The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Black Citadel of Tor Gwynddyr. Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
Category: Social
Time of Day: Any
How often: As needed
Terrain Type: Foothills
Suggested Level: 5+
Tile Number: Starting in tile 491, they will travel westwards along the ridge of foothills along the south of the mountain range at a rate of 2 miles per day.
A small cart pulled by two beasts resembling heavyset deer plods along the ridgeline. Six figures in priestly robes walk alongside. It seems they only use the cart for carrying their belongings. On the cart is a wooden sculpture, painted green, of a crowned figure, with the horns of a deer. The Statue is adorned with bone and horn fetishes, and beside it sits an intricately carved wooden chest.
The six figures are Peregrine Priests of the Green King, half-elven priests from the far off city of Gachala. Led by Peregrine Mabon is the leader of this little band, and if she sees anyone nearby, she hails them vigorously, welcoming them and inviting them to sit awhile and eat. They offer a thick and meaty stew, highly peppered, with flatbread. She will talk about their journey from the far east, and their effort to gain more worshippers for the Green King, a Powerful God of the Hunt. If asked about matters of theology or belief, she will defer to her fellow Peregrine, Grellor, who will talk in a high reedy voice about the rules of the hunt, the need for compassion as we are all the hunted, and the idea that the Green King is in everything, like a mighty web encircling the world.
The four acolytes will remain silent, deferring to their priests, Mabon and Grellor in all conversation.
They are non-aggressive, but if attacked will defend themselves. Their stats are those for 2 priests and 4 acolytes as found in the Monster ManuaL.
If they are met peacefully, the Peregrines will offer a blessing to the party members. The blessing of the Green King will confer on the blessed party temporary hit points equal to their level for the next 24 hours.
If attacked, the Peregrines will not fight to kill. They will knock out the players, and if they sin, the players will wake from unconsciousness with one level of fatigue which will not lift for 24 hours. Thus is the displeasure of the Green King. The priests will have moved on.
If the players defeat the Peregrines, the only item of any value on the cart is the intricate chest. Detect magic will reveal similar enchantments to those on a bag of holding, but it is a complex puzzle chest which can only be opened on a DC25 intelligence check. With each failed attempt to open the chest, a small face will emerge from the wood on the top of the box, distorted in pain. On three failed attempts to open it, the four sides fall inwards, and the contents are lost to the void.
If they get into the chest, the party will find 500GP, and a Relic of the Great Bear of Strava, which when worn by a druid, ranger, or cleric of the Green King will give the wearer +2 strength.
A figure sits on a rock, looking out over the mountain range. As the party approach, he turns to face them. He holds in one hand an ornate scroll. When he stands, they become aware that he is a deep dwarf. His milky white eyes stare sightlessly at the party, shining like stars in his charcoal grey face, and he growls a curse in Dwarven.
If anyone can speak Dwarven, he will speak with them in a gruff voice. He is a cleric called Nirkata. Gesturing to the sky with his scroll, he will tell them that a rare conjunction of the planets will be taking place tonight. The scroll he carries is an ancient prophecy of his peoples, indicating the layout of the sky. It prophesies epic changes, new rulers among the kingdoms above and below the ground. He stole the scroll from the Shahanshah (High Priest?) and escaped from the city of Nirgal. He believes that the religious authorities are planning to invade the surface, and spits on the ground to indicate his contempt for this idea. There are, he says, duergar who have not enough food, who are homeless, who are orphaned, and his superiors would pursue this stupid war? It becomes that his disgust is less saving the uplanders, and more about the misplaced priorities of his leaders.
After ranting for half an hour or so, he sinks back onto his rock, turning his sightless eyes once again on the heavens. He will not be drawn into conversation again, but will answer only in monosyllabic answers. If attacked, he will make no effort to defend himself.
The scroll is his only real possession, and it is useless without the ability to read Old High Duergar, a language now only spoken by the priests of those peoples.
He wears plate armour.
A figure sits on a rock, looking out over the mountain range. As the party approach, he turns to face them. He holds in one hand an ornate scroll. When he stands, they become aware that he is a deep dwarf. His milky white eyes stare sightlessly at the party, shining like stars in his charcoal grey face, and he growls a curse in Dwarven.
