Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Apr 20, 2013

Current (1534 WM) Regents of the Westron Baronies

In the current era of the Valley (year 1534 since the Westerner Migrations first began out of the Olmart Empire, so it is marked 1534WM), each of the various Baronies is ruled over by a regent of some sort.  Most of these are Barons, at least in the nomenclature of the Kingdom of Ymnaris.  The Kingdom was first established, in the year 26 when the First City was settled (now often called Hogle).  The capitol of the Kingdom moved progressively eastward with successive generations and waves of migration.  Each of the four fiefdoms that originally housed a capitol city of Ymnaris is entitled to the title Duke for their ruler, however they are still commonly referred to as Baronies.  Up until the Neill family assumed the throne of the Kingdom of Ymnaris, several generations back. the ruler of the kingdom was referred to as the Archduke, however with the growing separation from the Olmart Empire, this title was dropped, and the title of King (or Queen) has been in use now, by the Neills at least, for the past 352 years (since year 1182).

Rulers of the Westron Baronies
Hogle - Duke Keevar Silverhand (m, age 54), settled year 26. Capitol of Kingdom of Ymnaris from the year 26 until 165.
Macester - Baron Tyremius Ap Troft of Trofthall (m, age 162), settled year 82.
Ockham - Baron Guiscar the Enlightened (m, age 47), settled year 107.
Scallen - Duchess Safeeny Everlight (f, age 53), settled year 163. Capitol of Kingdom of Ymnaris from 165 until 341.
Kof Karn - Baroness Talena Ap Ironheart (f, age 31), settled year 219.
Khomaes - Baron Aldra Ap Iaggio of Erthos (m, age 59), settled year 231.  The city itself is ruled by a Proctor.
Henn - Baroness Lendara Astern (f, age 32), settled year 285.
Pellorix - Duke Falden the Just (m, age 51), settled year 341. Capitol of Kingdom of Ymnaris from 341 until 642.
Werms - Baron Kilgar Ap Huim, Ne Etro (m, age 45), settled year 352. The city itself is ruled by a Magistrate, typically a magic user (currently, a mysterious hooded person titled the Wizard of Werms).
Huygen - Baroness G'Melan Luce Ap Viellot (f, age 33), settld year 394.
Gorrem - Baroness Catherine Ap Terrasund of Tatelis, also called The Second (f, age 49), settled year 462.
Na Kram - Baron Farris Quar Nev of Borleos (m, age 73), settled year 558.
Lynch - Duchess Tindra Ap Logis of Oakforge (f, age 40), settled year 642. Capitol of Kingdom of Ymnaris from 642 until 1021.
Botts - Baron Pesar Ap Gansford of Tuldis (m, age 51), settled year 728
Ungams - Baron Virondis Pulchky (m, age 59) , settled year 902.
City of Narn - King (Archduke) Alasdair IV (m, age 37), settled year 914. Capitol of Kingdom of Ymnaris since 1021.
Devrie - Baron Huntain Dorren of Ymnar Hall, also called The Miner (m, age 51), settled year 1022.
Futtonol - Baron Rolan Ap Kopf of Kopfheim, settled year 1099.
Kennidor - Baron Hugh Voxely, of Lakecastle (m, age 39), settled year 1186.

A curious  event occurred just over four hundred years ago.  The gathering of Barons in the year 1015 had agreed that a new capitol for the Kingdom was needed, as the Tower-Keep of Oakforge (in the Barony of Lynch at the City of Fire) was under constant threat at the time by an army of chaos creatures out of the western Nel Nod forest.  The new location was to be the new settlement forming between the Erando and Moa Thola rivers, which would become the City of Shale, and capitol of the Barony of Devrie.  However, at the last, just before the Malachite Throne was to be transferred to the new site in 1021, a group of northern Barons made the case for transferring it to the city of Narn instead.  Narn was previously not considered, because it was built on the site of a long dead city, taking advantage of the ruins that were there already when the Westroners came in 914, however it was thought to be a safer location, than another capitol in the wild south, where the Sun King Barbarians still threatened all of the settlements and cities.

The new location, at Narn, satisfied most, except for the southern Barons from Gorrem, Lynch, and Ungams, who have referred to Narn as the Shadow Capitol, and refer to Devrie as the Chosen Capitol.  These tensions have spread to understandings and relations among the various eastern Baronies, but nothing has come to open war.  With the passage of three centuries, the original animosity that accompanied the founding of Devrie, and the change of the Capitol from Devrie to Narn, has been mostly forgotten, but the establishment of alliances (however tenuous the reasoning) between the different groups of Baronies, has proven a strong motivation for mutual support, and trade, ever since.

Apr 13, 2013

The Legend of Longlance Karew

This is one of many legendary stories about the paladin of Scallen, Longlance Karew, and his sidekick the fighter/rogue known simply as The Bluejay.  It is an old tale, as most legends are, taking place deep in the south of the Rising Land region, and concerning the founding of the barony of Kof Karn.

Approximately two centuries following the first migrations of Westroners out of the Olmert Empire and into the Valley, a pilgrimage led by the mystic (Efeck the Jade, formerly of the Azure Court) made it's way far to the south, where the winds howl north out of the Holabria Mountains, into the neck of land between the Two Moons river and the Tandalorn River.  There is a rift there, which became known as The Cradle, and it was there that Efeck the Jade told his followers that the stars had decreed they should settle.

The problem with the location, although this did not seem to trouble either the stars nor Efeck the Jade, was that the area was overrun by a tribe of Sun King barbarians.  This particular tribe was under control of a vile creature of chaos, The Walking Man, and his vile army of followers.  The Walking Man himself was a giant of a man, with six fingers on each hand, and instead of a head, featured a bright red octopus instead.  When he spoke, it was the sound of a dead body being dragged through gravel.  When he went into battle, it was a blur of deadly steel, as he wielded two great curved khopesh blades in his human hands, and another eight axes with his eight tentacles.  As horrible as the Walking Man himself was (and still is, he is still alive, even though it has been 1300 years since this story) his army of Sun King worshipers was even more horrible.  In addition to the usual mobs of flesh-reavers (the near-animal crazed worshippers of the Sun King, who would move around in frenzied mobs, looking for humans - and demi-humans such as elves and dwarves - to tear into pieces, and then consume), the army of the Walking Man also included dozens and dozens of the headless, as well as Nyagam Worm-Smokers, Illithids, and a whole menagerie of nightmare chaos creatures.

In the face of this wretched army that followed the Walking Man, and inhabited The Cradle, the mystic Efeck the Jade had convinced his followers (who were unused to such horrors, back in the civilized lands of the Olmert Empire) that this was where the stars had decreed that they should settle and make a new life.  It was the recipe for disaster.


Illithids in the service of the Walking Man
In the year 214, after the beginning of the Migrations, the followers of Efeck the Jade were following his advice, and the advice of the leader of the main body of Pilgrims - Kof Karn - in building shelf farms (as they would become to be called), on the terraces of the side of the Cradle.  Down in the heart of the cradle, the site that would eventually become the "City in the Cradle" (later renamed Kof Karn in honor of the "first pilgrim" as he is remembered) was being surveyed, but it would be five years still before it would be settled.

With the first shelf farms being constructed, terraces were marked off, crops were planted, and the business of settling the thousands of settlers was well under way.  When the army of The Walking Man descended on the hapless pilgrims.  A sort of a defense was put up, with Kof Karn forming a make-shift militia, and several of the pilgrims having had experience as men-at-arms while back in Olmert, however it had been years now since they left, and these were few were old and tired.  Efeck the Jade, and his acolytes, were trained as warrior monks, and they helped to stiffen the defenses, but it wasn't enough.  The raids became a disaster, and all looked lost, as farm after farm fell to the raiding cannibals, their sorcerer-masters, and horrid monsters of chaos.

Then, out of the north, came help unsought for, and unexpected.  A column of crusading wing-knights, from the City of Birds (Scallen), came riding down into the Cradle, having crossed the Two-Moons River the night before, and riding steadily to the aid of the Westroner pilgrims.  The column of wing-knights was magnificent - the wind blowing through the wings and bells at the backs of the knights; the men at arms all bedecked in the silks and colors of the knights they served, and the bards of Scallen playing the mighty warpipes! The column was led by a paladin lord named Longlance Karew, from the City of Birds, and he had intelligences of the onslaught planned by the Walking Man.

