Friday, June 15, 2012

Isles of the Saharan Sea: Five More Lairs...

Good Afternoon, All:

As I continue to develop bits and pieces of my next campaign setting and share them with you, I realize that the work that I'm doing runs contradictory to the concept of minimal preparation that I wrote about last year. Given that my current campaign won't end for quite a while (barring accidental TPKs), it seems that I have the time to invest, so I don't mind exceeding the minimum needed to run a campaign. In addition, this longer period of development gives me the chance to develop my ideas in small bite-sized pieces. In this way, I can build a lot of material over time, without a lot of focused effort. I write when I want to write. I spend half an hour at a time creating my little capsules of information. I can take time to think about what I need to have ready for my players, and build it without feeling rushed at the last minute. In essence, I get to create a bulk of information that I can draw from, minimizing my preparation each session once the campaign begins. My setting feels more well-rounded as a result, and I have a lot of details that I can build on. That leads to a richer gaming experience for my players, which in turn makes me a happier GM/Referee.

With that in mind, here are the capsule descriptions of five more lairs destined to plague adventurers and domains alike within the Isles of the Saharan Sea setting. These five lairs are:

Commodore Greybeard's Cove: Commodore Avery Greybeard maintains a stronghold here as a safe haven for his six sailing vessels and the crews that serve him. Treacherous reefs (the secrets of which are kept to the pilots of Greybeard's vessels) and high mountains protect the bay. A man of some sophistication, Commodore Greybeard maintains tendrils of influence in nearby ports, and enjoys the trappings of high society. The bare beginnings of a settlement has begun to appear outside the stronghold's walls. Every few weeks, there's a 2 in 6 chance that a ship full of pirates (3d6+40) flying Greybeard's coat of arms will strike a nearby location and, if not defeated, destroy an asset before disbanding.

The Revenant's Derelict: The derelict skeleton of a once powerful ship, the Magdalena, lies on its side on a rocky shore. When the Unliving Armada of Lord Barabos is not raiding, it gathers here, slowly building its forces under the direction of the undead admiral. Every few weeks, there's a 2 in 6 chance that a ship full of undead pirates (3d6+40) flying Lord Barabos's coat of arms will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Sacred Feasting Grounds of the Kolowa: The Kolowa, a cannibalistic tribe of cavemen, hold this site to be sacred, and often bring particularly exceptional captives here to feast before the eyes of the large stone idols that represent their Gods. Every few weeks, there's a 1 in 6 chance that a band of Kolowan raiders (3d6+40) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Shrine of Fiery Death: Devoted to Thanatos, the Flame Lord, the cultists of the Shrine of Fiery Death aggressively seek sacrifices to offer to the volcano it overlooks. Occasionally, the volcano erupts, spewing lava and ash everywhere, yet the Shrine always remains safe and untouched by the devastation around it. Every few weeks, there's a 2 in 6 chance that a force of Death cultists (2d6+20) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Wendigo Cliff Dwellings: Although the original builders of these cliff dwellings are long gone, this small settlement has almost always been overrun with wendigos and their vessels. Cannibalistic spirits with the ability to possess humanoids, wendigos frequently raid neighboring islands for more victims to serve as food or hosts. Every few weeks, there's a 1 in 6 chance that a band of wendigo-possessed raiders (3d6+40) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Enjoy,
Flynn

Wednesday, June 13, 2012

Isles of the Saharan Sea: Five Lairs Of Adventure...

Good Afternoon, All:

Here are the capsule descriptions of five lairs that will be available for raiding and adventure within the Isles of the Saharan Sea setting. These are strongly influenced by the use of lairs as described in An Echo Resounding. These five lairs are:

Cabal of the Hellfire Crusaders: Demonic cabalists are a cold and calculating brood, and He Who Speaks In Darkness is no exception to that. Surrounded by an infernal guard and protected by the Dark Arts, the Hellfire Crusaders strike fear into the hearts of nearby communities at the behest of their dark master. Every few weeks, there's a 2 in 6 chance that a band of Hellfire Crusaders (2d6+20) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Grand Aerie of Pterosaurs: Laired in the caldera of an extinct volcano, these large flying reptiles can cover an extensive range, and have been known to strike in vast flocks (3d6+40) on villages and ports, attacking without warning. The Grand Aerie was once the property of Serpentfolk, and these flying pets have gone feral in the absence of their keepers. Every few weeks, there's a 1 in 6 chance that the pterosaurs will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Horde of the Ravaging Blade: Vicious humanoids from a number of the surrounding islands, driven from their homes through the work of dread adventurers and stalwart soldiers, have gathered under the banner of the troll warlord known as the Ravaging Blade. From the abandoned stronghold serving as the warlord's base of operations, these humanoids are a constant menace to unprotected communities. Every few weeks, there's a 2 in 6 chance that a band of humanoids (2d6+20) will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Lost Lords of Kimojan: In the days of feuding warlords on Kimojan, not all defeated warlords were slain; some were sent into exile. The largest band of exiled warlords and their more faithful servants have gathered here, plotting to eventually retake their lost heritage. In the meantime, they raid the islands friendly to the Great Warlord Shotokan, stealing his tributes and attacking his forces. Every few weeks, there's a 2 in 6 chance that a band of warriors (3d6+40) loyal to the Lost Lords will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Raiders of Captain Samnos Cutter: The scoundrels serving Captain Samnos Cutter have been kicked out of more reputable pirate crews for simply being too despicable, so dark and foul are they. Though they often hate one another and vie for power within this band of raiders, these scalawags can all agree on one thing: Captain Cutter knows his craft, and has always been successful on the Saharan Sea. Every few weeks, there's a 3 in 6 chance that a ship full of pirates (3d6+40) flying Captain Cutter's banner will strike a nearby location and, if not defeated, destroy an asset before disbanding.

Enjoy,
Flynn

Monday, June 11, 2012

Isles of the Saharan Sea: Exploring Hexes...

Good Afternoon, All:

The basics of moving around a sandbox setting of islands requires a little bit of attention, so that I know the ground rules by which the players will be operating. I'm taking a cue from Pathfinder's Kingmaker Adventure Path, modified somewhat for a seafaring setting, and converted to Savage Worlds, of course.

Travel Times
Travel Times for ships are based on their Travel Speed rating. A ship with a Travel Speed of 1 covers one regional hex in a day (or one hex every six watches), 2 indicates two hexes in a day (or one hex every three watches), and 3 indicates three hexes in a day (or one hex every two watches).

Note: If a water hex is obstructed by seaweed or excessive debris, such that it is thick enough to hinder ship movement, Travel Speed is halved. If a ship spends time exploring a hex for either standard or hidden sites, then Travel Speed is also halved.

Order of Exploration
Just like in land-based campaigns, characters may explore unknown regions. The order of operations for such efforts should probably occur in the following order of operations:
  1. Entering The Hex: When entering the hex, the characters should become aware of any landmark sites. These are sites that can be seen at a great distance, such as cities, sizable geographic landmarks or minor local weather patterns. The landmark site can be avoided or explored at the explorers' desire. Remember that the World Within is a hollow world scenario, and so there is no horizon to block view of major elements such as severe weather patterns, etc.
  2. Random Encounter Check: The GM should check for Random Encounters upon entering a hex, as well as every six watches spent exploring or "camping" in a given hex. (Survival skill checks may influence the potential for an encounter with such checks.)
  3. Exploring The Hex: If the characters take the time to explore the hex, the characters should automatically become aware of any standard sites. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.
  4. Searching For Hidden Sites: If the characters succeed in a Notice skill check while searching the hex for hidden sites, they discover any hidden sites that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.

Random Encounter Checks
For random encounter checks, I am currently considering the use the system outlined in Martin Rayla's A Lightweight System for Random Encounters: d10+d10 article on Gnome Stew. In this article, he proposes a simple 2d10 table that, with modifiers, can determine the number of random encounters (if any) that a party might have in a given day. If one or more encounters are called for, I can always use the regional encounter tables to determine what the characters run into, as well as 1d6 roll to determine the Watch in which they occur. For the sake of convenience, I will replicate the table here:

Table: Random Encounter Checks
RollEncounter(s)
15 or lessNone
16-191
20-232
24 or more3

Enjoy,
Flynn

Friday, June 08, 2012

Isles of the Saharan Sea: Savage Sailing Vessels...

