Showing posts with label 14. Show all posts
Showing posts with label 14. Show all posts

Friday, April 15, 2016

Hex 14

14.  Faller Village and The Tumble (Western Hex)

            This village sits at the cross roads of King’s Way (East West) and the Forest Road (south) which becomes Mine Road (north). About 50 buildings are arrayed around the village square, most of which are homes. Notable buildings in the village are a Common Barn (A), village Chapel (B), Traveler’s Rest (C) and local Headman’s House (D). Most of the townspeople are farmers, though one is also a decent farrier and another works leather competently. The village is fairly poor, though not destitute. Most of the people look out for one another and, while travelers come through fairly regularly, they are wary of strangers. Some unusual goods might be able to be obtained in the village, though at a steep cost. 

On the east side of the village the ground rises in a steep slope topped with ruins. The locals call the ruins "The Tumble" and rarely bother with them, unless they need stone for some project or another.  Occasionally children will play in the tumble, though parents (rightfuly) discourage it. These are the Ruins of St. Turias' Reliquary. Deep beneath the ruins is a secret which enthralls the people of Faller Village.

NOTE: Faller Village and the Tumble are fully detailed elsewhere.

TO FINISH: Maps, Image

Monday, March 28, 2016

Hex 14

14.  Hall of the Gnome King (Eastern Hex, in the ridge)

On the eastern face of a low mountain is a forgotten door. Few of the locals know about this place, and those few who do know this place shun it for being haunted by evil creatures. Occasionally some weary traveler will find his way to the door, seeking shelter from a storm or wolves or some other danger. Those people always disappear.  Around the door are a variety of footprints (belonging to the denizens of the Hall of the Gnome King, as well as his most recent victims, if any - see below) that can be clearly seen. The ground immediately around the Lonely Door is fairly barren so there is little cover under which to approach the location by stealth. However, the greater area is rather overgrown, so there is plenty of cover from which to observe the door. There is a cumulative 2% chance per hour of observation that a group of 4 Long Arms and 2 Chitterers (See Appendix – New Monsters) will emerge from the door.

The lintel over the door appears smooth but on close inspection, it is well weathered stone that was once carved in some kind of runes. It might be possible to discern something of what was once written there (in ancient gnomish script, “The Hall of the King Under the Mountain”).

The door itself is a smooth stone slab on which is carved an ancient gnomish rune for happiness or pleasure or enjoyment. There is no obvious means of opening the door.

There are two ways to open the door, which is immune to physical (and magical) damage.. When the door opens, faint music can be heard from below. The door can be forced open with a combined 46 Strength, though there is room for no more than 3 people to push on the door inward. Forcing the door open functions exactly the same as if the door is unlocked (that is, it will remain open for three rounds, then close and not open again for the same person(s) for 48 hours). To unlock the door, a person must trace the rune with their finger, and the door will open inward and remain open for three rounds, after which it will close and not open again for the same person for 48 hours. Inside, stairs lead down into the darkness and faint music drifts upward. Once the door closes, from the inside, it becomes solid stone wall. The rune to open the door from the inside is in the chamber below.

NOTE: The Hall is a "Highlands Location" that is fully detailed (about 20 locations, a handful of new monsters and magic items)