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Dire Rumors

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0% found this document useful (0 votes)
182 views14 pages

Dire Rumors

Uploaded by

amuno78
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

a dozen

dire rumors
by philip reed
In addition to serving well as flavor and background to
your campaign, you may also find that rumors are suit- “Side quests are peripheral to
able sparks for side quests. When used in such a man-
ner, the rumor becomes much more than atmosphere the characters’ primary goal,
that gives your adventure the illusion of existing in a
much deeper world. As with any creative seed, the doz- but successfully completing a
en rumors described on the following pages may be ex-
panded as you see fit.
side quest might provide a
benefit toward completing
Once you take a rumor and turn it into more than back-
ground chatter that the player characters overhear and the primary goal.”
ignore, you’ve positioned yourself as a creator of ad-
ventures. Congratulations, gamemaster, for stepping
– Dungeon Master’s Guide
beyond the role of referee and for entering the role of (5th Edition)
storyteller.

A Dozen Dire Rumors © 2020 Philip Reed, all rights reserved.


Some artwork © Grim Press, used with permission. All rights reserved.
a dozen dire rumors • page 1
anatomy 1
of a 2
rumor
1. A title, to help set the mood.
3
5
2. Flavor text appears in italics. You may use
this text as read aloud text, or you may pre-
fer to use it as inspiration and reword the
flavor text in your own language.

3. Each rumor includes an overview of the

4
general idea to get your creative muscles
humming. Adapt as you see fit!

4. There are true and false options for each of


the rumors, providing you with some ideas
on how the rumors might play out. Wheth-
er or not a rumor is true or false is your call.

5. Each rumor includes an illustration to


help spark your imagination as you think
through how to best use the rumor in your
campaign.

using the rumors


The dozen rumors detailed on the following pages are that will shake the player characters and the NPCs.
first and foremost meant to get your imagination run- When used in this way, the rumors are leading to an ad-
ning. As the gamemaster, you’re constantly under pres- venture of your own design that, in some way or other,
sure to devise scenes and stories and to keep the action incorporates the rumors in such a way that the players
flowing, always entertaining the players and as much a get the feeling you’ve mapped things out in advance.
playwright as you are a movie director.
Adventure Seed. If you’re feeling especially inspired
Atmosphere. The rumor isn’t intended to do anything and creative, you can select any rumor and expand it
more than add some depth to the campaign setting. out into a full adventure. In the sample rumor, above,
You never intend for the players to act on the rumor; the party is promised an epic battle if they set out to
it is merely being used to make the campaign feel like engage the ogres, trolls, and orcs that are approaching
there’s more going on outside of the player characters’ the city. Expanding this rumor into an adventure will
sphere of influence. require you to map the surrounding area, provide sta-
tistics for the monsters, and perhaps toss in a few allies
Breadcrumbs. Perhaps you’re building to something, – other adventurers, city guards, thrillseekers – who join
an encounter against a rival or a larger in-world event the party in seeking out and attacking the army.

a dozen dire rumors • page 2


foreboding feathers

“It were the size of a giant, wings


easily stretching twenty feet and
as black as night. The creature
rode on the winds, a trail of blue
fire following its every move. Me
and the others watched it for several
minutes before losing sight as it flew be-
hind the towers of the watch hall.”
If they ask around, the PCs are soon directed to the
Louise Fromm is known and respected throughout the
watch office and Louise Fromm. The woman tells the
city, her role as lead clerk of the town watch is one that
same story as the group has already heard, refusing to
gives her access to a lot of information. Fromm has nev-
change her tale one bit. She knows not what the thing
er been one to tell tales, so when she started speaking
was or where it could have gone to.
of a giant bird overflying the city, those who knew her
looked to the sky and completely trusted her.
True. A wizard’s familiar was struck by a spell and the
creature is now giant, angry, and empowered with the
Fromm’s story is one that is told and retold throughout
ability to cast low-level spells. If the PCs start looking
the city, and the PCs eventually overhear several peo-
around, they soon hear of Mark Littauer, a wizard who is
ple arguing over what the creature could have been
looking for a giant and unusual bird.
while the party is buying supplies at the town market.
Surprisingly, the story has remained almost exactly as
False. Fromm saw something, but it wasn’t a monster. A
Fromm told it with little embellishment. People so trust
tinkerer constructed a large kite and the winds caught
the woman that they try very hard to repeat her story
it, carrying it away. The kite is crashed outside of the city.
exactly as she shared it.

