Posts Tagged ‘ Dyson Logos ’

River’s Bend Poets Inn

Here’s my second entry for The Grand Original Map Contest, this time for the “Best Trap, Treasure or Puzzle” category. I’m using Small Map B – Rose River for this one. I also have a feeling I’m stretching the intent of the contest a bit here, but that’s okay. I mean, worst-case scenario, I don’t win, which means I end up with what I started with.

River’s Bend Poets Inn

Everyone knows the quickest route through the Iseash Foothills is down the Orouns, that deep, fast-moving river that provides the Inundr Lowlands with so much of its water for irrigation. From the highland Alir Fortress to the sprawling rivertown Cadel, the trip downriver runs two or three days even for experienced river guides.

Meyr Alail, prophetess of Aelincar, the God of Poetry, received a vision in which she saw peoples from many faiths and nations gathered on a sandy river bank, peacefully enjoying wine and food and sharing poems. A single rose grew from the sand and blossomed. Within its petals rested a diamond shining with an inner light. Meyr set out on a pilgrimage down the Orouns and found that sandy bank halfway between the fortress and the town, just east of a wide, wooded valley. Following her vision, Meyr established the River’s Bend Poets Inn.

Over the subsequent years, the inn has grown into quite the regional attraction. Let’s take a tour!

As you wind down the Orouns nearing the inn, the first things you see are the wide, sandy East Bank and the sturdy stone arches supporting the high, stout bridge that spans the river from East Bank into the Sunrise Caves. Passing through these splendid natural chambers with their iridescent crystals, we enter the Hall. Meyr and her followers have carved pastoral bas reliefs into the walls. A short hall to the southwest leads to the soft grass banks at the entrance to the wide, wooded valley. The solid door at the end of this hallway is seldom locked. In the Hall, one also sees an L-shaped corridor leading away to the northwest. This is the Poet’s Passage, and it ends in another solid door, but this one is always locked. Indeed, it is held fast by magic, but it can be opened four times a year by the possessor of the Poet’s Key.

But What About the Trap, Treasure, or Puzzle?

Patience! I’m getting to it.

Remember Meyr’s vision? The part about the rose with the diamond? It turns out the vision was a tad more literal than most prophetic dreams. Four times a year — at each solistice and equinox — the East Bank is crowded with competitors, and spectators throng the bridge as well as the river in anchored boats. From dusk until the dawn, competitors compose original songs and poems in various styles and on numerous topics, doing so under the pious guidance of Meyr and her followers. When the sun starts to rise, a winner is declared, and if that winner’s efforts please Aelincar, then a single rose sprouts and blossoms. Within its petals rests the Poet’s Key. The winner may take the key, process across the bridge, through the Sunrise Caves and the Hall to the door at the end of the Poet’s Passage.

In the stunning caverns on the other side of the locked door awaits a reward chosen and provided by Aelincar himself. The nature of this treasure varies from contest to contest, but it always seems to be somehow related to the winner’s poems. Because of Aelincar’s interpretive whims, the treasure may be something of value, such as gold or gems, or it may instead be something personal, such as long-lost childhood toy restored by the God of Poetry.

That’s It? What Kind of Treasure Is That?

Well, it’s one earned by poetic prowess, so what were you expecting? Fabled riches? And, yes, this might be the sort of thing that hardened adventurers aren’t ever going to participate in.

Of course, there’s more going on each solstice and equinox than just the contest. The inn is crowded with visitors, and not all of them are there for the verse. In past years, the contest has served as a backdrop for intrigue, romance, and crime as well as the sort of hard partying that can lead to memory loss.

January 23rd, 2013  in RPG 2 Comments »

The Mountain Fastness of the Vermillion Coenobites

Over at Tenkar’s Tavern, some excellent people, including map guru Dyson Logos, are running a too-cool contest. Check out the details here. Of course, I have to throw my hat into the ring, so here’s my entry for the Best Creature. This entry uses Small Map C – Troll Chasm.

The Mountain Fastness of the Vermillion Coenobites

Last century, the Vermillion Coenobites labored to create a mountain retreat where they could sing their escatic psalms to bring about the end of one age and birth of the next. For a time, the community thrived, but eventually it collapsed from within, torn apart by internal jealousies and conflicts over obscure doctrinal points. Shortly after the last abbot died, poisoned by the hands of a rival monk according to persistent rumor, the order disintegrated. Many questions about the last days of the Vermillion Coenobites remain unanswered. Chief among these questions is this one: What happened to the order’s wealth? During the cult’s heyday, several wealthy donors gave generously to the monks to secure positions of importance in the next age that the order would supposedly bring about.

