Saturday, February 14, 2026
Saga of the Ortegids: The Tower of Shampan
Friday, December 26, 2025
Friday Encounter: Burn the Goat!
Tuesday, December 23, 2025
Hexmas: The Gingerbread Village
Friday, December 5, 2025
Friday Encounter: Ogres' Ferry
The PCs should come across a river that is flowing too quickly to easily cross on foot, and no bridge or ford in sight. A small rowboat, big enough to hold two people at a time, is sitting on the shore closest to the PCs. Also on the shore with the PCs are a number of ogres equal to that of the party members, who are standing around grumbling and arguing with one another. At the sight of the PCs, they accost them, insisting they need their help to ferry them across the river. They note that they have been stranded here a while, and are growing hungry.
This encounter is based on an old logic puzzle known as the "missionaries and cannibals problem" or "jealous husbands problem" - to boil it down to the essentials, you have to get two parties of equal size across the river, making sure that Party A does not outnumber Party B on either bank of the river at any time.
In this case, the party must transport each ogre to the other side of the river. The boat can hold two people at any time - they can be ogres, PCs, or any combination of the two. However, the ogres are hungry enough to make a bid for the PCs if they think they can get away with it. The ogres are cowards, and they won't try to attack the PCs if there are more PCs present on their bank than ogres. But as soon as they outnumber the PCs on a given bank, they'll attack, ganging up on the PCs so they can kill and eat them.
To make sure this information is available to the players, you may wish to have one of the ogres grab for the outnumbered PC(s) as soon as the boat begins to leave the shore, so that whoever is rowing has a chance to intervene - if the ogres see them change course, they'll immediately drop what they're doing. In any case, the party will either have to take multiple trips to get all ogres and PCs on the other side of the river, or prepare for a fight.
According to Wikipedia, the missionaries and cannibals problem can be solved in a minimum of 11 moves if there are three missionaries and three cannibals (or husbands and wives, brothers and sisters, masters and valets...you get the idea). In order to add urgency to this encounter, you could have the tides slightly rise after each move - the PCs must solve the puzzle in, say, 20-30 moves (to give them leeway to make mistakes) before the tides become too high to safely cross the river. If this happens, they might be swept away, potentially requiring them to make some rolls to avoid being tossed overboard, or perhaps they'd be washed away to a new location. In my campaign, I had three party members and three ogres. If you have a larger party, you'll need to increase the number of alloted moves.
In my campaign, one of the ogres had a broken arm, preventing him from rowing the boat. This would explain why the ogres couldn't row themselves across, and forces the PCs to man the boat at least once. However, my players used this to surmise that the ogre with the broken arm wouldn't be able to fight them either, and that he wouldn't count toward the number of ogres outnumbering the party since he couldn't pose a threat. This made the puzzle significantly easier, but it was logic I couldn't argue with, so I let them have it.
Since I was using this puzzle in a dungeon, I had a door open once all the PCs and ogres were on the same side of the river. You could have this be operated by a pressure plate that will only open under the combined weight of all PCs and ogres standing on it (note that creatures would not need to be alive in order to meet the required weight). Or you could have a passage or treasure located on a higher ledge that the PCs can only access by climbing on the ogres' shoulders.
Friday, October 3, 2025
Friday Encounter: Interrupted Summoning
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| One square equals five feet. |
Friday, September 19, 2025
Friday Encounter: Elvish Negotiations
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| Art by Zara Alfonso |
Plenty of ink has been spilled on the trope of inherently evil races - if it's worth what it brings to the table, if it's too limiting, if it's necessary. But I don't see anyone talking about inherently good races. Let me ask you: when was the last time you've had random encounters where you had to fight elves, dwarves, or halflings? Humans show up as bandits plenty of times, but it seems like many DMs struggle to think of the traditional PC races in roles beyond those of helpful allies. To me, that's a missed opportunity. I think there's room for evil elves just as much as there's room for good orcs. If anything, elves should be antagonistic to the party more often - not only are they traditionally aloof and disdainful of other races, there's plenty of literary precedent in tales of the fair folk, with whims and customs utterly alien to those of humans, to say nothing of the Mirkwood elves in The Hobbit, who are just as dangerous as the goblins of the Misty Mountains. So let's forget about Legolas for a moment, and explore an encounter with elves that might not go so comfortably for the party.
Elvish Negotiations
This encounter is best used in a wilderness setting, preferably in a forest. If you wish to use it in other environments, you may wish to make adjustments to fit the terrain.
The party should come across a clearing where a band of elves is harrassing some human woodcutters. There are three men tied to the tree with animal sinews, surrounded by six elves holding spears to their throats. Another elf, Misleikkuri, stands overseeing them, his arms folded and an imperious glare fixed on the woodsmen.
If questioned, the elves will explain that the woodcutters were caught tresspassing near an elven glade and felled a few trees. The woodcutters insist that they did not know the lands belonged to the elves, but the elves refuse them any mercy. In fact, they are prepared to subject them to a slow and torturous death by sawing them in half with a dull blade, one by one, citing that it is what they did to the trees. After they are dead, they will tan their hides, devour their flesh, and sharpen their bones into knives. The elves show no emotion about this, viewing it as perfectly natural and relating it in as casual and nonchalant a matter as an elf's way of relating anything can be so called.
A DC 10 History or Religion check will reveal that elves commonly view the trees as their gods and ancestors, so killing one is viewed as a grave transgression. A character who grew up around elves (usually if they themselves are an elf, but not always; eg. an elf raised among humans would not necessarily know this) will know this automatically.
If the PCs attempt to bargain for the lives of the woodsmen, Misleikkuri will accept a deal. He will accept their ransom at a rate of 500 GP's value per man - he sees such foolish and short-lived things as humans as little more than commodities, and will barter them as such. However, he will not accept the payment in coinage, as the elves have little use for the shiny metals of humans. Mundane items will be accepted at their value in GP, uncommon magic items at a rate of 100 GP each, rare magic items at 200 GP each, very rare magic items at 300 GP each, legendary magic items at 500 GP each, and artifacts at 1000 GP each.
Additionally, the PCs can attempt to haggle with Misleikkuri to lower the ransom on a given man. A successful DC 15 Persuasion check will cause him to lower that man's ransom by 100 GP; elves have Advantage on this check, as Misleikkuri is more trustful of them than humans. However, if this check is failed, Misleikkuri will grow frustrated with the negotiations, and his attitude will grow more hostile. If any items he is offered are made of wood, or another plant product, he will also be insulted, as their existence is proof that a tree was felled to make them.
If Misleikkuri is insulted three times (either through a failed check, an offer of wood, or if the DM feels such a response is warranted to the PC's conduct - keep in mind, this should be warranted from the perspective of a being who thinks of himself as higher and above human morality, and who sees humans the way we see cattle), he will call off negotiations. Any woodsmen the PCs managed to free before this will be allowed to go, but any that remain will be condemned to death. For folkloric resonance and to give the PCs information to strategize with, Misleikkuri should make it explicitly clear, if the PCs enter negotiations, that he will only let himself be insulted three times. Each time he is insulted, he will remind the party how many attempts they have left.
If the PCs attempt to free the woodcutters by force, or if they continue to try and get Misleikkuri to release them even after he has ended negotiations, he will order the elves to attack. They have the stats of a scout; additionally, Misleikkuri himself has the stats of an archer (see Volo's Guide to Monsters). In addition to the six elves in the open, there are three additional scouts hidden in the trees; they are behind three-quarters cover, and any ranged attacks made at them from the clearing are made at Disadvantage.
Friday, July 18, 2025
Friday Encounter: Drinking with Satyrs
Friday, May 2, 2025
Friday Encounter: The Wild Hunt
While out hunting, the PCs are suddenly greeted by the sight of a large white stag with a majestic rack of antlers, emerging from the bush. The stag is alone, and it does not appear to notice the PCs' presence. If they so choose, it would be an easy target to move in for the kill - and a most impressive trophy indeed.
