One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Tuesday, December 30, 2014

2015 I'm making you my Bitch

Aint that the truth.
2014 is coming to an end. I started this blog in 2011. I haven't been as diligent at posting as would have liked but hey thats life and gaming took a hit with all the other stuff going on in my life over the years.

Since that time I've been laid off, learned a language, finished high school, got a new job, and am now preparing for my second semester of college.

Theres been almost no roleplaying going on these days which blows goats. However I've been playing Magic a lot and even winning a few local draft tournaments. Plus a bunch of us have embarked on learning Warhammer Fantasy miniatures. ORCZ FOR DA WIN!

A new gaming store has opened in my town and its amazing. The staff and people who hang out and play are all great people and it promises to be a great new year for gaming. I just wanted to thank those that stop in and read my blog from time to time. I will make an effort to put up new material and finally update some of my blog projects.

Happy New year to you all!

Friday, November 21, 2014

Tharzad-Dul: Map of Level 2

The Garden Level
I finally got around to scribbling this map out for the second level of my mega dungeon. I'm super excited to stock this sucker. Just a few notes. First I decided to go with a new room numbering scheme. Rooms are denoted with a X.Y format. So for example 2.1 means: level 2, room 1. Also I first refered to this level as the Farm Level. I changed it because I thought garden sounded better.

Saturday, November 8, 2014

Martian Syphilis and Other Interstellar Diseases

Just when you thought it couldn't get worse, Martians AND Mutants !
I should be getting school work done right now. But in the true spirit of procrastination I felt I needed to blog first.

One of the class that I should be working on right now is Western Civilization. I love this class. From a purely learning experience it has been amazing. History is rife with stuff we can steal for gaming. In fact I would argue the best authors have long ago figured this out. I find myself constantly inspired as I sit in class or read the text book. For example this paragraph inspired me:

“This essay will demonstrate that the Spanish Conquista of America in the 1520s and 1530s was more than a brilliant military victory. Aside from the Spaniards' military superiority, what other causes contributed to the rapid conquest of America? The spread of Old World's diseases and the weaknesses of native empires helped the Spaniards colonize America.”

For some reason this made me think of War of the Worlds. Obviously the Martian invaders in the end were affected by the bacteria of Earth. But what if it had been the other way around? What if the immune systems or the technology of the Martians prevented them from getting sick and instead it was Earthlings that were compromised by alien bacteria? What if this alien bacteria didn’t just kill those it infected, but in some cases it caused horrible mutations. What if in a small percentage of the human population it caused psychic powers to develop?

Of course the second part involving the weakness of native empires is easily translated into the fractious nature of humanity and its nations states. Lets face it, humans are dicks. We will always be out own worst enemy.


Ok, so I gotta get some work done now. Back to the books.      

Sunday, October 26, 2014

Tharzad-Dul Mega-Dungeon Update

I've updated the Tharzad-Dul Mega-Dungeon Page found HERE.

With the arrival of Dungeons & Dragons 5e and delving back in to fantasy reading (see THIS blog entry on what I'm currently reading), my mind has come back to Tharzad-Dul and the World of Aerd my mega-dungeon blog project. The three things that I feel are most important to cover in order to make this playable in terms of starting up a campaign would be doing a write up on Enderfell the starting village, the Gods of Aerd, and level 2 of the dungeon (The Garden Level).

When I started this project I was using the free Swords & Wizardry rules. I don't intend to go back and update what I've written already (at least not at this point), but going forward I will be using the D&D 5e rules. So keep your eyes peeled for new updates of the World of Aerd.

Wheel of Time: The Eye of the World

One of the advantages of taking the train into school every morning is getting in a little reading. I've
tried getting in some studying while commuting but I've found I have a hard time really focusing. Instead I've been reading on my Kindle Paperwhite. I still prefer reading dead tree versions of whatever I'm reading but the conveniance of the Kindle is unbeatable. Its small and light making transportation perfect. I can read in the dark, and best of all the logistics of holding it and a cup of coffee while turning to the next page makes it perfect for the daily commute.  

I've long resisted the urge to read the Wheel of Time saga for a long time. The commitment of reading something like thirteen books is a little overwhelming. Not to mention I still haven't finished the Malazan series by Steven Erikson or George R.R. Martin's A Song of Fire and Ice yet. Honestly I'm not a huge fan of epic fantasy. I've found that Jordan when compared to Martin, or Erikson has his own style and tone that I find enjoyable and easy to read. I'm not sure I have the fortitude to make it through the entire series, but I do see myself at least finishing this book. It's been a nice distraction from all the serious studying and hard work involved in my current studies at college.

Friday, October 24, 2014

Hommlet: Burne's Tower

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

30. Burne's Tower
During their adventuring days Burne and Rufus ruthlessly gained power and prestige. They killed a green dragon in Kron Hills and defeated a large group of bandits. The construction of this stronghold began three years ago in 576 CY. In part because of a personal favours owed and because the Archcleric of Veluna wanted some influence in the area he helped finance the construction of this stronghold along with the Viscount of Verbobonc. The Viscount on his part was grateful for an early warning force in case the Temple were to ever rise again.

Burne is an arrogant and ambitious wizard. He seeks to join the Circle of Eight one day as an actual member and has been quietly working in the background to manipulate events that will lead to him joining the illustrious group. He has no idea that Spungior is an agent of Mordekainen. 

Rufus is a serious sort. He is ever vigilant and works as Burne's bodyguard and chief lieutenant. He over sees the Burne's Badgers a band of mercenaries who are completely loyal to Burne and Rufus throwing themselves into danger in order to protect their masters.

While the stronghold continues to be constructed hired Workers swarm the area doing all manner of construction. Ostensibly Burne and rufus work for Viscount. The reality is they work only for themselves. They will help other adventurers and will even go as far to help train and equip them in the arcane and martial arts, but only if those individuals respect and pay fealty to them. Both Burne and Rufus are ruthless and will not hesitate to do what they have to to get what they want. They will be extremly discrete about any illegal activities they undertake.


Sunday, October 12, 2014

Hello Blogoverse

I'm not one for apologizing for a lack of posting. I do this for shits and giggles more than anything else. I'm not a huge fan of posting just to post either. That being said I do feel I owe it to those few who do check out my blog an explanation for my present lack of productivity in putting words to page.

