Showing posts with label Hexenbracken. Show all posts
Showing posts with label Hexenbracken. Show all posts

Saturday, April 6, 2013

For The Glory of Trofalcomar!

HEXENBRACKEN Hex 2020

THE RUINS OF TROFALCOMAR


TROFALCOMAR! The very name conjures up memories of an age of warrior kings who built an empire of strength, steel, and glory. TROFALCOMAR! Great city of legend that fell beneath the waves during a ten year siege by Lurgoz the Dragon King!

A millenium after Lurgoz had turned to stone in his great mountain tomb, the tallest spires of Trofalcomar still rise from the churning waters! Of course now they only to serve as hiding places for foul beasts that plague sailors on the sea, but you can still see them!

However, miles away, at the bottom of the sea, on a vast stone is a huge iron seal (Hex # 20 25) It is said that the warrior kings of Trofalcomar escaped with their most sacred treasures and artifacts into a secret tunnel beneath the seal. There, beneath the ocean waves, Trofalcomar's cherished history would be preserved and the greatest of all kingdoms would again thrive!

One treasure was left behind, hidden in the ruins! The great and fabled HORN OF TROFALCOMAR!
One mighty blast upon this wonderful horn will open the hatch in the sea and then, we shall be able to descend into the depths and rejoin our ancient people amongst the splendors of Trofalcomar! 

What's that? The horn? The Horn of Trofalcomar? Well it's, uh, it's in the ruins somewhere! Hold your breath!

Sunken Courtyard of Castle Trofalcomar

The sunken ruins of Trofalcomar are mostly a series of salt-bitten walls and foundations at the bottom of the sea. However, the Courtyard of Castle Trofalcomar is mostly intact. The passage to the southeast leads to Sunken Chamber #1 (see below)

1. An Ancient Colossal Carnivorous Death Whale lays sleeping in the courtyard. It's stomach is filled with all manner of artifacts and treasure from Trofalcomar's golden age. 

1 a. The secret door (see a.) has been broken open, leading to a corridor filled with 1d20 enormous blue and yellow jellyfish. They will sting players for 1d4 hp and save vs. poison. Those failing the save will experience vivid hallucinations of Trofalcomar in it's glory. They will see the courtyard filled with Trofalcomarians in their multi-colored vestments. They will smell the wonderful Trofalcomarian delicacies prepared and served by vendors in the courtyard. Etc.

Sunken Chamber 1
1. This cavern is filled with more detritus of Trofalcomar's past. Scraps of tables and chairs, tarnished silverware, broken dishware, all rest in this sand on the floor of the cavern. This cavern is also filled with 1d10 Aboleths

2. King Forsentine's Enormous Pipe Organ lays here, covered in layers of sea plants. Anemones and sea urchins sway atop of the rusted, bent pipes. Inside the organ is an enormous piece of illuminating coral. It is 10" wide. It can be broken up into smaller pieces or used as one large light source (60' radius or 20' for each smaller piece)

3. A pile of rubble climbs high to an alcove where LUZETTE - Queen of the Vampire Mermaids languishes on a large oyster shell. Her hair is black and shimmers with silver flecks in the eerie light. Her eyes are milky white and without pupils. Her tail is long and almost serpentine with bright purple scales.
LUZETTE can summon her court at will - 
1d4 vampire mermaids 
1d4 vampire mermen (mer-MAN!)
1d6 aboleths
1d3 merrow (water ogres)

4. 1d8 Kuo Toa and 1d4 Intelligent Hammerhead Sharks are gathered here, worshipping an enormous statue of Blibdoolpoolp with an interpretive dance. The statue is made up of rocks, rusting metal bits, ships anchors, and for her forearm - an immensely long horn - the very Horn of TROFALCOMAR!

5. A reverse whirlpool will rocket players to the surface if they step into it.

Once the Horn of TROFALCOMAR is acquired, row on over to Hex 2025 and blow the fucker. The great seal will open and reveal a lava tube leading deep into the Earth, where an underground city of Beholders awaits. Ha! Sick burn!

Sunday, March 31, 2013

The Oakheart Academy for Wayward Girls - Part One

HEXENBRACKEN Hex # 03 05
Tucked away in the northwest of The Hexenbracken, you will find The Oakheart Academy for Wayward Girls.