If anyone can speak Dwarven, he will speak with them in a gruff voice. He is a cleric called Nirkata. Gesturing to the sky with his scroll, he will tell them that a rare conjunction of the planets will be taking place tonight. The scroll he carries is an ancient prophecy of his peoples, indicating the layout of the sky. It prophesies epic changes, new rulers among the kingdoms above and below the ground. He stole the scroll from the Shahanshah (High Priest?) and escaped from the city of Nirgal. He believes that the religious authorities are planning to invade the surface, and spits on the ground to indicate his contempt for this idea. There are, he says, duergar who have not enough food, who are homeless, who are orphaned, and his superiors would pursue this stupid war? It becomes that his disgust is less saving the uplanders, and more about the misplaced priorities of his leaders.
After ranting for half an hour or so, he sinks back onto his rock, turning his sightless eyes once again on the heavens. He will not be drawn into conversation again, but will answer only in monosyllabic answers. If attacked, he will make no effort to defend himself.
The scroll is his only real possession, and it is useless without the ability to read Old High Duergar, a language now only spoken by the priests of those peoples.
He wears plate armour.
Category: Social
Time of Day: Any
How often: As needed
Terrain Type: Foothills
Suggested Level: 5+
Tile Number: Starting in tile 491, they will travel westwards along the ridge of foothills along the south of the mountain range at a rate of 2 miles per day.
A small cart pulled by two beasts resembling heavyset deer plods along the ridgeline. Six figures in priestly robes walk alongside. It seems they only use the cart for carrying their belongings. On the cart is a wooden sculpture, painted green, of a crowned figure, with the horns of a deer. The Statue is adorned with bone and horn fetishes, and beside it sits an intricately carved wooden chest.
The six figures are Peregrine Priests of the Green King, half-elven priests from the far off city of Gachala. Led by Peregrine Mabon is the leader of this little band, and if she sees anyone nearby, she hails them vigorously, welcoming them and inviting them to sit awhile and eat. They offer a thick and meaty stew, highly peppered, with flatbread. She will talk about their journey from the far east, and their effort to gain more worshippers for the Green King, a Powerful God of the Hunt. If asked about matters of theology or belief, she will defer to her fellow Peregrine, Grellor, who will talk in a high reedy voice about the rules of the hunt, the need for compassion as we are all the hunted, and the idea that the Green King is in everything, like a mighty web encircling the world.
The four acolytes will remain silent, deferring to their priests, Mabon and Grellor in all conversation.
They are non-aggressive, but if attacked will defend themselves. Their stats are those for 2 priests and 4 acolytes as found in the Monster ManuaL.
If they are met peacefully, the Peregrines will offer a blessing to the party members. The blessing of the Green King will confer on the blessed party temporary hit points equal to their level for the next 24 hours.
If attacked, the Peregrines will not fight to kill. They will knock out the players, and if they sin, the players will wake from unconsciousness with one level of fatigue which will not lift for 24 hours. Thus is the displeasure of the Green King. The priests will have moved on.
If the players defeat the Peregrines, the only item of any value on the cart is the intricate chest. Detect magic will reveal similar enchantments to those on a bag of holding, but it is a complex puzzle chest which can only be opened on a DC25 intelligence check. With each failed attempt to open the chest, a small face will emerge from the wood on the top of the box, distorted in pain. On three failed attempts to open it, the four sides fall inwards, and the contents are lost to the void.
If they get into the chest, the party will find 500GP, and a Relic of the Great Bear of Strava, which when worn by a druid, ranger, or cleric of the Green King will give the wearer +2 strength.
Category: Social
Time of Day: Any
How often: As needed
Terrain Type: Foothills
Suggested Level: 5+
Tile Number: Starting in tile 491, they will travel westwards along the ridge of foothills along the south of the mountain range at a rate of 2 miles per day.