Good Afternoon, All:

I have been working to put together a general list of sailing vessels for Savage Worlds, for use in my Isles of the Saharan Sea campaign setting. Many of the basic types came from Pirates of the Spanish Main, but some have been modified based on further research and online comments. (The astute may notice that I removed the variable number of Wounds as given in POTSM, and assume that the standard rules of three Wounds for vehicles applies here. Also, additional types have been added, to round out the selections available. Finally, the costs were adjusted to better match the Silver Standard Price List I use for my fantasy campaigns, by simply dividing standard Savage World prices by two. The results of my endeavors are below:

VesselAccelCargoCrewHandlingTop SpeedToughnessTravel SpeedWeaponsCostNotes
Dinghy/Rowboat101+4+238(2)10250ss--
Longboat202+10+2610(2)101,000ss--
1-Mast Ship243+6+1313(2)127,500ssHeavy Armor
Skiff233+6+2313(2)227,500ssHeavy Armor
Sloop243+6+1413(2)147,500ssHeavy Armor
2-Mast Ship248+16+0414(2)2610,000ssHeavy Armor
Galley2480+160-2419(2)2610,000ssHeavy Armor; Oars; Ram*
Hoy248+16+2414(2)1610,000ssHeavy Armor
Junk148+16+2412(2)2610,000ssHeavy Armor
3-Mast Ship2815+30-1516(4)31212,500ssHeavy Armor
Brigantine2615+30+0518(4)31217,500ssHeavy Armor
Crumster288+16-1516(4)3812,500ssHeavy Armor
Schooner2815+30+1414(4)31212,500ssHeavy Armor
4-Mast Ship31024+48-2618(4)31630,000ssHeavy Armor
Frigate31012+24+0616(4)3815,000ssHeavy Armor
Galleon31024+48-3620(4)31660,000ssHeavy Armor
5-Mast Ship21025+50-3524(4)32050,000ssHeavy Armor
Man-O-War210125+250-3524(4)328250,000ssHeavy Armor

Hope This Helps,
Flynn

Wednesday, June 06, 2012

Isles of the Saharan Sea: Five More Ruins...

Good Afternoon, All:

Here are the capsule descriptions of five more ruins that will be available for exploration within the Isles of the Saharan Sea setting for my next campaign:

Bastion of Fallen Akrotia: Many generations ago, the island of Akrotia had been buried by volcanic eruption. Two generations ago, a great Tarthani warlord named Hodar Kantak forced native slaves to carve a stronghold from the rock overlooking a well-protected bay, and made the site his personal base of operations. Since then, the stronghold has changed hands several times, and each landlord in turn has added to the tunnels and chambers making up the stronghold. The last warlord to own the site was a Zegoth Commodore who vanished with the Wrath of Serpentis, along with his followers.

Lost Render's Mine: Discovered by a shipwrecked render-captain, this lost silver mine is purported to be the source of Captain Korvas Ravenblack's sudden and meteoric rise to power over a generation ago. It is said that the local natives, impressed with Captain Ravenblack's charismatic leadership, protect the site from exploitation, and may even continue to mine it as they await the render's return. The pirate's three daughters, Render-Captains themselves, actively seek the mine's location, angered that their father did not trust them enough to provide them with a map to the site.

Perdidos, Ruins of: Once a sleepy little port, Perdidos was plundered by Zegoths under Serpentfolk rule several generations ago. Among the wreckage is the remains of the Tower of the Archmagus Khadargos, a Grand Cabalist of the Dark Arts. Although the Zegoths succeeded in plundering the port, they were unsuccessfuly in obtaining the Index Infernum, the archmage's notes on his interactions with the demonic servitors of the Demon King Sandamos.

Sanguinarium of the Dark Mother: An ancient site of ritual sacrifice to Serpentis, the Dark Mother, the Sanguinarium fell into ruin long before her followers vanished from the World Within when a powerful earthquake devastated the island. Foul creatures of blood and shadow still walk the depths of the Sanguinarium, yet adventurers still brave the serpentine tunnels in hopes of finding lost relics of a bygone era. In the days after the Wrath of Serpentis, a number of Zegoths have made pilgrimages to the site with virginal sacrifices, in hopes of encouraging the Dark Mother's return.

Tower of Clockwork Chaos: The animated constructs of the Tower of Clockwork Chaos were legendary for their artistic and mystical craftsmanship, until they were turned on their creators as an act of treachery and vengeance. For many monsoons, the tower stood abandoned by mortal men, until an Aberration Cult claimed the site for their own purposes. No one knows how they bypassed the unliving creations of the tower's original owners, but it is certain that the cultists are using the knowledge they've uncovered to the most nefarious of ends.

Enjoy,
Flynn

Monday, June 04, 2012

Isles of the Saharan Sea: Five Ruins To Explore...

Good Afternoon, All:

With the primary ports of call completed, it's time to move on to sites of major adventure, Ruins. Here are the capsule descriptions of five ruins that will be available for exploration within the setting I'm creating for my next campaign:

Citadel of the Wyrm Knight: On an island on the edge of civilized territory stands the Citadel of the Wyrm Knight, the remains of a forsaken outpost that has long since succumbed to the jungle wilds. Rumors abound of rich veins of gold that remain to be rediscovered in the tunnels beneath the citadel itself. The site has become the base of operations for an Aberration Cult devoted to planar creatures best left unsummoned and truths best left unknown.

Krotoa, Lost Colony of: Founded as a colony of exiles and escaped slaves fleeing the persecution of the Serpentfolk, Krotoa fell to the onslaught of the forces of a Zegoth commander that ultimately tracked them down. The Zegoth warlord could not find what he was sent to uncover, that being a stolen collection of lore detailing the secret techniques used by the Serpentfolk to manufacture magical arms and armor. Without humanoid inhabitants, the creatures of the jungle have reclaimed the structures, making lairs throughout the ruins of the colony. Treasure hunters seeking to recover the lost lore rarely return, and those who do speak only of the fierce wildlife they encountered in their fruitless expeditions.

Lukrada, Ruins of: Once an ancient city under the patronage of Thanatos, the Flame Lord, Lukrada has long since fallen into crumbling ruins. These ruins are located atop a mesa overlooking the Burning Bay, and is very difficult to reach on foot, save for a narrow winding road leading from the beach to the flat mesa top. Necromancers and priests of Thanatos populate a few of the ruins, all in service to the Vanaran known as Mavarasha, Light Upon the Throne Triumphant, a High Priest of Thanatos.

Mystic Tower of the Vampire King: The Mystic Tower of the Vampire King once stood on an island darkened by perpetual mists, until a great battle delivered the Final Death upon the Vampire King. With his passing, the tower collapsed as the earth beneath it churned, and the mists dissipated, leaving behind only devastation and silence. Pirate and renders still give the site a wide berth, for it is rumored that the shades of ancient heroic warriors remain trapped within the wreckage.

Pakaton, Ruins of: Pakaton was once a properous township until a supernatural plague struck down its inhabitants almost twenty monsoons ago. Given the swift and deadly nature of the plague, other islands and ports quickly declared Pakaton a quarantined port of call, a declaration that has never been rescinded due to the near total devastation of all life. Those few who escaped, as well as their children, still cling to their heritage of Pakaton, and will likely rally to anyone who is daring enough to cleanse the ruins and reclaim them as habitable territory.

Enjoy,
Flynn

Friday, June 01, 2012

Isles of the Saharan Sea: Tarth, the Isle of Storms...

Good Afternoon, All:

Our last port of call for my Isles of the Saharan Sea is the homeland of the Tarthani, the port-city of Tarth.
Tarth

Location Name: The Tarthan Realms, or the Isle of Storms

Ambiance: The homeland of the four-armed Tarthani race, Tarth is a large island that is mostly settled. There are few wild areas on the island, and those few can be found among the mountains, valleys and high meadows of the island's interior. Port Tarth is perhaps the port of the Isles that most feels like a city on the mainland. Weather is notoriously bad within the Tarthan Realms; fog and rain are more common within Port Tarth than clear skies.

History: The Tarthan Realms were settled more than ten generations ago, when a large clan of Tarthani were magically transported to the World Within from another world. Fiercely independent, the Tarthani have maintained an uneasy peace with the Serpentfolk for the last six generations through the payment of slave tributes. After the Wrath of Serpentis, the Tarthani have become a major force on the Saharan Sea.

Encounters: Elemental creatures of air and water are often encountered in and around the Isle of Storms, which in turn attracts elementalist magi. The Storm Knights are a new Tarthani martial order formed by the intention to location and rescue those Tarthani who had been given over to the Serpentfolk as tributes.

Treasures: The King of the Tarthan Realms wears a magical crown which is purported to grant him powers over the element of water. It is also said that the holy relic known as the Crystalline Sphere of Indra is lost somewhere on the island, and is the source of the foul weather that besets the Isle of Storms.

Hooks and Hotspots: Many Tarthani feel shame for the presence of Tribute Rock, a large flat stone near the mouth of the bay where slave tributes were chained as offerings to appease the oppressive Serpentfolk. Mon Burzha is the largest peak within this archipelago outside of the great volcanoes of the Smoking Isles.

Enjoy,
Flynn

Wednesday, May 30, 2012

Isles of the Saharan Sea: Sanmari, Isle of the Leviathans...

Good Afternoon, All:

Only two more ports to detail, and the basic ports of my Isles of the Saharan Sea will be done (until mapping needs to be done, of course.) My next port of call in the Isles of the Saharan Sea setting is Sanmari.
Sanmari

Location Name: Isle of the Leviathans, or the Orchid Port

Ambiance: With its unusually rich soil, Sanmari is teaming with exotic flora and fauna, particularly carnivorous orchids of unusual and vibrant shades. In addition, a leviathan breeding ground is located a few miles out from the port, providing an excellent opportunity to watch the great beasts, although they can be a hazard to sailing vessels during certain times of the year.

History: Eight generations ago, pirates began to use Sanmari as a launching point for their attacks against the coastal cities of the Serpentfolk along the mainland of Mediterrenea. Its location, abundant life and high presence of leviathans gave the site a distinctive advantage as a port of call for smaller, faster vessels making strikes against the larger Atlantican armadas. Three generations ago, the native population of the island left in a mass exodus, for reasons that were never understood by people of Sanmari.

