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 Pithily Oroborus, An overview of our D&D module
EddieG
Posted: Feb 25 2008, 04:31 AM


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For the last few month I've been mentioning that Myself, Megasquid, and Ranma have been working on a D&D module every once in a while in the news update. Well now we’re ready to start unveiling it. We call it

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Nice Logo, huh?

Originally it started out as a campaign we were playing where the Players were controlling Evil and Unusual PC’s. Megasquid was a Mind Flayer, Supah was a Troglodyte, and Ranma was a Cleric of Velsharoon. After Paizo lost the license to publish Dungeon as well as Dragon magazine, Wizards of the Coast started a contest for new blood to submit various articles in hope of publishing them. Our latest campaign felt like something different and we thought it would be perfect material to get noticed. We considered entering but didn’t like what was in the fine print, like losing ownership of our submission regardless if was selected or not. Instead we decided to continue working on it and post it here on our website for everyone to enjoy. We're also looking to get feedback and suggestions from those interested to better refine our ideas.

Here is a brief overview of the module as written by Megasquid Man.



Pithily Oroborus

In a certain region of the Underdark, near-isolated from the rest, there is a saying to those who enter or live there: “What Once Was Shall Be Again, Once More; Again and Again.”. This region is called Pithily Oroborus, and understandably so seeing as they say that this one region is cursed to reenact events, over and over. Though the generations may pass, the events stay the same, without remorse.

Long ago, a colony of Dwarves and a colony of Drow made their homes in Pithily Oroborus, before it had ever gotten its name. The Dwarves and Drow of old had fought a bloody battle to gain control over their new home, but in the end, neither side had won, and they had no choice but to retreat and leave the ruined outposts and settlements behind.

Many times later, the Dwarves and Drow would return again and again, expanding the ruins outward more and more with each generation. With each expansion, many other inhabitants would soon join as residents in Pithily Oroborus. Such beings would be the Svirfneblin (Deep Gnomes), the Troglodytes, and most recently, the Mind Flayers (Illithids).

Though Pithily Oroborus is underground, it is much much more than just rock and tunnels. Its environments somewhat reflect environments aboveground, but they can be seen in a more alien light. Its grasslands are made of moss. Its forests are made of mushrooms and plants that grow downward instead of up. Bioluminescent plants dot the paths and fields. Fields of quartz crystal intermingle with veins of near-cooled lava flows, like forests and rivers. Lake Möbius, and its magnetically-fuelled tidal forces, create rivers that flow throughout Pithily Oroborus.

But the atmosphere is tense, for all sides, those noticeable and subtle, will fight for the land they live upon; and others, perhaps, for purposes far more sinister.

In short, this ain’t a “Drizz’t the Drow” story, my friends.


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EddieG
Posted: Feb 26 2008, 10:02 PM


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All right, now that I’ve had a good nights rest lets talk a little bit more about what we’re planning to do with this module. Just like when we originally played we want to give those who would use this module a chance to play and interact with unusual and evil characters that goes beyond blasting them into oblivion.

To accomplish this The Underdark felt like a comfortable fit. In most campaign settings the Underdark is a subterranean world far removed from the societies above ground. The Underdark is also teeming with bizarre and alien life forms and is home to some of D&D’s most notable evil races such as the Drow and Mind Flayers. It would also give players a chance to explore both the common location, such as caves and ruins, as well as more exotic environments, like mushroom forests and fields of crystals.

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If you look at the rough draft map of Pithily Oroborus that Megasquid drew up you can get an idea of the layout of the land. We’re going to improve upon the map as we further develop our ideas, as well as correct any errors, like how we have the Dwarven city facing the wrong direction.


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MegasquidMan
Posted: Feb 26 2008, 11:03 PM


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LOL, yeah, I was hoping to get on that Wednesday, hopefully.

So, yes. EddieG had explained to me that the last campaign he had crafted up ended as simply a mindless slaughterfest. But, not to seemingly toot my own horn, Pithily Oroborus started out with me simply saying this (or to the best of my knowledge):

"Hey Ed. I wanna play a Mind Flayer!"