A small cart pulled by two beasts resembling heavyset deer plods along the ridgeline. Six figures in priestly robes walk alongside. It seems they only use the cart for carrying their belongings. On the cart is a wooden sculpture, painted green, of a crowned figure, with the horns of a deer. The Statue is adorned with bone and horn fetishes, and beside it sits an intricately carved wooden chest.
The six figures are Peregrine Priests of the Green King, half-elven priests from the far off city of Gachala. Led by Peregrine Mabon is the leader of this little band, and if she sees anyone nearby, she hails them vigorously, welcoming them and inviting them to sit awhile and eat. They offer a thick and meaty stew, highly peppered, with flatbread. She will talk about their journey from the far east, and their effort to gain more worshippers for the Green King, a Powerful God of the Hunt. If asked about matters of theology or belief, she will defer to her fellow Peregrine, Grellor, who will talk in a high reedy voice about the rules of the hunt, the need for compassion as we are all the hunted, and the idea that the Green King is in everything, like a mighty web encircling the world.
The four acolytes will remain silent, deferring to their priests, Mabon and Grellor in all conversation.
They are non-aggressive, but if attacked will defend themselves. Their stats are those for 2 priests and 4 acolytes as found in the Monster ManuaL.
If they are met peacefully, the Peregrines will offer a blessing to the party members. The blessing of the Green King will confer on the blessed party temporary hit points equal to their level for the next 24 hours.
If attacked, the Peregrines will not fight to kill. They will knock out the players, and if they sin, the players will wake from unconsciousness with one level of fatigue which will not lift for 24 hours. Thus is the displeasure of the Green King. The priests will have moved on.
If the players defeat the Peregrines, the only item of any value on the cart is the intricate chest. Detect magic will reveal similar enchantments to those on a bag of holding, but it is a complex puzzle chest which can only be opened on a DC25 intelligence check. With each failed attempt to open the chest, a small face will emerge from the wood on the top of the box, distorted in pain. On three failed attempts to open it, the four sides fall inwards, and the contents are lost to the void.
If they get into the chest, the party will find 500GP, and a Relic of the Great Bear of Strava, which when worn by a druid, ranger, or cleric of the Green King will give the wearer +2 strength.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
The Black Citadel of Tor Gwynddy.
Ostensibly abandoned, as no souls have ever been seen going in or out of it, the citadel has remained unbreached for generations as it is protected not only by it's 17 meter high walls, but also by a magical dome of force. Inside the dome no plantlife grows, the earth is dry and cracked and the bones of what animals had been trapped inside when the dome came down litter the ground.
More to come...
The Blink Plain
This sparling savannah is filled with roaming beasts & the voracious predators that hunt them. There is little to no cover in this area, save for a few sparse massive limbed trees. Beware though, this is the home of the displacer beast. It hunts it prey by creating an illusionary image of itself. The double scares it prey into the real jaws of death waiting.
Note: If you see one don't blink or else you may be seeing double. This area is also the favorite hunting grounds of both the nomadic Orc bands that travel Northwest and the Royal Elven hunting safari. Usually both are relatively peaceful but if you interrupt the hunt, you may be the new game.
1 - Stampede of Beasts - 4D10 Beast rush you. Dex 13 saves on each beast or take 1D4.
2. Displaced Beast - +8 Int. for Sneak attack & spilt in 2 as bonus action. Dragonborn & Tief have advantage on Int. to spook him.
3. Bull Mammoth in Rut. See MM.
4. Bothered Tree Ent ask you to help with woodpecker nests. Try not to take fall damage. Reward Unidentifiable Magic item.
5. Orc hunting party challenges one member of you party to a 1v1 battle with their chief. If you win they still attack you, just minus their chieftain.
6. Royal Elven Safari - Prince asks you to race him around the watering hole filled with crocs, hippos & mud. Gives you 1 turn movement head starts while he wildshapes into something. Reward 20 GP or lose 20 GP.
The Lost City of Tol Gundir.
Once the home of the Forest Gnomes of Tol Gundir, now, the area around the ancient capital is bound in thorny vegetation and guarded by the denizens of the forest. None know what unnatural force turned the forest against the city, but the Gnomes of Tol Gundir still wander the forest, searching for a promised future home.
