d100 Locations

[imagel]http://www.enworld.org/attachment.php?attachmentid=26029&stc=1[/imagel]14 Dead Horse Gulch
This is a valley that has a winding river snaking through it surrounded by mountains. This tract of land was traversed by many humaoinds in the quest for Canyon City, a place where a gold rush occurred centuries ago. Many did not survive the trek to Canyon city and those that passed on usually did after their horses had died. This valley is littered with the bones of many equines, which lay under a layer or two of topsoil.
 

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15 The Forest of Silver Trees
This is a unique forest that draws nutrients from the minerals several miles beneath the crust: silver ore. The silver ore acts as the water the plants need to thrive. So long as this forest remains standing its leaves bear silvery sheen and in all respects are silver. The bark of the tree tunks bears a slight tint of silver, but still retains its wooden nature, but with one twist. The wood can be worked like any other kind of wood, but always functions as ironwood.
 

16. A sky-bridge

Over a thoroughfare between two large buildings there rests a walkway-bridge to ease the passage for employees or travelers. Looking out through the large glass windows lining each side of the bridge, one may look down on the busy streets bellow them; the hustle-and-bustle of the people reminding them of why taking this bridge was such a good idea. Be careful not to lean to hard against the glass however, as it is quite a fall.
 

17: The Hidden Aviary

A castle built from a rocky outcropping hangs like an egg balanced on the end of a spoon over a deep crevice between two craggy mountains, hidden from view and accessible only by a narrow pass. The castle cannot be approached directly through flight, thanks to the whirlwind that whips around it, a carefully calculated natural feature of the orientation of the mountains in the area. Neither can it be reached by the stone arm that supports it: the wind snatches off any who attempt to cross the bridge, and those who manage to hold on find that there is no door on the castle wall. The only way to enter is by flying up from directly below the castle, through the eye of the whirlwind. This entrance opens into what was once a stable for some sort of flying mounts, and the castle itself is decorated with images of creatures in flight and long-forgotten heraldry. Currently, the castle is occupied only by creatures that can reach it from the air, and by the flotsam left over by the original inhabitants of this once-powerful keep.
 

18: The End of the Road

This is, quite literally, the end of the road. This point is as far as the road builders made it when attempting to connect a distant city to the highways of the (current or previous) empire. The plan was abandoned when political problems caused the budget for the project to be scrapped. The road is currently in a state of disrepair, since no one uses it and it does not appear on any official maps (its existance is somewhat embarrassing). It was, however, once a very expensive brick road suitable for cart or pedestrian traffic. The road ends abruptly in the middle of an area of uninhabited wilderness, days from any major settlement. A simple barricade, weathered almost to the point of destruction, blocks passage from the road to the bare earth beyond. The barricade bears a sign on which one can still make out the words: "Road closed. Construction will resume shortly. Bricklayers inquire at Capital about employment opportunities."

About a mile past the end of the road, and exactly in line with it is the abandoned husk of a half-built tavern that was supposed to have been a waystation and inn for travellers.
 

19 The Floating Island
This is an island almost like any other, supporting local flora and fauna. The only thing different about it is that instead of it being in a fixed loaction, it floats atop the ocean. Finding the islnad can be very tricky as it is always flowing with the current. The island is three miles is exactly the miles long by three miles wide. It sports an array of hoeycombed waterways in its sides, preventing it from sinking.
 

20 The Burning Mountains
A very long time ago, a band of adventurers set out to destroy an enclave of vampire bats. The adventurers found the bats hideaway and thought to exterminate the bats by setting up exploding lamps, that would light the bats on fire. What they didn't figure on was the fact that mountain range had a hidden oil mine. The mountains caught fire and spread to encompass the entire mountain range. The oil mine lies very deep and still fuels the fire to this day.

Inspiration: Nightwing
 

21) The Mistwoods

These woods are permanently shrouded in mists, and seem ageless. The trees on entrance are always tall versions of the trees common to the area, but later progress to being ancient trees that are around 200' tall and 10 ft. wide, and covered in moss. The woods are a waypoint for travelers who wish to cross lands quickly, as skilled travelers who know their way can reduce their travel times immensely, though unskilled ones may lose themselves forever. The flora and fauna here are always a strange mixture of local and exotic plants and beasts, as the boundaries of worlds and lands blur here. Occasionally, one sees and hears evidence of inhabitation, though others are rarely seen. It is said one must either be desperately searching for another or crazy to enter these woods, and that on the other side, one will assuredly find what one seeks.

