At the widest point of the Lost Mare river, where the Nightwash River joins it, running deep and fast down out of the Destriel Mountains, there is a most curious formation of stoney structures. These are very tall (hundreds of feet) stony pillars, in the middle of the Lost Mare, called the Quills of Barthemius. The Lost Mare is almost a mile wide at this point, and flows much slower than the Nightwash does, when its fast flowing and frigid waters come crashing into the Lost Mare. At the base of Mount Estelle, where the Lost Mare flows out from under the Iore Glacier, there is a valley with numerous hot water springs, that not only feed into the Lost Mare, but have a warming effect on the waters, so that although it flows out of the icy heights of the Destriels, it is quite warm for a northern river.
Where the Lost Mare is met by the Nightwash, along a two mile long stretch, there are numerous of these tall stone pillars. They are often about 400-500 feet tall, and 60 or 70 feet across at the base, narrowing little in their towering heights. The pillars are thick in the river, and are too close together for all but the smallest craft to navigate through them. There are channels to the west and east of the pillars where somewhat larger craft can navigate, but the river grows shallower there, so only barges and low draft longboats are often found here. The space between the pillars is sometimes as narrow as 10 or 12 feet, sometimes as wide as 30 or 40 feet.
The tops of the pillars make for an interesting There is a breed of curious eight legged goats known as Spider Goats that dwell there. [gamer's note, these are not the monstrous fanged blood drinking Spider Goats that are found in the game, "Mutant Future", but they are interesting enough as they are]. The goats were joined, years and years ago, by a band of Satyrs that came over from the realm of Faery, through one of the many portals in the Harp hills. These were led by a Satyr druid named Balthemius. Balthemius and his brethren, taught the spider goats how to use their latent telepathic ability, and awakened an intelligence in them. The descendents of the Satyrs, as well as a number of Fawns, have taken up permanent residence on the plateau of stony islands, along with the spider goats. Northguard rangers that have visited the Satyrs report that their reason for remaining on this side of Faery is by order of King Oberon to keep an eye on the Unseely Court creatures that rise up out of the huge sinkholes to the east, along the southern banks of the Nightwash river. Balthemius himself is still alive, and it is not know just how old he is, or how long he has lived here, but he was not here in the time of the Old Ones. The Quills are named in his honor, and he performs a great number of good deeds (although, being a Satyr, he is also known to be mischievious, or certainly his brethren and their telepathic Spider goat companions, are).
It is supposed, by a large number of druids and naturalists, that whatever it is that has given the spider goats the ability to use telepathy, as well as their intelligence, is similar to the similar abilities found in the Great Horses of the Darkearth Plains.
The great sinkholes on the southern bank of the Nightwash river is where parts of the Nightwash disappear in vast waterfalls, deep into the earth. The region is riddled by layers of underground realms, many with permanent portals to the Unseely Courts. Without the diligence and watchfulness of Barthemius and his satyrs and goat allies, as well as the Great Khan of all the Horses, there would no doubt be more incursions of the darker, evil races into the surface world.
The spider goats are a curious breed, with a number of special abilities, other than their intelligence and telepathy. They have the ability to climb sheer walls, and although the Satyrs have constructed a number of bridges connecting the wider separated Quills, the goats have an incredible leaping ability, able to jump 20 or 30 feet, as an adult. The females have an uncharacteristic development, even for a magical creature. They have spinnerets, and can generate a web (same effects as the spell) that has a range of 40 feet. This web is used only for capturing prey and enemies, and not used for building webs or nests. The thick flocks of nesting black geese provide food for the spider goats, and the breeding cycle of the breed has adapted to this cycle, so that when the black geese come north from the south parts of the Lost Mare river in the early spring to nest and lay eggs in the crags on the sides of the Quills, the goats are also ready with their young, and feed on goose while nursing their young.
Other than in their natural habitat of the Quills, there is a group of Spider Goats that can be encountered abroad. A successful raid by a number of Drow elves (actual Drow, as per the AD&D race, rather than the more typical Dark Elves encountered in the Valley - proper Drow in this setting usually only occur as temporary incursions from the Unseely Realms, but this group has come over permanently, and lives in one of the underground realms in the nearby countryside) captured a number of young spider goats some decades in the past, and have been raising and multiplying them, imprinting their evil alignment and philosophy on them. These are sometimes encountered, with the members of the Aa'Lega Coven of Drow Elves, and others.
