The
Brightwood
OVERVIEW
Population:
Perhaps 80 assorted foresters, miners, and hermits, 24 kobolds under
Targyn, a dragon accompanied by several dozen henchmen, 14 sentient
giant beavers, several fey, and who knows what else.
Game
Function:
The Brightwood is, in game terms, a “monster forest” - many
dangerous things lurk here, and might be encountered, but in line
with the themes of the setting, some of these dangerous things can be
negotiated with, and there are strange societies who adventurers
might befriend (or kill). Two of the major factions are located here
– Nimthur's Lair is found in a quarry in the east of the
Brightwood, whilst King Targyn rules his Kobolds from the Dragon's
Tooth. The Prince Most Magnificent in Shimmering Smoke is beginning
to extend his influence here as well.
Description:
Covering the entire northern march of Talon's Height, the Brightwood
is a mature mixed forest, with a range of hills deeper in, dominated
by the Dragon's Tooth. Things under the eaves are a little darker, a
little stranger, a little more threatening than out in the open.
There is a constant promise of wonder or danger round each turn.
LIST
OF LOCATIONS (LOW DETAIL):
1.
Hex 1-4: Granny's Cottage:
A witch's cottage inhabited by a cat and a corpse. Not the sort of
witch you might think.
2.
Hex 2-4: Lost Tanariel:
A half-ruined Eladrin city that phases in and out of the Prime
Material Plane, full of goodies, angers, and a mysterious figure
known as the Silver Handmaiden.
3.
Hex 3-3 Cave of the Great Shell:
A cave connected to the Elemental Plane of Earth (8-room dungeon,
intentionally linear). Inhabited by various earth-aspected
elementals, shaped like a snail shell, and enterable by each person
only once a year.
4.
Hex 3-6: Logging Camp:
Owned by Lady Jana and worked by sturdy foresters, it is threatened
by “wood woses”.
5.
Hex 4-3: The Dragon's Tooth:
A small (8.5 room, single level) dungeon inhabited by the Kobolds of
King Targyn. Possible allies for those who oppose Nimthur the Dragon.
The locals are very much Tucker's Kobolds. They trade with the
Weaverfolk and clash with the Lordship of Talon's Height and Nimthur.
6.
Hex 5-5: Shattered Tower:
A ruined wizard's tower with an unbreached vault (4 rooms and a door
puzzle, a bunch of magic items). Rupprecht the Golden, freelance
conjurer in the pay of Nimthur, is trying to get in.
7.
Hex 6-3: The Luminous Caverns:
Some Myconids and Vegepygmies live together in this set of
fungus-covered caves (a small dungeon, not fully mapped yet). They
are peaceable but troubled by Anna the Hag.
8.
Hex 7-3: Anna's Homestead:
Anna seems to be a friendly old woman living in the hills, giving
adventurers borderline-accurate information about the local area. She
is in fact a spiteful Annis Hag giving subtly-inaccurate information
so as to cause trouble for her neighbours.
9.
Hex 7-5: Exploratory Mine:
A Dwarf got some miners together and started digging a promising
seam. A Korred (earthy fey) has different ideas and has chased them
out. Whose property is it?
10.
Hex 9-3: The High Lake:
An artificial lake created by a giant dam built by the Weaverfolk
(sentient beaver people). The Weaverfolk are peaceable but not very
interested in the world around them. Destroying their home has the
(fringe?) benefit of flooding areas of Nimthur's Lair.
11.
Hex 9-4: Nimthur's Lair:
The home of one of the faction leaders and the most obvious “Big
Bad” early on. Nimthur is a young blue dragon who thinks he
deserves to be recognized as ruler of the region due to his might. He
doesn't like any other faction and will seek their destruction or
subjugation. His lair is built into an abandoned quarry, and he is
served by Broken Pot Goblins, Blue Lightning Kobolds, and Feathered
Axe Lizardfolk. He also is hosting contingent of Duergar from the
Underdark city of Karrowzar who have formed an alliance with him.
They have built a great forge in the lower levels of his quarry to
gather materials and create weapons of war. This is a big dungeon –
5 levels with over 30 rooms/areas.
12.
Hex 10-5: Palisar's Garden:
A local garden wizard [a class from Coins and Scrolls], Palisar,
lives on the fringe of the Brightwood. He hosts fellow garden wizards
on the Vernal Equinox to uphold planar treaties – good fences make
good neighbours, and all that. He begins the campaign besieged by
Broken Pot Goblins in the service of Nimthur.
