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.