Name: Spider Goats (Drow variant)
No. Encountered: 2-12 (with a Drow hunting party, or as part of a Drow lair)
Alignment: Chaotic Evil
Movement: 90' (can jump 30'; can scale sheer surfaces)
Armor Class: 4
Hit Dice: 2
Attacks: 2 Kicks, 1Bite; or 1 charge
Damage: 1d4+1 (kick); 1-4 (bite); 1d6 (charge)
Save: MU2
Morale: 9
Hoard Class:VI (remains on dead victims)
Special: Half of all spider goats encountered can shoot out a web 30', acts as the spell was cast by a 4th level magic user (lasts for 8 turns). On a successful charge attack, victims Man sized or smaller have to make a saving throw vs. paralyzation or be knocked down. Against a knocked down opponent, a spider goat that makes a successful Bite attack, will remain attached to their victim, doing 1d6 damage automatically every round, until the spider goat is slain. The Drow version of the Spider Goat has also been trained to use a psychic shriek attack, based on their telepathy. This causes all characters below 3rd level (or creatures below 3HD) that are within 80' of a spider goat to make a save vs. magic each round that they want to act. Spell casters within 80' of a spider goat are particularly vulnerable to the psychic shriek. They may not employ any spells that requires a Verbal component.
Showing posts with label Lost Mare River. Show all posts
Showing posts with label Lost Mare River. Show all posts
Apr 19, 2013
Apr 27, 2012
Darkearth Plains Map
First map of the Darkearth Plains. This is lifted from the most detailed overall valley map (done in autorealm). I am also thinking of doing a version of this in hexographer, and they populating it as a sort of sandbox area, just for giggles.
Not all of the sites mentioned in the previous writeup (which was an intro sketch to the area, just collating what I already knew about it, and had captured elsewhere), but it is a good start - more coming.
Not all of the sites mentioned in the previous writeup (which was an intro sketch to the area, just collating what I already knew about it, and had captured elsewhere), but it is a good start - more coming.
Regions of the Valley (3) - Darkearth Plains
The Darkearth Plains is a region in the northern part of the valley, slightly west of the central point. It is bordered on the north, by the Destriel Mountains, and along the southern edge by the Great River. The western boundary for the region is the Lost Mare river, and along the east edge the boundary is the Greywater River. The other major waterways in the region are the Nightwash River, and the Terrapin River.
The region takes its name from the rich, dark black soil that is common throughout the region, with the exception of two areas - the Great Owl Forest (the ground of which is covered by thick, thick layers of decaying leaves, over a more generally sandy loam undersurface), and the Aghanz Hills, which feature a dry dusty and sandy soil, very rocky.
I am working up maps now, using Hexographer, and Autorealm, and should release some very soon.
The peoples of Darkearth include three cities of Westron humans (Khomaes, Werms and Huygen). There are, in addition, a number of tribes of Storm King barbarians in the region, especially in the north east, up along the very broad Greywater River, and in and around the Riven Moor, on both sides of the Terrapin River.
There are several portals that frequently appear to the Seely Court in the Great Owl Forest, and also in the Harp Woods. This means that Wood Elves, as well as other Faery races, are not uncommon.
The Aghanz Hills are home to both the Star Tower (seat of power and learning for the Silver order of druids), as well as the gnome stronghold at Flintgate. These areas are both well patrolled and guarded by their own interests, but much of the rest of the Aghanz remains rough, open, hilly and rocky country. There is a presence, of a curious group of tribes of large, primitive men that do not have a spoken language, and do not work with or use metal of any sort. They are called, simply, the hillmen by the druids of Star Tower, and the shagmen by the gnomes of Flintgate. It is reported that they are vicious cannibals.
Dwarves have some strongholds throughout the Destriel mountains. In some of the deeper delvings and cave systems, there are permanent portals to the Unseely Realms (mostly goblins and their related filth, as usual).
Roaming the region to the west, near the Lost Mare River, are the intelligent horses of the Great Herd. A single herd in name only, roaming groups of these very large, very intelligent horses do all seem to answer to the leadership of the Great Khan of All Horses.
Splitting the region, from west to east, is the King's Highway, as always providing a huge barrier between the north and south part of the Darkearth Plains. The Lost Mare river flows under the highway, in a broad and fabulous lock system, built by the Old Ones, and lined in marble. That part of the highway is patrolled by, and made safe by, companies of spearmen from Khomaes. Further east, however, especially as the highway draws near to the Great Owl Forest, the area just north of the highway is known as the Horned Run. It is home to tribes of broo, known as the Horned Ones. Wicked, unsociable creatures, they have a heartless and sadistic culture, and seek to prey on all who wander into the region.
The point where the Nightwash River leaves the Destriel Mountains, down into the plains (just west of the Aghanz Hills), there is a cliffwall at the edge of the mountains, the Nightwash forming a mighty waterfall (Nightwash Falls). Along that cliff edge, a curious and very valuable marble-like stone is found, called Amberstone. A group of human and dwarven miners operate a mining operation here, cutting out huge blocks of Amberstone. It is then floated south to various trading concerns south of the King's Highway, by air travel. The air travel is accomplished by having a curious breed of giant snail that lives on the cliff face near the Nightwash Falls. Called the great blue skysnail, this creature has a shell with magical (levitating) properties. The miners have methods of luring the snails to cover a block of amberstone, and a "blockrider" will ride the floating block of stone south, towards the various destinations.
