Showing posts with label Shadowdrift. Show all posts
Showing posts with label Shadowdrift. Show all posts

Sunday, July 28, 2013

B1 Hack - Into Cytheron Wandering Monsters Upper Level (NSFW)

1. PLAGUE CHILDREN

(2-6) AC 9, HD 1/2, #AT 1, D by weapon -1, plus disease, MV 90' (30'), Save NM
The plague children were the offspring of men and women who perished in a cruel and tortuous enclave for the diseased. The children escaped the colony and found shelter and refuge within the caverns. They attack with clubs and daggers, but whoever comes within 60' of any of the plague children have a 25% chance of contracting the plague unless a successful saving throw is made. If a player contracts the plague, they will infect the other members of the party after ten rounds. Symptoms of the plague appear within 6-10 days. Symptoms include dizziness, vomiting, memory loss, loss of feeling in extremities, fever, wild hallucinations, and explosive diarrhea. Players with plague-symptoms will be unable to do anything but rest. The sufferer must make a saving throw each week vs. disease at a penalty of 1d6. If the saving throw is unsuccessful, the character dies a horrible death, vomiting blood and necrotic tissue. If slain, the remains of the children are still infectious. They will not attack unless threatened, but will ask for food and water in exchange for information (most of which, will be false).

2. RAT THINGS

(6-18)-AC 7, HD 1/2 (2 hp) #AT 1, D 1 -4 MV 120' (60') Save NM 
Rat Things are the horrible hybrid of rodent and halfling. Rumored to be an abominable creation of Zog himself, the lower vaults and caverns are teeming with these strange 2' high creatures. They have very low intelligence and will only attack if provoked, or if a player casts any magical spell in their presence. 

3. BLUE SKELETONS

(3-12)-AC 7, HD 1-1, #AT 1, D var by weapon, MV 60' (20'), Save F1
Throughout the winding corridors and caverns of Cytheron, the animated remains of long-dead warriors wander in search of the living. They carry longswords and spears and will attack on sight. Zog the Sullen had raised these undead warriors as his own personal guard. The skeletons have a strange blue tint to their bones and will appear slightly phosphorescent in the dark. The blue skeletons cannot be turned no matter how high the cleric level. The strange blue coating on the bones is extremely flammable and will catch fire if too close to a source of flame. While ignited, skeletons will still attack and move as usual with the flames going out in 2 rounds.

4. BERSERKERS

(1-4* see below) AC 7, HD 1 +1', #AT 1, D 1-8 or by weapon, MV 90' (30'), Save F1
Nomadic berserkers have been exploring Cytheron for several days. They are seeking any artifacts that may have been taken off the bodies of their slain dead in Stranathon's many battles with their barbarian kin.
There's a 25% chance that a Berserker Chieftain will be among them.

BERSERKER CHIEFTAIN

(1-2) AC 5, HD 2, #AT 1, D 1-8 or by weapon, MV 90' (30'), Save F2 
The Berserker Chieftains wear full burnished plate mail and usually fight with a morning star or flail. They will always carry a shield, giving them a total AC of 5. The Chieftains will speak multiple languages including common, goblin, elvish and their own tribal dialects.

5. MOUNTAIN GOBLINS

(1 -4)-AC 6, HD 1, #AT 1, D 1 -4, 1-6 or by weapon, MV 90' (30'), Save F1
Hordes of Mountain Goblins were enslaved to help construct Cytheron. Some say that most of them were lost in the darkness of the caverns far beneath. Many Goblins still dwell within the interior and seek intruders to kill and eat. Mountain Goblins wear spiked leather armor with wrist gauntlets that they can swing for 1d4 points of damage. They also carry crude swords and knives.

6. INSECTOID WANDERER

(1-2)-AC 9, HD 1/2, hp 2,2, #AT 1, D poison, MV 60' (20'), Save NM

Random giant insect creatures - 2' - 4' long - giant crickets or centipedes. There are massive hives of these clicking and whirring beasties hidden away in the darkest caverns of Cytheron.


7. PARTY OF NPCs

This should be an exact reverse duplicate of the party. For example if a player's character is a lawful female fighter, they will encounter a chaotic male fighter. Races, armor class, hit points will all be the same. The NPC party also has the same mission and will readily agree to combine forces and share information until a chance at treachery will reveal itself. As a wandering monster, only 2 of the NPC party will appear and will then call upon the rest of their group. 

