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7. Axerock and Beyond

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Zephyra vision

  • As you step through the portal you feel a rush of of strong wind. It's blowing so hard you have to close your eyes to stop them stinging. 
  • you open your eyes and see nothing by endless sky above, around and below you. you tense, expecting to fall into the blue nothing below but realise you are stationary - hovering in the sky with your hair and clothes whipping around you.
  • A loud, echoing, female voice calls out behind you
  • You turn around and see a large blue woman; at least 12 feet tall. Stunningly beautiful her long white hair flows and twirls like a breeze; covering around her bottom half where instead of lefts are just plumes of swirling cloud. She pulls one of the flowing silken shawls she is wearing all over from her face.
  • 'Zephyra. It is so good to finally meet you sister. I have been watching the portals for years hoping you would cross one while the days were long.'
  • you must have questions but time is short
  • my name is Souta our mother was one of the great elemental begins that blows through all the planes. your father was a handsome and charming material our mother fell in love with. She was unable to take you with ehr through the planes of all so left you with the man; hoping he would care for you. unfortunately he did not. My father was a genie, capable of traversing the planes.
  • you are in great danger; and utterly unable to fully protect yourself from what is to come. you are a being of light and power - the very essence of the universe runs though you and grants you power. But there are both born to darkness that crave that light - they exist to talk your light and use it for their gains. You have met one of these agents of chaos before and managed to injur him enough to escape. But he is stronger now. He holds 6 of the 8 elemental disciplines and the 7th is already in his clutches. you are the 8th and must be protected to prevent the severing of the planes.
  • i have little time to tell you all, your essence won't hold you here much longer
  • There is another like you, but she is protected - hiding in the mountain City. you must find her. You must follow the dandelions Zephyra. she can teach you to unlock your potential before it is too late. you must listen to me before all the known worlds are thrown off balance and served from their eternal harmony.
  • follow the dandelions...

 

  • refugee arrivals
  • guards keeping watch
  • noticeboard
  • Prince Thaumion Blazeheart of Axerock and his wife Princess Garmilla.

Dungeon rooms:

Entrance: a set of stairs leading down a stone corridor. Curving round as you descend. The walls have a line of lava giving off a low light level throughout. The corridor comes to a fork in the path each with a door.

13. 

  • Northern Door simple wooden and easy to open
  • Western door is stuck (DC23, 20hp)
  • Large room with a number of cages in it. All have been opened; and a number of creature are moving around the room. Some of the creatures appear to have started fighting amongst themselves but a few remain and will attack the party.
  • Vapor LynxSerpopard

6.

  • Once the door has been opened up, the smaller room is filled with shelves crammed with various food stuff and tattered books.
  • DC 17 investigation Greater Healing potion, various books. DC 20 Spell Scroll (Guards and Wards). DC 23 Tome of Understanding (very rare, dmg 209)

5.

  • West door is locked. Lockpick DC40. Break DC 18, 15hp.
  • East door is trapped and locked. Open Lock DC 20, break DC 28; hard 8, 60 hp. Opening the door released mechanical trap. Arrow Trap inv DC28; disable DC30. 3x4d6 arrowed +17.
  • The room is empty, but has a table and chairs. It looks as though a handful of people were probably here recently playing cards.
  • 5 gold worth of smaller coins on the table.

24.

  • An archway at the end of the corridor. Perception DC16 can hear whispering from within.
  • South stone door is trapped and stuck. Break DC28 60hp. Trap inv DC18; Disable DC26. Touch trigger poison dart +9 to hit. 3d6 piercing, con save DC20 or +3d6 poison.
  • Guards have moved tables for cover WarlordArcherAbjurer
  • DC 15 Potion of Greater Healing (uncommon, dmg 187), DC20 Mace of Terror (rare, dmg 180)

18.

  • large room filled with more cages. On the far side of the room something in one of the cages emits a faint glow
  • 2 sliding wooden doors on the north side reveal a clothes storage area within
  • DC20 Robe of Eyes (rare, dmg 193) DC 17 Bracers of Archery (uncommon, dmg 156)
  • west door: unlocked
  • South door: is a trapped wooden portcullis. Creatures can be seen moving on the other side. (lift DC 25, break DC 28; 30 hp). Trap: magic, location triggered. 10ft radius thunderous blast str DC 16 or 10d6/half. Search DC 24; Disable Device DC 28
  • East door: Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; 20 hp). Hidden behind is a chest is a folded up magic carpet.
  • Unicorn

4.

