Soon, the whole gathering is surrounded by musicians trying to carry a tune in some strange style, more food is brought out (your plates and cups are swapped out for more appetizing alternatives - small strips of meat that resemble greasy chicken in looks and taste, and a mildly intoxicating drink with a smooth, pale green thick drink). The party is quickly in full swing.
If anyone speaks draconic, they can overhear enough to pick out that they village seemed to have expected visitors, but they were surprised when you showed up two days early. They are scrambling to make you feel welcome as their honored guests. Have characters roll a perception check (DC24). If they fail their throw, they understand that they are being honored, and patch together that the lizardfolk feel threatened by a young, black dragon living nearby. They believe the party has been sent to enter the dragon's cave and vanquish the dragon.
If anyone exceeds the 24 on their perception check, they pick up on an important syntax in the lizardfolk's draconic. The party are expected as a sacrificial offering to the dragon. They are basically being fed and sedated in order to lock them in the cave with the dragon.
Once the frenzied dinner is over, their hosts will lead them to their lodgings for the night. They will try to bring them up a steep trail on one side of the bowl the village is in to an opening in the hillside. They insist it is a place of honor and has been prepared for their use. If the PCs protest too loudly, they will move them to the nearest hut, an abandoned hut, partially collapsed, as the only available option. If the PCs get too carried away with the festivities, and pass out, the lizardfolk will simply carry them into the cave and leave them in the space prepared.
The lizardfolk are not trying to be deceptive in any way. They tell the PCs they have been expected to go to the dragon. The perception check is key to understanding the difference between intent and understanding. If the characters actively suspect the situation, allow them to roll their perception check with advantage.
If the characters take shelter in the abandoned hut, the lizardfolk will try to move them into the cave in their sleep. They will use a Sleep powder on them to try keeping them restful while they move them. Once they are in the cave, the lizardfolk will close a portcullis they have constructed to lock the inside, leaving two guards at the gate to keep it shut.
If they are unable to move them into the cave during their sleep, they will greet them with spears in the morning, urging them to head into the cave. They will insist they are meant to go to the dragon, and that they must go now.
Tomorrow, we'll plot a mini dragon cave...
Thursday, June 15, 2017
Wednesday, June 14, 2017
Lizardfolk village
After so many hours in the treacherous bleakness of the swamp, coming into a low valley of mostly firm terrain is oddly exhilarating. Before you lies a small village of patchwork huts, partly woven with some unfamiliar reed, and partly wadded with a reddish, black mud.
Initially, you are met with cold, almost frozen, stares from the scattered faces out in the village. After only a minute or so, the stares turn to guarded smiles, and you see dozens of increasingly eager villagers headed your way to surround you. They speak quickly in draconic, welcoming you to their town and urging you with them toward the center of town. They seem unanimous in their acceptance of you into their midst.
Before long, you find yourselves being hailed by the entire village as a hasty banquet is spread before you in what passes for a town square. Food and drink are brought before you (although it appears sketchy - the food is an assortment of bugs and the drink appears to be slightly filtered swamp water). A great pair of chairs is brought out and arranged at the head of the tables for the king and queen of the lizardfolk.
I'm getting some ideas for where to take this, but can't stay awake at the moment.
Initially, you are met with cold, almost frozen, stares from the scattered faces out in the village. After only a minute or so, the stares turn to guarded smiles, and you see dozens of increasingly eager villagers headed your way to surround you. They speak quickly in draconic, welcoming you to their town and urging you with them toward the center of town. They seem unanimous in their acceptance of you into their midst.
Before long, you find yourselves being hailed by the entire village as a hasty banquet is spread before you in what passes for a town square. Food and drink are brought before you (although it appears sketchy - the food is an assortment of bugs and the drink appears to be slightly filtered swamp water). A great pair of chairs is brought out and arranged at the head of the tables for the king and queen of the lizardfolk.
I'm getting some ideas for where to take this, but can't stay awake at the moment.
Tuesday, June 13, 2017
A Subtle Shift
After getting past the mud mephits and ghouls, the party is able to backtrack out of the dead end they were in, and after a couple of hours of investigating and studying the terrain, they can find a route of solid footing through the mire.
Before long, the landscape starts to change. What had been bog and sodden mire has started to rise into the hillside, mixing in spines of cooled lava and pits of molten earth with the soft earth. The challenge is starting to be one of picking out an open route, or a navigable one more than simply a firm path. With the flows of old lava and collapsed hillside, the way is difficult to see and predict even though it does seem to be steadily rising. Occasionally, there are large areas of mostly flat terrain that take on more of the aspects of a straight swamp again, but eventually the hill intrudes, and you are forced to scramble up and around more obstacles.
