Sunday, April 15, 2018

The Desert of Desolation

Yes, this is pretty much a straight rip from the Forgotten Realms.  Hats off to the author of the wiki, as I basically stole and slightly edited his text...


The Dust Desert and the Desert of Desolation, was once the center of an ancient empire,  but was transformed into a wasteland  2500 or so years ago by battles in a great, magical war.]




The desert is a waste of sand, which blows into great dunes, and round hills. The hills and dunes are cut with gullies terraced with strata of pinks, reds, and browns. Salt crystallizes on the surface, giving northerners the impression of snow. What few pools of water exist are too salty to drink. It is consistently hot, and there is very little rain.

Inhabitants include two-humped, shaggy camels, centipedes, gophers, desert jackasses, lizards, rats, mice, sheep (near oases), falcons, hawks, Raurin horses, vipers, sand cats, foxes, vultures, jackals, scorpions, and tortises. More fantastic creatures include cockatrices, brass dragons, brown dragons, blue dragons, copper dragons, dragonnes, dustdiggers, firenewts, hill giants, jackalweres, lamias, pyrolisks, rocs, sand boas, sandlings, giant tarantulas, thri-kreen, giant striders, giant bats, fire toads, ogres, purple worms, manticores, thunderherders, skriaxits, desert wraiths, hieracosphinxes, dracosphinxes, dao, and a handful of djinn, jann, and rogue efreet.

 After the fall of the empire, an ancient city sought to carve itself a new empire from the desert wastes. It succeeded for a time, gaining control of most of  southern portion and traded extensively with neighbors.   Slowly, however, as the desert spread further and as barbarian invaders cut  ties with the neighboring lands, it lost its grip on its territories. After a succession of weak kings over a period of centuries, there was only the city itself.


Since that time, many other desert kingdoms have, though none equal the great lost empire.

A great river flowed northward, creating a fertile corridor that ran by a garden city, a major oasis, and another kingdom.  The river was caused to dry up by a curse, and  the river valley subsequently became barren. The trade routes once used were covered by sand.

Eventually, though, the demand for trade grew great enough for caravans to attempt to make the crossing once again. The journey to the dry valley was deadly, but it could be made, and subsequently a Guild has made it their business to run caravans through the desert.




Tuesday, March 27, 2018

Nightfang

Nightfang is a very ancient vampire, once a high priest of some death-cult.  Right now he's lairing near a remote village.  He sometimes roams the wilderness, accompanied by a pack of wolves or worgs, sometimes in the form of an old man.  He has also vamped a young woman of the village, who's busy playing vampire herself.  

His lair is in a place of three limestone sinkholes or caves, once the tomb of a hero.  

This is pretty much a straight rip of the Judge's Guild RuneQuest adventure, Hellpits of Nightfang.






Sunday, April 16, 2017

Giant Spiders

Deep in the heart of dark, dense forests, such as the Danuvian, can be found colonies of fearsome giant spiders.  These colonies can be as large as 2d20 members.  These hissing horrors sometimes even work cooperatively to capture prey.  They have a limited form of telepathy with which they can communicate with one another.  

They build elaborate web traps in thick groves or the caverns and tunnels of caves.  They are cunning hunters and good at herding prey into their web traps.They can detect vibrations along their web-strands, and identify whether the movement is cause by potential prey or not.  They stalk and lurk in hiding, pouncing down on their prey once they are trapped.  

Giant Spiders come in three sizes:

Size:          (SMALL)      (MEDIUM)      (LARGE)
STR       2d6 (8)          3d6 (11)           3d6+3 (14)

CON     3d6 (11)        3d6 (11)            3d6 (11)
SIZ        2d6 (8)          3d6 (11)            3d6+18 (29)

INT       1d3 (1)          1d4 (2)              1d6 (3)
POW     3d6 (11)        3d6 (11)            3d6 (11)
DEX      3d6 (11)        3d6 (11)            3d6 (11)

Attack: Bite (35%) 1d4+1(+2d6 for Large Size) (SR 6,5,0) + poison (see below), Web (see below)

Webs: Giant Spider webbing entangles its victims, who can be caught by running into it (failing a Dodge roll if literally running - otherwise they can simply bend out of its way, push it away, or hack it clear with a weapon - note that Giant Spider webs have a STR of 12 and 12 hit points, so a bit of hacking is required) or having it thrown onto them (the Spider must be 3 meters distant to do so).  If you're entangled in the web, you can't move effectively to flee or fight.  To get free, you either pull yourself out (STR vs STR) or get someone to hack you loose.

