Showing posts with label planes. Show all posts
Showing posts with label planes. Show all posts

9/13/15

Khoshu'utohtl (Aberration)--Montporte Dungeon Campaign Critter

Artist: Little Larry the Kobold
Khoshu'utohtl
Armor Class: 7 [12]
Hit Dice: 10
Attacks: 6 Eye Stalks (1d4 each)
Saving Throw: 5
Special: Modified Wizard Eye; Insanity
Move: 3
Challenge Level/XP: 11/1,700

The Khoshu'utohtl are aberrations from Ioucura, the plane of madness. The Khoshu'utohtl are of low intelligence. Like other aberrations from Ioucura, the Khoshu'utohtl possesses a demented logic and worldview that defies comprehensive by intelligent non-Ioucurans.

The Khoshu'utohtl have round bodies that are about 4' in diameter. They have six eye stalks that extend upward from their bodies. Their skin is mottled gray that slowly moves in swirling patterns.

COMBAT: The Khoshu'utohtl avoid combat when possible, for they are slow moving and vulnerable to physical attacks. When cornered or otherwise forced to defend themselves, the Khoshu'utohtl attack their opponents by bludgeoning their opponents with their eye stalks.

MODIFIED WIZARD EYE: Wizards have long prized having a Khoshu'utohtl in their possession for any intelligent humanoid creature can place both hands on the body of a Khoshu'utohtl and see through all six of the creature's eyes at once. More impressively, up to 4 eyes can be removed from the Khoshu'utohtl's eye stalks at one time and be place in locations up to one mile distant from the Khoshu'utohtl. An person placing both hands on the Khoshu'utohtl can see through these distant eyes. Khoshu'utohtl eyes can be placed in water or in the air, where it will remain floating at the level in which it was placed until retrieved.

INSANITY: Any creature using the modified wizard eye ability of the Khoshu'utohtl runs the risk of insanity. For every hour spent using the modified wizard eye ability, the user must make a saving throw. Each saving throw becomes more difficult. The first saving throw has a modifier of -1, the second a modifier of -2, and so on. When a creature fails to make this save, she or he can no longer detach themselves from the Khoshu'utohtl due to an obsession with the Khoshu'utohtl. They cannot be pulled away by others. Only a Remove Curse will separate the insane creature from the Khoshu'utohtl. The insanity, however, remains and must be cured by a Cure Disease spell.

8/8/15

Montporte Dungeon Mysteries: Vardray's Discontinuity and the Deep Dark

Introduction
Deep under the earth lies the Vardray Discontinuity. It was discovered in ancient times by the sage and wizard, Vardray. His writings have been lost to us, but Pliny the Alder, the great elven scholar and encyclopedist, has preserved excerpts of Vardray's work in his Gazetteer of Arcane Geography. Pliny lived in late antiquity and some of his works have not been passed down to us. Fortunately, we do have a number of reliable and complete copies of his Gazetteer of Arcane Geography.

Pliny on the Vardray Discontinuity
In his Gazetteer of Arcane Geography, Pliny records the following with regards to the Vardray Discontinuity.

The mighty elven wizard Vardray is the first to describe what is now known to sages and scholars as the Vardray Discontinuity. How Vardray discovered the discontinuity is shrouded in mystery, but many stories come to us of Vardray’s unique and creative laboratory spells and his renown courage as an explorer. 