So heres the dilly amigos. As I mentioned in a post a few years back I lost my job and since then I've been going back to school to put on my big boy pants and finally start a real adult career. That was all prep work to get to where I am today. This year I started a three year college program in nursing. Naturally gaming, blogging, reading for fun, and basically having a life have all taken a major punch to the testicular region. So my fellow dice chuckers, card floppers, and button pushers now you know, and as G I mutheffing Joe is so fond of reminding us, "knowing is half the battle, GO JOE!". So if I can manage to find a spare minute to write something up I will, but based on how much time this program has been sucking up I fear that will be few and far between.

When I grown up I wanna be a Rescue Ninja


Friday, August 15, 2014

Hommlet: Tailor's Home

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.


11. Tailor
Cantoris, a bachelor and tailer just moved to village. He is an odd and quiet man who keeps to
himself. He buys most of his fabric from the weavers (area 10). At night he sows together man-shaped bags with large black buttons for eyes. He fills these body bags with sand and then animates them with a magical ritual to serve him as golems to do his bidding. He poses as a worshiper of St. Cuthbert and is an expert knife thrower who knows many languages. Why does he make these golems night after night? What diabolic plan does he intend to unleash on an unsuspecting world?

  

Thursday, August 14, 2014

Hommlet: The Weaver's Home

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

10. Weaver

Veshin and his wife Azina are weavers. They live with their daughter and her husband as well as four young apprentices, and are followers of St. Cuthbert. The family produces cloth and other typical items one would expect from a company of weavers but they also guard a powerful secret. Veshin and his wife given enough time and the proper ritual componets can craft and enchant garments, carpets, and tapestries. Some of the treasures they currently possess include a magic flying carpet, tapestries depicting landscapes that act as doorways to distant lands on Oerth and across the planes. But one tapestry in particular is of great importance. Hidden in the same secret room used to enchant their works is a a massive tapestry depicting the ruins of a ruins located in the Elemental Chaos dedicate to the Elder Elemental Eye. Followers of the Eye have been searching for this ruin because trapped within its murky depths a powerful ally of the Elder Elemental God slumbers. This creature and it's entire lair was trapped within the weave because it was too powerful to defeat. Handed down for generations the weavers are the sole guardians of the tapestry.


“Nothing ever begins. There is no first moment; no single word or place from which this or any story springs. The threads can always be traced back to some earlier tale, and the tales that preceded that; though as the narrator's voice recedes the connections will seem to grow more tenuous, for each age will want the tale told as if it were of its own making.”                                                                                                              -Clive Barker, Weaveworld

Wednesday, August 13, 2014

Hommlet: Town Hall

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

9. Town Hall
This hall was recently constructed by Rufus and Burne and functions as the political heart of the village. The town council meets twice a month on set days to discuss local matters and resolve any civil disputes. The town council is currently composed of the following members:

Kreon Silvercrown:Village Elder (area 27)
Jaroo: Druid of the Grove (area 24)
Terjon: Cleric of Saint Cuthbert (area 20)
Bodasen Hoonan: Captain of Militia (area 2)
Ostler GundigootInnkeeper (area 7)
Mytch: The Miller (area 22)
Burne: The Mage (area 31)
Rufus: Commander of Burnes Badger's (area 31)





Tuesday, August 12, 2014

Hommlet: Ilbren's Forge

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

8. Ilbren's Forge
Ilbren is the towns smithy. He can forge anything including weapons and armour. While it's not well known Ilbren is also a druid. He spends his free time away from the forge with the druid Jaroo (area 24) and by all accounts the two are the closest of friends. Secretly however Ilbren is a member of the evil druid organization known as the Twilight Circle. Long ago he was recruited to keep an eye on things in town and and in particular on Jaroo. Occasionally he can be seen having a drink at the Inn with Clovis Tel the Priest of Wastri (area 7). Once the new Twig Blight monsters begin wreaking havoc in the town (see area 1) Ilbren will try to cover up the origins of the outbreak and send the PC's on wild goose chases and stopped them anyway he can from tracing the threat back to the Moat House and the Twilight Circle and the Cult of Wastri.


Monday, August 11, 2014

ToEE: Evil Elemental Possession

I've been super busy lately with work. Despite that I've been trying to make the effort to write and blog as much as I can. I have so many projects in the air I really should just pick one thing and try and finish it. But hey variety is the spice of life right!

Anyway the other day while I was walking to work I had an idea relating to the Temple of Elemental Evil and my Ultimate Greyhawk project. The premise is this: What if the low level minions of each temple were possessed by evil elementals? Like the minions in the Solomon Kane movie the priests of each temple would perform a ritual that would implant an evil elemental inside the victim/cultist.


For example an Earth Temple cultist would at first glance look like a human (or whatever race he happened to be) but would have some tell tale signs about him like stoney looking skin, glowing eyes, or crystal-like spurs and growths coming from his body.


I guess in some respects these guys would be similar the genasi in D&D. I would like to think of them more as demon possessed mad men willing to do things they would otherwise would find repulsive because of the evil elemental driving them to do it.


In that same vein I've decided that the priests of the various temples will have powers and abilities more in line with what the Benders in the Avatar: The Last Air Bender series are capable of. I think it would make things more interesting and unexpected for the players. I haven’t spent much time looking at the 5e rules yet but I don't think it would be difficult to come up with.


Thursday, August 7, 2014

Hommlet: Inn of the Welcome Wench

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village

The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil

7. Inn of the Welcome Wench
The social heart of Hommlet. Virtually the entire town circulates through the Inn at some point during the day and night. This is the perfect location for adventurers to gather rumours and information on everything ranging from town gossip to potential missions in and around town.

The Inn is a family business owned and operated by Ostler Gundigoot who is also the sergeant of the towns militia, his wife Vendra, and their two daughters, Pharis and Laderna. 

The Inn houses and employs two full time serving wenches, Kassie and Kitten, the mischievous pot boys, Stoop and Luthas as well as a stable boy, Kristoph and horse groomer named Remy.

Guests at the Inn
There are a number of unique guests that can be found at the inn at various times throughout the day. Roll on the following table to see which of the following unique guests (if any) happen to be at the inn at the time the PCs are visiting.

