The Lost Valley
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Anyone interested in putting together a free CCBY 4 licensed community effort adventure? This was a popular thing to do in the G+ days. You take one hex and you write up a paragraph of what you think would be in that hex. For example,
0405 - a tribe of lizard men. they are ruled by harn gwar. the tribe holds a mud wrestling competition to determine who should lead. harn gwar is very interested in wrestling. think of any wrestler you know of and harn gwar acts like that. he is over the top. he boasts. he challenges any character to a match.
by randomwizard CCBY 4.0
This adventure is tentatively titled "The Lost Valley". It is full of time displaced beings, largely from prehistoric times, the previous rulers of the place were ancient, powerful lizard humanoids, whose degenerated descendants still roam the valley. Some of the properties of the environment can be change by artifacts scattered around the valley.
You can pick any hex. Duplicates are fine! Maybe the valley changes depending on the time.
09.11
@navelpluis@mastodon.social
09.11 Bone Sand Valley. A desert not of sand but ground up bones of ancient, gigantic land mammals. Pure white and so dangerously blinding for any visitor without proper shades. Although the bone grinding has taken place ages ago, there are still spikes of the bones of the largest mammals that stick out of the sand .
09.11
@navelpluis@mastodon.social
In this desert truly no life is (or seems) possible. It is as dead as it can be and the most dangerous bit of route that any trading caravan must take when visiting the mountains. Attempts have been made to set up bassins along the route, but for reasons yet unknown, it always turns into a disaster
03.07
0307 - an ancient ruin where a big shiny gem can be found. The ruin is populated by d20 mean monkeys. The monkeys are actually cursed by the gem. If the gem is destroyed, the monkeys will guide the players to the real treasure and will leave the ruin. If the PCs take the gem, they cannot leave the ruin. Just like the monkeys.
11.05
1105 “The crying eye.” This cave with the shape of an eye is the entrance to a to a upward natural labyrinth of dripping waters and slimy rock. Little mucose abominations nest in the first dark levels, unable to see sunlight. Some call them “Lerd”. Deeper, a blind snakelike gray monstrosity sleeps, oozing the saliva that originates them little gray “Lerdes”. The further and deeper you climb through the cave, water seems to have weirder properties.
07.05
0705 - crocodile infested river with no bridge crossings. Burly boatman Hippotanus has 'tamed' a few of these crocs and wants to start a ferry business. They are seeking some early testers of this service! Each 'tamed' croc will ferry one person and not attack if the rider satisfies it: feed it lots of meat, warm its cold blood, clean its teeth, assert dominance, etc
08.10
08.10 The Shining Spear Fortress. This cave goes deep and is lined with living quarters and stables. It is heavily fortified at the entrance, with crude cyclopean stones framing a massive wooden gate. It is ruled by an order of 12 neanderthal knights (HD3-4) riding iguanodons armed with bronze lances and helmets. The fortress is otherwise populated by an indeterminable number of indentured neanderthals, dwarves, and gnomes who take care of food, crafts, and the pet albino apes.
30.02
30.02 City of Black Stone: a handful of decrepit people live in squalor between buildings of unnaturally smooth black stone. none of the proportions of the place make sense: stairs are too low, doorways too high. and the water here has a metallic taste. nobody in this town is able to tell you how long they have been living here and who built this place. the people, lizardfolk, neanderthals, and humans alike, are without motivation except to fulfill the most basic needs. 1/2
30.02
any PC and NPC that spends the night here has to make a save against spell to be able to leave this place that day. Spend more than a week here and they will succumb to the ennui of the place. If removed they will recover within a week. Bodies of those that succumb to the effects of the place disappear during the night.
Despite no construction ever occurring in the city, repeat visitors might notice additional flagstones, stone, even buildings, appear on the outskirts 2/2
06.06
06.06 Metal Machine. Craters and burn marks dot the landscape. A futuristic, house-sized war robot, (HD 9), made of rusted steel, is guarding this spot. Anyone coming close will hear a loud clicking sound, then be attacked by the heat rays shot from the arms. If able to be investigated closer the robot is trying to shoot non-existent missiles from -long empty missile racks, before switching over to his two heat ray cannons (2d6 burn damage).
Nothing worth guarding can be found.