Once little more than a standard place of higher education, now the University of Firdon sits at the heart of the magidustrial revolution soon to sweep through Ryngard.
Castle Merciless. Home of He who dwells in nightmares.
The Lazy Goat is a wayfarer’s stop, a tavern of sorts out in the dark between cities.
Located on a world near the heart of Kel’Regar space, Nath’ar’Selass’Resan is a world renowned amongst that kind for it’s beautiful art, high technology, and the absolute lack of things that can kill a woman in dignified fashion.
topled down glory, and trod upon by time. Doth thy hollowed splender diminish? Nay, for Palisander, you grew bright in the imagination, always out of reach.
Drachinacht, City of the Dragon King.
11 great statues of lost gods being chipped away by the condemned.
"The time I spent in East Point was almost as hard as time in a military prison would be," said the Colonel to his junior officers, " but I am pleased that I went there as it made me who I am today.
The Lairdlands of today are a peaceful seaming region of dairies, sprawling farmlands, and pastures of horses and cattle in the sunlight.
Clock Tower of Elmwood - It appears ready to topple, but it has always appeared that way as far back as any living could remember.
Castle Strelock is well known from the crimson banners on the towers and the vines on it’s walls, and from the rumours and tales of the beautiful damsel trapped within it.
The greatest city on Neyathis - not built by the hand of man, but by long-gone giants. It is a city of superlatives and place of new beginnings.
A beacon of brilliant white stone surrounded by black, clutching death..
The Yughort were the fathers of the steppe civilizations, rulers of the first nomadic empire of the plains. Their signs can still be found, including their conical burial towers.
The Marches be a vast sea of grass dividing the civilized parts of The Land.
The island of Redhaven can be seen from miles away in summer as the sun gleams on the marble villas of the rich, and it’s main port is said to be the most busy in Acqua during working hours.
No walls as far as the eye can see, no gate nor fence, only the mists and wind roam free over the open lands of Kevvar.
The Spires of Stoneholt are tremendous needle-like structures visible for many miles before the rest of the city.
As you come near the Songpit, the sounds of sweet angelic bardic singing as if from heaven mix with the sounds of screams of agony. Your guard grins and turns to you. “You’ll either entertain us with your voice or with your pain, but either way we are going to have some fun with you.”
When all attempts at healing have failed, then the Gate of Life may be one’s only hope to live again…
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).