In my campaign some of the characters/players have been obsessed with the idea of claiming a floating island as their own and building a magnificent stronghold there. Well they have caught hold of a rumor that one exists but is currently inhabited by giants. They have decided that they will crush said giants and take what ‘should’ belong to them. Part of me thinks that they don’t quite understand what they are getting into!
IF YOU ARE CURRENTLY PLAYING IN MY CAMPAIGN DO NOT READ THIS POST! Thanks 🙂
By Frank Tedeschi ( DnDiy.wordpress.com)
There is a stronghold carved into the peak of a mountain on a floating isle, caught in an unending storm. This airy mountain castle was forged by storm giants lead by the titan Crakshar. His undying loyalty to the primordial Saeta-The Devoured, has brought him to this place because here he plans to finally unbind his former primordial master. In this floating isle the material between the planes is weak, allowing Crakshar to open a transient portal to the Elemental Chaos. The divine bonds that hold Saeta are nigh unbreakable, and only can be undone by great unholy power. That is why Crakshar has enslaved Cultists of Orcus to summon the Prince of Undeath himself and persuade him- by any means – to use the mighty Wand of Orcus to free his master.
The adventurers must make their way through the Sunken Pass, parlay with an unusual village of Orc and Goblin Monks, devise a way onto to the floating isle, and stop Crakshar before he frees a being of such catastrophic destruction and power, even the gods couldn’t kill him.
Mt. Evensil lies just beyond what is known at the Sunken Pass, a shortcut passageway through two mountains known as the Sentinel Peaks. The Sunken Pass is named for the large war galleon which is shipwrecked between the peaks a hundred miles from the nearest body of water. The path to Mt. Evensil lies through the heart of this cryptic ship whose origin has passed into myth.
Beyond the ship marks the base of Mt. Evensil, a 1000 foot sheer cliff. At the base of the cliff dwells a small village of huts and caves belonging to a mountain cult. The cult is an eccentric bunch of isolated men led by a tribunal of spiritual half-orcs which worship those found within the deep belly of the sunken galleon.
The floating isle itself was created during a devastating event at the end of the Teifling Empire, which led to the peak of Mt. Evensil breaking away from the rest of the mountain leaving a deep valley behind. A furious broil of thunder and lightning enveloped the isle which eventually drew Crakshar and the storm giants to claim it as their own. However Crakshar is not working alone he has enlisted the aid of a living glacier, who was once part of the holy glacial lattice which has imprisoned Saeta. Together they have begun to strengthen their numbers with both storm and frost giants.
The storm giants built many of the peripheral rooms open to the elements and storm outside. The red lines denote the absence of wall (and presence of cliff-like mountainside). The two circular rooms are slowly turning in the indicated directions.
A-Armory and merchant B-General storage C-Dining Hall D-Kitchen E-Barracks F– Interrogation room G-Dungeon H-Cultist study/preparation room I-Summoning room for Orcus J-Throne/audience room K-Crakshar’s chamber L-Room of the stormstone golem whose magic keeps the isle afloat M-Large amphitheater like room, channel in center of room is used for entry/exit of the castle. This room is also used for grand storm rituals if they are to ride the wind into battle. N– Portal to Elemental Chaos and Saetia P-Tower of the Elder Elemental Eye
Due to the storm and seepage from the elemental chaos all rooms open to the outside are subject to random weather. Roll 1d10:
1. lightning storm. Hazard rolls initiative. Every round on its turn each creature in area rolls a d20 any natural ones are stuck 3d10 +5
2. Unusually fierce wind and snow. Movement at half speed -5 to ranged attacks.
3. Driving rain. Sight is halved. -2 to atk rolls for obscured vision
4. Ice. Half speed. Or acrobatics for full speed DC=16. Failure=prone slide three squares
5. Fog. -5 perception checks. 6 squares away have partial concealment. Rogues have automatic combat advantage in this area and a +2 bonus to steath checks.
6. Raging Wind hazard (the plane below 4e supplement)
7. Very pleasant indeed.
8. Overcast and quite chilly.
9. Fist sized hail. Hazard rolls initiative. Attacks everyone on turn. +12 vs Reflex: 10 damage.
10. Acid rain. Melee weapons deal 7 additional acid damage on hit. All armor wearers (except cloth) is at -1 AC
This is still a work in progress, one of which I hope will include many interesting encounters, side quests and unbelievable dangers. Once finished I hope to compile this adventure into a pdf module complete with some nice maps, monster stat blocks, and plenty of random generation table fun. I hope you guys enjoy this preview and check back later for the completed work!
Soon I will be making a post about the first two sections of this adventure: Coming to the village of New Village home to the strange Orc and Goblin Monks and the exploration of a crashed airship.