Unfortunately for treasure seekers, the order’s crumbling mountain fastness is abandoned no more. A band of earthwrights now live in the ancient monastery, and these creatures do not tolerate trespassers. To warn and frighten away the curious, the earthwrights have left would-be interlopers trapped in tombs of twisted stone in which the imprisoned have starved to death.

Earthwright (for Swords & Wizardry)

Hit Dice: 3+3
Armor Class: 2 [18]
Attacks: By weapon (1d8)
Saving Throw: 14
Special: rock jump, shape earth and stone
Move: 6
Alignment: Chaos (sometimes Neutrality)
Challenge Level/XP: 5/240

Earthwrights appear much like dwarves, but stand noticeably taller and wider. They shun armor, relying on their stony flesh for protection. If forced into melee, earthwrights fight with weapons, preferring cold steel that can hack muscle and bone. More formidable than axes and broad swords, however, is these creatures’ power over earth and stone. Once per day each, an earthwright can “cast” animate object (stone objects only), passwall, and transmute rock to mud. Earthwrights move slowly, but they can rock jump once per round. This ability enables an earthwright to teleport between any two points touching earth or rock that are within 60 feet. The destination must be within the earthwright’s line of sight. Once per round instead of making a normal attack or “casting” one of its spells, an earthwright can shape earth and stone out to a range of 60 feet. The target must make a saving throw to avoid being partially entombed as the earth and stone beneath him snake upward to grab and hold. A trapped target cannot move or attack unless he first succeeds on an open doors check. Earthwrights often layer earth and stone on a victim. Each successive saving throw an already trapped creature fails imposes a cumulative -1 penalty to his open doors checks to break free.

January 19th, 2013  in RPG 1 Comment »

Texicon Cometh

Well, Texicon 2012 is almost here. Giant Boy and I are heading up to the Dallas/Fort Worth area this Friday. At the convention, I’m running Dyson Logos’s Geodesic Gnomes and a Go Fer Yer Gun!/Call of Cthulhu mash-up. The former adventure, Metro Gnomes, is going to be made available via the regular sources for Spes Magna PDFs by the end of this month (in theory). I’d like to publish the other adventure, but I need to contact GFYG!‘s author Simon Washbourne. I’d like to note that my adventure, BR&ND, is compatible with GFYG!, but I won’t use someone else’s product identity like that without their permission.

I’m also behind the curve on getting the metric system version of Dodeca Weather done. Once I get caught up, it’ll be made available as well. Those of you who’ve already purchased Dodeca Weather will receive the metric system version for free when I update the files.

Fight a Hunting Flock

In November’s Quid Novi?, I wrote up a micro-adventure featuring a hunting flock of dire corbies. I was inspired by one of Dyson Logos’s many wonderful maps over at A Character For Every Game, specifically his Little Goat Pass map. If you’ve never had the thrill of sliding admiring eyes along the lines and curves of Dyson Logos’s maps, you owe it to yourself to do so now. When you’re done, the rest of this post will still be here.

Little Goat Pass: A Micro-Adventure
Little Goat Pass rises from the main road leading north along the rugged hills up to a high valley once cherished for its lush vegetation and sweet, natural spring. For decades, the goatherds of the lowland communities would head up the pass with their flocks, all but ignoring the ancient fortifications built into the western cliff. In recent weeks, however, access to the high valley via Little Goat Pass has become impossible. A dire corby hunting flock has occupied the ancient fortifications.

The hunting flock is led by Brennus, a dread corby barbarian, and his two dread corby lieutenants. Brennus also commands 10 normal dire corbies, and he has trained a black bear to act as a sentry and hunting animal. Under Brennus’s leadership, the hunting flock has attacked passers-by where the road and trail meet. The monsters then haul their loot back to their lair.

North Group
Heading up the trail to the high valley, travelers pass by this group of chambers carved into the cliff. Brennus has stationed the bulk of his forces here. Four dire corbies stand guard in the entry chamber at all times. They are the arrow slits to check on who’s passing on the trail. 1d3-1 dread corby lieutenants are inspecting the guards at any given time.

The room north of the entry chamber is used by the dire corbies as a barracks. 1d6-1 other dire corbies are off duty in this room at any given time.

Dread corby lieutentants and dire corbies not on duty who are not in this group of chambers are either on the trails (25%), in the west group (50%), or in the south group (25%).

Brennus rewards his followers well. The dire corbies have a goodly amount of treasure: a phial of exotic perfume (525 gp), an outfit of royal clothing (200 gp), a false bottom chest (50 gp) concealing an illustrated book of poetry (40 gp) and a potion of cure light wounds, a masterwork backpack (50 gp), a set of armor spikes (50 gp), an arcane scroll (grease, phantom steed, CL 5th), four skyrocket fireworks (50 gp each), and 780 gp of various coins, gems, and jewelry.

