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Sleeping City of the Old Ones; a 4E sandbox. Opinions please!
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<blockquote data-quote="SHARK" data-source="post: 4640096" data-attributes="member: 1131"><p>Greetings!</p><p></p><p></p><p><strong>Courtyard of the Vampire Lord</strong></p><p></p><p>This series of courtyards is run-down, choked with moss and creepers, and shattered debris everywhere. The Courtyard of the Vampire Lord is occupied by numerous wandering, shifting encampments of human slaves/Half-Vampires that patrol the area, and dig about for any lore and treasure that can be found. They have several leaders amongst them, several are highly skilled warriors, while others are skilled wizards. They all serve the Vampire Lord that lives deep in a subterranean crypt accessed by an ancient tower in one of the larger courtyards. However, as powerful and mighty as the vampire lord is--his power is enhanced even more so, by the *seven* wives he has serving him. All seven of his wives are also very powerful, and dangerous vampires. Each wife sleeps the daylight hours away in a heavily trapped secondary courtyard, below the stairways and chambers of a refurbished tower. Each vampire wife has a guard company of lesser vampire women, and several warbands of human slaves and half-vampires, all loyal servants sharing her special mark. The vampire wives jealously guard their husband, and are always watchful for threats. The vampire wives hold a weekly council, discussing and updating plans, and working on increasing their group security, while they supervise the exploration of the deeper ruins, and assist their master in whatever desires he may have.</p><p></p><p><strong>Courtyard of the Dark Knights</strong></p><p></p><p>The mists part, and the horns are sounded! Rushing through the broad boulevards of the courtyards is a company of dark-armoured, mysterious knights. These fearsome knights crush and hack down anything in their path. The dark knights wear ancient, blackened armour, great horned helmets, and cloaks that blow and furl from an unknown wind. Their swords, battle-axes, and flails gleam in the dull morning sunlight as they ride through courtyards, slaughtering any creatures in their way. The dark knights ride metallic warhorses that have eyes of glowing fire, and hooves of bloodstained blackened steel. They sweep an area, hacking and cutting down whatever inhabitants are there, and have their followers loot the bodies, and search the ruins for more treasures. The dark knights lead several companies of ferocious Gnolls, Hobgoblins, Bugbears, Orcs, Goblins, and several Trolls. There are 15 dark knights, and each dark knight leads a mixed company of 6d6+6 humanoids. Each company has their own banner, and their own insignia-badge. The dark knights are led by one great and powerful commander. However, the dark knights are friends and devoted to each other, and their mysterious commander. The dark knights' companies of savage warriors are devoted and loyal--disloyalty, cowardice, rebellion and the like are punished by being barbecued and eaten for supper! The dark knights control several courtyards, and routinely patrol their own perimeter with daily sweeps of the region, and standing patrols that keep watch over each courtyard. Beyond merely exploring the ruins, hunting, eating, holding feasts and revelries by glowing bonfires in the nights, the precise purposes of the dark knights is mysterious.</p><p> </p><p><strong>Courtyard of the Damned</strong></p><p></p><p>The courtyard of the damned is ruled by several regiments of ferocious, bloody zombies, serving their wraith-lord masters. There are 7 wraithlords, each leading 6d6 zombies, 3d6 ghouls, and 4d6 skeleton-warriors. The wraithlords remain in darkened, shattered towers, ruling over their shadowed domain. As to what their purpose or goals are here, is unknown. The wraith-lords remain, however, and their followers are relentless in defending their areas from any intruders.</p><p></p><p><strong>Courtyard of Screams</strong></p><p></p><p>The Courtyard of Screams is occupied by a group of several tribes and creatures that have allied together. There is a tribe of 30+4d6 Harpies; their is a clan of 3d6+12 Manticores; as well as 3d6+12 Lamias. The three groups also lead a large tribe of white-furred Gnolls. There are 120+6d6 White Gnolls; plus 35% noncombatants. Most of the Gnolls are barbarians and rangers; some are also shamans and bards.</p><p></p><p><strong>Courtyard of the Beast</strong></p><p></p><p>The courtyard of the beast is ruled by a powerful tribe of Minotaurs that have recently moved in and taken control of. The previous owners were a tribe of orcs, but the Minotaurs crushed them in war, and defeated them in a series of battles. Finally, the last orc warriors were defeated, and the Minotaurs poured into the bouevards and courtyards of the orcs' home, and conquered their new home. The female orcs and the young orcs were all devoured over the next few weeks in great bonfire feasts. The Chieftain of the Minotaur tribe is a powerful warrior, and very intelligent and cunning. The Minotaurs have fortified their areas, and patrol it regularly both day and night, with alert, suspicious, guards that are all well-armed and equipped with excellent armour. The Minotaur tribe has 40+10d6 members, plus 35% of that total is an additional number of noncombatants.