Bless'd Environs pt. 1

Heaven is sick but her environs still bless'd. Below are things you can expect to find in  your travels. Roll 3d6 twice on any tables.

* Indicates Monster in Bestiary. No * indicates normally non-hostile part of a faction.


Ashpits

It rains acid and ash, never just water. Vast fields of grey. Burned, crumbling ruins--stones with soot-silhouettes of heretics and forgotten lovers. Dunes hundreds of feet tall. Pieces of churches, palaces, ziggurats, cemeteries, homes, all buried under them. Vast, black ashstorms angrily race across the horizon, filled with Draconic Radiance (once dragon sickness, now renamed). Flashes of lightning and peals of thunder prelude them, follow them. This is the speech of  dragons who set storms loose upon us. Long trains of burning ghosts travel with pilgrims seeking lost holy symbols and behind them the Gatherers, following their lead.

Beware...
  • Bury underground if an ashstorm approaches. Those caught are blasted by Draconic Radiance and turn into drakes or worse things still.
  • The louder the thunder, the closer a dragon is. Thunder is dragon speech, and sometimes spells come hurdling from hundreds of miles away to smite travelers. 1-in-6 chance every 24 hours or save vs magic against a spontaneous fireball, lightning bolt, or curse.
  • Gatherers follow trains of Pilgrims and Ifrit. They will suggest you follow them too, if looking for a city not yet looted. Get to close, however, and you risk hearing their cries. Save vs polymorph or combust into flames, taking 2d12 fire damage for 5 minutes or until put out.
  • Acid rains from the sky, along with black, soot-filled rain. Every 24 hours there is a 1-in-6 chance of either raining. The first deals 1d10 damage to anyone rained on. The second stains skin black and grey, increasing Draconic Radiance by 5 points.
Random Encounters

3d6
You encounter...
It is...
3
A Dragon*
Mating
4
Murder of 4d20 + 10 Wymrlings*
5
Pack of 1d4 Direwolves*
Looking for Black Lotus
6
7
Hunt of 1d6 Burned Megalania*
Looking to eat somebody
8
9

Cackle of 3d20+5 Spotted Hyenas*
Fleeing Something Else
10
11
Trying to find the City of the Dragon Wives
12
13
1d6 Gatherers
Searching for Mythical Artefacts
14
15
5d20 + 10 Ifrit and Pilgrims **
Slaughtering another encounter (roll 2nd encounter)
16
17
1d6 Old Dragonslayers
Dying
18
1d4 Dragon Wives

Blood Bog

Ash-slush. Blood everywhere, sometimes brown, sometimes black, sometimes crimson. Deep enough to drown in at points, rarely dry land. Trees and vines and grasses are the tombstones of dragons and wives. All is red save the wood, which is slate grey. Odd sounds; things get distorted inside of the Blood Bog; howling, hisses, sounds of great animals fucking, screams as phantom people are eaten. Dragon bones tilt, ancient monoliths, broken and chipped, for when a dragon of poison dies this is what is born. Anywhere from 6-36 miles in size, only multiples of six. Travelers always watched by 1d6 kobolds.

Beware...
  • Blood-Scale Hydras--massive, 7 headed wyrms--are born exclusively in Blood Bogs. They carve out large territories and kobolds serve them as knights do lords. 
  • Black Lotus is a sentient lotus. Once drawn close to, save vs poison or get sprayed by spores. Every 24 hours, make another save. On a failure lose d6 con and a black lotus sprouts from your body. At 0 con die and become Black Lotus bush.
  • Blood Bogs contain more radiance herbs then other environs. 4-in-6 chance to find an herb.
  • The blood can be drank as if water. For every gallon consumed, increase Draconic Radiance points by 1. 

