Thursday, December 19, 2019

The Castle of the Lake Part 6

The Castle of the Lake Part 6
The sleeping quarters are spacious, though covered in layers of dust.  The beds have fallen through their frames, the mattresses are moth eaten and falling apart, and any other furniture in the rooms is questionable whether anyone wants to sit on or use them.  The curtains and blankets are moth eaten, but look as if they were beyond beautiful at some point in time.  The windows are stain glass, though many are just of simple garden scenes or battle scenes.  Sir Vargin states that the royal family was large and well loved by the locals, but he does not know if they lived or not.  He will not say what happened or when he is from and if pressed, he seems very hurt by the questions.

For the GM the royal family did escape, though several were lost during the escape.  They resettled near by and became leaders of a small village that grew into a moderate sized city.  Most, if any, do not know they are descended from the royals of this castle.  Here is the crux.  If a member of the royal family, or their descendants, were to enter the castle, it would remain and no longer be cursed to bounce around in time and space. If the players were to pry this from Vargin and accomplish bringing a descendant to the castle, Vargin would be forever grateful.

Wednesday, November 27, 2019

Happy Thanksgiving!

Happy Thanksgiving!

From my family to yours, Happy Thanksgiving, safe travels and best wishes to you for the holiday season and the year to come!

Thursday, November 21, 2019

The Castle of the Lake Part 5

The Castle of the Lake Part 5
The ballroom is huge, larger then the outside would suggest.  There are stain glass windows all around the hall, depicting Gods, heroic battles and the wonders of nature.  The floor is covered in dust, but beneath the layers is a mosaic so breathtaking it's hard to walk upon the floor without feeling you are walking upon something sacred.  It is of the major Gods creating the world, and even with age, the colors are splendid.  There are tables and chairs around the edges of the dance floor, but none look reliable to sit upon or use.  There are more light stone here that also come to life as the party enters, and light stones placed upon a giant chandelier above the middle of the dance floor.

Thursday, November 14, 2019

The Castle of the Lake Part 4

The Castle of the Lake
The library of the castle is huge, and Sir Vargin is not surprised the party wants to see the repository of knowledge.  The room is as large as four peasant hovels and 2 stories high.  Books line every wall, with small bookcases in the center of the room, along with study tables and chairs.  The room lights up as the party enters.  Sir Vargin is very proud of the magic, saying the lightstones have an extra magic to sense when people are in the room.  It would take weeks to find anything in the room, but Sir Vargin says there is a book catalog on the table near the door.

This is the main reason the keep continues moving through time and space.  The library is very complete in its knowledge, some of the books from future times, since Sir Vargin sometimes is able to convince his guests to leave knowledge with him.  But the keep continues to move because a mage wanted to save the library from a ruler who wanted to use the knowledge to conquer the whole world. There is some very powerful mage magic books here, but they are not cataloged and are hard to find.  Sir Vargin will help the group find mundane history or simple magics, but he will not help them find those books.  If the party does find those books, he will question them on their intent and if he finds them unworthy, he will attempt to kill them.  If anyone tries to take the books out of the keep, the keep will instantly disappear to the next new location and time it deems safe.

Wednesday, October 30, 2019

The Castle of the Lake Part 3

The Castle of the Lake
   Upon entering, the inside of the castle looks far better then the outside, though there is no life, no movements, save that caused by the wind, and a layer of dust.  Sir Vargin will greet the party , a smile upon his face, and strangely shakes their hands.

   "It has been some time since I have seen people to speak with and show the castle to.  Let me show you the way."

   He leads the party past the stables, a training area, and an area for carriages.  There is one carriage present, in poor shape, and probably not road worthy.  Granted, there are no mounts in the stables to pull the wagon if it could be pulled.  Not even crows or pigeons fly from the lofts as the party walks by.
   The next room is a cloak room, with faded rugs and curtains, and Sir Vargin asks them what they would like to see first or anything they would like to know.

For the GM this castle has all the normal bits, a library, kitchen, dinning halls, rooms, (for both servants and masters), etc.  I will go into more detail of each, shortly.

