Cold as Ice

Nestled in the foothills to the west of the Khared Draz mountains, the village of Hemlock is known for its harsh winters. This year, however, the weather has been particularly unforgiving. Recently, a brutal storm dumped an unusually heavy load of snow on the area. A thick white blanket covers the landscape, adding to the rustic charm of the village. Naples Creek, now frozen over, splits the village in half.

Made with Campaign Cartographer (Winter Village style).

What the Party Knows

The party arrived in Hemlock on the heels of the last storm, seeking respite from their recent endeavors. Hemlock, though small, offered a warm welcome amidst its snow-covered surroundings.

During their stay, the party quickly has learned that Hemlock is facing a pressing predicament. The villagers have been anxiously awaiting a crucial delivery of supplies from Summersville to the east. However, it has not arrived. With winter’s grip tightening, the absence of these supplies spells serious trouble for the village.

Herr Vogelmann, the village’s appointed steward, has approached the party with a proposition.  A man with a grave demeanor, the official realizes that the party may be the village’s only hope. Offering up a modest reward, he has tasked the party with an urgent mission: to head east and locate the missing shipment.

What the Party Doesn’t Know

Flurry the ice mephit. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

The situation in Hemlock is even more perilous than the villagers, or the party, realize. The much-needed shipment did indeed set out from Summersville days ago. The dependable and hardy driver, Gunther Baumann, loaded his wagon and headed out on schedule. But fate, it seems, had a cruel twist in store.

Two days ago, as the most recent storm reached its peak, a trio of mischievous ice mephits named Flurry, Sleet, and Squall chanced upon the struggling wagon. Always on the lookout for opportunities to create chaos, these elemental tricksters saw the wagon as a perfect target for their malevolent games.

Utilizing their fog cloud ability, Flurry, Sleet, and Squall shrouded the path in a dense, disorienting mist. Confused and blinded by the sudden fog, Herr Baumann lost control of the wagon. It veered off the road, crashing down a slight incline, and onto the fragile surface of a frozen pond. The impact was severe, and while the horses escaped unharmed, Herr Baumann was grievously injured in the accident.

The mephits, in their twisted sense of amusement, chose not to deal a fatal blow to the driver. Instead, they left him wounded and barely clinging to life, a bait of sorts in their cruel game. They hoped that his plight would soon attract rescuers, bringing more unsuspecting victims into their icy playground. Now, Herr Baumann lies helpless, the vital supplies scattered and at risk, as Flurry, Sleet, and Squall wait with bated breath for more ‘players’ to arrive.

Frozen pond battlemap. Made with Campaign Cartographer (Winter Village style).

The Encounter

As the party nears the site where Herr Baumann went off the road, their presence does not go unnoticed. The trio of ice mephits, Flurry, Sleet, and Squall spot the adventurers from afar. Anticipating new targets for their mischief, they prepare their icy trap with malicious intent.

Employing their fog cloud ability, the mephits cloak the edges of the frozen pond in a dense, chilling fog. This strategic move is designed to disorient and confuse any newcomers, masking the dangerous transition from the solid ground to the ice.

Upon the party’s arrival at the scene, the aftermath of the wagon’s crash is visibly evident. The deep ruts left by the wagon’s wheels veer sharply off the road, leading down a gentle hill. The tracks disappear into the fog-laden area, where the sound of Herr Baumann’s groans and calls for help can be faintly heard.

Approaching the site of the wreck, each party member should make a DC 12 Wisdom (Perception) check in order to discern the shift in landscape from solid ground to snow covered ice. Characters failing this check will become aware of the ice once they reach the wagon. However, by then they will be some 40’ out onto the ice.

As the party approaches, their every move is silently observed by Flurry, Sleet, and Squall. The mephits use their false appearance ability to disguise themselves as innocuous shards of ice on the pond’s surface. When a party member finally reaches Herr Baumann, the mephits seize their opportunity to strike. They spring to life and launch a surprise attack on the unsuspecting party.

At the start of each character’s turn, the Dungeon Master rolls a d20. On a roll of 1-2, the ice beneath that character begins to crack. The player must succeed on a DC 12 Dexterity saving throw to quickly move to a more stable area or fall through the ice. If a character falls into the icy waters, they must immediately make a DC 15 Constitution saving throw to withstand the shock of the cold. Failure results in the character taking 1d6 cold damage, being unable to climb out of the water and suffering disadvantage on attack rolls and ability checks due to the numbing cold. Allies can attempt a rescue, but each round the character remains in the water, they must repeat the saving throw, with failure resulting in additional cold damage.

The mephits focus their attacks while on the ice and will not pursue the party onto land. If two of the mephits are defeated, the remaining one, realizing the tide of battle has turned, flees across the ice to safety.

Set a timer for 6 rounds after the encounter begins. If the party fails to defeat the mephits or move the wagon by then, the weakened ice gives way, causing the wagon and its supplies to sink into the pond. If the party manages to defeat the mephits before the timer expires, the immediate threat to the wagon is neutralized, and it does not sink.

Frozen pond battlemap w/fog cloud.

Aftermath

If the party has horses and sufficient rope, they can attempt to pull the wagon to shore. However, taking horses onto the fragile ice is risky. If a party member possesses appropriate skills, such as proficiency in carpenter’s tools, they can make repairs to the wagon on the spot. If not, or if the party lacks horses, they will need to return to Hemlock and seek Herr Vogelmann’s assistance to recover the wagon and its contents.

