| Cap'n Jose Monkamuck |
This thread is for the campaign setting I am running. This is not a journal, GM or player. Instead it is a place where I am my players can put up information about the setting and some of the things going on there. I will also included a few interesting stories from my original compaign, and possibly even a few from the current one that happened before the journals started.
A lot of what will be going up is area description, character descriptions and stats, monster descriptions and stats and bits of history for the setting. The original setting it based on three a map of Oerth from the greyhawk campaign info, stories told by friends (mainly Turin) of old campaigns and my own imaginations.
PLEASE if anyone has any comments, suggestions, stories, characters or anything else feel free to comment. I am more than willing to steal stuff to use in my campaign. Also if anyone wants to use from here for their campaign, you have my permission, just let me know about it. I think it would be very cool if this could become some sort of shared campaign world. Hope you all enjoy reading about it.
| Cap'n Jose Monkamuck |
Gorna and Geoff
The recent history of the kingdom of Geoff begins roughly 150 years ago with the Giant Invasion. Swarms of Giants poured out of the mountains around Geoff, leveling the countryside as they came. This continued until they reached the city of Gorna. A desperate defense of the city was mounted, led by a group of powerful adventurers. The army of giants was demolished. More than 2/3 of the giants were slaughtered and while the city was damaged, it did survive. The giants that survived turned south and fled to Sterich.
In the aftermath the city of Gorna has survived and even thrived. It is known as the city of adventure and many hopeful new adventurers have begun their travels there. It has become almost independent of the surrounding country of Geoff. The city is governed by a city council, almost all of whom are former adventurers of much skill and renown. Officially the council members hold power in the name of the King of Geoff. In practice the council is willing to accede to the King’s every order so long as he does not issue any orders and they send him a small portion of the taxes. The King for his part spares the council the need to refuse his orders by not issuing any.
The city has a predominately neutral good alignment and with few exceptions almost anything can be found for sale or trade. In recent years traders from two very unusual groups have started coming to Gorna since the Undead War ended about 50 years ago. The first group that has set up trading outposts is the Giant Empire. A treated between Geoff and the Empire was reached during the Undead War and the giants have been using it to expand their trading. Most of their products are shipped from Gorna to other lands by human traders. In the past few years a number of Drow merchants have also started showing up. Their presence has met with a lot of resistance, especially from the elven citizens of the city, but the council has subtly made it know that the merchants have their approval and will have the full protection of the town guard. The Drow merchants have not been upset about their cold welcome, and seem to consider it the price of doing business.
Places in Gorna
The Emporium is a huge selling place for magic items. The items are rarely of the most expensive kind (rarely over 30k), but they do get the occasional large item. They are known buying from adventurers for good prices (65% of market value) and they sometimes take commissions (max of 10th level caster, 150% mark up).
The Dragon’s Horde Inn is the most famous of the local inns. It is huge, having over 50 rooms of good quality and cost (1-50gp per night). It is most famous for it’s tavern where many, many adventurers have started their careers. This reputation is important enough that they actually screen those they allow to offer work within their walls. The jobs offered must be decent pay, and something that relative new comers to the adventuring profession could handle. Those want to offer or take more dangerous or higher paying work will be directed by the management to specific other establishments.
The Forest of Towers is a section of town frequently also called the mages quarters. At least a dozen powerful mages have towers there where they have retired to after years spent adventuring. One of them, a lord Harolin, is on the council. The mage’s guild also has it’s own tower in the area. Even the businesses in the area all have a magical bent of some sort. It’s claimed that even the whores in the local brothel use magic (which is true).
The Flying School is one of the most unusual structures in the entire town. It is a school for experienced fighters founded by one of the heroes of the Undead War, the dwarf king Oscar Feykill. The stone building does not look unusual except for the ballistae on the roof. However a strange device the owner found in his travels allows the whole building to fly away. Student who have been there during the outings tell stories of strange worlds and places they have visited while gone.
People of Gorna
Lord Harolin is an ancient human, supposedly one of the adventurers who save the city from the giant army. Rumors of his death are common, especially when he misses most of the council meetings. However he always seems to turn up when the council faces major concerns. Those who have seen him report that he looks so old and withered it seems like a strong breeze would turn him to dust.
Jalom the Halfling is the current leaders of the thief’s and assassin’s guild. Jalom’s grandfather was one of the adventurers who saved the city from giants, and once the city was safe he promptly turned around and took over the running of the thief’s guild there. Jalom’s father was the one who decided to branch out into assassination and took over the assassin’s guild in a very bloody struggle. His family is careful to maintain public respectability, but it is an open secret that he heads the thief’s guild. This public respectability is necessary for the family to retain their hereditary seat on the council. This has also led the thief’s and assassin’s guild to shape some of their policies to try and help prevent the city and it’s economy from coming to harm.
| Cap'n Jose Monkamuck |
Sterich
The story of the country of Sterich is an odd one. It begins in the Giant War 150 years ago. After the giants were crushed at the city of Gorna they turned south and entered the kingdom of Sterich. The devastation there was brutal while few of the Giants survived, the kingdom itself was effectively crushed. Roaming giants kept people out of it for years and it was eventually reduced to mostly wilderness.
