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A little background on some quality underwater badness:

Life under the Sea
Despite the sometimes harsh environments, the seas teem with life—in fact, there is more life below the waters at any given moment than the surface has ever seen. Coastal regions support a diverse selection of flora and fauna, and as travelers go deeper into the dark seas, creatures become even more specialized and strange. Below are some of the major intelligent races dominating the world beneath the waves.

Aboleths
Ancient masterminds of the deep
Favored Environment: Cold and temperate deep waters
Areas of Influence: Arcadian and Obari oceans; Inner, Sightless, and Steaming seas
Allies: Skum, some gillmen and merfolk
Enemies: Some gillmen, humans, and merfolk
Additional Information: Pathfinder Campaign Setting: Into the Darklands 53, Pathfinder RPG Bestiary 8
While aboleths work their ways through various waters across Golarion, they congregate in the Arcadian Ocean, where they once manipulated the Azlanti Empire. Still residing in the waters below the ruins of that once-great civilization, they fiercely protect their magical tunnels linking the Arcadian Ocean above to the Sightless Sea deep in Orv, which holds the largest concentration of these creatures on Golarion. From their underwater cities they plot and wait for the day when they can rise again and conquer the humanoids of the surface, but for now, they largely wait, sending their skum thralls to the surface to snatch specimens for twisted experiments.

Adaros
Storm-worshiping and carnivorous sharklike humanoids
Favored Environment: Warm oceans, seas, and coasts
Areas of Influence: Arcadian, Embaral, Obari, and Okaiyo oceans; Fever and Valashmai seas
Allies: Grindylows, sahuagin, scrags, sharks
Enemies: Cecaelias, gillmen, humans, locathahs, merfolk
Additional Information: Pathfinder #38 80; Pathfinder RPG Bestiary 3 7
Aggressive and brutal, adaros keep to small tribes, but that doesn’t make them any less dangerous. They attack ships’ crews with their poison spears, then dive back into the protection of the waves. Adaros love storms and often coordinate attacks on ships and coastal communities during these times. A particularly large and violent nation of adaros makes the turbulent waters of the Valashmai Sea its home, calling the place the Womb of Storms. These adaros worship a creature they call the Tempest Wife, and claim they breed storms with her and send them across all the oceans and seas of the world to gather sacrifices. Since the formation of the Eye of Abendego, some tribes of adaros have also migrated to the Fever Sea, where they watch the great storm with patient expectation.

Aquatic Elves
Elves of the storms and waves
Favored Environment: Warm oceans, seas, and coasts
Areas of Influence: Arcadian Ocean, Steaming Sea
Allies: Elves
Enemies: Aboleths, gillmen, humans
Additional Information: Pathfinder Campaign Setting: The Inner Sea World Guide 25, Pathfinder Player Companion: Elves of Golarion 13
Even more aloof than their land-dwelling brethren, the amphibious elves of the Arcadian Ocean care little about the lives and desires of surface dwellers. They claim to have renounced the limited perspectives of the land in favor of an environment brimming with life and added dimensions of mobility and possibility. While some live nearly as hermits, others defend their families behind the coral palisades of living estates. In the rare cases of settlements like Irim and Quolonrihil, sea elves unite in more traditional communities, largely for shared defense against persistent threats and not out of any particular feelings of brotherhood. The strange surface elves of the Mordant Spire are among the only land dwellers to maintain regular, cordial contact with aquatic elves, who prove invaluable allies in exploring the ruins of Azlant. More than raiders, the aquatic elves have vast knowledge of submerged Azlanti ruins, but also occasionally bring elven artifacts of incredible age to the surface—much to the delight of their Mordant Spire cousins.

Cecaelias
Unpredictable aquatic traders and mercenaries
Favored Environment: Warm waters and coasts
Areas of Influence: Arcadian, Embaral, Obari, and Okaiyo oceans; Inner and Steaming seas
Allies: Humans, locathahs
Enemies: Devilfish, grindylows, iku-tursos, krakens
Additional Information: Bestiary 3 49
Proud to the point of arrogance and prone to exaggeration, cecaelias claim to be the heirs of a vast aquatic culture once spanned the depths of the Embaral Ocean, centered around a great nautiloid city known as Sihuw. Why their empire ended they don’t deign to say, but cecaelias suggest they grew bored of ruling the depths and willingly descended into the nomadic groups they now favor. Regardless of the truth of these claims, cecaelia bands roam the depths of the sea, where they load their pack rays with salvage and curiosities, then swim back to the coast to trade tales and wonders with the pitiable land dwellers. Some bands adopt the life of brigands and mercenaries rather than traders, conducting all manner of submarine piracy. Cecaelias tend to elicit strong opinions from land dwellers, most of whom think of them as liars and bandits, though some find their bravado charming. Despite their similar cephalopodic physiologies, cecaelias loathe krakens and are quick to point out the differences between their own handsome octopoid forms and the disgusting shapes of squidlike krakens.

Ceratioidi
Dual-minded rulers of the deep trenches
Favored Environment: Deep ocean trenches
Areas of Influence: Arcadian Ocean, River Kingdoms (Outsea)
Allies: Aboleths, merfolk, skum, tritons
Enemies: Gutaki, sahuagin
Additional Information: Bestiary 3 50, Pathfinder Adventure Path #32 80, Pathfinder Campaign Setting: Guide to the River Kingdoms 34
The strange humanoids called ceratioidi bear many similarities to deep-sea anglerfish, including both the fleshy forehead lure that they use to draw in prey and their singularly unusual mating habits. Highly sexually dimorphic, ceratioidi females are huge, 300-pound humanoids, while the males are rat-sized intelligent fish. When it’s time to mate, the female invites a male to affix himself to her back, where he is slowly absorbed into her body, linking his organs to hers and creating a single entity with two distinct but inextricably interwoven minds. This dual nature allows a ceratioidi to specialize in several different pursuits, and their legendary witch/wizard combinations are so powerful that few dare challenge them in the forbidding ocean trenches where they build their mysterious cities. Ceratioidi have little concern for the activities of other races, and thus are willing to deal with almost any race that respects their privacy.

Gillmen
Servitor descendants of a shattered empire
Favored Environment: Temperate waters
Areas of Influence: Arcadian Ocean, Inner and Steaming seas
Allies: Some aboleths, humans, and merfolk
Enemies: Some aboleths, humans, and merfolk; sahuagin
Additional Information: The Inner Sea World Guide 310, Pathfinder Player Companion: Guide to Absalom 11
Known in some circles as Low Azlanti, these former Azlanti were “saved” by their aboleth controllers and re-purposed for slave stock. Because of this shameful past, gillmen keep isolated and surround themselves in mystery. Most gillmen encountered by surface races are proud they have thrown off the yoke of their creators, but others are simply thralls spying on humanity for their deep masters. Without a doubt, sinister gillmen still live below the shattered continent of Azlant.

Grindylows
Violent aquatic abominations
Favored Environment: Any shoreline or shallows
Areas of Influence: Arcadian, Embaral, and Obari oceans; Inner, Ivory, Songil, and Steaming seas
Allies: Octopuses
Enemies: Cecaelias, giant eels, sharks, squids, other aquatic races
Additional Information:[/b] Pathfinder RPG Bestiary 2 148
In terms of both appearance and behavior, grindylows are the goblins of the seas. They are eternally hungry, cruel, and sadistic. Grindylows delight in causing mayhem and attack ships and other seagoing vessels with no reservations. Under cover of thick fog or heavy thunderstorms, whole warbands of grindylows surge into port cities, breaking as much as possible and killing anything in sight. As they crash through the community, they take as much as they can hold and then, like a wave, retreat back into the sea.

Gutaki
Demon-worshiping descendants of evil
Favored Environment: Deep ocean trenches
Areas of Influence: Arcadian, Embaral, and Obari oceans; Inner, Ivory, Songil, and Steaming seas
Allies: Devilfish, krakens
Enemies: Aboleths, cecaelias, ceratioidi
Additional Information: Bestiary 2 88, Pathfinder Adventure Path #7 81
Barbed, seven-tentacled sadists descended from kraken stock, the gutaki are an advanced breed of devilfish that inhabit the lightless depths of the ocean. There they release air and blood in the name of Dagon, their foul demonic patron. In unsettling cities built vertically along deep-sea trenches and within geothermal vents, the gutaki live lives of cloistered fanaticism, reading their monstrous lord’s will in omens that drift down from the surface, or serving the plots of krakens, which they view as Dagon’s chosen. Gutaki rarely leave the deepest parts of the ocean, as their bodies are well adapted to the incredible pressures there, meaning they rarely come into contact with surface dwellers.

Iku-Tursos
Sadistic aberrations delighted by disease and torture
Favored Environment: Cold and temperate deep waters
Areas of Influence: Embaral, Obari, and Okaiyo oceans; Ivory, Shining, and Songil seas
Allies: Aboleths, sahuagin
Enemies: Surface races and most other aquatic races
Additional Information: Bestiary 3 153
The eel-like iku-tursos live in small cities scattered across Golarion’s sea floors. There they have air-filled chambers housing thousands of captives who they torture for news of the surface, new knowledge, and entertainment. They maintain a slave trade with nearby aboleths, swapping humanoids like collectables. A slave of a rare race or ethnicity can be worth as many as 20 average slaves. The largest iku-turso city rests just inside the Sintos Trench where the Songil Sea merges with the greater Okaiyo Ocean. Thousands of these evil creatures raid coasts and torment sailors, sometimes dragging away whole villages in the night or plucking ships clean of crew in a flash.

Krakens
Fearsome lords of the depths
Favored Environment: Temperate or warm deep waters
Areas of Influence: Arcadian, Embaral, Obari, and Okaiyo oceans; Songil, Steaming, and Valashmai seas
Allies: None
Enemies: All coastal, surface, and deep-sea creatures and races
Additional Information: Bestiary 2 179
Most krakens live in the deep sea along fathomless rifts
in the sea floor, yet sometimes they come to the surface. These ancient and massive creatures use their keen intellects and special abilities to bend humanoid races to their whims and machinations. Some demand tributes to stay their wrath, and when the f low of tributes cease, they batter the negligent seaside settlements with storms and tentacles alike. Other krakens lurk along shipping lanes and pull entire vessels to their watery graves, sucking the flailing sailors from the sea as tasty morsels.

Locathahs
Unpredictable piscine people of the deep
Favored Environment: Temperate or warm waters
Areas of Influence: Arcadian and Obari oceans, Inner and Steaming seas
Allies: Cecaelias, dolphins, giant moray eels, humans, humpback whales, some merfolk
Enemies: Aboleths, grindylows, merrows, sahuagin
Additional Information: Bestiary 2 179
Locathahs may be monstrous in appearance, but they are also inquisitive creatures eager for contact with other races—though they not are necessarily interested in maintaining such contact if those they find prove boorish or have nothing interesting to offer. Stories tell of whole tribes of locathahs aiding ships stalled in doldrums and taking on water by surrounding the vessels and swimming them to shore. In some versions of the story, though, the fish-folk demand the ship’s cargo after saving the crew—and when refused, push the vessel back out to sea to sink. Locathahs actively trade with those plying their wares through the ocean’s shipping lanes, bringing up rare corals carved into elaborate pieces of art, and exchanging such treasures for what their communities need, not necessarily valuable trade goods. Some captains seek locathah crew to serve as ship guards and navigators, granting the captain awareness of dangers below the surface.

Merfolk
Beautiful and graceful sea race embracing a dark mystery
Favored Environment: Temperate waters and coasts
Areas of Influence: Arcadian and Obari oceans, Inner and Steaming seas
Allies: Aboleth
Enemies: Intelligent creatures entering their territories
Additional Information: Bestiary 204, The Inner Sea World Guide 11
Rumors claim merfolk as a whole are just puppets of their aboleth masters, but some scholars believe their strings are pulled by a far more sinister source. Reclusive and suspicious creatures, merfolk keep to themselves and almost never ally with other races unless forced by
circumstance, though they sometimes keep large fish and other sea animals for companionship and for hunting. Most ship captains do well to avoid the merfolk, as entering merfolk territory without permission
brings sinister retribution.

Sahuagin
Cruel and prosperous fishlike humanoids
Favored Environment: Temperate and warm waters
Areas of Influence: Arcadian, Embaral, Obari, and Okaiyo oceans; Songil, Steaming, and Valashmai seas
Allies: Some adaros, but sahuagin rarely ally with others
Enemies: Aboleths, merfolk, other aquatic humanoid races
Additional Information: Bestiary 239,The Inner Sea World Guide 32
Fiercely territorial, sahuagin fight an endless war with all other undersea races for power and territory. They see aboleths as one of their greatest enemies, as the slimy puppet masters are always seeking to enslave other races. Sahuagin’s expansionist attitude has led some of them to emigrate to the Plane of Water, where they maintain a blossoming empire. Sahuagin society establishes a king or queen who rules over each ocean, granting seas and other territories to various barons, dukes, and vassals. Yearly, during the summer season, a worldwide council of sahuagin kings and their trusted advisors and dukes meet and hear each other’s experiences from over the past year. There they plan their domination of the waters beneath the waves. As sahuagin are prone to mutation, various forms of sahuagin exist, and entire communities of these offshoots may find themselves in positions of power in the sahuagin empire. Two of the most prevalent are the four-armed behemoths and the elf like malenti; the latter are used as spies and saboteurs in establishing new territories, while the former serve as specialized fighting forces in sahuagin armies and elite protectors of sahuagin cities.

Sea Hags
Hideous crones cursing sailors and seafolk alike
Favored Environment: Cold, temperate, and warm coasts and waters
Areas of Influence: All oceans and seas
Allies: Other hags
Enemies: Sailors, nearby intelligent aquatic humanoids
While solitary, these creatures wreak havoc on sailors and other denizens of the waves. Most creatures who know of a sea hag coven and the waters it claims steer clear of such places except in the most dire of circumstances. Some sea hags, through the use of disguises, find their way onto ships and turn the crews to mutiny before exploiting and eating the bulk of the sailors. Sister Scale, a strange hag plaguing sailors who sail too near her ruined island in the Arcadian Ocean, delights in spreading curses. Among her favorite punishments is turning a sailor’s skin to scales or webbing his fingers and toes with thick mucous.

Siyokoys
Eel-like humanoids plundering sea ruins
Favored Environment: Cold, temperate, and warm waters
Areas of Influence: Embaral, Obari, and Okaiyo oceans; Ivory, Songil, and Valashmai seas
Allies: Cecaelias, locathahs
Enemies: Aboleths, iku-tursos, evil aquatic races
Additional Information: Bestiary 3 246
Shaped like humanoid electric eels, these creatures live in two separate environments, each divergent of the other. Siyokoys generally possess more benevolent attitudes the closer they live to the surface. Those making their homes in great coral reefs seek a friendly relationship with those who live above and below the surface, while siyokoys living in the caves and rifts of the sea f loor are generally more morose, somber, and aggressive. Scavenging sea captains sometimes pay hefty tributes to these creatures in exchange for directions to shipwrecks and submerged ruins to exploit.

Tritons
Benevolent aquatic outsiders adapted to the Material Plane
Favored Environment: Any waters except the depths
Areas of Influence: Arcadian, Embaral, and Okaiyo oceans; Inner, Shining, and Songil seas; River Kingdoms (Outsea)
Allies: Locathahs, merfolk
Enemies: Aboleths, krakens, sahuagin, skum
Additional Information: Bestiary 2 270
Tritons are kind and cultured outsiders who long ago came to the Material Plane’s oceans from the Plane of Water, and have since adapted to Golarion’s largest bodies of saltwater. Though they maintain cordial relationships with other good undersea races, tritons have a strong hatred for evil creatures that would seek to despoil the bounty of the waters or spread their corrupting inf luence. Tritons train in tactical squadrons to fight their most disdained enemies, krakens and aboleths, and use dolphins and other aquatic creatures as mounts in their underwater wars. They distrust those land dwellers who venture too far into the sea, taking them for trespassers more often than not—but any outsiders who prove their opposition to great evils such as aboleths or krakens quickly earn tritons’ respect.


Shattered Continent Story Lines:

1. Wild Magic - - These are mostly going to be random areas. Some will be obvious and others will simply not be.

2. Dead Magic - - The Final Exhale - - Bubbles of dead magic frozen in the water, like air bubbles floating to the surface except not that easy to see, the final exhale of a dying god. If the PC's figure out a way to follow these "bubbles of dead magic" to their source, the coral-ed over body of said dead (your choice of) god. Inside the coral, a massive caverns with remnants of old magic, so potent and pure, a place where crafted items can become especially powerful. Known and spoken of by very, very, few, this last up-swell of magic is heavily protected by sea elves, merfolk, undine, gill men, Aboleths and others.

3. Living Metal Island - - Rift to Plane of Earth - - w/Shabti The ground, the coral, all flora and fauna. This place might have a rift to the Plane of Earth.

