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Showing posts with label location. Show all posts
Showing posts with label location. Show all posts

Monday, May 3, 2010

The Nexus Arch

This ancient arch of crumbling stone is the sole remaining artifact of a lost city, its simple form rising over a dessicated wasteland of sand and dust with only an occasional block of carved stone breaking up the monotonous landscape. The Arch could pass as an architectural oddity were it not for the sonorous, insect-like buzzing noise that surrounds it. Should the site be examined for magical properties, Legendary extra-dimensional magic will be discovered. The aura of a living extra-dimensional being may also be detected, buried beneath the Arch. A secondary source of Epic divination magic lies buried in the sand and stone near one side of the Arch.

The Arch is a portal through time, space and dimension. The secondary source of magical energy is a controlling device which allows communication with the time elemental snared within the Arch's matrix. Any living creature passing through its aperture is instantly whisked away to a new locale. Passing through the opening without first attuning it sends the individual to a random destination, with multiple individuals passing through the arch at the same time reaching the same destination. Operating the tuning device is a significant challenge, requiring sufficient knowledge of the desired destination and a potent will to focus this knowledge into a coherent mental image the empowering elemental can use to stabilize the portal's destination. It is at least a Great test of locale lore to form the appropriate mental image, and a Superb test of will to maintain this image for the three rounds required to establish a more stable connection. Once a connection has formed it will remain attuned so long as the user maintains concentration, and for three rounds after they cease. This allows any number of living beings, including the user, to pass through the Arch to a single destination.

With a nod to The City on the Edge of Forever.

Photo: Jackie Skeate via Stockvault

Saturday, May 1, 2010

Amazing Buildings

I've recently accumulated a number of links to some really odd buildings and structures. I thought I'd share them as a source of inspiration. For more of this sort of thing, I recommend Village of Joy and Web Urbanist. Occasionally Oddee will feature similar stuff, but they also post a lot of borderline grotesque / sensationalist material as well.

The Stone House


The Church of Hallgrímur


Paoay Church


Chapel of St. Gildas


Kerala House Boats


Great Mosque of Djenné


Bubble House

Thursday, April 22, 2010

Tower of Green Lights

This ancient coastal tower, raised by an unknown race of builders, stands at the end of a granite jetty that guards the mouth of a well-protected bay. The stone walls of the jetty itself have been replaced many times over the years, but the brilliant green stone of the Tower itself remains untouched by the passing years. The structure is about 25 feet high and ten feet in diameter. A single narrow door made from the same bright green stone that makes up the Tower's walls is outlined with a white marble frame on the structure's shoreward side. The top of the Tower is ringed with a railing of verdigrised bronze featuring a series of horizontal horns or spires that protrude three feet from the edge of the walkway. A pole surmounted by a large triangular spike, also bronze, tops the tower. Within the structure a narrow two-foot wide stair winds from lower door to narrow roof, where a bronze trapdoor seals off the Tower's interior from the elements.

The structure's main door and the trapdoor above are sealed, with no sign of hinge, latch or handle. The structure radiates Epic quality evocation magic and Superb protection magic. An Epic test of divination magic will reveal the Tower's secrets.

The doors of the Tower are protected by a potent warding spell. Speaking a command word will cause both doors to swing open for three rounds, allowing free passage to the top of the tower. The walls of the Tower are curiously slick, any attempt to climb the walls suffers a three rank penalty on all applicable skill checks. Furthermore the protrusions extending from the Tower's railings will discharge Superb strength electrical discharges into anyone that attempts to cross the circle they inscribe. These bolts will target both climbers and fliers. Up to four bolts will discharge each round, one per possible target.

Each night the Tower's central spire glows with brilliant green light from dusk to dawn. This light cuts through fog and bad weather with ease. Anyone within five miles of the Tower can spot this signal light. Sages believe the Tower was originally constructed as a lighthouse. Anyone standing on the top platform with knowledge of the Tower's command words can extinguish this light with a spoken order, the light remaining off until a second command word is spoken or sunset the following night.

Someone with knowledge of the Tower's command words can also invoke its more dangerous power. By touching the central spire and speaking an appropriate command, anyone can summon forth a tremendous lightning bolt that can be directed against any target within one mile of the seaward side of the tower. This bolt discharges in a ten foot radius at the target location, doing Epic damage to creatures and Superb damage to any structure or vessel within its area of effect. One such bolt can be called forth per hour, but no more than seven such bolts can be summoned during a single day.

