West Marches Original Dungeons and Dragons - Hex 014.018 - Feywild Crystal


General
Top west of the map presented here. In reality the road going westward is more into the hex north, but you can see it clearly from the present hex.

Description
The forest is full of life and quite dense. There is a lot of oaks and birchs. The souther you go, the hotter it becomes and at some point vegetation also starts to be sparse: it's an abnormal and dry heat.

Following the road that goes southwest, you can see a huge gigantic crystal that's about 60' above the treeline.

  • South: At the edge of the hex, they can see that all vegetation dies and it's a desert at 014.019. 
  • Crystal: The crystal itself is on the road. It was created by a catastrophic feywild incursion not long ago. It broke the crust of the ground and speared upward. It caused a landslide and the road there is non-existant at least for a few hundreds of yards. Players can go north or south of the crystal if they don't want to get too near of it. 
    • North: There is a (now) dried up pound with only one tree with one big owl on it that makes noises. In the tree you can find a a nest with a gem of 50GP worth (small topaz), but the owl will be unhappy. 
    • South: There is a small path that leads to a cavern that reach underneath the landslide. An Ogre is injured in it. He is not hostile because he wants help. He has been ambushed by the primitives in the forest (see below). If he's healed by the group, he will follow them for this adventure/couple of days. 
  • Forest: A group of 10 primitives fear but worship that new crystal, thinking it of demonic nature. They will ambush players if they go away in the forest to completely go around the crystal. 

Random encounters (1d6, 1 = encounter, 2 = omen)
  • 1 - 5: 1d4 Bears /w cubs if multiple (Common regional creatures)
  • 6 - 9: 2d6 Wolves (Regional low-HD creatures)
  • 10 - 11: 1d2 Manticore (Regional high-HD creature)
  • 12 - 13: A Wight that travels at night to the tower north-east to roam and returns to the shadow at dawn (Creatures linked with the hex or an adjacent hex)
  • 14 - 15: 1d6 Hungry Giant toads (Encounter linked with the hex)
  • 16: Primitives (ambush)
  • 17: One lost paladin from the group at hex 015.018 (regional NPC)
  • 18: One lost/fleeing mutant from hex 015.018 (adjacent/local hex NPC)
  • 19: A group of fae that will make illusions around the players just for fun (Other encounter)
  • 20: Recurring NPC*
*You should create your own list as per what the player see, do, etc. 

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