8. THE WANDERING WITCHES

As Level 1 Magic User - AC 7, HD 1, (4 hp)  #AT 1, dagger 1-4 or spell, MV 90' (30'), Save MU1
Three young women have been reported missing. Many in the nearby town of Gristwallow say that three young women with red hair wandered into the caves. Those who are close to the young women say that they are witches who are seeking artifacts of Zog's magical workings. All three of them wander the caverns alone. Each wears an amulet that casts an instant Charm Person spell. Players must save at -1d4 to resist. Each young woman can cast the following spells - Magic Missile, Telepathy, Sleep, Detect Evil. The witches will tell the party that they need help finding the other two and they also need help overcoming any barriers or locked doors within the corridors. They will also come and go as they please, usually vanishing while the party is engaged in combat. Their names are Tessaree, Ancharun, and Bree.

9. HOBGOBLIN

(1-2) AC 6 HD 1+1 # Attacks 1, by weapon, MV 60' (20'), SV F1
The Hobgoblins were used by Stranathon and Zog to keep the Goblin slaves in line. They still search the corridors of Cytheron seeking their lower Goblin quarry. They will attack players on sight. They carry longswords (1d8 damage) and whips and nets. Each wears studded leather armor and carries a large shield. 

10. SASQUANATH

(1-2)-AC 5, HD 1, #AT 2, D 1-4/1-4, MV 80' (40'), Save F2
Feral bipedal beasts covered in coarse yellow, brown or gray fur. They attack with two large claws. The Sasquanath is a relative of the Sasquatch of folklore and myth. Several of these creatures wander the darkness of Cytheron. Zog had several of them locked in the dungeon where he attempted to train them into doing his bidding. 

Friday, July 12, 2013

B1 Hack - Into Cytheron Background

Zog the Sullen & Stranathon the Blood-Washed
Many years ago, there were two tight bros - Zog the Sullen and Stranathon the Blood-Washed. Zog was a powerful mage and Stranathon was a warrior without peer. Together they faced many challenges and many foes, adventures that had soon passed into legend.
Zog and Stranathon enslaved thousands to build a swanky underground hideout together constructed a hidden headquarters and base of operations deep within the Mountain of the Menstruating Moon - a labyrinth of chambers and caverns called Cytheron, named after the Moon Goddess.
In the great wars against the Barbarians of the Wintermoon, Zog and Stranathon helped lead the free people of the land to victory. Afterwards, they took all of their retainers and sellswords to invade the Northern Kingdoms of Frost.
Barbarians of the Wintermoon
Rumors tell of a great battle in the North where Stranathon and Zog met their demise. It is said that the demonic beings that Zog had long courted aided the armies of the north. If only someone had the knowledge and wherewithal to find their hideaway, there would be great things to explore! And who knows what riches of wealth and magic might be there for the taking?

Hoodlum Adventurers
Over time however, the hideout had been discovered. The Caves of Cytheron became a place for local youths to smoke black lotus and drink hallucinatory elixers. For witches and rogue mages to seek traces of Zog's magical workings. However, none could find the way into the depths of the stronghold, much less the oft-rumored caverns beneath. Furthermore, gangs of mysterious brigands and berserkers had been seen within the entry halls and in the rocky passes among the Mountain of the Menstrual Moon. 