These pockets feature bog-like features, with large cassocks of land that may or may not be solid at every step. There is a thick floating swamp grass that clumps against the firm ground, and seems to exist in a constant state of flux between solid and liquid. There are grim, low, dark trees that have sparse vegetation on them, but are thick with stiff, nettled branches.
These pockets are useful bubbles of activity in the otherwise bleak environment. The fetid waters and vegetation harbor small groups of monsters. The beauty of this odd location is that there can be fire-based, elemental monsters encountered as easily as typical swamp dwelling creatures. Most of these encounters are with individuals, or small groups of 2 or 3, but occasionally the path you are following will touch on a more habitable section of the swamp that can feature a small village of lizard folk or similar creatures.
These villages are isolated and insular. They may be friendly to adventurers if approached with good intent, but they will always be cautious. Given their survival in extreme conditions, they are also tenacious once engaged in combat.
Before long, the landscape starts to change. What had been bog and sodden mire has started to rise into the hillside, mixing in spines of cooled lava and pits of molten earth with the soft earth. The challenge is starting to be one of picking out an open route, or a navigable one more than simply a firm path. With the flows of old lava and collapsed hillside, the way is difficult to see and predict even though it does seem to be steadily rising. Occasionally, there are large areas of mostly flat terrain that take on more of the aspects of a straight swamp again, but eventually the hill intrudes, and you are forced to scramble up and around more obstacles.
These pockets feature bog-like features, with large cassocks of land that may or may not be solid at every step. There is a thick floating swamp grass that clumps against the firm ground, and seems to exist in a constant state of flux between solid and liquid. There are grim, low, dark trees that have sparse vegetation on them, but are thick with stiff, nettled branches.
These pockets are useful bubbles of activity in the otherwise bleak environment. The fetid waters and vegetation harbor small groups of monsters. The beauty of this odd location is that there can be fire-based, elemental monsters encountered as easily as typical swamp dwelling creatures. Most of these encounters are with individuals, or small groups of 2 or 3, but occasionally the path you are following will touch on a more habitable section of the swamp that can feature a small village of lizard folk or similar creatures.
These villages are isolated and insular. They may be friendly to adventurers if approached with good intent, but they will always be cautious. Given their survival in extreme conditions, they are also tenacious once engaged in combat.
Monday, June 12, 2017
The Dangers of Going Astray...
Striking out in the morning, the path struggles forward slowly. This section of the swamp is more actual swamp than volcanic mess, so there are lots of soft, narrow cassocks of earth weaving between pools of stagnant, slimy water. There is a dense fog early in the morning that makes visibility partially obscured, and refuses to lift as the day grows in the east. Not even the sun seems to break through the gloom.
The trail you are following is particularly soft, with many area that have you sinking two or three inches in with each step. Soon, they reach a dead end. The ribbon of earth they have followed at Imogene's direction has led to a bleak, raised cassock of mud that is otherwise surrounded by the murky water. Discouraged, and reluctant to rush back out the way you came, you take a short break to recover your energy. The raised section you are on appears more firm than most you've been on lately. There are a large number of muddy mounds scattered around the small spit of land (survival DC20 to notice they are a creature, not just mud). Perception DC16 will also notice a unusual stillness, even for the swamp, almost a sense of foreboding.
As it turns out, the mud mounds are actually 8 Mud Mephits that will arouse and attack if they are poked, prodded, investigated too closely, or just stepped on or too closely passed. They prefer to wait until the party is at rest and their guard is down, especially if they position themselves close to more than one. Another danger are 2 ghouls that rise out of the murk near the pathway once the party have settled into their rest.
The trail you are following is particularly soft, with many area that have you sinking two or three inches in with each step. Soon, they reach a dead end. The ribbon of earth they have followed at Imogene's direction has led to a bleak, raised cassock of mud that is otherwise surrounded by the murky water. Discouraged, and reluctant to rush back out the way you came, you take a short break to recover your energy. The raised section you are on appears more firm than most you've been on lately. There are a large number of muddy mounds scattered around the small spit of land (survival DC20 to notice they are a creature, not just mud). Perception DC16 will also notice a unusual stillness, even for the swamp, almost a sense of foreboding.
As it turns out, the mud mounds are actually 8 Mud Mephits that will arouse and attack if they are poked, prodded, investigated too closely, or just stepped on or too closely passed. They prefer to wait until the party is at rest and their guard is down, especially if they position themselves close to more than one. Another danger are 2 ghouls that rise out of the murk near the pathway once the party have settled into their rest.
Sunday, June 11, 2017
Resetting the Swamp
Having panicked, and let off some steam, we can continue with some clarification. The party is currently at the eastern edge of the quagmire, with a 200 mile trek through difficult terrain. After that, they will still be 100 miles from the dragon's lair at the volcano. The adventure is not nearly as close to completion as I was trying to force it.