Image Source: http://www.offrench.net/photos/gallery-3_photo-982.php

Friday, February 5, 2010

The Spire of Frozen Dreams

In the bitterly cold Northlands, atop a range of ice-covered mountains a slender needle-like tower rises from the shoulder of a frozen peak. The Spire of Dreams is an unnaturally tall and slender tower made from some unknown silvery metal, rising over 200 feet above the rocky outcropping that serves as its foundation. A narrow, rail-less metal stair winds around the tower's 15 foot wide shaft, eventually leading up into the bulbous chamber that sprouts from its top like a marshmallow stuck on a giant's skewer. Though it appears to be fully enclosed from the outside, some illusion magic fills the interior of the room with an endless vista of star-filled night skies.

Legend says the Spire is a magical place, capable of revealing the path to one's true desire to anyone who dares spend a full night alone in its chill upper reaches. Few dare the bitter wastelands that surround the Spire, fewer still brave the thousand steps that lead to its icy heart.

The Spire is the relic of a long abandoned deity worshiped by a forgotten race of men. It served as a coming of age ritual, a rite of passage that determined the individual's future role in society. The Spire is an artifact imbued with Legendary divination magic. Any individual that spends a night alone in the tower is granted a vision of the path to their heart's desire. The vision is a two-edged sword however, because it is accompanied by a compulsion to seek out the vision granted. This compulsion is extremely subtle in effect, but potent in implementation, requiring a Legendary test of divination to detect and a similar test of dispelling to remove.

Each individual may experience the effects of the Spire but once, receiving a vision permanently changes the affected person so the tower will never again work for them.

Friday, September 11, 2009

Tower of the Tortoise

When first encountered the Tower of the Tortoise appears to be nothing more than a small, rather dilapidated tower rising above a steep oval hill of smooth gray stone. A narrow path spirals up the hill to the mossy, bronze-bound oaken door that allows entrance to the tower proper. From the outside the tower appears to be a simple 20 foot diameter structure about 30 feet high. The walls are made from reddish blocks of conglomerate stone containing thousands of tiny pebbles, bits of shell, and the fossilized remains of aquatic creatures. Aside from the main door, there are no other openings in the tower's walls, though crenelations along the top hint at rooftop access.

Once inside the magical nature of the building quickly becomes apparent as the entryway alone is larger than the entire exterior of the tower. The interior of the tower contains a grand entryway which allows passage into a large banquet hall. Stairs wind both upward and downward from this chamber, leading to kitchens and storage chambers below and bedchambers, guestrooms, parlors and libraries above. A third staircase leads from the second floor to the open roof, where a garden runs rampant. In the center of the garden a stone pillar rises from the ground, bearing upon it an emerald green stone statue of a tortoise. A massive aviary rises above the Tower roof.

Magical examination of the tower and the hill it sits upon will reveal the entire area is enchanted with Legendary alteration magic. A Legendary test of divination magic will unlock the command words that allow control of the Tower.

The Tower has the following attributes:
  • The interior rooms and chambers of the tower are constantly cleaned and maintained by invisible magic servants. Beds are made, fresh flowers appear in vases, books are re-shelved, and candles replenished.
  • The kitchen and pantries are continuously stocked with food and drink sufficient to support a dozen people in great comfort, though human hands are required to prepare and serve meals.
  • In the banquet hall invisible musicians can be commanded to play at will, and the massive fire pit burns with a clear, smokeless fire at need.
  • The walls of the Tower itself have Legendary toughness and are impervious to mundane weapons
  • The tortoise statue in the rooftop garden can be used to bring the hill beneath the tower to life. The entire thing animates, taking on the form of a gigantic tortoise. This beast is capable of moving at a slow but steady pace so long as the Tower's owner stands with a hand upon the statue. The owner may direct the creature as they desire. The tortoise will not fight, but has Legendary resistance and toughness and complete immunity to mundane weapons.
  • The rooftop aviary is home to a dozen magical raptors. These massive birds of prey can be summoned forth to defend the tower. Each is capable of Superb flight, has Good toughness and attacks with beak and claws for Great damage.

Any damage inflicted to the Tower, the Tortoise or the raptors that protect it heals at the rate of one rank per four hours. Should the tortoise statue within the garden be destroyed the entire construct crumbles away to gray rubble.

Thursday, February 12, 2009

Old School Dungeon Map


As I mentioned here I'm engaged in a big scanning and cleanup project on my gaming archives. I came across this map a few days ago and thought I'd share it. Unlike most of my maps, this one actually has the map key written on the map itself. I don't recall the exact story behind this dungeon. I suspect it was part of a mega-dungeon project that never got used. The entrance is on the far right, the very narrow corridor above the "3rd" notation. Enjoy!