Wednesday, October 23, 2019

The Castle of the Lake Part 2

The Castle of the Lake
Once reaching the castle, the group will notice that the drawbridge is rotting through in a few places, but the small door in the drawbridge is still whole.  The stones of the castle are covered in moss and other hanging plant life.  And though it doesn't appear as if anyone is living there, a voice calls out to know who approaches.

For the GM, the voice is that of the seneschal of the castle.  He is tied to the castle, no matter where or when it might go.  He is a middle aged man, dressed in fine dark blues and blacks with the symbol of the tree of life upon his tabbard.  He carries a long sword and a curled horn on his belt and a ring of keys at his neck.  Depending on the group's answer he may or may not let them in.  If they say something along the lines that they want to explore or learn about the castle, the seneschal, Sir Vargin, will let them in to explore.  If they say something along the lines that they are there to plunder he will refuse to let them in and they will have to break in.  He is considered a fighter/mage of 10 levels higher then the party, with magical armor and arms and a large knowledge of magic.  He will be amused by their attempts to get in, but he will not try to stop them if they are not really making headway.  He, after all, likes to have entertainment now and again.

Thursday, October 17, 2019

The Castle of the Lake Part 1

The Castle of the Lake
The castle has a magical aura about it, towers at each corner, at least 4 stories tall, while a taller spire is in the middle.  The walls stand 3 stories tall and there are clearly buildings of stone inside, which all look in perfect condition, at least from a distance.  There is a draw bridge, and a smaller door inside it, but it would never reach the shore.  The nearby villages and towns are willing to supply people to go investigate, but none of the locals want to explore themselves.

For the GM, many of the locals will rent out boats to get explorers out there, but none are willing to take them, so someone will have to know how to use a boat.  Any supplies the locals are selling will be two times the list price. (The locals are not above price gouging.)  There is not magic keeping anyone out, but the whole castle emanates a strong magic.  The magic is the translocation magic that brought it from a different location and time. (The time can either be in the future or the past, what ever fits your campaign.)  More details on its origins to come.

Wednesday, October 9, 2019

Expanded Timeline for After Chaos (AC) Part 333

Year 333 AC
In the middle of the great lake near Lakeshire, a great fog arises, lasting for days.  The fog is nothing new, since the lake bares fog during the winter months all the time.  This time, though, after the fog clears a great castle sits in the middle of the lake upon an island that was not there before.  People from Lakeshire go to investigate, but do not return.

Wednesday, October 2, 2019

The Lost City of Nuyah Part 4

The Lost City of Nuyah
The voices of the dead become more frantic and more frequent as a person enters the temple.  They beg to be released.  As the party remains in the temple a dark shadow fills the cave and a loud, rumbling voice asks, "Who dare disturbs the dead?"

For the GM this shadow is a red dragon, large enough to fill a good portion of the cavern.  He came in to the cavern as a dwarf, (or what ever humanoid would blend in best with the people working in the cavern), and wants to know what the people here now are doing to the resting place of his friends.  He was content to let people explore until the temple is breached.

The dragon's name is Fornoon.  He had befriended the former leader of the dwarves when they were both young and came to adopt the small settlement as his own.  He was devastated by the death of all his friends, but does not know how to release their souls, for he was never good with magic.  If a character says he may know of a way to do so, Fornoon is all ears.

The way to release their souls is up to the GM.  A priest of Taniger sanctifying the temple once more would do so, but if you want the group to go on a quest to find some magic item, feel free.  Once the dwarves' spirits are freed, the dragon will reward the group with tokens of his esteem.  If there is a dwarf in the party, he will ask the dwarf if he wishes to reestablish the small settlement for mining.

Wednesday, September 25, 2019

The Lost City of Nuyah Part 3

Lost City of Nuyah Part 3
In the center of the city is a large temple to Taniger, though it is in great disrepair.  The roof is caving in, the doors have been blasted inward, and the pillars that line the walk way in the temple itself are teetering.  Inside is the most devastating find.  The stone benches are shoved to one side, many broken and upside down.  The mosaic tile upon the floor with pictures of dwarves at work are broken and scorched.  There was once a stain glassed window behind the alter, (a stone fixture carved with lovely pictures of Taniger and his followers), but it was blasted out, as well.  Near the alter and behind the broken stone benches are the skeletons of hundreds.  Many hold axes and shields, even some of the children, but they are all piled where they died.