Roll 1d8
1. None of them are currently present at the Inn.
2. Zio Tazaar the Bard
3. Clovis Tel Priest of Wastri
4. Zert, Fighter and spy for the Viscount
5. Spugnoir, Evoker and spy for Mordenkainen
6. Furnok of Ferd, Thief on the run from Verbobonc
7. Kobort & Turuko
8. All of them are currently present at the Inn

Zio Tazaar: Something of a fixture at the Inn, Zio is a bard who pays for his stay with his performances. He sleeps in the common room (room 15).  He can act as a source of information on ancient legends and gossip from as far away as the city of Greyhawk and beyond. He is a member of a secret order of bards that act as spies all over the Flanaess. Zio can become a patron and teacher to any bards in the party.

Clovis Tel: Is a Priest of Wastri. He posses as a sage from Dyvers learning about the local history and exploring the area. He acts as a spy in town for the Cult of Wastri and Twilight Druid Circle working out of the Moathouse. The Cult has been working together with the druids to create a toxic transmogrification gas that when released on the unsuspecting villagers will transform them into frog-men and servants of the hopping Prophet. He will offer to join the party if they decide to investigate the Moat House he will then lead them into an ambush. 
  
Zert: Staying in room 6, Zert is a fighter working as a spy for the Viscount. He reports all activity in the area directly to the Viscount. The Viscount dose not trust Burne and wants to make sure his best interests are being taken care of in the village. In particular Zert will want to join and spy on adventuring  parties whom he sees as a wild card and possible threat to the Viscounty. 

Spugnoir: This Wizard and evoker is staying in room 10. He is currently searching for a set of ruins in the Gnarley Forest that contains an accent wizards library full of of ancient tomes full of knowledge and magic for a sage in Verbobonc. While this story is indeed true he is also an agent of Mordenkainen and the Circle of Eight. The events of the past have prompted Mordenkainen to be ever vigilant of a possible return of the Temple. Mordenkainen will not get directly involved but will use Spugnoir to manipulate the PCs into working as his pawns. 

Furnok of Ferd: Staying in room 13 is Furnok a silver tongued con-man and thief. He covets magic items especially and because of this he is on the run from a wizard in the city of Verbobonc. He will try to involve the party in this problem and hire them to kill the wizard spinning any kind of tale that he believes will best motivate the party to act against this personal threat. Furnok is also wanted by the thieves guild in Verbobonc. It's only at matter of time till they track him down in Hommlet thanks to Nira Melubb the Money Changer (Area 15) who is an agent of the Verbobonc's Thieves Guild. Furnok has the potential to become a major pain in the ass for any party. 
Kobort & Turuko: This duo is staying in room 14. Kobort is a fighter and agent of Iuz. Turuko is a monk and member of the Scarlet Brotherhood. The two are working in concert acting as liaisons between the Brotherhood and Iuz. They're currently searching for the missing Prince Thrommel who escaped from the Temple a few months ago to no avail.  So far they have not realized that the lowly servant working on the Anders Farm (Area 5) is actually the Prince. It is however only a matter of time till they do...  

Wednesday, August 6, 2014

Mecha & Martians: A Stars Without Number Campaign

I thought it was probably a good time to take a break from my series of Ultimate Greyhawk posts and shake things up a bit today. Have no fear I will continue the series but it's always nice to have a palate cleanser in between dishes, er I mean posts.

A while back I wrote about how I had this campaign idea for a something I called Mecha & Martians. The idea still hasn't left me so I created a page to collect all the posts I will eventually write for it.

Mecha & Martians is an alternate history science fiction campaign based on the the idea that the events of H.G. Wells's novel War of the Worlds had actually occurred. In the aftermath of the Martian invasion life carries on and events lead into World War I.  

This isn't a steampunk world. Major scientific advances  have been made based on reverse engineering Martian technology and launching a new industrial revolution. One of the major sources of inspiration will obviously be H.G. Well's War of the Worlds novel and the War of the Worlds: Goliath anime. But other inspirations will be World War I era historical sources.

Campaign Background
When the Martians invaded Earth in 1885 we were victims of their advanced weapons and technology. At the end of the invasion we rebuilt using scientific breakthroughs made by salvaging the remains of left behind from the very same Martian technology that had once been used against us. Leaps and bounds are made in science and the people of Earth have greatly benefited from a new industrial revolution unlike anything our world has ever seen before.

Not willing to become victims a second time and in anticipation of the Martians inevitable return, military's around the world have built and developed new weapons and defences. Chief among these new weapons are walking tanks called Goliaths. These heavily armoured walkers are armed with radical new weapons to defend against the alien's tripod war machines.

It's now been 19 years since the Martian invasion. Political tensions on Earth are quickly heating up. The assassination of Archduke Franz Ferdinand on June 28, 1914 plunges the world into the Great War. Just when everyone thought it couldn't get worse the Martians return…

Tuesday, August 5, 2014

Hommlet: Orms Leather & Shoes

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

6. Orms Leather & Shoes
Azrael Orm is a Leatherworker and shoemaker in fact he can make most things from leather given enough time including custom boots, harnesses and armour. He lives and works here with his wife Serena, their three children: Carter, Sia, Tanya, and his wife's brother Nogusta. Azreal and his wife are members of the miltia as is their son Carter. Nogusta, through some birth accident at birth is a child trapped in a mans body. Husband and wife treat him as another one of their children.


Adventure Hook 
The Hag Coven Caverns-Map by Dyson Logos
Sometime in the near future the Orm's family will suffer a tragedy. When they wake up one morning they discover that baby Sia is missing. The crib is covered with so much blood that it's hard to believe the child could still be alive. Nogusta is also missing and eventually is found trying to hide in a nearby ruins in the Kron Hills. The truth of the matter is that a coven of Hags stole the baby with the plan of raising as their own all the while aiding in its transformation into another hag. The blood in the crib was that of a piglet transmuted to look like the child and then left with the mentally deficient Nogusta to take the blame.   

     

Monday, August 4, 2014

Hommlet: Old Man Ander's Farmhouse

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village

The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil

5. Old Man Ander's Farmhouse
This is the farm of a Widower Farmer Zairic Ander who lives here with his two beautiful daughters Keanna and Michella as well as a manservant named Vincent. The family are followers of the Old Faith and Zairic is a member of the militia, though as an old man his ability to fight is questionable. Zairic considers Vincent more of a son than servant and his oldest daughter Keanna is starting to develop romantic feelings for the young man.

