Dunnstone Mound

Background

Traditionally, the ruler of Duneld is confirmed as the true king or queen of the Dunns by standing on the Dunnstone, which cried out in the now dead Dunnish language. Even though the rulers of Duneld crossed the Glaive and moved to Duneld Across the Water more than a century ago, they still returned to Dunnstone Mound to stand on the Dunnstone and be confirmed as the true ruler.

The current king, Theudor, has not made the journey because of the danger posed by Goblin warbands and raiding ships. Theudor isn't very intelligent, and his backers are concerned that a rival may be put forward as the true king. Rather than risk their puppet by sending him to Old Duneld, they plan to send a group of low-lives to steal the Dunnstone and bring it to Theudor at Criggen.

Menalin, Countess of North Yenott, also has a puppet in mind - someone other than Theudor. Her spies (including Gunthar, captain of the Skate) tell her something is going on.

The Route to Dunnstone Mound

  1. Start at Criggen, capital of Duneld Across The Sea
  2. 300km by ship (aboard the Skate with Captain Gunthar) to Port Louten, at the mouth of the Lan
  3. 75km by river/60km by foot to Cleffin and Hossleworth, large villages along the Lan
  4. 30km by foot to Rultinton, large village near Dunnston Mound
  5. 10km by foot to Dunnston Mound, raised earthworks near the edge of Celduin Wood

Rultinton

Names for villagers: Camm (m); Bludwen (f); Rollo (m); Rosslyn (f); Ferrin son of Stevlin (m); Lendell (f).

The locals know that the Dunnstone used to call out a longer phrase in Dunnish, but don't know the reason why (the Dunnstone recognises the purity of one's Dunnish heritage, and not royal blood as such - and the royal family's Dunnishness has been diluted by intermarriage with the nobility of Birland).

Going to the Dunnstone

They encounter a Goblin warband. The Goblins aren't set on fighting, so they start with a wardance (like a Maori haka) and see if the characters run, dance back, or attack. If they don't attack, the Goblins will let them go on their way and watch to see what they do: if the characters take the Dunnstone, the Goblins will go out of their way to help (for example, fetching a horse and wagon to help shift the stone).

All Goblins have +1 STR, +1 END, +1 HTH, Longevity, and Elfsight.

Three are Stature 3: +2 STR (+3), +1 REF, +2 END (+3), +2 HTH (+3), +1 INT, +1 WIL, +5 ATT (+6), +5 DEF (+6), +3 INIT (+4), +3 SNEAK (+5). Leather and Chain (DR3), swords (DT3), axes (DT3).

Eight are Stature 2: +1 STR (+2), REF (+0), +1 END (+2), +1 HTH (+2), INT (+0), WIL (+0), +4 ATT (+4), +3 DEF (+3), +2 INIT (+2), +3 SNEAK (+3). Leather (DR2), swords (DT3), axes (DT3).

Total 25 Experience (5 Experience each).

On the Journey Back to Criggen

A dead albatross falls on the ship, followed by a storm.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 13 May 2006