The Horror of Talaraska part I

Introduction

The Horror of Talaraska is intended to be a starting adventure, originally written with the Dungeons & Dragons Rules Cyclopedia in mind. For further information on the adventure itself you can find the Background & Synopsis here. You can read more about the village of Cross Tree here.

The one conceit to the adventure is that the PCs should enter the village via the road from the west and preferably in the latter part of the day. If that doesn’t fit with the story you are looking to tell, it should be easy enough to make a change here or there and piece things together.

Cross Tree

The party should arrive in Cross Tree in the latter part of the day, after an uneventful day of travel. The road has been wooded for most of the day, but the party would have noticed the terrain becoming hillier since about midday. Even through the thick cover of the forest, the PCs can tell that the day is coming to an end. The band has traveled for most of the day and thoughts are likely turning to finding shelter for the evening. The distinct smell of roasting meat fills their nostrils as the road widens a bit.

Ambush at the bandit camp w/labels. Created using Campaign Cartographer 3+ Dungeons of Schley symbol set.

Before them, the forest parts to reveal a quaint little settlement. Smoke rises from a few chimneys, but they also notice the charred and still smoldering remains of a couple buildings that were recently razed. Just ahead, along the southern side of the road (location #2 on the map of Cross Tree), some figures stand huddled together. An olive-skinned woman with long silver hair seems to be presiding over the tail end of a church service of some sort. Closer inspection would suggest that this may be a funeral.

The PC’s approach seems to interrupt the gathering and they turn to stare at the party. The woman waves a hand in greeting and approaches. “Welcome! Are you the ones who they sent to help? Thank the gods! We did not expect to see you so soon.”

The woman is Leagis Longfeather, a cleric of Mielikki (or any deity appropriate for the campaign setting you are using). For more on Leagis, see The Church of Cross Tree (location #2). Her greeting will likely leave the party somewhat puzzled, but she will not keep them in suspense for long. Stepping away from the mourners, Leagis will explain what Cross Tree has been going through in recent weeks.

Barely large enough to be considered a village, Cross Tree has always been a quiet little settlement, consisting of simple folk who largely live off the land. Residents occasionally trade furs with passing travelers. For items that are harder to come by, there are larger settlements within a few days of travel in either direction.

Being a follower of Mielikki, Leagis found the tranquil woodland setting quite agreeable and set up residence here nearly 10 winters ago. Since that time she explains that there has been little to no trouble from the outside world.

The village of Cross Tree. Created with Campaign Cartographer 3+ using the Cities of Schley symbol set.

That all changed two weeks ago. It was about an hour past dusk when two traders arrived from the east. Both disheveled and wounded, they told of being ambushed by a group of bandits. Having lost their wagon and horses in the skirmish, they fled on foot. The attack had occurred within a mile of the settlement. Nothing like this had ever happened before.

Most hoped the incident was an isolated one. A party ventured forth from the village on the following day but failed to find any sign of the bandits. However, when a trapper failed to return after checking his traps last week, people became concerned. It was decided that two young men from the settlement would take the road to the west (the direction the party is coming from) and try to secure help from the nearest town.

Then, last night, the settlement was attacked. The bandits struck while all were asleep. They lit fire to thatched roofs and a number of buildings were soon ablaze. In the chaos that ensued, the blacksmith (Derek McQuarrie) was grievously wounded and the only other two citizens with any combat experience were lost.

Leagis is under the false assumption that the party has come to answer their call for aid. As it becomes apparent that they knew nothing about Cross Tree’s plight, she will be crestfallen. However, by the time her tale has been told, Leagis will have had enough time to size up the party and will be convinced that they can be of help.

She will start with the direct approach, asking for the party’s help with the bandits. If they resist outright or are hesitant, she will shift her gaze to the still smoldering buildings and fresh graves. None of the residents seem like they would be able to put up much of a fight and the cleric is not opposed to pointing that out. Without their help, Cross Tree may face another direct assault and cease to exist altogether.

Leagis Longfeather. Art by Daniel Comerci – danielcomerci.com

Leagis is not averse to pointing out the fact that the party already seems to be heading in the direction that the bandits have been coming from. Even if they do not wish to offer their assistance, it would seem likely that the party may encounter the band once they travel forth from Cross Tree.

Some of the more enterprising adventurers are likely to test the waters and inquire as to what may be gained if they agree to help. Neither Leagis, nor any of the other residents will agree to join an expedition (they are shaken and feel that they have lost too much already). However, they would be very appreciative and are willing to do what they can to secure the help of the adventurers.

Leagis will not press the issue of the bandits too much from here. Rather she will allow the party to let everything sink in and be willing to answer any questions that they may have. She is able to offer the party a sum of 75 gold coins if they would be willing to deal with the bandit threat and return certain items that have been stolen. In addition, she will see to it that the party will not need to spend their coin on room and board for the night. Whether the party agrees to help or not, Leagis will invite them to join her for dinner at the inn.

The Cross Tree Inn

Cross Tree’s modest inn is named The Cross Tree Inn and it appears to have made it through last night’s raid unscathed. If the PCs travel with horses or pack animals of any sort, a stable hand will appear to lead them away to the stables across the street and will politely refuse any payment.

The silver-haired cleric leads the party over to the settlement’s largest building. A weathered sign above the doorway designates it as “The Cross Tree Inn”. Opening the door, the party will immediately know this to be the source of the roasting meat they had smelled earlier.

There is a step down to the earthen floor of the common room and a modest fire lazily crackles on the other side of the room. Leagis motions to an empty table in the corner and they notice that the inn is filling up for the dinner meal. Despite the common room being densely filled, there is a somber air about the place. Looking about, the party can tell that others are taking interest in their table. While none are gawking, it is clear that they are curious about the PCs.