Monday, February 2, 2009

A Brother's Revenge - Kalia's Farm

This is part six of a series of encounters and events featuring the Bandits of Lope as the primary antagonists. The previous articles in this series are:
At the end of the last article, the party had encountered Sandra, a lost child who relayed a story about her family becoming sick and scary. This article presents the encounter that greets the party at Kalia's farm.

Kalia's Farm

The farm is a small, family run operation featuring fields of wheat, hay, and corn, a small orchard, pastures and a stream fed pond. A two-story stone house flanked by a barn, a large shed, a privy, and a root cellar complete the layout. The farm has clearly been worked and well tended, though there are recent signs of neglect. The barn doors are open, as is the front door of the house. The back door to the house is closed, as is the cellar door.

The House, 1st Floor

The two-story farmhouse is well built and snug. The lower floor consists of a parlor, a large open kitchen with a deep pantry, and a less formal sitting room. The central hall also has a staircase leading up.
  • Parlor - A fine sofa and two chairs are the main features of this room. The room is dusty and it is clear the area is not for everyday use. A low table features a very nice silver tray and candle set (Fair value), a wedding gift.
  • Kitchen - The large kitchen is obviously well used, though the stove fire is out and cold. A pan of congealed sausages is still on the stove top, and several dirty plates are stacked in the sink. A large table serves as an eating area and two of the 6 well-used chairs around the table have various coats and gloves piled atop them.
  • Pantry - A well stocked larder complete with canned fruits and vegetables, grain, coffee, dried beef, hanging herbs, and so on.
  • Sitting room - This comfortable looking room has a sofa and three chairs scattered around a large fireplace. A draughts board is set up with a game half played, and several decks of cards are on the mantle. A pile of sewing lies next to one of the chairs, and a pair of half-polished boots sits on the fireplace fender.
The House - 2nd Floor

Upstairs there are three bedrooms and a smaller sitting room. There is a stair in the center of the floor that leads downstairs, and a pull-down stair leads up to the attic above.
  • Master bedroom - The master bedroom is neatly made up and there is still water in the washbasin. A plate with a crust of bread and a rind of cheese indicates the place was recently used. Several sets of practical, durable men's and women's clothes are hanging in the closet, along with a Mediocre quality short sword and an Average quality hunting bow and quiver of arrows. There is also a small box on the shelf containing a small cache of coins representing the Kalia family's life savings.
  • Boy's room - This room is used by the family's two sons. The two beds in this room are unmade with the covers thrown on the floor. A Poor quality short sword hangs on a peg behind the door, and pair of really old boots is tucked under the bed. The small closet contains several sets of practical clothes and a small bag with a pitiful collection of copper pieces.
  • Sandra's room - The room is neatly maintained though the bed is unmade. Practical girl's clothes hang in the closet, and a handmade wooden doll sits on a bench near the window.
  • The Sitting Room - Two chairs, a bench, a thin rug, and a small fireplace are this room's primary features. A small table holds a draughts board, and several lamps provide illumination. A faint sour smell permeates the air (a spilled glass of milk that is mildewing the thin rug).
The House - Attic

The entire attic is a single low space, dusty and dry. Some old furniture a box of old clothes, and a broken spinning wheel are the sole contents of the attic.

The House - Cellar

The hand of Yullic is marked in chalk on the exterior door leading to the cellar. The low ceiling down here makes it difficult to maneuver. Two large worktables fill the center of the room, each covered with the detritus of farm life, a broken hitch, harnesses, mallets and a broken pitchfork, and other such junk. There is a faint sickening odor here, mostly just dampness and age (and a few dead rats that Kalia didn't remove from a trap earlier this week).

The cellar is home to a Fungal Brain, formerly Sandra's mother, and a Fungal Zombie, an unfortunate friend of Sandra's mother who visited the farm a few days ago. The Zombie will attack the first person to enter the cellar. The Brain will attack a few rounds later.

The Privy

A typical outhouse featuring a pair of seats and a basket of corn husks. It smells, but that's to be expected. A half-dozen bats afflicted with the Plague of Yullic are roosting here. They will bit and claw at anyone that opens the door as they try to escape, potentially infecting the target with Fair potency Plague.

Root Cellar

This dry but chill hole in the ground is packed with potatoes, turnips and other farm produce. There is nothing unusual here.

The Shed

Next to the barn stands a three-walled shed that houses a large wagon and a smaller cart. At one end there is a bench with a large vise and a rack of tools suitable for wagon repair. The other end of the shed contains a small smokehouse arrangement, hung with a half dozen hams.

The Barn - Upper

The upper area of the barn is two large haylofts to either side of the main ramp up into the barn. The mounds are currently almost full, and there are open hatches leading into the lower barn. The barn itself is dark and gloomy, and there is no sign of lighting present.

