This week we have the last segment of the Mt. Garnet Mines. The Eastern Dig burrowed into a swift-moving underground river. While many choice gems may be found along the walls of the rapids below, certain doom lies in wait within the dark water. Those that survive the beasts within will surely be swept down stream, out of the cave entirely to the waterfall along the eastern side of the mountain.
This week we have a playtest version of the Falleron: Ranger. The ranger in 5th edition has gone through a number of variations between core, Unearthed Arcana, and Xanthar’s Guide to Everything and each time it seems to fall a bit short. We’ve taken a shot at our own, replacing the unfocused Ranger mechanics with something that feels both distinct from other 5e classes and true to the flavor and lore Ranger players love.
This week we have the southern exit to the Mt. Garnet Mines via the Deep Mountain Mining Guild in Potter’s Field. One of the many fighting factions in these mines, the Deep Mountain Mining Guild built a shaft directly to the city of Potter’s Field to give themselves an edge on getting their ore to the markets in the city, but everything went wrong when their tunnel awoke a clan of Purple Worms deep beneath the rocks…
The northern shafts of Mt. Garnet are home to the Deep Mountain Mining Guild. This operation is incredibly secretive, and has erected a massive vault door to keep out rival mining interests within the mountain. Should players manage to enter the northern dig, they will find rich ore deposits, but be careful. The Deep Mountain Mining guild struck an underground lake, flooding many of their richest shafts.
Mt. Garnet stands as a textbook example for what not to do with a mine. Folks in the Lockwood tend not to take orders well. One might say that’s the reason for this little war we’re fighting. It certainly is why the Mt. Garnet Mines are a dangerous venture (at best). You see, rather than organize under one guild or company, the local miners each set out with their own tunnels. Each sought the riches of the mountain for themselves. Each sabotaged all neighboring tunnels as often as possible. Traps were laid. Men were killed. Feuds lasted for generations below the mountain, long before this war.
Now the mountain is a monument of bad blood, bad masonry, and bad decisions.
Tamberlain, the Allfather. The Sunlord. He is known by many names, and nearly always with respect and reverence. But in the Lockwood, where creatures of darkness rule, his temples are not allowed within the city walls. Instead, small temples in his name can be found in secluded glades just outside of civilization, with worship occurring cautiously, if not secretly.
Good morning, everyone!
After some hard work over this month on the Potter’s Field arc, I finally have a bunch of maps to share with folks! This month has been pretty quiet on the site, but behind the scenes I’ve been working on a range of new content that will begin posting… well, now!
While all may be quiet on the front, Potter’s Field continues behind the scenes! I don’t anticipate a release until 2/26 (next Monday) as I hammer out the finishing details. Once Monday rolls around, we should have two maps a week for a while.
Part of the delay is in nailing down a new presentation style, which will help GM and Player views alike in wrestling with the content. I think you’ll like it!
Stay tuned Monday for details, and have a great week!
Coming up in the Crown of the Heartlands: Book Two (Kill Taric!) arc, the party will be venturing deep into the Lockwood to the embattled valleys surrounding Potter’s Field. Once a quiet town and bastion of relative safety in the otherwise horrifying Lockwood, the war between the Lord’s Council and The Dark Lady of Taintsville brought nothing but ruin to the community.
Wrapping up the last of the Floundered Ferry maps, the caves below the Inn are a source of a natural hot spring. Some patrons come down from the inn to bathe in these relaxing waters, but it is difficult not to notice the heavy, locked doors barring access to deeper into the caves. Inside are the hidden cellars and sub-basements, and something more… something sinister. For the mercenaries and Inn keeper are part of a secretive cult that spirits away travelers in the night for their dark rituals…
The Floundered Ferry has both stable accommodations for beasts of burden and player pets/mounts, along with a second floor hostel room for players traveling on the cheap. It also holds the rooms for the Inn staff and a cellar where goods for the general store are held. A secret hatch leads to a sub-basement (as with the Innkeeper’s room on the Inn map) which will be posted in the upcoming weeks.
Continuing the updates for Crown of the Heartlands, another chapter has been added:
These are taking longer than expected, especially the Beast of Bentleyshire chapter which constitutes almost 4 months of games. Updates may be slower than anticipated for these chapters!
Have a great day!
The Floundered Ferry Inn is also home to a small band of mercenaries that guard the inn between gigs for room and board. It was these enterprising soldiers that built the palisade around the compound to keep out the beasts in the surrounding forests. Inside their guard house they stay warm and well provisioned as they plan their next big adventure.