West Group
The entry chamber here is used by the dread corby lieutenants. The westernmost portion of the room holds their nests; the eastern part is used for meals, games, and meetings.

Brennus lairs in the southern chambers. He uses the two smaller rooms for storage and for a crude altar to the various evil powers he worships. At any given time, Brennus is either in these chambers (65%), on the trail (5%), in the north group (10%), in the south group (10%), or visting his bear (10%).

Brennus’s trained black bear is kept in the caves opposite the west group of chambers. It has been taught the following tricks: attack, defend, down, fetch, guard, and track.

Southern Group
The dire corbies don’t have a constant presence in this chambers. They have yet to find the secret door in the cave. Every now and then, some of the dire corbies hang out here. Cracks and loose rock mar the trail in front of the caves. Although the terrain looks dangerous, it’s relatively stable. Count the area as rough terrain.

The secret chamber was once used as a treasure room by the ancient fortifications’ builders. It still holds some of this treasure: an arcane scroll (hold portal, sleet storm, CL 5th), a divine scroll (hide from undead, goodberry, CL 1st), plus 140 gp of various gems and 100 gp of assorted coins.

Brennus
CR 5; XP 1,600
Male dread corby barbarian 3
NE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft., Perception +8

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 natural)
hp 61 (2d10+10 plus 3d12+15)
Fort +8, Ref +8, Will +5
Defensive Abilities ferocity, trap sense +1, uncanny dodge; Immune fear

OFFENSE
Speed 30 ft., climb 30 ft. (40 ft. unarmored)
Melee 2 claws +8 (1d4+9) (Power Attack)
Ranged masterwork composite longbow +10 (1d8+6/x3)
Special Attacks intimidating glare, leap, rage (13 rounds/day), rend (2 claws, 1d4+5)

STATISTICS
Str 21, Dex 18, Con 21, Int 11, Wis 12, Cha 16
Base Atk +5; CMB +8; CMD 22
Feats Blind-Fight, Intimidating Prowess, Power Attack
Skills Acrobatics +18, Climb +19, Handle Animal +9, Intimidate +14, Perception +8, Stealth +7; Racial Modifiers +8 Acrobatics, +2 Perception; Armor Check Penalty -2
Languages Aklo
N.B. Melee, CMB, and CMD include -2 attack roll and +4 damage for Power Attack. When raging, add +4 Str, +4 Con, +2 morale bonus to Will saves, +10 hit points, +2 Fortitude saves, +2 attack rolls and damage with melee, and +2 Climb and Intimidate.

SPECIAL ABILITIES
Intimidating Glare: Brennus can make an Intimidate check against one adjacent foe as a move action. If he successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which his check exceeds the DC.

Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can make a full attack against foes in reach.

Screech of Doom (Su): Once per day, a dread corby can loose a horrible shriek that terrifies its opponents. The dread corby can target one creature within 30 feet. This target must make a DC 15 Will save or be frozen in fear, cowering for 1d6 rounds. Any other creatures within 100 feet must make a DC 12 Will save or be frightened for 1d4 rounds. Those who make the save are shaken for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

GEAR
+1 arrows (x15), masterwork composite longbow (Str 21), masterwork hide armor, potion of cure moderate wounds, tanglefoot bags (x2), thunderstones (x2), quiver, 5 normal arrows, plus 185 gp of other stuff

Dread Corby Lieutenants (x3)
CR 2; XP 600
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., Perception +9

DEFENSE
AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural)
hp 19 (2d10+8)
Fort +4, Ref +6, Will +5
Defensive Abilities ferocity; Immune fear

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+3)
Ranged javelin +5 (1d6+3)
Special Attacks leap, rend (2 claws, 1d4+3)

STATISTICS
Str 17, Dex 16, Con 19, Int 11, Wis 14, Cha 12
Base Atk +2; CMB +5; CMD 18
Feats Blind-Fight
Skills Acrobatics +16, Climb +16, Perception +9, Stealth +8; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Aklo

SPECIAL ABILITIES
Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can make a full attack against foes in reach.

Screech of Doom (Su): Once per day, a dread corby can loose a horrible shriek that terrifies its opponents. The dread corby can target one creature within 30 feet. This target must make a DC 13 Will save or be frozen in fear, cowering for 1d6 rounds. Any other creatures within 100 feet must make a DC 12 Will save or be frightened for 1d4 rounds. Those who make the save are shaken for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

GEAR
masterwork studded leather, javelins (x2), one of the following potions: potion of cure moderate wounds, potion of cat’s grace, potion of bear’s endurance, plus 75 gp of other stuff

November 27th, 2011  in Quid Novi? No Comments »