← Search

Camp Mudbank

Location

Mucklands Sandbox Campaign Setting · p.149

Open source p.149

Camp Mudbank Hex 25.21. A lawless, scalawag trading camp where ORCHES live side-by-side with goblins, boggarts, boggles, and wugs. Mudbank is known for its boxing rings, gambling houses, and beast fighting pits run by DWEORGS, all packed onto a small piece of land at the center of a muddy lake that's only accessible by canoe. The hoots, hollers, and boisterous scoundrel laughter can be heard for over a mile, and any folk that want to avoid trouble know to stay good and clear from the rabble of

locations
  • The Double Down Den (p150)
  • The Mudbank Thunder Ring (p151)
  • The Beast Pit (p152)
  • The Dealers' Camp (p152)
what's going on
  • Boss Junch is recruiting an army of brutes to take down his enemies, including the Bogril Bulwarks at Bogwatch. Junch is particularly interested in the powerful, brutal ORCHES.
  • There's unrest amongst the orches of Camp Mudbank, who are perhaps wising up to the tricky, cheating ways of Muckland bandits.
  • The DWEORG beast pits are running low on fantastical creatures to spar with one another. ORCHES, hungry for conflict, are getting restless without their favorite entertainment.
sights and sounds

1. A kid, hardly older than 10, suggests newcomers should join the Juncher Gang, but is shooed away by a bogril bulwark.
2. A pair of sweaty boggarts dig out a wagon, half buried in mud.
3. A goblin cook tosses a potato at a vulture skulking over a fresh hunk of GATOR meat.
4. Two tattooed boggarts roll dice and curse as a large wug looms over them both to ensure losers pay up.
5. A fancy dressed swordsman twirls their mustache and chuckles as another MERCENARY slips and muddies their lavish cape.
6. A Felmog Outrider seemingly nods in agreement with an exasperated bulwark, pointing at a wagon with an iron cage filled with grumbling ruffians.

rumors
  • Urga Molchock is kidnapping Camp Mudbank newcomers and forcing them to fight in the beast pits to entertain Tall Orch and the other ORCHES for profit.
  • Tall Orch has a price on her head, placed by Big Orch of Orch Sty who will suffer no rivals.
  • Boss Junch has a hidden treasure buried in the cellar of the Double Down Den.
outbound rumors
  • The finest beasts for trade in all of the Mucklands are in Yrr'ghgrg.

the double down den

A huge, twenty-four hour gambling pavilion built from lumber and tanned hide. At night, firefly lanterns give the smoky venue a warm glow, as dozens and dozens of rapscallions wager, win, and lose their fortunes. Popular

TALL ORCH

The tallest ORCH in Mudbank with all the little ORCHES to do her bidding. Known as a savvy gambler and tough fighter, Tall Orch is much wiser and cool- headed than the average ORCH.

  • Traits: Calm, calculating, pompous attitude.
  • Motivation: Bide her time for the right moment to seize control of Orch Sty.

BOSS JUNCH

Leader of the Juncher Gang, and a scheming brute, desperate to keep his power in Camp Mudbank.

  • Traits: Brutish, double-crossing, would steal from his mother.
  • Motivation: Form an alliance with Tall Orch to attack the Bogril Bulwarks and the Big Orch in Orch Sty.

HADA THE KNIGHT

An injured Knight-Errant that's seen her share of travel, reflected in her worn armor and battered gear. She's been holed up in the Den for a week, nursing her wounds and gambling. Secretly, she's an Order of the Ember knight, building up a sum of money to buy a new mount as she heals.

  • Traits: Steely, skeptica of others, burdened but hopeful.
  • Motivation: Recover the Relic taken by Mithra the SORCERER.
quests

JUNCH'S ALLIANCE

Boss Junch is eager to cement an official alliance with the ORCHES at Camp Mudbank. With all the constant infighting and brawls in town, it's a wonder anything gets done. Help convince Tall Orch that it's in everyone's best interest for the ORCHES to ally with the Juncher Gang and he'll pay you Gold Coins.

