A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label Sanktar Plains. Show all posts
Showing posts with label Sanktar Plains. Show all posts

21 October 2016

[Inktober 2016] Day 21—Gonk Tribe's Arena


Gonk Tribe's Arena
(Key word: big)

Located in an enormous knob of granite jutting up in the middle of the Sanktar Plains is the arean of the Gonk Ogre tribe.

Two massive stone slabs serve as doors. Inside a narrow (relatively) walkway rings a steep pit. The pit is littered with stones, tree branches, and bones.

The pit serves as a place to resolve challenges and duels, as well as a place of punishment. The tribe will also bring in warriors of other races for entertainment.

The knob is nearly fifty feet tall and the pit another twenty-five feet below the surface. The victors are aided from the pit by means of a rope ladder. The dead rot where they fall.

19 October 2016

[Inktober 2016] Day 18—Brom's Hovel



Brom's Hovel
(Key word: escape)

Brom, a human druid, is well-known in the Sanktar Plains. A hermit, he keeps to himself and guards his privacy jealously Despite his powers, he prefers to flee fro confrontation if possible.
  • Escape #1: a secret door leads from behind his bed to a passage headed northwest, running west for a mile through the rock.
  • Escape #2: a passage leads from E1 to a rough-hewn spiral stairway leading to a hidden oasis on the top of the bluff, 500' above the Plains.
  • Escape #3: a trapdoor beneath the flagstone floor leads north to Brom's storage room. A narrow door and stairs makes for an excellent defensible position.
  • Escape #4: a passage from E3 and from the northeast wall of the hovel lead to a two-mile-long passage through the rock to the southeast.

15 October 2016

[Inktober 2016] Day 15—The Waystation

Gah. This post means I'm all caught up for the mid-point of Inktober.

This also represents my attempts at drawing flagstones a la +Dyson Logos-style. I don't think it worked. I think I'll need to bribe him or +matt jackson for some tips.


The Waystation
(Key word: relax)

Located on the edge of the brown sands of the Sanktar Plains, the Waystation is the last safe place of rest for many miles. Manned by a human ranger named Mal, strangers will find three cots and a couple of coal stoves for warmth. A few supplies are also available for a charge.

Under the flagstones, however, are accommodations for friends. Several more cots, a secured secret room for valuables; the cavern is heated by a magical rune, which also provides light to those rooming here.

The river feeding the Waystation's well also provides a means for secret shipments to the small pier as well as an escape route if needed.

[Inktober 2016] Day 13—Shrine of Banael


Shrine of Banael, Undergod of Fear
(Key word: scared)

In the middle of the Sanktar Plains stands a tall, solitary knob of rock. As one enters the cavern and follows the steep, curving slope, the actual shrine is reached.

Legend says that Banael himself was last seen within this shrine and that it was his touch that released the flow of dark viscous ooze in the fountain.

The ooze and the altar radiate fear—crippling to most mortal creatures. Dread builds as a creature climbs the sloping passage. A hideous statue of Banael stands in the shrine.


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