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Showing posts from January, 2024

Encounter - Secrets of the Stones, Part 1

Erdogar Aker is a respected sage in the village of Larm.  He is the man to see when questions of history and folklore arise.  Although knowledgeable about many things, Erdogar's personal passion is uncovering the history of those who dwelled in the hills before the founding of Larm.  He spends his free time writing and revising his tome on the history of the hills, about the peoples that came before.   In his younger days, he was able to conduct field work on his own, spending weeks at a time in the hills south and east of Larm, searching for relics and scrolls left behind.  But now, age has come for Erdogar, and the days of his scholarly travels have ended.  It is for this reason that he contacts the players and proposes a joint expedition of discovery. Over several cups of tea in his cottage, he tells the players about a footnote in one of his scrolls, just an offhand remark by the scribe which mentions a message carved in stone on a great memorial wall.  He is convinced that the

Encounter - The Giant's Teeth, Part 2

This is a site-based encounter that begins with some social interaction and can be used when the players are traveling beyond the forests toward the Crumbling Peaks.  Alternatively, the players may have heard the tales from the hunters and trappers around Larm and have intentionally come looking for the Giant's Teeth.  Either way, the initial encounter will begin the same. Mapping Note:  The image below is taken from a portion of a map created by Dyson Logos and can be found on his website here:  https://dysonlogos.blog/2023/02/10/the-maw-a-five-room-dungeon/   As the players approach the rounded hill, they will be able to smell smoke from a small campfire and hear the raucous sounds of hundreds of chirping crickets.  Barely audible over the crickets, will be the faint singing of a man beside the campfire coming from within the ring of standing stones. If the players continue to approach, the man will stand up from beside the fire and meet them at the edge of the stone ring.  He st

Encounter - The Giant's Teeth, Part 1

Southeast of Larm, beyond the forests of Iron Pines, lies the foothills of the Crumbling Peaks.  The mountains beyond the hills were so named for the frequent rockslides and avalanches.  The miners have largely avoided this area due to the instability and high risk of excavating here.  But it does attract its share of hunters and trappers pursuing the wild cats and packs of wolves. It is only natural that when these outdoorsmen return to Larm to sell their pelts, they share the tales of their time spent in the wilds.  Most of the stories are tall tales about huge beasts that managed to escape the trapper's snares, or beautiful forest nymphs that tried to tempt a lonely hunter into revealing his name.   But one story stands out, for it has been told over and over by scores of hunters and trappers.  More than a dozen men over the years have spoken of coming across a ring of standing stones atop a lonely hill.  Standing stones are not uncommon in the wild lands around Larm, but the st

Encounter - Desecration of the Barrow Tomb, Part 2

In this dungeon, the players will encounter both the surviving human bandits who broke in to raid the barrow tomb and the animalistic Morlocks that dwell in the adjoining subterranean passageways.  The players will have the opportunity to explore the three tombs to get a sense of what's going on before they encounter the survivors.  The encounter can be played out in two ways: 1) with the players realizing the danger and allowing the Morlock in Room 4 to retreat back into its lair; or 2) with the players pursuing the Morlock and its allies, with a final showdown in Room 6. Room #1 - The Tombs Descending down crudely fashioned stone steps made slippery from the leaves that have blown in through the open doorway, you enter a large room with stone tiled flooring and natural earthen walls.  You are underground, in a place that outsiders were never meant to enter.  The desecration and disrespect are apparent immediately.   You see the remains of a campfire, filthy bedrolls, discarded fo

Encounter - Desecration of the Barrow Tomb, Part 1

The Isvirin claim dominion over the lands west of Larm, from the river to the hills to the mountains.  For centuries the hill tribes have hunted these lands, raised their young, and buried their honored dead here.  They have fought wars against invaders, they have fought wars amongst themselves, but in all these times, there has been an understanding that certain lines are not crossed.  The honored dead are respected, and the mounds of earth and stone in which they are entombed are not to be disturbed. In recent days, however, this protocol has been violated.  On their next visit to Senger's Crossing, the players will learn that members of the Isvirin have reached out to Moritz Senger asking for his help.  It seems that one of the burial tombs has recently been entered by some group of outsiders.  The heavy stone entry door has been pushed aside, leaving the tomb open and unprotected. According to their culture, the Isvirin are forbidden from entering a burial tomb once it has been

Senger's Crossing

The frontier village of Larm occupies a prime location on the eastern bank of the river, giving it easy access to the surrounding forests, fields, and hills.  Larm is truly prospering, but there is one small annoyance that continues to raise the ire of the Magistrate and the Home Guard.  Across the river, less than one mile from Larm's town square, sits a crumbling old manor house and a few old cottages, known simply as "Senger's Crossing." The swift current of the river allows the sturdy barges laden with Iron Pine timber, copper ore, and surplus crops to be sent down river to Dolmvay.  But the river also marks the boundary between the lands claimed by Larm and the ancestral homeland of the Isvirin hill tribes.  Larm wishes to bring the western shore under its control but does not wish to alienate the hill tribes.  In the midst of this diplomatic stalemate, Moritz Senger saw an opportunity. Moritz approached the hill tribes and got permission to develop the old manor

Dungeon 24 Project

One room a day, every day, for one year, resulting in a 12-level mega dungeon complex.  This is the Dungeon 24 Project. I want to keep the main page dedicated to world building about Larm.  Going forward, the daily updates for the Dungeon 24 Project can be accessed through the "Dungeon 24" link at the top of the page. Dungeon 24 - Room 32/365 (Level 2, Room 1) Dungeon 24 - Room 31/365 Dungeon 24 - Room 30/365 Dungeon 24 - Room 29/365 Dungeon 24 - Room 28/365 Dungeon 24 - Room 27/365 Dungeon 24 - Room 26/365 Dungeon 24 - Room 25/365 Dungeon 24 - Room 24/365 Dungeon 24 - Room 23/365 Dungeon 24 - Room 22/365 Dungeon 24 - Room 21/365 Dungeon 24 - Room 20/365 Dungeon 24 - Room 19/365 Dungeon 24 - Room 18/365 Dungeon 24 - Room 17/365 Dungeon 24 - Room 16/365 Dungeon 24 - Room 15/365 Dungeon 24 - Room 14/365 Dungeon 24 - Room 13/365 Dungeon 24 - Room 12/365 Dungeon 24 - Room 11/365 Dungeon 24 - Room 10/365 Dungeon 24 - Room 9/365  Dungeon 24 - Room 8/365 Dungeon 24 - Room 7/365 Dung