Encounters: Creatures of the wild, particularly small primates and colorful birds of prey, are frequently encountered throughout the Orchid Port, and carnivorous plants of various sizes await those who travel into the jungles surrounding the port. Leviathan-hunters also frequent the port, particularly during mating season.

Treasures: Great natural resources, in the form of provisions and clean water, are abundant on the Isle of the Leviathans. Agbaya, a yellow cherry-sized fruit with healing properties, only grows natively in Sanmarian soil, and can be found in abundance within the jungles of the island's interior.

Hooks and Hotspots: Render's Row is the largest cemetery in the Isles for pirates, renders and corsairs. It is frequently blessed as holy ground, and the bodies of the fallen that are interred within the grounds have never suffered from the acts of foul necromancers or grave robbers. Deep in the jungle, the lost temple of a forgotten god holds the key to a prophecy whose time quickly approaches.

Enjoy,
Flynn

Monday, May 28, 2012

Isles of the Saharan Sea: Provada, the Isle of Magi...

Good Afternoon, All:

With the end in sight, my next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Provada.
Provada

Location Name: The Fist of Towers, or the Isle of Magi

Ambiance: Arcane spellcasters will always find a home within the walls of Provada. Indeed, a good number of major and minor arcane traditions have chapterhouses and guild halls on the island. Spellcasters of all kinds are held in high regard, particularly mages knowledgable in sea magic. Much of the coastline is marked with tall towers belonging to these mystic orders.

History: Seven generations ago, Provada was settled by a shipwrecked crew under the guidance of their Sea Magus. Five generations ago, the Grand Magus of Provada initiated the Games Arcane, a tournament for mages and ritualists held every half generation, which is used to determine the greatest magus of the Isles, the Magus Arcane. Winners present and past receive great accolades and the right to live on Provada tax-free.

Encounters: Spellcasters of unusual traditions abound on the streets of the Isle of Magi, as well as their defenders and protectors. Constructs and magically summoned creatures are also prevalent.

Treasures: The knowledge and lore of over a hundred magical traditions can be found among the libraries on Provada. Many potions, charms and scrolls are available in the alchemist shops here, unlike other ports in the Saharan Sea.

Hooks and Hotspots: The Mage Fields, the site of the Games Arcane, are carefully tended by servitors of the Grand Magus of Provada. The Bloodwind Stones mark a sacred circle where rituals have long been performed to the patron of magic.

Enjoy,
Flynn

Friday, May 25, 2012

Isles of the Saharan Sea: Ortugos, Port of Shadows...

Good Afternoon, All:

The next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Ortugos.
Ortugos

Location Name: Isle of the Dragon Turtle, or Port of Shadows

Ambiance: A pirate stronghold that grew into a port, Ortugos has all the unruly chaos of a city run by thieves. Even buccaneers and renders keep an eye on their personal possessions and walk warily past shadowed alleyways. Buildings in Ortugos generally appear ramshackle, and rise up several floors above the streets below. Banners and awnings block out the harsh sun overhead, giving the streets a very shadowy appearance.

History: Founded five generations ago by a renegade Serpentfolk pirate, Speaker For Dragon Turtles, Ortugos has been a particular thorn in the side of the Atlantican armadas. When Speaker For Dragon Turtles passed, the reins of power were seized by the Rogues' Guild of Ortugos, where they still reside to this day. One generation ago, many pirates reported that a dragon turtle entered the bay during a monsoon and apparently settled into the mud of the floor of the harbor. Sadly, no one has proved the existence of the dragon turtle, making the sightings an unexplained mystery.

Encounters: Dragon turtle monster cults are prevalent in Ortugos, as well as pirates, renders, corsairs and privateers of all origins. The dragon eels that dwell in the harbor are vicious, bloodthirsty beasts whose meat is eaten in the finer inns and taverns of the Port of Shadows.

Treasures: The plunder of a thousand ships is said to lie within the walls of Ortugos. The Guildmaster of the Rogues' Guild, Grandmaster Sylvas the Mariner, is rumored to possess a wondrous cloak which is said to grant its wearer mystical power over shadows.

Hooks and Hotspots: The Dark Oubliette (nicknamed the Pit of Shades by the locals) is perhaps the most feared underground prison in the Isles, as its many tunnels and chambers permeate the depths of the island. Prisoners cast into the Pit of Shades rarely return. A great statue of a dragon turtle is the largest work of art on the island. Indeed, any other effort to erect a larger statue often leads to sabotage and wanton destruction at the hands of monster cultists.

Enjoy,
Flynn

Wednesday, May 23, 2012

Isles of the Saharan Sea: Libertad, the Unshackled Isle...

Good Afternoon, All:

The next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Libertad. This takes us past the halfway point for detailing the ports of the setting. As I may have mentioned, I'm using the sandbox building methods suggested in An Echo Resounding. I've already creating a Hall of Infamy, and I am halfway through detailing the towns and cities (which I'm making ports in this setting.) After that, I'll probably cover some basics on the Resources, Ruins and Lairs, and then I should be good to go. While I have a map with everything marked, I'm hesitant about posting it, simply because I want to keep some of the mystery in case the players in that future campaign decide to read up on the background of the setting here on the blog. I figure the inspirational material I'm writing for background work is probably okay. While my players are very good about not using Player Knowledge in-game, I still like keeping some things a mystery for them, to increase their enjoyment of the game.

And now, we move on the port of Libertad.
Libertad

Location Name: Libertad the Free, or The Unshackled Isle

Ambiance: Founded by former slaves, Libertad is a free port where slavery has been abolished. Many of the populace of Libertad are escaped slaves or descendants of such, and are generally resistant to any overt or oppressive authority. Indeed, the city operates under a communal city rule. The Order of the Unshackled Brethren, also known as the Order of Libertad, wage an ongoing crusade against slavers, capturing their ships, sparing prisoners and freeing slaves. Zegoths and Kelshani are generally shunned, unless they bear obvious markings of former enslavement.

History: Founded four generations ago by escaped slaves, Libertad has always struggled against the large Serpentfolk armadas. In the aftermath of the Wrath of Serpentis and the resulting disappearance of the Serpentfolk, Libertad has begun to swell with many escaped slaves seeking freedom and emancipation.

Encounters: Exiles, convicts and freedom-loving anarchists are commonly encountered on Libertad. In addition, the natives of the islands still maintain trade with the more civilized port, and often wander the streets of the port with their trained animals and bundled goods.

Treasures: There are few magical weapons in the Isles of the Saharan Seas, as the Serpentfolk made it a policy to seek out and take all magical weapons during their tenure as overlords. One of the few arcane weapons known to exist in the Isles, Freedomstrike, a magical scimitar of legendary power, serves as a symbol of the office of the Lord-Governor of Libertad.

Hooks and Hotspots: Freedom Hall, the base for the Order of the Unshackled Brethren, is a large stronghold built by the original settlers of Libertad, and often depicted in regional artwork as the representation of emancipation and the desire for freedom. Lepers and other diseased refugees have been quarantined to a small camp a few hours walk beyond the walls of the port. Known colloquially as Plague Town, this "tent city" has effectively become a small leper colony as more people come in and are quarantined than local priests and midwives can adequately handle.

Enjoy,
Flynn

Friday, May 18, 2012

Isles of the Saharan Sea: Kimojan, Isle of Tributes...

Good Afternoon, All:

The next stop on my exploration of the major ports of the Isles of the Saharan Sea setting is Kimojan.
Kimojan

Location Name: Bay of Shields, or the Isle of Tributes

Ambiance: Kimojan is a warrior's island, through and through. Generations of infighting warlords have left the island covered with small strongholds, even within the township of Kimojan proper. Mercenaries and thugs are a common sight in the narrow, crowded streets.

History: For more than six generations, warlords have fought one another for control over this island. Within the last generation, the island was finally united under one leader, the Great Warlord Shotokan. Under his merciless hand, the Raiders of Kimojan command tribute from the natives and residents of many islands within a few days' travel, earning the nickname of the Isle of Tributes.

Encounters: Mercenaries and common thugs are frequently encountered in Kimojan. An order of unarmed martial artists, the Disciples of the Reef, maintain a monastery not far from the port, and are easily recognizable for their distinctive dress and bald heads.

Treasures: Despite the claims that the gathered treasures of many islands line the steps of the Great Warlord's stronghold, Shotokan keeps the coins in a treasury vault, and displays the gaudier pieces in his Hall of Tributes for others to admire. Many sailors from Kimojan whisper rumors that the Great Warlord Shotokan tithes a significant portion of his tributes to the masters of the Disciplines of the Reef; this wealth is said to be kept in a vault in the lowest cellars of the monastery, far from prying eyes.

Hooks and Hotspots: The Hall of Tributes is a popular attraction for visiting dignitaries and a common target for wishful thieves, who very rarely succeed in making it through the Great Warlord's defenses. Those seeking to master the secrets of unarmed combat visit the monastery in hopes of being accepted as a Disciple.

Enjoy,
Flynn

Thursday, May 17, 2012

Isles of the Saharan Sea: Jetan, the Temple Port...

Good Afternoon, All:

I'm continuing my exploration of the major ports of the Isles of the Saharan Sea setting, because having this information will help me bring the setting to life once the campaign starts. Today, I'm writing up some basic details for the port of Jetan.

