Yes indeed, it's time to start previewing some of my material for the next issue of NOD, the centerpiece of which will be the eastern half of the hexcrawl from NOD 19, which I'm calling ... The Damnable Sea.
Here, then, is the intro to the hexcrawl ...
There were riches across the ocean, of that there could be no doubt. The elves and dwarves hailed from across the sea, and while both their elder kingdoms were now in ruins, their stories were fantastic and full of wonders.
The earliest forays were made by the swaggering bravos of Guelph in small cogs that were barely sea worthy. These voyages proved profitable, though, as they first constructed the port of Janus on an island that lie mid-ocean, and then went on to build colonies in Hybrasil that disgorged from those shores tons of gold and silver to fund their wars against the hobgoblins. These treasure ships attracted the attention first of the filibusters of Brigantia, who found is worth their while to abandon their galleys for swift caravels. Like wolves they hunted the over-laden treasure galleys of the Guelphlings, showing a portion on their Queen Gloriana.
The Antigooners were not pirates (well, not usually), but merchants with a keen eye for profit. Drooling over the gold and silver of the Guelphlings and hearing tales of green shores north of their colonies, they ventured into a stormy patch of sea that came to be known as the Damnable Sea. Here, they discovered the Virgin Woode and, with the Brigantians hot on their heels, began the Motherlander colonization of that land of elves and ancient secrets.
Upon the disappearance of the Emperor of Nomo and the subsequent decline and fall of that empire, the tributary city-states of the Motherlands sought to claim a portion of their old master’s power. This was first attempted in a series of ineffective wars, as no one city-state was powerful enough that it could best its rivals, separated as they were by vast tracts of wilderness.
While the secrets (at least some of them) of the Virgin Woode were revealed in NOD 19, the Damnable Sea itself holds many secrets. An ancient elven empire lies beneath these waves. The Emperor Jasconius has conquered the city-states of Basilea and Tartessus, scattered the hated sahuagin to the currents, and now looks to extend his suzerainty above the waves, reclaiming from the humans the Virgin Woode as the ancient birthright of the elves. There are also the islands of demonic Satanazes and wondrous Bermoothes with its sorcerous Duke and, in the eastern depths, something more ancient and horrible than the elves.
Three locations from the hexcrawl follow ...
3501. Temple of the Wolverine | Stronghold
The wild elves of the north maintain a shrine here dedicated to the Carcajoue, the Wolverine Lord, a deity of savagery and gluttony to the wild elves. The shrine is a spirit house composed of wooden sticks and four stout poles capped with images of the wolverine spirit painted in stark shades of white and blood red.
The shrine is protected by three spirit-wolverines as well as a wild elf druid, Paskatootsk, an elf with a rather sinister cast and a skin covered with white blotches and an evil eye. Paskatootsk is a were-wolverine, and when threatened he does not hesitate to assume his hybrid form to frighten his enemies. Fallen foes are dragged into the temple and fed to the strange, sinister wolverine spirit that dwells within the temple (actually a black pudding who dwells beneath the shrine at the entrance to a series of caverns that holds Skraeling catacombs, lost treasures of the ancient elves, a secret society of fungal mages and the world’s largest opal.
3520. Telchine Forge | Monster
The sea floor here is rent by a great volcanic vent. A tribe of 200 telchines has set up shop here, operating a forge that is now under the control of the Atlanteans. The Emperor Jasconian has sent a company of soldiers and a military governor, a warrior-mage called Xercelad – a haughty elf with delusions of his prime importance in the schemes of his emperor. He detests the telchines, but treats them reasonably well so long as they meet their quotas and deliver their goods on time.
The telchines are primarily working on orichalcum plates for the submersibles of the Atlantean navy. The plates are picked up fortnightly by an old Atlantean cargo submersible.
The telchines dwell in sea caves, their forge being open to the ocean. The Atlanteans have constructed a domed structure of stone in which they bivuac.
3618. Floater | Monsters
The bloated, rotting corpse of a sea giant is floating in this hex, and might be spotted by travelers near or on the surface. The body is floating face down, and shows signs of a great deal of nibbling by sea scavengers. Seven giant bristle worms (i.e. sea centipedes) are even now feasting on the underside of the corpse. Should it be disturbed, they will certainly leave the water to investigate. The giant still wears a chainmail sleeve on its left arm and a gold necklace (300 gp) around its neck. A crystal eye is still lodged in the sea giants eye socket. About twice the size of a human eye, it can be used to project a color spray once per day with the command word “Saskatoon”.
Showing posts with label sandbox. Show all posts
Showing posts with label sandbox. Show all posts
Saturday, August 24, 2013
Hail Atlantis! (Part 1)
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Saturday, March 9, 2013
Virgin Woode Map
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Friday, February 15, 2013
Stroll Through the Virgin Woode - Scrolls, Icy Corpses, Rievers and Tombs
1328. Soul Scrolls | Treasure
A stone totem pole stands in a clearing within a grove of trees. Within the mouth of the dragon atop the pole there is hidden a thick sheaf of scrolls. Each scroll holds a powerful spell (6th to 8th level) as well as the soul of an ancient elf wizard. Thirteen zombies are buried beneath the totem, and wait for somebody to climb it that they may erupt from the ground and climb the pole to attack them. Removing the sheaf of scrolls without first dispelling a magic rune on the dragon’s forehead causes the pole and anyone on it or within 60 feet to shift into a demi-plane of acid.
1528. Ice-Bound Corpse | Dungeon
A small cave in the side of a rocky hill issues forth an icy breeze. Inspecting the cave, one finds about 60 feet back a steep drop off and signs of former exploration – iron spikes hammered into the stone and a bit of dry rope.
At the bottom of the drop off, there is a second tunnel that extends back 100 feet, ending in a block of ice. Encased in the ice is the body of a drow warrior, encased in black armor, face twisted in a rictus of rage. Golden runes of power have been beaten into the surrounding tunnel, forming not only a wall of force effect, but also each acting a glyph of warding (cold). Three humanoid skeletons lie before these runes, tomb robbers killed by the traps.
Behind the block of ice there is a cavern filled with the funerary treasures of the drow, Cairithuic of the Canny Eye. The treasures are guarded by a chlorine elemental. If the body is removed from the ice, it revives in 1d4 hours as a dire wight!
1923. Hazard Station | Village
Two hundred rievers, mostly ex-henchmen who have turned to a life of freedom and larceny on the frontier, dwell here in a small gathering of cabins. The log cabins are scattered in a valley surrounded by wooded hills, each village having its own pigpen and cabin garden. The men and women of the village are surly and unwelcoming to those they do not know. On approach, the village women can be seen working in the gardens or tending the pigs or children, while the men hunt in the woods or relax in front of the cabins, tending their muskets or bows.
2027. Tomb of Sera | Dungeon
The wooded hills are dotted by remnants of the ancient elves, and this hex holds the tomb of a very noble elf, Sera, the father of Partholón, who crossed Mother Ocean in elder days and founded the city-state of Nomo. The tomb is stately and untouched, with walls of moonstone. It is situated on a large platform of moss quartz. The tomb has no discernable entrance. The only entrance is located on the platform, under the earth. One must figure a way to either raise the platform or lower the earth to reach it.
Behind this secret door there is a steep slope covered by a permanent grease spell. The back of the door is studded with spikes. At the top of the ramp there is a simple stone bier, beautifully carved, atop of which rests the body of Sera in state. It shows little decay. The body and tomb are attended by three spirits who served the elf in life – a squire, a courtesan and a jester. The spirits are bound willingly to the lord, and they do their best to protect the body from looters and defilers. They are not evil, and they are not ill-disposed to visitors, so long as they are honorable and well-behaved. The tomb can serve as a safe-haven for adventurers, for the wild elves will not approach it.
The only problem is the pack of ghoul wolves that patrol the woods. They can sense the flesh of a noble elf within the tomb, and are hungry for it.
A stone totem pole stands in a clearing within a grove of trees. Within the mouth of the dragon atop the pole there is hidden a thick sheaf of scrolls. Each scroll holds a powerful spell (6th to 8th level) as well as the soul of an ancient elf wizard. Thirteen zombies are buried beneath the totem, and wait for somebody to climb it that they may erupt from the ground and climb the pole to attack them. Removing the sheaf of scrolls without first dispelling a magic rune on the dragon’s forehead causes the pole and anyone on it or within 60 feet to shift into a demi-plane of acid.
1528. Ice-Bound Corpse | Dungeon
A small cave in the side of a rocky hill issues forth an icy breeze. Inspecting the cave, one finds about 60 feet back a steep drop off and signs of former exploration – iron spikes hammered into the stone and a bit of dry rope.
At the bottom of the drop off, there is a second tunnel that extends back 100 feet, ending in a block of ice. Encased in the ice is the body of a drow warrior, encased in black armor, face twisted in a rictus of rage. Golden runes of power have been beaten into the surrounding tunnel, forming not only a wall of force effect, but also each acting a glyph of warding (cold). Three humanoid skeletons lie before these runes, tomb robbers killed by the traps.
Behind the block of ice there is a cavern filled with the funerary treasures of the drow, Cairithuic of the Canny Eye. The treasures are guarded by a chlorine elemental. If the body is removed from the ice, it revives in 1d4 hours as a dire wight!
1923. Hazard Station | Village
Two hundred rievers, mostly ex-henchmen who have turned to a life of freedom and larceny on the frontier, dwell here in a small gathering of cabins. The log cabins are scattered in a valley surrounded by wooded hills, each village having its own pigpen and cabin garden. The men and women of the village are surly and unwelcoming to those they do not know. On approach, the village women can be seen working in the gardens or tending the pigs or children, while the men hunt in the woods or relax in front of the cabins, tending their muskets or bows.
2027. Tomb of Sera | Dungeon
The wooded hills are dotted by remnants of the ancient elves, and this hex holds the tomb of a very noble elf, Sera, the father of Partholón, who crossed Mother Ocean in elder days and founded the city-state of Nomo. The tomb is stately and untouched, with walls of moonstone. It is situated on a large platform of moss quartz. The tomb has no discernable entrance. The only entrance is located on the platform, under the earth. One must figure a way to either raise the platform or lower the earth to reach it.
Behind this secret door there is a steep slope covered by a permanent grease spell. The back of the door is studded with spikes. At the top of the ramp there is a simple stone bier, beautifully carved, atop of which rests the body of Sera in state. It shows little decay. The body and tomb are attended by three spirits who served the elf in life – a squire, a courtesan and a jester. The spirits are bound willingly to the lord, and they do their best to protect the body from looters and defilers. They are not evil, and they are not ill-disposed to visitors, so long as they are honorable and well-behaved. The tomb can serve as a safe-haven for adventurers, for the wild elves will not approach it.
The only problem is the pack of ghoul wolves that patrol the woods. They can sense the flesh of a noble elf within the tomb, and are hungry for it.
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Wednesday, February 6, 2013
A Stroll Through the Virgin Woode - Sun Gods, Fort Adventure, Giant City and the White Tower
A few more previews of the Virgin Woode
0848. Ancient Idol | Dungeon
An ancient idol of Asur, the sun god of the ancient elves, stands here, half-toppled and overgrown with creepers that bear large, violet blooms. The statue has been damaged and defaced, the gold leaf stripped from it, the small, bench-like altar that stood before it cracked in half.
The blooms that grow around the idol put off a sweet-smelling odor, and in the presence of warm bodies release a pollen that intoxicated (Fortitude save vs. poison or fatigued).
The base of the idol, if one can get to it through the underbrush and creepers, holds a secret compartment accessed by speaking the high holy words (Klaatu Barada Nikto) or with a prying device, holds a large garnet that provides proof against illusions. If a person holds the stone in his or her mouth (don’t swallow it), they are immune to illusions, including invisibility. Fighting or doing other rough work while holding the stone in one’s mouth carries with it a chance of accidentally swallowing it (Reflex save, attempted once per minute). If swallowed, the stone causes nausea for 1d4 hours, and piercing pains in the gut as it is passed over the course of a few days.
1118. Fort Adventure | Stronghold
A fighting-woman of Salem colony, Hepzibah Stanis, has established a fort in this hex as an early defense of the colony and as a base of operation for pilgrim adventurers. The fort consists of a wooden palisade around several log buildings, barracks for the fort’s 20 pikemen, 16 longbowmen, 10 cuirassiers and 10 rangers, a home for Hepzibah and a small shrine to Diana tended by Elder Druthy Avanulf. A second druid, Elder Wandla Narlis once served here, but he was dishonest and greedy, and now dwells with brigands in the woods, consorting with demons. Hepzibah is gathering soldiers to route the brigands and bring the surrounding skraeling clans to heel.
1142. Skagarak | City-State
Skagarak is a large city of cyclopean architecture nestled in the wooded hills and surrounded by fields plowed by mammoth and mines dug by enslaved kobolds. The city is inhabited by 2,000 stone giants with shocking red hair and prominent jaws. The stone giants of Skagarak are rooted in the paleolithic, and claim to have dwelled in these hills since before the arrival of the ancient elves. Their city consists of great stone lodges inhabited by up to a dozen families bound together as a clan, walls 70 feet in height and buttressed by five great towers, a temple dedicated to mighty Atlas, and a splendid palace inhabited by their king, Tsul’kalu, and his royal clan. The streets are narrow and twisty, and the walls are surrounded by a a dry moat 20 feet deep.
The stone giants claim this hex as well as the hexes around it, using them to grow their crops and quarrying various stones (mostly granite and flint) and precious stones. They are not hostile to the wild elves, but care nor for their company, nor the company of the newly arrives humans.
1204. White Tower | Dungeon
The white tower is an example of an ancient elven ruin that the player’s might discover. It is a tall structure of white marble rising out of the woods. Inside the tower there is a golden stair leading to a chamber at the top of the tower. An antipathy spell has been cast on this chamber. The floor is littered with several uncut green garnets (5 gp each).
Each garnet confers on its possessor a single druid spell of 1st to 3rd level (roll randomly) that can be cast at the cost of 1d4 hit points. A creature must concentrate to cast this spell, and will only notice the hit point loss with a successful Will save.
Creatures killed by casting spells with these garnets will rise one day later as spectres that appear as glowing white skeletons with green garnets for eyes. The newly risen spectre will seek out the tower and reside in its walls.
Each garnet a creature steals from the tower will be pursued by a spectre. The spectres will appear each night in the thief’s dreams, chasing them through the dark woods toward the tower.
The dreamer will always awaken just as they reach the tower door and just as the glowing spectre is about to place its hand on their shoulder. Each night that they have this dream, they must pass a Will saving throw. If ever they fail, the spectre will be waiting for them in the waking world and it will immediately attack them. If killed, the unlucky thief will be found with all the color drained from their bodies and their eyes missing. The unfortunate will rise as a spectre as detailed above.
0848. Ancient Idol | Dungeon
An ancient idol of Asur, the sun god of the ancient elves, stands here, half-toppled and overgrown with creepers that bear large, violet blooms. The statue has been damaged and defaced, the gold leaf stripped from it, the small, bench-like altar that stood before it cracked in half.
The blooms that grow around the idol put off a sweet-smelling odor, and in the presence of warm bodies release a pollen that intoxicated (Fortitude save vs. poison or fatigued).
The base of the idol, if one can get to it through the underbrush and creepers, holds a secret compartment accessed by speaking the high holy words (Klaatu Barada Nikto) or with a prying device, holds a large garnet that provides proof against illusions. If a person holds the stone in his or her mouth (don’t swallow it), they are immune to illusions, including invisibility. Fighting or doing other rough work while holding the stone in one’s mouth carries with it a chance of accidentally swallowing it (Reflex save, attempted once per minute). If swallowed, the stone causes nausea for 1d4 hours, and piercing pains in the gut as it is passed over the course of a few days.
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Image found HERE |
A fighting-woman of Salem colony, Hepzibah Stanis, has established a fort in this hex as an early defense of the colony and as a base of operation for pilgrim adventurers. The fort consists of a wooden palisade around several log buildings, barracks for the fort’s 20 pikemen, 16 longbowmen, 10 cuirassiers and 10 rangers, a home for Hepzibah and a small shrine to Diana tended by Elder Druthy Avanulf. A second druid, Elder Wandla Narlis once served here, but he was dishonest and greedy, and now dwells with brigands in the woods, consorting with demons. Hepzibah is gathering soldiers to route the brigands and bring the surrounding skraeling clans to heel.