With this cleared up, to have them emerge from the forest with a view across a barren stretch up the mountain is ludicrous. They are instead met with a despairing view across a seemingly endless landscape of wreck and ruin. The quagmire is a horrible mix of all the thermal elements that make Aron's Bowl an otherwise pleasant area in a hostile, northern mountain range. The thermal vents of lava and steam rise through swamp and ridge and earth to create a grim setting.
There are long ridges and spines of hardened lava running through the terrain like veins from the mountain peaks and volcanic ridge. There are tendrils of grass and forest threading their way up out of the plain of the valley like roots or branches of ivy looking for walls to climb. And the midst is a bubbling inferno of hot springs, stagnant, poisonous pools, and treacherous paths of crumbling earth.
The whole quagmire is like an open wound oozing and devouring the lower reaches of the mountains, and threatening to spread into the plain below. After gazing across it, the party can begin their journey by following the instructions on their map. The path cuts down into the steamy, molten mess, skirting pools and areas of quicksand and swamp, running up a ravine formed by a hollowed out lava tube. The scene described before with a stagnant pool and ravenous shambling mound occurs here.
After dealing with the shambling mound, the party continues into the bleakness of the terrain, while darkness begins to fall. They must find shelter in the nasty setting before dark. They are able to identify three potential spots - a sheltered clearing near a number of very small, foam covered pools (DC18 survival check to notice all the vegetation surrounding them is dead), a hollow opening about 15 feet above them in a cliffside that seems to run back into the cliff for several yards (DC16 survival or perception check to notice signs of passage by other creatures into the same area and opening), and a narrow shelf along an exposed ridge next to a constantly bubbling, oozing pool of heated mud running down the hillside (DC14 perception to notice a wider space just behind some thorn bushes that gives greater protection and cover).
If they choose the third option, they pass the night uneventfully. The first location is next to thermal vents that release poisonous gas every 3-4 hours, forcing everyone nearby to roll constitution saving throws against DC16 because of the gas. The effect causes 2d6 hp damage on a fail (half with a save), and the poisoned condition.
The second option places the characters in a small cave complex that is popular with multiple creatures of the swamp, which may move out (if already inside and not discovered), or in during the night. These can be chosen at random (I need to create a random monster encounter table for this area).
With this cleared up, to have them emerge from the forest with a view across a barren stretch up the mountain is ludicrous. They are instead met with a despairing view across a seemingly endless landscape of wreck and ruin. The quagmire is a horrible mix of all the thermal elements that make Aron's Bowl an otherwise pleasant area in a hostile, northern mountain range. The thermal vents of lava and steam rise through swamp and ridge and earth to create a grim setting.
There are long ridges and spines of hardened lava running through the terrain like veins from the mountain peaks and volcanic ridge. There are tendrils of grass and forest threading their way up out of the plain of the valley like roots or branches of ivy looking for walls to climb. And the midst is a bubbling inferno of hot springs, stagnant, poisonous pools, and treacherous paths of crumbling earth.
The whole quagmire is like an open wound oozing and devouring the lower reaches of the mountains, and threatening to spread into the plain below. After gazing across it, the party can begin their journey by following the instructions on their map. The path cuts down into the steamy, molten mess, skirting pools and areas of quicksand and swamp, running up a ravine formed by a hollowed out lava tube. The scene described before with a stagnant pool and ravenous shambling mound occurs here.
After dealing with the shambling mound, the party continues into the bleakness of the terrain, while darkness begins to fall. They must find shelter in the nasty setting before dark. They are able to identify three potential spots - a sheltered clearing near a number of very small, foam covered pools (DC18 survival check to notice all the vegetation surrounding them is dead), a hollow opening about 15 feet above them in a cliffside that seems to run back into the cliff for several yards (DC16 survival or perception check to notice signs of passage by other creatures into the same area and opening), and a narrow shelf along an exposed ridge next to a constantly bubbling, oozing pool of heated mud running down the hillside (DC14 perception to notice a wider space just behind some thorn bushes that gives greater protection and cover).
If they choose the third option, they pass the night uneventfully. The first location is next to thermal vents that release poisonous gas every 3-4 hours, forcing everyone nearby to roll constitution saving throws against DC16 because of the gas. The effect causes 2d6 hp damage on a fail (half with a save), and the poisoned condition.
The second option places the characters in a small cave complex that is popular with multiple creatures of the swamp, which may move out (if already inside and not discovered), or in during the night. These can be chosen at random (I need to create a random monster encounter table for this area).
Saturday, June 10, 2017
Travel in the Swamp
The trek through the swamp is an arduous one, and should offer many chances for random encounters along the lines of the those mentioned in the previous post. I'm not conveying the sense I want with this. I can't seem to get it to fit the image in my head.
