Travel to the Lost Lands in Varagore | World Anvil
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Travel to the Lost Lands

The Bulette Caves:
  A particularly large mountain that acts as a landmark on the map needs to be traveled across. The party either needs to go over, around or through the mountain. Going over is near madness if they have brought provisions or animals. Going around will take a great many days more travel time but is doable and safest. If they explore a little though, they can find almost human sized tunnels going into the mountain. While a risk, they can be used to get to the other side much faster. Within, a mother looks to guard her domain and new children from anyone who trespass, along with gathering more food. Its normal subsistence had come from tunnels deeper into the underdark and greater dangers for the party if they try and delve too deep.
 
  The Lost Caravans:
  A few weeks into their travels, the party will find what seems like grassland or marshes in the distance. Easier hunting and gathering can be found in the area, so the party could go to stock up based on their travels so far. Doing so traps them in twisted magic lands meant to eternally trap souls. Once in, a day or two later the party will encounter the lost caravan.
  The party sees a string of what looks to be a dozen carts in the distance. AS the get closer, the party can see they are all dead. Dozens and dozens of undead zombies, animals, skeletons and spirits move in a endless travel. The original group was a small caravan seeing riches in the north. They got lost and died. Some dark magic in the local area brought them back to continue their journey. When new groups come, if they are found, the caravan kills them, adding their numbers to their own. If killed, a few weeks later, whatever unnatural magic exists to animate the poor souls bring them back again. If fought, or the party ends up too close, they can hear the eternal whispers of the caravan: "Soon the riches will be mine. We will eat once we have found a place to camp. Don't cry little one, don't cry. We should never have come here..."
  The power that animates these dead eternally is a unstable portal deep underground in a nearby mountain. No path currently exists to the portal, but it pulses out necrotic energy into the surrounding lands every full moon.
  The party will find itself trapped in the lost land along with the caravan. Seeing the tracks, recent-ish, if the party follows them they will see the caravan in the distance. The path itself is well worn, now traveled thousands of times by the lost caravan. To escape, a dispel magic on someone will break their mind free of the distortion in the area allowing them to guide the rest away from the valley. Sufficient skill in survival, nature, arcana and cartography will all help in getting out without magical means. Perception can also assist in preventing backwards progress.
 
  Forest Oasis:
  Nestled in a valley over half way along the path is a tiny glade of trees, numbering no more than 100, with a small pool in the center. A feeling of peach washes over all who enter, calming the mind and body. Various animals, all omnivores or herbivores wander around the place with no fear of character who wander through. A stone with writing on it is visible no matter the direction the party comes in from.
  "Take not more than what you need this day. Leave not your steps. Harm none. Keep this in mind and be welcome or you shall see our face."
  If the party tries to take food with them for later, or re-fill waterskins, the forest awakens and the animals attack. Include various animals in the attack but in particular three Treant's uproot in the distance and begin to advance towards the party. Their voices echo in anger: "Leave this place unpeaceful ones. Leave what you have stolen and run." The treants don't move beyond the treeline and only throw rocks at the party as they flee. Once the party is more than 60f away, they bellow after them.
  "We will remember your forms and know you are not welcome in peace anymore."
  If the party is peaceful, they can spend several days in the oasis. The food is perfect and the water eternally clear.
  The Oasis was made by a powerful druid several hundreds of years ago. She was seeking a place that would remain unsoiled by man and able to live in peace from then on. She believed that in time, the lands of man would eventually fall and none remain. Here, life could continue and if she was right, eventually reclaim the lost lands of man. To that end, a incredibly powerful ritual lies under the pool. It is easily detectable with a arcana check, though aside from it being a stored powerful spell of unknown power, little more can be gleaned. To try and interact with the ritual is to invite the wrath of the oasis.
  Wyvern swarm:
  A pack of several wyvers stalk the skies. Their home in the mountains nearby. Let the party figure out how to avoid or handle interacting with them.
  Ice storm:
  A perpetual storm seams to ravage the lands near the parties destination. To enter is to take 5 cold damage per minute. If the party spends some time investigating, the can notice some animal tracks going into and out of the storm. The storm itself is over a kilometer high and never abates. Arcana or a detect magic spell will show it is magically infused and sustained, though natural in origin. Either with sufficient protection (magical or natural), or by following the tracks, one can navigate the multi day trip through the storm. While on the path of the animals, no cold damage is taken, though no fires can be lit. Exiting on the other side, consider the party to be at level 2 exhaustion until they can fully rest and recover. The exit comes at the end of a long hike up what seems to be a mountain, just a shallow sloped one (no check to climb it).

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