Vardray, in his Observations from the Field: Volume 2, writes:
And it came to pass that I learned of an odd and major arcane feature in the eastern mountains. The dwarves, in the Elder Days, named these mountains, Dragonfang. I have found that there is a very narrow zone that separates an upper region of the earth’s volume from the deeper region below this narrow zone of separation. 
Above this separation zone [now known as the Vardray Discontinuity—Pliny], the rock and soil contain very little magic. This is the earth—the rock, stones and soil—that we see around us every day. I call this the Mundane Zone. However, below this zone of separation lies a region permeated by magic and wonder. I call this the Deep Zone. 
This Deep Zone is permeated by a magical energy such that certain kinds of plants are able to draw sustenance from it much like our trees, grasses, vines and crops draw life from the sun. In turn, these plants support a wide variety of other creatures. Indeed, I have learned of races living in the Deep Zone and raise crops of Deep Zone plants for food and trade. Stories of these societies can be found among the dwarves. 
The material of our universe is somehow altered in this Deep Zone so that has the most amazing and wondrous properties. I have discovered some of these properties during my investigations. Firstly, in the Deep Zone, the material of our universe is stretched thin, for lack of the better term. There are places where powerful creatures find it easy to pass from their home plane to our plane of Aarde and back again. This, of course, makes the Deep Zone both interesting and dangerous.
The Deep Zone also features areas where the laws of geometry do not match the geometry of our surface world. For example, there are many areas where careful mapping would tell a Deep Zone traveler that their destination is 2 days distant, when in fact, the destination is 5 days distant. Goblin traders from the Deep Zone have told me that special maps are required to navigate between locations in the Deep Zone. The goblins, keeping these maps to themselves, have become masters of Deep Zone trade. 
The goblins have also told me of cities and lands that lie outside of our dimension, yet have access or a portal via the Deep Zone. These cities and lands are part of our plane, the plane of Aarde, yet they are not. The goblins’ descriptions of these lands are beyond belief, but I would not be surprised if they contain much truth. 
Much to the delight of dwarves, great riches can be mined in the Deep Zone below the eastern mountains [Dragonfang]. Dwarven history is filled with the establishment of mines and cities in and above the Deep Zone in the eastern mountains [Dragonfang]. The stories of these settlements have the same sad plot, the discovery and extraction of obscene amounts of metals and gems of all sorts followed by horrible and complete disaster from below. As I noted above, the Deep Zone is a dangerous place. 
In terms of geography, the Deep Zone lies closest to the surface in areas of the eastern mountains [Dragonfang]. The narrow zone that separates the Deep Zone from the Mundane Zone plunges deeper into the earth as one moves west away from the mountains towards more civilized lands. In fact, I was unable to determine any evidence that the Deep Zone exists beneath our own settled lands to the west. On the other hand, my preliminary work in the laboratory and field indicates that the Deep Zone does exist beneath the wild land to the east of the eastern mountains [Dragonfang]. The Deep Zone lies deeper below the surface of the wild land than it does in the eastern mountains [Dragonfang] but it is clearly there below the surface. I believe that the existence of the Deep Zone beneath the wild land might be the reason the wild land is so wild.
I, Pliny, have in my own humble travels come across interesting settlements and history in the Dragonfang. For example, there is a settlement of humans who have dedicated themselves to understanding the fundamental fabric of the universe by studying the elements and energies. I believe that they have found this easier by living in close proximity to the Deep Zone. There are also dark and ancient tales of kobolds abiding in the Deep Zone and master the magic of the elements and energies for malevolent purposes. Fortunately for us today, kobolds have lost both the knowledge and interest in such dangerous magic. I have written more about this in other writings.

Related Posts
The World of Montporte
The Montporte Region: History and Geography
The Deep Dark: That Which Lies Beneath the Montporte Dungeon
Montporte Cosmological Notes: On the Planes
Montporte Cosmological Notes: On the Elements
Montporte Cosmological Notes: On the Energies
Goblins (Fey)--Montporte Dungeon Campaign Critter
Peoples, Tribes, and Gangs in the Montporte Dungeon
Little Larry the Kobold (an NPC's story)

Related Maps
The town of Montporte and surrounding area
The Montporte region

1/25/14

The Montporte Region: History and Geography

The Montporte Dungeon Campaign started as a one-shot adventure with this two-sentence backdrop: The Captain of the Guard of Montporte (pop. 1,028) has his hands full. Bandits have holed up in the castle ruins to the south, orcs have been harassing the mining village of Wootspil (pop. 106), the wildlands to the east continue to spew forth all manner of foul creatures (most recently giants), and a rebel force commanded by the Duke’s upstart brother lies between Montporte and help to the west.

