Many years ago, I chose a small, mostly unknown area of Forgotten realms called Ulgarth to run Adventures in for our local wargame/ rpg club.
(Each DM chose a part of the world to run adventures in the club. We used lost portals and gateways of the Realms by Volo? as an explanation of how the adventurers could fast travel. This allowed club members to use the same characters in different games of DnD run in the club).
20 years on.. I finally have a group of people to play with again, plus 20 extra years of thinking about the area I once was in control of.
*eventually I hope to add pictures to help illustrate our hero's adventures, I still need to learn how!*
The Story of Shadows and Glimmer
Hear ye, hear ye!
All heroes are called upon to heed these words!
A call to arms has been issued by the Kingdom of Ulgarth!
Any able-bodied individuals are entreated to take up arms against a dark force developing in the northern lands and the barbarians of the Eastern wastelands!
Rumors fly of new threats rising from the ruins of the Dustwall Mountains!
Heroes of Toril !
Seek passage to port of Surbar! Bring this poster upon landing to the dock master too sign up for service.
Payment for service.
Free accommodation and meals provided by the Baron of Surbar.
Teir 1
Warriors owning a sword or proof of proficiency with relevant Iron weapon. 5gp per day
Wielders of Magic, upon proof of proficiency, 7gp per day
Healers upon proof of proficiency, 6gp per day
Craftsmen, upon proof of proficiency, 3gp per day
Tradesman, upon proof of proficiency, 4gp per day
Only those who abide by the law need to apply.
Written by
Knight Grand Herald,
The Lord Sir Aban Katib,
overseer of written Laws, information, communication, royal scribe, and librarian.
The map I made 20 years ago. I gathered all the various info on Ulgarth and put it on one map. Sadly the sourcebook "The Shining South" wasn't fact-checked well. Info from various editions of the Shining South and The Forgotten Realms Atlas.
The sea voyage to Ulgarth, stopping in ports, talking about where you are going, talking to sailors native to the lands.
These are the common stories told.
-The rough history of Ulgarth-
Known by traveling mistrals, sailors, Old wife tails, and drunken bar patrons. Here is the story of Ulgarth.
Spawned in the seas of the Feywild was a rainbow shimmering pearl, from a majestic gargantuan Oyster. This pearl however existed not only in the Feywild, but the prime material and Shadowfell. Creating a gateway between all three.
A jealous Kraken wanted to steal this from the Sea Elves who had formed their kingdom among the Oyster fields and kelp forests.
For many years it plotted on how to be in all 3 planes at once to steal the pearl, and devised its fiendish plan.
As the Kraken executed his plan. Sieging the sea Elven kingdom. The elves called upon the guardian of the ocean, Leviathan to help defend the pearl.
However, the cunning Kraken stole it, killing its mother Oyster, ripping it away from its shell.
As the Kraken fled with its treasure, leaving its Sauhugan (Sea Devil) minions, sharks and giant squid to battle the the Sea Elves keeping them busy. The guardian of the deep. The colossal whale. Leviathan, engaged in battle. Biting off 4 of the Krakens tentacles. Forcing it to drop the pearl. The disrupted tides took the pearl and swept it east towards land.
This caused a momentous battle. The colossal whale verses the colossal Kraken. Land formations like Var the Golden was formed as tsunamis cut into the lands of Durpar. Ancient mountains flattened causing the huge Stoney wastes.
The battle was so intense it ripped into the Feywild, Shadowfell and even the elemental plane of water. Its devastation sculpting much of the ocean bottoms and the sea side lands.
For Leviathan however, still entangled by the Krakens remaining tentacles, suffering horrendous wounds and being unable to surface for air. Was defeated...
The tsunami caused by the Krakens final killing blow sent the colossal carcass of the dead whale to the south east of the Golden Waters, resting on a secluded beach at the foot hills of the Silaviul Mountains.
The bones of the colossal whale along with its massive tail, form the dock and northern walls of the encampments of the Barbarian/ pirate town of Esbresh.
Over the years for some odd reason. Groups of whales will beach themselves and die on the northern beaches of Esbresh. The locals act quickly rendering the fat into oil, harvesting the skins for shelters, bones for buildings and even sea going vessels.
The contents of their stomachs sometimes also reveal unique treasures.
The turbulence caused in the waters from the battle created the Krakens maelstrom. It is said in this area of tiny rocky islands, coral reefs and sea stacks, the wounded Kraken sleeps. Here a known kingdom of sea devils has formed (Sauhugan) who still battle the nomadic Mermen, and the Sea Elf kingdom in the north of the Golden waters of whom the Kraken stole the pearl.
A young (by elf standards) elven couple who had been aboard ships for months sailing all the way from Evermeet, down the sword coast, past the jungles of Chult into the Shining South. On a quest from the high council of elders.
A loan Mercenary Initiate Knight, of the Red Falcon Order. Boarded at Baldurs Gate joining the epic sea voyage.
After navigating about the Chultan peninsular, the Sylver Fox, race-built galleon docked once again in the mystical lands of Halruaa.
Here a family, husband, wife, and daughter joined the journey to Ulgarth answering the call for aid.