Vincent hides a major secret. He is not who he says he is though he does not actually realize that he is lying. The truth is he doesn’t actually remember who he is. Vincent is in fact Prince Thrommel, Grand Marshall of Furyondy. Shortly before the prince was to marry Princess Jolene of Veluna and unite the two countries against the depredations of Iuz, Thrommel was captured by agents of Iuz and brought to the Temple of Elemental Evil. While the disappearance of the prince caused Furyondy and Veluna to fall into chaos the true purpose of kidnapping the prince was more more involved and insidious.

At the Temple a magical ritual was performed that cloned a vampiric twin of Thrommel. Iuz's plan is to return the evil clone to Furyondy when the time is right. With Thrommel under his control the armies of Iuz will strike a powerful blow against his nemesis to the south.

The one flaw in this whole plan is that the real Thrommel managed to escape the temple though the ritual caused the prince to lose his memories. Wandering the countryside the prince was nearly dead when Zairic found him lying on the side of the road. Zairic took him in and helped to restore him back to his full strength.

Despite that Iuz now counts a vampiric twin of Thrommel as one of his servants, he was furious at the disappearance of the real prince. Agents of Iuz have been searching to no avail for the prince and most assume he dead and gone. The only way that the real Thrommel can regain his memories is to hold his magical broadsword Fragarach in his hands once again. Once he does the magic of Fragarach will restore his memories and his true purpose in the world. The only problem is that Fragarach is in the hands of Vampire Thrommel who lairs in room 334 of the Temple. The heroes who manage to succeed at this quest will have gained a powerful ally indeed.   

Sunday, August 3, 2014

Hommlet: Widow Finnch's Farm

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
Old Man Finnch- Art by MrZarono
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

4. Widow Finnch's Farm

The Widow Jellek Finnch is a crazy cat lady. Townfolk believe that after the death of her husband and sons during the Battle of Emridy's Meadow she went a little nuts. The truth of the matter is that Jellek is a Witch and her family still lives with her. After the battle, in the dark of night Jellek made a pact with otherworldly entities and through a profane ritual she transformed her husband and children into ghouls that live in warrens and tunnels that criss cross the town. While her numerous feline companions may look like cats they are in fact cat-things, part cat, part familiar, part something else. Ghoul tunnels attach to the crypt at the church and the Inn and many other buildings in the town.More importantly these tunnels have invisible gates that connect to a Dream Realm and the labyrinth of tunnels beneath Moat House.  

Friday, August 1, 2014

Hommlet: The Woodcutter's Cottage

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Bison the Butcher-Art by Slaine69
Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

3. The Woodcutter's Cottage

Bison, a solitary woodcutter lives in this small cottage. He is a follower of the Old Faith and good friends with Jaroo the Druid, as well as a member of the the local militia. Bison, like his name sake is a shaggy haired, hulk of a man that wields his woodman’s axe with ease and great skill. He is also a man with a dark secret. Hidden in the false bottom of a trunk in his home and wrapped in oil cloth is a magical battle axe. The axe has a demon bound within it that continually whispers murderous thoughts in Bison's mind by day and torments him with horrible visions in his dreams. The axe was once Bison's fathers and it drove him into madness and a series brutal serial killings before he was finally discovered and killed. Bison fears the axe and that he may be heading down that same path as his father.

Thursday, July 31, 2014

Hommlet: Hoonan Farmhouse

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village
The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple of Elemental Evil.

2. Hoonan Farmhouse

Elmo Hoonan
This is the home of farmer and Captain of the town's militia Bodasen Hoonan. He lives here with his wife Ulmentha, two sons Elmo and Otis, and a servant named Pavek. The couple are devout worshipers of Saint Cuthbert and thus are pragmatic and hard workers. The same cannot be said of their tow sons. Elmo is a slow witted drunk with aspirations to join an adventuring party. This is not an act, he is actually as dumb as he seems and if recruited by an adventuring party will pose a serious liability. Otis on the other hand inherited the brains his brother sorely lacks. He is a con artist and a rogue. He divides his time between Hommlet and Nulb and frequently direct merchant caravans and adventurers into well planned ambushes by bandits from Nulb. Bodasen and his wife realize that both their sons are lost causes, yet familial loves prevents them from acting against them. In fact Bodasen will often use his clout as Captain of the militia to protect his sons from any sort of accusations levelled at them and going as far as hiding evidence of any wrong doings.  

Wednesday, July 30, 2014

Hommlet: The Ginter Farmhouse

The following is an entry in my series on Ultimate Greyhawk. Much like how comics and movies will reboot a franchise with a new take on an old concept, this is my personal re-imagining of the Greyhawk Campaign Setting beginning with the venerable town of Hommlet.

Key to the Village

The following locations are numbered based on how they appear on the map of the village of Hommlet as found in the module T1-4 The Temple ofElemental Evil.

1. Ginter Farm House

A farmer named Zoltan lives here with his two sons Ivan and Sully and a pack of unruly dogs.They are followers of the Old Faith and thus have little liking for the Church of Saint Cuthbert and it's followers. This past season the family planted some new seeds that they purchased for next to nothing from a merchant passing through town. Unfortunately for the Ginter's and the rest of the town this passing merchant was actually an evil druid and member of the Twilight Druid Circle based out of the Moat House. The seeds are actually a new type of Twig Blight seedling that will soon begin to terrorize the town and numerous other locals where they have been planted.  

Tuesday, July 8, 2014

Wisdom From PLANET ALGOL

I finally found the blog post that I was talking about when I referenced the idea of an Ultimate Forgotten Realms campaign. That blog was of course the most rad and greatly missed PLANET ALGOL blog the blog post can be found here.

On a similar train of thought I've been writing up some notes on an Ultimate Greyhawk. The idea being that this is a reboot of the Greyhawk Setting. One of the campaigns I've always wanted to run was the classic Temple of Elemental Evil,  Against the Giants, and Descent into the Depths series of modules.

One of the things that often happens is that as I gear up to run this I get so obsessed over canon that I just give up. However now that I allow myself to be unshackled from the chains of canon I can just run with it and really make it my own campaign.

