The Miser's Mine might sound familiar. The abandoned village and the Mounds of the Old Kings especially piqued the interest of my players. I'm eager to see what they find there.
Monday, October 28, 2013
Thistlethorn Forest [Mini-Map Monday]
We're playing Beyond the Wall and Other Adventures at home. The heroes recently found a map detailing part of the Thistlethorn Forest, the goblin-haunted woods that lies just beyond the wall of their home village of Seaford. I drew up the map for my players, including a bunch of interesting-sounding places in hopes of sparking their adventuresome interest. Now, I'm going to share it with you.
Monday, October 21, 2013
The Wizard's Basement [Mini-Map Monday]
Beneath the ruins of an old castle lies the Wizard's Basement, where Catelmaar the Caster plied his trade. The door to his laboratory is locked with a complex magical ward, while the crypt provided the old warlock with plenty of raw materials.
Sunday, October 20, 2013
Welcome to Rook's Landing
Rook's Landing is the starting town for the PCs when they first arrive on Abaddon. Here's some points of interest, people to know, and a rough map of the town.
Temple of the Divine Couple
Harlowe and Daenae Argosia (Clerics 6, Lawful) are the husband-and-wife clerics of Bramah and Unastre, respectively. Harlowe’s voice is harsh and raspy, due to throat wounds. Daenae is missing her left eye. No potions to sell, but has holy water in steady supply.
The Sundered Shield
Jona Killwarrior (Magic User 5, Neutral) runs this inn and tavern with his wife Mara (0-level, Neutral) and their son Bolo (0-level, Lawful). Big burly man. Doesn’t put up with trouble-makers. Former adventuring companion of Lord Rook. Bolo wants to be an adventurer; his parents are dead against it. Old Tooley (Fighter 3, Neutral), the town drunk, is almost always here.
The Cock and Titmouse
Granger Redlock (0-level, Neutral) is a rough, aging woman with silver-red hair who runs the cheap, shady tavern down by the docks. Caters to sailors and vagabonds.
Town Guard
Katarina Steele (Captain 5, Lawful) is the commander of the town guard. She was a henchman of Lord Rook, and is very loyal. Steele is in charge of 12 guards (3 x Fighter 2, 9 x Fighter 1). Three shifts of four guards at any given time.
Hammer & Tongs Smithy
Groat Hammerlock (Dwarf 4, Lawful) runs this smithy with his husband Jimminy Tongs (Gnome 3, Lawful). Sells most weapons and armor from the core book. Hammer is a fine blacksmith. Tongs makes weapons and armor. They have four young 0-level humans as apprentices. Hammer and Tongs have “adopted” a baby kobold named Hurgyip that they are convinced they can turn to the side of Law.
Stonemasons’ Guild
Lord Rook recently brought over a small coterie of seven dwarves to rebuild the curtain walls around the town. The dwarves are led by Gildura “Momma” Holdvault (Dwarf 6, Neutral). The guild hall has its own invite-only tavern, and does a side-business in gem trading and appraisals.
Docks
A small fleet of fishing boats leaves the docks every morning, led by Jenny Codsdaughter (0-level, Neutral) who took over for her father three months ago after he was eaten by giant eels. Ships coming and going from the Imperial mainland must check in with the dockmaster Janders Maderlay (Fighter 3, Neutral), a former pirate with a pet miniature flying squid.
Hawk’s Trading Post and General Sundries
Run by former mountain-man Rancibold Hawk (Ranger 3, Lawful). Former henchman of Lord Rook. Always jokes that “mycommanding officer, General Sundries, isn’t in today.” Sells most equipment from the core book except weapons and armor. His old wolfhound Jake sleeps on the porch.
The Compass Rose
Map shop and cartography run by Luminous Rose (Elf 5, Neutral). She often hires adventurers map out new and unknown areas. He homeland is a mystery, and no other elf has heard of her.
Rubbish Heaps
The town heaps its garbage in a small depression north of town. Volkar the Grooch (Grooch 6, Neutral) claims this as his own territory. He goes through Rook’s Landing every night with a large cart, collecting trash.
Yeastworms’s Quite Impressive Original Brews and Spirits
Hissskafluur Yeastworms (Moleman 3, Lawful) runs this brewery. He does a fine business in human beverages. He may pay adventurers good coins for exotic ingredients to make obscure brews.