Poison:  Giant Spider venom POT is equal to their SIZ, onsets in 2d4 minutes, and attacks DEX with the same POT.  At 0 DEX a victim cannot control his movements.  Below, he is completely paralyzed.  The effect of the poison lasts a number of hours equal to its POT.  Any character reduced to 0 DEX must also make a Stamina roll.  If failed, the POT is also taken as damage to hit points. 
 
Skills: Climb (100%) Hide (40%) Jump (45%) Sneak (85%)

Area: .6 sq miles for 1 Small spider, 1.8 for one Large - a colony of Larges would take 73 sq miles



Sunday, April 9, 2017

Killorens of the Danuvian



The Killorens are adapted from the D&D book Races of the Wild.

The Killoren are a new, or perhaps only newly-recognized, faerie race.  Though they dwell indeep forests, they seem to have a drive to retake the world from city-builders.  They move freely in cities as they do in forests, and though their population is small, it is growing.



Killoren are on the smaller end of man-sized (about 5 ½ feet tall), with green or tan skin that resembles the texture of a fresh leaf.  They reach maturity at age 10 and live for hundreds of years.  Their hair and eye colors change, depending on what aspect of nature they are manifesting at the time.



Killoren live in scattered communities in the wild.  Their dwellings and communities blend so seamlessly into the surroundings that only an expert (a Difficult Faerie Lore roll) will be able to easily tell where the wilderness ends and the Killoren dwellings begin.  Killoren do not consider themselves (or anyone) to be owners of the land, but they do feel an obligation to guard and protect those areas they inhabit and/or revere.



Their communities are led by councils of elders and governed by their wisdom and the consensus of the community. 



STR     2d6+6  14

CON   2d6+6  14

SIZ      2d6+1  9

INT      3d6      11

POW   2d6+8  15

DEX    2d6+6  14

CHA    3d6      11



Move: 10

Hit Points: 11 (23)

Damage Bonus: none

Armor: None normally



Attacks: Wood Bow (SR 4) 45% 1d6+1,  Claws (wooden claws carved from branches, toughened and used to slash and stab) (SR 6) 35% 1d4+1



Powers:



Killoren are immune to mind control, sleep, and paralyzing magic.  They always resist magic at their normal maximum POW, even if it has been depleted.



Low-Light Vision: Killoren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.



Aspecting Nature:  Killorens have the unusual ability to “aspect” nature – meaning their bodies, minds and spirits are empowered by a particular form or force of nature.  Generally they choose which aspect they are manifesting when they rise for the day.  Each aspect comes with its own powers.



Aspect of the Ancient:  when aspecting the Ancient, Killorens hair is white and their eyes sky-blue.  They gain +10% on any nature or nature-based Lore skills and any Perception-based skills.



Aspect of the Destroyer: in this aspect, their hair and eyes become coal-black.  They gain a +20% attack against any nature-despoiling opponent. 



Aspect of the Hunter: in this aspect, their hair and eyes become dark green.  They gain +10% on Hide, Listen, Stealth, Spot and Track skills.



Killorens use woodland-type magic quite freely.  Any Killoren with a POW above 6 will have a number of spells equal to their INT/4.



Skills: Listen, Sense, Spot, Track, Climb, Dodge, Hide, Jump, Stealth, Swim, Throw. Knowledge: Forest Lore – all at 35%


Killorens in the Danuvian Forest

Population: 100 - 70 adults, 30 young - males and females 50% each
Area: approximately 78 sq miles (13 6-mile hexes)

The Dark Tower

Straight up - this is Judge's Guilds Dark Tower...

There is a place called Redmoon Pass.  It is on trade route that is now rarely used.  Only the brave or naive take it.  A sanctuary to the good gods was built there 1500 years or so ago by a saint of the religion.  It became even more holy after his passing.