At first, he was a little iffy, the most obvious being that Illithids are verrrry powerful and his hesitance about me being too powerful. I simply explained to Ed, while reading the Savage Species book on Mind Flayer Leveling, that I actually, GENUINELY wanted to play an Illithid because I was interested on how to act like one. His tension lessened, knowing that I was telling the truth, and knwoing my history of playing the odd characters (A Psionic Gnoll, a Saurian Mage, a... Giff.)

He agreed to my proposal, but on one condition: Illithids initially only get +2 Intelligence when starting as "Level 1", and gain all the other stat boosts as Levels go up: the remaining +2 Strength, +4 Dexterity, +2 Constitution, an additional +6 Intelligence, +6 Wisdom, and +6 Charisma, all of which gets accumulated, slowly and +2 at a time, from Level 2 to 15... told you they were powerful!

He told me that I'd only get the +2, but I would get the other benefits, as it showed on the Mind Flayer Level chart (the abilities, the Tentacles, and, eventually, the Extract Brain Abilitiy, which would come MUCH later). I accepted.

This also led to a good breakthrough as to not make a community something to overtly avoid immediately: Only a small number are full-fledged Illithids, powers, stat boosts, and all. The majority are fledgelings, whose powers have only begun to emerge. Though, with the small number being powerful balances out the urge for PCs to kill the Mind Flayers on sight. Just becuase a monster isn't as powerful as it would normally be doesn't mean it shouldn't be feared, and taken with caution.

After that, I had bought Lords of Madness, which allowed me to, in some extent, peer into the mental tinkerings of Illithid Society. How they act, how they think, how they manipulate lesser beings all in the name of science and knowledge. Heheheheheheh... (BTW, would you believe beyond all the sadism and harshness, that Illithids are actually conservative; meaning when they do something, it has a highly logical reason as to why it's being done, instead of "it's done for the chuckles")

Well, anyways, as for my Character, whom I wanted to have a unique name... ahem... Nyth’ghull Galeb (if I guy wants to name his monster something Lovecraftian, a guy WILL name his monster something Lovecraftian).

He was made unique by making him not only a Sorcerer (something most Illithids are unsettled by, seeing as it goes against the stigma of study and research), and a Ranger... Why a Ranger? Well, his proposal to the counsil was this: "We live in the Underdark, but we do not know the Underdark. To fully understand it like the back of out hands. And to become not only residents, but dominant predators. Two were intersted by his proposal, while the third saw this as pure folly, too foolish of an undertaking for Illithid to sully their hands on.

But the true question is... is it REALLY foolish? IS IT?!?!?!

Oh, and he also has an Elven thrall, fresh from the capture... and she's a Ranger (yeah, how else do you think an Illithid is going to learn the ways of nature?)

More info on Nyth’ghull Galeb will be divuldged later on, especially on the town of Uzorl, among the other settlements throughout Pithily Oroborus.


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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MegasquidMan
Posted: Feb 26 2008, 11:31 PM


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Oh, another thing I forgot to mention: We do intend to go by the current rules of D&D, BUT we also encourage customizability, for those DMs who do not always go by the book, but DM fairly, and responsibly. For example, one DM might see merit int he Craft Item feats, whereas another may see that as ridiculous, and allow players' characters who have the capability to make them... simply make them without the need of the feat.

Also, currently, we have only one chapter almost completely laid out, which counts as a Level 1 to 3 adventure. We do have the intentions on adding more chapters, but only if the demand, from the DM wanting to play our Module, as well as our own drive, deems it so (to quote a Magic 8-Ball; "All Signs Point to 'Yes'").

The way I see it, in terms of the gameplay itself, Pithily Oroborus should be MORE than a mere dungeon crawl (Ranma, EddieG, and myself, to name a few, have made sure to see to that). There will be times for adventure, times for action, times for a little problem solving, times for strategy, even a little Horror mood, to spice things up. Remember, this campaign is for more experienced players.

If the Module does increase to more than one chapter, me and EddieG also bounced around the idea of a point system for each aspect of Pithily Oroborus, depending on what the PCs do. The point system, much like the rules of D&D, can be thoughroughly used by the DM if he deems it necessary, and for a more richer story, with the potential for multiple outcomes.