Conclusion

I’m still not settled on the mechanics for this one. I kicked around the idea of having certain squares be more susceptible to having the ice crack than others but settled on this. I’ve also been back and forth on the total number of mephits. Ultimately, since these posts are merely a method for me to give ideas to GMs, I figured I’d leave it as it was. If you happen to incorporate this encounter or some version of it into your game, please let me know how it goes.

That’s all I’ve got for this week. I hope you’re staying warm wherever you happen to be and thank you for stopping by. Good gaming!

For more maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Lost City of Wakou M’baque

Two weeks ago, I posted a map of some ruins deep within the jungles of Gowandia. Among the crumbling stones, a spiral staircase was found, tempting adventurers to descend into the unknown.

The spiral staircase descends for hundreds of feet, in total darkness. Characters with any type of mining skill will marvel at how this could have been created. The stairs end at a 20-foot-wide tunnel running south-southwest. The air grows increasingly humid, and the distant sound of rushing water becomes a steady echo in the darkness.

The lost city of Wakou M’baque. Created with Campaign Cartographer.

The passage ends after roughly 50 feet with more stairs going down, though straight and steep this time. A faint yellowish glow beckons from the depths. Reaching the final stretch of the descent, the glow intensifies, casting an eerie light that dances on the edges of the cavern. The stairs widen, revealing a breathtaking sight—a massive cavern (visible from location #1)

Stretching over 700 feet in each direction this immense chamber is a natural wonder. A glowing chartreuse lichen adorns the vaulted ceiling. Weaving around giant stalactites, it casts an eerie yellow light over the ground, some 100 feet below.

In the heart of this colossal cavern, a forgotten city lies frozen in time. Stepping onto the widened stairs, the sight unfolds—buildings crafted from clay with flat roofs, stand like silent sentinels against the glow of the chartreuse lichen. Single and two-story dwellings line the streets, remnants of a civilization tucked away from the world above. The city’s layout reveals an intricate design, reflecting the architectural prowess of those who called this underground expanse home.

While not visible from this vantage point, two similar stairways lead up from the city. One may be found at location #2 and the other at location #3.

A roaring river bisects the city from northeast to southwest. Two bridges span the water, connecting the two halves of the metropolis. The glow of the lichen, combined with the reflections from the water creates the sensation that the center of the city is undulating. While not clearly evident, if someone were to exit the cavern following the path of the river (location $4), they would eventually come out to Maguni Falls.

At the far end of the cavern, a monumental ziggurat dominates the skyline (location #5), reaching halfway to the cavern ceiling. Its purpose, like the city itself, is veiled in the echoes of time. Beyond the ziggurat, a colossal statue of Ka-Zaa, the ancient Gowandian god of magic, surveys the subterranean realm (location #6).

The entire city, though silent and seemingly abandoned, carries an air of preserved majesty. Odd markings on some structures hint at a purpose but their meaning may be lost to time. Patches of multi-colored crystals jut out of the earth in many places. Looking down the empty streets, one is forced to wonder what this place looked like in its prime.

The air within the cavern is thick with humidity, and strange flora adds an otherworldly charm. Giant mushrooms (some as tall as a man) and patches of orangish-brown fungus litter the area. Despite a lack of any actual sunlight, towering purple ferns can be found throughout the city.

Taking in the sights from the staircase, the adventurers are poised for discovery. surrounded by the echoes of a city lost to time. The lost city of Wakou M’baque lies before them and the secrets it guards are ready to unfold.

Conclusion

Wakou M’baque has lived in my head for over 40 years, in one form or another. To me it’s always been a bit of a mash-up of Robert E. Howard tales, with a bit of the classic B4 The Lost City thrown in for good measure.

How would you use a location like this in a game? Is the city truly abandoned? Are their still people living here? Has some bizarre alien presence taken hold of the place? Let me know in the comments, as I’m always curious to see what folks will come up with.

That will do it for this week. Thank you for taking the time to stop by and I wish you the best with the week to come. Good gaming!

For maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Maguni Falls

Nestled deep within the heart of Gowandia’s jungle, Maguni Falls stands as a forgotten sacred site, shrouded in mist and mystery. Sacred to the early Gowandians, this enchanting locale has remained untouched for ages. Adventurers lucky enough to find this location will be the first witnesses in untold years.

Maguni Falls. Created with Campaign Cartographer’s Forest Trail style.

Amidst the lush jungle, unique flora thrives (more about this in Weeds of Wonder). The Stikricki Bush, whose razor-sharp thorns serve as natural caltrops, and the Magasorium, whose leaves offer protection against the jungle’s relentless insects may both be found here. The air is rich with the scent of the Billitri plant, a fragrant guardian against keen-nosed predators, while the Manshooki tree provides resilient vines coveted by the Gowandian tribes.

A rickety old bridge (location #1) tempts the party to cross the raging river to a narrow strip of land along the base of the northernmost cliff. Those who are brave enough to traverse the span will find a hidden path behind the waterfall (location #2).

Emerging on the western side of the veil of water, the path leads to a stone arch at the edge of the southern cliff (location #3). Ancient Gowandian runes are carved into the side of the arch. If any of the party are able to decipher these runes, they will learn of a secret entrance to the lost city of Wakou M’baque in the cave directly below (location #4).

Conclusion

I struggled a bit with this map style in trying to properly illustrate the different cliffs. Hopefully things ae clear enough. Having now explored two different entrances to Wakou M’baque, we’ll head underground next week to see some of the city itself.

Thanks for stopping by. Have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Jungle Ruins

Nestled in the deepest jungles of the southern continent, Gowandian tribes live among the ruins of ancient civilizations. Gowandian scholars frequently take pilgrimages to distant lands in order to record major events but many secrets still lay hidden away in the wilds of this remote nation.