In the nearby city of Gristwallow, rumors of Cytheron abound -
  1. The name of the stronghold is Cythereon. It is named after the moon goddess and has been built as a symbol of her glory.
  2. Zog had a secret chamber in the stronghold where he performed dark rituals and powerful magical workings.
  3. The shadowy figures seen going into and coming out of the dungeon are Xyglian cultists.
  4. Zog and Stranathon had several slaves to do the menial work, and were imprisoned at the stronghold.
  5. The complex has twenty levels.
  6. The skeletons with blue bones cannot be turned.
  7. The complex has a rear exit which is secret and well hidden.
  8. There is a woman who lives deep within the caverns who grants wishes.
  9. Strange sasquatch creatures have moved into the complex in the absence of its normal inhabitants.
  10. There are portals to other worlds inside the caverns.
  11. The very walls speak to visitors.
  12. An enchanted stone within the stronghold will grant a wish to anyone who chips off a piece of it and places it within their mouth.
  13. Stranathon & Zog still live within the caverns and watch the trials of unwary travelers and adventurers for their amusement.
  14. A coven of red-haired witches entered the caverns in recent weeks, and did not return.
  15. There is a gold mine on one of the lower levels of the caves.
  16. Anyone who dies within the walls of Cytheron can never be restored to life by any means.
  17. There is an entire brood of dragons nesting in Cytheron. 
  18. Cytheron is suffused with raw magic, making spells more powerful when cast within. 
  19. Stranathon was a cannibal who had a fully-staffed kitchen in Cytheron dedicated to the butchering and culinary preperation of his enemies.
  20. Tribes of Goblins have taken up refuge within the complex.
INTO CYTHERON is a re-imagining of the original 1979 D&D adventure module "In Search of the Unknown". Some names, concepts and inspirations have been also gleaned from Jack Shear's "Devilmount" Hail to the Anti Pope!



Thursday, July 11, 2013

Abominations of the Shadowdrift Part One

A NIGHTMARISH LANDSCAPE FILLED WITH HORRIFIC BEASTS

SKINLESS EATER

The "Skinless Eater" resembles an emaciated, horn-less rhinoceros. It's body is covered in no discernible flesh of any kind, revealing it's bloody, raw musculature. It can run as fast as a quarter horse and can stand upright on it's hind legs (standing an average of 8 feet tall). The eater's large mouth is filled with small sharp teeth that can rend and tear through armor, flesh, and bone. It will eat as much as it can hold in it's glistening yellow stomach, until it needs to regurgitate. The powerful stomach acid of the eater can break down all materials, including metal.

WOOD SHRIEK

The Wood-Shriek sleeps by day in the darkest of the woods and hillside thickets. By night it creeps through nearby villages and peers into homes where it becomes aroused by the screams of the horrified people inside. At the height of arousal, the Wood Shriek will crawl down chimneys or creep through windows and feast upon his victims.

HEARTLESS BASTARD

The Heartless Bastard is a curious being and it's origins are unknown. They appear as harbingers of danger or guardians of secret places. The Bastard will only communicate via the bloody incision in it's abdomen which is filled with row after row of sharp teeth.

BIRD WENCH OF KARA-ZUL

These strange bird women dwell in the temples and battlements of the city of Kara-Zul. They are often used as spies and assassins for their shadowy masters. They can paralyze with their horrible squawking.

WEE STRUNCHER

Hides in old chests and beneath floorboards and beds. The Wee Struncher's bite contains a powerful toxin that paralyzes and numbs the slumbering victims. The tiny horror then goes to work gnawing on their victim's soft tissues, cartilage and tendons.

NOBLE WEE STRUNCHER

The Noble Wee Struncher hides in the homes of wealthy nobles and royalty. They prey upon their victims with a powerful acid that sprays from its eyes and mouth. The Struncher then can suck the melted flesh and organs into it's various orifices.

Sunday, June 16, 2013

More Elves of the Shadowdrift


Inspired by this post by the great Gavin Norman, I've been pondering taking his Fey Elf class and melding it with my initial ideas for "Feral" or "Wild" of the Shadowdrift. As Fey Elves left their homelands, they migrated into other lands and developed their own individual cultures.

Living as far from humankind as possible, one can still find the great courts and enchanted cities of the Fey. Guided by the laws and principles of countless ages, the Fey Civilizations are wonders of art, architecture, and beauty. The concordance with the natural world that birthed them is the supreme law of their world. They build golden towers that reach the clouds, yet fell no tree in their construction. Their halls are filled with the firelight of thousands of candles. They only burn wood when the trees give up their branches freely.

It is a society constricted by tradition and the constant hiding from a world that is always threatening to encroach further upon their lands. The power of the courts is weakening. Their influence is barely a shadow of what it once was.

These factors are among many others that inspired myriad generations of Fey Elves to leave the traditions of Flood and Flower behind.