About 60 years ago the kingdom to the East started slowly caving off sections of it. This was slowed by the events of the undead war, and came to a halt shortly there after. The kingdom had been paid a huge some of money by a strange halfling to acknowledge the halfling as the new ruler of Sterich. They signed several treats with him, wondering if it would matter. Very shortly there after a huge forest sprang up in the region and quickly expanded to cover the entire kingdom. The forest stops exactly at the border agreed apon in the treaties the halfling signed. The woods have come to be knows as the Stormwoods due to the constant daily stores that spawn over the area. A few massive storms have occurred that cover the kingdom in it’s entirety. Despite the constant damage being done by the incredibly violent stores, the forest merely seems taller and darker each year.
While the area was only lightly inhabited before the woods came, it is possibly uninhabited now. Most of the villagers who lived there left when the forest sprang up, but a few remained. There has been no word from the few remaining villages in over a decade. Recently rumors have started circulating of strange sights seen around the kingdom’s border. Reports of griffons and strange flying creatures playing in the storms abound. A few have claimed to see large half seen things moving back in the woods.
Places in Sterich
Storm Rock is a lone mountain that has had a 24-hour a day storm lash it for the last 30 years. The storm waxes and wanes in size and ferocity, but is always violent and harsh. A few claim that the mountain is taller than it used to be, but since no one has gotten near it in a very long time, there is no evidence to back up this claim.
People in Sterich
The Halfling is the only known inhabitant of Sterich. He has been frequently sighted outside of Sterich on his own business. He is easy to recognize since at 4’ 10” he is on the tall side for a halfling. More important he is almost as broad as he is tall, and made of solid muscle. A very, very intimidating individual, few try to restrain or harm him when he emerges from his solitude. There is a rumor that his name is Turin…..
| Cap'n Jose Monkamuck |
Lady Rechinda’s Isle
Rechinda’s Isle is one of the smaller nations, but one growing in wealth. It began when one of the heroes of the Undead War, the secretive Lady Rechinda, went to several countries and bribed them to acknowledge her as the sovereign ruler of a small island in a river at their border. She was also required to immediately sign treaties with both nations. Eventually she bought off their claim to the small portion of Sterich not owned by the Halfling.
The island has a very low population, as well as the lands in Sterich. It is a very insular place and there is not a lot of trade with the outside world, at least until recently. It has become known that there is a small city of Drow living in caverns beneath the island and these have begun trading with the outside world. There is some river traffic going both North and South, but most of the traffic occurs through Ian’s plane. The gate two and from the demi-plane and the island is a private one with the one end in Ian’s palace and the other in Rechinda’s palace. This island is also the home of the church or Eru Iluvitar, whom the lady Rechinda worships.
Places on Rechinda’s Isle
Rechinda’s palace is more of a set of walls enclosing various natural glades, springs and groves than an actual palace. It is know that her children and husband live here, although they are rarely seen.
The Grove is a location that the Lady Rechinda holds sacred. Very few of the inhabitants go there, although almost all have gotten a glance at it before. In it a great golden tree that shines with light is seen growing. The tree is merely a tall sapling at this point, but quite beautiful. No one knows if it ever bears flowers or fruit, but none have been seen. It is guarded by a pack of displacer beasts that the Lady raised from cubs herself after finding them on an adventure.
The Church of Eru is a grove that has been encouraged with magic to grow into a magnificent structure. The walls are living trees that have grown so close together they form a single wall unbroken save by the entrance. The ceiling is made of the interwoven branches of the tree set with stained glass. Apparently the glass was set amongst the tree’s branches and twigs, then the tree were encouraged to grow slightly around the glass, holding it in place. The floor is carpeted with thick grass, and many flowers, clovers and other plants abound. The result is a dim but beautifully lit grove that is warm, dry and peaceful even in the worst of storms.
People on Rechinda’s Isle
The Lady Rechinda is a great mystery. She appears to be an incredibly gorgeous elven woman, although there are rumors to the contrary. She is know as a famous and powerful adventurer, as well as one of the heroes of the Undead War. She is know as a mage of fantastic power, and few are interested in challenging her.
Roberto is the head of the church of Eru and a strange person. He is a pseudo-dragon, and extremely powerful cleric. He lives in the main church itself along with his pseudo-dragon wife. He is known as a friendly and relaxed individual, and the head of the church of Eru.
Glorhimalidor is a young adult gold dragon living on the isle at the request of Lady Rechinda. Glorhimalidor fought in the Undead War, which is where he and the lady met. Like most dragons he is fairly reclusive, although he has been known to wonder into town on occasions.
The Gazebo is probably the strangest of the islands inhabitants. The Gazebo is a mimic of enormous size who for some unknown reason prefers to remain in the shape of a Gazebo. The Lady Rechinda recruited him on an adventure, supposedly promising him a daily Hero’s Feast in exchange for his loyalty. He rarely interacts with those who find him, but when he does he is a friendly and helpful individual, at least as long as he isn’t hungry.
| Cap'n Jose Monkamuck |
I’ve been meaning to relate to you all the “safe” story. It’s the reason for the title of this thread and one of the more interesting stories from the previous D&D game I ran. The three characters important to the story are Ian, Barbara and Rechinda. Ian was a wizard being played by the player of Da Fighter from Turin’s campaign and had been with the group for most of the campaign. Rechinda was a nymph who was being played by the same player as Corinia. The player had been with the group from the beginning and this story is actually the story of how Corinia was conceived. Barbara was being played by the player of Sandra and was very new to the setting and game.