(Inspired by Johnathan Strange and Mr. Norrell, as well as other stories of the Sidhe and Unseelie)

22) Eternity's End

This is a small outcropping of rock near a majestic lake. It has been washed bare by time, and locals often come here to enjoy the view. Nearby, many hawks and eagles nest, using the thermals to ride high in the sky. There are rumors of a treasure within a small cave below the outcropping, and even greater ones beneath the lake's surface.

(I know this next one isn't a fixed location per se.. but it is, in a way)

23) Traveling Minstrel Show Caravan

This caravan is home to a famous traveling minstrel show, with all manners of performers. One of the most famous attractions is the show's collection of beasts, which is known to be wide and varied, and contains many dangerous animals and beasts. Another is the midway, in which the merchants who travel with the caravan set up their wares and sell them to the locals of the towns in which the caravan stops. The caravan is gaudily painted and gilded to attract customers, though closer inspection shows it to be somewhat shabbily kept, as if the wagons have not been properly repaired in years, but rather only patched enough for the caravan to continue. There are always a number of caravaners and townsfolk about when the caravan has stopped. It always has a mild smell of animals, and the sounds of laughter are common.

24) Lonely Mountain

This mountain is by itself in the coldest part of the world; it juts out of the ice like a dagger, daring those who know of it to reach the top. Winds and ice storms lash its surface, often rendering climbs impossible. When the weather is cooperative, there is still the matter of the mountain itself, which is generally quite sheer, though it is fairly gritty to the touch. The top of the mountain is flat and covered in fluffy snow, offering an excellent view of the surroundings, bleak though they are.

25) The Blessed Church

This prosperous little temple is devoted to a popular god. Many offerings line the walls, from both rich and poor. The windows show richly colored scenes of the god's mythos, while the rest of the temple is generally somewhat austere. A slight smell of incense wafts through the temple on the breeze, and candles can be found in areas that would otherwise be dark. Devotional items are absentmindedly scattered across the area at which the priests usually dispense their blessings. If it is time for prayers, joyous chanting and song can be heard. Silk tapestries, smooth to the touch, cover the polished stone floor.

26) The City Market

A covered bazaar with all manner of items for sale, this popular market has almost anything that is usually up for sale on sale. Even otherwise rare items are found here; many artists and craftsmen come here, as the access to buyers is second to none. Townsfolk come here for pleasure as often as they come here to shop for necessities, as entertainers, as well as the aforementioned artists, ply their trade. Most stalls are open air, and vendors loudly hawk their wares, trying to outdo their competitors. The foods here have a rich, tantalizing aroma.
 

27 The Lightning Rift
This is a rift that is three miles wide and 10 miles long. Its opening is covered in cloudstuff, sometimes giving it the appaerance of being filled with water. These clouds are alway in a state of constant turmoil, generating lightning and thunder constantly. No one knows how deep the rift is but those that explore it risk being exposed to electrical attacks one every 10 rounds. A Reflex save (DC 15) allows the individual to avoid a lightning strike. Anyone that is hit suffers 3D6+6 points of damage. Hearing (Listen -10) within the rift is impeded as thunder is constantly being echoed off of the rifts walls.


28 Plateau of Frozen People
This plateau is riddled with what appear to be statues of giants. The plateau has a perfect 100 mile radius. The plateau has a lyaer of hard, packed dirt covering it and the statues. It has no other unique features.

Inspiration: City Slickers II


29 The Disclands
This is a series of plateaus that cover the world but is collectively known as The Disclands. Each plateau is a perfect circle, but each on is of differing size. In the middle of each plateau is a circular opening, that stretches for miles. These opening all lead into the underdark of the world.

Inspiration: A CD-Rom


30 The Unshackled Inn: An Interplanar Pub & Tavern
The Unshakled Inn is a place to to rest and recuperate that drifts from plane to plane, never staying in the same one for more than a week. Trerik Unthaldin is the keeper of the Inn and supervises the business. The pub is the lower half of the building with the tavern taking up the three levels above it. The place is a marvel as it has plumbing that utilizes portals from the elemental plane of water and fire. A myriad of guests can be found within, the most of them being outsiders of any sort. Where the tavern ends up on the planes when it shifts is unknown, the DM is free to deposit it wherever they like.
 


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