Treading through the jungle’s heart, the silence is broken only by the rustling leaves and distant calls of unseen creatures. The air is thick with the enchantment of magic, and the path ahead is veiled in mysteries waiting to be unraveled.

This map reveals a forgotten sacred site where ancient tribes once sought the blessings of Ka-Zaa, the god of magic. Weathered standing stones form a mystical triangle around a statue of the deity, depicting the harmonious blend of mind, body, and spirit required to master arcane powers.

Nature has claimed these ruins with a lush overgrowth. Vines and ferns intertwine with remnants of a mysterious past. Among the crumbling stones, a spiral staircase tempts adventurers to descend into Wakou M’baque, a lost city swallowed by time and the gods.

Conclusion

Keeping this one brief, as I’m hoping to build on it in coming weeks. I had originally intended for the party to be attacked by axe beaks outside the ruins. However, it felt like an empty combat so I opted to just let the tension build as the adventurers investigate the scene. That’s all for now. Thanks for stopping by and have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Altar of the Green Man (Part II)

In part one of The Altar of the Green Man, the party visited the village of Novos. The residents of this small agricultural community hired the adventurers to get to the bottom of some strange happenings.

The Altar of the Green Man. Artwork © 2023 Emily Bryant, used with permission. All rights reserved

Farmers harvesting their crops noticed that something was wrong with the soil. Others reported signs of an odd blight. Evan more puzzling was the fact that grain dollies (crude dolls made of grain to represent the spirits of the harvest) have been disappearing from people’s homes.

Following some investigations around the village, the party learned about the Green Man, a revered figure who represents the spirit of nature and fertility in the region. Followers of the old ways once left offerings at an ancient altar to the Green Man, to ensure a bountiful harvest.

  • A village elder suggested the party travel into the forest to seek out the old altar and leave a humble offering.
  • A less reputable villager also mentioned having seen strange little creatures coming out of the woods at night.

The journey out to the location of the altar should only take a couple hours. However, the villagers will gladly supply the party with any mundane gear needed for the trip. In addition, Sister Elena will provide the party with a number of remaining grain dollies to take with them as an offering at the altar.

Created with Campaign Cartographer.

What the Party Doesn’t Know

The Gnarr. Artwork © 2023 Emily Bryant, used with permission. All rights reserved.

A green hag by the name of Agatha Verdantmire is behind the blighted crops. Taking great delight in corrupting the natural order of things, the twisted fey creature is feeding upon the misery and suffering of the village. Her plan is to spread a blight across the region until the people of Novos are forced from their homes. To assist her in her cruel machinations, she has enlisted the aid of some creatures from the fey realm. These foes are unique to my game, so I will provide you with a brief description and you can create stats as you see fit.

  • The Gnarr: Standing nearly 10’ tall, this creature resembles a misshapen tree. It plods along at movement rate of 15’ (3 squares). The Gnarr swings its branches for defense and also has the ability to cast entangle twice per day. Damage from fire sources will cause double damage to this creature.
Toadstool Sporeling. Artwork © 2023 Emily Bryant, used with permission. All rights reserved

  • Toadstool Sporelings: These diminutive horrors are what Agatha has been using to spread her blight to the nearby farms. At 30” in height, these creatures are what Anton saw dancing around in the farm. They move at 30’ and could be considered as minions (will drop with a single hit). While not physically intimidating, the Sporelings drip a contact poison that affects anything they touch. In addition, they have circular rows of sharp teeth under their caps. On a hit, the sporeling attaches to the target. While attached, the sporeling doesn’t attack. Instead, at the start of each of the sporeling’s turns, the target loses hit points due to blood loss.

Agatha stumbled onto the altar of the Green Man months ago and has been working to corrupt it ever since. The Green Man’s influence over the region has long ensured bountiful harvests. By tainting his altar, the wicked hag aims to weaken his power and clear the way for her magical blight to spread unchecked across the land.

In a desperate attempt to seek help, the spirit of the Green Man caused the grain dollies to disappear from homes across the village. This unexplained phenomenon was a plea for aid, a sign that something was terribly wrong.

The Encounter

Toadstool Sporeling. Artwork © 2023 Emily Bryant, used with permission. All rights reserved

The gully where the altar is located is fairly easy to find. However, the party likely won’t be expecting what they find when they arrive.

After crossing a small creek and arriving at location #1, the characters will be aware that things feel a bit off. The sounds of their movement and any conversation that may be taking place is oddly muffled here. Looking forward into the clearing, describe the trees and any other vegetation as having a bizarre appearance. The colors are unnatural and vibrant shades of pinks and lavender. Finally, characters who are sensitive to such things will be aware that there is primal magic at work here.

While game statistics should not be altered, the audio and visual abnormalities will increase as the party nears the altar. Views seem to elongate, colors become more unnatural, and sounds more muffled.  

Ahead, the party will see Agatha situated behind the altar, gesticulating wildly. She appear as an emaciated woman, with mossy green skin. Her long, tangled hair is an unruly mass of leaves and twigs, and her claw-like fingers are tipped with sharp, jagged nails. She is dressed in tattered robes. As she sees the party she will bark out a command in a guttural language. At this point you should instruct your party to roll for initiative.

Two tree stumps (areas #2 & #3) will flare with an eerie yellow light. From each of these a toadstool sporeling will emerge and move to engage the party. The stumps are portals to the fey realm and will each produce another sporeling at the top of every round. These little combatants only have 1 hp each. They are easily dealt with but will add up quickly if the party is not careful. If the stumps themselves are targeted and dealt 5 hp of damage, the portal will be destroyed and prevent further combatants from joining the fray.