Where the Nightwash (a broad and fast flowing river) finally reaches the Lost Mare River (in the middle of the grazing lands of the Great Herd), there are vast openings into the earth, along the edge of the Nightwash. Splinter flows of the vast river flow down into those openings, and form free-fall waterfalls down into the underearth. Deep, deep below the water falls into the vast underearth sea that is home to the Dark Elf buccaneer kingdoms. The openings are watched after by warrior horses of the Great Khan.
Along the southern end of the Lost Mare River, as it broadens to eventually join the Great River, it opens up into a flooded basin, known as the Arriott Bottom swamp. Curious tribes of lizard men, and other related saurial races, are found here.
Apr 20, 2012
Return to the Valley
So, my PhD is finished. I will soon be a Doctor. (I wonder if that means I get a Gallifreyan accent, and a second heart?) In addition to finishing my education, a lot of changes happened over the year since I signed off (last March). I was on track to finish my PhD in the autumn semester of 2011, when I found out that my old job at the research center was being de-funded. So I had to spend much of the fall months looking for a new job (and also going through a bit of depression...) needless to say, I wasn't focusing on my PhD. Luckily, however, I got a new (great) job, and I finished up in the spring semester. Glad to be done!
I can, now with a clear conscience, return to working on the Valley in my spare time.
My plans for the next few months will be in completing and collating the various regional descriptions, along with the descriptions of the professions (class descriptions), religion, and races. Putting this all into a combined gazetteer (or player's handbook), and producing it as a PDF here on the website.
Step one will be in completing the regional descriptions of the regions of the valley. The first two already have some introductory material, but maps and keyed descriptions are also necessary.
Moving from west to east, north of the Great River, the next region will be the Darkearth Plains, named for the curiously dark, nearly black soil common to the area between the Lost Mare and Greywater rivers. While not as big as some of the other regions, there is a lot going on here, so it should be an interesting writeup. Have I mentioned the intelligent horses? How about the horned ones?
Located in Darkearth, of course, is the Hermitage of the Beast-Duke. The adventure, Horror at the Hermitage is already underway, and might be released here on the blog, as well. I hope to run it at a convention later on this year.
I can, now with a clear conscience, return to working on the Valley in my spare time.
My plans for the next few months will be in completing and collating the various regional descriptions, along with the descriptions of the professions (class descriptions), religion, and races. Putting this all into a combined gazetteer (or player's handbook), and producing it as a PDF here on the website.
Step one will be in completing the regional descriptions of the regions of the valley. The first two already have some introductory material, but maps and keyed descriptions are also necessary.
Moving from west to east, north of the Great River, the next region will be the Darkearth Plains, named for the curiously dark, nearly black soil common to the area between the Lost Mare and Greywater rivers. While not as big as some of the other regions, there is a lot going on here, so it should be an interesting writeup. Have I mentioned the intelligent horses? How about the horned ones?
Located in Darkearth, of course, is the Hermitage of the Beast-Duke. The adventure, Horror at the Hermitage is already underway, and might be released here on the blog, as well. I hope to run it at a convention later on this year.
Jan 22, 2011
Regions of the Valley (2) - Enchanted Forests
This is the second northern region, covering the area from the Durwash River to the Lost Mare. It stretches north to the Destriel Mountains, and on the south it is bounded by the Great River. The King's Highway traverses the region from west to east, and provides a strong barrier to north/south travel.
Within the region is the entrance to the legendary Groben Caves. The icy upper levels of the Groben are home to any number of terrifying hairy beasts, as well as small groups of human primitives named the Oordut people. Shaman-Chiefs of the Oordut are known to ride the giant cave bears that haunt the region, and the savage women of the tribes often hunt the elusive cave wumpus. These mysterious caverns are vast, and stretch for miles and miles. They have deep levels that go down to the warring domains of the Gray Dwarven Kingdom of Deep Delving and the vast Black Goblin Empire.
The region takes its name from the three large forests in the area, the Black Fern Forest, the Woodrose Forest, and the Garrant Woods. Both the Black Fern and the Woodrose are home to many elves and other faery, and are also the site of several portals to the Seely Realms. The Garrant Woods are home to Highbark Much, a grove containing an ancient Druidic stone circle, now the meeting grounds for a band of Green Druids. Constructed near the site is also a shrine to Corrise. There are several small towns of woodland Gnomes. All of these things combined would be enough to scare off the average human peasant or villager who might think of penetrating these enchanted woods for wood gathering or charcoal burning, however the inhabitant that really keeps them away is the elder Green Dragon named Itre Khuulor (so called by the Wood Elves; none know the Dragon's true name).
