Saturday, 15 February 2014

Maps for better decision making

(I am putting these maps here as searching G+ is a fucking nightmare.)

Every morning after the hordes of hell have been defeated yet again, after the great song of mourning has finished and just before he falls asleep, ghosts visit the Thane of Sorrows.

The Thane is considered to be the person who has fought hardest, and lost most in the battle of the previous night. The court of the Thane is the warriors that happen to be around them at the time. The Thane is usually, but not always, a dwarf.

The Ghosts of Lanthanum Chromate guard the city while it sleeps through the day. They provide most of the continuity in foreign policy but they go to the Thane every morning with questions and will generally treat the Thane words as executive orders.

The Ghosts wont invade or fight outside Lanthanum Chromate in anything other than apocalyptic conditions. Wise ghosts will do ambassadorial work, zipping back and forth to foreign courts. The ghosts of heroic thieves may do espionage work, though they are not many.


While I was the Lord of Lanthanum Chromate I sent out forces in every direction and kept a record of what I found. The Thane of Sorrows is an Anarchist so they don't mind if everyone gets a look at it.









 Later on I was pirate boy and found a map on a dungeon wall in the Isles of Hakleth.





Lanthanum Chromate Data

 2219 Places of Mintobar the Benign: The larger of the two islands has an old castle. A high wall extends around the perimeter of this island and protects the castle from entry. There are doors, but they can’t be detected by the naked eye because of the craftsmanship of the dwarves who built it, There are currently 50 dwarves, led by 10 sergeants and 2 captains. Their ruler, King Mintobar, is cagey but perhaps not unreasonable.
2220 Isles of Morose : Trees dominate the landscape on these two islands, making a great place for the inhabitants, a group of 33 halflings, to raise their crops and sell them to nearby islands. The main crop is pipeweed of a great quality infrequently found in these parts.
2348_The Citadel of Wovenmist (Citadel): This tower collects the tributes to be sent to Sledgetower, a Goblin outpost. Those who dwell here have hardened themselves to the injustice
2410 Howling Cay--easy to land here, the cannibals are cowards
2411: Isle of the Hunted: The antelope, gazelle, deer, elk, and other species of grazing animals found here make up a hunter’s paradise. Some ship captains have gone so far as to book special trips for the wealthy and well to do, bringing them here for a holiday of hunting.
2463 A lake. The former citadel of Baron Vorgus and then the army of Sir Manning. Village of insane goblins who pledge loyalty to one "Man Rider".
2473?
2474 Temple of Nurgle (google him)
2527 Abandoned Jackalman and Librarian settlements-they now bear the sign of Tiamat
2587 Astrologers Consortium--Elves who claim they can predict the future from the stars
2591 An ancient stone ziggurat rises sullenly from the burning sands. Any who approach within 100' of it will be stricken with weird visions and violent hallucinations. Victims cannot be reasoned with, and their fiery rage can be cooled only by their own death. After an hour, the victim must save vs. poison at +2. Failure means death, and success indicates debilitating exhaustion lasting for six hours.
2600: Firestorm Isle: active volcano
2649 Isle Strongtooth _: Strongtooth the stone giantsearches the island for the entrance to an ancient giant city, often impressing humans to investigate the smaller entrances he cannot fit into.
2655 A stout rock wall 10' high and 130' long marks a portion of the eastern border of the desert.
2662 (getting up into Cobalt Reach's shore, this area is fairly bereft of settlements of civilization)
2712 In the depths of this foreboding lake writhes Nyarlathotep. They tell you.
