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Post by Mariok Soresal Hillick on Jul 12, 2017 14:31:11 GMT
Shelsharres, 3: The Moving City of Sands
This city used to be a capital of a great civilization of humans and rakshasa who lived together, though both trying to win over each other. This ended when the civilization was torn down by some generally or totally good race (like elves maybe; desert elves), and this race put an enchantment over the city that all would never return to the real world, and is now watery and moving "like sand" as the good race called it when they were casting the enchantment. The city moves to different places in the desert and has its own government and society like before, but the city moves to different places and doesn't interact with the outside world. If a person from the outside world comes into the city, then the rakshasa and humans try to kill the intruders. The city is almost all lawful evil. There is one society, however, that is good and is of humans and is trying to move against the evil officials. This society is called the Path of Goodness. It is kept secret from most people, this society tries to take in intruders before they're noticed by anyone. Usually, the city lasts a day in one spot, and then goes back to normal when it strikes 12:00 the next day (it goes from 12:00 to 12:00). There are many legends of this moving city throughout Shelsharres. There is also an knight order in the city called the Order of Moving Sands, which is an order in the government. The city is a monarchy, and a absolute monarchy since whoever is the king or queen is blessed by the gods and the most powerful.
Also, the people in the city also call it the Moving City of Sands
The desert Shelsharres maybe was nice and green and lush when the ancient civilization of this capital city was there, but then maybe it got to be a desert when the elves destroyed the ancient civilization. I don't know, just an idea I had.
I also thought to make a 1d10 encounter table for this city.
1. An elven intruder named Elswen who was an elven noble, chaotic good 2. A rakshasa that's part of the Path of Goodness, lawful good 3. Serphan (chaotic evil), the famous sorcerer who vies to be in control of the Moving City of Sands who is called King Reshkaza (a rakshasa) 4. Four rakshasa Knights of Moving Sands, all lawful evil 5. A criminal (chaotic neutral), even by the Path of Goodness' standards, who stole something from a human seller 6. A ghost of the Emperor of the ancient civilization, still here to get his empire back, lawful evil 7. King Reshkaza, lawful evil 8. A tiefling rogue who dabbled in the arcane arts working against the government, though for his own good (tieflings in this city are half rakshasa and half human instead of half devil or demon, I forgot which one), true neutral 9. A warrior named Agrannarra, who is a gladiator in the gladiator events, 50% chaotic good 50% true neutral 10. Two dwarven (one is lawful good, one is lawful evil) intruders being sold off as slaves to some wealthy noble of the city, the noble is lawful evil
I hope creating this is fine and isn't too much!
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Post by Mariok Soresal Hillick on Jul 13, 2017 5:02:02 GMT
I thought to expand this Moving City of Sands if that's okay with some encounters that stay put like buildings. E.g. an inn, tavern, a bazaar, etc. All creatures in the Moving City are vulnerable to any attack made by elves because of the past enchantment that elves cast and all people in the Moving City cannot die by age. Another note that I had not described in the last post is that all trespassers can still get out of the city, unless they stay there for more than a month, in which case they become just like the people in the Moving City and can't get out of the city, are vulnerable to damage dealt by elves, and cannot die by age although they keep the same alignment. 1. Town Gate This is the entrance to the Moving City, and there are two human guards out watching for any trespassers at the gates. There are also eight rakshasa archers on the walls, with crossbows ready to fire their arrows if a trespasser comes. However, first the guards will see if the trespasser would like to be sold into slavery or kept captive in the instead of die. If no, the rakshasa with crossbows will start firing, a magical alert will go through the city and the guards will attack. 2. The Dead Elf Tavern This tavern has 1d12 people in it at one time, and the owner of the tavern is called Ezdelronn and a tiefling (half rakshasa and half human) fighter, though Ezdelronn is now retired and doing what he is second-best at: serving drinks. Ezdelronn is loyal to the government and is lawful evil, and will catch any adventurer trespassers, though an extremely high sum from the characters might persuade Ezdelronn to not report the trespassers to the government. Ezdelronn has a +5 sword called Dezldar hanging from the wall that used to Ezdelronn's. Ezdelronn adventured in the Outskirts, which is a small wild region of the city that was kept with the city as though the elves had pity for them, no matter how evil they were. But, of course, the elves made the Outskirts full of evil monsters that'll attack the city from time to time, and there are even rumors of a tarrasque hidden under the earth of the Outskirts, waiting to come out and attack. 