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From mhassman@zephyr.cair.du.edu Tue Jun 4 12:00:05 1991
From: mhassman@zephyr.cair.du.edu (Mark Hassman)
Newsgroups: rec.games.frp
Subject: Complete Grasslands of Merakai
Summary: very LONG,total file
Date: 4 Jun 91 15:00:53 GMT
Organization: University of Denver
This is the complete Grasslands of Merakai file to date. Its damn
long. This information is being archived on eklektik and one other
system which I can't remember for the life of me. Boudewijn
Wayers gets a big round of applause for pulling all this disjuncted
info into one file that makes some kind of sense. My thanks to
him for all his labors. Thanks to the people who are archiving
the information. Enjoy! --Mark Hassman
-----------------------cut here----------------------------------------
From: mhassman@zephyr.cair.du.edu (Mark Hassman)
Edited by: wsbusr1@urc.tue.nl (Boudewijn Wayers)
Subject: Cities of Merakai & Geography
Contents:
Chapter 1: The Geography of the Grasslands of Merakai
Chapter 2: Cities and Towns of the Grasslands of Merakai
1. Lierchmon
A. Description
B. Encouters for Lierchmon
I. The Cook
2. Fedell
A. Description
B. Encouters for Fedell
I. Ants
II. The Raid
3. Arfeld
A. Description
B. Encouters for Arfeld
I. The Wayward Inn
II. The Great Cliff
4. Dresan
A. Description
I. Mid-City
II. The Western Sector
III. The Eastern Sector
IV. Interaction between Sectors
V. General Other Information
B. The Sewers and Underground Systems beneath Dresan
I. Mid-City
II. The Eastern and Western Sector
C. Ironarm's
I. The Tavern/Inn
II. The Warehouse
III. Miscellaneous Information
D. The Library of Dresan
I. The Library of Magic and Mages
II. The Library of Alchemy
III. The Library of Wars, Warriors, and Tactics *
IV. The Library of Politics *
V. The Library of Music *
VI. The Library of History *
VII. The Library of Religions *
E. Encouters for Dresan
I. Ironarm's
II. The Lost Mage
III. Heldo Braggart
5. Marple
A. Description
B. Encouters for Marple
I. Burrowing Owls...
6. Korton
A. Description
B. Encouters for Korton
I. Werebears
II. Seriphilia
III. Goblins and Orcs
Chapter 3: The Northeast Region
1. Quick Geography of the Area
2. Scenarios for the Northeast Region
A. Night Wagon
Chapter 4: The Great Cliff
1. Scenarios for the Great Cliff
A. The Cave
B. The Gnomes
Chapter 5: The Barrier Mountains
1. Scenarios for the Barrier Mountains
A. The Stronghold
I. Description
II. Adventure
B. Glade Of The Giants
C. The Citadel
I. Location
II. Current Conditions
III. Adventure
* These paragraphs are still in draft.
Chapter 1: **** The Geography of the Grasslands of Merakai ****
The Grasslands of Merakai are a large set of plains which cover the
central portion of a small continent. They are similar to the Great
Plains of the US. Upon these plains are six settled towns or villages.
Other than the areas immediately around the towns, the Grasslands are
relatively wild and dangerous.
The Grasslands cover an area of 400 mi by 400 mi. Only one major river
enters the grasslands and that is near the capital city of Dresan.
Various small streams appear on the plains either from the mountains to
the north or from the aquifer under the grasslands. To the north of the
Grasslands is a large chain of mountains which arise between the
northern coast of the continent and the northern border of the
Grasslands of Merakai. West of the grasslands, the land changes into a
brushy scrub with a canyons and an increase in woody vegetation (scrub
oak, junipers etc.). East of the Grasslands is a cold desert dominated
by sagebrush, creosote bush, and pinon pines. Below the grasslands is
Korton forest.
The Thornbrush River is the largest river on the continent and is
formed from its two forks on the western side of the Grasslands. At the
fork sits the capital city, Dresan. The river is navigable by river
boat all the way from Dresan to the coastal city Martillan.
Rough Map of the Area:
|
Northern Barrier Mountains |
------------+-----------------------------+
| | Scrub Plains
Cold Desert | Grasslands |
| of |
| Merakai +---------------------
------------+---+---------------+---------+
| Korton Forest |
| |
+---------------+
Chapter 2: **** Cities and Towns of the Grasslands of Merakai ****
The six town areas of the grasslands are all located within the plains
system. Here is a rough description of each of them along with a short
encounter for some of them.
The Map:
<1>
x <2>
x x
x x xxxxxxxx<3>
<4>xxxxxxxxxxxxx xxxxxxxxxx
xxxxxxxxxxxxx 1. Lierchmon
x 2. Fedell
x 3. Arfeld
<5> 4. Dresan
x 5. Marple
<6> 6. Korton
The x's represent trails between the various town areas.
1. Lierchmon
A. Description
This small village has about 35-40 buildings. Most items can be
purchased here but everything is 125-150% of the book cost. The trail
to Dresan is well used and is usable by wagons and carts. Most of the
populus is human though other demi-humans are scattered within the
population.
B. Encounters for Lierchmon
I. The Cook
Lierchmon is a pretty small village with quite a few problems. To begin
with, there have been several murders right in the village. No one
knows what has happened but several citizens have disappeared and
several areas showed signs of a struggle. This stems from the group of
Troglodytes living in the basement of an abandoned inn called the
Foaming Mug. They wander late at night ambushing unwary citizens.
Secondly, several visiting clerics have been poisoned. Many clerics
have fallen ill after about 2 days in Lierchmon. They all have the same
symptoms but nothing ties them together. Actually, the cook at the
Golden Grain Inn has been slipping poison into their food which takes
1-2 days for the affect to occur. The poison can kill but it usually
just incapacitates the cleric for 1-8 days. The cook, Snivel Graltar,
is a 3rd level assassin who despises clerics. He will attempt to poison
any cleric who travels through Lierchmon and stays at the Golden
Grain. Also, once he has poisoned the cleric, he will sneak into the
cleric's room and rob him blind while the cleric is still delirious
>from the poison.