2713the ruined domiciles of Snake-Men Sorcerers
2714Village of 290 librarians ruled by “the Fountain of Wisdom,”
2715Village of 360 white elves ruled by “the Stainless Mind,”AND home to royal fist monkeys that war with another tribe in the Rising Say Forest. They constantly fight against the goblinish hordes of the south as well. Encounters: elf warbands, assassin vines
2716 NESTLED AGAINST THE SIDE OF AN ESCARPMENT IS THE EXOSKELETON OF A GARGANTUAN BEETLE. EVEN FROM A DISTANCE, IT IS CLEAR THAT THE EMPTY SHELL HAS BEEN TURNED INTO A MAKESHIFT DOMICILE. THERE IS CRUDE FURNITURE, SHABBY CLOTHING, AND PERSONAL ITEMS WITHIN. THE EXOSKELETON APPEARS RECENTLY OCCUPIED, BUT THERE ARE NO CLUES AS TO THE IDENTITY OR WHEREABOUTS OF THE OCCUPANT. ALSO: BLESSED SLEEP, ISLAND OF: THIS ISLAND IS OVERRUN BY GHOULS AND OTHER UNDEAD
2717 700 S.P. AND 200 G.P. LAY IN SMALL HEAPS INSIDE A RING OF DARK HUMAN STANDING STONES. THOSE WHO ARE WITHIN THE RING FOR MORE THAN A MINUTE WILL BE TELEPORTED TO A RANDOM HEX. ANY COINS SUCH UNFORTUNATES POSSESS WILL BE LEFT BEHIND IN THE RING OF STONES. ALSO: BLUE ARBOR CLIFF (RUGGED HILLS): VEINS OF QUARTZ IN THE CLIFF FACE GIVE THIS AREA ITS NAME.
2718 A MYSTERIOUS GARDEN ABOUT HALF A MILE IN DIAMETER IS OVERGROWN WITH THE GAUDIEST AND MOST GORGEOUS TROPICAL BLOSSOMS. A CLOSE INSPECTION WILL REVEAL THAT THE FLOWERS’ CREEPERS VERY SLOWLY MOVE AND WRITHE. ALSO: BRESTALEIN’S ISLAND: BRESTALEIN WAS KILLED HERE BY A GROVE OF ANIMATED VICIOUS TREES, EVIL TREANTS, ON THE SOUTHEAST CORNER OF THE ISLAND. HIS REMAINS ARE STILL HELD BY ONE OF THE TREES, AND HIS RELATIVES ARE WILLING TO PAY A REWARD OF OVER 1,000 GP FOR ITS RECOVERY. THE JUNGLE SWARMS WITH GORILLAS AND GIANT WALKING WASPS.
2719 14 GIANT LEECHES (AC 12, MV 30', HD 2, NEUTRAL).AND THORN PEAK (FORBIDDING MOUNTAINS, HIGH PEAK):
2719 Thorn Peak (large mountain)
2724 Your expedition defeated a team of wicked StoneDire Dwarves, gain +1 Str from their weapons, armor, gold and gifts/bounty from the locals.
2787 A vast school of over 200 sharks patrol these waters. All of them glow red in the moonlight.
2913 Goldgut Rock: A well-known stopping point for many seagoing vessels, many land here to gather provisions. Anyone experienced and knowledgeable about the area knows to look for the yellow hue coloring much of this isle, provided by the multitudes of sunflowers constantly flowering year round.
2967 Temple of Nepthys, Spider goddess, you will meet the elves tomorrow if you head south 6 miles.
2968 Doom Chromate Mountains (Forbidding Mountains, low peak/high pass, Giant): This range of high peaks (avg. 10,,000 ft. high above the highlands) acts as something of a wall to the sea. The passes are treacherous. Natural obstacles also present a challenge; landslides, rock falls, and avalanches are common occurrences. Several round warning stones, carved in ancient glyphs, can be found in the lower approaches. Savage gnolls represent the only form of “intelligent” life here. They live in silent valleys where ages old artifacts of a bygone era lie forgotten by all.
2969 Overmistwood (Dense Forest, Wet): This black tangled forest on the southern shore of Doomwallow Lake is home to many undead. ghouls and specters are quite common here. The upper canopy of foliage does not allow light to illuminate the paths of the forest.
2970 The northern stretch of the River of Mead.
2971 Phantoms of cowardly or treacherous dwarves: they despise the heroic ghosts
2972 Pterodactyls
2973 Ramskull Pass of the (Rugged Mountains, low pass): The safest of the passes to the Doom Plain, the Pass of the Ram is a twisting switchback that appears as a giant staircase when viewed from the north. Is takes twice as long to climb to the top as the other passes. Dwarves from Ramshadow Castle () are constructing a safe road to the highlands.
3039 23 aggressive semi-intelligent monkeys