In addition to the Caves and the Forests, the other major feature of the region is the Barony of Ockham. Currently the barony is occupied by Annalandra Sternhite. The Sternhites have ruled Ockham for the past 8 generations, having taken over the post by right of conquest (Baron Routhar preceded Mandar Sternhite, but Mandar killed the crazed wizard-baron when he attempted to kill all of the women in the barony). Annalandra is the second consecutive woman to be Baroness of Ockham, her mother Annalark preceded her.
Ockham is known for some rather spectacular sites. First, of course, is the home of illusionist magic, the "School for Mastery of the Illusionary Arts", a shape changing castle that floats in mid air above the Eyning Pool. Second is the "Bardic School of the Arts" in mysterious Larkstone Castle.
Within the region is the entrance to the legendary Groben Caves. The icy upper levels of the Groben are home to any number of terrifying hairy beasts, as well as small groups of human primitives named the Oordut people. Shaman-Chiefs of the Oordut are known to ride the giant cave bears that haunt the region, and the savage women of the tribes often hunt the elusive cave wumpus. These mysterious caverns are vast, and stretch for miles and miles. They have deep levels that go down to the warring domains of the Gray Dwarven Kingdom of Deep Delving and the vast Black Goblin Empire.
The region takes its name from the three large forests in the area, the Black Fern Forest, the Woodrose Forest, and the Garrant Woods. Both the Black Fern and the Woodrose are home to many elves and other faery, and are also the site of several portals to the Seely Realms. The Garrant Woods are home to Highbark Much, a grove containing an ancient Druidic stone circle, now the meeting grounds for a band of Green Druids. Constructed near the site is also a shrine to Corrise. There are several small towns of woodland Gnomes. All of these things combined would be enough to scare off the average human peasant or villager who might think of penetrating these enchanted woods for wood gathering or charcoal burning, however the inhabitant that really keeps them away is the elder Green Dragon named Itre Khuulor (so called by the Wood Elves; none know the Dragon's true name).
In addition to the Caves and the Forests, the other major feature of the region is the Barony of Ockham. Currently the barony is occupied by Annalandra Sternhite. The Sternhites have ruled Ockham for the past 8 generations, having taken over the post by right of conquest (Baron Routhar preceded Mandar Sternhite, but Mandar killed the crazed wizard-baron when he attempted to kill all of the women in the barony). Annalandra is the second consecutive woman to be Baroness of Ockham, her mother Annalark preceded her.
Ockham is known for some rather spectacular sites. First, of course, is the home of illusionist magic, the "School for Mastery of the Illusionary Arts", a shape changing castle that floats in mid air above the Eyning Pool. Second is the "Bardic School of the Arts" in mysterious Larkstone Castle.
Dec 5, 2010
Week of Encounters Day 7: The Staff of St. Varina
[This is the last of the Valley of the Old Ones Week of Encounter Seven encounter challenge. It took me a bit longer than a week to complete (almost two) because of holiday travel, work and school and family. However, It think this rounds out things nicely, with a small after-adventure mini dungeon that can lead to big things. A great way to introduce the next leg in a campaign, sandbox or otherwise. Thanks for reading. For giggles, I am planning on going back and adding illustrations to all the encounters. I plan to use them in an upcoming campaign.]
This adventure takes place in the Enchanted Forest region, on the western shores of the Lost Mare river.
The player characters (in the area west of Lost Mare river) are on the road to a local town tavern, for some much needed rest after an adventure, when they are approached by a young acolyte of St. Varina. This young girl is in training to become a Priestess of the order, she explains, but was recently out tracking the source of some complaints made by the lord of a local manor. His manor is at the edge of some very marshy wetlands (Arriot Bottom), which is perfect for him because he has many peasants working Arriot vines for their berries (he makes a sort of wine out of it, and sells it for a handsome profit).
Lately, one after another, a number of harvesting parties who have gone out into the swampy waters to harvest the berries have gone missing. The few survivors have complained about lizard men. The young acolyte decided to travel out on her own to protect the serfs, but she secreted away the relic from her order's abbey.
The staff of St. Varina is a marvelous magical item, imbued with fantastic effects of channeling St. Varina's blessing on a spell caster of the order, in addition to granting several combat bonuses (it gives +2AC, +1damage vs. evil creatures, and will grant one additional spell per day of levels 1, 2 and 3 when the spell caster is capable of casting spells of that level). More important than its abilities is the value of the staff as an artifact and as a token of pride for the local Abbot and his following.
To shorten things up, it turns out that the young priest DID encounter a raiding band of Lizardmen (she remembers the exact location, and can lead the characters there if they desire), and in the attack she was knocked out and the staff was stolen.
