Chapter 7: Nalathesh: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 584: Line 584:
==== '''Goods for Sale!''' ====
==== '''Goods for Sale!''' ====
The party encounters a large crowd gathered around a shop in the market. The shop has offered a steep discount on their wares. The items available at the shop are being sold for 50% of the typical price. Roll on the table below to determine the nature of the items for sale:
The party encounters a large crowd gathered around a shop in the market. The shop has offered a steep discount on their wares. The items available at the shop are being sold for 50% of the typical price. Roll on the table below to determine the nature of the items for sale:
{| class="wikitable"
!2d4
!Goods
|-
|2
|Survival Equipment
|-
|3
|Scientific Equipment
|-
|4-5
|Raw Materials
|-
|6-7
|Household Equipment
|-
|8
|Clothing
|}
==== '''Suspicious Goods for Sale!''' ====
The party encounters a small crowd gathered around a shop in the market. The shop has offered a steep discount on their wares. The items available at the shop are being sold for 50% of the typical price. However, something does not seem quite right about the situation.
Roll on the table below to determine the nature of the items for sale:
{| class="wikitable"
!2d4
!Goods
!Circumstances
|-
|2
|Instruments
|The individual conducting the sales is a child. This store appears to belong to their parents, though they do not seem to be present. It is unclear whether or not their parents are aware of the discounts they are offering.
|-
|3
|Survival Equipment
|The merchant is loudly sharing stories of his time as a famous adventurer, and claims that all of the items he sells are exactly the sort he always used back then. However, he keeps mispronouncing their names, and frequently gives incorrect answers when asked questions about how the items are used.
|-
|4-5
|Tools and Kits
|The kits are all being kept loose in cheap canvas bags, and while each does contain the requisite components, the components within each kit vary widely in style, size, and quality, as if they’ve been assembled from several different sources.
|-
|6-7
|Security Equipment
|The chains are slightly shorter than usual, as if they’ve been cut, and none of the locks are being sold with keys.
|-
|8
|Clothing
|All of the clothing designs are clearly knock-offs of those made by a more popular tailor.
|}
==== '''Wanted for Questioning''' ====
A member of the Radiant Princes (use Greater Mage stats) approaches the party to ask them if they have noticed any suspicious activity in the local area. Any party member who shares accurate and actionable information regarding organized crime in the area— such as news of Sandsnake activity— will gain +1 Goodwill in the local Aristocratic sphere. However, if they are caught deliberately giving inaccurate information, they will draw the suspicion of the Radiant Princes, and may be placed under surveillance. A party member attempting to lie must make a DC 18 CHA/Deception check. On a failure, the adventurer will lose 2 Goodwill in the local Aristocratic and Militant spheres, and the party will be secretly monitored by the Radiant Princes for the next seven days. They will be placed under arrest if found to be engaging in criminal activity.
== The Desert ==
In central Nalathesh, water is a scarce resource. Settlements are clustered in areas where it is easily accessible, but between them are vast stretches of sand and dry scrubland. Trade caravans travel along major roads with some regularity, and it is not uncommon to see camps set up by fellow travelers along the road. However, not everyone traveling across the desert is friendly—travelers must keep careful watch not only for the snakes and scorpions lurking in the sands, but also for bandits, mercenaries and sabotage from rival merchants.
=== Weather ===
For the majority of the year, the deserts of Nalathesh are host to extremely high temperatures, with very little respite from the blazing sun overhead. It is an arid desert climate with very little surface water, and travelers often take shelter in open-sided tents or covered carts through the hottest hours of the day. Loose robes in cotton or linen are the most popular traveling attire, to protect from the sun and sand.
The rainy season is short, and while the days are milder, the much colder temperatures at night provide a sharp contrast. As the season draws to a close, the temperatures rise once more, and bring with them heavy winds that sweep across the desert sands. Where dry grasses cover the landscape, these winds also raise the risks of rapidly spreading grass fires.
=== Nalatheshi Desert Random Encounters ===
For travelers in the desert, an uneventful day is a good one. With threats that range from [[weather]] to small, venomous insects to thieves and other travelers, it is always best to stay alert. Use the tables below to generate random encounters that the party may face while traveling in the desert.
