| Post/Author/DateTime | Post |
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| Malcaor06-11-07, 09:10 PM | I am looking for intersting places that could be used to make a map. These shouldn't be specific places such as the Temple of Elemental Evil, but it could be the land around the Temple of Elemental Evil, and be twisted by the negative energies flowing from within. Basically if ti could eb considered its own section of a map it will fit. 1. The Plains of Thunder The Plains of Thunder are home to a unique type of plant that chimes when hit with sound waves. The huge fields of these plants cuases simple noises like a wagon to sound like thunder. Move Silently checks take a -10 if untrained, or -5 if trained. Sleeping requires a DC 18 Concentration check if the PCs ears are not well muffled. Any magic or abilities that have a sonic component (i.e. the Krenshar's scare ability) increase the resist DC by 3. If the test is passed the PCs ears ring for 2D6 mins. |
| Mr_Crepsley06-11-07, 09:11 PM | Not sure if this is what your looking for, but i have a PC thats a vampire, and certain cities have sort of 'vampire guilds' where vampires can meet, get mugs of blood, or rest. |
| Malcaor06-11-07, 09:16 PM | Not sure if this is what your looking for, but i have a PC thats a vampire, and certain cities have sort of 'vampire guilds' where vampires can meet, get mugs of blood, or rest. Insired by the above: 2. Blood valley In Blood Valley a guild of vampires has formed. Blood Valley is a major trade route and most merchants are willing to take the risk to make it through. Vampires prey on those caught in the open at night. The PCs should be well aware that there are vampires in the area before entering. At the borders there are plenty of shops that sell garlic necklaces, holy water, and stakes for people who wish to travel through. The vampires prefer to attack isolated victims, so they will usually leave merhcant caravans of fair size alone. A small group of adventurers on the other hand make for a tasty treat. |
| GeminiDreams06-11-07, 11:31 PM | The Crags of Adamantina After years of harvesting the Adamantine out of the ground to build the vast city, the land around it has become brittle and cracked. The land resembles a dried out savannah, except underneath the surface is a vast 200 foot fall straight down into sharp adamantine leftovers. Any creature weighing 20 pounds or less is unaffected by the ground. Creatures weighing 21-50 pounds must succeed on a DC 12 Balance check every hour to step lightly enough. Creatures weighing 51-100 pounds must succeed on a DC 15 Balance check every hour to step lightly enough. Every additional 50 pounds past 100 increases the DC by 5. If a creature falls through the ground, they take 20d6 bludgeoning damage from the fall, with an additonal 2d6 piercing damage from the adamantine leftovers, and 3d6 additional bludgeoning damage from falling debris. |
| Malcaor06-12-07, 06:36 PM | The Crags of Adamantina After years of harvesting the Adamantine out of the ground to build the vast city, the land around it has become brittle and cracked. The land resembles a dried out savannah, except underneath the surface is a vast 200 foot fall straight down into sharp adamantine leftovers. Any creature weighing 20 pounds or less is unaffected by the ground. Creatures weighing 21-50 pounds must succeed on a DC 12 Balance check every hour to step lightly enough. Creatures weighing 51-100 pounds must succeed on a DC 15 Balance check every hour to step lightly enough. Every additional 50 pounds past 100 increases the DC by 5. If a creature falls through the ground, they take 20d6 bludgeoning damage from the fall, with an additonal 2d6 piercing damage from the adamantine leftovers, and 3d6 additional bludgeoning damage from falling debris. wow, you shoudl rename that the land of almsot guranteed TPK. |
| bane_of_cuthbert06-12-07, 10:12 PM | 4. Krakenmount This sea-side mountain stands many miles high and is cnstantly surrounded by a massive bank of clouds that is never effected by the winds coming off the ocean. The sides or Krakenmount are perpetually slick with moisture, increasing all climb checks be 5 as normal. Instead of a peak, the mountain caps off with a huge lake almost 50 miles from side to side with a small island in the middle. The island is uninhabited and mostly barren except for a small abbandoned stone temple to a number of forgotten sea gods. Should a special ritual (as detailed by the DM) be performed here, the guardian of Krakenmount can be awakened to carry out the will of the old gods. |
| Rygos06-13-07, 02:42 AM | 5. Dungeon of Holding (this can be good for a starting dungeon for players to get magical objects) A dungeon on the top of a mountain where the players must combat orcs and wayfarers,make a few jump and climb checks in order to reach the top and will see a stone palace. Inside they will see rooms made of stone and cave rock. They must kill whoever is guarding the area.(lets say skeletons that are "upgraded" so this will not be a noobie dungeon) Have riddles such as puching heavy rocks to a floor panel.(the classic Zelda idea) give them on room with a rock which is simply too heavy to carryand is needed to place on a panel . They must explore the dungeon a little bit and find a challenging room with a couple of monsters. once they kill them,let them examine the room and find a statue of a man holding a bowl object. If the players put a rock in the bowl,the statue and the wall attached to the statue will move to have the players discover a treasure chest Inside the chest it is the "Bag of Holding", a small cloth bag that looks cheap on the outside, but inside it can hold large obects and will look like it's holding something small.In statistics it can hold up to 250 lbs. and 30 cubic ft. Don't tell the players the statistics otherwise the game will feel like a huge statistic Just give them a description to make it fun.