Showing posts with label dark elves. Show all posts
Showing posts with label dark elves. Show all posts

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 5, 2012

Werms Adventure - Web of Ostigaar (1)

Since the growth of the City of Werms over the centuries of its founding, on the rocky pillars coming up out of the seemingly bottomless Cambio Delve, there has always been a demand for more space, closer and closer to the central portions of the city.

Because of this, layers of the city have become constructed over earlier layers of the city.  Since much of the structure is out of the mined stone from the pillars the city is built on, the earlier layers are quite strong for the later layers to be built on, but of course styles change, and the uses and demands for buildings change, and the money and materials used to build the buildings all changes.  So each new layer is different from the older layers, but the older layers are there.  Deep, down below the current layers of the city.  And things live there...

Of course, the poor of the city all live in deep levels of the city, where there are no living persons to remember who owns what patch of what stretch of stone building or plaza (long since blocked over by later construction, so hidden from fresh air and the sun).  But the space is free.  Also the lawless.  The city of Werms is a pretty clean city, with a generally good alignment of the citizenry, but no city is free from corruption or crime.  The lawless then drift to parts of the city where they can avoid the law.  So gangs of thugs and criminals live in the lower levels of the city, far away from the sunlight, far away from the Baron's guard, and far away from the influence of the two Cathedrals and their clergy.  Deep down, where the poor dwell - to fight with the other lawless, and to prey on the poor.

All this is to be expected in any city, where the older poorer parts of the city never get destroyed, but are used as layers of foundation for the later more prestigious layers of the city.  But in Werms there is something more.

Deep, down in the lower levels, near to the base rock of the pillars and abutments coming up out of Cambio's Delve, there are holes.  Rifts.  Tunnels.  All dug down into the rock of those pillars.  In the early days of the city, they were known, and the things that crawled out of those holes were guarded against, and hunted and destroyed.  But as layers of the city grew, the city servants and militia all worked the higher and higher layers of the city.  Deep down, in the dark and forgotten depths - the ruins of the old city - the things that crawl out of the holes are still there.  And they prey on the poor and lawless that are forced to live there.

One of the monstrosities that dwells under Werms is the horrid spider creature known as Ostigaar.  Ostigaar is assumed to be related to some of the horrid creature hybrids that result from the strange religious and magical practices of the Dark Elves, but this is not confirmed.  It has taken up residence in the bottom of what was once (in the early days of the city) a walled villa, but that and the surrounding layers were covered over after just a few hundred years, when the owning families fell into financial ruin, and there was requirement to reuse the real estate.  Those layers above it were also subsequently covered over, in the fashion of how Werms has grown over the past millennium, and more.

In the buildings of the old villa, Ostigaar, and the horrid Unseely Realm creatures that serve her, are all still active, and prey on the foolish and foolhardy that dare to delve that deep into the city's past.  However, there is a very good reason to delve down to the domain of Ostigaar, and brave the spider creature, and her servants - the villa that she dwells in is the (one time) famous home of the Harmalan family.  This is the same family that produced the magical artifact, the Clockwork of Harmalan.  Once the family was discredited, and the name bankrupted and forgotten, none cared about the Clockwork.  But later generations (after the villa was sold, and covered over by later city growth) would remember the Clockwork, and the magic it is supposedly capable of, and begin to wonder.  Could it be down there, among the fangs, webs, swords and spells?

Jan 3, 2011

The Faery and the Goblyn

Two broad groups of intelligent species dwell in the Valley that predate both the Older Ones, and of course, the younger races that dwell there now.  These are the Faery and the Goblyn.

The Faery include all of the normal magical races one would associate with that group - leprechauns, pixies, fairies, etc - but also the arboreal magical races - such as nymphs, dryads, nyads, centaurs, fauns, and elves.

The Faery do not have gods or goddesses, as such, but rather have a number of very powerful beings who rule over the Seely court.  These are King Oberon and Queen Titania, among others.  The Seely Court is removed from this world, and exists in the Seely Realms.  How or when this split from the World took place, none now alive know.  It is possible that Oberon or Titania know, but they do not speak of it.

The most human like of the Faery are of course the Elves.  They dwell almost entirely in their forest realms, which are areas around where portals from the Seely Realms intersect easily with the world of the Valley.  As expected, time and distance in the Seely realms are very different from time and distance as measured between portals in the world of the Valley.  Because of this situation - that the Elves congregate around the Faery portals - it is rare that Elves in any number are seen outside of their own Fey glens and hollows.

Humans who encounter Elves often mistake the leading figures of the Seely Court as elven "deities".  This is not exactly true, but it is common enough for humans to believe so.  There are Elves who venerate the members of the Court in such a way, that they behave as Priests while in the world of the Valley, receiving powers and spells from the realm of Faery due to their loyalty and fealty to the Court.

When the Seely Realms were separated from those of the World, at the same time the Unseely Realms were also formed.  These were populated by the Goblyn races, mostly.  Those consist of the goblins, hobgoblins, orcs, ogres, trolls and other affiliated races.  The magics of the Unseely Realms are not nearly as well formed nor as well behaved as the magics of the Seely.  Because of this, it is much less likely that travel back and forth against the Unseely portals takes place.  Unlike the Faery, the Goblyn portals are almost all underground, some are very deep underground.  A number of powerful dark magic beings rule over the Unseely Realms, and these are sometimes venerated by the Goblyn races as their own "deities".  This is much less likely than with the Fey folk.

