Monday, June 18, 2012

Isles of the Saharan Sea: The Last Five Lairs...

Good Afternoon, All:

I think I'll only need fifteen big lairs to start with, and so today's post should finish out the descriptions of lairs for the Isles of the Saharan Sea campaign. After that, I'm going to weed through everything and come up with a list of encounter types that I'll need to develop for the campaign. As for now, though, here are the capsule descriptions of the last five more lairs for my next setting:

Black Morgana's Accursed Isle: With her dying breath, the sea witch Black Morgana cursed the mutineers who turned against her, stealing her ship and her life. So dark was her soul and great her power that Sandamos, the Demon King, heard her pleas and cursed not only the crew, but the island on which they slew the dread sea witch. Now, nothing grows upon the land that isn't warped by the presence of infernal taint. Man-eating plants fight with warped beasts for survival, and any visitors to the accursed island do not last long against the vile aura of the place. Every few weeks, there's a 1 in 6 chance that a number of infernal swarms (1d4+4) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

The Fortress of Arsidil the Sinister: Once a stalwart keep, the Fortress of Arsidil the Sinister fell into ruin several generations ago, until it became occupied once more by Warlord Desandro Dreadmauler. From the ancient fort, Warlord Dreadmauler demands tribute from nearby islands, delivering swift and exacting retaliation on those who would oppose his rule. Every few weeks, there's a 2 in 6 chance that a band of mercenary warriors (3d6+40) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Great Hive of the Mantid Queen: Swarms of giant insects need a home, and the Great Hive is perhaps the most dangerous of them all. Giant vermin have answered the siren call of the Mantid Queen, and swarmed the island of the hive. With all the local flora and fauna devastated, the insectile servants of the Great Hive must venture across the water to nearby islands and return with news of food. Every few weeks, there's a 2 in 6 chance that a force of mantid warriors (2d6+20) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Order Primordiae: A reclusive order of mysticism, the Order Primordiae venerates the power of life without form. Called an unusual monster cult by some, the Order honors oozes, puddings and similar monstrous creatures, and its practitioners seek to become one with the formless and unbounded nature of these unusual creatures. Unfortunately, this requires experimentation on living flesh, and volunteers are so hard to find. Therefore, nearby islands must be cowed into submission with an occasional demonstration of force in order to provide slave tributes. Every few weeks, there's a 2 in 6 chance that a coven of Ooze Magi (2d6+20) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Warrior-Monks of the Viridian Glaive: Founded by Father Enrakos, a rather heretical priest of Gram, the Emerald Warrior, the Warrior-Monks of the Viridian Glaive are martial artists trained extensively in the use of sword-staves. These extremists feel that it is a moral obligation to promote martial prowess, and will frequently attack nearby islands as a religious exercise, demanding tribute for their "blessed instruction." Every few weeks, there's a 1 in 6 chance that a cloister of warrior-monks (2d6+20) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Enjoy,
Flynn

No comments: