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[INFO] Pool of Radiance
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<blockquote data-quote="Thanee" data-source="post: 2661166" data-attributes="member: 478"><p><strong>Locations</strong></p><p></p><p><span style="font-size: 12px"><strong>Places of Interest</strong></span></p><p></p><p><span style="font-size: 9px"><em>Note:</em> This is not complete and will be extended as the party gains more information.</span></p><p></p><p><span style="font-size: 12px"><strong>Civilized Phlan</strong></span></p><p></p><p><strong>Barren River</strong></p><p></p><p>The Stojanow River is known these days only as the Barren River, because of its murky, highly acidic and poisonous waters. Occasionally sickening mists and foul vapors rise and writhe across its surface. Phlan is surrounded by the river and since swimming is not advisable, boats and ferries are the only way into or out of the city.</p><p></p><p>The source of the contamination has been found by now, and with the death of the wizard Yarash, who was living in a large pyramid on Sorcerer's Island and who was responsible for the poisoning of the river, it could now be stopped. It will take some time until the pollutants have been washed away, but eventually, the river will return to its natural state. Hopefully, the decade-long contamination hasn't damaged the surrounding environment too much.</p><p></p><p><strong>Scoured Lands</strong></p><p></p><p>The region in vincinity of Phlan and the Barren River is known as the Scoured Lands, since no life bears fruit there. The toxic ground water makes it impossible for any plant to survive on that ground. Further away from the river's foul waters, the vegetation begins to grow normally.</p><p></p><p><strong>Docks</strong></p><p></p><p>There are usually some small ships or boats harbored, which can provide ferry service to Thorn Island or the western bank of the river. With some persuasion, the ferrymen might also carry someone across to the more dangerous eastern bank.</p><p></p><p>There is a small market near the docks, which has several small stalls selling goods. Most of them are fishmongers, but there are also merchants selling general goods, various equipment, a small selection of simple weapons and armor, pearls and jewelry, and even an alchemist sells his potions here sometimes.</p><p></p><p><strong>City Hall</strong></p><p></p><p>The tallest and most magnificient building within the limits of New Phlan. The City Hall houses the council chamber, where the city council meets. Near the entrance, the council posts missions for those willing to help reconquer the old city and generally improve the security in the area. Two guards bearing halberds guard the entrance at all times.</p><p></p><p>The council chamber itself is decorated with tapestries, detailing the rise and fall of Phlan in a number of historical scenes. Apart from a dominating table with four almost throne-like chairs on one side and a few braziers to keep out the chilly air, there is little of note. Another door leads deeper into the building. Two guards are posted near the entrance and another one next to this door.</p><p></p><p><strong>City Council</strong></p><p></p><p>The head of the council is an ancient-looking man, bald and haggard, a merchant lord, dressed in wealthy cloth adorned with jewelry. His name is Ulrich Eberhard, and he scrutinizes the adventurers with a stern gaze of his cool blue eyes. A brawny, middle-aged man with the look of a warrior, Werner von Urslingen, stands next to him. He has short, brown hair and matching eyes, and seems to prefer less obtrusive garments, but they are of splendid quality nonetheless. The third council member is a lot younger, probably the son of some influential noblefamily. A handsome man with shoulder-long black hair and bright eyes, dressed in silken tunic and pants, Porphyrys Cadorna gives a very noble appearance already and he wears it proudly. In the background stands another elder man with grey hair and steel blue eyes, by his looks a member of the church and the holy symbol on his richly embroidered, purple robes shows the scales and warhammer of the faith of Tyr. He is the only one wearing a weapon, apart from the guards, a longsword.</p><p></p><p><strong>Stockade Wall</strong></p><p></p><p>A huge wall on the north-side of the settlement, protecting New Phlan from the inhabitants of the old city blocks. The wall is patrolled by several teams of watchmen at all times. During the day, the gates are open, but during the nights they are closed and barred.</p><p></p><p><strong>Barracks and Training Hall</strong></p><p></p><p>There are two large barracks, which are the home and training grounds for the guards and militia of New Phlan. One of them also contains the jail.