4. Mirror Isle - - Dimension of Dreams - - mirror of opposition/doppleganger. Little, hard to notice mirrors floating around. So that at times they will see part of themselves reflected in the air. There may be a rift to the Shadow plane or the Dimension of Dreams here. But the main predator here is going to be a kind of doppelganger, one that makes a closer copy. As in copying class features. But it loses a point or more of con per day so long as the original lives.

5. Rift to Shadow Plane - - See number 11 for a possible option. Other options are rifts in dark places like caves.

6. Rift to Dimension of Dreams - - the Dream Travel spell. Along with if there was a rift to the Dimension of Dreams then sleeping near it might have it happen. Along with curses in a location could do it too. There is the safer spell Dream Voyage. Occult can let that happen. Though it all does not have to lead to the Dimension of Dreams The Dimension of Dreams is vaguely described and going to be a lot of fun and even more work.

7. Crystal Isle - - w/ Golems of Glass - - The people of that era populating the isle were instantaneously turned to full color crystal statues, some broken, with a very few still mobile and carrying out the tasks they were taking when the deep impact occurred. I have really jagged island in the lower center of my map that I think I will be putting this one on. And I am going to love describing this place. I am borrowing from a book I read for this place. It was one of the Guild Wars books, Ghosts of Ascalon. When I read that chapter on the fields of glass I knew I wanted something like that in a game. The visuals were amazing.

8. Cold-Snap Isle - - Rift to First World - - The choppy waters and beach of this island are coated in jagged ice flows. The weather is so frigid and blizzard strewn that it is truly a shock to the system. Through the lulls in the snow storms towers of ice can be seen in the distance. The layers of snow are 5' deep or deeper in places. Foot prints tell of bare feet capering in the snow. BARE FEET, in this frozen wasteland. Then there are the large clawed draconic tracks. Those tracks wouldn't be so ominous were it not for the splashes of red in the snow.
It is frozen due to an icy linnorn gradually affecting the area it lives in. this one has been there for thousands of years and it came over though a rift to the First World. It came over during the age of darkness. There are icy dryads, winter-touched pixies, polar owlbears, etc. Good story line would be the PC's running into the Summer Courts entourage on the Cold-Snap Isle, who is trying to reclaim the isle from the Winter Court. The Summer Courts entourage mistakes the PC's as representatives of the Winter Court, and battle ensues. Eventually drawn by the sounds of combat the icy Linnorm rampages in and... [Scene].

9. Moonscar Prison - - Borrowing from the Moonscar module. In that I will use the maps they have and probably the sucubi that are kidnapping people. Along with the idea of the prison the Azlanti used it for originally for.

10. Shipwreck Trading Post - - For the people exploring the isles. While they all provide their services for a price, there are occasions where they may trade for knowledge and stories of the PC's adventures
Captain Grumby- the Retired Rogue Pirate; knows the waters in the area and can provide rough maps to certain islands or water hazards.
First mate Willie, the Swashbuckler; guy to go to for a lead on interesting events and bizarre occurrences. His stories sometimes lead to rare prizes.
Nobleman Sir Thurston the Hunter and provider of provender for his friends.
His wife Lovey, the Cleric and healer of the PC's woes.
Beautiful Ginger, the Bard; highly knowledgeable on all matters Azlanti.
Hinckley, the Wizard crafter; specializes in creating wondrous items, rings, wands and upgrading weapons & armor.
Virtuous Summer, the Alchemist- purveyor of all things alchemical.

11. Roaming Isle - - Isle of Eternal Night - - Rift to Abyssal Realm of Nesh & Shadow Plane - - isle is completely encompassed in magical darkness and populated with blind humanoid lizard-like predators that hunt by sound and scent. These predatory creatures are cold-blooded and of little interest to the vampires that visit the isle. The Humble Association of Fishers of the Blue Cliffs makes frequent trips to this isle.
Connections to 14 and 22. I am thinking this will be one of the islands that move. And it will move around a lot. It is the link to basically Vampire Nirvana. And they have to earn it by not only finding the island but surviving long enough to find the rift.

12. Cyclops Graveyard - - The fact that Cyclops eventually descended into blood-thirsty, cannibalistic barbarity, the Graveyard idea took a decidedly different turn in my eyes. The reason people have discovered the Graveyard is the size of the bones but a search of the surrounding area would find very few smaller skeletons since giant ghouls tend to eat smaller corpses whole. Are someone/something eating giant-sized cyclopes'? Are those cyclops-sized teeth marks on those cyclops bones?
((Are you looking up right now, just noticing that big cloud that's not moving with the wind? In fact, it's not moving at all.))
Just to pound home that point, another partially intact cyclopean skeleton slams into the ground around them. I rather love the graveyard thing.

13. Cloud Mountain - - Plane Shifts to Abyssal Realm of Nesh - - Zura magically plane shifts one of the Mountains of Nesh to the material plane with some form of cloud magic. She then uses her Cloud Mountain to harvest humanoids to transport back to Nesh to populate the villages she uses for feeding. Many of her minions are undead; quite a few Ghoul Cyclopes that get her leavings and discard the bones through a garbage chute. Some of her victims are harvested from Cyclops villages in Nesh. Zura has gone undetected for millennia because her Cloud Mountain stays on the material plane at most days at a time every decade or so to replenish the villages back in the Abyssal realm of Nesh.

14. Abyssal Realm of Nesh - - Zura the Demon Lord - - Zura now calls the mountainous Abyssal realm of Nesh her home. Nesh has a large number of villages inhabited by captured humanoids harvested from the Material Plane. They are, for the most part, unaware that they dwell deep in the Abyss, except the leaders, who are rewarded by Zura's minions to keep the truth hidden. When the players explore it they may just get caught up in the return trip to Nesh.
Great way to bring in the vampires and take a trip to Abyss. I may have the Isle of Eternal Night have a rift to Nesh all on its own. This could be the place Vampires are being drawn to.

15. Heart of Fire Island - - Rift to Infernal Plane - - A volcanic island has a gate within driving its volcanism. Not to the plane of elemental fire, no; this one leads to somewhere far worse, deep in the Hells. Thankfully only the smallest creatures can come through but seeds of infernal vegetation have sprouted in places, and the wasps may gather into hellwasp swarms if humanoids dally too long on the island. This can be a lower level one or a higher level one.

16. Smallest Continent - - Everything living here is smaller than usual, use the young template. Deeper within they're even smaller, you can look down on forests of ancient trees no taller than your knees. At the very center there's a stone which will shrink anyone touching it to match the nearby ankle-height forests. A quick identify or similar will suggest that this will be permanent if the characters don't leave within 24 hours. Delightful Alice in Wonderland themes. I am thinking this will be one of the much smaller islands.

17. Desert Isle - - Ancient Ruins/Tombs - - Sand dune covered desert island, sparsely populated by tribes of the Kasatha having trouble with an Azlanti Mummy. The tribe of Kasatha tried to loot a Tomb of some forgotten Mystic-come-Queen. The Mummy tirelessly pursues them because of an item (your choice) they'd taken. Who knows, after the mummy is dealt with the tribe might take them to a tomb that's ripe for looting (and probably has more mummies and other stuff guarding it).

18. Desert Isle #2 - - Sand Traps - - Sightless Sea - - Topography looks like a desert island, complete with sand dunes, maybe a few of weathered and eroded structures. All over the isle are sand traps that suck the PC's down. Let the PC’s think they’re drowning in sand. In reality they are being sucked down a sand chute into a MASSIVE underground cavern! Into a lightless naval battle between the MUNAVRI & the horrific URDEFHAN.
While the PC's are treading water after their big splash into an under-ocean, give them details on the look of the violet-sailed, intricately carved ivory ship doing battle with a semi-transparent undead whale. After befriending the Munavri they can earn the privilege to sail one of the ivory ships, and eventually find a gate that takes them back to the surface ocean or the Plane of Water... I am both super excited for this encounter and dreading building it.

19. Sightless Sea - - Rift to Elemental Plane of Water - - As to underwater the campaign will take them under water for a little while. Beyond that they will be on a boat quite a bit so they will end up in the water. And if they peruse the Aboleth plot line later they may spend a lot of the campaign underwater and in the Darklands. In the Sightless Sea and a few other places. But beyond that I have plans to take them to the Plane of Water. But for locations under water I want to have some Merfolk, Undine, and Gillman settlements. There will be some sunken cities in a few spots and if they want to there are lots of ship graveyards.

20. The Ghostship - - Roaming Rift to many places - - ”Ghostship stories have been floating around forever about ghost ships encountered in every corner of the seas. Why, in my day, I was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why I had such a start, I know my tongue plain dried up! Now I was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so I turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but I knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me I’d be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all…
partial decree of the august bodies of Such & Such; "...are of the opinion that the second ship, the, er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, and based on the stars and moons lunar alignment, the Plane of Air..."
Took me a while to figure out why something like this sounded familiar. May I present the Silver Maiden.

21. Elemental Plane of Air - - the Airship Graveyard - - The furious wind currents pushed all of the airships together into the eye of a ginormous tornado, where the airships have collided and collected for eons, leaving a slowly (comparatively) spinning tower of airships. And with enough searching and climbing or jury-rigging one might be able to find a working Airship. Also keep in mind, it’s a graveyard- what happened to the passengers?

22. The Humble Association of Fishers of the Blue Cliffs - - If there's one thing vampires will want in an archipelago it's reliable transport across the water. The Fishers were suborned and controlled long ago to this end. Any of their boats carrying six or more crew will include a vampire spawn among their number, and any leaders in the association must be supported by one of the Revered - full vampires. Besides simple fishing, the Fishers transport goods and people between islands and some of them have engaged in piracy, with the help of their Revered I am thinking this will be a smaller island thing. And may have ties to the Isle of Eternal Night.

23. Island of the Clock Tower - - island itself is home to only a rather out-of-place baroque tower, which is filled to the brim with ticking clocks of all shapes and sizes. Next to each clock is a placard with a name engraved on it. I am not sure where to put this one yet but I really like the visuals of it.

24. Rift to the Abyss - - Thanatotic Cyclops Titans - - Titanic Demon Larder - - There are no humanoids on this island. There are hundreds of horses, buffalo, sheep, cattle, swine, and goats; all pleasantly plump and getting plumper. Strangely it looks as though the grass regrows to a certain height no matter how much the herds eat. There are even dogs herding the different animals, keeping them separate.
After watching for a time, a giant disembodied demon-like hand appears from nowhere snatching up two fat pigs, then vanishes. It appears again, and grabs one of the party! Fortunately the barbarian still has his great-axe in hand and takes a whack! While he gets dropped on his head, the massive bleeding hand vanishes. The next thing the party sees is a giant disembodied eye, then hears a giant disembodied voice saying in Azlanti "Mommy, I think we got bugs in the larder again!".
This one should teach the players that retreat is not a bad thing in the face of overwhelming odds!!

25. Coral Cauldron - - Rift to Plane of Water - - Rift to the Maelstrom - - This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorer’s abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.
The ability to fly is one way they can try to get up over it but I am thinking the winds should be super strong to make that just as dangerous. Other than the visuals of the isolated ecosystem I am not sure what to here beside the rift to and from the Plane of Water or a Rift to the Maelstrom and the coral is the way it was contained. With it leading to the Maelstrom it would be a goal for the devotees of pirates with it being Besmara’s home.

26. Ash Island - - Rift to Plane of Fire - - Thick layers of ash and soot coat this isle. Occasional plumes of fire and thick black smoke obscure the sight of large powerfully built wolf headed humanoids the size of a large draft horse, with ebony fur and burning, fiery red eyes. They seem to be wearing fire scorched chain-mail. On this isle there are scores of caves and dens covering the landscape as well as hundreds of thick trunked fire resistant trees. Here is my obvious rift to either the Plane of Fire, Hell, or the Abyss.

27. Island Thunderstruck - - There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components. The reason for the thunderous noise is obvious; there is a spar of highly metallic ore attracting continuous lightning strikes to the area. Occasionally the electricity grounds out to the path of least resistance, say for instance, a raised sword or axe, dealing 3d6 points of damage to the wielder and force a DC15 Reflex save to hold onto the weapon. Suits of plate-mail have been known to attract bolts too, forcing a DC17 Fortitude save or be stunned for 1 round.

28. Isle of the Beautiful Lights - - On this island there's a colony of miniature dragons which tales say will bond with the first person they see after hatching. The tales aren't wrong, and who doesn't want a minidragon of their own? They're incomplete however. When the hatchlings grow up (after a couple of years assuming plenty of food) they transform into their adult shape, a will o' wisp, which has no attachment to their former bond/owner. If they die from violence and the body isn't entirely destroyed they rise as a will o' wisp with the young template 1d4 rounds later, same deal.
Treat the hatchlings as pyraustas with the aberration type (but no stat changes from that), knowing whatever language was most spoken around their egg. Possibly a couple of languages in a household or adventuring party with mixed use of languages. If the tales wouldn't be enough to attract your PCs they might follow an offer to buy the eggs, or be investigating the mysterious death of a girl and the disappearance of her minidragon. Now to beside to keep it the same or turn this into Pern because dragons are awesome!

29. Head-Hunter's Divide - - Rift to Plane of Earth - - This isolated island is heavily populated by many jungle indigenous species. Ahool, Anhana, Arboreal Grappler, Banderlog, Biloko,canopy creeper, Cephalophore, Charau-Ka, Chemosit, Cyclops, Decapus, Derhii, Drake- Jungle, Giant- Jungle, Girallon, Jaculi, Kech, Kongamato, Lizardfolk, Margay, Miengu, Mngwa, Moonflower, Mosquito Swarm Bloodhaze, Naga- guardian, Ngoga, Nirento, Sabosan, Serpentfolk- Degenerate, Tabaxi, Tiberolith, Treant, and the head-hunting cannibal tribes of the Xothotak to name a few. Then there are the ancient, overgrown ruins in the depths of the jungle, belonging to Azlanti, Cyclopean and Serpentfolk alike. So even if one were to ignore the lines of spiked heads and survive the island dwellers, what traps lie unsprung?
I have all the monsters I will need for a traditional jungle adventure. And I can always borrow from the tribes in the Mwangi Expanse. Many of whom worship Demon Lords, such as Zura. She seems to be coming up a lot :D

30. Aesocar’s Bastion - - The settlement here is based around a tradition of healers and defenders of all that is good. While they provide healing and protection to stray adventurers and other travelers they've seen few such, and they generally don't leave their island since their people tend not to come back. Unknown to them they have an enemy. A cult of Asmodeus has laid long and slow plans which have guided traders away from their island to isolate them, assassinated their people who left, and made at least one traitor on the Bastion. Their final stroke may arrive soon; will your band of adventurers thwart the slavers coming?
Pretty sure I know where I am putting this and it is a while away for them but it could be a great ally for them to have later on it the game.

31. Reptile Isle - - This isle is populated almost exclusively by Lizardfolk and Dinosaurs. The expansion of other humanoid races and changing climate has pushed them into the margins of the world over the past few millennia. Not a warlike race, they often find themselves pitted against land-hungry humans and the violent xill, especially now, with the resurgence of explorers invading the swamps and marshlands of this particular island. They only wish to be left alone but the appearance of another race is making the situation untenable. The viciously evil Serpentfolk coming up from the depths of sunken structures.
On that note I found the Reptoid I won’t be using the lore listed but I am thinking they are a better version of kobolds. Kind of how the Serpentfolk have changed these creatures has changed as well.

32. Roaming Island - - Basrakal - - A strange location in the Maelstrom. The island itself is, I think, going to be a really peaceful and calm place with just weird scenery.

33. Roaming Island - - The Ocean Above to the Sightless Sea - -

34. Roaming Island - - Cryo-Prison Transport Isle - - multiple locations - - now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a long line of "parolee's" who were supposed to be released at least millennia ago. there's even a lever marked "Today" that will free 5 at a time, with all of their possessions! cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoner’s maybe instead make it work like the time Han Solo was embedded in carbonite. I play with nerds and will really have to put some thought into how to have a reanimated Azlanti come about. I love the idea of it but there needs to be some planning.

35. Roaming Island - - Sapphire Isle - - multiple locations - - This isle is inhabited by an Azata, a Ghaele to be precise, summoned to a cold iron circle every night, from dusk til dawn. Now Ghaeles are strong hunters, courtly and knightly, and pursue great foes. For centuries Gluciar has been forcibly summoned to this circle and restricted to this lush green island, he has hunted down every predator on the island and is quite bored. If introduced to warrior-hunter types he is interested in hearing about their greatest challenges. Eventually he comes up with a way to ease his boredom, asking the PC’s to repopulate the verdant island with new predator types, in mated pairs if they can manage it. If they can’t he asks if they could manage summoning him to a locale where he can pursue dragons or fiends. In return he offers a special reward to them, a special Sapphire Ooze. This ooze he has been wearing as armor for millennia. This particular ooze appears to be made of glittering sapphire crystals and provides protection as if it were a +5 mithral breastplate. This isle is also home to this oozes offspring, while not as potent as the parent sapphire ooze, they still provide protection as if they were a mithral breastplate.
Unknown to Gluciar, if he can slay a dragon or a fiend, the curse summoning him to the isle will end. If this happens, Gluciar credits the PC’s with breaking the curse and is in their debt. He will agree to 3 future summonings with a specific task.