As they are all seated, the cleric speaks to the group. “You are guests here, so I do not wish to make you uncomfortable. However, we are in need so I must at least try to help my people. Whether you decide to help us or not, please simply enjoy our hospitality.” The table will be attended by the proprietor himself, a burly fellow in a stained apron named Killian Merric. The innkeeper arrives at the table and humbly takes the orders for each party member.

Killian Merric. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

Role-Playing in the Cross Tree Inn

It is possible that the party is already clambering to help with the bandits. However, it is also possible that they need more convincing. If this is a first adventure for yourself or some of your players, this is a good opportunity for you to fit in a bit of role-playing. It is likely that your players can feel the story setting itself up before their eyes but ideally you want this to be a cooperative experience, rather than simply a situation where you do all of the talking.

Leagis will stick to her word and not badger the PCs about lending their aid. However, she is curious about them, where they are from, and where they are headed. She will not be impolite and will respect and boundaries that the characters put up, but she will probe a bit. If your players have not introduced and described their characters yet, this would be a perfect opportunity.

The party will likely want to question the villagers about the bandits. If asked about their numbers? The villagers will claim that there had been anywhere from 6 to 8 bandits. They all appeared to be human and were led by a great brute of a man with two hand axes.

In addition to the monetary reward that Leagis offered, the two traders who had been ambushed will also offer an appropriate reward if their wagon and supplies can be returned. In particular, a satchel of medicinal herbs and business ledger were lost. The herbs in particular are of great importance to the village.

If party members happen to mingle with the villagers at the inn, they may hear one or more of the following rumors. Of course not all rumors are true. Rumors followed by an “F” are false.

  • A dragon has been seen flying over the hills to the northeast. F
  • There was an earthquake three weeks ago. While the village was spared, there were a number of tree falls and rockslides to the east of the village.
  • One of the villagers may mention a legend that there are the ruins of a lost city located deep within the forest.
  • One of the villagers may mention that the bandits used magical fire to light some of the village buildings on fire. F
  • Local wildlife has been unusually restless and aggressive. F
  • The barmaid (Karia Merric) found and antique suit of armor out in the woods and brought it back for the blacksmith to inspect.

Lodging will be provided for the players at the inn. If the party is willing to take up the challenge, the owners of the mercantile would be willing to help modestly equip them for their undertaking. The night will pass uneventfully and assuming the party heads out in search of the bandits the following morning The villagers will send them off with well wishes.

On the Road

The road leading east out of the village is heavily wooded. Assuming the party inquired with the villagers ahead of time, they would know that the initial ambush of the traders took place roughly a mile outside of Cross Tree. What the PCs won’t be aware of is that the bandits are currently camped about 5 miles from this location.

Depending on your game, hunting down the brigands could largely be hand waived away by allowing any PCs with the Tracking general skill to successfully pick up the trail. However, if you’re looking to prolong things a bit and convey the feeling of searching for their quarry, I’m adding a list of random occurrences below. Some of the results will pertain to the hunt for the bandits and some are merely mundane encounters. Roll a d10 and consult the list. Continue to roll against the list and play out the results (ignoring any repeat results) until the party has achieved 3 results pertaining to locating the bandits. At that point they will have closed in on the bandit camp.

Road to the bandit camp.
  1. Discarded Supplies: The party stumbles upon a small clearing where they find a few items—such as a torn piece of cloth, a broken arrow, or a half-eaten piece of dried meat—hastily discarded by the bandits. These items indicate that the bandits were recently in the area and they are on the right track.
  2. Freshwater Spring: The party crosses a spring-fed stream. This crystal-clear waterway yields tasty trout, to anyone with the skill to fish them out.
  3. Faint Campfire Smoke: As the party travels, they catch a glimpse of faint smoke rising above the treetops in the distance. This smoke is coming from the bandits’ campfire, and heading in that direction will bring the party closer to their quarry.
  4. Boar Attack: The party startles a large wild boar and the beast charges out of the forest to attack. (AC 7; HD 3; hp 15; MV 90′ (30’); #AT 1 tusk; D 2d4; Save F2; ML 9; AL N)
  5. Wagon Tracks in the Mud: The road becomes muddy in a low-lying area, and the party spots deep wagon tracks that veer off the road and into the forest. These tracks were made by the bandits as they moved the stolen wagon off the road.
  6. Berries: A bountiful berry patch lines the side of the road, allowing the party a delicious snack.
  7. Distant Voices: The wind carries the sound of faint, hushed voices coming from the forest. If the party follows the sound, they will find themselves approaching the bandits’ location.
  8. Road to Nowhere: A warn game trail leads off from the road but eventually becomes too narrow to follow.
  9. Broken Branches and Trampled Underbrush: The party notices a section of the forest where branches have been broken and the underbrush is trampled, as if a group of people or animals recently passed through in a hurry. Following this trail leads the party closer to the bandits’ camp.
  10. Giant Bees: A loud buzzing sound leads the party to a beehive the size of a man. The bees will not mess with the party unless their hive is disturbed.

The Bandit Camp

The bandit camp lies just off the north side of the road, approximately 6 miles from the Village of Cross Tree. The road has been winding northeast, gradually ascending as it passes through the dense forest. Occasionally, the party may catch glimpses of the distant mountains to the north through breaks in the trees. Evidence of the recent earthquake is visible here and there in the form of downed trees, cracked rocks, and small landslides.

Unbeknownst to the PCs, the brigands have been experiencing increasing unease since the events of the previous night. The camp, initially set up as a base to raid the village of Cross Tree, has become a place of growing tension and fear. Kargan Pike, the bandits’ leader, had seen the village as easy prey, leading his band of cutthroats to harass the villagers with little resistance. Confident in their success, Pike instructed his men to establish a camp just off the road, close enough to launch further raids but far enough to avoid immediate detection.