Jetan

Location Name: The Temple Port, or the Isle of Shrines

Ambiance: A theocratic council governs this small port, and religious observances are abundant. It may seem that every other day is a holy day in Jetan, as there are many parades, feasts and celebrations. Pilgrims and beggars are a common sight, particularly in the overly adorned Temple District.

History: Around eight human generations ago, a band of religious outcasts found their way to the Isle of Shrines and began to worship in peace. As others came, the islanders recalled their persecution and so opened their arms to other religions and practitioners. About four human generations ago, the Holy Council of Jetan welcomed representatives of multiple religions among their ranks, and the island truely became a sanctuary for all faiths.

Encounters: Religous dignitaries and divine heroes frequently visit the Isle of Shrines. Oracles and those who seek their insight and blessings are also more common on Jetan than elsewhere.

Treasures: Many religous artifacts and sacred relics are locked away in the treasure vaults and reliquaries of the numerous temples and shrines of the Temple Port.

Hooks and Hotspots: Commoners of Jetan are afraid to enter the abandoned temple to Serpentis, fearful of attracting the Wrath of Serpentis; indeed, those few who have entered have not returned. Sermon Market has almost as many merchant stalls as it does proselytizers, and it is said that anything of historical or religious significance can be revealed if one should speak to the right people.

Enjoy,
Flynn

Wednesday, May 16, 2012

Isles of the Saharan Sea: Devil's Cove...

Good Afternoon, All:

Now that work has let up a little bit, I can continue my exploration of the major ports of the Isles of the Saharan Sea setting. Today, I'm writing up some basic details for Devil's Cove, or Kelshandan.

Kelshandan
Location Name: Devil's Cove, or Isle of Games
Ambiance: The slave trade thrives on this Kelshani island. The extreme social distinctions between the masters and their slaves divides the residents and flavors almost all social interactions. The Demon Court, an arena where warrior-slaves fight for their masters and for treasure, is the most recognizable feature of the island, and easily distinguishes this port from others at a distance. Other vices, particularly those of a hedonistic nature, thrive in Devil's Cove.
History: Around seven human generations ago, the Kelshani emerged from their underground empire and began to establish a presence on the surface of the World Within. About two human generations ago, the Kelshani established their autonomy from the Serpentfolk through a regular tribute of slaves every season.
Encounters: Important political prisoners are often sold into slavery in the markets of Kelshandan, so diplomats and representatives of many different island kingdoms maintain a presence here. Wild creatures are also imported to fight in the gladiatorial games.
Treasures: Much of the monetary treasure garnered by the Slaver Houses of Devil's Cove are transported to the Kelshani cities of the Underworld. However, political prisoners and well-trained pleasure slaves remain on the surface, and there are always people willing to pay for their rescue.
Hooks and Hotspots: A number of gambling houses provide diversion between gladiatorial combats, which are held for two watches with a twenty watch rest in between. (A watch is roughly four hours in length, and is the basic unit of time in this world where the sun never sets.) Great wealth can be earned in the Demon Court in one can survive the games, but few volunteer to participate of their own volition.

Enjoy,
Flynn

Tuesday, May 08, 2012

Isles of the Saharan Sea: Port Denjados...

Good Afternoon, All:

Now that I have my roster of regional villains, or my Hall of Infamy, in place, I want to get back to outlining the major ports of the Isles of the Saharan Sea setting I'm creating for my next major campaign. These ports are: Aljis, Denjados, Devil's Cove (Kelshandan), Jetan, Kimojan, Libertad, Ortugos, Provada, Sanmari and Tarth. Today, I'm writing up some basic details for Denjados.

Denjados
Location Name: Great Denjados, or The Shipwright's Bay
Ambiance: Home to the greatest shipwrights of the region, Denjados is noteworthy for the great number of docks and shipyards about the bay. The primary city-state of the diminutive Denjani people, most of the buildings outside the port districts are small enough to be uncomfortable for humans and larger races. This gradual reduction in size creates the illusion of a very expansive city on the bay. The city itself honors craftsmen and artisans. Great Denjados is ostensibly controlled under the military rule of the great Zegoth Warlord Tal-Kash. However, the native Denjani owe most of their loyalty to their guild, who are loosely organized under an unofficial Council of Guilds in the wake of the Serpentfolks' disappearance.
History: Around seven human generations ago, the Serpentfolk started to use Denjados as a launching point for their efforts to control the raiders and pirates of the region. The sporadic crusades of the Serpentfolk and their privateers since then has colored the attitudes of many pirates to the port itself.
Encounters: Zegoth patrols and well-sponsored privateers are frequently encountered in the port of Denjados. Occasionally, dinosaurs and other reptilian beasts venture out of the nearby marshes and into the outskirts of the city.
Treasures: Among the treasures of Denjados, adventurers will find the superior sailing vessels of the Denjani shipwrights, as well as the well-crafted goods and objects of art created by the masterful artisans of the Shipwright's Bay.
Hooks and Hotspots: Much of the low-lying land around the city of Denjados is comprised of swampland known as the White Hag Glades by the populace. The Shrine of the Sapphire Scales, a temple devoted to an unworshiped snake goddess, serves as the primary stronghold of Warlord Tal-Kash. The catacombs and underground tombs of the temple remain untouched, the result of generations of fear.


Enjoy,
Flynn

Monday, May 07, 2012

Isles of the Saharan Sea: Hall of Infamy, Part 2...

Good Afternoon, All:

After I'd posted my initial entry for my Hall of Infamy, I started to work on the second half for today's post. Today's goal is to define four "mid-level" regional villains for the setting. I'll post the basic capsules of information for your consideration:
Lord Barabos, Admiral of the Unliving Armada
When warriors die a particularly gruesome death, some have been known to return to this world as an unliving revenant driven to complete their unfinished personal business. In the case of the pirate known as Lord Barabos, this task is more prolonged than most. Unknown to the public at large, Barabos is the eldest son of an island sovereign, exiled by a corrupt uncle who enjoyed the power of his regency during Lord Barabos's age of minority. Driven by vengeance, Lord Barabos means to take back his homeland with an invincible armada of undead, march into the palace and take his rightful place as sovereign, now that his father has past. Until then, Lord Barabos continues to gather an unliving armada of animated corpses and unliving sailors under his tattered banner.

Render-Lord Kytun Jandor, Tarthani Pirate Commodore
The Render-Lord Kytun Jandor is perhaps the most successful, or at least the most well-known, Tarthani pirate in the region. While Kytun Jandor is a rather greedy and vain pirate commander, bards frequently sing stories that hint at an honorable heart beating within his chest that yearns for redemption. Truth be told, though, Kytun Jandor understands the value of appearances. He often releases lyricists and singers he has captured if they swear to sing of Kytun's redeeming qualities. He will occasionally disguise himself and follow such prisoners into port upon release, to insure that their songs are flattering to him.

Sorcerers of the Sanguine Sea
While several benevalent orders of sea-mages exist on the Isles of the Saharan Sea, few compare to the martial prowess and nautical blood magic practiced by the Sorcerers of the Sanguine Sea. These vile spellcasters jealously guard their knowledge of sea magic, and have even launched raids and strikes against neighboring islands to slay other magical practitioners demonstrating knowledge of nautical magic (and steal their libraries, as well.)

Vax Zagros, Lord of the Kelshani Slaver House Obfaril
Even among the devil-men known as Kelshani, Vax Zagros is considered a bloodthirsty and sadistic slaver. Lord of House Obfaril, Vax Zagros loves to raid islands for potential slaves, with a particular fondness for both pleasure slaves and gladiators for the Arena of Souls in Devil's Cove. It is rumored that he keeps the most violent prisoners for his own personal hunting, a practice he occasionally opens to other nobles with similar tastes and coin to spare.

You may be able to catch a few of the inspirations for some of these lesser villains. For example, Lord Barabos is inspired by a combination of the first Pirates of the Carribean movie and the classic story of an exiled prince returning home to claim his birthright. Kytun Jandor is actually based on the concept of a villain with a car salesman attitude toward marketing and self-promotion. The Sorcerers of the Sanguine Sea were loosely inspired by the Crusades and the concept of a magical jihad, as well as a desire to find a place for the sword-mage concept within the context of the setting. The idea for Vax Zagros came from the events of a previous campaign, which in turn were inspired by The Most Dangerous Game. In all cases, of course, each character took on its own life as I started writing down details. I'm sure that they will continue to grow and evolve as I integrate them further into the Isles of the Saharan Sea setting.

With this selection of villains, I wanted to insure that I had a wide variety of experiences to offer up to the players. For example, if the players decide to pursue a more courtly or political game, the machinations of Master Peleon Nightshade and his rogue ninjas should be a lot of fun. Before I'm really done with these guys, I'll assign them two goals, one being short term and one being long term, and detail some of their resources, so that I know what they have to work with once the game begins. Oh, and I'll come up with some Sandbox Encounter write-ups for each faction, to make it easier to pull them out and present encounters on short notice. Chances are, you'll be seeing some of that work here as time moves forward.

Enjoy,
Flynn

Sunday, May 06, 2012

Isles of the Saharan Sea: Hall of Infamy, Part 1...