The knights put the flesh-reavers to flight, and pursued them as far as their mighty warhorses would permit, attempting to kill as many of the abominations as possible.  The men-at-arms defended the farms and pilgrims, and the paladins with Longlance Karew pursued the Nyagam Worm-Smokers, who were shifting reality as they fled, and also the Illithids, and the monsters of chaos.  Longlance Karew, and his companion the Bluejay (a dextrous swordsman, who was rescued from a life of crime as a rogue by Longlance), pursued the Walking Man himself.  Long they rode in pursuit of this terrible evil, south, and further south, into the Holabrian mountains.  Pursuit through the mountains continued, even while the noble horses of Longlance and the Bluejay perished (legendary animals known as Black Dragon, and Trotter), they continued in pursuit, far south, untill they reached the Fircarran Peaks, and the lake at the source of the Two-Moons River.  Here, the Walking Man descended deep into the earth, into the ancient Old One dungeons of Spirran Deep.  Relying on the might of Longlance's magic sword Virtuos, and the marvelous magical flute of the Bluejay known simply as the Feather Flute, they were able to bring down part of the mountain on the entrance to Spirran Deep, trapping the Walking Man underground.  As far as the Archivists at Parn Tandalorn are concerned, that is where he remains until this day.

The tradition of the Wing-knights fighting against the Sun King barbarians in the south was not just a one time event, under the leadership of Longlance Karew.  Following this crusade, a number of knights out of Scallen, and some of the other Baronies, formed a loose association known as the Sunguard.  As it grew over the years, it became less a military order of knights, and more of an information and intelligence sharing association of Rangers.






Apr 10, 2013

Flooded Keep of the Astromancer - Week of Adventures Location 8

This location was originally written up as part of the River Jarl steading in the Sildur Reaches, along the western shore of the Greywater, south near the Great River. The name of the steading is Northwind. The name of this location is the Flooded Keep of the Astromancer. It was location 8 (bonus location) in the Week of Adventure Locations.

Adventure Location: Southeast of the Northwind Steading, along the road to Na Kram, there is a vale next to the road that was once the home to a small castle, early Westroner construction, that housed a wizard who was very much interested in the goings on of the stars, the moons, and the other interesting bodies in the night sky.  It is said he was called Kassar Nabarns, but usually is referred to as the Astromancer.  At one point he made a lot of pronouncements concerning the deities of the Old Ones, and even sent off for some of the Archivists of Parn Tandalorn to come and visit and review his knowledge that he was amassing.  Before that occurred, however, he was visited by an angry wizard - some say a necromancer - who led an army of dead warriors.  There was, of course, a wizard's duel between the two, and their followers and guards.  Something happened to the astronomer, and his whole home, vale and all, were subjected to a deluge of waters.
Remaining castle tower of Kassar Nabarns, the astronomer
 Only the topmost tower of castle remains above water, but it is widely rumored that the whole area (lake, tower, vale) are haunted by a number of beings.  Depending on which alehouse you frequent, these beings vary from ghosts of the slain, to lake devils summoned to protect the tower and its contents.  The Archivists of Parn Tandalorn never did arrive (they heard about the duel before traveling this far north), but who knows what knowledge or magic the astronomer was able to amass in his castle?  All before being beaten by the necromancer. [This is location 8 in the finally finished Week of Adventure Locations].

City of Ohn Ohnan - Week of Adventures Location 6

This adventure location was first described in the write up on the River Jarl Steading of Clearwater.  Clearwater Steading is built right next to the mound of the King's Highway, at the point where the Greywater River passes through a long tunnel to go under the Highway.  At the mid point of this tiled tunnel, there is a side passage . . .

This was part of the Week of Adventure Locations, and it was Location number 6.  It is located along the Greywater River between the Darkearth Plains and the Sildur Reaches.

Adventure Location: As the Greywater flows under the King's Highway, it goes through an impressive tunnel, burrowed out and lined with very thick slate tiles throughout it's massive arch.  The interior height of the arch is nearly 160 feet, higher in some spots (the top surface of the King's Highway, in this area, stands some 300 feet up over the plains around it).  The river banks go right up against the tiled walls of the tunnel.  About half way through, on the western wall, there is a large opening that goes back into the mound of the King's Highway.

Side passage from the Greywater River
The opening is covered over by a massive bronze portcullis that is chained to stone pillars coming out from the tunnel walls on either side.  The opening is easily wide enough and tall enough for a vessel of a modest size to enter.  This sideflow of the river goes on for almost two miles, deep under the King's Highway.

The tiled ceiling and tunnel sides give away to rough rock, and eventually to stalactites.  Among them lurk all manor of subterranean hunters and predators.  Huge, aggressive, and hungry blind fish (of monstrous sizes, some 20 or 30 feet long) live in the almost always black river.  But, if this route is traversed, the explorer/adventurers will be rewarded with the river disappearing under a stone wall, with only inches of clearance. At this point, however, there is a stone jetty, with paths and stairways down deep into the earth, and eventually ending up at a ruined, and abandoned subterranean city.  The city is in a vast, huge, cavern (several miles across), with strange trees and plants growing in the subterranean light that is cast off the monstrous stalactites inside the cavern.

Underground City of Ohn Ohnan
 Legendarily known as the city of Ohn Ohnan, it is rumored to have once been a joint city of Mika-Born and the Old Ones, but it was destroyed by a crazed cult of madmen lead by an EHP of the Lord of Fire.  The ghosts of the Lord of Fire worshippers are rumored to haunt the ruins.  What else lives there now, is for the adventurers to discover. [This is location 6 in the Week of Adventure Locations]

Celerium of Great Truth - Week of Adventures Location 5

This adventure location, is in the Darkearth Plains region.  It was originally posted as part of the article on the River Jarl Steading of Rookroost.  There, it was a part of the Week of Adventures, location number 5.

Adventure Location:  Just west of Rookroost, halfway to the edge of the Great Owl Forest, there stands an empty monastery.  It was once built by traveling priests of the order of Brother Ian, to stand as a northern library of knowledge and information (it was to rival the great southern archivist site of Parn Tandalorn, but of course that never happened), to be called the Celerium of Great Truth.  The monks and nuns that settled there, following the heirarchy of priests leading the site, helped to work the land, and prepare an impressive structure.  All was going well, in the early days of the site.
Inside of the Grand Dome of the Celerium
 And then, one winter, there was a horrible raid by Marsh Trolls from up along terrapin.  It was never expected that these terrors would raid this far south, or the monks and nuns would have appealed to the Church bureaucracy for armed protection.  Well, the monastery was wiped out.  It stands, abandoned, now with the exception of some occasional beast men from the Great Owl Forest.  Rumors abound, however, that the reason the original site was chosen was because the original Priests understood there to be a repository of magic, or knowledge, or healing, or something (the tales differ) deep underground, and the Monastery is built over that site.  It certainly would be a site worthy of investigation by adventurers. [This is location 5 in the Week of Adventure Locations].

The Glade of Time - Week of Adventures Location 4

This area is located in the Darkearth Plains region, to the west of the Greywater River.  This information was originally posted, as part of the Week of Adventure Locations.The original was posted along with the description of the River Jarl steading of Hearth Home.  The Glade itself is to the west of Hearth Home, past the Ice Lake, and inside the borders of the Great Owl Forest.

Adventure Location: At a point north of the tower of Belue Gorm, just inside the Great Owl Forest, there is a glade of great repute.  It is difficult to find, more so since it relies on magic to keep itself hidden, but if one can locate it, at the center of the glade stands a singular tree, known as the Clock of the Great Druid.  It has been surmised that this tree, and it's peculiar magical properties, are due to magical machinations of the Master of the Silver Order of Druids, located not far away (in the Darkearth Plains) at the Star Tower in the southern reaches of the Aghanz Hills.  The Master of the Silver Order, however, has denied any participation in the construction of the Clock, and further maintains that the Masters and Mistresses preceding him had nothing to do with it either.  Still, the name Clock of the Great Druid remains.