( you can even add this line,"you can equip it to left-C, down-C, or Right-C and use the bag to hold heavy objects, large amounts of liquid or any other item of your choice." for a little zelda spoof.) There is a "bag 2" which I call the "Bag of Greater Holding" which can hold 500 lbs. and 70 cubic ft. but save that for a different dungeon. getting out of that room,give the players the feeling that they have the tool to maneuver through the dungeon. That heavy rock they couldn't lift? simple.use the bag to scoop up the rock and open the bag to have it spit out the rock and the door will open. have some rooms test out the bag's possible creative uses to make your players smarter.Have other riddles such as: 1. Have a big pool of water to the side, a big wooden elevator lift that is water powered and the maching has no water in it. Scoop up the water and put the water in a small tube connected to the wooden elevator and it will now move thanks to water that moves the little cranks and stuff to make it happen. 2.Use the Bag of Holding for combat. have medium-sized monsters that are immune to "physical" and "magical" attacks.How to kill them? trap them in the bag of holding to suffocate them.(the book guarantees that your foe(s) will be suffocated within 10 minutes or your money back) solves that little problem of immortal monsters. 3. have an electrical floating ball on a pedestal that you need to put it on another pedestal to open the door to the next room. the condition is that will shock you if you touch it. It says nothing about the bag of holding touching it. scoop the ball in the bag and go to the other pedestal and open the bag on the pedestal to open the door. Have other riddles of your choice to have your players to think outside the box involving the bag to show the usefulness of a simple item with many uses. Have a boss room.That is a MUST. Make it some 4-legged stone golem,. name him, "something cool" .he will laugh at your weapons if you use them. You can go to higher grounds to discover 4 big boulders on opposite ends . Have your players for the exeption of one or two players to distract the monster or he will chase you up there. the distractor group will keep the golem busy. The rock collector group will scoop up a boulder and tell the distracter group to lure the monster in their area so they can "drop da bomb." (remind the players to taunt the distracters saying that we are up here safe and sound and you guys are busy with the monster". the golem will notice the boulder falling on him, so he will block the boulder with on of his legs. the leg will be weak and the distracters must use their weapons and magic to finish the job and break it off. It now moves with 3 legs now and the same pattern will be repeated until he has no legs left,but he will still attack, just like the Black Knight in Monty Python. he will headbutt or bite the players. Give the head will have alot of Hit points. The players have 2 options: 1. kill off the monster regularly which might take a while. 2. have the collecttors use the bag of holding to collect the broken legs on the bottom,climb back to the top and release the legs on his head with a cinematic defeat. say "one by one the legs are cracking his head to fragment him and the last leg breaks him to pieces. Make a door open after his death,give them goodies and/or a key item and let them exit through a hidden passage leading them out. That will make a nice dungeon and an interesting place. Sorry it was so long but I got so wrapped up into this topic. it is a good topic for people who want a map filler. Hope this is good. |
| Malcaor06-13-07, 03:26 PM | Mhmm Rygos, you misunderstand the concept but thanx for the try. The idea is to make areas that could eb considered a 'zone' or 'province' on a map. Something where you leave the space open and put the name (maybe drawing in a little scenery to shwo what it looks like). A dungeon is a bit too specific for this. |
| Solian06-13-07, 04:06 PM | 6. The great waterfall In northern hemisphere there is a huge cercular waterfall, where the water falls in from all sides into a giant nothingness. Anybody that's sucked in is never seen again. Right in the centre of the giant waterfall is a floating island, floating over the giant nothingness. Nobody has ever been able to get to this island, although many dragons are often seen congregating here on specific days. |
| Elrond Hubbard06-13-07, 04:07 PM | 7. The Salted Wastes -Site of an ancient battle, where nothing has grown back after the land was burned and salted. Still, rumors of powerful artifacts and strange inhabitants persist... 8. The Witchfen -A swamp, a party of adventurers, and a covey of green hag druids... what's not to like? |
| Repirr06-13-07, 04:16 PM | 5. Dungeon of Holding (this can be good for a starting dungeon for players to get magical objects)... ...give the players the feeling that they have the tool to maneuver through the dungeon. That's a really cool idea! I wonder if you could do it with other magical items, like Murlynd's Spoon. DM - "The ogre looks hungry and starts walking towards you." PC - "I put Murlynd's spoon into a crater into the floor." DM - "The crater fills up with a strange mixture. The ogre starts eating. He's full, and you walk by unharmed." Ok, maybe not that, but I still love the idea!!! |
