Friday, May 12, 2023

Dungeon23 (Wilderness23): Week 18

 Hexes 1014-1538

 

1027 Marsh of the Many-Headed Beast (Lair)

A nine-headed hydra (HD 9) hunts up and down the Dragon’s Tongue South.  It makes its lair in this hex in a marsh at the mouth of a small tributary, littered with the wrecked boats of the monster’s unfortunate victims.

Attentive characters may notice that the wrecked vessels show evidence of acid burns.  This is because the hydra is crossed with a black dragon – likely the result of snake-men fleshcrafters.  Its black scales allow it to surprise with a 3-in-6 chance while in the watery murk, and each head can breathe a jet of acid with a 5 ft. range for eight (8) points of damage.

The boat wrecks contain many valuable goods and treasure: crates stamped with the Verisey family seal and full of copper and gold ore worth 246 gold, watertight crates with bales of silk from beyond the Endless Waste (12 square yards worth 120 gold,) a small barrel of fine wine from the Redbrand vineyards worth 40 gold, and a box with pouches of exotic spices such as cloves and saffron worth 80 gold.  Two locked (and rusted) strongboxes contain 4,815 copper and 3,210 silver coins respectively.  An ancient clay amphora, likely shaken up from the river silt, contains 3,209 electrum coins.

But the greatest treasure in the marsh is the long lost Blade of Ambiryiulin, a powerful weapon forged by the ancient Fey Folk to battle their draconic masters.  It will call out from the muck for any worthy characters to find it (2-in-6 chance each round) and assist in fighting the hydra.

This Lawfully-aligned, intelligent (Int 11; speaks elvish,) and enchanted sword (+1) has been purposed with slaying dragons (+3 to hit and damage.)  It can see the invisible, detect traps and metals (to find dragon’s hoards,) and read magical writing.  Against creatures aligned with Chaos, it can paralyze on a hit unless they succeed in saving against magic.

 

1040 Avoney (Town, Pop. 1,300)

Avoney is a sleepy river town on the shores of the Dragon’s Tongue South that marks the northwestern borderland of the small Kingdom of Erda.  It is a vital source of river fish and the nearest trade port for the larger town of Oakhamshire (Hex 2036.)

The people of Avoney are the mixed descendants of pagan tribes and Imperial settlers, many who rediscovered their their pagan ways after the Empire effectively disappeared.  In this way, Avoney is similar to other rural settlements in the Northern Marklands that primarily worship the Lords of Law, but also pay homage to nature spirits like Haerne the Hunter and Daenica the Forest Maiden, especially during holidays that mark the changing of the seasons.

The Baron of Oakhamshire has levied heavy taxes on the town via his crony, Mayor Daubney (3rd-level thief, AL N.)  As a result, some river traders are starting to avoid the town, or engage in smuggling nearby.  The gluttonous and gentrified Daubney is a staunch and loud proponent of the Baron, like a loyal dog eagerly feasting on his master’s scraps.  His bodyguard Ode (3rd-level fighter, AC 5, sword) and 2-5 additional thugs (1st-level fighters, AC7, maces) are never far from him (otherwise, some malcontent might throw a rotted vegetable or rock!)

The elevated Mayor Daubney is overjoyed at his new station (AI image courtesy of NightCafe.)
 

Some of the villagers here are informants for the Fox of the Alderwood, who then uses the information to ambush the Baron’s men and tax shipments.  A few wanted posters for the Fox are nailed in front of the local tavern and market square.

Another secretive group of villagers, desperate for aid against the Baron’s oppression, are foolishly turning to more sinister beings for aid.  They gather at a group of ancient standing stones nearby and have recently kidnapped a dwarf from a small community of outcasts in town, hoping his sacrificial Fey blood will please the Old Ones and bring creatures, such as fish-men, to their aid.

 

1046 Valley of the Winged Horses (Lair)

A large herd of 12 pegasi gathers in a clearing in the dense forest where a small waterfall feeds a tributary into the river while the cavern behind it provides the winged horses with shelter.  During mating and foaling season (spring – early summer,) the pegasi can be very aggressive (-2 to reactions.)  Regardless of reaction, the pegasi will defend any threatened young fiercely.

Amazons from Hex 0642 come to this place yearly during foaling season for a prospect in their pegasus corp to capture one foal (and no more) for training.  They are hostile to any poachers.

 

An Amazon pegasus rider and her bonded mount (AI image courtesy of Bing Image Creator,)

1236 The Opal City of Tanathil (Ruin)

Deep in the old growth of the Alderwood are the remains of a once great city of the Fey.  Its glittering walls and opalescent green spires are like broken bones jutting from the ground, trying to reach out from the glory of the overgrown treetops in vain.

The Opal City rests silently in the misty Alderwood (AI image courtesy of NightCafe.) 
 

The barrier between the world and the realm of Faerie is weak here, and many Fey creatures such as pixies, sprites, leprechauns, and satyrs frolic in the ruins during the day and love to harass and play pranks on anyone other than elves that try explore the ruin.

At night however, these Fey scatter to the safety of their homes as the Unseelie emerge.  The ruin then becomes the domain of the likes of goblins, hobgoblins, cyclopses, fomorians, and others.

The ruined homes and cellars may contain fabulous treasures of the ancient Fey, both mundane and magical.  In addition to the dangers described above, there are lost spirits, ghosts, and other undead, such as banshees, that will protect their treasures, as well a ancient traps to ensnare the greedy.

