Huffel Peaks

This range runs along the western edge of the Flats and the Steplands, connecting with the Whitefang Mountains in the north.

They're not as tall and menacing as the Whitefangs, but they are jagged things of granite and basalt, home to a number of volcanoes, and rich in minerals and ore.

Impressions

Always

  • Slabs of jagged stone: impassive, looming, somehow still surprising
  • Tall thin trees (aspen, pines, firs) in the lower slopes and valleys; windswept junipers higher up
  • The stone-on-stone clink and thunk as rocks tumble down a slope
  • A sense of being surrounded, cut off

Spring

  • Snow clinging to slopes and peaks, slowly melting
  • Pale green on the tips of branches; meadows bursting with wildflowers

Summer

  • Too-bright sky as you step out of the shade
  • Lips cracking in a hot, dry breeze
  • Hot sun beating down on you while, somehow, you're getting rained on

Autumn

  • Slopes and meadows of yellow and gold
  • A bitter chill in the now-damp air
  • Air pressure dropping as a storm rolls in

Winter

  • Black stone peeking out from white
  • Trees drooping under snow
  • A sense of stillness, despite the constant wind

The World's End

Beyond the Huffel Peaks lies a vast expanse of water. But what lies between the mountains and the sea? That's for you and your group to decide, and the answer might vary depending on which direction you go through the mountains. But perhaps one might find...

  • mighty cliffs, pounded by relentless waves;
  • a gentle slope, a bountiful lowland, vast sandy beaches, a mild clime;
  • a chain of islands, some tiny, some quite large;
  • a wine-dark sea, the civilized lands of the south to be found at its farthest shores;
  • deserted ruins of the Tempest Lords, the Forge Lords or both;
  • the Ustrina, in numbers far greater than anyone would suspect;
  • an isolated people, their ancestors a mix of refugees from when the Makers fell;
  • colonies from the civilized lands of the South, eking out a living;
  • some combination of the above; or
  • something else entirely.

Questions

  • Who did you once meet who claimed to have reached the far side of the Huffel Peaks? Do you believe their stories about an endless body of water?
  • What legendary treasure is said to be hidden in those peaks?
  • How long has it been since one of the volcanoes erupted violently? How did it affect Stonetop/Gordin's Delve/the Hillfolk?
  • You don't really think that there are dragons in the Huffel Peaks, do you?

Places

Hooks

  • Prospectors find veins of cinnabar near Gordin's Delve, and set about mining the lucrative, toxic stuff
  • A draventao chases a Hillfolk band from their winter camp in the mountains
  • Scouts and warbands of an unknown people start to appear in the Huffel Peaks
  • A massive volcanic eruption throws ash across the region, causes strange sunsets and weather, spreads panic and superstition, and perhaps sets loose a powerful emanation of the Things Below

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate ().

Terrain
1Lava/hot springs/geysers/mudpots/ fumaroles
2Crater/caldera/lava tubes/volcanic formations
3Stream/river/waterfall/lake/ boggy soil
4Travertines/basalt columns or terraces/fairy chimneys/arches
5-7Sheer rock face/bluff/summit/peak
8-9Steep slope/switchback trails/ ridgeline
10Ravine/canyon/gorge
11Gentle slope/meadow/valley/pass
12Cave, cavern, grotto If you like, roll for size/scope/intensity.

Discoveries

For any of these, pick 1 or have someone roll the Die of Fate.

Discovery
1A change of terrain (previous column) and roll again.
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3An entrance/exit to the Labyrinth
4An encounter (next page)
5A point of interest (next page)
6A natural resource (next page)
Encounter
1Thraulgwyn: come out of the Labyrinth for some reason
2Spirit of the wild: curious or indifferent
3-4Ustrina: travelling, scrounging, on patrol
5Miners/prospectors/loggers, likely based out of Gordin's Delve: wary, on edge
6Hillfolk: herding, hunting, encamped, or on patrol
Point of Interest
1A place corrupted by the Things Below
2A place haunted by death and the undying
3A ruin or artifact of the Stone Lords, maybe claimed by the Barrow Builders
4-5A ruin or artifact of the Forge Lords, perhaps inhabited by Ustrina
6A place sacred to the spirits of the wild
Resource
1Game, but dangerous to hunt, like a cave bear, fire drakes, or goats on an impossible slope
2-3Game, not dangerous but prone to bolt: a goat or deer, quail, rabbits, etc.
4Useful or valuable flora
5A safe place to shelter/a shortcut/ an unexpected path
6A vein of ore/mineral deposit