| Mock2606-13-07, 04:22 PM | 9. The Dwarven Highway. This is a long, sprawling, underground road that runs for hundreds or thousands of miles. Back in the heyday of dwarves it was well maintained and patrolled by dwarves and connected dozens of dwarven cities and hundreds of dwarven villages. There were even inns built along the highway so that travellers between cities and villages could have a nice pint of ale and a soft bed instead of their bedroll. Now, though, some sections are collapsed, others are overrun with monsters, but some sections are still in pristine condition. There would be ample opportunity for adventurers to go and search for some now lost/hidden/overrun dwarven settlements. 10. The Black Desert. This is a desert that is comprised of black sand (made from basalt). During the day the temperatures in this desert often rise above 150-degrees (Fahrenheit) and at night they dip down to near freezing. The black, glossy sand is great at reflecing back and retaining for a short time the heat of the sun, but at night that heat evaporates quite quickly. Additionally, there is a species of black-skinned lizardfolk who have adapted to this desert. They do not need moisture like normal, marsh-dwelling lizardfolk and they can "swim" under the sand as if it were water (though at a reduced rate of speed). And (inspired by an old 1st edition module written by Tracy Hickman) the human nomads who inhabit the desert sail around on ships with large ice-skating like blades attached to the hulls of their ships. 11. Icehold This is a very large valley set high in the mountains far to the north, and it is rumored to be a vale inhabited by (insert appropriate bait here). The reason the valley is hidden is that it is completely covered over by a glacier. Thermal pools have caused the ice on the underside of the glacier to melt and enough radiant light shines through the thick ice of the glacier for plants to grow and generate oxygen. Small vents and fissures in the ice dissipate any signs of inhabitation (like steam or smoke). The few physical "trails" that lead over and through the glacier are constantly changing due to the glacier moving and run through dangerous territory iinhabited by (insert appropriate arctic monster here). There are a few underdark entrances, but these are well guarded. And, the vale has strong magical wards to prevent scrying, detection, and unauthorized teleportation (special amulets allow the inhabitants to teleport in and out of the valley without problem). |
| Malcaor06-13-07, 04:25 PM | there's some good ideas here, keep them flowing. |
| Onikani06-13-07, 05:18 PM | Fun with trees: **** Circles: In the middle of a dense forest, have a grove-like perfect circle with no trees. No bushes, no shrubs. a few squirrels and bunnies, and perfectly manicured grass. What's it for? Dryads? Druids? Treants? A cult? Alien landing pad? Is there something underneith? *shrugs* Alternatively - a ring of trees in the middle of somewhere that trees shouldn't be, or a type of tree in the wrong area. (Palm trees in a Taiga?) **** The Spooky Tree A massive twisted, gnaled tree completely devoid of life stands ominously with life growing all around it. (Think the tree in Sleepy Hollow). This tree can be anywhere, but it's scary in a lush woods, and a mystery in deserts (how did it get here, why hasn't it rotted away, and why aren't there others?). This tree can simply be a dead tree, house something ominous (a curse, a witch, a thieves hideout, a portal to somewhere), be alive and possibly dangerous (the Womping Willow from Harry Potter)... **** Speaking trees Kinda like Treants, but these trees are essentially immobile (wizard of oz). Are they gaurdians? An alarm? People cursed to spend enternity as a tree? Do they have some vital knowledge? Have they seen the BBEG go by? Can the Pc's help them by stopping a woodpecker/termite infestation? Either way, a forest of creepy talking trees would certainly be feared by peasants regardless of any real danger it may present... **** Not To Scale Trees that are way too big. Not like Redwood forest big, i mean like Blades of grass that are 10' tall and trees that are 50' in diameter. Flowers so big you can sleep in between the petals. This is fun in that Jack in the Beanstalk/Honey I Shrunk the Kids way. **** Not trees Trees are fun, but they can easily be substituted: Cactii Giant (20ft+) mushrooms Rocks/Spires/Monoliths Any of those ideas above takes a quick fun twist when replaced by any of the above... (The Giant Mushroom forest is one of my personal favorites - you get that awesome Alice in Wonderland feel when the mushrooms are huge and the pc's are fighting insects to scale with the surrounding area. (Huge Frogs with Swallow Whole = Scary). |
| GingerbreadMan06-13-07, 08:40 PM | This thread is awesome! I'm pulling a lot of these for use in my current campaign! To Contribute: 12. The Krosian Verge (ripped from the magic card! :D ) A vast expanse of forest/jungle bordering a plain. The huge trees abruptly begin as a wall hundreds of miles long (or longer!) Across the entire wall there is only one entrance, which dryads stand watch over and warn those who enter of the great magical power of the wood. They do not take action against anyone unless attacked, but wave goodbye and blow kisses to any that continue in. The deeper one ventures into this mostly uncharted wood the stranger and more powerful the inhabitants become. The region itself never ends, whether this is a magical property or something even stranger. (in my world, the verge is actually a seamless transition to a small plane that basically is an extension from the material plane, therefore hundreds of thousands of miles deep, yet only a few hundred miles wide on the planet) The land is infused with magic, which seems to grow out of the ground in crystal formations and prismatic pools. Often magical items can be found growing in these locations. Within the region itself are smaller regions, large marshes, deserts, plains. A river five miles wide at its smallest width flows through the Verge, spliting and then rejoining later forming an island inhabited by dinosaurs. This is all I currently have for it in my campaign, but you can definately add more to it. (please post them if you do! at this point Im running out of stuff to put in it!) Basically this place should feel like a place so strange, scary, and tough, that the PCs are almost too afraid to even spend the night in it. There should always be odd and strange things at every turn. |