Good Evening:

I've really enjoyed reading through Sine Nomine Publishing's An Echo Resounding: Lordship and War in Untamed Lands by Kevin Crawford. Like Red Tide before it, there's a ton of great sandbox advice. One of my favorite concepts, simply due to its sheer simplicity, is the concept of the Hall of Infamy. Briefly, the "Hall of Infamy" is a simple process of creating a short, manageable list of major villains that will help shape regional events over the course of a campaign. These villains aren't instruments of railroading; instead, these could be considered background material that becomes powerful NPCs who could be enemies, rivals, or more rarely contacts or even allies. These are the forces behind the more powerful changes that take place in the setting over time.

To build a Hall of Infamy, you will identify seven bad guys. You start at the top with the Supreme Bad Guy of the setting, then you choose two "Name" level Bad Guys. Finally, you choose four Significant "mid-level" villains. These constitute your regional Hall of Infamy. All other lairs and villains are likely local affairs, so you don't have to worry about why the PCs haven't heard about them from their early years of adventuring. (And if seven regional villains aren't enough for you, you can always repeat the exercise again and you'll have fourteen to work with.)

For the Isles of the Saharan Sea, I thought I'd create a "Hall of Infamy," just to explore the concept and see how it works out for me. First, I started with the Supreme Bad Guy:
Mavarasha, Light Upon the Throne Triumphant
The Vanaran known as Mavarasha, Light Upon the Throne Triumphant, is a devoted priest of Thanatos, the Flame Lord. Conquest is a sacred responsibility to Thanatos, and the Light Upon the Throne Triumphant is no stranger to war and battle. He has conquered many of the Smoking Isles, and has set his sights on the islands closer to the mainland of Mediterranea. Mavarasha wears the Flamegold Warmask into battle, whether on land or see, as a sign of his devotion to the Flame Lord.

As you can see, I chose to follow a mystical path for the Supreme Bad Guy, and a priest of a war god seemed like a nice change of pace from a necromancer or a diabolist. Continuing on, I decided to create two "name" level Bad Guys, one based on a powerful warrior and the other on a powerful rogue.
Peleon Nightshade, Expatriated Grandmaster of the Brotherhood of the Black Rose
Master Peleon was once the Grandmaster of the Brotherhood of the Black Rose, a specially trained group of spies and mercenaries specialized in espionage, sabotage, infiltration and assassination (aka ninjas). He is a master of the unorthodox warfare and unarmed combat techniques employed by the Black Rose (i.e. ninja master). When internal strife led to the eviction of Master Peleon and his loyal followers from the Brotherhood, the former Grandmaster set up shop elsewhere and is now using his band's talents to infiltrate and manipulate foreign courts, seizing political control without direct confrontation. Because of the techniques used, attacks by Master Peleon's Black Rose Rogues are often blamed on the Black Rose proper. This is causing considerable friction between the Brotherhood and some of their clients, much to Master Peleon's personal delight.
Warlord Tal-kash, Zegoth General
When the serpentfolk mysteriously disappeared without warning or reason, many servitors of the "master race" panicked. One of the more competent and knowledgeable tacticians among the gorilla-men, Warlord Tal-kash quickly seized the opportunity to gain control of the zegoth warriors under his command. With an army and an armada under his command, Warlord Tal-kash has established a small empire from which he sends his demands for tribute from nearby islands. When someone stands up to the zegoth general, he raids and harangues his foes until he has conquered them and thus brought new subject lands under his control.

Tomorrow, I'll complete my "Hall of Infamy" with four significant "mid-level" regional villains. These should include a society of evil sword-mages, a Tarthani pirate Commodore, and two other interesting foes.

Enjoy,
Flynn

Thursday, May 03, 2012

Isles of the Saharan Sea: Port Aljis...

Good Afternoon, All:

Today, I begin an exploration of some of the more famous ports of the Isles of the Saharan Sea setting. I present to you the port of Aljis:
Aljis
Location Name: Aljis the White, or The Isle of the Sons
Ambiance: The buildings of Aljis appear glistening white as seen rising up from the sea. As a trading hub, the streets of Aljis are crowded with merchants, pirates and other, less reputable sorts. Five gates breach the walls to give access when the port is not under attack.
History: Around ten human generations ago, the people of Aljis withstood a concentrated assault from a Zegoth armada with minimal losses. About three human generations ago, the city of Aljis divided in a civil dispute between the surviving sons of the fallen Aljisian king. Even though the youngest of them won through assassination and trickery and united the city once again, sailors took to calling it the Isle of the Sons.
Encounters: The people of Aljis are loose with their word, and are only interested in immediate gain. Frequent backstabbing and shady deals in back alleys are the norm. Those with a guilty conscience should be wary of the high presence of assassins and bounty hunters.
Treasures: A rich trading port, Aljis houses many mundane treasures captured from many of the surrounding islands. The Aljisian King is particularly proud of his collection of crowns and coronets belonging to neighboring sovereigns who have literally lost their head from pirates and the Zegoth armadas.
Hooks and Hotspots: It is rumored that the Brotherhood of the Black Rose, a particularly successful band of assassins, operates out of Aljis. Wishes made at the fountains of the Verdant Gardens of the palace are said to come true, but only if no one sees it being made.

What do you think?

With Regards,
Flynn

Wednesday, May 02, 2012

Isles of the Saharan Sea: Common Creatures...

Good Afternoon, All:

In looking at the World Within, and specifically the inhabitants of the Isles of the Saharan Sea, a number of general thoughts come to mind in regards to potential wilderness encounters.

Prehistoric Creatures
The concept of the World Within is inspired by Edgar Rice Burroughs' Pellucidar series. To pay homage to that, I want to make sure I include creatures from those novels. Because of its timeless nature, and vast surface, myriad creatures from all the ages of the Earth’s prehistory swarm throughout the primeval land of Pellucidar, as well as a few fanciful ones.

Ant Bear (Giant anteater-like ursoid)
Antelope
Archeopteryx
Auroch
Cotylosaur (Captorhinida)
Dinotherium
Diplodocus
Dire Wolf
Giant Ants
Giant Cave Bear
Giant Cave Hyena
Giant Cave Lion
Giant Octopus
Hyenadon
Ichthyosaurus
Labyrinthodon
Mastodon
Megatherium (Giant Ground Sloth)
Phororhacos (Axe beak)
Plesiosaur
Pteradon
Pterosaur
Saber-toothed Tiger (Smilodon)
Snakes
Stegosaurus
Tracodon
Triceratops
Tylosaurus
Tyrannosaur
Woolly Mammoth
Woolly Rhinoceros (Coelodonta)


Humanoids
No fantasy campaign setting seems complete without a list of unusual humanoids to potentially interact with, and the Isles of the Saharan Sea is no different. I've already listed a few previously, and there are some others that I can include from the inspirational material, plus one or two more for good character race choices. I don't want too many, but I think the following should make for a good start.

Denjani (Gnome-like scholar race)
Human
Kelshani (Devil-men or tiefling-esque)
Minotaur (Bovine-men)
Tarthani (Four-armed men)
Vanaran (Monkey-men)
Zegoth (Gorilla-men)


Exotic Creatures
In a world where dinosaurs and prehistoric creatures still exist side by side, there is little need for many of the common supernatural or magical creatures found in the usual campaign settings. There are a few notes to remember:
  1. Aberrations: For a very Pulp-oriented feel, I could include those aberrations that bear a strong Cthulhu feel. Since I used them somewhat as a focus in my last campaign, I may skip that, but one or two are sure to make an appearance, just because.

  2. Dragons: Dragons in the World Within are not intelligent creatures. Instead, they are feral hoarders with a magpie-like attraction to shiny things. I haven't decided if they have breath weapons. If so, I'm inclined to make them acid breathers.

  3. Elementals: Elementals will likely appear only in conjunction with the work of conjurers, or trapped within some of the many dungeons scattered throughout the Isles of the Saharan Sea.

  4. Fey: Fey were a big part of my last campaign, so I will likely not include them in this one.

  5. Giants: Giants will likely be isolated creatures inhabited the mountains of remote islands.

  6. Intelligent Reptiles: One of the premises behind the setting concept is that all intelligent reptiles have vanished suddenly and without reason (well, it's because of the actions of the players in the current campaign, but within the setting, no one will know.) That's why there are no kobolds, serpentfolk, lizardfolk, intelligent dragons, etc. This is a hard and fast rule. No exceptions!

  7. Magical Beasts: Beasts of myth and legend aren't as likely to appear in the World Within. Those that do should be few and far between. I want a more pulpy flavor here, not a recycled pseudo-European fantasy feel to the setting.

  8. Oozes: A well-placed ooze goes a long way toward setting a creepy tone in an ancient ruin. They're definitely in.

  9. Outsiders: Like elementals, outsiders will likely only in conjunction with the work of conjurers and diabolists, or trapped in a dungeon or abandoned tower.

  10. Plants: Plant creatures make for awesome encounters in a jungle setting, and so I feel confident I'll be using them a lot.

  11. Undead: Undead, particularly zombies and other corporeal unliving creatures, have a strong Pulp feel, and so will have a place in the setting.

  12. Vermin: Like plants, giant vermin are also common to pulpy jungle stories. In particular, I'm sure I'll use giant scorpions and giant dragonflies frequently.


These are my thoughts, but I'm open to other suggestions. What do you think of these elements?

