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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.

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