2. Fedell
A. Description
Fedell is a wild town of 50-60 buildings. It is a very rough city with
many thieves and adventurer types. Most of the business charge 175%
book cost for supplies and various items. The proximity of Fedell to
the barrier mountains makes the area very difficult to civilise.
B. Encounters for Fedell
I. Ants
One of the few poor farmers in the area has had a terrible misfortune.
His wheat field has been invaded by a hill of giant ants. These ants
wander about the area eating all the vegetation which is beginning to
cause a food shortage in the town. The council of merchants has offered
a reward to any group of adventurers who will destroy the ant-hill. The
reward is about 500 GP for the body of the queen ant. Follow the
guidelines for the ant population printed in the Monstrous Compendium.
Run several encounters of worker ants in the field and then a few
warrior ant encounters as the PC's make their way toward the hill.
Eventually, the PC's will need to fight their way inside the ant-hill
and kill the queen. This ends the scenario--except for getting the
large queen's body back to the city. Remember if the PC's destroy the
body of the queen (i.e. by fire) no reward will be given.
II. The Raid
The PC's are hanging out in one of the several inns/taverns in Fedell
when a group of wandering bandits hit the town. A portion of the bandit
group will bust into the tavern with swords drawn. They intend to rob
the bar and make off with the expensive alcohol not to mention any
women who may be in there (PC women can be subject to this). If the
PC's destroy the first group of bandits another set will show up to
find out where the first is. Or the PC's may enter into the street
where the bandits will attempt to run them down. Throw a few NPC's into
the bandit group and have them escape--this gives the PC's someone to
chase down. My PC's followed a couple of NPC's clear into a cavern
system in the mountains!!
3. Arfeld
A. Description
Arfeld is an outpost of civilisation lying only a few miles within the
bounds of the Grasslands of Merakai. Arfeld is a very small town (15-20
buildings); the basis of life here are a few farmers, an inn, a general
store, a blacksmith, and few other odd merchants.
B. Encounters for Arfeld
I. The Wayward Inn
The foremost rumour within the town are of the towns Dadta and Marku to
the west (into the scrub area). The rumours say that anyone who travels
to these areas never returns. There is a small trail leading west out
of Arfeld which is very overgrown due to lack of use. It leads to the
Wayward Inn. The inn is the last stand of the humans who used to dwell
in the area. Very recently, a large force of hobgoblins descended from
the mountains and swept over Dadta and Marku. They have taken over both
towns and are living off the stores of food and other supplies the
fleeing humans left. Many of the settlers who remained in the towns are
now dead or have been enslaved. Let rumours slowly trickle into the
PC's. Enough rumours will make them journey into the area. All told,
there are about 500 hobgoblins divided between the two towns and
wandering about the surrounding areas. Killing hobgoblins should keep
the PC's busy for a couple of weeks. Eventually, after enough
hobgoblins are slain, they will retreat to the mountains. Of course,
other NPC's will be in the area competing for the treasure (and
gratitude of the old settlers). I used this situation to expose my
players to several NPC enemies (a few of whom have been harassing them
through several levels of experience).
II. The Great Cliff
The second scenario which I have prepared to spawn from Arfeld is the
introduction of the Great Cliff. Many years ago, an earthquake caused a
section of the scrub area to sink about 350'. This caused a great cliff
of limestone to be exposed. Weathering has since opened a variety of
caves up and carved ledges from the soft stone. Utilising these caves
for lairs, many different encounters can be set up. The cliff varies
>from 200-500' tall and averages 350'. It runs almost 40 miles and is
potted by numerous caves.
One idea for the Great Cliff is to have the PC's climbing along trying
to reach a large cave opening about 50' above them. The cave is
actually the lair for a wyvern who just happens to come home while the
PC's are on a very thin ledge, say 1.5'. This will make the player's
scream as the wyvern repeatedly dives, knocking PC's off the ledge and
letting them plummet a couple hundred feet.
To make the climbing even more difficult, a had a nice spring
thunderstorm roll into the area. It rained quite a while, dropping 1"
of precipitation. Try adding a little hail with the rain! :)
At ground level of the Great Cliff, a nice tribe of minotaurs make
their home. This is a great encounter since the minotaurs love to
appear at various levels from cave openings and drop rocks & debris on
the players.
4. Dresan
A. Description
Dresan is the capital of the Grasslands of Merakai. It holds the king
of this province, the head of the royal church and the school of the
mages. It is a very large city with over 500 buildings encompassed
within its walls. Most everything can be purchased in Dresan at
approximately book price.
Dresan is by far the largest city of the Grasslands and is home to the
majority of the people in the area. It is positioned on the East and
West Fork of the Thornbrush River where they come together. The city is
spread across all three natural divisions and the culture of each
section is separated from the others by the size of the river.
\\\\\\\\\ /////////
\\\\\\\\\ Mid- /////////
\\\\\\\\\ City /////////
\\\\\\\\\ /////////
\\\\\\\\\ /////////
\\\\\\\\\\|||//////////
Western \\\\\\\\|||||//////// Eastern
Sector \\\\\|||||||||///// Sector
|||||||||||||||||
|||||||||||||||||
The middle sector is the old city. This portion is completely
surrounded by 40' tall wall. Access is permitted only during the day
and visitors without night passes from the various organisations are
escorted out of Mid-City at dusk. The royal family, the royal church,
the high magus: all reside in Mid-City.
The left bank of the western fork is home to the humanoids who are not
"civilised" races. Yes, that's right, you can find everything, from
goblins to orcs to hobgoblins to ogres to half-ogres to even a few hill
giants in that sector of the city. These chaotic races control the
western bank so it is understandable that it is dangerous for humans
and demi-humans to visit that sector, especially at night.
The right bank is the home to the civilised races. They try to keep the
other races on the western bank. Here is the area where most PC's will
visit and reside when they are not out adventuring.
