Showing posts with label 9. Show all posts
Showing posts with label 9. Show all posts

Monday, April 18, 2016

Hex 9

9. The Drowning Pool (North Hex)
A Water Weird haunts a deep, slow moving pool in the river in the northern part of this hex, attacking creatures as they come within 20’ of the pool unless they throw something blue into the water as they pass. The locals call this part of the river the Drowning Pool, though they pass on the tradition of tossing small blue stones and the traders who boat through this area always carry a bag of tiny blue stones which they toss in a few at a time when the water stirs.

The Weird will travel up or down the river a bit to chase prey but generally won’t leave the bounds of the hex and doesn’t like the typically fast moving current of the river. Evidence that the party has rid the river of the monster would certainly gain the thanks of the people of the region, and possibly a bounty to boot. The Weird’s lair is at the bottom of the center of this pool in a deep muddy hole, containing 164 small blue stones, a blue silk scarf, 7 blue topaz (worth 70 gp each), a blue bonnet, a blue painted shield (Banan’s Wall, shield +1, can create a wall of force once per day).

Saturday, March 26, 2016

Hex 9

9. Boat Ruins (South Hex)
A small riverboat hangs in a tree here, a smuggler’s boat having been piloted by a novice, caught during a deluge which caused flash flooding.

Beneath the broken deck is rotted cargo (mostly grain and salted meat in broken kegs and casks). The boat has a secret hold beneath the piles of ruin which contains the smuggler’s real cargo: 8 rotting corpses (all chained to an iron ring mounted to one of the ribs of the boat), a case of Holy Wine from the Western Empire (6 bottles, one smashed, one the seal is broken, good bottles worth 100 gp each) and now rusted weapons – dozens of swords, daggers and helmets. The weapons and helmets bear the mark of the Hamlish Empire.