Instructor Notes Chapter 5
Instructor Notes Chapter 5
[Link]/random_encounters
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It was discovered that a piece of a mummy within a jungle tomb might bring
fortune to the kingdom and end the drought, once and for all. However, deadly traps,
jungle fauna, lizard men, native cannibals, and disease have made the excavation
perilous and slow. Mercenaries have been called to explore the tomb and find the
mummy, in the name of the King.
Details: Local jungle tribesmen speak of the tomb with great reverence and fear.
Apparently, one of their gods, Mazaloc the Cloud Shepherd, is buried there. It is said
the god sacrificed himself to provide the region with the lush rains that make the
verdant landscape possible.
The King's wizard told him that the curse could be lifted, if he had a piece of
Mazaloc's mummified body to use as a component to cast his spell.
Any visitors to the tomb should take care. If they disturb too much of it, they
may cause more harm than good to the surrounding jungle and its people. The locals
have said as much, but the King's concerns are for his own country. He cares little for
the needs of a people living so far away.
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One year ago, a man known only as the Red Hawk Knight, has laid claim to
Peregrine Keep after winning the contest with his eponymous falcon. The aging lord
and his family have taken refuge in the wilds in a cave under a waterfall. They seek
retribution for what they consider to be fowl play.
Old Lord Berton believes the Red hawk Knight is ensorcelled, somehow, or his
bird is. He will offer a great reward to anyone who can discover the truth and return
the Berton lands to their rightful owners.
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It is said the founder of the monastery, the first Grand Master, Raymond the
Outlaw, fled into the mountains after being accused of a crime he did not commit.
While in the wilderness, he was visited by the Goddess of Mercy. She appeared to him
in the guise of a pegasus, her sacred animal. She told him she would give him her
blessings if he served her and convinced the next people he saw to join him. These
would be the first of the new order. Shortly afterward, Raymond was beset by bandits,
Lawless brigands that he ended up convincing to follow him, just as the Goddess
asked. They were guided to a valley full of pegasi and were instructed to care for them
and ride them in defense of Law.
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A small group of bandits used the tomb as a hideout, for a time. They
uncovered some of the rooms, but didn't venture too far, as the place gave them a
sense of unease. After just a few robberies, one of the bandits opened a room in
which one of the vampire's followers was entombed (to await just such an occasion).
The hungry creature turned all of the bandits into undead, thereby recruiting them as
new followers in the effort to resurrect the more powerful vampire lord housed
elsewhere in the complex.
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Once great champions of Law, the heroes were eventually all slain by a dragon
that attacked and razed the area to the ground. Wanting to pay their respects to the
heroes for all their past efforts, their surviving retainers entreated the King to have
tombs built to house the Silver Swords. Any other followers that died in the attack
were buried there, as well. Once their masters were entombed, the surviving retainers
were given permission to rebuild the area. It was their ancestors and efforts that built
Morkshire, though it was originally called Silverhaven. The area was renamed after a
flood turned a portion of the area to wetland, forcing many people to relocate. Only
recently have efforts been made to drain the wetlands, but frogmen have taken refuge
there, which has halted progress.
Hinted at now only in rumours, the Lawful priest member of the Silver Swords
bore a weapon that was responsible for stopping the Vampire Lord in ages past.
Unfortunately, the wetlands of Morkshire have claimed even the Tombs, making them
difficult to reach. Additionally, the frogmen have broken into some of the tombs and
converted them into a refuge.
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A local lord has been trying to steal the honey so that he can heal his wife, but
the Queen Bee has been vigilant and careful about the honey's distribution. She is
angered that mankind has made seeveral attempts to rob her of her treasure, thus she
is worried the nearby lord is looking for conflict.
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I will be revisiting this castle to detail the structure, itself, the quarry caves, and
the under levels of the keep, so stay tuned!
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Rumours abound about the mysteries and dangers that surround the Castle
Black. Undead wander the region surrounding the crumbling castle, and spiders the
size of men lair in its hollow carcass. The shell of the keep remains, but the tops of the
towers are broken. Any wood or fabric has long since rotted away, leaving hollow
interiors open to the sky. A magic fountain with a special guardian wards the inner
courtyard. A pit trap inside the keep's barbican dumps unsuspecting parties into very
old, stagnant water filled with rusty metal spikes.
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Details: Deep in the Southern Jungle, near the city of Atzan, lay the Pyramid of the
Golden God. His immortal remains lie in state somewhere inside the structure.