The local elf clan considers the ruin a sacred memorial to a better age and takes great pains to warn or repel the curious and daring away from the site.

An elven lord that clears the ruin and controls this hex gains a 10% bonus to their domain’s total wealth from the Fey treasures within.

 

1312 Mayklethorpe (Halfling Village, Pop. 180)

The tiny hamlet of Mayklethorpe is nestled in a dell between the Mantle Hills and the cover of the Feywood Forest.  It is so named because of the orange-breasted maykles – small songbirds that come to lightly-forested areas in the Marklands during the spring and summer months.  The phrase: “sings like a maykle” is used in the Marklands to describe both talented singers, and criminals who confess everything (freely or under torture.)

Life in Mayklethorpe is serene and predictable, just the way the Halflings like it.  Indeed, the most exciting part of the halflings’ year is bringing the surplus harvest over the hills to Alkastra and quickly returning to the safety of the village; that’s more than enough adventure for one year!

One can imagine the shockwave in the community when Halflings that journeyed to the hills started disappearing.  Outlying farmers have reported deformed little creatures skulking in their fields at night (gobb-men from the Temple of the Snake Cult in Hex 1614.)  A deputy of the local Sheriff, Wendell Forbush, fell asleep on watch one night after a heavy supper.  The next morning, it was reported that some halflings were taken from their own homes.  The disgraced Forbush left the village in shame for Alkastra, but has since taken to a life of adventuring (see Colonel Forbush in the Sirine’s Pearl entry of Alkastra’s River Quarter.)

The halflings of Mayklethorpe are now in a state of alert and are suspicious of outsiders (-1 to reactions.)

 

1502 The Halls of Randarok (Ruin)

The Halls of Randarok was one of the greatest of the dwarf holds in the Northern Marklands, and perhaps the world.  The dwarven hero, Randarok Deepstone, brought his people to these mountains after many years of wandering and struggle following the destruction of the now Lost Dwarf Kingdom.  In their keeping was one of the ancient Foundation Stones of this Kingdom – imbued with the stuff of Chaos by their Fey ancestors to create the enchanted weapons and armor that liberated their people from draconic servitude.

However, the mountains were the domain of giants and other monsters.  Randarok would not be dissuaded: “I vow that here is where we will place this Foundation Stone, and long as it is here, not one dwarf will be moved!  Not one!”  The odds were overwhelming, but Randarok’s prediction became true.  His people had suffered for too long to stop now, and so they stood fast.  The giants were eventually driven away, and the monsters hunted down in the deep of the mountains.

With the giants and monsters gone, Randarok and his people quickly set to work, using the power of their Foundation Stone to turn the mountains into great Halls reminiscent of their long lost home.  The dwarves found rich veins of minerals in the deep rock, including adamantine and mithral, and they used the river to trade in their finely-crafted goods.  Even the Northmen, who were deeply suspicious of their new neighbors, came to depend on dwarf craftsmanship for high quality weapons and armor.  The Halls prospered under Randarok’s line of great Thanes.

But this prosperity did not last.  One day, the Foundation Stone mysteriously disappeared, and with it the dwarves’ fortune.  Mineral veins ran dry, along with trade.  The suspicious, Dwarven Thanes bickered, blaming each other for the Stone’s disappearance, so they were caught completely unawares when the giants returned.  Without the Foundation Stone, the Halls’ defenses failed.  The giants and their monstrous thralls decimated the Thanes’ divided forces.  Those dwarves who didn’t flee were slain.

Today, Randarok’s Halls lie in ruin and are once again the home of giants and monsters.  Northmen and others who have tried to brave the ruin to find Randarok’s treasures have never returned.

A dwarf lord that liberates the Halls and returns its Foundation Stone (see the Smith’s Row entry in Alkastra’s River Quarter) will find themselves with a magnificent place to host their clan.  In addition, the new Thane will enjoy a 10% increase to their domain’s wealth from Randarok’s remaining treasures.

 

Randarok's Halls no longer ring with the sound of smith's hammers (AI image courtesy of NightCafe.)

1538 Mysterious Petroglyphs (Lair)

This grass-filled knoll sports man-sized dolmens jutting from the ground.  According to local villagers, the dolmens just sprung up out of nowhere one day, with several villagers disappearing.  Anyone foolish enough to investigate has also disappeared, and additional dolmens have sprung up.

The “dolmens” are the victims of a (bull) gorgon that has moved into the area.  It has dug a tunnel inside of the knoll, which is actually an ancient barrow.  The bones of the prestigious, but now-forgotten person have been swept aside by the powerful gorgon into a corner along with the remains of their grave goods and treasure - mostly loose gems that have fallen from decayed items: two (2) ornamental pieces of malachite (10 gold each), a smooth onyx (50 gold), and a precious garnet (500 gold.) Also jutting from the pile is a beautiful, magical sword (+1) with an ivory handle, and jeweled pommel; fit for any lord.

Defeating the gorgon will attract the attention of the Baron of Oakhamshire (Hex 2036,) who will invite the heroes to feast at his castle (it’s not really a request.)  There, he will try to discern their measure – are they potential allies that can help him finally catch the Fox of the Alderwood, or dangerous threats to his power which he needs to dispatch quickly?  Regardless, the baron will expect (read: confiscate) the gorgon’s head as a gift for his mantle as well as any treasure (it is property of the Crown, of course,) with a portion left to the heroes as a generous reward for their service.

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