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Post by joatmoniac on Oct 18, 2019 20:43:26 GMT
We are back to making magic with Magic. We are going to focus on terrain cards this time around to see what ways we can be inspired to make lands around Dayeimbe and in our own worlds for our players to traverse. Pick a land card from the options below (or another one you find) and use the questions below as a guide to create a fantastic location. 1. What do people call this unique place? 2. Who lives there? 3. Why do they live there? 4. What conflicts does the terrain foster? 5. Why might the PCs be drawn to this place? 6. How do they get there? 7. You do you. What is its name? Who dwells here? Why do they call it home? Cards: A. B. C. D. E. F. G. H. Let the lifting begin!
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Post by zimthegoblin on Oct 20, 2019 6:06:55 GMT
We are back to making magic with Magic. We are going to focus on terrain cards this time around to see what ways we can be inspired to make lands around Dayeimbe and in our own worlds for our players to traverse. Pick a land card from the options below (or another one you find) and use the questions below as a guide to create a fantastic location. 1. What do people call this unique place? 2. Who lives there? 3. Why do they live there? 4. What conflicts does the terrain foster? 5. Why might the PCs be drawn to this place? 6. How do they get there? 7. You do you. What is its name? Who dwells here? Why do they call it home? B. Let the lifting begin! 1. What do people call this unique place? The sea's graveyard, The land of the forgotten sailors 2. Who lives there? most people don't think anyone lives there only dies there. but the graves are made by someone. 3. Why do they live there? unknown 4. What conflicts does the terrain foster? this area is almost always in content storms and as a result a lot of ships go down 5. Why might the PCs be drawn to this place? their are rumors that there are treasures from all the sunk ships and a grave for every lost soul that died in the area. 6. How do they get there? best way to get there is by boat lets just hope they have the control weather spell or get there on a clear day 7. You do you. if found on a clear day people that come to this area see sea dwelling folk there making graves with the names of every sailor that when down their leader being a powerful diviner who's god tells the names of the dead those that wash up their may be able to get answers to their deepest questions, if they do not take what is left for the dead
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Post by jorsh on Oct 20, 2019 21:17:56 GMT
I chose option F.
1. What do people call this unique place?
People call this place chitin's archway 2. Who lives there?
Traders, specifically Tabaxi traders as it's the only place that they may visit in the Great Matriarchy. The other residents are the insect folk who follow the queens demand without hesitation.
3. Why do they live there?
The Tabaxi live there because they can sell virtually anything to the townsfolk. This is because they have a use for anything including art, food, or for worship. They Insect Folk live there because it's a holy sight for their culture.
4. What conflicts does the terrain foster?
Typhoons will float in once a year, The local worshipers praise this as the increased moister in the air helps them breathe. They see this as a blessing from Chitin their main god.
5. Why might the PCs be drawn to this place?
Rumors of a Holy artifact attract those who seek power or favor from Chitin.
6. How do they get there?
The most common ways are by boat or the Matriarchy's Flying taxis. The taxis are giant flies with custom saddles that carry up to 5 people.
7. You do you.
Chitin resides in the head of the archway and is in actuality an advanced alien, He is the one who guards the legendary artifact. This artifact can turn a normal insect into a giant version of itself as well as turning its shell into a lightweight metal that is strong as steel. He is happiest when experimenting and giving subtle gifts to the people who worship him.
