Showing posts with label Wychwood. Show all posts
Showing posts with label Wychwood. Show all posts

Apr 28, 2013

Xander One Eye - Captain of a band of Rogues and Bugbears

Xander One-Eye is the name of a leader of a band of marauders from out of the eastern reaches of the Tiazarr Forest, near the Tiazarr River, in the Wychwood Region.  These Marauders take advantage of the fact that much of the City of Ten Gates (capitol of Gorrem) does not hold much military power this far east, and the reputation of the Forests in the Wychwood Region keeps the Sun King Barbarians far south of here.

Xander takes his name from the fact that when he was a younger man, he took up the career of "Highwayman", and would regularly hold up carriages and travellers along the road from the City of the Ten Gates, down southeast, towards the City of Fire (capitol of the Barony of Lynch).  While a wagon train bearing some of the Baroness' Best beer out of Gorem was traveling the road between the Plum Woods and the Belley Woods, the train made its way through the Greenapple Commonwealth.  While stopped at one of the small towns there, to trade some of the award winning beer to the Halflings that live there, Xander stowed away on one of the wagons.  As the wagon was leaving town, he climbed out and told the driver to "Stand and Deliver".  Well, the driver was none other than a pair of Halfling drovers, from the Commonwealth, and the watchman had been peeling some apples with a small paring knife, and sharing them with the wagon driver.  Well, Halflings being deadly accurate with thrown weapons, it wasn't long before the startled fellow flung his knife, and Xander lost his eye.  He continually tells the story to keep up both his reputation as a brigand with a sense of humor, and also as a self reminder towards humility, and not to take ANYONE as not being a threat.

Brigands of Xander One Eye


These days, Xander as a 9th level thief, has built himself a nice stronghold in the dark confines of the Tiazarr woods amongst the Wychwood trees (for which the region takes its name), and has attracted quite a following.  The main part of his gang, are some 30-40 human brigands (about half of them fighters, and half of them thieves).  Along with that, however, he has impressed a band of Bugbears into joining in his gang.  These shelter separately from the human Brigands, and answer to a Bugbear chieftain named Arpus Ard, who counts himself as one of Xander's lieutenants.  Arpus Ard has mustered a few dozen Bugbears to join the gang of Xander.
Arpus Ard and his sergeant
Here is a map of the region, showing the many forested areas of Wychwood, between Gorrem (and the City of Ten Gates) and the Tiazarr River.



Apr 5, 2013

Fandarr the Enchanter - Mad shaman of the Serpent People

Many years ago, before the Westroners came into the valley, there were several races of man that co-habitated with the Old Ones.  The most famous (and most numerous) were of course the northern Storm King Barbarians and the southern Sun King Barbarians.  But there are also numerous small groups of primitives - even less developed, culturally, than the Barbarians.  These include the Shagmen of the Aghanz Hills in the Darkearth Plains, the Oordut people that dwell around the Groben Caves, in the Enchanted Forest, and the Keepi-keepi rock dwellers in the Shattered Plains.


Another group of primitive men that live in the valley are the Serpent People, who live in a dense jungle-like area of the deepest south part of the Tiazarr forests, known as the Serpent Jungle.  The Serpent People are primitive humans, that live in treehouses in the jungle.  They are expert at extracting and using poisons and magical substances from the strange creatures that dwell in their jungle.


While the Old Ones still inhabited the Valley, one of their sorcerer-priests, who venerated the Earth Weaver (one of the elemental gods of the Old Ones), realized that the time would come when the Old Ones would leave the world.  Eager to leave behind some method for the Earth Weaver to make his presence felt in the world, the sorcerer-priest decided to foster a follower.  He selected a shaman from among the lowly Serpent People to raise up.  The shaman was named Fandarr-i-kyky and was especially adept at extracting and using venom from the spider-asps the dwelt in his tree.  He was visited by the sorcerer-priest, who not only awakened some latent intelligence inside the primitive, but also gave him the gift of speech - in the manner of the Old Ones.  Then he took Fandarr (who dropped his last name, out of shame from coming down out of his tree) on a journey, back, back through time - back to when the Earth Weaver was creating the concept of tree, and forest, and rock.  Fandarr saw how the Earth Weaver made for himself a sister-lover, who would give birth to the mushrooms and insects and other despised beings.  Out of pity, the Earth Weaver killed and ate his sister-lover, but the despised beings were loose in the world, and they have been there ever since, and are the reason why soil and trees and forests work.  Then the sorcerer-priest took Fandarr far into the future, where he saw how the element gods would come and devour the whole world, reducing mankind to little more than serving playthings, or food, or worse.  This was the dream of the four elemental gods.  Then the sorcerer-priest taught Fandarr the use of certain spells, to better serve the elemental gods, especially Earth Weaver and his followers.

Fandarr lost his mind.  But enough of it remained that he realized he would have to do his part to try and preserve some part of humanity.  He feverishly began studying magic, as much as he could.  He has knowledge that the Archivists at Parn Tandalorn would not even know how to categorize, much less understand.  But at a price - his mind? his soul?

Out of fear, over the years Fandarr turned his body to metal.  He has inscribed spells, supposedly taken from the book of Zargo Zar the Sage, on his metal skin. He has also extended his lifespan an extraordinary amount.  He has built a tower of star metal (collected, over centuries, from sites of fallen stars) near the Serpent Jungle of his birth, and now lives there.  He has begun teaching his people the flute-of-stone, and the songs and chants that would be used to appease the despised young of Earth Weaver's eaten sister-love.  With his weak grip on reality, he sometimes teaches the Serpent People how to actively worship Earth Weaver, and how to summon his servitors to this world for their own purpose.  At other times, he is actively trying to teach them defenses and ways to thwart Earth Weaver.  The situation grew out of hand, with tribes and tribe members almost open warring with each other over the two doctrines of Fandarr.  So the elders have prohibited contact with the mad enchanter.  The shamans and tribesmen of the Serpent People, now armed with knowledge of how to contact and appease and employ the servitors of the Earth Weaver have become a dangerous threat.  But very few know of the reason, nor do they know anything of Fandarr the Enchanter.

Fandarr still lives, although in his form of all metal.  He lives in his tower, near the Serpent Jungle, and summons and creates all manner of creatures (which inhabit his tower and dungeons beneath) who may help him once the elemental gods return.  In the meantime, the evil he unwittingly unleashed on the Serpent People has been growing and growing over the centuries.

Jan 2, 2011

Gorrem - City of the Ten Gates

The namesake, and chief, city at the heart of the Barony of Gorrem is also called the City of the Ten Gates. It has a population of 27,000. There are a number of towns that are reliant on it - these are the chief population centers of the Barony, along with each having its own supporting network of villages and farm country.
  • Colvine (population 4,500) to the north
  • Harwych (population 6,000) to the east
  • Sallow (population 6,500) to the southeast
  • Haventown (population 5,000) to the south
  • Lightcastle (population 5,500) to the west
  • Aldbridge (population 4,000) to the northwest
The Barony is located in the Wychwood (south central) region of the Valley, and its chief political neighbors are the Barony of Lynch (east, on the far side of the Tiazarr River); the Barony of Pellorix on the far side of the Ancelhenn Lake to the southwest; north across the Great River is the Barony of Na Kram.

Much of the Barony is forested, and in addition to the many human towns listed above, there are a large number of "forest folk" in the wooded areas of the demesne.  To the west (in the Redsmoke Woods) there are a large number of Hedgehog People.  To the east, in the Plum Woods and the Belley Woods, there are a number of Mouseling communities.  Also in the region between Belley and Plum is the Green Apple Commonwealth - a small Halfling county that owes fealty to the Barony of Gorrem.  In the forests in the northern reaches of the Barony, along the Great River, there are numerous forest settlements of Wolflings.

The Barony is not home to many Dwarves or Gnomes.  And the few Elven settlements that exist are deep within the forested regions of the demesne.

The current ruling family is the Household of Terrasund, with Baroness Catherine II on the throne.

The city is home to the Homehall Cathedral - maintained by a community of clerics and monastics of the order of St. Ermo.  The Tower Druaqua (Bardic College of Maelwyn) is there. Also within the walls of the city can be found Castle Tattelis - home of the Terrasund family.  Not really of political concern, but of possible interest to adventurers and explorers - the abandoned tower of Ordobrandt is also within the city, but it is guarded by city guard.

Within the walled fields surrounding the city, there is the keep and practice grounds of the Knights of the Malmen Rose.  The Knights are a chivalric (but not Paladin) order that has a loose alliance with Gorrem, but have a distinct arrangement where they do not have Feudal duty, but are rather allies.

The Ten Gates, as well as much of the city, are protected by the city watch, known as Gorrem Levy.  They are much more than a levy, however, as they are a regular full time soldiery.  Typical equipment includes ring mail, simple helmet, bardiche, and short sword.  The Gorrem Levy are (total) approximately 2000 strong, however only 800 are serving at any one time.  There are several towers both on the outer walls and located along the inner walls where these are housed.

In addition to the sites and locations already mentioned, the city is somewhat known for its Inns and Taverns, each of which boasts its own ales and beers.  There are competitive wars between the larger Taverns, each claiming to be the "Best in Gorrem" or "The Baroness' Favorite".

Nov 27, 2010

Week of Encounters Day 4: Terror of the Stoatmen

This encounter takes place in the Wychwood region of the Valley.  It could be just about anywhere that an untended forest exists, but here it is placed in the northern parts of the forest stretching along the Great River, just across from where the Greywater joins the Great River.

The player characters, while crossing a patch of woods on their way to a village for the night, come across a camp site that has been attacked. A storm as come up at the last minute, and what should have been the last hour of sunlight is rapidly darkening. The travelers are all dead, and their equipment has been taken. Worse, some of them, and their dead horses, have been partially eaten.

While examining the bodies, all of a sudden, a hail of arrows rains down on the party. Each member of the party is shot at twice per round, by a suitable number of Stoat archers who have climbed up high in the surrounding trees.

After the second round of this shooting, and whatever response the players offer up, some trap doors in the forest floor open up and 8 stoatmen warriors emerge to viciously attack the players.

Stoatmen Warriors
Num Appearing: 2-16
Alignment: neutral evil
Movement: 90'
Armor Class: 6
Hit Dice: 1d+1 (6 h.p.)
Attacks: 3 (claw, claw, bite), or 1 weapon (preferred)
Damage: 1d4; 1d4; 1d6 - or by weapon (scimitar or short bow are common)
Save: T1
Morale:9
Special Abilities: Climbing and Burrowing.

Stoatmen are Forest Folk, and as such have no souls.  They are considered a cursed race.

The Stoatmen favor man's flesh for food, but will stoop to eat dwarves, elves, or even horses. The group of Stoatmen archers in the trees will stop firing once their comrades emerge from the warren, and will descend the trees to aid in the attack (mostly because they fear missing out on any meat).

There is a leader of this group of Stoatmen, named Bloodfang, who will unleash a sack of poisonous snakes into the combat if things begin going bad. These snakes attack as 2HD monsters, but only have 3 hit points. If they successfully attack, there is no damage, but a 50% chance of affecting the victim as per a sleep spell (save vs. poison).

If the Stoatmen are vanquished, then their warren holes can be explored. All but one of them are just simple ambush holes, however one leads to a small warren complex with three rooms, in succesion.

The first room has a Stoatwoman Witch (4th level MU) with two pet giant badgers.

Giant Badgers
Num Appearing: 1-4
Alignment: neutral
Movement: 90'
Armor Class: 4
Hit Dice: 4d (22h.p.)
Attacks: 3 (claw, claw, bite) plus disease
Damage: 1d3+1; 1d3+1; 1d8
Save: F2
Morale:9
Will fight past death (until -10 hit points). If the giant badger scores a bite hit, then it will hang on and do an additional 1d6 points until removed or slain.

The second room has a bunch of stoatmen young feeding on a stash of rotting bodies of farmers and travellers.

The third room has a board of wood over the door, once removed those opening the door are attacked by two very large coyote spiders.

Coyote Spiders
Num Appearing: 1-2 (underground only)
Alignment: neutral
Movement: 90'
Armor Class: 4
Hit Dice: 4d (20h.p.)
Attacks: 1, plus poison
Damage: 1d6
Save: F3
Morale:8
The coyote spider, if it scores a hit, injects a very potent poison. Unless the victim makes a saving throw vs. poison, they will start screaming horribly in pain, and spasming uncontrollably. This forces all of the rest of his comrades to make a saving throw vs. fear or they will flee the area. The spasming and screaming lasts for 1d3+1 rounds, but after the first round his comrades are immune to the fear. Each new victim, however, causes a save to be made. During the period of spasming, etc. the victim suffers a -4 on all combat rolls, and also a +4 to foes to score a hit.

If the spiders are slain, then the last room in the warren is revealed to have a treasure of 1,200 g.p. worth of jewelry, coins, and valuables in it.

Nov 25, 2010

Week of Encounters Day 3: Captain Lu d'Ross and Caerilla Ne Quolda

This encounter takes place in the Wychwood region of the Valley, just to the west of the Tiazarr River.  it deals with the Khozaki - a "nation" of Fethta riding nomads from the vast plains around the Barony of Ungams.

