Thursday, November 1, 2012

Dalerain VII: The Winter Queen


Cheneitha
Winter Queen, Lady of Ice, Frost Maiden
Power of the Dalerain
Major AoC: Cold, Frost, Ice, Winter
Minor AoC: Frost, Death by Cold, Stagnation, or Being Trapped.
Symbol: A snowflake, a snowy owl.
Allies: None
Enemies: Brigit, Umoth
Avatar: Cleric 12 / Fighter 11 / Wizard 12

Cheneitha appears as a young woman of medium height, with silver-white hair and pale, almost colorless, blue eyes, clad in a robe of white fur and a gown of white silk. In combat she wears crystalline scale mail and helm and carries a spear of ice called Frausein, or Littlefrost. She is vain, and often wears pale or colorless jewels, and enjoys these as gifts. 

In a few rare myths, Cheneitha is represented as as a sister to Brigit, or Alaron and Eial, but tempted away from them and into Kajalla's influence. At one point she was part of a trinity of goddess, including Kajalla the Crone and Malis the False; her place in recent centuries has been overtaken by Yilwyn, the Bleak Maiden. She rarely deals with the Crone anymore, but any rumors of her desire to reconcile with her sister(s) are swiftly extinguished by her priesthood and probably untrue.

Cheneitha is worshiped by ice elementalists and those seeking to keep things as they are; she is appeased by nearly everyone. She is generous with those who please her, but fickle in her attentions; those who are not vigilant find her whims have turned against them. Her priests are solitary between themselves, preferring to surround themselves with minions and cohorts rather than rivals. They hope to win their goddess’s favor by eliminating warmth and the heat of change from the world, and bring unchanging cold. They often use undead in these tasks, and some see undeath as the ultimate existence, stagnant and cold.

Cheneitha is rare among the Dalerain in her rulership of a material realm, the High Ice. This desolate, glacial land has slowly expanded its reach over the centuries, and now covers almost everything beyond the Kameurhorns. Her interest in the High Ice has waned as its influence has grown, and the goals of the High Ice, whatever they may be, are increasingly determined by a shadowy power or powers embedded in the deepest ice.

Winterlady /Winterlord (3e)
Domains: Battle, Cold, Summoning, Water
Skills: Intuit Direction, Wilderness Lore
Favored Weapon: Spear.
Bonuses: +2 class bonus to Intuit Direction and Wilderness Lore checks in winter or arctic conditions.

The image is by Harald Siepermann; original is here http://haraldsiepermann.blogspot.com/2008/07/blog-post.html .  I probably shouldn't use it, since I didn't ask permission, but the Dulac Snow Queen is so...staring. 

Sunday, October 28, 2012

Artifacts & Items of Power


Culm: A medium shield crafted all of iron, Culm bears no emblem.  Any attempt to paint or inscribe an emblem on the shield is destroyed the first time the shield is wielded in combat.
When Culm blocks a blow in combat, the shield reverberates and booms like thunder.  The wielder and anyone standing behind him are immune to the effects of these cacophony; those in front are not so lucky.
If the wielder strikes Culm with his weapon, or beats on it like a drum,  Culm sends forth low, rolling peals of thunder capable of instilling a potent magical fear in the enemy and sending them fleeing.  If Culm is struck by an opponent, the thunder is far more potent.  The weapon which struck the shield is often destroyed, and the weapon's wielder is wounded and deafened by the noise.  Those in the area of Culm also suffer injury, and may be struck deaf as well. 

Iedain, Crown of Songs: This fabled headpiece resembles no conventional crown.  Said to be formed of songs made solid, the Crown of Songs appears as a band of shimmering light, broken by 9 evenly-spaced transparent crystals.  A 10th crystal hangs over the bearer's head, and lines of magical force link it to the 9 crystals about the band.  The Crown grants the ability to sing without flaw or imperfection, and that singing can charm women and men, bring the beasts of field and forest, and even bind the emotionless creatures of the elements to the bearer's will.  The Crown of Songs is said to be a seductive artifact, however, and those careless with it may find themselves to sing more and more frequently as they grow to love their own voice above anything, until they eventually waste away, unable to stop singing for a moment.
Iedain may also be recognized by the soft and gentle murmur of voices that surround it; these voices are soothing in the extreme, and if the Crown is masterless, the voices often bring an enchanted sleep on those who encounter it, leaving them easy prey for less intelligent and susceptible predators.
Tetallia Silver-Tongued was the last known bearer of the Crown of Songs; she frequented the Hollow Land hunting linwurms in the Kameurhorns until her death in an unknown lair.