  • North Door:Locked Iron Door (Open Lock DC 25, break DC 28; 60 hp). DC 16 Perc for whispering
  • South Door: Unlocked Stone Door
  • Small room with small cages lined up on the northern wall. They all contain a selection of small creatures.
  • Temple Cat (Deneir), BurrowlingIce Mephit

9.

  • West Door: Stuck Simple Wooden Door (break DC 13; 10 hp)
  • South Door 1: Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 10 hp)
  • South Door 2: Stuck Simple Wooden Door (break DC 13; 10 hp)
  • South Door 3: Stuck Simple Wooden Door (break DC 13; 10 hp)
  • South Door 4: Stuck Good Wooden Door (break DC 18; 15 hp)
  • Large room taken up with a large cage; the door to the cage is open. Bones and sparkling things litter the floor of the cage.
  • Chimera
  • 900 cp, 7000 sp, 2500 gp, 110 pp, 7 gems worth 50 gp each.

21.

  • Small room, with stone blocks stacked up and a figure moving between them.
  • South Door: Unlocked Simple Wooden Door
  • Stone Golem

2.

  • Guards looking towards the 2 closed doors. the room has a couple of cages but mostly selectins of blades and tables. A variety of hair and fur covers the floor.
  • North Door: Unlocked Stone Door
  • West Door: Archway
  • East Door: Unlocked Good Wooden Door
  • Master SpyIllusionistMartial Artist

16.

  • A large number of cages are open and sounds of vicious fighting can be heard.
  • West door: Wooden Portcullis (lift DC 25, break DC 28; 30 hp)
  • South Door:Unlocked Good Wooden Door
  • East Door: Trapped and Unlocked Stone Door.  Rune of Confusion: CR 11; magic device; proximity trigger (alarm); no reset; confusion (confused for 1d4 rounds, DC 16 wis save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 24; Disable Device DC 28
  • Shadow MastiffGuard Drake

i. 

  • A long, straight, narrow corridor.
  • Spiked Chain Flail:  mechanical; location trigger; repair reset; Atk +15 melee (13d6/19-20 and knocked prone); multiple targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 30

e.

  • A long, straight, narrow corridor.
  • Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16

19.

  • South Door: Archway
  • West Door: Locked Iron Door (Open Lock DC 25, break DC 28; 60 hp)
  • Song bird in a cage; sleepy songs. Cha DC 18 or fall asleep.

11.

  • Large room scattered with cogs and pipes. Workbenches filled with tools and equipment giving of a faint humming ticking. 
  • North doors: Archways
  • East 1: Trapped and Unlocked Good Wooden Door. Energy Drain Trap: magic device; visual trigger (true seeing); automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, Reduce max hp by 4d6 until rest. DC 16 con save. Search DC 34; Disable Device DC 34
  • East 2: Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
  • South: Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
  • CloCkWork hound

26.

  • Empty room filled with beds, chests etc.
  • North1: Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp). Wail of the Banshee Trap:  magic device; proximity trigger (alarm); automatic reset; spell effect (Wail of the Banshee, DC15 wisdom. Drop to 0hp); Search DC 34; Disable Device DC 34
  • North2: Unlocked Good Wooden Door
  • East: 2 sliding doors leading to a storage area DC 17 Potion of Hill Giant Strength (uncommon, dmg 187) DC20 +1 Weapon (dagger) (uncommon, dmg 213)
  • South: Unlocked Simple Wooden Door
  • Living Area DC 20 Wand of Magic Missiles (uncommon, dmg 211)

m.

  • Corridor covered in drawings of creatures and maps of the area.

n.

  • Magic Missile Turret: magic device; visual trigger (true seeing); duration 6 rounds; no reset; magic missile (12d4 force damage); never miss; Search DC 26; Disable Device DC 30

7.

  • North: Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
  • West: Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
  • Deep pit filled with giant grubs (harmless). Smell of rot.

r.

  • Freeze Ray Trap: CR 13; magic device; proximity trigger (alarm); no reset; freeze ray (5d12 cold damage and grappled, DC 18 dex save for half damage only, otherwise dex DC 28 to escape grapple); Search DC 26; Disable Device DC 30
  • Armor of Gleaming (chain shirt) (common, xge 136), Periapt of Health (uncommon, dmg 184)

14.