During a thunderstorm, lit by sheet lightning, early one morn they were awakened by the call of "Land ho". Upon the decks in rough seas, between thunder booms, the sheet lightning illuminated the Galull Mountain range.
Later that day sailing into the port town of Surbar.
The walled town and home of the Baron Maymun Kasnchil of Surbar. “Maymun the Prosperous”. Royal master of Trade for the kingdom of Ulgarth.
Map of the Port of Surbar (stolen from somewhere).
After settling in at their new home, a hastily repaired old abandoned farmstead. Just out from the town's stonewalls. Now known as...
The Defenders Sunset Inn. The inn provides sleeping quarters over a more hastily converted barn. Amongst a couple of dairy cows, milk-laden goats, and roosting chickens.
The other patrons of the inn seemed even more strange. Not overly helpful or talkative. Most seemingly new arrivals. Either traveled from afar or found their way to the Defender Sunset to get their papers to adventure and answer the call for aid from the king.
The local royal scribe Master Rudyard, who manages the daily activities of the Inn. Was informed of some terrible happenings in the lands east of the barony.
of strange happenings and illness from Sir Abrel's fiefdom.
Once a fortification built to protect a fledgling Ulgarth kingdom 250 years ago from barbarian raids. The place is often referred to as the Tower of the East.
Our brave adventurers boldly agreed to seek out the tower and investigate the troubles.
Supplied with a sturdy horse and single axel cart, they made off in haste for a long day's travel east along the foothills of the Galuill mountains.
Midway in the afternoon, they came across a panicking donkey pulling a small cart. An old gyp-y lady standing on top throwing rocks at a massive constricting snake.
After a long battle in the heat of the day, the huge snake managed to kill its self against the mighty Venres's shield. (yes the snake killed its self).....Ozlicker had cast a protection spell that also deals damage to attackers on the paladin!
The helpful heroes freed the old gyp-y lady's cart from the bog and were soon on their way.
Arriving at the fiefdom of the lord knight Glanyer Abral. (heraldry is a field of blue and 3 gold cinnamon quills). The once-mighty tower of the east is visibly crumbling from unuse. It seems as some of its stone has been scavenged to repair the walls, and used as building material for new stables and pens.
Two elderly guards man the walls and greet the heroes. The man at arms Dexter, a halberdier who uses his polearm as a walking aid,
Entering the walled keeps main hall, they are introduced to the family left to run the fief and its lands. The lord Kight, his sons, and men at arms have left to the wars in the north.
The elegant but aging, Istobel Abrel, has managed wisely with the aid of her 3 daughters, an old cook lady, and the two retiree guardsmen.
Middle daughter Pierretta (Age 12) looking very similar to her elder sister, slender red hair beauty, hides half of her face with vales and masks ordered by her mother because of a horrible accident when younger. https://photos.app.goo.gl/oNo6ehczsu3H1czKA
Youngest daughter Lyra (Age 10) Long dark hair, she is Troublesome, loud, and impulsive. Loves to fight with the young pig keeper and Goat Header of the Manor. https://photos.app.goo.gl/RnVoQcqoGcjKTfoR9
After a discussion over dinner about the events that have brought the heroes to the tower of the East. The next morning they set out to investigate...
The foul smell of rotting flesh amongst the sweet odor of cinnamon hits the noses of the heroes.
Slowly advancing, keeping an eye out for trouble. A sight of true horror greets them.
The twisted bodies of 3 missing workers entwined in vines with yellow blooming flowers sprouting from various orifices slowly shamble about a small cart. Their harvesting tools and supplies scattered about.
During the battle, the corrupted vine creeper that controls the "zombies" released its pollen cloud. Transfixing Venres the Paladin and Ozliker the warlock. Things seemed dire.
However, Woolie the cleric of Mystra after unleashing volleys of magic missile, charged a zombie, with a single mighty strike of her hammer crushing its skull and eliminating it from the battlefield.
The elven archer Berothen, successfully ruined his longbow and his newlywed wife's short bow whilst setting himself on fire with a flaming arrow.
The elven sorceress wife of the archer Marilla, angered about the senseless destruction of her bow by her husband. Cast her fire spells, eventually setting the yellow Musk creeper on fire and winning the day.
Our story picks up, awakening in the crumbling Tower Of the East. Sounds of Roosters calling, chickens squawking, and the young pig keeper boy trying to milk an unyielding goat. The youngest daughters of the Lady of the Manor have collected fresh eggs for the morning feast.
Entering the now busy great hall, the young lost girl awakens from a nightmare. "“Mother! Mother! I am here she screams, I hear your call!”.
Investigating her tale, the village elder sends for the Royal Druid of the Galuil Mountain range. This wild man of the mountain arrives hours later as the sun sets in the form of a 3 legged Direwolf. He quickly learns of the happenings and leads the young girl and our hero's to a hidden grove, where a malformed tree has grown into an arch. On the ground, entwined in tree roots that take shape of a woman, an ancient soldier's skeleton and rusted armor lie.
Here the druid opens a gate into the Feywild. The purple wart-covered troll guardian of the gate leads the heroes to the Fey Court of Summer Storms. A chaotic but friendly place. Here the Druid asks for recompense for the lost child, as she was whisked away from her normal life, into a Satyrs dance, whose followers kept her in a trance for over 200 years.