3094 A tree has a door on it, it has been ritually sealed by the local fey.
3098_BRAVADO PASS (CITADEL): BUILT TO PROTECT THE BRAVADO PASS THROUGH THE VICEROY MOUNTAINS, THIS CITADEL IS THE HOME OF THE GUARDIANS OF THE PASS.  SIR THEODAN WAS RAISED IN VORNHEIM AND HAS BEEN RELISHING HIS TWILIGHT YEARS AT THE PASS. HE IS WRITING A MANUSCRIPT OF HIS ADVENTURES THAT IS ALREADY 600 PAGES LONG.
3099_BROKEN CHARIOT: A BROKEN CHARIOT IS STREWN ABOUT A CLEARING. THE BODY OF ITS DRIVER IS TANGLED IN THE WRECKAGE, HIS NECK OBVIOUSLY BROKEN.
3100_CASTLE DRISTHANE (CASTLE): THE DWARVEN CASTLE NEAR DOOMWALLOW LAKE IS ONE OF THE STRONGEST FORTIFICATIONS OF THE SOUTHERN LANDS. IT HAS NEVER BEEN BREACHED, AS DEMONSTRATED EVERY TIME THE HORDES OF MONKEYS FROM THE MOUNTAINS LAID SIEGE TO IT. WHY THESE MONKEYS WOULD DESIRE ITS FALL IS A MYSTERY, BUT IT MIGHT BE RELATED TO THEIR HATRED FOR ALL FORMS OF CIVILIZATION. DANHAIR DRINNI ULS, THE INFORMAL LEADER OF THE HIGHLAND DWARVES, RULES FROM HERE WITH HIS CLOSEST ADVISORS. HE REGULARLY LEADS HIS TROOPS TO CLEAR THE COUNTRYSIDE OF MONSTERS AND ENSURE THE SAFETY OF DWARVEN LANDS. UNLIKE MANY OF HIS BRETHREN, HE WELCOMES HUMAN AND EVEN ELVEN GUESTS. AN ENCHANTED WARHAMMER RESTS ON AN ANVIL NEAR A FORGE, AND NONE HAVE BEEN ABLE TO LIFT AND WIELD IT.
3102 Agents of The Terrible Eye of Enraki takes their tribute from passing ships here
3164 Greenwax and is known for its riotous activities, though there is a lack of houses of ill repute, much to the chagrin of many visiting sailors. Gwalluke is the leader of the settlement’s militia appointed by the council of elders. He is often seen leading patrols along the docks and taverns of the harbor. Treasure seekers come to Greenwax to explore the nearby ancient ruins, though few return successfully.
3165 ?
3212_Fort of the Frozen Faces: A small fort built into a cliff face is still very intact. The perfectly preserved bodies of defenders are at their posts on the walls, apparently frozen while awaiting some onslaught.
3213_GIANT SEA TURTLE _: WHAT LOOKS LIKE THE SHIMMERING DOME OF A TEMPLE IN THE RUINS OF A CITY BURIED WITH MUCK IS IN FACT THE 70’ DIAMETER SHELL OF A COLOSSAL SNAPPING TURTLE* (AS NORMAL BUT WITH 30 HD; CR 12; HP 420). (your dwarf rolled to avoid getting snapped) IF IT WERE RECOVERED INTACT AND CARRIED INTO A PORT CITY, IT COULD FETCH AS MUCH AS 50-70,000 GP ON THE OPEN MARKET. OF COURSE, THE TURTLE ISN’T GOING TO PART WITH IT WILLINGLY.
3215_GIANT SPIDERS LAIR _: NEAR THE START OF THE SAND CREEK IS A FLAT SANDY PLAIN. ON THIS PLAIN 23 GIANT TRAP DOOR SPIDERS ARE THRIVING. THESE SPIDERS LURK BELOW THE SAND WAITING FOR THEIR VICTIMS TO TREAD. USUALLY OPERATING TOGETHER, THE SPIDERS SWARM ANY VICTIM ONCE THEY ARE WITHIN ONE OF THE THREE FIELDS OF LAIRS THEY KEEP.
3216_GOVERNOR’S MANSION (CITADEL): THIS ISLAND waS A  BASE FOR THE KINGDOM OF KAR-SANASSSIK
3223 Hill giant defeated by your expedition
3227 3 mutant rhinos
3275 ANWEN
3339 PILDERTH (settlement): The conflict among the followers of Juiblex on this island has lead to the collapse of the loose gnoll confederation that once united the Silver Skein Isles. The fanatical followers of the Sea God seek to cleanse the island of the “non-believers”.
3353 : Mons Spama, (citadel), was once an abandoned outpost (most likely originally of the Reptile Empire). However, it was overrun by goblins about  years ago. Since that time it has become a haven for thugs and hooligans.
3403__The revenant Castle _: A crumbling castle overlooks the river. On stormy nights the revenant of its commander is rumored to walk the ramparts, hurling large stones at intruders.
3409 Quicksand field
3417 Enraki--the main fortress-city of the 40,000 Rogue Traitors
3471 Castle Jewelsace
3533 White elf settlement





1 comment:

  1. (Some parts by Judges' Guild and some parts by me)

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