The party decided to go to a bar called The Glory Hole, which was on Ysgard. They had been there several times before and usually had fun. Barbara had never gone there before, and the player knew nothing about it. When asked about it Ian simply said “It’s safe there”. Unfortunately he was referring to the fact that you come back to life if you die, but Barbara (player and character) knew nothing about that.
As they’re there at the bar Rechinda gets very, very drunk very rapidly. Seeing their friend completely incapacitated although not yet unconscious, Barbara rents a room and takes Rechinda upstairs to let her sleep it off. Rechinda is thrashing around a lot, so Barbara ties her up to make sure that she doesn’t hurt herself before she passes out.
Now here is where just telling her it’s “safe” came back to bite everyone in the butt. After tying her friend up, Barbara goes back down stairs and goes back to drinking. Unfortunately it turns out not everyone at the bar is purely good. Someone goes upstairs to their way with Rechinda’s drunk and possibly unconscious body. The fallout from this is immense and takes quite a while. This is how the god (and player) Ian developed and dislike and distrust of the word “safe”, so hopefully he’ll be more accurate in the future.
This almost ended being a very bad story instead of a funny story. I had forgotten when it happened that one of the female players at the table had had a similar experience in real life. Fortunately she didn’t get upset about it, as long as she got to have her character track down and kill the npc who did it.
Ian’s dislike of the word “safe” was exacerbated by an encounter with a red dragon, but that is a very, very fun story for another day. To this day when I mention that dragon to certain players they start swearing at me.
| PsychicAce |
I’ve been meaning to relate to you all the “safe” story. It’s the reason for the title of this thread and one of the more interesting stories from the previous D&D game I ran. The three characters important to the story are Ian, Barbara and Rechinda. Ian was a wizard being played by the player of Da Fighter from Turin’s campaign and had been with the group for most of the campaign. Rechinda was a nymph who was being played by the same player as Corinia. The player had been with the group from the beginning and this story is actually the story of how Corinia was conceived. Barbara was being played by the player of Sandra and was very new to the setting and game.
The party decided to go to a bar called The Glory Hole, which was on Ysgard. They had been there several times before and usually had fun. Barbara had never gone there before, and the player knew nothing about it. When asked about it Ian simply said “It’s safe there”. Unfortunately he was referring to the fact that you come back to life if you die, but Barbara (player and character) knew nothing about that.
As they’re there at the bar Rechinda gets very, very drunk very rapidly. Seeing their friend completely incapacitated although not yet unconscious, Barbara rents a room and takes Rechinda upstairs to let her sleep it off. Rechinda is thrashing around a lot, so Barbara ties her up to make sure that she doesn’t hurt herself before she passes out.
Now here is where just telling her it’s “safe” came back to bite everyone in the butt. After tying her friend up, Barbara goes back down stairs and goes back to drinking. Unfortunately it turns out not everyone at the bar is purely good. Someone goes upstairs to their way with Rechinda’s drunk and possibly unconscious body. The fallout from this is immense and takes quite a while. This is how the god (and player) Ian developed and dislike and distrust of the word “safe”, so hopefully he’ll be more accurate in the future.
This almost ended being a very bad story instead of a funny story. I had...
Here is how it almost went VERY bad in and out of game.
Rechinda got impregnated via that not so good aligned creature that took advantage of her in the Glory Hole. Because Barbara tied her up upstairs, with the reasonable logic for a niave character that her Fey instincts to be frisky should be contained, hence the tieing up away from other people. Well, that backfired, but was completely innocent as far as the characters mindset went. She decided to blame my characters wife and myself for her honestly most unfortunatue event. We had a horrible arguement, the only reason that she didn't die was because she has been part of the party for almost a decade [I believe] at this point, not that I cared for Rechinda personally, but she has been a companion for so long none the less. It ended in an agreement to appoligize for the miscommunication and help with the child. Rechinda initially felt that we should be executed or punished or something outragious for this, but that would have ended poorly for the character and another lawful character that had similar ideas. For player reasons of disliking the player and the character not letting his wife be killed, I made sure that we came out alive. The worse that would have happened would have been both of the other players getting melted via 300+ acid damage, then miracled to stay dead or something else equally permanent in nature.
| Cap'n Jose Monkamuck |
I'm resurrecting this thread since it is relavent to my current game. It's also a good thing for my players to read through. A quick update about the time that my campaign is set in relative to previous compaigns. The current main timeline is-
235 years ago - Giant try to invade Gorna, get repelled and crush Sterich instead.
117 years ago- Gorath ascends to godhood.
115 years ago - The God's War occurs. Tharuzden tries to invade the world and many gods die fighting him. Shortly afterwards Lolth is killed.
105 years ago - The Undead War occurs. This was the first of the three campaigns I've run in the setting.