| calronmoonflower06-13-07, 08:56 PM | The Tree of Life: This massive tree rises out of the primal forest in which it resides like a mountain of wood and leaves. Entire cities can be found within its branches. Legends say that anyone that manages to climb to the top (an epic quest perhaps) can find a spring in witch life first flowed into the world. Anyone that drinks from this spring is said to gain immortality. |
| Mock2606-13-07, 09:17 PM | The Jungle of Ice. Imagine a seemingly tropical jungle, with all the approrpriate looking plants and such, but one that is located in an arctic setting and is covered with snow and ice and frost and such. Gods Whiskers. This is an area out in the middle of some sea or ocean where columns of rock rise up out of the water for hundreds and hundreds of feet. These pillars could be only a few feet across or wide enough for large cities or small eco-systems to thrive on the top. And, with the exception of a few relatively wide channels here and there, the seas down below are extremely rough and dangerous from waves being "bounced" around constantly between the columns. (Inspired by the Stack Islands created by Elizabeth Moon.) The Magnetic Plain. When the world was being formed an extremely large metallic meteroite crashed into one part of the planet. Now there is an area of several hundred square miles that is completely and totally magnetized. It is virtually impossible for anyone with armor or weapons to cross this area. A group of highly successful bandits live in some caves in the middle of these plains are are armed with masterwork stone weapons. |
| Sajek06-13-07, 10:13 PM | The Shining Plains This place is found in the middle of a vast and extremely hot desert. In a ten mile wide area, the ground is one giant sheet of unbroken marble, pure white in color. Centuries of winds, carrying stinging sands, have smoothened and polished the stone field to a mirror-like sheen. This, coupled with the unforgiving noonday sun, makes the whole place a ten mile wide mirror, blasting the sun's torrid brilliance into the sky. The temperature in the Shining Plains is always at least 140 Fahrenheit, and travel with your eyes unprotected requires a Fortitude save every minute to resist vision damage. The place could be seen from space, assuming such travel is possible. |
| ODB_Big_Milos06-13-07, 10:56 PM | stone planes i am using this in my current campain and its basickly hundred or so miles of just layed out stone now the interesting part is that how are they to get food or water without bringing it there or say they run out |
| batkevin197406-14-07, 01:53 AM | Staircase to Nowhere In the middle of a field is a stone spiral staircase leading up into the clouds. It goes for about 3000ft. At the very top is a button with a sign that says in all major languages and braile "Do Not Touch". If not touched nothing happens and the PCs just climbed all the way up for nothing but exercise and a great view and now have to walk all the way down again. If it is pushed the stairs become a greased slide and send them hurtling down to earth. More annoying than anything but the whole debate of whether to push or not to push |
| Malcaor06-14-07, 03:51 PM | The Plane of Heros!: On the plane of heros, everyone has super powers! However said super powers have horrible drawbacks that make them worthless. It would be best if the DM designs them specifically for a PC, but here are a few examples. Can move as though under the effects of fly, but only while touching the ground. Is flame resistant if he had goose bumps. Is invisible when no one is looking at him. |
| Volafor06-15-07, 12:26 AM | Is invisible when no one is looking at him. :P There are days when I think that might be my power. Back on topic: In [warm swamp of your choice], there is a stand of mangroves draped with kudzu and other wild vines. This stand of trees surrounds a perfectly round, rock-lined pond of black water. Unless the wind is blowing, the surface of the pond is as still and reflective as a polished obsidian edge. The citizens of the nearest town say that, when the plants around the pond are in bloom, the flowers' heads turn to follow any traveler who approaches within thirty feet, as if they are watching. |
| Zeth06-15-07, 02:34 AM | The Wastes This might not be the best name for the place- it's not really anything that could be legitimately called a wasteland- but it's just so damn weird that nobody's been able to come up with anything better. This large area ringed by mountain ranges is composed of innumerable shifting zones, each with its own different terrain- a given zone may be a lush meadow, but once you cross the zone's border you're in an arid desert. Weather and seasonal conditions are equally varied. What's more, is that every now and then- the times vary from over a year to just a few hours- the zones change as a violent eruption of magical energy sends them to a completely different place in the Wastes. The only truly consistent thing that exists spread across every single zone is a type of small flowering plant- the plant's flowers always face towards the nearest zone edge, and change color from blue to red as the zone nears its next change. These plants are always in bloom, regardless of the zone's season. Man-made structures cannot survive the transition as the zone they have been built in moves- any building will collapse in transit. As a result, some of the zones contain ruins. Peculiar creatures are said to occasionally come out of the wastes- normal monsters and animals that have been mutated by the area's wild energies- those who know what happens in the wastes (and this isn't many) theorize that they may have been caught directly on a zone border diring a transition and been warped by the power. These scholars also suggest that the wastes themselves are a throwback to the very beginning of time, created from scraps of reality left over from when the eldest gods created the world. |
| batkevin197406-15-07, 03:09 AM | Monkey Island A small forest covered tropical island inhabited by barbarian goblins who regularly sacrifice travellers, ship wreck victims and outsiders to their giantic dire gargantuan ape "god". It's pretty much King Kong but the giant monkey died years ago (bad diet of people of seawater) so what are the goblins worshipping?? Who's eating the people?? What's going?? |
