And, again, there's material here that my players have not uncovered yet. If you're in my game, be ye warned that this way lies ruin(ed fun).
The Forest Castle
The Forest Meatgrinder
- Resources taxed
- Resources taxed
- Resources taxed
- Resources taxed
- [Curiosity] Salahander: You spot a giant pink salamander extending its long tongue, which is tipped with an opposable hand--to gather moss from the side of the tree to eat. Its gormless mouth seems to smile at you.
- [Curiosity] Nature Specters: From the edge of the path, a strange looking undead menaces you. Its skull is topped with a mushroom. It floats to a man’s height, but it wears an old worn cloak. Skeletal hands grip scepter. It throws clementines at you. If you harvest their mushroom, you can make a tea that allows you to see invisible spirits.
- [Curiosity] You hear the harmonizing of song sloths.
- [Curiosity] Jar Head and the Night Puppets: A giant wearing a broken earthenware jar on his head lumbers by, planting seeds. He’s followed by tiny fairies (called night puppets), glowing like fireflies. They gather around you curiously, but Jar Head doesn’t seem to notice you - unless you’re burning torches. Then he tries and puts the fire out, angrily.
- [Curiosity] Spracubi Warriors: A group of cube-like little fellows with sprouts on their head come running by. The last one in the line turns to you and lets out a yelp and runs to catch up with his gang.
- [Travel Event] Tumblesnatchers: [Discard: S2, P3, C4, W5] giant tumbleweeds come bowling through the area. Attacks people in the back of the party first. Prompts Pentacles tests. Failure means they’re rolled into a random zone. Fungal giants will get to them first. They will extract them from the tumblesnatcher and steal their gear.
- [Travel Event] Dum Drum Sprouts: A patch of dum drum sprouts grows here.
- [Travel Event] Strangler’s Oak:. Old Man Oaky - a strangler’s oak hive - looms over a particularly gloomy part of the forest. As you pass under him, he tries to drop his terrible seeds on you! He creaks and moans as he does so. Test Cups to avoid the falling seeds. If you fail, it falls on a patch of skin (your neck, most likely). If you fell Old Man Oaky, the Stiltsman comes for thee! You can use acorn potions to reduce him to a baby, though.
- [Travel Event] Tunkin: A walking treasure chest, filled with plants, replete with arms and legs comes walking across your path. He freezes when he spots you, then flees. If you recover the plants inside him, you can trade them to Dingle for acorn and oak potions.
- [Travel Event] Treasure, but in a trap like on Endor. If investigated, a net pulls everyone around the chest into a snare trap. Mushroom Giants steal items off of the trapped PC’s belt for shamanders. [Treasure = sum of discard pile in silver]
- [Encounter] Jimby Slick, expert bug catcher, asks you for help capturing a Boar Beetle--a beetle the size of a cow. He joins your party. The Boar Beetle is gnawing on the tree in the next place the PCs go to.
- [Encounter] Mushroom Giants: A shroomling steals the weapon of the PC with the lowest Cups and takes it to a group of larger giants. You notice right as they disappear into the bush. Somehow, they appear sad.
- [Encounter] Honey Bubble: A porcelain golem made of yellowish clay and painted with bright sun bursts. Smells sweet. Bees buzz around him. Carries jars full of honey. Speaks “Ancient Dweller,” which only a true Linguist knows. Sells you magical healing honey for 50 silver if you can speak to him.
- [Encounter] Turnip Wizards: Turnip Wizards cry for help in the sound of young children. If you follow, you walk right into their trap ambush! They’ll cast a spell on you for free during their “surprise round.”
- [Encounter] [PC+2] Shamanders are kicking a Mushroom Giant to death for not doing enough crimes.
- Ouzel - First warns you of the Stiltsman in a condescending way
Zones of Drood
|The "dungeon" of Drood|
- When approached, he barks: “FRIEND OR FOE?”
- He calls the PCs “new recruits.” He considers them his subordinates.
- He has pockets full of treasure--the spoils of war. He wants the PCs to descend into the Siege Pit and gather cogs. Will pay you 10g per cog.
- “After the Siege Castle walked to the City of Drood, it stopped a short distance away squatted onto the farmland beneath it. While its limbs were bombarding the city of Gafferdy, its ass was busy shitting out siege tunnels while turning the excavated earth into projectiles. The city has fallen and the Siege Castle has moved on, but the tunnels still remain.”
- He uses the cogs to create a large model of the Siege Castle. The Siege Castle is fighting lots of little soldier figurines, carefully painted. He spends a lot of time getting the colors, positions, troop placement, and tactics correct. He rolls dice and plays war games with himself. He’d love for you to play with him.
- He worships the Siege Castle as the War God.
- He doesn’t go into the Siege Pit himself because he “mustn’t leave his post.”
- If asked about going to the Siege Castle himself, he seems nervous. “See the War God in person? N...no...no…He knows terrible things.”
- The passage is choked with the bodies of small, cube-like creatures (spracubi). Strange sprouts seem to be growing out of eye-shaped welts which cover their tiny, crystalline bodies.
- If you fuck with the spracubi, a cloud of spores is released. The fucker-with contracts dum drum sprouts.
- These reanimate into sprout zombies when the party tries to escape!
- A tangle of machinery, flotsam, jetsam, and cogs. The pit is like a crater--somewhat conical.
- Total of [discard] cogs to be found here.
- Anybody who steps into the pit FALLS THROUGH.
- You are TRAPPED! Webs! Rope, tattered chords, sails, and rigging crowd the hole.
Digs holes with a stick
Has a worm friend named Ralff
Several of his plants have been stolen by Tunkin, a mimic
“Will you please get them back, please?”
If you do, will give you potions he has brewed:
- If none of the PCs can sense magic, Dingle offers to brew them ghost tea if they bring any nature specter mushrooms.
- You can’t hear her through the glass.
- The metal cage is electrified. As is the plinth. Touching it deals 1 Piercing damage or 2 Piercing damage if you’re wearing significant metal.
- You can’t just push it off because that will break the glass jar and hurt the fairy.
- If you save the fairy, she gives you a healing ungent she happened to have. She says she’s going to the Lighthouse.