Now, onto personal ideas. When it comes to what race and what class the PCs can choose to use for Pithily Oroborus, I say simply pick variety, for perhaps the best, or at least the most interesting end results (aka, a DM doesn't allow EVERYONE to play Drow! hehehehahaha!). And, even though most DMs, so I've been told, avoid using Psionic classes, and Psionics, in general, mixing in Psionics in your gameplay may make things most interesting.

Eddie G and myself will tell more, since I know me and him have worked on some intersting encounters and occurances for this game to be fun. Any other Whackpackians, or anyone with D&D experience, willing to put in their two cents on how this might play are welcome to pitch in... but no "I WANT A HALF-FIEND VAMPIRIC RED DRAGON WYRM!!!" too Epic for my tastes... at least for now, anyways ^__~.


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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EddieG
Posted: Mar 4 2008, 05:13 PM


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So here is the rough draft I have written up for the adventure background, overview, and optional adventure hooks. Please feel free to peruse it and critique, condemn, correct, and commend as you see fit.

Pithily Oroborus

A section of the Underdark called the “Pithily Oroborus” is home to Dwarves, Deep Gnomes (Svirfneblin), Drow, and Mind Flayers (Illithids). The PC’s will be dealing with these important and conflicting sides as they try to solve the problems of unusual & disgusting animal mutilations, and both the mundane & mysterious effects threatening the “Pithily Oroborus” environment. The players’ decisions and choices in this adventure will influence the “Pithily Oroborus”, be it for the good, bad, or even horrifying results too difficult to imagine. Also, keep in mind that though the main constituent of this adventure takes place in the Underdark, there are parts that lead out into above ground areas that are geologically linked to the “Pithily Oroborus” through intricate tunnels.

“Pithily Oroborus” starts as a 1st level adventure designed to give players the chance to play and/or interact with evil characters in both a combat and role-playing capacity. Although design for 1st level characters, the adventure is probably better suited for experienced players as they we be dealing with powerful and evil characters and the decisions of the players will affect the different groups, as they all try to claim this area of the Underdark for themselves. This adventure is designed with evil character in mind but could easily be fitted for players to use good or neutral characters. This adventure could be played as a stand-alone event or part of series of adventure that influence the “Pithily Oroborus”.

Adventure Background

Centuries ago, two groups of Dwarves and Drow tried to settle in this particular area of the Underdark, called the “Pithily Oroborus’. As their settlements grew they came into conflict with one another over space, resources, and ideology. After decades of war and dealing with the dangerous creatures that inhabited the region, both sides found themselves devastated and unbeknownst to one another decided it was for the best to abandon their settlements. They left behind a number of roads and small outpost that have fallen into disrepair, and have become home to the creatures that dwell in the darkness.

After many of those centuries had past the Dwarves dared to return and attempt to reestablish a foothold in the area. Returning to find that in their absence a group a Deep Gnomes took home in the northern reaches of the area. Not long before hand an exploratory force of Drow came to investigate the area and decided it was possible to reclaim the region. Both groups found themselves replaying the events of the past, except the Dwarfs now had an unenthusiastic ally in their reignited conflict against the Drow. And after Seventy years of back and forth skirmishes the Drow would have found defeat if not the new founded city of Mindflayers that threw their lot in with them Thirty years ago.

Now the four races compete against and with one another through force, guile, and crafty diplomacy to gain advantages over one another in their bid to gain control of the “Pithily Oroborus” and deal with the new threats slowly leaking into their world, starting with what is causing all the pollution and slaughtering the animals of the Underdark.

Adventure Synopsis

The adventure begins when the PC’s are recruited or forced to investigate the cause of the pollution and slaughtered animals. During the investigation the PC’s will meet with Nyth’ghuul the Mindflayer, Rass a Troglodyte, and Dirge a Cleric of Velsharoon. Each will try to influence the PC’s and flow of events to suit their needs. First, the PC’s will have to handle a tribe of Goblins responsible for the pollution, holed up in an old Dwarven Outpost. After dealing with the Goblins, the pollution begins to subside, but the killing continues with a young Mindflayer as the next victim. As the players track down the killer, they discover a sadistic Leucrotta is responsible, and must stop it and decided what to do with its dangerous progeny.