Lying at the back of the barn is the corpse of a cow, half-eaten by Zombies. A Fungal Zombie is burrowed into the hay (Sandra's father). It will attack anyone that enters the barn. Combat or activity in this area will draw the Fungal Zombie dogs from the lower barn (see below).

The Barn - Lower

Chalked onto the smaller door leading into the lower barn is a hand sign of Yullic. There are two doors leading into the lower barn, one wagon sized, one small at the far end. The area is one large room, though the low ceiling and the stalls and dividers make it a bit maze-like. There are no signs of light sources down here, and scattered hay and manure make footing a bit treacherous.

A Fungal Brain (one of Sandra's brothers) is hidden in the corner of one of the dank stalls in the barn. It controls four Fungal Zombies, a horse and a cow (attacking with charge and bite) and two farm dogs (attacking with bite). These creatures will attempt to drive the group towards the Fungal Brain so it can use its spores and tentacles to attack and disable the party. The creature's spore cloud fills a large portion of the lower barn.

The Pond

Nothing unusual about the pond other than a profusion of horse tracks near the feeding stream's southern edge. An Average tracking skill test will reveal that several horsemen have traversed the area several times over the last few weeks. Following the tracks will require a Great test of tracking. They lead off cross-country to the north-west. Eventually they will lead back to the lair of the Bandits of Lope.

Orchards and Fields

The fields and orchards around the farm are empty of life. Wandering through either might produce an encounter with two or three Fungal Zombie creatures (cows, horses, pigs).

Encounter Summary

Here's a list of all the foes in this encounter:

  • House cellar - 1 Fungal Brain, 1 Fungal Zombie
  • Upper barn - 1 Fungal Zombie
  • Lower barn - 1 Fungal Brain, 4 Fungal Zombies
  • Privy - Infected Bats
  • Fields - 2-3 Fungal Zombie creatures

The Missing Brain

One of Sandra's brothers left the immediate area of the farm to find a safe place to cocoon himself and form a Fungal Brain. A Great tracking skill check might reveal a stray set of footprints heading off into the woods near the farm. The GM should feel free to set up an additional encounter based on this Brain and its minion Zombies. Note that the party may not realize there is a missing Zombie/Brain, since the extra Zombie in the cellar of the house was not a family member.

Additional Encounters

Using this encounter as a model, it's fairly easy to come up with a few more in a similar vein. Some suggested victims:
  • The three mercenaries mentioned in A Brother's Revenge: Infection! have become Fungal Brains in the swampy area near the Dale.
  • Travelers along the road have been infected and are now carrying the infection out of the region.
  • Visitors to Kalia's farm have infected another group of locals.
Fallout

After this encounter the party should be well motivated to seek out the source of the Plague. If they need additional hints as to a source, here are some additional clues or minor events that might help:
  • Anyone with skill in religious lore should be able to identify the hand of Yullic symbol.
  • Queries in town might turn up a former bandit that could hint at Renis's religious beliefs.
  • One of the bandit's camp followers could escape after having witnessed the sacrifice ritual carried out by Renis.
The party might also have to deal with the newly orphaned Sandra. She is the sole survivor of her family and stands to inherit the valuable family farm. Unscrupulous locals might seek to take advantage of the girl and the party might feel some responsibility in the matter. Locals might also resent the party's interference in the matter.

Next article: The final confrontation with the Bandits.

Friday, January 16, 2009

The Bandits of Lope

This bandit gang featured prominently in a series of adventures I ran as part of an AD&D campaign a few years back. I'll be using them in subsequent posts.

Main Characters

The main NPCs in this series are bandits operating outside the law. The bandits are lead by three men, Timon, Juro and Renis. They command a well organized group of ruffians who prey upon any convenient target within a few days ride of their base of operations. The victims fall into one of three general categories:
  • Travelers - The bandits recognize most of the locals and will be more inclined to rob those passing through instead. An adventuring party could fit the bill quite well. Hard currency, horses, weapons, armor and valuables will be their goal. Since travelers are usually just passing through, the bandits will take as much as they can carry. Occasionally the bandits will pack up their valuables and offer them for sale to a passing trader, exchanging items with little practical value for currency, weapons or armor. This may leave the trader with stolen goods that are identifiable, a potentially sticky situation when they reach town.
  • Frontiersmen - The bandits offer the local prospectors and trappers protection in exchange for a share of their takings. The leaders of the group are wise enough to realize that robbing the frontiersmen blind will drive them away so they set a reasonable price for their protection. They've even been known to defend the prospectors that pay their protection from claim jumpers or other threats.
  • Locals - The bandits usually leave the local farmers alone. Some of the rank and file are locals and have family in the community. Men from the gang will often buy food from outlying farms.
Timon - The eldest of the bandit leaders, and the most reasonable. Timon is an army deserter, a former sergeant. Falsely accused of theft by an officer, he fled service to avoid facing a penalty he didn't deserve. He is a disciplined man with a good grasp of tactics and leadership. He knows he cannot return to his homeland, and is trying to accumulate sufficient wealth to cross the border and make a new start in one of the neighboring kingdoms. Timon suggested the tactic of collecting protection money from the local prospectors and trappers rather than robbing them blind. He is uncomfortable with the bandit role, but resigned to his fate.

