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Hexed Places - The Ragged Fringe Page 4 The Ragged Fringe The irregular border between the Crow Wood (multiple hexes), a forest filled with towering poplars, elms, and maples, and the Green Scrabble (multiple hexes), an expanse of dry grasslands and scrub, defines this territory. Two factions occupy the Ragged Fringe. Grass Clan maintain Camp Iron Watch (Hex 01.04) in the Green Scrabble. They face off against competing tribes from nearby territories at the Field of Broken Bone (Hex 03.02). Their nearest neighbors, Black Feather Tribe , live in the forest at Pale Leaf (Hex 07.02). Edgeline Road (multiple hexes) runs along the fringe of the Crow Wood and serves as an oft-contested territorial border. Civilized folk seldom use the road, but it does pass by the area's sole attraction, the 's Cairn (Hex 05.01). Both hobgoblins and kobolds avoid the southern part of the Fringe, the home of a dangerous predator.

Rumors You can find the starting point of a mystical journey in the Ragged Fringe. The hobgoblins in the Ragged Fringe will usually accept a bribe to allow safe passage along Edgeline Road (multiple hexes). The Giant's Cairn (Hex 05.01) marks a hidden tomb. Entering the Crow Wood is risky, even if you don't run into Black Feather kobolds. If you see banners marked with blood-dipped bundles of grass, find another path. Giant's Cairn (Hex P05.01) isran encehantedvsite. Wizardes can inwcrease their power by studying its magic and items enchanted here gain additional powers. Expect to pay a toll on Edgeline Road (multiple hexes). Don't leave your pack animals and mounts unattended in the Ragged Fringe. They'll be stolen or eaten by hobgoblings or kobolds or something worse.

GM Notes The two organized groups in the Ragged Fringe use different defensive strategies. The Grass Clan hobgoblins maintain regular patrols in the Green Scrabble (multiple hexes) and even expend some effort on maintaining Edgeline Road (multiple hexes) and the side fork that leads to Camp Iron Watch (Hex 01.04). They view themselves as owners of their territory and believe they have the right to extract their due from interlopers, including passing travelers. The kobolds of the Black Feather Tribe depend upon trickery and traps to protect Pale Leaf (Hex 07.02). Pits, deadfalls, and snares litter the Crow Wood (multiple hexes) and the side road that leads to Pale Leaf. The kobolds are more likely than the hobgoblins to attack first and ask questions later. They are weaker than most intruders, so they fight dirty and take their prizes from the dead. The encounter table for this hex reflects these different attitudes. It uses secondary encounter tables (see Extras), based on whether the party is east or west of Edgeline Road (multiple hexes). Of course, you are free to choose which secondary table you use based on circumstances. Before using this Hexed Place, you should review the Giant's Cairn (Hex 05.01), determine where the path it marks leads, and establish the other trail cairns' locations.

Hexed Places - The Ragged Fringe Page 6 Encounters (roll 1d20) 1-9 Hobgoblins/Kobolds Roll on the Hobgoblin Encounters table west of Edgeline Road (multiple hexes). Otherwise, use the Encounters table (find both tables in Extras).

10-12 Roaming Herbivores These relatively peaceful creatures roam the Ragged Fringe. Roll 1d6 to determine what type of herbivore is encountered: 1-2 - deer, 3-4 - wild sheep, 5 - giant elk, 6 - moose Deer (2d6), AC 7 (12), HD 2, #AT 1, D 1d4 hooves or 1d6 antlers, MV 18 Buck charge. Trample attack. Treasure: hide 1 GP, antlers 1d10 GP Sheep, Wild (3d6), AC 7 (12), HD 1+1, #AT 1, D 1d4, MV 15 Sure-footed. Head butt. Knocks prone. Treasure: woolly coat 1 GP Elk, Giant (4d10), AC 7 (12), HD 5, #AT 2, D 1d6/1d6 hooves or 2d4 antlers, MV 18 Trample attack. Charge for double damage. Treasure: Huge antlers 25 GP per set Moose (1d2), AC 7 (12), HD 7, #AT 1 D 2d6 antlers, MV 12 Bad-tempered. Aggressive. Deadly charge. Treasure: hide 3 GP, antlers 2d10 GP 13-14 WanderingPHill Girants eview These huge humanoids wander through from time to time. They may temporarily ally themselves with the hobgoblins of Camp Iron Watch (Hex 01.04) or the kobolds of Pale Leaf (Hex 07.02), but they avoid getting embroiled in conflicts between the two groups. They are greedy, hungry, and not particularly bright. Giant, Hill (1d3), AC 4 (15), HD 8, #AT 1, D 2d8 club, MV 12 Long reach. Sour disposition. Eat humans. Treasure: 2d6 x 500 CP, 1d10 x 500 SP, 1d6 x 500 GP, 1d4 x 100 GP gems