</p><p></p><p><strong>Temple of Tyr</strong></p><p></p><p>The Temple of Tyr is the only actual temple in New Phlan. It's small and rudimentary only, surely not meant as a permanent establishment. The holy symbol of Tyr is depicted on two banners hanging in front of the rather unostentatious building. The priests of Tyr are the only ones capable of enchanting weapons and armor currently in New Phlan.</p><p></p><p>The priests of Tyr will support the adventurers freely with spells and prayers, and whatever aid they can reasonably give. Only the material costs have to be covered by the party.</p><p></p><p><strong>Shrine of Sune</strong></p><p></p><p>One of the two smaller shrines in Civilized Phlan is dedicated to the Lady Firehair, goddess of beauty and love, Sune. The shrine is located near the City Hall. Various beautiful art objects are collected and displayed within the small building, which also holds a representation of Sune's holy symbol, carefully embroidered on a large tapestry. The keeper of the shrine is a beautiful young woman with long, blonde hair and striking blue eyes, who is usually dressed in a gorgeous white gown, which is actually less revealing than what most Sunites prefer.</p><p></p><p><strong>Shrine of Tempus</strong></p><p></p><p>The other shrine is located near the Training Halls and is dedicated to Tempus, the Lord of Battle. A large brazier makes up the center of the small shrine, surrounded by various weapons and shields decorated along its walls. Many of them appear used. An elderly man, still strong of stature and with a large scar over the left, empty eye socket, dressed in chainmail displaying the symbol of Tempus on his chest, is present most of the time.</p><p></p><p><strong>Mage's Tower</strong></p><p></p><p>The mage Denlor has a small tower in Civilized Phlan.</p><p></p><p><strong>Outfitters</strong></p><p></p><p>A few small shops offer goods and services to those willing to pay for them. General goods, required for everyday life, can be aquired, as well as all sorts of adventuring and travel gear. There is also a weaponsmith and an armorer located in the center of New Phlan.</p><p></p><p><strong>The Cracked Crown</strong></p><p></p><p>The Cracked Crown is a rather nice inn with two pots containing some well-kept plants flanking its entrance. It's located in a peaceful and quiet part of town, near the City Hall. The Crown is the most expensive and luxurous of all the inns. It's also said to serve splendid meals.</p><p></p><p><strong>The Bitter Blade</strong></p><p></p><p>The Bitter Blade has as bad a reputation as it gets. Located near the docks, it is both a place for travelers and for the malcontents of the settlement. It's outward appearance does leave the impression of a well-run and respectable establishment, however. Inside there is usually a crowd of laborers, dock workers, simple merchants and often a few shadier figures as well. If nothing else, it's a good place to pick up some general rumors. An average room costs 5 sp per person and night, including breakfast, keeping animals in the rooms costs an extra 2 sp each. Full meals are 3 sp per person and day, 1 sp per animal and day.</p><p></p><p><strong>Slums</strong></p><p></p><p>...</p><p></p><p></p><p><span style="font-size: 12px"><strong>Ancient Phlan</strong></span></p><p></p><p><strong>Kuto's Well</strong></p><p></p><p>...</p><p></p><p><strong>Mantor's Library</strong></p><p></p><p>...</p><p></p><p><strong>Podol Plaza</strong></p><p></p><p>...</p><p></p><p><strong>Textile House</strong></p><p></p><p>...</p><p></p><p><strong>Stojanow Gate</strong></p><p></p><p>...</p><p></p><p><strong>Valjevo Castle</strong></p><p></p><p>...</p><p></p><p></p><p><span style="font-size: 12px"><strong>Scoured Lands</strong></span></p><p></p><p><strong>Valhingen Graveyard</strong></p><p></p><p>...</p><p></p><p><strong>Thorn Island</strong></p><p></p><p>...</p><p></p><p><strong>Sokol Keep</strong></p><p></p><p>...</p><p></p><p><strong>Temple of Bane</strong></p><p></p><p>...</p><p></p><p><strong>Mansions</strong></p><p></p><p>...</p><p></p><p><strong>Sorcerer's Island</strong></p><p></p><p>A small island in the Stojanow River is home to a large pyramid made entirely of a strange, black stone. Its smooth surfaces make apparant, that it must have been created by magic. Only accessible through secret entrances and protected by a large labyrinth connected only via several teleporters, it is extremely difficult to traverse. On the top level, the wizard Yarash had set up his lair from where he plotted to overthrow the whole Moonsea region with an army of mutated aquatic creatures, spearheaded by the eventual contamination of the whole Moonsea via the Stojanow River. His plans have been foiled, however, and the wizard is dead now.