Wednesday, September 25, 2019

Magarven's Last Polyandrion

Magarven is a famous treasure hunter in from the Capital Region of the Empire. He was known to find and preserve Antiquities from ages past. A little over a decade ago, a torrential flood followed by landslides revealed a crypt or a tomb just miles from the Capital. Magarven was the first to enter the tomb and as was his habit, mapped it. The scale of his map is 2 yards or six feet per square.


Inside, he found many strange items, the large bed (B) in the main hallway attracted his attention. He felt that it contained secrets. Bypassing it, he entered and diagrammed the two oval lobes and all of the items contained within. He forbid anyone from moving anything. As he progressed down the main hall to the south, he stopped at the four strange works in the center of the hall (M). 

Something about them raised his alarm and he went no further. He ordered his men to begin excavation along the sides of the entry way. He ordered that the tunnels be no larger than the blocks that the tomb was made of. They began the western side and progressed to the western oval vault when he oddly ordered them to stop.

Magarven entered the new tunnel, inspecting the block walls from the outside. The workers heard him casting spells as he went. When he was done, he roped off the entrance behind him and repeated the casting inside the main hallway. Bored and unneeded, his crew left for the day.

In the morning, Magarven was found lying on the bed, with his map. He had marked off odd diagonal lines through the blocks of his diagram.

"It's broken. All is broken," he muttered. "Enter no more, if you value your life."

His command was followed for a few months, until it was obvious that he would not return to complete his work. A local thief and mage were brought in to explore the tomb. Armed with his map, the mage determined that the diagonal lines were paths of magical force. When the thief took a turn at the map, he decided he, too would not venture past the strange works (M) in the middle of the hallway. His rationale was that if the great Magarven would not cross that point, he wouldn't either. Nothing indicates what is wrong with the space.

Unlike other weird tales, Magarven is not accursed, mad or dead. He merely refuses to speak of his Last Polyandrion. He has taken to writing of his adventures that lead him to the Polyandrion, telling his followers and fanatics that the last chapter will explain the mystery.

As yet, items B through N-sub-2 have not been described and the last handful items at the end of the hall are a complete mystery.

Tuesday, September 24, 2019

The House at the Folly

This misnamed ruins is located in the general vicinity of the Kobold Folly. It could be as old as the Folly itself. The design of this building is typical for the Empire, except in the Capital region, not out on the Great Savanna.


Some of the rooms have a clear purpose such as the kitchen, while others are ambiguous due to the age and state of abandonment. Room 4 could be a Master Suite or perhaps an office space. There is no evidence of softgoods in this room. Room 7 is in a similar state of ruin, however small pieces of paint, stone fragments and other object de art litter the floor. The floor of room 8 is covered in fabric and padding debris, it could have been a bed or other furniture. Room 9 is completely bare while the obvious remains of a bed are in room 11.

The windows are not panes of glass, but stained glass much like the Kobold Folly's stained glass. The windows are two layers, one the interior and a duplicate on the exterior. The subject matter of the stained glass is astronomical, not astrological in nature. The double layered nature of the glass might be the reason why this house's windows are intact while most of the windows in the Folly blew out.

Monday, September 23, 2019

Cell of Rona the Wisewoman

Rona the Wisewoman is one of the NPC in my Peninsula of Plenty campaign. She is a very old woman and is an unlikely adventurer. After her husband passed, she felt a calling and traveled far to the north, into the mountains in search of god. She came to the Kerke of Yondalla the Provider. The Kerke was a typical halfling church, a stave structure. She begged entry and hermitage. The halflings agreed and provided her with a cell suitable for her needs.


The main church is build of the traditional wood staves the halflings are so fond of. The exterior is loosely clad, while the interior walls are more precisely constructed. When Rona requested her cell, the halfling priest had the northern interior door replaced with a double door, so that Rona could see the main altar from her cell.

The expansion of the church was build with non-traditional stone, and allowed the church to add a servant's quarters to the structure. Rona was sealed in her cell, her only access to the outside world was a small window facing into the church and bars facing west into the parlor area where she could recieve guests.

When word of the Emperor's need of adventurers arrived at the Kerke of Yondalla, Rona smashed a hole in the north wall of her cell to respond. The halfings have repaired the hole and removed the bars between the parlor and the cell.

Since the day of her leaving, the candles on her private altar have been burning bright yellow, without being consumed. Many miracles of healing have occurred in and around the cell. The halfling priest has taken this as a sign that that Rona is a Saint. In response to this revelation, the tribe has begun solidifying the church's exterior walls to ensure the structure remains whole for future generations.

The Infirmary of Corellon

Corellon has no temples or churches. However, his followers have created spaces of refuge and contemplation of their maker. The Infirmary of Corellon is one such place. It is located on the eastern edge of the Great Savanna, in a elf made mound. 



The main structure has an eastern door and 10 roughly appointed areas for meditation. Each space ends in a small window that faces into the earth of the mound. The debris in these opening shift with the seasons but are never allowed to breech the side of the mound. Elves staying with in these spaces will find that meditation triples their healing and sometimes, if the need is great, visions will appear in the windows.


At the end of the central shaft is the Great Light, a magical creation that lights and warms the whole structure.

To the south-east of the mound is the caretaker's home. It is also roughly appointed with tables and chairs. The north section of the building houses a kitchen and the south section is a private space for the care takers. These two sections are separated with a green grown lattice of ivy. Stepping into the ivy magically transports the elf to the private area in the southern section and back. Only elves can make this passage function. If another creature attempt to cross this ivy threshold, they will be proportionally repulsed. If a weapon or spell is used on the ivy, the attacker will be teleported 1-3 miles in a random direction. Occasionally, they will arrive with their possessions, but most of the time they will be completely naked.

Between the two halves of the building is a roofed, pleasant area with tables and stools. Two sliding doors can be closed against the weather.

Sunday, September 22, 2019

Review - Magic Items by The Raging Barbarian aka Simone Tammetta

Title: Magic Items - 1d100 magic items for (almost) every moment
Author: The Raging Barbarian aka Simone Tammetta
Rule Set: Agnostic
Year: 2019
Pages: 16
Levels: Low level
Rating: ★★★★★

Oh, this is the month of reviews. I am all off kilter and not reviewing my normal fair of historical books and D&D modules. Last week, I reviewed the wonderful Moldy Unicorn by Nate Treme.

Today, we are looking at The Raging Barbarian's Magic Items - 1d100 magic items for (almost) every moment. First, it's PWYW over at DriveThruRPG and second, it is ruleset agnostic. I'm a D&D player and generally like D&D themed items, but this agnostic book is great for little details and brainstorming. As advertised, it has 100 magic items. General attributes are mentioned, such as triggering mechanism and range. Exact effects are left to the DM. All and all, it is a list of great idea starters or weird little things to inject into a game for light-hearted fun.

The book also has a cool, non-distracting series of drawings around the edge. The images are lineart which saves ink and all of them beg to be colored.

All and all, 5 out of five. It's definitely worth dropping some gold and silver in the tip jar.