a dozen dire rumors • page 3


fear of the frost giant
“With winter coming, it be time we gather any limbs and children and ask what is happening, the kids tell the he-
downed trees that we can before the guards barricade the roes that they’re going to collect what wood they can
west gate. No reason to risk the long way around the city manage and bring it back. The man, they identify him as
later this winter, when the snows fall and the winds threat- Hugo, pays them copper for the wood that they deliver.
en to rip the flesh from a man’s face, just because we failed
to remember that the guards always seal off that gate Talking to the elderly man, Hugo Bischoff, the PCs learn
these days.” that he is paying the children to bring as much wood
as they can before the guards close the west gate
The adventurers are walking the streets of for the winter. If pressed for details on why the
the city when they see an elderly man gate is closed tight at winter, Bischoff tells
surrounded by several children, all them that it is to keep the frost
between the ages of seven and giant from getting into the city
eleven or so. Each listens as during the cold months.
the man speaks and, once
he finishes talking, all of True. Asking around the
the children head in the city, the PCs learn that the
direction of the west gate. guards do close the west
If they stop any of the gate during the winter.
Several years ago, a frost
giant entered the city
through the gate and in-
flicted a lot of damage
on some of the buildings
within several blocks of
the gate, and it managed
to escape before it could
be stopped. Ever since
then, the guards choose
to seal the gate rather than
risk the giant again attack-
ing the people of the city.

False. The story of a frost


giant assaulting the city is
one that has grown with the
telling, and what was once a
rumor is now seen as a fact.
There are no giants nearby, but
the gate is closed and guards
posted at it throughout the win-
ter; they refuse to allow anyone to
enter or exit the city through the sealed
gate. If the PCs can prove to the people that
there are no giants to fear, and convince them to
open the gate, they will be treated as heroes.

a dozen dire rumors • page 4


the beast “I’ve been on that ship a decade if it has been a day, and I’ve
never seen anything like that which attacked us last week. It

in the
were the size of the great tower you see out that window, and
it thrashed in the water with those giant tentacles so much

water
that I was sure we would be splintered and drowned. We only
managed to escape when something below the waters caught
the beast’s attention; it must have been a meal far meatier and
tastier than we could provide something so incredibly massive.”

Standing in line for bread and cheese in the town market,


you and your companions join Zianon Kipel in casual con-
versation that soon turns interesting. The man, once a sailor,
has a story to tell about why he retired from the sea and
now spends his days working as a guard for some of the
merchants operating stalls in the market.

“I wouldn’t go out again, not after what I saw,” Kipel says after
describing the terror of the sea monster. “The only thing you
will find if you set off to search for that beast is a one-way ticket
to Wreck Haven. I’ve certainly no interest in finding myself lost
in that town of castaways.”

If the PCs are unfamiliar with Wreck Haven*, Kipel describes


it as a small village on an island somewhere beyond the sea.
The village has only a few hundred inhabitants, every single
one was once lost at sea and eventually found themselves
on a beach. The town is built from what wreckage finds its
way to the island, and those who have heard of the place
say that it is far too dangerous to willingly visit.

True. Kipel was once a sailor and did retire from the life
when the ship he was on was smashed to pieces by an un-
known monster. He refuses to go on another ship, no matter
what money is offered, though he will direct the PCs to a
trustworthy captain who will take the adventurers out in his
ship (for a price, of course). If the PCs can find the monster
and slay it, those who harvest the blubber of whales will pay
handsomely for the carcass of this beast that is as valuable a
source of blubber as any whale.

