Showing posts with label Sea of Os'r. Show all posts
Showing posts with label Sea of Os'r. Show all posts

08 March, 2011

Location f of Entero Island

f - the tower
The tower is a ruin. Its upper floors are long-destroyed, but still evidenced by jutting remnants of its outer shell and traces of stairway. It is now occupied by a wizard, one Rimbodd, who came to the island in search of the tower itself. It purportedly still held the spellbooks of its ancient master, but Rimbodd has never found them. He is marooned and has gone completely insane.
Rimbodd casts as a 5th level wizard, but his spell choices are entirely random. Whenever he casts a spell, for any reason, roll 1d3 to determine spell level. Then, roll randomly to determine which spell of that level he actually casts. His is not limited in the spells he might ‘know,’ nor is he limited in how many spells of each level he might cast in one day. He will remain convinced that any spell he casts was the perfect choice for the situation, but will then often (2in6) claim he is exhausted and curl into a deep slumber for 1d3 hours. Upon waking, he believes he must study his spellbooks and memorise his spells for the day. His spellbooks, despite his insistence to the contrary, are useless wrecks of waterlogged parchment, their writing blurred and unreadable. If somehow separated from his useless books, he will believe himself “Powerless and Doomed!”
Secreted in a small hidden compartment of the stone wall in the lowest level, once found by Rimbodd but now long-forgotten, is a small brass box with a hinged lid. Inside is a wand-sized length of deep black stone. At first glance it will seem to be obsidian, jet, or some other stone. With closer inspection, the surface seems to sink away from the viewer, falling away into a black abyssal gulf of cosmic proportions. Any failing a save vs. spells will feel overcome with vertigo and fall to their knees. If the wand is touched to the surface of the obelisk in the grotto (d) the obelisk will activate, sending a torrent of pulsing violet-black energy down into the earth. The effect of this activation, as well as its relationship to obelisks on other islands, is left to the GM for purposes of a possible unifying theme for their Sea of Os’r campaign.

25 February, 2011

Location e of Entero Island

e - the breakwater
This narrow strip of wet, icy, rough black rock presents a considerable movement hazard, providing the characters have no means of flight. Swimming would result in checking for hypothermia, as well as the 3-in-6 risk of being dashed against the rocks for 1d6+1 damage. Even if flight is available, the characters will have to contend with high winds. Clambering along the rocks, the characters will progress at ⅓ their usual movement rate. Unless the characters come up with a means of safely traversing the rocks, for every 100 yards traveled they will also need to make a dexterity check or a dexterity based saving throw (DM’s choice - the saving throw will allow higher level characters to make use of their experience in navigating obstacles) to avoid falling and tumbling down the jagged rocks for 1 point of damage. Rolling a 1 on the save (or a 20 on the check) will result in the character tumbling into the rough, frigid water, with the risks mentioned above. For every 2 turns spent on the breakwater, the DM also rolls for waves. The waves will be 1d12 feet in height, with a 2-in-6 chance of damaging ice chunks. Ice chunks will do 1d6-1 damage to everyone on the breakwater (0 pts. min.) with a dexterity based save allowing half damage.
At the point labeled ‘e’ on the map, there is a submerged cave. It is home to 2d6 crabmen. In the cave there will also be a number of females equal to twice the number of males, young equal to the number of males, giant crabs as pets equal to ⅓ the number of males, several sandy areas of buried eggs, and 1d6 individuals undergoing molting. The molting crabmen (and/or women) are currently soft-skinned and buried up to their necks in sand for protection. There is an area of trapped air inside the cave, which includes the sandy molting area. If characters fall into the water near here, crabmen guards will take them to the trapped air within their cave and revive them with a distasteful but effective algae dish. They are distrustful of humans, due to the nature of the villagers, but will return kindness with kindness, potentially providing provisions (fresh water, oysters, mussels, lobster, mushrooms, and a nourishing but bland unbaked kelp & algae ‘bread’.) The crabmen are familiar with the evil influence of the Sea Mother, and wish she and her brood were not on the island, but they have so far avoided confrontation.
If met randomly on the rocks, the crabmen will be cautious, but if befriended can guide the characters safely along the breakwater (they will be guided through areas blocked in one way or another from wave action, and will only need to roll one more save or ability check.) They will be accompanied by giant crab pets equal to ⅓ their number. They will warn characters against the wisdom of visiting the ‘haunted tower,’ but will point out the old rowboat grounded on the rocks at the end of the breakwater if the characters are determined to go out there.