The Gnarr will step out from behind a small tree (location #4) and start moving to get between the party and the altar. The creature has been instructed to protect the hag and it will act accordingly. Its initial strategy will be to use its entangle ability to root the party, creating a situation where they are overrun by sporelings.

Agatha Verdantmire is cowardly. If it appears that her minions have the upper hand in the struggle, she will use her at will vicious mockery ability to hinder the party. However, if the tide shifts she will flee immediately, using invisible passage to make her escape.

The Aftermath

If the party succeeds in defeating (or running off) the hag and her minions, the strange audio and visual effects will fade immediately. Furthermore, placing the grain dollies Sister Elena gave them onto the altar of the Green Man will fill characters with a feeling of peace.

Over the course of the next 4 hours, the trees in the area will slowly revert back to their natural colors from the bizarre shades of shades of pinks and lavender. While there will not be any immediate proof of this, the crops in the fields surrounding Novos will heal over time. The following year’s yield will be off by a bit. However, it will be nowhere near as catastrophic as if would have been if the hag’s plan had come to fruition.

Keep in mind that hags are vengeful creatures. Assuming that Agatha Verdantmire made her escape, she will not likely forget about the party of adventurers who meddled with her plans. She will start plotting immediately, trying to devise some wicked way to make them suffer.

Conclusion

That is all for now. Thank you for taking the time to stop by. I hope you find the seeds of something here that you can use for a future game. If you do, please take a minute to let me know in the comments below.

Finally, as of this writing (11/9/23) I have a couple invite codes for Bluesky Social. If you would like one, please let me know.

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Altar of the Green Man (Part I)

As the harvest season draws to a close, the simple people of Novos traditionally fashion crude dolls made of grain to represent the spirits of the harvest. They welcome these spirits to spend the winter in their homes. In the spring, the dolls are returned to the soil and ploughed into the first furrow of the new season. It is through this simple act that the people of Novos honor the Green Man, a revered figure who represents nature and fertility in the region. They believe that this ensures that they will have a bountiful harvest and will be able to survive the harsh Borean winters.

This year, however, something has gone awry in Novos. Farmers harvesting their crop have mentioned that the soil does not seem right. Others report signs of an odd blight affecting the crops. What is more puzzling is the fact that the grain dollies have gone missing. Homestead after homestead report that the effigies have disappeared and all agree that this must be an ill omen.

The village of Novos. Created with Campaign Cartographer.

What the Party Knows

The party has arrived in the mid-sized farming community of Novos and acquired rooms at the Harvest Hearth Inn (location #1). After stowing their gear in their rooms, the adventurers settle in for a hearty meal in the common room.

During the course of the evening, the party will notice the somber atmosphere at the inn. The locals’ faces are etched with worry and apprehension. A successful passive perception check will pick up on the fact that they speak in low voices about the problems plaguing the harvest. They mention how the soil feels different this year, as if it’s lost its vitality. Others express concerns about strange blights affecting their crops and causing them to wither prematurely.

Grain dolly. Artwork © 2023 Emily Bryant, used with permission. All rights reserved.

The disappearance of the traditional grain dollies, used to ensure a bountiful harvest, is particularly unsettling to the superstitious villagers. It is likely that the party will not be aware of this tradition, though the villagers will gladly share the tale if it appears that the outsiders are interested.

As villagers notice the newcomers and, sense that they might be adventurers, they will approach the party. With a mixture of hope and desperation in their eyes, they explain the situation and implore the party to help uncover the mystery behind these disturbing events. The villagers promise fair compensation and the gratitude of the community in return for the party’s assistance.

Investigation

In order to get to the bottom of the issue, it is likely that the party will need to carry out some investigation of the local area. The patrons of the Harvest Hearth will suggest the following locations.

Mikhail Kozlov’s Pumpkin Farm (location #2): Being the farm closest to the village itself, the party will be advised to start their investigation here.

A stout and weathered farmer with a grizzled beard, Kozlov greets the party as they approach his farm. The party will notice a sense of despair in his eyes and voice. He mentions the troubled state of his pumpkin patch, explaining that despite all his efforts, the pumpkins have been stunted and shriveled this year, far from the healthy, robust crops he usually reaps.

Upon investigating the pumpkin patch, the party notices several peculiarities. Most of the pumpkins are undersized, withered, and look like they’ve been drained of life. They’re deformed, as if something has sapped their vitality. A successful perception check will reveal that some of the pumpkins seem to bear odd carvings that resemble symbols or runes. These symbols are not part of any known local traditions that the farmer is aware of.

Borea. Created in Campaign Cartographer using the Herwin Wielink overland style.

Church of Ladina (location #3): Since she plays an unofficial leadership role within the village, the party may be advised to pay a visit to Sister Elena Novik, the cleric of the church of Ladina. A dignified woman with silver hair tied in a bun, the priestess expresses her deep concern over the blight that’s affecting the harvest and reveals a few more details.

She informs the party that she has been conducting ceremonies and blessings to seek Ladina’s guidance and protection for the crops, but her efforts have had limited success. The goddess has been silent, which troubles her deeply. She has visited a number of the farms and reports feeling an unnatural presence there.

Sister Elena will stress that the villagers are greatly distressed at the disappearance of the grain dollies and strange malady affecting the crops. She shares the tale of an Anton Baranov who has gone quite mad, reporting seeing odd creatures in the outlying forest. The cleric will explain that Baranov may often be found at the public market (area #5)

If questioned about the odd carvings found on the pumpkins at the Kozlov farm, she will not recognize them. However, she will suggest that the party seek out the aid of an elder in the village named Yevgeny Borislav. Yevgeny is known to be the keeper of traditions and folklore and he might have knowledge about these ancient symbols and their significance. He resides in a ruined tower to the northeast (area #4).

