An adventure outline based on the weird fiction of William H. Hodgson. Most of Hodgson's writing is in the Public Domain. The adventure is geared toward sword and sorcery, but it can be adapted to other genres, such as Weird West, Modern Horror, etc. This is Arc 1 of three, with a bonus arc imagined by AI. Link to the full campaign outline on Itch, Name Your Own Price:
https://raymond-towers.itch.io/the-weird-fiction-of-william-h-hodgson
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Arc 1: Ghostly Haunts & Localized Mystery
Setting: A bleak, winter-bound frontier hill-fort or ruined monastery.
Sub-Arc 1.1: The Fallen Keep (Investigation)
- Premise: The protagonist is called to investigate a secluded border fort where defenders are perishing under phantom curses, phantom hooves, or spring-loaded automated traps left by a maddened reeve.
- Climax: Disarming the mortal plot or defeating a manifested phantom.
Sub-Arc 1.2: The Bleeding Woods (Escalation)
- Premise: Clues lead into the surrounding primeval forest where trees bleed red sap when struck and feral swine-hybrids stalk the perimeter.
- Climax: Defending an isolated lodge or chapel against a night siege of brute swine-men.
Sub-Arc 1.3: The Subterranean Gate (Arc Climax & Transition Hook)
- Premise: Tracking the swine-hybrids down a massive sinkhole/pit into ancient subterranean tunnels beneath the keep.
- Climax: Confronting the cult/shaman maintaining the portal.
- Cliffhanger: The shaman’s final dying ritual doesn’t open a local cavern, but reveals a map/astral direction pointing across the mist-shrouded northern sea toward an ancient cosmic relic needed to seal the rift permanently.
1.1. The Fallen Keep (Fort)
Description: Perched precariously over a gaping subterranean sinkhole at the edge of the forest, this drafty granite fort features moss-slicked masonry, narrow arrow slits, and heavy timber gates reinforced against outside attack. A single crumbling watchtower rises above the courtyard, giving defenders a vantage point over both the dark tree line and the deep pits below, while cold drafts and strange, unnatural whistling wind echo constantly through its lower stone corridors.
NPCs:
Lord Vane: An anxious reeve who obsesses over setting intricate spring-loaded traps along the fort’s inner corridors, unaware that his fading memory makes him a hazard to his own garrison.
Captain Bran: A battle-tested commander whose stoic demeanor breaks only when discussing the unexplainable phantom sounds and animal deaths echoing in the lower barracks at night.
Brother Aldous: A grim monastic scholar who quietly collects strange artifacts recovered from the sinkhole and suspects an ancient subterranean portal is corrupting the surrounding land.
1.2. The Bleeding Woods Hunting Lodge
Description: Tucked deep within a dense, primeval forest, this sprawling timber-framed hunting lodge features heavy oak doors, iron-barred lower windows, and high stone chimneys belching gray smoke into the dark canopy. The estate is surrounded by unnaturally twisted trees whose thick bark oozes a dark, blood-red sap whenever struck, creating a claustrophobic haven that feels increasingly besieged as night falls.
NPCs:
Huntsman Gerald: A grizzled tracker who knows the surrounding woods intimately but refuses to venture out after twilight due to recent attacks by feral, pig-like humanoids.
Lady Isolde: A sharp-witted noblewoman who guards the lodge’s courtyard with a heavy crossbow alongside a pack of loyal, yet unnerved, hunting hounds.
Marek the Hermit: An outcast woodsman who wanders the estate’s perimeter, trading cryptic warnings about subterranean tunnels for coin and spirits.
submitted by /u/Raymond_Towers to r/publicdomain
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Source: r/publicdomain · by /u/Raymond_Towers