However, if it seems too good of an opportunity to be true, that's because it is. At this point, everyone in the party should make a DC 12 Religion check. Any PC who makes a successful check will know that white stags are the sacred beast of Kerne, the god of war and the hunt, and are reserved for he alone to pursue. Any mortal who dares harm one will suffer Kerne's wrath. Clerics or paladins of Kerne or characters with the Acolyte background who belonged to a Kernate order will know all this information automatically. This might seem like an obvious trap to the players, so if there are any NPCs with the party, you could have one of them attempt to attack the stag if you want to trigger the next stage of encounter.
If the stag is killed, the sky darkens with a great clap of thunder, showing that Kerne is displeased. The next day, Kerne will send a party of the Wild Hunt to track down the PCs, consisting of 2d4 scouts on riding horses, 1d6 mastiffs, and 1d4 perytons. As the scouts are Kerne's servants, they have the Celestial type (and thus will be noticed by Divine Sense and similar effects), and appear unusually tall and robust, with radiant skin, glowing eyes, and antlers growing from their heads, but their stats are otherwise identical. The divine hunters will pursue the PCs like a hunter pursues game - they will attempt to stake them out from chokepoints formed by the terrain, use cover, and attack from a distance to wound the PCs before mounting their steeds to ride them down while they nurse their injuries. This could easily turn into a tense situation with the PCs having to throw off the trail of tireless hunters - if you've seen any of the Predator movies, this should give you an idea of what to expect.
If, however, the PCs leave the stag unharmed, the next day, they will be approached by a hunter with a thick hood covering his face. He praises them on their good fortune to cross paths with the Wild Hunt, and even more so for their respect in leaving the kill to them. He will then leave the PCs with a horn etched with scenes of Kerne leading the Wild Hunt on their jaunts into the wilds, and explains that it may be used to call upon them three times. Once per day, the horn may be blown to summon the Wild Hunt (roll for the hunting party's composition as above), who will assist the party to the best of their ability. After the task they were summoned for is completed, the hunting party vanishes. After the horn has been used three times, the huntsman will take it back from the party, insisting that it can only be trusted in the hands of mortals for so long.
Alternatively, the Wild Hunt might invite the PCs on a hunt, if there are honored hunters and/or faithful devotees of Kerne among them. To be invited to such a task would be a great honor to any of Kerne's followers, but the Wild Hunt follows its own agenda. They are wont to carry the PCs into the middle of nowhere, well off their path, and leave them there as they get lost in the thrill of the hunt. And whatever prey they are pursuing might not be as simple as a white stag...
Friday, April 18, 2025
Friday Encounter: The Guardian Beast
Friday, April 4, 2025
Friday Encounter: The Leprechaun's Drinking Contest
Friday, March 14, 2025
Friday Encounter: The Island Fish
| Sinbad: Legend of the Seven Seas |
While traveling the open sea, the PCs come across a small island that is not marked on any of their maps. The ship's crew has grown tired over the long journey, and they petition the captain to stop and rest here, perhaps foraging for food to replenish their meager rations. If the ship's captain is an NPC, they agree to moor the ship here; if they are a PC, that decision is up to the player(s).
If the ship docks, the crew wishes to spend the night on the island, and they suggest the PCs explore before sun sets. PCs exploring the island will find that it is mostly flat and rocky, covered in sparse shrubs and grass, with a few short trees here and there. There are no land animals native to the island, but a few seagulls can be found, and there are some crabs on the shore. The island is 160 feet long and 100 feet wide, with a circle of rocks and trees at the center of the island forming a natural campsite, 80 feet from the ship. Keep track of how far the party ventures into the island - it will become important later.
At nightfall, the ship's crew will make camp at whatever suitable spot the party found, and make a fire from some driftwood and fallen branches to cook some birds and fish they were able to catch. However, this is where the island reveals its secret. The "island" is in fact a gigantic fish that has laid dormant here for years, and over the ages, enough soil has built up on its back to form solid ground. However, when a fire is lit, the fish will wake up, and seek to retreat into the water - with everyone still on it! The fish will also wake up if a fire is lit on the island before the crew does, or if the PCs make any extremely loud noises (such as that of an explosion).
