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Friday, May 6, 2022

Patchland; Gygax75 Week 2

 

Before you call me out, yes, a week is an undefined stretch of time in my book ;)

This is my stab at completing the Gygax 75 challenge by Ray Otus. Many others have tried and failed. Some even managed to complete it, so there is hope. Anne has collected some worthy entries in a post. Find my other entries in this challenge here:

Week 1: The Concept
Week 2: Surrounding Area (this)
Week 3: The Dungeon
Week 4: Town Features
Week 5: The Larger World

PATCHLAND

Patch, a campaign World healing from a War that shook its foundation. Ruins upon ruins upon ruins define it. The survivors attempt to rebuild the harsh reality. 

A current feel of slumber and slow prosperity, as the decades of peace brought some solace. Despite the Undead that plague the Night.

Heightened Awakened are revered as Gods of flesh and bone. Their very recent origin, a great puzzle.

2.1 The Hexmap

Asked to produce a hexmap compraising 24x13 hexes, with the following features: one significant settlement, two other settlements, one major terrain feature, one mysterious site to explore, one (main) dungeon entrance.

Decided to go a bit overboard with this one, and populate the map with more. Choosing a 1:6 scale (6-mile hexes) and having a third of Ireland, the above seemed severely lacking in terms on density. Although I understand the rationale of just populating a portion of the map for the players with the bare essentials, and adding to it as play progresses, organically. Even then, I made my choice!

hexkit result (higher res file here)

2122 Naverra (Significant Settlement)
The dreaming jewel of the West: Naverra.

Ruled by a council of merchants. Population: 90'000. Status: Neutral

The portuary city trades frequently by Sea, an advantageous position within Patchland. White stone walls with six turrets, armed with ballistas and cauldrons filled with Blue Flame serve as protection. Surrounded by a twenty feet wide moat.

Twisting spires top the city, staircases encrusted with a pastiche of seashells. Sailors hesitating between two women will find a third. Clandestine emperor-crab fights degenerate into bloody brawls by the bettors in the darkest hours of the night. Eel fishing and molusk snatching produce exquisite stews from the local cuisine.

2205 Lacaralla (Other settlement)
Lacaralla, the Destiny of Patchland

Ruled by a fierce theocracy. Population: 55'000. Status: Lawful

Bare rectangular architecture made of clay bricks. Two neat walls surround the citadel, the outer one peppered with hung bloated bodies, those brought to justice by the Royal Inquisition suspicious of unregulated use of magick.

Despite their ruthlessness, their marvels in the arts of law, numerology and accounting make them formidable traders. If there is a Lacrallan contract behind, the deal will be a bountiful venture for both parties.

Heightened Awakened King God Nefastos rules here. His life before being brought back from the dead a lost mystery. Sorry slob that is marched around the citizens on his palanquin every fifth day. Gets swayed to one decision or another by the myriad of religious factions, no more than a pawn.

1009 Telonian Citadel (Other settlement)
Bastion of the Dead Empire.

Ruled by a parliament. Population: 20'000. Status: Lawful

Hidden and protected underneath the mountain range. Telonians, focused on self-preservation and discretion, their shameful past a hefty burden. Decided to settle in an undeground lake, its bridges accosting everywhere, in pillars, suspended, on barges. Rowing boats are the mode of transportation.

Despite the fassade of lawful rightness, officials are bribed and goods smuggled like everywhere else (especially Telonian apparatuses and wonders).

1911 Mountain / Mysterious site to explore
Wyverns migrate and nest on a seasonal basis atop this mountain range. They come in numbers, and with increasing hunger. Major problem for anyone in the greater surrounding area.

1804 Hand Tower / Mysterious site to explore
A gigantic hand of granite, saluting the skies.

Entrance to a coal mine gone wrong, a ruination of dust, smoke and fire. Now a colony of gigantic ants roam the place, together with other vermin and the ghosts of the perished miners.
There are rumors of a reservoir of coal power still intact, deep underground, as well as ores and gemstones.

0712 Abandoned Mage Tower (Mysterious site to explore)
Built by the famed Ralagazzam before the War of the Sages, this impressive dusk cylinder is culminated by an observatory. You won't find any door or window in the edifice upon approach.

Despite the many traps, portals, experimentations and laboratories, Ralagazzam is nowhere to be found. His whereabouts are but a mystery: swallowed whole by one of his experimental creatures? Snapped into the stars by a foully calibrated portal?

1410 Dungeon entrance
Nightmare Keep

A ruined keep, surrounded by a wide circle of dolmens. Inside the ruins only hollow silence awaits. There are 297 skeletons that animate at night, former inhabitants of this place, going on with their lives in death. Ignore anyone unless their activities are disturbed.

Entrance to the dungeon proper is magically revealed by looking through a mirror to the shadows of the dolmens at midday.

In the dungeon proper: vermin, undead, and Creatures that the Worst Nightmares those trapped souls on the surface (the skeletons) have to offer.

1102 Undead Fortress (Dungeon entrance)
Serpent Skull

The skull of a giant titanic serpent, with alien runes and glyphs carved on its rugged surface. Herein lies an imprisoned powerful lich, Sorcerer of the Saurids from past millenia, and its retinue of undead cohorts.

2.2 Random Encounter Table

Assume that all roads are poorly maintained, for traveling movement rate purposes. The Undead plague at Night has made commerce and traveling a dangerous proposition. Settlements turned reclusive, wary of strangers and foreigners, self-contained and (mostly) self-sufficient.

At day...

2. Awakened Saint, 5:6 of having an entourage of 2d6 pilgrims (Acolytes)
3. d3 Kraa
4. d4 Inquisitors with d20 Practicals
5. d20 Alchemists or merchants (1:6 chance of transporting Blue Flame in bulk), with 2d6 hired mercenaries
6. d20 Pilgrims (as Acolytes)
7. Pack of 3d10 herd animals
8. 3d6 Pack of Wolves
9. 4d6 Telonians
10. d4 Manticores
11. d2 Virbokos
12. Wyvern

At night...

2. Vampire
3. Necromancer with 2d6 Zombies and 1:3 chance of Bone Golem
4. 2d10 Saurid Phallanx
5. d6 Rhagodessa
6. 2d3 Shadow Crooks
7. 4d6 Zombies
8. 3d10 Bandits, carrying Blue Flame torches
9. d4 Crab Spiders
10. 2d4 Flying Serpent Statues (as Gargoyles)
11. d12 Saurid Nobles (as Mummy) riding rotten Pegasi
12. Bone Dragon

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