| wizarddog06-15-07, 03:24 AM | The Stain Legend holds the great god of wine accidently spilled his cup upon this place turning it a brownish wasteland. Inhabitants await the coming of the great sponge where they will be wiped away to the afterworld. :P |
| Empirate06-15-07, 09:42 AM | The Titan Hills This low ridge (nowhere more than 50' high) runs in a broken formation roughly east-west. Individual hills are a more or less oblong shape, with irregularities and a rather flat top. No hill is longer than 50 meters or so, and some have smaller ridges running of as foothills. Seen from some distance away, feet, knees and heads are distinguishable in some cases. Seen from far above, the Titan Hills look like a group of 23 large, vaguely humanoid shapes that seem to be sleeping Titans. Most people tend to stay away from this place lest their footsteps awaken the sleepers. Skarm This island rises straight out of the sea, with steep, but broken cliffs on all sides. It is vaguely shaped like a bowl, with the interior being a bit lower than the sea. The island is volcanic and is, in fact, dominated by three small volcanoes very close to each other. The rock is riddled with large and small caverns and fissures, and the water seeps into these, forming many tidal pools in the interior, sometimes miles from the sea. The volcanoes are not actual volcanoes but gates to the beginning of the world. In irregular intervals, something that looks very much like small stars rises from the unfathomable depths of the craters. As soon as these stars have risen from the crater a bit, they burst into manifestations of mixed earth, flame, winds, and rain in a spectacular explosion. Sometimes, live animals and birds will form in these explosions, and sometimes colorful gases or red rain will come into being. The island is dotted with innumerable totemic statues of animals that seem to be watching intruders sharply. There always seems to stand a statue RIGHT NEXT TO YOU where you didn't see one before. Thunderfalls Citadel This ancient ruin of dark grey stone worn down by centuries of rain and wind is situated at the top of an outcropping rock cliff right in the middle of a giant waterfall. Mist constantly obscures the Rock of the Citadel, and spray makes the single glistening white stone bridge that spans the 20 fathoms slippery at all times. This is the hideout of close to 200 outlaws that have taken refuge here from the cruel Duke of Dunhills. Most of these outlaws have bitter dreams of revenge for lost loved ones, but dare not leave their safe haven in the middle of the thundering wet element. The Last Lighthouse Far to the west, far from where human-inhabited lands are, there's a long chain of small isles. None of these is inhabited save by seabirds, who come here in myriads. No trees grow, but thick, coarse grass covers the tops of these rocky islands. The westernmost of these rises from east to west, and is more than 20 meters high at its westernmost tip. Here, an ancient lighthouse overlooks the sea where no ship ever goes. It is oval in shape, and is made of powerfully built, squat stone walls more than three meters thick. A winding stair leads down far beneath the ocean floor, and in all walls and ceilings, carvings of an open, staring eye are abundant. Only by scratching out and destroying all these carvings can the compulsion to leave the stairs alone be overcome. At the very bottom of the hundreds of steps, there is one room full of more eye carvings, these more artfully done, and painted in many colors. All eyes look to the center of the floor, where a single black stone is immured among the grey stones that make up the building. This black stone draws the gaze of the hapless visitor to it, whispering into their minds. Whoever touches the black stone is lost to the ancient power trapped within. The city at the rivermouth This huge city, spread over several islands in the delta of a large river, is still bustling with life at its center and at the ancient quays. Much of its original size is slowly lost to the ever-encroaching brackish waters mingling in the delta swamps, though, and whole streets and quarters of the city have been lost to floods. Only about one-third its buildings are actually inhabited anymore, while the rest are the haunt of rats, madmen and the powerful thieves' guilds that grow fat on the rich trade that still passes through this important port. Most people routinely put a new storey on their homes every 15 years or so, since most buildings tend to sink about two to four inches a year. At very high tides, the sea has been known to invade the city and sweep its streets clear of garbage and filth, and everyone unlucky enough not to have reached high ground in time. Large fish hunt cats, dogs and even humans at these times. |
| mkill06-15-07, 01:20 PM | The Hell Rift A valley of varying width from a few dozen meters to hundreds of meters wide, hundreds of kilometers long, and filled with hot steaming lava. It is a leftover of an ancient inter-pantheon war that was fought with continent-spanning magics. While falling into the lava is still deadly, there are a few bridges spanning the rift, with sprawling, if a little rough, trade towns on both ends of the bridges. Asgrovnia Asgrovia is a small kingdom in a large mountanous area, but it controls an important traderoute across the only pass that can be crossed in winter. The population consists mainly of hard-working peasants toiling on the poor soil in the narrow mountain valleys, but high road tolls have brought some wealth, at least to the capital. The most famous products are dried ham and sheep cheese. The kingdom is controlled by the monotheistic Church of the Sacred Star, founded by an Asgrovnian martyr, about 200 years ago. All worshippers of foreign beliefs must hide their holy symbols, and spread of any heresy will face severe punishment. Travelling through this country will be quite a challenge for the party cleric, paladins and similar characters. |