The problems of Pithily Oroborus show no sign of slowing as Rass finds out that the water flowing throughout the area is gradually becoming poisonous; foreshadowing to a slow death of the Underdark. Additionally, the Mind Flayers are attacked by a small band of Kuo-toa and there is reason to believe the events may be related. To deal with these amphibious menaces the Mind Flayers petition the Drow to lend them their boats. The Drow are willing, but at a price; and the PCs must help the Mind Flayers acquire the tribute necessary for this trade. And an unusual male Drow is willing to assist in these endeavors. Once the tribute is acquired, they will set off into Lake Möbius and through its waterways to take down the aggressive group of Kuo-toa led by a twisted, nightmarish half-farspawn Kuo-toa named Dholeshoi. If successful the PCs will find out that the waters contamination is a side-effect caused by the monstrous Kuo-toa Leader and perhaps encounter an enigmatic youth with his own plans for the Pithily Oroborus.

Adventure Hooks

While the adventure begins once the PC’s are informed of the happenings at Pithily Oroborus the real excitement begins once they converge on the old road with the major NPC’s and there are a number of ways to get them there.

· The PC’s are citizens and/or slaves from one of the four cities and are recruited or forced into investigating the problems plaguing Pithily Oroborus.

· Traveling merchants who often trade with the Dwarves of Earth Crest arrived at the PC’s home city with word of Adventures needed at Pithily Oroborus.

· The PC’s are recruits from the Temple of Velsharoon and are working at the High Priest’s request to keep relations with the Illithids strong.


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MegasquidMan
Posted: Mar 4 2008, 10:54 PM


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For what books are recommended to play in the land of Oroborus (at least for Chapter One, for starters), initially...

I'd suggest the staples:
-Player's Handbook 3.5
-Dungeon Master's Guide 3.5
-Monster Manual 3.5
-Monster Manual II
-Monster Manual V (there is a possiblity that this will be included into the mechanics of Pithily Oroborus)
-Savage Species (leveling up anf down monsters the FUN way)
-Expanded Psionists Handbook (recommended, but I'm sure for those of you still iffy about Psionics and their mechanics, there will be adaptations and conversions, upon request)
-Fiend Folio (there is no 3.5 for Fiend Folio, so any corrections needing to be made shall be worked on)

As well as some books for essential flavoring (and for present and possible future use throughout the module):

-Heroes of Horror (for those of us who can really make the right eerie mood)
-Monsters of Faerûn (quite useful for fleshing out communities of the Underdark)
-Lords of Madness (recommended for the unspeakable horrors that lie in wait)
-Eberron Campaign Setting (we'll personally take bits and pieces of Eberron into ours, but that doesn't mean it HAS to be cannon for everyone! Adaptations for inclusions and exclusions of Eberron shall be added, for obvious reasons)
-Elder Evils (may or may not be included)

Also, just for simple rounding out, we shall add submissions from Dragon issues #330 and #358.

Any other material needed will be added on, depending on the necessary demand, in additonal to personal choice: That's right, any books you may have that we might not've mentioned you can use to fit into campaign for your personal disposal.


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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EddieG
Posted: May 25 2008, 02:59 AM


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Now when we first played through this adventure all the players were either native to Pithily Oroborus or otherwise familiar with the area. Now while experienced DMs and players would probably be easily able to do the same by creating new characters for the module, others may want to adapt the adventure for established campaigns or characters. Now to help this process as well to open the adventure to various creative avenues we decided there needed to be a way into and out of Pithily Oroborus.