If the players decide to investigate, they too will be attacked by a band of marauding Lizard Men.
Lizard Man of Arriot Bottom
Num Appearing: 2-16
Alignment: Chaotic evil
Movement: 60'
Armor Class: 5
Hit Dice: 2d (10 h.p.)
Attacks: 1 (weapon)
Damage: As weapon (plus 1)
Save: F2
Morale: 9
Special: Can swim 120' also these Lizard Men differ from normals in that they are small, fast and quite intelligent. They receive a -2 initiative modifier.
The lizard men will attack the group for a while (roll for their numbers, but as a minimum there should be at least 1 per party member), but if they start to lose, they will withdraw back towards their lair.
The lair is actually a dungeon underneath one of the large tree islands in the marsh. There is a large opening under one of the larger swamp trees, and it leads down to a series of rooms full of lizard men (as the DM sees fit). As mentioned these lizard men are quite ingenious and clever compared to most of their sort. The tunnels and chambers would be full of not only a handful in each chamber of weapon wielding lizard men (by the way, this clan favors a sort of battle axe, but some use a broad sword, and a few carry shields that improves their AC by one), but often with traps and sometimes with "pets" such as giant swamp lizards or worse.
Giant Swamp Lizard
Num Appearing: 1-4 (or trained as riding or attack animals)
Alignment: Chaotic evil
Movement: 90'
Armor Class: 4
Hit Dice: 4d (20 h.p.)
Attacks: 1 vicious bite (plus infectious drool)
Damage: 2-12
Save: F4
Morale: 9
Special: Infectious drool can corrupt and infect a victims bloodstream. If a successful attack is made for the first time against a victim, then that victim must make a saving through vs. paralysis to see if it is susceptible to the infectious drool. If the save is failed, then the victim will fall over, stiff and paralyzed for 1d4 rounds. Note that if the victim lands in water (the swamp lizard is often around water), it will start drowning. A "wild" swamp lizard will then begin to start eating the victim (chewing for an additional 2-12 points of damage a round). A "trained" swamp lizard will move to another victim. They are really quite stupid, and can often be duped with large amounts of carrion.
Finally, the last room in the lizard man lair is reached, and it is guarded by a lizard man chieftain (4hd) with a two handed sword and a breastplate giving him AC 3. This room is quite a change from the rest of the lair - it still has the horrible lizard smell of the rest of the lair, but the floor here is metal grating. Underneath, the huge sound of a rushing waterfall can be heard. The metal grating is completely overgrown with very slimy wet moss and algae, making it quite slippery. Each round, a combatant with shoes on will have to make a dexterity check or fall down.
The chieftain is not alone. He has a trained swamp lizard in this large room with him, as well as 6 lizard man body guards (with shields, broadswords, and also throwing darts). Finally, the room is a very tall chamber, and the chieftain keeps his 3 hunting pterodactyls in here with him. The 'dactyls are fearsome as well as unusual (especially since they swoop out of the 40' high ceiling, with almost complete surprise the first round). This particular species can give an ear splitting war cry 1x per three rounds. Every mammal within 40' must make a save vs. being stunned, or be stunned for one round.
Shrieking Pterodactyl
Num Appearing: 2d4 (as a trained hunting flock)
Alignment: neutral
Movement: Fly 180'
Armor Class: 6
Hit Dice: 1d (5 h.p.)
Attacks: 1 bite
Damage: 1d3+1
Save: F1
Morale: 7
Special: Ear splitting shried - 1x per three rounds. All mammals within 40' must save vs. stun or be stunned for 1 round.
If the lizard man chieftain is defeated (along with his bodyguards and his pet pterodactyls) then the loot behind his throne area can be searched.
Loot of the Lizard Man Chieftain
The staff of St. Varina is indeed there, and it is unharmed.
There is also a stash of 1000 gp in a sealed clay jar. If the seal is broken, a 20' cloud of gas erupts that (unless a save vs. poison is made) will subtract 1d6 dexterity points for 1d4 weeks. The victim is also prone to the occasional shakes.
Finally, there is a very special magical spear. It is a +1/+1 spear but it also has the ability to detect elves (of any sort, good or evil) within 40 feet.
As the players are examining the loot, the spear begins glowing a sickly purple.
Suddenly a group of dark elves come up a path in the cliff wall deep below the stone grating floor, and they spring an ambush by suddenly crashing open the floor - crashing all within down into the waterfall. All must make a dexterity check (-2 to dex for this one) although characters who are good swimmers or divers can add +2 instead of subtracting -2. If the save is made the character pulls to shore at the top of the waterfall (near where the dark elves are standing), else they plummet to the bottom of the waterfall is - some 30' below where the dark elves are. There is a narrow goat path from the bottom up to the top.
