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Showing posts with label Verbobonc. Show all posts
Showing posts with label Verbobonc. Show all posts
Tuesday, June 2, 2020
City - Verbobonc City Gates
City - Verbobonc City Gates
The city of Verbobonc has a well-maintained city wall with professional guardsmen who watch and patrol its length, but the city has not been attacked in a very long time and some laxity has crept into the prime realestate outside of the walls. In the city's recent history no giants, dragons, elementals or powerful spell-casters have attacked, nor the most recent developments in siege machinery been brought against them. The single wall is strong and well constructed, generally 40 feet high to its walkway with another 10 feet of merlons alternating with spaces for archers to fire at any attackers. No pit or moat helps to protect the wall.
The city gates are constructed as small fortifications.
Each gateway possess an inner and outer set of large and thick doorways separated by a 60 foot passageway whose roof is lined with murder holes where tar or burning oil can be poured down from specially constructed guard rooms above. A set of portcullis' can split the passage and two others can bar the front and inner gates from direct attack.
Inside these gate fortifications is a 30 guard garrison who are responsible for wall patrols as well as watching over the gateways. At dark the gates are shut and opened only upon orders or at first light.
The city collects a small toll at these gates for incoming non-residents and all merchandise. All weapons are peace-bonded except for daggers. Flags atop the gate-house signal any trouble and can draw a quick reaction force of cavalry who are stabled near to each gate house.
Tuesday, February 11, 2020
NPC - Elswyth Harvesthand Druidess
NPC - Elswyth Harvesthand Druidess
Elswyth was from a farming family in Verbobonc. Her village of Coolspring was destroyed at the time of the Battle of Emridy Meadows by the horde of goblins that issued from the Temple of Elemental Evil. She was rescued by the Druid Jaroo from the village of Hommlet who had been part of the druidic forces warring against the temple.
All that she knew and loved was destroyed and she dedicated her life to the eradication of such creatures like the goblins who destroyed her home and killed her family. Her feeling for the balance of nature is eskew in her hatred of the monstrous though she manages to hide it well.
Secretly she has become allied with the Raven Queen and is actively fighting the Broken Hand goblins who have made incursions into south-eastern Verbobonc.
Friday, January 3, 2020
Minstrel Tales - I'm a good Old Faithful
This little ditty is very popular in the towns and villages of the Viscounty of Verbobonc. It is a bit tongue in cheek as the followers of Saint Cuthbert don't have much conflict with those of the Old Faith. Many of the converts to the Saint have no trouble following the Old Faith as well.
Minstrel Tales - I'm a good Old Faithful
Oh, I'm a good Old Faithful,
Now that's just what I am,
And as for this Saint Cuthbert,
I do not give a damn.
I'm glad we aint followed Him,
I only wish they'd go.
I tain't pray to any Demi-Gawd
To help the plants we sew.
I hates those of Cuthbert and everything they do.
I hates those Raoists clerics they's from Veluna, too.
I hates the Viscount's churches, they's built with our wood.
I hates the church of Cuthbert, and fit it all I could
Oh, I'm a good Old Faithful,
Now that's just what I am,
And as for this Saint Cuthbert,
I do not give a damn.
(Altered from I'm a Good Ole Rebel)
Thursday, December 12, 2019
NPC - The Raven Queen Revealed
NPC - The Raven Queen Revealed
As the wolf-rider invasion embroils Verbobonc in unexpected war the strangest of allies appear. Who she is no one knows, but she is an enemy to goblin-kind.
From the Welkwood across the forested hills and into the Gnarley Forest, through the desolate ruins of villages destroyed during the recent rise and defeat of the Temple of Elemental Evil she has walked and her cloud of Ravens has been with her, protecting her, surrounding her like a living cloud of wings.
Not even the druids have spoken to her though they have approached her and made what gestures of peace they could she has only recently acknowledged these attempts, opened armed and with a graceful bow before once again disappearing within her murder of crows.