For this endeavor we created the city of Earth Crest. Earth Crest is a fairly stereotypical fantasy Dwarven City, grand beautiful architecture carved out of or into stone. I was thinking that by creating a comfortable, familiar surrounding it could better serve as a contrast to the strange and alien locations of the Underdark. Now let’s delve further into Earth Crest and it’s inhabitant with the first chapter of our Adventure; Arriving at the Pithily Oroborus

Chapter 1
Arriving at the Pithily Oroborus


PC’s not native to the Pithily Oroborus will most likely arrive through the Dwarven City of Earth Crest. Earth Crest is a beautiful city carved out of and into stone, protected by a huge crescent shaped wall of stone. The city is mostly comprised of single and two story buildings, dotted with temples and barracks, all of which are easily fortified for defense. A number of dirt and stone roads run throughout the city and are maintained as needed, and a large main road of paved stone runs from the Crescent Wall to the Great Spiral Road which is regularly maintained. Important streets are lit by Bioluminescent Moss kept in posts lining the sides of the road; lesser roads are lit by torch or lantern light if at all. Most races are welcome in Earth Crest, although monstrous races may not feel as welcome they will be tolerated, Drows are to be captured on sight and Mind Flayers killed.

The most noticeable landmarks in the city are the Crescent Wall and the Great Spiral Road. Players arriving to Pithily Oroborus through Earth Crest will need to transverse the Great Spiral Road, an impressively dug tunnel that spirals upwards allowing safe travel from Pithily Oroborus and the Underdark to the surface above. Along the lengths of the Spiral Road are a number of rest stops, guard houses, and small shrines for paying tribute to various gods. The Crescent Wall is an impressive 20’ tall stone marvel reinforced by steel and iron that arches around the length of Earth Crest, protecting its citizen from the horrors that lurk in the expanses of Pithily Oroborus. The top of the Crescent Wall is designed to allow defenders and soldiers to fire upon any attackers while using the cover provide by it stone defenses. The inside of The Crescent Wall is divided into two levels allowing most medium sized defenders to comfortably repel invaders as well. The Crescent Wall has two main gates towards it southeastern side and is dotted with smaller lesser used exits among it length. All gates are guarded and it length is regularly patrolled.


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EddieG
Posted: Jun 6 2008, 07:58 PM


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So far we've created two important NPC for the players to interact with at Earth Crest. First is Director Ganus Gaii, he fills the role of leader and go to guy when the PC’s need information, adventures, and their rewards. Below is his description

Director Ganus Gaii, Leader of the Drawven city, Earth Crest

The affairs of Earth Crest are attended to by its Director Ganus Gaii. He is short but built broad, like any other Dwarf in Earth Crest, but he is somewhat noticeably older, as well as not adorned in armor. His hair is gray, receding in the front, yet it is still thick that he combs it up and back to give it more volume, the back is neck-length. His beard is thick and bushy, but he keeps it short, compared to other Dwarves, and his mustache is braided, and goes down to his chin.

The clothes that Ganus typically wears revolve more around function than form, and nothing he wears can be see as gaudy. His shirt is usually tucked into his pants, surrounded by a black belt, and the legs of his pants are tucked into his tough, but maintained boots. On top of his shirt, he adorns himself with a jacket with leather padding sewn within the arms, front and back of the jacket.

He is an Elder Statesman who has had ample experience dealing with Dwarven affairs, as well as commerce and delegation with the aboveground world. In terms of his personality, he is more available than Dwarves usually, are, but because of his position, he is definitely no fool. He can be best known for being appreciative to those who value honesty, commitment and reliability, but though he would like to expect it from others; he knows too well that other races aren’t always as adamant with their word.


Our next NPC of importance in Earth Crest is Gershon Marshall. Since this adventure was designed with evil and unsavory characters in mind, the players (Velsharoon follower’s particularly) would need a discreet in and out of Earth Crest. Gershon was designed with this in mind. His description is below

Gershon Marshall, A crooked Senior Gate Guard of Earth Crest

Gershon Marshall is, along with Ganus Gaii, another important NPC that the PCs will encounter along the way. He is a Senior Gate Guard of Earth Crest, and specifically guards one of the smaller southern passageways from Earth Crest.

Some things that separate Gershon from other Dwarves is that he wears Scale Mail, which is not a common style of armor for Dwarven soldiers and guards in Earth Crest to wear. Gershon has a tendency of carrying a {insert small bludgeoning weapon} with him, as if he is expecting something to happen. One more noticeable feature about Gershon is that, on his left hand, he is missing his ring and pinky fingers (which he had lost when he was younger and in battle): instead, he has wooden versions of his lost digits, held in place by a brass ring fitting around his knuckles, which is held firmly by leather straps going around his hand and thumb.