104-100 years ago - Ian and Barbara arise as new gods. Eru is interested as a god. Oscar founds a kingdom in the newly named Feykill Mountains. Rechinda buys her island. Turin buys Sterich from the surrounding countries and begins turning it into a forest.
45 years ago – Iuz is slain by unknown parties for unknown reasons.
50 years ago – The liberation of Furyondy from the empire of Iuz. This was the second campaign I ran. Check this thread for a campaign journal: Comments on a Queen and an Epoch
15 years ago – A certain series of events occur around Farshore….
Today- The current campaign immortalized in A Whole World Awaits
| Cap'n Jose Monkamuck |
Gorath Silverfalcon
Gorath is a god of adventurers and heroes. He is a former adventurer who once made his home in Gorna. His deeds were many and legendary and included saving the elven pantheon from a scheme of Lalth’s for which they granted him the lifespan of an elf. His worship began mainly in Gorna and Geoff where he was already hailed as a hero. His worship has spread from there slowly. One of the other places he is well respected is in Far Shore. He is represented by either a stylized silver falcon, or more rarely a silver phoenix. The phoenix is usually one worn by high ranking church members or personal friends of his.
One rumor is that he was a master of white fire. What exactly that is and what it can do no one is sure, not even his own clerics. If he could bestow this power upon one of his clerics is also up for debate.
Alignment- Neutral Good, prefers clerics of Neutral or Chaotic Good, but will accept Lawful Good clerics, almost never allows non-Good clerics.
Teaching- Gorath is a god of adventurers and those who will risk their lives to do what is right. His church teaches that the fight should be taken to evil, not to simply wait until it is at the gates. The ideal of a follower of Gorath is to track down those who would do evil and stop them before they can do so. This does not mean killing everything that moves or that might be hostile. An ideal follower of Gorath will be brave, intelligent, cunning and above all active.
Churches Structure- Clerics are required to spend at least some time adventuring (at least 5 levels) before they are ready to head a church. This has slowed the spread of the church, but its clerics are more formidable than many other churches. Clerics who continue adventuring instead of setting up their own church are well respected by their fellow clerics.
The churches are usually open air pavilions with large firepits in the middle. Worship is usually done around a roaring bonfire. Sermons are short, but there is frequently a great sense of community.
The Day of Ascension is the most holy day of the year for the church. It is on August 15 and marks that day that Gorath ascended to godhood. It is marked by feasting and clerics in a church of Gorath can call on him to provide food for the feast, although it is expected that people who attend the feast will bring at least a small offering of food or drink. Those that attend the feast that worship Gorath or are good aligned will find themselves blessed for the next week. This takes the form of a +2 sacred bonus on all skill checks, saves and attack rolls.
The Day of Triumph is the other holyday of the religion. It is said to be the day that Gorath defeated Lolth’s plans to destroy the other elven gods. Followers of Gorath who prey that day receive a +2 sacred bonus to attack rolls against evil creatures. They also have the crit range of all attacks increased by 1, only against evil creatures. Finally the save DC for spells cast against evil creatures is increased by 2. This bonus lasts for one week. If the follower of Gorath has not found and defeated some sort of evil by the end of the week they will be out of favor of their god and may be expected to suffer a penalty or perform some act of absolution. Followers of the elven gods may also pray to Gorath on this day, and gain the same bonuses and penalties.
Major Servants and Allies- The Lady of Shadows is an enigmatic being that sometimes serves as Gorath’s messenger. She is never seen clearly, if seen at all she will appear as a blurred figure. Those that see her get an impression of incredible beauty and grace, but nothing they can really describe. Many believe that she was an adventurer who helped Gorath ascend to godhood. There is disagreement as to whether is also achieved godhood and is a lesser diety serving Gorath, or if she refused the honor and stayed mortal.
Domains- Good, Fire, Travel and Adventure
Adventure Domain
Domain Power: The cleric receives 2 extra skill points per level and can add the following skills to their skill list: Search, Acrobatics, Balance and Knowledge: Dungeoneering. The cleric also gains Detect Magic as an at will spell-like ability, with a caster level equal to his cleric level.
1st- Healthful Rest
2nd- Close Wounds
3rd-Dispell Magic
4th-Recitation
5th-Valiant Fury
6th-Find the Path
7th- Heroism, Greater
8th-Death Ward, Mass
9th- Foresight
For those on the boards, this is a former character of Turin's that ascended to godhood. A VERY old character. There are 3 other new gods in my campaign so far that they players know about, and I'll be putting similar descriptions up eventually.
| Allen Stewart |
Cap'n, I'll post some things on this thread in the days to come, now that I know you've created such a thread. I was the main player of the group (called the "Walking Death Machine") that originally played in Turin's campaign in 1985/1986, and 1987/1988 where this all got started.
Not too long ago, I told Turin that I would create a 'History of the WDM' which I have in part finished, and I may attempt to put that on this thread as well so that he, you, & I (and whoever else cares) can enjoy it...
I imagine your campaign will vere somewhat from where ours ended up, but this might fill in some of the blanks of the "stories of old" that you once enjoyed hearing from Turin.