Clock of the Great Druid - in the glade of time
Within the glade, time does not function in the normal predictable way.  It does not even function in any of the known magical ways that those learned in such things could predict or name.  It has the effect of opening up vistas and portals into the distant past, the far future, and everything in between.  Nor does it seem to be limited to the current location of the Glade.  Some anti-spherist astronomers claim that this gives support to their claim that the Valley, and all its inhabitants, are somehow moving through an etheric substance, so that the location of the Glade may change, but somehow the coordinates of the magical time portal do not.  This is rejected by most scholars, however.

The glade is a place where a band of adventurers can go to encounter all manner of unpredictable encounters, from all worlds and all times.  It is not uncommon, as is reported by the few who return, that both past and future versions of a visitor to the glade could be encountered.

One of the curious effects of the effects within the glade, is that it makes communication with certain elder beings, and their servants, possible.  As there is no way to control this, it seems unlikely that this was a desired effect, especially given the wholly damning and destructive nature of encounters with some of those beings, however it has been reported (or at least rumored).  It is possible, however, due to this characteristic of the glade, that the Clock was the construct of the Old Ones, maybe even Ba'a Zarn the builder.  [This is location 4 in the Week of Adventure Locations.]

Princess of Roses - Week of Adventures Location 2

The village of Aderback is nearby the River Jarl Steading of Seawyrm. It is located near the Greywater River, in the region of the Sildur Reaches.  Seawyrm is on the Eastern side of the Greywater River.


Adventure Location: Several days northeast of Seawyrm, towards the southernmost fingers of stony ridges coming down out of the Destriel Mountains, there is a curious village.  It is a village made of stone buildings, and surrounded by a stout palisade, to aid in warding off the Sword People who venture that way.  The village's name is Aderbak, and it is known to be the home of both the Princess of Roses, and the thorny portal.

The Princess of Roses is a fey princess, who has sworn to live in this realm, who as been blessed by her father (an Elven sorcerer from the Seely Court) to serve as a natural ward against incursions from the Unseely Realm.  She resides in Aderbak, because a peculiar connection to the Unseely Realm is there.

The thorny portal is stony rift in the ground, surrounded by guarded walls and overseen by towers manned by the Aderbak town guard, and occasionally by wandering Paladins from the Westroner cities (most commonly Knights of the Hearth, and Knights of the White Lady).  It is a permanent portal to a dark and constantly smoky plain in the Unseely Realm, at the center of which stands the great Brass Tower.  This is a mighty castle, peopled by all sorts of dark creatures, evil wizards, and goblin kind of all variety.  That the thorny portal itself cannot be closed remains a mystery, but occasionally adventurers will venture across the portal, into the Unseely Realm, for all manner of purposes. [This is location 2 in the Week of Adventure Locations]

Dungeons of Igo Umblar - Week of Adventures Location 1

This adventure location was originally part of the writeup on Icewall, the Riverjarl Steading.  This location is near the Greywater River, in the Darkearth Plains.  It is located on the River Jarl map.  It is adventure 1 in the Week of Adventure Locations.

Adventure Location: Several days journey, but not a journey to be undertaken by those unfamiliar with the Ice Father, across the glacial ice - there lies a series of small villages of ice people. They live in curious round houses, made of ice and snow, and live by hunting ice worms and sometimes ride ice spiders in great hunts for the white frost-yaks that live on the glacier.

Among these ice people is said to be knowledge of a hollowed out rift in the glacier, where the mouth of an ancient castle, long buried by the ice.  This castle, which lies mostly underground (and almost all under ice) was perhaps built by the Old Ones.  Regardless, today the ice people believe it is home to the feared four armed glacial beast.  The glacial beast is a very large (12' tall) clawed creature that lives on man flesh.  The glacial beast is rumored to be able to run silently, among the swirling blind driving snow of the northern blizzards, and attacks caravans of travelers who are foolish enough to be out on the ice during such storms.  Among the ice people, there is  a tradition of hunting the glacial beast as a mark of entry into adulthood.  Both male and female members of the ice people tribe take part in this hunt, and it involves small teams of the tribe members who are coming of age each winter to go out among the fiercest of storms, carrying only spears tipped with narwhal horns, and riding the ice spiders that they are fond of .  Occasionally, a small band of these villagers attempting to prove that they are worthy hunters will return with the severed claws of a glacial beast.  Equally likely, however, are the years when none return.

Glacial entrance to the dungeons of Igo Umblar

Other than being the home of the glacial beast, however, the icy covered black stone castle entrance is likely to be the portal to one of the most mysterious locations in the north - the fabled dungeons of Igo Umblar.  Igo Umblar is legendarily known among the archivists as the astral navigator who eventually led some of the Old Ones to leave after the ancient troubles with the members of the Seely Court.  His underground domain would certainly be a dungeon worth exploring, and should be home to all sorts of enigmatic treasures, as well as fearsome creatures left over from the reign of the Old Ones. [This is location 1 in the Week of Adventure Locations]

Sep 9, 2012

Dungeon Key - Web of Ostigaar (5)

This is the continuation of the dungeon that began in Web of Ostigaar (4) (map detail here).

Room descriptions  (rooms 11-20)

11.The Observatory - This room is full of all sorts of (mostly broken) metal implements and instruments useful for navigation, or the drawing of charts and maps.  The ceiling is home to a magical construct, the Star Portal of Oo'Zondra (described here).  Of note, in the etheric landscape visible in the Star Portal, there is a wrecked hull of a strange wooden ship, designed to travel amongs the moons, suns, and other astral bodies.  Spilling over the side of the wreck, and down into the room, at the rate of 1d3 every 10 rounds (1 turn), are Giant Scorpions (see standard stats here).  When the room is visited, there are already 5x of the Giant Scorpions in the room.  Toppled and ancient furniture clutters the outer edge of this room, with a round stain dais in the middle.  In the corner of the room, there is a large stuffed chair, covered in cobwebs, and with stuffing coming out of the cushions.  If the seat is rummaged through, there is a small box, with 2000gp worth of highly polished purple gemstones inside it.  The box is locked and trapped, however, and any attempt to handle it roughly (picking, smashing, etc) will result in 1d4 poison needles striking the offender.  Each of these will do 1d6+1 damage, save for half.

12. The Cistern - This room consists of a spiral staircase that descends, with the outer edge against rock, and the inner edge open, down 60' to a pool of water.  Disturbing the water in any way will bring on the attack of an 8hd Giant Sea Snake (see standard stats here).  Down inside the cistern itself, it is 30 feet deep.  At the bottom is the skeleton of a dead ogre.  He is holding a giant golden key in his hand, which weighs 80 pounds.  This could be difficult to lift up through 30 feet of water.  If the key does break the surface of the water, it causes a 5d6 lightning bolt to shoot around in the room.  All must make a save vs. breath weapon to avoid being hit.  If one IS struck, then save vs. spell to avoid half damage.

13. Shrine of the Reptal - This room is dominated by two features.  The first is a large stone sarcophagus, in the eastern part of the room.  It is a large diamond shaped stone sarcophagus, with an outline carved in the top of a curious reptile-man type figure, with a chameleon head and tail.  This is a Reptal, and the sarcophagus is the magical construct, the "Sarcophagus of Wim" (detailed earlier).  In the western part of the room is a very large grating on the floor, that leads to a drop shaft that goes down some 60 feet to a chamber of water, contains three greater Filth Prawns (detailed earlier).  At the bottom of the pool is a sealed stone urn that contains a bag of holding (empty).
In the room, ready to engage the characters should they enter, are a Dark Elf Captain (she is named "Sidlar U'Zella") and 8 Dark Elf Warriors.  Sidlar U'Zella is wearing a curious necklace set with gemstones that glow different colors based on who is wearing it (worth 1000gp).  She also is in possession of several magical components, described earlier.  She has 1 dose of Revenant Lace, 1 dose of Cat's Paw, and 2 doses of Firecaps.  Upon entering combat, she will immediately take the Revenant Lace and the Cat's Paw, rendering her invisible and able to climb walls.  She is completely dedicated to the Artaxil Coven, and will fight to the death.
The Dark Elf Warriors have, on average, 200gp worth of jewelry each.  Among the group there is a potion of healing, and a potion of extra healing.
All of the Dark Elves - Captain and Warriors - are capable of spell use.
The Dark Elf group has with it a strange chest, bound in iron straps.  The straps are held by a strange stone disc (about 2" across) with a spider on it.  It is thin, and must be smashed to release the iron straps and open the chest.  Once the disc is smashed, if it is not by an Artaxil Dark Elf, it will summon 4 Stone Spiders to attack those who are attempting to open the chest.  Inside the chest are 5000gp worth of gems and also an ioun stone that grants the bearer the ability to cast Faerie Fire once per hour.