I. Mid-City
Dresan is still a very chaotic city where things unknown to civilised
races take place commonly. The only region that is under control of the
law abiding portion of the population is Mid-City. It is not really in
control of the city but is instead a fortress of law within an
otherwise chaotic hell. The Mid-city residents believe in protecting
themselves in order to advance the laws. They do not allow any
non-resident into Mid-city with out a pass. The pass is only obtainable
within Mid-city unless it is applied for in writing which can take up
to 8 weeks to process. Many lawful mages have made homes within
Mid-city and the larger temples all have buildings there also. These
"law abiders" are currently trying to impose their beliefs upon the
other sectors of Dresan but have not been very successful.
II. The Western Sector
The western portion of the capital city is by far the roughest area
within the city borders. Humanoids of all races are commonplace here
with hobgoblins and goblins running rampant in the streets. The only
law here is survival of the fittest. Only PC's with substantial power
(or a death wish) go here. The Western Sector is home to corruption and
the outright influences of chaos. The area is extremely dangerous
during the day but becomes the pits of hell during the night hours.
Assassins walk the streets looking for people with a few gold to
steal. For every 10 minutes on the street at night, there is a 20%
chance that someone is pick pocketed. During the day, this chance is
only 10%. Killing and murder is a normality. A murder occurs about
once every five minutes in this sector.
III. The Eastern Sector
The eastern part of Dresan is intermediate between Mid-city and the
western third. It is home to the majority of the middle class and to
the larger share of the wharfs and shipping industry. People who do
not share the beliefs of the Mid-city residents but want to remain
fairly secure in their homes tend to settle here. Small temples abound
in this section with deities of every origin. If the god has been
mentioned in history, there is probably some place of worship within
this sector.
Crime is at a much lower rate here. This decline is mostly due to the
faction of red-robed mages who have a guild here. They tend to keep
things pretty much under control so they can continue their research in
relative peace. Irregular patrols are also part of the eastern section
with the chance of seeing one at about 25% per hour. However, the
patrols have no formal routes and areas of patrol are completely
random. The middle class business men abound here also. Most of the
supply shops for adventurers lie in this area including armourers,
weaponsmiths, alchemist, general goods and almost anything else the
average person would need.
In addition, the "head offices" of the Dresan thief's guild are in the
Eastern Sector. Various fronts are actually outlets of the guilds and
contacts are fairly easy to obtain. The Eastern Sector is truly the
commerce portion of Dresan and is the common place for PC groups to
base from. A variety of inns and taverns are available.
IV. Interaction between Sectors
Movement between the various sections of Dresan is relatively easy.
There are numerous ferry operators along the shores of the Thornbrush
River. The charge is generally 2 silvers per person and 5 per horse to
travel between the Eastern and Western Sector. If one wants to go from
a lower portion of Dresan up to Mid-city, the price ranges up to 2000%
of normal rates. Only a few ferrymen operate from the shores of
Mid-city and they also charge outrageous prices to take people from
Mid-city to the lower shores.
Unfortunately, there are currently no bridges between the various
sectors of Dresan due to the size of the Thornbrush (however, the
gnomes are working on a "hugesuspensionbridgetogoacrossthebigriver").
Within each sector, walking or riding are the most common modes of
transportation, although in the Eastern Sector and in Mid-city,
carriages are available for special travel circumstances.
Trade is a popular business within Dresan's lower two sections.
Commerce of all kinds takes place between these two potions of the
city. Mid-city rarely imports anything and when they do it comes from
the eastern half of Dresan. Mid-city has never been reported to export
anything to the lower class residents of the town. Western Dresan is
the entry point for raw materials. Miners and such bring their goods to
Dresan from the Barrier mountains and usually stop in the Western
Sector for a drink. Bars frequently trade credit for the materials and
then sell these supplies to the craftsmen of the Eastern Section.
Eastern Dresan trades finished goods to the folk on the western bank
and usually is the importer of the food stuffs from the farmers on the
plains. This food is then distributed with the low quality produce
ending up in cheap inns on the western side.
V. General Other Information
Most of the buildings in Dresan are made of wood as it is less
expensive to have transported the great distances to Dresan from the
source. More expensive buildings (eg Mid-city) are made of stone but
these are rare occasions. To build a stone structure in Dresan requires
that the rock be carted all the way from the Barrier Mountains. This is
at least a 3 day journey one way and the Grasslands are no place for
those weak souls to be traveling. However, some stone is always
available and more foolish merchants are gathering it all the time.
The streets of Dresan are narrow and wind around quite a bit. Most of
the streets in the lower sections of Dresan are unpaved (not cobbled)
except for some of the more major travel paths and the open market
squares. The streets of Mid-City are all cobbled and are quickly
repaired if any damage occurs. The Mid-city streets are fairly straight
and more organised. Mid-city is of newer construction and was planned
instead of just growing haphazardly.
All of the standard races can be found in Dresan though some are very
rare indeed. Most races that are generally looked down upon face the
same fate except in the Western sector where anything and anyone are
tolerated. Even the humanoid races are allowed within the western
section.
B. The Sewers and Underground Systems beneath Dresan
As mentioned before, the only sector which has a well developed
sewer/runoff system is Mid-City. The other two portions of the city
have incomplete portions of waste drainage. The Mid-city system is a
nicely ordered network of tunnels which have been etched into the earth
below that connect and which eventually end up in the Thornbrush
river. Luckily with Dresan being so close to the river, there is
bedrock within a reasonable distance below the surface (i.e. about
10-20 feet).
The Eastern and Western Sector's drainage system is a chaotic mass of
tunnels which can connect and other times do not. Whereas the Mid-city
system was constructed for the transportation of water, many of the
tunnels in the other two sectors were designed and built for
individuals, most of which was to move from point A to B without being
seen.
I. Mid-City
The drainage system in this sector is roughly two different systems.
There is the early system which is complimentary to the Eastern and
Western Sector's current systems. It is pretty much blocked off or
limited in its pathways now as the newer system took precedence over
the old jumbled lot of tunnels.
