LotFP - Midvinter.pdf

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LamentationS
Flame PrincesS
Adventures
of the
KELVIN GREEN
LamentationS
Flame PrincesS
Adventures
of the
Or, A Long Night in the War on Christmas
by Kelvin Green
Printed for the first time in English for James Edward Raggi IV and to be sold at his emporium in
Helsinki, Finland, at the Winter Solstice, 2019.
(Sorry, Swedish people, for getting everything wrong about your fine country.)
Writing:
Kelvin Green
Art and Cartography:
Kelvin Green
Layout and Design:
Alex Mayo
Editing:
Matthew Pook
Text and Art © 2019 Kelvin Green
Issued Under Exclusive License
First Edition, First Printing 2019
Published by Lamentations of the Flame Princess
www.lotfp.com
Printed in Finland by Otava Book Printing Ltd., Keuruu
First Printing: 642 Copies
ISBN
978-952-7238-37-0
(Print) /
978-952-7238-38-7
(PDF)
2
TABLE
OF
CONTENTS
What This Adventure is About ........................................................................4
Reasons to Go Up Into the Hills .....................................................................5
The Hunden Och Jäveln ....................................................................................5
Getting to the Village ..........................................................................................7
The Runes...............................................................................................................8
How the Cult Works......................................................................................... 12
The Cult ............................................................................................................... 13
The Village .......................................................................................................... 21
Jen’s House ...................................................................................................... 24
Björn’s House ................................................................................................. 24
Going Underground......................................................................................... 29
Countdown to Midvinter ............................................................................... 30
The Ritual ............................................................................................................ 34
Twenty-One (Is the Magic Number) ........................................................... 37
What if the Players Try to Break the Adventure? .................................... 39
Aftermath............................................................................................................. 40
Knowing Me, Knowing You........................................................................... 44
Monster and Non-Player Character Index ................................................ 45
Wilderness Map Player’s Handout............................................................... 47
Village Map Player’s Handout ....................................................................... 48
3
WHAT THIS
ADVENTURE IS
ABOUT
It’s about €20. Ho ho ho.
The basic idea of Midvinter is that a secret
pagan doomsday cult is trying to lure the
characters into a ritual, just like
The Wicker
Man.
The twist is that what the cult wants, what
it really, really wants, is to die.
The cult believes that every eighty-seven
years on the winter solstice a sacrifice must
be made to Odin and the Æsir so that winter
will end, and spring will come, and for
complex theological bullshit reasons, the
sacrifice must be the cult itself. To this end
the cult has arranged for a group of adventurers
to visit the cult’s village just before the
solstice, in the hope that the adventurers
will go full on ‘murderhobo’ on the cult
and its members, and so complete the
sacrifice.
Unless your players are dullards, they should
suspect the community of malfeasance right
from the outset. This is good, this is what
we want. If not, there will be plenty of clues
pointing towards the cult’s not-very-secret
activities and intentions. The cultists want
to die at a specific time, on the night of the
winter solstice, and making sure they expire
then and there, and not a moment before
will be your challenge.
The joke is that the cultists are delusional
and none of what it does has any effect
whatsoever on the seasons.
4
Sweden adopted the Gregorian calendar
– the one we use today – in 1753. In
1630, the winter solstice was on the
21st of December according to the
Gregorian calendar. According to the
Julian calendar, the historical and local
calendar of the time, the date would
have been the 11th of December.
(Although see AFTERMATH (page 40) for
an option if you want them to be right.)
I will describe the cult community and
their ritual, then I will explain some of the
expected twists and turns in the adventure,
and how to respond to them. I will then
explore some of the potential outcomes of
the adventure and what could happen next,
with a look at the cult’s global reach. There
will be some random tables, because everyone
sensible likes a random table.
The adventure is set in the South Swedish
Highlands in late December 1630, while
King Gustavus Adolphus is off being a
superhero in the Holy Roman Empire. The
cult’s ritual takes place at midwinter – a
surprise, I know – so you want the characters
to get involved at least a couple of days
before that.
You may want to wear a festive hat while
running the adventure. And a big white
beard. Find a playlist of traditional Swedish
Jul songs on Spotify or YouTube and put
that on while you play. Anachronistic, yes,
but we’re going more for mood than strict
historical accuracy.
When is Midwinter?
Zgłoś jeśli naruszono regulamin