OVERVIEW
Population:
Around 550 between smaller villages and hamlets and many individual
farms
Game
Function:
Cabbage Country does not host any of the major factions of the
setting, but there is an endemic problem with the undead due to the
the influence of Orcus, Demon Prince of Undeath. Some locations
connect directly to this – the Gatehouse, Bulwer's Mount, and the
Count's House, as well as two random encounters. Key clues to the
activity of the Torrynton Compact may be discovered in Cabbage
Country, via the Patzers' raids on Waylter's farm and Torrynton's country house, and there is
unusual elemental activity on the Random Encounter table due to the
growing strength of the Prince Most Magnificent in Shimmering Smoke.
The area is one full of strangeness and mysteries: the strange autumn
equinox at East Wellbury (and poor Pumpkinhead, a man trapped in
scarecrow form), the disappearances near Bulwer's Mount (connected to
a cult of Orcus), gateways to other Planes and to the Underdark, as
well as the agricultural troubles Waylter and Mannix are
experiencing.
Description:
Fields of cabbage and grain spread for miles south of the Trade Road,
as far as the eye can see. The Dancing River and the River Puddle
amble through the fields, and copses of trees, little hamlets, and
mysterious ruins punctuate the landscape. This is Mystic Arable, with
a scent of mystery in every corner – not quite crop circles, but
everything else.
LIST OF LOCATIONS (LOW DETAIL)
Hex
7-1: The Gatehouse: half-ruined fort with Underdark access below, with Drow, Kuo-Toa, Fane of Orcus, and deeper down, Olm and a Trilobite Knight. potential Stronghold
Hex
7-3: Seedhome: gigantic hollow acorn inhabited by Pixies and Sprites, with a planar portal to the Feywild
Hex
8-7: Circle Y Ranch: Forest Gnome Illusion Cleric/Rancher who thinks he's great and kinda is needs help with disappearing cows
Hex
7-10: Waylter's Farm: retired Paladin is being raided by neighbouring farmers who are part of Torrynton Compact
Hex
8-5: The Count's House: ruined and haunted giant's steading, with portals to other parts of the Prime Material Plane (default being Slumbering Ursine Dunes, the Rock of Bral, and Tyr on Athas)
Hex
9-4: East Wellbury: hamlet with autumn equinox harvest festival where celebrants become avatars of fruit and vegetables
Hex
9-6: Bulwer's Mount: friendly village which also sacrifices people to Orcus on the Winter Solstice
Hex
9-9: Rock's Truth: commune of Earth Genasi
Hex
10-1: Low Spittington: inbred yokels with good food
Hex
10-10: Gruumsh's Trough: badlands with Giant Ants, Bullywugs, and a mad Druid who lives with termites
CABBAGE COUNTRY ENCOUNTER CHART
d12 each hex, on an 12 roll again:
d20
1:
Tibi the Tinker
The
adventurers meet Tibi the Tinker
(Halfling Commoner
with Intelligence 15 and Wisdom 15, Insight +6). He drives a cart
pulled by a Giant
Goat called
Sir Turnipton, who is very protective of his friend. At any one time
he has 1d8 Trinkets available, which he will sell for between 5sp and
1gp each, as well as 1 random Common Minor Magic Item. He has a dull
silver key which he consider a Trinket, but is in fact the Memory
Key
(see New Magic Items section).
2:
Ankheg Attack (repeatable)
An
ankheg
bursts from the ground and attacks the travellers. If it loses half
its hitpoints, it will seek to escape.
3:
Broken-Down Cart
The
adventurers come upon a cart that has thrown a wheel. The driver,
Helmut, has been thrown off, breaking his leg. He will pay for help
or healing (he can gather 12sp), and can give limited information
about the local area
(including locations of larger villages such as Bulwer's Mount, East
Wellbury, Low Spittington).
4: Mineshaft Collapse
The
ground collapses into the shaft of an old chalk drift-mine.
Adventurers must succeed at a DC17 Dexterity Saving Throw to avoid
falling 20 feet down, taking 1d8 damage. Inside the shaft is a chest
with a DC12 lock, containing an intact Explorer's
Pack,
a Horn
of Hearing (see
New Magic Items section), and an entirely unmagical lucky rabbit's
foot.
5: Pumpkinhead
The
adventurers encounter a walking pumpkin-headed scarecrow (stats of a
Human Commoner);
it is silent, and not aggressive. If they are friendly it follows
them, if they are not, sooner or later it will leave – sooner if
attacked! It can communicate telepathically if contacted (e.g. using
Rapport
Spores
or Sending).
It is in fact a local farmer who was trapped in this form as a freak
side effect of the Autumn Equinox festival at East Wellbury years
ago. He can be restored using Greater
Restoration.
His wife has remarried, thinking he has abandoned her.
6: Bandit Attack (repeatable)
1d4+3
Bandits
and a Bandit
Leader
block the way of the party and demand a 50gp “toll” (Morale 14,
Bandit Leader). They are dirty and desperate; they have come from the
south, beyond the Lordship, where several harvests have failed.