Two interesting outliers from this situation are notable.  The first are the Dark Elves.  These are a group of elves that, for unknown reasons, have chosen to ally themselves with the Unseely Realms.  They dwell mostly underground, and are consummately evil.  They are the most powerful, magically, of the Unseely folk, rivaling some Faery folk for power.

The second exception are the very mysterious Gray Elves.  There are, roughly, three distinct groups of Faery Elves (apart from the Goblyn Dark Elves).  The first two - the High Elves (who dwell mostly in the Seely Realms, but visit the world of the Valley from time to time) and the Wood Elves (who are more likely to remain in the Valley for some time, but always remain in the forests near the portals where they can remain in contact with the Seely Court) never remain forever in our world.  They travel back to the Seely Realm (some more or less frequently than others, but none remain here forever), and look to the Court for their guidance and allegiance.

The Gray Elves, on the other hand, are of the Faery sort, but they have decided to come to our world and dwell her permanently.  They often take up residence in parts of the world far from the forests, usually because they cannot bear the sadness that results from their decision not to return to the Seely Realms.  They Gray Elves often speak in enigmatic riddles when discussing the world, and why they dwell apart from other Elves.  It is possible that they may know about the reason for the split of the Seely and the Unseely from the world of the Valley.

One curious feature of the separation of the Goblyn and Faery from the world, there are occasionally babies born to both Elves and Orcs (the races closest to humans) that resemble a human being close enough to be mistaken for one at a glance.  There are mischevious members of both the Seely and Unseely realms who will bring such babies to Human communities and exchange them for human babies.  In both cases (the elf or orc child raised by humans, or the human child raised by elves or orcs) the results are referred to as Half Elves or Half Orcs.  Once their true origin is known, neither are ever fully trusted by Humans.  It is not known how the human counterparts are treated in the Faery or Goblyn realms.

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.

Nov 20, 2010

History of the Valley - since Ba'a Zarn

The Archivists of Parn Tandalorn tend to view the history of the Valley of the Old Ones as, enigmatically, beginning with the departure of the Old Ones themselves.  At some point, in the distant past, the King of the Old Ones Ba'a Zarn disappeared from the world.  After this time, the many creatures and creations of the gods of the Old Ones began to spread and to rule over the world.  The chief creations amongst all of these are Men, Elves and Dwarves.  The Men seem to have been a companion gift to the Old Ones, constructed by the Elemental Gods.  The Elves were first created by the forest goddess Earnissa.  The Dwarves were created by The Krung, lord of the mountains.

As the power of the Old Ones began waning, many of the Men who were living with them in their fabulous cities began to flee, and to already spread across the world.  At this time they began worshiping the gods and goddesses of nature, especially Bronc the Storm King, and Photoss the Sun King.  The Three Goddesses were not unknown at this time, but the complicated nuance of the modern churches did not exist - they were simply worshiped as Fertility, Magic and Agriculture.

The tribes of the Storm King grew in power and strength, until they threatened both the Dwarves and the Elves.  This brought about the first Elf war, which pitted the ancient tribes of the Storm King against the original forest tribes of Earnissa's people.  The Dwarves were pledged to help the Elves, but due to unknown reasons they never appeared at any of the battles.  The barbaric humans were losing in the war against the elves, but in the end the Elves capitulated and settled an uneasy peace with the humans.

There are still groups of humans that worship the Storm King, however (and this is true within the Valley) much of human civilization is now built around the worship of the Three Goddesses.  These three, and a complicated hierarchy of saints and scions, are the object of much of the modern Church that is key to human civilization.

Within the Valley, the human city of Narn is home to the feudal kingdom of Neill family.  Duke Alasdair IV is the current head of the family, and he rules with the blessings of the Arch-Cleric Neveross, of the Cathedral of St. Narn.  Across the valley there are many small baronies and other realms that all, in theory, owe feudal loyalty to the Neill family, however the distance and the politics involved mean that at any time any number of these can be at war with each other, or against the Neills themselves.  Complicated church politics don't make matters any simpler.

Within the valley, there are several forests where Elven domains are evident.  These are largely Wood Elves.  There are, in the mountains surrounding the valley, several hidden cities of High Elves as well.  During the war with the Storm King barbarians, the High Elves felt betrayed by their brothers who surrendered to the Humans, and so went, mostly, into seclusion.  Other than their hidden mountain cities, the High Elves also have a floating city that travels up and down the Great River.

Several underground colonies of Grey Dwarves exist in the mountains surrounding the valley.  These are the types of dwarves who feel compelled to pursue their traditional role as miners and craftsmen, working with stones and gems, and digger deeper and deeper into the mountains.  Offshoots of these 'traditionalists' often move down out of the mountain, and build towns and villages where they trade with the feudal human cities, and others.  These Dwarves who leave the mountains are often referred to as Brown Dwarves.

Countless other races of beings (magical and natural) occupy the areas within and around the Valley.  Among the more numerous are the Halflings, Gnomes and of course all the Goblin races, from the goblins themselves, up through the trolls.  Many variants of beastmen exist as well.  In addition to the underground empires of the goblins and dwarves, there is another race of elves that have taken up life under the mountains - the Dark Elves.

Since the departure of the Old Ones, and the war between the Barbarians and the Elves, the rise of Human civilization has dominated the valley.  Today they are the most numerous people within the valley, although the strength of Narn has faded in recent decades.