The Mills
Zephram and Molly-Ruth Gristgrinder (Halfling 1, Neutral) and their 13 children run the grain mills on the south end of town near the river. Granny Gristgrinder (Halfling 6, Neutral) is over 100 years old and runs a bakery right next to the mills. Thanks to all the low-level adventurers travelling through Rook’s Landing, there isn’t a giant rat to be found anywhere in the mills.
Katzenjammer’s Thoroughly Modern Apothecary
Dr. Malachai J. Katzenjammer (Gnome 2, Neutral). Can identify potions. Has 1d4-1 potions to sell at any given time. Sells “Dr. Katzenjammer’s Excellent Rejuvenating Elixir” for 50gp a bottle (heals 1d4 hp, spoils in 7 days, may have other side effects).
Kale’s Livery
Hondo and Jasmeene Kale (0-Level, Lawful) run the stables and livery with the help of their five children. Horses are in short supply, but mules are readily available. Wa horses are particularly hard to come by, and are almost exclusively bred by Lord Rook.
Rook’s Landing
Only permanent Imperial settlement on the island of Abaddon. Founded by Lord Tiberius Rook in 2173 (three years ago). Reclaimed an ancient keep of unknown origins on the east coast of Abaddon. Wooden palisades and ruined stone walls. Walls currently being reconstructed by dwarven stoneworkers. Farmlands and grainfields surround village.
Approximately 250 residents. Mostly farmers and fishermen. Many travellers and adventurers coming and going from the Imperial mainland.
Rookskeep
There is no more implacable foe of evil than a bad man gone good, and Lord Tiberius Rook (Fighter 9, Lawful) was a very bad man. He turned to the side of Law 20 years ago. Getting old. Shaky hands. Looks like Bill Nighy. His late wife, Marielle, is buried in a grand tomb in the keep. The senechal Cadmius (0-level, Lawful) keeps his lord’s manor running smoothly. Approximately 250 residents. Mostly farmers and fishermen. Many travellers and adventurers coming and going from the Imperial mainland.
Rookskeep
Temple of the Divine Couple
Harlowe and Daenae Argosia (Clerics 6, Lawful) are the husband-and-wife clerics of Bramah and Unastre, respectively. Harlowe’s voice is harsh and raspy, due to throat wounds. Daenae is missing her left eye. No potions to sell, but has holy water in steady supply.
The Sundered Shield
Jona Killwarrior (Magic User 5, Neutral) runs this inn and tavern with his wife Mara (0-level, Neutral) and their son Bolo (0-level, Lawful). Big burly man. Doesn’t put up with trouble-makers. Former adventuring companion of Lord Rook. Bolo wants to be an adventurer; his parents are dead against it. Old Tooley (Fighter 3, Neutral), the town drunk, is almost always here.
The Cock and Titmouse
Granger Redlock (0-level, Neutral) is a rough, aging woman with silver-red hair who runs the cheap, shady tavern down by the docks. Caters to sailors and vagabonds.
Town Guard
Katarina Steele (Captain 5, Lawful) is the commander of the town guard. She was a henchman of Lord Rook, and is very loyal. Steele is in charge of 12 guards (3 x Fighter 2, 9 x Fighter 1). Three shifts of four guards at any given time.
Hammer & Tongs Smithy
Groat Hammerlock (Dwarf 4, Lawful) runs this smithy with his husband Jimminy Tongs (Gnome 3, Lawful). Sells most weapons and armor from the core book. Hammer is a fine blacksmith. Tongs makes weapons and armor. They have four young 0-level humans as apprentices. Hammer and Tongs have “adopted” a baby kobold named Hurgyip that they are convinced they can turn to the side of Law.
Stonemasons’ Guild
Lord Rook recently brought over a small coterie of seven dwarves to rebuild the curtain walls around the town. The dwarves are led by Gildura “Momma” Holdvault (Dwarf 6, Neutral). The guild hall has its own invite-only tavern, and does a side-business in gem trading and appraisals.
Docks
A small fleet of fishing boats leaves the docks every morning, led by Jenny Codsdaughter (0-level, Neutral) who took over for her father three months ago after he was eaten by giant eels. Ships coming and going from the Imperial mainland must check in with the dockmaster Janders Maderlay (Fighter 3, Neutral), a former pirate with a pet miniature flying squid.
