Showing posts with label Wilderness. Show all posts
Showing posts with label Wilderness. Show all posts

Tuesday, March 13, 2012

Map of Sylvaeon as the PCs know it


The two rivers in confluence towards the middle of the map are:
The Broken Arrow River (coming from the North)
and the Drake's Wash (coming from the West)

The last two sessions took place primarily at the Goblinoid Totem/Burial area & the Moon Well, both to the North.

Soon the PCs will be headed to the Outpost (except one who is going for a retreat to the Cliff cave shine) and then to the Wayfarer's Inn (which sits at the confluence of the two rivers)

The village at the Eastern edge of the map is Arrow's Mouth. The village population is approximately 500 people. 98 % are human, the rest being Elves and Gnomes.

Monday, March 12, 2012

Session #9 of The Aeternal Realm of Sylvaeon part II

Having purified the Moon Well and the Nymph that dwells in it, the PCs were told by Gildaril, the Warden Master, that Sir Parcifal and the rest of the Warden Patrol were to accompany him back to the Outpost, shortly. The characters were also told that they would soon be given a period of leave, in which they could rest, train, research, etc. Smyrynel chose to go on retreat back at the river-side cliff cave shrine that the party had restored. Parcifal chose to attempt to rehabilitate the Goblinoids captured at the Moon Well. Kelvin has voiced interest in gathering components for his infamous flash bombs and researching the mysterious scroll that the shaman had in its possession. The Sword Sisters opted fro martial training. All of the characters will meet at the Wayfarer's Inn in a couple of weeks to look for the Loremaster so they can get some questions about the past history of Sylvaeon answered. A bit of relaxation at the Inn was discussed, too.


Before they PCs set out, they participated in a meal with the Nord-Landers and the Acolyte Druid. The spot was chosen by the Druid among ancient burial mounds from the time of the Great Wars, over 3000 years ago. In this area, Airdane, the Druid buried the unknown elf who had served as an unfortunate living sacrifice during the summoning of the Red Moon. There, atop the highest of the mounds, under the night sky, as the cleansed aurora danced overhead, the party had a solemn meal. Afterwards, Erel Jolfsen, the Nord-Lander leader, said that during the times of significant event the Runes of old were often sought among his people. While they cannot foretell the future, Erel said, they can aid in unlocking and understanding aspects of a person's Wyrd. All of the PCs drew from the Runes, but their significance is as yet unknown. The wizard kelvin was sternly warned by Erel that the study of the Runes has given great power to the one they call Loge the Despiser, known to the Folk as the Corrupter. Erel said that the twisting of the Rune lore was one of the things the Corrupter has done as he slipped ever deeper into the seduction for power. Leaving the party to return to their search for more Elves and Folk of the Realm, the Nord-Landers parted in peace.


The Paladin of the White Lady, who recently shows skill in the Way of the Balance, the ways of the Druids, was taken aside by the young Acolyte. He told her that the sacrificed elf's spirit may not be returning again to the Realm, which sorrowed him. He also spoke of how he marvelled that humans, who only come once into existence in the Realm should ever give their short lives to the cause of Sylvaeon. Smyrynel and Airdane exchanged gifts of fellowship amidst the burial mounds.


Now, with no charges or quests before them, the PCs will be finding themselves adrift in the Realm. Their Wyrd lies before them, such as they choose to make it...

Sunday, March 11, 2012

Session #9 of the Aeternal Realm of Sylvaeon

Session #9 of The Eternal Realm of Sylvaeon

Last time, the PCs had just defeated the Goblinoid horde which was melting some sort of slag from a nearby mine. The two large large hulk-like goblinoids that the PCs killed were dumping it into a hole in the ice into the Moon Well. The tribe's shaman had summoned the Red Moon with power drawn from the Moon Well through an elaborate ritual involving a shine placed at the center of the Moon Well, the burnt sacrifice of an Elf (which the PCs were sadly unable to stop) and a desecrated standing stone devoted to the White Lady, which had a red moon crescent drawn on it with the elf's blood.

The first of the obstacles to the liberation and restoration of the Moon Well had been overcome; namely the defeat of the Goblinoids. Now the PCs set to disabling the red aurora and its pillar manifestation that emanated from the center of the Moon Well. The Sword Sister Airyka thought that the pillar might be some transport to the Red Moon and placed her hand inside of it. Whether it was a transport or not, she did not figure out, because she was violently thrown back and went skidding unconscious across 70 feet of the ice.