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Post by theflying on Oct 22, 2019 1:01:28 GMT
Long time, first time! Love the podcast. I chose my own! A. 1. What do people call this unique place? "The Locus" 2. Who lives there? The locus is inhabited by a unique race of gliding sea elves, the Vol. 3. Why do they live there? Unique among elves and the last of their kind they were chosen to guard the area as their anatomy allowed them to easily navigate the terrain. But they're kind and will taxi you among the waterfalls... for a price. A dying race and ousted from their normal habitat they were given the ultimate duty to guard the plane from what lies beyond. 4. What conflicts does the terrain foster? Apart from being tremendously hard for our heroes to navigate, the land is a paradise. Unfortunately there are rumblings of something that lies beneath and the locals aren't willing to offer any advice as to what that may be... 5. Why might the PCs be drawn to this place? Once you've conquered everything upon the land the only thing left is to head out to sea to find the edges of the world. The world is spherical, naturally, but no trade routes head south. They say it's endless sea and that all who leave are lost forever, but there have been rumors of a paradise at the edge of the world if you choose to seek it out. 6. How do they get there? All currents lead you here eventually. The world doesn't end with a cliff; it flows through a hole. Our adventurer were thrown from their path by a monsoon caused by an earthquake. Lost and unsure what to do, they let down their sails and were guided here. 7. You do you. The world here exists on the inside of a sphere. There are no stars, and when you look up at night there is an ever-looming cloud obscuring your vision at all times. No one has risen high enough to discover the secret of their world though the scientists you've met have puzzled at the world's seemingly convex shape. The seas empty through a hole at the bottom of the sphere, where the Vol protect from whatever is beyond. Looking into the hole you see a penetrating blackness, not where the light can't but where it simply stops and everything else passes through. The Vol have been guarding this place for a thousand years and in all that time they have encountered nothing against which they should "defend" the world, but lately earthquakes have been occurring every few days or so and the entire cities on edge. Beneath the hole lives That Which Holds the World, and she's growing weary and old and is soon ready to lay down her burden into the unknown and sleep, and it's up to our adventurers convince her to carry on, or at least find some suitable replacement. Looking out while speaking to the creature leads to a curious site, hundreds of these spheres held by hundreds of these creatures all around them...
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DM Just Jersh
Commoner
Posts: 9
Favorite D&D Class: Warlock
Favorite D&D Race: Gith
Gender: Male
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Post by DM Just Jersh on Oct 22, 2019 22:47:09 GMT
G. Let the lifting begin! 1. What do people call this unique place? It's called many things by different groups nearby, No Man's Land, The Grave of the Forgotten, The Land of no Return. The part that is more widely known is the border to the area, a mountain range where, at the top, when you look upon this vass land, you see next to no signs of life. This is known as Hell's Veil, for when crossed, it's rumored your soul will know nothing more than misery. 2. Who lives there? Nomads, Hermits, and Exiled people from the realm. The occasional risk taker may venture in to prove themselves in some way. 3. Why do they live there? Most of them must. Some Exiled there, some were born there and no nothing else and others are simply lost there. One thing is certain though, those unfit never live long 4. What conflicts does the terrain foster? If you can get past the imminent danger of lack of food, water, and materials to build shelter, you will soon find the land is filled with the undead that becomes only thicker the deeper you venture in. It's even rumored that a great undead dragon has been spotted, flying around, or perched on a peak near the center of this desolate land. 5. Why might the PCs be drawn to this place? Chances are, they won't, unless they need to locate someone banished to these lands, or, even worse, find themselves exiled there themselves! 6. How do they get there? There are steep, tall, spiky mountains surrounding it, aside from some passages. They will either need to go through these passages, whether forced or willing. If they attempt to fly over, they will soon be met with crippling debris filled winds that are almost impossible to travel in. 7. You do you. At the center of this, at the bottom of the peak with the dragon, is an ancient Litch, who has been slowly been building an army of undead exiles, fallen adventurers, and beasts (yes, and a dragon) to one day set his vengeance across the material plane. Centuries ago, he was once a well respected mage that was wrongly convicted of treason by the community, even though his end goal was to use his necromancy magic for good.
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Post by letterlost on Oct 30, 2019 19:05:37 GMT
H. 1. What do people call this unique place?- In most lore that speaks of the caverns it is referred to as “the crystal caverns”.
- Gnomes call this place “the awakening”.
2. Who lives there?
- The cavern is sacred to the gnomes and the very few who know its location go on a yearly pilgrimage.
- The only permanent resident is a stone giant, Segojan, who has grown too large to leave.
- While their presence may be surprising, the Cavern has many ghosts who reside inside. They do not like thieves, but enjoy the visits of any scholar or lore seeker.
- It is not uncommon for wild animals to wander in. if they were not “awakened” when they entered, they are when they leave.
3. Why do they live there?
- Segojan guards the cavern, ensuring its gems are not plundered. Long ago he found this cavern and gained much knowledge. Unwilling to part with the majority of it he never left and still guards the cavern. He knows each gem well and even has names for them.
- The ghosts who haunt the cavern are of gnomish scholars and any other who has found the cavern and wished to return in their afterlife. It is a place where you may gain knowledge endlessly.
4. What conflicts does the terrain foster?- The cavern is massive, every foot of it holds a glowing agate inscribed with runes of knowledge. It is said upon entering the crystal caverns you may come to know anything, but you will only leave with the knowledge you “need” or that you “pay for”.
- There is a small pond fed by and overhead water fall. The pond reflects truth; striping away illusions whether magical, physical, or mental.
- Unless Segojan or the ghosts have casts illusionary terrain or you are hoping to sleep, you will have little difficulty traversing the terrain. The gems light the cavern throughout with soft light. It can be heard to focus in the caverns, all the gems whispering their own secret knowledge to you it can be very disruptive.
5. Why might the PCs be drawn to this place?Agates from the cavern are the only gems able to be used as for the awaken spell. The only way to get a gem, besides coming here and getting one yourself, is to find one that the gnome pilgrims have spread throughout the world of Dayeimbe. Once removed from the caverns the agates of awakening slowly fade, losing their glow, runes, and voices; only 8 hours of casting time at the appropriate spell level will reawaken them. 6. How do they get there?- The caverns may be found at random, wandering through the right forest at the base of the right mountain.
- A Gnome in possession of the secret location would be able to guide you, if you can find one and convince them to do so.
- Any wild animal who has been awakened by a gem may find it again.
- Divine guidance?
7. You do you.The gnomes consider this cavern their birthplace. It is said that when the gnomes were birthed from gems by Garl Glittergold, this cavern is where it happened. Think a PC can just walk into a gem store and drop 1000 gp on an agate? Think again. I am pretty sure you can buy an agate the size of your hand for under $50, so there had to be something special about that 1000 gp agate … and know you know what.
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Post by 00dlez on Nov 1, 2019 21:57:12 GMT
1. What do people call this unique place? 2. Who lives there? 3. Why do they live there? 4. What conflicts does the terrain foster? 5. Why might the PCs be drawn to this place? 6. How do they get there? 7. You do you. Eku Pillars2. Who lives there? AND 3. Why do they live there?No one and nothing, for the most part. As for WHAT RESIDES there, that, is a much different story... They are called the Vranatesh, or Voiceless Crows. They soar high above the stone pillars in silence, but will swoop down and viciously attack anyone who dares tread on the ground they protect. They rip and tear with beak and claw, but whats more, they also spew a noxious salt spray on their victims - desiccating their skin. They are bound to the massive stone pillars and have guarded them silently through the ages - unwavering and unresting in their task. They will harry and harass intruders only until they are half a mile or so removed from the pillars before they return to their tireless circling. The pillars themselves are actually just the result of windblown sand caked against cylindrical metallic cores that has dried and petrified into something approximating stone. It is from these metal cores that a terrible, and evil energy emanates. This energy has corrupted all the life in the area, which leads many to presume the Vranatesh to be some sort of undead or other non-living creature. 