1142. Skagarak | City-State
Skagarak is a large city of cyclopean architecture nestled in the wooded hills and surrounded by fields plowed by mammoth and mines dug by enslaved kobolds. The city is inhabited by 2,000 stone giants with shocking red hair and prominent jaws. The stone giants of Skagarak are rooted in the paleolithic, and claim to have dwelled in these hills since before the arrival of the ancient elves. Their city consists of great stone lodges inhabited by up to a dozen families bound together as a clan, walls 70 feet in height and buttressed by five great towers, a temple dedicated to mighty Atlas, and a splendid palace inhabited by their king, Tsul’kalu, and his royal clan. The streets are narrow and twisty, and the walls are surrounded by a a dry moat 20 feet deep.
The stone giants claim this hex as well as the hexes around it, using them to grow their crops and quarrying various stones (mostly granite and flint) and precious stones. They are not hostile to the wild elves, but care nor for their company, nor the company of the newly arrives humans.
1204. White Tower | Dungeon
The white tower is an example of an ancient elven ruin that the player’s might discover. It is a tall structure of white marble rising out of the woods. Inside the tower there is a golden stair leading to a chamber at the top of the tower. An antipathy spell has been cast on this chamber. The floor is littered with several uncut green garnets (5 gp each).
Each garnet confers on its possessor a single druid spell of 1st to 3rd level (roll randomly) that can be cast at the cost of 1d4 hit points. A creature must concentrate to cast this spell, and will only notice the hit point loss with a successful Will save.
Creatures killed by casting spells with these garnets will rise one day later as spectres that appear as glowing white skeletons with green garnets for eyes. The newly risen spectre will seek out the tower and reside in its walls.
Each garnet a creature steals from the tower will be pursued by a spectre. The spectres will appear each night in the thief’s dreams, chasing them through the dark woods toward the tower.
The dreamer will always awaken just as they reach the tower door and just as the glowing spectre is about to place its hand on their shoulder. Each night that they have this dream, they must pass a Will saving throw. If ever they fail, the spectre will be waiting for them in the waking world and it will immediately attack them. If killed, the unlucky thief will be found with all the color drained from their bodies and their eyes missing. The unfortunate will rise as a spectre as detailed above.
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Friday, January 25, 2013
Humans in the Virgin Woode
Today, I thought I'd throw out some of my notions on the colonists who are settling in the Virgin Woode. I like, if possible, to relate things back to classic D&D tropes and concepts - in the vein of "D&D is always right" - and thus pair a bit of historic fact or fancy with the reality suggested by the rules. Recently, I've been reading Albion's Seed: Four British Folkways in America to get some ideas, and it's certainly been a great help. Currently, the three main groups of colonists are the Pilgrims, Cavaliers and Traders, with a sub-group of Agitators.
The Traders: You'll recall "trader" as a monster type in Basic D&D (or Expert - one of them). Here, it refers to venturers (a' la the class I worked up in an early issue of NOD), rangers and their ilk who settled the Dweomer Bay seeking riches in the Virgin Woode. The "traders" are made up of folks from Antigoon (i.e. Holland), Tremayne (i.e. Elizabethan England), Lyonesse (medieval France), Blackpoort (Dickensian London) and, well, just about anywhere there are men and women who want it all and want it now. The patron deity of Dweomer Bay is Atlas, the "god of exploration", who has a pretty level-headed and casual cult in the city. The other gods and goddesses of the Motherlands pantheon are here as well, of course. I want Dweomer Bay to be a sort of melting pot of alignments, nationalities, classes, races, etc - like a D&D tavern writ large. Ultimately, an easy place to start a band of adventurers out. A peg-legged old fighting-man will probably serve as the city-state's elected prince.
The Pilgrims: Inspired by the "monster" in the AD&D Monster Manual, the pilgrims in this case refer to religious exiles from Tremayne. Tremayne is ruled by the Faerie Queen, Gloriana, and has as its patron deity Diana. I wanted Tremayne to have a druidic religion that was very formal and, well, "Church of England", I suppose. The pilgrims are the religious folks who want a return to the more "primitive church", and they've settled to the north of Dweomer Bay in a town called Trinity after the notion of the triple goddess. For all intents and purposes, these folks are pagan puritans, witches who hunt clerics (and demons and such - hey, even if you're neutral, you know that Chaotic Evil represents more of a threat than Lawful Good). They dress like the puritans in russets, browns and other "sadd" colors, wear steeple hats, venerate their elders - the big change being that these pilgrims are ruled by their women rather than men.
The Cavaliers: Inspired by the name of the class from Unearthed Arcana and by the identity of the Anglican settlers of Virginia and the Chesapeake, the cavaliers are dandies and monarchists loyal to Gloriana that are seeking to recreate Camelot in the Virgin Woode. Their names are based on the knights of Arthurian romance and the Faerie Queen and they adhere pretty closely to the feudal concept so common in fantasy games. Like the real cavalier settlers of North America, they speak with a drawl (which originates in SW England - the Southerners of America didn't make it up) and are all about gallantry, nobility, power, lust and a love of gambling.
The Agitators: The agitators are the Son of Liberty in Dweomer Bay, determined to found a true republic and cast off the chains of monarchy. They're devout worshipers of William Blake's pantheon, especially of the Sons of Los, the gods of revolution. They've founded their own version of Penn's Philadelphia, called Golgonooza. They're recruiting an army and plan to cause trouble!
The Traders: You'll recall "trader" as a monster type in Basic D&D (or Expert - one of them). Here, it refers to venturers (a' la the class I worked up in an early issue of NOD), rangers and their ilk who settled the Dweomer Bay seeking riches in the Virgin Woode. The "traders" are made up of folks from Antigoon (i.e. Holland), Tremayne (i.e. Elizabethan England), Lyonesse (medieval France), Blackpoort (Dickensian London) and, well, just about anywhere there are men and women who want it all and want it now. The patron deity of Dweomer Bay is Atlas, the "god of exploration", who has a pretty level-headed and casual cult in the city. The other gods and goddesses of the Motherlands pantheon are here as well, of course. I want Dweomer Bay to be a sort of melting pot of alignments, nationalities, classes, races, etc - like a D&D tavern writ large. Ultimately, an easy place to start a band of adventurers out. A peg-legged old fighting-man will probably serve as the city-state's elected prince.
The Pilgrims: Inspired by the "monster" in the AD&D Monster Manual, the pilgrims in this case refer to religious exiles from Tremayne. Tremayne is ruled by the Faerie Queen, Gloriana, and has as its patron deity Diana. I wanted Tremayne to have a druidic religion that was very formal and, well, "Church of England", I suppose. The pilgrims are the religious folks who want a return to the more "primitive church", and they've settled to the north of Dweomer Bay in a town called Trinity after the notion of the triple goddess. For all intents and purposes, these folks are pagan puritans, witches who hunt clerics (and demons and such - hey, even if you're neutral, you know that Chaotic Evil represents more of a threat than Lawful Good). They dress like the puritans in russets, browns and other "sadd" colors, wear steeple hats, venerate their elders - the big change being that these pilgrims are ruled by their women rather than men.
The Cavaliers: Inspired by the name of the class from Unearthed Arcana and by the identity of the Anglican settlers of Virginia and the Chesapeake, the cavaliers are dandies and monarchists loyal to Gloriana that are seeking to recreate Camelot in the Virgin Woode. Their names are based on the knights of Arthurian romance and the Faerie Queen and they adhere pretty closely to the feudal concept so common in fantasy games. Like the real cavalier settlers of North America, they speak with a drawl (which originates in SW England - the Southerners of America didn't make it up) and are all about gallantry, nobility, power, lust and a love of gambling.
The Agitators: The agitators are the Son of Liberty in Dweomer Bay, determined to found a true republic and cast off the chains of monarchy. They're devout worshipers of William Blake's pantheon, especially of the Sons of Los, the gods of revolution. They've founded their own version of Penn's Philadelphia, called Golgonooza. They're recruiting an army and plan to cause trouble!
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Tuesday, January 22, 2013
A Stroll Through the Virgin Woode - Oil Slicks, Swamp Apes, Burial Mounds and Fountains
0418. Oil Slick | Trap
A portion of the woods here is covered in an oil slick. The slick covers about three acres; only thick, rugged grasses grow from beneath the slick, making the area it has blighted look like some sort of a unwholesome meadow. Those who touch the oil with their bare skin must pass a Fortitude save or be affected by a random magic oil.
0527. Skunk Ape | Monster Lair
The remains of a walled city can be found in the swamp here. The ruins consist of nothing but crumbled walls and a few towers covered with slimes, verdigris or other forms of corruption. The ruins are haunted by an especially fierce skunk ape, who brooks no intrusions on his domain, and who is clever enough to pick off intruders one at a time. A flooded vault in the ruins holds a +2 scimitar that can slice through air. This has the effect of dealing double damage on gaseous and air elemental creatures, as well as allowing one to create small sonic booms by making a special attack against an Armor Class of 20.
0624. Burial Mound | Monster Lair
An ancient skraeling burial mound can be found here. The mound is about 200 feet in diameter and 22 feet tall. One side of the hill hides an entance veiled in illusion. Beyond this entrance there is a 80-ft. long passage lined by megaliths. At the end of this passage there is a teardrop-shaped shield painted a brilliant sapphire blue. This +1 shield is Lawful (CG) in alignment, and if touched by a member of any other alignment, sparks and causes 1d6 points of electricity damage (per round, if one keeps ahold of it).
The shield is actually a door of sorts, a small passage being hidden behind it. The shield is wizard locked to the wall (by a 10th level magic-user). Beyond the shield and the small hole in the wall, there is a narrow set of stairs that lead downward through a brackish, powerful wind. At the bottom of the stairs (about 400 feet long, and sensitive folk might get the feeling they’re “not in Kansas anymore”) there is a crimson sea stretching out into a black expanse. Beyond the sea (how one crosses it is up to the players – perhaps canoes would work) there is a grey shore, a long strand of beach behind which there is a noisome jungle of scarlet foliage. A treasure has been buried on this beach by pirates of this strange dimension, a treasure of two golden tablets containing the location of the tomb of the Thief of Dreams.
What monsters might dwell in this dimension, other than the pirates, is up to the TK – have fun and use it as a chance to surprise the players and introduce some new menaces.
0716. Empty Fountain | Curiosity
A clearing in the woods here holds an empty fountain made of red granite and topped with a coiled dragon made of tarnished copper. The dragon’s head is held aloft, such that one would assume that the water of the fountain would emerge from its snout. The pipe in the snout from which the water would emerge is currently blocked by the handle of a +1 light mace.
The fountain is guarded by an astral deva called Morviel, placed here at the behest of a wizard of the ancient elves to keep the curious or wicked away from this Fountain of Holocausts. Should the magic mace be removed, the fountain would explode in a gout of blazing flame, one that would send white hot cinders flying through the air to land in the woods beyond.
Anyone within 30 feet of the fountain, if active, would suffer 3d6 points of fire damage per round. Beyond 30 feet, and up to 1 mile, one suffers 1d6 points of damage per round. Naturally, within a short time the woods will be burning, causing other problems.
A portion of the woods here is covered in an oil slick. The slick covers about three acres; only thick, rugged grasses grow from beneath the slick, making the area it has blighted look like some sort of a unwholesome meadow. Those who touch the oil with their bare skin must pass a Fortitude save or be affected by a random magic oil.
0527. Skunk Ape | Monster Lair
The remains of a walled city can be found in the swamp here. The ruins consist of nothing but crumbled walls and a few towers covered with slimes, verdigris or other forms of corruption. The ruins are haunted by an especially fierce skunk ape, who brooks no intrusions on his domain, and who is clever enough to pick off intruders one at a time. A flooded vault in the ruins holds a +2 scimitar that can slice through air. This has the effect of dealing double damage on gaseous and air elemental creatures, as well as allowing one to create small sonic booms by making a special attack against an Armor Class of 20.
0624. Burial Mound | Monster Lair
An ancient skraeling burial mound can be found here. The mound is about 200 feet in diameter and 22 feet tall. One side of the hill hides an entance veiled in illusion. Beyond this entrance there is a 80-ft. long passage lined by megaliths. At the end of this passage there is a teardrop-shaped shield painted a brilliant sapphire blue. This +1 shield is Lawful (CG) in alignment, and if touched by a member of any other alignment, sparks and causes 1d6 points of electricity damage (per round, if one keeps ahold of it).
The shield is actually a door of sorts, a small passage being hidden behind it. The shield is wizard locked to the wall (by a 10th level magic-user). Beyond the shield and the small hole in the wall, there is a narrow set of stairs that lead downward through a brackish, powerful wind. At the bottom of the stairs (about 400 feet long, and sensitive folk might get the feeling they’re “not in Kansas anymore”) there is a crimson sea stretching out into a black expanse. Beyond the sea (how one crosses it is up to the players – perhaps canoes would work) there is a grey shore, a long strand of beach behind which there is a noisome jungle of scarlet foliage. A treasure has been buried on this beach by pirates of this strange dimension, a treasure of two golden tablets containing the location of the tomb of the Thief of Dreams.
What monsters might dwell in this dimension, other than the pirates, is up to the TK – have fun and use it as a chance to surprise the players and introduce some new menaces.
0716. Empty Fountain | Curiosity
A clearing in the woods here holds an empty fountain made of red granite and topped with a coiled dragon made of tarnished copper. The dragon’s head is held aloft, such that one would assume that the water of the fountain would emerge from its snout. The pipe in the snout from which the water would emerge is currently blocked by the handle of a +1 light mace.
The fountain is guarded by an astral deva called Morviel, placed here at the behest of a wizard of the ancient elves to keep the curious or wicked away from this Fountain of Holocausts. Should the magic mace be removed, the fountain would explode in a gout of blazing flame, one that would send white hot cinders flying through the air to land in the woods beyond.
Anyone within 30 feet of the fountain, if active, would suffer 3d6 points of fire damage per round. Beyond 30 feet, and up to 1 mile, one suffers 1d6 points of damage per round. Naturally, within a short time the woods will be burning, causing other problems.
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Sunday, January 13, 2013
A Stroll Through the Virgin Woode - Magic Cloaks, Malevolent Maidens and Dimension X
Yes, ladies and germs, it's the first preview of the Virgin Woode hexcrawl. Since we always begin in the west of the map, these next few previews will be set in the hinterlands. Let's see what I have in store ...
0105. Forgotten Urns | Treasure
Several ceramic urns, glazed bright red, have been buried here in a shallow hole; a glint of the sun might reveal them as folk pass by (1 in 6 chance). Most of the urns hold nothing but ashes, likely the remains of living creatures. One contains eleven agates of various hues (worth 1d4 x 10 gp each) wrapped in an ocherous cloak. The cloak is magical and cursed, steeped in the blood of a pyrohydra and spat upon by a woman scorned. When worn too near a large fire (campfire size or larger, and yeah, fireballs count), it bursts into flames, burning for one minute and dealing 1d6 points of damage per round. Only after a person has burned in it can they attempt to remove it, the effort still requiring a Will saving throw.
0223. Dimension X | Monster Lair
A cavern in the mountains here is serving as the temporary base of operations for a band of scouts from the shadowy Dimension X. The scouts are humanoid, but their features are obscured by their protective suits, which are formed of a silvery cloth. These jump-suits are loose fitting, and cover the entire body. Over their heads, they wear globes of silvery metal with dark visors. These helms and suits cannot be removed save by the most dire force. If removed, they reveal the humanoids within look like normal humans, save for their eyes, which are entirely black.
The ten scouts are usually found hovering around a column of black metal decorated with dials, knobs and blinking lights of many colors. This device not only opens a portal into their home dimension, it also collects information about the surrounding lands and can project a wall of force for up to 10 minutes.
The scouts carry ray guns (6 charges each; they can be recharged by placing them on the column for 1 hour) that fire beams of negative energy that deal 1d6+1 points of damage per hit.
The presence of the scouts and their weird device are causing the weather in this hex to behave oddly; each hour, there is a 1 in 6 chance of severe weather (lightning storm, hail, high winds).