While setting up camp, the bandits discovered a cave entrance hidden in the hillside, likely revealed by the recent earthquake. This entrance, flanked by trees and half-covered in debris, piqued Pike’s interest. Curiosity got the better of him, and he ordered one of his men to light a torch and accompany him into the cave. The pair disappeared into the darkness, leaving the rest of the group to continue their tasks.

That was nearly a day ago. As the minutes turned into hours, the remaining bandits grew anxious. They began hearing strange, unsettling noises emanating from the cave—low moans, distant echoes, and, at one point, a bloodcurdling scream that sent shivers down their spines. The night brought no relief, as the eerie silence from within the cave only heightened their fear. None of the remaining six bandits managed more than a few moments of restless sleep, and by dawn, the tension had reached a breaking point.

Now, with the sun up, a heated argument has broken out among the group. Half of the bandits are eager to flee, suggesting they split the remaining loot and leave Pike to whatever fate has befallen him. The others, more cautious or perhaps more loyal, argue that they should wait another night, hoping their leader will return and guide them out of this mess. Fear, uncertainty, and the looming sense of doom have frayed their nerves, and the tension among them is palpable.

Bandit camp. No labels.

As the party approaches the camp, they will likely overhear the bickering. The sounds of raised voices and the crackling of a smoldering campfire carry through the woods. With a bit of caution, the party should be able to spot the two sentries at locations #1 and #2 without being detected, and with further careful observation, they may glimpse the remaining four bandits arguing near the campfire.

The bandits are distracted and on edge, making them less likely to notice the party’s approach. Unless the adventurers make a significant amount of noise, I’d allow the party a surprise round of actions. If you’d prefer a random check, the bandits will be surprised on a roll of 1-4 on a d6 (as opposed to the normal 1-2 per the Rules Cyclopedia). The situation is volatile, and how the party chooses to engage—or exploit—the tension among the bandits will determine the course of the encounter.

Bandit stats are as follows:

  • AC 7; HD 1; hp 4; MV 90′ (30′); #AT 1 short sword or 1 short bow; D 1d6 (short sword) or 1d6 (short bow); Save T1; ML 8; AL C.
  • AC 7; HD 1; hp 6; MV 90′ (30′); #AT 1 hand axe or 1 short bow; D 1d6 (hand axe) or 1d6 (short bow); Save T1; ML 8; AL C.
  • AC 8; HD 1; hp 5; MV 90′ (30′); #AT 1 club; D 1d4; Save T1; ML 8; AL C.
  • AC 7; HD 1; hp 4; MV 90′ (30′); #AT 1 short sword; D 1d6; Save T1; ML 8; AL C
  • AC 7; HD 1; hp 3; MV 90′ (30′); #AT 1 hand axe; D 1d6; Save T1; ML 8; AL C
  • AC 8; HD 1; hp 4; MV 90′ (30′); #AT 1 hand axe; D 1d6; Save T1; ML 8; AL C

If the party calls out to the bandits or they somehow don’t manage to surprise them, the band will attack, albeit haphazardly. The brigands are skittish from the start, if two of their group are incapacitated or the PCs are seen to be using any magical attacks, they may opt to flee or surrender. If you are using the optional morale rules, consider having the bandits make a morale check at -2. Then I’d apply an additional -2 penalty again as each subsequent bandit goes down.

Captured individuals will beg for their lives and clearly be confused at the PC’s arrival on the scene. Having met no real resistance from the villagers, they will clearly be confused at the PC’s arrival on the scene. If questioned, they will gladly provide as much information as they are able, regarding their activities and what happened to their leader (at least as much as they know). If questioned about the missing trapper, even under duress, they claim to have no knowledge. They do not know what is inside the cave or what became of Pike. However, they will point out that their leader had both the missing business ledger and satchel of medicinal herbs on his person.

All of the other missing items from Cross tree may be found around the bandit camp, including the wagon and horses stolen from the traders. In addition, It appears that the band were traveling with some loot that did not come from the village. If the camp is thoroughly searched it will yield a small chest with 126 gp, 66 cp, a ruby brooch (80 gp), silver dagger, and bronze anklet (30 gp). The following mundane items may be found at the camp: 6 torches, a bullseye lantern, 3 pieces of chalk, a mirror, 2 flasks of oil, 100’ rope, and a tinderbox.

At this point, the question now becomes what will the party do next? Pike and one of the other bandits are still somewhere within the cave, along with some of the items that the party was hoping to have returned. Will the party venture into the cave or head back to the village with any prisoners?

Conclusion

I’m going to wrap it there for this installment. This post is admittedly much longer than I had originally intended and took me far longer to finish. However, real life work and responsibilities have been challenging distractions. I figured it best to post what I have so far and hopefully return with the next installment in a timelier fashion.

Thank you so much for taking the time to visit. These little escapes to fantasy really help to get me through rough situations at work. Hope you have a great week!

For more on 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.

A Who’s Who for the Village of Cross Tree

Cross Tree and it’s environs are waiting to be explored. Created with Campaign Cartographer 3+ using the Spectrum Overland symbol set.

My aim when I started this blog was to create bite-sized or modular source material that TTRPG gamemasters could use for inspiration or to help run their games. In pursuit of this, I’ve spent the past couple months creating and populating a starting village named Cross Tree.

Cross Tree is intended to be a simple starting area that can easily be dropped into just about any fantasy setting, while using pretty much any rule set. GMs can use the whole thing as is, or simply pick and choose the elements that work for their game. Others may just lift an NPC or a bit of text that inspires them. I’ve fleshed out several of the most important locations within the village and have turned my eye toward writing some adventures that would use Cross Tree as a home base.