The Fey Princess agreed on recompense, ordering the guilty Satyr and his entourage to become now the lost girl's family. Keeping her safe and company for the rest of her mortal life.
The tale of glimmer end with a shimmer, soon in the dark, they navigate the cinnamon tree fields back to the manor.
Now we must set the haunting of the tower free. The young lost girl Leonettemust delve into the haunted chambers I fret!.
Taking down an old tapestry of battling knights, the hero's remove the bricks blocking an old locked doorway.
The Adventure was themed to the Soundtrack of Tool 46 & 2 fan-made film clip splicing in Pans Labyrinth.
So will follow the tense encounter, the Lost girl Leonetts, Sorrow Sworn father, who now resides in the Shadowfell.
I have had this adventure in the pipeline for years. The tension and stress on the players worked nearly 100%. Not a combat encounter but a series of challenges.
The first challenge was to resist the temptation of the food. In which all failed Con save DC 12. This followed with a psychic attack, Int save DC 13. Two failed. The Sorrow Spawn filled their heads with torment. The constitution checks were for the resistance to the allure of the food on the table. If failed they fell 10ft deeper into the Shadowfell. The player who failed would also suffer a psychic attack. Depressing self-doubt would overcome them. Driving them deeper into the Shadowfell.
I had engineered the encounter to be 2 mins in the Shadowfell. (Hourglass). 180-foot hallway. With max movement only walking speed 30ft per round due, to the shadows. 180ft at 30 ft per 6 seconds = 30 seconds. Each fail of the Con check added 10ft to the hall. Each Psychic attack added 30ft. After effectively 3 rounds. I started the combat encounter. The Sorrow Sworn awoken.
I kept 6 tokens. All 6 seconds to keep track of the rounds. Sadly our hero's had fallen so deep into the Shadowfell they had little hope of escape!
Luckily happy thoughts came to the rescue and the expenditure of the Skull of Inspiration (I have a tiny Glass vodka Skull bottle I use to give out Inspiration) managed to reduce the hallway enough for a narrow escape!
The encounter worked close to perfect! The players loved it!
(A quick sandbox session to buy, trade, repair broken items, get new ones. Learn what's been happening in the Kingdom in the days the heroes have been away).
On the road back to the Defenders Sunset Inn, situated just over the river crossing into the fortified town of Surbar.
The fields of the decrepit old farmstead that has hastily been turned into a roadside Inn. Is a new encampment, filled with the mercenaries who landed in the port on the same day as our heroes.
A black banner with a Broken wagon wheel in its center flies above it.
Inside the Defenders Sunset Inn are some new patrons. Four men, surrounded by heavily armed guards. They seemingly are being avoided by the regulars.
After reporting back to the Royal herald Master Rudyard. Our adventurers learn more about the 7 original occupants.
Local lower Nobel from the north. Good for making ice and filling sails with wind... - Ocean navigation, Owns a single-masted Keelboat, Noble, can get places others can’t, Local Knowledge, Carpenter
Drowning his sorrows in hard liquor.. Served on the front line in the North (knows how Ulgarth Miliraty works), Blacksmithing, Competent. Hired Muscle if needed, Local knowledge.
A freedom fighter of the Veldorni. He and his fellows seek to battle the monsters who conquered their lands and enslaved most of the population. Experienced in counter-insurgency from the cunning dark armies they lay siege to Ulgarth.
- Forgery, depending on what they want, Jinjal can forge documents. Starting @ 50gp. Can Import rare items, including Magical. Cost plus time x1.5 - Information gathering. Set him on a 10day mission to get info. Cost starts at 50gp. Influence. Give him 3 days to go and change the mind of someone about you. 25gp. Insight into the “incursion” DC 15+ he will give valuable insight into whats going. Bowyer/Fletcher. Makes arrows and crossbow bolts for sale. Sells Disguises
- Sarangel. The horse lord barbarian. https://photos.app.goo.gl/ANt3ksrNZZY5XBpJ9 - Leatherworking, Survival, Own horse, very fast, Knows the Stoney waste, Knows the ways of the Local Barbarians and is a barbarian Noble, Has access to the best horses in the land. For a price!
Former slave pit fighter who escaped the pirate town of Esbresh. - Tracking - expert-, - Stealth -expert-, - Muscle... the great obsidian glass bladed exotic sword he carries speaks enough for this! - Knowledge of the local mangrove swamps.,- Knowledge of Esbrech the Pirate haven., - Leather Worker with tools. - Master-
- Sells Fortune telling. 25gp for a palm to be read. - Sells Poisons - Sells Herbs, Potions, and oddities. - Can Import or craft rare poisons. Starting at 700gp
Chapter 4.
The New Beginning part 2.
Our heroes endured a hectic night following the return from the Fiefdom of Sir Knight Abrel, the Feywild, and Shadowfell. The heavily armed newcomers caused a ruckus about the Defenders Sunset Inn's service that night, upsetting the local patrons and Innkeeper.
Retreating into the barnyard accommodation, our hero's attempt to get a good night's sleep. Amongst the 2 dairy cows, 6 or so Milk laden goats, chickens, and one annoying rooster that awakens every one.... 1 hour before dawn every day...