Hawk’s Trading Post and General Sundries
Run by former mountain-man Rancibold Hawk (Ranger 3, Lawful). Former henchman of Lord Rook. Always jokes that “mycommanding officer, General Sundries, isn’t in today.” Sells most equipment from the core book except weapons and armor. His old wolfhound Jake sleeps on the porch.
The Compass Rose
Map shop and cartography run by Luminous Rose (Elf 5, Neutral). She often hires adventurers map out new and unknown areas. He homeland is a mystery, and no other elf has heard of her.
Rubbish Heaps
The town heaps its garbage in a small depression north of town. Volkar the Grooch (Grooch 6, Neutral) claims this as his own territory. He goes through Rook’s Landing every night with a large cart, collecting trash.
Yeastworms’s Quite Impressive Original Brews and Spirits
Hissskafluur Yeastworms (Moleman 3, Lawful) runs this brewery. He does a fine business in human beverages. He may pay adventurers good coins for exotic ingredients to make obscure brews.
The Mills
Zephram and Molly-Ruth Gristgrinder (Halfling 1, Neutral) and their 13 children run the grain mills on the south end of town near the river. Granny Gristgrinder (Halfling 6, Neutral) is over 100 years old and runs a bakery right next to the mills. Thanks to all the low-level adventurers travelling through Rook’s Landing, there isn’t a giant rat to be found anywhere in the mills.
Katzenjammer’s Thoroughly Modern Apothecary
Dr. Malachai J. Katzenjammer (Gnome 2, Neutral). Can identify potions. Has 1d4-1 potions to sell at any given time. Sells “Dr. Katzenjammer’s Excellent Rejuvenating Elixir” for 50gp a bottle (heals 1d4 hp, spoils in 7 days, may have other side effects).
Kale’s Livery
Hondo and Jasmeene Kale (0-Level, Lawful) run the stables and livery with the help of their five children. Horses are in short supply, but mules are readily available. Wa horses are particularly hard to come by, and are almost exclusively bred by Lord Rook.
Saturday, October 19, 2013
Mind Flayer Trader (Encounters in Abaddon)
Hex 1517
An undead Mind Flayer (12 HD, AC 3) riding on the back of an ankylosaurus with acid breath. The Mind Flayer is a shrewd merchant who will trade minor but useful magical items (1d6+1 potions, 1d4 scrolls, and 1d4-1 wands) in exchange for precious memories (same effect as Energy Drain). One memory, one item.
Monday, October 14, 2013
Spiral of the Snake Men [Mini-Map Monday]
A clutch of sinister snake men live in these strange, spiral tunnels. These weirdly circular passages are carved through raw green stone that glows with a faint alien light. The snake men keep their food-slaves in dark pens and hide their treasure in a secret chamber. A massive, two-headed Ophidian Guard keeps watch at the junction of the main tunnels.
Saturday, October 12, 2013
Abaddon, the map! (and some places of note)
I finished the map of Abaddon last night. I don't usually color my maps, but I'm pretty happy with how it turned out. As is normal for me nowadays, I stuck with the Jack Kirby color palette. With the groovy powers of modern technology, I was easily able to make versions of the map with and without a hex grid.
Here's some "known" information about some of the areas featured on the map.
Rook's Landing
The only Imperial settlement on the island. Founded three years ago by Lord Tiberius Rook.
The Duchy of Nightmass
Human lands ruled by Duke Xiro. In constant war with...
Candle Quay
A prosperous fishing city ruled by Lady Cybelle. Known for their strange religious practices.
The Fleshlands
The land here is made of living, quivering flesh. It moans and screams, exudes random limbs and members, and excretes all manner of foul substances. A place of foul magic. The ruins of Mandraxis' manse is here.
Nibiru
This islands holds the ruins of an Annunaki city, ancient for eons.
Lake Venom
A massive lake of poison, surrounded by the Bone Shore. Home to trolls.
Reaver's Island
Home to barbarians and mutants.
Hastur's Teeth
A massive mountain range of jagged granite peaks. Cassilda's Peak is the largest tallest, haunted by strorms and monsters.
Genenna Mons
The largest known volcano on Wyrld.
Three Witches
A trio of volcanoes, taboo and believed cursed by the local amazons.
And yes, the amazons ride dinosaurs.
Here's some "known" information about some of the areas featured on the map.
Rook's Landing
The only Imperial settlement on the island. Founded three years ago by Lord Tiberius Rook.