Once the fish wakes up, enter Action Time. The fish takes a turn at the beginning of initiative order every round. On its turn, the fish always sinks two feet into the water. The PCs must use this time to run back to the ship before they sink with the fish! If they make a move or dash action, they must make an Acrobatics or Athletics check (whichever best fits the action); on a failed check, they can only move at half speed that turn due to the rising water. The DC for this check starts at 5, and increases by 5 for every two feet the fish sinks after the first. If any PC is below the water (this would typically be when the fish has sunken six feet for a medium-sized creature, or three feet for a small one), they must swim to their destination, and they must hold their breath unless they have some means of breathing underwater.
You don't need to roll for the crew during this part - you can just assume that enough redshirts drowned to make things suitably dramatic, but enough survived that the ship is still in working order. However, if there are any named NPCs on the ship, you may wish to have them act during the initiative order like the PCs, following the same rules.
If you so desire, you can add other obstacles to overcome during the run to the ship if you want make the encounter more challenging. Do not forget that, although most parties will likely run for the ship, other courses of action are possible and should be allowed according to the DM's judgment. If anyone in the party is able to communicate with the fish, for instance, they may be able to convince it to take them to their destination - though the fish will likely demand something in return.
Friday, February 28, 2025
Friday Encounter: Deals at the Crossroads
Background
In the Lunar Lands, there are numerous places where the fabric of reality thins, and it is easier for things from other worlds to slip through. Crossroads are particularly susceptible to this, as an already liminal space where multiple routes intersect. Alimuth, a demon, has taken advantage of this. Like all demons, he delights in using his magic to bring mortals to ruin and spread discord, and he has come into the possession of multiple mortal souls through offering fabulous powers in exchange for immortal servitude. Now, the PCs might well become his latest clients...
The Encounter
Alimuth will appear to the PCs at the crossroads when no one else is around. He takes the disguise of a wealthy merchant, wearing fine clothes embroidered with fur and brocades, but all in shades of red. Like all demons, Alimuth is physically incapable of invoking the names of any gods, and instead refers to them by epithets and titles whenever possible. Additionally, a DC 20 Perception check reveals that he has slit pupils like those of a cat.
The "merchant" is found sitting on a cart hitched to a donkey on the side of the road. The cart has lost a wheel and sunken into a ditch - Alimuth is particularly interested in corrupting good-hearted and generous souls, and wants to pose as someone in need of help as a way to lure the PCs closer. He calls to the PCs for aid as they pass.
It's a simple enough task to find the missing wheel and fix the cart - no rolling is necessary. Alimuth just wants to get the PCs close enough to make his pitch. He graciously thanks the PCs and commends them on their kindness - then offers to repay them in a way only he can.
At this point, Alimuth promises to impart each of the PCs with a special "blessing." He will teach any of the PCs one spell from the warlock spell list, regardless of whether or not they have any levels in warlock. This spell should be one suited to the character's class, playstyle, and strategies, and should be one spell level higher than the highest level of spell slot a warlock of the same level as the PC would have access to - this is a more powerful spell than what would otherwise be possible of the PC. If the PC is a spellcasting class, the spell is cast as they would normally cast any other spell and takes up one spell slot of their highest available level. If they are not a spellcasting class, they can cast it as a warlock would (ie. their spell save DC is 8 + proficiency bonus + CHA, and their spell attack modifier is proficiency bonus + CHA), once per long rest.
However, this comes at a cost. To teach the PC the spell, Alimuth will need ownership over their soul as payment. If the PC dies, their soul is immediately damned to Hell; they automatically fail all death saves, and they cannot be resurrected or communed with unless their soul is retrieved from Hell directly or Alimuth otherwise relinquishes control over their soul. Furthermore, they are to forfeit their life after a year and a day (you are keeping track of time, right?). If they are still alive at this time, Alimuth will send a pack of three hellhounds after the party to attack them. The hounds appear at nightfall every day until the affected PC dies, heralding their arrival with the sound of a loud howl, and will track them relentlessly. If the hounds are killed, they simply respawn the next night. If the affected PC dies, the hounds immediately vanish and do not attack the rest of the party. The hounds cannot enter holy ground, such as a temple or the burial ground of a saint.