Timon is middle aged, with close-cropped graying hair and a sturdy build. He is missing the pinkie of his left hand. He is soft-spoken, but his steady gaze reveals inner confidence. Timon has a Good sword, bow and heavy mail and has accumulated a Good stash of coin and valuable trinkets, which he carries with him or leaves with his woman Karla. Skills: Great swordsman, Good bowman, Fair group tactics, negotiation, Average woodcraft.

Renis - A hot-tempered, passionate man, Renis has led a troubled life. As a youth his drunken temper earned him repeated visits to the stocks. Eventually he was forced to flee when he nearly killed a prostitute in a fit of drunken rage. Life on the road was hard, and eventually Renis ended up in the city of Lyme just as the plague struck. He contracted the disease, and only the expensive intervention by a priest of Yullic (god of disease and decay) saved his life. His rescue from certain death proved a turning point for Renis and he became a devout follower of the disease god. An unfortunate choice since worship of Yullic is outlawed in most civilized realms.

Renis, with the fiery faith of a new convert, seeks to legitimize his god no matter the cost. He views banditry as a means to an end, a source of wealth to build shrines and garner support for Yullic. He is a fiery orator and will go to great lengths to achieve his goals. He is less involved in the day to day operations of the gang's activities, spending his time indoctrinating the troops with his message or worshiping at his private shrine. Renis does have access to healing magic which assures him a position of power with the bandits.

Renis is in his 30s and has black hair and dark eyes. His pale complexion is pockmarked with pits and scars left by the plague. He is constantly in motion and given to fits of anger. Renis has a sword and light mail of Average quality, and a Fair stash of coin which he stores in a hollow beneath his personal altar to Yullic. Skills: Great healing / disease magic, Good diplomacy, Fair swordsman, intimidation.

Juro - The younger brother of Renis, Juro was crushed when his brother fled without a word of goodbye. Once the clamor for his brother's blood died down, he set off in pursuit. If life on the road was hard for Renis it was terrible for Juro. With a week he had been robbed, beaten,and left for dead. Only the kindness of strangers saved him. A passing merchant train found him near death in a roadside ditch and one of the guards threw him into a cart. A week later Juro was in the employ of the merchant as a drover and laborer. A few years on the road taught Juro the survival skills he needed as he sought for his brother, and he developed some small skill in magic and a broad streak of self-preservation. He is loyal to his brother, but the rest of the band means little to him.

Juro is in his 20s and has black hair and dark eyes like his brother. His impulsive nature has been tempered by hard experience, though he remains overconfident. Life on the road has made him callous and hard. Juro leads most of the attacks on travelers along the road, delighting in the violence and action they often entail. Juro has a Good sword, bow and leather armor, and a Fair stash of coin and a trinkets, which he generally carries and wears or keeps buried under his bedroll. Skills: Good swordsman, bowman, intimidation, Fair illusion / concealment magic, stealth, hide.

Rank and File - For the most part the rank and file bandits are either military deserters, frontiersmen seeking an easier path to wealth, or outlaws and adventurous youngsters from the local town. There are about 25 men in the band, with one or two members joining or leaving each month. A core of 12 military deserters loyal to Timon maintain a solid foundation of power in the organization. Five or six men have gravitated to Renis and often join him in worshiping Yullic. The remainder are a motley collection most loyal to Juro. Most of the rank and file have Average swords, bows and leather armor and carry a handful of silver Skills: Average swordsman, woodcraft or military tactics

Camp Followers - A dozen non-combatants, wives, lovers, children and prisoners, can be found in the camp. They tend to most of the drudge work in the camp, and do some gathering from the surrounding woods to supplement the camp diet. Prisoners are kept under guard and most are manacled or hobbled. Most of the camp followers have a Mediocre knife and no wealth beyond what their protector of the moment gives them. Skills: Mediocre brawling Average survival

Setting

This group was originally based in the region near Lope, a small agricultural town in the thinly populated borderlands between two rival kingdoms. A major road passed through the town, connecting two cities, one in each kingdom. A river provided access to a third kingdom, making the town something of a trade hub. The recent discovery of gold in the nearby mountains provided a draw for miners and prospectors, creating a pool of local wealth ripe for the plucking. The town was pretty safe but the road and wilder surroundings were not.