The Duchy of Nightmass
Human lands ruled by Duke Xiro. In constant war with...
Candle Quay
A prosperous fishing city ruled by Lady Cybelle. Known for their strange religious practices.
The Fleshlands
The land here is made of living, quivering flesh. It moans and screams, exudes random limbs and members, and excretes all manner of foul substances. A place of foul magic. The ruins of Mandraxis' manse is here.
Nibiru
This islands holds the ruins of an Annunaki city, ancient for eons.
Lake Venom
A massive lake of poison, surrounded by the Bone Shore. Home to trolls.
Reaver's Island
Home to barbarians and mutants.
Hastur's Teeth
A massive mountain range of jagged granite peaks. Cassilda's Peak is the largest tallest, haunted by strorms and monsters.
Genenna Mons
The largest known volcano on Wyrld.
Three Witches
A trio of volcanoes, taboo and believed cursed by the local amazons.
And yes, the amazons ride dinosaurs.
Friday, October 11, 2013
Abaddon and Wyrld, an overview (with image dump!)
My new setting for my upcoming campaign (ostensibly FLAILNSAILS compliant), is coming along nicely.The Map of Abaddon is done, except for grid and labels. I've got the basic history of Wyrld (the game world) and Abaddon (the island setting) hashed out. Rather than assault people with my tortured prose, I'll just present it as bullet-points.
Broad History of Wylrd
Eons in the past, and Wyrld has no sun and two moons.
The Annunaki come down from the stars, bring with them their Dead Gods and the Elves.
Elves are slaves of the Annunaki, used for entertainment and the magical properties of their blood.
The Annunaki create Dwarves for labor and Men for food.
The Annunaki craft the world under the perpetual twilight of two moons.
Suddenly, the Annunaki leave.
One of the moons falls from the sky, crashing into Wyrld. The planet burns for 1000 years.
Wicked days of fire and darkness, dragons and trolls.
The Witchlords of Ur rise to power, using poorly-understood secrets of Annunaki magical science.
Wyrld is dark and sunless. The Witchlords constantly war between each other and breed all manner of beast, monster, and undead abomination.
Two smiths Bramah and Santanis, human slaves of the Witchlord Mag-Xyloth, rise up forge a rebellion. Their army of Men, Elves, and Dwarves, strike against the Witchlords.
The demoness Unastre falls in love with Bramah, and is redeemed by him. Unastre renounces her demonic heritage. The two marry and become battle-mates.
The Witchlords, in a final gambit, unleash Ahrizoth, the most powerful of the Annunaki's Dead Gods.
Santanis betrays and kills Bramah, then devours and absorbs Ahrizoth's power, becoming a god.
Unastre uses her great magic to bring Bramah back to life, making him immortal.
Bramah forges the sun and casts it into he sky, bringing light to the world and defeat to the Witchlords and Santanis.
Bramah founds the Brazen Empire, and the Dominion of Man begins. Bramah and Unastre reign for 200 years before ascending to the divine.
And so...
The Brazen Empire was founded 2000 years ago. It has been in steady decline for 500 years.
It is currently Imperial Year 2176.
The current Emperor is Vandranis Ro, a sick and ineffectual man bullied by the senate.
Affairs of the Empire will likely never influence this campaign, but it's good to know the basics.
The Island of Abaddon
A large island, far on the western edge of the Empire, mostly outside of its influence.
Inhabited by many wizards, seeking to peruse their own sorcerous projects without imperial interference. (The wizards went Galt!)
The greatest of Abaddon's sorcerers was Mandraxis the Magician. His manse still remains in the Fleshlands.
300 years ago, Abaddon disappeared. No cataclysm or apocalyptic explosions. One day it just disappeared.
Three years ago, it suddenly returned.
Spending three centuries “someplace else” has changed the islands and its inhabitants.
Adventurers and explorers from across the empire have come to Abaddon in search of mystery and fortune.
Lord Tiberius Rook founded Rook's Landing, the only Imperial settlement on Abaddon.
Rook's Landing serves as a starting point for many adventurers.
Jungles and swamps in the south. Badlands to the north. A band of fairly temperate forests and grasslands in the middle. Reavers Island is cooler.
Dinosaurs!
