This adventure follows directly on from the adventure of TheGoblin Heist, if the optional ending to return to Bolsano’s workshop is not chosen by the referee.
1: THE WILDERNESS
The assumption at this point is that the party will still be too
weak to tackle the Ogre band with any confidence, and will head downstream, away
from them. Indeed, given the difficulty
of seeing through the mists of Orn, they may not have realised what the huge
attacking humanoids were. At least one
of the parties this adventure was playtested with were under the impression
that they were being attacked by giants!
This is a general map of the immediate area for the referee:
The players may ask Bolsano questions about his earlier attempts
to spy on the goblins, in order to find the road which he mentioned, and
ideally find some form of civilisation.
Bolsano will not have a very clear sense of terrain – he was watching
the creatures through a crystal ball, and was focused on them, so will only
have a very hazy idea of their route and the distances they travelled. However, he thinks he traced the Goblins upstream.
He still believes they are just a few tens of miles from Ixixion,
and will continue to urge the adventurers to help him navigate back to the
village (see the map he sketched earlier).
This adventure involves travel across the wilderness. It includes the Ruined Tower (optional), the Rowan Forest and Gnome Colony, the Forest Lake, the Long Lake, and the Lake of Mists. There is also a possible short diversion to the Ancient Road. Each of these encounters are described below.
There are no wandering monsters before the Rowan Wood; it is assumed that the band of ogres has terrified the land around.
The Ruined Tower
The characters may divert to investigate the hilltop - if so, about halfway up they will see through the mist that there is a ruined tower at the summit.
This was once a tall lookout tower, but has now fallen, and the
remaining walls are no more than five feet high. The ruins are twenty feet
across, and inside the base is a tangled, brambly area.
A jackalwere has made its lair by the tower, but will hide if more
than one character approaches. A
coward, it will follow from a distance, for up to a day, while seeking the opportunity to
strike a straggler from a distance.
Jackalwere. Details as MM 5e.
If the party continues to follow the river downstream, they will find it joins a second stream, coming from the left, in a small wood of Rowan trees. If they follow this new river upstream, then they will be heading to the diversion of the Ancient Road.
The Rowan Forest
This small forest is comprised almost entirely of mature European rowan trees, of height anywhere between forty and seventy feet.
The Gnomes
At the junction of the rivers, in the vee, is a small community of gnomes.
This group of gnomes arrived on Orn only eighteen months ago, as one of several refugee groups fleeing the might of a murderous empire. This brutal empire was built around a death cult of sun worshippers and was expanding into their lands. (This seems to have nothing to do with Ixixion).
They fled through the planes and arrived roughly at the same spot on the river where Bolsano sent the party to Orn.
Since arriving, they have established a community in the vee where the
two rivers meet. They live mostly
underground, and the access to their homely tunnels consists of three separate
domes of well-crafted stone. They have also, now, adapted to riverside living. The domes are surrounded by a low wall
of stone, over which the gnomes will shoot their crafty bows in defence, should
the need arise.
Their homes
beneath the domes are joined underground by a diverse network of tunnels and living
spaces. There is also a complex, farmed
biome consisting of mushrooms, toadstools and other fungi in specialised,
field-like caverns which make up over half of their diet.
The gnomes fish, and have crafted agile rowing boats with which they have become expert, although they only very rarely venture much beyond the rowan forest. As well as being able with rod, line and fishing spear, they also farm a little, in the land around their dwellings, growing berries and fruit as well as sweet potatoes. The soil beneath the rowan is a rich loam, which supports a fine harvest. The gnomes are also exceptionally skilled at pottery.
As a small tribe,
who keep themselves to themselves, they cannot offer any information regarding
the hold of the forest dwarves or the ruined tower. They know little of the lands round about.
The gnomes have also built a fourth dome inside the compound, with sleeping quarters, for visitors. This does not link up with any part of the gnomes’ own private world.
Sixteen adult gnomes live and dwell in the domes and tunnels, and survive by growing crops, hunting and fishing. They have three small fishing boats with which they can navigate the river. Seven of the gnomes are male. Three small gnome children also live in the underground tunnels.
The gnomes are hard-working and active, and busy with their fingers. Although they live in the forest, they are Rock Gnomes originally, and have their associated features.
The chief gnome, Sangirstig of the Scree, will meet with the adventurers, along with her guard. She is a middle-aged, tough looking female gnome.
