West Marches Original Dungeons and Dragons - Hex 015.015 - The Nilvan Bridge



General
The Nilvan Bridge stands, as his name states, over the Nilvan river going East-West. It is but a few miles south of the last civilized towns around the Haven. They've been talks of Primitives* seen around the bridge and river recently.

This hex was constructed as an "introductory hex". Feel free to change it as you want if it's too easy/boring for your players.

Description
There is a road going North-South in the middle of the hex. There is a river going East-West towards the end of the hex (10 miles in).

The hex is lightly forested, being used by more courageous peasant for wood and animals.

  • Road: There is a sunken library that was unearthed during a landslide recently. It's 30 feet beneath the ground. Because of rocks and such, it's accessible with a rope or something (15 feet to reach ground). 
    • The library only has one major room, which is the library itself. It's dank and humid. There is tons of shelfs all over the place that are destroyed and crumbled. Most of the books are too humid and destroyed. There is two Green Slime patrolling the area (most likely will be triggered if the player start searching everywhere). If the player search around, they can find: 
      • One shelf on the northern side has a book that was enchanted not to dry out. It speaks of astral movements. It's worth 100 GP to a librarian or magician because of the enchantment on it. 
      • One shelf on the south-west has a small chest that's locked with a magical girdle inside. The girdle is a girdle of protection (+1). 
  • Bridge: The river itself is fresh with running water. It's possible to cross it near the East without trouble. If not, it's a strong current, especially near the bridge. The bridge itself was built upon an ancient ruin. The Primitives found the ruin and now want to investigate it. 
    • Bridge (outside): On the North side, there is a small primitive encampment with 4 Primitive. 
      • During the day, they are occupying themselves, sometimes sending a party of 2 to hunt small game or making a guard shift change with those in the ruins (4 members that switch every 8 hours). They sleep at night with one sentry, or two during rain or if they suspect something. Roll reaction as per normal, but their normal reaction will be hostility but not necessarily aggression: they will try to push out anybody. 
      • There is one (main) entrance to the ruins on their side of the river near their camp. That's the primitive entrance. It's a hole dug in the ground that descends about 15' feet with a rope already attached (as the primitives use it). 
      • There is two other entrance far south-west on the other side of the bank. Those are used by the Giant Spider within mostly. If players skirt the river, they can find the entrance with spider web all over it. The Spider hunt at night and sleep during the day. 
    • Ruins: Those ruins are an ancient Qantari ruin that was built near a Magus settlement ages ago (the tower that's destroyed at hex 015.017). Its use was to create art pieces, especially frescos and mosaics. It's a small dungeon/lair. 
      • Random encounter is one Primitive guard with Club, shield and hide (leather) armor and a bag of pearls (15GP) patrolling the area. 
      • Here is a picture. It's not 100% accurate in terms of dimension, etc. 