During his life time, the powerful priest of the sun god built a structure of pure
gold. Its massive blocks were made and hauled by human slaves. The gleaming
edifice reflected the light of the sun, nearly blinding any that looked directly at it.
Inside a well-guarded room in the heart of the ancient tomb lies the Eye of the
Golden God. It is a faceted amber citrine of impressive size. It can be raised and
lowered through an opening in the top of the pyramid. A special lever inside the
central chamber opens the aperture to allow the Eye passage. Once in the light of the
sun, the Eye of the Sun God can focus so that a beam of incinerating heat is emits
from it. The Empress wants the destructive object for herself. She wishes to use it to
gather more power and punish those that oppose her...
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Still largely intact, the dusty halls of Galdor's Forge, now mostly forgotten, still
harbour Galdor's Hammer. Both the forces of Chaos and of Law would very much like
to get their hands on the hammer. One of Galdor's ancestors have been seeking the
weapon for many years.
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Once the property of the elven warrior, Mezzo the Green, the eponymous
Green Gauntlet now lies securely locked away in a special complex. Mezzo's tomb is
also located there. A small order dedicated to the keeping of the tomb complex, the
Order of the Green Gauntlet, allows woodland pilgrims to visit the gauntlet. It is said
that the skeletal hand of Mezzo himself is contained within the green-tinted steel.
Some say the power of the gauntlet keeps the woodland safe and verdant.
In recent years, a strange darkness has been creeping into the region. The
once lush woodlands have become dangerous. No one has seen or heard anything
from the Green Gauntlet for some time. The area where the tomb is located is now
filled with unnatural mist and bizarre creatures...
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There are so many Easter eggs in this map, I can't even name them all. I
reference all of my faviourite fantasy themes, here. I'm sure you'll recognize at least a
couple of them. Added into that are my own curious Dunsanian nonsense words and
Romantic whimsy. Each hex is equal to 25 miles.
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During the lich's reign, many suffered; Tarna most of all. The Tarnish kings have
made great strides to ensure their people do not fall prey to the undead terrors of
Grooz.
Outposts like the one shown feature a large, frontal landing area, a stables,
barracks, storage, and a hall for eating, planning, and festivities. A follow-up map will
feature the lower dungeon area of this outpost. Another will feature the battlements.
Griffins land on the larger platform, but leave/deploy from the smaller, rear
landing. Windows and a front battlement area provide lookouts for the men-at-arms
operating the complex.
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An especially nasty cult, the Cult of the Spider, was active for many years. It
was dedicated to the Black Spinner, Dogoron. When their numbers were finally
decimated, and their temples abandoned, the Southern Kingdoms knew relative
peace. Recently, however, word has reached even the isolated farming communities
that a temple overrun with spiders has been found. One of the bridges spanning a
deep, spider-infested chasm has collapsed. There are other rumours that great
treasure lies within, namely an obsidian idol with precious gemstone eyes that is
dedicated to Dogoron...
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46
We made it, folks! The Kickstarter for Broadsword Magazine has been a great
success! We were fully funded within the first few hours of the first day! Thank you for
all your support. If you missed the Kickstarter, do not worry! DM Dave will be opening
subscription options in May! To read more about the magazine, check out this link:
[Link]
48
The Thirsty Peddler is a small inn located in a village that, though it is not large,
serves a vital role in the kingdom. Its people help protect the border against the
goblins that live in the fells to the north. Fifty years ago, the place was destroyed in a
sudden, violent raid. Only within the past ten years has the village been rebuilt and
reoccupied, though several buildings remain in ruins.
Red Colmor, The Thirsty Peddler's proprietor, is a man from another land. His
namesake is his bright red hair (now greying). Though he is now settled with a local
woman and has a family, Colmor's young life was a series of misadventures and
roguish escapades.
Proprietor and inn are known for being repositories of rumour and gossip. For
the right price, the man might even be able to find certain items or information hard to
come by (though prices are very high, as he resists the urge to call on his old contacts
and resurrect the life he has abandoned). Village folk, though they took a long time to
warm up to the man, have now accepted him as one of their own.
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You think of the events that have brought you here as you descend wide steps
leading down into a large, hay-strewn chamber. Macabre tapestries celebrating death
and sacrifice hang on the walls; one, large, on the far wall, and two smaller tapestries
to the left and right. All stand between niches. Three large trestle tables covered in
half-eaten food, decorative and simple platters, drinking vessels of many varieties,
and a few pieces of cutlery dominate the centre of the room, between six pillars. On
the far end, before the largest tapestry, at the head of the last table, are two heavily
carved chairs, side-by-side. The imagery depicted on them is grotesque. Wrought iron
chandeliers provide some light from heavily melted, flickering candles. Under the right
tapestry is a stone fireplace in which a guttering flame pops and spits as it dies. A
humanoid form is spitted inside. You hold your hands to her mouths in revulsion as
you realize the origin of the scent of cooking meat that has been wafting through the
halls of this place.
