Mirik-Grove Is Born
Plot points/Scenes
- The players find themselves in The Citadel of the Rabid Lands with little hope for finding a job or making any real money, they are offered a deal by some settlers to escort them through The Rabid Lands and in exchange they will have a permanent home granted to them by the settlers once construction begins. They accept this deal and from here is where exposition ends and their choices begin. They may do whatever they wish in The Citadel until early the next morning when they join the caravan on the journey.
- They encounter a few locations and peoples/creatures of interest on the journey
- The settlers find as grove of apple trees that produce apples with remarkable properties and decide they will settle here, next to a swamp.
- The players end up getting their home they were promised the village begins to take form, however during this time they are pestered by creatures from the swamp. When Carcaraxass, The Swamp Queen the swamp queen shows up, this plot line ends, although Mirik Grove is likely to keep growing.
Themes
Structure
Exposition
Earning a Place On the Expedition
After the player answers with anything relating to combat (which they really should, encourage them to do so if they don't) the attendant says:
The process repeats for each player and the wagon eventually fills up with the party, after this they wait a minute the wagon driver turns towards the half-elf and says "That the last of 'em?", the half-elf nods with an affirmative "mmmm-hm" and the wagon starts moving.
The Arena
The knives and clubs have a -1 to hit characteristic, the hide armor only has an AC of 11+dex (max of 2), and the component pouch has a 5 percent chance to be missing the components the caster needs for their spell (If they try to cast a spell and cant find the components they waste their turn looking for components). Once all of them are ready,
Fighting in the Arena
The jackals are aggressive towards the players and will attack them. They will not attack any downed players unless there are no other immediate threats to it in which case it tries to eat them. The jackals, being pack animals, will never attack a player alone if they can help it, trying to take advantage of their pack tactics. The audience also cheers and expresses other reactions throughout the fight and the director might also throw in his two cents here and there. After the jackals are defeated the players have one round to prepare as the portcullis is raised to unleash the lion upon them, who attempts to get a run up as often as possible to utilize her pounce ability and focuses on downing one player at a time rather than spreading out her attacks. Remember that these are animals, if at any point a jackal finds itself alone and it cannot rejoin its companions it will become frightened and flee and only use its dodge or dash each turn while it tries to find a way out (which it cannot as the arena walls are explicitly designed leaning inwards to prevent this), only continuing to fight if it is cornered. The same occurrence happens if the lion is reduced to 5 hit points or lessIf the players succeed in the two battles read out the following to them:
Success in the Bout Once they enter the room they enter the dressing room once again:
Each character receives a pouch of gold with gold equal to however much they would receive from the "Starting Wealth by Class" table in the players handbook (p.143).
Give the players time to buy what they need, get their things in order, and sleep before you continue to the next segment.
Completion: The Party has earned their spot in the expedition
XP: 400
A Quest for Twiddling Thumbs
If the party agrees he tells them:
The Gate
If the players agree Darsinian takes some backways through the town until the party makes it to the south west gates. Darsinian stops them about 100 feet away from the gates around a corner and peers around it. "There guards by the gate" he says. "Neither of us can be seen with each other or else none of this will work. We will have to go through separately, probably around 15 minutes or so apart. However they may get suspicious of you and think you're trying to run off but if you tell them you can't run off or the diviner will find you or perhaps say something else clever they should let you through." Its up to the players who goes first and unless the players go through first and say something to tip the guards off Darsinian can make it through with no trouble, claiming he's required to check on a haunted windmill some adventurers were supposed burn down before he pays them. There are 3 guards and a captain named Reginald with a horn at gate (use the thug statblock). The captain blows the horn if there's trouble which causes 2d8 guards to arrive at the gate over 1d4 rounds. The captain will interrogate the players when they approach, modify the following speech section if the party members have any notable features he would bring up:As it stands the captain believes that the party is the group of adventurers he heard about although he's never seen any sketches of them or anything more than an oral description. He also knows the crime he committed and doesn't believe it should be a crime but knows why it has to be. He is indifferent towards them and through conversation may be led to allow the adventurers through. A successful DC 14 charisma (deception) check is required to get through if the party lies to him, a DC 12 charisma (persuasion check) if they attempt to persuade him, or a DC 17 charisma (intimidation) check if they threaten him. Give advantage or disadvantage to these rolls as appropriate. The party receives 88xp if they convince the captain to let them through.
Dragged Through the Plains
Once the characters get through the gate they are immediately greeted by Darsinian who proceeds to lead them to where the most recent ambush occurred:
The wagon belonged to a halfling farmer who was simply trying to take his crop to market when he heard a cry for help in the grass. He went to investigate and was ambushed by so bandits lying in the grasss, two of them kenku who mimicked the noises of panicked people to lure him in. They then tied and gagged him as they looted his wagon, stole his mule and then dragged him and his crop back to their camp where they have been building up a wealth of stolen goods and prisoners whom they intend to sell into slavery.
Ambushers Relaxing
Ambushers In Wait
If the players did not follow the path and are following the sounds the kenku made then the following occurs:
Everything except the "Shut up dairy wench!" line, including the slap, was mimicry from two Kenku and require a DC 14 Wisdom (Insight) check to tell that they are imitations. If possible roll the Wisdom (Insight) check for the player with the highest insight bonus (if there are ties roll for each one individually) behind your screen without telling them what you are rolling for and only tell them that the sounds are imitations if the roll(s) succeed(s).
Ambushers In Battle
Dino Tamer
The Camp
Camp Occupants
The bandits can easily notice the players from up to 150ft. away from their camp if the players are not sneaking, however if the players are trying to sneak the biggest obstacle they face to remain undetected is the dogs in the camp. The party's group Dexterity (Stealth) must beat their passive perception of 18 if the players can be heard or smelled or a passive perception of 13 if they cannot. If the players are detected by the bandits they hear shouting from the camp and then barking and a howl and if they are detected by the dogs they hear it vice versa. Once detected 2 mastiffs, 2 human bandits, 1 gnome bandit wielding a whip instead of a scimitar and riding an incredibly well built dog (use the wolf statblock), and 1 Rhuntir Thug charge out from the camp towards them, the gnome bandit commands his mount and both mastiffs. The human bandits simply attacks whoever they deems the weakest however the gnome will attack the largest character of the party and try to knock them down with his mounts bite attack and command his mastiffs to attack the now vulnerable target while whipping other targets in an attempt to keep them from helping their comrade. The thugs try to keep the two biggest characters on them and only them, allowing to others to do their work
Camp Contents
Tirk and His Gang
Assuming the players did not draw out the dogs and bandits described above, the bandit camp contains 3 mastiffs, 3 human bandits, 1 gnome bandit wielding a whip instead of a scimitar and riding an incredibly well built dog (use the wolf statblock), and 1 Rhuntir Thug, and a hill dwarf bandit captain named Tirk that leads the bandits with his pet hawk (if the players are detected outside of the camp he will stay behind to ensure the captives do not make a break for it).