Upon the call from the Innkeeper Eryen. The morning feast was ready for all. As our hero's sat devouring the sustenance needed for a hearty adventure. The Master scribe Rudyard and Dawnbringer Skylann, priestess of Lathander, entered the Inn.
Both deep in conversation after attending dawn service, from the golden temple of Lathander, held every morn, as the sun rises over the mountains.
Unlike usual, where they both take up their position at the table closest to the door. Where Master Rudyard places his book and unravels his scrolls. Dawnbringer Skyann would normally lay out her healing potions and other gifts from the temple. Both head straight to the table our hero's sit....
"welcome to the new dawn my friends, may Lathander bless you and guide your way"
Speaks
Dawnbringer Skylann (Priestess of Lathander).
Master Rudyard / sniffs at her introduction, rubs his nose
"Ah bonjour, we have urgent business to discuss."
"This morn, we received a message from south of here. In a small settlement of Peat Miners, it is claimed some of their workers have not returned home!"
" however, searchers report from the small settlement, that figures of these lost workers have been seen shuffling in the swamps"
" also, 2 elderly brothers. Who have lived in the swamps for ages, they harvest and supply the local temples and healers with many fungi, herbs, and algae for both magic and healing. They also trap and sell skins, leathers and meat of Lizards, Crocodiles, and Snakes they capture."
" report that the local Crocodiles have become more aggressive, hunting them, unlike them hunting the Crocs, the snakes have become more of a nuisance than they ever had, according to their memory. Plus many other swamp inhabitance seem disturbed.
Our hero's conscripted the Mighty Tabaxi Stray to come to their aid and guide into the swamp. Also, the minor noble known as Backwater, who supplied his Keel Boat to sail into the swamp. After a short ocean voyage hugging the coast, our hero's enter the Mangrove swamps!
Off they went, our bold heroes chose to enter the swamps by the sea!
Sailing south, hugging the coast, the small open, single mast Keetboat of Backwaters speeds its way. Aided by his Storm Sorcery magic, he keeps the sail full, and the boat true in the water.
Rapidly, they approach the mangrove estuary, which yields many overgrown entrances deeper into the mangrove swamp. The large, ghost grey-furred, adorned with feathers of rare tropical birds Tabaxynamed Stray calls.
"Brreeeaaawwwww, that one, sail down there, those 2 crazy old brothers live at the bend of it"
Backwater quickly follows the instructions and steers his boat towards the mangrove creek.
As they enter, a vision of a shimmering fish-like 6 foot figure holding a trident under the water catches our hero's attention. readying for battle, a Merman pops up, recognizing Backwater and his boat.
He informed that he was a scout, tracking a pack of Sea Devils, (Sahuagin) that had been sighted in the area. The hero's and he left peacefully.
However, not far into the shadowy swamp, the barking of a huge Shadow Mastiff filled our hero's ears. On a small patch of land, amongst the mangroves, the beast looked to threaten the small boat and its passengers.
However, Woolie, Priestess of Mystery. Charmed the beast and befriended it.
The small boat now also carried a Shadow Mastiff, along with a petrified giant cat man, whose claws had sunk so deep into the timbers of the boat because of his fear of water. The timbers would now need replacing. No way trying to sand it would fix the damage...
As they approached the small, stilted hovel situated only 5 or 6 feet above the water, an outhouse only maybe 10 feet away behind in the mangroves. The Swamp Brothers!, Arry and Garry, old trappers, fishermen, and hunters reside.
As the hero's approach, the Elven Archer Berothen tried to distract the Shadow Mastiff off the boat. Disaster ensued, the Knight Initiate Venres lost his sword into the waters, and the giant cat man, Stray fell overboard!
Pulling himself out of the stinking, stagnant water, covered in algae. Stray unhappily shakes himself off on the small landing of the Swamp Brothers Hut.
Soon, after some chatter and friendly trade, the now pet Shadow Mastiff was left with the 2 old brothers. So the hero's could continue their adventure.
(Safety, without a Shadow Mastiff that may not be so friendly after an hour?).
Into the swamp by foot, they pushed. Not even out of sight of the Swamp Brothers hut, they feared a massive Crocodile was tracking them.
Avoiding snakes and grub swarms. Berothen's keen senses overheard the sound of battle!. Soon our hero's witnessed a Giant Crocodile facing off a Large pure white Crocodile and 4 Lizardfolk hunters locked in a life and death struggle.
Here the boss fight for the night followed.
A Giant Crocadile with over 80hp. Swallowed whole a lizardfolk hunter.
Marilla the Magnificent, twisted the earth, causing the Giant Croc to fall deeper into the swamp. Massive fire attacks from both her and Woolie severely injured the Huge Crocodile. However, as the Croc flailed in desperation as it sunk deeper into the swamp. Venres the Red delivered a mighty strike from his axe upon the mighty beast's skull. Dealing the killing blow.
Trying to Parley with the Lizardfolk, and trying to harvest the remains of the Giant Croc they butchered. Our Hero's survived the hunt.
Now, however, they have to choose.
The Lizardfolk Shamen (the White Crocodile) invites them to his village. To tell more of the mysteries of the swamps.
Or return with the trophy of the Giant Crocodile to seek fame from the baron of Surbar...
What will our hero's choose?