3. The Path of Goodness House This is is a secret, small house that looks like it belongs to a poor human. And, indeed, a human lives there pretending to be poor who calls herself Sret, though in truth her real name is Selzem and is one of the important leaders of the Path of Goodness. Selzem is a human seventeenth level wizard and first level fighter who carries a +1 sword named Dedethzonn. If you tell Selzem the secret password then Selzem will let those people through. The password is "zeldozarr". Zeldozarr is a fake name of the leader of the Path of Goodness, however the fake name is only known in the Path of Goodness. The fake name that everyone else knows in the Moving City for the leader of the Path of Goodness is Zreshtann. The true name of Zeldozarr and Zreshtan is Gerzelamm. If you say the correct password, Sret, or Selzem, will open a portal using the Gate spell to a demiplane that Selzem created using the Demiplane spell. This room also has a table with fifty diamonds on it, each worth at least 5,000 GP. Selzem also has a pouch of twenty diamonds each worth 5,000 GP. These are for the Gate spell. There are around two-hundred Demiplanes created by Selzem and some other wizards, all connected to each other that make up the entire Path of Goodness house and secret location. Some of the Demiplanes also have Magnificent Mansions in them to host one-time meetings and dinners. The different rooms all have at least three diamonds worth each at least 5,000 GP. The rooms also have beds in them and some meeting tables and some dinner tables. Selzem remembers all of the different Demiplanes and what they look like, and especially the first one. The leader of the Path of Goodness is sometimes called the Three-Named in the Path of Goodness, because of his three names. 4. Mielsonn's Inn This inn is owned by Mielsonn a human who owns the inn. There are 6d6 people in the inn at a time. Mielsonn has around three private rooms open to people, and ten non-private rooms with around four beds in them. The former costs 75 GP, and the latter costs 5 GP for one bed in the room. Mielsonn is lawful evil. 5. The Bazaar The bazaar is in the middle of the city and most open by around 6 AM in the morning and close around 11 at night. A few stay until 12 the next day. Many of the different venders sell weapons, and some sell potions, staves, jewellery, etc. And many more also sell slaves. A few sell things they found or killed in the Outskirts, and some sell information. 6. The Temple to the god
This temple is to the god worshipped in the Moving City, however I have yet to decide who the god is. The leader of the temple is called Rikshesgal, and is fifth level cleric, second level fighter, and second level wizard. There are 2d6 acolytes under Rikshesgal, and there are two priests under her as well. The service to the god happen on every sunday (their last day of the week) at eleven at night until twelve the next day. There are sometimes other minor services to the god, and there are also bigger services that are holidays that everyone partakes in. The king or queen is also supposed to take place in all services no matter how minor because of the king/queen's connection to the god. As the king/queen is blessed by that god.
7. The Monarch's Hall
This is where all the past kings and queens of the Moving City live and sit on a throne for most of the day. The Monarch's Hall is one mile and twenty feet wide with a carpet to the the throne at the end of the hall, and tapestries of past kings and queens all the way back to the first king/queen before even their empire started. To the side of the Monarch's Hall is the Great Library where books are kept for information about the past of the city. And the librarian of the Great Library is considered to have power second to the king/queen. The Great Library is 300 ft wide and long and carries thousands of books. The Monarch's Hall also has another house at the back of it housing all the Knights of the Moving Sands or however I called them (sorry! I forgot!)
8. The Outskirts
The Outskirts are located at the end of the city, where no entrance to the city is found except for a small gate. The Outskirts have their own menaces and I created a 1d10 random encounter chart below for the Outskirts. The Outskirts is a lush green place compared to the desert Shelsharres and is 30 miles in all dimensions.
1. 1d6 goblins 2. 1d4 goblins and 2 bugbears 3. A cave leading down into a dungeon to a cult of some god... 4. A lost human from the Moving City 5. A hermit's little hut, his name is Drezdel and is actually a young black dragon that found a weird power to transform into a human. Although evil (neutral evil), Drezdel has no want to attack a city and gain power, and just wants to look at nature 6. A tomb saying in the Ancient Empiric language: "Denzerell hekth drazmen telzonn abder" meaning: "to the kings and queens of old". 7. Three kobolds 8. The entrance to the Shifting Forest, which is a forest created by a wizard in the Moving City, and placed some elves in there before their enchantment took place. The Shifting Forest is in mock of the situation that the people of the Moving City were put in, and the elves in the Shifting Forest cannot leave the forest, cannot die by age, and are vulnerable to attacks made by humans and rakshasa of the Moving City. The Shifting Forest moves only in the Outskirts, and only lasts there for one hour before moving again. Anyone who goes into the forest and is an intruder is welcomed by the good elves, but after a day in the Shifting Forest, the intruders become like the elves in the forest and cannot die by age, cannot leave the forest, and are vulnerable to attacks made by humans and rakshasa of the Moving City. The elves in the Shifting Forest also cannot go out of the Moving City if they ever get out of the Shifting Forest. 9. A tunnel leading down to a huge chamber of a slumbering tarrasque 10. Three rakshasa wandering adventurers
Size of the Moving City (including the Outskirts)
The Moving City is large compared to modern cities, and houses 200,000 people in the city part and who knows how many in the Outskirts. The city covers five square miles, and with the Outskirts is covers 35 square miles.
