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Encounters in The Moorswood/Druidhold

Posted on May 16, 2023

Steel Realms

There are several species that can be encountered in the Pranin Moorswood. The druids let a tribe of lizard folk live in the Deepmoor and some on the delta, and the Orrish of Dwindor are allowed to hunt and fish on the Wonald Delta. The Druids will observe and watch the PCs through their natural agents. They will always have a general idea of where they are (within 10km) and events triggered by them. They prefer to mostly let events unfold as they may, unless nature itself is threatened. The Anger of Pranin may affect the normal encounters within the lands claimed as part of the druidhold, manifesting elements of the Vexation of Nature. These may include some or all Encounters in the Steel Realms (Ustermaya).

Light/Flame: Campfires do not work in the Deepmoor – a small cloud will douse an open flame. All magical light takes on a green tinge.

Speaking with and friendship to animals and the like is confounded – there will be no assistance from creatures to navigate a typical druidhold.

Tracking of natural creatures and one’s own group is impossible – worms constantly till and churn the earth. This makes hunting and reversing course virtually impossible by tracking. The Spirit of the Wyld allows tracking of enemies of the faith to remain possible.

Encounters

The trees blot out most direct light. Sinkholes and slurries constantly shift, the ground seems to suck at your feet. Tree roots bulge out of the ground, seeming to reach out to trip you. The din of insects is ever present and predators lurk everywhere, masking anything that might alert you to a predator. Making your way is perilous enough, but you are slowed and confounded at every turn.

Night Encounters and Happenings

An EASY check vs. Sanity will allow the character to ignore the effects and get rest.

Groaning Tree Growth in the Edgewoods: Each night, the Edgewoods to the north and south, grow exponentially, accelerated by the druids. This keeps the moisture saturation in these places low. The sounds the trees make challenge the sanity of those hearing it. It takes at least three or four nights to get used to it – otherwise rest is interrupted.

Nightmares in all places but the Edgewoods: Your sleep is filled with disturbing dreams. Throughout the night, you sweat and have visions of being pursued through the woods. You wake up several times, filled with terror of some creature chasing you, though never once seeing it directly.

Random Encounters

  1. A group of animal bones litter the forest floor.
  2. Several boars are feeding off of a corpse (animal, logger, traveler)
  3. The sound of an animal howling or baying in the distance
  4. A prayer by the druids carried on the wind (chance of small animals listening and calling back)
  5. Giant boa
  6. Alligator (deepmoor only)
  7. Giant ants (10% nest)
  8. Boat boar (10% den)
  9. Bee swarm
  10. Insect swarm
  11. Wolf (10% pack or den)
  12. Lizard folk hunting party (protected by the druids – they will not avoid the PCs but think they are protected)
  13. Lizard folk village (deep moors or delta only)
  14. Traveler (west path only – elf, dwarf, human, any race World Watcher)
  15. Logger (Northedge – human, southedge – halfling)
  16. Ranger and attendant (World watcher taking refuge)
  17. Druidsign (warning, turn back, Ssisslenn)
  18. An old burrow, den or cave
  19. Loud noise – a scream/cough strange sound, etc.
  20. A flock of birds serving as eyes for the druidhold.
  21. Stream with a meadow and beaver dam
  22. In the Deepwold Only – Dryads of the Pranin Moorswood
Realm's Aptitude Powers: Divine, Occult, and Psychic

Encounters in Scar Flow

Posted on January 1, 2023 in Steel-Realms

Steel Realms

Geo-Location: Duchy of Dunstrand Encounters in Scar Flow for the lands of the sunken Westmarch/Scar Flow have many strange entities and occurrences that are found there – along the edges of Dwindor Swamp and the Black Shore as well as deep in the submerged peaks of Scar Flow. It shares many of the same potential encounters as Encounters in Dwindor Swamp. These may include some or all Encounters in the Steel Realms (Ustermaya).

Travel in Scar Flow

Prevailing Weather: WEATHER FEATURES (The Dwindor “Haze”)
> The same weather features as Dwindor Swamp, but Scar Flow is considers a ‘secondary travel path’ where separate effects are listed.

Common Environmental Occurrences

Check the weather each day (d6):

  • 1-3 = Normal (for the season), travel unhampered
  • 4-5 = Storm; (violent winds and running currents) half travel speed
  • 6 = Tempest; (terrifying winds and currents) no travel

Common Event and Happenstance Occurrences

Common Creatures and Strange Entities

  • Scar Sentinels” – Exploring the tops of the mist shrouded peaks may lead to the discovery of one of these ancient structures with its requisite possible encounters.

The Accursed Ferryman of West March

A cloaked creature made of wasps and spiders mans a large skiff traveling throughout the area between the peaks. The “Ferryman” is a spirit that was a devout Sea-King captain whose ship was used to rescue sailors and crew from the sea in times of battle. When The Sundering happened his ship was dragged under but his dedication lived on – though twisted. Hundreds of years later his spirit persisting, it gathered and feeds off the life force of the biting and aggravating insects of Dwindor and “guiding” others into safety – though it cannot guide the living. He is drawn to those seeking to find ‘safe passage’ through the sunken lands – the shores of which he used to sail on.

A tall, cloaked figure poles its way towards you in the dim light. The mist seems to roll back from the figure as their skiff comes to a halt about 30m from you. One hand holds the pole, the other a hooded lamp. The figure lifts the lamp and unhoods it, casting a bright light far beyond the power of a normal lamp, upon your craft.

[ i ] Know (Rare) > It is said that a strange figure with the power of a dark bargain seeks to save travelers from the lurking evils of navigating Scar Flow. This figure was said to once have been a pilot or captain of a ship itself – perhaps of the ancient Sea Kings.

[ i ] Perception > A distant buzzing or humming sound can be heard.

Closer, you can see the figure is skeletal, but fleshed. Draped in a heavy hooded cloak, boots, and gloves little can be seen. A deep voice croaks out from a dry throat, “I can guide you. I can guide you. But I cannot guide the living. Who among you would pass into the halls of those who dwell beyond life?” With this, spiders crawl out from under the cowl, and hornets are released from his mouth as he speaks.

[ i ] Perception > The clothes are ancient, of a culture unknown, and seem several times mended.

The creature offers passage to the dead and undead, but not the living – though it will offer to make a traveler dead (‘Would you leave the horrors of the life’s struggle behind for a moment, as a gateway to eternity?’) or undead (‘Do you wish to walk the Halls of the Dead and remove the taint of life upon you?’) if they wish. The form of undead is either ghoul (or barrow wight or some such if they are truly evil!). True to his word, it can guide the PCs to any place, unerringly, and avoid all other encounters and perils – such is his powers.

The ferryman in Dwindor is a long dead elven priestess

Realm's Aptitude Powers: Divine, Occult, and Psychic