I’ve written previously regarding using a “Who’s Who” as a tool for managing NPCs and places within your campaign. I’ve been doing this for over 40 years and the practice has served me well. I’ve linked the original post above but basically, whenever I create an NPC or location that the players are likely to encounter, I jot down a line or two about them. This not only helps me while we’re at the table but also while I’m putting adventures together.

As I start piecing together my first adventure out of Cross Tree, here’s what I’ve got so far:

Carrowmar Forest – The forest surrounding the Village of Cross Tree, home to various adventures and the location where Karia found an antique suit of armor (see blacksmith).

Cross Tree – An ancient oak located across from the church. This is the tree that the village is named for, due to a cross burned into it. (see the Cross Tree Inn for the story of the tree).

Cross Tree InnThe inn of the village where many locals and travelers gather. Managed by Killian Merric and his niece Karia.

Fuchs, Astolpho – Owner of the mercantile in Cross Tree. Originally from a large city, he and his wife Gina are in hiding after betraying a thieves’ guild.

Fuchs, Gina – Wife of Astolpho Fuchs, co-owner of the mercantile. They are both in hiding after escaping from a life entangled with a thieves’ guild.

Grenton – A major trade hub to the west of Cross Tree and the original home of Derrick McQuarrie.

Keen, Adam – Father of Taryn Keen, also an adventurer in his youth. Adam vanished around the same time his brother Benjamin did.

Keen, Benjamin – Uncle of Taryn Keen and previous owner of the stables, known for his obsession with the legend of a lost city. He went missing two years ago.

Keen, Taryn – Current owner of the stables, who took over after her uncle Benjamin went missing. She is relatively new to the village and is working to restore the stables.

Kormou, Leagis – The priestess of a nature deity residing in the village church, known for her peaceful demeanor and extensive travels.

McQuarrie, Derrick – The village blacksmith, a skilled craftsman originally from the city of Grenton. He settled in Cross Tree after being hired to work on the village bridge.

Merric, Karia – Niece of Killian Merric, who helps him run the Cross Tree Inn. She is an aspiring herbalist and plays a significant role in the village.

Merric, Killian – The proprietor of the Cross Tree Inn, known for his hospitality and knowledge of the local area.

Nicodemus – A reclusive old man living in the ruined tower. He is mysterious and known to be knowledgeable about many things, possibly magical.

Pine Creek – The small river along which the Village of Cross Tree is settled.

Tinkering around with hexes in true old-school fashion but I’m not quite there yet.

Closing

That will do it for this week. Thank you for taking the time to visit and I hope you have a great week!

For more on 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.

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 Stables

Location #5 on the map of the Village of Cross Tree is the stables.

The stables in Cross Tree are located directly across from the Cross Tree Inn. The building itself has seen better days and looks to be in disrepair. A low stone wall surrounds the courtyard, and some chickens can be seen running about. Despite the state of the building, the actual stables appear to be well kept and orderly. It’s clear that the proprietor is taking care of things.

Enough travelers pass through to keep the operation worthwhile for its owner. However, she is new to the town and inherited the property after it had been allowed to go downhill for several years.

The stables. Created with Campaign Cartographer 3+, Dungeons of Schley symbol set.

Taryn Keen

Taryn Keen. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

Taryn Keen is a young human woman who appears to be in her mid-twenties. She has green eyes and auburn hair that falls below her shoulders. Taryn bears a tattoo of a black dragon, just below her collar bone, on her left side. Under normal circumstances, she dresses quite plainly in wool breeches with a linen shirt.

Having inherited the stables from her uncle Benjamin, Taryn has only been in town for a little over a year. She grew up in a large city to the west, where she spent her youth working in her father’s stables.

An adventurer in his younger days, Benjamin Keen had owned the stables in Cross Tree for over 25 years, until he went missing 2 years ago. Townsfolk claim that he had an unhealthy fixation on legends of a lost city somewhere in the vicinity of Cross Tree.

The Village of Cross Tree. Made with Campaign Cartographer 3+, Cities of Schley symbol set.

Rather than operate and take care of his business, Benjamin was known to wander off into the woods for days at time. It is believed that he was obsessed with finding the lost city. On one such expedition, Benjamin failed to return.

When it was clear that the stablemaster was not likely to come back, word was sent to the family and Taryn arrived within the year. Having had a good deal of previous experience, she set about to putting things back in shape. The house itself still needs work but she is getting there.

Besides boarding, Taryn grooms the animals left in her charge and provides medical attention as necessary. She supplements her income by caring for the other beasts of burden and livestock around the town. Her rates would be considered modest compared to whatever is standard in your game. While her operation is too small to carry equestrian equipment, Astolpho & Gina at the mercantile, carry all the basics.

1st Floor

The eastern portion of the ground floor is comprised of Taryn’s living quarters, while the room to the west is what she uses as an office.

2nd Floor

In addition to Taryn’s bedchamber, the 2nd floor consists of a meeting room. While not generally accessible to the public, she may invite the PCs up here for counsel, or to discuss future plans.

Plot Hooks & Encounters

As previously mentioned, Taryn’s uncle Benjamin went missing 2 years ago. What the other residents of Cross Tree are not aware of is that fact that Taryn’s father Adam also vanished around the same time.

•             Knowing that both her father and uncle had been adventurers in their youth. Taryn suspects that the legend of a lost city was what lured Benjamin here. It is reasonable to think that she might attempt to hire the party to find out what became of them.

•             While out on a ride two weeks ago, Taryn discovered some stone tablets with odd runes on them. She might hire the party to travel to the nearest city and try to decipher them.

•             Adam Keen owned a cabin located 3 days west of Cross Tree. Taryn has not been there since she was a young girl. However, she faintly remembers that he kept journals there, detailing his exploits. If she trusts the party, she may give them directions to the cabin and ask them to go retrieve the journals. Obviously, with this and any of the other previous tasks, she would be willing to share any resulting bounty.

•             Finally, if the party is simply in need of funds and willing to put in some hard work, there is plenty to be done. Taryn would certainly be willing to hire party members to clean the stables or assist with the process of fixing up her living quarters.

Closing Notes

That will do it for this week’s entry from the town of Cross Tree. I appreciate you taking the time to stop by. If there is anything you would like to see added to the village or you require any tweaks to the maps, let me know in the comments. Until my next post, I hope you have great adventures and a great week!

For more on 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.

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 Cross Tree Inn

Location #1 in the Village of Cross Tree is the Cross Tree Inn.

The smell of roasted meat emanates from this inviting two-story wooden building. Facing the structure, a pair of worn double-doors welcome weary travelers on the right. To the left, a low wall partitions off a courtyard, where barrels of ale are stored, and a couple chickens run about aimlessly.

A sign bearing the name “Cross Tree Inn” hangs above the entrance. The sign itself depicts a curious scene of ghostly figures circled around a large oak tree. The inn is both the geographical and social center of the village. Especially during the evening, it is likely some of the other residents will be found in the common room, enjoying a meal or tankard of ale.

The Cross Tree Inn. Created using Campaign Cartographer “Dungeons of Schley” symbol set.

Killian Merric

Killian Merric. Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com.

The proprietor is a stout man named Killian Merric. At 50 years of age, Killian was raised in a large city but relocated to Cross Tree and inherited the Inn from his uncle Tobyn. That was 20 years ago and Killian has been running the place ever since.

Killian stands 6’2” tall and weighs roughly 280lbs. His dark hair, beard, and bushy eyebrows. are starting to give way to a good deal of gray. The large man dresses simply, wearing cotton breeches and a plain tunic, On most days he’ll also be wearing an apron, adorned with splashes and dashes of whatever happens to be on the menu that day.

Nearly always sporting a grin, the innkeeper is nothing if not hospitable. Killian will greet guests warmly and take an interest in their adventures. He knows a fair bit about the local area and is generally willing to share information with travelers, if he feels that they have good intentions. For information he may lack, Killian is certainly well acquainted with the citizens of Cross Tree and able to suggest someone else who may be able to help.

The innkeeper loves a good tune. Any customer who happens to break out in song or play an instrument while visiting the inn is likely to be rewarded with a complimentary meal. If it’s particularly good, it wouldn’t be unheard of for Killian to take off his apron and dance a little jig in the middle of the dining room.

Despite being a fairly large fellow, Killian has no practical combat experience.

Killian keeps a simple room for himself at the inn. While he has had various employees over the years, his niece Karia is currently his only employee.

Karia Merric

Karia Merric.
Publisher’s Choice Quality Stock Art @ Rick Hershey / Fat Goblin Games. http://www.fatgoblingames.com

Karia Merric is a young woman of 25. After the passing of her mother, two years ago, she relocated to Cross Tree and has been helping her uncle Killian manage the inn. A no-nonsense woman, Karia usually keeps her blonde hair pulled back and wears simple, woolen dresses.

While she adores her uncle, Karia was also interested in relocated to Cross Tree due to it being nestled in the wilderness. She has been studying herbalism for a number of years and her move has allowed her to pursue this passion. When not serving drinks or helping out at the inn, Karia spends her time collecting specimens in the forest and furthering her studies.

Like her uncle, Karia is quite friendly. However, her mind is often occupied, thinking about different tinctures and ointments. She may not be outwardly chatty, though if any travelers come by with obvious wounds or ailments, she will immediately offer to help. Depending on the rules system you are using, I would allow Karia to at least provide some basic healing to injured party members.

If any travelers happen to come through town and mention having a background in herbalism or another similar skill, Karia will be fascinated and try to gain as much knowledge from them as possible.

Cross Tree Inn 2nd level.

Food, Drink, & Lodging

You can assume that pricing for food, drink, and lodging will run on the lower end of what is typical in your game system. Killian is a wonderful cook and accommodating host but this is a modest operation. Highlights of the inn’s menu include flapjacks with locally made maple syrup, a fabulous “restoring” stew, and roasted potato wedges.

Killian has 4 modest rooms for rent. Three of these have a single bed, while one has two. However, a simple sleeping cot can be added to any of the single rooms if it becomes necessary to house more guests. While he wouldn’t rent out his own 2nd floor room, on occasion Killian will allow cots in the common areas upstairs, to accommodate extra guests. Obviously, this would be offered at a reduced rate.

Location of the Cross Tree Inn within the Village of Cross Tree.

Legend of the Cross Tree

As the Cross Tree Inn is the first stop for weary travelers, Killian will often be asked about the name of the town. On such occasions, he will be more than happy to pull up a chair and share the tale.

“Perhaps you saw the old Cross Tree as you made your way into town. Just west of here, across from the church stands an ancient oak tree, with a cross burned into the side of its trunk.”

“Many, many years ago, long before this wee village was founded, another settlement existed here. There are still traces that can easily be seen. Just northeast, tucked back in the woods, stands a ruined tower. Old Nicodemus dwells there now, though the gods know that Karia and I try to get him to come stay with us. There are bits of some other structures still standing out in the woods if you explore a bit, then there is the Cross Tree itself.”

“The legend tells that those who lived here before were a superstitious lot. For reasons lost to time, they believed that some of their number were practitioners of dark magics. They deemed these poor folk to be witches and doomed them to a horrible fate. The accused were tied to the great oak, with arms outstretched and burned alive. The cross you see burned into the tree is said to be the result of many such executions.”

“Now, I don’t want to be putting a scare in you good folks. However, many around here claim that the poor souls who lost their lives like this still roam these parts at night. Oh, I know that ghost tales like these are often the fare of simple country folk. Just don’t let it be said that I didn’t warn you, if you hear something go bump in the night.”