With Regards,
Flynn

Tuesday, May 01, 2012

The Next Campaign Idea: Isles of the Saharan Sea...

Good Afternoon, All:

Now that my current campaign has entered into its "end game" phase, some of the players have already begun voicing their thoughts on what they'd like to see in the next campaign. One has very specific ideas regarding exploring the World Within as pirates on the oceans of that hollow world, particularly in light of the power vacuum they intend to create should they complete their final mission and transform the world. Another wants to play a four-armed character, reminiscent of the Green Martians of the John Carter movie and novels. The others seem agreeable to both concepts.

I've asked for additional feedback and thoughts, but even these two requests have started to fuel my imagination. I picture a pulpy island campaign setting, similar in geography to my old Nine Kingdoms of Arn setting, except with more jungles, megafauna and maritime adventuring opportunities. I can picture mass battles between armadas on the open sea or maneuvering around islands. Gorilla-men, former servitors of the serpentfolk, are trying to maintain the position they've established under their vanished leaders, while other races are starting to rise up in the chaos to take their place among the victors. The four-armed Tarthani would make excellent maritime marines, while the nimble Vanarans make for excellent topmen onboard ship. The aquatic Ooloi would make an appearance as the default underwater race, and potentially Kelshani slavers would be a frequent occurrence. Dinosaurs and prehistoric mega-sized mammals would be common non-supernatural encounters in the jungles of the Isles of the Saharan Sea. The setting would be a huge sandbox of islands and maritime phenomena, and there'd be a lot of abandoned serpentfolk sites to raid. The fact that the sun never sets in the World Within would make for an interesting element, and I'm sure that there are plenty of new and flavorful tropical encounters I could introduce after adventure for many years in a primarily temperate region.

Needless to say, I'm excited about the idea, so long as the interest holds up with the group. Right now, though, we're going to focus on the "end game", which could take several more months. But in the back of my head, the Isles of the Saharan Sea concept has now taken root...

More Later,
Flynn

Monday, April 30, 2012

Sandbox Encounters: Zegoth (Gorilla-Men)...

Good Afternoon, All:

We made it! Woohoo! For my last post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a race of gorilla-men often used as slaves and laborers. Z is for Zegoth.

Zegoth

Brief Description: The zegoths are a gorilla-like humanoid servitor race subjugated by the Serpentfolk. Known for their strength and cruelty, they are often employed as by the serpenthfolk as warriors, enforcers and laborers. Zegoths stand about a head taller than Humans, and weigh thirty to fifty pounds more. Despite their cruel and mean-spirited nature, zegoths are considered by the serpentfolk to be the most controllable and thus most trustworthy non-reptilian race. Unless  adventurers have been captured by serpentfolk and placed into slavery, they will likely only meet these gorilla-men in the form of patrols and work details. Their presence often indicates that serpentfolk are not very far away.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Zegoth Warriors, 1 Zegoth Overseer. 2d6x5 silver shillings, basic mundane equipment. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Zegoth Warriors, 3 Zegoth Overseers, 1 Zegoth Champion, 1 Zegoth Warlord. 3d6x10 silver shillings, basic mundane equipment.

  • Veteran (levels 7-10): 30 Zegoth Warriors, 6 Zegoth Overseers, 2 Zegoth Champions, 1 Zegoth Warlord. 4d6x20 silver shillings, basic mundane equipment.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Zegoth Warrior: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6+1); ST: 16; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 12; CL 1; XP: 15.

  • Zegoth Overseer: AC 5 [14]; HD 2d6+4 hp; Atk: by weapon (1d6+1); ST: 15; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 3; XP: 60.

  • Zegoth Champion: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8+1); ST: 13; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 5; XP: 240.

  • Zegoth Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d10+1); ST: 9; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The zegoths are a ragtag band of escaped slaves, fleeing their serpentfolk masters in the hope of keeping their freedom.

  2. The zegoths are hard at work, preparing a site to serve as the encampment for a larger military unit that will be arriving within the day.

  3. The zegoths are patrolling the region when the party encounters them.

  4. The zegoths are returning to their encampment after an unsuccessful attempt to extort a tribute of trade goods and supplies from a nearby settlement.

  5. The zegoths are transporting prisoners from one site to another at the order of their serpentfolk masters.

  6. The zegoths challenge the party, demanding tribute to avoid unwanted attention from the gorilla-men.


Enjoy,
Flynn

Sunday, April 29, 2012

Free One Page Mini-Setting: Sell-Swords of Mars...

Good Afternoon, All:

For the last few years, I've always told myself that I would write up and submit an entry to the annual One Page Dungeon Contest. This month, I felt appropriately motivated, and finally took the plunge.

Sell-Swords of Mars is a mini-setting intended for Sword & Planet: A Roleplaying Game of Planetary Romance. As you can see, it's a snapshot of a small region of Barsoom, complete with encounter table, reaction table, map and location key. In true Old School deference, this setting is rather "bare bones", with a number of adventure hooks hinted at in the descriptions of each location. I welcome you to check it out and share your feedback with me on its contents.

Enjoy,
Flynn

Saturday, April 28, 2012

Sandbox Encounters: Yakshini...

Good Afternoon, All:

We are almost done! For my twenty-fifth post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with beautiful demon-spirits with a taste for blood. Y is for Yakshini.

Yakshini

Brief Description: A type of guardian undead, yakshinis were originally summoned to look after treasures hidden in the earth. With the destruction of these treasures in the War of All Gods, these unliving guardians have been set loose upon the world, only to spread their curse through the sharing of their essence, much like vampires. Yakshinis resemble beautiful and voluptuous women, with wide hips, narrow waists, broad shoulders, and exaggerated, spherical breasts. They survive by waylaying men with their beauty and drinking their blood. Yakshinis enjoy torturing men physically and mentally, deriving immense pleasure from their sadistic predations. Given that many yakshinis are beautiful women that typically lair at the base of great trees, many adventurers hold the mistaken belief that they are nymphs or dryads that have been twisted by the blood of the Gods.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 4 Seduced Protectors, 1 Yakshini Maiden. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 8 Seduced Protectors, 2 Yakshini Maidens, 1 Yakshini. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 16 Seduced Protectors, 4 Yakshini Maidens, 2 Yakshini. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Seduced Protectors: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: fanaticism (will trade places with an attacked yakshini, if adjacent, and suffer the effects of the attack instead of the yakshini); MV: 12; CL 1; XP: 15.

  • Yakshini Maiden: AC 5 [14]; HD 3; Atk: two claws (1d4 + energy drain); ST: 14; SP: damage reduction (half damage from non-magical weapons), energy drain (1 level, save negates), immunity (all mind-affecting and enchanting magic), regeneration (1 hp/round), seduction (target dominated, save negates); MV: 12; CL 7; XP 600.

  • Yakshini: AC 3 [16]; HD 6; Atk: two claws (1d6 + energy drain); ST: 11; SP: damage reduction (half damage from non-magical weapons), energy drain (1 level, save negates), immunity (all mind-affecting and enchanting magic), regeneration (2 hp/round), seduction (target dominated, save negates); MV: 12; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The yakshini are exsanguinating an unfortunate band of travelers while their entourage watches on, admiring their beauty.

  2. The yakshini entourage pose as the remnants of a royal caravan trying to make their way home.

  3. The yakshini entourage is harassing a small band of helpless travelers.

  4. The yakshini entourage is returning to their lair with new prisoners and captured goods.

  5. The yakshini entourage is marching toward a distant site, summoned by a necromancer of great power.

  6. The yakshine entourage is patrolling the region in service to a powerful necromancer or undead master.


Enjoy,
Flynn

Friday, April 27, 2012

Sandbox Encounters: Xenophobic Patrol...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter detailing encounters with patrols from the isolated villages, townships and cities that struggle to survive in the chaos that is the Madlands. X is for Xenophobic Patrol.

Xenophobic Patrol

Brief Description: Despite the dangers of living in the Madlands, many isolated communities have survived the aftermath of the War of All Gods and have retained a foothold in the Shattered Territories. Life is hard in the Madlands, and the presence of warped abominations and shapeshifting serpentfolk has turned many simple townfolk into reclusive xenophobes. Most adventurers only encounter the outlying patrols of these communities, who discourage the adventurers from approaching any closer to the homesteads of people these patrols protect.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Xenophobic Mercenaries, 1 Xenophobic Lieutenant. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Xenophobic Mercenaries, 3 Xenophobic Lieutenants, 1 Xenophobic Captain, 1 Xenophobic Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Xenophobic Mercenaries, 6 Xenophobic Lieutenants, 2 Xenophobic Captain, 1 Xenophobic Warlord. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Xenophobic Mercenary: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: xenophobic (all reactions are one category worse than normal); MV: 12; CL 1; XP: 15.

  • Xenophobic Lieutenant: AC 5 [14]; HD 2d6+4 hp; Atk: by weapon (1d6); ST: 15; SP: xenophobic (all reactions are one category worse than normal); MV: 9; CL 3; XP: 60.

  • Xenophobic Captain: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8); ST: 13; SP: xenophobic (all reactions are one category worse than normal); MV: 9; CL 5; XP: 240.

  • Xenophobic Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d8); ST: 9; SP: xenophobic (all reactions are one category worse than normal); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The xenophobic patrol are luring a warped abomination away from their homestead, and are more than willing to lead it to the party, rather than put their own people at risk.

