Showing posts with label Dungeons. Show all posts
Showing posts with label Dungeons. Show all posts

Thursday, October 3, 2013

the GREAT CATACLYSM & the UNDERWORLD

It's tough to write about the Great Cataclysm.
For one thing, it's technically still happening.  Adventures in Kos are the story of the ongoing defunction of a once-grand and noble people.  The other reason is, the Cataclysm affected physical, universal laws (such as time, causation and correlation, chemistry, physics, genetics, etc).  Therefore, it is difficult to describe.
For example: in some places, the Great Cataclysm is still happening.  It happened hours ago.  The dead rose from their graves.  The oceans turned to shrieking squalls of red blood as the mountains shattered.
Poets, drug addicts and evangelists went insane by the thousands.  Every apocalyptic prophecy turned out to be true simultaneously.  The men and women of those places are still fighting the war.
In other places, the Cataclysm happened 40 or 50 years ago.  Pre-Cataclysmic technology is considered magical, and effectively is.  Man has descended to a primitive state, little better than apes.
In yet other places, the Cataclysm was generations ago. Civilizations are beginning to rise, resembling the old ones in some ways but substantially different in others.
In still other places, the ancient monuments have dwindled long to lonely marble mounds.  The dust that once composed them is carried by wind and wave to place unrecognizable by inhabitants of the forgotten former world.
Pre-Cataclysmic knowledge is largely mythical.  "Sorcery" is simply a method of manipulating the illogical physics which compose this brave new realm, like a programmer hacking a computer.  Bizarre and competitive new species have arisen, seriously challenging the future existence of mankind.

Most of Kos, as written it so far, takes place in one or two of the latter categories.  The town of Pilgrim's Passing occupies a relatively neutral area, as does the majority of the Kos River Basin and the surrounding Wildwoods, Lands of Woe, and Harshwater on the West Side of the River.
However, Thrundunmun exists in such a situation that the Cataclysm is still taking place, and will do so forever in this place.
SUPPLEMENTAL NOTE:
"I have developed a habit where I simply lie in my bunk at night.  I'm not the only one who does, but I go in early.  I lie and I look at the ceiling and I picture it as the sky.  And I look at the stars that you see when you close your eyes, and imagine they are the stars, and I am looking at the sky, which we can no longer see. When I do this, I wonder if, in all of the coincidences that happen in the world, maybe you will be closing your eyes and doing the same thing, and looking at the stars inside your eyelids too, and - I know it makes no sense - somehow it will be like you and I are looking at real stars together again.  And so I go in early, to increase the odds it'll be at the same time.  I do it alot, actually; we don't sleep much any more.  There's not much time between attacks and other things that occupy the days which have no sunrise.
It's temporary, though, like everything.  The pain and fatigue are just temporary sensations.
It'll end, and it will seem like it wasn't that long ago, when we're together again."
Letter carried by Red Courier.  Delivered to a location which was found to have been abandoned.  Letter remanded to Secretary General of the Red Knights, Thrundunmunn.
 Nort B. Unthbe, 33rd Red Light Legion"

One area is in fact actually the rotting carcass of an incarnate being of physical decay, which occupies a space the size of a peninsula (such as Cape Cod or Cornwall).
Other areas are actually infinite.  The Endless Mountains, as far as can be ascertained via both experiment and magic, have no physical endpoint.  Neither does the 7th Desert of the 7 Deserts.
Nor the South-Land Sea, to the South.  The Eastern Mountain Country is poisonous to body and mind and thus considered forever unknown and unknowable

In an area like Pilgrim's Passing, the land called "Kos" is actually the area once occupied by a nation called the Kingdom of Kos, now shattered and irrevocable.  The few poor survivors of the disasters and the predations of savage new inhuman inhabitants must now contend with a vastly different world.  They are a hard people. Items and knowledge from before the Cataclysm are hoarded by the very powerful.  "Magic", (understood as the language and culture of the Pre-Cataclysmic People) is in the infancy of understanding, and largely misapplied (with disastrous consequences).
People receive rare reports from other communities but far-off lands are a mystery.  Yet, new religions have arisen from foreign lands to confront the ancient Kossick deities.  The barrens and even the roads have fallen into serious disrepair and are flocked with brigands, lunatics, witches, hungry beasts and monsters of all description.  They are not untraveled, but Merchants and other adventurers are often considered brave to the point of dangerous lunacy.
And yet, even as the White Mounds of the First Age wither into dust, there is yet no end.  The society of Kos will continue to slip away, forever, always leaving tantalizing pieces but growing farther every year. This is the true Curse of the Great Cataclysm: it made itself permanent, except in the ways that the players change it.  Those are not only permanent, but often permanent to all other players of Kos, and all interpretations of Kos, as long as I am the Dungeon Master.

In Pilgrim's Passing, the standard starting town, most people don't know this.  Most people don't figure stuff like this out until they've raided a few dungeons.