The forest is looked after by The Rowan – an adult, reclusive Treant. (For more on the various Treants on Orn, see the separate discussion later. At this point, it is enough to note that on Orn, each treant is associated with a specific, identified species of tree). The Rowan cares and tends for the stand of rowan trees, and is on friendly terms with the gnomes, but will not engage with the party unless he believes they intend harm to his forest.
Although they are
on friendly terms with the Rowan, the gnomes do not tend to discuss him with
outsiders, beyond phrases such as ‘the wood is protected,’ ‘the rowan is
guarded’ or ‘the bark of the forest must not be touched’. All of their wooden belongings are of ash or
walnut, harvested from trees just beyond the rowan forest.
Sangirstig tells the adventurers that a little over a year ago the gnomes were visited by a small group of elves from the village of the wood-elves, who were interested in establishing friendly relations. At the time, the gnomes were rather stand-offish, as they were still suffering from their journey, and in the process of establishing their new colony. However, they would now like to reach out to the elves, if possible.
More details of the gnomes will be revealed later.
After some discussion, they have chosen Isadora, Sangirstig’s young niece, as an envoy to the Elves, and would like the
characters' help. Would they act as a
bodyguard, helping her on her journey downriver?
Bolsano is also interested in finding the Elf-village, as they may be able to offer directions home.
Isadora will be quiet and unassuming on the boat. Helpful but modest. Her job will not really start until (or if) the party reaches the Elven Village. She has two boxes of equipment, including tinker’s tools, and a zither.
The gnomes will hire the ragtag party to go with their emissary to
the Elves and act as her guards. The river is known to be navigable from the
Gnome domes to the Elven Village.
Bolsano will attempt to take charge, and appear as the leader of the party. He will offer to pay the player characters to support 'his' job of helping Isadora. A fairly involved negotiation will in all likelihood ensue. The gnomes do not use coinage, but can offer small gems in payment. Bolsano will overvalue them.
The journey will mean heading downstream to the Lake of Mists and then
turning upriver to Blackbird Lake. If the party keeps to the left bank they should arrive safely.
The gnomes will prepare two larger oaken punts (this will take two days) for the characters
to use. These are flat-bottomed boats
propelled by paddling on either side. Each punt has four paddles.
The Gnomes relay what the elves told them a couple of years
ago. Stay near the edges of the lakes,
but not so close to the shore that you can be easily attacked from the land. And do not go out on the highly dangerous Lake of Mists.
This is the gnome's copy of the map that the elves drew:
The elves said that the river flows sluggishly and uneventfully
down from the gnome colony to the Forest Lake. When the elves left, they said they would bring news of the gnomes back to their village.
Should the players accept the task, the gnomes will provide food and drink
for five days – this should be more than enough for the journey. The food will be mushroom-heavy, but will
also include sweet potatoes and fruit. See The River Journey below, for this trip.
However, the characters may decide to travel up the other stream that feeds the Rowan forest, either before they meet the gnomes, or as an alternative to taking on their task. Bolsano is uncertain in which direction the road and carriage he saw can be found, but it may be that way. If so, they may take the diversion of The Ancient Road.
2: THE RIVER JOURNEY
If the characters eventually accept the gnomes' task, either before or after exploring the other stream, and they decide to follow the elves map, there will be a number of decisions to make. Who travels in which boat? And where will the various stores of food and so forth be kept? This journey will take longer than a day, so they will need to decide when and where to rest safely.
The oaken punts have a shallow draft, and they can be easily paddled along - and each boat has been provided with four paddles. There is no need for the characters to try out their punting skills. Who will paddle first? Will the party come up with a rota? Although they are headed downstream, they may need to plan for working in shifts.
The encounters on the River Journey are preprogrammed. There are no wandering monster rolls. The referee may, however, choose to roll dice and look up tables to make a pretense of randomness...
The Forest Lake
The river from the rowan forest to the is gentle, and slow-flowing, with high banks and the occasional beech and oak towering above. As the watercourse comes to the Forest Lake, the banks fall away, and they can see the trees surrounding the Lake ahead.
A quiet-looking lake, the near bank is lined with trees (Scots Pine, Spruce, Larch and Ash). The Lake has gently shelving sides around its borders. It is well-stocked with a wide range of fish.