Ruined Tower (area #4): Sister Elena or some of the other villagers might suggest that the party stop at the ruined tower to the northeast of town. This is the residence of Yevgeny Borislav, a dignified figure within the village of Novos. He is an elderly man with a flowing white beard. His eyes still hold a spark of wisdom and he is usually dressed in simple, weathered robes. Yevgeny is a repository of traditions and folklore and has a deep understanding of the village’s history.

The elder recognizes the significance of the failed crops and the disappearing grain dollies. He will tell the party about the Green Man, a revered figure who represents the spirit of nature and fertility in the region. Followers of the old ways used to travel deep into the forest. There they would leave offerings at an ancient alter to the Green Man, ensuring a bountiful harvest. However, this year, it appears that something has disrupted the harmony with the Green Man’s spirit.

Should the party mention the strange carvings seen in Kozlov’s pumpkin patch, Yevgeny will be quite concerned. While he is unable to read the marking, he does recognize them as being Fey in origin and suspects that something unnatural is afoot. He suggests traveling into the forest to seek out the old altar dedicated to the Green Man and leaving a humble offering there to restore the balance between the village and the spirit of nature.

Altar of the Green Man. Artwork © 2023 Emily Bryant, used with permission. All rights reserved.

Public Market (area #5): If sent here by Sister Elena or merely passing through, the party will be hailed by Anton Baranov. Anton is a lanky, middle-aged man with unruly, salt-and-pepper hair. He sports a disheveled look, and reeks of ale. The man gesticulates wildly as the party approaches.

“I’ll tell you. I’ll tell you all about ‘em.” He says.

If the party gives the poor soul a moment to speak, he will inform them that he has heard that they are investigating the blight and he knows what is behind it. According to Baranov, strange little creatures have been coming out of the woods at night. He claims that he has seen them dancing little jigs out in the fields. If pressed for a description of the creatures, he will confess to it having been dark when he saw them but that he’s certain that they were goblins, or gremlins, or something of that ilk.

Other townsfolk will gently explain that Anton is known for enjoying his drink. However, the direction that he claims the creatures came from does happen to line up with the direction in which Yevgeny would have pointed the party in, in order to reach the Altar of the Green Man.

End of Part I

That’s all for now. Part II is already complete and you may find it here. Thank you for stopping by.

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Harvest Festival

For the 3rd week of October, I have another encounter that is perfectly suited to fill a Halloween game night. With a few minor tweaks, there is really nothing that would stop you from using this at other times of the year.

This is typical of something that I might throw together for an in-between session, on the heels of the party completing an adventure and deciding what to do next. This does not require a great deal of prep and works great for times when your session may need to be shorter than usual. It is also handy to have something like this ready for times when some of your players will be absent.

Made with Campaign Cartographer SS4 Dungeons of Schley.

The Festival

The premise here is simple. The party stumbles onto a harvest festival being held on the outskirts of a settlement. This is a joyous time and the whole community has turned out to celebrate a bountiful harvest. The key to this type of encounter is to really sell to your players that there is a lot going on.

The are a number of activities for your party to explore but I suggest that you weave in bits from your own campaign. This is a great place for the party to bump in to an NPC that they haven’t seen in quite a while. Someone might notice them from their previous exploits. Perhaps some lackeys from the BBEG turn up to spoil the fun. There are all sorts of possibilities.

Your party should hear the sounds of the festival as they approach. Even if you do not normally incorporate music into your sessions, I think you should consider it for this encounter. Simply playing an appropriate track in the background will go a long way toward setting the stage. There are countless options but in the past I have used this Joyful Festival track from The Ambiance Channel on YouTube. They have a lot of great stuff and are worth a listen.

There will be a number of food and drink vendors at the event. Be sure to at least jot down a few different culinary delights that might tempt your party members. If you want to go the extra mile and actually prepare something for your players, I have included some suggestions in this post.

The Hedge Maze

The main attraction of the festival is the hedge maze. Depending on the size of your party, either break them up or start each member at one of the 4 different starting areas. Once you are ready, they will race to see which group or individual can be the first to make it to the center.

Have each group roll for initiative and from there I would run it like an old school dungeon crawl. Starting with the first group, describe what they see, up until the need to make their first decision. For instance, “The path goes east for fifteen feet and then turns south. You now have to decide whether to proceed to the west or east.” While they are deciding, move on to the next group and continue on like this until someone makes their way to the center.

The winning team will be presented with:

  • The Medallion of Autumn’s Grace: This intricately designed bronze medallion is adorned with autumn leaves and acorns. When worn, it grants its wearer the ability to cause colorful autumn leaves to whirl around them once per day as a bonus action.

Puppet Show

There is a raucous puppet show set up in the center area of the hedge maze. There are a couple fun things that I like to do with this. The puppet show can be used as an opportunity to lay down some foreshadowing for future events in your story. Perhaps it helps to illustrate just how downtrodden the people are by the BBEG of your campaign. Alternatively, you might use the puppet show to tell the story of some local legend or some bit of lore that you want your players to have.

The other thing I occasionally do is have the puppet show actually be telling the story of some of the party’s exploits. This becomes extra entertaining if the puppets accidentally mess up the story in such a way that it embarrasses some of the party members.