</p><p></p><p><strong>Sauros Island</strong></p><p></p><p>Located in the Glumpen Swamp, about 50 miles to the north-east from Phlan, lies Sauros Island. Here, a large tribe of lizardmen have their ancient home. The adventurers, after freeing a small number of the lizardmen who survived the gruesome experiments on Sorcerer's Island, have been pledged the alliance of the tribe and are welcome to visit it at any time. A special code, that has been teached to them, shall be said loud while advancing towards the settlement, in order to let them know, that friends are coming.</p></blockquote><p></p>
[QUOTE="Thanee, post: 2661166, member: 478"] [b]Locations[/b] [size=3][b]Places of Interest[/b][/size] [size=1][i]Note:[/i] This is not complete and will be extended as the party gains more information.[/size] [size=3][b]Civilized Phlan[/b][/size] [b]Barren River[/b] The Stojanow River is known these days only as the Barren River, because of its murky, highly acidic and poisonous waters. Occasionally sickening mists and foul vapors rise and writhe across its surface. Phlan is surrounded by the river and since swimming is not advisable, boats and ferries are the only way into or out of the city. The source of the contamination has been found by now, and with the death of the wizard Yarash, who was living in a large pyramid on Sorcerer's Island and who was responsible for the poisoning of the river, it could now be stopped. It will take some time until the pollutants have been washed away, but eventually, the river will return to its natural state. Hopefully, the decade-long contamination hasn't damaged the surrounding environment too much. [b]Scoured Lands[/b] The region in vincinity of Phlan and the Barren River is known as the Scoured Lands, since no life bears fruit there. The toxic ground water makes it impossible for any plant to survive on that ground. Further away from the river's foul waters, the vegetation begins to grow normally. [b]Docks[/b] There are usually some small ships or boats harbored, which can provide ferry service to Thorn Island or the western bank of the river. With some persuasion, the ferrymen might also carry someone across to the more dangerous eastern bank. There is a small market near the docks, which has several small stalls selling goods. Most of them are fishmongers, but there are also merchants selling general goods, various equipment, a small selection of simple weapons and armor, pearls and jewelry, and even an alchemist sells his potions here sometimes. [b]City Hall[/b] The tallest and most magnificient building within the limits of New Phlan. The City Hall houses the council chamber, where the city council meets. Near the entrance, the council posts missions for those willing to help reconquer the old city and generally improve the security in the area. Two guards bearing halberds guard the entrance at all times. The council chamber itself is decorated with tapestries, detailing the rise and fall of Phlan in a number of historical scenes. Apart from a dominating table with four almost throne-like chairs on one side and a few braziers to keep out the chilly air, there is little of note. Another door leads deeper into the building. Two guards are posted near the entrance and another one next to this door. [b]City Council[/b] The head of the council is an ancient-looking man, bald and haggard, a merchant lord, dressed in wealthy cloth adorned with jewelry. His name is Ulrich Eberhard, and he scrutinizes the adventurers with a stern gaze of his cool blue eyes. A brawny, middle-aged man with the look of a warrior, Werner von Urslingen, stands next to him. He has short, brown hair and matching eyes, and seems to prefer less obtrusive garments, but they are of splendid quality nonetheless. The third council member is a lot younger, probably the son of some influential noblefamily. A handsome man with shoulder-long black hair and bright eyes, dressed in silken tunic and pants, Porphyrys Cadorna gives a very noble appearance already and he wears it proudly. In the background stands another elder man with grey hair and steel blue eyes, by his looks a member of the church and the holy symbol on his richly embroidered, purple robes shows the scales and warhammer of the faith of Tyr. He is the only one wearing a weapon, apart from the guards, a longsword. [b]Stockade Wall[/b] A huge wall on the north-side of the settlement, protecting New Phlan from the inhabitants of the old city blocks. The wall is patrolled by several teams of watchmen at all times. During the day, the gates are open, but during the nights they are closed