Although the mists prevent the adventurers from seeing very far out across it, the Forest Lake is very deep at the centre,
However, it is also the home of a family of Plesiosaurs. These are normally found towards the end of
the lake furthest away from the river from the gnome colony. However, one or more may forage aggressively throughout
the whole of the Lake.
Plesiosaurus. Large Beast.
Unaligned. Dinosaur. Description
as 5e MM.
Adult male |
64 HP |
CR 2 430 XP |
Adult Female |
65 HP |
CR 2 430 XP |
|
Adolescent Male |
54 HP |
CR 2 400 XP |
|
|
|
If the party paddles quietly, and tries to be unobtrusive, the creatures will not notice them. However, the greater the noise and kerfuffle associated with the group, the greater the chance that they will be detected (5% per small incident, increasing to 30% depending upon the level of disturbance). There are few birds or mammals at any distance from the banks.
If alerted, a plesiosaur will attempt to overturn the punts and attack
those who fall into the lake.
They will not pursue creatures into the streams and rivers which
drain the lake, as they are uncomfortably shallow for them. However, if in pursuit, they may follow tasty
prey up to 20’ across a shelving beach of the Lake.
These dinosaurs have lived in the Lake for well over forty years.
There is a great deal of detritus at the bottom of the Forest Lake.
The woods around the Lake are generally quiet, but near the outfall to the river leading to the Long Lake there is a hungry Adolescent Wyvern foraging in the forest.
Adolescent Wyvern description, traits and behaviour.
The wyvern will attempt to attack the party, but will retreat if
badly hurt (>60% damage).
If possible, Bolsano will cast Vitriolic Sphere at the
Wyvern, if he can do so without hurting others.
Falco will use his sling and magical stones.
If the battle attracts a plesiosaur, it will attack a wounded wyvern rather than the party, dragging it beneath the waters if successful.
The River to the Long Lake.
This is a wide, slow moving river. On either side there are stands of trees including many elders and elm, and bushes of all sorts. Insects abound. There are flies, wasps, bees and dragonflies, as well as many other types of flying minibeast.
Roughly two-third of the way along (about seven or eight miles), the river is blocked by two giant Highland Cattle, standing immobile in the water. A cloud of flies surrounds them. The creatures will be unwilling to leave the waters. The players must find a way to shift these immovable objects or spend appreciable time manhandling the punts around them.
Unknown to the characters, near to this blockage, and the cause of it, is a nest of Ennui Mosquitos which will join the swarm of insects and attempt to feast on the members of the party.
Ennui Mosquito (Swarm). Detailed description and behaviour.
Some of the characters may well be bitten by the mosquitos, and succumb to their poison. They will not care what happens to them or the party, and just stare, blank-eyed, saying things like 'What's the Point of it all?' If successfully roused, or forced away from the insects by other party members, they should eventually recover.
Some other thoughts that poisoned characters might have (depending on their class and race):
Why cast a spell which causes a sensation that I can’t feel, like sleep? Life is pointless.
A half-elf is neither one thing nor the other. What’s the point?
Why go on, being agile is a poor skill.
This whole world is saddening. If only I was as clever as the others. Why bother.
With no sun, life is pointless
The party will probably have to spend several hours manhandling the heavy punts around the obstructions, and the swarm of mosquitos.
The Long Lake
This is a quiet, wide, reed-filled lake. The shores are choked with willows and alders. There is nothing to hear apart from the buzzing of insects and lapping of water, with the occasional fish breaking the surface. All seems peaceful.The lake is the habitat of a small group of 6 of the froggy
humanoid creatures known as Bullywugs and a cluster of Giant Water Lilies.
Bullywug Medium humanoid,
neutral evil. General description as 5e MM, but with some additions as noted.
Unlike those in the MM the bullywugs in this Lake are divided
into gangs of different sizes, only united in a desire to see their tadpoles be
fed and thrive.
Giant Water Lily Description, traits and behaviours.
These two creatures are able to operate as symbiotes. The bullywugs are unaffected by the scent of
the lilies, and can safely handle the tentacles. They can guide the lilypads towards likely
prey using the tentacles, while staying underwater. The bullywugs also occasionally ride on top of the
lilypads.
The smallest two of the bullywugs will drive two of the lilies
towards the characters. Once the scent
has begun to have its affect, the remainder will leap at any who remain
unaffected and attempt to overpower them.