For the GM, this is where the wizard trapped the dwarves, then bust in the doors before casting his spell to suck out their souls to power his spells he wished to cast to take over the nearby kingdoms.  Their deaths were painful, and unfortunately not quick, but none from the city escaped.

Monday, September 9, 2019

The Lost City of Nuyah Part 2

The Lost City of Nuyah
The streets are made of stone, laid in intricate patterns, mostly geometric shapes, though it appears each street has it's own pattern.  Dirt and rubble cover the streets, small animal prints here and there in the dust.  Tools and wagons lay strewn upon the road ways, as if people just left them and walked away.  Most are in poor shape, (wooden handles falling apart at a touch, wagons leaning to one side because a wheel is broken, etc.).  The sound of dripping water can be heard but no living beings seem to be present.

The first major structure anyone would come to from the miners entrance is a large archway of stone with writing carved into it.  The language is familiar but not instantly recognizable.  As people go under the archway the whispers begin.

Anyone walking anywhere in the ruins will hear whispers of voices saying anything like, "Go back", "He is coming" or "help us" or any variation there of.  There is no visibly living people to actually talk, so the source is unknown, persistent, but not constant, at first.

For the GM, this is the first hint that something bad happened here.  For your knowledge these are trapped souls of the dwarves that lived here.  A wizard trapped them in the archway to give him power for his dark spells.  There is a way to release the souls, (though not bring them back to life), so they may continue on to their gods.  The writing is in an ancient form of dwarven, so anyone with the ability to read dwarven should be able to decipher most of the sign that says, "The City of Nuyah" or the City of Stone.  Anyone with a very high dwarven lore skill would know a little about the city.  The city was said to be abandoned because of a plague and that no one should go there if they didn't want to catch the plague.  The truth, which your players will not know yet, is that a dark wizard cast a horrific spell that sucked up all the souls in the city, from child to oldster, and placed them in the archway to serve as his focus.  Delightfully, the wizard died shortly after when the dragon that was friends with the city ate him, but was unable to save his friends.

Wednesday, August 28, 2019

The Lost City of Nuyah

The Lost City of Nuyah
The city sits in the middle of a large underground lake, three causeways leading out to the island, all of which are damaged in one way or another.  The cavern itself is large, reaching into the depths of darkness.  The tunnel the miners broke into appears to have once reached the surface but caved in at some time in the past.  It is a good mile from the surface, though more in then down. There are also two other tunnels, that are blocked, that may lead elsewhere.

The buildings are made of stone, with very little wood used in structure, though some for furniture.  Glowing fungus give the cavern an eerie glow and bats line the stalactites that are nearer the tunnel.  Blind fish swim in the water, (which the water appears to be fed by a spring but flows out of the mountain in a stream, which eventually becomes a river outside the mountain).

Thursday, August 22, 2019

Expanded Timeline for After Chaos (AC) Part 332

Year 332 AC

While mining in the northern Tsalagi Mountains, a group of miners stumble upon a small village/city in the mountain itself.  There are homes, businesses, even tools of trade everywhere, but no people.  Mages and scholars from all over come to see who the village may have belonged to, underground as it is.  But some of them begin to disappear and help in investigating the disappearances are called for.

For the GM this could be a good hook for adventure, for either a mystery or just ruin exploring.  In the next few days I will expand on the location and the history of the small village.

Tuesday, August 13, 2019

Expanded Timeline for After Chaos (AC) Part 331

Year 331 AC
Farmers riot against the leaders of several cities in the south eastern part of Taina.  The cities are demanding lots of tributes for little protection and leaving the farmers destitute as well as hungry.  The farmers band together and block food deliveries to the nearby cities, causing starvation and calls for retribution against the farmers.  The farmers ask for help from the nearby city leaders who are not over taxing, as well as mercenaries.