breakwater random encounters - 1 in 6 chance, rolled every turn
1 - 2d6 crabmen (Fiend Folio)
2 - 1d4 giant crabs (Blackmoor, Monster Manual I)
3 - giant clam
4 - small pool, 50% for poison urchins
5 - strangleweed (Monster Manual I)
6 - bits of old wrecked boat, 25% chance for lockbox/treasure chest
7 - driftwood
8 - angry seabirds, diving and pecking forces an immediate falling check

10 February, 2011

Locations c and d of Entero Island

c - the lookout
This is the only place from where the shipwreck at location ‘g’ can be clearly seen, due to the wreck being almost entirely submerged, though shallowly, and its view being occluded by underwater rocks. Six feet of the wreck’s mast extends above the waves, and can be barely seen from the shore northwest or southeast of the hills. It cannot be approached by shore, however, since this part of the coast consists of steep 75 foot (on average) cliffs, extending from 250 yards north of ‘c’ to 200 yards east of ‘c.’

Unfortunately for any viewers, this is also the location of a yeti cave. There is but a single yeti, the last member of a nearly extinct population. This condition has done nothing to help his already sour disposition. His simple cave is littered with goat bones and giant crab shells, though he has no treasure. The treasure usually associated with his kind is instead subsumed in the booty within the sunken ship at ‘g.’ 

d - the grotto
At the very back of a deep fissure cut into the cliffs here, down 100 feet from the top of the overhang, is the entrance to a sizable cavern. The entrance lies mere feet from the surface of the sea, and at high tide the briny water intrudes into the lowest portions of the cavern, leaving tidal pools in the first few low yards of the floor. This natural cavern is a wet, dark place of sharp black obsidian and basalt. It is roughly in the shape of a triangle, one point being at the seaward entrance. The distance from the entrance point to the base of the vague triangle, at the back of the chamber, is 60 feet.

Ascending the sharp rocks of the interior, one enters the demesne of the Sea Mother. The upper half of her body is that of a 4 armed, voluptuous, full-figured woman. The lower half of her body is similar to the enormous rear thorax, abdomen, and tail of a gigantic blue lobster. The gradation from walking legs to swimmerets is so gradual, and their nature so similar in her case, that functionally she glides about repulsively on 16 disturbingly insectoid legs. Her colouring ranges from blue to iridescent green across her entire body, and in place of hair, she has upon her head innumerable prehensile eels.

She fully utilises her 4 arms, allowing her to attack once with a weapon, and cast one magical spell, both in the same round. She has 3 hit dice, and fights as a 3rd level fighter. She casts spells as a level 3 magic-user, as well as a level 3 cleric. All her spells are contained in her ancient spell books, separated by level and class, and securely stored here in her grotto. For this reason, the DM is encouraged to choose the Sea Mother’s spells to fit his or her unique campaign, as her spellbooks constitute a good portion of the treasure gained through her demise. She employs as her main melee weapon a +1 short sword. The blue-green sword is ornately designed with a flowing-shaped iridescent blade and a hilt in the form of a mermaid. It continually ‘sweats’ saltwater from the surface of the blade when drawn from its sheath, and can produce up to a gallon of liquid per day in this fashion. It will do an extra point of damage per hit to fire-based foes, but one point less to water or ice-based enemies.

Additionally, once per round her head-eels may attempt to turn one of her opponents to stone. This is an active attempt, so not only must the target be looking at the Sea Mother, and be able to see her, but she must also roll to hit them for the glowing green-white beam of the eels’ combined energy to strike and penetrate any armor. The target is further allowed a saving throw vs. stone to avoid the effect if hit, being slowed to half movement if successful. This petrification is cured if the resulting statue is entirely submerged in seawater for 1 round.

Accompanying the Sea Mother in her grotto are 6 brood minions, less if any have been killed at the stones of location ‘b.’ They are similar to the Sea Mother in appearance, but are all male, bald, and have only 2 arms. Also, their 8 walking legs are distinct from their smaller swimmerets, with their abdomen and tail being carried slightly aloft behind them. They are armed with spears and have 1 hit die, but possess no independent spellcasting ability. Depending on the strength of the party, the DM may consider increasing the brood minions to 2 hit dice, as well as providing them with shields.