The two weaker bullywugs will join in the attack after three rounds, if
it seems useful.
Treasure: The largest of
the bullywugs has a copper ring on a thong around its neck. This is a Ring of Jumping. This is similar to the item of the same name
in the 5e DMG, except that it does not require attunement, and only
operates twice in one day.
River to the Lake of Mists
The river between the Long Lake and the Lake of Mists is less
choked with vegetation, and on either side are tall poplars, with much
visibility beyond them. This is the
fastest flowing river of any size the characters will have seen.
Towards the end of the river it begins to broaden into the Lake of
Mists.
The Lake of Mists
This body of water is heavily covered in mists and fogs - far more so than the usual Ornian mist. Visibility is limited, and feeling of damp and dread suffuses
everything.
The banks are steep and tumbling, with oak, beech and hornbeam
predominating, although the occasional willow and clump of young alders can
also be discerned.
River to the Blackbird Lake
This is a narrow watercourse, barely navigable, and the characters
must paddle upstream or walk. On either
side is dense bracken, with the occasional clump of lime trees and singleton
field maple. The mist grows less dense as the adventurers leave the Lake of Mists, but visibility is still reduced to a few tens of yards.
Isadora, realising that the Elven Village must be near, will begin to prepare.
After a few hundred yards, a forest joins the stream on the right bank. This is comprised of tall pines, fir, larch and spruce trees, with patchy low undergrowth. As with almost all trees on Orn, these are 20 to 30% taller than normal.
Isadora, in a firm voice, will announce herself as the "Envoy from the Gnomes of the Scree, here to present my credentials to your leader". If asked, she will announce that the rest of the party are "my bodyguards".
It is clear the guards understand this is well above their paygrade, and they will wave the boats past the guardpost and on to the Blackbird Lake. They will suggest the boat follows the left hand curve of the lake, as otherwise the party may become lost in the mists, and that after a little over two miles the adventurers will come to the village.
Blackbird Lake
The Lake is still and green. It is difficult to tell how deep it is. The occasional waterfowl can be seen, seeking fish in the depths.
Assuming they follow the advice of the guards and stay by the left bank, then after about half a mile of travel a mature forest, similar in composition to the woods on the right, will come down to the left bank of the Lake. Roots trail into the water, providing homes for small beasts like water voles, and a variety of small birds. There is a large nest of herons, and a little further on, a small inlet that seems to be filled with a mass of frog spawn.
After travelling several hundred yards further, an escarpment or cliff face can be discerned through the trees. It seems to loom above the forest.
Eventually the forest thins and the cliff comes down to the lake, where it can be seen more clearly. Nearly vertical, it is covered in vines, small saplings and shrubs. It appears to be several hundred feet high, and is the home of many birds and small animals. (It may remind some of the adventurers of the cliff-face in The Adventure of the Dragon's Scale - however, if they do not note the similarity, do not point it out. In fact, a character with the Nature skill proficiency may actually spot differences between the two cliff faces (DC 15). The foliage and creatures seem subtly different).
As the journey continues, after a few hundred yards, the bank of the Lake curves away from the cliff, opening up a rich, fertile, cultivated land. There are many crops, and an orchard. An occasional elf can be seen working the fields.
The fields expand with the curve of the Lake, but the looming cliff, growing higher, can still be seen at the limit of vision through the mists. A few hundred yards further it fades from sight as the fog covers it.
Finally, the outliers of the elf village begin to appear. Buildings small and large can be discerned. There is a dock, and several boats.
With the busy activity of the many elves in the village, the mist is a little clearer there. The characters will be able to see further. They will begin to make out a great, looming wall behind the village, stretching as far as they can see from left to right, and upwards.
Standing on the dock is a middle-aged human, dressed in leather, and carrying a sword, who calls to them. "Hail noble travellers! Welcome to our village. I'm Nock the Harbour Master. Just tie up over there, would you?"
As they begin to disembark, he turns and looks back at the village, and up. "Yes, it gets to you the first time, doesn't it? To be honest, I don't believe you ever really get used to it".
Suddenly, as he speaks, perspectives shift. The adventurers will realise with a shock that the massive grey wall at the rear of the elven village is the base of an enormous Tree...
Next: The Elven Village


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