This known, she has harmed no human, humanoid or wild beast but when she passes through a goblin band or monster with evil intent only the well-picked bones of wolf, goblin or wicked creature remain behind. The druids have sworn her no harm and the Viscount has proclaimed that she is to be left in peace. Other of both good and evil intent wish to know more about her and a great deal of coin is offered for this information. This reward to be paid by interested parties within the City of Verbobonc.
Thursday, November 21, 2019
Adventure Idea - Winter in Verbobonc 579cy
Winter in Verbobonc 579cy
A patrol of Verbobonc Lancers caught in a summoned storm of cold and ice within the Kron Hills.
Somewhere in the Kron Hills something or someone has turned the winter into a savage beast that is punishing the lands of the Kron Hills and southern Verbobonc. The mage-advisor to the viscount, Istarnus, has searched within his crystal of farseeing and found the vision of an icy cave with the shadowed figure of someone who radiates a dark power silhouted at its entrance. He cannot pinpoint its source except to say that this is where the cold and ice is worst.
A double patrol of lancers was dispatched with the Ekbirite mage Feraydoon, a friend and allie of the viscount, aiding them. Even with Feraydoon's Horn of the Desert they barely survived the fierce blizzards called down upon them.
Istarnus has, with the help of the Verbobonc mages' guild, created powerful amulets of unmelting ice that should protect the wearers from the worst of the summoned cold. The viscount will provide these amulets and a suitable reward to any adventurers willing to brave this unknown power and bring it to an end.
Tuesday, June 4, 2019
Project - The Sewers of Verbobonc Part 1
The Sewers of Verbobonc Part 1
The city of Verbobonc sits above the Velverdyva on a plateau of solid rock but a series of tunnels were carved through the stone to a natural system of submerged or half-flooded caverns that connected to the river. Some of these tunnels were used for storage by citizens, some secretly dug by smugglers and thieves, one as a secret escape route from the Citadel for the Viscount, but most were simply for drainage and waste.
The tunnels near the citadel run six feet high and ten feet wide but the myriad branchings run only five feet wide. A green moss grows along the walls and ceilings and provides a ghostly luminescence which gives a 20ft clear visibility and a further 10ft of poor visibility. The sewer system grew with the expansion of the city and construction of many of the later tunnels was poor and collapses have been frequent,
Many repairs have been needed over the years and vigilance against creatures lairing in the stinking dank has been necessary on a regular basis. That is where the players come in.
Repair crews trying to open a collapsed passage have come under attack by a horde of giant rats. With the invasion of wolf-riding goblins the Viscount needs his guardsmen for more important work than rat-killing even to the point a assembling the city militia. Several guilds, prominently the Dock Workers Union, are offering a premium in silver and gold for the extermination of these rats.
The tunnel collapse is near the Wayside Inn and entrance can be found to the sewer through a trapdoor in its basement. Free lodging (3 rooms for up to a week with however many the players can fit in them) for the players venturing into the sewers and free use of the bathhouse afterwards.
Thursday, May 2, 2019
NPC - Fritha Wolfhealer
NPC - Fritha Wolfhealer
Fritha is a Fruz druidess. She has traveled south because of a dream-vision to the lands of Verbobonc. The wilds are her home though the great warmth has taken some getting used to. On her travels she has avoided most human and demi-humankind though she has had some interaction with rangers and sylvan elves as well as other druids.
She is a moderately powerful druidess but has a special affinity with wolves. No wolf will attack her and should any attempt top harm her in their presence they will defend her with their lives.
A patrol of goblin wolfriders who have recently invaded the viscounty discovered this in a rather fatal way when they set upon the lone druidess in the woodland near Nulb. Their own mounts turned upon the goblins and tore the surprised little grenskins to pieces. Now dozen of these wolves accompamies Fritha as travels toward her goal somewhere in the Kron Hills.