{| class="wikitable"
!1d6
!Environmental Hazard
|-
|1-3
|Heatwave
|-
|4-5
|Heavy Winds
|-
|6
|Brush Fire
|}
{| class="wikitable"
!2d6
!NPCs and Creatures
|-
|2
|Sandsnake Caravan
|-
|3
|Husk Mages
|-
|4-5
|Fellow Travelers
|-
|6-8
|Bandit Ambush
|-
|9-10
|Desert Thumpers
|-
|11
|[[Desert Warden]]
|-
|12
|[[Dust Devil]]
|}
{| class="wikitable"
!2d6
!Events
|-
|2
|Corpses by the Road
|-
|3-4
|Mirage
|-
|5-9
|Animal Carcass
|-
|10
|Water
|-
|11
|Stolen Rations
|-
|12
|Strange Voices Below
|}
=== Environmental Hazards ===
==== '''Heatwave''' ====
The sun beats heavily down across the desert sands. The temperature rises to just over 120ºF. The party’s travel pace is halved, and END checks gain +2 to the Difficulty.
The high temperatures last for 1d8 hours. Use the Extreme Heat rules to determine the full extent of its effect on the party.
{| class="wikitable"
|-
|
===== '''Extreme Heat''' =====
When you are exposed to extremely hot temperatures for more than 2 hours, you must make an END check. Extremely hot temperatures are in excess of 100ºF, or above 85ºF with more than 75% humidity.
The DC begins at 10, and increases by 2 for every 5ºF above 100º (or above 85º if humidity exceeds 75%).
If you drink at least 0.5 gallons of water in the span of those 2 hours, reduce the DC by 5.
|}
==== '''Heavy Winds''' ====
Heavy winds sweep across the open desert, pelting travelers with sand and small debris. There is little in the way of natural shelter nearby. The party’s travel pace cannot exceed 1 mile every 4 hours. For each hour that the party spends without appropriate shelter, each adventurer makes a LUCK check. Any adventurer that rolls below a 10 suffers 2d4 blunt [[damage]].
The winds last 2d4 hours. If both dice roll the same result, then at the end of those hours, the winds will stop for 1d4 hours before this event begins once more.
If the party finds or creates a suitable shelter from the wind, they no longer need to make the hourly LUCK check while they are sheltered from the sand and debris. Finding shelter is a DC 30 AWR/Sheltering check. Creating a shelter is a DC 20 AWR/Sheltering check, but requires appropriate materials, such as heavy canvas and something to secure it.
==== '''Brush Fire''' ====
A fire catches amongst the dry brush and grasses, and it races across the landscape. As the fire approaches, the adventurers must roll initiative. The party has three rounds to prepare before the fire arrives.
In order to successfully protect themself from the flames, each adventurer must exceed a total result of 40 on appropriate skill checks over the three rounds. Casting spells can add two times the SPC of the spell to their total.
When the fire arrives, each adventurer who failed to meet the threshold suffers 3d10 fire damage. Adventurers who successfully meet the threshold take half of that damage. If an adventurer found a way to evade the fire entirely, such as by flying or diverting the path of the flames, then they take no damage.
=== NPC and Creature Encounters ===
==== '''Sandsnake Caravan''' ====
The party encounters a caravan of individuals that claim to be merchants traveling to do business in Lesmishan. While this is technically true, what they are not saying is that they are doing so on behalf of the Sandsnakes, and that the goods they are transporting are stolen. They will be suspicious of the party, claiming that another traveler had stolen from their caravan on their last trip, leading them to the decision to avoid other travelers. They will politely part ways with the party, though if the adventurers attempt to prevent them from leaving, the caravan’s guards will threaten the party, and will attack if the party does not back down.
If there is a confrontation, the caravan is guarded by three Rogues and a Mob Boss. The rest of the caravan consists of three Thugs and six Merchants. If all are defeated, the party will find a crate of spices and three crates of copper jewelry. If sold to the right buyer, the goods are worth approximately 200sc. However, the jewelry has been reported as stolen in Aridala, so an attempt to sell the goods in Nalathesh may bring trouble with the law. Additionally, if the goods are sold in an area where the Sandsnakes have a presence, the party will be noticed by the Sandsnakes and lose 4 Goodwill amongst the Underworld sphere— nobody wants to draw the ire of the Sandsnakes by interacting favorably with their enemies.
==== '''Husk Mages''' ====
A group of mages from Husk is traveling to Aridala to consult on research into a few magical items that have been discovered in southern Nalathesh. The group consists of one Greater Mage and her two apprentices, who are [[Trollkin]] Lorists. They are riding camels, and are willing to travel alongside the party if they are headed in the same direction, but they will not slow their pace or accompany the party on any diversions from their route. They are not hostile, but will defend themselves if attacked by the party. If the party is attacked by hostile creatures while traveling with the mages, the mages will assist in combat for one round to give the party an advantage before they retreat— though they have powerful magic, they are researchers, not warriors, and the greater mage is primarily concerned with the well-being of her apprentices.
==== '''Fellow Travelers''' ====
The party meets a group of friendly travelers along the road. Use the tables below to determine their identities, where they are traveling from, and their destination.
{| class="wikitable"
!1d6
!Identities
|-
|1-3
|Merchants
|-
|4-5
|Troupe of Performers
|-
|6
|Adventurers
|}
{| class="wikitable"
!1d6
!Traveling From
|-
|1-3
|Aridala
|-
|4-5
|Lonerock
|-
|6
|Husk
|}
{| class="wikitable"
!1d6
!Traveling To
|-
|1-3
|Bridgemoor
|-
|4-5
|Southern Nalathesh
|-
|6
|The Flesh Pit
|}
The travelers can provide the party with basic information and directions regarding those locations, and may be willing to share recent news from the area they are traveling from.
==== '''Bandit Ambush''' ====
Bandits have set up an ambush for travelers passing through on the road. Four Bandits, two Bandit Marauders, and, if the party is at least level 5, a [[Bandit Captain]] are standing off to the side of the road, repairing a cart with a broken wheel. When the party approaches or passes them, they will attack.
==== '''Desert Thumpers''' ====
A group of donkey-sized rabbits is visible just off the side of the road, grazing on grasses, cactus fruit, and small bushes. They seem somewhat skittish, but not aggressive.
The party has come across 2d8 Thumpers. They will remain unbothered by the party until an adventurer moves within 30 feet of them. When an adventurer moves within 30 feet of the thumpers, that adventurer must make a DC 10 AWR/Animal Handling check. For each additional 5 feet that they move towards the thumpers, they must repeat the check, increasing the DC by 3 each time the check is repeated. On a failure, the thumpers will flee.
==== '''Desert Warden''' ====
The party has drawn the notice of a Desert Warden, and it has begun to follow them to determine their intentions. If it approves of them, it will lead them to the nearest source of fresh water. If it does not, it will attack.
==== '''Dust Devil''' ====
The wind picks up, and sand begins to swirl around the party. However, it quickly becomes clear that this isn’t a sign of a larger shift in the weather— the effect seems to be limited to the immediate vicinity of the group. Adventurers who succeed on a DC 15 INT/Nature check may recall that such things are a sign of a powerful and malevolent [[elemental]] native to desert regions. A Dust Devil has taken notice of the party.
It will attempt to frustrate and confuse the party with small illusions and tricks, and when it gets bored of the party’s responses, will attack, beginning the fight by using its Choking Whirlwind ability on one of the party members.
=== Events ===
==== '''Corpses by the Road''' ====
An abandoned cart rests by the side of the road. Everything of value has clearly been taken. The cart itself is damaged but repairable with a DC 15 INT/Woodcarving check. The sand in the area is disturbed, as if something has been dragged across it.
Investigating the area with a DC 10 AWR/Investigating check or attempting to follow the disturbed sand with a DC 10 AWR/Tracking check will lead the party to a shallow ditch approximately 60 feet away from the cart. Within the ditch are 1d4 corpses, dressed in common traveling clothes. All of their valuables seem to have been taken. If there are multiple corpses. it is difficult to determine whether all of them belong to the travelers— it is possible that at least one could be one of their attackers who was killed in the conflict and stripped of their equipment by their colleagues.
Party members with affiliations with Innkeeper Carijan and the Flesh Pit may wish to attempt to transport the corpses to the Flesh Pit. If they do so, remind them that Carijan has instructed them to take the appropriate precautions to ensure that the Bronzeguard do not discover that any humanoid corpses are being sacrificed to the Flesh Pit.