The primary setting requirement for this series are:
  • An area with weak law enforcement and poor protection from outlaws and thieves
  • A well known road and a reason for travelers to use it
  • A wealth draw for frontiersmen such as prospectors, trappers or other opportunists.
  • Uncontrolled wilderness to hide a base of operations

The bandits base of operations is located in an isolated valley a day's ride from the main road and two days from the nearest town. Dozens of trails wind through the surrounding woods, creating a maze that few can thread. The base itself is situated around a small cave system that provides shelter from the weather and has a good spring. The cave system has three separate exits and could easily house thirty men and horses. The camp spills into the woods surrounding the largest of the cave entrances. Several crude huts provide shelter for the lowest ranked members of the band. Prisoners are forced to the deepest, dankest cleft of the cave and kept under guard at all times. Camp supplies are kept in the upper caves, which are drier than the lower caves. Horses are stabled in a large cavern near the main entrance or picketed outdoors.

There are two or three men on outer watch day and night. Another two men rove the camp, keeping an eye on supplies and prisoners. The level of alertness varies depending on who is watching. Timon is fond of surprise checks on watchers and has killed a sleeping sentry more than once, so discipline is fairly good, if resented.

Tuesday, January 13, 2009

Blue Rock Springs

Tucked away in a narrow gorge, Blue Rock Springs is a bath house and spiritual retreat. The place takes its name from the tiny veins of blue turquoise that appear in the overhanging cliffs and the many hot springs scattered throughout the gorge, some bubbling up into pools, some tucked away in caves, and some trickling down the cliff faces themselves. The springs are reputed to have both spiritual and physical healing properties, their remedies are sought by anyone who can afford the modest fees charged for admission. Blue Rock Gorge is three days from the nearest settlement, across somewhat unsettled territory. This obstacle makes the springs a treat for the wealthy who can afford transport and guards for the journey.

History

The inn and baths are managed by an order of scholars and healers, the Disciples of Li Shou. Li Shou was a scholar of medicine and the healing arts. He followed rumors and stories about the springs to their source over 60 years ago. When he arrived the springs were untended, receiving only occasional visitors. Li Shou was a pragmatist and realized the springs could benefit both his wallet and his studies. He and his apprentice built a small pavilion and began to study the springs and advise people as to which would provide the greatest cure for their ailments. Two men grew to a dozen, and the pavilion became an inn. 30 years ago a local lord, having benefited greatly from his visit to the springs, granted Li Shou's followers charter as a formally recognized religious organization and full rights to the gorge and the surrounding lands.

Physical Layout

Blue Rock Gorge lies in a line of low hills. There are several Disciple-owned farms situated around the gorge proper, providing food to the inn and wool to trade. The gorge itself is about 200 yards long, running south-west to north-east. It has a single entrance on the south-west end, protected by a high bamboo fence. A simple, almost primitive inn sits near the entrance, providing very basic accommodations for visitors and housing for servants, while a separate building houses the Disciples. A small stable is tucked under the nearest wall of the gorge, providing shelter for visitor's horses. Beyond the inn a broad, open pavilion next to a stream-fed pond provides a tranquil setting for meditation or quiet discussion. A number of simple screens are scattered across the pavilion providing the illusion of privacy.

Beyond the pavilion and pond a well-tended path winds into the depths of the gorge. It leads to a bathhouse flanked by a simple fence that divides the gorge in two. The bath house containing three separate bathing areas, changing rooms, and a supply of simple robes and wooden clogs. The rear doors of the bath house lead into a small garden where attendants guide visitors through a network of paths to the hot springs beyond.

Visiting the Springs

Visitors to the springs are greeted at the gate by one of the Disciples, who will assist them with lodging and stabling of their mounts. Once settled visitors will be directed to the pavilion where a diagnostician will inquire as to the purpose of their visit. After careful questioning and possibly a physical examination of any malady the diagnostician will recommend a course of treatment, which usually includes several specific meals (often accompanied by a herbal concoction) and visits to one or more of the springs on a designated schedule. Usually full treatment will require an overnight stay.

A visit to the springs themselves begins at the bathhouse, where attendants direct visitors to appropriate changing rooms and baths. All visitors are asked to bathe before entering the springs, then an attendant leads them to the appropriate spring. Each spring is watched over by one of the Disciples to insure visitor safety. After treatment, visitors are lead back to the bathhouse where they receive massage or other therapy as directed by their diagnostician. Visitors can then return to their rooms or the common pavilion to rest and recover from their treatment.