Also within the grotto, in a prominent position near the high back of the chamber, is a large, irregularly shaped black obelisk. Despite the best efforts of those examining it, they are unable to determine if it is a projection of the native basalt, or if it is some later addition. Concealed behind the obelisk (but not a ‘secret door’) is the opening to the tunnel leading to the secret door at area ‘b.’ If approached from this direction, the only possible random encounter within the tunnel are the black garbugs.

At the north corner of the chamber, in a narrow vertical crevice, are several small natural ledges and a collection of giant clam shells crammed into the rock. These hold the Sea Mother’s spellbooks, as well as her treasure. They are not split apart, but rather connected at the joint, and arranged so that the top half will lift to allow access to the inside. There are 4 of these, with the largest one at the top. This one contains all her spellbooks, and is trapped with the spine of a sea urchin. Anyone springing the trap will begin feeling numb and die in 6 rounds, unless a save vs. poison is made, or unless some other measures are taken to neutralize the poison. The remaining shells and the ledges contain the rest, consisting of: 900 silver coins; 500 gold coins; 2 large pearls (50gp ea.); 3 small pearls (25gp ea.); 10 pieces of tableware including goblets, cups and plates, of both metal and glass (10gp ea.); a silver fork(5gp); a gold comb(20gp); a silver mirror(30gp); and a spyglass(50gp). There are also numerous other items commonly found on boats and ships, but all are broken and worthless.

08 February, 2011

Location b - the stones

b - the stones
In the midst of this area of grass-covered hills, on top of a hill somewhat shorter than those surrounding it, lies a group of large, rounded, heavily weathered stones with a number of large glyphs deeply incised upon each of them. These boulders are roughly 3 feet in height, and generally measure about 8 feet long by 4 feet wide, with a variance of about a foot in either direction. There are 8 of them, arranged at the points of the compass. Around the bottoms of each of these stones are a number of blunt projections, appearing somewhat like stunted legs. In the center of the arrangement of boulders is a large, circular stone, the Focus Stone. This central stone is about 12 feet in diameter, and is flat and flush with the ground. It is deeply carved with complex glyphs and long, sweeping lines and curves.

If the players are unfortunate (or unwise) enough to find themselves waking up bound to these stones, the function of the blunt projections is clear. They will be tied, immobile, with heavy woven-grass ropes to the stones, with the projections used as anchors or tie-offs. From the moment the first PC awakens, they have 1d12+10 minutes before the Sea Mother appears! She will be accompanied by 1d4+1 of her inhuman brood. They will arrive via a secret opening in the flat central Focus Stone. If the PCs have not managed to free themselves before this time, they are at least not gagged. However, they will have to be glib indeed to dissuade the Sea Mother from her intended course of action, which is, quite simply, the ritual sacrifice of all the PCs, one at a time.

The ritual begins with 1 round of casting, involving not only the Sea Mother, but all her accompanying brood as well, gathered in a tight circle around her at the center of the Focus Stone. At the end of this round, a brilliant (even if it happens to be daylight) green-white pillar of light will audibly blast upward toward the heavens, out of sight. The minions are now free to guard her, or undertake other actions, but will default to standing around the circumference of the circle while events proceed. If left to her designs, the Sea Mother will then begin using a large ceremonial knife to uncomfortably dispatch the PCs, beginning of course with any hapless henchmen or hirelings. With each sacrifice, the glyphs of the poor unfortunate’s stone glow with bright greenish light. A brilliant green-white shaft of light then springs horizontally from the blood-soaked boulder to join and strengthen the pillar of light at the center. If she completes the ritual, and some PC is somehow yet left alive (perhaps watching from a nearby hilltop, the coward!) the Sea Mother grows 3 feet in height and length, grotesquely sprouts yet another pair of arms, and gains 2 hit dice.

At the DM’s option, one last chance exists for each of the PCs as she, in turn, tries to send their souls to her dark god. If they can make a dexterity-based saving throw, they manage to interpose a woven rope between their flesh and her glittering blade. They thereby free a limb of their choice, and may begin a desperate last-ditch struggle for survival.