Nearly retching from the scene, you stare ahead, to either side of the far hall
where two of the niches disappear into darkness. Approaching slowly, still not sure
why no one aside from a handful of cultists have attempted to stop you, you send one
of the warriors forward with a torch. She holds the brand inside, revealing a stone
sarcophagus that shows evidence of meddling around the lid.
A sudden sound causes the warrior to jerk back to look behind your group.
She gasps and points. Turning, you see that the statues have come alive! They lurch
forward, menacingly. The two on the landing at the back of the chamber leap into the
air, beating their leathery gray wings like giant bats, screeching with anger and hatred.
Another sound causes you to divert your attention to the alcove. The torch reveals
that, now, the sarcophagus is open! Standing next to it is a dark figure dressed in
heavily-embroidered clothing. A few rings on his hands glint as they catch the light.
But what truly strikes fear into your hearts are the two, smoldering red fires burning in
the dark where the eyes should be in the man's pale, gaunt face. Another grating
noise, as of stone on stone, alerts you to the possibility of another sarcophagus, likely
in the opposite alcove...
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You realize, now, that there are no signs of life... Before you can contemplate
further, you hear a loud screeching sound, followed by frantic flapping, in the
direction of the eastern cliff face. Turning, you see a dark cloud ascending into the
sky. Bats? They seem to be coming from a cave somewhere nearby... You are soon
jostled as one of your companions screams and grasps your arm, hard, pulling you
toward the arched entry. You turn, dumbfounded, in time to see the rest of the party
nearly tripping over themselves as they scramble up the stairs. You pull yourself free
of the grasping hand, but when you do, your companion screams, 'Butcher birds!' A
drop of cold fear trickles down your spine, then races back up your body, raising all
the hair on your arms and neck as excitement and fear threaten to overtake you.
A glance back reveals the cloud is closer, and louder. You can now see
individual details. 'Sharp, serrated, pointed beaks, clack hungrily. Razor claws open
and close in anticipation. Bristling, rusty red and brown feathers adorn the small body,
but the wide wings are leathery, like a bat. Each 'bird' is no more than a foot tall, at
most, but the wingspan is twice that.
You realize that, somehow, you managed to reach the stairs, though you don't
remember doing so. The first of the butcher birds enters the entrance, a screaming
flurry of beak, feathers, and talons. You spy a door at the back of the entry chamber
that your companions are already trying to force open. Well, you think to yourself as
you back up and ready your weapon, I'll at least take a few of these bloody things with
me, before I die! Your stoic resolve bolsters your courage, but you can't help praying
to your gods for that door to come unstuck...
Details: In the Hills of Scric, where the skies are full of butcher birds, lies the Dungeon
of the Red Wizard. A ruined tower crouches like a hunchback above it. During the time
when the wizard was active, the complex served many functions, including as a
research area, tomb, and storage. The attached caves contain butcher birds, a terrible
menace that threatens the entire area.
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Details: Goblins have, indeed taken up residence. Before they started raiding the
roads, they found an old tomb and broke down one of the doors. Several of their
number died when an explosive trap was triggered by the effort to enter. The
explosion also collapsed the central portion of the tomb. Once inside. The goblins
began digging to make a home for themselves. They also began to rob the dead of
their riches. They eventually found the main tomb doors, but they have been unable or
unwilling to risk another explosion to get in. Instead, they have focused on raiding the
local populace.
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Menhirs placed within the courtyard in front of the tomb entry usually depict
runic poems and stylized figures detailing the life and deeds of the most notable figure
interred. Large, sometimes carved, stones serve to bar entry to the barrow and the
rooms within.
58
We made it, folks! The Kickstarter for Broadsword Magazine has been a great
success! We were fully funded within the first few hours of the first day! Thank you for
all your support. If you missed the Kickstarter, do not worry! DM Dave will be opening
subscription options in May! To read more about the magazine, check out this link:
[Link]
60
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Victims of the Kargarish people were often dumped into peat bogs that
preserved the bodies , like mummies. It is a terrible sight to see, witnessing the
undead wander restlessly after death, the relentless urge to consume the living driving
it on.
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