AS
| Allen Stewart |
The WDM (Walking Death Machine) had its roots in 1986, when I created two of the three characters ('Caroc the Lizardman' and 'Rhaet Falcon') who would become synonomous with "Hack & Slash" D&D, which is what the WDM opitimized. Prior to 1986, (specifically 1984 & 1985) our group had primarily been caught up in "Munchkin/Powergaming" and we used over-powered characters (not at all in complaince with the established 1st edition rules) to play against each other (players). Around early 1986, my most egregious PCs had either been killed off or retired, and the group decided to play regular by-the-book characters. Though my affinity for 'hack-n-slash' had been in full sway since I started playing in 1983, My fellow players and I put together our current and past legitimate characters who specialized in hack-n-slash. The WDM received its name from Turin, who was enthralled at the characters' penchant for charging into combat with little or no missile or spell support or softening up, and proceeded to hack everything in front of them to pieces, and they survived time and time again. As the campaign in question was G1-2-3 Against the Giants, such a Mode of Opperation was relatively compatible for what we were going up against, and was a blast for us players.
As there were only several of our players remaining in the group, I controlled several characters simultaneously, namely: Caroc the Lizardman (Human Fighter polymorphed into a lizardman), Rhaet Falcon (human Fighter), Quensnef (halfling Rogue), Trolltar (Elf Fighter), and a Human Monk. One of Turin's characters saw use, a wizard called Anderack; and there were 5 additional characters played by other players, who's names & classes I cannot remember, save a Cleric named 'Triceen' played by J.B.
Unlike many previous groups who went into the Steading of the Hill Giant Chief, the WDM just kicked in the front door and charged into the main dining hall, where the hill giant chief, sub chief, 22 Hill giant warriors, a Cloud Giant, 8 Ogres, a couple of bears, and some other rabble were all eating together. Numerically the odds were against us, but we ended up prevailing barely, in an unprecedented blood bath, unlike any our group had previously seen before.
That's it for today, more on this later... AS
| Allen Stewart |
Cap'n Jose Monkamuck wrote:I would love to see the stories, and as long as they don't conflict with what I've previously had happen or have planned it will be considered canon for the game.Allen's memory of events is remarkable in its clarity.
Not as clearly as I would like, but I press forward nonetheless...
I'm still working on the WDM timeline. More soon.| Cap'n Jose Monkamuck |
Turin's Savage Tide campaign is also part of the history of this world, with two changes. First since Apollo is not a god here, Torsin Tightbutt is a wizard instead of a mystic theurge and worships Corellian with some nod given to Ian.
Second the area around the Isle of Dread is a bit different. The Isle of Dread in this campaign is just the furthest north of a chain of islands. The islands range from a mile or two apart to as little as 100ft. The island furthest to the south is the only one as large as the Isle of Dread and is know as the Isle of Beasts.
| Cap'n Jose Monkamuck |
Nicely done on the Gorathian church Cap'n, kudos!
Sounds like your group is having an excellent time. :)
Happy Holidays to you and your players.
Thanks. As the former player of Gorath I'm glad you like it. Feel free to use it, it's your character after all.
Happy Holiday to you and yours as well.
| Cap'n Jose Monkamuck |
This is a bit of explanation about how the elemental planes work in my campaign setting. It has already come up a little bit in the game, and will probably mater more later.
There are three distinct parts to each of the elemental and para-elemental planes. The first area is generally referred to as the regular or known elemental plane. This is the area that most refer to when they are talking about the elemental plane. It is the area harmonious to the material plane and has the physics most similar to material plane. It is sometimes possible to get maps of these areas and certain locations are very well known. Gating or Planeshifting in or out is not difficult and it is possible for minor natural portals to open.
Surrounding the regular area is the section known as the elemental wilds. These areas are not harmonious to the material plane. The further into the wilds you go the more likely you are to run into areas of unusual physics and strange effects. It is extremely difficult to gate or planeshift into or out of these areas (minimum caster level of 15, and a knowledge the planes check is required) and it is not possible for random portals to form. The wilds are very dangerous and excursion there should be undertaken carefully.
The creatures that live here are somewhat different from those in the regular area. It is known that there exist predators that feed on other elementals. In many cases they are so dependent on the elemental energies of the plane that they cannot long survive outside of the plane. The spider-like earth elemental that the part faced is an example of this type of creature. They are extremely powerful on their home plane, but off it they weaken quickly as they starve to death. Knowledge of creatures from this area is very rare (characters must have at least 10 ranks in knowledge the planes to even attempt a check). While no natural portals can form to this plane, it is possible to magically summon creatures from it. There have been a few cases where the creatures have appeared on the material planes for no known reason. One possible cause is the creatures wondering into the normal area and finding a natural portal that deposits them on the material plane. Other contend that the creatures were summoned, but that no one was able to find the summoner.
The final area which surrounds the wilds is known as the deep elemental planes. These areas are extraordinarily dangerous. Even in the most normal of areas the planer effects are greatly exaggerated. It is not possible to gate or planeshift to any or from any other plane and the deep elemental. There are areas that not even the natives of the plane can survive. Tales of fires hot enough to cook a fire elemental or air elemental being torn apart in impossibly high winds can be found in the few texts that speak of the deep elemental planes.
