The Fae Wood a Wooded Area Full of Rolling Hills and Wooded Groves
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FRONTIER A sandbox setting 1 For my friends 2 Table of contents Pg1. Title Pg4. Fae Woods Pg7. Red Hills Pg11. Bullfrog Marshes 3 The Fae wood A wooded area full of rolling hills and wooded groves. Streams flow through the quiet woods and birds flutter about. The peace is almost deceptive of what lurks deeper in the depths of the woods Leafton: Leafton is a small town in the center of the fae wood only reachable via airships that come monthly. It has access to the basic necessities: a blacksmith, a cleric, an apothecary, an inn, and a general store. Its citizens are apathetic and wary of danger. - Property is for sale at 4,000 GP for a small building Factions of the Fae Wood Skulldrinker clan - short in stature and bearing banners of red and orange, covered head to toe in war paint and tattoos. The goblins in the fae wood enjoy ambushing opponents and outnumbering them, they stalk their prey and strike while the iron is hot. They are led by hobgoblins occupying a keep to the north of leafton. Their faction is often seen at odds with the orcs stationed at the old tower in the east. The Orcs of the Red hills often send reinforcements to their guard post at the tower and it is commonplace to find their troops slaughtered by goblin raiding parties. However, the orcs are more concerned with their lizardman foes back in their homeland of the red hills so incursions to the fae wood are few and far between. Encounters in the Fae Wood The Fae wood is often patrolled by kobold scouting parties and the rare hobgoblin leading a pack of kobolds. When travelling, roll a d20 every three turns to determine if the party encounters any monsters. The following table shows the outcome of each roll 1-9 The party does not encounter any monsters 10 The party encounters 1 hobgoblin accompanied by 1d6 kobolds 11-15 1d4 orcs have wandered over from the red hills to scout and encounter the players. 16-19 The party encounters 1d6 kobolds 20 Encounter from the list below 4 roll 1d6 1- the corner of a chest is found poking from the ground 2- body of a first level adventurer is found 3- 4 goblins found gambling in the woods, invite players to join 4-traveling bar is parked in a clearing 5- Three sleeping travelers on side of the road 6- magical item salesman Notable Locations Goblin cave - A small cave running about 10 feet into a hill. A group of rogue goblins lives there and robs travelers, recently raided by adventurers Hobgoblin camp - Two hobgoblins sit discussing how they narrowly escaped from the hobgoblin keep in the north when they had a disagreement in morals with the higher ups Skulldrinker clan fort - A small wooden fort with a central building. Contains a small garrison of 5 hobgoblins and 20 kobolds. The leader of the Skulldrinker clan, Firehammer, also resides at the fort. [Firehammer] Hit dice: 2d8 (15) AC:5 +1 to hit against elves weapons: forge blade (1d8): on hit roll a d20 and on an 18+ opponent is set on fire for 1d4 rounds dealing 1 damage per round Special: can blow a horn summoning the hobgoblins of the fort to his location. horn is strapped to his waist and can be destroyed upon Firehammer's death, forge blade and a mysterious key are gained (key to the door at the research lab) Ghost blacksmith - A ghostly blacksmith stands in an abandoned forge in the woods. Players may make their weapon +1 for the cost of 1 max hp. 5 Potion stand - In the woods, a lone shop stands. A burly man with a big beard offers the players potions. Potion of healing (3hp) - 20 GP Polymorph potion - 90 GP Research Lab - 1st room explored and 2 kobolds killed, other 2 rooms not explored Room 2 holds a +1 greatsword and contains small tents and remains of some meals, as well as 4 kobolds. Room three has a bag of holding and the bodies of a few adventurers, runes are carved in the wall that if deciphered give the coordinates of a buried treasure containing 100 gp, the treasure is 2 miles south of the standing stones. Guarding the third room are 4 more kobolds. final room has a door that requires a key to open it, the runes above the door read "Vernacius' lab" beyond the door is a room filled with documents and some treasures including: one spell for each magic user 400 GP and a set of sentient chainmail it is guarded by 3 goblins and 2 hobgoblins