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Trielta Hills

Daisy Cutter Stables owner Holfo Hornblower informs the party about heard rumors from Trielta Hills that half of the farmer's sheeps are missing. Some saying that orcs are going wild and are responsible trying to cause unrest in the region. Others say that maybe some monster has moved from the Forest of Wyrms and is now on the hunt. But nobody really knows and are scared waiting for the next attack. He suggests if adventurers want to earn some honest gold they could go try investigate the issue. If they don't know the way he can show the settlement on the map (it would take less than a day) and they could stay over at his great uncle's (Gilbert Hornblower) house.
NPCs in Trielta Hills:
  • Gilbert Hornblower a former adventurer now historian/cartographer. Has retired now in Trielta Hills enjoying the countryside and finishing his book.
  • Harol Tosscobble 80 year old male lightfoot halfling sheep farmer. He has a large scar on his neck. He discretely worships Tyr, God of justice. (Lawful Good). He rarely thinks ahead. He is an example of modesty. He spends every morning meditating. He is very paranoid.
  • Eddie Littefoot and Lavinia Littlefoot grape farmers. Have 2 sons Sam and Franklin ages of 8 and 5. He has a sharp, bland face. He smells of spices. He has an even temper. He constantly looks for the loophole. He is a secret vegetarian. He likes finding direct solutions to problems. She uses sarcasm and insults commonly. She is very obstinate. She likes animals more than people. She always eat like it's her last meal. Both worship Lathander.
  • Ardic Greenleaf and Nora Greenleaf older cattle farmers. He is always ready to help others. He is very obstinate. He is a very proficient herbalist. She gets bored easily. She constantly looks for the loophole. She smiles constantly. She can make a potion out of anything. She has a joke for every situation.

Clues:
  • Harol a week ago found the fence to his farm broken and half of his sheep missing. He wants to find the perpetrator who did this. He doesn't care who but he wants the problem to be dealt with since now he and others are afraid to wonder outside their small community. He seeks justice to get compensation from Hardbuckler for his missing sheep.
  • Ardic is worried that maybe some hungry monster or monsters have moved here from the Forest of Wyrms. Since this has already happened before and seems most likely.
  • Nora thinks that Harol just forgot to enclose his sheep and there's no monster.
  • Lavinia believes it's the orcs who did it and they're trying to cause unrest in halfling and gnome communities. Although orcs have been living peacefully in Trielta Hills she still doesn't trust them, and thinks they might strike and try take their lands. She says that her son saw an orc through the window that night when the sheep went missing.
  • Eddie thinks his wife Lavinia is overreacting and that maybe some hungry wolves or coyotes have moved here.
  • Sam the younger son says that he had a bad dream and couldn't fall asleep that night, and he heard some commotion outside so he looked out the window. He saw a very very big orc carrying something. And that orc seemed very pale. He believes that's the monster which took the sheep.
  • Gilbert suggests adventurers to look and ask around. He heard that Lavinia's boy claims he saw the orc who took the sheep.
If adventurers try to investigate:
  • If they try to investigate the sheep farm they can look around and with perception check DC 18-20 can notice something off with the fixed fence.
  • Investigation check DC 15 the player notices that it was broken not from outside but from inside meaning that the monster came to the pasture from somwhere else and broke the fence only when going out of the pasture.
  • If they look further in the pasture towards the trees with Survival check DC 15 the players notices very big footprints coming from the east (bottom of the map). With history check DC 18 the player can determine that the footprint's belong to an Ogre. If they succeed the survival check they can try follow them to the lair of the Ogre.
  • They can try overall to look around the territory try find any lairs or caves where monster could hide. This would take couple of hours walking around and survival check DC 12 to find the Ogre's lair.
  • Gilbert thinks that the monster will strike again and can suggest the adventurers to stay for the night and wait hidden to see if it comes. If adventurers decide to stay and try ambush the monster, at night they hear cows in another farm mooing and notice an Ogre sitting in the middle of the field eating a cow.
Ogre 450xp/450 hard 3x2lvl; 400 medium 4x2lvl. If the party finds it layer during the day, Ogre will be asleep.  
If adventurers help the locals and defeat the Ogre they are given 90 gold (30 gold each) and Detect Magic scroll from Gilbert.

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