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.
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.
Monday, May 20, 2013
Art Drop Make Story
Going through folders filled with artwork and photographs.
There's an epic campaign hook in here. I just need to find it.
Tuesday, April 23, 2013
The Kraal - MIGORFROST
The Kraal - Hex 0615
A frozen waterfall conceals the entrance to the MOUNTAIN KINGDOM OF MIGORFROST
MIGORFROST
Within the depths of an icy mountain, carved from ice and stone, this cyclopean city is ruled by Lord Migor - the fearsome Lord of the Yeti and the son of Cryonax - Prince of Evil Cold Creatures.
Lord Migor rules his icy domain from a great throne cut from ice. His attendants are Yeti, Frost Giants are his lieutenants, and he commands an army of Amitok, Yeti, and even the dread Mi Go.
Lord Migor appears as a 25 foot tall white ape with a shielded iron helmet. Only his closest advisors see his face. He wears a necklace of the skulls of his enemies.
In battle, Migor carries an enormous bardiche and a long whip ("Frost Tail") that can paralyze ("freeze") enemies for 1d10 hp.
He can also summon the following by blowing a giant ram horn that hangs from his neck.
1d3 Frost Giants
1d8 Yeti
1d6 Mi Go
1d20 White Wolves
1d20 Artic Foxes
1d100 Amitok
Migor also has an uneasy alliance with the Ice Goblins though he mistrusts them and their kind. He also has a pair of White Dragons that serve as spies and guards of his domain.
The White Elves and the Ice Dwarves are chief among Migor's enemies. He is obsessed with finding and enslaving Dzjarmud, Princess of the Frost Elementals.
A frozen waterfall conceals the entrance to the MOUNTAIN KINGDOM OF MIGORFROST
MIGORFROST
Within the depths of an icy mountain, carved from ice and stone, this cyclopean city is ruled by Lord Migor - the fearsome Lord of the Yeti and the son of Cryonax - Prince of Evil Cold Creatures.
Lord Migor rules his icy domain from a great throne cut from ice. His attendants are Yeti, Frost Giants are his lieutenants, and he commands an army of Amitok, Yeti, and even the dread Mi Go.
Lord Migor appears as a 25 foot tall white ape with a shielded iron helmet. Only his closest advisors see his face. He wears a necklace of the skulls of his enemies.
In battle, Migor carries an enormous bardiche and a long whip ("Frost Tail") that can paralyze ("freeze") enemies for 1d10 hp.
He can also summon the following by blowing a giant ram horn that hangs from his neck.
1d3 Frost Giants
1d8 Yeti
1d6 Mi Go
1d20 White Wolves
1d20 Artic Foxes
1d100 Amitok
Migor also has an uneasy alliance with the Ice Goblins though he mistrusts them and their kind. He also has a pair of White Dragons that serve as spies and guards of his domain.
The White Elves and the Ice Dwarves are chief among Migor's enemies. He is obsessed with finding and enslaving Dzjarmud, Princess of the Frost Elementals.
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!
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
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!
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| 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.
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| Sunken Chamber 1 |
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.
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
- 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.
- 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) - 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. - 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.
- 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. - 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...
Labels:
Dungeons,
Gross,
Hexenbracken,
Juiblex,
Oakheart Academy,
Ooze,
Slime,
Slimes
Monday, March 25, 2013
The Map in the Old Notebook
Found an old notebook with this map inside. I used to fill this small notebook on breaks and when it was slow. This is from 2001? 2002?
So we're looking at the continent of Nawayar in the north and the archipelago of countless islands that made up the Island Kingdoms. Several of the islands were connected by high stone bridges and the shallow sea is filled with stone blocks and ruins.
Some of the islands made up a confederacy of islands called The Lighthouse Kingdoms. Some of the larger islands had their own independent capital cities. Among other things, this helped to dissuade piracy.
Nawayar featured a few distinct regions - The Riverlands were an expanse of swampy wetlands that were ideal of smuggler hide-outs and the occasional sunken temple rising from among the reeds. The Scrublands and The Sagelands were great expanses of rolling hills. The Sagelands boasted a thriving wine industry while The Scrublands were more desolate. Sort of like the difference between the Napa Valley and Modesto.
The great cities of Nawayar are: Riverton - bustling port city on the delta of the great river. Casiel - secret ancient city of the Moon Elves. Nawa - mysterious and dangerous place between the great desert and the high jagged mountains. Lom - a beautiful metropolis of artists, philosophers and scholars. South Point - a gloomy city battered by the sea and the salty wind.
The large island of Nuvan to the south was covered in active volcanoes. The lava flow birthed an ever-growing reef of volcanic rock. Also there are many rumors of labyrinthine lava tubes that lead far beneath the ocean.
Likewise, the land of Oris is said to be inhabited by a mighty tribe of Fire Giants, who build immense castles on the sides of the fiery mountains.
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