So I started with the village of Hommlet. I have the beginnings of some actual notes that take the village in some very radical directions from what Gary wrote. But you know what I think that's what Gary would've wanted. For us to take his toys and run with them. To make them our toys, to make it our game and play it anyway we felt was the most fun for us.


Wednesday, June 25, 2014

The Ultimate Forgotten Realms

A while back I read a blog post (I can't recall the blog just now ) that hoped that “The Sundering”, the relaunch of 5e Realms, would basically shatter the Realms into an infinite number of alternate Realms. This would allow Wizards of the Coast to have their own official version, and each DM to have his own version in which events would play out in their own unique way. The idea would be akin to Marvel's infinite alternate universes.

I love this idea. It feels liberating to me. For a while now I've had this idea percolating in the back of my mind of starting with the the Grey Box, City of Splendours, and maybe a few other supplements and running an Ultimate Forgotten Realms campaign using D&D 5e.

The idea would be to run a campaign set in Waterdeep with a fresh take on things. The players wouldn’t be able to trust anything they previously knew about FR canon. Old villains, heroes, and history would be rewritten with new takes or twists and thus allowing the DM to have complete control over the campaign. I also think it would let many players sit back and enjoy playing knowing that they are the stars of the show and that they aren’t going to be shown up by Mary Sues or break the setting by doing some sort of crazy thing that might have an important realms shaking event. It would also allow the players and DM to learn about the world through play as opposed to having to earn a bachelors degree in FR history.

I suppose that for many groups out there this isn’t a new idea. Personally though I know this has been the case for the few groups I been with. Typically theres that guy that knows more than the DM and another that has no clue whatsoever. As a DM I can see this offering a happy medium solution. In the future I think I might begin a series of posts dedicated to my own personal Ultimate Forgotten Realms. If I suddenly fall off the face of the internet you know that Ed Greenwood has sent his Realms Lore Canon Ninja hit squad after me.



Tuesday, April 8, 2014

Mecha & Martians




This post seems to be getting a lot of play according to my blogger stats. I found this second trailer on You Tube and I still believe that this would make for one kick ass RPG campaign. Mechs, steampunk, political drama and action all rolled up into one.

As I thought about what system I would use to run this, it occured to me that the mecha niche seems to be missing the plethora of OSR clones and rules add ons. Thinking on it I would probably use Stars Without Number, with a few modifications. I noticed the Core rules have stuff about mecha in them so that might be worth checking out. In fact I've been considering adding yet another blog project called Mecha & Martians. Seems like it would be a lot of fun.

Monday, April 7, 2014

Guardians of the Galaxy





I've known for while that this movie was coming. To be honest I didn't really give a shit. But I have to say after watching this trailer I think I just might like this movie. Hell I might even give the comic a shot. A friend of mine is following the series and says its pretty rad so maybe he's on to something here.

Sunday, April 6, 2014

The Lake Tower of Vara Ristk

I've been playing quite a bit of Magic: The Gathering these past few weeks. Theres been a few things about the game that have got me thinking about Magic and the relation to D&D.

Magic is the saviour of D&D. When TSR was floundering it was Wizards of the Coast that swooped in with the money from the wildly successful card game, bought the company and revived D&D with 3e, created the OGL and created a renaissance in gaming history.

Here we are roughly 14 years later and D&D has been replaced by Pathfinder and self published old school enthusiasts. While Magic still rakes in huge amounts of money, and is perhaps even more successful than it was when it first went mainstream.  

I can see the parallels between D&D 3e and later edition rules and Magic. Both games attempted to makes the rules clear and precise with key words and standardized abilities.  If you look at the Monster Manuals of 4e you can see how the creatures have more evocative names like the creature cards of Magic.

Ultimately I find it sad that the D&D design team hasn't come up with adventures or campaign settings like the evocative settings and ideas that the Magic team does. Every year Magic comes out with what is the equivalent of a unique campaign setting with an over arching storyline, filled with unique monsters, NPCs, magic items and treasures. Yet D&Ds adventures pale in comparison. Other 3rd party companies, Pathfinder in particular have stolen the show because of this. I firmly believe that Paizo's success lies partially in the fact that they didn't alienate the 3.x player base, but mostly in the fact that instead of focusing so much on a rules system they pumped out adventure after adventure.  

Anyway, enough of my rambling. Heres a little Swords & Wizardry encounter inspired by some random Magic cards.

The Lake Tower of Vara Ristk

The wizard Vara Ristk, like many of her profession is a little off her rocker. She lives in a lonely tower that rises directly from the waters of an island strewn lake. An ever present mist obscures and cloaks the tower from view from the mainland. The tower can only be accessed from deep below the water, and the approach is protected by Isle-back Krakens. Vara can not be bothered with menial tasks and her lair is filled with a variety of homunculus. Worst among them, for spellcasters at least, is the Oculus.

Isle-back Kraken

At rest these Kraken look like rocky small islands. As prey gets within attack range they rise up an attack with their tentacles. One can sometimes spot an Isle-back Kraken in advance when it uses one of its tentacles to grab an unfortunate bird that has mistaken the monster for a true island and landed on one for a rest.  

Isle-back Kraken: HD 20; AC 0[19]; Atk 6 tentacles (2d6), bite (3d6); Move (Swim 3) (Jet 21); Save 3; CL/XP 24/5600; Special: Ink cloud, constriction, control weather, create lights.


Oculus Homunculus 

This creature has a powerful gaze attack that can suck the magic out of another wizard and then either transfer it to its master or use it himself depending on how it was programmed. On a successful gaze attack the wizard makes a saving throw. On a failure the Homunculus absorbs a random spell from the caster.   

Oculus: HD 2; AC 6[13]; Atk 1 Gaze (1d3 + spell loss); Move 6 (Fly 20); Save 16; CL/XP 3/60; Special: Spell-loss Gaze.  


Monday, March 31, 2014

The Cosmology of Aerd: The Nine Worlds

This project started out with the idea of writing up a bunch of dungeon levels inspired by Erebor, the Dwarven Kingdom under the Lonely Mountain. Writing up that first level made me want to draw up a map of the environs outside the dungeon and fulfil another itch I've always had, writing my own hex crawl. This thing just keeps growing. I feel like the last two major things that needed to be covered in order for this to be a fully functional campaign setting is address the Gods of Aerd, and a write up of Enderfell, the starting home base for the PC's. This post will be the first part of two on religion in the World of Aerd.