Gershon’s is also Neutral Evil. This does not mean that he is scheming, conniving, and back-stabbing. Rather, he prefers to do things the easier way, is more selfish than most Dwarves, and he is more easily swayed to “look the other way” when questionable PCs and NPCs wish to use the passageway that he guards.


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MegasquidMan
Posted: Jun 6 2008, 09:17 PM


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Hey, Ed, it seems we forgot to "insert a weapon" for him to hold in his hand. Did we agree on an axe, or a hammer?


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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MegasquidMan
Posted: Jun 9 2008, 11:22 PM


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Ok, I've typed up a small bit on the Svirfneblin town of Gloriousfind. This part pertains to a verrry brief synopsis on how the town was first formed, as well as some fo the inner workings and the professions of the townspeople.

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Gloriousfind is a Svirfneblin (Deep Gnome) community, which originally was a mining facility centuries ago. Over time, It had built up and out, forming a town outside the gem quarries, themselves.

The actual mining facilities are still active and intact. The majority of ore that the Svirfneblin mine are rubies, but other jewels such as quartz, emeralds, and even sapphires are not completely uncommon; Rubies are still the mined majority.

The Gnomes use a variety of different tools to mine, from simple picks and chisels, to the minutely-numbered sub-advanced machinery (magic-powered or gear-and-crank equivalents of drills, jackhammers, and mining cart-trains), to get through the harder or deeper deposits. This magi-technology is kept secret from other cities knowledge, and to outsiders, for fear of their gadgets being somehow used against them (they are not sure exactly how, but you can never be too sure what Illithids are capable of, or how the Drow can use them to their advantages, or even how the Dwarves, allies though they are, could unintentionally and unmaliciously out-muscle the Gnomes).

The majority of the adult Male populace work as miners. Those that do not mine usually employ themselves as artisans, gemcutters, neutral (unaffiliated) merchants and shippers (caravans), shepherds, and scouts for Gloriousfind.

The town outside of the mines is a collaboration of tented communities, which are easy to maintain and customize when need arises, instead of building permanent stone buildings.

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The next installment will go about tghe descriptions for the King and Queen of Gloriousfind; until then, feel free to discuss your opinions on how I can flesh this out a little more, as well as your opinions on it.


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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EddieG
Posted: Jun 10 2008, 06:30 PM


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As for Gershon’s weapon I think it should be something easy for him to carry around without being to encumbering or unwieldy to constantly have in hand. Perhaps a War Hammer, Mace, or Club.

I was also thinking that Gloriousfind, both the tent city and mining operations, should be fenced by stone and wooden (Wood? In my underdark. It’s more likely then you think.) barriers. Both to help protect the citizen from enemies as well as the creatures that lurk throughout the area. Outside of Gloriousfind there could be some farming small settlements as well as some shepherds rearing some footpad lizards or equivalent underdark farm animals (like the Iron hogs I came up with).

While to most observers the tent city would seem like the heart of Gloriousfind, after all it’s where the citizens live and work, trade and socialize. But in reality this is a ruse. The tent city is a cleaver trick designed to convince invaders and spies into thinking that is where the activity of Gloriousfind takes place. The real heart of Gloriousfind is right inside the mine. The mine has been so carved out that it houses a comfortable majority of the citizens and can serve of a stronghold in times of war.


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MegasquidMan
Posted: Jun 11 2008, 02:44 AM


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Nothing wrong with materials made from wood. Especially since the Underdark book give two good examples of plants good for lumber; Sussur Trees (TALL underdark banyan-like trees that grow in large enough caves), and Zurkhwood (large woody... mushrooms). And if those don't seem to your liking, you yourself figured that some portions of the Underdark are exposed to the light and open air, so actual trees can work as well.