Whether there is anything to this legend or whether it is a simple folktale is up to you. Go with what works for your game. However, it certainly wouldn’t hurt to drop in little bits to keep your players on edge. The inn is an old building, so there will certainly be strange creaks from the floorboards or the occasional cold draft.

Plot Hooks & Encounters

If you already have plans for future adventures, it should be easy enough to drop in any plot hooks while the PCs are visiting the Cross Tree Inn. There is a message board in the common room and Killian, Karia, or any of the other townsfolk could be used to reach out to the party and ask for their assistance.

Left to their own, both Killian & Karia have a few tasks that they might approach a party of travelers for help with.

  • Killian might offer the party a fair price to go on a hunt for a day and try to bring back a stag or wild boar.
  • Karia might hire the party to help her locate certain herbs or mushrooms, only available in the deepest part of the forest.
  • It’s rare that the innkeeper has the ability to make the trip to a city. If Killian gets to know the party well or they stop at the inn frequently, he may hire them to bring back certain spices or ingredients.

Conclusion

That concludes my first entry for the Village of Cross Tree. Coming up next week we’ll pay a visit to the church. Due to the number of maps, I’ve opted to include the color versions with all labels and grids. As always, if you find something that would be useful for your own game but you’d like the labels removed (or changed) or might prefer a black and white version for more of an old-school feel, just leave me a message in the comments and I’ll hook you up.

That’s all for now. Thanks for stopping by and have a great week!

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 Village of Cross Tree

The village of Cross Tree lies deep within the Carrowmar forest, not far from the Khared Draz mountains. Settled along the banks of Pine Creek, this hamlet is a blend of the old and new, where ancient ruins still hold secrets of a bygone era.

The Village of Cross Tree. Created using Campaign Cartographer SS5 Cities of Schley Style.

On their approach to the village, keen-eyed travelers may notice the remnants of a once-greater settlement, long since reclaimed by nature. Even within the settlement itself, a ruined tower stands as a reminder of the past.

Cross Tree was once a bustling destination for travelers. However, modern routes through the mountain passes have caused the number of visitors to dwindle. Few pass through the village these days, save for the occasional hunter, trapper, or eccentric adventurer.

Reduced at one point to nothing more than a roadside stop for weary travelers, the village has come into its own over the past 30 years. It’s now a quiet, self-sufficient community inhabited with an assortment of colorful characters. Nestled in this wild landscape, Cross Tree makes a perfect locale for striking out in search of adventure

Village with no labels or grid.

Setting the Stage

For the first time in the past few years, I don’t have a regular gaming group. I’ve decided to take the time that I would have spent prepping for weekly sessions and instead pour it into creating something to share.

The Village of Cross Tree is going to be the first step in this process. Every adventure needs a place to start and I’ve created the village with that in mind. Cross Tree is more than just a spot on a map—it’s a living, breathing place where a community has taken root and grown. My intention is for this to be somewhere for stories to unfold and characters to develop for their first few adventures.

Over the coming weeks, I’ll delve into the heart of Cross Tree, sharing details about the key locations and the unique inhabitants that give this village its charm. I will aim to provide just enough detail to allow GMs to easily paint a picture of the village, while also leaving plenty of room for customization. Moving on from that, I’ll expand to some encounters and possibly even full adventures that each have their start from the Village of Cross Tree.

I’ll be basing things loosely on the old Dungeons & Dragons Rules Cyclopedia from 1991. This single hardcover book consolidated rules from the Basic, Expert, Companion, and Master boxed sets. I will note that despite utilizing the Rules Cyclopedia, I’m not an OSR purist by any means. I will deviate from RAW liberally, both in creating new creatures and in mechanics for encounters. That said, everything should be easy enough to convert to pretty much any system of your choice. If you’re the type of person who is reading TTRPG blogs, I don’t think you’ll have any trouble.

While Cross Tree is a location in my own campaign world, I’ve tried to create it generically enough that GMs could fit it into just about any published or homegrown setting. For instance, if you happened to be running a game in Mystara, the village should fit nicely within the Grand Duchy of Karameikos (probably somewhere north of Kelvin). The main features for the location that will be required would be a wooded region, relatively close to mountains, and more than a single day’s travel from any settlements to the east or west.

That’s all I’ve got for now. Thanks for taking the time to visit and I hope you have a great weekend!

I’ve already started adding to the Village of Cross Tree. If you’d like to see more, go here.

For 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.

Tossed in a B&W version for a bit of the old school vibe.

Vintage Ads From White Dwarf Magazine #64

This week I’m back with some more vintage ads. I’m turning to the pages of White Dwarf magazine. Issue #64 features cover art by Peter Andrew Jones and comes from April of 1985.

Launched in 1977 by Games Workshop, the company behind the Warhammer franchises, White Dwarf began as a general-purpose gaming magazine. Its early issues covered role-playing games, board games, and wargames. By the time this issue hit the stands in April 1985, White Dwarf had transitioned more towards supporting Games Workshop’s own products, though it still provided a wealth of content for the broader gaming community.

Growing up in the US during the 1980s, issues of White Dwarf were nowhere near as accessible as Dragon magazine (at least in Rochester, NY). However, I always tried to pick up a copy when I was able. A number of the monsters from the AD&D Fiend Folio had appeared previously in the pages of White Dwarf and somehow it just felt like a rare treat to get hold of one. At any rate, on with the ads:

Warhammer Fantasy Battle Rules

I don’t suppose I could showcase ads from an issue of White Dwarf with including at least on ad for a Warhammer product. Here we have an ad for the 2nd edition of Warhammer Fantasy Battles.

The boxed set includes three rule books—covering Combat, Battle Magic, and Battle Bestiary—along with character cards, a play sheet, and an introductory scenario titled “The Magnificent Sven.”