Some of the party began to chop the ice around the aurora pillar & the goblinoid shine at the heart of it with the aid of the newly arrived Nord-Lander Warden, Erel Jolfsen, and some of his fellow clansmen. After an hour's labor the shine fell into the lake with a steamy explosion that rocked the ice, sending Nord-Landers tumbling into the cold water of the Moon Well. These were rescued by the mighty aid of Brynn, a Sword Sister of such prowess that she almost effortlessly drew several of the large Nord-Landers from the waters.

Smyrynel dove into the water to rescue one Nord-Lander that had sunk. As she tied him off to a rope held by another Nord-Lander above and signaled that the rope be drawn up, she spied a water nymph struggling to break free from the slaggy muck that now polluted the bottom of the moon well heavily. The evil shrine that had sunk to the bottom was pulsing fading light and had illuminated this scene, so Smyrynel caught the Nymph's ethereal hand, which became tangible in her grasp and plucked her to the surface of the small lake. The Paladin of the WHite Lady, Smyrynel cleansed the nymph with the water that she had gotten from the magical stream in the druid's grove. When she saw this was effective, she swam back to the center of pollution at the bottom of the moon well and cleansed it by releasing the stream water into the heart of the moon well. This caused the pollution to scatter almost sentiently, but it did dissolve the pollution of the moon well in a brief period of time.


Kelvin the Curious wizard had searched the shaman's body and found he wore a carved bone ring that said "Me No Sleep" upon it. He deduced that it was probably the reason his sleep spell upon the shaman failed in the battle that had recently raged. Kelvin also found the scroll that the goblinoid shaman had used to perform his summoning ritual. The scroll contained lore and spells of the goblinoids that Kelvin decided to decipher better at a later time.

In the shelter structure near the moon well was found a druid acolyte that had previously been tasked by Mellion to seek out the forgotten moon well which now lay in goblinoid territory and to discover its plight.  The moon well had alerted the the great druid to its distress somehow, but Mellion was nearing his time of Winter hibernation and could not go himself. The acolyte was beater and cut, but was alive. Kelvin aided the young druid in removing the body of the burnt elf for burial.

Sir Parcifal helped Brynn, Airyka and the Nord-Landers to tie up the remaining living goblinoids that had either been entangled or had emerged from the mine in surrender. Gildaril, the Warden master and Lydia, the elf maiden that had been rescued from the sink hole, arrived on the scene around this time. Gildaril agreed that Parcifal could attempt to reform the prisoners at the Outpost and placed him in charge of this task. Lydia gave Parcifal a white scarf to carry in her name and told Parcifal that she wished it to bring him good fortune. Being gallant, Parcifal kissed the maiden's hand and the two set about calming and herding the very frightened goblinoids in preparation to take them to the Outpost. Parcifal did need to recapture one of the frightened creatures, which slipped its bonds and tried to run off.

Erel told Airyka that a couple of the Nord-Landers wanted to know if she was interested in marriage. She politely declined, but was given a Nord-Lander axe as a sign of respect for her battle prowess.

The Pcs finally managed to clean up the desecration of the Moon Well. The aura obove it is a now a faint white, but the smallish red moon still glows in the night sky…

(more to come)

Monday, January 30, 2012

Hex Boards as a Mapping Resource for the Hex Crawl

an Avalon Hill Advanced Squad Leader module box cover
I am experimenting with a few things in creating my hex crawl adventures for Sylvaeon.
The goal is to reuse, abuse and randomize my own material and other source material in the process. I have some ideas that I am milling around with in my experiment with the hex crawl and one of them is the creation of the hex crawl map itself.

This is an attempt to not over-think the creation of Sylvaeon - a trap I have often fallen into before when creating campaigns. I am not saying that my top-down world creation has not been useful and effective. It is one way of doing things and is valid. However, I want most of my current Sylvaeon campaign to grow from the bottom up in true hex crawl fashion.

I have chosen to alter a real world map of things as the overall meta-map, but for the filling in of the individual hexes, I want it to evolve on is own, as much as possible. To this end, I have been toying around with the idea of using old Avalon Hill hex boards that I have salvaged from my Squad Leader/Advanced Squad Leader modules.


I have always been fascinated with hex maps. My earliest experiences with them are from Judges Guild material, the World of Greyhawk and Avalon Hill games. I figure I can use the material I have to avoid creating hexes myself and derive many of them from hex boards, like some of these.

Besides Sylvaeon, Jack Ackerman and I have been talking about doing a shared Asian Fantasy world. The maps from the AH Code of Bushido could be an awesome starting point for me, because they include the type of terrain one would encounter, such as rice fields, jungles, lakes, swamps, etc.