Telsingem: A longspear with an distinctive curved blade, Telsingem was crafted by a faerilven runesmith over a thousand years ago.  The shaft is of a dark brown wood as hard as iron; the blade is iron intermingled with mithril, streams of brown in a gleaming silver surface.
Telsingem has long circulated in the Reachlands.  It is was last in the possession of Kurmolt of Kurmolt’s Band, a mercenary/adventuring company that disappeared in the Woodmarches a decade ago.
       Telsingem is a +2 longspear that grants the wielder a +5 circumstance bonus to Balance, Jump, and Tumble checks when in hand.

Thursday, October 25, 2012

Tefplanz Expanded


Tefplanz:This fertile floodplain is the exclusive domain of Innergild. Canals and dikes crisscross the landscape, controlling flooding and turning the marshy land into arable fields. The border between the Tefplanz and the Middurplanz is heavily fortified and humanoid threats are rare, but ankheg attacks are increasing.

Law and order in the Tefplanz is ostensibly under the control of the Council of Innergild, but in truth the council has ceded control to the local rulers of each settlement, with no central oversight.  The Doredain heritage of the natives make them basically law-abiding and peaceful (if somewhat xenophobic), but there are many opportunities for graft and low-level corruption.  The Tefplanzers consider themselves bound by a common culture and against a common foe (everything east and north of the Middurplanz), but each town and village manages its own affairs.  The Rytteren patrol the roads under the badge of Innergild, but their mercenary status and foreign origins have prevent them from establishing effective relations with local authorities.

Sign of the Three Pigs: This massive, sprawling hostel lies on the Cilnoc-Narnigar road a short distance from the Middurplanz border, and is well known as a place of rest, refuge, and information. The owner, Odlef der Groot, brews his own ale, and has won numerous brewing competitions.

Unbeknownst to anyone in the Tefplanz, Odlef had a relatively successful (he didn't die) first career as a sellsword, looting and pillaging his way across foreign lands for coin before opting for anonymity and the quiet life back in his homeland.  One result of this earlier profession, however, were several half-orc children.  Their mother, also a mercenary, died several years ago, but the children have grown up big, strong, brutal, and nasty.  At least two of them can pass for human, and they have located Odlef and hatched a plan to blackmail him at best, or rob and kill him at worse.  Odlef's new (human) family will die in either case.  The half-orcs don't really have deep personal grudges against Odlef, but they feel like they should make the motions of avenging their mother ( they're not sure for what exactly, but it sounds good and humanish); they have enough evidence to make things hard for Odlef; and it seems like a easy way to make some coin.

The Spectre of Ylg Bridge: The road from the Tefplanz to Narnigar is one of the most heavily traveled routes in the Near North, and the bridge here undergoes regular repairs to the damage from winter ice and spring floods.  A death or two is not unknown during these repairs (victims lost to the river are referred to as Ylg's Toll), and this last year was no exception.  Two laborers were dragged into the river and lost when a load of stone came loose.  Rites were said, and work continued as usual and without disturbance.

Oda Floriswif was widow of one of the workers.  A naturally spiteful and angry woman, she grew bitter, vile, and vengeful after the death of her husband, and followed him into death only a few months later.  The cause of her passing is likely natural (she was well into middle age), but those who knew her attribute it to a personality overflowing with bile and venom.  Ironically, her husband, whose corpse is entombed in mud at the bottom of the Ylg,  beneath the stone block that swept him off the bridge to his death, rests peacefully.  Oda, laid with full rites in sanctified ground, has just returned as a spectre.