Outside of the occasional convention game I was never lucky enough to be exposed to Warhammer. The interest was there but my meager teenage funds wouldn’t have been sufficient to tackling buying and painting armies.

Talisman of Death

Next up is an ad for Talisman of Death, which was part of the Fighting Fantasy gamebook series by Steve Jackson and Ian Livingstone. This particular entry to the series invites readers to take on the latest challenge set in the once-peaceful world of Orb, where dark forces are working to unleash the evil power of the Dark Lord.

These made their way to the US, though to what degree I cannot say. In Rochester, NY I vividly recall finding a copy of The Warlock of Firetop Mountain (I believe the first of the series). Unlike the “Endless Quest” series produced by TSR Hobbies and other “choose your own path” books, the Fighting Fantasy titles added actual die rolls to the experience. This further simulated playing and actual role-playing game and I found it to be much more engaging.

Star Trek III Starship Combat Game

I have no recollection of this product. As I’ve mentioned previously, while I was fascinated with various wargames, most of my experience in the 1980s was limited to tabletop role-playing games. While I do vividly remember Star Fleet Battles by Task Force Games, this one escapes me.

The ad promises a thrilling experience where you can outmaneuver enemies to achieve victory, hide in asteroid fields, lay traps with gravity mines, and engage in battles for the control of planets. It emphasizes allowing players to command the legendary USS Enterprise, Klingon battle cruisers, Romulan warships, or various other starships available in the game.

The most interesting part of the ad to me lies in the fine yellow print at the bottom. Apparently Games Workshop licensed this one from FASA to sell in the UK. They has previously held the official distribution rights to Dungeons & Dragons and other TSR products in the UK.

Earth Wood

Earth Wood was another play-by-mail (PBM) game. These are still a bit fascinating to me. This appears to have been a PBM wargame. In a game like this, players would submit a series of orders, then the gamemaster would make any appropriate rolls or checks to determine the outcome and send out results to the player(s) involved.

Reading through the description, I can really see how it would be easy to get drawn in to a game like this. I would love to hear from someone who actually played one of these back in the day, as the concept has always been very interesting to me.

The thing that really gets me with these is the per turn charge, in this case £1.50/turn. I can’t swear to it but I believe that would have been roughly $1.95/turn back in 1985. It certainly would have been too rich for my blood back then.

The Chaos of Doom

This advertisement is for The Chasm of Doom which was apparently a book in the “Lone Wolf” solo role-playing adventure series. I’ve never encountered these so please chime in if you have some experience with them. The product is described as a “unique and action-packed solo adventure”, so it appears that these would be something also the same lines as the popular Fighting Fantasy series I mentioned up above.

Apparently, players would take on the role of the “Lone Wolf” and proceed to tackle continuing adventures. The game boasts over 50 line drawings plus a full-color game map and action chart. Unlike the Fighting Fantasy series, these seem to emphasize that no dice are needed due to their “unique combat system”. Again, I’d be interested in hearing what the mechanic was.  

De Luxe Fantasy Puzzles

This ad caught my eye, not because it was a game or game-related product but rather because it struck me as odd to see a product like this being licensed by Games Workshop. Never having been a fan of puzzles, I initially though it odd that there was a product like this. However, a bit of investigation showed me that TSR was producing Dungeons & Dragons puzzles during this same time period. As a matter of fact (and even more odd to me), even Wizards of the Coast has produced jigsaw puzzles. I honestly never knew puzzles were so popular. Are you a puzzle person?

Conclusion

That’ll do it for this week. Have you had any encounters with any of these products? Did reading through these bring back memories of any others? Leave me a note and let me know. In the meantime, stay warm and good gaming!

For 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.

What Was Your Gateway to Adventure

This was an old TSR Hobbies catalog. I can’t recall whether this came packaged in my Holmes Basic set or in the later Moldvay set.

1977 had been a big year already, with the release of Star Wars during the past spring. The summer had been spent running around the neighborhood, shooting imaginary Storm Troopers, and debating the fate of Darth Vader.

It was around Thanksgiving when I became aware of a new animated TV Special. The Hobbit was coming to television. Now, for those of you much younger than I, you must understand that the late 70s were a much different time. We had cartoons every Saturday morning, without fail. However, aside from the annual Charlie Brown specials and perhaps Rudolph the Red-Nosed Reindeer, animated specials were almost unheard of. If you are too young to have lived through this, it’s hard to describe just how odd this was to see on network tv.

Rumors had spread through my school like wildfire. The Hobbit was something totally different. Not only was this a new animated special, but it was a story of wizards, dwarves, elves, and even a dragon! Truly, this was something not to be missed.

I don’t recall what I did wrong. Perhaps I had knocked the gravy over and into my Aunt’s lap during Thanksgiving dinner. At any rate, as luck would have it, I found myself quite grounded for the world television premier of The Hobbit.  It was devastating. I was certain that quite possibly; nothing good could come of my life from that day forward. You see, in 1977, there was no streaming, no DVRs (or VCRs for that matter). As a matter of fact, there was a great likelihood that if you missed a show on TV or even a movie in the theater, that you may never have an opportunity to see it again.

During the following week, I was forced to listen to my young friends tells stories about The Hobbit.  They would go on and on about the goblins, the spiders, and even some strange thing that they referred to as “Gollum”.  I was devastated. Within the span of one year, I had been told that I was too young to have a poster of Farrah Fawcett and now I had missed The Hobbit.

This was the cover to my first version of The Hobbit in the late 1970s.

During the fall of 1978. I came home from school one day to find a paperback book lying on my bed. It was The Hobbit; my parents had purchased me a copy of the novel. While it was certainly quite a bit larger than any book I had read thus far, I was intrigued by the maps and “strange writing” which I found just inside the front cover. I set about reading it right away.

