| Post/Author/DateTime | Post |
|---|---|
| #1aberlonianMay 30, 2008 10:52:26 | 1. The Fungi Forest - Some ancient disaster left a giant crater in the ground, and killed everything inside. Now all that lives are giant mushrooms as tall as trees, various fungi and oozes. The ground is soft and spongy, and small pools of acidic water dot the landscape. 2. The UnLiving Dungeon - This dungeon was created by powerful necromatic magic. It is actually a gigantic undead creature. The doors and walls may shift position slowly over time and traps reset by themselves. The walls are made of bone, and when anything dies inside the dungeon, it's flesh rots off and it's bones becomes part of it. You can tell where adventurers recently fell, because the bones in that section of the hallway are still flexible and pink. |
| #2TovecJun 02, 2008 20:09:22 | 3. Large elaborate circus. Many rides, events, shows and circus people - bearded lady, strongman, etc. Hysterical insane-clown who uses cloud kill to cause disaster and confusion. Runs away and party chases through series of traps. Think The Joker from Batman. |
| #3idabriusJun 02, 2008 20:31:04 | Interestingly, I used a similar idea in a Spelljammer/Planescape campaign: The Forever Festival. A shard-plane that flits from location to location. Upon landing a spelljammer on it, one discovers that there are a great many merchants from the planes over as well as music and entertainment. In fact, one of the forms of entertainment is a stage, which stands empty for most of the day. There is only one performance, this detailing the life of a plucky halfling (played by a real halfling!) who wanted nothing more than to sail off into the Phlogiston but was too poor to do so. Stowing away aboard a ship, he eventually wins his love interest and the ship as well. The secret of the Forever Festival? The merchants are folks who landed and could not leave. Anyone who puts a helm on and tries to take off will likely find themselves grounded. They are being coerced by powerful magic; some of them will strain against it and their smiles will become forced as they try to whisper to the PCs to flee. Its difficult though. You see, the halfling (I forget his name) really did want to ply the Phlogistic Seas. However, when he was discovered hiding on board a spelljammer, he was thrown overboard. He drifted for days, living off of a dwindling pocket of air and slowly freezing to death, before he was found by Her. She lived out in the Dark Spaces, and She took pity on him. She made the fragment-plane the Forever Festival is built on, and She tried to make him happy. She wasn't a normal woman, nor even a normal... thing. Her form was horrible to behold, but still She wanted him to be happy. She made the Festival so he could go from world to world, but She didn't want him to leave Her, for She needed him so. Yes, people sometimes escaped the Forever Festival, but only those who didn't realize its true nature. This drew others in. Every once and a while She needed to feed. At first he relished it. Damn those who could travel in Spelljammers and live lives of ease! Let them be consumed! As time went on, the eeriness, the loneliness, and the darkness of the Festival began to crawl under his skin. The brightly painted tents and happy musicians could not cheer him any more, nor make the horrid butcher's work he sometimes performed on his tenants any more bearable. In the end, he let the PCs kill him after a half-hearted combat. She was not so easy to defeat. |
| #4jdarksongJun 04, 2008 8:38:56 | 4. Mountains Edge: A precipice of rock juts 80' out at a parallel to the mountainside. It is covered with lush vegitation, contrary to the mountain itself. At it's end is an ancient druidic circle, that glows with a faint green mist under a new moon. 5. Arak's Pit: A Blue Hole off the coast was once a dwarven settlement led by the ancient hero Arak. Geographical shifts millenia ago turned this into a blue hole, that is now inhabited with the undead remains of the people who once lived in the dwarfhome. |
| #5aerastamJun 04, 2008 17:04:29 | The Ashar Canopy: A centuries old, massive forest of night with the ruins of an ancient city at its center. The city is a breeding ground for undead and abberation alike. Creatures spawned in this unhallowed place are not like anything ever seen anywhere else in the world. Today, the forest is primarily uncharted as nobody dares enter. No town is built within 10 miles of this place. Any who enter the 10 mile radius of the forest can hear its call. It hungers for more souls. Constantly calling out to and luring in any life that it can. Those who fall to its call, are never seen again. Little remains of the ruined city. Most of what is still intact is little more then catacombs and dungeons. At the heart of the ruins is the beast's lair. Trapped by powerful and forgotten magics, this is the voice behind the forest's huanting call. Though trapped, its influence seeps out of its unnatural prison. Without even facing the beast, one is challenged by its mental compulsion and constant breeding of horrors. History of the Ashar Canopy: Centuries ago, a massive war lead to the destruction of this city of Ashar. Unable to defeat the godlike beast that warped the bloodthirsty minds of the people of Ashar, it was sealed into its lair (a massive underground compound beneath the city). The people of Ashar where systematically defeated or driven back into the forest. Sadly the vicotrs did not know that the beast would then turn to fallen into even worse monstrosities. Fortunately however, once made into the monsters that now inhabit the forest and city, they where bound to the forest just as the beast is bound to the city. It is rumored that the beast became as powerful as it is after discovering and imbibing a shard of Divine Essence (a fragment of a dead god's soul), thus granting it unknown and unbelievable power. |