This past summer I watched the Avengers cartoon series on Netflix. It was a great series and I was sad to see it end. One of the things that stuck with me was Marvals adaptation of Norse mythology that makes up part of their universe. I've never really been a fan of the planes and they way they are presented in D&D. But the idea of planes as planets just really resonated with me. I decided to hijack Norse cosmology and twist it to my own needs.

History

According to the Sages of the Nemitical Order, it is written that in the First Age the Elder Gods descended from the heavens of Valtherium to the world of Aerd. They were the progenitors of the Primordians, the first Men of Aerd. TheElder Gods were the Lords of Law, and masters of Magic and Knowledge. They bestowed on the Primordians many gifts, taught them to wield magic, build fantastic cities, heal the sick, raise the dead, and pass to this knowledge on to their own earthly children.

The celestial children of the Elder Gods, who hailed from the heavenly realm of Ampharion rose up in jealousy and made war with their parents. They wanted Aerd to be theirs. This war brought about a terrible Dark Age known as the First Cataclysm. The Primordians and their great cities disappeared from Aerd. From the ashes of this cataclysm the Ampharion stood victorious. Eventually after much time had passed, a second age of peace and prosperity reigned.

The Second Cataclysm occurred when the Lords of Chaos attacked Aerd. They brought hulking Giants, Demons, and worst of all Dragons. They warred with the Gods of Ampharion, The Elven Gods of Fellanthia and Elaeron, and the Dwarven Gods of Zirquanok. It seemed for a time that the forces of Law might win. But then the Dark Elves of Elaeron in a surprising act of treachery and betrayal turned on the for Forces of Law. The weapons and magic of both sides tore Aerd asunder. It seemed all was lost until some of the Elder Gods arrived and helped to turn the tide of the war.

In the aftermath of the God War, Aerd underwent a second dark age. It is from the shadows of this latest dark age that the people of Aerd are slowly creeping out from under. The majestic time when the Gods walked and communicated directly with the people of Aerd are no more. Some say the Gods are dead, or at the very least have abandoned their people. The great cities and epic magic of that time can no longer be reproduced. Ruins and relics of the last two ages lay scattered about the land, a legacy of a better time.

The Nine Worlds

There are nine main worlds that make up the Cosmology of the campaign setting. Others obviously exist by these are the ones that hold the most importance for the setting. There are two factions, the Lords of Law, and the Lords of Chaos. The Lords of Law hail from Valtherium, Ampharius, Zirquanok, and Fellanthia. The Lords of Chaos hail from Elaeron, Yotaurus, Antenoria, and Fyrrion.

Aerd

Aerd is the jewel of the nine worlds it is at the centre of all the other Worlds, and the main setting for the campaign world.

Valtherium

This is the home world of the pantheon known as the Elder Gods. Few of the Elder Gods are worshiped any more on Aerd though there are cults, or lone worshipers that can be found scattered across the world.

Ampharion

This is the home world of the of the current pantheon of Gods that are worshipped on Aerd. They grant their clerics power but rarely interact directly with their worshippers. Instead they send angelic emissaries. These Gods do tend to meddle in the affairs of the men in order to achieve their own goals. The Gods of this pantheon are always in conflict with one another.

Yotaurus

This is the true home of all Giant Kind.

Antenovus

This is a world of water and ice. All manner of creatures of this type originate from here. Cold hearted Gods of storms and chaos live here.

Elaeron

This is the world of all dark fey. The court of the cruel Goddess of the Dark Elves rules here.

Zirquanok

The red and mountainous home world of the Dwarves and gnomes.

Fellanthia

This is green forest world, home of all the Light Fey. The Gods of the halflings and Light Elves hail from here.

Fyrrion

The hot ash filled home world of Earth and of Fire creatures. Foul devils serve cruel masters. This is the Hell that all men fear. Ruled by the Lord of the Pit.



Sunday, March 30, 2014

The Golden Plains of Afzhaal and Beyond

Artwork byJohn Avon

The Plains of Afzhaal

These fertile plains are the breadbasket of the City-State. Here farms dot the land. Scattered acroos this land small villages sit admits vast golden fields of wheat and fruit trees and grazing beasts of burden. The nomadic Afzhaali ride their six legged reptilian Gorlax, while they trade with the local villages and hunt wild Trinoceros and Lions. Dactyl Raiders will swoop down from the mountains to raid and quickly fly off.

Plains Encounters

Roll 1d10

1. Bloody Paw Goblins
2. Afzhaali Gorlax Rider's
3. Trinocerous
4. Wild Gorlax
5. Lions
6. Knights of Bryndor
7. Farmers
8. Legionnaire Patrol
9. Dactyl Raiders
10. Prairie Scorpions

Sites of Interest

The City-State of Kossuth (Hex 0515)

The City-State has fallen on dark times. Once a prosperous city the shadow of the Cult of Mem'Dathou has fallen over Kossuth. The young King is kept distracted by those that seek to use him and the kingdom for their own ends. Greed and corruption runs rampant and most people stay indoors at night for fear of disappearing never to be heard from again. Caravans and trade have gradually began to stop travelling to the city. The God King of Negrathia looks south towards the City-State with hunger while Bryndor looks from the south with the eyes of expansion and protecting their own kingdom from the depredations of the north.

The Town of Durnwich (Hex 0520)

The Village is about a days travel from Kossuth. The town acts as the hub for river trade in the south and the villages on the plains. Often this is the farthest north traders will travel these days as rumours of the rising evil in Kossuth spreads. Adventurers will often use the town as a launching pad for the exploration of dungeon ruins of Ghadira.

Ruins of Ghadira (Hex 0218)

The origin of this ancient ruin has been lost to time. The upper levels find themselves cleared and refilled time and time again. Adventurers and explorers come searching it for whatever treasures they can. Access to the lower levels is blocked by a strange door.

Legionnaire Outpost (Hex 0524)

This Legionnaire Outpost has been overtaken by an alien presence. A sentient black ooze lives inside the troops and officers of the post. The legionnaires body's are all that remain and acts in symbiosis with the alien intelligence. For now no ones seems to notice that anything is wrong as the aliens use the memories of their hosts. What plans they have remains to be seen.

The Star Crater (Hex 0923)

This crater was made by a meteorite that crashed her some time ago. The star metal is magical and already has been harvested by prospectors. Those who spend too much time in this area are transformed and mutated by the radiation.