Tuesday, April 2, 2019
NPC - J'Lr
NPC - J'Lr
J'Lr is a ranger from Celene. She is older than she looks but still young for a Sylvan Elf. The forces of Celene having been fighting the growing strength of the Brokenjaw Goblin Wolfriders. The rangers of Celene have managed to turn aside a large wing of the goblin tribe but it is now on its way to the Kron Hills and J'Lr heads a contingent of rangers sent ahead to warn the gnomes and people of the Kron Hills.
Celene and the Viscounty of Verbobonc have been on strained terms since the release of Zuggtmoy from her prisn in the Temple of elemental Evil a few years back and J'Lr has been told to warn the gnomes but let the gnomes warn the Viscount. J'Lr doesn't intend to obey those orders as she gets along well with the Verbobonc Lancers and will at least take her warning firectly to one of the Lancer garrisons.
Saturday, March 23, 2019
Project - The Hunters Market Verbobonc part 1
The Hunters Market Verbobonc Part 1
Verbobonc is a busy trading town . Goods come downriver from as far away as Ket and the Barrier Peaks or Highfolk and the Yatil Mountains. Merchants come to Verbobonc to buy the goods before they reach Dyvers or the City of Greyhawk where the prices are the highest.
Hunters and adventurers gather the skins, hides and saleable parts and meat but must sell to the town guilds and merchants rather than selling from a stall in the market.
This is a price and parts list by creature for the going rate of undamaged, unrotted monster/animal parts paid by the Verbobonc merchants to unlicensed hunters and adventurers. Skinning salvageable parts from monsters and animals is a basic skill and easily learned if a bit messy.
Alligator, Giant
- Head 5gp with teeth
- Hide 1gp per 5ft square undamaged section of the heavy back, sides and neck
- Skin 1sp per 1ft square undamaged section of Underbelly
- Teeth 1sp per tooth
Ankheg
- Chitin 1gp per 5ft square undamaged section.
- Eyes 5gp per pair
Ant, Giant
- Antenna 50cp each
- Chitin 10cp per 1ft square section
Ape, Carnivorous (Very Rare in the Viscounty of Verbobonc [VoV])
- Head 5gp for complete head (1gp if damaged ir missing fangs)
- Hide 10gp for relatively complete upper body
- Teeth 1gp per F
fng
Baboon (Very Rare in the VoV)
- Head 1gp for complete head
- Teeth 1sp per fang
Badger
- Pelt 1sp
Badger, Giant
- Pelt 3sp
Basilisk (The merchants in Verbobonc can handle about a half-a-dozen basilisk sales per month. More than that and the price they will pay will drop dramatically)
- Blood 1gp per quart
- Brain 25gp
- Eyes 100gp per eye
- Head 250gp with eyes
- Hide 10gp per 1ft square undamaged section
- Heart 25gp
- Horn 100gp
- Teeth 10gp per tooth
Bear, Black
- Claws 1 sp each
- Meat 25cp per pound
- Skin 1gp
Bear, Brown
- Claws 1sp each
- Meat 25cp per pound
- Skin 2gp
Bear, Cave
- Claws 3sp Each
- Meat 50cp per pound
- Skin 10gp
Beaver
- Pelt 25sp
Beaver, Giant
- Pelt 10gp
Beetle, Giant - Bombardier
- Chitin 1gp per 1ft square section
- Vapor Gland 10gp
Beetle, Giant - Boring
- Brain 5gp
- Chitin 1gp per 1ft square
Beetle, Giant - Fire
- Chitin 2gp per 1ft square
- Glands 5gp each
Beetle, Giant - Stag
- Chitin 1gp per 1ft square
- Horn 1gp
Beholder (Although Beholder carcases are sought after it may take time for VoV merchants to get buyers from Dyvers or Greyhawk, or further abroad)
- Body the generally undamaged body of a Beholder is worth from 5,000 to 10,000gp
- Central Eye 500 to 1,000gp
- Eyestalks 500 to 1,000gp each
Black Pudding
- Ash 1sp per pound
Blink Dog
- Hide 100gp
- Living Pups 1,000gp to 2,000gp
Boar
- Heart 50cp
- Hide 1sp
- Meat - 1cp per pound
Bugbear
- Head 5sp bounty
- Head (rare pumpkin head) 10gp