  2. The xenophobic patrol are performing a routine patrol of the region when the party encounters them.

  3. The xenophobic patrol are returning to their homestead after clearing a nearby lair; they bear the corpses of their fallen with them.

  4. The xenophobic patrol are transporting prisoners back to their homestead when the party comes upon them.

  5. The xenophobic patrol challenges the party, demanding tribute to avoid unwanted attention from the patrolmen.

  6. With obvious distaste, the xenophobic patrol attempts to negotiate with the party for much needed food, trade goods and general supplies.


Enjoy,
Flynn

Thursday, April 26, 2012

Sandbox Encounters: White Ape...

Good Afternoon, All:

For my twenty-third post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with some of the fiercest and deadliest primates in the Shattered Territories. W is for White Ape.

White Ape

Brief Description: White apes have six limbs, four of them being thick sinewy arms and two being stout legs, and are of tremendous size. They have a head like that of the African gorilla, with a shock of thick, stiff-bristled hair that runs from the back of the skull and neck to the upper shoulders. While white apes are found in many different terrain types in the Madlands, they prefer to dwell in the ruins of dead cities which provide them with shelter and good hunting grounds.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 3 Young White Apes. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 5 Young White Apes, 2 White Apes, 1 White Ape Alpha Male. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 10 Young White Apes, 5 White Apes, 1 White Ape Alpha Male. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Young White Ape: AC 5 [14]; HD 3; Atk: bite (1d6), four claws (1d3); ST: 14; SP: rend (2d3 additional damage if two or more claws hit in the same round); MV: 15, climb 15; CL 4; XP 120.

  • White Ape: AC 3 [16]; HD 7; Atk: bite (1d8), four claws (1d4); ST: 9; SP: rend (2d4 additional damage if two or more claws hit in the same round); MV: 15, climb 15; CL 8; XP 800.

  • White Ape Alpha Male: AC 1 [18]; HD 11; Atk: bite (2d6), four claws (1d6); ST: 4; SP: rend (2d6 additional damage if two or more claws hit in the same round); MV: 15, climb 15; CL 12; XP 2,000.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. A female white ape takes a liking to a male member of the party, which encourages the alpha male to attempt to intimidate his newfound rival.

  2. The white apes are actually of two different communities, and are confronting one another over territory when the party comes upon the scene.

  3. The white apes are fleeing a warped monstrosity from the depths of the Madlands, and are perfectly happy to let the players distract the beast so they can get away.

  4. The white apes are patrolling their territory.

  5. The white apes are returning to their lair after an unsuccessful hunt.

  6. The white apes are sleeping after a good hunt, and do not take kindly to those who wake them up.


Enjoy,
Flynn

Wednesday, April 25, 2012

Sandbox Encounters: Vulturan...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter concerning a rather repulsive race of humanoids common to the depths of the Madlands. V is for Vulturan.

Vulturan

Brief Description: The Vulturan are a race of flightless vulterine people that have, until the War of All Gods, dwelt in relative seclusion in the hills bordering the Great Plains of Cameria. Since the Madlands have become warped and shattered, the Vulturans have found themselves traveling further and further from their homeland. Humanoid in appearance, Vulturans are covered with feathers ranging from a dull ocher to a dark charcoal in color, with a birdlike face and beak. Vulturans have poor personal hygiene and crude behavior, and are regarded as second-class citizens in many regions where they are encountered, often relegated to positions as guards and low-class mercenaries.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Vulturan Mercenaries, 1 Vulturan Lieutenant. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Vulturan Mercenaries, 3 Vulturan Lieutenants, 1 Vulturan Captain, 1 Vulturan Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Vulturan Mercenaries, 6 Vulturan Lieutenants, 2 Vulturan Captain, 1 Vulturan Warlord. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Vulturan Mercenary: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 12; CL 1; XP: 15.

  • Vulturan Lieutenant: AC 5 [14]; HD 2d6+4 hp; Atk: by weapon (1d6); ST: 15; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 3; XP: 60.

  • Vulturan Captain: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8); ST: 13; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 5; XP: 240.

  • Vulturan Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d8); ST: 9; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The vulturans challenge the party, demanding tribute to avoid unwanted attention from the mercenaries.

  2. A seemingly innocent campsite serves as the lure for an ambush by the vulturans.

  3. Seemingly unworried by the party's warskill, the vulturans attempt to negotiate for food, trade goods and general supplies.

  4. The vulturans are returning to their encampment after retrieving their monthly tribute from a nearby settlement.

  5. The vulturans are patrolling the region when the party encounters them.

  6. The vulturans are transporting prisoners back to their encampment when the party comes upon them.


Enjoy,
Flynn

Tuesday, April 24, 2012

Sandbox Encounters: Unicorn...

Good Afternoon, All:

Just a quick note: this is the 450th post I've made on In Like Flynn. Woohoo! Yay, me! Okay, back to our regularly scheduled series of posts, already in progress...

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a once-noble magical beast whose very essence has been corrupted by the chaotic energies of the blood of the Gods. U is for Unicorn.

Unicorn (Madlands)

Brief Description: Once a noble and beloved protector of the forests of Cameria, the Madlands unicorn has been twisted by the blood of the Gods into a carnivorous, nightmarish reflection of its former self. Wandering the wilderness of the Shattered Territories in small herds, the Madlands unicorn is a vicious predator with a hatred for anyone or anything that harms the environment, including those who wear leather or cloth, or who bear implements made of wood. These beasts eat meat, and enjoy the thrill of the chase.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Young Unicorns, 1 Unicorn. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 4 Young Unicorns, 2 Unicorns, 1 Advanced Unicorn. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 8 Young Unicorns, 4 Unicorns, 2 Advanced Unicorns. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Young Unicorn: AC 4 [15]; HD 2; Atk: one horn (1d6), two hooves (1d6); ST: 16; SP: double damage for charge, 15% magic resistance, teleport (up to 360 ft, 1/day); MV: 24; CL 3; XP 60.

  • Unicorn: AC 2 [17]; HD 4; Atk: one horn (1d8), two hooves (1d8); ST: 13; SP: double damage for charge, 25% magic resistance, teleport (up to 360 ft, 1/day); MV: 24; CL 5; XP 240.

  • Advanced Unicorn: AC 0 [19]; HD 8; Atk: one horn (2d6), two hooves (2d6); ST: 8; SP: double damage for charge, 45% magic resistance, teleport (up to 360 ft, 1/day); MV: 24; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The unicorns are fleeing a warped monstrosity from the depths of the Madlands, and are perfectly happy to let the players distract the beast so they can get away.

  2. The unicorns are returning to their lair after an unsuccessful hunt.

  3. The unicorns are tormenting some travelers before eating them, playing with their food, as it were, when the party comes upon the herd.

  4. The unicorns are sleeping after a good hunt, and do not take kindly to those who would wake them up.

  5. The unicorns have cornered a large herbivore and are worrying it with frequent grazing attacks, killing it slowly and cruelly.

  6. The unicorns are actually of two different herds, and are confronting one another over territory when the party comes upon the scene.


Enjoy,
Flynn

Monday, April 23, 2012

Sandbox Encounters: Troll...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with a race of regenerating giants and their twisted canine companions. T is for Troll.

Troll

Brief Description: The troll mastiff resembles a two-headed wolf covered with warts and stiff, wiry hair. This beast is named as much for its appearance as it is for its regenerative ability. Trolls are as tall as ogres, and just as strong. Unlike ogres, however, they attack with claws and teeth instead of weapons. Trolls regenerate, which is to say that any damage inflicted upon them heals within minutes. The only way to utterly kill a troll or a troll mastiff is to submerse it in acid or burn it. Trolls and their canine companions can even re-grow lopped-off heads and limbs.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 1 Troll Mastiff, 1 Troll. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 4 Troll Mastiffs, 2 Trolls, 1 Troll Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 8 Troll Mastiffs, 4 Trolls, 2 Troll Warlords. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Troll Mastiff: AC 6 [13]; HD 2; Atk: two bites (1d4); ST: 16; SP: regeneration (1 hit point/round); MV: 18; CL 3; XP 60.

  • Troll: AC 4 [15]; HD 6; Atk: one bite (1d8), two claws (1d4); ST: 11; SP: regeneration (3 hit points/round); MV: 12; CL 8; XP 800.

  • Troll Warlord: AC 1 [18]; HD 9; Atk: one bite (1d8), two claws (1d4) or one bite (1d8) and greatsword (2d6); ST: 6; SP: regeneration (3 hit points/round); MV: 12; CL 11; XP 1,700.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The trolls are fleeing a warped monstrosity with either fire-based or acid-based attacks, and are perfectly happy to let the players distract the beast so they can get away.

  2. The trolls are heading toward a great gathering of their kind, which has been called by a mysterious giant leader for the purpose of war.

  3. The trolls are returning to their lair after retrieving their monthly tribute from a nearby settlement.

  4. The trolls are tormenting some prisoners before eating them when the party comes upon the band.

  5. The trolls attempt to demand tribute from the party in exchange for safe passage.

  6. The trolls have transporting prisoners back to their lair when the party comes upon them.


Enjoy,
Flynn

Saturday, April 21, 2012

Sandbox Encounters: Serpentfolk...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with an ancient reptilian race filled with hatred and a desire for conquest. S is for Serpentfolk.