That has been enough information to propel us through 25 sessions of play. Along the way, the party has picked up additional information about the area that explains some of what they have experienced in the dungeon. I have also created a few NPCs that are based in Montporte for those rare times when the player characters are shopping or doing some other town-based activity.
Overview of the Montporte Area
Montporte lies beyond the eastern edge of the civilized world. It is a small, ancient town that was established, if common knowledge is to be accepted, by the Lyndanians as an imperial outpost. It was an important military outpost, guarding the eastern frontier of the Lynanian Empire from invasion through Mont Pass, one of few east-west crossing points of the Dragonfang Mountains. Montporte also developed into a regional trade center and a hub for mining activity along the western slopes of the Dragonfangs.

Montporte is one of the few settlements in the vast eastern wilderness that separates the Dragonfang Mountains from the Western Kingdoms. Its fortunes have waxed and waned throughout its very long history, yet Montporte has proven to be resilient to war, disease, famine, economic woes, and host of unpleasant creatures that inhabit the area.

Physical Geography
Montporte lies at the base of Mont Pass, one of the few readily traversed passes in the Dragonfang Mountains. The Dragonfangs occupy a geographic location that is akin to Earth's Ural Mountains, being a long north-south mountain range bisecting a very large continental mass. The difference here is that the Dragonfang Mountains rival the Himalayas in height. Montporte is located on the western flanks of the Dragonfangs, at the northern end of the range.

The latitude, altitude, and a large continental mass all have an effect on climate and weather. Orographic effects magnify the climate and also create wild swings in the weather, depending up the season and direction of air masses. Suffice to say that that winters are long and bitterly cold with significant snowfall. Summers are cool and damp. Prevailing weather patterns travel from west to east, bring moisture. Occasionally, the weather patterns change and very dry air sweeps over the mountains and through Mont Pass. Depending on the conditions, this can either raise or lower the temperature significantly in a very short time.

Economic Geography
The eastern slopes of the Dragonfang Mountains are rich in mineral wealth. Gold, silver, tin, and copper have all been mined in the Montporte area. There are significant deposits of iron ore in the mountains, south of Montporte.

The challenge to mining these natural riches are threefold: (1) The climate and topography make prospecting, mining and transport difficult; (2) The distance to transport to markets can be a challenge, particularly during times of unrest in the Western Kingdoms; and (3) The constant threat of orcs, ogres, giants and even more dangerous predators and foes creates a daunting challenge to set up and maintain mining operations.

Magical Geography
The plane of Aarde is the home of Montporte, the Dragonfang Mountains and the Western Kingdoms. The physical geography of the plane of Aarde is such that the presence of mountains stretches the fabric of the universe, creating cracks and crevasses for beings from other planes to make their way to Aarde. The tension present in the very foundation and framework of Aarde generates a tremendous amount of magical energy. Pliny the Alder wrote: The Eastern Mountains lie at the very boundary of civilization and much danger there awaits anyone who travels to their peaks and valleys. But this land also has a deep underlying magical power, as the fabric of our world is stretched thin [there is also additional information in my post, Montporte Cosmological Notes: On the Planes].

All manner of creatures and horrors from other planes are rumored to have found their way to Aarde by way of passages in the Dragonfang Mountains: Fey (from the plane of Umírající); Demons (from the plane of Syvyys); Dragons (from the plane of Zaj); and aberrant horrors (from the plane of madness, Ioucura).

1/4/14

Goblin (Fey)--Montporte Dungeon Campaign Critter

GOBLIN (FEY)
Armor Class: 5 [14]
Hit Dice: 3
Attacks: By Weapon
Saving Throw: 14
Special: Spells; Move Silently; Improved Saves Versus Magic; +1 to Attack Rolls
Move: 10
Challenge Level/XP: 4/120

The goblins of the Montporte Dungeon Campaign are very different than traditional RPG goblins. Montporte goblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, devious, and quite cunning. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), goblins travel there frequently and interact with humans and, to a lesser extent, gnomes. They have nothing to do with dwarves and will only interact with elves under duress. Most of their interactions with humans are related to trade and commerce. Despite their frequent travel, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners.