0321. Cathron’s Hold | Stronghold
Cathron is an ancient elf, a victim of Asur’s curse who was turned into a drow. She did not leave her stronghold, but rather enmeshed it in demonic energies. The stronghold appears as a 200-ft. tall tower of smooth, scarlet stone that writhes with black, choking smoke and drips with demonic ichor. One only enters the place by teleportation.
Cathron is a lithe, athletic drow with silvery hair and tempting eyes. She is a born deceiver, and is quite incapable of love, though that has not disuaded Finnard [0231] or Lowellon [0246] from attempting it.
Within the tower, Cathron is served by a company of fiendish lizard men with glistening black scales and blazing eyes. Her treasure trove is guarded by a young red dragon, Thartwalla, who also serves as her mount when she leaves her tower.
0105. Forgotten Urns | Treasure
Several ceramic urns, glazed bright red, have been buried here in a shallow hole; a glint of the sun might reveal them as folk pass by (1 in 6 chance). Most of the urns hold nothing but ashes, likely the remains of living creatures. One contains eleven agates of various hues (worth 1d4 x 10 gp each) wrapped in an ocherous cloak. The cloak is magical and cursed, steeped in the blood of a pyrohydra and spat upon by a woman scorned. When worn too near a large fire (campfire size or larger, and yeah, fireballs count), it bursts into flames, burning for one minute and dealing 1d6 points of damage per round. Only after a person has burned in it can they attempt to remove it, the effort still requiring a Will saving throw.
0223. Dimension X | Monster Lair
A cavern in the mountains here is serving as the temporary base of operations for a band of scouts from the shadowy Dimension X. The scouts are humanoid, but their features are obscured by their protective suits, which are formed of a silvery cloth. These jump-suits are loose fitting, and cover the entire body. Over their heads, they wear globes of silvery metal with dark visors. These helms and suits cannot be removed save by the most dire force. If removed, they reveal the humanoids within look like normal humans, save for their eyes, which are entirely black.
The ten scouts are usually found hovering around a column of black metal decorated with dials, knobs and blinking lights of many colors. This device not only opens a portal into their home dimension, it also collects information about the surrounding lands and can project a wall of force for up to 10 minutes.
The scouts carry ray guns (6 charges each; they can be recharged by placing them on the column for 1 hour) that fire beams of negative energy that deal 1d6+1 points of damage per hit.
The presence of the scouts and their weird device are causing the weather in this hex to behave oddly; each hour, there is a 1 in 6 chance of severe weather (lightning storm, hail, high winds).
0321. Cathron’s Hold | Stronghold
Cathron is an ancient elf, a victim of Asur’s curse who was turned into a drow. She did not leave her stronghold, but rather enmeshed it in demonic energies. The stronghold appears as a 200-ft. tall tower of smooth, scarlet stone that writhes with black, choking smoke and drips with demonic ichor. One only enters the place by teleportation.
Cathron is a lithe, athletic drow with silvery hair and tempting eyes. She is a born deceiver, and is quite incapable of love, though that has not disuaded Finnard [0231] or Lowellon [0246] from attempting it.
Within the tower, Cathron is served by a company of fiendish lizard men with glistening black scales and blazing eyes. Her treasure trove is guarded by a young red dragon, Thartwalla, who also serves as her mount when she leaves her tower.
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Monday, January 7, 2013
The Virgin Woode - The Next Nod Hexcrawl
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My original map of the region* |
Upon the disappearance of the Emperor of Nomo and the subsequent decline and fall of that empire, the tributary city-states of the Motherlands sought to claim a portion of their old master’s power. This was first attempted in a series of ineffective wars, as no one city-state was powerful enough that it could best its rivals, separated as they were by vast tracts of wilderness.
Begrudgingly, the aristocracy was forced to turn to “vulgar commerce” to rake in the gold, chartering adventurers to delve into the underworld and merchants to ply the seas or take caravans through the wilderness. The city-state of Guelph really got the ball rolling by their establishment of Port Janus at the midway point in Mother Ocean between the eastern landmass and western landmass. From there, they skirted the Blustering Main and founded the colony of Argentum in Hybrasil, discovering rich veins of silver, gold and electrum.
As the Guelphlings moved this metal back home, the filibusters of Tremayne began sallying forth from their normal haunt, the Tepid Sea, and conducting piracy on the high seas. With the galleons of Guelph so harried on Mother Ocean, the merchants of Antigoon were able to move through Mother Ocean and through the stormwracked Blustering Main to found their own trading post in what came to be called Dweomer Bay, after the strange magical radiations of that landscape.
Eventually, Port Janus fell to the pirates of Tremayne, cutting Argentum off from its metropolis (confusing, I know, but I’m actually using the word “metropolis” properly here). Dweomer Bay continued to thrive, though, as the Virgin Woode beyond produced cargo ships more often than treasure ships, and because the Antigooners and their ilk proved a seafaring match for pirates, where the landlubber Guelphings did not. The wars between the colonists and the pirates continue to this day, of course, but Dweomer Bay’s libertine attitudes and focus on commerce has been an attractive lure to adventurers in search of lucre, merchants desperate to escape overbearing nobles and every weirdo in the world yearning to let his or her freak flag fly has kept brave, hearty souls traversing the pirate haunted waters of the Blustering Main to Dweomer Bay or one of the many village and towns that now dot the shore of the Virgin Woode.
These colonists, scalawags, adventurers, roustabouts and ne'er-do-wells have much to fear, though. By land, the fey and the wild elves harry them at every turn; many a trapper has survived a bear attack only to perish under the gnarled foot of a treant, who marks the occasion with no more than a casual shrug of its woody shoulders and a scrape of the foot on a handy boulder. By sea, an ancient empire has arisen "from the silt" - the aquatic elves of Atlantis desire to expand their empire on land, and seek to choke off the commerce that is Dweomer Bay's lifeblood.
Wild elves, cunning fey, avaricious Atlanteans, dangerous elven ruins ... there's plenty to see and do in the Virgin Woode.
* I just recently resurrected an external hard drive that had a ton of my original work on the Land of Nod! So excited!
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Friday, December 21, 2012
Cush & Pwenet Preview 6 - Ophidian Ruins, Angry Books and Sleeping Kings
NOD 18 (wow, 3 years of NOD!) is written, 90% laid out, and just about ready to hit the presses (so to speak). I think I'll have it ready to go after Christmas, because right now I'm all about getting my holly and mistletoe on and having some Christmas fun!
Anyhow - since I need an easy post today, I'm going to the Cush and Pwenet well one more time! Have fun, lads and lasses!
62.04 Ophidian Ruin: A portion of the savannah here is marked with strange hemispheres of marble. The marble is ancient and cracked, and the hemispheres are actually domes – parts of an ancient ruin that now lurks beneath the savannah. The ruin belonged to the ophidians, and was long ago destroyed by the forces of the Nabu, assisted by the cosmic beings who helped found that empire.
The domes connect to palaces, temples and other buildings of what must have once been an astounding ancient city. Many of the rooms of these buildings are now collapsed and filled with soil, but many remain intact. Buildings are connected by tunnels or catacombs, while others have been connected by tunnels dug out of the earth by large, reptilian brutes bred by the ophidians as slaves and warriors. The ophidians of the ruins also breed vicious attack lizards. They have retained a small portion of their ancient technology, but most has been lost.
The lost city is ruled by a bloated queen, Sheshuur, the mother of all the ophidians in the complex. The complex is rife with traps – green slime-filled pits, pits of vipers, gouts of poisonous fumes and flaming jets.
64.37 Fortress of the Twin Tomes: Long ago, two rival princes, Trentar and Epham, mages of wondrous ken, were trapped inside magical grimoires by their former patron, Muola. Their mother, the hag queen Gwrga, interred each tome in a tower. The partisans of each prince gathered in these towers, and have for centuries been locked in sporadic battle with one another, each seeking to free their prince and destroy the other while still trapped within his grimoire. Travelers passing through this hex have a 4 in 6 chance to be pressed into service by a roving band of 3d6 miscreant mages intent on using them to destroy their enemies. The mages are loathe to expose themselves to danger, and prefer to use outsiders to settle their scores.
Miscreant Mages, Human Magic-Users: LVL 3; AC 10; ATK 1 staff +1 (1d6); MV 30; F14 R14 W12; AL Neutral; XP 300; Special—Spells (4/2/1); Gear—Spellbooks, quarterstaffs, darts (3).
65.19 Empire of the Sleeping King: This hex of windswept hills and hibiscus trees is eerily quiet. A deep well in the hex, so deep that it reaches into the Underworld, produces a sweet perfume that causes people and animals to fall into a drowsy langour. The outskirts of the hex are marked with small villages filled with laconic villagers and their herds of sleeping cattle. A road of adobe bricks overgrown with weeds winds through the villages to a small town in the center of the hex, from which rules the sleeping king, Kulala. The people of the town walk about as though asleep, and their baskets of food are bare. The people are severely undernourished, as they can barely stay awake long enough to feed themselves. In the center of the town sits the well, with a sort of wavering haze about it.
Just entering the hex forces people to pass a Fortitude save or become fatigued. Those who travel 2 miles into the hex must pass a Fortitude save (once per day) or fall dead asleep for 1d6 hours. Those who travel 4 miles into the hex must pass a Fortitude save (once per day) or fall asleep for 2d6 hours. Those who enter the town at the center of the hex must pass a Fortitude save (once per day) or fall asleep for 3d6 hours. An unlimited number of potions of sleep can be drawn from the well, but the liquid is so powerful that those in possession of it must pass a Fortitude save once per day or become fatigued.
Guess which one of these guys writes RPGs in his spare time ... |
Anyhow - since I need an easy post today, I'm going to the Cush and Pwenet well one more time! Have fun, lads and lasses!
62.04 Ophidian Ruin: A portion of the savannah here is marked with strange hemispheres of marble. The marble is ancient and cracked, and the hemispheres are actually domes – parts of an ancient ruin that now lurks beneath the savannah. The ruin belonged to the ophidians, and was long ago destroyed by the forces of the Nabu, assisted by the cosmic beings who helped found that empire.
The domes connect to palaces, temples and other buildings of what must have once been an astounding ancient city. Many of the rooms of these buildings are now collapsed and filled with soil, but many remain intact. Buildings are connected by tunnels or catacombs, while others have been connected by tunnels dug out of the earth by large, reptilian brutes bred by the ophidians as slaves and warriors. The ophidians of the ruins also breed vicious attack lizards. They have retained a small portion of their ancient technology, but most has been lost.
The lost city is ruled by a bloated queen, Sheshuur, the mother of all the ophidians in the complex. The complex is rife with traps – green slime-filled pits, pits of vipers, gouts of poisonous fumes and flaming jets.
64.37 Fortress of the Twin Tomes: Long ago, two rival princes, Trentar and Epham, mages of wondrous ken, were trapped inside magical grimoires by their former patron, Muola. Their mother, the hag queen Gwrga, interred each tome in a tower. The partisans of each prince gathered in these towers, and have for centuries been locked in sporadic battle with one another, each seeking to free their prince and destroy the other while still trapped within his grimoire. Travelers passing through this hex have a 4 in 6 chance to be pressed into service by a roving band of 3d6 miscreant mages intent on using them to destroy their enemies. The mages are loathe to expose themselves to danger, and prefer to use outsiders to settle their scores.
Miscreant Mages, Human Magic-Users: LVL 3; AC 10; ATK 1 staff +1 (1d6); MV 30; F14 R14 W12; AL Neutral; XP 300; Special—Spells (4/2/1); Gear—Spellbooks, quarterstaffs, darts (3).
65.19 Empire of the Sleeping King: This hex of windswept hills and hibiscus trees is eerily quiet. A deep well in the hex, so deep that it reaches into the Underworld, produces a sweet perfume that causes people and animals to fall into a drowsy langour. The outskirts of the hex are marked with small villages filled with laconic villagers and their herds of sleeping cattle. A road of adobe bricks overgrown with weeds winds through the villages to a small town in the center of the hex, from which rules the sleeping king, Kulala. The people of the town walk about as though asleep, and their baskets of food are bare. The people are severely undernourished, as they can barely stay awake long enough to feed themselves. In the center of the town sits the well, with a sort of wavering haze about it.
Just entering the hex forces people to pass a Fortitude save or become fatigued. Those who travel 2 miles into the hex must pass a Fortitude save (once per day) or fall dead asleep for 1d6 hours. Those who travel 4 miles into the hex must pass a Fortitude save (once per day) or fall asleep for 2d6 hours. Those who enter the town at the center of the hex must pass a Fortitude save (once per day) or fall asleep for 3d6 hours. An unlimited number of potions of sleep can be drawn from the well, but the liquid is so powerful that those in possession of it must pass a Fortitude save once per day or become fatigued.
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Wednesday, December 5, 2012
Cush & Pwenet Preview 5 - A Hospice, a Mindmaster and the Krakoo
57.08 Nabu Castle: Rising above the savannah is a concentric castle in the style of Old Nabu. From the outside, the castle looks perfectly normal. The outer wall is 20’ tall and constructed of white limestone (quite dazzling under the blazing sun). It has a single gate house with a bronze portcullis that has been rended apart like tin foil. The gate house is guarded by a blazing bones (43 hp) who holds a chain connected to a cauldron of boiling palm oil.
Beyond the outer wall there are the burnt remains of many huts and a well that still supplies sweet water. At some point, a desperate woman cast a golden ring (100 gp) into the well.
The inner wall is 30’ tall and shows signs of damage (broken ramparts, piles of rubble) on its eastern side. The inner gatehouse, located away from the outer gatehouse, consists of 40’ tall towers bristling with arrow slits. Inside each tower are five skeleton archers (HP 7, 6, 6, 5, 2, 2 in each). The iron portcullis between the towers is rusted shut, and would take a combined strength of 100 to force it open.
Once one has breached the inner walls, they will discover that the castle’s donjon is nothing but a pile of rubble. Nevertheless, a cavernous opening does give access to a small entry chamber guarded by three zombies (HP 10, 2, 1) wearing a number of cow bells. Any fight with them will produce a racket, warning the lord of the castle that dinner is served.
From the entry chamber one will pass through a wide tunnel that winds below the castle. The tunnel eventually splits into three passages. The easternmost passage leads to a veritable ossuary of humanoid and animal bones as well as dozens of bell jars containing rare herbs and fungi worth 10 gp each to a herbalist or sage.
The central passage leads further down until the slope becomes quick slippery (permanent grease spell), sending intruders into a deep pool (10’) of fresh water. A submerged tunnel leads to the bottom of the well.
The westernmost passage leads down a bit before ending in a large burrow supported by pillars of limestone. This burrow holds a pool of black water and a large pile of treasure. It is the home of a middle-aged dragon who calls himself Mindmaster the Controller.
Mindmaster sacked this fortress a millenia ago and has been sleeping for the past two centuries. He has copper scales, a sinewy body with bat-like wings, and hypnotic eyes (gaze attack). He is capable of casting the following spells: Grease, detect thoughts (ESP), summon monster I, wall of fire and animate dead. Mindmaster’s breath weapon is a cloud of hallucinogenic gas (save or suffer frightening hallucinations for 1d4 rounds).
Mindmaster’s hoard consists of 1,000 gp and a wand of wonder.
57.44 Hospice of the Blazing Sun: A band of Lawful clerics and knights has established here a hospice and road house for folk bound from the west and south for points north. The hopsice was established on a sacred field of battle, where warriors of the Order of the Blazing Sun, crusaders in service to Mithras, did battle with a coalition of gnolls and the servants of Chaos.
The hospice is a small fort of adobe brick. There is an outer wall, about 16 feet high and 4 feet thick, which is patrolled by crossbow-armed warriors of the order, with a two gates consisting of an iron grate. A 10-ft. deep pit, 8-ft. wide and 16-ft. long, has been secreted beyond the gate, and can be set to open when trod upon by releasing a lever near the inner gate. Above the gate, there is a gold plate (worth about 160 gp) depicting the face of Mithras.