If the PCs arrive at the location in more agreeable circumstances, they have the usual chances to discover the secret door. Opening it will require dripping fresh blood (the door is not picky about whose) into the shallow, 6 inch bowl-like depression in the center, then using this liquid to trace 8 small glyphs on the surface of the Focus Stone. Each of these glyphs is near the perimeter, each one ‘aimed’ at one of the surrounding boulders. (Remember, the Focus Stone is bare to the elements, making any blood stains terribly faint) The Focus Stone will then grind open, iris-fashion, revealing a very steep, time-worn and lichen encrusted stone stair. The stair leads to a tunnel, which then snakes its way through the earth to location ‘d.’

The only random encounter possible in the tunnel (unless the Sea Mother knows strangers are on the island, in which case a lone brood minion may be patrolling) is black garbugs. The chance is 1 in 6 for every 30 minute period. Roll a d30 to determine when (and thus where) the encounter occurs.

07 February, 2011

Location a - the village

Entero Island
Entero Island is located in the more frigid reaches of the Sea of Os’r, and is quite cold year-round. Ice can often be seen in the surrounding waters, and the prevailing current comes from the north. There is only a single village on the island, and it is self-sufficient in its needs for food, clothing and shelter. Due to the proclivities of the inhabitants, no luxury goods find a market here. Thus, due to these factors, the tiny island is not a destination for traders or their ships. Once upon the island, adventurers without other means of travel at their disposal could find themselves in for a very long stay indeed.

a - the village
If the village once had a proper name of its own, it long ago died of neglect. The residents do not travel, do not speak of other lands, and live but in this single locale. The few items which cannot be produced on the island (there is no metal-bearing ore, for example) are well cared for, and passed down as heirlooms. They live in yurt-like but stationary huts, in family groups of 4 - 7. There are currently a total of 37 adults in the village, living in 15 huts.

Due to their arduous lifestyle, all the adults are at least equal to level 1 fighters, with a handful being equal to level 2. This hardiness can easily be scaled upward by as much as 2 levels, depending on the strengths of the adventurers. None should be above level 4, however, and all will be equal to a fighter.

The solitary domestic animals on the island are the herd of goats, which belong in common to all the residents. These goats are largely left to roam the island as they see fit, with only a few of the females kept in simple pens around the village for milk.

When approached, these people will not seem overly surprised by new arrivals to their island. Neither will they be hostile, but they will not seem friendly either. Their most common form of social intercourse with strangers will take the form of leisurely assessing stares. If pressed, they will speak as succinctly as possible, though preferring mild grunts (“hmmm..”) shrugs and nods. Although they have personal names, they will not use or share these in the presence of strangers. Overtures of friendship will meet with vaguely distrustful indifference, even from children, while threats and acts of violence will generally meet with measured, calm flight.

Under their quiet veneer, all the residents immediately see any strangers (and their gear) as a mere resource to be exploited. All that remains is to determine how best they might be used. As soon as they can get away unnoticed, a group of 1d4+2 adults will go to area ‘d’ in an attempt to get advice from their Sea Mother. If unmolested, they return bearing her dire wisdom in just under 2 hours.

If their plots proceed apace, the player characters will be treated to a feast of shellfish, crab, a richly tasty goat cheese, a large white root (similar to yucca) baked under the open fire and served like a baked potato, unleavened bread, and even a heavy chowder made from the preceding. All this out on the beach, in front of a roaring fire of driftwood. Nonetheless, the countenances of the many gathered villagers, upwards of a dozen in attendance, remain as before - slightly wary, unemotional and watching.

The goal of the villagers here is to put the player-characters soundly to sleep, their bellies full of heavy provender, cozied up to a roaring fire on a chilly beach. If none stay awake, they next find themselves secured to sacrificial stones at area ‘b.’

If, on the other hand, the adventurers always maintain at least one person awake, the villagers will continue to bide their time. They will provide space in one of their dwellings for the player-characters to sleep, but at least two villagers will be inside with them at all times. The feasts will continue for the next two nights before another group of villagers goes back to area ‘d’ for more advice. This further advice should be determined by the DM, as based on the remainder of this information and the progress of play up to that point.

06 February, 2011

Entero Island - Sea of Os'r

Here is my map! I'm now working on filling in the key, as well as wandering monster charts for different areas, details for the village and its residents, and all the naughty bits. Click for a larger version, if you wish.