</p><p></p><p><strong>Courtyard of Eternal Fire</strong></p><p></p><p>This series of courtyards is controlled by hordes of Gnolls, that serve a large and powerful Greater Chimera. The Chimera flies about, raiding herds of cattle, roasting distant villages, and the gnolls sweep in and take all the treasure, as well as bringing back dozens of slaves. Most of the slaves are eaten alive in bloody feasts--though some have been kept as breeding slaves and as entertainment. The Chimera rules 6d6+60 Gnolls; the Gnoll tribe has 35% non-combatants, as well as 4d6 female human slaves. The Greater Chimera also has several Lesser Chimera as mates and guardians. </p><p></p><p><strong>Courtyard of Ancient Statues</strong></p><p></p><p>This beautiful courtyard features many lifelike, wondrous statues of different creatures and animals, from humans, to deer, birds, vultures, a bear, as well as several goblins, halflings, and centaurs. The courtyard is occupied by a company of amazing warriors--strange, half-scorpion human soldiers, armoured in black scorpion armour, and wielding their great shields, spears and swords with lightning speed, the scorpion warriors are relentless and undefeated. They frequently take on many times their number and leave the battlefield with heaps of the slaughtered and crushed behind, stacked in great heaps, and scattered across the boulevards, clogged with gutters and pools of dark blood. The Black Scorpion Warriors have a leader, and their leader is the greatest warrior of their company. The Black Scorpion Warlord serves the ancient Medusa. The Medusa's mystic gaze turns victims to stone. The Medusa is a gorgeous woman--from the neck down to her toes. The Medusa's head, however--is a writhing mass of deadly, hissing serpents, and her blighted gaze is death for any who meet it. (Alternatively, give the Medusa a large, slithering snake-body; but human-like arms, and human-like head) The Medusa lives in a palatial tower, stocked with regal carpets, amphora of fine wine, and chests of glittering, ancient treasures! The Scorpion Warriors raid the local roads, villages, and forests, robbing anyone they find, and slaughtering anyone in their path. There are 4d6+24 Scorpion Warriors.</p><p></p><p><strong>Courtyard of Howling</strong></p><p></p><p>This series of courtyards is occupied by a tribe of were-wolves! The were-wolves have great feasts at night, roasting alive any prey they have captured during the day. The were-wolves are powerful barbarians, rangers, and druids. The leader of the were-wolves is actually a mated couple--the male is a huge, towering barbarian of awesome prowess and great skills, while the female is a dark and beautiful druid. The were-wolves hunt through the ruins, as well as the outer edges of the ruins and into surrounding areas of forest. The were-wolf tribe has fortified their area with barricades and gates, and they have regular patrols and guards both day and night. The were-wolf couple leads a tribe of some 4d6+12 rangers; 8d6+20 barbarians; 3d6+12 druids; and 35% of the total in noncombatant children, as well as 6d6+30 wolves as pets and guardians. The nighttime hours tremble with fear as howling rips across the night air, echoing the cries of the prey as they are ripped and torn apart in a great, savage frenzy of blood and teeth! </p><p></p><p>I hope these are helpful, my friend.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 4640096, member: 1131"] Greetings! [B]Courtyard of the Vampire Lord[/B] This series of courtyards is run-down, choked with moss and creepers, and shattered debris everywhere. The Courtyard of the Vampire Lord is occupied by numerous wandering, shifting encampments of human slaves/Half-Vampires that patrol the area, and dig about for any lore and treasure that can be found. They have several leaders amongst them, several are highly skilled warriors, while others are skilled wizards. They all serve the Vampire Lord that lives deep in a subterranean crypt accessed by an ancient tower in one of the larger courtyards. However, as powerful and mighty as the vampire lord is--his power is enhanced even more so, by the *seven* wives he has serving him. All seven of his wives are also very powerful, and dangerous vampires. Each wife sleeps the daylight hours away in a heavily trapped secondary courtyard, below the stairways and chambers of a refurbished tower. Each vampire wife has a guard company of lesser vampire women, and several warbands of human slaves and half-vampires, all loyal servants sharing her special mark. The vampire wives jealously guard their husband, and are always watchful for threats. The vampire wives hold a weekly council, discussing and updating plans, and working on increasing their group security, while they supervise the exploration of the deeper ruins, and assist their master in whatever desires he may have. [B]Courtyard of the Dark Knights[/B] The mists part, and the horns are sounded! Rushing through the broad boulevards of the courtyards is a company of dark-armoured, mysterious knights. These fearsome knights crush and hack down anything in their path. The dark knights wear ancient, blackened armour, great horned helmets, and cloaks that blow and furl from an unknown wind. Their swords, battle-axes, and flails gleam in the dull morning sunlight as they ride through courtyards, slaughtering any creatures in their way. The dark knights ride metallic warhorses that have eyes of glowing fire, and hooves of bloodstained blackened steel. They sweep an area, hacking and cutting down whatever inhabitants are there, and have their followers loot the bodies, and search the ruins for more treasures. The dark knights lead several companies of ferocious Gnolls, Hobgoblins, Bugbears, Orcs, Goblins, and several Trolls. There are 15 dark knights, and each dark knight leads a mixed company of 6d6+6 humanoids. Each company has their own banner, and their own insignia-badge. The dark knights are led by one great and powerful commander. However, the dark knights are friends