Isle of the Storm Giants: New Village Village

The first stop along the way to Mt. Evensil and the floating isle will most likely be New Village (aka The Village of New Village or New Village Village). It is possible that the adventures might perceive and want to check out that crashed airship nearby but without the permission of the village ‘elders’ they may meet some resistance from villages who are worshiping at or around their ‘Sacred Ship’

NEW VILLAGE VILLAGE

General Information

A small village built at the bottom of a cliff leading up to the Sentinal Peaks. Strangely enough this isolated village is filled with half-orc and goblins who are not only peaceful but have apparently achieved enlightenment.

Population: ~50

Inhabitants: From most to least prevalent Half-orc, Half-goblin, Orc, and really short goblins.

Government: Ruled by Six of the eldest villagers, who rule on principle.

Trade: Virtually none. The are simple hunters and gatherers, relying heavily on simple grains, nuts, roots, and seeds. They do keep a small but functional bit of livestock including a few cattle, chickens, and sheep, one of which is named Shadowfax ‘Lord of all Sheep’.

Culture: All who live here have been trained carefully and diligently by an expert Githerzai Monk. Many revere this monk as ‘father’ and may very well actually carry that relation. The villagers do not like to talk about the ‘father’ and will avoid the topic at great lengths. For the characters it is something of a mystery why the orcs and goblins here act like monks in a Githerzai way and can be discovered if they explore the cave (known as Father’s Cave), or if the perform a task which deems them worthy of such personal information.

Their monk training has led them to a tranquil life of balance and markedly civilized behavior. They view any outsider who is not trained in monk-like ways or peace and strength of mind to be savages. Savages are animals, and animals may not enter the village proper confining them to the barn with the livestock, unless proven to be civilized.

Coming to New Village Village

Entering the village can be somewhat tricky, and it is up to the DM to decide how far to push the PCs. The town is simple, and the people here are civil, nice, but stubborn. They are extremely reluctant to allow ‘savages’ into their village, especially fighters, warlords, and other heavily militarized classes. Rangers (one with nature), Druids(one with the animals), and Wizards(one with knowledge/history) with a show of knowledge and enlightenment can be permitted on a case by case basis. A Monk, especially a Githerzai monk, is permitted instant access and can help vouch for his companions. However, until truly proven to be ‘enlightened’ to their monastic expectations they must stay and sleep with the livestock.

At the village gate visitors will be met by two muscled and robed sentries and a short goblin dressed in white robes covered in smears of ink. The goblin has a ledger book, ink pot, and quill at hand and takes note of the comings and goings of the village (especially when outsiders are involved). The inky goblin, known as Groint, is not quite rude but is definitely firm about not admitting savages, but would be willing to set up an audience with the elders to grant access to the village. Again, non enlightened characters are confined to the livestock field and barn, while Githerzai monks and other high minded folk may walk about freely and are given a hut to spend the evenings.

Groint performs his day to day functions adequately, however he is reluctant to admit these fellows because he is possessed by an Indwelling devil..

Inside New Village Village.. Father’s Cave.. Tomb of the Orc Slayer and more!……Next time!

Isle of the Storm Giants

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)

Adventure Synopsis:

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.

Background:

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.

NEW MONSTERS: Displacer Croc and Giant Snake

Variety is the spice of life, and for DnD that can translate to creature variety. Not long ago I thought of something that I found interesting but did not exist. Rules and/or a stat block for a displacer crocodile. Thus, I made one. Its a little intense when it comes to chomping down on enemies and grabbing them. That’s why I like it. Throw three of these bad boys into a lagoon while the players wade through and things will get REAL.

These guys are certainly a little treat but what really freaked out my players was 30 foot snake gliding through the water unseen. Again, I searched for half an hour for some stats on a giant snake, and came up with nothing. So I took a few minutes and drew up some attacks and made this:

Its simple and to the point, paired with the crocs it makes for a nice little swamp encounter. Enjoy.

Puzzle Cube: The Runes of the Shadow Chain Dwarves

If it were up to me all games would have some type of puzzles to them. The more interesting, complex, reliance on observation and association the better. This is why I pounded my players with my most devilish device yet.

Background/History: A subset of the Glintshield Clan known as the Shadow Chain Dwarves hold the secrets of the Glintshield clan and of their home Stonefang Pass. In the underbelly of the Pass there is a secret passage which opens to a large cavern. Here the heroes found orcs which had snuck in and hunted down the Shadow Chain dwarves. At their camp there was a small chest inside contained a number of stone blocks inlaid with Dwarvish Runes.

At the end of the cavern there stood a large 16 paneled door. No locks no handle of any kind just just panels.Four of the panels have pictures engraved in them the others are all blank.  Above the door was an encrypted inscription which once decoded read: First to the Two, Then Input the Three. 

The Details: The door is a small puzzle which then opens the ‘key’ hole which happens to be the shape of a cube.

Here is what is important about the cube. The players must assemble it from the blocks in the precise orientation in order to activate its inherent magic which will open the door. This is the fun part. See picture below for reference:

Made from various size wooden blocks and a permenant paint marker.

Note there are 2 inch cubes, 1 inch cubes , and (in the top right hand corner) even 0.5 inch cubes. Getting sizes that fit to from the correct shape of the object is important otherwise you’ll end up with all the wrong proportions. I had 6 2″ blocks, 7  1″ blocks and 8 0.5″  blocks to make up a single 4″x4″ cube.

On the cubes are written dwarven runes. You can search google to find the specific rune set you wish to use or make up your own. A couple of the PCs spoke dwarven so once they had the cube pieces they immediately set out translating each individual letter. A good idea. You can fit sixteen runes on one face of the cube. To have things make logical sense I wrote a short phrase that I wrote out starting on one face and moving down the cube like it was scrolling down until it filled up the four faces on the vertical plane, leaving the two sides blank. It took a few moments thought to come up with something which fit precisely the number of letters I needed AND made sense with the story but it was manageable. For the two outside faces of the cube I decided to use just two repeating words to make it just a smidge easier.  Thus the long phrase read in dwarven runes:

“From Below From the Earth, Father of Salt and Stone, Upon a Molten Throne, Beware”

with the sides reading: “Bind Pray, Bind Pray”

In the context of the story it worked out as it was referencing the ancient Earth Titan bound within the mountain kept there by they efforts of dwarves who worshiped Moradin and Torog.

Once the players have translated all the cubes and placed then in the correct orientation, the cube snaps together and the runes glow a dim silver. The players will be able to read the message of warning and begin to wonder what they have gotten themselves into. The cubes magic is easily percieved, but what to do with it?

As I said before the Cube is a key to a 16 paneled door. Which of course contains a riddle and a puzzle. That will be my next post.

Enjoy.