Slann
Aginor
Fifth Spawning
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A somewhat epic notion forms...How do sailors find or determine the center of Mera’s Lake? Air breathers usually need something solid to point a sextant toward — fixed point of reference to establish the zero meridian.
How do sailors find or determine the center of Mera’s Lake? Air breathers usually need something solid to point a sextant toward — fixed point of reference to establish the zero meridian.
That's a good point. The Lunatans can easily use a prominent geographic feature as their Prime Meridian but since I established that Mera's Lake is almost invisible to the naked eye, that makes it tough to use as a map reference point.
Maybe I'll toss out the idea of a Mera's Lake Meridian.
That's pretty hard actually. Getting the latitude correct is rather easy, but the meridian, that's hard to get exact. Even with modern tools (a good sextant, maybe even stabilized, and a good clock with only a few seconds drift in a year) that's not an easy task.
So if they can create some sort of fixed point to navigate with (at least two would be ideal) that would he a major help.
That's possible. Navigation with a fixed point and a star or two stars has been done.Could the second point be a Pole Star? (Is that how Earth navigation worked...fixed point on the ground + Polaris?)
My game does not rely on grid based combat like a lot of D&D games. It's just not my style. I run games best when I have a moderately loose outline. Also, I don't like the idea of dungeon rooms with monsters that patiently wait for PCs to enter them.
So did they play last night?dungeon outline.
Occupants
Guldur
1 Wendigo
6 skeleton archers
16 common skeleton warriors
4 Bone claw skeleton warriors
3 zombie bears
1 skeleton Chimera
If the PCs corner Guldur in his inner lair (and foolishly give him time to regroup), he can reanimate 1 addition Bone Claw, 2 skeleton archers, and 12 common skeleton warriors, and 7 skeleton wolves).
I thought about giving Guldur an enslaved ghost spy. I
The engineering of the tower itself is remarkable.The Dungeon of Guldur was a tower fortress for a petty dragon noble during the First Age. In the Third Age the Tower fell over and essentially got buried by a wave of dirt. The tower is mostly underground. The dungeon entrance is where the top of the tower used to be.
[A Lunatus prime merdian] ties in with an idea I had “floated” much earlier in this thread.
So did they play last night?
It occurs to me that your paranoid Necromancer has everything but an escape hatch/exfil plan. A set of horse bones to animate in an emergency (undead steed to flee on) might be a thought.
The engineering of the tower itself is remarkable.
An ordinary stone tower would collapse into rubble once it reached about 30° tilt. At least that’s my **guesstimate.
How far over is it tilted? (Stairs on the ceiling..?)
Where was the ground based entrance to this tower? Buried now? But how deep?I'm not sure what a reasonable escape plan from an underground tower would look like unless I linked it to a big underground cavern...
...and I ultimately decided not to give Guldur access to the school of Conjuration and the spell Dimension Door, a spell which allows emergency teleportation of about 50 yards, then onward to an skeleton steed. I have a bad reputation from previous games of letting recurring villains pull off unlikely escapes very often...
If there was a ghost or two around maybe they’d be victims with unfinished business working against Guldur trying to avenge themselves without getting enslaved.
Where was the ground based entrance to this tower? Buried now? But how deep?
Escape plan is: secret door, passage, detonate glyphs, climb out past rubble, animate a horse, Flee! (First destination is spellbook hidden in wilderness...)
- Skeletal remains of a horse or two outside.
- An unremarkable stone slab nearby.
- Explosive Glyphs on the underside of the slab.
- There is a secret passage from chamber 4 or 5 up to the surface right under that slab.
- Passage is Hidden by a secret door.
Never trust a teleport spell when a secret door would do.
An NPC concept for a member of a rival character party
Umara Witherwisp The Halfelven Paladin
-Race: Half-Elf
-Class: Paladin
-Background: On Rumspringus
-Gender: Female
-Description:
--Appearance: Exceptionally handsome brunette
--High Ability: Charisma
--Low Ability: Dexterity
--Notable Talents: Skilled actor and master of disguise; Extensive vocal range... very low or high voice
--Flaw or Secret: Has a powerful enemy
Race: Half-Elf
-Subraces and Variants:
--Elven Ancestry: Wood Elf of Loren
--Human Heritage: Unknown
-Physical Characteristics:
--Age: 85 years
--Height: 5'9"
--Weight: 164 lbs.
--Eyes: Brown
--Skin: Tan
--Hair: Copper
Class: Paladin
—Sacred Oath:: Faith...Know your path is righteous, or else the gods would not have set you upon it.
--Nemesis: A rival paladin who now works in league with the Doppelgänger
--Became a paladin because: A talking Stag appeared before her and set her to undertake a holy quest.
Background: Traveler On Rumspringus
-Trait: Inquisitive. Everything is new, a thirst to learn, fascinated by the beauty and wonder of mountainous country.
-Flaw: ears are not highly pointed, hearing is below norms for Elves
-Why Are You Here?: Pilgrim/Quest
-Where are you from?: Loren forest
Lifestory
-Alignment: Lawful Good
-Origin: Elf Kingdom
--Birthplace: Sacred grove of life
--Parents: One parent was an elf and the other was a human.
You might invent a third rival party. But one that, like your PCs, originated in King's Lake. Have them set out a few days later. They can be...
- never seen; never contacted
- Used to distract the Orc patrols
- Used to rescue the party from a TPK situation (if you are feeling kindly)
- Some other ‘good guys’ but of a different temple —or—
- Some remnant bad guys from one of Etch’s criminal enterprises recruited by Vusmitt (minions of his; he sends them forth and stays in his hideout in town)
...don't see much room to put a side quest here now, unless I decide to throw a random monster attacking the peasants besides the Dirty Crows...
Do Polnoc, Zimoz, or Frymar collect a treasure tax?
Example: Doughty adventurers Clear out a dungeon/crawl and return to “town” flush with treasure. The haul is 15,000 gp ...how much of that is taken as taxes?
Example: A wrecked treasure ship is found off of Florida... “By law, a portion of the find may [ ! ] be awarded to the finder.” https://legalbeagle.com/6681671-treasure-hunting-laws-florida.html
Players have a way of suddenly deciding, “wait no, bad idea” and immediately heading South when the Dungeon is North.
To prevent the campaign from “heading South” when they do this, have an emergency dungeon ready.
(You should replace your double post with a reworked Key for one of those dungeon maps.)
Would the Orc chieftain demand a cut, if he found out there was a treasure-dungeon in his patrol area?