WIP Draft of Intro+Grottoes I-II here: https://drive.google.com/file/d/1eBLYxw-iRIZYIu_aZNF1lwxlAVpBBTI2/view?usp=sharing
Rough Node Map for Grottoes: https://drive.google.com/file/d/1VdKVzHK4177h-2vipo1OZEsYCQ4bJ9PM/view?usp=sharing
What are the Grottoes of the Fallen Feyarchy? They are ten
sea grottoes (including two underwater) arranged on a 20-mile sweep of a subtropical
coast. A great city was built here – the capital of an empire ruled by an
alliance of High and Aquatic Elves. That empire, and the city, fell. Eight of the
Grottoes – the “urban centre” – were sealed off by a magical glamour that protected
them from both sight and access from the outside world. Though in significant
ruin, these Grottoes still largely retain the old structures of the Feyarchy.
They are also still inhabited by some of the sentient peoples of the Old
Feyarchy, as well as newer – more dangerous – incomers. The remaining two, the
pleasant rural hinterland, were settled by other sentient beings over time,
with nearly all trace of the Feyarchy covered by the sands and swamps.
But now, the Glamour has begun to fall, and the Grottoes are
open to exploration and exploitation.
At a basic level, this is a location-based campaign. Players
decide where to go and what to do, with curiosity about a fallen world and a
desire for treasures typical motivators. However, there are a variety of
subthemes which players can take or leave: many marvellous devices of the old
Feyarchy are reparable if enough time and thought is put into them; there are
still several Good or Neutral sentient tribes in the Grottoes, who are in grave
need of help; there is the mystery of the Feyarchy’s fall to discover hints
about; there are timeline-based events which represent the influx of
adventurers and other effects of the Fallen Glamour; and there are dark machinations
on the part of an Aboleth to combat (or aid).
I’ll be releasing the first three Grottoes in the next week
or so, along with some of the campaign-framing material. These aren’t
playtested – they’re raw materials for my own upcoming campaign. However, other
eyes are much appreciated, and I think they are mostly usable as they are. Do
get in touch with any feedback.
The Grottoes are:
v
Grotto I (1st Level, Base): Coconut
Beach. No Glamour. A Human settlement of voyagers from across the seas. Over
the course of the campaign, their relatively stable life will be upset by an
influx of adventurers from the North, as well as dangers from the newly
revealed Grottoes. This is a fully detailed settlement, including timeline
mechanics for the Grottoes Goldrush. There are also several micro-adventure
locations, and one small mid-level locale hidden in plain sight – the Torus
Embassy (5th-7th Levels), the planar embassy where the
Feyarchs met with their Marid allies.
v
Grotto II (1st-5th
Levels): The Mangrove Swamp. No Glamour. A wilderness crawl with several
locales. The most significant of these is the “nearby low-level dungeon” – the Lair
of the Mangrove Bandits, a tree village of Tasloi who annoy the nearby Humans,
their own swampy neighbours, and coastal traffic. There are also settlements of
Muckdwellers (who worship a comatose Kuo-Toa) and Grippli, a thoroughly awful
grove with great treasure but also a Hangman Tree, a Pilfer Vine, and kamadan, and a Monk’s Cell with an annoying
threefold lock which houses the last sane Feyarch.
v
Grotto III (2nd-4th
Levels): The Flooded Gates. Fallen Glamour. A 28-room dungeon over three levels.
The upper two levels are inhabited by a Sea Hag (who you can kill or seduce)
and her Troglodyte lackeys, the lower levels by Lacedons, an Olive Slime and
its offspring, and a Giant Crocodile. The Gate mechanism can be repaired, and
the magical artillery in bunkers above turned to use.
v
Grotto IV (2nd-5th Levels): The
Crystal Dock of Teril-Cora. Glamour Operational. Accessible from the Flooded
Gates. There are ruined harbour buildings and a marina here for overland
exploration, as well as some underwater locations beyond. There are a Sirine
and a band of Selkies here, amongst other things.
v
Grotto V (3rd-5th Levels):
The Cerulean Beach and Bay. Glamour Operational. The Triton warrior and
entertainer castes of the Feyarchy still dwell here in the semi-ruined suburbs
that bridge sea and land. There’s a patchwork Waterworld feel to their
settlement. The centrepiece dungeon here is an abandoned monastery somehow
implicated in the fall of the Feyarchy.
v
Grotto VI (4th-6th
Levels): The Rose Reef of Old Kaizun. Glamour Operational. This coral reef is
the home of the Aquatic Elves, now xenophobic and increasingly desperate, as
their reef slowly bleaches and the local fauna mutate or die off from magical
pollutants. They cannot reach the source of the pollution because of the
powerful colony of Ixitxachitl beneath the Reef.
v
Grotto VII (5th-9th
Levels): The Towers of the High Feyarchs. Glamour Operational. The Eightfold
Plaza with the eight great towers of the High Feyarchs now stands in ruins,
with only two of the towers fully intact, and one intact but leaning precariously.
A maddened Feyarch controls the Grand Library of the Gossamer Sages, locked
behind powerful magics and with many servitors. A Marid (the Shah of Cracking
Ice) is trapped in the dysfunctioning Planar Concourse, and will be firm
friends with any who free him.
v
Grotto VIII (5th-8th
Levels): The Deep Farms. Glamour Fallen. The Locathah farmer caste of the
Feyarchy still dwell out here, though with only partial control of the
dysfunctional genetic labs and food-production facilities that fed the whole
Grottoes. Since the Glamour has fallen, they have been raided by Sahuagin from
further out in the ocean.
v
Grotto IX (7th-10th
Levels): The Labyrinth of Ink. Glamour Fallen. The old catacombs of the
Feyarchy are uneasy, with a Morkoth having drawn Aquatic Ogres under his sway.
A Lawful Good Mummy seeks to protect the sanctity of the Catacombs, lest the
ancient dead should rise and swarm the surface. At the concealed clifftop
entrance to the Labyrinth is the locked Temple of Purity – still inhabited by
the Unicorn Priest and Priestess of the old Feyarchy, and their daughter.
v
Grotto X (9th-12th
Levels): The Dark Mere. The ancient magical forge of the Feyarchy was built on to
this sunless lake. An Aboleth from Beneath now rules a small kingdom here which
threatens the rest of the Grottoes and, indeed, beyond. The only resistance
here to its reign is, of all things, those Troglodytes who did not join with
the Sea Hag (Grotto II).
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