| Malcaor06-16-07, 09:50 AM | BUMP |
| glorfon06-16-07, 10:55 AM | The Glass Sea Many centuries ago by a cataclysmic fire (forest fire, dragons, lighting you decide) a vast desert was melted down and hardened in a sheet of glass many miles wide and hundreds of feet thick. Nothing can grow in the glass and fauna is rare. The only people are a small band of psionic wariors who through many years of work crafted a hide out into the ground. |
| Holy_Beholder06-16-07, 01:01 PM | Water Land. There is a place of dry land, but above it are several pools of water, floating in skins. You can drag small pools behind you. If you are able to convince the dolphins to help you out, they can take you to the edge jumping between the pools. Pool of Anthropomorphism. A giant pool, at the bottom you come up at another top, and gravity has been switched. Think of a giant disk, with a pool held in the center, if you swim through the pool you get to the underside of the disk. Anyways, on the other side, the lands are exactly the same. Except for there are no humans. Instead there are medium anthropomorphic ferrets, rabbits, hedgehogs, squirrels, muskrats, and rats. There are also small anthropomorphic mice, shrews, and voles. These are the good guys. The players will **** them off if they attack the rats(because I swear, players are programmed to attack rats, never mind that it never happens in my games, I'm blaming the MMORPGs) or the others, though its less likely. They will also have to deal with medium anthropomorphic salamanders, iguanas, chameleons, ect. And huge badgers. |
| Malcaor06-16-07, 07:52 PM | Water Land Pool of Anthropomorphism. A giant pool, at the bottom you come up at another top, and gravity has been switched. Think of a giant disk, with a pool held in the center, if you swim through the pool you get to the underside of the disk. Anyways, on the other side, the lands are exactly the same. Except for there are no humans. Instead there are medium anthropomorphic ferrets, rabbits, hedgehogs, squirrels, muskrats, and rats. There are also small anthropomorphic mice, shrews, and voles. These are the good guys. The players will **** them off if they attack the rats(because I swear, players are programmed to attack rats, never mind that it never happens in my games, I'm blaming the MMORPGs) or the others, though its less likely. They will also have to deal with medium anthropomorphic salamanders, iguanas, chameleons, ect. And huge badgers. a furry's dream coem true... eew |
| Holy_Beholder06-17-07, 10:31 AM | Not furries. They wear clothes, its intelligent rodents without all the furries crap that comes along with it. And they are violent, and will brutally slaughter the PCs. God, some people always assume the worst. Its more like this. http://www.funny.co.uk/stuff/art_175-2729-Attack-gopher.html Than this http://furries.frithcat.com/sitegraphics/ChinookTitlePic.jpg Just think along the lines of the first one except with medieval weapons slaughtering stuff, heads rolling, blood gushing out of lizards and rodents and ferrets and whatever alike. Not the second one, most definitely NOT the second one. |
| Peregrine_Wolf06-17-07, 11:27 AM | A large, empty spot on the map. No label, no stories, nothing. If the PC's decide to go there, they just see a large area where the land comes to a halt(where the emptiness starts on the map), and continues down for a little while. If they decide to jump down, they reappear back where they jumped down from. Either way, soon after leaving the area, the PC's forget all about the place. =) |
| Elrabbit06-17-07, 11:31 AM | The Unsteady Ruins Long ago, a magical mishap led to a large explosion of a Wizard's tower. The explosion caused spatial rifts to open in the vicinity of the tower. Two-way teleportation gates appear randomly to various places in the world, remaining open anywhere from a few hours to a few weeks. At any time, there may be as many ten portals. A small elite force is charged with keeping things from entering the portals, as well as dispatching anything that comes out of them. |
| Ghauldin06-17-07, 12:00 PM | DragonGod's Rest: DragoGod's Rest is a very big dried up savannah (not completely there are just patches of desert here and there.). The region is named after the landmarks that resemble things that hint at the fact that a huge draconic being (the Dragon God) died here very possibly while fighting. Physical features: God's Jawbone: a group of hills that are shaped like teeth, their formation is a huge U. They are actually the points of a set of teeth of a semi-buried dragon mandible. They are covered with soil but it seems that nobody bothered to see what material are their cores are actually made of. :D Footprints: relatively large pools of water vaguely shaped like dragon footprints, the spots where the talons digged into the ground are the only places where underground moisture can come out from. Animals gather around these to drink. If seen from above an experienced tracker can tell that there was a fight from the lakes. The Mesa: Very close to the mandible lies the rest of the skull, half buried with the "nose" end jutting out. İvory grove: A small yet dense grove inside and around the almost buried ribcage. The ends of the ribs are the "ivories" magical aspects: -The dragon god's will is weakened due to passage of countless eons but draconic creatures can still feel the presence. All draconic creatures except true dragons that come close to the region are awed by the overwhelming power of the god and make lairs in the first appropriate spot. true dragons actually feel threatened rather than secure, so they tend to stay out. -Any attempt to contact divine entities(i.e. commune spell), creates a contact with the dragon god while in the zone. Dragon has no agenda and no alignment restrictions, if he knows the answer he answers in the most "normal" way possible. -if a dragon is "convinced" to cast commune while in the zone he establishes an almost telepathic bond as he is eligible to receive extremely detailed answers on any subject the dragon god knows. population: Any or all draconic cretures, and underground kobold tribes. Marsh of Slimes: The name is misleading, as the marsh is actually a single 10' deep disk shaped collosal black pudding with crusts of dirt and piles of bog smeared on it. Other oozes and gelatinous cubes do pop up fro time to time. -just imagine the possibilities of having players walking over a collosal pudding. :devil: |
