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 Inktober. Show all posts
Showing posts with label Inktober. Show all posts

05 February 2017

[Inktober 2016] Day 29—The Tombs of Jarra Cavernfire



The Tombs of Jarrra Cavernfire
(keyword: secret)

The tombs of this ancient Dwarven queen appear simple at first: three sarcophagi and three massive coffers,  emptied long ago . A secret door leads to an empty chamber; a priceless repeater hangs in the far wall. The floor is warded: any creature(s) that cross 3/4 of the floor fall through the floor 50' down to a floor of spikes. If the party contains a Dwarven priest (LG), the floor instead solidifies and tilts downward, revealing a surprise.

A series of rooms hold the remains of Jarra's Priestesses, piles of weapons, and coffers filed with treasure. Beware: other deadly traps and invasive vermin are in these lower halls.

A hardy and intrepid party will find its way to the grand hexagonal sarcophagus of Jarra herself. If she is disturbed, she will quickly rise to wreak her vengeance.

26 January 2017

[Inktober 2016] Day 28—The Salamander's Cavern


The Salamander's Cavern
(keyword: burn)
After following a narrow, winding tunnel a mile or more, the party finds themselves in an air pocket.* Far beneath them flows the life-blood of the Mountain God—a river of magma.

Across a narrow bridge arching over the river is the dwelling place of an aged but cunning salamander. In a natural pool, magma bubbles. A steep ledge is where the creature sleeps.

The cavern is also home to three magmin, minions of the salamander. If approached/attacked, they will do whatever is necessary to herd their foes into either the pool or over the edge and into the molten river. The intense heat in the cavern makes it difficult for surface dwellers to breath and will weaken them physically.

*(As this is a grand cavern, the scale should be at least 1 ■ = 10'.)

24 January 2017

[Inktober 2016] Day 27—The Lair of the Dark Folk


The Lair of the Dark Folk
(keyword: creepy)
A crumbling ruin at the ed of a dark, filthy alleyway hides a long, steep, winding stairway. Once leading to an underground hideaway of a minor noble, it now leads to the disgusting lair of a small tribe of dark folk; both dark creepers and a dark stalker reside here.

The walls, ceilings, and floors are coated and misshapen with trash and filth. The dark ones move quickly in their habitat; all others must move at half-speed or slower to avoid tripping or sliding. If someone falls, there is a 50% chance of an injury (1d4 + disease).

Ten creepers nest in the crannies of the main floor, while one stalker and six more creepers nest on the lower level.

23 January 2017

[Inktober 2016] Day 26—The Warehouse of Amon'ley

I'll be damned if I'll let Inktober 2016 win. I lost enough in 2016 and endured enough pain and heartache to lose one more thing. I don't care that it's 2017. In my map book, it's no longer 2016 but not quite 2017.

 The Warehouse of Amon'ley
(Keyword: box)

This massive warehouse stores countless arcane treasures. The labyrinth of crates and barrels—some stacked 60' high—makes it nearly impossible to catalog the items mixed in with the mundane wares. Only Amon'ley knows where everything is, and he keeps it all in his head.

There is one entrance: through a massive sliding metal door, although Amon'ley has a portal in his small office. Two guard stations with archery slits flank the door.

Amon'ley uses the services of a huge half-demon ogre to lift and move the crates, periodically rearranging the crates to prevent any covert attempts to catalog.

16 November 2016

[Inktober 2016] Day 25—The Druid's Rest


The Druid's Rest
(Key word: tired)

This small hut is nestled among six ancient standing stones. Each stone bears a different rune and stands on a small hillock, as if thurst up from within the earth. One stone has toppled and several are cracked. The ring itself is surrounded on three sides by a steep cliff; the approach is a sloping path lined by dressed stones.

No one knows who built this haven for weary travelers. The well and corral are well-maintained, the wood pile never runs out, and the outhouse is always clean and decorated with fresh pine boughs. (There are no pine trees for miles around.) Inside, a wood stove heats the room in cold weather; snow never falls on the hilltop despite its height. Seven cots are maintained and there is room on the floor for additional bed rolls.

Although comfortable, guests seldom spend more than a couple nights; reports of strange events and noises abound, as if the unseen owner discouraged long-term stays.