Although a demon, Alimuth is a man of his word and does not attempt to mislead or trick the people he deals with. He presents the PCs with a contract in which all the relevant information is laid out (albeit in circuitous language that is difficult to understand), and will not teach them the spell until the PCs sign the contract in their blood (he provides a quill with a pointy tip, if necessary). However, he will try his best to persuade them, describing how it's in their best interests to branch out with magic, and they surely won't be in any danger any time soon with such fabulous magic on their side.
If the PCs turn him down, Alimuth will disappear, but emphasizes that the PCs are welcome to change their mind at any time. He will also disappear if attacked. If they return to the crossroads with the express intent of visiting Alimuth, he will be right where they left him. He will not appear if they are just passing through.
Optionally, you might rule that a cleric or paladin who sells their soul to Alimuth will no longer be able to use class features that rely on divine favor, since their soul is no longer pledged to their patron god. However, this runs the risk of mechanically crippling a character and may necessitate multiclassing for them to remain viable, so it's best to talk this over with your players to make sure they're prepared for such measures. If you don't see a year and a day passing over the course of the campaign, another optional measure to speed things up would be to have Alimuth's contract specify it expires in a year and a day in Hell, and he comes from a domain of Hell where time passes faster than it does in the mortal realm - so he may come to collect the bargain sooner than expected!
Furthermore, even if Alimuth does collect a PC's soul, that might not be the end. A resourceful party might find a way to track the demon down and convince him to give up their ally's soul - or even free their companion from Hell itself.
Wednesday, February 26, 2025
Saga of the Ortegids: Races
- Elves are your typical willowy magically-inclined forest dwellers. From what we see of Elvenham in Dragon Quest III, they don't have much in the way of permanent structures, which may imply a semi-nomadic lifestyle, or else they live in the trees and we can't reach their dwellings. I'd be inclined to rule them as wood elves, rather than high elves, but they do tend to be fiercely xenophobic and look down upon humans. They have one kingdom, Elvenham, located in the forests in the far north of the Romalian Empire. I would give them multiple such realms in wooded areas throughout the worlds. In particular, I think it makes sense for them to have a heavy presence in the Worldforest.
- Hobbits appear a few times in DQ3,mostly as one-off NPCs. Of note, the series consistently uses the term "hobbit" rather than "halfling," and I'm going to be keeping that - this project is already an act of copyright infringement anyway, so Tolkien lawyers can't stop me. Curiously, these hobbits tend to be quite solitary; the only two with significant dialogue both live alone in the wilderness, in contrast to the typical bucolic villages we expect of halflings. For The Saga of the Ortegids, I would run hobbits as typically being loners and hermits dwelling far from civilization, leaning into a more fey vibe. Ironically, more Tom Bombadil than Frodo.
- Dwarves do not actually appear in the Erdrick Trilogy, but it feels weird to have elves and hobbits without them, especially if translating the setting to D&D. I would add dwarven strongholds to the mountainous regions of the worlds, likely as self-sufficient and isolationist holdouts that trade little with the outside world to explain their absence from the games. The fact that the world is hollow does have some interesting implications with a subterranean race. There may be dwarves who maintain tunnels linking Erdland and Torland, allowing for travel between the two worlds - though this would, of course, require gaining the trust of the dwarves involved. There is a considerable overlap with hobbits here; one of the hobbits in DQ3 lives in a cave in the mountains, and some translations of the game use the term "dwarf" instead of "hobbit" for these characters. However, the term "hobbit" is used in the GBC release, which is what I'm most familiar with, and the Japanese script specifically uses the word "hobitto," so I'd like to keep them as halflings.