Dangers

Hazards

  • Getting lost (maze of mountains, canyons, passes, and valleys)
  • Sheer rock face to climb, and a reason to climb it
  • Steep slopes, unstable footing (narrow paths, wet stone, scree, thin waterlogged soil, mud, crumbling rock)
  • Flash flooding in valleys/on slopes
  • An unexpected obstacle/hazard: go forward and risk it, or backtrack and lose half a day?
  • Mudslides and rockslides
  • Altitude sickness, especially near the peaks

Harsh mountain weather

  • Baking sun, dry air, lack of water
  • Fog banks/low clouds, blocking vision and soaking everything
  • Buffeting wind, drowning out voices and keeping you off-balance
  • Powerful gusts, threatening to toss you aside
  • Rain and wind rolling up from below
  • Rain and sleet pelting you, soaking you, threatening to wash you away
  • Thunder or lightning: making you flinch/jerk/jolt, triggering rockslides
  • Brutal cold and ceaseless wind, leading to hypothermia & frostbite
  • Snow and ice burying a pass or trail, making narrow paths impossible
  • Snow and ice building up, forming an avalanche

Volcanic activity

  • Superheated air ( damage) or poisonous vapors ( damage, ignores armor), especially in enclosed spaces
  • Searing hot stones ( damage)
  • Steam vents/geysers ( damage, may be forceful)
  • Scalding hot mud/water ( damage, ignores armor)
  • Lava flows ( damage, grabby, messy, 3 piercing)

Earthquake

  • The ground shakes briefly, alarming but not dangerous
  • Powerful tremors make footing unstable, knock rocks loose, cause animals to panic
  • Tremors persist: people lose their footing, large rocks tumble ( damage, forceful), trails and paths are damaged
  • It's a big one: mudslides and rockslides, avalanches, whole rockfaces come tumbling down

People

Monsters


Caralandrao

Horde, small, stealthy, hoarder

HP 3; Armor 2 (shell)
Damage pincers with disadvantage (hand, grabby)
Special qualities spider-climb, camouflaged shell
Instinct to feed on magic

  • Sense mystic emanations from afar
  • Get close without being noticed
  • Skitter-skatter, dart and weave
  • Make off with something magical
  • Are they crabs? Spiders? Hard to say.

Whatever they are, they've got too many too-long limbs, shells that blend in with the rocky terrain, and an appetite for magical artifacts. They'll drag their prizes back to their nests to feed. They can suck the power right out of minor trinkets, but powerful arcana can feed a small colony indefinitely.

And yet, they keep venturing out to find more.

Fire Drake

Group, aggressive, tough

HP 10; Armor 2 (scales)
Damage bite (hand, grabby)
Special qualities fireproof; caustic, burning blood
Instinct to get riled up easily

  • Sound off in a deep, threatening chorus
  • Blast a jet of burning, caustic blood from its eyes, damage (near, messy, reload, ignores armor), but lose HP
  • Shake and worry and toss aside a foe it has bitten, damage (hand, forceful)

Picture a horned lizard, but big as a large boar and with a mouth full of short jagged teeth. They're often encountered basking near hot springs or mudpots or other geothermal vents, soaking up the heat until they swell and glow like embers. Of course, once they notice you, they stop basking and start attacking.

Something interesting: Fire drake blood is caustic and catches fire when exposed to air; a jar of it deals damage (thrown, area, dangerous, ignores armor, Value 1), but good luck harvesting it.

Something useful: The trick is to tap a vein with a metal tube, and drain the blood directly into a wax-sealed jar. Just… be careful.

Frythanc Fledgling

Group, stealthy

HP 6; Armor 0 (scales)
Damage talons (hand, forceful), beak with disadvantage (hand)
Special qualities exceptional eyesight; terrible hearing
Instinct to eat and grow

  • Cling to rock faces, camouflaged
  • Strafe their prey
  • Knock prey off a ledge

The full-grown frythancs that hunt the Flats are terrors. Their young, thankfully, keep to the mountains. There, they hunt goats and sheep and the occasional unwary traveler. The fledglings aren't nearly as dangerous as their full-grown parents, but still, let's see how you do when birds with 12-foot wingspans try to tear you off some switchback trail.