Post by Danny on Apr 7, 2012 11:55:45 GMT -7
Caves of Chaos
A narrow valley in the foothills, almost invisible until you crest the ridge, these caves are the number two reason merchants fear the old road west(the number one reason, being the giants another 6 days up the road.) A wide variety of monstrous humanoids have banded together for mutual protection within these caves. If the rumors are to be believed, there are kobolds, orcs, goblins, hobgoblins, and bugbears within this valley, and potentially threats even more dangerous. Whoever defeats these vile creatures will find a mountain of treasure waiting for him or her as well as the eternal gratitude of the Guild.
The Black Knight's Castle
Where the forest meets river and marsh sits a relatively new fortification. The keep itself can't be more than three decades old, but what it lacks in age, it makes up for in reputation. The terrifying Black Knight resides within this keep, and some say that he is an monster that wears the plate mail and helmet of a man. Recently, he has been searching for powerful knights to join their strength to his, but no one is certain what he plans to do next.
Lair of the Lizardmen
Boats do not sail south these days often. Amphibious lizardmen are known to kill sailors on the river and take all their possessions. Strangely, those headed for the Black Knight's castle seem unmolested. Much remains unknown about the lizardmen's lair.
Haunted Keep
In the forest southwest of Sweetgrove lay the crumbling ruins of an ancient keep. All that remains standing is a single gatehouse, and hunters in the forest swear they've heard terrible screams and moans coming from the vicinity during the night.
Elward's Tomb
Southeast of Sweetgrove is an old chapel, dedicated to Pelor once upon a time. It is said to be the burial place of the great hero Elward, although occasionally squatters reside within some of the rooms that are still standing.
Redding Caverns
Twisted labyrinthine caves that used to be mined for precious gems until a series of accidents caused the Guild to board the place up and never return. Much is unknown about this place.
A narrow valley in the foothills, almost invisible until you crest the ridge, these caves are the number two reason merchants fear the old road west(the number one reason, being the giants another 6 days up the road.) A wide variety of monstrous humanoids have banded together for mutual protection within these caves. If the rumors are to be believed, there are kobolds, orcs, goblins, hobgoblins, and bugbears within this valley, and potentially threats even more dangerous. Whoever defeats these vile creatures will find a mountain of treasure waiting for him or her as well as the eternal gratitude of the Guild.
The Black Knight's Castle
Where the forest meets river and marsh sits a relatively new fortification. The keep itself can't be more than three decades old, but what it lacks in age, it makes up for in reputation. The terrifying Black Knight resides within this keep, and some say that he is an monster that wears the plate mail and helmet of a man. Recently, he has been searching for powerful knights to join their strength to his, but no one is certain what he plans to do next.
Lair of the Lizardmen
Boats do not sail south these days often. Amphibious lizardmen are known to kill sailors on the river and take all their possessions. Strangely, those headed for the Black Knight's castle seem unmolested. Much remains unknown about the lizardmen's lair.
Haunted Keep
In the forest southwest of Sweetgrove lay the crumbling ruins of an ancient keep. All that remains standing is a single gatehouse, and hunters in the forest swear they've heard terrible screams and moans coming from the vicinity during the night.
Elward's Tomb
Southeast of Sweetgrove is an old chapel, dedicated to Pelor once upon a time. It is said to be the burial place of the great hero Elward, although occasionally squatters reside within some of the rooms that are still standing.
Redding Caverns
Twisted labyrinthine caves that used to be mined for precious gems until a series of accidents caused the Guild to board the place up and never return. Much is unknown about this place.