      • 1: Entrance
        • Stats: Square of 25 x 25'. You see closed doors to the north, east and west. There is a long winding corridor leading to the surface to the south. The only light source comes from the corridor to the south (sun light). 
        • Description: Dank and humid small room. Ages ago it was a room to receive material. For now, it's a room for the primitive to stack extra equipment and food. 
        • Contains: 
          • Destroyed shelves on the north-west corner. Nothing of use.
          • Boxes in the north-east. Contains the equivalent of 3 rations, a club with wooden pikes and some rope. 
          • Beside the boxes, there is a humanoid bound and gagged with a missing finger. 
            • The humanoid name is Turchil Jubert. He is a hunter from the Haven. He was with two friends (Baldewin Baro and Erchembalt de la Roche) in a party that was captured trying to go across the bridge for bigger game. He knows Baldewin, one of his friends, was killed and eaten by the Primitives, but the others was sent somewhere in this dungeon and he doesn't know where. He might still be alive. The hunter is afraid but can still follow the players. He will fight as a level 1 F-M with 3 HP, being injured. 
          • There is a stack of wood with some metal cauldron for food in the south-east corner. 
      • 2: Sinkhole cross. 
        • Stats: Cross-shaped corridor that goes in the four directions for about 10 feet with a closed door to the north, west and east. There is a cave-in in the south that blocks the path. The path to the east and north portion seems to be cave a bit and needs to be climbed rather than walked. 
        • Description: This small room is a sinkhole with a cave-in to the south. PCs that walk to get to the north or east door will have a 1/6 chance to trigger the sinkhole further down. 
        • Contains: Nothing of note except for the sinkhole. 
      • 3: Main Corridor
        • 3a: East portion
          • Stats: 50 feet long corridor 5 feet wide. There is three doors in the south going in the west, south and east. There is an open from a cave-in in the north-east portion (going to #5).
          • Description: This is again a dank and humid room. In the middle of the room there is a bit of web on the ground for anybody that looks there. 
            • Both south and east door in the south are completely blocked by a huge cave-in that prevent any more exploration. If PCs have a mean of clearing them, it goes down one level to a new dungeon. There is also a door in the middle of the corridor going to the east.
        • 3b: North portion
          • Stats: Corridor of about 70 feet in a T shape with a 30 feet branch in the middle going to #1 and a door to #6. There is a path east going south, a path west going south, a path in the middle going north (locked door) and south (corridor).
          • Description: There is some light as there is a torch lit near #1 door, and there is a hole in the roof near #5 that project also a bit of light. It's just as humid and old as the rest. 
          • Contains:
            • In front of the door going to room #1, there is a trap that was jammed with a rock and a wooden club. It's standing right beside a torch (lit by the Primitives) that is crooked in its position. The trap was pressure plate that released, in the wall, a powerful blade corridor-wide that chopped 10' at the level of the shins. Same trap as #4 and #8. 
            • Little bit further in the corridor leading to #1, there is a rune of a dragon on the wall beside an open wall/door section. That open wall is obviously a secret passage. In it, there is a little pedestal that's empty (the Primitive figured it out and emptied it). Same secret as #3c. 
        • 3c: West portion
          • Stats: 50 feet long corridor that leads to a cross section in the south and to another corridor in the north. 
          • Description: There is no light, except at the north portion where you can see light coming from the east. It's dank and humid. There is some water dripping near the south-west door, and some water on the floor. 
          • Contains: A secret compartment near the middle on the east side. It's a rune of a dragon. You need to press it and light it up with fire. If done so, it will open the wall section just beside it. In it, there is a hidden room with a pedestal containing a beautifully crafted jade figurine of a dragon with ruby eyes. The total value is 750GP. 
      • 4: Spider Room
        • Stats: Small corridor of 10' leading to a very dank and humid room of 25' x 25'. There is no other door, but there is a light coming from a hole in the roof in the north-east. 
        • Description: A Giant Spider lives here. It already killed a Primitive and sometimes kill animals and humans alike up top. It uses mostly this hole, but before the primitive reactivated the trap and locked the door, it also used the #5 hole. 
        • Contains:
          • At the entrance to the west, there is a trap. On the ground you can see one dead rats thats chopped in half. The trap is standing right beside a torch (lit by the Primitives) that is crooked in its position. The trap is pressure plate that release, in the wall, a powerful blade corridor-wide that can chop 10' at the level of the shins (2d6). Same trap as #3b and #8.