Brightwood
Encounter Chart
d6 each hex, on a 6 roll again:
d20
1:
Forest Gnome Dell
(mark hex)
The Hornpipes, a family of Forest Gnomes
(grandfather, mother and father, three children) live here and
cultivate local fruit trees. They seek to scare off dangerous-looking
intruders (such as adventurers!) with illusions of beasts and
monsters. They will welcome peaceable folk and give them food. They
know the location of Nimthur's Lair.
2:
Bear Cave
The
adventurers come upon a cave mouth, with a half-woken
Cave Bear
shuffling around. There is a squeeze through to Underdark passages
beyond.
3: Padron the Seer (repeatable)
The adventurers see signs of a campfire a few
hundred feet away. If they go to it, they find Padron, blind
fortuneteller, accompanied by a silent half-orc Berzerker who
Padron does not name. He will offer to tell the fortunes of
adventurers for 2sp each, and will give them cryptic glimpses of
challeges they may face. If he knows the characters already, he will
ask them their news. He does not agree to meet them in the future or
tell them where he is going, though he is perfectly polite about
this.
4:
Wolf Pack
8
x Wolves
(Morale
8)
catch the party's scent and begin to stalk them. Characters with
Passive Perception of 16 or more will realize they are being stalked;
equally, if the adventurers are intentionally travelling slowly and
carefully, they will hear or spot their hunters early. If not, the
wolves will be in sight before the alert is raised. It is possible
for the party to avoid the wolves – they might cover their tracks
or cross a stream, for instance.
5:
Hunter's Snares (repeatable)
The
adventurers enter an area heavily trapped by local hunters. There are
3 x Simple
Pit Traps,
and 2 x Falling
Net Traps
scattered across a square half-mile. It will take 1d4+1 days for the
hunters to check the area.
6: Lost Child (mark hex)
The
adventurers hear what sounds like a child weeping. Upon
investigating, they find a lost, weeping child, whose forester family
live a couple of miles away. He got lost whilst playing. If they take
him back to his family they will give the adventurers 2 x Healing
Potions.
7: Herd of Red Deer (repeatable)
The party crosses the track of a herd of red deer; adventurers may
track them with a DC15 Survival roll. When they are close, they must
pass a DC15 Stealth check (as a group) to get within 120 feet, or
else the deer will flee.
8: Blight Attack (repeatable, mark hex of
Gulthias Tree)
Roll 1d4:
(1-3,
repeatable) 1d6+2 x Twig
Blights
and 1d4 x Needle
Blights
(Morale 6) leap from the undergrowth to kill intruders on their
territory, but are fairly cowardly.
OR
(4,
only once) The adventurers come upon a sunken, misty grove, with
obscured visibility throughout. There are 3 x Patches
of Quicksand
surrounding a central islet upon which grows a Gulthias
Tree.
It is guarded by a Bandit
Captain
in its thrall, who sleeps in a small lean-to constructed on the islet
(inside is a cast-aside moneypouch with 25gp and a diamond ring worth
80gp). There are also 2 x Vine
Blights,
2 x Needle
Blights,
and 6 x Twig
Blights
in the vicinity. The inhabitants know where the quicksand is. If the
Gulthias Tree is killed, this encounter can only occur once more,
with an automatic result of 1-3.
9: Campfire
ONCE:
The adventurers come across a Drow
Elite Warrior
(Shoor Vandree) at a campfire. He offers them food. 4 x Drow
(Morale 10, Shoor Vandree) are waiting in ambush, looking for an
opportune moment. The Drow seek to incapacitate adventurers, and take
them to the Gatehouse, and from there to Velkynvelve (see the Out of
the Abyss adventure book).
ONCE: The adventurers come across a campfire in a clearing, still
smouldering. There are scorchmarks around the fire, though they do
not reach the trees. There are no remains of whoever set the fire,
and no tracks leading away.
10: Fluffy the Magic Cat
The
adventurers come across, or are approached, by a talking wild cat
familiar with slightly purple fur (Fluffy, see NPCs). He is is
looking for his wizard (Eltos, a
LG
Diviner).
