Sunday, July 7, 2013

Threshold and Environs




Two maps, one for players, one for DMs. It can be hard to see, but...

A. Start for players on a trail through the hills to Highforge
B. Goblin roadblock/Ambush
C. Goblinhome - caves with swarms of goblins and their allies, including thouls.
D. Crypt of Sir Arwain - dungeon w/ traps, tests, magical guardians. Spirit of Sir Arwain bestows Sword +1/+2 vs. Dragons for worthy character.
E. Vale of the green dragon. Hides its main horde in lair, which is hidden. Dragon splits time between here and Highforge.

a. Goblin cave, this tribe are guarding the road for the green dragon that controls Highforge. Reinforce with tougher monsters as needed.
b. Centaur tribe, can be persuaded to help dispatch the goblins if the dragon is taken care of.
c. (hard to read on the map, but it is the c. by the southern lake) Trollhole - particularly nasty ones that haven't allied with the dragon yet, but have certainly taken notice of less gnome/dwarf patrols and have started creeping north.
d. Nymph pond, PCs face danger of becoming "kept."

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