The Whistling Wastes
The Whistling Wastes lures travelers who stray too far past the Ruby Road.
Even from afar, if you listen closely, you can hear a half-forgotten song whistled on the wind. The closer you get, the louder this sound seems to be, leading you through the desolate hills until you reach the chasm.
No one has lived to confirm what waits below, but some say the song comes from a beast that grows stronger each year, getting louder with each life it snuffs out, until one day it can climb free from the depths.
The Blink Plain
This sparling savannah is filled with roaming beasts & the voracious predators that hunt them. There is little to no cover in this area, save for a few sparse massive limbed trees. Beware though, this is the home of the displacer beast. It hunts it prey by creating an illusionary image of itself. The double scares it prey into the real jaws of death waiting.
Note: If you see one don't blink or else you may be seeing double. This area is also the favorite hunting grounds of both the nomadic Orc bands that travel Northwest and the Royal Elven hunting safari. Usually both are relatively peaceful but if you interrupt the hunt, you may be the new game.
1 - Stampede of Beasts - 4D10 Beast rush you. Dex 13 saves on each beast or take 1D4.
2. Displaced Beast - +8 Int. for Sneak attack & spilt in 2 as bonus action. Dragonborn & Tief have advantage on Int. to spook him.
3. Bull Mammoth in Rut. See MM.
4. Bothered Tree Ent ask you to help with woodpecker nests. Try not to take fall damage. Reward Unidentifiable Magic item.
5. Orc hunting party challenges one member of you party to a 1v1 battle with their chief. If you win they still attack you, just minus their chieftain.
6. Royal Elven Safari - Prince asks you to race him around the watering hole filled with crocs, hippos & mud. Gives you 1 turn movement head starts while he wildshapes into something. Reward 20 GP or lose 20 GP.
The Blink Plain
This sparling savannah is filled with roaming beasts & the voracious predators that hunt them. There is little to no cover in this area, save for a few sparse massive limbed trees. Beware though, this is the home of the displacer beast. It hunts it prey by creating an illusionary image of itself. The double scares it prey into the real jaws of death waiting.
Note: If you see one don't blink or else you may be seeing double. This area is also the favorite hunting grounds of both the nomadic Orc bands that travel Northwest and the Royal Elven hunting safari. Usually both are relatively peaceful but if you interrupt the hunt, you may be the new game.
1 - Stampede of Beasts - 4D10 Beast rush you. Dex 13 saves on each beast or take 1D4.
2. Displaced Beast - +8 Int. for Sneak attack & spilt in 2 as bonus action. Dragonborn & Tief have advantage on Int. to spook him.
3. Bull Mammoth in Rut. See MM.
4. Bothered Tree Ent ask you to help with woodpecker nests. Try not to take fall damage. Reward Unidentifiable Magic item.
5. Orc hunting party challenges one member of you party to a 1v1 battle with their chief. If you win they still attack you, just minus their chieftain.
6. Royal Elven Safari - Prince asks you to race him around the watering hole filled with crocs, hippos & mud. Gives you 1 turn movement head starts while he wildshapes into something. Reward 20 GP or lose 20 GP.
The Blink Plain
This sparling savannah is filled with roaming beasts & the voracious predators that hunt them. There is little to no cover in this area, save for a few sparse massive limbed trees. Beware though, this is the home of the displacer beast. It hunts it prey by creating an illusionary image of itself. The double scares it prey into the real jaws of death waiting.
Note: If you see one don't blink or else you may be seeing double. This area is also the favorite hunting grounds of both the nomadic Orc bands that travel Northwest and the Royal Elven hunting safari. Usually both are relatively peaceful but if you interrupt the hunt, you may be the new game.
1 - Stampede of Beasts - 4D10 Beast rush you. Dex 13 saves on each beast or take 1D4.
2. Displaced Beast - +8 Int. for Sneak attack & spilt in 2 as bonus action. Dragonborn & Tief have advantage on Int. to spook him.
3. Bull Mammoth in Rut. See MM.
4. Bothered Tree Ent ask you to help with woodpecker nests. Try not to take fall damage. Reward Unidentifiable Magic item.
