The Road to the Hundred Angels
The City of Bells, home of Bornegault’s Tongue.
The Jesk family inn.
Beachcombing and coast-hugging, fantasy style. Animal, mineral, and vegetable. Sea-Junk. Flotsam and jetsam. Encounters and other oddities.
During certain years, people in Akgku claim to observe a green flame coming from the sea and erupting upward. It can be observed from a distance of two days’ journey or more. After burning for a considerable time, the flame disappears.
—Falklyde Wodinger, Haraconian scholar, in route to wondrous Udross and legendary Akgku.
Wieberburl, home of the peculiar Book-Fish.
The Horrors and Wonders of a distant, sun-drenched land. Everything you need to run a desert campaign!
Font of Damnable Contemplation
The Swollen Shadow’s magic is such, that anyone transported to its demi-plane, will always first arrive in the somber and hazy Umbral Fens, which surround the City of Shadow. After some searching one may find the Brittle Road, which leads through the shadow-choked swamps, to the City proper.
The sea is calm, the morning mists clear, the seagulls cry out, and land comes into view
The Whales Graveyard.
Powlgraff, The Fowl City.
What thieves convention can be complete without the ubiquitous Black Market! The specifics can obviously be as varied as one’s imagination. In fact, please consider this as the scroll it’s intended to be. The more stalls and booths the merrier!! Scras and I would like to see forty or so by next years convention. These are just twelve random ones we came up with. Some are quite standard, while others slightly more unorthodox. Maggot, your ‘thief bugs’ & their insidious proprietor go here.
"A-Wan, A-Wan, A-Wan". Awanggis is an unassuming place blessed with good clean water from a subterranean source.
Got a good joke to tell?
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir