Wildreach Region

Region History, and Unique Features

An expansive flatlands, mostly dry desert with patches of more fertile plains 

Random Encounters

Roll a 1d4 for each day of travel. On a 1, roll an additional 1d8 on the table below to see what is encountered  

8-7: Good encounters

  • Prospector's Camp: The party stumbles upon a makeshift campsite belonging to a friendly prospector. He shares stories of his adventures and offers to trade valuable nuggets of gold or silver that he's found in the nearby streams. He may also provide information about hidden treasures or points of interest in the area.
  • Trailblazer's Assistance: Along the dusty trail, the party encounters a skilled trailblazer who offers to guide them through the wilderness. With their expert knowledge of the terrain, the trailblazer helps the party avoid hazards, find shortcuts, and reach their destination safely.
  • Frontier Doctor: In a remote outpost, the party meets a skilled frontier doctor who offers medical assistance and supplies. The doctor can treat injuries, illnesses, and ailments, ensuring the party's health and well-being on their journey through the untamed wilderness.
  • Rancher's Hospitality: The party comes across a friendly rancher who invites them to rest and recuperate at their homestead. The rancher provides food, shelter, and hospitality, allowing the party to replenish their supplies and gain temporary hit points from a hearty meal.
  • Sheriff's Escort: The party encounters a no-nonsense sheriff who offers to escort them safely through bandit territory. With the sheriff's authority and marksmanship, the party can travel without fear of ambushes or attacks, reaching their destination without incident.
  • Wildlife Guide: A seasoned tracker and wildlife guide offers their services to the party, leading them on a hunting expedition through the rugged wilderness. With their expert guidance, the party can track and hunt game for food and pelts, gaining valuable resources for their journey.
  • Pioneer's Cache: Deep in the wilderness, the party discovers a hidden cache of supplies left behind by a group of pioneers. The cache contains food, water, ammunition, and other essential items, providing much-needed resources for the party's journey through the harsh frontier.

6-4: Neutral Encounters

  • Find a small pack of Mirrage foxes, or Cactus Drakes. 
  • Meet with Thaladin moonshadow as he is tracking a large beast (look in deadly encounter for options)
  • Find a group of statures at a campsite, victims of a Whisper attack
  • find a ambushed caravan, either IEF or Herlendic orgin.
  • Abandoned Mine: The party stumbles upon an abandoned mine shaft hidden in the hills. Inside, they find remnants of past mining operations, including rusted tools, dilapidated structures, and discarded ore carts. Exploring further could lead to uncovering valuable resources or encountering dangers such as cave-ins or hostile creatures. Consult dangerous encounters for what may be living inside.
  • Mysterious Obelisk: Deep in the wilderness, the party discovers a towering stone obelisk adorned with ancient runes and symbols. The purpose and origin of the obelisk remain shrouded in mystery, but deciphering its inscriptions could unlock hidden knowledge or trigger unforeseen consequences.
  • Cyclops Rancher- CR 6, In wildreach, Cyclops are often found as ranchers or cattle herders, but are distrusting of outsiders and strangers. 
  • Wayward Traveler: The party encounters a weary traveler stranded in the wilderness. The traveler claims to have lost their way and seeks assistance in finding their bearings. Helping the traveler could lead to valuable information or rewards, but there's also a chance they may have ulterior motives or be harboring secrets.
  • Haunted Ruins: Exploring a crumbling ruin, the party encounters eerie phenomena such as disembodied whispers, flickering lights, and shifting shadows. Investigating further could uncover the tragic history of the site and put restless spirits to rest, or it could awaken malevolent entities that pose a threat to the party.
  • Trapped Adventurers: The party comes across a group of adventurers who have fallen victim to a cunning trap set by unknown assailants. Freeing the trapped adventurers could earn their gratitude and lead to potential alliances or valuable information about nearby dangers, but there's also a risk of falling into the same trap themselves.
  • Lost Relic: While exploring a remote valley, the party discovers a hidden chamber containing a long-lost relic of great historical or magical significance. Recovering the relic could attract the attention of rival factions or trigger a series of events that reshape the balance of power in the region.
  • Ancient Shrine: Deep in the heart of the wilderness, the party stumbles upon an ancient shrine dedicated to a forgotten deity or spirit. Interacting with the shrine could invoke blessings or curses, depending on the party's actions and intentions, leading to unforeseen consequences that shape their journey.
  • Mysterious Cave System: Venturing into a labyrinthine cave system, the party encounters strange rock formations, underground rivers, and bioluminescent flora. Navigating the caves could reveal hidden chambers containing lost treasures or rare minerals, but there's also the risk of becoming lost or encountering hostile creatures that dwell in the darkness.
  • Find teh workshop of Merrick Gearspark- a Necromaton.

3-2: Dangerous Encounters

  • Sand Serpents: find between 3 and 5 sand serpents in the road. 
  • The path ahead is blocked by 4 Rock Stalkers. 
  • Manticore- CR 3, evil predator, will work with other creatures or serve evil masters that sufficiently feed it, willing to talk to its prey and bargain if it sees an advantage in doing so
  • Pack of Jacklewares- CR ½, pack creatures that lie, cheat and steal, often work as underlings or as scavengers at societal fringes. MM pg 193.
  • Bulette- CR 5, burrows in the earth, nicknamed land shark. Hunts for prey across many different environments. MM pg 34.
  • Troll- CR 5, regeneration can not be killed except with fire. MM pg 291. CR 13,9,11,7. MTF 242
  • group of 3-5 Whisper ambushes them the next time they make camp
  • a hunting party of Yuanti begin tracking the party
  • Dust storm- challenges in navigation

1- Deadly Encounter

  • Roc- Cr 11, challenged dragons for control of the skies for the giants but now roam free, ignoring towns or forests where prey can hide, fly far and roam alone. MM pg 260.
  • encounter Corson Moodshadow, a Wendigo
  • Encounter Greta Steelfist- A Scourge
  • Encounter a terrasque
  • Tornado- A deadly tornado that wrecks havoc. May need to find suitible shelter, dodge debri, refiend paths or trails, and help others caught in it.

Inhabitants/Regional Factions

Local Races
  • Roma Dwarves
  • Highlender Halflings
  • Herlden Races
  • Cyclops- often found as individuals or small groups, nomadic cattle herders 
  • Fenlir Tabaxi 
  • Yuanti copper heads 
  • Jacklewares
Factions Common Creatures
  • Sand Serpents: Large, serpentine creatures that burrow through the sand. Their scales shimmer like molten metal, and they can create minor tremors to unsettle prey. Can emit a blinding sandstorm from their mouths when threatened.
  • Cactus Drakes: Small, dragon-like creatures with scales resembling cactus spines. They can blend into their surroundings and have a spiky, thorny appearance. Their breath weapon releases a cloud of paralyzing spores.
  • Mirage Foxes: Foxes with iridescent fur that shimmers like a desert mirage. They are agile and elusive. They can create illusory duplicates of themselves to confuse predators and prey.
  • Rock Stalkers: Large, camouflaged creatures resembling living boulders. They are slow-moving but highly resilient. They can generate tremors to dislodge loose rocks and cause minor landslides.
Common Threats

Regional Quests

Important NPC’s

Notable Locations/Cities

 

Other Notes