The creatures that live here are strange almost beyond comprehension in many cases. Unfortunately almost nothing is known of them because the beings strong enough to do research rarely share their secrets willingly. The few scraps of information well know speak of creatures that exist entirely on elemental energies whom positive and negative energies have no effect on. No knowledge check is possible on the creatures unless the character has access to the notes of someone who has personally observed the creatures. Any creatures from this area that could survive outside of the elemental plane would be almost unbelievably powerful.
The aligned planes such as Mechanus and Limbo do not seem to show signs of the same format. It is important to remember that even on the elemental planes the boundaries between the areas are very vague and hard to identify. Some contend that the aligned planes have the same format, but that explorers have not gone far enough to properly identify the boundaries, but others disagree.
The positive and negative planes definitely have areas that seem to be similar to the elemental wilds. If there is a deep positive or deep negative plane, then no one has survived getting to it.
The various demi-planes do not follow this format.
The ethereal and astral planes have the own peculiarities which I may explore in a later post.
| Allen Stewart |
WDM Part II
The concept for the WDM came to me from my experiences in 1985 when I played several fighters based on the characters from the Conan the Barbarian movie. These were my first experiences in real 'Hack & Slash'. These gave me the inspiration for making my own characters that weren't based on any movie. Those new characters were to be the original WDM.
In my first experience with G1 in 1983 with 'Noah' the halfling Ranger, I snuck through much of the Hill Giant Chief's fortress and stole what I could without setting off the alarm. Although my memory is far from flawless, I think that Turin, I, and others came away from the later 1987 G1 adventure, somehow knowing we had entered a new era in gaming--a breakneck paced hack & slash era to be sure. Some other fond memories I have of the Against the Giant series (G1-2-3) of 1987-88 were in the later two adventures (G2&3). In G1, after we crushed the main hall, the rest of the place was effectively wiped out and we mopped up quickly. My memories of G2/ Glacial Rift of the Frost Giant Jarl included: the WDM collecting all the cool gold/silver statues of various animals with lots of gems, the guerilla warfare with the frost giant warriors down the winding ice corridors of the rift, and Turin's wizard Anderack's fireballs wreaking havoc and firey misery prior to the WDM charging and chopping the singed frost giants into hamburger, the WDM annihiliated the TWO White Dragons within one or two rounds with NO protection from their cold breath weapons, the WDM getting hit with count 'em FIVE Cones of Cold from five Ogre Mages in one room at the same time. The Ogre Mages then got carved into sushi, and the blood bath rolled on. The WDM slaughtered EVERYTHING in the entire place at a furious speed/pace, even the Remorhaz. We seldom even stopped to rest save for maybe one time. I don't think we left anything alive in the entire place. My memories of the 1987-88 G3 Hall of the Fire Giant King were even better: Rhaet Falcon tearing the giants to pieces with the Hammer of THunderbolts gained in G2 (he got hold of a Belt & Guantlets necessary to use the Hammer to full effect), more of the same from G2 (very fast paced/kill everything we saw). Turin, I don't remember if this adventure was the one where we used the sleep spell in the main hall and you misunderstood its effects? If you remember, let me know. Our WDM PCs would literally RUN from one encounter to the next so that we didn't let the Fire Giants and their allies rallying, forming defenses, or grouping together. The action was so fast and furious, it was incredible. The cure spells and healing potions were going so fast it was unreal. We went back to collect all of the treasure after most of the adventure was over, as we didn't even stop to gather treasure during the massacre of the place. The infamous Red Dragon on level 3 went down as decisively as all the others. The drow cowered like little girls. We slaughtered everything in the whole place again. Total annihiliation.
Sadly circumstances did not lend themselves to years of campaign play immediately thereafter. After the WDM had finished the Against the Giant and the Drow 'D' series, the group did not play again save perhaps on one or two occasions for almost TEN years afterwards. When the WDM finished up in 1988, they were about 12th level respectively and were very wealthy adventurers (1st edition was much more gold heavy than later editions).
TEN years later, following me doing several years of missionary work and completing a bachelor's degree, ALL out-of-state, I returned to Virginia in 1997, and then again for good in 1998. I had hung out with Turin when I was back in Virginia visiting during the years in between, but no serious time for a game had really presented itself. But once I came back east in 97, we resurrected the WDM, and it was in 1997 that the WDM, had what was one of and maybe it's greatest moment, which Turin and I still speak of in reverent whispers. We simply call it "THE BATTLE with the Lizard Kings."