14. The Charred Room - This room was once adorned with fantastic tapestries of all types, covering the walls.  In the past, however, some conflagration burned up the major part of every tapestry.  Only charred remains are left hanging on the walls, and covering the floors.  The room is otherwise unfurnished.  In the room, however, are five large skeletal ogres (ac4, 30hp, thac014, 2 attacks (1d8+3 each), piercing and slashing weapons do half damage).  These can be turned by a member of clergy typically able to do so, but treat the skeletal ogres as 4th level undead for this purpose.

15. Meditation Rise - This room slopes up, at a steep angle, from north to south (the highest point).  At the southern end, there is a flat area, and there were once open grates in the ceiling opened up to the sky.  Since the layers of the city were built over this layer, that has closed up.  There is a dead body in the chair below the grate (a sort of throne like chair, but with no special material value or gems or anything out of the ordinary).  The body is unremarkable except for the (magical) gold band on the right arm.
As the players may want to ascend the steep ramp up to where the chair is with the dead body, they must climb.  It requires 3 checks in all, each check is of 1d20 trying to roll less than the dexterity of the checker.  Unfortunately, the whole way, a ghostly arm extending from the armband on the corpse, will attempt to attack the players using a ghostly long sword.  The long sword strikes twice per turn, with a thac0 of 11.  It will do 1d10+2 damage per strike.  The arm has an ac4, cannot be struck by non-magical weapons, and will take 24hp to diactivate.
The armband will summon the arm for whomever is wearing it, and it will be equipped with whatever weapon that person has in the arm of the arm band.  It will attack with that weapon, twice per round, with a +2 better than the wearer.  It will do damage +2.  The ghostly arm does not need to be concentrated on, but if the wielder loses consciousness it is disappears.  Deactivating it (by doing 24hp to it) results in the ghost arm being banished for 1d6 turns (10 min each).


16. This is a curious room.  First, to the east, there is a section of the room that is separated by a curtain.  The curtain is made of very heavy dark blue cloth, and there is a pale white glow coming out from under and on the sides of the curtain.  The rest of the room is full of dense clouds of steam.  The steam clouds are quite hot, and have peculiar properties that disrupts both infra and ultra vision.  Only normal sight works, and it is limited to approximately 10 feet in any one direction.  The only thing that can be made out upon entering from the northwest door or the south door is that there is a pale light coming through the mist from the eastern edge (the curtain).  In the floor, on the west, the floor all gathers down to a low point, with a grating, to allow any water gathered in the room (from the steam) to run out of the grating, down deep into an underground pool some 100' below.  Within the mists, in the western half of the room, there are lurking three blind trolls in the room.  They have learned a peculiar troll skill - blind fighting (typically trolls can regenerate lost eyes, but these for some reason cannot).  The trolls do not suffer negative effects in combat from the loss of eyesight, but they cannot make distinction between foes, and will always attack the nearest, regardless of the nature of that foe.
Behind the curtain is a large, glowing hot, pillar of stone.  It is 3' across the base, and 10' tall (the room ceiling in this room is approximately 12' tall, so the pillar does not go all the way to the ceiling).  The top and bottom of the pillar are encircled by a curious white metal.  The pillar is a magical construct, the Column of Fa'Tar (detailed earlier).  In the corners of the room, aimed at the column, are four hideous statues of feather covered gargoyles, each spitting a stream of water at the column, which explains the presence of the prodigious clouds of steam.  Curious note - if the gargoyles are removed from the wall in any way, they will continue to spit out a 15-20 foot stream of water, continuously, absent a dispel magic spell.

17. The Beating Room - This room was evidently originally designed to somehow separate people into groups, now it serves as hideous trap.  The two portcullis structures will come slamming down, as soon as they divide the party up into at least two groups.  At that point 6 filth prawns will be released into each section, and will attack whatever is there. 

18.The Shining Room - There is a curious white globe floating in the middle of the room that gives off enough light (30' radius) to dimly illuminate the entire room. The globe is weightless and can be moved.  It will continue to work.  In the room is a a large iron chest in the middle of the floor (near the globe, but apparently not related), which is locked.  Opening the lock will trigger a poison gas trap that will fill the room.  Make a d20 save vs. Constitution to see if breath can be held long enough to leave the room.  If passed, character immediately moves to the nearest door in panic, and crosses out of the room.  If failed, it means that they are stuck in the room, or didn't move fast enough, and suffer the effects of the gas (jittery and nauseous for 1 hour; lose 1d3 each from Strength, Dexterity, and Constitution; heal one random point back each day, cure disease will cure 1d3 points per day).  Beyond the gas trap, the iron chest has 3 platinum bars worth 1000gp each (very heavy, 40# each), and a magic broadsword (constructed by Storm King barbarians, a very long time ago), +2, with Ainark Runes that, if read, reveal (1) that the sword is named Nightfoe, and (2) if the name is uttered when the broadsword strikes the killing blow on an Intelligent foe, it transforms the body into 1d12 Death Birds.  If the wielder is of neutral or good alignment, the birds will remain for 2d12 rounds, attacking any foes that the wielder is an enemy of, but the shriek of the birds affects all in range;  if the wielder of the sword is rather of evil alignment, then the birds' shriek only affects the enemies of the wielder.
The inhabitants of the room are swirling schools of large toothy fish.  They will modestly avoid any characters, as they swim in seemingly meaningless patterns around the room.  If one is molested or attacked the fish immediately become hostile.  There are enough for 6 to attack each player.  They have the following stats:


Airacuda
Num Appearing: 5d6
Alignment: neutral
Movement: Swim (through air) 120'/round
Armor Class: 4 (hard metallic scales)
Hit Dice: 2hd
Attacks: Bite; if successful then automatically do bite damage per round until removed; if not successful, attempt a second Bite attack vs. same target.
Damage: 1d6+3
Save: F2
Morale: 9


19. Mantis Room - Five Thri-Kreen (see stats here) have taken up residence in here.  The grating over the floor opening (the whole room slopes down to this opening) has been pushed aside, and the Thri-Kreen have obviously climbed up out of the deep shaft, that 60' down opens up into underground cisterns.  The Thri-Kreen have a side cave, leading to a compound of their nest/hive; it is down about 30' in the shaft.  One of the mantis-men has a strange pot hanging around his neck, it is obviously very expensive, but not of Thri-Kreen manufacture.  If the party somehow enters the cave  that the nest/hive of the Thri-Kreen are from, they will find an ancient burial crypt, with a half dozen of sarcophagi, each having 3 or 4 of the very expensive pots arranged on it.  Each pot (there are 20 in all) is worth 1000gp.  In the room, however, there are 3 mummies (see stats here) that will work to defend the pots against any warm blooded invaders.

20. Copper Room - The walls of this room are lined in copper, and there are strange astronomical symbols etched on them in acid.  The copper is untarnished and highly polished.  Standing the middle of the room are two tall stone humanoids, with wings wrapped around them, and covering their face.  Touching either the statues or the copper will awaken the two Gargoyles (see stats here) that will attack fiercely and without hesitation.


Jul 17, 2012

Dark Elf Captain in and near Werms

A Dark Elf Captain is more than a simple leader.  It is, in the Artaxil Coven, a special religious leader that brings members of the community together in order that they may explore the magical nature of the world around them together, and to bond and protect the enclave.  They are individuals of renown and high reputation, and are often trusted with important missions and placed in charge of enclave installations and outposts.