Stay tuned!
(Arry and Garry are old memorable PC's from 20 years ago, they showed up to a game with the whole "we are the swamp brothers" theme all planned out. A lot of fun)
Stray and Berothan, finished skinning the crocodile expertly. As the Lizardfolk harvests its meat.
The Lizardman (Numeroquattro),
-whose name was revealed later to our hero's-.
The one that was swallowed whole by the Giant Crocodile. Was helped by one of his tribal brothers back to their village. The other 2 Lizardfolk warriors carried sacks full of fresh meat much to the celebration of their families.
White Scale the Lizardfolk Shamen convinced our hero's to follow.
The lizardfolk live more like frog folk. A flotilla of tangled roots that make rafts float across the swamp-like lily pads, each a little fortress with wicker walls facing the water. In the center of the circling lily-pad buildings, is a majestic ancient tree, whitebark and golden leaves, fireflies, and fairies dance about its branches. You don’t see a means of getting aboard any of the constructions besides a perilous climb. The lizardfolk must swim to each raft. However, a tiny rowboat sits on the banks of the Sandy Mangrove Swamp.
That night our hero's dined on Crocodile Sushimi and chatted with the Lizardfolk chief. Translated by White Scale the Shamen.
Here our hero's learned about.. (DC = Difficulty Challenge -1 easy to 20 extremely hard)
Using Charisma-based skills the Heroes learned.
- DC 10 Swamp beasts have become Uncontrollable.Lizardfolk unable to meet the king’s duty. Everyone hard up for food.
- DC 12 Wild Lizardfolk, unhappy. Not enough food. Want War!.
- DC 14 Swamp has become darker, too many Spiders! Close to the Giant’s Skull. Sacred area of Lizardfolk!
- DC 16 Yellow Lizardfolk, some dead have been retrieved, after nasty battles with strange things. Skin yellow, mind gone.
If they rolled higher? was there more? does the DM do homework or just make shit up?
The Lizardman (Numeroquattro), was the fourth egg to hatch in his mother's nest. He was the fourth of his siblings to dive into the swamp, and the fourth of his brothers and sisters to make their first successful hunt.
Once he and his siblings grew, he was the fourth to be initiated as a warrior of the Lizardfolk tribe.
However, no one knows how he got his name or its Origens.....
His Sister, also a warrior in the tribe named (Numerotres) is at a total loss on how he got his name...
-after a night's rest and a feast of delicious sweet Crocodile meat, of the one that had swallowed him. Numeroquattro arose, feeling a bit better than he had the day before. He scratched at some scabs that had formed over the crocodile teeth holes in his skin, as he kicked past the Lizard ladyfolk he had spent the night with and strode out into the sun to warm up!.
Soon he was called by his eldest brother, to swim to the great hall. Numeroquattro followed his brother's instructions and dove into the swamp.
At the great hall, was those warmblooded folk. One big hairy one, he doesn't want to get close to. He tastes the air with his tongue. The sense of glory accented his lips. Numeroquattro knew he would be following the mighty shamen White Scale, and his brothers and sister warriors on a glory-filled quest, probably with lots of food!
Soon they were on their way! the taste of suspense in the air. But to Numeroquattro he was fascinated by these warm-blooded creatures. Ha, he laughed to himself. They don't like water.. hmmf they don't know how to even walk in the swamp properly!. What are those ridiculous pieces of cloth they have all over them?
As Numeroquattro, pondered the mysteries of the universe and if there was any meaning to it all. He suddenly found himself following one of the foolish warmbloods, who tripped in the swamp into a tangle of thorn vines!
Other warmbloods thrashed in the vines, all the time causing them to entangle and constrict about him more. The warmbloods yelling and shouting.. now all the swamp knows where we are!. Then a warmblood tried to set fire to the vine! as he was still stuck in it!
Lizards don't like fire much...
Numeroquattro, felt the thorny vines close about his neck and dig in. His vision became blurred and his tongue could only taste his own blood. Fade to black..
For the second time, in as many days, Numeroquattro awoke. The same youngling warmblood was kneeling over his side. Tending to his wounds and praying to some non Lizardfolk goddess to heal him.
Numeroquattro thought, hmm, is this some sort of non Lizardfolk angel? sent protect me? this is a sign! I will be the greatest Lizardfolk warrior! I am immortal! Soon maybe I will be chief? he dreamed a little more..
But soon, they were on their way. Still feeling stiff and sore Numeroquattro lagged behind. Nearly a day's travel, and no rest. Hunger was starting to take over. Thankfully they arrived at a bend in one of the swampy rivers. Close to their destination. A quick snack of a lazy frog kept the hunger away.
Numeroquattro dove into the river and followed his kin across. However once on the other side, he noticed the strange warmbloods. The clumsy one who caused him to fall into the thorn tangle, walked over the water like it was solid ground. Maybe another more stupid non-lizardfolk angel? he pondered. As he watched the other warmbloods splash about and struggle like pigs that fall into Crocodile ponds.
As they slowly struggled to the banks where the Lizardfolk warriors waited. An oddly pretty-looking, male elf tied a rope about him and pointed towards a warmblood who was sinking in the water. Tasting the panic in the air, Numeroquattro thought maybe this thing wants me to help that wired non-swimming beast in the river?