5. Orc hunting party challenges one member of you party to a 1v1 battle with their chief. If you win they still attack you, just minus their chieftain.
6. Royal Elven Safari - Prince asks you to race him around the watering hole filled with crocs, hippos & mud. Gives you 1 turn movement head starts while he wildshapes into something. Reward 20 GP or lose 20 GP.
The Giving Tree
This tree, if approached under the light of a full moon, will drop treasure from its branches into those who visit it. These treasures tend to be powerful magical items. However, each comes with a curse. 1 month after such a gift is claimed, the user will feel unnaturally compelled to return to the forest of the tree. Here, they will bury their feet in the earth and, over the course of six hours, sprout branches and leaves, and add to the ever growing forest.
The Godalting.
A vast wooden temple complex, decorated with the totems of more than a hundred Orcish Gods, and manned by priests of at least half of them.
In spite of the shared cultural heritage between the Forest Orcs of the south and the more savage Plains Orcs of the north, there exists still an uneasy tension between them.
The Godalting
The Godalting was built by King Goraz's father, in an attempt to unite the religious understandings of both tribes into a stronger whole.
Uglak the Elder, current ArchDruid of the council, is a skilled politician. He balances the powers of the various sects with his own and that of the king with an elegance and complexity of diplomacy seldom seen amongst his peoples.
Each season, Grunhulm holds a feast day with the nobility providing the food and drink. During this time, the Tribal houses elect a council, which in turn elects a mayor. Those who are candidates do much to try and win votes with the best food and drink. However the mayor only oversees local matters and laws. Since the annexation of the various forest tribes by King Goraz, rights of taxation and foreign policy rest with the throne. The former, he award to local lordships for a fee (tax farming), and the latter, his messengers keep the elders appraised of.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
When King Goraz of the Forest Orcs defeated and subjugated the Mountain Dwarves, he gained the riches of the Bottomless Gemstone Mines. Suddenly, he needed a safe way to transport these riches to his coastal capital.
The Ruby Road was the answer to this problem. A well-paved road, with well equipped and defended stopping points every 5 miles. Travelers may pay for a pass to travel the road, and stay in the stopping places. Once a month, a well guarded and armoured cart of assorted gems makes its way from the mines southward to the capital, stopping every 5 miles at the fortified way stations.
These badlands have green valleys at the western mouth of the badlands, with shades of brown, yellow, tan, orange, and red in the rising valley walls. Winter’s snow covers the tops of the badlands. You notice the splayed footprints of the Brass dragon younglings, and occasional Halfling sized boot prints of their allied riders.
These badlands have green valleys at the western mouth of the badlands, with shades of brown, yellow, tan, orange, and red in the rising valley walls. Winter’s snow covers the tops of the badlands. You notice the splayed footprints of the Brass dragon younglings, and occasional Halfling sized boot prints of their allied riders.
Category: Natural
Time of Day: Any
Season: Mid-Winter
Terrain Type: Forested Hills
Suggested Level: Any
As you make your way through the cool shaded forest, you come to the Misty Arroyo, dark water swirls below you. Brush, small trees, and other debris is tossed and swallowed by the surface of the river. Winter-rivers are seasonal and only return as the cooler weather sets in. During high Summer, the Misty Arroyo is dry, but tends to receive just enough rain to generate a local fog. Mid-Winter, old Misty is in full flood.
PCs who have stopped in a local settlement will know to explore along the river for an easier way to cross.
A figure sits on a rock, looking out over the mountain range. As the party approach, he turns to face them. He holds in one hand an ornate scroll. When he stands, they become aware that he is a deep dwarf. His milky white eyes stare sightlessly at the party, shining like stars in his charcoal grey face, and he growls a curse in Dwarven.
If anyone can speak Dwarven, he will speak with them in a gruff voice. He is a cleric called Nirkata. Gesturing to the sky with his scroll, he will tell them that a rare conjunction of the planets will be taking place tonight. The scroll he carries is an ancient prophecy of his peoples, indicating the layout of the sky. It prophesies epic changes, new rulers among the kingdoms above and below the ground. He stole the scroll from the Shahanshah (High Priest?) and escaped from the city of Nirgal. He believes that the religious authorities are planning to invade the surface, and spits on the ground to indicate his contempt for this idea. There are, he says, duergar who have not enough food, who are homeless, who are orphaned, and his superiors would pursue this stupid war? It becomes that his disgust is less saving the uplanders, and more about the misplaced priorities of his leaders.
