Thursday, September 3, 2020

Ruined Limnus Encounters

This entry follows up on my previous Ruined City of Limnus post. Here I've included a table of random encounters for the ruined city, and two additional adventure sites in the nearby valley. There is much more content for this setting that I'm in the process of polishing up so stay tuned!


Ruined Limnus Encounters

  1. Corpse of a long-dead adventurer. Iridescent purple flowers grow rampantly out out its eye sockets and mouth. If a creature get too close, they are seized by its intoxicating fragrance. An adventurer must save v poison or be compelled to obsessively smell the flowers. The victim's nose is stained purple, they lose their sense of scent, and exude a lingering floral aroma for 1d4 days. Insects, especially the pollinating one's take a strong interest.
  2. Area conceals a narrow and winding burrow that opens into a bone-littered nest, containing 3 displacer beast cubs. The cubs will yowl loudly, possibly attracting the attention of an adult Displacer Beast if disturbed. There is a 1 in 6 chance an adult parent will be nearby.
  3. A sinkhole opens up beneath a party member. Save or tumble 2d10 feet down into a crystal filled pit. The fall causes 2d4 damage from the impact and scrapes. The crystals can be chiseled out and sold at a value of 50 gp per sackful, however, each attempt to harvest them runs the risk of slicing one’s self on their sharp edges.
  4. A character disturbs an underground nest of giant stinging hornets. The swarm stings for 1d4 damage, but the venom contains a powerful intoxicant. If stung, the victim must save v poison, or strip naked and fall into a euphoric trance. The venom can be harvested (2d6 doses total) and sold for 20 gp per dose.
  5. A grove of animated trees begins to circle the party and close in when they turn their backs. If they can get within 10’, they will lash out with their whipping roots and branches and attempt to stuff an adventurer into their long sideways maw. The tree's maw is filled with sticky sweet smelling sap that covers and coats anything it touches. The sap is highly flammable and burns hot and for a long time if ignited. Fire inflicts double damage to the trees, but also to anything else that is coated in the sap. Bird nests within the trees glisten with small coins, baubles, and pieces of valuable crystal gathered from the ruined city.
  6. A large stag is seen staring down at a crevasse in the ground. It bounds away from any approaching characters, but keeps careful watch from a distance. A beautiful doe has fallen into the crack and is trapped at a depth of about 10 feet. If the PC’s manage to help the deer out, the two animals bound away. Any character who has helped the animal receives the effect of a “bless” spell for the rest of the day.
  7. A distant melody upon the wind and a large bird-like shadow falls across the ground. The harpy swoops past like a winged shadow and drops a chunk of heavy masonry upon the party.
  8. Something shuffles out of a nearby shadow. 1d4 mushroom zombies lurch toward the PCs, their bodies thick with rubbery orange fronds. Every time the zombies succeed on an an attack the pc must save v poison, or take an additional 1d4 damage from sudden fungal infection (and an additional 1d4 damage every day thereafter). If the pc dies from the infection, they rise as a fungi zombie in 1d4 rounds. Holy water & sunflower seeds from the Sun God's temple as well as fresh bloodberries can cure the infection.
  9. A small party of 1d3 kobold are found overfilling several large sacks with bloodberries. They are cowards and will more likely flee than fight, but would give up information if threatened. These kobolds reappear in the forthcoming "Sacrifice for the Bearded God" adventure. (1.Nukk- blue scales, has a necklace of mouse skulls and shiny rocks, is eating a bag of blue mushrooms, 2. Fung- green scales, wears a decomposing possum tied to his head, Jibjib- rusty brown scales, carries a stick with a large dead bull frog nailed to it, which he licks from time to time).
  10. The party passes through a sudden cold patch, and hears distant screams. They see a a group of people cowering, as a huge piece of masonry tumbles upon them. Upon inspection there are no people, only a cache of old crushed skeletons beneath the stones. One carries a key, that unlocks a chest of treasure somewhere in the ruined Noble District.

 Limnus Valley Sites

Smelting Complex

  • A wide and fast moving stream stream cuts through this area. The remains of a sturdy stone bridge lies collapsed into the rushing waterway. 
  • On the steep western bank- the stream flows past the ruins of a smelting complex. The shells of numerous large, roofless and crumbling stone structures are built against a rising hillside.
  •  A great stone furnace some 25 feet wide and 40 feet tall dominates. Remnants of coal and slag deposits are scattered throughout. A 20 foot tall waterwheel lies broken and hanging in the stream within a shattered wooden housing. 
  • Four hungry Rust Monsters make a nest within the furnace (1d4 eggs). They will dash aggressively toward any loud sounds in relentless search of metal to consume.
  • One of the smaller buildings close to the chimney has a collapsed wall, and a large quantity of coal is spilling out onto the ground. The building itself is still filled with a massive quantity of high quality coal. 
  •  Buried within the coal pile are 1d4 zombies. They attack anything disturbing the coal bin, dragging it it down beneath the coal. Each zombie carries a small treasure parcel the rust monsters haven’t been able to consume.

Miner’s Canyon

  • The edge of this canyon drops 60 feet to the floor below where a scattering of boulders and thornbrush trees punctuate a flat, dried mud floor. On the western side an overgrown wagonway winds it’s way down to the ground. 
  • Dozens of rotting gray wooden shacks are crowded near a dried creek bed near the southern wall. The roofs have mostly collapsed and many of the structures are barely standing.
  • Giant insects nest here, in pits and tunnels beneath the shacks. Any curious adventurer has a chance of disturbing a horrible crawling, biting thing. [1. Giant Centipede, 2. Fire Beetle, 3. Cave Locust, 4. Rot Grubs] Within the nests, some of the miner's most cherished treasure can be found among the bones of the dead. [1. Tunnel stuffed with bones and 6d6 silver pieces, 2. A trapdoor with a chest containing an ancient dwarven helmet of exquisite craftsmanship, 3. A skeleton clutching a small jewelry box (gold ring set with an emerald, an inscription "to my beloved"), 4. A leather pouch containing 1d6 golden giant's teeth]
  • On the north wall a rock scramble leads up to a series of cave openings at an elevation of about 40 feet. Any character approaching the northern canyon wall will hear the sound of a child's cry coming from the largest cave mouth. If the PC’s get closer the crying turns to pleading, "Can you hear me? Help me! I’m trapped in here!”
  • The voice is fact an old Leucrotta who is hungry for humanoid flesh. He will lure characters up the cliffside and attempt to shove boulders down on them while they are climbing or kick them off the cliff once they’ve arrived at the top. In between attacks, he will retreat to the cave and mimic the voice again, begging to be set free from “the monster”. There is a cache of valuable treasure in the Leucrotta’s lair.


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