And as for farm animals, I WAS going to mention the Rothé (ox-like animals that Svirfneblin use), but who says we HAVE to use everything that books have? This is Pithily Oroborus, which is more-or-less cut off from the rest of the Underdark, so Iron Hogs sound just as cool (probably use a boar, increase it's natural AC, maybe imbue its tusks or something, give it some abilities that, though make sense for a boar, are feats and/or skills a regular boar doesn't have, and VIOLA, Iron Hog... oh, btw... CLANG lol!), and having some variants to what is typical to the rest of the Underdark will make this adventure more unique.

Lastly, a lot of this seems quite right on the mark to advance Gloriusfind to make it a believable town, and having the mines be the REAL heart of the town makes it seem that much cooler of an idea. Only those that the Svirfneblin TRUELY trust (110%) could know this kept secret.

If I have enough free time tomorrow, I'll work on these ideas as soon as I can.


EDIT: Ok, I don't have everything today (I have had things to do around the house, as well as this), but I have been working on it, rest assured. Part two of the the details of the town itself should be done by Thrusday. And the rest will follow afterward.


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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MegasquidMan
Posted: Jun 14 2008, 03:06 AM


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Joined: 25-May 07



YOWZA YOWZA!!!! Part Two is right here, mah friend(s)

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Outside of Gloriousfind are settlements, shepherds grow various crops, as well as rearing various domesticated animals, such as Footpad Lizards, Iron Hogs (tougher, slightly bigger domesticated cousins to boars with hides as reputably durable as the name states), Cave Sheep (sightless equivalent of regular aboveground sheep with Blindsense), and at aid of the occasional herding dogs (ideas of whether it should be a small dog breed or medium dog breed, most likely medium, is up for debate ON THE BOARD!!!).

The tent city and mining operations are obviously not defenseless, either. Both areas are fenced in and off. The first fence is constructed out of squared wood poles (usually out of the hardest woods available, usually Oak, and Zurkhwood (Zurkhwood are large wood-like mushrooms, growing to about 30 feet in height), chopped and interlocking, reaching at about 14 feet tall, and two and a half feet thick, with rope interweaving to strengthen the wall. This is mostly likely enough to fend off weak invaders and most, if not all of the Underdark's predators.

The second wall is about as tall as the first, but is and is made of the same material, but at three notable differences: there are secret panels that the Svirfneblin use, which they turn around to face intruders with a face full of wood punjabs which double for making a straight-up climb impossible, the second is that there are small vertical slats where the towns archers can pick off any intruders that made it down the first wall, and the third is that the top of the wall juts out on the outside by about 2 additional feet, making going over much more difficult. behind said wall are sets of zigzagging stairs (similar to a fire escape ladder, except going up) that allow a Svirfneblin to climb up and down with full safety.

The final wall is made of stone; Smoothely crafted to prevent anyone ill equipped in climbing up it. The only surefie way through is the gigantic door, that, in times of war, will have every Deep Gnome, versed in battle, behind it to defend the last of Gloriousfind's defenses.

While to most observers the tent city would seem like the heart of Gloriousfind, after all it’s where the citizens live and work, trade and socialize. But in reality this is a ruse. The tent city is a clever trick designed to convince invaders and spies into thinking that is where the activity of Gloriousfind takes place. The real heart of Gloriousfind is right inside the mine. The mine has been so carved out that it houses a comfortable majority of the citizens and can serve of a stronghold in times of war.

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Ok, any opinions and ideas point to ME. Until then, expect a third installment.


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"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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MegasquidMan
Posted: Jun 19 2008, 04:27 AM


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Posts: 129
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Joined: 25-May 07



Ok, here is the thris installment of Gloriousfind's bio.

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Gloriousfind is ruled by a King and Queen, though they themselves are not married. The King goes by the name of Marlo Morestone, who is in charge of the town's defense and the supervision of the mining operations. He can be spotted out moreso from other Gnomes by his trademark hardened expression with a steely glare in his eyes, and a scar on the right side of his face that runs from out an inch away from his right eye down to below the right side of his lip. Alongside his scar are two smaller ones, one below his eyes, and the other on the right side of his jaw.