- Beastmen, also referred to as Orcs, would take the place of orcs, goblins, and other monstrous humanoids, and would be represented by their stats. This is a catch-all term to encompass the various humanoid monsters encountered in the Erdrick Trilogy (at least the ones that don't appear to be actual humans, and there's far more of those in earlier games than one familiar with later entries would expect). The series uses anthropomorphic animals more than it uses humanoids with odd skin tones and bestial features - orcs are consistently pig-faced, for instance. So if the Caves of Chaos exists in Torland, it's inhabited by wolf-men, swine-men, bird-men, ape-men, rat-men, and lizard-men instead of orcs, goblins, hobgoblins, and bugbears - which is quite satisfyingly pulpy anyway. There aren't as many of these sorts of monsters in 3 compared to the first two games, so I'd say that beastmen are native to Torland, but they've no doubt established populations in Erdland as well from past excursions. Beastmen tend to be brutish, barbaric, and degenerate, but in the interests of portraying a more realistic ecology than what's in the video games, they would have some degree of society, with villages and fortifications scattered throughout the worlds.
- Dragonborn, or Dragovians, actually fit pretty nicely into the setting. The Dragon Quest games have a number of NPCs who are dragons capable of taking human form, and having dragonborn be playable would represent similar characters. In the interests of game balance, these would have to be lesser descendants of dragons that cannot take the form of a true dragon, but still possess draconic powers. They look mostly human, but may have horns, patches of scales, unusually-colored eyes, or other such features. Their primary realms are Charlock in Torland, and a small kingdom north of the Worldforest in Erdland.
- Tieflings aren't specifically present in the games either, but I would allow them as a playable race anyway. A number of villains in the series have monstrous features that are never really explained, and the amount of demonic incursions into mortal domains would make it quite believable that some interbreeding would occur. Tieflings would be very rare, appearing only sporadically and often being shunned by society, and would not have much in the way of their own civilizations.
- The Drokkarim are something of my own creation. In DQ3, the villain Baramos looks like some kind of saurian humanoid. He's probably supposed to be some kind of demon, but due to technical limitations, they reuse his sprite a few times, including as a generic monster in Zenithia. And one boss, though portrayed in recent releases as Baramos's ghost due to a mistranslation, is actually supposed to be his brother seeking vengeance. Based on this, I've interpreted Baramos to be a member of an entire race I've called the Drokkarim. These creatures are twice as tall as humans, with dragon-like heads and wings and three-fingered claws. They were originally created through the experimentations of the mad wizards of Old Aliahan by breeding humans, demons, and dragons together, and the knowledge behind their creation is long since lost, but scattered populations of them still live on. Drokkarim would be very rare, solitary creatures and would not be available as PCs.
Friday, January 17, 2025
Friday Encounter: Cloaking Devices
This encounter is best suited to a dungeon. There should be a room where there is a tall, narrow shaft in the ceiling, extending some 30 feet above the PCs' heads. The shaft is too narrow for a humanoid to fit through, and the sides are too steep to be climbed, but it is home to a cloaker - and it makes use of this fact to launch ambushes.
If creatures pass underneath the shaft, the cloaker will drop down on top of them, attempting to latch onto them with a bite attack to smother them. It will target any creatures bearing light sources if possible, so that it won't be adversely impacted by its sensitivity to light. If the creatures prove a threat to the cloaker and it drops to half HP, it will attempt to use its Phantasms ability to distract the party with illusory decoys before it retreats to the shaft to take cover. While in the shaft, the cloaker has full cover and cannot be targeted.
Even when wounded, the cloaker will attempt to secure its prey, using hit-and-run tactics against the party. It could wait for the PCs to pass through the room again, hopefully when they're weaker, and then strike. It could attempt to make noise to lure one of the PCs apart from the rest of the group and try to pick them off. A really devious feature for this encounter would be to have the shaft connect to other rooms in the dungeon, creating a network of narrow passages that the cloaker could travel through, but the party couldn't. You could even design an entire dungeon around this conceit!
Tuesday, December 31, 2024
Tennurhaf Hex Map
What better way to end the Year of the Gazetteer than with one last hex map? This one covers the Tennurhaf. As there's a lot of empty space, each hex equals twelve miles.