Oda's haunting ground extends slightly beyond the bridge on either side.  She killed both of the bridge keepers on the first night of her return, and several more since then. The bridge has become slippery and treacherous even during daylight hours, and animals refuse to cross it.  Traffic has shriveled as a result, and tolls have declined.  The only way to appease Oda is to exhume Floris's corpse from the river and inter it beside her, along with a payment of at least several hundred gold pieces (Oda thinks the weregild she received after Floris's death was woefully, insultingly insufficient, and her opinion of what is "rightfully hers" has only risen over time.) The money must be publicly acknowledged as hers, and laid in her grave, in common coinage (no jewels, fancy figurines, or other object d'art; Oda was a simple, albeit greedy, woman, and retains that simplicity in undeath).  The public acknowledgement is as important to Oda as the payment itself.

Several factors make the matter even more complicated:
- The ferrymen who operate near the bridge are not exactly upset about the dramatic increase in their business.  They won't openly admit to supporting the spectre, but they're not above a little sabotage to keep the bridge closed, and adventurers venturing underwater are obvious targets.
- Scrags, nixies, and a number of other aquatic monsters frequently travel along the Ylg.
- Oda's gravebound weregild will be a rich and easy target for thieves.  Oda, in her typically perverse and misanthropic manner, will announce the loss of her weregild by haunting and killing on the bridge, leaving the thief to make his escape.
- And finally, there might be some real truth to the mention of Ylg's Toll.  It's considered nothing more than an idle saying, and no one gives it much thought, but the consequences of taking Floris's body back from the river could be far worse than a single spectre, and far broader in scope.

Wednesday, July 25, 2012

Notable Spellcasters

Alnin Stoneshield
A member of House Aeliden, Alnin Stoneshield was a powerful ha’ilven spellsword, with compelling good looks and a easygoing manner. He researched many battle-magics, both offensive and protective (most notably stoneshield), and died well into old age, battling a great linnorm in the Kameurhorns.

Azequor
Today a name of terror and fright-tales, Azekor was a ha’ilven wizard in the last years of Sieriven. A pupil of the wizard/priest Beirhn Rosemantle, Azequor rejected her gentle teachings later in his life, striving to accumulate power in a mad drive that culminated in his transformation to lichdom. His skeletal form dwells somewhere in the fastness of the High Hills, using his minions and servants to continue gathering magical items and spells.

Erabor the Caller
Architect of the Endless Dungeon, Erabor the Caller is a whimsical archmage. Perpetually young in appearance, though of uncommonly tall height, he studied attractive magic (drawing monsters and adventurers both to his home) and planar effects. Erabor disappeared nearly a century ago, and is thought to have settled in a demiplane from which he keeps tabs on his former home, keeping it supplied with monsters and treasure both, and viewing the resultant mayhem for his amusement.

Gereint the Dark
An apprentice of the Ninestars Council, Gereint eschewed their company for a solitary existence of research. Meglomania and paranoia led him to hide many caches of magic items (mostly scrolls and potions) in various “safeholes” around the Shadowend, often in a secure portion of an occupied dungeon. He disappeared nearly three centuries ago, along with his tower and the nearby village he ruled, but legends maintain he simply transported himself and his subjects to a secure realm in the Dark Below.

Gray Dashain
Once an apprentice of Erabor the Caller, Gray Dashain specialized in summoning, binding, and compelling outsiders. Despite the obvious dangers, Dashain lived into his twilight years before disappearing from his secluded tower. Various whispers and rumors over the years suggest he is not dead, but imprisoned on another plane, perhaps by a powerful devil or genie lord.

Menioth
One of the most gifted students of the Moonstone Guild, Menioth is the foremost expert on the Positive Material Plane and its attendent energies. She rarely adventures, preferring to “field-test” her spells through allied wizards. With straw-colored hair, fair eyes, and unlined skin, Menioth appears much younger than her fifty-six years, a possible side-effect of her long exposure to positive energy.

Raliard the Spellsage
More famous than powerful, Raliard makes his living uncovering caches of magic and spelllore. A skillful diviner, Raliard’s command of magic continually uncovers new treasures for him, and warns him against those who would take it. The secrets the Spellsage uncovers invariably makes their way into common practice as he sells or barters away his findings. He lives in the small village of Tenmensport, but is more often found on the high plains of the Tehmar.