The New System (NS) was designed by the Mid-city Drainage Authority on
Waste Water and Materials Removal. It was thoroughly planned and
evaluated and reevaluated before it was put into effect. The tunnels
are of uniform size and generally do not vary much from tunnel to
tunnel. All tunnels run parallel to streets making a wonderfully
geometric matrix. NS uses Drainage Shafts (DS's) to lower the water
>from street level down to the Carrying Pipes (CP's) which are in the
bedrock. The CP's are eight feet in diameter while the DS's are 2.5' in
diameter. DS's appear at every street corner on opposite diagonal sides
(two per intersection). The CP's carry the wastes down to the river
where they open into Outlet Grates (OG's). The grates are 12' x 8' and
are composed of a grid of bars space twelve inches apart both
horizontally and vertically. The system is also equipped with a Flush
Function which can be used if rainfall is short and the wastes begin
the stagnate below the city streets. All this amounts to is that water
is diverted from the river to a large basin. This water is then
released into the center of the system and flushes the wastes into the
river.
II. The Eastern and Western Sector
The underground of these two sectors are just the opposite of the
Mid-city system. They are a mis-match of every size and combination of
drainage types in the known world. Since there is no government
authority to build the system in these two portions of Dresan, the only
ones that are built are by private citizens for their own use or
purpose. "Get it out of my backyard" or "I need to get to point B
without being seen" are two of the most common reasons for underground
systems in the Eastern and Western Sectors. The size of the systems
ranges from one or two tunnels to a massive complex beneath an inn or
merchant's place which is actually a cover for some guild's
operations.
Nothing is specific about the underground in these two areas, it
changes as quickly as the setting above it and is modified to suit the
present owners needs. The tunnels and networks are laced with secret
doors, secret stairs, secret traps, secret surface entrances, and other
various secret passage ways. There are many residents that operate
solely from these networks. Use your imagination with this area. Put a
network in place to enhance some mission, then, if the PC's insist on
going back but you don't want to deal with it, say the entrance has
been sealed by some unknown person.
C. Ironarm's
Ironarm's is set in the Western Sector, in a very rough neighbourhood.
Ironarm's is a tavern/inn/arena. The place consists of two wooden
buildings. The first is your standard tavern with rooms above it. The
second appears to be a very large warehouse. The buildings are located
across the street, opposite eachother. The warehouse is only open for
arena combats a few nights a week.
I. The Tavern/Inn
This is the main place for partying action in the Western Sector.
Everyone is invited to Ironarm's as long as they are tough enough to
survive. Ironarm himself is a full-blooded ogre, though he is a tid
brighter than the average ogre. He also has three to ten other ogres in
the bar with him at all times. The ogre band are heavy drinkers and
their favourite drunk sport is halfling tossing (kind of like shot
putting).
Ironarm runs the bar without many problems. Fights erupt frequently but
he doesn't care as long as you pay for what you break and take it
outside. He also arranges arena duels for the other half of his
business. He can usually set up any type of duel for PC's within 3-5
days. Ironarm also runs the betting end of the deal but he extracts a
health 15% commission off of any winnings over 100 GP.
The bar will hold up to 75 people fully packed and there is sleeping
room for 25 in the common room and for 24 in 12 private rooms with two
beds a piece. There are also four elite suites which are rarely
occupied.
II. The Warehouse
The warehouse looks like an indoor stadium. It is three stories high
with seating and bars on all three levels. The bottom level is composed
of tiers of bleachers around the "cage". The "cage" is 150' long, 65'
wide, and 30' tall. It is made of solid iron bars, one inch in
diameter, with bars every seven inches and cross bars every foot. It
has a huge door with a big lock and several bars to fasten it shut. The
second story is where most of the bets are handled. Six clerk-type
windows adorn the back wall where the bets are taken. The third floor
is where friends of Ironarm sit to watch the duels. It is lushly
furnished with a fully stocked bar.
III. Miscellaneous Information
In order to get on good terms with Ironarm, PC's must first prove their
abilities in an arena combat. If PC's make Ironarm an enemy, their
first combat will be their last. Combats at the warehouse are
relatively infrequent with only one per week.
Ironarm is called so because he wears two iron forearm protectors with
spikes on them. He specialises in brawling and boxing. He generally
does not wear any armour but has been seen in it once or twice.
D. The Library of Dresan
The library of Dresan is located in Mid-city. It is housed in a
relatively small complex within the larger frame of Mid-city. It lies
almost directly in the center of that sector. The library is actually
not just one building but is a small walled complex. It has seven
buildings all of which are stone. The walls around the complex are 25'
tall with battlements. Armed guards walk the walls 24 hours a day. The
gate is doubly reinforced by both armed guards and mages and is
composed of a portuclis and a banded wooden gate. Only persons of high
authority within Mid-city can access the library or give limited time
passes to use it.
The Seven Factions
The seven buildings each house a different area of material. The
buildings range in size according to the importance of the material,
how much there is, and similar criteria. The Orders are:
I. The Library of Magic and Mages
II. The Library of Alchemy
III. The Library of Wars, Warriors, and Tactics
IV. The Library of Politics
V. The Library of Music
VI. The Library of History
VII. The Library of Religions
Side note: the libraries do not contain specific information directly
important to PC's, i.e. the library of magic does not have spellbooks
lying around. Instead it has tomes describing a mage, his feats, and
his abilities. There are some exceptions to this rule but this holds
true for most of the areas. Specific clues can be found in the library
but due to the volume of information contained in many different
languages and forms, it could take a month to find a single bit of
information on something.
I. The Library of Magic and Mages
This is a primary faction of the complex. The building is 3 stories
high and also has a basement. The basement is an archive area where
copying of almost illegible records takes place. Indexing of the
materials is also a main function here as is cleaning of records. The
basement is off limits to everyone but library staff. The first level
is where the indexes of materials sits and the most commonly used
materials. The indexes are complete but the system is very
complicated. To find a particular item usually requires the assistance
of a librarian and the cost of their time is very high. The second
floor contains materials which fall into the category of bound tomes
and works. There are no loose-leaf type materials on this floor. Those
type of information sources are all on the third floor.