Within the wall, there is a stable (can hold 30 horses), a small smithy manned by the armorer Kanu (who worships Ogun, but keeps it quiet around the religious knight), a cookhouse where game and cattle are barbequed by a cook called Amah, and the main keep, a 20-ft. tall building, square in foundation with sides 40-ft. long, with crenelations on the roof. The keep has a single, sturdy oak door bounnd in iron. Within, there is a great hall, chapel of Mithras, hospice, kitchen, apothecary, armory, a cellar (storage, including several barrels of sweet wine) small rooms for travelers and even smaller cells for the warrior of the hospice.
The hospice is manned by 20 men-at-arms (ring mail, heavy mace, light crossbow (fires bullets rather than bolts), 10 bullets), ten 1st level fighters (light horse, chainmail, shield, lance, light mace) and six 1st level clerics (light horse, chainmail, light mace, three throwing hammers). They are led by a chanter called Bonse and the master of the hospice is the vidame Arkhun, who hails from Ibis.
The hospice is famous for its wine (the valley it is situated in produces a decent grape, which the brothers turn into a sweet wine) and the cattle they graze on the savannah. Recently, a constrictor has stolen its way into the cellar, and awaits its prey.
60.06 Krakoo: This hex was long dominated by a powerful band of gnolls. Over time, their numbers fell and another group of crow-headed warriors called the krakoo invaded. The last band of gnoll warriors, their chieftain Zharl and his eight bodyguards, are now chained to several thorny acacias, slowly bleeding to death. The krakoo have set up their new stronghold on a rocky promontory, studding the upper portions with the spears (and bones) of the gnolls. If aided, the gnolls will happily lead adventurers to the promontory, and will even fight with them, but they ultimately cannot be trusted.
Beyond the outer wall there are the burnt remains of many huts and a well that still supplies sweet water. At some point, a desperate woman cast a golden ring (100 gp) into the well.
The inner wall is 30’ tall and shows signs of damage (broken ramparts, piles of rubble) on its eastern side. The inner gatehouse, located away from the outer gatehouse, consists of 40’ tall towers bristling with arrow slits. Inside each tower are five skeleton archers (HP 7, 6, 6, 5, 2, 2 in each). The iron portcullis between the towers is rusted shut, and would take a combined strength of 100 to force it open.
Once one has breached the inner walls, they will discover that the castle’s donjon is nothing but a pile of rubble. Nevertheless, a cavernous opening does give access to a small entry chamber guarded by three zombies (HP 10, 2, 1) wearing a number of cow bells. Any fight with them will produce a racket, warning the lord of the castle that dinner is served.
From the entry chamber one will pass through a wide tunnel that winds below the castle. The tunnel eventually splits into three passages. The easternmost passage leads to a veritable ossuary of humanoid and animal bones as well as dozens of bell jars containing rare herbs and fungi worth 10 gp each to a herbalist or sage.
The central passage leads further down until the slope becomes quick slippery (permanent grease spell), sending intruders into a deep pool (10’) of fresh water. A submerged tunnel leads to the bottom of the well.
The westernmost passage leads down a bit before ending in a large burrow supported by pillars of limestone. This burrow holds a pool of black water and a large pile of treasure. It is the home of a middle-aged dragon who calls himself Mindmaster the Controller.
Mindmaster sacked this fortress a millenia ago and has been sleeping for the past two centuries. He has copper scales, a sinewy body with bat-like wings, and hypnotic eyes (gaze attack). He is capable of casting the following spells: Grease, detect thoughts (ESP), summon monster I, wall of fire and animate dead. Mindmaster’s breath weapon is a cloud of hallucinogenic gas (save or suffer frightening hallucinations for 1d4 rounds).
Mindmaster’s hoard consists of 1,000 gp and a wand of wonder.
57.44 Hospice of the Blazing Sun: A band of Lawful clerics and knights has established here a hospice and road house for folk bound from the west and south for points north. The hopsice was established on a sacred field of battle, where warriors of the Order of the Blazing Sun, crusaders in service to Mithras, did battle with a coalition of gnolls and the servants of Chaos.
The hospice is a small fort of adobe brick. There is an outer wall, about 16 feet high and 4 feet thick, which is patrolled by crossbow-armed warriors of the order, with a two gates consisting of an iron grate. A 10-ft. deep pit, 8-ft. wide and 16-ft. long, has been secreted beyond the gate, and can be set to open when trod upon by releasing a lever near the inner gate. Above the gate, there is a gold plate (worth about 160 gp) depicting the face of Mithras.
Within the wall, there is a stable (can hold 30 horses), a small smithy manned by the armorer Kanu (who worships Ogun, but keeps it quiet around the religious knight), a cookhouse where game and cattle are barbequed by a cook called Amah, and the main keep, a 20-ft. tall building, square in foundation with sides 40-ft. long, with crenelations on the roof. The keep has a single, sturdy oak door bounnd in iron. Within, there is a great hall, chapel of Mithras, hospice, kitchen, apothecary, armory, a cellar (storage, including several barrels of sweet wine) small rooms for travelers and even smaller cells for the warrior of the hospice.
The hospice is manned by 20 men-at-arms (ring mail, heavy mace, light crossbow (fires bullets rather than bolts), 10 bullets), ten 1st level fighters (light horse, chainmail, shield, lance, light mace) and six 1st level clerics (light horse, chainmail, light mace, three throwing hammers). They are led by a chanter called Bonse and the master of the hospice is the vidame Arkhun, who hails from Ibis.
The hospice is famous for its wine (the valley it is situated in produces a decent grape, which the brothers turn into a sweet wine) and the cattle they graze on the savannah. Recently, a constrictor has stolen its way into the cellar, and awaits its prey.
60.06 Krakoo: This hex was long dominated by a powerful band of gnolls. Over time, their numbers fell and another group of crow-headed warriors called the krakoo invaded. The last band of gnoll warriors, their chieftain Zharl and his eight bodyguards, are now chained to several thorny acacias, slowly bleeding to death. The krakoo have set up their new stronghold on a rocky promontory, studding the upper portions with the spears (and bones) of the gnolls. If aided, the gnolls will happily lead adventurers to the promontory, and will even fight with them, but they ultimately cannot be trusted.
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Wednesday, November 28, 2012
Cush & Pwenet Preview 4 - Pillars, Mists and Spires
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Note: No ostriches appear in this preview! |
It is a large keep with nine towers (one is central) topped by glass bubbles aquamarine in color that, from afar, appear to be filled with water. This is a trick of the eye – each in fact holds a small garden of exotic, fragrant flowers from the jungles of Cush. The walls of the fortress are 30 feet tall, the eight outer towers about 40 feet tall and the central tower about 50 feet tall. Atop the walls, one sees 1d4 crossbow-armed goblins on watch at any given time. The walls are exceptionally slick, and one suffers a -2 penalty to climb them.
The fortress actually holds 40 goblins (ring mail, spear, light or heavy crossbow) and other monstrous guards. They work for His Most Illustrious Eminence, the Palatine Baron Devald the Daring, a displaced Tremanni warrior who made his fortune as a trader, raider and plunderer in Ende and Cush. As mentioned above, he has a stable of 10 hippogriffs, and he also has an old goblin witch-woman called Zaxa who serves as his major domo and court wizard.
54.27 Mists: This hex is thronged by enchanted mists. The hex looks clear during the day, but if adventurers spend the night here, they awake to a thick fog that makes navigation all but impossible. A ranger or druid can attempt to roll 1d12 under their level to escape the hex – others have a 1 in 20 chance per day to escape. The mists are inhabited by a company of people who lingered too long here. They now appear as misty shades. When encountered (2 in 6 chance per day; 2d8 shades) they attempt to drag people deeper into the mists. After one week in the mists, adventurers must pass a Will save each day or lose one level; any person who has all their levels drained (either by the mists or by the shades), becomes one of the people-of-the-mist and is trapped in this weird pseudo-dimension for all time.
55.35 Spires: The landscape of the savannah here is broken by large limestone spires and arches. The ground here is uneven and difficult to travel across. The soil is sandy around the spires and in the many shallow canyons, and thick with brambles and poisonous snakes. A keen-eyed elf might notice a vast murder of ravens wheeling and keening about a particularly tall spire in the distance. At the base of this spire, a female fighter called Ambang lies dying, two arrows piercing her breast. She was ambushed by seven gnolls – their bodies lie about her and already bare signs of feasting by the carrion birds. Ambang will be dead 1d10 minutes after she is found by adventurers.
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Tuesday, November 20, 2012
Cush & Pwenet - Preview 3
48.44 Crimson Fish: A small, enchanted stream runs through the jungle here. Whichever direction adventurers are traveling, the stream will present itself as an obstacle. The stream is clear and fresh, and filled with small, darting fish of a deep crimson hue. The watercourse looks about 4 feet across, but people who attempt to leap it will discover it is actually about 6 feet across. Folk who touch the water in the river will find themselves stuck fast in the water (a bend bars check is required to extricate oneself from the river) – attempting to pull a leg or hand out of the water is almost like trying to pull it out of a solid block of ice. When a person is stuck in the water, the crimson fish begin congregating and swimming in a counter-clockwise manner. In mere moments, they emerge as a single, large fish-thing, which moves toward the captured person to attack. The fish thing has razor sharp claws and teeth, and every drop of blood spilled in the river (a hit from the monster’s claws that deals more than 4 points of damage causes blood to flow) becomes one of the small crimson fish, which quickly merges into the fish-thing, healing it of 1 point of damage. If the fish-thing is killed, it collapses into its constituent fish, which rapidly dart away as the stream dries away into nothingness, leaving nothing but a patch of thick, sticky mud behind.
Fish-Thing, Large Magical Beast, Low Intelligence: HD 5; AC 17; Atk 1 bite (1d4) and 2 claws (1d6); Move 30 (Swim 60); F10 R11 W14; AL Neutral (N); XP 500; Special – Healing (see above), 10% magic resistance.
50.12 Land of Giants: The landscape here is dominated by massive hibiscus plants, with flower trumpets as long as two feet. Giant bees buzz around the flowers (1 in 6 chance per hour of encountering 2d4 giant bees), carrying nectar back to their massive hive near the center of the hex, which partially obscures a giant stone slab. The hive is only partially above ground, the remainder filling a number of tunnels. It is inhabited by 36 giant bumblebees, including their queen.
The stone slab that is partially obscured by the above ground portion of the hive measures about 25 feet tall and 10 feet wide. It is actually the top of a massive sarcophagus that has been dug into the ground. If one could remove the slab (they would have to first remove the hive) they would find the remains of an avatar of the goddess Oshun. The avatar has shown no decay, but it is quite dead and cannot be resurrected or raised (or turned into an undead). It is the size of a stone giant, and wears robes of silvery silk and turquoise beads (worth 7500 gp), a headress of silver, electrum and gold beads (worth 3,500 gp) and a gold and ruby ring on one finger (worth 800 gp). If any of these treasures are removed or other-wise molested, a deva will appear to punish the thieves.
52.09 Caravan Remains: This hex holds the remains of a camel caravan. Amid the smoldering corpses, one might find one intact pack that contains a small green bottle of garlic powder, a jar of sweet paste, a small chest containing chunks of dried beef, and several toasted strips of flatbread. In all, they have three days of rations.
52.33. Sea of Blood: The dry hills here become streaked with light grey granite, becoming more and more rugged until they finally become cliffs overlooking a vast, red lake. The people of Pwenet refer to this as the “sea of blood”, though it is actually just normal water tainted by vast iron deposits. The lake is sacred to Ogun. In the midst of the lake, about 500 yards from the shore, there is a granite stronghold on a small island. The stronghold looks as though it is precariously perched there, and might topple into the waters at any moment – though in truth it is quite sound. It consists of a medium-sized tower with a single entrance – an iron door – and a few windows on the upper stories.
The tower is deserted. Within, one finds the rooms filled with sculptures. The highest room, a sort of solarium, holds a half-finished statue of Oshun, the love goddess. Even in its rough state it is quite beautiful, and perhaps too good a likeness, for the sculptor, who now roams the place as a ghost, had his eyes burned out as punishment for daring to capture her likeness to perfectly in stone. The ghost, Lumbabo, generally avoids people, but does use its powers to create impressions in peoples’ minds of the sounds of hammers on chisels, or to make it appear that statues are moving and shifting behind them.
Males who gaze upon the statue of the love goddess must pass a Will save or fall under her spell. They will covet the statue above all things, and desire most of all to have it completed by a master scupltor. If more than one man becomes obsessed over it, it is likely they will fight to the death to possess it unless somehow restrained. Lawful and neutral characters can make a second will save (Lawful characters at a +2 bonus) to avoid killing a friend.
Fish-Thing, Large Magical Beast, Low Intelligence: HD 5; AC 17; Atk 1 bite (1d4) and 2 claws (1d6); Move 30 (Swim 60); F10 R11 W14; AL Neutral (N); XP 500; Special – Healing (see above), 10% magic resistance.
50.12 Land of Giants: The landscape here is dominated by massive hibiscus plants, with flower trumpets as long as two feet. Giant bees buzz around the flowers (1 in 6 chance per hour of encountering 2d4 giant bees), carrying nectar back to their massive hive near the center of the hex, which partially obscures a giant stone slab. The hive is only partially above ground, the remainder filling a number of tunnels. It is inhabited by 36 giant bumblebees, including their queen.
The stone slab that is partially obscured by the above ground portion of the hive measures about 25 feet tall and 10 feet wide. It is actually the top of a massive sarcophagus that has been dug into the ground. If one could remove the slab (they would have to first remove the hive) they would find the remains of an avatar of the goddess Oshun. The avatar has shown no decay, but it is quite dead and cannot be resurrected or raised (or turned into an undead). It is the size of a stone giant, and wears robes of silvery silk and turquoise beads (worth 7500 gp), a headress of silver, electrum and gold beads (worth 3,500 gp) and a gold and ruby ring on one finger (worth 800 gp). If any of these treasures are removed or other-wise molested, a deva will appear to punish the thieves.
52.09 Caravan Remains: This hex holds the remains of a camel caravan. Amid the smoldering corpses, one might find one intact pack that contains a small green bottle of garlic powder, a jar of sweet paste, a small chest containing chunks of dried beef, and several toasted strips of flatbread. In all, they have three days of rations.
52.33. Sea of Blood: The dry hills here become streaked with light grey granite, becoming more and more rugged until they finally become cliffs overlooking a vast, red lake. The people of Pwenet refer to this as the “sea of blood”, though it is actually just normal water tainted by vast iron deposits. The lake is sacred to Ogun. In the midst of the lake, about 500 yards from the shore, there is a granite stronghold on a small island. The stronghold looks as though it is precariously perched there, and might topple into the waters at any moment – though in truth it is quite sound. It consists of a medium-sized tower with a single entrance – an iron door – and a few windows on the upper stories.
The tower is deserted. Within, one finds the rooms filled with sculptures. The highest room, a sort of solarium, holds a half-finished statue of Oshun, the love goddess. Even in its rough state it is quite beautiful, and perhaps too good a likeness, for the sculptor, who now roams the place as a ghost, had his eyes burned out as punishment for daring to capture her likeness to perfectly in stone. The ghost, Lumbabo, generally avoids people, but does use its powers to create impressions in peoples’ minds of the sounds of hammers on chisels, or to make it appear that statues are moving and shifting behind them.
Males who gaze upon the statue of the love goddess must pass a Will save or fall under her spell. They will covet the statue above all things, and desire most of all to have it completed by a master scupltor. If more than one man becomes obsessed over it, it is likely they will fight to the death to possess it unless somehow restrained. Lawful and neutral characters can make a second will save (Lawful characters at a +2 bonus) to avoid killing a friend.
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Thursday, November 15, 2012
Cush & Pwenet - Preview 2
Yeah, still sick. Enjoy some more African screams!
45.15 Stone Giants: A tribe of stone giants is in the process of constructing a giant-sized motte-and-bailey castle. The giants carry large axes, with which they fell the tallest, thickest trees in the forest. So far, they have completed the moat and mound and the palisaded bailey (or courtyard). The bailey contains a barn for their elephants, a lodge, smithy, storehouse, stable and chapel. The higher stronghold is about one third complete.
The giants keep two elephants for pack animals and three cave bears for guard animals and pets. The giants include three brothers, four women and two children. The men have grey skin and long faces with chiseled features. The women, like all female giants, are strikingly beautiful. They are capable of altering their size at will to the size of a human, and can cast spells as 4th level druids.