Apple Bobbing

Also located in the center of the hedge maze is an apple bobbing station. Full disclosure, I have seen oodles of takes on this over the years. I do not want to copy anyone but the easiest thing that comes to mind would be to give each player 5 attempts at a DC 12 dexterity check. Every success indicates that the character successfully grabbed an apple with their teeth.

The character with the most apples at the end of the contest will win:

  • 3 Packets of Pumpkin Spice: All nonmagical food and drink sprinkled with one of these spice packets will be rendered free of poison and disease.

The Hatter & Haberdasher

I know that this seems incredibly mundane but trust me on this one. Yes, your players could potentially buy a hat or new clothing pretty much every time they are in a town or city. No, these are not magical hats or clothing.

However, unless you run with a group consisting solely of jaded power gamers, give this a shot. Describe some fanciful hats and garments. Create a colorful NPC, who is hawking his wares and I will bet that you hook at least one of your players who suddenly becomes interested in some new finery.

The Portrait Artist

This one is more of a slow burn but it really pays off in the end. I have done this twice now and it was a hit on both occasions.

A skilled artist calls out to the party and offers to create a portrait, either of them individually or as a group. The artist explains that they only need the party to pose long enough to make some charcoal sketches. Once that is complete, they will work on the piece over the following weeks and produce it for the party once completed.

I have used this as a great opportunity to commission an actual picture of the party from an online artist (of course I do not tell them this at the time). When I present it to them a few sessions later, it’s usually right around the holidays and everyone gets a big kick out of it.

Made with Campaign Cartographer SS4 Dungeons of Schley.

The Tattoo Artist

While some systems feature magical tattoos that enable various abilities, this is purely mundane. However, much like with the clothing options above, I find that this is a hit. Presented with the idea of getting tattoos for their characters, players often take the bait. I enjoy seeing what they com up with, regardless of whether they opt for something to make them look fierce or something in remembrance of a fallen comrade.

Fortune Teller

No Halloween themed harvest festival encounter would be complete without a fortune teller. You can go as deep with this on as you like. If you want to use props, a quick Google search should yield plenty of ideas for using a deck of playing cards, tarot cards, or even something more customized. Alternatively, you could just have the fortune teller use a crystal ball or simply “feel” the spirits.

I like to have fortunes ready for each player ahead of time. Fortunes do not need to be accurate; it’s all in good fun.  However, I have found it best to weave in little bits of the story while leaving things vague enough to allow the players to draw their own conclusions.

Conclusion

Those are just some ideas that you could include in a Harvest Festival encounter. Have you ever done anything like this? What else would you add to the mix? Leave me a note in the comments.

That is all for this week. Two more weeks until I head up to the Irvington Halloween Festival in Indianapolis, IN! Thank you for taking the time to stop by and have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Pumpkin Fiend

For my 2nd October post I am featuring a sinister squash. As I previously mentioned, sometimes our Halloween sessions are a bit too busy to focus on the meat of the campaign. When this happens, I will try to line up a one-off encounter for the evening.

This week’s entry should not take long at all. When I have used this in the past it has been with a low-level party, usually immediately following their first adventure.

What the Party Knows

The party has just arrived in the sleepy little village of Wiltenshire. The air is crisp and farmers are nearing the end of the harvest season. Despite being what would normally be a festive time of the year, the locals seem subdued.

Having rented rooms at the local inn, the Grinning Gourd, the party is settling in to a well-deserved meal, when a sudden commotion breaks out.

The door to the inn is flung open and a terrified farmer steps inside yelling “Gods save us! He’s back!” At that, he runs back outside and a number of the other patrons immediately stand up from their meals to join him. The individuals remaining behind appear paralyzed with terror, as they seem unable to choose between running for the door or hiding under their tables.

Should the party inquire about the nature of the disturbance. One of the patrons will turn and respond with a wild look in his eyes. “It’s the damned Pumpkin Fiend! He’s come back to kill us all.”

At this point you should tell the party that they smell something burning and can hear maniacal laughter coming from outside.

Wiltenshire. Created in Campaign Cartographer.

What Is Really Going On

Years ago, a young farmer name John Crane fell in love with the daughter of a prominent local official. The two planned to elope but the official did not approve of the pairing. Conspiring with other local farmers, a plan was hatched to dispatch Crane and bury his body in his own pumpkin patch. Each of the individuals taking part in the plot would then divvy up the Crane farmstead for themselves.

Prior to his death at the hands of the conspirators, John Crane vowed his revenge and swore that he would return to burn the village to the ground. The spirit of the wronged farmer clearly intends to make good on his threat and has returned every year during harvest time as the grotesque figure who the locals have dubbed the Pumpkin Fiend.

The Pumpkin Fiend

The Pumpkin Fiend. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

This creature has a body and limbs composed of twisted, gnarled vines, giving him an eerie and unnatural appearance. His head, the most unsettling feature, is a grotesque jack-o’-lantern with a menacing, malevolent grin. Sinister, flickering flames burn within the hollow confines of the pumpkin, casting eerie shadows.

The Pumpkin Fiend stands tall, his form exuding an aura of twisted vengeance. Vines writhe and twist around his limbs, forming claw-like appendages with thorny protrusions. He moves with an unsettling ease, as if he’s part of the very darkness that cloaks him.

Maniacal laughter escapes from the jagged mouth of his pumpkin head, echoing through the night and striking terror into the hearts of those unfortunate enough to encounter him. This once-wronged farmer has been transformed into a supernatural entity, driven by a sinister desire to exact retribution upon the village that wronged him years ago.