The materials contained in this library are specific in nature. They
tend to focus on what, how, or who. That is works are usually on one
person and what he was, how he became that, and what his specialities
were. Item materials contain information on who made it, what it did,
and if it is still available. Spell descriptions are just that-- they
describe the spell, the effect, the components needed and who invented
the spell. However, there are very few references as to the spell
itself (language, intonation, movements, etc.). PC's could find out who
had the spell and some obscure references to where it might be found
but nothing as to the specifics. Also remember finding anything in the
library is difficult at best.
II. The Library of Alchemy
This Section of the library is much like the first. It gives a lot of
who did what and when but not a lot of how. However, there are more
direct references to methods in this book for basic procedures such as
the concoction of low strength herbal healing potions. Herbalism
overall is a large topic in this field.
E. Encounters for Dresan
I. Ironarm's
There is a bar in the western sector of Dresan which is run by a full
blooded ogre (see also the above description of this bar). A variety of
female "companions" can be purchased for an evenings entertainment. The
ogre is especially mean and will watch strange customers. If he notices
that they have quite a lot of money, he will set up an ambush. First he
will contact a few of his ogre buddies and they will follow the PC's.
After about five blocks, Ironarm (he wears spiked metal forearm
protectors) will spring from an alleyway and the other ogres will close
>from behind. The ogres use two-handed swords when attacking. Don't
forget to use that 18/00 strength and the plus to strike from behind.
II. The Lost Mage
A mage from Mid-City has lost a book in the Thornbrush river and would
like to recover it. A reward of 500 GP is offered for the books
return. He knows the basic location where the text is from a few
scrying spells. He also offers free potions of water breathing to those
adventurers looking for the book. The book is wrapped in seal skin
(waterproof) which is dyed black. It is lying in the cabin of a
riverboat which sank several years ago. The text is actually a 4th
level spell book. I used this scenario to introduce a few fresh water
monsters. The fresh water scrag (listed under troll in Monster
Compendium) is an excellent choice for a set encounter. Other than
that, a few wandering monsters from the fresh-water encounter table
will easily provide a good session. Do not forget that metal armour
does not function underwater too well and of course all attacks are
made at half speed as is normal movement. Duration times for the
potions is also critical (you can't drink a potion while your
submerged). Before using this scenario re-read the DMG section on
underwater spell use and underwater combat.
III. Heldo Braggart
The last scenario involves a merchant. Heldo Braggart is an "alchemist"
who specialises in magical oils. He readily tells customers that he can
make any type of magical oil. Heldo actually believes that he can but
in actuality, Heldo has only discovered a segment of the refining
process which divides crude oil into several different layers of
fine/good quality oil. They are not magical and do not confer any
bonuses but stop all rusting of weapons or armour. One of the oils is
actually greek fire but Heldo does not know this and happens to sell
that one as oil of fiery burning. Make up types of oils from anything.
Even give a few "bonuses" here and there but most of all, charge
exorbitant prices and unload the treasure from those gullible PC's.
5. Marple
A. Description
This is a small town of 60-70 buildings. All supplies are 150-175% of
the original cost. Rare items will be 200% or more. Marku is a
relatively calm town. It sits along a major trade road which ends at
Korton 25 mi to the south. The road leads north then west and
eventually ends in Dresan.
B. Encounters for Marple
I. Burrowing Owls...
One well-to-do farmer has had a few problems lately. He has been
discovering places in his fields where something has been burrowing.
This is really cutting into his profit margin so he is hiring
adventurers to solve the problem. His explanation to the people is that
burrowing owls have invaded his farm. Burrowing owls are, in fact, in
one field but are a minor problem. The major problem is that the farmer
has started farming over the field of an ancient battle. The 100th
anniversary of the battle is drawing close and the undead are restless
literally. The type of undead should be decided according to the party
level but make it a strong encounter with a mixture of at least three
types of undead. I used ghouls, ghasts, and some 4HD zombies. If you
would like to get really nasty, try throwing in an evil cleric who has
coated the zombies claws with poison (not deadly, but damage causing w/
or w/o a save.
6. Korton
A. Description
Korton has been fairly well covered in the Korton Forest posts (see
below). Korton has 50-60 buildings and supplies are 150% normal cost.
The scenarios for spawning from Korton should lead the PC's into Korton
Forest for the set encounters (again, see below). Other than that,
Korton sits on the forest-plains transition. It is a small town but one
that can protect its owns. Most of the populus distrust halflings
because two years ago a group of 30 of the little buggers wandered into
town and didn't leave for a week. When they did leave, so did half of
the citizens material possessions. Therefore, no halflings are allowed
in the bars or most stores for that matter. However, they can get food
delivered to them in the street for 300% the normal cost.
B. Encounters for Korton
I. Werebears
This encounter is placed in a small forest called the Korton Forest
just south of a large grassland (The grasslands of Merakai). It is one
of several encounters which can occur in the woods. Place this
encounter on one side of the woods as there is are other encounters.
As the PC's are strolling through some fairly uncivilised woods, they
come across a small cabin in a nice open glade. The glade has obviously
been expanded by the work of some humanoid. Along with the cabin stands
a small barn with an attached corral. On one side of the cabin is a
stack of logs.
The corral holds two draft horses which are feeding on some hay. An
extra supply of feed for the horses is stacked along the outside of the
corral. In the barn is a wagon which the "lumber jack" uses to haul his
logs to a small town north of the woods. A barely visible wagon track
leads out of the glade in a north-westerly direction (a ranger or other
tracking-type PC would immediately notice it but it is otherwise
undetectable to the untrained eye).
>From behind the cabin, the PC's hear the distinct sound of someone
chopping wood. This is about 100 yards into the forest directly behind
the cabin. It's source is the "lumberjack". He is splitting firewood
for his own use. If the PC's approach in a friendly manner, he will
greet them and offer to let them camp that night within his glade which
he assures the PC's is absolutely safe. He also feeds the PC's a hearty
stew for supper of lamb, carrots and potatoes.
The "lumberjack" is not openly hostile but will be extremely offended
if the PC's do not eat his meal or if they post a watch at night. Any
slight opposition to his hospitality will offend the "lumberjack" and
he will attack the PC's at night in his werebear form. Otherwise, he
will just leave his cabin for his nightly hunt (check to see if any of
the PC's notice) in his werebear form.