After ranting for half an hour or so, he sinks back onto his rock, turning his sightless eyes once again on the heavens. He will not be drawn into conversation again, but will answer only in monosyllabic answers. If attacked, he will make no effort to defend himself.
The scroll is his only real possession, and it is useless without the ability to read Old High Duergar, a language now only spoken by the priests of those peoples.
He wears plate armour.
A great chasms splits the ground, emitting foul smelling vapors from within. An old rope ladder hangs from the side, showing signs of rot. Those that descend into the depths often don't come back out, and none have spoken of what they find...
The party notices tracks of deer and hunters. They look fresh. You recall that Iritar, Prince of Blazes, potential heir to Esthelius, The Silver City, loves hunting.
Esthelius, The Silver City
Esthelius is one of the last cities of the high elves. It's towering spires are all topped with silver rods pointing toward the skies. It is said they were put there for protection, but even the long lived elves don't remember what they were offering protection from.
The city is ruled by Nierest, the Harvest Queen. She has fallen ill in recent months and none have seen her save her high council. The peasantry fear for her health, as the line of succession is uncertain. Many of the nobles back Iritar, the Prince of Blazes, but the peasantry tend to favor his sister, Ishria, the Princess of the Thaw.
The first flakes of snow of a long winter have begun to fall over the city...
Category: Social
Time of Day: Any
How often: As needed
Terrain Type: Foothills
Suggested Level: 5+
Tile Number: Starting in tile 491, they will travel westwards along the ridge of foothills along the south of the mountain range at a rate of 2 miles per day.
A small cart pulled by two beasts resembling heavyset deer plods along the ridgeline. Six figures in priestly robes walk alongside. It seems they only use the cart for carrying their belongings. On the cart is a wooden sculpture, painted green, of a crowned figure, with the horns of a deer. The Statue is adorned with bone and horn fetishes, and beside it sits an intricately carved wooden chest.
The six figures are Peregrine Priests of the Green King, half-elven priests from the far off city of Gachala. Led by Peregrine Mabon is the leader of this little band, and if she sees anyone nearby, she hails them vigorously, welcoming them and inviting them to sit awhile and eat. They offer a thick and meaty stew, highly peppered, with flatbread. She will talk about their journey from the far east, and their effort to gain more worshippers for the Green King, a Powerful God of the Hunt. If asked about matters of theology or belief, she will defer to her fellow Peregrine, Grellor, who will talk in a high reedy voice about the rules of the hunt, the need for compassion as we are all the hunted, and the idea that the Green King is in everything, like a mighty web encircling the world.
The four acolytes will remain silent, deferring to their priests, Mabon and Grellor in all conversation.
They are non-aggressive, but if attacked will defend themselves. Their stats are those for 2 priests and 4 acolytes as found in the Monster ManuaL.
If they are met peacefully, the Peregrines will offer a blessing to the party members. The blessing of the Green King will confer on the blessed party temporary hit points equal to their level for the next 24 hours.
If attacked, the Peregrines will not fight to kill. They will knock out the players, and if they sin, the players will wake from unconsciousness with one level of fatigue which will not lift for 24 hours. Thus is the displeasure of the Green King. The priests will have moved on.
If the players defeat the Peregrines, the only item of any value on the cart is the intricate chest. Detect magic will reveal similar enchantments to those on a bag of holding, but it is a complex puzzle chest which can only be opened on a DC25 intelligence check. With each failed attempt to open the chest, a small face will emerge from the wood on the top of the box, distorted in pain. On three failed attempts to open it, the four sides fall inwards, and the contents are lost to the void.
If they get into the chest, the party will find 500GP, and a Relic of the Great Bear of Strava, which when worn by a druid, ranger, or cleric of the Green King will give the wearer +2 strength.