Dark Elf Raiding Party
Num Appearing: 2-8
Alignment: Chaotic evil
Movement: 120'
Armor Class: 4
Hit Dice: 1d+1 (6 h.p.)
Attacks: 1 (weapon)
Damage: As weapon (plus 1)
Save: MU2
Morale: 9
Special: These dark elves are quite exceptional. In addition to have a giant lizard for every two dark elves (same stats as the ones listed above with the lizard men), these are a long range patrol of warriors, and as such they each have a pouch of specially prepared healing mushrooms, 1 dose per dark elf, which for any elf or half elf acts as a potion of healing. For weapons they carry long swords and also hunting crossbows (fire 1/turn) that do 1d4+1. The bolts of the hunting crossbows have corrosive acid tips, and unless a save vs. poison is made, the victim will take 1d3 points of damage per crossbow strike for each turn, total of 2 turns after the initial shot. These elves carry flasks of oil and will gleefully use them in combat, however one must pause to light a small bunch of tinder with a flint and steel before they can ignite the oil.
(fantastic dark elf and lizard beast drawing from http://fantasyartfolio.blogspot.com/2009/02/how-to-draw-manticore.html)
The dark elves have come up the path, leading from an opening to a vast underground network of tunnels eventually leading to a dark elf city. The group encountered is somewhat weak, being solely fighters with no spell casting ability amongst them, however future encounters will likely check to see if combat is likely before sending out a band of simple warriors without a magic user or shaman.
It should be pointed out that the entire area - the cliff top, the goat path, and the cliff bottom is covered in the same slimy stuff as the grating above was covered in.
If the players choose to search under the waterfall, there is a chamber there full of loot - the DM should prepare rewards (or roll randomly) as he/she desires.
This adventure takes place in the Enchanted Forest region, on the western shores of the Lost Mare river.
The player characters (in the area west of Lost Mare river) are on the road to a local town tavern, for some much needed rest after an adventure, when they are approached by a young acolyte of St. Varina. This young girl is in training to become a Priestess of the order, she explains, but was recently out tracking the source of some complaints made by the lord of a local manor. His manor is at the edge of some very marshy wetlands (Arriot Bottom), which is perfect for him because he has many peasants working Arriot vines for their berries (he makes a sort of wine out of it, and sells it for a handsome profit).
The staff of St. Varina is a marvelous magical item, imbued with fantastic effects of channeling St. Varina's blessing on a spell caster of the order, in addition to granting several combat bonuses (it gives +2AC, +1damage vs. evil creatures, and will grant one additional spell per day of levels 1, 2 and 3 when the spell caster is capable of casting spells of that level). More important than its abilities is the value of the staff as an artifact and as a token of pride for the local Abbot and his following.
To shorten things up, it turns out that the young priest DID encounter a raiding band of Lizardmen (she remembers the exact location, and can lead the characters there if they desire), and in the attack she was knocked out and the staff was stolen.
If the players decide to investigate, they too will be attacked by a band of marauding Lizard Men.
Lizard Man of Arriot BottomNum Appearing: 2-16
Alignment: Chaotic evil
Movement: 60'
Armor Class: 5
Hit Dice: 2d (10 h.p.)
Attacks: 1 (weapon)
Damage: As weapon (plus 1)
Save: F2
Morale: 9
Special: Can swim 120' also these Lizard Men differ from normals in that they are small, fast and quite intelligent. They receive a -2 initiative modifier.
The lizard men will attack the group for a while (roll for their numbers, but as a minimum there should be at least 1 per party member), but if they start to lose, they will withdraw back towards their lair.
The lair is actually a dungeon underneath one of the large tree islands in the marsh. There is a large opening under one of the larger swamp trees, and it leads down to a series of rooms full of lizard men (as the DM sees fit). As mentioned these lizard men are quite ingenious and clever compared to most of their sort. The tunnels and chambers would be full of not only a handful in each chamber of weapon wielding lizard men (by the way, this clan favors a sort of battle axe, but some use a broad sword, and a few carry shields that improves their AC by one), but often with traps and sometimes with "pets" such as giant swamp lizards or worse.
Giant Swamp LizardNum Appearing: 1-4 (or trained as riding or attack animals)
Alignment: Chaotic evil
Movement: 90'
Armor Class: 4
Hit Dice: 4d (20 h.p.)
Attacks: 1 vicious bite (plus infectious drool)
Damage: 2-12
Save: F4
Morale: 9
Special: Infectious drool can corrupt and infect a victims bloodstream. If a successful attack is made for the first time against a victim, then that victim must make a saving through vs. paralysis to see if it is susceptible to the infectious drool. If the save is failed, then the victim will fall over, stiff and paralyzed for 1d4 rounds. Note that if the victim lands in water (the swamp lizard is often around water), it will start drowning. A "wild" swamp lizard will then begin to start eating the victim (chewing for an additional 2-12 points of damage a round). A "trained" swamp lizard will move to another victim. They are really quite stupid, and can often be duped with large amounts of carrion.