False. Kipel was definitely on a ship that was destroyed at


sea, but it wasn’t a sea monster. The ship smashed itself on
rocks during a storm, and the captain and crew told a sto-
ry so that the owner of the ship could collect the insurance
money. The insurance company will pay a reward if some-
one brings proof of the what really happened to the ship.
* To learn more about the village of Wreck Haven,
please see the Delve Second Edition roleplaying game by FGFantasy,
available at [Link].

a dozen dire rumors • page 5


a demonic threat
“I were there, I say! We were six days’ ride from the city when True. The elf did encounter a demon, and true to his
we found the ruins of the keep. It were late in the day when word he leads the PCs to the keep. Once there, he
we reached the once-great fortress, and we decided that suggests that they make camp and wait overnight. Of
making camp in the courtyard of the keep were preferred course, he refuses to stay the night and wants nothing
to sleeping out in the greater unknown. Things were quiet to do with whatever demon may appear. The PCs will
and uneventful for most of the night, until it stepped from have to force the elf if they expect him to stay overnight.
whatever cosmic portal connects the keep to that outer
hell where it came from. I thought we would be forced to False. Lyari Elbanise is a thief looking to lead others out
defend ouselves from the devil, but it only spoke and not of the city where he and his friends can rob them.
once moved to attack. I’m still having troubles sleeping at
nights since hearing that thing’s horrible voice.”

The elf reaches out his hand in greeting


when he notices you paying close
attention to his tale. “Lyari Elban-
ise,” he says as he shakes your
hand. “I couldn’t help but no-
tice you listening in, and
I’d be happy to answer
any questions that
you may have.”

Elbanise is an
elven mage,
a veteran of
many adven-
tures and not
afraid to con-
front any who
call him a liar.

The elf tells of


how the demon
stared at his party
for hours and then
turned and vanished
through the portal. El-
banise holds up a small
ruby, finely cut and polished,
and shows it to the group. “This
was resting on the ground near the
portal once the monster left us. If you
wish to see the site, I charge 20 gold per day
and its only three days to the ruins of the keep.
Allow me to grab my gear and I can be ready to go
in the morning.”
a dozen dire rumors • page 6
“Seven murdered on the road to High-
town last night, is what my friends in a stranger
brings doom
the watch are saying. It were the work
of a necromancer and the foul caster
is still out there somewhere, no doubt
intent on slaughtering every one of us
so that he can turn us into his undead
servants. Take care when you go into
the alley to relieve yourself; the necro-
mancer may be waiting in the dark.”

Jozelin Benoist, trapper and furrier,


opens his mouth to speak but quick-
ly closes it as the door behind you
opens. He wipes his greasy hands on
his tunic after setting down the tur-
key leg. Looking across the table at
you, he smiles and laughs nervously.

“I’m kidding you lot, though, and


there’s nothing to fear out there in the
dark. Everything is as safe as safe can
be in these parts.”

Another man sits beside you and


holds out his hand to shake. “I’m Lom
Barayev, constable. Good to meet you
fine souls. What is your business here?”

Barayev presses you until he is satis-


fied with your answers. “May be best if
you continue on in the morning, folks.
We know you have treasures to seek
out and monsters to slay.” He then
chats to a few others before setting
out into the night.

Benoist checks over his shoulder and


motions you closer. He whispers: “I
hear the constable is a partner of the
necromancer. Be careful.”

True. The necromancer and consta-


ble aren’t partners; the constable is
the necromancer! If he suspects that False. There is no necromancer and the constable is only doing his
the adventurers are on to him, he will job, keeping adventurers forever moving onward and not allowing
ambush them once they are a few them to spend too long in town. Benoist is a thief and a murderer, and
miles outside of the city. He fights to he has been using the necromancer story as a way to conceal why
the death and won’t surrender. some have been recently murdered.