7: Standing Stones (mark hex)
The adventurers come upon a circle of standing stones. Whilst
standing inside, the sun is shining and the air still, no matter the
weather outside.
8: Hungry Goblins
The
adventurers come across a Goblin campsite. There are 1 x Goblin
Boss,
4 x Goblins,
and 3 x Wolves
present (Morale 12, Goblin Boss). The Goblins are members of the
Broken Pot Gang, and serve Nimthur – unenthusiastically. They have
wandered into Cabbage Country when sent by the Blue Dragon to
scavenge, and are struggling to find much but cabbages. This has left
them hungry. They will switch allegiance for “bed and board”, and
may tell employers about their familial situation. Alternatively, if
they detect the presence of the adventurers and believe that they are
weak, they will attack.
9: Darter the Sprite
The
adventurers meet Darter, a Sprite
from Seedhome, who will happily pass time with them (and offer them
berries from his pack). He has little information to offer, but
freely offers any small detail about the local area he might know. If
the adventurers seem trustworthy he will tell them to visit Seedhome,
and he will ask them if they have seen Orien, an Elf friend of his
who went missing last autumn.
10: Regrowth in Cabbage Country (mark hex)
The
Adventurers pass a burial ground between hamlets as 8 x Zombies
(Unbreakable)
are in the process of rising from their graves. They have been unlife
by Orcus' latent power in Cabbage Country – the Zombies visibly
tear themselves out from the earth, shedding skin as they do so.
There is a faint trace of magic in the background if Detect
Magic
is cast, but with no source.
11: Family Tragedy (mark hex)
An old woman in a nameless hamlet asks the adventurers to bury her
young grandchild with his mother (her daughter), up near the High
Lake – the child's father (who grew up near the High Lake) went
silent when she died, took her to the Lake, buried her, came home and
said what he'd done before leaving. Now her grandchild has died, too.
She cannot pay except in water and bread and vegetables.
12: Comforting Sunrise
If it is the first hex travelled on this travel day, the sun crests
the horizon in the east, with the light falling gently on the vast
fields, seeming to turn everything to glowing gold and verdigris. All
characters gain a d4 Inspiration die. If it is later in the day,
replace this with Random Encounter 11 or 13 as desired.
13: Ghosts of the Past (mark hex)
In
the ruin of a farmhouse, the adventurers find a desecrated shrine to
Lathander. If they arrive late in the day or at night, the
adventurers are set upon by 2 x Spectres
(Unbreakable), former inhabitants of the house who cannot rest whilst
the shrine remains desecrated. If destroyed and the shrine remains
desecrated, they return the next dusk.
14: Earth Genasi Wanderer
A wanderer from Rock's Truth encounters the
adventurers. He speaks slowly and sparsely, but asks them for news.
He will share news of the world beyond Talon's Height, or wisdom
about the Elemental Chaos. He will give hungry people bread. He will
tell other Genasi where Rock's Truth is located.
15: Creepy Cabbages (repeatable)
The adventurers pass through an area of
cabbages which give off a mild, life-sapping hallucinogen. Each
adventurer rolls two Constitution saving throws (DC 12); a failure
costs them d4+1 HP, and they begin to believe the cabbages are moving
around them or talking to them. They must have been out of the
square-mile area for over an hour before the symptoms wear off. There
is a faint sense of magic in the background, without a source (as
with Random Encounter 10). The power has been infused by Orcus. The
cabbages do not taste good, though they are not poisonous.
16: Deserted Farmhouse
The adventurers come upon a deserted farmhouse, with food set at the
table and just cooling, horse tacked to a cart in the barn with a
case of clothes and money in the cart itself, and strange sketches of
human-like figures in a child's bedroom.
17: The New Hot Springs (mark hex)
7
x Steam
Mephits
(Morale 13) have taken over a local spring – the adventurers may
come across it or be asked by a farmer they meet on the way. The
spring is now perpetually hot. The Mephits are disinclined to
communicate with those who come to their home, and will attack any
who get too close. They are very low-level extensions of the Prince
Most Magnificent of Shimmering Smoke's power.
18: Hermit's House (mark hex)
The adventurers come upon the tumbledown hut of
a grumpy hermit, Axel. He will reluctantly offer visitors food and
water. He can tell visitors about the historic power of Orcus in
Cabbage Country, as he knows a little about the history of the
Gatehouse and has encountered the walking dead before.
19: Giant Ant Foragers (repeatable)
1d4+1
Giant
Ant Workers
(Morale 13) are foraging in this area. They will take an interest in
any passers-by, but are not automatically aggressive and can be
followed back to their home in Gruumsh's Trough.
20: Drow Slavers
1d6+3
Drow
(plus
an Elite
Drow Warrior
if there are 7 or more normal Drow)
attempt
to ambush the adventurers (plus an Elite
Drow Warrior
if there are 6 or more normal Drow); as they spring their trap, ask
each character to roll Perception (DC15). Those who fail are
surprised. The Drow will not kill adventurers, but instead take them
as slaves – first to the Gatehouse, and then to Velkynvelve in the
Underdark.