Level 3: The New Frontier
Plot points/Scenes
Over the crest of the next dune, you see about a mile distant what looks to be a massive earthworm. Judging from the distance, you'd estimate the thing to be at least a quarter-mile long. It snakes its way across the sand; maybe looking for food, maybe just wandering aimlessly.
As it crests over a particularly large dune, the dune itself suddenly springs up and wraps around the midsection of the worm, pulling it down and attempting to draw it under the sands. The worm thrashes around, and it looks like it's too big for the sand-creature to pull underground completely, but it can't escape either, the sand seems to be sticking to the thing like glue. It looks like a stalemate.
After a minute or two, the sand dune finally sinks back into the ground, allowing the worm to slide away towards the horizon.
- You blink the sleep away from your eyes and realize that you're being watched. About thirty yards away, mounted on a horse-sized iguana, sits an orc nearly twice the size of any you've seen before. He's clad in plate armor and is carrying a blood-caked spear in one hand. When he realizes you're awake, he
Relations
Allies
Swift Spear Gnolls
What humans would consider the most 'civilized' of the Wasteland's inhabitants, the Swift Spear gnolls have taken it upon themselves to keep the Trade Road safe from bandits as well as the multitude of monsters that prowl the wastes.Neutrals/Bystanders
Bright Star Nkosi
Populating the regions to the east of the Trade Road, the Bright Star consider the Night Fangs to the west their mortal enemies, and attack them on sight.Adversaries
Night Fang Orcs
Ruled by Orog Graurug, the Night Fang orcs are bandits and marauders of the worst kind. They attack without hesitation any travelers or caravan they see, regardless of numbers or strength. To offset the inevitable losses of such a reckless strategy, Graurug has roped several nearby orc clans under his rule, nearly doubling the size of his private army.Backdrops
Locations
The Nameless Dungeon
The Voiceless Wastes
Bright Star Village
The Trade Road
Encounters
Roll once per day. 1d6 determines time of day: 1 = morning, 2 = evening, 3-6 = 1st-4th watch of the night, respectively
1d6+1d4 in the Wasteland or 1d12+1d8 on the Trade Road2 Dune Mimic
3 That sand dune is snoring
4 Edimmu
5 Ant Lion
6 Bright Star hunting party
7 Night Fang raiders
8 Swift Spear soldiers patrolling (if on the Trade Road) or hunting down Night Fang marauders
9 Sandworm about a mile distant
10 Wayshrine to the Traveler
11 Merchant caravan headed south, accompanied by 1d4+1 Swift Spear guards
12
13 Tosculi bandits
14
15 Kinder pilgrims
16 Merchant caravan being robbed by Night Fang orcs
17 Merchant caravan being attacked by Tosculi slavers
18 Dau
19 Manabane scarabs
20 Glass Drake
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