Abilities

  • Spring-Heeled Leap: As a bonus action, the Pumpkin Fiend can leap up to 30 feet to an unoccupied space that it can see.
  • Pumpkin Bombs: As a standard action, flaming pumpkins appear in the Pumpkin Fiend’s hands. He hurls these explosive pumpkin bombs at opponents or structures up to 15’ away. Use 10′ area-of-effect (AoE) templates to represent where the bombs land. Players must dodge or take cover to avoid damage.
  • Burning Debuff: If a player is hit by a pumpkin bomb, they will catch fire, taking damage over time until they use an action to put out the flames.
  • Fear Aura: The Pumpkin Fiend’s unnatural presence emits a 20’ aura of fear, causing players to make Wisdom saving throws or become frightened. Frightened characters have disadvantage on attacks and ability checks while the aura is active.
  • Entangle: As a standard action the Pumpkin Fiend can cast Entangle as the spell of the same name.
Wiltenshire. No labels.

The Encounter

There are 8 locations within the main center of the village:

  1. Farmer’s Market
  2. Blacksmith Shop
  3. Grinning Gourd Inn
  4. Stables
  5. Cottage
  6. Mercantile
  7. Cottage
  8. Cottage

Roll a 2d8 once the party decides to take a look outside. The result from the first d8 will indicate a structure that is already on fire by the time the party steps outdoors. The result from the second with indicate the structure that the Pumpkin Fiend is standing on top of, laughing maniacally.

Describe the scene to the party. The villagers themselves do not appear to be cut out for a fight. Some are fleeing, some paralyzed in fear, and the rest are actively trying to put out the fire at the burning structure.

If the party does not engage the Pumpkin Fiend, he will use his actions to continue leaping from building to building and light them ablaze with his pumpkin bombs. If he manages to light all 8 structures, he will caper off into the night, never to be heard from again.

However, If the party attempts to intervene, they will immediately draw the ire of the Pumpkin Fiend. He will attempt to use his Entangle ability to root the party and then burn them with his pumpkin bombs.

If the party defeats the Pumpkin Fiend, all that will remain of him will be his carved pumpkin head. Lifting this lid off this pumpkin will reveal the following items:

  • Ever-Burning Candle: This seemingly mundane candle will radiate magic. It functions as an ordinary candle and may be blown out. However, it does not melt and never needs to be replaced.
  • 3 Packets of Pumpkin Spice: All non-magical food and drink sprinkled with one of these spice packets will be rendered free of poison and disease.
  • Mysterious Potion: A potion with an orange hue, labeled “Drink me” When consumed, it grants temporary visions that show the person who consumed it the fate of John Crane. Over the course of a few moments, the whole story of betrayal and murder will play out before their eyes. What the party chooses to do with that information is up to them.

Wrap Up

A selection of our pumpkins from a couple years back.

Thank you for joining me for another week. I’ll be keeping with the Halloween theme for the rest of the month. How about you? Do you decorate at all for Halloween? Do you carve pumpkins of your own? Let me know in the comments below. I appreciate you stopping by.

For the Village of Cross Tree, go here.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

The Goblin Warren

Over the course of the past month, I have been including some iconic monsters in my map posts. While giant spiders and green slimes certainly hold a special place in my heart, I suppose you could make a case that the lowly goblin is the quintessential low-level fantasy TTRPG foe.

Considered by many to be no more than cannon fodder, I wanted to put together a mini-adventure that would play out more like an infiltration from an action movie. Sure, the party could likely wipe the floor with any of these encounters. However, if they are not careful, they could bring the whole enclave down on their heads.

If you’ve been following for any time you already know that I try to keep things system agnostic. I would probably suggest this for a party with some experience under their belt (levels 3-4?) but do what works for your game. As previously mentioned, the rooms on their own should be relatively simple but if you play the goblins wisely, there are good chances for things to go sideways.

What the Player’s Know

The party has been hired by the residents of a small village and asked to secure the release of their blacksmith. It seems the poor fellow was carried off by a band of marauding goblins! The goblins are said to live in a simple cave complex outside of town.

Inquiring in town may lead to some rumors about the goblins. Roll a d10 and consult below:

The goblin saman. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  1. Elven Captives: It’s said that the goblins have captured a group of elves and are using them as forced labor. (False)
  2. Shaman’s Dark Magic: The goblin shaman wields powerful dark magic, capable of curses and hexes. (True)
  3. Hidden Entrance: There’s a hidden entrance to the goblin warren, concealed cleverly to catch intruders off guard. (True)
  4. Cursed Shaman: The shaman is rumored to be cursed and can be easily defeated by a simple chant of “Bree Yark, Bree Yark!”. (False…this is a little call out to B2)
  5. Dragon Alliance: Rumor has it that the bugbear has formed an alliance with a young dragon lurking in the nearby mountains. (False)
  6. Traps: The goblins have set up traps throughout their warren to protect against invaders. (True)
  7. Friendly Goblins: Some goblins are friendly and can be persuaded to help intruders if offered bribes. (False)
  8. Bugbear’s Brutal Leadership: The bugbear leader is a ruthless brute, known for his immense strength and cunning tactics. (True)
  9. Stolen Treasures: The goblins have amassed a hoard of stolen treasures from their raids. (True)
  10. Wargs as Mounts: The goblins ride ferocious wargs into battle, using them to terrorize their foes. (True)