36. Roaming Island - - Spider Island - - On this island we have numerous varieties of spiders, spider-swarms, giant black widow spiders, scarlet-spiders, phase-spiders, ogre-spiders and many more. In fact there are so many spiders it’s hard to see how they might survive without sufficient sustenance. Perhaps they prey on each other. And they do, to a certain extent. But they also have another food source. There is a gate on the island that leads to the realm of Achaekek, He Who Walks in Blood, god of assassins, the Mantis God. On occasion a giant mantis passes through the gate and there is a feast on Spider Island. And then there are the Red Mantis assassins; sometimes it’s an errant follower falling through the gate, other times it’s a test of Achaekek’s followers, to see if their belief is enough to get them off the island alive.

37. VS. the Cheliaxian Navy - - This is a possible ending and a campaign in and of its self. I may have a few glimpses of it but I think I will leave it for a follow up campaign should they prove able to settle in Azlant and want to play something like this.

38. VS. a mass of slumbering Aboleths and Veiled Masters - - And if this is not the route they follow this will be in the Cheliaxian Navy thing as well.

39. Series of Roaming Islands - - The Fields of Sorrow - - Nothing lives here, no animals or even bugs. I want the essence of the place to move around.
There is a powerful undead roaming the islands. Through its wanderings, it’s been idly using circle of death spell-like ability. And it’s not even doing it maliciously, it’s just bored. This could be a lich that's become disenchanted with its unlife. The arrival of the PC's does wonders for its mood, as it now has something to challenge it. Previously it was just letting the roaming isles move it from isle to isle, trailing a swath of death.
There can be areas that it has traveled though the party could encounter and then if they get hooked into the idea of following it then maybe they can put an end to it. Without the destruction of the phylactery it cannot truly be killed. But what to make the phylactery so that the lich would not have simply destroyed it so that it could finally die? The Phylactery is an item the PC's are already carrying. Potent enough that the player's wouldn't just sell it outright. I'd make this either weapon or armor.

40. Bilith-Vel Museum - - Portions might be underwater at this point or maybe not. It talks about constructs that have rotted and no longer work along with a ghostly janitor that still wonder the halls. There is a lovely module called the Gallery of Evil in this one many of the fights are the creatures of paintings. I want the maintenance constructs to have warped. The paintings have come to life but what else would I put in there. Trompe L'oeil, & id portrait.
I just have to figure out where to put this. I am thinking magic kept this place very much as it was. The city of Bilith-Vel is ideal for it’s locale. This place was once a holy site of Acavan, the moon goddess. It also says it was home to a sisterhood of influential witches called the Inward Eye. There were banking consortiums, and home to the empires second largest armada. Acavan’s battle mount, an ancient lunar dragon by the name of Rezallian, now guards this place and is a creature wracked with grief at the loss of her mistress.
Much of this city is going to be still standing and I want the museum to be here. And there will be an actual ship graveyard here as well. Along with numerous temples. Plus the dragon but what else can I put in this city or the roughly 100ish mile island it is on. This place is in the lower parts of the Shattered continent.
I recommend a rival group of adventuring tomb raiders. And make it so they are recurring rivals that always have ready a means of escape from the PC's. In fact, introduce a likable, useful NPC to the party that convinces them to let him/her travel with them for a time (a few levels worth at least). The NPC turns out to be a mole that feeds information to the rival tomb raiders about the PC's pursuits. Keep in mind this was a museum, with items that were old and priceless before the Earthfall.

41. Hag’s Coven - - The hags came up for me for three reasons. The dream element brought the dreamthief Hag. The Night Hag from wanting to use them in my last campaign and finding them interesting. And lastly because the AP has an encounter with them though at lower levels and I am going to change that. So the Cyclops of the Ghol-Gan Empire tended towards prophesies and the hag the AP has is rather opposed with it to. She has one in captivity for that purpose.
Witch with the slumber hex and ability focus to quietly put all members of the party to sleep on the Dreaming Islands.

42. Acrolan, the City of Broken Glass - - It is one of the Seven Secret Cities, this being the one on Azlant. This place is an easy option to get them to the Ethereal Plane or at least have a chance of getting there. Plus all the fun lore they could learn if they get there. To earn that right though there are a series of psychic tests they have to pass and I have no clue at the moment what those would be.

43. Earthfall - - Settlement - - I am wanting a few ruined locations to be stuck in a loop, constantly reliving the Earthfall. This could give the party a good view of Azlanti life and also a first eye view of the Earthfall. It is like a haunt of epic proportions. But I don’t want to instantly kill the party and it don’t want it to be like a cut scene from a video game.
Let them interact with the settlement, make purchases, gather information, no one knows that Earthfall is about to happen, not even the player's. Everything feels real until the meteors come down. let it end with the Earthfall incident. Give it a few days for everything to reset/restart. But those purchases they made, are they real or lost to the cataclysm? do they still have the change from those purchases? Real, Very Rare, Azlanti Coin? what might that be worth to a collector?

44. Aroden’s Rock - - The Rock is on the eastern periphery on a mountain the Azlanti named Merthuretz, which as a heavily forested mountain and is now one of the tallest locations on the Shattered Continent. This mountain had legends about it that predate the Azlanti people. And this was where the then mortal Aroden lead as many people to hopeful safety during Earthfall. It did give a name to Aroden’s weapon, the Azlanti Diamond which was a crystalline sword he forged as a badge of office for the next emperor. So Aroden was a crafter. He and the people he was leading, and they are listed as Azlanti and some of their former enemies, hewed as many trees as they could for boats to sail away in. All the while they had to battle twisted Fey that had made this mountain their home. The fay were twisted due to a creature, a forgotten god called Ugruskkogg, that had supposedly according to the Fey “been a part of Azlant since its highest mountains had been but an unsullied plain upon the floor of an ancient ocean.”

45. Ugruskkogg - - Deep in the mountains of a then ancient cave was an enormous petrified ammonite the size of a castle door. The place was littered with sacrifice to the fossilized god. And its shell was a swirl of maddening patterns that dug into the minds of those that saw it leaving only madness behind. It still lived but was trapped in its stone form. From accounts Aroden left in Absolom after he became a God there were no blows struck or spells cast in that cave. Many tales and legends suggest a deal was struck. Probably not a good one as Aroden and the people he was with remained on that island for half a decade before sailing away. The forests of Merurtertz’s are still inhabited with murderous fey. The foundations of the shipyards and the crude builds the refugees lived in are still there. And sleeping while in those peaks lead to dreams that call you to have an audience with that ancient entity, which the book labels ‘as old as the planet itself.’ So suggestions on what to happen there would be great or what Ugruskkogg would want would be delightful.

46. The City of Golden Gates - - which was the capital apparently. And the target of the Earthfall. In the Manual of City-Building, which is one of the religious texts of Abadar, this city is described as the closest to perfection. Outshined only by the examples in Abadar’s Vault, which contain the perfect versions of so many things. The city was said to be built on a massive 500ft tall hill that was surrounded by verdant forests. At the summit of the hill were the emperor’s personal residence and gardens which had a well in the center of ever flowing water that flowed in four directions and fell in cascades into a moat like canal that kept the imperial grounds separate from the rest of the city. “From this deep canal, four channels led the water though the four quarters of that level of the city to cascades that in turn supplied another encircling canal.” Ultimately there were four rings that separated the city by class.
This place was on the eastern side of the country. And the throne was called ‘the throne of glass’. This city suffered a direct hit during Earthfall. There are said to dragons, savage and cannibalistic morlocks, and even more fun are the devils, demons, and it says worse without saying what worse is that are still bound to this location by long dead rituals or that linger after being freed. Many of them battling for the throne. And apparently there are priest of Abadar that make pilgrimages to this city and a small community has grown there in the lower rings. Intent on keeping the fires burning for the right person to bring safety and glory back to this once perfect city. So that is the part that is still above water. With the city suffering a direct hit half of it is now a cliff and much of the land around it is sunken to create a shallowish bay. Nereids, merfolk, sahuagin, and water elements are apparently in abundance in this area. That well has created an aquatic war zone outside city limits. And deep under the city, where that glorious water comes from are two alghollthus and a rift to the Inverted Sea.

47. Earthfall - - The Colosseum - - The day of Earthfall keeps repeating in the Colosseum; and the PC's can affect the outcome of the gladiatorial games by participating in them. Now how they come to be connected to the games is by the ingenious intervention of one Koernelis Plynt. This enterprising tiefling actually shipwrecked on this relatively small section of isles a few years ago and quite accidentally discovered he could influence the events of the games by introducing new participants to the games master. Since then he's slowly been building up a nest egg by fixing the matches with new participants and convincing them the matches are not to the death. An irredeemable gambler, Plynt is constantly betting and losing his nest egg.

48. Silent Brotherhood of Asmodeus - - This island is surrounded by a fixed ring of silence extending outward 150’. Once one gets past this area of silence anyone can hear the sonorous hum of a continuous chant (maintaining the silenced area). The Brotherhood are all devotees of Asmodeus based in a tradition of assassination and pack hunting down the members and allies of Aesocar’s Bastion in a steady war of attrition. The Brotherhood goes to great lengths to keep its presence on its island secret and there are Hunting Packs of assassin teams training on the isle to kill any and all interlopers. Aside from extreme secrecy, those who do know of the Silent Brotherhood know that they are known for ability to eliminate their targets in dead silence. Recently, the Brotherhood has pulled back almost all of its agents to the isle for the final death stroke on the populous of Aesocar’s Bastion.

49. Order of Azrael - - This exclusively female order of warriors and casters specialize in hunting evil outsiders. The primary goal of the Order is not unlike the Mendev Crusaders, to destroy demons. While the Mendev Crusaders organize in literal demon slaying crusades, the Order of Azrael accomplish by stealth and cunning. They travel the world and the planes in anonymity, prepared at all times to strike should an evil outsider surface. They're main secret headquarters is located in Kenabres near the Worldwound. The Order of Azrael are virtually unheard of away from Kenabres and its demon infested environment. This outpost in the shattered continent is perhaps an aberration, as the area is not known for the demonic presence of Mendev's Worldwound.
Also called 'Angels of Death', they usually hunt in quads of four, and it has been documented that a single quad decimated three score demons on their home plane in a matter of hours. They have been known to hunt goodly outsiders for the right incentive. They tend to use holy bane weapons such as crossbows and a wide assortment of daggers.

50. Cannibal Cliff Dwellings Caldera - - Inhabited by primitive humanoids clutching spears in hand. Their skin tone seems to change colors shifting to match their surroundings. The Xothotak are a savage race of head-hunting cannibals that make their homes deep the dense jungle of this island. This particular tribe numbers in the thousands and has adapted to the caldera and have built cliff-dwellings using the skulls they collect in the walls. These cannibals conduct raids into civilized settlements when food, women and sacrifices are scarce. Captured men, women and children are beaten, bound and forced into slavery for a period of time, before being sacrificed to one of the xothotak's dark gods by being thrown into the deepest steam pits of the caldera or served as a meal at a xothotak banquet. As primitive as they are, the xothotak probably have the best grasp of the currents and routes to many of the isles in the shattered continent, which in turn aids in the success of their raids. ( ͡° ͜ʖ ͡°) yummy!

51. Roaming Island - - Sanguine Night - - Rift to Nesh - - This is a small round island that is found in a thick mist that drifts across the waves. And the fog is the only thing visible at water level, from the air, or even under the waves. Nothing but a thick fog for miles. Most of the locals know to avoid it if they are unlucky enough to see it. Death waits in fog that moves like that, just drifting slowly though the ocean. As you enter the mist it grows thicker until you barely see a foot in-front of you and a light source only gives about another foot or two in which to see shapes in. The thick fog is about half a mile long and will require quite a few checks to not get lost in it (there are boats that litter the sea floor and a few that house lost spirits that might be encountered). Once you have made your way through the thickest part of the fog it begins to rapidly clear up, slowly if you are back on the ocean side.
But if you make it through regardless of what time of day it was when you entered the fog it is dark. But you cannot see the stars, only a thick haze above you. You can see an island not that far ahead of you, maybe 100 feet from the edge of the dissipating for to the dark shores. But the waters are smooth and easy as you row your way to the shore. Pitch black sand covers the coastline all around the island. And the beach is anywhere from 10 to 20 ft. in some area’s to 100ft in others. But regardless of the length of the black beach there is a dense forest looming. Not so dense that you have to hack your way through. There are at least three Gallows Tree’s in this forest. Many of the other dangers on the island are crimson deaths, Blood Pudding , Vampiric Mist , any of the blood themed plants bloody bones, and some of the incorporeal undead like geists or groaning spirits. And after the heroes have battled their way to through the dangers of the forest they find themselves at the heart of the island. A massive moss covered hill which has a rift in reality at its peak.
The creature that guards the rift to Nesh is going to be an enhanced Doombat most likely with some levels in cleric and some mythic abilities. I will be mixing it with the Dread Vampire template and the Eternal template. The only way it can be given a permanent death is to seal the rift. The only way through the rift is to kill the creature or bargain with it and it is far less likely to bargain if you have a pulse. The area the rift is in is a massive clearing at the heart of the island and the whole area is raised up on a big hill made of the crushed bones of those that failed to enter the rift. A big moss covered bone hill filled with tantalizing treasures that if the victorious get distracted looking for the rift guardian will rise again.
I only assume they will make it to this lovely place if they pursue the Vampire plot line. And if they don’t there is always the option of a second campaign set years in the future. Teleportation magic, in or out, will always drop you in the thickest part of the fog, and this time without a boat.

52. Island of Portals - - This island is a nexus of all the islands of the shattered continent, from the moment of Earthfall. There are obvious portals to every isle in the area and these appear to be one-way portals away from this nexus. On the island is a little old human man named Dor. Dor is uniquely able to find any portal in the network via some unknown affinity to the portals. If there is someone seeking a way to a given Island, a sample of the soil or water from the isle in question is all he needs to find the corresponding portal. Taking a portal designated Dor, always leads to the right island, even if that isle has since moved from its last known location. Finding the right island via mere description is more chancy. According to Dor, this island ‘touches’ every island, but is ‘untouchable’. This means it cannot be used as a memorized location to teleport to. In fact, attempting to do so automatically teleports those making the attempt randomly to one of the other shattered continent isles. Anyone attempting to touch or harm Dor is effected as though they went through a portal of Dor’s choice.

53. Abaddon - - On this ruined and debris strewn island is a creature called the demon king, Basileiva, the angel of the abyss, the angel of the bottomless pit. Basileiva is using an ancient demonic summoning circle deep in the bowels of this island. Each day he can call forth 1d4 demons to the summoning circle causing the island to ripple and fold on itself, changing the debris field each time. At this point the demons are confined to the isle, but the magic of the circle is expanding slowly and exponentially. If the demons are not sent back through this circle of magic or killed, this rift could potentially burst, releasing a horde of demonic creatures, possibly creating a second Worldwound.

54. The Lone Skyscraper - - This structure was more than 70 levels high, but the upper portions were sheared away in the Earthfall. Each level above the first appears to be cut from the same mold and are virtually identical to each other. There are a row of six airshafts connected to every level as well as metallic ropes or cables piled down on the first few levels. There are two stair wells that also connect to each level. The windows of each level are clouded by weather, filth and debris. Each level has four strange ports and more than a few have some kind of conveyance or carriages parked in the ports. Many of the lower levels show signs of recent habitation, but there appears to be no one here now. As for the greater heights, the top 15 levels or so are inhabited several tribes of Strix, the greatest heights reserved for the strongest tribe and the leaders of the tribes nesting here.

55. Sunken Tower - - This structure is nearly identical to the Lone Skyscraper save that the building materials of the past have basically mineralized via osmosis with the darklands environment. The structure has penetrated 67 stories into the marsh, leaving the last 7 stories above ground. While some levels have filled with mud and water, others mineralized, there are spaces that have been excavated by darklands indigenous races, such as drow and duergar on the shallower levels, serpentfolk and derro in the mid-depths and aboleths and Veiled Masters in the deepest levels. There are near constant wars between these races and others over the levels of this sunken skyscraper but none of the surface worlders have discovered why. The few surfacers that have delved the depths for answers have never returned with answers, only with madness.

56. Isle of Obsidian Towers - - Black Cabal - - This group of silent and stealthy mothmen keeps watch over the shattered fate of Azlant. They stand in silent vigils along the shores of an island of black sand, perched on massive obsidian towers simply known as the Fulcrums. Sometimes, they're seen flying off to some unknown location or turning inwards as if focusing on something at the center of the island.
Mothmen are known to manipulate fate and change the courses of causality. Perhaps these ones are trying to reverse Azlant's destruction, or even harness the power of Earthfall to induce an apocalypse in the present day? Their true goals are inscrutable but surely far-reaching.
Azlant existed in an age of myth, after all. Such a powerful fate draws mothmen to it like... well, moths to a light.