The Lands Beyond

These are the lands that border the City-State of Kossuth.

The Wastelands of Negrathia

To the North is the desolate land of Nergrathia full of beastmen, Skrael barbarians, and demons. It is lorded over by powerful tyrant known as the God-King of the North. In time he plans to invade the City-State and claim it's riches for himself.

The Empire of Hykiria

To the West is the expansive and decadent land of the Hykirians that can trace its origins back to the Age of the First-Men, a time before the First Cataclysm. This Empire of Man is dominated by powerful noble houses and the Holy Church of Nabanadon.

The Kingdom of Bryndor

To the South sits Bryndor. This militaristic kingdom is controlled and dominated by a secretive order of knights. They are aggressive and expansionistic and are planning on annexing the City-State and its lands. They are aware of the Negrathia's designs on the City-State, and are in fact engineering things to encourage the country to invade. They will then offer aid, move in troops and then once entrenched take full control of the country.

The Yoshan Empire

Little is known of this Empire to the West and over the Everdusk Mountains. The Jade Emperor rules This vast Empire. It has an oriental flavour combining Chinese and Japanese traditions. 



Saturday, March 29, 2014

Bones of the Earth & River of Blood

Artwork by Ray Bender
The City-State of Kossuth claims two mountain chains, the Everdusks and Thule, and one major waterway, the Rubyrun River.

Rubyrun River

The Rubyrun is a wide and deep fresh water river rich in iron giving it it's ruby red look. The water is fresh and clean. There is much river traffic. The river acts as a major trade route to the south west into the lands of Hykiria and Bryndor. Most halflings in the City-State are river folk. They live on barges, and fishing boats traveling up and down the length of the river. Two major threats exist on and below the water. The first is the river pirates that plague boat traffic and raid riverside villages. Despite an increase in the City-State's naval presence the pirates always seem to be one step ahead. The second, and less frequently encountered threat is the Crayfish-men that live in villages below the river. Something has been causing them to be more active recently, though what that might be is anyones best guess.

River Encounters

Roll 1d10
1. River Pirates
2. Halfling River Barge
3. Fishing Boat
4. Crayfish-Men
5. City-State Naval Patrol Boat
6. Funeral Pyre Boat
7. Giant Pike
8. Goblin War Raft
10. Floating Debris

The River Road Encounters

Roll 1d10
1. Human Merchant Caravan
2. Gnomish Merchants
3. City-State Legionnaires
4. Highway Bandits
5. Elven Blockade
6. Bloody Paw Goblins (see Tharzad-Dul, Mountain Door)
7. Farmers
8. Woad Barbarians
9. Broken Down Carriage
10. The Black Rider (See the Witchmire)

Everdusk Mountains

The Everdusk Mountains act as a natural border for the City-State and divides it from the Yoshan Empire to the East. These mountains hold many mysteries and have yet to be fully explored. Like the underworld of Aerd, the high places of the world tend be have thin borders to other worlds and gateways to the weird. Giants and Yeti crawl the mountains as well as other more bizarre creatures hailing from from far away lands.

Everdusk Mountains Encounters

Roll 1d10
1. Dreaming Monk
2. Yeti
3. Giants
4. Dusk Drake
5. Prospectors
6. Explorers
7. Shantank
8. Mountain Goats
9. Moon-Beast
10. Black Sky Barge

Sites of Interest

Hydra Mountain (Hex 1716)

Hydra Mountain, a place of power, riddled with caves, dungeon levels, and secrets. Location of the mega-dungeon of Tharzad-Dul.

The Dungeon of Tharzad-Dul (Hex 1716)

The eponymous mega-dungeon. Once the home of the dwarves.

Giant Fortress (Hex 1720)

In the days before the first cataclysm this was was a might fortress from which the giants ruled the surrounding lands. Today it stands in ruins and is held by the most powerful and charismatic of the Giant Warlords. Their is a faction of these giants that seek to overthrow the current leader. They plan to do this by brining back a powerful giant warlock from the grave. All of Giant-Kind ounce hailed from the world of Yotaurus. Their history tell of a time when they were much more than the barbaric tribes that they are today. Prophecy speaks of a future day when the glory of the giants will return.

The Valley that Time Forgot (Hex 1723)

This valley has remained hidden from the world. This is because an enchantment on it acts as a temporal trap. Creatures and people can go into this jungle paradise, but cant leave. This powerful enchantment was placed on the valley in order to trap a terrible God and imprison it here forever.

The Demonsbreath Pass (Not shown)

This dangerous pass is used by bold travellers to navigate the mountains in order to have a quicker route to the Yoshan Empire beyond.

The Monastery of Orsoom (Hex 1808)

This difficult to reach monastery teaches martial arts, meditation, and other mysteries to those that they deem worthy. Usually this involves the potential acolyte to perform some sort of dangerous mission. Even then success does not necessarily mean entry. The library here contains many rare texts and histories.

Yotarian Gate (Hex 1805)

This deactivated gate leads to Yotaurus, the home world of the Giants. It is protected by yeti and other monsters. Some time in the near future the gate will open and the true Giants armed with powerful magic and weapons will arrive bent on conquest. They will use their barbarian brethren as shock troops and do not consider them to be true giants, but some pathetic throwback.

The Thule Mountains

High in the Thule mountains lives the wizard Lhurwyn, his magic is powerful and many come to him for advice. Deep below the Mountains lies the ruins of a once glorious city of minotaurs who's barbaric descendants war with a race of ogres and orcs augmented with a variety of body enhancing implants.

Thule Mountain Encounters

Roll 1d10
1. Xarlum Minotaur
2. Steelspine Ogre
3. Pilgrim
4. Shriek Hawk
5. Silverfoot Faun
6. Night Gaunt
7. Goat Shepard
8. Ironhand Orc
9. Crag Monkey
10. Lhurwyn the Mad

Sites of Interest

Xarloon Minotaur City (0214)

The Xarloon minotaurs are another race from Yotaurus. At their peak they were great magicians and warriors. Now few if any of this race can cast the simplest of spells.