Wednesday, July 31, 2019

Expanded Timeline for After Chaos (AC) Part 330

Year 330 AC
The leaders of several large cities west of the Tsalagi Mountains meet and discuss a treaty involving them all.  It includes trade, non-aggression and aiding the other cities when the need arises.  Leaders of Pathfinder, Weatherworn, Jasper and Swiftwater, (all in the south eastern part west of the Tsalagi Mountains) are apart of the agreement.

Monday, July 15, 2019

Expanded Timeline for After Chaos (AC) Part 329

Year 329 AC
Scholars find a small, ancient ogre village off the east coast of Taina when the ocean recedes for a few years because of coastal flows. The village has stone buildings, though the roofs are long gone, and many of the objects of every day life are embedded in ash and sediments.  Adventurers were asked to be protection as well as help with the discovery.

For the GM, the village was covered in a ash from a nearby volcano that had erupted, then covered by the ocean once more.  No more ogres are in the area, but the ghosts of those who were killed still linger. This is an ideal way for an encounter with ghosts or saving the scholars form bad happenings brought on by the ghosts.

Wednesday, July 10, 2019

Expanded Timeline For After Chaos (AC) Part 328

Year 328 AC
Princess Rose and her family, while out inspecting nearby holdings, comes upon a herd of wild horses.  As Rose, now four, approaches the herd of horses, all giggles, the horses bow before her and she runs right up to a beautiful bay mare.  The mare allows herself to be led away from the group and handled by the princess.  No one else but the princess can approach her, but with the princess she as gentle as a lamb.  She calls the horse Ginger.

Monday, July 8, 2019

Expanded Timeline for After Chaos (AC) Part 327

Year 327 AC

A mercenary group carves out a small "Empire" in the northeast corner of Taina. They demand taxes and tribute from those who live there, and if they do not receive them, whole villages burn.  A few villages come together to sponsor a group of adventures to take out the mercenaries before they become a bigger problem.

Wednesday, June 26, 2019

Expanded Timeline for After Chaos (AC) Part 326

Year 326 AC
Princess Rose develops an ability to charm animals.  Druids come to see the two year old and test her abilities, but can't seem to catch her in the act.  The followers of Wesa are perplexed, trying to get her to show them her powers, but the wily 2 year old and her furry friends only show their abilities when the druids are not present.

A temple of vines rises from the forests near Pathfinder, dedicated to Iktomi.  Though no priest called it forth, soon many followers of Iktomi arrive and establish one of the few actual temples dedicated to Iktomi.

Monday, June 24, 2019

Expanded Timeline For After Chaos (AC) Part 325

Year 325 AC
Princess Rose is visited by the head of the orders of Pezuta and Catiana.  They meet with her parents for several hours, and though no one but those four no for sure what is said, many believe they were foretelling the future of Princess Rose and what she would do for the world.

In south eastern Taina, the grape harvest is so robust that wine merchants are overwhelmed with stock.  Wine is transported to all corners of Martapa and new trade routes for wine from the region are established, which will last centuries.

Monday, June 17, 2019

Graduation Season in Real Life

Here it is, June 17th, and I can finally breath.  My oldest graduated Friday and the weeks leading up to the grand celebration overwhelmed me.  But it was all worth it.  He graduated with honors, plans on going to OSU and wants to study engineering.  We are so proud of him.  But the whole ordeal made me think of all you other parents out there, going through the graduation and transition to adult process.  Breath, is my first suggestion.  You have raised these children for 18 years, taught them right from wrong, and molded them to be fine adults for all that time.  They will do fine.  Step back and let them become the beautiful adult you have worked so hard to raise.  Hug them, love them, but let them go.  They will come back and return that love, (if for no other reason that they need real food 😍), and you will be so proud!

Congratulations to all of 2019's graduates!

Tuesday, May 28, 2019

Expanded Timeline for After Chaos (AC) 324

Year 324 AC
Princess Rose, daughter of Lord and Lady Karoon, is born.  Celebrations last for weeks, with gifts given to many of the poor of the area, feasts for everyone, and tournaments of prowess.  Being the first child of Avir and Lacy Karoon, she is the heir to the City State of Karoon.