  • Boss Junch doesn't let on that his true reasons for an alliance are to crush his enemies, like the Bogril Bulwarks, Big Orch, and the Tricky Toe Gang.

NO MORE BIG ORCH

Tall Orch wants revenge after Big Orch chased her out of Orch Sty when she attempted a coup. Ever since, she's bided her time in Camp Mudbank, but yearns to rule her homelands. Besides, Big Orch is much too ruthless and Orchmire deserves an even-handed leader. Scout Orch Sty's (p180) defenses and make a plan for attack. Tall Orch will be indebted to you if it works.

games include Rascal Rummy, Huzzah, and Twelve Sider. This is where the de facto leaders of the camp, Boss Junch and Tall Orch, conduct their business, making shady deals in the dark corners of the den.

THE QUIET KNIGHT

Hada is a tough nut to crack. She keeps to herself and gambles all day. The only thing she's revealed to anyone is that she's saving for a new horse and new gear. As you're watching her from afar, a small bird flies right up to her and seems to whisper something into ear. Strange indeed! Hada gathers her things and struggles to walk on her injured leg.

  • The bird is a SPARROW-SPRITE who's just informed Hada that Mithra, a SORCERER of the Broken Circle, has just exited the Quagmash and is headed north to the Stone in the Used T'Be Forest (p354).
  • Even though she's in no shape to travel, Hada is intent on tracking down Mithra and retrieving the Relic. If the PCs ask after where she's going with such an obvious injury, she relays the import of the situation. Mithra must be stopped or else the Gloom King's agents will gain more power.

the mudbank thunder ring

An elevated platform where prizefighters, brawlers, and toughs battle for supremacy. The Thunder Ring gained its name from the thunderous beat and crack that the wooden ring makes as combatants duke it out.

The prizefighting rules are simple: a fighter owns the

JEEN OAKENLUM

The ring announcer known for his silky smooth voice. Oakenlum was once a prizefighter but found more success amping up the crowd rather than pummeling opponents.

  • Traits: Sleazy, chummy, big dreamer.
  • Motivation: Start a Thunder Ring league throughout the Mucklands.

BODWIN BOULDERHOOT

The reigning champion of the Thunder Ring free-for-all, Boulderhoot is an intimidating brute of a bugbear. His signature move is to swing his opponents in circles before launching them off the platform. Then, he flexes his pec muscles to whooping cheers from the crowd.

  • Traits: Boastful, enjoys the limelight, cracks his knuckles constantly.
  • Motivation: Hold onto his championship title for as long as possible.
quests

HERE COMES A NEW CHALLENGER

After throwing another hapless opponent from the Thunder Ring, Bodwin Boulderfist challenges a random PC from the crowd.

  • Should the PC accept, they are thrust into a no hold‑barred, martial match in front of a ravenous crowd. If they refuse, they are met with a chorus of boos and practically everyone at Camp Mudbank doesn't respect any of the PCs.
  • Bodwin (WARRIOR L5-C, but possesses RIVER GOBLIN Abilities instead) can attempt to spin and fling an ENTANGLED target (Might Check to resist).
  • The winner becomes the champion, and can be challenged by onlookers.
  • HEROIC TITLE ACHIEVEMENT: Beat 3 opponents in the Thunder Ring.
  • Thunder Ring Heavyweight Champion•. Gain Might or Intimidate. ring as champion until they are beaten by a challenger. Fighters are defeated if they surrender, are incapacitated, killed, or they are thrown from the ring to the ground below. Disputes between BANDITS in camp are settled in the ring, often in a duel to the death.

THE PROMO KING

Jeen Oakenlum wants to bring Thunder Ring fighting to Fleabag County. There's money to be made and fame to be had for new fighters throughout the area. Go scout out a venue and a couple fighters to kick things off with a bang. Jeen will pay 2 pouches of Gold Coins if you come through.