The Fey Elf can cast spells as a Magic User/Elf, however at the third level they can summon their own familiar or spirit animal. The familiar can sometimes communicate with the character, can gather components for new spells depending on the familiar and the setting. Let's say in the tomb of an ancient wizard, a weasel could scamper off and return with a scrap of parchment. On a beach, a cat could uncover a piece of an old shipwreck, buried under the sand.



Wood Elves (Churlathotons) shun civilization and live in dark woods and hills. They have a great mistrust of human folk and are the fierce enemy of trolls and goblins. Some fae beings live among the wild elves and they will often barter for peace and resources with dwarves and giants.

Wild Elves believe that the forest is their mother and will defend it at all costs. They fear that any separation from the forest sickens the soul and they’re fiercely opposed to trespassers in their woods.

Deities: The Forest Who Walks (powerful chaotic nature god), Adria (moon goddess of the elves), Churlathoton (Forest Mother and also Goddess of Entropy and Sunsets)
Analogue: anarchistic and fanatical environmental terrorists, living off the grid with nature
Symbology: An oak tree. Vines choking a ruined tower.


The devious and wicked MARSH FOLK who live within muddy tunnels and caves along wetlands and swamps. They are prone to murder and robbery, especially wayward fishermen who might wander too close to the secret marshlands.

Marsh Folk society revolves around endogamous tribes of 20-30 persons who are lead by the family elder, called the River King. The tribe will also have 1-2 Swamp Witches (Marsh Hags) who serve the tribes in an advisory role. These women are usually humans and will never live among the elves, but in a hermitage nearby.


DEEP ELVES
Hidden in subterranean caverns and ancient ruins, you will find the strongholds and fortresses of the Deep Elves. Their origins are unknown, but their social order is an elaborate caste system which includes several subsets and species.

Lords of the Swallowed Light are the sorcerers, warrior kings, and priests. They sit on silver thrones and imbibe rare fungi that they harvest from strange gardens. Under the influence of the fungi, they experience bizarre hallucinations and trances. In this way, the priests receive messages of communion with their Gods. 



The Deep Elves worship a secret cabal of deities. Some known, some long-dead and forgotten. Their most sacred being is an impossible cosmic horror that dwells in the center of a dying star - Xyrx the Eternal. Within the temples of the Swallowed Light, shafts have been created so that the star of Xyrx may be observed during ritual and meditation. Xyrx's dying embers are said to fall through the night sky and rain down upon the chosen ones.

They believe that a black sun exists in the center of their world and when Xyrx's star dies, he will use the black sun as a gateway to this world. He will rule and destroy the world from the inside out, swallowing oceans, crushing cities to dust, disintegrating mountains.

A Master of the Order is assigned to each fortress and stronghold. They rule through cunning as well as cruelty. They are diabolical, yet polite and well-mannered. They strike easy alliances and soon break them to fit their own needs. 

Reporting directly to the Lords of the Swallowed Light are the Shadow Keepers or Wardens. They are shorter and stouter than their tall masters. They are the underlings, warriors, and slavers in the Stronghold. In secret, the Wardens revere a legendary figure - Six Fingered Harlech. In days of yore, Harlech usurped the throne of the Lords of the Swallowed Light and since then, many Wardens dream of rebellion. 

Lowest in the social circle are the Nilderbog. Very short creatures with varying appearance. Some are covered in coarse hair, some are porcine in appearance, some insectoid or goblinoid. Some of those who tend the fungal gardens are covered in strange fungi and growths. The Nilderbog are very close to the deep elves and trolls of folklore.

They are extremely strong and they turn the gears to power the machinations of the deep cities. They also work forges and hammer out weapons and armor. All are castrated at birth and many of these eunuchs serve as harem guards.

In addition to these populations, Deep Elves will also associate with Tharens (ultra-intelligent subterranean ogres with bright blue flesh, like ogre mages, but with no magical abilities) and other subterranean creatures. 

Sunday, March 24, 2013

The Hobgoblin Queen's Birthday - The Throne of Ngorluz


Although the Great Map Contest over at Tenkar's Tavern is over. I still wanted to share my notes and ideas for the wonderful Dyson map - The Rose River

THE HOBGOBLIN QUEEN'S BIRTHDAY
or
PARTY TIME ON THE ROSE RIVER

~Part Three~
THE THRONE OF NGORLUZ


A 
1d10 Bugbear Guards with long blowguns and scimitars

B
Lair of the Bruggler. He will attack passing ships with a large trident and club. In his lair are several humans and goblinoids shackled to the wall. If freed, they will help lead a revolt against the Ngorluz and her court.

