Here is an overview of the Larchmere Yys region of Hyperborea in my AS&SH campaign; the article is intended to represent information readily available to player characters.
Larchmere Yys, this small frontier region between the immense Spiral Array Mountains and the swampy Dagon Bay, was settled roughly half a century ago by Apollonian pilgrims. The people of Larchmere Yys Village (population c. 300) are a peaceful folk; they grow crops, herd goats, and continue the worshiping of Apollo to this day. The settlement is surrounded by strong larch timber walls, and watchmen are stationed in towers in the northwest and southeast; they are especially wary of strangers since people started to disappear without a trace.
To the southeast lies a deadly swamp known as the Toad Bog, infested with giant frogs and aquatic hydras. It is said the swamp is cursed and those who die here come back from the dead to feast upon the living. Just outside the swamp at the coast lies another village, Pisko (population c. 150). The seemingly welcoming inhabitants of this recluse settlement are in fact Dagonites, who have sacrificed many men who were unfortunate enough to set foot there. Allegedly, there are numerous underground tunnels connecting the major buildings to an ancient temple complex. The oldest of these tunnels might even lead down to the seabed where the fish-people and their aboleth masters live in their alien cities.
The hills to the south are presumed to be burial mounds of long forgotten kings. Further south lies a deserted wasteland, mostly inhabited by purple worms. The only notable site there is the Horrid Crater, where the infamous Witch of the Barrens lairs, whose prophetic powers are sought by many daring - and oft desperate - individuals.
To the west one finds the Spider Grove, a source of excellent timber in the region; also, giant spiders. Betwixt the forest and the great Lake of Mists stands a small community of all sorts of eccentric individuals; travellers, pilgrims, brigands, and hunstmen, these men of the road have finally found peace in their lives. Velmar (population c. 200) has an aura of unearthly languor as the inhabitants seemingly ignore the outside world and live only for the pleasures of the flesh.
To the northwest lies the Crystal Lake, whose waters are famous for their restorative powers. The lake is guarded by a vicious naga, who is known to be a collector of arcane curiosities. Further upriver stands the small Esquimaux village of Noatak (population c. 150). The people of Larchmere Yys have good trading relations with the Esquimaux; the ultimate goal is to convert them to the faith of Apollo.
A place to post my ramblings on gaming, house rules, setting and adventure ideas, etc.
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Saturday, 30 January 2016
Saturday, 23 January 2016
Ten Magic Items
Ebony Bow: Shooting an arrow with this ebony dark short
bow makes absolutely no sound; however, while in hand, it also makes
its user completely mute and deaf.
Hammer of Thor: This huge two-handed war hammer should be treated as a +2 maul whose attacks make a deafening blast. Unless countermeasures are taken, the target hit and everyone in a 10 feet radius must make a Save vs. Paralysis or becomes disoriented for the next round (-2 penalty to rolls and AC), and the Referee should immediately check for wandering monsters.
Head of Habram: If a gold piece is put in the mouth of this decapitated head, Habram animates for an exploration turn. He is able to converse in all languages and he detects every lie; however, he is rather moody, so a separate Reaction roll is made each time.
Mirror of Truth: This handheld mirror shows the true reflection of everything, essentially revealing shapeshifting, illusions, and invisibility of any kind.
Not So Lucky Handkerchief: Protects its bearer from four harmful spells. For each spell blocked, however, the handkerchief's bearer becomes enamoured with the next acquaintance they make.
Ring of the Emperor: This magical ring makes its wearer's equipment (including their clothes) invisible to the eye.
Sword of Hunger: The guard of this large two-handed sword depicts a demonic face with a gaping mouth, as if the monster was about to swallow the blade. It functions as a -2 magical weapon, but upon a killing blow it transforms into a +3 sword for as many rounds as the killed creature's Hit Dice.
Vials of Capricious Fate: Three vials containing fluids indistinguishable based on colour, consistency, or scent. Their effects if drunk are the following:
Wand of Sickly Green Lightning: Green lightning strikes out from the wand hitting the target automatically and dealing 2d6 damage. Every 1 on the damage roll means the wielder momentarily loses control over the dark forces and is dealt 1d6 damage.
Witch Steel Armour: The arcane symbols on this chain mail grant its wearer +2 bonus versus physically harmful spells (e.g. Fireball) but -2 penalty versus those affecting the mind (e.g. Charm Person).
Hammer of Thor: This huge two-handed war hammer should be treated as a +2 maul whose attacks make a deafening blast. Unless countermeasures are taken, the target hit and everyone in a 10 feet radius must make a Save vs. Paralysis or becomes disoriented for the next round (-2 penalty to rolls and AC), and the Referee should immediately check for wandering monsters.
Head of Habram: If a gold piece is put in the mouth of this decapitated head, Habram animates for an exploration turn. He is able to converse in all languages and he detects every lie; however, he is rather moody, so a separate Reaction roll is made each time.
Mirror of Truth: This handheld mirror shows the true reflection of everything, essentially revealing shapeshifting, illusions, and invisibility of any kind.
Not So Lucky Handkerchief: Protects its bearer from four harmful spells. For each spell blocked, however, the handkerchief's bearer becomes enamoured with the next acquaintance they make.
Ring of the Emperor: This magical ring makes its wearer's equipment (including their clothes) invisible to the eye.
Sword of Hunger: The guard of this large two-handed sword depicts a demonic face with a gaping mouth, as if the monster was about to swallow the blade. It functions as a -2 magical weapon, but upon a killing blow it transforms into a +3 sword for as many rounds as the killed creature's Hit Dice.
Vials of Capricious Fate: Three vials containing fluids indistinguishable based on colour, consistency, or scent. Their effects if drunk are the following:
- grants superhuman strength for an hour; it also dulls the mind, meaning during this time no spells can be cast and one can only speak one's mother tongue
- grants immunity to all magic for an exploration turn, while dramatically increasing perspiration (-2 reaction and double chances of random encounter)
- turns one into an incorporeal shadow for an exploration turn; spells and and enchanted weapons may still affect the recipient
Wand of Sickly Green Lightning: Green lightning strikes out from the wand hitting the target automatically and dealing 2d6 damage. Every 1 on the damage roll means the wielder momentarily loses control over the dark forces and is dealt 1d6 damage.
Witch Steel Armour: The arcane symbols on this chain mail grant its wearer +2 bonus versus physically harmful spells (e.g. Fireball) but -2 penalty versus those affecting the mind (e.g. Charm Person).