Captain of Dark Elves
Num Appearing: 1
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 3
Hit Dice: 8hd (56hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon
Save: F8
Morale: 9
Treasure: Carry approximately 1000gp each in jewelry and coins.  Worn conspicuously.  Often in position of magic items (rings, scrolls, potions).
Special: Sorcerous compounds; magic weapons; spell use.
Dark Elf Captains will always have on hand 3-5 (1d3+2) different of the Sorcerous Compounds that the Dark Elf Scouts carry.
Dark Elf Captains typically carry magic weapons made of the same metal as that of Dark Elf Warriors.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then the Captain will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf Captain wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.  In addition. the bolts of the crossbow will be poisoned (save vs. poison, or paralyzed 1d4 rounds).
Dark Elf Captains have the following spell use available to them:  The following spells at will - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 3x per day - Web, Blur, Fly, Monster Summoning 1.


The Captain can mindspeak with his Warriors and Scouts assigned to him, removing the requirement for them to speak to each other in order to coordinate in combat.  In addition to their Monster Summoning spell ability, the Dark Elf Captains of Artaxil Coven will frequently (50%) have a Stone Spider on call within 2-8 rounds (2d4), if they are encountered underground.  Finally, once per day, they can pass between the normal world, into the Unseely Realms.  A portal or other method of doing this is not required.  For all purposes the Captain is gone, unless his pursuers can also pass (at will) into the Unseely Realms.  Then he may be followed.

Dark Elf Scouts in and near Werms

Other than keyed encounters with Dark Elf Scouts from the Web of Ostigaar adventure, then Dark Elf Scouts should be used whenever Dark Elf encounters occur, but far away from a Dark Elf enclave.  These are the long range patrol duty soldiery of an enclave, such as Artaxil Coven.  A Dark Elf Scout group can operate alone for a long time, partially from their combat and survival training, and also augmented by their spell use abilities.


Scout Dark Elf
Num Appearing: 1d6
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 5
Hit Dice: 4hd (30hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per weapon (+2)
Save: T5
Morale: 10
Treasure: Carry approximately 100gp each in jewelry and coins, almost always secured so as to be silent.
Special: Sorcerous compounds; magic weapons; spell use.
     A party of Dark Elf Scouts will carry an assortment of sorcerous compounds, made by Dark Elf alchemists and sorcerers from particular subterranean mushrooms and fungi.  Each group will have one or more doses (see below for details), and the group (when encountered) is likely to have at least 2 of these in effect immediately (1d8).  Other compounds (rarer than these) may be in possession by the Scouts, the basic guideline is that it should grant a personal ability that would be useful to a long range patrol, and have an effect that lasts approximately 1 hour.
     Dark Elf Scouts carry a curious mix of magic weapons, made of the similar magical metal as those of their Warrior kin. First, they fight with two weapons, typically a short sword, and a long sword as a combination.  The short sword has the curious ability of being able to ignore magical protections.  It ignores magical bonuses on armor, shield spells, and other defenses of a magical nature.  It has no bonus to hit or damage, and is still affected by normal armor classes, and also dexterity bonuses to AC.  The long sword has the ability to break (easily) non-magical weapons.  On any round that the Dark Elf Scout does not use his long sword to attack, if his/her foe strikes that round, the striker must make a saving throw vs. spell, if it fails, then it's non-magic weapon is broken and useless.  This ability has no effect on magic weapons, nor ranged weapons if employed at range.
     Dark Elf Scouts have the following spell use: Purify Food/Water (3x day), Slow Poison (3x day), Detect Life (3x day), Pass Without Trace (at will), and Goodberry (1x day).  In this case Goodberry is actually a Dark Elf variant called Goodfungus, and rather than affecting a handful of just picked berries, it affects a handful of just picked subterranean mushrooms or fungus.



Dark Elf Scout Sorcerous Compounds
  1. Ear of the Troll - When taken, any wounds suffered over the span of 1 hour will regenerate at the rate of 2 points per combat round.  No effect on wounds suffered earlier.
  2. Spider Root - When taken enables to consumer to spider climb (as the spell) for 1 hour.
  3. Quick Minnow - For the period of 1 hour, the imbiber of this fungal compound is under a haste spell.
  4. Revenant Lace - The Scout is rendered invisible (as per the spell) for 1 hour.
  5. Catspaw - The Scout moves completely silently, at 180' for 1 hour.
  6. Slug's Blood - The Scout secretes an acidic goo, that flings from him/her in combat, landing on any foe that the Scout attempts to strike, or who strikes the Scout.  It burns for 1d4 points of damage for 3 rounds, save vs. poison for half.
  7. Eye of the Beetle - The Scout has complete 360 degree awareness, out to a range of 60'.  This extends through curtains and doors, but not through solid rock.
  8. Firecaps - The Scout can generate, at will, a blinding flash that will render all who see it at -4 for 2d6 rounds.  Once the Firecaps is taken, this ability can only be used once, but it can be used at any time within 1 hour of being taken.



Dark Elf Warriors in and near Werms

There are several dark elf communities near Werms, however the group described here are a splinter group from the group dwelling in the caves that open up from the eastern edge of the Cambio Delve, approximately 200' down below the surface.

That group, self named the Artaxil Coven,are known for being tamers and riders of a huge species of giant bat. Some of the group were caught during a raid on Eindar Pillar, (a specific raid, not just random harassment). The hid their bats in the old Aery, but they were captured by the goblins and fed to the wyverns. The party retreated into the deep ruins, where they encountered Ostigaar. Both (the Dark Elf party, and the arachnoid monstrosity) recognized each other as a likely partner in a proper relationship, and the Elfs decided to stay.

Note that these renegades from the Artaxil Coven are meaner and more dangerous than their raiding cousins detailed in the "Staff of St. Varina" encounter.

There are three different types of Dark Elf detailed here, Warriors, Scouts and Captains. While male pronouns may dominate this article, Dark Elf society is generally gender balanced, where possible.


Warrior Dark Elf
Num Appearing: 2d6
Alignment: chaotic evil
Movement: 120' on the ground/30' on vertical surfaces
Armor Class: 3
Hit Dice: 5hd (30hp)
Attacks:2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon (+2)
Save:F6
Morale:9
Treasure:Various magic items (scaling irons, magic weapons), often 1 or more potions in a group, and approximately 200gp worth of jewelry per warrior, as badges of rank, awards, etc.  These are worn proudly by Warriors.
Specials: Climb walls and ceilings (see scaling irons below); spell use (see below); magic weapons.
The dark elf warriors from the Artaxil community that are serving Ostigaar have access to some very interesting magic items. The first of these are scaling irons. These are made of a curious magical metal from deep within the pillar that Artaxil warriors know about. Similar to certain Drow magic items. the Unseely Realms teaches some magic that is intended to function only underground. This is an example of such magic - if the scaling irons (which are fitted to boots and around hands) are exposed to sunlight, the magic in them fades immediately. While working, and while worn, however, they allow the wearer to scramble up and along any stone surface, at a rate of 30' per round. It only takes one limb to hold oneself to the surface (foot or hand), and the other limbs are perfectly usable, in combat, without penalty.  Artaxil warriors are trained in spell use.
Dark Elf Warriors can cast the following spells, each 3x per day - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 1x per day - Web, Blur.
Dark Elf Warriors typically carry magic weapons made of the same metal as their scaling irons.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then these Warriors will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf warrior wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.


 Warriors are the typical Dark Elf encounter, so if these are used as part of a random encounter anywhere near a Dark Elf enclave (such as Artaxil Coven), then roll up how many Warriors appear before consulting anything else.

Next posting, Dark Elf Scouts.

Jul 13, 2012

Werms Adventure - Web of Ostigaar (4)

Although this post is mainly aimed at beginning the keyed encounters and details for the Web of Ostigaar dungeon, some notes are in order for the ruined layers of Eindar Pillar that exist between the current layers of the city, and the dungeon layer.

Referring to the map posted here it can be seen that there are ruined layers are S through Y and finally there are dungeon layers below Y that are dug down into the top of the pillar, those are referred to as Z. Each one of these could serve as the location for either a simple night of adventure, if treated lightly, or could each represent weeks or months of play time, treating the whole complex as a large campaign mega dungeon (probably introducing more dungeon layers under the one presented here.