a dozen dire rumors • page 7


a manticore’s den
“You know that crumbling tower near Platinum Lake? I The man is willing to take as little as a single gold for
was out fishing at the lake last month, hailing in trout to directions to the lake and the tower, but he refuses to
sell in the town market when I saw a beast land on the act as a guide for any less than three gold. Wise dun-
tower and enter through the roof. I wasn’t brave enough geoneers will hold off on paying Pesic until they are
to investigate, but I recognized it for what is was: a man- standing at the base of the tower.
ticore. I know not how long it has lived in the ruins of the
tower, but I’m betting some adventurer or other would pay True. A manticore has turned the top few floors of the
a few gold for directions to the beast’s lair.” abandoned tower into its den, where it has lived for sev-
eral months. The creature has collected random trea-
All his life, Todor Pesic has lived in a shack on the out- sures, mostly cast off and broken gear, though it does
skirts of the city. It was his mother’s home during his have a small chest of gold that it found several weeks
youth, and the shack was left to him when she died sev- ago, and it is protective of its home and likely to fight to
eral years ago. Pesic has no family and no job, and he is the death against any intruders.
often found in and around the city working what jobs
he can find and struggling to earn enough for some False. It isn’t that Pesic is lying, but that he
gruel and a round or two of beer at the local was mistaken in what he saw enter the
tavern. The man doesn’t save, rarely thinks tower. A young dragon has taken up
ahead, and is always desperate. If the ad- residence in the tower, and it is
venturers ask for info, he’s happy to far more dangerous than
share it . . . for a price. any manticore.

a dozen dire rumors • page 8


the goblin’s potions
“Poison is more like it, I hear. That little squeegthon of a goblin is out there right
now, trying to sell those so-called potions to the fools who dare to trust such a one
as a goblinoid. The watch says the creature hasn’t committed an offense and is
free to move about the city, but I says the watchmen are weak cowards who are
no doubt paid gold by that squeethon; why else would watchmen allow such a
monster as a goblin to sell such dangerous concoctions to any one of us?”

Over the chatter of the tavern, you can hear someone at one of the
tables in the back slamming his fist on the table and ranting
about a goblin potionseller who seems to have truly frustrat-
ed this man. Overhearing his friends at the table trying to
calm him, you soon make out that his name is Romund
Wictred and that he has something of a deep and
excessive hatred for all goblins.

“Maybe it is time we find that little squeegthon


and take care of it before the thing forces too
many more of its wares on the people of the city.”

Wictred rises to his feet and then stumbles,


slumping back down in his seat. The man has
clearly had too many drinks and is in no condi-
tion to do anything about goblins whether they
are crooked and evil or not.

True. Asking around, you soon learn that the


goblin’s name is Clorx Pluikks and that he has
been selling all sorts of potions to those with
enough coins to satisfy the goblin’s greed. Many
of the potions are as the goblin describes them
– mostly healing and low-level strength potions
that he stole from a wizard – but there are also
some poisons mixed into the supply. The goblin
isn’t aware that any of the potions he is selling are
poisons, though, and is only looking to make as
much as he can off of the stolen goods before the
wizard that he victimized chases him down and
inflicts some permanent justice on the thief.

False. It isn’t false that there’s a goblin selling


potions – Clorx Pluikks is definitely selling every
potion he has managed to steal – but it is false that they are in any
way poisonous or dangerous. Still, the goblin is being chased by
the wizard who he has wronged so Pluikks wants to sell everything
and vanish as fast as he can. Perhaps the wizard hires the PCs to
help him in capturing the goblin thief?
a dozen dire rumors • page 9
the silent hunter
“Word from the people of Hightown is that he
rides a frosnoc and is forever clothed by the
frozen winds and ice of the plane of snows.
The warrior is said to never speak and only
communicates by gesturing with his long,
frost-encrusted sword. I’ve not heard tale of
him murdering, but there’s no chance that
something so strange and powerful isn’t here
for anything less than evil.”

As the adventurers are shopping for gear in the


town bazaar, they strike up a conversation with
Wimbeck Tagber, a gnomish bookmaker who is tak-
ing bets on the gladitorial events that are scheduled
for tomorrow. The gnome is friendly and open, ready
to talk for so long as the PCs remain at his booth. He tells
the party of a strange, silent warrior who others report has
been seen outside of town every day for the last few weeks. The
gnome has no details beyond what he has already shared, though
he does think that it is an evil entity and one that is best avoided.

Later that day, while still in the bazaar, screams and shouts from the
crowd rise and soon the buzzing word that “the hunter has killed”
reaches the party. The people are talking only of the rumor of
murder now, and the town watch has reportedly set out to find
the hunter and kill him.

