchant is alive.
2 Tsa-Lee is luring a caravan into the forest by telling them her sister is trapped under a rock that she can’t move.
3 The ogres are relaxing. GoBo is brushing GaBa’s hair, GaMa is teaching Tsa-Lee math.
4 GoBo and Tsa-Lee are hunting deer. Characters may find animals with strange claw marks in them.
5 GaBa and GoBo are clearing a new path in the forest. You can hear the ground shake as they casually toss logs and stone around.
6 The whole family is enjoying a feast of veal and vegetables, you can smell the aroma from the outskirts of the woods.

The Cave

The cave where the ogres store many of their valuables was originally occupied by ratling ronin and shinobi who used it as an underground poison mushroom farm. The ronin harvest toxic mushrooms and synthesize them to make hallucinogenic poisons. Passageways and sensitive areas were locked or hidden via trick doors. Instructions for avoiding traps and opening doors are left in a symbolic cipher the ratlings use.

The ogres found the cave and smashed through some of it, claiming the space for their own, but they haven't figured out a way through the heavy, lever-locked doors deeper in the cave. The ratlings are ok with the ogres being there as long as they don’t figure out how to get deeper, they have an alternate entrance they use or come in when the ogres aren't around. The ratlings see the ogres as the cave's primary defense, but they still have guards and traps in their portion of the cave, as well as a valve they can use to flood the dungeon with poison gas if the ogres (or anyone else) threaten their turf.

Cave Features

Hallucinogenic Poison

The ratlings have been fashioning poison from purple clathrus mushrooms in the cave. A single dose of the poison causes minor hallucinations and confusion.

smallshroom

An afflicted character suffers a 1 in 6 chance to miss when they attack, increasing by 1 in 6 for each additional time they’ve been dosed.

After a character has been dosed 3 times, they must make a Mind check every 10 minutes or fall unconscious. For each time they’ve been dosed after the third, they take a +1 penalty to their Mind checks.

Characters recover from 1 dose of poison when they Hit the Hay, drinking an antidote immediately removes all doses of poison.

Calamity

This is a calamitous dungeon, so it uses a calamity timer.

Calamity: Ratlings flooding the cave with hallucinogenic poison gas.
Effect: Once the chambers are flooded with gas, characters are afflicted with a dose of hallucinogenic poison each round.
Trigger: The calamity timer begins when the characters have opened any of the lever-locked doors and the ratlings are aware of their presence.
Omens

Calamity Timer Omen
20 You hear a faint hissing sound
15 The hissing sound grows louder, the air smells slightly sweet
10 A whispy pink fog creeps in through small holes in the floor, rising to your ankles
5 The fog is up to your chest now, the sweet smell is overwhelming
0 The fog fills the entire room, burning your eyes and stinging your lungs with every breath

Entrances

Main entrance (Room 1): The mouth of the cave, clearly visible from a mile away.

Underwater Entrance (Room 9): Anyone who searches the river near the cave discovers water flowing underground towards the cave. A human can squeeze into the passageway where the water is flowing, leading to the bottom of the jellyfish pond in room 9.

Secret entrance (Room 13): on the eastern side of the cave, there is a marsh where anyone looking for an entrance finds hoof prints and crushed reeds. Past the reeds is a cave entrance just wide enough to fit a person. It descends down to a doorway with a lever lock. There are 4 levers, and the following symbols are written above the door in chalk: “Mountain, Mountain, Dagger, Sword”.

Rooms

Map (better one to come after I make it)

This map is just meant to show the relationship between the rooms. The lines don't represent any particular distance.

map

1. Cave Mouth:

Monitor Lizards
13 grit, 16 brawn, 8 agility, 4 mind, 1 defense

2. Pierre’s Workstation

Pierre Lemieux
3 grit, 8 brawn, 11 agility, 12 mind
Why he’s here: Kidnapped as he traveled west with a caravan to sell his art.
What he’s doing: GaBa is forcing him to create art for her, which she keeps in her gallery in room 5.
What he wants: Pierre wants to escape, but won’t leave without a portrait GaBa keeps as the centerpiece of her gallery, he believes it is his finest work (it's nothing special).
What he knows: Pierre knows the ogres haven’t figured out how to pass the locked doors deeper in the cave and has figured out that the rat symbol drawn on some cave walls means “left”. He will provide this information in exchange for the return of the portrait.
Personality: Cowardly, full of himself, stubborn

3. Mask Making Room

The masks
The masks aren’t worth anything, but there are 4 completed masks here. Wearing one provides a -1 bonus to checks made to protect one’s eyes.

4. Kitchen

The Body
The body is Ashe Stedson, a caravan merchant. His clothes contain a journal that identifies him. It had entries up until 2 days ago, which included plans for an escape as well as a note that the dagger symbol means "down".

GaBa: Woman ogre admiring her artwork, draped in ill-fitting finery and jewelry made of bone and gemstones, speaks broken common.
Golden Bust of GaBa: 300 pounds, stone sculpture with gold plating on the outside
Gaba’s portrait: A large, mediocre portrait of GaBa, the centerpiece of the gallery.
Chandelier: Hanging precariously from a hooked stalactite.
Lever Locked Door: on the east wall, 5 levers, written above the door in chalk, behind a painting, is (“mountain, dagger, dagger, rat, sword”).

GaBa 30 grit, 19 Brawn, 12 Agility, 10 Mind
Smash: 2d6
Crush: The target makes an agility check to avoid being picked up and squeezed by GaBa. On a failure, 3d6 damage and you can’t take any action on your turn except attempt a brawn check to escape.

