From 3f4bea9c5e36490661624ff0bb30cbf4fda9591b Mon Sep 17 00:00:00 2001
From: Filip Wandzio <contact@philw.dev>
Date: Sat, 24 Jan 2026 08:39:00 +0100
Subject: Create basic ruleset

The ruleset contains basics, character creation, combat, magic.

Implement example one-shot campain.
---
 campains/greyhaven.tex | 188 +++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 188 insertions(+)
 create mode 100644 campains/greyhaven.tex

(limited to 'campains/greyhaven.tex')

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+\textbf{The Black Well of Grimhallow}
+
+\begin{center}
+\textit{An old-school tactical dungeon crawl with narrative weight and brutal consequences.}
+\end{center}
+
+\vspace{1em}
+
+\section*{Adventure Overview}
+
+\begin{itemize}
+    \item \textbf{Genre:} Dark Fantasy, Horror
+    \item \textbf{Style:} Old-School Tactical Combat + Narrative Choice
+    \item \textbf{Length:} 3--5 hours
+    \item \textbf{Players:} 3--6
+    \item \textbf{Tone:} Bleak, oppressive, desperate
+\end{itemize}
+
+\section{Premise}
+
+The remote village of Grimhallow is dying.
+
+Its only well has turned black and foul. Animals rot from the inside. Children dream of whispers beneath the earth. A forgotten god stirs below the stone.
+
+The villagers offer what little they have for help.
+
+The truth: the well was built atop a sealed god.
+
+It is waking.
+
+\section{Design Goals}
+
+This adventure is designed to test:
+
+\begin{itemize}
+    \item Tactical positioning and terrain usage
+    \item Resource management (light, healing, time)
+    \item Lethal combat pacing
+    \item Fear and morale mechanics
+    \item Investigation and player-driven problem solving
+    \item Meaningful moral decisions
+\end{itemize}
+
+\section{Act I --- The Dying Village}
+
+\subsection{Opening Scene: The Funeral}
+
+The players arrive as a child is buried. Her lungs were full of black sludge, but her body was dry.
+
+Villagers whisper:
+\begin{quote}
+“She never left her bed. We heard her singing at night.”
+\end{quote}
+
+The village is tense. No one trusts anyone.
+
+\subsection{Village Layout}
+
+\begin{itemize}
+    \item Central square with the well
+    \item Chapel ruins
+    \item 6--8 wooden huts
+    \item Graveyard on a hill
+    \item Animal pens and fenced lanes
+\end{itemize}
+
+\subsection{Key NPCs}
+
+\begin{description}
+    \item[Elder Morcant] Desperate leader hiding the village's history
+    \item[Sister Elowen] Healer who knows the corruption is supernatural
+    \item[Tomas the Gravekeeper] Saw something crawl from the well
+    \item[Old Widow Aneth] Keeps a relic from the old cult days
+\end{description}
+
+\subsection{Investigation Rewards}
+
+Each lead grants a tactical advantage:
+
+\begin{itemize}
+    \item Hidden tunnel entrance
+    \item Knowledge of monster weakness
+    \item Ritual instructions
+    \item Relic weapon
+\end{itemize}
+
+\section{Act II --- The Black Well}
+
+\subsection{The Well Shaft}
+
+A 30-foot vertical shaft of slick stone. Black water churns below.
+
+\begin{itemize}
+    \item Climbing hazards
+    \item Falling risks
+    \item Rope combat
+    \item Limited vision
+\end{itemize}
+
+\subsection{Encounters}
+
+\begin{itemize}
+    \item Drowned dead climbing upward
+    \item Grasping tentacles
+    \item Hallucinations and whispered commands
+\end{itemize}
+
+\section{Act III --- The Forgotten Chapel}
+
+An ancient cult complex beneath the well.
+
+\subsection{Dungeon Features}
+
+\begin{itemize}
+    \item Cramped corridors
+    \item Low ceilings
+    \item Ritual traps
+    \item Bone pits
+    \item Collapsing tunnels
+    \item Blood-slick floors
+\end{itemize}
+
+\subsection{Key Chambers}
+
+\subsubsection*{Ossuary Hall}
+Bone pillars provide cover. Necrotic mist reduces visibility. Skeletons animate if disturbed.
+
+\subsubsection*{Sacrament Chamber}
+Ritual circle. Cultist ambush from alcoves. Braziers can be overturned.
+
+\subsubsection*{Tithe Vault}
+Cursed treasure. Collapsing ceiling. Chained guardian beast.
+
+\subsubsection*{The Black Font}
+Mutated priest. Corruption pool. Multiple elevation levels.
+
+\section{Enemies}
+
+\begin{itemize}
+    \item Cultist Fanatics --- high morale, bleed attacks
+    \item Corrupted Villagers --- high HP, infectious wounds
+    \item Bone Constructs --- slow, crushing blows
+    \item Hunger Spawn --- fast ambushers
+\end{itemize}
+
+\section{Act IV --- The Heart of Tharos}
+
+A cathedral cavern. A massive stone heart chained to the floor. Black ichor drips from its cracks.
+
+The god speaks.
+
+It offers power, protection, and survival.
+
+At a cost.
+
+\section{Final Choices}
+
+\subsection{Destroy the Heart}
+Boss battle. Waves of monsters. Collapsing cavern. The land becomes cursed.
+
+\subsection{Reseal the God}
+Ritual defense encounter. Countdown timer. Sacrifice required.
+
+\subsection{Accept the Pact}
+Village becomes a dark stronghold. Long-term corruption.
+
+\section{Random Dungeon Events}
+
+Roll every 20--30 minutes:
+
+\begin{enumerate}
+    \item Torch goes out
+    \item Distant chanting
+    \item Tunnel collapse
+    \item Corrosive slime drip
+    \item Lost villager stumbles in
+    \item Something follows the party
+\end{enumerate}
+
+\section{End States}
+
+Each ending seeds a campaign:
+
+\begin{itemize}
+    \item Cursed wasteland
+    \item Dark theocracy
+    \item Monster-infested ruins
+\end{itemize}
-- 
cgit v1.2.3