The lumberjack is actually a werebear taken from the 2ed Monster
Compendium. If a stronger encounter is desired, add a wife for the
lumberjack or possibly a second lumberjack. Werebears are Chaotic Good
(I believe) and will cooperate. This one is just easily offended.
Inside the cabin are rustic, yet comfortable living materials. The
table is massive with four huge legs. Each leg is hollow, and
detachable. Any treasure the werebear has acquired is hidden in one of
these four legs. In a nicely crafted china closet, are two potions next
to some dishes. They are obscured from view by a large bronze platter.
Partly buried in a corner of the cabin is a large cask of Dwarven ale.
An empty mug sits on top of the cask.
II. Seriphilia.
This is another encounter/scenario which occurs in Korton Forest.
Korton Forest lies south of a large grassland (Grasslands of Merakai).
The small village, Korton, is on the northern forest-plains transition
zone. The PC's should travel into this small town of about 50-60
buildings. Most common items are readily available at 150% of the
normal cost.
The most interesting aspect of this village is the common rumour of a
middle-aged lady and her beautiful daughter who live in the western
part of Korton Forest. The lady, Seriphilia, makes potions of healing
and sells them to adventurers at low prices. Her husband, a mage, was
killed by a group of marauding orcs a few years ago but his magic saved
his wife and daughter.
The small hut where the lady lives is very old and in disrepair. Her
daughter is not at home--she travelled to the capital of the Grasslands
of Merakai for supplies.
The lady, however, is here and is very comely. She is in fact an annis
and uses her polymorph/change self ability to appear as a
half-elf/human woman. She is very beautiful and offers the PC's healing
potions for a small price. If anyone in the party is injured, she will
give that person a potion--it causes sleep not healing. The potion will
make the person fall into a coma for 1-10 days if a save vs. poison is
failed.** If successful, the imbiber is still led to believe it was a
healing potion but no effect occurs.
After the lady sells potions to the PC's (hoping they will drink them
and fall asleep) she offers any PC's remaining awake a meal or drink as
they prefer. She explains that the healing potions have a sedative
effect and that is why the sleeping PC's fell asleep. Any food or
beverage she provides is laced with the same sleeping poison. All saves
vs. the sleep poison are at a -2.
Seriphilia will wait until the odds are in her favour and will then
attack the remaining PC's. Her strength and HP make her a very tough
opponent. Treasure should be given on an equal level to the monster.
At this point, Seriphilia is looking for halfling toes, hairs from a
dwarven beard (preferably female), and the ears of a gnome to complete
a potion she is working on.
All information on the annis is taken from the 2ed Monster Compendium.
Selection of the particular type is annis is left up to the DM
according to the party strength. In order to increase the difficulty of
the encounter, allow Seriphilia's daughter to be present also. In my
campaign, the daughter was actually human and did not know of her
mother's true heritage. The Daughter is a mage (5-6th level) and will
hire assassins to track down her mother's killers.
The hut contains various furniture 2d8+6 potions of sleep, 2d4 other
potions, 1d3 miscellaneous magic items and various coinage.
III. Goblins and Orcs.
The PC's should be bumbling along looking for something to do when they
hear a large commotion up ahead. Acting as most PC's do, they will
sneak up and see what's going on. When they get close, they will see
two groups of humanoids in a major battle. This encounter works best at
night when PC's cannot determine what race they are.
Anyway, the groups are one of goblins and one of orcs (or it could be
hobgoblins and bugbears). They are scouting/hunting parties which ran
across each other in the woods. As soon as the PC's get within sight of
the battle at least one member of each group will spot them. At that
point, both groups decide to attack the PC party since they hate
humans, dwarves, etc. much more than they hate each other.
In order to complicate this a little, the DM should allow the PC's time
to decide if they want to fight on either side, leave, or just watch
the fight. If they choose to leave or to watch, have them get spotted
immediately. If they jump in the fight on either side, continue the
battle for a couple of rounds before both groups center their efforts
on the PC party.
For a variation on theme and a more difficult encounter use owlbears
and trolls, ogres and trolls, or other high level monsters. Of course,
a third group of some humanoid monster arriving in the midst of combat
really leaves the PC's in a bind.
Chapter 3: **** The Northeast Region ****
This region is very wild and rough. Recently, Hobgoblins have been
streaming out of the east end of the Barrier Mountains and have been
raping and pillaging ever since (see scenario I for Arfeld). Current
conditions show the hobgoblins are on top but are not very organised.
Treat the area as unpatrolled/non-civilised on encounter tables.
A Brief Map:
1. Marku <1>
2. Harillen x
3. Dadta x
4. Arfeld x
xxxxxxxxxx<2>
xxxx
<3>xxx
......
<4>..................
}}}}{{{{}{}}}
xxxxx = open trail
..... = overgrown trail
}}{{} = Great Cliff
1. Quick Geography of the area
Arfeld, as you know, lies right inside the transition of the grasslands
to the scrub area. Marku, Harillen, and Dadta are in the scrub plains
area. There are more bushes and dwarf trees in this area due to its
closer proximity to the coast.
As a matter of fact, Harillen is only 2-3 miles from the coast line and
lies on a semi-navigable river. Only small boats and river boats can
make it upstream from the ocean. However, most of the boats that
existed have been destroyed by the hobgoblins.
South of Harillen is Great Cliff (see below). The hobgoblins have not
yet traveled this far south and probably will not. Further south of
Great Cliff, is the beginning of the Cardas Mountains. The Cardas
Mountains follow the eastern coastline of this island continent except
for one area of shallow warm sea that creates the Olkivan Swamp.
The Fact is.....
The surviving residents of the area have fled the towns and are
currently occupying an inn on the crossroads. The Wayward Inn is built
at the crossroads to serve customers travelling either way. It was
built from stone and strategically placed so defending it would be
easier. After the hobgoblin attacks, about 75 people fled to the safety
of the inn and supplies are dwindling. A group of about 35 hobgoblins
will attack 2 hours after the PC's arrive at the inn. The people in the
inn are suspicious of stranges especially those that travel in these
dangerous times. If the PC's help defend the inn, they are given free
room and board. Rumours abound in the inn of Great Cliff, the
destruction of the towns, and of various minor monsters in the
mountains.