After ten years, 2nd edition had been in full swing for a long while, and "d&d 2.5" with the 'Skills & Powers' Players options books were coming out. It was odd going back into the game with my old characters in the newer system with its new rules. I can recall standing out on Turin's wooden porch on Summer afternoons at his place in Fairfax Virginia. The WDM's first sojourn in ten years was into Castle Greyhawk Ruins (WGR1), and we somehow ended up going down a waterfall from the tower of War into level 4 of the central Tower of Zagyg. Out my characters came, not having engaged in real combat in 10 years, and I was confronted by SEVENTY-TWO (72) Lizard Kings, all of whom Turin elected to give MAX Hit Points. The WDM characters (all around 12th level) were: Caroc the Lizard Man, Rhaet Falcon, Quensnef; and newer editions Deric Blackpool(Human Fighter from first edition), Lonesword (Human Fighter), and Jasmine (Human Cleric). Having no Wizard, I had the PCs (all of whom I controlled) charge the 72 Max HP Lizard Kings, who all (along with Turin) probably thought my characters (and me) were certifiably insane. The actual battle took EIGHT hours of actual time to roll out. It was eight hours of solid combat. There was no RP involved. Each of the 4 Fighter/type PCs each normally had attacks 5/2 rounds, and everyone was Hasted, so they all got FIVE attacks per round. All had high strength scores and did lots of damage per hit. It was the wildest, longest, bloodiest, and most savage battle I have ever been involved in during all my years of playing the game, and Turin indicated likewise himself. Most of my 6 WDM characters had sustained several criticals (those of you who know the effects of Critical Hits in 2.5 edition know what this entails). I recall Caroc the Lizard Man was critically hit with a trident by a Lizard King and impaled, but fought on anyway and kept killing more Lizard Kings. Quensnef got a critical hit from a trident to the head, and was rendered unconscious for the duration of the fight. As Quensnef was invisible at the time, my other PCs didn't find him until sometime after the battle had ended, where he was buried hidden underneath numerous Lizard King corpses. Deric Blackpool (aka 'the Scotsman') was covered in blood from head to toe. My characters ended up killing 64 of the 72 Lizard Kings, and the others fled. My characters were so beaten up and near death that they had no possible chance to chase down the remaining 8 lizard kings. It was surreal. I'll let Turin comment on this battle, the finest he and I have ever been party to. When the dust settled, Turin and I knew that the Hack & Slash gaming of our youth and the WDM had returned with a bang, and was there to stay...
| Turin the Mad |
Ah yes, the heady days of yesteryear, when characters swam in the entrails of their foes and carted off loot in wagonloads.
That all-day lizard king battle is still in many ways THE BATTLE, hack-n-slash style. No character would leave that battle unscarred - most indeed probably escaped the place with a firm retirement plan in mind afterwards. A few of these notables died horribly in later adventures as the waning days of 2e passed into the dustbin of history, lit almost solely by the rising star of latter 2e: Bruce Cordell generally in the "Return to" modules that immediately preceeded the roll-out tour that announced the release of 3e D&D. :)
| Allen Stewart |
The WDM's next encounter in Greyhawk Ruins was with the Venerable REd Dragon on Zagyg's Tower level 5, and I brought in Noah the Halfling for that encounter. The dragon went down in ONE round. At that point, I wanted to use the WDM to settle some scores with various villains and malevolent forces in the Greyhawk Campaign world.
First the WDM went into WGR6 City of Skulls. WDM members for this adventure were: Caroc, Rhaet Falcon, Noah the Halfling, Quensnef, Deric Blackpool, Lonesword, Jasmine, Anderack, and a Dwarf Fighter called Alberich. All were between 8th and 13th level. Long story short, the WDM steamrolled over everything we found in Iuz's dungeons under Dorakaa and they arrived in Iuz's chamber. Turin had an Elite Hobgoblin Guard & Shieldwall ready for us, and that along with a dangerous wizard "Beavis" and an even deadlier Cleric "Bishop Buttmunch" (Turin was, according to his self statement, never good with creating names). Wizard Beavis landed a choke on one of the PCs but was killed by several axe hits by Alberich the dwarf. Bishop Buttmunch laid a hurtin' on Blackpool before Noah the Halfling, Caroc, and Rhaet Falcon broke through the shield wall and forced Iuz to flee like a screaming little Beeeeeaaatch.
Then came "G4" as Turin and I called it, "Return of the Giants." The son of Slain Fire Giant King Snurre Ironbelly from G3 (named 'Snurrenson'--a Fire Giant with Lots of Fighter levels and very deadly) had amassed a large group of giants and came to Gorna and raised the place to the ground. After the WDM dispatched his Frost Giant advance guard, we charged Snurrenson AND his THIRTY FIRE GIANTS. This battle was one of the other greatest battles of the WDM. Fire Giants were more dangerous and did more damage than Lizard Kings, and the risk of death was equal to the battle of the Lizard Kings. It was insane. Giants were going down but Thirty plus Fire Giants in 1st/2nd edition was a huge threat to deal with. Then came perhaps the most incredible moment of my d&d career. Noah the Halfling (magically enlarged to the size of a human) stepped up to Snurrenson with his Giant Slaying sword (and remember the bonuses Rangers got against their favored enemies in 1st & 2nd editions, it was obscene.) I Hit Snurrenson on 4 out of 4 attacks and ALL WERE CRITICAL HITS WITH A GIANT SLAYING SWORD. The nearly indestructable Snurrenson took over 400 Hit Points in ONE ROUND, and died in an incredible scene of splattering grandeur. Turin immediately coined the term "SMOKING BOOTS Snurrenson" and I've never forgotten it since. The rest of the Fire Giants were subsequently slaughtered and not a single one left the battle field that day.
| Allen Stewart |
No character would leave that battle unscarred - most indeed probably escaped the place with a firm retirement plan in mind afterwards. A few of these notables died horribly in later adventures
Alas yes, but those are tales yet to be told to our friends on the website. Hopefully soon...
| Turin the Mad |
^_^ Yes, and it is that destruction I alluded to Cap'n Monkamuck when attempting to recall the description of the city of Gorna for what is becoming a detailed Greyhawk campaign in its own right.