Serpentfolk

Brief Description: Also known as the Manasa, the serpentfolk are an ancient race of serpentine humanoids, whom legend states have walked the earth since before the rise of mammals. Over time, the serpentfolk have mystically crossbred with humans and other humanoids, mixing their blood and abilities, the better to infiltrate and eventually destroy those that opposed their territorial expansion. Although largely humanoid in form, the Manasa still have the mentality of reptiles. Concepts such as mercy and compromise are unknown to them. They are utterly ruthless, and have little concept of honor. Survival and victory are their only goals, though they are fully capable of employing subtle or deceptive methods to obtain them. Through their crossbreeding and mystical experiments, the Manasa have evolved into three distinct types, or castes: the Manblooded (mostly humanoid), the Hybrid (half snake/half man), and the Nagaborn (mostly serpentine).

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 4 Men-At-Arms, 1 Hybrid Serpentfolk. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 8 Men-At-Arms, 2 Hybrid Serpentfolk, 1 Manblooded Serpentfolk. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 16 Men-At-Arms, 4 Hybrid Serpentfolk, 2 Manblooded Serpentfolk, 1 Nagaborn Serpentfolk. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Men-At-Arms: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: +1 on attack rolls in defense of their patron; MV: 12; CL 1; XP: 15.

  • Hybrid Serpentfolk: AC 3 [16]; HD 4; Atk: bite (1d4+poison) and long sword (1d8) or long bow (1d6); ST: 13; SP: darkvision 60 ft, immune to poison, poisonous bite, speak with snakes, spell-like abilities; MV: 12; CL 9; XP 1,100.

  • Manblooded Serpentfolk: AC 1 [18]; HD 7; Atk: long sword (1d8) or long bow (1d6); ST: 9; SP: alter form, control snakes, darkvision 60 ft, immune to poison, ophidiaphobia, speak with snakes, spell-like abilities; MV: 12; CL 12; XP 2,000.

  • Nagaborn Serpentfolk: AC -2 [21]; HD 9; Atk: bite (1d6+poison) and long sword (1d8) or long bow (1d6); ST: 6; SP: darkvision 60 ft, immune to poison, ophidiaphobia, poisonous bite, speak with snakes, spell-like abilities, spit; MV: 12; CL 15; XP 2,900.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The serpentfolk are preparing to ambush an expedition, hoping to use their infiltration abilities to take the place of a few "survivors".

  2. The serpentfolk are currently setting up camp, as they are travelling across the Madlands.

  3. The serpentfolk demand tribute from the party in exchange for not attacking them.

  4. The serpentfolk are fleeing a divinely-warped aberration from the depths of the Madlands, and is more than willing to send the party in that direction to distract it.

  5. The serpentfolk pose as an expedition, and seek to gain the trust of the party to add to their assumed identities to help them infiltrate human society.

  6. The leader of the serpentfolk is seeking a religious artifact for his goddess, Dark Mother of Reptiles.


Enjoy,
Flynn

Friday, April 20, 2012

Sandbox Encounters: Revenant...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with those animated corpses that feast on the flesh of humanoids. R is for Revenant.

Revenant

Brief Description: The revenant is an animated corpse that has returned from the grave to feast upon the flesh of the living. As revenants often travel with ghouls and ghasts, they are often mistaken for ghouls. Unlike most undead, revenants are not mindless. Indeed, they are wickedly cunning, and can make terrible adversaries. Legend holds that revenants regenerate much like trolls, and can only be completely killed by cutting off their head, followed by burning the head and body separately.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Ghouls, 1 Ghast. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 4 Ghouls, 2 Ghasts, 1 Revenant. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 8 Ghouls, 4 Ghasts, 2 Revenants. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Ghoul: AC 6 [13]; HD 2; Atk: one bite (1d4), two claws (1d3 + paralytic touch); ST: 16; SP: immunity (sleep and charm), paralytic touch (target paralyzed for 3d6 turns, save negates); MV: 9; CL 3; XP 60.

  • Ghast: AC 4 [15]; HD 4; Atk: one bite (1d6), two claws (1d3 + paralytic touch); ST: 13; SP: immunity (sleep and charm), paralytic touch (target paralyzed for 3d6 turns, save negates), stench (all adjacent targets suffer -2 penalty to attack rolls, save negates); MV: 9; CL 5; XP 240.

  • Revenant: AC 2 [17]; HD 6; Atk: one bite (1d8), two claws (1d6); ST: 11; SP: immunity (sleep and charm), regenerate (3 hp/round, fire and acid do normal damage); MV: 12; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The undead are feasting on the corpse of an unfortunate soul when the party comes upon them.

  2. The undead are digging fresh graves to set up an ambush site when the party comes across them.

  3. The undead are harassing a small band of helpless travelers.

  4. The undead are returning to their lair after a successful hunt.

  5. The undead are marching toward a distant site, summoned by a necromancer of great power.

  6. The undead are patrolling the region in service to a powerful necromancer or undead master.


Enjoy,
Flynn

Thursday, April 19, 2012

Sandbox Encounters: Quickling...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with fey warped by the blood of the gods, doomed to live out their short lives moving faster than the rest of the universe. Q is for Quickling.

Quickling

Brief Description: Quicklings are descended from fey that have been warped by exposure to the blood of a fallen goddess. These twisted caricatures of other faerie-kin are doomed to live short lives at breakneck speeds. This curse frustrates many quicklings, resulting in an intense hatred of all races (especially the other fey creatures) excluding their own kind. Quicklings are small and slender, resembling miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Their skin ranges from pale to blue-white, and their hair is silver or white. Quicklings have little regard for their own personal safety, relying on their preternatural speed to protect them from harm. Thus, quicklings will often attack by rushing in, stabbing a foe with its daggers, and then moving out of melee range before the opponent can react.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Quicklings. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 4 Quicklings, 2 Quickling Warriors, 1 Quickling Warlord. 1d6+1 gems, 1d6+1 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 8 Quicklings, 4 Quickling Warriors, 2 Quickling Warlords. 2d6 gems, 2d6 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Quickling: AC 0 [19]; HD 1d6 hp; Atk: three dagger strikes (1d4 + paralytic poison); ST: 18; SP: natural invisibility (only visible when attacking), paralytic poison (target paralyzed, save 1/round, save ends); MV: 96; CL 8; XP 800.

  • Quickling Warrior: AC -2 [21]; HD 2; Atk: three dagger strikes (1d4 + paralytic poison); ST: 16; SP: natural invisibility (only visible when attacking), paralytic poison (target paralyzed, save 1/round, save ends); MV: 96; CL 10; XP 1,400.

  • Quickling Warlord: AC -4 [23]; HD 5; Atk: three dagger strikes (1d4 + paralytic poison); ST: 12; SP: natural invisibility (only visible when attacking), paralytic poison (target paralyzed, save 1/round, save ends); MV: 96; CL 13; XP 2,300.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The quicklings are seeking specific herbs to harvest for their paralytic poison.

  2. The quicklings are burning one of their recently fallen when the party comes upon them.

  3. The quicklings are harassing a small band of helpless travelers.

  4. The quicklings are returning to their lair with recently discovered treasure.

  5. The quicklings are in the process of building a faerie mound to mark their territory when the party comes upon them.

  6. The quicklings are feasting on unidentified flesh when the party comes upon them.

Enjoy,
Flynn

Wednesday, April 18, 2012

Sandbox Encounters: Pyrolisk...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with a supernatural flying beast with a penchant for fire. P is for Pyrolisk.

Pyrolisk

Brief Description: The pyrolisk resembles a large rooster with crimson feathers and a long lizard-like tail with a single tail feather. All who meet the burning gaze of the pyrolisk burst into flames. These bizarre creatures are immune to fire and can even cause normal fires to explode into a shower of pyrotechnics. Within the Madlands, these

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Young Pyrolisks, 1 Pyrolisk. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 4 Young Pyrolisks, 2 Pyrolisks, 1 Advanced Pyrolisk. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 8 Young Pyrolisks, 4 Pyrolisks, 2 Advanced Pyrolisks. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Young Pyrolisk: AC 6 [13]; HD 3; Atk: bite (1d3); ST: 14; SP: immune to fire, pyrotechnics; MV: 9, fly 21; CL 5; XP 240.

  • Pyrolisk: AC 4 [15]; HD 6; Atk: bite (1d4); ST: 11; SP: burning gaze (2d6 fire damage, save halves), immune to fire, pyrotechnics; MV: 9, fly 21; CL 9; XP 1,100.

  • Advanced Pyrolisk: AC 2 [17]; HD 9; Atk: bite (1d6); ST: 6; SP: burning gaze (4d6 fire damage, save halves), immune to fire, pyrotechnics; MV: 9, fly 21; CL 13; XP 2,300.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The presence of pyrolisks has started a wildfire.

  2. The pyrolisks are returning from an unsuccessful hunt when they come across the party.

  3. The pyrolisks have cornered a large herbivore and are roasting it alive with their gaze attack.

  4. The pyrolisks are asleep, and do not take kindly to anyone waking them up.

  5. The pyrolisks are chasing a flock of flying creatures when they come upon the party.

  6. The pyrolisks are actually of two different flocks, and are confronting one another over territory when the party comes upon the scene.


Enjoy,
Flynn