I wanted this to be a difficult landscape to pass through, dark and close, danger at every step. Narrow pathways, uncertain direction, hazards everywhere. Dead ends, false turns, and all that kind of thing. What I see here is something too open and broad. It doesn't feel right. I wanted a nearly impenetrable location with a village cluster at its heart. There needs to be a hard-won passage to the village, a confrontation with the slaad at its heart, and then an escape through uncharted swamp to the back entry into the lair.
I think it needs to get darker and more difficult as it progresses. But how do you have lava flows and make them passable? I'm not sure.
I guess that getting closer to the peak can mean fog and mists. I think sinkholes and a mix of tunnels and cracks can help. But none of that plays up the swamp element. This approach to the mountain is meant to be "unguarded" in the sense that the natural terrain discourages it. The map is an invitation to try, and a chance to succeed. I want the whole area to be a brackish, oozing quagmire, flowing down a difficult slope.
I wanted this to be a difficult landscape to pass through, dark and close, danger at every step. Narrow pathways, uncertain direction, hazards everywhere. Dead ends, false turns, and all that kind of thing. What I see here is something too open and broad. It doesn't feel right. I wanted a nearly impenetrable location with a village cluster at its heart. There needs to be a hard-won passage to the village, a confrontation with the slaad at its heart, and then an escape through uncharted swamp to the back entry into the lair.
I think it needs to get darker and more difficult as it progresses. But how do you have lava flows and make them passable? I'm not sure.
I guess that getting closer to the peak can mean fog and mists. I think sinkholes and a mix of tunnels and cracks can help. But none of that plays up the swamp element. This approach to the mountain is meant to be "unguarded" in the sense that the natural terrain discourages it. The map is an invitation to try, and a chance to succeed. I want the whole area to be a brackish, oozing quagmire, flowing down a difficult slope.
Thursday, June 8, 2017
Finding Your Way
The steppes falling down from the volcano's side are deceptive. They appear to be open and broad, easily accessible and crossed, but they are pockmarked with barriers and obstacles of many kinds.
Finding the orientation of the map you found turns out to be easier than expected, since it flows from the trail you are already following. The map indicates a path running south away from the main trail. Finding it requires a successful Survival roll (DC15), with a 1 in 6 chance of a random encounter for each failed attempt. Likely encounters in this area are a swarm of poisonous snakes, wights, a band of 4-6 troglodytes, a salamander, or 4-6 lizardfolk. A number of other creatures would fit well instead of these if desired, though swamp creatures or fire-based creatures are best. As the party gets nearer the dragon's lair, they will begin to encounter more and more fire-themed monsters (this is part of the dragon's lair effects).
Eventually, the party will find the hidden path. Once they are on it, they drop into a narrow ravine that slopes down into the hardened lava flows, winding back and forth as it snakes forward until it appears to actually dive beneath the lava in a dark tunnel. This tunnel stretches on for 400 yards or more before opening onto a flat shelf surrounded by steep walls, and dominated by a festering pool of bubbling mud and slime. The pool actually runs off the edge of a drop to the right, with a greater morass beneath it. There are rotting remnants of small trees and bushes against the high walls, most with signs of burning in places. There is a particularly dense mass of vegetation to your immediate left, about 20 feet away.
The pool is home to a shambling mound, which is the main part of the mass to your left. It can be perceived as malevolent on a DC18, otherwise it will wait to attack until someone is within 10 feet of it.
Finding the orientation of the map you found turns out to be easier than expected, since it flows from the trail you are already following. The map indicates a path running south away from the main trail. Finding it requires a successful Survival roll (DC15), with a 1 in 6 chance of a random encounter for each failed attempt. Likely encounters in this area are a swarm of poisonous snakes, wights, a band of 4-6 troglodytes, a salamander, or 4-6 lizardfolk. A number of other creatures would fit well instead of these if desired, though swamp creatures or fire-based creatures are best. As the party gets nearer the dragon's lair, they will begin to encounter more and more fire-themed monsters (this is part of the dragon's lair effects).
Eventually, the party will find the hidden path. Once they are on it, they drop into a narrow ravine that slopes down into the hardened lava flows, winding back and forth as it snakes forward until it appears to actually dive beneath the lava in a dark tunnel. This tunnel stretches on for 400 yards or more before opening onto a flat shelf surrounded by steep walls, and dominated by a festering pool of bubbling mud and slime. The pool actually runs off the edge of a drop to the right, with a greater morass beneath it. There are rotting remnants of small trees and bushes against the high walls, most with signs of burning in places. There is a particularly dense mass of vegetation to your immediate left, about 20 feet away.
The pool is home to a shambling mound, which is the main part of the mass to your left. It can be perceived as malevolent on a DC18, otherwise it will wait to attack until someone is within 10 feet of it.
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