Showing posts with label klarkash. Show all posts
Showing posts with label klarkash. Show all posts

Thursday, February 19, 2015

More from the Mountains of Chaos

This is the Frazetta painting that inspired the Klarkash Mountains (found HERE)
Hey folks - the art is ordered, the supplemental articles are being written (very excited about the pen & paper football game - I've run 31 seasons so far), and I think I'm on track for a February release. Hopefully, I'll get another Bloody Basic released as well - I think the Fairy Tale edition. We'll see on that one. In the meantime, a few more locales from the Klarkash Mountains. Part of the fun in this hex crawl is that it takes place above and below ground. Underground encounters are put in a box, while the surface encounters are not. The first bit is an excerpt about movement through the mountains.

Movement through the mountains is complicated. Many valleys are dead ends, and frequent landslides make dead ends of passes that were once passable. Whenever a mountain hex is entered, the Treasure Keeper should roll 1d4 to determine how many exits the hex currently has, and then roll 1d12 to determine how the hex can be exited. Assume that the characters can always leave the way they came, even if the roll on the table does not indicate that they can:

D12 EXIT
1 North – surface
2 North – subterranean
3 Northeast – surface
4 Northeast – subterranean
5 Southeast – surface
6 Southeast – subterranean
7 South – surface
8 South – subterranean
9 Southwest – surface
10 Southwest – subterranean
11 Northwest – surface
12 Northwest – subterranean

A subterranean exit must be discovered by searching (treat as searching the hex for a secret door, with one check per day). If the hex contains a subterranean encounter, the exit will always involve dealing with this encounter.

7321 IRON GOLEM | MONSTER
A key tunnel in this hex is being held up almost entirely by a stout iron golem. The iron golem is blocking the tunnel. If it moves (which it will if attacked) the tunnel collapses after 1d6 minutes. A total of 1d10x200 feet of the tunnel will collapse when the iron golem moves.

7326 DIRE STAIRS | WONDER
The remnants of a deep staircase can be found in this hex. After descending about 300 feet, one begins to detect warmth and sulfuric fumes. The stairs keep on descending until the reach the center of Nod, wherein Hell is located.

7333 FIRE LIZARDS | MONSTER
1d20 fire lizards are crawling over and through a series of basalt tunnels. The tunnels are hot to the touch, and the air is excessively dry and acrid. Crystal growths explode from the sides, ceiling and floors of the tunnels at random (1 in 6 chance per round, 1 in 6 chance of a growth hitting an adventurer for 1d6 points of normal damage + 1d6 points of fire damage, Reflex save to halve damage). The crystal growths glow a deep orange, and they are lousy with the raw energy of fire magic. A person holding a piece of this crystal can double the effects of the next three fire spells he or she casts.

7606 KATYA’S MAGNIFICENT TOWER | STRONGHOLD
The mountains here are composed of green stone, slightly glossy, with valleys filled with purple grasses and large mud flats fed by scalding mud geysers. The land is lovely and dangerous, and home to a large village of fierce yeomen clustered around the green tower of Katya the Magnificent, a magician who specializes in teleportation and other modes of magical transportation. Her tower is a sort of beacon on both the Astral and Ethereal Planes, and serves as an anchorage for the weird vessels that ply those dimensions, depositing interesting visitors and their strange cargoes in the little town.

The townspeople do some farming and herding, but most are engaged in the tourist and mercantile trades. The town has three grand inns and several taverns.

The green tower is about 300 feet tall, and composed of the same stone that dominates the landscape, with floral carvings around the windows and doors. The interior is crowded with visitors, servants and guards. The servants are swathed in layers of white silks, which hides the fact that they are animated skeletons. The guards are living iron statues made to look like gothic knights. Katya’s personal guard is composed of the succubus Hamzhara, bound to her service by Katya’s possession of her true name, and her three alu-demon daughters, Lividia, Xaspera, Inflamidine. Katya permits them some demonic fun to keep them docile, but otherwise keeps them on a short leash.