- Heart 1sp
- Hide 10sp
Bulette (Merchants in VoV can handle at most two carcases a month though after 1 month they can set up buyers for up to 2 dozen more bodies)
- Body 5,000gp to 10,000gp
- Chitin 500gp per 5ft square plate
- Head 500gp to 1,000gp
- Heart 500gp
- Hide Underbelly 500gp for complete underbelly
- Limbs 250gp per limb
Carrion Crawler (Merchants in VoV can handles around a dozen bodies a month. More than that an the price will drop)
- Body 250gp for complete body
- Head 200gp
- Tentacles 25gp each
Friday, March 22, 2019
NPC - Perricard Weaponsmith
NPC - Perricard Weaponsmith
The art of crafting enchanted weapons is rare. Surprising to some it is a craft come originally from the Dwarvensmiths of old.As dwarves are not known to be often spellweavers it seems strange to many that their's is the reknown for enchanted blades and armor. Their craftsmen seem to be able to enchant many things but it is their weaponsmiths that are reknowned.
Perricard isn't a dwarf. He is a human late of Furyondy and a great enchanter of swords. Their are spells at his command but a deeper knowledge of blades he is said to have gained among the ruins of a dwarven kingdom in the Lortmils. Perhaps this is why he has moved to Verbobonc.
Gnomes do not like Perricard and he is not welcome in the Kron Hills. Currently he is hiring adventurers to return to the Lortmils and seek out that dwarven ruin, but what he searhes for he has told none.
Thursday, March 21, 2019
NPC - Rakujochigusa
NPC - Rakujochigusa
Rakujochigusa or Rocky for short is the daughter of a Verbobonc thief and a man of the far west, further than the Bakluni lands or the ends of the known world. He said he was from some huge island west of these barbarian lands and that he was an exiled nobleman, but he left her with nothing but his name and disappeared when she was still a child.
Rocky was raised by her mother's family along the docks of Verbobonc and trained as a thief, the family business. She enjoyed the thieving but all the stories of other places, and all the travellers coming up and down the Velverdyva gave her a wanderlust she had to obey. She saw Dyvers which put Verbobonc to shame, then Greyhawk, the gem of the Flanaess, greatest of cities and she fell in love.
With an introduction from her family she was welcomed to the great Greyhawk guild of thieves, where she stayed for a time, but even there she wanted more, she wanted adventure.
On the death of her mother Rocky has returned to Verbobonc and now looks for adventure. She is more interested in treasure hunting or exploration than thieving in cities. Distant lands call to her and she is always eager to hear stories and tales of the far, far west.
Saturday, March 16, 2019
Night Below - The Evils of Verbobonc - Part 11 Random Encounters Part 10
Night Below - The Evils of Verbobonc - Part 11 Random Encounters Part 10
10. Ale Wagon
The PCs come upon a recently abandoned ale wagon. The horses are gone as well as any sign of the driver. Two massive barrels of ale are on the back. It would take 4 strong people to shift one of the barrels and they arent meant to be lowered to the ground just shifted onto a loading platform or ramp.
The wagon has a broken axle and is quite useless. The driver took the horses and road back to town or village to fetch more men and another wagon. The driver is a dwarf named Uiathne and this is powerful dwarven ale. Originally from the Lortmils these mountain dwarves settled in the viscounty. The Kevigan brewery is becoming a well known name.
If the players manage to return the ale barrels they will be rewarded and given free drinks whenever they return.