Thinks lowly of humans: humans are like any other animal, kept and used if obedient, slaughtered for food if not.
Motivated by: Ostentatious beauty, artwork (of her), flattery. Loves her possessions: Will attack anyone she realizes stole her things or hurt her pets in room 1. Holding: The key to the cage in area 8, 3 damaged pieces of fine clothing (valueless unless repaired), 4 pieces of bone jewelry (too big for humans, but if the gems are removed, they’re worth a total of 20s).

Treasure
Most of the art here is worthless to anyone but GaBa and Pierre. The gold is the most valuable portion of the bust. Intact, the statue is worth 5g, the gold, stripped off, is worth 3g. The gold weighs 30 pounds and is bulky.

6. Lesson Room

Lever Locked door: North, has a row of 5 levers that can be positioned up, down, left, or right, followed by a button.
Chalk above the locked door: Above the door, the following symbols are written in chalk (rat, sword, mountain, mountain, rat).
Chalk on the walls: Different, worse handwriting than the chalk above the door. Includes the common alphabet, various simple math equations, and a note that says “sword = right”.

7. Caravan Supplies

Blind Salamanders
14 grit, 13 Brawn, 10 Agility, 4 Mind
Bite: 1d6 damage
Toxic Skin: Anyone making physical contact with a salamander feels a strong burning sensation, dealing 1d4 damage
Senses: Blind salamanders can’t see, but they can hear and are sensitive to light.

texas-blind-salamander-in-texas-credit-ryan-hagerty-usfws

Crate contents

8. Caged Merchants

The Merchants

The Cage The lock on the cage is old and easy to break. It can be opened with the key in room 5. Breaking the lock or opening the door without removing the bells attracts the blind salamanders from area 7, if they are alive.

9. Jellyfish Pond

The Jellyfish
The Jellyfish are aggressive towards anyone who gets in the water. Anyone who tries to swim through the water without protection takes 1d8 damage per round from their stingers. Reaching the Tanto takes 2 rounds, it takes another 2 to surface.

The Tanto The tanto, motomeru, when drawn from a scabbard, shines a ray of light in 3 directions, each pointing to a broken piece of the Onimaru, a legendary sword capable of slaying demons. If the scabbard, blade, and hilt are combined, the blade’s power is restored.

10. Crayfish Lair

**Giant Crayfish (lump in the ground) **
The lump in the ground is a pair of burrowing giant crayfish; they attack anyone who gets close to them. If the characters are not approaching the lump carefully when they enter the room, they are surprised. One crayfish has an egg sac on its underbelly with hundreds of eggs.

12 grit, 14 Brawn, 6 Agility, 4 Mind, 10 defense

Dead body

11. Poison Making Room

12. Pitfall trap

The Trap
The center of this room has a wall-to-wall pitfall trap, 10 ft across. Anyone triggering it drops 15 ft into a cell in the mushroom collection room, taking 1d6 damage (room 20).

13.Ratling Entrance

Chests
The 2 wave chests are trapped. If opened, a spring-loaded kunai knife is fired through the center of the opening, dealing 1d6 damage and inflicting a dose of hallucinogenic poison.

The chest with the fire symbol holds:

14. Shinobi Quarters

Ratling Shinobi
5 grit, 11 Brawn, 14 Agility, 12 Mind

Ratling Ronin
7 grit, 14 brawn, 11 agility, 10 mind

Footlocker Contents

15. Training Room

Potion of healing: Restores 1d6 grit, takes an action to drink or administer to someone else.

16. Throwing Weapon Room

Metal Panel Puzzle
If the targets are hit with kunai in quick succession in the proper order (left, left, right), the metal panel opens, revealing a ladder heading down to room 20. A button on the other side of the panel closes it.

17. Supply Room

**Foretell Death **
R: Far
T: Single Creature
D: [sum] rounds
Concentration
Foretell the target’s death. Whenever they take damage, they take [dice] extra damage.

18. Break Room

The Music box
If the wind-up key is turned, the music box plays a slow, high-pitched tune for 5 seconds before shooting a dart from the small hole. The dart deals 1d4 damage and afflicts the target with a dose of hallucinogenic poison.

19. Dead End Chest Trap

The trap
The chest is empty. When opened, the heavy door slams shut, and the metal pipes start spewing hallucinogenic poison gas into the room. Everyone in the room is afflicted with 1 dose of the poison at the start of each round they spend in the room.

The door can be kicked down, but its weight imposes a +2 penalty to brawn checks made to break it.

20. Mushroom farm

Ratling Shinobi
5 grit, 11 Brawn, 14 Agility, 12 Mind

Ratling Ronin
7 grit, 14 brawn, 11 agility, 10 mind

Farmers
The farmers aren’t fighters. If the ronin and shinobi are killed, the farmers will run if it seems feasible or surrender otherwise.

Cell
Inside the cell is Marcus Castelluci, the ratlings have been testing poison on him, and he’s had so much that his mind is fully gone. If freed, he continues to babble nonsense every few minutes.

An angel or high-ranking priest can restore his mind, for a price, in which case he will happily tell his rescuers what the lady of silence looks like, that she visited the mushroom farm once a week, and that she holds meetings in an abandoned tavern south of Onyx's ratling settlement with ratling shinobi and outsiders of the settlement.

Mushrooms
The mushroom fields produce enough mushrooms to harvest once a week. Each harvest yields enough mushrooms to make 2d4 doses of hallucinogenic poison. Making the poison requires basic chemistry equipment. It takes a day of work to make 2 doses. Anyone who handles the mushrooms without a mask, gloves, and boots is afflicted with a dose of poison.

Adventure fallout

Potential future hooks from this adventure: