| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

The "Old Continent"

Page history last edited by Gillian 4 years ago

This will be my next campaign site, after Narbada.

 

Rules: 3.5E, E8. No Prestige Classes.

Races will be limited at the start to Human, Half-Elf, Hobbyt and Dwarf. 

Special Campaign Information

 

Because of Covid-19 isolation, we will not be playing in person for a while. So, to give us all something to think about, I'll be sending out emails every few days, and collecting responses here: The Wedding in Havenbrook

 

The idea is that at around the time Prince Starbow took the throne in Greenvale (Year 2565 by their reckoning), a group of adventurers, led by the stunningly beautiful human Baroness M'nea Touchstone, took control of a living, mobile island of great magical power. They were uncertain of the Island's  origin, but were able to control it and sail the seas. They named it Touchstone Isle, and it was recognized by the Prince of Greenvale as an independent Barony. Eventually, the adventurers discovered that Touchstone Isle was capable of penetrating the strange magical barriers that blocked the island they came to call Brettania off from the rest of the world. (Note: the barriers that block off the rest of Eurasia and Africa are still intact). These adventurers have brought a fair number of folk from Miraboria - Greenvale, Harothar and Miran all three - to explore the new lands. They've found it profitable, if dangerous, and have established a thriving colony. Since the Isle penetrated the barriers, normal ships have been able to follow a narrow, exacting route to reach Brettania as well.

 

The campaign will use "England" as a map.    

 

This map is from : https://darkagebritannia.weebly.com and used with Jorunkun's general permission.

Ideas for this campaign: There will be one "human" settlement, founded about 50 years ago, by adventurers from Miraboria. Other adventurers are now exploring/looting nearby ruins and making contact with barbaric humanoid tribes that live here. So far, they have found no humans or other demihumans (elves, dwarves, halflings, marchat, szathair or grippli) in the region they have surveyed. 

 

Using this map: the towns and roads marked on this map are all ruins left by earlier civilizations, or perhaps are the locales of larger humanoid lairs, and their most-traveled routes. Sometimes these things overlap each other, as the humanoids make use of the old ruins. 

 

Things to think about:

1) wild tribes of (orcs and goblins, hobgoblins and gnolls?)

2) fey folk in the deep forests and wild moors

3) giants in the northern highlands

4) hidden elf-hills and wizards in their isolated towers 

5) tribes of barbarian humans from the east? 

6) traces of ancient wars - battle sites, sieges, weapons of great size and/or power

 

Where to start the campaign? In the only town known to the Explorers, which is located very approximately where Caer Dydd is on this map. 

 

The town will have about 5,000 people in it, and will be surrounded by a wide belt of "mostly explored" terrain - about 6 hexes along the coast and about 3 hexes inland. However, the only "safe" or "settled" terrain is the hex that holds the town, and a single ring of hexes around it. 

 

First adventuring sites;

Dinas Powys

Isca Augusta

Burria

Venta Silurum

 

Of course, the names will all change, and I will not use "real world" places, as I do not want my players to think specifically of Roman Britain as they explore. 

 

 

Note on Names: anything named by those from Miraboria will have a generally "Greenvale" feel to it. Anything named by 1st empire folk (the bulk of the ruins here) will have a Greek feel to it. Certain odd places, especially in the farther north regions, will have a Sumerian or Babylonian feel to their names. The Greek and Sumerian-type cultures were apparently either overlapping civilizations or perhaps were at war with each other. Nobody knows anymore...

 

 

Campaign feel; hex-exploration, dungeon raiding, mostly a "get rich quick" mentality, without much moral justification. Grim-n-gritty, with tracking of all resources, as much as I can enforce. 

 

Players Minimap: This is the map I will give to the PCs as their first map of the campaign region. Later, they will be able to acquire a map that will have the entire coast of the Newlands but very little inland marked. 

 

 

Town of Aricum

 

Region around Aricum:

 

The Settlers - who call themselves Newlanders - have named the region around their city Southmoor. There are five other small towns within a day's travel (6-18 miles or 3 hexes maximum) of Aricum, each with a population of around 1,000-1500 people. These towns are named Havenbrook, Claybank, Hills Port, West Bridge, and Ogdenville. Each of these towns has a mayor or other elected official who represents the town and surroundings to the Baroness. There are also four small villages within a half-mile of Aricum, which are not separately governed from Aricum. They are North Pond, Eastham, "the Docks", and Millford. Other villages have begun to grow near the smaller towns, as well.

 

Random Encounters in Southmoor:

Roll  On the Road  In the Woods In the Hills  In the Mountains
Aricum Guard Patrol  Fox/Badger/Hawk/Owl vermin, gt. Ant  Wolf
Robbers/Bandits  Wolf/wild Boar/panther vermin, gt. Bee  Goblin
Farmers/Laborers  Bandits  tick, giant (ToH) Elk or Herrenel (ENCR v4)
Priest/Postulants/Pilgrims/Celebration Stag Beetle   half ogre (ToH) Sheep
Tinker/Merchant  Brownie, Sprite, Grig or Petal (MMIII)  gore beetle (CColl)  Giant Raven
Goods Wagon  Spider, swarm/ Hill terrain False spider (pedipalp) (ToH)  monstrous centipede
Adventurers or other Unusual travelers  Skunk or Weasel Dire Goat (ToH)  gnoll
8 Roll for terrain encounter Black Bear or Kobold Mountain Terrain Hill terrain or Dragon

 

 

 

Claybank - sited about 12 miles northwest of Aricum, this town has about 1,300 people. (See my notes on the module "A Missing Pin" for more details of this town).

 

Havenbrook - located on the coast about 50 miles west of Aricum, it is the furthest settlement in Southmoor, and the wildest. the folk of Havenbrook have a reputation for being wild trappers, foresters, and huntsmen. They're well known for disliking outsiders, and few travelers find reason to visit. There are also peculiar rumors of inbreeding and strange religious practices in the town. It has a population that fluctuates between 900 and 1,000. 

 

Hills Port - east of Aricum by about 12 miles,  life in Hills Port revolves around mining, fishing and farming. Located near several rich mines, the village stands in a deep dell a short distance back from the shore. Thus protected from the worst gales battering the coast, the lower parts of the village, where the poorest folk dwell, are unfortunately prone to flooding during fierce storms. No fortification protects the folk of Hill's Port, but weekly patrols from Aricum pass by the town. Further to the east lies nothing but broken shoreline and unexplored forest. Few villagers dare to travel far in that direction. Hill's Port is also surrounded by the best farmland in Southmoor, without the open forest that covers much of the land nearer Aricum and to the west. 

 

 

Ogdenvillea beautiful settlement located around 24 miles north of Aricum. The core of the town is next to a rock formation known as Ogden's Hill. It is surrounded by a wooden palisade wall with two gates on the eastern and western extremes. There are about fifteen buildings within the palisade. Most of them belong to the retired adventurer Sir Ogden Thenna who used his recovered wealth to kickstart the growth of Ogdenville a few years ago. A few people live on Ogden's Hill proper; there are a dozen houses and shops of local merchants and craftsmen on the hill’s first level, Sir Ogden's manor house in the second level, and a watchtower in the uppermost level. Below the hill lies the bulk of the town, outside the palisade.The town population is just over 1,200. It is a mix of humans, half-elves and a few dwarves.

 

West Bridge - the largest town outside Aricum, it sits about 25 miles west of Aricum, between Claybank and Havenbrook. A quiet town, most of the locals are farmers and herdsmen working the open hills to the north, or woodsmen who hunt and trap in the open woodlands to the south. Sheep graze well on the hills, and even the woods are easy to clear for small farms. Population about 1,500. 

 

 

Features on the Map:

Arius' Tower - an ancient wizard's tower, now in ruins, it is known to have a number of tunnels beneath. Recently, adventurers from Blackrock Castle have cleared Arius' Tower of what they claim was the elemental-possessed remains of Arius himself, and removed much valuable treasure from therein. 

 

Baerth Castle and the Moorfens - Baerth Castle is a ruined ancient fortress, similar in age to Blackrock and Vagrant's Castle. It sits on a hill just to the east of the Moorfens, a wild and dangerous region filled with deep, sucking marshy pools and strange creatures. Baerth Castle is currently claimed by a group of adventurers who call themselves the Knights of St. Edelmar - a trio of half-elf knights, a wizard, a cleric and a couple of rogues, as well as a dozen or so servants, men-at-arms and other followers. They've begun to rebuild the castle, and claim an area around it one hex wide. However, at this time they are reporting that they have spotted a dragon flying between the Moorfens and the Black Mountains east of Arius' Tower. They are recruiting any other adventurers who wish to join them on a dragon hunt.

     Moorfen Encounter Table:

Duckweed Lurker (ENCR v4)
Hellgrammite Larva, Giant, or Dobsonfly, Giant (ENCR v4) 
Sawtail Cattails (ENCR v4) 
 
 
 
 
Hills Terrain  or Dragon

 

 

Black Mountains - the mountains in this area all considered to be part of the Black Mountain Range, and are all similar in appearance - mostly they are steep hillsides of layered sandstone, clad in short grass. Rivers cut through the hills, and there are open forests in many areas, but no dense woods. There are regions of fens and moors as well. The highest ridges of these mountains are only about 2,200-2,300 feet high. 

     Black Mountains Encounter Table

Roll on 2d6 Encounter
Wolf
Goblin
Elk or Herrenel (ENCR v4)
Sheep
Giant Raven
7  
8 gnoll
9  
10   
11  monstrous centipede 
12  Hill terrain or Dragon 

 

 

Priory of Cymer - this monastery to the three Gods, Elanora, Kehret and Mikol, has only been recently established, in the last 3 years. A number of priests and priestesses from Greenvale have recently arrived, seeking to create a new place of worship for their deities. There are about a dozen priests and twice as many laymembers of the monastery. 

 

Deepwater Lake -  The cold waters of Deepwater Lake are over sixty feet deep; in several places, underwater currents lurk ready to drown the unwary. The lake is well stocked with fish of many kinds including trout, carp and several large pike. Since the Southmoor was settled, the lake has claimed a few victims every year, prompting speculation that a great monster lurks in its depths. No definitive evidence of such a creature has ever been recovered, however; most deaths in the lake are the result of a combination of vicious currents, alcohol and darkness.

The tales of treasure hidden beneath the waters of the lake have similarly never led to any great find. The result of wild speculation late at night in many taverns and alehouses,  this does not stop the occasional adventurer or reckless local exploring the lake’s environs.

     Deepwater Encounter Table

roll on 2d6 Encounter
Hill or Woods Terrain Encounter
 drowned (MMIII)
ogre (MM)
 dire toad (MM)
Snapping Turtle (ENCR v4)
water strider and/or wolf strider (ENCR v4) 
electric eel (ToH)
9 Devil Sand (ENCR v4) 
10 beetle, giant water (ToH II)
11 river nymph (CColl)
12 Silt Dragon (ENCR v4) or ?  

 

 

 

Talan's Bluff - The remnant of an ancient hill fort sprawls across the summit of this high hill. Two rings of timeworn earthen ramparts yet ward the bluff’s summit. A single, wide gateway protected by a complex series of (now shallow) pits and smaller ramparts, designed to disrupt a charge, pierce each defensive ring.

Built untold centuries ago by some unknown hand,  the reason for its existence is unclear, but some things remain clear; during the fort's final battle, a great slaughter was wrought on the defenders. In the summer, bluebells and other wild flowers carpet the hill’s crest; the folk of Aricum call the area Battle Meadow for the fragments of bone and weapons still found there.

Occasionally, travellers and adventurers use the ruin as a campsite or even dig there in search of forgotten antiquities. Most folk do not venture to Talan’s Bluff; they believe that the shades of the ancient fallen yet haunt the area.

 

Vagrant's Fort - this ancient ruin hardly remains a shell. The ground level is reduced to bare foundation walls, which form a semi-sheltered camping spot. There is no known dungeon/underground level, beyond a few oubliette pits. The rangers from Havenbrook use this as their westernmost range point.  

 

Blackrock Castle - this fortress is now controlled by a band of PCs. They have renamed it Blackrock Castle, after driving out the Bloodrock Hobgoblins. 

 

Southmoor Campaign Notes

Comments (0)

You don't have permission to comment on this page.