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RPG stuff: Mhar Eshby Vran
Last map for the moment, Eshby was the second chapter location for a tournament adventure at Cangames from 2012 (I think). In part one, the PCs in the town of Lethby (kingdom of Aukland/Audora) discover a murder of a scholar at the local abbey and that he was translating fragments of an old Viking Saga that led to a lost treasure. A magical cup created by Nicilan Spellweavers (basically an Alchemy Jug in properties) was stolen from Aukland centuries before in the sack of a fortress. The chieftain who had led the raid left with it and had it buried with him near his seat, a Northmen settlement built atop of the sacked remains of an older Nicilan coastal fort: Eshby.
Eshby sits on the coast of the Trollfens, a vast wetland that is home to, you guessed it, trolls.
Part 2 of the Cup hunt has the PCs take a ship here, try to make friends with the locals in order to figure out the location of the cairn and its treasure without tipping them off that they intend to dig it up. They find out that the mage got there before them and already headed into the salt-marshes looking for the cairn but as night falls the village becomes besieged by drauger (zombie barrow-wights). The drauger withdraw come day and if they investigate the isle of barrows, the complex of mounds has been ripped up all over and the shredded remains of the mage's men and his encampment makes it clear that he tripped up badly and awoke a barrow-lord (a powerful wight, 10 HD with Lair and legendary actions if D&D 5E terms). A female swamp troll whose home was a empty barrow on the isle isn't too happy about the situation either and proves to be a reluctant ally if carefully approached (Greg ran her at the tournament like a troll-shaman from Warcraft with the accent and humor).
Eshby sits on the coast of the Trollfens, a vast wetland that is home to, you guessed it, trolls.
Part 2 of the Cup hunt has the PCs take a ship here, try to make friends with the locals in order to figure out the location of the cairn and its treasure without tipping them off that they intend to dig it up. They find out that the mage got there before them and already headed into the salt-marshes looking for the cairn but as night falls the village becomes besieged by drauger (zombie barrow-wights). The drauger withdraw come day and if they investigate the isle of barrows, the complex of mounds has been ripped up all over and the shredded remains of the mage's men and his encampment makes it clear that he tripped up badly and awoke a barrow-lord (a powerful wight, 10 HD with Lair and legendary actions if D&D 5E terms). A female swamp troll whose home was a empty barrow on the isle isn't too happy about the situation either and proves to be a reluctant ally if carefully approached (Greg ran her at the tournament like a troll-shaman from Warcraft with the accent and humor).
Category Other / Fantasy
Species Unspecified / Any
Size 700 x 950px
File Size 290.7 kB
Listed in Folders
Actually it isn't a hill-fort. It's been raised up about 5-10 feet with soil and gravel that's been pounded to ensure water runs off rather than get muddy. The circle then is surrounded by deep ditches leading up to a stone and rammed earthen wall topped with a wooden palisade.
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