Goblins are nominally aligned with the Summer Court of the fey, although they much prefer the art of the sale to the art of court politics. They typically sell weapons and supplies to both fey courts when Winter and Summer go to war.

While goblins can be a very tough foe versus the average human warrior or mage, they are among the weakest of the fey. To survive--and to avoid being minions/battle fodder--goblins rely on:

  • Their wily and cunning intelligence.
  • Their charm with non-goblins.
  • Providing superior customer service.
  • Expert use of the Seelie Accords (the laws governing the fey) to their advantage.
  • Investing in muscle and protection. They are rarely without guards of some sort.
  • Being a tightknit community. Goblins are very true to each other.
  • Having friends living on other planes.

Goblins are usually found traveling in small bands, peddling their wares. They usually have a bagoi with them, a brightly-colored wagon that is larger on the inside than on the outside. Their bagoi is often drawn by a single foribus pony. Foribus ponies are highly prized for their intelligence, mild nature, and ability to travel between the planes. They also are accompanied by tough, not-so-smart bodyguards, such as oafs or ogres. While ogres are giant-class creatures, residing on Aarde, oafs are fey.

COMBAT: Goblins avoid combat whenever possible by using clever bargaining, their bodyguards as shields, or, as a last resort, buying their way out of trouble. If they have to fight, they use short swords, daggers, and short bows (typically magic).

SPELLS: Goblins can use first and second level magic-user spells as if they were a third level magic-user. They have knowledge of all the first and second level spells available to magic-users.

MOVE SILENTLY: Goblins can move silently as if they were a third level thief.

IMPROVED SAVING THROW VERSUS MAGIC: Goblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).

BONUS TO ATTACK: Goblins are quick and clever opponents in combat. They gain an additional +1 to all melee and ranged attacks.

8/10/13

Montporte Cosmology: Source Bibliography (The Appendix N)

I am not sure that the cosmology of the Montporte Dungeon campaign is particularly creative or unique. However, my sources of inspiration and influences might strike you as being a bit off the beaten path.

The Montporte Cosmological Appendix N
Baker, Keith, et. al.: Eberron Campaign Setting (Dungeons & Dragons 3.5)--I am not too proud to put this on the list. I do like the treatment of the planes in the Eberron setting, at least for 3.5e.

Butcher, Jim: "The Dresden Files"--I lifted my approach to the Fey from Butcher. Anyone can plainly see that fact. Demons, too, for that matter.

Copleston, Frederick: A History of Philosophy, Volume 1: Greece and Rome From the Pre-Socratics to Plotinus--I borrowed a bit from either end of the time frame represented in this book, the Pre-Socratics and Plotinus. 

de Lint, Charles: "Newford Series"--A loosely connected series of urban fantasy novels and short stories that rely heavily on Celtic and Native American myths. De Lint is one of my favorite authors.

Dent, Greg: Oathbound: Domains of the Forge (D20)--This detailed setting for D&D 3.5e gave me all sorts of ideas.

Elert, Werner: The Structure of Lutheranism--I know this is a strange edition to the list, but Elert was a deep thinker and his reflection on the nature of the Creator, the creation, time and eternity is very profound and thought-provoking, even if one has a different view or belief. This is not for the faint of heart, however.

Greene, Brian:  The Fabric of the Cosmos: Space, Time, and the Texture of Reality and The Elegant Universe: Superstrings, Hidden Dimensions, and the Quest for the Ultimate Theory--I am a big fan of Brian Greene. Check out his TED Talks: "Making Sense of String Theory" and "Is Our Universe the Only Universe?" He makes physics almost comprehensible. 