Ruined tower - A ruined watchtower to the East of Leafton. The orcs of the red hills use it as a watchtower still and usually post a few guards at the base of it. 3 Orcs with great axes and one orc with a bow guards the tower from intruders. It is surrounded by alarm bells, when players enter the hex roll 1d20, on a 10 plus the alarm is sounded and orcs ambush the players. The orcs have 400 GP and a horse. Standing Stones - Three 8ft tall stones covered runes, grant a +1 to hit for one day if touched On the 10nth day of the campaign a ritual takes place at the stones that summons a demon with the following stats: [Summoned demon] HP: 3d12 AC: 4 Attacks: Demonic blade (2d6) Special abilities: 6 Hellfire: set fire to a 6x6 area of ground instantly, no saving throws. Once per day The demon will stalk the land at random after murdering the hobgoblins who summoned it and attempt to take up residence in the hobgoblins keep, and if successful it will rule over them. The Red Hills The grass and leaves are all red, at night fungi and bugs glow with neon purples and blues. Black streams run through the landscape, only drinkable by the lizard men and local fauna of giant reptiles. Factions of the Red Hills The ‘Aoi no shi” - The orcs of the Red hills are a group of samurai orcs who live to conquer. They are led by their clan head, Grimhoof. They wield katanas with extreme precision and wear wooden samurai armor of blue and grey. They are currently at odds with the lizard men of the caves to the south of their keep. Skirmishes often break out near landmarks and on routes between sites in the red hills. They are currently having trouble due to the frequent robberies of their trade routes by the lizardmen. -officially called the 'aoi no shi' or blue death (in contrast to their red surroundings) -leader is the 'Oni' Lizardman clans - The lizard men of the red hills are organized into bands of warriors. They have no single leader but form a large collection of groups who at large are against the orcs to the north of them. They subsist off of raids on the orcs and robbing and murdering travelers. Their strongest warrior goes by the name no scales. He is a strange lizard man with a smooth metallic skin and no scales. He dual wields daggers and is extremely dangerous. The only person who is known to be able to face him is the rival leader of the red hill orcs. Encounters in the Red Hills 7 The Orc samurai and lizard bandits prowl the hills in search of both intruders on their lands and for each other. They are extremely hostile and will not hesitate to cut first and ask questions later. Roll a d20 every three turns and consult the table below for the result: 1-5 Safe travel 6-10 Encounter table 11-14 1d4 orcs ambush the players with at least one wielding a bow 15-18 1d6 players ambush the players, attempting to steal and then run 19-20 1d4 lizardmen and 1d4 orcs are encountered in the midst of a fight. Encounter Table 1-2 1 small lethal giant centipede 3-4 Giant fish drags a party member into the festering black water 5-6 A wandering ogre attacks the party 7-8 Ogre mage seeking the orc shamans is surprised and attacks the party 9-10 Warband of orcs approaches the party and asks what their business in the Red hills is 11-12 Party finds an owlbear sleeping in its den, players will not awaken it unless they approach 13-14 A giant tick hidden on a tree attempts to latch on to a party member 15-16 An orc trader approaches the players, attempting to sell them strange goods 17-18 The players find a patch of 1d20 strange mushrooms, which if identified, prove to be a rare kind worth 4 GP a piece. 19-20 The players find an abandoned campsite Notable Locations Kumahoro - A large orc town consisting of a large market district, several japanese style inns and onsens, a large government hall in the style of a japanese castle and a famous shrine to the fox god of the orcs. They are known 8 for their excellent sake and takoyaki. The roads are unpaved and traders and citizens alike walk the roads in traditional japanese garb and rice hats. The famous school of swordsmanship, responsible for the three blades style, is located in the center of town. The players will be denied entry and threatened unless they pay a sum of 200 GP to enter or present a relic important to the Orcs. - Players may learn the three blades style if they pay 500 GP to the master of the school.