Ironguard Keep is my version of the venerable B2: Keep on the Borderlands. Being on the borderlands, the wilderness surrounding Ironguard can be a dangerous place.
As such, here is what the PCs can run afoul of in the wilderness around Ironguard Keep.
Wilderness Encounters – West of River
d20 | Day | Night | Twilight |
1 | Owlbear | Troll | Wild Hunt |
2 | Goblins | Vampire! | Twk-Men |
3 | Hunting Party from Keep | Chaos Cultists | Blink Dogs |
4 | Chaos Cultists | Goblins | Faerie Knight |
5 | Bandits | Orcs | Royal Stag |
6 | Twk-Men | Goblins | Awakened Animal |
7 | Sprites | Owlbear | Leprechaun |
8 | Twk-Men | Ettin | Sprites |
9 | Keep Patrol or Keep Scout | Hag | Green Knight of the Wood |
10 | Maria Revenant | Maria Revenant | Fey Hunting Party |
11 | Keep Patrol or Keep Scout | Gnolls | Faerie Dragon |
12 | Hunting Party from Keep | Ogre | Sprites |
13 | Giant Bees | Wolves | Hag |
14 | Bandits | Zombies | Cheshire Cat |
15 | Brownie (JitG) | Werewolf | Satyr |
16 | Sprites | Goblins | Brownie (JitG) |
17 | Twk-Men | Zombies | Faerie Knight |
18 | Griffin | Wolves | Fey Hunting Party |
19 | Stirges | Ghouls | Twk-Men |
20 | Special | Special | Unicorn |
Yes, I've modified the wilderness map from B2 to have the river running roughly north-south, with the Keep being on the West side. The party never ventured across the river, but were set to do so with a treasure map they'd recently acquired. Which is good, because the East side of the river is equal parts more dangerous AND a bit incomplete.
Wilderness Encounters – East of River
d20 | Day | Night | Twilight |
1 | Special | Special | Wild Hunt |
2 | Ettercap | Ghouls |
|
3 | Chaos Cultists |
|
|
4 | Giant Toad | Eyeblight | Awakened Animal |
5 | Goblins |
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6 | Twk-Men | Bugbears | Fey Hunting Party |
7 | Hill Giant | Ettercap | Eyeblight |
8 | Dryad | Troll | Dryad |
9 | Goblinoid War Party | Giant Owl | Fey Knight |
10 | Harpy |
| Royal Stag |
11 | Goblins | Zombies | Bandersnatch |
12 | Goblinoid War Party | Goblinoid War Party | Royal Stag |
13 | Revenant | Giant Wolf Spider | Chesire Cat |
14 | Eyeblight | Ogre | Hag |
15 | Peryton | Will o’ Wisp | Eyeblight |
16 | Twk-Men |
| Giant Owl |
17 |
| Wolves | Fey Knight |
18 | Giant Owl |
|
|
19 | Giant Bees | Ghouls |
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20 | Special | Special | Wild Hunt |
See - incomplete! I was planning to finish it when the PCs headed that direction.
Random encounters can flavor a world more effectively than a lore dump or in-game history book that players either find and ignore or the DM reads aloud and the players ignore. With the addition of a twilight column, a distinct touch of Faerie/Fey/weird is included.
The West Side table has some non-Monster Manual encounters. For those of you that may be curious, the entry Brownie (JitG) is Jack-in-the-Green, coming to me by way of the Jethro Tull song, and to him through British Isles myth. The PCs have encountered him and once traded a butterfly collection (actually vampires on enchanted pins) for a hat made of a large acorn cup.
Speaking of pinned vampires, the vampire entry comes from our Sorcerer unpinning a 'butterfly' from a collection he had purchased. It then ran amok in Ironguard Keep, until the PCs slew it (with help from the sentient sword, Glory).
Maria Revenant is the returned corpse of the first PC slain - a druid named Maria that was drained by stirges and left drained and forgotten - until the PCs returned to that locale some weeks later and our Sorcerer decided to 'go check on her.' It seems her corpse was tainted by the rising Chaos, so she returned as an angry Revenant - pointing and loudly claiming 'you left me!' After some clever PC actions, lucky dice rolls, and a harrowing escape, the PCs evaded the Revenant and she landed on the wandering monster table.
Twk-Men are here from Jack Vance's Dying Earth stories, and just like in those books, they flit about on dragonflies and trade gossip for salt. The players enjoy these encounters, especially when the gossip may involve PC actions. If nothing else, these rumors (always three of them) help build the world and provide further plot hooks.