Numeroquattro dove back into the river easily picked up and brought to the surface a drowning warmblood. The heaviest one of course. Luckily the pretty one helped him pull the sinking one to shore.
Numeroquattro looked about the swamp sadly, once the best hunting grounds years ago. The Swamp Skull and its area were now infested with Spiders. Webs block out the sun, the wildlife now scarce.
Following White Scale and the warmbloods, toward the sacred skull. Numeroquattro knew this was his time! Glory or Death!
Along a small creek on the edge of the Mangrove swamp as it enters deeper into a Jungle swamp. A painted, with natural ochre colors, decorated with abstract patterns is a Storm Giants skull. All about It has become overrun with silken spider webs. The area of the swamp seems to suck in the reflected light, reducing vision.
Twisted amongst the thick weave of spider webs the heroes recognize. The skeletal, or dried out and drained of all fluids. Corpses of fairies and pixies and other tiny fey folks. It seems the spiders have fed on many fey in this area. The Lizardfolk with you seem to cower and shiver with fear. One point towards a half-decayed corpse of a Lizardfolk warrior, partly submerged in the swamp, the rest of his body entangled in the spider webs that surround.
Soon as they get closer, the Heroes and Lizardfolk guides become under attack from swarms of poisonous spiders.
Attacking with torches of fire. Berothan Bowbreaker, misty stepped into the middle of the thickest spiderwebclose to the skull and became entangled. The Lizardfolk and Stray only having slashing or bashing weapons failed to help much. However, after some well-placed spells and flames, soon the swarms were overcome.
However, all the commotion had alerted the others who felt the vibrations in the webs. After Berothan managed set fire to more webs about the Skull. Stomping out angrily was a 5foot high Gnome like creature with a Red coloured hood on his head. Holding a wicked hooked Sickle and an oversize Iron boot on his right foot.
He charged out and soon was battling Stray and the Lizardfolk. However, Ozlicker using his fey presence announced his entrance. Causing the strange Gnome to flee back into the Giants Skull. However during this distraction. A horribly bloated shadow skinned arachnid humanoid? appeared from its hidden postion. Attempting to re-entangle Berothan and managing to bite and poison him.
Heavily injured Berothan Bowbreaker resisted the temptation to destroy another bow. Using his own hands as an arrow delivery system. Thereby making a bow useless! and blaspheming all Elven gods that have, do and will exist in the multiverse. Was saved by the Mighty, (but poor swimmer), Venres the Red. Who pushed back the dark hunchbacked, spider-like creature and shielded his escape.
As Venres shielded Berothan's escape, Stray the tabaxi warrior pounced upon the Spider creature, and with 2 swings of his giant, two-handed Obsidian glass-bladed sword severed it into pieces. As now the battle refocused on the red-capped Gnome reappearing and more Giant Spiders attack from the other side.
The Lizardfolk attack the giant spiders, as the hero's attempt to hurt the angry little man with a big iron boot. Crossbow bolts pierce his body, lodging into his shoulder. However, this enrages him more!.
After reemerging from the Skull, the little angry Gnome kicks a Lizardfolk from behind. Snapping its tail and coccyx bone. The terrifying sound of the Lizardfolks scream echoed through the swamp. Again resisting attackers, the little angry Gnome attacked the now half-conscious Lizardfolk warrior. The sounds of cracking bones and gurgles of blood from the crushing Iron boots devastating stomp will haunt our heroes' dreams for many nights to come.
However, our heroes endured. The remaining Lizardfolk slew the remaining Giant Spiders. The angry Gnome was finally killed. On investigation, they found. Some random Pixie and fairy junk, a bag of Pixie Dust (non-criminal kind), glass vials full of blood, and a strange note.
"Keep the swamp skull locked down, we don't need those Lizardfolk snooping about. Destroy their food and keep them away. Use some of the plants I gave you. I need more fey blood. Send me as much as you have!".
We end this night's tale with, the Hero's camping inside the skull recovering from the intense battle. Remembering to use insect repellent the heroes sleep well. As now a new 2-day backtrack through the dense swamp to the lizardfolk village awaits...
So our heroes are now seeking the lost peat miners, who disappeared deep into the Swamp bog. A bubbling area of rotting waste swept down from the rivers.
It seems as if the Lizardfolk have suffered similar fates. With their own tribes folk telling of stories that match your own.
Now returning to the Lizardfolk village, days after the battle at the Swamps Giant Skull. The heroes exhausted to the point of blackout because of the heat, and pace the Lizardfolk kept up. Finally, get a rest.
Living up to his promise White Scale agrees to meet you at Arry and Gary's hut, then will guide our heroes towards the bog, the fastest way. He will battle beside the heroes because of the service they provided his tribe.
- Destroying the spiderwebs has allowed under the blessing of the Shamen White Scale's ritual, the Lizardfolk males to fertilize the Lizard womenfolk. Promising hatchlings in 3 to 4 months. Now a potential new source of food has been recaptured the tribe needs to expand to become stronger to claim it.-
The tiny wooden ramshackle hut, built on stilts, sits just above the mangroves. A rickety red-painted jetty sticks out its front, covered in fishing nets and cages. A small old rowboat is tied up to its side, as is Backwaters single mast Keelboat. Behind the hut just 10 meters or so into the trees and mangroves is the outhouse. Plus other random rubbish and driftwood the brothers seem to collect.