C
Patrols of Goblins and River Dwarves on the bridge with composite bows and flaming arrows of course. Beneath the bridge are two ogres with clubs who will amush and destroy any passing boats.

D
The Entry Hall
This cavern is blocked by a large iron gate. A goblin in a spiked helm sits here in a cage. When given the password, he blows a whistle to an ogre who tugs a massive chain to open the gate.

E
Two long tables are here covered with all manner of brightly colored packages. Gifts for the Queen. At least five of the parcels are explosive. One large package holds 1d20 angry stirges and another holds a quasit. The punch bowl contains a thick, purple liquid. If disturbed, a purple-berry punch water weird erupts from the bowl.

F
The Throne Room of Ngorluz
The room is filled with thick, greasy smoke from burning torches and braziers. A huge throng has crowded in to pay homage to the Hobgoblin Queen. Ngorluz sits upon a throne made of bones, broken spears and swords, shields and scraps of wood. She drinks from a large iron helmet which may or may not still have the remains of a head inside.
Ngorluz is 7 feet tall, she has four arms, four breasts, large tusk-like fangs that jut out from between her lips. Her hair is long and black and bristly. It hangs in thick ropy braids down to her knees.
Ngorluz's court -

1d20 Hobgoblins
2d20 Goblins
1d10 Bugbears
2d10 feral jackals
1d6 Brugglers
1d4 Ogres
1d4 Hobgoblin Champions
1d4 Hobgoblin Witches
1d4 Hobgoblin Shaman

If Ngorluz's life is in danger, she will teleport herself outside to where her barge is waiting at G

G
The Landing
Ngorluz's barge is a large craft made up of bits and pieces of shipwrecks. She sits on a large wooden throne and shouts orders to her crew of 16 men, ogres, and large goblinoids who take up the oars.
Another 1d20 archers man the rails and an ogre stands at the stern with a large pole to help steer the barge. He also carries a large whip and a pole with a sharp metal hook at the end.
Ngorluz's royal bodyguards are also present on the boat. They are 1d4 Bruggers and 1d4 Bugbears.

Bruggler info is here. 
Ragnar - Bugbear God of Death by Remo di Sconzi

Ngorluz by Me

Sunday, February 17, 2013

The Hobgoblin Queen's Birthday - The Jade Consort


Entry for Tenkar Tavern's Grand Original Map Contest - Part Two "The Jade Consort"

THE HOBGOBLIN QUEEN'S BIRTHDAY
or
PARTY TIME ON THE ROSE RIVER

~Part Two~
THE JADE CONSORT


Among the gifts given to Ngorluz the Hobgoblin Queen on her birthday is the legendary "Jade Consort" - The grinning skull of an ancient sorceress queen, her head still bearing a jade crown. 

It was said that the queen was the ritual consort of a powerful demon lord, and he had given her the crown as a gift. When she wore the crown, she could summon her lover from the lower planes at will.

Few have ever acquired it, and fewer have been able to master it's power.

After taking the skull from its intricate box, the user places a kiss upon the skull's hideous grin and one of the following is instantly summoned. 

01-05 Jealous Succubus
06-10 Night Hag
11-15 Quasit
16-20 Githyanki strike team (1d4) in search of the Skull
21-30 Random witch or warlock wandering the planes upon a flying carpet
31-35 Mind Flayers
36-40 Githzerai strike team (1d4) in search of the Skull
41-45 2 Rakshasa Nobles with their court and retainers
46-50 Skull shatters into hundreds of razor sharp bits, causing 1d10 damage to everyone in 50' radius
51-60 1d6 Type V Demons
61-65 Lovesick Lich, former admirer of long-dead sorceress queen
66-70 Murderous Banshee
71-75 1d20 Manes Demons 
76-80 Efreeti
81-85 Black Dragon
86-90 Seriously Jealous Succubus
91-95 Beholder
96-00 Elder Demon Lord

"Justice" by Yana
Given to Ngorluz as a tribute to her power and beauty? Or is this a very unusual assassination attempt?