Grossman, Lev: The Magicians and The Magician King--Sort of a Narnia for slackers and hipsters. I like his travel between worlds and I have borrowed some specific things from him. The players in the Montporte Campaign should disregard this entry on the list and pretend they didn't read this.

Jung, Karl: The Red Book (plus other works)--Just in case anyone wonders where the funky metal trees originated.

Koyre, Alexandre: From the Closed World to the Infinite Universe--This book is even more fun than the title might hint at. I read most of it in one sitting while eating meatloaf at a diner on Amsterdam Avenue in NYC. That seems about right.

Le Guin, Ursula: "Earthsea"--Ursusa Le Guin's Earthea books have probably had a greater impact than any other books over the course of my gaming life. 

Moorcock, Michael: "Elric of Melniboné," "The Swords Trilogy"--Like the gamers before and after me, Moorcock is a major inspiration. However, as much as I love the Elric series, I have an even bigger crush on the "The Swords Trilogy," featuring Corum Jhaelen Irsei.

Pratchett, Terry: Small Gods and the rest of the "Discworld" novels--Small Gods is my favorite Discworld novel and its approach to the gods have crept into my cosmology.

Rahner, Karl: Foundations of Christian Faith--This is heavy lifting. Rahner had a major theological impact on the Council of Vatican II and this book gives a hint as to the power of his intellect.

Suzuki, Shunryu: Zen Mind, Beginners Mind--I am not sure if I can explain how this book impacted my approach to gaming, but it has in some surprisingly profound ways.

Zelazny, Roger: "The Chronicles of Amber"--An awesome fantasy series with a cool approach to the universe and its multiple worlds. Thanks to Tim Shorts (Gothridge Manor) for recommending Zelanzy to me.

8/9/13

Montporte Cosmological Notes: On The Planes

I recently posted a short description of the cosmology of Montporte Dungeon Campaign. In today's post, I’ll give a bit more detail about the Five Planes. I may also do some posts on the individual planes at a later date, but don’t hold me to that.

The average inhabitant of Montporte would have very little knowledge of the planes. Even this scant knowledge is corrupted by ignorance, superstitions, and just plain inaccurate information. Humans, in particular, display very little knowledge of or interest in the planes. Elves and dwarves, being the Elder Races of Aarde, know the most. Gnomes and halflings fall somewhere in the middle.

The Five Planes
The known universe, in which the Montporte Dungeon exists, contains five planes. They are:
  • Aarde: The plane where humans and their ilk dwell.
  • Ioucura: The plane of madness.
  • Syvyys: The plane of demons.
  • Umírající: The plane of the fey.
  • Zaj: The plane of dragons.
The spatial relationship of the planes has been speculated on by many scholars and mages over the years, but the reality is that no one really understands where one plane is in regards to any of the other four. No one even knows if there is space or matter or even existence in between the planes. Despite this lack of knowledge, scholars do generally agree that Aarde lies in the middle of the other four planes.

The planes do appear to “move” in some way, at least in relationship to each other. There are times when each plane seems somehow to be "closer" to Aarde and other times when each plane seems "further away." Syvvys is the one exception to this, as it always appears at the same “distance” from Aarde. Umírající and Zaj “move” in a regularly cyclical pattern in relationship to Aarde. Umírající is typically the “closest” to Aarde, except when Ioucura pops up right nearby Aarde.  Ioucura’s “movement” is completely random. The “proximity” of one plane to another greatly influences the ease or difficulty of travel between them.

The Plane of Aarde
The plane of Aarde lies at the heart of the known universe. In Aarde is the home of human cities, the elven dales, and the dwarven mountain strongholds. Montporte and its environs are part of Aarde. For the player characters, Aarde is home.

Aarde features a wider diversity of life and lifeforms than the other four planes combined. All manner of creature, mundane and magical, can be found here. Among the humanoid races, the elves and dwarves, hold a special place as the Elder races. Humans, gnomes, and halflings have been around for less time. Love them or hate them, humans are the dominate race. They bring a dynamism that is unique to them, because or in spite of their shorter life span.

