Posted on July 20, 2023 in Steel-Realms
Encounters in Dwindor Swamp can vary because of the shifting nature of the water and soil in the area. The Black Shore has its own, safer, encounters that reflect its traveled nature. The encounters in Scar Flow and encounters of Dwindor itself overlap at times. The Lizardfolk and Troglodyte as populations of Newtlings of the realms that have been hunted to extinction in many places still thrive here. Their hardened scale or stench secretions keep the disease carrying insects at bay. They have both learned to hunt many of the dangerous species of Dwindor, as well as make toxins or their counters from the flora and fauna. Of course there are the Orrish of Dwindor, though they keep to themselves and avoid contact with the civilized folk venturing into the swamp. These may include some or all Encounters in the Steel Realms (Ustermaya).
Most of these are along The Black Shore, the east side of Scar Flow, and Calibans Slurry. It is thought The Witch of Dwindor Swamp can control some of the effects and creatures encountered in Dwindor. Means that empower flying or water walking type travel are typically met with seemingly purposeful encounters with Nosh Swarms, Miasma Fog, and Fetid Winds and the like. Vortexes of mud and slurry vortexes have been known to strike as if guided by a hand as well.
Prevailing Weather: WEATHER FEATURES (The Dwindor “Haze”)
The stench of Dwindor is ever-present. It masks creatures, other environmental factors, etc.
All manner of derogatory names are given to this effect, but is commonly referred to as “The Dwindor Itch“. It is less a disease or condition than a state of things from being in the water around Dwindor, The Black Shore, and Scar Flow. The insects, parasites, and toxins product an itch, a level of discomfort that has a measurable impact. It is easily alleviated by cleaning and washing. Even those immune to natural or magical diseases find themselves suffering from this malady!
Miasma Fog: A dense greenish-yellow fog bank covers the area. Visibility is reduced to 10m; between 10-20 is considered obscured/partial cover. Over 20m cannot generally be seen.
> Any checks or attempts to see things require checks if they did not before, or are at Disadvantage if they required checks previously.
Swamp Burst: An almost inaudible bubble and popping sound followed by a nearly invisible gaseous expulsion from Dwindor, a miasma settles over the area for 15 minutes; Tendrils of yellowish mist raise up as it contacts the surface of the water and bubble a few moments later.
> {Average Difficulty} Hearing/Smell vs. > As it gets close avoid a drifting patch or 1 measure of Exhaustion for an hour.
Sink Hole (water) or Quicksand (land): Suddenly the surface spins as an eddy turns into a funnel and debris, sludge and water are sucked into it. The small vortice swallows everything around it, and collapses making a loathsome sucking sound.
> { x> Easy Difficulty} Strength/Athletics vs. > Sucked under the water taking minor drowning and inflicting the Dwindor Itch automatically.
A Fetid Wind: From the warm and rotting valleys of Scar Flow, The Black Shore, and Calibans Slurry comes a fetid wind that blasts everything in its path. It has the unstopping force of a strong Gust of Wind, and can move humanoid sized objects each round to push them into the water. The water and its contents inflict the Dwindor Itch. The wind seems to have a mind to push them into dangerous spots on both ship and land.
> They may need to make multiple checks to resist falling, tumbling, and going into the water.
Corpse Bloom: A bubbling precipitates a rotten corpse that rises from the depths of Dwindor Samp. It is one of the corpses from the sinking of Westmarch, from a battle between Sea-Kings and Bronzemen, or one of the many victims claimed by the perils of Dwindor. Their memories and voices are those of The Spirit of Dwindor. A stinking cloud is released, and a sound like a whispering of voices is heard that can cause confusion.
> There are times too when a spirit light – a will-o-wisp – is freed from the swamp. These are coalesced life forces of the many things that die and return t the swamp that gave birth to it every day. They attack anything alive and fade within an hour.
At some point, every traveler along the Black Shore, through Dwindor itself, or eastern Scar Flow will come to grips with the constant horror that is Dwindor.
Waiting for a moment, assessing the area, you are struck by the presence before you. A slow mournful moan rises to a wail over several seconds. Something out in the swamp answers it with a snarling howl. A breeze stirs around your ankles, gathering twigs, dried moss, and dirt making it feel like a foul creature is climbing your leg. A warm dome of air settles over you, making it difficult to breathe for a moment, and then your eyes water from something borne on the breeze. The buzzing of insects rises in crescendo and falls, then rises again. Swarms of them can be seen in all directions rising up and moving through the air from one patch to another. Faintly your hear bird calls over the top of chuffs and muffled growls… you think. There is constant movement in the water – was that the flash of eyes!? Everywhere around you contributes to a subtle paranoia that grips you… forcing you to shake it off, but you fear closing your eyes for even a second. You desperately want to go home. Your skin crawls, as mites and bugs bearing who knows what plagues crawl into every crevice and opening in your clothes and armor. Given the constant banks of miasma and fog, its hard to tell the sun’s exact position at times, or where sounds are coming from exactly.
This is Dwindor. Some call it Mighty Dwindor – for it is alive of its own accord, never slowing, ever moving, its breath a sibilant hiss of miasma and dying curses. How many countless corpses are sunk in its depths? Each bubbling pop is a corpse bloom, carrying the last breath and dying words of its victim. Its very existence is like a macabre poem personified.
No matter how often you come here, you will never get used to it.
In Dwindor, things grow bigger than normal. Swarms of smaller creatures follow them, and they seem to work together. The Orrish of Dwindor do NOT prey on other humanoids entering their territory. They try and create as little disturbance as possible – out of sight, out of mind.
i20 [specific] Requirements:
The Dwindor Itch: -1 Attacks and Saves.
Posted on May 16, 2023
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.
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.
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.
Posted on January 1, 2023 in 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).
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.
Check the weather each day (d6):
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