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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 5530235" data-attributes="member: 386"><p>I might have a thread around here somewhere...</p><p></p><p>There's the "Hex Crawl.pdf" in my <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/278034-d-d-4th-edition-hack-fiction-first-playtest.html" target="_blank">playtest thread</a> (which I need to update with some minor siege warfare from Tuesday).</p><p></p><p>Here's a sample hex, filled out:</p><p></p><p>[sblock=0.10]</p><p>01.10 TERRAIN FEATURE - PLAINS - LEVEL 4</p><p>Giant skeleton of unidentified, snake-like creature with all-too-human skull running along the ridgeline.</p><p></p><p>As the King's Road heads into the Gardbury Downs, travellers can see this giant skeleton. It's known as "The Bones of Zehir."</p><p></p><p>The skeleton is of an ancient primordial that fell in battle with Zehir, both struggling to control the snakes of the world. Its bones are strong and have stood here for aeons, barely weathering.</p><p></p><p>When the yuan-ti ruled the world they would gather here and pray to Zehir, using this monument as a sign of their chosen god's power and that they did right by aligning with him. There are prayers carved into the bones in draconic, talking about how great Zehir is and how strong he is and how the world is the yuan-ti's thanks to his victories over the "imposters and false prophets".</p><p></p><p>Map: Engraved on the bones are rituals and prayers to Zehir, including what must be done to open up the gate to the Lost Prison of Zehir (the dungeon in 01.05): soaking two 5000 gp rubies in the blood of enemies of Zehir, then placing them in the open eye sockets of the entrance.</p><p></p><p>Monster: Rats infest this area, chewing and gnawing on the bones. They gain strength from the primordial power that still lingers here. 7 rat swarms live here; they climb all over the bones and under the ground. They are strangely hostile and will attack when they smell fresh meat.</p><p></p><p>Trick: There's enough power here left to inflict worshippers of Zehir with a curse - anyone who prays to Zehir nearby is attacked, +7 v Will; in 1d6 days they will turn into a snake with a human head. Not good. The yuan-ti used to do this, then ritually slay the creature in a big orgy of blood. If, however, a primal prayer or ritual to Bryakus, Father of Serpents, is performed, the character's eye teeth grow into fangs that drip poison: Str vs AC, 1d4 and ongoing 5 + Con mod poison damage.</p><p></p><p>Something Strange: Characters who spend the night here have a vision of the statues to the primordials in 34.05.</p><p></p><p>Links to Other Areas: </p><p>34.05 (Giant-sized statues of ancient rulers, untouched by time.)</p><p>Contents: Map; Monster; Trick; Something Strange[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5530235, member: 386"] I might have a thread around here somewhere... There's the "Hex Crawl.pdf" in my [url=http://www.enworld.org/forum/4e-fan-creations-house-rules/278034-d-d-4th-edition-hack-fiction-first-playtest.html]playtest thread[/url] (which I need to update with some minor siege warfare from Tuesday). Here's a sample hex, filled out: [sblock=0.10] 01.10 TERRAIN FEATURE - PLAINS - LEVEL 4 Giant skeleton of unidentified, snake-like creature with all-too-human skull running along the ridgeline. As the King's Road heads into the Gardbury Downs, travellers can see this giant skeleton. It's known as "The Bones of Zehir." The skeleton is of an ancient primordial that fell in battle with Zehir, both struggling to control the snakes of the world. Its bones are strong and have stood here for aeons, barely weathering. When the yuan-ti ruled the world they would gather here and pray to Zehir, using this monument as a sign of their chosen god's power and that they did right by aligning with him. There are prayers carved into the bones in draconic, talking about how great Zehir is and how strong he is and how the world is the yuan-ti's thanks to his victories over the "imposters and false prophets". Map: Engraved on the bones are rituals and prayers to Zehir, including what must be done to open up the gate to the Lost Prison of Zehir (the dungeon in 01.05): soaking two 5000 gp rubies in the blood of enemies of Zehir, then placing them in the open eye sockets of the entrance. Monster: Rats infest this area, chewing and gnawing on the bones. They gain strength from the primordial power that still lingers here. 7 rat swarms live here; they climb all over the bones and under the ground. They are strangely hostile and will attack when they smell fresh meat. Trick: There's enough power here left to inflict worshippers of Zehir with a curse - anyone who prays to Zehir nearby is attacked, +7 v Will; in 1d6 days they will turn into a snake with a human head. Not good. The yuan-ti used to do this, then ritually slay the creature in a big orgy of blood. If, however, a primal prayer or ritual to Bryakus, Father of Serpents, is performed, the character's eye teeth grow into fangs that drip poison: Str vs AC, 1d4 and ongoing 5 + Con mod poison damage. Something Strange: Characters who spend the night here have a vision of the statues to the primordials in 34.05. Links to Other Areas: 34.05 (Giant-sized statues of ancient rulers, untouched by time.) Contents: Map; Monster; Trick; Something Strange[/sblock] [/QUOTE]
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