Tirk would rather fight to the death (and his hawk will fight with him until then) than go to prison or worse but if the players are willing he willing to negotiate with the players for his freedom unharmed in exchange for treausres and/or prisoners. The following text assumes it is day time, adjust accordingly. As the players approach him:
Loot
None of the bandits trust each other enough to leave personal belongings in their tents and so the only loot in the camp is in the section dedicated as storage for camp plunder. Within the lockbox is 900 copper pieces, 500 silver pieces, 50 gold pieces, 3 pieces of moonstone worth 50gp each, and a Blanket of Recovery. The rest of the loot in the camp consists of a couple hundred pounds of potatoes, grain, radishes, and other vegetables along with a crate of silk, 2 crates of wool, and miscellaneous trade tools as well as shovels, pickaxes, etc. Most of this loot is likely worthless to the players however the 5 captives in the pit are plenty willing to sell these goods (that are theres in the first place) in town and give half of all of their profits to the party as thanks for their rescue. (Which in the end will equate to around 120gp). They are also willing to testify to the heroics of the players if Darsinian needs proof.Reward
Completion: Tirk has been killed or taken into captivity
XP: 600
The Journey Begins
This section begins the party's journey in the Rabid Lands. On the morning of the 23rd, 1 hour before sunrise the Court Diviner the players encountered will divine where the players are and go with a detachment of 8 guards led by a veteran to find the party and escort them to the caravan unless they are already there.The Caravan
The caravan consists of exactly 200 people (you may want to keep track of and update this number as settlers dying is not only possible but likely) and their 50 wagons, many pulled by oxen, donkeys, mules, etc., but most of them pulled by Tusked Kiloka. 20 people in the caravan signed on as escorts like the characters and use the guard statblock, the rest of them are commoners. The official leader of the caravan is Adam Kireth, a human man who was chosen by the Council of the Rabid Lands to be the governor of the future settlement the caravan is to found. Fortunately the caravan requires very little leadership and he's happy to leave those that are more adept at navigation and travel to the guiding of the caravan for now, however once the future village is founded he is ready and prepared to begin leading everyone in getting the village up and running before the next planting season, as infrastructure management is his specialty.
As soon as the players get to the caravan read:
Marty's small wagon is at the very front of the caravan and he is rather optimistic about this venture but still worried about attacks given the stories he's heard throughout his years, he's willing to provide the party food and water so long as they stay in his wagon and protect the caravan. His wagon contains food, mostly dried, masons tools, bedrolls, and everything else he thinks he'll need for the journey and when he gets there. His cart is pulled by one Kiloka named Melly, it is female. Right behind Marty in the caravan is Adam Kireth and his wife's small wagon pulled by a mule, he makes sure to introduce himself to the players near the beginning of the journey or right as the players get there (your choice). He is quite cordial nice and down to earth, practicing the formalities of the upper classes but not with enough suave to convince anyone he is actual nobility, not that he cares . An hour after dawn Yuria Teronan arrives at the top of the East Gate:
Nature of the Journey
Length
The distance from The Citadel to where the caravan will eventually settle is around 560 miles. The caravan travels slower than an adventuring party would and as such instead of the travel paces in the Player's Hand Book use the table belowCaravan Travel Rate
Whether its a caravan of 5 wagons or 500 they can travel at a good rate but certainly not as fast as an adventuring party would. As such, instead of using the travel pace table in the Players Handbook 5th edition, use this table instead. It displays how much distance is covered when travelling at a given pace and the effects of said pace to the caravan as a whole.
Pace | Minute | Hour | Day | Effect |
---|---|---|---|---|
Fast | 300 feet | 3 miles | 20 miles | Can not forage, +2 to travel complications roll |
Normal | 200 feet | 2 miles | 15 miles | - |
Slow | 100 feet | 1 mile | 10 miles | -2 to travel complications roll |
Day-to-Day
Each day begins with the loud blow of a horn at 04:00, everyone wakes up, animals are rounded up after grazing for the night, breakfast is prepared and eaten, and everything is packed up for the road before another horn blows at around 07:00 and the caravan travels for 4 hours, during which the wagons are pulled by Kiloka, mules, oxen, etc. During this time the few people in the caravan with horses scout a few miles ahead to look out for obstacles and other dangers. Some days it may be the players responsibilities to do this although they will only be trusted with other peoples horses if their respect among the caravan is 5 or higher (see respect below). At around 11:00, or before or past that time is a good place to stop for a break is found shortly before or after that time, the caravan unpacks briefly to eat and let their animals eat and rest. After about an hour the caravan begins to pack back up until they get back to moving at around 13:00, they then travel for 4 hours more until they find a good place to stop and set up camp for the night, socializing, occasionally playing games, and doing whatever else it is that needs to be done before eating and going to sleep, ensuring that the night-guard is organized and everyone knows there shift. There are usually two shifts per night, shifts switching at 24:00. The next morning at 04:00 a horn is blown and the process repeats itself.Although there is no need to describe each day in detail, try to give your players a run down of what happens for the first day of travel and then simply tell them that the same thing happens each day. If they wish allow them to go into more detail about what there character does on certain days or over the course of the journey in general. Besides this the players may attempt to forage for food and water using the rules in the Dungeon Master's Guide (page 111) once per day. The DC for foraging in The Rabid Lands is 10.