  • North1: Trapped and Stuck Iron Door (break DC 28; 60 hp) Guillotine Blade:mechanical; location trigger; manual reset; Atk +12 melee (4d8); Search DC 28; Disable Device DC 26
  • North2: Secret (Search DC 25) Unlocked Strong Wooden Door behind a bookcase.
  • North3: Trapped and Unlocked Iron Door. Falling Block: mechanical; location trigger; no reset; Atk +12 melee (10d6); 1 target. Search DC 24; Disable Device DC 24
  • East: Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
  • West: Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp). Rune of Hypnosis: CR 12; magic device; proximity trigger (alarm); no reset; hypnosis (fascinated for 1d4 rounds, DC 16 Wis save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 24
  • Room is filled with bones set up on plinths. The west secret door is within a large skull. Dagger of Venom (DMG p161)
  • Guards move amongst the skeletons trying to get rid of people.
  • Drow ShadowbladeMaster SpyIllusionist

10. 

  • East: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
  • South: Trapped and Stuck Simple Wooden Door (break DC 13; 10 hp) Falling Block: mechanical; location trigger; no reset; Atk +14 melee (6d12); multiple targets (all targets in a 10 ft. square area); Search DC 28; Disable Device DC 24
  • The room is filled with water
  • Young Sea Dragon
  • 1100 cp, 10000 sp, 2000 gp, 110 pp, Bottle of Exotic Wine (250 gp), Porcelain Idol (of a Water God) (250 gp), 2 x Potion of Resistance (thunder) (uncommon, dmg 188), Potion of Greater Healing (uncommon, dmg 187)

12.

  • A large circular cage in the centre of the room is still locked; containing a large, winged, serpent.
  • North1: Archway
  • North2: Secret (Search DC 25) Unlocked Strong Wooden Door. The door is located several feet above the floor and concealed behind a tapestry of ghoulish carnage
  • South: Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
  • Couatl

20.

  • Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
  • Wide-Mouth Spiked Pit with Poisoned Spikes: mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 dex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison [injury, con DC 18, 1d6 Dex/1d6 Dex]); Search DC 20; Disable Device DC 20
  • Gauthaks Cell

22.

  • North: Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
  • Rues Cell

17.

  • West: Trapped and Unlocked Strong Wooden Door;  Ice Dart Trap: CR 12; magic device; visual trigger (arcane eye); no reset; Atk +14 ranged (6d12 cold); Search DC 28; Disable Device DC 28. Sliding cupboard doors
  • East1: Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
  • East2: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
  • South: Archway
  • Belt of Dwarvenkind (rare, dmg 155), Staff of Swarming Insects (rare, dmg 203), Iron Bands of Bilarro (rare, dmg 177)

3.

  • West: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
  • South: Unlocked Good Wooden Door (hard 5, 15 hp)
  • Martial ArtistArcher

1.

  • North: Unlocked Good Wooden Door (hard 5, 15 hp)
  • South: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
  • ChampionBlackguard

15.

  • North: Archway
  • South: Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
  • Armor of Resistance (chain mail, fire) (rare, dmg 152), Ioun Stone (protection) (rare, dmg 176), Bead of Force (rare, dmg 154)

25.

  • North1: Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
  • North2: Trapped and Unlocked Iron Door (hard 10, 60 hp). Teleporter Crystal: magic device; touch trigger; no reset; teleport (teleported room 26; DC 18 Wis save negates); Search DC 24; Disable Device DC 28
  • Davos is in the room 
  • Master SpyEvoker

8.

  • West: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
  • East: Unlocked Good Wooden Door (hard 5, 15 hp)

23.

  • South: Unlocked Simple Wooden Door (hard 5, 10 hp)
  • West: Secret. Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)Ⓣ   Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16 ranged (10d6/x3); Search DC 26; Disable Device DC 24
  • Warwlock of the FiendDivinerMaster Spy
  • +3 Weapon (shortsword) (very rare, dmg 213), Figurine of Wondrous Power (obsidian steed) (very rare, dmg 169), Crystal Ball (very rare, dmg 159)
  1. Customer arrives at the brothel
  2. trying to grow flowers with the druid circle
  3. little girl with a shopping list at the market
  4. Training with evil dude
  5. on the road with the current party
  6. a baby, abandoned on the street
  7. Speaking to Silvanus
  8. In Thimble Way, a room full of dead people/children around you
  9. On the road, attacked by wolves
  10. In Honeson, at a party, the games ready to be played
  11. In Owen Village, trying to find a deer
  12. In the back of a caged cart
  13. In a brothel, on a stage dancing
  14. A young teen, being primped and prettied
  15. Sat with the druid circle making fire shapes together
  16. In Ulis, flying towards a gate tower
  17. In the underdark, trying to talk to the stone golem
  18. In the Feywild, identifying various odd plants
  19. In the Feywild, in a garden of statues
  20. In Gale's windmill, sat as you were the first time you took the potion
Taverns: Breweries
The Unnatural Pepper Pub
The Venomous Fox
The Quaint Pillow
The Super Gentlewomen Tavern
The Opposite Octopus Pub
The Chunky Ants Pub
The Creepy Fairy
The Rapid Wood Elf
The Puzzled Canary Bar
The Obnoxious Pony Inn
The Unarmed Crows Inn
The Panoramic Raspberry Inn
Ye Olde Hornet
The Brave Chestplate
Ye Olde Bar
The Abstract Prince Tavern
The Fluffy Elephants
The Middle Yam Bar
The Sour Snakes
Sweetwater Brewers
Epic Aleworks
Midnight Brewery
The Gorilla Brewers
Barbarian Brewery
Trouble Brewing Co.
Hourglass Brewing Co.