Since this region has never been tamed it should have lots of wandering
monsters. I roll 3-ten sided and if a 1 and/or a 2 come up on two
different dice there is an encounter (i.e. a 1 & 2, or 2 & 2, or 1 & 1,
or 1-1-2; 2-2-2, etc.). Encounters are generally strong no ones on HD
for HP and I usually make the monsters HP at least 75% of its maximum.
The area is very wild and should be played that way. The following is
an adventure for the Northeast Region.
2. Scenarios for the Northeast Region
A. Night Wagon
The adventure takes place on what used to be a major road between
Arfeld and Dadta; this is now just an overgrown trail.
History
About 125 years ago, a wandering mage came across a group of young
human clerics camped along the road midway to Dadta from Arfeld. Here
joined them at there campsite and entertained them with minor magical
acts. The next morning, the mage left. Then a young girl stepped
forward and claimed the mage had forced himself on her. This was not
true but rather the mage refused the young girls advances. Well to make
it short, the clerics brought this news to the knights of the area who
immediately searched the mage out and hung him.
After his death, the mage became a ghost and all of the women who
caused his untimely downfall have also become constrained to him in
death. Now each night, the ghost comes along in his cart with the
banshees (Groaning Spirits) singing their deadly song.
The Details
This encounter can take place along any road (preferably an old one).
This is a very strong encounter and can easily decimate lower level
groups. Thoroughly read the description of ghosts and banshees before
attempting this scenario. The song of the women can/will cause death at
a distance and the creatures will viciously attack all living
creatures.
Since the banshees are singing, the PC's will not be totally surprised
at the approach of the cart but they may be surprised at the sight of
the occupants. Once the PC's can clearly hear they may all make their
saves vs. the song of the banshees.
Chapter 4: **** The Great Cliff ****
The Great Cliff is located east of the Grasslands of Merakai about 65
miles southeast of Arfeld. A few adventures for Great Cliff can be
found with the city of Arfeld. Following in this chapter are some
further scenarios for the Great Cliff and the surrounding area.
1. Scenarios for the Great Cliff
A. The Cave
Along with the ideas for wyvern and the minotaurs, here is another
Great Cliff lair.
Almost clear to the top of the cliff is a very small cave entrance. It
is about 4' tall and has small footprints leading into it. The occupant
of the cave is a halfling who has a slightly insane streak in his
personality. The halfling is a Mu/Th of medium levels but has retired
to this cave due to his dislike of most people. He is relatively
wealthy but almost everything of value is some heavy art object.
Bigley (the halfling) got these objects into his cave using a winch
with 600' of silk rope attached to it. This rope is cached under a pile
of rock debris near the entrance to the cave.
Bigley uses the winch for other purposes also. If PC's drop ropes from
the top of the cliff, Bigley attaches the rope to the winch and begins
to tighten it. Due to the leverage the winch adds, Bigley can break
almost any rope this way. Roll percent dice to determine where the rope
breaks. His next action will be to determine where the PC's are coming
from. If there is more than one rope descending from the cliff top, He
will cast a Grease spell to cover as many ropes as possible. If the
PC's are climbing up the cliff, he will grease the ledges and cliff
face thereby making it difficult to climb. After that, he will retrieve
several flasks of oil from the cave and attempt to drop them on the
PC's as they climb up. Treat PC's as unarmoured for this because he is
just trying to coat them. Also, any Dexterity bonus is negated due to
the circumstances. If oiled PC's are still climbing, Bigley will cast
burning hands on one of them in order to light them on fire.
The cave has three rooms: a bedroom with a locked and trapped chest
which has coinage in it, a study with a desk that has spellbooks and
several scrolls in it, and a cooking/living area. The art objects are
scattered throughout all three rooms. If Bigley did not use the winch
to break ropes, it will still be hidden in the alcove behind the
debris. Most of the Art Objects are to heavy or to bulky for the PC's
to even think about carrying down. The bedroom has the chest with some
coinage (not much, Bigley spends all his wealth on Art).
Remember the insane streak: Bigley used a Fireball spell when the PC's
reached the cave mouth. It expanded within the cave, frying two PC's,
himself and 2/3 of the art.
B. The Gnomes
To the far eastern edge of the Great Cliff there was once a clan of
gnomes who lived mid-way in the cliff in a large number of inter-
connected caves. Here is their tale of woe and the scenario.
The PC's should be traveling along the top of the cliff looking at the
edge for some excitement. Well, they see what appears to be some kind
of wooden structure which hangs over the side of the cliff. As they get
closer, they discover a wooden platform which supports a huge iron
pot. A rope (very thick) is attached to the handle of this great pot
and then it goes through a pulley and is finally tied off on a handle
attached to the pots side. This is actually a lift and the only access
to the gnome's lair. Each gnome has a personal mini-winch which
attaches to the pots handle and is used to lower or raise the pot.
Unfortunately, the PC's don't have a winch. A PC can successfully use
the pot for transportation if his strength is high enough for him to be
able to lift his weight, his equipment's weight, and the 400 pound
pot. The rope attached to pot is long enough for the PC to lower it to
the gnomes platform 150' below just by moving hand over hand on the
rope. If a PC who is not strong enough to do this unties the rope from
the handle, the pot will plummet downward. There is a 50% chance that
the gnomes "safety mechanism" will catch the PC & pot. This is a net
which has not been perfected yet.
Anyway, there is a similar platform 150' down the cliff which sits at
the opening of a cave. Upon landing here, the PC's will immediately
smell sickness, decay and death. Inside the cave are 23 gnome's in
various chambers all of them appear very sick. All of them have been
stricken by the plague. There is a 10% chance the PC's will contract
the disease per round cumulative up to 80%. The gnomes are wealthy as
they have a mine which is deep in the cliff (electrum mine). If the
PC's have a cleric who can heal the disease, the gnomes will give each
party member two -10 pound bars of electrum. If the party cannot heal
the gnomes, they just ask the PC's to stay long enough to bury the
dead. If the PC's agree, the last gnome alive will reveal the hidden
cache of 56--10 pound electrum bars. If the PC's kill any gnomes or do
not agree the gnomes will not tell anything even under torture. The
disease causes a delirious state which gets worse if pain is
inflicted.