The stone giant’s treasure is 700 gp and a red-brown spinel the size of a human fist (1,000 gp)
46.36 Strange Bordello: Travelers through these wooded highlands might come across an odd building constructed of pale blonde wood. The building has a domed roof and double doors composed of a lattice. Within, one finds a central chamber with a great hearth and roaring fire surrounded by silk pillows. Chimes hang from the ceiling and produce discordant tones that make people prone to suggestion (-2 to save).
There are three doors in this central chamber. From one of these doors, a succubus will emerge in human form, in a guise particularly enticing to one of the male members of the party. She will offer the adventurers rest for the night in her roadhouse, leading them to one of the three chambers where they will find clean clothes (in their size), enticing victuals and flagons of spiced wine. Once within one of these chambers, the adventurers will find themselves unable to escape until the dawn.
The character that has been singled out by the succubus will, of course, be invited to remain in the main chamber, where she will attempt to seduce them and steal away at least one of their levels.
The next morning, adventurers will awake to find them-selves in the same building, but the door to the outside opens onto a hellish labyrinth of red, burning stone, where the lucky adventurer who slept with the succubus is now hunted by her in the form of a hellcat. The succubus, Zamira, is a strange sort of lycanthrope who prefers to eat her mates. If killed, the succubus fades away and is replaced by a locked bronze chest containing [oh, wouldn't you like to know!]
48.02 Leather Sack: A trampled leather sack marks the location of a buried treasure. About three feet beneath the earth there is a wooden box containing 45 coins of blackened iron fashioned by dwarfs. They bear the likeness of Djorval, an ancient king of the western dwarfs, on one side and the likeness of a constrictor snake on the other. The coins are worth about 7 sp on the open market, but might draw as much as 500 gp from a dwarf collector.
45.15 Stone Giants: A tribe of stone giants is in the process of constructing a giant-sized motte-and-bailey castle. The giants carry large axes, with which they fell the tallest, thickest trees in the forest. So far, they have completed the moat and mound and the palisaded bailey (or courtyard). The bailey contains a barn for their elephants, a lodge, smithy, storehouse, stable and chapel. The higher stronghold is about one third complete.
The giants keep two elephants for pack animals and three cave bears for guard animals and pets. The giants include three brothers, four women and two children. The men have grey skin and long faces with chiseled features. The women, like all female giants, are strikingly beautiful. They are capable of altering their size at will to the size of a human, and can cast spells as 4th level druids.
The stone giant’s treasure is 700 gp and a red-brown spinel the size of a human fist (1,000 gp)
46.36 Strange Bordello: Travelers through these wooded highlands might come across an odd building constructed of pale blonde wood. The building has a domed roof and double doors composed of a lattice. Within, one finds a central chamber with a great hearth and roaring fire surrounded by silk pillows. Chimes hang from the ceiling and produce discordant tones that make people prone to suggestion (-2 to save).
There are three doors in this central chamber. From one of these doors, a succubus will emerge in human form, in a guise particularly enticing to one of the male members of the party. She will offer the adventurers rest for the night in her roadhouse, leading them to one of the three chambers where they will find clean clothes (in their size), enticing victuals and flagons of spiced wine. Once within one of these chambers, the adventurers will find themselves unable to escape until the dawn.
The character that has been singled out by the succubus will, of course, be invited to remain in the main chamber, where she will attempt to seduce them and steal away at least one of their levels.
The next morning, adventurers will awake to find them-selves in the same building, but the door to the outside opens onto a hellish labyrinth of red, burning stone, where the lucky adventurer who slept with the succubus is now hunted by her in the form of a hellcat. The succubus, Zamira, is a strange sort of lycanthrope who prefers to eat her mates. If killed, the succubus fades away and is replaced by a locked bronze chest containing [oh, wouldn't you like to know!]
48.02 Leather Sack: A trampled leather sack marks the location of a buried treasure. About three feet beneath the earth there is a wooden box containing 45 coins of blackened iron fashioned by dwarfs. They bear the likeness of Djorval, an ancient king of the western dwarfs, on one side and the likeness of a constrictor snake on the other. The coins are worth about 7 sp on the open market, but might draw as much as 500 gp from a dwarf collector.
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Tuesday, November 13, 2012
Cush & Pwenet - Preview 1
I'm now ensconced in writing the second half of the Cush/Pwenet hex crawl and, since I'm also fighting off a cold, thought a few previews would make for an easy blog post today!
41.43 Kimbedwe: Kimbedwe is a sizable city-state situated atop a high, dusty plateau that overlooks the rain forest. The plateau is rich in mineral wealth, and highly defensible, and thus has persisted for hundreds of years. By and large, the people of the plateau keep to themselves. They permit no entry into this hex by outsiders, having established trading posts on the edges of the hex to trade their minerals for manufactured goods (especially glass – the sands of the plateau make a very poor quality of glass). The city is constructed of stone, most of it dug up from the depths of the plateau, which is honeycombed with tunnels and mines, and even hides a small subterranean lake from which the people of the plateau pull blind crustaceans that they turn into a delicious stew.
Kimbedwe’s main problem is its isolation and xenophobia, which has led to stagnation. These problems are made worse by (or maybe caused by) the waters of the subterranean lake, which are enchanted. The waters keep people from aging, but also makes them infertile. There have been no children in Kimbedwe for many centuries. The water’s enchantment stems from a strange black stone hidden in its black depths, a stone that attracts the shades of the dead, who haunt the lake and demand tribute from their descendants in the form of palm wine. The lake is surrounded by hundreds of small (and not-so-small) shrines dedicated to these ancestral spirits. The spirits are worshipped by a cult of death priests and assassins, who do their best to keep change out of Kimbedwe.
Kimbedwe’s king, Singado, has ruled for 200 years, having relieved his father of the crown with poisoned wine. He and his warriors oppose (subtly) the death cult. They maintain a large temple to Kokou, the god of war, and keep a flock of arrowhawks which they use to patrol the surrounding jungle. When possible, they kidnap likely mates for themselves and their king, sneaking them back to the plateau in defiance of the assassins.
43.20 Spanish Prison: Traveling through the woods you come upon a narrow dirt path that runs roughly north to south. The foliage on either side has recently been trimmed. Following the path to the north eventually leads to a clearing that contains a stone circle reminiscent of Stonehenge.
Following the path to the south leads to a small valley that contains a lake. Overlooking the lake there is a castle built of pale, grey stone. The castle consists of two long, narrow wards and a central keep. The keep is surmounted by a 115-ft. tall tower with barred windows.
The castle is the home of Don Xavier de Penafiel, a duke who hails from the Kingdom of Spain on our own world. Don Xavier is a melancholy man, and deeply religious. His castle, despite its large size, is staffed by a small band of unseen servants that are enhanced by unspeaking illusions. In times of trouble, the castle is defended by 100 animated suits of armor. The only other inhabitant of the castle is its prisoner, one Francis Bacon. Bacon’s tower prison has had a permanent anti-magic shell cast upon it.
Don Xavier leads a lonely life, his primary companion being his memories of lost love and lost honor. Every few weeks he is visited by a small band of friars who bring the duke sustenance and brief companionship. The oldest of the friars, Brother Garza, is an excellent swordsman and accomplished player of at chess and taroka.
[Note - I actually ran a group through this one. Getting into the tower involved solving three alchemical riddles. I might have lost them when my old external drive went down, but if not I'll publish it in a future issue of NOD]
44.25 Tome of the Phantom: A high cave here, dry and cool, holds a tome wrapped in ashen sackcloth. The tome is covered in blue leather, and contains the life story of the adventuring wizard Zaxon. Zaxon visited many of the lands surrounding Cush; he made many conquests and bested many dangers before finally passing away 200 years ago. This tome is possessed by his spirit, and this spirit slowly possesses any person who reads the book. For each hour spent reading the tome, one must make a Will save or be effected as per a magic jar spell.
41.43 Kimbedwe: Kimbedwe is a sizable city-state situated atop a high, dusty plateau that overlooks the rain forest. The plateau is rich in mineral wealth, and highly defensible, and thus has persisted for hundreds of years. By and large, the people of the plateau keep to themselves. They permit no entry into this hex by outsiders, having established trading posts on the edges of the hex to trade their minerals for manufactured goods (especially glass – the sands of the plateau make a very poor quality of glass). The city is constructed of stone, most of it dug up from the depths of the plateau, which is honeycombed with tunnels and mines, and even hides a small subterranean lake from which the people of the plateau pull blind crustaceans that they turn into a delicious stew.
Kimbedwe’s main problem is its isolation and xenophobia, which has led to stagnation. These problems are made worse by (or maybe caused by) the waters of the subterranean lake, which are enchanted. The waters keep people from aging, but also makes them infertile. There have been no children in Kimbedwe for many centuries. The water’s enchantment stems from a strange black stone hidden in its black depths, a stone that attracts the shades of the dead, who haunt the lake and demand tribute from their descendants in the form of palm wine. The lake is surrounded by hundreds of small (and not-so-small) shrines dedicated to these ancestral spirits. The spirits are worshipped by a cult of death priests and assassins, who do their best to keep change out of Kimbedwe.
Kimbedwe’s king, Singado, has ruled for 200 years, having relieved his father of the crown with poisoned wine. He and his warriors oppose (subtly) the death cult. They maintain a large temple to Kokou, the god of war, and keep a flock of arrowhawks which they use to patrol the surrounding jungle. When possible, they kidnap likely mates for themselves and their king, sneaking them back to the plateau in defiance of the assassins.
43.20 Spanish Prison: Traveling through the woods you come upon a narrow dirt path that runs roughly north to south. The foliage on either side has recently been trimmed. Following the path to the north eventually leads to a clearing that contains a stone circle reminiscent of Stonehenge.
Following the path to the south leads to a small valley that contains a lake. Overlooking the lake there is a castle built of pale, grey stone. The castle consists of two long, narrow wards and a central keep. The keep is surmounted by a 115-ft. tall tower with barred windows.
The castle is the home of Don Xavier de Penafiel, a duke who hails from the Kingdom of Spain on our own world. Don Xavier is a melancholy man, and deeply religious. His castle, despite its large size, is staffed by a small band of unseen servants that are enhanced by unspeaking illusions. In times of trouble, the castle is defended by 100 animated suits of armor. The only other inhabitant of the castle is its prisoner, one Francis Bacon. Bacon’s tower prison has had a permanent anti-magic shell cast upon it.
Don Xavier leads a lonely life, his primary companion being his memories of lost love and lost honor. Every few weeks he is visited by a small band of friars who bring the duke sustenance and brief companionship. The oldest of the friars, Brother Garza, is an excellent swordsman and accomplished player of at chess and taroka.
[Note - I actually ran a group through this one. Getting into the tower involved solving three alchemical riddles. I might have lost them when my old external drive went down, but if not I'll publish it in a future issue of NOD]
44.25 Tome of the Phantom: A high cave here, dry and cool, holds a tome wrapped in ashen sackcloth. The tome is covered in blue leather, and contains the life story of the adventuring wizard Zaxon. Zaxon visited many of the lands surrounding Cush; he made many conquests and bested many dangers before finally passing away 200 years ago. This tome is possessed by his spirit, and this spirit slowly possesses any person who reads the book. For each hour spent reading the tome, one must make a Will save or be effected as per a magic jar spell.
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Tuesday, August 28, 2012
Three Villages of Cush - Preview of NOD 16
What an insane week!
I'm a day or three away from releasing NOD 16 and B1 - The Tumbled Towers, an intro module for Blood & Treasure with some pre-generated characters. B1 - The Tumbled Towers will be a free download, and probably a pretty cheap print product (cause it's short!).
Since things are so berserk lately (it's quarterly report time in my real job), I'm going with another Cush preview today. Enjoy!
15.41 Kaba: Kaba is a large village of 250 people set amidst large groves of butter trees, which produce a fruit favored by both humans and baboons. The village has tall stone walls with locked gates and narrow streets. During the day, people are out and about, tending the groves, hunting in the jungle, cooking their food, repairing tools, etc. As soon as the sun begins to sink, though, they lock the village gates and go inside, locking their doors and not opening them for anything. This is because a band of ghouls has found its way to their village, finding the secret places in the jungle where they have buried their dead and feeding on them. They have made incursions into the village and killed several men and women, turning them into ghouls as well, who are now obsessed with feeding on their relatives and loved ones. The village leader, a sage called Sambwa the Wise (Adept 3; 4 hp), has no idea what to do about the ghouls. The people will not allow him to dig up the bodies of their ancestors and burn them (though the newly died are burnt now, outside the village), and the graveyards are not safe to approach anyways. He has sent a few warriors out to other villages seeking help from monster slayers.
16.26 Nameless Village: On a hill overlooking the lazy Jamba River there is a village (pop. 230) surrounded by a palisade. All of the buildings in the village are narrow towers built of limestone quarried in the middle of town. The people of this nameless village are squat, thick, grey-skinned humanoids with toothless mouths who communicate with sign language and a clicking sound they make with their thick tongues against the roof of the mouth. The people are accomplished sculptors and surprisingly agile for their build.
The village supports several sculptors, a master mason and an inn. The inn has been built into an empty quarry, with people sleeping in deep, narrow alcoves dug into the walls. The innkeeper serves palm wine in crystal decanters and slugs and snails spiced with ground pepper. The town’s main protectors are a quartet of 1st level fighting-men armed with spears and falchions. The village has no apparent leader.
The village’s treasury contains a silver falchion, four golden-brown capes (worth 5 gp each), eleven tiny ivory flutes (worth 20 gp each), a pair of copper gauntlets with only three fingers (worth 100 gp), a brass-capped bone cane (worth 200 gp) and a lead (triple weight, AC 14) cuirass bearing the symbol of Atum.
18.02 Chimpanzees: A tribe of 100 intelligent chimpanzees dwells here in a collection of odd huts reminscent of the mud-nests of the termites, though larger. Each hut ranges in height from 15 to 30 feet, and can only be entered from above. Between the huts there are pens for the chimpanzee’s dogs – some for riding, others kept for food. The warriors of the tribe (there are 40) carry shields and wield long gnarled clubs. The chimpanzees are led by a grizzled male called Bobo, who smokes a long, iron pipe and wears a tattered purple cloak. A diamond stick pin worth 500 gp is hidden in the hem of the cloak.
I'm a day or three away from releasing NOD 16 and B1 - The Tumbled Towers, an intro module for Blood & Treasure with some pre-generated characters. B1 - The Tumbled Towers will be a free download, and probably a pretty cheap print product (cause it's short!).
Since things are so berserk lately (it's quarterly report time in my real job), I'm going with another Cush preview today. Enjoy!
15.41 Kaba: Kaba is a large village of 250 people set amidst large groves of butter trees, which produce a fruit favored by both humans and baboons. The village has tall stone walls with locked gates and narrow streets. During the day, people are out and about, tending the groves, hunting in the jungle, cooking their food, repairing tools, etc. As soon as the sun begins to sink, though, they lock the village gates and go inside, locking their doors and not opening them for anything. This is because a band of ghouls has found its way to their village, finding the secret places in the jungle where they have buried their dead and feeding on them. They have made incursions into the village and killed several men and women, turning them into ghouls as well, who are now obsessed with feeding on their relatives and loved ones. The village leader, a sage called Sambwa the Wise (Adept 3; 4 hp), has no idea what to do about the ghouls. The people will not allow him to dig up the bodies of their ancestors and burn them (though the newly died are burnt now, outside the village), and the graveyards are not safe to approach anyways. He has sent a few warriors out to other villages seeking help from monster slayers.
16.26 Nameless Village: On a hill overlooking the lazy Jamba River there is a village (pop. 230) surrounded by a palisade. All of the buildings in the village are narrow towers built of limestone quarried in the middle of town. The people of this nameless village are squat, thick, grey-skinned humanoids with toothless mouths who communicate with sign language and a clicking sound they make with their thick tongues against the roof of the mouth. The people are accomplished sculptors and surprisingly agile for their build.
The village supports several sculptors, a master mason and an inn. The inn has been built into an empty quarry, with people sleeping in deep, narrow alcoves dug into the walls. The innkeeper serves palm wine in crystal decanters and slugs and snails spiced with ground pepper. The town’s main protectors are a quartet of 1st level fighting-men armed with spears and falchions. The village has no apparent leader.