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| Click here to enlarge |
Tuesday, December 24, 2024
Jerrborg
There are a great many islands in the Tennurhaf, ranging from humble sea-stacks to realms in their own right. The largest of them all, however, is Jerrborg. It was one of the first islands of the Tennurhaf to be settled by the Northmen, and as such boasts a robust population, more settled than many in the region - though the harsh winters and the constant raiding and kin-strife of the people keep it from seeing much peace.
All of Jerrborg is united under a single ruler, the Jarl Haakon Wolf-Eye. He rules from his mead-hall in the town of Erikstead (hex 114.035). A respectable port - the largest in the Tennurhaf, in fact - Erikstead sees traffic from various Northmen clans and kingdoms in the summer market fairs; sometimes, traders from as far as Kvesland and Vardessy come here too to bring furs to southern lands. Haakon rules with a fair hand, rewarding his peoples' valor in battle with treasure from his vast hoard, but the warrior spirit in him has not died out - he was a raider in his youth before being granted the kingdom when the previous Jarl died and gave him the throne as a token of his gratitude for faithful service. Deep down, Haakon has not accepted the settled life, and still desires the life of adventure and glory - this means that he may shirk his duties if a great enough opportunity raises its head, but that may put his domain at risk.Other settlements in Jerrborg include Raunhofn (hex 111.031), a modest coastal settlement that survives off of fishing and whaling. The summer marks a great whale hunt, where all the townspeople descend to their boats and set out on the water to hunt with spears and harpoons; one who can slay the greatest whale will receive great honor for the rest of the year. Notably, the local definition of "whale" is a loose one, and many winners have in fact slain krakens and sea serpents, though even if vanquishing such beasts is a heroic deed, they are not quite as favored from a productive statement - their carcasses are not as useful as a true whale's.Also is Anarfell (hex 112.034), a logging community in the wooded foothills that surround Jerrborg's central mountains. The locals here are quite superstitious, and have many charms to protect them against elves and other fair folk; they shut their doors at night, and are reluctant to give their names out to strangers, lest they be delivering them to the fey to curse them with. Their suspicions have some truth for them, for there is a village of elves not far from Anarfell (hex 113.033). These elves, however, are not keen on terrorizing their neighbors, for they themselves dwell in the shadow of the red dragon Baelfir, who calls the mountains his domain. The dragon can be found above the peaks of the mountains, but his cave is located in hex 114.032, where he rests upon a great golden hoard. He may also be found on the shores of the volcano at hex 113.032, where he bathes in magma and consumes fire-roasted stones to temper his fiery breath. Baelfir is a capricious creature, prone to launching attacks on nearby settlements for no reason other than his own amusement, but like many dragons, he is also vain and takes pride in his majesty, and can easily be distracted with the songs of his praises.Like many places in the North, Jerrborg is home to a number of runestones and stone circles. One, on the southern shore (hex 111.034), marks the site of Jerrborg's annual althing, an assembly of the island's peoples for trading, celebration, and holding court on legal matters. The assembly takes place in a low depression on the shore, said to have been a footprint left by a giant in some ancient bygone age. As much of Jerrborg's population is concentrated around the southwest coast, this location was chosen for its ease of access from all major settlements on the island. At these assemblies, laws are spoken, challenges are made, and all matter of goods may be sold and games may be played - it is a fine time to seek work.On the northern moors, however, a small stone circle (hex 113.030) stands on the cliffs overlooking the shore. The stones are carved with images of men and women in flight. If a goat is sacrificed here and its blood spilled on the altar, whoever makes the sacrifice shall be able to fly short distances at a time until the coming of the next full moon. Of course, there are also rumors of wicked cults meeting at this site for darker purposes...
A final secret is that the line of ruling jarls today were not the first people to colonize Jerrborg. Northmen attempted to settle on the north of the island many ages before, but the harsh winters - and the watchful eye of Baelfir - doomed their settlement to a tragic end. However, the remains of those warriors' fortress still sit in the forest (hex 116.032) - along with the barrows of the men slain in those early conflicts, who shall still rise to defend them if need be.