09 November 2016

[Inktober 2016] Day 24—Potoel the Pie Maker

(Potoel the Pie-Maker
(Key word: one dozen)

Potoel makes pies. Pies and sausage. His wares are known throughout the city for their delicious taste and unique spices. Potoel developed his recipes while in the Wars against the city-state of Berl. Unknown to any, the Wars also turned Potoel into a high-functioning ghoul.

Upon returning home, he opened his shop selling meat pies he bakes on the premesis and sausages he makes in his basement. His wife left him soon after he opened the shop; at least, that's what he claims.

In his sub-basement, he keeps a baker's dozen of "fresh" sources: the city's beggars and hopeless are kidnapped and kept here until he's ready for a new batch. The occasional wealthy citizen appears there once in a while too.

It's true what they say: the less people know about what goes into their sausage, the better they'll sleep at night.

[Inktober 2016] Day 23—Quagmire Springs

Yup. My life has finally calmed down a little bit. I'm between real-world deadlines and I've started a new job (and potentially new career). It's not much, but I'm hoping it will let me get back and finish Inktober, albeit a few weeks late.

Quagmire Springs
(Key word: slow)

Despite the spring technically being "freshwater" the water springs from its source rife with a murky, oily substance as wee as a noxious green fungus. The resultant "water" is dank and vile; its viscosity causes the spring to flow slow and thick down the natural slope to pool at the bottom, where it slowly drains out.

The "water" can be lighted on fire as if it was oil; if imbibed it can temporarily grant an increase to Strength (an effect of the fungus) and Charisma (from awe and disbelief that anyone would be bold enough to actually drink the fluid). When the effects wear off, the individual suffers a temporary Dexterity and Constitution loss from the resulting sickness.

28 October 2016

[Inktober 2016] Day 22—Brownleaf's Cottage


 O.K. I'm now in the process of playing catch-up. A couple of real-life deadlines are kicking my butt, but I'm determined to see this through, even if I have to bleed into November just a bit.

Here's the offering for Day 22: 

 
Brownleaf's Cottage
(Key word: little)

Brownleaf is a pixie druid, who fancies himself an artist. He has crafted himself a home in a discarded snail shell in Elkhole Forest.
  1. Entry Hall: Brownleaf keeps most of his weapons and armor here.
  2. Rumpus Room: used for entertaining, games, sport, etc., as well as his studio.
  3. Gallery: Brownleaf keeps his favorite artistic works here.
  4. Storage/Dining: used for both storage and informal dining.
  5. Study: bookshelves, a comfy chair, and a stove.
  6. Bedchambers
  7. Walk-in Closet
  8. Treasure Room: linked to #7 by a secret door.


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.

[Inktober 2016] Day 20—Quirinklauth's Lair


Quirinklauth's Lair
(Key word: squeeze)

The Drake, Quirinklauth, has amassed a tremendous hoard of treasure in his cliff-top lair. Quirinklauth enters through a small cave that leads to a hole in the top of a one thousand-foot-high subterranean dome.

Other creatures must enter through the winding, narrow passageway; the passage is so narrow, in fact—sometimes narrowing to only a few feet—that human-sized creatures can only proceed at a fraction of normal speed. The passage is also, on average, only three- to four feet tall.

The hoard in the domed cavern is dozens of feet deep, and includes weapons, armor, gems, and coins, as well as art objects. The items are both mundane and magical

[Inktober 2016] Day 19—The Airship 'Voidkeeper'



The Airship Voidkeeper
(Key word: flight

The brainchild of the mad Gnome mage, Seglik Glitterfoot, the Voidkeeper is a one-of-a-kind transport.

In addition to Captain (self-appointed) Seglik and his first mate, a female human ranger named Kaet, the Voidkeeper's crew consists of five other mages, a cleric, and crew—an assortment of rangers and fighters.

Suspended from a balloon of delver-skin containing harnessed arcane plasma, the airship has a mage-powered stern propeller for movement. The crew transports goods and people...but is not above a bit of piracy.

Two open decks—one on each side—are dubbed "Mage decks" and are enclosed only by a low railing. The Mage decks are used for the Voidkeeper's defense as well as offensive capabilities.

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.