Night Below - The Evils of Verbobonc - Part 10 Random Encounters Part 9
Night Below - The Evils of Verbobonc - Part 10 Random Encounters Part 9
9. Verbobonc Lancer Patrol
The party encounters a patrol of Verbobonc Lancers. Typically these patrols are of 20 or 30 riders with a serjeant and a corporal or two in the group. With the incursion of the Brokenjaw Wolfriders the Lancers are spread thin and are in bands of 10 or 12 with a single corporal or serjeant leading them.
The Lancers are an experienced group of fighters and rangers with an occasional druid amongst them. They average a little higher (levels 1-2 in 1e AD&D terms) than normal guardsmen and their corporals and serjeants run even higher (3-5) so they even 10 or 12 Lancers are formidable.
3 of the Lancers are wounded in this patrol of 12 and they have recently encountered a band of wolf-riders whose bodies are scattered in a field about half-a-mile distant.
Corporal Bewes who leads this patrol will stop and inform the PCs that more wolf-riders are massing. If the players are mounted he suggests they accompany the patrol (which is headed in the opposite direction of where the Players are going). If the PCs have known to have aided Lancers or Verbobonc citizenry in the past and have no mounts Bewes will suggest they ride double with some of the Lancers. If the players wont turn back Bewes wishes then luck but says 'On your own head be it." before the patrol rides away.
Labels:
encounter,
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NightBelow,
Verbobonc,
VL
Friday, March 15, 2019
Night Below - The Evils of Verbobonc - Part 9 Random Encounters Part 8
Night Below - The Evils of Verbobonc - Part 9 Random Encounters Part 8
Part 8. Jawbreaker Goblin riding party
A frequent random encounter will be raiding parties of Jawbreaker Goblins. They are overpopulated and moving up throw wild coast and into Verbobonc. This has proved troublesome for the kidnappers and at the moment they are as taken by surprise as the citizens of Verbobonc,
Goblin raiding parties all number several dozen sometimes as many as 60 or 70 in the main band, but these split into smaller groups that retreat at the sign of trouble and collect more raiders. So far several hundred goblin wolf-riders have entered Verbobonc with no telling how many more are to follow.
Goblin wolf-riders are normally leathered armored bearing a short bow, falchion or scimitar or dagger. They loot other gear and raid leaders and warchiefs always have better armor and gear including enchanted blades. Goblin leaders should b of increased HD or leveled NPCs. These Goblin have shamans (about 1 per 100) who are low level druid/magic-users.
A typical raiding party will have split down to about a dozen riders with one boss of stronger or more wiley disposition. Raid leaders are normally encountered with groups of 40 or more while warchiefs and shamans are normally encountered in groups of 100 or 200 goblins. Even a small raid boss will normally have 1 or 2 buddies who help him keep order, while a Raid Leader will have a lieutenant and a few body guards and several small raid boss types around. A full war chief will have a shaman or three, sub-chiefs, henchmen, bodyguards and a wolf that is of larger size and intelligence as a pack leader.
Night Below - The Evils of Verbobonc - Part 8 Random Encounters Part 7
Night Below - The Evils of Verbobonc - Part 8 Random Encounters Part 7
7. Spiders
The PCs may notice small amounts of spiderwebbing near them off the side of the path, trail or road they are travelling. If they have animals with them they will become skittish and nervous. But by the time the PCs realize something is wrong it will be too late.
From all around them around a two dozen large spiders will make a fast scuttling approach. The players will have one melee round advantage before the spiders close.
The spiders are under the sway of the Aboleth's domination and are seeking to capture rather than kill. They will poison PCs hoping to weaken them and knock them unconscious. They will cast webs at them seeking to bind the PCs. If the PCs are defeated they will be webbed and poisoned awakening later in an abandoned barn. The barn is home to a giant spider and a number of large and huge spiders.
The PCs will awake to the sight of a beautiful but very unkempt and grimy woman. She is the druid Oleanne (See NB Book1 Pg#20). She will quickly cut the PCs free and urge them to run for it indicating a place in the barn wall where the boards have been snapped aside. If the players flee they will have no gear except what they carried on their person and any animals will be gone.