57. Riddled Isle - - Riddled with caves and tunnels the stony isle appears to be a great chunk of holey cheese. Some caves lead to tunnels that lead to caves that lead to submerged tunnels that lead to the darklands or the surface. The isle is also infested with purple worms near the surface, testifying to the degree that the stone has been compromised. A veritable maze, some tunnels lead deep into the stone, all the way to the darklands. The shallow surface of this particular isle is home to warring tribes of kobolds & goblins. If the PC’s can rid one or the other of the wrathful little humanoids, they may gain ready guides to the darklands, for a short while. They might even find their way to a sphinx and its riddles.

58. Port Mercy - - This Port Town is named after Mr. Edna Mercy Cross, who owns much of the town, including the Tavern, Mercy's Mooring. Now Mercy is NEVER, EVER called Edna. The only people that call him Edna are the Noob’s that get tricked into calling him by his real first name. The various patrons actually run a pool to see who, and how long they’ve been on the island before they foul up and say Mercy’s first name to his face. Mercy will well and truly deck the snot out of the offender without warning. If the fool wishes to take offence at the rebuttal, Mercy simply asks if they want blood or satisfaction. If they say blood, Mercy will do his level best to not kill the fool, but accidents happen, even in a fair fight. If they say satisfaction, one of the many women in the bar will offer to satisfy them and then some. If the PC takes the offer then everyone relaxes. If the PC doesn’t get the hint, Mercy tells the PC to step outside and find a goat to satisfy him. At this point Mercy will hear no more and offer to kick the fools arse, and he really will try to kill him.
This port-town is actually a smugglers port frequented by pirates and smugglers as well as regular merchant vessels. The real trick is Mercy’s Mooring. Any vessel tied to this magical Mooring shrinks the boat and cargo in all its dimensions to 1 foot in diameter. The boat will stay this way until it comes into contact with enough water for it to float in. The smugglers of the Port pay a hefty fee based on cargo to use Mercy’s Mooring. Mercy has a modest collection of ships on the shelves of his taproom, and no one knows how he got them or if they came from his magical mooring.

59. Pirate Ship - - Cervantes’ Warhawk - - Plane of Air - - This ship is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. The ship needs a minimum crew of 20, current crew is 50. Interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night, providing either normal or dim light (open flames are dangerous on a ship). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.
She is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.

60. Crystal Reef Isle - - The waters around Crystal Reef Isle are crystal clear (visibility 320 feet), but the island is surrounded by unique clear crystal coral reefs, which lie between 5 and 25 feet beneath the surface and imposes a -5 circumstance penalty on Perception checks made to detect the crystalline reefs. Despite the beauty, however, the tides around the island are vicious, particularly along the western shore. Even on calm days, the DC of Swim checks is the same as in rough water (DC 15), and creatures that fail a Swim check by 5 or more are dragged farther out to sea at a rate of 30 feet per round by the strong currents.
The real danger is in both the waters and the jungle of the isle. There are perhaps hundreds of crystal oozes inhabiting the area, but their presence may be what has caused the clear crystal coral growths. Seemingly innocuous glistening water strikes out with a terrible pseudopod, reaching for the unsuspecting PC's.
The majority of the isle is covered in thick jungle- considered dense forest with heavy undergrowth. Unless they are using one of the few narrow paths traversing the jungle, characters traveling through the jungle must make DC 16 Survival checks to avoid becoming lost.

61. On the Tide Tonight (CR 5) (or adjust CR to taste) This event occurs shortly after the PCs have departed an island. The encounter should occur when the PCs’ ship is in the open ocean shortly before eight bells, the end of the late-night watch and the beginning of the morning watch (about 4 a.m.).
Creatures: Three sahuagin, members of the tribe that dwells in one of numerous coves, have been sent to reconnoiter the area and to prey upon lone ships that can be surprised. They clamber onto deck and attempt to silently murder any sailors on watch before slipping back overboard with their victims in tow. If the PCs are on watch, allow Perception checks to detect the sahuagin’s stealthy boarding party before they attack. Otherwise, or unless the PCs have posted more than two sailors on watch or taken other unusual precautions, assume that the raid is successful and goes unnoticed until the next watch comes on deck and finds only a few bloodstains. A DC 17 Survival check reveals a few wet prints in the shape of a webbed and clawed humanoid foot, which PCs who succeed at a DC 15 Knowledge (nature) can identify as the tracks of sahuagin. If the PC's stay in the general area, the sahuagin return in greater numbers a week later.
Morale: If two sahuagin are killed, the survivor leaps overboard and flees. If a sahuagin is in danger of being captured alive, it swallows a puffer fish spine hidden in its mouth, causing it to choke to death on the toxin and preventing it from revealing anything about its tribe
Treasure: One of the sahuagin wears a necklace of golden coral and strange, silvery metal with blue-black whorls worth 1,500 gp. The silvery metal is a platinum alloy known as “deep platinum”.
DEEP PLATINUM . . . courtsey of SKULLS & SHACKLES: Raiders of the Fever Sea
This rare platinum alloy is characterized by blue-black whorls of an almost disturbing aspect, and is virtually unknown to those living above the surface of the sea. It is actually mined from platinum deposits in the deepest ocean trenches, where it is tainted by exposure to poisonous deep sea vents called “black smokers.” Only aboleths, krakens, or even stranger creatures of the ocean depths can recover this metal from these fathomless trenches. On land, deep platinum has the same value as normal platinum, but it is of inestimable value to undersea races such as the sahuagin, who often ascribe religious or magical qualities to the rare metal.

62. Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand)
Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)
Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.

63. The Island of the Sun Temple - - The island where the Sun Temple once stood and where Andoran’s last attempt to colonize Azlant along the north eastern side of Azlant, about three hundred miles north. It is a fairly large island, roughly 150 miles by 150 miles. The eastern shore is about 50 miles out of shallow waters filled with rocky spires and littered with broken ships.
Despite being in the norther parts of Azlant this island is never cold. The waters around the island are always warm and the island itself is covered in a thin steam. Thick jungle and sudden shear cliffs make up most of this heavily shattered island. And there is a steady incline as this was once a mountain. Near the center of the island is a massive lake, almost 2 miles wide and nearly three miles long. There is a thick river that reaches out to the south ocean and even though the waters rush out towards the ocean this lake never depletes. Filling this steaming lake are shattered landmasses.
Strange lights flicker among the fragmented shrines and beckon the unwary deeper into the tangled undergrowth of the island. Smoldering auroras halo the ruins even in the bright of day, and the burn of ozone permeates the air. Towering spires and copulas penetrate the island’s thick canopy, dwarfing more recent human habitations built among the once-glorious edifices of the old empire. An enormous, bronze-mounted lens transits the island in a lazy and wandering orbit, its focused beam setting vegetation alight and carving trails like cauterized wounds through the dense foliage. Everywhere are the crumbling walls of a ruined civilization—some built in strange, sharp angles, others curved like sections of spheres. Above all looms the imposing edifice of the Sun Temple, perched on high, rocky ground scorched black by the searing beams of the gigantic lens. Occasionally, the mysterious device pauses in its orbit bringing its light to bear on the cracked crystalline dome of the grand temple, which causes the halo of its smoldering aurora to flare menacingly as magma-like oozes flow forth from the temple’s yawning, eye-shaped gate, like tears of living flame.
The waters are filled with aggressive sharks and reefclaws. While the hot jungle is has the normal creatures along with botflies, magma oozes, and fire mephitis. Ghosts, willow-o-wisps, fire elementals, and demons can be found throughout the island The broken city is inhabited by the various descendants of the survivors of shipwrecks, including the ones from Andoran’s last attempt. The larger population are the devotee’s to Nuruu’gal, a insatiable protoplasmic godling that is part of Nurgal. These people are infected with a parasitic oozes that grant them a detect thoughts ability along with extra limbs, eyes, ect. The truly devote can be blessed to become a Shinning Child.
The other and smaller group is loyal to Abadar, people who have refused to serve Nuruu’gal. And their leader is a cleric of Abadar. Kjel Vanderholt is a descendant of Andoran and does what he can with those unfortunate enough to crash on these shores. But the need to exterminate Nuruu’gal keeps him from trying to rally everyone into making a makeshift boat and fleeing to a nearby island. His parents died trying to slay the godling and he has made it his life goal to purge that creature from the Material world.
All kinds of humanoids make up both groups as most of the inhabitants came over on ship that crashed on the shores and that can be a motley crew at best. The generations roll by. Simply by location Tieflings are very common as are ifirt. This is due to the demonic and fiery nature of the island.
The book says to stat Nuruu’gal using the variant abilities for a shoggoth just more fiery as it is a glowing, burning mass of raw solar protoplasm. And I figure they, as they will be mythic by then should be able to go after it with some aid from the locals. This should be a massive battle.
There are ways to hurt it before hand and I kinda wanna see what happens. Assuming this is one of the first places they go. It is not far from their home and it was mentioned that the people funding this expedition want to know what happened. Plus it will help set the tone for how dangerous Azlant is assuming they don’t figure that out with the Aboleth’s. I have two of them to battle it out with coming up. So I am hoping to kind of start their exploration of Azlant with a battle with a proto godling the Azlanti called forth but could not control.

64. Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
Init +8 DEFENSE AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft.
Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 18 brine zombies, 10 male Urdefhan fighter3/rogue3,
EQUIPMENT Gear heavy ballista with 20 bolts (fore), ram, bite,
Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls, now used as teeth for the megalodon like maw of the vessel.
Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.


64. Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
Init +8 DEFENSE AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft.
Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 18 brine zombies, 10 male Urdefhan fighter3/rogue3,
EQUIPMENT Gear heavy ballista with 20 bolts (fore), ram, bite,
Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls, now used as teeth for the megalodon like maw of the vessel.
Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.


Deaths Adorable Apprentice wrote:

I love the Sapphire island. And I look forward to how the party, with the two tieflings in the party, talk with Gluciar. I would assume one spell that at least temporarily frees them would be the planar binding spells but at either sun up or sun down Gluciar would be pulled back to the island.

I need to flesh out the reason Gluciar was bound their. If they agreed to aid some Azlanti and the Earthfall happened, if they were cursed, or if they were unwillingly summoned and bound. Gotta figure out a little about who or what bound them.

Devastation is lovely. And Azlant is a great place to hideout if you can survive there. . . . Spider island is lovely and I wish my sister in law played cause she is terrified of spiders.

Great minds think alike. I figure Gluciar might consider the tieflings as hunt-worthy, depending on how the conversation goes.

As for the reason the Azata is being summoned, i left that open so that you might tie it and other story elements together in your game.


Now you might recall we talked about how to close a rift, welp, here's where to find the phase spiders. Good luck to your player's finding the right kind of spider web on an island full of giant spiders!! ;-)

36. Roaming Island - - Spider Island - - On this island we have numerous varieties of spiders, spider-swarms, giant black widow spiders, scarlet-spiders, phase-spiders, ogre-spiders and many more. In fact there are so many spiders it’s hard to see how they might survive without sufficient sustenance. Perhaps they prey on each other. And they do, to a certain extent. But they also have another food source. There is a gate on the island that leads to the realm of Achaekek, He Who Walks in Blood, god of assassins, the Mantis God. On occasion a giant mantis passes through the gate and there is a feast on Spider Island. And then there are the Red Mantis assassins; sometimes it’s an errant follower falling through the gate, other times it’s a test of Achaekek’s followers, to see if their belief is enough to get them off the island alive.


62. Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand)
Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)
Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. By replace, Captain Sebastian killed them quietly, or at least well away from the rest of the crews prying ears. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.


35. Roaming Island - - Sapphire Isle- multiple locations - - This isle is inhabited by an Azata, a Ghaele to be precise, summoned to a cold iron circle every night, from dusk til dawn. Now Ghaeles are strong hunters, courtly and knightly, and pursue great foes. For centuries Gluciar has been forcibly summoned to this circle and restricted to this lush green island, he has hunted down every predator on the island and is quite bored. If introduced to warrior-hunter types he is interested in hearing about their greatest challenges. Eventually he comes up with a way to ease his boredom, asking the PC’s to repopulate the verdant island with new predator types, in mated pairs if they can manage it. If they can’t he asks if they could manage summoning him to a locale where he can pursue dragons or fiends. In return he offers a special reward to them, a special Sapphire Ooze. This ooze he has been wearing as armor for millennia. This particular ooze appears to be made of glittering sapphire crystals and provides protection as if it were a +5 mithral breastplate. This isle is also home to this oozes offspring, while not as potent as the parent sapphire ooze, they still provide protection as if they were a mithral breastplate.
Unknown to Gluciar, if he can slay a dragon or a fiend, the curse summoning him to the isle will end. If this happens, Gluciar credits the PC’s with breaking the curse and is in their debt. He will agree to 3 future summonings with a specific task.


Deaths Adorable Apprentice wrote:

Cervantes’ Warhawk is delightful. 5 pistols feel like a lot and I rather like that. I played with someone in a Robotech game who had like a dozen guns on her at any given moments, I had an energy bow, one gun, and a knife. I having saved this and I have vague ideas floating in my mind and I will share when they have solidified.

  • and that's just the impression i wanted to give, lots of guns, running out of places to put 'em!
    Crystal Reef Isle: I love ooze's! I have only ever run a single gelatinous ooze and I ran it right out of the module I was running while cutting my teeth on GMing. Sappire ooze's are my favorite ones and I plan to use them at some point. They just wanna be heroes
  • hhmmm. I had a isle in the back of my mind called the Sapphire Isle but don't have a clear protagonist pictured yet. I'll try not to over-think it. EDIT:: WHOA! just read the Sapphire ooze! Sapphire Isle here we come!
    The crystal oozes are a wonderful reason for the crystal like coral. I love the visual.
  • Thanks, i'm kind partial to it myself. occasionally i have a good idea.
    On the Tide Tonight should be a fun encounter. And we never made it to deep platinum in the Skulls and Shackles game, the GM did not want to keep running it.
  • oh now that is a shame! i've played SKULLS & SHACKLES to the end, and learned sooooo much i'd love to play it again, hell, even running it would be fun.

  • 61. On the Tide Tonight (CR 5 or adjust CR to taste) This event occurs shortly after the PCs have departed an island. The encounter should occur when the PC's ship is in the open ocean shortly before eight bells, the end of the late-night watch and the beginning of the morning watch (about 4 a.m.).
    Creatures: Three sahuagin, members of the tribe that dwells in one of numerous coves, have been sent to reconnoiter the area and to prey upon lone ships that can be surprised. They clamber onto deck and attempt to silently murder any sailors on watch before slipping back overboard with their victims in tow. If the PCs are on watch, allow Perception checks to detect the sahuagin’s stealthy boarding party before they attack. Otherwise, or unless the PCs have posted more than two sailors on watch or taken other unusual precautions, assume that the raid is successful and goes unnoticed until the next watch comes on deck and finds only a few bloodstains. A DC 17 Survival check reveals a few wet prints in the shape of a webbed and clawed humanoid foot, which PCs who succeed at a DC 15 Knowledge (nature) can identify as the tracks of sahuagin. If the PC's stay in the general area, the sahuagin return in greater numbers a week later.
    Morale: If two sahuagin are killed, the survivor leaps overboard and flees. If a sahuagin is in danger of being captured alive, it swallows a puffer fish spine hidden in its mouth, causing it to choke to death on the toxin and preventing it from revealing anything about its tribe
    Treasure: One of the sahuagin wears a necklace of golden coral and strange, silvery metal with blue-black whorls worth 1,500 gp. The silvery metal is a platinum alloy known as “deep platinum”.

    DEEP PLATINUM . . . courtsey of SKULLS & SHACKLES: Raiders of the Fever Sea
    This rare platinum alloy is characterized by blue-black whorls of an almost disturbing aspect, and is virtually unknown to those living above the surface of the sea. It is actually mined from platinum deposits in the deepest ocean trenches, where it is tainted by exposure to poisonous deep sea vents called “black smokers.” Only aboleths, krakens, or even stranger creatures of the ocean depths can recover this metal from these fathomless trenches. On land, deep platinum has the same value as normal platinum, but it is of inestimable value to undersea races such as the sahuagin, who often ascribe religious or magical qualities to the rare metal.