Heirarchy in the Moving City
1. King/Queen (and during the days of the empire: Emperor) 2. The librarian of the Great Library 3. The Royal Family 4. Nawab (priest of the Temple to the temple of the god) 5. Sultan 6. Pasha 7. Emir 8. Zeklezan 9. Knights of the Moving Sands 10. Civilians of the city
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Post by finallyfoundahobby on Jul 15, 2017 21:30:41 GMT
Unudiris (Forest)
1. low level encounter- a PC steps onto soft ground that gives way into a small pit. Inside: a giant wolf spider who'd love to eat you! In the pit is also a skeleton- PC makes a 10 or higher PER check, oh look, the skeleton has a treasure map! Seems from the map that whatever the poor bloke was looking for is close...wonder what it is.....
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Post by finallyfoundahobby on Jul 15, 2017 21:38:18 GMT
Unudiris (Forest) 2: The party comes across the tiny and humble dwelling of a forest gnome named Squintlittle. He is a little vacant and keep talking about losing his marbles. He asks the party to help him. The party may think him jsut a crazy old gnome and pass him by, but he really did lose his marbles and these marbles are magic stones into which he placed his most important memories and knowledge. (Inspired in part by the movie Hook ) Perhaps they are just lost in his house. Perhaps a squirrel stole them and has them high in a tree. Or perhaps a dark elf has stolen them to extract their precious information. If the party reclaims them for Squintlittle surely he will grant them a favor in return.
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Orinen
Squire
Posts: 41
Favorite D&D Class: Dwarf
Favorite D&D Race: Monk/barber
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Post by Orinen on Jul 16, 2017 20:50:36 GMT
OK. Time for a bit of shameless self-promotion Unudiris (Forest) 9. One of the PCs finds something he wished for really hard. What is it and how bad do things get after that? an old idea of mine that I think fits here.
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Post by DMdanielsan on Jul 25, 2017 2:24:49 GMT
Unudiris (4)
As the party makes their way through the forest, they hear rhythmic thuds approaching. A galeb duhr approaches the players, and outstretches its arm opening its hand to reveal a pixie. The pixie asks the players for their help. There is a troll who has been eating the other fey of the forest, slowly gaining characteristics of his prey.
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mjrollins
Commoner
Posts: 15
Favorite D&D Class: Bard?
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Post by mjrollins on Nov 3, 2017 3:13:54 GMT
Shelsharres (7)
On a 7, adventurers find a fulgurite (naturally occurring glass; created when lightning strikes sand. Basically). I think in the D&D setting, they should be the remnants of breath attacks from blue and brass dragons. Perhaps the fulgurite could even be a material component to a spell that harnesses the residual energy from the respective dragon's breath attack; like a one-shot dragon's breath (or a fraction of it) spell.
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Post by letterlost on Nov 23, 2021 1:22:04 GMT
Shelsharres (Desert)
8. While moving through the desert sands atop a sand dune there is an odd flat circle on the path; everyone moves around it except the PC with the lowest passive perception, who falls into a 6x6 web. Dozens of tiny spiders begin to climb up through the web and onto them (do not actually harm them). Successful strength save or attack to the web causes the PC to fall10 ft into a pit. A pit with an elderly halfling inside who just sat down to agava tea and protein (bug) biscuits. “Oh, ho ho. It’s been quite a while since guests dropped in. Now, now, calm down. Come and join me, you are getting the little ones all excited.” Meet Duffin Dodger Doogle (bard, volo’s pg. 211) and his awakened Sandpipe Spider (giant wolf spider, MM pg. 330) Peperonata and her children who are both pleasant and excited to have guests. The pair live in the desert, housed in a portable hole (DMG pg. 185); occasionally pack up the hole, travel a town, and in disguise sell “magic rope” (non magical, same as silk rope except twice as strong and give advantage to climb checks because it’s extra grippy (slightly sticky) woven from spider web). He will give you 60 ft of magic rope for free if you promise not to tell anyone where you found him (promise is non binding, but if you take the rope and keep the promise whoever fell in will have a tiny semi-intelligent (5 int) sandpipe spider pet that will grow into a medium creature with 8 intelligence over the next 10 years). If anyone should report them he has a bounty of 50 gp (it was as much as 500 gp 20 years ago when he stole Peperonata but over time their value has depreciated) but you will have to bring him in with Peperonata alive and present for the reward, the pet baby spider will leave forever.
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