7721 MERWIN PETERS | MONSTER
The ghost of Merwin Peters, former trader, sits on a stump in this hex on moonless nights. The ghost is headless, and does little more than point to the west, perhaps indicating where his head has been carried away. The ghost has a set of keys on a chain around his neck – perhaps they would open a treasure chest if the ghost could tell adventurers where to look.

Wednesday, January 14, 2015

Into the Mountains of Chaos

The next hex crawl for NOD is set in the Klarkash Mountains, which divide the Venatia hex crawl from the lands of Nomo, Guelph and Irem (which probably doesn't mean much, so lets say the part of the world inspired by Greece, Rome and the Fertile Crescent).

What follows are some excerpts of the hex crawl - enjoy!

3834 GHAE | CITY-STATE
Ghae is a fading city-state of deep sea locathah. The city has the pattern of a starfish, with great towers at its six points and hundreds of domes holding homes, palaces, temples, armories, workshops and the like. The city was once home to over 15,000 locathah, but only 12,500 remain, as the mithral mines they once worked have been depleted.

The deep locathah resemble anglerfish, and though they are fearsome to look upon, they are not evil. The city’s autocrat, Phlaq, wears phosphorescent shell armor as a sign of his authority. He carries a mithral scepter that looks like it was made by surface elves, and it was – it was lost at some point by Vinrix, the missing Emperor of Nomo.

The army of Ghae is 1,000 strong. The locathah wear no armor. They carry spears and often ride mechanical dunkleosteus, powered by vril. These armored mounts are slowly dying, so they are now rarely used. The soldiers are poorly paid and only barely loyal. They have turned to banditry to supplement their incomes, driving some merchants away to the west, where they hope to find welcome in other deep sea cities.

4125 BLEEDING TITAN | MONSTER
A sea titan by the name of Glaudia is drowsing in the sun here, floating on his back in the sea, which remains placid around her. Three giant leeches have attached themselves to her and are supping on his ichor. The titan isn’t particularly bothered by this, but awakening her will throw her into a rage.

5302 BLOODY STAIRS | WONDER
High in the mountains here there is a cave shrouded in magical darkness. Beyond the entrance, light works, and reveals a staircase stained with blood. The staircase leads down to a great cavern in which there is a bell composed of lead and engraved with images of fallen angels holding burning torches. When struck, the bell sends out blacklight (per the spell) in a 100-ft radius, strikes all within 60 feet with black lightning (also per the spell) and summons forth all monsters within 10 hexes to war in the name of unholy Chaos.

5404 BEJEWELED ZOMBIES | MONSTER
The walls of the river canyon here are studded with twelve spheres of force. Each one contains a rabid zombie, scratching at the sphere and trying to attack anything that comes within sight. Around their necks are long iron chains from which are suspended large iron keys. In the middle of the river, near the spheres, there is a small promontory that bears a great, iron door. The door is two feet thick and cannot be opened, for it is really a sort of elevator platform that lowers into the promontory when activated. The door/platform has twelve keyholes … so you can see where this is going.

If the spheres of force are deactivated, the zombies are released. When the zombies are released, they grow to giant size (the iron chains now fit their necks more snuggly) and attack.

GIANT ZOMBIE, Huge Undead: HD 8; AC 11; ATK 1 slam (2d6); MV 20; F8 R11 W9; AL Neutral (N); XP 400; Special—Move or attack, weapon resistance (blunt weapons).

If the platform is activated, it lowers itself slowly at first, and then quite quickly, about 300 feet into the earth. A door at the bottom of this shaft opens into the underworld.

5444 HEALING BATH | WONDER
A stone circle is hidden in the mountains here, on a meadow of daisies and purple cone flowers. The stones are jagged and white, and bear deep claw marks that form weird patterns. The circle has a diameter of 60 feet.

Under a full moon, the stones glow in the moonlight. The ground within the circle becomes first spongy and then ethereal, dropping people into a cavern below (20 ft. fall). Within this cavern, dimly lit by the moonlight filtering through the ethereal ground, there is a fountain of healing waters surrounded by a dozen statues of skull-faced nymphs. The healing bath is permitted only to Chaotic (Evil) creatures; others are attacked by silver rays from the eyes of the statues that curse them (per the bestow curse) spell.

More to come ...

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