Thursday, May 16, 2019

Expanded Timeline for After Chaos (AC) Part 323

Year 323 AC
A flock of gryphons is found in the northern regions of the Tsalagi Mountains.  Mages and scholars run to the place to research the rare creatures, while rangers and druids try to protect them.

The leaders of the village of Pathfinder start a medical herb garden acres large and invite healers from all over to add to what they have and come to research the herbal remedies.


Monday, May 13, 2019

Expanded Timeline for After Chaos (AC) Part 322

Year 322 AC
A drought ravages the east side of Taina.  Refuges flood the west and those spots on the east who have enough water are forced to defend their water and food from refuges.  Things get very ugly and many people die, peasant and royal alike.  Some of the bigger city states on the west side try to send aid, but it is only a drop in the bucket.  When the fall rains finally come, only 2 in 3 people remain alive.

Tuesday, April 30, 2019

The Order of Knights

The Order of Knights, brought on by the large coastal disaster, was started by the warlord, Lord Capson.  His holdings were near the coastal village of Calabay and he saw many of his subjects and friends harmed by the earthquake.  Taking his loyal mercenaries, his healers and a few mages he set up a camp for refuges to come and receive food and aid.  When word spread of what he was doing, priests of many of the light Gods and independent mages came to help and spread out more camps down the western coast line.  Needing to protect them, Capson went to other local warlords and asked for their aid to send guards and supplies of their own. Some did not want to help, but some helped as well.  Later, after the earthquake victims were made right again, those who helped Capson and his people formed the Order of the Knights, (though none of the warlords would call themselves knights), to meet future problems.  They set up a base in Capson's town and all of them sent a rotation of guards to work together, priests to learn healing techniques and mages to teach other rescue techniques.  Each warlord also sent supplies and money to pay for such activities.  This lasted for nearly three centuries before the region fell into power struggles.

Wednesday, April 24, 2019

Expanded Timeline For After Chaos (AC) Part 321

Year 321 AC
An earthquake hits the western coastline of Taina, causing tsunamis and whole villages to be swallowed by the earth.  The Order of Knights, a group of warriors, healers and clerics, is created in the hopes of helping the people of the area recover.

Tuesday, April 23, 2019

Expanded Timeline For After Chaos (AC) Part 320

Year 320 AC
A roving band of mercenaries and thieves roams the lands, burning settlements, plundering old tombs and cities alike, and taking royals hostage for money.  Those who are in charge, and even some small villages, put up a rewards for their capture or death.

Monday, April 22, 2019

Expanded Timeline For After Chaos (AC) Part 319

Year 319 AC
Mages try to start a mail system where they port with magic mail from one location to another.  It works, most of the time, but when a very important item from a noble disappears, the program is ended.

The road between Stormvale and Merryweather is being redone and will take years.  Things are made slower by animal and monster attacks. Mercenaries and adventurers are being hired to deal with the monsters to make the workers safe.

Wednesday, April 17, 2019

Expanded Timeline For After Chaos (AC) Part 318

Year 318 AC
A priest of Iktomi comes upon a glowing maple tree that heals anyone who comes with in close range of it.  The healers of Pezuta swarm the area in search of a reason and set up a small, temporary hostel to use as a place of healing.  There are many fakes who try to stop travelers so there is a need for adventurers, mercenaries and guards to protect the pilgrims who come in search of healing, as well as the healers protecting the tree.

Thursday, April 11, 2019

Temple of Knowledge Part 3

The main room is large, with broken book cases here and there, but most are intact.  There are small study tables, a fountain, (which the water is not flowing at the moment), and small rooms off to the sides.  To one end of the room is a raised dais and where chairs would be if they were watching someone speak or debate.  There are a few skeletons in ratty robes here and there, most sitting at tables with writing material and books before them.  The paper and books are in bad shape, though there are some good books here and there.  To each side, high up, are what look like colored glass windows in the form of works of art.  Most are still covered in dirt from being dug out of the earth.

