Back from camping trip a day early - time to get Wed, Thu and Friday done. What I had planned on Monday for these three days was: Market of the Gods, Temple of Lolth the Redeemer, and the Triton city Fallensea
Room 89 - Customer Service Desk
This 175' long, roughly 15'diameter tunnel slopes steadily down to a 30'x30' room split in half by a long wooden 4' tall counter. The west half of the counter has a solid front with a sign that says "Ring Bell" in Giant, Dwarven, and Common, and a large brass push-button bell on top. The wooden piece across the east half lifts to let people pass. 15' in front of the counter a dark string is stretched across the tunnel and a second is 5' further on. The strings are DC 18 to spot with Darkvision, DC 15 in regular light - and are attached to a second bell under the counter, as is the liftable counter board. Either Bell will summon the attendant Jötunn in room 90. They will also come forth if they here Berghildr leaving after dumping the weeks supplies or other similar noise. A large comfortable chair with three mammoth horns on the back sits behind the counter if negotiations run long.
View attachment 276504
Room 26 - The Well
Unlike the rough merging of the Worm Tunnel (52) with the Main Hall (13), the entrance to this 25' long cave seems to have been put in intentionally, and the hall floor and adjacent wall tiles are undamaged. The door of thick bars is currently unlocked but can be securely (DC 22 to break open, DC 16 to pick the lock). The 10' tall and wide tunnel slopes down 5' over its length to a 3' deep pool that slowly fills from the north and empties to the south. A brass grate blocks both the 1' diameter incoming stream from the north and the similarly sized exiting stream leaving to the south. Two buckets sit ready for anyone needing water, and a Tortle sits on a thick blue rug.
Quite elderly now, Wolbol is the last of his kind left in the Vault (at least as far as he knows) and enjoys the steady quiet burbling of the stream as it goes by. Chatting with those who come to get water and going down to the main gate (12) once a week to get his own food adds just enough excitement most of the time. If it isn't quite enough, he may put on a show for some of the youngsters ever few months.
Wolbol is a sorcerer, but his stats can be modeled using an Illusionist Wizard, but AC 16 (natural armor), HP 36 (8d8); Str 13 (+1), Dex 8 (-1), Con 11 (+0), Wis 12 (+1); Languages: Aquan, Elvish, Sylvan, and Common; Hold Breath, Claw, and Shell Defense as Tortle.
He has Hypnotic Pattern instead of Phantom Steed. A family legend involves an ancestor who saved a dream creature - perhaps a Baku - which led to their penchant for illusion and mental spells.
Tortle name courtesy of https://www.fantasynamegenerators.com/dnd-tortle-names.php .
View attachment 276567
Pretty excited about this week's entry
Interrupted by a camping trip, but got it done
A hex of rolling hills covered in giant trees, with rivers leading to a large lake in the southern portion
There is actually a massive city in the trees, populated by eladrin, astral elves, goblins, and lolthbound goblins. One of the most powerful factions is the Webroads guild, who manage the domesticated giant spiders whose silk is used for most if not all of the pathways and sky roads connecting all the various trees
One interesting note though is there are hedgerows along the ground none higher than 10-15 feet. These hedgerows define both the borders between the city districts, but also is grown for fencing around buildings or other areas, as traditional fencing is done with wood or stone elsewhere. The webroads do not cross the hedgerows except at the openings in the hedges themselves. A large community of Gorses (a type of pixie) maintains the hedges, grows new ones, and also serves as guardians and gatekeepers
Speaking of gates the outbound gate is guarded by an Asteroid Spider, served by a cadre of astral Elves. There is also an inbound gate here, that drops people almost directly into the center of the Market of the Gods. This market is perhaps the busiest and most well stocked of any in the lower half of the Tower, perhaps the entire tower itself…
Finally, rounding out this very highly populated hex is the Triton city, Fallensea in Lake Alora. There is trade, but sometimes tensions can run high between the surface dwellers and the Tritons
This week I did ask some questions that I would be curious to see the answers to about this hex
View attachment 276635
View attachment 276636
Room 78 - West Worm Way
This 150 foot long hallway matches the East Worm Way (#52) to the east of the Fey Suite (and the missing Dwarvish Hall in ____ below). The hallway originated as the 10' diameter passage of a great purple worm or one of its kin. The floor was then widened by the Dwarves who lived where the Fey Suite to the east now is.
The east end miss-matchedly connects with the small bit of hall at the west of the Fountain Room (#53) in the Fey Suite.
Fifty feet west of the Fey Suite, Dwarvish mining tunnels open to the north (#79) and south (#82). From here to the west there are drag marks as if from a triangular stretcher. Going between the mining tunnels is a wheeled track.
The west end transitions at A to a rough water carved passage and chamber (#83).
View attachment 276623
40 - Guards' Quarters
This room is the home of the brothers Ataru, Getsumei, and Sora and their sister Hoshi. The four came up from below three years ago following the death of their father, and were immediately offered a room by Shirazz. The four of them take turns guarding the entrance to the suite (31) - although the older three (the brothers) would rather they got to do all of it and none of the house work. Seemingly dilligent and honest, the other residents on the floor know that the four have the "mayors" trust.
The rear of the "home" is divided by four screens into bedrooms containing a bed and chest each, with a chamber pot underneath the bed and a small lantern hanging on the wall. The front has weapons/armor racks on the north wall; a large, low table sits on a rug in the middle with a continual flame lantern hanging from the ceiling above it; and the south wall has a desk with a stool and materials to practice calligraphy on one end, and a heating stone and tea service on the other.
The siblings are actually Inu Hengeyokai. They believe the floor has some strange enchantment on it that scrambles scents - as most of the residents seemingly aren't what they smell like. This has made it easier to stay in human form where that sense is muted. They feel in debt to Shirazz and certainly not almost all of the floors residents could be this odd. Since Shirazz knows the nature of what they are, the four siblings might be the ones on the floor that he trusts the most.
In human form the four could be modeled as Knights except AC 14 (Breastplate), Hit points 39 (6d8+12), Wis 13 (+1), Perception +4, Languages: Common, Sylvan, Long Sword +4 to hit, 7 (d8+3) slashing damage.
In canine form, they are as larger than usual Tosa with stats similar to wolf, but with Str 14 (+2), Dex 14 (+2), and mental stats as base form, with the bite causing 8 (2d4+3).
View attachment 276682
Day 59 - the entrance to the lost cityDay 58 - Gnoll Shaman
After the magic trap had knocked us out, we were captured by a gnoll shaman - I can only describe him as monstrous. His clothes were decorated with bones and animal skins, his teeth were as sharp as knives. But the worst were the tools he prepared - thin, razor-sharp blades that made your blood run cold. Nearby lay a desiccated gnoll skull, covered with runes I didn't understand.
The shaman turned slowly towards us, the scalpel menacingly in his hand. In the flickering candlelight, I could see rusty stains on the metal as he approached us and spoke in a harsh, deep voice in broken common tongue: "You invaders of dust-blooded lands, you Yeenoghu sacrifice. Your suffering give us great power!"
The shaman's hyena-like laughter sounded like a foreshadowing of our imminent death. The air was filled with a foul smell and an eerie silence broken only by our shallow breathing.
View attachment 276691
Sorry to see you go. Good luck with the d23, though! I find the main thing is just to jot down whatever and not overthink it. You can always pretty things up later.I just wanted to thank this thread for being there, even though I have fallen off the D23 train for a while. I hope to get back to it.
However, I am pretty sure my time at ENWorld is done for a while, so I won't be updating in this thread. I wish everyone luck to complete the year. You can do it!