He wears a a leather skullcap with metal trim, a metal-padded vest on top of a regular shirt, metal plates that cover his upper legs, bracers, and tough leather boots (would probably count as an equivalent to small scale mail). The rest of his clothing can by considered drab (beige and dark brown), typical Svirfneblin tastes in clothing. He can be sometimes seen with a Heavy Pick, either in his hand, or on a holster on his back.

Way before he was king of Gloriousfind, he was captured by Drow, and used as a fighter in their gladiatorial games in Orbb's Z'ress, for their amusement. He learned first-hand what it meant to fight for his life, literally, as he survived everything that the Drow could throw at him; warrior and monster alike. It was until he had beaten a Halfling and a Drow with facial hair (which is a VERY uncommon trait for Drow), and had beaten them both (the Halfling was killed), and escaped. Escaping through the web-like city, and even the ravines manned by Drow Snipers was an epic endurance trial, until Marlo had made past Drow borders, and back to his beloved home. The locals were so amazed by his tales of survival, that they had made him their new King, as the previous one had passed on, some years ago.

When around non-Gnomes, he is untrusting, and cautious. It takes a lot of time to make an ally out of Marlo, but if a PC can do so, he is a loyal ally and friend. Apart from that, he is strong-willed, and hardened from his vicious experience as a captive in the Drow city of Orbb's Z'ress.

Overall, Marlo seems True Neutral, keeping his interests in maintaining prosperity and peace in the town, unless something rouses him to decide otherwise.

The Queen is called Usilda Smoothhands. Though she is Queen, she is not married to the current King, Marlo. She is noticeably older than Marlo is; The Gnome equivalent of being old-aged [Marlo is 45, an adult, whereas Usilda is 137, which is old] (crow's feet by the eyes, creases on either side of the mouth, wrinkles, cheekbones more apparent, earlobes are droopy), and was married to the previous King of Gloriousfind, Roondar Smoothhands, until his passing, some years ago. Usilda always talks fondly about her late husband, whom she deeply loved and cherished, in life.

Usilda wears a faded midnite blue gown and has a tiara crafted from silver, a pair of thin plain braceletts (crafted from silver), worn on both of her wrists, and a necklace with a small locket with a small piece of paper, inside (a poem written by Roondar, back when they first fell for each other).

Usilda is, through wisdom and age, a little warmer than most Svirfneblin. Though she is not blind to the dangers outside Gloriousfind, she understands that there are some races in the Underdark, much like the Svirfneblin, who simply strive for peace, and to live fufilling lives. She is, for the most part, Neutral Good.

From Marlo's experiences with the Drow, he makes sure that Gloriousfind is indeed well prepared, defensively as well as offensively; even something non-lethal, like trap doors for enemies on foot, can be useful (Not everything in the Deep Gnome arsenal HAS to kill. Disabling, immobilizing, driving off, and overall crippling enemy offenses can be as equally rewarding.). Usilda, is more in charge of the town's resources (food and agriculture, clothing, and the like), as well as planning out the Deep Gnome holidays. Both Marlo and Usilda take equal measure in making sure that mining operations run smoothly, and successfully.

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Ok, there ya go, the thrid installment of Gloriousfind, Ed.

and FINALLY... I'm glad you like the herding and hunting dogs idea! I figured "Hey! dogs can see in the dark, and where sight fails, smell works too, so it all works out." I should probably check out what kind of dogs to use, though. I can always wiki it for some ideas (most likely go for a breed that's a couple of centuries old, like a Newfoundland, or something).


--------------------
"My hope still is to leave the world a bit better than when I got here." ~Jim Henson
"No time is wasted time." ~Cantus Fraggle (Jim Henson)
"When you choose your friends, don't be short-changed by choosing personality over character." ~William Somerset Maugham (1874-1965)
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EddieG
Posted: Jun 19 2008, 05:27 PM


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As for the herding/hunting dogs I think some larger breed should be used. The Gnomes could use them for riding and they could also be used as mounts during wartime. I also like Usilda and the poem in her locket is a nice touch. I’m already picturing Roondar comparing her every feature to the local landmarks no matter how unlikely or absurd. As for Orbb's Z'ress I’ll be getting to work on that after I finish the next issue of Legends.


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"A man chooses. A slave obeys." ~ Andrew Ryan, Bioshock
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