Most times this is simply a launch-off point for adventurers, asking to ferry or protect miners either going in or going out of the canyon..
Neth Canyon
The Neth is a legendary dangerous mining region in the the Sal-Venth region within the Lower Spirelands. It was once apart of the Cortezan Empire, as one of several prosperous regions that had strong regional representation on the Corzan High Counsel. Once the wars with the Phaetorox peoples began, taxes and militarization increased to continually beef up defenses. At some point the valleys Drel mines no longer turned a profit, as the cost of patrols far exceeded what could be culled from the mining and most of the operations slowly shut down.
Individual mining groups persisted for a long while, hoping to strike a Drel vein so rich that it could be maintained but none did for long. It is a place where many believe a fortune can be made, if they are lucky enough or quick enough or can elude the patrols. But others - old soldiers and miners alike, believe the danger is never worth it, as the Phaetox are relentless, and execute anyone they find. The Phaetox state their reasons plainly without passion, having settlers in these canyons cause them problems. They certainly know the usefulness of Drel, and in the past fortunes were made but their people pay the price for the miners disturbing the lethal havar and are no longer willing to pay the high price, so they do what must be done to shut all operations down.
Yet, while large operations shut down, small groups still go into the valley looking for veins or lost stockpiles of both minerals and other stuff. Even more bizarre, because of it's long continual history of mining, this is one of the places most known by planar travelers, so it is one spot outsiders can come as it is on their (outdated) astral maps. They often come into abandoned towers for a few weeks, rest up, resupply and then head out again. All obelisks in the valley are larger, more complex with significantly more potential for arcana than average ones found in most cities. .
Multiple small towns still eke out a living, trading and supplying the carvans or traders that still go into the valley. Many are independent, run by those who reside there, they strongly avoid entanglements with larger empires or nations . No empire technically runs the land but the local Phaetox Vuvarix try to control travel what goes into and out of the valley but unless trouble happens leave well enough alone.
% Finding
01-02 Undead (See Table Below)
03-04 Verrik (1d3, 4-6 HD, LE or LN)
05-06 Jackalla (2d5, 4-6HD, LN)
07-09 Giant (1d3, Cloud or Ice)
10-12 Wagon (80% Derelict, 20% Damaged) 13-14 Goblinoid (40% Bugbear, 60% Goblin; 2d6)
15-16 Tame (1-2) 17-20 Clockwork (2-4; Miner or Defender) 21-22 Elemental Wave (1d3, Medium to Large Elementals)
23 Black Spectator (Usually 4-5 eyes, # 1-2) 24-25 Chund (5-8) 26-27 Manticore (1-2) 28-30 Harpy (1-2) or Gargoyles (5-8) 31-32 Minotaur Gang (3-4) 33-34 Slassan Hunters
35-36 Ice Hag 37-39 Miner Camp (11-20, Roll on Humanoid Table) 40-46 Bandits (11-20, Roll on Humanoid Table) 47-60 Patrol (11-20, Roll on Humanoid Table) 61-62 Merchants (21-40, Roll on Humanoid Table) 63-64 Trolls (3-4);67-68 Dire Animal (Ape, Bear, Tiger, Wolf)
69-70 Lycanthrope (Bear, Boar, Tiger, Wolf) 71-72 Ter Falcanna or Griffon 73-76 Fey (1d4, Nymph, Pixie, Sprite, Oread, Sylph) 77-78 Cyclops
79-80 Wyvern or Ythrak 81-82 Harrid
83 Snow Cloakers 84-86 Displacer Beast 87-88 Ogre (3-4) 89-90 Grey Render 91-92 Ice Piercers or Other Hazard * 93-94 Psider 95-96 Callanna 97-98 Lillend or Ramadeen 99-100 Drel Mine Site, (20% Small or 80% Abandoned; Roll on Humanoid Table) 101-104 Small Village (Humanoid, 50-200, roll on humanoid table) 105-108 Patrol (Good or Neutra,l; Roll on Humanoid Table) 109-114 Bandits (Neutral or Evil; Roll on Humanoid Table) 115-120 Religious Procession (11-20; Roll on Humanoid Table)
121-130 Circus or Band (31-50; Roll on Humanoid Table)
131-140 Wizard Tower or Location (Choose Humanoid Table; Number 1-6) 140+ Abandoned Drel Mine Site; Roll on Humanoid Table;
Roll % dice, add to the last number rolled.