The PCs gear is in one of lofts but so are two huge spiders and half-a-dozen large spiders. Any animal mounts or companions are in broken down stable next to the barn. The giant spider and four huge spiders dragged them there for a future repast but they are still alive. The giant spider and the four huge spiders are away bringing back a number of riding wolves they captured.
Inside the barn are a dozen goblins and half a dozen wolves. They are webbed and caught. They will beg for their freedom but if released will escape as soon as possible and inform the other raiders of the weakened PCs in the area.
A large force of goblins will besiege the barn and spiders witin two days if these goblins escape and within six days even if they do not.
Labels:
encounter,
Greyhawk,
NightBelow,
spider,
Verbobonc
Thursday, March 14, 2019
Night Below - The Evils of Verbobonc - Part 7 Random Encounters Part 6
Night Below - The Evils of Verbobonc - Part 7 Random Encounters Part 6
6. Dead Farmers
The players come upon a field with the bodies of dead farmers, a dead horse and wagon with all its good broken and scattered. Among the dead are the bodies of 3 goblins with broken arrow ends sticking from them. The farmers have been terribly hacked at whether before or after they were killed is not apparent.
As the players near the scene of the massacre one them catches the sight of movement in the distance. The player with the best eyesight can just make them out as wolves with riders. Within a few moments the disappear into a dip in the fields and seem to ride off.
If the players examine the dead they will notice an odd thing. There are 7 dead farmers among the scattered and looted goods but 2 more are within the wagonbed. They too are dead but they have bound and gagged and tied to the wagon.
These 2 are local farmers but the 7 dead are minions of the kidnapper Ranchefus (See NB Book1 Pg#11). A search of the dead bodies reveals that they are wearing leather armor beneath their clothes and one has coins sewn into the lining. 25 Platinum pieces and a note saying "Live prisoners, any spell casters will earn a bounty. Remember!"
Night Below - The Evils of Verbobonc - Part 6 Random Encounters Part 5
Night Below - The Evils of Verbobonc - Part 6 Random Encounters Part 5
5. The Packmule
Off the side of the road the players see a loaded packmule quietly nibbling on some scrub. The mule, Bert, appears docile, but mainly because it is exhausted. The players should notice that the mule is lathered and if they approach it in a friendly or cautious manner it will allow them to lead it and hopefully, from Bert's perspective, unload it.
Bert is carrying a load of Tinker's gear. A small portable anvil, charcoal, a small shovel. wood-axe and pick. Bars of lead for solder. There are also several pots and pans. A bag of steel sewing needles and colored thread. A small one man tent, a ground cover, two weeks rations, a lantern and several bottles of oil. There is a bag of metal fish hooks, a pole and thin line. There is a fancy folding live animal trap and half-a-dozen small spring traps.
There is a guide rope attached to a light harness but it has been cut with about 6 feet left. Underneath the packs and bags is a old worn riding saddle.
Anyone in the area will reckonize Bert as belonging to Ducote the Tinker, originally from Furyondy but now making a living plying the villages and town throughout Verbobonc. He is missing, kidnapped by the minions of Ranchefus (See NB Book1 pg#11)
Labels:
encounter,
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Wednesday, March 13, 2019
Night Below - The Evils of Verbobonc - Part 5 Random Encounters Part 4
Night Below - The Evils of Verbobonc - Part 5 Random Encounters Part 4
4. The Farmhouse
This encounter is best had at the end of the day when the players are considering camping for the night.
During the day the farmhouse appears to bw in good repair. It is a single open room, mostly bare except for a bench, chair and table. Inside is dry and clean. There is a well just outside and a back door. Both doors and windows seem stout enough for a farmhouse but the roof is just thatch and the walls wattle and daub (interwoven branches covered in clay). Better than tents at least with a firepit and covered smokehole at the back.