For The GM, the people in here range from priests to knowledge seekers who were caught in the spell. They died the same as the two priests in the greeting room.  The books are all from all over Martapa, ranging from theology to just basic farming techniques.  There are some magic items and coins upon the dead, and there are small magic items through out the room.  It is up to the GM what the players find.  But this is a good place to put in some long running adventure hook, such as finding some bit of knowledge, or an item, or even an entry way into the underworld.  If you do the last, perhaps find some muddy foot prints near the dais to start that adventure.

Wednesday, April 10, 2019

The Temple of Knowledge Part 2

The building is locked, but it is workable.  Once the door is opened inside is a small room with an arched opening that appears to lead to the rest of the building.  The room is lined with bookcases, though the books looks the worse for wear.  There are several broken chairs, shredded and moldy tapestries upon the walls, with worn rugs upon the floor.  In one corner sits to skeletons in once fine robes.

For the GM, the two priests who are siting in the corner were followers of Catiana who were chatting when the spell took place.  They were moved with the spell, but died since the spell was only meant to move inanimate objects.  This place was meant as a greeting/waiting room, so people were allowed to read the books as they waited to enter the rest of the library and discussion hall.  The priests do have a few magic items upon them and a key for a room farther into the building.

Monday, April 8, 2019

The Temple of Knowledge, Part 1

The small building the farmer found takes month to unearth, much to his displeasure.  He is compensated with gold and food stock by the nearby temple of Catiana, the Goddess of Neutrality.  When they finally unearth the whole building they find that it is made of marble, looks fairly intact, from the outside, and are unable to figure out why it was under six feet of dirt.  There are reliefs on the outside portraying people reading, studying and speaking to others, so the scholars are assuming this building was a center of learning of some sort.  They have asked a group of adventurers to help them explore, because the door is locked and they fear there may be traps.

For the GM, this building was a small shrine/learning center of Catiana's priests.  The reason it was under six feet of earth was a spell gone wrong.  They were trying to teleport the statue the farmer found to this location, (which use to be a meeting place before it was a farm), and ended up transporting not only the statue but the building as well, and it was miss transported by six feet deep.  I will go into the interior of the building, but you, as the GM, can always add tunnels underneath to make it a bigger delve.

Wednesday, March 27, 2019

Expanded Timeline For After Chaos (AC) Part 317

Year 317 AC
A farmer, plowing his field, finds a statue of a person holding a book.  The face is worn, but the bits of clothing still able to be seen, do not look local.  After some digging, scholars find an entire building made of stone.  Scholars are unsure who the building belongs to.

Tuesday, March 26, 2019

Mystery of the Sea Door Part 17

The door opens up into a forest, with huge trees, (at least 6 feet in diameter), with a deep canopy.  The park like atmosphere is cool, with the sounds of birds echoing through out.  Light beams break through the canopy here and there, and dancing lights seem to be everywhere.  Since it's the middle of the day, it is hard to believe they are fireflies. The sound of a water fall is not far off.

For the GM there are sprites who protect the woods and animals in this strange, magical room.  This is where the ancient race would come to relax and meditate.  The sprites will attack anyone who draws a weapon, casts a hostile spell or tries to harm the wildlife.  They will chitter at anyone who draws near and will talk to anyone who can speak their language or the ancient language.  They know very little, only that they need to please their masters who they have not seen in a long time.

There is little pockets of treasure, here and there, that the sprites have hidden.  If the players try to take it, they need to roll to see if the sprites notice. If they do, the players will be attacked.  There isn't anything super expensive, but there are some random magic items and potions here and there.

Thursday, January 31, 2019

Mystery of the Sea Door Part 16

The hallway to the west is relatively flat, covered in dust, with frescos on the walls of forest scenes and winged elves in the woods. Empty sconces and dark light stones fill niches in the walls.  The door has a giant oak tree upon the face, which seems to grow leaves then loose them in slow rotation. There is some of the strange writing around the top of the door.

For the GM the door is trapped with an odd trap.  If it is tripped, (triggered by not properly disarming the trap on the lock,) vines come out of the walls and wrap around all those near the door, then they slowly begin to squeeze.  Fire, any spells that affect plant life, and chopping at the vines will keep people from being killed.  The lock and trap are moderately hard to unlock and disarm.  The words say "For nature is king", in the ancient elven dialect.