Reputation
The party starts off with a reputation of -2, as rumors of their crime has influenced a small number of people in the caravan. Reputation is a measurement of how the party is viewed within the caravan, this reputation will also carry over into the village once it is settled by the caravan and if it is bad or good enough it can affect settlements outside of the one to be settled. Reputation works similarly to renown in The Dungeon Masters Guide (page 22) except that unlike renown reputation can become negative. The party gains or loses renown based off of their actions. Helping the caravan in major ways will bring reputation up by one point and saving peoples lives or livelihood will bring it up by two points, while being disrespectful to the caravan as a whole, hampering their goals, or just being plainly incompetent they will lose a point of reputation. Stealing from the caravan, incompetence ending in a caravan members death, or harming a caravan member in some way or similar events will reduce their renown by 2 and killing a caravan member intentionally will reduce it by 3. All of these negative effects can be mitigated or negated or better if there is just cause, for example knocking out a caravan member because he was drunk and brawling with others will actually bring reputation up by one and killing a person for the same reason will only bring reputation down by 2 instead of 3. The party also has higher and lower expectations placed on them as they increase or decrease in reputation. If the party's reputation is 10 or above respect they receive is reduced by one for each time it would be increased (i.e. increase of 1 result in 0 and increase of 2 result in one). Additionally their reputation goes down by an additional one respect each time they lose respect (i.e. -2 instead of -1). Likewise if the party's reputation is -10 or below the affects are the same except that reputation lost is also reduced by one each instance it happens (i.e. -1 instead of -2). The party's reputation is shared among them (bad company will beget bad reputation whether the individual is good or not) and reputation can only get as low or as high as -20 or 20 respectively. The table below shows how the caravan views parties of varying reputations.Reputation
Reputation is important to maintain in any settlement, especially when its the only settlement for hundreds of miles. Reputation works similarly to Renown in The Dungeon Masters Guide except that unlike Renown reputation can become negative. This table shows the effects of certain degrees of renown and how they affect peoples opinion of the character of the party as a whole. Bear in mind that reputation is not universal and thus someone could have a Lauded reputation in one city and a Villainous one in another
Renown | Opinion | Affects |
---|---|---|
20 | Lauded | Celebrations are held when they return to town with people lining up on street corners to see them. Only expensive goods and services like magic items and scrying don't come free to them and they are considered the greatest heroes the town has ever seen. |
15 | Beloved | Considered pillars of the community if they live there or if they only visit are often met with people hailing and greeting them in the streets if when they visit. Sometimes goods and services are offered to them for free and even just having them over for a dinner or a party is considered an honor. |
10 | Distinguished | At this reputation or higher all reputation increases are reduced by one, i.e. if reputation would increase by 2 it increases by one instead, if it would increase by 1, 0 instead. In addition they are quite popular and often invited to house dinners, celebrations, and sometimes given a discount for goods and services |
5 | Respected | Can easily receive small favors from those that they ask. For the sake of persuasion checks unless being influenced by some other factor NPC's in this settlement start with an attitude of friendly (see pages 244-245 of Dungeons Masters Guide) |
0 | Neutral | People likely do not even know about this person, and if they do they have a pretty neutral opinion about them. For the sake of persuasion checks unless being influenced by some other factor NPC's in this settlement start with an attitude of indifferent (see pages 244-245 of Dungeons Masters Guide) |
-5 | Disliked | Most people have a negative view of the party, getting into someone's private residence is quite difficult unless gold or a very good reason is involved and some goods and services will likely cost more than normal. For the sake of persuasion checks unless being influenced by some other factor NPC's in this settlement start with an attitude of Hostile (see pages 244-245 of Dungeons Masters Guide) |
-10 | Hated | At this reputation or below all reputation increases and decreases are reduced by one. A gain of 2 will only result in 1 and a loss of 3 will only result in 2 lost, etc. In addition they are publicly ostracized and without a very good reason or a significant amount of coin they will not receive services or good from anyone nor be received in their homes. |
-15 | Abominated | Not allowed where they hold it and will be forcefully escorted out of the town if they enter it. |
-20 | Villainous | Has a high bounty on their head and all those able that know of their reputation will likely attempt to kill them on sight. |
Travel Complications
Traveling such a long distance rarely comes without complications, especially in The Rabid Lands. Below is a table for determining what travel complications, if any, the caravan encounters throughout its journey. Note that travel complications are different from random encounters (discussed later in this section) as travel complications do not involve encountering other creatures but rather problems that arise from the terrain, weather, or within the caravan itself. It is up to you as DM to decide how often you roll on this table, an average frequency would be every 5 days (for 9 complication rolls in total) however you may decide that it better to roll every day or perhaps not at all, depending on the playstyle of your group. The purpose of this table, and the random encounters table below, is to make the journey from The Citadel to their future settlement a more significant journey for the party, rather than a simple time skip, however it is up to as DM to determine how significant this journey should be, if it should be at all.When you decide to check for any travel complications, roll 1d20 to determine what complications, if any, they encounter. As mentioned above if they are traveling at a fast pace roll 1d20+2 and if they are travelling at a slow pace roll 1d20-2 . If you roll a complication you already determined before you may either modify the complication so that it is new, repeat it (although it is not recommended), or skip it altogether:
Caravan Travel Complications
1-10 | No complications |
11 | Strong winds blow on the plains today (this affect only matters if they have a random encounter on the same day) |
12 | Everything looks the same around the caravan, at least one character must make a successful DC 12 wisdom (navigation) check or else lose one day of travel time as they go in a circle |
13 | Fog obscures the landscape around the caravan, not only is it difficult to keep going in a straight path but its difficult to keep the caravan together. If the party does anything to keep the caravan together (riding around on horses to make sure everyone stays together, blowing horns, tying wagons together, lamps, etc.) the caravan does not separate. If the caravan does get separated. If they do get separated it takes two days to get everyone together again before they can continue on the journey. In addition at least one character must succeed on a DC 14 wisdom (navigation) check or else the caravan gets lost in the fog and loses a day trying to get back to where they were headed. |
14 | A person or an animal (your choice) breaks a leg. If its a large animal such as a cow or a kiloka unless it receives magical healing to mend its leg it will likely be put down as it can't walk. If the animal was in a pair pulling a wagon the wagon is just slower but not enough to slow down the caravan and if it was the only one pulling a wagon someone else has to loan the owner(s) of the wagon a beast unless the owners already have a spare beast. If the victim is a person it more or less just sucks. If the players can mend the injury in any of these situations they will receive one respect |