 

 

Shops Shops

The Tired Bird Pawn Store
The Shady Knife Antique Store
The Dirty Apple Travel Agent
Glasshopper
Bean and Gone
The Silver Tooth Wand Store
We're Hair
Go Figure
The Running Flower
The Balanced Feather Deli
The Melting Sign Drugstore
The Adorable Tusk Newsstand
The Little Timer Fishmonger

Mellow Dawn Hotel
Rose Veil Resort
Delight Resort

Rolling Scones
Love of Loaves
There's Nothing Batter

Metalworks of Art
Clobbering Time
Hammer and Tongs
The Clamor Shop

The Cerulean Shield Casino

Heavenly Handmade
To Be Flair
The Sew Show
Sweet Craftations

The Phoenix Feather
The Dragon Slayer
The Graceful Giant
The Baby Elemental

Pick of the Litter
Clippity Doo

streets:

Clove Lane
Vale Street
Shadow Street
Heirloom Passage
Flint Route
Harbor Street
Garnet Avenue
Saffron Street
Aurora Way
Winter Passage
Ivory Avenue
Lilypad Passage
Low Boulevard
Prospect Way
Crescent Avenue
Colonel Way
Polygon Way
Blossom Avenue
Arcade Street
Bay Avenue

Male Female
Thostroic Bottlefury
Gazatir Bouldercloak
Huzouth Brightblade
Ufrar Jadebraid
Nufaeth Noblepike
Thuvreal Bitterhorn
Nustrarlig Marblebender
Groursael Graygranite
Lotmic Thunderbrew
Nusdrut Bristlearm
Durirnorlug Lightbender
Hemnud Ironfall
Skosgromli Plateblade
Nurargrat Duskriver
Maben Hardgut
Vondrog Coinfinger
Thusdrunli Brownminer
Alfosumi Deepsunder
Kakhol Lavaaxe
Hodun Grimpike
Reimwolda Broadbraids
Fikwaebelyn Bonebuster
Rubobera Barbedgut
Hernetelyn Icerock
Durimnatelin Blazingbringer
Nusdreginn Bluntmaster
Sildrilin Hornbrew
Kidgraelin Ironbrow
Brabrirgith Thundermace
Reibuhilde Leadbraid
Nunmoren Leathermaul
Umikkuline Brickheart
Narsuline Runestone
Thravuilynn Magmabrewer
Therraegret Merrygut
Glarbolynn Underbender
Khussoserd Broadspine
Torelmagith Boneborn
Nammuilynn Bluntshoulder
Gafroumora Caskriver

 

Magical Creatures

  • Afrizopotomus - Bubble blowing pale purple hippo like creature who blows bubbles. The bubbles give a small high when eaten/breathed in. They are very rare but can be found in the Thotom Marshes
  • Miniature Tik-Toks shipped in from Helix. Tiny clockwork beings that can be trained
  • a variety of Psuedodragons. including a rare paper one.
  • Owlbears
  • Blinkdog puppies
  • alarm sensing birds
  • colour changing fish
  • cranium rats - rats with visible brains who are intelligent enough to play games
  • Mini flail snails
  • Guard Drakes - medium sized dragonesque guard beasts
  • unicorn foal
  • Lucky temple cat
  • shadow mastiff
  • singing fireflys
  • walking flowers that hum pleasantly.
  • Couatl - medium sized winged snake  known for being guardians of the divine
  • caged memphits
  •  

 

  1. DAn
  2. Symon
  3. Dawn
  4. Lolita
  5. Rues
  6. Argar
  7. Cat
  8. Couatl
  9. Zephyra
  10. plains
  11. swamp
  12. boatman
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