The ruined layers (and recommended dungeon stocking):
The Monk's Vault - (Layer S) This would make an excellent layer for some low, or low-to-middle, adventurers.  There is ample opportunity here for large complexes, with a wide variety of different monsters here (all traditional 1-3 level monsters would feel right in this level).  The Rat theme is interesting, and a perfect example for some higher level threats (were-rats? osquips?).  Some of the possibility for dungeon type settings could be any of the buildings from the old monastery- such as the chapel, scriptorium, monastic cells, plus all of the buildings (some ruined, some not) surrounding the monastery.  Don't neglect the human encounters possible here - urchins, thieves, criminals, outcasts.  Not all of them need result in combat, either.

The Herb Market - (Layer T) An overgrown jungle disaster. This could be the source of a wide variety of plant related horrors, and custom creatures, as well as a wide variety of different mid level threats from the monster manual.  In addition to whatever monsters/creatures that could be here, a number of different environmental threats could be present.  All sorts of plant and natural treasures could be found here, as well (potion ingredients, valuable leaves, herbs, berries, etc - some with natural properties, some with healing properties).  The actual buildings of the herb garden could have interesting encounters hidden within them, as well.

The Wizard's Warren - (Layer U) This level, next to T, is the home of the laboratories and secret chambers of the wizard Atosh Idor.  In addition to whatever magical horrors might still be around from his experiments in summoning and conjuring, there are also likely to be a wide variety of mid level constructs, and non-living encounters (undead, living statues, etc) that would serve as threats within the structures that made up the Warren. The surrounding areas are likely to have a number of civic locations (plaza, speaking rotunda, etc) that might now house some of the more dangerous dungeon denizens of the middle levels (maybe 4-7).  The fetid pool inside the wizard's meditation chamber is likely to be an attractor to trolls, if nothing else.  Incursion from the goblins from V is also a possibility.

The Old Aery - (Layer V) The old Aery that housed the Gryphons of the city guard, long before the current Aery was constructed, is a large, very tall structure.  In the heart of it, with large entrance ways leading out to open air on multiple sides, is a very large, round room, central to the whole complex.  There are great walls all around this central open area, with ledges and stables for the gryphons.  Living within those walls, now, are a tribe of vicious goblins.  Having free range of the open area is a pair of very old, very powerful (more than typical) wyverns - a nesting pair.  It is always possible that some young (treat as typical wyverns) are in the area at any time.  The goblins here should be treated as particularly vicious, and should represent a threat far greater than their low hit dice should indicate.  This could be because of special weapons (such as poisonous insects or trained animals/monsters), or because of peculiar tactics (like flinging crazed suicidal goblins at their enemy - goblins that are covered in flasks of oil, and carrying two lit torches).  It is an uneasy truce between these goblins and the city guard, where the goblins never prey on anything higher up than the aery itself, that keeps them from being hunted down and expelled as the dangerous threat that they are.

Catacombs - (Layer W) The purpose for the construction of this layer, and the endless winding narrow passages and small cells is long forgotten.  The presence of a number of strange creatures, not the least strange of which are hooked horrors, make this a very dangerous level to get lost on.  However, the peculiar treasures that are hidden in the stone cells and rooms might lure the adventurous here.  This is a cramped level, very dark, and very close in.  Very few ways out, and full of dangerous slides and cave ins - it is a tough level for an unprepared party.


The Haunted Music School - (Layer X) With the possibility for interested stocked complexes here (the school itself, surrounding buildings, the open plazas and pools that no doubt surrounded the school, as well as the various properties that belonged to the bards, instructors, and other noteworthy people that lived here) and the nature of it being a haunt for a variety of curious and possibly unique undead, make this a fun level for the DM.  It could be presented as a haunted house type setting, with lots of curious things going on, as well as some compelling reasings to investigate.  Not the least of which would be finding entryways down to layer Y. The streets and buildings here were of the highest quality at one point, and are built very well, so the typical ruined crumbling that would reveal openings to lower levels is hard to find.  Rather, investigations into the street sewars (if such can be found) or the basement layer of the school itself, should reveal possible openings to the lower level.

The Harmalan Estate - (Layer Y) - The parks surrounding the main manse of the estate were once stocked with all sorts of curious and exotic plants (magical and non-magical) and curious and exotic animals and monsters.  Many of those are likely to still be around in the gardens surrounding the impressive main building of the estate.  Surrounding outbuildings, studies, and work rooms of the many different spell casters and other curious professionals would also make for interesting adventure locations.  Some undead coming down from the Haunted Music School would certainly be encountered, as would some of the dark elves and other denizens up from the dungeon layer.  Hints that Ostigaar is close could come in the amount of web in and around the stone garden conservatory (which has a crashed through floor, opening up to a basement with a spiral staircase down to room number 7 in the dungeon below), or the large number of giant spiders in the wine cellar of the main building, which has a hidden staircase that leads down to room number 3 in the dungeon below.  Finally, the stone building that once belonged to a staff wizard of the Harmalan family, has in the basement floor a hidden trapdoor that revels the staircase going down to room 35 in the dungeon below.  That building (the wizard's howe) is frequently populated by dark elf scouting parties, at least in the lowest levels.  The top floor contains the wizard's spell book and some magical devices, but the level is protected by a number of geas'd umber hulks that are prevented from aging in the normal manner.  Other encounters are in the lower levels of the howe.




The Dungeons - who knows how many dungeons there are below the Harmalan Estate.  The top level, however, is home to Ostigaar and her minions, as well as a great many other nasty critters.  Here are the first 10 keyed entries for that dungeon layer.  Stats are not given for standard monsters that have states in the Kellri Monster Statblock OSR Reference.

1. There is a firepit against the western wall of this room.  Investigating up inside the chimney of the firepit will disturb a cloud of 4d6 stirges to stir out of the chimney and come pouring into the room, attacking all who dwell within.  The room contains very little aside from some rough wooden benches, although near the door on the eastern wall there is a niche in the wall, with a small golden statue in it.  The statue is worth 200gp.  Removing it triggers a needle trap that will strike the remover with 1d6-3 needles (possible that none strike).  Each one will do 1 point of damage, and require a save vs. poison to avoid taking an additional 2d4 point of damage.  The corridor to the east of the room has a pit trap in the hall, that if triggered, drops the victim 20 feet down (2d6 damage), into a pit that has 2d4 shrieking pterodactyls in it (see The Staff of St. Varina adventure for stats on the shrieking pterodactyl). The shrieks of the pterodactyls will alert the archers in room 2.

2. This room is somewhat depressed, and the floor is down about 2 feet below the level of the doors.  There is a narrow ledge that goes all around the room, on all sides.  IN the middle of the room, the two feet lower section is full of murky, foul smelling water.  High up on the wall, on the north and south walls, there are murder holes in the walls.  If the pterodactyls are set off in the trap between rooms 1 and 2, the 8 inhabitants of the murder holes (very accurate skeletal archers, firing twice a round, with a thaco of 13) will begin firing on any intruders into the room.  In the middle of the room, there are a half dozen fire toads.  They will attack anyone who enters the water, or threatens them.  If they don't attack, they are likely to hop over to investigate (by licking) the party members.

3. This room is directly below the wine cellar of the main Harmalan estate mansion.  The broad spiral staircase goes up to a small antechamber, with a double trapdoor up into the wine cellar.  This room has in it, four large casks.  Moving among the shadows of the casks, and ready to attack any who move through the room, are 4x Meenlocks.  They are here, drawn by the presence of the special Water Weirds (3x) that are trapped inside one of the casks.  These Water Weirds have a body structure of alcohol (strong wine, in this case) rather than water, and when they spring out of the liquid to attack (which they will do if the casks are searched), they will burst into flame, and will do 2d6 damage to all within 10'.  All must make a saving throw vs. paralysis or catch on fire (1d6 per round for 4 rounds).  These Water Weirds also have the curious ability to dimension door straight down (along with anyone in contact with them at the time, of course they DON'T stop burning), to a cell deep in the rock of the Pillar.  In that room, there is a brazier that will cure all damage to the Water Weirds, and there is also a leather pouch in the room with 800 gp of rubies, and a wand of teleportation (8 charges left).  The wand is what the Meenlocks are after.  The room is beyond their own dimension door capability for some reason.