The Goblin Warren

  1. Guard Post: Two goblins sit outside the main entrance to the warren at all times. They will flee at any sign of trouble. Unless the party can dispatch them quickly, things could get sticky. These fellows are cowards so they will not engage with the party. If they become aware of an assault they will immediately flee to area #3.
  2. Guard Room: This is the post for the goblin guards during periods of inclement weather. It is littered with trash and debris.
  3. Pit Trap Ambush: This is a trap area. Surviving guards will run along the right wall to avoid the pit trap. Arriving at area #3 they will arm themselves with short bows and wait for the party. Party members will notice the pit trap covered with brush on a roll of 1-3 on a d6 (thieves on a 1-5). Characters falling into the 10’ pit will suffer 1d6 of falling damage and 1d6 of impaling damage. The goblins will rain down arrows on the attackers and scream for help from other areas of the compound.
  4. Common Area:  This stinking room is covered in piles of trash and animal pelts. In the evening hours 6 goblins will be slumbering here. If the guards from area #1 have been making noise for more than 2 rounds, they will groggily be arming themselves. By day, there will be 2 goblins here, 2 in area #5, 1 in area #7, and 1 in area #8.
  5. Kitchen: This is the kitchen area for the warren. During the day, 2 goblins work here preparing mutton for the denizens of the warren.
  6. Larder: This is where the questionable food supplies for the warren are kept.
  7. Bathing Area:  During the day, one goblin may be found here, bathing in the spring waters that bubble up.
  8. Warg Kennel:  During the day one goblin is stationed here, tending the 5 wargs who are present. The wargs are in cages but will be released in the alarm is sounded and reaches the tender.
  9. Shaman Quarters: The goblin shaman dwells here. This cave smells of incense and spices. Unless warned of intruders, there is a 40% chance that the shaman will be taken by surprise.
  10. Chieftain’s Lair: A bugbear chieftain presides over the goblins. 3 bodyguards attend him. The blacksmith is caged in this room. At any sign of trouble, the chieftain will flee through the secret door to the north. The captive blacksmith is caged in this room.
  11. Rear Guard: A lone goblin guard is stationed here. He is usually dunk or asleep. He “guards” the escape route out of the complex but is unaware of location #12.
  12. Treasure Room: This room is only known to the bugbear chieftain and his 3 bodyguards. This is where all the treasure of the goblin warren is stored. 

Wrap Up

That’s all for now. As a little peek behind the curtain, I usually write this part on Sunday evening, fully dreading going back to work on Monday. If you are reading this, you are legitimately helping me to get through the week, so thank you for taking the time to stop by. I hope you have a great week and manage to roll some dice as part of the process.

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

The Galeton Lumber Camp

Hello. Real life work continues to be a challenge. However, I am stubbornly doing my best to keep my posting schedule regular. This week I am once again going back to the well of classic monsters for inspiration.

My introduction to this hobby was due in no small part to the 1977 animated version of The Hobbit by Rankin/Bass. While many would point to goblins/orcs as being the classic villain of fantasy tabletop role-playing game, I would make a case for giant spiders.

I don’t happen to be an arachnophobe myself but there’s no denying the fact that real world spiders are creepy on their own. The thought of giant versions is particularly terrifying.

Galeton Lumber Camp. Made with Campaign Cartographer SS4 Symbols of Schley.

What the Party Knows

The party has been hired to deliver a bag of mail and sundries to a lumber camp, about a day’s ride outside of the small town of Galeton.

Arriving at the lumber camp the party will be surprised to find that it appears to have been abandoned. While the party expected to see a bustling scene of people chopping wood and going about their daily chores, there is not a soul in sight. Beyond that, apparently even the beasts of burden are missing. Where did everyone go?

What the Party Doesn’t Know

The workers of the logging camp delved a bit too deep into the ancient forest. While going about their work they uncovered a nest of ancient giant spiders.

The queen of this cluster of spiders is possessed an unnatural intelligence. One by one, they picked off the lumberjacks, learning along the way. The spiders would pull one hapless soul deep into the forest. Realizing that his cries would soon draw others, they adopted the practice of always leaving one of their victims alive.

This process continued until nearly all of the lumbermen and their animals were devoured. By the time the party arrives on the scene, only the foreman clings to life. The spiders are holding him at location #5. However, it has been the better part of the day and no one has arrived to help. The spiders are hungry and ready to feed but then they see the party arrive in the camp.

Lumber Camp at Galeton. Artwork © Christian
Hollnbuchner, used with permission.

1. The Camp

The lumber camp is clearly deserted but it doesn’t make sense. While there are no great treasures present, there are enough personal belongings to make it clear that the lumbermen would have never simply left without taking their gear with them.

A careful search will turn up the quartermaster’s tent, which holds the payroll for the whole camp. Surely brigands or even orcs would have ransacked this and taken everything of value.

2. The Work Site

While there are no traces of horses or mules, it’s clear that they had once been at the camp because the tack and saddlery are evident. Downed trees have been readied for transport but lay abandoned where they were left.

3. Pine Creek

A worn path leading up to Pine Creek indicates that members of the camp regularly used this area to bathe and do laundry. Characters approaching this area will hear moans and screams of agony coming from the northeast. If the party crosses the creek when they hear the screams, consider it to be difficult terrain. The stream is fairly shallow here, though the rocks are slippery. The hill on the opposite bank is manageable but fairly steep.

4. The Hill

Arriving at location #4, the party will be able to see the foreman on the ground at location #5. It is at this point that the spiders will attack. Two will attack from the rear on either side. Two are perpendicular to the party in the trees. Once some of the party members are ensnared in webs, the queen will charge from across the clearing.

5. The Foreman

Should the party be victorious they will find the foreman webbed to the ground here. He’ll be in bad shape but will pull through if he receives healing right away.

Wrap Up

If I were to run this one again, I think I’d focus on some custom mechanics for the spiders. How about you? Any thoughts come to mind?

Thanks for taking the time to stop by. The little interactions I have with all of you really do help to get me through the week at work. Have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.