Whisper
A member of the Fallen, Whisper helped rule the Dread Queen’s empire for half a century before being captured and bound into slumber for seven-hundred years. Freed only recently, the diminutive, leather-wrapped wizard has wasted no time exerting his subtle influence across the Hundred Kingdoms once again. His knowledge of lost and hidden spellcaches provided a quick and solid base of power, and this hidden knowledge has been slowly leaking out as Whisper takes apprentices.

Monday, June 4, 2012

I've been working on random generators over at Abulafia, specifically random class generators. I've largely done the combat class and spellcasting class generators, and will work on the skillful class generator next week.  There's a fine line between too detailed and too generic, but I think it's working out.  Here's a sample of the random combat class:

Name: Moon Striker, Redserpent rager, Ice Striker
Class Themes: Feudal, Primal
Key Abilities: Charisma, Strength
Weapons: swords, swords, swords
Armor: any armor, any shield
Hit Dice: d8 (d6+1)
Special Features: (skill ability), companion (magical beast), attack bonus with clubs, maces, minor spellcasting ability (abjuration), attack bonus against giants

First off, the Feudal/Primal themes make me think Viking.  Charisma and Strength?  A jarl, or leader.  Clearly good with swords; a melee combatant.  Hit points are low.  The companion magical beast is very interesting; the attack bonuses could be changed to sword bonuses, minor abjuration ability could be protective magics, and the attack bonus against giants goes right along with the whole Viking concept.  We'll lose the unallocated skill ability (haven't created that chart yet), up the hit points to d10, and we're pretty close to Beowulf.  I like it.

Friday, May 25, 2012

Spent too much time today playing with the New Monster Name Generator at Abulafia today.  Made a few changes, and added lots of entries.  I think it's got a higher percentage of "good" names now, but still needs work.  (I'm not convinced the thing is wholly random; certain words come up fairly often, ie: waif).
Twenty random monster names:
crocodilewaif, wyrdcrocodile spellcaster, iron marauder, goblinbeast, ethereal icebull, dragonshambler mutant, brass drake, beastwaif ravager, devilclaw, mithril auroch, lion wanderer, icehawk, boundash beetle, mechanical bonespider, glassrat hunter, crocodiledrinker demon, vampiric deathsteel drake, psychic icthyoram, sanguine battlestorm, psychic boundworm
And twenty more: 
direhorn hunter, frostcopper bear, ramforged, bullclaw hunter, necro assassin, steel defender, houndgazer mystic, crab raider, sun hunter, leechant mutant, steel lion, frost bull, spiderfrog philosopher, ethereal stonehound, bronze boar, battlemangler, hawkwaif, insectwolf, goblinstalker, gibbering necrodrinker
And the last twenty for now: 
ratrat raider, sunbeast wanderer, bearcat leader, emeraldivory disciple, sanguine cyberiron goblin, horseshredder warforged, devilstone demon, rage mystic, worm skeleton, deathpig spellcaster, frosthawk leader, axehaunt, auroch tyrant, oak thug, insectleech, ivoryrat soldier, cybersteel cat, spirithaunt, spearoak wanderer, mechanical whitecrystal bat

I particularly like the dragonshambler mutant, brass drake, devilclaw, psychic icthyoram, direhorn hunter, houndgazer mystic, spiderfrog philosopher, ratrat raider, sunbeast wanderer, devilstone demon, axehaunt.

And the best: the terrifying deathpig spellcaster.

Monday, April 23, 2012

Illusions


Brilliant Pattern

Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Dazzling lights in a 15 ft. radius spread
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
                This spell creates a brilliant white pattern, dazzling creatures within it.  Affected creatures are dazzled (-1 to attack rolls) for as long as they are within the pattern, and for 1d4 rounds after the spell ends or they leave the area of effect.
                Material Component: A pinch of powdered glass.

Churning Pattern

Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Effect: Colorful lights with a 15 ft. radius spread
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes
                A glowing, twisting pattern of green, yellow, and purple colors nauseates those within it.  Living creatures caught within a churning pattern are nauseated (Will negates), making them unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.  The only action an affected character can take is a single move (or move-equivalent action) per turn.  The nauseating effects last for as long as the character is in the churning pattern and for 2d4 rounds afterwards; characters are then fatigued for 1d4 rounds, making them unable to run or charge, and suffering a –2 penalty to Strength and Dexterity.  Victims do not become exhausted from this spell.
                Material Component: A glowworm, which is used to trace a pattern in the air, and then eaten by the caster.