==== '''Mirage''' ====
Roll a hidden DC 15 AWR/Perceiving check for the party member with the highest AWR/Perceiving. On a success, they are able to successfully identify the mirage. On a failure, use the description from the Water event. However, when the party arrives at the location where they saw the water, they find nothing but sand heated by the sun.
==== '''Animal Carcass''' ====
Vultures tear at the carcass of an animal, a short distance away from the road. Loud noises will scare them off, and allow the adventurers to investigate. While the meat has been sitting out for too long to be suitable for humanoid consumption, a dracanis or other carnivorous mount may be able to consume it safely.
Party members with affiliations with Innkeeper Carijan and the Flesh Pit may wish to deliver the carcass to the Flesh Pit.
==== '''Water''' ====
In the distance, the party sees a small freshwater spring glittering with reflected light from the sun overhead. There is little greenery surrounding the spring, so it likely spends part of the year dry, but for now, it seems to be full of water. It takes about an hour of travel at a normal pace to reach the spring.
Party members can refill waterskins and drink from the spring.
==== '''Stolen Rations''' ====
While going through their belongings, the party notices that one of their bags of rations seems to be torn open or missing. An animal seems to have gotten into it while they were [[resting]] for the night. The party has lost 1d4 days of food.
==== '''Strange Voices Below''' ====
The voices are not quite audible, but vibrations from the sound echo through the ground and into the bones of those above. Over the course of 1d4 hours, the party occasionally hears distant muttering and roaring from below the sands. It is too distant to make out what is being said, but adventurers may attempt to listen more closely. An adventurer may attempt to listen closely by making a DC 15 AWR check. On a success, the adventurer becomes Shaken until the end of their next turn. While they were unable to determine what was being said, they can recognize that the voices seem to be coming from several voices speaking at precisely the same time, but in dissonant tones.
== The Flesh Pit ==
'''''Read Aloud:''''' ''Deep in the central desert, the Flesh Pit stretches like a gaping wound in the terrain. Vultures circle high overhead, and the air is thick with the scent of raw meat. On the northwestern edge of the pit, a stone watchtower looms above the rest of the landscape, easily the tallest thing in sight. To the east, a small collection of huts and tents are clustered around a large, squat adobe building.''
Theories surrounding the Flesh Pit are the cause of much controversy amongst many of the scholars in the national guild. While the evidence points towards some eldritch presence in the area, nobody can agree on whether the eldritch energy is the cause of the aberrant landscape or whether the unusual terrain lured it to the area. Either way, there is one thing that is clear—in the center of the Nalatheshi desert, there is a pit of living flesh growing within the ground.
Though the Flesh Pit will never be a popular destination for those with more delicate sensibilities, it does carry intrigue for scholars, mages, and those who are drawn to the unusual and the obscure. However, most of all, it has provided a very tempting promise for many within the region—a stable source of food and income. The Flesh Pit is carefully cultivated by the residents of the area, and has become a central pillar of the region’s economy—even if that requires looking the other way for a few of the less pleasant steps of the process.
=== Weather ===
The weather in the region surrounding the Flesh Pit is similar to what is expected throughout the central desert regions of Nalathesh. However, as one approaches the Flesh Pit, the air grows thick and heavy with the scent of raw meat. The hot and dry weather is often the subject of complaints from the laborers harvesting flesh from the pit, but the truly unpleasant weather comes when heavy winds detach strips of flesh from the outskirts of the pit, making for rather gruesome debris throughout the local area during windy seasons. The Flesh Pit is alive enough that the flesh still attached is typically safe from rot, the scattered pieces have no such guarantee— efforts to clean the area after heavy winds are swift, and the vultures and hyenas that scavenge in the region are never more appreciated than in those moments.
Rain is rare in this region of the desert, but when it does come, the caverns of the Flesh Pit close up, leaving the pit resembling a shallow, flesh-lined basin until the rain ends and the gathered water evaporates. Only the most desperate gather water from the basin for personal use, as even when boiled and purified, it never quite loses the metallic, bloody taste. However, a group of alchemists has been researching the possibility of using this water as a substitute for blood in potions that require it— they have achieved little success so far, but they have found some indications that the prospect is, in theory, possible.
=== Scavenger’s Road Random Encounters ===
While travelers and residents of the area are not particularly hostile, the region surrounding the Flesh Pit often draws a number of dangerous beasts looking for an easy meal.


Info
Info