The place is desrted and the fields untended and a bit wild. If the nearby fields are searched the bones of animals can be found scattered about and if a greater search is made human and humanoid bones can be found.
If the players stay the night the house transforms into a half roofless ruin at the rise of the moon. From outside the house screams and moaning can be heard as if animals are being slaughtered. Then calls for help and more screams. Surrounding the house the bodies of dead animals, mostly cows and pigs, wander about. If any step outside the house they will attack and only stop if they players retreat back into the house. As the moon reaches its height the animals well lose all their flesh and become bones. The skeletons will stagger around and the skeletons of humanoids will approach from the fields.
At the moons height the skeletons will attack the house in groups of six or twelve. As they are slain the bones will nit together into monstrous combinations of man and beast and continue to assault the house. This attack will go on till moonset.
If the hut is burned down the skeletons will draw off and wait till the hut collapses. If the players leave the area of the fields the skeletons will not follow.
Beneath the packed earth floor are the skeletons of a dozen men and women. Digging them up and destroying the bones will cause the skeletons in the field to collapse. An iron chest is buried with the bodies containing an icon of Elemental Evil and 12 amulets. If these are taken the players will be haunted by the memories of these Elemental Evil cultists and they will receive no benefit of rest till they are buried or brought to a cleric or druid to be destroyed. Anyone in Verbobonc will immediately recognize them as belonging to the cult of Elemental Evil.
Night Below - The Evils of Verbobonc - Part 4 Random Encounters Part 3
Night Below - The Evils of Verbobonc - Part 4 Random Encounters Part 3
This encounter will take place within the Kron Hills but on the outskirts of a small town or village.
3. The Charcoal Burners
Charcoal burners create charcoal for use in smithies by burning logs in conical pile, mostly airtight, to keep the wood from going up in flames and being reduced to ash instead of charcoal. In Verbobonc, among members of the Old Faith, it is looked upon as an almost holy profession. Trees need to be marked by a druid for collection and certain rites and rituals are carried out to balance the destruction.
Those carrying out the work are either apprentice rangers or druids normally working under a more experienced teacher. There is lots of time for contemplation and a communion with nature.
There are 3 young druids, Nickells, Madgett, and Harriman; a ranger of more experience but learning druidic abilties named Garrett and an older druid named Sibbett.
They are cautious with strangers but generally friendly. If told about the goblin incursion or of the attack by kidnappers they will be concerned and immediatly break camp and set out to warn the nearby town or village suggesting that the players come with them but not insisting that they do so.
The players will first notice the smell of burning wood or see the smoke rising from a place with woods or forest. A dirt trail, recently used, will lead from any path or roadway off in the direction of the camp if approached from such a direction.
The druids and the town will be appreciative of any warning the players might give and the ranger, Garrett, would even accompany them if they are setting out soon as he plans to scout for any goblin-sign.
Tuesday, March 12, 2019
Night Below - The Evils of Verbobonc - Part 3 Random Encounters Part 2
Night Below - The Evils of Verbobonc - Part 3 Random Encounters Part 2
2. The players come upon a dying goblin. He has had one arm bitten off and only a short distance away is the wolf he was riding, dead and showing bite marks at its throat and body. A pouch with a few coins, a dagger and sheath at his belt and a quiver with 20 arrows for a short bow are the most salvageable items.
100 yards further on they find 4 more dead goblins and wolves and the body of one of the largest dogs anyone can remember having seen. The dog has an iron collar labled 'Rock' (which is the dogs name).
Rock is twice the size of a normal War Dog (4+4 hd in 1eAD&D terms). He is grievously wounded and will die from his wounds if not healed. His master, a wealthy merchant, has been slain by goblins of the Broken Jaw tribe, and Rock pursued a small pack of them.
If Rock is healed he will become bonded with the person who healed him. Rock would benefit from a suit of leather armor often crafted for wardogs, but it will cost more because of his size.
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