True. There is an odd hunter from another world stalking the


forests near the town, and the creature is doing all that it can
to murder any evil that it encounters. The Silent Hunter never
speaks, because it is a magical force of nature and not a living
being, and it will only defend itself if attacked by those of a good
or neutral alignment. If it encounters evil, the thing attacks with
no mercy and will do all it can to kill the evil character or creature.

The Silent Hunter was summoned by a sorceress, the elf Aila Aebella,
and she rushes to tell the watch and the people of the town if they
move to attack the strange being. Aebella brought the thing here to
help her defeat a force of goblins that are hiding in the forest; the gob-
lins killed her brother and she now seeks revenge.

False. There is no creature in the forest. The rumor started when a child
saw a dark figure on horseback late one night, and it has now grown
out of control. The people screaming that the thing has killed are con-
fused; a citizen was killed by a bear and their wild imagination has tak-
en it from there.
a dozen dire rumors • page 10
a pirate king’s gold
“What I heard is that there’s a chest of gold somewhere on that island, buried decades
ago by Kevin Rodin before he were captured and put to death. The Pirate King never did
tell where he buried the riches, but those who knew him were said to have known the
spot and to have hinted that it were on the eastern side of the island. No one has yet
been able to find the chest or claim the gold.”

When visiting Ebenezer’s


Common Room, one of
the many taverns in the
city, the party overhears a man
named Henry Cliffscribe telling
tales with to his friends in exchange
for drinks. Cliffscribe is a bit of a drunk
(see A Dozen Sinister Rumors), and
he can often be found in this very
tavern spending what little coin he
has managed to collect.

The adventurers, always in search of any


leads that may direct them to riches, are cer-
tainly interested when they hear Cliffscribe’s story of buried
treasure, and it is only a matter of time before the drunk is doing his
best to convince the party to buy him another drink.

Cliffscribe says that he heard of the treasure years ago, when his father
told him the tale of Rodin and the island, and he soon starts spinning
lies in an attempt to keep the drinks flowing. There’s a very good
chance that the PCs recognize the lies and soon ig-
nore the man, so he reveals one last bit of informa-
tion if he feels that he is losing them.

“I know where the map to the treasure is,” Cliffscribe


tells them if they start to rise.

True. The man really does know where the map is, but
he won’t share the info until he gets another drink in
him. Once satisfied, Cliffscribe tells the adventurers that
they can find the map in the Dungeon of Owls, an ancient
tomb on one of the many islands that are off the coast of
the city. Getting the map from the tomb may be a chal-
lenge as great as finding the buried treasure.

False. Cliffscribe has no knowledge of the map, but he


is desperate for drink and so far gone that he will say
anything to keep the party paying for his ale. They’re
sure to be angry when they find out that he is lying.

a dozen dire rumors • page 11


do not cross
the angry sea

“All dead! The ship was lost and there were no survivors. “I know not what the beast was, and I didn’t see it with my
If it weren’t for the crew of the Ocean’s Depth, we would own eyes, but this isn’t the first time that I have heard of a
never know what had happened to the missing vessel. sea monster out there in the waters.”
Just last week I met sailors from the Depth, and they told
how they watched the beast come up from the waters and If the PCs press for more information, Bahar suggests
smash the ship to kindling. You wouldn’t catch me out on that they visit the docks where they’ll find sailors who
that sea these days.” are certain to know more.

The man is roughly thirty winters of age and has cap- True. There is something out there in the water, yes,
tured quite the audience as he tells tale after tale, shar- and the sailors who travel the sea report that something
ing news of the outside world for so long as the drinks large has been spotted several times over the last few
keep flowing. Skeptical PCs will no doubt question ev- weeks. The sea monster is a demon from the elemental
ery tale, but the locals are enraptured with the storytell- plane of waters, and it was brought to this world by the
er and ask question after question. acts of a mad wizard.

If the PCs stop the man and chat with him, they soon False. There are monsters in the sea, as there have al-
learn that his name is Umed Bahar and he is happy to sit ways been, but there’s nothing unusual or remarkable
and talk; he immediately asks them to buy him a drink. out there in the water.
a dozen dire rumors • page 12
a promise of riches to
those who will help
“He said he will be back later tonight, and any who wish to join him are certain to
close out the week with more gold in their pocket than they’ve ever held before. He
wouldn’t say what the job was, only that it were for the bravest of men and those
who were willing to get wet and were strong of body and mind. I’m just waiting
now for him to get here so I can learn more; you better believe that I’m not afraid of
some work if it means a fortune in gold.”

Late one night at the tavern, the adventurers get into a deep conversation with
an aged halfling who tells them that he is there waiting for a job. The promise
of gold is all it takes to get the halfling’s attention, and he encourages the PCs
to wait around a little longer for the elf with the plan who is expected soon.

“So you wish to join our group,” the elf asks of you after he arrives. Tanyth
Cramaris is an elven fighter who has spent decades exploring the dun-
geons and tombs of the world. He arrives shortly after the PCs speak
with the halfling, and he immediately hears of their interest in his offer of
work. “We’re raiding the Black Tower of Bal-Curz,” the elf says. “The town is
only a few days’ ride, and I’ve learned that the sorcerers in the tower are sit-
ting on magical treasures that are ours if we are brave enough to take them.”

The elf has made arrangements with a caravan of merchants for he and
his party to serve as bodyguards to the caravan, so there’s a promise
of certain pay to any who join the adventure. If the PCs choose to join
Cramaris, it soon turns out that they are the only members of the par-
ty. Everyone else is too scared of the journey and tower to join in.

True. Tanyth Cramaris does know of the Black Tower of Bal-Curz,


but he has no special insight or information beyond the rumors that
many speak of the tower. The caravan pays guards one gold per day
of the ride to Bal-Curz (which is as far away as the GM says it is), but
once the party reaches the town, they soon learn that Cramaris is
hoping for the best and making it up as he goes along. If the adven-
turers wish to try and infilitrate the Black Tower – a dark and oddly out-
of-place structure that rises high above the mercant district of Bal-Curz
– they’ll pretty much have to take control of the adventure since the elf
has no plan.

False. The elf has only heard rumors of the Black Tower and there is no
caravan. He feigns surprise when the merchants fail to show in the morn-
ing and suggests that they proceed to Bal-Curz without the caravan.

* To learn more about the town of Bal-Curz and the mysterious Black Tower,
please see the Tower of the Black Sorcerers adventure by Dungeoneers Guild Games,
available at [Link].

a dozen dire rumors • page 13


the demon bride
“Leonid Skudra’s daughter is missing. Jogita was last seen False. It is not a demon that Jogita Skudra is to marry, but
leaving her work at the laundry two weeks ago and van- only Vilars Blaus who has kidnapped her and drugged
ished before she made it home. Yesterday, Skudra was in her with a love potion. Leonid Skudra has been caught
here talking about how his daughter was to be wed to a by thugs in the service of Blaus, and the man is bound
demon and he insisted that only brave adventurers could and captive in the cellar. Can the PCs see through the
save the girl before she was taken to the deepest of hells to love potion that has ensnared Jogita, or will they think
live eternal life as the demon’s wife. The man left, scared and this is a wedding of love and allow it to happen?
crying, when he could find no he-
roes to rescue his daughter.”

After asking the tavern keeper for


any interesting or unusual news,
the PCs are regaled with a tale
of a local and the daughter who
is to wed a demon. The tavern
keeper, Rodrigo Egolf, doesn’t
know where the wedding is to
happen, but he can direct them
to Skudra’s home and says that
they should find the man there.

If the adventurers choose to visit


Skudra at his home, they are told
that the master of the house is
unavailable; Skudra has set out
to rescue his daughter. Either by
tracking Skudra or asking those
who may have seen him, the PCs
eventually find themselves at an
older, large home deep within
the city’s oldest neighborhood.
A home that, if the locals are to
be believed, is haunted.

True. Jogita Skudra has been


taken by a demon and is being
forced to marry the creature.
The home is that of the demon’s
human servant, Vilars Blaus, a
wealthy merchant who owes his
fortune to the deals his demon
master has arranged for him. The
PCs reach the home just as the
wedding is about to start. Will
they save the girl and her father?

a dozen dire rumors • page 14

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