The village’s treasury contains a silver falchion, four golden-brown capes (worth 5 gp each), eleven tiny ivory flutes (worth 20 gp each), a pair of copper gauntlets with only three fingers (worth 100 gp), a brass-capped bone cane (worth 200 gp) and a lead (triple weight, AC 14) cuirass bearing the symbol of Atum.
18.02 Chimpanzees: A tribe of 100 intelligent chimpanzees dwells here in a collection of odd huts reminscent of the mud-nests of the termites, though larger. Each hut ranges in height from 15 to 30 feet, and can only be entered from above. Between the huts there are pens for the chimpanzee’s dogs – some for riding, others kept for food. The warriors of the tribe (there are 40) carry shields and wield long gnarled clubs. The chimpanzees are led by a grizzled male called Bobo, who smokes a long, iron pipe and wears a tattered purple cloak. A diamond stick pin worth 500 gp is hidden in the hem of the cloak.
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Tuesday, August 21, 2012
Soggy Goddesses, Mighty Baobabs and Ghostly Apes - Cush Preview
A few more previews from Cush - I've been remiss about posting these lately. NOD 16 should be out by the end of the month - I'm just putting on the finishing touches now.
09.21 Goddess: A 20 ft. tall statue of a Hindi-style goddess lies belly-up in the river here. The statue is tilted, so that its face peers out at the north bank of the river. 1d8 crocodiles sun themselves on the statue, which is missing its arms and legs and looks to be very ancient. A secret door in the statue’s navel can be unscrewed, leading to a crawlspace that ends in the statues head. Inside the head there is a golden orb studded with gems (5,000 gp). The statue is all that remains of a stone golem destroyed a milennia ago during a war between Kolos and distant city-states of Ende.
11.04 Mufo: Mufo is a large town (pop. 4500) that receives some caravan traffic between Ophir and the Carnelian Coast, and also acts as a trade center for the local region. The city is surrounded by walls of reddish stone that are studded with bronze spikes. The front gates are thick, dark oak, heavily glazed, that are bound in bronze. The walls are anchored by five stout towers, about 30 feet tall. The walls and towers are patrolled by the town’s 45 guardsmen (men-at-arms; leather armor, shield, spear, light crossbow). The town is known for its green tile roofs, that sparkle like emeralds in the sun and help to camouflage the town from above, hemmed in as it is by the surrounding jungle.
Mufo is governed by a council of wealthy men and women, the head of which is Kanda, a rather famous merchant who once adventured throughout Cush, Pwenet and the Carnelian Coast and who now commands several caravans who ply the same area. Other members of the council are the monster trainer Mbando and the infamous duelist Muamba the Snake, who runs a a fencing academy.
Mufo has two ghettos, one of Ophirian traders, craftsmen (especially weavers) and adventurers who traveled down with the caravans from Ophir, the other of gnomes who have quit their traditional forest home and now make a living as wood-carvers and fortune tellers. The Ophirians of Mufu number about 250, the gnomes about 180. Both are treated reasonably well, though the gnomes are considered dishonest schemers by the locals, and the Ophirians are considered to be greedy.
11.27 Baobab the Mighty: A baobab tree that covers much of this hex has lived long enough that it has achieved sentience and a sort of godhood among plants. The forest creatures of bow to it as they pass along their way, and the beasts that dwell within its branches serve as a sort of priesthood. Key among them are a tribe of 30 monkeys who gather the sap (which can apparently neutralize poison, who knew?) and allow it to ferment, making a crude spirit that grants them low intelligence for the period of 1 month, before they must drink of the sap once again. The tree desires nothing but peace and tranquility in its domain, and a complete absence of fire.
12.36 Nettles: This hex is filled with many large patches of grass topped with tiny, stinging nettles. There is a 4 in 6 chance of any given adventurer being painfully stung and suffering a -1 penalty to all rolls for 1d4 days or until the bathing in urine.
14.30 Ghost Apes: Ghostly white apes crawl through the trees of this hex, leaving icy finger and foot prints whereever they go. The apes are true ghosts (treat as spectres), and their haunting howls and calls put people at ill ease and force animals to pass a saving throw each hour or flee in fear. The ghost apes only rarely attack travelers, having a 20% chance of attacking (in a group of 1d6+1), the chance increasing to 35% if there are spell casters present, and 55% if they are divine spell casters.
09.21 Goddess: A 20 ft. tall statue of a Hindi-style goddess lies belly-up in the river here. The statue is tilted, so that its face peers out at the north bank of the river. 1d8 crocodiles sun themselves on the statue, which is missing its arms and legs and looks to be very ancient. A secret door in the statue’s navel can be unscrewed, leading to a crawlspace that ends in the statues head. Inside the head there is a golden orb studded with gems (5,000 gp). The statue is all that remains of a stone golem destroyed a milennia ago during a war between Kolos and distant city-states of Ende.
11.04 Mufo: Mufo is a large town (pop. 4500) that receives some caravan traffic between Ophir and the Carnelian Coast, and also acts as a trade center for the local region. The city is surrounded by walls of reddish stone that are studded with bronze spikes. The front gates are thick, dark oak, heavily glazed, that are bound in bronze. The walls are anchored by five stout towers, about 30 feet tall. The walls and towers are patrolled by the town’s 45 guardsmen (men-at-arms; leather armor, shield, spear, light crossbow). The town is known for its green tile roofs, that sparkle like emeralds in the sun and help to camouflage the town from above, hemmed in as it is by the surrounding jungle.
Mufo is governed by a council of wealthy men and women, the head of which is Kanda, a rather famous merchant who once adventured throughout Cush, Pwenet and the Carnelian Coast and who now commands several caravans who ply the same area. Other members of the council are the monster trainer Mbando and the infamous duelist Muamba the Snake, who runs a a fencing academy.
Mufo has two ghettos, one of Ophirian traders, craftsmen (especially weavers) and adventurers who traveled down with the caravans from Ophir, the other of gnomes who have quit their traditional forest home and now make a living as wood-carvers and fortune tellers. The Ophirians of Mufu number about 250, the gnomes about 180. Both are treated reasonably well, though the gnomes are considered dishonest schemers by the locals, and the Ophirians are considered to be greedy.
11.27 Baobab the Mighty: A baobab tree that covers much of this hex has lived long enough that it has achieved sentience and a sort of godhood among plants. The forest creatures of bow to it as they pass along their way, and the beasts that dwell within its branches serve as a sort of priesthood. Key among them are a tribe of 30 monkeys who gather the sap (which can apparently neutralize poison, who knew?) and allow it to ferment, making a crude spirit that grants them low intelligence for the period of 1 month, before they must drink of the sap once again. The tree desires nothing but peace and tranquility in its domain, and a complete absence of fire.
12.36 Nettles: This hex is filled with many large patches of grass topped with tiny, stinging nettles. There is a 4 in 6 chance of any given adventurer being painfully stung and suffering a -1 penalty to all rolls for 1d4 days or until the bathing in urine.
14.30 Ghost Apes: Ghostly white apes crawl through the trees of this hex, leaving icy finger and foot prints whereever they go. The apes are true ghosts (treat as spectres), and their haunting howls and calls put people at ill ease and force animals to pass a saving throw each hour or flee in fear. The ghost apes only rarely attack travelers, having a 20% chance of attacking (in a group of 1d6+1), the chance increasing to 35% if there are spell casters present, and 55% if they are divine spell casters.
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Tuesday, July 24, 2012
Quicksand, Evil Gnomes and Pearl Trees - Cush II
03.31 Quicksand: Adventurers moving through this hex have a 2 in 6 chance of stepping into a pit filled with quicksand. The trees surrounding the quicksand are inhabited by a race of talking monkeys, who will cast bets (using cowrie shells) on whether the unfortunates will live or die. They will not render aid unless they are somehow tricked into it. If attacked, they flee into the forest; from that point on, random monster encounters occur on the roll of 1-2 on 1d6.
[Because a jungle without quicksand is just bogus]
05.13 Gingi Tribe: The Gingi are a tribe of lizardmen (pop. 331) descended from the lizard kings of old. They have faces that resemble the gallimimus and green scales with yellow stripes. The tribe has 200 spear-armed warriors. Their village is surrounded by a ditch and palisade. The ditch is filled with humanoid and animal bones, and skulls are attached to the tops of the walls by leather thongs. The wall is guarded by 8 elite warriors (3 HD) armed with blowguns and poisoned (sleep) darts. Water for the village is drawn from a deep well.
The village consists of huts made of woven vines covered in dried mud and a large, octagonal wooden house. The house is occupied by the tribe’s chief Jumbaba, his harem of six females and his fifteen hatchlings. The tribe’s treasure consists of 4,000 gp taken from an exhausted (and heavily laden) party of adventurers two months ago.
06.34 Pearl Tree: A large tree resembling a baobab grows here. In the late summer the tree will be filled with large, prickly, yellow fruits with delicious pink flesh. There is a 1% chance that those someone eating a fruit (roll once for the entire party) will find a perfect, pinkish pearl (100 gp) at the center instead of a pit. Fruit that is opened up but not consumed will cause the person wasting it to be cursed by the tree’s guardian spirit. The pits can be used to make fire seeds (as the druid spell) by knowledgable wise women.
08.03 Gingdaja Village: The small village of Gingdaja (pop. 300) is inhabited by a clan of wicked gnomes led by a council of elders that consists of Zangdok, Pukulga and Jajujh. The village is surrounded by a short picket of sharpened stakes, all of them meticulously carved into whimsical animal shapes. The people live in clusters of huts surrounding a wooden shrine.
The gnomes of Gingdaja were created by Azba, their patron deity. They are lithe and agile, and their scholars are well versed in elemental magic. In place of a normal gnome’s innate spells, the Gingdajans can cast create water, endure elements and magic stone each once per day.
Gingdaja has a small tavern run by Momwi, a retired slinger. The tavern is a long, narrow lean-to that serves a light, frothy ale made from roots and a powerful liquor made from tree fungus, as well as a hearty mushroom stew. The village also has a blacksmith named Pukdaja, a healer named Zuljujh and a monkey-trainer named Keshu. The village’s temple is a one-room, wooden structure surrounded by a yard edged by white stones. The shrine is tended by Zagu, a priest of Azba.
Azba is a goddess of chance and gambling. She appears as a tall crone with lemon-yellow skin and large, round, red eyes. She carries a simple hammer that randomly blesses or curses those it strikes in combat. The gnomes believe that Azba embodies the vital forces of the universe (i.e. chaos). They also believe that she dwells in the cave in [0802]. They throw their old and infirm in the cave as sacrifices to Azba.
08.27 Ape Boy: A cave system here is inhabited by a clan of thirty carnivorous apes and an adopted human boy they call Gargan. The apes are led by a massive male called Jorak (30 hp). In the deepest cavern of their lair, secreted there by an unknown party, there is a treasure. It consists of 80,000 cp in a dozen small chests, a golden yellow topaz (700 gp), a white pearl that has been delicately carved to hold the silhouette of a woman (80 gp) a cylindrical chunk of polished coral (60 gp) and a vial of phosphorescent liquid in a pewter flask. The liquid removes paralysis but causes intense hunger (double ration consumption for 1d6 days; -1 penalty to all rolls on less than double rations due to hunger pangs).
[Because a jungle without quicksand is just bogus]
05.13 Gingi Tribe: The Gingi are a tribe of lizardmen (pop. 331) descended from the lizard kings of old. They have faces that resemble the gallimimus and green scales with yellow stripes. The tribe has 200 spear-armed warriors. Their village is surrounded by a ditch and palisade. The ditch is filled with humanoid and animal bones, and skulls are attached to the tops of the walls by leather thongs. The wall is guarded by 8 elite warriors (3 HD) armed with blowguns and poisoned (sleep) darts. Water for the village is drawn from a deep well.
The village consists of huts made of woven vines covered in dried mud and a large, octagonal wooden house. The house is occupied by the tribe’s chief Jumbaba, his harem of six females and his fifteen hatchlings. The tribe’s treasure consists of 4,000 gp taken from an exhausted (and heavily laden) party of adventurers two months ago.
06.34 Pearl Tree: A large tree resembling a baobab grows here. In the late summer the tree will be filled with large, prickly, yellow fruits with delicious pink flesh. There is a 1% chance that those someone eating a fruit (roll once for the entire party) will find a perfect, pinkish pearl (100 gp) at the center instead of a pit. Fruit that is opened up but not consumed will cause the person wasting it to be cursed by the tree’s guardian spirit. The pits can be used to make fire seeds (as the druid spell) by knowledgable wise women.
08.03 Gingdaja Village: The small village of Gingdaja (pop. 300) is inhabited by a clan of wicked gnomes led by a council of elders that consists of Zangdok, Pukulga and Jajujh. The village is surrounded by a short picket of sharpened stakes, all of them meticulously carved into whimsical animal shapes. The people live in clusters of huts surrounding a wooden shrine.
The gnomes of Gingdaja were created by Azba, their patron deity. They are lithe and agile, and their scholars are well versed in elemental magic. In place of a normal gnome’s innate spells, the Gingdajans can cast create water, endure elements and magic stone each once per day.
Gingdaja has a small tavern run by Momwi, a retired slinger. The tavern is a long, narrow lean-to that serves a light, frothy ale made from roots and a powerful liquor made from tree fungus, as well as a hearty mushroom stew. The village also has a blacksmith named Pukdaja, a healer named Zuljujh and a monkey-trainer named Keshu. The village’s temple is a one-room, wooden structure surrounded by a yard edged by white stones. The shrine is tended by Zagu, a priest of Azba.
Azba is a goddess of chance and gambling. She appears as a tall crone with lemon-yellow skin and large, round, red eyes. She carries a simple hammer that randomly blesses or curses those it strikes in combat. The gnomes believe that Azba embodies the vital forces of the universe (i.e. chaos). They also believe that she dwells in the cave in [0802]. They throw their old and infirm in the cave as sacrifices to Azba.
08.27 Ape Boy: A cave system here is inhabited by a clan of thirty carnivorous apes and an adopted human boy they call Gargan. The apes are led by a massive male called Jorak (30 hp). In the deepest cavern of their lair, secreted there by an unknown party, there is a treasure. It consists of 80,000 cp in a dozen small chests, a golden yellow topaz (700 gp), a white pearl that has been delicately carved to hold the silhouette of a woman (80 gp) a cylindrical chunk of polished coral (60 gp) and a vial of phosphorescent liquid in a pewter flask. The liquid removes paralysis but causes intense hunger (double ration consumption for 1d6 days; -1 penalty to all rolls on less than double rations due to hunger pangs).
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Tuesday, July 10, 2012
Six-Armed Villagers, Glowing Tubes, Evil Shrines and Galmim ... Cush I
Here are a few early previews of Cush, starting in the west where the trees are as thick as thieves ...
01.29: You see a small village (population 90) surrounded by a ditch and wooden palisade by a lazy stream. Within the palisade there are ten buildings constructed from woven branches and thatch. The oviparous humanoids of Obaala are tall, statuesque and have white skin, fair hair, dark eyes and six arms placed evenly around their bodies. Each of their bee-hive shaped houses contains a nest tended by the male of the species. The obaala are matriarchical, with the most aggressive females leading the others. They are known for their sense of humor and their skill at assassination (surprise on a 1-2 on 1d6, double damage from surprise attacks).
The obaala enjoy the services of Zemmu the blacksmith and Yazur the healer. The largest building in the village is a temple dedicated to Gwardaja, their goddess of knowledge. She is served by the priestess Kasbaba who dresses in pale yellow robes that at once clutch at her body desperately and mingle with the breeze.
Gwardaja appears as a tall, obaala female with eyes the clor of roe and a serene expression. She is dressed in a yellow toga hung with amber beards and carries palm fronds in three of her hands and clay pitchers in the others.
OBAALA: N Medium Humanoid; HD 1+1; AC 13; Atk 2 weapons; Move 30; Save F13 R15 W15; XP 100/CL 2; Special: None. Gear: Hand axes (2), beaded armor (+2 AC), shield.