15-16 Brown Bear These creatures roam the woods in search of food and are usually not aggressive unless provoked. If more than one appears, the group will be a mother with cubs. Approaching the cubs will enrage the mother, who gains a +2 to hit and damage bonus so long as her cubs are threatened. Cubs are worth up to 500 GP to the right buyer. Bear, Brown (1 or 1d3), AC 6 (13), HD 5, #AT 3, D 1d4/1d4/1d8, MV 12 Hug attack. Peaceful unless provoked. Fast dash. Treasure: 50 GP hide

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Hexed Places - The Ragged Fringe Page 11 Extras Encounter Tables Each entry on the Hobgoblin and Kobold Encounter tables includes a count of the creatures involved in the encounter. Use these stat blocks for reference: Hobgoblin non-combatant (N/A), AC 8 (11), HD 1-1, #AT 1, D 1d4 dagger or sling, MV 9 Fights from a distance. Evasive. Disciplined. Treasure: 1d4 SP. Hobgoblin regular (N/A), AC 6 (13), HD 1+1, #AT 1, D 1d6 short sword or short bow, MV 9 Defensive fighter. Guards the tribe. Disciplined. Treasure: 1d6 GP. Hobgoblin warrior (N/A), AC 5 (14), HD 1+3, #AT 1, D 1d8 long sword or long bow, MV 9 Front-line fighter. Guards the tribe. Disciplined. Treasure: 2d6 GP, 50% have minor jewelry worth 1d4 x 10 GP. Clan mutt (N/A), AC 7 (12), HD 2, #AT 1, D 1d6 bite, MV 15 Well-trained. Protect the herd. Pack hunters. Domestic beast (N/A), AC 7 (12), HD 2, #AT 1, D 1d4 hooves or 1d6 antlers, MV 18 Trample attack. Treasure: hide 1 GP Kobold non-combatPant (N/Ar), AC 9e(10), HvD 1d4, #iAT 1e, D 1d4wdagger or dart, MV 6 Sneaky. Knows the village traps. Acts as bait. Treasure: 1d4 SP. Kobold adult (N/A), AC 7 (12), HD 1d4+1, #AT 1, D 1d6 short sword or javelin, MV 6 Tunnel fighter. Knows all the traps. Follows the pack. Treasure: 1d6 GP. Kobold pack boss (N/A), AC 7 (12), HD 1d4+2, #AT 1, D 1d6 staff, short sword, or javelin, MV 6 Runs the pack. Tribal voice. 1d4-1 levels in a class: fighter, magic-user, cleric, thief.

Hobgoblin Encounters (roll 1d10) 1-3 Patrol Patrols are well-organized and alert, moving in formation with scouts out. Any clan mutts with the group will raise the alarm if they catch the scent of intruders. Patrols will confront anyone they encounter and use horn signals to alert other hobgoblins to potential threats. • 2d4 Hobgoblin regulars • 1d4 Hobgoblin warriors • 1d4-1 Clan mutts 4-5 Hunting/Gathering Party These hobgoblins are focused on their task but have guards on watch 75% of the time. Any clan mutts present will bark at intruders. These groups will confront weak-looking opponents but will retreat from strong foes, blowing horns to raise a general alarm as they do. • 1d4 Hobgoblin non-combatants • 1d4 Hobgoblin regulars • 1d4-1 Hobgoblin warriors • 1d2-1 Clan mutts

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