Tuesday, January 29, 2019

Mystery of the Sea Door Part 15

The former residents of this ruins were priests of many faiths, but mostly of the sun, nature, weather and knowledge.  Each of the doors lead to pocket dimensions that ultimately lead to the other planes if the proper keys are used. (No, the keepers of the desert do not have them, they were in the hands of the guardians of the temple.)  Each pocket dimension celebrated the cardinal directions and an aspect of the world at large.  The elves who inhabited not only the temple, but a village above, studied the stars, nature, and the weather, sharing their knowledge with all who wanted to know.  The keepers are not positive, but they believe the guardians of the ruins were killed by invaders and much of their knowledge carted off, since it's been so long since they had talked to the guardians. (They were in stasis, but they could still keep track of time.)  The keepers were in the oasis long before the guardians of the temple contacted them, but they are descendants of those who were originally there.  On a side note, the keepers will mention the priests were all winged elves, a race not seen in many thousands of years.

For the GM, you can use this knowledge to find the keys to be able to plane hop, sell to a collector, or restore the temple, or even a combination there of.  If a priest in the group wants to restore it, priests of Tymara, Iktomi, Wesa, Catiana and Furere are a good choice.  I have not fleshed out a god of weather, either, so that is always an option for you, as GM, to make up.  Also, this may lead the group to delve more into the winged, or Ancient, elves.

Tuesday, January 22, 2019

Mystery of the Sea Door Part 14

The door opens to a sandy desert oasis.  The area around the door has palm trees, a small pond, lush plants, even singing birds.  Beyond that is miles of sandy dunes and a bright sun in the sky.  To greet you is a group of humanoids who appear to have jackal heads and are dressed in light, breezy clothing and armed with curved swords.  They glare at you as you enter, their muscles tense and their hands straying toward their weapons.

For the GM, these are guardians of the oasis, protecting a magical font so that no-one takes the water source for their own uses.  They will not attack, unless attacked.  They can be reasoned with and even some knowledge can be learned.  If the group actually talks to them, then have a giant scorpion attack and they can help the guardians.  If they attack the guardians, then make the guardians, (who are jackalweres), two levels higher then the party is, (given that it makes the jackalweres high enough to be an encounter. Either way, take the treasure for a jackalwere.  If you want, add in the treasure for the scorpion.

If they talk to the guardians, the guardians know much about the ruins by the sea and the people who inhabited the ruins.  I will talk about what they know tomorrow.

Thursday, January 10, 2019

Mystery of the Sea Door Part 13

The southern hallway slopes down for 30 feet with pictures of oasis, sun and elves in light and airy clothing.  There are sconces that are not lit and light stones that are not working line the hallway in small niches.  The floor is covered in symbols of suns and clouds.  The hallway, like the one leading north, is covered in cobwebs and dust.  It ends in a doorway with a large sun carved upon it with archaic writing around the top of the door.  The door is locked.

For the GM the door is trapped with a fire trap.  The difficulty for the trap and the door lock is moderate to disarm, and the trap is moderately hard to find.  The pressure plate is right under the doorknob.  The damage is fire and will catch other things nearby on fire if they do not make their save. There is an illusion upon the sun to make it shine when someone gets near the door and the words above the door state, "Let us bask in the glory of the sun."

Tuesday, January 8, 2019

Mystery of the Sea Door Part 12

Once the door is opened, the cavern is strangely icy, ice sprites fluttering here and there.  The sound of winter wolves echo in the distance, the cavern being so large a single torch or light spell can not see it all.  It almost seems larger then what the cliff side can hold.  The wind picks up as you enter the cavern.

For the GM this cavern is an extra-dimensional pocket and has a good 500 acres of ice, frozen trees, and critters that would wander in such an area.  They are in suspension until the door is opened.  This also wakes up the ice elemental that wanders the area.  There is a small treasure of diamonds, coins, and jewelry near a small outpost of trees and a broken down cabin near the middle of the cavern.