02.14: Lord Galmim is a Zinji adventurer who established a small, walled castle here 12 years ago and instantly set about annoying his neighbors. The castle is built of adobe brick and the walls are topped with sharp wooden spikes. Galmim employs a 50 archers (padded armor, shortbow, short sword) and rules over 44 peasant families who dwell in thatched huts within a log wall about 15 feet all. Galmim’s arms are a yellow doe rampant on a field of purple.
GALMIM: CE Fighter 12; HP 87; AC 19; Atk 3 weapon attacks; Move 30; Save F7 R11 W11; XP 600/CL 12; Special: +1 to hit with spear; Gear: Spear (cold iron tip, painted with spirals of charcoal and red; 1d6+3), light mace (head shaped like a spiked cylinder, haft wrapped in blue crocodile hide; 1d4+4), chainmail, shield, potion of extra healing (thick, ruby colored); Abilities: Str 18, Int 12, Wis 10, Dex 16, Con 16, Cha 15.
03.22: A small shrine of ancient Kolos stands here, choked with jungle vines. Inside there is an idol of Charon, the Stygian boatman. The idol looks like a gaunt figure in black robes. Where the idol’s face should be there is a merely an empty socket that probably once held a large gemstone. The shrine is now inhabited by a family of five pot-bellied ghouls, the largest having been the shrines keeper hundreds of years ago. The ghouls have 3 pp and 70 gp (in the ancient coinage of Kolos) lodged in clear view in the gaps between the stones.
04.20: A tube of metal 4 ft. in diameter sticks 12 ft. out of the ground at a slant. It is rusted and empty. The jungle around the tube is blighted. People touching the tube or spending the night near it must save vs. disease or develop painful blisters on the skin, losing 1 point of dexterity and constitution and glowing for 1d4 days. Glowing adventurers attract monster encounters on a roll of 1-2 on 1d6.
01.29: You see a small village (population 90) surrounded by a ditch and wooden palisade by a lazy stream. Within the palisade there are ten buildings constructed from woven branches and thatch. The oviparous humanoids of Obaala are tall, statuesque and have white skin, fair hair, dark eyes and six arms placed evenly around their bodies. Each of their bee-hive shaped houses contains a nest tended by the male of the species. The obaala are matriarchical, with the most aggressive females leading the others. They are known for their sense of humor and their skill at assassination (surprise on a 1-2 on 1d6, double damage from surprise attacks).
The obaala enjoy the services of Zemmu the blacksmith and Yazur the healer. The largest building in the village is a temple dedicated to Gwardaja, their goddess of knowledge. She is served by the priestess Kasbaba who dresses in pale yellow robes that at once clutch at her body desperately and mingle with the breeze.
Gwardaja appears as a tall, obaala female with eyes the clor of roe and a serene expression. She is dressed in a yellow toga hung with amber beards and carries palm fronds in three of her hands and clay pitchers in the others.
OBAALA: N Medium Humanoid; HD 1+1; AC 13; Atk 2 weapons; Move 30; Save F13 R15 W15; XP 100/CL 2; Special: None. Gear: Hand axes (2), beaded armor (+2 AC), shield.
02.14: Lord Galmim is a Zinji adventurer who established a small, walled castle here 12 years ago and instantly set about annoying his neighbors. The castle is built of adobe brick and the walls are topped with sharp wooden spikes. Galmim employs a 50 archers (padded armor, shortbow, short sword) and rules over 44 peasant families who dwell in thatched huts within a log wall about 15 feet all. Galmim’s arms are a yellow doe rampant on a field of purple.
GALMIM: CE Fighter 12; HP 87; AC 19; Atk 3 weapon attacks; Move 30; Save F7 R11 W11; XP 600/CL 12; Special: +1 to hit with spear; Gear: Spear (cold iron tip, painted with spirals of charcoal and red; 1d6+3), light mace (head shaped like a spiked cylinder, haft wrapped in blue crocodile hide; 1d4+4), chainmail, shield, potion of extra healing (thick, ruby colored); Abilities: Str 18, Int 12, Wis 10, Dex 16, Con 16, Cha 15.
03.22: A small shrine of ancient Kolos stands here, choked with jungle vines. Inside there is an idol of Charon, the Stygian boatman. The idol looks like a gaunt figure in black robes. Where the idol’s face should be there is a merely an empty socket that probably once held a large gemstone. The shrine is now inhabited by a family of five pot-bellied ghouls, the largest having been the shrines keeper hundreds of years ago. The ghouls have 3 pp and 70 gp (in the ancient coinage of Kolos) lodged in clear view in the gaps between the stones.
04.20: A tube of metal 4 ft. in diameter sticks 12 ft. out of the ground at a slant. It is rusted and empty. The jungle around the tube is blighted. People touching the tube or spending the night near it must save vs. disease or develop painful blisters on the skin, losing 1 point of dexterity and constitution and glowing for 1d4 days. Glowing adventurers attract monster encounters on a roll of 1-2 on 1d6.
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Thursday, July 5, 2012
Hell Is, Like, Sooooo Last Month - Welcome to Cush
Okay, I haven't officially published the last piece of the Hellcrawl (about 1 more week and it's live), but I've already moved on to ... Cush! The next hexcrawl project is Cush and Pwenet, pieces of an Africa-themed chunk of Nod. I'm quite excited about this one - probably a good bit of art to commission (which means I'm losing money on this baby), but there isn't much Africa-themed RPG stuff out there, and it's a pretty rich vein to mine for adventure. Anyhow - what follows is a quick look at the different geographical regions to be covered and the full Map J12 - the eastern half will be covered in NOD 16, the western half in NOD 18, and NOD 17 will cover the city-state of Ixum. Enjoy!
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Side Note: I'm now on the hunt for public domain images I can use for the Cush-crawl. This isn't easy, as much of the pre-1920's Africa illustrations are either a bit on the racist side (or waaaaay on the racist side) or are a bit dry and boring. If anybody out there knows of some good stuff (I'll be scouring Wikipedia and Project Gutenberg), let me know. Thanks!
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HISTORY
During the Pandiluvian Age, the jungle portions of Map J12 were under water, while the Jamba Highlands constituted a chain of islands the connected to the large archipelago of the modern Wyvern Coast. The savanna of Pwenet was a land of salt marshes and grassland. The so-called elder things built small fortresses in these shallow waters to protect their larger cities in the depths. These fortresses were built with a cyclopean, luminous green stones that were fitted without mortar. Although they were hunted for sport, some mermaids established themselves in sea caves and placid island lagoons.
When the waters receeded, the swampy grasslands became a savanna and the Cush basin became a dismal, tropical swamp. It was here that the lizard men, former servants of the elder things, established themselves in walled city-states, often surrounding the citadels of their former masters. Humans from the highlands were enslaved and put to work building defenses, for the lizard kings were constantly at war with one another, their society on its inevitable march to savagery.
As the waters continued to recede and Cush became a rain forest. The savage lizard men were eventually defeated by the more numerous and clever humans and driven into the coastal swamps or into the underworld. Freed from slavery, the humans established themselves in the homes of their former masters and took up where they left off. But unlike the lizard kings, who spent centuries locked in a stalemate, one human city-state, Kolos, soon brought the others to ruin.
Kolos was ruled by an exiled Atlantean who became fascinated with the alien gods of the lizard men, especially the one they called Mictlantecuhtli. Mictlantecuhtli called out to the Atlantean from the Abyss and bound him to his service with dark, unspeakable pacts. In time, the Atlantean, now known as Kolos, would destroy his city-state in a bid for godhood.
With Kolos fallen and soon swallowed by the jungles, its tributary port, Zinj, assumed the mantle of leadership in the region. But Zinj was tiny compared to the Kolos, and its interest lied in sea trade, not the fetid jungles. Except for a brief period as a subject of the zebra-striped people of the Zebrides, Zinj has remained an independent kingdom for centuries, even briefly lording it over the purple kings of Ophir after they lost their key trade partner in the invoked destruction of the Nabu.
The tribesmen of the savanna land called Pwenet also flourished during the Silver Age. They built villages and towns of adobe and kept massive herds of cattle. They even swept over the Nabu empire and held it for a few decades before decadence and in-fighting aided the Nabu in reclaiming their sovereignty.
GEOGRAPHY
Map J12 is dominated by a hot, steamy jungle in the west and the rolling grasslands of Pwenet in the east. These two regions are divided by the Jamba Highlands, a small mountain range that feeds the Jamba River. The Adze Marsh runs for many miles along the Jamba River.
A powerful necromantic kingdom called Kolos once dominated Cush and made war with the Nabu Empire to the north. While the fall of the Nabu Empire is well documented, the disappearance of Kolos is far more mysterious, and many adventurers have entered the jungles intent on finding that lost city-state and plundering its vaults. To date, none have succeeded in returning to civilization with their lives, let alone any riches.
Map J12 has no city-states of its own. The nearest city-states are Zinj (Map I12) and Ophir (Map J11), both coastal ports. It does have a multitude of villages and supports many sentient cultures, including human tribesmen, pygmys, lizardmen and gnolls.
Adze Marsh & Jamba River
The Adze Marsh, named for one of its more dangerous inhabitants is a vast wetland composed of flat lands, lagoons and copses of trees. The area floods in the Spring, hiding much of the flat land and making the entire swamp a virtual lake.
Cush
The jungle of Cush consists of a gently sloping plain between the Tonaduhna and Jamba Rivers. It is a traditional rain forest. The trees are thick and grow close enough together to blot out the sun. Beneath the canopy live a myriad of insects and reptilian carnivores as well as pygmy deer, elephant, and the dreaded leopard. Cush is valued for its exotic hardwoods (teak, mahogany, ebony and darkwood), orchids and fauna.
AMAZONS: The amazons of Cush are related to their more northern cousins. Like their cousins, they live in a matriarchical society. Unlike their cousins, they allow their menfolk to live in their villages and work as craftsmen, farmers and fishermen. Men and amazons live in separate halves of the village.
The amazons of Cush wear little or no armor, with the heaviest armored warriors (the nobility and their elites) wearing leather armor cured from the hides of mystical beasts (5% chance of dragonhide leather armor). Cushite amazon warriors carry spears, throwing irons and shields.
BERSERKERS: The berserkers of the jungle are cannibals. They appear as normal humans, but with teeth sharpened to points and hungry, feral looks in their eyes. The cannibals of Cush live in small hunting groups of 10 to 20 warriors led by a 3rd to 6th level chief and two 2nd level sub-chiefs. They wear no armor, but 50% of the berserkers carry a shield. Cannibals are armed with nets, battle axes, hand axes or short swords.
GHOULS: The ancient city-state of Kolos fell in a cataclysm of dark sorcery, tainting the surrounding land with necromantic energies. Over the next few months the peasants and knights of Kolos, deprived of their city-state, perished. Those who survived did so on the flesh of their fallen neighbors, and thus became ghouls. These ghouls, known for their dull black skin and pot bellies, still haunt the ruins of the jungle basin. They are extremely aggressive (as they’ve been starving for centuries) and are quite resistant to turning (turn as 4 HD undead). About 1% of ruins contain a ghoul able to summon a vrock demon (25% chance of success).
TRIBESMEN: The tribesmen of Cush know the secret of working iron and mine and smelt surface deposits from sacred out-croppings guarded by traps and summoned cacodaemons. Their witchdoctors are expert brewers of poison, so most warriors go into combat with poisoned darts (poison I) fired from blowguns.
The tribesmen are also privy, it is said, to the location of ancient gold mines secreted deep in the jungle and guarded by forgotten curses and fell magical beasts.
Each tribe consists of 3d10 x 10 warriors and additional non-combatants equal to 5 times the number of warriors. For every ten warriors in the tribe there is one “Big Man” with 1d4 character levels, usually in the fighter class. The tribe is ruled by a 6th to 10th level chief and witchdoctor (usually an adept, but 10% chance of being a 4th to 7th level druid or cleric). The chief is accompanied by 1d6+6 2nd level fighter bodyguards.
All tribesmen have a very fluid fighting style, giving them a base AC of 11. Tribesmen typically wield spears and blowguns, but might also carry hand axes, short swords, daggers and short bows. Leader types might carry battle axes or long swords.
VEGEPYGMIES: These strange plant beings are approximately 3 feet in height with rust-colored skin. They are primitive in nature with a chittering language incompre-hensible to non-plant men. Vegepygmies are usually encountered in small hunting bands. Vegepygmy tribes number from 1d4 x 30.
Vegepygmy warriors usually carry spears and throwing darts covered with a rust-colored mold. The mold deals no extra damage, but does begin to grow on the flesh of those hit by the darts who fail a saving throw. After the first day, the mold begins dealing 1 point of constitution damage each day as it produces enzymes which begin liquifying the host’s body. When the host is reduced to 0 constitution, he is little more than a pile of mush, upon which several “infant” mold men begin to grow. Once the mold begins to grow, it can only be destroyed with fire or a remove disease spell.
Jamba Highlands
The Jamba Highlands are a group of snow-capped mountains and their foothills that rise above the jungle of Cush and the grasslands of Pwenet. The tribesmen believe they are the abode of their gods. This belief is bolstered by the strange, white gorillas that seem to guard the passes that lead through the mountains.
The highlands feature a plethora of simians and avians. Old stories claim that the mountains are rich in precious stones and metals, but they are far enough away from civilization that nobody has made a serious attempt to mine them.
Pwenet Grasslands
Pwenet is a land of rolling hills with scattered copses of aromatic trees and a few rocky outcroppings. Large herds of ruminants travel from watering hole to watering hole while being stalked by giant centaurs, lions and even more fantastic predators. Pwenet is said to hold both a fountain of youth and the source of the River Ish, thus making it a popular destination for explorers.
A few merchant-adventurers from Ibis travel to Pwenet once a year to trade manufactured goods for aromatic resins, ivory, darkwood and wild animals. Otherwise, the region is untouched by the people of Lemuria and the Motherlands.
Though not the most numerous, the giant centaurs of Pwenet are the region’s most prominent folk of the hills. Pwenet is also home to many tribes of gnolls and humans. The largest tribes, human and gnoll both, provide most of the region’s drama as chiefs and witch-doctors jockey for power and recognition.
Oft told tales tell of when the tribes of Pwenet united under Jobo the Great and conquered the cities of Nabu. The people of Pwenet believe that history is a cycle and that they will once again conquer the outside world when a great leader united them.
CENTAURS: The centaurs of Pwenet look like a cross between humans and giraffes rather than humans and horses. Pwenet’s centaurs are larger and stronger than normal centaurs, but also more calm and level-headed. They carry large shields and pikes.
DWARFS: The dwarfs of Pwenet are only distantly related to the dwarfs of Antilia and Thule. They have pitch-black skin and eyes and small beards of wiry, black hair. Like other dwarfs, they dwell under-ground in burrows protected by all manner of traps. The natives of Pwenet call them the utu.
The utu have different abilities than other dwarves. Their eyes allow them to see in the brightest light and blackest darkness, including magical darkness. Their skin is as hard as granite and provides them a natural armor class of 14. Utu characters have a +1 bonus to constitution and a -1 penalty to intelligence. The utu carry shields and swords made of darkwood studded with shards of jade.
Utu dwarves worship Khnum, the divine potter, creator of the universe. Khnum’s clerics are curious about the universe and spend most of their time recording their observations on clay tablets. Where other dwarfs are expert at the forge, the utu are experts working with wood and clay. Their pottery is valued by the people of Ibis.
The utu are learned in the art of conjuring spirits, from whom they obtain most of their knowledge. All non-player character utu clerics can use the spell contact other plane once per month, when the stars are aligned.
Once every century a lucky cleric is able to make contact with Khnum himself to deliver a great prophecy to all the peoples of Pwenet. On these occaisions the dwarves sound their drums and blow long horns made from hollowed darkwood trees to call all the tribes to hear the prophecy. All the great chiefs of Pwenet heed this call and travel to the appointed place with their retinues, sworn by tradition to observe a full week of peace while the ceremonial dances are performed, lineages are recited and finally the prophecy is pronounced. The coming of the current princess of the Quiet Folk, avatar of the great earth mother, was pronounced at the last convocation, and the next prophecy is due to come in the very near future.