4. This room is home to six Giant Wasps.  Prolonged combat (i.e. - more than 2 rounds) will bring a half dozen of the Giant Scorpions out of room 11.  The scorpions will fight for the remains of the Giant Wasps.  The door leading to room 5 is trapped - tripping the trap releases a Paralysis gas into the room (save, or be paralyzed for 1d4 rounds).  If this gas goes off, the immediately following round, another half dozen of the Giant Scorpions will come out of room 11.  The gas does not affect Insects.

5. This room is full of wooden uprights, used as targets in sword fighting.  There are a number of niches in the walls around the room.  Hiding in the shadows of the room are two full grown Black Puddings.  The niches around the edge of the room are mostly empty (some junk here and there; eating utensils, blacksmith's hammer, elfin wine goblet, and other similar small artifacts.  The only item of use is a small gold tiara, which if worn, grants the wearer the ability to speak to goblins, orcs and other creatures from the unseely realm.

6. A group of eight Dark Elf Scouts, with a Dark Elf Captain named Ematra Decro, are resting in this room.  They have become alerted to the presence of the players, if any combat has occurred within two rooms of here.  Ematra Decro hates elves (other than Dark elves) and will attack such on sight.  The stats for the dark elf encounter are in the next blog entry.  Captain Decro is carrying a magic sword (broad sword, +1 to hit, +2 damage; passes through wooden objects up to 12" thick as if the wood is not there - neither the wood nor the sword are affected by this).  He will not use this broad sword, preferring his own magic spear instead.  The broad sword has the name (written in Ainark Runes) on the hilt of "Dragon Tongue".  If this name is spoken by someone who can read the Runes, it will turn into a Firebrand for six rounds (usable once per day).

7. This room has a broad spiral staircase in it, that goes up to a platform.  Above the platform, the ceiling is smashed through, and opens up into the basement of the stone garden observatory.  That observatory was used by one of the Harmalan Warlocks, a curious being named Dijjal Mido.  Dijjal Mido came from another realm, and had a body made of a crystalline substance that was quite hard, but reacted strangely to sunlight.  He became one of the Warlocks after being contacted by one of the Harmalan summoners, and took residence at the estate, and eventually became one of the family.  Kept secret from most people, however, was the fact that Dijjal Mido was a vampire.  In this room is a stone sarcophagus, and inside is the vampire Dijjal Mido, still alive.  This creature differs from a typical vampire, in two regards. First, it cannot assume gaseous form, and second it has a 45% magic resistance.  If the magic resistance is successful, and it was against an attack spell, the spell is turned back against the caster instead.  Also in the room other than the vampire's sarcophagus, there are three chests, against the eastern wall.  The first contains a leather sack of very strange gold coins. There are 6 coins in here, each bearing the face of a mantis on it.  If one of these coins is exposed to sunlight, then it will cause 5 Thri-Kreen warriors to materialize and attack the party.  The coin is destroyed in the process.  The second chest contains nothing at all.  The third chest contains two potions of extra healing.  [Upstairs, in the garden conservatory, unless it was cleared out before this adventure, there is a party of 6 Dark Elf Warriors, and a Dark Elf Captain waiting.  They will investigate any noise in room 7.]

8. There are three Ropers (10hd) in this room, spread equally around, in the north west, the east, and the south part of the room.  Running around on the floor are a dozen Trillmen (see next blog entry for stats, these are magical creations of Ostigaar, and are working together with the Dark Elfs of this area), and one Leader Trillman.  The Ropers will ignore the Trillmen, but will definitely attack any players that come into the room.  The trap door in the south part of the room, is a pit trap that drops the victim 20' (2d6 damage) into a rocky cavern.  There are four curious creatures there (Stone Spiders).  Combat with the Ropers, or killing the Leader Trillman will summon 1d6 Firecats from room 15 as well as 1d6 Filth Prawns from room 9.  The Trillman are each carrying 1d6x100 worth of gems and jewelry, and the Leader has a ring of cold resistance.

9. This room, much like room number 2 north of it, is depressed and full of water.  Unlike the other room, however, this room is incredibly foul smelling, and there are numerous rotting bodies (of a variety of sorts) in the water.  The room contains 10 Filth Prawns in it, as well as a Greater Filth Prawn.  The Greater Filth Prawn is similar to the Filth Prawn, only larger.


Greater Filth Prawn
Num Appearing: 1 with Filth Prawns, or 1d6 if alone
Alignment: neutral
Movement: Crawl 60'/Swim 120'
Armor Class: 2 (unlike Filth Prawns, unlikely to be tipped over)
Hit Dice: 6hd+4 (40hp)
Attacks: 1 bite, 4 claw-stabs, 4 feeler stings, cloud of filth, mental wave (3x per day)
Damage: 2d6 (bite, see below)/1d6+6 (each claw)/1d6+2 (feeler sting, see below)
Save:T6
Morale:9
The effects of the feeler stings, the cloud of filth, and the mental wave are as per a regular Filth Prawn, however this is a much larger creature with four claws rather than 2 claws.


10. There are four standard trolls in here, and also four troll spiders.  The room also has within it a large column, with numerous faces each bearing two gems for eyes.  There are a total of 4,000gp of gems on the column.


That's it for now. Monster stats coming up next (Firecats, Dark Elfs, Trillmen, Stone Spiders and more).  After that, more rooms from the dungeon...and perhaps an expanded version of the map.


Jul 9, 2012

Werms Adventure - Web of Ostigaar (3)

A map of the whole Harmalan estate is not practical, as a blog entry (perhaps as a longer adventure, to be written later), however, a map of the subterranean dungeon under the main house of the original estate is appropriate.  It is pictured below (future article will give key to the map, all encounters, Ostigaar herself, traps and treasures).

But first, here is image of original Harmalan estate, when it was open to sky (before becoming stoned over by higher levels of the city.

This sketch shows the main manse of the estate, the walled gardens, the edge of Eindar Pillar in the background, and even the curious gardens and parks within the estate where the Harmalan magical menagerie and botanical delights were found.

Under the main manse, dug down deep into the rock, were chambers after chambers, all given to the curious practices of the Harmalan Warlocks, as they fancied themselves.  A curious mix of magic, alchemy and mysticism seemed to guide the practice of these once noble, but eventually mad, noble practitioner of the various magical arts.  Below is a map of a portion of those dungeons.  These would be in layer Z of the Eindar Pillar cross section.  The scale of this map is 10' to the square.



Werms Adventure - Web of Ostigaar (2)

The haunts of Ostigaar are deep in the lowest levels of city structure on Eindar Pillar.  Here is a cross section of the pillar.
Cross section of the existing (and ruined) layers at the Neck
The layers that are marked, A-E, are all currently in use.  Those that are marked, S-Y, are all in ruins.  And layer Z represents the top of the pillar, and any long abandoned layers that may have been dug down into the rock.

This cross section, is of an area called the Neck, that connects the wide part of the Pillar with the southern most tip of the pillar, where it is narrowest.  At this point shown, the viewer is looking north, directly at the narrow part of the Pillar.  Here, the rocky surface, the part in the diagram above marked Z, is approximately a quarter of a mile wide.  South of the Neck, there are a number of towers, and connecting bridges over to the Mound of Etro.  North of the Neck, most of the higher structure of Eindar Pillar exists.  The picture below is an artistic representation of the area in question.  The red line approximates the view above, although the tower (represented in the drawing above by E, is actually somewhat south of the red line).  The layers in the picture below should not be taken too literally, they just show the different groupings of upward growth on the pillar, that show where the buildings artificially rise up above the pillar.  This gives the viewer, on a day with few clouds among the buildings and pillars, the impressions that mountains of buildings are growing up all around.
Overhead view showing the Neck (red line) in relation to surrounding city
If you can see the cross hatching on the tops of the pillars, each square represents, roughly, 60 feet across.  The bridges between the pillars in the diagram represent the normal methods of connecting the different sections of the city in these parts.  There are numerous ways of flying, but this isn't available to most common citizens - only those who own a winged mount, or some device capable of flying (such as a carpet, ring, or potion), or the lucky few (less than 1%) who are spell casters.  The round towers are official city towers, built along the edge of the stone pillars, to keep an eye out on flying traffic, as well as observe the bridges and other foot traffic.  They are depressingly similar in construction, being all built according to established patterns and architecture, and feature broad flat roofs suitable for the gryphon riders of the city guard to easily land and take off.