18 October 2016

[Inktober 2016] Day 17—Barrows of Idet-hur



The Barrows of Idet-hur
(Key word: battle)

A millennia ago, on the fields of Idet-hur, an epic battle took place between two Armies of the Elves. The followers of Queen Kaiannathas and those of King Nyounus met; shields and spears crashed together, swords and arrows flashed in the sunlight. Day after day, week after week, until all lay dead or mortally wounded. Time made barrows of the bodies; grass became their shrouds.

Sample treasure (in addition to coins and mundane items): 
  • +2 buckler (small)
  • +2 warhammer [sheds light]
  • boots of elvenkind
  • robe of bones
  • +1 amulet of natural armor
  • +1 steel shield, heavy
  • composite longbow (+3 STR), MW
  • pan pipes, MW
  • breastplate, MW
  • studded leather, MW
  • +1 longsword
  • circlet of blasting, minor
  • +1 shortspear
  • full plate, mithral

[Inktober 2016] Day 16—Outpost at Ketchum Falls


The Outpost at Ketchum Falls
(Key word: wet)

High above the Ketchum Forest is a meandering trail, which leads to a cave complex behind the grand Ketchum Falls.

The entry to these caves is blocked by a crude iron portcullis, raised by a winch. The portcullis was installed by a band of outlaws led by a half-orc named Joax. The band includes several humans, a half-elf, a dwarf, and a halfling, as well as Joax's Mate, Kedra.

The edge of the main cavern is perpetually wet, slick from the spray of the falls. One wrongly placed step could mean a quick and steep death.

No one knows who else has used the outpost, and for what purposes. Rumor has it, however, that it's haunted.

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 14—Kyro Timesong's Forest Home



The Forest Home of Kyro Timesong
(Key word: tree)

The Elven princess Kyro Timesong established her own tree-home following an argument with her mother, the Queen.

Kyro took with her several of the royal servants, her personal guard, and even a few of the lesser nobles. Her little sister, Evthi, went with her in an effort to establish her own independence.

The many-layered system of platforms are joined by ladders, bridges, and stairways, weaving among the massive splayed limbs of the ancient ironoak tree. Kyro's guard are well-skilled with both the bow and the sword.

[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.


13 October 2016

[Inktober 2016] Day 12—The Worried Goat


The Worried Goat
(Key word: worried)

The Worried Goat is a tavern in Northeast Coldtreath. There is no inn; no rooms are available—this is an eating, drinking, and entertainment establishment only. Information, of course, costs extra.

A good-sized stage plays host to medium- to high-level entertainers of all types. Daan Steele tends bar and doles out information from behind a large ironwood bar that wraps around the kitchen.

Outside, a wooden outbuilding shelters the stairway into the small storage cellar.


11 October 2016

[Inktober 2016] Day 11—Portal of Mystery


Portal of Mystery
(Key word: transport)

There are three entrances to the cave complex. Two come in from the South, from the mountainside. The West entrance joins to a secret door from the lean-to belonging to Rog, the crazy Hermit of the Hill.

The complex is guarded by two massive iron golems.

The portal itself is burined far into the complex, behind a well-hidden secret door that is securely locked and thrice-trapped.

No one knows where the portal leads. Occasionally a gold bar or a bag of silver ore will appear on the steps in front of the shimmering doorway. Not a single adventurer who has ventured through the portal has ever returned.


10 October 2016

[Inktober 2016] Day 10—Joari's Step


Joari's Step
(Key word: jump)

Fifty years ago, Prince Tetaros fell in love with a peasant woman named Joari Pinlean. They carried on a romance in secret for over a year; when Tetaros told his parents, the King and Queen reacted predictably. They put their feet down. Hard. 

Unfortunately for the couple, their love was real. They ignored the Royal edict and married in secret. After two months, a royal heir was conceived. Despite their efforts, the King and Queen learned of the marriage.
Royal assassins were sent to resolve the issue. Tetaros helped Joari elude the assassins; she fled to a small mountain overlook, nearly 1100 feet above the royal preserves. The assassins raced after her; Tetaros followed after. He caught up with them in time to see her jump to her death rather than face the assassins. He pushed his way through the assassins and followed his true love over the edge.
Their ghosts still reenact the chase and the jump to this day.



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