The Springs

Black Cave - This natural cavern is pitch black, kept so by the bamboo enclosure that protects it from the weather. The steaming spring is said to have a calming effect on those with troubled spirits, and provide guiding inspiration for resolving problems. No lights are permitted within this cave and the attendant often circles the spring, touching each visitor to insure they are all right.

Heaven's Shower - The icy waters of this spring pour over a broad ledge, creating an invigorating if chilling shower. Heaven's Shower is used to invigorate the body, removing chronic weakness or malady. It is often used as a final cleansing purge after another course of treatment.

Hand of Earth - This hot mud bath is housed within an open pavilion. The viscous mud is a sovereign remedy for all wounds, cuts and bruises. A visit to the Hand of Earth is always followed by a trip to Heaven's Shower.

Green Waters - This mossy grotto surrounded by a bamboo grove is used to treat stress and mental instability. Treatment involves long soaks in the warm waters alternate with purging herbal teas prepared in a tiny open pavilion nearby.

Vital Spring - This small grotto is covered by a screened pavilion. It's bubbling warm waters are prescribed as a treatment for potency and fertility problems.

The Staff

Blue Rock Springs is run by a small but efficient staff. There are about a dozen Disciples and a half-dozen servants in and around the gorge, with another dozen hirelings managing the fields and farms that support it.

Tao So - The patient head of the Disciples oversees all aspects of the springs and the surrounding farms, yet still finds time to speak with most visitors. Tao So is old but fit, and runs the inn with an eye towards providing simple, calm comfort. These days he often leaves the details of running the farms and baths to his assistant Lee Ting. He has Good medical knowledge and herbalism skill.

Lee Ting - The quick-witted diagnostician is Tao So's right hand man. He has assumed much of the responsibility for the farms and grounds around the baths, allowing Tao So to focus his attentions on his studies and the inn itself. Lee Ting has Great medical knowledge and Good herbalism skill.

Mei Lin - The matronly innkeeper deals with the details of running the inn and kitchen and keeping the servants in line. She is a cheerful soul, with a round face an laughing eyes. Mei Lin prepares many of the herbal remedies and specialized meals required by visitors. It is rumored her relationship with Tao So extends beyond the professional. She as Great herbalism and good Cooking skills.

Yax Mo - The blind masseuse spends his days tending the bodies of visitors. He is a slender middle-aged man with shaggy brown hair and a wicked scar across the left side of his face. A scarf covers the ruined sockets of his eyes. Yax Mo served as a soldier in the local army. He was captured by enemies and suffered horrible torture in their hands. He was rescued and ended up working at the springs after attempts to heal him failed. He has Great massage skills and, despite his blindness, Good skill with staff.

Yang Si - The isolated location and occasional importance of visitors requires a small nod to security. Yang Si and his men maintain order within the gorge and patrol the borders of Disciple lands. Yang Si has a military background, though he does not speak of it. He is a friend of Yax Mo, and the two men often share their meals. Yang Si has three men in his employ. Yang Si has Great skill with sword, his men are Fair spearmen.

Plots Hooks

  • The springs are a meeting place for all sorts of people, their services are open to all who can pay. They make an idea place for a quiet meeting.
  • People talk to their caregivers, perhaps too much. The Disciples have strict rules concerning confidentiality, but rules are made to be broken.
  • While not rich the inn is lightly guarded, making it a tempting target. Travelers on their way to or from the inn also make tempting targets for thieves or bandits.
  • Old Yax Mo must know something of importance to have been tortured so.
  • Wounded adventurers need medical help too.

Tuesday, January 6, 2009

Tranto Ferry

Tranto Ferry is a small village suitable for a human occupied region. The ideal location is in an out of the way, lightly settled agricultural area with a large river.

The village is a tiny collection of rough stone houses with thatch roofs, the ferry itself, the run down Two Fish Tavern, and a small trading post. A single dirt road leads through town to the ferry, and most of the buildings in town line this street. The village is named after the original family that built the ferry, and Tranto is still a common family name in the area. The area surrounding village has a scattering of family farms, trappers, and fishermen.

The Ferry

Gio Tranto runs the ferry, a simple flat bottomed barge that crosses the river as needed. It is the easiest way across, saving half a day's march to the nearest ford. The ferry is guided across the river by a combination of poling and a heavy rope strung across the river and fed through two guides along the upstream side of barge, fore and aft. If the payload is large or heavy, Gio will get Farvin from the Two Fish Tavern to help him make the crossing. The ferry is large enough to hold a wagon and team, or four horses and their riders. The ferry is usually docked on the village side of the river. A heavy chain and crude lock secure the barge when unattended.