Random Encounters

3d6
You encounter...
It is...
3
Blood-Scale Hydra*
Mating
4
Young Dragon*
5
Hunt of 1d4 Ghul Drakes*
Looking for Black Lotus
6
7
Hunt of 1d6 Bless’d Komodos*
Eating somebody
8
9

3d6 + 4 Kobolds*
Looking to eat somebody
10
11
Drinking dragon blood
12
13
1d6 Irradiated Souls*
Gathering rare herbs
14
15
1d20+5 Bless’d Blood Worms*
Setting trap OR lying in ambush.
16
17
Gatherer
Sleeping OR hiding from nearby predator.
18
Old Dragonslayer

Pyre Cities

Graves of the Old Opal Kings. Hundreds of cities, burned down. Half-buried in ash pits. Sobbing echoes off the stone and lures one in further. Grain stored, weapons hidden, artefacts locked up and the keys melted to slag. Tall towers knocked down. Palaces with rooftops caved in. Stairs that lead nowhere. Throne rooms filled with opal and bones. Dark places underground, half-filled with blood, half-filled with bleeding things. Signs of life--footprints, hymns, laughter, festival sounds, but no one to make them. Soot-silhouettes on virtually every wall, and some have so many that the wall is jet black and eats light.

Beware...
  • Lighting a bonfire will cause the dead to manifest inside of it. 4-in-6 chance they will answer any question you ask. 2-in-6 chance that an Old Opal Wraith is summoned, who will summon forth a guard of Ifrit to fuck your day up.
  • Dragons often lair in Pyre Cities.
  • Traveling by yourself attracts Ifrit and the dead. 5-in-6 chance of getting lost and falling into some ancient dungeon with no way out, or just disappearing. Decreases by 2 for every additional person with you.
  • Touching a piece of stone completely black causes the soot to reach out and grab you. Save vs grapple or else be restrained against the stone by dozens of obsidian hands as an Old Opal Wraith approaches to sacrifice you.
Random Encounters

3d6
You encounter...
It is...
3
A Laired Dragon*
Sleeping
4
1d8+1 Tzitzimitl*
5
1d6 Bēvar Asp*
Praying to Holy Symbol
6
7
The Cipactli*
Hunting another Encounter
8
9

1d10 Gatherers
Looking to pass on a message
10
11
Looking for Lost Treasure
12
13
1d6 Soot Shadows*
Searching for Mythical Artefacts
14
15
5d4 Pilgrims*
Protecting Something Sacred or Valuable
16
17
Haunt of 2d20 Ifrit*
Carving Prophecies into Stone
18
Old Opal Wraith

Shattered Crowns

Jagged mountains. Broken peaks litter slopes like shards of glass. Black grass, black snow, grey ash--all three blanket everything. Stone is all solid opal. Dirt is irradiated soil from which the black grass grows. Deep, yawning caves. Rivers of stark white water. Thunder of dragons booms throughout the valleys. Thousands of miles of opal mountain, which soon becomes normal mountain, where the Draconic Radiance is weak and trees, grass, and snow leopards live normal lives. Sudden avalanches of bone and angry drake. Temples, forgotten, built into cliffsides. Some hidden away, filled with monk-bones, where long scrolls of copper hold the secrets of reincarnation. 

Beware...
  • Loud magic, lots of screaming, or vicious battles can trigger avalanches. After every encounter or spell cast, 1-in-6 chance of avalanche. If all creatures in the avalanches path have 5 rounds to find shelter or die in the avalanche.
  • Temperatures fluctuate into extremes. Dips into -40 at night, and raises to over 100 C* during noon. 4-in-6 chance every 12 hours for normal temperatures.
  • Dragon lairs are buried underneath opal, stone, grass, and broken temples. Every 24 hours, 1-in-10 chance of stumbling into a dragon's lair if not looking for one.
  • The mountains are alive, but dying. 1-in-6 chance whenever dreaming that spirit of the mountain appears in your dreams, communicating a prophecy of some sort.
Random Encounters

3d6
You encounter...
It is...
3
A Mated Pair of Dragons
Mating
4
Murder of 10d20 + 10 Wymrlings
5
A Dragon*
Sleeping
6
7
1d4 + 4 Wyverns*
Hunting another Encounter
8
9


4d20 Kobolds*
Looking to eat somebody
10
11
Looking to Murder Somebody
12
13
1d6 + 1 Dragon Wives
Dying from wounds from a nearby encounter
14
15
1d4 Old Dragonslayers
Protecting Something Sacred or Valuable
16
17
A Draconic Saint*
Performing a Profaned Ritual
18
A Burned Widow*

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