| Malcaor06-17-07, 07:29 PM | The Black Sun An area of (insert terrain here) is below a magical fog that turn light into darkness. During the day the area is under a darkness spell. |
| Aucturos06-18-07, 12:10 AM | The Peninsula of Visible Polarity (from my last campaign): There's a bridge connecting two long strungs of a Peninsula. One one side it is bright and hot, almost blindingly so (but not enough to cause any effects). Any "Evil" aligned character will glow Black unless they're wrapped in thick cloths. On the other side of the divide is a land that's dark and sinister. A curtain of thick night (or luminous daytime if you're in the dark part) separates the two, and if passed into the darker side, Evil characters stop glowing, and "Good" aligned characters will glow White unless heavily clothed. |
| Mock2606-18-07, 12:25 AM | Echo Hills. This is a large area of rolling hills (in excess of 3,000 square miles) that is an excellent source of echoes. Someone standing on top of a hill can whisper and the sound will travel for miles. Someone yelling can easily be heard 10-20 miles away. Someone blowing on a horn can be heard 50 miles away. Whisper Woods. This vast, old growth forest has a species of tree that has bark that makes an excellent sound dampener. There is also a common moss that is cone shaped. The combination of the two means that two people standing 20 feet away from each other have to yell quite loudly to be barely heard by the other. |
| Crash0123456789006-18-07, 12:52 AM | Kingdom of the Seven Cities This temperate zone is a kingdom of seven allied trade cities that are on the ports of major waterways. The unity of the cities allows for a crisscrossed network of trade roads to be upkept and well guarded without straining any of the individual cities too much. The region is mostly fertile plainsland, making it a great food empire, but a few rich mountains spike up in the area with their precious metal veins still being plundered by the cities. Overall a very political area as each city tries to gain more power but not upset the other cities against it, and the varying laws can be drastically different in each city. (ie in Baron Blackthorn's city of Sven murder might just be a fine of 3000 gp because life is cheap, while in Sir Lucain's city of Bhan it might be punishable by death unless in self defence due to a LG alignment of the city). The Shattered Coast Lying below the Kingdom of the Seven Cities, the Shattered coast is the favorite haunt of thieves, pirates and other undesirables. The coastline is dotted with small islands, coves, and reefs. While boats can navigate the area, and most pirate vessels do on a regular basis, the Kingdom has declared the waters too dangerous for it's navies to enter (both due to the natural dangers and the troublesome inhabitants. The Coast has now become a wretched hive of scum and villainy, and anything can be found there for the right price. Life is cheap, and death is cheaper in this land, and be warned, for death and poverty tend to be dear friends of those that venture forth into this region. The Lost Island of Talo The Island of Talo is was an uncharted isle until recently. It's inhabitants are small gnomelike folk that are very magically oriented. This region tends to awe outsiders at it's mundane uses of magic. (Letters fly through the air to recipients, brooms and dustpans bustle about unattended and it isn't uncommon to see dogs being pulled back home by unattended leashes) The area is slightly colder than average and it rains all the time. The only downside to the little Talo Gnomes is that they're almost always drunk and love a good brawl. |
| Roivas06-18-07, 02:56 AM | The Sandstorm In the center of [any desert] is a huge constantly swirling cloud of sand spanning over ten miles in diameter. The howling can be heard from the edge of the desert so fierce are the winds and the tower of swirling sand rises beyond sight into the sky. No records exist of what created it and the gods refuse to speak on the matter even if the commune spell is used. The Living City Deep under [location X] is a vast cavern that opens to a fissure of lava. In the red light of this cavern a city has sprung up of mutated monsters that resemble certain types of humanoids only twisted and disturbing to look upon. The city itself is even worse as each building is an immobile living creature with eyes mouths and other strange features. Overlooking the city is a glowing red skull that scans constantly over the populace seeking intruders. The Great Library In the prosperous kingdom of [????] a large domed building has sat since before the kingdom was established. Inside this building are books on hundreds of subjects all written in a forgotten language. Any comprehend language spells or similar abilities fill the caster's mind with horrible images and a sense of dread that lasts for the duration of the spell or until they leave the library whichever comes first. Any books that are taken out of the library burst into flames and so the keepers of the library no longer allow anyone to remove the books. The library itself is an ancient artifact of mysterious power and the instructions of it's use are written into the walls of the library. Scholars from around the world come to this library to study the lost language and attempt to glean the library's purpose. Anti-magic