          • In the southeast there is a Huge Spider nest full of web. There is 5/6 chance it's there during the day, 2/6 during night. It will try to attack from the roof and it absolutely hates fire. It will not attack directly a big group, unless they go around/in his nest. 
            • Huge Spider as per AD&D (AC 6, HD 2+2, 1x 1d6 poison, can leap)
            • In the nest there is some dead animal and two humanoid. 
              • One is a random peasant with a basic tool kit and 7 SP
              • One is an adventurer with a basic adventurer kit (one weapon, one armor, one tool, etc.), a dark obsidian key (open up the obelisk in hex 023.017) and 56GP in a bag. 
          • There is some moist and molded furniture in the north-west. Underneath it, there is a secret compartment with a random level 1 scroll. 
          • There is a hole leading to the surface (very difficult to climb) north-east. 
      • 5: A hole that leads upstairs. Some web around it that seems old. One dead rats on the ground. 
      • 6: Rest room
        • Stats: Small room of 25x25' with a door leading west and one down in the south-east leading south. 
        • Description: There is a small pool of water in the middle, as if in caved-in a bit, with dripples coming down. This room is used as a rest room, with some mocked bed made by the primitive with what was probably also beds ages ago. 
        • Contains:
          • 2 Primitives. 5/6 that one is sleeping and the other is watching. 1/6 that both are watching. 
          • There is a shelf in the north-west with some food (1 ration) and pearls (10 GP).  
      • 7: This corridor leads to a cave-in that block a path going downstairs that's also full of water. Not accessible: a dead-end. If players find a way to access it, as per #3a. 
      • 8: Artisan Room
        • Stats: A wide room of 25x50'. There is only one door to the south with a small antechamber. 
        • Description: This room was used previously to craft the frescos. There is some unfinished one in multiple spots. 
        • Contains:
          • In the antechamber there is a trap. On the ground you can see one dead rats thats chopped in half. The trap is standing right beside a torch (lit by the Primitives) that is crooked in its position. The trap is pressure plate that release, in the wall, a powerful blade corridor-wide that can chop 10' at the level of the shins (2d6). Same trap as #3b and #4.
          • Last hunter of the party from the Haven. He is bound and gagged. He is semi-conscious. Primitive are keeping him for now and plan to eat him later or use him as ransom. 
          • Primitive team leader: +1HD. He hold hostages the hunter if he hears noise coming from outside. He is observing and analyzing the different frescos on behalf of his shaman. He wants to make a proper report that this place is full of ancient lore. He has a stone axe, a shield, a hide armor, a map** and a bag with rations, rope and tools. 
          • Frescos: The main fresco is one depicting two different humanoids on the left holding a torch together while on the right there is a humanoid presented with ferocious traits, as if an enemy. In reality, it depicts the Qantari and Magus forging an alliance of old against the Flaith, one of the three ancient kingdoms. In the eyes of the Qantari representative, there is two opal (50GP each). 
          • There is some tools, beautiful stones (big slab of 100GP each, very heavy) and a small stack of different small pieces of precious stones (a bag of about 150GP worth). 
Random Encounter
This hex is different then the others. It's well patrolled by hunter and sometimes guards, and it's near the civilization. Therefore it's chart is different:
  • 1: Pack of wolves (1d6)
  • 2: Hunter group
  • 3: Guard group
  • 4: Primitives (2d6, hunting party)
  • 5: Peasants (more plausible up north in the hex)
  • 6: Primitives (1d4, scouting party)
* Primitives (of the Green Tribe in this case)
Primitives in my campaign as a form of degenerated pseudo-humans that look like Frazetta orcs. They speak their own language that's heavily based on the race of human that they descend from (the Qantaris) that was cursed by the demons they served. Chieftains and shamans sometime deal with other tribes and folks, therefore understand (5/6) or speak common (3/6). 

In terms of stats, they are 1 HD humanoid, as per orcs block stats. They are resistant to poison because of their green magical marking. Some are chieftain (3 HD) or shaman (4HD, spellcasting). 

** Map
The map details in a crude fashion what path to take from the Primitive encampment (hex 012.021) to the bridge. I'd suggest doing it yourself in either paint or a good program like Campaign Cartographer. 

CONCLUSION

Anybody interested in those hex and dungeons should answer the following question: do you need more of less details ? I feel that I write too much, but I like to give context so that Referees can make their own call. 

EDIT (ADDENDUM): 

Just to add that in my game, players killed everything even if I rolled good in reaction. They almost died but since they caught the traps they used it to their advantages. After the adventure, the Baron of the Haven decided to install a permanent fort on the bridge to protect the access to the other side of the river. 

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