The immenseness of the stone structure within the city should become apparent from considering that this picture represents only a small section, yet already shows a massive amount of city growth.  It should be pointed out that this stone growth represents the concerted effort of over 1200 years of building, often with magical aid, or assistance from beings (dwarves, gnomes, others) that work with stone almost as easily as others work with wood.

Current Layers -
A. Smith Roundabout - Craftsmen and fine metal smiths.  Some sales shops, and some workshops.  This area represents a large amount (in terms of wealth) of the expensive trade from this part of the city, as such it attracts a fair amount of notice from the guard (at least the foot bound members of the guard).
B.  Jeweler's Plaza - Used to be fine (expensive) homes of local smiths and jewelers.  Have dropped in price, ever since stone columns were erected to build the "Smith Roundabout" above the main plaza of this level. The fountains still run, but the luster has gone out of the area.
C. Torbin Hall - There is a fighter's hall, incorporating some walled in training grounds, and barracks for bravo's and trainers that choose to live here.  Much like a smaller version of the Fellowship of the Shield (located over on Avin Rock).  Some of the training ground is in the part of this layer that still opens up to the sky.  The other section contains the home of a sage-philosopher, Echy Feranz, who corresponds regularly (by means of hired messenger homunculus) with the Archivists of Parn Tandalorn.  The remainder of this layer is filled with expensive homes, but not those with walled courtyards or gardens - more of the simple type of home that a secluded professional would dwell in.
D. Arbu's Run - This layer contains what were once expensive villas, when it was the topmost layer in this part of the city, but has since been largely subdivided and now most of those villas are filled with cheap apartments and small rooms for rent.  One part of the Run, however, has a very large pool, with a number of lovely (or once were lovely) fountains feeding it.  These are fed by a magical source, and there are spouts spilling water down to the layers below it (down to S, and through to U and W), still, from when those layers were still actively used (before they became ruined).
E. Fin Dorbin Tower - This is one of the towers of the city guard, added to every couple of centuries, iun height - but unlike the covered over streets of the city, the towers remain in use.  This one is filled with the homes of members of the city guard, and contains a number of basic services useful to the guard - such as smiths, training flats, eating areas, etc.

Ruined Layers -
S. Monk's Vault - There was once a monastery here, with a number of buildings, monastic cells, chapels, and even a scriptorium.  It is widely regarded with superstition by the urchins, thieves, and lunatics that wander these ruined levels.  There is a large colony of giant rats, and some say were-rats, that dwell in the area.  It is not known the real reason the urchins avoid the monastery, but talk of a ghost is common.
T. Herb Market - This was once a very up scale herb market, but has since, along with the rest of the layer, gone into ruin.  The whole area is now overgrown with bizarre plant life, including a number of large and dangerous fungus species, as well as mushrooms of a variety of types and sizes.  The area is quite dangerous, and no catalog has been made of the incredible creatures that are said to inhabit the subterranean jungle.  Rain spouts on the exposed edge continue to collect rain water and feed it into an ingenous stream and reservoir system, that runs down into level W, feeding the aquaduct system that is also fed by the water supply from layer D above.
U. Wizard's Warren - This part of the city once housed the home of a wizard, named Atosh Idor, but he is long dead.  Unfortunately, the beings that created, and some that he would summon (he was a corresponding member of the Summoning school, found on Ancro Pillar) are still around.
V. Old Aery - This was once the chief gryphon aery for the city guard, marked by the very high pillared openings to the open air on the eastern edge.  These days it is home to a small tribe of goblins that tend a nesting pair of wyverns and their young.  In a curious relationship, the goblins capture food for the wyverns, and in turn are not only not eaten, but the wyverns serve to scare off all but the most dedicated of goblin exterminators.  They keep to themselves, mostly, or else the city guard would have long ago (perhaps?) mounted a determined effort to expunge them.
W. Catacombs - What was at this level of the city, and when it was here, is unknown, but this layer is full of small closed off areas, with curious furnishings.  Urns, giant jars, great water cisterns, and so on.  A wide variety of different subterranean creatures dwell here now, making it quite dangerous to move through.
X. Haunted Music School - This was once the location of a number of different structures, including a large music school.  A curious musical instrument built out of the curious tusks of giant animals, hollowed out, and activated with some sort of flame (regular? magical?  unknown).  The layer is now the home to a wide variety of different undead beings, and other dangerous denizens.
Y. Harmalan Estate - The estate of one of the leading families of the founding of Werms is located on this level.  They owned a wide variety of small industries, including some gardening of obscure and magical plants; the tending of small but very dangerous (although valuable) magical animals, and other related efforts.  The haunts and holds of the ancient buildings, although frequently crumbling, are now the home of Ostigaar and her minions.
Z. Dungeon Layers below Harmalan Estate.

Details on levels Y and Z will be coming soon, to complete this adventure.


Jul 6, 2012

Geography of the City of Werms

The city, as mentioned, is built on top of stone pillars rising up out of a seemingly bottomless hole in the ground known as Cambio's Delve.

The pillars appear to be natural formations, due to the irregular nature of their shapes and heights.  These extend up, in differing heights, above the surface of the edge of the delve by heights ranging from approximatedly 20', up to the tallest pillar (that is the current home of Globe Keep) which sticks up approximately 100' above the edge of the Delve.

The structures of the city, as described previously, consists of stone buildings, layers and layers of stone buildings.  The oldes layers of the city, built when it was first constructed, are now burried under as many (in some spots) as 10 layers of more modern growth and development above the original layers.  One of the few exceptions is the royal area around Globe Keep, which has not been replaced or buried over since founding, but has grown by building up (so that original layers are still buried under ground, but successive layers were not replacements, but augmentations, so that six layers down from the current structure of Globe Keep, there exists much earlier construction that is (at least partially) still in use.


As can be seen in the picture, there are 18 different pillars that rise up out of the Delve.  Three of these ('E', 'F', and 'R') all have stone bridges over to the surrounding land.  Those bridges allow travelers to enter and leave the city, along trade roads.  The roads pass through great curtain wall surrounded gates, consisting of multiple portcullises, and sandwiched between narrow, but tall, towers.  Large towers, hugging the edge of the Delve, provide for the end points of the curtain wall - it does not extend all the way around the delve.  The Delve itself is about four miles from north to south, and about three and a half, from east to west.

The tallest pillar, and the oldest established, is 'G', which rises about 100' above the surrounding country side.  The lowest pillar, and one that was not settled for a long, long time, is pillar 'P', which extends only about 20' above the surrounding country side.  It was, long after settlement and construction began on the others, used as a quarry, and there were great amounts of stone removed from the top - with the refuse dumped into the Delve, and the useful stone cut into the shapes and sizes needed.

Three of the pillars ('S', 'T', and 'U') are not connected to others, nor to the main country side.  They are in isolation, from ground traffic, from every else.  All of the other pillars are connected to one or more neighbors, and some ('E', 'F', and 'R') to the country around them.  There are multiple stone bridges at just about every point where a pillar is close enough to a neighbor to afford a crossing.  Many of these, between adjacent pillars, are at differing levels - some connecting the tops of the pillars to each other (arching stone bridges, reaching up or down, as height differences dictate), and some connecting either the building layers built on top of the pillars, or the dug out dungeon levels burrowed down into the pillars.

Due to a curious tax law, no city sales tax is exacted from sales transactions that don't take place on a pillar.  Because of this, twice a week there are very large sprawling market days that take place - all on the broadest of bridges between pillars.  They started out as impromptu affairs, but grew to daily nuisances, and finally the city had to regulate how frequently they occur, and how much throughway they have to leave on the bridges.  It can get quite clogged on the main bridges between pillars on a market day.