Giants are dangerous, make no mistake. But as usual, our previous incarnations' player characters just don't seem to translate well in 3e groups - too many players are unwilling to suck it up and just charge on in and get to hacking. ^_^
| Allen Stewart |
Giants are dangerous, make no mistake. But as usual, our previous incarnations' player characters just don't seem to translate well in 3e groups - too many players are unwilling to suck it up and just charge on in and get to hacking. ^_^
Agreed Sadly. But they'll never know the joy of it all. Only Haru with his Thorgar character could cut it. Maybe we'll have to try that someday soon. As previously kicked back and forth between you and I, a mini reunion campaign for the WDM is long since overdue...
| Turin the Mad |
Turin the Mad wrote:Agreed Sadly. But they'll never know the joy of it all. Only Haru with his Thorgar character could cut it. Maybe we'll have to try that someday soon. As previously kicked back and forth between you and I, a mini reunion campaign for the WDM is long since overdue...
Giants are dangerous, make no mistake. But as usual, our previous incarnations' player characters just don't seem to translate well in 3e groups - too many players are unwilling to suck it up and just charge on in and get to hacking. ^_^
*Chuckling* To get a bona-fide hack-n-slash mini-campaign together might be easier to achieve with most of the current group than one might imagine. ^_^
| Allen Stewart |
I'll try to continue my posts on this soon, as I've left this thread for a long while. Following the defeat of Snurrensen and his giant army, the WDM took control of Gorna and the surrounding lands. The grand capitol of the reclaimed Geoff was to be in either Gorna or perhaps Pregmere. The WDM got their hands on a Rod of Building (2nd ed. variety) and with the mountains close, the WDM and their servants began hauling stone from huge quarries of white marble and granite, as they began to construct an incredible new capitol city at the feet of the mountains, that was to be constructed (the main areas at least) exclusively in white marble...
| Allen Stewart |
I don't recall exactly what or if I dialogued with Turin during 1997-98 in regards to establishing "my claim" on Gorna and Geoff, but it was (I believe) tacitly agreed that the WDM had extensive wealth that would be needed in rebuilding the kingdom, wiped out every giant threatening Gorna, and were bad-ass enough that no one was going to contest rulership of a ruined and flatened city (Gorna) that was deserted at that point. I didn't "officially" gain control of the whole of Geoff until TSR/WoTC published the Silver Anniversary of Against the Giants that contained the assault on the Cloud Giants in their aerial stronghold. That would happen in another year or two (1999 I think)...
Following the conquering of Gorna and the beginning of setting rebuilding in motion; the WDM went through the Return to the Tomb of Horrors. This added yet another big feather in my adventuring cap (back in the 1st edition days, IF you completed a difficult adventure and lived to tell about it, it was a feather in your cap). The leader of the WDM, Caroc the lizard man, was felled by a 'Nat 1' against a Disintegrate spell from Academician Drake in the City of the Necromancers when the WDM was slaughtering the place en' masse. I had always been against raising deceased characters, but with Turin the Mad's encouragement, I "broke the ban" this one time, and the WDM completed the Tomb itself, the City that Waits, and the Fortress of Conclusion. I permanently lost an addition to the WDM in the Fortress of Conclusion, when Koseuth (a character from 1984, who conquered such published adventure classics as Sabre River, Earthshaker, and Turin's infamous "Glassteel Dungeon" and the 7-level Jungle Mountain adventure that included Turin's infamous "Toe Monster". Koseuth was aged roughly a hundred and thirty years in a matter of seconds via several "Weight of the Wait" spells that went off (he made all the saving throws, but the reduced years accumulated even with a successful save, exceeded his natural life span (a human), and he died of old age in a horrific instant. This was a big bummer to put it mildly...
I'll halt for the moment while I consult my hodge-podge of notes for more info on what happened following the Tomb of Horrors...
| Allen Stewart |
I'm starting to work on the next post, which I think will include the "Return to Against the Giants" (TSR Silver Anniversary) series of adventures for the Walking Death Machine (WDM) character group which we completed in 1998-1999. Two previous trips into the 'G' series apparently weren't enough for me (the player), and I needed a third-time charm against those giants.
This campaign included not only the standard G1-2-3 module adventures updated to 2.5 edition status, but also included the purging of all the significant towns and localities scattered all over Geoff. Gorna had previously been liberated by the WDM, but the rest of Geoff was still firmly under giant control.
The adventure concluded with what Turin and I dubbed "G5" which was the assault on the Cloud Giant citadel in the clouds (Incidentally, "G4" was the battle with the WDM and Snurrensen & his fire giant army). The events of that adventure in the clouds, sent Turin and I to Richmond Virginia, to have Wizards of the Coast Editor John Rateliff, settle a rules question that held the future of the Walking Death Machine in the balance! How's that for drama!!! I'll post the detailed account in the next few days if possible...