    60. Crystal Reef Isle - - The waters around Crystal Reef Isle are crystal clear (visibility 320 feet), but the island is surrounded by unique clear crystal coral reefs, which lie between 5 and 25 feet beneath the surface and imposes a -5 circumstance penalty on Perception checks made to detect the crystalline reefs. Despite the beauty, however, the tides around the island are vicious, particularly along the western shore. Even on calm days, the DC of Swim checks is the same as in rough water (DC 15), and creatures that fail a Swim check by 5 or more are dragged farther out to sea at a rate of 30 feet per round by the strong currents.
    *The real danger is in both the waters and the jungle of the isle. There are perhaps hundreds of crystal oozes inhabiting the area, but their presence may be what has caused the clear crystal coral growths. Seemingly innocuous glistening water strikes out with a terrible pseudopod, reaching for the unsuspecting PC's.
    *The majority of the isle is covered in thick jungle- considered dense forest with heavy undergrowth. Unless they are using one of the few narrow paths traversing the jungle, characters traveling through the jungle must make DC 16 Survival checks to avoid becoming lost.


    I was actually working on another entry but this was in my head awhile ago and seems to fit the current theme. Figured you may need to start somewhere with NPC pirates since the characters are spending a lot of time on a boat.

    59. Cervantes’ Warhawk - - Pirate Ship - - This ship is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. The ship needs a minimum crew of 20, current crew is 50. Interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night, providing either normal or dim light (open flames are dangerous on a ship). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.
    *She is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
    *The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.


    58. Port Mercy - - This Port Town is named after Mr. Edna Mercy Cross, who owns much of the town, including the Tavern, Mercy's Mooring. Now Mercy is NEVER, EVER called Edna. The only people that call him Edna are the Noob’s that get tricked into calling him by his real first name. The various patrons actually run a pool to see who, and how long they’ve been on the island before they foul up and say his true name. Mercy will well and truly deck the snot out of the offender without warning. If the fool wishes to take offence at the rebuttal, Mercy simply asks if they want blood or satisfaction. If they say blood, Mercy will do his level best to not kill the fool, but accidents happen, even in a fair fight. If they say satisfaction, one of the many women in the bar will offer to satisfy them and then some. If the PC takes the offer then everyone relaxes. If the PC doesn’t get the hint, Mercy tells the PC to step outside and find a goat to satisfy him. At this point Mercy will hear no more and offer to kick the fools arse, and he really will try to kill him.
    This port-town is actually a smugglers port frequented by pirates and smugglers as well as regular merchant vessels. The real trick is Mercy’s Mooring. Any vessel tied to this magical Mooring shrinks the boat and cargo in all its dimensions to 1 foot in diameter. The boat will stay this way until it comes into contact with enough water for it to float in. The smugglers of the Port pay a hefty fee based on cargo to use Mercy’s Mooring. Mercy has a modest collection of ships on the shelves of his taproom, and no one knows how he got them or if they came from his magical mooring.


    57. Riddled Isle - - Riddled with caves and tunnels the stony isle appears to be a great chunk of holey cheese. Some caves lead to tunnels that lead to caves that lead to submerged tunnels that lead to the darklands or the surface. The isle is also infested with purple worms near the surface, testifying to the degree that the stone has been compromised. A veritable maze, some tunnels lead deep into the stone, all the way to the darklands. The shallow surface of this particular isle is home to warring tribes of kobolds & goblins. If the PC’s can rid one or the other of the wrathful little humanoids, they may gain ready guides to the darklands, for a short while. They might even find their way to a sphinx and its riddles.


    Deaths Adorable Apprentice wrote:
    Sorry for the slow delay. The last few days have been hectic in my house with a lot of bickering and my live game this was yesterday.

    Plans rarely survive the first engagement with the enemy (the PC's).

    So a tiefling barbarian, an aasimar oracle, a tiefling spiritualist Haunted archetype, an aasimar Cleric, an ifrit cavalier, & a conjuration wizard aasimar walk into a bar ... and cause the whole campaign to go sideways. ;-)
    TheGreatWot wrote:

    56. Black Cabal - - This group of silent and stealthy mothmen keeps watch over the shattered fate of Azlant. They stand in silent vigils along the shores of an island of black sand, perched on massive obsidian towers simply known as the Fulcrums. Sometimes, they're seen flying off to some unknown location or turning inwards as if focusing on something at the center of the island.

    Mothmen are known to manipulate fate and change the courses of causality. Perhaps these ones are trying to reverse Azlant's destruction, or even harness the power of Earthfall to induce an apocalypse in the present day? Their true goals are inscrutable but surely far-reaching.
    Azlant existed in an age of myth, after all. Such a powerful fate draws mothmen to it like... well, moths to a light.
    gotta say i like the mothmen, kinda supernatural Watchers. Mysterious strangers that flit away after taking a single action to change the course of a combat, potentially saving a life.
  • TheGreatWot - - Welcome to the thread.


  • 55. Sunken Tower - - This structure is nearly identical to the Lone Skyscraper save that the building materials of the past have basically mineralized via osmosis with the darklands environment. The structure has penetrated 67 stories into the marsh, leaving the last 7 stories above ground. While some levels have filled with mud and water, others mineralized, there are spaces that have been excavated by darklands indigenous races, such as drow and duergar on the shallower levels, serpentfolk and derro in the mid-depths and aboleths and Veiled Masters in the deepest levels. There are near constant wars between these races and others over the levels of this sunken skyscraper but none of the surface worlders have discovered why. The few surfacers that have delved the depths for answers have never returned with answers, only with madness.


    Deaths Adorable Apprentice wrote:
    The AP has Strix and I rather love what they did with them. Arcadia is where the Strix originally came from and the ones that went on to Avistan have all the nasty assumptions about them. They are treated with suspicion and have become suspicious in return. But the ones that stayed on Azlant are more friendly. They are very tribal and tend towards being artists, poets, and musicians. They have never had to deal with the bigotry the Strix of Avistan.

    54. The Lone Skyscraper -- This structure was more than 70 levels high, but the upper portions were sheared away in the Earthfall. Each level above the first appears to be cut from the same mold and are virtually identical to each other. There are a row of six airshafts connected to every level as well as metallic ropes or cables piled down on the first few levels. There are two stair wells that also connect to each level. The windows of each level are clouded by weather, filth and debris. Each level has four strange ports and more than a few have some kind of conveyance or carriages parked in the ports. Many of the lower levels show signs of recent habitation, but there appears to be no one here now. As for the greater heights, the top 15 levels or so are inhabited several tribes of Strix, the greatest heights reserved for the strongest tribe and the leaders of the tribes nesting here.

    Now you’ll probably note I’ve been somewhat vague and primitive in the description of the skyscraper and the stories belonging to the building. This is on purpose but I’ll try to clarify here. I tried to describe things the way someone new to the sight might see them. I described some cookie cutter office space, airshafts that are really elevator shafts and cables. The four strange ports at each level are parking places for air-cars, none of which function as all of the fuel cells are depleted or degraded.


    53. Abaddon -- On this ruined and debris strewn island is a creature called the demon king, Basileiva, the angel of the abyss, the angel of the bottomless pit. Basileiva is using an ancient demonic summoning circle deep in the bowels of this island. Each day he can call forth 1d4 demons to the summoning circle causing the island to ripple and fold on itself, changing the debris field each time. At this point the demons are confined to the isle, but the magic of the circle is expanding slowly and exponentially. If the demons are not sent back through this circle of magic or killed, this rift could potentially burst, releasing a horde of demonic creatures, possibly creating a second Worldwound.


    52. Island of Portals -- This island is a nexus of all the islands of the shattered continent, from the moment of Earthfall. There are obvious portals to every isle in the area and these appear to be one-way portals away from this nexus. On the island is a little old human man named Dor. Dor is uniquely able to find any portal in the network via some unknown affinity to the portals. If there is someone seeking a way to a given Island, a sample of the soil or water from the isle in question is all he needs to find the corresponding portal. Taking a portal designated Dor, always leads to the right island, even if that isle has since moved from its last known location. Finding the right island via mere description is more chancy. According to Dor, this island ‘touches’ every island, but is ‘untouchable’. This means it cannot be used as a memorized location to teleport to. In fact, attempting to do so automatically teleports those making the attempt randomly to one of the other shattered continent isles. Anyone attempting to touch or harm Dor is effected as though they went through a portal of Dor’s choice.


    Kifaru wrote:

    Well.... well.... what the Hell..... He survived.

    I gave the player a bit of a heads up as to what was about to happen and how the situation came about. After a discussion he declared that he didn't want to meta game and didn't want me to softball the encounter.
    TriOmegaZero wrote:
    I am Nemesis wrote:
    your doing your player's a disservice if you keep pulling punches.
    I don't think he did.

    in a way he did, by heads-upping the player. while i admire the player wanting to go ahead without a dm holding back, i think Kifaru was a little to free with the behind the scenes info with his player's in this instance. This doesn't make him a bad dm. I have at times had my own attachments to my player's pc's because of how well the the player brought to life the character. and that's ok, I, as a player like a little realism and consequences in my fantasy game. Kifaru can run his table however he likes.


    your doing your player's a disservice if you keep pulling punches.
    yes you want your player's invested in their characters BUT fights have consequences.
    in a near TPK, new allies (player's back-up characters) can show up to help save the day. MEANING tell your player's to make back up characters

    in the event of a TOTAL PARTY KILL, start a "new game" that eventually leads to the place they last left off. these pc's just happened to get there by a different route.
    have the pc's hear about a group of adventurers (the TPK'd group) performing heroic deed's here and there.
    eventually the stories come to a halt... no one knowing what happened to them on their last foray.
    maybe a past ally offers to pay the new group to find the TPK team.


    Deaths Adorable Apprentice wrote:

    51. Sanguine Night -- This is a small round island that is found in a thick mist that drifts across the waves. And the fog is the only thing visible at water level, from the air, or even under the waves. Nothing but a thick fog for miles. Most of the locals know to avoid it if they are unlucky enough to see it. Death waits in fog that moves like that, just drifting slowly though the ocean. As you enter the mist it grows thicker until you barely see a foot in-front of you and a light source only gives about another foot or two in which to see shapes in. The thick fog is about half a mile long and will require quite a few checks to not get lost in it (there are boats that litter the sea floor and a few that house lost spirits that might be encountered). Once you have made your way through the thickest part of the fog it begins to rapidly clear up, slowly if you are back on the ocean side.

    But if you make it through regardless of what time of day it was when you entered the fog it is dark. But you cannot see the stars, only a thick haze above you. You can see an island not that far ahead of you, maybe 100 feet from the edge of the dissipating for to the dark shores. But the waters are smooth and easy as you row your way to the shore. Pitch black sand covers the coastline all around the island. And the beach is anywhere from 10 to 20 ft. in some area’s to 100ft in others. But regardless of the length of the black beach there is a dense forest looming. Not so dense that you have to hack your way through. There are at least three Gallows Tree’s in this forest. Many of the other dangers on the island are crimson deaths, Blood Pudding , Vampiric Mist , any of the blood themed plants bloody bones, and some of the incorporeal undead like geists or groaning spirits. And after the heroes have battled their way to through the dangers of the forest they find themselves at the heart of the island. A massive moss covered hill which has a rift in reality at its peak.
    The creature that guards the rift to Nesh is going to be an enhanced Doombat most likely with some levels in cleric and some mythic abilities. I will be mixing it with the Dread Vampire template and the Eternal template. The only way it can be given a permanent death is to seal the rift. The only way through the rift is to kill the creature or bargain with it and it is far less likely to bargain if you have a pulse. The area the rift is in is a massive clearing at the heart of the island and the whole area is raised up on a big hill made of the crushed bones of those that failed to enter the rift. A big moss covered bone hill filled with tantalizing treasures that if the victorious get distracted looking for the rift guardian will rise again.
    I only assume they will make it to this lovely place if they pursue the Vampire plot line. And if they don’t there is always the option of a second campaign set years in the future. Teleportation magic, in or out, will always drop you in the thickest part of the fog, and this time without a boat.

    "Most of the locals know to avoid it if they are unlucky enough to see it. Death waits in fog that moves like that, just drifting slowly though the ocean."

    i am under the assumption this is one of the Roaming Islands? if so it might be difficult for the sunken boats on the sea floor to follow the island
    (unless A: the island teleports itself and its surroundings, or
    B: The island floats around in random directions trailing a path of broken vessels. Or
    C: its not a Roaming Island, just a regular stationary isle infested with vampires).
    I ask only to know how to categorize it in the main list.


    16. Target of the spell gets to use their best Saving Throw vs. the spell instead of the suggested Save against the spell.

    17. Target of the spell explodes into ectoplasmic goo; no damage. It takes 1d4 rounds per level of the spell to regain original form. totally immune to damage until reformed, can take no other actions other than resuming original form.

    18. Caster of the spell automatically teleports adjacent to target.

    19. Caster's hair catches fire; no damage. All onlookers in range must save vs. the DC of the spell or be dazzled for 1 round/level.

    20. Caster & Target slam together in a stunning collision. Damage is 1d6 per every 10ft between the two. Both must make a fortitude save or be stunned for 1d4 rounds.


    Doompatrol wrote:
    I am Nemesis wrote:
    Squeakmaan wrote:
    As Pizza Lord said, you can justify anything to yourself. The problem is that torture is an outright evil act in Pathfinder as well as worthless for gaining reliable information, so you're using an evil act that's also less effective than other methods. The question of will you stay Good when you're torturing people, probably not is the answer I'd give.

    rather than making yourself a torturer, consider yourself an interrogator. concentrate on bluff, diplomacy, intimidate. sometimes the threat of torture and the NPC's belief that the PC's is willing to go that far is enough to get the information you need. like Squeakman said, "torture is an outright evil act as well as worthless for gaining reliable information".

    look at in this way, Batman is likely Lawful Neutral. He doesn't really resort to torture (though he is perfectly willing to rough a bad-guy up), he does intimidate the $#!+ out of them. Be Batman. ( ͡° ͜ʖ ͡°)

    Except what Batman does is torture. He inflicts physical pain and emotional anguish to to retrieve information.

    The only difference between Batman and the strapped to the table stuff everyone is thinking about is that the story doesn't go too far.

    I guess the point i was trying to make is that Batman is not a Sadist about gathering information, he's roughing up someone because it needs to be done. NOT BECAUSE HE ENJOYS IT. If Batman was a bad example, Daredevil won't be much better. If it helps forget the comic book references.

    Just be the Interrogator, unless your character background makes you a torturer.


    50. The Caldera Cannibal Cliff Dwellings: Inhabited by primitive humanoids clutching spears in hand. Their skin tone seems to change colors shifting to match their surroundings. The Xothotak are a savage race of head-hunting cannibals that make their homes deep the dense jungle of this island. This particular tribe numbers in the thousands and has adapted to the caldera and have built cliff-dwellings using the skulls they collect in the walls. These cannibals conduct raids into civilized settlements when food, women and sacrifices are scarce. Captured men, women and children are beaten, bound and forced into slavery for a period of time, before being sacrificed to one of the xothotak's dark gods by being thrown into the deepest steam pits of the caldera or served as a meal at a xothotak banquet. As primitve as they are, the xothotak probably have the best grasp of the currents and routes to many of the isles in the shattered continent, which in turn aids in the success of their raids. ( ͡° ͜ʖ ͡°) yummy!


    Squeakmaan wrote:
    As Pizza Lord said, you can justify anything to yourself. The problem is that torture is an outright evil act in Pathfinder as well as worthless for gaining reliable information, so you're using an evil act that's also less effective than other methods. The question of will you stay Good when you're torturing people, probably not is the answer I'd give.

    rather than making yourself a torturer, consider yourself an interrogator. concentrate on bluff, diplomacy, intimidate. sometimes the threat of torture and the NPC's belief that the PC's is willing to go that far is enough to get the information you need. like Squeakman said, "torture is an outright evil act as well as worthless for gaining reliable information".

    look at in this way, Batman is likely Lawful Neutral. He doesn't really resort to torture (though he is perfectly willing to rough a bad-guy up), he does intimidate the $#!+ out of them. Be Batman. ( ͡° ͜ʖ ͡°)


    yes, yes, all good. but what did you do to the rest of the group? ;-)
    i mean did they get to play at all? did you split into two assassination teams? ( ͡° ͜ʖ ͡°)


    Deaths Adorable Apprentice wrote:

    The Silent Brotherhood of Asmodeus: This is delightful. I lement that I have to build them but I am loving the idea of a siege Aesocar’s Bastion. I have never had the chance to run a siege and once the Bastion place came up I have been thinking of some kind of attack on the whole city. And this is the lovely other side of things. I am so looking forward to the city of healers and the devil worshipers who want them dead.

    The Order of Azrael. I may use this. I love the lore aspect and that it ties into the Mendev Crusaders

    I figured enough time went by without avr writing anything more about the Bastions' rivals that i thought i'd give it a shot.

    As for the Order of Azrael, i was binge watching the tv show "Lucifer" and an episode inspired me to create the 'Angels of Death'. The show implied Azrael, the angel of death, was a sister to Lucifer, so i decided to make the Order an all girl affair. I think w/ all of the rifts to multiple planes, many of which lead abyssal and infernal dimensions, it was a logical leap that there might be a force fighting off demon incursions. the PC's are not the only (possibly) goodly group in the shattered continent.
    inspiration can come for the oddest places.