THE UNDERWORLD
The Underworld is literally the place underneath the world.  It is a Hell, populated by montrously otherworldly beings and the severely insane.  The Underworld is easy to find - go to the deepest place you know, and keep going down.  In the Deep Dark, everything drips downwards - all of the evil, all of the liquid, all of the corpses, all of the hunger, all of the treasure, all of the strongest and blackest.  At the bottom is the Grey Sea.  The Grey Sea is where the Unworthy go when they die.  It is a sea
made of their souls.  It can be navigated and traveled, by certain measures.  The places it leads to are terrible, and sometimes the terrible things in these places are able to get the World In Which We Live.  These are called "Bleed-Throughs", "Intrusions", "Demons", "Spirits", "Sandestins", etc.  They have a connection to the world of Death (they are always its vessels, unwitting or otherwise), and spread It everywhere they go.  Some take on human flesh as a vessel; others exist invisible to most eyes, and still others take on bizarre shapes of their own devising and understanding.  Some used to be human.  Some philosophers conjecture that it is these creatures who, in fact, rule the Underworld.  This may be.  The only way to escape the Grey Sea and the Underworld is to die in an interesting way - in which case, Adventurers (who are heroes by virtue of occupation - they always die in an interesting way) ascend to the Hall of Heroes*


*Which takes the form of a piece of notebook paper with the name of the dead character written large in crayon, with the method of their death and perhaps a few details or fond memories.  Occasionally they are adorned with extra distinguishment or salient comments from former comrades.  It is whispered that sometimes, those characters can even be contacted through certain complicated spells.
The piece of paper is kept tacked to the wall of the room where we play D&D

Monday, February 27, 2012

THE IRIDESCENT GROTTOES

1. The Entrance Cavern - Chert, dim light from outside
1d4 Frog-Dogs lurk here, in randomly determined (1d6) side-passages (1.1 - 1.6).  There will always be 1d4 Frog-Dogs present, no matter how many are killed.  They will attack anyone passing through, unless bribed with food. 
Undigestable remnants of meals remain in the side-passages.  Each side-passage is so low it can only be entered by crawling, and pitch-dark.  Treasures are as follows:
1.1 - 4 stone arrowheads, 6 silver Moons
1.2 - Nothing
1.3 - A large, heavy silver cross of the type symbolic of the Church of Io.  This is a holy symbol to those who worship that God.  Crosses such as these are sometimes awarded to those who perform generous deeds for the Church, or as gifts to young people on their way to service in the Church.  Worth 50 Lunars.
1.4 - Broken sword with aluminum hilt.  Worth 10 Lunars.
1.5 - A knobbled Carnivorous Goat drinking horn.  The initials K.L. are neatly stamped into the steel endplate.  1 Gold Sun.
1.6 - 4 pretty quartz pebbles and 4 silver Lunars.

2. The Mushroom Chambers
Limestone, mud floor, dimly lit by Rope Vines.
The floor descends down a muddy slope about 3 yards to this chamber with a 30-foot-high ceiling.
This cavern contains a mystical fungus garden, dimly lit by subterranean glowing vines hanging from the ceiling.
If searched, each turn spent reveals 2d6 potentially useful or dangerous mushrooms or creatures, whose location should be randomly determined.
1. Purple moss.  Passing within 20 feet causes Endurance roll.  Failure means falling asleep for 3d6 hours.  Eating causes permanent coma.
2. Brown moss.  Passing within 20 feet causes Endurance roll at -3.  Failure means sneezing loudly (roll for Wandering Monsters) and uncontrollably for 1d4 turns.  
3. Crumbs of Darkness.  Eating forces Endurance roll - failure indicates 1d6 damage, success indicates gaining 1d4 temporary Spell Points.
4. Great Throne.  About 20 feet high, with purple fuzz on top.  This fuzz is very nutritious.  Each mushroom yields about one pound if climbed, and each pound can substitute a days' rations and is worth 1 Lunar.
5. Cave-Angler.  Save vs POW at +1 or become entranced by the pretty glow.  Once entranced, the angler will attempt to bite you at +3, dealing 1d4 damage if successful, and then scurrying off into the shadows whether it succeeds or not.
6. Rope Vine.  If cut off from the root mass, this vine can easily be utilized as 50 ft. of strong rope.  It also glows faintly in the dark.  Alchemists can render this vine into Blue blade venom; Piku will pay 5 Lunars for it. Poisonous if eaten.
7. Tower Cap.  Giants of the fungus forest; scrape the ceiling at 30 feet.  Can be made into logs if cut. The bottom of the cap bears a ring of edible brown fuzz.  1 mushroom has a days' worth of rations, but it spoils quickly if collected.
8. Plump Helmet.  Tasty and harmless mushroom.
9. 1d6 edible rock snails; harmless
10. swarm of 1d12 flying bio-luminescent shrimp.  Attracted to light; they will swarm thickly around torches and lanterns.  Not a problem when there's only one, but for every additional one there's a 5% chance they'll put the torch out.  Delicious when boiled
11. Pack of 2d12 Giant Cave Fleas scurry across your feet.  Make a reflex save or suffer 1 damage from opportunistic bites.
12. Elf Tears; small, softly glowing mushroom. heal 1d10+1 HP if eaten.

3. The White Hallway
Chert, pitch black.  Climbs 15 feet from 2. Mushroom Chamber
Empty.  Sound of falling water quite audible from Area 4.

4. Water Chamber
Limestone with striations of chert and microcline.  Pitch black.
A huge chamber whose bottom is filled with water.  The entrance from Area 3 projects over a 2-yard-wide ledge, 3 yards above the surface of the water.  Those travelling without light will surely fall in.
The ledge is connected to another via a few Tower Cap logs laid across.  It requires a Skill check at +3 to cross without slipping and falling into the water. 
Two Slithes wait in the water below.  Clearly visible to those with Witchsight, but nearly invisible to anyone else without strong light.  They will quickly attack anyone who falls into the water.
The water is only a few feet deep; tall characters can make a Skill check to simply stand up to avoid drowning.
The other ledge is two yards across and six long, and leads to Area 4a.  
The origin of the splashing sound can be found in the opposite wall; it is a small waterfall which flows in from some distance outside.  Those swimming up this waterfall will travel perhaps a quarter-mile underground before reaching an entrance for the water in the middle of Wander Marsh.

NOTE uh this is a work in progress so check back from time to time i guess and it'll be updated