After you roll over 80, start again at 0 Base
Humanoid
Roll 2d10 first time starting at "0", if under 11 Roll 2d10 again at "0", if over 11 then Roll 1d12
2-4. Dwarf (LN, # 11-20, CR 2+)
5-6. Lizardith (N, #2d6, CR 2+, Fighter, Rogue, Monk, Druid)
7. Ratfolk (CR 1+, N, # 9-16, Small Rat like humanoids)
8. Gnomes (CR 2+, # 2d10; NG% Miners or Craftsmen, 3d4)
9. Githzerai (NG; 50% Warriors; 50% Monks, 2d4)
10-11 Elven Patrol (CR 5+, N(G), # 12-18)
12-13 Fey Band (NG; 50% Rogues; 25% Rangers, 25% Bards, 2d4)
14 Clockwork
15 -17 Phaetox Patrols (LN, #5-8, Lev 2-4)
18 Tengu Traders CR 2+, N(E), # 1-10
19. Human Traders CR 5+, N, # 11-30
20. Orynix Hunters (CR 2+, N, # 5-8, Silver Horned Humanoids)
21. Catfolk, (CR 2+, N, #1d8)
22. Shabti CR 1+, N, #1d3 Golden Humanoids, reborn
23. Nagaji CR 1+, LN, #5-8 Reptillian Snake Humanoid
24+ Charr CR 1., CN, #1d8 Ritually scarred humanoid
Undead
2 Wight
3 Wraith
4 Ghoul or Ghast
5 Shadow
6 Corpse Wraith
07-10 Cadaver *
11 Mummy (CR 4 - as Swamp Mummy)
12 Necrocraft
03-04 Verrik (1d3, 4-6 HD, LE or LN)
05-06 Jackalla (2d5, 4-6HD, LN)
07-09 Giant (1d3, Cloud or Ice)
10-12 Wagon (80% Derelict, 20% Damaged) 13-14 Goblinoid (40% Bugbear, 60% Goblin; 2d6)
15-16 Tame (1-2) 17-20 Clockwork (2-4; Miner or Defender) 21-22 Elemental Wave (1d3, Medium to Large Elementals)
23 Black Spectator (Usually 4-5 eyes, # 1-2) 24-25 Chund (5-8) 26-27 Manticore (1-2) 28-30 Harpy (1-2) or Gargoyles (5-8) 31-32 Minotaur Gang (3-4) 33-34 Slassan Hunters
35-36 Ice Hag 37-39 Miner Camp (11-20, Roll on Humanoid Table) 40-46 Bandits (11-20, Roll on Humanoid Table) 47-60 Patrol (11-20, Roll on Humanoid Table) 61-62 Merchants (21-40, Roll on Humanoid Table) 63-64 Trolls (3-4);67-68 Dire Animal (Ape, Bear, Tiger, Wolf)
69-70 Lycanthrope (Bear, Boar, Tiger, Wolf) 71-72 Ter Falcanna or Griffon 73-76 Fey (1d4, Nymph, Pixie, Sprite, Oread, Sylph) 77-78 Cyclops
79-80 Wyvern or Ythrak 81-82 Harrid
83 Snow Cloakers 84-86 Displacer Beast 87-88 Ogre (3-4) 89-90 Grey Render 91-92 Ice Piercers or Other Hazard * 93-94 Psider 95-96 Callanna 97-98 Lillend or Ramadeen 99-100 Drel Mine Site, (20% Small or 80% Abandoned; Roll on Humanoid Table) 101-104 Small Village (Humanoid, 50-200, roll on humanoid table) 105-108 Patrol (Good or Neutra,l; Roll on Humanoid Table) 109-114 Bandits (Neutral or Evil; Roll on Humanoid Table) 115-120 Religious Procession (11-20; Roll on Humanoid Table)
121-130 Circus or Band (31-50; Roll on Humanoid Table)
131-140 Wizard Tower or Location (Choose Humanoid Table; Number 1-6) 140+ Abandoned Drel Mine Site; Roll on Humanoid Table;
After you roll over 80, start again at 0 Base
Humanoid
Roll 2d10 first time starting at "0", if under 11 Roll 2d10 again at "0", if over 11 then Roll 1d12
2-4. Dwarf (LN, # 11-20, CR 2+)
5-6. Lizardith (N, #2d6, CR 2+, Fighter, Rogue, Monk, Druid)
7. Ratfolk (CR 1+, N, # 9-16, Small Rat like humanoids)
8. Gnomes (CR 2+, # 2d10; NG% Miners or Craftsmen, 3d4)
9. Githzerai (NG; 50% Warriors; 50% Monks, 2d4)
10-11 Elven Patrol (CR 5+, N(G), # 12-18)
12-13 Fey Band (NG; 50% Rogues; 25% Rangers, 25% Bards, 2d4)
14 Clockwork
15 -17 Phaetox Patrols (LN, #5-8, Lev 2-4)
18 Tengu Traders CR 2+, N(E), # 1-10
19. Human Traders CR 5+, N, # 11-30
20. Orynix Hunters (CR 2+, N, # 5-8, Silver Horned Humanoids)
21. Catfolk, (CR 2+, N, #1d8)
22. Shabti CR 1+, N, #1d3 Golden Humanoids, reborn
23. Nagaji CR 1+, LN, #5-8 Reptillian Snake Humanoid
24+ Charr CR 1., CN, #1d8 Ritually scarred humanoid
Undead
2 Wight
3 Wraith
4 Ghoul or Ghast
5 Shadow
6 Corpse Wraith
07-10 Cadaver *
11 Mummy (CR 4 - as Swamp Mummy)
12 Necrocraft
13 Unfinished *
14 Flesh Ghoul
15 Restless - Undead Template (Roll on Humanoid Table)
16 Jackalla (Undead Hunters, 1d3, 4-6 HD, LN)
14 Flesh Ghoul
15 Restless - Undead Template (Roll on Humanoid Table)
16 Jackalla (Undead Hunters, 1d3, 4-6 HD, LN)
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