Travel from Aarde to the other planes is impossible without the use of rare and powerful magic. Despite the challenge, denizens from the other planes do find their way to Aarde on occasion. Summoning spells, magical gateways, and dreams (in the case of Ioucura) are all ways that “outsiders,” as non-Aardian creatures all called, end up in Aarde.

There are areas in Aarde where the fabric of existence has been stretched thin. In these areas, travel to and from Aarde happens more frequently—sometimes on purpose and sometimes not. Mountain building (orogeny), the persistent presence of powerful magic, the close proximity to large bodies of waters, and even lightning can stretch the fabric that is Aarde.

The Montporte Dungeon lies in the foothills of the Dragonfang Mountains, the largest, highest and oldest mountain range of Aarde. Historically, the Montporte area has been the site of countless acts of magic, great and small. While travel between planes is always next to impossible, few areas of Aarde offer easier access from other planes as does the Montporte area.

The Plane of Ioucura
Ioucura is the plane of nightmares and madness. It is the plane of chaos, entropy and unmaking. The distance between Aarde and Ioucura is occasionally bridged when mortals of Aarde are sleeping, through bizarre dreams and nightmares. Insanity also creates a path from Ioucura.

Unspeakable horrors of the worst sort do, on occasion, cross over into Aarde and are made manifest in the flesh in the form of magical aberrations.

The Plane of Syvyys
Demons dwell on the plane of Syvyys but seek every occasion to make their way to Aarde, as they feed off of the life energies of mortals. Elves are immune to this demon feeding and have earned the special enmity of demonkind.

Demons fall into one of three groups: Lesser, greater, and lords. Each demon is unique and even the lesser demons are incredibly powerful, violent, and cruel. Any semblance of order that exists in Syvyss is there only through the threat and use of violence.

Each demon has a true name, known only to itself. Knowing a demon's name gives one power over that demon, although the demon will seek every opportunity to kill any being that knows its name.

The Plane of Umírající
Umírající is the plane of fey creatures and it is a plane filled with natural beauty. Yet, just below that beauty lies danger and death. The creatures of Umírající are divided into three camps: The Summer Court, the Winter Court, and the Wild Ones.

The Summer and Winter Courts are made up of nobility, with each noble being unique and extremely powerful. Each Court also has a vast array of folk and creatures who live under the rule of the respective Courts and are there to serve and obey the nobility.

The Wild Ones do not owe loyalty to either Court. They include:
  • The Hunters--A few very powerful and unique beings that seek to hunt and owe no allegiance to anyone but the Hunt. 
  • The Pack--The minions of the hunt who join in on larger hunts, but otherwise go their own way. 
  • The Beasts--Unintelligent magical and mundane creatures that live in the forests, mountains, lakes, and rivers of Umírající. 
  • The Loners--Powerful and unique creatures who live on their own, without regard to Courts or the Hunt.
Umírající is the most hospitable plane for those from Aarde, but it is still treacherous, even for the powerful and wary. Likewise, Aarde is visited more by the fey than any other outsiders.

The Plane of Zaj
Zaj is a mysterious place and nothing is known of the plane itself. It is inhabited by dragons, perhaps the most powerful of all creatures in the five planes. Each dragon is said to have the power of 10 wizards and can breath fire enough to melt the very roots of the mountains.

Dragons are not cruel and do not delight in the suffering of other creatures. Yet, at the same time, they have very little regard for anyone other than themselves. They are known to visit Aarde on occasion. Sometimes it is to seek knowledge, for they have an unquenchable thirst to study and know every aspect of the universe. They also are notorious hoarders and will travel about, accumulating great piles of treasure.  

Other Planes and Universes
Scholars and sages have speculated about the existence of other planes and even universes beyond the Five Planes. If there is any concrete evidence or information regarding such things, however, it has not been recorded.