The Chesire Cat springs from Wonderland (more the Disney cartoon), the Green Knight is the same one that challenged Gawain, and the Faerie Knights come to us from Spenser's Faerie Queen. (guess which subject I studied overly much in college?)
(Sean Connery as the Green Knight from the 1973 movie Sword of the Valiant)
Special is a nested d20 table of 20 odd things, of which the PCs only found the door to Ynn, which was briefly explored by the Dwarf BlueJay, played by our now deceased friend. RIP, James.
Special: Roll on this table, DM choice, or roll on the Twilight Table.
d20 | Event |
1 | Adventuring Party from Keep |
2 | Smell of woodsmoke leads you to woman stirring a large cauldron over an open fire. She is muttering to herself as she periodically throws something into it. (MacBeth witches speech - Double, double toil and trouble; Fire burn and caldron bubble. Fillet of a fenny snake, In the caldron boil and bake; Eye of newt and toe of frog, Wool of bat and tongue of dog, Adder's fork and blind-worm's sting, Lizard's leg and owlet's wing, For a charm of powerful trouble, Like a hell-broth boil and bubble.
Double, double toil and trouble; Fire burn and caldron bubble. Cool it with a baboon's blood, Then the charm is firm and good.) |
3 | Living Spell - Eberron rules? |
4 | A shallow, spring-fed pool… looking in, your reflection reaches up and begins strangling you and tries to pull you under. |
5 | The foundations of a cottage or cabin, it’s lonely chimney reaching for the sky, it’s door still intact and closed.
The door leads to Ynn (pdf) |
6 | Smell of pleasant smoke leads you to shady glen, with a hookah-smoking caterpillar on top of a mushroom; turns into butterfly when done with conversation. It won’t share its smokes, but maybe its mushroom couch is magical if eaten. |
7 | Dragon flies overhead, red towards the mountains or black towards the swamp or green to the eastern forests. Be glad it doesn’t see you. |
8 | Goodberry bushes grow along the trail, intermixed among the blackberries. |
9 | A clearing with a red and white checkered blanket on the ground, a basket upon it, and a trio of skeletons seated upon it, enjoying a picnic. They beckon you to join. The food tastes good, but is nutritionally void and nonfilling. |
10 | Sobbing and weeping is heard. Following it to its source reveals a woman in a stained white dress, cradling a knight bearing ghastly wounds. She looks up and is crying tears of blood. (guilt ghoul) |
11 | Step into a hunter’s trap, either a snare or a pit. Noise is made. Trap setters arrive. |
12 | (Were)bear cub trapped under fallen tree; freeing it earns allies among local werebears and druids, slaying it earns their enmity; leaving it alone keeps them neutral but suspicious. |
13 | A shed snakeskin hanging from the fork in a tree. The skin is close to 100’ feet long and between 10’-15’ round. It’s tracks run to the north. |
14 | PCs are being stalked by a frumious Bandersnatch |
15 | Deer spirits approach; if the sign of the druids is made and fresh blood offered, the spirits lead PCs to a treasure (the remains of another traveler with minor loot). Otherwise, they attack. |
16 | Laughter and music in the distance; following it leads to satyrs and maenads drinking, dancing, and XXXing. |
17 | Entmoot! A gathering of treants (1d4+2) are discussing issues. Axe and fire wielding trespassers are near the top of the list. |
18 | Singing, voices, and laughter are heard. Cooked food smells wafts through the air. Following nose/ear leads to a shaded clearing with a rough cut long table, set for twelve and yummy food. Currently at table are a large rabbit in clothes, a man in a funny hat, and a blonde woman in a blue dress. |
19 | Sound of burbling leads to a Jabberwock near a TumTum tree. It’s hungry, yet very polite and wears a dapper vest. |
20 | A sinkhole opens up beneath your feet, dropping you into a pool of water in a cave. At least one passage winds out from cave into the darkness. |
Reading through it, entries 4 and 10 spring from Ford's Fairies, a free bestiary worth picking up for ideas alone. It needs converting to 5e, though. Entry 15 comes from the excellent Echoes from Fomalhaut #6.
Basically, the wilderness is a dangerous place, so be ready to run.
Given that the campaign is now on indefinite hiatus, I can modify the encounter table based on this article at Papers & Pencils.
Which of course, means WIZARDS! I need to find my notes regarding these, so will save the new table for another post.
2 comments:
I really like what you have here. There is some great content in these tables.
You might want to play around with the blogs design though, because they are a little hard to read.
Thank you!
And yes - they are currently a cut-n-paste job now unreadable on the editing side of things.
An important note to self to check the appearance of each post.... even the properly formatted charts look awful with black on brown...
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