Part 2 of Sands Stained Red, my ongoing adaptation of Pathfinder's Kingmaker adventure path series, deals with the 'meat' of this adventure, and some wider areas to explore. Even if you're not using this as part of the adventure path, some of these could be useful as isolated encounters or locations for your Dark Sun game.
This part deals with the PCs having a larger area to explore, and establishing much more of a presence in the Verdant Belt. The challenges will vary in difficulty, so PCs will have to be cautious and not simply blunder into everything they can see. A: The Grove of Tiressia This forested glade, with a small dwelling built by the pond, is the home of a peaceful half-elf Druid and her lover, a wounded Mul warrior by the name of Falchos. Unlike Bokken, Tiressia is much more cautious about having her peace disturbed, but could do with a hand, and explains that the dangerous Scythe Tree is trying to kill them. She is willing to pay them in some enchanted items, and/or helping to inform the PCs about what's going on in the Narlmarches, which can help with their new settlement's Stability score. B: A Delicate Situation The PCs encounter a logging party being held at bay by an aged Thri-Kreen, its eyes milky and its carapace faded. The loggers, led by a Dwarf named Korak, insist that the strangely-bobbing Thri-Kreen came out of nowhere, caught arrows fired at it, and attacked them, and is getting in the way of important business. The Thri-Kreen, a monk named Ch'k'klak, insists as well as it can that the loggers should leave the area, and should value the trees they fell.This gives the PCs a moral quandary to overcome, and a choice between individual importance and the progress of civilization. C: The Narthropple Expedition Since Gnomes aren't a part of Athas, and their whimsical tone doesn't fit well at all, these can be enother expeditionary party, in grave danger and need of urgent rescue if the PCs want to make an ally. The road has caved and fallen down into the silt below, and the howdah containing the expeditioneers and their belongings is sinking swiftly, as the distressed Mekillot is thrashing hard. Jubilost, the expedition's leader, was thrown free, and waves or calls out if he can see people approaching. However, the thrashing is causing attention from a large Silt Horror, which can be seen approaching. If the PCs assist, they'll be endangering themselves, and potentially taking on extra mouths without any of their supplies or belongings. D: Sun Lord's Fort The PCs will have visited here in the first adventure, Stolen Land. The ruined fort makes an ideal place to base their new settlement. E: On the Prowl The Kamelands are full of predators and hungry beasts. A pack of three Dune Reapers are one such threat, consuming their way across the land. F: Lonely Barrow (detailed in Part 3) G: Abandoned Keep (detailed in Part 4) H: The Blighted Hollow This area reeks of defiling magic, and contains a horrid magical plant called the Scythe Tree. It is able to absorb magical energy from the nearby area in a similar manner to defiling. Among its roots can be found scattered bones and remains. I: The Mad Hermit Bokken's younger brother is a manic and dangerous wild man, given to tormenting people he comes across, with his 'pet', a Dagorran he has imprinted upon. He prefers to attack with surprise, but if others run across him, he pretends to be an old, lonely hermit Druid, and makes vague promises of helping them. J: The Waste Witch In the silt flats there is a small house, inhabited by an aged Psion. She has a bad reputation, but mostly just wants to be left alone. She is extremely knowledgeable about the area of the Kamelands, and can warn them... if they respect her privacy. Otherwise, a spindly crystal golem which she has painstakingly built over the last few decades can protect her. K: Old Crackjaw's Den A great and ornery Silt Horror dwells in the silty cave here, angry at its long imprisonment after the silt shallows marooned it in this area. L: Gurdin Silt Ford Normally quite deep along the majority of its length, the silt becomes quite shallow here, creating a navigable ford across its width. M: Chathrang Den In a grove of bamboo littered with splintered sticks and crushed bones dwells a Chathrang. The dangerous beast attacks any who approach, harpooning them and dragging them back to its lair to be eaten. N: Lair of the Lizard King (detailed in part 5) O: Candlemere Tower This ancient ruin on an island in the middle of a wide lake of water, built during the Champions' War, is overrun with viscious nettles that cause paralysis, as well as dozens of Will'o'Wisps - psionic remnants of the folk who dwelled here. If cleared, the keep can be established as a dwelling-place, although it may draw attention. P: The Mud Bowl This strange, 20-foot wide bubbling caldera of mud is heated by geothermal activity, and large mounds of fungus and mushrooms grow here, which can be used to feed a large group if necessary. However, a Tendriculos, a dangerous fungus-beast, will attack any who lurk nearby. The Wastewitch would like some of these mushrooms, if they can be provided. Q: A Cry for Help A harem of the cruel beasts known as Sand Brides lurk in this area, using powers of illusion to lure travellers with cries for help and staged attacks before turning on them to crush them to death with their sandy limbs. Among their treasure is a breastplate made of blue drakehide, a very fetching and eye-catching piece. R: Hargulka's Stronghold (detailed in part 6) S: Master of the Forest A lone So-Ut rampages its way through the canyons here, picking apart pils of stones and hurling them against one another. It is a violent, unstoppable beast that is best avoided. T: The Wandering Giant A lone beast-headed giant named Munguk is looking for blueberries to ferment and eat, game to hunt, and a mate, preferably in that order. While he is dangerous, the giant with the head of a great black-eyed shark is confused and cranky, and if he is offered friendship (and preferably some alcohol), he may share some advice about the area before meandering off to the East on his own. U: Abandoned Ferry Station Half-collapsed, rotting wooden buildings stand on each bank of the silt flats here. The buildings have previously been used as hideouts for halfings, Gith, and bandits, changing hands many times. They can be cleaned and reinhabited, making a good place to settle. V: Braxat Lair (detailed in part 7) Also posted on Game Masters Stash on 16 October 2020. Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|