15 | Pouring rain causes wagons to get stuck in ruts of mud, the players may attempt to help those in the caravan who are struggling free their wagons from said ruts and continue moving. To successfully do this they must succeed on a DC 14 group strength (athletics) check. If they succeed they manage to keep the caravan moving, if they fail the caravan must wait until the rain stops and then dig the wagon wheels out of the mud to free them, the caravan loses one day of travel time. If the players succeed in stopping the caravan from stopping they gain 1 reputation |
16 | One wagon's Tusked Kilokas are acting up and fighting with each other. They can be calmed down with a successful DC 14 wisdom (animal handling) check. If the players can't soothe the Kilokas and fail to restrain them in any other way they break off the wagon tongue and run off, the caravan loses a day of travel time rounding them up and repairing the wagon tongue, unless the players successfully round up the Kiloka themselves (use the same DC if they try to calm them down) and repair the tongue provided they are proficient in the appropriate tools, requiring a DC 15 skill check. If the players succeed to calm the animals or round them up and repair the wagon tongue they gain 1 reputation and lose no time, if they fail to calm the animals or to both repair the wagon tongue and round up the beasts they lose one day of travel time. |
17 | A drunk man in the caravan has begun to insult, tease, and downright disturb people. This reaches a peak as he and another man begin fighting each other with their fists. They can be dissuaded from fighting with a successful DC 14 charisma (persuasion) check (disadvantage for persuading the drunk man) or they may try to restrain one or both of them. They both use the commoner statblock and neither use a club, instead they just attack eachother with their bare hands. If they manage to resolve the brawl without anyone going unconscious they gain 1 reputation, if they kill either of them they lose 2 reputation. |
18 | A 7 year old boy has gotten desperately ill. The mother runs to the front of the caravan to ask the players for help, she has already asked everyone else over the past few days and no one has been able to help her. If the players agree to come with her back to her wagon they see a human child lying on his back in the bed of the wagon next to packs of weavers tools and food. He is pale with illness, struggles to breath, and his eyes are constantly tearing up. The mother informs the players that he started coughing 2 weeks ago but lately he doesn't even seem to have the strength to do that. The child doesn't talk unless asked to because it strains him too much. A character that succeeds on a DC 14 medicine check recognizes the child's condition as symptoms of a disease known as Leaky Lung and succeeding this check by 5 or more reveals that the child only has around 3 days left to live, if they asked the child questions about how he feels they have advantage on this check. This disease can obviously be cured magically however if a character makes a successful a DC 16 intelligence (nature) check they know that one cure for it is boiling Goblin's Toe in a pot of water and having the afflicted breath in the steam, repeating this process every day for a few days (4 in this case). These mushrooms can be found whenever the players attempt to forage so long as the forage roll equaled or exceeded 16. If the players cannot provide the mother with Goblin's Toe, cure, or begin curing the child's ailment by 13:00 3 days after they meet the mother the boy dies. If they successfully cure the child they gain 2 reputation. |
19 | A settler named Karik drank some water accidentally drank some water contaminated with Hell's Decadence, throughout the day people notice one of the guardsmen that came with them on the trip to be eating obsessive amounts of food. The players are called over by another man named Talton asking them to try and get him to stop eating so much, complaining that he's barely even talking to people anymore. When the players get to the man anyone who makes a successful DC 17 Intelligence (arcana) check can tell he has come in contact with Hell's Decadence. Unless stopped the Talton walks up to the man and grabs his arm and says "stop pigging out or there won't be enough for all of us by the end of this!", Karik immediately pulls tries to bite Talton. Karik uses the thug statblock in the Monster Manual (page 350). He cannot be reasoned with and will begin to cannibalize people around him if left alone. If he is killed or otherwise stopped the party gains 2 reputation |
20 | The earth trembles and quakes, one of the notoriously frequent earthquakes of The Rabid Lands is occurring. When this each character must make a DC 12 dexterity or strength saving throw (their choice) or take 1d8 bludgeoning damage and become restrained under debris such as a wagon or an animal. A restrained creature or another helping creature must succeed a DC 17 Strength (athletics) check to free themselves. The caravan is delayed by 1 day after this event as they try to gather up what they lost out of their carts and round up their animals. There is no way to prevent this loss of time however if the players wish they may attempt to help people in the caravan (you as the DM have the freedom to come up with whatever problem you like), successfully helping people throughout the day increases their reputation by one. |
Random Encounters
Along their journey to find a suitable location to call home, it is likely that the caravan will encounter not only complications from the environment and from within their own caravan as described above, but also locations and creatures that bring similar problems. As DM you should treat these random encounters similarly to travel complications, only using them if you wish to make the journey more significant and a bigger part of this campaigns story. You may decide to use all or none of the encounters below but an average amount of random encounters would be one every 10 days, this should amount to around 4 encounters over the course of the journey. You may either roll 1d6 on the table to select an encounter randomly or pick an encounter yourself to run. Either way avoid repeats of encounters, rerolling if necessary. It is your choice at what time of day these encounters take place however unless otherwise specfied most of them are designed for when the caravan is travelling however could be modified for when the caravan is resting.d6 | Encounter |
---|---|
1 | Dwarven Tomb |
2 | Goblin Pickpockets |
3 | Hobgoblin Ambush |
4 | Ankheg Underground Assault |
5 | Hadrosaurus Herd |
6 | Ettercap Forest |
Ettercap Forest : The caravan comes across a forest with a wide road jutting out from a spot on its border. A successful DC 12 wisdom (perception) reveals that there are no tracks on the path except for those left by animals and yet it is completely free of weeds and debris. The players may choose to go around the forest and avoid this encounter first but first they have to convince the rest of the caravan who believe this is a sign of a town they could stop at to resupply and gather news that is settled within the woods or perhaps on the other side. It takes a successful DC 15 charisma (persuasion) check to persuade them, presenting the evidence of there being no tracks on the road and any suspicions the party as also grants advantage on this check, and if the players decide to scout ahead and come back telling the caravan what is ahead no check is required to persuade them unless the players reputation is -5 or lower. The path into the forest is half a mile long and from as shallow as 50ft. the trees become thick enough that if it is bright light outside it is dim light instead, and if it is dim light outside is dark. 400ft. into the forest a successful DC 15 wisdom (perception) check allows a character to realize that there has not been a single animal within sight of this path since they came in. Once the players are 800ft. in a successful DC 14 wisdom (perception) check reveals that around 20ft. off the path in many places there are thick spider webs, abnormally large (remember that dim light imposes disadvantage on perception checks). A character can discern that these webs belong to giant spiders with a successful DC 12 Intelligence (investigation) or (nature) check.1000ft. in traps laid by the local ettercap begin to appear. Every 50 feet after this point there is one trap set, the DC to spot all traps on the path is 14, whether this is to spot a spider silk tripwire or notice the thin webbing underneath the dirt that gives the spot away as a pit trap. None of these traps can be disabled but all of them can easily be activated without causing any harm, such as throwing a rock on a net of web, or cutting a tripwire and dodging backwards as what appears to be a cocooned humanoid swings by. If one of these traps is detected or activated you may either pick one from the table below or roll 1d3 to determine randomly what trap it was.