4. What conflicts does the terrain foster? AND 5. Why might the PCs be drawn to this place?Locals in the surrounding areas not only warn of the Vranatesh, but insist that the boundaries of corruption lay stagnant for centuries, but are now beginning expand. Crops and animals near the boundary are withering and disease prone. Dark clouds linger above the pillars and have been said to produce lightning, yet rain never comes. It was said that in the First Age the area was the site of a prosperous City and that it's riches and magics lay hidden and dormant beneath the corrupted sands, but few are brave enough to seek them and none have had the mettle to return to tell the tale. 6. How do they get there?There is but one path to the Eku Pillars, across the corrupted plain and all the evils it contains. If the Vranatesh were not deterrent enough, the locals insist warn that even entering the area can cause illness in the form of a desiccating/wasting condition that is difficult to cure and can result in death if allowed to progress too far. Magical means of transportation to the pillars have given some brave souls the advantage of expedience, but the corrupting power is far too strong to be resisted for long. 7. You do you.VranateshMedium beast, neutral evil Armor Class: 13 Hit Points: 39 (6d10 + 6) Speed 10 ft., fly 80 ft. STR 16 (+3) DEX 17 (+3) CON 13 (+1) INT 8 (-1) WIS 14 (+2) CHA 10 (+0) Skills Perception +4 Senses passive Perception 14 Languages Understands, but cannot speak, Abyssal and Common Challenge 2 Foul Sight: The Vranatesh has advantage on Wisdom (Perception) checks that rely on sight withing the area of corruption. ACTIONS Multiattack. The Vranatesh makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Breath Weapon (Recharge 3-4) The Vranatesh exhales desiccating salt spray in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13(3d8) necrotic damage on a failed save, or half as much damage on a successful one.
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Post by DM Onesie Knight on Nov 9, 2019 22:01:23 GMT
B. Nephalia Drownyard
1. The Draindark Scuttle is a huge cavern just below sea level, underneath an island. There is an opening on the island one can climb down, but it gets its name from the massive drain leading to it from the sea. It has a perpetual whirlpool fed by major ocean currents that is liable to suck in any passing ship which gets too close. In its depths, countless shipwrecks from millenia of unfortunate sailors catch in crevices and on jumbles of flotsam as millions of gallons of seawater drain away into the uncharted depths of the underdark.
2. The Scuttle has changed hands a few time over the millenia. In ancient times, sirens would call to passing ships and lead them into its maw. It has been claimed at various times by kingdoms of merfolk, tritons, sahuagin, aboleths, and even pirate lords from the humanoid races. Currently, a ragtag clan of sahuagin bandits is using it for a hideout.
3. One word: salvage. Though the Draindark Scuttle is extremely dangerous, it lies right on a major tradewind and oceanic current, which brings no shortage of traffic in its vicinity. Though experienced sailors know to avoid it, all it takes is a foggy day, a nasty storm, or bad charts to end up past the point of no return. As a result, it's a veritable treasure trove of lost cargo and rare artifacts. Whoever claims the cavern has access to the provisions of the lost ships for food and rum, as well as royal treasure ships, fine lumber (once you dry it out) and all manner of other goods that could conceivably survive a bit of water damage. A ship careened on the island will find plenty of timber and barrels of pitch for patches. The sahuagin currently residing there are little more than predatory marauders, but previous occupants have been able to build a strong economy around the riches found there.
4. It's easy to be lured in by thoughts of wealth and supplies to be found. But the current occupants are not keen to share. If one arrives the hard way (by the whirlpool) then the challenge is fighting off murderous shark-people while battered, wounded, and half-drowned. The terrain lends itself to vicious underwater combat in dark conditions with blind corners and tight spaces galore. There's so much junk that a diver can't see farther than 10-15 feet in any direction. Lots of cover and hiding spots.
5. As mentioned in #3, there's lots of treasure to be found if one is willing to brave the dangers. Maybe there's a lost imperial treasure ship with chests full of gold! Maybe an unlucky prince went down with his ship AND his prized magic sword!
6. It's right on a major shipping lane. Most captains deliberately circle wide, never actually coming within sight of the island. But it's right there, and a captain could take them there for the right price. Or if they're unlucky, they'll get there without meaning to and MAYBE survive the Drain.
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