Then evil gods took it over.  They ruined the tower.  The nearby village became possessed by evil.  Its inhabitants engage in all manner of depravity and haven't changed in 200 years.  The village is isolated so few notice.  Caravans coming through have a tendency to disappear.

Good and evil forces war it out in the Dark Tower.




Blackmoor

I have long had a love for the name "Blackmoor", which I find highly evocative, and always intended to do something with it.  I always imagined it as a spooky and mysterious place.  Judge's Guild's Frontier Forts of Kelnore provided the seed for the idea here, and has been incorporated into this entry, at least conceptually.

At one time the kingdom of Blackmoor stretched for many leagues across the land.  To guard its farthest frontiers, the kings built several forts at key border points.  These forts were initially nearly identical in design, but have likely had modifications made since.  From these forts, cavalry patrols made regular ventures.

The center of kingdom collapsed into civil war.  The troops in the forts were drawn inland.  With the forts unmanned or less-manned, attackers took advantage and pillaged and sacked inland.  In time, the kingdom fell.  Now it is only a legend.

One of the most remote realms around, bordered by a boreal forest and an icy sea.  Nearby is "The Land of Black Ice".  A series of cold marshes called "Gloomfens" is within its borders as well.  Small villages dot the lands, as well as hot springs and volcanic vents.  Sharp tremors and poison vapors from the springs are not uncommon occurrences.  Orcs rule at least one town, and Kobolds are a common nuisance.

Pre-fall demographics:

Pop Level 4 on S&S Table - 180 ppl per sq mile so it would have to cover  612 square miles.  Not huge.  2-3 forts.  You can use that chapter to determine the number of cities and towns as well.
The largest city is 10,000
The second largest 8,000
20 towns
Cities 40-80 miles apart
Towns 20-40 miles apart
Most of the area was always wilderness.  There are roads and trails, but most of them are probably ruined.
It's a bit larger than Hong Kong and a bit smaller than Comoros in Africa.


Capital: Dantredun
Major Towns: Dantredun (pop. 700), Blackmoor
Town (ruined), Egg of Coot
Provinces: Ten underbaronies
Resources: Walrus ivory, copper, gems (II)
Population: 110,000-Human 37% (FOsb), Orc
20%, Halfling 18%, Elf 10%, Gnome 7%, Half-orc 5%
Half-elf 2%, Other 1%

The Hopping Prophet - a whacked-out prejudicial religion.  They hide out there being as they're unwelcome anywhere else.

Ranial the Gaunt, a lich who crowned himself king
Therod a former Bandit King, now styles himself baron of Ramshorn.


Further Exploration:

Temple of the Frog
The City of the Gods

What Kind of Things Might Lurk There Now:

Banshee
Beholder
Dire Elk
Dire Hawk
Displacer Beasts
Frost Salamanders
Mastodon
Hellfire Worm
Leechwalker
Legendary Bear/Eagle/Horse/Tiger/Wolf
Corrupted Wolf
Orcs
Goblins

Undead 

Forest Drake
Fey Wolverine
Taiga Giant
Witchfire
Catoblepas
Gray Ooze


 








Madrone

This is a straight rip of Judge's Guilds Modron.

Five centuries ago, Madrone was a thriving port city dedicated to a very Graeco-Roman sea goddess.  Then the mermen stopped trading, the ships stopped coming, and orcs stopped the dwarves.  Most of the population fled and strife ended up with the sinking of a major temple.  Raiders in longships carried residents off to slavery.  Orcs came and tore things up.

A new town was founded, with a giant sea-snake in the waters to protect it from raiders.  That was fifty years ago.  The city has done well.  A fortune is said to still lie in the sunken ruins.

The Patriarch-Lord is a brave and humble guy (after a line of cowards) who mixes freely with the people.   The royal minister, the duchess, and the palace chamberlain are less honorable and prone to bribes and looking out solely for their own interests. 

The defenders of the walls are an unruly bunch, but their commander is tough and fair and keeps them in line. 

The Palace is described, as are the walls, watchtowers, and stadium.  The city seems to be divided into (A) Stadium Area (B) Open Market (C) Docks.  Establishments are described - some useful, some not.  A few NPC's.

In Ardwyn, the city was taken by Walds when they took over the country, and they are the ones who have refurbished it.  It's kind of a jewel for them.