Friday, December 13, 2024
Friday Encounter: Fisherman's Folly
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| Art by Jeff A. Menges |
Background
While fishing off the coast, Hallbjorn, a local fisherman, found something unusual in his net. In addition to the usual bounty of fish, he caught a small serpent, about the size of his arm from the elbow down. At first, he believed the beast to be an eel, and brought it along with the rest of his catch to sell at the market. However, Hallbjorn's wife, Refna, was able to recognize this was no eel. He had caught a baby sea serpent!
Taking pity on the poor creature, Hallbjorn decided to raise it in the shallows near his home, feeding it fish he couldn't sell on the market. The creature soon became the talk of the town, with many villagers stopping by to see the beast - and some coming from even further afield. At first, Hallbjorn's monster - as the little creature came to be called - was merely a matter of curiosity for those in the area. However, it soon grew from a curiosity to a nuisance.
The creature quickly began to grow, and so too did its appetite. When fish alone could not sustain it, it began to swim along the coast, snatching chickens and small dogs that came near the shore. It only grew bigger and bigger, and is now the size of a newborn calf. As the creature grew to be more of a problem, and the novelty wore off, the people began to make up their mind about it - it needed to go. The problem is, Hallbjorn refuses to give it up...
The Encounter
The PCs might happen upon the village by circumstance when passing through on the road, or they might hear rumors of Hallbjorn's monster and decide to look into it for themselves. If they arrive in town, Hallbjorn will be happy to show them the serpent and retell the story. But the PCs should also become aware that the rest of the townsfolk are growing restless - indeed, there is hot debate on the streets and in the taverns. It's inevitable that they'll pick up some word.
One faction, led by the town woodcutter Agnar Giermundsson, holds that the creature is a menace and must be dealt with as such - after all, it has already killed several chickens and threatened the livelihoods of farmers. If such a thing continues, surely it is only a matter of time until it devours a child. Hallbjorn and his wife, however, maintain that the creature is harmless, and that killing it would be unnecessarily cruel. They insist that it is only a baby, and it would not be fair to it to punish it for engaging in its natural behaviors. Soon enough, they claim, it will learn to hunt on its own and eat fish further out to shore - the only problem is, the monster shows no signs of doing that any time soon. In fact, it has grown quite fond of being able to get all the food it wants so close to shore, and has stuck around.
The debates are growing heated, and it is clear that this cannot stand for long, lest it tear the village apart. If the PCs do not step in, Agnar's men are fully prepared to take matters into their own hands.
Further Developments
If the PCs do not resolve the dilemma within three days of arriving on the scene, Agnar will decide enough is enough, and rally a mob to kill the creature in the night. If the PCs are among this mob, or kill the monster on their own, Hallbjorn will be distraught, and slaughters one of his horses so that he can construct a nithing pole. Accusing the strangers of inciting the town to such an act of cowardice and dishonor, he pronounces the apparent leader of the party (if there is no leader, choose one at random) a nithingr and places a curse on them. The affected PC is afflicted with ill fortune for the next month. If they roll a natural 20 on any roll, they must re-roll it and keep the new roll (ie, the opposite of a halfling's Lucky trait).
Alternatively, the PCs may decide to resolve the feud by taking the monster with them. This has its own complications - as a sea serpent, it cannot walk on land except for short distances at a time, and must remain in the water. It will require them to feed it in order to keep it from straying back to the village it considers its home - and, as the creature gets bigger, it will only become harder and harder to keep satiated, let alone to transport easily. However, if the PCs can pull it off, they may have a sea serpent on their side, which presents its own advantages.
Either way, a month after the encounter, the serpent's mother will manage to track her offspring down. If Hallbjorn's monster remains at the village, the inhabitants may be in even greater danger than a mere feud would cause them. And if the creature was harmed, there will surely be hell to pay...



























