Jun 18, 2012

Week of Adventure Locations - Finished!

I finally completed my self-imposed task of crafting eight new, and different, adventure locations. One along with each of the eight different River Jarl steading descriptions written during, roughly, the previous week.

The adventure locations could serve anyone with some inspiration for a new adventure, and will likely serve me in the same way in the future.  Form the location, there is enough to generate a map, encounters, rumors, and all of the normal back story that would be necessary for a single evening, or a mini-campaign event.  I would like to generate some of that material here, even if it is still in a generic way (monster and NPC descriptions; maps; sandbox suitable encounter descriptions; etc)

The eight locations, with a brief tagline, are these:

Dungeons of Igo Umblar - Dungeons, in a glacier, of the Astral Navigator that helped the Old Ones depart the valley, long ago.  Described at the end of the write up on the Steading of Icewall.

Village of Adderbak - This village is the home to the Thorny Portal - a permanent portal to the Unseely Realm.  It is defended by an Elfin maiden known as the Princess of Roses.  Described at the end of the write up on the Steading of Seawyrm.

Tower of Ontigar - A gnomish tower, at the center of a destroyed and blasted land known as Scorch, is the home of a mining operation for the rich gems that once littered Scorch.  The tower and its dungeons remain, unplundered.  Described at the end of the write up on the Steading of Bright Iron.

Glade of Time - In the Great Owl Forest, there is a glade, containing a magical clock tower (called the Clock Tower of the Great Druid, but the title's origin is unknown).  The glade itself seems to be a curious point where time does not exist normally, and future and past versions of places, people, and visitors to the glade appear and reappear occasionally during any day.  Described at the end of the write up on the Steading of Hearth Home.

Celerium of Great Truth - An abandoned monastery, that was supposed to be a northern counterpart to the great Archive at Parn Tandalorn.  The monastery was wiped out by raids from nearby marsh trolls, but the secrets of why this site was chosen originally, are buried deep underground in the multi-levle dungeons under the ruins.  Described at the end of the write up on the Steading of Rookroost.

Port City of Ohn Ohnan - This is an (abandoned) port city, built along a tributary to the Greywater River, that flows underground (under the King's Highway).  It was built as a joint venture between the Old Ones and a group of Gnomes, long, long ago.  What originally wiped out this city, and what lives in the ruins now, would have to be answered by an expedition.  Described at the end of the write up on the Steading of Clearwater.


Roaming House of the Elkman King - The great roaming house - essentially a very large, luxurious yurt - that is pulled by a matched team of giant elk.  The tribe moves all around the Fields of Aton, and might be difficult to track down, but should provide some interesting if found.  Described at the end of the write up on the Steading of Mead Hall.

Flooded Tower of Kassar Nabarns - The astronomer-wizard Kassar Nabarns had discovered something interesting, in the stars, concerning the Old Ones and their deities.  Before he could share his knowledge, however, his castle, and the surrounding valley, were flooded in a wizard's duel.  Described at the end of the writeup on the Steading of Northwind.


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