I have other methods of generating hex terrain and such, but why reinvent the wheel if you can make a hex crawl easier? Taking portions of hex board like this, I can use them as-is or replicate them using a mapping program such as Hexographer.

I have seen a renewed interest in hex crawls across gaming blogs and articles recently. I am convinced that 2012 is going to be the Year of the Hex Crawl, in many ways. I am glad I decided to do a hex crawl and wonder at why I chose to do so at the same time as its allure has once again peaked in the OSR. It is certainly as worthy an endeavor as creating a mega-dungeon or running a city, but the hex crawl has slightly different challenges than those.

The PCs are off into the wilderness of Sylvaeon to see what is to be discovered and to find their Wyrd. Maybe I can find my own wyrd as it pertains to creating the hex crawl.



Sunday, January 22, 2012

Encounters in the Wilderness

Giant Snowy Owl
Today was session #2 of the Aeternal Realm of Sylvaeon campaign. The party is made up elves and humans: two chivalric Paladins of the Order of the White Rose, a brain-addled but resourceful Mage of the Hermetic Order of Wizardry, A skillful and deadly Sword Sister and a cunning Ranger/Thief.

Being inducted as recruit Wardens in the first session, with fanfare at a celebration located in the village of Arrowmouth, the recruits received their marking as a Warden - the Glyph of the Silver Moon. This was placed upon their hand by the Druid Mellion at their swearing in ceremony.

The PCs left Arrowmouth the next day, traveling roughly Northwest, by the old road that follows the Broken Arrow River. Making camp for the night, the party built a sturdy, large lean-to shelter and a fire to protect them from the freezing Winter elements. After a bit, they heard a hooting noise in a nearby oak tree. The Huge round eyes, reflected in the firelight, were seen in the tree....

As the clouds parted some, partial moonlight revealed the silhouette of a large bird-like figure in the tree. The ranger, Oban,  knocked an arrow as the sword sister lit a lanterns for better illumination. The creature spoke, asking the ranger to please not shoot it as the lantern reveal a giant snowy owl in the branches of the oak. The creature introduced itself and said that it had seen their fire, so it knew they were there. Mistaking all of the adventurers as "Parcifal"s, because the male elven paladin introduced himself first, but the bird quickly learned that they all were named differently, which amused him. Smyrynel, the female elven Paladin, tried to read the birds aura, which was somewhat hidden to her for some reason, but she did see a bluish-white aura and felt no malice from the bird. After some banter, in which the snowy owl said it was sent to tell them something, but could not remember, a howling was heard in the night. This jogged the memory of the bird, who said that he now remembered that the Dark Wolves were coming to waylay the adventurers journey to the Warden outpost.

malevolent Dark Wolf

As the beasts were crossing the river to the PCs by leaping across on boulders in the water, Kelvin, the magic user put two to sleep and they fell in and drowned in the rough-flowing river. After a vicious battle, in which three wolves of the pack were slain (the Alpha almost becoming another!) the Dark Wolves were routed. The Paladins and the Ranger took some severe bites. The mage used fire to hold a wolf at bay and the sword sister, Airyka, showed her prowess, along with the other fighting types, in cutting wolves into several pieces. The pack howled off into the darkness, but as the leader left, it spoke in a foul voice, telling one of the paladins that he would slay him yet!

The owl had been hurt badly by one of the wolves, as it tried to intervene between one of the PCs that was trying to bravely help another. The paladins healed the bird a bit and it showed them a power of the Warden glyph: he instructed the hurt PCs to raise the glyph to the moonlight and beams shone to their palms from the orb. Within a short time, the PCs were completely healed of their wolf wounds. The owl took his leave, saying he had been called elsewhere to serve.

The PCs placed 2 more small watchfires around the camp and as they were doing so, they found a moderate-sized stele on the far side of the oak tree, facing the river. The elves of the group were confused, as the carved runes on it was very similar to their own, but it seemed like an ancient variant, by the looks of this weathered stone.  There was a battle scene on the stone, depicting humans and elves joined against dark wolves and goblinoids - something vaguely similar to the recent encounter, minus the goblin-creatures. The mage a took a rubbing of the stele with parchment. After searching around the stele, two ancient elven arrowheads were found. They were made of an unknown silver metal and were not tarnished after perhaps many centuries of lying upon this battlefield.

After an eventless rest of the night, the sun rose on a clear day. The temperature was just above freezing that morn. Breaking camp, the party continued on the next leg of the journey along the river road to an isolated inn on their way to the Warden wilderness outpost...

