Puddlejump
LocationMucklands Sandbox Campaign Setting · p.172
Open source p.172A treacherous area of muckpools and quicksand. Recently, the Big Fame Hunters and Puddlejumpers have made it a tad safer, by clearing out beasts and installing walkways and foot bridges. But traversing this boggy maze still requires a hop, skip, and a jump. So instead of using Realms for Travel Checks in Puddlejump, PCs must use Athletics.
modifiers
- Travel Checks
- Wandering Intruder Chance
wandering intruders
##### puddlejump
- 1. Leechlings
- 2. Slurpworms
- 3. Sinkworms
- 4. Wisp
- 5. River Goblin
- 6. Gelpie
what's there
THE CURSED PUDDLES
Hexes 27.24, 28.23. Said to house the souls of drowned folk led astray by WISPS. Legend has it that if one falls into a puddle, they transmogrify into someone who drowned in the pool.
- Nimbleness Check to cross the Cursed Puddles. On a 5-, the PC falls into a puddle and is CURSED, transmogrifying into a randomly rolled NPC (see Random NPC table in Core Rulebook). Whenever they are doused in cold water they turn into the NPC. Conversely, when doused in hot water they turn back to their true self.
QUICK'S END
Hexes 28.24, 28.25, 29.25. A terrible place where the ground buries unwary travelers alive. Signs placed by Puddlejumpers warn folks to stay out, but most of the signs eventually get sucked under by the quicksand. The only reason anyone intentionally ventures into Quick's End is to search for the lost treasure of unfortunate wayfarers. Legends say the area is filled with lost items of power. But the deadly sand isn't the only thing to worry about: LEECHLINGS, SLURPWORMS, SINKWORMS, and BANDY CLAMS writhe below the earth waiting to feed.
- The Quicksand: For each Hex traveled in Quick's End, make a Wilderness Check. On a 5-, the PC is ENGULFED. If a PC is Defeated in the quicksand, all their non-Magic equipment is lost.
quests
QUICK'S HOARD
A boggle Puddlejumper named Zandal Urbin believes there's truth to the old tale of Sir Quick. Legend has it that the zone is named after a knight named Sir Quick who chased an evil DRAKE into the sinking sands. Just before he went under, Sir Quick fired his bow, piercing the heart of the drake. The two were engulfed by the quicksand for all time, along with Sir Quick's Magic bow and armor. Armed with a metal detector, Zandal is about to test out her new sputter-stilts that would help her traverse the quicksand and find the treasure. Unfortunately, she lacks the leg strength, and her fellow Puddlejumpers backed out. Perhaps you could do it?
- Sir Quick's bow and armor are buried at the bottom of the quicksand. They are impossible to find without special diving equipment or the help of the local GELPIE (L5-B), Matlo who takes interest in the PCs.
- Heartpiercer Bow: Attack and Dread against Flying Adversaries. Once every Combat, if the target is a DRAKE, automatically score a Critical Hit.
- Stone Coat: Heavy Armor, 3 Block, -1 Defense.
- Matlo, however, has no intention of truly helping the PCs. He plans to gift a CURSED Magic item, and should a PC accept, they are compelled to be Matlo's friend, never desiring to leave Quick's End.
- Matlo has tricked several travelers over the years to be his “friend,” but unfortunately they always end up SLURPWORM food.
- There's a 2-in chance Putrifex the black DRAKE patrols the area (p165).