The electrum is actually deep in the gnome's lair. It is hidden behind
a series of 3 secret shifting walls. It is not in chests but just rests
in stacks in a large room behind the consecutive hidden walls.
Chapter 5: **** The Barrier Mountains ****
Like most barrier mountain chains, this one is north of the Grasslands
of Merakai. They are very high and also very steep. However, the
mountains are not in the northern wastes but they start about 50 miles
inland and continue to the very edge of the coast.
The mountain chain continues along the length of the northern coast and
gradually fades into the grasslands along its southern face. The
closest village to the mountains is Lierchmon (about 35 miles from the
base of the mountains).
A. The Stronghold
I. Description
Deep in the barrier mountains is a large keep which is extremely well
defended and in a very strategic setting. It is the home of a monastery
of sorts. The keep is the last stronghold of the followers of an evil
god (any CE god will work). The keep is home to a brotherhood of 42
knights which are actually anti-paladins. Each knight holds a rank and
the upper level knights are very powerful. The Grandmaster Knight has a
+5 Unholy Avenger and +5 Full Plate Armour with +5 shield. Other than
him the ranks work slowly downward with magic according to their
level. Along with the circle of knights, are 64 clerics of the god in
the congregation (similar levels along with ranks). Besides these,
there are various magic users, monks, and other followers who base out
of the keep.
The knights are bonded during the knighting ceremony and any loss of
life to a single knight will be felt by all the other knights. A group
of followers will immediately be sent out to seek out the person who
slew the knight and inflict revenge.
II. Adventure
I currently have a PC who is playing one of the knights of the circle
but other than that, I would have the PC party meet one of the lower
level knights along with a mage, a cleric and a monk follower. If the
PC's kill the knight, then you can continualy run them into stronger
groups from the Keep. This will build into an antagonist thereby
forcing the PC's to try and eliminate the problem when they are higher
levels.
B. Glade Of The Giants
This glade is very large and is located in a valley with mountains on
three sides. The glade opens to the south but also has exits to the
northeast and northwest. The mountains are very rocky and difficult to
climb. The forest is similar to the Englemann Spruce/Sub-Alpine Fir
forests of today. Buried in the forest in the sides of the mountains
are numerous cave entrances. These caves have been widened to allow
access for the large occupants. The glade is home to about 35 mountain
giants. (If these giants are converted to 2ed AD&D like the other
giants add 4HD to the original listing in Fiend Folio. I believe that
makes them 16HD.) This is a very difficult encounter for even high
level parties.
The PC's are traveling through the mountains and a "wandering monster"
happens. Two Mountain Giants attack the PC's. The giants were about 4
miles from the glade hunting when they found the PC party. These giants
should be lower hp monsters to lure the PC's into the glade. An obvious
trail leads to the glade. When the PC's arrive at the glade 1-8 giants
will be frolicking in the central region while the remainder of the
giants are in or near their cave homes. As the battle heats up, more
giants will appear each round (1d4) until it is obvious the PC's are
outnumbered and about to lose terribly. Remember mountain giants do a
wonderful 4-40 HP of damage per attack and a 16 HD monster has a THAC0
of 5.
Note: If anyone does not have Fiend Folio and would like the stats for
Mountain Giants, e-mail me (at mhassman@zephyr.cair.du.edu) and I will
forward them to you.
C. The Citadel
I. Location
North of Fedell at the transition zone between the foothills and the
mountains. The citadel sits in a valley between two mountains.
At a distance, the citadel looks like a normal keep set in a mountain
valley. Something however appears very strange. The keep appears to be
sitting slightly above the normal height of the ground.
In actuality, the keep was once a stronghold for a powerful evil
warlord but he has long (stress long) since been defeated. During the
battle, the combined strength of the good and neutral mages utilised
powerful magical spells to lift the keep from its normal resting
place. Needless to say, this disorganised the enemy and drastically
lowered the moral of his army. Being lifted from the ground, keep and
all, tends to unnerve even the best soldiers. Anyway, as the PC's
approach they should begin to get the feeling that the keep is not
quite normal. At > 100 yards, the PC's will be able to determine that
the keep has been lifted from the earth. Many buildings have been
toppled and others are leaning at such angles that they could collapse
at any time.
II. Current Conditions
The present occupants of the keep are a mage and a cleric both very
evil. They are combining their abilities in order to create an army of
undead warriors. They are still in the early stages of development.
The outlay of keep is just a small keep with two structurally sound
towers. One houses the mage and his apprentices and the other is home
to the cleric and his acolytes and other associates. The main building
of the keep is where the army is being created in what was once the
great hall of the king's dwelling. Various other outbuildings are in
use as barracks for the undead or for equipping the army. The mage has
three charmed dwarven metalsmiths currently making armour and weapons
for the army. The "Generals" have not made any outward attacks on
society yet but humans in the area have reported "masses" of undead in
the woods heavily armed and directly controlled by some "god". The
undead were in fact in the woods but the cleric was just out practicing
control of a small legion. Altogether the number of undead should be
designed for the level of your party then add 15% to the strength.
(DM's always underestimate :) )
III. Adventure
The PC's can be assigned the keep as a mission or they can just run
into it while out adventuring in the mountains. My PC's flee anything
that looks like a tough adventure so I let them inside the keep and
then had them get blocked off by a band of undead. They immediately
fled deeper into the keep and did right well barring two small PC
deaths. Rumours of the keep are flying about Fedell but haven't really
penetrated to Dresan yet but they keep moving and getting exaggerated.
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| Mark Hassman Creator of the Grasslands of Merakai |
| mhassman@zephyr.cair.du.edu mhassman@orion.cair.du.edu |
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