    49. The Order of Azrael -- This exclusively female order of warriors and casters specialize in hunting evil outsiders. The primary goal of the Order is not unlike the Mendev Crusaders, to destroy demons. While the Mendev Crusaders organize in literal demon slaying crusades, the Order of Azrael accomplish by stealth and cunning. They travel the world and the planes in anonymity, prepared at all times to strike should an evil outsider surface. They're main secret headquarters is located in Kenabres near the Worldwound.
    Also called 'Angels of Death', they usually hunt in quads of four, and it has been documented that a single quad decimated three score demons on their home plane in a matter of hours. They have been known to hunt goodly outsiders for the right incentive. They tend to use holy bane weapons such as crossbows and a wide assortment of daggers.
    The Order of Azrael are virtually unheard of away from the city called Kenabres and its demon infested environment. This outpost in the shattered islands is perhaps an aberration, as the area is not known for the demonic presence of Mendev's Worldwound.


    Assassins are usually always well informed.
    Why not have two Assassin Teams?
    Coordinate the attacks to happen at the same time and hope they don't make it a running battle.

    Personally i'd just bomb the ship and poison the bigger group before all-out attacking them.

    if you really want to shake things up- make sure the assassins destroy the bodies in such a way that resurrection is NEARLY impossible for the survivors.


    48. The Silent Brotherhood of Asmodeus -- This island is surrounded by a fixed ring of silence extending outward 150’. Once one gets past this area of silence anyone can hear the sonorous hum of a continuous chant (maintaining the silenced area). The Brotherhood are all devotees of Asmodeus based in a tradition of assassination and pack hunting down the members and allies of Aesocar’s Bastion in a steady war of attrition. The Brotherhood goes to great lengths to keep its presence on its island secret and there are Hunting Packs of assassin teams training on the isle to kill any and all interlopers. Aside from extreme secrecy, those who do know of the Silent Brotherhood know that they are known for ability to eliminate their targets in dead silence. Recently, the Brotherhood has pulled back almost all of its agents to the isle for the final death stroke on the populous of Aesocar’s Bastion.


    Deaths Adorable Apprentice wrote:

    I like the Coral Cauldron for a name. yeah, i'd already changed it in my notes

    I like this idea with them not knowing Earthfall is coming. It would have to be a fairly small settlement, I think, but I rather like it. But to throw a wrench in things I have a party who likes to try to do the right thing and might try to save people. So what would I do in the event that someone gets away with the party. Teleportation is a big thing.

    There are a few ways of dealing with saving imaginary people,

  • if this is a haunt of epic proportions; teleporting or just going out of range should take care of the issue. UNLESS...
  • this is a haunt of epic proportions; meaning the haunt is actually haunting the PC's (or an object they're carrying) and can follow them, as the rescued person.
  • You have a hero complex yourself and WANT them to save someone(s). In this case consider this; guilt. If you save someone(s) and not the whole family and their loved ones, the survivor(s) may feel incredible guilt at leaving them behind. That said, you now have 10 lb problem in a 5 lb bag. You've got a person(s) who is totally green to their new environment. This means for the player's a lot of hand holding their charge, possibly needing to provide for them for some time. For you, it means coming up with day-to-day problems and tantrums from your survivor(s). It really depends on the relationship you want the PC's to have with the survivor(s). You my want to consider how may you want to cultivate the NPC(s).


  • 2. Dead Magic -- The Final Exhale -- Bubbles of dead magic frozen in the water, like air bubbles floating to the surface except not that easy to see, the final exhale of a dying god. If the PC's figure out a way to follow these "bubbles of dead magic" to their source, the coral-ed over body of said dead (your choice of) god. Inside the coral, a massive cavern with remnants of old magic, so potent and pure, a place where crafted items can become especially powerful. Known and spoken of by very, very, few, this last up-swell of magic is heavily protected by sea elves, merfolk, undine, gillmen, Aboleths and others.

    47. Earthfall -- The Colosseum -- The day of Earthfall keeps repeating in the Colosseum; and the PC's can effect the outcome of the gladiatorial games by participating in them. Now how they come to be connected to the games is by the ingenious intervention of one Koernelis Plynt. This enterprising tiefling actually shipwrecked on this relatively small section of isles a few years ago and quite accidentally discovered he could influence the events of the games by introducing new participants to the games master. Since then he's slowly been building up a nest egg by fixing the matches with new participants and convincing them the matches are not to the death. An irredeemable gambler, Plynt is constantly betting and losing his nest egg.

    Deaths Adorable Apprentice wrote:

    25. Walled-Off Island -- This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorer’s abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.

    The ability to fly is one way they can try to get up over it but I am thinking the winds should be super strong to make that just as dangerous. Other than the visuals of the isolated ecosystem I am not sure what to here beside the rift to the plane of water or a rift to the Maelstorm and the coral is the way it was contained. Wit it leading the to the Maelstorm it would be a goal for the devotes of pirates with it being Besmara’s home.
    what better place for pirates buried treasure? ALSO; it could be a way BACK FROM THE PLANE OF WATER. Who know's, maybe this 'Coral Cauldron' empties and fills with the ebb and flow of the Maelstrom?
    No, not like a toilet.

    34. Roaming Island -- Cryo-Prison Transport Isle-- multiple locations -- now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a long line of "parolee's" who were supposed to be released at least millennia ago. there's even a lever marked "Today" that will free 5 at a time, with all of their possessions!
    cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoner’s maybe instead make it work like the time Han Solo was embedded in carbonite.
    I play with nerds and will really have to put some thought into how to have a reanimated Azlanti come about. I love the idea of it but there needs to be some planning.
    keep in mind, the creatures released don't necessarily survive being 'thawed' and if not dead could have become undead. If there are surviving "parolee's" they may be a ways up the line of releasee's and it could be that not all detainee's were guilty of the crimes they were accused of.

    39. Roaming Island -- The Fields of Sorrow -- Nothing living is here, no animals or even bugs. I am wanting it to move around. Not the location but the essence of the place. It is tied to a creature though I am not so sure on what I want it to be. Either some kind of undead, demon, or devil. It picks a location and remains there until it has caused everything to kill itself in so many miles. Once it has done so it will move on. Perhaps a vampire druid.
    There is a powerful undead roaming the islands. Through its wanderings, it’s been idly using circle of death spell-like ability. And it’s not even doing it maliciously, it’s just bored. I figure this could be a lich that's become disenchanted with its unlife. The arrival of the PC's does wonders for its mood, as it now has something to challenge it. Previously it was just letting the roaming isles move it from isle to isle, trailing a swath of death.
    I am loving this option. No clue if I want a Lich, a vampire, or a wraith of some sort. But there can be area’s that it has traveled though the party could encounter and then if they get hooked into the idea of following it then maybe they can put an end to it. The big downside to a vampire is the water issue and I want it to rove all over the area so the lich is looking a little more appealing. Plus without the destruction of the phylactery it cannot truly be killed. But what to make the phylactery so that the lich would not have simply destroyed it so that it could finally die?
    Eureka! The Phylactery is an item the PC's are already carrying. Potent enough that the player's wouldn't just sell it outright. I'd make this either weapon or armor.
    For a twist you could make it so the path of destruction is following the PC's path after they picked up the item. That might make it too obvious as to what the phylactery is.

    40. Museum -- portions might be underwater at this point or maybe not. It talks about constructs that have rotted and no longer work along with a ghostly janitor that still wonder the halls. There is a lovely module called the Gallery of Evil in this one many of the fights are the creatures of paintings. I want the maintenance constructs to have warped. The painting have come to life but what else would I put in there.
    Trompe L'oeil, & id portrait.
    I just have to figure out where to put this. I love the suggested critters. I am thinking magic kept this place very much as it was. The AP has a few locations deeper into Azlant vaguely described. One of which is the city of Bilith-Vel. This place was once a holy site of Acavan, the moon goddess. It also says it was home to a sisterhood of influential witches called the Inward Eye. There were banking consortium's, and home to the empires second largest armada. Acavan’s battle mount, an ancient lunar dragon by the name of Rezallian, now guards this place and is a creature wracked with grief at the loss of her mistress. Much of this city is going to be still standing and I want the museum to be here. And there will be a actual ship graveyard here as well. Along with numerous temples. Plus the dragon but what else can I put in this city or the roughly 100ish mile island it is on.
    i recommend a rival group of adventuring tomb raiders. and make it so they are recurring rivals that always have ready a means of escape from the PC's. In fact, introduce a likable, useful NPC to the party that convinces them to let him/her travel with them for a time (a few levels worth at least). The NPC turns out to be a mole that feeds information to the rival tomb raiders about the PC's pursuits.
    keep in mind this was a museum, with items that were old and priceless before the Earthfall. I see $$$!

    43. -- Earthfall -- I am wanting a few ruined locations to be stuck in a loop, constantly reliving the Earthfall. This could give the party a good view of Azlanti life and also a first eye view of the Earthfall. It is like a haunt of epic proportions. But I don’t want to instantly kill the party and it don’t want it to be like a cut scene from a video game.
    let them interact with the settlement, make purchases, gather information, no one knows that Earthfall is about to happen, not even the player's. Everything feels real until the meteors come down. let it end with the Earthfall incident. Give it a few days for everything to reset/restart. But those purchases they made, are they real or lost to the cataclysm? do they still have the change from those purchases? Real, Very Rare, Azlanti Coin? what might that be worth to a collector?


    ok, i've tried to list each story-line in the order it was brought up, with a edited synopsis. please let me know if you have an alternate idea or more/better detailed version of the story line, or just help me fill in the blanks.

    Story Lines:

    1. Wild Magic --
    2. Dead Magic --
    3. Living Metal Island -- w/Shabti
    4. Mirror Isle -- w/ mirror of opposition/doppleganger -- has little, hard to notice mirrors floating around. So that at times they will see part of themselves reflected in the air. There may be a rift to the Shadow plane or the Dimension of Dreams here. But the main predator here are going to be a kind of doppelganger, one that make a closer copy. As in copying class features. But it loses a point or more of con per day so long as the original lives.
    5. Rift to Shadow Plane --
    6. Rift to Dimension of Dreams -- the Dream Travel spell. Along with if there was a rift to the Dimension of Dreams then sleeping near it might have it happen. Along with curses in a location could do it too. There is the safer spell Dream Voyage. Occult rituals can let that happen. Though it all does not have to lead to the Dimension of Dreams
    7. Crystal Isle -- w/ Golems of Glass -- the people of that era populating the isle were instantaneously turned to full color crystal statues, some broken, with a very few still mobile and carrying out the tasks they were taking when the deep impact occurred
    8. Cold-Snap Isle -- it is frozen due to an icy linnorn gradually affecting the area they live in. this one has been there for thousands of years and it came over though a rift to the First World. I am going to have it have a rift to the First world. In the tropical southern region there is a frigid gale that races across the surface of the water. The water turns icy and there is a massive island covered in ice and snow. The home of an icy linnorm and the place has transformed to suit the creature. It came over during the age of darkness. There are icy dryads, frosty pixies, artic owlbears, etc. good story line would be the PC's running into the Summer Courts entourage on the Cold-Snap Isle, who are trying to reclaim the isle from the Winter Court. The Summer Courts entourage mistakes the PC's as representatives of the Winter Court, and battle ensues. Eventually drawn by the sounds of combat the icy Linnorm rampages in and... [Scene].
    9. Moonscar Prison --
    10. Shipwreck Trading Post -- for the people exploring the isles. While they all provide their services for a price, there are occasions where they may trade for knowledge and stories of the PC's adventures
    Captain Grumby- the Retired Rogue Pirate; knows the waters in the area and can provide rough maps to certain islands or water hazards.
    First mate Willie, the Swashbuckler; the guy to go to for a lead on interesting events and bizarre occurrences. His stories sometimes lead to rare prizes.
    Nobleman Sir Thurston the Hunter and provider of provender for his friends.
    His wife Lovey, the Cleric and healer of the PC's woes.
    Beautiful Ginger, the Bard; highly knowledgeable on all matters Azlanti.
    Hinckley, the Wizard crafter; specializing in creating wondrous items, rings, wands and upgrading weapons & armor.
    Virtuous Summer, the Alchemist- purveyor of all things alchemical.
    11. Isle of Eternal Night -- w/ blind humanoid lizard-like predators that hunt by sound and scent
    12. Cyclops Graveyard -- Cyclopes' and the fact that they eventually descended into blood-thirsty, cannibalistic barbarity, the Graveyard idea took a decidedly different turn in my eyes. Is someone/something eating giant-sized cyclopes'? Are those cyclops-sized teeth marks on those cyclops bones?
    ((Are you looking up right now, just noticing that big cloud that's not moving with the wind? In fact, it's not moving at all.))
    Just to pound home that point, another partially intact cyclopean skeleton slams into the ground around them.
    13. Cloud Mountain -- w/ Cannibal Cyclops, Undead,
    14. Abyssal Realm of Nesh w/ Zura the Demon Lord -- Zura now calls the mountainous Abyssal realm of Nesh her home. Nesh has a large number of villages inhabited by captured humanoids harvested from the Material Plane. They are, for the most part, unaware that they dwell deep in the Abyss, except the leaders, who are rewarded by Zura's minions to keep the truth hidden. Zura magically plane shifts one of the Mountains of Nesh to the material plane on/with some form of cloud magic. She then uses her Cloud Mountain to harvest humanoids to transport back to Nesh to populate the villages she uses for feeding. Some (most) of her minions are undead; quite a few Ghoul Cyclopes that get her leavings and discard the bones through a garbage chute. Some of her victims are harvested from Cyclops villages in Nesh. The reason people have discovered the Graveyard is the size of the bones but a search of the surrounding area would find very few smaller skeletons since giant ghouls tend to eat smaller corpses whole. Zura has gone undetected for millennia because her Cloud Mountain stays on the material plane at most days at a time every decade or so to replenish the villages back in the Abyssal realm of Nesh. If & when your players are at a sufficient level and they just happen to detect the immobile Cloud and explore it they may just get caught up in the return trip to Nesh.
    15. Heart of Fire Island -- w/gate to an Infernal Plane -- A volcanic island has a gate within driving its volcanism. Not to the plane of elemental fire, no; this one leads to somewhere far worse deep in the Hells. Thankfully only the smallest creatures can come through but seeds of infernal vegetation have sprouted in places, and the wasps may gather into hellwasp swarms if humanoids dally too long on the island.
    16. Smallest Continent -- Everything living here is smaller than usual, use the young template. Deeper within they're even smaller, you can look down on forests of ancient trees no taller than your knees. At the very center there's a stone which will shrink anyone touching it to match the nearby ankle-height forests. A quick identify or similar will suggest that this will be permanent if the characters don't leave within 24 hours.
    17. Desert Isle -- /w Kasatha Tribes/Mummy’s/Ancient Ruins/Sand Dunes -- sand dune covered desert island, sparsely populated by tribes of the Kasatha having trouble with an Azlanti Mummy. The tribe of Kasatha recently tried to loot a Tomb of some forgotten Mystic-come-Queen. The Mummy is tirelessly pursuing them because of an item (your choice) they'd taken. Who knows, maybe after the mummy is dealt with the tribe will take them to the tomb that's ripe for looting (and probably has more mummies and other stuff guarding it).
    18. Desert Isle #2 Sand Traps leading to an Under Ocean w/Munavri & the Urdefhan -- Topography looks like a desert island, complete with sand dunes, maybe a couple of weathered and eroded structures. All over the isle are several sand traps that suck the PC's down. Let the PC’s think they’re drowning in sand. In reality they are being sucked down a sand chute into a MASSIVE underground cavern! Right into a lightless naval battle between the MUNAVRI & the horrific URDEFHAN.
    While the PC's are treading water after their big splash into an under-ocean, give them details on the look of the violet-sailed, intricately carved ivory ship doing battle with a semi-transparent undead whale? Maybe after befriending the Munavri they earn the right/privilege to sail one of the ivory ships, and eventually/accidentally find a gate that takes them back to the surface ocean or the Plane of Water...
    19. Sightless Sea to Elemental Plane of Water -- As to underwater the campaign will take them under water for a little while. Beyond that they will be on a boat quite a bit so they will end up in the water. And if they peruse the Aboleth plot line later they may spend a lot of the campaign underwater and in the Underdark. In the Sightless Sea and a few other places. But beyond that I have plans to take them to the Plane of Water. But for locations under water I want to have some Merfolk, Undine, and Gillman settlements. There will be some sunken cities in a few spots and if they want to there are lots of ship graveyards.
    20. “The Ghostship -- stories have been floating around forever about ghostships encountered in every corner of the seas. Why, in my day, I was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why I had such a start, I know my tongue plain dried up! Now I was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so I turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but I knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me I’d be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all…
    partial decree of the august bodies of Such & Such; "...are of the opinion that the second ship, the, er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, based on the stars and moons lunar alignment, the Plane of Air..."
    21. Elemental Plane of Air & the Airship Graveyard -- the furious wind currents pushed all of the airships together into the eye of a ginormous tornado, where the airships have collided and collected for eons, leaving a slowly (comparatively) spinning tower of airships. and with enough searching and climbing or jury-rigging one might be able to find a working Airship
    22. The Humble Association of Fishers of the Blue Cliffs -- If there's one thing vampires will want in an archipelago it's reliable transport across the water. The Fishers were suborned and controlled long ago to this end. Any of their boats or ships carrying six or more crew will include a vampire spawn among their number, and any leaders in the association must be supported by one of the Revered - full vampires. Besides simple fishing the Fishers transport goods and people between islands and some of them have engaged in piracy, with the help of their Revered
    23. Island of the Clock Tower -- island itself is home to only a rather out-of-place baroque tower, which is filled to the brim with ticking clocks of all shapes and sizes. Next to each clock is a placard with a name engraved on it.
    24. Titanic Demon Larder --
    25. Walled-Off Island -- This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorer’s abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.
    26. Ash Island -- Thick layers of ash and soot coat this isle. Occasional plumes of fire and thick black smoke obscure the sight of large powerfully built wolf headed humanoids the size of a large draft horse, with ebony fur and burning, fiery red eyes. They seem to be wearing fire scorched chain-mail. On this isle there are scores of caves and dens covering the landscape as well as hundreds of thick trunked fire resistant trees.
    27. Island Thunderstruck -- There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components. The reason for the thunderous noise is obvious; there is a spar of highly metallic ore attracting continuous lightning strikes to the area. Occasionally the electricity grounds out to the path of least resistance, say for instance, a raised sword or axe, dealing 3d6 points of damage to the wielder and force a DC15 Reflex save to hold onto the weapon. Suits of plate-mail have been known to attract bolts too, forcing a DC17 Fortitude save or be stunned for 1 round.
    28. Isle of the Beautiful Lights -- On this island there's a colony of miniature dragons which tales say will bond with the first person they see after hatching. The tales aren't wrong, and who doesn't want a minidragon of their own? They're incomplete however. When the hatchlings grow up (after a couple of years assuming plenty of food) they transform into their adult shape, a will o' wisp, which has no attachment to their former bond/owner. If they die from violence and the body isn't entirely destroyed they rise as a will o' wisp with the young template 1d4 rounds later, same deal. Treat the hatchlings as pyraustas with the aberration type (but no stat changes from that), knowing whatever language was most spoken around their egg. Possibly a couple of languages in a household or adventuring party with mixed use of languages. If the tales wouldn't be enough to attract your PCs they might follow an offer to buy the eggs, or be investigating the mysterious death of a girl and the disappearance of her minidragon.
    29. Head-Hunter's Divide -- this isolated island is heavily populated by many jungle indigenous species. Ahool, Anhana, Arboreal Grappler, Banderlog, Biloko,canopy creeper, Cephalophore, Charau-Ka, Chemosit, Cyclops, Decapus, Derhii, Drake- Jungle, Giant- Jungle, Girallon, Jaculi, Kech, Kongamato, Lizardfolk, Margay, Miengu, Mngwa, Moonflower, Mosquito Swarm Bloodhaze, Naga- guardian, Ngoga, Nirento, Sabosan, Serpentfolk- Degenerate, Tabaxi, Tiberolith,Treant, and the head-hunting tribes of the Xothotak to name a few. Then there are the ancient, overgrown ruins in the depths of the jungle, belonging to Azlanti, Cyclopean and Serpentfolk alike. So even if one were to ignore the lines of spiked heads and survive the island dwellers, what traps lie unsprung?
    30. Aesocar’s Bastion -- The settlement here is based around a tradition of healers and defenders of all that is good. I think Iomedae is Aroden's successor in such things? Golarion lore isn't my strong point. Anyway, while they provide healing and protection to stray adventurers and other travelers they've seen few such, and they generally don't leave their island since their people tend not to come back. Unknown to them they have an enemy. A cult of Asmodeus has laid long and slow plans which have guided traders away from their island to isolate them, assassinated their people who left, and made at least one traitor on the Bastion. Their final stroke may arrive soon; will your band of adventurers thwart the slavers coming?
    31. Reptile Isle -- is populated almost exclusively by Lizardfolk and Dinosaurs. The expansion of other humanoid races and changing climate has pushed them into the margins of the world over the past few millennia. Not a warlike race, they often find themselves pitted against land-hungry humans and the violent xill, especially now, with the resurgence of explorers invading the swamps and marshlands of this particular island. They only wish to be left alone but the appearance of another race is making the situation untenable. The viciously evil Serpentfolk coming up from the depths of sunken structures.
    32. Roaming Island -- Basrakal is a delightfully strange location in the Maelstrom.
    33. Roaming Island -- The Ocean Above to the Sightless Sea
    34. Roaming Island -- Cryo-Prison Transport Isle- multiple locations -- now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a long line of "parolee's" who were supposed to be released at least millennia ago. there's even a lever marked "Today" that will free 5 at a time, with all of their possessions! cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoner’s maybe instead make it work like the time Han Solo was embedded in carbonite.
    35. Roaming Island --
    36. Roaming Island --
    37. VS. the Cheliaxian Navy --
    38. VS. a mass of slumbering Aboleths and Veiled Masters
    39. The Fields of Sorrow -- Nothing living is here, no animals or even bugs. I am wanting it to move around. Not the location but the essence of the place. It is tied to a creature though I am not so sure on what I want it to be. Either some kind of undead, demon, or devil. It picks a location and remains there until it has caused everything to kill itself in so many miles. Once it has done so it will move on. Perhaps a vampire druid. There is a powerful undead roaming the islands. Through its wanderings, it’s been idly using circle of death spell-like ability. And it’s not even doing it maliciously, it’s just bored. I figure this could be a lich that's become disenchanted with its unlife. The arrival of the PC's does wonders for its mood, as it now has something to challenge it. Previously it was just letting the roaming isles move it from isle to isle, trailing a swath of death.
    40. Museum -- portions might be underwater at this point or maybe not. It talks about constructs that have rotted and no longer work along with a ghostly janitor that still wonder the halls. There is a lovely module called the Gallery of Evil in this one many of the fights are the creatures of paintings. I want the maintenance constructs to have warped. The painting have come to life but what else would I put in there. Trompe L'oeil, & id portrait.
    41. Hag’s Coven -- The hags came up for me for three reasons. The dream element brought the dreamthief Hag. The Night Hag from wanting to use them in my last campaign and finding them interesting. And lastly because the AP has an encounter with them though at lower levels and I am gonna change that. So the Cyclops of the Ghol-Gan Empire tended towards prophesy and the hag the AP has is rather opposed with it to. She has one in captivity for that purpose. witch with the slumber hex and ability focus to quietly put all members of the party to sleep on the Dreaming Islands.
    42.