d3 | Trap |
---|---|
1 | Falling Web: This trap is functionally the same as the Falling Net trap except instead of a falling net the tripping tripwire causes the cocooned husk of a humanoid (orc) body to swing out from the side of the road and slam into the character with rocks and webs exploding out of it, trapping them in webbing. Because of this the strength check DC required to free a creature from the webbing is DC 13 rather than DC 10. |
2 | Eaten Alive: This trap consists of a thick and strong spider web hidden with thin spots of dirt and leaves laid over a 5ft. pit with a swarm of spiders in it. If the check to spot this trap is exceeded by 5 or more the character also hears the crawling and chittering of many spiders under the web. When a creature steps on the web it falls into the pit (without taking any falling damage as their fall is broken by the web). They are restrained in the web until they or another creature uses an action to attempt to make a successful DC 11 strength check to free the trapped creature from the web. Once the trap is triggered the swarm of spiders will attack whatever fell into the trap, if a creature is freed from the trap and leaves the pit they will not pursue them. |
3 | Poison Spike: This trap consists of a tree branch with a sharpened ulna bone from a goblin attached to it via spider silk. On the sharpened tip of the bone is potent spider poison fermented by a method known only by ettercaps. A silk tripwire attached to the branch, if triggered, will cause the branch to swing around and make an attack roll with +8 to hit against the creature that triggered it provided they're not tiny (for tiny creatures it will simply swing over their head harmlessly). If this attack hits the creature takes 1d8 piercing damage and must make a successful DC13 constitution saving throw or take 4d6 poison damage. If this attack reduces the creature to 0 hit points or less they become stable but poisoned for 2 hours even after regaining hit points and are paralyzed while poisoned in this way. |
If any of these traps are triggered or any webbing in the forest is touched by a creature 1d3 giant wolf spiders arrive where the trap was triggered or web was touched in 1d6 rounds. 1d6 After the giant wolf spiders arrive 1d3 giant spiders arrive, and 1d6 rounds after the giant spiders arrive 1 ettercap, the apex of the forest and shepherd of the spiders, arrives. All of these creatures will pursue the party if they can find them and as long as the party is not outside the forest. If the players escape any of these creatures but touch yet more webbing or trigger another trap all the creatures they escaped will arrive where they tripped the trap or web in the same way they arrived the first time. At the very end of the road, dead center of the forest, 2640ft. in, is the ettercap's lair. If the players are defeated by any of the giant (wolf) spiders or the ettercap instead of being killed they will be taken to this lair and hung upside down in cocoons. While in these cocoons they are restrained and blinded. The cocoons have an AC of 10 and 15 hit points. A creature can free themselves or another creature in a cocoon by using their action and making a successful DC 15 strength check. The lair is a sphere 15ft. in diameter of web and wood with only one exit, a hole in the roof. The walls of the lair are obviously flammable and each 5ft. section has an AC of 12, a damage threshold of 5, and 25 hit points. Within the lair is scattered loot from previous victims equivalent to a CR 2 monsters treasure hoard along with the cocoons and bones of the long dead victims. In addition there is one 4ft. in diameter ettercap egg in the lair with 3 swarms of ettercap younglings (use the swarm of spiders statblock).[/aloud]
Completion: The Party is not dead XP: 1000
Completion: The ankheg has been slain or driven away
XP: 450
Completion: The goblin's thieving has been thwarted
XP: 500
Within each sarcophagi is a dwarven skeleton still in armor and holding a warhammer with both hands against their breast, neither the armor nor the hammer shows any sign of wear or rust, only dust and cobwebs. 5 skeletons are of male dwarves and 1 of a female dwarf. Each one was buried with a bit of jewelry or other precious item worth 25gp (roll on the 25gp art objects table in the Dungeon Masters Guide, page 134). If any of the remains of these dwarves and their possessions are touched or otherwise disturbed (moving the lid does not count) the offended dwarf's warhammer and armor will animate. The armor uses the animated armor statblock and the warhammer uses the flying sword statblock except that it's "longsword" attack does bludgeoning damage instead of slashing damage. This gives the illusion that the skeleton itself is fighting but a successful DC 14 wisdom (arcana) check reveals that the skeleton is inert and the armor is what is fighting. These objects keep fighting until destroyed, the intruders are killed, or the intruders leave. In the ladder two possibilities the objects will return to their sarcophagus and pull the lid back over themselves. Lastly recall that the caravan is not willing to stay camped for longer than 1 hour past the time they would usually leave plus 1 hour for every 5 respect the party has. (negative 5 respect or less will result in the caravan moving on immediately after their rest is up.)