(more later)




Friday, January 13, 2012

Wardens of Sylvaeon



  In the past the entire Realm of Sylvaeon was a place of peace and balance… everything and everyone had a place in it. There was no blight, only natural cycles and the ways of the Fey. The Corrupter introduced foul creatures and dark designs upon the land.  Since the Great Wars, corruption had been driven back to far reaches of the Realm. However, the armies of the past are no more and corruption has reached its tendrils back into places where it has not existed for some time. Recently, (ie. -within a few generations of men) the introduction of new "interlopers" into the Realm has destabilized the Balance even more. The need for a way to deal with these problems has become clear to the White Lady and those who swear at least passing allegiance to her. Out of this need was born the practice of the Wardens.


The Wardens of Sylvaeon are sometimes all that stands between the forces of Darkness and the good Folk of the Realm. The Wardens are recruited from the local populations and sent on missions to root out evil, to help those in trouble or to patrol an area on the lookout for the machinations of the Corrupter.

While the Wardens do not have power over the local magistrates, if they exist in their area, they are generally respected and there advice and assistance is desired - if not outright needed. Local rulers and ruling bodies that exist will generally work closely with the Wardens, giving them what material assistance they can, as well as the recruits they need willingly. Wardens are not "the cops" in settled areas, but they are the vanguard of the wilderlands, acting as agents of the local populace, and if they are true to the Balance, as the hand of the Lady herself. Recruits are given latitude as to their actions in service, so long as they adhere to the general orders of the Master Wardens.

Recruits pledge themselves to at least one year of service to the Wardens. After the year is up, recruits may freely leave or they may choose to be inducted as full Wardens. Service in the Wardens is considered a great honor and those who do so well have good reputations among the locals and are accorded with respect. A Warden that acts corruptly or through cowardice allows harm to come to their compatriots or the local populace is severely disciplined.

Many former recruits have come back with tales of strange magics, wealth, hideous monsters and of the encroaching evil that is spreading across the Realm; just as many have been killed in service or never seen again.



It is hoped that these groups of allied defenders of the Realm will help unite Sylvaeon once again through their valorous deeds. Even if a recruit does not have such lofty aspirations, seeking only adventure, fame or wealth, they still can vicariously help the cause of the White Lady and the Balance. If anything, they will have some stories to tell their children or unbelieved tales to brag about in the pub when they grow old.  ;)

Saturday, November 26, 2011

Wilderness Creature Encounter: Borealis Spider


(Deadly Borealis Spider stalking its victim)

In the coldest, frigid Arctic places of the realm of Sylvaeon live the deadly Borealis Spiders. During extremely bitter and long-lasting Winters, they have been known to migrate down during the season into the colder temperate regions. The largest among them are sometimes solitary creatures. However, a hunting pack of a few to a dozen spiders roaming together is the usual behavior for these icy, deathly stalkers.

These spiders are extremely silent stalkers. Also, when they remain motionless, these creatures look like snow and ice, blending with chameleon-like ability into such Arctic and sub-Arctic terrain. If lying in wait for the kill, the spiders can only be discovered on a 1-in-6 chance by normal vision. They range in size from a small piece of ice when young (1 HP) to that of a large boulder (10 HD). They are extremely patient hunters who pounce on prey when they least expect it. They look like tarantulas made of snowy fur and icy limbs. Borealis Spiders (also known simply as Ice Spiders) are patient and aggressive hunters.

The poisonous bite of the Borealis Spider freezes those who fail a save to ice. Their saliva unfreezes the frozen flesh, which they eat. Every other round, the spider may also cast a web of sparkling ice particles, which will immobilize those it ensnares, doing d6 cold damage per round. The web may be broken only by great strength (18+ ) and then only by a Save vs Strength) or by causing the web 6 points of damage for spiders that are from to 1 to 5 HD. It takes 12 points of damage to break the web of those that are larger.

Heat/fire do double damage on the Borealis Spider. Impact damage is normal, but slashing, and piercing do half damage. Cold heals Borealis Spiders on an equal point ratio.

Attacks:
  • 1 bite for 1 point per HD + Save vs Poison or freeze solid … still ALIVE!
  • Spin web every other round to immobilize + d6 damage per round (Save vs Immobilization/Paralyzation causes only half damage, but the victim is not immobilized).

Movement: The movement speed of Borealis Spiders is that of most man-sized creatures (double for those that are the largest variety).

The Borealis or Ice Spider is a feared and deadly creature to encounter... and those that do encounter them seldom realize it.... until they are being eaten alive!

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