The two brothers happy to see the hero's try to wave as they attempt to keep a large bounding, yapping, Shadow Mastiff under control. Barry is frantically wagging his stumpy tail, his tongue lolling about drool everywhere as he excitedly recognizes the hero's approach.
Strays hair stands up all along his back as his muscles tense.
After tending to their fishing nets, they pull from the little rowboat. The heroes learn Arry and Garry supplement their income from the fish and skin trade they capture in the swamps with various items, including magical ones, they pull from the bottom of the muddy waters. Some of which are a true wonder..
Invited inside the ramshackle hut, our heroes were not prepared to see what was inside. Firstly, Arry and Garry's appearance changed. Still the same old guys, however clotheschanged into silken white pajamas. Their filthy exterior, hair, and beards now look as if freshly washed like they had just bathed.
Looking about they notice they too now are dressed in silken pajamas, looking and feeling like they had just come out of an expensive bathhouse. White Scale and Stray sparkling clean too.
Inside, is much larger than the hut looked from the swamp. Its clean white walls are adorned with rich tapestries that show the brothers, one with a Bow and harpoons and the other with a Trident in various scenes of glory and battle.
The largest tapestry shows the brothers, a female knight in plate armor with long red hair. A dark-skinned female warrior too swinging duel blades along with another Knight. This male warrior is adorned in Blue and Gold armor. Battling a horned like a goat, black scaled dragon. At the back wall of the feast hall, hangs a huge skull of a dragon similar to the one in the tapestry.
Here they learn the story of the Swamp Brothers helping to slay the old black dragon who had enslaved the inhabitants of this swamp with King Drasna, The Champion Knight Lady Landswith, and now the Kings military General Sinveri Trollkin.
The brothers prepared and presented an amazing array of sea food, roast meats, and vegetables all accompanied with butter and spiced sauces and gravies. A feast fit for royalty and provided shelter for everyone to rest.
The next day, the heroes left the comfort of Arry and Garry's hut, and with White Scale, in his large white crocodile form, towing Backwaters boat through the swamp. Navigating the narrow mangrove creeks, towards the area, he has last seen his missing lizardfolk.
(Here I decided to make Arry and Garrys Hut a "random" magic shop. I remember a character from the Chronicles of Prydain (The Black Cauldron) who would collect everything he needed for himself and his large family from a net in the river his dirt farm was next to. Using his ingenuity to make whatever he needed. So every 10 day the characters if they choose can go visit and see what they pulled up from the swamps. Totally random rolls in the DM's guide).
The waterways expand and split around several small islands. Rounding the corner of one, the heros are confronted by a huge muddy bay fringed by a field of reeds stretching farther than your vantage allows you to see.
This area is where all the plant matter and waste swept down by the rivers that feed into the swamp collect.
The air stinks. Bubbles appear on the surface of the bog, bursting with sickening pops and releasing swamp gas into the air.
The mud is dark, stinking, and grasping, threatening to swallow our heroes' feet as they tread upon it. A foul-smelling mist hangs heavy, obscuring their vision, limiting sight to only a few yards. Shapes move beyond that, flitting away as you approach. The trees groan as the marsh bubbles more violently.
Making their way from the boat, our heroes encounter quicksand! (or quick mud) with Backwater sinking in fast, as Woolie nearly lost one of her boots in the filth. However, Berothan's quick thinking saved Backwater, throwing his rope and hauling him to safety.
Moving further into the reeds, another body of water inhibits their path. Camouflaged as a swamp log, a crocodile slowly blinks its yellowed, reptilian eyes as it gauges the odds of taking on its prey for a roll under the brackish water of its home. As the hero's gaze follows its wake, they hear a splashing into the water from behind them. They had wandered into a Crocodiles pond.
White Scale the Lizardfolk Shamen, in his animal form, clashed with the first Corocadile in an epic struggle of death spins in the center of the pond. The heroes battled the hidden Croc that had encircled and come from behind them.
Quickly defeating the Croc that attacked from behind. Unable to wade deeper into the pond the heroes watched in anticipation as White Scale and the Croc battled. Eventually, White Scale persevered however he had been gravely wounded.
Carefully now traversing the mud and reeds. The heroes managed to sneak up close to their destination. At a bottleneck amongst the dense mangroves, they see a clearing. At its center is a familiar vine, its tendrils fan out about it. Three human-like figures shuffle in the mists that engulf the area, along with 2 lizardfolk-like shadowy forms.
Our heroes set up a plan. Venres the Red, Knight of the Red Falcon. With his shield at the fore stood at the bottleneck amongst the mangroves. Awaiting to signal the others, to spring their trap.
Berothan, Marilla, Woolie, and the rest fell back with missile weapons and spells at the ready.
However, as Venres, struck his shield with the flat of his axe, yelling out a battle cry. Uncoiling from underneath and about him, another monstrosity presented itself, as the figures deeper in the clearing turned and slowly advanced towards him.