and barred. [b]Barracks and Training Hall[/b] There are two large barracks, which are the home and training grounds for the guards and militia of New Phlan. One of them also contains the jail. [b]Temple of Tyr[/b] The Temple of Tyr is the only actual temple in New Phlan. It's small and rudimentary only, surely not meant as a permanent establishment. The holy symbol of Tyr is depicted on two banners hanging in front of the rather unostentatious building. The priests of Tyr are the only ones capable of enchanting weapons and armor currently in New Phlan. The priests of Tyr will support the adventurers freely with spells and prayers, and whatever aid they can reasonably give. Only the material costs have to be covered by the party. [b]Shrine of Sune[/b] One of the two smaller shrines in Civilized Phlan is dedicated to the Lady Firehair, goddess of beauty and love, Sune. The shrine is located near the City Hall. Various beautiful art objects are collected and displayed within the small building, which also holds a representation of Sune's holy symbol, carefully embroidered on a large tapestry. The keeper of the shrine is a beautiful young woman with long, blonde hair and striking blue eyes, who is usually dressed in a gorgeous white gown, which is actually less revealing than what most Sunites prefer. [b]Shrine of Tempus[/b] The other shrine is located near the Training Halls and is dedicated to Tempus, the Lord of Battle. A large brazier makes up the center of the small shrine, surrounded by various weapons and shields decorated along its walls. Many of them appear used. An elderly man, still strong of stature and with a large scar over the left, empty eye socket, dressed in chainmail displaying the symbol of Tempus on his chest, is present most of the time. [b]Mage's Tower[/b] The mage Denlor has a small tower in Civilized Phlan. [b]Outfitters[/b] A few small shops offer goods and services to those willing to pay for them. General goods, required for everyday life, can be aquired, as well as all sorts of adventuring and travel gear. There is also a weaponsmith and an armorer located in the center of New Phlan. [b]The Cracked Crown[/b] The Cracked Crown is a rather nice inn with two pots containing some well-kept plants flanking its entrance. It's located in a peaceful and quiet part of town, near the City Hall. The Crown is the most expensive and luxurous of all the inns. It's also said to serve splendid meals. [b]The Bitter Blade[/b] The Bitter Blade has as bad a reputation as it gets. Located near the docks, it is both a place for travelers and for the malcontents of the settlement. It's outward appearance does leave the impression of a well-run and respectable establishment, however. Inside there is usually a crowd of laborers, dock workers, simple merchants and often a few shadier figures as well. If nothing else, it's a good place to pick up some general rumors. An average room costs 5 sp per person and night, including breakfast, keeping animals in the rooms costs an extra 2 sp each. Full meals are 3 sp per person and day, 1 sp per animal and day. [b]Slums[/b] ... [size=3][b]Ancient Phlan[/b][/size] [b]Kuto's Well[/b] ... [b]Mantor's Library[/b] ... [b]Podol Plaza[/b] ... [b]Textile House[/b] ... [b]Stojanow Gate[/b] ... [b]Valjevo Castle[/b] ... [size=3][b]Scoured Lands[/b][/size] [b]Valhingen Graveyard[/b] ... [b]Thorn Island[/b] ... [b]Sokol Keep[/b] ... [b]Temple of Bane[/b] ... [b]Mansions[/b] ... [b]Sorcerer's Island[/b] A small island in the Stojanow River is home to a large pyramid made entirely of a strange, black stone. Its smooth surfaces make apparant, that it must have been created by magic. Only accessible through secret entrances and protected by a large labyrinth connected only via several teleporters, it is extremely difficult to traverse. On the top level, the wizard Yarash had set up his lair from where he plotted to overthrow the whole Moonsea region with an army of mutated aquatic creatures, spearheaded by the eventual contamination of the whole Moonsea via the Stojanow River. His plans have been foiled, however, and the wizard is dead now. [b]Sauros Island[/b] Located in the Glumpen Swamp, about 50 miles to the north-east from Phlan, lies Sauros Island. Here, a large tribe of lizardmen have their ancient home. The adventurers, after freeing a small number of the lizardmen who survived the gruesome experiments on Sorcerer's Island, have been pledged the alliance of the tribe and are welcome to visit it at any time. A special code, that has been teached to them, shall be said loud while advancing towards the settlement, in order to let them know, that friends are coming. [/QUOTE]
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