The Hobgoblin Queen's Birthday - The Bruggler

Entry for Tenkar Tavern's Grand Original Map Contest - Part One "New Creature - THE BRUGGLER"


THE HOBGOBLIN QUEEN'S BIRTHDAY
or
PARTY TIME ON THE ROSE RIVER

~Part One~

THE BRUGGLER


BRUGGLER
Armor Class: 4
Hit Dice: 8+1
Move: 120' (40')
No. of Attacks: 1
Damage: 2d8 or by weapon (+1d8)
No. Appearing: 1d4
Save as: F8
Morale: 10

The loathsome offspring of a greater hobgoblin witch and a bugbear chieftain, a bruggler stands 8-10' tall, has the mottled orange and gray skin associated with a hobgoblin, but with coarse, black hair like their bugbear lineage. 

They are found in dark forests and ruins, often acting as bodyguards for goblinoid chieftains and kings. Some small packs of brugglers will also lurk beneath bridges or near bodies of water. They are fond of raiding boats and drowning the passengers. 

In addition to using their immense strength to choke the life out of their victims, brugglers use various weapons including scimitars, scythes, hammers, and large two-handed swords. Brugglers use their claws for 2d8 damage and recieve a +1d8 bonus to damage when using a weapon. They can also throw large rocks for 2d6 damage with a range of 20 feet.

Two-headed brugglers are rare, but they are always revered as divine. A two-headed bruggler will almost always be a spell caster at the 10-12th level. When a bruggler pack is encountered, there is a 5% chance that a two-headed "Great One" will be among them. They can cast spells, but can also wield any weapon, favoring curved serrated blades. 

On the Rose River, a pack of brugglers lie in wait in the Sandy Grotto to the north east. They will ambush any watercraft on the river that approaches the Hobgoblin Queen's lair. 

Also guarding the river will be - 

1d6 river dwarf berserkers
1d6 bugbear river commandos 
1d8 hobgoblin sentinels armed with blowguns
1d10 goblin archers with flaming arrows
1d10 feral jackals

Saturday, February 16, 2013

Daazelbazan - City of the Anti-Hero Bards

"To rage in sound this valiant despair
Doom and gloom as each a splendid pair..."

Field Guide to the Shadowdrift
Hex #247


Daazelbazan is a walled city in an ash-gray landscape. Far from the legendary splendors of Celephais or the sandstone walls and brass towers of Piety, Daazelbazan is only gray stone and black smoke. A tight cluster of narrow streets, halls of drunkenness, alleys of murder and dens of corruption and perversions of every sort. It is also rumored that behind the facades of the pleasure palaces and houses of ill repute, one will find temples and sanctuaries devoted to monstrous deities of unspeakable aspect.


But the city became known for something else entirely; the strange music created by a small collective of bards and performers who had taken refuge in the derelict quarters of the city. It was rumored that the music was of an intensity and sound unlike anything heard outside of the city's walls. Some said it was used to summon demonic beings or to inspire extra-dimensional trances. Others said it was merely a reaction to  the oppressive surroundings.

Scrolls and books of Daazelbazan songs became highly sought-after and fetched high prices in lands far away. But the serious enthusiasts traveled to the forbidden city to learn from the originators of the sound. They learned to down-tune their lutes and citoles to a grim discord  They affixed their hurdy gurdies with extra strings to create unearthly drones. The strings of harps were cut and re-adjusted so to make a high-pitched scraping sounds. A psaltery was played with a metal chip very quickly, creating a sound like the clang of swords. Horns were fashioned from tree limbs harvested from haunted forests or from troll bones. Drums were made from similar ghostly trees and beast hides.

Alternate Bard Templates:


DOOMSKALD
Scribe and lyricist of grim lore. Can recite and chant accounts and sagas of the most baneful of histories. Will play a haunting and sorrowful melody which can cause feelings of crushing guilt, grief, and hopelessness.



DRONE WITCH
Can use a stringed instrument or horn to create an oppressive drone that can cause madness, energy drain and fear.


LUNGSMEN
Carry long pipes which are used for the ritualistic smoking of mystic herbs as well as for creating a loud meditative resonance that can produce a slow, soporific effect.


Other favorite Anti Hero Bards~