and devoted to each other, and their mysterious commander. The dark knights' companies of savage warriors are devoted and loyal--disloyalty, cowardice, rebellion and the like are punished by being barbecued and eaten for supper! The dark knights control several courtyards, and routinely patrol their own perimeter with daily sweeps of the region, and standing patrols that keep watch over each courtyard. Beyond merely exploring the ruins, hunting, eating, holding feasts and revelries by glowing bonfires in the nights, the precise purposes of the dark knights is mysterious. [B]Courtyard of the Damned[/B] The courtyard of the damned is ruled by several regiments of ferocious, bloody zombies, serving their wraith-lord masters. There are 7 wraithlords, each leading 6d6 zombies, 3d6 ghouls, and 4d6 skeleton-warriors. The wraithlords remain in darkened, shattered towers, ruling over their shadowed domain. As to what their purpose or goals are here, is unknown. The wraith-lords remain, however, and their followers are relentless in defending their areas from any intruders. [B]Courtyard of Screams[/B] The Courtyard of Screams is occupied by a group of several tribes and creatures that have allied together. There is a tribe of 30+4d6 Harpies; their is a clan of 3d6+12 Manticores; as well as 3d6+12 Lamias. The three groups also lead a large tribe of white-furred Gnolls. There are 120+6d6 White Gnolls; plus 35% noncombatants. Most of the Gnolls are barbarians and rangers; some are also shamans and bards. [B]Courtyard of the Beast[/B] The courtyard of the beast is ruled by a powerful tribe of Minotaurs that have recently moved in and taken control of. The previous owners were a tribe of orcs, but the Minotaurs crushed them in war, and defeated them in a series of battles. Finally, the last orc warriors were defeated, and the Minotaurs poured into the bouevards and courtyards of the orcs' home, and conquered their new home. The female orcs and the young orcs were all devoured over the next few weeks in great bonfire feasts. The Chieftain of the Minotaur tribe is a powerful warrior, and very intelligent and cunning. The Minotaurs have fortified their areas, and patrol it regularly both day and night, with alert, suspicious, guards that are all well-armed and equipped with excellent armour. The Minotaur tribe has 40+10d6 members, plus 35% of that total is an additional number of noncombatants. [B]Courtyard of Eternal Fire[/B] This series of courtyards is controlled by hordes of Gnolls, that serve a large and powerful Greater Chimera. The Chimera flies about, raiding herds of cattle, roasting distant villages, and the gnolls sweep in and take all the treasure, as well as bringing back dozens of slaves. Most of the slaves are eaten alive in bloody feasts--though some have been kept as breeding slaves and as entertainment. The Chimera rules 6d6+60 Gnolls; the Gnoll tribe has 35% non-combatants, as well as 4d6 female human slaves. The Greater Chimera also has several Lesser Chimera as mates and guardians. [B]Courtyard of Ancient Statues[/B] This beautiful courtyard features many lifelike, wondrous statues of different creatures and animals, from humans, to deer, birds, vultures, a bear, as well as several goblins, halflings, and centaurs. The courtyard is occupied by a company of amazing warriors--strange, half-scorpion human soldiers, armoured in black scorpion armour, and wielding their great shields, spears and swords with lightning speed, the scorpion warriors are relentless and undefeated. They frequently take on many times their number and leave the battlefield with heaps of the slaughtered and crushed behind, stacked in great heaps, and scattered across the boulevards, clogged with gutters and pools of dark blood. The Black Scorpion Warriors have a leader, and their leader is the greatest warrior of their company. The Black Scorpion Warlord serves the ancient Medusa. The Medusa's mystic gaze turns victims to stone. The Medusa is a gorgeous woman--from the neck down to her toes. The Medusa's head, however--is a writhing mass of deadly, hissing serpents, and her blighted gaze is death for any who meet it. (Alternatively, give the Medusa a large, slithering snake-body; but human-like arms, and human-like head) The Medusa lives in a palatial tower, stocked with regal carpets, amphora of fine wine, and chests of glittering, ancient treasures! The Scorpion Warriors raid the local roads, villages, and forests, robbing anyone they find, and slaughtering anyone in their path. There are 4d6+24 Scorpion Warriors. [B]Courtyard of Howling[/B] This series of courtyards is occupied by a tribe of were-wolves! The were-wolves have great feasts at night, roasting alive any prey they have captured during the day. The were-wolves are powerful barbarians, rangers, and druids. The leader of the were-wolves is actually a mated couple--the male is a huge, towering barbarian of awesome prowess and great skills, while the female is a dark and beautiful druid. The were-wolves hunt through the ruins, as well as the outer edges of the ruins and into surrounding areas of forest. The were-wolf tribe has fortified their area with barricades and gates, and they have regular patrols and guards both day and night. The were-wolf couple leads a tribe of some 4d6+12 rangers; 8d6+20 barbarians; 3d6+12 druids; and 35% of the total in noncombatant children, as well as 6d6+30 wolves as pets and guardians. The nighttime hours tremble with fear as howling rips across the night air, echoing the cries of the prey as they are ripped and torn apart in a great, savage frenzy of blood and teeth! I hope these are helpful, my friend.;) Semper Fidelis, SHARK [/QUOTE]
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