The oversized serpent before Venres was so large that its jaws, once unhinged, would allow it to devour a fully-grown humanoid. Its enormous coils possessed sufficient strength to squeeze an ogre to death with little ceremony. Twisting throughout the length of its body were long vines, piercing from the inside of its eye sockets blooming yellow flowers...
Here the epic battle of the night was fought. The zombified rotting giant constrictor snake. The three missing, now zombified peat miners and the missing, now zombified lizardfolk. All being used as puppets by the central vine. As things went the heroes' way, their trap working to advantage after disposing with the snake. Another nightmare arose from beneath the muddy waters.
Slowly standing, dripping with filth. A full eight feet tall at its shoulder, rotted skin, exposed ribs poking out from old wounds that do not bleed, and a dull film covering its lifeless eyes. A truly monstrous sight! The undead guardian of the tree… an Ogre zombie!
After the battle, All about the area, are baskets full of mud sitting in the foul waters. Each with fresh seedlings sprouting from the center. They also notice a number of these baskets have recently been removed. Amongst the area are patches of obviously cultivated herbs and moss that could aid in dark magics.
After collecting what treasures and evidence they could. Our heroes burned what remained including the large Yellow Musk Creeper in the center of the clearing, to the ground. Only ash and smoldering embers were left.
Spending over a full 10 day (week) in the swamps of Ulgarth, the first night’s rest back at the makeshift Inn above the cows, chickens and goats was welcome and fulfilling.
Even the young Innkeeper Eryen’s food though always satisfying tasted better than the heros last remembered.The party awakening to the new day. The sound of the roosters call then Temple bells ring signaling the daily dawn service held by the temple of Lathander, just over the river, past the eastern gatehouse of the walled Port of Surbar.
Knowingly our heros all stir, as, after the hour-long dawn service, both master Rudyard and the temple's priestess Skylann usually head to the inn to start the days business.
The night before, all witnessed the arrival of the ornate plate armor-clad, red-haired, Knight Lady Landswith Meilin atop her mighty Unicorn Stallion. Accompanied by her young 17-year-old squire? Who also rode atop a pure white mythical steed. Her raven black hair covered by the hood of a white traveler’s cloak.
With them, riding her own chestnut charger was the familiar small figure of the lost girl, Lady Lionette. Now dressed in a deep green traveler’s outfit. At her side swing two narrow short swords, as well as the jeweled dagger she retrieved from the Shadowfell. Seemingly performing the duties, a pageboy would do for their knight master. Tending to the steeds, helping unpack saddles and run errands for the Warrioress.
Inside the Inn as with the night before. Regulars such as the grizzled swordsman Farlon, the mysterious and exotic Sharnemeh, the half-elven bard Jinjal and the horse Barbarian Sarangerel are absent.
Apart from the new arrivals from the night before. The only other patron inside the Inn is a ginger cat. Which seems to have taken a liking to Stray, much to his displeasure.
Many years ago, I chose a small, mostly unknown area of Forgotten realms called Ulgarth to run Adventures in for our local wargame/ rpg club.
(Each DM chose a part of the world to run adventures in the club. We used lost portals and gateways of the Realms by Volo? as an explanation of how the adventurers could fast travel. This allowed club members to use the same characters in different games of DnD run in the club).
20 years on.. I finally have a group of people to play with again, plus 20 extra years of thinking about the area I once was in control of.
*eventually I hope to add pictures to help illustrate our hero's adventures, I still need to learn how!*
The Story of Shadows and Glimmer
https://photos.app.goo.gl/W32jz1N5iiTJjuGq9
The map I made 20 years ago. I gathered all the various info on Ulgarth and put it on one map. Sadly the sourcebook "The Shining South" wasn't fact-checked well. Info from various editions of the Shining South and The Forgotten Realms Atlas.
- Ocean navigation, Owns a single-masted Keelboat, Noble, can get places others can’t, Local Knowledge, Carpenter
Hired Muscle if needed, Local knowledge.
A freedom fighter of the Veldorni. He and his fellows seek to battle the monsters who conquered their lands and enslaved most of the population. Experienced in counter-insurgency from the cunning dark armies they lay siege to Ulgarth.
- Forgery, depending on what they want, Jinjal can forge documents. Starting @ 50gp. Can Import rare items, including Magical. Cost plus time x1.5
- Information gathering. Set him on a 10day mission to get info. Cost starts at 50gp. Influence. Give him 3 days to go and change the mind of someone about you. 25gp. Insight into the “incursion” DC 15+ he will give valuable insight into whats going. Bowyer/Fletcher. Makes arrows and crossbow bolts for sale. Sells Disguises
- Leatherworking, Survival, Own horse, very fast, Knows the Stoney waste, Knows the ways of the Local Barbarians and is a
barbarian Noble, Has access to the best horses in the land. For a price!
- Tracking - expert-, - Stealth -expert-, - Muscle... the great obsidian glass bladed exotic sword he carries speaks enough for this!
- Knowledge of the local mangrove swamps.,- Knowledge of Esbrech the Pirate haven., - Leather Worker with tools. - Master-
- Sells Fortune telling. 25gp for a palm to be read.
- Sells Poisons
- Sells Herbs, Potions, and oddities.
- Can Import or craft rare poisons. Starting at 700gp
https://photos.app.goo.gl/gRiPVj9KNcSFWF8y6