Completion: The party acquired treasure form the dwarf sarcophogi XP: 250 per coffin lootedHobgoblin Ambush:
Among the caravan are 5 hobgoblins each riding a worg. Their goal is to kill as many people and animals as possible so the caravan is forced to leave wagons behind so that they can loot them later. Each hobgoblin will jump off of its worg onto a wagon and try to kill everyone on the wagon while its worg tries to kill whatever animal is pulling it. To randomly determine who and what is in a wagon roll a d6 to determine how many people are in a wagon and then roll a d6 and add how many people are in the wagon to the result, on a 2-4 there is one mule, on a 5-6 there is an ox, on a 7-10 there is a tusked kiloka, on a 11 there are two oxen, on a 12 there are two kiloka. While one hobgoblin attacks the players the other 4 attack the wagons at the very back of the caravan. During their first round of attacks there are 1d6 guards to fight with them (if there are that many guards left to attack them), every 2 rounds 1d6 more guards from caravan arrive at the back to fight the hobgoblins until all the guards of the caravan have arrived. Regardless of their reputation the players may borrow drafthorses from the nearest people who have them at this time (the nearest horses are all within 30ft. of the players). The total length (in feet) of the caravan is the number of wagons it contains (50 by default) multiplied by 15. When 3 hobgoblins have been slain the other two retreat yelling something in goblin. If the players helped to repel the hobgoblins they gain 2 respect.
Completion: The hobgoblins have stopped attacking the caravan XP: 800
Locations
Rûhntír Tribe
The priest leads them to where the Rûhntóg first ran off. There are blood spatters on the ground and few scraps of fur and armor around where there was once a tent that is currently being mended. The Rûhntóg left the camp last night and so the tracks are still fairly fresh but still difficult to follow, requiring a DC 16 Wisdom (survival) check to be able to track. After a few minutes of following the tracks anyone tracking them will notice that the footsteps change from an awkward gait of two feet to a stride of what appears to be six individual limbs. It takes about 4 hours of travel at a normal pace to locate the Rûhntóg. The Rûhntóg is medium (make sure to make the appropriate stat adjustments as directed in its statblock, but if the players seem to be doing really well lately make it large) and currently has the Vicious Maw and Great Wings adaptations. It is devouring a deer atop a 30ft. cliff on the other side of a 20ft. wide river that is 7ft. deep at its lowest. If the Rûhntóg notices its hunters it screams an awful scream and will attempt to go and grab someone and fly off with them to drown them or drop them or simply to tear them apart.
The priest can sense whether the Rûhntóg has been been slain or not. If the party succeeds he thanks them greatly. He and the village aren't happy to lose a tribemate but are thankful to the travelers for helping them. They have little to nothing to offer in payment however the Priest invites them to a ceremony through which they will grant the favor of Rûhl. The players gain the blessing of Rûhl:
Once per day you may swap your Strength, Dexterity, and Constitution ability scores with each other as a bonus action. For example (but not limited to this example) if you have a 17 in strength, a 15 in dexterity, and a 11 in constitution, you may swap them around so that you have a 15 in strength, an eleven in dexterity, and a 17 in strength. This affect lasts for 10 minutes after which your ability scores revert to their original values. If this change would cause a change in hitpoints (i.e. a CON bonus increasing or decreasing) any hitpoints gained are gained as temporary hitpoints which last for as long as this effect does and any hitpoints lost remain lost until this effect ends after which they are regained as long as your current hitpoints are above 0.
Completion: The Rûhntóg is slain
XP: 450
Devastated Hamlet
As evening draws close the caravan notices a plume of smoke rising into the sky. They decide to head towards it to see if there are other people out here. Once they get there they find single one floor house on the edge of a cliff with a pillar of smoke rising from a hole in the thatch roof. There is also a waterfall a ways past the house. Within is a young woman warming herself by a fire. Her name is Hannah Millings and when the house is entered she jumps and panics, grabbing a knife from a nearby table and turns around to point it at the intruders.
Hannah is hesitant to talk, with anything she does say dispersed between tears from pain and grief. She will say nothing if unquestioned, if the players question her However, she will give them the following information:
- The hamlet, of which her home is all that's left, was called Sunrise Ridge. A small portion of the 47th expedition built it next to a wide bulge in the river that continued off into a waterfall where fresh water was plentiful and fish were abundant, although the rest of the expedition continued on, believing there to be better places to settle.
- A little less than three days ago, although her sense of time is somewhat distorted, a tremor came and shook the whole hamlet, causing a landslide as most of the buildings slid down the cliffside. At the time of the earthquake she was walking home with her husband John and her 7 year old daughter Elia. The stone church tower was collapsing and was poised to fall on them when John pushed her and Elia forward, trying to get them out of the way. When it fell it only hit her leg but it collapsed on Mike and dragged him down with the rest of the land slide, and Elia, panicking, grabbed a hold of Johns arm and went down the cliffside with him.
- She would like to join the caravan if she is permitted. If the players don’t offer Hannah a place in the caravan Kireth will. Either way Hannah gratefully accepts but frowns as she thinks for a moment and says:“I know you may think I’m being ridiculous, but I do truly believe Elia and my husband could still alive down there somewhere. I know the landslide should have killed anyone, but I… after the church stones fell on them I still heard him… screaming all the way down the cliffside. It still echoes in my mind and… surely he could have just as well survived as died? I’ve wanted to go down that cliffside ever since the quake but this leg won’t allow me. Do you think some of you could go down the cliffside and find him? I know he probably isn’t alive but he could very well just be trapped under some rubble and needs help! I could never forgive myself if I didn’t at least ask you to look, and even if he is dead, at the very least I could give him a proper burial… or *looking at her leg*… at least maybe you could. There are probably still some valuable supplies from the town down there to help you on your journey too!”.If the players accept Hannah gives a description of what John looks like and thanks them profusely. John is a human male, about 5'9" (Hannah uses whoever is closest in height as a comparison), has jet black hair, and notably has a birthmark on his neck. Elia is a little girl, no taller than a gnome, with the same jetblack hair as her father, and was wearing an orange dress when she went down.