Aesthetic and Feel of the Abaddon Campaign
I'm going for a “weird pulp adventure” sort of feel. Not really “dark” but weird and fantastical. Clark Ashton Smith, Fritz Leiber, and Jack Vance are the heaviest influences. If I'm being honest, there's a bit of “Adventure Time” tossed in there too. Abaddon is a crazy, strange, and wicked land, but the brave and bold will succeed.
The Brazen Empire has a distinct Roman feel, with some heavy Mesopotamian influences.
Visually, I'm trying to lean away from the modern “dungeon-punk” aesthetic and recapture the “old-school” Erol Otus/Bill Willingham feel. So, massive shoulder pads and tons of belts are out. Helmets with horns (or wings!) and cuffed boots are in.
Broad History of Wylrd
Eons in the past, and Wyrld has no sun and two moons.
The Annunaki come down from the stars, bring with them their Dead Gods and the Elves.
Elves are slaves of the Annunaki, used for entertainment and the magical properties of their blood.
The Annunaki create Dwarves for labor and Men for food.
The Annunaki craft the world under the perpetual twilight of two moons.
Suddenly, the Annunaki leave.
One of the moons falls from the sky, crashing into Wyrld. The planet burns for 1000 years.
Wicked days of fire and darkness, dragons and trolls.
The Witchlords of Ur rise to power, using poorly-understood secrets of Annunaki magical science.
Wyrld is dark and sunless. The Witchlords constantly war between each other and breed all manner of beast, monster, and undead abomination.
Two smiths Bramah and Santanis, human slaves of the Witchlord Mag-Xyloth, rise up forge a rebellion. Their army of Men, Elves, and Dwarves, strike against the Witchlords.
The demoness Unastre falls in love with Bramah, and is redeemed by him. Unastre renounces her demonic heritage. The two marry and become battle-mates.
The Witchlords, in a final gambit, unleash Ahrizoth, the most powerful of the Annunaki's Dead Gods.
Santanis betrays and kills Bramah, then devours and absorbs Ahrizoth's power, becoming a god.
Unastre uses her great magic to bring Bramah back to life, making him immortal.
Bramah forges the sun and casts it into he sky, bringing light to the world and defeat to the Witchlords and Santanis.
Bramah founds the Brazen Empire, and the Dominion of Man begins. Bramah and Unastre reign for 200 years before ascending to the divine.
And so...
The Brazen Empire was founded 2000 years ago. It has been in steady decline for 500 years.
It is currently Imperial Year 2176.
The current Emperor is Vandranis Ro, a sick and ineffectual man bullied by the senate.
Affairs of the Empire will likely never influence this campaign, but it's good to know the basics.
The Island of Abaddon
A large island, far on the western edge of the Empire, mostly outside of its influence.
Inhabited by many wizards, seeking to peruse their own sorcerous projects without imperial interference. (The wizards went Galt!)
The greatest of Abaddon's sorcerers was Mandraxis the Magician. His manse still remains in the Fleshlands.
300 years ago, Abaddon disappeared. No cataclysm or apocalyptic explosions. One day it just disappeared.
Three years ago, it suddenly returned.
Spending three centuries “someplace else” has changed the islands and its inhabitants.
Adventurers and explorers from across the empire have come to Abaddon in search of mystery and fortune.
Lord Tiberius Rook founded Rook's Landing, the only Imperial settlement on Abaddon.
Rook's Landing serves as a starting point for many adventurers.
Jungles and swamps in the south. Badlands to the north. A band of fairly temperate forests and grasslands in the middle. Reavers Island is cooler.
Dinosaurs!
Aesthetic and Feel of the Abaddon Campaign
I'm going for a “weird pulp adventure” sort of feel. Not really “dark” but weird and fantastical. Clark Ashton Smith, Fritz Leiber, and Jack Vance are the heaviest influences. If I'm being honest, there's a bit of “Adventure Time” tossed in there too. Abaddon is a crazy, strange, and wicked land, but the brave and bold will succeed.
The Brazen Empire has a distinct Roman feel, with some heavy Mesopotamian influences.
Visually, I'm trying to lean away from the modern “dungeon-punk” aesthetic and recapture the “old-school” Erol Otus/Bill Willingham feel. So, massive shoulder pads and tons of belts are out. Helmets with horns (or wings!) and cuffed boots are in.
Inspirational Abaddon Image Dump
These images came from all over the Internet and found their way onto my hard drive.I don't know most of their sources. My apologies.
Subscribe to:
Posts (Atom)





