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Side Note: I'm now on the hunt for public domain images I can use for the Cush-crawl. This isn't easy, as much of the pre-1920's Africa illustrations are either a bit on the racist side (or waaaaay on the racist side) or are a bit dry and boring. If anybody out there knows of some good stuff (I'll be scouring Wikipedia and Project Gutenberg), let me know. Thanks!
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Click to enlarge - or don't, it's up to you |
HISTORY
During the Pandiluvian Age, the jungle portions of Map J12 were under water, while the Jamba Highlands constituted a chain of islands the connected to the large archipelago of the modern Wyvern Coast. The savanna of Pwenet was a land of salt marshes and grassland. The so-called elder things built small fortresses in these shallow waters to protect their larger cities in the depths. These fortresses were built with a cyclopean, luminous green stones that were fitted without mortar. Although they were hunted for sport, some mermaids established themselves in sea caves and placid island lagoons.
When the waters receeded, the swampy grasslands became a savanna and the Cush basin became a dismal, tropical swamp. It was here that the lizard men, former servants of the elder things, established themselves in walled city-states, often surrounding the citadels of their former masters. Humans from the highlands were enslaved and put to work building defenses, for the lizard kings were constantly at war with one another, their society on its inevitable march to savagery.
As the waters continued to recede and Cush became a rain forest. The savage lizard men were eventually defeated by the more numerous and clever humans and driven into the coastal swamps or into the underworld. Freed from slavery, the humans established themselves in the homes of their former masters and took up where they left off. But unlike the lizard kings, who spent centuries locked in a stalemate, one human city-state, Kolos, soon brought the others to ruin.
Kolos was ruled by an exiled Atlantean who became fascinated with the alien gods of the lizard men, especially the one they called Mictlantecuhtli. Mictlantecuhtli called out to the Atlantean from the Abyss and bound him to his service with dark, unspeakable pacts. In time, the Atlantean, now known as Kolos, would destroy his city-state in a bid for godhood.
With Kolos fallen and soon swallowed by the jungles, its tributary port, Zinj, assumed the mantle of leadership in the region. But Zinj was tiny compared to the Kolos, and its interest lied in sea trade, not the fetid jungles. Except for a brief period as a subject of the zebra-striped people of the Zebrides, Zinj has remained an independent kingdom for centuries, even briefly lording it over the purple kings of Ophir after they lost their key trade partner in the invoked destruction of the Nabu.
The tribesmen of the savanna land called Pwenet also flourished during the Silver Age. They built villages and towns of adobe and kept massive herds of cattle. They even swept over the Nabu empire and held it for a few decades before decadence and in-fighting aided the Nabu in reclaiming their sovereignty.
GEOGRAPHY
Map J12 is dominated by a hot, steamy jungle in the west and the rolling grasslands of Pwenet in the east. These two regions are divided by the Jamba Highlands, a small mountain range that feeds the Jamba River. The Adze Marsh runs for many miles along the Jamba River.
A powerful necromantic kingdom called Kolos once dominated Cush and made war with the Nabu Empire to the north. While the fall of the Nabu Empire is well documented, the disappearance of Kolos is far more mysterious, and many adventurers have entered the jungles intent on finding that lost city-state and plundering its vaults. To date, none have succeeded in returning to civilization with their lives, let alone any riches.
Map J12 has no city-states of its own. The nearest city-states are Zinj (Map I12) and Ophir (Map J11), both coastal ports. It does have a multitude of villages and supports many sentient cultures, including human tribesmen, pygmys, lizardmen and gnolls.
Adze Marsh & Jamba River
The Adze Marsh, named for one of its more dangerous inhabitants is a vast wetland composed of flat lands, lagoons and copses of trees. The area floods in the Spring, hiding much of the flat land and making the entire swamp a virtual lake.
Cush
The jungle of Cush consists of a gently sloping plain between the Tonaduhna and Jamba Rivers. It is a traditional rain forest. The trees are thick and grow close enough together to blot out the sun. Beneath the canopy live a myriad of insects and reptilian carnivores as well as pygmy deer, elephant, and the dreaded leopard. Cush is valued for its exotic hardwoods (teak, mahogany, ebony and darkwood), orchids and fauna.
AMAZONS: The amazons of Cush are related to their more northern cousins. Like their cousins, they live in a matriarchical society. Unlike their cousins, they allow their menfolk to live in their villages and work as craftsmen, farmers and fishermen. Men and amazons live in separate halves of the village.
The amazons of Cush wear little or no armor, with the heaviest armored warriors (the nobility and their elites) wearing leather armor cured from the hides of mystical beasts (5% chance of dragonhide leather armor). Cushite amazon warriors carry spears, throwing irons and shields.
BERSERKERS: The berserkers of the jungle are cannibals. They appear as normal humans, but with teeth sharpened to points and hungry, feral looks in their eyes. The cannibals of Cush live in small hunting groups of 10 to 20 warriors led by a 3rd to 6th level chief and two 2nd level sub-chiefs. They wear no armor, but 50% of the berserkers carry a shield. Cannibals are armed with nets, battle axes, hand axes or short swords.
GHOULS: The ancient city-state of Kolos fell in a cataclysm of dark sorcery, tainting the surrounding land with necromantic energies. Over the next few months the peasants and knights of Kolos, deprived of their city-state, perished. Those who survived did so on the flesh of their fallen neighbors, and thus became ghouls. These ghouls, known for their dull black skin and pot bellies, still haunt the ruins of the jungle basin. They are extremely aggressive (as they’ve been starving for centuries) and are quite resistant to turning (turn as 4 HD undead). About 1% of ruins contain a ghoul able to summon a vrock demon (25% chance of success).
TRIBESMEN: The tribesmen of Cush know the secret of working iron and mine and smelt surface deposits from sacred out-croppings guarded by traps and summoned cacodaemons. Their witchdoctors are expert brewers of poison, so most warriors go into combat with poisoned darts (poison I) fired from blowguns.
The tribesmen are also privy, it is said, to the location of ancient gold mines secreted deep in the jungle and guarded by forgotten curses and fell magical beasts.
Each tribe consists of 3d10 x 10 warriors and additional non-combatants equal to 5 times the number of warriors. For every ten warriors in the tribe there is one “Big Man” with 1d4 character levels, usually in the fighter class. The tribe is ruled by a 6th to 10th level chief and witchdoctor (usually an adept, but 10% chance of being a 4th to 7th level druid or cleric). The chief is accompanied by 1d6+6 2nd level fighter bodyguards.
All tribesmen have a very fluid fighting style, giving them a base AC of 11. Tribesmen typically wield spears and blowguns, but might also carry hand axes, short swords, daggers and short bows. Leader types might carry battle axes or long swords.
VEGEPYGMIES: These strange plant beings are approximately 3 feet in height with rust-colored skin. They are primitive in nature with a chittering language incompre-hensible to non-plant men. Vegepygmies are usually encountered in small hunting bands. Vegepygmy tribes number from 1d4 x 30.
Vegepygmy warriors usually carry spears and throwing darts covered with a rust-colored mold. The mold deals no extra damage, but does begin to grow on the flesh of those hit by the darts who fail a saving throw. After the first day, the mold begins dealing 1 point of constitution damage each day as it produces enzymes which begin liquifying the host’s body. When the host is reduced to 0 constitution, he is little more than a pile of mush, upon which several “infant” mold men begin to grow. Once the mold begins to grow, it can only be destroyed with fire or a remove disease spell.
Jamba Highlands
The Jamba Highlands are a group of snow-capped mountains and their foothills that rise above the jungle of Cush and the grasslands of Pwenet. The tribesmen believe they are the abode of their gods. This belief is bolstered by the strange, white gorillas that seem to guard the passes that lead through the mountains.
The highlands feature a plethora of simians and avians. Old stories claim that the mountains are rich in precious stones and metals, but they are far enough away from civilization that nobody has made a serious attempt to mine them.
Pwenet Grasslands
Pwenet is a land of rolling hills with scattered copses of aromatic trees and a few rocky outcroppings. Large herds of ruminants travel from watering hole to watering hole while being stalked by giant centaurs, lions and even more fantastic predators. Pwenet is said to hold both a fountain of youth and the source of the River Ish, thus making it a popular destination for explorers.
A few merchant-adventurers from Ibis travel to Pwenet once a year to trade manufactured goods for aromatic resins, ivory, darkwood and wild animals. Otherwise, the region is untouched by the people of Lemuria and the Motherlands.
Though not the most numerous, the giant centaurs of Pwenet are the region’s most prominent folk of the hills. Pwenet is also home to many tribes of gnolls and humans. The largest tribes, human and gnoll both, provide most of the region’s drama as chiefs and witch-doctors jockey for power and recognition.
Oft told tales tell of when the tribes of Pwenet united under Jobo the Great and conquered the cities of Nabu. The people of Pwenet believe that history is a cycle and that they will once again conquer the outside world when a great leader united them.
CENTAURS: The centaurs of Pwenet look like a cross between humans and giraffes rather than humans and horses. Pwenet’s centaurs are larger and stronger than normal centaurs, but also more calm and level-headed. They carry large shields and pikes.
DWARFS: The dwarfs of Pwenet are only distantly related to the dwarfs of Antilia and Thule. They have pitch-black skin and eyes and small beards of wiry, black hair. Like other dwarfs, they dwell under-ground in burrows protected by all manner of traps. The natives of Pwenet call them the utu.
The utu have different abilities than other dwarves. Their eyes allow them to see in the brightest light and blackest darkness, including magical darkness. Their skin is as hard as granite and provides them a natural armor class of 14. Utu characters have a +1 bonus to constitution and a -1 penalty to intelligence. The utu carry shields and swords made of darkwood studded with shards of jade.
Utu dwarves worship Khnum, the divine potter, creator of the universe. Khnum’s clerics are curious about the universe and spend most of their time recording their observations on clay tablets. Where other dwarfs are expert at the forge, the utu are experts working with wood and clay. Their pottery is valued by the people of Ibis.
The utu are learned in the art of conjuring spirits, from whom they obtain most of their knowledge. All non-player character utu clerics can use the spell contact other plane once per month, when the stars are aligned.
Once every century a lucky cleric is able to make contact with Khnum himself to deliver a great prophecy to all the peoples of Pwenet. On these occaisions the dwarves sound their drums and blow long horns made from hollowed darkwood trees to call all the tribes to hear the prophecy. All the great chiefs of Pwenet heed this call and travel to the appointed place with their retinues, sworn by tradition to observe a full week of peace while the ceremonial dances are performed, lineages are recited and finally the prophecy is pronounced. The coming of the current princess of the Quiet Folk, avatar of the great earth mother, was pronounced at the last convocation, and the next prophecy is due to come in the very near future.
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Monday, June 18, 2012
Cocytus, Hell's Frozen Heart - Preview 1
Finally. The last of the nine circles. Here are a few previews of the things to see in the final bit of the Hellcrawl, due for publishing in a couple weeks. It includes two of the key components to this circle - the elder titans imprisoned here after the titanomachy and gigantomachy, and one of the four angelic watchtowers meant to provide a last bit of help for those who wish to escape Hell and return to the surface of Nod.
57.52 Hunters: A pack of 13 winter wolves patrol this hex constantly in search of a golden elk that roams Cocytus, a glimmer of hope in an otherwise hopeless place. Adventurers can try their luck as well – the elk is capable of casting the following spells, each once per day: Heal, cure disease, neutralize poison and restoration. The wolves are encountered on a roll of 1-4 on 1d6.
58.50 Clytius: Clytius, the elder titan, was immolated by torches conjured Hecate, and he burns to this day. He is chained to the walls of Cocytus here with adamant links, sending flickering shadows over the frozen hills and moaning in agony. Salamanders caper about him, basking in the warmth and sampling the flesh of the shades roasting in his fires while skewered on pikes. Magical shields and armor tempered in Clytius’ flames grant their wielders immunity to fire for a temporary amount of time. Each day, there is a 1 in 20 chance that the armor or shield loses this new magical property.
CLYTIUS: HD 35 (180 hp); AC -8 [27]; Atk 2 slams (3d6 + 1d12 fire); Move 15; Save 3; CL/XP 40/10400; Special: Flaming aura (60 ft. radius, 1d6 points of damage per round), immune to fire damage, spells as 20th level magic-user and cleric plus at will—change self, commune with nature, cure serious wounds, eyebite, free action, fly, fog cloud, monster summoning VI, produce flame, protection from fire, read magic, remove curse, speak with animals, soften earth and stone, speak with plants, teleport without error, wind wall; 3/day—antilife shell, astral projection, contact other plane, dispel magic, invisibility purge, plane shift.
60.53 Watchtower of the West: Though Cocytus is the very heart of Hell, it is not without angelic influence. The gods of Law, cognizant that the only way for mortals to escape Hell is by being of a non-Chaotic alignment, and knowing how they do the way Hell can prey on a person’s soul and by degrees turn them from the path of Law (or even Neutrality), they established four watchtowers staffed by powerful champions of Law. These angels are in Hell to provide atonement and succor to Lawful and Neutral souls in Hell.
The watchtower is composed of brilliant white quartz and takes the form of a grand tower keep, about 100 feet tall, with pearescent battlements and golden spires that give off a warm, inviting glow. The battlements are guarded by three companies of luminous aasimar, who wear white tunics (no armor) and carry white heavy crossbows, silver glaive-guisarmes and daggers and quivers of twenty +1 crossbow bolts.
Araqiel is the angel of judgment for clerics, and this is his watchtower. Here, Chaotic clerics can turn from the path of wickedness and atone for their past sins, and neutral druids can prepare themselves for the ordeals ahead. Clerics in need of atonement must fast for one week and cast aside their armor, relying until they escape Hell on nothing but their spells.
57.52 Hunters: A pack of 13 winter wolves patrol this hex constantly in search of a golden elk that roams Cocytus, a glimmer of hope in an otherwise hopeless place. Adventurers can try their luck as well – the elk is capable of casting the following spells, each once per day: Heal, cure disease, neutralize poison and restoration. The wolves are encountered on a roll of 1-4 on 1d6.
58.50 Clytius: Clytius, the elder titan, was immolated by torches conjured Hecate, and he burns to this day. He is chained to the walls of Cocytus here with adamant links, sending flickering shadows over the frozen hills and moaning in agony. Salamanders caper about him, basking in the warmth and sampling the flesh of the shades roasting in his fires while skewered on pikes. Magical shields and armor tempered in Clytius’ flames grant their wielders immunity to fire for a temporary amount of time. Each day, there is a 1 in 20 chance that the armor or shield loses this new magical property.
CLYTIUS: HD 35 (180 hp); AC -8 [27]; Atk 2 slams (3d6 + 1d12 fire); Move 15; Save 3; CL/XP 40/10400; Special: Flaming aura (60 ft. radius, 1d6 points of damage per round), immune to fire damage, spells as 20th level magic-user and cleric plus at will—change self, commune with nature, cure serious wounds, eyebite, free action, fly, fog cloud, monster summoning VI, produce flame, protection from fire, read magic, remove curse, speak with animals, soften earth and stone, speak with plants, teleport without error, wind wall; 3/day—antilife shell, astral projection, contact other plane, dispel magic, invisibility purge, plane shift.
60.53 Watchtower of the West: Though Cocytus is the very heart of Hell, it is not without angelic influence. The gods of Law, cognizant that the only way for mortals to escape Hell is by being of a non-Chaotic alignment, and knowing how they do the way Hell can prey on a person’s soul and by degrees turn them from the path of Law (or even Neutrality), they established four watchtowers staffed by powerful champions of Law. These angels are in Hell to provide atonement and succor to Lawful and Neutral souls in Hell.
The watchtower is composed of brilliant white quartz and takes the form of a grand tower keep, about 100 feet tall, with pearescent battlements and golden spires that give off a warm, inviting glow. The battlements are guarded by three companies of luminous aasimar, who wear white tunics (no armor) and carry white heavy crossbows, silver glaive-guisarmes and daggers and quivers of twenty +1 crossbow bolts.
Araqiel is the angel of judgment for clerics, and this is his watchtower. Here, Chaotic clerics can turn from the path of wickedness and atone for their past sins, and neutral druids can prepare themselves for the ordeals ahead. Clerics in need of atonement must fast for one week and cast aside their armor, relying until they escape Hell on nothing but their spells.
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