Finally, the last room in the lizard man lair is reached, and it is guarded by a lizard man chieftain (4hd) with a two handed sword and a breastplate giving him AC 3. This room is quite a change from the rest of the lair - it still has the horrible lizard smell of the rest of the lair, but the floor here is metal grating. Underneath, the huge sound of a rushing waterfall can be heard. The metal grating is completely overgrown with very slimy wet moss and algae, making it quite slippery. Each round, a combatant with shoes on will have to make a dexterity check or fall down.
The chieftain is not alone. He has a trained swamp lizard in this large room with him, as well as 6 lizard man body guards (with shields, broadswords, and also throwing darts). Finally, the room is a very tall chamber, and the chieftain keeps his 3 hunting pterodactyls in here with him. The 'dactyls are fearsome as well as unusual (especially since they swoop out of the 40' high ceiling, with almost complete surprise the first round). This particular species can give an ear splitting war cry 1x per three rounds. Every mammal within 40' must make a save vs. being stunned, or be stunned for one round.
Shrieking Pterodactyl
Num Appearing: 2d4 (as a trained hunting flock)
Alignment: neutral
Movement: Fly 180'
Armor Class: 6
Hit Dice: 1d (5 h.p.)
Attacks: 1 bite
Damage: 1d3+1
Save: F1
Morale: 7
Special: Ear splitting shried - 1x per three rounds. All mammals within 40' must save vs. stun or be stunned for 1 round.
If the lizard man chieftain is defeated (along with his bodyguards and his pet pterodactyls) then the loot behind his throne area can be searched.
Loot of the Lizard Man Chieftain
The staff of St. Varina is indeed there, and it is unharmed.
There is also a stash of 1000 gp in a sealed clay jar. If the seal is broken, a 20' cloud of gas erupts that (unless a save vs. poison is made) will subtract 1d6 dexterity points for 1d4 weeks. The victim is also prone to the occasional shakes.
Finally, there is a very special magical spear. It is a +1/+1 spear but it also has the ability to detect elves (of any sort, good or evil) within 40 feet.
As the players are examining the loot, the spear begins glowing a sickly purple.
Suddenly a group of dark elves come up a path in the cliff wall deep below the stone grating floor, and they spring an ambush by suddenly crashing open the floor - crashing all within down into the waterfall. All must make a dexterity check (-2 to dex for this one) although characters who are good swimmers or divers can add +2 instead of subtracting -2. If the save is made the character pulls to shore at the top of the waterfall (near where the dark elves are standing), else they plummet to the bottom of the waterfall is - some 30' below where the dark elves are. There is a narrow goat path from the bottom up to the top.
Dark Elf Raiding PartyNum Appearing: 2-8
Alignment: Chaotic evil
Movement: 120'
Armor Class: 4
Hit Dice: 1d+1 (6 h.p.)
Attacks: 1 (weapon)
Damage: As weapon (plus 1)
Save: MU2
Morale: 9
Special: These dark elves are quite exceptional. In addition to have a giant lizard for every two dark elves (same stats as the ones listed above with the lizard men), these are a long range patrol of warriors, and as such they each have a pouch of specially prepared healing mushrooms, 1 dose per dark elf, which for any elf or half elf acts as a potion of healing. For weapons they carry long swords and also hunting crossbows (fire 1/turn) that do 1d4+1. The bolts of the hunting crossbows have corrosive acid tips, and unless a save vs. poison is made, the victim will take 1d3 points of damage per crossbow strike for each turn, total of 2 turns after the initial shot. These elves carry flasks of oil and will gleefully use them in combat, however one must pause to light a small bunch of tinder with a flint and steel before they can ignite the oil.
(fantastic dark elf and lizard beast drawing from http://fantasyartfolio.blogspot.com/2009/02/how-to-draw-manticore.html)
The dark elves have come up the path, leading from an opening to a vast underground network of tunnels eventually leading to a dark elf city. The group encountered is somewhat weak, being solely fighters with no spell casting ability amongst them, however future encounters will likely check to see if combat is likely before sending out a band of simple warriors without a magic user or shaman.
It should be pointed out that the entire area - the cliff top, the goat path, and the cliff bottom is covered in the same slimy stuff as the grating above was covered in.
If the players choose to search under the waterfall, there is a chamber there full of loot - the DM should prepare rewards (or roll randomly) as he/she desires.
Nov 20, 2010
The Nine Rivers
Within the Valley, which is some 3200 miles long from east to west, the most common way to distinguish regions is to consider the segments that are roughly split up by the Nine rivers that flow into the Great River. These divide the Valley up into eleven different regions.