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Cliffside Disaster: The cliffside beside Hannah’s home is still unstable, and the moment any creature steps within 10ft. of the cliffside this becomes immediately obvious, with slabs of dirt and large rocks falling down the cliffside as the small vibrations from their steps cause the earth to shudder a little bit. Any creature that weighs 100lbs or less (including anything they are carrying) can approach the cliffside without risking a collapse and sliding down the cliff, if anything or anyone heavier steps within 5ft. of the cliffside roll 2d100 and add 100 to the result. If the total equals or exceeds the total weight of the creature that is stepping towards the cliffside they are safe and the cliff does not collapse. However, if it is less than that creature's total weight, a collapse occurs.The cliff is 60ft. tall and mostly dirt. At the bottom lies a massive pile dirt with lumber, stones, thatch, and other remains of the hamlet poking through; no bodies can be seen from the top. If a creature slides down the cliff, they may either make dexterity or strength saving throw (their choice). On a successful DC 14 Dexterity check they do not slide down the cliff at all and manage to hang onto the edge of the cliff, or on a successful DC 17 check, jump back onto the clifftop. If the creature makes a strength saving throw, they still fall down the cliff and still take fall damage, however the fall damage is reduced by a number of dice equal to the result of the saving throw divided by 3.There is a sturdy boulder nearby and some sturdy trees about 100 yards from Hannah's home on the clifftop. If a player uses these tie points and rope to rappel down the cliffside it is safer than just sliding but given the instability of the cliffside it is still difficult. The first time they attempt to scale up or down the cliffside they must succeed a DC 10 dexterity or strength check (their choice) or, as they are climbing, the ground they are standing on to rappel gives way and they fail to regain their footing and their grip fails them. If this happens they slide down the cliff using the same rules stated above this time assuming they have made it halfway down the cliffside already unless they stated otherwise. Additionally if they choose to make a dexterity saving throw a successful saving throw allows them to catch the rope a few feet below where they lost their grip.The debris of the former hamlet consists of an area of difficult terrain roughly 200ft.x400ft; The debris mound is about 4ft. tall. If the players choose to search through the debris by conventional means, each hour they search have each player make a perception check and add 1 to the result for each hour they have been searching and consult the table below. Most results on the table can only be achieved a certain number of times. If a player rolls a result that is no longer achievable, downgrade the result to the next lowest bracket until they get a result that is still achievable.
Hamlet debris Search Table
Check Result | Discoveries |
---|---|
0-2 | Nothing but more rubble and dirt |
3-10 | A dead body, human or animal (DM's choice). It is not John. This result can be achieved a maximum of 10 times |
11-12 | A crate or barrel of foodstuffs that is still intact and unspoiled. This result can be achieved a maximum of 8 times. |
13-14 | A random tool from the PHB (DM chooses). This result can be achieved a maximum of 3 times. |
15-16 | This result can be achieved a maximum of 3 times. If it is the first time this has been achieved: An unspoiled bolt of silk, 3 sq. Yards. Second time: 2lbs hunk of silver. Third time: 8lbs of iron. |
17 | A dead priest. He is also wearing a golden holy symbol for Hyrandir, worth 50gp. This result can only be achieved once. |
18 or higher | The Cave entrance, continue to The Hidden Cave. This result can only be achieved once. |
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The Hidden Cave
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As you lift a wall segment, underneath you find a 3ft. hole that drops 15ft. down into a cave. Water from the waterfall trickles into the cave mouth, down into a pool where it mixes with a strange substance
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The Arteries of Glutnash:
- Entrance:
- The stream meets in a shallow pool in the center of the room, mixing with a blackish-green sludge (Hell's Decadence, revealed to be so by DC 14 Intelligence (nature) check) flowing from the eastmost tunnel, before flowing down three other paths through the tunnels
- There is a dead man in the center of the room with a knife sticking out of his neck. His hair is brown and he is quite tall (6'4")
- There is a small pool of a deep red, dark substance (DC 10 Intelligence (medicine) check reveals it to be blood, 15 or higher also reveals that its a few days old. (This is from John, he got a very deep cut on his arm during the fall). A DC 12 perception check will reveal droplets of dried blood leading to the second tunel from the east. The trail becomes impossible to follow just a few feet down the tunnel as it seems the blood was washed up with the sludge flowing down this way
At this portion of the cave, John (commoner) is lying on the ground, muttering to a Myling, his daughter Elia. Creatures with Passive Perception 15 or higher can hear them out to 40ft. talking, however the flesh on the walls muffles sound significantly. When the players find them describe it as such
- In a more open cave nearby which has a short tunnel leading to the outside where John and Elia saw daylight.
- There is also gibbering mouther in this cave which killed Elia as she was trying to run to the other side to escape
- The Gibbering Mouther Consumed Elia, but she came back as a Myling and wants her father to recover her body.
- John is terrified and fears he is going mad. He wants to bury his daughter but can't face the Gibbering Mouther
- John did and is willing to admit he killed Paul, the man at the entrance of the cave, because he ate some of the sludge out of hunger and went mad, trying to kill Elia. He is still very broke up about it.
- John is very hungry and very thirsty
- Both John and Elia are willing to accept help from the party. If the party refuses to help Elia she will attack them
Party recieves 800xp if they manage to get John out alive
A Home Found
After the caravan has traveled the required number of days during the midday rest scouts find a place that seems perfect for settlment:After about half and hour of travelling the caravan gains sight of the location. They cheer and celebrate and the characters gain a level. As soon as they get there everyone begins unpacking everything they have and setting up a sort of camp, continue to conflict.
Conflict
If the players refuse the men will simply request that a handful of the other guards of the caravan come with, to which they agree and if so you may have the men come back, 5 of the 12 of them missing, telling of an ambush by frog-folk, in which case ignore the first paragraph of the next section, Conflict. As the players enter the swamp there are many notable qualities to be noted, edit the description accordingly if they are not with the group of men:
The group consists of 9 humans, 2 dwarves, and a half-orc, all male and using the commoner statblock. After about half an hour of work a group of bullywugs consisting of 3 bullywugs riding on giant frogs, each with a net in addition to their other weapons and 5ft. of rope each. One of the bullywugs, their party leader named Murk, is also wielding a flail covered with muck and with rotting plants stuck in the chain instead of a spear and wears rusty chainmail rather than hide armor, treasures acquired from scavenging in the swamp. He is proficient in both and his AC and Spear attack change accordingly. The bullywug party's goal is to take up to three people alive back to their camp either by swallowing them with their giant frogs, capturing them with their nets, and/or tying them up with their rope and dragging them back to their villageand either flee if the battle is going poorly or kill the rest of the woodcutting group if it is going well. If given the chance they will steal anything that seems to be of value from the group. The enemies all try to come at the group from different angles. Make individual stealth checks for each bullywug (counting their stealth check as applying to both themselves and their mount) against the passive perception scores of the group as they try to ambush them. As soon as their leader attacks or when one of them is discovered all of them spring the trap, focusing on the players first and on the woodcutters last. The woodcutters do not attack unless an enemy gets within 5ft. of them and otherwise try to avoid fighting.