Tuesday, March 20, 2012

Measureless Maze - Level One (Revised)


The only changes here are to the lower left corner of the map, the "Great Stair" section.  The number of ways into the section (at least from this level) has been chopped down, and a large stairway has been added.

There are four major sections to this level.  Starting at top left and going clockwise, they are "Thieves Chambers", "The Dust & The Damp", "The Tubs", and "The Great Stair".  I haven't gotten much past that for details, but I do have some general concepts.

"Thieves Chambers", obviously, is under the control of a minor band of thieves.  Guild is probably too high of an aspiration for them.  They access their section via the ladder, and make sure to leave the door to the well-room (1-12) closed and locked.  They've had some bad experiences, so as a general rule stay to rooms 1-8 through 1-15.  They know about the secret door to room 1-1, but none of the rest, and leave the door to room 1-7 locked.

"The Dust and the Damp" lacks any kind of organized control.  Rats and one or two mindless sort of monsters are the likely threats here.  A giant raccoon has established a lair in 1-33, coming and going via the stream (which flows into the dungeon at this point). 

"The Tubs" are also undetermined.  Water-based monsters are likely.  At least one of the pools (the smallest one) possesses a magical "heating element" that warms the water, a la Roman baths (a hypocaust would be neat, but a bugger to map unless I switch to a 1-square = 1 foot scale, and it would then be a bugger for the adventurers.  Unless they used reduce person...)  Rooms 1-47 & 1-48 will have something going on.  Passage 1-49 is accessed by climbing the wall from the waterfall to the passage opening; a short distance, but not something the PCs are going to do easily.  This will be generally true of aerie levels.

"The Great Stair" is probably a goblin-held section.  Their warren spans several levels.  The great stair itself drops to level 3.
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Monday, March 19, 2012

Measureless Maze - Level One


Level One
 Primary entry level of the Measureless Maze, via the stairs at top center.  Secondary entrances are via the ladder at top left, and the stream at top right.  Exits are top left (down a level), bottom left (down a level), bottom left (up a level), top/mid right (the room with the small pool; probably up a level, though it'd be a hard climb up a waterfall), bottom right (up a level), and bottom (access via the Shaft to several other levels).

Now that I look at this, actually, I'm going to close off a few corridors and add another set of stairs.  I'll leave this version up, though.
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Saturday, March 10, 2012

Megadungeon Musings, part 1

The subject of megadungeons is a perennial one, and events of the past few days have got me thinking about them again.  I've designed dungeons; I've designed large dungeons; but I've never designed a full-on megadungeon.  It's an intriguing exercise.

The two basic rules I'll follow are: 1) a minimum of 12 levels, not including sub-levels, demi-levels, quasi-levels, or any other sort of "not-a-full-on-level" that you want to name, and 2) no overarching theme or villain.  The most powerful monsters will be near the "bottom", but they won't control the entire dungeon.  Different factions will control different areas, with different goals.

I will map by hand, but I will also experiment with other formats, primarily sketch-up, to generate simple 3D visuals.

Preliminary features & details include the following:
  • a gigantic vertical crevice or shaft, which provides the central focus of the dungeon.  The shaft has been closed over at certain points, so one cannot simply rappel from the first level to the 12th, but the shaft does span a number of levels, and not all of the closures are well maintained.  The shaft is large enough to allow fliers room to maneuver, and has links to the outside at its very highest reach.
  • A pride of manticores controls the first 3 levels of the shaft.  The third level has a solid stone floor covering the shaft, and it is not apparent from above that the shaft continues below.
  • The first level intersects the shaft roughly halfway between the "floor" and the highest visible point of the shaft.  Above the first level are the "Aerie Levels", a number of sub-levels that are mostly inaccessible except from the shaft.  Some also feature outdoor connections (onto a cliff-face or the like).
  • At least the upper levels of the dungeon are within a mountain or other elevated terrain feature, rather than wholly below ground.  This allows some of the Aerie levels to include watchtowers or the like.