    Deaths Adorable Apprentice wrote:

    On a different note I will share something I have been thinking of on the roving locations. The fields of sorrow. I am thinking a field or marshes that lead to a swamp type location. Nothing living is here, no animals or even bugs. I am wanting it to move around. Not the location but the essence of the place. It is tied to a creature though I am not so sure on what I want it to be. Either some kind of undead, demon, or devil. It picks a location and remains there until it has caused everything to kill itself in so many miles. Once it has done so it will move on. Perhaps a vampire druid.

    There is a powerful undead roaming the islands. Through its wanderings, its been idly using this spell-like ability. And its not even doing it maliciously, its just bored. I figure this could be a lich that's become disenchanted with its unlife. The arrival of the PC's does wonders for its mood, as it now has something to challenge it. Previously it was just letting the roaming isles move it from isle to isle, trailing a swath of death.
    On the frozen island I am going to have it have a rift to the First world. In the tropical southern region there is a frigid gale that races across the surface of the water. The water turns icy and there is a massive island covered in ice and snow. The whole island is the home of a icy linnorm and the place has transformed to suit the creature. It came over during the age of darkness. There are icy dryads, frosty pixies (called Winter-Touched in the Reign of Winter AP), artic owlbears, ect.
    don't know if you've ever read Jim Butchers' "Dresden Files". Fantastic series. Taught me a lot about the Fey Courts of Summer & Winter, which i use to date as canon in my games. I think a good story line would be the PC's running into the Summer Courts entourage on the Cold-Snap Isle, who are trying to reclaim the isle from the Winter Court. The Summer Courts entourage mistakes the PC's as representatives of the Winter Court, and battle ensues. Eventually drawn by the sounds of combat the icy Linnorm rampages in and... [scene].
    The books list a few interesting vaguely fleshed out locations. One that i like is a museum, might be underwater at this point or maybe not. It talks about constructs that have rotted and no longer work along with a ghostly janitor that still wonder the halls. There is a lovely module called the Gallery of Evil in this one many of the fights are the creatures of paintings. Sadly I have yet to run this one but I love the idea. So I want to steal this. I want the maintenance constructs to have warped. The painting have come to life but what else would I put in there.
    you should see; Trompe L'oeil, & id portrait. They should thoroughly confuse your PC's
    Also any ideas for some fun hag encounters?
    i may have mentioned a powerful witch with the slumber hex and ability focus to quietly put all members of the party to sleep on the Dreaming Islands.
    And with all of these rifts I feel I should be prepared my group wanting to close the rifts. How would something like that happen. I assume there might be rituals they could learn to close them but I have spent months thinking on it and have not come up with anything.
    Phase Spider webbing/silk and a ghost-touched needle would be my first attempt, + the ritual avr has outlined. Personally i would use Pixie Nails (Petrified Pixies, they come in lots of 13 nails per Rift, 4500gp. with the ghost-touched hammer sold separately, 1200gp). It should be noted that the use of which should sour any Fey Court relationship.


    avr wrote:

    On transportation, how about dreams? There's precedent in PF for transport via dreams, and maybe falling asleep on one island will transport you to another. This avoids having islands actually moving for at least one link.

    Maybe the sleep transport only works that way if you do so in the fog, or after eating the fruit on the island, or in a particular ruin or when some other condition is fulfilled if you want to limit it.

    avr- i'm interested in the precedent, could you please cite it? That said, its a cool mode of travel. May need a powerful witch with the slumber hex and ability focus to quietly put all members of the party to sleep.


    1. Fireball is cast, as it leaves casters hand it explodes into a 20' ball of eye stinging soapy suds.
    2. Magic Missile is cast, each missile strikes as normal, leaving behind a tacky red paint-like substance.
    3. Lightning Bolt is cast, each target struck is left with 10d6 gold pieces in their square.


  • two sets of servants quarters, labeled Disposable Servants & Irreplaceable Servants. The Irreplaceable Servants always send the Disposable Servants with the Bad News.
  • Animated Books that attack anyone that takes a book off the shelves, but not anyone shelving books.
  • Wizard's Familiar's Opulent Quarters.
  • Room/Small Closet for Familiar's Servant.
  • Multiple Portraits of Wizard & Familiar. The Wizard can scry through each of the portraits' eyes.
  • Magical 'Nemesis' Mannequins that resemble the PC's down to wounds & scars. All equipment is non-magical but accurately labeled.
  • Trap= Ever-Winding Staircase.


  • Deaths Adorable Apprentice wrote:

    I am Nemesis You know I rather like that idea. They probably 'borrowed the idea' from the Plane of Air. I know I want the graveyard to be Azlanti but when/if they go to the Plane of Air they will see some functioning ones.

  • the way i picture it; the furious wind currents pushed all of the airships together into the eye of a gi-normous tornado, where the airships have collided and collected for eons, leaving a slowly (comparatively) spinning tower of airships. and with enough searching and climbing or jury-rigging one might be able to find a working Airship
    The island lifting its beaches and tip toeing away made me laugh, probably more than I should have. But I spent the last hour at work yelling 'chick chick aahhh!' at anyone I passed so I am a little off.
  • glad to be of service!
    I have not seen Mortal Engines yet. My roomies rented it and watched it without me :(
  • dang. you need better nerds. roomies, i mean roomies.
    The cryo-tubes were used for that purpose but the really evil people ended up on the moon? Which is weird but I am excited for the high level moon visit.
  • now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a loonnng line of "parolee's" who were supposed to be released at least a millennia ago. there's even a lever marked "Today" that will free 5 at a time, with all of their possessions! oohhh! the inhumanity!
    There is the Zura and all the vampire stuff as an endgame though that one is not very fleshed out at the moment.
  • i really like this cause of the whole Cloud Mountain run by a Demon Lord story line.
    Then there is Cheliax. They might cause some problems. Though I am not sure they would be an endgame. I am hoping I do a continuation campaign later with a war with them. But I have no clue as that is far in the future.
  • what are the chances the Cheliaxian Navy would concern itself with a shattered broken continent of some long forgotten civilization. i mean c'mon, what could it possibly have to offer? right?? WAIT, WHAT natural resources? WHAT do you mean Recovered lost technology!? THAT's not in MY script! Who approved these changes!! THat's it! i Quit! (but not really)
    Random fog always makes player fearful and I like them that way so that is in the notes. Plus I like the idea of them exploring a strange island then having a race to escape a thick fog that is filling the island. If they get away, back into the ocean, then the fog clears and the island is gone. If they fail then they are very far from home. I really like this. Both options are fun :D
  • and what could it hurt if the occasional fog turns out to be EXTREMELY poisoness? Hey!! I said OCCASIONAL poison fog! I'm not a total ass
  • avr wrote:

    Bound elementals do sound like an obvious source of animating spirits for the crashed airships. Trains on the island remnants of a continent centuries/millennia later would be decorative rather than functional IMO. Even if you repair the trains the tracks go nowhere.

  • sans Star Wars, Eberron i think has done the best job of examining how their airships are propelled and that it takes trapping a living creature, Elemental or not to traverse the sky at will. as for the trains, the locomotive engines, ooh, the possibility's
    If I were going to do something like cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoners maybe instead make it work like the time Han Solo was embedded in carbonite.
  • i really like your take on this, and the imagery is spectacular.
    I imagine the moving islands shifting or teleporting silently under cover of fog rather than zooming about like motorboats, or doing a hellride as in Zelazny's Amber books. YMMV.
  • imagine the navigator trapped on the island looking up, saying "The stars are wrong" and every looks at him and start running for the ship, much too late. i agree the islands moving should be almost imperceptible to those on the island, and i think the island should be able to transport itself to more than one place

  • For Basrakal and the Maelstorm, i think an island that Teleports back and forth between the Azlant location and Basrakal's location is the better idea.
  • The idea of a Roaming Island(s) is pretty cool but what's happening on that (those) particular island(s). Ever see the "Mortal Engines" movie?
  • The Airship Graveyard could actually be on the Plane of Air. that would keep most people from going there.
  • Cryo-Tubes where they could store various creatures sound like it could or should be a futuristic prison. "Demolition Man" the movie. Maybe should be one of the Roaming Islands.
    avr wrote:
    I don't know, it sounds like Amaznen was literally trying to minimise fallout and I'm not sure there'd be a lot left to see in the normal world centuries or millennia later. Assuming he was a semi-competent god of magic anyway. Perhaps there'd be a lot of aboleths and their mutated skum servants who came to try to find something and failed, or perhaps they were caught by a trap left by Amaznen and were turned into undead as a message to others of their kind, or perhaps a third possibility is that they were caught and bound by an enormous geas he left behind.

    whatever you decide here, it should take place in the Sightless Sea. Aboleths home ground.

  • also have and idea rolling around my skull about an island that teleports back and forth between the surface ocean and the Sightless Sea.


  • Deaths Adorable Apprentice wrote:
    avr ... I like the moving island way better. It gives a way to get back if they don't have access to plane shift.here's how i picture this one; Like a girl, daintily picking up her skirts to cross a puddle, the island picked up its beaches and tip-toed 100 leagues away

    at what level do you want to introduce airships to the player's? 12-15 SEEMS APPROPRIATE

    why are there airships? EBERRON ANSWERED THAT QUESTION ;-)
    Who created the airships?
    THIS IS THE MOST IMPORTANT QUESTION. 50% OF SCIENTIFIC DISCOVERIES IN THE WORLD WERE STOLEN FROM OTHER COUNTRIES. SAME COULD BE SAID FOR OUR RPG. THE AZLANTI CREATED AIRSHIPS, BUT DID THEY STEAL THE TECHNOLOGY FROM THE SERPENTFOLK, OR FROM THE CYCLOPS? OR FROM ZURA THE DEMON LORD'S CLOUD TECHNOLOGY?
    Are airships in the graveyard from the Azlanti Era? THERE IS ABSOLUTELY NO REASON TO LIMIT THE SHIPS TO AZLANTI. IF YOU LIKE, LOOK UP THE DESCRIPTION OF A modified YT-1300 Corellian light freighter OR LITERALLY ANYTHING, YOU COULD DESCRIBE LITERALLY THE MOST ALIEN VESSEL YOU CAN THINK OF OR A JAR OF MAYONNAISE, BUT DON'T JUST AZLANTI ALL OF THE POTENTIAL OF THE PLANE OF AIR,! ITS A NATURAL ACTUAL AIR-BORN GRAVEYARD.