The Bullywug hunting party knew of the players via their communication with the frogs in the area and left tracks leading back towards their village, Gollup. A player can spot these tracks with a successful DC 10 wisdom (survival) check (with disadvantage due to the fog). The Bullywug village is about 2 miles away from where the group was attacked and takes 1 hour to travel to due to the thick muck and weeds of the marsh. If the players choose to leave the woodcutting party they return back to camp.
Regardless of whether or not they are heading to the Bullywug village or not the if the players attempt to go deeper into the swamp they will encounter a giant constrictor snake sleeping on the swamp floor, appearing to be a fallen tree at first glance in the fog. A successful DC 10 Wisdom (Perception) check reveals that the "fallen tree" is in fact a giant snake (bear in mind there is likely still fog giving passive perception scores -5 and checks disadvantage). The snake has blindsight out to 10ft. and as such although it is sleeping will wake up and notice any creature that comes within that range, if the characters fail to see it for what it is and keep moving as normal it is assumed that the first character in marching order will enter this range immediately after it makes the perception check. The giant constrictor snake is hostile and if awoken for any reason will attack the party, retreating if bloodied and but otherwise intending to eat the characters.
Gollup
Gollup is a small bullywug village within Carcaraxass, The Swamp Queen, it is home to small population of bullywugs and a relatively large number of giant frogs. It is lead by a smug and mean-spirited bullywug named Golluck (the village obviously being named after himself after he bullied some bullywugs into serving under him). There are almost never any bullywugs on guard however at all times there are 3 giant frogs wandering the village that alert the village with loud croaks if creatures they don't recognize come near (excluding insignificant things like flies and small snakes of course), trained to guard the village by Gall (see area A2). Additionally there are hidden pit traps on the outer edges of the village, one on east side and one on the west, and 1 falling net trap in the northeast corner of the village. If the players are detected both frogs begin to let out a deep and resonating croak that alerts the rest of the village. It takes one round for everyone in the village to get ready to fight, afterwards the bullywugs in areas A1 come out of their huts to attack the players, taking them captive if it is an option. If the players kill six or more bullywugs and/or giant frogs any remaining bullywugs that are bloodied will attempt to flee, into area A3 if the path is clear or into the swamp if it is not. lightsources: The village is deep within the swamp, and as such is only dimly lit during the day and completely dark during the night, with no torches or otherwise around to illuminate the area with the bullywugs relying on the darkvision of their giant frogs to spot intruders. Areas A1 and A2 are both illuminated with dim light by either the glowing coals or the smoldering fire pit used in A1 and A2 respectively for cooking.
If a character was kidnapped and brought here they will be brought before Golluck, who tries to intimidate them while showing off his wealth and power. The captive will not die unless they deeply insult Golluck because Golluck simply desires and audience to be impressed by him. If enough deference and awe is shown to Golluck and an appropriate offering is given (or promise) Golluck will set the captive free, giving an attempt at a profound sounding speech relating his "great generosity and mercy".
A1: Huts
A2: Frog Farm
Gall is a 1st level druid (Save DC10, Spell Attack Bonus +2) who knows the cantrips infestation and transmutation and the 1st level spell animal friendship; he has 2 first level spell slots. He lost his arm to the giant toad outside, now called toothy, when he was first taming it. He has no weapons nor a shield as other bullywug do and does not wish to fight the characters and will only do so if his life is threatened and he cannot run away, and even so he tries to use infestation to create an opening for him to escape from them, however, if the players harm toothy or any of his giant frogs, he will attempt to kill them, leveraging his frogs and toothy against them if they are still alive and raising the alarm if it has not been already. Outside of these scenarios he feels completely neutral towards the characters and ignores them unless they can successfully communicate with them. Although he still holds the evil beliefs of the bullywugs he has grown tired in his old age and doesn't believe that actually acting on these evil beliefs is worth it. He hates Golluck and if the characters communicate their intent to kill him he will send toothy with them to kill Golluck, he also informs the players that Golluck is in possession of a magical mace and has an emergency hole in his hall that drops into a bog underneath his hall.
A3: Gollucks Hall:
Within this hall is Golluck and any bullywugs that may have fled here when the players attacked the village. Golluck believes strongly in survival of the fittest and thus does not leave this hall even when he is well aware of intruders in the village, those under him who cannot survive do not deserve to. When the characters enter the hall he and any bullywug within it attack them on sight. If Golluck is reduced to 50 hit points or less he retreats through the escape hole next to his throne.
Golluck CR: 5
STR
16 +3
DEX
10 +0
CON
17 +3
INT
7 -2
WIS
10 +0
CHA
7 -2
Amphibious. Golluck can breathe air and water. Speak with Frogs and Toads. Golluck can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. Golluck has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. Golluck's Long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.
Actions
Multiattack. Golluck makes two melee attacks: one with his bite and one with his mace or he may use his swallow once and attack with his mace once. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage and the target is grappled (DC 15). While Golluck is grappling a creature in this way he cannot use his bite attack. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 7 (2d6) piercing damage. After 5 successful hits with this attack it no longer deals the additional piercing damage until the next dawn. Swallow. Golluck makes one bite attack against a Medium or smaller target he is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside of Golluck, and it takes 10 (3d6) acid damage at the start of each of Golluck's turns. Goluck can have only one target swallowed at a time.
Return to Camp
When the players leave Gollup they encounter a large mire which they had not crossed on the way in, although a successful DC 12 Wisdom (Survival) check reveals that this is, indeed, still the proper way back to camp. The mire goes on for hundreds of feet to the players right and left and is 5ft. deep however to get back to camp they must cross the width of the mire which is 60ft. across. A successful DC 14 Wisdom (Perception) reveals that beneath the murky film of rotting plants and muddy water the mire is infested with quippers lurking beneath the surface. There are 2 Swarms of Quippers in the mire and any creature that enters the mire that is missing any hp is immediately attacked by these quipper swarms as they are driven into a frenzy by the scent of blood.Continue to
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