The northern regions, west to east, are
The southern regions, from west to east are:
Four of these rivers flow from the Destriel mountains in the north, and each of them passes underneath the King's Highway. Five of the rivers flow from the Holabria mountains in the south. All nine empty their contents into the Great River, which continues to flow from the east to the west.
Listing the rivers, in order, from west to east we see that we have:
The northern regions, west to east, are
- The Shattered Plains
- The Enchanted Forests
- The Darkearth Plains
- The Sildur Reaches
- The Suuviz Region
The southern regions, from west to east are:
- The region of Gateway
- The region of Bartaloo
- The Rising Land
- The Wychwood region
- The Nightside region
- The Shale March
Four of these rivers flow from the Destriel mountains in the north, and each of them passes underneath the King's Highway. Five of the rivers flow from the Holabria mountains in the south. All nine empty their contents into the Great River, which continues to flow from the east to the west.
Listing the rivers, in order, from west to east we see that we have:
- Durwash River - which flows out of the Destriel Mountains, near the famous Groben Cave sites, down past one of the Altars of the Old Ones (the great stone amphitheater, near the King's Highway), flowing south into the Great River. While the Durwash southwest from the Groben sites, there is a tributary that joins it from the north west, called the Stormwash. The region to the west of the Durwash is the Shattered Plains, and the region to the east is the Enchanted Forests.
- Pellet Water Run - This swift flowing body of water begins in the Holabria Mountains, with the glacial lake Sunshield as its point of origin. It flows down, through the Burning hills, and finally north between the Falcon Woods and the Deeper Forest. The region to the west of the Pellet Water Run is the Gateway region, and to the east is the Bartaloo Region.
- The Two-Moon river is an amazing body of water. First there is the magical property that the third moon of the world never reflects on the water, only the first and second moons (which is where the name comes from). Second, the headwaters of the Two-Moon are high in the Holabria Mountains, and they are in fact a waterfall descending from a cloudy realm high over the Fircarran Peaks. The waterfall splashes down and forms a lake called the Skybowl, and then begins the long journey down out of the mountains, north towards the Jazzan and into the Great River. The Two-Moon river is joined also by the Tandalorn River, which originates to the east of the Skybowl, as a series of springs. The site of the Tandalorn Springs is where the Parn Tandalorn Monastary is located. To the west of the Two-Moon river is the Bartaloo Region, and to the right is the Rising Land.
- The Lost Mare River is the next of the Nine. It flows, at first mad and fast, south out of the Destriel Mountains towards Sorrad Forest, and then turning east, begins to lose a lot of its speed and anger, making its way lazily towards the King's Highway, and then on to the Great River. Once it turns east away from the Sorrad Forest, one of the reasons for the great slowdown of the Lost Mare is because a lot of the river is diverted underground, feeding the mighty Underdark Sea, which is home to the Dark Elves and their so-called "buccaneer kingdoms". The Lost Mare is also joined by the Night Wash, a mountain stream fed tributary river. The Lost Mare river divides the Enchanted Forests region to the west from the Darkearth Plains region to the east.
- The Fernrush River is next. It empties out of Ancalhenn Lake, which is fed itself by four mountain rivers coming out of the Holabrian Mountains. Several ruined Old One sites are along the Fernrush River, which for some forgotten reason was a focal point of Old One trade activity. The Fernrush River divides the Rising Land to the west from the region of Wychwood to the east.
- The Greywater flows south out of the Destriel Mountains, joined by the Terrapin River. There is a lot of river traffic along the Greywater from the many different Storm King tribes in the northern Shadow Woods. Many different Storm King Jarls have holdings along the Greywater river. The Greywater serves to divide the Darkearth Plains to the west from the Sildur Reaches to the east.
- The Tiazarr River is next. Its source is in the south, in the Caves of Night. The Tiazarr is joined by the Ceduria River, flowing out of Ceduria Lake, which is also home to Panakus River, one of the four feeding Ancalhenn Lake. The Tiazarr River divides the Wychwood region to the west, from the Nightside region to the east.
- The Fa'Ars River flows past the great city of Narn, as it makes its way south from the Destriel mountains to feed the Great River. The Fa'Ars has its source high in the Destriels, at a series of connected lakes known as the Tears of Heaven. The region is widely avoided, as Giant country. The Fa'Ars River divides the Sildur Reaches to the west of the river, from the Suuviz region to the east of the river.
- The Moa Thola is the last of the Nine. It is a river that comes out of the Shale hills. It is home to a large amount of Sun King tribal traffic. The river itself is joined by the Errando River originating not too far from the Caves of Night. Perhaps there is a connection to the Tiazarr River. The Moa Thola river divides the Nightside region, to the west, from the Shale March region to the east.
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| Valley of the Old Ones - updated with Nine Rivers information - click for more detail |
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