Gio Tranto, the ancient and surly ferryman, is close-mouthed and gruff. He seldom says much to those using the ferry beyond "three copper," the standard price for man or beast to use the ferry. If plied with coin or drink he can be convinced to talk about passengers who've made the crossing in the last couple of days. Much beyond that and his memory is rather hazy. When not on the boat, he can be found fishing from the ferry, sleeping in his one room hovel next to the dock, or in the Two Fish Tavern.

Two Fish Tavern

The tavern is a bit more substantial than the rest of the village. It is a two story stone structure with a slate roof that's seen better days. The lower floor consists of the tavern itself, the fair sized kitchen, and the owner's quarters. The upper floor has a common sleeping room and two smaller rooms with two beds each. There is a small barn with stalls for several horses and fenced yard behind the tavern.

Ale, mead, and cheap wine are all available from the bar. Food is available most of the day, typically porridge at breakfast, bread, cheese and fruit at lunch, and some sort of stew or soup featuring fish at dinner. The fare is plain but generally hearty and filling.

There are usually a few locals in the tavern throughout the day. The ferryman Gio Tranto spends a considerable time nursing ales at the corner table. In the morning one or two local fishermen are generally here for breakfast. At midday the Lino Tranto from the trading post takes his lunch at the tavern along with any locals who are doing business in the village. In the evening local farmers and fishermen tip a few ales and watch any travelers who have stopped for the night.

Navi and Cala Alari own and run the tavern. Navi tends the bar and deals with any lodgers while Cala runs the kitchen. Navi is a solid, graying man with a friendly manner, though he clearly favors the locals over strangers when it comes to service. Cala is a weary looking middle-aged woman with faded brown hair and dark eyes. She is courteous enough, but usually leaves the guests to her husband. Navi is more than willing to talk about any local news or travelers passing through, especially if someone buys him an ale or two.

Ana Alari, daughter of Navi and Cala works in the tavern serving food and drink. She looks very much like her mother, though she hasn't developed the weary look quite yet. Both her parents are fairly protective of her, and the guest that's too free with his hands around Ana is likely to find himself sleeping under the stars.

Farvin Trano is the tavern's stable hand and sometimes bouncer. He's an large sloppy-looking fellow with short brown hair and a perpetual half-smile. Farvin is a bit dim, but he manages horses and oxen well enough. He's very strong and tends to get over-excited when there's trouble in the tavern. Farvin sleeps in the common room. The odds of getting anything useful out of Farvin are slim.

Trading Post

The post serves as a general supply for the local farmers and fishermen, a place for trappers to trade their furs for goods, and a feed and provisioning stop for travelers. It is a single story stone structure with a wooden roof. The proprietor lives in rooms connected to the back of the store.

The post sells a variety of basic goods including textiles, tools, pots and pans, kitchen goods, spices, and miscellaneous junk accumulated through trade. Depending on the season there may be bales of furs, smoked fish, or farm produce available.

Lino Tranto owns the trading post. He is a harried looking man, constantly moving about the store and talking when customers are present. Despite the general poorness of the region he manages to make a decent living, primarily from the fur trade. He knows most of the locals and keeps tabs on anyone passing through. Travelers looking for local information would do well to start with Lino. He also knows local fishermen and trappers familiar with the locale who might be willing to serve as guides.

Other Residents

Dona Tranto is the village midwife. She is stout middle-aged woman with black hair and a brusque, business-like manner. She walks with a pronounced limp and often uses a cane. She is the closest thing to medical care available in the village. She has little contact with travelers unless her particular skills are called for.

Orlo Gianton is a local fisherman and trapper. He and his family (wife Conia and young son Orlo) live a few miles upriver from the town. Orlo is an energetic young man with a friendly manner and an easy laugh. Orlo is willing to hire himself out as a guide or camp supporter. He is very knowledgeable about the locale.

Rafael Tranto is a rather unsuccessful trapper who lives several miles south of the village. His sneering manner and acne-scarred complexion make a bad first impression. Rafael is not above a bit of thievery if the opportunity presents itself.

Hooks

  • Anyone using the ferry will be remembered by the locals for at least a few days unless they're coerced to forget.
  • Travelers who appear weak or disorganized may be targeted by Rafael Tranto, perhaps with a friend or two.
  • The trading post ships goods to and from more prosperous areas.
  • The fishermen and trappers have a good knowledge of the local geography and might serve as guides.
  • The ferry cannot make the river crossing if the river is flooded, causing delays.
  • The locals are fairly defenseless, making it an ideal target for violence.