18: Mark of the Spear. This location is
almost impossible to find save by chance or the will of one of the wood’s more
notorious denizens. The Mark of the Spear is ground zero, the location where
the Enkanneth drove the enchanted spear called Asiphiron into the ground,
releasing the flood of magic which created the woodland prison in which the
army of Blood Knights and monsters of Sar were trapped.
Happening
upon this area reveals a small clearing of gentle but thick grasses surrounding
what appears to be a sunken depression in the earth, almost like a crater. At
the center of the crater rests what appears to be a polished spear of pure gold
with ruby stones along the length of the shaft. Runic writing in the primordial
tongue spells out “Asiphiron” along the side of the weapon. The actual spear head
is buried deep in hard stone at the base of the incline where the spear rests.
Asiphiron is
a potent artifact weapon, but it’s time has come and gone. The removal of the
weapon would free the army and destroy the Vosjin Wood; powerful divine magic
insures it remains firmly rooted. To protect it, the Enkanneth bound the spear
to a powerful planar being, the Solar Angel Setirivan. Sterivan dislikes the
duty placed upon him, but any who attempt to move the spear using supernatural
means or with even a hint of success (for example, making a STR DC 25 to try
and pull it free) will summon him immediately to either reason with or dispatch
those who would seek to remove the spear.
Should
Asiphiron somehow be removed (and this really should be a GM call) then the
Vosjin Wood will dissipate within 1D100 days and free the ancient army of Sar.
That might merit a campaign in its own right….
19: The Hydra’s Tree. The Hydra’s Tree
is the most ancient and possibly most formidable of the denizens trapped in the
wood. It can never be freed (save for the removal of the Spear, entry 18) but
the tree nonetheless continues to cause problems for the mortal realm. The
original Hydra was a twenty-one headed beast of immense (gargantuan) size….actual
stats will not be provided here, but imagine a Tarrasque-like version of a
hydra. The tree is equally immense, of almost mind-bendingly large dimensions,
and within its branches and leaves it is said an entire tribe of goblins lurks,
carefully tending and pruning the tree, relishing the sense of fear and
presence it exerts on the forest around them.
The tree
covers several acres, and its immense branches, twenty one primary trunks for
each head, droop heavy with strange yellowish-green orbs of eerie fruit. Eating
one of these fruits is deadly (DC 21 CON save or suffer 100 points of poison
and 100 points of acid damage immediately) but if one ripens and drops it will
spawn a juvenile hydra where it lands in 1D6 days. This has led to a plague of
the beasts at times, many of which are later devoured by the serpent in the
woods or other major predators, and still others seem to find their way into
the Outworld. There is also a rumor that the goblins of the tree are actually
kept there under Sukagra’s orders to prune the tree of its fruit as best they
can.
Adventurers
hanging around the tree have a 15% chance per half-day of encountering roaming
hydras (1D6). They are also likely to attract the attention of the goblin tribe
(there are roughly 100 goblins living in the tree’s upper branches).
20: Aruman’s Villa. Much has already
been said of Aruman, who’s details were posted previously, so here’s a bit more
information to add to it all. Aruman’s hut is a ramshackle affair, a long house
divided into three parts, centered over an old dry cistern in the thicker,
darker corner of the wood. The cistern is one of several like it that contain a
planar gate at the bottom, this one opening up into the Outworld, along a
stretch of Mt. Sahambla. Aruman regularly uses it to visit the mountain and the
sprawling ruin of a lost Saric city where he enjoys studying his magic.
The villa
itself is guarded by two brutish fellows, Urn and Skard, who are both
Galitathic barbarians (NE human barbarians level 10 each). The two brothers
were both ensorcelled by the Witch of Galitath and they journeyed many years
ago to seek out Aruman to remove the curse….which he did, but in exchange for
their servitude thereafter.
Aruman wears’
a mask of leather which a scrutinizing eye (Heal DC 12) might notice is human
skin. He rarely reveals his lich-like features and can suppress the glow of his
eyes at will. He favors speaking with visitors before harming or eluding them….Aruman
is thirsty for the knowledge of the outside world, and an easy way to become
friends with him is to bring new sorcerous knowledge for his vast collections.
Aruman also
has a night hag which serves as his personal maid and assistant named Rukatha,
who always manifests as an old woman. Rukatha can summon 4D6 wraiths of the
woods as a bonus action if harmed or threatened, and the wraith obey her
unerringly.
Aruman’s
inner hut includes a passage dug deep which winds down into the cistern,
chiseled steps narrowly guiding those who would dare down into the depths. At
the bottom is a shallow pool which is rife with necrotic energy (it deals 1D6
necrotic damage per round to any who immerse themselves even slightly in the water),
as well as the carved gateway which opens up onto the lost ruins on the vast
eastern slope of Mt. Sahambla in the Outworld.
Great end to a great encounter table and setting that can really be dropped into any world. I plan on using this in my campaign and it will only require a tweak in history to do so i love that. You mentioned the spear is a great artifact, what can it do? I am interested in using it as an item needed to stop a Great Old One from destroying all time and space. Considering the group will have a time machine they will have a chance of putting the spear back in place before the army rises. It seems like convincing the solar angel to let them have it will be impossible though.
ReplyDeleteSo yes, any ideas on the spear?
That is a very good question....the spear so far has been something of a macguffin, a device which lingers in my main campaign waiting for the players to become savvy or high level enough to go do something about it. In 5E terms it would be an important major artifact....I'll have to stat it out next.
DeleteYeah. I love the concept of the Vosjin Wood, and it is very portable. In the original campaign where it appeared last year it grew up organically....the original concept was "haunted woods that a lich lives in" and after a few sessions it transmogrified into much, much more.