The Academy was founded by Gristel Oakheart as a place for noble families to send their daughters of rebellious or otherwise undesirable disposition. The Hexenbracken was rife with witchcraft and dark sorcery. At the Oakheart Academy, the girls would be cured of any transgressive, mystical tendencies.
However, a dark secret lurks far beneath the dormitories and halls of the academy. Gristel Oakheart is high priestess of the loathsome Juiblex, the Faceless Lord and god of slimes, jellies, and oozes.


It is rumored that Gristel herself is using many of the students in evil rituals in order to create a gateway for the foul god to enter into this world. Many students have gone missing and there have been a  few who have left seek help from the outside. Most of these are brought back by Gristel's sentries or are devoured by the aboleths in the waters throughout The Hexenbracken.
Furthermore, Gristel has been performing experiments on students, as well as on herself, to create the perfect consort for Juiblex. Many of her experiments have resulted in horrific slime hybrid abominations that she keeps locked away in a hidden vault deep beneath the Academy.

GRISTEL'S VAULT
  1. Prisoners and test subjects are magically teleported to this room. The doors to the North, South and East are locked. The west wall of the room is covered with several hooks hung with leather aprons and gloves. Several candelabras illuminate the room. On the wall next to the East Door is a lantern covered in red glass. When the lantern is removed, a switch to open the East Door is revealed. However, as it opens, an enormous black pudding (AC 6 HD 10 MV 80' (40') No of Attacks 1 3-24 dam SV F5) falls from the ceiling.
  2. The floor of this room is covered in magical symbols that glow a sinister green color. Along the east wall are 8 metal amphoras sealed with wire and wax. Each one holds a virulent slime of varying hue. If opened, the slime will explode into the face of whomever is holding the vessel. Save vs. poison or die. 4d6 damage is save is successful.
    The symbols on the floor are actually carved into the stone and the greenish glow is from a green slime   seeping through the cuts and cracks. Anyone who steps on a symbol will be attacked by the slime. (AC 10 HD 2 MV 3' (1') No of Attacks: 1 SV F1)
  3. This room is where some of Gristel's vile experiments occurred. There is a stone tub in the center of the room where a grey ooze (AC 8 HD 3 MV 10' (3') No. of Attacks: 1 2-16 dam SV F2) is working away at dissolving a bright white skeleton.
    The door to the South West is sealed and if observed closely, will seem to "breathe" and "bulge". If opened, a torrent of slimes, oozes, puddings, and gelatinous cubes will explode from the door, filling the room and slowly drowning and dissolving everyone it's wake. The twisting corridor beyond and stairway down are filled with the undulating, shapeless jellies of Gristel's creation.
  4. Room of the Cubes - 24 Gelatinous Cubes (AC 8 HD 4 MV 60' (40') No of Attacks 1 2-8 dam + paralysis SV F2) routinely slither through this room and down the narrow passages that lead to Gristel's lair. Gristel throws rotting meat from the dining commons, and the remains of victims to her cubes regularly. Gristel can walk freely through the cubes without injury. 
  5. Gristel's Lair - There is a 25% chance that Gristel will be in her lair - a room filled with all manner of magical equipment - bubbling test tubes, glass vials, stone amphoras, and in the South East corner of the room - a stone well filled with bubbling green slime.The door to the North West leads to another corridor that is filled with cubes, oozes, and slimes. Gristel is impervious to any of their damaging effects.
    GRISTEL OAKHEART
    Lesser Slime LordAC 0
    HD 10 (80 hp)
    MV 80' (60')
    No. of Attacks - see below
    Damage - see below
    SV MU10
    Gristel can cast the following spells four times per day - Disintegrate, Teleport, Transmute Flesh to Slime, Transmute Metal to Slime, Wall of Fire, Wall of Ice, Wall of Slime. She can also polymorph self into slime at will, and Gate 1d10 oozes or slimes four times per day. She will not battle with intruders, but rather will teleport them away to the mass of slime beneath the vault or into Room 6 where her sentries lay in wait.
  6. Guard Room - Gristel's Sentries await instructions here. There are 1d8 at any given time (AC 0 HD 6 MV 60' (40') No. of Attacks 1 Dam by weapon SV F8) They are tall humanoid figures in black armor. Beneath their helmets and armor, the heads are covered in burlap sacks and the bodies of the sentries are comprised of writhing black and green slime. They will attack with long swords or axes. Players must save vs. paralysis if damaged during armed combat. When defeated, the slime within the sentries will spill out of the armor and attack (AC 4 HD 4 MV 40' (20') No of Attacks 1 2-12 Damage plus save vs. paralysis)
I need a shower after writing this post...