A DC15 History check indicates that Eltos is some kind of travelling
wizard; a DC20 check adds that he is a respected historian of arcane
matters. If attacked Fluffy disappears, grin disappearing last. He
will join a friendly party until such time as he finds Eltos. Eltos
has been kidnapped by by agents of the Prince Most Magnificent in
Shimmering Smoke and taken to the efreet's prison. If the party
follow Fluffy to where he last saw Eltos (about two miles away), they
find a charred grove inhabited by a Fire
Elemental
and 2 x Smoke
Mephits
(Morale 14, Fire Elemental).
11: Bandits (twice, mark hex of Treetop
Village)
(first
time) 8 x Bandits
try to Surprise the adventurers in a secluded place – a waterfall
pool, a shaded avenue of trees, etc. Surprise is avoided by those
characters passing a reactive DC15 Perception check. The bandits have
white feathers in their hats.
OR
(second
time) The adventurers come upon a bandit camp in the form of a
treetop village. This is the home of the White Feather bandits. There
are 6 x Bandits,
1 x Bandit
Captain (Fat
Helmuth), 13 x Commoners
(the families of the bandits), and 1 x Priest
(Pater Jan, priest of Kord). Helmuth, Jan, and the Bandits will fight
to the death if attacked, to cover the escape of their families.
Helmuth is a pragmatic, cheerful, essentially amoral man who looks
after his own. He doesn't much like Nimthur's presence in the
Brightwood, and may make alliances against the dragon.
12: Wild Boars (repeatable)
The
adventurers hear movement nearby. There are 1d4+1 Boars
(Morale 7) snuffling in undergrowth, who will attack if disturbed.
13: Forester's Hut (mark hex)
The adventurers come across an inhabited
forester's hut in a clearing. Mrs Schultz and baby Elsa are present.
During the day, Mr Schultz and their teenage son Arnie are working in
the woods, but are home at night. Well-positioned for a camp, with a
stream running through the clearing. Mrs Schultz is cautiously
welcoming. The family are aware of the White Feather bandits
(Brightwood Random Encounter 11), and can give rough directions – a
DC19 Survival check is required to find their camp, described under
that encounter.
14: Owlbear
An
Owlbear
begins to stalk the party through the woods, seeking prey.
15: Fungus Grove
The adventurers come upon an area of treefall
which is rich with mushrooms and toadstools. There are many
ingredients here for healing potions, poisons, and so forth. For any
search attempt, the DM rolls the searcher's DC15 Survival check in
secret – a pass means they find what they are looking for or know
it's not present, a fail means they can't find it, and a Natural 1
means they believe they've found the right ingredients but have in
fact found something with the opposite effect.
16: Lone Kobold
The
adventurers come across a Kobold
forager in the midst of their work. The Kobold flees them to warn his
cohorts. In the first half of a day's travel, this will be one of
Nimthur's Kobolds, whilst in the second half of a day's travel it
will be a Kobold from the Dragon's Tooth.
17: Nimthur's Victims
The adventuers find the electrocuted corpses of
5 bandits, who came upon Nimthur whilst he was feeding. The grove in
which they lay is full of shattered and split trees.
18: Feywild Breach
The
adventurers travel through a place with a thin barrier to the
Feywild. 1 x Redcap
(Morale 11) appears out of nowhere and attacks them. If the Redcap
fails a morale check, it will attempt to planeshift.
19: Electric Storm (repeatable)
A great electric storm strikes the area. A Survival DC15 check will
allow the adventurers to find cover in caves; if stuck under trees,
however, each must make a DC17 Dexterity Saving Throw or take 1d12
lightning damage. This is a sign of Nimthur's rising power.
20: Dryads/Satyrs (once each)
Day:
The adventurers hear the sounds of dryads singing, but the 4 x Dryads
very likely disappear if approached noisily. If somehow carefully
encountered and politely treated, they can give information about the
local area, and warn of nearby dangers. If left on truly friendly
terms, the adventurers have a d6 Inspiration Die per day for the next
3 days.
Night:
The adventurers see firelight and hear music in the dark. If they
approach, they see 11 x Satyrs
dancing and singing and celebrating , accompanied by many tiny fey
spirits. This is a sacred ritual of theirs. They invite the
adventurers to join. If the adventurers join in, and drink or eat
mushrooms, characters may have visions (relevant/true or not), but
wake up with a Level of Exhaustion.
No comments:
Post a Comment