  • The Amphibiatheatre is an ideal spot to host Thunder Ring and proprietor Donathan Dandoonie will agree to add it to the theater's line up if PCs do Donathan a favor (p73).
  • Other possible locales: the Fleabag County Fairgrounds or Beezelburf.
  • Once the venue and fighters are secured, Jeen says he doesn't have the money yet. But he travels to the location to start promoting, and asks the PCs for help.
  • The High Magistrate Orvul Kreech and his Copperhats threaten to shut down the “barbaric” event. Really, they want a hefty cut. Jeen tells the PCs that unfortunately a hefty cut would take money out of their pockets.

the beast pit

Even more popular than the Thunder Ring is the Beast Pit, a circular arena pit where campers gamble on brutal fights between critters and creatures—most often caught and tamed by DWEORG beastmasters who win prize money for their beast's victories. Every so often, an unfortunate BANDIT or two will be thrown into the pit

URGA MOLCHOCK

A DWEORG beast tamer who runs the Beast Pit, she buys all manner of beasts from trappers to make them fight for entertainment. Urga has made a small fortune, but lately beasts have been harder to come by, and she is starting to get creative with what (or who) fights in the pits.

  • Traits: Bitter, amoral, anything for coin.
  • Motivation: Make the Camp Mudbank crowds go wild.
quests

THE BURDENS OF BEASTS

A DWEORG approaches and informs you that their boss, Urga Molchock, would like to have a word. Your reputation precedes you and Urga thinks you'd be perfect for a particular job.

  • In reality, Urga just wants to capture wayfarers and throw them into the Beast Pit for entertainment.
  • When Urga speaks to the PCs, she does so over a meal.

the dealers' camp

Devoted to tents and tents of vendors selling gear (often illicit), Materials, and food. While the selection is nowhere near as robust as say, Beezelburf, it's the best place to buy on the frontier.

vendors

CRAM HOOPER'S PETS AND FEED

A spacey wug selling great pets and decent feed.

  • Bat: An ordinary MUCKLAND BAT that Cram suggests tastes just as good as it looks, but is also very affectionate. Once per session, the bat can catch a meal's worth of insects. Gold •.
  • Moonrat: A hairless moonrat that Cram also suggests tastes just as good as it looks. The rat is unaffectionate, emotionally needy and codependent. Sleeps all day and can squeeze through any crack. Also the rat's name is Kenny and isn't for sale anymore probably. Gold •.
  • Blinking Cave-Incher: Kept in a jar with rocks. Trained to not bite hands, but everything else is fair game. Doesn't respond to the name Blinky, or any name for that matter. Gold •. for some extra entertainment. Connected to the arena are stone dungeon cells that wrap around the entire perimeter. At any one time, the dungeons are likely to hold a menagerie of beasts, like CHIMERA, GATORS, HIPPOGRUFFS, LEECHLINGS, and MANTICORES. Anyone who eats the food is drugged and knocked UNCONSCIOUS. Urga tries to convince anyone not unconscious to fight in the Pit in exchange for what the PCs desire (or for their friend's well being as hostages).
  • They wake up or are taken to a holding cell, just before being forced to fight a chimera as gladiators.
  • The CHIMERA (L3-C) is chained by the foot and may respond well to being freed (depending on which head gets its way).
  • Pretty Good Feed: Feed your pet, mount, or critter companion. This is all natural grain and grants to Checks related to the animal for the day. Copper •.
  • Adventurer Feed: Normal Rations. Gain Temporary Courage. Copper •.

GRIT & GEAR

The goblin Fork Hoolihan sells gear bundles for Copper

  • to folks with real gumption. Silver • to folks without gumption.
  • Mining Kit: Pickaxe, shovel, lantern, hard hat.
  • Logging Kit: Saw, 50' rope, whistle, hard hat.
  • Panning Kit: Pan, sieve, magnifying glass, hard hat.
  • Hard Hat Kit: 4 hardhats and a free pack of SPL YumGum.

TIFF'S TINKER TOOLS

Tiff is a welkin tinker and absolutely not selling illicit THIEVES tools for Silver •.

  • Clock Picks: Clearly for picking clocks and clock related things.
  • Throw Bar: Clearly a bar for throwing and not for breaking into doors or windows.
  • Sleepy Time Knock-Out Juice: Clearly for when you really need a good night's sleep.