The players come across an encamped Khozaki mercenary company near the Tiazarr River, along it's eastern bank. These particular mercenaries are in the employ of Baron Ungams and have been sent to cross the Tiazarr, enter the realm of Gorrem Castle, test to see if a new baron has been selected yet, and scout if there is a chance for advantage to be made by a full scale crossing of the river.

These Khozaki mercenaries are 3rd level human fighting men, and are all experts with the spear and the short bow. In the common manner of the Khozaki, they wear loose brightly colored pants, leather shirts, and short capes of a variety of colors. High hard leather riding boots and bronze helmets complete their outfit. In combat, they would wear scale armor over their leather shirts. Again, as common for all Khozaki, they are excellent riders.  This company are riding the common riding animal from Ungams, the Fethta. The Fethta is a great riding lizard, the girth and bulk of a horse, but much longer counting the spiky tail. The drool and spittle of the Fethta is poisonous, and they are trained to fight as well as ride. When angered, and in combat, they will rear up on their hind legs (a maneuver that the riders train for, and their special harnesses and saddles are built to support it), and fight with their two front claws and by biting. The riders will employ their spears, and also shoot their bows. In appearance, the fethta looks like a common green garden lizard, but with a 7' long body, and an additional 7' long spiky tail. The spikes on the tail are merely mating adornments, and not for fighting.

Fethta
Num Appearing: 1-2 (if encountered in the wild)
Alignment: neutral
Movement: 90'
Armor Class: 5
Hit Dice: 3d (15h.p.)
Attacks: 3 (claw, claw, bite) plus disease
Damage: 1d4; 1d4; 2d4
Save: F2
Morale:9
The bite of the Fethta is indeed dangerous. If a successful bite is made, and a save vs. poison is failed, then there is a 25% chance of infection. If this happens, a blood disease ensues - if infected, the victim will lose one point (from each) of strength, constitution and dexterity for 9 days, and then gain it back at one point each for 9 days; if any go below 0 the victim dies. A cure disease will end this.

This company of mercenaries is a small river crossing party, perhaps 20 fighters strong, being led by a 5th level fighting man named Captain Lu d'Ross. They are encamped near the rivers edge in order to construct rafts for crossing the river with their riding fethta.

In order to speed up the process, Captain Lu d'Ross has ordered the company to chop down the nearby Quolda trees. These are semi-magical trees cultivated by the Elves, and have been growing since the birth of the Elven people. Well into the chopping of the second tree (only three or four would be needed, because of the fantastic properties and quantities of wood that can be harvested from each one), an Elven princess from the nearby woodland realm came to Captain Lu d'Ross, begging for the men to stop the process of killing the sacred trees. Captain d'Ross immediately ordered that the princess, a Caerilla Ne Quolda, be taken prisoner so that the wood harvesting could continue.

Encounter: As the players are looking on to the scene of the harvesting of the Quolda trees, they are ambushed and attacked by a group of wood elves who are intent on stopping the harvest, and have mistaken the player characters as part of the mercenary company. The warband of wood elves consists of a 4th level leader Turokan Har Quolda, and six 3rd level elves. All are fighter/magic-users.

Experienced Wood Elf Warriors
No. Enc.: 1d4
Alignment: Neutral
Movement: 120'
Armor Class: 5
Hit Dice: 3 (18 h.p.)
Attacks: 1 (long sword, and long bow)
Damage: 1d8 or 1d6
Save: MU3
Morale: 8
Spells: Magic Missile, Shield, Levitate
If possible, half of the group will cast Levitate on themselves, floating up out of reach, and will employ long bows. The rest will immediately cast Shield, and then engage in combat. If the chance comes up, they will use Magic Missile against spell casters.

Details for Captain Lu d'Ross, Caerilla Ne Quolda, and Turokan Har Quolda are left for the DM to devise.

The players must decide whether they will fight the elves, or try to parlay with them. Then the noise generated will ensure an attack by the Mercenaries.

During the combat, if one occurs, the second quolda tree will be felled (it is almost down when the ambush comes), and inside its massive trunk, a chamber leading to an underground Wood Elf burrow is revealed. Within are treasures and dangers awaiting the Characters - no doubt which will be determined by their decisions during the encounter between the Elves and the Mercenaries - and how they treat with the imprisoned Princess.