    ** SORRY, i caps locked and didn't notice **

    For the who I am a little confused about that one. It was not one person. Just like most technology. It was people over the generations. And I assume just one air ship and this is still a good answer

    Deaths Adorable Apprentice wrote:

    And I can get down for the second option. Mostly because I don't wanna build any sort of titanic invisible extra-dimensional _Dog_/_Dragon_/_Whatever_ Though all the lingering dead is an interesting optionthank for choosing option 2. i continue to respect you. And the lingering dead is always and option! 3 GRAVEYARDS AND COUNTING

    But the hearing about the airships or seeing them for themselves is rather tempting. I like the way you think. i'm also glad you liked the presentation of option 2. i'm also trying to breathe life into a post that was mostly considered a joke. They may make for some humorous role-play at your table.


    [YES!!! EBERRON!!! Gods, i miss those days. Deaths Adorable Apprentice you ARE worthy!]

    1st ANSWER: ROVER the Retriever is a titanic invisible extra-dimensional _Dog_/_Dragon_/_Whatever_ and when his owners not around he plays catch, with airships, yeah airships. And he always brings what he catches back to the yard. The Airship GRAVEyard. There are so many discarded, damaged ships in the graveyard that, if you had the know-how, it would be easy to cobble together a few working models. But keep in mind, its a graveyard for ships, whose going to make that mental leap that these ships belonged in the air? And also keep in mind, its a graveyard- what happened to the passengers?

    2nd ANSWER: "The Ghostship stories have been floating around forever about ghostships encountered in every corner of the seas. Why, in my day, i was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why i had such a start, i know my tongue plain dried up! Now i was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so i turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but i knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me i'd be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all..."

    partial log entry of one Captain Grumby- Retired.

    parital decree of the august bodies of Such & Such;
    "...are of the opinion that the second ship, the er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, based on the stars and moons lunar alignment, the Plane of Air..." . . . . . will write more later. . .


    i already have two ideas floating around my head like ioun stones, but first i need to know;

  • at what level do you want to introduce airships to the player's?
  • why are there airships?
  • Who created the airships?
  • Are airships in the graveyard from the Azlanti Era?
    i could just throw out my version of the answer to these questions, but as i am sure you've seen i tend fixate on this idea or that idea and keep filling in details. This is your campaign so i really want to know where your head is at as you consider the answers. i want to stay as close to your vision as possible. and the relative power level of the PC's is factored into that. Think about these questions a answer them individually, please. I think you may realize things you didn't before.


  • 4 people marked this as a favorite.
    Kermon wrote:
    Yeah, the main problem in my case is I didn't detect evil, and was mostly going off of an assumption that killing it was a good thing to do.

    if your DM is going to penalize you for killing an obviously evil creature, i think you & him would benefit from reading this;

    Powder Keg of Justice:
    Background

    We've been running our D&D group for quite some time (D&D 3.5), and we were around the 11-13 level range. The game had reached the point where the characters were now 'players' in a kingdom's politics and were national heroes. One of the characters, a paladin, was the youngest son of the now-deposed king. In his youth, he had disappeared for 10 years without a trace and broke his father's heart, the king went into decline and dragged his kingdom with him. Eventually, knowing of the weakness, a coup was launched by a tyrant and now the tyrannical betrayer rules the land with an iron fist.

    6 years after the coup, the youngest son returns, now a paladin. What happened to him for all that time has yet to be revealed, but the player and DM had it all worked out.

    So anyway, even though the game had revolved pretty much around us trying to get our paladin buddy to reclaim his rightful throne, and most of the plot was centered around it, the player in question decided he was bored with the character and wanted to roll something new.

    The DM was a little pissed at this, but he could hardly force the guy to play the character. So, he let him roll up a new guy and drafted in his buddy Chris, who was staying with him for a few weeks to play the paladin "Sir Peter Fairgrave."

    I hadn't gamed with Chris before but he seemed like a pretty cool guy -- no complaints -- and he really wanted to know all the details of the plot and everything about our characters citing that he actually wanted to do a proper job of playing the character and to "not let us down."

    I didn't know what to expect, but hey, he seemed really into it. So we played.

    Anyway, in terms of the current plot: we were forced to waylay our plans to overthrow the tyrant, as a more serious threat had emerged, that of some form of sinister cult.

    We had been dealing with this cult for years, but we had never taken them overly seriously. They were just some messed up guys who occasionally got in over their heads, you know. Often they'd make a bid for power, f%@~ it up, and we'd have to clean up the deadly deadly mess.

    The cult had clearly been playing their Warcraft 3, as they had gotten it into their heads to infect the kingdom's food stores (on a mass scale) with some form of virus that would make the population subservient to some demon the cult venerated.

    In game
    It was our 11th hour, we'd hounded the streets for days trying to round up cult agents and get information out of them.

    We found out the plague was already in most of the food and water, as they had been at it for months, but a ritual needed to be completed for it to become active.

    The cultists were hard to break, and our group (generally not the nicest folks) wanted to torture it out of them. Naturally, Sir Peter was opposed.

    "We can't preserve freedom while denying it to others. It's not right, we can't do it, and I won't allow it."
    Chris wasn't being a dick, he was just playing the character. As much as our characters might not have liked it, we as players were having lots of fun. The added drama really worked.

    We managed to capture a high priest of the cult, someone responsible for conducting the ritual in this part of the land. It turns out the ritual needed to be conducted at the same time in several parts of the kingdom at once, in order to deliver the maximum effect.

    We need to know the other locations, or else all our efforts would have just saved one northern barony and not the whole land. He gave us no choice but to beat it out of him.

    Sir Peter wanted no part of this: "If you're going to treat a man like some animal for the slaughter, then don't expect me to sit by and watch." He then stormed out, and let us carry on in our work.

    We'd been at it hours, and we couldn't get the guy to crack. He just wouldn't tell us anything. He was covered in cuts, had lost a toe at our hands, was dripping in his own blood, but still won't give us want we needed. We were going to give up and try another method, when all of a sudden, our doorway darkens and in walks Sir Peter. He's wearing nothing but his tunic and pants, unarmed, bar for a half drank jug of some form of strong booze in hand.

    In steps into the room and announces:

    "If you're going to do this, do it right..."
    He walks over to the bound cultist, tosses aside his bottle, lifts the chair and sits in front of the beaten man.

    Sir Peter:

    "I don't want to hurt you, I just need to know the locations of your brethren, then this can be all over for you, I will make sure you are safe and cared for."
    Cultist:

    "Ha! I know who you are, Sir Peter Fairgrave; kingdom breaker, runaway child, father slayer. You can't threaten me: I know what you are. Your order, your God won't allow you to lay your hands on me, otherwise you'll fall, and you won't be able to help a soul."
    Sir Peter:

    *sighs* "You seem to be under the misconception about what I am, what I do. I am a paladin, that is true; but as a paladin I don't fear falling... I look forward to it."
    The cultist shot a nervous look at the rest of the party, we were all looking at each other, not sure what was about to happen. The cultist opened his mouth to speak, but Sir Peter cut him off.

    Sir Peter:

    "As a paladin, I walk on a razor's edge. Not between good and evil, I could never be something like you, but between "law" and "justice". The "law" I follow doesn't permit me to harm you, but I could be "justified" in anything I did to you in order to save innocent lives. ANYTHING!"
    "You don't know what it is like to be me. You don't know the pain of having to store all your anger, all your fury, all your sense of justice, and hold it inside you, all day every day for the rest of your life. Doing the right thing doesn't mean I get to stop all evil, I just get to trim it when it becomes overgrown. The path I walk is not about vengeance, or what's right; it's about moderation in the face of power, restraint and compassion for scum like you.
    "This is why paladins don't fear falling. We don't spend all day looking for ways to prevent ourselves from doing evil and giving in to the darkness -- we actively seek it out. Every time we face evil, we ask ourselves, 'Is this the threat that I'm going to give it all up for? Is this what I am going to give up my ability to help others in the future, in order to bring it down now. Is this the evil that I am willing to forsake my God and my power to stop?!'".
    At this point, he stands up suddenly and swings his arm against the chair he was sitting on. Sending it flying and shattered against a wall, he then kicks over the chair the cultist was sitting on, he leaps and straddles his chest, flinging him about for a few seconds in pure rage, before calming once more.

    He looks the cultist straight in the face, both their noses just inches from each other.

    "What you should be asking yourself now, what you really need to be thinking about, is: 'Is what I'm doing something that will make this guy want to fall?' Because you should know that once I fall, all those rules which protect you from me are gone. No longer will I be able to be stopped by you, or by my order, or by my God. If I give everything, and I mean give everything, I will never stop. If you escape me today, I will hunt you down and grab you into the pits of hell myself. Even if that means that I have to invoke the wrath of every demon in creation, just so they throw open a pit and drag me down where I stand, because when they do drag me down, I will make sure that my fists are wrapped firmly around your ankles and you go down with me. I want you to listen to me now, and I mean really listen, because Hell truly hath no fury like a paladin scorned."
    "So I ask you, one last time: tell me where the other rituals are being held, or I swear to all on high that I will fall, and fall hard, just so I can show you what it is that paladin truly keeps his code in order to hold back..."
    At this point the player, Chris, just stops talking and looks at us. We are all kind of stunned by his speech, naturally.

    He just picks up a D20, looks at the DM and says "I wish to roll intimidate."


    it looks like we have quite a few islands plotted out

    1. Trading Post
    2. Living Metal Island w/Shabti
    3. Mirror Isle w/ mirror of opposition/doppleganger
    4. Crystal Isle w/ Golems of Glass
    5. Isle of Eternal Night w/ blind humanoid lizard-like predators that hunt by sound and scent
    6. Cyclops Graveyard
    7. Cloud Mountain w/ Cannibal Cyclops, Undead,
    8. Abyssal Realm of Nesh w/ Zura the Demon Lord
    9. Heart of Fire Island w/gate to an Infernal Plane
    10. Smallest Continent
    11. Desert Isle /w Kasatha Tribes/Mummy’s/Ancient Ruins/Sand Dunes
    12. Desert Isle #2 Sand Traps leading to an Under Ocean w/Munavri & the Urdefhan
    13. Under Ocean to Plane of Water
    14. Airship Graveyard
    15. The Humble Association of Fishers of the Blue Cliffs
    16. Island of the Clock Tower
    17. Titanic Demon Larder
    18. Cold-Snap Isle
    19. Walled-Off Island
    20. Ash Island
    21. Island Thunderstruck
    22. Isle of the Beautiful Lights
    23. Head-Hunter's Divide
    24. Aesocar’s Bastion
    25. Wild Magic Isle
    26. Dead Magic Isle
    27. Moonscar
    28. Reptile Isle

    These are all of the ideas discused on this thread.


  • Reptile Isle is populated almost exclusively by Lizardfolk and Dinosaurs. The expansion of other humanoid races and changing climate has pushed them into the margins of the world over the past few millennia. Not a warlike race, they often find themselves pitted against land-hungry humans and the violent xill, especially now, with the resurgence of explorers invading the swamps and marshlands of this particular island. They only wish to be left alone but the appearance of another race is making the situation untenable. The viciously evil Serpentfolk coming up from the depths of sunken structures.


  • I am Nemesis wrote:
  • Trading Post for the people exploring the isles.
  • Cold-Snap Isle: The choppy waters and beach of this island are coated in jagged ice flows.
  • Walled-Off Island: This island is completely walled-off by wall of coral so tall it boggles the mind.
  • Ash Island: Thick layers of ash and soot coat this isle.
  • Island Thunderstruck: There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components.
  • DAA- you may have overlooked these additions, read up above for more info.

    avr- keep 'em coming! i like our friendly rivalry. ;-) plus+ you come up with some good stuff


    I am Nemesis wrote:
    Deaths Adorable Apprentice wrote:
    That was dramatic. And I rather like it. I may steal the idea. It is in the notes.

    all i ask is that you give me backhand credit;

    the players are walking past a not quite blank wall that reads; "I am Nemesis." What could it mean?

    Hey! you never responded to my request for backhanded credit? ;-)


    Head-Hunter's Divide: this isolated island is heavily populated by many jungle indigenous species. Ahool, Anhana, Arboreal Grappler, Banderlog, Biloko, canopy creeper, Cephalophore, Charau-Ka, Chemosit, Cyclops, Decapus, Derhii, Drake- Jungle, Giant- Jungle, Girallon, Jaculi, Kech, Kongamato, Lizardfolk, Margay, Miengu, Mngwa, Moonflower, Mosquito Swarm Bloodhaze, Naga- guardian, Ngoga, Nirento, Sabosan, Serpentfolk- Degenerate, Tabaxi, Tiberolith, Treant, and the head-hunting tribes of the Xothotak to name a few. Then there are the ancient, overgrown ruins in the depths of the jungle, belonging to Azlanti, Cyclopian and Serpentfolk alike. So even if one were to ignore the lines of spiked heads and survive the island dwellers, what traps lie unsprung?


    JDLPF wrote:
    The players stumble across an island, the beach bearing the wrecked remains of a humble sailing boat. Fortunately, the crew and passengers of the vessel survived their misfortune, forming a friendly, safe place for the group to rest and recover from their adventures. The locals are good, simple folk, willing to offer their limited assistance in aid of the PCs. You could be right.
  • idea about this place; these people have been there so long they've basically become a Trading Post for the people exploring the isles.
    While they all provide their services for a price, there are occasions where they may trade for knowledge and stories of the PC's adventures
    Captain Grumby- the Retired Rogue Pirate; knows the waters in the area and can provide rough maps to certain islands or water hazards.
    first mate Willie, the Swashbuckler; Willie is the guy to go to for a lead on interesting events and bizarre occurrences. His stories sometimes lead to rare prizes.
    nobleman Sir Thurston the Hunter and provider of provender for his friends.
    his wife Lovey, the Cleric and healer of the PC's woes.
    beautiful Ginger, the Bard; highly knowledgeable on all matters Azlanti.
    Hinkley, the Wizard crafter; specializing in creating wondrous items, rings, wands and upgrading weapons & armor.
    virtuous Summer, the Alchemist- purveyor of all things alchemical.
  • Cold-Snap Isle: The choppy waters and beach of this island are coated in jagged ice flows. The weather is so frigid and blizzard strewn that it is truly a shock to the system. Through the lulls in the snow storms towers of ice can be seen in the distance. The layers of snow are 5' deep or deeper in places. Foot prints tell of bare feet capering in the snow. BARE FEET, in this frozen wasteland. Then there are the large clawed possibly animal tracks. Those tracks wouldn't be so ominous were it not for the splashes of red in the snow.
  • Walled-Off Island: This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorers abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.
  • Ash Island: Thick layers of ash and soot coat this isle. Occasional plumes of fire and thick black smoke obscure the sight of large powerfully built wolf headed humanoids the size of a large draft horse, with ebony fur and burning, fiery red eyes. They seem to be wearing fire scorched chain-mail. On this isle there are scores of caves and dens covering the landscape as well as hundreds of thick trunked fire resistant trees.
  • Island Thunderstruck: There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components. The reason for the thunderous noise is obvious; there is a spar of highly metallic ore attracting continuous lightning strikes to the area. Occasionally the electricity grounds out to the path of least resistance, say for instance, a raised sword or axe, dealing 3d6 points of damage to the wielder and force a DC15 Reflex save to hold onto the weapon. Suits of plate-mail have been know to attract bolts too, forcing a DC17 Fortitude save or be stunned for 1 round.


  • Deaths Adorable Apprentice wrote:
    That was dramatic. And I rather like it. I may steal the idea. It is in the notes.

    all i ask is that you give me backhand credit;

    the players are walking past a not quite blank wall that reads; "I am Nemesis." What could it mean?
  • This idea for an isle is kinda rough. There are no humanoids on this island. There are hundreds of horses, buffalo, sheep, cattle, swine, goats; all pleasantly plump and getting plumper. Strangely it looks as though the grass regrows to a certain height no matter how much the herds eat. There are even dogs herding the different animals, keeping them separate.
    After watching for a time, a giant disembodied demon-like hand appears from nowhere snatching up two fat pigs, then vanishes. After a moment it appears again, and grabs one of the party! Fortunately the barbarian still has his great-axe in hand and takes a whack! While he gets dropped on his head, the massive bleeding hand vanishes. The next thing the party sees is a giant disembodied eye, then hear a giant disembodied voice saying in Azlanti "Mommy, I think we got bugs in the larder again!"
    yes, i couldn't help it. i had to do it. lol. But imagine the expression on your players faces. LOL
    Anyway i'll be gaming tonight and i'll see if my group has any good ideas for Azlanti Isles.

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