mountain Along the mountain range of [your mountain range here] a single mountain stands out as aberrant. Within a mile around this mountain magic ceases to function as though the entire area is an anti-magic field. A clan of dwarfs mine this mountain in solitude seeking to discern what causes this strange phenomena. Isle of the Sacred Mountain A massive island in the island chain of [blah] is something of a mystery to most common folks. The huge mountain dominates the island jutting nearly a mile straight up with sheer extremely hard to climb surfaces on all sides. A single small shore on the island has a riddle carved into the rock. Solving this riddle causes stone steps to jut out of the cliff face allowing the person to ascend. Several other riddles test the mind of the person as they climb the stairs any who fail the secondary riddles have the stone steps recede into the mountain. Who created these steps? Where do they go? Why the riddles? The Prisoner On a lone island far from any civilization is a lone island with a single inhabitant, a 70ft tall humanoid who is chained to the mountain. His morning scream of anger can be heard from over 10 miles away and the island shakes when he struggles against his shackles. He attempts to compose himself when people visit and tries to convince them to release him. This would be a bad idea.... right? |
| Thanuir06-18-07, 10:53 AM | Excellent. My contribution is one of the inspiring kind: simply refresh this wiki page (http://random-generator.com/index.php?title=Poetic_Destinations) for more results. |
| Malcaor06-18-07, 07:46 PM | bump |
| Zousha_Omenohu06-19-07, 01:49 AM | The Valley of Plenty This valley was once the site of a small kingdom, but eventually collapsed due to strange circumstances. A newly coronated queen encountered a starving beggar on the street, and decided to take him to the palace for a feast, so she could develop good publicity with her citizens. She didn't realize that the beggar was a wandering trickster god, who felt that she was being too generous with what she had recieved. When he left, he blessed and cursed the kingdom at the same time, so that every harvest was so big that the granaries could not hold them. Eventually, after attempting to export the crops, which none of the neighboring kingdoms wanted because had enough supplies from their own harvests already, the people attempted to get rid of the excess food by eating it. It still wasn't enough and as the piles of food climbed higher and higher, so too did the waistlines of the citizenry. Eventually the queen decided to abdicate the throne, while she and her citizenry emigrated from the valley forever. Though the trickster god's magic has faded since those days, people travelling through the Valley of Plenty notice that edible plants seem to grow bigger and more abundantly here, animals have more meat on their bones and that their own appetites increase dramatically with each passing day. There are legends of merchant caravans and adventuring parties entering the Valley and emerging months or even years later, the travellers unharmed but much fatter than when they entered. Most of these legends are actually true, since when someone tastes something edible in the Valley, they begin to crave for more, and since such things are so easy to find in the Valley most visitors find it hard to stop eating once they've begun. Most adventurers avoid the Valley now, though a circle of druids recently took up residence there, starting a cult dedicated to honoring the gifts of the land, which they do by enjoying what the Valley provides for them and sharing those gifts with strangers...though they do not mention the addictive quality of the Valley's gifts to visitors until after they have tasted them. |
| someonelse81206-19-07, 10:05 PM | this is from a world I created for my planescape campaign, this was actually a moon where one side (like our own moon) faced the planet and the other side faced outer space. the side facing space had an ocean in the southern hemisphere and higher ground in the north. here is the description of the area from my notes. no PCs ever went there so I never had ocasion to add more detail. The Cratered Uplands are an exact opposite of the northern planes, craters upon and craters within craters makes this quite a mountainous area. Most of it remains uncivilized due to the fact that meteorites hit the moon regularly, and this is where most of them hit. There are scattered outposts throughout this region, ghost towns, and other secrets. The Hellas Ocean is also within this region, only the bravest of fools sail these seas. When meteors hit the water they cause massive tidal waves that can sink a ship easily. This is why most ships in this region are heavily armored submarines piloted by Gnomes. Most of the armor is on top, and they always stay deep in the hot zone where the water can slow and cool the meteorites to where they aren’t so dangerous. They mine these former asteroids for precious metals. |
| Hinthas06-20-07, 02:18 AM | There's a small island off the coast of Ripnor that has many oddities. On it, a group of peoples live there that are small as halflings, are massively built, and have dark brown skin. Our translator tells us that they grow trees that "fly". We have a hard time believing this when the fields behind the hut village are covered in sizeable root system and there are only saplings in view. Although one of the crew mentioned something about a cart with no wheels...... |
| Radijs06-20-07, 04:14 AM | The Arcane spire Aeons ago, when the first empire of man was at its greatest this monster of a tower was built. Over 10 miles wide and hundreds of miles high this massive stone structure was kept upright by powerful magic. During the first seccession wars the tower collapsed. Now the magic that kept it upright keeps the rubble afloat. Large chunks of tower, big enough to fit a village inside them still float there, only the truly brave or truly mad dare to enter it. |