I was hooked immediately. Shortly after finishing The Hobbit, I moved on to the Lord of the Rings trilogy. By the time that these were all finished I was a fantasy junkie, devouring any new novels that I could land my hands on. As I recall, the next up were the Lancer/Ace Conan series with the striking Frank Frazetta covers.

It was some time after that when I heard a couple of my friends talking about some new game. They had been playing this game, with the older kids who lived on the next road over. The details were sketchy but apparently there were hobbits and goblins in it and it was different from any of type of game.

The Holmes Basic D&D boxed set.

The whole thing was terribly confusing and made no sense to me at all. When I asked them about the board, they said there was no board. When I asked if there were cards, they said there were no cards. I was a skeptic, to say the least. Certainly, if a game like this existed, it would have to be listed within the pages of the J.C. Penney Christmas catalog (everything worth having as a child was.) It was not.

Then, one day, my friend and I happened to accompany my mother on a trip to Scrantom’s (a local card & stationary store in Rochester, NY). As we were checking out, I saw a curious looking box, sitting behind the counter. The box was adorned with a picture of a large dragon, sitting on a huge pile of treasure. The words “Dungeons & Dragons” were printed across the top of the box. A look to my buddy confirmed that this was the game he’d been trying to tell me about.

I received that very box for my birthday (this was the Holmes edition Dungeons & Dragons Basic set.) Like a blind man who has never seen, I immediately understood about games without boards. Suddenly, I had the ability to do more than just read fantasy stories; I could create them and watch them unfold before my eyes. The years to follow were filled with all kinds of great gaming memories.

Conclusion

That was how I was introduced to the hobby. However, sticking true to the title of this post, I’m curious about you. What was your gateway to adventure? When were you first exposed to the hobby and what was your first game? I’ve always loved hearing these type of origin stories and I find it fascinating to read about. Drop a comment below and let me know.

That’s all for now. Have a great week and thank you for stopping by. Good gaming!

For 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.

Vintage Ads From Dragon Magazine #83

This week I’m back with some more vintage ads from the pages of Dragon magazine. This week I’m looking at issue #83, from March of 1984 and featuring cover art by Denis Beauvais.

As I’ve previously mentioned, unless you happened to live in close proximity to a local gaming store, it was likely that you would have never been exposed to many of these products. However, by 1984 Dragon Magazine could readily be found on the shelves of Waldenbooks or B. Dalton locations in almost any suburban mall. This helped to spread the word of diverse offerings in the TTRPG market to more casual fans.

Atlantean War Mastodon

Kicking things off is this striking mini from Ral Partha Enterprises. Ral Partha was a prominent manufacturer of miniatures for TTRPGS and wargames at the time.  This ad showcases the company’s new additions to their range of fantasy miniatures.

It’s not really clear whether the Atlantean War Mastodon was intended for TTRPGs or fantasy wargaming, though I suppose it may have found a home with either. I’ve always been fascinated with the whole wargaming scene but I’ve never had the time (or money) to take a deep dive into the hobby. I will say that back during this time period, it was common to see all manner of miniature wargames represented even at local gaming conventions.

The miniatures of the time were typically made of metal (often lead or a lead alloy) and were sculpted at a scale compatible with most RPGs (often 25mm, as specified in the ad).

Witch Hunt

Next up we have an ad for an RPG titled Witch Hunt, which supposedly allowed players to take on the role of either magistrates or witches (presumably with access to real magic) during the Salem Witch Trials.

I have no recollection of this game or the publisher StatCom Simulations Inc. However, I found some interesting information about it over at Wayne’s Books. If you’re not familiar with his site, it’s worth a look, especially if you like peeking back at some of these old titles.

The main reason I chose to include this ad in particular was to point out what a diverse selection of games were being churned out in the 1980s. There’s just something magical to me when I think about all of these people (at a time when very few people even owned a home computer) creating these games and throwing their hats into the ring.

Villains & Vigilantes  

Of the ads I’ve selected for this post, Villains & Vigilantes probably saw the most mainstream success. It was also the only one of these products that I happened to own at the time. Designed by Jack Herman and Jeff Dee and published by Fantasy Games Unlimited, V&V was one of the earliest TTRPGS to tap into the superhero genre.

As you might expect, the game prompted characters to create their own heroes to adventure with, using easily recognizable powers. The game was available as a boxed set, which included an introductory adventure, a reference screen, and dice. The game stuck around for quite a while and was supported with a number of adventure modules and at least a couple “rogues gallery”-type publications featuring colorful NPCs for use with the game.

As a teen, I was immediately drawn to the Jeff Dee art in all of the products. Jeff also provided art for a number of D&D and AD&D products during this time period.

DM’s Records

Again, just adding this one because I love the entrepreneurial spirit of it all. Here we have an ad for various “DM’s Records” for monster, spell, and party stats, as well as a time record sheet. These were almost certainly created for D&D or AD&D and churned out there, in hopes of them catching on. I love looking back and seeing stuff like this. I hope they sold a bunch.

Game Master

This period of the 1980s saw one of the first big influxes of home computing. While still not commonplace in every household, owning a computer was certainly something that was becoming popular. As you might expect, the crossover between home computer users and TTRPG hobbyists was considerable. Even a couple years prior to this I can recall sitting in a Radio Shack with my buddies and gleefully generating random d20 rolls on a TRS-80. Game Master, the product featured in this ad, was an early application for managing your D&D game.

Conclusion

That’ll do it for this week. Covid knocked me out last week, so I needed to get myself back into the saddle. Have you had any encounters with any of these products? Did reading through these bring back memories of any others? Leave me a note and let me know. Thanks for taking the time to visit. In the meantime, stay warm and good gaming!

For 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.