Tower of Lhurwyn the Mad (Hex 0613)

Lhuryn the Mad, can see into the future and perform great feats of magic. He is a lewd and disagreeable old man. He has no need for money and will only aid those who bring him young nubile women and men for him to sate his lusts. He is served by enchanted crag monkeys who perform a variety of tasks including spying, cleaning and fetching things for him. His tower is guarded by magical guardians and traps.

True Lair of Khysophax (Hex 0711)

The true lair of Kysophax is located deep in the mountains here. It can be reached by descending a deep fissure in the mountain, or by long twisting cave tunnels back to the Shadowheart forest.

Vault of Ersetu Sheen (Hex 0313)

Ersetu Sheen is a hybrid of machine, man, and centaur. He is obsessed with creating and augmenting life. His two greatest creations are the Ironhand Orcs and the Steelespine Ogres. The Orcs all have their right hands removed and replaced with a random weapon, including circular saw blades, flamethrowers, shock-flails, or a iron fist mounted on a chain that can retract back into the arm. The Steelspine ogres have a reinforced spine surgically implanted on their backs. They typically have regenerating steel spikes that can be launched at targets at range.

Friday, March 28, 2014

Shepherd Of Fire

                                                   I'm a strong believer that every campaign should have a theme song. Even if it's just for the GM to get a little pumped to run the game. I find that music can often have cool elements in them that can be stolen for inspiration. For the Tharzad-Dul mega-dungeon I chose Shepherd of Fire. It has an energy and a dark side to it that works for me. You can be sure that somewhere in the dungeon there will be an NPC known as the Shepherd of Fire! Now go on and rock out with your cock out to A7X.

Thursday, March 27, 2014

The Shadowheart Forest

Artwork by Helen Khrustalyova
The Shadowheart Forest is a massive and ancient woodland full of magnificent creatures and places. The few locations and random tables here do not do this region justice.

In a past age a magnificent city stood at the woods centre. The origins of this city began with two races of elves, the Elaeron, and Fellantir, who came to this world at about the same time. When they first encountered each other a great war occurred. At the end of this war a peace treaty was signed at the site chosen to build a marvellous city that would honour the dead and showcase the wisdom, magic and ingenuity that both races shared. This golden city of peace prospered for hundreds of years until, like things, its glory began to fade and crack. Eventually civil war ripped the city apart and destroyed the magical Gates to their home worlds. The city was abandoned and the two races of exiled elves founded knew, if less glorious homes. The Elaeron fled into the hollows and veins of the Earth, while the Fellantir took to the tops of the highest trees. The animosity and hatred still burns strong between the two races.

Forest Encounters

Roll 1d10
1. Elaeron Elves
2. Fellantir Elves
3. Ghostweb Spiders
4. Bandits
5. Bloody Paw Goblins (see Tharzad-Dul, Mountain Door)
6. Xanophid (Biologically engineered plant creature)
7. Shadowheart Rangers (mix of humans and Fellantir elves)
8. Flying Skink (small reptile with wings)
9. Moth-Man
10. Khysophax (Ancient Dragon)

The Forest Road Encounters

Roll 1d10
1. Merchant Caravan
2. City-State Legionnaire Patrol
3. Farmers
4. Bandits
5. Goblins
6. Villagers
7. Leucrotta
8. Gypsy Caravan
9. Village Militia Patrol
10. Cultists

Points of Interest

The Village Enderfell (Hex 1116)

This is a small village would be of little significance if it wasn’t so close to not one but two major dungeons! The ruins of Erithhador, the failed City of Peace lies to the north within a hard days march. The fallen dwarven city of Tharzad-Dul lies a day to the east directly on the Forest Road. This is a great place for adventurers to rest and relax, in between missions. The town caters to adventurers and probably would have been razed by goblins if it hadn’t been for the timely aid of a friendly sword or spell from a passer through.

The Ruins of Erithhador (Hex 1410)

The City of Peace is no more. But even in ruin she is still a magnificent sight to behold. Many relics and treasures can be found here. In particular the Elves were known for their magic and there is plenty of that to be found here in the form of weapons, tomes, and other artifacts that can no longer be made. Of special note are the two Elf-Gates. These gates can be found at the centre of the city. Niether one works anymore, but if they could somehow be repaired then they could be used to travel to the original elven home worlds. It is common knowledge that the outer edges of the city are the least dangerous. A low level party could expect to survive here. While the deeper one gets into the city the more dangerous it becomes.

The Lair of Kysophax (Hex 0610)

The Dragons of Aerd (the world in which the City-State of Kossuth is located) are not colour coded like traditional D&D. These dragons are all unique and possess a variety of magical abilities and powers. Kysophax has not been seen in some time, but when he does appear it is heralded as a sign of apocalypse. This is the entrance to the dragon's lair, his true lair lies within the Thule Mountains.

The Mouth of Madness (Hex 1218)

The foolish believe that this pit descending into bowels of the earth is just a regular cave entrance. That it connects to a confusing network of regular tunnels and caverns extending below the entire surface of the City-State. The wise man knows better. The truth of the matter is that this entrance leads into another realm all together. A place where the rules of the surface world no longer apply. Eventually, if one survives long enough before going insane they will discover the new home of the Elaeron Elves. It will also become clear why the Elaeron Elves are so not quite right in the head anymore. If one where to travel even deeper they would eventually reach the city of a vile race of albino men known as the Azgarthians.

Fellantir Village (Hex 0913)

The Fellantir are live in a village located in the trees. They are not particularly welcoming of others, but those that they do allow into their circle tend to become very trusted allies or very great enemies. There is a faction here that wishes to return to their home world of Fellanthia, while there are others that argue that this is their one true home now. In an effort to battle their ancient nemesis the Fellantir created a magical race of plant creatures called Xanophids. These creatures have rebelled against their creators and now are an ever growing plague in the forest.

Mothmen Lair (Hex 1518)

The enigmatic Moth-men lair here high in the trees. They only come out at night to hunt. What they want no one knows. Whatever it is the secrets they hide will be pivotal in the coming days.

The Shadowheart Stone (Hex 1017)

The Shadowheart Stone is a rune encrusted stone monolith that comes from an age before the cataclysm. Today a Circle of Druids called the Guardians of the Heart gather here to perform rites and rituals. Failure to perform these rituals, the druids believed that a great evil will be released into the world. The truth is that they are right. A stairway into the earth below the stone leads deep into the dungeon prison of the ancient wizard named Kardath and his Gug servitors.